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200,\n    step: 1,\n    displayStepper: true\n};\nexport const fontControls = {\n    font: {\n        type: ControlType.Boolean,\n        title: \"Font\",\n        defaultValue: false,\n        disabledTitle: \"Default\",\n        enabledTitle: \"Custom\"\n    },\n    fontFamily: {\n        type: ControlType.String,\n        title: \"Family\",\n        placeholder: \"Inter\",\n        hidden: ({ font  })=>!font\n    },\n    fontWeight: {\n        type: ControlType.Enum,\n        title: \"Weight\",\n        options: [\n            100,\n            200,\n            300,\n            400,\n            500,\n            600,\n            700,\n            800,\n            900\n        ],\n        optionTitles: [\n            \"Thin\",\n            \"Extra-light\",\n            \"Light\",\n            \"Regular\",\n            \"Medium\",\n            \"Semi-bold\",\n            \"Bold\",\n            \"Extra-bold\",\n            \"Black\", \n        ],\n        hidden: ({ font  })=>!font\n    }\n};\n// @TODO check if we're missing anything here — there doesn't seem to be a reliable browser API for this\nexport const localeOptions = {\n    af: \"Afrikaans\",\n    sq: \"Albanian\",\n    an: \"Aragonese\",\n    ar: \"Arabic (Standard)\",\n    \"ar-dz\": \"Arabic (Algeria)\",\n    \"ar-bh\": \"Arabic (Bahrain)\",\n    \"ar-eg\": \"Arabic (Egypt)\",\n    \"ar-iq\": \"Arabic (Iraq)\",\n    \"ar-jo\": \"Arabic (Jordan)\",\n    \"ar-kw\": \"Arabic (Kuwait)\",\n    \"ar-lb\": \"Arabic (Lebanon)\",\n    \"ar-ly\": \"Arabic (Libya)\",\n    \"ar-ma\": \"Arabic (Morocco)\",\n    \"ar-om\": \"Arabic (Oman)\",\n    \"ar-qa\": \"Arabic (Qatar)\",\n    \"ar-sa\": \"Arabic (Saudi Arabia)\",\n    \"ar-sy\": \"Arabic (Syria)\",\n    \"ar-tn\": \"Arabic (Tunisia)\",\n    \"ar-ae\": \"Arabic (U.A.E.)\",\n    \"ar-ye\": \"Arabic (Yemen)\",\n    hy: \"Armenian\",\n    as: \"Assamese\",\n    ast: \"Asturian\",\n    az: \"Azerbaijani\",\n    eu: \"Basque\",\n    bg: \"Bulgarian\",\n    be: \"Belarusian\",\n    bn: \"Bengali\",\n    bs: \"Bosnian\",\n    br: \"Breton\",\n    my: \"Burmese\",\n    ca: \"Catalan\",\n    ch: \"Chamorro\",\n    ce: \"Chechen\",\n    zh: \"Chinese\",\n    \"zh-hk\": \"Chinese (Hong Kong)\",\n    \"zh-cn\": \"Chinese (PRC)\",\n    \"zh-sg\": \"Chinese (Singapore)\",\n    \"zh-tw\": \"Chinese (Taiwan)\",\n    cv: \"Chuvash\",\n    co: \"Corsican\",\n    cr: \"Cree\",\n    hr: \"Croatian\",\n    cs: \"Czech\",\n    da: \"Danish\",\n    nl: \"Dutch (Standard)\",\n    \"nl-be\": \"Dutch (Belgian)\",\n    en: \"English\",\n    \"en-au\": \"English (Australia)\",\n    \"en-bz\": \"English (Belize)\",\n    \"en-ca\": \"English (Canada)\",\n    \"en-ie\": \"English (Ireland)\",\n    \"en-jm\": \"English (Jamaica)\",\n    \"en-nz\": \"English (New Zealand)\",\n    \"en-ph\": \"English (Philippines)\",\n    \"en-za\": \"English (South Africa)\",\n    \"en-tt\": \"English (Trinidad & Tobago)\",\n    \"en-gb\": \"English (United Kingdom)\",\n    \"en-us\": \"English (United States)\",\n    \"en-zw\": \"English (Zimbabwe)\",\n    eo: \"Esperanto\",\n    et: \"Estonian\",\n    fo: \"Faeroese\",\n    fa: \"Farsi\",\n    fj: \"Fijian\",\n    fi: \"Finnish\",\n    fr: \"French (Standard)\",\n    \"fr-be\": \"French (Belgium)\",\n    \"fr-ca\": \"French (Canada)\",\n    \"fr-fr\": \"French (France)\",\n    \"fr-lu\": \"French (Luxembourg)\",\n    \"fr-mc\": \"French (Monaco)\",\n    \"fr-ch\": \"French (Switzerland)\",\n    fy: \"Frisian\",\n    fur: \"Friulian\",\n    gd: \"Gaelic (Scots)\",\n    \"gd-ie\": \"Gaelic (Irish)\",\n    gl: \"Galacian\",\n    ka: \"Georgian\",\n    de: \"German (Standard)\",\n    \"de-at\": \"German (Austria)\",\n    \"de-de\": \"German (Germany)\",\n    \"de-li\": \"German (Liechtenstein)\",\n    \"de-lu\": \"German (Luxembourg)\",\n    \"de-ch\": \"German (Switzerland)\",\n    el: \"Greek\",\n    gu: \"Gujurati\",\n    ht: \"Haitian\",\n    he: \"Hebrew\",\n    hi: \"Hindi\",\n    hu: \"Hungarian\",\n    is: \"Icelandic\",\n    id: \"Indonesian\",\n    iu: \"Inuktitut\",\n    ga: \"Irish\",\n    it: \"Italian (Standard)\",\n    \"it-ch\": \"Italian (Switzerland)\",\n    ja: \"Japanese\",\n    kn: \"Kannada\",\n    ks: \"Kashmiri\",\n    kk: \"Kazakh\",\n    km: \"Khmer\",\n    ky: \"Kirghiz\",\n    tlh: \"Klingon\",\n    ko: \"Korean\",\n    \"ko-kp\": \"Korean (North Korea)\",\n    \"ko-kr\": \"Korean (South Korea)\",\n    la: \"Latin\",\n    lv: \"Latvian\",\n    lt: \"Lithuanian\",\n    lb: \"Luxembourgish\",\n    mk: \"FYRO Macedonian\",\n    ms: \"Malay\",\n    ml: \"Malayalam\",\n    mt: \"Maltese\",\n    mi: \"Maori\",\n    mr: \"Marathi\",\n    mo: \"Moldavian\",\n    nv: \"Navajo\",\n    ng: \"Ndonga\",\n    ne: \"Nepali\",\n    no: \"Norwegian\",\n    nb: \"Norwegian (Bokmal)\",\n    nn: \"Norwegian (Nynorsk)\",\n    oc: \"Occitan\",\n    or: \"Oriya\",\n    om: \"Oromo\",\n    \"fa-ir\": \"Persian/Iran\",\n    pl: \"Polish\",\n    pt: \"Portuguese\",\n    \"pt-br\": \"Portuguese (Brazil)\",\n    pa: \"Punjabi\",\n    \"pa-in\": \"Punjabi (India)\",\n    \"pa-pk\": \"Punjabi (Pakistan)\",\n    qu: \"Quechua\",\n    rm: \"Rhaeto-Romanic\",\n    ro: \"Romanian\",\n    \"ro-mo\": \"Romanian (Moldavia)\",\n    ru: \"Russian\",\n    \"ru-mo\": \"Russian (Moldavia)\",\n    sz: \"Sami (Lappish)\",\n    sg: \"Sango\",\n    sa: \"Sanskrit\",\n    sc: \"Sardinian\",\n    sd: \"Sindhi\",\n    si: \"Singhalese\",\n    sr: \"Serbian\",\n    sk: \"Slovak\",\n    sl: \"Slovenian\",\n    so: \"Somani\",\n    sb: \"Sorbian\",\n    es: \"Spanish\",\n    \"es-ar\": \"Spanish (Argentina)\",\n    \"es-bo\": \"Spanish (Bolivia)\",\n    \"es-cl\": \"Spanish (Chile)\",\n    \"es-co\": \"Spanish (Colombia)\",\n    \"es-cr\": \"Spanish (Costa Rica)\",\n    \"es-do\": \"Spanish (Dominican Republic)\",\n    \"es-ec\": \"Spanish (Ecuador)\",\n    \"es-sv\": \"Spanish (El Salvador)\",\n    \"es-gt\": \"Spanish (Guatemala)\",\n    \"es-hn\": \"Spanish (Honduras)\",\n    \"es-mx\": \"Spanish (Mexico)\",\n    \"es-ni\": \"Spanish (Nicaragua)\",\n    \"es-pa\": \"Spanish (Panama)\",\n    \"es-py\": \"Spanish (Paraguay)\",\n    \"es-pe\": \"Spanish (Peru)\",\n    \"es-pr\": \"Spanish (Puerto Rico)\",\n    \"es-es\": \"Spanish (Spain)\",\n    \"es-uy\": \"Spanish (Uruguay)\",\n    \"es-ve\": \"Spanish (Venezuela)\",\n    sx: \"Sutu\",\n    sw: \"Swahili\",\n    sv: \"Swedish\",\n    \"sv-fi\": \"Swedish (Finland)\",\n    \"sv-sv\": \"Swedish (Sweden)\",\n    ta: \"Tamil\",\n    tt: \"Tatar\",\n    te: \"Teluga\",\n    th: \"Thai\",\n    tig: \"Tigre\",\n    ts: \"Tsonga\",\n    tn: \"Tswana\",\n    tr: \"Turkish\",\n    tk: \"Turkmen\",\n    uk: \"Ukrainian\",\n    hsb: \"Upper Sorbian\",\n    ur: \"Urdu\",\n    ve: \"Venda\",\n    vi: \"Vietnamese\",\n    vo: \"Volapuk\",\n    wa: \"Walloon\",\n    cy: \"Welsh\",\n    xh: \"Xhosa\",\n    ji: \"Yiddish\",\n    zu: \"Zulu\"\n};\n\nexport const __FramerMetadata__ = {\"exports\":{\"fontSizeOptions\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"fontControls\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"localeOptions\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"fontStack\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"emptyStateStyle\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"containerStyles\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"defaultEvents\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}}}}\n//# sourceMappingURL=./constants.map","import { useIsInCurrentNavigationTarget } from \"framer\";\nimport { useEffect } from \"react\";\nexport function useOnEnter(onEnter, enabled) {\n    return useOnSpecificTargetChange(true, onEnter, enabled);\n}\nexport function useOnExit(onExit, enabled) {\n    return useOnSpecificTargetChange(false, onExit, enabled);\n}\nfunction useOnSpecificTargetChange(goal, callback, enabled = true) {\n    const isInTarget = useIsInCurrentNavigationTarget();\n    useEffect(()=>{\n        if (enabled && isInTarget === goal) callback();\n    }, [\n        isInTarget\n    ]);\n}\n\nexport const __FramerMetadata__ = {\"exports\":{\"useOnEnter\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"useOnExit\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}}}}\n//# sourceMappingURL=./useOnNavigationTargetChange.map","import { useRef } from \"react\";\n/**\n * Creates a constant value over the lifecycle of a component.\n *\n * Even if `useMemo` is provided an empty array as its final argument, it doesn't offer\n * a guarantee that it won't re-run for performance reasons later on. By using `useConstant`\n * you can ensure that initialisers don't execute twice or more.\n */ export function useConstant(init) {\n    const ref = useRef(null);\n    if (ref.current === null) {\n        ref.current = init();\n    }\n    return ref.current;\n}\n\nexport const __FramerMetadata__ = {\"exports\":{\"useConstant\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}}}}\n//# sourceMappingURL=./useConstant.map","import { Color } from \"framer\";\nexport function colorFromToken(color) {\n    if (color.startsWith(\"var(--token-\")) return \"rgb\" + color.split(\") /*\")[0].split(\", rgb\")[1];\n    return color;\n}\nexport function colorTokentoValue(color) {\n    return Color(colorFromToken(color)).toValue();\n}\n\nexport const __FramerMetadata__ = {\"exports\":{\"colorFromToken\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"colorTokentoValue\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}}}}\n//# sourceMappingURL=./colorFromToken.map","import { MotionValue } from \"framer\";\nexport const isMotionValue = (v)=>v instanceof MotionValue\n;\n\nexport const __FramerMetadata__ = {\"exports\":{\"isMotionValue\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}}}}\n//# sourceMappingURL=./isMotionValue.map","import * as React from \"react\";\nconst letters = \"ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz\";\nconst l = ()=>letters[Math.floor(Math.random() * letters.length)]\n;\nexport const randomID = ()=>l() + l() + l() + l() + l() + l() + l() + l() + l()\n;\nfunction createUniqueClass(suffix) {\n    return `framer-${suffix}-${randomID()}`;\n}\nexport function useUniqueClassName(suffix, deps) {\n    const [className, setClassName] = React.useState(createUniqueClass(suffix));\n    React.useEffect(()=>{\n        setClassName(createUniqueClass(suffix));\n    }, [\n        suffix,\n        ...deps\n    ]);\n    return className;\n}\n\nexport const __FramerMetadata__ = {\"exports\":{\"useUniqueClassName\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"randomID\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}}}}\n//# sourceMappingURL=./useUniqueClassName.map","import { ControlType } from \"framer\";\n// I realize this only applies to select right now\n// but we can work on it in here\nexport function getVariantControls(Component, variant, additionalControls = {\n}) {\n    return {\n        [`${variant}TextColor`]: {\n            type: ControlType.Color,\n            title: \"Text Color\",\n            defaultValue: Component.defaultProps[`${variant}TextColor`],\n            hidden: (props)=>props.variant !== variant\n        },\n        [`${variant}IconColor`]: {\n            type: ControlType.Color,\n            title: \"Icon Color\",\n            defaultValue: Component.defaultProps[`${variant}IconColor`],\n            hidden: (props)=>props.variant !== variant\n        },\n        [`${variant}BackgroundColor`]: {\n            type: ControlType.Color,\n            title: \"Bg Color\",\n            defaultValue: Component.defaultProps[`${variant}BackgroundColor`],\n            hidden: (props)=>props.variant !== variant\n        },\n        [`${variant}BorderColor`]: {\n            type: ControlType.Color,\n            title: \"Border Color\",\n            defaultValue: Component.defaultProps[`${variant}BorderColor`],\n            hidden: (props)=>props.variant !== variant\n        },\n        [`${variant}BorderWidth`]: {\n            type: ControlType.Number,\n            title: \" \",\n            min: 0,\n            max: 5,\n            displayStepper: true,\n            defaultValue: Component.defaultProps[`${variant}BorderWidth`],\n            hidden: (props)=>props.variant !== variant\n        },\n        ...additionalControls\n    };\n}\n\nexport const __FramerMetadata__ = {\"exports\":{\"getVariantControls\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}}}}\n//# sourceMappingURL=./variantUtils.map","import { useMemo } from \"react\";\nexport const isBrowserSafari = ()=>{\n    if (typeof navigator !== `undefined`) {\n        const userAgent = navigator.userAgent.toLowerCase();\n        const isSafari = (userAgent.indexOf(\"safari\") > -1 || userAgent.indexOf(\"framermobile\") > -1 || userAgent.indexOf(\"framerx\") > -1) && userAgent.indexOf(\"chrome\") < 0;\n        return isSafari;\n    } else return false;\n};\nexport const useIsBrowserSafari = ()=>useMemo(()=>isBrowserSafari()\n    , [])\n;\n\nexport const __FramerMetadata__ = {\"exports\":{\"useIsBrowserSafari\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"isBrowserSafari\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}}}}\n//# sourceMappingURL=./isBrowser.map","import { useEffect } from \"react\";\n//@ts-ignore\nimport { isMotionValue } from \"https://framerusercontent.com/modules/3mKFSGQqKHV82uOV1eBc/5fbRLvOpxZC0JOXugvwm/isMotionValue.js\";\nexport function useOnChange(value, callback) {\n    useEffect(()=>// @ts-ignore this should be detected as a MV :shrug:\n        isMotionValue(value) ? value.onChange(callback) : undefined\n    );\n}\nexport function useMultiOnChange(values, handler) {\n    useEffect(()=>{\n        const subscriptions = values.map((value)=>value.onChange(handler)\n        );\n        return ()=>subscriptions.forEach((unsubscribe)=>unsubscribe()\n            )\n        ;\n    });\n}\n\nexport const __FramerMetadata__ = {\"exports\":{\"Subscriber\":{\"type\":\"tsType\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"useOnChange\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"useMultiOnChange\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}}}}\n//# sourceMappingURL=./useOnChange.map","import { useCallback, useEffect, useRef } from \"react\";\nimport { motionValue, animate, RenderTarget } from \"framer\";\n// @ts-ignore\nimport { isMotionValue } from \"https://framerusercontent.com/modules/3mKFSGQqKHV82uOV1eBc/5fbRLvOpxZC0JOXugvwm/isMotionValue.js\";\n// @ts-ignore\nimport { useConstant } from \"https://framerusercontent.com/modules/ExNgrA7EJTKUPpH6vIlN/eiOrSJ2Ab5M9jPCvVwUz/useConstant.js\";\nexport function useAutoMotionValue(inputValue, options) {\n    var ref;\n    // Put options on a local ref\n    // Might wanna just memo instead but it works for now\n    const optionsRef = useRef(options);\n    const animation = useRef();\n    const didInitialMount = useRef(false);\n    const isOnCanvas = RenderTarget.current() === RenderTarget.canvas;\n    // in-progress - trying to figure out effect hooks\n    const onChangeDeps = (options === null || options === void 0 ? void 0 : options.onChangeDeps) ? options.onChangeDeps : [];\n    // Memoize the onChange handler\n    const onChange = useCallback(options === null || options === void 0 ? void 0 : options.onChange, [\n        ...onChangeDeps, \n    ]);\n    // Optionally scale the value from props\n    const transformer = useCallback((value)=>((ref = optionsRef.current) === null || ref === void 0 ? void 0 : ref.transform) ? optionsRef.current.transform(value) : value\n    , []);\n    // Create new MotionValue from inputValue\n    const value = useConstant(()=>isMotionValue(inputValue) ? inputValue : motionValue(transformer(inputValue))\n    );\n    // Setting value from prop change\n    useEffect(()=>{\n        if (!isMotionValue(inputValue) && didInitialMount.current) {\n            var ref1, ref2;\n            const newValue = transformer(inputValue);\n            (ref1 = animation.current) === null || ref1 === void 0 ? void 0 : ref1.stop();\n            // Call change callback\n            if (onChange) onChange(newValue, value);\n            // Trigger animation to new value\n            if (((ref2 = optionsRef.current) === null || ref2 === void 0 ? void 0 : ref2.animate) && !isOnCanvas) {\n                var ref3;\n                // @ts-ignore\n                animation.current = animate(value, newValue, (ref3 = optionsRef.current) === null || ref3 === void 0 ? void 0 : ref3.transition);\n            } else {\n                value.set(newValue);\n            }\n        }\n        didInitialMount.current = true;\n    }, [\n        inputValue,\n        ...onChangeDeps\n    ]);\n    return value;\n}\n\nexport const __FramerMetadata__ = {\"exports\":{\"useAutoMotionValue\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}}}}","// @ts-ignore\nimport{fontStore}from\"framer\";import{useEffect}from\"react\";import{fontStack}from\"https://framerusercontent.com/modules/VTUDdizacRHpwbkOamr7/AykinQJbgwl92LvMGZwu/constants.js\";const fontWeights={100:\"Thin\",200:\"Extra-light\",300:\"Light\",400:\"Regular\",500:\"Medium\",600:\"Semi-bold\",700:\"Bold\",800:\"Extra-bold\",900:\"Black\"};export function useFontControls(props){const{fontFamily=\"Inter\",fontSize=16,fontWeight=400,font=false}=props;const fontWeightName=fontWeights[fontWeight];const customFontStack=`\"${fontFamily} ${fontWeightName}\", \"${fontFamily}\", ${fontStack}`;const fontFamilyStyle=fontFamily?{fontSize,fontWeight,fontFamily:customFontStack}:{fontSize,fontWeight};const fetchCustomFonts=async()=>{await fontStore.loadWebFontsFromSelectors([`CUSTOM;${fontFamily}`,`CUSTOM;${fontFamily} ${fontWeightName}`,`GF;${fontFamily}-${fontWeightName.toLowerCase()}`,]).catch(e=>console.error(e));};useEffect(()=>{if(font)fetchCustomFonts();},[font,fontFamily,fontWeight]);return fontFamilyStyle;}\nexport const __FramerMetadata__ = {\"exports\":{\"useFontControls\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}}}}\n//# sourceMappingURL=./useFontControls.map","import { useMemo } from \"react\";\nimport { RenderTarget } from \"framer\";\nexport function useRenderTarget() {\n    const currentRenderTarget = useMemo(()=>RenderTarget.current()\n    , []);\n    return currentRenderTarget;\n}\nexport function useIsInPreview() {\n    const inPreview = useMemo(()=>RenderTarget.current() === RenderTarget.preview\n    , []);\n    return inPreview;\n}\nexport function useIsOnCanvas() {\n    const onCanvas = useMemo(()=>RenderTarget.current() === RenderTarget.canvas\n    , []);\n    return onCanvas;\n}\n\nexport const __FramerMetadata__ = {\"exports\":{\"useIsInPreview\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"useRenderTarget\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"useIsOnCanvas\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}}}}\n//# sourceMappingURL=./useRenderTarget.map","import * as React from \"react\";\nexport function useControlledState(value) {\n    const [controlledValue, setValue] = React.useState(value);\n    React.useEffect(()=>{\n        setValue(value);\n    }, [\n        value\n    ]);\n    return [\n        controlledValue,\n        setValue\n    ];\n}\n\nexport const __FramerMetadata__ = {\"exports\":{\"useControlledState\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}}}}\n//# sourceMappingURL=./useControlledState.map","import { useMemo } from \"react\";\nimport { ControlType } from \"framer\";\nexport function useRadius(props) {\n    const { borderRadius , isMixedBorderRadius , topLeftRadius , topRightRadius , bottomRightRadius , bottomLeftRadius ,  } = props;\n    const radiusValue = useMemo(()=>isMixedBorderRadius ? `${topLeftRadius}px ${topRightRadius}px ${bottomRightRadius}px ${bottomLeftRadius}px` : `${borderRadius}px`\n    , [\n        borderRadius,\n        isMixedBorderRadius,\n        topLeftRadius,\n        topRightRadius,\n        bottomRightRadius,\n        bottomLeftRadius, \n    ]);\n    return radiusValue;\n}\nexport const borderRadiusControl = {\n    borderRadius: {\n        title: \"Radius\",\n        type: ControlType.FusedNumber,\n        toggleKey: \"isMixedBorderRadius\",\n        toggleTitles: [\n            \"Radius\",\n            \"Radius per corner\"\n        ],\n        valueKeys: [\n            \"topLeftRadius\",\n            \"topRightRadius\",\n            \"bottomRightRadius\",\n            \"bottomLeftRadius\", \n        ],\n        valueLabels: [\n            \"TL\",\n            \"TR\",\n            \"BR\",\n            \"BL\"\n        ],\n        min: 0\n    }\n};\nexport function usePadding(props) {\n    const { padding , paddingPerSide , paddingTop , paddingRight , paddingBottom , paddingLeft ,  } = props;\n    const paddingValue = useMemo(()=>paddingPerSide ? `${paddingTop}px ${paddingRight}px ${paddingBottom}px ${paddingLeft}px` : padding\n    , [\n        padding,\n        paddingPerSide,\n        paddingTop,\n        paddingRight,\n        paddingBottom,\n        paddingLeft, \n    ]);\n    return paddingValue;\n}\nexport const paddingControl = {\n    padding: {\n        type: ControlType.FusedNumber,\n        toggleKey: \"paddingPerSide\",\n        toggleTitles: [\n            \"Padding\",\n            \"Padding per side\"\n        ],\n        valueKeys: [\n            \"paddingTop\",\n            \"paddingRight\",\n            \"paddingBottom\",\n            \"paddingLeft\", \n        ],\n        valueLabels: [\n            \"T\",\n            \"R\",\n            \"B\",\n            \"L\"\n        ],\n        min: 0,\n        title: \"Padding\"\n    }\n};\n\nexport const __FramerMetadata__ = {\"exports\":{\"borderRadiusControl\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"useRadius\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"RadiusProps\":{\"type\":\"tsType\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"PaddingProps\":{\"type\":\"tsType\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"usePadding\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"paddingControl\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}}}}\n//# sourceMappingURL=./propUtils.map","import{defaultEvents,localeOptions,fontControls,fontSizeOptions,emptyStateStyle,containerStyles,fontStack}from\"https://framerusercontent.com/modules/VTUDdizacRHpwbkOamr7/AykinQJbgwl92LvMGZwu/constants.js\";import{useOnEnter,useOnExit}from\"https://framerusercontent.com/modules/D4TWeLfcxT6Tysr2BlYg/iZjmqdxVx1EOiM3k1FaW/useOnNavigationTargetChange.js\";import{useConstant}from\"https://framerusercontent.com/modules/ExNgrA7EJTKUPpH6vIlN/eiOrSJ2Ab5M9jPCvVwUz/useConstant.js\";import{colorTokentoValue,colorFromToken}from\"https://framerusercontent.com/modules/D2Lz5CmnNVPZFFiZXalt/QaCzPbriZBfXWZIIycFI/colorFromToken.js\";import{isMotionValue}from\"https://framerusercontent.com/modules/3mKFSGQqKHV82uOV1eBc/5fbRLvOpxZC0JOXugvwm/isMotionValue.js\";import{useUniqueClassName,randomID}from\"https://framerusercontent.com/modules/xDiQsqBGXzmMsv7AlEVy/uhunpMiNsbXxzjlXsg1y/useUniqueClassName.js\";import{getVariantControls}from\"https://framerusercontent.com/modules/ETACN5BJyFTSo0VVDJfu/NHRqowOiXkF9UwOzczF7/variantUtils.js\";import{useIsBrowserSafari}from\"https://framerusercontent.com/modules/eMBrwoqQK7h6mEeGQUH8/GuplvPJVjmxpk9zqOTcb/isBrowser.js\";import{useMultiOnChange,useOnChange}from\"https://framerusercontent.com/modules/v9AWX2URmiYsHf7GbctE/XxKAZ9KlhWqf5x1JMyyF/useOnChange.js\";import{mstoMinAndSec,secondsToMinutes}from\"https://framerusercontent.com/modules/4zHZnO5JojN1PrIbu2jm/revv9QCWpkh8lPzi2jje/time.js\";import{useAutoMotionValue}from\"https://framerusercontent.com/modules/kNDwabfjDEb3vUxkQlZS/fSIr3AOAYbGlfSPgXpYu/useAutoMotionValue.js\";import{useFontControls}from\"https://framerusercontent.com/modules/cuQH4dmpDnV8YK1mSgQX/KqRXqunFjE6ufhpc7ZRu/useFontControls.js\";import{useRenderTarget,useIsInPreview,useIsOnCanvas}from\"https://framerusercontent.com/modules/afBE9Yx1W6bY5q32qPxe/m3q7puE2tbo1S2C0s0CT/useRenderTarget.js\";import{useControlledState}from\"https://framerusercontent.com/modules/zGkoP8tPDCkoBzMdt5uq/0zFSjxIYliHxrQQnryFX/useControlledState.js\";import{usePadding,useRadius,paddingControl,borderRadiusControl}from\"https://framerusercontent.com/modules/5SM58HxZHxjjv7aLMOgQ/WXz9i6mVki0bBCrKdqB3/propUtils.js\";import{detectAutoSizingAxis}from\"https://framerusercontent.com/modules/8CkHAZatUz1UR8jNTcfD/HwbnIAZlUmQ2oTpcLkaH/detectAutoSizingAxis.js\";export{useOnEnter,useOnExit,defaultEvents,isMotionValue,colorFromToken,colorTokentoValue,localeOptions,fontControls,fontSizeOptions,emptyStateStyle,containerStyles,fontStack,useUniqueClassName,getVariantControls,useIsBrowserSafari,randomID,useConstant,useMultiOnChange,useOnChange,usePadding,useRadius,paddingControl,borderRadiusControl,mstoMinAndSec,useFontControls,secondsToMinutes,useAutoMotionValue,useRenderTarget,useIsInPreview,useControlledState,detectAutoSizingAxis,useIsOnCanvas,};\nexport const __FramerMetadata__ = {\"exports\":{\"useConstant\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"isMotionValue\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"fontControls\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"defaultEvents\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"useUniqueClassName\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"useMultiOnChange\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"useOnChange\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"useIsOnCanvas\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"useOnExit\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"fontSizeOptions\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"colorTokentoValue\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"useRadius\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"getVariantControls\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"colorFromToken\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"containerStyles\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"usePadding\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"fontStack\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"useControlledState\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"useFontControls\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"useAutoMotionValue\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"emptyStateStyle\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"useIsInPreview\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"useIsBrowserSafari\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"detectAutoSizingAxis\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"borderRadiusControl\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"mstoMinAndSec\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"randomID\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"localeOptions\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"useOnEnter\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"secondsToMinutes\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"useRenderTarget\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"paddingControl\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}}}}","import{ControlType as e}from\"framer\";export function getBorderStyle({color:e,width:t=0,widthPerSide:o=!1,widthTop:d=0,widthRight:r=0,widthBottom:i=0,widthLeft:l=0,style:h=\"none\"}={}){let b={};return e?(b[\"--framer-border-color\"]=e,b.borderStyle=h,o?(b.borderTopWidth=d,b.borderRightWidth=r,b.borderBottomWidth=i,b.borderLeftWidth=l):(b.borderTopWidth=t,b.borderRightWidth=t,b.borderBottomWidth=t,b.borderLeftWidth=t)):b.border=\"none\",b;}export const borderControls={color:{type:e.Color,defaultValue:\"#444\"},width:{type:e.FusedNumber,toggleKey:\"widthPerSide\",toggleTitles:[\"Width\",\"Width per side\"],valueKeys:[\"widthTop\",\"widthRight\",\"widthBottom\",\"widthLeft\"],valueLabels:[\"T\",\"R\",\"B\",\"L\"],defaultValue:1,min:0},style:{type:e.Enum,options:[\"solid\",\"dashed\",\"dotted\",\"double\"],optionTitles:[\"Solid\",\"Dashed\",\"Dotted\",\"double\"],defaultValue:\"solid\"}};\nexport const __FramerMetadata__ = {\"exports\":{\"borderControls\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"getBorderStyle\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"BorderOptions\":{\"type\":\"tsType\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"__FramerMetadata__\":{\"type\":\"variable\"}}}\n//# sourceMappingURL=./border.map","import{ControlType}from\"framer\";export function getFocusStyle({color,width,style,offset}={}){const result={};if(color){result[\"--framer-focus-outline\"]=`${width}px ${style} ${color}`;result[\"--framer-focus-outline-offset\"]=`${offset}px`;}return result;}export const focusControls={color:{type:ControlType.Color,defaultValue:\"#09f\"},width:{type:ControlType.Number,displayStepper:true,defaultValue:1,min:0},style:{type:ControlType.Enum,options:[\"solid\",\"dashed\",\"dotted\",\"double\"],optionTitles:[\"Solid\",\"Dashed\",\"Dotted\",\"double\"],defaultValue:\"solid\"},offset:{type:ControlType.Number,displayStepper:true}};\nexport const __FramerMetadata__ = {\"exports\":{\"focusControls\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"getFocusStyle\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"FocusOptions\":{\"type\":\"tsType\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"__FramerMetadata__\":{\"type\":\"variable\"}}}\n//# sourceMappingURL=./focus.map","import{ControlType}from\"framer\";export function getHoverStyle({fillColor,textColor,borderColor}={}){return{\"--framer-hover-background-color\":fillColor,\"--framer-hover-color\":textColor,\"--framer-hover-border-color\":borderColor};}export const hoverControls={fillColor:{type:ControlType.Color,title:\"Fill\",optional:true},textColor:{type:ControlType.Color,title:\"Text\",optional:true},borderColor:{type:ControlType.Color,title:\"Border\",optional:true}};\nexport const __FramerMetadata__ = {\"exports\":{\"HoverOptions\":{\"type\":\"tsType\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"getHoverStyle\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"hoverControls\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"__FramerMetadata__\":{\"type\":\"variable\"}}}\n//# sourceMappingURL=./hover.map","import{ControlType}from\"framer\";export function getPaddingStyle({padding=0,paddingPerSide=false,paddingTop=0,paddingRight=0,paddingBottom=0,paddingLeft=0}={}){if(typeof padding===\"string\"){return{padding};}if(paddingPerSide){return{paddingTop:paddingTop,paddingRight:paddingRight,paddingBottom:paddingBottom,paddingLeft:paddingLeft};}else{return{paddingTop:padding,paddingRight:padding,paddingBottom:padding,paddingLeft:padding};}}export const paddingControls={padding:{type:ControlType.Padding,defaultValue:\"10px\"}};\nexport const __FramerMetadata__ = {\"exports\":{\"paddingControls\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"getPaddingStyle\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"PaddingOptions\":{\"type\":\"tsType\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"__FramerMetadata__\":{\"type\":\"variable\"}}}\n//# sourceMappingURL=./padding.map","import{ControlType}from\"framer\";export function getRadiusStyle({radius=0,radiusPerCorner=false,radiusTopLeft=0,radiusTopRight=0,radiusBottomRight=0,radiusBottomLeft=0}={}){if(typeof radius===\"string\"){return{borderRadius:radius};}const result={};if(radiusPerCorner){result.borderTopLeftRadius=radiusTopLeft;result.borderTopRightRadius=radiusTopRight;result.borderBottomRightRadius=radiusBottomRight;result.borderBottomLeftRadius=radiusBottomLeft;}else{result.borderTopLeftRadius=radius;result.borderTopRightRadius=radius;result.borderBottomRightRadius=radius;result.borderBottomLeftRadius=radius;}return result;}export const radiusControls={radius:{type:ControlType.BorderRadius,defaultValue:\"10px\"}};\nexport const __FramerMetadata__ = {\"exports\":{\"getRadiusStyle\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"radiusControls\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"RadiusOptions\":{\"type\":\"tsType\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"__FramerMetadata__\":{\"type\":\"variable\"}}}\n//# sourceMappingURL=./radius.map","import{jsx as _jsx,jsxs as _jsxs}from\"react/jsx-runtime\";import{addPropertyControls,ControlType,// @ts-ignore Internal function\nuseLocaleInfo,// @ts-ignore Internal function\nuseLocalesForCurrentRoute,withCSS}from\"framer\";import{useId,useState}from\"react\";import{getBorderStyle,borderControls}from\"https://framerusercontent.com/modules/cuKUFdzXlhvw8OVOBeAc/T08RxQJ4qrs7LLc8wx4E/border.js\";import{getFocusStyle,focusControls}from\"https://framerusercontent.com/modules/9muYaW1MvHoRQJ0P7dkP/V2GVvLqiMxXRSxszkCSa/focus.js\";import{getHoverStyle,hoverControls}from\"https://framerusercontent.com/modules/YfmtnpWjJrP37sQ18QUZ/9Y2P24U2SBIbf2fPVsOX/hover.js\";import{getPaddingStyle,paddingControls}from\"https://framerusercontent.com/modules/wjZLfSMaP1TvJDu5PCwr/XQ1GMXuIqYrEN1c0R6E5/padding.js\";import{getRadiusStyle,radiusControls}from\"https://framerusercontent.com/modules/N6MwtHbWoiZJNn1xpqxu/ZEWmVGYDUhL44tluQO5y/radius.js\";const className=\"framer-locale-picker\";function addPixel(value){if(typeof value===\"number\"){return`${value}px`;}return value;}var IconType;(function(IconType){IconType[\"Default\"]=\"default\";IconType[\"Custom\"]=\"custom\";})(IconType||(IconType={}));function Icon({type,color,image,size}){if(type===\"custom\"&&image){return /*#__PURE__*/_jsx(\"img\",{...image,width:size,height:size});}return /*#__PURE__*/_jsx(\"svg\",{xmlns:\"http://www.w3.org/2000/svg\",viewBox:\"0 0 256 256\",width:size,height:size,fill:color,children:/*#__PURE__*/_jsx(\"path\",{d:\"M128,24A104,104,0,1,0,232,128,104.11,104.11,0,0,0,128,24Zm87.63,96H175.8c-1.41-28.46-10.27-55.47-25.12-77A88.2,88.2,0,0,1,215.63,120ZM128,215.89c-18.73-20.27-30.09-49-31.77-79.89h63.54C158.09,166.87,146.73,195.62,128,215.89ZM96.23,120c1.68-30.87,13-59.62,31.77-79.89,18.73,20.27,30.09,49,31.77,79.89Zm9.09-77C90.47,64.53,81.61,91.54,80.2,120H40.37A88.2,88.2,0,0,1,105.32,43ZM40.37,136H80.2c1.41,28.46,10.27,55.47,25.12,77A88.2,88.2,0,0,1,40.37,136Zm110.31,77c14.85-21.56,23.71-48.57,25.12-77h39.83A88.2,88.2,0,0,1,150.68,213Z\"})});}var CaretType;(function(CaretType){CaretType[\"Default\"]=\"default\";CaretType[\"Custom\"]=\"custom\";})(CaretType||(CaretType={}));function Caret({type,color,image,size}){if(type===\"custom\"&&image){return /*#__PURE__*/_jsx(\"img\",{...image,width:size,height:size});}return /*#__PURE__*/_jsx(\"svg\",{xmlns:\"http://www.w3.org/2000/svg\",viewBox:\"0 0 12 12\",width:size,height:size,children:/*#__PURE__*/_jsx(\"path\",{d:\"M 2 4.5 L 6 8.5 L 10 4.5\",fill:\"none\",stroke:color,strokeWidth:1.5,strokeLinecap:\"round\",strokeLinejoin:\"round\"})});}/**\n * @framerSupportedLayoutWidth any-prefer-fixed\n * @framerSupportedLayoutHeight any\n * @framerDisableUnlink\n * @framerIntrinsicWidth 120\n * @framerIntrinsicHeight 34\n */const LocaleSelector=withCSS(({font,fillColor,textColor,icon,caret,options:{title,gap,border,hover,focus},style,...props})=>{const id=useId();const{activeLocale,locales,setLocale}=useLocaleInfo();const localesForCurrentRoute=useLocalesForCurrentRoute();const activeLocaleId=activeLocale?.id??\"default\";const[lastActiveLocaleId,setLastActiveLocaleId]=useState(activeLocaleId);// The useLocaleInfo hook updates the activeLocale variable inside\n// a startTransition to load the translations with Suspense. To make\n// the component feel responsive we update our own state without Suspense.\nconst[selectedLocaleId,setSelectedLocaleId]=useState(activeLocaleId);const selectedLocale=locales.find(locale=>locale.id===selectedLocaleId);// The active locale was updated. Ensure we update our internal state as well.\nif(lastActiveLocaleId!==activeLocaleId){setLastActiveLocaleId(activeLocaleId);if(selectedLocaleId!==activeLocaleId){setSelectedLocaleId(activeLocaleId);}}function handleChange(event){const localeId=event.target.value;setSelectedLocaleId(localeId);const locale=locales.find(locale=>locale.id===localeId);setLocale(locale);}return /*#__PURE__*/_jsxs(\"div\",{className:className,style:style,children:[/*#__PURE__*/_jsx(\"label\",{htmlFor:id,children:\"Select Language\"}),/*#__PURE__*/_jsx(\"select\",{id:id,value:selectedLocaleId,onChange:handleChange,// If a navigation occurs from switching locales\n// the browser can attempt to autofill the select to the last value\n// when you use browser back navigation. We don't want that.\nautoComplete:\"off\",children:localesForCurrentRoute.map(locale=>/*#__PURE__*/_jsx(\"option\",{value:locale.id,children:locale.name},locale.id))}),/*#__PURE__*/_jsxs(\"div\",{className:\"input\",style:{...font,\"--framer-background-color\":fillColor,\"--framer-color\":textColor,...getPaddingStyle(props),...getRadiusStyle(props),...getBorderStyle(border),...getHoverStyle(hover),...getFocusStyle(focus),gap},children:[icon&&/*#__PURE__*/_jsx(\"div\",{className:\"icon\",children:/*#__PURE__*/_jsx(Icon,{...icon})}),title&&/*#__PURE__*/_jsx(\"div\",{className:\"title\",children:selectedLocale?.name??\"English\"}),caret&&/*#__PURE__*/_jsx(\"div\",{className:\"caret\",children:/*#__PURE__*/_jsx(Caret,{...caret})})]})]});},[`\n            .${className} {\n                position: relative;\n            }\n        `,`\n            .${className} label {\n                position: absolute;\n                width: 1px;\n                height: 1px;\n                margin: -1px;\n                overflow: hidden;\n                white-space: nowrap;\n                clip: rect(0 0 0 0);\n                clip-path: inset(50%);\n            }\n        `,`\n            .${className} select {\n                appearance: none;\n                position: absolute;\n                opacity: 0;\n                top: 0;\n                right: 0;\n                bottom: 0;\n                left: 0;\n                cursor: inherit;\n                width: 100%;\n            }\n        `,`\n            .${className} .input {\n                display: flex;\n                justify-content: center;\n                align-items: center;\n                height: 100%;\n                pointer-events: none;\n                overflow: hidden;\n                background-color: var(--framer-background-color);\n                color: var(--framer-color);\n                border-color: var(--framer-border-color);\n            }\n        `,`\n            .${className} select:focus-visible + .input  {\n                outline: var(--framer-focus-outline, none);\n                outline-offset: var(--framer-focus-outline-offset);\n            }\n        `,`\n            .${className}:hover .input {\n                background-color: var(--framer-hover-background-color, var(--framer-background-color));\n                color: var(--framer-hover-color, var(--framer-color));\n                border-color: var(--framer-hover-border-color, var(--framer-border-color));\n            }\n        `,`\n            .${className} .title {\n                flex: 1 1 auto;\n                white-space: nowrap;\n                text-overflow: ellipsis;\n                overflow: hidden;\n            }\n        `,`\n            .${className} .icon, .${className} .caret {\n                display: flex;\n                align-items: center;\n            }\n        `],\"framer-library-LocalePicker\");LocaleSelector.displayName=\"Locale Selector\";addPropertyControls(LocaleSelector,{font:{// @ts-ignore\ntype:ControlType.Font,controls:\"extended\",defaultFontType:\"sans-serif\",defaultValue:{fontSize:14,lineHeight:\"1.5em\"}},fillColor:{type:ControlType.Color,title:\"Fill\",optional:true,defaultValue:\"#eee\"},textColor:{type:ControlType.Color,title:\"Text\",defaultValue:\"#000\"},...paddingControls,...radiusControls,icon:{type:ControlType.Object,buttonTitle:\"Size, Color\",optional:true,controls:{type:{type:ControlType.Enum,title:\"Icon\",options:Object.values(IconType),optionTitles:[\"Default\",\"Custom\"],displaySegmentedControl:true,defaultValue:\"default\"},color:{type:ControlType.Color,defaultValue:\"#000\",hidden:props=>props.type!==\"default\"},image:{type:ControlType.ResponsiveImage,title:\"File\",hidden:props=>props.type!==\"custom\"},size:{type:ControlType.Number,displayStepper:true,defaultValue:18}}},caret:{type:ControlType.Object,buttonTitle:\"Size, Color\",optional:true,controls:{type:{type:ControlType.Enum,title:\"Icon\",options:Object.values(CaretType),optionTitles:[\"Default\",\"Custom\"],displaySegmentedControl:true,defaultValue:\"default\"},color:{type:ControlType.Color,defaultValue:\"#000\",hidden:props=>props.type!==\"default\"},image:{type:ControlType.ResponsiveImage,title:\"File\",hidden:props=>props.type!==\"custom\"},size:{type:ControlType.Number,displayStepper:true,defaultValue:12}},defaultValue:{}},options:{type:ControlType.Object,title:\"Options\",buttonTitle:\"Border, Hover\",controls:{title:{type:ControlType.Boolean,defaultValue:true},gap:{type:ControlType.Number,displayStepper:true,defaultValue:5},border:{type:ControlType.Object,buttonTitle:\"Color, Width\",optional:true,controls:borderControls},hover:{type:ControlType.Object,buttonTitle:\"Fill, Border\",optional:true,controls:hoverControls},focus:{type:ControlType.Object,buttonTitle:\"Color, Width\",controls:focusControls}}}});export default LocaleSelector;\nexport const __FramerMetadata__ = {\"exports\":{\"default\":{\"type\":\"reactComponent\",\"name\":\"LocaleSelector\",\"slots\":[],\"annotations\":{\"framerDisableUnlink\":\"* @framerIntrinsicWidth 120\",\"framerSupportedLayoutWidth\":\"any-prefer-fixed\",\"framerSupportedLayoutHeight\":\"any\",\"framerContractVersion\":\"1\",\"framerIntrinsicHeight\":\"34\"}},\"__FramerMetadata__\":{\"type\":\"variable\"}}}\n//# sourceMappingURL=./LocaleSelector.map","import{jsx as _jsx}from\"react/jsx-runtime\";import{motion}from\"framer-motion\";import*as React from\"react\";export const v0=\"Contents\";export const v1=/*#__PURE__*/_jsx(React.Fragment,{children:/*#__PURE__*/_jsx(motion.p,{style:{\"--font-selector\":\"R0Y7UmFsZXdheS03MDA=\",\"--framer-font-family\":'\"Raleway\", \"Raleway Placeholder\", sans-serif',\"--framer-font-size\":\"18px\",\"--framer-font-weight\":\"700\",\"--framer-letter-spacing\":\"-0.02em\",\"--framer-text-alignment\":\"center\",\"--framer-text-color\":\"var(--extracted-r6o4lv, rgb(255, 255, 255))\"},children:\"Start Studio\"})});export const v2=\"Enterprise\";\nexport const __FramerMetadata__ = {\"exports\":{\"v2\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"v0\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"v1\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"__FramerMetadata__\":{\"type\":\"variable\"}}}","// Generated by Framer (d19865c)\nimport*as localizedValues from\"./CqdAThR1h-0.js\";const valuesByLocaleId={HWnePw4gl:localizedValues};export default function getLocalizedValue(key,locale){while(locale){const values=valuesByLocaleId[locale.id];if(values){const value=values[key];if(value)return value;}locale=locale.fallback;}}\nexport const __FramerMetadata__ = {\"exports\":{\"default\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"__FramerMetadata__\":{\"type\":\"variable\"}}}","import{jsx as _jsx}from\"react/jsx-runtime\";import{motion}from\"framer-motion\";import*as React from\"react\";export const v0=/*#__PURE__*/_jsx(React.Fragment,{children:/*#__PURE__*/_jsx(motion.p,{style:{\"--font-selector\":\"Q1VTVE9NO1ByZXRlbmRhcmQgU2VtaUJvbGQ=\",\"--framer-font-family\":'\"Pretendard SemiBold\", \"Pretendard SemiBold Placeholder\", sans-serif',\"--framer-text-alignment\":\"center\"},children:\"Contact\"})});export const v1=/*#__PURE__*/_jsx(React.Fragment,{children:/*#__PURE__*/_jsx(motion.p,{style:{\"--font-selector\":\"Q1VTVE9NO1ByZXRlbmRhcmQgU2VtaUJvbGQ=\",\"--framer-font-family\":'\"Pretendard SemiBold\", \"Pretendard SemiBold Placeholder\", sans-serif',\"--framer-text-alignment\":\"center\"},children:\"Contents\"})});export const v2=/*#__PURE__*/_jsx(React.Fragment,{children:/*#__PURE__*/_jsx(motion.p,{style:{\"--font-selector\":\"Q1VTVE9NO1ByZXRlbmRhcmQgU2VtaUJvbGQ=\",\"--framer-font-family\":'\"Pretendard SemiBold\", \"Pretendard SemiBold Placeholder\", sans-serif',\"--framer-text-alignment\":\"center\"},children:\"Enterprise\"})});export const v3=/*#__PURE__*/_jsx(React.Fragment,{children:/*#__PURE__*/_jsx(motion.p,{style:{\"--font-selector\":\"Q1VTVE9NO1ByZXRlbmRhcmQgU2VtaUJvbGQ=\",\"--framer-font-family\":'\"Pretendard SemiBold\", \"Pretendard SemiBold Placeholder\", sans-serif',\"--framer-text-alignment\":\"center\"},children:\"Pricing\"})});export const v4=/*#__PURE__*/_jsx(React.Fragment,{children:/*#__PURE__*/_jsx(motion.p,{style:{\"--font-selector\":\"Q1VTVE9NO1ByZXRlbmRhcmQgU2VtaUJvbGQ=\",\"--framer-font-family\":'\"Pretendard SemiBold\", \"Pretendard SemiBold Placeholder\", sans-serif',\"--framer-text-alignment\":\"center\"},children:\"Blog\"})});export const 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sans-serif',\"--framer-text-alignment\":\"center\"},children:\"교육기관\"})})},q4zUR6LKn:{children:getLocalizedValue(\"v4\",activeLocale)??/*#__PURE__*/_jsx(React.Fragment,{children:/*#__PURE__*/_jsx(motion.p,{style:{\"--font-selector\":\"Q1VTVE9NO1ByZXRlbmRhcmQgU2VtaUJvbGQ=\",\"--framer-font-family\":'\"Pretendard SemiBold\", \"Pretendard SemiBold Placeholder\", sans-serif',\"--framer-text-alignment\":\"center\"},children:\"블로그\"})})},SxeamnaAT:{children:getLocalizedValue(\"v7\",activeLocale)??/*#__PURE__*/_jsx(React.Fragment,{children:/*#__PURE__*/_jsx(motion.p,{style:{\"--font-selector\":\"Q1VTVE9NO1ByZXRlbmRhcmQgU2VtaUJvbGQ=\",\"--framer-font-family\":'\"Pretendard SemiBold\", \"Pretendard SemiBold Placeholder\", sans-serif',\"--framer-text-alignment\":\"left\"},children:\"문의하기\"})})}},baseVariant,gestureVariant)})})})})})})});});const css=[\"@supports (aspect-ratio: 1) { body { --framer-aspect-ratio-supported: auto; } }\",\".framer-96jJ9.framer-ev2we6, .framer-96jJ9 .framer-ev2we6 { display: block; }\",\".framer-96jJ9.framer-ge8sfj { align-content: center; align-items: center; cursor: pointer; display: flex; flex-direction: column; flex-wrap: nowrap; gap: 10px; height: 60px; justify-content: center; padding: 0px; position: relative; text-decoration: none; width: min-content; }\",\".framer-96jJ9 .framer-1hulnaf { align-content: center; align-items: center; display: flex; flex: none; flex-direction: column; flex-wrap: nowrap; gap: 10px; height: min-content; justify-content: center; overflow: visible; padding: 20px 18px 20px 18px; position: relative; width: min-content; }\",\".framer-96jJ9 .framer-1qkrzto { flex: none; height: auto; position: relative; white-space: pre; width: auto; }\",\"@supports (background: -webkit-named-image(i)) and (not (font-palette:dark)) { .framer-96jJ9.framer-ge8sfj, .framer-96jJ9 .framer-1hulnaf { gap: 0px; } .framer-96jJ9.framer-ge8sfj > *, .framer-96jJ9 .framer-1hulnaf > * { margin: 0px; margin-bottom: calc(10px / 2); margin-top: calc(10px / 2); } .framer-96jJ9.framer-ge8sfj > :first-child, .framer-96jJ9 .framer-1hulnaf > :first-child { margin-top: 0px; } .framer-96jJ9.framer-ge8sfj > :last-child, .framer-96jJ9 .framer-1hulnaf > :last-child { margin-bottom: 0px; } }\",\".framer-96jJ9.framer-v-1iy8yiq.framer-ge8sfj, .framer-96jJ9.framer-v-ba0azp.framer-ge8sfj, .framer-96jJ9.framer-v-140ow4c.framer-ge8sfj, .framer-96jJ9.framer-v-1mcttbm.framer-ge8sfj, .framer-96jJ9.framer-v-n6c9rj.framer-ge8sfj { align-content: flex-start; align-items: flex-start; cursor: unset; justify-content: flex-start; }\",\".framer-96jJ9.framer-v-1iy8yiq .framer-1hulnaf, .framer-96jJ9.framer-v-ba0azp .framer-1hulnaf, .framer-96jJ9.framer-v-140ow4c .framer-1hulnaf, .framer-96jJ9.framer-v-1mcttbm .framer-1hulnaf, .framer-96jJ9.framer-v-n6c9rj .framer-1hulnaf { align-content: flex-start; align-items: flex-start; justify-content: flex-start; }\",\".framer-96jJ9.framer-v-1iy8yiq .framer-1qkrzto, .framer-96jJ9.framer-v-ba0azp .framer-1qkrzto, .framer-96jJ9.framer-v-140ow4c .framer-1qkrzto, .framer-96jJ9.framer-v-1mcttbm .framer-1qkrzto, .framer-96jJ9.framer-v-n6c9rj .framer-1qkrzto { order: 0; }\"];/**\n * This is a generated Framer component.\n * @framerIntrinsicHeight 60\n * @framerIntrinsicWidth 91\n * @framerCanvasComponentVariantDetails {\"propertyName\":\"variant\",\"data\":{\"default\":{\"layout\":[\"auto\",\"fixed\"]},\"JRUAV2XTG\":{\"layout\":[\"auto\",\"fixed\"]},\"KhEhB8zps\":{\"layout\":[\"auto\",\"fixed\"]},\"HWBPxAlT3\":{\"layout\":[\"auto\",\"fixed\"]},\"q4zUR6LKn\":{\"layout\":[\"auto\",\"fixed\"]},\"FzuKwaAxA\":{\"layout\":[\"auto\",\"fixed\"]},\"hDG6ZZ4Rp\":{\"layout\":[\"auto\",\"fixed\"]},\"SxeamnaAT\":{\"layout\":[\"auto\",\"fixed\"]},\"G3WRkCFYr\":{\"layout\":[\"auto\",\"fixed\"]},\"Eg8loOaeK\":{\"layout\":[\"auto\",\"fixed\"]},\"X84nzMNRJ\":{\"layout\":[\"auto\",\"fixed\"]},\"PMWw3GoBN\":{\"layout\":[\"auto\",\"fixed\"]},\"DtxdZLMQV\":{\"layout\":[\"auto\",\"fixed\"]},\"uI7OcUWfS\":{\"layout\":[\"auto\",\"fixed\"]},\"iLjNWw2L5\":{\"layout\":[\"auto\",\"fixed\"]}}}\n * @framerVariables {\"vh80NX62C\":\"title\"}\n * @framerImmutableVariables true\n * @framerDisplayContentsDiv false\n * @framerAutoSizeImages true\n * @framerComponentViewportWidth true\n * @framerColorSyntax true\n */const FrameruStmy3mkn=withCSS(Component,css,\"framer-96jJ9\");export default FrameruStmy3mkn;FrameruStmy3mkn.displayName=\"nav_button\";FrameruStmy3mkn.defaultProps={height:60,width:91};addPropertyControls(FrameruStmy3mkn,{variant:{options:[\"v7zdDJXzz\",\"JRUAV2XTG\",\"KhEhB8zps\",\"HWBPxAlT3\",\"q4zUR6LKn\",\"FzuKwaAxA\",\"hDG6ZZ4Rp\",\"SxeamnaAT\",\"G3WRkCFYr\",\"Eg8loOaeK\"],optionTitles:[\"문의하기\",\"콘텐츠\",\"엔터프라이즈\",\"가격안내\",\"블로그\",\"콘텐츠_mobile\",\"엔터프라이즈_mobile\",\"문의하기_mobile\",\"가격안내_mobile\",\"블로그_mobile\"],title:\"Variant\",type:ControlType.Enum},vh80NX62C:{defaultValue:\"콘텐츠\",displayTextArea:false,title:\"Title\",type:ControlType.String}});addFonts(FrameruStmy3mkn,[{explicitInter:true,fonts:[{family:\"Pretendard SemiBold\",source:\"custom\",url:\"https://framerusercontent.com/assets/DXCK3bs3vdiYSbHJOQav9W2nkwk.woff2\"}]}],{supportsExplicitInterCodegen:true});\nexport const __FramerMetadata__ = {\"exports\":{\"Props\":{\"type\":\"tsType\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"default\":{\"type\":\"reactComponent\",\"name\":\"FrameruStmy3mkn\",\"slots\":[],\"annotations\":{\"framerIntrinsicWidth\":\"91\",\"framerIntrinsicHeight\":\"60\",\"framerVariables\":\"{\\\"vh80NX62C\\\":\\\"title\\\"}\",\"framerDisplayContentsDiv\":\"false\",\"framerAutoSizeImages\":\"true\",\"framerComponentViewportWidth\":\"true\",\"framerImmutableVariables\":\"true\",\"framerColorSyntax\":\"true\",\"framerCanvasComponentVariantDetails\":\"{\\\"propertyName\\\":\\\"variant\\\",\\\"data\\\":{\\\"default\\\":{\\\"layout\\\":[\\\"auto\\\",\\\"fixed\\\"]},\\\"JRUAV2XTG\\\":{\\\"layout\\\":[\\\"auto\\\",\\\"fixed\\\"]},\\\"KhEhB8zps\\\":{\\\"layout\\\":[\\\"auto\\\",\\\"fixed\\\"]},\\\"HWBPxAlT3\\\":{\\\"layout\\\":[\\\"auto\\\",\\\"fixed\\\"]},\\\"q4zUR6LKn\\\":{\\\"layout\\\":[\\\"auto\\\",\\\"fixed\\\"]},\\\"FzuKwaAxA\\\":{\\\"layout\\\":[\\\"auto\\\",\\\"fixed\\\"]},\\\"hDG6ZZ4Rp\\\":{\\\"layout\\\":[\\\"auto\\\",\\\"fixed\\\"]},\\\"SxeamnaAT\\\":{\\\"layout\\\":[\\\"auto\\\",\\\"fixed\\\"]},\\\"G3WRkCFYr\\\":{\\\"layout\\\":[\\\"auto\\\",\\\"fixed\\\"]},\\\"Eg8loOaeK\\\":{\\\"layout\\\":[\\\"auto\\\",\\\"fixed\\\"]},\\\"X84nzMNRJ\\\":{\\\"layout\\\":[\\\"auto\\\",\\\"fixed\\\"]},\\\"PMWw3GoBN\\\":{\\\"layout\\\":[\\\"auto\\\",\\\"fixed\\\"]},\\\"DtxdZLMQV\\\":{\\\"layout\\\":[\\\"auto\\\",\\\"fixed\\\"]},\\\"uI7OcUWfS\\\":{\\\"layout\\\":[\\\"auto\\\",\\\"fixed\\\"]},\\\"iLjNWw2L5\\\":{\\\"layout\\\":[\\\"auto\\\",\\\"fixed\\\"]}}}\",\"framerContractVersion\":\"1\"}},\"__FramerMetadata__\":{\"type\":\"variable\"}}}\n//# sourceMappingURL=./uStmy3mkn.map","// Generated by Framer (d19865c)\nimport{jsx as _jsx,jsxs as _jsxs}from\"react/jsx-runtime\";import{addFonts,addPropertyControls,ComponentViewportProvider,ControlType,cx,getFonts,getLoadingLazyAtYPosition,Image,Link,RichText,SmartComponentScopedContainer,useActiveVariantCallback,useComponentViewport,useLocaleInfo,useVariantState,withCSS}from\"framer\";import{LayoutGroup,motion,MotionConfigContext}from\"framer-motion\";import*as React from\"react\";import{useRef}from\"react\";import LocaleSelector from\"https://framerusercontent.com/modules/57FhkldN9P7x88MqAEaR/fW26mCIOTpHHBOBnf7GZ/LocaleSelector.js\";import getLocalizedValue from\"https://framerusercontent.com/modules/aPeYXNSJQAEkOEqahNlP/juclVGLbHQuzMU6ZOQYP/CqdAThR1h.js\";import Nav_button from\"https://framerusercontent.com/modules/cdyDBpPeEehNIDJCFAdy/IajooSiOiPcr8MfnnKZa/uStmy3mkn.js\";const Nav_buttonFonts=getFonts(Nav_button);const LocaleSelectorFonts=getFonts(LocaleSelector);const cycleOrder=[\"rQIBCNzx0\",\"AgpURnmEF\",\"oHXK7YjuD\",\"O2DiGl_jv\",\"m2RpvH_7n\"];const serializationHash=\"framer-aPGqr\";const variantClassNames={AgpURnmEF:\"framer-v-1kw2x39\",m2RpvH_7n:\"framer-v-14ipe72\",O2DiGl_jv:\"framer-v-1gwtjy4\",oHXK7YjuD:\"framer-v-1hzrkbh\",rQIBCNzx0:\"framer-v-2orymj\"};function addPropertyOverrides(overrides,...variants){const nextOverrides={};variants?.forEach(variant=>variant&&Object.assign(nextOverrides,overrides[variant]));return nextOverrides;}const transition1={bounce:.2,delay:0,duration:.4,type:\"spring\"};const transformTemplate1=(_,t)=>`translate(-50%, -50%) ${t}`;const transition2={damping:40,delay:0,mass:1,stiffness:600,type:\"spring\"};const Transition=({value,children})=>{const config=React.useContext(MotionConfigContext);const transition=value??config.transition;const contextValue=React.useMemo(()=>({...config,transition}),[JSON.stringify(transition)]);return /*#__PURE__*/_jsx(MotionConfigContext.Provider,{value:contextValue,children:children});};const Variants=motion.create(React.Fragment);const humanReadableVariantMap={\"4K\":\"O2DiGl_jv\",Desktop:\"rQIBCNzx0\",Phone:\"oHXK7YjuD\",Tablet:\"m2RpvH_7n\"};const getProps=({height,id,width,...props})=>{return{...props,variant:humanReadableVariantMap[props.variant]??props.variant??\"rQIBCNzx0\"};};const createLayoutDependency=(props,variants)=>{if(props.layoutDependency)return variants.join(\"-\")+props.layoutDependency;return variants.join(\"-\");};const Component=/*#__PURE__*/React.forwardRef(function(props,ref){const fallbackRef=useRef(null);const refBinding=ref??fallbackRef;const defaultLayoutId=React.useId();const{activeLocale,setLocale}=useLocaleInfo();const componentViewport=useComponentViewport();const{style,className,layoutId,variant,...restProps}=getProps(props);const{baseVariant,classNames,clearLoadingGesture,gestureHandlers,gestureVariant,isLoading,setGestureState,setVariant,variants}=useVariantState({cycleOrder,defaultVariant:\"rQIBCNzx0\",ref:refBinding,variant,variantClassNames});const layoutDependency=createLayoutDependency(props,variants);const{activeVariantCallback,delay}=useActiveVariantCallback(baseVariant);const onTapdr04oj=activeVariantCallback(async(...args)=>{setVariant(\"m2RpvH_7n\");});const onTap1jxoz1p=activeVariantCallback(async(...args)=>{setVariant(\"oHXK7YjuD\");});const sharedStyleClassNames=[];const scopingClassNames=cx(serializationHash,...sharedStyleClassNames);const isDisplayed=()=>{if([\"oHXK7YjuD\",\"m2RpvH_7n\"].includes(baseVariant))return false;return true;};const isDisplayed1=()=>{if(baseVariant===\"AgpURnmEF\")return true;return false;};const isDisplayed2=()=>{if(baseVariant===\"AgpURnmEF\")return false;return true;};const isDisplayed3=()=>{if(baseVariant===\"oHXK7YjuD\")return false;return true;};const isDisplayed4=()=>{if(baseVariant===\"m2RpvH_7n\")return false;return true;};const isDisplayed5=()=>{if(baseVariant===\"oHXK7YjuD\")return true;return false;};const isDisplayed6=()=>{if(baseVariant===\"m2RpvH_7n\")return true;return false;};return /*#__PURE__*/_jsx(LayoutGroup,{id:layoutId??defaultLayoutId,children:/*#__PURE__*/_jsx(Variants,{animate:variants,initial:false,children:/*#__PURE__*/_jsx(Transition,{value:transition1,children:/*#__PURE__*/_jsxs(motion.div,{...restProps,...gestureHandlers,className:cx(scopingClassNames,\"framer-2orymj\",className,classNames),\"data-framer-name\":\"Desktop\",layoutDependency:layoutDependency,layoutId:\"rQIBCNzx0\",ref:refBinding,style:{backgroundColor:\"rgb(255, 255, 255)\",boxShadow:\"0px 0.6021873017743928px 0.6021873017743928px -1.25px rgba(0, 0, 0, 0.18), 0px 2.288533303243457px 2.288533303243457px -2.5px rgba(0, 0, 0, 0.16), 0px 10px 10px -3.75px rgba(0, 0, 0, 0.06)\",...style},...addPropertyOverrides({AgpURnmEF:{\"data-framer-name\":\"Tablet\"},m2RpvH_7n:{\"data-framer-name\":\"Tablet\"},O2DiGl_jv:{\"data-framer-name\":\"4K\"},oHXK7YjuD:{\"data-framer-name\":\"Phone\"}},baseVariant,gestureVariant),children:[isDisplayed()&&/*#__PURE__*/_jsxs(motion.div,{className:\"framer-1p7p1i5\",layoutDependency:layoutDependency,layoutId:\"J9F5JwDgY\",children:[isDisplayed1()&&/*#__PURE__*/_jsx(Link,{href:{webPageId:\"VsJ0FTdPL\"},motionChild:true,nodeId:\"q9NAeamIM\",scopeId:\"CqdAThR1h\",children:/*#__PURE__*/_jsx(Image,{as:\"a\",background:{alt:\"\",fit:\"fill\",intrinsicHeight:725,intrinsicWidth:1e3,pixelHeight:1450,pixelWidth:2e3,src:\"https://framerusercontent.com/images/Ii3oQcb04P1AFFVclXZpXxuxrc.png?scale-down-to=1024\",srcSet:\"https://framerusercontent.com/images/Ii3oQcb04P1AFFVclXZpXxuxrc.png?scale-down-to=512 512w,https://framerusercontent.com/images/Ii3oQcb04P1AFFVclXZpXxuxrc.png?scale-down-to=1024 1024w,https://framerusercontent.com/images/Ii3oQcb04P1AFFVclXZpXxuxrc.png 2000w\"},className:\"framer-dqcbdo framer-1600hrn\",\"data-framer-name\":\"IMG 8041\",layoutDependency:layoutDependency,layoutId:\"q9NAeamIM\",...addPropertyOverrides({AgpURnmEF:{background:{alt:\"\",fit:\"fill\",intrinsicHeight:725,intrinsicWidth:1e3,loading:getLoadingLazyAtYPosition((componentViewport?.y||0)+(0+((componentViewport?.height||60)-0-60)/2)+9),pixelHeight:1450,pixelWidth:2e3,sizes:\"58px\",src:\"https://framerusercontent.com/images/Ii3oQcb04P1AFFVclXZpXxuxrc.png?scale-down-to=1024\",srcSet:\"https://framerusercontent.com/images/Ii3oQcb04P1AFFVclXZpXxuxrc.png?scale-down-to=512 512w,https://framerusercontent.com/images/Ii3oQcb04P1AFFVclXZpXxuxrc.png?scale-down-to=1024 1024w,https://framerusercontent.com/images/Ii3oQcb04P1AFFVclXZpXxuxrc.png 2000w\"}}},baseVariant,gestureVariant)})}),isDisplayed2()&&/*#__PURE__*/_jsx(Link,{href:{webPageId:\"VsJ0FTdPL\"},motionChild:true,nodeId:\"W2g9ezsMD\",scopeId:\"CqdAThR1h\",children:/*#__PURE__*/_jsx(Image,{as:\"a\",background:{alt:\"\",fit:\"fill\",intrinsicHeight:725,intrinsicWidth:2750,loading:getLoadingLazyAtYPosition((componentViewport?.y||0)+(0+((componentViewport?.height||60)-0-60)/2)+14.5),pixelHeight:1450,pixelWidth:5500,sizes:\"117px\",src:\"https://framerusercontent.com/images/OWoSh1z1hfBm7SVAWL7pdjeiJvc.png?scale-down-to=4096\",srcSet:\"https://framerusercontent.com/images/OWoSh1z1hfBm7SVAWL7pdjeiJvc.png?scale-down-to=512 512w,https://framerusercontent.com/images/OWoSh1z1hfBm7SVAWL7pdjeiJvc.png?scale-down-to=1024 1024w,https://framerusercontent.com/images/OWoSh1z1hfBm7SVAWL7pdjeiJvc.png?scale-down-to=2048 2048w,https://framerusercontent.com/images/OWoSh1z1hfBm7SVAWL7pdjeiJvc.png?scale-down-to=4096 4096w,https://framerusercontent.com/images/OWoSh1z1hfBm7SVAWL7pdjeiJvc.png 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.framer-1ho5zms { flex: none; height: 2px; left: calc(50.00000000000002% - 20px / 2); overflow: hidden; position: absolute; top: calc(50.00000000000002% - 2px / 2); width: 20px; will-change: var(--framer-will-change-override, transform); }\",\".framer-aPGqr .framer-crfz3u { align-content: flex-start; align-items: flex-start; display: flex; flex: 1 0 0px; flex-direction: column; flex-wrap: nowrap; gap: 0px; height: calc(var(--framer-viewport-height, 100vh) * 1); justify-content: flex-start; min-width: 350px; overflow: hidden; padding: 0px 20px 0px 20px; position: relative; width: 1px; z-index: 2; }\",\".framer-aPGqr .framer-1c2npxc { align-content: flex-start; align-items: flex-start; display: flex; flex: none; flex-direction: column; flex-wrap: nowrap; gap: 0px; height: min-content; justify-content: flex-start; overflow: visible; padding: 0px; position: relative; width: 100%; }\",\".framer-aPGqr .framer-1gb5ty5-container, .framer-aPGqr .framer-16q8h4v-container, .framer-aPGqr .framer-1i5zbdq-container, .framer-aPGqr .framer-1sbrbyz-container, .framer-aPGqr .framer-1cqs64r-container { flex: none; height: auto; position: relative; width: 100%; }\",\".framer-aPGqr.framer-v-1kw2x39.framer-2orymj { width: 810px; }\",\".framer-aPGqr.framer-v-1kw2x39 .framer-1p7p1i5, .framer-aPGqr.framer-v-1hzrkbh .framer-1i4qt4m-container, .framer-aPGqr.framer-v-1hzrkbh .framer-1ocepd2, .framer-aPGqr.framer-v-14ipe72 .framer-hdb5ze-container, .framer-aPGqr.framer-v-14ipe72 .framer-19w32yk, .framer-aPGqr.framer-v-14ipe72 .framer-fvms23, .framer-aPGqr.framer-v-14ipe72 .framer-1c2npxc { order: 0; }\",\".framer-aPGqr.framer-v-1kw2x39 .framer-hd7y8n { order: 4; }\",\".framer-aPGqr.framer-v-1kw2x39 .framer-1gv5wwi { max-width: unset; }\",\".framer-aPGqr.framer-v-1hzrkbh.framer-2orymj { display: block; gap: 10px; height: 60px; min-height: 60px; padding: unset; width: 390px; }\",\".framer-aPGqr.framer-v-1hzrkbh .framer-1ufnagv { left: 50%; position: absolute; top: 50%; }\",\".framer-aPGqr.framer-v-1hzrkbh .framer-fc04fg, .framer-aPGqr.framer-v-1hzrkbh .framer-618pxm, .framer-aPGqr.framer-v-14ipe72 .framer-17h83pq { order: 1; }\",\".framer-aPGqr.framer-v-1gwtjy4.framer-2orymj { width: 3840px; }\",\".framer-aPGqr.framer-v-14ipe72.framer-2orymj { flex-wrap: wrap; padding: 0px; width: 390px; }\",\".framer-aPGqr.framer-v-14ipe72 .framer-hd7y8n { flex: none; order: 4; width: min-content; }\",\".framer-aPGqr.framer-v-14ipe72 .framer-53wsmg { min-height: 60px; order: 1; }\",\".framer-aPGqr.framer-v-14ipe72 .framer-crfz3u { order: 3; }\"];/**\n * This is a generated Framer component.\n * @framerIntrinsicHeight 60\n * @framerIntrinsicWidth 1200\n * @framerCanvasComponentVariantDetails {\"propertyName\":\"variant\",\"data\":{\"default\":{\"layout\":[\"fixed\",\"auto\"]},\"AgpURnmEF\":{\"layout\":[\"fixed\",\"auto\"]},\"oHXK7YjuD\":{\"layout\":[\"fixed\",\"fixed\"],\"constraints\":[null,null,\"60px\",null]},\"O2DiGl_jv\":{\"layout\":[\"fixed\",\"auto\"]},\"m2RpvH_7n\":{\"layout\":[\"fixed\",\"auto\"]}}}\n * @framerImmutableVariables true\n * @framerDisplayContentsDiv false\n * @framerAutoSizeImages true\n * @framerComponentViewportWidth true\n * @framerColorSyntax true\n */const FramerCqdAThR1h=withCSS(Component,css,\"framer-aPGqr\");export default FramerCqdAThR1h;FramerCqdAThR1h.displayName=\"nav\";FramerCqdAThR1h.defaultProps={height:60,width:1200};addPropertyControls(FramerCqdAThR1h,{variant:{options:[\"rQIBCNzx0\",\"AgpURnmEF\",\"oHXK7YjuD\",\"O2DiGl_jv\",\"m2RpvH_7n\"],optionTitles:[\"Desktop\",\"Tablet\",\"Phone\",\"4K\",\"Tablet\"],title:\"Variant\",type:ControlType.Enum}});addFonts(FramerCqdAThR1h,[{explicitInter:true,fonts:[{family:\"Inter\",source:\"framer\",style:\"normal\",unicodeRange:\"U+0460-052F, U+1C80-1C88, U+20B4, U+2DE0-2DFF, U+A640-A69F, U+FE2E-FE2F\",url:\"https://framerusercontent.com/assets/5vvr9Vy74if2I6bQbJvbw7SY1pQ.woff2\",weight:\"400\"},{family:\"Inter\",source:\"framer\",style:\"normal\",unicodeRange:\"U+0301, U+0400-045F, U+0490-0491, U+04B0-04B1, U+2116\",url:\"https://framerusercontent.com/assets/EOr0mi4hNtlgWNn9if640EZzXCo.woff2\",weight:\"400\"},{family:\"Inter\",source:\"framer\",style:\"normal\",unicodeRange:\"U+1F00-1FFF\",url:\"https://framerusercontent.com/assets/Y9k9QrlZAqio88Klkmbd8VoMQc.woff2\",weight:\"400\"},{family:\"Inter\",source:\"framer\",style:\"normal\",unicodeRange:\"U+0370-03FF\",url:\"https://framerusercontent.com/assets/OYrD2tBIBPvoJXiIHnLoOXnY9M.woff2\",weight:\"400\"},{family:\"Inter\",source:\"framer\",style:\"normal\",unicodeRange:\"U+0100-024F, U+0259, U+1E00-1EFF, U+2020, U+20A0-20AB, U+20AD-20CF, U+2113, U+2C60-2C7F, U+A720-A7FF\",url:\"https://framerusercontent.com/assets/JeYwfuaPfZHQhEG8U5gtPDZ7WQ.woff2\",weight:\"400\"},{family:\"Inter\",source:\"framer\",style:\"normal\",unicodeRange:\"U+0000-00FF, U+0131, U+0152-0153, U+02BB-02BC, U+02C6, U+02DA, U+02DC, U+2000-206F, U+2074, U+20AC, U+2122, U+2191, U+2193, U+2212, U+2215, U+FEFF, U+FFFD\",url:\"https://framerusercontent.com/assets/vQyevYAyHtARFwPqUzQGpnDs.woff2\",weight:\"400\"},{family:\"Inter\",source:\"framer\",style:\"normal\",unicodeRange:\"U+0102-0103, U+0110-0111, U+0128-0129, U+0168-0169, U+01A0-01A1, U+01AF-01B0, U+1EA0-1EF9, U+20AB\",url:\"https://framerusercontent.com/assets/b6Y37FthZeALduNqHicBT6FutY.woff2\",weight:\"400\"},{family:\"Raleway\",source:\"google\",style:\"normal\",url:\"https://fonts.gstatic.com/s/raleway/v36/1Ptxg8zYS_SKggPN4iEgvnHyvveLxVs9pYCKNLA3JC9c.woff2\",weight:\"700\"}]},...Nav_buttonFonts,...LocaleSelectorFonts],{supportsExplicitInterCodegen:true});\nexport const __FramerMetadata__ = {\"exports\":{\"Props\":{\"type\":\"tsType\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"default\":{\"type\":\"reactComponent\",\"name\":\"FramerCqdAThR1h\",\"slots\":[],\"annotations\":{\"framerContractVersion\":\"1\",\"framerComponentViewportWidth\":\"true\",\"framerColorSyntax\":\"true\",\"framerDisplayContentsDiv\":\"false\",\"framerCanvasComponentVariantDetails\":\"{\\\"propertyName\\\":\\\"variant\\\",\\\"data\\\":{\\\"default\\\":{\\\"layout\\\":[\\\"fixed\\\",\\\"auto\\\"]},\\\"AgpURnmEF\\\":{\\\"layout\\\":[\\\"fixed\\\",\\\"auto\\\"]},\\\"oHXK7YjuD\\\":{\\\"layout\\\":[\\\"fixed\\\",\\\"fixed\\\"],\\\"constraints\\\":[null,null,\\\"60px\\\",null]},\\\"O2DiGl_jv\\\":{\\\"layout\\\":[\\\"fixed\\\",\\\"auto\\\"]},\\\"m2RpvH_7n\\\":{\\\"layout\\\":[\\\"fixed\\\",\\\"auto\\\"]}}}\",\"framerIntrinsicHeight\":\"60\",\"framerAutoSizeImages\":\"true\",\"framerImmutableVariables\":\"true\",\"framerIntrinsicWidth\":\"1200\"}},\"__FramerMetadata__\":{\"type\":\"variable\"}}}","import{jsx as _jsx,jsxs as _jsxs}from\"react/jsx-runtime\";import{useReducer,useState}from\"react\";import{ControlType,addPropertyControls}from\"framer\";import{useIsOnCanvas,emptyStateStyle,containerStyles,defaultEvents,useRadius,borderRadiusControl}from\"https://framer.com/m/framer/default-utils.js@^0.45.0\";var PlayOptions;(function(PlayOptions){PlayOptions[\"Normal\"]=\"Off\";PlayOptions[\"Auto\"]=\"On\";PlayOptions[\"Loop\"]=\"Loop\";})(PlayOptions||(PlayOptions={}));var ThumbnailOptions;(function(ThumbnailOptions){ThumbnailOptions[\"High\"]=\"High Quality\";ThumbnailOptions[\"Medium\"]=\"Medium Quality\";ThumbnailOptions[\"Low\"]=\"Low Quality\";ThumbnailOptions[\"Off\"]=\"Off\";})(ThumbnailOptions||(ThumbnailOptions={}));var ThumbnailFormat;(function(ThumbnailFormat){ThumbnailFormat[\"WebP\"]=\"webp\";ThumbnailFormat[\"JPG\"]=\"jpg\";})(ThumbnailFormat||(ThumbnailFormat={}));/**\n * @framerIntrinsicWidth 560\n * @framerIntrinsicHeight 315\n *\n * @framerSupportedLayoutWidth fixed\n * @framerSupportedLayoutHeight fixed\n *\n * @framerComponentPresetProps isRed, borderRadius\n */export function Youtube({url,play,shouldMute,thumbnail,isRed,onClick,onMouseEnter,onMouseLeave,onMouseDown,onMouseUp,title,...props}){const onCanvas=useIsOnCanvas();const isAutoplay=play!==\"Off\";const showThumbnail=onCanvas||thumbnail!==\"Off\"&&!isAutoplay;const[isPreloading,preloadVideo]=useReducer(()=>true,false);const[showVideo,startVideo]=useReducer(()=>true,!showThumbnail);const[isHovered,setHovered]=useState(false);const borderRadius=useRadius(props);const hasBorderRadius=borderRadius!==\"0px 0px 0px 0px\"&&borderRadius!==\"0px\";if(url===\"\"){return /*#__PURE__*/_jsx(Instructions,{});}const parsedURL=parseVideoURL(url);if(parsedURL===undefined){return /*#__PURE__*/_jsx(ErrorMessage,{message:\"Invalid Youtube URL.\"});}const[videoId,embedURL]=parsedURL;// https://developers.google.com/youtube/player_parameters\nconst searchParams=embedURL.searchParams;searchParams.set(\"iv_load_policy\",\"3\");searchParams.set(\"rel\",\"0\");searchParams.set(\"modestbranding\",\"1\");searchParams.set(\"playsinline\",\"1\");if(!showVideo){// if a browser does not support `loading=lazy`, make sure the video doesn't start playing in the background\nsearchParams.set(\"autoplay\",\"0\");}else if(isAutoplay||// when there is no thumbnail, we don't want to autoplay, unless video is started\nshowThumbnail&&showVideo){searchParams.set(\"autoplay\",\"1\");}if(isAutoplay&&shouldMute){searchParams.set(\"mute\",\"1\");}if(play===\"Loop\"){searchParams.set(\"loop\",\"1\");searchParams.set(\"playlist\",videoId);}if(!isRed){searchParams.set(\"color\",\"white\");}const iframeProps={title:title||\"Youtube Video\",allow:\"presentation; fullscreen; accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture\",src:embedURL.href,frameBorder:\"0\",onClick,onMouseEnter,onMouseLeave,onMouseDown,onMouseUp};return /*#__PURE__*/_jsxs(\"article\",{onPointerEnter:()=>setHovered(true),onPointerLeave:()=>setHovered(false),onPointerOver:preloadVideo,onKeyDown:startVideo,onClick:startVideo,style:{...wrapperStyle,borderRadius,transform:// Safari sometimes struggles to render border-radius:\n// - on the canvas when changing from 0 to any other value\n// - or when rendering an iframe\nhasBorderRadius&&(showVideo||onCanvas)?\"translateZ(0.000001px)\":\"unset\",cursor:\"pointer\",overflow:\"hidden\"},role:\"presentation\",children:[isPreloading&&/*#__PURE__*/_jsx(\"link\",{rel:\"preconnect\",href:\"https://www.youtube.com\"}),isPreloading&&/*#__PURE__*/_jsx(\"link\",{rel:\"preconnect\",href:\"https://www.google.com\"}),/*#__PURE__*/_jsx(\"div\",{style:{...videoStyle,background:showThumbnail?`center / cover url(${getThumbnailURL(videoId,thumbnail,getWebPSupported()?\"webp\":\"jpg\")}) no-repeat`:undefined}}),!onCanvas?/*#__PURE__*/_jsx(\"iframe\",{loading:!showVideo?\"lazy\":undefined,style:!showVideo?{...videoStyle,display:\"none\"}:videoStyle,...iframeProps}):null,showVideo?null:/*#__PURE__*/_jsx(PlayButton,{onClick:startVideo,isHovered:isHovered,isRed:isRed})]});}Youtube.displayName=\"YouTube\";addPropertyControls(Youtube,{url:{type:ControlType.String,title:\"Video\"},play:{type:ControlType.Enum,title:\"Autoplay\",options:Object.values(PlayOptions)},shouldMute:{title:\"Mute\",type:ControlType.Boolean,enabledTitle:\"Yes\",disabledTitle:\"No\",hidden(props){return props.play===\"Off\";}},thumbnail:{title:\"Thumbnail\",description:\"Showing a thumbnail improves performance.\",type:ControlType.Enum,options:Object.values(ThumbnailOptions),hidden(props){return props.play!==\"Off\";}},isRed:{title:\"Color\",type:ControlType.Boolean,enabledTitle:\"Red\",disabledTitle:\"White\"},...borderRadiusControl,...defaultEvents});const defaultProps={url:\"https://youtu.be/smPos0mJvh8\",play:\"Off\",shouldMute:true,thumbnail:\"Medium Quality\",isRed:true};Youtube.defaultProps=defaultProps;function parseVideoURL(urlString){let url;try{url=new URL(urlString);}catch{const embedURL=getEmbedURL(urlString);return[urlString,embedURL];}if(url.hostname===\"youtube.com\"||url.hostname===\"www.youtube.com\"||url.hostname===\"youtube-nocookie.com\"||url.hostname===\"www.youtube-nocookie.com\"){const pathSegments=url.pathname.slice(1).split(\"/\");// https://www.youtube.com/watch?v=Fop2oskTug8\nif(pathSegments[0]===\"watch\"){const videoId=url.searchParams.get(\"v\");const embedURL=getEmbedURL(videoId);return[videoId,embedURL];}// https://www.youtube.com/embed/Fop2oskTug8\nif(pathSegments[0]===\"embed\"){const videoId=pathSegments[1];return[videoId,url];}}// https://youtu.be/Fop2oskTug8\nif(url.hostname===\"youtu.be\"){const videoId=url.pathname.slice(1);const embedURL=getEmbedURL(videoId);return[videoId,embedURL];}}function getEmbedURL(videoId){return new URL(`https://www.youtube.com/embed/${videoId}`);}function getThumbnailURL(videoId,res,format=\"jpg\"){// https://gist.github.com/a1ip/be4514c1fd392a8c13b05e082c4da363\nconst useWebP=format===\"webp\";const pre=useWebP?\"https://i.ytimg.com/vi_webp/\":\"https://i.ytimg.com/vi/\";const ext=useWebP?\"webp\":\"jpg\";switch(res){case\"Low Quality\":return`${pre}${videoId}/hqdefault.${ext}`;case\"Medium Quality\":return`${pre}${videoId}/sddefault.${ext}`;case\"High Quality\":return`${pre}${videoId}/maxresdefault.${ext}`;default:return`${pre}${videoId}/0.${ext}`;}}let _getWebPSupported;// https://stackoverflow.com/a/27232658\nfunction getWebPSupported(){// We're going to default to webp because it's pretty widely supported by now\nif(!window){return true;}if(_getWebPSupported!==undefined){return _getWebPSupported;}const element=document.createElement(\"canvas\");if(element.getContext&&element.getContext(\"2d\")){// was able or not to get WebP representation\nreturn _getWebPSupported=element.toDataURL(\"image/webp\").indexOf(\"data:image/webp\")===0;}else{// very old browser like IE 8, canvas not supported\nreturn _getWebPSupported=false;}}// Helper components\nfunction Instructions(){return /*#__PURE__*/_jsx(\"div\",{style:{...emptyStateStyle,overflow:\"hidden\"},children:/*#__PURE__*/_jsx(\"div\",{style:centerTextStyle,children:\"To embed a Youtube video, add the URL to the properties\\xa0panel.\"})});}function ErrorMessage({message}){return /*#__PURE__*/_jsx(\"div\",{className:\"framerInternalUI-errorPlaceholder\",style:{...containerStyles,overflow:\"hidden\"},children:/*#__PURE__*/_jsxs(\"div\",{style:centerTextStyle,children:[\"Error: \",message]})});}function PlayButton({onClick,isHovered,isRed}){return /*#__PURE__*/_jsx(\"button\",{onClick:onClick,\"aria-label\":\"Play\",style:buttonStyle,children:/*#__PURE__*/_jsxs(\"svg\",{height:\"100%\",version:\"1.1\",viewBox:\"0 0 68 48\",width:\"100%\",children:[/*#__PURE__*/_jsx(\"path\",{d:\"M66.52,7.74c-0.78-2.93-2.49-5.41-5.42-6.19C55.79,.13,34,0,34,0S12.21,.13,6.9,1.55 C3.97,2.33,2.27,4.81,1.48,7.74C0.06,13.05,0,24,0,24s0.06,10.95,1.48,16.26c0.78,2.93,2.49,5.41,5.42,6.19 C12.21,47.87,34,48,34,48s21.79-0.13,27.1-1.55c2.93-0.78,4.64-3.26,5.42-6.19C67.94,34.95,68,24,68,24S67.94,13.05,66.52,7.74z\",fill:isHovered?isRed?\"#f00\":\"#000\":\"#212121\",fillOpacity:isHovered?isRed?1:.8:.8,style:{transition:\"fill .1s cubic-bezier(0.4, 0, 1, 1), fill-opacity .1s cubic-bezier(0.4, 0, 1, 1)\"}}),/*#__PURE__*/_jsx(\"path\",{d:\"M 45,24 27,14 27,34\",fill:\"#fff\"})]})});}const buttonStyle={position:\"absolute\",top:\"50%\",left:\"50%\",transform:\"translate(-50%, -50%)\",width:68,height:48,padding:0,border:\"none\",background:\"transparent\",cursor:\"pointer\"};const wrapperStyle={position:\"relative\",width:\"100%\",height:\"100%\"};const centerTextStyle={textAlign:\"center\",minWidth:140};const videoStyle={position:\"absolute\",top:0,left:0,height:\"100%\",width:\"100%\"};\nexport const __FramerMetadata__ = {\"exports\":{\"Youtube\":{\"type\":\"reactComponent\",\"name\":\"Youtube\",\"slots\":[],\"annotations\":{\"framerComponentPresetProps\":\"isRed, borderRadius\",\"framerIntrinsicHeight\":\"315\",\"framerSupportedLayoutWidth\":\"fixed\",\"framerIntrinsicWidth\":\"560\",\"framerContractVersion\":\"1\",\"framerSupportedLayoutHeight\":\"fixed\"}},\"__FramerMetadata__\":{\"type\":\"variable\"}}}\n//# sourceMappingURL=./YouTube.map","var t,e=Object.create,r=Object.defineProperty,n=Object.getOwnPropertyDescriptor,i=Object.getOwnPropertyNames,s=Object.getPrototypeOf,a=Object.prototype.hasOwnProperty,o=(t,e)=>function(){return e||(0,t[i(t)[0]])((e={exports:{}}).exports,e),e.exports;},u=(t,e,s,o)=>{if(e&&\"object\"==typeof e||\"function\"==typeof e)for(let u of i(e))a.call(t,u)||u===s||r(t,u,{get:()=>e[u],enumerable:!(o=n(e,u))||o.enumerable});return t;},l=(t,n,i)=>(i=null!=t?e(s(t)):{},u(// If the importer is in node compatibility mode or this is not an ESM\n    // file that has been converted to a CommonJS file using a Babel-\n    // compatible transform (i.e. \"__esModule\" has not been set), then set\n    // \"default\" to the CommonJS \"module.exports\" for node compatibility.\n    !n&&t&&t.__esModule?i:r(i,\"default\",{value:t,enumerable:!0}),t)),h=o({\"../../../node_modules/dataloader/index.js\"(t,e){var r,n=/* @__PURE__ */function(){function t(t,e){if(\"function\"!=typeof t)throw TypeError(\"DataLoader must be constructed with a function which accepts Array<key> and returns Promise<Array<value>>, but got: \"+t+\".\");this._batchLoadFn=t,this._maxBatchSize=function(t){if(!(!t||!1!==t.batch))return 1;var e=t&&t.maxBatchSize;if(void 0===e)return 1/0;if(\"number\"!=typeof e||e<1)throw TypeError(\"maxBatchSize must be a positive number: \"+e);return e;}(e),this._batchScheduleFn=function(t){var e=t&&t.batchScheduleFn;if(void 0===e)return i;if(\"function\"!=typeof e)throw TypeError(\"batchScheduleFn must be a function: \"+e);return e;}(e),this._cacheKeyFn=function(t){var e=t&&t.cacheKeyFn;if(void 0===e)return function(t){return t;};if(\"function\"!=typeof e)throw TypeError(\"cacheKeyFn must be a function: \"+e);return e;}(e),this._cacheMap=function(t){if(!(!t||!1!==t.cache))return null;var e=t&&t.cacheMap;if(void 0===e)return /* @__PURE__ */new Map;if(null!==e){var r=[\"get\",\"set\",\"delete\",\"clear\"].filter(function(t){return e&&\"function\"!=typeof e[t];});if(0!==r.length)throw TypeError(\"Custom cacheMap missing methods: \"+r.join(\", \"));}return e;}(e),this._batch=null,this.name=e&&e.name?e.name:null;}var e=t.prototype;return e.load=function(t){if(null==t)throw TypeError(\"The loader.load() function must be called with a value, but got: \"+String(t)+\".\");var e=function(t){var e=t._batch;if(null!==e&&!e.hasDispatched&&e.keys.length<t._maxBatchSize)return e;var r={hasDispatched:!1,keys:[],callbacks:[]};return t._batch=r,t._batchScheduleFn(function(){(function(t,e){var r;if(e.hasDispatched=!0,0===e.keys.length){a(e);return;}try{r=t._batchLoadFn(e.keys);}catch(r){return s(t,e,TypeError(\"DataLoader must be constructed with a function which accepts Array<key> and returns Promise<Array<value>>, but the function errored synchronously: \"+String(r)+\".\"));}if(!r||\"function\"!=typeof r.then)return s(t,e,TypeError(\"DataLoader must be constructed with a function which accepts Array<key> and returns Promise<Array<value>>, but the function did not return a Promise: \"+String(r)+\".\"));r.then(function(t){if(!o(t))throw TypeError(\"DataLoader must be constructed with a function which accepts Array<key> and returns Promise<Array<value>>, but the function did not return a Promise of an Array: \"+String(t)+\".\");if(t.length!==e.keys.length)throw TypeError(\"DataLoader must be constructed with a function which accepts Array<key> and returns Promise<Array<value>>, but the function did not return a Promise of an Array of the same length as the Array of keys.\\n\\nKeys:\\n\"+String(e.keys)+\"\\n\\nValues:\\n\"+String(t));a(e);for(var r=0;r<e.callbacks.length;r++){var n=t[r];n instanceof Error?e.callbacks[r].reject(n):e.callbacks[r].resolve(n);}}).catch(function(r){s(t,e,r);});})(t,r);}),r;}(this),r=this._cacheMap,n=this._cacheKeyFn(t);if(r){var i=r.get(n);if(i){var u=e.cacheHits||(e.cacheHits=[]);return new Promise(function(t){u.push(function(){t(i);});});}}e.keys.push(t);var l=new Promise(function(t,r){e.callbacks.push({resolve:t,reject:r});});return r&&r.set(n,l),l;},e.loadMany=function(t){if(!o(t))throw TypeError(\"The loader.loadMany() function must be called with Array<key> but got: \"+t+\".\");for(var e=[],r=0;r<t.length;r++)e.push(this.load(t[r]).catch(function(t){return t;}));return Promise.all(e);},e.clear=function(t){var e=this._cacheMap;if(e){var r=this._cacheKeyFn(t);e.delete(r);}return this;},e.clearAll=function(){var t=this._cacheMap;return t&&t.clear(),this;},e.prime=function(t,e){var r=this._cacheMap;if(r){var n,i=this._cacheKeyFn(t);void 0===r.get(i)&&(e instanceof Error?(n=Promise.reject(e)).catch(function(){}):n=Promise.resolve(e),r.set(i,n));}return this;},t;}(),i=\"object\"==typeof process&&\"function\"==typeof process.nextTick?function(t){r||(r=Promise.resolve()),r.then(function(){process.nextTick(t);});}:\"function\"==typeof setImmediate?function(t){setImmediate(t);}:function(t){setTimeout(t);};function s(t,e,r){a(e);for(var n=0;n<e.keys.length;n++)t.clear(e.keys[n]),e.callbacks[n].reject(r);}function a(t){if(t.cacheHits)for(var e=0;e<t.cacheHits.length;e++)t.cacheHits[e]();}function o(t){return\"object\"==typeof t&&null!==t&&\"number\"==typeof t.length&&(0===t.length||t.length>0&&Object.prototype.hasOwnProperty.call(t,t.length-1));}e.exports=n;}}),c=l(h()),f={Uint8:1,Uint16:2,Uint32:4,BigUint64:8,Int8:1,Int16:2,Int32:4,BigInt64:8,Float32:4,Float64:8},g=class{getOffset(){return this.offset;}ensureLength(t){let e=this.bytes.length;if(!(this.offset+t<=e))throw Error(\"Reading out of bounds\");}readUint8(){let t=f.Uint8;this.ensureLength(t);let e=this.view.getUint8(this.offset);return this.offset+=t,e;}readUint16(){let t=f.Uint16;this.ensureLength(t);let e=this.view.getUint16(this.offset);return this.offset+=t,e;}readUint32(){let t=f.Uint32;this.ensureLength(t);let e=this.view.getUint32(this.offset);return this.offset+=t,e;}readUint64(){let t=this.readBigUint64();return Number(t);}readBigUint64(){let t=f.BigUint64;this.ensureLength(t);let e=this.view.getBigUint64(this.offset);return this.offset+=t,e;}readInt8(){let t=f.Int8;this.ensureLength(t);let e=this.view.getInt8(this.offset);return this.offset+=t,e;}readInt16(){let t=f.Int16;this.ensureLength(t);let e=this.view.getInt16(this.offset);return this.offset+=t,e;}readInt32(){let t=f.Int32;this.ensureLength(t);let e=this.view.getInt32(this.offset);return this.offset+=t,e;}readInt64(){let t=this.readBigInt64();return Number(t);}readBigInt64(){let t=f.BigInt64;this.ensureLength(t);let e=this.view.getBigInt64(this.offset);return this.offset+=t,e;}readFloat32(){let t=f.Float32;this.ensureLength(t);let e=this.view.getFloat32(this.offset);return this.offset+=t,e;}readFloat64(){let t=f.Float64;this.ensureLength(t);let e=this.view.getFloat64(this.offset);return this.offset+=t,e;}readBytes(t){let e=this.offset,r=e+t,n=this.bytes.subarray(e,r);return this.offset=r,n;}readString(){let t=this.readUint32(),e=this.readBytes(t);return this.decoder.decode(e);}readJson(){let t=this.readString();return JSON.parse(t);}constructor(t){this.bytes=t,this.offset=0,this.view=d(this.bytes),this.decoder=new TextDecoder;}};function d(t){return new DataView(t.buffer,t.byteOffset,t.byteLength);}// src/code-generation/components/cms/bundled/DatabaseDictionaryIndex.ts\nimport{ControlType as p}from\"framer\";// ../../library/src/utils/utils.ts\nvar y=\"undefined\"!=typeof window,v=y&&\"function\"==typeof window.requestIdleCallback;// src/code-generation/components/cms/bundled/assert.ts\nfunction w(t,...e){if(!t)throw Error(\"Assertion Error\"+(e.length>0?\": \"+e.join(\" \"):\"\"));}function m(t){throw Error(`Unexpected value: ${t}`);}// src/code-generation/components/cms/bundled/BufferWriter.ts\nvar I=1024,b=1.5,U=t=>2**t-1,S=t=>-(2**(t-1)),k=t=>2**(t-1)-1,L={Uint8:0,Uint16:0,Uint32:0,Uint64:0,BigUint64:0,Int8:S(8),Int16:S(16),Int32:S(32),Int64:Number.MIN_SAFE_INTEGER,BigInt64:-(BigInt(2)**BigInt(63))},B={Uint8:U(8),Uint16:U(16),Uint32:U(32),Uint64:Number.MAX_SAFE_INTEGER,BigUint64:BigInt(2)**BigInt(64)-BigInt(1),Int8:k(8),Int16:k(16),Int32:k(32),Int64:Number.MAX_SAFE_INTEGER,BigInt64:BigInt(2)**BigInt(63)-BigInt(1)};function E(t,e,r,n){w(t>=e,t,\"outside lower bound for\",n),w(t<=r,t,\"outside upper bound for\",n);}var M=class{getOffset(){return this.offset;}slice(t=0,e=this.offset){return this.bytes.slice(t,e);}subarray(t=0,e=this.offset){return this.bytes.subarray(t,e);}ensureLength(t){let e=this.bytes.length;if(this.offset+t<=e)return;let r=new Uint8Array(Math.ceil(e*b)+t);r.set(this.bytes),this.bytes=r,this.view=d(r);}writeUint8(t){E(t,L.Uint8,B.Uint8,\"Uint8\");let e=f.Uint8;this.ensureLength(e),this.view.setUint8(this.offset,t),this.offset+=e;}writeUint16(t){E(t,L.Uint16,B.Uint16,\"Uint16\");let e=f.Uint16;this.ensureLength(e),this.view.setUint16(this.offset,t),this.offset+=e;}writeUint32(t){E(t,L.Uint32,B.Uint32,\"Uint32\");let e=f.Uint32;this.ensureLength(e),this.view.setUint32(this.offset,t),this.offset+=e;}writeUint64(t){E(t,L.Uint64,B.Uint64,\"Uint64\");let e=BigInt(t);this.writeBigUint64(e);}writeBigUint64(t){E(t,L.BigUint64,B.BigUint64,\"BigUint64\");let e=f.BigUint64;this.ensureLength(e),this.view.setBigUint64(this.offset,t),this.offset+=e;}writeInt8(t){E(t,L.Int8,B.Int8,\"Int8\");let e=f.Int8;this.ensureLength(e),this.view.setInt8(this.offset,t),this.offset+=e;}writeInt16(t){E(t,L.Int16,B.Int16,\"Int16\");let e=f.Int16;this.ensureLength(e),this.view.setInt16(this.offset,t),this.offset+=e;}writeInt32(t){E(t,L.Int32,B.Int32,\"Int32\");let e=f.Int32;this.ensureLength(e),this.view.setInt32(this.offset,t),this.offset+=e;}writeInt64(t){E(t,L.Int64,B.Int64,\"Int64\");let e=BigInt(t);this.writeBigInt64(e);}writeBigInt64(t){E(t,L.BigInt64,B.BigInt64,\"BigInt64\");let e=f.BigInt64;this.ensureLength(e),this.view.setBigInt64(this.offset,t),this.offset+=e;}writeFloat32(t){let e=f.Float32;this.ensureLength(e),this.view.setFloat32(this.offset,t),this.offset+=e;}writeFloat64(t){let e=f.Float64;this.ensureLength(e),this.view.setFloat64(this.offset,t),this.offset+=e;}writeBytes(t){let e=t.length;this.ensureLength(e),this.bytes.set(t,this.offset),this.offset+=e;}encodeString(t){let e=this.encodedStrings.get(t);if(e)return e;let r=this.encoder.encode(t);return this.encodedStrings.set(t,r),r;}writeString(t){let e=this.encodeString(t),r=e.length;this.writeUint32(r),this.writeBytes(e);}writeJson(t){let e=JSON.stringify(t);this.writeString(e);}constructor(){this.offset=0,this.bytes=new Uint8Array(I),this.view=d(this.bytes),this.encoder=new TextEncoder,this.encodedStrings=/* @__PURE__ */new Map;}};// src/utils/typeChecks.ts\nfunction F(t){return Number.isFinite(t);}function T(t){return null===t;}// src/code-generation/components/cms/bundled/models/DatabaseItemPointerModel.ts\nvar N=class t{static fromString(e){let[r,n,i]=e.split(\"/\").map(Number);return w(F(r),\"Invalid chunkId\"),w(F(n),\"Invalid offset\"),w(F(i),\"Invalid length\"),new t(r,n,i);}toString(){return`${this.chunkId}/${this.offset}/${this.length}`;}static read(e){let r=e.readUint16(),n=e.readUint32(),i=e.readUint32();return new t(r,n,i);}write(t){t.writeUint16(this.chunkId),t.writeUint32(this.offset),t.writeUint32(this.length);}compare(t){return this.chunkId<t.chunkId?-1:this.chunkId>t.chunkId?1:this.offset<t.offset?-1:this.offset>t.offset?1:(w(this.length===t.length),0);}constructor(t,e,r){this.chunkId=t,this.offset=e,this.length=r;}};// src/code-generation/components/cms/bundled/models/DatabaseValueModel.ts\nimport{ControlType as A}from\"framer\";function O(t){if(T(t))return 0/* Null */;switch(t.type){case A.Array:return 1/* Array */;case A.Boolean:return 2/* Boolean */;case A.Color:return 3/* Color */;case A.Date:return 4/* Date */;case A.Enum:return 5/* Enum */;case A.File:return 6/* File */;case A.ResponsiveImage:return 10/* ResponsiveImage */;case A.Link:return 7/* Link */;case A.Number:return 8/* Number */;case A.Object:return 9/* Object */;case A.RichText:return 11/* RichText */;case A.String:return 12/* String */;default:m(t);}}function x(e){let r=e.readUint16(),n=[];for(let i=0;i<r;i++){let r=t.read(e);n.push(r);}return{type:A.Array,value:n};}function P(e,r){for(let n of(e.writeUint16(r.value.length),r.value))t.write(e,n);}function q(e,r,n){let i=e.value.length,s=r.value.length;if(i<s)return -1;if(i>s)return 1;for(let s=0;s<i;s++){let i=e.value[s],a=r.value[s],o=t.compare(i,a,n);if(0!==o)return o;}return 0;}function R(t){return{type:A.Boolean,value:0!==t.readUint8()};}function _(t,e){t.writeUint8(e.value?1:0);}function D(t,e){return t.value<e.value?-1:t.value>e.value?1:0;}function j(t){return{type:A.Color,value:t.readString()};}function C(t,e){t.writeString(e.value);}function J(t,e){return t.value<e.value?-1:t.value>e.value?1:0;}function W(t){let e=t.readInt64(),r=new Date(e);return{type:A.Date,value:r.toISOString()};}function $(t,e){let r=new Date(e.value),n=r.getTime();t.writeInt64(n);}function z(t,e){let r=new Date(t.value),n=new Date(e.value);return r<n?-1:r>n?1:0;}function G(t){return{type:A.Enum,value:t.readString()};}function K(t,e){t.writeString(e.value);}function H(t,e){return t.value<e.value?-1:t.value>e.value?1:0;}function V(t){return{type:A.File,value:t.readString()};}function X(t,e){t.writeString(e.value);}function Q(t,e){return t.value<e.value?-1:t.value>e.value?1:0;}function Y(t){return{type:A.Link,value:t.readJson()};}function Z(t,e){t.writeJson(e.value);}function tt(t,e){let r=JSON.stringify(t.value),n=JSON.stringify(e.value);return r<n?-1:r>n?1:0;}function te(t){return{type:A.Number,value:t.readFloat64()};}function tr(t,e){t.writeFloat64(e.value);}function tn(t,e){return t.value<e.value?-1:t.value>e.value?1:0;}function ti(e){let r=e.readUint16(),n={};for(let i=0;i<r;i++){let r=e.readString();n[r]=t.read(e);}return{type:A.Object,value:n};}function ts(e,r){let n=Object.entries(r.value);for(let[r,i]of(e.writeUint16(n.length),n))e.writeString(r),t.write(e,i);}function ta(e,r,n){let i=Object.keys(e.value).sort(),s=Object.keys(r.value).sort();if(i.length<s.length)return -1;if(i.length>s.length)return 1;for(let a=0;a<i.length;a++){let o=i[a],u=s[a];if(o<u)return -1;if(o>u)return 1;let l=e.value[o]??null,h=r.value[u]??null,c=t.compare(l,h,n);if(0!==c)return c;}return 0;}function to(t){return{type:A.ResponsiveImage,value:t.readJson()};}function tu(t,e){t.writeJson(e.value);}function tl(t,e){let r=JSON.stringify(t.value),n=JSON.stringify(e.value);return r<n?-1:r>n?1:0;}function th(t){return{type:A.RichText,value:t.readUint32()};}function tc(t,e){t.writeUint32(e.value);}function tf(t,e){let r=t.value,n=e.value;return r<n?-1:r>n?1:0;}function tg(t){return{type:A.String,value:t.readString()};}function td(t,e){t.writeString(e.value);}function tp(t,e,r){let n=t.value,i=e.value;return(0/* CaseInsensitive */===r.type&&(n=t.value.toLowerCase(),i=e.value.toLowerCase()),n<i)?-1:n>i?1:0;}(t=>{t.read=function(t){let e=t.readUint8();switch(e){case 0/* Null */:return null;case 1/* Array */:return x(t);case 2/* Boolean */:return R(t);case 3/* Color */:return j(t);case 4/* Date */:return W(t);case 5/* Enum */:return G(t);case 6/* File */:return V(t);case 7/* Link */:return Y(t);case 8/* Number */:return te(t);case 9/* Object */:return ti(t);case 10/* ResponsiveImage */:return to(t);case 11/* RichText */:return th(t);case 12/* String */:return tg(t);default:m(e);}},t.write=function(t,e){let r=O(e);if(t.writeUint8(r),!T(e))switch(e.type){case A.Array:return P(t,e);case A.Boolean:return _(t,e);case A.Color:return C(t,e);case A.Date:return $(t,e);case A.Enum:return K(t,e);case A.File:return X(t,e);case A.Link:return Z(t,e);case A.Number:return tr(t,e);case A.Object:return ts(t,e);case A.ResponsiveImage:return tu(t,e);case A.RichText:return tc(t,e);case A.String:return td(t,e);default:m(e);}},t.compare=function(t,e,r){let n=O(t),i=O(e);if(n<i)return -1;if(n>i)return 1;if(T(t)||T(e))return 0;switch(t.type){case A.Array:return w(e.type===A.Array),q(t,e,r);case A.Boolean:return w(e.type===A.Boolean),D(t,e);case A.Color:return w(e.type===A.Color),J(t,e);case A.Date:return w(e.type===A.Date),z(t,e);case A.Enum:return w(e.type===A.Enum),H(t,e);case A.File:return w(e.type===A.File),Q(t,e);case A.Link:return w(e.type===A.Link),tt(t,e);case A.Number:return w(e.type===A.Number),tn(t,e);case A.Object:return w(e.type===A.Object),ta(t,e,r);case A.ResponsiveImage:return w(e.type===A.ResponsiveImage),tl(t,e);case A.RichText:return w(e.type===A.RichText),tf(t,e);case A.String:return w(e.type===A.String),tp(t,e,r);default:m(t);}};})(t||(t={}));// src/code-generation/components/cms/bundled/models/DatabaseDictionaryIndexModel.ts\nvar ty=class e{sortEntries(){this.entries.sort((e,r)=>{for(let n=0;n<this.fieldNames.length;n++){let i=e.values[n],s=r.values[n],a=t.compare(i,s,this.options.collation);if(0!==a)return a;}return e.pointer.compare(r.pointer);});}static deserialize(r){let n=new g(r),i=n.readJson(),s=n.readUint8(),a=[];for(let t=0;t<s;t++){let t=n.readString();a.push(t);}let o=new e(a,{collation:i}),u=n.readUint32();for(let e=0;e<u;e++){let e=[];for(let r=0;r<s;r++){let r=t.read(n);e.push(r);}let r=N.read(n);o.entries.push({values:e,pointer:r});}return o;}serialize(){let e=new M;for(let t of(e.writeJson(this.options.collation),e.writeUint8(this.fieldNames.length),this.fieldNames))e.writeString(t);for(let r of(this.sortEntries(),e.writeUint32(this.entries.length),this.entries)){let{values:n,pointer:i}=r;for(let r of n)t.write(e,r);i.write(e);}return e.subarray();}addItem(t,e){let r=this.fieldNames.map(e=>t.getField(e)??null);this.entries.push({values:r,pointer:e});}constructor(t,e){this.fieldNames=t,this.options=e,this.entries=[];}},tv=3,tw=250,tm=[408,// Request Timeout\n429,// Too Many Requests\n500,// Internal Server Error\n502,// Bad Gateway\n503,// Service Unavailable\n504],tI=async(t,e)=>{let r=0;for(;;){try{let n=await fetch(t,e);if(!tm.includes(n.status)||++r>tv)return n;}catch(t){if(e?.signal?.aborted||++r>tv)throw t;}await tb(r);}};async function tb(t){let e=Math.floor(tw*(Math.random()+1)*2**(t-1));await new Promise(t=>{setTimeout(t,e);});}// src/code-generation/components/cms/bundled/rangeRequest.ts\nasync function tU(t,e){let r=tL(e),n=[],i=0;for(let t of r)n.push(`${t.from}-${t.to-1}`),i+=t.to-t.from;let s=new URL(t),a=n.join(\",\");s.searchParams.set(\"range\",a);let o=await tI(s);if(200!==o.status)throw Error(`Request failed: ${o.status} ${o.statusText}`);let u=await o.arrayBuffer(),l=new Uint8Array(u);if(l.length!==i)throw Error(\"Request failed: Unexpected response length\");let h=new tS,c=0;for(let t of r){let e=t.to-t.from,r=c+e,n=l.subarray(c,r);h.write(t.from,n),c=r;}return e.map(t=>h.read(t.from,t.to-t.from));}var tS=class{read(t,e){for(let r of this.chunks){if(t<r.start)break;if(t>r.end)continue;if(t+e>r.end)break;let n=t-r.start,i=n+e;return r.data.slice(n,i);}throw Error(\"Missing data\");}write(t,e){let r=t,n=r+e.length,i=0,s=this.chunks.length;for(;i<s;i++){let t=this.chunks[i];if(w(t,\"Missing chunk\"),!(r>t.end)){if(r>t.start){let n=r-t.start,i=t.data.subarray(0,n);e=tk(i,e),r=t.start;}break;}}for(;s>i;s--){let t=this.chunks[s-1];if(w(t,\"Missing chunk\"),!(n<t.start)){if(n<t.end){let r=n-t.start,i=t.data.subarray(r);e=tk(e,i),n=t.end;}break;}}let a={start:r,end:n,data:e},o=s-i;this.chunks.splice(i,o,a);}constructor(){this.chunks=[];}};function tk(t,e){let r=t.length+e.length,n=new Uint8Array(r);return n.set(t,0),n.set(e,t.length),n;}function tL(t){w(t.length>0,\"Must have at least one range\");let e=[...t].sort((t,e)=>t.from-e.from),r=[];for(let t of e){let e=r.length-1,n=r[e];n&&t.from<=n.to?r[e]={from:n.from,to:Math.max(n.to,t.to)}:r.push(t);}return r;}// src/code-generation/components/cms/bundled/DatabaseDictionaryIndex.ts\nvar tB=class{async loadModel(){let[t]=await tU(this.options.url,[this.options.range]);return w(t,\"Failed to load model\"),ty.deserialize(t);}async getModel(){return this.modelPromise??=this.loadModel(),this.model??=await this.modelPromise,this.model;}async lookupItems(t){w(t.length===this.fields.length,\"Invalid query length\");let e=await this.getModel(),r=t.reduce((t,e,r)=>t.flatMap(t=>{switch(e.type){case\"All\"/* All */:return[t];case\"Equals\"/* Equals */:return this.queryEquals(t,e,r);case\"NotEquals\"/* NotEquals */:return this.queryNotEquals(t,e,r);case\"LessThan\"/* LessThan */:return this.queryLessThan(t,e,r);case\"GreaterThan\"/* GreaterThan */:return this.queryGreaterThan(t,e,r);case\"Contains\"/* Contains */:return this.queryContains(t,e,r);case\"StartsWith\"/* StartsWith */:return this.queryStartsWith(t,e,r);case\"EndsWith\"/* EndsWith */:return this.queryEndsWith(t,e,r);default:m(e);}}),[e.entries]),n=[];for(let t of r)for(let e of t){let t={};for(let r=0;r<this.options.fieldNames.length;r++){let n=this.options.fieldNames[r],i=e.values[r];t[n]=i;}n.push({pointer:e.pointer.toString(),data:t});}return n;}queryEquals(t,e,r){let n=this.getLeftMost(t,r,e.value),i=this.getRightMost(t,r,e.value),s=t.slice(n,i+1);return s.length>0?[s]:[];}queryNotEquals(t,e,r){let n=this.getLeftMost(t,r,e.value),i=this.getRightMost(t,r,e.value),s=[],a=t.slice(0,n);a.length>0&&s.push(a);let o=t.slice(i+1);return o.length>0&&s.push(o),s;}queryLessThan(t,e,r){let n=this.getRightMost(t,r,null);if(t=t.slice(n+1),e.inclusive){let n=this.getRightMost(t,r,e.value),i=t.slice(0,n+1);return i.length>0?[i]:[];}let i=this.getLeftMost(t,r,e.value),s=t.slice(0,i);return s.length>0?[s]:[];}queryGreaterThan(t,e,r){let n=this.getRightMost(t,r,null);if(t=t.slice(n+1),e.inclusive){let n=this.getLeftMost(t,r,e.value),i=t.slice(n);return i.length>0?[i]:[];}let i=this.getRightMost(t,r,e.value),s=t.slice(i+1);return s.length>0?[s]:[];}queryContains(t,e,r){return this.findItems(t,r,t=>{if(t?.type!==p.String||e.value?.type!==p.String)return!1;let r=t.value,n=e.value.value;return 0/* CaseInsensitive */===this.collation.type&&(r=r.toLowerCase(),n=n.toLowerCase()),r.includes(n);});}queryStartsWith(t,e,r){return this.findItems(t,r,t=>{if(t?.type!==p.String||e.value?.type!==p.String)return!1;let r=t.value,n=e.value.value;return 0/* CaseInsensitive */===this.collation.type&&(r=r.toLowerCase(),n=n.toLowerCase()),r.startsWith(n);});}queryEndsWith(t,e,r){return this.findItems(t,r,t=>{if(t?.type!==p.String||e.value?.type!==p.String)return!1;let r=t.value,n=e.value.value;return 0/* CaseInsensitive */===this.collation.type&&(r=r.toLowerCase(),n=n.toLowerCase()),r.endsWith(n);});}/**\n   * Returns the index of the left most entry that is equal to the target.\n   *\n   * ```text\n   *   Left most\n   *       ↓\n   * ┌───┬───┬───┬───┬───┬───┐\n   * │ 1 │ 2 │ 2 │ 2 │ 2 │ 3 │\n   * └───┴───┴───┴───┴───┴───┘\n   * ```\n   *\n   * @param entries The entries array to search in.\n   * @param position The position of the value in the entry.\n   * @param target The target value to search for.\n   * @returns The index of the left most entry that is equal to the target.\n   */getLeftMost(e,r,n){let i=0,s=e.length;for(;i<s;){let a=i+s>>1,o=e[a],u=o.values[r];0>t.compare(u,n,this.collation)?i=a+1:s=a;}return i;}/**\n   * Returns the index of the right most entry that is equal to the target.\n   *\n   * ```text\n   *              Right most\n   *                   ↓\n   * ┌───┬───┬───┬───┬───┬───┐\n   * │ 1 │ 2 │ 2 │ 2 │ 2 │ 3 │\n   * └───┴───┴───┴───┴───┴───┘\n   * ```\n   *\n   * @param entries The entries array to search in.\n   * @param position The position of the value in the entry.\n   * @param target The target value to search for.\n   * @returns The index of the right most entry that is equal to the target.\n   */getRightMost(e,r,n){let i=0,s=e.length;for(;i<s;){let a=i+s>>1,o=e[a],u=o.values[r];t.compare(u,n,this.collation)>0?s=a:i=a+1;}return s-1;}/**\n   * Finds all items that are matching the predicate and groups adjacent items together.\n   *\n   * @param entries The entries array to search in.\n   * @param position The position of the value in the entry.\n   * @param predicate The predicate to match the values against.\n   * @returns An array of chunks that match the predicate.\n   */findItems(t,e,r){let n=[],i=0;for(let s=0;s<t.length;s++){let a=t[s],o=a.values[e],u=r(o);if(!u){if(i<s){let e=t.slice(i,s);n.push(e);}i=s+1;}}if(i<t.length){let e=t.slice(i);n.push(e);}return n;}constructor(t){this.options=t,this.supportedLookupTypes=[\"All\"/* All */,\"Equals\"/* Equals */,\"NotEquals\"/* NotEquals */,\"LessThan\"/* LessThan */,\"GreaterThan\"/* GreaterThan */,\"Contains\"/* Contains */,\"StartsWith\"/* StartsWith */,\"EndsWith\"/* EndsWith */],this.collation=this.options.collation;let e={},r=[];for(let t of this.options.fieldNames){let n=this.options.collectionSchema[t];w(n,\"Missing definition for field\",t),e[t]=n,r.push({type:\"Identifier\",name:t});}this.schema=e,this.fields=r;}},tE=class e{static read(r){let n=new e,i=r.readUint16();for(let e=0;e<i;e++){let e=r.readString(),i=t.read(r);n.setField(e,i);}return n;}write(e){for(let[r,n]of(e.writeUint16(this.fields.size),this.fields))e.writeString(r),t.write(e,n);}getData(){let t={};for(let[e,r]of this.fields)t[e]=r;return t;}setField(t,e){this.fields.set(t,e);}getField(t){return this.fields.get(t);}constructor(){this.fields=/* @__PURE__ */new Map;}},tM=class{scanItems(){return this.itemsPromise??=tI(this.url).then(async t=>{if(!t.ok)throw Error(`Request failed: ${t.status} ${t.statusText}`);let e=await t.arrayBuffer(),r=new Uint8Array(e),n=new g(r),i=[],s=n.readUint32();for(let t=0;t<s;t++){let t=n.getOffset(),e=tE.read(n),r=n.getOffset()-t,s=new N(this.id,t,r),a=s.toString(),o={pointer:a,data:e.getData()};this.itemLoader.prime(a,o),i.push(o);}return i;}),this.itemsPromise;}resolveItem(t){return this.itemLoader.load(t);}constructor(t,e){this.id=t,this.url=e,this.itemLoader=new c.default(async t=>{let e=t.map(t=>{let e=N.fromString(t);return{from:e.offset,to:e.offset+e.length};}),r=await tU(this.url,e);return r.map((e,r)=>{let n=new g(e),i=tE.read(n),s=t[r];return w(s,\"Missing pointer\"),{pointer:s,data:i.getData()};});});}},tF=class{async scanItems(){let t=await Promise.all(this.chunks.map(async t=>t.scanItems()));return t.flat();}async resolveItems(t){return Promise.all(t.map(t=>{let e=N.fromString(t),r=this.chunks[e.chunkId];return w(r,\"Missing chunk\"),r.resolveItem(t);}));}compareItems(t,e){let r=N.fromString(t.pointer),n=N.fromString(e.pointer);return r.compare(n);}compareValues(e,r,n){return t.compare(e,r,n);}constructor(t){this.options=t,this.schema=this.options.schema,this.indexes=this.options.indexes,this.resolveRichText=this.options.resolveRichText,this.chunks=this.options.chunks.map((t,e)=>new tM(e,t));}};export{tF as DatabaseCollection,tB as DatabaseDictionaryIndex};\nexport const __FramerMetadata__ = {\"exports\":{\"DatabaseDictionaryIndex\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"DatabaseCollection\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"__FramerMetadata__\":{\"type\":\"variable\"}}}","let e=[];export async function resolveRichText(t){let i=e[t];if(i)return await i();}\nexport const __FramerMetadata__ = {\"exports\":{\"resolveRichText\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"__FramerMetadata__\":{\"type\":\"variable\"}}}","let e=[];export async function resolveRichTextEn(t){let n=e[t];if(n)return await n();}\nexport const __FramerMetadata__ = {\"exports\":{\"resolveRichTextEn\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"__FramerMetadata__\":{\"type\":\"variable\"}}}","// Generated by Framer (f712822)\nimport{addPropertyControls as e,ControlType as t,QueryCache as l,QueryEngine as i}from\"framer\";import{DatabaseCollection as r}from\"./khNUkgRhc-0.js\";import{resolveRichText as a}from\"./khNUkgRhc-1.js\";import{resolveRichTextEn as n}from\"./khNUkgRhc-3.js\";let o={id:{isNullable:!1,type:t.String},nextItemId:{isNullable:!0,type:t.String},previousItemId:{isNullable:!0,type:t.String},R1IB1KgaO:{isNullable:!0,type:t.String},Ru35Z2MgO:{isNullable:!0,type:t.String}},c=new i,u=new l(c),p={collectionByLocaleId:{default:new r({chunks:[new URL(\"./khNUkgRhc-chunk-default-0.framercms\",\"https://framerusercontent.com/modules/gMPDO9MSj9BX1y48atkm/4AELqFgpE0Z6RNoYs3x9/khNUkgRhc.js\").href.replace(\"/modules/\",\"/cms/\")],indexes:[],resolveRichText:a,schema:o}),HWnePw4gl:new r({chunks:[new URL(\"./khNUkgRhc-chunk-HWnePw4gl-0.framercms\",\"https://framerusercontent.com/modules/gMPDO9MSj9BX1y48atkm/4AELqFgpE0Z6RNoYs3x9/khNUkgRhc.js\").href.replace(\"/modules/\",\"/cms/\")],indexes:[],resolveRichText:n,schema:o})},displayName:\"Categories\"};export default p;e(p,{Ru35Z2MgO:{defaultValue:\"\",title:\"Title\",type:t.String},R1IB1KgaO:{title:\"Slug\",type:t.String},previousItemId:{dataIdentifier:\"local-module:collection/khNUkgRhc:default\",title:\"Previous\",type:t.CollectionReference},nextItemId:{dataIdentifier:\"local-module:collection/khNUkgRhc:default\",title:\"Next\",type:t.CollectionReference}});export const enumToDisplayNameFunctions={};export const utils={async getSlugByRecordId(e,t){let[l]=await u.get({from:{data:p,type:\"Collection\"},limit:{type:\"LiteralValue\",value:1},select:[{name:\"R1IB1KgaO\",type:\"Identifier\"}],where:{left:{name:\"id\",type:\"Identifier\"},operator:\"==\",right:{type:\"LiteralValue\",value:e},type:\"BinaryOperation\"}},t).readAsync();return l?.R1IB1KgaO;},async getRecordIdBySlug(e,t){let[l]=await u.get({from:{data:p,type:\"Collection\"},limit:{type:\"LiteralValue\",value:1},select:[{name:\"id\",type:\"Identifier\"}],where:{left:{name:\"R1IB1KgaO\",type:\"Identifier\"},operator:\"==\",right:{type:\"LiteralValue\",value:e},type:\"BinaryOperation\"}},t).readAsync();return l?.id;}};\nexport const __FramerMetadata__ = {\"exports\":{\"enumToDisplayNameFunctions\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"default\":{\"type\":\"data\",\"name\":\"data\",\"annotations\":{\"framerEnumToDisplayNameUtils\":\"2\",\"framerData\":\"\",\"framerCollectionUtils\":\"1\",\"framerColorSyntax\":\"false\",\"framerContractVersion\":\"1\",\"framerSlug\":\"R1IB1KgaO\",\"framerCollectionId\":\"khNUkgRhc\",\"framerRecordIdKey\":\"id\"}},\"utils\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"__FramerMetadata__\":{\"type\":\"variable\"}}}","var t,e=Object.create,r=Object.defineProperty,n=Object.getOwnPropertyDescriptor,i=Object.getOwnPropertyNames,s=Object.getPrototypeOf,a=Object.prototype.hasOwnProperty,o=(t,e,n)=>e in t?r(t,e,{enumerable:!0,configurable:!0,writable:!0,value:n}):t[e]=n,u=(t,e)=>function(){return e||(0,t[i(t)[0]])((e={exports:{}}).exports,e),e.exports;},l=(t,e,s,o)=>{if(e&&\"object\"==typeof e||\"function\"==typeof e)for(let u of i(e))a.call(t,u)||u===s||r(t,u,{get:()=>e[u],enumerable:!(o=n(e,u))||o.enumerable});return t;},h=(t,n,i)=>(i=null!=t?e(s(t)):{},l(// If the importer is in node compatibility mode or this is not an ESM\n    // file that has been converted to a CommonJS file using a Babel-\n    // compatible transform (i.e. \"__esModule\" has not been set), then set\n    // \"default\" to the CommonJS \"module.exports\" for node compatibility.\n    !n&&t&&t.__esModule?i:r(i,\"default\",{value:t,enumerable:!0}),t)),c=(t,e,r)=>o(t,\"symbol\"!=typeof 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r.then)return s(t,e,TypeError(\"DataLoader must be constructed with a function which accepts Array<key> and returns Promise<Array<value>>, but the function did not return a Promise: \"+String(r)+\".\"));r.then(function(t){if(!o(t))throw TypeError(\"DataLoader must be constructed with a function which accepts Array<key> and returns Promise<Array<value>>, but the function did not return a Promise of an Array: \"+String(t)+\".\");if(t.length!==e.keys.length)throw TypeError(\"DataLoader must be constructed with a function which accepts Array<key> and returns Promise<Array<value>>, but the function did not return a Promise of an Array of the same length as the Array of keys.\\n\\nKeys:\\n\"+String(e.keys)+\"\\n\\nValues:\\n\"+String(t));a(e);for(var r=0;r<e.callbacks.length;r++){var n=t[r];n instanceof Error?e.callbacks[r].reject(n):e.callbacks[r].resolve(n);}}).catch(function(r){s(t,e,r);});})(t,r);}),r;}(this),r=this._cacheMap,n=this._cacheKeyFn(t);if(r){var i=r.get(n);if(i){var u=e.cacheHits||(e.cacheHits=[]);return new Promise(function(t){u.push(function(){t(i);});});}}e.keys.push(t);var l=new Promise(function(t,r){e.callbacks.push({resolve:t,reject:r});});return r&&r.set(n,l),l;},e.loadMany=function(t){if(!o(t))throw TypeError(\"The loader.loadMany() function must be called with Array<key> but got: \"+t+\".\");for(var e=[],r=0;r<t.length;r++)e.push(this.load(t[r]).catch(function(t){return t;}));return Promise.all(e);},e.clear=function(t){var e=this._cacheMap;if(e){var r=this._cacheKeyFn(t);e.delete(r);}return this;},e.clearAll=function(){var t=this._cacheMap;return t&&t.clear(),this;},e.prime=function(t,e){var r=this._cacheMap;if(r){var n,i=this._cacheKeyFn(t);void 0===r.get(i)&&(e instanceof Error?(n=Promise.reject(e)).catch(function(){}):n=Promise.resolve(e),r.set(i,n));}return this;},t;}(),i=\"object\"==typeof process&&\"function\"==typeof process.nextTick?function(t){r||(r=Promise.resolve()),r.then(function(){process.nextTick(t);});}:\"function\"==typeof setImmediate?function(t){setImmediate(t);}:function(t){setTimeout(t);};function s(t,e,r){a(e);for(var n=0;n<e.keys.length;n++)t.clear(e.keys[n]),e.callbacks[n].reject(r);}function a(t){if(t.cacheHits)for(var e=0;e<t.cacheHits.length;e++)t.cacheHits[e]();}function o(t){return\"object\"==typeof t&&null!==t&&\"number\"==typeof t.length&&(0===t.length||t.length>0&&Object.prototype.hasOwnProperty.call(t,t.length-1));}e.exports=n;}}),g=h(f()),d={Uint8:1,Uint16:2,Uint32:4,BigUint64:8,Int8:1,Int16:2,Int32:4,BigInt64:8,Float32:4,Float64:8},y=class{getOffset(){return this.offset;}ensureLength(t){let e=this.bytes.length;if(!(this.offset+t<=e))throw Error(\"Reading out of bounds\");}readUint8(){let t=d.Uint8;this.ensureLength(t);let e=this.view.getUint8(this.offset);return this.offset+=t,e;}readUint16(){let t=d.Uint16;this.ensureLength(t);let e=this.view.getUint16(this.offset);return this.offset+=t,e;}readUint32(){let t=d.Uint32;this.ensureLength(t);let e=this.view.getUint32(this.offset);return this.offset+=t,e;}readUint64(){let t=this.readBigUint64();return Number(t);}readBigUint64(){let t=d.BigUint64;this.ensureLength(t);let e=this.view.getBigUint64(this.offset);return this.offset+=t,e;}readInt8(){let t=d.Int8;this.ensureLength(t);let e=this.view.getInt8(this.offset);return this.offset+=t,e;}readInt16(){let t=d.Int16;this.ensureLength(t);let e=this.view.getInt16(this.offset);return this.offset+=t,e;}readInt32(){let t=d.Int32;this.ensureLength(t);let e=this.view.getInt32(this.offset);return this.offset+=t,e;}readInt64(){let t=this.readBigInt64();return Number(t);}readBigInt64(){let t=d.BigInt64;this.ensureLength(t);let e=this.view.getBigInt64(this.offset);return this.offset+=t,e;}readFloat32(){let t=d.Float32;this.ensureLength(t);let e=this.view.getFloat32(this.offset);return this.offset+=t,e;}readFloat64(){let t=d.Float64;this.ensureLength(t);let e=this.view.getFloat64(this.offset);return this.offset+=t,e;}readBytes(t){let e=this.offset,r=e+t,n=this.bytes.subarray(e,r);return this.offset=r,n;}readString(){let t=this.readUint32(),e=this.readBytes(t);return this.decoder.decode(e);}readJson(){let t=this.readString();return JSON.parse(t);}constructor(t){this.bytes=t,c(this,\"offset\",0),c(this,\"view\"),c(this,\"decoder\",new TextDecoder),this.view=p(this.bytes);}};function p(t){return new DataView(t.buffer,t.byteOffset,t.byteLength);}// src/code-generation/components/cms/bundled/DatabaseDictionaryIndex.ts\nimport{ControlType as v}from\"framer\";// ../../library/src/utils/utils.ts\nvar m=\"undefined\"!=typeof window,w=m&&\"function\"==typeof window.requestIdleCallback;// src/code-generation/components/cms/bundled/assert.ts\nfunction I(t,...e){if(!t)throw Error(\"Assertion Error\"+(e.length>0?\": \"+e.join(\" \"):\"\"));}function b(t){throw Error(`Unexpected value: ${t}`);}// src/code-generation/components/cms/bundled/BufferWriter.ts\nvar U=1024,S=1.5,k=t=>2**t-1,L=t=>-(2**(t-1)),B=t=>2**(t-1)-1,E={Uint8:0,Uint16:0,Uint32:0,Uint64:0,BigUint64:0,Int8:L(8),Int16:L(16),Int32:L(32),Int64:Number.MIN_SAFE_INTEGER,BigInt64:-(BigInt(2)**BigInt(63))},M={Uint8:k(8),Uint16:k(16),Uint32:k(32),Uint64:Number.MAX_SAFE_INTEGER,BigUint64:BigInt(2)**BigInt(64)-BigInt(1),Int8:B(8),Int16:B(16),Int32:B(32),Int64:Number.MAX_SAFE_INTEGER,BigInt64:BigInt(2)**BigInt(63)-BigInt(1)};function T(t,e,r,n){I(t>=e,t,\"outside lower bound for\",n),I(t<=r,t,\"outside upper bound for\",n);}var F=class{getOffset(){return this.offset;}slice(t=0,e=this.offset){return this.bytes.slice(t,e);}subarray(t=0,e=this.offset){return this.bytes.subarray(t,e);}ensureLength(t){let e=this.bytes.length;if(this.offset+t<=e)return;let r=new Uint8Array(Math.ceil(e*S)+t);r.set(this.bytes),this.bytes=r,this.view=p(r);}writeUint8(t){T(t,E.Uint8,M.Uint8,\"Uint8\");let e=d.Uint8;this.ensureLength(e),this.view.setUint8(this.offset,t),this.offset+=e;}writeUint16(t){T(t,E.Uint16,M.Uint16,\"Uint16\");let e=d.Uint16;this.ensureLength(e),this.view.setUint16(this.offset,t),this.offset+=e;}writeUint32(t){T(t,E.Uint32,M.Uint32,\"Uint32\");let e=d.Uint32;this.ensureLength(e),this.view.setUint32(this.offset,t),this.offset+=e;}writeUint64(t){T(t,E.Uint64,M.Uint64,\"Uint64\");let e=BigInt(t);this.writeBigUint64(e);}writeBigUint64(t){T(t,E.BigUint64,M.BigUint64,\"BigUint64\");let e=d.BigUint64;this.ensureLength(e),this.view.setBigUint64(this.offset,t),this.offset+=e;}writeInt8(t){T(t,E.Int8,M.Int8,\"Int8\");let e=d.Int8;this.ensureLength(e),this.view.setInt8(this.offset,t),this.offset+=e;}writeInt16(t){T(t,E.Int16,M.Int16,\"Int16\");let e=d.Int16;this.ensureLength(e),this.view.setInt16(this.offset,t),this.offset+=e;}writeInt32(t){T(t,E.Int32,M.Int32,\"Int32\");let e=d.Int32;this.ensureLength(e),this.view.setInt32(this.offset,t),this.offset+=e;}writeInt64(t){T(t,E.Int64,M.Int64,\"Int64\");let e=BigInt(t);this.writeBigInt64(e);}writeBigInt64(t){T(t,E.BigInt64,M.BigInt64,\"BigInt64\");let e=d.BigInt64;this.ensureLength(e),this.view.setBigInt64(this.offset,t),this.offset+=e;}writeFloat32(t){let e=d.Float32;this.ensureLength(e),this.view.setFloat32(this.offset,t),this.offset+=e;}writeFloat64(t){let e=d.Float64;this.ensureLength(e),this.view.setFloat64(this.offset,t),this.offset+=e;}writeBytes(t){let e=t.length;this.ensureLength(e),this.bytes.set(t,this.offset),this.offset+=e;}encodeString(t){let e=this.encodedStrings.get(t);if(e)return e;let r=this.encoder.encode(t);return this.encodedStrings.set(t,r),r;}writeString(t){let e=this.encodeString(t),r=e.length;this.writeUint32(r),this.writeBytes(e);}writeJson(t){let e=JSON.stringify(t);this.writeString(e);}constructor(){c(this,\"offset\",0),c(this,\"bytes\",new Uint8Array(U)),c(this,\"view\",p(this.bytes)),c(this,\"encoder\",new TextEncoder),c(this,\"encodedStrings\",/* @__PURE__ */new Map);}};// src/utils/typeChecks.ts\nfunction N(t){return Number.isFinite(t);}function A(t){return null===t;}// src/code-generation/components/cms/bundled/models/DatabaseItemPointerModel.ts\nvar O=class t{static fromString(e){let[r,n,i]=e.split(\"/\").map(Number);return I(N(r),\"Invalid chunkId\"),I(N(n),\"Invalid offset\"),I(N(i),\"Invalid length\"),new t(r,n,i);}toString(){return`${this.chunkId}/${this.offset}/${this.length}`;}static read(e){let r=e.readUint16(),n=e.readUint32(),i=e.readUint32();return new t(r,n,i);}write(t){t.writeUint16(this.chunkId),t.writeUint32(this.offset),t.writeUint32(this.length);}compare(t){return this.chunkId<t.chunkId?-1:this.chunkId>t.chunkId?1:this.offset<t.offset?-1:this.offset>t.offset?1:(I(this.length===t.length),0);}constructor(t,e,r){this.chunkId=t,this.offset=e,this.length=r;}};// src/code-generation/components/cms/bundled/models/DatabaseValueModel.ts\nimport{ControlType as x}from\"framer\";function P(t){if(A(t))return 0/* Null */;switch(t.type){case x.Array:return 1/* Array */;case x.Boolean:return 2/* Boolean */;case x.Color:return 3/* Color */;case x.Date:return 4/* Date */;case x.Enum:return 5/* Enum */;case x.File:return 6/* File */;case x.ResponsiveImage:return 10/* ResponsiveImage */;case x.Link:return 7/* Link */;case x.Number:return 8/* Number */;case x.Object:return 9/* Object */;case x.RichText:return 11/* RichText */;case x.String:return 12/* String */;case x.VectorSetItem:return 13/* VectorSetItem */;default:b(t);}}function R(e){let r=e.readUint16(),n=[];for(let i=0;i<r;i++){let r=t.read(e);n.push(r);}return{type:x.Array,value:n};}function q(e,r){for(let n of(e.writeUint16(r.value.length),r.value))t.write(e,n);}function _(e,r,n){let i=e.value.length,s=r.value.length;if(i<s)return -1;if(i>s)return 1;for(let s=0;s<i;s++){let i=e.value[s],a=r.value[s],o=t.compare(i,a,n);if(0!==o)return o;}return 0;}function D(t){return{type:x.Boolean,value:0!==t.readUint8()};}function j(t,e){t.writeUint8(e.value?1:0);}function C(t,e){return t.value<e.value?-1:t.value>e.value?1:0;}function J(t){return{type:x.Color,value:t.readString()};}function V(t,e){t.writeString(e.value);}function W(t,e){return t.value<e.value?-1:t.value>e.value?1:0;}function $(t){let e=t.readInt64(),r=new Date(e);return{type:x.Date,value:r.toISOString()};}function z(t,e){let r=new Date(e.value),n=r.getTime();t.writeInt64(n);}function G(t,e){let r=new Date(t.value),n=new Date(e.value);return r<n?-1:r>n?1:0;}function K(t){return{type:x.Enum,value:t.readString()};}function H(t,e){t.writeString(e.value);}function X(t,e){return t.value<e.value?-1:t.value>e.value?1:0;}function Q(t){return{type:x.File,value:t.readString()};}function Y(t,e){t.writeString(e.value);}function Z(t,e){return t.value<e.value?-1:t.value>e.value?1:0;}function tt(t){return{type:x.Link,value:t.readJson()};}function te(t,e){t.writeJson(e.value);}function tr(t,e){let r=JSON.stringify(t.value),n=JSON.stringify(e.value);return r<n?-1:r>n?1:0;}function tn(t){return{type:x.Number,value:t.readFloat64()};}function ti(t,e){t.writeFloat64(e.value);}function ts(t,e){return t.value<e.value?-1:t.value>e.value?1:0;}function ta(e){let r=e.readUint16(),n={};for(let i=0;i<r;i++){let r=e.readString();n[r]=t.read(e);}return{type:x.Object,value:n};}function to(e,r){let n=Object.entries(r.value);for(let[r,i]of(e.writeUint16(n.length),n))e.writeString(r),t.write(e,i);}function tu(e,r,n){let i=Object.keys(e.value).sort(),s=Object.keys(r.value).sort();if(i.length<s.length)return -1;if(i.length>s.length)return 1;for(let a=0;a<i.length;a++){let o=i[a],u=s[a];if(o<u)return -1;if(o>u)return 1;let l=e.value[o]??null,h=r.value[u]??null,c=t.compare(l,h,n);if(0!==c)return c;}return 0;}function tl(t){return{type:x.ResponsiveImage,value:t.readJson()};}function th(t,e){t.writeJson(e.value);}function tc(t,e){let r=JSON.stringify(t.value),n=JSON.stringify(e.value);return r<n?-1:r>n?1:0;}function tf(t){return{type:x.RichText,value:t.readUint32()};}function tg(t,e){t.writeUint32(e.value);}function td(t,e){let r=t.value,n=e.value;return r<n?-1:r>n?1:0;}function ty(t){return{type:x.String,value:t.readString()};}function tp(t,e){t.writeString(e.value);}function tv(t,e,r){let n=t.value,i=e.value;return(0/* CaseInsensitive */===r.type&&(n=t.value.toLowerCase(),i=e.value.toLowerCase()),n<i)?-1:n>i?1:0;}function tm(t){return{type:x.VectorSetItem,value:t.readUint32()};}function tw(t,e){t.writeUint32(e.value);}function tI(t,e){let r=t.value,n=e.value;return r<n?-1:r>n?1:0;}(t=>{t.read=function(t){let e=t.readUint8();switch(e){case 0/* Null */:return null;case 1/* Array */:return R(t);case 2/* Boolean */:return D(t);case 3/* Color */:return J(t);case 4/* Date */:return $(t);case 5/* Enum */:return K(t);case 6/* File */:return Q(t);case 7/* Link */:return tt(t);case 8/* Number */:return tn(t);case 9/* Object */:return ta(t);case 10/* ResponsiveImage */:return tl(t);case 11/* RichText */:return tf(t);case 12/* String */:return ty(t);case 13/* VectorSetItem */:return tm(t);default:b(e);}},t.write=function(t,e){let r=P(e);if(t.writeUint8(r),!A(e))switch(e.type){case x.Array:return q(t,e);case x.Boolean:return j(t,e);case x.Color:return V(t,e);case x.Date:return z(t,e);case x.Enum:return H(t,e);case x.File:return Y(t,e);case x.Link:return te(t,e);case x.Number:return ti(t,e);case x.Object:return to(t,e);case x.ResponsiveImage:return th(t,e);case x.RichText:return tg(t,e);case x.VectorSetItem:return tw(t,e);case x.String:return tp(t,e);default:b(e);}},t.compare=function(t,e,r){let n=P(t),i=P(e);if(n<i)return -1;if(n>i)return 1;if(A(t)||A(e))return 0;switch(t.type){case x.Array:return I(e.type===x.Array),_(t,e,r);case x.Boolean:return I(e.type===x.Boolean),C(t,e);case x.Color:return I(e.type===x.Color),W(t,e);case x.Date:return I(e.type===x.Date),G(t,e);case x.Enum:return I(e.type===x.Enum),X(t,e);case x.File:return I(e.type===x.File),Z(t,e);case x.Link:return I(e.type===x.Link),tr(t,e);case x.Number:return I(e.type===x.Number),ts(t,e);case x.Object:return I(e.type===x.Object),tu(t,e,r);case x.ResponsiveImage:return I(e.type===x.ResponsiveImage),tc(t,e);case x.RichText:return I(e.type===x.RichText),td(t,e);case x.VectorSetItem:return I(e.type===x.VectorSetItem),tI(t,e);case x.String:return I(e.type===x.String),tv(t,e,r);default:b(t);}};})(t||(t={}));// src/code-generation/components/cms/bundled/models/DatabaseDictionaryIndexModel.ts\nvar tb=class e{sortEntries(){this.entries.sort((e,r)=>{for(let n=0;n<this.fieldNames.length;n++){let i=e.values[n],s=r.values[n],a=t.compare(i,s,this.options.collation);if(0!==a)return a;}return e.pointer.compare(r.pointer);});}static deserialize(r){let n=new y(r),i=n.readJson(),s=n.readUint8(),a=[];for(let t=0;t<s;t++){let t=n.readString();a.push(t);}let o=new e(a,{collation:i}),u=n.readUint32();for(let e=0;e<u;e++){let e=[];for(let r=0;r<s;r++){let r=t.read(n);e.push(r);}let r=O.read(n);o.entries.push({values:e,pointer:r});}return o;}serialize(){let e=new F;for(let t of(e.writeJson(this.options.collation),e.writeUint8(this.fieldNames.length),this.fieldNames))e.writeString(t);for(let r of(this.sortEntries(),e.writeUint32(this.entries.length),this.entries)){let{values:n,pointer:i}=r;for(let r of n)t.write(e,r);i.write(e);}return e.subarray();}addItem(t,e){let r=this.fieldNames.map(e=>t.getField(e)??null);this.entries.push({values:r,pointer:e});}constructor(t,e){this.fieldNames=t,this.options=e,c(this,\"entries\",[]);}},tU=3,tS=250,tk=[408,// Request Timeout\n429,// Too Many Requests\n500,// Internal Server Error\n502,// Bad Gateway\n503,// Service Unavailable\n504],tL=async(t,e)=>{let r=0;for(;;){try{let n=await fetch(t,e);if(!tk.includes(n.status)||++r>tU)return n;}catch(t){if(e?.signal?.aborted||++r>tU)throw t;}await tB(r);}};async function tB(t){let e=Math.floor(tS*(Math.random()+1)*2**(t-1));await new Promise(t=>{setTimeout(t,e);});}// src/code-generation/components/cms/bundled/rangeRequest.ts\nasync function tE(t,e){let r=tF(e),n=[],i=0;for(let t of r)n.push(`${t.from}-${t.to-1}`),i+=t.to-t.from;let s=new URL(t),a=n.join(\",\");s.searchParams.set(\"range\",a);let o=await tL(s);if(200!==o.status)throw Error(`Request failed: ${o.status} ${o.statusText}`);let u=await o.arrayBuffer(),l=new Uint8Array(u);if(l.length!==i)throw Error(\"Request failed: Unexpected response length\");let h=new tM,c=0;for(let t of r){let e=t.to-t.from,r=c+e,n=l.subarray(c,r);h.write(t.from,n),c=r;}return e.map(t=>h.read(t.from,t.to-t.from));}var tM=class{read(t,e){for(let r of this.chunks){if(t<r.start)break;if(t>r.end)continue;if(t+e>r.end)break;let n=t-r.start,i=n+e;return r.data.slice(n,i);}throw Error(\"Missing data\");}write(t,e){let r=t,n=r+e.length,i=0,s=this.chunks.length;for(;i<s;i++){let t=this.chunks[i];if(I(t,\"Missing chunk\"),!(r>t.end)){if(r>t.start){let n=r-t.start,i=t.data.subarray(0,n);e=tT(i,e),r=t.start;}break;}}for(;s>i;s--){let t=this.chunks[s-1];if(I(t,\"Missing chunk\"),!(n<t.start)){if(n<t.end){let r=n-t.start,i=t.data.subarray(r);e=tT(e,i),n=t.end;}break;}}let a={start:r,end:n,data:e},o=s-i;this.chunks.splice(i,o,a);}constructor(){c(this,\"chunks\",[]);}};function tT(t,e){let r=t.length+e.length,n=new Uint8Array(r);return n.set(t,0),n.set(e,t.length),n;}function tF(t){I(t.length>0,\"Must have at least one range\");let e=[...t].sort((t,e)=>t.from-e.from),r=[];for(let t of e){let e=r.length-1,n=r[e];n&&t.from<=n.to?r[e]={from:n.from,to:Math.max(n.to,t.to)}:r.push(t);}return r;}// src/code-generation/components/cms/bundled/DatabaseDictionaryIndex.ts\nvar tN=class{async loadModel(){let[t]=await tE(this.options.url,[this.options.range]);return I(t,\"Failed to load model\"),tb.deserialize(t);}async getModel(){return this.modelPromise??=this.loadModel(),this.model??=await this.modelPromise,this.model;}async lookupItems(t){I(t.length===this.fields.length,\"Invalid query length\");let e=await this.getModel(),r=t.reduce((t,e,r)=>t.flatMap(t=>{switch(e.type){case\"All\"/* All */:return[t];case\"Equals\"/* Equals */:return this.queryEquals(t,e,r);case\"NotEquals\"/* NotEquals */:return this.queryNotEquals(t,e,r);case\"LessThan\"/* LessThan */:return this.queryLessThan(t,e,r);case\"GreaterThan\"/* GreaterThan */:return this.queryGreaterThan(t,e,r);case\"Contains\"/* Contains */:return this.queryContains(t,e,r);case\"StartsWith\"/* StartsWith */:return this.queryStartsWith(t,e,r);case\"EndsWith\"/* EndsWith */:return this.queryEndsWith(t,e,r);default:b(e);}}),[e.entries]),n=[];for(let t of r)for(let e of t){let t={};for(let r=0;r<this.options.fieldNames.length;r++){let n=this.options.fieldNames[r],i=e.values[r];t[n]=i;}n.push({pointer:e.pointer.toString(),data:t});}return n;}queryEquals(t,e,r){let n=this.getLeftMost(t,r,e.value),i=this.getRightMost(t,r,e.value),s=t.slice(n,i+1);return s.length>0?[s]:[];}queryNotEquals(t,e,r){let n=this.getLeftMost(t,r,e.value),i=this.getRightMost(t,r,e.value),s=[],a=t.slice(0,n);a.length>0&&s.push(a);let o=t.slice(i+1);return o.length>0&&s.push(o),s;}queryLessThan(t,e,r){let n=this.getRightMost(t,r,null);if(t=t.slice(n+1),e.inclusive){let n=this.getRightMost(t,r,e.value),i=t.slice(0,n+1);return i.length>0?[i]:[];}let i=this.getLeftMost(t,r,e.value),s=t.slice(0,i);return s.length>0?[s]:[];}queryGreaterThan(t,e,r){let n=this.getRightMost(t,r,null);if(t=t.slice(n+1),e.inclusive){let n=this.getLeftMost(t,r,e.value),i=t.slice(n);return i.length>0?[i]:[];}let i=this.getRightMost(t,r,e.value),s=t.slice(i+1);return s.length>0?[s]:[];}queryContains(t,e,r){return this.findItems(t,r,t=>{if(t?.type!==v.String||e.value?.type!==v.String)return!1;let r=t.value,n=e.value.value;return 0/* CaseInsensitive */===this.collation.type&&(r=r.toLowerCase(),n=n.toLowerCase()),r.includes(n);});}queryStartsWith(t,e,r){return this.findItems(t,r,t=>{if(t?.type!==v.String||e.value?.type!==v.String)return!1;let r=t.value,n=e.value.value;return 0/* CaseInsensitive */===this.collation.type&&(r=r.toLowerCase(),n=n.toLowerCase()),r.startsWith(n);});}queryEndsWith(t,e,r){return this.findItems(t,r,t=>{if(t?.type!==v.String||e.value?.type!==v.String)return!1;let r=t.value,n=e.value.value;return 0/* CaseInsensitive */===this.collation.type&&(r=r.toLowerCase(),n=n.toLowerCase()),r.endsWith(n);});}/**\n   * Returns the index of the left most entry that is equal to the target.\n   *\n   * ```text\n   *   Left most\n   *       ↓\n   * ┌───┬───┬───┬───┬───┬───┐\n   * │ 1 │ 2 │ 2 │ 2 │ 2 │ 3 │\n   * └───┴───┴───┴───┴───┴───┘\n   * ```\n   *\n   * @param entries The entries array to search in.\n   * @param position The position of the value in the entry.\n   * @param target The target value to search for.\n   * @returns The index of the left most entry that is equal to the target.\n   */getLeftMost(e,r,n){let i=0,s=e.length;for(;i<s;){let a=i+s>>1,o=e[a],u=o.values[r];0>t.compare(u,n,this.collation)?i=a+1:s=a;}return i;}/**\n   * Returns the index of the right most entry that is equal to the target.\n   *\n   * ```text\n   *              Right most\n   *                   ↓\n   * ┌───┬───┬───┬───┬───┬───┐\n   * │ 1 │ 2 │ 2 │ 2 │ 2 │ 3 │\n   * └───┴───┴───┴───┴───┴───┘\n   * ```\n   *\n   * @param entries The entries array to search in.\n   * @param position The position of the value in the entry.\n   * @param target The target value to search for.\n   * @returns The index of the right most entry that is equal to the target.\n   */getRightMost(e,r,n){let i=0,s=e.length;for(;i<s;){let a=i+s>>1,o=e[a],u=o.values[r];t.compare(u,n,this.collation)>0?s=a:i=a+1;}return s-1;}/**\n   * Finds all items that are matching the predicate and groups adjacent items together.\n   *\n   * @param entries The entries array to search in.\n   * @param position The position of the value in the entry.\n   * @param predicate The predicate to match the values against.\n   * @returns An array of chunks that match the predicate.\n   */findItems(t,e,r){let n=[],i=0;for(let s=0;s<t.length;s++){let a=t[s],o=a.values[e],u=r(o);if(!u){if(i<s){let e=t.slice(i,s);n.push(e);}i=s+1;}}if(i<t.length){let e=t.slice(i);n.push(e);}return n;}constructor(t){this.options=t,c(this,\"schema\"),c(this,\"fields\"),c(this,\"supportedLookupTypes\",[\"All\"/* All */,\"Equals\"/* Equals */,\"NotEquals\"/* NotEquals */,\"LessThan\"/* LessThan */,\"GreaterThan\"/* GreaterThan */,\"Contains\"/* Contains */,\"StartsWith\"/* StartsWith */,\"EndsWith\"/* EndsWith */]),c(this,\"modelPromise\"),c(this,\"model\"),c(this,\"collation\");let e={},r=[];for(let t of this.options.fieldNames){let n=this.options.collectionSchema[t];I(n,\"Missing definition for field\",t),e[t]=n,r.push({type:\"Identifier\",name:t});}this.schema=e,this.fields=r,this.collation=this.options.collation;}},tA=class e{static read(r){let n=new e,i=r.readUint16();for(let e=0;e<i;e++){let e=r.readString(),i=t.read(r);n.setField(e,i);}return n;}write(e){for(let[r,n]of(e.writeUint16(this.fields.size),this.fields))e.writeString(r),t.write(e,n);}getData(){let t={};for(let[e,r]of this.fields)t[e]=r;return t;}setField(t,e){this.fields.set(t,e);}getField(t){return this.fields.get(t);}constructor(){c(this,\"fields\",/* @__PURE__ */new Map);}},tO=class{scanItems(){return this.itemsPromise??=tL(this.url).then(async t=>{if(!t.ok)throw Error(`Request failed: ${t.status} ${t.statusText}`);let e=await t.arrayBuffer(),r=new Uint8Array(e),n=new y(r),i=[],s=n.readUint32();for(let t=0;t<s;t++){let t=n.getOffset(),e=tA.read(n),r=n.getOffset()-t,s=new O(this.id,t,r),a=s.toString(),o={pointer:a,data:e.getData()};this.itemLoader.prime(a,o),i.push(o);}return i;}),this.itemsPromise;}resolveItem(t){return this.itemLoader.load(t);}constructor(t,e){this.id=t,this.url=e,c(this,\"itemsPromise\"),c(this,\"itemLoader\",new g.default(async t=>{let e=t.map(t=>{let e=O.fromString(t);return{from:e.offset,to:e.offset+e.length};}),r=await tE(this.url,e);return r.map((e,r)=>{let n=new y(e),i=tA.read(n),s=t[r];return I(s,\"Missing pointer\"),{pointer:s,data:i.getData()};});}));}},tx=class{async scanItems(){let t=await Promise.all(this.chunks.map(async t=>t.scanItems()));return t.flat();}async resolveItems(t){return Promise.all(t.map(t=>{let e=O.fromString(t),r=this.chunks[e.chunkId];return I(r,\"Missing chunk\"),r.resolveItem(t);}));}compareItems(t,e){let r=O.fromString(t.pointer),n=O.fromString(e.pointer);return r.compare(n);}compareValues(e,r,n){return t.compare(e,r,n);}constructor(t){this.options=t,c(this,\"schema\"),c(this,\"indexes\"),c(this,\"resolveRichText\"),c(this,\"resolveVectorSetItem\"),c(this,\"chunks\"),this.chunks=this.options.chunks.map((t,e)=>new tO(e,t)),this.schema=t.schema,this.indexes=t.indexes,this.resolveRichText=t.resolveRichText,this.resolveVectorSetItem=t.resolveVectorSetItem;}};export{tx as DatabaseCollection,tN as DatabaseDictionaryIndex};\nexport const __FramerMetadata__ = {\"exports\":{\"DatabaseDictionaryIndex\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"DatabaseCollection\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"__FramerMetadata__\":{\"type\":\"variable\"}}}","let t=(t,e)=>async()=>{let r=await t();return r[e];},e=()=>import(\"./yw89ZPzGX-2.js\"),r=[t(e,\"richText\"),t(e,\"richText1\"),t(e,\"richText2\"),t(e,\"richText3\"),t(e,\"richText4\"),t(e,\"richText5\"),t(e,\"richText6\"),t(e,\"richText7\"),t(e,\"richText8\"),t(e,\"richText9\"),t(e,\"richText10\"),t(e,\"richText11\"),t(e,\"richText12\"),t(e,\"richText13\"),t(e,\"richText14\")];export async function resolveRichText(t){let e=r[t];if(e)return await e();}\nexport const __FramerMetadata__ = {\"exports\":{\"resolveRichText\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"__FramerMetadata__\":{\"type\":\"variable\"}}}","let t=(t,e)=>async()=>{let r=await t();return r[e];},e=()=>import(\"./yw89ZPzGX-4.js\"),r=[t(e,\"richText\"),t(e,\"richText1\"),t(e,\"richText2\"),t(e,\"richText3\"),t(e,\"richText4\"),t(e,\"richText5\"),t(e,\"richText6\"),t(e,\"richText7\"),t(e,\"richText8\"),t(e,\"richText9\"),t(e,\"richText10\"),t(e,\"richText11\"),t(e,\"richText12\"),t(e,\"richText13\"),t(e,\"richText14\"),t(e,\"richText15\")];export async function resolveRichTextEn(t){let e=r[t];if(e)return await e();}\nexport const __FramerMetadata__ = {\"exports\":{\"resolveRichTextEn\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"__FramerMetadata__\":{\"type\":\"variable\"}}}","// Generated by Framer (6aebf05)\nimport{addPropertyControls as e,ControlType as l,QueryCache as r,QueryEngine as t}from\"framer\";import{DatabaseCollection as a,DatabaseDictionaryIndex as m}from\"./yw89ZPzGX-0.js\";import{resolveRichText as o}from\"./yw89ZPzGX-1.js\";import{resolveRichTextEn as n}from\"./yw89ZPzGX-3.js\";let i={Dzg6F4RQu:{isNullable:!0,type:l.String},hDLtM4Lzn:{isNullable:!0,type:l.String},id:{isNullable:!1,type:l.String},lTE5iq2a_:{isNullable:!0,type:l.String},nextItemId:{isNullable:!0,type:l.String},pHbnIgVeY:{isNullable:!0,type:l.String},previousItemId:{isNullable:!0,type:l.String},Q6_dueNgj:{isNullable:!0,type:l.ResponsiveImage},QtFpiRvxd:{isNullable:!0,type:l.ResponsiveImage},UBZw4ZPUO:{definition:{isNullable:!0,type:l.String},isNullable:!0,type:l.Array},UOGvUg3sC:{isNullable:!0,type:l.RichText},Zy6GlZ5d3:{isNullable:!0,type:l.Date}},c=[\"id\",\"UOGvUg3sC\"],s={type:1},u=[\"previousItemId\",\"UOGvUg3sC\"],f=[\"nextItemId\",\"UOGvUg3sC\"],d=[\"id\",\"Dzg6F4RQu\"],p=[\"Dzg6F4RQu\",\"id\"],w=[\"lTE5iq2a_\",\"UOGvUg3sC\"],g={type:0},y=[\"Dzg6F4RQu\",\"UOGvUg3sC\"],h=[\"Zy6GlZ5d3\",\"UOGvUg3sC\"],U=[\"Q6_dueNgj\",\"UOGvUg3sC\"],G=[\"QtFpiRvxd\",\"UOGvUg3sC\"],P=[\"UBZw4ZPUO\",\"UOGvUg3sC\"],R=[\"hDLtM4Lzn\",\"UOGvUg3sC\"],z=[\"pHbnIgVeY\",\"UOGvUg3sC\"],N=[\"UOGvUg3sC\",\"UOGvUg3sC\"],Z=[],S=e=>{let l=Z[e];if(l)return l().then(e=>e.default);},x=new t,L=new r(x),X={collectionByLocaleId:{default:new a({chunks:[new URL(\"./yw89ZPzGX-chunk-default-0.framercms\",\"https://framerusercontent.com/modules/ngXKs4NLXYTZr0x38SbM/gqpvQNynU6ZOcAUJ11HD/yw89ZPzGX.js\").href.replace(\"/modules/\",\"/cms/\")],indexes:[new m({collation:s,collectionSchema:i,fieldNames:c,range:{from:0,to:502},url:new URL(\"./yw89ZPzGX-indexes-default-0.framercms\",\"https://framerusercontent.com/modules/ngXKs4NLXYTZr0x38SbM/gqpvQNynU6ZOcAUJ11HD/yw89ZPzGX.js\").href.replace(\"/modules/\",\"/cms/\")}),new m({collation:s,collectionSchema:i,fieldNames:u,range:{from:502,to:1003},url:new URL(\"./yw89ZPzGX-indexes-default-0.framercms\",\"https://framerusercontent.com/modules/ngXKs4NLXYTZr0x38SbM/gqpvQNynU6ZOcAUJ11HD/yw89ZPzGX.js\").href.replace(\"/modules/\",\"/cms/\")}),new m({collation:s,collectionSchema:i,fieldNames:f,range:{from:1003,to:1500},url:new 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URL(\"./yw89ZPzGX-indexes-default-0.framercms\",\"https://framerusercontent.com/modules/ngXKs4NLXYTZr0x38SbM/gqpvQNynU6ZOcAUJ11HD/yw89ZPzGX.js\").href.replace(\"/modules/\",\"/cms/\")}),new m({collation:g,collectionSchema:i,fieldNames:G,range:{from:13061,to:15206},url:new URL(\"./yw89ZPzGX-indexes-default-0.framercms\",\"https://framerusercontent.com/modules/ngXKs4NLXYTZr0x38SbM/gqpvQNynU6ZOcAUJ11HD/yw89ZPzGX.js\").href.replace(\"/modules/\",\"/cms/\")}),new m({collation:g,collectionSchema:i,fieldNames:P,range:{from:15206,to:15973},url:new URL(\"./yw89ZPzGX-indexes-default-0.framercms\",\"https://framerusercontent.com/modules/ngXKs4NLXYTZr0x38SbM/gqpvQNynU6ZOcAUJ11HD/yw89ZPzGX.js\").href.replace(\"/modules/\",\"/cms/\")}),new m({collation:g,collectionSchema:i,fieldNames:R,range:{from:15973,to:16429},url:new URL(\"./yw89ZPzGX-indexes-default-0.framercms\",\"https://framerusercontent.com/modules/ngXKs4NLXYTZr0x38SbM/gqpvQNynU6ZOcAUJ11HD/yw89ZPzGX.js\").href.replace(\"/modules/\",\"/cms/\")}),new m({collation:g,collectionSchema:i,fieldNames:z,range:{from:16429,to:17354},url:new URL(\"./yw89ZPzGX-indexes-default-0.framercms\",\"https://framerusercontent.com/modules/ngXKs4NLXYTZr0x38SbM/gqpvQNynU6ZOcAUJ11HD/yw89ZPzGX.js\").href.replace(\"/modules/\",\"/cms/\")}),new m({collation:g,collectionSchema:i,fieldNames:N,range:{from:17354,to:17719},url:new URL(\"./yw89ZPzGX-indexes-default-0.framercms\",\"https://framerusercontent.com/modules/ngXKs4NLXYTZr0x38SbM/gqpvQNynU6ZOcAUJ11HD/yw89ZPzGX.js\").href.replace(\"/modules/\",\"/cms/\")})],resolveRichText:o,resolveVectorSetItem:S,schema:i}),HWnePw4gl:new a({chunks:[new URL(\"./yw89ZPzGX-chunk-HWnePw4gl-0.framercms\",\"https://framerusercontent.com/modules/ngXKs4NLXYTZr0x38SbM/gqpvQNynU6ZOcAUJ11HD/yw89ZPzGX.js\").href.replace(\"/modules/\",\"/cms/\")],indexes:[new m({collation:s,collectionSchema:i,fieldNames:c,range:{from:0,to:502},url:new URL(\"./yw89ZPzGX-indexes-HWnePw4gl-0.framercms\",\"https://framerusercontent.com/modules/ngXKs4NLXYTZr0x38SbM/gqpvQNynU6ZOcAUJ11HD/yw89ZPzGX.js\").href.replace(\"/modules/\",\"/cms/\")}),new m({collation:s,collectionSchema:i,fieldNames:u,range:{from:502,to:1003},url:new URL(\"./yw89ZPzGX-indexes-HWnePw4gl-0.framercms\",\"https://framerusercontent.com/modules/ngXKs4NLXYTZr0x38SbM/gqpvQNynU6ZOcAUJ11HD/yw89ZPzGX.js\").href.replace(\"/modules/\",\"/cms/\")}),new m({collation:s,collectionSchema:i,fieldNames:f,range:{from:1003,to:1500},url:new URL(\"./yw89ZPzGX-indexes-HWnePw4gl-0.framercms\",\"https://framerusercontent.com/modules/ngXKs4NLXYTZr0x38SbM/gqpvQNynU6ZOcAUJ11HD/yw89ZPzGX.js\").href.replace(\"/modules/\",\"/cms/\")}),new m({collation:s,collectionSchema:i,fieldNames:d,range:{from:1500,to:2458},url:new URL(\"./yw89ZPzGX-indexes-HWnePw4gl-0.framercms\",\"https://framerusercontent.com/modules/ngXKs4NLXYTZr0x38SbM/gqpvQNynU6ZOcAUJ11HD/yw89ZPzGX.js\").href.replace(\"/modules/\",\"/cms/\")}),new m({collation:s,collectionSchema:i,fieldNames:p,range:{from:2458,to:3416},url:new URL(\"./yw89ZPzGX-indexes-HWnePw4gl-0.framercms\",\"https://framerusercontent.com/modules/ngXKs4NLXYTZr0x38SbM/gqpvQNynU6ZOcAUJ11HD/yw89ZPzGX.js\").href.replace(\"/modules/\",\"/cms/\")}),new m({collation:g,collectionSchema:i,fieldNames:w,range:{from:3416,to:4340},url:new URL(\"./yw89ZPzGX-indexes-HWnePw4gl-0.framercms\",\"https://framerusercontent.com/modules/ngXKs4NLXYTZr0x38SbM/gqpvQNynU6ZOcAUJ11HD/yw89ZPzGX.js\").href.replace(\"/modules/\",\"/cms/\")}),new m({collation:g,collectionSchema:i,fieldNames:y,range:{from:4340,to:5161},url:new URL(\"./yw89ZPzGX-indexes-HWnePw4gl-0.framercms\",\"https://framerusercontent.com/modules/ngXKs4NLXYTZr0x38SbM/gqpvQNynU6ZOcAUJ11HD/yw89ZPzGX.js\").href.replace(\"/modules/\",\"/cms/\")}),new m({collation:g,collectionSchema:i,fieldNames:h,range:{from:5161,to:5590},url:new URL(\"./yw89ZPzGX-indexes-HWnePw4gl-0.framercms\",\"https://framerusercontent.com/modules/ngXKs4NLXYTZr0x38SbM/gqpvQNynU6ZOcAUJ11HD/yw89ZPzGX.js\").href.replace(\"/modules/\",\"/cms/\")}),new m({collation:g,collectionSchema:i,fieldNames:U,range:{from:5590,to:13104},url:new URL(\"./yw89ZPzGX-indexes-HWnePw4gl-0.framercms\",\"https://framerusercontent.com/modules/ngXKs4NLXYTZr0x38SbM/gqpvQNynU6ZOcAUJ11HD/yw89ZPzGX.js\").href.replace(\"/modules/\",\"/cms/\")}),new m({collation:g,collectionSchema:i,fieldNames:G,range:{from:13104,to:15249},url:new URL(\"./yw89ZPzGX-indexes-HWnePw4gl-0.framercms\",\"https://framerusercontent.com/modules/ngXKs4NLXYTZr0x38SbM/gqpvQNynU6ZOcAUJ11HD/yw89ZPzGX.js\").href.replace(\"/modules/\",\"/cms/\")}),new m({collation:g,collectionSchema:i,fieldNames:P,range:{from:15249,to:16016},url:new URL(\"./yw89ZPzGX-indexes-HWnePw4gl-0.framercms\",\"https://framerusercontent.com/modules/ngXKs4NLXYTZr0x38SbM/gqpvQNynU6ZOcAUJ11HD/yw89ZPzGX.js\").href.replace(\"/modules/\",\"/cms/\")}),new m({collation:g,collectionSchema:i,fieldNames:R,range:{from:16016,to:16472},url:new URL(\"./yw89ZPzGX-indexes-HWnePw4gl-0.framercms\",\"https://framerusercontent.com/modules/ngXKs4NLXYTZr0x38SbM/gqpvQNynU6ZOcAUJ11HD/yw89ZPzGX.js\").href.replace(\"/modules/\",\"/cms/\")}),new m({collation:g,collectionSchema:i,fieldNames:z,range:{from:16472,to:17352},url:new URL(\"./yw89ZPzGX-indexes-HWnePw4gl-0.framercms\",\"https://framerusercontent.com/modules/ngXKs4NLXYTZr0x38SbM/gqpvQNynU6ZOcAUJ11HD/yw89ZPzGX.js\").href.replace(\"/modules/\",\"/cms/\")}),new m({collation:g,collectionSchema:i,fieldNames:N,range:{from:17352,to:17717},url:new URL(\"./yw89ZPzGX-indexes-HWnePw4gl-0.framercms\",\"https://framerusercontent.com/modules/ngXKs4NLXYTZr0x38SbM/gqpvQNynU6ZOcAUJ11HD/yw89ZPzGX.js\").href.replace(\"/modules/\",\"/cms/\")})],resolveRichText:n,resolveVectorSetItem:S,schema:i})},displayName:\"blog contents\"};export default X;e(X,{lTE5iq2a_:{defaultValue:\"\",title:\"Title\",type:l.String},Dzg6F4RQu:{title:\"Slug\",type:l.String},Zy6GlZ5d3:{defaultValue:\"\",title:\"Date\",type:l.Date},Q6_dueNgj:{title:\"Image\",type:l.ResponsiveImage},QtFpiRvxd:{__defaultAssetReference:\"data:framer/asset-reference,0TKGTILcvGiO5uVdCjmGj1DKs.png?originalFilename=logo.png&preferredSize=auto\",title:\"Author Image\",type:l.ResponsiveImage},UBZw4ZPUO:{dataIdentifier:\"local-module:collection/khNUkgRhc:default\",defaultValue:[],title:\"Categories\",type:l.MultiCollectionReference},hDLtM4Lzn:{defaultValue:\"Toonit\",title:\"Author Name\",type:l.String},pHbnIgVeY:{defaultValue:\"\",title:\"Description\",type:l.String},UOGvUg3sC:{defaultValue:\"\",title:\"Content\",type:l.RichText},previousItemId:{dataIdentifier:\"local-module:collection/yw89ZPzGX:default\",title:\"Previous\",type:l.CollectionReference},nextItemId:{dataIdentifier:\"local-module:collection/yw89ZPzGX:default\",title:\"Next\",type:l.CollectionReference}});export const enumToDisplayNameFunctions={};export const utils={async getSlugByRecordId(e,l){let[r]=await L.get({from:{data:X,type:\"Collection\"},limit:{type:\"LiteralValue\",value:1},select:[{name:\"Dzg6F4RQu\",type:\"Identifier\"}],where:{left:{name:\"id\",type:\"Identifier\"},operator:\"==\",right:{type:\"LiteralValue\",value:e},type:\"BinaryOperation\"}},l).readAsync();return r?.Dzg6F4RQu;},async getRecordIdBySlug(e,l){let[r]=await L.get({from:{data:X,type:\"Collection\"},limit:{type:\"LiteralValue\",value:1},select:[{name:\"id\",type:\"Identifier\"}],where:{left:{name:\"Dzg6F4RQu\",type:\"Identifier\"},operator:\"==\",right:{type:\"LiteralValue\",value:e},type:\"BinaryOperation\"}},l).readAsync();return r?.id;}};\nexport const __FramerMetadata__ = {\"exports\":{\"default\":{\"type\":\"data\",\"name\":\"data\",\"annotations\":{\"framerCollectionId\":\"yw89ZPzGX\",\"framerEnumToDisplayNameUtils\":\"2\",\"framerSlug\":\"Dzg6F4RQu\",\"framerContractVersion\":\"1\",\"framerRecordIdKey\":\"id\",\"framerAutoSizeImages\":\"true\",\"framerCollectionUtils\":\"1\",\"framerColorSyntax\":\"false\",\"framerData\":\"\"}},\"enumToDisplayNameFunctions\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"utils\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"__FramerMetadata__\":{\"type\":\"variable\"}}}","// Generated by Framer (c56cc2c)\nimport{fontStore}from\"framer\";fontStore.loadFonts([\"CUSTOM;Pretendard Regular\"]);export const fonts=[{explicitInter:true,fonts:[{family:\"Pretendard Regular\",source:\"custom\",url:\"https://framerusercontent.com/assets/FyvaBmQLI1A6sAVrXVhA1qjbVqs.woff2\"}]}];export const css=[\".framer-W16Wt .framer-styles-preset-wafbqs:not(.rich-text-wrapper), 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Called once per array entry.\n * @returns a new array filled with new objects.\n */\nfunction BuildArray(n,r){const t=[];for(let e=0;e<n;++e)t.push(r());return t}\n/**\n * Returns a tuple of the given size filled with elements built from the given constructor and the parameters.\n * @param size he number of element to construct and put in the tuple.\n * @param itemBuilder a callback responsible for creating new instance of item. Called once per tuple entry.\n * @returns a new tuple filled with new objects.\n */function BuildTuple(n,r){return BuildArray(n,r)}\n/**\n * Observes a function and calls the given callback when it is called.\n * @param object Defines the object the function to observe belongs to.\n * @param functionName Defines the name of the function to observe.\n * @param callback Defines the callback to call when the function is called.\n * @returns A function to call to stop observing\n */function _observeArrayfunction(n,r,t){const e=n[r];if(typeof e!==\"function\")return null;const newFunction=function(){const e=n.length;const o=newFunction.previous.apply(n,arguments);t(r,e);return o};e.next=newFunction;newFunction.previous=e;n[r]=newFunction;return()=>{const t=newFunction.previous;if(!t)return;const e=newFunction.next;if(e){t.next=e;e.previous=t}else{t.next=void 0;n[r]=t}newFunction.next=void 0;newFunction.previous=void 0}}const n=[\"push\",\"splice\",\"pop\",\"shift\",\"unshift\"];\n/**\n * Observes an array and notifies the given observer when the array is modified.\n * @param array Defines the array to observe\n * @param callback Defines the function to call when the array is modified (in the limit of the observed array functions)\n * @returns A function to call to stop observing the array\n * @internal\n */function _ObserveArray(r,t){const e=n.map((n=>_observeArrayfunction(r,n,t)));return()=>{e.forEach((n=>{n?.()}))}}export{BuildArray,BuildTuple,_ObserveArray};\n//# sourceMappingURL=arrayTools.js.map\n","const s={};function RegisterClass(n,t){s[n]=t}function GetClass(n){return s[n]}function GetClassName(n){for(const t in s)if(n instanceof s[t]&&!t.includes(\"Abstract\"))return t;return\"Unknown\"}export{GetClass,GetClassName,RegisterClass};\n//# sourceMappingURL=typeStore.js.map\n","class PerformanceConfigurator{static SetMatrixPrecision(r){PerformanceConfigurator.MatrixTrackPrecisionChange=false;if(r&&!PerformanceConfigurator.MatrixUse64Bits&&PerformanceConfigurator.MatrixTrackedMatrices)for(let r=0;r<PerformanceConfigurator.MatrixTrackedMatrices.length;++r){const a=PerformanceConfigurator.MatrixTrackedMatrices[r];const e=a._m;a._m=new Array(16);for(let r=0;r<16;++r)a._m[r]=e[r]}PerformanceConfigurator.MatrixUse64Bits=r;PerformanceConfigurator.MatrixCurrentType=PerformanceConfigurator.MatrixUse64Bits?Array:Float32Array;PerformanceConfigurator.MatrixTrackedMatrices=null}}PerformanceConfigurator.MatrixUse64Bits=false;PerformanceConfigurator.MatrixTrackPrecisionChange=true;PerformanceConfigurator.MatrixCurrentType=Float32Array;PerformanceConfigurator.MatrixTrackedMatrices=[];export{PerformanceConfigurator as P};\n//# sourceMappingURL=BjBO3Vqv.js.map\n","const e=typeof WeakRef!==\"undefined\";class EventState{\n/**\n     * Create a new EventState\n     * @param mask defines the mask associated with this state\n     * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true\n     * @param target defines the original target of the state\n     * @param currentTarget defines the current target of the state\n     */\nconstructor(e,s=false,r,t){this.initialize(e,s,r,t)}\n/**\n     * Initialize the current event state\n     * @param mask defines the mask associated with this state\n     * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true\n     * @param target defines the original target of the state\n     * @param currentTarget defines the current target of the state\n     * @returns the current event state\n     */initialize(e,s=false,r,t){this.mask=e;this.skipNextObservers=s;this.target=r;this.currentTarget=t;return this}}class Observer{\n/**\n     * Creates a new observer\n     * @param callback defines the callback to call when the observer is notified\n     * @param mask defines the mask of the observer (used to filter notifications)\n     * @param scope defines the current scope used to restore the JS context\n     */\nconstructor(e,s,r=null){this.callback=e;this.mask=s;this.scope=r;this._willBeUnregistered=false;this.unregisterOnNextCall=false;this._remove=null}remove(){this._remove&&this._remove()}}class Observable{\n/**\n     * Create an observable from a Promise.\n     * @param promise a promise to observe for fulfillment.\n     * @param onErrorObservable an observable to notify if a promise was rejected.\n     * @returns the new Observable\n     */\nstatic FromPromise(e,s){const r=new Observable;e.then((e=>{r.notifyObservers(e)})).catch((e=>{if(!s)throw e;s.notifyObservers(e)}));return r}get observers(){return this._observers}\n/**\n     * Creates a new observable\n     * @param onObserverAdded defines a callback to call when a new observer is added\n     * @param notifyIfTriggered If set to true the observable will notify when an observer was added if the observable was already triggered.\n     */constructor(e,s=false){this.notifyIfTriggered=s;this._observers=new Array;this._numObserversMarkedAsDeleted=0;this._hasNotified=false;this._eventState=new EventState(0);e&&(this._onObserverAdded=e)}add(s,r=-1,t=false,i=null,n=false){if(!s)return null;const l=new Observer(s,r,i);l.unregisterOnNextCall=n;t?this._observers.unshift(l):this._observers.push(l);this._onObserverAdded&&this._onObserverAdded(l);this._hasNotified&&this.notifyIfTriggered&&this._lastNotifiedValue!==void 0&&this.notifyObserver(l,this._lastNotifiedValue);const a=e?new WeakRef(this):{deref:()=>this};l._remove=()=>{const e=a.deref();e&&e._remove(l)};return l}addOnce(e){return this.add(e,void 0,void 0,void 0,true)}\n/**\n     * Remove an Observer from the Observable object\n     * @param observer the instance of the Observer to remove\n     * @returns false if it doesn't belong to this Observable\n     */remove(e){if(!e)return false;e._remove=null;const s=this._observers.indexOf(e);if(s!==-1){this._deferUnregister(e);return true}return false}\n/**\n     * Remove a callback from the Observable object\n     * @param callback the callback to remove\n     * @param scope optional scope. If used only the callbacks with this scope will be removed\n     * @returns false if it doesn't belong to this Observable\n     */removeCallback(e,s){for(let r=0;r<this._observers.length;r++){const t=this._observers[r];if(!t._willBeUnregistered&&(t.callback===e&&(!s||s===t.scope))){this._deferUnregister(t);return true}}return false}_deferUnregister(e){if(!e._willBeUnregistered){this._numObserversMarkedAsDeleted++;e.unregisterOnNextCall=false;e._willBeUnregistered=true;setTimeout((()=>{this._remove(e)}),0)}}_remove(e,s=true){if(!e)return false;const r=this._observers.indexOf(e);if(r!==-1){s&&this._numObserversMarkedAsDeleted--;this._observers.splice(r,1);return true}return false}\n/**\n     * Moves the observable to the top of the observer list making it get called first when notified\n     * @param observer the observer to move\n     */makeObserverTopPriority(e){this._remove(e,false);this._observers.unshift(e)}\n/**\n     * Moves the observable to the bottom of the observer list making it get called last when notified\n     * @param observer the observer to move\n     */makeObserverBottomPriority(e){this._remove(e,false);this._observers.push(e)}\n/**\n     * Notify all Observers by calling their respective callback with the given data\n     * Will return true if all observers were executed, false if an observer set skipNextObservers to true, then prevent the subsequent ones to execute\n     * @param eventData defines the data to send to all observers\n     * @param mask defines the mask of the current notification (observers with incompatible mask (ie mask & observer.mask === 0) will not be notified)\n     * @param target defines the original target of the state\n     * @param currentTarget defines the current target of the state\n     * @param userInfo defines any user info to send to observers\n     * @returns false if the complete observer chain was not processed (because one observer set the skipNextObservers to true)\n     */notifyObservers(e,s=-1,r,t,i){if(this.notifyIfTriggered){this._hasNotified=true;this._lastNotifiedValue=e}if(!this._observers.length)return true;const n=this._eventState;n.mask=s;n.target=r;n.currentTarget=t;n.skipNextObservers=false;n.lastReturnValue=e;n.userInfo=i;for(const r of this._observers)if(!r._willBeUnregistered){if(r.mask&s){r.unregisterOnNextCall&&this._deferUnregister(r);r.scope?n.lastReturnValue=r.callback.apply(r.scope,[e,n]):n.lastReturnValue=r.callback(e,n)}if(n.skipNextObservers)return false}return true}\n/**\n     * Notify a specific observer\n     * @param observer defines the observer to notify\n     * @param eventData defines the data to be sent to each callback\n     * @param mask is used to filter observers defaults to -1\n     */notifyObserver(e,s,r=-1){if(this.notifyIfTriggered){this._hasNotified=true;this._lastNotifiedValue=s}if(e._willBeUnregistered)return;const t=this._eventState;t.mask=r;t.skipNextObservers=false;e.unregisterOnNextCall&&this._deferUnregister(e);e.callback(s,t)}\n/**\n     * Gets a boolean indicating if the observable has at least one observer\n     * @returns true is the Observable has at least one Observer registered\n     */hasObservers(){return this._observers.length-this._numObserversMarkedAsDeleted>0}clear(){while(this._observers.length){const e=this._observers.pop();e&&(e._remove=null)}this._onObserverAdded=null;this._numObserversMarkedAsDeleted=0;this.cleanLastNotifiedState()}cleanLastNotifiedState(){this._hasNotified=false;this._lastNotifiedValue=void 0}\n/**\n     * Clone the current observable\n     * @returns a new observable\n     */clone(){const e=new Observable;e._observers=this._observers.slice(0);return e}\n/**\n     * Does this observable handles observer registered with a given mask\n     * @param mask defines the mask to be tested\n     * @returns whether or not one observer registered with the given mask is handled\n     **/hasSpecificMask(e=-1){for(const s of this._observers)if(s.mask&e||s.mask===e)return true;return false}}export{EventState,Observable,Observer};\n//# sourceMappingURL=observable.js.map\n","import{Observable as e}from\"../Misc/observable.js\";class EngineStore{static get LastCreatedEngine(){return this.Instances.length===0?null:this.Instances[this.Instances.length-1]}static get LastCreatedScene(){return this._LastCreatedScene}}EngineStore.Instances=[];EngineStore.OnEnginesDisposedObservable=new e;EngineStore._LastCreatedScene=null;EngineStore.UseFallbackTexture=true;EngineStore.FallbackTexture=\"\";export{EngineStore};\n//# sourceMappingURL=engineStore.js.map\n","/**\n * Extract int value\n * @param value number value\n * @returns int value\n */\nfunction ExtractAsInt(e){return parseInt(e.toString().replace(/\\W/g,\"\"))}\n/**\n * Boolean : true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)\n * @param a number\n * @param b number\n * @param epsilon (default = 1.401298E-45)\n * @returns true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)\n */function WithinEpsilon(e,n,t=1401298e-51){return Math.abs(e-n)<=t}\n/**\n * Boolean : true if the number is outside a range\n * @param num number\n * @param min min value\n * @param max max value\n * @param epsilon (default = Number.EPSILON)\n * @returns true if the number is between min and max values\n */function OutsideRange(e,n,t,o=1401298e-51){return e<n-o||e>t+o}\n/**\n * Returns a random float number between and min and max values\n * @param min min value of random\n * @param max max value of random\n * @returns random value\n */function RandomRange(e,n){return e===n?e:Math.random()*(n-e)+e}\n/**\n * Creates a new scalar with values linearly interpolated of \"amount\" between the start scalar and the end scalar.\n * @param start start value\n * @param end target value\n * @param amount amount to lerp between\n * @returns the lerped value\n */function Lerp(e,n,t){return e+(n-e)*t}\n/**\n * Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees.\n * The parameter t is clamped to the range [0, 1]. Variables a and b are assumed to be in degrees.\n * @param start start value\n * @param end target value\n * @param amount amount to lerp between\n * @returns the lerped value\n */function LerpAngle(e,n,t){let o=Repeat(n-e,360);o>180&&(o-=360);return e+o*Clamp(t)}\n/**\n * Calculates the linear parameter t that produces the interpolant value within the range [a, b].\n * @param a start value\n * @param b target value\n * @param value value between a and b\n * @returns the inverseLerp value\n */function InverseLerp(e,n,t){let o=0;o=e!=n?Clamp((t-e)/(n-e)):0;return o}\n/**\n * Returns a new scalar located for \"amount\" (float) on the Hermite spline defined by the scalars \"value1\", \"value3\", \"tangent1\", \"tangent2\".\n * @see http://mathworld.wolfram.com/HermitePolynomial.html\n * @param value1 defines the first control point\n * @param tangent1 defines the first tangent\n * @param value2 defines the second control point\n * @param tangent2 defines the second tangent\n * @param amount defines the amount on the interpolation spline (between 0 and 1)\n * @returns hermite result\n */function Hermite(e,n,t,o,r){const a=r*r;const i=r*a;const s=2*i-3*a+1;const l=-2*i+3*a;const u=i-2*a+r;const c=i-a;return e*s+t*l+n*u+o*c}\n/**\n * Returns a new scalar which is the 1st derivative of the Hermite spline defined by the scalars \"value1\", \"value2\", \"tangent1\", \"tangent2\".\n * @param value1 defines the first control point\n * @param tangent1 defines the first tangent\n * @param value2 defines the second control point\n * @param tangent2 defines the second tangent\n * @param time define where the derivative must be done\n * @returns 1st derivative\n */function Hermite1stDerivative(e,n,t,o,r){const a=r*r;return 6*(a-r)*e+(3*a-4*r+1)*n+(-a+r)*6*t+(3*a-2*r)*o}\n/**\n * Returns the value itself if it's between min and max.\n * Returns min if the value is lower than min.\n * Returns max if the value is greater than max.\n * @param value the value to clmap\n * @param min the min value to clamp to (default: 0)\n * @param max the max value to clamp to (default: 1)\n * @returns the clamped value\n */function Clamp(e,n=0,t=1){return Math.min(t,Math.max(n,e))}\n/**\n * Returns the angle converted to equivalent value between -Math.PI and Math.PI radians.\n * @param angle The angle to normalize in radian.\n * @returns The converted angle.\n */function NormalizeRadians(e){e-=Math.PI*2*Math.floor((e+Math.PI)/(Math.PI*2));return e}\n/**\n * Returns a string : the upper case translation of the number i to hexadecimal.\n * @param i number\n * @returns the upper case translation of the number i to hexadecimal.\n */function ToHex(e){const n=e.toString(16);return e<=15?(\"0\"+n).toUpperCase():n.toUpperCase()}\n/**\n * the floor part of a log2 value.\n * @param value the value to compute log2 of\n * @returns the log2 of value.\n */function ILog2(e){if(Math.log2)return Math.floor(Math.log2(e));if(e<0)return NaN;if(e===0)return-Infinity;let n=0;if(e<1){while(e<1){n++;e*=2}n=-n}else if(e>1)while(e>1){n++;e=Math.floor(e/2)}return n}\n/**\n * Loops the value, so that it is never larger than length and never smaller than 0.\n *\n * This is similar to the modulo operator but it works with floating point numbers.\n * For example, using 3.0 for t and 2.5 for length, the result would be 0.5.\n * With t = 5 and length = 2.5, the result would be 0.0.\n * Note, however, that the behaviour is not defined for negative numbers as it is for the modulo operator\n * @param value the value\n * @param length the length\n * @returns the looped value\n */function Repeat(e,n){return e-Math.floor(e/n)*n}\n/**\n * Normalize the value between 0.0 and 1.0 using min and max values\n * @param value value to normalize\n * @param min max to normalize between\n * @param max min to normalize between\n * @returns the normalized value\n */function Normalize(e,n,t){return(e-n)/(t-n)}\n/**\n * Denormalize the value from 0.0 and 1.0 using min and max values\n * @param normalized value to denormalize\n * @param min max to denormalize between\n * @param max min to denormalize between\n * @returns the denormalized value\n */function Denormalize(e,n,t){return e*(t-n)+n}\n/**\n * Calculates the shortest difference between two given angles given in degrees.\n * @param current current angle in degrees\n * @param target target angle in degrees\n * @returns the delta\n */function DeltaAngle(e,n){let t=Repeat(n-e,360);t>180&&(t-=360);return t}\n/**\n * PingPongs the value t, so that it is never larger than length and never smaller than 0.\n * @param tx value\n * @param length length\n * @returns The returned value will move back and forth between 0 and length\n */function PingPong(e,n){const t=Repeat(e,n*2);return n-Math.abs(t-n)}\n/**\n * Interpolates between min and max with smoothing at the limits.\n *\n * This function interpolates between min and max in a similar way to Lerp. However, the interpolation will gradually speed up\n * from the start and slow down toward the end. This is useful for creating natural-looking animation, fading and other transitions.\n * @param from from\n * @param to to\n * @param tx value\n * @returns the smooth stepped value\n */function SmoothStep(e,n,t){let o=Clamp(t);o=-2*o*o*o+3*o*o;return n*o+e*(1-o)}\n/**\n * Moves a value current towards target.\n *\n * This is essentially the same as Mathf.Lerp but instead the function will ensure that the speed never exceeds maxDelta.\n * Negative values of maxDelta pushes the value away from target.\n * @param current current value\n * @param target target value\n * @param maxDelta max distance to move\n * @returns resulting value\n */function MoveTowards(e,n,t){let o=0;o=Math.abs(n-e)<=t?n:e+Math.sign(n-e)*t;return o}\n/**\n * Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees.\n *\n * Variables current and target are assumed to be in degrees. For optimization reasons, negative values of maxDelta\n *  are not supported and may cause oscillation. To push current away from a target angle, add 180 to that angle instead.\n * @param current current value\n * @param target target value\n * @param maxDelta max distance to move\n * @returns resulting angle\n */function MoveTowardsAngle(e,n,t){const o=DeltaAngle(e,n);let r=0;if(-t<o&&o<t)r=n;else{n=e+o;r=MoveTowards(e,n,t)}return r}\n/**\n * This function returns percentage of a number in a given range.\n *\n * RangeToPercent(40,20,60) will return 0.5 (50%)\n * RangeToPercent(34,0,100) will return 0.34 (34%)\n * @param number to convert to percentage\n * @param min min range\n * @param max max range\n * @returns the percentage\n */function RangeToPercent(e,n,t){return(e-n)/(t-n)}\n/**\n * This function returns number that corresponds to the percentage in a given range.\n *\n * PercentToRange(0.34,0,100) will return 34.\n * @param percent to convert to number\n * @param min min range\n * @param max max range\n * @returns the number\n */function PercentToRange(e,n,t){return(t-n)*e+n}\n/**\n * Returns the highest common factor of two integers.\n * @param a first parameter\n * @param b second parameter\n * @returns HCF of a and b\n */function HighestCommonFactor(e,n){const t=e%n;return t===0?n:HighestCommonFactor(n,t)}var e=Object.freeze(Object.defineProperty({__proto__:null,Clamp:Clamp,DeltaAngle:DeltaAngle,Denormalize:Denormalize,ExtractAsInt:ExtractAsInt,Hermite:Hermite,Hermite1stDerivative:Hermite1stDerivative,HighestCommonFactor:HighestCommonFactor,ILog2:ILog2,InverseLerp:InverseLerp,Lerp:Lerp,LerpAngle:LerpAngle,MoveTowards:MoveTowards,MoveTowardsAngle:MoveTowardsAngle,Normalize:Normalize,NormalizeRadians:NormalizeRadians,OutsideRange:OutsideRange,PercentToRange:PercentToRange,PingPong:PingPong,RandomRange:RandomRange,RangeToPercent:RangeToPercent,Repeat:Repeat,SmoothStep:SmoothStep,ToHex:ToHex,WithinEpsilon:WithinEpsilon},Symbol.toStringTag,{value:\"Module\"}));export{Clamp as C,Denormalize as D,ExtractAsInt as E,Hermite as H,ILog2 as I,Lerp as L,MoveTowards as M,NormalizeRadians as N,OutsideRange as O,PingPong as P,RandomRange as R,SmoothStep as S,ToHex as T,WithinEpsilon as W,HighestCommonFactor as a,LerpAngle as b,InverseLerp as c,Hermite1stDerivative as d,Repeat as e,e as f,Normalize as g,DeltaAngle as h,MoveTowardsAngle as i,RangeToPercent as j,PercentToRange as k};\n//# sourceMappingURL=BXd1Jdj1.js.map\n","import{Epsilon as t}from\"./math.constants.js\";import{BuildTuple as e}from\"../Misc/arrayTools.js\";import{RegisterClass as r}from\"../Misc/typeStore.js\";import{P as s}from\"../_/BjBO3Vqv.js\";import{EngineStore as o}from\"../Engines/engineStore.js\";import{W as i,R as n,C as a,N as c,L as h}from\"../_/BXd1Jdj1.js\";import\"../Misc/observable.js\";\n/* eslint-disable @typescript-eslint/naming-convention */\nconst _ExtractAsInt=t=>parseInt(t.toString().replace(/\\W/g,\"\"));class Vector2{\n/**\n     * Creates a new Vector2 from the given x and y coordinates\n     * @param x defines the first coordinate\n     * @param y defines the second coordinate\n     */\nconstructor(t=0,e=0){this.x=t;this.y=e}\n/**\n     * Gets a string with the Vector2 coordinates\n     * @returns a string with the Vector2 coordinates\n     */toString(){return`{X: ${this.x} Y: ${this.y}}`}\n/**\n     * Gets class name\n     * @returns the string \"Vector2\"\n     */getClassName(){return\"Vector2\"}\n/**\n     * Gets current vector hash code\n     * @returns the Vector2 hash code as a number\n     */getHashCode(){const t=_ExtractAsInt(this.x);const e=_ExtractAsInt(this.y);let r=t;r=r*397^e;return r}\n/**\n     * Sets the Vector2 coordinates in the given array or Float32Array from the given index.\n     * Example Playground https://playground.babylonjs.com/#QYBWV4#15\n     * @param array defines the source array\n     * @param index defines the offset in source array\n     * @returns the current Vector2\n     */\ntoArray(t,e=0){t[e]=this.x;t[e+1]=this.y;return this}\n/**\n     * Update the current vector from an array\n     * Example Playground https://playground.babylonjs.com/#QYBWV4#39\n     * @param array defines the destination array\n     * @param offset defines the offset in the destination array\n     * @returns the current Vector2\n     */fromArray(t,e=0){Vector2.FromArrayToRef(t,e,this);return this}\n/**\n     * Copy the current vector to an array\n     * Example Playground https://playground.babylonjs.com/#QYBWV4#40\n     * @returns a new array with 2 elements: the Vector2 coordinates.\n     */asArray(){return[this.x,this.y]}\n/**\n     * Sets the Vector2 coordinates with the given Vector2 coordinates\n     * Example Playground https://playground.babylonjs.com/#QYBWV4#24\n     * @param source defines the source Vector2\n     * @returns the current updated Vector2\n     */copyFrom(t){this.x=t.x;this.y=t.y;return this}\n/**\n     * Sets the Vector2 coordinates with the given floats\n     * Example Playground https://playground.babylonjs.com/#QYBWV4#25\n     * @param x defines the first coordinate\n     * @param y defines the second coordinate\n     * @returns the current updated Vector2\n     */copyFromFloats(t,e){this.x=t;this.y=e;return this}\n/**\n     * Sets the Vector2 coordinates with the given floats\n     * Example Playground https://playground.babylonjs.com/#QYBWV4#62\n     * @param x defines the first coordinate\n     * @param y defines the second coordinate\n     * @returns the current updated Vector2\n     */set(t,e){return this.copyFromFloats(t,e)}\n/**\n     * Copies the given float to the current Vector2 coordinates\n     * @param v defines the x and y coordinates of the operand\n     * @returns the current updated Vector2\n     */setAll(t){return this.copyFromFloats(t,t)}\n/**\n     * Add another vector with the current one\n     * Example Playground https://playground.babylonjs.com/#QYBWV4#11\n     * @param otherVector defines the other vector\n     * @returns a new Vector2 set with the addition of the current Vector2 and the given one coordinates\n     */add(t){return new Vector2(this.x+t.x,this.y+t.y)}\n/**\n     * Sets the \"result\" coordinates with the addition of the current Vector2 and the given one coordinates\n     * Example Playground https://playground.babylonjs.com/#QYBWV4#12\n     * @param otherVector defines the other vector\n     * @param result defines the target vector\n     * @returns result input\n     */addToRef(t,e){e.x=this.x+t.x;e.y=this.y+t.y;return e}\n/**\n     * Set the Vector2 coordinates by adding the given Vector2 coordinates\n     * Example Playground https://playground.babylonjs.com/#QYBWV4#13\n     * @param otherVector defines the other vector\n     * @returns the current updated Vector2\n     */addInPlace(t){this.x+=t.x;this.y+=t.y;return this}\n/**\n     * Adds the given coordinates to the current Vector2\n     * @param x defines the x coordinate of the operand\n     * @param y defines the y coordinate of the operand\n     * @returns the current updated Vector2\n     */addInPlaceFromFloats(t,e){this.x+=t;this.y+=e;return this}\n/**\n     * Gets a new Vector2 by adding the current Vector2 coordinates to the given Vector3 x, y coordinates\n     * Example Playground https://playground.babylonjs.com/#QYBWV4#14\n     * @param otherVector defines the other vector\n     * @returns a new Vector2\n     */addVector3(t){return new Vector2(this.x+t.x,this.y+t.y)}\n/**\n     * Gets a new Vector2 set with the subtracted coordinates of the given one from the current Vector2\n     * Example Playground https://playground.babylonjs.com/#QYBWV4#61\n     * @param otherVector defines the other vector\n     * @returns a new Vector2\n     */subtract(t){return new Vector2(this.x-t.x,this.y-t.y)}\n/**\n     * Sets the \"result\" coordinates with the subtraction of the given one from the current Vector2 coordinates.\n     * Example Playground https://playground.babylonjs.com/#QYBWV4#63\n     * @param otherVector defines the other vector\n     * @param result defines the target vector\n     * @returns result input\n     */subtractToRef(t,e){e.x=this.x-t.x;e.y=this.y-t.y;return e}\n/**\n     * Sets the current Vector2 coordinates by subtracting from it the given one coordinates\n     * Example Playground https://playground.babylonjs.com/#QYBWV4#88\n     * @param otherVector defines the other vector\n     * @returns the current updated Vector2\n     */subtractInPlace(t){this.x-=t.x;this.y-=t.y;return this}\n/**\n     * Multiplies in place the current Vector2 coordinates by the given ones\n     * Example Playground https://playground.babylonjs.com/#QYBWV4#43\n     * @param otherVector defines the other vector\n     * @returns the current updated Vector2\n     */multiplyInPlace(t){this.x*=t.x;this.y*=t.y;return this}\n/**\n     * Returns a new Vector2 set with the multiplication of the current Vector2 and the given one coordinates\n     * Example Playground https://playground.babylonjs.com/#QYBWV4#42\n     * @param otherVector defines the other vector\n     * @returns a new Vector2\n     */multiply(t){return new Vector2(this.x*t.x,this.y*t.y)}\n/**\n     * Sets \"result\" coordinates with the multiplication of the current Vector2 and the given one coordinates\n     * Example Playground https://playground.babylonjs.com/#QYBWV4#44\n     * @param otherVector defines the other vector\n     * @param result defines the target vector\n     * @returns result input\n     */multiplyToRef(t,e){e.x=this.x*t.x;e.y=this.y*t.y;return e}\n/**\n     * Gets a new Vector2 set with the Vector2 coordinates multiplied by the given floats\n     * Example Playground https://playground.babylonjs.com/#QYBWV4#89\n     * @param x defines the first coordinate\n     * @param y defines the second coordinate\n     * @returns a new Vector2\n     */multiplyByFloats(t,e){return new Vector2(this.x*t,this.y*e)}\n/**\n     * Returns a new Vector2 set with the Vector2 coordinates divided by the given one coordinates\n     * Example Playground https://playground.babylonjs.com/#QYBWV4#27\n     * @param otherVector defines the other vector\n     * @returns a new Vector2\n     */divide(t){return new Vector2(this.x/t.x,this.y/t.y)}\n/**\n     * Sets the \"result\" coordinates with the Vector2 divided by the given one coordinates\n     * Example Playground https://playground.babylonjs.com/#QYBWV4#30\n     * @param otherVector defines the other vector\n     * @param result defines the target vector\n     * @returns result input\n     */divideToRef(t,e){e.x=this.x/t.x;e.y=this.y/t.y;return e}\n/**\n     * Divides the current Vector2 coordinates by the given ones\n     * Example Playground https://playground.babylonjs.com/#QYBWV4#28\n     * @param otherVector defines the other vector\n     * @returns the current updated Vector2\n     */divideInPlace(t){this.x=this.x/t.x;this.y=this.y/t.y;return this}\n/**\n     * Updates the current Vector2 with the minimal coordinate values between its and the given vector ones\n     * @param other defines the second operand\n     * @returns the current updated Vector2\n     */minimizeInPlace(t){return this.minimizeInPlaceFromFloats(t.x,t.y)}\n/**\n     * Updates the current Vector2 with the maximal coordinate values between its and the given vector ones.\n     * @param other defines the second operand\n     * @returns the current updated Vector2\n     */maximizeInPlace(t){return this.maximizeInPlaceFromFloats(t.x,t.y)}\n/**\n     * Updates the current Vector2 with the minimal coordinate values between its and the given coordinates\n     * @param x defines the x coordinate of the operand\n     * @param y defines the y coordinate of the operand\n     * @returns the current updated Vector2\n     */minimizeInPlaceFromFloats(t,e){this.x=Math.min(t,this.x);this.y=Math.min(e,this.y);return this}\n/**\n     * Updates the current Vector2 with the maximal coordinate values between its and the given coordinates.\n     * @param x defines the x coordinate of the operand\n     * @param y defines the y coordinate of the operand\n     * @returns the current updated Vector2\n     */maximizeInPlaceFromFloats(t,e){this.x=Math.max(t,this.x);this.y=Math.max(e,this.y);return this}\n/**\n     * Returns a new Vector2 set with the subtraction of the given floats from the current Vector2 coordinates\n     * @param x defines the x coordinate of the operand\n     * @param y defines the y coordinate of the operand\n     * @returns the resulting Vector2\n     */subtractFromFloats(t,e){return new Vector2(this.x-t,this.y-e)}\n/**\n     * Subtracts the given floats from the current Vector2 coordinates and set the given vector \"result\" with this result\n     * @param x defines the x coordinate of the operand\n     * @param y defines the y coordinate of the operand\n     * @param result defines the Vector2 object where to store the result\n     * @returns the result\n     */subtractFromFloatsToRef(t,e,r){r.x=this.x-t;r.y=this.y-e;return r}\n/**\n     * Gets a new Vector2 with current Vector2 negated coordinates\n     * @returns a new Vector2\n     */negate(){return new Vector2(-this.x,-this.y)}\n/**\n     * Negate this vector in place\n     * Example Playground https://playground.babylonjs.com/#QYBWV4#23\n     * @returns this\n     */negateInPlace(){this.x*=-1;this.y*=-1;return this}\n/**\n     * Negate the current Vector2 and stores the result in the given vector \"result\" coordinates\n     * Example Playground https://playground.babylonjs.com/#QYBWV4#41\n     * @param result defines the Vector3 object where to store the result\n     * @returns the result\n     */negateToRef(t){t.x=-this.x;t.y=-this.y;return t}\n/**\n     * Multiply the Vector2 coordinates by\n     * Example Playground https://playground.babylonjs.com/#QYBWV4#59\n     * @param scale defines the scaling factor\n     * @returns the current updated Vector2\n     */scaleInPlace(t){this.x*=t;this.y*=t;return this}\n/**\n     * Returns a new Vector2 scaled by \"scale\" from the current Vector2\n     * Example Playground https://playground.babylonjs.com/#QYBWV4#52\n     * @param scale defines the scaling factor\n     * @returns a new Vector2\n     */scale(t){return new Vector2(this.x*t,this.y*t)}\n/**\n     * Scale the current Vector2 values by a factor to a given Vector2\n     * Example Playground https://playground.babylonjs.com/#QYBWV4#57\n     * @param scale defines the scale factor\n     * @param result defines the Vector2 object where to store the result\n     * @returns result input\n     */scaleToRef(t,e){e.x=this.x*t;e.y=this.y*t;return e}\n/**\n     * Scale the current Vector2 values by a factor and add the result to a given Vector2\n     * Example Playground https://playground.babylonjs.com/#QYBWV4#58\n     * @param scale defines the scale factor\n     * @param result defines the Vector2 object where to store the result\n     * @returns result input\n     */scaleAndAddToRef(t,e){e.x+=this.x*t;e.y+=this.y*t;return e}\n/**\n     * Gets a boolean if two vectors are equals\n     * Example Playground https://playground.babylonjs.com/#QYBWV4#31\n     * @param otherVector defines the other vector\n     * @returns true if the given vector coordinates strictly equal the current Vector2 ones\n     */equals(t){return t&&this.x===t.x&&this.y===t.y}\n/**\n     * Gets a boolean if two vectors are equals (using an epsilon value)\n     * Example Playground https://playground.babylonjs.com/#QYBWV4#32\n     * @param otherVector defines the other vector\n     * @param epsilon defines the minimal distance to consider equality\n     * @returns true if the given vector coordinates are close to the current ones by a distance of epsilon.\n     */equalsWithEpsilon(e,r=t){return e&&i(this.x,e.x,r)&&i(this.y,e.y,r)}\n/**\n     * Returns true if the current Vector2 coordinates equals the given floats\n     * @param x defines the x coordinate of the operand\n     * @param y defines the y coordinate of the operand\n     * @returns true if both vectors are equal\n     */equalsToFloats(t,e){return this.x===t&&this.y===e}\n/**\n     * Gets a new Vector2 from current Vector2 floored values\n     * Example Playground https://playground.babylonjs.com/#QYBWV4#35\n     * eg (1.2, 2.31) returns (1, 2)\n     * @returns a new Vector2\n     */floor(){return new Vector2(Math.floor(this.x),Math.floor(this.y))}\n/**\n     * Gets the current Vector2's floored values and stores them in result\n     * @param result the Vector2 to store the result in\n     * @returns the result Vector2\n     */floorToRef(t){t.x=Math.floor(this.x);t.y=Math.floor(this.y);return t}\n/**\n     * Gets a new Vector2 from current Vector2 fractional values\n     * Example Playground https://playground.babylonjs.com/#QYBWV4#34\n     * eg (1.2, 2.31) returns (0.2, 0.31)\n     * @returns a new Vector2\n     */fract(){return new Vector2(this.x-Math.floor(this.x),this.y-Math.floor(this.y))}\n/**\n     * Gets the current Vector2's fractional values and stores them in result\n     * @param result the Vector2 to store the result in\n     * @returns the result Vector2\n     */fractToRef(t){t.x=this.x-Math.floor(this.x);t.y=this.y-Math.floor(this.y);return t}\n/**\n     * Rotate the current vector into a given result vector\n     * Example Playground https://playground.babylonjs.com/#QYBWV4#49\n     * @param angle defines the rotation angle\n     * @param result defines the result vector where to store the rotated vector\n     * @returns result input\n     */rotateToRef(t,e){const r=Math.cos(t);const s=Math.sin(t);const o=r*this.x-s*this.y;const i=s*this.x+r*this.y;e.x=o;e.y=i;return e}\n/**\n     * Gets the length of the vector\n     * @returns the vector length (float)\n     */\nlength(){return Math.sqrt(this.x*this.x+this.y*this.y)}\n/**\n     * Gets the vector squared length\n     * @returns the vector squared length (float)\n     */lengthSquared(){return this.x*this.x+this.y*this.y}\n/**\n     * Normalize the vector\n     * Example Playground https://playground.babylonjs.com/#QYBWV4#48\n     * @returns the current updated Vector2\n     */\nnormalize(){return this.normalizeFromLength(this.length())}\n/**\n     * Normalize the current Vector2 with the given input length.\n     * Please note that this is an in place operation.\n     * @param len the length of the vector\n     * @returns the current updated Vector2\n     */normalizeFromLength(t){return t===0||t===1?this:this.scaleInPlace(1/t)}\n/**\n     * Normalize the current Vector2 to a new vector\n     * @returns the new Vector2\n     */normalizeToNew(){const t=new Vector2;this.normalizeToRef(t);return t}\n/**\n     * Normalize the current Vector2 to the reference\n     * @param result define the Vector to update\n     * @returns the updated Vector2\n     */normalizeToRef(t){const e=this.length();if(e===0){t.x=this.x;t.y=this.y}return this.scaleToRef(1/e,t)}\n/**\n     * Gets a new Vector2 copied from the Vector2\n     * Example Playground https://playground.babylonjs.com/#QYBWV4#20\n     * @returns a new Vector2\n     */clone(){return new Vector2(this.x,this.y)}\n/**\n     * Gets the dot product of the current vector and the vector \"otherVector\"\n     * @param otherVector defines second vector\n     * @returns the dot product (float)\n     */dot(t){return this.x*t.x+this.y*t.y}\n/**\n     * Gets a new Vector2(0, 0)\n     * @returns a new Vector2\n     */\nstatic Zero(){return new Vector2(0,0)}\n/**\n     * Gets a new Vector2(1, 1)\n     * @returns a new Vector2\n     */static One(){return new Vector2(1,1)}\n/**\n     * Returns a new Vector2 with random values between min and max\n     * @param min the minimum random value\n     * @param max the maximum random value\n     * @returns a Vector2 with random values between min and max\n     */static Random(t=0,e=1){return new Vector2(n(t,e),n(t,e))}\n/**\n     * Sets a Vector2 with random values between min and max\n     * @param min the minimum random value\n     * @param max the maximum random value\n     * @param ref the ref to store the values in\n     * @returns the ref with random values between min and max\n     */static RandomToRef(t=0,e=1,r){return r.copyFromFloats(n(t,e),n(t,e))}static get ZeroReadOnly(){return Vector2._ZeroReadOnly}\n/**\n     * Gets a new Vector2 set from the given index element of the given array\n     * Example Playground https://playground.babylonjs.com/#QYBWV4#79\n     * @param array defines the data source\n     * @param offset defines the offset in the data source\n     * @returns a new Vector2\n     */static FromArray(t,e=0){return new Vector2(t[e],t[e+1])}\n/**\n     * Sets \"result\" from the given index element of the given array\n     * Example Playground https://playground.babylonjs.com/#QYBWV4#80\n     * @param array defines the data source\n     * @param offset defines the offset in the data source\n     * @param result defines the target vector\n     * @returns result input\n     */static FromArrayToRef(t,e,r){r.x=t[e];r.y=t[e+1];return r}\n/**\n     * Sets the given vector \"result\" with the given floats.\n     * @param x defines the x coordinate of the source\n     * @param y defines the y coordinate of the source\n     * @param result defines the Vector2 where to store the result\n     * @returns the result vector\n     */static FromFloatsToRef(t,e,r){r.copyFromFloats(t,e);return r}\n/**\n     * Gets a new Vector2 located for \"amount\" (float) on the CatmullRom spline defined by the given four Vector2\n     * Example Playground https://playground.babylonjs.com/#QYBWV4#65\n     * @param value1 defines 1st point of control\n     * @param value2 defines 2nd point of control\n     * @param value3 defines 3rd point of control\n     * @param value4 defines 4th point of control\n     * @param amount defines the interpolation factor\n     * @returns a new Vector2\n     */static CatmullRom(t,e,r,s,o){const i=o*o;const n=o*i;const a=.5*(2*e.x+(-t.x+r.x)*o+(2*t.x-5*e.x+4*r.x-s.x)*i+(-t.x+3*e.x-3*r.x+s.x)*n);const c=.5*(2*e.y+(-t.y+r.y)*o+(2*t.y-5*e.y+4*r.y-s.y)*i+(-t.y+3*e.y-3*r.y+s.y)*n);return new Vector2(a,c)}\n/**\n     * Sets reference with same the coordinates than \"value\" ones if the vector \"value\" is in the square defined by \"min\" and \"max\".\n     * If a coordinate of \"value\" is lower than \"min\" coordinates, the returned Vector2 is given this \"min\" coordinate.\n     * If a coordinate of \"value\" is greater than \"max\" coordinates, the returned Vector2 is given this \"max\" coordinate\n     * @param value defines the value to clamp\n     * @param min defines the lower limit\n     * @param max defines the upper limit\n     * @param ref the reference\n     * @returns the reference\n     */static ClampToRef(t,e,r,s){s.x=a(t.x,e.x,r.x);s.y=a(t.y,e.y,r.y);return s}\n/**\n     * Returns a new Vector2 set with same the coordinates than \"value\" ones if the vector \"value\" is in the square defined by \"min\" and \"max\".\n     * If a coordinate of \"value\" is lower than \"min\" coordinates, the returned Vector2 is given this \"min\" coordinate.\n     * If a coordinate of \"value\" is greater than \"max\" coordinates, the returned Vector2 is given this \"max\" coordinate\n     * Example Playground https://playground.babylonjs.com/#QYBWV4#76\n     * @param value defines the value to clamp\n     * @param min defines the lower limit\n     * @param max defines the upper limit\n     * @returns a new Vector2\n     */static Clamp(t,e,r){const s=a(t.x,e.x,r.x);const o=a(t.y,e.y,r.y);return new Vector2(s,o)}\n/**\n     * Returns a new Vector2 located for \"amount\" (float) on the Hermite spline defined by the vectors \"value1\", \"value2\", \"tangent1\", \"tangent2\"\n     * Example Playground https://playground.babylonjs.com/#QYBWV4#81\n     * @param value1 defines the 1st control point\n     * @param tangent1 defines the outgoing tangent\n     * @param value2 defines the 2nd control point\n     * @param tangent2 defines the incoming tangent\n     * @param amount defines the interpolation factor\n     * @returns a new Vector2\n     */static Hermite(t,e,r,s,o){const i=o*o;const n=o*i;const a=2*n-3*i+1;const c=-2*n+3*i;const h=n-2*i+o;const _=n-i;const u=t.x*a+r.x*c+e.x*h+s.x*_;const y=t.y*a+r.y*c+e.y*h+s.y*_;return new Vector2(u,y)}\n/**\n     * Returns a new Vector2 which is the 1st derivative of the Hermite spline defined by the vectors \"value1\", \"value2\", \"tangent1\", \"tangent2\".\n     * Example Playground https://playground.babylonjs.com/#QYBWV4#82\n     * @param value1 defines the first control point\n     * @param tangent1 defines the first tangent\n     * @param value2 defines the second control point\n     * @param tangent2 defines the second tangent\n     * @param time define where the derivative must be done\n     * @returns 1st derivative\n     */static Hermite1stDerivative(t,e,r,s,o){return this.Hermite1stDerivativeToRef(t,e,r,s,o,new Vector2)}\n/**\n     * Returns a new Vector2 which is the 1st derivative of the Hermite spline defined by the vectors \"value1\", \"value2\", \"tangent1\", \"tangent2\".\n     * Example Playground https://playground.babylonjs.com/#QYBWV4#83\n     * @param value1 defines the first control point\n     * @param tangent1 defines the first tangent\n     * @param value2 defines the second control point\n     * @param tangent2 defines the second tangent\n     * @param time define where the derivative must be done\n     * @param result define where the derivative will be stored\n     * @returns result input\n     */static Hermite1stDerivativeToRef(t,e,r,s,o,i){const n=o*o;i.x=6*(n-o)*t.x+(3*n-4*o+1)*e.x+(-n+o)*6*r.x+(3*n-2*o)*s.x;i.y=6*(n-o)*t.y+(3*n-4*o+1)*e.y+(-n+o)*6*r.y+(3*n-2*o)*s.y;return i}\n/**\n     * Returns a new Vector2 located for \"amount\" (float) on the linear interpolation between the vector \"start\" adn the vector \"end\".\n     * Example Playground https://playground.babylonjs.com/#QYBWV4#84\n     * @param start defines the start vector\n     * @param end defines the end vector\n     * @param amount defines the interpolation factor\n     * @returns a new Vector2\n     */static Lerp(t,e,r){return Vector2.LerpToRef(t,e,r,new Vector2)}\n/**\n     * Sets the given vector \"result\" with the result of the linear interpolation from the vector \"start\" for \"amount\" to the vector \"end\"\n     * @param start defines the start value\n     * @param end defines the end value\n     * @param amount max defines amount between both (between 0 and 1)\n     * @param result defines the Vector2 where to store the result\n     * @returns result input\n     */static LerpToRef(t,e,r,s){s.x=t.x+(e.x-t.x)*r;s.y=t.y+(e.y-t.y)*r;return s}\n/**\n     * Gets the dot product of the vector \"left\" and the vector \"right\"\n     * Example Playground https://playground.babylonjs.com/#QYBWV4#90\n     * @param left defines first vector\n     * @param right defines second vector\n     * @returns the dot product (float)\n     */static Dot(t,e){return t.x*e.x+t.y*e.y}\n/**\n     * Returns a new Vector2 equal to the normalized given vector\n     * Example Playground https://playground.babylonjs.com/#QYBWV4#46\n     * @param vector defines the vector to normalize\n     * @returns a new Vector2\n     */static Normalize(t){return Vector2.NormalizeToRef(t,new Vector2)}\n/**\n     * Normalize a given vector into a second one\n     * Example Playground https://playground.babylonjs.com/#QYBWV4#50\n     * @param vector defines the vector to normalize\n     * @param result defines the vector where to store the result\n     * @returns result input\n     */static NormalizeToRef(t,e){t.normalizeToRef(e);return e}\n/**\n     * Gets a new Vector2 set with the minimal coordinate values from the \"left\" and \"right\" vectors\n     * Example Playground https://playground.babylonjs.com/#QYBWV4#86\n     * @param left defines 1st vector\n     * @param right defines 2nd vector\n     * @returns a new Vector2\n     */static Minimize(t,e){const r=t.x<e.x?t.x:e.x;const s=t.y<e.y?t.y:e.y;return new Vector2(r,s)}\n/**\n     * Gets a new Vector2 set with the maximal coordinate values from the \"left\" and \"right\" vectors\n     * Example Playground https://playground.babylonjs.com/#QYBWV4#86\n     * @param left defines 1st vector\n     * @param right defines 2nd vector\n     * @returns a new Vector2\n     */static Maximize(t,e){const r=t.x>e.x?t.x:e.x;const s=t.y>e.y?t.y:e.y;return new Vector2(r,s)}\n/**\n     * Gets a new Vector2 set with the transformed coordinates of the given vector by the given transformation matrix\n     * Example Playground https://playground.babylonjs.com/#QYBWV4#17\n     * @param vector defines the vector to transform\n     * @param transformation defines the matrix to apply\n     * @returns a new Vector2\n     */static Transform(t,e){return Vector2.TransformToRef(t,e,new Vector2)}\n/**\n     * Transforms the given vector coordinates by the given transformation matrix and stores the result in the vector \"result\" coordinates\n     * Example Playground https://playground.babylonjs.com/#QYBWV4#19\n     * @param vector defines the vector to transform\n     * @param transformation defines the matrix to apply\n     * @param result defines the target vector\n     * @returns result input\n     */static TransformToRef(t,e,r){const s=e.m;const o=t.x*s[0]+t.y*s[4]+s[12];const i=t.x*s[1]+t.y*s[5]+s[13];r.x=o;r.y=i;return r}\n/**\n     * Determines if a given vector is included in a triangle\n     * Example Playground https://playground.babylonjs.com/#QYBWV4#87\n     * @param p defines the vector to test\n     * @param p0 defines 1st triangle point\n     * @param p1 defines 2nd triangle point\n     * @param p2 defines 3rd triangle point\n     * @returns true if the point \"p\" is in the triangle defined by the vectors \"p0\", \"p1\", \"p2\"\n     */static PointInTriangle(t,e,r,s){const o=.5*(-r.y*s.x+e.y*(-r.x+s.x)+e.x*(r.y-s.y)+r.x*s.y);const i=o<0?-1:1;const n=(e.y*s.x-e.x*s.y+(s.y-e.y)*t.x+(e.x-s.x)*t.y)*i;const a=(e.x*r.y-e.y*r.x+(e.y-r.y)*t.x+(r.x-e.x)*t.y)*i;return n>0&&a>0&&n+a<2*o*i}\n/**\n     * Gets the distance between the vectors \"value1\" and \"value2\"\n     * Example Playground https://playground.babylonjs.com/#QYBWV4#71\n     * @param value1 defines first vector\n     * @param value2 defines second vector\n     * @returns the distance between vectors\n     */static Distance(t,e){return Math.sqrt(Vector2.DistanceSquared(t,e))}\n/**\n     * Returns the squared distance between the vectors \"value1\" and \"value2\"\n     * Example Playground https://playground.babylonjs.com/#QYBWV4#72\n     * @param value1 defines first vector\n     * @param value2 defines second vector\n     * @returns the squared distance between vectors\n     */static DistanceSquared(t,e){const r=t.x-e.x;const s=t.y-e.y;return r*r+s*s}\n/**\n     * Gets a new Vector2 located at the center of the vectors \"value1\" and \"value2\"\n     * Example Playground https://playground.babylonjs.com/#QYBWV4#86\n     * Example Playground https://playground.babylonjs.com/#QYBWV4#66\n     * @param value1 defines first vector\n     * @param value2 defines second vector\n     * @returns a new Vector2\n     */static Center(t,e){return Vector2.CenterToRef(t,e,new Vector2)}\n/**\n     * Gets the center of the vectors \"value1\" and \"value2\" and stores the result in the vector \"ref\"\n     * Example Playground https://playground.babylonjs.com/#QYBWV4#66\n     * @param value1 defines first vector\n     * @param value2 defines second vector\n     * @param ref defines third vector\n     * @returns ref\n     */static CenterToRef(t,e,r){return r.copyFromFloats((t.x+e.x)/2,(t.y+e.y)/2)}\n/**\n     * Gets the shortest distance (float) between the point \"p\" and the segment defined by the two points \"segA\" and \"segB\".\n     * Example Playground https://playground.babylonjs.com/#QYBWV4#77\n     * @param p defines the middle point\n     * @param segA defines one point of the segment\n     * @param segB defines the other point of the segment\n     * @returns the shortest distance\n     */static DistanceOfPointFromSegment(t,e,r){const s=Vector2.DistanceSquared(e,r);if(s===0)return Vector2.Distance(t,e);const o=r.subtract(e);const i=Math.max(0,Math.min(1,Vector2.Dot(t.subtract(e),o)/s));const n=e.add(o.multiplyByFloats(i,i));return Vector2.Distance(t,n)}}Vector2._V8PerformanceHack=new Vector2(.5,.5);Vector2._ZeroReadOnly=Vector2.Zero();Vector2;Object.defineProperties(Vector2.prototype,{dimension:{value:[2]},rank:{value:1}});class Vector3{get x(){return this._x}set x(t){this._x=t;this._isDirty=true}get y(){return this._y}set y(t){this._y=t;this._isDirty=true}get z(){return this._z}set z(t){this._z=t;this._isDirty=true}\n/**\n     * Creates a new Vector3 object from the given x, y, z (floats) coordinates.\n     * @param x defines the first coordinates (on X axis)\n     * @param y defines the second coordinates (on Y axis)\n     * @param z defines the third coordinates (on Z axis)\n     */constructor(t=0,e=0,r=0){this._isDirty=true;this._x=t;this._y=e;this._z=r}\n/**\n     * Creates a string representation of the Vector3\n     * Example Playground https://playground.babylonjs.com/#R1F8YU#67\n     * @returns a string with the Vector3 coordinates.\n     */toString(){return`{X: ${this._x} Y: ${this._y} Z: ${this._z}}`}\n/**\n     * Gets the class name\n     * @returns the string \"Vector3\"\n     */getClassName(){return\"Vector3\"}\n/**\n     * Creates the Vector3 hash code\n     * @returns a number which tends to be unique between Vector3 instances\n     */getHashCode(){const t=_ExtractAsInt(this._x);const e=_ExtractAsInt(this._y);const r=_ExtractAsInt(this._z);let s=t;s=s*397^e;s=s*397^r;return s}\n/**\n     * Creates an array containing three elements : the coordinates of the Vector3\n     * Example Playground https://playground.babylonjs.com/#R1F8YU#10\n     * @returns a new array of numbers\n     */\nasArray(){return[this._x,this._y,this._z]}\n/**\n     * Populates the given array or Float32Array from the given index with the successive coordinates of the Vector3\n     * Example Playground https://playground.babylonjs.com/#R1F8YU#65\n     * @param array defines the destination array\n     * @param index defines the offset in the destination array\n     * @returns the current Vector3\n     */toArray(t,e=0){t[e]=this._x;t[e+1]=this._y;t[e+2]=this._z;return this}\n/**\n     * Update the current vector from an array\n     * Example Playground https://playground.babylonjs.com/#R1F8YU#24\n     * @param array defines the destination array\n     * @param offset defines the offset in the destination array\n     * @returns the current Vector3\n     */fromArray(t,e=0){Vector3.FromArrayToRef(t,e,this);return this}\n/**\n     * Converts the current Vector3 into a quaternion (considering that the Vector3 contains Euler angles representation of a rotation)\n     * Example Playground https://playground.babylonjs.com/#R1F8YU#66\n     * @returns a new Quaternion object, computed from the Vector3 coordinates\n     */toQuaternion(){return Quaternion.RotationYawPitchRoll(this._y,this._x,this._z)}\n/**\n     * Adds the given vector to the current Vector3\n     * Example Playground https://playground.babylonjs.com/#R1F8YU#4\n     * @param otherVector defines the second operand\n     * @returns the current updated Vector3\n     */addInPlace(t){this._x+=t._x;this._y+=t._y;this._z+=t._z;this._isDirty=true;return this}\n/**\n     * Adds the given coordinates to the current Vector3\n     * Example Playground https://playground.babylonjs.com/#R1F8YU#5\n     * @param x defines the x coordinate of the operand\n     * @param y defines the y coordinate of the operand\n     * @param z defines the z coordinate of the operand\n     * @returns the current updated Vector3\n     */addInPlaceFromFloats(t,e,r){this._x+=t;this._y+=e;this._z+=r;this._isDirty=true;return this}\n/**\n     * Gets a new Vector3, result of the addition the current Vector3 and the given vector\n     * Example Playground https://playground.babylonjs.com/#R1F8YU#3\n     * @param otherVector defines the second operand\n     * @returns the resulting Vector3\n     */add(t){return new Vector3(this._x+t._x,this._y+t._y,this._z+t._z)}\n/**\n     * Adds the current Vector3 to the given one and stores the result in the vector \"result\"\n     * Example Playground https://playground.babylonjs.com/#R1F8YU#6\n     * @param otherVector defines the second operand\n     * @param result defines the Vector3 object where to store the result\n     * @returns the result\n     */addToRef(t,e){e._x=this._x+t._x;e._y=this._y+t._y;e._z=this._z+t._z;e._isDirty=true;return e}\n/**\n     * Subtract the given vector from the current Vector3\n     * Example Playground https://playground.babylonjs.com/#R1F8YU#61\n     * @param otherVector defines the second operand\n     * @returns the current updated Vector3\n     */subtractInPlace(t){this._x-=t._x;this._y-=t._y;this._z-=t._z;this._isDirty=true;return this}\n/**\n     * Returns a new Vector3, result of the subtraction of the given vector from the current Vector3\n     * Example Playground https://playground.babylonjs.com/#R1F8YU#60\n     * @param otherVector defines the second operand\n     * @returns the resulting Vector3\n     */subtract(t){return new Vector3(this._x-t._x,this._y-t._y,this._z-t._z)}\n/**\n     * Subtracts the given vector from the current Vector3 and stores the result in the vector \"result\".\n     * Example Playground https://playground.babylonjs.com/#R1F8YU#63\n     * @param otherVector defines the second operand\n     * @param result defines the Vector3 object where to store the result\n     * @returns the result\n     */subtractToRef(t,e){return this.subtractFromFloatsToRef(t._x,t._y,t._z,e)}\n/**\n     * Returns a new Vector3 set with the subtraction of the given floats from the current Vector3 coordinates\n     * Example Playground https://playground.babylonjs.com/#R1F8YU#62\n     * @param x defines the x coordinate of the operand\n     * @param y defines the y coordinate of the operand\n     * @param z defines the z coordinate of the operand\n     * @returns the resulting Vector3\n     */subtractFromFloats(t,e,r){return new Vector3(this._x-t,this._y-e,this._z-r)}\n/**\n     * Subtracts the given floats from the current Vector3 coordinates and set the given vector \"result\" with this result\n     * Example Playground https://playground.babylonjs.com/#R1F8YU#64\n     * @param x defines the x coordinate of the operand\n     * @param y defines the y coordinate of the operand\n     * @param z defines the z coordinate of the operand\n     * @param result defines the Vector3 object where to store the result\n     * @returns the result\n     */subtractFromFloatsToRef(t,e,r,s){s._x=this._x-t;s._y=this._y-e;s._z=this._z-r;s._isDirty=true;return s}\n/**\n     * Gets a new Vector3 set with the current Vector3 negated coordinates\n     * Example Playground https://playground.babylonjs.com/#R1F8YU#35\n     * @returns a new Vector3\n     */negate(){return new Vector3(-this._x,-this._y,-this._z)}\n/**\n     * Negate this vector in place\n     * Example Playground https://playground.babylonjs.com/#R1F8YU#36\n     * @returns this\n     */negateInPlace(){this._x*=-1;this._y*=-1;this._z*=-1;this._isDirty=true;return this}\n/**\n     * Negate the current Vector3 and stores the result in the given vector \"result\" coordinates\n     * Example Playground https://playground.babylonjs.com/#R1F8YU#37\n     * @param result defines the Vector3 object where to store the result\n     * @returns the result\n     */negateToRef(t){t._x=this._x*-1;t._y=this._y*-1;t._z=this._z*-1;t._isDirty=true;return t}\n/**\n     * Multiplies the Vector3 coordinates by the float \"scale\"\n     * Example Playground https://playground.babylonjs.com/#R1F8YU#56\n     * @param scale defines the multiplier factor\n     * @returns the current updated Vector3\n     */scaleInPlace(t){this._x*=t;this._y*=t;this._z*=t;this._isDirty=true;return this}\n/**\n     * Returns a new Vector3 set with the current Vector3 coordinates multiplied by the float \"scale\"\n     * Example Playground https://playground.babylonjs.com/#R1F8YU#53\n     * @param scale defines the multiplier factor\n     * @returns a new Vector3\n     */scale(t){return new Vector3(this._x*t,this._y*t,this._z*t)}\n/**\n     * Multiplies the current Vector3 coordinates by the float \"scale\" and stores the result in the given vector \"result\" coordinates\n     * Example Playground https://playground.babylonjs.com/#R1F8YU#57\n     * @param scale defines the multiplier factor\n     * @param result defines the Vector3 object where to store the result\n     * @returns the result\n     */scaleToRef(t,e){e._x=this._x*t;e._y=this._y*t;e._z=this._z*t;e._isDirty=true;return e}\n/**\n     * Creates a vector normal (perpendicular) to the current Vector3 and stores the result in the given vector\n     * Out of the infinite possibilities the normal chosen is the one formed by rotating the current vector\n     * 90 degrees about an axis which lies perpendicular to the current vector\n     * and its projection on the xz plane. In the case of a current vector in the xz plane\n     * the normal is calculated to be along the y axis.\n     * Example Playground https://playground.babylonjs.com/#R1F8YU#230\n     * Example Playground https://playground.babylonjs.com/#R1F8YU#231\n     * @param result defines the Vector3 object where to store the resultant normal\n     * @returns the result\n     */getNormalToRef(t){const e=this.length();let r=Math.acos(this.y/e);const s=Math.atan2(this.z,this.x);r>Math.PI/2?r-=Math.PI/2:r+=Math.PI/2;const o=e*Math.sin(r)*Math.cos(s);const i=e*Math.cos(r);const n=e*Math.sin(r)*Math.sin(s);t.set(o,i,n);return t}\n/**\n     * Rotates the vector using the given unit quaternion and stores the new vector in result\n     * Example Playground https://playground.babylonjs.com/#R1F8YU#9\n     * @param q the unit quaternion representing the rotation\n     * @param result the output vector\n     * @returns the result\n     */applyRotationQuaternionToRef(t,e){const r=this._x,s=this._y,o=this._z;const i=t._x,n=t._y,a=t._z,c=t._w;const h=2*(n*o-a*s);const _=2*(a*r-i*o);const u=2*(i*s-n*r);e._x=r+c*h+n*u-a*_;e._y=s+c*_+a*h-i*u;e._z=o+c*u+i*_-n*h;e._isDirty=true;return e}\n/**\n     * Rotates the vector in place using the given unit quaternion\n     * Example Playground https://playground.babylonjs.com/#R1F8YU#8\n     * @param q the unit quaternion representing the rotation\n     * @returns the current updated Vector3\n     */applyRotationQuaternionInPlace(t){return this.applyRotationQuaternionToRef(t,this)}\n/**\n     * Rotates the vector using the given unit quaternion and returns the new vector\n     * Example Playground https://playground.babylonjs.com/#R1F8YU#7\n     * @param q the unit quaternion representing the rotation\n     * @returns a new Vector3\n     */applyRotationQuaternion(t){return this.applyRotationQuaternionToRef(t,new Vector3)}\n/**\n     * Scale the current Vector3 values by a factor and add the result to a given Vector3\n     * Example Playground https://playground.babylonjs.com/#R1F8YU#55\n     * @param scale defines the scale factor\n     * @param result defines the Vector3 object where to store the result\n     * @returns result input\n     */scaleAndAddToRef(t,e){e._x+=this._x*t;e._y+=this._y*t;e._z+=this._z*t;e._isDirty=true;return e}\n/**\n     * Projects the current point Vector3 to a plane along a ray starting from a specified origin and passing through the current point Vector3.\n     * Example Playground https://playground.babylonjs.com/#R1F8YU#48\n     * @param plane defines the plane to project to\n     * @param origin defines the origin of the projection ray\n     * @returns the projected vector3\n     */projectOnPlane(t,e){return this.projectOnPlaneToRef(t,e,new Vector3)}\n/**\n     * Projects the current point Vector3 to a plane along a ray starting from a specified origin and passing through the current point Vector3.\n     * Example Playground https://playground.babylonjs.com/#R1F8YU#49\n     * @param plane defines the plane to project to\n     * @param origin defines the origin of the projection ray\n     * @param result defines the Vector3 where to store the result\n     * @returns result input\n     */projectOnPlaneToRef(t,e,r){const s=t.normal;const o=t.d;const i=MathTmp.Vector3[0];this.subtractToRef(e,i);i.normalize();const n=Vector3.Dot(i,s);if(Math.abs(n)<1e-10)r.setAll(Infinity);else{const t=-(Vector3.Dot(e,s)+o)/n;const a=i.scaleInPlace(t);e.addToRef(a,r)}return r}\n/**\n     * Returns true if the current Vector3 and the given vector coordinates are strictly equal\n     * Example Playground https://playground.babylonjs.com/#R1F8YU#19\n     * @param otherVector defines the second operand\n     * @returns true if both vectors are equals\n     */equals(t){return t&&this._x===t._x&&this._y===t._y&&this._z===t._z}\n/**\n     * Returns true if the current Vector3 and the given vector coordinates are distant less than epsilon\n     * Example Playground https://playground.babylonjs.com/#R1F8YU#21\n     * @param otherVector defines the second operand\n     * @param epsilon defines the minimal distance to define values as equals\n     * @returns true if both vectors are distant less than epsilon\n     */equalsWithEpsilon(e,r=t){return e&&i(this._x,e._x,r)&&i(this._y,e._y,r)&&i(this._z,e._z,r)}\n/**\n     * Returns true if the current Vector3 coordinates equals the given floats\n     * Example Playground https://playground.babylonjs.com/#R1F8YU#20\n     * @param x defines the x coordinate of the operand\n     * @param y defines the y coordinate of the operand\n     * @param z defines the z coordinate of the operand\n     * @returns true if both vectors are equal\n     */equalsToFloats(t,e,r){return this._x===t&&this._y===e&&this._z===r}\n/**\n     * Multiplies the current Vector3 coordinates by the given ones\n     * Example Playground https://playground.babylonjs.com/#R1F8YU#32\n     * @param otherVector defines the second operand\n     * @returns the current updated Vector3\n     */multiplyInPlace(t){this._x*=t._x;this._y*=t._y;this._z*=t._z;this._isDirty=true;return this}\n/**\n     * Returns a new Vector3, result of the multiplication of the current Vector3 by the given vector\n     * Example Playground https://playground.babylonjs.com/#R1F8YU#31\n     * @param otherVector defines the second operand\n     * @returns the new Vector3\n     */multiply(t){return this.multiplyByFloats(t._x,t._y,t._z)}\n/**\n     * Multiplies the current Vector3 by the given one and stores the result in the given vector \"result\"\n     * Example Playground https://playground.babylonjs.com/#R1F8YU#33\n     * @param otherVector defines the second operand\n     * @param result defines the Vector3 object where to store the result\n     * @returns the result\n     */multiplyToRef(t,e){e._x=this._x*t._x;e._y=this._y*t._y;e._z=this._z*t._z;e._isDirty=true;return e}\n/**\n     * Returns a new Vector3 set with the result of the multiplication of the current Vector3 coordinates by the given floats\n     * Example Playground https://playground.babylonjs.com/#R1F8YU#34\n     * @param x defines the x coordinate of the operand\n     * @param y defines the y coordinate of the operand\n     * @param z defines the z coordinate of the operand\n     * @returns the new Vector3\n     */multiplyByFloats(t,e,r){return new Vector3(this._x*t,this._y*e,this._z*r)}\n/**\n     * Returns a new Vector3 set with the result of the division of the current Vector3 coordinates by the given ones\n     * Example Playground https://playground.babylonjs.com/#R1F8YU#16\n     * @param otherVector defines the second operand\n     * @returns the new Vector3\n     */divide(t){return new Vector3(this._x/t._x,this._y/t._y,this._z/t._z)}\n/**\n     * Divides the current Vector3 coordinates by the given ones and stores the result in the given vector \"result\"\n     * Example Playground https://playground.babylonjs.com/#R1F8YU#18\n     * @param otherVector defines the second operand\n     * @param result defines the Vector3 object where to store the result\n     * @returns the result\n     */divideToRef(t,e){e._x=this._x/t._x;e._y=this._y/t._y;e._z=this._z/t._z;e._isDirty=true;return e}\n/**\n     * Divides the current Vector3 coordinates by the given ones.\n     * Example Playground https://playground.babylonjs.com/#R1F8YU#17\n     * @param otherVector defines the second operand\n     * @returns the current updated Vector3\n     */divideInPlace(t){this._x=this._x/t._x;this._y=this._y/t._y;this._z=this._z/t._z;this._isDirty=true;return this}\n/**\n     * Updates the current Vector3 with the minimal coordinate values between its and the given vector ones\n     * Example Playground https://playground.babylonjs.com/#R1F8YU#29\n     * @param other defines the second operand\n     * @returns the current updated Vector3\n     */minimizeInPlace(t){return this.minimizeInPlaceFromFloats(t._x,t._y,t._z)}\n/**\n     * Updates the current Vector3 with the maximal coordinate values between its and the given vector ones.\n     * Example Playground https://playground.babylonjs.com/#R1F8YU#27\n     * @param other defines the second operand\n     * @returns the current updated Vector3\n     */maximizeInPlace(t){return this.maximizeInPlaceFromFloats(t._x,t._y,t._z)}\n/**\n     * Updates the current Vector3 with the minimal coordinate values between its and the given coordinates\n     * Example Playground https://playground.babylonjs.com/#R1F8YU#30\n     * @param x defines the x coordinate of the operand\n     * @param y defines the y coordinate of the operand\n     * @param z defines the z coordinate of the operand\n     * @returns the current updated Vector3\n     */minimizeInPlaceFromFloats(t,e,r){t<this._x&&(this.x=t);e<this._y&&(this.y=e);r<this._z&&(this.z=r);return this}\n/**\n     * Updates the current Vector3 with the maximal coordinate values between its and the given coordinates.\n     * Example Playground https://playground.babylonjs.com/#R1F8YU#28\n     * @param x defines the x coordinate of the operand\n     * @param y defines the y coordinate of the operand\n     * @param z defines the z coordinate of the operand\n     * @returns the current updated Vector3\n     */maximizeInPlaceFromFloats(t,e,r){t>this._x&&(this.x=t);e>this._y&&(this.y=e);r>this._z&&(this.z=r);return this}\n/**\n     * Due to float precision, scale of a mesh could be uniform but float values are off by a small fraction\n     * Check if is non uniform within a certain amount of decimal places to account for this\n     * @param epsilon the amount the values can differ\n     * @returns if the vector is non uniform to a certain number of decimal places\n     */isNonUniformWithinEpsilon(t){const e=Math.abs(this._x);const r=Math.abs(this._y);if(!i(e,r,t))return true;const s=Math.abs(this._z);return!i(e,s,t)||!i(r,s,t)}get isNonUniform(){const t=Math.abs(this._x);const e=Math.abs(this._y);if(t!==e)return true;const r=Math.abs(this._z);return t!==r}\n/**\n     * Gets the current Vector3's floored values and stores them in result\n     * @param result the vector to store the result in\n     * @returns the result vector\n     */floorToRef(t){t._x=Math.floor(this._x);t._y=Math.floor(this._y);t._z=Math.floor(this._z);t._isDirty=true;return t}\n/**\n     * Gets a new Vector3 from current Vector3 floored values\n     * Example Playground https://playground.babylonjs.com/#R1F8YU#22\n     * @returns a new Vector3\n     */floor(){return new Vector3(Math.floor(this.x),Math.floor(this.y),Math.floor(this.z))}\n/**\n     * Gets the current Vector3's fractional values and stores them in result\n     * @param result the vector to store the result in\n     * @returns the result vector\n     */fractToRef(t){t._x=this.x-Math.floor(this._x);t._y=this.y-Math.floor(this._y);t._z=this.z-Math.floor(this._z);t._isDirty=true;return t}\n/**\n     * Gets a new Vector3 from current Vector3 fractional values\n     * Example Playground https://playground.babylonjs.com/#R1F8YU#23\n     * @returns a new Vector3\n     */fract(){return new Vector3(this.x-Math.floor(this._x),this.y-Math.floor(this._y),this.z-Math.floor(this._z))}\n/**\n     * Gets the length of the Vector3\n     * Example Playground https://playground.babylonjs.com/#R1F8YU#25\n     * @returns the length of the Vector3\n     */\nlength(){return Math.sqrt(this.lengthSquared())}\n/**\n     * Gets the squared length of the Vector3\n     * Example Playground https://playground.babylonjs.com/#R1F8YU#26\n     * @returns squared length of the Vector3\n     */lengthSquared(){return this._x*this._x+this._y*this._y+this._z*this._z}get hasAZeroComponent(){return this._x*this._y*this._z===0}\n/**\n     * Normalize the current Vector3.\n     * Please note that this is an in place operation.\n     * Example Playground https://playground.babylonjs.com/#R1F8YU#122\n     * @returns the current updated Vector3\n     */normalize(){return this.normalizeFromLength(this.length())}\n/**\n     * Reorders the x y z properties of the vector in place\n     * Example Playground https://playground.babylonjs.com/#R1F8YU#44\n     * @param order new ordering of the properties (eg. for vector 1,2,3 with \"ZYX\" will produce 3,2,1)\n     * @returns the current updated vector\n     */reorderInPlace(t){t=t.toLowerCase();if(t===\"xyz\")return this;const e=MathTmp.Vector3[0].copyFrom(this);this.x=e[t[0]];this.y=e[t[1]];this.z=e[t[2]];return this}\n/**\n     * Rotates the vector around 0,0,0 by a quaternion\n     * Example Playground https://playground.babylonjs.com/#R1F8YU#47\n     * @param quaternion the rotation quaternion\n     * @param result vector to store the result\n     * @returns the resulting vector\n     */rotateByQuaternionToRef(t,e){t.toRotationMatrix(MathTmp.Matrix[0]);Vector3.TransformCoordinatesToRef(this,MathTmp.Matrix[0],e);return e}\n/**\n     * Rotates a vector around a given point\n     * Example Playground https://playground.babylonjs.com/#R1F8YU#46\n     * @param quaternion the rotation quaternion\n     * @param point the point to rotate around\n     * @param result vector to store the result\n     * @returns the resulting vector\n     */rotateByQuaternionAroundPointToRef(t,e,r){this.subtractToRef(e,MathTmp.Vector3[0]);MathTmp.Vector3[0].rotateByQuaternionToRef(t,MathTmp.Vector3[0]);e.addToRef(MathTmp.Vector3[0],r);return r}\n/**\n     * Returns a new Vector3 as the cross product of the current vector and the \"other\" one\n     * The cross product is then orthogonal to both current and \"other\"\n     * Example Playground https://playground.babylonjs.com/#R1F8YU#14\n     * @param other defines the right operand\n     * @returns the cross product\n     */cross(t){return Vector3.CrossToRef(this,t,new Vector3)}\n/**\n     * Normalize the current Vector3 with the given input length.\n     * Please note that this is an in place operation.\n     * Example Playground https://playground.babylonjs.com/#R1F8YU#123\n     * @param len the length of the vector\n     * @returns the current updated Vector3\n     */normalizeFromLength(t){return t===0||t===1?this:this.scaleInPlace(1/t)}\n/**\n     * Normalize the current Vector3 to a new vector\n     * Example Playground https://playground.babylonjs.com/#R1F8YU#124\n     * @returns the new Vector3\n     */normalizeToNew(){return this.normalizeToRef(new Vector3)}\n/**\n     * Normalize the current Vector3 to the reference\n     * Example Playground https://playground.babylonjs.com/#R1F8YU#125\n     * @param result define the Vector3 to update\n     * @returns the updated Vector3\n     */normalizeToRef(t){const e=this.length();if(e===0||e===1){t._x=this._x;t._y=this._y;t._z=this._z;t._isDirty=true;return t}return this.scaleToRef(1/e,t)}\n/**\n     * Creates a new Vector3 copied from the current Vector3\n     * Example Playground https://playground.babylonjs.com/#R1F8YU#11\n     * @returns the new Vector3\n     */clone(){return new Vector3(this._x,this._y,this._z)}\n/**\n     * Copies the given vector coordinates to the current Vector3 ones\n     * Example Playground https://playground.babylonjs.com/#R1F8YU#12\n     * @param source defines the source Vector3\n     * @returns the current updated Vector3\n     */copyFrom(t){return this.copyFromFloats(t._x,t._y,t._z)}\n/**\n     * Copies the given floats to the current Vector3 coordinates\n     * Example Playground https://playground.babylonjs.com/#R1F8YU#13\n     * @param x defines the x coordinate of the operand\n     * @param y defines the y coordinate of the operand\n     * @param z defines the z coordinate of the operand\n     * @returns the current updated Vector3\n     */copyFromFloats(t,e,r){this._x=t;this._y=e;this._z=r;this._isDirty=true;return this}\n/**\n     * Copies the given floats to the current Vector3 coordinates\n     * Example Playground https://playground.babylonjs.com/#R1F8YU#58\n     * @param x defines the x coordinate of the operand\n     * @param y defines the y coordinate of the operand\n     * @param z defines the z coordinate of the operand\n     * @returns the current updated Vector3\n     */set(t,e,r){return this.copyFromFloats(t,e,r)}\n/**\n     * Copies the given float to the current Vector3 coordinates\n     * Example Playground https://playground.babylonjs.com/#R1F8YU#59\n     * @param v defines the x, y and z coordinates of the operand\n     * @returns the current updated Vector3\n     */setAll(t){this._x=this._y=this._z=t;this._isDirty=true;return this}\n/**\n     * Get the clip factor between two vectors\n     * Example Playground https://playground.babylonjs.com/#R1F8YU#126\n     * @param vector0 defines the first operand\n     * @param vector1 defines the second operand\n     * @param axis defines the axis to use\n     * @param size defines the size along the axis\n     * @returns the clip factor\n     */\nstatic GetClipFactor(t,e,r,s){const o=Vector3.Dot(t,r);const i=Vector3.Dot(e,r);return(o-s)/(o-i)}\n/**\n     * Get angle between two vectors\n     * Example Playground https://playground.babylonjs.com/#R1F8YU#86\n     * @param vector0 the starting point\n     * @param vector1 the ending point\n     * @param normal direction of the normal\n     * @returns the angle between vector0 and vector1\n     */static GetAngleBetweenVectors(t,e,r){const s=t.normalizeToRef(MathTmp.Vector3[1]);const o=e.normalizeToRef(MathTmp.Vector3[2]);let i=Vector3.Dot(s,o);i=a(i,-1,1);const n=Math.acos(i);const c=MathTmp.Vector3[3];Vector3.CrossToRef(s,o,c);return Vector3.Dot(c,r)>0?isNaN(n)?0:n:isNaN(n)?-Math.PI:-Math.acos(i)}\n/**\n     * Get angle between two vectors projected on a plane\n     * Example Playground https://playground.babylonjs.com/#R1F8YU#87\n     * Expectation compute time: 0.01 ms (median) and 0.02 ms (percentile 95%)\n     * @param vector0 angle between vector0 and vector1\n     * @param vector1 angle between vector0 and vector1\n     * @param normal Normal of the projection plane\n     * @returns the angle in radians (float) between vector0 and vector1 projected on the plane with the specified normal\n     */static GetAngleBetweenVectorsOnPlane(t,e,r){MathTmp.Vector3[0].copyFrom(t);const s=MathTmp.Vector3[0];MathTmp.Vector3[1].copyFrom(e);const o=MathTmp.Vector3[1];MathTmp.Vector3[2].copyFrom(r);const i=MathTmp.Vector3[2];const n=MathTmp.Vector3[3];const a=MathTmp.Vector3[4];s.normalize();o.normalize();i.normalize();Vector3.CrossToRef(i,s,n);Vector3.CrossToRef(n,i,a);const h=Math.atan2(Vector3.Dot(o,n),Vector3.Dot(o,a));return c(h)}\n/**\n     * Gets the rotation that aligns the roll axis (Y) to the line joining the start point to the target point and stores it in the ref Vector3\n     * Example PG https://playground.babylonjs.com/#R1F8YU#189\n     * @param start the starting point\n     * @param target the target point\n     * @param ref the vector3 to store the result\n     * @returns ref in the form (pitch, yaw, 0)\n     */static PitchYawRollToMoveBetweenPointsToRef(t,e,r){const s=TmpVectors.Vector3[0];e.subtractToRef(t,s);r._y=Math.atan2(s.x,s.z)||0;r._x=Math.atan2(Math.sqrt(s.x**2+s.z**2),s.y)||0;r._z=0;r._isDirty=true;return r}\n/**\n     * Gets the rotation that aligns the roll axis (Y) to the line joining the start point to the target point\n     * Example PG https://playground.babylonjs.com/#R1F8YU#188\n     * @param start the starting point\n     * @param target the target point\n     * @returns the rotation in the form (pitch, yaw, 0)\n     */static PitchYawRollToMoveBetweenPoints(t,e){const r=Vector3.Zero();return Vector3.PitchYawRollToMoveBetweenPointsToRef(t,e,r)}\n/**\n     * Slerp between two vectors. See also `SmoothToRef`\n     * Slerp is a spherical linear interpolation\n     * giving a slow in and out effect\n     * Example Playground 1 https://playground.babylonjs.com/#R1F8YU#108\n     * Example Playground 2 https://playground.babylonjs.com/#R1F8YU#109\n     * @param vector0 Start vector\n     * @param vector1 End vector\n     * @param slerp amount (will be clamped between 0 and 1)\n     * @param result The slerped vector\n     * @returns The slerped vector\n     */static SlerpToRef(e,r,s,o){s=a(s,0,1);const i=MathTmp.Vector3[0];const n=MathTmp.Vector3[1];i.copyFrom(e);const c=i.length();i.normalizeFromLength(c);n.copyFrom(r);const _=n.length();n.normalizeFromLength(_);const u=Vector3.Dot(i,n);let y;let m;if(u<1-t){const t=Math.acos(u);const e=1/Math.sin(t);y=Math.sin((1-s)*t)*e;m=Math.sin(s*t)*e}else{y=1-s;m=s}i.scaleInPlace(y);n.scaleInPlace(m);o.copyFrom(i).addInPlace(n);o.scaleInPlace(h(c,_,s));return o}\n/**\n     * Smooth interpolation between two vectors using Slerp\n     * Example Playground https://playground.babylonjs.com/#R1F8YU#110\n     * @param source source vector\n     * @param goal goal vector\n     * @param deltaTime current interpolation frame\n     * @param lerpTime total interpolation time\n     * @param result the smoothed vector\n     * @returns the smoothed vector\n     */static SmoothToRef(t,e,r,s,o){Vector3.SlerpToRef(t,e,s===0?1:r/s,o);return o}\n/**\n     * Returns a new Vector3 set from the index \"offset\" of the given array\n     * Example Playground https://playground.babylonjs.com/#R1F8YU#83\n     * @param array defines the source array\n     * @param offset defines the offset in the source array\n     * @returns the new Vector3\n     */static FromArray(t,e=0){return new Vector3(t[e],t[e+1],t[e+2])}\n/**\n     * Returns a new Vector3 set from the index \"offset\" of the given Float32Array\n     * @param array defines the source array\n     * @param offset defines the offset in the source array\n     * @returns the new Vector3\n     * @deprecated Please use FromArray instead.\n     */static FromFloatArray(t,e){return Vector3.FromArray(t,e)}\n/**\n     * Sets the given vector \"result\" with the element values from the index \"offset\" of the given array\n     * Example Playground https://playground.babylonjs.com/#R1F8YU#84\n     * @param array defines the source array\n     * @param offset defines the offset in the source array\n     * @param result defines the Vector3 where to store the result\n     * @returns result input\n     */static FromArrayToRef(t,e,r){r._x=t[e];r._y=t[e+1];r._z=t[e+2];r._isDirty=true;return r}\n/**\n     * Sets the given vector \"result\" with the element values from the index \"offset\" of the given Float32Array\n     * @param array defines the source array\n     * @param offset defines the offset in the source array\n     * @param result defines the Vector3 where to store the result\n     * @deprecated Please use FromArrayToRef instead.\n     * @returns result input\n     */static FromFloatArrayToRef(t,e,r){return Vector3.FromArrayToRef(t,e,r)}\n/**\n     * Sets the given vector \"result\" with the given floats.\n     * Example Playground https://playground.babylonjs.com/#R1F8YU#85\n     * @param x defines the x coordinate of the source\n     * @param y defines the y coordinate of the source\n     * @param z defines the z coordinate of the source\n     * @param result defines the Vector3 where to store the result\n     * @returns the result vector\n     */static FromFloatsToRef(t,e,r,s){s.copyFromFloats(t,e,r);return s}\n/**\n     * Returns a new Vector3 set to (0.0, 0.0, 0.0)\n     * @returns a new empty Vector3\n     */static Zero(){return new Vector3(0,0,0)}\n/**\n     * Returns a new Vector3 set to (1.0, 1.0, 1.0)\n     * @returns a new Vector3\n     */static One(){return new Vector3(1,1,1)}\n/**\n     * Returns a new Vector3 set to (0.0, 1.0, 0.0)\n     * Example Playground https://playground.babylonjs.com/#R1F8YU#71\n     * @returns a new up Vector3\n     */static Up(){return new Vector3(0,1,0)}static get UpReadOnly(){return Vector3._UpReadOnly}static get DownReadOnly(){return Vector3._DownReadOnly}static get RightReadOnly(){return Vector3._RightReadOnly}static get LeftReadOnly(){return Vector3._LeftReadOnly}static get LeftHandedForwardReadOnly(){return Vector3._LeftHandedForwardReadOnly}static get RightHandedForwardReadOnly(){return Vector3._RightHandedForwardReadOnly}static get LeftHandedBackwardReadOnly(){return Vector3._LeftHandedBackwardReadOnly}static get RightHandedBackwardReadOnly(){return Vector3._RightHandedBackwardReadOnly}static get ZeroReadOnly(){return Vector3._ZeroReadOnly}static get OneReadOnly(){return Vector3._OneReadOnly}\n/**\n     * Returns a new Vector3 set to (0.0, -1.0, 0.0)\n     * Example Playground https://playground.babylonjs.com/#R1F8YU#71\n     * @returns a new down Vector3\n     */static Down(){return new Vector3(0,-1,0)}\n/**\n     * Returns a new Vector3 set to (0.0, 0.0, 1.0)\n     * Example Playground https://playground.babylonjs.com/#R1F8YU#71\n     * @param rightHandedSystem is the scene right-handed (negative z)\n     * @returns a new forward Vector3\n     */static Forward(t=false){return new Vector3(0,0,t?-1:1)}\n/**\n     * Returns a new Vector3 set to (0.0, 0.0, -1.0)\n     * Example Playground https://playground.babylonjs.com/#R1F8YU#71\n     * @param rightHandedSystem is the scene right-handed (negative-z)\n     * @returns a new Backward Vector3\n     */static Backward(t=false){return new Vector3(0,0,t?1:-1)}\n/**\n     * Returns a new Vector3 set to (1.0, 0.0, 0.0)\n     * Example Playground https://playground.babylonjs.com/#R1F8YU#71\n     * @returns a new right Vector3\n     */static Right(){return new Vector3(1,0,0)}\n/**\n     * Returns a new Vector3 set to (-1.0, 0.0, 0.0)\n     * Example Playground https://playground.babylonjs.com/#R1F8YU#71\n     * @returns a new left Vector3\n     */static Left(){return new Vector3(-1,0,0)}\n/**\n     * Returns a new Vector3 with random values between min and max\n     * @param min the minimum random value\n     * @param max the maximum random value\n     * @returns a Vector3 with random values between min and max\n     */static Random(t=0,e=1){return new Vector3(n(t,e),n(t,e),n(t,e))}\n/**\n     * Sets a Vector3 with random values between min and max\n     * @param min the minimum random value\n     * @param max the maximum random value\n     * @param ref the ref to store the values in\n     * @returns the ref with random values between min and max\n     */static RandomToRef(t=0,e=1,r){return r.copyFromFloats(n(t,e),n(t,e),n(t,e))}\n/**\n     * Returns a new Vector3 set with the result of the transformation by the given matrix of the given vector.\n     * This method computes transformed coordinates only, not transformed direction vectors (ie. it takes translation in account)\n     * Example Playground https://playground.babylonjs.com/#R1F8YU#111\n     * @param vector defines the Vector3 to transform\n     * @param transformation defines the transformation matrix\n     * @returns the transformed Vector3\n     */static TransformCoordinates(t,e){const r=Vector3.Zero();Vector3.TransformCoordinatesToRef(t,e,r);return r}\n/**\n     * Sets the given vector \"result\" coordinates with the result of the transformation by the given matrix of the given vector\n     * This method computes transformed coordinates only, not transformed direction vectors (ie. it takes translation in account)\n     * Example Playground https://playground.babylonjs.com/#R1F8YU#113\n     * @param vector defines the Vector3 to transform\n     * @param transformation defines the transformation matrix\n     * @param result defines the Vector3 where to store the result\n     * @returns result input\n     */static TransformCoordinatesToRef(t,e,r){Vector3.TransformCoordinatesFromFloatsToRef(t._x,t._y,t._z,e,r);return r}\n/**\n     * Sets the given vector \"result\" coordinates with the result of the transformation by the given matrix of the given floats (x, y, z)\n     * This method computes transformed coordinates only, not transformed direction vectors\n     * Example Playground https://playground.babylonjs.com/#R1F8YU#115\n     * @param x define the x coordinate of the source vector\n     * @param y define the y coordinate of the source vector\n     * @param z define the z coordinate of the source vector\n     * @param transformation defines the transformation matrix\n     * @param result defines the Vector3 where to store the result\n     * @returns result input\n     */static TransformCoordinatesFromFloatsToRef(t,e,r,s,o){const i=s.m;const n=t*i[0]+e*i[4]+r*i[8]+i[12];const a=t*i[1]+e*i[5]+r*i[9]+i[13];const c=t*i[2]+e*i[6]+r*i[10]+i[14];const h=1/(t*i[3]+e*i[7]+r*i[11]+i[15]);o._x=n*h;o._y=a*h;o._z=c*h;o._isDirty=true;return o}\n/**\n     * Returns a new Vector3 set with the result of the normal transformation by the given matrix of the given vector\n     * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)\n     * Example Playground https://playground.babylonjs.com/#R1F8YU#112\n     * @param vector defines the Vector3 to transform\n     * @param transformation defines the transformation matrix\n     * @returns the new Vector3\n     */static TransformNormal(t,e){const r=Vector3.Zero();Vector3.TransformNormalToRef(t,e,r);return r}\n/**\n     * Sets the given vector \"result\" with the result of the normal transformation by the given matrix of the given vector\n     * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)\n     * Example Playground https://playground.babylonjs.com/#R1F8YU#114\n     * @param vector defines the Vector3 to transform\n     * @param transformation defines the transformation matrix\n     * @param result defines the Vector3 where to store the result\n     * @returns result input\n     */static TransformNormalToRef(t,e,r){this.TransformNormalFromFloatsToRef(t._x,t._y,t._z,e,r);return r}\n/**\n     * Sets the given vector \"result\" with the result of the normal transformation by the given matrix of the given floats (x, y, z)\n     * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)\n     * Example Playground https://playground.babylonjs.com/#R1F8YU#116\n     * @param x define the x coordinate of the source vector\n     * @param y define the y coordinate of the source vector\n     * @param z define the z coordinate of the source vector\n     * @param transformation defines the transformation matrix\n     * @param result defines the Vector3 where to store the result\n     * @returns result input\n     */static TransformNormalFromFloatsToRef(t,e,r,s,o){const i=s.m;o._x=t*i[0]+e*i[4]+r*i[8];o._y=t*i[1]+e*i[5]+r*i[9];o._z=t*i[2]+e*i[6]+r*i[10];o._isDirty=true;return o}\n/**\n     * Returns a new Vector3 located for \"amount\" on the CatmullRom interpolation spline defined by the vectors \"value1\", \"value2\", \"value3\", \"value4\"\n     * Example Playground https://playground.babylonjs.com/#R1F8YU#69\n     * @param value1 defines the first control point\n     * @param value2 defines the second control point\n     * @param value3 defines the third control point\n     * @param value4 defines the fourth control point\n     * @param amount defines the amount on the spline to use\n     * @returns the new Vector3\n     */static CatmullRom(t,e,r,s,o){const i=o*o;const n=o*i;const a=.5*(2*e._x+(-t._x+r._x)*o+(2*t._x-5*e._x+4*r._x-s._x)*i+(-t._x+3*e._x-3*r._x+s._x)*n);const c=.5*(2*e._y+(-t._y+r._y)*o+(2*t._y-5*e._y+4*r._y-s._y)*i+(-t._y+3*e._y-3*r._y+s._y)*n);const h=.5*(2*e._z+(-t._z+r._z)*o+(2*t._z-5*e._z+4*r._z-s._z)*i+(-t._z+3*e._z-3*r._z+s._z)*n);return new Vector3(a,c,h)}\n/**\n     * Returns a new Vector3 set with the coordinates of \"value\", if the vector \"value\" is in the cube defined by the vectors \"min\" and \"max\"\n     * If a coordinate value of \"value\" is lower than one of the \"min\" coordinate, then this \"value\" coordinate is set with the \"min\" one\n     * If a coordinate value of \"value\" is greater than one of the \"max\" coordinate, then this \"value\" coordinate is set with the \"max\" one\n     * Example Playground https://playground.babylonjs.com/#R1F8YU#76\n     * @param value defines the current value\n     * @param min defines the lower range value\n     * @param max defines the upper range value\n     * @returns the new Vector3\n     */static Clamp(t,e,r){const s=new Vector3;Vector3.ClampToRef(t,e,r,s);return s}\n/**\n     * Sets the given vector \"result\" with the coordinates of \"value\", if the vector \"value\" is in the cube defined by the vectors \"min\" and \"max\"\n     * If a coordinate value of \"value\" is lower than one of the \"min\" coordinate, then this \"value\" coordinate is set with the \"min\" one\n     * If a coordinate value of \"value\" is greater than one of the \"max\" coordinate, then this \"value\" coordinate is set with the \"max\" one\n     * Example Playground https://playground.babylonjs.com/#R1F8YU#77\n     * @param value defines the current value\n     * @param min defines the lower range value\n     * @param max defines the upper range value\n     * @param result defines the Vector3 where to store the result\n     * @returns result input\n     */static ClampToRef(t,e,r,s){let o=t._x;o=o>r._x?r._x:o;o=o<e._x?e._x:o;let i=t._y;i=i>r._y?r._y:i;i=i<e._y?e._y:i;let n=t._z;n=n>r._z?r._z:n;n=n<e._z?e._z:n;s.copyFromFloats(o,i,n);return s}\n/**\n     * Checks if a given vector is inside a specific range\n     * Example Playground https://playground.babylonjs.com/#R1F8YU#75\n     * @param v defines the vector to test\n     * @param min defines the minimum range\n     * @param max defines the maximum range\n     */static CheckExtends(t,e,r){e.minimizeInPlace(t);r.maximizeInPlace(t)}\n/**\n     * Returns a new Vector3 located for \"amount\" (float) on the Hermite interpolation spline defined by the vectors \"value1\", \"tangent1\", \"value2\", \"tangent2\"\n     * Example Playground https://playground.babylonjs.com/#R1F8YU#89\n     * @param value1 defines the first control point\n     * @param tangent1 defines the first tangent vector\n     * @param value2 defines the second control point\n     * @param tangent2 defines the second tangent vector\n     * @param amount defines the amount on the interpolation spline (between 0 and 1)\n     * @returns the new Vector3\n     */static Hermite(t,e,r,s,o){const i=o*o;const n=o*i;const a=2*n-3*i+1;const c=-2*n+3*i;const h=n-2*i+o;const _=n-i;const u=t._x*a+r._x*c+e._x*h+s._x*_;const y=t._y*a+r._y*c+e._y*h+s._y*_;const m=t._z*a+r._z*c+e._z*h+s._z*_;return new Vector3(u,y,m)}\n/**\n     * Returns a new Vector3 which is the 1st derivative of the Hermite spline defined by the vectors \"value1\", \"value2\", \"tangent1\", \"tangent2\".\n     * Example Playground https://playground.babylonjs.com/#R1F8YU#90\n     * @param value1 defines the first control point\n     * @param tangent1 defines the first tangent\n     * @param value2 defines the second control point\n     * @param tangent2 defines the second tangent\n     * @param time define where the derivative must be done\n     * @returns 1st derivative\n     */static Hermite1stDerivative(t,e,r,s,o){const i=new Vector3;this.Hermite1stDerivativeToRef(t,e,r,s,o,i);return i}\n/**\n     * Update a Vector3 with the 1st derivative of the Hermite spline defined by the vectors \"value1\", \"value2\", \"tangent1\", \"tangent2\".\n     * Example Playground https://playground.babylonjs.com/#R1F8YU#91\n     * @param value1 defines the first control point\n     * @param tangent1 defines the first tangent\n     * @param value2 defines the second control point\n     * @param tangent2 defines the second tangent\n     * @param time define where the derivative must be done\n     * @param result define where to store the derivative\n     * @returns result input\n     */static Hermite1stDerivativeToRef(t,e,r,s,o,i){const n=o*o;i._x=6*(n-o)*t._x+(3*n-4*o+1)*e._x+(-n+o)*6*r._x+(3*n-2*o)*s._x;i._y=6*(n-o)*t._y+(3*n-4*o+1)*e._y+(-n+o)*6*r._y+(3*n-2*o)*s._y;i._z=6*(n-o)*t._z+(3*n-4*o+1)*e._z+(-n+o)*6*r._z+(3*n-2*o)*s._z;i._isDirty=true;return i}\n/**\n     * Returns a new Vector3 located for \"amount\" (float) on the linear interpolation between the vectors \"start\" and \"end\"\n     * Example Playground https://playground.babylonjs.com/#R1F8YU#95\n     * @param start defines the start value\n     * @param end defines the end value\n     * @param amount max defines amount between both (between 0 and 1)\n     * @returns the new Vector3\n     */static Lerp(t,e,r){const s=new Vector3(0,0,0);Vector3.LerpToRef(t,e,r,s);return s}\n/**\n     * Sets the given vector \"result\" with the result of the linear interpolation from the vector \"start\" for \"amount\" to the vector \"end\"\n     * Example Playground https://playground.babylonjs.com/#R1F8YU#93\n     * @param start defines the start value\n     * @param end defines the end value\n     * @param amount max defines amount between both (between 0 and 1)\n     * @param result defines the Vector3 where to store the result\n     * @returns result input\n     */static LerpToRef(t,e,r,s){s._x=t._x+(e._x-t._x)*r;s._y=t._y+(e._y-t._y)*r;s._z=t._z+(e._z-t._z)*r;s._isDirty=true;return s}\n/**\n     * Returns the dot product (float) between the vectors \"left\" and \"right\"\n     * Example Playground https://playground.babylonjs.com/#R1F8YU#82\n     * @param left defines the left operand\n     * @param right defines the right operand\n     * @returns the dot product\n     */static Dot(t,e){return t._x*e._x+t._y*e._y+t._z*e._z}\n/**\n     * Returns the dot product (float) between the current vectors and \"otherVector\"\n     * @param otherVector defines the right operand\n     * @returns the dot product\n     */dot(t){return this._x*t._x+this._y*t._y+this._z*t._z}\n/**\n     * Returns a new Vector3 as the cross product of the vectors \"left\" and \"right\"\n     * The cross product is then orthogonal to both \"left\" and \"right\"\n     * Example Playground https://playground.babylonjs.com/#R1F8YU#15\n     * @param left defines the left operand\n     * @param right defines the right operand\n     * @returns the cross product\n     */static Cross(t,e){const r=new Vector3;Vector3.CrossToRef(t,e,r);return r}\n/**\n     * Sets the given vector \"result\" with the cross product of \"left\" and \"right\"\n     * The cross product is then orthogonal to both \"left\" and \"right\"\n     * Example Playground https://playground.babylonjs.com/#R1F8YU#78\n     * @param left defines the left operand\n     * @param right defines the right operand\n     * @param result defines the Vector3 where to store the result\n     * @returns result input\n     */static CrossToRef(t,e,r){const s=t._y*e._z-t._z*e._y;const o=t._z*e._x-t._x*e._z;const i=t._x*e._y-t._y*e._x;r.copyFromFloats(s,o,i);return r}\n/**\n     * Returns a new Vector3 as the normalization of the given vector\n     * Example Playground https://playground.babylonjs.com/#R1F8YU#98\n     * @param vector defines the Vector3 to normalize\n     * @returns the new Vector3\n     */static Normalize(t){const e=Vector3.Zero();Vector3.NormalizeToRef(t,e);return e}\n/**\n     * Sets the given vector \"result\" with the normalization of the given first vector\n     * Example Playground https://playground.babylonjs.com/#R1F8YU#98\n     * @param vector defines the Vector3 to normalize\n     * @param result defines the Vector3 where to store the result\n     * @returns result input\n     */static NormalizeToRef(t,e){t.normalizeToRef(e);return e}\n/**\n     * Project a Vector3 onto screen space\n     * Example Playground https://playground.babylonjs.com/#R1F8YU#101\n     * @param vector defines the Vector3 to project\n     * @param world defines the world matrix to use\n     * @param transform defines the transform (view x projection) matrix to use\n     * @param viewport defines the screen viewport to use\n     * @returns the new Vector3\n     */static Project(t,e,r,s){const o=new Vector3;Vector3.ProjectToRef(t,e,r,s,o);return o}\n/**\n     * Project a Vector3 onto screen space to reference\n     * Example Playground https://playground.babylonjs.com/#R1F8YU#102\n     * @param vector defines the Vector3 to project\n     * @param world defines the world matrix to use\n     * @param transform defines the transform (view x projection) matrix to use\n     * @param viewport defines the screen viewport to use\n     * @param result the vector in which the screen space will be stored\n     * @returns result input\n     */static ProjectToRef(t,e,r,s,i){const n=s.width;const a=s.height;const c=s.x;const h=s.y;const _=MathTmp.Matrix[1];const u=o.LastCreatedEngine?.isNDCHalfZRange;const y=u?1:.5;const m=u?0:.5;Matrix.FromValuesToRef(n/2,0,0,0,0,-a/2,0,0,0,0,y,0,c+n/2,a/2+h,m,1,_);const l=MathTmp.Matrix[0];e.multiplyToRef(r,l);l.multiplyToRef(_,l);Vector3.TransformCoordinatesToRef(t,l,i);return i}\n/**\n     * Reflects a vector off the plane defined by a normalized normal\n     * @param inDirection defines the vector direction\n     * @param normal defines the normal - Must be normalized\n     * @returns the resulting vector\n     */static Reflect(t,e){return this.ReflectToRef(t,e,new Vector3)}\n/**\n     * Reflects a vector off the plane defined by a normalized normal to reference\n     * @param inDirection defines the vector direction\n     * @param normal defines the normal - Must be normalized\n     * @param ref defines the Vector3 where to store the result\n     * @returns the resulting vector\n     */static ReflectToRef(t,e,r){const s=TmpVectors.Vector3[0];s.copyFrom(e).scaleInPlace(2*Vector3.Dot(t,e));return r.copyFrom(t).subtractInPlace(s)}static _UnprojectFromInvertedMatrixToRef(t,e,r){Vector3.TransformCoordinatesToRef(t,e,r);const s=e.m;const o=t._x*s[3]+t._y*s[7]+t._z*s[11]+s[15];i(o,1)&&r.scaleInPlace(1/o);return r}\n/**\n     * Unproject from screen space to object space\n     * Example Playground https://playground.babylonjs.com/#R1F8YU#121\n     * @param source defines the screen space Vector3 to use\n     * @param viewportWidth defines the current width of the viewport\n     * @param viewportHeight defines the current height of the viewport\n     * @param world defines the world matrix to use (can be set to Identity to go to world space)\n     * @param transform defines the transform (view x projection) matrix to use\n     * @returns the new Vector3\n     */static UnprojectFromTransform(t,e,r,s,o){return this.Unproject(t,e,r,s,o,Matrix.IdentityReadOnly)}\n/**\n     * Unproject from screen space to object space\n     * Example Playground https://playground.babylonjs.com/#R1F8YU#117\n     * @param source defines the screen space Vector3 to use\n     * @param viewportWidth defines the current width of the viewport\n     * @param viewportHeight defines the current height of the viewport\n     * @param world defines the world matrix to use (can be set to Identity to go to world space)\n     * @param view defines the view matrix to use\n     * @param projection defines the projection matrix to use\n     * @returns the new Vector3\n     */static Unproject(t,e,r,s,o,i){const n=new Vector3;Vector3.UnprojectToRef(t,e,r,s,o,i,n);return n}\n/**\n     * Unproject from screen space to object space\n     * Example Playground https://playground.babylonjs.com/#R1F8YU#119\n     * @param source defines the screen space Vector3 to use\n     * @param viewportWidth defines the current width of the viewport\n     * @param viewportHeight defines the current height of the viewport\n     * @param world defines the world matrix to use (can be set to Identity to go to world space)\n     * @param view defines the view matrix to use\n     * @param projection defines the projection matrix to use\n     * @param result defines the Vector3 where to store the result\n     * @returns result input\n     */static UnprojectToRef(t,e,r,s,o,i,n){Vector3.UnprojectFloatsToRef(t._x,t._y,t._z,e,r,s,o,i,n);return n}\n/**\n     * Unproject from screen space to object space\n     * Example Playground https://playground.babylonjs.com/#R1F8YU#120\n     * @param sourceX defines the screen space x coordinate to use\n     * @param sourceY defines the screen space y coordinate to use\n     * @param sourceZ defines the screen space z coordinate to use\n     * @param viewportWidth defines the current width of the viewport\n     * @param viewportHeight defines the current height of the viewport\n     * @param world defines the world matrix to use (can be set to Identity to go to world space)\n     * @param view defines the view matrix to use\n     * @param projection defines the projection matrix to use\n     * @param result defines the Vector3 where to store the result\n     * @returns result input\n     */static UnprojectFloatsToRef(t,e,r,s,i,n,a,c,h){const _=MathTmp.Matrix[0];n.multiplyToRef(a,_);_.multiplyToRef(c,_);_.invert();const u=MathTmp.Vector3[0];u.x=t/s*2-1;u.y=-(e/i*2-1);o.LastCreatedEngine?.isNDCHalfZRange?u.z=r:u.z=2*r-1;Vector3._UnprojectFromInvertedMatrixToRef(u,_,h);return h}\n/**\n     * Gets the minimal coordinate values between two Vector3\n     * Example Playground https://playground.babylonjs.com/#R1F8YU#97\n     * @param left defines the first operand\n     * @param right defines the second operand\n     * @returns the new Vector3\n     */static Minimize(t,e){const r=new Vector3;r.copyFrom(t);r.minimizeInPlace(e);return r}\n/**\n     * Gets the maximal coordinate values between two Vector3\n     * Example Playground https://playground.babylonjs.com/#R1F8YU#96\n     * @param left defines the first operand\n     * @param right defines the second operand\n     * @returns the new Vector3\n     */static Maximize(t,e){const r=new Vector3;r.copyFrom(t);r.maximizeInPlace(e);return r}\n/**\n     * Returns the distance between the vectors \"value1\" and \"value2\"\n     * Example Playground https://playground.babylonjs.com/#R1F8YU#81\n     * @param value1 defines the first operand\n     * @param value2 defines the second operand\n     * @returns the distance\n     */static Distance(t,e){return Math.sqrt(Vector3.DistanceSquared(t,e))}\n/**\n     * Returns the squared distance between the vectors \"value1\" and \"value2\"\n     * Example Playground https://playground.babylonjs.com/#R1F8YU#80\n     * @param value1 defines the first operand\n     * @param value2 defines the second operand\n     * @returns the squared distance\n     */static DistanceSquared(t,e){const r=t._x-e._x;const s=t._y-e._y;const o=t._z-e._z;return r*r+s*s+o*o}\n/**\n     * Projects \"vector\" on the triangle determined by its extremities \"p0\", \"p1\" and \"p2\", stores the result in \"ref\"\n     * and returns the distance to the projected point.\n     * Example Playground https://playground.babylonjs.com/#R1F8YU#104\n     * From http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.104.4264&rep=rep1&type=pdf\n     *\n     * @param vector the vector to get distance from\n     * @param p0 extremity of the triangle\n     * @param p1 extremity of the triangle\n     * @param p2 extremity of the triangle\n     * @param ref variable to store the result to\n     * @returns The distance between \"ref\" and \"vector\"\n     */static ProjectOnTriangleToRef(e,r,s,o,i){const n=MathTmp.Vector3[0];const c=MathTmp.Vector3[1];const h=MathTmp.Vector3[2];const _=MathTmp.Vector3[3];const u=MathTmp.Vector3[4];s.subtractToRef(r,n);o.subtractToRef(r,c);o.subtractToRef(s,h);const y=n.length();const m=c.length();const l=h.length();if(y<t||m<t||l<t){i.copyFrom(r);return Vector3.Distance(e,r)}e.subtractToRef(r,u);Vector3.CrossToRef(n,c,_);const x=_.length();if(x<t){i.copyFrom(r);return Vector3.Distance(e,r)}_.normalizeFromLength(x);let f=u.length();if(f<t){i.copyFrom(r);return 0}u.normalizeFromLength(f);const R=Vector3.Dot(_,u);const T=MathTmp.Vector3[5];const z=MathTmp.Vector3[6];T.copyFrom(_).scaleInPlace(-f*R);z.copyFrom(e).addInPlace(T);const d=MathTmp.Vector3[4];const M=MathTmp.Vector3[5];const w=MathTmp.Vector3[7];const p=MathTmp.Vector3[8];d.copyFrom(n).scaleInPlace(1/y);p.copyFrom(c).scaleInPlace(1/m);d.addInPlace(p).scaleInPlace(-1);M.copyFrom(n).scaleInPlace(-1/y);p.copyFrom(h).scaleInPlace(1/l);M.addInPlace(p).scaleInPlace(-1);w.copyFrom(h).scaleInPlace(-1/l);p.copyFrom(c).scaleInPlace(-1/m);w.addInPlace(p).scaleInPlace(-1);const V=MathTmp.Vector3[9];let F;V.copyFrom(z).subtractInPlace(r);Vector3.CrossToRef(d,V,p);F=Vector3.Dot(p,_);const I=F;V.copyFrom(z).subtractInPlace(s);Vector3.CrossToRef(M,V,p);F=Vector3.Dot(p,_);const g=F;V.copyFrom(z).subtractInPlace(o);Vector3.CrossToRef(w,V,p);F=Vector3.Dot(p,_);const P=F;const D=MathTmp.Vector3[10];let A,C;if(I>0&&g<0){D.copyFrom(n);A=r;C=s}else if(g>0&&P<0){D.copyFrom(h);A=s;C=o}else{D.copyFrom(c).scaleInPlace(-1);A=o;C=r}const Q=MathTmp.Vector3[9];const L=MathTmp.Vector3[4];A.subtractToRef(z,p);C.subtractToRef(z,Q);Vector3.CrossToRef(p,Q,L);const k=Vector3.Dot(L,_)<0;if(!k){i.copyFrom(z);return Math.abs(f*R)}const O=MathTmp.Vector3[5];Vector3.CrossToRef(D,L,O);O.normalize();const v=MathTmp.Vector3[9];v.copyFrom(A).subtractInPlace(z);const H=v.length();if(H<t){i.copyFrom(A);return Vector3.Distance(e,A)}v.normalizeFromLength(H);const U=Vector3.Dot(O,v);const b=MathTmp.Vector3[7];b.copyFrom(z).addInPlace(O.scaleInPlace(H*U));p.copyFrom(b).subtractInPlace(A);f=D.length();D.normalizeFromLength(f);let q=Vector3.Dot(p,D)/Math.max(f,t);q=a(q,0,1);b.copyFrom(A).addInPlace(D.scaleInPlace(q*f));i.copyFrom(b);return Vector3.Distance(e,b)}\n/**\n     * Returns a new Vector3 located at the center between \"value1\" and \"value2\"\n     * Example Playground https://playground.babylonjs.com/#R1F8YU#72\n     * @param value1 defines the first operand\n     * @param value2 defines the second operand\n     * @returns the new Vector3\n     */static Center(t,e){return Vector3.CenterToRef(t,e,Vector3.Zero())}\n/**\n     * Gets the center of the vectors \"value1\" and \"value2\" and stores the result in the vector \"ref\"\n     * Example Playground https://playground.babylonjs.com/#R1F8YU#73\n     * @param value1 defines first vector\n     * @param value2 defines second vector\n     * @param ref defines third vector\n     * @returns ref\n     */static CenterToRef(t,e,r){return r.copyFromFloats((t._x+e._x)/2,(t._y+e._y)/2,(t._z+e._z)/2)}\n/**\n     * Given three orthogonal normalized left-handed oriented Vector3 axis in space (target system),\n     * RotationFromAxis() returns the rotation Euler angles (ex : rotation.x, rotation.y, rotation.z) to apply\n     * to something in order to rotate it from its local system to the given target system\n     * Note: axis1, axis2 and axis3 are normalized during this operation\n     * Example Playground https://playground.babylonjs.com/#R1F8YU#106\n     * @param axis1 defines the first axis\n     * @param axis2 defines the second axis\n     * @param axis3 defines the third axis\n     * @returns a new Vector3\n     * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/transforms/center_origin/target_align\n     */static RotationFromAxis(t,e,r){const s=new Vector3;Vector3.RotationFromAxisToRef(t,e,r,s);return s}\n/**\n     * The same than RotationFromAxis but updates the given ref Vector3 parameter instead of returning a new Vector3\n     * Example Playground https://playground.babylonjs.com/#R1F8YU#107\n     * @param axis1 defines the first axis\n     * @param axis2 defines the second axis\n     * @param axis3 defines the third axis\n     * @param ref defines the Vector3 where to store the result\n     * @returns result input\n     */static RotationFromAxisToRef(t,e,r,s){const o=MathTmp.Quaternion[0];Quaternion.RotationQuaternionFromAxisToRef(t,e,r,o);o.toEulerAnglesToRef(s);return s}}Vector3._V8PerformanceHack=new Vector3(.5,.5,.5);Vector3._UpReadOnly=Vector3.Up();Vector3._DownReadOnly=Vector3.Down();Vector3._LeftHandedForwardReadOnly=Vector3.Forward(false);Vector3._RightHandedForwardReadOnly=Vector3.Forward(true);Vector3._LeftHandedBackwardReadOnly=Vector3.Backward(false);Vector3._RightHandedBackwardReadOnly=Vector3.Backward(true);Vector3._RightReadOnly=Vector3.Right();Vector3._LeftReadOnly=Vector3.Left();Vector3._ZeroReadOnly=Vector3.Zero();Vector3._OneReadOnly=Vector3.One();Vector3;Object.defineProperties(Vector3.prototype,{dimension:{value:[3]},rank:{value:1}});class Vector4{\n/**\n     * Creates a Vector4 object from the given floats.\n     * @param x x value of the vector\n     * @param y y value of the vector\n     * @param z z value of the vector\n     * @param w w value of the vector\n     */\nconstructor(t=0,e=0,r=0,s=0){this.x=t;this.y=e;this.z=r;this.w=s}\n/**\n     * Returns the string with the Vector4 coordinates.\n     * @returns a string containing all the vector values\n     */toString(){return`{X: ${this.x} Y: ${this.y} Z: ${this.z} W: ${this.w}}`}\n/**\n     * Returns the string \"Vector4\".\n     * @returns \"Vector4\"\n     */getClassName(){return\"Vector4\"}\n/**\n     * Returns the Vector4 hash code.\n     * @returns a unique hash code\n     */getHashCode(){const t=_ExtractAsInt(this.x);const e=_ExtractAsInt(this.y);const r=_ExtractAsInt(this.z);const s=_ExtractAsInt(this.w);let o=t;o=o*397^e;o=o*397^r;o=o*397^s;return o}\n/**\n     * Returns a new array populated with 4 elements : the Vector4 coordinates.\n     * @returns the resulting array\n     */\nasArray(){return[this.x,this.y,this.z,this.w]}\n/**\n     * Populates the given array from the given index with the Vector4 coordinates.\n     * @param array array to populate\n     * @param index index of the array to start at (default: 0)\n     * @returns the Vector4.\n     */toArray(t,e){e===void 0&&(e=0);t[e]=this.x;t[e+1]=this.y;t[e+2]=this.z;t[e+3]=this.w;return this}\n/**\n     * Update the current vector from an array\n     * @param array defines the destination array\n     * @param offset defines the offset in the destination array\n     * @returns the current Vector3\n     */fromArray(t,e=0){Vector4.FromArrayToRef(t,e,this);return this}\n/**\n     * Adds the given vector to the current Vector4.\n     * @param otherVector the vector to add\n     * @returns the updated Vector4.\n     */addInPlace(t){this.x+=t.x;this.y+=t.y;this.z+=t.z;this.w+=t.w;return this}\n/**\n     * Adds the given coordinates to the current Vector4\n     * @param x defines the x coordinate of the operand\n     * @param y defines the y coordinate of the operand\n     * @param z defines the z coordinate of the operand\n     * @param w defines the w coordinate of the operand\n     * @returns the current updated Vector4\n     */addInPlaceFromFloats(t,e,r,s){this.x+=t;this.y+=e;this.z+=r;this.w+=s;return this}\n/**\n     * Returns a new Vector4 as the result of the addition of the current Vector4 and the given one.\n     * @param otherVector the vector to add\n     * @returns the resulting vector\n     */add(t){return new Vector4(this.x+t.x,this.y+t.y,this.z+t.z,this.w+t.w)}\n/**\n     * Updates the given vector \"result\" with the result of the addition of the current Vector4 and the given one.\n     * @param otherVector the vector to add\n     * @param result the vector to store the result\n     * @returns result input\n     */addToRef(t,e){e.x=this.x+t.x;e.y=this.y+t.y;e.z=this.z+t.z;e.w=this.w+t.w;return e}\n/**\n     * Subtract in place the given vector from the current Vector4.\n     * @param otherVector the vector to subtract\n     * @returns the updated Vector4.\n     */subtractInPlace(t){this.x-=t.x;this.y-=t.y;this.z-=t.z;this.w-=t.w;return this}\n/**\n     * Returns a new Vector4 with the result of the subtraction of the given vector from the current Vector4.\n     * @param otherVector the vector to add\n     * @returns the new vector with the result\n     */subtract(t){return new Vector4(this.x-t.x,this.y-t.y,this.z-t.z,this.w-t.w)}\n/**\n     * Sets the given vector \"result\" with the result of the subtraction of the given vector from the current Vector4.\n     * @param otherVector the vector to subtract\n     * @param result the vector to store the result\n     * @returns result input\n     */subtractToRef(t,e){e.x=this.x-t.x;e.y=this.y-t.y;e.z=this.z-t.z;e.w=this.w-t.w;return e}\n/**\n     * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.\n     * @param x value to subtract\n     * @param y value to subtract\n     * @param z value to subtract\n     * @param w value to subtract\n     * @returns new vector containing the result\n     */subtractFromFloats(t,e,r,s){return new Vector4(this.x-t,this.y-e,this.z-r,this.w-s)}\n/**\n     * Sets the given vector \"result\" set with the result of the subtraction of the given floats from the current Vector4 coordinates.\n     * @param x value to subtract\n     * @param y value to subtract\n     * @param z value to subtract\n     * @param w value to subtract\n     * @param result the vector to store the result in\n     * @returns result input\n     */subtractFromFloatsToRef(t,e,r,s,o){o.x=this.x-t;o.y=this.y-e;o.z=this.z-r;o.w=this.w-s;return o}\n/**\n     * Returns a new Vector4 set with the current Vector4 negated coordinates.\n     * @returns a new vector with the negated values\n     */negate(){return new Vector4(-this.x,-this.y,-this.z,-this.w)}\n/**\n     * Negate this vector in place\n     * @returns this\n     */negateInPlace(){this.x*=-1;this.y*=-1;this.z*=-1;this.w*=-1;return this}\n/**\n     * Negate the current Vector4 and stores the result in the given vector \"result\" coordinates\n     * @param result defines the Vector3 object where to store the result\n     * @returns the result\n     */negateToRef(t){t.x=-this.x;t.y=-this.y;t.z=-this.z;t.w=-this.w;return t}\n/**\n     * Multiplies the current Vector4 coordinates by scale (float).\n     * @param scale the number to scale with\n     * @returns the updated Vector4.\n     */scaleInPlace(t){this.x*=t;this.y*=t;this.z*=t;this.w*=t;return this}\n/**\n     * Returns a new Vector4 set with the current Vector4 coordinates multiplied by scale (float).\n     * @param scale the number to scale with\n     * @returns a new vector with the result\n     */scale(t){return new Vector4(this.x*t,this.y*t,this.z*t,this.w*t)}\n/**\n     * Sets the given vector \"result\" with the current Vector4 coordinates multiplied by scale (float).\n     * @param scale the number to scale with\n     * @param result a vector to store the result in\n     * @returns result input\n     */scaleToRef(t,e){e.x=this.x*t;e.y=this.y*t;e.z=this.z*t;e.w=this.w*t;return e}\n/**\n     * Scale the current Vector4 values by a factor and add the result to a given Vector4\n     * @param scale defines the scale factor\n     * @param result defines the Vector4 object where to store the result\n     * @returns result input\n     */scaleAndAddToRef(t,e){e.x+=this.x*t;e.y+=this.y*t;e.z+=this.z*t;e.w+=this.w*t;return e}\n/**\n     * Boolean : True if the current Vector4 coordinates are stricly equal to the given ones.\n     * @param otherVector the vector to compare against\n     * @returns true if they are equal\n     */equals(t){return t&&this.x===t.x&&this.y===t.y&&this.z===t.z&&this.w===t.w}\n/**\n     * Boolean : True if the current Vector4 coordinates are each beneath the distance \"epsilon\" from the given vector ones.\n     * @param otherVector vector to compare against\n     * @param epsilon (Default: very small number)\n     * @returns true if they are equal\n     */equalsWithEpsilon(e,r=t){return e&&i(this.x,e.x,r)&&i(this.y,e.y,r)&&i(this.z,e.z,r)&&i(this.w,e.w,r)}\n/**\n     * Boolean : True if the given floats are strictly equal to the current Vector4 coordinates.\n     * @param x x value to compare against\n     * @param y y value to compare against\n     * @param z z value to compare against\n     * @param w w value to compare against\n     * @returns true if equal\n     */equalsToFloats(t,e,r,s){return this.x===t&&this.y===e&&this.z===r&&this.w===s}\n/**\n     * Multiplies in place the current Vector4 by the given one.\n     * @param otherVector vector to multiple with\n     * @returns the updated Vector4.\n     */multiplyInPlace(t){this.x*=t.x;this.y*=t.y;this.z*=t.z;this.w*=t.w;return this}\n/**\n     * Returns a new Vector4 set with the multiplication result of the current Vector4 and the given one.\n     * @param otherVector vector to multiple with\n     * @returns resulting new vector\n     */multiply(t){return new Vector4(this.x*t.x,this.y*t.y,this.z*t.z,this.w*t.w)}\n/**\n     * Updates the given vector \"result\" with the multiplication result of the current Vector4 and the given one.\n     * @param otherVector vector to multiple with\n     * @param result vector to store the result\n     * @returns result input\n     */multiplyToRef(t,e){e.x=this.x*t.x;e.y=this.y*t.y;e.z=this.z*t.z;e.w=this.w*t.w;return e}\n/**\n     * Returns a new Vector4 set with the multiplication result of the given floats and the current Vector4 coordinates.\n     * @param x x value multiply with\n     * @param y y value multiply with\n     * @param z z value multiply with\n     * @param w w value multiply with\n     * @returns resulting new vector\n     */multiplyByFloats(t,e,r,s){return new Vector4(this.x*t,this.y*e,this.z*r,this.w*s)}\n/**\n     * Returns a new Vector4 set with the division result of the current Vector4 by the given one.\n     * @param otherVector vector to devide with\n     * @returns resulting new vector\n     */divide(t){return new Vector4(this.x/t.x,this.y/t.y,this.z/t.z,this.w/t.w)}\n/**\n     * Updates the given vector \"result\" with the division result of the current Vector4 by the given one.\n     * @param otherVector vector to devide with\n     * @param result vector to store the result\n     * @returns result input\n     */divideToRef(t,e){e.x=this.x/t.x;e.y=this.y/t.y;e.z=this.z/t.z;e.w=this.w/t.w;return e}\n/**\n     * Divides the current Vector3 coordinates by the given ones.\n     * @param otherVector vector to devide with\n     * @returns the updated Vector3.\n     */divideInPlace(t){return this.divideToRef(t,this)}\n/**\n     * Updates the Vector4 coordinates with the minimum values between its own and the given vector ones\n     * @param other defines the second operand\n     * @returns the current updated Vector4\n     */minimizeInPlace(t){t.x<this.x&&(this.x=t.x);t.y<this.y&&(this.y=t.y);t.z<this.z&&(this.z=t.z);t.w<this.w&&(this.w=t.w);return this}\n/**\n     * Updates the Vector4 coordinates with the maximum values between its own and the given vector ones\n     * @param other defines the second operand\n     * @returns the current updated Vector4\n     */maximizeInPlace(t){t.x>this.x&&(this.x=t.x);t.y>this.y&&(this.y=t.y);t.z>this.z&&(this.z=t.z);t.w>this.w&&(this.w=t.w);return this}\n/**\n     * Updates the current Vector4 with the minimal coordinate values between its and the given coordinates\n     * @param x defines the x coordinate of the operand\n     * @param y defines the y coordinate of the operand\n     * @param z defines the z coordinate of the operand\n     * @param w defines the w coordinate of the operand\n     * @returns the current updated Vector4\n     */minimizeInPlaceFromFloats(t,e,r,s){this.x=Math.min(t,this.x);this.y=Math.min(e,this.y);this.z=Math.min(r,this.z);this.w=Math.min(s,this.w);return this}\n/**\n     * Updates the current Vector4 with the maximal coordinate values between its and the given coordinates.\n     * @param x defines the x coordinate of the operand\n     * @param y defines the y coordinate of the operand\n     * @param z defines the z coordinate of the operand\n     * @param w defines the w coordinate of the operand\n     * @returns the current updated Vector4\n     */maximizeInPlaceFromFloats(t,e,r,s){this.x=Math.max(t,this.x);this.y=Math.max(e,this.y);this.z=Math.max(r,this.z);this.w=Math.max(s,this.w);return this}\n/**\n     * Gets the current Vector4's floored values and stores them in result\n     * @param result the vector to store the result in\n     * @returns the result vector\n     */floorToRef(t){t.x=Math.floor(this.x);t.y=Math.floor(this.y);t.z=Math.floor(this.z);t.w=Math.floor(this.w);return t}\n/**\n     * Gets a new Vector4 from current Vector4 floored values\n     * @returns a new Vector4\n     */floor(){return new Vector4(Math.floor(this.x),Math.floor(this.y),Math.floor(this.z),Math.floor(this.w))}\n/**\n     * Gets the current Vector4's fractional values and stores them in result\n     * @param result the vector to store the result in\n     * @returns the result vector\n     */fractToRef(t){t.x=this.x-Math.floor(this.x);t.y=this.y-Math.floor(this.y);t.z=this.z-Math.floor(this.z);t.w=this.w-Math.floor(this.w);return t}\n/**\n     * Gets a new Vector4 from current Vector4 fractional values\n     * @returns a new Vector4\n     */fract(){return new Vector4(this.x-Math.floor(this.x),this.y-Math.floor(this.y),this.z-Math.floor(this.z),this.w-Math.floor(this.w))}\n/**\n     * Returns the Vector4 length (float).\n     * @returns the length\n     */\nlength(){return Math.sqrt(this.x*this.x+this.y*this.y+this.z*this.z+this.w*this.w)}\n/**\n     * Returns the Vector4 squared length (float).\n     * @returns the length squared\n     */lengthSquared(){return this.x*this.x+this.y*this.y+this.z*this.z+this.w*this.w}\n/**\n     * Normalizes in place the Vector4.\n     * @returns the updated Vector4.\n     */\nnormalize(){return this.normalizeFromLength(this.length())}\n/**\n     * Normalize the current Vector4 with the given input length.\n     * Please note that this is an in place operation.\n     * @param len the length of the vector\n     * @returns the current updated Vector4\n     */normalizeFromLength(t){return t===0||t===1?this:this.scaleInPlace(1/t)}\n/**\n     * Normalize the current Vector4 to a new vector\n     * @returns the new Vector4\n     */normalizeToNew(){return this.normalizeToRef(new Vector4)}\n/**\n     * Normalize the current Vector4 to the reference\n     * @param reference define the Vector4 to update\n     * @returns the updated Vector4\n     */normalizeToRef(t){const e=this.length();if(e===0||e===1){t.x=this.x;t.y=this.y;t.z=this.z;t.w=this.w;return t}return this.scaleToRef(1/e,t)}\n/**\n     * Returns a new Vector3 from the Vector4 (x, y, z) coordinates.\n     * @returns this converted to a new vector3\n     */toVector3(){return new Vector3(this.x,this.y,this.z)}\n/**\n     * Returns a new Vector4 copied from the current one.\n     * @returns the new cloned vector\n     */clone(){return new Vector4(this.x,this.y,this.z,this.w)}\n/**\n     * Updates the current Vector4 with the given one coordinates.\n     * @param source the source vector to copy from\n     * @returns the updated Vector4.\n     */copyFrom(t){this.x=t.x;this.y=t.y;this.z=t.z;this.w=t.w;return this}\n/**\n     * Updates the current Vector4 coordinates with the given floats.\n     * @param x float to copy from\n     * @param y float to copy from\n     * @param z float to copy from\n     * @param w float to copy from\n     * @returns the updated Vector4.\n     */copyFromFloats(t,e,r,s){this.x=t;this.y=e;this.z=r;this.w=s;return this}\n/**\n     * Updates the current Vector4 coordinates with the given floats.\n     * @param x float to set from\n     * @param y float to set from\n     * @param z float to set from\n     * @param w float to set from\n     * @returns the updated Vector4.\n     */set(t,e,r,s){return this.copyFromFloats(t,e,r,s)}\n/**\n     * Copies the given float to the current Vector4 coordinates\n     * @param v defines the x, y, z and w coordinates of the operand\n     * @returns the current updated Vector4\n     */setAll(t){this.x=this.y=this.z=this.w=t;return this}\n/**\n     * Returns the dot product (float) between the current vectors and \"otherVector\"\n     * @param otherVector defines the right operand\n     * @returns the dot product\n     */dot(t){return this.x*t.x+this.y*t.y+this.z*t.z+this.w*t.w}\n/**\n     * Returns a new Vector4 set from the starting index of the given array.\n     * @param array the array to pull values from\n     * @param offset the offset into the array to start at\n     * @returns the new vector\n     */\nstatic FromArray(t,e){e||(e=0);return new Vector4(t[e],t[e+1],t[e+2],t[e+3])}\n/**\n     * Updates the given vector \"result\" from the starting index of the given array.\n     * @param array the array to pull values from\n     * @param offset the offset into the array to start at\n     * @param result the vector to store the result in\n     * @returns result input\n     */static FromArrayToRef(t,e,r){r.x=t[e];r.y=t[e+1];r.z=t[e+2];r.w=t[e+3];return r}\n/**\n     * Updates the given vector \"result\" from the starting index of the given Float32Array.\n     * @param array the array to pull values from\n     * @param offset the offset into the array to start at\n     * @param result the vector to store the result in\n     * @returns result input\n     */static FromFloatArrayToRef(t,e,r){Vector4.FromArrayToRef(t,e,r);return r}\n/**\n     * Updates the given vector \"result\" coordinates from the given floats.\n     * @param x float to set from\n     * @param y float to set from\n     * @param z float to set from\n     * @param w float to set from\n     * @param result the vector to the floats in\n     * @returns result input\n     */static FromFloatsToRef(t,e,r,s,o){o.x=t;o.y=e;o.z=r;o.w=s;return o}\n/**\n     * Returns a new Vector4 set to (0.0, 0.0, 0.0, 0.0)\n     * @returns the new vector\n     */static Zero(){return new Vector4(0,0,0,0)}\n/**\n     * Returns a new Vector4 set to (1.0, 1.0, 1.0, 1.0)\n     * @returns the new vector\n     */static One(){return new Vector4(1,1,1,1)}\n/**\n     * Returns a new Vector4 with random values between min and max\n     * @param min the minimum random value\n     * @param max the maximum random value\n     * @returns a Vector4 with random values between min and max\n     */static Random(t=0,e=1){return new Vector4(n(t,e),n(t,e),n(t,e),n(t,e))}\n/**\n     * Sets a Vector4 with random values between min and max\n     * @param min the minimum random value\n     * @param max the maximum random value\n     * @param ref the ref to store the values in\n     * @returns the ref with random values between min and max\n     */static RandomToRef(t=0,e=1,r){r.x=n(t,e);r.y=n(t,e);r.z=n(t,e);r.w=n(t,e);return r}\n/**\n     * Returns a new Vector4 set with the coordinates of \"value\", if the vector \"value\" is in the cube defined by the vectors \"min\" and \"max\"\n     * If a coordinate value of \"value\" is lower than one of the \"min\" coordinate, then this \"value\" coordinate is set with the \"min\" one\n     * If a coordinate value of \"value\" is greater than one of the \"max\" coordinate, then this \"value\" coordinate is set with the \"max\" one\n     * @param value defines the current value\n     * @param min defines the lower range value\n     * @param max defines the upper range value\n     * @returns the new Vector4\n     */static Clamp(t,e,r){return Vector4.ClampToRef(t,e,r,new Vector4)}\n/**\n     * Sets the given vector \"result\" with the coordinates of \"value\", if the vector \"value\" is in the cube defined by the vectors \"min\" and \"max\"\n     * If a coordinate value of \"value\" is lower than one of the \"min\" coordinate, then this \"value\" coordinate is set with the \"min\" one\n     * If a coordinate value of \"value\" is greater than one of the \"max\" coordinate, then this \"value\" coordinate is set with the \"max\" one\n     * @param value defines the current value\n     * @param min defines the lower range value\n     * @param max defines the upper range value\n     * @param result defines the Vector4 where to store the result\n     * @returns result input\n     */static ClampToRef(t,e,r,s){s.x=a(t.x,e.x,r.x);s.y=a(t.y,e.y,r.y);s.z=a(t.z,e.z,r.z);s.w=a(t.w,e.w,r.w);return s}\n/**\n     * Checks if a given vector is inside a specific range\n     * Example Playground https://playground.babylonjs.com/#R1F8YU#75\n     * @param v defines the vector to test\n     * @param min defines the minimum range\n     * @param max defines the maximum range\n     */static CheckExtends(t,e,r){e.minimizeInPlace(t);r.maximizeInPlace(t)}static get ZeroReadOnly(){return Vector4._ZeroReadOnly}\n/**\n     * Returns a new normalized Vector4 from the given one.\n     * @param vector the vector to normalize\n     * @returns the vector\n     */static Normalize(t){return Vector4.NormalizeToRef(t,new Vector4)}\n/**\n     * Updates the given vector \"result\" from the normalization of the given one.\n     * @param vector the vector to normalize\n     * @param result the vector to store the result in\n     * @returns result input\n     */static NormalizeToRef(t,e){t.normalizeToRef(e);return e}\n/**\n     * Returns a vector with the minimum values from the left and right vectors\n     * @param left left vector to minimize\n     * @param right right vector to minimize\n     * @returns a new vector with the minimum of the left and right vector values\n     */static Minimize(t,e){const r=new Vector4;r.copyFrom(t);r.minimizeInPlace(e);return r}\n/**\n     * Returns a vector with the maximum values from the left and right vectors\n     * @param left left vector to maximize\n     * @param right right vector to maximize\n     * @returns a new vector with the maximum of the left and right vector values\n     */static Maximize(t,e){const r=new Vector4;r.copyFrom(t);r.maximizeInPlace(e);return r}\n/**\n     * Returns the distance (float) between the vectors \"value1\" and \"value2\".\n     * @param value1 value to calulate the distance between\n     * @param value2 value to calulate the distance between\n     * @returns the distance between the two vectors\n     */static Distance(t,e){return Math.sqrt(Vector4.DistanceSquared(t,e))}\n/**\n     * Returns the squared distance (float) between the vectors \"value1\" and \"value2\".\n     * @param value1 value to calulate the distance between\n     * @param value2 value to calulate the distance between\n     * @returns the distance between the two vectors squared\n     */static DistanceSquared(t,e){const r=t.x-e.x;const s=t.y-e.y;const o=t.z-e.z;const i=t.w-e.w;return r*r+s*s+o*o+i*i}\n/**\n     * Returns a new Vector4 located at the center between the vectors \"value1\" and \"value2\".\n     * @param value1 value to calulate the center between\n     * @param value2 value to calulate the center between\n     * @returns the center between the two vectors\n     */static Center(t,e){return Vector4.CenterToRef(t,e,new Vector4)}\n/**\n     * Gets the center of the vectors \"value1\" and \"value2\" and stores the result in the vector \"ref\"\n     * @param value1 defines first vector\n     * @param value2 defines second vector\n     * @param ref defines third vector\n     * @returns ref\n     */static CenterToRef(t,e,r){r.x=(t.x+e.x)/2;r.y=(t.y+e.y)/2;r.z=(t.z+e.z)/2;r.w=(t.w+e.w)/2;return r}\n/**\n     * Returns a new Vector4 set with the result of the transformation by the given matrix of the given vector.\n     * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)\n     * The difference with Vector3.TransformCoordinates is that the w component is not used to divide the other coordinates but is returned in the w coordinate instead\n     * @param vector defines the Vector3 to transform\n     * @param transformation defines the transformation matrix\n     * @returns the transformed Vector4\n     */static TransformCoordinates(t,e){return Vector4.TransformCoordinatesToRef(t,e,new Vector4)}\n/**\n     * Sets the given vector \"result\" coordinates with the result of the transformation by the given matrix of the given vector\n     * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)\n     * The difference with Vector3.TransformCoordinatesToRef is that the w component is not used to divide the other coordinates but is returned in the w coordinate instead\n     * @param vector defines the Vector3 to transform\n     * @param transformation defines the transformation matrix\n     * @param result defines the Vector4 where to store the result\n     * @returns result input\n     */static TransformCoordinatesToRef(t,e,r){Vector4.TransformCoordinatesFromFloatsToRef(t._x,t._y,t._z,e,r);return r}\n/**\n     * Sets the given vector \"result\" coordinates with the result of the transformation by the given matrix of the given floats (x, y, z)\n     * This method computes tranformed coordinates only, not transformed direction vectors\n     * The difference with Vector3.TransformCoordinatesFromFloatsToRef is that the w component is not used to divide the other coordinates but is returned in the w coordinate instead\n     * @param x define the x coordinate of the source vector\n     * @param y define the y coordinate of the source vector\n     * @param z define the z coordinate of the source vector\n     * @param transformation defines the transformation matrix\n     * @param result defines the Vector4 where to store the result\n     * @returns result input\n     */static TransformCoordinatesFromFloatsToRef(t,e,r,s,o){const i=s.m;const n=t*i[0]+e*i[4]+r*i[8]+i[12];const a=t*i[1]+e*i[5]+r*i[9]+i[13];const c=t*i[2]+e*i[6]+r*i[10]+i[14];const h=t*i[3]+e*i[7]+r*i[11]+i[15];o.x=n;o.y=a;o.z=c;o.w=h;return o}\n/**\n     * Returns a new Vector4 set with the result of the normal transformation by the given matrix of the given vector.\n     * This methods computes transformed normalized direction vectors only.\n     * @param vector the vector to transform\n     * @param transformation the transformation matrix to apply\n     * @returns the new vector\n     */static TransformNormal(t,e){return Vector4.TransformNormalToRef(t,e,new Vector4)}\n/**\n     * Sets the given vector \"result\" with the result of the normal transformation by the given matrix of the given vector.\n     * This methods computes transformed normalized direction vectors only.\n     * @param vector the vector to transform\n     * @param transformation the transformation matrix to apply\n     * @param result the vector to store the result in\n     * @returns result input\n     */static TransformNormalToRef(t,e,r){const s=e.m;const o=t.x*s[0]+t.y*s[4]+t.z*s[8];const i=t.x*s[1]+t.y*s[5]+t.z*s[9];const n=t.x*s[2]+t.y*s[6]+t.z*s[10];r.x=o;r.y=i;r.z=n;r.w=t.w;return r}\n/**\n     * Sets the given vector \"result\" with the result of the normal transformation by the given matrix of the given floats (x, y, z, w).\n     * This methods computes transformed normalized direction vectors only.\n     * @param x value to transform\n     * @param y value to transform\n     * @param z value to transform\n     * @param w value to transform\n     * @param transformation the transformation matrix to apply\n     * @param result the vector to store the results in\n     * @returns result input\n     */static TransformNormalFromFloatsToRef(t,e,r,s,o,i){const n=o.m;i.x=t*n[0]+e*n[4]+r*n[8];i.y=t*n[1]+e*n[5]+r*n[9];i.z=t*n[2]+e*n[6]+r*n[10];i.w=s;return i}\n/**\n     * Creates a new Vector4 from a Vector3\n     * @param source defines the source data\n     * @param w defines the 4th component (default is 0)\n     * @returns a new Vector4\n     */static FromVector3(t,e=0){return new Vector4(t._x,t._y,t._z,e)}\n/**\n     * Returns the dot product (float) between the vectors \"left\" and \"right\"\n     * @param left defines the left operand\n     * @param right defines the right operand\n     * @returns the dot product\n     */static Dot(t,e){return t.x*e.x+t.y*e.y+t.z*e.z+t.w*e.w}}Vector4._V8PerformanceHack=new Vector4(.5,.5,.5,.5);Vector4._ZeroReadOnly=Vector4.Zero();Vector4;Object.defineProperties(Vector4.prototype,{dimension:{value:[4]},rank:{value:1}});class Quaternion{get x(){return this._x}set x(t){this._x=t;this._isDirty=true}get y(){return this._y}set y(t){this._y=t;this._isDirty=true}get z(){return this._z}set z(t){this._z=t;this._isDirty=true}get w(){return this._w}set w(t){this._w=t;this._isDirty=true}\n/**\n     * Creates a new Quaternion from the given floats\n     * @param x defines the first component (0 by default)\n     * @param y defines the second component (0 by default)\n     * @param z defines the third component (0 by default)\n     * @param w defines the fourth component (1.0 by default)\n     */constructor(t=0,e=0,r=0,s=1){this._isDirty=true;this._x=t;this._y=e;this._z=r;this._w=s}\n/**\n     * Gets a string representation for the current quaternion\n     * @returns a string with the Quaternion coordinates\n     */toString(){return`{X: ${this._x} Y: ${this._y} Z: ${this._z} W: ${this._w}}`}\n/**\n     * Gets the class name of the quaternion\n     * @returns the string \"Quaternion\"\n     */getClassName(){return\"Quaternion\"}\n/**\n     * Gets a hash code for this quaternion\n     * @returns the quaternion hash code\n     */getHashCode(){const t=_ExtractAsInt(this._x);const e=_ExtractAsInt(this._y);const r=_ExtractAsInt(this._z);const s=_ExtractAsInt(this._w);let o=t;o=o*397^e;o=o*397^r;o=o*397^s;return o}\n/**\n     * Copy the quaternion to an array\n     * Example Playground https://playground.babylonjs.com/#L49EJ7#13\n     * @returns a new array populated with 4 elements from the quaternion coordinates\n     */asArray(){return[this._x,this._y,this._z,this._w]}\n/**\n     * Stores from the starting index in the given array the Quaternion successive values\n     * Example Playground https://playground.babylonjs.com/#L49EJ7#59\n     * @param array defines the array where to store the x,y,z,w components\n     * @param index defines an optional index in the target array to define where to start storing values\n     * @returns the current Quaternion object\n     */toArray(t,e=0){t[e]=this._x;t[e+1]=this._y;t[e+2]=this._z;t[e+3]=this._w;return this}fromArray(t,e=0){return Quaternion.FromArrayToRef(t,e,this)}\n/**\n     * Check if two quaternions are equals\n     * Example Playground https://playground.babylonjs.com/#L49EJ7#38\n     * @param otherQuaternion defines the second operand\n     * @returns true if the current quaternion and the given one coordinates are strictly equals\n     */equals(t){return t&&this._x===t._x&&this._y===t._y&&this._z===t._z&&this._w===t._w}\n/**\n     * Gets a boolean if two quaternions are equals (using an epsilon value)\n     * Example Playground https://playground.babylonjs.com/#L49EJ7#37\n     * @param otherQuaternion defines the other quaternion\n     * @param epsilon defines the minimal distance to consider equality\n     * @returns true if the given quaternion coordinates are close to the current ones by a distance of epsilon.\n     */equalsWithEpsilon(e,r=t){return e&&i(this._x,e._x,r)&&i(this._y,e._y,r)&&i(this._z,e._z,r)&&i(this._w,e._w,r)}\n/**\n     * Gets a boolean if two quaternions are equals (using an epsilon value), taking care of double cover : https://www.reedbeta.com/blog/why-quaternions-double-cover/\n     * @param otherQuaternion defines the other quaternion\n     * @param epsilon defines the minimal distance to consider equality\n     * @returns true if the given quaternion coordinates are close to the current ones by a distance of epsilon.\n     */isApprox(e,r=t){return e&&(i(this._x,e._x,r)&&i(this._y,e._y,r)&&i(this._z,e._z,r)&&i(this._w,e._w,r)||i(this._x,-e._x,r)&&i(this._y,-e._y,r)&&i(this._z,-e._z,r)&&i(this._w,-e._w,r))}\n/**\n     * Clone the current quaternion\n     * Example Playground https://playground.babylonjs.com/#L49EJ7#12\n     * @returns a new quaternion copied from the current one\n     */clone(){return new Quaternion(this._x,this._y,this._z,this._w)}\n/**\n     * Copy a quaternion to the current one\n     * Example Playground https://playground.babylonjs.com/#L49EJ7#86\n     * @param other defines the other quaternion\n     * @returns the updated current quaternion\n     */copyFrom(t){this._x=t._x;this._y=t._y;this._z=t._z;this._w=t._w;this._isDirty=true;return this}\n/**\n     * Updates the current quaternion with the given float coordinates\n     * Example Playground https://playground.babylonjs.com/#L49EJ7#87\n     * @param x defines the x coordinate\n     * @param y defines the y coordinate\n     * @param z defines the z coordinate\n     * @param w defines the w coordinate\n     * @returns the updated current quaternion\n     */copyFromFloats(t,e,r,s){this._x=t;this._y=e;this._z=r;this._w=s;this._isDirty=true;return this}\n/**\n     * Updates the current quaternion from the given float coordinates\n     * Example Playground https://playground.babylonjs.com/#L49EJ7#56\n     * @param x defines the x coordinate\n     * @param y defines the y coordinate\n     * @param z defines the z coordinate\n     * @param w defines the w coordinate\n     * @returns the updated current quaternion\n     */set(t,e,r,s){return this.copyFromFloats(t,e,r,s)}setAll(t){return this.copyFromFloats(t,t,t,t)}\n/**\n     * Adds two quaternions\n     * Example Playground https://playground.babylonjs.com/#L49EJ7#10\n     * @param other defines the second operand\n     * @returns a new quaternion as the addition result of the given one and the current quaternion\n     */add(t){return new Quaternion(this._x+t._x,this._y+t._y,this._z+t._z,this._w+t._w)}\n/**\n     * Add a quaternion to the current one\n     * Example Playground https://playground.babylonjs.com/#L49EJ7#11\n     * @param other defines the quaternion to add\n     * @returns the current quaternion\n     */addInPlace(t){this._x+=t._x;this._y+=t._y;this._z+=t._z;this._w+=t._w;this._isDirty=true;return this}addToRef(t,e){e._x=this._x+t._x;e._y=this._y+t._y;e._z=this._z+t._z;e._w=this._w+t._w;e._isDirty=true;return e}addInPlaceFromFloats(t,e,r,s){this._x+=t;this._y+=e;this._z+=r;this._w+=s;this._isDirty=true;return this}subtractToRef(t,e){e._x=this._x-t._x;e._y=this._y-t._y;e._z=this._z-t._z;e._w=this._w-t._w;e._isDirty=true;return e}subtractFromFloats(t,e,r,s){return this.subtractFromFloatsToRef(t,e,r,s,new Quaternion)}subtractFromFloatsToRef(t,e,r,s,o){o._x=this._x-t;o._y=this._y-e;o._z=this._z-r;o._w=this._w-s;o._isDirty=true;return o}\n/**\n     * Subtract two quaternions\n     * Example Playground https://playground.babylonjs.com/#L49EJ7#57\n     * @param other defines the second operand\n     * @returns a new quaternion as the subtraction result of the given one from the current one\n     */subtract(t){return new Quaternion(this._x-t._x,this._y-t._y,this._z-t._z,this._w-t._w)}\n/**\n     * Subtract a quaternion to the current one\n     * Example Playground https://playground.babylonjs.com/#L49EJ7#58\n     * @param other defines the quaternion to subtract\n     * @returns the current quaternion\n     */subtractInPlace(t){this._x-=t._x;this._y-=t._y;this._z-=t._z;this._w-=t._w;this._isDirty=true;return this}\n/**\n     * Multiplies the current quaternion by a scale factor\n     * Example Playground https://playground.babylonjs.com/#L49EJ7#88\n     * @param value defines the scale factor\n     * @returns a new quaternion set by multiplying the current quaternion coordinates by the float \"scale\"\n     */scale(t){return new Quaternion(this._x*t,this._y*t,this._z*t,this._w*t)}\n/**\n     * Scale the current quaternion values by a factor and stores the result to a given quaternion\n     * Example Playground https://playground.babylonjs.com/#L49EJ7#89\n     * @param scale defines the scale factor\n     * @param result defines the Quaternion object where to store the result\n     * @returns result input\n     */scaleToRef(t,e){e._x=this._x*t;e._y=this._y*t;e._z=this._z*t;e._w=this._w*t;e._isDirty=true;return e}\n/**\n     * Multiplies in place the current quaternion by a scale factor\n     * Example Playground https://playground.babylonjs.com/#L49EJ7#90\n     * @param value defines the scale factor\n     * @returns the current modified quaternion\n     */scaleInPlace(t){this._x*=t;this._y*=t;this._z*=t;this._w*=t;this._isDirty=true;return this}\n/**\n     * Scale the current quaternion values by a factor and add the result to a given quaternion\n     * Example Playground https://playground.babylonjs.com/#L49EJ7#91\n     * @param scale defines the scale factor\n     * @param result defines the Quaternion object where to store the result\n     * @returns result input\n     */scaleAndAddToRef(t,e){e._x+=this._x*t;e._y+=this._y*t;e._z+=this._z*t;e._w+=this._w*t;e._isDirty=true;return e}\n/**\n     * Multiplies two quaternions\n     * Example Playground https://playground.babylonjs.com/#L49EJ7#43\n     * @param q1 defines the second operand\n     * @returns a new quaternion set as the multiplication result of the current one with the given one \"q1\"\n     */multiply(t){const e=new Quaternion(0,0,0,1);this.multiplyToRef(t,e);return e}\n/**\n     * Sets the given \"result\" as the multiplication result of the current one with the given one \"q1\"\n     * Example Playground https://playground.babylonjs.com/#L49EJ7#45\n     * @param q1 defines the second operand\n     * @param result defines the target quaternion\n     * @returns the current quaternion\n     */multiplyToRef(t,e){const r=this._x*t._w+this._y*t._z-this._z*t._y+this._w*t._x;const s=-this._x*t._z+this._y*t._w+this._z*t._x+this._w*t._y;const o=this._x*t._y-this._y*t._x+this._z*t._w+this._w*t._z;const i=-this._x*t._x-this._y*t._y-this._z*t._z+this._w*t._w;e.copyFromFloats(r,s,o,i);return e}\n/**\n     * Updates the current quaternion with the multiplication of itself with the given one \"q1\"\n     * Example Playground https://playground.babylonjs.com/#L49EJ7#46\n     * @param other defines the second operand\n     * @returns the currentupdated quaternion\n     */multiplyInPlace(t){return this.multiplyToRef(t,this)}multiplyByFloats(t,e,r,s){this._x*=t;this._y*=e;this._z*=r;this._w*=s;this._isDirty=true;return this}divide(t){throw new ReferenceError(\"Can not divide a quaternion\")}divideToRef(t,e){throw new ReferenceError(\"Can not divide a quaternion\")}divideInPlace(t){throw new ReferenceError(\"Can not divide a quaternion\")}minimizeInPlace(){throw new ReferenceError(\"Can not minimize a quaternion\")}minimizeInPlaceFromFloats(){throw new ReferenceError(\"Can not minimize a quaternion\")}maximizeInPlace(){throw new ReferenceError(\"Can not maximize a quaternion\")}maximizeInPlaceFromFloats(){throw new ReferenceError(\"Can not maximize a quaternion\")}negate(){return this.negateToRef(new Quaternion)}negateInPlace(){this._x=-this._x;this._y=-this._y;this._z=-this._z;this._w=-this._w;this._isDirty=true;return this}negateToRef(t){t._x=-this._x;t._y=-this._y;t._z=-this._z;t._w=-this._w;t._isDirty=true;return t}equalsToFloats(t,e,r,s){return this._x===t&&this._y===e&&this._z===r&&this._w===s}floorToRef(t){throw new ReferenceError(\"Can not floor a quaternion\")}floor(){throw new ReferenceError(\"Can not floor a quaternion\")}fractToRef(t){throw new ReferenceError(\"Can not fract a quaternion\")}fract(){throw new ReferenceError(\"Can not fract a quaternion\")}\n/**\n     * Conjugates the current quaternion and stores the result in the given quaternion\n     * Example Playground https://playground.babylonjs.com/#L49EJ7#81\n     * @param ref defines the target quaternion\n     * @returns result input\n     */conjugateToRef(t){t.copyFromFloats(-this._x,-this._y,-this._z,this._w);return t}\n/**\n     * Conjugates in place the current quaternion\n     * Example Playground https://playground.babylonjs.com/#L49EJ7#82\n     * @returns the current updated quaternion\n     */conjugateInPlace(){this._x*=-1;this._y*=-1;this._z*=-1;this._isDirty=true;return this}\n/**\n     * Conjugates (1-q) the current quaternion\n     * Example Playground https://playground.babylonjs.com/#L49EJ7#83\n     * @returns a new quaternion\n     */conjugate(){return new Quaternion(-this._x,-this._y,-this._z,this._w)}\n/**\n     * Returns the inverse of the current quaternion\n     * Example Playground https://playground.babylonjs.com/#L49EJ7#84\n     * @returns a new quaternion\n     */invert(){const t=this.conjugate();const e=this.lengthSquared();if(e==0||e==1)return t;t.scaleInPlace(1/e);return t}\n/**\n     * Invert in place the current quaternion\n     * Example Playground https://playground.babylonjs.com/#L49EJ7#85\n     * @returns this quaternion\n     */invertInPlace(){this.conjugateInPlace();const t=this.lengthSquared();if(t==0||t==1)return this;this.scaleInPlace(1/t);return this}\n/**\n     * Gets squared length of current quaternion\n     * Example Playground https://playground.babylonjs.com/#L49EJ7#29\n     * @returns the quaternion length (float)\n     */lengthSquared(){return this._x*this._x+this._y*this._y+this._z*this._z+this._w*this._w}\n/**\n     * Gets length of current quaternion\n     * Example Playground https://playground.babylonjs.com/#L49EJ7#28\n     * @returns the quaternion length (float)\n     */length(){return Math.sqrt(this.lengthSquared())}\n/**\n     * Normalize in place the current quaternion\n     * Example Playground https://playground.babylonjs.com/#L49EJ7#54\n     * @returns the current updated quaternion\n     */normalize(){return this.normalizeFromLength(this.length())}\n/**\n     * Normalize the current quaternion with the given input length.\n     * Please note that this is an in place operation.\n     * @param len the length of the quaternion\n     * @returns the current updated Quaternion\n     */normalizeFromLength(t){return t===0||t===1?this:this.scaleInPlace(1/t)}\n/**\n     * Normalize a copy of the current quaternion\n     * Example Playground https://playground.babylonjs.com/#L49EJ7#55\n     * @returns the normalized quaternion\n     */normalizeToNew(){const t=new Quaternion(0,0,0,1);this.normalizeToRef(t);return t}\n/**\n     * Normalize the current Quaternion to the reference\n     * @param reference define the Quaternion to update\n     * @returns the updated Quaternion\n     */normalizeToRef(t){const e=this.length();return e===0||e===1?t.copyFromFloats(this._x,this._y,this._z,this._w):this.scaleToRef(1/e,t)}\n/**\n     * Returns a new Vector3 set with the Euler angles translated from the current quaternion\n     * Example Playground https://playground.babylonjs.com/#L49EJ7#32\n     * @returns a new Vector3 containing the Euler angles\n     * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/transforms/center_origin/rotation_conventions\n     */toEulerAngles(){const t=Vector3.Zero();this.toEulerAnglesToRef(t);return t}\n/**\n     * Sets the given vector3 \"result\" with the Euler angles translated from the current quaternion\n     * Example Playground https://playground.babylonjs.com/#L49EJ7#31\n     * @param result defines the vector which will be filled with the Euler angles\n     * @returns result input\n     * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/transforms/center_origin/rotation_conventions\n     */toEulerAnglesToRef(t){const e=this._z;const r=this._x;const s=this._y;const o=this._w;const i=s*e-r*o;const n=.4999999;if(i<-n){t._y=2*Math.atan2(s,o);t._x=Math.PI/2;t._z=0;t._isDirty=true}else if(i>n){t._y=2*Math.atan2(s,o);t._x=-Math.PI/2;t._z=0;t._isDirty=true}else{const n=o*o;const a=e*e;const c=r*r;const h=s*s;t._z=Math.atan2(2*(r*s+e*o),-a-c+h+n);t._x=Math.asin(-2*i);t._y=Math.atan2(2*(e*r+s*o),a-c-h+n);t._isDirty=true}return t}\n/**\n     * Sets the given vector3 \"result\" with the Alpha, Beta, Gamma Euler angles translated from the current quaternion\n     * @param result defines the vector which will be filled with the Euler angles\n     * @returns result input\n     * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/transforms/center_origin/rotation_conventions\n     */toAlphaBetaGammaToRef(t){const e=this._z;const r=this._x;const s=this._y;const o=this._w;const i=Math.sqrt(r*r+s*s);const n=Math.sqrt(e*e+o*o);const a=2*Math.atan2(i,n);const c=2*Math.atan2(e,o);const h=2*Math.atan2(s,r);const _=(c+h)/2;const u=(c-h)/2;t.set(u,a,_);return t}\n/**\n     * Updates the given rotation matrix with the current quaternion values\n     * Example Playground https://playground.babylonjs.com/#L49EJ7#67\n     * @param result defines the target matrix\n     * @returns the updated matrix with the rotation\n     */toRotationMatrix(t){Matrix.FromQuaternionToRef(this,t);return t}\n/**\n     * Updates the current quaternion from the given rotation matrix values\n     * Example Playground https://playground.babylonjs.com/#L49EJ7#41\n     * @param matrix defines the source matrix\n     * @returns the current updated quaternion\n     */fromRotationMatrix(t){Quaternion.FromRotationMatrixToRef(t,this);return this}\n/**\n     * Returns the dot product (float) between the current quaternions and \"other\"\n     * @param other defines the right operand\n     * @returns the dot product\n     */dot(t){return this._x*t._x+this._y*t._y+this._z*t._z+this._w*t._w}\n/**\n     * Creates a new quaternion from a rotation matrix\n     * Example Playground https://playground.babylonjs.com/#L49EJ7#101\n     * @param matrix defines the source matrix\n     * @returns a new quaternion created from the given rotation matrix values\n     */\nstatic FromRotationMatrix(t){const e=new Quaternion;Quaternion.FromRotationMatrixToRef(t,e);return e}\n/**\n     * Updates the given quaternion with the given rotation matrix values\n     * Example Playground https://playground.babylonjs.com/#L49EJ7#102\n     * @param matrix defines the source matrix\n     * @param result defines the target quaternion\n     * @returns result input\n     */static FromRotationMatrixToRef(t,e){const r=t.m;const s=r[0],o=r[4],i=r[8];const n=r[1],a=r[5],c=r[9];const h=r[2],_=r[6],u=r[10];const y=s+a+u;let m;if(y>0){m=.5/Math.sqrt(y+1);e._w=.25/m;e._x=(_-c)*m;e._y=(i-h)*m;e._z=(n-o)*m;e._isDirty=true}else if(s>a&&s>u){m=2*Math.sqrt(1+s-a-u);e._w=(_-c)/m;e._x=.25*m;e._y=(o+n)/m;e._z=(i+h)/m;e._isDirty=true}else if(a>u){m=2*Math.sqrt(1+a-s-u);e._w=(i-h)/m;e._x=(o+n)/m;e._y=.25*m;e._z=(c+_)/m;e._isDirty=true}else{m=2*Math.sqrt(1+u-s-a);e._w=(n-o)/m;e._x=(i+h)/m;e._y=(c+_)/m;e._z=.25*m;e._isDirty=true}return e}\n/**\n     * Returns the dot product (float) between the quaternions \"left\" and \"right\"\n     * Example Playground https://playground.babylonjs.com/#L49EJ7#61\n     * @param left defines the left operand\n     * @param right defines the right operand\n     * @returns the dot product\n     */static Dot(t,e){return t._x*e._x+t._y*e._y+t._z*e._z+t._w*e._w}\n/**\n     * Checks if the orientations of two rotation quaternions are close to each other\n     * Example Playground https://playground.babylonjs.com/#L49EJ7#60\n     * @param quat0 defines the first quaternion to check\n     * @param quat1 defines the second quaternion to check\n     * @param epsilon defines closeness, 0 same orientation, 1 PI apart, default 0.1\n     * @returns true if the two quaternions are close to each other within epsilon\n     */static AreClose(t,e,r=.1){const s=Quaternion.Dot(t,e);return 1-s*s<=r}\n/**\n     * Smooth interpolation between two quaternions using Slerp\n     * Example Playground https://playground.babylonjs.com/#L49EJ7#93\n     * @param source source quaternion\n     * @param goal goal quaternion\n     * @param deltaTime current interpolation frame\n     * @param lerpTime total interpolation time\n     * @param result the smoothed quaternion\n     * @returns the smoothed quaternion\n     */static SmoothToRef(t,e,r,s,o){let i=s===0?1:r/s;i=a(i,0,1);Quaternion.SlerpToRef(t,e,i,o);return o}\n/**\n     * Creates an empty quaternion\n     * @returns a new quaternion set to (0.0, 0.0, 0.0)\n     */static Zero(){return new Quaternion(0,0,0,0)}\n/**\n     * Inverse a given quaternion\n     * Example Playground https://playground.babylonjs.com/#L49EJ7#103\n     * @param q defines the source quaternion\n     * @returns a new quaternion as the inverted current quaternion\n     */static Inverse(t){return new Quaternion(-t._x,-t._y,-t._z,t._w)}\n/**\n     * Inverse a given quaternion\n     * Example Playground https://playground.babylonjs.com/#L49EJ7#104\n     * @param q defines the source quaternion\n     * @param result the quaternion the result will be stored in\n     * @returns the result quaternion\n     */static InverseToRef(t,e){e.set(-t._x,-t._y,-t._z,t._w);return e}\n/**\n     * Creates an identity quaternion\n     * @returns the identity quaternion\n     */static Identity(){return new Quaternion(0,0,0,1)}\n/**\n     * Gets a boolean indicating if the given quaternion is identity\n     * @param quaternion defines the quaternion to check\n     * @returns true if the quaternion is identity\n     */static IsIdentity(t){return t&&t._x===0&&t._y===0&&t._z===0&&t._w===1}\n/**\n     * Creates a quaternion from a rotation around an axis\n     * Example Playground https://playground.babylonjs.com/#L49EJ7#72\n     * @param axis defines the axis to use\n     * @param angle defines the angle to use\n     * @returns a new quaternion created from the given axis (Vector3) and angle in radians (float)\n     */static RotationAxis(t,e){return Quaternion.RotationAxisToRef(t,e,new Quaternion)}\n/**\n     * Creates a rotation around an axis and stores it into the given quaternion\n     * Example Playground https://playground.babylonjs.com/#L49EJ7#73\n     * @param axis defines the axis to use\n     * @param angle defines the angle to use\n     * @param result defines the target quaternion\n     * @returns the target quaternion\n     */static RotationAxisToRef(t,e,r){r._w=Math.cos(e/2);const s=Math.sin(e/2)/t.length();r._x=t._x*s;r._y=t._y*s;r._z=t._z*s;r._isDirty=true;return r}\n/**\n     * Creates a new quaternion from data stored into an array\n     * Example Playground https://playground.babylonjs.com/#L49EJ7#63\n     * @param array defines the data source\n     * @param offset defines the offset in the source array where the data starts\n     * @returns a new quaternion\n     */static FromArray(t,e){e||(e=0);return new Quaternion(t[e],t[e+1],t[e+2],t[e+3])}\n/**\n     * Updates the given quaternion \"result\" from the starting index of the given array.\n     * Example Playground https://playground.babylonjs.com/#L49EJ7#64\n     * @param array the array to pull values from\n     * @param offset the offset into the array to start at\n     * @param result the quaternion to store the result in\n     * @returns result input\n     */static FromArrayToRef(t,e,r){r._x=t[e];r._y=t[e+1];r._z=t[e+2];r._w=t[e+3];r._isDirty=true;return r}\n/**\n     * Sets the given quaternion \"result\" with the given floats.\n     * @param x defines the x coordinate of the source\n     * @param y defines the y coordinate of the source\n     * @param z defines the z coordinate of the source\n     * @param w defines the w coordinate of the source\n     * @param result defines the quaternion where to store the result\n     * @returns the result quaternion\n     */static FromFloatsToRef(t,e,r,s,o){o.copyFromFloats(t,e,r,s);return o}\n/**\n     * Create a quaternion from Euler rotation angles\n     * Example Playground https://playground.babylonjs.com/#L49EJ7#33\n     * @param x Pitch\n     * @param y Yaw\n     * @param z Roll\n     * @returns the new Quaternion\n     */static FromEulerAngles(t,e,r){const s=new Quaternion;Quaternion.RotationYawPitchRollToRef(e,t,r,s);return s}\n/**\n     * Updates a quaternion from Euler rotation angles\n     * Example Playground https://playground.babylonjs.com/#L49EJ7#34\n     * @param x Pitch\n     * @param y Yaw\n     * @param z Roll\n     * @param result the quaternion to store the result\n     * @returns the updated quaternion\n     */static FromEulerAnglesToRef(t,e,r,s){Quaternion.RotationYawPitchRollToRef(e,t,r,s);return s}\n/**\n     * Create a quaternion from Euler rotation vector\n     * Example Playground https://playground.babylonjs.com/#L49EJ7#35\n     * @param vec the Euler vector (x Pitch, y Yaw, z Roll)\n     * @returns the new Quaternion\n     */static FromEulerVector(t){const e=new Quaternion;Quaternion.RotationYawPitchRollToRef(t._y,t._x,t._z,e);return e}\n/**\n     * Updates a quaternion from Euler rotation vector\n     * Example Playground https://playground.babylonjs.com/#L49EJ7#36\n     * @param vec the Euler vector (x Pitch, y Yaw, z Roll)\n     * @param result the quaternion to store the result\n     * @returns the updated quaternion\n     */static FromEulerVectorToRef(t,e){Quaternion.RotationYawPitchRollToRef(t._y,t._x,t._z,e);return e}\n/**\n     * Updates a quaternion so that it rotates vector vecFrom to vector vecTo\n     * Example Playground - https://playground.babylonjs.com/#L49EJ7#70\n     * @param vecFrom defines the direction vector from which to rotate\n     * @param vecTo defines the direction vector to which to rotate\n     * @param result the quaternion to store the result\n     * @param epsilon defines the minimal dot value to define vecs as opposite. Default: `BABYLON.Epsilon`\n     * @returns the updated quaternion\n     */static FromUnitVectorsToRef(e,r,s,o=t){const i=Vector3.Dot(e,r)+1;if(i<o)Math.abs(e.x)>Math.abs(e.z)?s.set(-e.y,e.x,0,0):s.set(0,-e.z,e.y,0);else{Vector3.CrossToRef(e,r,TmpVectors.Vector3[0]);s.set(TmpVectors.Vector3[0].x,TmpVectors.Vector3[0].y,TmpVectors.Vector3[0].z,i)}return s.normalize()}\n/**\n     * Creates a new quaternion from the given Euler float angles (y, x, z)\n     * Example Playground https://playground.babylonjs.com/#L49EJ7#77\n     * @param yaw defines the rotation around Y axis\n     * @param pitch defines the rotation around X axis\n     * @param roll defines the rotation around Z axis\n     * @returns the new quaternion\n     */static RotationYawPitchRoll(t,e,r){const s=new Quaternion;Quaternion.RotationYawPitchRollToRef(t,e,r,s);return s}\n/**\n     * Creates a new rotation from the given Euler float angles (y, x, z) and stores it in the target quaternion\n     * Example Playground https://playground.babylonjs.com/#L49EJ7#78\n     * @param yaw defines the rotation around Y axis\n     * @param pitch defines the rotation around X axis\n     * @param roll defines the rotation around Z axis\n     * @param result defines the target quaternion\n     * @returns result input\n     */static RotationYawPitchRollToRef(t,e,r,s){const o=r*.5;const i=e*.5;const n=t*.5;const a=Math.sin(o);const c=Math.cos(o);const h=Math.sin(i);const _=Math.cos(i);const u=Math.sin(n);const y=Math.cos(n);s._x=y*h*c+u*_*a;s._y=u*_*c-y*h*a;s._z=y*_*a-u*h*c;s._w=y*_*c+u*h*a;s._isDirty=true;return s}\n/**\n     * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation\n     * Example Playground https://playground.babylonjs.com/#L49EJ7#68\n     * @param alpha defines the rotation around first axis\n     * @param beta defines the rotation around second axis\n     * @param gamma defines the rotation around third axis\n     * @returns the new quaternion\n     */static RotationAlphaBetaGamma(t,e,r){const s=new Quaternion;Quaternion.RotationAlphaBetaGammaToRef(t,e,r,s);return s}\n/**\n     * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation and stores it in the target quaternion\n     * Example Playground https://playground.babylonjs.com/#L49EJ7#69\n     * @param alpha defines the rotation around first axis\n     * @param beta defines the rotation around second axis\n     * @param gamma defines the rotation around third axis\n     * @param result defines the target quaternion\n     * @returns result input\n     */static RotationAlphaBetaGammaToRef(t,e,r,s){const o=(r+t)*.5;const i=.5*(r-t);const n=e*.5;s._x=Math.cos(i)*Math.sin(n);s._y=Math.sin(i)*Math.sin(n);s._z=Math.sin(o)*Math.cos(n);s._w=Math.cos(o)*Math.cos(n);s._isDirty=true;return s}\n/**\n     * Creates a new quaternion containing the rotation value to reach the target (axis1, axis2, axis3) orientation as a rotated XYZ system (axis1, axis2 and axis3 are normalized during this operation)\n     * Example Playground https://playground.babylonjs.com/#L49EJ7#75\n     * @param axis1 defines the first axis\n     * @param axis2 defines the second axis\n     * @param axis3 defines the third axis\n     * @returns the new quaternion\n     */static RotationQuaternionFromAxis(t,e,r){const s=new Quaternion(0,0,0,0);Quaternion.RotationQuaternionFromAxisToRef(t,e,r,s);return s}\n/**\n     * Creates a rotation value to reach the target (axis1, axis2, axis3) orientation as a rotated XYZ system (axis1, axis2 and axis3 are normalized during this operation) and stores it in the target quaternion\n     * Example Playground https://playground.babylonjs.com/#L49EJ7#76\n     * @param axis1 defines the first axis\n     * @param axis2 defines the second axis\n     * @param axis3 defines the third axis\n     * @param ref defines the target quaternion\n     * @returns result input\n     */static RotationQuaternionFromAxisToRef(t,e,r,s){const o=MathTmp.Matrix[0];t=t.normalizeToRef(MathTmp.Vector3[0]);e=e.normalizeToRef(MathTmp.Vector3[1]);r=r.normalizeToRef(MathTmp.Vector3[2]);Matrix.FromXYZAxesToRef(t,e,r,o);Quaternion.FromRotationMatrixToRef(o,s);return s}\n/**\n     * Creates a new rotation value to orient an object to look towards the given forward direction, the up direction being oriented like \"up\".\n     * This function works in left handed mode\n     * Example Playground https://playground.babylonjs.com/#L49EJ7#96\n     * @param forward defines the forward direction - Must be normalized and orthogonal to up.\n     * @param up defines the up vector for the entity - Must be normalized and orthogonal to forward.\n     * @returns A new quaternion oriented toward the specified forward and up.\n     */static FromLookDirectionLH(t,e){const r=new Quaternion;Quaternion.FromLookDirectionLHToRef(t,e,r);return r}\n/**\n     * Creates a new rotation value to orient an object to look towards the given forward direction with the up direction being oriented like \"up\", and stores it in the target quaternion.\n     * This function works in left handed mode\n     * Example Playground https://playground.babylonjs.com/#L49EJ7#97\n     * @param forward defines the forward direction - Must be normalized and orthogonal to up.\n     * @param up defines the up vector for the entity - Must be normalized and orthogonal to forward.\n     * @param ref defines the target quaternion.\n     * @returns result input\n     */static FromLookDirectionLHToRef(t,e,r){const s=MathTmp.Matrix[0];Matrix.LookDirectionLHToRef(t,e,s);Quaternion.FromRotationMatrixToRef(s,r);return r}\n/**\n     * Creates a new rotation value to orient an object to look towards the given forward direction, the up direction being oriented like \"up\".\n     * This function works in right handed mode\n     * Example Playground https://playground.babylonjs.com/#L49EJ7#98\n     * @param forward defines the forward direction - Must be normalized and orthogonal to up.\n     * @param up defines the up vector for the entity - Must be normalized and orthogonal to forward.\n     * @returns A new quaternion oriented toward the specified forward and up.\n     */static FromLookDirectionRH(t,e){const r=new Quaternion;Quaternion.FromLookDirectionRHToRef(t,e,r);return r}\n/**\n     * Creates a new rotation value to orient an object to look towards the given forward direction with the up direction being oriented like \"up\", and stores it in the target quaternion.\n     * This function works in right handed mode\n     * Example Playground https://playground.babylonjs.com/#L49EJ7#105\n     * @param forward defines the forward direction - Must be normalized and orthogonal to up.\n     * @param up defines the up vector for the entity - Must be normalized and orthogonal to forward.\n     * @param ref defines the target quaternion.\n     * @returns result input\n     */static FromLookDirectionRHToRef(t,e,r){const s=MathTmp.Matrix[0];Matrix.LookDirectionRHToRef(t,e,s);return Quaternion.FromRotationMatrixToRef(s,r)}\n/**\n     * Interpolates between two quaternions\n     * Example Playground https://playground.babylonjs.com/#L49EJ7#79\n     * @param left defines first quaternion\n     * @param right defines second quaternion\n     * @param amount defines the gradient to use\n     * @returns the new interpolated quaternion\n     */static Slerp(t,e,r){const s=Quaternion.Identity();Quaternion.SlerpToRef(t,e,r,s);return s}\n/**\n     * Interpolates between two quaternions and stores it into a target quaternion\n     * Example Playground https://playground.babylonjs.com/#L49EJ7#92\n     * @param left defines first quaternion\n     * @param right defines second quaternion\n     * @param amount defines the gradient to use\n     * @param result defines the target quaternion\n     * @returns result input\n     */static SlerpToRef(t,e,r,s){let o;let i;let n=t._x*e._x+t._y*e._y+t._z*e._z+t._w*e._w;let a=false;if(n<0){a=true;n=-n}if(n>.999999){i=1-r;o=a?-r:r}else{const t=Math.acos(n);const e=1/Math.sin(t);i=Math.sin((1-r)*t)*e;o=a?-Math.sin(r*t)*e:Math.sin(r*t)*e}s._x=i*t._x+o*e._x;s._y=i*t._y+o*e._y;s._z=i*t._z+o*e._z;s._w=i*t._w+o*e._w;s._isDirty=true;return s}\n/**\n     * Interpolate between two quaternions using Hermite interpolation\n     * Example Playground https://playground.babylonjs.com/#L49EJ7#47\n     * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/drawCurves#hermite-quaternion-spline\n     * @param value1 defines first quaternion\n     * @param tangent1 defines the incoming tangent\n     * @param value2 defines second quaternion\n     * @param tangent2 defines the outgoing tangent\n     * @param amount defines the target quaternion\n     * @returns the new interpolated quaternion\n     */static Hermite(t,e,r,s,o){const i=o*o;const n=o*i;const a=2*n-3*i+1;const c=-2*n+3*i;const h=n-2*i+o;const _=n-i;const u=t._x*a+r._x*c+e._x*h+s._x*_;const y=t._y*a+r._y*c+e._y*h+s._y*_;const m=t._z*a+r._z*c+e._z*h+s._z*_;const l=t._w*a+r._w*c+e._w*h+s._w*_;return new Quaternion(u,y,m,l)}\n/**\n     * Returns a new Quaternion which is the 1st derivative of the Hermite spline defined by the quaternions \"value1\", \"value2\", \"tangent1\", \"tangent2\".\n     * Example Playground https://playground.babylonjs.com/#L49EJ7#48\n     * @param value1 defines the first control point\n     * @param tangent1 defines the first tangent\n     * @param value2 defines the second control point\n     * @param tangent2 defines the second tangent\n     * @param time define where the derivative must be done\n     * @returns 1st derivative\n     */static Hermite1stDerivative(t,e,r,s,o){const i=new Quaternion;this.Hermite1stDerivativeToRef(t,e,r,s,o,i);return i}\n/**\n     * Update a Quaternion with the 1st derivative of the Hermite spline defined by the quaternions \"value1\", \"value2\", \"tangent1\", \"tangent2\".\n     * Example Playground https://playground.babylonjs.com/#L49EJ7#49\n     * @param value1 defines the first control point\n     * @param tangent1 defines the first tangent\n     * @param value2 defines the second control point\n     * @param tangent2 defines the second tangent\n     * @param time define where the derivative must be done\n     * @param result define where to store the derivative\n     * @returns result input\n     */static Hermite1stDerivativeToRef(t,e,r,s,o,i){const n=o*o;i._x=6*(n-o)*t._x+(3*n-4*o+1)*e._x+(-n+o)*6*r._x+(3*n-2*o)*s._x;i._y=6*(n-o)*t._y+(3*n-4*o+1)*e._y+(-n+o)*6*r._y+(3*n-2*o)*s._y;i._z=6*(n-o)*t._z+(3*n-4*o+1)*e._z+(-n+o)*6*r._z+(3*n-2*o)*s._z;i._w=6*(n-o)*t._w+(3*n-4*o+1)*e._w+(-n+o)*6*r._w+(3*n-2*o)*s._w;i._isDirty=true;return i}\n/**\n     * Returns a new Quaternion as the normalization of the given Quaternion\n     * @param quat defines the Quaternion to normalize\n     * @returns the new Quaternion\n     */static Normalize(t){const e=Quaternion.Zero();Quaternion.NormalizeToRef(t,e);return e}\n/**\n     * Sets the given Quaternion \"result\" with the normalization of the given first Quaternion\n     * @param quat defines the Quaternion to normalize\n     * @param result defines the Quaternion where to store the result\n     * @returns result input\n     */static NormalizeToRef(t,e){t.normalizeToRef(e);return e}\n/**\n     * Returns a new Quaternion set with the coordinates of \"value\", if the quaternion \"value\" is in the cube defined by the quaternions \"min\" and \"max\"\n     * If a coordinate value of \"value\" is lower than one of the \"min\" coordinate, then this \"value\" coordinate is set with the \"min\" one\n     * If a coordinate value of \"value\" is greater than one of the \"max\" coordinate, then this \"value\" coordinate is set with the \"max\" one\n     * @param value defines the current value\n     * @param min defines the lower range value\n     * @param max defines the upper range value\n     * @returns the new Quaternion\n     */static Clamp(t,e,r){const s=new Quaternion;Quaternion.ClampToRef(t,e,r,s);return s}\n/**\n     * Sets the given quaternion \"result\" with the coordinates of \"value\", if the quaternion \"value\" is in the cube defined by the quaternions \"min\" and \"max\"\n     * If a coordinate value of \"value\" is lower than one of the \"min\" coordinate, then this \"value\" coordinate is set with the \"min\" one\n     * If a coordinate value of \"value\" is greater than one of the \"max\" coordinate, then this \"value\" coordinate is set with the \"max\" one\n     * @param value defines the current value\n     * @param min defines the lower range value\n     * @param max defines the upper range value\n     * @param result defines the Quaternion where to store the result\n     * @returns result input\n     */static ClampToRef(t,e,r,s){return s.copyFromFloats(a(t.x,e.x,r.x),a(t.y,e.y,r.y),a(t.z,e.z,r.z),a(t.w,e.w,r.w))}\n/**\n     * Returns a new Quaternion with random values between min and max\n     * @param min the minimum random value\n     * @param max the maximum random value\n     * @returns a Quaternion with random values between min and max\n     */static Random(t=0,e=1){return new Quaternion(n(t,e),n(t,e),n(t,e),n(t,e))}\n/**\n     * Sets a Quaternion with random values between min and max\n     * @param min the minimum random value\n     * @param max the maximum random value\n     * @param ref the ref to store the values in\n     * @returns the ref with random values between min and max\n     */static RandomToRef(t=0,e=1,r){return r.copyFromFloats(n(t,e),n(t,e),n(t,e),n(t,e))}static Minimize(){throw new ReferenceError(\"Quaternion.Minimize does not make sense\")}static Maximize(){throw new ReferenceError(\"Quaternion.Maximize does not make sense\")}\n/**\n     * Returns the distance (float) between the quaternions \"value1\" and \"value2\".\n     * @param value1 value to calulate the distance between\n     * @param value2 value to calulate the distance between\n     * @returns the distance between the two quaternions\n     */static Distance(t,e){return Math.sqrt(Quaternion.DistanceSquared(t,e))}\n/**\n     * Returns the squared distance (float) between the quaternions \"value1\" and \"value2\".\n     * @param value1 value to calulate the distance between\n     * @param value2 value to calulate the distance between\n     * @returns the distance between the two quaternions squared\n     */static DistanceSquared(t,e){const r=t.x-e.x;const s=t.y-e.y;const o=t.z-e.z;const i=t.w-e.w;return r*r+s*s+o*o+i*i}\n/**\n     * Returns a new Quaternion located at the center between the quaternions \"value1\" and \"value2\".\n     * @param value1 value to calulate the center between\n     * @param value2 value to calulate the center between\n     * @returns the center between the two quaternions\n     */static Center(t,e){return Quaternion.CenterToRef(t,e,Quaternion.Zero())}\n/**\n     * Gets the center of the quaternions \"value1\" and \"value2\" and stores the result in the quaternion \"ref\"\n     * @param value1 defines first quaternion\n     * @param value2 defines second quaternion\n     * @param ref defines third quaternion\n     * @returns ref\n     */static CenterToRef(t,e,r){return r.copyFromFloats((t.x+e.x)/2,(t.y+e.y)/2,(t.z+e.z)/2,(t.w+e.w)/2)}}Quaternion._V8PerformanceHack=new Quaternion(.5,.5,.5,.5);Quaternion;Object.defineProperties(Quaternion.prototype,{dimension:{value:[4]},rank:{value:1}});class Matrix{static get Use64Bits(){return s.MatrixUse64Bits}get m(){return this._m}markAsUpdated(){this.updateFlag=Matrix._UpdateFlagSeed++;this._isIdentity=false;this._isIdentity3x2=false;this._isIdentityDirty=true;this._isIdentity3x2Dirty=true}_updateIdentityStatus(t,e=false,r=false,s=true){this._isIdentity=t;this._isIdentity3x2=t||r;this._isIdentityDirty=!this._isIdentity&&e;this._isIdentity3x2Dirty=!this._isIdentity3x2&&s}constructor(){this._isIdentity=false;this._isIdentityDirty=true;this._isIdentity3x2=true;this._isIdentity3x2Dirty=true;this.updateFlag=-1;s.MatrixTrackPrecisionChange&&s.MatrixTrackedMatrices.push(this);this._m=new s.MatrixCurrentType(16);this.markAsUpdated()}\n/**\n     * Check if the current matrix is identity\n     * @returns true is the matrix is the identity matrix\n     */\nisIdentity(){if(this._isIdentityDirty){this._isIdentityDirty=false;const t=this._m;this._isIdentity=t[0]===1&&t[1]===0&&t[2]===0&&t[3]===0&&t[4]===0&&t[5]===1&&t[6]===0&&t[7]===0&&t[8]===0&&t[9]===0&&t[10]===1&&t[11]===0&&t[12]===0&&t[13]===0&&t[14]===0&&t[15]===1}return this._isIdentity}\n/**\n     * Check if the current matrix is identity as a texture matrix (3x2 store in 4x4)\n     * @returns true is the matrix is the identity matrix\n     */isIdentityAs3x2(){if(this._isIdentity3x2Dirty){this._isIdentity3x2Dirty=false;this._m[0]!==1||this._m[5]!==1||this._m[15]!==1||this._m[1]!==0||this._m[2]!==0||this._m[3]!==0||this._m[4]!==0||this._m[6]!==0||this._m[7]!==0||this._m[8]!==0||this._m[9]!==0||this._m[10]!==0||this._m[11]!==0||this._m[12]!==0||this._m[13]!==0||this._m[14]!==0?this._isIdentity3x2=false:this._isIdentity3x2=true}return this._isIdentity3x2}\n/**\n     * Gets the determinant of the matrix\n     * Example Playground - https://playground.babylonjs.com/#AV9X17#34\n     * @returns the matrix determinant\n     */determinant(){if(this._isIdentity===true)return 1;const t=this._m;const e=t[0],r=t[1],s=t[2],o=t[3];const i=t[4],n=t[5],a=t[6],c=t[7];const h=t[8],_=t[9],u=t[10],y=t[11];const m=t[12],l=t[13],x=t[14],f=t[15];const R=u*f-x*y;const T=_*f-l*y;const z=_*x-l*u;const d=h*f-m*y;const M=h*x-u*m;const w=h*l-m*_;const p=+(n*R-a*T+c*z);const V=-(i*R-a*d+c*M);const F=+(i*T-n*d+c*w);const I=-(i*z-n*M+a*w);return e*p+r*V+s*F+o*I}\n/**\n     * Gets a string with the Matrix values\n     * @returns a string with the Matrix values\n     */\ntoString(){return`{${this.m[0]}, ${this.m[1]}, ${this.m[2]}, ${this.m[3]}\\n${this.m[4]}, ${this.m[5]}, ${this.m[6]}, ${this.m[7]}\\n${this.m[8]}, ${this.m[9]}, ${this.m[10]}, ${this.m[11]}\\n${this.m[12]}, ${this.m[13]}, ${this.m[14]}, ${this.m[15]}}`}toArray(t=null,e=0){if(!t)return this._m;const r=this._m;for(let s=0;s<16;s++)t[e+s]=r[s];return this}\n/**\n     * Returns the matrix as a Float32Array or Array<number>\n     * Example Playground - https://playground.babylonjs.com/#AV9X17#114\n     * @returns the matrix underlying array.\n     */asArray(){return this._m}fromArray(t,e=0){return Matrix.FromArrayToRef(t,e,this)}copyFromFloats(...t){return Matrix.FromArrayToRef(t,0,this)}set(...t){const e=this._m;for(let r=0;r<16;r++)e[r]=t[r];this.markAsUpdated();return this}setAll(t){const e=this._m;for(let r=0;r<16;r++)e[r]=t;this.markAsUpdated();return this}\n/**\n     * Inverts the current matrix in place\n     * Example Playground - https://playground.babylonjs.com/#AV9X17#118\n     * @returns the current inverted matrix\n     */invert(){this.invertToRef(this);return this}\n/**\n     * Sets all the matrix elements to zero\n     * @returns the current matrix\n     */reset(){Matrix.FromValuesToRef(0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,this);this._updateIdentityStatus(false);return this}\n/**\n     * Adds the current matrix with a second one\n     * Example Playground - https://playground.babylonjs.com/#AV9X17#44\n     * @param other defines the matrix to add\n     * @returns a new matrix as the addition of the current matrix and the given one\n     */add(t){const e=new Matrix;this.addToRef(t,e);return e}\n/**\n     * Sets the given matrix \"result\" to the addition of the current matrix and the given one\n     * Example Playground - https://playground.babylonjs.com/#AV9X17#45\n     * @param other defines the matrix to add\n     * @param result defines the target matrix\n     * @returns result input\n     */addToRef(t,e){const r=this._m;const s=e._m;const o=t.m;for(let t=0;t<16;t++)s[t]=r[t]+o[t];e.markAsUpdated();return e}\n/**\n     * Adds in place the given matrix to the current matrix\n     * Example Playground - https://playground.babylonjs.com/#AV9X17#46\n     * @param other defines the second operand\n     * @returns the current updated matrix\n     */addToSelf(t){const e=this._m;const r=t.m;e[0]+=r[0];e[1]+=r[1];e[2]+=r[2];e[3]+=r[3];e[4]+=r[4];e[5]+=r[5];e[6]+=r[6];e[7]+=r[7];e[8]+=r[8];e[9]+=r[9];e[10]+=r[10];e[11]+=r[11];e[12]+=r[12];e[13]+=r[13];e[14]+=r[14];e[15]+=r[15];this.markAsUpdated();return this}addInPlace(t){const e=this._m,r=t.m;for(let t=0;t<16;t++)e[t]+=r[t];this.markAsUpdated();return this}addInPlaceFromFloats(...t){const e=this._m;for(let r=0;r<16;r++)e[r]+=t[r];this.markAsUpdated();return this}subtract(t){const e=this._m,r=t.m;for(let t=0;t<16;t++)e[t]-=r[t];this.markAsUpdated();return this}subtractToRef(t,e){const r=this._m,s=t.m,o=e._m;for(let t=0;t<16;t++)o[t]=r[t]-s[t];e.markAsUpdated();return e}subtractInPlace(t){const e=this._m,r=t.m;for(let t=0;t<16;t++)e[t]-=r[t];this.markAsUpdated();return this}subtractFromFloats(...t){return this.subtractFromFloatsToRef(...t,new Matrix)}subtractFromFloatsToRef(...t){const e=t.pop(),r=this._m,s=e._m,o=t;for(let t=0;t<16;t++)s[t]=r[t]-o[t];e.markAsUpdated();return e}\n/**\n     * Sets the given matrix to the current inverted Matrix\n     * Example Playground - https://playground.babylonjs.com/#AV9X17#119\n     * @param other defines the target matrix\n     * @returns result input\n     */invertToRef(t){if(this._isIdentity===true){Matrix.IdentityToRef(t);return t}const e=this._m;const r=e[0],s=e[1],o=e[2],i=e[3];const n=e[4],a=e[5],c=e[6],h=e[7];const _=e[8],u=e[9],y=e[10],m=e[11];const l=e[12],x=e[13],f=e[14],R=e[15];const T=y*R-f*m;const z=u*R-x*m;const d=u*f-x*y;const M=_*R-l*m;const w=_*f-y*l;const p=_*x-l*u;const V=+(a*T-c*z+h*d);const F=-(n*T-c*M+h*w);const I=+(n*z-a*M+h*p);const g=-(n*d-a*w+c*p);const P=r*V+s*F+o*I+i*g;if(P===0){t.copyFrom(this);return t}const D=1/P;const A=c*R-f*h;const C=a*R-x*h;const Q=a*f-x*c;const L=n*R-l*h;const k=n*f-l*c;const O=n*x-l*a;const v=c*m-y*h;const H=a*m-u*h;const U=a*y-u*c;const b=n*m-_*h;const q=n*y-_*c;const S=n*u-_*a;const N=-(s*T-o*z+i*d);const Z=+(r*T-o*M+i*w);const B=-(r*z-s*M+i*p);const j=+(r*d-s*w+o*p);const E=+(s*A-o*C+i*Q);const $=-(r*A-o*L+i*k);const Y=+(r*C-s*L+i*O);const G=-(r*Q-s*k+o*O);const W=-(s*v-o*H+i*U);const X=+(r*v-o*b+i*q);const J=-(r*H-s*b+i*S);const K=+(r*U-s*q+o*S);Matrix.FromValuesToRef(V*D,N*D,E*D,W*D,F*D,Z*D,$*D,X*D,I*D,B*D,Y*D,J*D,g*D,j*D,G*D,K*D,t);return t}\n/**\n     * add a value at the specified position in the current Matrix\n     * Example Playground - https://playground.babylonjs.com/#AV9X17#47\n     * @param index the index of the value within the matrix. between 0 and 15.\n     * @param value the value to be added\n     * @returns the current updated matrix\n     */addAtIndex(t,e){this._m[t]+=e;this.markAsUpdated();return this}\n/**\n     * mutiply the specified position in the current Matrix by a value\n     * @param index the index of the value within the matrix. between 0 and 15.\n     * @param value the value to be added\n     * @returns the current updated matrix\n     */multiplyAtIndex(t,e){this._m[t]*=e;this.markAsUpdated();return this}\n/**\n     * Inserts the translation vector (using 3 floats) in the current matrix\n     * Example Playground - https://playground.babylonjs.com/#AV9X17#120\n     * @param x defines the 1st component of the translation\n     * @param y defines the 2nd component of the translation\n     * @param z defines the 3rd component of the translation\n     * @returns the current updated matrix\n     */setTranslationFromFloats(t,e,r){this._m[12]=t;this._m[13]=e;this._m[14]=r;this.markAsUpdated();return this}\n/**\n     * Adds the translation vector (using 3 floats) in the current matrix\n     * Example Playground - https://playground.babylonjs.com/#AV9X17#20\n     * Example Playground - https://playground.babylonjs.com/#AV9X17#48\n     * @param x defines the 1st component of the translation\n     * @param y defines the 2nd component of the translation\n     * @param z defines the 3rd component of the translation\n     * @returns the current updated matrix\n     */addTranslationFromFloats(t,e,r){this._m[12]+=t;this._m[13]+=e;this._m[14]+=r;this.markAsUpdated();return this}\n/**\n     * Inserts the translation vector in the current matrix\n     * Example Playground - https://playground.babylonjs.com/#AV9X17#121\n     * @param vector3 defines the translation to insert\n     * @returns the current updated matrix\n     */setTranslation(t){return this.setTranslationFromFloats(t._x,t._y,t._z)}\n/**\n     * Gets the translation value of the current matrix\n     * Example Playground - https://playground.babylonjs.com/#AV9X17#122\n     * @returns a new Vector3 as the extracted translation from the matrix\n     */getTranslation(){return new Vector3(this._m[12],this._m[13],this._m[14])}\n/**\n     * Fill a Vector3 with the extracted translation from the matrix\n     * Example Playground - https://playground.babylonjs.com/#AV9X17#123\n     * @param result defines the Vector3 where to store the translation\n     * @returns the current matrix\n     */getTranslationToRef(t){t.x=this._m[12];t.y=this._m[13];t.z=this._m[14];return t}\n/**\n     * Remove rotation and scaling part from the matrix\n     * @returns the updated matrix\n     */removeRotationAndScaling(){const t=this.m;Matrix.FromValuesToRef(1,0,0,0,0,1,0,0,0,0,1,0,t[12],t[13],t[14],t[15],this);this._updateIdentityStatus(t[12]===0&&t[13]===0&&t[14]===0&&t[15]===1);return this}\n/**\n     * Copy the current matrix from the given one\n     * Example Playground - https://playground.babylonjs.com/#AV9X17#21\n     * @param other defines the source matrix\n     * @returns the current updated matrix\n     */copyFrom(t){t.copyToArray(this._m);const e=t;this.updateFlag=e.updateFlag;this._updateIdentityStatus(e._isIdentity,e._isIdentityDirty,e._isIdentity3x2,e._isIdentity3x2Dirty);return this}\n/**\n     * Populates the given array from the starting index with the current matrix values\n     * @param array defines the target array\n     * @param offset defines the offset in the target array where to start storing values\n     * @returns the current matrix\n     */copyToArray(t,e=0){const r=this._m;t[e]=r[0];t[e+1]=r[1];t[e+2]=r[2];t[e+3]=r[3];t[e+4]=r[4];t[e+5]=r[5];t[e+6]=r[6];t[e+7]=r[7];t[e+8]=r[8];t[e+9]=r[9];t[e+10]=r[10];t[e+11]=r[11];t[e+12]=r[12];t[e+13]=r[13];t[e+14]=r[14];t[e+15]=r[15];return this}\n/**\n     * Multiply two matrices\n     * Example Playground - https://playground.babylonjs.com/#AV9X17#15\n     * A.multiply(B) means apply B to A so result is B x A\n     * @param other defines the second operand\n     * @returns a new matrix set with the multiplication result of the current Matrix and the given one\n     */multiply(t){const e=new Matrix;this.multiplyToRef(t,e);return e}\n/**\n     * This method performs component-by-component in-place multiplication, rather than true matrix multiplication.\n     * Use multiply or multiplyToRef for matrix multiplication.\n     * @param other defines the second operand\n     * @returns the current updated matrix\n     */multiplyInPlace(t){const e=this._m,r=t.m;for(let t=0;t<16;t++)e[t]*=r[t];this.markAsUpdated();return this}\n/**\n     * This method performs a component-by-component multiplication of the current matrix with the array of transmitted numbers.\n     * Use multiply or multiplyToRef for matrix multiplication.\n     * @param floats defines the array of numbers to multiply the matrix by\n     * @returns the current updated matrix\n     */multiplyByFloats(...t){const e=this._m;for(let r=0;r<16;r++)e[r]*=t[r];this.markAsUpdated();return this}\n/**\n     * Multiples the current matrix by the given floats and stores them in the given ref\n     * @param args The floats and ref\n     * @returns The updated ref\n     */multiplyByFloatsToRef(...t){const e=t.pop(),r=this._m,s=e._m,o=t;for(let t=0;t<16;t++)s[t]=r[t]*o[t];e.markAsUpdated();return e}\n/**\n     * Sets the given matrix \"result\" with the multiplication result of the current Matrix and the given one\n     * A.multiplyToRef(B, R) means apply B to A and store in R and R = B x A\n     * Example Playground - https://playground.babylonjs.com/#AV9X17#16\n     * @param other defines the second operand\n     * @param result defines the matrix where to store the multiplication\n     * @returns result input\n     */multiplyToRef(t,e){if(this._isIdentity){e.copyFrom(t);return e}if(t._isIdentity){e.copyFrom(this);return e}this.multiplyToArray(t,e._m,0);e.markAsUpdated();return e}\n/**\n     * Sets the Float32Array \"result\" from the given index \"offset\" with the multiplication of the current matrix and the given one\n     * @param other defines the second operand\n     * @param result defines the array where to store the multiplication\n     * @param offset defines the offset in the target array where to start storing values\n     * @returns the current matrix\n     */multiplyToArray(t,e,r){const s=this._m;const o=t.m;const i=s[0],n=s[1],a=s[2],c=s[3];const h=s[4],_=s[5],u=s[6],y=s[7];const m=s[8],l=s[9],x=s[10],f=s[11];const R=s[12],T=s[13],z=s[14],d=s[15];const M=o[0],w=o[1],p=o[2],V=o[3];const F=o[4],I=o[5],g=o[6],P=o[7];const D=o[8],A=o[9],C=o[10],Q=o[11];const L=o[12],k=o[13],O=o[14],v=o[15];e[r]=i*M+n*F+a*D+c*L;e[r+1]=i*w+n*I+a*A+c*k;e[r+2]=i*p+n*g+a*C+c*O;e[r+3]=i*V+n*P+a*Q+c*v;e[r+4]=h*M+_*F+u*D+y*L;e[r+5]=h*w+_*I+u*A+y*k;e[r+6]=h*p+_*g+u*C+y*O;e[r+7]=h*V+_*P+u*Q+y*v;e[r+8]=m*M+l*F+x*D+f*L;e[r+9]=m*w+l*I+x*A+f*k;e[r+10]=m*p+l*g+x*C+f*O;e[r+11]=m*V+l*P+x*Q+f*v;e[r+12]=R*M+T*F+z*D+d*L;e[r+13]=R*w+T*I+z*A+d*k;e[r+14]=R*p+T*g+z*C+d*O;e[r+15]=R*V+T*P+z*Q+d*v;return this}divide(t){return this.divideToRef(t,new Matrix)}divideToRef(t,e){const r=this._m,s=t.m,o=e._m;for(let t=0;t<16;t++)o[t]=r[t]/s[t];e.markAsUpdated();return e}divideInPlace(t){const e=this._m,r=t.m;for(let t=0;t<16;t++)e[t]/=r[t];this.markAsUpdated();return this}minimizeInPlace(t){const e=this._m,r=t.m;for(let t=0;t<16;t++)e[t]=Math.min(e[t],r[t]);this.markAsUpdated();return this}minimizeInPlaceFromFloats(...t){const e=this._m;for(let r=0;r<16;r++)e[r]=Math.min(e[r],t[r]);this.markAsUpdated();return this}maximizeInPlace(t){const e=this._m,r=t.m;for(let t=0;t<16;t++)e[t]=Math.min(e[t],r[t]);this.markAsUpdated();return this}maximizeInPlaceFromFloats(...t){const e=this._m;for(let r=0;r<16;r++)e[r]=Math.min(e[r],t[r]);this.markAsUpdated();return this}negate(){return this.negateToRef(new Matrix)}negateInPlace(){const t=this._m;for(let e=0;e<16;e++)t[e]=-t[e];this.markAsUpdated();return this}negateToRef(t){const e=this._m,r=t._m;for(let t=0;t<16;t++)r[t]=-e[t];t.markAsUpdated();return t}\n/**\n     * Check equality between this matrix and a second one\n     * @param value defines the second matrix to compare\n     * @returns true is the current matrix and the given one values are strictly equal\n     */equals(t){const e=t;if(!e)return false;if((this._isIdentity||e._isIdentity)&&!this._isIdentityDirty&&!e._isIdentityDirty)return this._isIdentity&&e._isIdentity;const r=this.m;const s=e.m;return r[0]===s[0]&&r[1]===s[1]&&r[2]===s[2]&&r[3]===s[3]&&r[4]===s[4]&&r[5]===s[5]&&r[6]===s[6]&&r[7]===s[7]&&r[8]===s[8]&&r[9]===s[9]&&r[10]===s[10]&&r[11]===s[11]&&r[12]===s[12]&&r[13]===s[13]&&r[14]===s[14]&&r[15]===s[15]}equalsWithEpsilon(t,e=0){const r=this._m,s=t.m;for(let t=0;t<16;t++)if(!i(r[t],s[t],e))return false;return true}equalsToFloats(...t){const e=this._m;for(let r=0;r<16;r++)if(e[r]!=t[r])return false;return true}floor(){return this.floorToRef(new Matrix)}floorToRef(t){const e=this._m,r=t._m;for(let t=0;t<16;t++)r[t]=Math.floor(e[t]);t.markAsUpdated();return t}fract(){return this.fractToRef(new Matrix)}fractToRef(t){const e=this._m,r=t._m;for(let t=0;t<16;t++)r[t]=e[t]-Math.floor(e[t]);t.markAsUpdated();return t}\n/**\n     * Clone the current matrix\n     * Example Playground - https://playground.babylonjs.com/#AV9X17#18\n     * @returns a new matrix from the current matrix\n     */clone(){const t=new Matrix;t.copyFrom(this);return t}\n/**\n     * Returns the name of the current matrix class\n     * @returns the string \"Matrix\"\n     */getClassName(){return\"Matrix\"}\n/**\n     * Gets the hash code of the current matrix\n     * @returns the hash code\n     */getHashCode(){let t=_ExtractAsInt(this._m[0]);for(let e=1;e<16;e++)t=t*397^_ExtractAsInt(this._m[e]);return t}\n/**\n     * Decomposes the current Matrix into a translation, rotation and scaling components of the provided node\n     * Example Playground - https://playground.babylonjs.com/#AV9X17#13\n     * @param node the node to decompose the matrix to\n     * @returns true if operation was successful\n     */decomposeToTransformNode(t){t.rotationQuaternion=t.rotationQuaternion||new Quaternion;return this.decompose(t.scaling,t.rotationQuaternion,t.position)}\n/**\n     * Decomposes the current Matrix into a translation, rotation and scaling components\n     * Example Playground - https://playground.babylonjs.com/#AV9X17#12\n     * @param scale defines the scale vector3 given as a reference to update\n     * @param rotation defines the rotation quaternion given as a reference to update\n     * @param translation defines the translation vector3 given as a reference to update\n     * @param preserveScalingNode Use scaling sign coming from this node. Otherwise scaling sign might change.\n     * @param useAbsoluteScaling Use scaling sign coming from this absoluteScaling when true or scaling otherwise.\n     * @returns true if operation was successful\n     */decompose(t,e,r,s,o=true){if(this._isIdentity){r&&r.setAll(0);t&&t.setAll(1);e&&e.copyFromFloats(0,0,0,1);return true}const i=this._m;r&&r.copyFromFloats(i[12],i[13],i[14]);t=t||MathTmp.Vector3[0];t.x=Math.sqrt(i[0]*i[0]+i[1]*i[1]+i[2]*i[2]);t.y=Math.sqrt(i[4]*i[4]+i[5]*i[5]+i[6]*i[6]);t.z=Math.sqrt(i[8]*i[8]+i[9]*i[9]+i[10]*i[10]);if(s){const e=(o?s.absoluteScaling.x:s.scaling.x)<0?-1:1;const r=(o?s.absoluteScaling.y:s.scaling.y)<0?-1:1;const i=(o?s.absoluteScaling.z:s.scaling.z)<0?-1:1;t.x*=e;t.y*=r;t.z*=i}else this.determinant()<=0&&(t.y*=-1);if(t._x===0||t._y===0||t._z===0){e&&e.copyFromFloats(0,0,0,1);return false}if(e){const r=1/t._x,s=1/t._y,o=1/t._z;Matrix.FromValuesToRef(i[0]*r,i[1]*r,i[2]*r,0,i[4]*s,i[5]*s,i[6]*s,0,i[8]*o,i[9]*o,i[10]*o,0,0,0,0,1,MathTmp.Matrix[0]);Quaternion.FromRotationMatrixToRef(MathTmp.Matrix[0],e)}return true}\n/**\n     * Gets specific row of the matrix\n     * Example Playground - https://playground.babylonjs.com/#AV9X17#36\n     * @param index defines the number of the row to get\n     * @returns the index-th row of the current matrix as a new Vector4\n     */getRow(t){if(t<0||t>3)return null;const e=t*4;return new Vector4(this._m[e+0],this._m[e+1],this._m[e+2],this._m[e+3])}\n/**\n     * Gets specific row of the matrix to ref\n     * Example Playground - https://playground.babylonjs.com/#AV9X17#36\n     * @param index defines the number of the row to get\n     * @param rowVector vector to store the index-th row of the current matrix\n     * @returns result input\n     */getRowToRef(t,e){if(t>=0&&t<=3){const r=t*4;e.x=this._m[r+0];e.y=this._m[r+1];e.z=this._m[r+2];e.w=this._m[r+3]}return e}\n/**\n     * Sets the index-th row of the current matrix to the vector4 values\n     * Example Playground - https://playground.babylonjs.com/#AV9X17#36\n     * @param index defines the number of the row to set\n     * @param row defines the target vector4\n     * @returns the updated current matrix\n     */setRow(t,e){return this.setRowFromFloats(t,e.x,e.y,e.z,e.w)}\n/**\n     * Compute the transpose of the matrix\n     * Example Playground - https://playground.babylonjs.com/#AV9X17#40\n     * @returns the new transposed matrix\n     */transpose(){const t=new Matrix;Matrix.TransposeToRef(this,t);return t}\n/**\n     * Compute the transpose of the matrix and store it in a given matrix\n     * Example Playground - https://playground.babylonjs.com/#AV9X17#41\n     * @param result defines the target matrix\n     * @returns result input\n     */transposeToRef(t){Matrix.TransposeToRef(this,t);return t}\n/**\n     * Sets the index-th row of the current matrix with the given 4 x float values\n     * Example Playground - https://playground.babylonjs.com/#AV9X17#36\n     * @param index defines the row index\n     * @param x defines the x component to set\n     * @param y defines the y component to set\n     * @param z defines the z component to set\n     * @param w defines the w component to set\n     * @returns the updated current matrix\n     */setRowFromFloats(t,e,r,s,o){if(t<0||t>3)return this;const i=t*4;this._m[i+0]=e;this._m[i+1]=r;this._m[i+2]=s;this._m[i+3]=o;this.markAsUpdated();return this}\n/**\n     * Compute a new matrix set with the current matrix values multiplied by scale (float)\n     * @param scale defines the scale factor\n     * @returns a new matrix\n     */scale(t){const e=new Matrix;this.scaleToRef(t,e);return e}\n/**\n     * Scale the current matrix values by a factor to a given result matrix\n     * @param scale defines the scale factor\n     * @param result defines the matrix to store the result\n     * @returns result input\n     */scaleToRef(t,e){for(let r=0;r<16;r++)e._m[r]=this._m[r]*t;e.markAsUpdated();return e}\n/**\n     * Scale the current matrix values by a factor and add the result to a given matrix\n     * @param scale defines the scale factor\n     * @param result defines the Matrix to store the result\n     * @returns result input\n     */scaleAndAddToRef(t,e){for(let r=0;r<16;r++)e._m[r]+=this._m[r]*t;e.markAsUpdated();return e}scaleInPlace(t){const e=this._m;for(let r=0;r<16;r++)e[r]*=t;this.markAsUpdated();return this}\n/**\n     * Writes to the given matrix a normal matrix, computed from this one (using values from identity matrix for fourth row and column).\n     * Example Playground - https://playground.babylonjs.com/#AV9X17#17\n     * @param ref matrix to store the result\n     * @returns the reference matrix\n     */toNormalMatrix(t){const e=MathTmp.Matrix[0];this.invertToRef(e);e.transposeToRef(t);const r=t._m;Matrix.FromValuesToRef(r[0],r[1],r[2],0,r[4],r[5],r[6],0,r[8],r[9],r[10],0,0,0,0,1,t);return t}\n/**\n     * Gets only rotation part of the current matrix\n     * @returns a new matrix sets to the extracted rotation matrix from the current one\n     */getRotationMatrix(){const t=new Matrix;this.getRotationMatrixToRef(t);return t}\n/**\n     * Extracts the rotation matrix from the current one and sets it as the given \"result\"\n     * @param result defines the target matrix to store data to\n     * @returns result input\n     */getRotationMatrixToRef(t){const e=MathTmp.Vector3[0];if(!this.decompose(e)){Matrix.IdentityToRef(t);return t}const r=this._m;const s=1/e._x,o=1/e._y,i=1/e._z;Matrix.FromValuesToRef(r[0]*s,r[1]*s,r[2]*s,0,r[4]*o,r[5]*o,r[6]*o,0,r[8]*i,r[9]*i,r[10]*i,0,0,0,0,1,t);return t}\n/**\n     * Toggles model matrix from being right handed to left handed in place and vice versa\n     * @returns the current updated matrix\n     */toggleModelMatrixHandInPlace(){const t=this._m;t[2]*=-1;t[6]*=-1;t[8]*=-1;t[9]*=-1;t[14]*=-1;this.markAsUpdated();return this}\n/**\n     * Toggles projection matrix from being right handed to left handed in place and vice versa\n     * @returns the current updated matrix\n     */toggleProjectionMatrixHandInPlace(){const t=this._m;t[8]*=-1;t[9]*=-1;t[10]*=-1;t[11]*=-1;this.markAsUpdated();return this}\n/**\n     * Creates a matrix from an array\n     * Example Playground - https://playground.babylonjs.com/#AV9X17#42\n     * @param array defines the source array\n     * @param offset defines an offset in the source array\n     * @returns a new Matrix set from the starting index of the given array\n     */\nstatic FromArray(t,e=0){const r=new Matrix;Matrix.FromArrayToRef(t,e,r);return r}\n/**\n     * Copy the content of an array into a given matrix\n     * Example Playground - https://playground.babylonjs.com/#AV9X17#43\n     * @param array defines the source array\n     * @param offset defines an offset in the source array\n     * @param result defines the target matrix\n     * @returns result input\n     */static FromArrayToRef(t,e,r){for(let s=0;s<16;s++)r._m[s]=t[s+e];r.markAsUpdated();return r}\n/**\n     * Stores an array into a matrix after having multiplied each component by a given factor\n     * Example Playground - https://playground.babylonjs.com/#AV9X17#50\n     * @param array defines the source array\n     * @param offset defines the offset in the source array\n     * @param scale defines the scaling factor\n     * @param result defines the target matrix\n     * @returns result input\n     */static FromFloat32ArrayToRefScaled(t,e,r,s){s._m[0]=t[0+e]*r;s._m[1]=t[1+e]*r;s._m[2]=t[2+e]*r;s._m[3]=t[3+e]*r;s._m[4]=t[4+e]*r;s._m[5]=t[5+e]*r;s._m[6]=t[6+e]*r;s._m[7]=t[7+e]*r;s._m[8]=t[8+e]*r;s._m[9]=t[9+e]*r;s._m[10]=t[10+e]*r;s._m[11]=t[11+e]*r;s._m[12]=t[12+e]*r;s._m[13]=t[13+e]*r;s._m[14]=t[14+e]*r;s._m[15]=t[15+e]*r;s.markAsUpdated();return s}static get IdentityReadOnly(){return Matrix._IdentityReadOnly}\n/**\n     * Stores a list of values (16) inside a given matrix\n     * @param initialM11 defines 1st value of 1st row\n     * @param initialM12 defines 2nd value of 1st row\n     * @param initialM13 defines 3rd value of 1st row\n     * @param initialM14 defines 4th value of 1st row\n     * @param initialM21 defines 1st value of 2nd row\n     * @param initialM22 defines 2nd value of 2nd row\n     * @param initialM23 defines 3rd value of 2nd row\n     * @param initialM24 defines 4th value of 2nd row\n     * @param initialM31 defines 1st value of 3rd row\n     * @param initialM32 defines 2nd value of 3rd row\n     * @param initialM33 defines 3rd value of 3rd row\n     * @param initialM34 defines 4th value of 3rd row\n     * @param initialM41 defines 1st value of 4th row\n     * @param initialM42 defines 2nd value of 4th row\n     * @param initialM43 defines 3rd value of 4th row\n     * @param initialM44 defines 4th value of 4th row\n     * @param result defines the target matrix\n     */static FromValuesToRef(t,e,r,s,o,i,n,a,c,h,_,u,y,m,l,x,f){const R=f._m;R[0]=t;R[1]=e;R[2]=r;R[3]=s;R[4]=o;R[5]=i;R[6]=n;R[7]=a;R[8]=c;R[9]=h;R[10]=_;R[11]=u;R[12]=y;R[13]=m;R[14]=l;R[15]=x;f.markAsUpdated()}\n/**\n     * Creates new matrix from a list of values (16)\n     * @param initialM11 defines 1st value of 1st row\n     * @param initialM12 defines 2nd value of 1st row\n     * @param initialM13 defines 3rd value of 1st row\n     * @param initialM14 defines 4th value of 1st row\n     * @param initialM21 defines 1st value of 2nd row\n     * @param initialM22 defines 2nd value of 2nd row\n     * @param initialM23 defines 3rd value of 2nd row\n     * @param initialM24 defines 4th value of 2nd row\n     * @param initialM31 defines 1st value of 3rd row\n     * @param initialM32 defines 2nd value of 3rd row\n     * @param initialM33 defines 3rd value of 3rd row\n     * @param initialM34 defines 4th value of 3rd row\n     * @param initialM41 defines 1st value of 4th row\n     * @param initialM42 defines 2nd value of 4th row\n     * @param initialM43 defines 3rd value of 4th row\n     * @param initialM44 defines 4th value of 4th row\n     * @returns the new matrix\n     */static FromValues(t,e,r,s,o,i,n,a,c,h,_,u,y,m,l,x){const f=new Matrix;const R=f._m;R[0]=t;R[1]=e;R[2]=r;R[3]=s;R[4]=o;R[5]=i;R[6]=n;R[7]=a;R[8]=c;R[9]=h;R[10]=_;R[11]=u;R[12]=y;R[13]=m;R[14]=l;R[15]=x;f.markAsUpdated();return f}\n/**\n     * Creates a new matrix composed by merging scale (vector3), rotation (quaternion) and translation (vector3)\n     * Example Playground - https://playground.babylonjs.com/#AV9X17#24\n     * @param scale defines the scale vector3\n     * @param rotation defines the rotation quaternion\n     * @param translation defines the translation vector3\n     * @returns a new matrix\n     */static Compose(t,e,r){const s=new Matrix;Matrix.ComposeToRef(t,e,r,s);return s}\n/**\n     * Sets a matrix to a value composed by merging scale (vector3), rotation (quaternion) and translation (vector3)\n     * Example Playground - https://playground.babylonjs.com/#AV9X17#25\n     * @param scale defines the scale vector3\n     * @param rotation defines the rotation quaternion\n     * @param translation defines the translation vector3\n     * @param result defines the target matrix\n     * @returns result input\n     */static ComposeToRef(t,e,r,s){const o=s._m;const i=e._x,n=e._y,a=e._z,c=e._w;const h=i+i,_=n+n,u=a+a;const y=i*h,m=i*_,l=i*u;const x=n*_,f=n*u,R=a*u;const T=c*h,z=c*_,d=c*u;const M=t._x,w=t._y,p=t._z;o[0]=(1-(x+R))*M;o[1]=(m+d)*M;o[2]=(l-z)*M;o[3]=0;o[4]=(m-d)*w;o[5]=(1-(y+R))*w;o[6]=(f+T)*w;o[7]=0;o[8]=(l+z)*p;o[9]=(f-T)*p;o[10]=(1-(y+x))*p;o[11]=0;o[12]=r._x;o[13]=r._y;o[14]=r._z;o[15]=1;s.markAsUpdated();return s}\n/**\n     * Creates a new identity matrix\n     * @returns a new identity matrix\n     */static Identity(){const t=Matrix.FromValues(1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1);t._updateIdentityStatus(true);return t}\n/**\n     * Creates a new identity matrix and stores the result in a given matrix\n     * @param result defines the target matrix\n     * @returns result input\n     */static IdentityToRef(t){Matrix.FromValuesToRef(1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1,t);t._updateIdentityStatus(true);return t}\n/**\n     * Creates a new zero matrix\n     * @returns a new zero matrix\n     */static Zero(){const t=Matrix.FromValues(0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0);t._updateIdentityStatus(false);return t}\n/**\n     * Creates a new rotation matrix for \"angle\" radians around the X axis\n     * Example Playground - https://playground.babylonjs.com/#AV9X17#97\n     * @param angle defines the angle (in radians) to use\n     * @returns the new matrix\n     */static RotationX(t){const e=new Matrix;Matrix.RotationXToRef(t,e);return e}\n/**\n     * Creates a new matrix as the invert of a given matrix\n     * Example Playground - https://playground.babylonjs.com/#AV9X17#124\n     * @param source defines the source matrix\n     * @returns the new matrix\n     */static Invert(t){const e=new Matrix;t.invertToRef(e);return e}\n/**\n     * Creates a new rotation matrix for \"angle\" radians around the X axis and stores it in a given matrix\n     * Example Playground - https://playground.babylonjs.com/#AV9X17#98\n     * @param angle defines the angle (in radians) to use\n     * @param result defines the target matrix\n     * @returns result input\n     */static RotationXToRef(t,e){const r=Math.sin(t);const s=Math.cos(t);Matrix.FromValuesToRef(1,0,0,0,0,s,r,0,0,-r,s,0,0,0,0,1,e);e._updateIdentityStatus(s===1&&r===0);return e}\n/**\n     * Creates a new rotation matrix for \"angle\" radians around the Y axis\n     * Example Playground - https://playground.babylonjs.com/#AV9X17#99\n     * @param angle defines the angle (in radians) to use\n     * @returns the new matrix\n     */static RotationY(t){const e=new Matrix;Matrix.RotationYToRef(t,e);return e}\n/**\n     * Creates a new rotation matrix for \"angle\" radians around the Y axis and stores it in a given matrix\n     * Example Playground - https://playground.babylonjs.com/#AV9X17#100\n     * @param angle defines the angle (in radians) to use\n     * @param result defines the target matrix\n     * @returns result input\n     */static RotationYToRef(t,e){const r=Math.sin(t);const s=Math.cos(t);Matrix.FromValuesToRef(s,0,-r,0,0,1,0,0,r,0,s,0,0,0,0,1,e);e._updateIdentityStatus(s===1&&r===0);return e}\n/**\n     * Creates a new rotation matrix for \"angle\" radians around the Z axis\n     * Example Playground - https://playground.babylonjs.com/#AV9X17#101\n     * @param angle defines the angle (in radians) to use\n     * @returns the new matrix\n     */static RotationZ(t){const e=new Matrix;Matrix.RotationZToRef(t,e);return e}\n/**\n     * Creates a new rotation matrix for \"angle\" radians around the Z axis and stores it in a given matrix\n     * Example Playground - https://playground.babylonjs.com/#AV9X17#102\n     * @param angle defines the angle (in radians) to use\n     * @param result defines the target matrix\n     * @returns result input\n     */static RotationZToRef(t,e){const r=Math.sin(t);const s=Math.cos(t);Matrix.FromValuesToRef(s,r,0,0,-r,s,0,0,0,0,1,0,0,0,0,1,e);e._updateIdentityStatus(s===1&&r===0);return e}\n/**\n     * Creates a new rotation matrix for \"angle\" radians around the given axis\n     * Example Playground - https://playground.babylonjs.com/#AV9X17#96\n     * @param axis defines the axis to use\n     * @param angle defines the angle (in radians) to use\n     * @returns the new matrix\n     */static RotationAxis(t,e){const r=new Matrix;Matrix.RotationAxisToRef(t,e,r);return r}\n/**\n     * Creates a new rotation matrix for \"angle\" radians around the given axis and stores it in a given matrix\n     * Example Playground - https://playground.babylonjs.com/#AV9X17#94\n     * @param axis defines the axis to use\n     * @param angle defines the angle (in radians) to use\n     * @param result defines the target matrix\n     * @returns result input\n     */static RotationAxisToRef(t,e,r){const s=Math.sin(-e);const o=Math.cos(-e);const i=1-o;t=t.normalizeToRef(MathTmp.Vector3[0]);const n=r._m;n[0]=t._x*t._x*i+o;n[1]=t._x*t._y*i-t._z*s;n[2]=t._x*t._z*i+t._y*s;n[3]=0;n[4]=t._y*t._x*i+t._z*s;n[5]=t._y*t._y*i+o;n[6]=t._y*t._z*i-t._x*s;n[7]=0;n[8]=t._z*t._x*i-t._y*s;n[9]=t._z*t._y*i+t._x*s;n[10]=t._z*t._z*i+o;n[11]=0;n[12]=0;n[13]=0;n[14]=0;n[15]=1;r.markAsUpdated();return r}\n/**\n     * Takes normalised vectors and returns a rotation matrix to align \"from\" with \"to\".\n     * Taken from http://www.iquilezles.org/www/articles/noacos/noacos.htm\n     * Example Playground - https://playground.babylonjs.com/#AV9X17#93\n     * @param from defines the vector to align\n     * @param to defines the vector to align to\n     * @param result defines the target matrix\n     * @param useYAxisForCoplanar defines a boolean indicating that we should favor Y axis for coplanar vectors (default is false)\n     * @returns result input\n     */static RotationAlignToRef(e,r,s,o=false){const i=Vector3.Dot(r,e);const n=s._m;if(i<-1+t){n[0]=-1;n[1]=0;n[2]=0;n[3]=0;n[4]=0;n[5]=o?1:-1;n[6]=0;n[7]=0;n[8]=0;n[9]=0;n[10]=o?-1:1;n[11]=0}else{const t=Vector3.Cross(r,e);const s=1/(1+i);n[0]=t._x*t._x*s+i;n[1]=t._y*t._x*s-t._z;n[2]=t._z*t._x*s+t._y;n[3]=0;n[4]=t._x*t._y*s+t._z;n[5]=t._y*t._y*s+i;n[6]=t._z*t._y*s-t._x;n[7]=0;n[8]=t._x*t._z*s-t._y;n[9]=t._y*t._z*s+t._x;n[10]=t._z*t._z*s+i;n[11]=0}n[12]=0;n[13]=0;n[14]=0;n[15]=1;s.markAsUpdated();return s}\n/**\n     * Creates a rotation matrix\n     * Example Playground - https://playground.babylonjs.com/#AV9X17#103\n     * Example Playground - https://playground.babylonjs.com/#AV9X17#105\n     * @param yaw defines the yaw angle in radians (Y axis)\n     * @param pitch defines the pitch angle in radians (X axis)\n     * @param roll defines the roll angle in radians (Z axis)\n     * @returns the new rotation matrix\n     */static RotationYawPitchRoll(t,e,r){const s=new Matrix;Matrix.RotationYawPitchRollToRef(t,e,r,s);return s}\n/**\n     * Creates a rotation matrix and stores it in a given matrix\n     * Example Playground - https://playground.babylonjs.com/#AV9X17#104\n     * @param yaw defines the yaw angle in radians (Y axis)\n     * @param pitch defines the pitch angle in radians (X axis)\n     * @param roll defines the roll angle in radians (Z axis)\n     * @param result defines the target matrix\n     * @returns result input\n     */static RotationYawPitchRollToRef(t,e,r,s){Quaternion.RotationYawPitchRollToRef(t,e,r,MathTmp.Quaternion[0]);MathTmp.Quaternion[0].toRotationMatrix(s);return s}\n/**\n     * Creates a scaling matrix\n     * Example Playground - https://playground.babylonjs.com/#AV9X17#107\n     * @param x defines the scale factor on X axis\n     * @param y defines the scale factor on Y axis\n     * @param z defines the scale factor on Z axis\n     * @returns the new matrix\n     */static Scaling(t,e,r){const s=new Matrix;Matrix.ScalingToRef(t,e,r,s);return s}\n/**\n     * Creates a scaling matrix and stores it in a given matrix\n     * Example Playground - https://playground.babylonjs.com/#AV9X17#108\n     * @param x defines the scale factor on X axis\n     * @param y defines the scale factor on Y axis\n     * @param z defines the scale factor on Z axis\n     * @param result defines the target matrix\n     * @returns result input\n     */static ScalingToRef(t,e,r,s){Matrix.FromValuesToRef(t,0,0,0,0,e,0,0,0,0,r,0,0,0,0,1,s);s._updateIdentityStatus(t===1&&e===1&&r===1);return s}\n/**\n     * Creates a translation matrix\n     * Example Playground - https://playground.babylonjs.com/#AV9X17#109\n     * @param x defines the translation on X axis\n     * @param y defines the translation on Y axis\n     * @param z defines the translationon Z axis\n     * @returns the new matrix\n     */static Translation(t,e,r){const s=new Matrix;Matrix.TranslationToRef(t,e,r,s);return s}\n/**\n     * Creates a translation matrix and stores it in a given matrix\n     * Example Playground - https://playground.babylonjs.com/#AV9X17#110\n     * @param x defines the translation on X axis\n     * @param y defines the translation on Y axis\n     * @param z defines the translationon Z axis\n     * @param result defines the target matrix\n     * @returns result input\n     */static TranslationToRef(t,e,r,s){Matrix.FromValuesToRef(1,0,0,0,0,1,0,0,0,0,1,0,t,e,r,1,s);s._updateIdentityStatus(t===0&&e===0&&r===0);return s}\n/**\n     * Returns a new Matrix whose values are the interpolated values for \"gradient\" (float) between the ones of the matrices \"startValue\" and \"endValue\".\n     * Example Playground - https://playground.babylonjs.com/#AV9X17#55\n     * @param startValue defines the start value\n     * @param endValue defines the end value\n     * @param gradient defines the gradient factor\n     * @returns the new matrix\n     */static Lerp(t,e,r){const s=new Matrix;Matrix.LerpToRef(t,e,r,s);return s}\n/**\n     * Set the given matrix \"result\" as the interpolated values for \"gradient\" (float) between the ones of the matrices \"startValue\" and \"endValue\".\n     * Example Playground - https://playground.babylonjs.com/#AV9X17#54\n     * @param startValue defines the start value\n     * @param endValue defines the end value\n     * @param gradient defines the gradient factor\n     * @param result defines the Matrix object where to store data\n     * @returns result input\n     */static LerpToRef(t,e,r,s){const o=s._m;const i=t.m;const n=e.m;for(let t=0;t<16;t++)o[t]=i[t]*(1-r)+n[t]*r;s.markAsUpdated();return s}\n/**\n     * Builds a new matrix whose values are computed by:\n     * * decomposing the \"startValue\" and \"endValue\" matrices into their respective scale, rotation and translation matrices\n     * * interpolating for \"gradient\" (float) the values between each of these decomposed matrices between the start and the end\n     * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices\n     * Example Playground - https://playground.babylonjs.com/#AV9X17#22\n     * Example Playground - https://playground.babylonjs.com/#AV9X17#51\n     * @param startValue defines the first matrix\n     * @param endValue defines the second matrix\n     * @param gradient defines the gradient between the two matrices\n     * @returns the new matrix\n     */static DecomposeLerp(t,e,r){const s=new Matrix;Matrix.DecomposeLerpToRef(t,e,r,s);return s}\n/**\n     * Update a matrix to values which are computed by:\n     * * decomposing the \"startValue\" and \"endValue\" matrices into their respective scale, rotation and translation matrices\n     * * interpolating for \"gradient\" (float) the values between each of these decomposed matrices between the start and the end\n     * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices\n     * Example Playground - https://playground.babylonjs.com/#AV9X17#23\n     * Example Playground - https://playground.babylonjs.com/#AV9X17#53\n     * @param startValue defines the first matrix\n     * @param endValue defines the second matrix\n     * @param gradient defines the gradient between the two matrices\n     * @param result defines the target matrix\n     * @returns result input\n     */static DecomposeLerpToRef(t,e,r,s){const o=MathTmp.Vector3[0];const i=MathTmp.Quaternion[0];const n=MathTmp.Vector3[1];t.decompose(o,i,n);const a=MathTmp.Vector3[2];const c=MathTmp.Quaternion[1];const h=MathTmp.Vector3[3];e.decompose(a,c,h);const _=MathTmp.Vector3[4];Vector3.LerpToRef(o,a,r,_);const u=MathTmp.Quaternion[2];Quaternion.SlerpToRef(i,c,r,u);const y=MathTmp.Vector3[5];Vector3.LerpToRef(n,h,r,y);Matrix.ComposeToRef(_,u,y,s);return s}\n/**\n     * Creates a new matrix that transforms vertices from world space to camera space. It takes three vectors as arguments that together describe the position and orientation of the camera.\n     * This function generates a matrix suitable for a left handed coordinate system\n     * Example Playground - https://playground.babylonjs.com/#AV9X17#58\n     * Example Playground - https://playground.babylonjs.com/#AV9X17#59\n     * @param eye defines the final position of the entity\n     * @param target defines where the entity should look at\n     * @param up defines the up vector for the entity\n     * @returns the new matrix\n     */static LookAtLH(t,e,r){const s=new Matrix;Matrix.LookAtLHToRef(t,e,r,s);return s}\n/**\n     * Sets the given \"result\" Matrix to a matrix that transforms vertices from world space to camera space. It takes three vectors as arguments that together describe the position and orientation of the camera.\n     * This function generates a matrix suitable for a left handed coordinate system\n     * Example Playground - https://playground.babylonjs.com/#AV9X17#60\n     * Example Playground - https://playground.babylonjs.com/#AV9X17#61\n     * @param eye defines the final position of the entity\n     * @param target defines where the entity should look at\n     * @param up defines the up vector for the entity\n     * @param result defines the target matrix\n     * @returns result input\n     */static LookAtLHToRef(t,e,r,s){const o=MathTmp.Vector3[0];const i=MathTmp.Vector3[1];const n=MathTmp.Vector3[2];e.subtractToRef(t,n);n.normalize();Vector3.CrossToRef(r,n,o);const a=o.lengthSquared();a===0?o.x=1:o.normalizeFromLength(Math.sqrt(a));Vector3.CrossToRef(n,o,i);i.normalize();const c=-Vector3.Dot(o,t);const h=-Vector3.Dot(i,t);const _=-Vector3.Dot(n,t);Matrix.FromValuesToRef(o._x,i._x,n._x,0,o._y,i._y,n._y,0,o._z,i._z,n._z,0,c,h,_,1,s);return s}\n/**\n     * Creates a new matrix that transforms vertices from world space to camera space. It takes three vectors as arguments that together describe the position and orientation of the camera.\n     * This function generates a matrix suitable for a right handed coordinate system\n     * Example Playground - https://playground.babylonjs.com/#AV9X17#62\n     * Example Playground - https://playground.babylonjs.com/#AV9X17#63\n     * @param eye defines the final position of the entity\n     * @param target defines where the entity should look at\n     * @param up defines the up vector for the entity\n     * @returns the new matrix\n     */static LookAtRH(t,e,r){const s=new Matrix;Matrix.LookAtRHToRef(t,e,r,s);return s}\n/**\n     * Sets the given \"result\" Matrix to a matrix that transforms vertices from world space to camera space. It takes three vectors as arguments that together describe the position and orientation of the camera.\n     * This function generates a matrix suitable for a right handed coordinate system\n     * Example Playground - https://playground.babylonjs.com/#AV9X17#64\n     * Example Playground - https://playground.babylonjs.com/#AV9X17#65\n     * @param eye defines the final position of the entity\n     * @param target defines where the entity should look at\n     * @param up defines the up vector for the entity\n     * @param result defines the target matrix\n     * @returns result input\n     */static LookAtRHToRef(t,e,r,s){const o=MathTmp.Vector3[0];const i=MathTmp.Vector3[1];const n=MathTmp.Vector3[2];t.subtractToRef(e,n);n.normalize();Vector3.CrossToRef(r,n,o);const a=o.lengthSquared();a===0?o.x=1:o.normalizeFromLength(Math.sqrt(a));Vector3.CrossToRef(n,o,i);i.normalize();const c=-Vector3.Dot(o,t);const h=-Vector3.Dot(i,t);const _=-Vector3.Dot(n,t);Matrix.FromValuesToRef(o._x,i._x,n._x,0,o._y,i._y,n._y,0,o._z,i._z,n._z,0,c,h,_,1,s);return s}\n/**\n     * Creates a new matrix that transforms vertices from world space to camera space. It takes two vectors as arguments that together describe the orientation of the camera. The position is assumed to be at the origin (0,0,0)\n     * This function generates a matrix suitable for a left handed coordinate system\n     * Example Playground - https://playground.babylonjs.com/#AV9X17#66\n     * @param forward defines the forward direction - Must be normalized and orthogonal to up.\n     * @param up defines the up vector for the entity - Must be normalized and orthogonal to forward.\n     * @returns the new matrix\n     */static LookDirectionLH(t,e){const r=new Matrix;Matrix.LookDirectionLHToRef(t,e,r);return r}\n/**\n     * Sets the given \"result\" Matrix to a matrix that transforms vertices from world space to camera space. It takes two vectors as arguments that together describe the orientation of the camera. The position is assumed to be at the origin (0,0,0)\n     * This function generates a matrix suitable for a left handed coordinate system\n     * Example Playground - https://playground.babylonjs.com/#AV9X17#67\n     * @param forward defines the forward direction - Must be normalized and orthogonal to up.\n     * @param up defines the up vector for the entity - Must be normalized and orthogonal to forward.\n     * @param result defines the target matrix\n     * @returns result input\n     */static LookDirectionLHToRef(t,e,r){const s=MathTmp.Vector3[0];s.copyFrom(t);s.scaleInPlace(-1);const o=MathTmp.Vector3[1];Vector3.CrossToRef(e,s,o);Matrix.FromValuesToRef(o._x,o._y,o._z,0,e._x,e._y,e._z,0,s._x,s._y,s._z,0,0,0,0,1,r);return r}\n/**\n     * Creates a new matrix that transforms vertices from world space to camera space. It takes two vectors as arguments that together describe the orientation of the camera. The position is assumed to be at the origin (0,0,0)\n     * This function generates a matrix suitable for a right handed coordinate system\n     * Example Playground - https://playground.babylonjs.com/#AV9X17#68\n     * @param forward defines the forward direction - Must be normalized and orthogonal to up.\n     * @param up defines the up vector for the entity - Must be normalized and orthogonal to forward.\n     * @returns the new matrix\n     */static LookDirectionRH(t,e){const r=new Matrix;Matrix.LookDirectionRHToRef(t,e,r);return r}\n/**\n     * Sets the given \"result\" Matrix to a matrix that transforms vertices from world space to camera space. It takes two vectors as arguments that together describe the orientation of the camera. The position is assumed to be at the origin (0,0,0)\n     * This function generates a matrix suitable for a right handed coordinate system\n     * Example Playground - https://playground.babylonjs.com/#AV9X17#69\n     * @param forward defines the forward direction - Must be normalized and orthogonal to up.\n     * @param up defines the up vector for the entity - Must be normalized and orthogonal to forward.\n     * @param result defines the target matrix\n     * @returns result input\n     */static LookDirectionRHToRef(t,e,r){const s=MathTmp.Vector3[2];Vector3.CrossToRef(e,t,s);Matrix.FromValuesToRef(s._x,s._y,s._z,0,e._x,e._y,e._z,0,t._x,t._y,t._z,0,0,0,0,1,r);return r}\n/**\n     * Create a left-handed orthographic projection matrix\n     * Example Playground - https://playground.babylonjs.com/#AV9X17#70\n     * @param width defines the viewport width\n     * @param height defines the viewport height\n     * @param znear defines the near clip plane\n     * @param zfar defines the far clip plane\n     * @param halfZRange true to generate NDC coordinates between 0 and 1 instead of -1 and 1 (default: false)\n     * @returns a new matrix as a left-handed orthographic projection matrix\n     */static OrthoLH(t,e,r,s,o){const i=new Matrix;Matrix.OrthoLHToRef(t,e,r,s,i,o);return i}\n/**\n     * Store a left-handed orthographic projection to a given matrix\n     * Example Playground - https://playground.babylonjs.com/#AV9X17#71\n     * @param width defines the viewport width\n     * @param height defines the viewport height\n     * @param znear defines the near clip plane\n     * @param zfar defines the far clip plane\n     * @param result defines the target matrix\n     * @param halfZRange true to generate NDC coordinates between 0 and 1 instead of -1 and 1 (default: false)\n     * @returns result input\n     */static OrthoLHToRef(t,e,r,s,o,i){const n=r;const a=s;const c=2/t;const h=2/e;const u=2/(a-n);const y=-(a+n)/(a-n);Matrix.FromValuesToRef(c,0,0,0,0,h,0,0,0,0,u,0,0,0,y,1,o);i&&o.multiplyToRef(_,o);o._updateIdentityStatus(c===1&&h===1&&u===1&&y===0);return o}\n/**\n     * Create a left-handed orthographic projection matrix\n     * Example Playground - https://playground.babylonjs.com/#AV9X17#72\n     * @param left defines the viewport left coordinate\n     * @param right defines the viewport right coordinate\n     * @param bottom defines the viewport bottom coordinate\n     * @param top defines the viewport top coordinate\n     * @param znear defines the near clip plane\n     * @param zfar defines the far clip plane\n     * @param halfZRange true to generate NDC coordinates between 0 and 1 instead of -1 and 1 (default: false)\n     * @returns a new matrix as a left-handed orthographic projection matrix\n     */static OrthoOffCenterLH(t,e,r,s,o,i,n){const a=new Matrix;Matrix.OrthoOffCenterLHToRef(t,e,r,s,o,i,a,n);return a}\n/**\n     * Stores a left-handed orthographic projection into a given matrix\n     * Example Playground - https://playground.babylonjs.com/#AV9X17#73\n     * @param left defines the viewport left coordinate\n     * @param right defines the viewport right coordinate\n     * @param bottom defines the viewport bottom coordinate\n     * @param top defines the viewport top coordinate\n     * @param znear defines the near clip plane\n     * @param zfar defines the far clip plane\n     * @param result defines the target matrix\n     * @param halfZRange true to generate NDC coordinates between 0 and 1 instead of -1 and 1 (default: false)\n     * @returns result input\n     */static OrthoOffCenterLHToRef(t,e,r,s,o,i,n,a){const c=o;const h=i;const u=2/(e-t);const y=2/(s-r);const m=2/(h-c);const l=-(h+c)/(h-c);const x=(t+e)/(t-e);const f=(s+r)/(r-s);Matrix.FromValuesToRef(u,0,0,0,0,y,0,0,0,0,m,0,x,f,l,1,n);a&&n.multiplyToRef(_,n);n.markAsUpdated();return n}\n/**\n     * Stores a left-handed oblique projection into a given matrix\n     * @param left defines the viewport left coordinate\n     * @param right defines the viewport right coordinate\n     * @param bottom defines the viewport bottom coordinate\n     * @param top defines the viewport top coordinate\n     * @param znear defines the near clip plane\n     * @param zfar defines the far clip plane\n     * @param length Length of the shear\n     * @param angle Angle (along X/Y Plane) to apply shear\n     * @param distance Distance from shear point\n     * @param result defines the target matrix\n     * @param halfZRange true to generate NDC coordinates between 0 and 1 instead of -1 and 1 (default: false)\n     * @returns result input\n     */static ObliqueOffCenterLHToRef(t,e,r,s,o,i,n,a,c,h,_){const u=-n*Math.cos(a);const y=-n*Math.sin(a);Matrix.TranslationToRef(0,0,-c,MathTmp.Matrix[1]);Matrix.FromValuesToRef(1,0,0,0,0,1,0,0,u,y,1,0,0,0,0,1,MathTmp.Matrix[0]);MathTmp.Matrix[1].multiplyToRef(MathTmp.Matrix[0],MathTmp.Matrix[0]);Matrix.TranslationToRef(0,0,c,MathTmp.Matrix[1]);MathTmp.Matrix[0].multiplyToRef(MathTmp.Matrix[1],MathTmp.Matrix[0]);Matrix.OrthoOffCenterLHToRef(t,e,r,s,o,i,h,_);MathTmp.Matrix[0].multiplyToRef(h,h);return h}\n/**\n     * Creates a right-handed orthographic projection matrix\n     * Example Playground - https://playground.babylonjs.com/#AV9X17#76\n     * @param left defines the viewport left coordinate\n     * @param right defines the viewport right coordinate\n     * @param bottom defines the viewport bottom coordinate\n     * @param top defines the viewport top coordinate\n     * @param znear defines the near clip plane\n     * @param zfar defines the far clip plane\n     * @param halfZRange true to generate NDC coordinates between 0 and 1 instead of -1 and 1 (default: false)\n     * @returns a new matrix as a right-handed orthographic projection matrix\n     */static OrthoOffCenterRH(t,e,r,s,o,i,n){const a=new Matrix;Matrix.OrthoOffCenterRHToRef(t,e,r,s,o,i,a,n);return a}\n/**\n     * Stores a right-handed orthographic projection into a given matrix\n     * Example Playground - https://playground.babylonjs.com/#AV9X17#77\n     * @param left defines the viewport left coordinate\n     * @param right defines the viewport right coordinate\n     * @param bottom defines the viewport bottom coordinate\n     * @param top defines the viewport top coordinate\n     * @param znear defines the near clip plane\n     * @param zfar defines the far clip plane\n     * @param result defines the target matrix\n     * @param halfZRange true to generate NDC coordinates between 0 and 1 instead of -1 and 1 (default: false)\n     * @returns result input\n     */static OrthoOffCenterRHToRef(t,e,r,s,o,i,n,a){Matrix.OrthoOffCenterLHToRef(t,e,r,s,o,i,n,a);n._m[10]*=-1;return n}\n/**\n     * Stores a right-handed oblique projection into a given matrix\n     * @param left defines the viewport left coordinate\n     * @param right defines the viewport right coordinate\n     * @param bottom defines the viewport bottom coordinate\n     * @param top defines the viewport top coordinate\n     * @param znear defines the near clip plane\n     * @param zfar defines the far clip plane\n     * @param length Length of the shear\n     * @param angle Angle (along X/Y Plane) to apply shear\n     * @param distance Distance from shear point\n     * @param result defines the target matrix\n     * @param halfZRange true to generate NDC coordinates between 0 and 1 instead of -1 and 1 (default: false)\n     * @returns result input\n     */static ObliqueOffCenterRHToRef(t,e,r,s,o,i,n,a,c,h,_){const u=n*Math.cos(a);const y=n*Math.sin(a);Matrix.TranslationToRef(0,0,c,MathTmp.Matrix[1]);Matrix.FromValuesToRef(1,0,0,0,0,1,0,0,u,y,1,0,0,0,0,1,MathTmp.Matrix[0]);MathTmp.Matrix[1].multiplyToRef(MathTmp.Matrix[0],MathTmp.Matrix[0]);Matrix.TranslationToRef(0,0,-c,MathTmp.Matrix[1]);MathTmp.Matrix[0].multiplyToRef(MathTmp.Matrix[1],MathTmp.Matrix[0]);Matrix.OrthoOffCenterRHToRef(t,e,r,s,o,i,h,_);MathTmp.Matrix[0].multiplyToRef(h,h);return h}\n/**\n     * Creates a left-handed perspective projection matrix\n     * Example Playground - https://playground.babylonjs.com/#AV9X17#85\n     * @param width defines the viewport width\n     * @param height defines the viewport height\n     * @param znear defines the near clip plane\n     * @param zfar defines the far clip plane\n     * @param halfZRange true to generate NDC coordinates between 0 and 1 instead of -1 and 1 (default: false)\n     * @param projectionPlaneTilt optional tilt angle of the projection plane around the X axis (horizontal)\n     * @returns a new matrix as a left-handed perspective projection matrix\n     */static PerspectiveLH(t,e,r,s,o,i=0){const n=new Matrix;const a=r;const c=s;const h=2*a/t;const u=2*a/e;const y=(c+a)/(c-a);const m=-2*c*a/(c-a);const l=Math.tan(i);Matrix.FromValuesToRef(h,0,0,0,0,u,0,l,0,0,y,1,0,0,m,0,n);o&&n.multiplyToRef(_,n);n._updateIdentityStatus(false);return n}\n/**\n     * Creates a left-handed perspective projection matrix\n     * Example Playground - https://playground.babylonjs.com/#AV9X17#78\n     * @param fov defines the horizontal field of view\n     * @param aspect defines the aspect ratio\n     * @param znear defines the near clip plane\n     * @param zfar defines the far clip plane. If 0, assume we are in \"infinite zfar\" mode\n     * @param halfZRange true to generate NDC coordinates between 0 and 1 instead of -1 and 1 (default: false)\n     * @param projectionPlaneTilt optional tilt angle of the projection plane around the X axis (horizontal)\n     * @param reverseDepthBufferMode true to indicate that we are in a reverse depth buffer mode (meaning znear and zfar have been inverted when calling the function)\n     * @returns a new matrix as a left-handed perspective projection matrix\n     */static PerspectiveFovLH(t,e,r,s,o,i=0,n=false){const a=new Matrix;Matrix.PerspectiveFovLHToRef(t,e,r,s,a,true,o,i,n);return a}\n/**\n     * Stores a left-handed perspective projection into a given matrix\n     * Example Playground - https://playground.babylonjs.com/#AV9X17#81\n     * @param fov defines the horizontal field of view\n     * @param aspect defines the aspect ratio\n     * @param znear defines the near clip plane\n     * @param zfar defines the far clip plane. If 0, assume we are in \"infinite zfar\" mode\n     * @param result defines the target matrix\n     * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally\n     * @param halfZRange true to generate NDC coordinates between 0 and 1 instead of -1 and 1 (default: false)\n     * @param projectionPlaneTilt optional tilt angle of the projection plane around the X axis (horizontal)\n     * @param reverseDepthBufferMode true to indicate that we are in a reverse depth buffer mode (meaning znear and zfar have been inverted when calling the function)\n     * @returns result input\n     */static PerspectiveFovLHToRef(t,e,r,s,o,i=true,n,a=0,c=false){const h=r;const u=s;const y=1/Math.tan(t*.5);const m=i?y/e:y;const l=i?y:y*e;const x=c&&h===0?-1:u!==0?(u+h)/(u-h):1;const f=c&&h===0?2*u:u!==0?-2*u*h/(u-h):-2*h;const R=Math.tan(a);Matrix.FromValuesToRef(m,0,0,0,0,l,0,R,0,0,x,1,0,0,f,0,o);n&&o.multiplyToRef(_,o);o._updateIdentityStatus(false);return o}\n/**\n     * Stores a left-handed perspective projection into a given matrix with depth reversed\n     * Example Playground - https://playground.babylonjs.com/#AV9X17#89\n     * @param fov defines the horizontal field of view\n     * @param aspect defines the aspect ratio\n     * @param znear defines the near clip plane\n     * @param zfar not used as infinity is used as far clip\n     * @param result defines the target matrix\n     * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally\n     * @param halfZRange true to generate NDC coordinates between 0 and 1 instead of -1 and 1 (default: false)\n     * @param projectionPlaneTilt optional tilt angle of the projection plane around the X axis (horizontal)\n     * @returns result input\n     */static PerspectiveFovReverseLHToRef(t,e,r,s,o,i=true,n,a=0){const c=1/Math.tan(t*.5);const h=i?c/e:c;const u=i?c:c*e;const y=Math.tan(a);Matrix.FromValuesToRef(h,0,0,0,0,u,0,y,0,0,-r,1,0,0,1,0,o);n&&o.multiplyToRef(_,o);o._updateIdentityStatus(false);return o}\n/**\n     * Creates a right-handed perspective projection matrix\n     * Example Playground - https://playground.babylonjs.com/#AV9X17#83\n     * @param fov defines the horizontal field of view\n     * @param aspect defines the aspect ratio\n     * @param znear defines the near clip plane\n     * @param zfar defines the far clip plane. If 0, assume we are in \"infinite zfar\" mode\n     * @param halfZRange true to generate NDC coordinates between 0 and 1 instead of -1 and 1 (default: false)\n     * @param projectionPlaneTilt optional tilt angle of the projection plane around the X axis (horizontal)\n     * @param reverseDepthBufferMode true to indicate that we are in a reverse depth buffer mode (meaning znear and zfar have been inverted when calling the function)\n     * @returns a new matrix as a right-handed perspective projection matrix\n     */static PerspectiveFovRH(t,e,r,s,o,i=0,n=false){const a=new Matrix;Matrix.PerspectiveFovRHToRef(t,e,r,s,a,true,o,i,n);return a}\n/**\n     * Stores a right-handed perspective projection into a given matrix\n     * Example Playground - https://playground.babylonjs.com/#AV9X17#84\n     * @param fov defines the horizontal field of view\n     * @param aspect defines the aspect ratio\n     * @param znear defines the near clip plane\n     * @param zfar defines the far clip plane. If 0, assume we are in \"infinite zfar\" mode\n     * @param result defines the target matrix\n     * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally\n     * @param halfZRange true to generate NDC coordinates between 0 and 1 instead of -1 and 1 (default: false)\n     * @param projectionPlaneTilt optional tilt angle of the projection plane around the X axis (horizontal)\n     * @param reverseDepthBufferMode true to indicate that we are in a reverse depth buffer mode (meaning znear and zfar have been inverted when calling the function)\n     * @returns result input\n     */static PerspectiveFovRHToRef(t,e,r,s,o,i=true,n,a=0,c=false){const h=r;const u=s;const y=1/Math.tan(t*.5);const m=i?y/e:y;const l=i?y:y*e;const x=c&&h===0?1:u!==0?-(u+h)/(u-h):-1;const f=c&&h===0?2*u:u!==0?-2*u*h/(u-h):-2*h;const R=Math.tan(a);Matrix.FromValuesToRef(m,0,0,0,0,l,0,R,0,0,x,-1,0,0,f,0,o);n&&o.multiplyToRef(_,o);o._updateIdentityStatus(false);return o}\n/**\n     * Stores a right-handed perspective projection into a given matrix\n     * Example Playground - https://playground.babylonjs.com/#AV9X17#90\n     * @param fov defines the horizontal field of view\n     * @param aspect defines the aspect ratio\n     * @param znear defines the near clip plane\n     * @param zfar not used as infinity is used as far clip\n     * @param result defines the target matrix\n     * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally\n     * @param halfZRange true to generate NDC coordinates between 0 and 1 instead of -1 and 1 (default: false)\n     * @param projectionPlaneTilt optional tilt angle of the projection plane around the X axis (horizontal)\n     * @returns result input\n     */static PerspectiveFovReverseRHToRef(t,e,r,s,o,i=true,n,a=0){const c=1/Math.tan(t*.5);const h=i?c/e:c;const u=i?c:c*e;const y=Math.tan(a);Matrix.FromValuesToRef(h,0,0,0,0,u,0,y,0,0,-r,-1,0,0,-1,0,o);n&&o.multiplyToRef(_,o);o._updateIdentityStatus(false);return o}\n/**\n     * Computes a complete transformation matrix\n     * Example Playground - https://playground.babylonjs.com/#AV9X17#113\n     * @param viewport defines the viewport to use\n     * @param world defines the world matrix\n     * @param view defines the view matrix\n     * @param projection defines the projection matrix\n     * @param zmin defines the near clip plane\n     * @param zmax defines the far clip plane\n     * @returns the transformation matrix\n     */static GetFinalMatrix(t,e,r,s,o,i){const n=t.width;const a=t.height;const c=t.x;const h=t.y;const _=Matrix.FromValues(n/2,0,0,0,0,-a/2,0,0,0,0,i-o,0,c+n/2,a/2+h,o,1);const u=new Matrix;e.multiplyToRef(r,u);u.multiplyToRef(s,u);return u.multiplyToRef(_,u)}\n/**\n     * Extracts a 2x2 matrix from a given matrix and store the result in a Float32Array\n     * @param matrix defines the matrix to use\n     * @returns a new Float32Array array with 4 elements : the 2x2 matrix extracted from the given matrix\n     */static GetAsMatrix2x2(t){const e=t.m;const r=[e[0],e[1],e[4],e[5]];return s.MatrixUse64Bits?r:new Float32Array(r)}\n/**\n     * Extracts a 3x3 matrix from a given matrix and store the result in a Float32Array\n     * @param matrix defines the matrix to use\n     * @returns a new Float32Array array with 9 elements : the 3x3 matrix extracted from the given matrix\n     */static GetAsMatrix3x3(t){const e=t.m;const r=[e[0],e[1],e[2],e[4],e[5],e[6],e[8],e[9],e[10]];return s.MatrixUse64Bits?r:new Float32Array(r)}\n/**\n     * Compute the transpose of a given matrix\n     * Example Playground - https://playground.babylonjs.com/#AV9X17#111\n     * @param matrix defines the matrix to transpose\n     * @returns the new matrix\n     */static Transpose(t){const e=new Matrix;Matrix.TransposeToRef(t,e);return e}\n/**\n     * Compute the transpose of a matrix and store it in a target matrix\n     * Example Playground - https://playground.babylonjs.com/#AV9X17#112\n     * @param matrix defines the matrix to transpose\n     * @param result defines the target matrix\n     * @returns result input\n     */static TransposeToRef(t,e){const r=t.m;const s=r[0];const o=r[4];const i=r[8];const n=r[12];const a=r[1];const c=r[5];const h=r[9];const _=r[13];const u=r[2];const y=r[6];const m=r[10];const l=r[14];const x=r[3];const f=r[7];const R=r[11];const T=r[15];const z=e._m;z[0]=s;z[1]=o;z[2]=i;z[3]=n;z[4]=a;z[5]=c;z[6]=h;z[7]=_;z[8]=u;z[9]=y;z[10]=m;z[11]=l;z[12]=x;z[13]=f;z[14]=R;z[15]=T;e.markAsUpdated();e._updateIdentityStatus(t._isIdentity,t._isIdentityDirty);return e}\n/**\n     * Computes a reflection matrix from a plane\n     * Example Playground - https://playground.babylonjs.com/#AV9X17#87\n     * @param plane defines the reflection plane\n     * @returns a new matrix\n     */static Reflection(t){const e=new Matrix;Matrix.ReflectionToRef(t,e);return e}\n/**\n     * Computes a reflection matrix from a plane\n     * Example Playground - https://playground.babylonjs.com/#AV9X17#88\n     * @param plane defines the reflection plane\n     * @param result defines the target matrix\n     * @returns result input\n     */static ReflectionToRef(t,e){t.normalize();const r=t.normal.x;const s=t.normal.y;const o=t.normal.z;const i=-2*r;const n=-2*s;const a=-2*o;Matrix.FromValuesToRef(i*r+1,n*r,a*r,0,i*s,n*s+1,a*s,0,i*o,n*o,a*o+1,0,i*t.d,n*t.d,a*t.d,1,e);return e}\n/**\n     * Sets the given matrix as a rotation matrix composed from the 3 left handed axes\n     * @param xaxis defines the value of the 1st axis\n     * @param yaxis defines the value of the 2nd axis\n     * @param zaxis defines the value of the 3rd axis\n     * @param result defines the target matrix\n     * @returns result input\n     */static FromXYZAxesToRef(t,e,r,s){Matrix.FromValuesToRef(t._x,t._y,t._z,0,e._x,e._y,e._z,0,r._x,r._y,r._z,0,0,0,0,1,s);return s}\n/**\n     * Creates a rotation matrix from a quaternion and stores it in a target matrix\n     * @param quat defines the quaternion to use\n     * @param result defines the target matrix\n     * @returns result input\n     */static FromQuaternionToRef(t,e){const r=t._x*t._x;const s=t._y*t._y;const o=t._z*t._z;const i=t._x*t._y;const n=t._z*t._w;const a=t._z*t._x;const c=t._y*t._w;const h=t._y*t._z;const _=t._x*t._w;e._m[0]=1-2*(s+o);e._m[1]=2*(i+n);e._m[2]=2*(a-c);e._m[3]=0;e._m[4]=2*(i-n);e._m[5]=1-2*(o+r);e._m[6]=2*(h+_);e._m[7]=0;e._m[8]=2*(a+c);e._m[9]=2*(h-_);e._m[10]=1-2*(s+r);e._m[11]=0;e._m[12]=0;e._m[13]=0;e._m[14]=0;e._m[15]=1;e.markAsUpdated();return e}}Matrix._UpdateFlagSeed=0;Matrix._IdentityReadOnly=Matrix.Identity();Object.defineProperties(Matrix.prototype,{dimension:{value:[4,4]},rank:{value:2}});class MathTmp{}MathTmp.Vector3=e(11,Vector3.Zero);MathTmp.Matrix=e(2,Matrix.Identity);MathTmp.Quaternion=e(3,Quaternion.Zero);class TmpVectors{}TmpVectors.Vector2=e(3,Vector2.Zero);TmpVectors.Vector3=e(13,Vector3.Zero);TmpVectors.Vector4=e(3,Vector4.Zero);TmpVectors.Quaternion=e(3,Quaternion.Zero);TmpVectors.Matrix=e(8,Matrix.Identity);r(\"BABYLON.Vector2\",Vector2);r(\"BABYLON.Vector3\",Vector3);r(\"BABYLON.Vector4\",Vector4);r(\"BABYLON.Matrix\",Matrix);const _=Matrix.FromValues(1,0,0,0,0,1,0,0,0,0,.5,0,0,0,.5,1);export{Matrix,Quaternion,TmpVectors,Vector2,Vector3,Vector4};\n//# sourceMappingURL=math.vector.js.map\n","import{BuildArray as t}from\"../Misc/arrayTools.js\";import{RegisterClass as r}from\"../Misc/typeStore.js\";import{ToLinearSpace as e,ToGammaSpace as o,Epsilon as s}from\"./math.constants.js\";import{W as i,C as a,T as n}from\"../_/BXd1Jdj1.js\";function colorChannelToLinearSpace(t){return Math.pow(t,e)}function colorChannelToLinearSpaceExact(t){return t<=.04045?.0773993808*t:Math.pow(.947867299*(t+.055),2.4)}function colorChannelToGammaSpace(t){return Math.pow(t,o)}function colorChannelToGammaSpaceExact(t){return t<=.0031308?12.92*t:1.055*Math.pow(t,.41666)-.055}class Color3{\n/**\n     * Creates a new Color3 object from red, green, blue values, all between 0 and 1\n     * @param r defines the red component (between 0 and 1, default is 0)\n     * @param g defines the green component (between 0 and 1, default is 0)\n     * @param b defines the blue component (between 0 and 1, default is 0)\n     */\nconstructor(t=0,r=0,e=0){this.r=t;this.g=r;this.b=e}\n/**\n     * Creates a string with the Color3 current values\n     * @returns the string representation of the Color3 object\n     */toString(){return\"{R: \"+this.r+\" G:\"+this.g+\" B:\"+this.b+\"}\"}\n/**\n     * Returns the string \"Color3\"\n     * @returns \"Color3\"\n     */getClassName(){return\"Color3\"}\n/**\n     * Compute the Color3 hash code\n     * @returns an unique number that can be used to hash Color3 objects\n     */getHashCode(){let t=this.r*255|0;t=t*397^this.g*255;t=t*397^this.b*255;return t}\n/**\n     * Stores in the given array from the given starting index the red, green, blue values as successive elements\n     * @param array defines the array where to store the r,g,b components\n     * @param index defines an optional index in the target array to define where to start storing values\n     * @returns the current Color3 object\n     */\ntoArray(t,r=0){t[r]=this.r;t[r+1]=this.g;t[r+2]=this.b;return this}\n/**\n     * Update the current color with values stored in an array from the starting index of the given array\n     * @param array defines the source array\n     * @param offset defines an offset in the source array\n     * @returns the current Color3 object\n     */fromArray(t,r=0){Color3.FromArrayToRef(t,r,this);return this}\n/**\n     * Returns a new Color4 object from the current Color3 and the given alpha\n     * @param alpha defines the alpha component on the new Color4 object (default is 1)\n     * @returns a new Color4 object\n     */toColor4(t=1){return new Color4(this.r,this.g,this.b,t)}\n/**\n     * Returns a new array populated with 3 numeric elements : red, green and blue values\n     * @returns the new array\n     */asArray(){return[this.r,this.g,this.b]}\n/**\n     * Returns the luminance value\n     * @returns a float value\n     */toLuminance(){return this.r*.3+this.g*.59+this.b*.11}\n/**\n     * Multiply each Color3 rgb values by the given Color3 rgb values in a new Color3 object\n     * @param otherColor defines the second operand\n     * @returns the new Color3 object\n     */multiply(t){return new Color3(this.r*t.r,this.g*t.g,this.b*t.b)}\n/**\n     * Multiply the rgb values of the Color3 and the given Color3 and stores the result in the object \"result\"\n     * @param otherColor defines the second operand\n     * @param result defines the Color3 object where to store the result\n     * @returns the result Color3\n     */multiplyToRef(t,r){r.r=this.r*t.r;r.g=this.g*t.g;r.b=this.b*t.b;return r}\n/**\n     * Multiplies the current Color3 coordinates by the given ones\n     * @param otherColor defines the second operand\n     * @returns the current updated Color3\n     */multiplyInPlace(t){this.r*=t.r;this.g*=t.g;this.b*=t.b;return this}\n/**\n     * Returns a new Color3 set with the result of the multiplication of the current Color3 coordinates by the given floats\n     * @param r defines the r coordinate of the operand\n     * @param g defines the g coordinate of the operand\n     * @param b defines the b coordinate of the operand\n     * @returns the new Color3\n     */multiplyByFloats(t,r,e){return new Color3(this.r*t,this.g*r,this.b*e)}divide(t){throw new ReferenceError(\"Can not divide a color\")}divideToRef(t,r){throw new ReferenceError(\"Can not divide a color\")}divideInPlace(t){throw new ReferenceError(\"Can not divide a color\")}\n/**\n     * Updates the current Color3 with the minimal coordinate values between its and the given color ones\n     * @param other defines the second operand\n     * @returns the current updated Color3\n     */minimizeInPlace(t){return this.minimizeInPlaceFromFloats(t.r,t.g,t.b)}\n/**\n     * Updates the current Color3 with the maximal coordinate values between its and the given color ones.\n     * @param other defines the second operand\n     * @returns the current updated Color3\n     */maximizeInPlace(t){return this.maximizeInPlaceFromFloats(t.r,t.g,t.b)}\n/**\n     * Updates the current Color3 with the minimal coordinate values between its and the given coordinates\n     * @param r defines the r coordinate of the operand\n     * @param g defines the g coordinate of the operand\n     * @param b defines the b coordinate of the operand\n     * @returns the current updated Color3\n     */minimizeInPlaceFromFloats(t,r,e){this.r=Math.min(t,this.r);this.g=Math.min(r,this.g);this.b=Math.min(e,this.b);return this}\n/**\n     * Updates the current Color3 with the maximal coordinate values between its and the given coordinates.\n     * @param r defines the r coordinate of the operand\n     * @param g defines the g coordinate of the operand\n     * @param b defines the b coordinate of the operand\n     * @returns the current updated Color3\n     */maximizeInPlaceFromFloats(t,r,e){this.r=Math.max(t,this.r);this.g=Math.max(r,this.g);this.b=Math.max(e,this.b);return this}floorToRef(t){throw new ReferenceError(\"Can not floor a color\")}floor(){throw new ReferenceError(\"Can not floor a color\")}fractToRef(t){throw new ReferenceError(\"Can not fract a color\")}fract(){throw new ReferenceError(\"Can not fract a color\")}\n/**\n     * Determines equality between Color3 objects\n     * @param otherColor defines the second operand\n     * @returns true if the rgb values are equal to the given ones\n     */equals(t){return t&&this.r===t.r&&this.g===t.g&&this.b===t.b}\n/**\n     * Alias for equalsToFloats\n     * @param r red color component\n     * @param g green color component\n     * @param b blue color component\n     * @returns boolean\n     */equalsFloats(t,r,e){return this.equalsToFloats(t,r,e)}\n/**\n     * Determines equality between the current Color3 object and a set of r,b,g values\n     * @param r defines the red component to check\n     * @param g defines the green component to check\n     * @param b defines the blue component to check\n     * @returns true if the rgb values are equal to the given ones\n     */equalsToFloats(t,r,e){return this.r===t&&this.g===r&&this.b===e}\n/**\n     * Returns true if the current Color3 and the given color coordinates are distant less than epsilon\n     * @param otherColor defines the second operand\n     * @param epsilon defines the minimal distance to define values as equals\n     * @returns true if both colors are distant less than epsilon\n     */equalsWithEpsilon(t,r=s){return i(this.r,t.r,r)&&i(this.g,t.g,r)&&i(this.b,t.b,r)}negate(){throw new ReferenceError(\"Can not negate a color\")}negateInPlace(){throw new ReferenceError(\"Can not negate a color\")}negateToRef(t){throw new ReferenceError(\"Can not negate a color\")}\n/**\n     * Creates a new Color3 with the current Color3 values multiplied by scale\n     * @param scale defines the scaling factor to apply\n     * @returns a new Color3 object\n     */scale(t){return new Color3(this.r*t,this.g*t,this.b*t)}\n/**\n     * Multiplies the Color3 values by the float \"scale\"\n     * @param scale defines the scaling factor to apply\n     * @returns the current updated Color3\n     */scaleInPlace(t){this.r*=t;this.g*=t;this.b*=t;return this}\n/**\n     * Multiplies the rgb values by scale and stores the result into \"result\"\n     * @param scale defines the scaling factor\n     * @param result defines the Color3 object where to store the result\n     * @returns the result Color3\n     */scaleToRef(t,r){r.r=this.r*t;r.g=this.g*t;r.b=this.b*t;return r}\n/**\n     * Scale the current Color3 values by a factor and add the result to a given Color3\n     * @param scale defines the scale factor\n     * @param result defines color to store the result into\n     * @returns the result Color3\n     */scaleAndAddToRef(t,r){r.r+=this.r*t;r.g+=this.g*t;r.b+=this.b*t;return r}\n/**\n     * Clamps the rgb values by the min and max values and stores the result into \"result\"\n     * @param min defines minimum clamping value (default is 0)\n     * @param max defines maximum clamping value (default is 1)\n     * @param result defines color to store the result into\n     * @returns the result Color3\n     */clampToRef(t=0,r=1,e){e.r=a(this.r,t,r);e.g=a(this.g,t,r);e.b=a(this.b,t,r);return e}\n/**\n     * Creates a new Color3 set with the added values of the current Color3 and of the given one\n     * @param otherColor defines the second operand\n     * @returns the new Color3\n     */add(t){return new Color3(this.r+t.r,this.g+t.g,this.b+t.b)}\n/**\n     * Adds the given color to the current Color3\n     * @param otherColor defines the second operand\n     * @returns the current updated Color3\n     */addInPlace(t){this.r+=t.r;this.g+=t.g;this.b+=t.b;return this}\n/**\n     * Adds the given coordinates to the current Color3\n     * @param r defines the r coordinate of the operand\n     * @param g defines the g coordinate of the operand\n     * @param b defines the b coordinate of the operand\n     * @returns the current updated Color3\n     */addInPlaceFromFloats(t,r,e){this.r+=t;this.g+=r;this.b+=e;return this}\n/**\n     * Stores the result of the addition of the current Color3 and given one rgb values into \"result\"\n     * @param otherColor defines the second operand\n     * @param result defines Color3 object to store the result into\n     * @returns the unmodified current Color3\n     */addToRef(t,r){r.r=this.r+t.r;r.g=this.g+t.g;r.b=this.b+t.b;return r}\n/**\n     * Returns a new Color3 set with the subtracted values of the given one from the current Color3\n     * @param otherColor defines the second operand\n     * @returns the new Color3\n     */subtract(t){return new Color3(this.r-t.r,this.g-t.g,this.b-t.b)}\n/**\n     * Stores the result of the subtraction of given one from the current Color3 rgb values into \"result\"\n     * @param otherColor defines the second operand\n     * @param result defines Color3 object to store the result into\n     * @returns the unmodified current Color3\n     */subtractToRef(t,r){r.r=this.r-t.r;r.g=this.g-t.g;r.b=this.b-t.b;return r}\n/**\n     * Subtract the given color from the current Color3\n     * @param otherColor defines the second operand\n     * @returns the current updated Color3\n     */subtractInPlace(t){this.r-=t.r;this.g-=t.g;this.b-=t.b;return this}\n/**\n     * Returns a new Color3 set with the subtraction of the given floats from the current Color3 coordinates\n     * @param r defines the r coordinate of the operand\n     * @param g defines the g coordinate of the operand\n     * @param b defines the b coordinate of the operand\n     * @returns the resulting Color3\n     */subtractFromFloats(t,r,e){return new Color3(this.r-t,this.g-r,this.b-e)}\n/**\n     * Subtracts the given floats from the current Color3 coordinates and set the given color \"result\" with this result\n     * @param r defines the r coordinate of the operand\n     * @param g defines the g coordinate of the operand\n     * @param b defines the b coordinate of the operand\n     * @param result defines the Color3 object where to store the result\n     * @returns the result\n     */subtractFromFloatsToRef(t,r,e,o){o.r=this.r-t;o.g=this.g-r;o.b=this.b-e;return o}\n/**\n     * Copy the current object\n     * @returns a new Color3 copied the current one\n     */clone(){return new Color3(this.r,this.g,this.b)}\n/**\n     * Copies the rgb values from the source in the current Color3\n     * @param source defines the source Color3 object\n     * @returns the updated Color3 object\n     */copyFrom(t){this.r=t.r;this.g=t.g;this.b=t.b;return this}\n/**\n     * Updates the Color3 rgb values from the given floats\n     * @param r defines the red component to read from\n     * @param g defines the green component to read from\n     * @param b defines the blue component to read from\n     * @returns the current Color3 object\n     */copyFromFloats(t,r,e){this.r=t;this.g=r;this.b=e;return this}\n/**\n     * Updates the Color3 rgb values from the given floats\n     * @param r defines the red component to read from\n     * @param g defines the green component to read from\n     * @param b defines the blue component to read from\n     * @returns the current Color3 object\n     */set(t,r,e){return this.copyFromFloats(t,r,e)}\n/**\n     * Copies the given float to the current Color3 coordinates\n     * @param v defines the r, g and b coordinates of the operand\n     * @returns the current updated Color3\n     */setAll(t){this.r=this.g=this.b=t;return this}\n/**\n     * Compute the Color3 hexadecimal code as a string\n     * @returns a string containing the hexadecimal representation of the Color3 object\n     */toHexString(){const t=Math.round(this.r*255);const r=Math.round(this.g*255);const e=Math.round(this.b*255);return\"#\"+n(t)+n(r)+n(e)}\n/**\n     * Updates the Color3 rgb values from the string containing valid hexadecimal values\n     * @param hex defines a string containing valid hexadecimal values\n     * @returns the current Color3 object\n     */fromHexString(t){if(t.substring(0,1)!==\"#\"||t.length!==7)return this;this.r=parseInt(t.substring(1,3),16)/255;this.g=parseInt(t.substring(3,5),16)/255;this.b=parseInt(t.substring(5,7),16)/255;return this}\n/**\n     * Converts current color in rgb space to HSV values\n     * @returns a new color3 representing the HSV values\n     */toHSV(){return this.toHSVToRef(new Color3)}\n/**\n     * Converts current color in rgb space to HSV values\n     * @param result defines the Color3 where to store the HSV values\n     * @returns the updated result\n     */toHSVToRef(t){const r=this.r;const e=this.g;const o=this.b;const s=Math.max(r,e,o);const i=Math.min(r,e,o);let a=0;let n=0;const h=s;const l=s-i;s!==0&&(n=l/s);if(s!=i){if(s==r){a=(e-o)/l;e<o&&(a+=6)}else s==e?a=(o-r)/l+2:s==o&&(a=(r-e)/l+4);a*=60}t.r=a;t.g=n;t.b=h;return t}\n/**\n     * Computes a new Color3 converted from the current one to linear space\n     * @param exact defines if the conversion will be done in an exact way which is slower but more accurate (default is false)\n     * @returns a new Color3 object\n     */toLinearSpace(t=false){const r=new Color3;this.toLinearSpaceToRef(r,t);return r}\n/**\n     * Converts the Color3 values to linear space and stores the result in \"convertedColor\"\n     * @param convertedColor defines the Color3 object where to store the linear space version\n     * @param exact defines if the conversion will be done in an exact way which is slower but more accurate (default is false)\n     * @returns the unmodified Color3\n     */toLinearSpaceToRef(t,r=false){if(r){t.r=colorChannelToLinearSpaceExact(this.r);t.g=colorChannelToLinearSpaceExact(this.g);t.b=colorChannelToLinearSpaceExact(this.b)}else{t.r=colorChannelToLinearSpace(this.r);t.g=colorChannelToLinearSpace(this.g);t.b=colorChannelToLinearSpace(this.b)}return this}\n/**\n     * Computes a new Color3 converted from the current one to gamma space\n     * @param exact defines if the conversion will be done in an exact way which is slower but more accurate (default is false)\n     * @returns a new Color3 object\n     */toGammaSpace(t=false){const r=new Color3;this.toGammaSpaceToRef(r,t);return r}\n/**\n     * Converts the Color3 values to gamma space and stores the result in \"convertedColor\"\n     * @param convertedColor defines the Color3 object where to store the gamma space version\n     * @param exact defines if the conversion will be done in an exact way which is slower but more accurate (default is false)\n     * @returns the unmodified Color3\n     */toGammaSpaceToRef(t,r=false){if(r){t.r=colorChannelToGammaSpaceExact(this.r);t.g=colorChannelToGammaSpaceExact(this.g);t.b=colorChannelToGammaSpaceExact(this.b)}else{t.r=colorChannelToGammaSpace(this.r);t.g=colorChannelToGammaSpace(this.g);t.b=colorChannelToGammaSpace(this.b)}return this}\n/**\n     * Converts Hue, saturation and value to a Color3 (RGB)\n     * @param hue defines the hue (value between 0 and 360)\n     * @param saturation defines the saturation (value between 0 and 1)\n     * @param value defines the value (value between 0 and 1)\n     * @param result defines the Color3 where to store the RGB values\n     * @returns the updated result\n     */static HSVtoRGBToRef(t,r,e,o){const s=e*r;const i=t/60;const a=s*(1-Math.abs(i%2-1));let n=0;let h=0;let l=0;if(i>=0&&i<=1){n=s;h=a}else if(i>=1&&i<=2){n=a;h=s}else if(i>=2&&i<=3){h=s;l=a}else if(i>=3&&i<=4){h=a;l=s}else if(i>=4&&i<=5){n=a;l=s}else if(i>=5&&i<=6){n=s;l=a}const c=e-s;o.r=n+c;o.g=h+c;o.b=l+c;return o}\n/**\n     * Converts Hue, saturation and value to a new Color3 (RGB)\n     * @param hue defines the hue (value between 0 and 360)\n     * @param saturation defines the saturation (value between 0 and 1)\n     * @param value defines the value (value between 0 and 1)\n     * @returns a new Color3 object\n     */static FromHSV(t,r,e){const o=new Color3(0,0,0);Color3.HSVtoRGBToRef(t,r,e,o);return o}\n/**\n     * Creates a new Color3 from the string containing valid hexadecimal values\n     * @param hex defines a string containing valid hexadecimal values\n     * @returns a new Color3 object\n     */static FromHexString(t){return new Color3(0,0,0).fromHexString(t)}\n/**\n     * Creates a new Color3 from the starting index of the given array\n     * @param array defines the source array\n     * @param offset defines an offset in the source array\n     * @returns a new Color3 object\n     */static FromArray(t,r=0){return new Color3(t[r],t[r+1],t[r+2])}\n/**\n     * Creates a new Color3 from the starting index element of the given array\n     * @param array defines the source array to read from\n     * @param offset defines the offset in the source array\n     * @param result defines the target Color3 object\n     */static FromArrayToRef(t,r=0,e){e.r=t[r];e.g=t[r+1];e.b=t[r+2]}\n/**\n     * Creates a new Color3 from integer values (\\< 256)\n     * @param r defines the red component to read from (value between 0 and 255)\n     * @param g defines the green component to read from (value between 0 and 255)\n     * @param b defines the blue component to read from (value between 0 and 255)\n     * @returns a new Color3 object\n     */static FromInts(t,r,e){return new Color3(t/255,r/255,e/255)}\n/**\n     * Creates a new Color3 with values linearly interpolated of \"amount\" between the start Color3 and the end Color3\n     * @param start defines the start Color3 value\n     * @param end defines the end Color3 value\n     * @param amount defines the gradient value between start and end\n     * @returns a new Color3 object\n     */static Lerp(t,r,e){const o=new Color3(0,0,0);Color3.LerpToRef(t,r,e,o);return o}\n/**\n     * Creates a new Color3 with values linearly interpolated of \"amount\" between the start Color3 and the end Color3\n     * @param left defines the start value\n     * @param right defines the end value\n     * @param amount defines the gradient factor\n     * @param result defines the Color3 object where to store the result\n     */static LerpToRef(t,r,e,o){o.r=t.r+(r.r-t.r)*e;o.g=t.g+(r.g-t.g)*e;o.b=t.b+(r.b-t.b)*e}\n/**\n     * Returns a new Color3 located for \"amount\" (float) on the Hermite interpolation spline defined by the vectors \"value1\", \"tangent1\", \"value2\", \"tangent2\"\n     * @param value1 defines the first control point\n     * @param tangent1 defines the first tangent Color3\n     * @param value2 defines the second control point\n     * @param tangent2 defines the second tangent Color3\n     * @param amount defines the amount on the interpolation spline (between 0 and 1)\n     * @returns the new Color3\n     */static Hermite(t,r,e,o,s){const i=s*s;const a=s*i;const n=2*a-3*i+1;const h=-2*a+3*i;const l=a-2*i+s;const c=a-i;const g=t.r*n+e.r*h+r.r*l+o.r*c;const b=t.g*n+e.g*h+r.g*l+o.g*c;const u=t.b*n+e.b*h+r.b*l+o.b*c;return new Color3(g,b,u)}\n/**\n     * Returns a new Color3 which is the 1st derivative of the Hermite spline defined by the colors \"value1\", \"value2\", \"tangent1\", \"tangent2\".\n     * @param value1 defines the first control point\n     * @param tangent1 defines the first tangent\n     * @param value2 defines the second control point\n     * @param tangent2 defines the second tangent\n     * @param time define where the derivative must be done\n     * @returns 1st derivative\n     */static Hermite1stDerivative(t,r,e,o,s){const i=Color3.Black();this.Hermite1stDerivativeToRef(t,r,e,o,s,i);return i}\n/**\n     * Returns a new Color3 which is the 1st derivative of the Hermite spline defined by the colors \"value1\", \"value2\", \"tangent1\", \"tangent2\".\n     * @param value1 defines the first control point\n     * @param tangent1 defines the first tangent\n     * @param value2 defines the second control point\n     * @param tangent2 defines the second tangent\n     * @param time define where the derivative must be done\n     * @param result define where to store the derivative\n     */static Hermite1stDerivativeToRef(t,r,e,o,s,i){const a=s*s;i.r=6*(a-s)*t.r+(3*a-4*s+1)*r.r+(-a+s)*6*e.r+(3*a-2*s)*o.r;i.g=6*(a-s)*t.g+(3*a-4*s+1)*r.g+(-a+s)*6*e.g+(3*a-2*s)*o.g;i.b=6*(a-s)*t.b+(3*a-4*s+1)*r.b+(-a+s)*6*e.b+(3*a-2*s)*o.b}\n/**\n     * Returns a Color3 value containing a red color\n     * @returns a new Color3 object\n     */static Red(){return new Color3(1,0,0)}\n/**\n     * Returns a Color3 value containing a green color\n     * @returns a new Color3 object\n     */static Green(){return new Color3(0,1,0)}\n/**\n     * Returns a Color3 value containing a blue color\n     * @returns a new Color3 object\n     */static Blue(){return new Color3(0,0,1)}\n/**\n     * Returns a Color3 value containing a black color\n     * @returns a new Color3 object\n     */static Black(){return new Color3(0,0,0)}static get BlackReadOnly(){return Color3._BlackReadOnly}\n/**\n     * Returns a Color3 value containing a white color\n     * @returns a new Color3 object\n     */static White(){return new Color3(1,1,1)}\n/**\n     * Returns a Color3 value containing a purple color\n     * @returns a new Color3 object\n     */static Purple(){return new Color3(.5,0,.5)}\n/**\n     * Returns a Color3 value containing a magenta color\n     * @returns a new Color3 object\n     */static Magenta(){return new Color3(1,0,1)}\n/**\n     * Returns a Color3 value containing a yellow color\n     * @returns a new Color3 object\n     */static Yellow(){return new Color3(1,1,0)}\n/**\n     * Returns a Color3 value containing a gray color\n     * @returns a new Color3 object\n     */static Gray(){return new Color3(.5,.5,.5)}\n/**\n     * Returns a Color3 value containing a teal color\n     * @returns a new Color3 object\n     */static Teal(){return new Color3(0,1,1)}\n/**\n     * Returns a Color3 value containing a random color\n     * @returns a new Color3 object\n     */static Random(){return new Color3(Math.random(),Math.random(),Math.random())}}Color3._V8PerformanceHack=new Color3(.5,.5,.5);Color3._BlackReadOnly=Color3.Black();Object.defineProperties(Color3.prototype,{dimension:{value:[3]},rank:{value:1}});class Color4{\n/**\n     * Creates a new Color4 object from red, green, blue values, all between 0 and 1\n     * @param r defines the red component (between 0 and 1, default is 0)\n     * @param g defines the green component (between 0 and 1, default is 0)\n     * @param b defines the blue component (between 0 and 1, default is 0)\n     * @param a defines the alpha component (between 0 and 1, default is 1)\n     */\nconstructor(t=0,r=0,e=0,o=1){this.r=t;this.g=r;this.b=e;this.a=o}\n/**\n     * Creates a new array populated with 4 numeric elements : red, green, blue, alpha values\n     * @returns the new array\n     */\nasArray(){return[this.r,this.g,this.b,this.a]}\n/**\n     * Stores from the starting index in the given array the Color4 successive values\n     * @param array defines the array where to store the r,g,b components\n     * @param index defines an optional index in the target array to define where to start storing values\n     * @returns the current Color4 object\n     */toArray(t,r=0){t[r]=this.r;t[r+1]=this.g;t[r+2]=this.b;t[r+3]=this.a;return this}\n/**\n     * Update the current color with values stored in an array from the starting index of the given array\n     * @param array defines the source array\n     * @param offset defines an offset in the source array\n     * @returns the current Color4 object\n     */fromArray(t,r=0){this.r=t[r];this.g=t[r+1];this.b=t[r+2];this.a=t[r+3];return this}\n/**\n     * Determines equality between Color4 objects\n     * @param otherColor defines the second operand\n     * @returns true if the rgba values are equal to the given ones\n     */equals(t){return t&&this.r===t.r&&this.g===t.g&&this.b===t.b&&this.a===t.a}\n/**\n     * Creates a new Color4 set with the added values of the current Color4 and of the given one\n     * @param otherColor defines the second operand\n     * @returns a new Color4 object\n     */add(t){return new Color4(this.r+t.r,this.g+t.g,this.b+t.b,this.a+t.a)}\n/**\n     * Updates the given color \"result\" with the result of the addition of the current Color4 and the given one.\n     * @param otherColor the color to add\n     * @param result the color to store the result\n     * @returns result input\n     */addToRef(t,r){r.r=this.r+t.r;r.g=this.g+t.g;r.b=this.b+t.b;r.a=this.a+t.a;return r}\n/**\n     * Adds in place the given Color4 values to the current Color4 object\n     * @param otherColor defines the second operand\n     * @returns the current updated Color4 object\n     */addInPlace(t){this.r+=t.r;this.g+=t.g;this.b+=t.b;this.a+=t.a;return this}\n/**\n     * Adds the given coordinates to the current Color4\n     * @param r defines the r coordinate of the operand\n     * @param g defines the g coordinate of the operand\n     * @param b defines the b coordinate of the operand\n     * @param a defines the a coordinate of the operand\n     * @returns the current updated Color4\n     */addInPlaceFromFloats(t,r,e,o){this.r+=t;this.g+=r;this.b+=e;this.a+=o;return this}\n/**\n     * Creates a new Color4 set with the subtracted values of the given one from the current Color4\n     * @param otherColor defines the second operand\n     * @returns a new Color4 object\n     */subtract(t){return new Color4(this.r-t.r,this.g-t.g,this.b-t.b,this.a-t.a)}\n/**\n     * Subtracts the given ones from the current Color4 values and stores the results in \"result\"\n     * @param otherColor defines the second operand\n     * @param result defines the Color4 object where to store the result\n     * @returns the result Color4 object\n     */subtractToRef(t,r){r.r=this.r-t.r;r.g=this.g-t.g;r.b=this.b-t.b;r.a=this.a-t.a;return r}\n/**\n     * Subtract in place the given color from the current Color4.\n     * @param otherColor the color to subtract\n     * @returns the updated Color4.\n     */subtractInPlace(t){this.r-=t.r;this.g-=t.g;this.b-=t.b;this.a-=t.a;return this}\n/**\n     * Returns a new Color4 set with the result of the subtraction of the given floats from the current Color4 coordinates.\n     * @param r value to subtract\n     * @param g value to subtract\n     * @param b value to subtract\n     * @param a value to subtract\n     * @returns new color containing the result\n     */subtractFromFloats(t,r,e,o){return new Color4(this.r-t,this.g-r,this.b-e,this.a-o)}\n/**\n     * Sets the given color \"result\" set with the result of the subtraction of the given floats from the current Color4 coordinates.\n     * @param r value to subtract\n     * @param g value to subtract\n     * @param b value to subtract\n     * @param a value to subtract\n     * @param result the color to store the result in\n     * @returns result input\n     */subtractFromFloatsToRef(t,r,e,o,s){s.r=this.r-t;s.g=this.g-r;s.b=this.b-e;s.a=this.a-o;return s}\n/**\n     * Creates a new Color4 with the current Color4 values multiplied by scale\n     * @param scale defines the scaling factor to apply\n     * @returns a new Color4 object\n     */scale(t){return new Color4(this.r*t,this.g*t,this.b*t,this.a*t)}\n/**\n     * Multiplies the Color4 values by the float \"scale\"\n     * @param scale defines the scaling factor to apply\n     * @returns the current updated Color4\n     */scaleInPlace(t){this.r*=t;this.g*=t;this.b*=t;this.a*=t;return this}\n/**\n     * Multiplies the current Color4 values by scale and stores the result in \"result\"\n     * @param scale defines the scaling factor to apply\n     * @param result defines the Color4 object where to store the result\n     * @returns the result Color4\n     */scaleToRef(t,r){r.r=this.r*t;r.g=this.g*t;r.b=this.b*t;r.a=this.a*t;return r}\n/**\n     * Scale the current Color4 values by a factor and add the result to a given Color4\n     * @param scale defines the scale factor\n     * @param result defines the Color4 object where to store the result\n     * @returns the result Color4\n     */scaleAndAddToRef(t,r){r.r+=this.r*t;r.g+=this.g*t;r.b+=this.b*t;r.a+=this.a*t;return r}\n/**\n     * Clamps the rgb values by the min and max values and stores the result into \"result\"\n     * @param min defines minimum clamping value (default is 0)\n     * @param max defines maximum clamping value (default is 1)\n     * @param result defines color to store the result into.\n     * @returns the result Color4\n     */clampToRef(t=0,r=1,e){e.r=a(this.r,t,r);e.g=a(this.g,t,r);e.b=a(this.b,t,r);e.a=a(this.a,t,r);return e}\n/**\n     * Multiply an Color4 value by another and return a new Color4 object\n     * @param color defines the Color4 value to multiply by\n     * @returns a new Color4 object\n     */multiply(t){return new Color4(this.r*t.r,this.g*t.g,this.b*t.b,this.a*t.a)}\n/**\n     * Multiply a Color4 value by another and push the result in a reference value\n     * @param color defines the Color4 value to multiply by\n     * @param result defines the Color4 to fill the result in\n     * @returns the result Color4\n     */multiplyToRef(t,r){r.r=this.r*t.r;r.g=this.g*t.g;r.b=this.b*t.b;r.a=this.a*t.a;return r}\n/**\n     * Multiplies in place the current Color4 by the given one.\n     * @param otherColor color to multiple with\n     * @returns the updated Color4.\n     */multiplyInPlace(t){this.r*=t.r;this.g*=t.g;this.b*=t.b;this.a*=t.a;return this}\n/**\n     * Returns a new Color4 set with the multiplication result of the given floats and the current Color4 coordinates.\n     * @param r value multiply with\n     * @param g value multiply with\n     * @param b value multiply with\n     * @param a value multiply with\n     * @returns resulting new color\n     */multiplyByFloats(t,r,e,o){return new Color4(this.r*t,this.g*r,this.b*e,this.a*o)}divide(t){throw new ReferenceError(\"Can not divide a color\")}divideToRef(t,r){throw new ReferenceError(\"Can not divide a color\")}divideInPlace(t){throw new ReferenceError(\"Can not divide a color\")}\n/**\n     * Updates the Color4 coordinates with the minimum values between its own and the given color ones\n     * @param other defines the second operand\n     * @returns the current updated Color4\n     */minimizeInPlace(t){this.r=Math.min(this.r,t.r);this.g=Math.min(this.g,t.g);this.b=Math.min(this.b,t.b);this.a=Math.min(this.a,t.a);return this}\n/**\n     * Updates the Color4 coordinates with the maximum values between its own and the given color ones\n     * @param other defines the second operand\n     * @returns the current updated Color4\n     */maximizeInPlace(t){this.r=Math.max(this.r,t.r);this.g=Math.max(this.g,t.g);this.b=Math.max(this.b,t.b);this.a=Math.max(this.a,t.a);return this}\n/**\n     * Updates the current Color4 with the minimal coordinate values between its and the given coordinates\n     * @param r defines the r coordinate of the operand\n     * @param g defines the g coordinate of the operand\n     * @param b defines the b coordinate of the operand\n     * @param a defines the a coordinate of the operand\n     * @returns the current updated Color4\n     */minimizeInPlaceFromFloats(t,r,e,o){this.r=Math.min(t,this.r);this.g=Math.min(r,this.g);this.b=Math.min(e,this.b);this.a=Math.min(o,this.a);return this}\n/**\n     * Updates the current Color4 with the maximal coordinate values between its and the given coordinates.\n     * @param r defines the r coordinate of the operand\n     * @param g defines the g coordinate of the operand\n     * @param b defines the b coordinate of the operand\n     * @param a defines the a coordinate of the operand\n     * @returns the current updated Color4\n     */maximizeInPlaceFromFloats(t,r,e,o){this.r=Math.max(t,this.r);this.g=Math.max(r,this.g);this.b=Math.max(e,this.b);this.a=Math.max(o,this.a);return this}floorToRef(t){throw new ReferenceError(\"Can not floor a color\")}floor(){throw new ReferenceError(\"Can not floor a color\")}fractToRef(t){throw new ReferenceError(\"Can not fract a color\")}fract(){throw new ReferenceError(\"Can not fract a color\")}negate(){throw new ReferenceError(\"Can not negate a color\")}negateInPlace(){throw new ReferenceError(\"Can not negate a color\")}negateToRef(t){throw new ReferenceError(\"Can not negate a color\")}\n/**\n     * Boolean : True if the current Color4 coordinates are each beneath the distance \"epsilon\" from the given color ones.\n     * @param otherColor color to compare against\n     * @param epsilon (Default: very small number)\n     * @returns true if they are equal\n     */equalsWithEpsilon(t,r=s){return i(this.r,t.r,r)&&i(this.g,t.g,r)&&i(this.b,t.b,r)&&i(this.a,t.a,r)}\n/**\n     * Boolean : True if the given floats are strictly equal to the current Color4 coordinates.\n     * @param x x value to compare against\n     * @param y y value to compare against\n     * @param z z value to compare against\n     * @param w w value to compare against\n     * @returns true if equal\n     */equalsToFloats(t,r,e,o){return this.r===t&&this.g===r&&this.b===e&&this.a===o}\n/**\n     * Creates a string with the Color4 current values\n     * @returns the string representation of the Color4 object\n     */toString(){return\"{R: \"+this.r+\" G:\"+this.g+\" B:\"+this.b+\" A:\"+this.a+\"}\"}\n/**\n     * Returns the string \"Color4\"\n     * @returns \"Color4\"\n     */getClassName(){return\"Color4\"}\n/**\n     * Compute the Color4 hash code\n     * @returns an unique number that can be used to hash Color4 objects\n     */getHashCode(){let t=this.r*255|0;t=t*397^this.g*255;t=t*397^this.b*255;t=t*397^this.a*255;return t}\n/**\n     * Creates a new Color4 copied from the current one\n     * @returns a new Color4 object\n     */clone(){const t=new Color4;return t.copyFrom(this)}\n/**\n     * Copies the given Color4 values into the current one\n     * @param source defines the source Color4 object\n     * @returns the current updated Color4 object\n     */copyFrom(t){this.r=t.r;this.g=t.g;this.b=t.b;this.a=t.a;return this}\n/**\n     * Copies the given float values into the current one\n     * @param r defines the red component to read from\n     * @param g defines the green component to read from\n     * @param b defines the blue component to read from\n     * @param a defines the alpha component to read from\n     * @returns the current updated Color4 object\n     */copyFromFloats(t,r,e,o){this.r=t;this.g=r;this.b=e;this.a=o;return this}\n/**\n     * Copies the given float values into the current one\n     * @param r defines the red component to read from\n     * @param g defines the green component to read from\n     * @param b defines the blue component to read from\n     * @param a defines the alpha component to read from\n     * @returns the current updated Color4 object\n     */set(t,r,e,o){return this.copyFromFloats(t,r,e,o)}\n/**\n     * Copies the given float to the current Vector4 coordinates\n     * @param v defines the r, g, b, and a coordinates of the operand\n     * @returns the current updated Vector4\n     */setAll(t){this.r=this.g=this.b=this.a=t;return this}\n/**\n     * Compute the Color4 hexadecimal code as a string\n     * @param returnAsColor3 defines if the string should only contains RGB values (off by default)\n     * @returns a string containing the hexadecimal representation of the Color4 object\n     */toHexString(t=false){const r=Math.round(this.r*255);const e=Math.round(this.g*255);const o=Math.round(this.b*255);if(t)return\"#\"+n(r)+n(e)+n(o);const s=Math.round(this.a*255);return\"#\"+n(r)+n(e)+n(o)+n(s)}\n/**\n     * Updates the Color4 rgba values from the string containing valid hexadecimal values.\n     *\n     * A valid hex string is either in the format #RRGGBB or #RRGGBBAA.\n     *\n     * When a hex string without alpha is passed, the resulting Color4 keeps\n     * its previous alpha value.\n     *\n     * An invalid string does not modify this object\n     *\n     * @param hex defines a string containing valid hexadecimal values\n     * @returns the current updated Color4 object\n     */fromHexString(t){if(t.substring(0,1)!==\"#\"||t.length!==9&&t.length!==7)return this;this.r=parseInt(t.substring(1,3),16)/255;this.g=parseInt(t.substring(3,5),16)/255;this.b=parseInt(t.substring(5,7),16)/255;t.length===9&&(this.a=parseInt(t.substring(7,9),16)/255);return this}\n/**\n     * Computes a new Color4 converted from the current one to linear space\n     * @param exact defines if the conversion will be done in an exact way which is slower but more accurate (default is false)\n     * @returns a new Color4 object\n     */toLinearSpace(t=false){const r=new Color4;this.toLinearSpaceToRef(r,t);return r}\n/**\n     * Converts the Color4 values to linear space and stores the result in \"convertedColor\"\n     * @param convertedColor defines the Color4 object where to store the linear space version\n     * @param exact defines if the conversion will be done in an exact way which is slower but more accurate (default is false)\n     * @returns the unmodified Color4\n     */toLinearSpaceToRef(t,r=false){if(r){t.r=colorChannelToLinearSpaceExact(this.r);t.g=colorChannelToLinearSpaceExact(this.g);t.b=colorChannelToLinearSpaceExact(this.b)}else{t.r=colorChannelToLinearSpace(this.r);t.g=colorChannelToLinearSpace(this.g);t.b=colorChannelToLinearSpace(this.b)}t.a=this.a;return this}\n/**\n     * Computes a new Color4 converted from the current one to gamma space\n     * @param exact defines if the conversion will be done in an exact way which is slower but more accurate (default is false)\n     * @returns a new Color4 object\n     */toGammaSpace(t=false){const r=new Color4;this.toGammaSpaceToRef(r,t);return r}\n/**\n     * Converts the Color4 values to gamma space and stores the result in \"convertedColor\"\n     * @param convertedColor defines the Color4 object where to store the gamma space version\n     * @param exact defines if the conversion will be done in an exact way which is slower but more accurate (default is false)\n     * @returns the unmodified Color4\n     */toGammaSpaceToRef(t,r=false){if(r){t.r=colorChannelToGammaSpaceExact(this.r);t.g=colorChannelToGammaSpaceExact(this.g);t.b=colorChannelToGammaSpaceExact(this.b)}else{t.r=colorChannelToGammaSpace(this.r);t.g=colorChannelToGammaSpace(this.g);t.b=colorChannelToGammaSpace(this.b)}t.a=this.a;return this}\n/**\n     * Creates a new Color4 from the string containing valid hexadecimal values.\n     *\n     * A valid hex string is either in the format #RRGGBB or #RRGGBBAA.\n     *\n     * When a hex string without alpha is passed, the resulting Color4 has\n     * its alpha value set to 1.0.\n     *\n     * An invalid string results in a Color with all its channels set to 0.0,\n     * i.e. \"transparent black\".\n     *\n     * @param hex defines a string containing valid hexadecimal values\n     * @returns a new Color4 object\n     */\nstatic FromHexString(t){return t.substring(0,1)!==\"#\"||t.length!==9&&t.length!==7?new Color4(0,0,0,0):new Color4(0,0,0,1).fromHexString(t)}\n/**\n     * Creates a new Color4 object set with the linearly interpolated values of \"amount\" between the left Color4 object and the right Color4 object\n     * @param left defines the start value\n     * @param right defines the end value\n     * @param amount defines the gradient factor\n     * @returns a new Color4 object\n     */static Lerp(t,r,e){return Color4.LerpToRef(t,r,e,new Color4)}\n/**\n     * Set the given \"result\" with the linearly interpolated values of \"amount\" between the left Color4 object and the right Color4 object\n     * @param left defines the start value\n     * @param right defines the end value\n     * @param amount defines the gradient factor\n     * @param result defines the Color4 object where to store data\n     * @returns the updated result\n     */static LerpToRef(t,r,e,o){o.r=t.r+(r.r-t.r)*e;o.g=t.g+(r.g-t.g)*e;o.b=t.b+(r.b-t.b)*e;o.a=t.a+(r.a-t.a)*e;return o}\n/**\n     * Interpolate between two Color4 using Hermite interpolation\n     * @param value1 defines first Color4\n     * @param tangent1 defines the incoming tangent\n     * @param value2 defines second Color4\n     * @param tangent2 defines the outgoing tangent\n     * @param amount defines the target Color4\n     * @returns the new interpolated Color4\n     */static Hermite(t,r,e,o,s){const i=s*s;const a=s*i;const n=2*a-3*i+1;const h=-2*a+3*i;const l=a-2*i+s;const c=a-i;const g=t.r*n+e.r*h+r.r*l+o.r*c;const b=t.g*n+e.g*h+r.g*l+o.g*c;const u=t.b*n+e.b*h+r.b*l+o.b*c;const m=t.a*n+e.a*h+r.a*l+o.a*c;return new Color4(g,b,u,m)}\n/**\n     * Returns a new Color4 which is the 1st derivative of the Hermite spline defined by the colors \"value1\", \"value2\", \"tangent1\", \"tangent2\".\n     * @param value1 defines the first control point\n     * @param tangent1 defines the first tangent\n     * @param value2 defines the second control point\n     * @param tangent2 defines the second tangent\n     * @param time define where the derivative must be done\n     * @returns 1st derivative\n     */static Hermite1stDerivative(t,r,e,o,s){const i=new Color4;this.Hermite1stDerivativeToRef(t,r,e,o,s,i);return i}\n/**\n     * Update a Color4 with the 1st derivative of the Hermite spline defined by the colors \"value1\", \"value2\", \"tangent1\", \"tangent2\".\n     * @param value1 defines the first control point\n     * @param tangent1 defines the first tangent\n     * @param value2 defines the second control point\n     * @param tangent2 defines the second tangent\n     * @param time define where the derivative must be done\n     * @param result define where to store the derivative\n     */static Hermite1stDerivativeToRef(t,r,e,o,s,i){const a=s*s;i.r=6*(a-s)*t.r+(3*a-4*s+1)*r.r+(-a+s)*6*e.r+(3*a-2*s)*o.r;i.g=6*(a-s)*t.g+(3*a-4*s+1)*r.g+(-a+s)*6*e.g+(3*a-2*s)*o.g;i.b=6*(a-s)*t.b+(3*a-4*s+1)*r.b+(-a+s)*6*e.b+(3*a-2*s)*o.b;i.a=6*(a-s)*t.a+(3*a-4*s+1)*r.a+(-a+s)*6*e.a+(3*a-2*s)*o.a}\n/**\n     * Creates a new Color4 from a Color3 and an alpha value\n     * @param color3 defines the source Color3 to read from\n     * @param alpha defines the alpha component (1.0 by default)\n     * @returns a new Color4 object\n     */static FromColor3(t,r=1){return new Color4(t.r,t.g,t.b,r)}\n/**\n     * Creates a new Color4 from the starting index element of the given array\n     * @param array defines the source array to read from\n     * @param offset defines the offset in the source array\n     * @returns a new Color4 object\n     */static FromArray(t,r=0){return new Color4(t[r],t[r+1],t[r+2],t[r+3])}\n/**\n     * Creates a new Color4 from the starting index element of the given array\n     * @param array defines the source array to read from\n     * @param offset defines the offset in the source array\n     * @param result defines the target Color4 object\n     */static FromArrayToRef(t,r=0,e){e.r=t[r];e.g=t[r+1];e.b=t[r+2];e.a=t[r+3]}\n/**\n     * Creates a new Color3 from integer values (less than 256)\n     * @param r defines the red component to read from (value between 0 and 255)\n     * @param g defines the green component to read from (value between 0 and 255)\n     * @param b defines the blue component to read from (value between 0 and 255)\n     * @param a defines the alpha component to read from (value between 0 and 255)\n     * @returns a new Color3 object\n     */static FromInts(t,r,e,o){return new Color4(t/255,r/255,e/255,o/255)}\n/**\n     * Check the content of a given array and convert it to an array containing RGBA data\n     * If the original array was already containing count * 4 values then it is returned directly\n     * @param colors defines the array to check\n     * @param count defines the number of RGBA data to expect\n     * @returns an array containing count * 4 values (RGBA)\n     */static CheckColors4(t,r){if(t.length===r*3){const r=[];for(let e=0;e<t.length;e+=3){const o=e/3*4;r[o]=t[e];r[o+1]=t[e+1];r[o+2]=t[e+2];r[o+3]=1}return r}return t}}Color4._V8PerformanceHack=new Color4(.5,.5,.5,.5);Object.defineProperties(Color4.prototype,{dimension:{value:[4]},rank:{value:1}});class TmpColors{}TmpColors.Color3=t(3,Color3.Black);TmpColors.Color4=t(3,(()=>new Color4(0,0,0,0)));r(\"BABYLON.Color3\",Color3);r(\"BABYLON.Color4\",Color4);export{Color3,Color4,TmpColors};\n//# sourceMappingURL=math.color.js.map\n","var 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e.concat(n||Array.prototype.slice.call(t))}function __await(e){return this instanceof __await?(this.v=e,this):new __await(e)}function __asyncGenerator(e,t,r){if(!Symbol.asyncIterator)throw new TypeError(\"Symbol.asyncIterator is not defined.\");var n,o=r.apply(e,t||[]),a=[];return n={},verb(\"next\"),verb(\"throw\"),verb(\"return\"),n[Symbol.asyncIterator]=function(){return this},n;function verb(e){o[e]&&(n[e]=function(t){return new Promise((function(r,n){a.push([e,t,r,n])>1||resume(e,t)}))})}function resume(e,t){try{step(o[e](t))}catch(e){settle(a[0][3],e)}}function step(e){e.value instanceof __await?Promise.resolve(e.value.v).then(fulfill,reject):settle(a[0][2],e)}function fulfill(e){resume(\"next\",e)}function reject(e){resume(\"throw\",e)}function settle(e,t){(e(t),a.shift(),a.length)&&resume(a[0][0],a[0][1])}}function __asyncDelegator(e){var t,r;return t={},verb(\"next\"),verb(\"throw\",(function(e){throw e})),verb(\"return\"),t[Symbol.iterator]=function(){return this},t;function verb(n,o){t[n]=e[n]?function(t){return(r=!r)?{value:__await(e[n](t)),done:n===\"return\"}:o?o(t):t}:o}}function __asyncValues(e){if(!Symbol.asyncIterator)throw new TypeError(\"Symbol.asyncIterator is not defined.\");var t,r=e[Symbol.asyncIterator];return r?r.call(e):(e=typeof __values===\"function\"?__values(e):e[Symbol.iterator](),t={},verb(\"next\"),verb(\"throw\"),verb(\"return\"),t[Symbol.asyncIterator]=function(){return this},t);function verb(r){t[r]=e[r]&&function(t){return new Promise((function(n,o){t=e[r](t),settle(n,o,t.done,t.value)}))}}function settle(e,t,r,n){Promise.resolve(n).then((function(t){e({value:t,done:r})}),t)}}function __makeTemplateObject(e,t){Object.defineProperty?Object.defineProperty(e,\"raw\",{value:t}):e.raw=t;return e}var t=Object.create?function(e,t){Object.defineProperty(e,\"default\",{enumerable:true,value:t})}:function(e,t){e.default=t};function __importStar(r){if(r&&r.__esModule)return r;var n={};if(r!=null)for(var o in r)o!==\"default\"&&Object.prototype.hasOwnProperty.call(r,o)&&e(n,r,o);t(n,r);return n}function __importDefault(e){return e&&e.__esModule?e:{default:e}}function __classPrivateFieldGet(e,t,r,n){if(r===\"a\"&&!n)throw new TypeError(\"Private accessor was defined without a getter\");if(typeof t===\"function\"?e!==t||!n:!t.has(e))throw new TypeError(\"Cannot read private member from an object whose class did not declare it\");return r===\"m\"?n:r===\"a\"?n.call(e):n?n.value:t.get(e)}function __classPrivateFieldSet(e,t,r,n,o){if(n===\"m\")throw new TypeError(\"Private method is not writable\");if(n===\"a\"&&!o)throw new TypeError(\"Private accessor was defined without a setter\");if(typeof t===\"function\"?e!==t||!o:!t.has(e))throw new TypeError(\"Cannot write private member to an object whose class did not declare it\");return n===\"a\"?o.call(e,r):o?o.value=r:t.set(e,r),r}function __classPrivateFieldIn(e,t){if(t===null||typeof t!==\"object\"&&typeof t!==\"function\")throw new TypeError(\"Cannot use 'in' operator on non-object\");return typeof e===\"function\"?t===e:e.has(t)}export{__assign,__asyncDelegator,__asyncGenerator,__asyncValues,__await,__awaiter,__classPrivateFieldGet,__classPrivateFieldIn,__classPrivateFieldSet,e as __createBinding,__decorate,__exportStar,__extends,__generator,__importDefault,__importStar,__makeTemplateObject,__metadata,__param,__read,__rest,__spread,__spreadArray,__spreadArrays,__values};\n//# sourceMappingURL=tslib.es6.js.map\n","const e={};const t={};function GetDirectStore(e){const r=e.getClassName();t[r]||(t[r]={});return t[r]}\n/**\n * @returns the list of properties flagged as serializable\n * @param target host object\n */function GetMergedStore(r){const s=r.getClassName();if(e[s])return e[s];e[s]={};const o=e[s];let a=r;let n=s;while(n){const e=t[n];for(const t in e)o[t]=e[t];let r;let s=false;do{r=Object.getPrototypeOf(a);if(!r.getClassName){s=true;break}if(r.getClassName()!==n)break;a=r}while(r);if(s)break;n=r.getClassName();a=r}return o}export{GetDirectStore as G,GetMergedStore as a};\n//# sourceMappingURL=SxHYZ7_O.js.map\n","import{G as e}from\"../_/SxHYZ7_O.js\";function generateSerializableMember(r,i){return(n,a)=>{const t=e(n);t[a]||(t[a]={type:r,sourceName:i})}}function generateExpandMember(e,r=null){return(i,n)=>{const a=r||\"_\"+n;Object.defineProperty(i,n,{get:function(){return this[a]},set:function(r){if((typeof this[a]?.equals!==\"function\"||!this[a].equals(r))&&this[a]!==r){this[a]=r;i[e].apply(this)}},enumerable:true,configurable:true})}}function expandToProperty(e,r=null){return generateExpandMember(e,r)}function serialize(e){return generateSerializableMember(0,e)}function serializeAsTexture(e){return generateSerializableMember(1,e)}function serializeAsColor3(e){return generateSerializableMember(2,e)}function serializeAsFresnelParameters(e){return generateSerializableMember(3,e)}function serializeAsVector2(e){return generateSerializableMember(4,e)}function serializeAsVector3(e){return generateSerializableMember(5,e)}function serializeAsMeshReference(e){return generateSerializableMember(6,e)}function serializeAsColorCurves(e){return generateSerializableMember(7,e)}function serializeAsColor4(e){return generateSerializableMember(8,e)}function serializeAsImageProcessingConfiguration(e){return generateSerializableMember(9,e)}function serializeAsQuaternion(e){return generateSerializableMember(10,e)}function serializeAsMatrix(e){return generateSerializableMember(12,e)}\n/**\n * Decorator used to define property that can be serialized as reference to a camera\n * @param sourceName defines the name of the property to decorate\n * @returns Property Decorator\n */function serializeAsCameraReference(e){return generateSerializableMember(11,e)}function nativeOverride(e,r,i,n){const a=i.value;i.value=(...i)=>{let t=a;if(typeof _native!==\"undefined\"&&_native[r]){const e=_native[r];t=n?(...r)=>n(...r)?e(...r):a(...r):e}e[r]=t;return t(...i)}}\n/**\n * Decorator factory that applies the nativeOverride decorator, but determines whether to redirect to the native implementation based on a filter function that evaluates the function arguments.\n * @param predicate\n * @example @nativeOverride.filter((...[arg1]: Parameters<typeof someClass.someMethod>) => arg1.length > 20)\n *          public someMethod(arg1: string, arg2: number): string {\n * @internal\n */nativeOverride.filter=function(e){return(r,i,n)=>nativeOverride(r,i,n,e)};export{expandToProperty,nativeOverride,serialize,serializeAsCameraReference,serializeAsColor3,serializeAsColor4,serializeAsColorCurves,serializeAsFresnelParameters,serializeAsImageProcessingConfiguration,serializeAsMatrix,serializeAsMeshReference,serializeAsQuaternion,serializeAsTexture,serializeAsVector2,serializeAsVector3};\n//# sourceMappingURL=decorators.js.map\n","const e={};function _WarnImport(r,t=false){if(!t||!e[r]){e[r]=true;return`${r} needs to be imported before as it contains a side-effect required by your code.`}}export{_WarnImport as _};\n//# sourceMappingURL=CY5CD3a_.js.map\n","class AndOrNotEvaluator{\n/**\n     * Evaluate a query\n     * @param query defines the query to evaluate\n     * @param evaluateCallback defines the callback used to filter result\n     * @returns true if the query matches\n     */\nstatic Eval(t,a){t=t.match(/\\([^()]*\\)/g)?t.replace(/\\([^()]*\\)/g,(t=>{t=t.slice(1,t.length-1);return AndOrNotEvaluator._HandleParenthesisContent(t,a)})):AndOrNotEvaluator._HandleParenthesisContent(t,a);return t===\"true\"||t!==\"false\"&&AndOrNotEvaluator.Eval(t,a)}static _HandleParenthesisContent(t,a){a=a||(t=>t===\"true\");let e;const s=t.split(\"||\");for(const t in s)if(Object.prototype.hasOwnProperty.call(s,t)){let r=AndOrNotEvaluator._SimplifyNegation(s[t].trim());const o=r.split(\"&&\");if(o.length>1)for(let t=0;t<o.length;++t){const s=AndOrNotEvaluator._SimplifyNegation(o[t].trim());e=s!==\"true\"&&s!==\"false\"?s[0]===\"!\"?!a(s.substring(1)):a(s):s===\"true\";if(!e){r=\"false\";break}}if(e||r===\"true\"){e=true;break}e=r!==\"true\"&&r!==\"false\"?r[0]===\"!\"?!a(r.substring(1)):a(r):r===\"true\"}return e?\"true\":\"false\"}static _SimplifyNegation(t){t=t.replace(/^[\\s!]+/,(t=>{t=t.replace(/[\\s]/g,(()=>\"\"));return t.length%2?\"!\":\"\"}));t=t.trim();t===\"!true\"?t=\"false\":t===\"!false\"&&(t=\"true\");return t}}class Tags{\n/**\n     * Adds support for tags on the given object\n     * @param obj defines the object to use\n     */\nstatic EnableFor(t){t._tags=t._tags||{};t.hasTags=()=>Tags.HasTags(t);t.addTags=a=>Tags.AddTagsTo(t,a);t.removeTags=a=>Tags.RemoveTagsFrom(t,a);t.matchesTagsQuery=a=>Tags.MatchesQuery(t,a)}\n/**\n     * Removes tags support\n     * @param obj defines the object to use\n     */static DisableFor(t){delete t._tags;delete t.hasTags;delete t.addTags;delete t.removeTags;delete t.matchesTagsQuery}\n/**\n     * Gets a boolean indicating if the given object has tags\n     * @param obj defines the object to use\n     * @returns a boolean\n     */static HasTags(t){if(!t._tags)return false;const a=t._tags;for(const t in a)if(Object.prototype.hasOwnProperty.call(a,t))return true;return false}\n/**\n     * Gets the tags available on a given object\n     * @param obj defines the object to use\n     * @param asString defines if the tags must be returned as a string instead of an array of strings\n     * @returns the tags\n     */static GetTags(t,a=true){if(!t._tags)return null;if(a){const a=[];for(const e in t._tags)Object.prototype.hasOwnProperty.call(t._tags,e)&&t._tags[e]===true&&a.push(e);return a.join(\" \")}return t._tags}\n/**\n     * Adds tags to an object\n     * @param obj defines the object to use\n     * @param tagsString defines the tag string. The tags 'true' and 'false' are reserved and cannot be used as tags.\n     * A tag cannot start with '||', '&&', and '!'. It cannot contain whitespaces\n     */static AddTagsTo(t,a){if(!a)return;if(typeof a!==\"string\")return;const e=a.split(\" \");e.forEach((function(a){Tags._AddTagTo(t,a)}))}static _AddTagTo(t,a){a=a.trim();if(a!==\"\"&&a!==\"true\"&&a!==\"false\"&&!a.match(/[\\s]/)&&!a.match(/^([!]|([|]|[&]){2})/)){Tags.EnableFor(t);t._tags[a]=true}}\n/**\n     * Removes specific tags from a specific object\n     * @param obj defines the object to use\n     * @param tagsString defines the tags to remove\n     */static RemoveTagsFrom(t,a){if(!Tags.HasTags(t))return;const e=a.split(\" \");for(const a in e)Tags._RemoveTagFrom(t,e[a])}static _RemoveTagFrom(t,a){delete t._tags[a]}\n/**\n     * Defines if tags hosted on an object match a given query\n     * @param obj defines the object to use\n     * @param tagsQuery defines the tag query\n     * @returns a boolean\n     */static MatchesQuery(t,a){return a===void 0||(a===\"\"?Tags.HasTags(t):AndOrNotEvaluator.Eval(a,(a=>Tags.HasTags(t)&&t._tags[a])))}}export{AndOrNotEvaluator as A,Tags as T};\n//# sourceMappingURL=CoucjtsB.js.map\n","import{_ as e}from\"../_/CY5CD3a_.js\";import{T as a}from\"../_/CoucjtsB.js\";import{Color4 as r,Color3 as s}from\"../Maths/math.color.js\";import{Matrix as i,Quaternion as t,Vector3 as o,Vector2 as n}from\"../Maths/math.vector.js\";import{a as c}from\"../_/SxHYZ7_O.js\";import\"./arrayTools.js\";import\"./typeStore.js\";import\"../Maths/math.constants.js\";import\"../_/BXd1Jdj1.js\";import\"../_/BjBO3Vqv.js\";import\"../Engines/engineStore.js\";import\"./observable.js\";const _copySource=function(e,r,s,i={}){const t=e();a&&a.HasTags(r)&&a.AddTagsTo(t,a.GetTags(r,true));const o=c(t);const n={};for(const e in o){const a=o[e];const c=r[e];const l=a.type;if(c!==void 0&&c!==null&&(e!==\"uniqueId\"||SerializationHelper.AllowLoadingUniqueId))switch(l){case 0:case 6:case 9:case 11:t[e]=c;break;case 1:if(i.cloneTexturesOnlyOnce&&n[c.uniqueId])t[e]=n[c.uniqueId];else{t[e]=s||c.isRenderTarget?c:c.clone();n[c.uniqueId]=t[e]}break;case 2:case 3:case 4:case 5:case 7:case 8:case 10:case 12:t[e]=s?c:c.clone();break}}return t};class SerializationHelper{\n/**\n     * Appends the serialized animations from the source animations\n     * @param source Source containing the animations\n     * @param destination Target to store the animations\n     */\nstatic AppendSerializedAnimations(e,a){if(e.animations){a.animations=[];for(let r=0;r<e.animations.length;r++){const s=e.animations[r];a.animations.push(s.serialize())}}}\n/**\n     * Static function used to serialized a specific entity\n     * @param entity defines the entity to serialize\n     * @param serializationObject defines the optional target object where serialization data will be stored\n     * @returns a JSON compatible object representing the serialization of the entity\n     */static Serialize(e,r){r||(r={});a&&(r.tags=a.GetTags(e));const s=c(e);for(const a in s){const i=s[a];const t=i.sourceName||a;const o=i.type;const n=e[a];if(n!==void 0&&n!==null&&(a!==\"uniqueId\"||SerializationHelper.AllowLoadingUniqueId))switch(o){case 0:r[t]=n;break;case 1:r[t]=n.serialize();break;case 2:r[t]=n.asArray();break;case 3:r[t]=n.serialize();break;case 4:r[t]=n.asArray();break;case 5:r[t]=n.asArray();break;case 6:r[t]=n.id;break;case 7:r[t]=n.serialize();break;case 8:r[t]=n.asArray();break;case 9:r[t]=n.serialize();break;case 10:r[t]=n.asArray();break;case 11:r[t]=n.id;break;case 12:r[t]=n.asArray();break}}return r}\n/**\n     * Given a source json and a destination object in a scene, this function will parse the source and will try to apply its content to the destination object\n     * @param source the source json data\n     * @param destination the destination object\n     * @param scene the scene where the object is\n     * @param rootUrl root url to use to load assets\n     */static ParseProperties(e,a,l,m){m||(m=\"\");const u=c(a);for(const c in u){const p=u[c];const b=e[p.sourceName||c];const k=p.type;if(b!==void 0&&b!==null&&(c!==\"uniqueId\"||SerializationHelper.AllowLoadingUniqueId)){const e=a;switch(k){case 0:e[c]=b;break;case 1:l&&(e[c]=SerializationHelper._TextureParser(b,l,m));break;case 2:e[c]=s.FromArray(b);break;case 3:e[c]=SerializationHelper._FresnelParametersParser(b);break;case 4:e[c]=n.FromArray(b);break;case 5:e[c]=o.FromArray(b);break;case 6:l&&(e[c]=l.getLastMeshById(b));break;case 7:e[c]=SerializationHelper._ColorCurvesParser(b);break;case 8:e[c]=r.FromArray(b);break;case 9:e[c]=SerializationHelper._ImageProcessingConfigurationParser(b);break;case 10:e[c]=t.FromArray(b);break;case 11:l&&(e[c]=l.getCameraById(b));break;case 12:e[c]=i.FromArray(b);break}}}}\n/**\n     * Creates a new entity from a serialization data object\n     * @param creationFunction defines a function used to instanciated the new entity\n     * @param source defines the source serialization data\n     * @param scene defines the hosting scene\n     * @param rootUrl defines the root url for resources\n     * @returns a new entity\n     */static Parse(e,r,s,i=null){const t=e();a&&a.AddTagsTo(t,r.tags);SerializationHelper.ParseProperties(r,t,s,i);return t}\n/**\n     * Clones an object\n     * @param creationFunction defines the function used to instanciate the new object\n     * @param source defines the source object\n     * @param options defines the options to use\n     * @returns the cloned object\n     */static Clone(e,a,r={}){return _copySource(e,a,false,r)}\n/**\n     * Instanciates a new object based on a source one (some data will be shared between both object)\n     * @param creationFunction defines the function used to instanciate the new object\n     * @param source defines the source object\n     * @returns the new object\n     */static Instanciate(e,a){return _copySource(e,a,true)}}SerializationHelper.AllowLoadingUniqueId=false;SerializationHelper._ImageProcessingConfigurationParser=a=>{throw e(\"ImageProcessingConfiguration\")};SerializationHelper._FresnelParametersParser=a=>{throw e(\"FresnelParameters\")};SerializationHelper._ColorCurvesParser=a=>{throw e(\"ColorCurves\")};SerializationHelper._TextureParser=(a,r,s)=>{throw e(\"Texture\")};export{SerializationHelper};\n//# sourceMappingURL=decorators.serialization.js.map\n","import{__decorate as e}from\"./tslib.es6.js\";import{Matrix as t,Vector3 as i}from\"./Maths/math.vector.js\";import{serialize as s}from\"./Misc/decorators.js\";import{Observable as n}from\"./Misc/observable.js\";import{EngineStore as r}from\"./Engines/engineStore.js\";import{_ as o}from\"./_/CY5CD3a_.js\";import{SerializationHelper as a}from\"./Misc/decorators.serialization.js\";import\"./Maths/math.constants.js\";import\"./Misc/arrayTools.js\";import\"./Misc/typeStore.js\";import\"./_/BjBO3Vqv.js\";import\"./_/BXd1Jdj1.js\";import\"./_/SxHYZ7_O.js\";import\"./_/CoucjtsB.js\";import\"./Maths/math.color.js\";class _InternalNodeDataInfo{constructor(){this._doNotSerialize=false;this._isDisposed=false;this._sceneRootNodesIndex=-1;this._isEnabled=true;this._isParentEnabled=true;this._isReady=true;this._onEnabledStateChangedObservable=new n;this._onClonedObservable=new n}}class Node{\n/**\n     * Add a new node constructor\n     * @param type defines the type name of the node to construct\n     * @param constructorFunc defines the constructor function\n     */\nstatic AddNodeConstructor(e,t){this._NodeConstructors[e]=t}\n/**\n     * Returns a node constructor based on type name\n     * @param type defines the type name\n     * @param name defines the new node name\n     * @param scene defines the hosting scene\n     * @param options defines optional options to transmit to constructors\n     * @returns the new constructor or null\n     */static Construct(e,t,i,s){const n=this._NodeConstructors[e];return n?n(t,i,s):null}set accessibilityTag(e){this._accessibilityTag=e;this.onAccessibilityTagChangedObservable.notifyObservers(e)}get accessibilityTag(){return this._accessibilityTag}get doNotSerialize(){return!!this._nodeDataStorage._doNotSerialize||!!this._parentNode&&this._parentNode.doNotSerialize}set doNotSerialize(e){this._nodeDataStorage._doNotSerialize=e}\n/**\n     * Gets a boolean indicating if the node has been disposed\n     * @returns true if the node was disposed\n     */isDisposed(){return this._nodeDataStorage._isDisposed}set parent(e){if(this._parentNode===e)return;const t=this._parentNode;if(this._parentNode&&this._parentNode._children!==void 0&&this._parentNode._children!==null){const t=this._parentNode._children.indexOf(this);t!==-1&&this._parentNode._children.splice(t,1);e||this._nodeDataStorage._isDisposed||this._addToSceneRootNodes()}this._parentNode=e;this._isDirty=true;if(this._parentNode){this._parentNode._children!==void 0&&this._parentNode._children!==null||(this._parentNode._children=new Array);this._parentNode._children.push(this);t||this._removeFromSceneRootNodes()}this._syncParentEnabledState()}get parent(){return this._parentNode}_serializeAsParent(e){e.parentId=this.uniqueId}_addToSceneRootNodes(){if(this._nodeDataStorage._sceneRootNodesIndex===-1){this._nodeDataStorage._sceneRootNodesIndex=this._scene.rootNodes.length;this._scene.rootNodes.push(this)}}_removeFromSceneRootNodes(){if(this._nodeDataStorage._sceneRootNodesIndex!==-1){const e=this._scene.rootNodes;const t=e.length-1;e[this._nodeDataStorage._sceneRootNodesIndex]=e[t];e[this._nodeDataStorage._sceneRootNodesIndex]._nodeDataStorage._sceneRootNodesIndex=this._nodeDataStorage._sceneRootNodesIndex;this._scene.rootNodes.pop();this._nodeDataStorage._sceneRootNodesIndex=-1}}get animationPropertiesOverride(){return this._animationPropertiesOverride?this._animationPropertiesOverride:this._scene.animationPropertiesOverride}set animationPropertiesOverride(e){this._animationPropertiesOverride=e}\n/**\n     * Gets a string identifying the name of the class\n     * @returns \"Node\" string\n     */getClassName(){return\"Node\"}set onDispose(e){this._onDisposeObserver&&this.onDisposeObservable.remove(this._onDisposeObserver);this._onDisposeObserver=this.onDisposeObservable.add(e)}get onEnabledStateChangedObservable(){return this._nodeDataStorage._onEnabledStateChangedObservable}get onClonedObservable(){return this._nodeDataStorage._onClonedObservable}\n/**\n     * Creates a new Node\n     * @param name the name and id to be given to this node\n     * @param scene the scene this node will be added to\n     * @param isPure indicates this Node is just a Node, and not a derived class like Mesh or Camera\n     */constructor(e,i=null,s=true){this._isDirty=false;this._nodeDataStorage=new _InternalNodeDataInfo;this.state=\"\";this.metadata=null;this.reservedDataStore=null;this._accessibilityTag=null;this.onAccessibilityTagChangedObservable=new n;this._parentContainer=null;this.animations=[];this._ranges={};this.onReady=null;this._currentRenderId=-1;this._parentUpdateId=-1;this._childUpdateId=-1;this._waitingParentId=null;this._waitingParentInstanceIndex=null;this._waitingParsedUniqueId=null;this._cache={};this._parentNode=null;this._children=null;this._worldMatrix=t.Identity();this._worldMatrixDeterminant=0;this._worldMatrixDeterminantIsDirty=true;this._animationPropertiesOverride=null;this._isNode=true;this.onDisposeObservable=new n;this._onDisposeObserver=null;this._behaviors=new Array;this.name=e;this.id=e;this._scene=i||r.LastCreatedScene;this.uniqueId=this._scene.getUniqueId();this._initCache();s&&this._addToSceneRootNodes()}\n/**\n     * Gets the scene of the node\n     * @returns a scene\n     */getScene(){return this._scene}\n/**\n     * Gets the engine of the node\n     * @returns a Engine\n     */getEngine(){return this._scene.getEngine()}\n/**\n     * Attach a behavior to the node\n     * @see https://doc.babylonjs.com/features/featuresDeepDive/behaviors\n     * @param behavior defines the behavior to attach\n     * @param attachImmediately defines that the behavior must be attached even if the scene is still loading\n     * @returns the current Node\n     */addBehavior(e,t=false){const i=this._behaviors.indexOf(e);if(i!==-1)return this;e.init();this._scene.isLoading&&!t?this._scene.onDataLoadedObservable.addOnce((()=>{e.attach(this)})):e.attach(this);this._behaviors.push(e);return this}\n/**\n     * Remove an attached behavior\n     * @see https://doc.babylonjs.com/features/featuresDeepDive/behaviors\n     * @param behavior defines the behavior to attach\n     * @returns the current Node\n     */removeBehavior(e){const t=this._behaviors.indexOf(e);if(t===-1)return this;this._behaviors[t].detach();this._behaviors.splice(t,1);return this}get behaviors(){return this._behaviors}\n/**\n     * Gets an attached behavior by name\n     * @param name defines the name of the behavior to look for\n     * @see https://doc.babylonjs.com/features/featuresDeepDive/behaviors\n     * @returns null if behavior was not found else the requested behavior\n     */getBehaviorByName(e){for(const t of this._behaviors)if(t.name===e)return t;return null}\n/**\n     * Returns the latest update of the World matrix\n     * @returns a Matrix\n     */getWorldMatrix(){this._currentRenderId!==this._scene.getRenderId()&&this.computeWorldMatrix();return this._worldMatrix}_getWorldMatrixDeterminant(){if(this._worldMatrixDeterminantIsDirty){this._worldMatrixDeterminantIsDirty=false;this._worldMatrixDeterminant=this._worldMatrix.determinant()}return this._worldMatrixDeterminant}get worldMatrixFromCache(){return this._worldMatrix}_initCache(){this._cache={}}updateCache(e){!e&&this.isSynchronized()||this._updateCache()}_getActionManagerForTrigger(e,t=true){return this.parent?this.parent._getActionManagerForTrigger(e,false):null}_updateCache(e){}_isSynchronized(){return true}_markSyncedWithParent(){this._parentNode&&(this._parentUpdateId=this._parentNode._childUpdateId)}isSynchronizedWithParent(){return!this._parentNode||!this._parentNode._isDirty&&this._parentUpdateId===this._parentNode._childUpdateId&&this._parentNode.isSynchronized()}isSynchronized(){return!(this._parentNode&&!this.isSynchronizedWithParent())&&this._isSynchronized()}\n/**\n     * Is this node ready to be used/rendered\n     * @param _completeCheck defines if a complete check (including materials and lights) has to be done (false by default)\n     * @returns true if the node is ready\n     */isReady(e=false){return this._nodeDataStorage._isReady}\n/**\n     * Flag the  node as dirty (Forcing it to update everything)\n     * @param _property helps children apply precise \"dirtyfication\"\n     * @returns this node\n     */markAsDirty(e){this._currentRenderId=Number.MAX_VALUE;this._isDirty=true;return this}\n/**\n     * Is this node enabled?\n     * If the node has a parent, all ancestors will be checked and false will be returned if any are false (not enabled), otherwise will return true\n     * @param checkAncestors indicates if this method should check the ancestors. The default is to check the ancestors. If set to false, the method will return the value of this node without checking ancestors\n     * @returns whether this node (and its parent) is enabled\n     */isEnabled(e=true){return e===false?this._nodeDataStorage._isEnabled:!!this._nodeDataStorage._isEnabled&&this._nodeDataStorage._isParentEnabled}_syncParentEnabledState(){this._nodeDataStorage._isParentEnabled=!this._parentNode||this._parentNode.isEnabled();this._children&&this._children.forEach((e=>{e._syncParentEnabledState()}))}\n/**\n     * Set the enabled state of this node\n     * @param value defines the new enabled state\n     */setEnabled(e){if(this._nodeDataStorage._isEnabled!==e){this._nodeDataStorage._isEnabled=e;this._syncParentEnabledState();this._nodeDataStorage._onEnabledStateChangedObservable.notifyObservers(e)}}\n/**\n     * Is this node a descendant of the given node?\n     * The function will iterate up the hierarchy until the ancestor was found or no more parents defined\n     * @param ancestor defines the parent node to inspect\n     * @returns a boolean indicating if this node is a descendant of the given node\n     */isDescendantOf(e){return!!this.parent&&(this.parent===e||this.parent.isDescendantOf(e))}_getDescendants(e,t=false,i){if(this._children)for(let s=0;s<this._children.length;s++){const n=this._children[s];i&&!i(n)||e.push(n);t||n._getDescendants(e,false,i)}}\n/**\n     * Will return all nodes that have this node as ascendant\n     * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered\n     * @param predicate defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored\n     * @returns all children nodes of all types\n     */getDescendants(e,t){const i=[];this._getDescendants(i,e,t);return i}\n/**\n     * Get all child-meshes of this node\n     * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered (Default: false)\n     * @param predicate defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored\n     * @returns an array of AbstractMesh\n     */getChildMeshes(e,t){const i=[];this._getDescendants(i,e,(e=>(!t||t(e))&&e.cullingStrategy!==void 0));return i}\n/**\n     * Get all direct children of this node\n     * @param predicate defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored\n     * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered (Default: true)\n     * @returns an array of Node\n     */getChildren(e,t=true){return this.getDescendants(t,e)}_setReady(e){if(e!==this._nodeDataStorage._isReady)if(e){this.onReady&&this.onReady(this);this._nodeDataStorage._isReady=true}else this._nodeDataStorage._isReady=false}\n/**\n     * Get an animation by name\n     * @param name defines the name of the animation to look for\n     * @returns null if not found else the requested animation\n     */getAnimationByName(e){for(let t=0;t<this.animations.length;t++){const i=this.animations[t];if(i.name===e)return i}return null}\n/**\n     * Creates an animation range for this node\n     * @param name defines the name of the range\n     * @param from defines the starting key\n     * @param to defines the end key\n     */createAnimationRange(e,t,i){if(!this._ranges[e]){this._ranges[e]=Node._AnimationRangeFactory(e,t,i);for(let s=0,n=this.animations.length;s<n;s++)this.animations[s]&&this.animations[s].createRange(e,t,i)}}\n/**\n     * Delete a specific animation range\n     * @param name defines the name of the range to delete\n     * @param deleteFrames defines if animation frames from the range must be deleted as well\n     */deleteAnimationRange(e,t=true){for(let i=0,s=this.animations.length;i<s;i++)this.animations[i]&&this.animations[i].deleteRange(e,t);this._ranges[e]=null}\n/**\n     * Get an animation range by name\n     * @param name defines the name of the animation range to look for\n     * @returns null if not found else the requested animation range\n     */getAnimationRange(e){return this._ranges[e]||null}\n/**\n     * Clone the current node\n     * @param name Name of the new clone\n     * @param newParent New parent for the clone\n     * @param doNotCloneChildren Do not clone children hierarchy\n     * @returns the new transform node\n     */clone(e,t,i){const s=a.Clone((()=>new Node(e,this.getScene())),this);t&&(s.parent=t);if(!i){const t=this.getDescendants(true);for(let i=0;i<t.length;i++){const n=t[i];n.clone(e+\".\"+n.name,s)}}return s}\n/**\n     * Gets the list of all animation ranges defined on this node\n     * @returns an array\n     */getAnimationRanges(){const e=[];let t;for(t in this._ranges)e.push(this._ranges[t]);return e}\n/**\n     * Will start the animation sequence\n     * @param name defines the range frames for animation sequence\n     * @param loop defines if the animation should loop (false by default)\n     * @param speedRatio defines the speed factor in which to run the animation (1 by default)\n     * @param onAnimationEnd defines a function to be executed when the animation ended (undefined by default)\n     * @returns the object created for this animation. If range does not exist, it will return null\n     */beginAnimation(e,t,i,s){const n=this.getAnimationRange(e);return n?this._scene.beginAnimation(this,n.from,n.to,t,i,s):null}\n/**\n     * Serialize animation ranges into a JSON compatible object\n     * @returns serialization object\n     */serializeAnimationRanges(){const e=[];for(const t in this._ranges){const i=this._ranges[t];if(!i)continue;const s={};s.name=t;s.from=i.from;s.to=i.to;e.push(s)}return e}\n/**\n     * Computes the world matrix of the node\n     * @param _force defines if the cache version should be invalidated forcing the world matrix to be created from scratch\n     * @returns the world matrix\n     */computeWorldMatrix(e){this._worldMatrix||(this._worldMatrix=t.Identity());return this._worldMatrix}\n/**\n     * Releases resources associated with this node.\n     * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)\n     * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)\n     */dispose(e,t=false){this._nodeDataStorage._isDisposed=true;if(!e){const i=this.getDescendants(true);for(const s of i)s.dispose(e,t)}this.parent?this.parent=null:this._removeFromSceneRootNodes();this.onDisposeObservable.notifyObservers(this);this.onDisposeObservable.clear();this.onEnabledStateChangedObservable.clear();this.onClonedObservable.clear();for(const e of this._behaviors)e.detach();this._behaviors.length=0;this.metadata=null}\n/**\n     * Parse animation range data from a serialization object and store them into a given node\n     * @param node defines where to store the animation ranges\n     * @param parsedNode defines the serialization object to read data from\n     * @param _scene defines the hosting scene\n     */static ParseAnimationRanges(e,t,i){if(t.ranges)for(let i=0;i<t.ranges.length;i++){const s=t.ranges[i];e.createAnimationRange(s.name,s.from,s.to)}}\n/**\n     * Return the minimum and maximum world vectors of the entire hierarchy under current node\n     * @param includeDescendants Include bounding info from descendants as well (true by default)\n     * @param predicate defines a callback function that can be customize to filter what meshes should be included in the list used to compute the bounding vectors\n     * @returns the new bounding vectors\n     */getHierarchyBoundingVectors(e=true,t=null){this.getScene().incrementRenderId();this.computeWorldMatrix(true);let s;let n;const r=this;if(r.getBoundingInfo&&r.subMeshes){const e=r.getBoundingInfo();s=e.boundingBox.minimumWorld.clone();n=e.boundingBox.maximumWorld.clone()}else{s=new i(Number.MAX_VALUE,Number.MAX_VALUE,Number.MAX_VALUE);n=new i(-Number.MAX_VALUE,-Number.MAX_VALUE,-Number.MAX_VALUE)}if(e){const e=this.getDescendants(false);for(const r of e){const e=r;e.computeWorldMatrix(true);if(t&&!t(e))continue;if(!e.getBoundingInfo||e.getTotalVertices()===0)continue;const o=e.getBoundingInfo();const a=o.boundingBox;const d=a.minimumWorld;const h=a.maximumWorld;i.CheckExtends(d,s,n);i.CheckExtends(h,s,n)}}return{min:s,max:n}}}Node._AnimationRangeFactory=(e,t,i)=>{throw o(\"AnimationRange\")};Node._NodeConstructors={};e([s()],Node.prototype,\"name\",void 0);e([s()],Node.prototype,\"id\",void 0);e([s()],Node.prototype,\"uniqueId\",void 0);e([s()],Node.prototype,\"state\",void 0);e([s()],Node.prototype,\"metadata\",void 0);export{Node};\n//# sourceMappingURL=node.js.map\n","class Size{\n/**\n     * Creates a Size object from the given width and height (floats).\n     * @param width width of the new size\n     * @param height height of the new size\n     */\nconstructor(t,h){this.width=t;this.height=h}\n/**\n     * Returns a string with the Size width and height\n     * @returns a string with the Size width and height\n     */toString(){return`{W: ${this.width}, H: ${this.height}}`}\n/**\n     * \"Size\"\n     * @returns the string \"Size\"\n     */getClassName(){return\"Size\"}\n/**\n     * Returns the Size hash code.\n     * @returns a hash code for a unique width and height\n     */getHashCode(){let t=this.width|0;t=t*397^this.height;return t}\n/**\n     * Updates the current size from the given one.\n     * @param src the given size\n     */copyFrom(t){this.width=t.width;this.height=t.height}\n/**\n     * Updates in place the current Size from the given floats.\n     * @param width width of the new size\n     * @param height height of the new size\n     * @returns the updated Size.\n     */copyFromFloats(t,h){this.width=t;this.height=h;return this}\n/**\n     * Updates in place the current Size from the given floats.\n     * @param width width to set\n     * @param height height to set\n     * @returns the updated Size.\n     */set(t,h){return this.copyFromFloats(t,h)}\n/**\n     * Multiplies the width and height by numbers\n     * @param w factor to multiple the width by\n     * @param h factor to multiple the height by\n     * @returns a new Size set with the multiplication result of the current Size and the given floats.\n     */multiplyByFloats(t,h){return new Size(this.width*t,this.height*h)}\n/**\n     * Clones the size\n     * @returns a new Size copied from the given one.\n     */clone(){return new Size(this.width,this.height)}\n/**\n     * True if the current Size and the given one width and height are strictly equal.\n     * @param other the other size to compare against\n     * @returns True if the current Size and the given one width and height are strictly equal.\n     */equals(t){return!!t&&(this.width===t.width&&this.height===t.height)}get surface(){return this.width*this.height}\n/**\n     * Create a new size of zero\n     * @returns a new Size set to (0.0, 0.0)\n     */static Zero(){return new Size(0,0)}\n/**\n     * Sums the width and height of two sizes\n     * @param otherSize size to add to this size\n     * @returns a new Size set as the addition result of the current Size and the given one.\n     */add(t){const h=new Size(this.width+t.width,this.height+t.height);return h}\n/**\n     * Subtracts the width and height of two\n     * @param otherSize size to subtract to this size\n     * @returns a new Size set as the subtraction result of  the given one from the current Size.\n     */subtract(t){const h=new Size(this.width-t.width,this.height-t.height);return h}\n/**\n     * Scales the width and height\n     * @param scale the scale to multiply the width and height by\n     * @returns a new Size set with the multiplication result of the current Size and the given floats.\n     */scale(t){return new Size(this.width*t,this.height*t)}\n/**\n     * Creates a new Size set at the linear interpolation \"amount\" between \"start\" and \"end\"\n     * @param start starting size to lerp between\n     * @param end end size to lerp between\n     * @param amount amount to lerp between the start and end values\n     * @returns a new Size set at the linear interpolation \"amount\" between \"start\" and \"end\"\n     */static Lerp(t,h,i){const e=t.width+(h.width-t.width)*i;const s=t.height+(h.height-t.height)*i;return new Size(e,s)}}export{Size};\n//# sourceMappingURL=math.size.js.map\n","function createXMLHttpRequest(){return typeof _native!==\"undefined\"&&_native.XMLHttpRequest?new _native.XMLHttpRequest:new XMLHttpRequest}class WebRequest{constructor(){this._xhr=createXMLHttpRequest();this._requestURL=\"\"}\n/**\n     * This function can be called to check if there are request modifiers for network requests\n     * @returns true if there are any custom requests available\n     */static get IsCustomRequestAvailable(){return Object.keys(WebRequest.CustomRequestHeaders).length>0||WebRequest.CustomRequestModifiers.length>0}get requestURL(){return this._requestURL}_injectCustomRequestHeaders(){if(!this._shouldSkipRequestModifications(this._requestURL))for(const e in WebRequest.CustomRequestHeaders){const t=WebRequest.CustomRequestHeaders[e];t&&this._xhr.setRequestHeader(e,t)}}_shouldSkipRequestModifications(e){return WebRequest.SkipRequestModificationForBabylonCDN&&(e.includes(\"preview.babylonjs.com\")||e.includes(\"cdn.babylonjs.com\"))}get onprogress(){return this._xhr.onprogress}set onprogress(e){this._xhr.onprogress=e}get readyState(){return this._xhr.readyState}get status(){return this._xhr.status}get statusText(){return this._xhr.statusText}get response(){return this._xhr.response}get responseURL(){return this._xhr.responseURL}get responseText(){return this._xhr.responseText}get responseType(){return this._xhr.responseType}set responseType(e){this._xhr.responseType=e}get timeout(){return this._xhr.timeout}set timeout(e){this._xhr.timeout=e}addEventListener(e,t,s){this._xhr.addEventListener(e,t,s)}removeEventListener(e,t,s){this._xhr.removeEventListener(e,t,s)}abort(){this._xhr.abort()}\n/**\n     * Initiates the request. The optional argument provides the request body. The argument is ignored if request method is GET or HEAD\n     * @param body defines an optional request body\n     */send(e){WebRequest.CustomRequestHeaders&&this._injectCustomRequestHeaders();this._xhr.send(e)}\n/**\n     * Sets the request method, request URL\n     * @param method defines the method to use (GET, POST, etc..)\n     * @param url defines the url to connect with\n     */open(e,t){for(const e of WebRequest.CustomRequestModifiers){if(this._shouldSkipRequestModifications(t))return;t=e(this._xhr,t)||t}t=t.replace(\"file:http:\",\"http:\");t=t.replace(\"file:https:\",\"https:\");this._requestURL=t;this._xhr.open(e,t,true)}\n/**\n     * Sets the value of a request header.\n     * @param name The name of the header whose value is to be set\n     * @param value The value to set as the body of the header\n     */setRequestHeader(e,t){this._xhr.setRequestHeader(e,t)}\n/**\n     * Get the string containing the text of a particular header's value.\n     * @param name The name of the header\n     * @returns The string containing the text of the given header name\n     */getResponseHeader(e){return this._xhr.getResponseHeader(e)}}WebRequest.CustomRequestHeaders={};WebRequest.CustomRequestModifiers=new Array;WebRequest.SkipRequestModificationForBabylonCDN=true;export{WebRequest};\n//# sourceMappingURL=webRequest.js.map\n","import{Quaternion as e,Vector3 as n,Vector2 as t,TmpVectors as a,Matrix as i}from\"../Maths/math.vector.js\";import{Color3 as o,Color4 as r}from\"../Maths/math.color.js\";import{L as s,H as A}from\"./BXd1Jdj1.js\";import{RegisterClass as l}from\"../Misc/typeStore.js\";import{Node as c}from\"../node.js\";import{Size as O}from\"../Maths/math.size.js\";import{WebRequest as u}from\"../Misc/webRequest.js\";import{SerializationHelper as m}from\"../Misc/decorators.serialization.js\";class AnimationRange{\n/**\n     * Initializes the range of an animation\n     * @param name The name of the animation range\n     * @param from The starting frame of the animation\n     * @param to The ending frame of the animation\n     */\nconstructor(e,n,t){this.name=e;this.from=n;this.to=t}\n/**\n     * Makes a copy of the animation range\n     * @returns A copy of the animation range\n     */clone(){return new AnimationRange(this.name,this.from,this.to)}}const T=Object.freeze(new e(0,0,0,0));const I=Object.freeze(n.Zero());const N=Object.freeze(t.Zero());const p=Object.freeze(O.Zero());const h=Object.freeze(o.Black());const f=Object.freeze(new r(0,0,0,0));const M={key:0,repeatCount:0,loopMode:2};class Animation{static _PrepareAnimation(a,i,s,A,l,c,u,m){let T;!isNaN(parseFloat(l))&&isFinite(l)?T=Animation.ANIMATIONTYPE_FLOAT:l instanceof e?T=Animation.ANIMATIONTYPE_QUATERNION:l instanceof n?T=Animation.ANIMATIONTYPE_VECTOR3:l instanceof t?T=Animation.ANIMATIONTYPE_VECTOR2:l instanceof o?T=Animation.ANIMATIONTYPE_COLOR3:l instanceof r?T=Animation.ANIMATIONTYPE_COLOR4:l instanceof O&&(T=Animation.ANIMATIONTYPE_SIZE);if(T==void 0)return null;const I=new Animation(a,i,s,T,u);const N=[{frame:0,value:l},{frame:A,value:c}];I.setKeys(N);m!==void 0&&I.setEasingFunction(m);return I}\n/**\n     * Sets up an animation\n     * @param property The property to animate\n     * @param animationType The animation type to apply\n     * @param framePerSecond The frames per second of the animation\n     * @param easingFunction The easing function used in the animation\n     * @returns The created animation\n     */static CreateAnimation(e,n,t,a){const i=new Animation(e+\"Animation\",e,t,n,Animation.ANIMATIONLOOPMODE_CONSTANT);i.setEasingFunction(a);return i}\n/**\n     * Create and start an animation on a node\n     * @param name defines the name of the global animation that will be run on all nodes\n     * @param target defines the target where the animation will take place\n     * @param targetProperty defines property to animate\n     * @param framePerSecond defines the number of frame per second yo use\n     * @param totalFrame defines the number of frames in total\n     * @param from defines the initial value\n     * @param to defines the final value\n     * @param loopMode defines which loop mode you want to use (off by default)\n     * @param easingFunction defines the easing function to use (linear by default)\n     * @param onAnimationEnd defines the callback to call when animation end\n     * @param scene defines the hosting scene\n     * @returns the animatable created for this animation\n     */static CreateAndStartAnimation(e,n,t,a,i,o,r,s,A,l,c){const O=Animation._PrepareAnimation(e,t,a,i,o,r,s,A);if(!O)return null;n.getScene&&(c=n.getScene());return c?c.beginDirectAnimation(n,[O],0,i,O.loopMode!==Animation.ANIMATIONLOOPMODE_CONSTANT,1,l):null}\n/**\n     * Create and start an animation on a node and its descendants\n     * @param name defines the name of the global animation that will be run on all nodes\n     * @param node defines the root node where the animation will take place\n     * @param directDescendantsOnly if true only direct descendants will be used, if false direct and also indirect (children of children, an so on in a recursive manner) descendants will be used\n     * @param targetProperty defines property to animate\n     * @param framePerSecond defines the number of frame per second to use\n     * @param totalFrame defines the number of frames in total\n     * @param from defines the initial value\n     * @param to defines the final value\n     * @param loopMode defines which loop mode you want to use (off by default)\n     * @param easingFunction defines the easing function to use (linear by default)\n     * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)\n     * @returns the list of animatables created for all nodes\n     * @example https://www.babylonjs-playground.com/#MH0VLI\n     */static CreateAndStartHierarchyAnimation(e,n,t,a,i,o,r,s,A,l,c){const O=Animation._PrepareAnimation(e,a,i,o,r,s,A,l);if(!O)return null;const u=n.getScene();return u.beginDirectHierarchyAnimation(n,t,[O],0,o,O.loopMode===1,1,c)}\n/**\n     * Creates a new animation, merges it with the existing animations and starts it\n     * @param name Name of the animation\n     * @param node Node which contains the scene that begins the animations\n     * @param targetProperty Specifies which property to animate\n     * @param framePerSecond The frames per second of the animation\n     * @param totalFrame The total number of frames\n     * @param from The frame at the beginning of the animation\n     * @param to The frame at the end of the animation\n     * @param loopMode Specifies the loop mode of the animation\n     * @param easingFunction (Optional) The easing function of the animation, which allow custom mathematical formulas for animations\n     * @param onAnimationEnd Callback to run once the animation is complete\n     * @returns Nullable animation\n     */static CreateMergeAndStartAnimation(e,n,t,a,i,o,r,s,A,l){const c=Animation._PrepareAnimation(e,t,a,i,o,r,s,A);if(!c)return null;n.animations.push(c);return n.getScene().beginAnimation(n,0,i,c.loopMode===1,1,l)}static MakeAnimationAdditive(e,n,t,o=false,r){let s;s=typeof n===\"object\"?n:{referenceFrame:n??0,range:t,cloneOriginalAnimation:o,clonedAnimationName:r};let A=e;if(s.cloneOriginalAnimation){A=e.clone();A.name=s.clonedAnimationName||A.name}if(!A._keys.length)return A;const l=s.referenceFrame&&s.referenceFrame>=0?s.referenceFrame:0;let c=0;const O=A._keys[0];let u=A._keys.length-1;const m=A._keys[u];const T={referenceValue:O.value,referencePosition:a.Vector3[0],referenceQuaternion:a.Quaternion[0],referenceScaling:a.Vector3[1],keyPosition:a.Vector3[2],keyQuaternion:a.Quaternion[1],keyScaling:a.Vector3[3]};let I=O.frame;let N=m.frame;if(s.range){const e=A.getRange(s.range);if(e){I=e.from;N=e.to}}else{I=s.fromFrame??I;N=s.toFrame??N}I!==O.frame&&(c=A.createKeyForFrame(I));N!==m.frame&&(u=A.createKeyForFrame(N));if(A._keys.length===1){const e=A._getKeyValue(A._keys[0]);T.referenceValue=e.clone?e.clone():e}else if(l<=O.frame){const e=A._getKeyValue(O.value);T.referenceValue=e.clone?e.clone():e}else if(l>=m.frame){const e=A._getKeyValue(m.value);T.referenceValue=e.clone?e.clone():e}else{M.key=0;const e=A._interpolate(l,M);T.referenceValue=e.clone?e.clone():e}if(A.dataType===Animation.ANIMATIONTYPE_QUATERNION)T.referenceValue.normalize().conjugateInPlace();else if(A.dataType===Animation.ANIMATIONTYPE_MATRIX){T.referenceValue.decompose(T.referenceScaling,T.referenceQuaternion,T.referencePosition);T.referenceQuaternion.normalize().conjugateInPlace()}let p=Number.MAX_VALUE;const h=s.clipKeys?[]:null;for(let e=c;e<=u;e++){let n=A._keys[e];if(h||s.cloneOriginalAnimation){n={frame:n.frame,value:n.value.clone?n.value.clone():n.value,inTangent:n.inTangent,outTangent:n.outTangent,interpolation:n.interpolation,lockedTangent:n.lockedTangent};if(h){p===Number.MAX_VALUE&&(p=n.frame);n.frame-=p;h.push(n)}}if(!e||A.dataType===Animation.ANIMATIONTYPE_FLOAT||n.value!==O.value)switch(A.dataType){case Animation.ANIMATIONTYPE_MATRIX:n.value.decompose(T.keyScaling,T.keyQuaternion,T.keyPosition);T.keyPosition.subtractInPlace(T.referencePosition);T.keyScaling.divideInPlace(T.referenceScaling);T.referenceQuaternion.multiplyToRef(T.keyQuaternion,T.keyQuaternion);i.ComposeToRef(T.keyScaling,T.keyQuaternion,T.keyPosition,n.value);break;case Animation.ANIMATIONTYPE_QUATERNION:T.referenceValue.multiplyToRef(n.value,n.value);break;case Animation.ANIMATIONTYPE_VECTOR2:case Animation.ANIMATIONTYPE_VECTOR3:case Animation.ANIMATIONTYPE_COLOR3:case Animation.ANIMATIONTYPE_COLOR4:n.value.subtractToRef(T.referenceValue,n.value);break;case Animation.ANIMATIONTYPE_SIZE:n.value.width-=T.referenceValue.width;n.value.height-=T.referenceValue.height;break;default:n.value-=T.referenceValue}}h&&A.setKeys(h,true);return A}\n/**\n     * Transition property of an host to the target Value\n     * @param property The property to transition\n     * @param targetValue The target Value of the property\n     * @param host The object where the property to animate belongs\n     * @param scene Scene used to run the animation\n     * @param frameRate Framerate (in frame/s) to use\n     * @param transition The transition type we want to use\n     * @param duration The duration of the animation, in milliseconds\n     * @param onAnimationEnd Callback trigger at the end of the animation\n     * @returns Nullable animation\n     */static TransitionTo(e,n,t,a,i,o,r,s=null){if(r<=0){t[e]=n;s&&s();return null}const A=i*(r/1e3);o.setKeys([{frame:0,value:t[e].clone?t[e].clone():t[e]},{frame:A,value:n}]);t.animations||(t.animations=[]);t.animations.push(o);const l=a.beginAnimation(t,0,A,false);l.onAnimationEnd=s;return l}get runtimeAnimations(){return this._runtimeAnimations}get hasRunningRuntimeAnimations(){for(const e of this._runtimeAnimations)if(!e.isStopped())return true;return false}\n/**\n     * Initializes the animation\n     * @param name Name of the animation\n     * @param targetProperty Property to animate\n     * @param framePerSecond The frames per second of the animation\n     * @param dataType The data type of the animation\n     * @param loopMode The loop mode of the animation\n     * @param enableBlending Specifies if blending should be enabled\n     */constructor(e,n,t,a,i,o){this.name=e;this.targetProperty=n;this.framePerSecond=t;this.dataType=a;this.loopMode=i;this.enableBlending=o;this._easingFunction=null;this._runtimeAnimations=new Array;this._events=new Array;this.blendingSpeed=.01;this._ranges={};this.targetPropertyPath=n.split(\".\");this.dataType=a;this.loopMode=i===void 0?Animation.ANIMATIONLOOPMODE_CYCLE:i;this.uniqueId=Animation._UniqueIdGenerator++}\n/**\n     * Converts the animation to a string\n     * @param fullDetails support for multiple levels of logging within scene loading\n     * @returns String form of the animation\n     */\ntoString(e){let n=\"Name: \"+this.name+\", property: \"+this.targetProperty;n+=\", datatype: \"+[\"Float\",\"Vector3\",\"Quaternion\",\"Matrix\",\"Color3\",\"Vector2\"][this.dataType];n+=\", nKeys: \"+(this._keys?this._keys.length:\"none\");n+=\", nRanges: \"+(this._ranges?Object.keys(this._ranges).length:\"none\");if(e){n+=\", Ranges: {\";let e=true;for(const t in this._ranges){if(e){n+=\", \";e=false}n+=t}n+=\"}\"}return n}\n/**\n     * Add an event to this animation\n     * @param event Event to add\n     */addEvent(e){this._events.push(e);this._events.sort(((e,n)=>e.frame-n.frame))}\n/**\n     * Remove all events found at the given frame\n     * @param frame The frame to remove events from\n     */removeEvents(e){for(let n=0;n<this._events.length;n++)if(this._events[n].frame===e){this._events.splice(n,1);n--}}\n/**\n     * Retrieves all the events from the animation\n     * @returns Events from the animation\n     */getEvents(){return this._events}\n/**\n     * Creates an animation range\n     * @param name Name of the animation range\n     * @param from Starting frame of the animation range\n     * @param to Ending frame of the animation\n     */createRange(e,n,t){this._ranges[e]||(this._ranges[e]=new AnimationRange(e,n,t))}\n/**\n     * Deletes an animation range by name\n     * @param name Name of the animation range to delete\n     * @param deleteFrames Specifies if the key frames for the range should also be deleted (true) or not (false)\n     */deleteRange(e,n=true){const t=this._ranges[e];if(t){if(n){const e=t.from;const n=t.to;for(let t=this._keys.length-1;t>=0;t--)this._keys[t].frame>=e&&this._keys[t].frame<=n&&this._keys.splice(t,1)}this._ranges[e]=null}}\n/**\n     * Gets the animation range by name, or null if not defined\n     * @param name Name of the animation range\n     * @returns Nullable animation range\n     */getRange(e){return this._ranges[e]}\n/**\n     * Gets the key frames from the animation\n     * @returns The key frames of the animation\n     */getKeys(){return this._keys}\n/**\n     * Gets the highest frame of the animation\n     * @returns Highest frame of the animation\n     */getHighestFrame(){let e=0;for(let n=0,t=this._keys.length;n<t;n++)e<this._keys[n].frame&&(e=this._keys[n].frame);return e}\n/**\n     * Gets the easing function of the animation\n     * @returns Easing function of the animation\n     */getEasingFunction(){return this._easingFunction}\n/**\n     * Sets the easing function of the animation\n     * @param easingFunction A custom mathematical formula for animation\n     */setEasingFunction(e){this._easingFunction=e}\n/**\n     * Interpolates a scalar linearly\n     * @param startValue Start value of the animation curve\n     * @param endValue End value of the animation curve\n     * @param gradient Scalar amount to interpolate\n     * @returns Interpolated scalar value\n     */floatInterpolateFunction(e,n,t){return s(e,n,t)}\n/**\n     * Interpolates a scalar cubically\n     * @param startValue Start value of the animation curve\n     * @param outTangent End tangent of the animation\n     * @param endValue End value of the animation curve\n     * @param inTangent Start tangent of the animation curve\n     * @param gradient Scalar amount to interpolate\n     * @returns Interpolated scalar value\n     */floatInterpolateFunctionWithTangents(e,n,t,a,i){return A(e,n,t,a,i)}\n/**\n     * Interpolates a quaternion using a spherical linear interpolation\n     * @param startValue Start value of the animation curve\n     * @param endValue End value of the animation curve\n     * @param gradient Scalar amount to interpolate\n     * @returns Interpolated quaternion value\n     */quaternionInterpolateFunction(n,t,a){return e.Slerp(n,t,a)}\n/**\n     * Interpolates a quaternion cubically\n     * @param startValue Start value of the animation curve\n     * @param outTangent End tangent of the animation curve\n     * @param endValue End value of the animation curve\n     * @param inTangent Start tangent of the animation curve\n     * @param gradient Scalar amount to interpolate\n     * @returns Interpolated quaternion value\n     */quaternionInterpolateFunctionWithTangents(n,t,a,i,o){return e.Hermite(n,t,a,i,o).normalize()}\n/**\n     * Interpolates a Vector3 linearly\n     * @param startValue Start value of the animation curve\n     * @param endValue End value of the animation curve\n     * @param gradient Scalar amount to interpolate (value between 0 and 1)\n     * @returns Interpolated scalar value\n     */vector3InterpolateFunction(e,t,a){return n.Lerp(e,t,a)}\n/**\n     * Interpolates a Vector3 cubically\n     * @param startValue Start value of the animation curve\n     * @param outTangent End tangent of the animation\n     * @param endValue End value of the animation curve\n     * @param inTangent Start tangent of the animation curve\n     * @param gradient Scalar amount to interpolate (value between 0 and 1)\n     * @returns InterpolatedVector3 value\n     */vector3InterpolateFunctionWithTangents(e,t,a,i,o){return n.Hermite(e,t,a,i,o)}\n/**\n     * Interpolates a Vector2 linearly\n     * @param startValue Start value of the animation curve\n     * @param endValue End value of the animation curve\n     * @param gradient Scalar amount to interpolate (value between 0 and 1)\n     * @returns Interpolated Vector2 value\n     */vector2InterpolateFunction(e,n,a){return t.Lerp(e,n,a)}\n/**\n     * Interpolates a Vector2 cubically\n     * @param startValue Start value of the animation curve\n     * @param outTangent End tangent of the animation\n     * @param endValue End value of the animation curve\n     * @param inTangent Start tangent of the animation curve\n     * @param gradient Scalar amount to interpolate (value between 0 and 1)\n     * @returns Interpolated Vector2 value\n     */vector2InterpolateFunctionWithTangents(e,n,a,i,o){return t.Hermite(e,n,a,i,o)}\n/**\n     * Interpolates a size linearly\n     * @param startValue Start value of the animation curve\n     * @param endValue End value of the animation curve\n     * @param gradient Scalar amount to interpolate\n     * @returns Interpolated Size value\n     */sizeInterpolateFunction(e,n,t){return O.Lerp(e,n,t)}\n/**\n     * Interpolates a Color3 linearly\n     * @param startValue Start value of the animation curve\n     * @param endValue End value of the animation curve\n     * @param gradient Scalar amount to interpolate\n     * @returns Interpolated Color3 value\n     */color3InterpolateFunction(e,n,t){return o.Lerp(e,n,t)}\n/**\n     * Interpolates a Color3 cubically\n     * @param startValue Start value of the animation curve\n     * @param outTangent End tangent of the animation\n     * @param endValue End value of the animation curve\n     * @param inTangent Start tangent of the animation curve\n     * @param gradient Scalar amount to interpolate\n     * @returns interpolated value\n     */color3InterpolateFunctionWithTangents(e,n,t,a,i){return o.Hermite(e,n,t,a,i)}\n/**\n     * Interpolates a Color4 linearly\n     * @param startValue Start value of the animation curve\n     * @param endValue End value of the animation curve\n     * @param gradient Scalar amount to interpolate\n     * @returns Interpolated Color3 value\n     */color4InterpolateFunction(e,n,t){return r.Lerp(e,n,t)}\n/**\n     * Interpolates a Color4 cubically\n     * @param startValue Start value of the animation curve\n     * @param outTangent End tangent of the animation\n     * @param endValue End value of the animation curve\n     * @param inTangent Start tangent of the animation curve\n     * @param gradient Scalar amount to interpolate\n     * @returns interpolated value\n     */color4InterpolateFunctionWithTangents(e,n,t,a,i){return r.Hermite(e,n,t,a,i)}_getKeyValue(e){return typeof e===\"function\"?e():e}\n/**\n     * Evaluate the animation value at a given frame\n     * @param currentFrame defines the frame where we want to evaluate the animation\n     * @returns the animation value\n     */evaluate(e){M.key=0;return this._interpolate(e,M)}_interpolate(e,n,t=false){if(n.loopMode===Animation.ANIMATIONLOOPMODE_CONSTANT&&n.repeatCount>0)return n.highLimitValue.clone?n.highLimitValue.clone():n.highLimitValue;const a=this._keys;const i=a.length;let o=n.key;while(o>=0&&e<a[o].frame)--o;while(o+1<=i-1&&e>=a[o+1].frame)++o;n.key=o;if(o<0)return t?void 0:this._getKeyValue(a[0].value);if(o+1>i-1)return t?void 0:this._getKeyValue(a[i-1].value);const r=a[o];const s=a[o+1];if(t&&(e===r.frame||e===s.frame))return;const A=this._getKeyValue(r.value);const l=this._getKeyValue(s.value);if(r.interpolation===1)return s.frame>e?A:l;const c=r.outTangent!==void 0&&s.inTangent!==void 0;const O=s.frame-r.frame;let u=(e-r.frame)/O;const m=r.easingFunction||this.getEasingFunction();m&&(u=m.ease(u));switch(this.dataType){case Animation.ANIMATIONTYPE_FLOAT:{const e=c?this.floatInterpolateFunctionWithTangents(A,r.outTangent*O,l,s.inTangent*O,u):this.floatInterpolateFunction(A,l,u);switch(n.loopMode){case Animation.ANIMATIONLOOPMODE_CYCLE:case Animation.ANIMATIONLOOPMODE_CONSTANT:case Animation.ANIMATIONLOOPMODE_YOYO:return e;case Animation.ANIMATIONLOOPMODE_RELATIVE:case Animation.ANIMATIONLOOPMODE_RELATIVE_FROM_CURRENT:return(n.offsetValue??0)*n.repeatCount+e}break}case Animation.ANIMATIONTYPE_QUATERNION:{const e=c?this.quaternionInterpolateFunctionWithTangents(A,r.outTangent.scale(O),l,s.inTangent.scale(O),u):this.quaternionInterpolateFunction(A,l,u);switch(n.loopMode){case Animation.ANIMATIONLOOPMODE_CYCLE:case Animation.ANIMATIONLOOPMODE_CONSTANT:case Animation.ANIMATIONLOOPMODE_YOYO:return e;case Animation.ANIMATIONLOOPMODE_RELATIVE:case Animation.ANIMATIONLOOPMODE_RELATIVE_FROM_CURRENT:return e.addInPlace((n.offsetValue||T).scale(n.repeatCount))}return e}case Animation.ANIMATIONTYPE_VECTOR3:{const e=c?this.vector3InterpolateFunctionWithTangents(A,r.outTangent.scale(O),l,s.inTangent.scale(O),u):this.vector3InterpolateFunction(A,l,u);switch(n.loopMode){case Animation.ANIMATIONLOOPMODE_CYCLE:case Animation.ANIMATIONLOOPMODE_CONSTANT:case Animation.ANIMATIONLOOPMODE_YOYO:return e;case Animation.ANIMATIONLOOPMODE_RELATIVE:case Animation.ANIMATIONLOOPMODE_RELATIVE_FROM_CURRENT:return e.add((n.offsetValue||I).scale(n.repeatCount))}break}case Animation.ANIMATIONTYPE_VECTOR2:{const e=c?this.vector2InterpolateFunctionWithTangents(A,r.outTangent.scale(O),l,s.inTangent.scale(O),u):this.vector2InterpolateFunction(A,l,u);switch(n.loopMode){case Animation.ANIMATIONLOOPMODE_CYCLE:case Animation.ANIMATIONLOOPMODE_CONSTANT:case Animation.ANIMATIONLOOPMODE_YOYO:return e;case Animation.ANIMATIONLOOPMODE_RELATIVE:case Animation.ANIMATIONLOOPMODE_RELATIVE_FROM_CURRENT:return e.add((n.offsetValue||N).scale(n.repeatCount))}break}case Animation.ANIMATIONTYPE_SIZE:switch(n.loopMode){case Animation.ANIMATIONLOOPMODE_CYCLE:case Animation.ANIMATIONLOOPMODE_CONSTANT:case Animation.ANIMATIONLOOPMODE_YOYO:return this.sizeInterpolateFunction(A,l,u);case Animation.ANIMATIONLOOPMODE_RELATIVE:case Animation.ANIMATIONLOOPMODE_RELATIVE_FROM_CURRENT:return this.sizeInterpolateFunction(A,l,u).add((n.offsetValue||p).scale(n.repeatCount))}break;case Animation.ANIMATIONTYPE_COLOR3:{const e=c?this.color3InterpolateFunctionWithTangents(A,r.outTangent.scale(O),l,s.inTangent.scale(O),u):this.color3InterpolateFunction(A,l,u);switch(n.loopMode){case Animation.ANIMATIONLOOPMODE_CYCLE:case Animation.ANIMATIONLOOPMODE_CONSTANT:case Animation.ANIMATIONLOOPMODE_YOYO:return e;case Animation.ANIMATIONLOOPMODE_RELATIVE:case Animation.ANIMATIONLOOPMODE_RELATIVE_FROM_CURRENT:return e.add((n.offsetValue||h).scale(n.repeatCount))}break}case Animation.ANIMATIONTYPE_COLOR4:{const e=c?this.color4InterpolateFunctionWithTangents(A,r.outTangent.scale(O),l,s.inTangent.scale(O),u):this.color4InterpolateFunction(A,l,u);switch(n.loopMode){case Animation.ANIMATIONLOOPMODE_CYCLE:case Animation.ANIMATIONLOOPMODE_CONSTANT:case Animation.ANIMATIONLOOPMODE_YOYO:return e;case Animation.ANIMATIONLOOPMODE_RELATIVE:case Animation.ANIMATIONLOOPMODE_RELATIVE_FROM_CURRENT:return e.add((n.offsetValue||f).scale(n.repeatCount))}break}case Animation.ANIMATIONTYPE_MATRIX:switch(n.loopMode){case Animation.ANIMATIONLOOPMODE_CYCLE:case Animation.ANIMATIONLOOPMODE_CONSTANT:case Animation.ANIMATIONLOOPMODE_YOYO:return Animation.AllowMatricesInterpolation?this.matrixInterpolateFunction(A,l,u,n.workValue):A;case Animation.ANIMATIONLOOPMODE_RELATIVE:case Animation.ANIMATIONLOOPMODE_RELATIVE_FROM_CURRENT:return A}break}return 0}\n/**\n     * Defines the function to use to interpolate matrices\n     * @param startValue defines the start matrix\n     * @param endValue defines the end matrix\n     * @param gradient defines the gradient between both matrices\n     * @param result defines an optional target matrix where to store the interpolation\n     * @returns the interpolated matrix\n     */matrixInterpolateFunction(e,n,t,a){if(Animation.AllowMatrixDecomposeForInterpolation){if(a){i.DecomposeLerpToRef(e,n,t,a);return a}return i.DecomposeLerp(e,n,t)}if(a){i.LerpToRef(e,n,t,a);return a}return i.Lerp(e,n,t)}\n/**\n     * Makes a copy of the animation\n     * @returns Cloned animation\n     */clone(){const e=new Animation(this.name,this.targetPropertyPath.join(\".\"),this.framePerSecond,this.dataType,this.loopMode);e.enableBlending=this.enableBlending;e.blendingSpeed=this.blendingSpeed;this._keys&&e.setKeys(this._keys);if(this._ranges){e._ranges={};for(const n in this._ranges){const t=this._ranges[n];t&&(e._ranges[n]=t.clone())}}return e}\n/**\n     * Sets the key frames of the animation\n     * @param values The animation key frames to set\n     * @param dontClone Whether to clone the keys or not (default is false, so the array of keys is cloned)\n     */setKeys(e,n=false){this._keys=n?e:e.slice(0)}\n/**\n     * Creates a key for the frame passed as a parameter and adds it to the animation IF a key doesn't already exist for that frame\n     * @param frame Frame number\n     * @returns The key index if the key was added or the index of the pre existing key if the frame passed as parameter already has a corresponding key\n     */createKeyForFrame(e){M.key=0;const n=this._interpolate(e,M,true);if(!n)return this._keys[M.key].frame===e?M.key:M.key+1;const t={frame:e,value:n.clone?n.clone():n};this._keys.splice(M.key+1,0,t);return M.key+1}\n/**\n     * Serializes the animation to an object\n     * @returns Serialized object\n     */serialize(){const e={};e.name=this.name;e.property=this.targetProperty;e.framePerSecond=this.framePerSecond;e.dataType=this.dataType;e.loopBehavior=this.loopMode;e.enableBlending=this.enableBlending;e.blendingSpeed=this.blendingSpeed;const n=this.dataType;e.keys=[];const t=this.getKeys();for(let a=0;a<t.length;a++){const i=t[a];const o={};o.frame=i.frame;switch(n){case Animation.ANIMATIONTYPE_FLOAT:o.values=[i.value];i.inTangent!==void 0&&o.values.push(i.inTangent);if(i.outTangent!==void 0){i.inTangent===void 0&&o.values.push(void 0);o.values.push(i.outTangent)}if(i.interpolation!==void 0){i.inTangent===void 0&&o.values.push(void 0);i.outTangent===void 0&&o.values.push(void 0);o.values.push(i.interpolation)}break;case Animation.ANIMATIONTYPE_QUATERNION:case Animation.ANIMATIONTYPE_MATRIX:case Animation.ANIMATIONTYPE_VECTOR3:case Animation.ANIMATIONTYPE_COLOR3:case Animation.ANIMATIONTYPE_COLOR4:o.values=i.value.asArray();i.inTangent!=void 0&&o.values.push(i.inTangent.asArray());if(i.outTangent!=void 0){i.inTangent===void 0&&o.values.push(void 0);o.values.push(i.outTangent.asArray())}if(i.interpolation!==void 0){i.inTangent===void 0&&o.values.push(void 0);i.outTangent===void 0&&o.values.push(void 0);o.values.push(i.interpolation)}break}e.keys.push(o)}e.ranges=[];for(const n in this._ranges){const t=this._ranges[n];if(!t)continue;const a={};a.name=n;a.from=t.from;a.to=t.to;e.ranges.push(a)}return e}static _UniversalLerp(e,n,t){const a=e.constructor;return a.Lerp?a.Lerp(e,n,t):a.Slerp?a.Slerp(e,n,t):e.toFixed?e*(1-t)+t*n:n}\n/**\n     * Parses an animation object and creates an animation\n     * @param parsedAnimation Parsed animation object\n     * @returns Animation object\n     */static Parse(t){const a=new Animation(t.name,t.property,t.framePerSecond,t.dataType,t.loopBehavior);const s=t.dataType;const A=[];let l;let c;t.enableBlending&&(a.enableBlending=t.enableBlending);t.blendingSpeed&&(a.blendingSpeed=t.blendingSpeed);for(c=0;c<t.keys.length;c++){const a=t.keys[c];let O;let u;let m;switch(s){case Animation.ANIMATIONTYPE_FLOAT:l=a.values[0];a.values.length>=2&&(O=a.values[1]);a.values.length>=3&&(u=a.values[2]);a.values.length>=4&&(m=a.values[3]);break;case Animation.ANIMATIONTYPE_QUATERNION:l=e.FromArray(a.values);if(a.values.length>=8){const n=e.FromArray(a.values.slice(4,8));n.equals(e.Zero())||(O=n)}if(a.values.length>=12){const n=e.FromArray(a.values.slice(8,12));n.equals(e.Zero())||(u=n)}a.values.length>=13&&(m=a.values[12]);break;case Animation.ANIMATIONTYPE_MATRIX:l=i.FromArray(a.values);a.values.length>=17&&(m=a.values[16]);break;case Animation.ANIMATIONTYPE_COLOR3:l=o.FromArray(a.values);a.values[3]&&(O=o.FromArray(a.values[3]));a.values[4]&&(u=o.FromArray(a.values[4]));a.values[5]&&(m=a.values[5]);break;case Animation.ANIMATIONTYPE_COLOR4:l=r.FromArray(a.values);a.values[4]&&(O=r.FromArray(a.values[4]));a.values[5]&&(u=r.FromArray(a.values[5]));a.values[6]&&(m=r.FromArray(a.values[6]));break;case Animation.ANIMATIONTYPE_VECTOR3:default:l=n.FromArray(a.values);a.values[3]&&(O=n.FromArray(a.values[3]));a.values[4]&&(u=n.FromArray(a.values[4]));a.values[5]&&(m=a.values[5]);break}const T={};T.frame=a.frame;T.value=l;O!=void 0&&(T.inTangent=O);u!=void 0&&(T.outTangent=u);m!=void 0&&(T.interpolation=m);A.push(T)}a.setKeys(A);if(t.ranges)for(c=0;c<t.ranges.length;c++){l=t.ranges[c];a.createRange(l.name,l.from,l.to)}return a}\n/**\n     * Appends the serialized animations from the source animations\n     * @param source Source containing the animations\n     * @param destination Target to store the animations\n     */static AppendSerializedAnimations(e,n){m.AppendSerializedAnimations(e,n)}\n/**\n     * Creates a new animation or an array of animations from a snippet saved in a remote file\n     * @param name defines the name of the animation to create (can be null or empty to use the one from the json data)\n     * @param url defines the url to load from\n     * @returns a promise that will resolve to the new animation or an array of animations\n     */static ParseFromFileAsync(e,n){return new Promise(((t,a)=>{const i=new u;i.addEventListener(\"readystatechange\",(()=>{if(i.readyState==4)if(i.status==200){let n=JSON.parse(i.responseText);n.animations&&(n=n.animations);if(n.length){const e=[];for(const t of n)e.push(this.Parse(t));t(e)}else{const a=this.Parse(n);e&&(a.name=e);t(a)}}else a(\"Unable to load the animation\")}));i.open(\"GET\",n);i.send()}))}\n/**\n     * Creates an animation or an array of animations from a snippet saved by the Inspector\n     * @param snippetId defines the snippet to load\n     * @returns a promise that will resolve to the new animation or a new array of animations\n     */static ParseFromSnippetAsync(e){return new Promise(((n,t)=>{const a=new u;a.addEventListener(\"readystatechange\",(()=>{if(a.readyState==4)if(a.status==200){const t=JSON.parse(JSON.parse(a.responseText).jsonPayload);if(t.animations){const a=JSON.parse(t.animations);const i=[];for(const n of a.animations){const t=this.Parse(n);t.snippetId=e;i.push(t)}n(i)}else{const a=JSON.parse(t.animation);const i=this.Parse(a);i.snippetId=e;n(i)}}else t(\"Unable to load the snippet \"+e)}));a.open(\"GET\",this.SnippetUrl+\"/\"+e.replace(/#/g,\"/\"));a.send()}))}}Animation._UniqueIdGenerator=0;Animation.AllowMatricesInterpolation=false;Animation.AllowMatrixDecomposeForInterpolation=true;Animation.SnippetUrl=\"https://snippet.babylonjs.com\";Animation.ANIMATIONTYPE_FLOAT=0;Animation.ANIMATIONTYPE_VECTOR3=1;Animation.ANIMATIONTYPE_QUATERNION=2;Animation.ANIMATIONTYPE_MATRIX=3;Animation.ANIMATIONTYPE_COLOR3=4;Animation.ANIMATIONTYPE_COLOR4=7;Animation.ANIMATIONTYPE_VECTOR2=5;Animation.ANIMATIONTYPE_SIZE=6;Animation.ANIMATIONLOOPMODE_RELATIVE=0;Animation.ANIMATIONLOOPMODE_CYCLE=1;Animation.ANIMATIONLOOPMODE_CONSTANT=2;Animation.ANIMATIONLOOPMODE_YOYO=4;Animation.ANIMATIONLOOPMODE_RELATIVE_FROM_CURRENT=5;\n/**\n * Creates an animation or an array of animations from a snippet saved by the Inspector\n * @deprecated Please use ParseFromSnippetAsync instead\n * @param snippetId defines the snippet to load\n * @returns a promise that will resolve to the new animation or a new array of animations\n */Animation.CreateFromSnippetAsync=Animation.ParseFromSnippetAsync;l(\"BABYLON.Animation\",Animation);c._AnimationRangeFactory=(e,n,t)=>new AnimationRange(e,n,t);export{Animation as A,h as _,AnimationRange as a,f as b,T as c,p as d,N as e,I as f};\n//# sourceMappingURL=BEirr62x.js.map\n","import{Matrix as t,TmpVectors as e,Quaternion as o,Vector3 as i}from\"../Maths/math.vector.js\";import{BuildArray as s}from\"../Misc/arrayTools.js\";import{Node as n}from\"../node.js\";import\"../Maths/math.constants.js\";import\"../Misc/typeStore.js\";import\"../_/BjBO3Vqv.js\";import\"../Engines/engineStore.js\";import\"../Misc/observable.js\";import\"../_/BXd1Jdj1.js\";import\"../tslib.es6.js\";import\"../Misc/decorators.js\";import\"../_/SxHYZ7_O.js\";import\"../_/CY5CD3a_.js\";import\"../Misc/decorators.serialization.js\";import\"../_/CoucjtsB.js\";import\"../Maths/math.color.js\";class Bone extends n{get _matrix(){this._compose();return this._localMatrix}set _matrix(t){if(t.updateFlag!==this._localMatrix.updateFlag||this._needToCompose){this._needToCompose=false;this._localMatrix.copyFrom(t);this._markAsDirtyAndDecompose()}}\n/**\n     * Create a new bone\n     * @param name defines the bone name\n     * @param skeleton defines the parent skeleton\n     * @param parentBone defines the parent (can be null if the bone is the root)\n     * @param localMatrix defines the local matrix (default: identity)\n     * @param restMatrix defines the rest matrix (default: localMatrix)\n     * @param bindMatrix defines the bind matrix (default: localMatrix)\n     * @param index defines index of the bone in the hierarchy (default: null)\n     */constructor(e,o,i=null,s=null,n=null,r=null,a=null){super(e,o.getScene(),false);this.name=e;this.children=[];this.animations=[];this._index=null;this._scalingDeterminant=1;this._needToDecompose=true;this._needToCompose=false;this._linkedTransformNode=null;this._waitingTransformNodeId=null;this._skeleton=o;this._localMatrix=s?.clone()??t.Identity();this._restMatrix=n??this._localMatrix.clone();this._bindMatrix=r??this._localMatrix.clone();this._index=a;this._absoluteMatrix=new t;this._absoluteBindMatrix=new t;this._absoluteInverseBindMatrix=new t;this._finalMatrix=new t;o.bones.push(this);this.setParent(i,false);this._updateAbsoluteBindMatrices()}\n/**\n     * Gets the current object class name.\n     * @returns the class name\n     */getClassName(){return\"Bone\"}\n/**\n     * Gets the parent skeleton\n     * @returns a skeleton\n     */\ngetSkeleton(){return this._skeleton}get parent(){return this._parentNode}\n/**\n     * Gets parent bone\n     * @returns a bone or null if the bone is the root of the bone hierarchy\n     */getParent(){return this.parent}\n/**\n     * Returns an array containing the children of the bone\n     * @returns an array containing the children of the bone (can be empty if the bone has no children)\n     */getChildren(){return this.children}\n/**\n     * Gets the node index in matrix array generated for rendering\n     * @returns the node index\n     */getIndex(){return this._index===null?this.getSkeleton().bones.indexOf(this):this._index}set parent(t){this.setParent(t)}\n/**\n     * Sets the parent bone\n     * @param parent defines the parent (can be null if the bone is the root)\n     * @param updateAbsoluteBindMatrices defines if the absolute bind and absolute inverse bind matrices must be updated\n     */setParent(t,e=true){if(this.parent!==t){if(this.parent){const t=this.parent.children.indexOf(this);t!==-1&&this.parent.children.splice(t,1)}this._parentNode=t;this.parent&&this.parent.children.push(this);e&&this._updateAbsoluteBindMatrices();this.markAsDirty()}}\n/**\n     * Gets the local matrix\n     * @returns the local matrix\n     */getLocalMatrix(){this._compose();return this._localMatrix}\n/**\n     * Gets the bind matrix\n     * @returns the bind matrix\n     */getBindMatrix(){return this._bindMatrix}\n/**\n     * Gets the bind matrix.\n     * @returns the bind matrix\n     * @deprecated Please use getBindMatrix instead\n     */getBaseMatrix(){return this.getBindMatrix()}\n/**\n     * Gets the rest matrix\n     * @returns the rest matrix\n     */getRestMatrix(){return this._restMatrix}\n/**\n     * Gets the rest matrix\n     * @returns the rest matrix\n     * @deprecated Please use getRestMatrix instead\n     */getRestPose(){return this.getRestMatrix()}\n/**\n     * Sets the rest matrix\n     * @param matrix the local-space rest matrix to set for this bone\n     */setRestMatrix(t){this._restMatrix.copyFrom(t)}\n/**\n     * Sets the rest matrix\n     * @param matrix the local-space rest to set for this bone\n     * @deprecated Please use setRestMatrix instead\n     */setRestPose(t){this.setRestMatrix(t)}\n/**\n     * Gets the bind matrix\n     * @returns the bind matrix\n     * @deprecated Please use getBindMatrix instead\n     */getBindPose(){return this.getBindMatrix()}\n/**\n     * Sets the bind matrix\n     * This will trigger a recomputation of the absolute bind and absolute inverse bind matrices for this bone and its children\n     * Note that the local matrix will also be set with the matrix passed in parameter!\n     * @param matrix the local-space bind matrix to set for this bone\n     */setBindMatrix(t){this.updateMatrix(t)}\n/**\n     * Sets the bind matrix\n     * @param matrix the local-space bind to set for this bone\n     * @deprecated Please use setBindMatrix instead\n     */setBindPose(t){this.setBindMatrix(t)}\n/**\n     * Gets the matrix used to store the final world transformation of the bone (ie. the matrix sent to shaders)\n     * @returns the final world matrix\n     */getFinalMatrix(){return this._finalMatrix}\n/**\n     * Gets the matrix used to store the final world transformation of the bone (ie. the matrix sent to shaders)\n     * @deprecated Please use getFinalMatrix instead\n     * @returns the final world matrix\n     */getWorldMatrix(){return this.getFinalMatrix()}returnToRest(){if(this._linkedTransformNode){const t=e.Vector3[0];const i=e.Quaternion[0];const s=e.Vector3[1];this.getRestMatrix().decompose(t,i,s);this._linkedTransformNode.position.copyFrom(s);this._linkedTransformNode.rotationQuaternion=this._linkedTransformNode.rotationQuaternion??o.Identity();this._linkedTransformNode.rotationQuaternion.copyFrom(i);this._linkedTransformNode.scaling.copyFrom(t)}else this._matrix=this._restMatrix}\n/**\n     * Gets the inverse of the bind matrix, in world space (relative to the skeleton root)\n     * @returns the inverse bind matrix, in world space\n     */getAbsoluteInverseBindMatrix(){return this._absoluteInverseBindMatrix}\n/**\n     * Gets the inverse of the bind matrix, in world space (relative to the skeleton root)\n     * @returns the inverse bind matrix, in world space\n     * @deprecated Please use getAbsoluteInverseBindMatrix instead\n     */getInvertedAbsoluteTransform(){return this.getAbsoluteInverseBindMatrix()}\n/**\n     * Gets the bone matrix, in world space (relative to the skeleton root)\n     * @returns the bone matrix, in world space\n     */getAbsoluteMatrix(){return this._absoluteMatrix}\n/**\n     * Gets the bone matrix, in world space (relative to the skeleton root)\n     * @returns the bone matrix, in world space\n     * @deprecated Please use getAbsoluteMatrix instead\n     */getAbsoluteTransform(){return this._absoluteMatrix}\n/**\n     * Links with the given transform node.\n     * The local matrix of this bone is overwritten by the transform of the node every frame.\n     * @param transformNode defines the transform node to link to\n     */linkTransformNode(t){this._linkedTransformNode&&this._skeleton._numBonesWithLinkedTransformNode--;this._linkedTransformNode=t;this._linkedTransformNode&&this._skeleton._numBonesWithLinkedTransformNode++}\n/**\n     * Gets the node used to drive the bone's transformation\n     * @returns a transform node or null\n     */\ngetTransformNode(){return this._linkedTransformNode}get position(){this._decompose();return this._localPosition}set position(t){this._decompose();this._localPosition.copyFrom(t);this._markAsDirtyAndCompose()}get rotation(){return this.getRotation()}set rotation(t){this.setRotation(t)}get rotationQuaternion(){this._decompose();return this._localRotation}set rotationQuaternion(t){this.setRotationQuaternion(t)}get scaling(){return this.getScale()}set scaling(t){this.setScale(t)}get animationPropertiesOverride(){return this._skeleton.animationPropertiesOverride}_decompose(){if(this._needToDecompose){this._needToDecompose=false;if(!this._localScaling){this._localScaling=i.Zero();this._localRotation=o.Zero();this._localPosition=i.Zero()}this._localMatrix.decompose(this._localScaling,this._localRotation,this._localPosition)}}_compose(){if(this._needToCompose)if(this._localScaling){this._needToCompose=false;t.ComposeToRef(this._localScaling,this._localRotation,this._localPosition,this._localMatrix)}else this._needToCompose=false}\n/**\n     * Update the bind (and optionally the local) matrix\n     * @param bindMatrix defines the new matrix to set to the bind/local matrix, in local space\n     * @param updateAbsoluteBindMatrices defines if the absolute bind and absolute inverse bind matrices must be recomputed (default: true)\n     * @param updateLocalMatrix defines if the local matrix should also be updated with the matrix passed in parameter (default: true)\n     */updateMatrix(t,e=true,o=true){this._bindMatrix.copyFrom(t);e&&this._updateAbsoluteBindMatrices();o?this._matrix=t:this.markAsDirty()}_updateAbsoluteBindMatrices(t,e=true){t||(t=this._bindMatrix);this.parent?t.multiplyToRef(this.parent._absoluteBindMatrix,this._absoluteBindMatrix):this._absoluteBindMatrix.copyFrom(t);this._absoluteBindMatrix.invertToRef(this._absoluteInverseBindMatrix);if(e)for(let t=0;t<this.children.length;t++)this.children[t]._updateAbsoluteBindMatrices();this._scalingDeterminant=this._absoluteBindMatrix.determinant()<0?-1:1}\n/**\n     * Flag the bone as dirty (Forcing it to update everything)\n     * @returns this bone\n     */markAsDirty(){this._currentRenderId++;this._childUpdateId++;this._skeleton._markAsDirty();return this}_markAsDirtyAndCompose(){this.markAsDirty();this._needToCompose=true}_markAsDirtyAndDecompose(){this.markAsDirty();this._needToDecompose=true}_updatePosition(e,o=0,s,n=true){const r=this.getLocalMatrix();if(o==0)if(n){r.addAtIndex(12,e.x);r.addAtIndex(13,e.y);r.addAtIndex(14,e.z)}else r.setTranslationFromFloats(e.x,e.y,e.z);else{let o=null;s&&(o=s.getWorldMatrix());this._skeleton.computeAbsoluteMatrices();const a=Bone._TmpMats[0];const l=Bone._TmpVecs[0];if(this.parent)if(s&&o){a.copyFrom(this.parent.getAbsoluteMatrix());a.multiplyToRef(o,a)}else a.copyFrom(this.parent.getAbsoluteMatrix());else t.IdentityToRef(a);n&&a.setTranslationFromFloats(0,0,0);a.invert();i.TransformCoordinatesToRef(e,a,l);if(n){r.addAtIndex(12,l.x);r.addAtIndex(13,l.y);r.addAtIndex(14,l.z)}else r.setTranslationFromFloats(l.x,l.y,l.z)}this._markAsDirtyAndDecompose()}\n/**\n     * Translate the bone in local or world space\n     * @param vec The amount to translate the bone\n     * @param space The space that the translation is in (default: Space.LOCAL)\n     * @param tNode A TransformNode whose world matrix is to be applied to the calculated absolute matrix. In most cases, you'll want to pass the mesh associated with the skeleton from which this bone comes. Used only when space=Space.WORLD\n     */translate(t,e=0,o){this._updatePosition(t,e,o,true)}\n/**\n     * Set the position of the bone in local or world space\n     * @param position The position to set the bone\n     * @param space The space that the position is in (default: Space.LOCAL)\n     * @param tNode A TransformNode whose world matrix is to be applied to the calculated absolute matrix. In most cases, you'll want to pass the mesh associated with the skeleton from which this bone comes. Used only when space=Space.WORLD\n     */setPosition(t,e=0,o){this._updatePosition(t,e,o,false)}\n/**\n     * Set the absolute position of the bone (world space)\n     * @param position The position to set the bone\n     * @param tNode A TransformNode whose world matrix is to be applied to the calculated absolute matrix. In most cases, you'll want to pass the mesh associated with the skeleton from which this bone comes. Used only when space=Space.WORLD\n     */setAbsolutePosition(t,e){this.setPosition(t,1,e)}\n/**\n     * Scale the bone on the x, y and z axes (in local space)\n     * @param x The amount to scale the bone on the x axis\n     * @param y The amount to scale the bone on the y axis\n     * @param z The amount to scale the bone on the z axis\n     * @param scaleChildren sets this to true if children of the bone should be scaled as well (false by default)\n     */scale(e,o,i,s=false){const n=this.getLocalMatrix();const r=Bone._TmpMats[0];t.ScalingToRef(e,o,i,r);r.multiplyToRef(n,n);r.invert();for(const t of this.children){const s=t.getLocalMatrix();s.multiplyToRef(r,s);s.multiplyAtIndex(12,e);s.multiplyAtIndex(13,o);s.multiplyAtIndex(14,i);t._markAsDirtyAndDecompose()}this._markAsDirtyAndDecompose();if(s)for(const t of this.children)t.scale(e,o,i,s)}\n/**\n     * Set the bone scaling in local space\n     * @param scale defines the scaling vector\n     */setScale(t){this._decompose();this._localScaling.copyFrom(t);this._markAsDirtyAndCompose()}\n/**\n     * Gets the current scaling in local space\n     * @returns the current scaling vector\n     */getScale(){this._decompose();return this._localScaling}\n/**\n     * Gets the current scaling in local space and stores it in a target vector\n     * @param result defines the target vector\n     */getScaleToRef(t){this._decompose();t.copyFrom(this._localScaling)}\n/**\n     * Set the yaw, pitch, and roll of the bone in local or world space\n     * @param yaw The rotation of the bone on the y axis\n     * @param pitch The rotation of the bone on the x axis\n     * @param roll The rotation of the bone on the z axis\n     * @param space The space that the axes of rotation are in\n     * @param tNode A TransformNode whose world matrix is to be applied to the calculated absolute matrix. In most cases, you'll want to pass the mesh associated with the skeleton from which this bone comes. Used only when space=Space.WORLD\n     */setYawPitchRoll(e,i,s,n=0,r){if(n===0){const t=Bone._TmpQuat;o.RotationYawPitchRollToRef(e,i,s,t);this.setRotationQuaternion(t,n,r);return}const a=Bone._TmpMats[0];if(!this._getAbsoluteInverseMatrixUnscaledToRef(a,r))return;const l=Bone._TmpMats[1];t.RotationYawPitchRollToRef(e,i,s,l);a.multiplyToRef(l,l);this._rotateWithMatrix(l,n,r)}\n/**\n     * Add a rotation to the bone on an axis in local or world space\n     * @param axis The axis to rotate the bone on\n     * @param amount The amount to rotate the bone\n     * @param space The space that the axis is in\n     * @param tNode A TransformNode whose world matrix is to be applied to the calculated absolute matrix. In most cases, you'll want to pass the mesh associated with the skeleton from which this bone comes. Used only when space=Space.WORLD\n     */rotate(e,o,i=0,s){const n=Bone._TmpMats[0];n.setTranslationFromFloats(0,0,0);t.RotationAxisToRef(e,o,n);this._rotateWithMatrix(n,i,s)}\n/**\n     * Set the rotation of the bone to a particular axis angle in local or world space\n     * @param axis The axis to rotate the bone on\n     * @param angle The angle that the bone should be rotated to\n     * @param space The space that the axis is in\n     * @param tNode A TransformNode whose world matrix is to be applied to the calculated absolute matrix. In most cases, you'll want to pass the mesh associated with the skeleton from which this bone comes. Used only when space=Space.WORLD\n     */setAxisAngle(e,i,s=0,n){if(s===0){const t=Bone._TmpQuat;o.RotationAxisToRef(e,i,t);this.setRotationQuaternion(t,s,n);return}const r=Bone._TmpMats[0];if(!this._getAbsoluteInverseMatrixUnscaledToRef(r,n))return;const a=Bone._TmpMats[1];t.RotationAxisToRef(e,i,a);r.multiplyToRef(a,a);this._rotateWithMatrix(a,s,n)}\n/**\n     * Set the euler rotation of the bone in local or world space\n     * @param rotation The euler rotation that the bone should be set to\n     * @param space The space that the rotation is in\n     * @param tNode A TransformNode whose world matrix is to be applied to the calculated absolute matrix. In most cases, you'll want to pass the mesh associated with the skeleton from which this bone comes. Used only when space=Space.WORLD\n     */setRotation(t,e=0,o){this.setYawPitchRoll(t.y,t.x,t.z,e,o)}\n/**\n     * Set the quaternion rotation of the bone in local or world space\n     * @param quat The quaternion rotation that the bone should be set to\n     * @param space The space that the rotation is in\n     * @param tNode A TransformNode whose world matrix is to be applied to the calculated absolute matrix. In most cases, you'll want to pass the mesh associated with the skeleton from which this bone comes. Used only when space=Space.WORLD\n     */setRotationQuaternion(e,o=0,i){if(o===0){this._decompose();this._localRotation.copyFrom(e);this._markAsDirtyAndCompose();return}const s=Bone._TmpMats[0];if(!this._getAbsoluteInverseMatrixUnscaledToRef(s,i))return;const n=Bone._TmpMats[1];t.FromQuaternionToRef(e,n);s.multiplyToRef(n,n);this._rotateWithMatrix(n,o,i)}\n/**\n     * Set the rotation matrix of the bone in local or world space\n     * @param rotMat The rotation matrix that the bone should be set to\n     * @param space The space that the rotation is in\n     * @param tNode A TransformNode whose world matrix is to be applied to the calculated absolute matrix. In most cases, you'll want to pass the mesh associated with the skeleton from which this bone comes. Used only when space=Space.WORLD\n     */setRotationMatrix(t,e=0,i){if(e===0){const s=Bone._TmpQuat;o.FromRotationMatrixToRef(t,s);this.setRotationQuaternion(s,e,i);return}const s=Bone._TmpMats[0];if(!this._getAbsoluteInverseMatrixUnscaledToRef(s,i))return;const n=Bone._TmpMats[1];n.copyFrom(t);s.multiplyToRef(t,n);this._rotateWithMatrix(n,e,i)}_rotateWithMatrix(t,e=0,o){const i=this.getLocalMatrix();const s=i.m[12];const n=i.m[13];const r=i.m[14];const a=this.getParent();const l=Bone._TmpMats[3];const h=Bone._TmpMats[4];if(a&&e==1){if(o){l.copyFrom(o.getWorldMatrix());a.getAbsoluteMatrix().multiplyToRef(l,l)}else l.copyFrom(a.getAbsoluteMatrix());h.copyFrom(l);h.invert();i.multiplyToRef(l,i);i.multiplyToRef(t,i);i.multiplyToRef(h,i)}else if(e==1&&o){l.copyFrom(o.getWorldMatrix());h.copyFrom(l);h.invert();i.multiplyToRef(l,i);i.multiplyToRef(t,i);i.multiplyToRef(h,i)}else i.multiplyToRef(t,i);i.setTranslationFromFloats(s,n,r);this.computeAbsoluteMatrices();this._markAsDirtyAndDecompose()}_getAbsoluteInverseMatrixUnscaledToRef(e,o){const i=Bone._TmpMats[2];e.copyFrom(this.getAbsoluteMatrix());if(o){e.multiplyToRef(o.getWorldMatrix(),e);t.ScalingToRef(o.scaling.x,o.scaling.y,o.scaling.z,i)}else t.IdentityToRef(i);e.invert();if(isNaN(e.m[0]))return false;i.multiplyAtIndex(0,this._scalingDeterminant);e.multiplyToRef(i,e);return true}\n/**\n     * Get the position of the bone in local or world space\n     * @param space The space that the returned position is in\n     * @param tNode A TransformNode whose world matrix is to be applied to the calculated absolute matrix. In most cases, you'll want to pass the mesh associated with the skeleton from which this bone comes. Used only when space=Space.WORLD\n     * @returns The position of the bone\n     */getPosition(t=0,e=null){const o=i.Zero();this.getPositionToRef(t,e,o);return o}\n/**\n     * Copy the position of the bone to a vector3 in local or world space\n     * @param space The space that the returned position is in\n     * @param tNode A TransformNode whose world matrix is to be applied to the calculated absolute matrix. In most cases, you'll want to pass the mesh associated with the skeleton from which this bone comes. Used only when space=Space.WORLD\n     * @param result The vector3 to copy the position to\n     */getPositionToRef(t=0,e,o){if(t==0){const t=this.getLocalMatrix();o.x=t.m[12];o.y=t.m[13];o.z=t.m[14]}else{let t=null;e&&(t=e.getWorldMatrix());this._skeleton.computeAbsoluteMatrices();let i=Bone._TmpMats[0];if(e&&t){i.copyFrom(this.getAbsoluteMatrix());i.multiplyToRef(t,i)}else i=this.getAbsoluteMatrix();o.x=i.m[12];o.y=i.m[13];o.z=i.m[14]}}\n/**\n     * Get the absolute position of the bone (world space)\n     * @param tNode A TransformNode whose world matrix is to be applied to the calculated absolute matrix. In most cases, you'll want to pass the mesh associated with the skeleton from which this bone comes. Used only when space=Space.WORLD\n     * @returns The absolute position of the bone\n     */getAbsolutePosition(t=null){const e=i.Zero();this.getPositionToRef(1,t,e);return e}\n/**\n     * Copy the absolute position of the bone (world space) to the result param\n     * @param tNode A TransformNode whose world matrix is to be applied to the calculated absolute matrix. In most cases, you'll want to pass the mesh associated with the skeleton from which this bone comes. Used only when space=Space.WORLD\n     * @param result The vector3 to copy the absolute position to\n     */getAbsolutePositionToRef(t,e){this.getPositionToRef(1,t,e)}computeAbsoluteMatrices(){this._compose();if(this.parent)this._localMatrix.multiplyToRef(this.parent._absoluteMatrix,this._absoluteMatrix);else{this._absoluteMatrix.copyFrom(this._localMatrix);const t=this._skeleton.getPoseMatrix();t&&this._absoluteMatrix.multiplyToRef(t,this._absoluteMatrix)}const t=this.children;const e=t.length;for(let o=0;o<e;o++)t[o].computeAbsoluteMatrices()}\n/**\n     * Compute the absolute matrices of this bone and its children\n     * @deprecated Please use computeAbsoluteMatrices instead\n     */computeAbsoluteTransforms(){this.computeAbsoluteMatrices()}\n/**\n     * Get the world direction from an axis that is in the local space of the bone\n     * @param localAxis The local direction that is used to compute the world direction\n     * @param tNode A TransformNode whose world matrix is to be applied to the calculated absolute matrix. In most cases, you'll want to pass the mesh associated with the skeleton from which this bone comes. Used only when space=Space.WORLD\n     * @returns The world direction\n     */getDirection(t,e=null){const o=i.Zero();this.getDirectionToRef(t,e,o);return o}\n/**\n     * Copy the world direction to a vector3 from an axis that is in the local space of the bone\n     * @param localAxis The local direction that is used to compute the world direction\n     * @param tNode A TransformNode whose world matrix is to be applied to the calculated absolute matrix. In most cases, you'll want to pass the mesh associated with the skeleton from which this bone comes. Used only when space=Space.WORLD\n     * @param result The vector3 that the world direction will be copied to\n     */getDirectionToRef(t,e=null,o){let s=null;e&&(s=e.getWorldMatrix());this._skeleton.computeAbsoluteMatrices();const n=Bone._TmpMats[0];n.copyFrom(this.getAbsoluteMatrix());e&&s&&n.multiplyToRef(s,n);i.TransformNormalToRef(t,n,o);o.normalize()}\n/**\n     * Get the euler rotation of the bone in local or world space\n     * @param space The space that the rotation should be in\n     * @param tNode A TransformNode whose world matrix is to be applied to the calculated absolute matrix. In most cases, you'll want to pass the mesh associated with the skeleton from which this bone comes. Used only when space=Space.WORLD\n     * @returns The euler rotation\n     */getRotation(t=0,e=null){const o=i.Zero();this.getRotationToRef(t,e,o);return o}\n/**\n     * Copy the euler rotation of the bone to a vector3.  The rotation can be in either local or world space\n     * @param space The space that the rotation should be in\n     * @param tNode A TransformNode whose world matrix is to be applied to the calculated absolute matrix. In most cases, you'll want to pass the mesh associated with the skeleton from which this bone comes. Used only when space=Space.WORLD\n     * @param result The vector3 that the rotation should be copied to\n     */getRotationToRef(t=0,e=null,o){const i=Bone._TmpQuat;this.getRotationQuaternionToRef(t,e,i);i.toEulerAnglesToRef(o)}\n/**\n     * Get the quaternion rotation of the bone in either local or world space\n     * @param space The space that the rotation should be in\n     * @param tNode A TransformNode whose world matrix is to be applied to the calculated absolute matrix. In most cases, you'll want to pass the mesh associated with the skeleton from which this bone comes. Used only when space=Space.WORLD\n     * @returns The quaternion rotation\n     */getRotationQuaternion(t=0,e=null){const i=o.Identity();this.getRotationQuaternionToRef(t,e,i);return i}\n/**\n     * Copy the quaternion rotation of the bone to a quaternion.  The rotation can be in either local or world space\n     * @param space The space that the rotation should be in\n     * @param tNode A TransformNode whose world matrix is to be applied to the calculated absolute matrix. In most cases, you'll want to pass the mesh associated with the skeleton from which this bone comes. Used only when space=Space.WORLD\n     * @param result The quaternion that the rotation should be copied to\n     */getRotationQuaternionToRef(t=0,e=null,o){if(t==0){this._decompose();o.copyFrom(this._localRotation)}else{const t=Bone._TmpMats[0];const i=this.getAbsoluteMatrix();e?i.multiplyToRef(e.getWorldMatrix(),t):t.copyFrom(i);t.multiplyAtIndex(0,this._scalingDeterminant);t.multiplyAtIndex(1,this._scalingDeterminant);t.multiplyAtIndex(2,this._scalingDeterminant);t.decompose(void 0,o,void 0)}}\n/**\n     * Get the rotation matrix of the bone in local or world space\n     * @param space The space that the rotation should be in\n     * @param tNode A TransformNode whose world matrix is to be applied to the calculated absolute matrix. In most cases, you'll want to pass the mesh associated with the skeleton from which this bone comes. Used only when space=Space.WORLD\n     * @returns The rotation matrix\n     */getRotationMatrix(e=0,o){const i=t.Identity();this.getRotationMatrixToRef(e,o,i);return i}\n/**\n     * Copy the rotation matrix of the bone to a matrix.  The rotation can be in either local or world space\n     * @param space The space that the rotation should be in\n     * @param tNode A TransformNode whose world matrix is to be applied to the calculated absolute matrix. In most cases, you'll want to pass the mesh associated with the skeleton from which this bone comes. Used only when space=Space.WORLD\n     * @param result The quaternion that the rotation should be copied to\n     */getRotationMatrixToRef(t=0,e,o){if(t==0)this.getLocalMatrix().getRotationMatrixToRef(o);else{const t=Bone._TmpMats[0];const i=this.getAbsoluteMatrix();e?i.multiplyToRef(e.getWorldMatrix(),t):t.copyFrom(i);t.multiplyAtIndex(0,this._scalingDeterminant);t.multiplyAtIndex(1,this._scalingDeterminant);t.multiplyAtIndex(2,this._scalingDeterminant);t.getRotationMatrixToRef(o)}}\n/**\n     * Get the world position of a point that is in the local space of the bone\n     * @param position The local position\n     * @param tNode A TransformNode whose world matrix is to be applied to the calculated absolute matrix. In most cases, you'll want to pass the mesh associated with the skeleton from which this bone comes. Used only when space=Space.WORLD\n     * @returns The world position\n     */getAbsolutePositionFromLocal(t,e=null){const o=i.Zero();this.getAbsolutePositionFromLocalToRef(t,e,o);return o}\n/**\n     * Get the world position of a point that is in the local space of the bone and copy it to the result param\n     * @param position The local position\n     * @param tNode A TransformNode whose world matrix is to be applied to the calculated absolute matrix. In most cases, you'll want to pass the mesh associated with the skeleton from which this bone comes. Used only when space=Space.WORLD\n     * @param result The vector3 that the world position should be copied to\n     */getAbsolutePositionFromLocalToRef(t,e=null,o){let s=null;e&&(s=e.getWorldMatrix());this._skeleton.computeAbsoluteMatrices();const n=Bone._TmpMats[0];n.copyFrom(this.getAbsoluteMatrix());e&&s&&n.multiplyToRef(s,n);i.TransformCoordinatesToRef(t,n,o)}\n/**\n     * Get the local position of a point that is in world space\n     * @param position The world position\n     * @param tNode A TransformNode whose world matrix is to be applied to the calculated absolute matrix. In most cases, you'll want to pass the mesh associated with the skeleton from which this bone comes. Used only when space=Space.WORLD\n     * @returns The local position\n     */getLocalPositionFromAbsolute(t,e=null){const o=i.Zero();this.getLocalPositionFromAbsoluteToRef(t,e,o);return o}\n/**\n     * Get the local position of a point that is in world space and copy it to the result param\n     * @param position The world position\n     * @param tNode A TransformNode whose world matrix is to be applied to the calculated absolute matrix. In most cases, you'll want to pass the mesh associated with the skeleton from which this bone comes. Used only when space=Space.WORLD\n     * @param result The vector3 that the local position should be copied to\n     */getLocalPositionFromAbsoluteToRef(t,e=null,o){let s=null;e&&(s=e.getWorldMatrix());this._skeleton.computeAbsoluteMatrices();const n=Bone._TmpMats[0];n.copyFrom(this.getAbsoluteMatrix());e&&s&&n.multiplyToRef(s,n);n.invert();i.TransformCoordinatesToRef(t,n,o)}setCurrentPoseAsRest(){this.setRestMatrix(this.getLocalMatrix())}dispose(){this._linkedTransformNode=null;const t=this._skeleton.bones.indexOf(this);t!==-1&&this._skeleton.bones.splice(t,1);if(this._parentNode&&this._parentNode.children){const t=this._parentNode.children;const e=t.indexOf(this);e!==-1&&t.splice(e,1)}super.dispose()}}Bone._TmpVecs=s(2,i.Zero);Bone._TmpQuat=o.Identity();Bone._TmpMats=s(5,t.Identity);export{Bone};\n//# sourceMappingURL=bone.js.map\n","/* eslint-disable @typescript-eslint/naming-convention */\n/**\n * Checks if the window object exists\n * @returns true if the window object exists\n */\nfunction IsWindowObjectExist(){return typeof window!==\"undefined\"}\n/**\n * Checks if the navigator object exists\n * @returns true if the navigator object exists\n */function IsNavigatorAvailable(){return typeof navigator!==\"undefined\"}\n/**\n * Check if the document object exists\n * @returns true if the document object exists\n */function IsDocumentAvailable(){return typeof document!==\"undefined\"}\n/**\n * Extracts text content from a DOM element hierarchy\n * @param element defines the root element\n * @returns a string\n */function GetDOMTextContent(t){let e=\"\";let n=t.firstChild;while(n){n.nodeType===3&&(e+=n.textContent);n=n.nextSibling}return e}const t={\n/**\n     * Checks if the window object exists\n     * @returns true if the window object exists\n     */\nIsWindowObjectExist:IsWindowObjectExist,\n/**\n     * Checks if the navigator object exists\n     * @returns true if the navigator object exists\n     */\nIsNavigatorAvailable:IsNavigatorAvailable,\n/**\n     * Check if the document object exists\n     * @returns true if the document object exists\n     */\nIsDocumentAvailable:IsDocumentAvailable,\n/**\n     * Extracts text content from a DOM element hierarchy\n     * @param element defines the root element\n     * @returns a string\n     */\nGetDOMTextContent:GetDOMTextContent};export{t as DomManagement,GetDOMTextContent,IsDocumentAvailable,IsNavigatorAvailable,IsWindowObjectExist};\n//# sourceMappingURL=domManagement.js.map\n","import{IsWindowObjectExist as e}from\"./domManagement.js\";class PrecisionDate{static get Now(){return e()&&window.performance&&window.performance.now?window.performance.now():Date.now()}}export{PrecisionDate};\n//# sourceMappingURL=precisionDate.js.map\n","class Logger{static _CheckLimit(e,g){let o=Logger._LogLimitOutputs[e];if(o)o.current++;else{o={limit:g,current:1};Logger._LogLimitOutputs[e]=o}return o.current<=o.limit}static _GenerateLimitMessage(e,g=1){const o=Logger._LogLimitOutputs[e];if(!o||!Logger.MessageLimitReached)return;const r=this._Levels[g];o.current===o.limit&&Logger[r.name](Logger.MessageLimitReached.replace(/%LIMIT%/g,\"\"+o.limit).replace(/%TYPE%/g,r.name??\"\"))}static _AddLogEntry(e){Logger._LogCache=e+Logger._LogCache;Logger.OnNewCacheEntry&&Logger.OnNewCacheEntry(e)}static _FormatMessage(e){const padStr=e=>e<10?\"0\"+e:\"\"+e;const g=new Date;return\"[\"+padStr(g.getHours())+\":\"+padStr(g.getMinutes())+\":\"+padStr(g.getSeconds())+\"]: \"+e}static _LogDisabled(e,g){}static _LogEnabled(e=1,g,o){const r=Array.isArray(g)?g[0]:g;if(o!==void 0&&!Logger._CheckLimit(r,o))return;const L=Logger._FormatMessage(r);const t=this._Levels[e];const s=Array.isArray(g)?g.slice(1):[];t.logFunc&&t.logFunc(\"BJS - \"+L,...s);const a=`<div style='color:${t.color}'>${L}</div><br>`;Logger._AddLogEntry(a);Logger._GenerateLimitMessage(r,e)}static get LogCache(){return Logger._LogCache}static ClearLogCache(){Logger._LogCache=\"\";Logger._LogLimitOutputs={};Logger.errorsCount=0}static set LogLevels(e){Logger.Log=Logger._LogDisabled;Logger.Warn=Logger._LogDisabled;Logger.Error=Logger._LogDisabled;[Logger.MessageLogLevel,Logger.WarningLogLevel,Logger.ErrorLogLevel].forEach((g=>{if((e&g)===g){const e=this._Levels[g];Logger[e.name]=Logger._LogEnabled.bind(Logger,g)}}))}}Logger.NoneLogLevel=0;Logger.MessageLogLevel=1;Logger.WarningLogLevel=2;Logger.ErrorLogLevel=4;Logger.AllLogLevel=7;Logger.MessageLimitReached=\"Too many %TYPE%s (%LIMIT%), no more %TYPE%s will be reported for this message.\";Logger._LogCache=\"\";Logger._LogLimitOutputs={};Logger._Levels=[{},{color:\"white\",logFunc:console.log,name:\"Log\"},{color:\"orange\",logFunc:console.warn,name:\"Warn\"},{},{color:\"red\",logFunc:console.error,name:\"Error\"}];Logger.errorsCount=0;Logger.Log=Logger._LogEnabled.bind(Logger,Logger.MessageLogLevel);Logger.Warn=Logger._LogEnabled.bind(Logger,Logger.WarningLogLevel);Logger.Error=Logger._LogEnabled.bind(Logger,Logger.ErrorLogLevel);export{Logger};\n//# sourceMappingURL=logger.js.map\n","import{Logger as e}from\"../Misc/logger.js\";const CloneValue=(e,t,s)=>e?e.getClassName&&e.getClassName()===\"Mesh\"?null:!e.getClassName||e.getClassName()!==\"SubMesh\"&&e.getClassName()!==\"PhysicsBody\"?e.clone?e.clone():Array.isArray(e)?e.slice():s&&typeof e===\"object\"?{...e}:null:e.clone(t):null;function GetAllPropertyNames(e){const t=[];do{Object.getOwnPropertyNames(e).forEach((function(e){t.indexOf(e)===-1&&t.push(e)}))}while(e=Object.getPrototypeOf(e));return t}class DeepCopier{\n/**\n     * Tries to copy an object by duplicating every property\n     * @param source defines the source object\n     * @param destination defines the target object\n     * @param doNotCopyList defines a list of properties to avoid\n     * @param mustCopyList defines a list of properties to copy (even if they start with _)\n     * @param shallowCopyValues defines wether properties referencing objects (none cloneable) must be shallow copied (false by default)\n     * @remarks shallowCopyValues will not instantite the copied values which makes it only usable for \"JSON objects\"\n     */\nstatic DeepCopy(t,s,o,n,i=false){const c=GetAllPropertyNames(t);for(const l of c){if(l[0]===\"_\"&&(!n||n.indexOf(l)===-1))continue;if(l.endsWith(\"Observable\"))continue;if(o&&o.indexOf(l)!==-1)continue;const c=t[l];const r=typeof c;if(r!==\"function\")try{if(r===\"object\")if(c instanceof Uint8Array)s[l]=Uint8Array.from(c);else if(c instanceof Array){s[l]=[];if(c.length>0)if(typeof c[0]==\"object\")for(let e=0;e<c.length;e++){const t=CloneValue(c[e],s,i);s[l].indexOf(t)===-1&&s[l].push(t)}else s[l]=c.slice(0)}else s[l]=CloneValue(c,s,i);else s[l]=c}catch(t){e.Warn(t.message)}}}}export{DeepCopier as D};\n//# sourceMappingURL=BrNwFyDm.js.map\n","/* eslint-disable @typescript-eslint/naming-convention */\nclass BaseError extends Error{}BaseError._setPrototypeOf=Object.setPrototypeOf||((r,e)=>{r.__proto__=e;return r});const r={MeshInvalidPositionsError:0,UnsupportedTextureError:1e3,GLTFLoaderUnexpectedMagicError:2e3,SceneLoaderError:3e3,LoadFileError:4e3,RequestFileError:4001,ReadFileError:4002};class RuntimeError extends BaseError{\n/**\n     * Creates a new RuntimeError\n     * @param message defines the message of the error\n     * @param errorCode the error code\n     * @param innerError the error that caused the outer error\n     */\nconstructor(r,e,o){super(r);this.errorCode=e;this.innerError=o;this.name=\"RuntimeError\";BaseError._setPrototypeOf(this,RuntimeError.prototype)}}class AbortError extends BaseError{constructor(r=\"Operation aborted\"){super(r);this.name=\"AbortError\";BaseError._setPrototypeOf(this,AbortError.prototype)}}export{AbortError,BaseError,r as ErrorCodes,RuntimeError};\n//# sourceMappingURL=error.js.map\n","/* eslint-disable @typescript-eslint/naming-convention */\n/**\n * Checks for a matching suffix at the end of a string (for ES5 and lower)\n * @param str Source string\n * @param suffix Suffix to search for in the source string\n * @returns Boolean indicating whether the suffix was found (true) or not (false)\n * @deprecated Please use native string function instead\n */\nconst EndsWith=(e,t)=>e.endsWith(t);\n/**\n * Checks for a matching suffix at the beginning of a string (for ES5 and lower)\n * @param str Source string\n * @param suffix Suffix to search for in the source string\n * @returns Boolean indicating whether the suffix was found (true) or not (false)\n * @deprecated Please use native string function instead\n */const StartsWith=(e,t)=>!!e&&e.startsWith(t);\n/**\n * Decodes a buffer into a string\n * @param buffer The buffer to decode\n * @returns The decoded string\n */const Decode=e=>{if(typeof TextDecoder!==\"undefined\")return(new TextDecoder).decode(e);let t=\"\";for(let r=0;r<e.byteLength;r++)t+=String.fromCharCode(e[r]);return t};\n/**\n * Encode a buffer to a base64 string\n * @param buffer defines the buffer to encode\n * @returns the encoded string\n */const EncodeArrayBufferToBase64=e=>{const t=\"ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/=\";let r=\"\";let n,o,c,s,a,h,i;let f=0;const d=ArrayBuffer.isView(e)?new Uint8Array(e.buffer,e.byteOffset,e.byteLength):new Uint8Array(e);while(f<d.length){n=d[f++];o=f<d.length?d[f++]:Number.NaN;c=f<d.length?d[f++]:Number.NaN;s=n>>2;a=(n&3)<<4|o>>4;h=(o&15)<<2|c>>6;i=c&63;isNaN(o)?h=i=64:isNaN(c)&&(i=64);r+=t.charAt(s)+t.charAt(a)+t.charAt(h)+t.charAt(i)}return r};\n/**\n * Converts a given base64 string as an ASCII encoded stream of data\n * @param base64Data The base64 encoded string to decode\n * @returns Decoded ASCII string\n */const DecodeBase64ToString=e=>atob(e);\n/**\n * Converts a given base64 string into an ArrayBuffer of raw byte data\n * @param base64Data The base64 encoded string to decode\n * @returns ArrayBuffer of byte data\n */const DecodeBase64ToBinary=e=>{const t=DecodeBase64ToString(e);const r=t.length;const n=new Uint8Array(new ArrayBuffer(r));for(let e=0;e<r;e++)n[e]=t.charCodeAt(e);return n.buffer};\n/**\n * Converts a number to string and pads with preceding zeroes until it is of specified length.\n * @param num the number to convert and pad\n * @param length the expected length of the string\n * @returns the padded string\n */const PadNumber=(e,t)=>{let r=String(e);while(r.length<t)r=\"0\"+r;return r};const e={EndsWith:EndsWith,StartsWith:StartsWith,Decode:Decode,EncodeArrayBufferToBase64:EncodeArrayBufferToBase64,DecodeBase64ToString:DecodeBase64ToString,DecodeBase64ToBinary:DecodeBase64ToBinary,PadNumber:PadNumber};export{Decode,DecodeBase64ToBinary,DecodeBase64ToString,EncodeArrayBufferToBase64,EndsWith,PadNumber,StartsWith,e as StringTools};\n//# sourceMappingURL=stringTools.js.map\n","class ShaderStore{\n/**\n     * Gets the shaders repository path for a given shader language\n     * @param shaderLanguage the shader language\n     * @returns the path to the shaders repository\n     */\nstatic GetShadersRepository(e=0){return e===0?ShaderStore.ShadersRepository:ShaderStore.ShadersRepositoryWGSL}\n/**\n     * Gets the shaders store of a given shader language\n     * @param shaderLanguage the shader language\n     * @returns the shaders store\n     */static GetShadersStore(e=0){return e===0?ShaderStore.ShadersStore:ShaderStore.ShadersStoreWGSL}\n/**\n     * Gets the include shaders store of a given shader language\n     * @param shaderLanguage the shader language\n     * @returns the include shaders store\n     */static GetIncludesShadersStore(e=0){return e===0?ShaderStore.IncludesShadersStore:ShaderStore.IncludesShadersStoreWGSL}}ShaderStore.ShadersRepository=\"src/Shaders/\";ShaderStore.ShadersStore={};ShaderStore.IncludesShadersStore={};ShaderStore.ShadersRepositoryWGSL=\"src/ShadersWGSL/\";ShaderStore.ShadersStoreWGSL={};ShaderStore.IncludesShadersStoreWGSL={};export{ShaderStore};\n//# sourceMappingURL=shaderStore.js.map\n","let t=[];class TimingTools{\n/**\n     * Execute a function after the current execution block\n     * @param action defines the action to execute after the current execution block\n     */\nstatic SetImmediate(e){t.length===0&&setTimeout((()=>{const e=t;t=[];for(const t of e)t()}),1);t.push(e)}}function _runWithCondition(t,e,r){try{if(t()){e();return true}}catch(t){r?.(t);return true}return false}const _retryWithInterval=(t,e,r,n=16,i=3e4,o=true,u)=>{if(o&&_runWithCondition(t,e,r))return null;const l=setInterval((()=>{if(_runWithCondition(t,e,r))clearInterval(l);else{i-=n;if(i<0){clearInterval(l);r?.(new Error(\"Operation timed out after maximum retries. \"+(u||\"\")),true)}}}),n);return()=>clearInterval(l)};export{TimingTools,_retryWithInterval};\n//# sourceMappingURL=timingTools.js.map\n","import{Observable as e}from\"../Misc/observable.js\";import{Logger as t}from\"../Misc/logger.js\";import{ShaderStore as r}from\"../Engines/shaderStore.js\";import{IsDocumentAvailable as s,IsWindowObjectExist as i,GetDOMTextContent as n}from\"../Misc/domManagement.js\";import{_ as o}from\"./CY5CD3a_.js\";import{_retryWithInterval as a}from\"../Misc/timingTools.js\";const l=\"attribute\";const h=\"varying\";class ShaderCodeNode{constructor(){this.children=[]}isValid(e){return true}process(e,t,r){let s=\"\";if(this.line){let r=this.line;const i=t.processor;if(i){i.lineProcessor&&(r=i.lineProcessor(r,t.isFragment,t.processingContext));const s=t.processor?.attributeKeywordName??l;const n=t.isFragment&&t.processor?.varyingFragmentKeywordName?t.processor?.varyingFragmentKeywordName:!t.isFragment&&t.processor?.varyingVertexKeywordName?t.processor?.varyingVertexKeywordName:h;if(!t.isFragment&&i.attributeProcessor&&this.line.startsWith(s))r=i.attributeProcessor(this.line,e,t.processingContext);else if(i.varyingProcessor&&(i.varyingCheck?.(this.line,t.isFragment)||!i.varyingCheck&&this.line.startsWith(n)))r=i.varyingProcessor(this.line,t.isFragment,e,t.processingContext);else if(i.uniformProcessor&&i.uniformRegexp&&i.uniformRegexp.test(this.line))t.lookForClosingBracketForUniformBuffer||(r=i.uniformProcessor(this.line,t.isFragment,e,t.processingContext));else if(i.uniformBufferProcessor&&i.uniformBufferRegexp&&i.uniformBufferRegexp.test(this.line)){if(!t.lookForClosingBracketForUniformBuffer){r=i.uniformBufferProcessor(this.line,t.isFragment,t.processingContext);t.lookForClosingBracketForUniformBuffer=true}}else if(i.textureProcessor&&i.textureRegexp&&i.textureRegexp.test(this.line))r=i.textureProcessor(this.line,t.isFragment,e,t.processingContext);else if((i.uniformProcessor||i.uniformBufferProcessor)&&this.line.startsWith(\"uniform\")&&!t.lookForClosingBracketForUniformBuffer){const s=/uniform\\s+(?:(?:highp)?|(?:lowp)?)\\s*(\\S+)\\s+(\\S+)\\s*;/;if(s.test(this.line))i.uniformProcessor&&(r=i.uniformProcessor(this.line,t.isFragment,e,t.processingContext));else if(i.uniformBufferProcessor){r=i.uniformBufferProcessor(this.line,t.isFragment,t.processingContext);t.lookForClosingBracketForUniformBuffer=true}}if(t.lookForClosingBracketForUniformBuffer&&this.line.indexOf(\"}\")!==-1){t.lookForClosingBracketForUniformBuffer=false;i.endOfUniformBufferProcessor&&(r=i.endOfUniformBufferProcessor(this.line,t.isFragment,t.processingContext))}}s+=r+\"\\n\"}this.children.forEach((i=>{s+=i.process(e,t,r)}));if(this.additionalDefineKey){e[this.additionalDefineKey]=this.additionalDefineValue||\"true\";r[this.additionalDefineKey]=e[this.additionalDefineKey]}return s}}class ShaderCodeCursor{constructor(){this._lines=[]}get currentLine(){return this._lines[this.lineIndex]}get canRead(){return this.lineIndex<this._lines.length-1}set lines(e){this._lines.length=0;for(const t of e){if(!t||t===\"\\r\")continue;if(t[0]===\"#\"){this._lines.push(t);continue}const e=t.trim();if(!e)continue;if(e.startsWith(\"//\")){this._lines.push(t);continue}const r=e.indexOf(\";\");if(r===-1)this._lines.push(e);else if(r===e.length-1)e.length>1&&this._lines.push(e);else{const e=t.split(\";\");for(let t=0;t<e.length;t++){let r=e[t];if(r){r=r.trim();r&&this._lines.push(r+(t!==e.length-1?\";\":\"\"))}}}}}}class ShaderCodeConditionNode extends ShaderCodeNode{process(e,t,r){for(let s=0;s<this.children.length;s++){const i=this.children[s];if(i.isValid(e))return i.process(e,t,r)}return\"\"}}class ShaderCodeTestNode extends ShaderCodeNode{isValid(e){return this.testExpression.isTrue(e)}}\n/* eslint-disable @typescript-eslint/naming-convention */class ShaderDefineExpression{isTrue(e){return true}static postfixToInfix(e){const t=[];for(const r of e)if(ShaderDefineExpression._OperatorPriority[r]===void 0)t.push(r);else{const e=t[t.length-1],s=t[t.length-2];t.length-=2;t.push(`(${s}${r}${e})`)}return t[t.length-1]}\n/**\n     * Converts an infix expression to a postfix expression.\n     *\n     * This method is used to transform infix expressions, which are more human-readable,\n     * into postfix expressions, also known as Reverse Polish Notation (RPN), that can be\n     * evaluated more efficiently by a computer. The conversion is based on the operator\n     * priority defined in _OperatorPriority.\n     *\n     * The function employs a stack-based algorithm for the conversion and caches the result\n     * to improve performance. The cache keeps track of each converted expression's access time\n     * to manage the cache size and optimize memory usage. When the cache size exceeds a specified\n     * limit, the least recently accessed items in the cache are deleted.\n     *\n     * The cache mechanism is particularly helpful for shader compilation, where the same infix\n     * expressions might be encountered repeatedly, hence the caching can speed up the process.\n     *\n     * @param infix - The infix expression to be converted.\n     * @returns The postfix expression as an array of strings.\n     */static infixToPostfix(e){const t=ShaderDefineExpression._InfixToPostfixCache.get(e);if(t){t.accessTime=Date.now();return t.result}if(!e.includes(\"&&\")&&!e.includes(\"||\")&&!e.includes(\")\")&&!e.includes(\"(\"))return[e];const r=[];let s=-1;const pushOperand=()=>{n=n.trim();if(n!==\"\"){r.push(n);n=\"\"}};const push=e=>{s<ShaderDefineExpression._Stack.length-1&&(ShaderDefineExpression._Stack[++s]=e)};const peek=()=>ShaderDefineExpression._Stack[s];const pop=()=>s===-1?\"!!INVALID EXPRESSION!!\":ShaderDefineExpression._Stack[s--];let i=0,n=\"\";while(i<e.length){const t=e.charAt(i),o=i<e.length-1?e.substring(i,2+i):\"\";if(t===\"(\"){n=\"\";push(t)}else if(t===\")\"){pushOperand();while(s!==-1&&peek()!==\"(\")r.push(pop());pop()}else if(ShaderDefineExpression._OperatorPriority[o]>1){pushOperand();while(s!==-1&&ShaderDefineExpression._OperatorPriority[peek()]>=ShaderDefineExpression._OperatorPriority[o])r.push(pop());push(o);i++}else n+=t;i++}pushOperand();while(s!==-1)peek()===\"(\"?pop():r.push(pop());ShaderDefineExpression._InfixToPostfixCache.size>=ShaderDefineExpression.InfixToPostfixCacheLimitSize&&ShaderDefineExpression.ClearCache();ShaderDefineExpression._InfixToPostfixCache.set(e,{result:r,accessTime:Date.now()});return r}static ClearCache(){const e=Array.from(ShaderDefineExpression._InfixToPostfixCache.entries()).sort(((e,t)=>e[1].accessTime-t[1].accessTime));for(let t=0;t<ShaderDefineExpression.InfixToPostfixCacheCleanupSize;t++)ShaderDefineExpression._InfixToPostfixCache.delete(e[t][0])}}ShaderDefineExpression.InfixToPostfixCacheLimitSize=5e4;ShaderDefineExpression.InfixToPostfixCacheCleanupSize=25e3;ShaderDefineExpression._InfixToPostfixCache=new Map;ShaderDefineExpression._OperatorPriority={\")\":0,\"(\":1,\"||\":2,\"&&\":3};ShaderDefineExpression._Stack=[\"\",\"\",\"\",\"\",\"\",\"\",\"\",\"\",\"\",\"\",\"\",\"\",\"\",\"\",\"\",\"\",\"\",\"\",\"\",\"\"];class ShaderDefineIsDefinedOperator extends ShaderDefineExpression{constructor(e,t=false){super();this.define=e;this.not=t}isTrue(e){let t=e[this.define]!==void 0;this.not&&(t=!t);return t}}class ShaderDefineOrOperator extends ShaderDefineExpression{isTrue(e){return this.leftOperand.isTrue(e)||this.rightOperand.isTrue(e)}}class ShaderDefineAndOperator extends ShaderDefineExpression{isTrue(e){return this.leftOperand.isTrue(e)&&this.rightOperand.isTrue(e)}}class ShaderDefineArithmeticOperator extends ShaderDefineExpression{constructor(e,t,r){super();this.define=e;this.operand=t;this.testValue=r}isTrue(e){let t=false;const r=parseInt(e[this.define]!=void 0?e[this.define]:this.define);const s=parseInt(e[this.testValue]!=void 0?e[this.testValue]:this.testValue);switch(this.operand){case\">\":t=r>s;break;case\"<\":t=r<s;break;case\"<=\":t=r<=s;break;case\">=\":t=r>=s;break;case\"==\":t=r===s;break;case\"!=\":t=r!==s;break}return t}}const c={};function _ConcatenateShader(e,t,r=\"\"){return r+(t?t+\"\\n\":\"\")+e}function _loadFile(e,t,r,s,i,n,a){const l=a||c.loadFile;if(l){const o=l(e,t,r,s,i,n);return o}throw o(\"FileTools\")}\n/**\n * Gets host document\n * @param renderingCanvas if provided, the canvas' owner document will be returned\n * @returns the host document object\n */function _getGlobalDefines(e,t,r,s){if(!e){let e=\"\";t&&(e+=\"#define IS_NDC_HALF_ZRANGE\");if(r){e&&(e+=\"\\n\");e+=\"#define USE_REVERSE_DEPTHBUFFER\"}if(s){e&&(e+=\"\\n\");e+=\"#define USE_EXACT_SRGB_CONVERSIONS\"}return e}t?e.IS_NDC_HALF_ZRANGE=\"\":delete e.IS_NDC_HALF_ZRANGE;r?e.USE_REVERSE_DEPTHBUFFER=\"\":delete e.USE_REVERSE_DEPTHBUFFER;s?e.USE_EXACT_SRGB_CONVERSIONS=\"\":delete e.USE_EXACT_SRGB_CONVERSIONS}\n/**\n * Allocate a typed array depending on a texture type. Optionally can copy existing data in the buffer.\n * @param type type of the texture\n * @param sizeOrDstBuffer size of the array OR an existing buffer that will be used as the destination of the copy (if copyBuffer is provided)\n * @param sizeInBytes true if the size of the array is given in bytes, false if it is the number of elements of the array\n * @param copyBuffer if provided, buffer to copy into the destination buffer (either a newly allocated buffer if sizeOrDstBuffer is a number or use sizeOrDstBuffer as the destination buffer otherwise)\n * @returns the allocated buffer or sizeOrDstBuffer if the latter is an ArrayBuffer\n */function allocateAndCopyTypedBuffer(e,t,r=false,s){switch(e){case 3:{const e=(t instanceof ArrayBuffer,new Int8Array(t));s&&e.set(new Int8Array(s));return e}case 0:{const e=(t instanceof ArrayBuffer,new Uint8Array(t));s&&e.set(new Uint8Array(s));return e}case 4:{const e=t instanceof ArrayBuffer?new Int16Array(t):new Int16Array(r?t/2:t);s&&e.set(new Int16Array(s));return e}case 5:case 8:case 9:case 10:case 2:{const e=t instanceof ArrayBuffer?new Uint16Array(t):new Uint16Array(r?t/2:t);s&&e.set(new Uint16Array(s));return e}case 6:{const e=t instanceof ArrayBuffer?new Int32Array(t):new Int32Array(r?t/4:t);s&&e.set(new Int32Array(s));return e}case 7:case 11:case 12:case 13:case 14:case 15:{const e=t instanceof ArrayBuffer?new Uint32Array(t):new Uint32Array(r?t/4:t);s&&e.set(new Uint32Array(s));return e}case 1:{const e=t instanceof ArrayBuffer?new Float32Array(t):new Float32Array(r?t/4:t);s&&e.set(new Float32Array(s));return e}}const i=(t instanceof ArrayBuffer,new Uint8Array(t));s&&i.set(new Uint8Array(s));return i}\n/* eslint-disable @typescript-eslint/no-unused-vars */const f=/defined\\s*?\\((.+?)\\)/g;const u=/defined\\s*?\\[(.+?)\\]/g;const d=/#include\\s?<(.+)>(\\((.*)\\))*(\\[(.*)\\])*/g;const p=/__decl__/;const _=/light\\{X\\}.(\\w*)/g;const g=/\\{X\\}/g;const m=[];const C=/(#ifdef)|(#else)|(#elif)|(#endif)|(#ifndef)|(#if)/;function Initialize(e){e.processor&&e.processor.initializeShaders&&e.processor.initializeShaders(e.processingContext)}function Process(e,t,r,s){t.processor?.preProcessShaderCode&&(e=t.processor.preProcessShaderCode(e,t.isFragment));_ProcessIncludes(e,t,(e=>{t.processCodeAfterIncludes&&(e=t.processCodeAfterIncludes(t.isFragment?\"fragment\":\"vertex\",e,t.defines));const i=_ProcessShaderConversion(e,t,s);r(i,e)}))}function PreProcess(e,t,r,s){t.processor?.preProcessShaderCode&&(e=t.processor.preProcessShaderCode(e,t.isFragment));_ProcessIncludes(e,t,(e=>{t.processCodeAfterIncludes&&(e=t.processCodeAfterIncludes(t.isFragment?\"fragment\":\"vertex\",e,t.defines));const i=_ApplyPreProcessing(e,t,s);r(i,e)}))}function Finalize(e,t,r){return r.processor&&r.processor.finalizeShaders?r.processor.finalizeShaders(e,t,r.processingContext):{vertexCode:e,fragmentCode:t}}function _ProcessPrecision(e,t){if(t.processor?.noPrecision)return e;const r=t.shouldUseHighPrecisionShader;e.indexOf(\"precision highp float\")===-1?e=r?\"precision highp float;\\n\"+e:\"precision mediump float;\\n\"+e:r||(e=e.replace(\"precision highp float\",\"precision mediump float\"));return e}function _ExtractOperation(e){const t=/defined\\((.+)\\)/;const r=t.exec(e);if(r&&r.length)return new ShaderDefineIsDefinedOperator(r[1].trim(),e[0]===\"!\");const s=[\"==\",\"!=\",\">=\",\"<=\",\"<\",\">\"];let i=\"\";let n=0;for(i of s){n=e.indexOf(i);if(n>-1)break}if(n===-1)return new ShaderDefineIsDefinedOperator(e);const o=e.substring(0,n).trim();const a=e.substring(n+i.length).trim();return new ShaderDefineArithmeticOperator(o,i,a)}function _BuildSubExpression(e){e=e.replace(f,\"defined[$1]\");const t=ShaderDefineExpression.infixToPostfix(e);const r=[];for(const e of t)if(e!==\"||\"&&e!==\"&&\")r.push(e);else if(r.length>=2){let t=r[r.length-1],s=r[r.length-2];r.length-=2;const i=e==\"&&\"?new ShaderDefineAndOperator:new ShaderDefineOrOperator;typeof t===\"string\"&&(t=t.replace(u,\"defined($1)\"));typeof s===\"string\"&&(s=s.replace(u,\"defined($1)\"));i.leftOperand=typeof s===\"string\"?_ExtractOperation(s):s;i.rightOperand=typeof t===\"string\"?_ExtractOperation(t):t;r.push(i)}let s=r[r.length-1];typeof s===\"string\"&&(s=s.replace(u,\"defined($1)\"));return typeof s===\"string\"?_ExtractOperation(s):s}function _BuildExpression(e,t){const r=new ShaderCodeTestNode;const s=e.substring(0,t);let i=e.substring(t);i=i.substring(0,(i.indexOf(\"//\")+1||i.length+1)-1).trim();r.testExpression=s===\"#ifdef\"?new ShaderDefineIsDefinedOperator(i):s===\"#ifndef\"?new ShaderDefineIsDefinedOperator(i,true):_BuildSubExpression(i);return r}function _MoveCursorWithinIf(e,t,r,s){let i=e.currentLine;while(_MoveCursor(e,r,s)){i=e.currentLine;const n=i.substring(0,5).toLowerCase();if(n===\"#else\"){const r=new ShaderCodeNode;t.children.push(r);_MoveCursor(e,r,s);return}if(n===\"#elif\"){const e=_BuildExpression(i,5);t.children.push(e);r=e}}}function _MoveCursor(e,t,r){while(e.canRead){e.lineIndex++;const s=e.currentLine;if(s.indexOf(\"#\")>=0){const i=C.exec(s);if(i&&i.length){const n=i[0];switch(n){case\"#ifdef\":{const i=new ShaderCodeConditionNode;t.children.push(i);const n=_BuildExpression(s,6);i.children.push(n);_MoveCursorWithinIf(e,i,n,r);break}case\"#else\":case\"#elif\":return true;case\"#endif\":return false;case\"#ifndef\":{const i=new ShaderCodeConditionNode;t.children.push(i);const n=_BuildExpression(s,7);i.children.push(n);_MoveCursorWithinIf(e,i,n,r);break}case\"#if\":{const i=new ShaderCodeConditionNode;const n=_BuildExpression(s,3);t.children.push(i);i.children.push(n);_MoveCursorWithinIf(e,i,n,r);break}}continue}}const i=new ShaderCodeNode;i.line=s;t.children.push(i);if(s[0]===\"#\"&&s[1]===\"d\"){const e=s.replace(\";\",\"\").split(\" \");i.additionalDefineKey=e[1];e.length===3&&(i.additionalDefineValue=e[2])}}return false}function _EvaluatePreProcessors(e,t,r,s){const i=new ShaderCodeNode;const n=new ShaderCodeCursor;n.lineIndex=-1;n.lines=e.split(\"\\n\");_MoveCursor(n,i,s);return i.process(t,r,s)}function _PreparePreProcessors(e,t){const r=e.defines;const s={};for(const e of r){const t=e.replace(\"#define\",\"\").replace(\";\",\"\").trim();const r=t.split(\" \");s[r[0]]=r.length>1?r[1]:\"\"}e.processor?.shaderLanguage===0&&(s.GL_ES=\"true\");s.__VERSION__=e.version;s[e.platformName]=\"true\";_getGlobalDefines(s,t?.isNDCHalfZRange,t?.useReverseDepthBuffer,t?.useExactSrgbConversions);return s}function _ProcessShaderConversion(e,t,r){let s=_ProcessPrecision(e,t);if(!t.processor)return s;if(t.processor.shaderLanguage===0&&s.indexOf(\"#version 3\")!==-1){s=s.replace(\"#version 300 es\",\"\");if(!t.processor.parseGLES3)return s}const i=t.defines;const n=_PreparePreProcessors(t,r);t.processor.preProcessor&&(s=t.processor.preProcessor(s,i,n,t.isFragment,t.processingContext));const o={};s=_EvaluatePreProcessors(s,n,t,o);t.processor.postProcessor&&(s=t.processor.postProcessor(s,i,t.isFragment,t.processingContext,r?{drawBuffersExtensionDisabled:!r.getCaps().drawBuffersExtension}:{},n,o));r?._features.needShaderCodeInlining&&(s=r.inlineShaderCode(s));return s}function _ApplyPreProcessing(e,t,r){let s=e;const i=t.defines;const n=_PreparePreProcessors(t,r);t.processor?.preProcessor&&(s=t.processor.preProcessor(s,i,n,t.isFragment,t.processingContext));const o={};s=_EvaluatePreProcessors(s,n,t,o);t.processor?.postProcessor&&(s=t.processor.postProcessor(s,i,t.isFragment,t.processingContext,r?{drawBuffersExtensionDisabled:!r.getCaps().drawBuffersExtension}:{},n,o));r._features.needShaderCodeInlining&&(s=r.inlineShaderCode(s));return s}function _ProcessIncludes(e,t,r){m.length=0;let s;while((s=d.exec(e))!==null)m.push(s);let i=String(e);let n=[e];let o=false;for(const e of m){let s=e[1];if(s.indexOf(\"__decl__\")!==-1){s=s.replace(p,\"\");t.supportsUniformBuffers&&(s=s.replace(\"Vertex\",\"Ubo\").replace(\"Fragment\",\"Ubo\"));s+=\"Declaration\"}if(!t.includesShadersStore[s]){const e=t.shadersRepository+\"ShadersInclude/\"+s+\".fx\";x.loadFile(e,(e=>{t.includesShadersStore[s]=e;_ProcessIncludes(n.join(\"\"),t,r)}));return}{let r=t.includesShadersStore[s];if(e[2]){const t=e[3].split(\",\");for(let e=0;e<t.length;e+=2){const s=new RegExp(t[e],\"g\");const i=t[e+1];r=r.replace(s,i)}}if(e[4]){const s=e[5];if(s.indexOf(\"..\")!==-1){const e=s.split(\"..\");const i=parseInt(e[0]);let n=parseInt(e[1]);let o=r.slice(0);r=\"\";isNaN(n)&&(n=t.indexParameters[e[1]]);for(let e=i;e<n;e++){t.supportsUniformBuffers||(o=o.replace(_,((e,t)=>t+\"{X}\")));r+=o.replace(g,e.toString())+\"\\n\"}}else{t.supportsUniformBuffers||(r=r.replace(_,((e,t)=>t+\"{X}\")));r=r.replace(g,s)}}const i=[];for(const t of n){const s=t.split(e[0]);for(let e=0;e<s.length-1;e++){i.push(s[e]);i.push(r)}i.push(s[s.length-1])}n=i;o=o||r.indexOf(\"#include<\")>=0||r.indexOf(\"#include <\")>=0}}m.length=0;i=n.join(\"\");o?_ProcessIncludes(i.toString(),t,r):r(i)}const x={\n/**\n     * Loads a file from a url\n     * @param url url to load\n     * @param onSuccess callback called when the file successfully loads\n     * @param onProgress callback called while file is loading (if the server supports this mode)\n     * @param offlineProvider defines the offline provider for caching\n     * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer\n     * @param onError callback called when the file fails to load\n     * @returns a file request object\n     * @internal\n     */\nloadFile:(e,t,r,s,i,n)=>{throw o(\"FileTools\")}};class WebGLPipelineContext{constructor(){this._valueCache={};this.vertexCompilationError=null;this.fragmentCompilationError=null;this.programLinkError=null;this.programValidationError=null;this._isDisposed=false}get isAsync(){return this.isParallelCompiled}get isReady(){return!!this.program&&(!this.isParallelCompiled||this.engine._isRenderingStateCompiled(this))}_handlesSpectorRebuildCallback(e){e&&this.program&&e(this.program)}setEngine(e){this.engine=e}_fillEffectInformation(e,t,r,s,i,n,o,a){const l=this.engine;if(l.supportsUniformBuffers)for(const r in t)e.bindUniformBlock(r,t[r]);const h=this.engine.getUniforms(this,r);h.forEach(((e,t)=>{s[r[t]]=e}));this._uniforms=s;let c;for(c=0;c<i.length;c++){const t=e.getUniform(i[c]);if(t==null){i.splice(c,1);c--}}i.forEach(((e,t)=>{n[e]=t}));for(const e of l.getAttributes(this,o))a.push(e)}dispose(){this._uniforms={};this._isDisposed=true}_cacheMatrix(e,t){const r=this._valueCache[e];const s=t.updateFlag;if(r!==void 0&&r===s)return false;this._valueCache[e]=s;return true}_cacheFloat2(e,t,r){let s=this._valueCache[e];if(!s||s.length!==2){s=[t,r];this._valueCache[e]=s;return true}let i=false;if(s[0]!==t){s[0]=t;i=true}if(s[1]!==r){s[1]=r;i=true}return i}_cacheFloat3(e,t,r,s){let i=this._valueCache[e];if(!i||i.length!==3){i=[t,r,s];this._valueCache[e]=i;return true}let n=false;if(i[0]!==t){i[0]=t;n=true}if(i[1]!==r){i[1]=r;n=true}if(i[2]!==s){i[2]=s;n=true}return n}_cacheFloat4(e,t,r,s,i){let n=this._valueCache[e];if(!n||n.length!==4){n=[t,r,s,i];this._valueCache[e]=n;return true}let o=false;if(n[0]!==t){n[0]=t;o=true}if(n[1]!==r){n[1]=r;o=true}if(n[2]!==s){n[2]=s;o=true}if(n[3]!==i){n[3]=i;o=true}return o}\n/**\n     * Sets an integer value on a uniform variable.\n     * @param uniformName Name of the variable.\n     * @param value Value to be set.\n     */setInt(e,t){const r=this._valueCache[e];r!==void 0&&r===t||this.engine.setInt(this._uniforms[e],t)&&(this._valueCache[e]=t)}\n/**\n     * Sets a int2 on a uniform variable.\n     * @param uniformName Name of the variable.\n     * @param x First int in int2.\n     * @param y Second int in int2.\n     */setInt2(e,t,r){this._cacheFloat2(e,t,r)&&(this.engine.setInt2(this._uniforms[e],t,r)||(this._valueCache[e]=null))}\n/**\n     * Sets a int3 on a uniform variable.\n     * @param uniformName Name of the variable.\n     * @param x First int in int3.\n     * @param y Second int in int3.\n     * @param z Third int in int3.\n     */setInt3(e,t,r,s){this._cacheFloat3(e,t,r,s)&&(this.engine.setInt3(this._uniforms[e],t,r,s)||(this._valueCache[e]=null))}\n/**\n     * Sets a int4 on a uniform variable.\n     * @param uniformName Name of the variable.\n     * @param x First int in int4.\n     * @param y Second int in int4.\n     * @param z Third int in int4.\n     * @param w Fourth int in int4.\n     */setInt4(e,t,r,s,i){this._cacheFloat4(e,t,r,s,i)&&(this.engine.setInt4(this._uniforms[e],t,r,s,i)||(this._valueCache[e]=null))}\n/**\n     * Sets an int array on a uniform variable.\n     * @param uniformName Name of the variable.\n     * @param array array to be set.\n     */setIntArray(e,t){this._valueCache[e]=null;this.engine.setIntArray(this._uniforms[e],t)}\n/**\n     * Sets an int array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)\n     * @param uniformName Name of the variable.\n     * @param array array to be set.\n     */setIntArray2(e,t){this._valueCache[e]=null;this.engine.setIntArray2(this._uniforms[e],t)}\n/**\n     * Sets an int array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)\n     * @param uniformName Name of the variable.\n     * @param array array to be set.\n     */setIntArray3(e,t){this._valueCache[e]=null;this.engine.setIntArray3(this._uniforms[e],t)}\n/**\n     * Sets an int array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)\n     * @param uniformName Name of the variable.\n     * @param array array to be set.\n     */setIntArray4(e,t){this._valueCache[e]=null;this.engine.setIntArray4(this._uniforms[e],t)}\n/**\n     * Sets an unsigned integer value on a uniform variable.\n     * @param uniformName Name of the variable.\n     * @param value Value to be set.\n     */setUInt(e,t){const r=this._valueCache[e];r!==void 0&&r===t||this.engine.setUInt(this._uniforms[e],t)&&(this._valueCache[e]=t)}\n/**\n     * Sets an unsigned int2 value on a uniform variable.\n     * @param uniformName Name of the variable.\n     * @param x First unsigned int in uint2.\n     * @param y Second unsigned int in uint2.\n     */setUInt2(e,t,r){this._cacheFloat2(e,t,r)&&(this.engine.setUInt2(this._uniforms[e],t,r)||(this._valueCache[e]=null))}\n/**\n     * Sets an unsigned int3 value on a uniform variable.\n     * @param uniformName Name of the variable.\n     * @param x First unsigned int in uint3.\n     * @param y Second unsigned int in uint3.\n     * @param z Third unsigned int in uint3.\n     */setUInt3(e,t,r,s){this._cacheFloat3(e,t,r,s)&&(this.engine.setUInt3(this._uniforms[e],t,r,s)||(this._valueCache[e]=null))}\n/**\n     * Sets an unsigned int4 value on a uniform variable.\n     * @param uniformName Name of the variable.\n     * @param x First unsigned int in uint4.\n     * @param y Second unsigned int in uint4.\n     * @param z Third unsigned int in uint4.\n     * @param w Fourth unsigned int in uint4.\n     */setUInt4(e,t,r,s,i){this._cacheFloat4(e,t,r,s,i)&&(this.engine.setUInt4(this._uniforms[e],t,r,s,i)||(this._valueCache[e]=null))}\n/**\n     * Sets an unsigned int array on a uniform variable.\n     * @param uniformName Name of the variable.\n     * @param array array to be set.\n     */setUIntArray(e,t){this._valueCache[e]=null;this.engine.setUIntArray(this._uniforms[e],t)}\n/**\n     * Sets an unsigned int array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)\n     * @param uniformName Name of the variable.\n     * @param array array to be set.\n     */setUIntArray2(e,t){this._valueCache[e]=null;this.engine.setUIntArray2(this._uniforms[e],t)}\n/**\n     * Sets an unsigned int array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)\n     * @param uniformName Name of the variable.\n     * @param array array to be set.\n     */setUIntArray3(e,t){this._valueCache[e]=null;this.engine.setUIntArray3(this._uniforms[e],t)}\n/**\n     * Sets an unsigned int array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)\n     * @param uniformName Name of the variable.\n     * @param array array to be set.\n     */setUIntArray4(e,t){this._valueCache[e]=null;this.engine.setUIntArray4(this._uniforms[e],t)}\n/**\n     * Sets an array on a uniform variable.\n     * @param uniformName Name of the variable.\n     * @param array array to be set.\n     */setArray(e,t){this._valueCache[e]=null;this.engine.setArray(this._uniforms[e],t)}\n/**\n     * Sets an array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)\n     * @param uniformName Name of the variable.\n     * @param array array to be set.\n     */setArray2(e,t){this._valueCache[e]=null;this.engine.setArray2(this._uniforms[e],t)}\n/**\n     * Sets an array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)\n     * @param uniformName Name of the variable.\n     * @param array array to be set.\n     */setArray3(e,t){this._valueCache[e]=null;this.engine.setArray3(this._uniforms[e],t)}\n/**\n     * Sets an array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)\n     * @param uniformName Name of the variable.\n     * @param array array to be set.\n     */setArray4(e,t){this._valueCache[e]=null;this.engine.setArray4(this._uniforms[e],t)}\n/**\n     * Sets matrices on a uniform variable.\n     * @param uniformName Name of the variable.\n     * @param matrices matrices to be set.\n     */setMatrices(e,t){if(t){this._valueCache[e]=null;this.engine.setMatrices(this._uniforms[e],t)}}\n/**\n     * Sets matrix on a uniform variable.\n     * @param uniformName Name of the variable.\n     * @param matrix matrix to be set.\n     */setMatrix(e,t){this._cacheMatrix(e,t)&&(this.engine.setMatrices(this._uniforms[e],t.asArray())||(this._valueCache[e]=null))}\n/**\n     * Sets a 3x3 matrix on a uniform variable. (Specified as [1,2,3,4,5,6,7,8,9] will result in [1,2,3][4,5,6][7,8,9] matrix)\n     * @param uniformName Name of the variable.\n     * @param matrix matrix to be set.\n     */setMatrix3x3(e,t){this._valueCache[e]=null;this.engine.setMatrix3x3(this._uniforms[e],t)}\n/**\n     * Sets a 2x2 matrix on a uniform variable. (Specified as [1,2,3,4] will result in [1,2][3,4] matrix)\n     * @param uniformName Name of the variable.\n     * @param matrix matrix to be set.\n     */setMatrix2x2(e,t){this._valueCache[e]=null;this.engine.setMatrix2x2(this._uniforms[e],t)}\n/**\n     * Sets a float on a uniform variable.\n     * @param uniformName Name of the variable.\n     * @param value value to be set.\n     */setFloat(e,t){const r=this._valueCache[e];r!==void 0&&r===t||this.engine.setFloat(this._uniforms[e],t)&&(this._valueCache[e]=t)}\n/**\n     * Sets a Vector2 on a uniform variable.\n     * @param uniformName Name of the variable.\n     * @param vector2 vector2 to be set.\n     */setVector2(e,t){this._cacheFloat2(e,t.x,t.y)&&(this.engine.setFloat2(this._uniforms[e],t.x,t.y)||(this._valueCache[e]=null))}\n/**\n     * Sets a float2 on a uniform variable.\n     * @param uniformName Name of the variable.\n     * @param x First float in float2.\n     * @param y Second float in float2.\n     */setFloat2(e,t,r){this._cacheFloat2(e,t,r)&&(this.engine.setFloat2(this._uniforms[e],t,r)||(this._valueCache[e]=null))}\n/**\n     * Sets a Vector3 on a uniform variable.\n     * @param uniformName Name of the variable.\n     * @param vector3 Value to be set.\n     */setVector3(e,t){this._cacheFloat3(e,t.x,t.y,t.z)&&(this.engine.setFloat3(this._uniforms[e],t.x,t.y,t.z)||(this._valueCache[e]=null))}\n/**\n     * Sets a float3 on a uniform variable.\n     * @param uniformName Name of the variable.\n     * @param x First float in float3.\n     * @param y Second float in float3.\n     * @param z Third float in float3.\n     */setFloat3(e,t,r,s){this._cacheFloat3(e,t,r,s)&&(this.engine.setFloat3(this._uniforms[e],t,r,s)||(this._valueCache[e]=null))}\n/**\n     * Sets a Vector4 on a uniform variable.\n     * @param uniformName Name of the variable.\n     * @param vector4 Value to be set.\n     */setVector4(e,t){this._cacheFloat4(e,t.x,t.y,t.z,t.w)&&(this.engine.setFloat4(this._uniforms[e],t.x,t.y,t.z,t.w)||(this._valueCache[e]=null))}\n/**\n     * Sets a Quaternion on a uniform variable.\n     * @param uniformName Name of the variable.\n     * @param quaternion Value to be set.\n     */setQuaternion(e,t){this._cacheFloat4(e,t.x,t.y,t.z,t.w)&&(this.engine.setFloat4(this._uniforms[e],t.x,t.y,t.z,t.w)||(this._valueCache[e]=null))}\n/**\n     * Sets a float4 on a uniform variable.\n     * @param uniformName Name of the variable.\n     * @param x First float in float4.\n     * @param y Second float in float4.\n     * @param z Third float in float4.\n     * @param w Fourth float in float4.\n     */setFloat4(e,t,r,s,i){this._cacheFloat4(e,t,r,s,i)&&(this.engine.setFloat4(this._uniforms[e],t,r,s,i)||(this._valueCache[e]=null))}\n/**\n     * Sets a Color3 on a uniform variable.\n     * @param uniformName Name of the variable.\n     * @param color3 Value to be set.\n     */setColor3(e,t){this._cacheFloat3(e,t.r,t.g,t.b)&&(this.engine.setFloat3(this._uniforms[e],t.r,t.g,t.b)||(this._valueCache[e]=null))}\n/**\n     * Sets a Color4 on a uniform variable.\n     * @param uniformName Name of the variable.\n     * @param color3 Value to be set.\n     * @param alpha Alpha value to be set.\n     */setColor4(e,t,r){this._cacheFloat4(e,t.r,t.g,t.b,r)&&(this.engine.setFloat4(this._uniforms[e],t.r,t.g,t.b,r)||(this._valueCache[e]=null))}\n/**\n     * Sets a Color4 on a uniform variable\n     * @param uniformName defines the name of the variable\n     * @param color4 defines the value to be set\n     */setDirectColor4(e,t){this._cacheFloat4(e,t.r,t.g,t.b,t.a)&&(this.engine.setFloat4(this._uniforms[e],t.r,t.g,t.b,t.a)||(this._valueCache[e]=null))}_getVertexShaderCode(){return this.vertexShader?this.engine._getShaderSource(this.vertexShader):null}_getFragmentShaderCode(){return this.fragmentShader?this.engine._getShaderSource(this.fragmentShader):null}}const S=new WeakMap;const E={_webGLVersion:2,cachedPipelines:{}};\n/**\n * get or create a state object for the given context\n * Note - Used in WebGL only at the moment.\n * @param context The context to get the state object from\n * @returns the state object\n * @internal\n */function getStateObject(e){let t=S.get(e);if(!t){if(!e)return E;t={_webGLVersion:e.TEXTURE_BINDING_3D?2:1,_context:e,parallelShaderCompile:e.getExtension(\"KHR_parallel_shader_compile\")||void 0,cachedPipelines:{}};S.set(e,t)}return t}\n/**\n * Remove the state object that belongs to the specific context\n * @param context the context that is being\n */function deleteStateObject(e){S.delete(e)}\n/**\n * Directly creates a webGL program\n * @param pipelineContext  defines the pipeline context to attach to\n * @param vertexCode defines the vertex shader code to use\n * @param fragmentCode defines the fragment shader code to use\n * @param context defines the webGL context to use (if not set, the current one will be used)\n * @param transformFeedbackVaryings defines the list of transform feedback varyings to use\n * @param _createShaderProgramInjection defines an optional injection to use to create the shader program\n * @returns the new webGL program\n */function createRawShaderProgram(e,t,r,s,i,n){const o=getStateObject(s);n||(n=o._createShaderProgramInjection??_createShaderProgram);const a=_compileRawShader(t,\"vertex\",s,o._contextWasLost);const l=_compileRawShader(r,\"fragment\",s,o._contextWasLost);return n(e,a,l,s,i,o.validateShaderPrograms)}\n/**\n * Creates a webGL program\n * @param pipelineContext  defines the pipeline context to attach to\n * @param vertexCode  defines the vertex shader code to use\n * @param fragmentCode defines the fragment shader code to use\n * @param defines defines the string containing the defines to use to compile the shaders\n * @param context defines the webGL context to use (if not set, the current one will be used)\n * @param transformFeedbackVaryings defines the list of transform feedback varyings to use\n * @param _createShaderProgramInjection defines an optional injection to use to create the shader program\n * @returns the new webGL program\n */function createShaderProgram(e,t,r,s,i,n=null,o){const a=getStateObject(i);o||(o=a._createShaderProgramInjection??_createShaderProgram);const l=a._webGLVersion>1?\"#version 300 es\\n#define WEBGL2 \\n\":\"\";const h=_compileShader(t,\"vertex\",s,l,i,a._contextWasLost);const c=_compileShader(r,\"fragment\",s,l,i,a._contextWasLost);return o(e,h,c,i,n,a.validateShaderPrograms)}\n/**\n * Creates a new pipeline context. Note, make sure to attach an engine instance to the created context\n * @param context defines the webGL context to use (if not set, the current one will be used)\n * @param _shaderProcessingContext defines the shader processing context used during the processing if available\n * @returns the new pipeline\n */function createPipelineContext(e,t){const r=new WebGLPipelineContext;const s=getStateObject(e);s.parallelShaderCompile&&!s.disableParallelShaderCompile&&(r.isParallelCompiled=true);r.context=s._context;return r}function _createShaderProgram(e,t,r,s,i=null,n){const o=s.createProgram();e.program=o;if(!o)throw new Error(\"Unable to create program\");s.attachShader(o,t);s.attachShader(o,r);s.linkProgram(o);e.context=s;e.vertexShader=t;e.fragmentShader=r;e.isParallelCompiled||_finalizePipelineContext(e,s,n);return o}function _isRenderingStateCompiled(e,t,r){const s=e;if(s._isDisposed)return false;const i=getStateObject(t);if(i&&i.parallelShaderCompile&&i.parallelShaderCompile.COMPLETION_STATUS_KHR&&s.program&&t.getProgramParameter(s.program,i.parallelShaderCompile.COMPLETION_STATUS_KHR)){_finalizePipelineContext(s,t,r);return true}return false}function _finalizePipelineContext(e,t,r){const s=e.context;const i=e.vertexShader;const n=e.fragmentShader;const o=e.program;const a=s.getProgramParameter(o,s.LINK_STATUS);if(!a){if(!t.getShaderParameter(i,t.COMPILE_STATUS)){const r=t.getShaderInfoLog(i);if(r){e.vertexCompilationError=r;throw new Error(\"VERTEX SHADER \"+r)}}if(!t.getShaderParameter(n,t.COMPILE_STATUS)){const r=t.getShaderInfoLog(n);if(r){e.fragmentCompilationError=r;throw new Error(\"FRAGMENT SHADER \"+r)}}const r=s.getProgramInfoLog(o);if(r){e.programLinkError=r;throw new Error(r)}}if(r){s.validateProgram(o);const t=s.getProgramParameter(o,s.VALIDATE_STATUS);if(!t){const t=s.getProgramInfoLog(o);if(t){e.programValidationError=t;throw new Error(t)}}}s.deleteShader(i);s.deleteShader(n);e.vertexShader=void 0;e.fragmentShader=void 0;if(e.onCompiled){e.onCompiled();e.onCompiled=void 0}}function _preparePipelineContext(e,t,r,s,i,n,o,a,l,h=\"\",c,f,u){const d=getStateObject(e.context);f||(f=d.createRawShaderProgramInjection??createRawShaderProgram);u||(u=d.createShaderProgramInjection??createShaderProgram);const p=e;p.program=s?f(p,t,r,p.context,l):u(p,t,r,a,p.context,l);p.program.__SPECTOR_rebuildProgram=o;c()}function _compileShader(e,t,r,s,i,n){return _compileRawShader(_ConcatenateShader(e,r,s),t,i,n)}function _compileRawShader(e,t,r,s){const i=r.createShader(t===\"vertex\"?r.VERTEX_SHADER:r.FRAGMENT_SHADER);if(!i){let e=r.NO_ERROR;let i=r.NO_ERROR;while((i=r.getError())!==r.NO_ERROR)e=i;throw new Error(`Something went wrong while creating a gl ${t} shader object. gl error=${e}, gl isContextLost=${r.isContextLost()}, _contextWasLost=${s}`)}r.shaderSource(i,e);r.compileShader(i);return i}function _setProgram(e,t){t.useProgram(e)}function _executeWhenRenderingStateIsCompiled(e,t){const r=e;if(!r.isParallelCompiled){t(e);return}const s=r.onCompiled;r.onCompiled=()=>{s?.();t(e)}}\n/**\n * Get a cached pipeline context\n * @param name the pipeline name\n * @param context the context to be used when creating the pipeline\n * @returns the cached pipeline context if it exists\n * @internal\n */function getCachedPipeline(e,t){const r=getStateObject(t);return r.cachedPipelines[e]}function resetCachedPipeline(e){const t=e._name;const r=e.context;if(t&&r){const e=getStateObject(r);const s=e.cachedPipelines[t];s?.dispose();delete e.cachedPipelines[t]}}function _processShaderCode(e,t,r,s,n,o,a){let l;let h;const c=i()?o?.getHostDocument():null;l=typeof t===\"string\"?t:t.vertexSource?\"source:\"+t.vertexSource:t.vertexElement?c?.getElementById(t.vertexElement)||t.vertexElement:t.vertex||t;h=typeof t===\"string\"?t:t.fragmentSource?\"source:\"+t.fragmentSource:t.fragmentElement?c?.getElementById(t.fragmentElement)||t.fragmentElement:t.fragment||t;const f=[void 0,void 0];const shadersLoaded=()=>{if(f[0]&&f[1]){e.isFragment=true;const[i,l]=f;Process(l,e,((o,l)=>{a&&(a._fragmentSourceCodeBeforeMigration=l);r&&(o=r(\"fragment\",o));const h=Finalize(i,o,e);e=null;const c=_useFinalCode(h.vertexCode,h.fragmentCode,t,n);s?.(c.vertexSourceCode,c.fragmentSourceCode)}),o)}};_loadShader(l,\"Vertex\",\"\",(t=>{Initialize(e);Process(t,e,((e,s)=>{if(a){a._rawVertexSourceCode=t;a._vertexSourceCodeBeforeMigration=s}r&&(e=r(\"vertex\",e));f[0]=e;shadersLoaded()}),o)}),n);_loadShader(h,\"Fragment\",\"Pixel\",(e=>{a&&(a._rawFragmentSourceCode=e);f[1]=e;shadersLoaded()}),n)}function _loadShader(e,t,s,i,o,a){if(typeof HTMLElement!==\"undefined\"&&e instanceof HTMLElement){const t=n(e);i(t);return}if(e.substring(0,7)===\"source:\"){i(e.substring(7));return}if(e.substring(0,7)===\"base64:\"){const t=window.atob(e.substring(7));i(t);return}const l=r.GetShadersStore(o);if(l[e+t+\"Shader\"]){i(l[e+t+\"Shader\"]);return}if(s&&l[e+s+\"Shader\"]){i(l[e+s+\"Shader\"]);return}let h;h=e[0]===\".\"||e[0]===\"/\"||e.indexOf(\"http\")>-1?e:r.GetShadersRepository(o)+e;a=a||_loadFile;if(!a)throw new Error(\"loadFileInjection is not defined\");a(h+\".\"+t.toLowerCase()+\".fx\",i)}function _useFinalCode(e,t,r,s){if(r){const i=r.vertexElement||r.vertex||r.spectorName||r;const n=r.fragmentElement||r.fragment||r.spectorName||r;return{vertexSourceCode:(s===1?\"//\":\"\")+\"#define SHADER_NAME vertex:\"+i+\"\\n\"+e,fragmentSourceCode:(s===1?\"//\":\"\")+\"#define SHADER_NAME fragment:\"+n+\"\\n\"+t}}return{vertexSourceCode:e,fragmentSourceCode:t}}const createAndPreparePipelineContext=(e,r,s,i)=>{try{const t=e.context?getStateObject(e.context):null;t&&(t.disableParallelShaderCompile=e.disableParallelCompilation);const n=e.existingPipelineContext||r(e.shaderProcessingContext);n._name=e.name;e.name&&t&&(t.cachedPipelines[e.name]=n);s(n,e.vertex,e.fragment,!!e.createAsRaw,\"\",\"\",e.rebuildRebind,e.defines,e.transformFeedbackVaryings,\"\",(()=>{i(n,(()=>{e.onRenderingStateCompiled?.(n)}))}));return n}catch(e){t.Error(\"Error compiling effect\");throw e}};class Effect{static get ShadersRepository(){return r.ShadersRepository}static set ShadersRepository(e){r.ShadersRepository=e}get isDisposed(){return this._isDisposed}get onBindObservable(){this._onBindObservable||(this._onBindObservable=new e);return this._onBindObservable}get shaderLanguage(){return this._shaderLanguage}\n/**\n     * Instantiates an effect.\n     * An effect can be used to create/manage/execute vertex and fragment shaders.\n     * @param baseName Name of the effect.\n     * @param attributesNamesOrOptions List of attribute names that will be passed to the shader or set of all options to create the effect.\n     * @param uniformsNamesOrEngine List of uniform variable names that will be passed to the shader or the engine that will be used to render effect.\n     * @param samplers List of sampler variables that will be passed to the shader.\n     * @param engine Engine to be used to render the effect\n     * @param defines Define statements to be added to the shader.\n     * @param fallbacks Possible fallbacks for this effect to improve performance when needed.\n     * @param onCompiled Callback that will be called when the shader is compiled.\n     * @param onError Callback that will be called if an error occurs during shader compilation.\n     * @param indexParameters Parameters to be used with Babylons include syntax to iterate over an array (eg. \\{lights: 10\\})\n     * @param key Effect Key identifying uniquely compiled shader variants\n     * @param shaderLanguage the language the shader is written in (default: GLSL)\n     * @param extraInitializationsAsync additional async code to run before preparing the effect\n     */constructor(t,r,s,i=null,n,o=null,a=null,l=null,h=null,c,f=\"\",u=0,d){this.defines=\"\";this.onCompiled=null;this.onError=null;this.onBind=null;this.uniqueId=0;this.onCompileObservable=new e;this.onErrorObservable=new e;this._onBindObservable=null;this._isDisposed=false;this._refCount=1;this._bonesComputationForcedToCPU=false;this._uniformBuffersNames={};this._multiTarget=false;this._samplers={};this._isReady=false;this._compilationError=\"\";this._allFallbacksProcessed=false;this._uniforms={};this._key=\"\";this._fallbacks=null;this._vertexSourceCodeOverride=\"\";this._fragmentSourceCodeOverride=\"\";this._transformFeedbackVaryings=null;this._disableParallelShaderCompilation=false;this._pipelineContext=null;this._vertexSourceCode=\"\";this._fragmentSourceCode=\"\";this._vertexSourceCodeBeforeMigration=\"\";this._fragmentSourceCodeBeforeMigration=\"\";this._rawVertexSourceCode=\"\";this._rawFragmentSourceCode=\"\";this._processCodeAfterIncludes=void 0;this._processFinalCode=null;this.name=t;this._key=f;const p=this._key.replace(/\\r/g,\"\").replace(/\\n/g,\"|\");let _;if(r.attributes){const e=r;this._engine=s;this._attributesNames=e.attributes;this._uniformsNames=e.uniformsNames.concat(e.samplers);this._samplerList=e.samplers.slice();this.defines=e.defines;this.onError=e.onError;this.onCompiled=e.onCompiled;this._fallbacks=e.fallbacks;this._indexParameters=e.indexParameters;this._transformFeedbackVaryings=e.transformFeedbackVaryings||null;this._multiTarget=!!e.multiTarget;this._shaderLanguage=e.shaderLanguage??0;this._disableParallelShaderCompilation=!!e.disableParallelShaderCompilation;if(e.uniformBuffersNames){this._uniformBuffersNamesList=e.uniformBuffersNames.slice();for(let t=0;t<e.uniformBuffersNames.length;t++)this._uniformBuffersNames[e.uniformBuffersNames[t]]=t}this._processFinalCode=e.processFinalCode??null;this._processCodeAfterIncludes=e.processCodeAfterIncludes??void 0;d=e.extraInitializationsAsync;_=e.existingPipelineContext}else{this._engine=n;this.defines=o==null?\"\":o;this._uniformsNames=s.concat(i);this._samplerList=i?i.slice():[];this._attributesNames=r;this._uniformBuffersNamesList=[];this._shaderLanguage=u;this.onError=h;this.onCompiled=l;this._indexParameters=c;this._fallbacks=a}this._engine.shaderPlatformName===\"WEBGL2\"&&(_=getCachedPipeline(p,this._engine._gl)??_);this._attributeLocationByName={};this.uniqueId=Effect._UniqueIdSeed++;if(_){this._pipelineContext=_;this._pipelineContext.setEngine(this._engine);this._onRenderingStateCompiled(this._pipelineContext);this._pipelineContext.program&&(this._pipelineContext.program.__SPECTOR_rebuildProgram=this._rebuildProgram.bind(this))}else this._processShaderCodeAsync(null,false,null,d);this._engine.onReleaseEffectsObservable.addOnce((()=>{this.isDisposed||this.dispose(true)}))}async _processShaderCodeAsync(e=null,t=false,s=null,i){i&&await i();this._processingContext=s||this._engine._getShaderProcessingContext(this._shaderLanguage,false);const n={defines:this.defines.split(\"\\n\"),indexParameters:this._indexParameters,isFragment:false,shouldUseHighPrecisionShader:this._engine._shouldUseHighPrecisionShader,processor:e??this._engine._getShaderProcessor(this._shaderLanguage),supportsUniformBuffers:this._engine.supportsUniformBuffers,shadersRepository:r.GetShadersRepository(this._shaderLanguage),includesShadersStore:r.GetIncludesShadersStore(this._shaderLanguage),version:(this._engine.version*100).toString(),platformName:this._engine.shaderPlatformName,processingContext:this._processingContext,isNDCHalfZRange:this._engine.isNDCHalfZRange,useReverseDepthBuffer:this._engine.useReverseDepthBuffer,processCodeAfterIncludes:this._processCodeAfterIncludes};_processShaderCode(n,this.name,this._processFinalCode,((e,r)=>{this._vertexSourceCode=e;this._fragmentSourceCode=r;this._prepareEffect(t)}),this._shaderLanguage,this._engine,this)}get key(){return this._key}\n/**\n     * If the effect has been compiled and prepared.\n     * @returns if the effect is compiled and prepared.\n     */isReady(){try{return this._isReadyInternal()}catch{return false}}_isReadyInternal(){return!!this._engine.isDisposed||(!!this._isReady||!!this._pipelineContext&&this._pipelineContext.isReady)}\n/**\n     * The engine the effect was initialized with.\n     * @returns the engine.\n     */getEngine(){return this._engine}\n/**\n     * The pipeline context for this effect\n     * @returns the associated pipeline context\n     */getPipelineContext(){return this._pipelineContext}\n/**\n     * The set of names of attribute variables for the shader.\n     * @returns An array of attribute names.\n     */getAttributesNames(){return this._attributesNames}\n/**\n     * Returns the attribute at the given index.\n     * @param index The index of the attribute.\n     * @returns The location of the attribute.\n     */getAttributeLocation(e){return this._attributes[e]}\n/**\n     * Returns the attribute based on the name of the variable.\n     * @param name of the attribute to look up.\n     * @returns the attribute location.\n     */getAttributeLocationByName(e){return this._attributeLocationByName[e]}\n/**\n     * The number of attributes.\n     * @returns the number of attributes.\n     */getAttributesCount(){return this._attributes.length}\n/**\n     * Gets the index of a uniform variable.\n     * @param uniformName of the uniform to look up.\n     * @returns the index.\n     */getUniformIndex(e){return this._uniformsNames.indexOf(e)}\n/**\n     * Returns the attribute based on the name of the variable.\n     * @param uniformName of the uniform to look up.\n     * @returns the location of the uniform.\n     */getUniform(e){return this._uniforms[e]}\n/**\n     * Returns an array of sampler variable names\n     * @returns The array of sampler variable names.\n     */getSamplers(){return this._samplerList}\n/**\n     * Returns an array of uniform variable names\n     * @returns The array of uniform variable names.\n     */getUniformNames(){return this._uniformsNames}\n/**\n     * Returns an array of uniform buffer variable names\n     * @returns The array of uniform buffer variable names.\n     */getUniformBuffersNames(){return this._uniformBuffersNamesList}\n/**\n     * Returns the index parameters used to create the effect\n     * @returns The index parameters object\n     */getIndexParameters(){return this._indexParameters}\n/**\n     * The error from the last compilation.\n     * @returns the error string.\n     */getCompilationError(){return this._compilationError}\n/**\n     * Gets a boolean indicating that all fallbacks were used during compilation\n     * @returns true if all fallbacks were used\n     */allFallbacksProcessed(){return this._allFallbacksProcessed}\n/**\n     * Wait until compilation before fulfilling.\n     * @returns a promise to wait for completion.\n     */whenCompiledAsync(){return new Promise((e=>{this.executeWhenCompiled(e)}))}\n/**\n     * Adds a callback to the onCompiled observable and call the callback immediately if already ready.\n     * @param func The callback to be used.\n     */executeWhenCompiled(e){if(this.isReady())e(this);else{this.onCompileObservable.add((t=>{e(t)}));this._pipelineContext&&!this._pipelineContext.isAsync||this._checkIsReady(null)}}_checkIsReady(e){a((()=>this._isReadyInternal()||this._isDisposed),(()=>{}),(t=>{this._processCompilationErrors(t,e)}),16,12e4,true,` - Effect: ${typeof this.name===\"string\"?this.name:this.key}`)}get vertexSourceCode(){return this._vertexSourceCodeOverride&&this._fragmentSourceCodeOverride?this._vertexSourceCodeOverride:this._pipelineContext?._getVertexShaderCode()??this._vertexSourceCode}get fragmentSourceCode(){return this._vertexSourceCodeOverride&&this._fragmentSourceCodeOverride?this._fragmentSourceCodeOverride:this._pipelineContext?._getFragmentShaderCode()??this._fragmentSourceCode}get vertexSourceCodeBeforeMigration(){return this._vertexSourceCodeBeforeMigration}get fragmentSourceCodeBeforeMigration(){return this._fragmentSourceCodeBeforeMigration}get rawVertexSourceCode(){return this._rawVertexSourceCode}get rawFragmentSourceCode(){return this._rawFragmentSourceCode}getPipelineGenerationOptions(){return{platformName:this._engine.shaderPlatformName,shaderLanguage:this._shaderLanguage,shaderNameOrContent:this.name,key:this._key,defines:this.defines.split(\"\\n\"),addGlobalDefines:false,extendedProcessingOptions:{indexParameters:this._indexParameters,isNDCHalfZRange:this._engine.isNDCHalfZRange,useReverseDepthBuffer:this._engine.useReverseDepthBuffer,supportsUniformBuffers:this._engine.supportsUniformBuffers},extendedCreatePipelineOptions:{transformFeedbackVaryings:this._transformFeedbackVaryings,createAsRaw:!!(this._vertexSourceCodeOverride&&this._fragmentSourceCodeOverride)}}}\n/**\n     * Recompiles the webGL program\n     * @param vertexSourceCode The source code for the vertex shader.\n     * @param fragmentSourceCode The source code for the fragment shader.\n     * @param onCompiled Callback called when completed.\n     * @param onError Callback called on error.\n     * @internal\n     */_rebuildProgram(e,t,r,s){this._isReady=false;this._vertexSourceCodeOverride=e;this._fragmentSourceCodeOverride=t;this.onError=(e,t)=>{s&&s(t)};this.onCompiled=()=>{const e=this.getEngine().scenes;if(e)for(let t=0;t<e.length;t++)e[t].markAllMaterialsAsDirty(127);this._pipelineContext._handlesSpectorRebuildCallback?.(r)};this._fallbacks=null;this._prepareEffect()}_onRenderingStateCompiled(e){this._pipelineContext=e;this._pipelineContext.setEngine(this._engine);this._attributes=[];this._pipelineContext._fillEffectInformation(this,this._uniformBuffersNames,this._uniformsNames,this._uniforms,this._samplerList,this._samplers,this._attributesNames,this._attributes);if(this._attributesNames)for(let e=0;e<this._attributesNames.length;e++){const t=this._attributesNames[e];this._attributeLocationByName[t]=this._attributes[e]}this._engine.bindSamplers(this);this._compilationError=\"\";this._isReady=true;this.onCompiled&&this.onCompiled(this);this.onCompileObservable.notifyObservers(this);this.onCompileObservable.clear();this._fallbacks&&this._fallbacks.unBindMesh();Effect.AutomaticallyClearCodeCache&&this.clearCodeCache()}_prepareEffect(e=false){const t=this._pipelineContext;this._isReady=false;try{const r=!!(this._vertexSourceCodeOverride&&this._fragmentSourceCodeOverride);const s=r?null:this.defines;const i=r?this._vertexSourceCodeOverride:this._vertexSourceCode;const n=r?this._fragmentSourceCodeOverride:this._fragmentSourceCode;const o=this._engine;this._pipelineContext=createAndPreparePipelineContext({existingPipelineContext:e?t:null,vertex:i,fragment:n,context:o.shaderPlatformName===\"WEBGL2\"||o.shaderPlatformName===\"WEBGL1\"?o._gl:void 0,rebuildRebind:(e,t,r,s)=>this._rebuildProgram(e,t,r,s),defines:s,transformFeedbackVaryings:this._transformFeedbackVaryings,name:this._key.replace(/\\r/g,\"\").replace(/\\n/g,\"|\"),createAsRaw:r,disableParallelCompilation:this._disableParallelShaderCompilation,shaderProcessingContext:this._processingContext,onRenderingStateCompiled:r=>{t&&!e&&this._engine._deletePipelineContext(t);r&&this._onRenderingStateCompiled(r)}},this._engine.createPipelineContext.bind(this._engine),this._engine._preparePipelineContext.bind(this._engine),this._engine._executeWhenRenderingStateIsCompiled.bind(this._engine));this._pipelineContext.isAsync&&this._checkIsReady(t)}catch(e){this._processCompilationErrors(e,t)}}_getShaderCodeAndErrorLine(e,t,r){const s=r?/FRAGMENT SHADER ERROR: 0:(\\d+?):/:/VERTEX SHADER ERROR: 0:(\\d+?):/;let i=null;if(t&&e){const n=t.match(s);if(n&&n.length===2){const t=parseInt(n[1]);const s=e.split(\"\\n\",-1);s.length>=t&&(i=`Offending line [${t}] in ${r?\"fragment\":\"vertex\"} code: ${s[t-1]}`)}}return[e,i]}_processCompilationErrors(e,r=null){this._compilationError=e.message;const s=this._attributesNames;const i=this._fallbacks;t.Error(\"Unable to compile effect:\");t.Error(\"Uniforms: \"+this._uniformsNames.map((function(e){return\" \"+e})));t.Error(\"Attributes: \"+s.map((function(e){return\" \"+e})));t.Error(\"Defines:\\n\"+this.defines);if(Effect.LogShaderCodeOnCompilationError){let e=null,r=null,s=null;if(this._pipelineContext?._getVertexShaderCode()){[s,e]=this._getShaderCodeAndErrorLine(this._pipelineContext._getVertexShaderCode(),this._compilationError,false);if(s){t.Error(\"Vertex code:\");t.Error(s)}}if(this._pipelineContext?._getFragmentShaderCode()){[s,r]=this._getShaderCodeAndErrorLine(this._pipelineContext?._getFragmentShaderCode(),this._compilationError,true);if(s){t.Error(\"Fragment code:\");t.Error(s)}}e&&t.Error(e);r&&t.Error(r)}t.Error(\"Error: \"+this._compilationError);const notifyErrors=()=>{this.onError&&this.onError(this,this._compilationError);this.onErrorObservable.notifyObservers(this);this._engine.onEffectErrorObservable.notifyObservers({effect:this,errors:this._compilationError})};if(r){this._pipelineContext=r;this._isReady=true;notifyErrors()}if(i){this._pipelineContext=null;if(i.hasMoreFallbacks){this._allFallbacksProcessed=false;t.Error(\"Trying next fallback.\");this.defines=i.reduce(this.defines,this);this._prepareEffect()}else{this._allFallbacksProcessed=true;notifyErrors();this.onErrorObservable.clear();this._fallbacks&&this._fallbacks.unBindMesh()}}else{this._allFallbacksProcessed=true;r||notifyErrors()}}get isSupported(){return this._compilationError===\"\"}\n/**\n     * Binds a texture to the engine to be used as output of the shader.\n     * @param channel Name of the output variable.\n     * @param texture Texture to bind.\n     * @internal\n     */_bindTexture(e,t){this._engine._bindTexture(this._samplers[e],t,e)}\n/**\n     * Sets a texture on the engine to be used in the shader.\n     * @param channel Name of the sampler variable.\n     * @param texture Texture to set.\n     */setTexture(e,t){this._engine.setTexture(this._samplers[e],this._uniforms[e],t,e)}\n/**\n     * Sets an array of textures on the engine to be used in the shader.\n     * @param channel Name of the variable.\n     * @param textures Textures to set.\n     */setTextureArray(e,t){const r=e+\"Ex\";if(this._samplerList.indexOf(r+\"0\")===-1){const s=this._samplerList.indexOf(e);for(let e=1;e<t.length;e++){const t=r+(e-1).toString();this._samplerList.splice(s+e,0,t)}let i=0;for(const e of this._samplerList){this._samplers[e]=i;i+=1}}this._engine.setTextureArray(this._samplers[e],this._uniforms[e],t,e)}\n/**\n     * Binds a buffer to a uniform.\n     * @param buffer Buffer to bind.\n     * @param name Name of the uniform variable to bind to.\n     */bindUniformBuffer(e,t){const r=this._uniformBuffersNames[t];if(!(r===void 0||Effect._BaseCache[r]===e&&this._engine._features.useUBOBindingCache)){Effect._BaseCache[r]=e;this._engine.bindUniformBufferBase(e,r,t)}}\n/**\n     * Binds block to a uniform.\n     * @param blockName Name of the block to bind.\n     * @param index Index to bind.\n     */bindUniformBlock(e,t){this._engine.bindUniformBlock(this._pipelineContext,e,t)}\n/**\n     * Sets an integer value on a uniform variable.\n     * @param uniformName Name of the variable.\n     * @param value Value to be set.\n     * @returns this effect.\n     */setInt(e,t){this._pipelineContext.setInt(e,t);return this}\n/**\n     * Sets an int2 value on a uniform variable.\n     * @param uniformName Name of the variable.\n     * @param x First int in int2.\n     * @param y Second int in int2.\n     * @returns this effect.\n     */setInt2(e,t,r){this._pipelineContext.setInt2(e,t,r);return this}\n/**\n     * Sets an int3 value on a uniform variable.\n     * @param uniformName Name of the variable.\n     * @param x First int in int3.\n     * @param y Second int in int3.\n     * @param z Third int in int3.\n     * @returns this effect.\n     */setInt3(e,t,r,s){this._pipelineContext.setInt3(e,t,r,s);return this}\n/**\n     * Sets an int4 value on a uniform variable.\n     * @param uniformName Name of the variable.\n     * @param x First int in int4.\n     * @param y Second int in int4.\n     * @param z Third int in int4.\n     * @param w Fourth int in int4.\n     * @returns this effect.\n     */setInt4(e,t,r,s,i){this._pipelineContext.setInt4(e,t,r,s,i);return this}\n/**\n     * Sets an int array on a uniform variable.\n     * @param uniformName Name of the variable.\n     * @param array array to be set.\n     * @returns this effect.\n     */setIntArray(e,t){this._pipelineContext.setIntArray(e,t);return this}\n/**\n     * Sets an int array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)\n     * @param uniformName Name of the variable.\n     * @param array array to be set.\n     * @returns this effect.\n     */setIntArray2(e,t){this._pipelineContext.setIntArray2(e,t);return this}\n/**\n     * Sets an int array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)\n     * @param uniformName Name of the variable.\n     * @param array array to be set.\n     * @returns this effect.\n     */setIntArray3(e,t){this._pipelineContext.setIntArray3(e,t);return this}\n/**\n     * Sets an int array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)\n     * @param uniformName Name of the variable.\n     * @param array array to be set.\n     * @returns this effect.\n     */setIntArray4(e,t){this._pipelineContext.setIntArray4(e,t);return this}\n/**\n     * Sets an unsigned integer value on a uniform variable.\n     * @param uniformName Name of the variable.\n     * @param value Value to be set.\n     * @returns this effect.\n     */setUInt(e,t){this._pipelineContext.setUInt(e,t);return this}\n/**\n     * Sets an unsigned int2 value on a uniform variable.\n     * @param uniformName Name of the variable.\n     * @param x First unsigned int in uint2.\n     * @param y Second unsigned int in uint2.\n     * @returns this effect.\n     */setUInt2(e,t,r){this._pipelineContext.setUInt2(e,t,r);return this}\n/**\n     * Sets an unsigned int3 value on a uniform variable.\n     * @param uniformName Name of the variable.\n     * @param x First unsigned int in uint3.\n     * @param y Second unsigned int in uint3.\n     * @param z Third unsigned int in uint3.\n     * @returns this effect.\n     */setUInt3(e,t,r,s){this._pipelineContext.setUInt3(e,t,r,s);return this}\n/**\n     * Sets an unsigned int4 value on a uniform variable.\n     * @param uniformName Name of the variable.\n     * @param x First unsigned int in uint4.\n     * @param y Second unsigned int in uint4.\n     * @param z Third unsigned int in uint4.\n     * @param w Fourth unsigned int in uint4.\n     * @returns this effect.\n     */setUInt4(e,t,r,s,i){this._pipelineContext.setUInt4(e,t,r,s,i);return this}\n/**\n     * Sets an unsigned int array on a uniform variable.\n     * @param uniformName Name of the variable.\n     * @param array array to be set.\n     * @returns this effect.\n     */setUIntArray(e,t){this._pipelineContext.setUIntArray(e,t);return this}\n/**\n     * Sets an unsigned int array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)\n     * @param uniformName Name of the variable.\n     * @param array array to be set.\n     * @returns this effect.\n     */setUIntArray2(e,t){this._pipelineContext.setUIntArray2(e,t);return this}\n/**\n     * Sets an unsigned int array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)\n     * @param uniformName Name of the variable.\n     * @param array array to be set.\n     * @returns this effect.\n     */setUIntArray3(e,t){this._pipelineContext.setUIntArray3(e,t);return this}\n/**\n     * Sets an unsigned int array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)\n     * @param uniformName Name of the variable.\n     * @param array array to be set.\n     * @returns this effect.\n     */setUIntArray4(e,t){this._pipelineContext.setUIntArray4(e,t);return this}\n/**\n     * Sets an float array on a uniform variable.\n     * @param uniformName Name of the variable.\n     * @param array array to be set.\n     * @returns this effect.\n     */setFloatArray(e,t){this._pipelineContext.setArray(e,t);return this}\n/**\n     * Sets an float array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)\n     * @param uniformName Name of the variable.\n     * @param array array to be set.\n     * @returns this effect.\n     */setFloatArray2(e,t){this._pipelineContext.setArray2(e,t);return this}\n/**\n     * Sets an float array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)\n     * @param uniformName Name of the variable.\n     * @param array array to be set.\n     * @returns this effect.\n     */setFloatArray3(e,t){this._pipelineContext.setArray3(e,t);return this}\n/**\n     * Sets an float array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)\n     * @param uniformName Name of the variable.\n     * @param array array to be set.\n     * @returns this effect.\n     */setFloatArray4(e,t){this._pipelineContext.setArray4(e,t);return this}\n/**\n     * Sets an array on a uniform variable.\n     * @param uniformName Name of the variable.\n     * @param array array to be set.\n     * @returns this effect.\n     */setArray(e,t){this._pipelineContext.setArray(e,t);return this}\n/**\n     * Sets an array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)\n     * @param uniformName Name of the variable.\n     * @param array array to be set.\n     * @returns this effect.\n     */setArray2(e,t){this._pipelineContext.setArray2(e,t);return this}\n/**\n     * Sets an array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)\n     * @param uniformName Name of the variable.\n     * @param array array to be set.\n     * @returns this effect.\n     */setArray3(e,t){this._pipelineContext.setArray3(e,t);return this}\n/**\n     * Sets an array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)\n     * @param uniformName Name of the variable.\n     * @param array array to be set.\n     * @returns this effect.\n     */setArray4(e,t){this._pipelineContext.setArray4(e,t);return this}\n/**\n     * Sets matrices on a uniform variable.\n     * @param uniformName Name of the variable.\n     * @param matrices matrices to be set.\n     * @returns this effect.\n     */setMatrices(e,t){this._pipelineContext.setMatrices(e,t);return this}\n/**\n     * Sets matrix on a uniform variable.\n     * @param uniformName Name of the variable.\n     * @param matrix matrix to be set.\n     * @returns this effect.\n     */setMatrix(e,t){this._pipelineContext.setMatrix(e,t);return this}\n/**\n     * Sets a 3x3 matrix on a uniform variable. (Specified as [1,2,3,4,5,6,7,8,9] will result in [1,2,3][4,5,6][7,8,9] matrix)\n     * @param uniformName Name of the variable.\n     * @param matrix matrix to be set.\n     * @returns this effect.\n     */setMatrix3x3(e,t){this._pipelineContext.setMatrix3x3(e,t);return this}\n/**\n     * Sets a 2x2 matrix on a uniform variable. (Specified as [1,2,3,4] will result in [1,2][3,4] matrix)\n     * @param uniformName Name of the variable.\n     * @param matrix matrix to be set.\n     * @returns this effect.\n     */setMatrix2x2(e,t){this._pipelineContext.setMatrix2x2(e,t);return this}\n/**\n     * Sets a float on a uniform variable.\n     * @param uniformName Name of the variable.\n     * @param value value to be set.\n     * @returns this effect.\n     */setFloat(e,t){this._pipelineContext.setFloat(e,t);return this}\n/**\n     * Sets a boolean on a uniform variable.\n     * @param uniformName Name of the variable.\n     * @param bool value to be set.\n     * @returns this effect.\n     */setBool(e,t){this._pipelineContext.setInt(e,t?1:0);return this}\n/**\n     * Sets a Vector2 on a uniform variable.\n     * @param uniformName Name of the variable.\n     * @param vector2 vector2 to be set.\n     * @returns this effect.\n     */setVector2(e,t){this._pipelineContext.setVector2(e,t);return this}\n/**\n     * Sets a float2 on a uniform variable.\n     * @param uniformName Name of the variable.\n     * @param x First float in float2.\n     * @param y Second float in float2.\n     * @returns this effect.\n     */setFloat2(e,t,r){this._pipelineContext.setFloat2(e,t,r);return this}\n/**\n     * Sets a Vector3 on a uniform variable.\n     * @param uniformName Name of the variable.\n     * @param vector3 Value to be set.\n     * @returns this effect.\n     */setVector3(e,t){this._pipelineContext.setVector3(e,t);return this}\n/**\n     * Sets a float3 on a uniform variable.\n     * @param uniformName Name of the variable.\n     * @param x First float in float3.\n     * @param y Second float in float3.\n     * @param z Third float in float3.\n     * @returns this effect.\n     */setFloat3(e,t,r,s){this._pipelineContext.setFloat3(e,t,r,s);return this}\n/**\n     * Sets a Vector4 on a uniform variable.\n     * @param uniformName Name of the variable.\n     * @param vector4 Value to be set.\n     * @returns this effect.\n     */setVector4(e,t){this._pipelineContext.setVector4(e,t);return this}\n/**\n     * Sets a Quaternion on a uniform variable.\n     * @param uniformName Name of the variable.\n     * @param quaternion Value to be set.\n     * @returns this effect.\n     */setQuaternion(e,t){this._pipelineContext.setQuaternion(e,t);return this}\n/**\n     * Sets a float4 on a uniform variable.\n     * @param uniformName Name of the variable.\n     * @param x First float in float4.\n     * @param y Second float in float4.\n     * @param z Third float in float4.\n     * @param w Fourth float in float4.\n     * @returns this effect.\n     */setFloat4(e,t,r,s,i){this._pipelineContext.setFloat4(e,t,r,s,i);return this}\n/**\n     * Sets a Color3 on a uniform variable.\n     * @param uniformName Name of the variable.\n     * @param color3 Value to be set.\n     * @returns this effect.\n     */setColor3(e,t){this._pipelineContext.setColor3(e,t);return this}\n/**\n     * Sets a Color4 on a uniform variable.\n     * @param uniformName Name of the variable.\n     * @param color3 Value to be set.\n     * @param alpha Alpha value to be set.\n     * @returns this effect.\n     */setColor4(e,t,r){this._pipelineContext.setColor4(e,t,r);return this}\n/**\n     * Sets a Color4 on a uniform variable\n     * @param uniformName defines the name of the variable\n     * @param color4 defines the value to be set\n     * @returns this effect.\n     */setDirectColor4(e,t){this._pipelineContext.setDirectColor4(e,t);return this}clearCodeCache(){this._vertexSourceCode=\"\";this._fragmentSourceCode=\"\";this._fragmentSourceCodeBeforeMigration=\"\";this._vertexSourceCodeBeforeMigration=\"\"}\n/**\n     * Release all associated resources.\n     * @param force specifies if the effect must be released no matter what\n     **/dispose(e=false){if(e)this._refCount=0;else{if(Effect.PersistentMode)return;this._refCount--}if(!(this._refCount>0||this._isDisposed)){this._pipelineContext&&resetCachedPipeline(this._pipelineContext);this._engine._releaseEffect(this);this.clearCodeCache();this._isDisposed=true}}\n/**\n     * This function will add a new shader to the shader store\n     * @param name the name of the shader\n     * @param pixelShader optional pixel shader content\n     * @param vertexShader optional vertex shader content\n     * @param shaderLanguage the language the shader is written in (default: GLSL)\n     */static RegisterShader(e,t,s,i=0){t&&(r.GetShadersStore(i)[`${e}PixelShader`]=t);s&&(r.GetShadersStore(i)[`${e}VertexShader`]=s)}static ResetCache(){Effect._BaseCache={}}}Effect.LogShaderCodeOnCompilationError=true;Effect.PersistentMode=false;Effect.AutomaticallyClearCodeCache=false;Effect._UniqueIdSeed=0;Effect._BaseCache={};Effect.ShadersStore=r.ShadersStore;Effect.IncludesShadersStore=r.IncludesShadersStore;export{Effect as E,Finalize as F,Initialize as I,PreProcess as P,WebGLPipelineContext as W,_loadFile as _,allocateAndCopyTypedBuffer as a,c as b,_getGlobalDefines as c,deleteStateObject as d,createRawShaderProgram as e,createShaderProgram as f,getStateObject as g,createPipelineContext as h,_finalizePipelineContext as i,_preparePipelineContext as j,_createShaderProgram as k,_isRenderingStateCompiled as l,_executeWhenRenderingStateIsCompiled as m,_setProgram as n,_ConcatenateShader as o,Process as p,_ProcessIncludes as q,resetCachedPipeline as r,x as s};\n//# sourceMappingURL=CX9Zyq1P.js.map\n","import{Observable as e}from\"../Misc/observable.js\";class TextureSampler{get wrapU(){return this._cachedWrapU}set wrapU(e){this._cachedWrapU=e}get wrapV(){return this._cachedWrapV}set wrapV(e){this._cachedWrapV=e}get wrapR(){return this._cachedWrapR}set wrapR(e){this._cachedWrapR=e}get anisotropicFilteringLevel(){return this._cachedAnisotropicFilteringLevel}set anisotropicFilteringLevel(e){this._cachedAnisotropicFilteringLevel=e}get comparisonFunction(){return this._comparisonFunction}set comparisonFunction(e){this._comparisonFunction=e}get useMipMaps(){return this._useMipMaps}set useMipMaps(e){this._useMipMaps=e}constructor(){this.samplingMode=-1;this._useMipMaps=true;this._cachedWrapU=null;this._cachedWrapV=null;this._cachedWrapR=null;this._cachedAnisotropicFilteringLevel=null;this._comparisonFunction=0}\n/**\n     * Sets all the parameters of the sampler\n     * @param wrapU u address mode (default: TEXTURE_WRAP_ADDRESSMODE)\n     * @param wrapV v address mode (default: TEXTURE_WRAP_ADDRESSMODE)\n     * @param wrapR r address mode (default: TEXTURE_WRAP_ADDRESSMODE)\n     * @param anisotropicFilteringLevel anisotropic level (default: 1)\n     * @param samplingMode sampling mode (default: 2)\n     * @param comparisonFunction comparison function (default: 0 - no comparison function)\n     * @returns the current sampler instance\n     */setParameters(e=1,i=1,t=1,s=1,r=2,a=0){this._cachedWrapU=e;this._cachedWrapV=i;this._cachedWrapR=t;this._cachedAnisotropicFilteringLevel=s;this.samplingMode=r;this._comparisonFunction=a;return this}\n/**\n     * Compares this sampler with another one\n     * @param other sampler to compare with\n     * @returns true if the samplers have the same parametres, else false\n     */compareSampler(e){return this._cachedWrapU===e._cachedWrapU&&this._cachedWrapV===e._cachedWrapV&&this._cachedWrapR===e._cachedWrapR&&this._cachedAnisotropicFilteringLevel===e._cachedAnisotropicFilteringLevel&&this.samplingMode===e.samplingMode&&this._comparisonFunction===e._comparisonFunction&&this._useMipMaps===e._useMipMaps}}var i;(function(e){e[e.Unknown=0]=\"Unknown\";e[e.Url=1]=\"Url\";e[e.Temp=2]=\"Temp\";e[e.Raw=3]=\"Raw\";e[e.Dynamic=4]=\"Dynamic\";e[e.RenderTarget=5]=\"RenderTarget\";e[e.MultiRenderTarget=6]=\"MultiRenderTarget\";e[e.Cube=7]=\"Cube\";e[e.CubeRaw=8]=\"CubeRaw\";e[e.CubePrefiltered=9]=\"CubePrefiltered\";e[e.Raw3D=10]=\"Raw3D\";e[e.Raw2DArray=11]=\"Raw2DArray\";e[e.DepthStencil=12]=\"DepthStencil\";e[e.CubeRawRGBD=13]=\"CubeRawRGBD\";e[e.Depth=14]=\"Depth\"})(i||(i={}));class InternalTexture extends TextureSampler{get useMipMaps(){return this.generateMipMaps}set useMipMaps(e){this.generateMipMaps=e}get uniqueId(){return this._uniqueId}_setUniqueId(e){this._uniqueId=e}\n/**\n     * Gets the Engine the texture belongs to.\n     * @returns The babylon engine\n     */getEngine(){return this._engine}get source(){return this._source}\n/**\n     * Creates a new InternalTexture\n     * @param engine defines the engine to use\n     * @param source defines the type of data that will be used\n     * @param delayAllocation if the texture allocation should be delayed (default: false)\n     */constructor(i,t,s=false){super();this.isReady=false;this.isCube=false;this.is3D=false;this.is2DArray=false;this.isMultiview=false;this.url=\"\";this.generateMipMaps=false;this.samples=0;this.type=-1;this.format=-1;this.onLoadedObservable=new e;this.onErrorObservable=new e;this.onRebuildCallback=null;this.width=0;this.height=0;this.depth=0;this.baseWidth=0;this.baseHeight=0;this.baseDepth=0;this.invertY=false;this._invertVScale=false;this._associatedChannel=-1;this._source=0;this._buffer=null;this._bufferView=null;this._bufferViewArray=null;this._bufferViewArrayArray=null;this._size=0;this._extension=\"\";this._files=null;this._workingCanvas=null;this._workingContext=null;this._cachedCoordinatesMode=null;this._isDisabled=false;this._compression=null;this._sphericalPolynomial=null;this._sphericalPolynomialPromise=null;this._sphericalPolynomialComputed=false;this._lodGenerationScale=0;this._lodGenerationOffset=0;this._useSRGBBuffer=false;this._creationFlags=0;this._lodTextureHigh=null;this._lodTextureMid=null;this._lodTextureLow=null;this._isRGBD=false;this._linearSpecularLOD=false;this._irradianceTexture=null;this._hardwareTexture=null;this._maxLodLevel=null;this._references=1;this._gammaSpace=null;this._premulAlpha=false;this._dynamicTextureSource=null;this._autoMSAAManagement=false;this._engine=i;this._source=t;this._uniqueId=InternalTexture._Counter++;s||(this._hardwareTexture=i._createHardwareTexture())}incrementReferences(){this._references++}\n/**\n     * Change the size of the texture (not the size of the content)\n     * @param width defines the new width\n     * @param height defines the new height\n     * @param depth defines the new depth (1 by default)\n     */updateSize(e,i,t=1){this._engine.updateTextureDimensions(this,e,i,t);this.width=e;this.height=i;this.depth=t;this.baseWidth=e;this.baseHeight=i;this.baseDepth=t;this._size=e*i*t}_rebuild(){this.isReady=false;this._cachedCoordinatesMode=null;this._cachedWrapU=null;this._cachedWrapV=null;this._cachedWrapR=null;this._cachedAnisotropicFilteringLevel=null;if(this.onRebuildCallback){const e=this.onRebuildCallback(this);const swapAndSetIsReady=i=>{i._swapAndDie(this,false);this.isReady=e.isReady};e.isAsync?e.proxy.then(swapAndSetIsReady):swapAndSetIsReady(e.proxy);return}let e;switch(this.source){case 2:break;case 1:e=this._engine.createTexture(this._originalUrl??this.url,!this.generateMipMaps,this.invertY,null,this.samplingMode,(e=>{e._swapAndDie(this,false);this.isReady=true}),null,this._buffer,void 0,this.format,this._extension,void 0,void 0,void 0,this._useSRGBBuffer);return;case 3:e=this._engine.createRawTexture(this._bufferView,this.baseWidth,this.baseHeight,this.format,this.generateMipMaps,this.invertY,this.samplingMode,this._compression,this.type,this._creationFlags,this._useSRGBBuffer);e._swapAndDie(this,false);this.isReady=true;break;case 10:e=this._engine.createRawTexture3D(this._bufferView,this.baseWidth,this.baseHeight,this.baseDepth,this.format,this.generateMipMaps,this.invertY,this.samplingMode,this._compression,this.type);e._swapAndDie(this,false);this.isReady=true;break;case 11:e=this._engine.createRawTexture2DArray(this._bufferView,this.baseWidth,this.baseHeight,this.baseDepth,this.format,this.generateMipMaps,this.invertY,this.samplingMode,this._compression,this.type);e._swapAndDie(this,false);this.isReady=true;break;case 4:e=this._engine.createDynamicTexture(this.baseWidth,this.baseHeight,this.generateMipMaps,this.samplingMode);e._swapAndDie(this,false);this._dynamicTextureSource&&this._engine.updateDynamicTexture(this,this._dynamicTextureSource,this.invertY,this._premulAlpha,this.format,true);break;case 7:e=this._engine.createCubeTexture(this.url,null,this._files,!this.generateMipMaps,(()=>{e._swapAndDie(this,false);this.isReady=true}),null,this.format,this._extension,false,0,0,null,void 0,this._useSRGBBuffer,ArrayBuffer.isView(this._buffer)?this._buffer:null);return;case 8:e=this._engine.createRawCubeTexture(this._bufferViewArray,this.width,this._originalFormat??this.format,this.type,this.generateMipMaps,this.invertY,this.samplingMode,this._compression);e._swapAndDie(this,false);this.isReady=true;break;case 13:return;case 9:e=this._engine.createPrefilteredCubeTexture(this.url,null,this._lodGenerationScale,this._lodGenerationOffset,(e=>{e&&e._swapAndDie(this,false);this.isReady=true}),null,this.format,this._extension);e._sphericalPolynomial=this._sphericalPolynomial;return;case 12:case 14:break}}_swapAndDie(e,i=true){this._hardwareTexture?.setUsage(e._source,this.generateMipMaps,this.is2DArray,this.isCube,this.is3D,this.width,this.height,this.depth);e._hardwareTexture=this._hardwareTexture;i&&(e._isRGBD=this._isRGBD);if(this._lodTextureHigh){e._lodTextureHigh&&e._lodTextureHigh.dispose();e._lodTextureHigh=this._lodTextureHigh}if(this._lodTextureMid){e._lodTextureMid&&e._lodTextureMid.dispose();e._lodTextureMid=this._lodTextureMid}if(this._lodTextureLow){e._lodTextureLow&&e._lodTextureLow.dispose();e._lodTextureLow=this._lodTextureLow}if(this._irradianceTexture){e._irradianceTexture&&e._irradianceTexture.dispose();e._irradianceTexture=this._irradianceTexture}const t=this._engine.getLoadedTexturesCache();let s=t.indexOf(this);s!==-1&&t.splice(s,1);s=t.indexOf(e);s===-1&&t.push(e)}dispose(){this._references--;if(this._references===0){this.onLoadedObservable.clear();this.onErrorObservable.clear();this._engine._releaseTexture(this);this._hardwareTexture=null;this._dynamicTextureSource=null}}}InternalTexture._Counter=0;export{InternalTexture as I,TextureSampler as T,i as a};\n//# sourceMappingURL=BbEdeXLR.js.map\n","import{Logger as e}from\"../../../Misc/logger.js\";const r=new Map;\n/**\n * Registers a texture loader.\n * If a loader for the extension exists in the registry, it will be replaced.\n * @param extension The name of the loader extension.\n * @param loaderFactory The factory function that creates the loader extension.\n */function registerTextureLoader(t,s){unregisterTextureLoader(t)&&e.Warn(`Extension with the name '${name}' already exists`);r.set(t,s)}\n/**\n * Unregisters a texture loader.\n * @param extension The name of the loader extension.\n * @returns A boolean indicating whether the extension has been unregistered\n */function unregisterTextureLoader(e){return r.delete(e)}\n/**\n * Function used to get the correct texture loader for a specific extension.\n * @param extension defines the file extension of the file being loaded\n * @param mimeType defines the optional mime type of the file being loaded\n * @returns the IInternalTextureLoader or null if it wasn't found\n */function _GetCompatibleTextureLoader(e,t){t!==\"image/ktx\"&&t!==\"image/ktx2\"||(e=\".ktx\");if(!r.has(e)){e.endsWith(\".ies\")&&registerTextureLoader(\".ies\",(()=>import(\"../../../_/CCMeKKgb.js\").then((e=>new e._IESTextureLoader))));e.endsWith(\".dds\")&&registerTextureLoader(\".dds\",(()=>import(\"./ddsTextureLoader.js\").then((e=>new e._DDSTextureLoader))));e.endsWith(\".basis\")&&registerTextureLoader(\".basis\",(()=>import(\"./basisTextureLoader.js\").then((e=>new e._BasisTextureLoader))));e.endsWith(\".env\")&&registerTextureLoader(\".env\",(()=>import(\"./envTextureLoader.js\").then((e=>new e._ENVTextureLoader))));e.endsWith(\".hdr\")&&registerTextureLoader(\".hdr\",(()=>import(\"../../../_/CXi2kWZn.js\").then((e=>new e._HDRTextureLoader))));if(e.endsWith(\".ktx\")||e.endsWith(\".ktx2\")){registerTextureLoader(\".ktx\",(()=>import(\"./ktxTextureLoader.js\").then((e=>new e._KTXTextureLoader))));registerTextureLoader(\".ktx2\",(()=>import(\"./ktxTextureLoader.js\").then((e=>new e._KTXTextureLoader))))}e.endsWith(\".tga\")&&registerTextureLoader(\".tga\",(()=>import(\"../../../_/DUsKlseh.js\").then((e=>new e._TGATextureLoader))));e.endsWith(\".exr\")&&registerTextureLoader(\".exr\",(()=>import(\"../../../_/DoFbScsH.js\").then((function(e){return e.r})).then((e=>new e._ExrTextureLoader))))}const s=r.get(e);return s?Promise.resolve(s(t)):null}export{_GetCompatibleTextureLoader,registerTextureLoader,unregisterTextureLoader};\n//# sourceMappingURL=textureLoaderManager.js.map\n","import{EngineStore as e}from\"../Engines/engineStore.js\";import{Logger as t}from\"../Misc/logger.js\";import{E as s,_ as i,b as n}from\"./CX9Zyq1P.js\";import{P as r}from\"./BjBO3Vqv.js\";import{PrecisionDate as a}from\"../Misc/precisionDate.js\";import{_ as l}from\"./CY5CD3a_.js\";import{I as h}from\"./BbEdeXLR.js\";import{IsWindowObjectExist as o,IsDocumentAvailable as c,IsNavigatorAvailable as u}from\"../Misc/domManagement.js\";import{Observable as _}from\"../Misc/observable.js\";import{_GetCompatibleTextureLoader as d}from\"../Materials/Textures/Loaders/textureLoaderManager.js\";class DepthCullingState{\n/**\n     * Initializes the state.\n     * @param reset\n     */\nconstructor(e=true){this._isDepthTestDirty=false;this._isDepthMaskDirty=false;this._isDepthFuncDirty=false;this._isCullFaceDirty=false;this._isCullDirty=false;this._isZOffsetDirty=false;this._isFrontFaceDirty=false;e&&this.reset()}get isDirty(){return this._isDepthFuncDirty||this._isDepthTestDirty||this._isDepthMaskDirty||this._isCullFaceDirty||this._isCullDirty||this._isZOffsetDirty||this._isFrontFaceDirty}get zOffset(){return this._zOffset}set zOffset(e){if(this._zOffset!==e){this._zOffset=e;this._isZOffsetDirty=true}}get zOffsetUnits(){return this._zOffsetUnits}set zOffsetUnits(e){if(this._zOffsetUnits!==e){this._zOffsetUnits=e;this._isZOffsetDirty=true}}get cullFace(){return this._cullFace}set cullFace(e){if(this._cullFace!==e){this._cullFace=e;this._isCullFaceDirty=true}}get cull(){return this._cull}set cull(e){if(this._cull!==e){this._cull=e;this._isCullDirty=true}}get depthFunc(){return this._depthFunc}set depthFunc(e){if(this._depthFunc!==e){this._depthFunc=e;this._isDepthFuncDirty=true}}get depthMask(){return this._depthMask}set depthMask(e){if(this._depthMask!==e){this._depthMask=e;this._isDepthMaskDirty=true}}get depthTest(){return this._depthTest}set depthTest(e){if(this._depthTest!==e){this._depthTest=e;this._isDepthTestDirty=true}}get frontFace(){return this._frontFace}set frontFace(e){if(this._frontFace!==e){this._frontFace=e;this._isFrontFaceDirty=true}}reset(){this._depthMask=true;this._depthTest=true;this._depthFunc=null;this._cullFace=null;this._cull=null;this._zOffset=0;this._zOffsetUnits=0;this._frontFace=null;this._isDepthTestDirty=true;this._isDepthMaskDirty=true;this._isDepthFuncDirty=false;this._isCullFaceDirty=false;this._isCullDirty=false;this._isZOffsetDirty=true;this._isFrontFaceDirty=false}apply(e){if(this.isDirty){if(this._isCullDirty){this.cull?e.enable(e.CULL_FACE):e.disable(e.CULL_FACE);this._isCullDirty=false}if(this._isCullFaceDirty){e.cullFace(this.cullFace);this._isCullFaceDirty=false}if(this._isDepthMaskDirty){e.depthMask(this.depthMask);this._isDepthMaskDirty=false}if(this._isDepthTestDirty){this.depthTest?e.enable(e.DEPTH_TEST):e.disable(e.DEPTH_TEST);this._isDepthTestDirty=false}if(this._isDepthFuncDirty){e.depthFunc(this.depthFunc);this._isDepthFuncDirty=false}if(this._isZOffsetDirty){if(this.zOffset||this.zOffsetUnits){e.enable(e.POLYGON_OFFSET_FILL);e.polygonOffset(this.zOffset,this.zOffsetUnits)}else e.disable(e.POLYGON_OFFSET_FILL);this._isZOffsetDirty=false}if(this._isFrontFaceDirty){e.frontFace(this.frontFace);this._isFrontFaceDirty=false}}}}class StencilStateComposer{get isDirty(){return this._isStencilTestDirty||this._isStencilMaskDirty||this._isStencilFuncDirty||this._isStencilOpDirty}get func(){return this._func}set func(e){if(this._func!==e){this._func=e;this._isStencilFuncDirty=true}}get funcRef(){return this._funcRef}set funcRef(e){if(this._funcRef!==e){this._funcRef=e;this._isStencilFuncDirty=true}}get funcMask(){return this._funcMask}set funcMask(e){if(this._funcMask!==e){this._funcMask=e;this._isStencilFuncDirty=true}}get opStencilFail(){return this._opStencilFail}set opStencilFail(e){if(this._opStencilFail!==e){this._opStencilFail=e;this._isStencilOpDirty=true}}get opDepthFail(){return this._opDepthFail}set opDepthFail(e){if(this._opDepthFail!==e){this._opDepthFail=e;this._isStencilOpDirty=true}}get opStencilDepthPass(){return this._opStencilDepthPass}set opStencilDepthPass(e){if(this._opStencilDepthPass!==e){this._opStencilDepthPass=e;this._isStencilOpDirty=true}}get mask(){return this._mask}set mask(e){if(this._mask!==e){this._mask=e;this._isStencilMaskDirty=true}}get enabled(){return this._enabled}set enabled(e){if(this._enabled!==e){this._enabled=e;this._isStencilTestDirty=true}}constructor(e=true){this._isStencilTestDirty=false;this._isStencilMaskDirty=false;this._isStencilFuncDirty=false;this._isStencilOpDirty=false;this.useStencilGlobalOnly=false;e&&this.reset()}reset(){this.stencilMaterial=void 0;this.stencilGlobal?.reset();this._isStencilTestDirty=true;this._isStencilMaskDirty=true;this._isStencilFuncDirty=true;this._isStencilOpDirty=true}apply(e){if(!e)return;const t=!this.useStencilGlobalOnly&&!!this.stencilMaterial?.enabled;this.enabled=t?this.stencilMaterial.enabled:this.stencilGlobal.enabled;this.func=t?this.stencilMaterial.func:this.stencilGlobal.func;this.funcRef=t?this.stencilMaterial.funcRef:this.stencilGlobal.funcRef;this.funcMask=t?this.stencilMaterial.funcMask:this.stencilGlobal.funcMask;this.opStencilFail=t?this.stencilMaterial.opStencilFail:this.stencilGlobal.opStencilFail;this.opDepthFail=t?this.stencilMaterial.opDepthFail:this.stencilGlobal.opDepthFail;this.opStencilDepthPass=t?this.stencilMaterial.opStencilDepthPass:this.stencilGlobal.opStencilDepthPass;this.mask=t?this.stencilMaterial.mask:this.stencilGlobal.mask;if(this.isDirty){if(this._isStencilTestDirty){this.enabled?e.enable(e.STENCIL_TEST):e.disable(e.STENCIL_TEST);this._isStencilTestDirty=false}if(this._isStencilMaskDirty){e.stencilMask(this.mask);this._isStencilMaskDirty=false}if(this._isStencilFuncDirty){e.stencilFunc(this.func,this.funcRef,this.funcMask);this._isStencilFuncDirty=false}if(this._isStencilOpDirty){e.stencilOp(this.opStencilFail,this.opDepthFail,this.opStencilDepthPass);this._isStencilOpDirty=false}}}}class StencilState{constructor(){this.reset()}reset(){this.enabled=false;this.mask=255;this.func=StencilState.ALWAYS;this.funcRef=1;this.funcMask=255;this.opStencilFail=StencilState.KEEP;this.opDepthFail=StencilState.KEEP;this.opStencilDepthPass=StencilState.REPLACE}get stencilFunc(){return this.func}set stencilFunc(e){this.func=e}get stencilFuncRef(){return this.funcRef}set stencilFuncRef(e){this.funcRef=e}get stencilFuncMask(){return this.funcMask}set stencilFuncMask(e){this.funcMask=e}get stencilOpStencilFail(){return this.opStencilFail}set stencilOpStencilFail(e){this.opStencilFail=e}get stencilOpDepthFail(){return this.opDepthFail}set stencilOpDepthFail(e){this.opDepthFail=e}get stencilOpStencilDepthPass(){return this.opStencilDepthPass}set stencilOpStencilDepthPass(e){this.opStencilDepthPass=e}get stencilMask(){return this.mask}set stencilMask(e){this.mask=e}get stencilTest(){return this.enabled}set stencilTest(e){this.enabled=e}}StencilState.ALWAYS=519;StencilState.KEEP=7680;StencilState.REPLACE=7681;class AlphaState{constructor(){this._blendFunctionParameters=new Array(4);this._blendEquationParameters=new Array(2);this._blendConstants=new Array(4);this._isBlendConstantsDirty=false;this._alphaBlend=false;this._isAlphaBlendDirty=false;this._isBlendFunctionParametersDirty=false;this._isBlendEquationParametersDirty=false;this.reset()}get isDirty(){return this._isAlphaBlendDirty||this._isBlendFunctionParametersDirty||this._isBlendEquationParametersDirty}get alphaBlend(){return this._alphaBlend}set alphaBlend(e){if(this._alphaBlend!==e){this._alphaBlend=e;this._isAlphaBlendDirty=true}}setAlphaBlendConstants(e,t,s,i){if(this._blendConstants[0]!==e||this._blendConstants[1]!==t||this._blendConstants[2]!==s||this._blendConstants[3]!==i){this._blendConstants[0]=e;this._blendConstants[1]=t;this._blendConstants[2]=s;this._blendConstants[3]=i;this._isBlendConstantsDirty=true}}setAlphaBlendFunctionParameters(e,t,s,i){if(this._blendFunctionParameters[0]!==e||this._blendFunctionParameters[1]!==t||this._blendFunctionParameters[2]!==s||this._blendFunctionParameters[3]!==i){this._blendFunctionParameters[0]=e;this._blendFunctionParameters[1]=t;this._blendFunctionParameters[2]=s;this._blendFunctionParameters[3]=i;this._isBlendFunctionParametersDirty=true}}setAlphaEquationParameters(e,t){if(this._blendEquationParameters[0]!==e||this._blendEquationParameters[1]!==t){this._blendEquationParameters[0]=e;this._blendEquationParameters[1]=t;this._isBlendEquationParametersDirty=true}}reset(){this._alphaBlend=false;this._blendFunctionParameters[0]=null;this._blendFunctionParameters[1]=null;this._blendFunctionParameters[2]=null;this._blendFunctionParameters[3]=null;this._blendEquationParameters[0]=null;this._blendEquationParameters[1]=null;this._blendConstants[0]=null;this._blendConstants[1]=null;this._blendConstants[2]=null;this._blendConstants[3]=null;this._isAlphaBlendDirty=true;this._isBlendFunctionParametersDirty=false;this._isBlendEquationParametersDirty=false;this._isBlendConstantsDirty=false}apply(e){if(this.isDirty){if(this._isAlphaBlendDirty){this._alphaBlend?e.enable(e.BLEND):e.disable(e.BLEND);this._isAlphaBlendDirty=false}if(this._isBlendFunctionParametersDirty){e.blendFuncSeparate(this._blendFunctionParameters[0],this._blendFunctionParameters[1],this._blendFunctionParameters[2],this._blendFunctionParameters[3]);this._isBlendFunctionParametersDirty=false}if(this._isBlendEquationParametersDirty){e.blendEquationSeparate(this._blendEquationParameters[0],this._blendEquationParameters[1]);this._isBlendEquationParametersDirty=false}if(this._isBlendConstantsDirty){e.blendColor(this._blendConstants[0],this._blendConstants[1],this._blendConstants[2],this._blendConstants[3]);this._isBlendConstantsDirty=false}}}}\n/**\n * Queue a new function into the requested animation frame pool (ie. this function will be executed by the browser (or the javascript engine) for the next frame)\n * @param func - the function to be called\n * @param requester - the object that will request the next frame. Falls back to window.\n * @returns frame number\n */function QueueNewFrame(e,t){if(o()){const{requestAnimationFrame:s}=t||window;if(typeof s===\"function\")return s(e)}else if(typeof requestAnimationFrame===\"function\")return requestAnimationFrame(e);return setTimeout(e,16)}class AbstractEngine{get frameId(){return this._frameId}get isWebGPU(){return this._isWebGPU}_getShaderProcessor(e){return this._shaderProcessor}get shaderPlatformName(){return this._shaderPlatformName}_clearEmptyResources(){this._emptyTexture=null;this._emptyCubeTexture=null;this._emptyTexture3D=null;this._emptyTexture2DArray=null}get useReverseDepthBuffer(){return this._useReverseDepthBuffer}set useReverseDepthBuffer(e){if(e!==this._useReverseDepthBuffer){this._useReverseDepthBuffer=e;this._depthCullingState.depthFunc=e?518:515}}\n/**\n     * Enable or disable color writing\n     * @param enable defines the state to set\n     */setColorWrite(e){if(e!==this._colorWrite){this._colorWriteChanged=true;this._colorWrite=e}}\n/**\n     * Gets a boolean indicating if color writing is enabled\n     * @returns the current color writing state\n     */getColorWrite(){return this._colorWrite}get depthCullingState(){return this._depthCullingState}get alphaState(){return this._alphaState}get stencilState(){return this._stencilState}get stencilStateComposer(){return this._stencilStateComposer}_getGlobalDefines(e){if(!e){let e=\"\";this.isNDCHalfZRange&&(e+=\"#define IS_NDC_HALF_ZRANGE\");if(this.useReverseDepthBuffer){e&&(e+=\"\\n\");e+=\"#define USE_REVERSE_DEPTHBUFFER\"}if(this.useExactSrgbConversions){e&&(e+=\"\\n\");e+=\"#define USE_EXACT_SRGB_CONVERSIONS\"}return e}this.isNDCHalfZRange?e.IS_NDC_HALF_ZRANGE=\"\":delete e.IS_NDC_HALF_ZRANGE;this.useReverseDepthBuffer?e.USE_REVERSE_DEPTHBUFFER=\"\":delete e.USE_REVERSE_DEPTHBUFFER;this.useExactSrgbConversions?e.USE_EXACT_SRGB_CONVERSIONS=\"\":delete e.USE_EXACT_SRGB_CONVERSIONS}_rebuildInternalTextures(){const e=this._internalTexturesCache.slice();for(const t of e)t._rebuild()}_rebuildRenderTargetWrappers(){const e=this._renderTargetWrapperCache.slice();for(const t of e)t._rebuild()}_rebuildEffects(){for(const e in this._compiledEffects){const t=this._compiledEffects[e];t._pipelineContext=null;t._prepareEffect()}s.ResetCache()}_rebuildGraphicsResources(){this.wipeCaches(true);this._rebuildEffects();this._rebuildComputeEffects?.();this._rebuildBuffers();this._rebuildInternalTextures();this._rebuildTextures();this._rebuildRenderTargetWrappers();this.wipeCaches(true)}_flagContextRestored(){t.Warn(this.name+\" context successfully restored.\");this.onContextRestoredObservable.notifyObservers(this);this._contextWasLost=false}_restoreEngineAfterContextLost(e){setTimeout((async()=>{this._clearEmptyResources();const t=this._depthCullingState.depthTest;const s=this._depthCullingState.depthFunc;const i=this._depthCullingState.depthMask;const n=this._stencilState.stencilTest;await e();this._rebuildGraphicsResources();this._depthCullingState.depthTest=t;this._depthCullingState.depthFunc=s;this._depthCullingState.depthMask=i;this._stencilState.stencilTest=n;this._flagContextRestored()}),0)}get isDisposed(){return this._isDisposed}get snapshotRendering(){return false}set snapshotRendering(e){}get snapshotRenderingMode(){return 0}set snapshotRenderingMode(e){}\n/**\n     * Returns the string \"AbstractEngine\"\n     * @returns \"AbstractEngine\"\n     */getClassName(){return\"AbstractEngine\"}get emptyTexture(){this._emptyTexture||(this._emptyTexture=this.createRawTexture(new Uint8Array(4),1,1,5,false,false,1));return this._emptyTexture}get emptyTexture3D(){this._emptyTexture3D||(this._emptyTexture3D=this.createRawTexture3D(new Uint8Array(4),1,1,1,5,false,false,1));return this._emptyTexture3D}get emptyTexture2DArray(){this._emptyTexture2DArray||(this._emptyTexture2DArray=this.createRawTexture2DArray(new Uint8Array(4),1,1,1,5,false,false,1));return this._emptyTexture2DArray}get emptyCubeTexture(){if(!this._emptyCubeTexture){const e=new Uint8Array(4);const t=[e,e,e,e,e,e];this._emptyCubeTexture=this.createRawCubeTexture(t,1,5,0,false,false,1)}return this._emptyCubeTexture}\n/**\n     * Gets the list of current active render loop functions\n     * @returns a read only array with the current render loop functions\n     */get activeRenderLoops(){return this._activeRenderLoops}\n/**\n     * stop executing a render loop function and remove it from the execution array\n     * @param renderFunction defines the function to be removed. If not provided all functions will be removed.\n     */stopRenderLoop(e){if(!e){this._activeRenderLoops.length=0;this._cancelFrame();return}const t=this._activeRenderLoops.indexOf(e);if(t>=0){this._activeRenderLoops.splice(t,1);this._activeRenderLoops.length==0&&this._cancelFrame()}}_cancelFrame(){if(this._frameHandler!==0){const e=this._frameHandler;this._frameHandler=0;if(o()){const{cancelAnimationFrame:t}=this.getHostWindow()||window;if(typeof t===\"function\")return t(e)}else if(typeof cancelAnimationFrame===\"function\")return cancelAnimationFrame(e);return clearTimeout(e)}}beginFrame(){this.onBeginFrameObservable.notifyObservers(this)}endFrame(){this._frameId++;this.onEndFrameObservable.notifyObservers(this)}get maxFPS(){return this._maxFPS}set maxFPS(e){this._maxFPS=e;e!==void 0&&(this._minFrameTime=e<=0?Number.MAX_VALUE:1e3/(e+1))}_isOverFrameTime(e){if(!e)return false;const t=e-this._lastFrameTime;if(this._maxFPS===void 0||t>=this._minFrameTime){this._lastFrameTime=e;return false}return true}_processFrame(e){this._frameHandler=0;if(!this._contextWasLost&&!this._isOverFrameTime(e)){let e=true;(this.isDisposed||!this.renderEvenInBackground&&this._windowIsBackground)&&(e=false);if(e){this.beginFrame();this.skipFrameRender||this._renderViews()||this._renderFrame();this.endFrame()}}}_renderLoop(e){this._processFrame(e);this._activeRenderLoops.length>0&&this._frameHandler===0&&(this._frameHandler=this._queueNewFrame(this._boundRenderFunction,this.getHostWindow()))}_renderFrame(){for(let e=0;e<this._activeRenderLoops.length;e++){const t=this._activeRenderLoops[e];t()}}_renderViews(){return false}_queueNewFrame(e,t){return QueueNewFrame(e,t)}\n/**\n     * Register and execute a render loop. The engine can have more than one render function\n     * @param renderFunction defines the function to continuously execute\n     */runRenderLoop(e){if(this._activeRenderLoops.indexOf(e)===-1){this._activeRenderLoops.push(e);this._activeRenderLoops.length===1&&this._frameHandler===0&&(this._frameHandler=this._queueNewFrame(this._boundRenderFunction,this.getHostWindow()))}}\n/**\n     * Gets a boolean indicating if depth testing is enabled\n     * @returns the current state\n     */getDepthBuffer(){return this._depthCullingState.depthTest}\n/**\n     * Enable or disable depth buffering\n     * @param enable defines the state to set\n     */setDepthBuffer(e){this._depthCullingState.depthTest=e}\n/**\n     * Set the z offset Factor to apply to current rendering\n     * @param value defines the offset to apply\n     */setZOffset(e){this._depthCullingState.zOffset=this.useReverseDepthBuffer?-e:e}\n/**\n     * Gets the current value of the zOffset Factor\n     * @returns the current zOffset Factor state\n     */getZOffset(){const e=this._depthCullingState.zOffset;return this.useReverseDepthBuffer?-e:e}\n/**\n     * Set the z offset Units to apply to current rendering\n     * @param value defines the offset to apply\n     */setZOffsetUnits(e){this._depthCullingState.zOffsetUnits=this.useReverseDepthBuffer?-e:e}\n/**\n     * Gets the current value of the zOffset Units\n     * @returns the current zOffset Units state\n     */getZOffsetUnits(){const e=this._depthCullingState.zOffsetUnits;return this.useReverseDepthBuffer?-e:e}\n/**\n     * Gets host window\n     * @returns the host window object\n     */getHostWindow(){return o()?this._renderingCanvas&&this._renderingCanvas.ownerDocument&&this._renderingCanvas.ownerDocument.defaultView?this._renderingCanvas.ownerDocument.defaultView:window:null}get compatibilityMode(){return this._compatibilityMode}set compatibilityMode(e){this._compatibilityMode=true}_rebuildTextures(){for(const e of this.scenes)e._rebuildTextures();for(const e of this._virtualScenes)e._rebuildTextures()}_releaseRenderTargetWrapper(e){const t=this._renderTargetWrapperCache.indexOf(e);t!==-1&&this._renderTargetWrapperCache.splice(t,1)}get currentViewport(){return this._cachedViewport}\n/**\n     * Set the WebGL's viewport\n     * @param viewport defines the viewport element to be used\n     * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used\n     * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used\n     */setViewport(e,t,s){const i=t||this.getRenderWidth();const n=s||this.getRenderHeight();const r=e.x||0;const a=e.y||0;this._cachedViewport=e;this._viewport(r*i,a*n,i*e.width,n*e.height)}\n/**\n     * Create an image to use with canvas\n     * @returns IImage interface\n     */createCanvasImage(){return document.createElement(\"img\")}\n/**\n     * Create a 2D path to use with canvas\n     * @returns IPath2D interface\n     * @param d SVG path string\n     */createCanvasPath2D(e){return new Path2D(e)}get description(){let e=this.name+this.version;this._caps.parallelShaderCompile&&(e+=\" - Parallel shader compilation\");return e}_createTextureBase(s,i,n,r,a=3,l=null,o=null,c,u,_=null,f=null,p=null,m=null,b,g,D){s=s||\"\";const F=s.substr(0,5)===\"data:\";const S=s.substr(0,5)===\"blob:\";const C=F&&s.indexOf(\";base64,\")!==-1;const y=f||new h(this,1);y!==f&&(y.label=s.substring(0,60));const v=s;!this._transformTextureUrl||C||f||_||(s=this._transformTextureUrl(s));v!==s&&(y._originalUrl=v);const T=s.lastIndexOf(\".\");let w=m||(T>-1?s.substring(T).toLowerCase():\"\");const O=w.indexOf(\"?\");O>-1&&(w=w.split(\"?\")[0]);const x=d(w,b);r&&r.addPendingData(y);y.url=s;y.generateMipMaps=!i;y.samplingMode=a;y.invertY=n;y._useSRGBBuffer=this._getUseSRGBBuffer(!!D,i);this._doNotHandleContextLost||(y._buffer=_);let E=null;l&&!f&&(E=y.onLoadedObservable.add(l));f||this._internalTexturesCache.push(y);const onInternalError=(n,h)=>{r&&r.removePendingData(y);if(s===v){E&&y.onLoadedObservable.remove(E);e.UseFallbackTexture&&s!==e.FallbackTexture&&this._createTextureBase(e.FallbackTexture,i,y.invertY,r,a,null,o,c,u,_,y);n=(n||\"Unknown error\")+(e.UseFallbackTexture?\" - Fallback texture was used\":\"\");y.onErrorObservable.notifyObservers({message:n,exception:h});o&&o(n,h)}else{t.Warn(`Failed to load ${s}, falling back to ${v}`);this._createTextureBase(v,i,y.invertY,r,a,l,o,c,u,_,y,p,m,b,g,D)}};if(x){const callback=async e=>{const t=await x;t.loadData(e,y,((e,t,s,i,n,l)=>{l?onInternalError(\"TextureLoader failed to load data\"):c(y,w,r,{width:e,height:t},y.invertY,!s,i,(()=>{n();return false}),a)}),g)};_?_ instanceof ArrayBuffer?callback(new Uint8Array(_)):ArrayBuffer.isView(_)?callback(_):o&&o(\"Unable to load: only ArrayBuffer or ArrayBufferView is supported\",null):this._loadFile(s,(e=>callback(new Uint8Array(e))),void 0,r?r.offlineProvider:void 0,true,((e,t)=>{onInternalError(\"Unable to load \"+(e?e.responseURL:s,t))}))}else{const onload=e=>{S&&!this._doNotHandleContextLost&&(y._buffer=e);c(y,w,r,e,y.invertY,i,false,u,a)};!F||C?_&&(typeof _.decoding===\"string\"||_.close)?onload(_):AbstractEngine._FileToolsLoadImage(s||\"\",onload,onInternalError,r?r.offlineProvider:null,b,y.invertY&&this._features.needsInvertingBitmap?{imageOrientation:\"flipY\"}:void 0,this):typeof _===\"string\"||_ instanceof ArrayBuffer||ArrayBuffer.isView(_)||_ instanceof Blob?AbstractEngine._FileToolsLoadImage(_,onload,onInternalError,r?r.offlineProvider:null,b,y.invertY&&this._features.needsInvertingBitmap?{imageOrientation:\"flipY\"}:void 0,this):_&&onload(_)}return y}_rebuildBuffers(){for(const e of this._uniformBuffers)e._rebuildAfterContextLost()}get _shouldUseHighPrecisionShader(){return!!(this._caps.highPrecisionShaderSupported&&this._highPrecisionShadersAllowed)}\n/**\n     * Gets host document\n     * @returns the host document object\n     */getHostDocument(){return this._renderingCanvas&&this._renderingCanvas.ownerDocument?this._renderingCanvas.ownerDocument:c()?document:null}\n/**\n     * Gets the list of loaded textures\n     * @returns an array containing all loaded textures\n     */getLoadedTexturesCache(){return this._internalTexturesCache}clearInternalTexturesCache(){this._internalTexturesCache.length=0}\n/**\n     * Gets the object containing all engine capabilities\n     * @returns the EngineCapabilities object\n     */getCaps(){return this._caps}resetTextureCache(){for(const e in this._boundTexturesCache)Object.prototype.hasOwnProperty.call(this._boundTexturesCache,e)&&(this._boundTexturesCache[e]=null);this._currentTextureChannel=-1}get name(){return this._name}set name(e){this._name=e}static get NpmPackage(){return\"babylonjs@8.2.1\"}static get Version(){return\"8.2.1\"}\n/**\n     * Gets the HTML canvas attached with the current webGL context\n     * @returns a HTML canvas\n     */getRenderingCanvas(){return this._renderingCanvas}\n/**\n     * Gets the audio context specified in engine initialization options\n     * @deprecated please use AudioEngineV2 instead\n     * @returns an Audio Context\n     */getAudioContext(){return this._audioContext}\n/**\n     * Gets the audio destination specified in engine initialization options\n     * @deprecated please use AudioEngineV2 instead\n     * @returns an audio destination node\n     */getAudioDestination(){return this._audioDestination}\n/**\n     * Defines the hardware scaling level.\n     * By default the hardware scaling level is computed from the window device ratio.\n     * if level = 1 then the engine will render at the exact resolution of the canvas. If level = 0.5 then the engine will render at twice the size of the canvas.\n     * @param level defines the level to use\n     */setHardwareScalingLevel(e){this._hardwareScalingLevel=e;this.resize()}\n/**\n     * Gets the current hardware scaling level.\n     * By default the hardware scaling level is computed from the window device ratio.\n     * if level = 1 then the engine will render at the exact resolution of the canvas. If level = 0.5 then the engine will render at twice the size of the canvas.\n     * @returns a number indicating the current hardware scaling level\n     */getHardwareScalingLevel(){return this._hardwareScalingLevel}get doNotHandleContextLost(){return this._doNotHandleContextLost}set doNotHandleContextLost(e){this._doNotHandleContextLost=e}get isStencilEnable(){return this._isStencilEnable}\n/**\n     * Gets the options used for engine creation\n     * @returns EngineOptions object\n     */getCreationOptions(){return this._creationOptions}\n/**\n     * Creates a new engine\n     * @param antialias defines whether anti-aliasing should be enabled. If undefined, it means that the underlying engine is free to enable it or not\n     * @param options defines further options to be sent to the creation context\n     * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)\n     */constructor(t,s,i){this._colorWrite=true;this._colorWriteChanged=true;this._depthCullingState=new DepthCullingState;this._stencilStateComposer=new StencilStateComposer;this._stencilState=new StencilState;this._alphaState=new AlphaState;this._alphaMode=1;this._alphaEquation=0;this._activeRequests=[];this._badOS=false;this._badDesktopOS=false;this._compatibilityMode=true;this._internalTexturesCache=new Array;this._currentRenderTarget=null;this._boundTexturesCache={};this._activeChannel=0;this._currentTextureChannel=-1;this._viewportCached={x:0,y:0,z:0,w:0};this._isWebGPU=false;this.onCanvasBlurObservable=new _;this.onCanvasFocusObservable=new _;this.onNewSceneAddedObservable=new _;this.onResizeObservable=new _;this.onCanvasPointerOutObservable=new _;this.onEffectErrorObservable=new _;this.disablePerformanceMonitorInBackground=false;this.disableVertexArrayObjects=false;this._frameId=0;this.hostInformation={isMobile:false};this.isFullscreen=false;this.enableOfflineSupport=false;this.disableManifestCheck=false;this.disableContextMenu=true;this.currentRenderPassId=0;this.isPointerLock=false;this.postProcesses=[];this.canvasTabIndex=1;this._contextWasLost=false;this._useReverseDepthBuffer=false;this.isNDCHalfZRange=false;this.hasOriginBottomLeft=true;this._renderTargetWrapperCache=new Array;this._compiledEffects={};this._isDisposed=false;this.scenes=[];this._virtualScenes=new Array;this.onBeforeTextureInitObservable=new _;this.renderEvenInBackground=true;this.preventCacheWipeBetweenFrames=false;this._frameHandler=0;this._activeRenderLoops=new Array;this._windowIsBackground=false;this._boundRenderFunction=e=>this._renderLoop(e);this._lastFrameTime=0;this.skipFrameRender=false;this.onBeforeShaderCompilationObservable=new _;this.onAfterShaderCompilationObservable=new _;this.onBeginFrameObservable=new _;this.onEndFrameObservable=new _;this._transformTextureUrl=null;this._uniformBuffers=new Array;this._storageBuffers=new Array;this._highPrecisionShadersAllowed=true;this.onContextLostObservable=new _;this.onContextRestoredObservable=new _;this._name=\"\";this.premultipliedAlpha=true;this.adaptToDeviceRatio=false;this._lastDevicePixelRatio=1;this._doNotHandleContextLost=false;this.cullBackFaces=null;this._renderPassNames=[\"main\"];this._fps=60;this._deltaTime=0;this._deterministicLockstep=false;this._lockstepMaxSteps=4;this._timeStep=1/60;this.onDisposeObservable=new _;this.onReleaseEffectsObservable=new _;e.Instances.push(this);this.startTime=a.Now;this._stencilStateComposer.stencilGlobal=this._stencilState;r.SetMatrixPrecision(!!s.useHighPrecisionMatrix);if(u()&&navigator.userAgent){this._badOS=/iPad/i.test(navigator.userAgent)||/iPhone/i.test(navigator.userAgent);this._badDesktopOS=/^((?!chrome|android).)*safari/i.test(navigator.userAgent)}this.adaptToDeviceRatio=i??false;s.antialias=t??s.antialias;s.deterministicLockstep=s.deterministicLockstep??false;s.lockstepMaxSteps=s.lockstepMaxSteps??4;s.timeStep=s.timeStep??1/60;s.stencil=s.stencil??true;this._audioContext=s.audioEngineOptions?.audioContext??null;this._audioDestination=s.audioEngineOptions?.audioDestination??null;this.premultipliedAlpha=s.premultipliedAlpha??true;this._doNotHandleContextLost=!!s.doNotHandleContextLost;this._isStencilEnable=!!s.stencil;this.useExactSrgbConversions=s.useExactSrgbConversions??false;const n=o()&&window.devicePixelRatio||1;const l=s.limitDeviceRatio||n;i=i||s.adaptToDeviceRatio||false;this._hardwareScalingLevel=i?1/Math.min(l,n):1;this._lastDevicePixelRatio=n;this._creationOptions=s}\n/**\n     * Resize the view according to the canvas' size\n     * @param forceSetSize true to force setting the sizes of the underlying canvas\n     */resize(e=false){let t;let s;if(this.adaptToDeviceRatio){const e=o()&&window.devicePixelRatio||1;const t=this._lastDevicePixelRatio/e;this._lastDevicePixelRatio=e;this._hardwareScalingLevel*=t}if(o()&&c())if(this._renderingCanvas){const e=this._renderingCanvas.getBoundingClientRect?.();t=this._renderingCanvas.clientWidth||e?.width||this._renderingCanvas.width*this._hardwareScalingLevel||100;s=this._renderingCanvas.clientHeight||e?.height||this._renderingCanvas.height*this._hardwareScalingLevel||100}else{t=window.innerWidth;s=window.innerHeight}else{t=this._renderingCanvas?this._renderingCanvas.width:100;s=this._renderingCanvas?this._renderingCanvas.height:100}this.setSize(t/this._hardwareScalingLevel,s/this._hardwareScalingLevel,e)}\n/**\n     * Force a specific size of the canvas\n     * @param width defines the new canvas' width\n     * @param height defines the new canvas' height\n     * @param forceSetSize true to force setting the sizes of the underlying canvas\n     * @returns true if the size was changed\n     */setSize(e,t,s=false){if(!this._renderingCanvas)return false;e|=0;t|=0;if(!s&&this._renderingCanvas.width===e&&this._renderingCanvas.height===t)return false;this._renderingCanvas.width=e;this._renderingCanvas.height=t;if(this.scenes){for(let e=0;e<this.scenes.length;e++){const t=this.scenes[e];for(let e=0;e<t.cameras.length;e++){const s=t.cameras[e];s._currentRenderId=0}}this.onResizeObservable.hasObservers()&&this.onResizeObservable.notifyObservers(this)}return true}\n/**\n     * Creates a raw texture\n     * @param data defines the data to store in the texture\n     * @param width defines the width of the texture\n     * @param height defines the height of the texture\n     * @param format defines the format of the data\n     * @param generateMipMaps defines if the engine should generate the mip levels\n     * @param invertY defines if data must be stored with Y axis inverted\n     * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)\n     * @param compression defines the compression used (null by default)\n     * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_BYTE by default)\n     * @param creationFlags specific flags to use when creating the texture (1 for storage textures, for eg)\n     * @param useSRGBBuffer defines if the texture must be loaded in a sRGB GPU buffer (if supported by the GPU).\n     * @returns the raw texture inside an InternalTexture\n     */\ncreateRawTexture(e,t,s,i,n,r,a,h,o,c,u){throw l(\"engine.rawTexture\")}\n/**\n     * Creates a new raw cube texture\n     * @param data defines the array of data to use to create each face\n     * @param size defines the size of the textures\n     * @param format defines the format of the data\n     * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_BYTE)\n     * @param generateMipMaps  defines if the engine should generate the mip levels\n     * @param invertY defines if data must be stored with Y axis inverted\n     * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)\n     * @param compression defines the compression used (null by default)\n     * @returns the cube texture as an InternalTexture\n     */\ncreateRawCubeTexture(e,t,s,i,n,r,a,h){throw l(\"engine.rawTexture\")}\n/**\n     * Creates a new raw 3D texture\n     * @param data defines the data used to create the texture\n     * @param width defines the width of the texture\n     * @param height defines the height of the texture\n     * @param depth defines the depth of the texture\n     * @param format defines the format of the texture\n     * @param generateMipMaps defines if the engine must generate mip levels\n     * @param invertY defines if data must be stored with Y axis inverted\n     * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)\n     * @param compression defines the compressed used (can be null)\n     * @param textureType defines the compressed used (can be null)\n     * @param creationFlags specific flags to use when creating the texture (1 for storage textures, for eg)\n     * @returns a new raw 3D texture (stored in an InternalTexture)\n     */\ncreateRawTexture3D(e,t,s,i,n,r,a,h,o,c,u){throw l(\"engine.rawTexture\")}\n/**\n     * Creates a new raw 2D array texture\n     * @param data defines the data used to create the texture\n     * @param width defines the width of the texture\n     * @param height defines the height of the texture\n     * @param depth defines the number of layers of the texture\n     * @param format defines the format of the texture\n     * @param generateMipMaps defines if the engine must generate mip levels\n     * @param invertY defines if data must be stored with Y axis inverted\n     * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)\n     * @param compression defines the compressed used (can be null)\n     * @param textureType defines the compressed used (can be null)\n     * @param creationFlags specific flags to use when creating the texture (1 for storage textures, for eg)\n     * @returns a new raw 2D array texture (stored in an InternalTexture)\n     */\ncreateRawTexture2DArray(e,t,s,i,n,r,a,h,o,c,u){throw l(\"engine.rawTexture\")}\n/**\n     * Shared initialization across engines types.\n     * @param canvas The canvas associated with this instance of the engine.\n     */_sharedInit(e){this._renderingCanvas=e}_setupMobileChecks(){if(navigator&&navigator.userAgent){this._checkForMobile=()=>{const e=navigator.userAgent;this.hostInformation.isMobile=e.indexOf(\"Mobile\")!==-1||e.indexOf(\"Mac\")!==-1&&c()&&\"ontouchend\"in document};this._checkForMobile();o()&&window.addEventListener(\"resize\",this._checkForMobile)}}\n/**\n     * creates and returns a new video element\n     * @param constraints video constraints\n     * @returns video element\n     */\ncreateVideoElement(e){return document.createElement(\"video\")}_reportDrawCall(e=1){this._drawCalls?.addCount(e,false)}\n/**\n     * Gets the current framerate\n     * @returns a number representing the framerate\n     */getFps(){return this._fps}\n/**\n     * Gets the time spent between current and previous frame\n     * @returns a number representing the delta time in ms\n     */getDeltaTime(){return this._deltaTime}\n/**\n     * Gets a boolean indicating that the engine is running in deterministic lock step mode\n     * @see https://doc.babylonjs.com/features/featuresDeepDive/animation/advanced_animations#deterministic-lockstep\n     * @returns true if engine is in deterministic lock step mode\n     */isDeterministicLockStep(){return this._deterministicLockstep}\n/**\n     * Gets the max steps when engine is running in deterministic lock step\n     * @see https://doc.babylonjs.com/features/featuresDeepDive/animation/advanced_animations#deterministic-lockstep\n     * @returns the max steps\n     */getLockstepMaxSteps(){return this._lockstepMaxSteps}\n/**\n     * Returns the time in ms between steps when using deterministic lock step.\n     * @returns time step in (ms)\n     */getTimeStep(){return this._timeStep*1e3}\n/**\n     * Engine abstraction for loading and creating an image bitmap from a given source string.\n     * @param imageSource source to load the image from.\n     * @param options An object that sets options for the image's extraction.\n     */_createImageBitmapFromSource(e,t){throw new Error(\"createImageBitmapFromSource is not implemented\")}\n/**\n     * Engine abstraction for createImageBitmap\n     * @param image source for image\n     * @param options An object that sets options for the image's extraction.\n     * @returns ImageBitmap\n     */createImageBitmap(e,t){return createImageBitmap(e,t)}\n/**\n     * Resize an image and returns the image data as an uint8array\n     * @param image image to resize\n     * @param bufferWidth destination buffer width\n     * @param bufferHeight destination buffer height\n     */resizeImageBitmap(e,t,s){throw new Error(\"resizeImageBitmap is not implemented\")}\n/**\n     * Get Font size information\n     * @param font font name\n     */getFontOffset(e){throw new Error(\"getFontOffset is not implemented\")}static _CreateCanvas(e,t){if(typeof document===\"undefined\")return new OffscreenCanvas(e,t);const s=document.createElement(\"canvas\");s.width=e;s.height=t;return s}\n/**\n     * Create a canvas. This method is overridden by other engines\n     * @param width width\n     * @param height height\n     * @returns ICanvas interface\n     */createCanvas(e,t){return AbstractEngine._CreateCanvas(e,t)}\n/**\n     * Loads an image as an HTMLImageElement.\n     * @param input url string, ArrayBuffer, or Blob to load\n     * @param onLoad callback called when the image successfully loads\n     * @param onError callback called when the image fails to load\n     * @param offlineProvider offline provider for caching\n     * @param mimeType optional mime type\n     * @param imageBitmapOptions optional the options to use when creating an ImageBitmap\n     * @param engine the engine instance to use\n     * @returns the HTMLImageElement of the loaded image\n     * @internal\n     */static _FileToolsLoadImage(e,t,s,i,n,r,a){throw l(\"FileTools\")}_loadFile(e,t,s,n,r,a){const l=i(e,t,s,n,r,a);this._activeRequests.push(l);l.onCompleteObservable.add((()=>{const e=this._activeRequests.indexOf(l);e!==-1&&this._activeRequests.splice(e,1)}));return l}\n/**\n     * Loads a file from a url\n     * @param url url to load\n     * @param onSuccess callback called when the file successfully loads\n     * @param onProgress callback called while file is loading (if the server supports this mode)\n     * @param offlineProvider defines the offline provider for caching\n     * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer\n     * @param onError callback called when the file fails to load\n     * @returns a file request object\n     * @internal\n     */static _FileToolsLoadFile(e,t,s,i,r,a){if(n.loadFile)return n.loadFile(e,t,s,i,r,a);throw l(\"FileTools\")}dispose(){this.releaseEffects();this._isDisposed=true;this.stopRenderLoop();if(this._emptyTexture){this._releaseTexture(this._emptyTexture);this._emptyTexture=null}if(this._emptyCubeTexture){this._releaseTexture(this._emptyCubeTexture);this._emptyCubeTexture=null}this._renderingCanvas=null;this.onBeforeTextureInitObservable&&this.onBeforeTextureInitObservable.clear();while(this.postProcesses.length)this.postProcesses[0].dispose();while(this.scenes.length)this.scenes[0].dispose();while(this._virtualScenes.length)this._virtualScenes[0].dispose();this.releaseComputeEffects?.();s.ResetCache();for(const e of this._activeRequests)e.abort();this._boundRenderFunction=null;this.onDisposeObservable.notifyObservers(this);this.onDisposeObservable.clear();this.onResizeObservable.clear();this.onCanvasBlurObservable.clear();this.onCanvasFocusObservable.clear();this.onCanvasPointerOutObservable.clear();this.onNewSceneAddedObservable.clear();this.onEffectErrorObservable.clear();o()&&window.removeEventListener(\"resize\",this._checkForMobile);const t=e.Instances.indexOf(this);t>=0&&e.Instances.splice(t,1);if(!e.Instances.length){e.OnEnginesDisposedObservable.notifyObservers(this);e.OnEnginesDisposedObservable.clear()}this.onBeginFrameObservable.clear();this.onEndFrameObservable.clear()}\n/**\n     * Method called to create the default loading screen.\n     * This can be overridden in your own app.\n     * @param canvas The rendering canvas element\n     */\nstatic DefaultLoadingScreenFactory(e){throw l(\"LoadingScreen\")}\n/**\n     * Will flag all materials in all scenes in all engines as dirty to trigger new shader compilation\n     * @param flag defines which part of the materials must be marked as dirty\n     * @param predicate defines a predicate used to filter which materials should be affected\n     */static MarkAllMaterialsAsDirty(t,s){for(let i=0;i<e.Instances.length;i++){const n=e.Instances[i];for(let e=0;e<n.scenes.length;e++)n.scenes[e].markAllMaterialsAsDirty(t,s)}}}AbstractEngine._RenderPassIdCounter=0;AbstractEngine._RescalePostProcessFactory=null;AbstractEngine.CollisionsEpsilon=.001;\n/**\n * Queue a new function into the requested animation frame pool (ie. this function will be executed by the browser (or the javascript engine) for the next frame)\n * @param func - the function to be called\n * @param requester - the object that will request the next frame. Falls back to window.\n * @returns frame number\n */AbstractEngine.QueueNewFrame=QueueNewFrame;export{AbstractEngine as A,DepthCullingState as D,QueueNewFrame as Q,StencilState as S,AlphaState as a,StencilStateComposer as b};\n//# sourceMappingURL=Cn202uVB.js.map\n","import{WebRequest as e}from\"../Misc/webRequest.js\";import{IsWindowObjectExist as t}from\"../Misc/domManagement.js\";import{Observable as r}from\"../Misc/observable.js\";import{RuntimeError as o,ErrorCodes as s,BaseError as n}from\"../Misc/error.js\";import{EncodeArrayBufferToBase64 as a,DecodeBase64ToBinary as i,DecodeBase64ToString as l}from\"../Misc/stringTools.js\";import{b as c,s as u}from\"./CX9Zyq1P.js\";import{EngineStore as d}from\"../Engines/engineStore.js\";import{Logger as f}from\"../Misc/logger.js\";import{TimingTools as p}from\"../Misc/timingTools.js\";import{A as g}from\"./Cn202uVB.js\";class FilesInputStore{}FilesInputStore.FilesToLoad={};class RetryStrategy{\n/**\n     * Function used to defines an exponential back off strategy\n     * @param maxRetries defines the maximum number of retries (3 by default)\n     * @param baseInterval defines the interval between retries\n     * @returns the strategy function to use\n     */\nstatic ExponentialBackoff(e=3,t=500){return(r,o,s)=>o.status!==0||s>=e||r.indexOf(\"file:\")!==-1?-1:Math.pow(2,s)*t}}\n/* eslint-disable @typescript-eslint/naming-convention */const m=new RegExp(/^data:([^,]+\\/[^,]+)?;base64,/i);class LoadFileError extends o{\n/**\n     * Creates a new LoadFileError\n     * @param message defines the message of the error\n     * @param object defines the optional web request\n     */\nconstructor(t,r){super(t,s.LoadFileError);this.name=\"LoadFileError\";n._setPrototypeOf(this,LoadFileError.prototype);r instanceof e?this.request=r:this.file=r}}class RequestFileError extends o{\n/**\n     * Creates a new LoadFileError\n     * @param message defines the message of the error\n     * @param request defines the optional web request\n     */\nconstructor(e,t){super(e,s.RequestFileError);this.request=t;this.name=\"RequestFileError\";n._setPrototypeOf(this,RequestFileError.prototype)}}class ReadFileError extends o{\n/**\n     * Creates a new ReadFileError\n     * @param message defines the message of the error\n     * @param file defines the optional file\n     */\nconstructor(e,t){super(e,s.ReadFileError);this.file=t;this.name=\"ReadFileError\";n._setPrototypeOf(this,ReadFileError.prototype)}}\n/**\n * Removes unwanted characters from an url\n * @param url defines the url to clean\n * @returns the cleaned url\n */const CleanUrl=e=>{e=e.replace(/#/gm,\"%23\");return e};const y={DefaultRetryStrategy:RetryStrategy.ExponentialBackoff(),BaseUrl:\"\",CorsBehavior:\"anonymous\",\n/**\n     * Gets or sets a function used to pre-process url before using them to load assets\n     * @param url\n     * @returns the processed url\n     */\nPreprocessUrl:e=>e,ScriptBaseUrl:\"\",\n/**\n     * Gets or sets a function used to pre-process script url before using them to load.\n     * Used for both JS and WASM\n     * @param url defines the url to process\n     * @returns the processed url\n     */\nScriptPreprocessUrl:e=>e\n/**\n     * Gets or sets a function used to clean the url before using it to load assets\n     * @param url defines the url to clean\n     * @returns the cleaned url\n     */,CleanUrl:CleanUrl};\n/**\n * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.\n * @param url define the url we are trying\n * @param element define the dom element where to configure the cors policy\n * @internal\n */const SetCorsBehavior=(e,t)=>{if((!e||e.indexOf(\"data:\")!==0)&&y.CorsBehavior)if(typeof y.CorsBehavior===\"string\"||y.CorsBehavior instanceof String)t.crossOrigin=y.CorsBehavior;else{const r=y.CorsBehavior(e);r&&(t.crossOrigin=r)}};const b={getRequiredSize:null};\n/**\n * Loads an image as an HTMLImageElement.\n * @param input url string, ArrayBuffer, or Blob to load\n * @param onLoad callback called when the image successfully loads\n * @param onError callback called when the image fails to load\n * @param offlineProvider offline provider for caching\n * @param mimeType optional mime type\n * @param imageBitmapOptions\n * @param engine the engine instance to use\n * @returns the HTMLImageElement of the loaded image\n * @internal\n */const LoadImage=(t,r,o,s,n=\"\",i,l=d.LastCreatedEngine)=>{if(typeof HTMLImageElement===\"undefined\"&&!l?._features.forceBitmapOverHTMLImageElement){o(\"LoadImage is only supported in web or BabylonNative environments.\");return null}let c;let u=false;if(t instanceof ArrayBuffer||ArrayBuffer.isView(t))if(typeof Blob!==\"undefined\"&&typeof URL!==\"undefined\"){c=URL.createObjectURL(new Blob([t],{type:n}));u=true}else c=`data:${n};base64,`+a(t);else if(t instanceof Blob){c=URL.createObjectURL(t);u=true}else{c=y.CleanUrl(t);c=y.PreprocessUrl(c)}const onErrorHandler=e=>{if(o){const r=c||t.toString();o(`Error while trying to load image: ${r.indexOf(\"http\")===0||r.length<=128?r:r.slice(0,128)+\"...\"}`,e)}};if(l?._features.forceBitmapOverHTMLImageElement){LoadFile(c,(e=>{l.createImageBitmap(new Blob([e],{type:n}),{premultiplyAlpha:\"none\",...i}).then((e=>{r(e);u&&URL.revokeObjectURL(c)})).catch((e=>{o&&o(\"Error while trying to load image: \"+t,e)}))}),void 0,s||void 0,true,((e,t)=>{onErrorHandler(t)}));return null}const f=new Image;if(b.getRequiredSize){const e=b.getRequiredSize(t);e.width&&(f.width=e.width);e.height&&(f.height=e.height)}SetCorsBehavior(c,f);const p=[];const loadHandlersList=()=>{p.forEach((e=>{e.target.addEventListener(e.name,e.handler)}))};const unloadHandlersList=()=>{p.forEach((e=>{e.target.removeEventListener(e.name,e.handler)}));p.length=0};const loadHandler=()=>{unloadHandlersList();r(f);u&&f.src&&URL.revokeObjectURL(f.src)};const errorHandler=e=>{unloadHandlersList();onErrorHandler(e);u&&f.src&&URL.revokeObjectURL(f.src)};const cspHandler=e=>{if(e.blockedURI!==f.src||e.disposition===\"report\")return;unloadHandlersList();const t=new Error(`CSP violation of policy ${e.effectiveDirective} ${e.blockedURI}. Current policy is ${e.originalPolicy}`);d.UseFallbackTexture=false;onErrorHandler(t);u&&f.src&&URL.revokeObjectURL(f.src);f.src=\"\"};p.push({target:f,name:\"load\",handler:loadHandler});p.push({target:f,name:\"error\",handler:errorHandler});p.push({target:document,name:\"securitypolicyviolation\",handler:cspHandler});loadHandlersList();const g=c.substring(0,5)===\"blob:\";const m=c.substring(0,5)===\"data:\";const noOfflineSupport=()=>{g||m||!e.IsCustomRequestAvailable?f.src=c:LoadFile(c,((e,t,r)=>{const o=!n&&r?r:n;const s=new Blob([e],{type:o});const a=URL.createObjectURL(s);u=true;f.src=a}),void 0,s||void 0,true,((e,t)=>{onErrorHandler(t)}))};const loadFromOfflineSupport=()=>{s&&s.loadImage(c,f)};if(!g&&!m&&s&&s.enableTexturesOffline)s.open(loadFromOfflineSupport,noOfflineSupport);else{if(c.indexOf(\"file:\")!==-1){const e=decodeURIComponent(c.substring(5).toLowerCase());if(FilesInputStore.FilesToLoad[e]&&typeof URL!==\"undefined\"){try{let t;try{t=URL.createObjectURL(FilesInputStore.FilesToLoad[e])}catch(r){t=URL.createObjectURL(FilesInputStore.FilesToLoad[e])}f.src=t;u=true}catch(e){f.src=\"\"}return f}}noOfflineSupport()}return f};\n/**\n * Reads a file from a File object\n * @param file defines the file to load\n * @param onSuccess defines the callback to call when data is loaded\n * @param onProgress defines the callback to call during loading process\n * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer\n * @param onError defines the callback to call when an error occurs\n * @returns a file request object\n * @internal\n */const ReadFile=(e,t,o,s,n)=>{const a=new FileReader;const i={onCompleteObservable:new r,abort:()=>a.abort()};a.onloadend=()=>i.onCompleteObservable.notifyObservers(i);n&&(a.onerror=()=>{n(new ReadFileError(`Unable to read ${e.name}`,e))});a.onload=e=>{t(e.target.result)};o&&(a.onprogress=o);s?a.readAsArrayBuffer(e):a.readAsText(e);return i};\n/**\n * Loads a file from a url, a data url, or a file url\n * @param fileOrUrl file, url, data url, or file url to load\n * @param onSuccess callback called when the file successfully loads\n * @param onProgress callback called while file is loading (if the server supports this mode)\n * @param offlineProvider defines the offline provider for caching\n * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer\n * @param onError callback called when the file fails to load\n * @param onOpened\n * @returns a file request object\n * @internal\n */const LoadFile=(e,t,o,s,n,a,i)=>{if(e.name)return ReadFile(e,t,o,n,a?e=>{a(void 0,e)}:void 0);const l=e;if(l.indexOf(\"file:\")!==-1){let e=decodeURIComponent(l.substring(5).toLowerCase());e.indexOf(\"./\")===0&&(e=e.substring(2));const r=FilesInputStore.FilesToLoad[e];if(r)return ReadFile(r,t,o,n,a?e=>a(void 0,new LoadFileError(e.message,e.file)):void 0)}const{match:c,type:u}=TestBase64DataUrl(l);if(c){const e={onCompleteObservable:new r,abort:()=>()=>{}};try{const e=n?DecodeBase64UrlToBinary(l):DecodeBase64UrlToString(l);t(e,void 0,u)}catch(e){a?a(void 0,e):f.Error(e.message||\"Failed to parse the Data URL\")}p.SetImmediate((()=>{e.onCompleteObservable.notifyObservers(e)}));return e}return RequestFile(l,((e,r)=>{t(e,r?.responseURL,r?.getResponseHeader(\"content-type\"))}),o,s,n,a?e=>{a(e.request,new LoadFileError(e.message,e.request))}:void 0,i)};\n/**\n * Loads a file from a url\n * @param url url to load\n * @param onSuccess callback called when the file successfully loads\n * @param onProgress callback called while file is loading (if the server supports this mode)\n * @param offlineProvider defines the offline provider for caching\n * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer\n * @param onError callback called when the file fails to load\n * @param onOpened callback called when the web request is opened\n * @returns a file request object\n * @internal\n */const RequestFile=(o,s,n,a,i,l,c)=>{o=y.CleanUrl(o);o=y.PreprocessUrl(o);const u=y.BaseUrl+o;let d=false;const p={onCompleteObservable:new r,abort:()=>d=true};const requestFile=()=>{let r=new e;let o=null;let a;const unbindEvents=()=>{if(r){n&&r.removeEventListener(\"progress\",n);a&&r.removeEventListener(\"readystatechange\",a);r.removeEventListener(\"loadend\",onLoadEnd)}};let onLoadEnd=()=>{unbindEvents();p.onCompleteObservable.notifyObservers(p);p.onCompleteObservable.clear();n=void 0;a=null;onLoadEnd=null;l=void 0;c=void 0;s=void 0};p.abort=()=>{d=true;onLoadEnd&&onLoadEnd();r&&r.readyState!==(XMLHttpRequest.DONE||4)&&r.abort();if(o!==null){clearTimeout(o);o=null}r=null};const handleError=e=>{const t=e.message||\"Unknown error\";l&&r?l(new RequestFileError(t,r)):f.Error(t)};const retryLoop=f=>{if(r){r.open(\"GET\",u);if(c)try{c(r)}catch(e){handleError(e);return}i&&(r.responseType=\"arraybuffer\");n&&r.addEventListener(\"progress\",n);onLoadEnd&&r.addEventListener(\"loadend\",onLoadEnd);a=()=>{if(!d&&r&&r.readyState===(XMLHttpRequest.DONE||4)){a&&r.removeEventListener(\"readystatechange\",a);if(r.status>=200&&r.status<300||r.status===0&&(!t()||IsFileURL())){const e=i?r.response:r.responseText;if(e!==null){try{s&&s(e,r)}catch(e){handleError(e)}return}}const n=y.DefaultRetryStrategy;if(n){const t=n(u,r,f);if(t!==-1){unbindEvents();r=new e;o=setTimeout((()=>retryLoop(f+1)),t);return}}const c=new RequestFileError(\"Error status: \"+r.status+\" \"+r.statusText+\" - Unable to load \"+u,r);l&&l(c)}};r.addEventListener(\"readystatechange\",a);r.send()}};retryLoop(0)};if(a&&a.enableSceneOffline){const noOfflineSupport=e=>{e&&e.status>400?l&&l(e):requestFile()};const loadFromOfflineSupport=()=>{a&&a.loadFile(y.BaseUrl+o,(e=>{!d&&s&&s(e);p.onCompleteObservable.notifyObservers(p)}),n?e=>{!d&&n&&n(e)}:void 0,noOfflineSupport,i)};a.open(loadFromOfflineSupport,noOfflineSupport)}else requestFile();return p};\n/**\n * Reads the mime type from a URL, if available.\n * @param url\n * @returns\n */const GetMimeType=e=>{const{match:t,type:r}=TestBase64DataUrl(e);if(t)return r||void 0;const o=e.lastIndexOf(\".\");const s=e.substring(o+1).toLowerCase();switch(s){case\"glb\":return\"model/gltf-binary\";case\"bin\":return\"application/octet-stream\";case\"gltf\":return\"model/gltf+json\";case\"jpg\":case\"jpeg\":return\"image/jpeg\";case\"png\":return\"image/png\";case\"webp\":return\"image/webp\";default:return}};\n/**\n * Checks if the loaded document was accessed via `file:`-Protocol.\n * @returns boolean\n * @internal\n */const IsFileURL=()=>typeof location!==\"undefined\"&&location.protocol===\"file:\";\n/**\n * Test if the given uri is a valid base64 data url\n * @param uri The uri to test\n * @returns True if the uri is a base64 data url or false otherwise\n * @internal\n */const IsBase64DataUrl=e=>m.test(e);const TestBase64DataUrl=e=>{const t=m.exec(e);if(t===null||t.length===0)return{match:false,type:\"\"};{const e=t[0].replace(\"data:\",\"\").replace(\"base64,\",\"\");return{match:true,type:e}}};\n/**\n * Decode the given base64 uri.\n * @param uri The uri to decode\n * @returns The decoded base64 data.\n * @internal\n */function DecodeBase64UrlToBinary(e){return i(e.split(\",\")[1])}\n/**\n * Decode the given base64 uri into a UTF-8 encoded string.\n * @param uri The uri to decode\n * @returns The decoded base64 data.\n * @internal\n */const DecodeBase64UrlToString=e=>l(e.split(\",\")[1]);const initSideEffects=()=>{g._FileToolsLoadImage=LoadImage;c.loadFile=LoadFile;u.loadFile=LoadFile};initSideEffects();\n/**\n * FileTools defined as any.\n * This should not be imported or used in future releases or in any module in the framework\n * @internal\n * @deprecated import the needed function from fileTools.ts\n */let v;const _injectLTSFileTools=(e,t,r,o,s,n,a,i,l,c)=>{\n/**\n     * Backwards compatibility.\n     * @internal\n     * @deprecated\n     */\nv={DecodeBase64UrlToBinary:e,DecodeBase64UrlToString:t,DefaultRetryStrategy:r.DefaultRetryStrategy,BaseUrl:r.BaseUrl,CorsBehavior:r.CorsBehavior,PreprocessUrl:r.PreprocessUrl,IsBase64DataUrl:o,IsFileURL:s,LoadFile:n,LoadImage:a,ReadFile:i,RequestFile:l,SetCorsBehavior:c};Object.defineProperty(v,\"DefaultRetryStrategy\",{get:function(){return r.DefaultRetryStrategy},set:function(e){r.DefaultRetryStrategy=e}});Object.defineProperty(v,\"BaseUrl\",{get:function(){return r.BaseUrl},set:function(e){r.BaseUrl=e}});Object.defineProperty(v,\"PreprocessUrl\",{get:function(){return r.PreprocessUrl},set:function(e){r.PreprocessUrl=e}});Object.defineProperty(v,\"CorsBehavior\",{get:function(){return r.CorsBehavior},set:function(e){r.CorsBehavior=e}})};_injectLTSFileTools(DecodeBase64UrlToBinary,DecodeBase64UrlToString,y,IsBase64DataUrl,IsFileURL,LoadFile,LoadImage,ReadFile,RequestFile,SetCorsBehavior);export{DecodeBase64UrlToBinary as D,v as F,GetMimeType as G,IsBase64DataUrl as I,LoadFile as L,ReadFile as R,SetCorsBehavior as S,TestBase64DataUrl as T,_injectLTSFileTools as _,DecodeBase64UrlToString as a,y as b,FilesInputStore as c,IsFileURL as d,LoadFileError as e,LoadImage as f,b as g,ReadFileError as h,RequestFile as i,RequestFileError as j,RetryStrategy as k};\n//# sourceMappingURL=Qih3l7lC.js.map\n","import{Logger as t}from\"../Misc/logger.js\";import{GetClass as s}from\"../Misc/typeStore.js\";class InstantiationTools{\n/**\n     * Tries to instantiate a new object from a given class name\n     * @param className defines the class name to instantiate\n     * @returns the new object or null if the system was not able to do the instantiation\n     */\nstatic Instantiate(e){if(this.RegisteredExternalClasses&&this.RegisteredExternalClasses[e])return this.RegisteredExternalClasses[e];const n=s(e);if(n)return n;t.Warn(e+\" not found, you may have missed an import.\");const i=e.split(\".\");let o=window||this;for(let t=0,s=i.length;t<s;t++)o=o[i[t]];return typeof o!==\"function\"?null:o}}InstantiationTools.RegisteredExternalClasses={};export{InstantiationTools as I};\n//# sourceMappingURL=DKmLrVdL.js.map\n","/**\n * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523\n * Be aware Math.random() could cause collisions, but:\n * \"All but 6 of the 128 bits of the ID are randomly generated, which means that for any two ids, there's a 1 in 2^^122 (or 5.3x10^^36) chance they'll collide\"\n * @returns a pseudo random id\n */\nfunction RandomGUID(){return\"xxxxxxxx-xxxx-4xxx-yxxx-xxxxxxxxxxxx\".replace(/[xy]/g,(x=>{const n=Math.random()*16|0,o=x===\"x\"?n:n&3|8;return o.toString(16)}))}const x={\n/**\n     * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523\n     * Be aware Math.random() could cause collisions, but:\n     * \"All but 6 of the 128 bits of the ID are randomly generated, which means that for any two ids, there's a 1 in 2^^122 (or 5.3x10^^36) chance they'll collide\"\n     * @returns a pseudo random id\n     */\nRandomId:RandomGUID};export{x as GUID,RandomGUID};\n//# sourceMappingURL=guid.js.map\n","/**\n * Function indicating if a number is an exponent of 2\n * @param value defines the value to test\n * @returns true if the value is an exponent of 2\n */\nfunction IsExponentOfTwo(e){let n=1;do{n*=2}while(n<e);return n===e}\n/**\n * Interpolates between a and b via alpha\n * @param a The lower value (returned when alpha = 0)\n * @param b The upper value (returned when alpha = 1)\n * @param alpha The interpolation-factor\n * @returns The mixed value\n */function Mix(e,n,t){return e*(1-t)+n*t}\n/**\n * Find the nearest power of two.\n * @param x Number to start search from.\n * @returns Next nearest power of two.\n */function NearestPOT(e){const n=CeilingPOT(e);const t=FloorPOT(e);return n-e>e-t?t:n}\n/**\n * Find the next highest power of two.\n * @param x Number to start search from.\n * @returns Next highest power of two.\n */function CeilingPOT(e){e--;e|=e>>1;e|=e>>2;e|=e>>4;e|=e>>8;e|=e>>16;e++;return e}\n/**\n * Find the next lowest power of two.\n * @param x Number to start search from.\n * @returns Next lowest power of two.\n */function FloorPOT(e){e|=e>>1;e|=e>>2;e|=e>>4;e|=e>>8;e|=e>>16;return e-(e>>1)}\n/**\n * Get the closest exponent of two\n * @param value defines the value to approximate\n * @param max defines the maximum value to return\n * @param mode defines how to define the closest value\n * @returns closest exponent of two of the given value\n */function GetExponentOfTwo(e,n,t=2){let o;switch(t){case 1:o=FloorPOT(e);break;case 2:o=NearestPOT(e);break;case 3:default:o=CeilingPOT(e);break}return Math.min(o,n)}export{FloorPOT as F,GetExponentOfTwo as G,IsExponentOfTwo as I,Mix as M,NearestPOT as N};\n//# sourceMappingURL=DI68bezJ.js.map\n","import{Observable as o}from\"./observable.js\";import{IsWindowObjectExist as e,IsNavigatorAvailable as t,GetDOMTextContent as r}from\"./domManagement.js\";import{Logger as s}from\"./logger.js\";import{D as i}from\"../_/BrNwFyDm.js\";import{PrecisionDate as a}from\"./precisionDate.js\";import{_ as n}from\"../_/CY5CD3a_.js\";import{WebRequest as l}from\"./webRequest.js\";import{EngineStore as c}from\"../Engines/engineStore.js\";import{b as K,S as g,f as u,L as f,R as P,I as A,D as T}from\"../_/Qih3l7lC.js\";import{TimingTools as U}from\"./timingTools.js\";import{I as v}from\"../_/DKmLrVdL.js\";import{RandomGUID as m}from\"./guid.js\";import{M as d,I as h}from\"../_/DI68bezJ.js\";import\"./error.js\";import\"./stringTools.js\";import\"../_/CX9Zyq1P.js\";import\"../Engines/shaderStore.js\";import\"../_/Cn202uVB.js\";import\"../_/BjBO3Vqv.js\";import\"../_/BbEdeXLR.js\";import\"../Materials/Textures/Loaders/textureLoaderManager.js\";import\"./typeStore.js\";class Tools{static get BaseUrl(){return K.BaseUrl}static set BaseUrl(o){K.BaseUrl=o}static get CleanUrl(){return K.CleanUrl}static set CleanUrl(o){K.CleanUrl=o}\n/**\n     * This function checks whether a URL is absolute or not.\n     * It will also detect data and blob URLs\n     * @param url the url to check\n     * @returns is the url absolute or relative\n     */static IsAbsoluteUrl(o){return o.indexOf(\"//\")===0||o.indexOf(\"://\")!==-1&&(o.indexOf(\".\")!==-1&&(o.indexOf(\"/\")!==-1&&(!(o.indexOf(\":\")>o.indexOf(\"/\"))&&(o.indexOf(\"://\")<o.indexOf(\".\")||(o.indexOf(\"data:\")===0||o.indexOf(\"blob:\")===0)))))}static set ScriptBaseUrl(o){K.ScriptBaseUrl=o}static get ScriptBaseUrl(){return K.ScriptBaseUrl}static set CDNBaseUrl(o){Tools.ScriptBaseUrl=o;Tools.AssetBaseUrl=o}static set ScriptPreprocessUrl(o){K.ScriptPreprocessUrl=o}static get ScriptPreprocessUrl(){return K.ScriptPreprocessUrl}static get DefaultRetryStrategy(){return K.DefaultRetryStrategy}static set DefaultRetryStrategy(o){K.DefaultRetryStrategy=o}static get CorsBehavior(){return K.CorsBehavior}static set CorsBehavior(o){K.CorsBehavior=o}static get UseFallbackTexture(){return c.UseFallbackTexture}static set UseFallbackTexture(o){c.UseFallbackTexture=o}static get RegisteredExternalClasses(){return v.RegisteredExternalClasses}static set RegisteredExternalClasses(o){v.RegisteredExternalClasses=o}static get fallbackTexture(){return c.FallbackTexture}static set fallbackTexture(o){c.FallbackTexture=o}\n/**\n     * Read the content of a byte array at a specified coordinates (taking in account wrapping)\n     * @param u defines the coordinate on X axis\n     * @param v defines the coordinate on Y axis\n     * @param width defines the width of the source data\n     * @param height defines the height of the source data\n     * @param pixels defines the source byte array\n     * @param color defines the output color\n     */static FetchToRef(o,e,t,r,s,i){const a=Math.abs(o)*t%t|0;const n=Math.abs(e)*r%r|0;const l=(a+n*t)*4;i.r=s[l]/255;i.g=s[l+1]/255;i.b=s[l+2]/255;i.a=s[l+3]/255}\n/**\n     * Interpolates between a and b via alpha\n     * @param a The lower value (returned when alpha = 0)\n     * @param b The upper value (returned when alpha = 1)\n     * @param alpha The interpolation-factor\n     * @returns The mixed value\n     */static Mix(o,e,t){return 0}\n/**\n     * Tries to instantiate a new object from a given class name\n     * @param className defines the class name to instantiate\n     * @returns the new object or null if the system was not able to do the instantiation\n     */static Instantiate(o){return v.Instantiate(o)}\n/**\n     * Polyfill for setImmediate\n     * @param action defines the action to execute after the current execution block\n     */static SetImmediate(o){U.SetImmediate(o)}\n/**\n     * Function indicating if a number is an exponent of 2\n     * @param value defines the value to test\n     * @returns true if the value is an exponent of 2\n     */static IsExponentOfTwo(o){return true}\n/**\n     * Returns the nearest 32-bit single precision float representation of a Number\n     * @param value A Number.  If the parameter is of a different type, it will get converted\n     * to a number or to NaN if it cannot be converted\n     * @returns number\n     */static FloatRound(o){return Math.fround(o)}\n/**\n     * Extracts the filename from a path\n     * @param path defines the path to use\n     * @returns the filename\n     */static GetFilename(o){const e=o.lastIndexOf(\"/\");return e<0?o:o.substring(e+1)}\n/**\n     * Extracts the \"folder\" part of a path (everything before the filename).\n     * @param uri The URI to extract the info from\n     * @param returnUnchangedIfNoSlash Do not touch the URI if no slashes are present\n     * @returns The \"folder\" part of the path\n     */static GetFolderPath(o,e=false){const t=o.lastIndexOf(\"/\");return t<0?e?o:\"\":o.substring(0,t+1)}\n/**\n     * Convert an angle in radians to degrees\n     * @param angle defines the angle to convert\n     * @returns the angle in degrees\n     */static ToDegrees(o){return o*180/Math.PI}\n/**\n     * Convert an angle in degrees to radians\n     * @param angle defines the angle to convert\n     * @returns the angle in radians\n     */static ToRadians(o){return o*Math.PI/180}\n/**\n     * Smooth angle changes (kind of low-pass filter), in particular for device orientation \"shaking\"\n     * Use trigonometric functions to avoid discontinuity (0/360, -180/180)\n     * @param previousAngle defines last angle value, in degrees\n     * @param newAngle defines new angle value, in degrees\n     * @param smoothFactor defines smoothing sensitivity; min 0: no smoothing, max 1: new data ignored\n     * @returns the angle in degrees\n     */static SmoothAngleChange(o,e,t=.9){const r=this.ToRadians(o);const s=this.ToRadians(e);return this.ToDegrees(Math.atan2((1-t)*Math.sin(s)+t*Math.sin(r),(1-t)*Math.cos(s)+t*Math.cos(r)))}\n/**\n     * Returns an array if obj is not an array\n     * @param obj defines the object to evaluate as an array\n     * @param allowsNullUndefined defines a boolean indicating if obj is allowed to be null or undefined\n     * @returns either obj directly if obj is an array or a new array containing obj\n     */static MakeArray(o,e){return e===true||o!==void 0&&o!=null?Array.isArray(o)?o:[o]:null}\n/**\n     * Gets the pointer prefix to use\n     * @param engine defines the engine we are finding the prefix for\n     * @returns \"pointer\" if touch is enabled. Else returns \"mouse\"\n     */static GetPointerPrefix(o){return e()&&!window.PointerEvent?\"mouse\":\"pointer\"}\n/**\n     * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.\n     * @param url define the url we are trying\n     * @param element define the dom element where to configure the cors policy\n     * @param element.crossOrigin\n     */static SetCorsBehavior(o,e){g(o,e)}\n/**\n     * Sets the referrerPolicy behavior on a dom element.\n     * @param referrerPolicy define the referrer policy to use\n     * @param element define the dom element where to configure the referrer policy\n     * @param element.referrerPolicy\n     */static SetReferrerPolicyBehavior(o,e){e.referrerPolicy=o}static get PreprocessUrl(){return K.PreprocessUrl}static set PreprocessUrl(o){K.PreprocessUrl=o}\n/**\n     * Loads an image as an HTMLImageElement.\n     * @param input url string, ArrayBuffer, or Blob to load\n     * @param onLoad callback called when the image successfully loads\n     * @param onError callback called when the image fails to load\n     * @param offlineProvider offline provider for caching\n     * @param mimeType optional mime type\n     * @param imageBitmapOptions optional the options to use when creating an ImageBitmap\n     * @returns the HTMLImageElement of the loaded image\n     */static LoadImage(o,e,t,r,s,i){return u(o,e,t,r,s,i)}\n/**\n     * Loads a file from a url\n     * @param url url string, ArrayBuffer, or Blob to load\n     * @param onSuccess callback called when the file successfully loads\n     * @param onProgress callback called while file is loading (if the server supports this mode)\n     * @param offlineProvider defines the offline provider for caching\n     * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer\n     * @param onError callback called when the file fails to load\n     * @returns a file request object\n     */static LoadFile(o,e,t,r,s,i){return f(o,e,t,r,s,i)}\n/**\n     * Loads a file from a url\n     * @param url the file url to load\n     * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer\n     * @returns a promise containing an ArrayBuffer corresponding to the loaded file\n     */static LoadFileAsync(o,e=true){return new Promise(((t,r)=>{f(o,(o=>{t(o)}),void 0,void 0,e,((o,e)=>{r(e)}))}))}\n/**\n     * This function will convert asset URLs if the AssetBaseUrl parameter is set.\n     * Any URL with `assets.babylonjs.com/core` will be replaced with the value of AssetBaseUrl.\n     * @param url the URL to convert\n     * @returns a new URL\n     */static GetAssetUrl(o){if(!o)return\"\";if(Tools.AssetBaseUrl&&o.startsWith(Tools._DefaultAssetsUrl)){const e=Tools.AssetBaseUrl[Tools.AssetBaseUrl.length-1]===\"/\"?Tools.AssetBaseUrl.substring(0,Tools.AssetBaseUrl.length-1):Tools.AssetBaseUrl;return o.replace(Tools._DefaultAssetsUrl,e)}return o}\n/**\n     * Get a script URL including preprocessing\n     * @param scriptUrl the script Url to process\n     * @param forceAbsoluteUrl force the script to be an absolute url (adding the current base url if necessary)\n     * @returns a modified URL to use\n     */static GetBabylonScriptURL(o,e){if(!o)return\"\";if(Tools.ScriptBaseUrl&&o.startsWith(Tools._DefaultCdnUrl)){const e=Tools.ScriptBaseUrl[Tools.ScriptBaseUrl.length-1]===\"/\"?Tools.ScriptBaseUrl.substring(0,Tools.ScriptBaseUrl.length-1):Tools.ScriptBaseUrl;o=o.replace(Tools._DefaultCdnUrl,e)}o=Tools.ScriptPreprocessUrl(o);e&&(o=Tools.GetAbsoluteUrl(o));return o}\n/**\n     * This function is used internally by babylon components to load a script (identified by an url). When the url returns, the\n     * content of this file is added into a new script element, attached to the DOM (body element)\n     * @param scriptUrl defines the url of the script to load\n     * @param onSuccess defines the callback called when the script is loaded\n     * @param onError defines the callback to call if an error occurs\n     * @param scriptId defines the id of the script element\n     */static LoadBabylonScript(o,e,t,r){o=Tools.GetBabylonScriptURL(o);Tools.LoadScript(o,e,t)}\n/**\n     * Load an asynchronous script (identified by an url). When the url returns, the\n     * content of this file is added into a new script element, attached to the DOM (body element)\n     * @param scriptUrl defines the url of the script to laod\n     * @returns a promise request object\n     */static LoadBabylonScriptAsync(o){o=Tools.GetBabylonScriptURL(o);return Tools.LoadScriptAsync(o)}\n/**\n     * This function is used internally by babylon components to load a script (identified by an url). When the url returns, the\n     * content of this file is added into a new script element, attached to the DOM (body element)\n     * @param scriptUrl defines the url of the script to load\n     * @param onSuccess defines the callback called when the script is loaded\n     * @param onError defines the callback to call if an error occurs\n     * @param scriptId defines the id of the script element\n     * @param useModule defines if we should use the module strategy to load the script\n     */static LoadScript(o,t,r,s,i=false){if(typeof importScripts===\"function\"){try{importScripts(o);t&&t()}catch(e){r?.(`Unable to load script '${o}' in worker`,e)}return}if(!e()){r?.(`Cannot load script '${o}' outside of a window or a worker`);return}const a=document.getElementsByTagName(\"head\")[0];const n=document.createElement(\"script\");if(i){n.setAttribute(\"type\",\"module\");n.innerText=o}else{n.setAttribute(\"type\",\"text/javascript\");n.setAttribute(\"src\",o)}s&&(n.id=s);n.onload=()=>{t&&t()};n.onerror=e=>{r&&r(`Unable to load script '${o}'`,e)};a.appendChild(n)}\n/**\n     * Load an asynchronous script (identified by an url). When the url returns, the\n     * content of this file is added into a new script element, attached to the DOM (body element)\n     * @param scriptUrl defines the url of the script to load\n     * @param scriptId defines the id of the script element\n     * @returns a promise request object\n     */static LoadScriptAsync(o,e){return new Promise(((t,r)=>{this.LoadScript(o,(()=>{t()}),((o,e)=>{r(e||new Error(o))}),e)}))}\n/**\n     * Loads a file from a blob\n     * @param fileToLoad defines the blob to use\n     * @param callback defines the callback to call when data is loaded\n     * @param progressCallback defines the callback to call during loading process\n     * @returns a file request object\n     */static ReadFileAsDataURL(e,t,r){const s=new FileReader;const i={onCompleteObservable:new o,abort:()=>s.abort()};s.onloadend=()=>{i.onCompleteObservable.notifyObservers(i)};s.onload=o=>{t(o.target.result)};s.onprogress=r;s.readAsDataURL(e);return i}\n/**\n     * Reads a file from a File object\n     * @param file defines the file to load\n     * @param onSuccess defines the callback to call when data is loaded\n     * @param onProgress defines the callback to call during loading process\n     * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer\n     * @param onError defines the callback to call when an error occurs\n     * @returns a file request object\n     */static ReadFile(o,e,t,r,s){return P(o,e,t,r,s)}\n/**\n     * Creates a data url from a given string content\n     * @param content defines the content to convert\n     * @returns the new data url link\n     */static FileAsURL(o){const e=new Blob([o]);const t=window.URL;const r=t.createObjectURL(e);return r}\n/**\n     * Format the given number to a specific decimal format\n     * @param value defines the number to format\n     * @param decimals defines the number of decimals to use\n     * @returns the formatted string\n     */static Format(o,e=2){return o.toFixed(e)}\n/**\n     * Tries to copy an object by duplicating every property\n     * @param source defines the source object\n     * @param destination defines the target object\n     * @param doNotCopyList defines a list of properties to avoid\n     * @param mustCopyList defines a list of properties to copy (even if they start with _)\n     */static DeepCopy(o,e,t,r){i.DeepCopy(o,e,t,r)}\n/**\n     * Gets a boolean indicating if the given object has no own property\n     * @param obj defines the object to test\n     * @returns true if object has no own property\n     */static IsEmpty(o){for(const e in o)if(Object.prototype.hasOwnProperty.call(o,e))return false;return true}\n/**\n     * Function used to register events at window level\n     * @param windowElement defines the Window object to use\n     * @param events defines the events to register\n     */static RegisterTopRootEvents(o,e){for(let t=0;t<e.length;t++){const r=e[t];o.addEventListener(r.name,r.handler,false);try{window.parent&&window.parent.addEventListener(r.name,r.handler,false)}catch(o){}}}\n/**\n     * Function used to unregister events from window level\n     * @param windowElement defines the Window object to use\n     * @param events defines the events to unregister\n     */static UnregisterTopRootEvents(o,e){for(let t=0;t<e.length;t++){const r=e[t];o.removeEventListener(r.name,r.handler);try{o.parent&&o.parent.removeEventListener(r.name,r.handler)}catch(o){}}}\n/**\n     * Dumps the current bound framebuffer\n     * @param width defines the rendering width\n     * @param height defines the rendering height\n     * @param engine defines the hosting engine\n     * @param successCallback defines the callback triggered once the data are available\n     * @param mimeType defines the mime type of the result\n     * @param fileName defines the filename to download. If present, the result will automatically be downloaded\n     * @param quality The quality of the image if lossy mimeType is used (e.g. image/jpeg, image/webp). See {@link https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob | HTMLCanvasElement.toBlob()}'s `quality` parameter.\n     * @returns a void promise\n     */static async DumpFramebuffer(o,e,t,r,s=\"image/png\",i,a){throw n(\"DumpTools\")}\n/**\n     * Dumps an array buffer\n     * @param width defines the rendering width\n     * @param height defines the rendering height\n     * @param data the data array\n     * @param successCallback defines the callback triggered once the data are available\n     * @param mimeType defines the mime type of the result\n     * @param fileName defines the filename to download. If present, the result will automatically be downloaded\n     * @param invertY true to invert the picture in the Y dimension\n     * @param toArrayBuffer true to convert the data to an ArrayBuffer (encoded as `mimeType`) instead of a base64 string\n     * @param quality The quality of the image if lossy mimeType is used (e.g. image/jpeg, image/webp). See {@link https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob | HTMLCanvasElement.toBlob()}'s `quality` parameter.\n     */static DumpData(o,e,t,r,s=\"image/png\",i,a=false,l=false,c){throw n(\"DumpTools\")}\n/**\n     * Dumps an array buffer\n     * @param width defines the rendering width\n     * @param height defines the rendering height\n     * @param data the data array\n     * @param mimeType defines the mime type of the result\n     * @param fileName defines the filename to download. If present, the result will automatically be downloaded\n     * @param invertY true to invert the picture in the Y dimension\n     * @param toArrayBuffer true to convert the data to an ArrayBuffer (encoded as `mimeType`) instead of a base64 string\n     * @param quality The quality of the image if lossy mimeType is used (e.g. image/jpeg, image/webp). See {@link https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob | HTMLCanvasElement.toBlob()}'s `quality` parameter.\n     * @returns a promise that resolve to the final data\n     */\nstatic DumpDataAsync(o,e,t,r=\"image/png\",s,i=false,a=false,l){throw n(\"DumpTools\")}static _IsOffScreenCanvas(o){return o.convertToBlob!==void 0}\n/**\n     * Converts the canvas data to blob.\n     * This acts as a polyfill for browsers not supporting the to blob function.\n     * @param canvas Defines the canvas to extract the data from (can be an offscreen canvas)\n     * @param successCallback Defines the callback triggered once the data are available\n     * @param mimeType Defines the mime type of the result\n     * @param quality The quality of the image if lossy mimeType is used (e.g. image/jpeg, image/webp). See {@link https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob | HTMLCanvasElement.toBlob()}'s `quality` parameter.\n     */static ToBlob(o,e,t=\"image/png\",r){Tools._IsOffScreenCanvas(o)||o.toBlob||(o.toBlob=function(o,e,t){setTimeout((()=>{const r=atob(this.toDataURL(e,t).split(\",\")[1]),s=r.length,i=new Uint8Array(s);for(let o=0;o<s;o++)i[o]=r.charCodeAt(o);o(new Blob([i]))}))});Tools._IsOffScreenCanvas(o)?o.convertToBlob({type:t,quality:r}).then((o=>e(o))):o.toBlob((function(o){e(o)}),t,r)}\n/**\n     * Download a Blob object\n     * @param blob the Blob object\n     * @param fileName the file name to download\n     */static DownloadBlob(o,e){if(\"download\"in document.createElement(\"a\")){if(!e){const o=new Date;const t=(o.getFullYear()+\"-\"+(o.getMonth()+1)).slice(2)+\"-\"+o.getDate()+\"_\"+o.getHours()+\"-\"+(\"0\"+o.getMinutes()).slice(-2);e=\"screenshot_\"+t+\".png\"}Tools.Download(o,e)}else if(o&&typeof URL!==\"undefined\"){const e=URL.createObjectURL(o);const t=window.open(\"\");if(!t)return;const r=t.document.createElement(\"img\");r.onload=function(){URL.revokeObjectURL(e)};r.src=e;t.document.body.appendChild(r)}}\n/**\n     * Encodes the canvas data to base 64, or automatically downloads the result if `fileName` is defined.\n     * @param canvas The canvas to get the data from, which can be an offscreen canvas.\n     * @param successCallback The callback which is triggered once the data is available. If `fileName` is defined, the callback will be invoked after the download occurs, and the `data` argument will be an empty string.\n     * @param mimeType The mime type of the result.\n     * @param fileName The name of the file to download. If defined, the result will automatically be downloaded. If not defined, and `successCallback` is also not defined, the result will automatically be downloaded with an auto-generated file name.\n     * @param quality The quality of the image if lossy mimeType is used (e.g. image/jpeg, image/webp). See {@link https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob | HTMLCanvasElement.toBlob()}'s `quality` parameter.\n     */static EncodeScreenshotCanvasData(o,e,t=\"image/png\",r,s){if(typeof r!==\"string\"&&e){if(e){if(Tools._IsOffScreenCanvas(o)){o.convertToBlob({type:t,quality:s}).then((o=>{const t=new FileReader;t.readAsDataURL(o);t.onloadend=()=>{const o=t.result;e(o)}}));return}const r=o.toDataURL(t,s);e(r)}}else this.ToBlob(o,(function(o){o&&Tools.DownloadBlob(o,r);e&&e(\"\")}),t,s)}\n/**\n     * Downloads a blob in the browser\n     * @param blob defines the blob to download\n     * @param fileName defines the name of the downloaded file\n     */static Download(o,e){if(typeof URL===\"undefined\")return;const t=window.URL.createObjectURL(o);const r=document.createElement(\"a\");document.body.appendChild(r);r.style.display=\"none\";r.href=t;r.download=e;r.addEventListener(\"click\",(()=>{r.parentElement&&r.parentElement.removeChild(r)}));r.click();window.URL.revokeObjectURL(t)}\n/**\n     * Will return the right value of the noPreventDefault variable\n     * Needed to keep backwards compatibility to the old API.\n     *\n     * @param args arguments passed to the attachControl function\n     * @returns the correct value for noPreventDefault\n     */static BackCompatCameraNoPreventDefault(o){return typeof o[0]===\"boolean\"?o[0]:typeof o[1]===\"boolean\"&&o[1]}\n/**\n     * Captures a screenshot of the current rendering\n     * @see https://doc.babylonjs.com/features/featuresDeepDive/scene/renderToPNG\n     * @param engine defines the rendering engine\n     * @param camera defines the source camera\n     * @param size This parameter can be set to a single number or to an object with the\n     * following (optional) properties: precision, width, height. If a single number is passed,\n     * it will be used for both width and height. If an object is passed, the screenshot size\n     * will be derived from the parameters. The precision property is a multiplier allowing\n     * rendering at a higher or lower resolution\n     * @param successCallback defines the callback receives a single parameter which contains the\n     * screenshot as a string of base64-encoded characters. This string can be assigned to the\n     * src parameter of an <img> to display it\n     * @param mimeType defines the MIME type of the screenshot image (default: image/png).\n     * Check your browser for supported MIME types\n     * @param forceDownload force the system to download the image even if a successCallback is provided\n     * @param quality The quality of the image if lossy mimeType is used (e.g. image/jpeg, image/webp). See {@link https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob | HTMLCanvasElement.toBlob()}'s `quality` parameter.\n     */\nstatic CreateScreenshot(o,e,t,r,s=\"image/png\",i=false,a){throw n(\"ScreenshotTools\")}\n/**\n     * Captures a screenshot of the current rendering\n     * @see https://doc.babylonjs.com/features/featuresDeepDive/scene/renderToPNG\n     * @param engine defines the rendering engine\n     * @param camera defines the source camera\n     * @param size This parameter can be set to a single number or to an object with the\n     * following (optional) properties: precision, width, height. If a single number is passed,\n     * it will be used for both width and height. If an object is passed, the screenshot size\n     * will be derived from the parameters. The precision property is a multiplier allowing\n     * rendering at a higher or lower resolution\n     * @param mimeType defines the MIME type of the screenshot image (default: image/png).\n     * Check your browser for supported MIME types\n     * @param quality The quality of the image if lossy mimeType is used (e.g. image/jpeg, image/webp). See {@link https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob | HTMLCanvasElement.toBlob()}'s `quality` parameter.\n     * @returns screenshot as a string of base64-encoded characters. This string can be assigned\n     * to the src parameter of an <img> to display it\n     */\nstatic CreateScreenshotAsync(o,e,t,r=\"image/png\",s){throw n(\"ScreenshotTools\")}\n/**\n     * Generates an image screenshot from the specified camera.\n     * @see https://doc.babylonjs.com/features/featuresDeepDive/scene/renderToPNG\n     * @param engine The engine to use for rendering\n     * @param camera The camera to use for rendering\n     * @param size This parameter can be set to a single number or to an object with the\n     * following (optional) properties: precision, width, height. If a single number is passed,\n     * it will be used for both width and height. If an object is passed, the screenshot size\n     * will be derived from the parameters. The precision property is a multiplier allowing\n     * rendering at a higher or lower resolution\n     * @param successCallback The callback receives a single parameter which contains the\n     * screenshot as a string of base64-encoded characters. This string can be assigned to the\n     * src parameter of an <img> to display it\n     * @param mimeType The MIME type of the screenshot image (default: image/png).\n     * Check your browser for supported MIME types\n     * @param samples Texture samples (default: 1)\n     * @param antialiasing Whether antialiasing should be turned on or not (default: false)\n     * @param fileName A name for for the downloaded file.\n     * @param renderSprites Whether the sprites should be rendered or not (default: false)\n     * @param enableStencilBuffer Whether the stencil buffer should be enabled or not (default: false)\n     * @param useLayerMask if the camera's layer mask should be used to filter what should be rendered (default: true)\n     * @param quality The quality of the image if lossy mimeType is used (e.g. image/jpeg, image/webp). See {@link https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob | HTMLCanvasElement.toBlob()}'s `quality` parameter.\n     * @param customizeTexture An optional callback that can be used to modify the render target texture before taking the screenshot. This can be used, for instance, to enable camera post-processes before taking the screenshot.\n     */\nstatic CreateScreenshotUsingRenderTarget(o,e,t,r,s=\"image/png\",i=1,a=false,l,c=false,K=false,g=true,u,f){throw n(\"ScreenshotTools\")}\n/**\n     * Generates an image screenshot from the specified camera.\n     * @see https://doc.babylonjs.com/features/featuresDeepDive/scene/renderToPNG\n     * @param engine The engine to use for rendering\n     * @param camera The camera to use for rendering\n     * @param size This parameter can be set to a single number or to an object with the\n     * following (optional) properties: precision, width, height. If a single number is passed,\n     * it will be used for both width and height. If an object is passed, the screenshot size\n     * will be derived from the parameters. The precision property is a multiplier allowing\n     * rendering at a higher or lower resolution\n     * @param mimeType The MIME type of the screenshot image (default: image/png).\n     * Check your browser for supported MIME types\n     * @param samples Texture samples (default: 1)\n     * @param antialiasing Whether antialiasing should be turned on or not (default: false)\n     * @param fileName A name for for the downloaded file.\n     * @param renderSprites Whether the sprites should be rendered or not (default: false)\n     * @param enableStencilBuffer Whether the stencil buffer should be enabled or not (default: false)\n     * @param useLayerMask if the camera's layer mask should be used to filter what should be rendered (default: true)\n     * @param quality The quality of the image if lossy mimeType is used (e.g. image/jpeg, image/webp). See {@link https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob | HTMLCanvasElement.toBlob()}'s `quality` parameter.\n     * @param customizeTexture An optional callback that can be used to modify the render target texture before taking the screenshot. This can be used, for instance, to enable camera post-processes before taking the screenshot.\n     * @returns screenshot as a string of base64-encoded characters. This string can be assigned\n     * to the src parameter of an <img> to display it\n     */\nstatic CreateScreenshotUsingRenderTargetAsync(o,e,t,r=\"image/png\",s=1,i=false,a,l=false,c=false,K=true,g,u){throw n(\"ScreenshotTools\")}\n/**\n     * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523\n     * Be aware Math.random() could cause collisions, but:\n     * \"All but 6 of the 128 bits of the ID are randomly generated, which means that for any two ids, there's a 1 in 2^^122 (or 5.3x10^^36) chance they'll collide\"\n     * @returns a pseudo random id\n     */static RandomId(){return m()}\n/**\n     * Test if the given uri is a base64 string\n     * @deprecated Please use FileTools.IsBase64DataUrl instead.\n     * @param uri The uri to test\n     * @returns True if the uri is a base64 string or false otherwise\n     */static IsBase64(o){return A(o)}\n/**\n     * Decode the given base64 uri.\n     * @deprecated Please use FileTools.DecodeBase64UrlToBinary instead.\n     * @param uri The uri to decode\n     * @returns The decoded base64 data.\n     */static DecodeBase64(o){return T(o)}static get errorsCount(){return s.errorsCount}\n/**\n     * Log a message to the console\n     * @param message defines the message to log\n     */static Log(o){s.Log(o)}\n/**\n     * Write a warning message to the console\n     * @param message defines the message to log\n     */static Warn(o){s.Warn(o)}\n/**\n     * Write an error message to the console\n     * @param message defines the message to log\n     */static Error(o){s.Error(o)}static get LogCache(){return s.LogCache}static ClearLogCache(){s.ClearLogCache()}static set LogLevels(o){s.LogLevels=o}static set PerformanceLogLevel(o){if((o&Tools.PerformanceUserMarkLogLevel)!==Tools.PerformanceUserMarkLogLevel)if((o&Tools.PerformanceConsoleLogLevel)!==Tools.PerformanceConsoleLogLevel){Tools.StartPerformanceCounter=Tools._StartPerformanceCounterDisabled;Tools.EndPerformanceCounter=Tools._EndPerformanceCounterDisabled}else{Tools.StartPerformanceCounter=Tools._StartPerformanceConsole;Tools.EndPerformanceCounter=Tools._EndPerformanceConsole}else{Tools.StartPerformanceCounter=Tools._StartUserMark;Tools.EndPerformanceCounter=Tools._EndUserMark}}static _StartPerformanceCounterDisabled(o,e){}static _EndPerformanceCounterDisabled(o,e){}static _StartUserMark(o,t=true){if(!Tools._Performance){if(!e())return;Tools._Performance=window.performance}t&&Tools._Performance.mark&&Tools._Performance.mark(o+\"-Begin\")}static _EndUserMark(o,e=true){if(e&&Tools._Performance.mark){Tools._Performance.mark(o+\"-End\");Tools._Performance.measure(o,o+\"-Begin\",o+\"-End\")}}static _StartPerformanceConsole(o,e=true){if(e){Tools._StartUserMark(o,e);console.time&&console.time(o)}}static _EndPerformanceConsole(o,e=true){if(e){Tools._EndUserMark(o,e);console.timeEnd(o)}}static get Now(){return a.Now}\n/**\n     * This method will return the name of the class used to create the instance of the given object.\n     * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator.\n     * @param object the object to get the class name from\n     * @param isType defines if the object is actually a type\n     * @returns the name of the class, will be \"object\" for a custom data type not using the @className decorator\n     */static GetClassName(o,e=false){let t=null;if(!e&&o.getClassName)t=o.getClassName();else{if(o instanceof Object){const r=e?o:Object.getPrototypeOf(o);t=r.constructor.__bjsclassName__}t||(t=typeof o)}return t}\n/**\n     * Gets the first element of an array satisfying a given predicate\n     * @param array defines the array to browse\n     * @param predicate defines the predicate to use\n     * @returns null if not found or the element\n     */static First(o,e){for(const t of o)if(e(t))return t;return null}\n/**\n     * This method will return the name of the full name of the class, including its owning module (if any).\n     * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator or implementing a method getClassName():string (in which case the module won't be specified).\n     * @param object the object to get the class name from\n     * @param isType defines if the object is actually a type\n     * @returns a string that can have two forms: \"moduleName.className\" if module was specified when the class' Name was registered or \"className\" if there was not module specified.\n     * @ignorenaming\n     */\nstatic getFullClassName(o,e=false){let t=null;let r=null;if(!e&&o.getClassName)t=o.getClassName();else{if(o instanceof Object){const s=e?o:Object.getPrototypeOf(o);t=s.constructor.__bjsclassName__;r=s.constructor.__bjsmoduleName__}t||(t=typeof o)}return t?(r!=null?r+\".\":\"\")+t:null}\n/**\n     * Returns a promise that resolves after the given amount of time.\n     * @param delay Number of milliseconds to delay\n     * @returns Promise that resolves after the given amount of time\n     */static DelayAsync(o){return new Promise((e=>{setTimeout((()=>{e()}),o)}))}\n/**\n     * Utility function to detect if the current user agent is Safari\n     * @returns whether or not the current user agent is safari\n     */static IsSafari(){return!!t()&&/^((?!chrome|android).)*safari/i.test(navigator.userAgent)}}Tools.AssetBaseUrl=\"\";Tools.UseCustomRequestHeaders=false;Tools.CustomRequestHeaders=l.CustomRequestHeaders;Tools.GetDOMTextContent=r;Tools._DefaultCdnUrl=\"https://cdn.babylonjs.com\";Tools._DefaultAssetsUrl=\"https://assets.babylonjs.com/core\";\n/**\n * @returns the absolute URL of a given (relative) url\n */Tools.GetAbsoluteUrl=typeof document===\"object\"?o=>{const e=document.createElement(\"a\");e.href=o;return e.href}:typeof URL===\"function\"&&typeof location===\"object\"?o=>new URL(o,location.origin).href:()=>{throw new Error(\"Unable to get absolute URL. Override BABYLON.Tools.GetAbsoluteUrl to a custom implementation for the current context.\")};Tools.NoneLogLevel=s.NoneLogLevel;Tools.MessageLogLevel=s.MessageLogLevel;Tools.WarningLogLevel=s.WarningLogLevel;Tools.ErrorLogLevel=s.ErrorLogLevel;Tools.AllLogLevel=s.AllLogLevel;Tools.IsWindowObjectExist=e;Tools.PerformanceNoneLogLevel=0;Tools.PerformanceUserMarkLogLevel=1;Tools.PerformanceConsoleLogLevel=2;Tools.StartPerformanceCounter=Tools._StartPerformanceCounterDisabled;Tools.EndPerformanceCounter=Tools._EndPerformanceCounterDisabled;\n/**\n * Use this className as a decorator on a given class definition to add it a name and optionally its module.\n * You can then use the Tools.getClassName(obj) on an instance to retrieve its class name.\n * This method is the only way to get it done in all cases, even if the .js file declaring the class is minified\n * @param name The name of the class, case should be preserved\n * @param module The name of the Module hosting the class, optional, but strongly recommended to specify if possible. Case should be preserved.\n * @returns a decorator function to apply on the class definition.\n */function className(o,e){return t=>{t.__bjsclassName__=o;t.__bjsmoduleName__=e!=null?e:null}}class AsyncLoop{\n/**\n     * Constructor.\n     * @param iterations the number of iterations.\n     * @param func the function to run each iteration\n     * @param successCallback the callback that will be called upon successful execution\n     * @param offset starting offset.\n     */\nconstructor(o,e,t,r=0){this.iterations=o;this.index=r-1;this._done=false;this._fn=e;this._successCallback=t}executeNext(){if(!this._done)if(this.index+1<this.iterations){++this.index;this._fn(this)}else this.breakLoop()}breakLoop(){this._done=true;this._successCallback()}\n/**\n     * Create and run an async loop.\n     * @param iterations the number of iterations.\n     * @param fn the function to run each iteration\n     * @param successCallback the callback that will be called upon successful execution\n     * @param offset starting offset.\n     * @returns the created async loop object\n     */static Run(o,e,t,r=0){const s=new AsyncLoop(o,e,t,r);s.executeNext();return s}\n/**\n     * A for-loop that will run a given number of iterations synchronous and the rest async.\n     * @param iterations total number of iterations\n     * @param syncedIterations number of synchronous iterations in each async iteration.\n     * @param fn the function to call each iteration.\n     * @param callback a success call back that will be called when iterating stops.\n     * @param breakFunction a break condition (optional)\n     * @param timeout timeout settings for the setTimeout function. default - 0.\n     * @returns the created async loop object\n     */static SyncAsyncForLoop(o,e,t,r,s,i=0){return AsyncLoop.Run(Math.ceil(o/e),(r=>{s&&s()?r.breakLoop():setTimeout((()=>{for(let i=0;i<e;++i){const a=r.index*e+i;if(a>=o)break;t(a);if(s&&s()){r.breakLoop();break}}r.executeNext()}),i)}),r)}}Tools.Mix=d;Tools.IsExponentOfTwo=h;c.FallbackTexture=\"data:image/jpg;base64,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\";export{AsyncLoop,Tools,className};\n//# sourceMappingURL=tools.js.map\n","class SmartArray{\n/**\n     * Instantiates a Smart Array.\n     * @param capacity defines the default capacity of the array.\n     */\nconstructor(t){this.length=0;this.data=new Array(t);this._id=SmartArray._GlobalId++}\n/**\n     * Pushes a value at the end of the active data.\n     * @param value defines the object to push in the array.\n     */push(t){this.data[this.length++]=t;this.length>this.data.length&&(this.data.length*=2)}\n/**\n     * Iterates over the active data and apply the lambda to them.\n     * @param func defines the action to apply on each value.\n     */forEach(t){for(let a=0;a<this.length;a++)t(this.data[a])}\n/**\n     * Sorts the full sets of data.\n     * @param compareFn defines the comparison function to apply.\n     */sort(t){this.data.sort(t)}reset(){this.length=0}dispose(){this.reset();this.data&&(this.data.length=0)}\n/**\n     * Concats the active data with a given array.\n     * @param array defines the data to concatenate with.\n     */concat(t){if(t.length!==0){this.length+t.length>this.data.length&&(this.data.length=(this.length+t.length)*2);for(let a=0;a<t.length;a++)this.data[this.length++]=(t.data||t)[a]}}\n/**\n     * Returns the position of a value in the active data.\n     * @param value defines the value to find the index for\n     * @returns the index if found in the active data otherwise -1\n     */indexOf(t){const a=this.data.indexOf(t);return a>=this.length?-1:a}\n/**\n     * Returns whether an element is part of the active data.\n     * @param value defines the value to look for\n     * @returns true if found in the active data otherwise false\n     */contains(t){return this.indexOf(t)!==-1}}SmartArray._GlobalId=0;class SmartArrayNoDuplicate extends SmartArray{constructor(){super(...arguments);this._duplicateId=0}\n/**\n     * Pushes a value at the end of the active data.\n     * THIS DOES NOT PREVENT DUPPLICATE DATA\n     * @param value defines the object to push in the array.\n     */push(t){super.push(t);t.__smartArrayFlags||(t.__smartArrayFlags={});t.__smartArrayFlags[this._id]=this._duplicateId}\n/**\n     * Pushes a value at the end of the active data.\n     * If the data is already present, it won t be added again\n     * @param value defines the object to push in the array.\n     * @returns true if added false if it was already present\n     */pushNoDuplicate(t){if(t.__smartArrayFlags&&t.__smartArrayFlags[this._id]===this._duplicateId)return false;this.push(t);return true}reset(){super.reset();this._duplicateId++}\n/**\n     * Concats the active data with a given array.\n     * This ensures no duplicate will be present in the result.\n     * @param array defines the data to concatenate with.\n     */concatWithNoDuplicate(t){if(t.length!==0){this.length+t.length>this.data.length&&(this.data.length=(this.length+t.length)*2);for(let a=0;a<t.length;a++){const s=(t.data||t)[a];this.pushNoDuplicate(s)}}}}export{SmartArray,SmartArrayNoDuplicate};\n//# sourceMappingURL=smartArray.js.map\n","class StringDictionary{constructor(){this._count=0;this._data={}}\n/**\n     * This will clear this dictionary and copy the content from the 'source' one.\n     * If the T value is a custom object, it won't be copied/cloned, the same object will be used\n     * @param source the dictionary to take the content from and copy to this dictionary\n     */copyFrom(t){this.clear();t.forEach(((t,r)=>this.add(t,r)))}\n/**\n     * Get a value based from its key\n     * @param key the given key to get the matching value from\n     * @returns the value if found, otherwise undefined is returned\n     */get(t){const r=this._data[t];if(r!==void 0)return r}\n/**\n     * Get a value from its key or add it if it doesn't exist.\n     * This method will ensure you that a given key/data will be present in the dictionary.\n     * @param key the given key to get the matching value from\n     * @param factory the factory that will create the value if the key is not present in the dictionary.\n     * The factory will only be invoked if there's no data for the given key.\n     * @returns the value corresponding to the key.\n     */getOrAddWithFactory(t,r){let i=this.get(t);if(i!==void 0)return i;i=r(t);i&&this.add(t,i);return i}\n/**\n     * Get a value from its key if present in the dictionary otherwise add it\n     * @param key the key to get the value from\n     * @param val if there's no such key/value pair in the dictionary add it with this value\n     * @returns the value corresponding to the key\n     */getOrAdd(t,r){const i=this.get(t);if(i!==void 0)return i;this.add(t,r);return r}\n/**\n     * Check if there's a given key in the dictionary\n     * @param key the key to check for\n     * @returns true if the key is present, false otherwise\n     */contains(t){return this._data[t]!==void 0}\n/**\n     * Add a new key and its corresponding value\n     * @param key the key to add\n     * @param value the value corresponding to the key\n     * @returns true if the operation completed successfully, false if we couldn't insert the key/value because there was already this key in the dictionary\n     */add(t,r){if(this._data[t]!==void 0)return false;this._data[t]=r;++this._count;return true}\n/**\n     * Update a specific value associated to a key\n     * @param key defines the key to use\n     * @param value defines the value to store\n     * @returns true if the value was updated (or false if the key was not found)\n     */set(t,r){if(this._data[t]===void 0)return false;this._data[t]=r;return true}\n/**\n     * Get the element of the given key and remove it from the dictionary\n     * @param key defines the key to search\n     * @returns the value associated with the key or null if not found\n     */getAndRemove(t){const r=this.get(t);if(r!==void 0){delete this._data[t];--this._count;return r}return null}\n/**\n     * Remove a key/value from the dictionary.\n     * @param key the key to remove\n     * @returns true if the item was successfully deleted, false if no item with such key exist in the dictionary\n     */remove(t){if(this.contains(t)){delete this._data[t];--this._count;return true}return false}clear(){this._data={};this._count=0}get count(){return this._count}\n/**\n     * Execute a callback on each key/val of the dictionary.\n     * Note that you can remove any element in this dictionary in the callback implementation\n     * @param callback the callback to execute on a given key/value pair\n     */forEach(t){for(const r in this._data){const i=this._data[r];t(r,i)}}\n/**\n     * Execute a callback on every occurrence of the dictionary until it returns a valid TRes object.\n     * If the callback returns null or undefined the method will iterate to the next key/value pair\n     * Note that you can remove any element in this dictionary in the callback implementation\n     * @param callback the callback to execute, if it return a valid T instanced object the enumeration will stop and the object will be returned\n     * @returns the first item\n     */first(t){for(const r in this._data){const i=this._data[r];const s=t(r,i);if(s)return s}return null}}export{StringDictionary as S};\n//# sourceMappingURL=Cj0bXeV_.js.map\n","/**\n * Prepare the list of uniforms associated with the ColorCurves effects.\n * @param uniformsList The list of uniforms used in the effect\n */\nfunction PrepareUniformsForColorCurves(r){r.push(\"vCameraColorCurveNeutral\",\"vCameraColorCurvePositive\",\"vCameraColorCurveNegative\")}export{PrepareUniformsForColorCurves as P};\n//# sourceMappingURL=PO-8p3kB.js.map\n","import{__decorate as t}from\"../tslib.es6.js\";import{serialize as e}from\"../Misc/decorators.js\";import{Color4 as s}from\"../Maths/math.color.js\";import{SerializationHelper as o}from\"../Misc/decorators.serialization.js\";import{P as r}from\"../_/PO-8p3kB.js\";import\"../_/SxHYZ7_O.js\";import\"../Misc/arrayTools.js\";import\"../Misc/typeStore.js\";import\"../Maths/math.constants.js\";import\"../_/BXd1Jdj1.js\";import\"../_/CY5CD3a_.js\";import\"../_/CoucjtsB.js\";import\"../Maths/math.vector.js\";import\"../_/BjBO3Vqv.js\";import\"../Engines/engineStore.js\";import\"../Misc/observable.js\";class ColorCurves{constructor(){this._dirty=true;this._tempColor=new s(0,0,0,0);this._globalCurve=new s(0,0,0,0);this._highlightsCurve=new s(0,0,0,0);this._midtonesCurve=new s(0,0,0,0);this._shadowsCurve=new s(0,0,0,0);this._positiveCurve=new s(0,0,0,0);this._negativeCurve=new s(0,0,0,0);this._globalHue=30;this._globalDensity=0;this._globalSaturation=0;this._globalExposure=0;this._highlightsHue=30;this._highlightsDensity=0;this._highlightsSaturation=0;this._highlightsExposure=0;this._midtonesHue=30;this._midtonesDensity=0;this._midtonesSaturation=0;this._midtonesExposure=0;this._shadowsHue=30;this._shadowsDensity=0;this._shadowsSaturation=0;this._shadowsExposure=0}get globalHue(){return this._globalHue}set globalHue(t){this._globalHue=t;this._dirty=true}get globalDensity(){return this._globalDensity}set globalDensity(t){this._globalDensity=t;this._dirty=true}get globalSaturation(){return this._globalSaturation}set globalSaturation(t){this._globalSaturation=t;this._dirty=true}get globalExposure(){return this._globalExposure}set globalExposure(t){this._globalExposure=t;this._dirty=true}get highlightsHue(){return this._highlightsHue}set highlightsHue(t){this._highlightsHue=t;this._dirty=true}get highlightsDensity(){return this._highlightsDensity}set highlightsDensity(t){this._highlightsDensity=t;this._dirty=true}get highlightsSaturation(){return this._highlightsSaturation}set highlightsSaturation(t){this._highlightsSaturation=t;this._dirty=true}get highlightsExposure(){return this._highlightsExposure}set highlightsExposure(t){this._highlightsExposure=t;this._dirty=true}get midtonesHue(){return this._midtonesHue}set midtonesHue(t){this._midtonesHue=t;this._dirty=true}get midtonesDensity(){return this._midtonesDensity}set midtonesDensity(t){this._midtonesDensity=t;this._dirty=true}get midtonesSaturation(){return this._midtonesSaturation}set midtonesSaturation(t){this._midtonesSaturation=t;this._dirty=true}get midtonesExposure(){return this._midtonesExposure}set midtonesExposure(t){this._midtonesExposure=t;this._dirty=true}get shadowsHue(){return this._shadowsHue}set shadowsHue(t){this._shadowsHue=t;this._dirty=true}get shadowsDensity(){return this._shadowsDensity}set shadowsDensity(t){this._shadowsDensity=t;this._dirty=true}get shadowsSaturation(){return this._shadowsSaturation}set shadowsSaturation(t){this._shadowsSaturation=t;this._dirty=true}get shadowsExposure(){return this._shadowsExposure}set shadowsExposure(t){this._shadowsExposure=t;this._dirty=true}\n/**\n     * Returns the class name\n     * @returns The class name\n     */getClassName(){return\"ColorCurves\"}\n/**\n     * Binds the color curves to the shader.\n     * @param colorCurves The color curve to bind\n     * @param effect The effect to bind to\n     * @param positiveUniform The positive uniform shader parameter\n     * @param neutralUniform The neutral uniform shader parameter\n     * @param negativeUniform The negative uniform shader parameter\n     */static Bind(t,e,s=\"vCameraColorCurvePositive\",o=\"vCameraColorCurveNeutral\",r=\"vCameraColorCurveNegative\"){if(t._dirty){t._dirty=false;t._getColorGradingDataToRef(t._globalHue,t._globalDensity,t._globalSaturation,t._globalExposure,t._globalCurve);t._getColorGradingDataToRef(t._highlightsHue,t._highlightsDensity,t._highlightsSaturation,t._highlightsExposure,t._tempColor);t._tempColor.multiplyToRef(t._globalCurve,t._highlightsCurve);t._getColorGradingDataToRef(t._midtonesHue,t._midtonesDensity,t._midtonesSaturation,t._midtonesExposure,t._tempColor);t._tempColor.multiplyToRef(t._globalCurve,t._midtonesCurve);t._getColorGradingDataToRef(t._shadowsHue,t._shadowsDensity,t._shadowsSaturation,t._shadowsExposure,t._tempColor);t._tempColor.multiplyToRef(t._globalCurve,t._shadowsCurve);t._highlightsCurve.subtractToRef(t._midtonesCurve,t._positiveCurve);t._midtonesCurve.subtractToRef(t._shadowsCurve,t._negativeCurve)}if(e){e.setFloat4(s,t._positiveCurve.r,t._positiveCurve.g,t._positiveCurve.b,t._positiveCurve.a);e.setFloat4(o,t._midtonesCurve.r,t._midtonesCurve.g,t._midtonesCurve.b,t._midtonesCurve.a);e.setFloat4(r,t._negativeCurve.r,t._negativeCurve.g,t._negativeCurve.b,t._negativeCurve.a)}}\n/**\n     * Returns color grading data based on a hue, density, saturation and exposure value.\n     * @param hue\n     * @param density\n     * @param saturation The saturation.\n     * @param exposure The exposure.\n     * @param result The result data container.\n     */_getColorGradingDataToRef(t,e,s,o,r){if(t!=null){t=ColorCurves._Clamp(t,0,360);e=ColorCurves._Clamp(e,-100,100);s=ColorCurves._Clamp(s,-100,100);o=ColorCurves._Clamp(o,-100,100);e=ColorCurves._ApplyColorGradingSliderNonlinear(e);e*=.5;o=ColorCurves._ApplyColorGradingSliderNonlinear(o);if(e<0){e*=-1;t=(t+180)%360}ColorCurves._FromHSBToRef(t,e,50+.25*o,r);r.scaleToRef(2,r);r.a=1+.01*s}}\n/**\n     * Takes an input slider value and returns an adjusted value that provides extra control near the centre.\n     * @param value The input slider value in range [-100,100].\n     * @returns Adjusted value.\n     */static _ApplyColorGradingSliderNonlinear(t){t/=100;let e=Math.abs(t);e=Math.pow(e,2);t<0&&(e*=-1);e*=100;return e}\n/**\n     * Returns an RGBA Color4 based on Hue, Saturation and Brightness (also referred to as value, HSV).\n     * @param hue The hue (H) input.\n     * @param saturation The saturation (S) input.\n     * @param brightness The brightness (B) input.\n     * @param result\n     * @result An RGBA color represented as Vector4.\n     */static _FromHSBToRef(t,e,s,o){let r=ColorCurves._Clamp(t,0,360);const i=ColorCurves._Clamp(e/100,0,1);const a=ColorCurves._Clamp(s/100,0,1);if(i===0){o.r=a;o.g=a;o.b=a}else{r/=60;const t=Math.floor(r);const e=r-t;const s=a*(1-i);const h=a*(1-i*e);const l=a*(1-i*(1-e));switch(t){case 0:o.r=a;o.g=l;o.b=s;break;case 1:o.r=h;o.g=a;o.b=s;break;case 2:o.r=s;o.g=a;o.b=l;break;case 3:o.r=s;o.g=h;o.b=a;break;case 4:o.r=l;o.g=s;o.b=a;break;default:o.r=a;o.g=s;o.b=h;break}}o.a=1}\n/**\n     * Returns a value clamped between min and max\n     * @param value The value to clamp\n     * @param min The minimum of value\n     * @param max The maximum of value\n     * @returns The clamped value.\n     */static _Clamp(t,e,s){return Math.min(Math.max(t,e),s)}\n/**\n     * Clones the current color curve instance.\n     * @returns The cloned curves\n     */clone(){return o.Clone((()=>new ColorCurves),this)}\n/**\n     * Serializes the current color curve instance to a json representation.\n     * @returns a JSON representation\n     */serialize(){return o.Serialize(this)}\n/**\n     * Parses the color curve from a json representation.\n     * @param source the JSON source to parse\n     * @returns The parsed curves\n     */static Parse(t){return o.Parse((()=>new ColorCurves),t,null,null)}}\n/**\n * Prepare the list of uniforms associated with the ColorCurves effects.\n * @param uniformsList The list of uniforms used in the effect\n */ColorCurves.PrepareUniforms=r;t([e()],ColorCurves.prototype,\"_globalHue\",void 0);t([e()],ColorCurves.prototype,\"_globalDensity\",void 0);t([e()],ColorCurves.prototype,\"_globalSaturation\",void 0);t([e()],ColorCurves.prototype,\"_globalExposure\",void 0);t([e()],ColorCurves.prototype,\"_highlightsHue\",void 0);t([e()],ColorCurves.prototype,\"_highlightsDensity\",void 0);t([e()],ColorCurves.prototype,\"_highlightsSaturation\",void 0);t([e()],ColorCurves.prototype,\"_highlightsExposure\",void 0);t([e()],ColorCurves.prototype,\"_midtonesHue\",void 0);t([e()],ColorCurves.prototype,\"_midtonesDensity\",void 0);t([e()],ColorCurves.prototype,\"_midtonesSaturation\",void 0);t([e()],ColorCurves.prototype,\"_midtonesExposure\",void 0);o._ColorCurvesParser=ColorCurves.Parse;export{ColorCurves};\n//# sourceMappingURL=colorCurves.js.map\n","import{P as e}from\"./PO-8p3kB.js\";\n/**\n * Prepare the list of uniforms associated with the Image Processing effects.\n * @param uniforms The list of uniforms used in the effect\n * @param defines the list of defines currently in use\n */function PrepareUniformsForImageProcessing(r,s){s.EXPOSURE&&r.push(\"exposureLinear\");s.CONTRAST&&r.push(\"contrast\");s.COLORGRADING&&r.push(\"colorTransformSettings\");(s.VIGNETTE||s.DITHER)&&r.push(\"vInverseScreenSize\");if(s.VIGNETTE){r.push(\"vignetteSettings1\");r.push(\"vignetteSettings2\")}s.COLORCURVES&&e(r);s.DITHER&&r.push(\"ditherIntensity\")}\n/**\n * Prepare the list of samplers associated with the Image Processing effects.\n * @param samplersList The list of uniforms used in the effect\n * @param defines the list of defines currently in use\n */function PrepareSamplersForImageProcessing(e,r){r.COLORGRADING&&e.push(\"txColorTransform\")}export{PrepareUniformsForImageProcessing as P,PrepareSamplersForImageProcessing as a};\n//# sourceMappingURL=DnV5xfDc.js.map\n","import{__decorate as e}from\"../tslib.es6.js\";import{serializeAsColorCurves as t,serialize as i,serializeAsTexture as r,serializeAsColor4 as o}from\"../Misc/decorators.js\";import{Observable as n}from\"../Misc/observable.js\";import{Color4 as s}from\"../Maths/math.color.js\";import{ColorCurves as a}from\"./colorCurves.js\";import{M as g}from\"../_/DI68bezJ.js\";import{SerializationHelper as l}from\"../Misc/decorators.serialization.js\";import{P as h,a as p}from\"../_/DnV5xfDc.js\";import{RegisterClass as d}from\"../Misc/typeStore.js\";import\"../_/SxHYZ7_O.js\";import\"../Misc/arrayTools.js\";import\"../Maths/math.constants.js\";import\"../_/BXd1Jdj1.js\";import\"../_/PO-8p3kB.js\";import\"../_/CY5CD3a_.js\";import\"../_/CoucjtsB.js\";import\"../Maths/math.vector.js\";import\"../_/BjBO3Vqv.js\";import\"../Engines/engineStore.js\";class ImageProcessingConfiguration{constructor(){this.colorCurves=new a;this._colorCurvesEnabled=false;this._colorGradingEnabled=false;this._colorGradingWithGreenDepth=true;this._colorGradingBGR=true;this._exposure=1;this._toneMappingEnabled=false;this._toneMappingType=ImageProcessingConfiguration.TONEMAPPING_STANDARD;this._contrast=1;this.vignetteStretch=0;this.vignetteCenterX=0;this.vignetteCenterY=0;this.vignetteWeight=1.5;this.vignetteColor=new s(0,0,0,0);this.vignetteCameraFov=.5;this._vignetteBlendMode=ImageProcessingConfiguration.VIGNETTEMODE_MULTIPLY;this._vignetteEnabled=false;this._ditheringEnabled=false;this._ditheringIntensity=1/255;this._skipFinalColorClamp=false;this._applyByPostProcess=false;this._isEnabled=true;this.outputTextureWidth=0;this.outputTextureHeight=0;this.onUpdateParameters=new n}get colorCurvesEnabled(){return this._colorCurvesEnabled}set colorCurvesEnabled(e){if(this._colorCurvesEnabled!==e){this._colorCurvesEnabled=e;this._updateParameters()}}get colorGradingTexture(){return this._colorGradingTexture}set colorGradingTexture(e){if(this._colorGradingTexture!==e){this._colorGradingTexture=e;this._updateParameters()}}get colorGradingEnabled(){return this._colorGradingEnabled}set colorGradingEnabled(e){if(this._colorGradingEnabled!==e){this._colorGradingEnabled=e;this._updateParameters()}}get colorGradingWithGreenDepth(){return this._colorGradingWithGreenDepth}set colorGradingWithGreenDepth(e){if(this._colorGradingWithGreenDepth!==e){this._colorGradingWithGreenDepth=e;this._updateParameters()}}get colorGradingBGR(){return this._colorGradingBGR}set colorGradingBGR(e){if(this._colorGradingBGR!==e){this._colorGradingBGR=e;this._updateParameters()}}get exposure(){return this._exposure}set exposure(e){if(this._exposure!==e){this._exposure=e;this._updateParameters()}}get toneMappingEnabled(){return this._toneMappingEnabled}set toneMappingEnabled(e){if(this._toneMappingEnabled!==e){this._toneMappingEnabled=e;this._updateParameters()}}get toneMappingType(){return this._toneMappingType}set toneMappingType(e){if(this._toneMappingType!==e){this._toneMappingType=e;this._updateParameters()}}get contrast(){return this._contrast}set contrast(e){if(this._contrast!==e){this._contrast=e;this._updateParameters()}}\n/**\n     * Back Compat: Vignette center Y Offset.\n     * @deprecated use vignetteCenterY instead\n     */get vignetteCentreY(){return this.vignetteCenterY}set vignetteCentreY(e){this.vignetteCenterY=e}\n/**\n     * Back Compat: Vignette center X Offset.\n     * @deprecated use vignetteCenterX instead\n     */get vignetteCentreX(){return this.vignetteCenterX}set vignetteCentreX(e){this.vignetteCenterX=e}get vignetteBlendMode(){return this._vignetteBlendMode}set vignetteBlendMode(e){if(this._vignetteBlendMode!==e){this._vignetteBlendMode=e;this._updateParameters()}}get vignetteEnabled(){return this._vignetteEnabled}set vignetteEnabled(e){if(this._vignetteEnabled!==e){this._vignetteEnabled=e;this._updateParameters()}}get ditheringEnabled(){return this._ditheringEnabled}set ditheringEnabled(e){if(this._ditheringEnabled!==e){this._ditheringEnabled=e;this._updateParameters()}}get ditheringIntensity(){return this._ditheringIntensity}set ditheringIntensity(e){if(this._ditheringIntensity!==e){this._ditheringIntensity=e;this._updateParameters()}}get skipFinalColorClamp(){return this._skipFinalColorClamp}set skipFinalColorClamp(e){if(this._skipFinalColorClamp!==e){this._skipFinalColorClamp=e;this._updateParameters()}}get applyByPostProcess(){return this._applyByPostProcess}set applyByPostProcess(e){if(this._applyByPostProcess!==e){this._applyByPostProcess=e;this._updateParameters()}}get isEnabled(){return this._isEnabled}set isEnabled(e){if(this._isEnabled!==e){this._isEnabled=e;this._updateParameters()}}_updateParameters(){this.onUpdateParameters.notifyObservers(this)}\n/**\n     * Gets the current class name.\n     * @returns \"ImageProcessingConfiguration\"\n     */getClassName(){return\"ImageProcessingConfiguration\"}\n/**\n     * Prepare the list of defines associated to the shader.\n     * @param defines the list of defines to complete\n     * @param forPostProcess Define if we are currently in post process mode or not\n     */prepareDefines(e,t=false){if(t===this.applyByPostProcess&&this._isEnabled){e.VIGNETTE=this.vignetteEnabled;e.VIGNETTEBLENDMODEMULTIPLY=this.vignetteBlendMode===ImageProcessingConfiguration._VIGNETTEMODE_MULTIPLY;e.VIGNETTEBLENDMODEOPAQUE=!e.VIGNETTEBLENDMODEMULTIPLY;if(this._toneMappingEnabled)switch(this._toneMappingType){case ImageProcessingConfiguration.TONEMAPPING_KHR_PBR_NEUTRAL:e.TONEMAPPING=3;break;case ImageProcessingConfiguration.TONEMAPPING_ACES:e.TONEMAPPING=2;break;default:e.TONEMAPPING=1;break}else e.TONEMAPPING=0;e.CONTRAST=this.contrast!==1;e.EXPOSURE=this.exposure!==1;e.COLORCURVES=this.colorCurvesEnabled&&!!this.colorCurves;e.COLORGRADING=this.colorGradingEnabled&&!!this.colorGradingTexture;e.COLORGRADING?e.COLORGRADING3D=this.colorGradingTexture.is3D:e.COLORGRADING3D=false;e.SAMPLER3DGREENDEPTH=this.colorGradingWithGreenDepth;e.SAMPLER3DBGRMAP=this.colorGradingBGR;e.DITHER=this._ditheringEnabled;e.IMAGEPROCESSINGPOSTPROCESS=this.applyByPostProcess;e.SKIPFINALCOLORCLAMP=this.skipFinalColorClamp;e.IMAGEPROCESSING=e.VIGNETTE||!!e.TONEMAPPING||e.CONTRAST||e.EXPOSURE||e.COLORCURVES||e.COLORGRADING||e.DITHER}else{e.VIGNETTE=false;e.TONEMAPPING=0;e.CONTRAST=false;e.EXPOSURE=false;e.COLORCURVES=false;e.COLORGRADING=false;e.COLORGRADING3D=false;e.DITHER=false;e.IMAGEPROCESSING=false;e.SKIPFINALCOLORCLAMP=this.skipFinalColorClamp;e.IMAGEPROCESSINGPOSTPROCESS=this.applyByPostProcess&&this._isEnabled}}\n/**\n     * Returns true if all the image processing information are ready.\n     * @returns True if ready, otherwise, false\n     */isReady(){return!this.colorGradingEnabled||!this.colorGradingTexture||this.colorGradingTexture.isReady()}\n/**\n     * Binds the image processing to the shader.\n     * @param effect The effect to bind to\n     * @param overrideAspectRatio Override the aspect ratio of the effect\n     */bind(e,t){this._colorCurvesEnabled&&this.colorCurves&&a.Bind(this.colorCurves,e);if(this._vignetteEnabled||this._ditheringEnabled){const i=1/(this.outputTextureWidth||e.getEngine().getRenderWidth());const r=1/(this.outputTextureHeight||e.getEngine().getRenderHeight());e.setFloat2(\"vInverseScreenSize\",i,r);this._ditheringEnabled&&e.setFloat(\"ditherIntensity\",.5*this._ditheringIntensity);if(this._vignetteEnabled){const o=t!=null?t:r/i;let n=Math.tan(this.vignetteCameraFov*.5);let s=n*o;const a=Math.sqrt(s*n);s=g(s,a,this.vignetteStretch);n=g(n,a,this.vignetteStretch);e.setFloat4(\"vignetteSettings1\",s,n,-s*this.vignetteCenterX,-n*this.vignetteCenterY);const l=-2*this.vignetteWeight;e.setFloat4(\"vignetteSettings2\",this.vignetteColor.r,this.vignetteColor.g,this.vignetteColor.b,l)}}e.setFloat(\"exposureLinear\",this.exposure);e.setFloat(\"contrast\",this.contrast);if(this.colorGradingTexture){e.setTexture(\"txColorTransform\",this.colorGradingTexture);const t=this.colorGradingTexture.getSize().height;e.setFloat4(\"colorTransformSettings\",(t-1)/t,.5/t,t,this.colorGradingTexture.level)}}\n/**\n     * Clones the current image processing instance.\n     * @returns The cloned image processing\n     */clone(){return l.Clone((()=>new ImageProcessingConfiguration),this)}\n/**\n     * Serializes the current image processing instance to a json representation.\n     * @returns a JSON representation\n     */serialize(){return l.Serialize(this)}\n/**\n     * Parses the image processing from a json representation.\n     * @param source the JSON source to parse\n     * @returns The parsed image processing\n     */static Parse(e){const t=l.Parse((()=>new ImageProcessingConfiguration),e,null,null);e.vignetteCentreX!==void 0&&(t.vignetteCenterX=e.vignetteCentreX);e.vignetteCentreY!==void 0&&(t.vignetteCenterY=e.vignetteCentreY);return t}static get VIGNETTEMODE_MULTIPLY(){return this._VIGNETTEMODE_MULTIPLY}static get VIGNETTEMODE_OPAQUE(){return this._VIGNETTEMODE_OPAQUE}}ImageProcessingConfiguration.TONEMAPPING_STANDARD=0;ImageProcessingConfiguration.TONEMAPPING_ACES=1;ImageProcessingConfiguration.TONEMAPPING_KHR_PBR_NEUTRAL=2;\n/**\n * Prepare the list of uniforms associated with the Image Processing effects.\n * @param uniforms The list of uniforms used in the effect\n * @param defines the list of defines currently in use\n */ImageProcessingConfiguration.PrepareUniforms=h;\n/**\n * Prepare the list of samplers associated with the Image Processing effects.\n * @param samplersList The list of uniforms used in the effect\n * @param defines the list of defines currently in use\n */ImageProcessingConfiguration.PrepareSamplers=p;ImageProcessingConfiguration._VIGNETTEMODE_MULTIPLY=0;ImageProcessingConfiguration._VIGNETTEMODE_OPAQUE=1;e([t()],ImageProcessingConfiguration.prototype,\"colorCurves\",void 0);e([i()],ImageProcessingConfiguration.prototype,\"_colorCurvesEnabled\",void 0);e([r(\"colorGradingTexture\")],ImageProcessingConfiguration.prototype,\"_colorGradingTexture\",void 0);e([i()],ImageProcessingConfiguration.prototype,\"_colorGradingEnabled\",void 0);e([i()],ImageProcessingConfiguration.prototype,\"_colorGradingWithGreenDepth\",void 0);e([i()],ImageProcessingConfiguration.prototype,\"_colorGradingBGR\",void 0);e([i()],ImageProcessingConfiguration.prototype,\"_exposure\",void 0);e([i()],ImageProcessingConfiguration.prototype,\"_toneMappingEnabled\",void 0);e([i()],ImageProcessingConfiguration.prototype,\"_toneMappingType\",void 0);e([i()],ImageProcessingConfiguration.prototype,\"_contrast\",void 0);e([i()],ImageProcessingConfiguration.prototype,\"vignetteStretch\",void 0);e([i()],ImageProcessingConfiguration.prototype,\"vignetteCenterX\",void 0);e([i()],ImageProcessingConfiguration.prototype,\"vignetteCenterY\",void 0);e([i()],ImageProcessingConfiguration.prototype,\"vignetteWeight\",void 0);e([o()],ImageProcessingConfiguration.prototype,\"vignetteColor\",void 0);e([i()],ImageProcessingConfiguration.prototype,\"vignetteCameraFov\",void 0);e([i()],ImageProcessingConfiguration.prototype,\"_vignetteBlendMode\",void 0);e([i()],ImageProcessingConfiguration.prototype,\"_vignetteEnabled\",void 0);e([i()],ImageProcessingConfiguration.prototype,\"_ditheringEnabled\",void 0);e([i()],ImageProcessingConfiguration.prototype,\"_ditheringIntensity\",void 0);e([i()],ImageProcessingConfiguration.prototype,\"_skipFinalColorClamp\",void 0);e([i()],ImageProcessingConfiguration.prototype,\"_applyByPostProcess\",void 0);e([i()],ImageProcessingConfiguration.prototype,\"_isEnabled\",void 0);e([i()],ImageProcessingConfiguration.prototype,\"outputTextureWidth\",void 0);e([i()],ImageProcessingConfiguration.prototype,\"outputTextureHeight\",void 0);l._ImageProcessingConfigurationParser=ImageProcessingConfiguration.Parse;d(\"BABYLON.ImageProcessingConfiguration\",ImageProcessingConfiguration);export{ImageProcessingConfiguration};\n//# sourceMappingURL=imageProcessingConfiguration.js.map\n","import{Logger as e}from\"../Misc/logger.js\";import{Tools as t}from\"../Misc/tools.js\";class UniformBuffer{\n/**\n     * Instantiates a new Uniform buffer objects.\n     *\n     * Handles blocks of uniform on the GPU.\n     *\n     * If WebGL 2 is not available, this class falls back on traditional setUniformXXX calls.\n     *\n     * For more information, please refer to :\n     * @see https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object\n     * @param engine Define the engine the buffer is associated with\n     * @param data Define the data contained in the buffer\n     * @param dynamic Define if the buffer is updatable\n     * @param name to assign to the buffer (debugging purpose)\n     * @param forceNoUniformBuffer define that this object must not rely on UBO objects\n     */\nconstructor(e,t,r,f,i=false){this._valueCache={};this._engine=e;this._noUBO=!e.supportsUniformBuffers||i;this._dynamic=r;this._name=f??\"no-name\";this._data=t||[];this._uniformLocations={};this._uniformSizes={};this._uniformArraySizes={};this._uniformLocationPointer=0;this._needSync=false;if(this._engine._features.trackUbosInFrame){this._buffers=[];this._bufferIndex=-1;this._createBufferOnWrite=false;this._currentFrameId=0}if(this._noUBO){this.updateMatrix3x3=this._updateMatrix3x3ForEffect;this.updateMatrix2x2=this._updateMatrix2x2ForEffect;this.updateFloat=this._updateFloatForEffect;this.updateFloat2=this._updateFloat2ForEffect;this.updateFloat3=this._updateFloat3ForEffect;this.updateFloat4=this._updateFloat4ForEffect;this.updateFloatArray=this._updateFloatArrayForEffect;this.updateArray=this._updateArrayForEffect;this.updateIntArray=this._updateIntArrayForEffect;this.updateUIntArray=this._updateUIntArrayForEffect;this.updateMatrix=this._updateMatrixForEffect;this.updateMatrices=this._updateMatricesForEffect;this.updateVector3=this._updateVector3ForEffect;this.updateVector4=this._updateVector4ForEffect;this.updateColor3=this._updateColor3ForEffect;this.updateColor4=this._updateColor4ForEffect;this.updateDirectColor4=this._updateDirectColor4ForEffect;this.updateInt=this._updateIntForEffect;this.updateInt2=this._updateInt2ForEffect;this.updateInt3=this._updateInt3ForEffect;this.updateInt4=this._updateInt4ForEffect;this.updateUInt=this._updateUIntForEffect;this.updateUInt2=this._updateUInt2ForEffect;this.updateUInt3=this._updateUInt3ForEffect;this.updateUInt4=this._updateUInt4ForEffect}else{this._engine._uniformBuffers.push(this);this.updateMatrix3x3=this._updateMatrix3x3ForUniform;this.updateMatrix2x2=this._updateMatrix2x2ForUniform;this.updateFloat=this._updateFloatForUniform;this.updateFloat2=this._updateFloat2ForUniform;this.updateFloat3=this._updateFloat3ForUniform;this.updateFloat4=this._updateFloat4ForUniform;this.updateFloatArray=this._updateFloatArrayForUniform;this.updateArray=this._updateArrayForUniform;this.updateIntArray=this._updateIntArrayForUniform;this.updateUIntArray=this._updateUIntArrayForUniform;this.updateMatrix=this._updateMatrixForUniform;this.updateMatrices=this._updateMatricesForUniform;this.updateVector3=this._updateVector3ForUniform;this.updateVector4=this._updateVector4ForUniform;this.updateColor3=this._updateColor3ForUniform;this.updateColor4=this._updateColor4ForUniform;this.updateDirectColor4=this._updateDirectColor4ForUniform;this.updateInt=this._updateIntForUniform;this.updateInt2=this._updateInt2ForUniform;this.updateInt3=this._updateInt3ForUniform;this.updateInt4=this._updateInt4ForUniform;this.updateUInt=this._updateUIntForUniform;this.updateUInt2=this._updateUInt2ForUniform;this.updateUInt3=this._updateUInt3ForUniform;this.updateUInt4=this._updateUInt4ForUniform}}get useUbo(){return!this._noUBO}get isSync(){return!this._needSync}\n/**\n     * Indicates if the WebGL underlying uniform buffer is dynamic.\n     * Also, a dynamic UniformBuffer will disable cache verification and always\n     * update the underlying WebGL uniform buffer to the GPU.\n     * @returns if Dynamic, otherwise false\n     */isDynamic(){return this._dynamic!==void 0}\n/**\n     * The data cache on JS side.\n     * @returns the underlying data as a float array\n     */getData(){return this._bufferData}\n/**\n     * The underlying WebGL Uniform buffer.\n     * @returns the webgl buffer\n     */getBuffer(){return this._buffer}\n/**\n     * std140 layout specifies how to align data within an UBO structure.\n     * See https://khronos.org/registry/OpenGL/specs/gl/glspec45.core.pdf#page=159\n     * for specs.\n     * @param size\n     */_fillAlignment(e){let t;t=e<=2?e:4;if(this._uniformLocationPointer%t!==0){const e=this._uniformLocationPointer;this._uniformLocationPointer+=t-this._uniformLocationPointer%t;const r=this._uniformLocationPointer-e;for(let e=0;e<r;e++)this._data.push(0)}}\n/**\n     * Adds an uniform in the buffer.\n     * Warning : the subsequents calls of this function must be in the same order as declared in the shader\n     * for the layout to be correct ! The addUniform function only handles types like float, vec2, vec3, vec4, mat4,\n     * meaning size=1,2,3,4 or 16. It does not handle struct types.\n     * @param name Name of the uniform, as used in the uniform block in the shader.\n     * @param size Data size, or data directly.\n     * @param arraySize The number of elements in the array, 0 if not an array.\n     */addUniform(e,t,r=0){if(this._noUBO)return;if(this._uniformLocations[e]!==void 0)return;let f;if(r>0){if(t instanceof Array)throw\"addUniform should not be use with Array in UBO: \"+e;this._fillAlignment(4);this._uniformArraySizes[e]={strideSize:t,arraySize:r};if(t==16)t*=r;else{const e=4-t;const f=e*r;t=t*r+f}f=[];for(let e=0;e<t;e++)f.push(0)}else{if(t instanceof Array){f=t;t=f.length}else{t;f=[];for(let e=0;e<t;e++)f.push(0)}this._fillAlignment(t)}this._uniformSizes[e]=t;this._uniformLocations[e]=this._uniformLocationPointer;this._uniformLocationPointer+=t;for(let e=0;e<t;e++)this._data.push(f[e]);this._needSync=true}\n/**\n     * Adds a Matrix 4x4 to the uniform buffer.\n     * @param name Name of the uniform, as used in the uniform block in the shader.\n     * @param mat A 4x4 matrix.\n     */addMatrix(e,t){this.addUniform(e,Array.prototype.slice.call(t.asArray()))}\n/**\n     * Adds a vec2 to the uniform buffer.\n     * @param name Name of the uniform, as used in the uniform block in the shader.\n     * @param x Define the x component value of the vec2\n     * @param y Define the y component value of the vec2\n     */addFloat2(e,t,r){const f=[t,r];this.addUniform(e,f)}\n/**\n     * Adds a vec3 to the uniform buffer.\n     * @param name Name of the uniform, as used in the uniform block in the shader.\n     * @param x Define the x component value of the vec3\n     * @param y Define the y component value of the vec3\n     * @param z Define the z component value of the vec3\n     */addFloat3(e,t,r,f){const i=[t,r,f];this.addUniform(e,i)}\n/**\n     * Adds a vec3 to the uniform buffer.\n     * @param name Name of the uniform, as used in the uniform block in the shader.\n     * @param color Define the vec3 from a Color\n     */addColor3(e,t){const r=[t.r,t.g,t.b];this.addUniform(e,r)}\n/**\n     * Adds a vec4 to the uniform buffer.\n     * @param name Name of the uniform, as used in the uniform block in the shader.\n     * @param color Define the rgb components from a Color\n     * @param alpha Define the a component of the vec4\n     */addColor4(e,t,r){const f=[t.r,t.g,t.b,r];this.addUniform(e,f)}\n/**\n     * Adds a vec3 to the uniform buffer.\n     * @param name Name of the uniform, as used in the uniform block in the shader.\n     * @param vector Define the vec3 components from a Vector\n     */addVector3(e,t){const r=[t.x,t.y,t.z];this.addUniform(e,r)}\n/**\n     * Adds a Matrix 3x3 to the uniform buffer.\n     * @param name Name of the uniform, as used in the uniform block in the shader.\n     */addMatrix3x3(e){this.addUniform(e,12)}\n/**\n     * Adds a Matrix 2x2 to the uniform buffer.\n     * @param name Name of the uniform, as used in the uniform block in the shader.\n     */addMatrix2x2(e){this.addUniform(e,8)}create(){if(!this._noUBO&&!this._buffer){this._fillAlignment(4);this._bufferData=new Float32Array(this._data);this._rebuild();this._needSync=true}}_getNames(){const e=[];let t=0;for(const r in this._uniformLocations){e.push(r);if(++t===10)break}return e.join(\",\")}_rebuild(){if(!this._noUBO&&this._bufferData){this._dynamic?this._buffer=this._engine.createDynamicUniformBuffer(this._bufferData,this._name+\"_UniformList:\"+this._getNames()):this._buffer=this._engine.createUniformBuffer(this._bufferData,this._name+\"_UniformList:\"+this._getNames());if(this._engine._features.trackUbosInFrame){this._buffers.push([this._buffer,this._engine._features.checkUbosContentBeforeUpload?this._bufferData.slice():void 0]);this._bufferIndex=this._buffers.length-1;this._createBufferOnWrite=false}}}_rebuildAfterContextLost(){if(this._engine._features.trackUbosInFrame){this._buffers=[];this._currentFrameId=0}this._rebuild()}get _numBuffers(){return this._buffers.length}get _indexBuffer(){return this._bufferIndex}get name(){return this._name}get currentEffect(){return this._currentEffect}_buffersEqual(e,t){for(let r=0;r<e.length;++r)if(e[r]!==t[r])return false;return true}_copyBuffer(e,t){for(let r=0;r<e.length;++r)t[r]=e[r]}update(){if(!this._noUBO){this.bindUniformBuffer();if(this._buffer)if(this._dynamic||this._needSync){if(this._buffers&&this._buffers.length>1&&this._buffers[this._bufferIndex][1]){if(this._buffersEqual(this._bufferData,this._buffers[this._bufferIndex][1])){this._needSync=false;this._createBufferOnWrite=this._engine._features.trackUbosInFrame;return}this._copyBuffer(this._bufferData,this._buffers[this._bufferIndex][1])}this._engine.updateUniformBuffer(this._buffer,this._bufferData);if(this._engine._features._collectUbosUpdatedInFrame){UniformBuffer._UpdatedUbosInFrame[this._name]||(UniformBuffer._UpdatedUbosInFrame[this._name]=0);UniformBuffer._UpdatedUbosInFrame[this._name]++}this._needSync=false;this._createBufferOnWrite=this._engine._features.trackUbosInFrame}else this._createBufferOnWrite=this._engine._features.trackUbosInFrame;else this.create()}}_createNewBuffer(){if(this._bufferIndex+1<this._buffers.length){this._bufferIndex++;this._buffer=this._buffers[this._bufferIndex][0];this._createBufferOnWrite=false;this._needSync=true}else this._rebuild()}_checkNewFrame(){if(this._engine._features.trackUbosInFrame&&this._currentFrameId!==this._engine.frameId){this._currentFrameId=this._engine.frameId;this._createBufferOnWrite=false;if(this._buffers&&this._buffers.length>0){this._needSync=this._bufferIndex!==0;this._bufferIndex=0;this._buffer=this._buffers[this._bufferIndex][0]}else this._bufferIndex=-1}}\n/**\n     * Updates the value of an uniform. The `update` method must be called afterwards to make it effective in the GPU.\n     * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.\n     * @param data Define the flattened data\n     * @param size Define the size of the data.\n     */updateUniform(t,r,f){this._checkNewFrame();let i=this._uniformLocations[t];if(i===void 0){if(this._buffer){e.Error(\"Cannot add an uniform after UBO has been created. uniformName=\"+t);return}this.addUniform(t,f);i=this._uniformLocations[t]}this._buffer||this.create();if(this._dynamic)for(let e=0;e<f;e++)this._bufferData[i+e]=r[e];else{let e=false;for(let t=0;t<f;t++)if(f===16&&!this._engine._features.uniformBufferHardCheckMatrix||this._bufferData[i+t]!==Math.fround(r[t])){e=true;this._createBufferOnWrite&&this._createNewBuffer();this._bufferData[i+t]=r[t]}this._needSync=this._needSync||e}}\n/**\n     * Updates the value of an uniform. The `update` method must be called afterwards to make it effective in the GPU.\n     * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.\n     * @param data Define the flattened data\n     * @param size Define the size of the data.\n     */updateUniformArray(r,f,i){this._checkNewFrame();const n=this._uniformLocations[r];if(n===void 0){e.Error(\"Cannot add an uniform Array dynamically. Please, add it using addUniform and make sure that uniform buffers are supported by the current engine.\");return}this._buffer||this.create();const u=this._uniformArraySizes[r];if(this._dynamic)for(let e=0;e<i;e++)this._bufferData[n+e]=f[e];else{let e=false;let r=0;let o=0;for(let s=0;s<i;s++){if(this._bufferData[n+o*4+r]!==t.FloatRound(f[s])){e=true;this._createBufferOnWrite&&this._createNewBuffer();this._bufferData[n+o*4+r]=f[s]}r++;if(r===u.strideSize){for(;r<4;r++)this._bufferData[n+o*4+r]=0;r=0;o++}}this._needSync=this._needSync||e}}_cacheMatrix(e,t){this._checkNewFrame();const r=this._valueCache[e];const f=t.updateFlag;if(r!==void 0&&r===f)return false;this._valueCache[e]=f;return true}_updateMatrix3x3ForUniform(e,t){for(let e=0;e<3;e++){UniformBuffer._TempBuffer[e*4]=t[e*3];UniformBuffer._TempBuffer[e*4+1]=t[e*3+1];UniformBuffer._TempBuffer[e*4+2]=t[e*3+2];UniformBuffer._TempBuffer[e*4+3]=0}this.updateUniform(e,UniformBuffer._TempBuffer,12)}_updateMatrix3x3ForEffect(e,t){this._currentEffect.setMatrix3x3(e,t)}_updateMatrix2x2ForEffect(e,t){this._currentEffect.setMatrix2x2(e,t)}_updateMatrix2x2ForUniform(e,t){for(let e=0;e<2;e++){UniformBuffer._TempBuffer[e*4]=t[e*2];UniformBuffer._TempBuffer[e*4+1]=t[e*2+1];UniformBuffer._TempBuffer[e*4+2]=0;UniformBuffer._TempBuffer[e*4+3]=0}this.updateUniform(e,UniformBuffer._TempBuffer,8)}_updateFloatForEffect(e,t){this._currentEffect.setFloat(e,t)}_updateFloatForUniform(e,t){UniformBuffer._TempBuffer[0]=t;this.updateUniform(e,UniformBuffer._TempBuffer,1)}_updateFloat2ForEffect(e,t,r,f=\"\"){this._currentEffect.setFloat2(e+f,t,r)}_updateFloat2ForUniform(e,t,r){UniformBuffer._TempBuffer[0]=t;UniformBuffer._TempBuffer[1]=r;this.updateUniform(e,UniformBuffer._TempBuffer,2)}_updateFloat3ForEffect(e,t,r,f,i=\"\"){this._currentEffect.setFloat3(e+i,t,r,f)}_updateFloat3ForUniform(e,t,r,f){UniformBuffer._TempBuffer[0]=t;UniformBuffer._TempBuffer[1]=r;UniformBuffer._TempBuffer[2]=f;this.updateUniform(e,UniformBuffer._TempBuffer,3)}_updateFloat4ForEffect(e,t,r,f,i,n=\"\"){this._currentEffect.setFloat4(e+n,t,r,f,i)}_updateFloat4ForUniform(e,t,r,f,i){UniformBuffer._TempBuffer[0]=t;UniformBuffer._TempBuffer[1]=r;UniformBuffer._TempBuffer[2]=f;UniformBuffer._TempBuffer[3]=i;this.updateUniform(e,UniformBuffer._TempBuffer,4)}_updateFloatArrayForEffect(e,t){this._currentEffect.setFloatArray(e,t)}_updateFloatArrayForUniform(e,t){this.updateUniformArray(e,t,t.length)}_updateArrayForEffect(e,t){this._currentEffect.setArray(e,t)}_updateArrayForUniform(e,t){this.updateUniformArray(e,t,t.length)}_updateIntArrayForEffect(e,t){this._currentEffect.setIntArray(e,t)}_updateIntArrayForUniform(e,t){UniformBuffer._TempBufferInt32View.set(t);this.updateUniformArray(e,UniformBuffer._TempBuffer,t.length)}_updateUIntArrayForEffect(e,t){this._currentEffect.setUIntArray(e,t)}_updateUIntArrayForUniform(e,t){UniformBuffer._TempBufferUInt32View.set(t);this.updateUniformArray(e,UniformBuffer._TempBuffer,t.length)}_updateMatrixForEffect(e,t){this._currentEffect.setMatrix(e,t)}_updateMatrixForUniform(e,t){this._cacheMatrix(e,t)&&this.updateUniform(e,t.asArray(),16)}_updateMatricesForEffect(e,t){this._currentEffect.setMatrices(e,t)}_updateMatricesForUniform(e,t){this.updateUniform(e,t,t.length)}_updateVector3ForEffect(e,t){this._currentEffect.setVector3(e,t)}_updateVector3ForUniform(e,t){UniformBuffer._TempBuffer[0]=t.x;UniformBuffer._TempBuffer[1]=t.y;UniformBuffer._TempBuffer[2]=t.z;this.updateUniform(e,UniformBuffer._TempBuffer,3)}_updateVector4ForEffect(e,t){this._currentEffect.setVector4(e,t)}_updateVector4ForUniform(e,t){UniformBuffer._TempBuffer[0]=t.x;UniformBuffer._TempBuffer[1]=t.y;UniformBuffer._TempBuffer[2]=t.z;UniformBuffer._TempBuffer[3]=t.w;this.updateUniform(e,UniformBuffer._TempBuffer,4)}_updateColor3ForEffect(e,t,r=\"\"){this._currentEffect.setColor3(e+r,t)}_updateColor3ForUniform(e,t){UniformBuffer._TempBuffer[0]=t.r;UniformBuffer._TempBuffer[1]=t.g;UniformBuffer._TempBuffer[2]=t.b;this.updateUniform(e,UniformBuffer._TempBuffer,3)}_updateColor4ForEffect(e,t,r,f=\"\"){this._currentEffect.setColor4(e+f,t,r)}_updateDirectColor4ForEffect(e,t,r=\"\"){this._currentEffect.setDirectColor4(e+r,t)}_updateColor4ForUniform(e,t,r){UniformBuffer._TempBuffer[0]=t.r;UniformBuffer._TempBuffer[1]=t.g;UniformBuffer._TempBuffer[2]=t.b;UniformBuffer._TempBuffer[3]=r;this.updateUniform(e,UniformBuffer._TempBuffer,4)}_updateDirectColor4ForUniform(e,t){UniformBuffer._TempBuffer[0]=t.r;UniformBuffer._TempBuffer[1]=t.g;UniformBuffer._TempBuffer[2]=t.b;UniformBuffer._TempBuffer[3]=t.a;this.updateUniform(e,UniformBuffer._TempBuffer,4)}_updateIntForEffect(e,t,r=\"\"){this._currentEffect.setInt(e+r,t)}_updateIntForUniform(e,t){UniformBuffer._TempBufferInt32View[0]=t;this.updateUniform(e,UniformBuffer._TempBuffer,1)}_updateInt2ForEffect(e,t,r,f=\"\"){this._currentEffect.setInt2(e+f,t,r)}_updateInt2ForUniform(e,t,r){UniformBuffer._TempBufferInt32View[0]=t;UniformBuffer._TempBufferInt32View[1]=r;this.updateUniform(e,UniformBuffer._TempBuffer,2)}_updateInt3ForEffect(e,t,r,f,i=\"\"){this._currentEffect.setInt3(e+i,t,r,f)}_updateInt3ForUniform(e,t,r,f){UniformBuffer._TempBufferInt32View[0]=t;UniformBuffer._TempBufferInt32View[1]=r;UniformBuffer._TempBufferInt32View[2]=f;this.updateUniform(e,UniformBuffer._TempBuffer,3)}_updateInt4ForEffect(e,t,r,f,i,n=\"\"){this._currentEffect.setInt4(e+n,t,r,f,i)}_updateInt4ForUniform(e,t,r,f,i){UniformBuffer._TempBufferInt32View[0]=t;UniformBuffer._TempBufferInt32View[1]=r;UniformBuffer._TempBufferInt32View[2]=f;UniformBuffer._TempBufferInt32View[3]=i;this.updateUniform(e,UniformBuffer._TempBuffer,4)}_updateUIntForEffect(e,t,r=\"\"){this._currentEffect.setUInt(e+r,t)}_updateUIntForUniform(e,t){UniformBuffer._TempBufferUInt32View[0]=t;this.updateUniform(e,UniformBuffer._TempBuffer,1)}_updateUInt2ForEffect(e,t,r,f=\"\"){this._currentEffect.setUInt2(e+f,t,r)}_updateUInt2ForUniform(e,t,r){UniformBuffer._TempBufferUInt32View[0]=t;UniformBuffer._TempBufferUInt32View[1]=r;this.updateUniform(e,UniformBuffer._TempBuffer,2)}_updateUInt3ForEffect(e,t,r,f,i=\"\"){this._currentEffect.setUInt3(e+i,t,r,f)}_updateUInt3ForUniform(e,t,r,f){UniformBuffer._TempBufferUInt32View[0]=t;UniformBuffer._TempBufferUInt32View[1]=r;UniformBuffer._TempBufferUInt32View[2]=f;this.updateUniform(e,UniformBuffer._TempBuffer,3)}_updateUInt4ForEffect(e,t,r,f,i,n=\"\"){this._currentEffect.setUInt4(e+n,t,r,f,i)}_updateUInt4ForUniform(e,t,r,f,i){UniformBuffer._TempBufferUInt32View[0]=t;UniformBuffer._TempBufferUInt32View[1]=r;UniformBuffer._TempBufferUInt32View[2]=f;UniformBuffer._TempBufferUInt32View[3]=i;this.updateUniform(e,UniformBuffer._TempBuffer,4)}\n/**\n     * Sets a sampler uniform on the effect.\n     * @param name Define the name of the sampler.\n     * @param texture Define the texture to set in the sampler\n     */setTexture(e,t){this._currentEffect.setTexture(e,t)}\n/**\n     * Sets an array of sampler uniforms on the effect.\n     * @param name Define the name of uniform.\n     * @param textures Define the textures to set in the array of samplers\n     */setTextureArray(e,t){this._currentEffect.setTextureArray(e,t)}\n/**\n     * Sets a sampler uniform on the effect.\n     * @param name Define the name of the sampler.\n     * @param texture Define the (internal) texture to set in the sampler\n     */bindTexture(e,t){this._currentEffect._bindTexture(e,t)}\n/**\n     * Directly updates the value of the uniform in the cache AND on the GPU.\n     * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.\n     * @param data Define the flattened data\n     */updateUniformDirectly(e,t){this.updateUniform(e,t,t.length);this.update()}\n/**\n     * Associates an effect to this uniform buffer\n     * @param effect Define the effect to associate the buffer to\n     * @param name Name of the uniform block in the shader.\n     */bindToEffect(e,t){this._currentEffect=e;this._currentEffectName=t}bindUniformBuffer(){!this._noUBO&&this._buffer&&this._currentEffect&&this._currentEffect.bindUniformBuffer(this._buffer,this._currentEffectName)}unbindEffect(){this._currentEffect=void 0;this._currentEffectName=void 0}\n/**\n     * Sets the current state of the class (_bufferIndex, _buffer) to point to the data buffer passed in parameter if this buffer is one of the buffers handled by the class (meaning if it can be found in the _buffers array)\n     * This method is meant to be able to update a buffer at any time: just call setDataBuffer to set the class in the right state, call some updateXXX methods and then call udpate() => that will update the GPU buffer on the graphic card\n     * @param dataBuffer buffer to look for\n     * @returns true if the buffer has been found and the class internal state points to it, else false\n     */setDataBuffer(e){if(!this._buffers)return this._buffer===e;for(let t=0;t<this._buffers.length;++t){const r=this._buffers[t];if(r[0]===e){this._bufferIndex=t;this._buffer=e;this._createBufferOnWrite=false;this._currentEffect=void 0;this._currentFrameId=this._engine.frameId;return true}}return false}dispose(){if(this._noUBO)return;const e=this._engine._uniformBuffers;const t=e.indexOf(this);if(t!==-1){e[t]=e[e.length-1];e.pop()}if(this._engine._features.trackUbosInFrame&&this._buffers)for(let e=0;e<this._buffers.length;++e){const t=this._buffers[e][0];this._engine._releaseBuffer(t)}else this._buffer&&this._engine._releaseBuffer(this._buffer)&&(this._buffer=null)}}UniformBuffer._UpdatedUbosInFrame={};UniformBuffer._MAX_UNIFORM_SIZE=256;UniformBuffer._TempBuffer=new Float32Array(UniformBuffer._MAX_UNIFORM_SIZE);UniformBuffer._TempBufferInt32View=new Int32Array(UniformBuffer._TempBuffer.buffer);UniformBuffer._TempBufferUInt32View=new Uint32Array(UniformBuffer._TempBuffer.buffer);export{UniformBuffer as U};\n//# sourceMappingURL=DMkv-Omk.js.map\n","class DataBuffer{get underlyingResource(){return null}constructor(){this.references=0;this.capacity=0;this.is32Bits=false;this.uniqueId=DataBuffer._Counter++}}DataBuffer._Counter=0;export{DataBuffer as D};\n//# sourceMappingURL=BDtJaKhy.js.map\n","import{Logger as e}from\"../Misc/logger.js\";function GetFloatValue(e,t,r,n){switch(t){case 5120:{let t=e.getInt8(r);n&&(t=Math.max(t/127,-1));return t}case 5121:{let t=e.getUint8(r);n&&(t/=255);return t}case 5122:{let t=e.getInt16(r,true);n&&(t=Math.max(t/32767,-1));return t}case 5123:{let t=e.getUint16(r,true);n&&(t/=65535);return t}case 5124:return e.getInt32(r,true);case 5125:return e.getUint32(r,true);case 5126:return e.getFloat32(r,true);default:throw new Error(`Invalid component type ${t}`)}}function SetFloatValue(e,t,r,n,a){switch(t){case 5120:n&&(a=Math.round(a*127));e.setInt8(r,a);break;case 5121:n&&(a=Math.round(a*255));e.setUint8(r,a);break;case 5122:n&&(a=Math.round(a*32767));e.setInt16(r,a,true);break;case 5123:n&&(a=Math.round(a*65535));e.setUint16(r,a,true);break;case 5124:e.setInt32(r,a,true);break;case 5125:e.setUint32(r,a,true);break;case 5126:e.setFloat32(r,a,true);break;default:throw new Error(`Invalid component type ${t}`)}}\n/**\n * Gets the byte length of the given type.\n * @param type the type\n * @returns the number of bytes\n */function GetTypeByteLength(e){switch(e){case 5120:case 5121:return 1;case 5122:case 5123:return 2;case 5124:case 5125:case 5126:return 4;default:throw new Error(`Invalid type '${e}'`)}}\n/**\n * Gets the appropriate TypedArray constructor for the given component type.\n * @param componentType the component type\n * @returns the constructor object\n */function GetTypedArrayConstructor(e){switch(e){case 5120:return Int8Array;case 5121:return Uint8Array;case 5122:return Int16Array;case 5123:return Uint16Array;case 5124:return Int32Array;case 5125:return Uint32Array;case 5126:return Float32Array;default:throw new Error(`Invalid component type '${e}'`)}}\n/**\n * Enumerates each value of the data array and calls the given callback.\n * @param data the data to enumerate\n * @param byteOffset the byte offset of the data\n * @param byteStride the byte stride of the data\n * @param componentCount the number of components per element\n * @param componentType the type of the component\n * @param count the number of values to enumerate\n * @param normalized whether the data is normalized\n * @param callback the callback function called for each group of component values\n */function EnumerateFloatValues(e,t,r,n,a,o,s,u){const c=new Array(n);const l=new Array(n);if(e instanceof Array){let a=t/4;const s=r/4;for(let t=0;t<o;t+=n){for(let t=0;t<n;t++)c[t]=l[t]=e[a+t];u(l,t);for(let t=0;t<n;t++)c[t]!==l[t]&&(e[a+t]=l[t]);a+=s}}else{const f=ArrayBuffer.isView(e)?new DataView(e.buffer,e.byteOffset,e.byteLength):new DataView(e);const i=GetTypeByteLength(a);for(let e=0;e<o;e+=n){for(let e=0,r=t;e<n;e++,r+=i)c[e]=l[e]=GetFloatValue(f,a,r,s);u(l,e);for(let e=0,r=t;e<n;e++,r+=i)c[e]!==l[e]&&SetFloatValue(f,a,r,s,l[e]);t+=r}}}\n/**\n * Gets the given data array as a float array. Float data is constructed if the data array cannot be returned directly.\n * @param data the input data array\n * @param size the number of components\n * @param type the component type\n * @param byteOffset the byte offset of the data\n * @param byteStride the byte stride of the data\n * @param normalized whether the data is normalized\n * @param totalVertices number of vertices in the buffer to take into account\n * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it\n * @returns a float array containing vertex data\n */function GetFloatData(t,r,n,a,o,s,u,c){const l=r*GetTypeByteLength(n);const f=u*r;if(n!==5126||o!==l){const e=new Float32Array(f);EnumerateFloatValues(t,a,o,r,n,f,s,((t,n)=>{for(let a=0;a<r;a++)e[n+a]=t[a]}));return e}if(!(t instanceof Array||t instanceof Float32Array)||a!==0||t.length!==f){if(t instanceof Array){const e=a/4;return t.slice(e,e+f)}if(t instanceof ArrayBuffer)return new Float32Array(t,a,f);{const r=t.byteOffset+a;if((r&3)!==0){e.Warn(\"Float array must be aligned to 4-bytes border\");c=true}return c?new Float32Array(t.buffer.slice(r,r+f*Float32Array.BYTES_PER_ELEMENT)):new Float32Array(t.buffer,r,f)}}return c?t.slice():t}\n/**\n * Gets the given data array as a typed array that matches the component type. If the data cannot be used directly, a copy is made to support the new typed array.\n * If the data is number[], byteOffset and byteStride must be a multiple of 4, as data will be treated like a list of floats.\n * @param data the input data array\n * @param size the number of components\n * @param type the component type\n * @param byteOffset the byte offset of the data\n * @param byteStride the byte stride of the data\n * @param normalized whether the data is normalized\n * @param totalVertices number of vertices in the buffer to take into account\n * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it\n * @returns a typed array containing vertex data\n */function GetTypedArrayData(t,r,n,a,o,s,u,c){const l=GetTypeByteLength(n);const f=GetTypedArrayConstructor(n);const i=u*r;if(Array.isArray(t)){if((a&3)!==0||(o&3)!==0)throw new Error(\"byteOffset and byteStride must be a multiple of 4 for number[] data.\");const e=a/4;const c=o/4;const l=e+(u-1)*c+r;if(l>t.length)throw new Error(\"Last accessed index is out of bounds.\");if(c<r)throw new Error(\"Data stride cannot be smaller than the component size.\");if(c!==r){const e=new f(i);EnumerateFloatValues(t,a,o,r,n,i,s,((t,n)=>{for(let a=0;a<r;a++)e[n+a]=t[a]}));return e}return new f(t.slice(e,e+i))}let y;let w=a;if(t instanceof ArrayBuffer)y=t;else{y=t.buffer;w+=t.byteOffset}const A=w+(u-1)*o+r*l;if(A>y.byteLength)throw new Error(\"Last accessed byte is out of bounds.\");const d=r*l;if(o<d)throw new Error(\"Byte stride cannot be smaller than the component's byte size.\");if(o!==d){const e=new f(i);EnumerateFloatValues(y,w,o,r,n,i,s,((t,n)=>{for(let a=0;a<r;a++)e[n+a]=t[a]}));return e}if(l!==1&&(w&l-1)!==0){e.Warn(\"Array must be aligned to border of element size. Data will be copied.\");c=true}return c?new f(y.slice(w,w+i*l)):new f(y,w,i)}\n/**\n * Copies the given data array to the given float array.\n * @param input the input data array\n * @param size the number of components\n * @param type the component type\n * @param byteOffset the byte offset of the data\n * @param byteStride the byte stride of the data\n * @param normalized whether the data is normalized\n * @param totalVertices number of vertices in the buffer to take into account\n * @param output the output float array\n */function CopyFloatData(t,r,n,a,o,s,u,c){const l=r*GetTypeByteLength(n);const f=u*r;if(c.length!==f)throw new Error(\"Output length is not valid\");if(n===5126&&o===l)if(t instanceof Array){const e=a/4;c.set(t,e)}else if(t instanceof ArrayBuffer){const e=new Float32Array(t,a,f);c.set(e)}else{const r=t.byteOffset+a;if((r&3)!==0){e.Warn(\"Float array must be aligned to 4-bytes border\");c.set(new Float32Array(t.buffer.slice(r,r+f*Float32Array.BYTES_PER_ELEMENT)));return}const n=new Float32Array(t.buffer,r,f);c.set(n)}else EnumerateFloatValues(t,a,o,r,n,f,s,((e,t)=>{for(let n=0;n<r;n++)c[t+n]=e[n]}))}\n/**\n * Utility function to determine if an IndicesArray is an Uint32Array. If indices is an Array, determines whether at least one index is 32 bits.\n * @param indices The IndicesArray to check.\n * @param count The number of indices. Only used if indices is an Array.\n * @param start The offset to start at (default: 0). Only used if indices is an Array.\n * @param offset The offset to substract from the indices before testing (default: 0). Only used if indices is an Array.\n * @returns True if the indices use 32 bits\n */function AreIndices32Bits(e,t,r=0,n=0){if(Array.isArray(e)){for(let a=0;a<t;a++)if(e[r+a]-n>65535)return true;return false}return e.BYTES_PER_ELEMENT===4}\n/**\n * Creates a typed array suitable for GPU buffer operations, as some engines require CPU buffer sizes to be aligned to specific boundaries (e.g., 4 bytes).\n * The use of non-aligned arrays still works but may result in a performance penalty.\n * @param type The type of the array. For instance, Float32Array or Uint8Array\n * @param elementCount The number of elements to store in the array\n * @returns The aligned typed array\n */function CreateAlignedTypedArray(e,t){let r=t*e.BYTES_PER_ELEMENT;if((r&3)===0)return new e(t);r=r+3&-4;const n=new ArrayBuffer(r);return new e(n,0,t)}export{AreIndices32Bits,CopyFloatData,CreateAlignedTypedArray,EnumerateFloatValues,GetFloatData,GetTypeByteLength,GetTypedArrayConstructor,GetTypedArrayData};\n//# sourceMappingURL=bufferUtils.js.map\n","import{D as e}from\"../_/BDtJaKhy.js\";import{Logger as t}from\"../Misc/logger.js\";import{GetTypeByteLength as i,GetFloatData as r,EnumerateFloatValues as s}from\"./bufferUtils.js\";class Buffer{get isDisposed(){return this._isDisposed}\n/**\n     * Constructor\n     * @param engine the engine\n     * @param data the data to use for this buffer\n     * @param updatable whether the data is updatable\n     * @param stride the stride (optional)\n     * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)\n     * @param instanced whether the buffer is instanced (optional)\n     * @param useBytes set to true if the stride in in bytes (optional)\n     * @param divisor sets an optional divisor for instances (1 by default)\n     * @param label defines the label of the buffer (for debug purpose)\n     */constructor(t,i,r,s=0,f=false,a=false,n=false,u,h){this._isAlreadyOwned=false;this._isDisposed=false;t&&t.getScene?this._engine=t.getScene().getEngine():this._engine=t;this._updatable=r;this._instanced=a;this._divisor=u||1;this._label=h;if(i instanceof e){this._data=null;this._buffer=i}else{this._data=i;this._buffer=null}this.byteStride=n?s:s*Float32Array.BYTES_PER_ELEMENT;f||this.create()}\n/**\n     * Create a new VertexBuffer based on the current buffer\n     * @param kind defines the vertex buffer kind (position, normal, etc.)\n     * @param offset defines offset in the buffer (0 by default)\n     * @param size defines the size in floats of attributes (position is 3 for instance)\n     * @param stride defines the stride size in floats in the buffer (the offset to apply to reach next value when data is interleaved)\n     * @param instanced defines if the vertex buffer contains indexed data\n     * @param useBytes defines if the offset and stride are in bytes     *\n     * @param divisor sets an optional divisor for instances (1 by default)\n     * @returns the new vertex buffer\n     */createVertexBuffer(e,t,i,r,s,f=false,a){const n=f?t:t*Float32Array.BYTES_PER_ELEMENT;const u=r?f?r:r*Float32Array.BYTES_PER_ELEMENT:this.byteStride;return new VertexBuffer(this._engine,this,e,this._updatable,true,u,s===void 0?this._instanced:s,n,i,void 0,void 0,true,this._divisor||a)}\n/**\n     * Gets a boolean indicating if the Buffer is updatable?\n     * @returns true if the buffer is updatable\n     */\nisUpdatable(){return this._updatable}\n/**\n     * Gets current buffer's data\n     * @returns a DataArray or null\n     */getData(){return this._data}\n/**\n     * Gets underlying native buffer\n     * @returns underlying native buffer\n     */getBuffer(){return this._buffer}\n/**\n     * Gets the stride in float32 units (i.e. byte stride / 4).\n     * May not be an integer if the byte stride is not divisible by 4.\n     * @returns the stride in float32 units\n     * @deprecated Please use byteStride instead.\n     */getStrideSize(){return this.byteStride/Float32Array.BYTES_PER_ELEMENT}\n/**\n     * Store data into the buffer. Creates the buffer if not used already.\n     * If the buffer was already used, it will be updated only if it is updatable, otherwise it will do nothing.\n     * @param data defines the data to store\n     */\ncreate(e=null){if(e||!this._buffer){e=e||this._data;if(e)if(this._buffer){if(this._updatable){this._engine.updateDynamicVertexBuffer(this._buffer,e);this._data=e}}else if(this._updatable){this._buffer=this._engine.createDynamicVertexBuffer(e,this._label);this._data=e}else this._buffer=this._engine.createVertexBuffer(e,void 0,this._label)}}_rebuild(){if(this._data){this._buffer=null;this.create(this._data)}else{if(!this._buffer)return;if(this._buffer.capacity>0){this._updatable?this._buffer=this._engine.createDynamicVertexBuffer(this._buffer.capacity,this._label):this._buffer=this._engine.createVertexBuffer(this._buffer.capacity,void 0,this._label);return}t.Warn(`Missing data for buffer \"${this._label}\" ${this._buffer?\"(uniqueId: \"+this._buffer.uniqueId+\")\":\"\"}. Buffer reconstruction failed.`);this._buffer=null}}\n/**\n     * Update current buffer data\n     * @param data defines the data to store\n     */update(e){this.create(e)}\n/**\n     * Updates the data directly.\n     * @param data the new data\n     * @param offset the new offset\n     * @param vertexCount the vertex count (optional)\n     * @param useBytes set to true if the offset is in bytes\n     */updateDirectly(e,t,i,r=false){if(this._buffer&&this._updatable){this._engine.updateDynamicVertexBuffer(this._buffer,e,r?t:t*Float32Array.BYTES_PER_ELEMENT,i?i*this.byteStride:void 0);this._data=t===0&&i===void 0?e:null}}_increaseReferences(){this._buffer&&(this._isAlreadyOwned?this._buffer.references++:this._isAlreadyOwned=true)}dispose(){if(this._buffer&&this._engine._releaseBuffer(this._buffer)){this._isDisposed=true;this._data=null;this._buffer=null}}}class VertexBuffer{get isDisposed(){return this._isDisposed}get instanceDivisor(){return this._instanceDivisor}set instanceDivisor(e){const t=e!=0;this._instanceDivisor=e;if(t!==this._instanced){this._instanced=t;this._computeHashCode()}}get _maxVerticesCount(){const e=this.getData();return e?Array.isArray(e)?e.length/(this.byteStride/4)-this.byteOffset/4:(e.byteLength-this.byteOffset)/this.byteStride:0}constructor(e,t,r,s,f,a,n,u,h,d,_=false,l=false,c=1,o=false){this._isDisposed=false;let B=false;this.engine=e;if(typeof s===\"object\"&&s!==null){B=s.updatable??false;f=s.postponeInternalCreation;a=s.stride;n=s.instanced;u=s.offset;h=s.size;d=s.type;_=s.normalized??false;l=s.useBytes??false;c=s.divisor??1;o=s.takeBufferOwnership??false;this._label=s.label}else B=!!s;if(t instanceof Buffer){this._buffer=t;this._ownsBuffer=o}else{this._buffer=new Buffer(e,t,B,a,f,n,l,c,this._label);this._ownsBuffer=true}this.uniqueId=VertexBuffer._Counter++;this._kind=r;if(d===void 0){const e=this.getData();this.type=e?VertexBuffer.GetDataType(e):VertexBuffer.FLOAT}else this.type=d;const b=i(this.type);if(l){this._size=h||(a?a/b:VertexBuffer.DeduceStride(r));this.byteStride=a||this._buffer.byteStride||this._size*b;this.byteOffset=u||0}else{this._size=h||a||VertexBuffer.DeduceStride(r);this.byteStride=a?a*b:this._buffer.byteStride||this._size*b;this.byteOffset=(u||0)*b}this.normalized=_;this._instanced=n!==void 0&&n;this._instanceDivisor=n?c:0;this._alignBuffer();this._computeHashCode()}_computeHashCode(){this.hashCode=(this.type-5120|0)+((this.normalized?1:0)<<3)+(this._size<<4)+((this._instanced?1:0)<<6)+(this.byteStride<<12)}_rebuild(){this._buffer?._rebuild()}\n/**\n     * Returns the kind of the VertexBuffer (string)\n     * @returns a string\n     */getKind(){return this._kind}\n/**\n     * Gets a boolean indicating if the VertexBuffer is updatable?\n     * @returns true if the buffer is updatable\n     */\nisUpdatable(){return this._buffer.isUpdatable()}\n/**\n     * Gets current buffer's data\n     * @returns a DataArray or null\n     */getData(){return this._buffer.getData()}\n/**\n     * Gets current buffer's data as a float array. Float data is constructed if the vertex buffer data cannot be returned directly.\n     * @param totalVertices number of vertices in the buffer to take into account\n     * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it\n     * @returns a float array containing vertex data\n     */getFloatData(e,t){const i=this.getData();return i?r(i,this._size,this.type,this.byteOffset,this.byteStride,this.normalized,e,t):null}\n/**\n     * Gets underlying native buffer\n     * @returns underlying native buffer\n     */getBuffer(){return this._buffer.getBuffer()}\n/**\n     * Gets the Buffer instance that wraps the native GPU buffer\n     * @returns the wrapper buffer\n     */getWrapperBuffer(){return this._buffer}\n/**\n     * Gets the stride in float32 units (i.e. byte stride / 4).\n     * May not be an integer if the byte stride is not divisible by 4.\n     * @returns the stride in float32 units\n     * @deprecated Please use byteStride instead.\n     */getStrideSize(){return this.byteStride/i(this.type)}\n/**\n     * Returns the offset as a multiple of the type byte length.\n     * @returns the offset in bytes\n     * @deprecated Please use byteOffset instead.\n     */getOffset(){return this.byteOffset/i(this.type)}\n/**\n     * Returns the number of components or the byte size per vertex attribute\n     * @param sizeInBytes If true, returns the size in bytes or else the size in number of components of the vertex attribute (default: false)\n     * @returns the number of components\n     */getSize(e=false){return e?this._size*i(this.type):this._size}\n/**\n     * Gets a boolean indicating is the internal buffer of the VertexBuffer is instanced\n     * @returns true if this buffer is instanced\n     */getIsInstanced(){return this._instanced}\n/**\n     * Returns the instancing divisor, zero for non-instanced (integer).\n     * @returns a number\n     */getInstanceDivisor(){return this._instanceDivisor}\n/**\n     * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property\n     * @param data defines the data to store\n     */\ncreate(e){this._buffer.create(e);this._alignBuffer()}\n/**\n     * Updates the underlying buffer according to the passed numeric array or Float32Array.\n     * This function will create a new buffer if the current one is not updatable\n     * @param data defines the data to store\n     */update(e){this._buffer.update(e);this._alignBuffer()}\n/**\n     * Updates directly the underlying WebGLBuffer according to the passed numeric array or Float32Array.\n     * Returns the directly updated WebGLBuffer.\n     * @param data the new data\n     * @param offset the new offset\n     * @param useBytes set to true if the offset is in bytes\n     */updateDirectly(e,t,i=false){this._buffer.updateDirectly(e,t,void 0,i);this._alignBuffer()}dispose(){this._ownsBuffer&&this._buffer.dispose();this._isDisposed=true}\n/**\n     * Enumerates each value of this vertex buffer as numbers.\n     * @param count the number of values to enumerate\n     * @param callback the callback function called for each value\n     */forEach(e,t){s(this._buffer.getData(),this.byteOffset,this.byteStride,this._size,this.type,e,this.normalized,((e,i)=>{for(let r=0;r<this._size;r++)t(e[r],i+r)}))}_alignBuffer(){}\n/**\n     * Deduces the stride given a kind.\n     * @param kind The kind string to deduce\n     * @returns The deduced stride\n     */static DeduceStride(e){switch(e){case VertexBuffer.UVKind:case VertexBuffer.UV2Kind:case VertexBuffer.UV3Kind:case VertexBuffer.UV4Kind:case VertexBuffer.UV5Kind:case VertexBuffer.UV6Kind:return 2;case VertexBuffer.NormalKind:case VertexBuffer.PositionKind:return 3;case VertexBuffer.ColorKind:case VertexBuffer.ColorInstanceKind:case VertexBuffer.MatricesIndicesKind:case VertexBuffer.MatricesIndicesExtraKind:case VertexBuffer.MatricesWeightsKind:case VertexBuffer.MatricesWeightsExtraKind:case VertexBuffer.TangentKind:return 4;default:throw new Error(\"Invalid kind '\"+e+\"'\")}}\n/**\n     * Gets the vertex buffer type of the given data array.\n     * @param data the data array\n     * @returns the vertex buffer type\n     */static GetDataType(e){return e instanceof Int8Array?VertexBuffer.BYTE:e instanceof Uint8Array?VertexBuffer.UNSIGNED_BYTE:e instanceof Int16Array?VertexBuffer.SHORT:e instanceof Uint16Array?VertexBuffer.UNSIGNED_SHORT:e instanceof Int32Array?VertexBuffer.INT:e instanceof Uint32Array?VertexBuffer.UNSIGNED_INT:VertexBuffer.FLOAT}\n/**\n     * Gets the byte length of the given type.\n     * @param type the type\n     * @returns the number of bytes\n     * @deprecated Use `getTypeByteLength` from `bufferUtils` instead\n     */static GetTypeByteLength(e){return i(e)}\n/**\n     * Enumerates each value of the given parameters as numbers.\n     * @param data the data to enumerate\n     * @param byteOffset the byte offset of the data\n     * @param byteStride the byte stride of the data\n     * @param componentCount the number of components per element\n     * @param componentType the type of the component\n     * @param count the number of values to enumerate\n     * @param normalized whether the data is normalized\n     * @param callback the callback function called for each value\n     * @deprecated Use `EnumerateFloatValues` from `bufferUtils` instead\n     */static ForEach(e,t,i,r,f,a,n,u){s(e,t,i,r,f,a,n,((e,t)=>{for(let i=0;i<r;i++)u(e[i],t+i)}))}\n/**\n     * Gets the given data array as a float array. Float data is constructed if the data array cannot be returned directly.\n     * @param data the input data array\n     * @param size the number of components\n     * @param type the component type\n     * @param byteOffset the byte offset of the data\n     * @param byteStride the byte stride of the data\n     * @param normalized whether the data is normalized\n     * @param totalVertices number of vertices in the buffer to take into account\n     * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it\n     * @returns a float array containing vertex data\n     * @deprecated Use `GetFloatData` from `bufferUtils` instead\n     */static GetFloatData(e,t,i,s,f,a,n,u){return r(e,t,i,s,f,a,n,u)}}VertexBuffer._Counter=0;VertexBuffer.BYTE=5120;VertexBuffer.UNSIGNED_BYTE=5121;VertexBuffer.SHORT=5122;VertexBuffer.UNSIGNED_SHORT=5123;VertexBuffer.INT=5124;VertexBuffer.UNSIGNED_INT=5125;VertexBuffer.FLOAT=5126;VertexBuffer.PositionKind=\"position\";VertexBuffer.NormalKind=\"normal\";VertexBuffer.TangentKind=\"tangent\";VertexBuffer.UVKind=\"uv\";VertexBuffer.UV2Kind=\"uv2\";VertexBuffer.UV3Kind=\"uv3\";VertexBuffer.UV4Kind=\"uv4\";VertexBuffer.UV5Kind=\"uv5\";VertexBuffer.UV6Kind=\"uv6\";VertexBuffer.ColorKind=\"color\";VertexBuffer.ColorInstanceKind=\"instanceColor\";VertexBuffer.MatricesIndicesKind=\"matricesIndices\";VertexBuffer.MatricesWeightsKind=\"matricesWeights\";VertexBuffer.MatricesIndicesExtraKind=\"matricesIndicesExtra\";VertexBuffer.MatricesWeightsExtraKind=\"matricesWeightsExtra\";export{Buffer,VertexBuffer};\n//# sourceMappingURL=buffer.js.map\n","import{TmpVectors as t,Vector3 as s,Vector2 as e}from\"../Maths/math.vector.js\";import{VertexBuffer as i}from\"../Buffers/buffer.js\";import\"../Maths/math.constants.js\";import\"../Misc/arrayTools.js\";import\"../Misc/typeStore.js\";import\"../_/BjBO3Vqv.js\";import\"../Engines/engineStore.js\";import\"../Misc/observable.js\";import\"../_/BXd1Jdj1.js\";import\"../_/BDtJaKhy.js\";import\"../Misc/logger.js\";import\"../Buffers/bufferUtils.js\";class PickingInfo{constructor(){this.hit=false;this.distance=0;this.pickedPoint=null;this.pickedMesh=null;this.bu=0;this.bv=0;this.faceId=-1;this.subMeshFaceId=-1;this.subMeshId=0;this.pickedSprite=null;this.thinInstanceIndex=-1;this.ray=null;this.originMesh=null;this.aimTransform=null;this.gripTransform=null}\n/**\n     * Gets the normal corresponding to the face the pick collided with\n     * @param useWorldCoordinates If the resulting normal should be relative to the world (default: false)\n     * @param useVerticesNormals If the vertices normals should be used to calculate the normal instead of the normal map (default: true)\n     * @returns The normal corresponding to the face the pick collided with\n     * @remarks Note that the returned normal will always point towards the picking ray.\n     */getNormal(e=false,r=true){if(!this.pickedMesh||r&&!this.pickedMesh.isVerticesDataPresent(i.NormalKind))return null;let o=this.pickedMesh.getIndices();o?.length===0&&(o=null);let a;const c=t.Vector3[0];const n=t.Vector3[1];const h=t.Vector3[2];if(r){const t=this.pickedMesh.getVerticesData(i.NormalKind);let e=o?s.FromArrayToRef(t,o[this.faceId*3]*3,c):c.copyFromFloats(t[this.faceId*3*3],t[this.faceId*3*3+1],t[this.faceId*3*3+2]);let r=o?s.FromArrayToRef(t,o[this.faceId*3+1]*3,n):n.copyFromFloats(t[3*(this.faceId*3+1)],t[3*(this.faceId*3+1)+1],t[3*(this.faceId*3+1)+2]);let l=o?s.FromArrayToRef(t,o[this.faceId*3+2]*3,h):h.copyFromFloats(t[3*(this.faceId*3+2)],t[3*(this.faceId*3+2)+1],t[3*(this.faceId*3+2)+2]);e=e.scale(this.bu);r=r.scale(this.bv);l=l.scale(1-this.bu-this.bv);a=new s(e.x+r.x+l.x,e.y+r.y+l.y,e.z+r.z+l.z)}else{const t=this.pickedMesh.getVerticesData(i.PositionKind);const e=o?s.FromArrayToRef(t,o[this.faceId*3]*3,c):c.copyFromFloats(t[this.faceId*3*3],t[this.faceId*3*3+1],t[this.faceId*3*3+2]);const r=o?s.FromArrayToRef(t,o[this.faceId*3+1]*3,n):n.copyFromFloats(t[3*(this.faceId*3+1)],t[3*(this.faceId*3+1)+1],t[3*(this.faceId*3+1)+2]);const l=o?s.FromArrayToRef(t,o[this.faceId*3+2]*3,h):h.copyFromFloats(t[3*(this.faceId*3+2)],t[3*(this.faceId*3+2)+1],t[3*(this.faceId*3+2)+2]);const f=e.subtract(r);const d=l.subtract(r);a=s.Cross(f,d)}const transformNormalToWorld=(e,i)=>{if(this.thinInstanceIndex!==-1){const t=e.thinInstanceGetWorldMatrices()[this.thinInstanceIndex];t&&s.TransformNormalToRef(i,t,i)}let r=e.getWorldMatrix();if(e.nonUniformScaling){t.Matrix[0].copyFrom(r);r=t.Matrix[0];r.setTranslationFromFloats(0,0,0);r.invert();r.transposeToRef(t.Matrix[1]);r=t.Matrix[1]}s.TransformNormalToRef(i,r,i)};e&&transformNormalToWorld(this.pickedMesh,a);if(this.ray){const i=t.Vector3[0].copyFrom(a);e||transformNormalToWorld(this.pickedMesh,i);s.Dot(i,this.ray.direction)>0&&a.negateInPlace()}a.normalize();return a}\n/**\n     * Gets the texture coordinates of where the pick occurred\n     * @param uvSet The UV set to use to calculate the texture coordinates (default: VertexBuffer.UVKind)\n     * @returns The vector containing the coordinates of the texture\n     */getTextureCoordinates(t=i.UVKind){if(!this.pickedMesh||!this.pickedMesh.isVerticesDataPresent(t))return null;const s=this.pickedMesh.getIndices();if(!s)return null;const r=this.pickedMesh.getVerticesData(t);if(!r)return null;let o=e.FromArray(r,s[this.faceId*3]*2);let a=e.FromArray(r,s[this.faceId*3+1]*2);let c=e.FromArray(r,s[this.faceId*3+2]*2);o=o.scale(this.bu);a=a.scale(this.bv);c=c.scale(1-this.bu-this.bv);return new e(o.x+a.x+c.x,o.y+a.y+c.y)}}export{PickingInfo};\n//# sourceMappingURL=pickingInfo.js.map\n","import{VertexBuffer as e}from\"../Buffers/buffer.js\";import{Observable as s}from\"../Misc/observable.js\";class PostProcessManager{\n/**\n     * Creates a new instance PostProcess\n     * @param scene The scene that the post process is associated with.\n     */\nconstructor(e){this._vertexBuffers={};this.onBeforeRenderObservable=new s;this._scene=e}_prepareBuffers(){if(this._vertexBuffers[e.PositionKind])return;const s=[];s.push(1,1);s.push(-1,1);s.push(-1,-1);s.push(1,-1);this._vertexBuffers[e.PositionKind]=new e(this._scene.getEngine(),s,e.PositionKind,false,false,2);this._buildIndexBuffer()}_buildIndexBuffer(){const e=[];e.push(0);e.push(1);e.push(2);e.push(0);e.push(2);e.push(3);this._indexBuffer=this._scene.getEngine().createIndexBuffer(e)}_rebuild(){const s=this._vertexBuffers[e.PositionKind];if(s){s._rebuild();this._buildIndexBuffer()}}\n/**\n     * Prepares a frame to be run through a post process.\n     * @param sourceTexture The input texture to the post processes. (default: null)\n     * @param postProcesses An array of post processes to be run. (default: null)\n     * @returns True if the post processes were able to be run.\n     * @internal\n     */\n_prepareFrame(e=null,s=null){const t=this._scene.activeCamera;if(!t)return false;s=s||t._postProcesses.filter((e=>e!=null));if(!s||s.length===0||!this._scene.postProcessesEnabled)return false;s[0].activate(t,e,s!==null&&s!==void 0);return true}\n/**\n     * Manually render a set of post processes to a texture.\n     * Please note, the frame buffer won't be unbound after the call in case you have more render to do.\n     * @param postProcesses An array of post processes to be run.\n     * @param targetTexture The render target wrapper to render to.\n     * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight\n     * @param faceIndex defines the face to render to if a cubemap is defined as the target\n     * @param lodLevel defines which lod of the texture to render to\n     * @param doNotBindFrambuffer If set to true, assumes that the framebuffer has been bound previously\n     */directRender(e,s=null,t=false,r=0,i=0,n=false){const f=this._scene.getEngine();for(let u=0;u<e.length;u++){if(u<e.length-1)e[u+1].activate(this._scene.activeCamera||this._scene,s?.texture);else{s?f.bindFramebuffer(s,r,void 0,void 0,t,i):n||f.restoreDefaultFramebuffer();f._debugInsertMarker?.(`post process ${e[u].name} output`)}const o=e[u];const a=o.apply();if(a){o.onBeforeRenderObservable.notifyObservers(a);this._prepareBuffers();f.bindBuffers(this._vertexBuffers,this._indexBuffer,a);f.drawElementsType(0,0,6);o.onAfterRenderObservable.notifyObservers(a)}}f.setDepthBuffer(true);f.setDepthWrite(true)}\n/**\n     * Finalize the result of the output of the postprocesses.\n     * @param doNotPresent If true the result will not be displayed to the screen.\n     * @param targetTexture The render target wrapper to render to.\n     * @param faceIndex The index of the face to bind the target texture to.\n     * @param postProcesses The array of post processes to render.\n     * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight (default: false)\n     * @internal\n     */_finalizeFrame(e,s,t,r,i=false){const n=this._scene.activeCamera;if(!n)return;this.onBeforeRenderObservable.notifyObservers(this);r=r||n._postProcesses.filter((e=>e!=null));if(r.length===0||!this._scene.postProcessesEnabled)return;const f=this._scene.getEngine();for(let u=0,o=r.length;u<o;u++){const a=r[u];if(u<o-1)a._outputTexture=r[u+1].activate(n,s?.texture);else{if(s){f.bindFramebuffer(s,t,void 0,void 0,i);a._outputTexture=s}else{f.restoreDefaultFramebuffer();a._outputTexture=null}f._debugInsertMarker?.(`post process ${r[u].name} output`)}if(e)break;const l=a.apply();if(l){a.onBeforeRenderObservable.notifyObservers(l);this._prepareBuffers();f.bindBuffers(this._vertexBuffers,this._indexBuffer,l);f.drawElementsType(0,0,6);a.onAfterRenderObservable.notifyObservers(l)}}f.setDepthBuffer(true);f.setDepthWrite(true);f.setAlphaMode(0)}dispose(){const s=this._vertexBuffers[e.PositionKind];if(s){s.dispose();this._vertexBuffers[e.PositionKind]=null}if(this._indexBuffer){this._scene.getEngine()._releaseBuffer(this._indexBuffer);this._indexBuffer=null}}}export{PostProcessManager as P};\n//# sourceMappingURL=CUnbltVE.js.map\n","import{SmartArray as e,SmartArrayNoDuplicate as s}from\"../Misc/smartArray.js\";import{Vector3 as t}from\"../Maths/math.vector.js\";import\"../Maths/math.constants.js\";import\"../Misc/arrayTools.js\";import\"../Misc/typeStore.js\";import\"../_/BjBO3Vqv.js\";import\"../Engines/engineStore.js\";import\"../Misc/observable.js\";import\"../_/BXd1Jdj1.js\";class RenderingGroup{set opaqueSortCompareFn(e){this._opaqueSortCompareFn=e||RenderingGroup.PainterSortCompare;this._renderOpaque=this._renderOpaqueSorted}set alphaTestSortCompareFn(e){this._alphaTestSortCompareFn=e||RenderingGroup.PainterSortCompare;this._renderAlphaTest=this._renderAlphaTestSorted}set transparentSortCompareFn(e){this._transparentSortCompareFn=e||RenderingGroup.defaultTransparentSortCompare;this._renderTransparent=this._renderTransparentSorted}\n/**\n     * Creates a new rendering group.\n     * @param index The rendering group index\n     * @param scene\n     * @param opaqueSortCompareFn The opaque sort comparison function. If null no order is applied\n     * @param alphaTestSortCompareFn The alpha test sort comparison function. If null no order is applied\n     * @param transparentSortCompareFn The transparent sort comparison function. If null back to front + alpha index sort is applied\n     */constructor(t,r,n=null,a=null,i=null){this.index=t;this._opaqueSubMeshes=new e(256);this._transparentSubMeshes=new e(256);this._alphaTestSubMeshes=new e(256);this._depthOnlySubMeshes=new e(256);this._particleSystems=new e(256);this._spriteManagers=new e(256);this._empty=true;this._edgesRenderers=new s(16);this._scene=r;this.opaqueSortCompareFn=n;this.alphaTestSortCompareFn=a;this.transparentSortCompareFn=i}\n/**\n     * Render all the sub meshes contained in the group.\n     * @param customRenderFunction Used to override the default render behaviour of the group.\n     * @param renderSprites\n     * @param renderParticles\n     * @param activeMeshes\n     */render(e,s,t,r){if(e){e(this._opaqueSubMeshes,this._alphaTestSubMeshes,this._transparentSubMeshes,this._depthOnlySubMeshes);return}const n=this._scene.getEngine();if(this._depthOnlySubMeshes.length!==0){n.setColorWrite(false);this._renderAlphaTest(this._depthOnlySubMeshes);n.setColorWrite(true)}this._opaqueSubMeshes.length!==0&&this._renderOpaque(this._opaqueSubMeshes);this._alphaTestSubMeshes.length!==0&&this._renderAlphaTest(this._alphaTestSubMeshes);const a=n.getStencilBuffer();n.setStencilBuffer(false);s&&this._renderSprites();t&&this._renderParticles(r);this.onBeforeTransparentRendering&&this.onBeforeTransparentRendering();if(this._transparentSubMeshes.length!==0||this._scene.useOrderIndependentTransparency){n.setStencilBuffer(a);if(this._scene.useOrderIndependentTransparency){const e=this._scene.depthPeelingRenderer.render(this._transparentSubMeshes);e.length&&this._renderTransparent(e)}else this._renderTransparent(this._transparentSubMeshes);n.setAlphaMode(0)}n.setStencilBuffer(false);if(this._edgesRenderers.length){for(let e=0;e<this._edgesRenderers.length;e++)this._edgesRenderers.data[e].render();n.setAlphaMode(0)}n.setStencilBuffer(a)}\n/**\n     * Renders the opaque submeshes in the order from the opaqueSortCompareFn.\n     * @param subMeshes The submeshes to render\n     */_renderOpaqueSorted(e){RenderingGroup._RenderSorted(e,this._opaqueSortCompareFn,this._scene.activeCamera,false)}\n/**\n     * Renders the opaque submeshes in the order from the alphatestSortCompareFn.\n     * @param subMeshes The submeshes to render\n     */_renderAlphaTestSorted(e){RenderingGroup._RenderSorted(e,this._alphaTestSortCompareFn,this._scene.activeCamera,false)}\n/**\n     * Renders the opaque submeshes in the order from the transparentSortCompareFn.\n     * @param subMeshes The submeshes to render\n     */_renderTransparentSorted(e){RenderingGroup._RenderSorted(e,this._transparentSortCompareFn,this._scene.activeCamera,true)}\n/**\n     * Renders the submeshes in a specified order.\n     * @param subMeshes The submeshes to sort before render\n     * @param sortCompareFn The comparison function use to sort\n     * @param camera The camera position use to preprocess the submeshes to help sorting\n     * @param transparent Specifies to activate blending if true\n     */static _RenderSorted(e,s,r,n){let a=0;let i;const h=r?r.globalPosition:RenderingGroup._ZeroVector;if(n)for(;a<e.length;a++){i=e.data[a];i._alphaIndex=i.getMesh().alphaIndex;i._distanceToCamera=t.Distance(i.getBoundingInfo().boundingSphere.centerWorld,h)}const o=e.length===e.data.length?e.data:e.data.slice(0,e.length);s&&o.sort(s);const p=o[0].getMesh().getScene();for(a=0;a<o.length;a++){i=o[a];if(!p._activeMeshesFrozenButKeepClipping||i.isInFrustum(p._frustumPlanes)){if(n){const e=i.getMaterial();if(e&&e.needDepthPrePass){const s=e.getScene().getEngine();s.setColorWrite(false);s.setAlphaMode(0);i.render(false);s.setColorWrite(true)}}i.render(n)}}}\n/**\n     * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)\n     * are rendered back to front if in the same alpha index.\n     *\n     * @param a The first submesh\n     * @param b The second submesh\n     * @returns The result of the comparison\n     */\nstatic defaultTransparentSortCompare(e,s){return e._alphaIndex>s._alphaIndex?1:e._alphaIndex<s._alphaIndex?-1:RenderingGroup.backToFrontSortCompare(e,s)}\n/**\n     * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)\n     * are rendered back to front.\n     *\n     * @param a The first submesh\n     * @param b The second submesh\n     * @returns The result of the comparison\n     */\nstatic backToFrontSortCompare(e,s){return e._distanceToCamera<s._distanceToCamera?1:e._distanceToCamera>s._distanceToCamera?-1:0}\n/**\n     * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)\n     * are rendered front to back (prevent overdraw).\n     *\n     * @param a The first submesh\n     * @param b The second submesh\n     * @returns The result of the comparison\n     */\nstatic frontToBackSortCompare(e,s){return e._distanceToCamera<s._distanceToCamera?-1:e._distanceToCamera>s._distanceToCamera?1:0}\n/**\n     * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)\n     * are grouped by material then geometry.\n     *\n     * @param a The first submesh\n     * @param b The second submesh\n     * @returns The result of the comparison\n     */static PainterSortCompare(e,s){const t=e.getMesh();const r=s.getMesh();return t.material&&r.material?t.material.uniqueId-r.material.uniqueId:t.uniqueId-r.uniqueId}prepare(){this._opaqueSubMeshes.reset();this._transparentSubMeshes.reset();this._alphaTestSubMeshes.reset();this._depthOnlySubMeshes.reset();this._particleSystems.reset();this.prepareSprites();this._edgesRenderers.reset();this._empty=true}prepareSprites(){this._spriteManagers.reset()}dispose(){this._opaqueSubMeshes.dispose();this._transparentSubMeshes.dispose();this._alphaTestSubMeshes.dispose();this._depthOnlySubMeshes.dispose();this._particleSystems.dispose();this._spriteManagers.dispose();this._edgesRenderers.dispose()}\n/**\n     * Inserts the submesh in its correct queue depending on its material.\n     * @param subMesh The submesh to dispatch\n     * @param [mesh] Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.\n     * @param [material] Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.\n     */dispatch(e,s,t){s===void 0&&(s=e.getMesh());t===void 0&&(t=e.getMaterial());if(t!==null&&t!==void 0){if(t.needAlphaBlendingForMesh(s))this._transparentSubMeshes.push(e);else if(t.needAlphaTestingForMesh(s)){t.needDepthPrePass&&this._depthOnlySubMeshes.push(e);this._alphaTestSubMeshes.push(e)}else{t.needDepthPrePass&&this._depthOnlySubMeshes.push(e);this._opaqueSubMeshes.push(e)}s._renderingGroup=this;s._edgesRenderer&&s.isEnabled()&&s.isVisible&&s._edgesRenderer.isEnabled&&this._edgesRenderers.pushNoDuplicate(s._edgesRenderer);this._empty=false}}dispatchSprites(e){this._spriteManagers.push(e);this._empty=false}dispatchParticles(e){this._particleSystems.push(e);this._empty=false}_renderParticles(e){if(this._particleSystems.length===0)return;const s=this._scene.activeCamera;this._scene.onBeforeParticlesRenderingObservable.notifyObservers(this._scene);for(let t=0;t<this._particleSystems.length;t++){const r=this._particleSystems.data[t];if((s&&s.layerMask&r.layerMask)===0)continue;const n=r.emitter;n.position&&e&&e.indexOf(n)===-1||this._scene._activeParticles.addCount(r.render(),false)}this._scene.onAfterParticlesRenderingObservable.notifyObservers(this._scene)}_renderSprites(){if(!this._scene.spritesEnabled||this._spriteManagers.length===0)return;const e=this._scene.activeCamera;this._scene.onBeforeSpritesRenderingObservable.notifyObservers(this._scene);for(let s=0;s<this._spriteManagers.length;s++){const t=this._spriteManagers.data[s];(e&&e.layerMask&t.layerMask)!==0&&t.render()}this._scene.onAfterSpritesRenderingObservable.notifyObservers(this._scene)}}RenderingGroup._ZeroVector=t.Zero();export{RenderingGroup};\n//# sourceMappingURL=renderingGroup.js.map\n","import{RenderingGroup as e}from\"./renderingGroup.js\";import\"../Misc/smartArray.js\";import\"../Maths/math.vector.js\";import\"../Maths/math.constants.js\";import\"../Misc/arrayTools.js\";import\"../Misc/typeStore.js\";import\"../_/BjBO3Vqv.js\";import\"../Engines/engineStore.js\";import\"../Misc/observable.js\";import\"../_/BXd1Jdj1.js\";class RenderingGroupInfo{}class RenderingManager{get maintainStateBetweenFrames(){return this._maintainStateBetweenFrames}set maintainStateBetweenFrames(e){if(e!==this._maintainStateBetweenFrames){this._maintainStateBetweenFrames=e;this._maintainStateBetweenFrames||this.restoreDispachedFlags()}}restoreDispachedFlags(){for(const e of this._scene.meshes)if(e.subMeshes)for(const t of e.subMeshes)t._wasDispatched=false;if(this._scene.spriteManagers)for(const e of this._scene.spriteManagers)e._wasDispatched=false;for(const e of this._scene.particleSystems)e._wasDispatched=false}\n/**\n     * Instantiates a new rendering group for a particular scene\n     * @param scene Defines the scene the groups belongs to\n     */constructor(e){this._useSceneAutoClearSetup=false;this._renderingGroups=new Array;this._autoClearDepthStencil={};this._customOpaqueSortCompareFn={};this._customAlphaTestSortCompareFn={};this._customTransparentSortCompareFn={};this._renderingGroupInfo=new RenderingGroupInfo;this._maintainStateBetweenFrames=false;this._scene=e;for(let e=RenderingManager.MIN_RENDERINGGROUPS;e<RenderingManager.MAX_RENDERINGGROUPS;e++)this._autoClearDepthStencil[e]={autoClear:true,depth:true,stencil:true}}\n/**\n     * @returns the rendering group with the specified id.\n     * @param id the id of the rendering group (0 by default)\n     */getRenderingGroup(e){const t=e||0;this._prepareRenderingGroup(t);return this._renderingGroups[t]}_clearDepthStencilBuffer(e=true,t=true){if(!this._depthStencilBufferAlreadyCleaned){this._scene.getEngine().clear(null,false,e,t);this._depthStencilBufferAlreadyCleaned=true}}render(e,t,r,n){const s=this._renderingGroupInfo;s.scene=this._scene;s.camera=this._scene.activeCamera;s.renderingManager=this;if(this._scene.spriteManagers&&n)for(let e=0;e<this._scene.spriteManagers.length;e++){const t=this._scene.spriteManagers[e];this.dispatchSprites(t)}for(let i=RenderingManager.MIN_RENDERINGGROUPS;i<RenderingManager.MAX_RENDERINGGROUPS;i++){this._depthStencilBufferAlreadyCleaned=i===RenderingManager.MIN_RENDERINGGROUPS;const a=this._renderingGroups[i];if(!a||a._empty)continue;const o=1<<i;s.renderingGroupId=i;this._scene.onBeforeRenderingGroupObservable.notifyObservers(s,o);if(RenderingManager.AUTOCLEAR){const e=this._useSceneAutoClearSetup?this._scene.getAutoClearDepthStencilSetup(i):this._autoClearDepthStencil[i];e&&e.autoClear&&this._clearDepthStencilBuffer(e.depth,e.stencil)}for(const e of this._scene._beforeRenderingGroupDrawStage)e.action(i);a.render(e,n,r,t);for(const e of this._scene._afterRenderingGroupDrawStage)e.action(i);this._scene.onAfterRenderingGroupObservable.notifyObservers(s,o)}}reset(){if(!this.maintainStateBetweenFrames)for(let e=RenderingManager.MIN_RENDERINGGROUPS;e<RenderingManager.MAX_RENDERINGGROUPS;e++){const t=this._renderingGroups[e];t&&t.prepare()}}resetSprites(){if(!this.maintainStateBetweenFrames)for(let e=RenderingManager.MIN_RENDERINGGROUPS;e<RenderingManager.MAX_RENDERINGGROUPS;e++){const t=this._renderingGroups[e];t&&t.prepareSprites()}}dispose(){this.freeRenderingGroups();this._renderingGroups.length=0;this._renderingGroupInfo=null}freeRenderingGroups(){for(let e=RenderingManager.MIN_RENDERINGGROUPS;e<RenderingManager.MAX_RENDERINGGROUPS;e++){const t=this._renderingGroups[e];t&&t.dispose()}}_prepareRenderingGroup(t){this._renderingGroups[t]===void 0&&(this._renderingGroups[t]=new e(t,this._scene,this._customOpaqueSortCompareFn[t],this._customAlphaTestSortCompareFn[t],this._customTransparentSortCompareFn[t]))}\n/**\n     * Add a sprite manager to the rendering manager in order to render it this frame.\n     * @param spriteManager Define the sprite manager to render\n     */dispatchSprites(e){if(!this.maintainStateBetweenFrames||!e._wasDispatched){e._wasDispatched=true;this.getRenderingGroup(e.renderingGroupId).dispatchSprites(e)}}\n/**\n     * Add a particle system to the rendering manager in order to render it this frame.\n     * @param particleSystem Define the particle system to render\n     */dispatchParticles(e){if(!this.maintainStateBetweenFrames||!e._wasDispatched){e._wasDispatched=true;this.getRenderingGroup(e.renderingGroupId).dispatchParticles(e)}}\n/**\n     * Add a submesh to the manager in order to render it this frame\n     * @param subMesh The submesh to dispatch\n     * @param mesh Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.\n     * @param material Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.\n     */dispatch(e,t,r){t===void 0&&(t=e.getMesh());if(!this.maintainStateBetweenFrames||!e._wasDispatched){e._wasDispatched=true;this.getRenderingGroup(t.renderingGroupId).dispatch(e,t,r)}}\n/**\n     * Overrides the default sort function applied in the rendering group to prepare the meshes.\n     * This allowed control for front to back rendering or reversely depending of the special needs.\n     *\n     * @param renderingGroupId The rendering group id corresponding to its index\n     * @param opaqueSortCompareFn The opaque queue comparison function use to sort.\n     * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.\n     * @param transparentSortCompareFn The transparent queue comparison function use to sort.\n     */setRenderingOrder(e,t=null,r=null,n=null){this._customOpaqueSortCompareFn[e]=t;this._customAlphaTestSortCompareFn[e]=r;this._customTransparentSortCompareFn[e]=n;if(this._renderingGroups[e]){const t=this._renderingGroups[e];t.opaqueSortCompareFn=this._customOpaqueSortCompareFn[e];t.alphaTestSortCompareFn=this._customAlphaTestSortCompareFn[e];t.transparentSortCompareFn=this._customTransparentSortCompareFn[e]}}\n/**\n     * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.\n     *\n     * @param renderingGroupId The rendering group id corresponding to its index\n     * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.\n     * @param depth Automatically clears depth between groups if true and autoClear is true.\n     * @param stencil Automatically clears stencil between groups if true and autoClear is true.\n     */setRenderingAutoClearDepthStencil(e,t,r=true,n=true){this._autoClearDepthStencil[e]={autoClear:t,depth:r,stencil:n}}\n/**\n     * Gets the current auto clear configuration for one rendering group of the rendering\n     * manager.\n     * @param index the rendering group index to get the information for\n     * @returns The auto clear setup for the requested rendering group\n     */getAutoClearDepthStencilSetup(e){return this._autoClearDepthStencil[e]}}RenderingManager.MAX_RENDERINGGROUPS=4;RenderingManager.MIN_RENDERINGGROUPS=0;RenderingManager.AUTOCLEAR=true;export{RenderingGroupInfo,RenderingManager};\n//# sourceMappingURL=renderingManager.js.map\n","class SceneComponentConstants{}SceneComponentConstants.NAME_EFFECTLAYER=\"EffectLayer\";SceneComponentConstants.NAME_LAYER=\"Layer\";SceneComponentConstants.NAME_LENSFLARESYSTEM=\"LensFlareSystem\";SceneComponentConstants.NAME_BOUNDINGBOXRENDERER=\"BoundingBoxRenderer\";SceneComponentConstants.NAME_PARTICLESYSTEM=\"ParticleSystem\";SceneComponentConstants.NAME_GAMEPAD=\"Gamepad\";SceneComponentConstants.NAME_SIMPLIFICATIONQUEUE=\"SimplificationQueue\";SceneComponentConstants.NAME_GEOMETRYBUFFERRENDERER=\"GeometryBufferRenderer\";SceneComponentConstants.NAME_PREPASSRENDERER=\"PrePassRenderer\";SceneComponentConstants.NAME_DEPTHRENDERER=\"DepthRenderer\";SceneComponentConstants.NAME_DEPTHPEELINGRENDERER=\"DepthPeelingRenderer\";SceneComponentConstants.NAME_POSTPROCESSRENDERPIPELINEMANAGER=\"PostProcessRenderPipelineManager\";SceneComponentConstants.NAME_SPRITE=\"Sprite\";SceneComponentConstants.NAME_SUBSURFACE=\"SubSurface\";SceneComponentConstants.NAME_OUTLINERENDERER=\"Outline\";SceneComponentConstants.NAME_PROCEDURALTEXTURE=\"ProceduralTexture\";SceneComponentConstants.NAME_SHADOWGENERATOR=\"ShadowGenerator\";SceneComponentConstants.NAME_OCTREE=\"Octree\";SceneComponentConstants.NAME_PHYSICSENGINE=\"PhysicsEngine\";SceneComponentConstants.NAME_AUDIO=\"Audio\";SceneComponentConstants.NAME_FLUIDRENDERER=\"FluidRenderer\";SceneComponentConstants.NAME_IBLCDFGENERATOR=\"iblCDFGenerator\";SceneComponentConstants.STEP_ISREADYFORMESH_EFFECTLAYER=0;SceneComponentConstants.STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER=0;SceneComponentConstants.STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER=0;SceneComponentConstants.STEP_PREACTIVEMESH_BOUNDINGBOXRENDERER=0;SceneComponentConstants.STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER=1;SceneComponentConstants.STEP_BEFORECAMERADRAW_PREPASS=0;SceneComponentConstants.STEP_BEFORECAMERADRAW_EFFECTLAYER=1;SceneComponentConstants.STEP_BEFORECAMERADRAW_LAYER=2;SceneComponentConstants.STEP_BEFORERENDERTARGETDRAW_PREPASS=0;SceneComponentConstants.STEP_BEFORERENDERTARGETDRAW_LAYER=1;SceneComponentConstants.STEP_BEFORERENDERINGMESH_PREPASS=0;SceneComponentConstants.STEP_BEFORERENDERINGMESH_OUTLINE=1;SceneComponentConstants.STEP_AFTERRENDERINGMESH_PREPASS=0;SceneComponentConstants.STEP_AFTERRENDERINGMESH_OUTLINE=1;SceneComponentConstants.STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW=0;SceneComponentConstants.STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER=1;SceneComponentConstants.STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE=0;SceneComponentConstants.STEP_BEFORECLEAR_PROCEDURALTEXTURE=0;SceneComponentConstants.STEP_BEFORECLEAR_PREPASS=1;SceneComponentConstants.STEP_BEFORERENDERTARGETCLEAR_PREPASS=0;SceneComponentConstants.STEP_AFTERRENDERTARGETDRAW_PREPASS=0;SceneComponentConstants.STEP_AFTERRENDERTARGETDRAW_LAYER=1;SceneComponentConstants.STEP_AFTERCAMERADRAW_PREPASS=0;SceneComponentConstants.STEP_AFTERCAMERADRAW_EFFECTLAYER=1;SceneComponentConstants.STEP_AFTERCAMERADRAW_LENSFLARESYSTEM=2;SceneComponentConstants.STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW=3;SceneComponentConstants.STEP_AFTERCAMERADRAW_LAYER=4;SceneComponentConstants.STEP_AFTERCAMERADRAW_FLUIDRENDERER=5;SceneComponentConstants.STEP_AFTERCAMERAPOSTPROCESS_LAYER=0;SceneComponentConstants.STEP_AFTERRENDERTARGETPOSTPROCESS_LAYER=0;SceneComponentConstants.STEP_AFTERRENDER_AUDIO=0;SceneComponentConstants.STEP_GATHERRENDERTARGETS_DEPTHRENDERER=0;SceneComponentConstants.STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER=1;SceneComponentConstants.STEP_GATHERRENDERTARGETS_SHADOWGENERATOR=2;SceneComponentConstants.STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER=3;SceneComponentConstants.STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER=0;SceneComponentConstants.STEP_GATHERACTIVECAMERARENDERTARGETS_FLUIDRENDERER=1;SceneComponentConstants.STEP_POINTERMOVE_SPRITE=0;SceneComponentConstants.STEP_POINTERDOWN_SPRITE=0;SceneComponentConstants.STEP_POINTERUP_SPRITE=0;class Stage extends Array{\n/**\n     * Hide ctor from the rest of the world.\n     * @param items The items to add.\n     */\nconstructor(n){super(...n)}\n/**\n     * Creates a new Stage.\n     * @returns A new instance of a Stage\n     */static Create(){return Object.create(Stage.prototype)}\n/**\n     * Registers a step in an ordered way in the targeted stage.\n     * @param index Defines the position to register the step in\n     * @param component Defines the component attached to the step\n     * @param action Defines the action to launch during the step\n     */registerStep(n,E,e){let R=0;let t=Number.MAX_VALUE;for(;R<this.length;R++){const E=this[R];t=E.index;if(n<t)break}this.splice(R,0,{index:n,component:E,action:e.bind(E)})}clear(){this.length=0}}export{SceneComponentConstants,Stage};\n//# sourceMappingURL=sceneComponent.js.map\n","import{Vector2 as t}from\"../Maths/math.vector.js\";import\"../Maths/math.constants.js\";import\"../Misc/arrayTools.js\";import\"../Misc/typeStore.js\";import\"../_/BjBO3Vqv.js\";import\"../Engines/engineStore.js\";import\"../Misc/observable.js\";import\"../_/BXd1Jdj1.js\";class PointerEventTypes{}PointerEventTypes.POINTERDOWN=1;PointerEventTypes.POINTERUP=2;PointerEventTypes.POINTERMOVE=4;PointerEventTypes.POINTERWHEEL=8;PointerEventTypes.POINTERPICK=16;PointerEventTypes.POINTERTAP=32;PointerEventTypes.POINTERDOUBLETAP=64;class PointerInfoBase{\n/**\n     * Instantiates the base class of pointers info.\n     * @param type Defines the type of event (PointerEventTypes)\n     * @param event Defines the related dom event\n     */\nconstructor(t,e){this.type=t;this.event=e}}class PointerInfoPre extends PointerInfoBase{\n/**\n     * Instantiates a PointerInfoPre to store pointer related info to the onPrePointerObservable event.\n     * @param type Defines the type of event (PointerEventTypes)\n     * @param event Defines the related dom event\n     * @param localX Defines the local x coordinates of the pointer when the event occured\n     * @param localY Defines the local y coordinates of the pointer when the event occured\n     */\nconstructor(e,n,i,s){super(e,n);this.ray=null;this.originalPickingInfo=null;this.skipOnPointerObservable=false;this.localPosition=new t(i,s)}}class PointerInfo extends PointerInfoBase{get pickInfo(){this._pickInfo||this._generatePickInfo();return this._pickInfo}\n/**\n     * Instantiates a PointerInfo to store pointer related info to the onPointerObservable event.\n     * @param type Defines the type of event (PointerEventTypes)\n     * @param event Defines the related dom event\n     * @param pickInfo Defines the picking info associated to the info (if any)\n     * @param inputManager Defines the InputManager to use if there is no pickInfo\n     */constructor(t,e,n,i=null){super(t,e);this._pickInfo=n;this._inputManager=i}_generatePickInfo(){if(this._inputManager){this._pickInfo=this._inputManager._pickMove(this.event);this._inputManager._setRayOnPointerInfo(this._pickInfo,this.event);this._inputManager=null}}}export{PointerEventTypes,PointerInfo,PointerInfoBase,PointerInfoPre};\n//# sourceMappingURL=pointerEvents.js.map\n","class AbstractActionManager{constructor(){this.hoverCursor=\"\";this.actions=[];this.isRecursive=false;this.disposeWhenUnowned=true}static get HasTriggers(){for(const r in AbstractActionManager.Triggers)if(Object.prototype.hasOwnProperty.call(AbstractActionManager.Triggers,r))return true;return false}static get HasPickTriggers(){for(const r in AbstractActionManager.Triggers)if(Object.prototype.hasOwnProperty.call(AbstractActionManager.Triggers,r)){const t=parseInt(r);if(t>=1&&t<=7)return true}return false}\n/**\n     * Does exist one action manager that handles actions of a given trigger\n     * @param trigger defines the trigger to be tested\n     * @returns a boolean indicating whether the trigger is handled by at least one action manager\n     **/static HasSpecificTrigger(r){for(const t in AbstractActionManager.Triggers)if(Object.prototype.hasOwnProperty.call(AbstractActionManager.Triggers,t)){const e=parseInt(t);if(e===r)return true}return false}}AbstractActionManager.Triggers={};export{AbstractActionManager as A};\n//# sourceMappingURL=TN86BEFI.js.map\n","class KeyboardEventTypes{}KeyboardEventTypes.KEYDOWN=1;KeyboardEventTypes.KEYUP=2;class KeyboardInfo{\n/**\n     * Instantiates a new keyboard info.\n     * This class is used to store keyboard related info for the onKeyboardObservable event.\n     * @param type Defines the type of event (KeyboardEventTypes)\n     * @param event Defines the related dom event\n     */\nconstructor(e,s){this.type=e;this.event=s}}class KeyboardInfoPre extends KeyboardInfo{\n/**\n     * Defines whether the engine should skip the next onKeyboardObservable associated to this pre.\n     * @deprecated use skipOnKeyboardObservable property instead\n     */\nget skipOnPointerObservable(){return this.skipOnKeyboardObservable}set skipOnPointerObservable(e){this.skipOnKeyboardObservable=e}\n/**\n     * Instantiates a new keyboard pre info.\n     * This class is used to store keyboard related info for the onPreKeyboardObservable event.\n     * @param type Defines the type of event (KeyboardEventTypes)\n     * @param event Defines the related dom event\n     */constructor(e,s){super(e,s);this.type=e;this.event=s;this.skipOnKeyboardObservable=false}}export{KeyboardEventTypes,KeyboardInfo,KeyboardInfoPre};\n//# sourceMappingURL=keyboardEvents.js.map\n","var i;(function(i){i[i.Generic=0]=\"Generic\";i[i.Keyboard=1]=\"Keyboard\";i[i.Mouse=2]=\"Mouse\";i[i.Touch=3]=\"Touch\";i[i.DualShock=4]=\"DualShock\";i[i.Xbox=5]=\"Xbox\";i[i.Switch=6]=\"Switch\";i[i.DualSense=7]=\"DualSense\"})(i||(i={}));var e;(function(i){i[i.Horizontal=0]=\"Horizontal\";i[i.Vertical=1]=\"Vertical\";i[i.LeftClick=2]=\"LeftClick\";i[i.MiddleClick=3]=\"MiddleClick\";i[i.RightClick=4]=\"RightClick\";i[i.BrowserBack=5]=\"BrowserBack\";i[i.BrowserForward=6]=\"BrowserForward\";i[i.MouseWheelX=7]=\"MouseWheelX\";i[i.MouseWheelY=8]=\"MouseWheelY\";i[i.MouseWheelZ=9]=\"MouseWheelZ\";i[i.Move=12]=\"Move\"})(e||(e={}));var t;(function(i){i[i.Horizontal=0]=\"Horizontal\";i[i.Vertical=1]=\"Vertical\";i[i.LeftClick=2]=\"LeftClick\";i[i.MiddleClick=3]=\"MiddleClick\";i[i.RightClick=4]=\"RightClick\";i[i.BrowserBack=5]=\"BrowserBack\";i[i.BrowserForward=6]=\"BrowserForward\";i[i.MouseWheelX=7]=\"MouseWheelX\";i[i.MouseWheelY=8]=\"MouseWheelY\";i[i.MouseWheelZ=9]=\"MouseWheelZ\";i[i.DeltaHorizontal=10]=\"DeltaHorizontal\";i[i.DeltaVertical=11]=\"DeltaVertical\"})(t||(t={}));var a;(function(i){i[i.Cross=0]=\"Cross\";i[i.Circle=1]=\"Circle\";i[i.Square=2]=\"Square\";i[i.Triangle=3]=\"Triangle\";i[i.L1=4]=\"L1\";i[i.R1=5]=\"R1\";i[i.L2=6]=\"L2\";i[i.R2=7]=\"R2\";i[i.Share=8]=\"Share\";i[i.Options=9]=\"Options\";i[i.L3=10]=\"L3\";i[i.R3=11]=\"R3\";i[i.DPadUp=12]=\"DPadUp\";i[i.DPadDown=13]=\"DPadDown\";i[i.DPadLeft=14]=\"DPadLeft\";i[i.DPadRight=15]=\"DPadRight\";i[i.Home=16]=\"Home\";i[i.TouchPad=17]=\"TouchPad\";i[i.LStickXAxis=18]=\"LStickXAxis\";i[i.LStickYAxis=19]=\"LStickYAxis\";i[i.RStickXAxis=20]=\"RStickXAxis\";i[i.RStickYAxis=21]=\"RStickYAxis\"})(a||(a={}));var o;(function(i){i[i.Cross=0]=\"Cross\";i[i.Circle=1]=\"Circle\";i[i.Square=2]=\"Square\";i[i.Triangle=3]=\"Triangle\";i[i.L1=4]=\"L1\";i[i.R1=5]=\"R1\";i[i.L2=6]=\"L2\";i[i.R2=7]=\"R2\";i[i.Create=8]=\"Create\";i[i.Options=9]=\"Options\";i[i.L3=10]=\"L3\";i[i.R3=11]=\"R3\";i[i.DPadUp=12]=\"DPadUp\";i[i.DPadDown=13]=\"DPadDown\";i[i.DPadLeft=14]=\"DPadLeft\";i[i.DPadRight=15]=\"DPadRight\";i[i.Home=16]=\"Home\";i[i.TouchPad=17]=\"TouchPad\";i[i.LStickXAxis=18]=\"LStickXAxis\";i[i.LStickYAxis=19]=\"LStickYAxis\";i[i.RStickXAxis=20]=\"RStickXAxis\";i[i.RStickYAxis=21]=\"RStickYAxis\"})(o||(o={}));var c;(function(i){i[i.A=0]=\"A\";i[i.B=1]=\"B\";i[i.X=2]=\"X\";i[i.Y=3]=\"Y\";i[i.LB=4]=\"LB\";i[i.RB=5]=\"RB\";i[i.LT=6]=\"LT\";i[i.RT=7]=\"RT\";i[i.Back=8]=\"Back\";i[i.Start=9]=\"Start\";i[i.LS=10]=\"LS\";i[i.RS=11]=\"RS\";i[i.DPadUp=12]=\"DPadUp\";i[i.DPadDown=13]=\"DPadDown\";i[i.DPadLeft=14]=\"DPadLeft\";i[i.DPadRight=15]=\"DPadRight\";i[i.Home=16]=\"Home\";i[i.LStickXAxis=17]=\"LStickXAxis\";i[i.LStickYAxis=18]=\"LStickYAxis\";i[i.RStickXAxis=19]=\"RStickXAxis\";i[i.RStickYAxis=20]=\"RStickYAxis\"})(c||(c={}));var r;(function(i){i[i.B=0]=\"B\";i[i.A=1]=\"A\";i[i.Y=2]=\"Y\";i[i.X=3]=\"X\";i[i.L=4]=\"L\";i[i.R=5]=\"R\";i[i.ZL=6]=\"ZL\";i[i.ZR=7]=\"ZR\";i[i.Minus=8]=\"Minus\";i[i.Plus=9]=\"Plus\";i[i.LS=10]=\"LS\";i[i.RS=11]=\"RS\";i[i.DPadUp=12]=\"DPadUp\";i[i.DPadDown=13]=\"DPadDown\";i[i.DPadLeft=14]=\"DPadLeft\";i[i.DPadRight=15]=\"DPadRight\";i[i.Home=16]=\"Home\";i[i.Capture=17]=\"Capture\";i[i.LStickXAxis=18]=\"LStickXAxis\";i[i.LStickYAxis=19]=\"LStickYAxis\";i[i.RStickXAxis=20]=\"RStickXAxis\";i[i.RStickYAxis=21]=\"RStickYAxis\"})(r||(r={}));export{i as DeviceType,o as DualSenseInput,a as DualShockInput,t as NativePointerInput,e as PointerInput,r as SwitchInput,c as XboxInput};\n//# sourceMappingURL=deviceEnums.js.map\n","var n;(function(n){n[n.PointerMove=0]=\"PointerMove\";n[n.PointerDown=1]=\"PointerDown\";n[n.PointerUp=2]=\"PointerUp\"})(n||(n={}));class EventConstants{}EventConstants.DOM_DELTA_PIXEL=0;EventConstants.DOM_DELTA_LINE=1;EventConstants.DOM_DELTA_PAGE=2;export{n as D,EventConstants as E};\n//# sourceMappingURL=BZGPCM-I.js.map\n","import{DeviceType as e,PointerInput as t}from\"../DeviceInput/InputDevices/deviceEnums.js\";import{Observable as i}from\"../Misc/observable.js\";import{E as n}from\"./BZGPCM-I.js\";import{IsNavigatorAvailable as s}from\"../Misc/domManagement.js\";import{Tools as o}from\"../Misc/tools.js\";class DeviceEventFactory{\n/**\n     * Create device input events based on provided type and slot\n     *\n     * @param deviceType Type of device\n     * @param deviceSlot \"Slot\" or index that device is referenced in\n     * @param inputIndex Id of input to be checked\n     * @param currentState Current value for given input\n     * @param deviceInputSystem Reference to DeviceInputSystem\n     * @param elementToAttachTo HTMLElement to reference as target for inputs\n     * @param pointerId PointerId to use for pointer events\n     * @returns IUIEvent object\n     */\nstatic CreateDeviceEvent(i,n,s,o,h,c,r){switch(i){case e.Keyboard:return this._CreateKeyboardEvent(s,o,h,c);case e.Mouse:if(s===t.MouseWheelX||s===t.MouseWheelY||s===t.MouseWheelZ)return this._CreateWheelEvent(i,n,s,o,h,c);case e.Touch:return this._CreatePointerEvent(i,n,s,o,h,c,r);default:throw`Unable to generate event for device ${e[i]}`}}\n/**\n     * Creates pointer event\n     *\n     * @param deviceType Type of device\n     * @param deviceSlot \"Slot\" or index that device is referenced in\n     * @param inputIndex Id of input to be checked\n     * @param currentState Current value for given input\n     * @param deviceInputSystem Reference to DeviceInputSystem\n     * @param elementToAttachTo HTMLElement to reference as target for inputs\n     * @param pointerId PointerId to use for pointer events\n     * @returns IUIEvent object (Pointer)\n     */static _CreatePointerEvent(i,n,s,o,h,c,r){const a=this._CreateMouseEvent(i,n,s,o,h,c);if(i===e.Mouse){a.deviceType=e.Mouse;a.pointerId=1;a.pointerType=\"mouse\"}else{a.deviceType=e.Touch;a.pointerId=r??n;a.pointerType=\"touch\"}let d=0;d+=h.pollInput(i,n,t.LeftClick);d+=h.pollInput(i,n,t.RightClick)*2;d+=h.pollInput(i,n,t.MiddleClick)*4;a.buttons=d;if(s===t.Move)a.type=\"pointermove\";else if(s>=t.LeftClick&&s<=t.RightClick){a.type=o===1?\"pointerdown\":\"pointerup\";a.button=s-2}return a}\n/**\n     * Create Mouse Wheel Event\n     * @param deviceType Type of device\n     * @param deviceSlot \"Slot\" or index that device is referenced in\n     * @param inputIndex Id of input to be checked\n     * @param currentState Current value for given input\n     * @param deviceInputSystem Reference to DeviceInputSystem\n     * @param elementToAttachTo HTMLElement to reference as target for inputs\n     * @returns IUIEvent object (Wheel)\n     */static _CreateWheelEvent(e,i,s,o,h,c){const r=this._CreateMouseEvent(e,i,s,o,h,c);r.pointerId=1;r.type=\"wheel\";r.deltaMode=n.DOM_DELTA_PIXEL;r.deltaX=0;r.deltaY=0;r.deltaZ=0;switch(s){case t.MouseWheelX:r.deltaX=o;break;case t.MouseWheelY:r.deltaY=o;break;case t.MouseWheelZ:r.deltaZ=o;break}return r}\n/**\n     * Create Mouse Event\n     * @param deviceType Type of device\n     * @param deviceSlot \"Slot\" or index that device is referenced in\n     * @param inputIndex Id of input to be checked\n     * @param currentState Current value for given input\n     * @param deviceInputSystem Reference to DeviceInputSystem\n     * @param elementToAttachTo HTMLElement to reference as target for inputs\n     * @returns IUIEvent object (Mouse)\n     */static _CreateMouseEvent(e,i,n,s,o,h){const c=this._CreateEvent(h);const r=o.pollInput(e,i,t.Horizontal);const a=o.pollInput(e,i,t.Vertical);if(h){c.movementX=0;c.movementY=0;c.offsetX=c.movementX-h.getBoundingClientRect().x;c.offsetY=c.movementY-h.getBoundingClientRect().y}else{c.movementX=o.pollInput(e,i,10);c.movementY=o.pollInput(e,i,11);c.offsetX=0;c.offsetY=0}this._CheckNonCharacterKeys(c,o);c.clientX=r;c.clientY=a;c.x=r;c.y=a;c.deviceType=e;c.deviceSlot=i;c.inputIndex=n;return c}\n/**\n     * Create Keyboard Event\n     * @param inputIndex Id of input to be checked\n     * @param currentState Current value for given input\n     * @param deviceInputSystem Reference to DeviceInputSystem\n     * @param elementToAttachTo HTMLElement to reference as target for inputs\n     * @returns IEvent object (Keyboard)\n     */static _CreateKeyboardEvent(t,i,n,s){const o=this._CreateEvent(s);this._CheckNonCharacterKeys(o,n);o.deviceType=e.Keyboard;o.deviceSlot=0;o.inputIndex=t;o.type=i===1?\"keydown\":\"keyup\";o.key=String.fromCharCode(t);o.keyCode=t;return o}\n/**\n     * Add parameters for non-character keys (Ctrl, Alt, Meta, Shift)\n     * @param evt Event object to add parameters to\n     * @param deviceInputSystem DeviceInputSystem to pull values from\n     */static _CheckNonCharacterKeys(t,i){const n=i.isDeviceAvailable(e.Keyboard);const s=n&&i.pollInput(e.Keyboard,0,18)===1;const o=n&&i.pollInput(e.Keyboard,0,17)===1;const h=n&&(i.pollInput(e.Keyboard,0,91)===1||i.pollInput(e.Keyboard,0,92)===1||i.pollInput(e.Keyboard,0,93)===1);const c=n&&i.pollInput(e.Keyboard,0,16)===1;t.altKey=s;t.ctrlKey=o;t.metaKey=h;t.shiftKey=c}\n/**\n     * Create base event object\n     * @param elementToAttachTo Value to use as event target\n     * @returns\n     */static _CreateEvent(e){const t={};t.preventDefault=()=>{};t.target=e;return t}}class NativeDeviceInputSystem{constructor(e,t,i){this._nativeInput=_native.DeviceInputSystem?new _native.DeviceInputSystem(e,t,((e,t,n,s)=>{const o=DeviceEventFactory.CreateDeviceEvent(e,t,n,s,this);i(e,t,o)})):this._createDummyNativeInput()}\n/**\n     * Checks for current device input value, given an id and input index. Throws exception if requested device not initialized.\n     * @param deviceType Enum specifying device type\n     * @param deviceSlot \"Slot\" or index that device is referenced in\n     * @param inputIndex Id of input to be checked\n     * @returns Current value of input\n     */\npollInput(e,t,i){return this._nativeInput.pollInput(e,t,i)}\n/**\n     * Check for a specific device in the DeviceInputSystem\n     * @param deviceType Type of device to check for\n     * @returns bool with status of device's existence\n     */isDeviceAvailable(t){return t===e.Mouse||t===e.Touch}dispose(){this._nativeInput.dispose()}\n/**\n     * For versions of BabylonNative that don't have the NativeInput plugin initialized, create a dummy version\n     * @returns Object with dummy functions\n     */_createDummyNativeInput(){const e={pollInput:()=>0,isDeviceAvailable:()=>false,dispose:()=>{}};return e}}const h=255;const c=Object.keys(t).length/2;class WebDeviceInputSystem{\n/**\n     * Constructor for the WebDeviceInputSystem\n     * @param engine Engine to reference\n     * @param onDeviceConnected Callback to execute when device is connected\n     * @param onDeviceDisconnected Callback to execute when device is disconnected\n     * @param onInputChanged Callback to execute when input changes on device\n     */\nconstructor(e,t,i,n){this._inputs=[];this._keyboardActive=false;this._pointerActive=false;this._usingSafari=o.IsSafari();this._usingMacOS=s()&&/(Mac|iPhone|iPod|iPad)/i.test(navigator.platform);this._keyboardDownEvent=e=>{};this._keyboardUpEvent=e=>{};this._keyboardBlurEvent=e=>{};this._pointerMoveEvent=e=>{};this._pointerDownEvent=e=>{};this._pointerUpEvent=e=>{};this._pointerCancelEvent=e=>{};this._pointerCancelTouch=e=>{};this._pointerLeaveEvent=e=>{};this._pointerWheelEvent=e=>{};this._pointerBlurEvent=e=>{};this._pointerMacOSChromeOutEvent=e=>{};this._eventsAttached=false;this._mouseId=-1;this._isUsingFirefox=s()&&navigator.userAgent&&navigator.userAgent.indexOf(\"Firefox\")!==-1;this._isUsingChromium=s()&&navigator.userAgent&&navigator.userAgent.indexOf(\"Chrome\")!==-1;this._maxTouchPoints=0;this._pointerInputClearObserver=null;this._gamepadConnectedEvent=e=>{};this._gamepadDisconnectedEvent=e=>{};this._eventPrefix=o.GetPointerPrefix(e);this._engine=e;this._onDeviceConnected=t;this._onDeviceDisconnected=i;this._onInputChanged=n;this._mouseId=this._isUsingFirefox?0:1;this._enableEvents();this._usingMacOS&&(this._metaKeys=[]);this._engine._onEngineViewChanged||(this._engine._onEngineViewChanged=()=>{this._enableEvents()})}\n/**\n     * Checks for current device input value, given an id and input index. Throws exception if requested device not initialized.\n     * @param deviceType Enum specifying device type\n     * @param deviceSlot \"Slot\" or index that device is referenced in\n     * @param inputIndex Id of input to be checked\n     * @returns Current value of input\n     */\npollInput(i,n,s){const h=this._inputs[i][n];if(!h)throw`Unable to find device ${e[i]}`;i>=e.DualShock&&i<=e.DualSense&&this._updateDevice(i,n,s);const c=h[s];if(c===void 0)throw`Unable to find input ${s} for device ${e[i]} in slot ${n}`;s===t.Move&&o.Warn(\"Unable to provide information for PointerInput.Move.  Try using PointerInput.Horizontal or PointerInput.Vertical for move data.\");return c}\n/**\n     * Check for a specific device in the DeviceInputSystem\n     * @param deviceType Type of device to check for\n     * @returns bool with status of device's existence\n     */isDeviceAvailable(e){return this._inputs[e]!==void 0}dispose(){this._onDeviceConnected=()=>{};this._onDeviceDisconnected=()=>{};this._onInputChanged=()=>{};delete this._engine._onEngineViewChanged;this._elementToAttachTo&&this._disableEvents()}_enableEvents(){const e=this?._engine.getInputElement();if(e&&(!this._eventsAttached||this._elementToAttachTo!==e)){this._disableEvents();if(this._inputs)for(const e of this._inputs)if(e)for(const t in e){const i=+t;const n=e[i];if(n)for(let e=0;e<n.length;e++)n[e]=0}this._elementToAttachTo=e;this._elementToAttachTo.tabIndex=this._elementToAttachTo.tabIndex!==-1?this._elementToAttachTo.tabIndex:this._engine.canvasTabIndex;this._handleKeyActions();this._handlePointerActions();this._handleGamepadActions();this._eventsAttached=true;this._checkForConnectedDevices()}}_disableEvents(){if(this._elementToAttachTo){this._elementToAttachTo.removeEventListener(\"blur\",this._keyboardBlurEvent);this._elementToAttachTo.removeEventListener(\"blur\",this._pointerBlurEvent);this._elementToAttachTo.removeEventListener(\"keydown\",this._keyboardDownEvent);this._elementToAttachTo.removeEventListener(\"keyup\",this._keyboardUpEvent);this._elementToAttachTo.removeEventListener(this._eventPrefix+\"move\",this._pointerMoveEvent);this._elementToAttachTo.removeEventListener(this._eventPrefix+\"down\",this._pointerDownEvent);this._elementToAttachTo.removeEventListener(this._eventPrefix+\"up\",this._pointerUpEvent);this._elementToAttachTo.removeEventListener(this._eventPrefix+\"cancel\",this._pointerCancelEvent);this._elementToAttachTo.removeEventListener(this._eventPrefix+\"leave\",this._pointerLeaveEvent);this._elementToAttachTo.removeEventListener(this._wheelEventName,this._pointerWheelEvent);this._usingMacOS&&this._isUsingChromium&&this._elementToAttachTo.removeEventListener(\"lostpointercapture\",this._pointerMacOSChromeOutEvent);window.removeEventListener(\"gamepadconnected\",this._gamepadConnectedEvent);window.removeEventListener(\"gamepaddisconnected\",this._gamepadDisconnectedEvent)}this._pointerInputClearObserver&&this._engine.onEndFrameObservable.remove(this._pointerInputClearObserver);this._eventsAttached=false}_checkForConnectedDevices(){if(navigator.getGamepads){const e=navigator.getGamepads();for(const t of e)t&&this._addGamePad(t)}typeof matchMedia===\"function\"&&matchMedia(\"(pointer:fine)\").matches&&this._addPointerDevice(e.Mouse,0,0,0)}\n/**\n     * Add a gamepad to the DeviceInputSystem\n     * @param gamepad A single DOM Gamepad object\n     */\n_addGamePad(e){const t=this._getGamepadDeviceType(e.id);const i=e.index;this._gamepads=this._gamepads||new Array(e.index+1);this._registerDevice(t,i,e.buttons.length+e.axes.length);this._gamepads[i]=t}\n/**\n     * Add pointer device to DeviceInputSystem\n     * @param deviceType Type of Pointer to add\n     * @param deviceSlot Pointer ID (0 for mouse, pointerId for Touch)\n     * @param currentX Current X at point of adding\n     * @param currentY Current Y at point of adding\n     */_addPointerDevice(e,t,i,n){this._pointerActive||(this._pointerActive=true);this._registerDevice(e,t,c);const s=this._inputs[e][t];s[0]=i;s[1]=n}\n/**\n     * Add device and inputs to device array\n     * @param deviceType Enum specifying device type\n     * @param deviceSlot \"Slot\" or index that device is referenced in\n     * @param numberOfInputs Number of input entries to create for given device\n     */_registerDevice(t,i,n){if(i===void 0)throw`Unable to register device ${e[t]} to undefined slot.`;this._inputs[t]||(this._inputs[t]={});if(!this._inputs[t][i]){const e=new Array(n);e.fill(0);this._inputs[t][i]=e;this._onDeviceConnected(t,i)}}\n/**\n     * Given a specific device name, remove that device from the device map\n     * @param deviceType Enum specifying device type\n     * @param deviceSlot \"Slot\" or index that device is referenced in\n     */_unregisterDevice(e,t){if(this._inputs[e][t]){delete this._inputs[e][t];this._onDeviceDisconnected(e,t)}}_handleKeyActions(){this._keyboardDownEvent=t=>{if(!this._keyboardActive){this._keyboardActive=true;this._registerDevice(e.Keyboard,0,h)}const i=this._inputs[e.Keyboard][0];if(i){i[t.keyCode]=1;const n=t;n.inputIndex=t.keyCode;this._usingMacOS&&t.metaKey&&t.key!==\"Meta\"&&(this._metaKeys.includes(t.keyCode)||this._metaKeys.push(t.keyCode));this._onInputChanged(e.Keyboard,0,n)}};this._keyboardUpEvent=t=>{if(!this._keyboardActive){this._keyboardActive=true;this._registerDevice(e.Keyboard,0,h)}const i=this._inputs[e.Keyboard][0];if(i){i[t.keyCode]=0;const n=t;n.inputIndex=t.keyCode;if(this._usingMacOS&&t.key===\"Meta\"&&this._metaKeys.length>0){for(const t of this._metaKeys){const n=DeviceEventFactory.CreateDeviceEvent(e.Keyboard,0,t,0,this,this._elementToAttachTo);i[t]=0;this._onInputChanged(e.Keyboard,0,n)}this._metaKeys.splice(0,this._metaKeys.length)}this._onInputChanged(e.Keyboard,0,n)}};this._keyboardBlurEvent=()=>{if(this._keyboardActive){const t=this._inputs[e.Keyboard][0];for(let i=0;i<t.length;i++)if(t[i]!==0){t[i]=0;const n=DeviceEventFactory.CreateDeviceEvent(e.Keyboard,0,i,0,this,this._elementToAttachTo);this._onInputChanged(e.Keyboard,0,n)}this._usingMacOS&&this._metaKeys.splice(0,this._metaKeys.length)}};this._elementToAttachTo.addEventListener(\"keydown\",this._keyboardDownEvent);this._elementToAttachTo.addEventListener(\"keyup\",this._keyboardUpEvent);this._elementToAttachTo.addEventListener(\"blur\",this._keyboardBlurEvent)}_handlePointerActions(){this._maxTouchPoints=s()&&navigator.maxTouchPoints||2;this._activeTouchIds||(this._activeTouchIds=new Array(this._maxTouchPoints));for(let e=0;e<this._maxTouchPoints;e++)this._activeTouchIds[e]=-1;this._pointerMoveEvent=i=>{const n=this._getPointerType(i);let s=n===e.Mouse?0:this._activeTouchIds.indexOf(i.pointerId);if(n===e.Touch&&s===-1){const e=this._activeTouchIds.indexOf(-1);if(!(e>=0)){o.Warn(`Max number of touches exceeded.  Ignoring touches in excess of ${this._maxTouchPoints}`);return}s=e;this._activeTouchIds[e]=i.pointerId;this._onDeviceConnected(n,s)}this._inputs[n]||(this._inputs[n]={});this._inputs[n][s]||this._addPointerDevice(n,s,i.clientX,i.clientY);const h=this._inputs[n][s];if(h){const o=i;o.inputIndex=t.Move;h[t.Horizontal]=i.clientX;h[t.Vertical]=i.clientY;n===e.Touch&&h[t.LeftClick]===0&&(h[t.LeftClick]=1);i.pointerId===void 0&&(i.pointerId=this._mouseId);this._onInputChanged(n,s,o);if(!this._usingSafari&&i.button!==-1){o.inputIndex=i.button+2;h[i.button+2]=h[i.button+2]?0:1;this._onInputChanged(n,s,o)}}};this._pointerDownEvent=i=>{const n=this._getPointerType(i);let s=n===e.Mouse?0:i.pointerId;if(n===e.Touch){let e=this._activeTouchIds.indexOf(i.pointerId);e===-1&&(e=this._activeTouchIds.indexOf(-1));if(!(e>=0)){o.Warn(`Max number of touches exceeded.  Ignoring touches in excess of ${this._maxTouchPoints}`);return}s=e;this._activeTouchIds[e]=i.pointerId}this._inputs[n]||(this._inputs[n]={});this._inputs[n][s]?n===e.Touch&&this._onDeviceConnected(n,s):this._addPointerDevice(n,s,i.clientX,i.clientY);const h=this._inputs[n][s];if(h){const o=h[t.Horizontal];const c=h[t.Vertical];if(n===e.Mouse){i.pointerId===void 0&&(i.pointerId=this._mouseId);if(!document.pointerLockElement)try{this._elementToAttachTo.setPointerCapture(this._mouseId)}catch(e){}}else if(i.pointerId&&!document.pointerLockElement)try{this._elementToAttachTo.setPointerCapture(i.pointerId)}catch(e){}h[t.Horizontal]=i.clientX;h[t.Vertical]=i.clientY;h[i.button+2]=1;const r=i;r.inputIndex=i.button+2;this._onInputChanged(n,s,r);if(o!==i.clientX||c!==i.clientY){r.inputIndex=t.Move;this._onInputChanged(n,s,r)}}};this._pointerUpEvent=i=>{const n=this._getPointerType(i);const s=n===e.Mouse?0:this._activeTouchIds.indexOf(i.pointerId);if(n===e.Touch){if(s===-1)return;this._activeTouchIds[s]=-1}const o=this._inputs[n]?.[s];let h=i.button;let c=o&&o[h+2]!==0;if(!c&&this._isUsingFirefox&&this._usingMacOS&&o){h=h===2?0:2;c=o[h+2]!==0}if(c){const c=o[t.Horizontal];const r=o[t.Vertical];o[t.Horizontal]=i.clientX;o[t.Vertical]=i.clientY;o[h+2]=0;const a=i;i.pointerId===void 0&&(i.pointerId=this._mouseId);if(c!==i.clientX||r!==i.clientY){a.inputIndex=t.Move;this._onInputChanged(n,s,a)}a.inputIndex=h+2;n===e.Mouse&&this._mouseId>=0&&this._elementToAttachTo.hasPointerCapture?.(this._mouseId)?this._elementToAttachTo.releasePointerCapture(this._mouseId):i.pointerId&&this._elementToAttachTo.hasPointerCapture?.(i.pointerId)&&this._elementToAttachTo.releasePointerCapture(i.pointerId);this._onInputChanged(n,s,a);n===e.Touch&&this._onDeviceDisconnected(n,s)}};this._pointerCancelTouch=i=>{const n=this._activeTouchIds.indexOf(i);if(n===-1)return;this._elementToAttachTo.hasPointerCapture?.(i)&&this._elementToAttachTo.releasePointerCapture(i);this._inputs[e.Touch][n][t.LeftClick]=0;const s=DeviceEventFactory.CreateDeviceEvent(e.Touch,n,t.LeftClick,0,this,this._elementToAttachTo,i);this._onInputChanged(e.Touch,n,s);this._activeTouchIds[n]=-1;this._onDeviceDisconnected(e.Touch,n)};this._pointerCancelEvent=i=>{if(i.pointerType===\"mouse\"){const i=this._inputs[e.Mouse][0];this._mouseId>=0&&this._elementToAttachTo.hasPointerCapture?.(this._mouseId)&&this._elementToAttachTo.releasePointerCapture(this._mouseId);for(let n=t.LeftClick;n<=t.BrowserForward;n++)if(i[n]===1){i[n]=0;const t=DeviceEventFactory.CreateDeviceEvent(e.Mouse,0,n,0,this,this._elementToAttachTo);this._onInputChanged(e.Mouse,0,t)}}else this._pointerCancelTouch(i.pointerId)};this._pointerLeaveEvent=e=>{e.pointerType===\"pen\"&&this._pointerCancelTouch(e.pointerId)};this._wheelEventName=\"onwheel\"in document.createElement(\"div\")?\"wheel\":document.onmousewheel!==void 0?\"mousewheel\":\"DOMMouseScroll\";let i=false;const noop=function(){};try{const e=Object.defineProperty({},\"passive\",{get:function(){i=true}});this._elementToAttachTo.addEventListener(\"test\",noop,e);this._elementToAttachTo.removeEventListener(\"test\",noop,e)}catch(e){}this._pointerBlurEvent=()=>{if(this.isDeviceAvailable(e.Mouse)){const i=this._inputs[e.Mouse][0];this._mouseId>=0&&this._elementToAttachTo.hasPointerCapture?.(this._mouseId)&&this._elementToAttachTo.releasePointerCapture(this._mouseId);for(let n=t.LeftClick;n<=t.BrowserForward;n++)if(i[n]===1){i[n]=0;const t=DeviceEventFactory.CreateDeviceEvent(e.Mouse,0,n,0,this,this._elementToAttachTo);this._onInputChanged(e.Mouse,0,t)}}if(this.isDeviceAvailable(e.Touch)){const i=this._inputs[e.Touch];for(let n=0;n<this._activeTouchIds.length;n++){const s=this._activeTouchIds[n];this._elementToAttachTo.hasPointerCapture?.(s)&&this._elementToAttachTo.releasePointerCapture(s);if(s!==-1&&i[n]?.[t.LeftClick]===1){i[n][t.LeftClick]=0;const o=DeviceEventFactory.CreateDeviceEvent(e.Touch,n,t.LeftClick,0,this,this._elementToAttachTo,s);this._onInputChanged(e.Touch,n,o);this._activeTouchIds[n]=-1;this._onDeviceDisconnected(e.Touch,n)}}}};this._pointerWheelEvent=i=>{const n=e.Mouse;const s=0;this._inputs[n]||(this._inputs[n]=[]);if(!this._inputs[n][s]){this._pointerActive=true;this._registerDevice(n,s,c)}const o=this._inputs[n][s];if(o){o[t.MouseWheelX]=i.deltaX||0;o[t.MouseWheelY]=i.deltaY||i.wheelDelta||0;o[t.MouseWheelZ]=i.deltaZ||0;const e=i;i.pointerId===void 0&&(i.pointerId=this._mouseId);if(o[t.MouseWheelX]!==0){e.inputIndex=t.MouseWheelX;this._onInputChanged(n,s,e)}if(o[t.MouseWheelY]!==0){e.inputIndex=t.MouseWheelY;this._onInputChanged(n,s,e)}if(o[t.MouseWheelZ]!==0){e.inputIndex=t.MouseWheelZ;this._onInputChanged(n,s,e)}}};if(this._usingMacOS&&this._isUsingChromium){this._pointerMacOSChromeOutEvent=e=>{e.buttons>1&&this._pointerCancelEvent(e)};this._elementToAttachTo.addEventListener(\"lostpointercapture\",this._pointerMacOSChromeOutEvent)}this._elementToAttachTo.addEventListener(this._eventPrefix+\"move\",this._pointerMoveEvent);this._elementToAttachTo.addEventListener(this._eventPrefix+\"down\",this._pointerDownEvent);this._elementToAttachTo.addEventListener(this._eventPrefix+\"up\",this._pointerUpEvent);this._elementToAttachTo.addEventListener(this._eventPrefix+\"cancel\",this._pointerCancelEvent);this._elementToAttachTo.addEventListener(this._eventPrefix+\"leave\",this._pointerLeaveEvent);this._elementToAttachTo.addEventListener(\"blur\",this._pointerBlurEvent);this._elementToAttachTo.addEventListener(this._wheelEventName,this._pointerWheelEvent,!!i&&{passive:false});this._pointerInputClearObserver=this._engine.onEndFrameObservable.add((()=>{if(this.isDeviceAvailable(e.Mouse)){const i=this._inputs[e.Mouse][0];i[t.MouseWheelX]=0;i[t.MouseWheelY]=0;i[t.MouseWheelZ]=0}}))}_handleGamepadActions(){this._gamepadConnectedEvent=e=>{this._addGamePad(e.gamepad)};this._gamepadDisconnectedEvent=e=>{if(this._gamepads){const t=this._getGamepadDeviceType(e.gamepad.id);const i=e.gamepad.index;this._unregisterDevice(t,i);delete this._gamepads[i]}};window.addEventListener(\"gamepadconnected\",this._gamepadConnectedEvent);window.addEventListener(\"gamepaddisconnected\",this._gamepadDisconnectedEvent)}\n/**\n     * Update all non-event based devices with each frame\n     * @param deviceType Enum specifying device type\n     * @param deviceSlot \"Slot\" or index that device is referenced in\n     * @param inputIndex Id of input to be checked\n     */_updateDevice(e,t,i){const n=navigator.getGamepads()[t];if(n&&e===this._gamepads[t]){const s=this._inputs[e][t];i>=n.buttons.length?s[i]=n.axes[i-n.buttons.length].valueOf():s[i]=n.buttons[i].value}}\n/**\n     * Gets DeviceType from the device name\n     * @param deviceName Name of Device from DeviceInputSystem\n     * @returns DeviceType enum value\n     */_getGamepadDeviceType(t){return t.indexOf(\"054c\")!==-1?t.indexOf(\"0ce6\")!==-1?e.DualSense:e.DualShock:t.indexOf(\"Xbox One\")!==-1||t.search(\"Xbox 360\")!==-1||t.search(\"xinput\")!==-1?e.Xbox:t.indexOf(\"057e\")!==-1?e.Switch:e.Generic}\n/**\n     * Get DeviceType from a given pointer/mouse/touch event.\n     * @param evt PointerEvent to evaluate\n     * @returns DeviceType interpreted from event\n     */_getPointerType(t){let i=e.Mouse;(t.pointerType===\"touch\"||t.pointerType===\"pen\"||t.touches)&&(i=e.Touch);return i}}class DeviceSource{\n/**\n     * Default Constructor\n     * @param deviceInputSystem - Reference to DeviceInputSystem\n     * @param deviceType - Type of device\n     * @param deviceSlot - \"Slot\" or index that device is referenced in\n     */\nconstructor(e,t,n=0){this.deviceType=t;this.deviceSlot=n;this.onInputChangedObservable=new i;this._deviceInputSystem=e}\n/**\n     * Get input for specific input\n     * @param inputIndex - index of specific input on device\n     * @returns Input value from DeviceInputSystem\n     */getInput(e){return this._deviceInputSystem.pollInput(this.deviceType,this.deviceSlot,e)}}class InternalDeviceSourceManager{constructor(t){this._registeredManagers=new Array;this._refCount=0;this.registerManager=e=>{for(let t=0;t<this._devices.length;t++){const i=this._devices[t];for(const n in i){const i=+n;e._addDevice(new DeviceSource(this._deviceInputSystem,t,i))}}this._registeredManagers.push(e)};this.unregisterManager=e=>{const t=this._registeredManagers.indexOf(e);t>-1&&this._registeredManagers.splice(t,1)};const i=Object.keys(e).length/2;this._devices=new Array(i);const onDeviceConnected=(e,t)=>{this._devices[e]||(this._devices[e]=new Array);this._devices[e][t]||(this._devices[e][t]=t);for(const i of this._registeredManagers){const n=new DeviceSource(this._deviceInputSystem,e,t);i._addDevice(n)}};const onDeviceDisconnected=(e,t)=>{this._devices[e]?.[t]&&delete this._devices[e][t];for(const i of this._registeredManagers)i._removeDevice(e,t)};const onInputChanged=(e,t,i)=>{if(i)for(const n of this._registeredManagers)n._onInputChanged(e,t,i)};typeof _native!==\"undefined\"?this._deviceInputSystem=new NativeDeviceInputSystem(onDeviceConnected,onDeviceDisconnected,onInputChanged):this._deviceInputSystem=new WebDeviceInputSystem(t,onDeviceConnected,onDeviceDisconnected,onInputChanged)}dispose(){this._deviceInputSystem.dispose()}}class DeviceSourceManager{\n/**\n     * Gets a DeviceSource, given a type and slot\n     * @param deviceType - Type of Device\n     * @param deviceSlot - Slot or ID of device\n     * @returns DeviceSource\n     */\ngetDeviceSource(e,t){if(t===void 0){if(this._firstDevice[e]===void 0)return null;t=this._firstDevice[e]}return this._devices[e]&&this._devices[e][t]!==void 0?this._devices[e][t]:null}\n/**\n     * Gets an array of DeviceSource objects for a given device type\n     * @param deviceType - Type of Device\n     * @returns All available DeviceSources of a given type\n     */getDeviceSources(e){return this._devices[e]?this._devices[e].filter((e=>!!e)):[]}\n/**\n     * Default constructor\n     * @param engine - Used to get canvas (if applicable)\n     */constructor(t){const n=Object.keys(e).length/2;this._devices=new Array(n);this._firstDevice=new Array(n);this._engine=t;this._engine._deviceSourceManager||(this._engine._deviceSourceManager=new InternalDeviceSourceManager(t));this._engine._deviceSourceManager._refCount++;this.onDeviceConnectedObservable=new i((e=>{for(const t of this._devices)if(t)for(const i of t)i&&this.onDeviceConnectedObservable.notifyObserver(e,i)}));this.onDeviceDisconnectedObservable=new i;this._engine._deviceSourceManager.registerManager(this);this._onDisposeObserver=t.onDisposeObservable.add((()=>{this.dispose()}))}dispose(){this.onDeviceConnectedObservable.clear();this.onDeviceDisconnectedObservable.clear();if(this._engine._deviceSourceManager){this._engine._deviceSourceManager.unregisterManager(this);if(--this._engine._deviceSourceManager._refCount<1){this._engine._deviceSourceManager.dispose();delete this._engine._deviceSourceManager}}this._engine.onDisposeObservable.remove(this._onDisposeObserver)}\n/**\n     * @param deviceSource - Source to add\n     * @internal\n     */\n_addDevice(e){this._devices[e.deviceType]||(this._devices[e.deviceType]=new Array);if(!this._devices[e.deviceType][e.deviceSlot]){this._devices[e.deviceType][e.deviceSlot]=e;this._updateFirstDevices(e.deviceType)}this.onDeviceConnectedObservable.notifyObservers(e)}\n/**\n     * @param deviceType - DeviceType\n     * @param deviceSlot - DeviceSlot\n     * @internal\n     */_removeDevice(e,t){const i=this._devices[e]?.[t];this.onDeviceDisconnectedObservable.notifyObservers(i);this._devices[e]?.[t]&&delete this._devices[e][t];this._updateFirstDevices(e)}\n/**\n     * @param deviceType - DeviceType\n     * @param deviceSlot - DeviceSlot\n     * @param eventData - Event\n     * @internal\n     */_onInputChanged(e,t,i){this._devices[e]?.[t]?.onInputChangedObservable.notifyObservers(i)}_updateFirstDevices(t){switch(t){case e.Keyboard:case e.Mouse:this._firstDevice[t]=0;break;case e.Touch:case e.DualSense:case e.DualShock:case e.Xbox:case e.Switch:case e.Generic:{delete this._firstDevice[t];const e=this._devices[t];if(e)for(let i=0;i<e.length;i++)if(e[i]){this._firstDevice[t]=i;break}break}}}}export{DeviceSource as D,DeviceSourceManager as a};\n//# sourceMappingURL=cN0qLbGU.js.map\n","import{PrecisionDate as t}from\"./precisionDate.js\";import\"./domManagement.js\";class PerfCounter{get min(){return this._min}get max(){return this._max}get average(){return this._average}get lastSecAverage(){return this._lastSecAverage}get current(){return this._current}get total(){return this._totalAccumulated}get count(){return this._totalValueCount}constructor(){this._startMonitoringTime=0;this._min=0;this._max=0;this._average=0;this._lastSecAverage=0;this._current=0;this._totalValueCount=0;this._totalAccumulated=0;this._lastSecAccumulated=0;this._lastSecTime=0;this._lastSecValueCount=0}fetchNewFrame(){this._totalValueCount++;this._current=0;this._lastSecValueCount++}\n/**\n     * Call this method to monitor a count of something (e.g. mesh drawn in viewport count)\n     * @param newCount the count value to add to the monitored count\n     * @param fetchResult true when it's the last time in the frame you add to the counter and you wish to update the statistics properties (min/max/average), false if you only want to update statistics.\n     */addCount(t,e){if(PerfCounter.Enabled){this._current+=t;e&&this._fetchResult()}}beginMonitoring(){PerfCounter.Enabled&&(this._startMonitoringTime=t.Now)}\n/**\n     * Compute the time lapsed since the previous beginMonitoring() call.\n     * @param newFrame true by default to fetch the result and monitor a new frame, if false the time monitored will be added to the current frame counter\n     */endMonitoring(e=true){if(!PerfCounter.Enabled)return;e&&this.fetchNewFrame();const i=t.Now;this._current=i-this._startMonitoringTime;e&&this._fetchResult()}endFrame(){this._fetchResult()}_fetchResult(){this._totalAccumulated+=this._current;this._lastSecAccumulated+=this._current;this._min=Math.min(this._min,this._current);this._max=Math.max(this._max,this._current);this._average=this._totalAccumulated/this._totalValueCount;const e=t.Now;if(e-this._lastSecTime>1e3){this._lastSecAverage=this._lastSecAccumulated/this._lastSecValueCount;this._lastSecTime=e;this._lastSecAccumulated=0;this._lastSecValueCount=0}}}PerfCounter.Enabled=true;export{PerfCounter};\n//# sourceMappingURL=perfCounter.js.map\n","import{Vector3 as t,Matrix as o}from\"./math.vector.js\";import\"./math.constants.js\";import\"../Misc/arrayTools.js\";import\"../Misc/typeStore.js\";import\"../_/BjBO3Vqv.js\";import\"../Engines/engineStore.js\";import\"../Misc/observable.js\";import\"../_/BXd1Jdj1.js\";class Plane{\n/**\n     * Creates a Plane object according to the given floats a, b, c, d and the plane equation : ax + by + cz + d = 0\n     * @param a a component of the plane\n     * @param b b component of the plane\n     * @param c c component of the plane\n     * @param d d component of the plane\n     */\nconstructor(o,n,s,r){this.normal=new t(o,n,s);this.d=r}\n/**\n     * @returns the plane coordinates as a new array of 4 elements [a, b, c, d].\n     */asArray(){return[this.normal.x,this.normal.y,this.normal.z,this.d]}\n/**\n     * @returns a new plane copied from the current Plane.\n     */\nclone(){return new Plane(this.normal.x,this.normal.y,this.normal.z,this.d)}\n/**\n     * @returns the string \"Plane\".\n     */getClassName(){return\"Plane\"}\n/**\n     * @returns the Plane hash code.\n     */getHashCode(){let t=this.normal.getHashCode();t=t*397^this.d;return t}\n/**\n     * Normalize the current Plane in place.\n     * @returns the updated Plane.\n     */normalize(){const t=Math.sqrt(this.normal.x*this.normal.x+this.normal.y*this.normal.y+this.normal.z*this.normal.z);let o=0;t!==0&&(o=1/t);this.normal.x*=o;this.normal.y*=o;this.normal.z*=o;this.d*=o;return this}\n/**\n     * Applies a transformation the plane and returns the result\n     * @param transformation the transformation matrix to be applied to the plane\n     * @returns a new Plane as the result of the transformation of the current Plane by the given matrix.\n     */transform(t){const o=Plane._TmpMatrix;t.invertToRef(o);const n=o.m;const s=this.normal.x;const r=this.normal.y;const i=this.normal.z;const a=this.d;const m=s*n[0]+r*n[1]+i*n[2]+a*n[3];const e=s*n[4]+r*n[5]+i*n[6]+a*n[7];const l=s*n[8]+r*n[9]+i*n[10]+a*n[11];const h=s*n[12]+r*n[13]+i*n[14]+a*n[15];return new Plane(m,e,l,h)}\n/**\n     * Compute the dot product between the point and the plane normal\n     * @param point point to calculate the dot product with\n     * @returns the dot product (float) of the point coordinates and the plane normal.\n     */dotCoordinate(t){return this.normal.x*t.x+this.normal.y*t.y+this.normal.z*t.z+this.d}\n/**\n     * Updates the current Plane from the plane defined by the three given points.\n     * @param point1 one of the points used to construct the plane\n     * @param point2 one of the points used to construct the plane\n     * @param point3 one of the points used to construct the plane\n     * @returns the updated Plane.\n     */copyFromPoints(t,o,n){const s=o.x-t.x;const r=o.y-t.y;const i=o.z-t.z;const a=n.x-t.x;const m=n.y-t.y;const e=n.z-t.z;const l=r*e-i*m;const h=i*a-s*e;const c=s*m-r*a;const y=Math.sqrt(l*l+h*h+c*c);let d;d=y!==0?1/y:0;this.normal.x=l*d;this.normal.y=h*d;this.normal.z=c*d;this.d=-(this.normal.x*t.x+this.normal.y*t.y+this.normal.z*t.z);return this}\n/**\n     * Checks if the plane is facing a given direction (meaning if the plane's normal is pointing in the opposite direction of the given vector).\n     * Note that for this function to work as expected you should make sure that:\n     *   - direction and the plane normal are normalized\n     *   - epsilon is a number just bigger than -1, something like -0.99 for eg\n     * @param direction the direction to check if the plane is facing\n     * @param epsilon value the dot product is compared against (returns true if dot <= epsilon)\n     * @returns True if the plane is facing the given direction\n     */isFrontFacingTo(o,n){const s=t.Dot(this.normal,o);return s<=n}\n/**\n     * Calculates the distance to a point\n     * @param point point to calculate distance to\n     * @returns the signed distance (float) from the given point to the Plane.\n     */signedDistanceTo(o){return t.Dot(o,this.normal)+this.d}\n/**\n     * Creates a plane from an  array\n     * @param array the array to create a plane from\n     * @returns a new Plane from the given array.\n     */\nstatic FromArray(t){return new Plane(t[0],t[1],t[2],t[3])}\n/**\n     * Creates a plane from three points\n     * @param point1 point used to create the plane\n     * @param point2 point used to create the plane\n     * @param point3 point used to create the plane\n     * @returns a new Plane defined by the three given points.\n     */static FromPoints(t,o,n){const s=new Plane(0,0,0,0);s.copyFromPoints(t,o,n);return s}\n/**\n     * Creates a plane from an origin point and a normal\n     * @param origin origin of the plane to be constructed\n     * @param normal normal of the plane to be constructed\n     * @returns a new Plane the normal vector to this plane at the given origin point.\n     */static FromPositionAndNormal(t,o){const n=new Plane(0,0,0,0);return this.FromPositionAndNormalToRef(t,o,n)}\n/**\n     * Updates the given Plane \"result\" from an origin point and a normal.\n     * @param origin origin of the plane to be constructed\n     * @param normal the normalized normals of the plane to be constructed\n     * @param result defines the Plane where to store the result\n     * @returns result input\n     */static FromPositionAndNormalToRef(t,o,n){n.normal.copyFrom(o);n.normal.normalize();n.d=-t.dot(n.normal);return n}\n/**\n     * Calculates the distance from a plane and a point\n     * @param origin origin of the plane to be constructed\n     * @param normal normal of the plane to be constructed\n     * @param point point to calculate distance to\n     * @returns the signed distance between the plane defined by the normal vector at the \"origin\"\" point and the given other point.\n     */static SignedDistanceToPlaneFromPositionAndNormal(o,n,s){const r=-(n.x*o.x+n.y*o.y+n.z*o.z);return t.Dot(s,n)+r}}Plane._TmpMatrix=o.Identity();export{Plane};\n//# sourceMappingURL=math.plane.js.map\n","import{Plane as t}from\"./math.plane.js\";import\"./math.vector.js\";import\"./math.constants.js\";import\"../Misc/arrayTools.js\";import\"../Misc/typeStore.js\";import\"../_/BjBO3Vqv.js\";import\"../Engines/engineStore.js\";import\"../Misc/observable.js\";import\"../_/BXd1Jdj1.js\";class Frustum{\n/**\n     * Gets the planes representing the frustum\n     * @param transform matrix to be applied to the returned planes\n     * @returns a new array of 6 Frustum planes computed by the given transformation matrix.\n     */\nstatic GetPlanes(o){const e=[];for(let o=0;o<6;o++)e.push(new t(0,0,0,0));Frustum.GetPlanesToRef(o,e);return e}\n/**\n     * Gets the near frustum plane transformed by the transform matrix\n     * @param transform transformation matrix to be applied to the resulting frustum plane\n     * @param frustumPlane the resulting frustum plane\n     */static GetNearPlaneToRef(t,o){const e=t.m;o.normal.x=e[3]+e[2];o.normal.y=e[7]+e[6];o.normal.z=e[11]+e[10];o.d=e[15]+e[14];o.normalize()}\n/**\n     * Gets the far frustum plane transformed by the transform matrix\n     * @param transform transformation matrix to be applied to the resulting frustum plane\n     * @param frustumPlane the resulting frustum plane\n     */static GetFarPlaneToRef(t,o){const e=t.m;o.normal.x=e[3]-e[2];o.normal.y=e[7]-e[6];o.normal.z=e[11]-e[10];o.d=e[15]-e[14];o.normalize()}\n/**\n     * Gets the left frustum plane transformed by the transform matrix\n     * @param transform transformation matrix to be applied to the resulting frustum plane\n     * @param frustumPlane the resulting frustum plane\n     */static GetLeftPlaneToRef(t,o){const e=t.m;o.normal.x=e[3]+e[0];o.normal.y=e[7]+e[4];o.normal.z=e[11]+e[8];o.d=e[15]+e[12];o.normalize()}\n/**\n     * Gets the right frustum plane transformed by the transform matrix\n     * @param transform transformation matrix to be applied to the resulting frustum plane\n     * @param frustumPlane the resulting frustum plane\n     */static GetRightPlaneToRef(t,o){const e=t.m;o.normal.x=e[3]-e[0];o.normal.y=e[7]-e[4];o.normal.z=e[11]-e[8];o.d=e[15]-e[12];o.normalize()}\n/**\n     * Gets the top frustum plane transformed by the transform matrix\n     * @param transform transformation matrix to be applied to the resulting frustum plane\n     * @param frustumPlane the resulting frustum plane\n     */static GetTopPlaneToRef(t,o){const e=t.m;o.normal.x=e[3]-e[1];o.normal.y=e[7]-e[5];o.normal.z=e[11]-e[9];o.d=e[15]-e[13];o.normalize()}\n/**\n     * Gets the bottom frustum plane transformed by the transform matrix\n     * @param transform transformation matrix to be applied to the resulting frustum plane\n     * @param frustumPlane the resulting frustum plane\n     */static GetBottomPlaneToRef(t,o){const e=t.m;o.normal.x=e[3]+e[1];o.normal.y=e[7]+e[5];o.normal.z=e[11]+e[9];o.d=e[15]+e[13];o.normalize()}\n/**\n     * Sets the given array \"frustumPlanes\" with the 6 Frustum planes computed by the given transformation matrix.\n     * @param transform transformation matrix to be applied to the resulting frustum planes\n     * @param frustumPlanes the resulting frustum planes\n     */static GetPlanesToRef(t,o){Frustum.GetNearPlaneToRef(t,o[0]);Frustum.GetFarPlaneToRef(t,o[1]);Frustum.GetLeftPlaneToRef(t,o[2]);Frustum.GetRightPlaneToRef(t,o[3]);Frustum.GetTopPlaneToRef(t,o[4]);Frustum.GetBottomPlaneToRef(t,o[5])}\n/**\n     * Tests if a point is located between the frustum planes.\n     * @param point defines the point to test\n     * @param frustumPlanes defines the frustum planes to test\n     * @returns true if the point is located between the frustum planes\n     */static IsPointInFrustum(t,o){for(let e=0;e<6;e++)if(o[e].dotCoordinate(t)<0)return false;return true}}export{Frustum};\n//# sourceMappingURL=math.frustum.js.map\n","class UniqueIdGenerator{static get UniqueId(){const e=this._UniqueIdCounter;this._UniqueIdCounter++;return e}}UniqueIdGenerator._UniqueIdCounter=1;export{UniqueIdGenerator};\n//# sourceMappingURL=uniqueIdGenerator.js.map\n","class LightConstants{\n/**\n     * Sort function to order lights for rendering.\n     * @param a First Light object to compare to second.\n     * @param b Second Light object to compare first.\n     * @returns -1 to reduce's a's index relative to be, 0 for no change, 1 to increase a's index relative to b.\n     */\nstatic CompareLightsPriority(t,L){return t.shadowEnabled!==L.shadowEnabled?(L.shadowEnabled?1:0)-(t.shadowEnabled?1:0):L.renderPriority-t.renderPriority}}LightConstants.FALLOFF_DEFAULT=0;LightConstants.FALLOFF_PHYSICAL=1;LightConstants.FALLOFF_GLTF=2;LightConstants.FALLOFF_STANDARD=3;LightConstants.LIGHTMAP_DEFAULT=0;LightConstants.LIGHTMAP_SPECULAR=1;LightConstants.LIGHTMAP_SHADOWSONLY=2;LightConstants.INTENSITYMODE_AUTOMATIC=0;LightConstants.INTENSITYMODE_LUMINOUSPOWER=1;LightConstants.INTENSITYMODE_LUMINOUSINTENSITY=2;LightConstants.INTENSITYMODE_ILLUMINANCE=3;LightConstants.INTENSITYMODE_LUMINANCE=4;LightConstants.LIGHTTYPEID_POINTLIGHT=0;LightConstants.LIGHTTYPEID_DIRECTIONALLIGHT=1;LightConstants.LIGHTTYPEID_SPOTLIGHT=2;LightConstants.LIGHTTYPEID_HEMISPHERICLIGHT=3;LightConstants.LIGHTTYPEID_RECT_AREALIGHT=4;export{LightConstants as L};\n//# sourceMappingURL=CiiK0JQ3.js.map\n","import{Tools as e}from\"../Misc/tools.js\";import{PrecisionDate as t}from\"../Misc/precisionDate.js\";import{Observable as s}from\"../Misc/observable.js\";import{SmartArrayNoDuplicate as i,SmartArray as r}from\"../Misc/smartArray.js\";import{S as n}from\"./Cj0bXeV_.js\";import{T as a}from\"./CoucjtsB.js\";import{Vector2 as o,Matrix as h,Vector3 as l,TmpVectors as c}from\"../Maths/math.vector.js\";import{ImageProcessingConfiguration as d}from\"../Materials/imageProcessingConfiguration.js\";import{U as u}from\"./DMkv-Omk.js\";import{PickingInfo as g}from\"../Collisions/pickingInfo.js\";import{P as f}from\"./CUnbltVE.js\";import{RenderingManager as m}from\"../Rendering/renderingManager.js\";import{Stage as _}from\"../sceneComponent.js\";import{IsWindowObjectExist as p}from\"../Misc/domManagement.js\";import{EngineStore as v}from\"../Engines/engineStore.js\";import{_ as b}from\"./CY5CD3a_.js\";import{PointerEventTypes as M,PointerInfo as P,PointerInfoPre as C}from\"../Events/pointerEvents.js\";import{A as y}from\"./TN86BEFI.js\";import{KeyboardEventTypes as O,KeyboardInfoPre as k,KeyboardInfo as T}from\"../Events/keyboardEvents.js\";import{PointerInput as R,DeviceType as I}from\"../DeviceInput/InputDevices/deviceEnums.js\";import{a as w}from\"./cN0qLbGU.js\";import{PerfCounter as S}from\"../Misc/perfCounter.js\";import{Color4 as A,Color3 as D}from\"../Maths/math.color.js\";import{Frustum as B}from\"../Maths/math.frustum.js\";import{UniqueIdGenerator as E}from\"../Misc/uniqueIdGenerator.js\";import{L as x,i as N,R as U}from\"./Qih3l7lC.js\";import{L as F}from\"./CiiK0JQ3.js\";import{_ObserveArray as L}from\"../Misc/arrayTools.js\";import{Logger as G}from\"../Misc/logger.js\";import{RegisterClass as q}from\"../Misc/typeStore.js\";class ActionEvent{\n/**\n     * Creates a new ActionEvent\n     * @param source The mesh or sprite that triggered the action\n     * @param pointerX The X mouse cursor position at the time of the event\n     * @param pointerY The Y mouse cursor position at the time of the event\n     * @param meshUnderPointer The mesh that is currently pointed at (can be null)\n     * @param sourceEvent the original (browser) event that triggered the ActionEvent\n     * @param additionalData additional data for the event\n     */\nconstructor(e,t,s,i,r,n){this.source=e;this.pointerX=t;this.pointerY=s;this.meshUnderPointer=i;this.sourceEvent=r;this.additionalData=n}\n/**\n     * Helper function to auto-create an ActionEvent from a source mesh.\n     * @param source The source mesh that triggered the event\n     * @param evt The original (browser) event\n     * @param additionalData additional data for the event\n     * @returns the new ActionEvent\n     */static CreateNew(e,t,s){const i=e.getScene();return new ActionEvent(e,i.pointerX,i.pointerY,i.meshUnderPointer||e,t,s)}\n/**\n     * Helper function to auto-create an ActionEvent from a source sprite\n     * @param source The source sprite that triggered the event\n     * @param scene Scene associated with the sprite\n     * @param evt The original (browser) event\n     * @param additionalData additional data for the event\n     * @returns the new ActionEvent\n     */static CreateNewFromSprite(e,t,s,i){return new ActionEvent(e,t.pointerX,t.pointerY,t.meshUnderPointer,s,i)}\n/**\n     * Helper function to auto-create an ActionEvent from a scene. If triggered by a mesh use ActionEvent.CreateNew\n     * @param scene the scene where the event occurred\n     * @param evt The original (browser) event\n     * @returns the new ActionEvent\n     */static CreateNewFromScene(e,t){return new ActionEvent(null,e.pointerX,e.pointerY,e.meshUnderPointer,t)}\n/**\n     * Helper function to auto-create an ActionEvent from a primitive\n     * @param prim defines the target primitive\n     * @param pointerPos defines the pointer position\n     * @param evt The original (browser) event\n     * @param additionalData additional data for the event\n     * @returns the new ActionEvent\n     */static CreateNewFromPrimitive(e,t,s,i){return new ActionEvent(e,t.x,t.y,null,s,i)}}class _ImportHelper{}_ImportHelper._IsPickingAvailable=false;class _ClickInfo{constructor(){this._singleClick=false;this._doubleClick=false;this._hasSwiped=false;this._ignore=false}get singleClick(){return this._singleClick}get doubleClick(){return this._doubleClick}get hasSwiped(){return this._hasSwiped}get ignore(){return this._ignore}set singleClick(e){this._singleClick=e}set doubleClick(e){this._doubleClick=e}set hasSwiped(e){this._hasSwiped=e}set ignore(e){this._ignore=e}}class InputManager{\n/**\n     * Creates a new InputManager\n     * @param scene - defines the hosting scene\n     */\nconstructor(e){this._alreadyAttached=false;this._meshPickProceed=false;this._currentPickResult=null;this._previousPickResult=null;this._activePointerIds=new Array;this._activePointerIdsCount=0;this._doubleClickOccured=false;this._isSwiping=false;this._swipeButtonPressed=-1;this._skipPointerTap=false;this._isMultiTouchGesture=false;this._pointerX=0;this._pointerY=0;this._startingPointerPosition=new o(0,0);this._previousStartingPointerPosition=new o(0,0);this._startingPointerTime=0;this._previousStartingPointerTime=0;this._pointerCaptures={};this._meshUnderPointerId={};this._movePointerInfo=null;this._cameraObserverCount=0;this._delayedClicks=[null,null,null,null,null];this._deviceSourceManager=null;this._scene=e||v.LastCreatedScene;this._scene}\n/**\n     * Gets the mesh that is currently under the pointer\n     * @returns Mesh that the pointer is pointer is hovering over\n     */get meshUnderPointer(){if(this._movePointerInfo){this._movePointerInfo._generatePickInfo();this._movePointerInfo=null}return this._pointerOverMesh}\n/**\n     * When using more than one pointer (for example in XR) you can get the mesh under the specific pointer\n     * @param pointerId - the pointer id to use\n     * @returns The mesh under this pointer id or null if not found\n     */getMeshUnderPointerByPointerId(e){return this._meshUnderPointerId[e]||null}\n/**\n     * Gets the pointer coordinates in 2D without any translation (ie. straight out of the pointer event)\n     * @returns Vector with X/Y values directly from pointer event\n     */get unTranslatedPointer(){return new o(this._unTranslatedPointerX,this._unTranslatedPointerY)}\n/**\n     * Gets or sets the current on-screen X position of the pointer\n     * @returns Translated X with respect to screen\n     */get pointerX(){return this._pointerX}set pointerX(e){this._pointerX=e}\n/**\n     * Gets or sets the current on-screen Y position of the pointer\n     * @returns Translated Y with respect to screen\n     */get pointerY(){return this._pointerY}set pointerY(e){this._pointerY=e}_updatePointerPosition(e){const t=this._scene.getEngine().getInputElementClientRect();if(t){this._pointerX=e.clientX-t.left;this._pointerY=e.clientY-t.top;this._unTranslatedPointerX=this._pointerX;this._unTranslatedPointerY=this._pointerY}}_processPointerMove(e,t){const s=this._scene;const i=s.getEngine();const r=i.getInputElement();if(r){r.tabIndex=i.canvasTabIndex;s.doNotHandleCursors||(r.style.cursor=s.defaultCursor)}this._setCursorAndPointerOverMesh(e,t,s);for(const i of s._pointerMoveStage){e=e||this._pickMove(t);const s=!!e?.pickedMesh;e=i.action(this._unTranslatedPointerX,this._unTranslatedPointerY,e,s,r)}const n=t.inputIndex>=R.MouseWheelX&&t.inputIndex<=R.MouseWheelZ?M.POINTERWHEEL:M.POINTERMOVE;if(s.onPointerMove){e=e||this._pickMove(t);s.onPointerMove(t,e,n)}let a;if(e){a=new P(n,t,e);this._setRayOnPointerInfo(e,t)}else{a=new P(n,t,null,this);this._movePointerInfo=a}s.onPointerObservable.hasObservers()&&s.onPointerObservable.notifyObservers(a,n)}_setRayOnPointerInfo(e,t){const s=this._scene;e&&_ImportHelper._IsPickingAvailable&&(e.ray||(e.ray=s.createPickingRay(t.offsetX,t.offsetY,h.Identity(),s.activeCamera)))}_addCameraPointerObserver(e,t){this._cameraObserverCount++;return this._scene.onPointerObservable.add(e,t)}_removeCameraPointerObserver(e){this._cameraObserverCount--;return this._scene.onPointerObservable.remove(e)}_checkForPicking(){return!!(this._scene.onPointerObservable.observers.length>this._cameraObserverCount||this._scene.onPointerPick)}_checkPrePointerObservable(e,t,s){const i=this._scene;const r=new C(s,t,this._unTranslatedPointerX,this._unTranslatedPointerY);if(e){r.originalPickingInfo=e;r.ray=e.ray;t.pointerType===\"xr-near\"&&e.originMesh&&(r.nearInteractionPickingInfo=e)}i.onPrePointerObservable.notifyObservers(r,s);return!!r.skipOnPointerObservable}_pickMove(e){const t=this._scene;const s=t.pick(this._unTranslatedPointerX,this._unTranslatedPointerY,t.pointerMovePredicate,t.pointerMoveFastCheck,t.cameraToUseForPointers,t.pointerMoveTrianglePredicate);this._setCursorAndPointerOverMesh(s,e,t);return s}_setCursorAndPointerOverMesh(e,t,s){const i=s.getEngine();const r=i.getInputElement();if(e?.pickedMesh){this.setPointerOverMesh(e.pickedMesh,t.pointerId,e,t);if(!s.doNotHandleCursors&&r&&this._pointerOverMesh){const e=this._pointerOverMesh._getActionManagerForTrigger();e&&e.hasPointerTriggers&&(r.style.cursor=e.hoverCursor||s.hoverCursor)}}else this.setPointerOverMesh(null,t.pointerId,e,t)}\n/**\n     * Use this method to simulate a pointer move on a mesh\n     * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay\n     * @param pickResult - pickingInfo of the object wished to simulate pointer event on\n     * @param pointerEventInit - pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)\n     */simulatePointerMove(e,t){const s=new PointerEvent(\"pointermove\",t);s.inputIndex=R.Move;this._checkPrePointerObservable(e,s,M.POINTERMOVE)||this._processPointerMove(e,s)}\n/**\n     * Use this method to simulate a pointer down on a mesh\n     * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay\n     * @param pickResult - pickingInfo of the object wished to simulate pointer event on\n     * @param pointerEventInit - pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)\n     */simulatePointerDown(e,t){const s=new PointerEvent(\"pointerdown\",t);s.inputIndex=s.button+2;this._checkPrePointerObservable(e,s,M.POINTERDOWN)||this._processPointerDown(e,s)}_processPointerDown(e,t){const s=this._scene;if(e?.pickedMesh){this._pickedDownMesh=e.pickedMesh;const i=e.pickedMesh._getActionManagerForTrigger();if(i){if(i.hasPickTriggers){i.processTrigger(5,new ActionEvent(e.pickedMesh,s.pointerX,s.pointerY,e.pickedMesh,t,e));switch(t.button){case 0:i.processTrigger(2,new ActionEvent(e.pickedMesh,s.pointerX,s.pointerY,e.pickedMesh,t,e));break;case 1:i.processTrigger(4,new ActionEvent(e.pickedMesh,s.pointerX,s.pointerY,e.pickedMesh,t,e));break;case 2:i.processTrigger(3,new ActionEvent(e.pickedMesh,s.pointerX,s.pointerY,e.pickedMesh,t,e));break}}i.hasSpecificTrigger(8)&&window.setTimeout((()=>{const e=s.pick(this._unTranslatedPointerX,this._unTranslatedPointerY,(e=>e.isPickable&&e.isVisible&&e.isReady()&&e.actionManager&&e.actionManager.hasSpecificTrigger(8)&&e===this._pickedDownMesh),false,s.cameraToUseForPointers);if(e?.pickedMesh&&i&&this._activePointerIdsCount!==0&&Date.now()-this._startingPointerTime>InputManager.LongPressDelay&&!this._isPointerSwiping()){this._startingPointerTime=0;i.processTrigger(8,ActionEvent.CreateNew(e.pickedMesh,t))}}),InputManager.LongPressDelay)}}else for(const i of s._pointerDownStage)e=i.action(this._unTranslatedPointerX,this._unTranslatedPointerY,e,t,false);let i;const r=M.POINTERDOWN;if(e){s.onPointerDown&&s.onPointerDown(t,e,r);i=new P(r,t,e);this._setRayOnPointerInfo(e,t)}else i=new P(r,t,null,this);s.onPointerObservable.hasObservers()&&s.onPointerObservable.notifyObservers(i,r)}_isPointerSwiping(){return this._isSwiping}\n/**\n     * Use this method to simulate a pointer up on a mesh\n     * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay\n     * @param pickResult - pickingInfo of the object wished to simulate pointer event on\n     * @param pointerEventInit - pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)\n     * @param doubleTap - indicates that the pointer up event should be considered as part of a double click (false by default)\n     */simulatePointerUp(e,t,s){const i=new PointerEvent(\"pointerup\",t);i.inputIndex=R.Move;const r=new _ClickInfo;s?r.doubleClick=true:r.singleClick=true;this._checkPrePointerObservable(e,i,M.POINTERUP)||this._processPointerUp(e,i,r)}_processPointerUp(e,t,s){const i=this._scene;if(e?.pickedMesh){this._pickedUpMesh=e.pickedMesh;if(this._pickedDownMesh===this._pickedUpMesh){i.onPointerPick&&i.onPointerPick(t,e);if(s.singleClick&&!s.ignore&&i.onPointerObservable.observers.length>this._cameraObserverCount){const s=M.POINTERPICK;const r=new P(s,t,e);this._setRayOnPointerInfo(e,t);i.onPointerObservable.notifyObservers(r,s)}}const r=e.pickedMesh._getActionManagerForTrigger();if(r&&!s.ignore){r.processTrigger(7,ActionEvent.CreateNew(e.pickedMesh,t,e));!s.hasSwiped&&s.singleClick&&r.processTrigger(1,ActionEvent.CreateNew(e.pickedMesh,t,e));const i=e.pickedMesh._getActionManagerForTrigger(6);s.doubleClick&&i&&i.processTrigger(6,ActionEvent.CreateNew(e.pickedMesh,t,e))}}else if(!s.ignore)for(const r of i._pointerUpStage)e=r.action(this._unTranslatedPointerX,this._unTranslatedPointerY,e,t,s.doubleClick);if(this._pickedDownMesh&&this._pickedDownMesh!==this._pickedUpMesh){const e=this._pickedDownMesh._getActionManagerForTrigger(16);e&&e.processTrigger(16,ActionEvent.CreateNew(this._pickedDownMesh,t))}if(!s.ignore){const r=new P(M.POINTERUP,t,e);this._setRayOnPointerInfo(e,t);i.onPointerObservable.notifyObservers(r,M.POINTERUP);i.onPointerUp&&i.onPointerUp(t,e,M.POINTERUP);if(!s.hasSwiped&&!this._skipPointerTap&&!this._isMultiTouchGesture){let r=0;s.singleClick?r=M.POINTERTAP:s.doubleClick&&(r=M.POINTERDOUBLETAP);if(r){const s=new P(r,t,e);i.onPointerObservable.hasObservers()&&i.onPointerObservable.hasSpecificMask(r)&&i.onPointerObservable.notifyObservers(s,r)}}}}\n/**\n     * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)\n     * @param pointerId - defines the pointer id to use in a multi-touch scenario (0 by default)\n     * @returns true if the pointer was captured\n     */isPointerCaptured(e=0){return this._pointerCaptures[e]}\n/**\n     * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp\n     * @param attachUp - defines if you want to attach events to pointerup\n     * @param attachDown - defines if you want to attach events to pointerdown\n     * @param attachMove - defines if you want to attach events to pointermove\n     * @param elementToAttachTo - defines the target DOM element to attach to (will use the canvas by default)\n     */attachControl(e=true,t=true,s=true,i=null){const r=this._scene;const n=r.getEngine();i||(i=n.getInputElement());this._alreadyAttached&&this.detachControl();i&&(this._alreadyAttachedTo=i);this._deviceSourceManager=new w(n);this._initActionManager=e=>{if(!this._meshPickProceed){const t=r.skipPointerUpPicking||r._registeredActions===0&&!this._checkForPicking()&&!r.onPointerUp?null:r.pick(this._unTranslatedPointerX,this._unTranslatedPointerY,r.pointerUpPredicate,r.pointerUpFastCheck,r.cameraToUseForPointers,r.pointerUpTrianglePredicate);this._currentPickResult=t;t&&(e=t.hit&&t.pickedMesh?t.pickedMesh._getActionManagerForTrigger():null);this._meshPickProceed=true}return e};this._delayedSimpleClick=(e,t,s)=>{if(Date.now()-this._previousStartingPointerTime>InputManager.DoubleClickDelay&&!this._doubleClickOccured||e!==this._previousButtonPressed){this._doubleClickOccured=false;t.singleClick=true;t.ignore=false;if(this._delayedClicks[e]){const t=this._delayedClicks[e].evt;const s=M.POINTERTAP;const i=new P(s,t,this._currentPickResult);r.onPointerObservable.hasObservers()&&r.onPointerObservable.hasSpecificMask(s)&&r.onPointerObservable.notifyObservers(i,s);this._delayedClicks[e]=null}}};this._initClickEvent=(e,t,s,i)=>{const r=new _ClickInfo;this._currentPickResult=null;let n=null;let a=e.hasSpecificMask(M.POINTERPICK)||t.hasSpecificMask(M.POINTERPICK)||e.hasSpecificMask(M.POINTERTAP)||t.hasSpecificMask(M.POINTERTAP)||e.hasSpecificMask(M.POINTERDOUBLETAP)||t.hasSpecificMask(M.POINTERDOUBLETAP);if(!a&&y){n=this._initActionManager(n,r);n&&(a=n.hasPickTriggers)}let o=false;a=a&&!this._isMultiTouchGesture;if(a){const a=s.button;r.hasSwiped=this._isPointerSwiping();if(!r.hasSwiped){let h=!InputManager.ExclusiveDoubleClickMode;if(!h){h=!e.hasSpecificMask(M.POINTERDOUBLETAP)&&!t.hasSpecificMask(M.POINTERDOUBLETAP);if(h&&!y.HasSpecificTrigger(6)){n=this._initActionManager(n,r);n&&(h=!n.hasSpecificTrigger(6))}}if(h){if(Date.now()-this._previousStartingPointerTime>InputManager.DoubleClickDelay||a!==this._previousButtonPressed){r.singleClick=true;i(r,this._currentPickResult);o=true}}else{const e={evt:s,clickInfo:r,timeoutId:window.setTimeout(this._delayedSimpleClick.bind(this,a,r,i),InputManager.DoubleClickDelay)};this._delayedClicks[a]=e}let l=e.hasSpecificMask(M.POINTERDOUBLETAP)||t.hasSpecificMask(M.POINTERDOUBLETAP);if(!l&&y.HasSpecificTrigger(6)){n=this._initActionManager(n,r);n&&(l=n.hasSpecificTrigger(6))}if(l)if(a===this._previousButtonPressed&&Date.now()-this._previousStartingPointerTime<InputManager.DoubleClickDelay&&!this._doubleClickOccured){if(r.hasSwiped||this._isPointerSwiping()){this._doubleClickOccured=false;this._previousStartingPointerTime=this._startingPointerTime;this._previousStartingPointerPosition.x=this._startingPointerPosition.x;this._previousStartingPointerPosition.y=this._startingPointerPosition.y;this._previousButtonPressed=a;if(InputManager.ExclusiveDoubleClickMode){if(this._delayedClicks[a]){clearTimeout(this._delayedClicks[a]?.timeoutId);this._delayedClicks[a]=null}i(r,this._previousPickResult)}else i(r,this._currentPickResult)}else{this._previousStartingPointerTime=0;this._doubleClickOccured=true;r.doubleClick=true;r.ignore=false;if(InputManager.ExclusiveDoubleClickMode&&this._delayedClicks[a]){clearTimeout(this._delayedClicks[a]?.timeoutId);this._delayedClicks[a]=null}i(r,this._currentPickResult)}o=true}else{this._doubleClickOccured=false;this._previousStartingPointerTime=this._startingPointerTime;this._previousStartingPointerPosition.x=this._startingPointerPosition.x;this._previousStartingPointerPosition.y=this._startingPointerPosition.y;this._previousButtonPressed=a}}}o||i(r,this._currentPickResult)};this._onPointerMove=e=>{this._updatePointerPosition(e);this._isSwiping||this._swipeButtonPressed===-1||(this._isSwiping=Math.abs(this._startingPointerPosition.x-this._pointerX)>InputManager.DragMovementThreshold||Math.abs(this._startingPointerPosition.y-this._pointerY)>InputManager.DragMovementThreshold);n.isPointerLock&&n._verifyPointerLock();if(this._checkPrePointerObservable(null,e,e.inputIndex>=R.MouseWheelX&&e.inputIndex<=R.MouseWheelZ?M.POINTERWHEEL:M.POINTERMOVE))return;if(!r.cameraToUseForPointers&&!r.activeCamera)return;if(r.skipPointerMovePicking){this._processPointerMove(new g,e);return}r.pointerMovePredicate||(r.pointerMovePredicate=e=>e.isPickable&&e.isVisible&&e.isReady()&&e.isEnabled()&&(e.enablePointerMoveEvents||r.constantlyUpdateMeshUnderPointer||e._getActionManagerForTrigger()!==null)&&(!r.cameraToUseForPointers||(r.cameraToUseForPointers.layerMask&e.layerMask)!==0));const t=r._registeredActions>0||r.constantlyUpdateMeshUnderPointer?this._pickMove(e):null;this._processPointerMove(t,e)};this._onPointerDown=e=>{const t=this._activePointerIds.indexOf(-1);t===-1?this._activePointerIds.push(e.pointerId):this._activePointerIds[t]=e.pointerId;this._activePointerIdsCount++;this._pickedDownMesh=null;this._meshPickProceed=false;if(InputManager.ExclusiveDoubleClickMode)for(let t=0;t<this._delayedClicks.length;t++)if(this._delayedClicks[t])if(e.button===t)clearTimeout(this._delayedClicks[t]?.timeoutId);else{const e=this._delayedClicks[t].clickInfo;this._doubleClickOccured=false;e.singleClick=true;e.ignore=false;const s=this._delayedClicks[t].evt;const i=M.POINTERTAP;const n=new P(i,s,this._currentPickResult);r.onPointerObservable.hasObservers()&&r.onPointerObservable.hasSpecificMask(i)&&r.onPointerObservable.notifyObservers(n,i);this._delayedClicks[t]=null}this._updatePointerPosition(e);this._swipeButtonPressed===-1&&(this._swipeButtonPressed=e.button);if(r.preventDefaultOnPointerDown&&i){e.preventDefault();i.focus()}this._startingPointerPosition.x=this._pointerX;this._startingPointerPosition.y=this._pointerY;this._startingPointerTime=Date.now();if(this._checkPrePointerObservable(null,e,M.POINTERDOWN))return;if(!r.cameraToUseForPointers&&!r.activeCamera)return;this._pointerCaptures[e.pointerId]=true;r.pointerDownPredicate||(r.pointerDownPredicate=e=>e.isPickable&&e.isVisible&&e.isReady()&&e.isEnabled()&&(!r.cameraToUseForPointers||(r.cameraToUseForPointers.layerMask&e.layerMask)!==0));this._pickedDownMesh=null;let s;s=r.skipPointerDownPicking||r._registeredActions===0&&!this._checkForPicking()&&!r.onPointerDown?new g:r.pick(this._unTranslatedPointerX,this._unTranslatedPointerY,r.pointerDownPredicate,r.pointerDownFastCheck,r.cameraToUseForPointers,r.pointerDownTrianglePredicate);this._processPointerDown(s,e)};this._onPointerUp=e=>{const t=this._activePointerIds.indexOf(e.pointerId);if(t!==-1){this._activePointerIds[t]=-1;this._activePointerIdsCount--;this._pickedUpMesh=null;this._meshPickProceed=false;this._updatePointerPosition(e);if(r.preventDefaultOnPointerUp&&i){e.preventDefault();i.focus()}this._initClickEvent(r.onPrePointerObservable,r.onPointerObservable,e,((t,s)=>{if(r.onPrePointerObservable.hasObservers()){this._skipPointerTap=false;if(!t.ignore){if(this._checkPrePointerObservable(null,e,M.POINTERUP)){if(this._swipeButtonPressed===e.button){this._isSwiping=false;this._swipeButtonPressed=-1}e.buttons===0&&(this._pointerCaptures[e.pointerId]=false);return}if(!t.hasSwiped){t.singleClick&&r.onPrePointerObservable.hasSpecificMask(M.POINTERTAP)&&this._checkPrePointerObservable(null,e,M.POINTERTAP)&&(this._skipPointerTap=true);t.doubleClick&&r.onPrePointerObservable.hasSpecificMask(M.POINTERDOUBLETAP)&&this._checkPrePointerObservable(null,e,M.POINTERDOUBLETAP)&&(this._skipPointerTap=true)}}}if(this._pointerCaptures[e.pointerId]){e.buttons===0&&(this._pointerCaptures[e.pointerId]=false);if(r.cameraToUseForPointers||r.activeCamera){r.pointerUpPredicate||(r.pointerUpPredicate=e=>e.isPickable&&e.isVisible&&e.isReady()&&e.isEnabled()&&(!r.cameraToUseForPointers||(r.cameraToUseForPointers.layerMask&e.layerMask)!==0));!this._meshPickProceed&&(y&&y.HasTriggers||this._checkForPicking()||r.onPointerUp)&&this._initActionManager(null,t);s||(s=this._currentPickResult);this._processPointerUp(s,e,t);this._previousPickResult=this._currentPickResult;if(this._swipeButtonPressed===e.button){this._isSwiping=false;this._swipeButtonPressed=-1}}}else if(this._swipeButtonPressed===e.button){this._isSwiping=false;this._swipeButtonPressed=-1}}))}};this._onKeyDown=e=>{const t=O.KEYDOWN;if(r.onPreKeyboardObservable.hasObservers()){const s=new k(t,e);r.onPreKeyboardObservable.notifyObservers(s,t);if(s.skipOnKeyboardObservable)return}if(r.onKeyboardObservable.hasObservers()){const s=new T(t,e);r.onKeyboardObservable.notifyObservers(s,t)}r.actionManager&&r.actionManager.processTrigger(14,ActionEvent.CreateNewFromScene(r,e))};this._onKeyUp=e=>{const t=O.KEYUP;if(r.onPreKeyboardObservable.hasObservers()){const s=new k(t,e);r.onPreKeyboardObservable.notifyObservers(s,t);if(s.skipOnKeyboardObservable)return}if(r.onKeyboardObservable.hasObservers()){const s=new T(t,e);r.onKeyboardObservable.notifyObservers(s,t)}r.actionManager&&r.actionManager.processTrigger(15,ActionEvent.CreateNewFromScene(r,e))};this._deviceSourceManager.onDeviceConnectedObservable.add((i=>{i.deviceType===I.Mouse?i.onInputChangedObservable.add((r=>{this._originMouseEvent=r;r.inputIndex===R.LeftClick||r.inputIndex===R.MiddleClick||r.inputIndex===R.RightClick||r.inputIndex===R.BrowserBack||r.inputIndex===R.BrowserForward?t&&i.getInput(r.inputIndex)===1?this._onPointerDown(r):e&&i.getInput(r.inputIndex)===0&&this._onPointerUp(r):s&&(r.inputIndex===R.Move?this._onPointerMove(r):r.inputIndex!==R.MouseWheelX&&r.inputIndex!==R.MouseWheelY&&r.inputIndex!==R.MouseWheelZ||this._onPointerMove(r))})):i.deviceType===I.Touch?i.onInputChangedObservable.add((r=>{if(r.inputIndex===R.LeftClick)if(t&&i.getInput(r.inputIndex)===1){this._onPointerDown(r);this._activePointerIdsCount>1&&(this._isMultiTouchGesture=true)}else if(e&&i.getInput(r.inputIndex)===0){this._onPointerUp(r);this._activePointerIdsCount===0&&(this._isMultiTouchGesture=false)}s&&r.inputIndex===R.Move&&this._onPointerMove(r)})):i.deviceType===I.Keyboard&&i.onInputChangedObservable.add((e=>{e.type===\"keydown\"?this._onKeyDown(e):e.type===\"keyup\"&&this._onKeyUp(e)}))}));this._alreadyAttached=true}detachControl(){if(this._alreadyAttached){this._deviceSourceManager.dispose();this._deviceSourceManager=null;this._alreadyAttachedTo&&!this._scene.doNotHandleCursors&&(this._alreadyAttachedTo.style.cursor=this._scene.defaultCursor);this._alreadyAttached=false;this._alreadyAttachedTo=null}}\n/**\n     * Set the value of meshUnderPointer for a given pointerId\n     * @param mesh - defines the mesh to use\n     * @param pointerId - optional pointer id when using more than one pointer. Defaults to 0\n     * @param pickResult - optional pickingInfo data used to find mesh\n     * @param evt - optional pointer event\n     */setPointerOverMesh(e,t=0,s,i){if(this._meshUnderPointerId[t]===e&&(!e||!e._internalAbstractMeshDataInfo._pointerOverDisableMeshTesting))return;const r=this._meshUnderPointerId[t];let n;if(r){n=r._getActionManagerForTrigger(10);n&&n.processTrigger(10,new ActionEvent(r,this._pointerX,this._pointerY,e,i,{pointerId:t}))}if(e){this._meshUnderPointerId[t]=e;this._pointerOverMesh=e;n=e._getActionManagerForTrigger(9);n&&n.processTrigger(9,new ActionEvent(e,this._pointerX,this._pointerY,e,i,{pointerId:t,pickResult:s}))}else{delete this._meshUnderPointerId[t];this._pointerOverMesh=null}this._scene.onMeshUnderPointerUpdatedObservable.hasObservers()&&this._scene.onMeshUnderPointerUpdatedObservable.notifyObservers({mesh:e,pointerId:t})}\n/**\n     * Gets the mesh under the pointer\n     * @returns a Mesh or null if no mesh is under the pointer\n     */getPointerOverMesh(){return this.meshUnderPointer}\n/**\n     * @param mesh - Mesh to invalidate\n     * @internal\n     */_invalidateMesh(e){this._pointerOverMesh===e&&(this._pointerOverMesh=null);this._pickedDownMesh===e&&(this._pickedDownMesh=null);this._pickedUpMesh===e&&(this._pickedUpMesh=null);for(const t in this._meshUnderPointerId)this._meshUnderPointerId[t]===e&&delete this._meshUnderPointerId[t]}}InputManager.DragMovementThreshold=10;InputManager.LongPressDelay=500;InputManager.DoubleClickDelay=300;InputManager.ExclusiveDoubleClickMode=false;class PointerPickingConfiguration{constructor(){this.pointerDownFastCheck=false;this.pointerUpFastCheck=false;this.pointerMoveFastCheck=false;this.skipPointerMovePicking=false;this.skipPointerDownPicking=false;this.skipPointerUpPicking=false}}var W;(function(e){e[e.BackwardCompatible=0]=\"BackwardCompatible\";e[e.Intermediate=1]=\"Intermediate\";e[e.Aggressive=2]=\"Aggressive\"})(W||(W={}));class Scene{\n/**\n     * Factory used to create the default material.\n     * @param scene The scene to create the material for\n     * @returns The default material\n     */\nstatic DefaultMaterialFactory(e){throw b(\"StandardMaterial\")}\n/**\n     * Factory used to create the a collision coordinator.\n     * @returns The collision coordinator\n     */\nstatic CollisionCoordinatorFactory(){throw b(\"DefaultCollisionCoordinator\")}get clearColor(){return this._clearColor}set clearColor(e){if(e!==this._clearColor){this._clearColor=e;this.onClearColorChangedObservable.notifyObservers(this._clearColor)}}get imageProcessingConfiguration(){return this._imageProcessingConfiguration}get performancePriority(){return this._performancePriority}set performancePriority(e){if(e!==this._performancePriority){this._performancePriority=e;switch(e){case 0:this.skipFrustumClipping=false;this._renderingManager.maintainStateBetweenFrames=false;this.skipPointerMovePicking=false;this.autoClear=true;break;case 1:this.skipFrustumClipping=false;this._renderingManager.maintainStateBetweenFrames=false;this.skipPointerMovePicking=true;this.autoClear=false;break;case 2:this.skipFrustumClipping=true;this._renderingManager.maintainStateBetweenFrames=true;this.skipPointerMovePicking=true;this.autoClear=false;break}this.onScenePerformancePriorityChangedObservable.notifyObservers(e)}}set forceWireframe(e){if(this._forceWireframe!==e){this._forceWireframe=e;this.markAllMaterialsAsDirty(16)}}get forceWireframe(){return this._forceWireframe}set skipFrustumClipping(e){this._skipFrustumClipping!==e&&(this._skipFrustumClipping=e)}get skipFrustumClipping(){return this._skipFrustumClipping}set forcePointsCloud(e){if(this._forcePointsCloud!==e){this._forcePointsCloud=e;this.markAllMaterialsAsDirty(16)}}get forcePointsCloud(){return this._forcePointsCloud}get environmentTexture(){return this._environmentTexture}set environmentTexture(e){if(this._environmentTexture!==e){this._environmentTexture=e;this.onEnvironmentTextureChangedObservable.notifyObservers(e);this.markAllMaterialsAsDirty(1)}}\n/**\n     * @returns all meshes, lights, cameras, transformNodes and bones\n     */getNodes(){let e=[];e=e.concat(this.meshes);e=e.concat(this.lights);e=e.concat(this.cameras);e=e.concat(this.transformNodes);this.skeletons.forEach((t=>e=e.concat(t.bones)));return e}get animationPropertiesOverride(){return this._animationPropertiesOverride}set animationPropertiesOverride(e){this._animationPropertiesOverride=e}set onDispose(e){this._onDisposeObserver&&this.onDisposeObservable.remove(this._onDisposeObserver);this._onDisposeObserver=this.onDisposeObservable.add(e)}set beforeRender(e){this._onBeforeRenderObserver&&this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);e&&(this._onBeforeRenderObserver=this.onBeforeRenderObservable.add(e))}set afterRender(e){this._onAfterRenderObserver&&this.onAfterRenderObservable.remove(this._onAfterRenderObserver);e&&(this._onAfterRenderObserver=this.onAfterRenderObservable.add(e))}set beforeCameraRender(e){this._onBeforeCameraRenderObserver&&this.onBeforeCameraRenderObservable.remove(this._onBeforeCameraRenderObserver);this._onBeforeCameraRenderObserver=this.onBeforeCameraRenderObservable.add(e)}set afterCameraRender(e){this._onAfterCameraRenderObserver&&this.onAfterCameraRenderObservable.remove(this._onAfterCameraRenderObserver);this._onAfterCameraRenderObserver=this.onAfterCameraRenderObservable.add(e)}get pointerDownPredicate(){return this._pointerPickingConfiguration.pointerDownPredicate}set pointerDownPredicate(e){this._pointerPickingConfiguration.pointerDownPredicate=e}get pointerUpPredicate(){return this._pointerPickingConfiguration.pointerUpPredicate}set pointerUpPredicate(e){this._pointerPickingConfiguration.pointerUpPredicate=e}get pointerMovePredicate(){return this._pointerPickingConfiguration.pointerMovePredicate}set pointerMovePredicate(e){this._pointerPickingConfiguration.pointerMovePredicate=e}get pointerDownFastCheck(){return this._pointerPickingConfiguration.pointerDownFastCheck}set pointerDownFastCheck(e){this._pointerPickingConfiguration.pointerDownFastCheck=e}get pointerUpFastCheck(){return this._pointerPickingConfiguration.pointerUpFastCheck}set pointerUpFastCheck(e){this._pointerPickingConfiguration.pointerUpFastCheck=e}get pointerMoveFastCheck(){return this._pointerPickingConfiguration.pointerMoveFastCheck}set pointerMoveFastCheck(e){this._pointerPickingConfiguration.pointerMoveFastCheck=e}get skipPointerMovePicking(){return this._pointerPickingConfiguration.skipPointerMovePicking}set skipPointerMovePicking(e){this._pointerPickingConfiguration.skipPointerMovePicking=e}get skipPointerDownPicking(){return this._pointerPickingConfiguration.skipPointerDownPicking}set skipPointerDownPicking(e){this._pointerPickingConfiguration.skipPointerDownPicking=e}get skipPointerUpPicking(){return this._pointerPickingConfiguration.skipPointerUpPicking}set skipPointerUpPicking(e){this._pointerPickingConfiguration.skipPointerUpPicking=e}get unTranslatedPointer(){return this._inputManager.unTranslatedPointer}static get DragMovementThreshold(){return InputManager.DragMovementThreshold}static set DragMovementThreshold(e){InputManager.DragMovementThreshold=e}static get LongPressDelay(){return InputManager.LongPressDelay}static set LongPressDelay(e){InputManager.LongPressDelay=e}static get DoubleClickDelay(){return InputManager.DoubleClickDelay}static set DoubleClickDelay(e){InputManager.DoubleClickDelay=e}static get ExclusiveDoubleClickMode(){return InputManager.ExclusiveDoubleClickMode}static set ExclusiveDoubleClickMode(e){InputManager.ExclusiveDoubleClickMode=e}\n/**\n     * Bind the current view position to an effect.\n     * @param effect The effect to be bound\n     * @param variableName name of the shader variable that will hold the eye position\n     * @param isVector3 true to indicates that variableName is a Vector3 and not a Vector4\n     * @returns the computed eye position\n     */bindEyePosition(e,t=\"vEyePosition\",s=false){const i=this._forcedViewPosition?this._forcedViewPosition:this._mirroredCameraPosition?this._mirroredCameraPosition:this.activeCamera?.globalPosition??l.ZeroReadOnly;const r=this.useRightHandedSystem===(this._mirroredCameraPosition!=null);c.Vector4[0].set(i.x,i.y,i.z,r?-1:1);e&&(s?e.setFloat3(t,c.Vector4[0].x,c.Vector4[0].y,c.Vector4[0].z):e.setVector4(t,c.Vector4[0]));return c.Vector4[0]}\n/**\n     * Update the scene ubo before it can be used in rendering processing\n     * @returns the scene UniformBuffer\n     */finalizeSceneUbo(){const e=this.getSceneUniformBuffer();const t=this.bindEyePosition(null);e.updateFloat4(\"vEyePosition\",t.x,t.y,t.z,t.w);e.update();return e}set useRightHandedSystem(e){if(this._useRightHandedSystem!==e){this._useRightHandedSystem=e;this.markAllMaterialsAsDirty(16)}}get useRightHandedSystem(){return this._useRightHandedSystem}\n/**\n     * Sets the step Id used by deterministic lock step\n     * @see https://doc.babylonjs.com/features/featuresDeepDive/animation/advanced_animations#deterministic-lockstep\n     * @param newStepId defines the step Id\n     */setStepId(e){this._currentStepId=e}\n/**\n     * Gets the step Id used by deterministic lock step\n     * @see https://doc.babylonjs.com/features/featuresDeepDive/animation/advanced_animations#deterministic-lockstep\n     * @returns the step Id\n     */getStepId(){return this._currentStepId}\n/**\n     * Gets the internal step used by deterministic lock step\n     * @see https://doc.babylonjs.com/features/featuresDeepDive/animation/advanced_animations#deterministic-lockstep\n     * @returns the internal step\n     */getInternalStep(){return this._currentInternalStep}set fogEnabled(e){if(this._fogEnabled!==e){this._fogEnabled=e;this.markAllMaterialsAsDirty(16)}}get fogEnabled(){return this._fogEnabled}set fogMode(e){if(this._fogMode!==e){this._fogMode=e;this.markAllMaterialsAsDirty(16)}}get fogMode(){return this._fogMode}get prePass(){return!!this.prePassRenderer&&this.prePassRenderer.defaultRT.enabled}set shadowsEnabled(e){if(this._shadowsEnabled!==e){this._shadowsEnabled=e;this.markAllMaterialsAsDirty(2)}}get shadowsEnabled(){return this._shadowsEnabled}set lightsEnabled(e){if(this._lightsEnabled!==e){this._lightsEnabled=e;this.markAllMaterialsAsDirty(2)}}get lightsEnabled(){return this._lightsEnabled}get activeCameras(){return this._activeCameras}set activeCameras(e){if(this._unObserveActiveCameras){this._unObserveActiveCameras();this._unObserveActiveCameras=null}e&&(this._unObserveActiveCameras=L(e,(()=>{this.onActiveCamerasChanged.notifyObservers(this)})));this._activeCameras=e}get activeCamera(){return this._activeCamera}set activeCamera(e){if(e!==this._activeCamera){this._activeCamera=e;this.onActiveCameraChanged.notifyObservers(this)}}get _hasDefaultMaterial(){return Scene.DefaultMaterialFactory!==Scene._OriginalDefaultMaterialFactory}get defaultMaterial(){this._defaultMaterial||(this._defaultMaterial=Scene.DefaultMaterialFactory(this));return this._defaultMaterial}set defaultMaterial(e){this._defaultMaterial=e}set texturesEnabled(e){if(this._texturesEnabled!==e){this._texturesEnabled=e;this.markAllMaterialsAsDirty(1)}}get texturesEnabled(){return this._texturesEnabled}get frameGraph(){return this._frameGraph}set frameGraph(e){if(this._frameGraph){this._frameGraph=e;e||(this.customRenderFunction=this._currentCustomRenderFunction)}else{this._frameGraph=e;if(e){this._currentCustomRenderFunction=this.customRenderFunction;this.customRenderFunction=this._renderWithFrameGraph}}}set skeletonsEnabled(e){if(this._skeletonsEnabled!==e){this._skeletonsEnabled=e;this.markAllMaterialsAsDirty(8)}}get skeletonsEnabled(){return this._skeletonsEnabled}get collisionCoordinator(){if(!this._collisionCoordinator){this._collisionCoordinator=Scene.CollisionCoordinatorFactory();this._collisionCoordinator.init(this)}return this._collisionCoordinator}get renderingManager(){return this._renderingManager}get frustumPlanes(){return this._frustumPlanes}_registerTransientComponents(){if(this._transientComponents.length>0){for(const e of this._transientComponents)e.register();this._transientComponents.length=0}}\n/**\n     * @internal\n     * Add a component to the scene.\n     * Note that the ccomponent could be registered on th next frame if this is called after\n     * the register component stage.\n     * @param component Defines the component to add to the scene\n     */_addComponent(e){this._components.push(e);this._transientComponents.push(e);const t=e;t.addFromContainer&&t.serialize&&this._serializableComponents.push(t)}\n/**\n     * @internal\n     * Gets a component from the scene.\n     * @param name defines the name of the component to retrieve\n     * @returns the component or null if not present\n     */_getComponent(e){for(const t of this._components)if(t.name===e)return t;return null}\n/**\n     * Creates a new Scene\n     * @param engine defines the engine to use to render this scene\n     * @param options defines the scene options\n     */constructor(e,t){this._inputManager=new InputManager(this);this.cameraToUseForPointers=null;this._isScene=true;this._blockEntityCollection=false;this.autoClear=true;this.autoClearDepthAndStencil=true;this._clearColor=new A(.2,.2,.3,1);this.onClearColorChangedObservable=new s;this.ambientColor=new D(0,0,0);this.environmentIntensity=1;this.iblIntensity=1;this._performancePriority=0;this.onScenePerformancePriorityChangedObservable=new s;this._forceWireframe=false;this._skipFrustumClipping=false;this._forcePointsCloud=false;this.rootNodes=[];this.cameras=[];this.lights=[];this.meshes=[];this.skeletons=[];this.particleSystems=[];this.animations=[];this.animationGroups=[];this.multiMaterials=[];this.materials=[];this.morphTargetManagers=[];this.geometries=[];this.transformNodes=[];\n/**\n         * ActionManagers available on the scene.\n         * @deprecated\n         */this.actionManagers=[];this.textures=[];this._environmentTexture=null;this.postProcesses=[];this.effectLayers=[];this.sounds=null;this.layers=[];this.lensFlareSystems=[];this.proceduralTextures=[];this.animationsEnabled=true;this._animationPropertiesOverride=null;this.useConstantAnimationDeltaTime=false;this.constantlyUpdateMeshUnderPointer=false;this.hoverCursor=\"pointer\";this.defaultCursor=\"\";this.doNotHandleCursors=false;this.preventDefaultOnPointerDown=true;this.preventDefaultOnPointerUp=true;this.metadata=null;this.reservedDataStore=null;this.disableOfflineSupportExceptionRules=[];this.onDisposeObservable=new s;this._onDisposeObserver=null;this.onBeforeRenderObservable=new s;this._onBeforeRenderObserver=null;this.onAfterRenderObservable=new s;this.onAfterRenderCameraObservable=new s;this._onAfterRenderObserver=null;this.onBeforeAnimationsObservable=new s;this.onAfterAnimationsObservable=new s;this.onBeforeDrawPhaseObservable=new s;this.onAfterDrawPhaseObservable=new s;this.onReadyObservable=new s;this.onBeforeCameraRenderObservable=new s;this._onBeforeCameraRenderObserver=null;this.onAfterCameraRenderObservable=new s;this._onAfterCameraRenderObserver=null;this.onBeforeActiveMeshesEvaluationObservable=new s;this.onAfterActiveMeshesEvaluationObservable=new s;this.onBeforeParticlesRenderingObservable=new s;this.onAfterParticlesRenderingObservable=new s;this.onDataLoadedObservable=new s;this.onNewCameraAddedObservable=new s;this.onCameraRemovedObservable=new s;this.onNewLightAddedObservable=new s;this.onLightRemovedObservable=new s;this.onNewGeometryAddedObservable=new s;this.onGeometryRemovedObservable=new s;this.onNewTransformNodeAddedObservable=new s;this.onTransformNodeRemovedObservable=new s;this.onNewMeshAddedObservable=new s;this.onMeshRemovedObservable=new s;this.onNewSkeletonAddedObservable=new s;this.onSkeletonRemovedObservable=new s;this.onNewMaterialAddedObservable=new s;this.onNewMultiMaterialAddedObservable=new s;this.onMaterialRemovedObservable=new s;this.onMultiMaterialRemovedObservable=new s;this.onNewTextureAddedObservable=new s;this.onTextureRemovedObservable=new s;this.onBeforeRenderTargetsRenderObservable=new s;this.onAfterRenderTargetsRenderObservable=new s;this.onBeforeStepObservable=new s;this.onAfterStepObservable=new s;this.onActiveCameraChanged=new s;this.onActiveCamerasChanged=new s;this.onBeforeRenderingGroupObservable=new s;this.onAfterRenderingGroupObservable=new s;this.onMeshImportedObservable=new s;this.onAnimationFileImportedObservable=new s;this.onEnvironmentTextureChangedObservable=new s;this.onMeshUnderPointerUpdatedObservable=new s;this._registeredForLateAnimationBindings=new i(256);this._pointerPickingConfiguration=new PointerPickingConfiguration;this.onPrePointerObservable=new s;this.onPointerObservable=new s;this.onPreKeyboardObservable=new s;this.onKeyboardObservable=new s;this._useRightHandedSystem=false;this._timeAccumulator=0;this._currentStepId=0;this._currentInternalStep=0;this._fogEnabled=true;this._fogMode=Scene.FOGMODE_NONE;this.fogColor=new D(.2,.2,.3);this.fogDensity=.1;this.fogStart=0;this.fogEnd=1e3;this.needsPreviousWorldMatrices=false;this._shadowsEnabled=true;this._lightsEnabled=true;this._unObserveActiveCameras=null;this._texturesEnabled=true;this._frameGraph=null;this.frameGraphs=[];this.physicsEnabled=true;this.particlesEnabled=true;this.spritesEnabled=true;this._skeletonsEnabled=true;this.lensFlaresEnabled=true;this.collisionsEnabled=true;this.gravity=new l(0,-9.807,0);this.postProcessesEnabled=true;this.renderTargetsEnabled=true;this.dumpNextRenderTargets=false;this.customRenderTargets=[];this.importedMeshesFiles=[];this.probesEnabled=true;this._meshesForIntersections=new i(256);this.proceduralTexturesEnabled=true;this._totalVertices=new S;this._activeIndices=new S;this._activeParticles=new S;this._activeBones=new S;this._animationTime=0;this.animationTimeScale=1;this._renderId=0;this._frameId=0;this._executeWhenReadyTimeoutId=null;this._intermediateRendering=false;this._defaultFrameBufferCleared=false;this._viewUpdateFlag=-1;this._projectionUpdateFlag=-1;this._toBeDisposed=new Array(256);this._activeRequests=new Array;this._pendingData=new Array;this._isDisposed=false;this.dispatchAllSubMeshesOfActiveMeshes=false;this._activeMeshes=new r(256);this._processedMaterials=new r(256);this._renderTargets=new i(256);this._materialsRenderTargets=new i(256);this._activeParticleSystems=new r(256);this._activeSkeletons=new i(32);this._softwareSkinnedMeshes=new i(32);this._activeAnimatables=new Array;this._transformMatrix=h.Zero();this.requireLightSorting=false;this._components=[];this._serializableComponents=[];this._transientComponents=[];this._beforeCameraUpdateStage=_.Create();this._beforeClearStage=_.Create();this._beforeRenderTargetClearStage=_.Create();this._gatherRenderTargetsStage=_.Create();this._gatherActiveCameraRenderTargetsStage=_.Create();this._isReadyForMeshStage=_.Create();this._beforeEvaluateActiveMeshStage=_.Create();this._evaluateSubMeshStage=_.Create();this._preActiveMeshStage=_.Create();this._cameraDrawRenderTargetStage=_.Create();this._beforeCameraDrawStage=_.Create();this._beforeRenderTargetDrawStage=_.Create();this._beforeRenderingGroupDrawStage=_.Create();this._beforeRenderingMeshStage=_.Create();this._afterRenderingMeshStage=_.Create();this._afterRenderingGroupDrawStage=_.Create();this._afterCameraDrawStage=_.Create();this._afterCameraPostProcessStage=_.Create();this._afterRenderTargetDrawStage=_.Create();this._afterRenderTargetPostProcessStage=_.Create();this._afterRenderStage=_.Create();this._pointerMoveStage=_.Create();this._pointerDownStage=_.Create();this._pointerUpStage=_.Create();this._geometriesByUniqueId=null;this._defaultMeshCandidates={data:[],length:0};this._defaultSubMeshCandidates={data:[],length:0};this._preventFreeActiveMeshesAndRenderingGroups=false;this._activeMeshesFrozen=false;this._activeMeshesFrozenButKeepClipping=false;this._skipEvaluateActiveMeshesCompletely=false;this._useCurrentFrameBuffer=false;this._allowPostProcessClearColor=true;\n/**\n         * User updatable function that will return a deterministic frame time when engine is in deterministic lock step mode\n         * @returns the frame time\n         */this.getDeterministicFrameTime=()=>this._engine.getTimeStep();this._registeredActions=0;this._blockMaterialDirtyMechanism=false;this._perfCollector=null;this.activeCameras=[];const n={useGeometryUniqueIdsMap:true,useMaterialMeshMap:true,useClonedMeshMap:true,virtual:false,...t};e=this._engine=e||v.LastCreatedEngine;if(n.virtual)e._virtualScenes.push(this);else{v._LastCreatedScene=this;e.scenes.push(this)}this._uid=null;this._renderingManager=new m(this);f&&(this.postProcessManager=new f(this));p()&&this.attachControl();this._createUbo();d&&(this._imageProcessingConfiguration=new d);this.setDefaultCandidateProviders();n.useGeometryUniqueIdsMap&&(this._geometriesByUniqueId={});this.useMaterialMeshMap=n.useMaterialMeshMap;this.useClonedMeshMap=n.useClonedMeshMap;t&&t.virtual||e.onNewSceneAddedObservable.notifyObservers(this)}\n/**\n     * Gets a string identifying the name of the class\n     * @returns \"Scene\" string\n     */getClassName(){return\"Scene\"}_getDefaultMeshCandidates(){this._defaultMeshCandidates.data=this.meshes;this._defaultMeshCandidates.length=this.meshes.length;return this._defaultMeshCandidates}_getDefaultSubMeshCandidates(e){this._defaultSubMeshCandidates.data=e.subMeshes;this._defaultSubMeshCandidates.length=e.subMeshes.length;return this._defaultSubMeshCandidates}setDefaultCandidateProviders(){this.getActiveMeshCandidates=()=>this._getDefaultMeshCandidates();this.getActiveSubMeshCandidates=e=>this._getDefaultSubMeshCandidates(e);this.getIntersectingSubMeshCandidates=(e,t)=>this._getDefaultSubMeshCandidates(e);this.getCollidingSubMeshCandidates=(e,t)=>this._getDefaultSubMeshCandidates(e)}get meshUnderPointer(){return this._inputManager.meshUnderPointer}get pointerX(){return this._inputManager.pointerX}set pointerX(e){this._inputManager.pointerX=e}get pointerY(){return this._inputManager.pointerY}set pointerY(e){this._inputManager.pointerY=e}\n/**\n     * Gets the cached material (ie. the latest rendered one)\n     * @returns the cached material\n     */getCachedMaterial(){return this._cachedMaterial}\n/**\n     * Gets the cached effect (ie. the latest rendered one)\n     * @returns the cached effect\n     */getCachedEffect(){return this._cachedEffect}\n/**\n     * Gets the cached visibility state (ie. the latest rendered one)\n     * @returns the cached visibility state\n     */getCachedVisibility(){return this._cachedVisibility}\n/**\n     * Gets a boolean indicating if the current material / effect / visibility must be bind again\n     * @param material defines the current material\n     * @param effect defines the current effect\n     * @param visibility defines the current visibility state\n     * @returns true if one parameter is not cached\n     */isCachedMaterialInvalid(e,t,s=1){return this._cachedEffect!==t||this._cachedMaterial!==e||this._cachedVisibility!==s}\n/**\n     * Gets the engine associated with the scene\n     * @returns an Engine\n     */getEngine(){return this._engine}\n/**\n     * Gets the total number of vertices rendered per frame\n     * @returns the total number of vertices rendered per frame\n     */getTotalVertices(){return this._totalVertices.current}get totalVerticesPerfCounter(){return this._totalVertices}\n/**\n     * Gets the total number of active indices rendered per frame (You can deduce the number of rendered triangles by dividing this number by 3)\n     * @returns the total number of active indices rendered per frame\n     */getActiveIndices(){return this._activeIndices.current}get totalActiveIndicesPerfCounter(){return this._activeIndices}\n/**\n     * Gets the total number of active particles rendered per frame\n     * @returns the total number of active particles rendered per frame\n     */getActiveParticles(){return this._activeParticles.current}get activeParticlesPerfCounter(){return this._activeParticles}\n/**\n     * Gets the total number of active bones rendered per frame\n     * @returns the total number of active bones rendered per frame\n     */getActiveBones(){return this._activeBones.current}get activeBonesPerfCounter(){return this._activeBones}\n/**\n     * Gets the array of active meshes\n     * @returns an array of AbstractMesh\n     */getActiveMeshes(){return this._activeMeshes}\n/**\n     * Gets the animation ratio (which is 1.0 is the scene renders at 60fps and 2 if the scene renders at 30fps, etc.)\n     * @returns a number\n     */getAnimationRatio(){return this._animationRatio!==void 0?this._animationRatio:1}\n/**\n     * Gets an unique Id for the current render phase\n     * @returns a number\n     */getRenderId(){return this._renderId}\n/**\n     * Gets an unique Id for the current frame\n     * @returns a number\n     */getFrameId(){return this._frameId}incrementRenderId(){this._renderId++}_createUbo(){this.setSceneUniformBuffer(this.createSceneUniformBuffer())}\n/**\n     * Use this method to simulate a pointer move on a mesh\n     * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay\n     * @param pickResult pickingInfo of the object wished to simulate pointer event on\n     * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)\n     * @returns the current scene\n     */simulatePointerMove(e,t){this._inputManager.simulatePointerMove(e,t);return this}\n/**\n     * Use this method to simulate a pointer down on a mesh\n     * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay\n     * @param pickResult pickingInfo of the object wished to simulate pointer event on\n     * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)\n     * @returns the current scene\n     */simulatePointerDown(e,t){this._inputManager.simulatePointerDown(e,t);return this}\n/**\n     * Use this method to simulate a pointer up on a mesh\n     * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay\n     * @param pickResult pickingInfo of the object wished to simulate pointer event on\n     * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)\n     * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)\n     * @returns the current scene\n     */simulatePointerUp(e,t,s){this._inputManager.simulatePointerUp(e,t,s);return this}\n/**\n     * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)\n     * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)\n     * @returns true if the pointer was captured\n     */isPointerCaptured(e=0){return this._inputManager.isPointerCaptured(e)}\n/**\n     * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp\n     * @param attachUp defines if you want to attach events to pointerup\n     * @param attachDown defines if you want to attach events to pointerdown\n     * @param attachMove defines if you want to attach events to pointermove\n     */attachControl(e=true,t=true,s=true){this._inputManager.attachControl(e,t,s)}detachControl(){this._inputManager.detachControl()}\n/**\n     * This function will check if the scene can be rendered (textures are loaded, shaders are compiled)\n     * Delay loaded resources are not taking in account\n     * @param checkRenderTargets true to also check that the meshes rendered as part of a render target are ready (default: true)\n     * @returns true if all required resources are ready\n     */isReady(e=true){if(this._isDisposed)return false;let t;const s=this.getEngine();const i=s.currentRenderPassId;s.currentRenderPassId=this.activeCamera?.renderPassId??i;let r=true;this._pendingData.length>0&&(r=false);this.prePassRenderer?.update();this.useOrderIndependentTransparency&&this.depthPeelingRenderer&&r&&(r=this.depthPeelingRenderer.isReady());if(e){this._processedMaterials.reset();this._materialsRenderTargets.reset()}for(t=0;t<this.meshes.length;t++){const i=this.meshes[t];if(!i.subMeshes||i.subMeshes.length===0)continue;if(!i.isReady(true)){r=false;continue}const n=i.hasThinInstances||i.getClassName()===\"InstancedMesh\"||i.getClassName()===\"InstancedLinesMesh\"||s.getCaps().instancedArrays&&i.instances.length>0;for(const e of this._isReadyForMeshStage)e.action(i,n)||(r=false);if(!e)continue;const a=i.material||this.defaultMaterial;if(a)if(a._storeEffectOnSubMeshes)for(const e of i.subMeshes){const t=e.getMaterial();if(t&&t.hasRenderTargetTextures&&t.getRenderTargetTextures!=null&&this._processedMaterials.indexOf(t)===-1){this._processedMaterials.push(t);this._materialsRenderTargets.concatWithNoDuplicate(t.getRenderTargetTextures())}}else if(a.hasRenderTargetTextures&&a.getRenderTargetTextures!=null&&this._processedMaterials.indexOf(a)===-1){this._processedMaterials.push(a);this._materialsRenderTargets.concatWithNoDuplicate(a.getRenderTargetTextures())}}if(e)for(t=0;t<this._materialsRenderTargets.length;++t){const e=this._materialsRenderTargets.data[t];e.isReadyForRendering()||(r=false)}for(t=0;t<this.geometries.length;t++){const e=this.geometries[t];e.delayLoadState===2&&(r=false)}if(this.activeCameras&&this.activeCameras.length>0)for(const e of this.activeCameras)e.isReady(true)||(r=false);else this.activeCamera&&(this.activeCamera.isReady(true)||(r=false));for(const e of this.particleSystems)e.isReady()||(r=false);if(this.layers)for(const e of this.layers)e.isReady()||(r=false);if(this.effectLayers)for(const e of this.effectLayers)e.isLayerReady()||(r=false);s.areAllEffectsReady()||(r=false);s.currentRenderPassId=i;return r}resetCachedMaterial(){this._cachedMaterial=null;this._cachedEffect=null;this._cachedVisibility=null}\n/**\n     * Registers a function to be called before every frame render\n     * @param func defines the function to register\n     */registerBeforeRender(e){this.onBeforeRenderObservable.add(e)}\n/**\n     * Unregisters a function called before every frame render\n     * @param func defines the function to unregister\n     */unregisterBeforeRender(e){this.onBeforeRenderObservable.removeCallback(e)}\n/**\n     * Registers a function to be called after every frame render\n     * @param func defines the function to register\n     */registerAfterRender(e){this.onAfterRenderObservable.add(e)}\n/**\n     * Unregisters a function called after every frame render\n     * @param func defines the function to unregister\n     */unregisterAfterRender(e){this.onAfterRenderObservable.removeCallback(e)}_executeOnceBeforeRender(e){const execFunc=()=>{e();setTimeout((()=>{this.unregisterBeforeRender(execFunc)}))};this.registerBeforeRender(execFunc)}\n/**\n     * The provided function will run before render once and will be disposed afterwards.\n     * A timeout delay can be provided so that the function will be executed in N ms.\n     * The timeout is using the browser's native setTimeout so time percision cannot be guaranteed.\n     * @param func The function to be executed.\n     * @param timeout optional delay in ms\n     */executeOnceBeforeRender(e,t){t!==void 0?setTimeout((()=>{this._executeOnceBeforeRender(e)}),t):this._executeOnceBeforeRender(e)}\n/**\n     * This function can help adding any object to the list of data awaited to be ready in order to check for a complete scene loading.\n     * @param data defines the object to wait for\n     */addPendingData(e){this._pendingData.push(e)}\n/**\n     * Remove a pending data from the loading list which has previously been added with addPendingData.\n     * @param data defines the object to remove from the pending list\n     */removePendingData(e){const t=this.isLoading;const s=this._pendingData.indexOf(e);s!==-1&&this._pendingData.splice(s,1);t&&!this.isLoading&&this.onDataLoadedObservable.notifyObservers(this)}\n/**\n     * Returns the number of items waiting to be loaded\n     * @returns the number of items waiting to be loaded\n     */getWaitingItemsCount(){return this._pendingData.length}get isLoading(){return this._pendingData.length>0}\n/**\n     * Registers a function to be executed when the scene is ready\n     * @param func - the function to be executed\n     * @param checkRenderTargets true to also check that the meshes rendered as part of a render target are ready (default: false)\n     */executeWhenReady(e,t=false){this.onReadyObservable.addOnce(e);this._executeWhenReadyTimeoutId===null&&this._checkIsReady(t)}\n/**\n     * Returns a promise that resolves when the scene is ready\n     * @param checkRenderTargets true to also check that the meshes rendered as part of a render target are ready (default: false)\n     * @returns A promise that resolves when the scene is ready\n     */whenReadyAsync(e=false){return new Promise((t=>{this.executeWhenReady((()=>{t()}),e)}))}_checkIsReady(e=false){this._registerTransientComponents();if(this.isReady(e)){this.onReadyObservable.notifyObservers(this);this.onReadyObservable.clear();this._executeWhenReadyTimeoutId=null}else if(this._isDisposed){this.onReadyObservable.clear();this._executeWhenReadyTimeoutId=null}else this._executeWhenReadyTimeoutId=setTimeout((()=>{this.incrementRenderId();this._checkIsReady(e)}),100)}get animatables(){return this._activeAnimatables}resetLastAnimationTimeFrame(){this._animationTimeLast=t.Now}\n/**\n     * Gets the current view matrix\n     * @returns a Matrix\n     */\ngetViewMatrix(){return this._viewMatrix}\n/**\n     * Gets the current projection matrix\n     * @returns a Matrix\n     */getProjectionMatrix(){return this._projectionMatrix}\n/**\n     * Gets the current transform matrix\n     * @returns a Matrix made of View * Projection\n     */getTransformMatrix(){return this._transformMatrix}\n/**\n     * Sets the current transform matrix\n     * @param viewL defines the View matrix to use\n     * @param projectionL defines the Projection matrix to use\n     * @param viewR defines the right View matrix to use (if provided)\n     * @param projectionR defines the right Projection matrix to use (if provided)\n     */setTransformMatrix(e,t,s,i){if(!s&&!i&&this._multiviewSceneUbo){this._multiviewSceneUbo.dispose();this._multiviewSceneUbo=null}if(this._viewUpdateFlag!==e.updateFlag||this._projectionUpdateFlag!==t.updateFlag){this._viewUpdateFlag=e.updateFlag;this._projectionUpdateFlag=t.updateFlag;this._viewMatrix=e;this._projectionMatrix=t;this._viewMatrix.multiplyToRef(this._projectionMatrix,this._transformMatrix);this._frustumPlanes?B.GetPlanesToRef(this._transformMatrix,this._frustumPlanes):this._frustumPlanes=B.GetPlanes(this._transformMatrix);if(this._multiviewSceneUbo&&this._multiviewSceneUbo.useUbo)this._updateMultiviewUbo(s,i);else if(this._sceneUbo.useUbo){this._sceneUbo.updateMatrix(\"viewProjection\",this._transformMatrix);this._sceneUbo.updateMatrix(\"view\",this._viewMatrix);this._sceneUbo.updateMatrix(\"projection\",this._projectionMatrix)}}}\n/**\n     * Gets the uniform buffer used to store scene data\n     * @returns a UniformBuffer\n     */getSceneUniformBuffer(){return this._multiviewSceneUbo?this._multiviewSceneUbo:this._sceneUbo}\n/**\n     * Creates a scene UBO\n     * @param name name of the uniform buffer (optional, for debugging purpose only)\n     * @returns a new ubo\n     */createSceneUniformBuffer(e){const t=new u(this._engine,void 0,false,e??\"scene\");t.addUniform(\"viewProjection\",16);t.addUniform(\"view\",16);t.addUniform(\"projection\",16);t.addUniform(\"vEyePosition\",4);return t}\n/**\n     * Sets the scene ubo\n     * @param ubo the ubo to set for the scene\n     */setSceneUniformBuffer(e){this._sceneUbo=e;this._viewUpdateFlag=-1;this._projectionUpdateFlag=-1}\n/**\n     * Gets an unique (relatively to the current scene) Id\n     * @returns an unique number for the scene\n     */getUniqueId(){return E.UniqueId}\n/**\n     * Add a mesh to the list of scene's meshes\n     * @param newMesh defines the mesh to add\n     * @param recursive if all child meshes should also be added to the scene\n     */addMesh(t,s=false){if(!this._blockEntityCollection){this.meshes.push(t);t._resyncLightSources();t.parent||t._addToSceneRootNodes();e.SetImmediate((()=>{this.onNewMeshAddedObservable.notifyObservers(t)}));s&&t.getChildMeshes().forEach((e=>{this.addMesh(e)}))}}\n/**\n     * Remove a mesh for the list of scene's meshes\n     * @param toRemove defines the mesh to remove\n     * @param recursive if all child meshes should also be removed from the scene\n     * @returns the index where the mesh was in the mesh list\n     */removeMesh(e,t=false){const s=this.meshes.indexOf(e);if(s!==-1){this.meshes.splice(s,1);e.parent||e._removeFromSceneRootNodes()}this._inputManager._invalidateMesh(e);this.onMeshRemovedObservable.notifyObservers(e);t&&e.getChildMeshes().forEach((e=>{this.removeMesh(e)}));return s}\n/**\n     * Add a transform node to the list of scene's transform nodes\n     * @param newTransformNode defines the transform node to add\n     */addTransformNode(e){if(!this._blockEntityCollection&&(e.getScene()!==this||e._indexInSceneTransformNodesArray===-1)){e._indexInSceneTransformNodesArray=this.transformNodes.length;this.transformNodes.push(e);e.parent||e._addToSceneRootNodes();this.onNewTransformNodeAddedObservable.notifyObservers(e)}}\n/**\n     * Remove a transform node for the list of scene's transform nodes\n     * @param toRemove defines the transform node to remove\n     * @returns the index where the transform node was in the transform node list\n     */removeTransformNode(e){const t=e._indexInSceneTransformNodesArray;if(t!==-1){if(t!==this.transformNodes.length-1){const e=this.transformNodes[this.transformNodes.length-1];this.transformNodes[t]=e;e._indexInSceneTransformNodesArray=t}e._indexInSceneTransformNodesArray=-1;this.transformNodes.pop();e.parent||e._removeFromSceneRootNodes()}this.onTransformNodeRemovedObservable.notifyObservers(e);return t}\n/**\n     * Remove a skeleton for the list of scene's skeletons\n     * @param toRemove defines the skeleton to remove\n     * @returns the index where the skeleton was in the skeleton list\n     */removeSkeleton(e){const t=this.skeletons.indexOf(e);if(t!==-1){this.skeletons.splice(t,1);this.onSkeletonRemovedObservable.notifyObservers(e);this._executeActiveContainerCleanup(this._activeSkeletons)}return t}\n/**\n     * Remove a morph target for the list of scene's morph targets\n     * @param toRemove defines the morph target to remove\n     * @returns the index where the morph target was in the morph target list\n     */removeMorphTargetManager(e){const t=this.morphTargetManagers.indexOf(e);t!==-1&&this.morphTargetManagers.splice(t,1);return t}\n/**\n     * Remove a light for the list of scene's lights\n     * @param toRemove defines the light to remove\n     * @returns the index where the light was in the light list\n     */removeLight(e){const t=this.lights.indexOf(e);if(t!==-1){for(const t of this.meshes)t._removeLightSource(e,false);this.lights.splice(t,1);this.sortLightsByPriority();e.parent||e._removeFromSceneRootNodes()}this.onLightRemovedObservable.notifyObservers(e);return t}\n/**\n     * Remove a camera for the list of scene's cameras\n     * @param toRemove defines the camera to remove\n     * @returns the index where the camera was in the camera list\n     */removeCamera(e){const t=this.cameras.indexOf(e);if(t!==-1){this.cameras.splice(t,1);e.parent||e._removeFromSceneRootNodes()}if(this.activeCameras){const t=this.activeCameras.indexOf(e);t!==-1&&this.activeCameras.splice(t,1)}this.activeCamera===e&&(this.cameras.length>0?this.activeCamera=this.cameras[0]:this.activeCamera=null);this.onCameraRemovedObservable.notifyObservers(e);return t}\n/**\n     * Remove a particle system for the list of scene's particle systems\n     * @param toRemove defines the particle system to remove\n     * @returns the index where the particle system was in the particle system list\n     */removeParticleSystem(e){const t=this.particleSystems.indexOf(e);if(t!==-1){this.particleSystems.splice(t,1);this._executeActiveContainerCleanup(this._activeParticleSystems)}return t}\n/**\n     * Remove a animation for the list of scene's animations\n     * @param toRemove defines the animation to remove\n     * @returns the index where the animation was in the animation list\n     */removeAnimation(e){const t=this.animations.indexOf(e);t!==-1&&this.animations.splice(t,1);return t}\n/**\n     * Will stop the animation of the given target\n     * @param target - the target\n     * @param animationName - the name of the animation to stop (all animations will be stopped if both this and targetMask are empty)\n     * @param targetMask - a function that determines if the animation should be stopped based on its target (all animations will be stopped if both this and animationName are empty)\n     */stopAnimation(e,t,s){}\n/**\n     * Removes the given animation group from this scene.\n     * @param toRemove The animation group to remove\n     * @returns The index of the removed animation group\n     */removeAnimationGroup(e){const t=this.animationGroups.indexOf(e);t!==-1&&this.animationGroups.splice(t,1);return t}\n/**\n     * Removes the given multi-material from this scene.\n     * @param toRemove The multi-material to remove\n     * @returns The index of the removed multi-material\n     */removeMultiMaterial(e){const t=this.multiMaterials.indexOf(e);t!==-1&&this.multiMaterials.splice(t,1);this.onMultiMaterialRemovedObservable.notifyObservers(e);return t}\n/**\n     * Removes the given material from this scene.\n     * @param toRemove The material to remove\n     * @returns The index of the removed material\n     */removeMaterial(e){const t=e._indexInSceneMaterialArray;if(t!==-1&&t<this.materials.length){if(t!==this.materials.length-1){const e=this.materials[this.materials.length-1];this.materials[t]=e;e._indexInSceneMaterialArray=t}e._indexInSceneMaterialArray=-1;this.materials.pop()}this.onMaterialRemovedObservable.notifyObservers(e);return t}\n/**\n     * Removes the given action manager from this scene.\n     * @deprecated\n     * @param toRemove The action manager to remove\n     * @returns The index of the removed action manager\n     */removeActionManager(e){const t=this.actionManagers.indexOf(e);t!==-1&&this.actionManagers.splice(t,1);return t}\n/**\n     * Removes the given texture from this scene.\n     * @param toRemove The texture to remove\n     * @returns The index of the removed texture\n     */removeTexture(e){const t=this.textures.indexOf(e);t!==-1&&this.textures.splice(t,1);this.onTextureRemovedObservable.notifyObservers(e);return t}\n/**\n     * Adds the given light to this scene\n     * @param newLight The light to add\n     */addLight(t){if(!this._blockEntityCollection){this.lights.push(t);this.sortLightsByPriority();t.parent||t._addToSceneRootNodes();for(const e of this.meshes)if(e.lightSources.indexOf(t)===-1){e.lightSources.push(t);e._resyncLightSources()}e.SetImmediate((()=>{this.onNewLightAddedObservable.notifyObservers(t)}))}}sortLightsByPriority(){this.requireLightSorting&&this.lights.sort(F.CompareLightsPriority)}\n/**\n     * Adds the given camera to this scene\n     * @param newCamera The camera to add\n     */addCamera(t){if(!this._blockEntityCollection){this.cameras.push(t);e.SetImmediate((()=>{this.onNewCameraAddedObservable.notifyObservers(t)}));t.parent||t._addToSceneRootNodes()}}\n/**\n     * Adds the given skeleton to this scene\n     * @param newSkeleton The skeleton to add\n     */addSkeleton(t){if(!this._blockEntityCollection){this.skeletons.push(t);e.SetImmediate((()=>{this.onNewSkeletonAddedObservable.notifyObservers(t)}))}}\n/**\n     * Adds the given particle system to this scene\n     * @param newParticleSystem The particle system to add\n     */addParticleSystem(e){this._blockEntityCollection||this.particleSystems.push(e)}\n/**\n     * Adds the given animation to this scene\n     * @param newAnimation The animation to add\n     */addAnimation(e){this._blockEntityCollection||this.animations.push(e)}\n/**\n     * Adds the given animation group to this scene.\n     * @param newAnimationGroup The animation group to add\n     */addAnimationGroup(e){this._blockEntityCollection||this.animationGroups.push(e)}\n/**\n     * Adds the given multi-material to this scene\n     * @param newMultiMaterial The multi-material to add\n     */addMultiMaterial(t){if(!this._blockEntityCollection){this.multiMaterials.push(t);e.SetImmediate((()=>{this.onNewMultiMaterialAddedObservable.notifyObservers(t)}))}}\n/**\n     * Adds the given material to this scene\n     * @param newMaterial The material to add\n     */addMaterial(t){if(!this._blockEntityCollection&&(t.getScene()!==this||t._indexInSceneMaterialArray===-1)){t._indexInSceneMaterialArray=this.materials.length;this.materials.push(t);e.SetImmediate((()=>{this.onNewMaterialAddedObservable.notifyObservers(t)}))}}\n/**\n     * Adds the given morph target to this scene\n     * @param newMorphTargetManager The morph target to add\n     */addMorphTargetManager(e){this._blockEntityCollection||this.morphTargetManagers.push(e)}\n/**\n     * Adds the given geometry to this scene\n     * @param newGeometry The geometry to add\n     */addGeometry(e){if(!this._blockEntityCollection){this._geometriesByUniqueId&&(this._geometriesByUniqueId[e.uniqueId]=this.geometries.length);this.geometries.push(e)}}\n/**\n     * Adds the given action manager to this scene\n     * @deprecated\n     * @param newActionManager The action manager to add\n     */addActionManager(e){this.actionManagers.push(e)}\n/**\n     * Adds the given texture to this scene.\n     * @param newTexture The texture to add\n     */addTexture(e){if(!this._blockEntityCollection){this.textures.push(e);this.onNewTextureAddedObservable.notifyObservers(e)}}\n/**\n     * Switch active camera\n     * @param newCamera defines the new active camera\n     * @param attachControl defines if attachControl must be called for the new active camera (default: true)\n     */switchActiveCamera(e,t=true){const s=this._engine.getInputElement();if(s){this.activeCamera&&this.activeCamera.detachControl();this.activeCamera=e;t&&e.attachControl()}}\n/**\n     * sets the active camera of the scene using its Id\n     * @param id defines the camera's Id\n     * @returns the new active camera or null if none found.\n     */setActiveCameraById(e){const t=this.getCameraById(e);if(t){this.activeCamera=t;return t}return null}\n/**\n     * sets the active camera of the scene using its name\n     * @param name defines the camera's name\n     * @returns the new active camera or null if none found.\n     */setActiveCameraByName(e){const t=this.getCameraByName(e);if(t){this.activeCamera=t;return t}return null}\n/**\n     * get an animation group using its name\n     * @param name defines the material's name\n     * @returns the animation group or null if none found.\n     */getAnimationGroupByName(e){for(let t=0;t<this.animationGroups.length;t++)if(this.animationGroups[t].name===e)return this.animationGroups[t];return null}_getMaterial(e,t){for(let e=0;e<this.materials.length;e++){const s=this.materials[e];if(t(s))return s}if(e)for(let e=0;e<this.multiMaterials.length;e++){const s=this.multiMaterials[e];if(t(s))return s}return null}\n/**\n     * Get a material using its unique id\n     * @param uniqueId defines the material's unique id\n     * @param allowMultiMaterials determines whether multimaterials should be considered\n     * @returns the material or null if none found.\n     */getMaterialByUniqueID(e,t=false){return this._getMaterial(t,(t=>t.uniqueId===e))}\n/**\n     * get a material using its id\n     * @param id defines the material's Id\n     * @param allowMultiMaterials determines whether multimaterials should be considered\n     * @returns the material or null if none found.\n     */getMaterialById(e,t=false){return this._getMaterial(t,(t=>t.id===e))}\n/**\n     * Gets a material using its name\n     * @param name defines the material's name\n     * @param allowMultiMaterials determines whether multimaterials should be considered\n     * @returns the material or null if none found.\n     */getMaterialByName(e,t=false){return this._getMaterial(t,(t=>t.name===e))}\n/**\n     * Gets a last added material using a given id\n     * @param id defines the material's id\n     * @param allowMultiMaterials determines whether multimaterials should be considered\n     * @returns the last material with the given id or null if none found.\n     */getLastMaterialById(e,t=false){for(let t=this.materials.length-1;t>=0;t--)if(this.materials[t].id===e)return this.materials[t];if(t)for(let t=this.multiMaterials.length-1;t>=0;t--)if(this.multiMaterials[t].id===e)return this.multiMaterials[t];return null}\n/**\n     * Get a texture using its unique id\n     * @param uniqueId defines the texture's unique id\n     * @returns the texture or null if none found.\n     */getTextureByUniqueId(e){for(let t=0;t<this.textures.length;t++)if(this.textures[t].uniqueId===e)return this.textures[t];return null}\n/**\n     * Gets a texture using its name\n     * @param name defines the texture's name\n     * @returns the texture or null if none found.\n     */getTextureByName(e){for(let t=0;t<this.textures.length;t++)if(this.textures[t].name===e)return this.textures[t];return null}\n/**\n     * Gets a camera using its Id\n     * @param id defines the Id to look for\n     * @returns the camera or null if not found\n     */getCameraById(e){for(let t=0;t<this.cameras.length;t++)if(this.cameras[t].id===e)return this.cameras[t];return null}\n/**\n     * Gets a camera using its unique Id\n     * @param uniqueId defines the unique Id to look for\n     * @returns the camera or null if not found\n     */getCameraByUniqueId(e){for(let t=0;t<this.cameras.length;t++)if(this.cameras[t].uniqueId===e)return this.cameras[t];return null}\n/**\n     * Gets a camera using its name\n     * @param name defines the camera's name\n     * @returns the camera or null if none found.\n     */getCameraByName(e){for(let t=0;t<this.cameras.length;t++)if(this.cameras[t].name===e)return this.cameras[t];return null}\n/**\n     * Gets a bone using its Id\n     * @param id defines the bone's Id\n     * @returns the bone or null if not found\n     */getBoneById(e){for(let t=0;t<this.skeletons.length;t++){const s=this.skeletons[t];for(let t=0;t<s.bones.length;t++)if(s.bones[t].id===e)return s.bones[t]}return null}\n/**\n     * Gets a bone using its id\n     * @param name defines the bone's name\n     * @returns the bone or null if not found\n     */getBoneByName(e){for(let t=0;t<this.skeletons.length;t++){const s=this.skeletons[t];for(let t=0;t<s.bones.length;t++)if(s.bones[t].name===e)return s.bones[t]}return null}\n/**\n     * Gets a light node using its name\n     * @param name defines the light's name\n     * @returns the light or null if none found.\n     */getLightByName(e){for(let t=0;t<this.lights.length;t++)if(this.lights[t].name===e)return this.lights[t];return null}\n/**\n     * Gets a light node using its Id\n     * @param id defines the light's Id\n     * @returns the light or null if none found.\n     */getLightById(e){for(let t=0;t<this.lights.length;t++)if(this.lights[t].id===e)return this.lights[t];return null}\n/**\n     * Gets a light node using its scene-generated unique Id\n     * @param uniqueId defines the light's unique Id\n     * @returns the light or null if none found.\n     */getLightByUniqueId(e){for(let t=0;t<this.lights.length;t++)if(this.lights[t].uniqueId===e)return this.lights[t];return null}\n/**\n     * Gets a particle system by Id\n     * @param id defines the particle system Id\n     * @returns the corresponding system or null if none found\n     */getParticleSystemById(e){for(let t=0;t<this.particleSystems.length;t++)if(this.particleSystems[t].id===e)return this.particleSystems[t];return null}\n/**\n     * Gets a geometry using its Id\n     * @param id defines the geometry's Id\n     * @returns the geometry or null if none found.\n     */getGeometryById(e){for(let t=0;t<this.geometries.length;t++)if(this.geometries[t].id===e)return this.geometries[t];return null}_getGeometryByUniqueId(e){if(this._geometriesByUniqueId){const t=this._geometriesByUniqueId[e];if(t!==void 0)return this.geometries[t]}else for(let t=0;t<this.geometries.length;t++)if(this.geometries[t].uniqueId===e)return this.geometries[t];return null}\n/**\n     * Gets a frame graph using its name\n     * @param name defines the frame graph's name\n     * @returns the frame graph or null if none found.\n     */getFrameGraphByName(e){for(let t=0;t<this.frameGraphs.length;t++)if(this.frameGraphs[t].name===e)return this.frameGraphs[t];return null}\n/**\n     * Add a new geometry to this scene\n     * @param geometry defines the geometry to be added to the scene.\n     * @param force defines if the geometry must be pushed even if a geometry with this id already exists\n     * @returns a boolean defining if the geometry was added or not\n     */pushGeometry(t,s){if(!s&&this._getGeometryByUniqueId(t.uniqueId))return false;this.addGeometry(t);e.SetImmediate((()=>{this.onNewGeometryAddedObservable.notifyObservers(t)}));return true}\n/**\n     * Removes an existing geometry\n     * @param geometry defines the geometry to be removed from the scene\n     * @returns a boolean defining if the geometry was removed or not\n     */removeGeometry(e){let t;if(this._geometriesByUniqueId){t=this._geometriesByUniqueId[e.uniqueId];if(t===void 0)return false}else{t=this.geometries.indexOf(e);if(t<0)return false}if(t!==this.geometries.length-1){const e=this.geometries[this.geometries.length-1];if(e){this.geometries[t]=e;this._geometriesByUniqueId&&(this._geometriesByUniqueId[e.uniqueId]=t)}}this._geometriesByUniqueId&&(this._geometriesByUniqueId[e.uniqueId]=void 0);this.geometries.pop();this.onGeometryRemovedObservable.notifyObservers(e);return true}\n/**\n     * Gets the list of geometries attached to the scene\n     * @returns an array of Geometry\n     */getGeometries(){return this.geometries}\n/**\n     * Gets the first added mesh found of a given Id\n     * @param id defines the Id to search for\n     * @returns the mesh found or null if not found at all\n     */getMeshById(e){for(let t=0;t<this.meshes.length;t++)if(this.meshes[t].id===e)return this.meshes[t];return null}\n/**\n     * Gets a list of meshes using their Id\n     * @param id defines the Id to search for\n     * @returns a list of meshes\n     */getMeshesById(e){return this.meshes.filter((function(t){return t.id===e}))}\n/**\n     * Gets the first added transform node found of a given Id\n     * @param id defines the Id to search for\n     * @returns the found transform node or null if not found at all.\n     */getTransformNodeById(e){for(let t=0;t<this.transformNodes.length;t++)if(this.transformNodes[t].id===e)return this.transformNodes[t];return null}\n/**\n     * Gets a transform node with its auto-generated unique Id\n     * @param uniqueId defines the unique Id to search for\n     * @returns the found transform node or null if not found at all.\n     */getTransformNodeByUniqueId(e){for(let t=0;t<this.transformNodes.length;t++)if(this.transformNodes[t].uniqueId===e)return this.transformNodes[t];return null}\n/**\n     * Gets a list of transform nodes using their Id\n     * @param id defines the Id to search for\n     * @returns a list of transform nodes\n     */getTransformNodesById(e){return this.transformNodes.filter((function(t){return t.id===e}))}\n/**\n     * Gets a mesh with its auto-generated unique Id\n     * @param uniqueId defines the unique Id to search for\n     * @returns the found mesh or null if not found at all.\n     */getMeshByUniqueId(e){for(let t=0;t<this.meshes.length;t++)if(this.meshes[t].uniqueId===e)return this.meshes[t];return null}\n/**\n     * Gets a the last added mesh using a given Id\n     * @param id defines the Id to search for\n     * @returns the found mesh or null if not found at all.\n     */getLastMeshById(e){for(let t=this.meshes.length-1;t>=0;t--)if(this.meshes[t].id===e)return this.meshes[t];return null}\n/**\n     * Gets a the last transform node using a given Id\n     * @param id defines the Id to search for\n     * @returns the found mesh or null if not found at all.\n     */getLastTransformNodeById(e){for(let t=this.transformNodes.length-1;t>=0;t--)if(this.transformNodes[t].id===e)return this.transformNodes[t];return null}\n/**\n     * Gets a the last added node (Mesh, Camera, Light) using a given Id\n     * @param id defines the Id to search for\n     * @returns the found node or null if not found at all\n     */getLastEntryById(e){let t;for(t=this.meshes.length-1;t>=0;t--)if(this.meshes[t].id===e)return this.meshes[t];for(t=this.transformNodes.length-1;t>=0;t--)if(this.transformNodes[t].id===e)return this.transformNodes[t];for(t=this.cameras.length-1;t>=0;t--)if(this.cameras[t].id===e)return this.cameras[t];for(t=this.lights.length-1;t>=0;t--)if(this.lights[t].id===e)return this.lights[t];return null}\n/**\n     * Gets a node (Mesh, Camera, Light) using a given Id\n     * @param id defines the Id to search for\n     * @returns the found node or null if not found at all\n     */getNodeById(e){const t=this.getMeshById(e);if(t)return t;const s=this.getTransformNodeById(e);if(s)return s;const i=this.getLightById(e);if(i)return i;const r=this.getCameraById(e);if(r)return r;const n=this.getBoneById(e);return n||null}\n/**\n     * Gets a node (Mesh, Camera, Light) using a given name\n     * @param name defines the name to search for\n     * @returns the found node or null if not found at all.\n     */getNodeByName(e){const t=this.getMeshByName(e);if(t)return t;const s=this.getTransformNodeByName(e);if(s)return s;const i=this.getLightByName(e);if(i)return i;const r=this.getCameraByName(e);if(r)return r;const n=this.getBoneByName(e);return n||null}\n/**\n     * Gets a mesh using a given name\n     * @param name defines the name to search for\n     * @returns the found mesh or null if not found at all.\n     */getMeshByName(e){for(let t=0;t<this.meshes.length;t++)if(this.meshes[t].name===e)return this.meshes[t];return null}\n/**\n     * Gets a transform node using a given name\n     * @param name defines the name to search for\n     * @returns the found transform node or null if not found at all.\n     */getTransformNodeByName(e){for(let t=0;t<this.transformNodes.length;t++)if(this.transformNodes[t].name===e)return this.transformNodes[t];return null}\n/**\n     * Gets a skeleton using a given Id (if many are found, this function will pick the last one)\n     * @param id defines the Id to search for\n     * @returns the found skeleton or null if not found at all.\n     */getLastSkeletonById(e){for(let t=this.skeletons.length-1;t>=0;t--)if(this.skeletons[t].id===e)return this.skeletons[t];return null}\n/**\n     * Gets a skeleton using a given auto generated unique id\n     * @param  uniqueId defines the unique id to search for\n     * @returns the found skeleton or null if not found at all.\n     */getSkeletonByUniqueId(e){for(let t=0;t<this.skeletons.length;t++)if(this.skeletons[t].uniqueId===e)return this.skeletons[t];return null}\n/**\n     * Gets a skeleton using a given id (if many are found, this function will pick the first one)\n     * @param id defines the id to search for\n     * @returns the found skeleton or null if not found at all.\n     */getSkeletonById(e){for(let t=0;t<this.skeletons.length;t++)if(this.skeletons[t].id===e)return this.skeletons[t];return null}\n/**\n     * Gets a skeleton using a given name\n     * @param name defines the name to search for\n     * @returns the found skeleton or null if not found at all.\n     */getSkeletonByName(e){for(let t=0;t<this.skeletons.length;t++)if(this.skeletons[t].name===e)return this.skeletons[t];return null}\n/**\n     * Gets a morph target manager  using a given id (if many are found, this function will pick the last one)\n     * @param id defines the id to search for\n     * @returns the found morph target manager or null if not found at all.\n     */getMorphTargetManagerById(e){for(let t=0;t<this.morphTargetManagers.length;t++)if(this.morphTargetManagers[t].uniqueId===e)return this.morphTargetManagers[t];return null}\n/**\n     * Gets a morph target using a given id (if many are found, this function will pick the first one)\n     * @param id defines the id to search for\n     * @returns the found morph target or null if not found at all.\n     */getMorphTargetById(e){for(let t=0;t<this.morphTargetManagers.length;++t){const s=this.morphTargetManagers[t];for(let t=0;t<s.numTargets;++t){const i=s.getTarget(t);if(i.id===e)return i}}return null}\n/**\n     * Gets a morph target using a given name (if many are found, this function will pick the first one)\n     * @param name defines the name to search for\n     * @returns the found morph target or null if not found at all.\n     */getMorphTargetByName(e){for(let t=0;t<this.morphTargetManagers.length;++t){const s=this.morphTargetManagers[t];for(let t=0;t<s.numTargets;++t){const i=s.getTarget(t);if(i.name===e)return i}}return null}\n/**\n     * Gets a post process using a given name (if many are found, this function will pick the first one)\n     * @param name defines the name to search for\n     * @returns the found post process or null if not found at all.\n     */getPostProcessByName(e){for(let t=0;t<this.postProcesses.length;++t){const s=this.postProcesses[t];if(s.name===e)return s}return null}\n/**\n     * Gets a boolean indicating if the given mesh is active\n     * @param mesh defines the mesh to look for\n     * @returns true if the mesh is in the active list\n     */isActiveMesh(e){return this._activeMeshes.indexOf(e)!==-1}get uid(){this._uid||(this._uid=e.RandomId());return this._uid}\n/**\n     * Add an externally attached data from its key.\n     * This method call will fail and return false, if such key already exists.\n     * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.\n     * @param key the unique key that identifies the data\n     * @param data the data object to associate to the key for this Engine instance\n     * @returns true if no such key were already present and the data was added successfully, false otherwise\n     */addExternalData(e,t){this._externalData||(this._externalData=new n);return this._externalData.add(e,t)}\n/**\n     * Get an externally attached data from its key\n     * @param key the unique key that identifies the data\n     * @returns the associated data, if present (can be null), or undefined if not present\n     */getExternalData(e){return this._externalData?this._externalData.get(e):null}\n/**\n     * Get an externally attached data from its key, create it using a factory if it's not already present\n     * @param key the unique key that identifies the data\n     * @param factory the factory that will be called to create the instance if and only if it doesn't exists\n     * @returns the associated data, can be null if the factory returned null.\n     */getOrAddExternalDataWithFactory(e,t){this._externalData||(this._externalData=new n);return this._externalData.getOrAddWithFactory(e,t)}\n/**\n     * Remove an externally attached data from the Engine instance\n     * @param key the unique key that identifies the data\n     * @returns true if the data was successfully removed, false if it doesn't exist\n     */removeExternalData(e){return this._externalData.remove(e)}_evaluateSubMesh(e,t,s,i){if(i||e.isInFrustum(this._frustumPlanes)){for(const s of this._evaluateSubMeshStage)s.action(t,e);const s=e.getMaterial();if(s!==null&&s!==void 0){if(s.hasRenderTargetTextures&&s.getRenderTargetTextures!=null&&this._processedMaterials.indexOf(s)===-1){this._processedMaterials.push(s);this._materialsRenderTargets.concatWithNoDuplicate(s.getRenderTargetTextures())}this._renderingManager.dispatch(e,t,s)}}}freeProcessedMaterials(){this._processedMaterials.dispose()}get blockfreeActiveMeshesAndRenderingGroups(){return this._preventFreeActiveMeshesAndRenderingGroups}set blockfreeActiveMeshesAndRenderingGroups(e){if(this._preventFreeActiveMeshesAndRenderingGroups!==e){if(e){this.freeActiveMeshes();this.freeRenderingGroups()}this._preventFreeActiveMeshesAndRenderingGroups=e}}freeActiveMeshes(){if(!this.blockfreeActiveMeshesAndRenderingGroups){this._activeMeshes.dispose();this.activeCamera&&this.activeCamera._activeMeshes&&this.activeCamera._activeMeshes.dispose();if(this.activeCameras)for(let e=0;e<this.activeCameras.length;e++){const t=this.activeCameras[e];t&&t._activeMeshes&&t._activeMeshes.dispose()}}}freeRenderingGroups(){if(!this.blockfreeActiveMeshesAndRenderingGroups){this._renderingManager&&this._renderingManager.freeRenderingGroups();if(this.textures)for(let e=0;e<this.textures.length;e++){const t=this.textures[e];t&&t.renderList&&t.freeRenderingGroups()}}}_isInIntermediateRendering(){return this._intermediateRendering}\n/**\n     * Use this function to stop evaluating active meshes. The current list will be keep alive between frames\n     * @param skipEvaluateActiveMeshes defines an optional boolean indicating that the evaluate active meshes step must be completely skipped\n     * @param onSuccess optional success callback\n     * @param onError optional error callback\n     * @param freezeMeshes defines if meshes should be frozen (true by default)\n     * @param keepFrustumCulling defines if you want to keep running the frustum clipping (false by default)\n     * @returns the current scene\n     */freezeActiveMeshes(e=false,t,s,i=true,r=false){this.executeWhenReady((()=>{if(this.activeCamera){this._frustumPlanes||this.updateTransformMatrix();this._evaluateActiveMeshes();this._activeMeshesFrozen=true;this._activeMeshesFrozenButKeepClipping=r;this._skipEvaluateActiveMeshesCompletely=e;if(i)for(let e=0;e<this._activeMeshes.length;e++)this._activeMeshes.data[e]._freeze();t&&t()}else s&&s(\"No active camera found\")}));return this}\n/**\n     * Use this function to restart evaluating active meshes on every frame\n     * @returns the current scene\n     */unfreezeActiveMeshes(){for(let e=0;e<this.meshes.length;e++){const t=this.meshes[e];t._internalAbstractMeshDataInfo&&(t._internalAbstractMeshDataInfo._isActive=false)}for(let e=0;e<this._activeMeshes.length;e++)this._activeMeshes.data[e]._unFreeze();this._activeMeshesFrozen=false;return this}_executeActiveContainerCleanup(e){const t=this._engine.snapshotRendering&&this._engine.snapshotRenderingMode===1;!t&&this._activeMeshesFrozen&&this._activeMeshes.length||this.onBeforeRenderObservable.addOnce((()=>e.dispose()))}_evaluateActiveMeshes(){if(this._engine.snapshotRendering&&this._engine.snapshotRenderingMode===1){if(this._activeMeshes.length>0){this.activeCamera?._activeMeshes.reset();this._activeMeshes.reset();this._renderingManager.reset();this._processedMaterials.reset();this._activeParticleSystems.reset();this._activeSkeletons.reset();this._softwareSkinnedMeshes.reset()}return}if(this._activeMeshesFrozen&&this._activeMeshes.length){if(!this._skipEvaluateActiveMeshesCompletely){const e=this._activeMeshes.length;for(let t=0;t<e;t++){const e=this._activeMeshes.data[t];e.computeWorldMatrix()}}if(this._activeParticleSystems){const e=this._activeParticleSystems.length;for(let t=0;t<e;t++)this._activeParticleSystems.data[t].animate()}this._renderingManager.resetSprites();return}if(!this.activeCamera)return;this.onBeforeActiveMeshesEvaluationObservable.notifyObservers(this);this.activeCamera._activeMeshes.reset();this._activeMeshes.reset();this._renderingManager.reset();this._processedMaterials.reset();this._activeParticleSystems.reset();this._activeSkeletons.reset();this._softwareSkinnedMeshes.reset();this._materialsRenderTargets.reset();for(const e of this._beforeEvaluateActiveMeshStage)e.action();const e=this.getActiveMeshCandidates();const t=e.length;for(let s=0;s<t;s++){const t=e.data[s];let i=t._internalAbstractMeshDataInfo._currentLOD.get(this.activeCamera);if(i)i[1]=-1;else{i=[t,-1];t._internalAbstractMeshDataInfo._currentLOD.set(this.activeCamera,i)}if(t.isBlocked)continue;this._totalVertices.addCount(t.getTotalVertices(),false);if(!t.isReady()||!t.isEnabled()||t.scaling.hasAZeroComponent)continue;t.computeWorldMatrix();t.actionManager&&t.actionManager.hasSpecificTriggers2(12,13)&&this._meshesForIntersections.pushNoDuplicate(t);let r=this.customLODSelector?this.customLODSelector(t,this.activeCamera):t.getLOD(this.activeCamera);i[0]=r;i[1]=this._frameId;if(r!==void 0&&r!==null){r!==t&&r.billboardMode!==0&&r.computeWorldMatrix();t._preActivate();if(t.isVisible&&t.visibility>0&&(t.layerMask&this.activeCamera.layerMask)!==0&&(this._skipFrustumClipping||t.alwaysSelectAsActiveMesh||t.isInFrustum(this._frustumPlanes))){this._activeMeshes.push(t);this.activeCamera._activeMeshes.push(t);r!==t&&r._activate(this._renderId,false);for(const e of this._preActiveMeshStage)e.action(t);if(t._activate(this._renderId,false)){t.isAnInstance?t._internalAbstractMeshDataInfo._actAsRegularMesh&&(r=t):r._internalAbstractMeshDataInfo._onlyForInstances=false;r._internalAbstractMeshDataInfo._isActive=true;this._activeMesh(t,r)}t._postActivate()}}}this.onAfterActiveMeshesEvaluationObservable.notifyObservers(this);if(this.particlesEnabled){this.onBeforeParticlesRenderingObservable.notifyObservers(this);for(let e=0;e<this.particleSystems.length;e++){const t=this.particleSystems[e];if(!t.isStarted()||!t.emitter)continue;const s=t.emitter;if(!s.position||s.isEnabled()){this._activeParticleSystems.push(t);t.animate();this._renderingManager.dispatchParticles(t)}}this.onAfterParticlesRenderingObservable.notifyObservers(this)}}_prepareSkeleton(e){if(this._skeletonsEnabled&&e.skeleton){if(this._activeSkeletons.pushNoDuplicate(e.skeleton)){e.skeleton.prepare();this._activeBones.addCount(e.skeleton.bones.length,false)}e.computeBonesUsingShaders||this._softwareSkinnedMeshes.pushNoDuplicate(e)&&this.frameGraph&&e.applySkeleton(e.skeleton)}}_activeMesh(e,t){this._prepareSkeleton(t);let s=e.hasInstances||e.isAnInstance||this.dispatchAllSubMeshesOfActiveMeshes||this._skipFrustumClipping||t.alwaysSelectAsActiveMesh;if(t&&t.subMeshes&&t.subMeshes.length>0){const i=this.getActiveSubMeshCandidates(t);const r=i.length;s=s||r===1;for(let n=0;n<r;n++){const r=i.data[n];this._evaluateSubMesh(r,t,e,s)}}}\n/**\n     * Update the transform matrix to update from the current active camera\n     * @param force defines a boolean used to force the update even if cache is up to date\n     */updateTransformMatrix(e){const t=this.activeCamera;if(t)if(t._renderingMultiview){const s=t._rigCameras[0];const i=t._rigCameras[1];this.setTransformMatrix(s.getViewMatrix(),s.getProjectionMatrix(e),i.getViewMatrix(),i.getProjectionMatrix(e))}else this.setTransformMatrix(t.getViewMatrix(),t.getProjectionMatrix(e))}_bindFrameBuffer(e,t=true){this._useCurrentFrameBuffer||(e&&e._multiviewTexture?e._multiviewTexture._bindFrameBuffer():e&&e.outputRenderTarget?e.outputRenderTarget._bindFrameBuffer():this._engine._currentFrameBufferIsDefaultFrameBuffer()||this._engine.restoreDefaultFramebuffer());t&&this._clearFrameBuffer(e)}_clearFrameBuffer(e){if(e&&e._multiviewTexture);else if(e&&e.outputRenderTarget&&!e._renderingMultiview){const t=e.outputRenderTarget;if(t.onClearObservable.hasObservers())t.onClearObservable.notifyObservers(this._engine);else if(!t.skipInitialClear&&!e.isRightCamera){this.autoClear&&this._engine.clear(t.clearColor||this._clearColor,!t._cleared,true,true);t._cleared=true}}else if(this._defaultFrameBufferCleared)this._engine.clear(null,false,true,true);else{this._defaultFrameBufferCleared=true;this._clear()}}_renderForCamera(t,s,i=true){if(t&&t._skipRendering)return;const r=this._engine;this._activeCamera=t;if(!this.activeCamera)throw new Error(\"Active camera not set\");r.setViewport(this.activeCamera.viewport);this.resetCachedMaterial();this._renderId++;if(!this.prePass&&i){let e=true;if(t._renderingMultiview&&t.outputRenderTarget){e=t.outputRenderTarget.skipInitialClear;if(this.autoClear){this._defaultFrameBufferCleared=false;t.outputRenderTarget.skipInitialClear=false}}this._bindFrameBuffer(this._activeCamera);t._renderingMultiview&&t.outputRenderTarget&&(t.outputRenderTarget.skipInitialClear=e)}this.updateTransformMatrix();this.onBeforeCameraRenderObservable.notifyObservers(this.activeCamera);this._evaluateActiveMeshes();for(let e=0;e<this._softwareSkinnedMeshes.length;e++){const t=this._softwareSkinnedMeshes.data[e];t.applySkeleton(t.skeleton)}this.onBeforeRenderTargetsRenderObservable.notifyObservers(this);this._renderTargets.concatWithNoDuplicate(this._materialsRenderTargets);t.customRenderTargets&&t.customRenderTargets.length>0&&this._renderTargets.concatWithNoDuplicate(t.customRenderTargets);s&&s.customRenderTargets&&s.customRenderTargets.length>0&&this._renderTargets.concatWithNoDuplicate(s.customRenderTargets);this.environmentTexture&&this.environmentTexture.isRenderTarget&&this._renderTargets.pushNoDuplicate(this.environmentTexture);for(const e of this._gatherActiveCameraRenderTargetsStage)e.action(this._renderTargets);let n=false;if(this.renderTargetsEnabled){this._intermediateRendering=true;if(this._renderTargets.length>0){e.StartPerformanceCounter(\"Render targets\",this._renderTargets.length>0);for(let e=0;e<this._renderTargets.length;e++){const t=this._renderTargets.data[e];if(t._shouldRender()){this._renderId++;const e=t.activeCamera&&t.activeCamera!==this.activeCamera;t.render(e,this.dumpNextRenderTargets);n=true}}e.EndPerformanceCounter(\"Render targets\",this._renderTargets.length>0);this._renderId++}for(const e of this._cameraDrawRenderTargetStage)n=e.action(this.activeCamera)||n;this._intermediateRendering=false}this._engine.currentRenderPassId=t.outputRenderTarget?.renderPassId??t.renderPassId??0;if(n&&!this.prePass){this._bindFrameBuffer(this._activeCamera,false);this.updateTransformMatrix()}this.onAfterRenderTargetsRenderObservable.notifyObservers(this);!this.postProcessManager||t._multiviewTexture||this.prePass||this.postProcessManager._prepareFrame();for(const e of this._beforeCameraDrawStage)e.action(this.activeCamera);this.onBeforeDrawPhaseObservable.notifyObservers(this);r.snapshotRendering&&r.snapshotRenderingMode===1&&this.finalizeSceneUbo();this._renderingManager.render(null,null,true,true);this.onAfterDrawPhaseObservable.notifyObservers(this);for(const e of this._afterCameraDrawStage)e.action(this.activeCamera);if(this.postProcessManager&&!t._multiviewTexture){const e=t.outputRenderTarget?t.outputRenderTarget.renderTarget:void 0;this.postProcessManager._finalizeFrame(t.isIntermediate,e)}for(const e of this._afterCameraPostProcessStage)e.action(this.activeCamera);this._renderTargets.reset();this.onAfterCameraRenderObservable.notifyObservers(this.activeCamera)}_processSubCameras(e,t=true){if(e.cameraRigMode===0||e._renderingMultiview){e._renderingMultiview&&!this._multiviewSceneUbo&&this._createMultiviewUbo();this._renderForCamera(e,void 0,t);this.onAfterRenderCameraObservable.notifyObservers(e)}else{if(e._useMultiviewToSingleView)this._renderMultiviewToSingleView(e);else{this.onBeforeCameraRenderObservable.notifyObservers(e);for(let t=0;t<e._rigCameras.length;t++)this._renderForCamera(e._rigCameras[t],e)}this._activeCamera=e;this.updateTransformMatrix();this.onAfterRenderCameraObservable.notifyObservers(e)}}_checkIntersections(){for(let e=0;e<this._meshesForIntersections.length;e++){const t=this._meshesForIntersections.data[e];if(t.actionManager)for(let e=0;t.actionManager&&e<t.actionManager.actions.length;e++){const s=t.actionManager.actions[e];if(s.trigger===12||s.trigger===13){const e=s.getTriggerParameter();const i=e.mesh?e.mesh:e;const r=i.intersectsMesh(t,e.usePreciseIntersection);const n=t._intersectionsInProgress.indexOf(i);if(r&&n===-1)if(s.trigger===12){s._executeCurrent(ActionEvent.CreateNew(t,void 0,i));t._intersectionsInProgress.push(i)}else s.trigger===13&&t._intersectionsInProgress.push(i);else if(!r&&n>-1){s.trigger===13&&s._executeCurrent(ActionEvent.CreateNew(t,void 0,i));t.actionManager.hasSpecificTrigger(13,(e=>{const t=e.mesh?e.mesh:e;return i===t}))&&s.trigger!==13||t._intersectionsInProgress.splice(n,1)}}}}}_advancePhysicsEngineStep(e){}_animate(e){}animate(){if(this._engine.isDeterministicLockStep()){let e=Math.max(Scene.MinDeltaTime,Math.min(this._engine.getDeltaTime(),Scene.MaxDeltaTime))+this._timeAccumulator;const t=this._engine.getTimeStep();const s=1e3/t/1e3;let i=0;const r=this._engine.getLockstepMaxSteps();let n=Math.floor(e/t);n=Math.min(n,r);while(e>0&&i<n){this.onBeforeStepObservable.notifyObservers(this);this._animationRatio=t*s;this._animate(t);this.onAfterAnimationsObservable.notifyObservers(this);this.physicsEnabled&&this._advancePhysicsEngineStep(t);this.onAfterStepObservable.notifyObservers(this);this._currentStepId++;i++;e-=t}this._timeAccumulator=e<0?0:e}else{const e=this.useConstantAnimationDeltaTime?16:Math.max(Scene.MinDeltaTime,Math.min(this._engine.getDeltaTime(),Scene.MaxDeltaTime));this._animationRatio=e*.06;this._animate();this.onAfterAnimationsObservable.notifyObservers(this);this.physicsEnabled&&this._advancePhysicsEngineStep(e)}}_clear(){(this.autoClearDepthAndStencil||this.autoClear)&&this._engine.clear(this._clearColor,this.autoClear||this.forceWireframe||this.forcePointsCloud,this.autoClearDepthAndStencil,this.autoClearDepthAndStencil)}_checkCameraRenderTarget(e){e?.outputRenderTarget&&!e?.isRigCamera&&(e.outputRenderTarget._cleared=false);if(e?.rigCameras?.length)for(let t=0;t<e.rigCameras.length;++t){const s=e.rigCameras[t].outputRenderTarget;s&&(s._cleared=false)}}\n/**\n     * Resets the draw wrappers cache of all meshes\n     * @param passId If provided, releases only the draw wrapper corresponding to this render pass id\n     */resetDrawCache(e){if(this.meshes)for(const t of this.meshes)t.resetDrawCache(e)}_renderWithFrameGraph(e=true,t=false){this.activeCamera=null;this._activeParticleSystems.reset();this._activeSkeletons.reset();if(e)for(const e of this.cameras){e.update();if(e.cameraRigMode!==0)for(let t=0;t<e._rigCameras.length;t++)e._rigCameras[t].update()}for(const e of this._beforeClearStage)e.action();const s=this.getActiveMeshCandidates();const i=s.length;for(let e=0;e<i;e++){const t=s.data[e];if(!t.isBlocked){this._totalVertices.addCount(t.getTotalVertices(),false);if(t.isReady()&&t.isEnabled()&&!t.scaling.hasAZeroComponent){t.computeWorldMatrix();t.actionManager&&t.actionManager.hasSpecificTriggers2(12,13)&&this._meshesForIntersections.pushNoDuplicate(t)}}}if(this.particlesEnabled)for(let e=0;e<this.particleSystems.length;e++){const t=this.particleSystems[e];if(!t.isStarted()||!t.emitter)continue;const s=t.emitter;if(!s.position||s.isEnabled()){this._activeParticleSystems.push(t);t.animate()}}this.frameGraph?.execute()}\n/**\n     * Render the scene\n     * @param updateCameras defines a boolean indicating if cameras must update according to their inputs (true by default)\n     * @param ignoreAnimations defines a boolean indicating if animations should not be executed (false by default)\n     */render(t=true,s=false){if(!this.isDisposed){this.onReadyObservable.hasObservers()&&this._executeWhenReadyTimeoutId===null&&this._checkIsReady();this._frameId++;this._defaultFrameBufferCleared=false;this._checkCameraRenderTarget(this.activeCamera);this.activeCameras?.length&&this.activeCameras.forEach(this._checkCameraRenderTarget);this._registerTransientComponents();this._activeParticles.fetchNewFrame();this._totalVertices.fetchNewFrame();this._activeIndices.fetchNewFrame();this._activeBones.fetchNewFrame();this._meshesForIntersections.reset();this.resetCachedMaterial();this.onBeforeAnimationsObservable.notifyObservers(this);this.actionManager&&this.actionManager.processTrigger(11);s||this.animate();for(const e of this._beforeCameraUpdateStage)e.action();if(t)if(this.activeCameras&&this.activeCameras.length>0)for(let e=0;e<this.activeCameras.length;e++){const t=this.activeCameras[e];t.update();if(t.cameraRigMode!==0)for(let e=0;e<t._rigCameras.length;e++)t._rigCameras[e].update()}else if(this.activeCamera){this.activeCamera.update();if(this.activeCamera.cameraRigMode!==0)for(let e=0;e<this.activeCamera._rigCameras.length;e++)this.activeCamera._rigCameras[e].update()}this.onBeforeRenderObservable.notifyObservers(this);if(this.customRenderFunction){this._renderId++;this._engine.currentRenderPassId=0;this.customRenderFunction(t,s)}else{const t=this.getEngine();this.onBeforeRenderTargetsRenderObservable.notifyObservers(this);const s=this.activeCameras?.length?this.activeCameras[0]:this.activeCamera;if(this.renderTargetsEnabled){e.StartPerformanceCounter(\"Custom render targets\",this.customRenderTargets.length>0);this._intermediateRendering=true;for(let e=0;e<this.customRenderTargets.length;e++){const i=this.customRenderTargets[e];if(i._shouldRender()){this._renderId++;this.activeCamera=i.activeCamera||this.activeCamera;if(!this.activeCamera)throw new Error(\"Active camera not set\");t.setViewport(this.activeCamera.viewport);this.updateTransformMatrix();i.render(s!==this.activeCamera,this.dumpNextRenderTargets)}}e.EndPerformanceCounter(\"Custom render targets\",this.customRenderTargets.length>0);this._intermediateRendering=false;this._renderId++}this._engine.currentRenderPassId=s?.renderPassId??0;this.activeCamera=s;this._activeCamera&&this._activeCamera.cameraRigMode!==22&&!this.prePass&&this._bindFrameBuffer(this._activeCamera,false);this.onAfterRenderTargetsRenderObservable.notifyObservers(this);for(const e of this._beforeClearStage)e.action();this._clearFrameBuffer(this.activeCamera);for(const e of this._gatherRenderTargetsStage)e.action(this._renderTargets);if(this.activeCameras&&this.activeCameras.length>0)for(let e=0;e<this.activeCameras.length;e++)this._processSubCameras(this.activeCameras[e],e>0);else{if(!this.activeCamera)throw new Error(\"No camera defined\");this._processSubCameras(this.activeCamera,!!this.activeCamera.outputRenderTarget)}}this._checkIntersections();for(const e of this._afterRenderStage)e.action();this.afterRender&&this.afterRender();this.onAfterRenderObservable.notifyObservers(this);if(this._toBeDisposed.length){for(let e=0;e<this._toBeDisposed.length;e++){const t=this._toBeDisposed[e];t&&t.dispose()}this._toBeDisposed.length=0}this.dumpNextRenderTargets&&(this.dumpNextRenderTargets=false);this._activeBones.addCount(0,true);this._activeIndices.addCount(0,true);this._activeParticles.addCount(0,true);this._engine.restoreDefaultFramebuffer()}}freezeMaterials(){for(let e=0;e<this.materials.length;e++)this.materials[e].freeze()}unfreezeMaterials(){for(let e=0;e<this.materials.length;e++)this.materials[e].unfreeze()}dispose(){if(this.isDisposed)return;this.beforeRender=null;this.afterRender=null;this.metadata=null;this.skeletons.length=0;this.morphTargetManagers.length=0;this._transientComponents.length=0;this._isReadyForMeshStage.clear();this._beforeEvaluateActiveMeshStage.clear();this._evaluateSubMeshStage.clear();this._preActiveMeshStage.clear();this._cameraDrawRenderTargetStage.clear();this._beforeCameraDrawStage.clear();this._beforeRenderTargetDrawStage.clear();this._beforeRenderingGroupDrawStage.clear();this._beforeRenderingMeshStage.clear();this._afterRenderingMeshStage.clear();this._afterRenderingGroupDrawStage.clear();this._afterCameraDrawStage.clear();this._afterRenderTargetDrawStage.clear();this._afterRenderStage.clear();this._beforeCameraUpdateStage.clear();this._beforeClearStage.clear();this._gatherRenderTargetsStage.clear();this._gatherActiveCameraRenderTargetsStage.clear();this._pointerMoveStage.clear();this._pointerDownStage.clear();this._pointerUpStage.clear();this.importedMeshesFiles=[];if(this._activeAnimatables&&this.stopAllAnimations){this._activeAnimatables.forEach((e=>{e.onAnimationEndObservable.clear();e.onAnimationEnd=null}));this.stopAllAnimations()}this.resetCachedMaterial();if(this.activeCamera){this.activeCamera._activeMeshes.dispose();this.activeCamera=null}this.activeCameras=null;this._activeMeshes.dispose();this._renderingManager.dispose();this._processedMaterials.dispose();this._activeParticleSystems.dispose();this._activeSkeletons.dispose();this._softwareSkinnedMeshes.dispose();this._renderTargets.dispose();this._materialsRenderTargets.dispose();this._registeredForLateAnimationBindings.dispose();this._meshesForIntersections.dispose();this._toBeDisposed.length=0;const e=this._activeRequests.slice();for(const t of e)t.abort();this._activeRequests.length=0;try{this.onDisposeObservable.notifyObservers(this)}catch(e){G.Error(\"An error occurred while calling onDisposeObservable!\",e)}this.detachControl();const t=this._engine.getInputElement();if(t)for(let e=0;e<this.cameras.length;e++)this.cameras[e].detachControl();this._disposeList(this.animationGroups);this._disposeList(this.lights);this._defaultMaterial&&this._defaultMaterial.dispose();this._disposeList(this.multiMaterials);this._disposeList(this.materials);this._disposeList(this.meshes,(e=>e.dispose(true)));this._disposeList(this.transformNodes,(e=>e.dispose(true)));const s=this.cameras;this._disposeList(s);this._disposeList(this.particleSystems);this._disposeList(this.postProcesses);this._disposeList(this.textures);this._disposeList(this.morphTargetManagers);this._sceneUbo.dispose();this._multiviewSceneUbo&&this._multiviewSceneUbo.dispose();this.postProcessManager.dispose();this._disposeList(this._components);let i=this._engine.scenes.indexOf(this);i>-1&&this._engine.scenes.splice(i,1);if(v._LastCreatedScene===this){v._LastCreatedScene=null;let e=v.Instances.length-1;while(e>=0){const t=v.Instances[e];if(t.scenes.length>0){v._LastCreatedScene=t.scenes[this._engine.scenes.length-1];break}e--}}i=this._engine._virtualScenes.indexOf(this);i>-1&&this._engine._virtualScenes.splice(i,1);this._engine.wipeCaches(true);this.onDisposeObservable.clear();this.onBeforeRenderObservable.clear();this.onAfterRenderObservable.clear();this.onBeforeRenderTargetsRenderObservable.clear();this.onAfterRenderTargetsRenderObservable.clear();this.onAfterStepObservable.clear();this.onBeforeStepObservable.clear();this.onBeforeActiveMeshesEvaluationObservable.clear();this.onAfterActiveMeshesEvaluationObservable.clear();this.onBeforeParticlesRenderingObservable.clear();this.onAfterParticlesRenderingObservable.clear();this.onBeforeDrawPhaseObservable.clear();this.onAfterDrawPhaseObservable.clear();this.onBeforeAnimationsObservable.clear();this.onAfterAnimationsObservable.clear();this.onDataLoadedObservable.clear();this.onBeforeRenderingGroupObservable.clear();this.onAfterRenderingGroupObservable.clear();this.onMeshImportedObservable.clear();this.onBeforeCameraRenderObservable.clear();this.onAfterCameraRenderObservable.clear();this.onAfterRenderCameraObservable.clear();this.onReadyObservable.clear();this.onNewCameraAddedObservable.clear();this.onCameraRemovedObservable.clear();this.onNewLightAddedObservable.clear();this.onLightRemovedObservable.clear();this.onNewGeometryAddedObservable.clear();this.onGeometryRemovedObservable.clear();this.onNewTransformNodeAddedObservable.clear();this.onTransformNodeRemovedObservable.clear();this.onNewMeshAddedObservable.clear();this.onMeshRemovedObservable.clear();this.onNewSkeletonAddedObservable.clear();this.onSkeletonRemovedObservable.clear();this.onNewMaterialAddedObservable.clear();this.onNewMultiMaterialAddedObservable.clear();this.onMaterialRemovedObservable.clear();this.onMultiMaterialRemovedObservable.clear();this.onNewTextureAddedObservable.clear();this.onTextureRemovedObservable.clear();this.onPrePointerObservable.clear();this.onPointerObservable.clear();this.onPreKeyboardObservable.clear();this.onKeyboardObservable.clear();this.onActiveCameraChanged.clear();this.onScenePerformancePriorityChangedObservable.clear();this.onClearColorChangedObservable.clear();this.onEnvironmentTextureChangedObservable.clear();this.onMeshUnderPointerUpdatedObservable.clear();this._isDisposed=true}_disposeList(e,t){const s=e.slice(0);t=t??(e=>e.dispose());for(const e of s)t(e);e.length=0}get isDisposed(){return this._isDisposed}clearCachedVertexData(){for(let e=0;e<this.meshes.length;e++){const t=this.meshes[e];const s=t.geometry;s&&s.clearCachedData()}}cleanCachedTextureBuffer(){for(const e of this.textures){const t=e._buffer;t&&(e._buffer=null)}}\n/**\n     * Get the world extend vectors with an optional filter\n     *\n     * @param filterPredicate the predicate - which meshes should be included when calculating the world size\n     * @returns {{ min: Vector3; max: Vector3 }} min and max vectors\n     */getWorldExtends(e){const t=new l(Number.MAX_VALUE,Number.MAX_VALUE,Number.MAX_VALUE);const s=new l(-Number.MAX_VALUE,-Number.MAX_VALUE,-Number.MAX_VALUE);e=e||(()=>true);this.meshes.filter(e).forEach((e=>{e.computeWorldMatrix(true);if(!e.subMeshes||e.subMeshes.length===0||e.infiniteDistance)return;const i=e.getBoundingInfo();const r=i.boundingBox.minimumWorld;const n=i.boundingBox.maximumWorld;l.CheckExtends(r,t,s);l.CheckExtends(n,t,s)}));return{min:t,max:s}}\n/**\n     * Creates a ray that can be used to pick in the scene\n     * @param x defines the x coordinate of the origin (on-screen)\n     * @param y defines the y coordinate of the origin (on-screen)\n     * @param world defines the world matrix to use if you want to pick in object space (instead of world space)\n     * @param camera defines the camera to use for the picking\n     * @param cameraViewSpace defines if picking will be done in view space (false by default)\n     * @returns a Ray\n     */\ncreatePickingRay(e,t,s,i,r=false){throw b(\"Ray\")}\n/**\n     * Creates a ray that can be used to pick in the scene\n     * @param x defines the x coordinate of the origin (on-screen)\n     * @param y defines the y coordinate of the origin (on-screen)\n     * @param world defines the world matrix to use if you want to pick in object space (instead of world space)\n     * @param result defines the ray where to store the picking ray\n     * @param camera defines the camera to use for the picking\n     * @param cameraViewSpace defines if picking will be done in view space (false by default)\n     * @param enableDistantPicking defines if picking should handle large values for mesh position/scaling (false by default)\n     * @returns the current scene\n     */\ncreatePickingRayToRef(e,t,s,i,r,n=false,a=false){throw b(\"Ray\")}\n/**\n     * Creates a ray that can be used to pick in the scene\n     * @param x defines the x coordinate of the origin (on-screen)\n     * @param y defines the y coordinate of the origin (on-screen)\n     * @param camera defines the camera to use for the picking\n     * @returns a Ray\n     */\ncreatePickingRayInCameraSpace(e,t,s){throw b(\"Ray\")}\n/**\n     * Creates a ray that can be used to pick in the scene\n     * @param x defines the x coordinate of the origin (on-screen)\n     * @param y defines the y coordinate of the origin (on-screen)\n     * @param result defines the ray where to store the picking ray\n     * @param camera defines the camera to use for the picking\n     * @returns the current scene\n     */\ncreatePickingRayInCameraSpaceToRef(e,t,s,i){throw b(\"Ray\")}\n/** Launch a ray to try to pick a mesh in the scene\n     * @param x position on screen\n     * @param y position on screen\n     * @param predicate Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must be enabled, visible and with isPickable set to true. thinInstanceIndex is -1 when the mesh is non-instanced\n     * @param fastCheck defines if the first intersection will be used (and not the closest)\n     * @param camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used\n     * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected\n     * @returns a PickingInfo\n     */pick(e,t,s,i,r,n){const a=b(\"Ray\",true);a&&G.Warn(a);return new g}\n/** Launch a ray to try to pick a mesh in the scene using only bounding information of the main mesh (not using submeshes)\n     * @param x position on screen\n     * @param y position on screen\n     * @param predicate Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must be enabled, visible and with isPickable set to true. thinInstanceIndex is -1 when the mesh is non-instanced\n     * @param fastCheck defines if the first intersection will be used (and not the closest)\n     * @param camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used\n     * @returns a PickingInfo (Please note that some info will not be set like distance, bv, bu and everything that cannot be capture by only using bounding infos)\n     */pickWithBoundingInfo(e,t,s,i,r){const n=b(\"Ray\",true);n&&G.Warn(n);return new g}\n/**\n     * Use the given ray to pick a mesh in the scene. A mesh triangle can be picked both from its front and back sides,\n     * irrespective of orientation.\n     * @param ray The ray to use to pick meshes\n     * @param predicate Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must have isPickable set to true. thinInstanceIndex is -1 when the mesh is non-instanced\n     * @param fastCheck defines if the first intersection will be used (and not the closest)\n     * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected\n     * @returns a PickingInfo\n     */\npickWithRay(e,t,s,i){throw b(\"Ray\")}\n/**\n     * Launch a ray to try to pick a mesh in the scene. A mesh triangle can be picked both from its front and back sides,\n     * irrespective of orientation.\n     * @param x X position on screen\n     * @param y Y position on screen\n     * @param predicate Predicate function used to determine eligible meshes and instances. Can be set to null. In this case, a mesh must be enabled, visible and with isPickable set to true. thinInstanceIndex is -1 when the mesh is non-instanced\n     * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used\n     * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected\n     * @returns an array of PickingInfo\n     */\nmultiPick(e,t,s,i,r){throw b(\"Ray\")}\n/**\n     * Launch a ray to try to pick a mesh in the scene\n     * @param ray Ray to use\n     * @param predicate Predicate function used to determine eligible meshes and instances. Can be set to null. In this case, a mesh must be enabled, visible and with isPickable set to true. thinInstanceIndex is -1 when the mesh is non-instanced\n     * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected\n     * @returns an array of PickingInfo\n     */\nmultiPickWithRay(e,t,s){throw b(\"Ray\")}\n/**\n     * Force the value of meshUnderPointer\n     * @param mesh defines the mesh to use\n     * @param pointerId optional pointer id when using more than one pointer\n     * @param pickResult optional pickingInfo data used to find mesh\n     */setPointerOverMesh(e,t,s){this._inputManager.setPointerOverMesh(e,t,s)}\n/**\n     * Gets the mesh under the pointer\n     * @returns a Mesh or null if no mesh is under the pointer\n     */getPointerOverMesh(){return this._inputManager.getPointerOverMesh()}_rebuildGeometries(){for(const e of this.geometries)e._rebuild();for(const e of this.meshes)e._rebuild();this.postProcessManager&&this.postProcessManager._rebuild();for(const e of this._components)e.rebuild();for(const e of this.particleSystems)e.rebuild();if(this.spriteManagers)for(const e of this.spriteManagers)e.rebuild()}_rebuildTextures(){for(const e of this.textures)e._rebuild(true);this.markAllMaterialsAsDirty(1)}\n/**\n     * Get from a list of objects by tags\n     * @param list the list of objects to use\n     * @param tagsQuery the query to use\n     * @param filter a predicate to filter for tags\n     * @returns\n     */_getByTags(e,t,s){if(t===void 0)return e;const i=[];for(const r in e){const n=e[r];a&&a.MatchesQuery(n,t)&&(!s||s(n))&&i.push(n)}return i}\n/**\n     * Get a list of meshes by tags\n     * @param tagsQuery defines the tags query to use\n     * @param filter defines a predicate used to filter results\n     * @returns an array of Mesh\n     */getMeshesByTags(e,t){return this._getByTags(this.meshes,e,t)}\n/**\n     * Get a list of cameras by tags\n     * @param tagsQuery defines the tags query to use\n     * @param filter defines a predicate used to filter results\n     * @returns an array of Camera\n     */getCamerasByTags(e,t){return this._getByTags(this.cameras,e,t)}\n/**\n     * Get a list of lights by tags\n     * @param tagsQuery defines the tags query to use\n     * @param filter defines a predicate used to filter results\n     * @returns an array of Light\n     */getLightsByTags(e,t){return this._getByTags(this.lights,e,t)}\n/**\n     * Get a list of materials by tags\n     * @param tagsQuery defines the tags query to use\n     * @param filter defines a predicate used to filter results\n     * @returns an array of Material\n     */getMaterialByTags(e,t){return this._getByTags(this.materials,e,t).concat(this._getByTags(this.multiMaterials,e,t))}\n/**\n     * Get a list of transform nodes by tags\n     * @param tagsQuery defines the tags query to use\n     * @param filter defines a predicate used to filter results\n     * @returns an array of TransformNode\n     */getTransformNodesByTags(e,t){return this._getByTags(this.transformNodes,e,t)}\n/**\n     * Overrides the default sort function applied in the rendering group to prepare the meshes.\n     * This allowed control for front to back rendering or reversly depending of the special needs.\n     *\n     * @param renderingGroupId The rendering group id corresponding to its index\n     * @param opaqueSortCompareFn The opaque queue comparison function use to sort.\n     * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.\n     * @param transparentSortCompareFn The transparent queue comparison function use to sort.\n     */setRenderingOrder(e,t=null,s=null,i=null){this._renderingManager.setRenderingOrder(e,t,s,i)}\n/**\n     * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.\n     *\n     * @param renderingGroupId The rendering group id corresponding to its index\n     * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.\n     * @param depth Automatically clears depth between groups if true and autoClear is true.\n     * @param stencil Automatically clears stencil between groups if true and autoClear is true.\n     */setRenderingAutoClearDepthStencil(e,t,s=true,i=true){this._renderingManager.setRenderingAutoClearDepthStencil(e,t,s,i)}\n/**\n     * Gets the current auto clear configuration for one rendering group of the rendering\n     * manager.\n     * @param index the rendering group index to get the information for\n     * @returns The auto clear setup for the requested rendering group\n     */getAutoClearDepthStencilSetup(e){return this._renderingManager.getAutoClearDepthStencilSetup(e)}_forceBlockMaterialDirtyMechanism(e){this._blockMaterialDirtyMechanism=e}get blockMaterialDirtyMechanism(){return this._blockMaterialDirtyMechanism}set blockMaterialDirtyMechanism(e){if(this._blockMaterialDirtyMechanism!==e){this._blockMaterialDirtyMechanism=e;e||this.markAllMaterialsAsDirty(127)}}\n/**\n     * Will flag all materials as dirty to trigger new shader compilation\n     * @param flag defines the flag used to specify which material part must be marked as dirty\n     * @param predicate If not null, it will be used to specify if a material has to be marked as dirty\n     */markAllMaterialsAsDirty(e,t){if(!this._blockMaterialDirtyMechanism)for(const s of this.materials)t&&!t(s)||s.markAsDirty(e)}_loadFile(e,t,s,i,r,n,a){const o=x(e,t,s,i?this.offlineProvider:void 0,r,n,a);this._activeRequests.push(o);o.onCompleteObservable.add((e=>{this._activeRequests.splice(this._activeRequests.indexOf(e),1)}));return o}_loadFileAsync(e,t,s,i,r){return new Promise(((n,a)=>{this._loadFile(e,(e=>{n(e)}),t,s,i,((e,t)=>{a(t)}),r)}))}_requestFile(e,t,s,i,r,n,a){const o=N(e,t,s,i?this.offlineProvider:void 0,r,n,a);this._activeRequests.push(o);o.onCompleteObservable.add((e=>{this._activeRequests.splice(this._activeRequests.indexOf(e),1)}));return o}_requestFileAsync(e,t,s,i,r){return new Promise(((n,a)=>{this._requestFile(e,(e=>{n(e)}),t,s,i,(e=>{a(e)}),r)}))}_readFile(e,t,s,i,r){const n=U(e,t,s,i,r);this._activeRequests.push(n);n.onCompleteObservable.add((e=>{this._activeRequests.splice(this._activeRequests.indexOf(e),1)}));return n}_readFileAsync(e,t,s){return new Promise(((i,r)=>{this._readFile(e,(e=>{i(e)}),t,s,(e=>{r(e)}))}))}\n/**\n     * This method gets the performance collector belonging to the scene, which is generally shared with the inspector.\n     * @returns the perf collector belonging to the scene.\n     */\ngetPerfCollector(){throw b(\"performanceViewerSceneExtension\")}\n/**\n     * Sets the active camera of the scene using its Id\n     * @param id defines the camera's Id\n     * @returns the new active camera or null if none found.\n     * @deprecated Please use setActiveCameraById instead\n     */\nsetActiveCameraByID(e){return this.setActiveCameraById(e)}\n/**\n     * Get a material using its id\n     * @param id defines the material's Id\n     * @returns the material or null if none found.\n     * @deprecated Please use getMaterialById instead\n     */getMaterialByID(e){return this.getMaterialById(e)}\n/**\n     * Gets a the last added material using a given id\n     * @param id defines the material's Id\n     * @returns the last material with the given id or null if none found.\n     * @deprecated Please use getLastMaterialById instead\n     */getLastMaterialByID(e){return this.getLastMaterialById(e)}\n/**\n     * Get a texture using its unique id\n     * @param uniqueId defines the texture's unique id\n     * @returns the texture or null if none found.\n     * @deprecated Please use getTextureByUniqueId instead\n     */getTextureByUniqueID(e){return this.getTextureByUniqueId(e)}\n/**\n     * Gets a camera using its Id\n     * @param id defines the Id to look for\n     * @returns the camera or null if not found\n     * @deprecated Please use getCameraById instead\n     */getCameraByID(e){return this.getCameraById(e)}\n/**\n     * Gets a camera using its unique Id\n     * @param uniqueId defines the unique Id to look for\n     * @returns the camera or null if not found\n     * @deprecated Please use getCameraByUniqueId instead\n     */getCameraByUniqueID(e){return this.getCameraByUniqueId(e)}\n/**\n     * Gets a bone using its Id\n     * @param id defines the bone's Id\n     * @returns the bone or null if not found\n     * @deprecated Please use getBoneById instead\n     */getBoneByID(e){return this.getBoneById(e)}\n/**\n     * Gets a light node using its Id\n     * @param id defines the light's Id\n     * @returns the light or null if none found.\n     * @deprecated Please use getLightById instead\n     */getLightByID(e){return this.getLightById(e)}\n/**\n     * Gets a light node using its scene-generated unique Id\n     * @param uniqueId defines the light's unique Id\n     * @returns the light or null if none found.\n     * @deprecated Please use getLightByUniqueId instead\n     */getLightByUniqueID(e){return this.getLightByUniqueId(e)}\n/**\n     * Gets a particle system by Id\n     * @param id defines the particle system Id\n     * @returns the corresponding system or null if none found\n     * @deprecated Please use getParticleSystemById instead\n     */getParticleSystemByID(e){return this.getParticleSystemById(e)}\n/**\n     * Gets a geometry using its Id\n     * @param id defines the geometry's Id\n     * @returns the geometry or null if none found.\n     * @deprecated Please use getGeometryById instead\n     */getGeometryByID(e){return this.getGeometryById(e)}\n/**\n     * Gets the first added mesh found of a given Id\n     * @param id defines the Id to search for\n     * @returns the mesh found or null if not found at all\n     * @deprecated Please use getMeshById instead\n     */getMeshByID(e){return this.getMeshById(e)}\n/**\n     * Gets a mesh with its auto-generated unique Id\n     * @param uniqueId defines the unique Id to search for\n     * @returns the found mesh or null if not found at all.\n     * @deprecated Please use getMeshByUniqueId instead\n     */getMeshByUniqueID(e){return this.getMeshByUniqueId(e)}\n/**\n     * Gets a the last added mesh using a given Id\n     * @param id defines the Id to search for\n     * @returns the found mesh or null if not found at all.\n     * @deprecated Please use getLastMeshById instead\n     */getLastMeshByID(e){return this.getLastMeshById(e)}\n/**\n     * Gets a list of meshes using their Id\n     * @param id defines the Id to search for\n     * @returns a list of meshes\n     * @deprecated Please use getMeshesById instead\n     */getMeshesByID(e){return this.getMeshesById(e)}\n/**\n     * Gets the first added transform node found of a given Id\n     * @param id defines the Id to search for\n     * @returns the found transform node or null if not found at all.\n     * @deprecated Please use getTransformNodeById instead\n     */getTransformNodeByID(e){return this.getTransformNodeById(e)}\n/**\n     * Gets a transform node with its auto-generated unique Id\n     * @param uniqueId defines the unique Id to search for\n     * @returns the found transform node or null if not found at all.\n     * @deprecated Please use getTransformNodeByUniqueId instead\n     */getTransformNodeByUniqueID(e){return this.getTransformNodeByUniqueId(e)}\n/**\n     * Gets a list of transform nodes using their Id\n     * @param id defines the Id to search for\n     * @returns a list of transform nodes\n     * @deprecated Please use getTransformNodesById instead\n     */getTransformNodesByID(e){return this.getTransformNodesById(e)}\n/**\n     * Gets a node (Mesh, Camera, Light) using a given Id\n     * @param id defines the Id to search for\n     * @returns the found node or null if not found at all\n     * @deprecated Please use getNodeById instead\n     */getNodeByID(e){return this.getNodeById(e)}\n/**\n     * Gets a the last added node (Mesh, Camera, Light) using a given Id\n     * @param id defines the Id to search for\n     * @returns the found node or null if not found at all\n     * @deprecated Please use getLastEntryById instead\n     */getLastEntryByID(e){return this.getLastEntryById(e)}\n/**\n     * Gets a skeleton using a given Id (if many are found, this function will pick the last one)\n     * @param id defines the Id to search for\n     * @returns the found skeleton or null if not found at all.\n     * @deprecated Please use getLastSkeletonById instead\n     */getLastSkeletonByID(e){return this.getLastSkeletonById(e)}}Scene.FOGMODE_NONE=0;Scene.FOGMODE_EXP=1;Scene.FOGMODE_EXP2=2;Scene.FOGMODE_LINEAR=3;Scene.MinDeltaTime=1;Scene.MaxDeltaTime=1e3;Scene._OriginalDefaultMaterialFactory=Scene.DefaultMaterialFactory;q(\"BABYLON.Scene\",Scene);export{ActionEvent as A,Scene as S,_ImportHelper as _,W as a};\n//# sourceMappingURL=C8GFa5fR.js.map\n","class Viewport{\n/**\n     * Creates a Viewport object located at (x, y) and sized (width, height)\n     * @param x defines viewport left coordinate\n     * @param y defines viewport top coordinate\n     * @param width defines the viewport width\n     * @param height defines the viewport height\n     */\nconstructor(t,h,i,s){this.x=t;this.y=h;this.width=i;this.height=s}\n/**\n     * Creates a new viewport using absolute sizing (from 0-> width, 0-> height instead of 0->1)\n     * @param renderWidth defines the rendering width\n     * @param renderHeight defines the rendering height\n     * @returns a new Viewport\n     */toGlobal(t,h){return new Viewport(this.x*t,this.y*h,this.width*t,this.height*h)}\n/**\n     * Stores absolute viewport value into a target viewport (from 0-> width, 0-> height instead of 0->1)\n     * @param renderWidth defines the rendering width\n     * @param renderHeight defines the rendering height\n     * @param ref defines the target viewport\n     * @returns the current viewport\n     */toGlobalToRef(t,h,i){i.x=this.x*t;i.y=this.y*h;i.width=this.width*t;i.height=this.height*h;return this}\n/**\n     * Returns a new Viewport copied from the current one\n     * @returns a new Viewport\n     */clone(){return new Viewport(this.x,this.y,this.width,this.height)}}export{Viewport};\n//# sourceMappingURL=math.viewport.js.map\n","import{__decorate as t}from\"../tslib.es6.js\";import{serializeAsVector3 as e,serialize as i}from\"../Misc/decorators.js\";import{SmartArray as s}from\"../Misc/smartArray.js\";import{Tools as r}from\"../Misc/tools.js\";import{Observable as o}from\"../Misc/observable.js\";import{Vector3 as a,Matrix as h,Quaternion as n}from\"../Maths/math.vector.js\";import{Node as c}from\"../node.js\";import{Logger as m}from\"../Misc/logger.js\";import{GetClass as _}from\"../Misc/typeStore.js\";import{_ as l}from\"../_/CY5CD3a_.js\";import{Viewport as p}from\"../Maths/math.viewport.js\";import{Frustum as u}from\"../Maths/math.frustum.js\";import{SerializationHelper as g}from\"../Misc/decorators.serialization.js\";import\"../_/SxHYZ7_O.js\";import\"../Misc/domManagement.js\";import\"../_/BrNwFyDm.js\";import\"../Misc/precisionDate.js\";import\"../Misc/webRequest.js\";import\"../Engines/engineStore.js\";import\"../_/Qih3l7lC.js\";import\"../Misc/error.js\";import\"../Misc/stringTools.js\";import\"../_/CX9Zyq1P.js\";import\"../Engines/shaderStore.js\";import\"../Misc/timingTools.js\";import\"../_/Cn202uVB.js\";import\"../_/BjBO3Vqv.js\";import\"../_/BbEdeXLR.js\";import\"../Materials/Textures/Loaders/textureLoaderManager.js\";import\"../_/DKmLrVdL.js\";import\"../Misc/guid.js\";import\"../_/DI68bezJ.js\";import\"../Maths/math.constants.js\";import\"../Misc/arrayTools.js\";import\"../_/BXd1Jdj1.js\";import\"../_/CoucjtsB.js\";import\"../Maths/math.color.js\";import\"../Maths/math.plane.js\";class Camera extends c{get position(){return this._position}set position(t){this._position=t}set upVector(t){this._upVector=t}get upVector(){return this._upVector}get screenArea(){let t=0;let e=0;if(this.mode===Camera.PERSPECTIVE_CAMERA)if(this.fovMode===Camera.FOVMODE_VERTICAL_FIXED){e=this.minZ*2*Math.tan(this.fov/2);t=this.getEngine().getAspectRatio(this)*e}else{t=this.minZ*2*Math.tan(this.fov/2);e=t/this.getEngine().getAspectRatio(this)}else{const i=this.getEngine().getRenderWidth()/2;const s=this.getEngine().getRenderHeight()/2;t=(this.orthoRight??i)-(this.orthoLeft??-i);e=(this.orthoTop??s)-(this.orthoBottom??-s)}return t*e}set orthoLeft(t){this._orthoLeft=t;for(const e of this._rigCameras)e.orthoLeft=t}get orthoLeft(){return this._orthoLeft}set orthoRight(t){this._orthoRight=t;for(const e of this._rigCameras)e.orthoRight=t}get orthoRight(){return this._orthoRight}set orthoBottom(t){this._orthoBottom=t;for(const e of this._rigCameras)e.orthoBottom=t}get orthoBottom(){return this._orthoBottom}set orthoTop(t){this._orthoTop=t;for(const e of this._rigCameras)e.orthoTop=t}get orthoTop(){return this._orthoTop}set mode(t){this._mode=t;for(const e of this._rigCameras)e.mode=t}get mode(){return this._mode}get hasMoved(){return this._hasMoved}\n/**\n     * Instantiates a new camera object.\n     * This should not be used directly but through the inherited cameras: ArcRotate, Free...\n     * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras\n     * @param name Defines the name of the camera in the scene\n     * @param position Defines the position of the camera\n     * @param scene Defines the scene the camera belongs too\n     * @param setActiveOnSceneIfNoneActive Defines if the camera should be set as active after creation if no other camera have been defined in the scene\n     */constructor(t,e,i,r=true){super(t,i,false);this._position=a.Zero();this._upVector=a.Up();this.oblique=null;this._orthoLeft=null;this._orthoRight=null;this._orthoBottom=null;this._orthoTop=null;this.fov=.8;this.projectionPlaneTilt=0;this.minZ=1;this.maxZ=1e4;this.inertia=.9;this._mode=Camera.PERSPECTIVE_CAMERA;this.isIntermediate=false;this.viewport=new p(0,0,1,1);this.layerMask=268435455;this.fovMode=Camera.FOVMODE_VERTICAL_FIXED;this.cameraRigMode=Camera.RIG_MODE_NONE;this.customRenderTargets=[];this.outputRenderTarget=null;this.onViewMatrixChangedObservable=new o;this.onProjectionMatrixChangedObservable=new o;this.onAfterCheckInputsObservable=new o;this.onRestoreStateObservable=new o;this.isRigCamera=false;this._hasMoved=false;this._rigCameras=new Array;this._skipRendering=false;this._projectionMatrix=new h;this._postProcesses=new Array;this._activeMeshes=new s(256);this._globalPosition=a.Zero();this._computedViewMatrix=h.Identity();this._doNotComputeProjectionMatrix=false;this._transformMatrix=h.Zero();this._refreshFrustumPlanes=true;this._absoluteRotation=n.Identity();this._isCamera=true;this._isLeftCamera=false;this._isRightCamera=false;this.getScene().addCamera(this);r&&!this.getScene().activeCamera&&(this.getScene().activeCamera=this);this.position=e;this.renderPassId=this.getScene().getEngine().createRenderPassId(`Camera ${t}`)}\n/**\n     * Store current camera state (fov, position, etc..)\n     * @returns the camera\n     */storeState(){this._stateStored=true;this._storedFov=this.fov;return this}\n/**\n     * Returns true if a state has been stored by calling storeState method.\n     * @returns true if state has been stored.\n     */hasStateStored(){return!!this._stateStored}\n/**\n     * Restores the camera state values if it has been stored. You must call storeState() first\n     * @returns true if restored and false otherwise\n     */_restoreStateValues(){if(!this._stateStored)return false;this.fov=this._storedFov;return true}\n/**\n     * Restored camera state. You must call storeState() first.\n     * @returns true if restored and false otherwise\n     */restoreState(){if(this._restoreStateValues()){this.onRestoreStateObservable.notifyObservers(this);return true}return false}\n/**\n     * Gets the class name of the camera.\n     * @returns the class name\n     */getClassName(){return\"Camera\"}\n/**\n     * Gets a string representation of the camera useful for debug purpose.\n     * @param fullDetails Defines that a more verbose level of logging is required\n     * @returns the string representation\n     */toString(t){let e=\"Name: \"+this.name;e+=\", type: \"+this.getClassName();if(this.animations)for(let i=0;i<this.animations.length;i++)e+=\", animation[0]: \"+this.animations[i].toString(t);return e}applyVerticalCorrection(){const t=this.absoluteRotation.toEulerAngles();this.projectionPlaneTilt=this._scene.useRightHandedSystem?-t.x:t.x}get globalPosition(){return this._globalPosition}\n/**\n     * Gets the list of active meshes this frame (meshes no culled or excluded by lod s in the frame)\n     * @returns the active meshe list\n     */getActiveMeshes(){return this._activeMeshes}\n/**\n     * Check whether a mesh is part of the current active mesh list of the camera\n     * @param mesh Defines the mesh to check\n     * @returns true if active, false otherwise\n     */isActiveMesh(t){return this._activeMeshes.indexOf(t)!==-1}\n/**\n     * Is this camera ready to be used/rendered\n     * @param completeCheck defines if a complete check (including post processes) has to be done (false by default)\n     * @returns true if the camera is ready\n     */isReady(t=false){if(t)for(const t of this._postProcesses)if(t&&!t.isReady())return false;return super.isReady(t)}_initCache(){super._initCache();this._cache.position=new a(Number.MAX_VALUE,Number.MAX_VALUE,Number.MAX_VALUE);this._cache.upVector=new a(Number.MAX_VALUE,Number.MAX_VALUE,Number.MAX_VALUE);this._cache.mode=void 0;this._cache.minZ=void 0;this._cache.maxZ=void 0;this._cache.fov=void 0;this._cache.fovMode=void 0;this._cache.aspectRatio=void 0;this._cache.orthoLeft=void 0;this._cache.orthoRight=void 0;this._cache.orthoBottom=void 0;this._cache.orthoTop=void 0;this._cache.obliqueAngle=void 0;this._cache.obliqueLength=void 0;this._cache.obliqueOffset=void 0;this._cache.renderWidth=void 0;this._cache.renderHeight=void 0}_updateCache(t){t||super._updateCache();this._cache.position.copyFrom(this.position);this._cache.upVector.copyFrom(this.upVector)}_isSynchronized(){return this._isSynchronizedViewMatrix()&&this._isSynchronizedProjectionMatrix()}_isSynchronizedViewMatrix(){return!!super._isSynchronized()&&(this._cache.position.equals(this.position)&&this._cache.upVector.equals(this.upVector)&&this.isSynchronizedWithParent())}_isSynchronizedProjectionMatrix(){let t=this._cache.mode===this.mode&&this._cache.minZ===this.minZ&&this._cache.maxZ===this.maxZ;if(!t)return false;const e=this.getEngine();if(this.mode===Camera.PERSPECTIVE_CAMERA)t=this._cache.fov===this.fov&&this._cache.fovMode===this.fovMode&&this._cache.aspectRatio===e.getAspectRatio(this)&&this._cache.projectionPlaneTilt===this.projectionPlaneTilt;else{t=this._cache.orthoLeft===this.orthoLeft&&this._cache.orthoRight===this.orthoRight&&this._cache.orthoBottom===this.orthoBottom&&this._cache.orthoTop===this.orthoTop&&this._cache.renderWidth===e.getRenderWidth()&&this._cache.renderHeight===e.getRenderHeight();this.oblique&&(t=t&&this._cache.obliqueAngle===this.oblique.angle&&this._cache.obliqueLength===this.oblique.length&&this._cache.obliqueOffset===this.oblique.offset)}return t}\n/**\n     * Attach the input controls to a specific dom element to get the input from.\n     * This function is here because typescript removes the typing of the last function.\n     * @param _ignored defines an ignored parameter kept for backward compatibility.\n     * @param _noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)\n     */attachControl(t,e){}\n/**\n     * Detach the current controls from the specified dom element.\n     * This function is here because typescript removes the typing of the last function.\n     * @param _ignored defines an ignored parameter kept for backward compatibility.\n     */detachControl(t){}update(){this._hasMoved=false;this._checkInputs();this.cameraRigMode!==Camera.RIG_MODE_NONE&&this._updateRigCameras();this.getViewMatrix();this.getProjectionMatrix()}_checkInputs(){this.onAfterCheckInputsObservable.notifyObservers(this)}get rigCameras(){return this._rigCameras}get rigPostProcess(){return this._rigPostProcess}\n/**\n     * Internal, gets the first post process.\n     * @returns the first post process to be run on this camera.\n     */_getFirstPostProcess(){for(let t=0;t<this._postProcesses.length;t++)if(this._postProcesses[t]!==null)return this._postProcesses[t];return null}_cascadePostProcessesToRigCams(){const t=this._getFirstPostProcess();t&&t.markTextureDirty();for(let t=0,e=this._rigCameras.length;t<e;t++){const e=this._rigCameras[t];const i=e._rigPostProcess;if(i){const t=i.getEffectName()===\"pass\";t&&(e.isIntermediate=this._postProcesses.length===0);e._postProcesses=this._postProcesses.slice(0).concat(i);i.markTextureDirty()}else e._postProcesses=this._postProcesses.slice(0)}}\n/**\n     * Attach a post process to the camera.\n     * @see https://doc.babylonjs.com/features/featuresDeepDive/postProcesses/usePostProcesses#attach-postprocess\n     * @param postProcess The post process to attach to the camera\n     * @param insertAt The position of the post process in case several of them are in use in the scene\n     * @returns the position the post process has been inserted at\n     */attachPostProcess(t,e=null){if(!t.isReusable()&&this._postProcesses.indexOf(t)>-1){m.Error(\"You're trying to reuse a post process not defined as reusable.\");return 0}e==null||e<0?this._postProcesses.push(t):this._postProcesses[e]===null?this._postProcesses[e]=t:this._postProcesses.splice(e,0,t);this._cascadePostProcessesToRigCams();this._scene.prePassRenderer&&this._scene.prePassRenderer.markAsDirty();return this._postProcesses.indexOf(t)}\n/**\n     * Detach a post process to the camera.\n     * @see https://doc.babylonjs.com/features/featuresDeepDive/postProcesses/usePostProcesses#attach-postprocess\n     * @param postProcess The post process to detach from the camera\n     */detachPostProcess(t){const e=this._postProcesses.indexOf(t);e!==-1&&(this._postProcesses[e]=null);this._scene.prePassRenderer&&this._scene.prePassRenderer.markAsDirty();this._cascadePostProcessesToRigCams()}\n/**\n     * Gets the current world matrix of the camera\n     * @returns the world matrix\n     */getWorldMatrix(){if(this._isSynchronizedViewMatrix())return this._worldMatrix;this.getViewMatrix();return this._worldMatrix}_getViewMatrix(){return h.Identity()}\n/**\n     * Gets the current view matrix of the camera.\n     * @param force forces the camera to recompute the matrix without looking at the cached state\n     * @returns the view matrix\n     */getViewMatrix(t){if(!t&&this._isSynchronizedViewMatrix())return this._computedViewMatrix;this._hasMoved=true;this.updateCache();this._computedViewMatrix=this._getViewMatrix();this._currentRenderId=this.getScene().getRenderId();this._childUpdateId++;this._refreshFrustumPlanes=true;this._cameraRigParams&&this._cameraRigParams.vrPreViewMatrix&&this._computedViewMatrix.multiplyToRef(this._cameraRigParams.vrPreViewMatrix,this._computedViewMatrix);this.parent&&this.parent.onViewMatrixChangedObservable&&this.parent.onViewMatrixChangedObservable.notifyObservers(this.parent);this.onViewMatrixChangedObservable.notifyObservers(this);this._computedViewMatrix.invertToRef(this._worldMatrix);return this._computedViewMatrix}\n/**\n     * Freeze the projection matrix.\n     * It will prevent the cache check of the camera projection compute and can speed up perf\n     * if no parameter of the camera are meant to change\n     * @param projection Defines manually a projection if necessary\n     */freezeProjectionMatrix(t){this._doNotComputeProjectionMatrix=true;t!==void 0&&(this._projectionMatrix=t)}unfreezeProjectionMatrix(){this._doNotComputeProjectionMatrix=false}\n/**\n     * Gets the current projection matrix of the camera.\n     * @param force forces the camera to recompute the matrix without looking at the cached state\n     * @returns the projection matrix\n     */getProjectionMatrix(t){if(this._doNotComputeProjectionMatrix||!t&&this._isSynchronizedProjectionMatrix())return this._projectionMatrix;this._cache.mode=this.mode;this._cache.minZ=this.minZ;this._cache.maxZ=this.maxZ;this._refreshFrustumPlanes=true;const e=this.getEngine();const i=this.getScene();const s=e.useReverseDepthBuffer;if(this.mode===Camera.PERSPECTIVE_CAMERA){this._cache.fov=this.fov;this._cache.fovMode=this.fovMode;this._cache.aspectRatio=e.getAspectRatio(this);this._cache.projectionPlaneTilt=this.projectionPlaneTilt;this.minZ<=0&&(this.minZ=.1);let t;t=i.useRightHandedSystem?h.PerspectiveFovRHToRef:h.PerspectiveFovLHToRef;t(this.fov,e.getAspectRatio(this),s?this.maxZ:this.minZ,s?this.minZ:this.maxZ,this._projectionMatrix,this.fovMode===Camera.FOVMODE_VERTICAL_FIXED,e.isNDCHalfZRange,this.projectionPlaneTilt,s)}else{const t=e.getRenderWidth()/2;const r=e.getRenderHeight()/2;i.useRightHandedSystem?this.oblique?h.ObliqueOffCenterRHToRef(this.orthoLeft??-t,this.orthoRight??t,this.orthoBottom??-r,this.orthoTop??r,s?this.maxZ:this.minZ,s?this.minZ:this.maxZ,this.oblique.length,this.oblique.angle,this._computeObliqueDistance(this.oblique.offset),this._projectionMatrix,e.isNDCHalfZRange):h.OrthoOffCenterRHToRef(this.orthoLeft??-t,this.orthoRight??t,this.orthoBottom??-r,this.orthoTop??r,s?this.maxZ:this.minZ,s?this.minZ:this.maxZ,this._projectionMatrix,e.isNDCHalfZRange):this.oblique?h.ObliqueOffCenterLHToRef(this.orthoLeft??-t,this.orthoRight??t,this.orthoBottom??-r,this.orthoTop??r,s?this.maxZ:this.minZ,s?this.minZ:this.maxZ,this.oblique.length,this.oblique.angle,this._computeObliqueDistance(this.oblique.offset),this._projectionMatrix,e.isNDCHalfZRange):h.OrthoOffCenterLHToRef(this.orthoLeft??-t,this.orthoRight??t,this.orthoBottom??-r,this.orthoTop??r,s?this.maxZ:this.minZ,s?this.minZ:this.maxZ,this._projectionMatrix,e.isNDCHalfZRange);this._cache.orthoLeft=this.orthoLeft;this._cache.orthoRight=this.orthoRight;this._cache.orthoBottom=this.orthoBottom;this._cache.orthoTop=this.orthoTop;this._cache.obliqueAngle=this.oblique?.angle;this._cache.obliqueLength=this.oblique?.length;this._cache.obliqueOffset=this.oblique?.offset;this._cache.renderWidth=e.getRenderWidth();this._cache.renderHeight=e.getRenderHeight()}this.onProjectionMatrixChangedObservable.notifyObservers(this);return this._projectionMatrix}\n/**\n     * Gets the transformation matrix (ie. the multiplication of view by projection matrices)\n     * @returns a Matrix\n     */getTransformationMatrix(){this._computedViewMatrix.multiplyToRef(this._projectionMatrix,this._transformMatrix);return this._transformMatrix}_computeObliqueDistance(t){const e=this;const i=this;return(e.radius||(i.target?a.Distance(this.position,i.target):this.position.length()))+t}_updateFrustumPlanes(){if(this._refreshFrustumPlanes){this.getTransformationMatrix();this._frustumPlanes?u.GetPlanesToRef(this._transformMatrix,this._frustumPlanes):this._frustumPlanes=u.GetPlanes(this._transformMatrix);this._refreshFrustumPlanes=false}}\n/**\n     * Checks if a cullable object (mesh...) is in the camera frustum\n     * This checks the bounding box center. See isCompletelyInFrustum for a full bounding check\n     * @param target The object to check\n     * @param checkRigCameras If the rig cameras should be checked (eg. with VR camera both eyes should be checked) (Default: false)\n     * @returns true if the object is in frustum otherwise false\n     */isInFrustum(t,e=false){this._updateFrustumPlanes();if(e&&this.rigCameras.length>0){let e=false;this.rigCameras.forEach((i=>{i._updateFrustumPlanes();e=e||t.isInFrustum(i._frustumPlanes)}));return e}return t.isInFrustum(this._frustumPlanes)}\n/**\n     * Checks if a cullable object (mesh...) is in the camera frustum\n     * Unlike isInFrustum this checks the full bounding box\n     * @param target The object to check\n     * @returns true if the object is in frustum otherwise false\n     */isCompletelyInFrustum(t){this._updateFrustumPlanes();return t.isCompletelyInFrustum(this._frustumPlanes)}\n/**\n     * Gets a ray in the forward direction from the camera.\n     * @param length Defines the length of the ray to create\n     * @param transform Defines the transform to apply to the ray, by default the world matrix is used to create a workd space ray\n     * @param origin Defines the start point of the ray which defaults to the camera position\n     * @returns the forward ray\n     */\ngetForwardRay(t=100,e,i){throw l(\"Ray\")}\n/**\n     * Gets a ray in the forward direction from the camera.\n     * @param refRay the ray to (re)use when setting the values\n     * @param length Defines the length of the ray to create\n     * @param transform Defines the transform to apply to the ray, by default the world matrx is used to create a workd space ray\n     * @param origin Defines the start point of the ray which defaults to the camera position\n     * @returns the forward ray\n     */\ngetForwardRayToRef(t,e=100,i,s){throw l(\"Ray\")}\n/**\n     * Releases resources associated with this node.\n     * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)\n     * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)\n     */dispose(t,e=false){this.onViewMatrixChangedObservable.clear();this.onProjectionMatrixChangedObservable.clear();this.onAfterCheckInputsObservable.clear();this.onRestoreStateObservable.clear();this.inputs&&this.inputs.clear();this.getScene().stopAnimation(this);this.getScene().removeCamera(this);while(this._rigCameras.length>0){const t=this._rigCameras.pop();t&&t.dispose()}if(this._parentContainer){const t=this._parentContainer.cameras.indexOf(this);t>-1&&this._parentContainer.cameras.splice(t,1);this._parentContainer=null}if(this._rigPostProcess){this._rigPostProcess.dispose(this);this._rigPostProcess=null;this._postProcesses.length=0}else if(this.cameraRigMode!==Camera.RIG_MODE_NONE){this._rigPostProcess=null;this._postProcesses.length=0}else{let t=this._postProcesses.length;while(--t>=0){const e=this._postProcesses[t];e&&e.dispose(this)}}let i=this.customRenderTargets.length;while(--i>=0)this.customRenderTargets[i].dispose();this.customRenderTargets.length=0;this._activeMeshes.dispose();this.getScene().getEngine().releaseRenderPassId(this.renderPassId);super.dispose(t,e)}get isLeftCamera(){return this._isLeftCamera}get isRightCamera(){return this._isRightCamera}get leftCamera(){return this._rigCameras.length<1?null:this._rigCameras[0]}get rightCamera(){return this._rigCameras.length<2?null:this._rigCameras[1]}\n/**\n     * Gets the left camera target of a rig setup in case of Rigged Camera\n     * @returns the target position\n     */getLeftTarget(){return this._rigCameras.length<1?null:this._rigCameras[0].getTarget()}\n/**\n     * Gets the right camera target of a rig setup in case of Rigged Camera\n     * @returns the target position\n     */getRightTarget(){return this._rigCameras.length<2?null:this._rigCameras[1].getTarget()}setCameraRigMode(t,e){if(this.cameraRigMode!==t){while(this._rigCameras.length>0){const t=this._rigCameras.pop();t&&t.dispose()}this.cameraRigMode=t;this._cameraRigParams={};this._cameraRigParams.interaxialDistance=e.interaxialDistance||.0637;this._cameraRigParams.stereoHalfAngle=r.ToRadians(this._cameraRigParams.interaxialDistance/.0637);if(this.cameraRigMode!==Camera.RIG_MODE_NONE){const t=this.createRigCamera(this.name+\"_L\",0);t&&(t._isLeftCamera=true);const e=this.createRigCamera(this.name+\"_R\",1);e&&(e._isRightCamera=true);if(t&&e){this._rigCameras.push(t);this._rigCameras.push(e)}}this._setRigMode(e);this._cascadePostProcessesToRigCams();this.update()}}_setRigMode(t){}_getVRProjectionMatrix(){h.PerspectiveFovLHToRef(this._cameraRigParams.vrMetrics.aspectRatioFov,this._cameraRigParams.vrMetrics.aspectRatio,this.minZ,this.maxZ,this._cameraRigParams.vrWorkMatrix,true,this.getEngine().isNDCHalfZRange);this._cameraRigParams.vrWorkMatrix.multiplyToRef(this._cameraRigParams.vrHMatrix,this._projectionMatrix);return this._projectionMatrix}setCameraRigParameter(t,e){this._cameraRigParams||(this._cameraRigParams={});this._cameraRigParams[t]=e;t===\"interaxialDistance\"&&(this._cameraRigParams.stereoHalfAngle=r.ToRadians(e/.0637))}createRigCamera(t,e){return null}_updateRigCameras(){for(let t=0;t<this._rigCameras.length;t++){this._rigCameras[t].minZ=this.minZ;this._rigCameras[t].maxZ=this.maxZ;this._rigCameras[t].fov=this.fov;this._rigCameras[t].upVector.copyFrom(this.upVector)}this.cameraRigMode===Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH&&(this._rigCameras[0].viewport=this._rigCameras[1].viewport=this.viewport)}_setupInputs(){}\n/**\n     * Serialiaze the camera setup to a json representation\n     * @returns the JSON representation\n     */serialize(){const t=g.Serialize(this);t.uniqueId=this.uniqueId;t.type=this.getClassName();this.parent&&this.parent._serializeAsParent(t);this.inputs&&this.inputs.serialize(t);g.AppendSerializedAnimations(this,t);t.ranges=this.serializeAnimationRanges();t.isEnabled=this.isEnabled();return t}\n/**\n     * Clones the current camera.\n     * @param name The cloned camera name\n     * @param newParent The cloned camera's new parent (none by default)\n     * @returns the cloned camera\n     */clone(t,e=null){const i=g.Clone(Camera.GetConstructorFromName(this.getClassName(),t,this.getScene(),this.interaxialDistance,this.isStereoscopicSideBySide),this);i.name=t;i.parent=e;this.onClonedObservable.notifyObservers(i);return i}\n/**\n     * Gets the direction of the camera relative to a given local axis.\n     * @param localAxis Defines the reference axis to provide a relative direction.\n     * @returns the direction\n     */getDirection(t){const e=a.Zero();this.getDirectionToRef(t,e);return e}get absoluteRotation(){this.getWorldMatrix().decompose(void 0,this._absoluteRotation);return this._absoluteRotation}\n/**\n     * Gets the direction of the camera relative to a given local axis into a passed vector.\n     * @param localAxis Defines the reference axis to provide a relative direction.\n     * @param result Defines the vector to store the result in\n     */getDirectionToRef(t,e){a.TransformNormalToRef(t,this.getWorldMatrix(),e)}\n/**\n     * Gets a camera constructor for a given camera type\n     * @param type The type of the camera to construct (should be equal to one of the camera class name)\n     * @param name The name of the camera the result will be able to instantiate\n     * @param scene The scene the result will construct the camera in\n     * @param interaxial_distance In case of stereoscopic setup, the distance between both eyes\n     * @param isStereoscopicSideBySide In case of stereoscopic setup, should the sereo be side b side\n     * @returns a factory method to construct the camera\n     */\nstatic GetConstructorFromName(t,e,i,s=0,r=true){const o=c.Construct(t,e,i,{interaxial_distance:s,isStereoscopicSideBySide:r});return o||(()=>Camera._CreateDefaultParsedCamera(e,i))}\n/**\n     * Compute the world  matrix of the camera.\n     * @returns the camera world matrix\n     */computeWorldMatrix(){return this.getWorldMatrix()}\n/**\n     * Parse a JSON and creates the camera from the parsed information\n     * @param parsedCamera The JSON to parse\n     * @param scene The scene to instantiate the camera in\n     * @returns the newly constructed camera\n     */static Parse(t,e){const i=t.type;const s=Camera.GetConstructorFromName(i,t.name,e,t.interaxial_distance,t.isStereoscopicSideBySide);const r=g.Parse(s,t,e);t.parentId!==void 0&&(r._waitingParentId=t.parentId);t.parentInstanceIndex!==void 0&&(r._waitingParentInstanceIndex=t.parentInstanceIndex);if(r.inputs){r.inputs.parse(t);r._setupInputs()}t.upVector&&(r.upVector=a.FromArray(t.upVector));if(r.setPosition){r.position.copyFromFloats(0,0,0);r.setPosition(a.FromArray(t.position))}t.target&&r.setTarget&&r.setTarget(a.FromArray(t.target));if(t.cameraRigMode){const e=t.interaxial_distance?{interaxialDistance:t.interaxial_distance}:{};r.setCameraRigMode(t.cameraRigMode,e)}if(t.animations){for(let e=0;e<t.animations.length;e++){const i=t.animations[e];const s=_(\"BABYLON.Animation\");s&&r.animations.push(s.Parse(i))}c.ParseAnimationRanges(r,t,e)}t.autoAnimate&&e.beginAnimation(r,t.autoAnimateFrom,t.autoAnimateTo,t.autoAnimateLoop,t.autoAnimateSpeed||1);t.isEnabled!==void 0&&r.setEnabled(t.isEnabled);return r}_calculateHandednessMultiplier(){let t=this.getScene().useRightHandedSystem?-1:1;this.parent&&this.parent._getWorldMatrixDeterminant()<0&&(t*=-1);return t}}Camera._CreateDefaultParsedCamera=(t,e)=>{throw l(\"UniversalCamera\")};Camera.PERSPECTIVE_CAMERA=0;Camera.ORTHOGRAPHIC_CAMERA=1;Camera.FOVMODE_VERTICAL_FIXED=0;Camera.FOVMODE_HORIZONTAL_FIXED=1;Camera.RIG_MODE_NONE=0;Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH=10;Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL=11;Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED=12;Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER=13;Camera.RIG_MODE_STEREOSCOPIC_INTERLACED=14;Camera.RIG_MODE_VR=20;Camera.RIG_MODE_CUSTOM=22;Camera.ForceAttachControlToAlwaysPreventDefault=false;t([e(\"position\")],Camera.prototype,\"_position\",void 0);t([e(\"upVector\")],Camera.prototype,\"_upVector\",void 0);t([i()],Camera.prototype,\"orthoLeft\",null);t([i()],Camera.prototype,\"orthoRight\",null);t([i()],Camera.prototype,\"orthoBottom\",null);t([i()],Camera.prototype,\"orthoTop\",null);t([i()],Camera.prototype,\"fov\",void 0);t([i()],Camera.prototype,\"projectionPlaneTilt\",void 0);t([i()],Camera.prototype,\"minZ\",void 0);t([i()],Camera.prototype,\"maxZ\",void 0);t([i()],Camera.prototype,\"inertia\",void 0);t([i()],Camera.prototype,\"mode\",null);t([i()],Camera.prototype,\"layerMask\",void 0);t([i()],Camera.prototype,\"fovMode\",void 0);t([i()],Camera.prototype,\"cameraRigMode\",void 0);t([i()],Camera.prototype,\"interaxialDistance\",void 0);t([i()],Camera.prototype,\"isStereoscopicSideBySide\",void 0);export{Camera};\n//# sourceMappingURL=camera.js.map\n","class IntersectionInfo{constructor(s,t,e){this.bu=s;this.bv=t;this.distance=e;this.faceId=0;this.subMeshId=0}}export{IntersectionInfo};\n//# sourceMappingURL=intersectionInfo.js.map\n","class WebGLHardwareTexture{get underlyingResource(){return this._webGLTexture}constructor(e=null,r){this._MSAARenderBuffers=null;this._context=r;if(!e){e=r.createTexture();if(!e)throw new Error(\"Unable to create webGL texture\")}this.set(e)}setUsage(){}set(e){this._webGLTexture=e}reset(){this._webGLTexture=null;this._MSAARenderBuffers=null}addMSAARenderBuffer(e){this._MSAARenderBuffers||(this._MSAARenderBuffers=[]);this._MSAARenderBuffers.push(e)}releaseMSAARenderBuffers(){if(this._MSAARenderBuffers){for(const e of this._MSAARenderBuffers)this._context.deleteRenderbuffer(e);this._MSAARenderBuffers=null}}getMSAARenderBuffer(e=0){return this._MSAARenderBuffers?.[e]??null}release(){this.releaseMSAARenderBuffers();this._webGLTexture&&this._context.deleteTexture(this._webGLTexture);this.reset()}}export{WebGLHardwareTexture as W};\n//# sourceMappingURL=Bdb3B47T.js.map\n","/**\n * Checks if a given format is a depth texture format\n * @param format Format to check\n * @returns True if the format is a depth texture format\n */\nfunction IsDepthTexture(e){return e===13||e===14||e===15||e===16||e===17||e===18||e===19}\n/**\n * Gets the type of a depth texture for a given format\n * @param format Format of the texture\n * @returns The type of the depth texture\n */function GetTypeForDepthTexture(e){switch(e){case 13:case 17:case 18:case 14:case 16:return 1;case 15:return 5;case 19:return 0}return 0}\n/**\n * Checks if a given format has a stencil aspect\n * @param format Format to check\n * @returns True if the format has a stencil aspect\n */function HasStencilAspect(e){return e===13||e===17||e===18||e===19}export{GetTypeForDepthTexture as G,HasStencilAspect as H,IsDepthTexture as I};\n//# sourceMappingURL=B1g8MeKW.js.map\n","import{E as e,d as t,g as r,r as s,c as i,e as n,f as a,h as _,i as l,j as h,k as u,l as o,m as c,n as f,o as g}from\"./CX9Zyq1P.js\";import{Logger as d}from\"../Misc/logger.js\";import{IsWindowObjectExist as E}from\"../Misc/domManagement.js\";import{D as T}from\"./BDtJaKhy.js\";import{G as p}from\"./DI68bezJ.js\";import{A as R}from\"./Cn202uVB.js\";import{W as x}from\"./Bdb3B47T.js\";import{I as m}from\"./BbEdeXLR.js\";import{I as A,H as b}from\"./B1g8MeKW.js\";\n/**\n * Detect if the effect is a DrawWrapper\n * @param effect defines the entity to test\n * @returns if the entity is a DrawWrapper\n */function IsWrapper(e){return e.getPipelineContext===void 0}class WebGLShaderProcessor{constructor(){this.shaderLanguage=0}postProcessor(e,t,r,s,i){if(i.drawBuffersExtensionDisabled){const t=/#extension.+GL_EXT_draw_buffers.+(enable|require)/g;e=e.replace(t,\"\")}return e}}const S=/(flat\\s)?\\s*varying\\s*.*/;class WebGL2ShaderProcessor{constructor(){this.shaderLanguage=0}attributeProcessor(e){return e.replace(\"attribute\",\"in\")}varyingCheck(e,t){return S.test(e)}varyingProcessor(e,t){return e.replace(\"varying\",t?\"in\":\"out\")}postProcessor(e,t,r){const s=e.search(/#extension.+GL_EXT_draw_buffers.+require/)!==-1;const i=/#extension.+(GL_OVR_multiview2|GL_OES_standard_derivatives|GL_EXT_shader_texture_lod|GL_EXT_frag_depth|GL_EXT_draw_buffers).+(enable|require)/g;e=e.replace(i,\"\");e=e.replace(/texture2D\\s*\\(/g,\"texture(\");if(r){const t=e.search(/layout *\\(location *= *0\\) *out/g)!==-1;e=e.replace(/texture2DLodEXT\\s*\\(/g,\"textureLod(\");e=e.replace(/textureCubeLodEXT\\s*\\(/g,\"textureLod(\");e=e.replace(/textureCube\\s*\\(/g,\"texture(\");e=e.replace(/gl_FragDepthEXT/g,\"gl_FragDepth\");e=e.replace(/gl_FragColor/g,\"glFragColor\");e=e.replace(/gl_FragData/g,\"glFragData\");e=e.replace(/void\\s+?main\\s*\\(/g,(s||t?\"\":\"layout(location = 0) out vec4 glFragColor;\\n\")+\"void main(\")}else{const r=t.indexOf(\"#define MULTIVIEW\")!==-1;if(r)return\"#extension GL_OVR_multiview2 : require\\nlayout (num_views = 2) in;\\n\"+e}return e}}class WebGLDataBuffer extends T{constructor(e){super();this._buffer=e}get underlyingResource(){return this._buffer}}class BufferPointer{}class ThinEngine extends R{get name(){return this._name}set name(e){this._name=e}get version(){return this._webGLVersion}static get ShadersRepository(){return e.ShadersRepository}static set ShadersRepository(t){e.ShadersRepository=t}get supportsUniformBuffers(){return this.webGLVersion>1&&!this.disableUniformBuffers}get needPOTTextures(){return this._webGLVersion<2||this.forcePOTTextures}get _supportsHardwareTextureRescaling(){return false}\n/**\n     * sets the object from which width and height will be taken from when getting render width and height\n     * Will fallback to the gl object\n     * @param dimensions the framebuffer width and height that will be used.\n     */set framebufferDimensionsObject(e){this._framebufferDimensionsObject=e}snapshotRenderingReset(){this.snapshotRendering=false}\n/**\n     * Creates a new engine\n     * @param canvasOrContext defines the canvas or WebGL context to use for rendering. If you provide a WebGL context, Babylon.js will not hook events on the canvas (like pointers, keyboards, etc...) so no event observables will be available. This is mostly used when Babylon.js is used as a plugin on a system which already used the WebGL context\n     * @param antialias defines whether anti-aliasing should be enabled (default value is \"undefined\", meaning that the browser may or may not enable it)\n     * @param options defines further options to be sent to the getContext() function\n     * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)\n     */constructor(e,s,i,n){i=i||{};super(s??i.antialias,i,n);this._name=\"WebGL\";this.forcePOTTextures=false;this.validateShaderPrograms=false;this.disableUniformBuffers=false;this._webGLVersion=1;this._vertexAttribArraysEnabled=[];this._uintIndicesCurrentlySet=false;this._currentBoundBuffer=new Array;this._currentFramebuffer=null;this._dummyFramebuffer=null;this._currentBufferPointers=new Array;this._currentInstanceLocations=new Array;this._currentInstanceBuffers=new Array;this._vaoRecordInProgress=false;this._mustWipeVertexAttributes=false;this._nextFreeTextureSlots=new Array;this._maxSimultaneousTextures=0;this._maxMSAASamplesOverride=null;this._unpackFlipYCached=null;this.enableUnpackFlipYCached=true;this._boundUniforms={};if(!e)return;let a=null;if(e.getContext){a=e;i.preserveDrawingBuffer===void 0&&(i.preserveDrawingBuffer=false);i.xrCompatible===void 0&&(i.xrCompatible=false);if(navigator&&navigator.userAgent){this._setupMobileChecks();const e=navigator.userAgent;for(const t of ThinEngine.ExceptionList){const r=t.key;const s=t.targets;const n=new RegExp(r);if(n.test(e)){if(t.capture&&t.captureConstraint){const r=t.capture;const s=t.captureConstraint;const i=new RegExp(r);const n=i.exec(e);if(n&&n.length>0){const e=parseInt(n[n.length-1]);if(e>=s)continue}}for(const e of s)switch(e){case\"uniformBuffer\":this.disableUniformBuffers=true;break;case\"vao\":this.disableVertexArrayObjects=true;break;case\"antialias\":i.antialias=false;break;case\"maxMSAASamples\":this._maxMSAASamplesOverride=1;break}}}}if(this._doNotHandleContextLost)this._onContextLost=()=>{t(this._gl)};else{this._onContextLost=e=>{e.preventDefault();this._contextWasLost=true;t(this._gl);d.Warn(\"WebGL context lost.\");this.onContextLostObservable.notifyObservers(this)};this._onContextRestored=()=>{this._restoreEngineAfterContextLost((()=>this._initGLContext()))};a.addEventListener(\"webglcontextrestored\",this._onContextRestored,false);i.powerPreference=i.powerPreference||\"high-performance\"}a.addEventListener(\"webglcontextlost\",this._onContextLost,false);this._badDesktopOS&&(i.xrCompatible=false);if(!i.disableWebGL2Support)try{this._gl=a.getContext(\"webgl2\",i)||a.getContext(\"experimental-webgl2\",i);if(this._gl){this._webGLVersion=2;this._shaderPlatformName=\"WEBGL2\";if(!this._gl.deleteQuery){this._webGLVersion=1;this._shaderPlatformName=\"WEBGL1\"}}}catch(e){}if(!this._gl){if(!a)throw new Error(\"The provided canvas is null or undefined.\");try{this._gl=a.getContext(\"webgl\",i)||a.getContext(\"experimental-webgl\",i)}catch(e){throw new Error(\"WebGL not supported\")}}if(!this._gl)throw new Error(\"WebGL not supported\")}else{this._gl=e;a=this._gl.canvas;if(this._gl.renderbufferStorageMultisample){this._webGLVersion=2;this._shaderPlatformName=\"WEBGL2\"}else this._shaderPlatformName=\"WEBGL1\";const t=this._gl.getContextAttributes();t&&(i.stencil=t.stencil)}this._sharedInit(a);this._gl.pixelStorei(this._gl.UNPACK_COLORSPACE_CONVERSION_WEBGL,this._gl.NONE);i.useHighPrecisionFloats!==void 0&&(this._highPrecisionShadersAllowed=i.useHighPrecisionFloats);this.resize();this._initGLContext();this._initFeatures();for(let e=0;e<this._caps.maxVertexAttribs;e++)this._currentBufferPointers[e]=new BufferPointer;this._shaderProcessor=this.webGLVersion>1?new WebGL2ShaderProcessor:new WebGLShaderProcessor;const _=`Babylon.js v${ThinEngine.Version}`;d.Log(_+` - ${this.description}`);this._renderingCanvas&&this._renderingCanvas.setAttribute&&this._renderingCanvas.setAttribute(\"data-engine\",_);const l=r(this._gl);l.validateShaderPrograms=this.validateShaderPrograms;l.parallelShaderCompile=this._caps.parallelShaderCompile}_clearEmptyResources(){this._dummyFramebuffer=null;super._clearEmptyResources()}_getShaderProcessingContext(e){return null}\n/**\n     * Gets a boolean indicating if all created effects are ready\n     * @returns true if all effects are ready\n     */areAllEffectsReady(){for(const e in this._compiledEffects){const t=this._compiledEffects[e];if(!t.isReady())return false}return true}_initGLContext(){this._caps={maxTexturesImageUnits:this._gl.getParameter(this._gl.MAX_TEXTURE_IMAGE_UNITS),maxCombinedTexturesImageUnits:this._gl.getParameter(this._gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS),maxVertexTextureImageUnits:this._gl.getParameter(this._gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS),maxTextureSize:this._gl.getParameter(this._gl.MAX_TEXTURE_SIZE),maxSamples:this._webGLVersion>1?this._gl.getParameter(this._gl.MAX_SAMPLES):1,maxCubemapTextureSize:this._gl.getParameter(this._gl.MAX_CUBE_MAP_TEXTURE_SIZE),maxRenderTextureSize:this._gl.getParameter(this._gl.MAX_RENDERBUFFER_SIZE),maxVertexAttribs:this._gl.getParameter(this._gl.MAX_VERTEX_ATTRIBS),maxVaryingVectors:this._gl.getParameter(this._gl.MAX_VARYING_VECTORS),maxFragmentUniformVectors:this._gl.getParameter(this._gl.MAX_FRAGMENT_UNIFORM_VECTORS),maxVertexUniformVectors:this._gl.getParameter(this._gl.MAX_VERTEX_UNIFORM_VECTORS),parallelShaderCompile:this._gl.getExtension(\"KHR_parallel_shader_compile\")||void 0,standardDerivatives:this._webGLVersion>1||this._gl.getExtension(\"OES_standard_derivatives\")!==null,maxAnisotropy:1,astc:this._gl.getExtension(\"WEBGL_compressed_texture_astc\")||this._gl.getExtension(\"WEBKIT_WEBGL_compressed_texture_astc\"),bptc:this._gl.getExtension(\"EXT_texture_compression_bptc\")||this._gl.getExtension(\"WEBKIT_EXT_texture_compression_bptc\"),s3tc:this._gl.getExtension(\"WEBGL_compressed_texture_s3tc\")||this._gl.getExtension(\"WEBKIT_WEBGL_compressed_texture_s3tc\"),s3tc_srgb:this._gl.getExtension(\"WEBGL_compressed_texture_s3tc_srgb\")||this._gl.getExtension(\"WEBKIT_WEBGL_compressed_texture_s3tc_srgb\"),pvrtc:this._gl.getExtension(\"WEBGL_compressed_texture_pvrtc\")||this._gl.getExtension(\"WEBKIT_WEBGL_compressed_texture_pvrtc\"),etc1:this._gl.getExtension(\"WEBGL_compressed_texture_etc1\")||this._gl.getExtension(\"WEBKIT_WEBGL_compressed_texture_etc1\"),etc2:this._gl.getExtension(\"WEBGL_compressed_texture_etc\")||this._gl.getExtension(\"WEBKIT_WEBGL_compressed_texture_etc\")||this._gl.getExtension(\"WEBGL_compressed_texture_es3_0\"),textureAnisotropicFilterExtension:this._gl.getExtension(\"EXT_texture_filter_anisotropic\")||this._gl.getExtension(\"WEBKIT_EXT_texture_filter_anisotropic\")||this._gl.getExtension(\"MOZ_EXT_texture_filter_anisotropic\"),uintIndices:this._webGLVersion>1||this._gl.getExtension(\"OES_element_index_uint\")!==null,fragmentDepthSupported:this._webGLVersion>1||this._gl.getExtension(\"EXT_frag_depth\")!==null,highPrecisionShaderSupported:false,timerQuery:this._gl.getExtension(\"EXT_disjoint_timer_query_webgl2\")||this._gl.getExtension(\"EXT_disjoint_timer_query\"),supportOcclusionQuery:this._webGLVersion>1,canUseTimestampForTimerQuery:false,drawBuffersExtension:false,maxMSAASamples:1,colorBufferFloat:!!(this._webGLVersion>1&&this._gl.getExtension(\"EXT_color_buffer_float\")),supportFloatTexturesResolve:false,rg11b10ufColorRenderable:false,colorBufferHalfFloat:!!(this._webGLVersion>1&&this._gl.getExtension(\"EXT_color_buffer_half_float\")),textureFloat:!!(this._webGLVersion>1||this._gl.getExtension(\"OES_texture_float\")),textureHalfFloat:!!(this._webGLVersion>1||this._gl.getExtension(\"OES_texture_half_float\")),textureHalfFloatRender:false,textureFloatLinearFiltering:false,textureFloatRender:false,textureHalfFloatLinearFiltering:false,vertexArrayObject:false,instancedArrays:false,textureLOD:!!(this._webGLVersion>1||this._gl.getExtension(\"EXT_shader_texture_lod\")),texelFetch:this._webGLVersion!==1,blendMinMax:false,multiview:this._gl.getExtension(\"OVR_multiview2\"),oculusMultiview:this._gl.getExtension(\"OCULUS_multiview\"),depthTextureExtension:false,canUseGLInstanceID:this._webGLVersion>1,canUseGLVertexID:this._webGLVersion>1,supportComputeShaders:false,supportSRGBBuffers:false,supportTransformFeedbacks:this._webGLVersion>1,textureMaxLevel:this._webGLVersion>1,texture2DArrayMaxLayerCount:this._webGLVersion>1?this._gl.getParameter(this._gl.MAX_ARRAY_TEXTURE_LAYERS):128,disableMorphTargetTexture:false,textureNorm16:!!this._gl.getExtension(\"EXT_texture_norm16\")};this._caps.supportFloatTexturesResolve=this._caps.colorBufferFloat;this._caps.rg11b10ufColorRenderable=this._caps.colorBufferFloat;this._glVersion=this._gl.getParameter(this._gl.VERSION);const e=this._gl.getExtension(\"WEBGL_debug_renderer_info\");if(e!=null){this._glRenderer=this._gl.getParameter(e.UNMASKED_RENDERER_WEBGL);this._glVendor=this._gl.getParameter(e.UNMASKED_VENDOR_WEBGL)}this._glVendor||(this._glVendor=this._gl.getParameter(this._gl.VENDOR)||\"Unknown vendor\");this._glRenderer||(this._glRenderer=this._gl.getParameter(this._gl.RENDERER)||\"Unknown renderer\");this._gl.HALF_FLOAT_OES!==36193&&(this._gl.HALF_FLOAT_OES=36193);this._gl.RGBA16F!==34842&&(this._gl.RGBA16F=34842);this._gl.RGBA32F!==34836&&(this._gl.RGBA32F=34836);this._gl.DEPTH24_STENCIL8!==35056&&(this._gl.DEPTH24_STENCIL8=35056);if(this._caps.timerQuery){this._webGLVersion===1&&(this._gl.getQuery=this._caps.timerQuery.getQueryEXT.bind(this._caps.timerQuery));this._caps.canUseTimestampForTimerQuery=(this._gl.getQuery(this._caps.timerQuery.TIMESTAMP_EXT,this._caps.timerQuery.QUERY_COUNTER_BITS_EXT)??0)>0}this._caps.maxAnisotropy=this._caps.textureAnisotropicFilterExtension?this._gl.getParameter(this._caps.textureAnisotropicFilterExtension.MAX_TEXTURE_MAX_ANISOTROPY_EXT):0;this._caps.textureFloatLinearFiltering=!(!this._caps.textureFloat||!this._gl.getExtension(\"OES_texture_float_linear\"));this._caps.textureFloatRender=!(!this._caps.textureFloat||!this._canRenderToFloatFramebuffer());this._caps.textureHalfFloatLinearFiltering=!!(this._webGLVersion>1||this._caps.textureHalfFloat&&this._gl.getExtension(\"OES_texture_half_float_linear\"));if(this._caps.textureNorm16){this._gl.R16_EXT=33322;this._gl.RG16_EXT=33324;this._gl.RGB16_EXT=32852;this._gl.RGBA16_EXT=32859;this._gl.R16_SNORM_EXT=36760;this._gl.RG16_SNORM_EXT=36761;this._gl.RGB16_SNORM_EXT=36762;this._gl.RGBA16_SNORM_EXT=36763}this._caps.astc&&(this._gl.COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR=this._caps.astc.COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR);this._caps.bptc&&(this._gl.COMPRESSED_SRGB_ALPHA_BPTC_UNORM_EXT=this._caps.bptc.COMPRESSED_SRGB_ALPHA_BPTC_UNORM_EXT);if(this._caps.s3tc_srgb){this._gl.COMPRESSED_SRGB_S3TC_DXT1_EXT=this._caps.s3tc_srgb.COMPRESSED_SRGB_S3TC_DXT1_EXT;this._gl.COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT=this._caps.s3tc_srgb.COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT;this._gl.COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT=this._caps.s3tc_srgb.COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT}if(this._caps.etc2){this._gl.COMPRESSED_SRGB8_ETC2=this._caps.etc2.COMPRESSED_SRGB8_ETC2;this._gl.COMPRESSED_SRGB8_ALPHA8_ETC2_EAC=this._caps.etc2.COMPRESSED_SRGB8_ALPHA8_ETC2_EAC}this._webGLVersion>1&&this._gl.HALF_FLOAT_OES!==5131&&(this._gl.HALF_FLOAT_OES=5131);this._caps.textureHalfFloatRender=this._caps.textureHalfFloat&&this._canRenderToHalfFloatFramebuffer();if(this._webGLVersion>1){this._caps.drawBuffersExtension=true;this._caps.maxMSAASamples=this._maxMSAASamplesOverride!==null?this._maxMSAASamplesOverride:this._gl.getParameter(this._gl.MAX_SAMPLES);this._caps.maxDrawBuffers=this._gl.getParameter(this._gl.MAX_DRAW_BUFFERS)}else{const e=this._gl.getExtension(\"WEBGL_draw_buffers\");if(e!==null){this._caps.drawBuffersExtension=true;this._gl.drawBuffers=e.drawBuffersWEBGL.bind(e);this._caps.maxDrawBuffers=this._gl.getParameter(e.MAX_DRAW_BUFFERS_WEBGL);this._gl.DRAW_FRAMEBUFFER=this._gl.FRAMEBUFFER;for(let t=0;t<16;t++)this._gl[\"COLOR_ATTACHMENT\"+t+\"_WEBGL\"]=e[\"COLOR_ATTACHMENT\"+t+\"_WEBGL\"]}}if(this._webGLVersion>1)this._caps.depthTextureExtension=true;else{const e=this._gl.getExtension(\"WEBGL_depth_texture\");if(e!=null){this._caps.depthTextureExtension=true;this._gl.UNSIGNED_INT_24_8=e.UNSIGNED_INT_24_8_WEBGL}}if(this.disableVertexArrayObjects)this._caps.vertexArrayObject=false;else if(this._webGLVersion>1)this._caps.vertexArrayObject=true;else{const e=this._gl.getExtension(\"OES_vertex_array_object\");if(e!=null){this._caps.vertexArrayObject=true;this._gl.createVertexArray=e.createVertexArrayOES.bind(e);this._gl.bindVertexArray=e.bindVertexArrayOES.bind(e);this._gl.deleteVertexArray=e.deleteVertexArrayOES.bind(e)}}if(this._webGLVersion>1)this._caps.instancedArrays=true;else{const e=this._gl.getExtension(\"ANGLE_instanced_arrays\");if(e!=null){this._caps.instancedArrays=true;this._gl.drawArraysInstanced=e.drawArraysInstancedANGLE.bind(e);this._gl.drawElementsInstanced=e.drawElementsInstancedANGLE.bind(e);this._gl.vertexAttribDivisor=e.vertexAttribDivisorANGLE.bind(e)}else this._caps.instancedArrays=false}if(this._gl.getShaderPrecisionFormat){const e=this._gl.getShaderPrecisionFormat(this._gl.VERTEX_SHADER,this._gl.HIGH_FLOAT);const t=this._gl.getShaderPrecisionFormat(this._gl.FRAGMENT_SHADER,this._gl.HIGH_FLOAT);e&&t&&(this._caps.highPrecisionShaderSupported=e.precision!==0&&t.precision!==0)}if(this._webGLVersion>1)this._caps.blendMinMax=true;else{const e=this._gl.getExtension(\"EXT_blend_minmax\");if(e!=null){this._caps.blendMinMax=true;this._gl.MAX=e.MAX_EXT;this._gl.MIN=e.MIN_EXT}}if(!this._caps.supportSRGBBuffers){if(this._webGLVersion>1){this._caps.supportSRGBBuffers=true;this._glSRGBExtensionValues={SRGB:WebGL2RenderingContext.SRGB,SRGB8:WebGL2RenderingContext.SRGB8,SRGB8_ALPHA8:WebGL2RenderingContext.SRGB8_ALPHA8}}else{const e=this._gl.getExtension(\"EXT_sRGB\");if(e!=null){this._caps.supportSRGBBuffers=true;this._glSRGBExtensionValues={SRGB:e.SRGB_EXT,SRGB8:e.SRGB_ALPHA_EXT,SRGB8_ALPHA8:e.SRGB_ALPHA_EXT}}}if(this._creationOptions){const e=this._creationOptions.forceSRGBBufferSupportState;e!==void 0&&(this._caps.supportSRGBBuffers=this._caps.supportSRGBBuffers&&e)}}this._depthCullingState.depthTest=true;this._depthCullingState.depthFunc=this._gl.LEQUAL;this._depthCullingState.depthMask=true;this._maxSimultaneousTextures=this._caps.maxCombinedTexturesImageUnits;for(let e=0;e<this._maxSimultaneousTextures;e++)this._nextFreeTextureSlots.push(e);this._glRenderer===\"Mali-G72\"&&(this._caps.disableMorphTargetTexture=true)}_initFeatures(){this._features={forceBitmapOverHTMLImageElement:typeof HTMLImageElement===\"undefined\",supportRenderAndCopyToLodForFloatTextures:this._webGLVersion!==1,supportDepthStencilTexture:this._webGLVersion!==1,supportShadowSamplers:this._webGLVersion!==1,uniformBufferHardCheckMatrix:false,allowTexturePrefiltering:this._webGLVersion!==1,trackUbosInFrame:false,checkUbosContentBeforeUpload:false,supportCSM:this._webGLVersion!==1,basisNeedsPOT:this._webGLVersion===1,support3DTextures:this._webGLVersion!==1,needTypeSuffixInShaderConstants:this._webGLVersion!==1,supportMSAA:this._webGLVersion!==1,supportSSAO2:this._webGLVersion!==1,supportIBLShadows:this._webGLVersion!==1,supportExtendedTextureFormats:this._webGLVersion!==1,supportSwitchCaseInShader:this._webGLVersion!==1,supportSyncTextureRead:true,needsInvertingBitmap:true,useUBOBindingCache:true,needShaderCodeInlining:false,needToAlwaysBindUniformBuffers:false,supportRenderPasses:false,supportSpriteInstancing:true,forceVertexBufferStrideAndOffsetMultiple4Bytes:false,_checkNonFloatVertexBuffersDontRecreatePipelineContext:false,_collectUbosUpdatedInFrame:false}}get webGLVersion(){return this._webGLVersion}\n/**\n     * Gets a string identifying the name of the class\n     * @returns \"Engine\" string\n     */getClassName(){return\"ThinEngine\"}_prepareWorkingCanvas(){if(this._workingCanvas)return;this._workingCanvas=this.createCanvas(1,1);const e=this._workingCanvas.getContext(\"2d\");e&&(this._workingContext=e)}\n/**\n     * Gets an object containing information about the current engine context\n     * @returns an object containing the vendor, the renderer and the version of the current engine context\n     */getInfo(){return this.getGlInfo()}\n/**\n     * Gets an object containing information about the current webGL context\n     * @returns an object containing the vendor, the renderer and the version of the current webGL context\n     */getGlInfo(){return{vendor:this._glVendor,renderer:this._glRenderer,version:this._glVersion}}extractDriverInfo(){const e=this.getGlInfo();return e&&e.renderer?e.renderer:\"\"}\n/**\n     * Gets the current render width\n     * @param useScreen defines if screen size must be used (or the current render target if any)\n     * @returns a number defining the current render width\n     */getRenderWidth(e=false){return!e&&this._currentRenderTarget?this._currentRenderTarget.width:this._framebufferDimensionsObject?this._framebufferDimensionsObject.framebufferWidth:this._gl.drawingBufferWidth}\n/**\n     * Gets the current render height\n     * @param useScreen defines if screen size must be used (or the current render target if any)\n     * @returns a number defining the current render height\n     */getRenderHeight(e=false){return!e&&this._currentRenderTarget?this._currentRenderTarget.height:this._framebufferDimensionsObject?this._framebufferDimensionsObject.framebufferHeight:this._gl.drawingBufferHeight}\n/**\n     * Clear the current render buffer or the current render target (if any is set up)\n     * @param color defines the color to use\n     * @param backBuffer defines if the back buffer must be cleared\n     * @param depth defines if the depth buffer must be cleared\n     * @param stencil defines if the stencil buffer must be cleared\n     */clear(e,t,r,s=false){const i=this.stencilStateComposer.useStencilGlobalOnly;this.stencilStateComposer.useStencilGlobalOnly=true;this.applyStates();this.stencilStateComposer.useStencilGlobalOnly=i;let n=0;if(t&&e){let t=true;if(this._currentRenderTarget){const r=this._currentRenderTarget.texture?.format;if(r===8||r===9||r===10||r===11){const r=this._currentRenderTarget.texture?.type;if(r===7||r===5){ThinEngine._TempClearColorUint32[0]=e.r*255;ThinEngine._TempClearColorUint32[1]=e.g*255;ThinEngine._TempClearColorUint32[2]=e.b*255;ThinEngine._TempClearColorUint32[3]=e.a*255;this._gl.clearBufferuiv(this._gl.COLOR,0,ThinEngine._TempClearColorUint32);t=false}else{ThinEngine._TempClearColorInt32[0]=e.r*255;ThinEngine._TempClearColorInt32[1]=e.g*255;ThinEngine._TempClearColorInt32[2]=e.b*255;ThinEngine._TempClearColorInt32[3]=e.a*255;this._gl.clearBufferiv(this._gl.COLOR,0,ThinEngine._TempClearColorInt32);t=false}}}if(t){this._gl.clearColor(e.r,e.g,e.b,e.a!==void 0?e.a:1);n|=this._gl.COLOR_BUFFER_BIT}}if(r){if(this.useReverseDepthBuffer){this._depthCullingState.depthFunc=this._gl.GEQUAL;this._gl.clearDepth(0)}else this._gl.clearDepth(1);n|=this._gl.DEPTH_BUFFER_BIT}if(s){this._gl.clearStencil(0);n|=this._gl.STENCIL_BUFFER_BIT}this._gl.clear(n)}_viewport(e,t,r,s){if(e!==this._viewportCached.x||t!==this._viewportCached.y||r!==this._viewportCached.z||s!==this._viewportCached.w){this._viewportCached.x=e;this._viewportCached.y=t;this._viewportCached.z=r;this._viewportCached.w=s;this._gl.viewport(e,t,r,s)}}endFrame(){super.endFrame();this._badOS&&this.flushFramebuffer()}get performanceMonitor(){throw new Error(\"Not Supported by ThinEngine\")}\n/**\n     * Binds the frame buffer to the specified texture.\n     * @param rtWrapper The render target wrapper to render to\n     * @param faceIndex The face of the texture to render to in case of cube texture and if the render target wrapper is not a multi render target\n     * @param requiredWidth The width of the target to render to\n     * @param requiredHeight The height of the target to render to\n     * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true\n     * @param lodLevel Defines the lod level to bind to the frame buffer\n     * @param layer Defines the 2d array index to bind to the frame buffer if the render target wrapper is not a multi render target\n     */bindFramebuffer(e,t=0,r,s,i,n=0,a=0){const _=e;this._currentRenderTarget&&this.unBindFramebuffer(this._currentRenderTarget);this._currentRenderTarget=e;this._bindUnboundFramebuffer(_._framebuffer);const l=this._gl;if(!e.isMulti)if(e.is2DArray||e.is3D){l.framebufferTextureLayer(l.FRAMEBUFFER,l.COLOR_ATTACHMENT0,e.texture._hardwareTexture?.underlyingResource,n,a);_._currentLOD=n}else if(e.isCube)l.framebufferTexture2D(l.FRAMEBUFFER,l.COLOR_ATTACHMENT0,l.TEXTURE_CUBE_MAP_POSITIVE_X+t,e.texture._hardwareTexture?.underlyingResource,n);else if(_._currentLOD!==n){l.framebufferTexture2D(l.FRAMEBUFFER,l.COLOR_ATTACHMENT0,l.TEXTURE_2D,e.texture._hardwareTexture?.underlyingResource,n);_._currentLOD=n}const h=e._depthStencilTexture;if(h){e.is3D&&(e.texture.width===h.width&&e.texture.height===h.height&&e.texture.depth===h.depth||d.Warn(\"Depth/Stencil attachment for 3D target must have same dimensions as color attachment\"));const r=e._depthStencilTextureWithStencil?l.DEPTH_STENCIL_ATTACHMENT:l.DEPTH_ATTACHMENT;e.is2DArray||e.is3D?l.framebufferTextureLayer(l.FRAMEBUFFER,r,h._hardwareTexture?.underlyingResource,n,a):e.isCube?l.framebufferTexture2D(l.FRAMEBUFFER,r,l.TEXTURE_CUBE_MAP_POSITIVE_X+t,h._hardwareTexture?.underlyingResource,n):l.framebufferTexture2D(l.FRAMEBUFFER,r,l.TEXTURE_2D,h._hardwareTexture?.underlyingResource,n)}_._MSAAFramebuffer&&this._bindUnboundFramebuffer(_._MSAAFramebuffer);if(this._cachedViewport&&!i)this.setViewport(this._cachedViewport,r,s);else{if(!r){r=e.width;n&&(r/=Math.pow(2,n))}if(!s){s=e.height;n&&(s/=Math.pow(2,n))}this._viewport(0,0,r,s)}this.wipeCaches()}setStateCullFaceType(e,t){const r=this.cullBackFaces??e??true?this._gl.BACK:this._gl.FRONT;(this._depthCullingState.cullFace!==r||t)&&(this._depthCullingState.cullFace=r)}\n/**\n     * Set various states to the webGL context\n     * @param culling defines culling state: true to enable culling, false to disable it\n     * @param zOffset defines the value to apply to zOffset (0 by default)\n     * @param force defines if states must be applied even if cache is up to date\n     * @param reverseSide defines if culling must be reversed (CCW if false, CW if true)\n     * @param cullBackFaces true to cull back faces, false to cull front faces (if culling is enabled)\n     * @param stencil stencil states to set\n     * @param zOffsetUnits defines the value to apply to zOffsetUnits (0 by default)\n     */setState(e,t=0,r,s=false,i,n,a=0){(this._depthCullingState.cull!==e||r)&&(this._depthCullingState.cull=e);this.setStateCullFaceType(i,r);this.setZOffset(t);this.setZOffsetUnits(a);const _=s?this._gl.CW:this._gl.CCW;(this._depthCullingState.frontFace!==_||r)&&(this._depthCullingState.frontFace=_);this._stencilStateComposer.stencilMaterial=n}_bindUnboundFramebuffer(e){if(this._currentFramebuffer!==e){this._gl.bindFramebuffer(this._gl.FRAMEBUFFER,e);this._currentFramebuffer=e}}_currentFrameBufferIsDefaultFrameBuffer(){return this._currentFramebuffer===null}\n/**\n     * Generates the mipmaps for a texture\n     * @param texture texture to generate the mipmaps for\n     */generateMipmaps(e){const t=this._getTextureTarget(e);this._bindTextureDirectly(t,e,true);this._gl.generateMipmap(t);this._bindTextureDirectly(t,null)}\n/**\n     * Unbind the current render target texture from the webGL context\n     * @param texture defines the render target wrapper to unbind\n     * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated\n     * @param onBeforeUnbind defines a function which will be called before the effective unbind\n     */unBindFramebuffer(e,t=false,r){const s=e;this._currentRenderTarget=null;s.disableAutomaticMSAAResolve||(e.isMulti?this.resolveMultiFramebuffer(e):this.resolveFramebuffer(e));t||(e.isMulti?this.generateMipMapsMultiFramebuffer(e):this.generateMipMapsFramebuffer(e));if(r){s._MSAAFramebuffer&&this._bindUnboundFramebuffer(s._framebuffer);r()}this._bindUnboundFramebuffer(null)}\n/**\n     * Generates mipmaps for the texture of the (single) render target\n     * @param texture The render target containing the texture to generate the mipmaps for\n     */generateMipMapsFramebuffer(e){e.isMulti||!e.texture?.generateMipMaps||e.isCube||this.generateMipmaps(e.texture)}\n/**\n     * Resolves the MSAA texture of the (single) render target into its non-MSAA version.\n     * Note that if \"texture\" is not a MSAA render target, no resolve is performed.\n     * @param texture  The render target texture containing the MSAA textures to resolve\n     */resolveFramebuffer(e){const t=e;const r=this._gl;if(!t._MSAAFramebuffer||t.isMulti)return;let s=t.resolveMSAAColors?r.COLOR_BUFFER_BIT:0;s|=t._generateDepthBuffer&&t.resolveMSAADepth?r.DEPTH_BUFFER_BIT:0;s|=t._generateStencilBuffer&&t.resolveMSAAStencil?r.STENCIL_BUFFER_BIT:0;r.bindFramebuffer(r.READ_FRAMEBUFFER,t._MSAAFramebuffer);r.bindFramebuffer(r.DRAW_FRAMEBUFFER,t._framebuffer);r.blitFramebuffer(0,0,e.width,e.height,0,0,e.width,e.height,s,r.NEAREST)}flushFramebuffer(){this._gl.flush()}restoreDefaultFramebuffer(){this._currentRenderTarget?this.unBindFramebuffer(this._currentRenderTarget):this._bindUnboundFramebuffer(null);this._cachedViewport&&this.setViewport(this._cachedViewport);this.wipeCaches()}_resetVertexBufferBinding(){this.bindArrayBuffer(null);this._cachedVertexBuffers=null}\n/**\n     * Creates a vertex buffer\n     * @param data the data or size for the vertex buffer\n     * @param _updatable whether the buffer should be created as updatable\n     * @param _label defines the label of the buffer (for debug purpose)\n     * @returns the new WebGL static buffer\n     */createVertexBuffer(e,t,r){return this._createVertexBuffer(e,this._gl.STATIC_DRAW)}_createVertexBuffer(e,t){const r=this._gl.createBuffer();if(!r)throw new Error(\"Unable to create vertex buffer\");const s=new WebGLDataBuffer(r);this.bindArrayBuffer(s);if(typeof e!==\"number\")if(e instanceof Array){this._gl.bufferData(this._gl.ARRAY_BUFFER,new Float32Array(e),t);s.capacity=e.length*4}else{this._gl.bufferData(this._gl.ARRAY_BUFFER,e,t);s.capacity=e.byteLength}else{this._gl.bufferData(this._gl.ARRAY_BUFFER,new Uint8Array(e),t);s.capacity=e}this._resetVertexBufferBinding();s.references=1;return s}\n/**\n     * Creates a dynamic vertex buffer\n     * @param data the data for the dynamic vertex buffer\n     * @param _label defines the label of the buffer (for debug purpose)\n     * @returns the new WebGL dynamic buffer\n     */createDynamicVertexBuffer(e,t){return this._createVertexBuffer(e,this._gl.DYNAMIC_DRAW)}_resetIndexBufferBinding(){this.bindIndexBuffer(null);this._cachedIndexBuffer=null}\n/**\n     * Creates a new index buffer\n     * @param indices defines the content of the index buffer\n     * @param updatable defines if the index buffer must be updatable\n     * @param _label defines the label of the buffer (for debug purpose)\n     * @returns a new webGL buffer\n     */createIndexBuffer(e,t,r){const s=this._gl.createBuffer();const i=new WebGLDataBuffer(s);if(!s)throw new Error(\"Unable to create index buffer\");this.bindIndexBuffer(i);const n=this._normalizeIndexData(e);this._gl.bufferData(this._gl.ELEMENT_ARRAY_BUFFER,n,t?this._gl.DYNAMIC_DRAW:this._gl.STATIC_DRAW);this._resetIndexBufferBinding();i.references=1;i.is32Bits=n.BYTES_PER_ELEMENT===4;return i}_normalizeIndexData(e){const t=e.BYTES_PER_ELEMENT;if(t===2)return e;if(this._caps.uintIndices){if(e instanceof Uint32Array)return e;for(let t=0;t<e.length;t++)if(e[t]>=65535)return new Uint32Array(e);return new Uint16Array(e)}return new Uint16Array(e)}\n/**\n     * Bind a webGL buffer to the webGL context\n     * @param buffer defines the buffer to bind\n     */bindArrayBuffer(e){this._vaoRecordInProgress||this._unbindVertexArrayObject();this._bindBuffer(e,this._gl.ARRAY_BUFFER)}\n/**\n     * Bind a specific block at a given index in a specific shader program\n     * @param pipelineContext defines the pipeline context to use\n     * @param blockName defines the block name\n     * @param index defines the index where to bind the block\n     */bindUniformBlock(e,t,r){const s=e.program;const i=this._gl.getUniformBlockIndex(s,t);this._gl.uniformBlockBinding(s,i,r)}bindIndexBuffer(e){this._vaoRecordInProgress||this._unbindVertexArrayObject();this._bindBuffer(e,this._gl.ELEMENT_ARRAY_BUFFER)}_bindBuffer(e,t){if(this._vaoRecordInProgress||this._currentBoundBuffer[t]!==e){this._gl.bindBuffer(t,e?e.underlyingResource:null);this._currentBoundBuffer[t]=e}}\n/**\n     * update the bound buffer with the given data\n     * @param data defines the data to update\n     */updateArrayBuffer(e){this._gl.bufferSubData(this._gl.ARRAY_BUFFER,0,e)}_vertexAttribPointer(e,t,r,s,i,n,a){const _=this._currentBufferPointers[t];if(!_)return;let l=false;if(_.active){if(_.buffer!==e){_.buffer=e;l=true}if(_.size!==r){_.size=r;l=true}if(_.type!==s){_.type=s;l=true}if(_.normalized!==i){_.normalized=i;l=true}if(_.stride!==n){_.stride=n;l=true}if(_.offset!==a){_.offset=a;l=true}}else{l=true;_.active=true;_.index=t;_.size=r;_.type=s;_.normalized=i;_.stride=n;_.offset=a;_.buffer=e}if(l||this._vaoRecordInProgress){this.bindArrayBuffer(e);s===this._gl.UNSIGNED_INT||s===this._gl.INT?this._gl.vertexAttribIPointer(t,r,s,n,a):this._gl.vertexAttribPointer(t,r,s,i,n,a)}}_bindIndexBufferWithCache(e){if(e!=null&&this._cachedIndexBuffer!==e){this._cachedIndexBuffer=e;this.bindIndexBuffer(e);this._uintIndicesCurrentlySet=e.is32Bits}}_bindVertexBuffersAttributes(e,t,r){const s=t.getAttributesNames();this._vaoRecordInProgress||this._unbindVertexArrayObject();this.unbindAllAttributes();for(let i=0;i<s.length;i++){const n=t.getAttributeLocation(i);if(n>=0){const t=s[i];let a=null;r&&(a=r[t]);a||(a=e[t]);if(!a)continue;this._gl.enableVertexAttribArray(n);this._vaoRecordInProgress||(this._vertexAttribArraysEnabled[n]=true);const _=a.getBuffer();if(_){this._vertexAttribPointer(_,n,a.getSize(),a.type,a.normalized,a.byteStride,a.byteOffset);if(a.getIsInstanced()){this._gl.vertexAttribDivisor(n,a.getInstanceDivisor());if(!this._vaoRecordInProgress){this._currentInstanceLocations.push(n);this._currentInstanceBuffers.push(_)}}}}}}\n/**\n     * Records a vertex array object\n     * @see https://doc.babylonjs.com/setup/support/webGL2#vertex-array-objects\n     * @param vertexBuffers defines the list of vertex buffers to store\n     * @param indexBuffer defines the index buffer to store\n     * @param effect defines the effect to store\n     * @param overrideVertexBuffers defines optional list of avertex buffers that overrides the entries in vertexBuffers\n     * @returns the new vertex array object\n     */recordVertexArrayObject(e,t,r,s){const i=this._gl.createVertexArray();if(!i)throw new Error(\"Unable to create VAO\");this._vaoRecordInProgress=true;this._gl.bindVertexArray(i);this._mustWipeVertexAttributes=true;this._bindVertexBuffersAttributes(e,r,s);this.bindIndexBuffer(t);this._vaoRecordInProgress=false;this._gl.bindVertexArray(null);return i}\n/**\n     * Bind a specific vertex array object\n     * @see https://doc.babylonjs.com/setup/support/webGL2#vertex-array-objects\n     * @param vertexArrayObject defines the vertex array object to bind\n     * @param indexBuffer defines the index buffer to bind\n     */bindVertexArrayObject(e,t){if(this._cachedVertexArrayObject!==e){this._cachedVertexArrayObject=e;this._gl.bindVertexArray(e);this._cachedVertexBuffers=null;this._cachedIndexBuffer=null;this._uintIndicesCurrentlySet=t!=null&&t.is32Bits;this._mustWipeVertexAttributes=true}}\n/**\n     * Bind webGl buffers directly to the webGL context\n     * @param vertexBuffer defines the vertex buffer to bind\n     * @param indexBuffer defines the index buffer to bind\n     * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer\n     * @param vertexStrideSize defines the vertex stride of the vertex buffer\n     * @param effect defines the effect associated with the vertex buffer\n     */bindBuffersDirectly(e,t,r,s,i){if(this._cachedVertexBuffers!==e||this._cachedEffectForVertexBuffers!==i){this._cachedVertexBuffers=e;this._cachedEffectForVertexBuffers=i;const t=i.getAttributesCount();this._unbindVertexArrayObject();this.unbindAllAttributes();let n=0;for(let a=0;a<t;a++)if(a<r.length){const t=i.getAttributeLocation(a);if(t>=0){this._gl.enableVertexAttribArray(t);this._vertexAttribArraysEnabled[t]=true;this._vertexAttribPointer(e,t,r[a],this._gl.FLOAT,false,s,n)}n+=r[a]*4}}this._bindIndexBufferWithCache(t)}_unbindVertexArrayObject(){if(this._cachedVertexArrayObject){this._cachedVertexArrayObject=null;this._gl.bindVertexArray(null)}}\n/**\n     * Bind a list of vertex buffers to the webGL context\n     * @param vertexBuffers defines the list of vertex buffers to bind\n     * @param indexBuffer defines the index buffer to bind\n     * @param effect defines the effect associated with the vertex buffers\n     * @param overrideVertexBuffers defines optional list of avertex buffers that overrides the entries in vertexBuffers\n     */bindBuffers(e,t,r,s){if(this._cachedVertexBuffers!==e||this._cachedEffectForVertexBuffers!==r){this._cachedVertexBuffers=e;this._cachedEffectForVertexBuffers=r;this._bindVertexBuffersAttributes(e,r,s)}this._bindIndexBufferWithCache(t)}unbindInstanceAttributes(){let e;for(let t=0,r=this._currentInstanceLocations.length;t<r;t++){const r=this._currentInstanceBuffers[t];if(e!=r&&r.references){e=r;this.bindArrayBuffer(r)}const s=this._currentInstanceLocations[t];this._gl.vertexAttribDivisor(s,0)}this._currentInstanceBuffers.length=0;this._currentInstanceLocations.length=0}\n/**\n     * Release and free the memory of a vertex array object\n     * @param vao defines the vertex array object to delete\n     */releaseVertexArrayObject(e){this._gl.deleteVertexArray(e)}_releaseBuffer(e){e.references--;if(e.references===0){this._deleteBuffer(e);return true}return false}_deleteBuffer(e){this._gl.deleteBuffer(e.underlyingResource)}\n/**\n     * Update the content of a webGL buffer used with instantiation and bind it to the webGL context\n     * @param instancesBuffer defines the webGL buffer to update and bind\n     * @param data defines the data to store in the buffer\n     * @param offsetLocations defines the offsets or attributes information used to determine where data must be stored in the buffer\n     */updateAndBindInstancesBuffer(e,t,r){this.bindArrayBuffer(e);t&&this._gl.bufferSubData(this._gl.ARRAY_BUFFER,0,t);if(r[0].index!==void 0)this.bindInstancesBuffer(e,r,true);else for(let t=0;t<4;t++){const s=r[t];if(!this._vertexAttribArraysEnabled[s]){this._gl.enableVertexAttribArray(s);this._vertexAttribArraysEnabled[s]=true}this._vertexAttribPointer(e,s,4,this._gl.FLOAT,false,64,t*16);this._gl.vertexAttribDivisor(s,1);this._currentInstanceLocations.push(s);this._currentInstanceBuffers.push(e)}}\n/**\n     * Bind the content of a webGL buffer used with instantiation\n     * @param instancesBuffer defines the webGL buffer to bind\n     * @param attributesInfo defines the offsets or attributes information used to determine where data must be stored in the buffer\n     * @param computeStride defines Whether to compute the strides from the info or use the default 0\n     */bindInstancesBuffer(e,t,r=true){this.bindArrayBuffer(e);let s=0;if(r)for(let e=0;e<t.length;e++){const r=t[e];s+=r.attributeSize*4}for(let r=0;r<t.length;r++){const i=t[r];i.index===void 0&&(i.index=this._currentEffect.getAttributeLocationByName(i.attributeName));if(!(i.index<0)){if(!this._vertexAttribArraysEnabled[i.index]){this._gl.enableVertexAttribArray(i.index);this._vertexAttribArraysEnabled[i.index]=true}this._vertexAttribPointer(e,i.index,i.attributeSize,i.attributeType||this._gl.FLOAT,i.normalized||false,s,i.offset);this._gl.vertexAttribDivisor(i.index,i.divisor===void 0?1:i.divisor);this._currentInstanceLocations.push(i.index);this._currentInstanceBuffers.push(e)}}}\n/**\n     * Disable the instance attribute corresponding to the name in parameter\n     * @param name defines the name of the attribute to disable\n     */disableInstanceAttributeByName(e){if(!this._currentEffect)return;const t=this._currentEffect.getAttributeLocationByName(e);this.disableInstanceAttribute(t)}\n/**\n     * Disable the instance attribute corresponding to the location in parameter\n     * @param attributeLocation defines the attribute location of the attribute to disable\n     */disableInstanceAttribute(e){let t=false;let r;while((r=this._currentInstanceLocations.indexOf(e))!==-1){this._currentInstanceLocations.splice(r,1);this._currentInstanceBuffers.splice(r,1);t=true;r=this._currentInstanceLocations.indexOf(e)}if(t){this._gl.vertexAttribDivisor(e,0);this.disableAttributeByIndex(e)}}\n/**\n     * Disable the attribute corresponding to the location in parameter\n     * @param attributeLocation defines the attribute location of the attribute to disable\n     */disableAttributeByIndex(e){this._gl.disableVertexAttribArray(e);this._vertexAttribArraysEnabled[e]=false;this._currentBufferPointers[e].active=false}\n/**\n     * Send a draw order\n     * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)\n     * @param indexStart defines the starting index\n     * @param indexCount defines the number of index to draw\n     * @param instancesCount defines the number of instances to draw (if instantiation is enabled)\n     */draw(e,t,r,s){this.drawElementsType(e?0:1,t,r,s)}\n/**\n     * Draw a list of points\n     * @param verticesStart defines the index of first vertex to draw\n     * @param verticesCount defines the count of vertices to draw\n     * @param instancesCount defines the number of instances to draw (if instantiation is enabled)\n     */drawPointClouds(e,t,r){this.drawArraysType(2,e,t,r)}\n/**\n     * Draw a list of unindexed primitives\n     * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)\n     * @param verticesStart defines the index of first vertex to draw\n     * @param verticesCount defines the count of vertices to draw\n     * @param instancesCount defines the number of instances to draw (if instantiation is enabled)\n     */drawUnIndexed(e,t,r,s){this.drawArraysType(e?0:1,t,r,s)}\n/**\n     * Draw a list of indexed primitives\n     * @param fillMode defines the primitive to use\n     * @param indexStart defines the starting index\n     * @param indexCount defines the number of index to draw\n     * @param instancesCount defines the number of instances to draw (if instantiation is enabled)\n     */drawElementsType(e,t,r,s){this.applyStates();this._reportDrawCall();const i=this._drawMode(e);const n=this._uintIndicesCurrentlySet?this._gl.UNSIGNED_INT:this._gl.UNSIGNED_SHORT;const a=this._uintIndicesCurrentlySet?4:2;s?this._gl.drawElementsInstanced(i,r,n,t*a,s):this._gl.drawElements(i,r,n,t*a)}\n/**\n     * Draw a list of unindexed primitives\n     * @param fillMode defines the primitive to use\n     * @param verticesStart defines the index of first vertex to draw\n     * @param verticesCount defines the count of vertices to draw\n     * @param instancesCount defines the number of instances to draw (if instantiation is enabled)\n     */drawArraysType(e,t,r,s){this.applyStates();this._reportDrawCall();const i=this._drawMode(e);s?this._gl.drawArraysInstanced(i,t,r,s):this._gl.drawArrays(i,t,r)}_drawMode(e){switch(e){case 0:return this._gl.TRIANGLES;case 2:return this._gl.POINTS;case 1:return this._gl.LINES;case 3:return this._gl.POINTS;case 4:return this._gl.LINES;case 5:return this._gl.LINE_LOOP;case 6:return this._gl.LINE_STRIP;case 7:return this._gl.TRIANGLE_STRIP;case 8:return this._gl.TRIANGLE_FAN;default:return this._gl.TRIANGLES}}_releaseEffect(e){this._compiledEffects[e._key]&&delete this._compiledEffects[e._key];const t=e.getPipelineContext();t&&this._deletePipelineContext(t)}_deletePipelineContext(e){const t=e;if(t&&t.program){t.program.__SPECTOR_rebuildProgram=null;s(t);this._gl&&this._gl.deleteProgram(t.program)}}_getGlobalDefines(e){return i(e,this.isNDCHalfZRange,this.useReverseDepthBuffer,this.useExactSrgbConversions)}\n/**\n     * Create a new effect (used to store vertex/fragment shaders)\n     * @param baseName defines the base name of the effect (The name of file without .fragment.fx or .vertex.fx)\n     * @param attributesNamesOrOptions defines either a list of attribute names or an IEffectCreationOptions object\n     * @param uniformsNamesOrEngine defines either a list of uniform names or the engine to use\n     * @param samplers defines an array of string used to represent textures\n     * @param defines defines the string containing the defines to use to compile the shaders\n     * @param fallbacks defines the list of potential fallbacks to use if shader compilation fails\n     * @param onCompiled defines a function to call when the effect creation is successful\n     * @param onError defines a function to call when the effect creation has failed\n     * @param indexParameters defines an object containing the index values to use to compile shaders (like the maximum number of simultaneous lights)\n     * @param shaderLanguage the language the shader is written in (default: GLSL)\n     * @param extraInitializationsAsync additional async code to run before preparing the effect\n     * @returns the new Effect\n     */createEffect(t,s,i,n,a,_,l,h,u,o=0,c){const f=typeof t===\"string\"?t:t.vertexToken||t.vertexSource||t.vertexElement||t.vertex;const g=typeof t===\"string\"?t:t.fragmentToken||t.fragmentSource||t.fragmentElement||t.fragment;const d=this._getGlobalDefines();const E=s.attributes!==void 0;let T=a??s.defines??\"\";d&&(T+=d);const p=f+\"+\"+g+\"@\"+T;if(this._compiledEffects[p]){const e=this._compiledEffects[p];l&&e.isReady()&&l(e);e._refCount++;return e}this._gl&&r(this._gl);const R=new e(t,s,E?this:i,n,this,a,_,l,h,u,p,s.shaderLanguage??o,s.extraInitializationsAsync??c);this._compiledEffects[p]=R;return R}_getShaderSource(e){return this._gl.getShaderSource(e)}\n/**\n     * Directly creates a webGL program\n     * @param pipelineContext  defines the pipeline context to attach to\n     * @param vertexCode defines the vertex shader code to use\n     * @param fragmentCode defines the fragment shader code to use\n     * @param context defines the webGL context to use (if not set, the current one will be used)\n     * @param transformFeedbackVaryings defines the list of transform feedback varyings to use\n     * @returns the new webGL program\n     */createRawShaderProgram(e,t,s,i,a=null){const _=r(this._gl);_._contextWasLost=this._contextWasLost;_.validateShaderPrograms=this.validateShaderPrograms;return n(e,t,s,i||this._gl,a)}\n/**\n     * Creates a webGL program\n     * @param pipelineContext  defines the pipeline context to attach to\n     * @param vertexCode  defines the vertex shader code to use\n     * @param fragmentCode defines the fragment shader code to use\n     * @param defines defines the string containing the defines to use to compile the shaders\n     * @param context defines the webGL context to use (if not set, the current one will be used)\n     * @param transformFeedbackVaryings defines the list of transform feedback varyings to use\n     * @returns the new webGL program\n     */createShaderProgram(e,t,s,i,n,_=null){const l=r(this._gl);l._contextWasLost=this._contextWasLost;l.validateShaderPrograms=this.validateShaderPrograms;return a(e,t,s,i,n||this._gl,_)}\n/**\n     * Inline functions in shader code that are marked to be inlined\n     * @param code code to inline\n     * @returns inlined code\n     */inlineShaderCode(e){return e}\n/**\n     * Creates a new pipeline context\n     * @param shaderProcessingContext defines the shader processing context used during the processing if available\n     * @returns the new pipeline\n     */createPipelineContext(e){if(this._gl){const e=r(this._gl);e.parallelShaderCompile=this._caps.parallelShaderCompile}const t=_(this._gl,e);t.engine=this;return t}\n/**\n     * Creates a new material context\n     * @returns the new context\n     */createMaterialContext(){}\n/**\n     * Creates a new draw context\n     * @returns the new context\n     */createDrawContext(){}_finalizePipelineContext(e){return l(e,this._gl,this.validateShaderPrograms)}_preparePipelineContext(e,t,s,i,n,a,_,l,u,o,c){const f=r(this._gl);f._contextWasLost=this._contextWasLost;f.validateShaderPrograms=this.validateShaderPrograms;f._createShaderProgramInjection=this._createShaderProgram.bind(this);f.createRawShaderProgramInjection=this.createRawShaderProgram.bind(this);f.createShaderProgramInjection=this.createShaderProgram.bind(this);f.loadFileInjection=this._loadFile.bind(this);return h(e,t,s,i,n,a,_,l,u,o,c)}_createShaderProgram(e,t,r,s,i=null){return u(e,t,r,s,i)}_isRenderingStateCompiled(e){return!this._isDisposed&&o(e,this._gl,this.validateShaderPrograms)}_executeWhenRenderingStateIsCompiled(e,t){c(e,t)}\n/**\n     * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names\n     * @param pipelineContext defines the pipeline context to use\n     * @param uniformsNames defines the list of uniform names\n     * @returns an array of webGL uniform locations\n     */getUniforms(e,t){const r=new Array;const s=e;for(let e=0;e<t.length;e++)r.push(this._gl.getUniformLocation(s.program,t[e]));return r}\n/**\n     * Gets the list of active attributes for a given webGL program\n     * @param pipelineContext defines the pipeline context to use\n     * @param attributesNames defines the list of attribute names to get\n     * @returns an array of indices indicating the offset of each attribute\n     */getAttributes(e,t){const r=[];const s=e;for(let e=0;e<t.length;e++)try{r.push(this._gl.getAttribLocation(s.program,t[e]))}catch(e){r.push(-1)}return r}\n/**\n     * Activates an effect, making it the current one (ie. the one used for rendering)\n     * @param effect defines the effect to activate\n     */enableEffect(e){e=e!==null&&IsWrapper(e)?e.effect:e;if(e&&e!==this._currentEffect){this._stencilStateComposer.stencilMaterial=void 0;e;this.bindSamplers(e);this._currentEffect=e;e.onBind&&e.onBind(e);e._onBindObservable&&e._onBindObservable.notifyObservers(e)}}\n/**\n     * Set the value of an uniform to a number (int)\n     * @param uniform defines the webGL uniform location where to store the value\n     * @param value defines the int number to store\n     * @returns true if the value was set\n     */setInt(e,t){if(!e)return false;this._gl.uniform1i(e,t);return true}\n/**\n     * Set the value of an uniform to a int2\n     * @param uniform defines the webGL uniform location where to store the value\n     * @param x defines the 1st component of the value\n     * @param y defines the 2nd component of the value\n     * @returns true if the value was set\n     */setInt2(e,t,r){if(!e)return false;this._gl.uniform2i(e,t,r);return true}\n/**\n     * Set the value of an uniform to a int3\n     * @param uniform defines the webGL uniform location where to store the value\n     * @param x defines the 1st component of the value\n     * @param y defines the 2nd component of the value\n     * @param z defines the 3rd component of the value\n     * @returns true if the value was set\n     */setInt3(e,t,r,s){if(!e)return false;this._gl.uniform3i(e,t,r,s);return true}\n/**\n     * Set the value of an uniform to a int4\n     * @param uniform defines the webGL uniform location where to store the value\n     * @param x defines the 1st component of the value\n     * @param y defines the 2nd component of the value\n     * @param z defines the 3rd component of the value\n     * @param w defines the 4th component of the value\n     * @returns true if the value was set\n     */setInt4(e,t,r,s,i){if(!e)return false;this._gl.uniform4i(e,t,r,s,i);return true}\n/**\n     * Set the value of an uniform to an array of int32\n     * @param uniform defines the webGL uniform location where to store the value\n     * @param array defines the array of int32 to store\n     * @returns true if the value was set\n     */setIntArray(e,t){if(!e)return false;this._gl.uniform1iv(e,t);return true}\n/**\n     * Set the value of an uniform to an array of int32 (stored as vec2)\n     * @param uniform defines the webGL uniform location where to store the value\n     * @param array defines the array of int32 to store\n     * @returns true if the value was set\n     */setIntArray2(e,t){if(!e||t.length%2!==0)return false;this._gl.uniform2iv(e,t);return true}\n/**\n     * Set the value of an uniform to an array of int32 (stored as vec3)\n     * @param uniform defines the webGL uniform location where to store the value\n     * @param array defines the array of int32 to store\n     * @returns true if the value was set\n     */setIntArray3(e,t){if(!e||t.length%3!==0)return false;this._gl.uniform3iv(e,t);return true}\n/**\n     * Set the value of an uniform to an array of int32 (stored as vec4)\n     * @param uniform defines the webGL uniform location where to store the value\n     * @param array defines the array of int32 to store\n     * @returns true if the value was set\n     */setIntArray4(e,t){if(!e||t.length%4!==0)return false;this._gl.uniform4iv(e,t);return true}\n/**\n     * Set the value of an uniform to a number (unsigned int)\n     * @param uniform defines the webGL uniform location where to store the value\n     * @param value defines the unsigned int number to store\n     * @returns true if the value was set\n     */setUInt(e,t){if(!e)return false;this._gl.uniform1ui(e,t);return true}\n/**\n     * Set the value of an uniform to a unsigned int2\n     * @param uniform defines the webGL uniform location where to store the value\n     * @param x defines the 1st component of the value\n     * @param y defines the 2nd component of the value\n     * @returns true if the value was set\n     */setUInt2(e,t,r){if(!e)return false;this._gl.uniform2ui(e,t,r);return true}\n/**\n     * Set the value of an uniform to a unsigned int3\n     * @param uniform defines the webGL uniform location where to store the value\n     * @param x defines the 1st component of the value\n     * @param y defines the 2nd component of the value\n     * @param z defines the 3rd component of the value\n     * @returns true if the value was set\n     */setUInt3(e,t,r,s){if(!e)return false;this._gl.uniform3ui(e,t,r,s);return true}\n/**\n     * Set the value of an uniform to a unsigned int4\n     * @param uniform defines the webGL uniform location where to store the value\n     * @param x defines the 1st component of the value\n     * @param y defines the 2nd component of the value\n     * @param z defines the 3rd component of the value\n     * @param w defines the 4th component of the value\n     * @returns true if the value was set\n     */setUInt4(e,t,r,s,i){if(!e)return false;this._gl.uniform4ui(e,t,r,s,i);return true}\n/**\n     * Set the value of an uniform to an array of unsigned int32\n     * @param uniform defines the webGL uniform location where to store the value\n     * @param array defines the array of unsigned int32 to store\n     * @returns true if the value was set\n     */setUIntArray(e,t){if(!e)return false;this._gl.uniform1uiv(e,t);return true}\n/**\n     * Set the value of an uniform to an array of unsigned int32 (stored as vec2)\n     * @param uniform defines the webGL uniform location where to store the value\n     * @param array defines the array of unsigned int32 to store\n     * @returns true if the value was set\n     */setUIntArray2(e,t){if(!e||t.length%2!==0)return false;this._gl.uniform2uiv(e,t);return true}\n/**\n     * Set the value of an uniform to an array of unsigned int32 (stored as vec3)\n     * @param uniform defines the webGL uniform location where to store the value\n     * @param array defines the array of unsigned int32 to store\n     * @returns true if the value was set\n     */setUIntArray3(e,t){if(!e||t.length%3!==0)return false;this._gl.uniform3uiv(e,t);return true}\n/**\n     * Set the value of an uniform to an array of unsigned int32 (stored as vec4)\n     * @param uniform defines the webGL uniform location where to store the value\n     * @param array defines the array of unsigned int32 to store\n     * @returns true if the value was set\n     */setUIntArray4(e,t){if(!e||t.length%4!==0)return false;this._gl.uniform4uiv(e,t);return true}\n/**\n     * Set the value of an uniform to an array of number\n     * @param uniform defines the webGL uniform location where to store the value\n     * @param array defines the array of number to store\n     * @returns true if the value was set\n     */setArray(e,t){if(!e)return false;if(t.length<1)return false;this._gl.uniform1fv(e,t);return true}\n/**\n     * Set the value of an uniform to an array of number (stored as vec2)\n     * @param uniform defines the webGL uniform location where to store the value\n     * @param array defines the array of number to store\n     * @returns true if the value was set\n     */setArray2(e,t){if(!e||t.length%2!==0)return false;this._gl.uniform2fv(e,t);return true}\n/**\n     * Set the value of an uniform to an array of number (stored as vec3)\n     * @param uniform defines the webGL uniform location where to store the value\n     * @param array defines the array of number to store\n     * @returns true if the value was set\n     */setArray3(e,t){if(!e||t.length%3!==0)return false;this._gl.uniform3fv(e,t);return true}\n/**\n     * Set the value of an uniform to an array of number (stored as vec4)\n     * @param uniform defines the webGL uniform location where to store the value\n     * @param array defines the array of number to store\n     * @returns true if the value was set\n     */setArray4(e,t){if(!e||t.length%4!==0)return false;this._gl.uniform4fv(e,t);return true}\n/**\n     * Set the value of an uniform to an array of float32 (stored as matrices)\n     * @param uniform defines the webGL uniform location where to store the value\n     * @param matrices defines the array of float32 to store\n     * @returns true if the value was set\n     */setMatrices(e,t){if(!e)return false;this._gl.uniformMatrix4fv(e,false,t);return true}\n/**\n     * Set the value of an uniform to a matrix (3x3)\n     * @param uniform defines the webGL uniform location where to store the value\n     * @param matrix defines the Float32Array representing the 3x3 matrix to store\n     * @returns true if the value was set\n     */setMatrix3x3(e,t){if(!e)return false;this._gl.uniformMatrix3fv(e,false,t);return true}\n/**\n     * Set the value of an uniform to a matrix (2x2)\n     * @param uniform defines the webGL uniform location where to store the value\n     * @param matrix defines the Float32Array representing the 2x2 matrix to store\n     * @returns true if the value was set\n     */setMatrix2x2(e,t){if(!e)return false;this._gl.uniformMatrix2fv(e,false,t);return true}\n/**\n     * Set the value of an uniform to a number (float)\n     * @param uniform defines the webGL uniform location where to store the value\n     * @param value defines the float number to store\n     * @returns true if the value was transferred\n     */setFloat(e,t){if(!e)return false;this._gl.uniform1f(e,t);return true}\n/**\n     * Set the value of an uniform to a vec2\n     * @param uniform defines the webGL uniform location where to store the value\n     * @param x defines the 1st component of the value\n     * @param y defines the 2nd component of the value\n     * @returns true if the value was set\n     */setFloat2(e,t,r){if(!e)return false;this._gl.uniform2f(e,t,r);return true}\n/**\n     * Set the value of an uniform to a vec3\n     * @param uniform defines the webGL uniform location where to store the value\n     * @param x defines the 1st component of the value\n     * @param y defines the 2nd component of the value\n     * @param z defines the 3rd component of the value\n     * @returns true if the value was set\n     */setFloat3(e,t,r,s){if(!e)return false;this._gl.uniform3f(e,t,r,s);return true}\n/**\n     * Set the value of an uniform to a vec4\n     * @param uniform defines the webGL uniform location where to store the value\n     * @param x defines the 1st component of the value\n     * @param y defines the 2nd component of the value\n     * @param z defines the 3rd component of the value\n     * @param w defines the 4th component of the value\n     * @returns true if the value was set\n     */setFloat4(e,t,r,s,i){if(!e)return false;this._gl.uniform4f(e,t,r,s,i);return true}applyStates(){this._depthCullingState.apply(this._gl);this._stencilStateComposer.apply(this._gl);this._alphaState.apply(this._gl);if(this._colorWriteChanged){this._colorWriteChanged=false;const e=this._colorWrite;this._gl.colorMask(e,e,e,e)}}\n/**\n     * Force the entire cache to be cleared\n     * You should not have to use this function unless your engine needs to share the webGL context with another engine\n     * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)\n     */\nwipeCaches(e){if(!this.preventCacheWipeBetweenFrames||e){this._currentEffect=null;this._viewportCached.x=0;this._viewportCached.y=0;this._viewportCached.z=0;this._viewportCached.w=0;this._unbindVertexArrayObject();if(e){this._currentProgram=null;this.resetTextureCache();this._stencilStateComposer.reset();this._depthCullingState.reset();this._depthCullingState.depthFunc=this._gl.LEQUAL;this._alphaState.reset();this._alphaMode=1;this._alphaEquation=0;this._colorWrite=true;this._colorWriteChanged=true;this._unpackFlipYCached=null;this._gl.pixelStorei(this._gl.UNPACK_COLORSPACE_CONVERSION_WEBGL,this._gl.NONE);this._gl.pixelStorei(this._gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL,0);this._mustWipeVertexAttributes=true;this.unbindAllAttributes()}this._resetVertexBufferBinding();this._cachedIndexBuffer=null;this._cachedEffectForVertexBuffers=null;this.bindIndexBuffer(null)}}_getSamplingParameters(e,t){const r=this._gl;let s=r.NEAREST;let i=r.NEAREST;let n=false;switch(e){case 11:s=r.LINEAR;i=t?r.LINEAR_MIPMAP_NEAREST:r.LINEAR;break;case 3:s=r.LINEAR;n=true;i=t?r.LINEAR_MIPMAP_LINEAR:r.LINEAR;break;case 8:n=true;s=r.NEAREST;i=t?r.NEAREST_MIPMAP_LINEAR:r.NEAREST;break;case 4:s=r.NEAREST;i=t?r.NEAREST_MIPMAP_NEAREST:r.NEAREST;break;case 5:s=r.NEAREST;i=t?r.LINEAR_MIPMAP_NEAREST:r.LINEAR;break;case 6:n=true;s=r.NEAREST;i=t?r.LINEAR_MIPMAP_LINEAR:r.LINEAR;break;case 7:s=r.NEAREST;i=r.LINEAR;break;case 1:s=r.NEAREST;i=r.NEAREST;break;case 9:s=r.LINEAR;i=t?r.NEAREST_MIPMAP_NEAREST:r.NEAREST;break;case 10:n=true;s=r.LINEAR;i=t?r.NEAREST_MIPMAP_LINEAR:r.NEAREST;break;case 2:s=r.LINEAR;i=r.LINEAR;break;case 12:s=r.LINEAR;i=r.NEAREST;break}return{min:i,mag:s,hasMipMaps:n}}_createTexture(){const e=this._gl.createTexture();if(!e)throw new Error(\"Unable to create texture\");return e}_createHardwareTexture(){return new x(this._createTexture(),this._gl)}\n/**\n     * Creates an internal texture without binding it to a framebuffer\n     * @internal\n     * @param size defines the size of the texture\n     * @param options defines the options used to create the texture\n     * @param delayGPUTextureCreation true to delay the texture creation the first time it is really needed. false to create it right away\n     * @param source source type of the texture\n     * @returns a new internal texture\n     */_createInternalTexture(e,t,r=true,s=0){let i=false;let n=false;let a=0;let _=3;let l=5;let h=false;let u=1;let o;let c=false;let f=0;if(t!==void 0&&typeof t===\"object\"){i=!!t.generateMipMaps;n=!!t.createMipMaps;a=t.type===void 0?0:t.type;_=t.samplingMode===void 0?3:t.samplingMode;l=t.format===void 0?5:t.format;h=t.useSRGBBuffer!==void 0&&t.useSRGBBuffer;u=t.samples??1;o=t.label;c=!!t.createMSAATexture;f=t.comparisonFunction||0}else i=!!t;h&&(h=this._caps.supportSRGBBuffers&&(this.webGLVersion>1||this.isWebGPU));(a!==1||this._caps.textureFloatLinearFiltering)&&(a!==2||this._caps.textureHalfFloatLinearFiltering)||(_=1);if(a===1&&!this._caps.textureFloat){a=0;d.Warn(\"Float textures are not supported. Type forced to TEXTURETYPE_UNSIGNED_BYTE\")}const g=A(l);const E=b(l);const T=this._gl;const p=new m(this,s);const R=e.width||e;const x=e.height||e;const S=e.depth||0;const B=e.layers||0;const C=this._getSamplingParameters(_,(i||n)&&!g);const I=B!==0?T.TEXTURE_2D_ARRAY:S!==0?T.TEXTURE_3D:T.TEXTURE_2D;const G=g?this._getInternalFormatFromDepthTextureFormat(l,true,E):this._getRGBABufferInternalSizedFormat(a,l,h);const F=g?E?T.DEPTH_STENCIL:T.DEPTH_COMPONENT:this._getInternalFormat(l);const L=g?this._getWebGLTextureTypeFromDepthTextureFormat(l):this._getWebGLTextureType(a);this._bindTextureDirectly(I,p);if(B!==0){p.is2DArray=true;T.texImage3D(I,0,G,R,x,B,0,F,L,null)}else if(S!==0){p.is3D=true;T.texImage3D(I,0,G,R,x,S,0,F,L,null)}else T.texImage2D(I,0,G,R,x,0,F,L,null);T.texParameteri(I,T.TEXTURE_MAG_FILTER,C.mag);T.texParameteri(I,T.TEXTURE_MIN_FILTER,C.min);T.texParameteri(I,T.TEXTURE_WRAP_S,T.CLAMP_TO_EDGE);T.texParameteri(I,T.TEXTURE_WRAP_T,T.CLAMP_TO_EDGE);if(g&&this.webGLVersion>1)if(f===0){T.texParameteri(I,T.TEXTURE_COMPARE_FUNC,515);T.texParameteri(I,T.TEXTURE_COMPARE_MODE,T.NONE)}else{T.texParameteri(I,T.TEXTURE_COMPARE_FUNC,f);T.texParameteri(I,T.TEXTURE_COMPARE_MODE,T.COMPARE_REF_TO_TEXTURE)}(i||n)&&this._gl.generateMipmap(I);this._bindTextureDirectly(I,null);p._useSRGBBuffer=h;p.baseWidth=R;p.baseHeight=x;p.width=R;p.height=x;p.depth=B||S;p.isReady=true;p.samples=u;p.generateMipMaps=i;p.samplingMode=_;p.type=a;p.format=l;p.label=o;p.comparisonFunction=f;this._internalTexturesCache.push(p);if(c){let e=null;e=A(p.format)?this._setupFramebufferDepthAttachments(b(p.format),p.format!==19,p.width,p.height,u,p.format,true):this._createRenderBuffer(p.width,p.height,u,-1,this._getRGBABufferInternalSizedFormat(p.type,p.format,p._useSRGBBuffer),-1);if(!e)throw new Error(\"Unable to create render buffer\");p._autoMSAAManagement=true;let t=p._hardwareTexture;t||(t=p._hardwareTexture=this._createHardwareTexture());t.addMSAARenderBuffer(e)}return p}_getUseSRGBBuffer(e,t){return e&&this._caps.supportSRGBBuffers&&(this.webGLVersion>1||t)}\n/**\n     * Usually called from Texture.ts.\n     * Passed information to create a WebGLTexture\n     * @param url defines a value which contains one of the following:\n     * * A conventional http URL, e.g. 'http://...' or 'file://...'\n     * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'\n     * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'\n     * @param noMipmap defines a boolean indicating that no mipmaps shall be generated.  Ignored for compressed textures.  They must be in the file\n     * @param invertY when true, image is flipped when loaded.  You probably want true. Certain compressed textures may invert this if their default is inverted (eg. ktx)\n     * @param scene needed for loading to the correct scene\n     * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)\n     * @param onLoad optional callback to be called upon successful completion\n     * @param onError optional callback to be called upon failure\n     * @param buffer a source of a file previously fetched as either a base64 string, an ArrayBuffer (compressed or image format), HTMLImageElement (image format), or a Blob\n     * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities\n     * @param format internal format.  Default: RGB when extension is '.jpg' else RGBA.  Ignored for compressed textures\n     * @param forcedExtension defines the extension to use to pick the right loader\n     * @param mimeType defines an optional mime type\n     * @param loaderOptions options to be passed to the loader\n     * @param creationFlags specific flags to use when creating the texture (1 for storage textures, for eg)\n     * @param useSRGBBuffer defines if the texture must be loaded in a sRGB GPU buffer (if supported by the GPU).\n     * @returns a InternalTexture for assignment back into BABYLON.Texture\n     */createTexture(e,t,r,s,i=3,n=null,a=null,_=null,l=null,h=null,u=null,o,c,f,g){return this._createTextureBase(e,t,r,s,i,n,a,((...e)=>this._prepareWebGLTexture(...e,h)),((e,t,r,i,n,a)=>{const _=this._gl;const l=r.width===e&&r.height===t;n._creationFlags=f??0;const h=this._getTexImageParametersForCreateTexture(n.format,n._useSRGBBuffer);if(l){_.texImage2D(_.TEXTURE_2D,0,h.internalFormat,h.format,h.type,r);return false}const u=this._caps.maxTextureSize;if(r.width>u||r.height>u||!this._supportsHardwareTextureRescaling){this._prepareWorkingCanvas();if(!this._workingCanvas||!this._workingContext)return false;this._workingCanvas.width=e;this._workingCanvas.height=t;this._workingContext.drawImage(r,0,0,r.width,r.height,0,0,e,t);_.texImage2D(_.TEXTURE_2D,0,h.internalFormat,h.format,h.type,this._workingCanvas);n.width=e;n.height=t;return false}{const e=new m(this,2);this._bindTextureDirectly(_.TEXTURE_2D,e,true);_.texImage2D(_.TEXTURE_2D,0,h.internalFormat,h.format,h.type,r);this._rescaleTexture(e,n,s,h.format,(()=>{this._releaseTexture(e);this._bindTextureDirectly(_.TEXTURE_2D,n,true);a()}))}return true}),_,l,h,u,o,c,g)}\n/**\n     * Calls to the GL texImage2D and texImage3D functions require three arguments describing the pixel format of the texture.\n     * createTexture derives these from the babylonFormat and useSRGBBuffer arguments and also the file extension of the URL it's working with.\n     * This function encapsulates that derivation for easy unit testing.\n     * @param babylonFormat Babylon's format enum, as specified in ITextureCreationOptions.\n     * @param fileExtension The file extension including the dot, e.g. .jpg.\n     * @param useSRGBBuffer Use SRGB not linear.\n     * @returns The options to pass to texImage2D or texImage3D calls.\n     * @internal\n     */_getTexImageParametersForCreateTexture(e,t){let r,s;if(this.webGLVersion===1){r=this._getInternalFormat(e,t);s=r}else{r=this._getInternalFormat(e,false);s=this._getRGBABufferInternalSizedFormat(0,e,t)}return{internalFormat:s,format:r,type:this._gl.UNSIGNED_BYTE}}_rescaleTexture(e,t,r,s,i){}_unpackFlipY(e){if(this._unpackFlipYCached!==e){this._gl.pixelStorei(this._gl.UNPACK_FLIP_Y_WEBGL,e?1:0);this.enableUnpackFlipYCached&&(this._unpackFlipYCached=e)}}_getUnpackAlignement(){return this._gl.getParameter(this._gl.UNPACK_ALIGNMENT)}_getTextureTarget(e){return e.isCube?this._gl.TEXTURE_CUBE_MAP:e.is3D?this._gl.TEXTURE_3D:e.is2DArray||e.isMultiview?this._gl.TEXTURE_2D_ARRAY:this._gl.TEXTURE_2D}\n/**\n     * Update the sampling mode of a given texture\n     * @param samplingMode defines the required sampling mode\n     * @param texture defines the texture to update\n     * @param generateMipMaps defines whether to generate mipmaps for the texture\n     */updateTextureSamplingMode(e,t,r=false){const s=this._getTextureTarget(t);const i=this._getSamplingParameters(e,t.useMipMaps||r);this._setTextureParameterInteger(s,this._gl.TEXTURE_MAG_FILTER,i.mag,t);this._setTextureParameterInteger(s,this._gl.TEXTURE_MIN_FILTER,i.min);if(r&&i.hasMipMaps){t.generateMipMaps=true;this._gl.generateMipmap(s)}this._bindTextureDirectly(s,null);t.samplingMode=e}\n/**\n     * Update the dimensions of a texture\n     * @param texture texture to update\n     * @param width new width of the texture\n     * @param height new height of the texture\n     * @param depth new depth of the texture\n     */updateTextureDimensions(e,t,r,s=1){}\n/**\n     * Update the sampling mode of a given texture\n     * @param texture defines the texture to update\n     * @param wrapU defines the texture wrap mode of the u coordinates\n     * @param wrapV defines the texture wrap mode of the v coordinates\n     * @param wrapR defines the texture wrap mode of the r coordinates\n     */updateTextureWrappingMode(e,t,r=null,s=null){const i=this._getTextureTarget(e);if(t!==null){this._setTextureParameterInteger(i,this._gl.TEXTURE_WRAP_S,this._getTextureWrapMode(t),e);e._cachedWrapU=t}if(r!==null){this._setTextureParameterInteger(i,this._gl.TEXTURE_WRAP_T,this._getTextureWrapMode(r),e);e._cachedWrapV=r}if((e.is2DArray||e.is3D)&&s!==null){this._setTextureParameterInteger(i,this._gl.TEXTURE_WRAP_R,this._getTextureWrapMode(s),e);e._cachedWrapR=s}this._bindTextureDirectly(i,null)}_uploadCompressedDataToTextureDirectly(e,t,r,s,i,n=0,a=0){const _=this._gl;let l=_.TEXTURE_2D;e.isCube&&(l=_.TEXTURE_CUBE_MAP_POSITIVE_X+n);if(e._useSRGBBuffer)switch(t){case 37492:case 36196:this._caps.etc2?t=_.COMPRESSED_SRGB8_ETC2:e._useSRGBBuffer=false;break;case 37496:this._caps.etc2?t=_.COMPRESSED_SRGB8_ALPHA8_ETC2_EAC:e._useSRGBBuffer=false;break;case 36492:t=_.COMPRESSED_SRGB_ALPHA_BPTC_UNORM_EXT;break;case 37808:t=_.COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR;break;case 33776:this._caps.s3tc_srgb?t=_.COMPRESSED_SRGB_S3TC_DXT1_EXT:e._useSRGBBuffer=false;break;case 33777:this._caps.s3tc_srgb?t=_.COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT:e._useSRGBBuffer=false;break;case 33779:this._caps.s3tc_srgb?t=_.COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT:e._useSRGBBuffer=false;break;default:e._useSRGBBuffer=false;break}this._gl.compressedTexImage2D(l,a,t,r,s,0,i)}_uploadDataToTextureDirectly(e,t,r=0,s=0,i,n=false){const a=this._gl;const _=this._getWebGLTextureType(e.type);const l=this._getInternalFormat(e.format);const h=i===void 0?this._getRGBABufferInternalSizedFormat(e.type,e.format,e._useSRGBBuffer):this._getInternalFormat(i,e._useSRGBBuffer);this._unpackFlipY(e.invertY);let u=a.TEXTURE_2D;e.isCube&&(u=a.TEXTURE_CUBE_MAP_POSITIVE_X+r);const o=Math.round(Math.log(e.width)*Math.LOG2E);const c=Math.round(Math.log(e.height)*Math.LOG2E);const f=n?e.width:Math.pow(2,Math.max(o-s,0));const g=n?e.height:Math.pow(2,Math.max(c-s,0));a.texImage2D(u,s,h,f,g,0,l,_,t)}\n/**\n     * Update a portion of an internal texture\n     * @param texture defines the texture to update\n     * @param imageData defines the data to store into the texture\n     * @param xOffset defines the x coordinates of the update rectangle\n     * @param yOffset defines the y coordinates of the update rectangle\n     * @param width defines the width of the update rectangle\n     * @param height defines the height of the update rectangle\n     * @param faceIndex defines the face index if texture is a cube (0 by default)\n     * @param lod defines the lod level to update (0 by default)\n     * @param generateMipMaps defines whether to generate mipmaps or not\n     */updateTextureData(e,t,r,s,i,n,a=0,_=0,l=false){const h=this._gl;const u=this._getWebGLTextureType(e.type);const o=this._getInternalFormat(e.format);this._unpackFlipY(e.invertY);let c=h.TEXTURE_2D;let f=h.TEXTURE_2D;if(e.isCube){f=h.TEXTURE_CUBE_MAP_POSITIVE_X+a;c=h.TEXTURE_CUBE_MAP}this._bindTextureDirectly(c,e,true);h.texSubImage2D(f,_,r,s,i,n,o,u,t);l&&this._gl.generateMipmap(f);this._bindTextureDirectly(c,null)}_uploadArrayBufferViewToTexture(e,t,r=0,s=0){const i=this._gl;const n=e.isCube?i.TEXTURE_CUBE_MAP:i.TEXTURE_2D;this._bindTextureDirectly(n,e,true);this._uploadDataToTextureDirectly(e,t,r,s);this._bindTextureDirectly(n,null,true)}_prepareWebGLTextureContinuation(e,t,r,s,i){const n=this._gl;if(!n)return;const a=this._getSamplingParameters(i,!r);n.texParameteri(n.TEXTURE_2D,n.TEXTURE_MAG_FILTER,a.mag);n.texParameteri(n.TEXTURE_2D,n.TEXTURE_MIN_FILTER,a.min);r||s||n.generateMipmap(n.TEXTURE_2D);this._bindTextureDirectly(n.TEXTURE_2D,null);t&&t.removePendingData(e);e.onLoadedObservable.notifyObservers(e);e.onLoadedObservable.clear()}_prepareWebGLTexture(e,t,r,s,i,n,a,_,l,h){const u=this.getCaps().maxTextureSize;const o=Math.min(u,this.needPOTTextures?p(s.width,u):s.width);const c=Math.min(u,this.needPOTTextures?p(s.height,u):s.height);const f=this._gl;if(f)if(e._hardwareTexture){this._bindTextureDirectly(f.TEXTURE_2D,e,true);this._unpackFlipY(i===void 0||!!i);e.baseWidth=s.width;e.baseHeight=s.height;e.width=o;e.height=c;e.isReady=true;e.type=e.type!==-1?e.type:0;e.format=e.format!==-1?e.format:h??(t!==\".jpg\"||e._useSRGBBuffer?5:4);_(o,c,s,t,e,(()=>{this._prepareWebGLTextureContinuation(e,r,n,a,l)}))||this._prepareWebGLTextureContinuation(e,r,n,a,l)}else r&&r.removePendingData(e)}_getInternalFormatFromDepthTextureFormat(e,t,r){const s=this._gl;if(!t)return s.STENCIL_INDEX8;const i=r?s.DEPTH_STENCIL:s.DEPTH_COMPONENT;let n=i;this.webGLVersion>1?e===15?n=s.DEPTH_COMPONENT16:e===16?n=s.DEPTH_COMPONENT24:e===17||e===13?n=r?s.DEPTH24_STENCIL8:s.DEPTH_COMPONENT24:e===14?n=s.DEPTH_COMPONENT32F:e===18&&(n=r?s.DEPTH32F_STENCIL8:s.DEPTH_COMPONENT32F):n=s.DEPTH_COMPONENT16;return n}_getWebGLTextureTypeFromDepthTextureFormat(e){const t=this._gl;let r=t.UNSIGNED_INT;e===15?r=t.UNSIGNED_SHORT:e===17||e===13?r=t.UNSIGNED_INT_24_8:e===14?r=t.FLOAT:e===18?r=t.FLOAT_32_UNSIGNED_INT_24_8_REV:e===19&&(r=t.UNSIGNED_BYTE);return r}_setupFramebufferDepthAttachments(e,t,r,s,i=1,n,a=false){const _=this._gl;n=n??(e?13:14);const l=this._getInternalFormatFromDepthTextureFormat(n,t,e);return e&&t?this._createRenderBuffer(r,s,i,_.DEPTH_STENCIL,l,a?-1:_.DEPTH_STENCIL_ATTACHMENT):t?this._createRenderBuffer(r,s,i,l,l,a?-1:_.DEPTH_ATTACHMENT):e?this._createRenderBuffer(r,s,i,l,l,a?-1:_.STENCIL_ATTACHMENT):null}_createRenderBuffer(e,t,r,s,i,n,a=true){const _=this._gl;const l=_.createRenderbuffer();return this._updateRenderBuffer(l,e,t,r,s,i,n,a)}_updateRenderBuffer(e,t,r,s,i,n,a,_=true){const l=this._gl;l.bindRenderbuffer(l.RENDERBUFFER,e);s>1&&l.renderbufferStorageMultisample?l.renderbufferStorageMultisample(l.RENDERBUFFER,s,n,t,r):l.renderbufferStorage(l.RENDERBUFFER,i,t,r);a!==-1&&l.framebufferRenderbuffer(l.FRAMEBUFFER,a,l.RENDERBUFFER,e);_&&l.bindRenderbuffer(l.RENDERBUFFER,null);return e}_releaseTexture(e){this._deleteTexture(e._hardwareTexture);this.unbindAllTextures();const t=this._internalTexturesCache.indexOf(e);t!==-1&&this._internalTexturesCache.splice(t,1);e._lodTextureHigh&&e._lodTextureHigh.dispose();e._lodTextureMid&&e._lodTextureMid.dispose();e._lodTextureLow&&e._lodTextureLow.dispose();e._irradianceTexture&&e._irradianceTexture.dispose()}_deleteTexture(e){e?.release()}_setProgram(e){if(this._currentProgram!==e){f(e,this._gl);this._currentProgram=e}}\n/**\n     * Binds an effect to the webGL context\n     * @param effect defines the effect to bind\n     */bindSamplers(e){const t=e.getPipelineContext();this._setProgram(t.program);const r=e.getSamplers();for(let t=0;t<r.length;t++){const s=e.getUniform(r[t]);s&&(this._boundUniforms[t]=s)}this._currentEffect=null}_activateCurrentTexture(){if(this._currentTextureChannel!==this._activeChannel){this._gl.activeTexture(this._gl.TEXTURE0+this._activeChannel);this._currentTextureChannel=this._activeChannel}}_bindTextureDirectly(e,t,r=false,s=false){let i=false;const n=t&&t._associatedChannel>-1;r&&n&&(this._activeChannel=t._associatedChannel);const a=this._boundTexturesCache[this._activeChannel];if(a!==t||s){this._activateCurrentTexture();if(t&&t.isMultiview){d.Error([\"_bindTextureDirectly called with a multiview texture!\",e,t]);throw\"_bindTextureDirectly called with a multiview texture!\"}this._gl.bindTexture(e,t?._hardwareTexture?.underlyingResource??null);this._boundTexturesCache[this._activeChannel]=t;t&&(t._associatedChannel=this._activeChannel)}else if(r){i=true;this._activateCurrentTexture()}n&&!r&&this._bindSamplerUniformToChannel(t._associatedChannel,this._activeChannel);return i}_bindTexture(e,t,r){if(e===void 0)return;t&&(t._associatedChannel=e);this._activeChannel=e;const s=t?this._getTextureTarget(t):this._gl.TEXTURE_2D;this._bindTextureDirectly(s,t)}unbindAllTextures(){for(let e=0;e<this._maxSimultaneousTextures;e++){this._activeChannel=e;this._bindTextureDirectly(this._gl.TEXTURE_2D,null);this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP,null);if(this.webGLVersion>1){this._bindTextureDirectly(this._gl.TEXTURE_3D,null);this._bindTextureDirectly(this._gl.TEXTURE_2D_ARRAY,null)}}}\n/**\n     * Sets a texture to the according uniform.\n     * @param channel The texture channel\n     * @param uniform The uniform to set\n     * @param texture The texture to apply\n     * @param name The name of the uniform in the effect\n     */setTexture(e,t,r,s){if(e!==void 0){t&&(this._boundUniforms[e]=t);this._setTexture(e,r)}}_bindSamplerUniformToChannel(e,t){const r=this._boundUniforms[e];if(r&&r._currentState!==t){this._gl.uniform1i(r,t);r._currentState=t}}_getTextureWrapMode(e){switch(e){case 1:return this._gl.REPEAT;case 0:return this._gl.CLAMP_TO_EDGE;case 2:return this._gl.MIRRORED_REPEAT}return this._gl.REPEAT}_setTexture(e,t,r=false,s=false,i=\"\"){if(!t){if(this._boundTexturesCache[e]!=null){this._activeChannel=e;this._bindTextureDirectly(this._gl.TEXTURE_2D,null);this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP,null);if(this.webGLVersion>1){this._bindTextureDirectly(this._gl.TEXTURE_3D,null);this._bindTextureDirectly(this._gl.TEXTURE_2D_ARRAY,null)}}return false}if(t.video){this._activeChannel=e;const r=t.getInternalTexture();r&&(r._associatedChannel=e);t.update()}else if(t.delayLoadState===4){t.delayLoad();return false}let n;n=s?t.depthStencilTexture:t.isReady()?t.getInternalTexture():t.isCube?this.emptyCubeTexture:t.is3D?this.emptyTexture3D:t.is2DArray?this.emptyTexture2DArray:this.emptyTexture;!r&&n&&(n._associatedChannel=e);let a=true;if(this._boundTexturesCache[e]===n){r||this._bindSamplerUniformToChannel(n._associatedChannel,e);a=false}this._activeChannel=e;const _=this._getTextureTarget(n);a&&this._bindTextureDirectly(_,n,r);if(n&&!n.isMultiview){if(n.isCube&&n._cachedCoordinatesMode!==t.coordinatesMode){n._cachedCoordinatesMode=t.coordinatesMode;const e=t.coordinatesMode!==3&&t.coordinatesMode!==5?1:0;t.wrapU=e;t.wrapV=e}if(n._cachedWrapU!==t.wrapU){n._cachedWrapU=t.wrapU;this._setTextureParameterInteger(_,this._gl.TEXTURE_WRAP_S,this._getTextureWrapMode(t.wrapU),n)}if(n._cachedWrapV!==t.wrapV){n._cachedWrapV=t.wrapV;this._setTextureParameterInteger(_,this._gl.TEXTURE_WRAP_T,this._getTextureWrapMode(t.wrapV),n)}if(n.is3D&&n._cachedWrapR!==t.wrapR){n._cachedWrapR=t.wrapR;this._setTextureParameterInteger(_,this._gl.TEXTURE_WRAP_R,this._getTextureWrapMode(t.wrapR),n)}this._setAnisotropicLevel(_,n,t.anisotropicFilteringLevel)}return true}\n/**\n     * Sets an array of texture to the webGL context\n     * @param channel defines the channel where the texture array must be set\n     * @param uniform defines the associated uniform location\n     * @param textures defines the array of textures to bind\n     * @param name name of the channel\n     */setTextureArray(e,t,r,s){if(e!==void 0&&t){this._textureUnits&&this._textureUnits.length===r.length||(this._textureUnits=new Int32Array(r.length));for(let t=0;t<r.length;t++){const s=r[t].getInternalTexture();if(s){this._textureUnits[t]=e+t;s._associatedChannel=e+t}else this._textureUnits[t]=-1}this._gl.uniform1iv(t,this._textureUnits);for(let e=0;e<r.length;e++)this._setTexture(this._textureUnits[e],r[e],true)}}_setAnisotropicLevel(e,t,r){const s=this._caps.textureAnisotropicFilterExtension;t.samplingMode!==11&&t.samplingMode!==3&&t.samplingMode!==2&&(r=1);if(s&&t._cachedAnisotropicFilteringLevel!==r){this._setTextureParameterFloat(e,s.TEXTURE_MAX_ANISOTROPY_EXT,Math.min(r,this._caps.maxAnisotropy),t);t._cachedAnisotropicFilteringLevel=r}}_setTextureParameterFloat(e,t,r,s){this._bindTextureDirectly(e,s,true,true);this._gl.texParameterf(e,t,r)}_setTextureParameterInteger(e,t,r,s){s&&this._bindTextureDirectly(e,s,true,true);this._gl.texParameteri(e,t,r)}unbindAllAttributes(){if(this._mustWipeVertexAttributes){this._mustWipeVertexAttributes=false;for(let e=0;e<this._caps.maxVertexAttribs;e++)this.disableAttributeByIndex(e)}else for(let e=0,t=this._vertexAttribArraysEnabled.length;e<t;e++)e>=this._caps.maxVertexAttribs||!this._vertexAttribArraysEnabled[e]||this.disableAttributeByIndex(e)}releaseEffects(){this._compiledEffects={};this.onReleaseEffectsObservable.notifyObservers(this)}dispose(){if(E()&&this._renderingCanvas){this._renderingCanvas.removeEventListener(\"webglcontextlost\",this._onContextLost);this._onContextRestored&&this._renderingCanvas.removeEventListener(\"webglcontextrestored\",this._onContextRestored)}super.dispose();this._dummyFramebuffer&&this._gl.deleteFramebuffer(this._dummyFramebuffer);this.unbindAllAttributes();this._boundUniforms={};this._workingCanvas=null;this._workingContext=null;this._currentBufferPointers.length=0;this._currentProgram=null;this._creationOptions.loseContextOnDispose&&this._gl.getExtension(\"WEBGL_lose_context\")?.loseContext();t(this._gl)}\n/**\n     * Attach a new callback raised when context lost event is fired\n     * @param callback defines the callback to call\n     */attachContextLostEvent(e){this._renderingCanvas&&this._renderingCanvas.addEventListener(\"webglcontextlost\",e,false)}\n/**\n     * Attach a new callback raised when context restored event is fired\n     * @param callback defines the callback to call\n     */attachContextRestoredEvent(e){this._renderingCanvas&&this._renderingCanvas.addEventListener(\"webglcontextrestored\",e,false)}\n/**\n     * Get the current error code of the webGL context\n     * @returns the error code\n     * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError\n     */getError(){return this._gl.getError()}_canRenderToFloatFramebuffer(){return this._webGLVersion>1?this._caps.colorBufferFloat:this._canRenderToFramebuffer(1)}_canRenderToHalfFloatFramebuffer(){return this._webGLVersion>1?this._caps.colorBufferFloat:this._canRenderToFramebuffer(2)}_canRenderToFramebuffer(e){const t=this._gl;while(t.getError()!==t.NO_ERROR);let r=true;const s=t.createTexture();t.bindTexture(t.TEXTURE_2D,s);t.texImage2D(t.TEXTURE_2D,0,this._getRGBABufferInternalSizedFormat(e),1,1,0,t.RGBA,this._getWebGLTextureType(e),null);t.texParameteri(t.TEXTURE_2D,t.TEXTURE_MIN_FILTER,t.NEAREST);t.texParameteri(t.TEXTURE_2D,t.TEXTURE_MAG_FILTER,t.NEAREST);const i=t.createFramebuffer();t.bindFramebuffer(t.FRAMEBUFFER,i);t.framebufferTexture2D(t.FRAMEBUFFER,t.COLOR_ATTACHMENT0,t.TEXTURE_2D,s,0);const n=t.checkFramebufferStatus(t.FRAMEBUFFER);r=r&&n===t.FRAMEBUFFER_COMPLETE;r=r&&t.getError()===t.NO_ERROR;if(r){t.clear(t.COLOR_BUFFER_BIT);r=r&&t.getError()===t.NO_ERROR}if(r){t.bindFramebuffer(t.FRAMEBUFFER,null);const e=t.RGBA;const s=t.UNSIGNED_BYTE;const i=new Uint8Array(4);t.readPixels(0,0,1,1,e,s,i);r=r&&t.getError()===t.NO_ERROR}t.deleteTexture(s);t.deleteFramebuffer(i);t.bindFramebuffer(t.FRAMEBUFFER,null);while(!r&&t.getError()!==t.NO_ERROR);return r}_getWebGLTextureType(e){if(this._webGLVersion===1){switch(e){case 1:return this._gl.FLOAT;case 2:return this._gl.HALF_FLOAT_OES;case 0:return this._gl.UNSIGNED_BYTE;case 8:return this._gl.UNSIGNED_SHORT_4_4_4_4;case 9:return this._gl.UNSIGNED_SHORT_5_5_5_1;case 10:return this._gl.UNSIGNED_SHORT_5_6_5}return this._gl.UNSIGNED_BYTE}switch(e){case 3:return this._gl.BYTE;case 0:return this._gl.UNSIGNED_BYTE;case 4:return this._gl.SHORT;case 5:return this._gl.UNSIGNED_SHORT;case 6:return this._gl.INT;case 7:return this._gl.UNSIGNED_INT;case 1:return this._gl.FLOAT;case 2:return this._gl.HALF_FLOAT;case 8:return this._gl.UNSIGNED_SHORT_4_4_4_4;case 9:return this._gl.UNSIGNED_SHORT_5_5_5_1;case 10:return this._gl.UNSIGNED_SHORT_5_6_5;case 11:return this._gl.UNSIGNED_INT_2_10_10_10_REV;case 12:return this._gl.UNSIGNED_INT_24_8;case 13:return this._gl.UNSIGNED_INT_10F_11F_11F_REV;case 14:return this._gl.UNSIGNED_INT_5_9_9_9_REV;case 15:return this._gl.FLOAT_32_UNSIGNED_INT_24_8_REV}return this._gl.UNSIGNED_BYTE}_getInternalFormat(e,t=false){let r=t?this._glSRGBExtensionValues.SRGB8_ALPHA8:this._gl.RGBA;switch(e){case 0:r=this._gl.ALPHA;break;case 1:r=this._gl.LUMINANCE;break;case 2:r=this._gl.LUMINANCE_ALPHA;break;case 6:case 33322:case 36760:r=this._gl.RED;break;case 7:case 33324:case 36761:r=this._gl.RG;break;case 4:case 32852:case 36762:r=t?this._glSRGBExtensionValues.SRGB:this._gl.RGB;break;case 5:case 32859:case 36763:r=t?this._glSRGBExtensionValues.SRGB8_ALPHA8:this._gl.RGBA;break}if(this._webGLVersion>1)switch(e){case 8:r=this._gl.RED_INTEGER;break;case 9:r=this._gl.RG_INTEGER;break;case 10:r=this._gl.RGB_INTEGER;break;case 11:r=this._gl.RGBA_INTEGER;break}return r}_getRGBABufferInternalSizedFormat(e,t,r=false){if(this._webGLVersion===1){if(t!==void 0)switch(t){case 0:return this._gl.ALPHA;case 1:return this._gl.LUMINANCE;case 2:return this._gl.LUMINANCE_ALPHA;case 4:return r?this._glSRGBExtensionValues.SRGB:this._gl.RGB}return this._gl.RGBA}switch(e){case 3:switch(t){case 6:return this._gl.R8_SNORM;case 7:return this._gl.RG8_SNORM;case 4:return this._gl.RGB8_SNORM;case 8:return this._gl.R8I;case 9:return this._gl.RG8I;case 10:return this._gl.RGB8I;case 11:return this._gl.RGBA8I;default:return this._gl.RGBA8_SNORM}case 0:switch(t){case 6:return this._gl.R8;case 7:return this._gl.RG8;case 4:return r?this._glSRGBExtensionValues.SRGB8:this._gl.RGB8;case 5:return r?this._glSRGBExtensionValues.SRGB8_ALPHA8:this._gl.RGBA8;case 8:return this._gl.R8UI;case 9:return this._gl.RG8UI;case 10:return this._gl.RGB8UI;case 11:return this._gl.RGBA8UI;case 0:return this._gl.ALPHA;case 1:return this._gl.LUMINANCE;case 2:return this._gl.LUMINANCE_ALPHA;default:return this._gl.RGBA8}case 4:switch(t){case 8:return this._gl.R16I;case 36760:return this._gl.R16_SNORM_EXT;case 36761:return this._gl.RG16_SNORM_EXT;case 36762:return this._gl.RGB16_SNORM_EXT;case 36763:return this._gl.RGBA16_SNORM_EXT;case 9:return this._gl.RG16I;case 10:return this._gl.RGB16I;case 11:return this._gl.RGBA16I;default:return this._gl.RGBA16I}case 5:switch(t){case 8:return this._gl.R16UI;case 33322:return this._gl.R16_EXT;case 33324:return this._gl.RG16_EXT;case 32852:return this._gl.RGB16_EXT;case 32859:return this._gl.RGBA16_EXT;case 9:return this._gl.RG16UI;case 10:return this._gl.RGB16UI;case 11:return this._gl.RGBA16UI;default:return this._gl.RGBA16UI}case 6:switch(t){case 8:return this._gl.R32I;case 9:return this._gl.RG32I;case 10:return this._gl.RGB32I;case 11:return this._gl.RGBA32I;default:return this._gl.RGBA32I}case 7:switch(t){case 8:return this._gl.R32UI;case 9:return this._gl.RG32UI;case 10:return this._gl.RGB32UI;case 11:return this._gl.RGBA32UI;default:return this._gl.RGBA32UI}case 1:switch(t){case 6:return this._gl.R32F;case 7:return this._gl.RG32F;case 4:return this._gl.RGB32F;case 5:return this._gl.RGBA32F;default:return this._gl.RGBA32F}case 2:switch(t){case 6:return this._gl.R16F;case 7:return this._gl.RG16F;case 4:return this._gl.RGB16F;case 5:return this._gl.RGBA16F;default:return this._gl.RGBA16F}case 10:return this._gl.RGB565;case 13:return this._gl.R11F_G11F_B10F;case 14:return this._gl.RGB9_E5;case 8:return this._gl.RGBA4;case 9:return this._gl.RGB5_A1;case 11:switch(t){case 5:return this._gl.RGB10_A2;case 11:return this._gl.RGB10_A2UI;default:return this._gl.RGB10_A2}}return r?this._glSRGBExtensionValues.SRGB8_ALPHA8:this._gl.RGBA8}\n/**\n     * Reads pixels from the current frame buffer. Please note that this function can be slow\n     * @param x defines the x coordinate of the rectangle where pixels must be read\n     * @param y defines the y coordinate of the rectangle where pixels must be read\n     * @param width defines the width of the rectangle where pixels must be read\n     * @param height defines the height of the rectangle where pixels must be read\n     * @param hasAlpha defines whether the output should have alpha or not (defaults to true)\n     * @param flushRenderer true to flush the renderer from the pending commands before reading the pixels\n     * @param data defines the data to fill with the read pixels (if not provided, a new one will be created)\n     * @returns a ArrayBufferView promise (Uint8Array) containing RGBA colors\n     */readPixels(e,t,r,s,i=true,n=true,a=null){const _=i?4:3;const l=i?this._gl.RGBA:this._gl.RGB;const h=r*s*_;if(a){if(a.length<h){d.Error(`Data buffer is too small to store the read pixels (${a.length} should be more than ${h})`);return Promise.resolve(a)}}else a=new Uint8Array(h);n&&this.flushFramebuffer();this._gl.readPixels(e,t,r,s,l,this._gl.UNSIGNED_BYTE,a);return Promise.resolve(a)}static get IsSupportedAsync(){return Promise.resolve(this.isSupported())}static get IsSupported(){return this.isSupported()}\n/**\n     * Gets a boolean indicating if the engine can be instantiated (ie. if a webGL context can be found)\n     * @returns true if the engine can be created\n     * @ignorenaming\n     */\nstatic isSupported(){if(this._HasMajorPerformanceCaveat!==null)return!this._HasMajorPerformanceCaveat;if(this._IsSupported===null)try{const e=R._CreateCanvas(1,1);const t=e.getContext(\"webgl\")||e.getContext(\"experimental-webgl\");this._IsSupported=t!=null&&!!window.WebGLRenderingContext}catch(e){this._IsSupported=false}return this._IsSupported}static get HasMajorPerformanceCaveat(){if(this._HasMajorPerformanceCaveat===null)try{const e=R._CreateCanvas(1,1);const t=e.getContext(\"webgl\",{failIfMajorPerformanceCaveat:true})||e.getContext(\"experimental-webgl\",{failIfMajorPerformanceCaveat:true});this._HasMajorPerformanceCaveat=!t}catch(e){this._HasMajorPerformanceCaveat=false}return this._HasMajorPerformanceCaveat}}ThinEngine._TempClearColorUint32=new Uint32Array(4);ThinEngine._TempClearColorInt32=new Int32Array(4);ThinEngine.ExceptionList=[{key:\"Chrome/63.0\",capture:\"63\\\\.0\\\\.3239\\\\.(\\\\d+)\",captureConstraint:108,targets:[\"uniformBuffer\"]},{key:\"Firefox/58\",capture:null,captureConstraint:null,targets:[\"uniformBuffer\"]},{key:\"Firefox/59\",capture:null,captureConstraint:null,targets:[\"uniformBuffer\"]},{key:\"Chrome/72.+?Mobile\",capture:null,captureConstraint:null,targets:[\"vao\"]},{key:\"Chrome/73.+?Mobile\",capture:null,captureConstraint:null,targets:[\"vao\"]},{key:\"Chrome/74.+?Mobile\",capture:null,captureConstraint:null,targets:[\"vao\"]},{key:\"Mac OS.+Chrome/71\",capture:null,captureConstraint:null,targets:[\"vao\"]},{key:\"Mac OS.+Chrome/72\",capture:null,captureConstraint:null,targets:[\"vao\"]},{key:\"Mac OS.+Chrome\",capture:null,captureConstraint:null,targets:[\"uniformBuffer\"]},{key:\"Chrome/12\\\\d\\\\..+?Mobile\",capture:null,captureConstraint:null,targets:[\"uniformBuffer\"]},{key:\".*AppleWebKit.*(15.4).*Safari\",capture:null,captureConstraint:null,targets:[\"antialias\",\"maxMSAASamples\"]},{key:\".*(15.4).*AppleWebKit.*Safari\",capture:null,captureConstraint:null,targets:[\"antialias\",\"maxMSAASamples\"]}];ThinEngine._ConcatenateShader=g;ThinEngine._IsSupported=null;ThinEngine._HasMajorPerformanceCaveat=null;export{IsWrapper as I,ThinEngine as T,WebGL2ShaderProcessor as W,WebGLDataBuffer as a};\n//# sourceMappingURL=3hBYf9Tn.js.map\n","import{T as t}from\"./3hBYf9Tn.js\";t.prototype.setAlphaMode=function(t,a=false){if(this._alphaMode!==t){switch(t){case 0:this._alphaState.alphaBlend=false;break;case 7:this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE,this._gl.ONE_MINUS_SRC_ALPHA,this._gl.ONE,this._gl.ONE);this._alphaState.alphaBlend=true;break;case 8:this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE,this._gl.ONE_MINUS_SRC_ALPHA,this._gl.ONE,this._gl.ONE_MINUS_SRC_ALPHA);this._alphaState.alphaBlend=true;break;case 2:this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA,this._gl.ONE_MINUS_SRC_ALPHA,this._gl.ONE,this._gl.ONE);this._alphaState.alphaBlend=true;break;case 6:this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE,this._gl.ONE,this._gl.ZERO,this._gl.ONE);this._alphaState.alphaBlend=true;break;case 1:this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA,this._gl.ONE,this._gl.ZERO,this._gl.ONE);this._alphaState.alphaBlend=true;break;case 3:this._alphaState.setAlphaBlendFunctionParameters(this._gl.ZERO,this._gl.ONE_MINUS_SRC_COLOR,this._gl.ONE,this._gl.ONE);this._alphaState.alphaBlend=true;break;case 4:this._alphaState.setAlphaBlendFunctionParameters(this._gl.DST_COLOR,this._gl.ZERO,this._gl.ONE,this._gl.ONE);this._alphaState.alphaBlend=true;break;case 5:this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA,this._gl.ONE_MINUS_SRC_COLOR,this._gl.ONE,this._gl.ONE);this._alphaState.alphaBlend=true;break;case 9:this._alphaState.setAlphaBlendFunctionParameters(this._gl.CONSTANT_COLOR,this._gl.ONE_MINUS_CONSTANT_COLOR,this._gl.CONSTANT_ALPHA,this._gl.ONE_MINUS_CONSTANT_ALPHA);this._alphaState.alphaBlend=true;break;case 10:this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE,this._gl.ONE_MINUS_SRC_COLOR,this._gl.ONE,this._gl.ONE_MINUS_SRC_ALPHA);this._alphaState.alphaBlend=true;break;case 11:this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE,this._gl.ONE,this._gl.ONE,this._gl.ONE);this._alphaState.alphaBlend=true;break;case 12:this._alphaState.setAlphaBlendFunctionParameters(this._gl.DST_ALPHA,this._gl.ONE,this._gl.ZERO,this._gl.ZERO);this._alphaState.alphaBlend=true;break;case 13:this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE_MINUS_DST_COLOR,this._gl.ONE_MINUS_SRC_COLOR,this._gl.ONE_MINUS_DST_ALPHA,this._gl.ONE_MINUS_SRC_ALPHA);this._alphaState.alphaBlend=true;break;case 14:this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE,this._gl.ONE_MINUS_SRC_ALPHA,this._gl.ONE,this._gl.ONE_MINUS_SRC_ALPHA);this._alphaState.alphaBlend=true;break;case 15:this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE,this._gl.ONE,this._gl.ONE,this._gl.ZERO);this._alphaState.alphaBlend=true;break;case 16:this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE_MINUS_DST_COLOR,this._gl.ONE_MINUS_SRC_COLOR,this._gl.ZERO,this._gl.ONE);this._alphaState.alphaBlend=true;break;case 17:this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA,this._gl.ONE_MINUS_SRC_ALPHA,this._gl.ONE,this._gl.ONE_MINUS_SRC_ALPHA);this._alphaState.alphaBlend=true;break}a||(this.depthCullingState.depthMask=t===0);this._alphaMode=t}else if(!a){const a=t===0;this.depthCullingState.depthMask!==a&&(this.depthCullingState.depthMask=a)}};\n//# sourceMappingURL=C_ZU5aGh.js.map\n","import{T as e}from\"../../_/3hBYf9Tn.js\";import{a as r}from\"../../_/CX9Zyq1P.js\";import\"../../Misc/logger.js\";import\"../../Misc/domManagement.js\";import\"../../_/BDtJaKhy.js\";import\"../../_/DI68bezJ.js\";import\"../../_/Cn202uVB.js\";import\"../engineStore.js\";import\"../../Misc/observable.js\";import\"../../_/BjBO3Vqv.js\";import\"../../Misc/precisionDate.js\";import\"../../_/CY5CD3a_.js\";import\"../../_/BbEdeXLR.js\";import\"../../Materials/Textures/Loaders/textureLoaderManager.js\";import\"../../_/Bdb3B47T.js\";import\"../../_/B1g8MeKW.js\";import\"../shaderStore.js\";import\"../../Misc/timingTools.js\";e.prototype._readTexturePixelsSync=function(e,t,i,s=-1,o=0,a=null,m=true,u=false,n=0,f=0){const _=this._gl;if(!_)throw new Error(\"Engine does not have gl rendering context.\");if(!this._dummyFramebuffer){const e=_.createFramebuffer();if(!e)throw new Error(\"Unable to create dummy framebuffer\");this._dummyFramebuffer=e}_.bindFramebuffer(_.FRAMEBUFFER,this._dummyFramebuffer);s>-1?_.framebufferTexture2D(_.FRAMEBUFFER,_.COLOR_ATTACHMENT0,_.TEXTURE_CUBE_MAP_POSITIVE_X+s,e._hardwareTexture?.underlyingResource,o):_.framebufferTexture2D(_.FRAMEBUFFER,_.COLOR_ATTACHMENT0,_.TEXTURE_2D,e._hardwareTexture?.underlyingResource,o);let p=e.type!==void 0?this._getWebGLTextureType(e.type):_.UNSIGNED_BYTE;if(u)a||(a=r(e.type,4*t*i));else switch(p){case _.UNSIGNED_BYTE:a||(a=new Uint8Array(4*t*i));p=_.UNSIGNED_BYTE;break;default:a||(a=new Float32Array(4*t*i));p=_.FLOAT;break}m&&this.flushFramebuffer();_.readPixels(n,f,t,i,_.RGBA,p,a);_.bindFramebuffer(_.FRAMEBUFFER,this._currentFramebuffer);return a};e.prototype._readTexturePixels=function(e,r,t,i=-1,s=0,o=null,a=true,m=false,u=0,n=0){return Promise.resolve(this._readTexturePixelsSync(e,r,t,i,s,o,a,m,u,n))};export{r as allocateAndCopyTypedBuffer};\n//# sourceMappingURL=engine.readTexture.js.map\n","import{T as t}from\"./3hBYf9Tn.js\";t.prototype.updateDynamicIndexBuffer=function(t,e,r=0){this._currentBoundBuffer[this._gl.ELEMENT_ARRAY_BUFFER]=null;this.bindIndexBuffer(t);let i;i=t.is32Bits?e instanceof Uint32Array?e:new Uint32Array(e):e instanceof Uint16Array?e:new Uint16Array(e);this._gl.bufferData(this._gl.ELEMENT_ARRAY_BUFFER,i,this._gl.DYNAMIC_DRAW);this._resetIndexBufferBinding()};t.prototype.updateDynamicVertexBuffer=function(t,e,r,i){this.bindArrayBuffer(t);r===void 0&&(r=0);const n=e.byteLength||e.length;if(i===void 0||i>=n&&r===0)e instanceof Array?this._gl.bufferSubData(this._gl.ARRAY_BUFFER,r,new Float32Array(e)):this._gl.bufferSubData(this._gl.ARRAY_BUFFER,r,e);else if(e instanceof Array)this._gl.bufferSubData(this._gl.ARRAY_BUFFER,r,new Float32Array(e).subarray(0,i/4));else{e=e instanceof ArrayBuffer?new Uint8Array(e,0,i):new Uint8Array(e.buffer,e.byteOffset,i);this._gl.bufferSubData(this._gl.ARRAY_BUFFER,r,e)}this._resetVertexBufferBinding()};\n//# sourceMappingURL=BybBeBpg.js.map\n","import{T as e}from\"../../_/3hBYf9Tn.js\";import{I as t}from\"../../_/BbEdeXLR.js\";import{Logger as r}from\"../../Misc/logger.js\";import{G as i}from\"../../_/DI68bezJ.js\";import\"../../_/CX9Zyq1P.js\";import\"../../Misc/observable.js\";import\"../shaderStore.js\";import\"../../Misc/domManagement.js\";import\"../../_/CY5CD3a_.js\";import\"../../Misc/timingTools.js\";import\"../../_/BDtJaKhy.js\";import\"../../_/Cn202uVB.js\";import\"../engineStore.js\";import\"../../_/BjBO3Vqv.js\";import\"../../Misc/precisionDate.js\";import\"../../Materials/Textures/Loaders/textureLoaderManager.js\";import\"../../_/Bdb3B47T.js\";import\"../../_/B1g8MeKW.js\";e.prototype._createDepthStencilCubeTexture=function(e,i){const _=new t(this,12);_.isCube=true;if(this.webGLVersion===1){r.Error(\"Depth cube texture is not supported by WebGL 1.\");return _}const s={bilinearFiltering:false,comparisonFunction:0,generateStencil:false,...i};const E=this._gl;this._bindTextureDirectly(E.TEXTURE_CUBE_MAP,_,true);this._setupDepthStencilTexture(_,e,s.bilinearFiltering,s.comparisonFunction);for(let t=0;t<6;t++)s.generateStencil?E.texImage2D(E.TEXTURE_CUBE_MAP_POSITIVE_X+t,0,E.DEPTH24_STENCIL8,e,e,0,E.DEPTH_STENCIL,E.UNSIGNED_INT_24_8,null):E.texImage2D(E.TEXTURE_CUBE_MAP_POSITIVE_X+t,0,E.DEPTH_COMPONENT24,e,e,0,E.DEPTH_COMPONENT,E.UNSIGNED_INT,null);this._bindTextureDirectly(E.TEXTURE_CUBE_MAP,null);this._internalTexturesCache.push(_);return _};e.prototype._setCubeMapTextureParams=function(e,t,r){const i=this._gl;i.texParameteri(i.TEXTURE_CUBE_MAP,i.TEXTURE_MAG_FILTER,i.LINEAR);i.texParameteri(i.TEXTURE_CUBE_MAP,i.TEXTURE_MIN_FILTER,t?i.LINEAR_MIPMAP_LINEAR:i.LINEAR);i.texParameteri(i.TEXTURE_CUBE_MAP,i.TEXTURE_WRAP_S,i.CLAMP_TO_EDGE);i.texParameteri(i.TEXTURE_CUBE_MAP,i.TEXTURE_WRAP_T,i.CLAMP_TO_EDGE);e.samplingMode=t?3:2;if(t&&this.getCaps().textureMaxLevel&&r!==void 0&&r>0){i.texParameteri(i.TEXTURE_CUBE_MAP,i.TEXTURE_MAX_LEVEL,r);e._maxLodLevel=r}this._bindTextureDirectly(i.TEXTURE_CUBE_MAP,null)};e.prototype.createCubeTexture=function(e,t,_,s,E=null,n=null,T,a=null,o=false,u=0,l=0,p=null,U,h=false,M=null){const m=this._gl;return this.createCubeTextureBase(e,t,_,!!s,E,n,T,a,o,u,l,p,(e=>this._bindTextureDirectly(m.TEXTURE_CUBE_MAP,e,true)),((e,t)=>{const _=this.needPOTTextures?i(t[0].width,this._caps.maxCubemapTextureSize):t[0].width;const n=_;const a=[m.TEXTURE_CUBE_MAP_POSITIVE_X,m.TEXTURE_CUBE_MAP_POSITIVE_Y,m.TEXTURE_CUBE_MAP_POSITIVE_Z,m.TEXTURE_CUBE_MAP_NEGATIVE_X,m.TEXTURE_CUBE_MAP_NEGATIVE_Y,m.TEXTURE_CUBE_MAP_NEGATIVE_Z];this._bindTextureDirectly(m.TEXTURE_CUBE_MAP,e,true);this._unpackFlipY(false);const o=T?this._getInternalFormat(T,e._useSRGBBuffer):e._useSRGBBuffer?this._glSRGBExtensionValues.SRGB8_ALPHA8:m.RGBA;let u=T?this._getInternalFormat(T):m.RGBA;e._useSRGBBuffer&&this.webGLVersion===1&&(u=o);for(let e=0;e<a.length;e++)if(t[e].width!==_||t[e].height!==n){this._prepareWorkingCanvas();if(!this._workingCanvas||!this._workingContext){r.Warn(\"Cannot create canvas to resize texture.\");return}this._workingCanvas.width=_;this._workingCanvas.height=n;this._workingContext.drawImage(t[e],0,0,t[e].width,t[e].height,0,0,_,n);m.texImage2D(a[e],0,o,u,m.UNSIGNED_BYTE,this._workingCanvas)}else m.texImage2D(a[e],0,o,u,m.UNSIGNED_BYTE,t[e]);s||m.generateMipmap(m.TEXTURE_CUBE_MAP);this._setCubeMapTextureParams(e,!s);e.width=_;e.height=n;e.isReady=true;T&&(e.format=T);e.onLoadedObservable.notifyObservers(e);e.onLoadedObservable.clear();E&&E()}),!!h,M)};e.prototype.generateMipMapsForCubemap=function(e,t=true){if(e.generateMipMaps){const r=this._gl;this._bindTextureDirectly(r.TEXTURE_CUBE_MAP,e,true);r.generateMipmap(r.TEXTURE_CUBE_MAP);t&&this._bindTextureDirectly(r.TEXTURE_CUBE_MAP,null)}};\n//# sourceMappingURL=engine.cubeTexture.js.map\n","import{H as e}from\"./B1g8MeKW.js\";import{A as t}from\"./Cn202uVB.js\";class RenderTargetWrapper{get depthStencilTexture(){return this._depthStencilTexture}\n/**\n     * Sets the depth/stencil texture\n     * @param texture The depth/stencil texture to set\n     * @param disposeExisting True to dispose the existing depth/stencil texture (if any) before replacing it (default: true)\n     */setDepthStencilTexture(t,s=true){s&&this._depthStencilTexture&&this._depthStencilTexture.dispose();this._depthStencilTexture=t;this._generateDepthBuffer=this._generateStencilBuffer=this._depthStencilTextureWithStencil=false;if(t){this._generateDepthBuffer=true;this._generateStencilBuffer=this._depthStencilTextureWithStencil=e(t.format)}}get depthStencilTextureWithStencil(){return this._depthStencilTextureWithStencil}get isCube(){return this._isCube}get isMulti(){return this._isMulti}get is2DArray(){return this.layers>0}get is3D(){return this.depth>0}get size(){return this.width}get width(){return this._size.width??this._size}get height(){return this._size.height??this._size}get layers(){return this._size.layers||0}get depth(){return this._size.depth||0}get texture(){return this._textures?.[0]??null}get textures(){return this._textures}get faceIndices(){return this._faceIndices}get layerIndices(){return this._layerIndices}\n/**\n     * Gets the base array layer of a texture in the textures array\n     * This is an number that is calculated based on the layer and face indices set for this texture at that index\n     * @param index The index of the texture in the textures array to get the base array layer for\n     * @returns the base array layer of the texture at the given index\n     */getBaseArrayLayer(e){if(!this._textures)return-1;const t=this._textures[e];const s=this._layerIndices?.[e]??0;const i=this._faceIndices?.[e]??0;return t.isCube?s*6+i:t.is3D?0:s}get samples(){return this._samples}\n/**\n     * Sets the sample count of the render target\n     * @param value sample count\n     * @param initializeBuffers If set to true, the engine will make an initializing call to drawBuffers (only used when isMulti=true).\n     * @param force true to force calling the update sample count engine function even if the current sample count is equal to value\n     * @returns the sample count that has been set\n     */setSamples(e,t=true,s=false){if(this.samples===e&&!s)return e;const i=this._isMulti?this._engine.updateMultipleRenderTargetTextureSampleCount(this,e,t):this._engine.updateRenderTargetTextureSampleCount(this,e);this._samples=e;return i}resolveMSAATextures(){this.isMulti?this._engine.resolveMultiFramebuffer(this):this._engine.resolveFramebuffer(this)}generateMipMaps(){this._engine._currentRenderTarget===this&&this._engine.unBindFramebuffer(this,true);this.isMulti?this._engine.generateMipMapsMultiFramebuffer(this):this._engine.generateMipMapsFramebuffer(this)}\n/**\n     * Initializes the render target wrapper\n     * @param isMulti true if the wrapper is a multi render target\n     * @param isCube true if the wrapper should render to a cube texture\n     * @param size size of the render target (width/height/layers)\n     * @param engine engine used to create the render target\n     * @param label defines the label to use for the wrapper (for debugging purpose only)\n     */constructor(e,t,s,i,r){this._textures=null;this._faceIndices=null;this._layerIndices=null;this._samples=1;this._attachments=null;this._generateStencilBuffer=false;this._generateDepthBuffer=false;this._depthStencilTextureWithStencil=false;this.disableAutomaticMSAAResolve=false;this.resolveMSAAColors=true;this.resolveMSAADepth=false;this.resolveMSAAStencil=false;this._isMulti=e;this._isCube=t;this._size=s;this._engine=i;this._depthStencilTexture=null;this.label=r}\n/**\n     * Sets the render target texture(s)\n     * @param textures texture(s) to set\n     */setTextures(e){Array.isArray(e)?this._textures=e:this._textures=e?[e]:null}\n/**\n     * Set a texture in the textures array\n     * @param texture The texture to set\n     * @param index The index in the textures array to set\n     * @param disposePrevious If this function should dispose the previous texture\n     */setTexture(e,t=0,s=true){this._textures||(this._textures=[]);if(this._textures[t]!==e){this._textures[t]&&s&&this._textures[t].dispose();this._textures[t]=e}}\n/**\n     * Sets the layer and face indices of every render target texture bound to each color attachment\n     * @param layers The layers of each texture to be set\n     * @param faces The faces of each texture to be set\n     */setLayerAndFaceIndices(e,t){this._layerIndices=e;this._faceIndices=t}\n/**\n     * Sets the layer and face indices of a texture in the textures array that should be bound to each color attachment\n     * @param index The index of the texture in the textures array to modify\n     * @param layer The layer of the texture to be set\n     * @param face The face of the texture to be set\n     */setLayerAndFaceIndex(e=0,t,s){this._layerIndices||(this._layerIndices=[]);this._faceIndices||(this._faceIndices=[]);t!==void 0&&t>=0&&(this._layerIndices[e]=t);s!==void 0&&s>=0&&(this._faceIndices[e]=s)}\n/**\n     * Creates the depth/stencil texture\n     * @param comparisonFunction Comparison function to use for the texture\n     * @param bilinearFiltering true if bilinear filtering should be used when sampling the texture\n     * @param generateStencil Not used anymore. \"format\" will be used to determine if stencil should be created\n     * @param samples sample count to use when creating the texture (default: 1)\n     * @param format format of the depth texture (default: 14)\n     * @param label defines the label to use for the texture (for debugging purpose only)\n     * @returns the depth/stencil created texture\n     */createDepthStencilTexture(e=0,t=true,s=false,i=1,r=14,h){this._depthStencilTexture?.dispose();this._depthStencilTextureWithStencil=s;this._depthStencilTextureLabel=h;this._depthStencilTexture=this._engine.createDepthStencilTexture(this._size,{bilinearFiltering:t,comparisonFunction:e,generateStencil:s,isCube:this._isCube,samples:i,depthTextureFormat:r,label:h},this);return this._depthStencilTexture}\n/**\n     * @deprecated Use shareDepth instead\n     * @param renderTarget Destination renderTarget\n     */_shareDepth(e){this.shareDepth(e)}\n/**\n     * Shares the depth buffer of this render target with another render target.\n     * @param renderTarget Destination renderTarget\n     */shareDepth(e){if(this._depthStencilTexture){e._depthStencilTexture&&e._depthStencilTexture.dispose();e._depthStencilTexture=this._depthStencilTexture;e._depthStencilTextureWithStencil=this._depthStencilTextureWithStencil;this._depthStencilTexture.incrementReferences()}}_swapAndDie(e){this.texture&&this.texture._swapAndDie(e);this._textures=null;this.dispose(true)}_cloneRenderTargetWrapper(){let e=null;if(this._isMulti){const t=this.textures;if(t&&t.length>0){let s=false;let i=t.length;let r=-1;const h=t[t.length-1]._source;if(h===14||h===12){s=true;r=t[t.length-1].format;i--}const n=[];const u=[];const l=[];const a=[];const p=[];const c=[];const _=[];const d={};for(let e=0;e<i;++e){const s=t[e];n.push(s.samplingMode);u.push(s.type);l.push(s.format);const i=d[s.uniqueId];if(i!==void 0){a.push(-1);_.push(0)}else{d[s.uniqueId]=e;if(s.is2DArray){a.push(35866);_.push(s.depth)}else if(s.isCube){a.push(34067);_.push(0)}else if(s.is3D){a.push(32879);_.push(s.depth)}else{a.push(3553);_.push(0)}}this._faceIndices&&p.push(this._faceIndices[e]??0);this._layerIndices&&c.push(this._layerIndices[e]??0)}const x={samplingModes:n,generateMipMaps:t[0].generateMipMaps,generateDepthBuffer:this._generateDepthBuffer,generateStencilBuffer:this._generateStencilBuffer,generateDepthTexture:s,depthTextureFormat:r,types:u,formats:l,textureCount:i,targetTypes:a,faceIndex:p,layerIndex:c,layerCounts:_,label:this.label};const f={width:this.width,height:this.height,depth:this.depth};e=this._engine.createMultipleRenderTarget(f,x);for(let s=0;s<i;++s){if(a[s]!==-1)continue;const i=d[t[s].uniqueId];e.setTexture(e.textures[i],s)}}}else{const t={};t.generateDepthBuffer=this._generateDepthBuffer;t.generateMipMaps=this.texture?.generateMipMaps??false;t.generateStencilBuffer=this._generateStencilBuffer;t.samplingMode=this.texture?.samplingMode;t.type=this.texture?.type;t.format=this.texture?.format;t.noColorAttachment=!this._textures;t.label=this.label;if(this.isCube)e=this._engine.createRenderTargetCubeTexture(this.width,t);else{const s={width:this.width,height:this.height,layers:this.is2DArray||this.is3D?this.texture?.depth:void 0};e=this._engine.createRenderTargetTexture(s,t)}e.texture&&(e.texture.isReady=true)}return e}_swapRenderTargetWrapper(e){if(this._textures&&e._textures)for(let t=0;t<this._textures.length;++t){this._textures[t]._swapAndDie(e._textures[t],false);e._textures[t].isReady=true}if(this._depthStencilTexture&&e._depthStencilTexture){this._depthStencilTexture._swapAndDie(e._depthStencilTexture);e._depthStencilTexture.isReady=true}this._textures=null;this._depthStencilTexture=null}_rebuild(){const e=this._cloneRenderTargetWrapper();if(e){if(this._depthStencilTexture){const t=this._depthStencilTexture.samplingMode;const s=this._depthStencilTexture.format;const i=t===2||t===3||t===11;e.createDepthStencilTexture(this._depthStencilTexture._comparisonFunction,i,this._depthStencilTextureWithStencil,this._depthStencilTexture.samples,s,this._depthStencilTextureLabel)}this.samples>1&&e.setSamples(this.samples);e._swapRenderTargetWrapper(this);e.dispose()}}releaseTextures(){if(this._textures)for(let e=0;e<this._textures.length;++e)this._textures[e].dispose();this._textures=null}\n/**\n     * Disposes the whole render target wrapper\n     * @param disposeOnlyFramebuffers true if only the frame buffers should be released (used for the WebGL engine). If false, all the textures will also be released\n     */dispose(e=false){if(!e){this._depthStencilTexture?.dispose();this._depthStencilTexture=null;this.releaseTextures()}this._engine._releaseRenderTargetWrapper(this)}}t.prototype.createDepthStencilTexture=function(e,t,s){if(t.isCube){const s=e.width||e;return this._createDepthStencilCubeTexture(s,t)}return this._createDepthStencilTexture(e,t,s)};export{RenderTargetWrapper as R};\n//# sourceMappingURL=B9LLB-qh.js.map\n","import{I as e}from\"../../_/BbEdeXLR.js\";import{Logger as t}from\"../../Misc/logger.js\";import{T as r}from\"../../_/3hBYf9Tn.js\";import{R as n}from\"../../_/B9LLB-qh.js\";import{H as i}from\"../../_/B1g8MeKW.js\";import\"../../Misc/observable.js\";import\"../../_/CX9Zyq1P.js\";import\"../shaderStore.js\";import\"../../Misc/domManagement.js\";import\"../../_/CY5CD3a_.js\";import\"../../Misc/timingTools.js\";import\"../../_/BDtJaKhy.js\";import\"../../_/DI68bezJ.js\";import\"../../_/Cn202uVB.js\";import\"../engineStore.js\";import\"../../_/BjBO3Vqv.js\";import\"../../Misc/precisionDate.js\";import\"../../Materials/Textures/Loaders/textureLoaderManager.js\";import\"../../_/Bdb3B47T.js\";class WebGLRenderTargetWrapper extends n{setDepthStencilTexture(e,t=true){super.setDepthStencilTexture(e,t);if(!e)return;const r=this._engine;const n=this._context;const f=e._hardwareTexture;if(f&&e._autoMSAAManagement&&this._MSAAFramebuffer){const t=r._currentFramebuffer;r._bindUnboundFramebuffer(this._MSAAFramebuffer);n.framebufferRenderbuffer(n.FRAMEBUFFER,i(e.format)?n.DEPTH_STENCIL_ATTACHMENT:n.DEPTH_ATTACHMENT,n.RENDERBUFFER,f.getMSAARenderBuffer());r._bindUnboundFramebuffer(t)}}constructor(e,t,r,n,i){super(e,t,r,n);this._framebuffer=null;this._depthStencilBuffer=null;this._MSAAFramebuffer=null;this._colorTextureArray=null;this._depthStencilTextureArray=null;this._disposeOnlyFramebuffers=false;this._currentLOD=0;this._context=i}_cloneRenderTargetWrapper(){let e=null;if(this._colorTextureArray&&this._depthStencilTextureArray){e=this._engine.createMultiviewRenderTargetTexture(this.width,this.height);e.texture.isReady=true}else e=super._cloneRenderTargetWrapper();return e}_swapRenderTargetWrapper(e){super._swapRenderTargetWrapper(e);e._framebuffer=this._framebuffer;e._depthStencilBuffer=this._depthStencilBuffer;e._MSAAFramebuffer=this._MSAAFramebuffer;e._colorTextureArray=this._colorTextureArray;e._depthStencilTextureArray=this._depthStencilTextureArray;this._framebuffer=this._depthStencilBuffer=this._MSAAFramebuffer=this._colorTextureArray=this._depthStencilTextureArray=null}\n/**\n     * Creates the depth/stencil texture\n     * @param comparisonFunction Comparison function to use for the texture\n     * @param bilinearFiltering true if bilinear filtering should be used when sampling the texture\n     * @param generateStencil true if the stencil aspect should also be created\n     * @param samples sample count to use when creating the texture\n     * @param format format of the depth texture\n     * @param label defines the label to use for the texture (for debugging purpose only)\n     * @returns the depth/stencil created texture\n     */createDepthStencilTexture(e=0,t=true,r=false,n=1,i=14,f){if(this._depthStencilBuffer){const e=this._engine;const t=e._currentFramebuffer;const r=this._context;e._bindUnboundFramebuffer(this._framebuffer);r.framebufferRenderbuffer(r.FRAMEBUFFER,r.DEPTH_STENCIL_ATTACHMENT,r.RENDERBUFFER,null);r.framebufferRenderbuffer(r.FRAMEBUFFER,r.DEPTH_ATTACHMENT,r.RENDERBUFFER,null);r.framebufferRenderbuffer(r.FRAMEBUFFER,r.STENCIL_ATTACHMENT,r.RENDERBUFFER,null);e._bindUnboundFramebuffer(t);r.deleteRenderbuffer(this._depthStencilBuffer);this._depthStencilBuffer=null}return super.createDepthStencilTexture(e,t,r,n,i,f)}\n/**\n     * Shares the depth buffer of this render target with another render target.\n     * @param renderTarget Destination renderTarget\n     */shareDepth(e){super.shareDepth(e);const t=this._context;const r=this._depthStencilBuffer;const n=e._MSAAFramebuffer||e._framebuffer;const i=this._engine;e._depthStencilBuffer&&e._depthStencilBuffer!==r&&t.deleteRenderbuffer(e._depthStencilBuffer);e._depthStencilBuffer=r;const f=e._generateStencilBuffer?t.DEPTH_STENCIL_ATTACHMENT:t.DEPTH_ATTACHMENT;i._bindUnboundFramebuffer(n);t.framebufferRenderbuffer(t.FRAMEBUFFER,f,t.RENDERBUFFER,r);i._bindUnboundFramebuffer(null)}\n/**\n     * Binds a texture to this render target on a specific attachment\n     * @param texture The texture to bind to the framebuffer\n     * @param attachmentIndex Index of the attachment\n     * @param faceIndexOrLayer The face or layer of the texture to render to in case of cube texture or array texture\n     * @param lodLevel defines the lod level to bind to the frame buffer\n     */_bindTextureRenderTarget(e,t=0,r,n=0){const i=e._hardwareTexture;if(!i)return;const f=this._framebuffer;const s=this._engine;const u=s._currentFramebuffer;s._bindUnboundFramebuffer(f);let a;if(s.webGLVersion>1){const f=this._context;a=f[\"COLOR_ATTACHMENT\"+t];if(e.is2DArray||e.is3D){r=r??this.layerIndices?.[t]??0;f.framebufferTextureLayer(f.FRAMEBUFFER,a,i.underlyingResource,n,r)}else if(e.isCube){r=r??this.faceIndices?.[t]??0;f.framebufferTexture2D(f.FRAMEBUFFER,a,f.TEXTURE_CUBE_MAP_POSITIVE_X+r,i.underlyingResource,n)}else f.framebufferTexture2D(f.FRAMEBUFFER,a,f.TEXTURE_2D,i.underlyingResource,n)}else{const e=this._context;a=e[\"COLOR_ATTACHMENT\"+t+\"_WEBGL\"];const f=r!==void 0?e.TEXTURE_CUBE_MAP_POSITIVE_X+r:e.TEXTURE_2D;e.framebufferTexture2D(e.FRAMEBUFFER,a,f,i.underlyingResource,n)}if(e._autoMSAAManagement&&this._MSAAFramebuffer){const e=this._context;s._bindUnboundFramebuffer(this._MSAAFramebuffer);e.framebufferRenderbuffer(e.FRAMEBUFFER,a,e.RENDERBUFFER,i.getMSAARenderBuffer())}s._bindUnboundFramebuffer(u)}\n/**\n     * Set a texture in the textures array\n     * @param texture the texture to set\n     * @param index the index in the textures array to set\n     * @param disposePrevious If this function should dispose the previous texture\n     */setTexture(e,t=0,r=true){super.setTexture(e,t,r);this._bindTextureRenderTarget(e,t)}\n/**\n     * Sets the layer and face indices of every render target texture\n     * @param layers The layer of the texture to be set (make negative to not modify)\n     * @param faces The face of the texture to be set (make negative to not modify)\n     */setLayerAndFaceIndices(e,t){super.setLayerAndFaceIndices(e,t);if(!this.textures||!this.layerIndices||!this.faceIndices)return;const r=this._attachments?.length??this.textures.length;for(let e=0;e<r;e++){const t=this.textures[e];t&&(t.is2DArray||t.is3D?this._bindTextureRenderTarget(t,e,this.layerIndices[e]):t.isCube?this._bindTextureRenderTarget(t,e,this.faceIndices[e]):this._bindTextureRenderTarget(t,e))}}\n/**\n     * Set the face and layer indices of a texture in the textures array\n     * @param index The index of the texture in the textures array to modify\n     * @param layer The layer of the texture to be set\n     * @param face The face of the texture to be set\n     */setLayerAndFaceIndex(e=0,t,r){super.setLayerAndFaceIndex(e,t,r);if(!this.textures||!this.layerIndices||!this.faceIndices)return;const n=this.textures[e];n.is2DArray||n.is3D?this._bindTextureRenderTarget(this.textures[e],e,this.layerIndices[e]):n.isCube&&this._bindTextureRenderTarget(this.textures[e],e,this.faceIndices[e])}resolveMSAATextures(){const e=this._engine;const t=e._currentFramebuffer;e._bindUnboundFramebuffer(this._MSAAFramebuffer);super.resolveMSAATextures();e._bindUnboundFramebuffer(t)}dispose(e=this._disposeOnlyFramebuffers){const t=this._context;if(!e){if(this._colorTextureArray){this._context.deleteTexture(this._colorTextureArray);this._colorTextureArray=null}if(this._depthStencilTextureArray){this._context.deleteTexture(this._depthStencilTextureArray);this._depthStencilTextureArray=null}}if(this._framebuffer){t.deleteFramebuffer(this._framebuffer);this._framebuffer=null}if(this._depthStencilBuffer){t.deleteRenderbuffer(this._depthStencilBuffer);this._depthStencilBuffer=null}if(this._MSAAFramebuffer){t.deleteFramebuffer(this._MSAAFramebuffer);this._MSAAFramebuffer=null}super.dispose(e)}}r.prototype._createHardwareRenderTargetWrapper=function(e,t,r){const n=new WebGLRenderTargetWrapper(e,t,r,this,this._gl);this._renderTargetWrapperCache.push(n);return n};r.prototype.createRenderTargetTexture=function(e,t){const r=this._createHardwareRenderTargetWrapper(false,false,e);let n=true;let i=false;let f=false;let s;let u=1;let a;if(t!==void 0&&typeof t===\"object\"){n=t.generateDepthBuffer??true;i=!!t.generateStencilBuffer;f=!!t.noColorAttachment;s=t.colorAttachment;u=t.samples??1;a=t.label}const h=s||(f?null:this._createInternalTexture(e,t,true,5));const _=e.width||e;const o=e.height||e;const l=this._currentFramebuffer;const d=this._gl;const c=d.createFramebuffer();this._bindUnboundFramebuffer(c);r._depthStencilBuffer=this._setupFramebufferDepthAttachments(i,n,_,o);!h||h.is2DArray||h.is3D||d.framebufferTexture2D(d.FRAMEBUFFER,d.COLOR_ATTACHMENT0,d.TEXTURE_2D,h._hardwareTexture.underlyingResource,0);this._bindUnboundFramebuffer(l);r.label=a??\"RenderTargetWrapper\";r._framebuffer=c;r._generateDepthBuffer=n;r._generateStencilBuffer=i;r.setTextures(h);if(s){r._samples=s.samples;if(s.samples>1){const e=s._hardwareTexture.getMSAARenderBuffer(0);r._MSAAFramebuffer=d.createFramebuffer();this._bindUnboundFramebuffer(r._MSAAFramebuffer);d.framebufferRenderbuffer(d.FRAMEBUFFER,d.COLOR_ATTACHMENT0,d.RENDERBUFFER,e);this._bindUnboundFramebuffer(null)}}else this.updateRenderTargetTextureSampleCount(r,u);return r};r.prototype._createDepthStencilTexture=function(r,n,f){const s=this._gl;const u=r.layers||0;const a=r.depth||0;let h=s.TEXTURE_2D;u!==0?h=s.TEXTURE_2D_ARRAY:a!==0&&(h=s.TEXTURE_3D);const _=new e(this,12);_.label=n.label;if(!this._caps.depthTextureExtension){t.Error(\"Depth texture is not supported by your browser or hardware.\");return _}const o={bilinearFiltering:false,comparisonFunction:0,generateStencil:false,...n};this._bindTextureDirectly(h,_,true);this._setupDepthStencilTexture(_,r,o.comparisonFunction!==0&&o.bilinearFiltering,o.comparisonFunction,o.samples);if(o.depthTextureFormat!==void 0){if(o.depthTextureFormat!==15&&o.depthTextureFormat!==16&&o.depthTextureFormat!==17&&o.depthTextureFormat!==13&&o.depthTextureFormat!==14&&o.depthTextureFormat!==18){t.Error(`Depth texture ${o.depthTextureFormat} format is not supported.`);return _}_.format=o.depthTextureFormat}else _.format=o.generateStencil?13:16;const l=i(_.format);const d=this._getWebGLTextureTypeFromDepthTextureFormat(_.format);const c=l?s.DEPTH_STENCIL:s.DEPTH_COMPONENT;const T=this._getInternalFormatFromDepthTextureFormat(_.format,true,l);_.is2DArray?s.texImage3D(h,0,T,_.width,_.height,u,0,c,d,null):_.is3D?s.texImage3D(h,0,T,_.width,_.height,a,0,c,d,null):s.texImage2D(h,0,T,_.width,_.height,0,c,d,null);this._bindTextureDirectly(h,null);this._internalTexturesCache.push(_);if(f._depthStencilBuffer){s.deleteRenderbuffer(f._depthStencilBuffer);f._depthStencilBuffer=null}this._bindUnboundFramebuffer(f._MSAAFramebuffer??f._framebuffer);f._generateStencilBuffer=l;f._depthStencilTextureWithStencil=l;f._depthStencilBuffer=this._setupFramebufferDepthAttachments(f._generateStencilBuffer,f._generateDepthBuffer,f.width,f.height,f.samples,_.format);this._bindUnboundFramebuffer(null);return _};r.prototype.updateRenderTargetTextureSampleCount=function(e,t){if(this.webGLVersion<2||!e)return 1;if(e.samples===t)return t;const r=this._gl;t=Math.min(t,this.getCaps().maxMSAASamples);if(e._depthStencilBuffer){r.deleteRenderbuffer(e._depthStencilBuffer);e._depthStencilBuffer=null}if(e._MSAAFramebuffer){r.deleteFramebuffer(e._MSAAFramebuffer);e._MSAAFramebuffer=null}const n=e.texture?._hardwareTexture;n?.releaseMSAARenderBuffers();if(e.texture&&t>1&&typeof r.renderbufferStorageMultisample===\"function\"){const i=r.createFramebuffer();if(!i)throw new Error(\"Unable to create multi sampled framebuffer\");e._MSAAFramebuffer=i;this._bindUnboundFramebuffer(e._MSAAFramebuffer);const f=this._createRenderBuffer(e.texture.width,e.texture.height,t,-1,this._getRGBABufferInternalSizedFormat(e.texture.type,e.texture.format,e.texture._useSRGBBuffer),r.COLOR_ATTACHMENT0,false);if(!f)throw new Error(\"Unable to create multi sampled framebuffer\");n?.addMSAARenderBuffer(f)}this._bindUnboundFramebuffer(e._MSAAFramebuffer??e._framebuffer);e.texture&&(e.texture.samples=t);e._samples=t;const i=e._depthStencilTexture?e._depthStencilTexture.format:void 0;e._depthStencilBuffer=this._setupFramebufferDepthAttachments(e._generateStencilBuffer,e._generateDepthBuffer,e.width,e.height,t,i);this._bindUnboundFramebuffer(null);return t};r.prototype._setupDepthStencilTexture=function(e,t,r,n,i=1){const f=t.width??t;const s=t.height??t;const u=t.layers||0;const a=t.depth||0;e.baseWidth=f;e.baseHeight=s;e.width=f;e.height=s;e.is2DArray=u>0;e.depth=u||a;e.isReady=true;e.samples=i;e.generateMipMaps=false;e.samplingMode=r?2:1;e.type=0;e._comparisonFunction=n;const h=this._gl;const _=this._getTextureTarget(e);const o=this._getSamplingParameters(e.samplingMode,false);h.texParameteri(_,h.TEXTURE_MAG_FILTER,o.mag);h.texParameteri(_,h.TEXTURE_MIN_FILTER,o.min);h.texParameteri(_,h.TEXTURE_WRAP_S,h.CLAMP_TO_EDGE);h.texParameteri(_,h.TEXTURE_WRAP_T,h.CLAMP_TO_EDGE);if(this.webGLVersion>1)if(n===0){h.texParameteri(_,h.TEXTURE_COMPARE_FUNC,515);h.texParameteri(_,h.TEXTURE_COMPARE_MODE,h.NONE)}else{h.texParameteri(_,h.TEXTURE_COMPARE_FUNC,n);h.texParameteri(_,h.TEXTURE_COMPARE_MODE,h.COMPARE_REF_TO_TEXTURE)}};\n//# sourceMappingURL=engine.renderTarget.js.map\n","import{Vector3 as s}from\"./math.vector.js\";import\"./math.constants.js\";import\"../Misc/arrayTools.js\";import\"../Misc/typeStore.js\";import\"../_/BjBO3Vqv.js\";import\"../Engines/engineStore.js\";import\"../Misc/observable.js\";import\"../_/BXd1Jdj1.js\";var i;(function(s){s[s.LOCAL=0]=\"LOCAL\";s[s.WORLD=1]=\"WORLD\";s[s.BONE=2]=\"BONE\"})(i||(i={}));class Axis{}Axis.X=new s(1,0,0);Axis.Y=new s(0,1,0);Axis.Z=new s(0,0,1);var o;(function(s){s[s.X=0]=\"X\";s[s.Y=1]=\"Y\";s[s.Z=2]=\"Z\"})(o||(o={}));export{Axis,o as Coordinate,i as Space};\n//# sourceMappingURL=math.axis.js.map\n","import{C as t,W as s}from\"../_/BXd1Jdj1.js\";import{Vector2 as n,Matrix as e,Vector3 as i,Quaternion as o}from\"./math.vector.js\";import{Epsilon as r}from\"./math.constants.js\";import\"../Misc/arrayTools.js\";import\"../Misc/typeStore.js\";import\"../_/BjBO3Vqv.js\";import\"../Engines/engineStore.js\";import\"../Misc/observable.js\";var a;(function(t){t[t.CW=0]=\"CW\";t[t.CCW=1]=\"CCW\"})(a||(a={}));class BezierCurve{\n/**\n     * Returns the cubic Bezier interpolated value (float) at \"t\" (float) from the given x1, y1, x2, y2 floats\n     * @param t defines the time\n     * @param x1 defines the left coordinate on X axis\n     * @param y1 defines the left coordinate on Y axis\n     * @param x2 defines the right coordinate on X axis\n     * @param y2 defines the right coordinate on Y axis\n     * @returns the interpolated value\n     */\nstatic Interpolate(t,s,n,e,i){if(t===0)return 0;const o=1-3*e+3*s;const r=3*e-6*s;const a=3*s;let h=t;for(let s=0;s<5;s++){const s=h*h;const n=s*h;const e=o*n+r*s+a*h;const i=1/(3*o*s+2*r*h+a);h-=(e-t)*i;h=Math.min(1,Math.max(0,h))}return 3*Math.pow(1-h,2)*h*n+3*(1-h)*Math.pow(h,2)*i+Math.pow(h,3)}}class Angle{\n/**\n     * Creates an Angle object of \"radians\" radians (float).\n     * @param radians the angle in radians\n     */\nconstructor(t){this._radians=t;this._radians<0&&(this._radians+=2*Math.PI)}\n/**\n     * Get value in degrees\n     * @returns the Angle value in degrees (float)\n     */degrees(){return this._radians*180/Math.PI}\n/**\n     * Get value in radians\n     * @returns the Angle value in radians (float)\n     */radians(){return this._radians}\n/**\n     * Gets a new Angle object with a value of the angle (in radians) between the line connecting the two points and the x-axis\n     * @param a defines first point as the origin\n     * @param b defines point\n     * @returns a new Angle\n     */static BetweenTwoPoints(t,s){const n=s.subtract(t);const e=Math.atan2(n.y,n.x);return new Angle(e)}\n/**\n     * Gets the angle between the two vectors\n     * @param a defines first vector\n     * @param b defines vector\n     * @returns Returns an new Angle between 0 and PI\n     */static BetweenTwoVectors(s,n){let e=s.lengthSquared()*n.lengthSquared();if(e===0)return new Angle(Math.PI/2);e=Math.sqrt(e);let i=s.dot(n)/e;i=t(i,-1,1);const o=Math.acos(i);return new Angle(o)}\n/**\n     * Gets a new Angle object from the given float in radians\n     * @param radians defines the angle value in radians\n     * @returns a new Angle\n     */static FromRadians(t){return new Angle(t)}\n/**\n     * Gets a new Angle object from the given float in degrees\n     * @param degrees defines the angle value in degrees\n     * @returns a new Angle\n     */static FromDegrees(t){return new Angle(t*Math.PI/180)}}class Arc2{\n/**\n     * Creates an Arc object from the three given points : start, middle and end.\n     * @param startPoint Defines the start point of the arc\n     * @param midPoint Defines the middle point of the arc\n     * @param endPoint Defines the end point of the arc\n     */\nconstructor(t,s,e){this.startPoint=t;this.midPoint=s;this.endPoint=e;const i=Math.pow(s.x,2)+Math.pow(s.y,2);const o=(Math.pow(t.x,2)+Math.pow(t.y,2)-i)/2;const r=(i-Math.pow(e.x,2)-Math.pow(e.y,2))/2;const a=(t.x-s.x)*(s.y-e.y)-(s.x-e.x)*(t.y-s.y);this.centerPoint=new n((o*(s.y-e.y)-r*(t.y-s.y))/a,((t.x-s.x)*r-(s.x-e.x)*o)/a);this.radius=this.centerPoint.subtract(this.startPoint).length();this.startAngle=Angle.BetweenTwoPoints(this.centerPoint,this.startPoint);const h=this.startAngle.degrees();let l=Angle.BetweenTwoPoints(this.centerPoint,this.midPoint).degrees();let c=Angle.BetweenTwoPoints(this.centerPoint,this.endPoint).degrees();l-h>180&&(l-=360);l-h<-180&&(l+=360);c-l>180&&(c-=360);c-l<-180&&(c+=360);this.orientation=l-h<0?0:1;this.angle=Angle.FromDegrees(this.orientation===0?h-c:c-h)}}class Path2{\n/**\n     * Creates a Path2 object from the starting 2D coordinates x and y.\n     * @param x the starting points x value\n     * @param y the starting points y value\n     */\nconstructor(t,s){this._points=new Array;this._length=0;this.closed=false;this._points.push(new n(t,s))}\n/**\n     * Adds a new segment until the given coordinates (x, y) to the current Path2.\n     * @param x the added points x value\n     * @param y the added points y value\n     * @returns the updated Path2.\n     */addLineTo(t,s){if(this.closed)return this;const e=new n(t,s);const i=this._points[this._points.length-1];this._points.push(e);this._length+=e.subtract(i).length();return this}\n/**\n     * Adds _numberOfSegments_ segments according to the arc definition (middle point coordinates, end point coordinates, the arc start point being the current Path2 last point) to the current Path2.\n     * @param midX middle point x value\n     * @param midY middle point y value\n     * @param endX end point x value\n     * @param endY end point y value\n     * @param numberOfSegments (default: 36)\n     * @returns the updated Path2.\n     */addArcTo(t,s,e,i,o=36){if(this.closed)return this;const r=this._points[this._points.length-1];const a=new n(t,s);const h=new n(e,i);const l=new Arc2(r,a,h);let c=l.angle.radians()/o;l.orientation===0&&(c*=-1);let u=l.startAngle.radians()+c;for(let t=0;t<o;t++){const t=Math.cos(u)*l.radius+l.centerPoint.x;const s=Math.sin(u)*l.radius+l.centerPoint.y;this.addLineTo(t,s);u+=c}return this}\n/**\n     * Adds _numberOfSegments_ segments according to the quadratic curve definition to the current Path2.\n     * @param controlX control point x value\n     * @param controlY control point y value\n     * @param endX end point x value\n     * @param endY end point y value\n     * @param numberOfSegments (default: 36)\n     * @returns the updated Path2.\n     */addQuadraticCurveTo(t,s,n,e,i=36){if(this.closed)return this;const equation=(t,s,n,e)=>{const i=(1-t)*(1-t)*s+2*t*(1-t)*n+t*t*e;return i};const o=this._points[this._points.length-1];for(let r=0;r<=i;r++){const a=r/i;const h=equation(a,o.x,t,n);const l=equation(a,o.y,s,e);this.addLineTo(h,l)}return this}\n/**\n     * Adds _numberOfSegments_ segments according to the bezier curve definition to the current Path2.\n     * @param originTangentX tangent vector at the origin point x value\n     * @param originTangentY tangent vector at the origin point y value\n     * @param destinationTangentX tangent vector at the destination point x value\n     * @param destinationTangentY tangent vector at the destination point y value\n     * @param endX end point x value\n     * @param endY end point y value\n     * @param numberOfSegments (default: 36)\n     * @returns the updated Path2.\n     */addBezierCurveTo(t,s,n,e,i,o,r=36){if(this.closed)return this;const equation=(t,s,n,e,i)=>{const o=(1-t)*(1-t)*(1-t)*s+3*t*(1-t)*(1-t)*n+3*t*t*(1-t)*e+t*t*t*i;return o};const a=this._points[this._points.length-1];for(let h=0;h<=r;h++){const l=h/r;const c=equation(l,a.x,t,n,i);const u=equation(l,a.y,s,e,o);this.addLineTo(c,u)}return this}\n/**\n     * Defines if a given point is inside the polygon defines by the path\n     * @param point defines the point to test\n     * @returns true if the point is inside\n     */isPointInside(t){let s=false;const n=this._points.length;for(let e=n-1,i=0;i<n;e=i++){let n=this._points[e];let o=this._points[i];let r=o.x-n.x;let a=o.y-n.y;if(Math.abs(a)>Number.EPSILON){if(a<0){n=this._points[i];r=-r;o=this._points[e];a=-a}if(t.y<n.y||t.y>o.y)continue;if(t.y===n.y&&t.x===n.x)return true;{const e=a*(t.x-n.x)-r*(t.y-n.y);if(e===0)return true;if(e<0)continue;s=!s}}else{if(t.y!==n.y)continue;if(o.x<=t.x&&t.x<=n.x||n.x<=t.x&&t.x<=o.x)return true}}return s}\n/**\n     * Closes the Path2.\n     * @returns the Path2.\n     */close(){this.closed=true;return this}\n/**\n     * Gets the sum of the distance between each sequential point in the path\n     * @returns the Path2 total length (float).\n     */length(){let t=this._length;if(this.closed){const s=this._points[this._points.length-1];const n=this._points[0];t+=n.subtract(s).length()}return t}\n/**\n     * Gets the area of the polygon defined by the path\n     * @returns area value\n     */area(){const t=this._points.length;let s=0;for(let n=t-1,e=0;e<t;n=e++)s+=this._points[n].x*this._points[e].y-this._points[e].x*this._points[n].y;return s*.5}\n/**\n     * Gets the points which construct the path\n     * @returns the Path2 internal array of points.\n     */getPoints(){return this._points}\n/**\n     * Retrieves the point at the distance aways from the starting point\n     * @param normalizedLengthPosition the length along the path to retrieve the point from\n     * @returns a new Vector2 located at a percentage of the Path2 total length on this path.\n     */getPointAtLengthPosition(t){if(t<0||t>1)return n.Zero();const s=t*this.length();let e=0;for(let t=0;t<this._points.length;t++){const i=(t+1)%this._points.length;const o=this._points[t];const r=this._points[i];const a=r.subtract(o);const h=a.length()+e;if(s>=e&&s<=h){const t=a.normalize();const i=s-e;return new n(o.x+t.x*i,o.y+t.y*i)}e=h}return n.Zero()}\n/**\n     * Creates a new path starting from an x and y position\n     * @param x starting x value\n     * @param y starting y value\n     * @returns a new Path2 starting at the coordinates (x, y).\n     */static StartingAt(t,s){return new Path2(t,s)}}class Path3D{\n/**\n     * new Path3D(path, normal, raw)\n     * Creates a Path3D. A Path3D is a logical math object, so not a mesh.\n     * please read the description in the tutorial : https://doc.babylonjs.com/features/featuresDeepDive/mesh/path3D\n     * @param path an array of Vector3, the curve axis of the Path3D\n     * @param firstNormal (options) Vector3, the first wanted normal to the curve. Ex (0, 1, 0) for a vertical normal.\n     * @param raw (optional, default false) : boolean, if true the returned Path3D isn't normalized. Useful to depict path acceleration or speed.\n     * @param alignTangentsWithPath (optional, default false) : boolean, if true the tangents will be aligned with the path.\n     */\nconstructor(t,s=null,n,o=false){this.path=t;this._curve=new Array;this._distances=new Array;this._tangents=new Array;this._normals=new Array;this._binormals=new Array;this._pointAtData={id:0,point:i.Zero(),previousPointArrayIndex:0,position:0,subPosition:0,interpolateReady:false,interpolationMatrix:e.Identity()};for(let s=0;s<t.length;s++)this._curve[s]=t[s].clone();this._raw=n||false;this._alignTangentsWithPath=o;this._compute(s,o)}\n/**\n     * Returns the Path3D array of successive Vector3 designing its curve.\n     * @returns the Path3D array of successive Vector3 designing its curve.\n     */getCurve(){return this._curve}\n/**\n     * Returns the Path3D array of successive Vector3 designing its curve.\n     * @returns the Path3D array of successive Vector3 designing its curve.\n     */getPoints(){return this._curve}\n/**\n     * @returns the computed length (float) of the path.\n     */length(){return this._distances[this._distances.length-1]}\n/**\n     * Returns an array populated with tangent vectors on each Path3D curve point.\n     * @returns an array populated with tangent vectors on each Path3D curve point.\n     */getTangents(){return this._tangents}\n/**\n     * Returns an array populated with normal vectors on each Path3D curve point.\n     * @returns an array populated with normal vectors on each Path3D curve point.\n     */getNormals(){return this._normals}\n/**\n     * Returns an array populated with binormal vectors on each Path3D curve point.\n     * @returns an array populated with binormal vectors on each Path3D curve point.\n     */getBinormals(){return this._binormals}\n/**\n     * Returns an array populated with distances (float) of the i-th point from the first curve point.\n     * @returns an array populated with distances (float) of the i-th point from the first curve point.\n     */getDistances(){return this._distances}\n/**\n     * Returns an interpolated point along this path\n     * @param position the position of the point along this path, from 0.0 to 1.0\n     * @returns a new Vector3 as the point\n     */getPointAt(t){return this._updatePointAtData(t).point}\n/**\n     * Returns the tangent vector of an interpolated Path3D curve point at the specified position along this path.\n     * @param position the position of the point along this path, from 0.0 to 1.0\n     * @param interpolated (optional, default false) : boolean, if true returns an interpolated tangent instead of the tangent of the previous path point.\n     * @returns a tangent vector corresponding to the interpolated Path3D curve point, if not interpolated, the tangent is taken from the precomputed tangents array.\n     */getTangentAt(t,s=false){this._updatePointAtData(t,s);return s?i.TransformCoordinates(i.Forward(),this._pointAtData.interpolationMatrix):this._tangents[this._pointAtData.previousPointArrayIndex]}\n/**\n     * Returns the tangent vector of an interpolated Path3D curve point at the specified position along this path.\n     * @param position the position of the point along this path, from 0.0 to 1.0\n     * @param interpolated (optional, default false) : boolean, if true returns an interpolated normal instead of the normal of the previous path point.\n     * @returns a normal vector corresponding to the interpolated Path3D curve point, if not interpolated, the normal is taken from the precomputed normals array.\n     */getNormalAt(t,s=false){this._updatePointAtData(t,s);return s?i.TransformCoordinates(i.Right(),this._pointAtData.interpolationMatrix):this._normals[this._pointAtData.previousPointArrayIndex]}\n/**\n     * Returns the binormal vector of an interpolated Path3D curve point at the specified position along this path.\n     * @param position the position of the point along this path, from 0.0 to 1.0\n     * @param interpolated (optional, default false) : boolean, if true returns an interpolated binormal instead of the binormal of the previous path point.\n     * @returns a binormal vector corresponding to the interpolated Path3D curve point, if not interpolated, the binormal is taken from the precomputed binormals array.\n     */getBinormalAt(t,s=false){this._updatePointAtData(t,s);return s?i.TransformCoordinates(i.UpReadOnly,this._pointAtData.interpolationMatrix):this._binormals[this._pointAtData.previousPointArrayIndex]}\n/**\n     * Returns the distance (float) of an interpolated Path3D curve point at the specified position along this path.\n     * @param position the position of the point along this path, from 0.0 to 1.0\n     * @returns the distance of the interpolated Path3D curve point at the specified position along this path.\n     */getDistanceAt(t){return this.length()*t}\n/**\n     * Returns the array index of the previous point of an interpolated point along this path\n     * @param position the position of the point to interpolate along this path, from 0.0 to 1.0\n     * @returns the array index\n     */getPreviousPointIndexAt(t){this._updatePointAtData(t);return this._pointAtData.previousPointArrayIndex}\n/**\n     * Returns the position of an interpolated point relative to the two path points it lies between, from 0.0 (point A) to 1.0 (point B)\n     * @param position the position of the point to interpolate along this path, from 0.0 to 1.0\n     * @returns the sub position\n     */getSubPositionAt(t){this._updatePointAtData(t);return this._pointAtData.subPosition}\n/**\n     * Returns the position of the closest virtual point on this path to an arbitrary Vector3, from 0.0 to 1.0\n     * @param target the vector of which to get the closest position to\n     * @returns the position of the closest virtual point on this path to the target vector\n     */getClosestPositionTo(t){let s=Number.MAX_VALUE;let n=0;for(let e=0;e<this._curve.length-1;e++){const o=this._curve[e+0];const r=this._curve[e+1].subtract(o).normalize();const a=this._distances[e+1]-this._distances[e+0];const h=Math.min(Math.max(i.Dot(r,t.subtract(o).normalize()),0)*i.Distance(o,t)/a,1);const l=i.Distance(o.add(r.scale(h*a)),t);if(l<s){s=l;n=(this._distances[e+0]+a*h)/this.length()}}return n}\n/**\n     * Returns a sub path (slice) of this path\n     * @param start the position of the fist path point, from 0.0 to 1.0, or a negative value, which will get wrapped around from the end of the path to 0.0 to 1.0 values\n     * @param end the position of the last path point, from 0.0 to 1.0, or a negative value, which will get wrapped around from the end of the path to 0.0 to 1.0 values\n     * @returns a sub path (slice) of this path\n     */slice(t=0,s=1){t<0&&(t=1-t*-1%1);s<0&&(s=1-s*-1%1);if(t>s){const n=t;t=s;s=n}const n=this.getCurve();const e=this.getPointAt(t);let i=this.getPreviousPointIndexAt(t);const o=this.getPointAt(s);const r=this.getPreviousPointIndexAt(s)+1;const a=[];if(t!==0){i++;a.push(e)}a.push(...n.slice(i,r));s===1&&t!==1||a.push(o);return new Path3D(a,this.getNormalAt(t),this._raw,this._alignTangentsWithPath)}\n/**\n     * Forces the Path3D tangent, normal, binormal and distance recomputation.\n     * @param path path which all values are copied into the curves points\n     * @param firstNormal which should be projected onto the curve\n     * @param alignTangentsWithPath (optional, default false) : boolean, if true the tangents will be aligned with the path\n     * @returns the same object updated.\n     */update(t,s=null,n=false){for(let s=0;s<t.length;s++){this._curve[s].x=t[s].x;this._curve[s].y=t[s].y;this._curve[s].z=t[s].z}this._compute(s,n);return this}_compute(t,s=false){const n=this._curve.length;if(n<2)return;this._tangents[0]=this._getFirstNonNullVector(0);this._raw||this._tangents[0].normalize();this._tangents[n-1]=this._curve[n-1].subtract(this._curve[n-2]);this._raw||this._tangents[n-1].normalize();const e=this._tangents[0];const o=this._normalVector(e,t);this._normals[0]=o;this._raw||this._normals[0].normalize();this._binormals[0]=i.Cross(e,this._normals[0]);this._raw||this._binormals[0].normalize();this._distances[0]=0;let r;let a;let h;let l;let c;for(let t=1;t<n;t++){r=this._getLastNonNullVector(t);if(t<n-1){a=this._getFirstNonNullVector(t);this._tangents[t]=s?a:r.add(a);this._tangents[t].normalize()}this._distances[t]=this._distances[t-1]+this._curve[t].subtract(this._curve[t-1]).length();h=this._tangents[t];c=this._binormals[t-1];this._normals[t]=i.Cross(c,h);if(!this._raw)if(this._normals[t].length()===0){l=this._normals[t-1];this._normals[t]=l.clone()}else this._normals[t].normalize();this._binormals[t]=i.Cross(h,this._normals[t]);this._raw||this._binormals[t].normalize()}this._pointAtData.id=NaN}_getFirstNonNullVector(t){let s=1;let n=this._curve[t+s].subtract(this._curve[t]);while(n.length()===0&&t+s+1<this._curve.length){s++;n=this._curve[t+s].subtract(this._curve[t])}return n}_getLastNonNullVector(t){let s=1;let n=this._curve[t].subtract(this._curve[t-s]);while(n.length()===0&&t>s+1){s++;n=this._curve[t].subtract(this._curve[t-s])}return n}_normalVector(t,n){let e;let o=t.length();o===0&&(o=1);if(n===void 0||n===null){let n;n=s(Math.abs(t.y)/o,1,r)?s(Math.abs(t.x)/o,1,r)?s(Math.abs(t.z)/o,1,r)?i.Zero():new i(0,0,1):new i(1,0,0):new i(0,-1,0);e=i.Cross(t,n)}else{e=i.Cross(t,n);i.CrossToRef(e,t,e)}e.normalize();return e}\n/**\n     * Updates the point at data for an interpolated point along this curve\n     * @param position the position of the point along this curve, from 0.0 to 1.0\n     * @param interpolateTNB\n     * @interpolateTNB whether to compute the interpolated tangent, normal and binormal\n     * @returns the (updated) point at data\n     */_updatePointAtData(t,s=false){if(this._pointAtData.id===t){this._pointAtData.interpolateReady||this._updateInterpolationMatrix();return this._pointAtData}this._pointAtData.id=t;const n=this.getPoints();if(t<=0)return this._setPointAtData(0,0,n[0],0,s);if(t>=1)return this._setPointAtData(1,1,n[n.length-1],n.length-1,s);let e=n[0];let o;let r=0;const a=t*this.length();for(let h=1;h<n.length;h++){o=n[h];const l=i.Distance(e,o);r+=l;if(r===a)return this._setPointAtData(t,1,o,h,s);if(r>a){const n=r-a;const i=n/l;const c=e.subtract(o);const u=o.add(c.scaleInPlace(i));return this._setPointAtData(t,1-i,u,h-1,s)}e=o}return this._pointAtData}\n/**\n     * Updates the point at data from the specified parameters\n     * @param position where along the path the interpolated point is, from 0.0 to 1.0\n     * @param subPosition\n     * @param point the interpolated point\n     * @param parentIndex the index of an existing curve point that is on, or else positionally the first behind, the interpolated point\n     * @param interpolateTNB whether to compute the interpolated tangent, normal and binormal\n     * @returns the (updated) point at data\n     */_setPointAtData(t,s,n,e,i){this._pointAtData.point=n;this._pointAtData.position=t;this._pointAtData.subPosition=s;this._pointAtData.previousPointArrayIndex=e;this._pointAtData.interpolateReady=i;i&&this._updateInterpolationMatrix();return this._pointAtData}_updateInterpolationMatrix(){this._pointAtData.interpolationMatrix=e.Identity();const t=this._pointAtData.previousPointArrayIndex;if(t!==this._tangents.length-1){const s=t+1;const n=this._tangents[t].clone();const e=this._normals[t].clone();const i=this._binormals[t].clone();const r=this._tangents[s].clone();const a=this._normals[s].clone();const h=this._binormals[s].clone();const l=o.RotationQuaternionFromAxis(e,i,n);const c=o.RotationQuaternionFromAxis(a,h,r);const u=o.Slerp(l,c,this._pointAtData.subPosition);u.toRotationMatrix(this._pointAtData.interpolationMatrix)}}}class Curve3{\n/**\n     * Returns a Curve3 object along a Quadratic Bezier curve : https://doc.babylonjs.com/features/featuresDeepDive/mesh/drawCurves#quadratic-bezier-curve\n     * @param v0 (Vector3) the origin point of the Quadratic Bezier\n     * @param v1 (Vector3) the control point\n     * @param v2 (Vector3) the end point of the Quadratic Bezier\n     * @param nbPoints (integer) the wanted number of points in the curve\n     * @returns the created Curve3\n     */\nstatic CreateQuadraticBezier(t,s,n,e){e=e>2?e:3;const o=[];const equation=(t,s,n,e)=>{const i=(1-t)*(1-t)*s+2*t*(1-t)*n+t*t*e;return i};for(let r=0;r<=e;r++)o.push(new i(equation(r/e,t.x,s.x,n.x),equation(r/e,t.y,s.y,n.y),equation(r/e,t.z,s.z,n.z)));return new Curve3(o)}\n/**\n     * Returns a Curve3 object along a Cubic Bezier curve : https://doc.babylonjs.com/features/featuresDeepDive/mesh/drawCurves#cubic-bezier-curve\n     * @param v0 (Vector3) the origin point of the Cubic Bezier\n     * @param v1 (Vector3) the first control point\n     * @param v2 (Vector3) the second control point\n     * @param v3 (Vector3) the end point of the Cubic Bezier\n     * @param nbPoints (integer) the wanted number of points in the curve\n     * @returns the created Curve3\n     */static CreateCubicBezier(t,s,n,e,o){o=o>3?o:4;const r=[];const equation=(t,s,n,e,i)=>{const o=(1-t)*(1-t)*(1-t)*s+3*t*(1-t)*(1-t)*n+3*t*t*(1-t)*e+t*t*t*i;return o};for(let a=0;a<=o;a++)r.push(new i(equation(a/o,t.x,s.x,n.x,e.x),equation(a/o,t.y,s.y,n.y,e.y),equation(a/o,t.z,s.z,n.z,e.z)));return new Curve3(r)}\n/**\n     * Returns a Curve3 object along a Hermite Spline curve : https://doc.babylonjs.com/features/featuresDeepDive/mesh/drawCurves#hermite-spline\n     * @param p1 (Vector3) the origin point of the Hermite Spline\n     * @param t1 (Vector3) the tangent vector at the origin point\n     * @param p2 (Vector3) the end point of the Hermite Spline\n     * @param t2 (Vector3) the tangent vector at the end point\n     * @param nSeg (integer) the number of curve segments or nSeg + 1 points in the array\n     * @returns the created Curve3\n     */static CreateHermiteSpline(t,s,n,e,o){const r=[];const a=1/o;for(let h=0;h<=o;h++)r.push(i.Hermite(t,s,n,e,h*a));return new Curve3(r)}\n/**\n     * Returns a Curve3 object along a CatmullRom Spline curve :\n     * @param points (array of Vector3) the points the spline must pass through. At least, four points required\n     * @param nbPoints (integer) the wanted number of points between each curve control points\n     * @param closed (boolean) optional with default false, when true forms a closed loop from the points\n     * @returns the created Curve3\n     */static CreateCatmullRomSpline(t,s,n){const e=[];const o=1/s;let r=0;if(n){const n=t.length;for(let a=0;a<n;a++){r=0;for(let h=0;h<s;h++){e.push(i.CatmullRom(t[a%n],t[(a+1)%n],t[(a+2)%n],t[(a+3)%n],r));r+=o}}e.push(e[0])}else{const n=[];n.push(t[0].clone());Array.prototype.push.apply(n,t);n.push(t[t.length-1].clone());let a=0;for(;a<n.length-3;a++){r=0;for(let t=0;t<s;t++){e.push(i.CatmullRom(n[a],n[a+1],n[a+2],n[a+3],r));r+=o}}a--;e.push(i.CatmullRom(n[a],n[a+1],n[a+2],n[a+3],r))}return new Curve3(e)}\n/**\n     * Returns a Curve3 object along an arc through three vector3 points:\n     * The three points should not be colinear. When they are the Curve3 is empty.\n     * @param first (Vector3) the first point the arc must pass through.\n     * @param second (Vector3) the second point the arc must pass through.\n     * @param third (Vector3) the third point the arc must pass through.\n     * @param steps (number) the larger the number of steps the more detailed the arc.\n     * @param closed (boolean) optional with default false, when true forms the chord from the first and third point\n     * @param fullCircle Circle (boolean) optional with default false, when true forms the complete circle through the three points\n     * @returns the created Curve3\n     */static ArcThru3Points(t,s,n,e=32,o=false,r=false){const a=[];const h=s.subtract(t);const l=n.subtract(s);const c=t.subtract(n);const u=i.Cross(h,l);const _=u.length();if(_<Math.pow(10,-8))return new Curve3(a);const p=h.lengthSquared();const g=l.lengthSquared();const d=c.lengthSquared();const m=u.lengthSquared();const A=h.length();const f=l.length();const P=c.length();const x=.5*A*f*P/_;const y=i.Dot(h,c);const w=i.Dot(h,l);const v=i.Dot(l,c);const D=-.5*g*y/m;const M=-.5*d*w/m;const b=-.5*p*v/m;const C=t.scale(D).add(s.scale(M)).add(n.scale(b));const z=t.subtract(C);const I=z.normalize();const T=i.Cross(u,I).normalize();if(r){const s=2*Math.PI/e;for(let t=0;t<=2*Math.PI;t+=s)a.push(C.add(I.scale(x*Math.cos(t)).add(T.scale(x*Math.sin(t)))));a.push(t)}else{const s=1/e;let r=0;let h=i.Zero();do{h=C.add(I.scale(x*Math.cos(r)).add(T.scale(x*Math.sin(r))));a.push(h);r+=s}while(!h.equalsWithEpsilon(n,x*s*1.1));a.push(n);o&&a.push(t)}return new Curve3(a)}\n/**\n     * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.\n     * A Curve3 is designed from a series of successive Vector3.\n     * Tuto : https://doc.babylonjs.com/features/featuresDeepDive/mesh/drawCurves#curve3-object\n     * @param points points which make up the curve\n     */constructor(t){this._length=0;this._points=t;this._length=this._computeLength(t)}\n/**\n     * @returns the Curve3 stored array of successive Vector3\n     */getPoints(){return this._points}\n/**\n     * @returns the computed length (float) of the curve.\n     */length(){return this._length}\n/**\n     * Returns a new instance of Curve3 object : var curve = curveA.continue(curveB);\n     * This new Curve3 is built by translating and sticking the curveB at the end of the curveA.\n     * curveA and curveB keep unchanged.\n     * @param curve the curve to continue from this curve\n     * @returns the newly constructed curve\n     */continue(t){const s=this._points[this._points.length-1];const n=this._points.slice();const e=t.getPoints();for(let t=1;t<e.length;t++)n.push(e[t].subtract(e[0]).add(s));const i=new Curve3(n);return i}_computeLength(t){let s=0;for(let n=1;n<t.length;n++)s+=t[n].subtract(t[n-1]).length();return s}}export{Angle,Arc2,BezierCurve,Curve3,a as Orientation,Path2,Path3D};\n//# sourceMappingURL=math.path.js.map\n","export{Axis,Coordinate,Space}from\"./math.axis.js\";export{Color3,Color4,TmpColors}from\"./math.color.js\";export{Epsilon,PHI,ToGammaSpace,ToLinearSpace}from\"./math.constants.js\";export{Frustum}from\"./math.frustum.js\";export{Angle,Arc2,BezierCurve,Curve3,Orientation,Path2,Path3D}from\"./math.path.js\";export{Plane}from\"./math.plane.js\";export{Size}from\"./math.size.js\";import{Vector3 as o,Vector2 as r}from\"./math.vector.js\";export{Matrix,Quaternion,TmpVectors,Vector4}from\"./math.vector.js\";export{Viewport}from\"./math.viewport.js\";import\"../Misc/arrayTools.js\";import\"../Misc/typeStore.js\";import\"../_/BjBO3Vqv.js\";import\"../Engines/engineStore.js\";import\"../Misc/observable.js\";import\"../_/BXd1Jdj1.js\";class PositionNormalVertex{\n/**\n     * Creates a PositionNormalVertex\n     * @param position the position of the vertex (defaut: 0,0,0)\n     * @param normal the normal of the vertex (defaut: 0,1,0)\n     */\nconstructor(r=o.Zero(),t=o.Up()){this.position=r;this.normal=t}\n/**\n     * Clones the PositionNormalVertex\n     * @returns the cloned PositionNormalVertex\n     */clone(){return new PositionNormalVertex(this.position.clone(),this.normal.clone())}}class PositionNormalTextureVertex{\n/**\n     * Creates a PositionNormalTextureVertex\n     * @param position the position of the vertex (defaut: 0,0,0)\n     * @param normal the normal of the vertex (defaut: 0,1,0)\n     * @param uv the uv of the vertex (default: 0,0)\n     */\nconstructor(t=o.Zero(),e=o.Up(),s=r.Zero()){this.position=t;this.normal=e;this.uv=s}\n/**\n     * Clones the PositionNormalTextureVertex\n     * @returns the cloned PositionNormalTextureVertex\n     */clone(){return new PositionNormalTextureVertex(this.position.clone(),this.normal.clone(),this.uv.clone())}}export{PositionNormalTextureVertex,PositionNormalVertex,r as Vector2,o as Vector3};\n//# sourceMappingURL=math.js.map\n","import{Vector3 as a,TmpVectors as e}from\"./math.vector.js\";import\"./math.js\";import\"./math.constants.js\";import\"../Misc/arrayTools.js\";import\"../Misc/typeStore.js\";import\"../_/BjBO3Vqv.js\";import\"../Engines/engineStore.js\";import\"../Misc/observable.js\";import\"../_/BXd1Jdj1.js\";import\"./math.axis.js\";import\"./math.color.js\";import\"./math.frustum.js\";import\"./math.plane.js\";import\"./math.path.js\";import\"./math.size.js\";import\"./math.viewport.js\";\n/* eslint-disable @typescript-eslint/naming-convention */\nconst l=[Math.sqrt(1/(4*Math.PI)),-Math.sqrt(3/(4*Math.PI)),Math.sqrt(3/(4*Math.PI)),-Math.sqrt(3/(4*Math.PI)),Math.sqrt(15/(4*Math.PI)),-Math.sqrt(15/(4*Math.PI)),Math.sqrt(5/(16*Math.PI)),-Math.sqrt(15/(4*Math.PI)),Math.sqrt(15/(16*Math.PI))];const s=[()=>1,a=>a.y,a=>a.z,a=>a.x,a=>a.x*a.y,a=>a.y*a.z,a=>3*a.z*a.z-1,a=>a.x*a.z,a=>a.x*a.x-a.y*a.y];const applySH3=(a,e)=>l[a]*s[a](e);const t=[Math.PI,2*Math.PI/3,2*Math.PI/3,2*Math.PI/3,Math.PI/4,Math.PI/4,Math.PI/4,Math.PI/4,Math.PI/4];class SphericalHarmonics{constructor(){this.preScaled=false;this.l00=a.Zero();this.l1_1=a.Zero();this.l10=a.Zero();this.l11=a.Zero();this.l2_2=a.Zero();this.l2_1=a.Zero();this.l20=a.Zero();this.l21=a.Zero();this.l22=a.Zero()}\n/**\n     * Adds a light to the spherical harmonics\n     * @param direction the direction of the light\n     * @param color the color of the light\n     * @param deltaSolidAngle the delta solid angle of the light\n     */addLight(a,l,s){e.Vector3[0].set(l.r,l.g,l.b);const t=e.Vector3[0];const c=e.Vector3[1];t.scaleToRef(s,c);c.scaleToRef(applySH3(0,a),e.Vector3[2]);this.l00.addInPlace(e.Vector3[2]);c.scaleToRef(applySH3(1,a),e.Vector3[2]);this.l1_1.addInPlace(e.Vector3[2]);c.scaleToRef(applySH3(2,a),e.Vector3[2]);this.l10.addInPlace(e.Vector3[2]);c.scaleToRef(applySH3(3,a),e.Vector3[2]);this.l11.addInPlace(e.Vector3[2]);c.scaleToRef(applySH3(4,a),e.Vector3[2]);this.l2_2.addInPlace(e.Vector3[2]);c.scaleToRef(applySH3(5,a),e.Vector3[2]);this.l2_1.addInPlace(e.Vector3[2]);c.scaleToRef(applySH3(6,a),e.Vector3[2]);this.l20.addInPlace(e.Vector3[2]);c.scaleToRef(applySH3(7,a),e.Vector3[2]);this.l21.addInPlace(e.Vector3[2]);c.scaleToRef(applySH3(8,a),e.Vector3[2]);this.l22.addInPlace(e.Vector3[2])}\n/**\n     * Scales the spherical harmonics by the given amount\n     * @param scale the amount to scale\n     */scaleInPlace(a){this.l00.scaleInPlace(a);this.l1_1.scaleInPlace(a);this.l10.scaleInPlace(a);this.l11.scaleInPlace(a);this.l2_2.scaleInPlace(a);this.l2_1.scaleInPlace(a);this.l20.scaleInPlace(a);this.l21.scaleInPlace(a);this.l22.scaleInPlace(a)}convertIncidentRadianceToIrradiance(){this.l00.scaleInPlace(t[0]);this.l1_1.scaleInPlace(t[1]);this.l10.scaleInPlace(t[2]);this.l11.scaleInPlace(t[3]);this.l2_2.scaleInPlace(t[4]);this.l2_1.scaleInPlace(t[5]);this.l20.scaleInPlace(t[6]);this.l21.scaleInPlace(t[7]);this.l22.scaleInPlace(t[8])}convertIrradianceToLambertianRadiance(){this.scaleInPlace(1/Math.PI)}preScaleForRendering(){this.preScaled=true;this.l00.scaleInPlace(l[0]);this.l1_1.scaleInPlace(l[1]);this.l10.scaleInPlace(l[2]);this.l11.scaleInPlace(l[3]);this.l2_2.scaleInPlace(l[4]);this.l2_1.scaleInPlace(l[5]);this.l20.scaleInPlace(l[6]);this.l21.scaleInPlace(l[7]);this.l22.scaleInPlace(l[8])}\n/**\n     * update the spherical harmonics coefficients from the given array\n     * @param data defines the 9x3 coefficients (l00, l1-1, l10, l11, l2-2, l2-1, l20, l21, l22)\n     * @returns the spherical harmonics (this)\n     */updateFromArray(e){a.FromArrayToRef(e[0],0,this.l00);a.FromArrayToRef(e[1],0,this.l1_1);a.FromArrayToRef(e[2],0,this.l10);a.FromArrayToRef(e[3],0,this.l11);a.FromArrayToRef(e[4],0,this.l2_2);a.FromArrayToRef(e[5],0,this.l2_1);a.FromArrayToRef(e[6],0,this.l20);a.FromArrayToRef(e[7],0,this.l21);a.FromArrayToRef(e[8],0,this.l22);return this}\n/**\n     * update the spherical harmonics coefficients from the given floats array\n     * @param data defines the 9x3 coefficients (l00, l1-1, l10, l11, l2-2, l2-1, l20, l21, l22)\n     * @returns the spherical harmonics (this)\n     */updateFromFloatsArray(e){a.FromFloatsToRef(e[0],e[1],e[2],this.l00);a.FromFloatsToRef(e[3],e[4],e[5],this.l1_1);a.FromFloatsToRef(e[6],e[7],e[8],this.l10);a.FromFloatsToRef(e[9],e[10],e[11],this.l11);a.FromFloatsToRef(e[12],e[13],e[14],this.l2_2);a.FromFloatsToRef(e[15],e[16],e[17],this.l2_1);a.FromFloatsToRef(e[18],e[19],e[20],this.l20);a.FromFloatsToRef(e[21],e[22],e[23],this.l21);a.FromFloatsToRef(e[24],e[25],e[26],this.l22);return this}\n/**\n     * Constructs a spherical harmonics from an array.\n     * @param data defines the 9x3 coefficients (l00, l1-1, l10, l11, l2-2, l2-1, l20, l21, l22)\n     * @returns the spherical harmonics\n     */static FromArray(a){const e=new SphericalHarmonics;return e.updateFromArray(a)}\n/**\n     * Gets the spherical harmonics from polynomial\n     * @param polynomial the spherical polynomial\n     * @returns the spherical harmonics\n     */\nstatic FromPolynomial(a){const e=new SphericalHarmonics;e.l00=a.xx.scale(.376127).add(a.yy.scale(.376127)).add(a.zz.scale(.376126));e.l1_1=a.y.scale(.977204);e.l10=a.z.scale(.977204);e.l11=a.x.scale(.977204);e.l2_2=a.xy.scale(1.16538);e.l2_1=a.yz.scale(1.16538);e.l20=a.zz.scale(1.34567).subtract(a.xx.scale(.672834)).subtract(a.yy.scale(.672834));e.l21=a.zx.scale(1.16538);e.l22=a.xx.scale(1.16538).subtract(a.yy.scale(1.16538));e.l1_1.scaleInPlace(-1);e.l11.scaleInPlace(-1);e.l2_1.scaleInPlace(-1);e.l21.scaleInPlace(-1);e.scaleInPlace(Math.PI);return e}}class SphericalPolynomial{constructor(){this.x=a.Zero();this.y=a.Zero();this.z=a.Zero();this.xx=a.Zero();this.yy=a.Zero();this.zz=a.Zero();this.xy=a.Zero();this.yz=a.Zero();this.zx=a.Zero()}get preScaledHarmonics(){this._harmonics||(this._harmonics=SphericalHarmonics.FromPolynomial(this));this._harmonics.preScaled||this._harmonics.preScaleForRendering();return this._harmonics}\n/**\n     * Adds an ambient color to the spherical polynomial\n     * @param color the color to add\n     */addAmbient(a){e.Vector3[0].copyFromFloats(a.r,a.g,a.b);const l=e.Vector3[0];this.xx.addInPlace(l);this.yy.addInPlace(l);this.zz.addInPlace(l)}\n/**\n     * Scales the spherical polynomial by the given amount\n     * @param scale the amount to scale\n     */scaleInPlace(a){this.x.scaleInPlace(a);this.y.scaleInPlace(a);this.z.scaleInPlace(a);this.xx.scaleInPlace(a);this.yy.scaleInPlace(a);this.zz.scaleInPlace(a);this.yz.scaleInPlace(a);this.zx.scaleInPlace(a);this.xy.scaleInPlace(a)}\n/**\n     * Updates the spherical polynomial from harmonics\n     * @param harmonics the spherical harmonics\n     * @returns the spherical polynomial\n     */updateFromHarmonics(a){this._harmonics=a;this.x.copyFrom(a.l11);this.x.scaleInPlace(1.02333).scaleInPlace(-1);this.y.copyFrom(a.l1_1);this.y.scaleInPlace(1.02333).scaleInPlace(-1);this.z.copyFrom(a.l10);this.z.scaleInPlace(1.02333);this.xx.copyFrom(a.l00);e.Vector3[0].copyFrom(a.l20).scaleInPlace(.247708);e.Vector3[1].copyFrom(a.l22).scaleInPlace(.429043);this.xx.scaleInPlace(.886277).subtractInPlace(e.Vector3[0]).addInPlace(e.Vector3[1]);this.yy.copyFrom(a.l00);this.yy.scaleInPlace(.886277).subtractInPlace(e.Vector3[0]).subtractInPlace(e.Vector3[1]);this.zz.copyFrom(a.l00);e.Vector3[0].copyFrom(a.l20).scaleInPlace(.495417);this.zz.scaleInPlace(.886277).addInPlace(e.Vector3[0]);this.yz.copyFrom(a.l2_1);this.yz.scaleInPlace(.858086).scaleInPlace(-1);this.zx.copyFrom(a.l21);this.zx.scaleInPlace(.858086).scaleInPlace(-1);this.xy.copyFrom(a.l2_2);this.xy.scaleInPlace(.858086);this.scaleInPlace(1/Math.PI);return this}\n/**\n     * Gets the spherical polynomial from harmonics\n     * @param harmonics the spherical harmonics\n     * @returns the spherical polynomial\n     */static FromHarmonics(a){const e=new SphericalPolynomial;return e.updateFromHarmonics(a)}\n/**\n     * Constructs a spherical polynomial from an array.\n     * @param data defines the 9x3 coefficients (x, y, z, xx, yy, zz, yz, zx, xy)\n     * @returns the spherical polynomial\n     */static FromArray(e){const l=new SphericalPolynomial;a.FromArrayToRef(e[0],0,l.x);a.FromArrayToRef(e[1],0,l.y);a.FromArrayToRef(e[2],0,l.z);a.FromArrayToRef(e[3],0,l.xx);a.FromArrayToRef(e[4],0,l.yy);a.FromArrayToRef(e[5],0,l.zz);a.FromArrayToRef(e[6],0,l.yz);a.FromArrayToRef(e[7],0,l.zx);a.FromArrayToRef(e[8],0,l.xy);return l}}export{SphericalHarmonics,SphericalPolynomial};\n//# sourceMappingURL=sphericalPolynomial.js.map\n","import{Size as e}from\"../../Maths/math.size.js\";class ThinTexture{get wrapU(){return this._wrapU}set wrapU(e){this._wrapU=e}get wrapV(){return this._wrapV}set wrapV(e){this._wrapV=e}get coordinatesMode(){return 0}get isCube(){return!!this._texture&&this._texture.isCube}set isCube(e){this._texture&&(this._texture.isCube=e)}get is3D(){return!!this._texture&&this._texture.is3D}set is3D(e){this._texture&&(this._texture.is3D=e)}get is2DArray(){return!!this._texture&&this._texture.is2DArray}set is2DArray(e){this._texture&&(this._texture.is2DArray=e)}\n/**\n     * Get the class name of the texture.\n     * @returns \"ThinTexture\"\n     */getClassName(){return\"ThinTexture\"}static _IsRenderTargetWrapper(e){return e?.shareDepth!==void 0}\n/**\n     * Instantiates a new ThinTexture.\n     * Base class of all the textures in babylon.\n     * This can be used as an internal texture wrapper in AbstractEngine to benefit from the cache\n     * @param internalTexture Define the internalTexture to wrap. You can also pass a RenderTargetWrapper, in which case the texture will be the render target's texture\n     */constructor(t){this._wrapU=1;this._wrapV=1;this.wrapR=1;this.anisotropicFilteringLevel=4;this.delayLoadState=0;this._texture=null;this._engine=null;this._cachedSize=e.Zero();this._cachedBaseSize=e.Zero();this._initialSamplingMode=2;this._texture=ThinTexture._IsRenderTargetWrapper(t)?t.texture:t;this._texture&&(this._engine=this._texture.getEngine())}\n/**\n     * Get if the texture is ready to be used (downloaded, converted, mip mapped...).\n     * @returns true if fully ready\n     */isReady(){if(this.delayLoadState===4){this.delayLoad();return false}return!!this._texture&&this._texture.isReady}delayLoad(){}\n/**\n     * Get the underlying lower level texture from Babylon.\n     * @returns the internal texture\n     */getInternalTexture(){return this._texture}\n/**\n     * Get the size of the texture.\n     * @returns the texture size.\n     */getSize(){if(this._texture){if(this._texture.width){this._cachedSize.width=this._texture.width;this._cachedSize.height=this._texture.height;return this._cachedSize}if(this._texture._size){this._cachedSize.width=this._texture._size;this._cachedSize.height=this._texture._size;return this._cachedSize}}return this._cachedSize}\n/**\n     * Get the base size of the texture.\n     * It can be different from the size if the texture has been resized for POT for instance\n     * @returns the base size\n     */getBaseSize(){if(!this.isReady()||!this._texture){this._cachedBaseSize.width=0;this._cachedBaseSize.height=0;return this._cachedBaseSize}if(this._texture._size){this._cachedBaseSize.width=this._texture._size;this._cachedBaseSize.height=this._texture._size;return this._cachedBaseSize}this._cachedBaseSize.width=this._texture.baseWidth;this._cachedBaseSize.height=this._texture.baseHeight;return this._cachedBaseSize}get samplingMode(){return this._texture?this._texture.samplingMode:this._initialSamplingMode}\n/**\n     * Update the sampling mode of the texture.\n     * Default is Trilinear mode.\n     *\n     * | Value | Type               | Description |\n     * | ----- | ------------------ | ----------- |\n     * | 1     | NEAREST_SAMPLINGMODE or NEAREST_NEAREST_MIPLINEAR  | Nearest is: mag = nearest, min = nearest, mip = linear |\n     * | 2     | BILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPNEAREST | Bilinear is: mag = linear, min = linear, mip = nearest |\n     * | 3     | TRILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPLINEAR | Trilinear is: mag = linear, min = linear, mip = linear |\n     * | 4     | NEAREST_NEAREST_MIPNEAREST |             |\n     * | 5    | NEAREST_LINEAR_MIPNEAREST |             |\n     * | 6    | NEAREST_LINEAR_MIPLINEAR |             |\n     * | 7    | NEAREST_LINEAR |             |\n     * | 8    | NEAREST_NEAREST |             |\n     * | 9   | LINEAR_NEAREST_MIPNEAREST |             |\n     * | 10   | LINEAR_NEAREST_MIPLINEAR |             |\n     * | 11   | LINEAR_LINEAR |             |\n     * | 12   | LINEAR_NEAREST |             |\n     *\n     *    > _mag_: magnification filter (close to the viewer)\n     *    > _min_: minification filter (far from the viewer)\n     *    > _mip_: filter used between mip map levels\n     *@param samplingMode Define the new sampling mode of the texture\n     */updateSamplingMode(e){this._texture&&this._engine&&this._engine.updateTextureSamplingMode(e,this._texture,this._texture.generateMipMaps)}releaseInternalTexture(){if(this._texture){this._texture.dispose();this._texture=null}}dispose(){if(this._texture){this.releaseInternalTexture();this._engine=null}}}export{ThinTexture};\n//# sourceMappingURL=thinTexture.js.map\n","import{__decorate as e}from\"../../tslib.es6.js\";import{serialize as t,serializeAsTexture as r}from\"../../Misc/decorators.js\";import{Observable as s}from\"../../Misc/observable.js\";import{Matrix as i}from\"../../Maths/math.vector.js\";import{EngineStore as a}from\"../../Engines/engineStore.js\";import{RandomGUID as n}from\"../../Misc/guid.js\";import\"../../_/Qih3l7lC.js\";import{ThinTexture as o}from\"./thinTexture.js\";import{SerializationHelper as u}from\"../../Misc/decorators.serialization.js\";import\"../../_/SxHYZ7_O.js\";import\"../../Maths/math.constants.js\";import\"../../Misc/arrayTools.js\";import\"../../Misc/typeStore.js\";import\"../../_/BjBO3Vqv.js\";import\"../../_/BXd1Jdj1.js\";import\"../../Misc/webRequest.js\";import\"../../Misc/domManagement.js\";import\"../../Misc/error.js\";import\"../../Misc/stringTools.js\";import\"../../_/CX9Zyq1P.js\";import\"../../Misc/logger.js\";import\"../../Engines/shaderStore.js\";import\"../../_/CY5CD3a_.js\";import\"../../Misc/timingTools.js\";import\"../../_/Cn202uVB.js\";import\"../../Misc/precisionDate.js\";import\"../../_/BbEdeXLR.js\";import\"./Loaders/textureLoaderManager.js\";import\"../../Maths/math.size.js\";import\"../../_/CoucjtsB.js\";import\"../../Maths/math.color.js\";class BaseTexture extends o{set hasAlpha(e){if(this._hasAlpha!==e){this._hasAlpha=e;this._scene&&this._scene.markAllMaterialsAsDirty(1,(e=>e.hasTexture(this)))}}get hasAlpha(){return this._hasAlpha}set getAlphaFromRGB(e){if(this._getAlphaFromRGB!==e){this._getAlphaFromRGB=e;this._scene&&this._scene.markAllMaterialsAsDirty(1,(e=>e.hasTexture(this)))}}get getAlphaFromRGB(){return this._getAlphaFromRGB}set coordinatesIndex(e){if(this._coordinatesIndex!==e){this._coordinatesIndex=e;this._scene&&this._scene.markAllMaterialsAsDirty(1,(e=>e.hasTexture(this)))}}get coordinatesIndex(){return this._coordinatesIndex}set coordinatesMode(e){if(this._coordinatesMode!==e){this._coordinatesMode=e;this._scene&&this._scene.markAllMaterialsAsDirty(1,(e=>e.hasTexture(this)))}}get coordinatesMode(){return this._coordinatesMode}get wrapU(){return this._wrapU}set wrapU(e){this._wrapU=e}get wrapV(){return this._wrapV}set wrapV(e){this._wrapV=e}get isCube(){return this._texture?this._texture.isCube:this._isCube}set isCube(e){this._texture?this._texture.isCube=e:this._isCube=e}get is3D(){return!!this._texture&&this._texture.is3D}set is3D(e){this._texture&&(this._texture.is3D=e)}get is2DArray(){return!!this._texture&&this._texture.is2DArray}set is2DArray(e){this._texture&&(this._texture.is2DArray=e)}get gammaSpace(){if(!this._texture)return this._gammaSpace;this._texture._gammaSpace===null&&(this._texture._gammaSpace=this._gammaSpace);return this._texture._gammaSpace&&!this._texture._useSRGBBuffer}set gammaSpace(e){if(this._texture){if(this._texture._gammaSpace===e)return;this._texture._gammaSpace=e}else{if(this._gammaSpace===e)return;this._gammaSpace=e}this.getScene()?.markAllMaterialsAsDirty(1,(e=>e.hasTexture(this)))}get isRGBD(){return this._texture!=null&&this._texture._isRGBD}set isRGBD(e){if(e!==this.isRGBD){this._texture&&(this._texture._isRGBD=e);this.getScene()?.markAllMaterialsAsDirty(1,(e=>e.hasTexture(this)))}}get noMipmap(){return false}get lodGenerationOffset(){return this._texture?this._texture._lodGenerationOffset:0}set lodGenerationOffset(e){this._texture&&(this._texture._lodGenerationOffset=e)}get lodGenerationScale(){return this._texture?this._texture._lodGenerationScale:0}set lodGenerationScale(e){this._texture&&(this._texture._lodGenerationScale=e)}get linearSpecularLOD(){return!!this._texture&&this._texture._linearSpecularLOD}set linearSpecularLOD(e){this._texture&&(this._texture._linearSpecularLOD=e)}get irradianceTexture(){return this._texture?this._texture._irradianceTexture:null}set irradianceTexture(e){this._texture&&(this._texture._irradianceTexture=e)}get uid(){this._uid||(this._uid=n());return this._uid}\n/**\n     * Return a string representation of the texture.\n     * @returns the texture as a string\n     */toString(){return this.name}\n/**\n     * Get the class name of the texture.\n     * @returns \"BaseTexture\"\n     */getClassName(){return\"BaseTexture\"}set onDispose(e){this._onDisposeObserver&&this.onDisposeObservable.remove(this._onDisposeObserver);this._onDisposeObserver=this.onDisposeObservable.add(e)}get isBlocking(){return true}get loadingError(){return this._loadingError}get errorObject(){return this._errorObject}\n/**\n     * Instantiates a new BaseTexture.\n     * Base class of all the textures in babylon.\n     * It groups all the common properties the materials, post process, lights... might need\n     * in order to make a correct use of the texture.\n     * @param sceneOrEngine Define the scene or engine the texture belongs to\n     * @param internalTexture Define the internal texture associated with the texture\n     */constructor(e,t=null){super(null);this.metadata=null;this.reservedDataStore=null;this._hasAlpha=false;this._getAlphaFromRGB=false;this.level=1;this._coordinatesIndex=0;this.optimizeUVAllocation=true;this._coordinatesMode=0;this.wrapR=1;this.anisotropicFilteringLevel=BaseTexture.DEFAULT_ANISOTROPIC_FILTERING_LEVEL;this._isCube=false;this._gammaSpace=true;this.invertZ=false;this.lodLevelInAlpha=false;this.isRenderTarget=false;this._prefiltered=false;this._forceSerialize=false;this.animations=[];this.onDisposeObservable=new s;this._onDisposeObserver=null;this._scene=null;this._uid=null;this._parentContainer=null;this._loadingError=false;e?BaseTexture._IsScene(e)?this._scene=e:this._engine=e:this._scene=a.LastCreatedScene;if(this._scene){this.uniqueId=this._scene.getUniqueId();this._scene.addTexture(this);this._engine=this._scene.getEngine()}this._texture=t;this._uid=null}\n/**\n     * Get the scene the texture belongs to.\n     * @returns the scene or null if undefined\n     */getScene(){return this._scene}_getEngine(){return this._engine}\n/**\n     * Get the texture transform matrix used to offset tile the texture for instance.\n     * @returns the transformation matrix\n     */getTextureMatrix(){return i.IdentityReadOnly}\n/**\n     * Get the texture reflection matrix used to rotate/transform the reflection.\n     * @returns the reflection matrix\n     */getReflectionTextureMatrix(){return i.IdentityReadOnly}\n/**\n     * Gets a suitable rotate/transform matrix when the texture is used for refraction.\n     * There's a separate function from getReflectionTextureMatrix because refraction requires a special configuration of the matrix in right-handed mode.\n     * @returns The refraction matrix\n     */getRefractionTextureMatrix(){return this.getReflectionTextureMatrix()}\n/**\n     * Get if the texture is ready to be consumed (either it is ready or it is not blocking)\n     * @returns true if ready, not blocking or if there was an error loading the texture\n     */isReadyOrNotBlocking(){return!this.isBlocking||this.isReady()||this.loadingError}\n/**\n     * Scales the texture if is `canRescale()`\n     * @param ratio the resize factor we want to use to rescale\n     */\nscale(e){}get canRescale(){return false}_getFromCache(e,t,r,s,i,a){const n=this._getEngine();if(!n)return null;const o=n._getUseSRGBBuffer(!!i,t);const u=n.getLoadedTexturesCache();for(let n=0;n<u.length;n++){const h=u[n];if((i===void 0||o===h._useSRGBBuffer)&&(s===void 0||s===h.invertY)&&h.url===e&&h.generateMipMaps===!t&&(!r||r===h.samplingMode)&&(a===void 0||a===h.isCube)){h.incrementReferences();return h}}return null}_rebuild(e=false){}\n/**\n     * Clones the texture.\n     * @returns the cloned texture\n     */clone(){return null}get textureType(){return this._texture&&this._texture.type!==void 0?this._texture.type:0}get textureFormat(){return this._texture&&this._texture.format!==void 0?this._texture.format:5}_markAllSubMeshesAsTexturesDirty(){const e=this.getScene();e&&e.markAllMaterialsAsDirty(1)}\n/**\n     * Reads the pixels stored in the webgl texture and returns them as an ArrayBuffer.\n     * This will returns an RGBA array buffer containing either in values (0-255) or\n     * float values (0-1) depending of the underlying buffer type.\n     * @param faceIndex defines the face of the texture to read (in case of cube texture)\n     * @param level defines the LOD level of the texture to read (in case of Mip Maps)\n     * @param buffer defines a user defined buffer to fill with data (can be null)\n     * @param flushRenderer true to flush the renderer from the pending commands before reading the pixels\n     * @param noDataConversion false to convert the data to Uint8Array (if texture type is UNSIGNED_BYTE) or to Float32Array (if texture type is anything but UNSIGNED_BYTE). If true, the type of the generated buffer (if buffer==null) will depend on the type of the texture\n     * @param x defines the region x coordinates to start reading from (default to 0)\n     * @param y defines the region y coordinates to start reading from (default to 0)\n     * @param width defines the region width to read from (default to the texture size at level)\n     * @param height defines the region width to read from (default to the texture size at level)\n     * @returns The Array buffer promise containing the pixels data.\n     */readPixels(e=0,t=0,r=null,s=true,i=false,a=0,n=0,o=Number.MAX_VALUE,u=Number.MAX_VALUE){if(!this._texture)return null;const h=this._getEngine();if(!h)return null;const l=this.getSize();let _=l.width;let p=l.height;if(t!==0){_/=Math.pow(2,t);p/=Math.pow(2,t);_=Math.round(_);p=Math.round(p)}o=Math.min(_,o);u=Math.min(p,u);try{return this._texture.isCube?h._readTexturePixels(this._texture,o,u,e,t,r,s,i,a,n):h._readTexturePixels(this._texture,o,u,-1,t,r,s,i,a,n)}catch(e){return null}}_readPixelsSync(e=0,t=0,r=null,s=true,i=false){if(!this._texture)return null;const a=this.getSize();let n=a.width;let o=a.height;const u=this._getEngine();if(!u)return null;if(t!=0){n/=Math.pow(2,t);o/=Math.pow(2,t);n=Math.round(n);o=Math.round(o)}try{return this._texture.isCube?u._readTexturePixelsSync(this._texture,n,o,e,t,r,s,i):u._readTexturePixelsSync(this._texture,n,o,-1,t,r,s,i)}catch(e){return null}}get _lodTextureHigh(){return this._texture?this._texture._lodTextureHigh:null}get _lodTextureMid(){return this._texture?this._texture._lodTextureMid:null}get _lodTextureLow(){return this._texture?this._texture._lodTextureLow:null}dispose(){if(this._scene){this._scene.stopAnimation&&this._scene.stopAnimation(this);this._scene.removePendingData(this);const e=this._scene.textures.indexOf(this);e>=0&&this._scene.textures.splice(e,1);this._scene.onTextureRemovedObservable.notifyObservers(this);this._scene=null;if(this._parentContainer){const e=this._parentContainer.textures.indexOf(this);e>-1&&this._parentContainer.textures.splice(e,1);this._parentContainer=null}}this.onDisposeObservable.notifyObservers(this);this.onDisposeObservable.clear();this.metadata=null;super.dispose()}\n/**\n     * Serialize the texture into a JSON representation that can be parsed later on.\n     * @param allowEmptyName True to force serialization even if name is empty. Default: false\n     * @returns the JSON representation of the texture\n     */serialize(e=false){if(!this.name&&!e)return null;const t=u.Serialize(this);u.AppendSerializedAnimations(this,t);return t}\n/**\n     * Helper function to be called back once a list of texture contains only ready textures.\n     * @param textures Define the list of textures to wait for\n     * @param callback Define the callback triggered once the entire list will be ready\n     */static WhenAllReady(e,t){let r=e.length;if(r!==0)for(let s=0;s<e.length;s++){const i=e[s];if(i.isReady())--r===0&&t();else{const e=i.onLoadObservable;e?e.addOnce((()=>{--r===0&&t()})):--r===0&&t()}}else t()}static _IsScene(e){return e.getClassName()===\"Scene\"}}BaseTexture.DEFAULT_ANISOTROPIC_FILTERING_LEVEL=4;e([t()],BaseTexture.prototype,\"uniqueId\",void 0);e([t()],BaseTexture.prototype,\"name\",void 0);e([t()],BaseTexture.prototype,\"displayName\",void 0);e([t()],BaseTexture.prototype,\"metadata\",void 0);e([t(\"hasAlpha\")],BaseTexture.prototype,\"_hasAlpha\",void 0);e([t(\"getAlphaFromRGB\")],BaseTexture.prototype,\"_getAlphaFromRGB\",void 0);e([t()],BaseTexture.prototype,\"level\",void 0);e([t(\"coordinatesIndex\")],BaseTexture.prototype,\"_coordinatesIndex\",void 0);e([t()],BaseTexture.prototype,\"optimizeUVAllocation\",void 0);e([t(\"coordinatesMode\")],BaseTexture.prototype,\"_coordinatesMode\",void 0);e([t()],BaseTexture.prototype,\"wrapU\",null);e([t()],BaseTexture.prototype,\"wrapV\",null);e([t()],BaseTexture.prototype,\"wrapR\",void 0);e([t()],BaseTexture.prototype,\"anisotropicFilteringLevel\",void 0);e([t()],BaseTexture.prototype,\"isCube\",null);e([t()],BaseTexture.prototype,\"is3D\",null);e([t()],BaseTexture.prototype,\"is2DArray\",null);e([t()],BaseTexture.prototype,\"gammaSpace\",null);e([t()],BaseTexture.prototype,\"invertZ\",void 0);e([t()],BaseTexture.prototype,\"lodLevelInAlpha\",void 0);e([t()],BaseTexture.prototype,\"lodGenerationOffset\",null);e([t()],BaseTexture.prototype,\"lodGenerationScale\",null);e([t()],BaseTexture.prototype,\"linearSpecularLOD\",null);e([r()],BaseTexture.prototype,\"irradianceTexture\",null);e([t()],BaseTexture.prototype,\"isRenderTarget\",void 0);export{BaseTexture};\n//# sourceMappingURL=baseTexture.js.map\n","import{I as e}from\"./BbEdeXLR.js\";import{EngineStore as t}from\"../Engines/engineStore.js\";import{T as n,a as i}from\"./3hBYf9Tn.js\";import{PrecisionDate as r}from\"../Misc/precisionDate.js\";import{Logger as s}from\"../Misc/logger.js\";import{W as a}from\"./Bdb3B47T.js\";import\"./C_ZU5aGh.js\";import{I as o}from\"./DI68bezJ.js\";import\"../Engines/Extensions/engine.readTexture.js\";import\"./BybBeBpg.js\";import\"../Engines/Extensions/engine.cubeTexture.js\";import\"../Engines/Extensions/engine.renderTarget.js\";import{SphericalPolynomial as l}from\"../Maths/sphericalPolynomial.js\";import{BaseTexture as _}from\"../Materials/Textures/baseTexture.js\";import{IsWindowObjectExist as c,IsDocumentAvailable as E}from\"../Misc/domManagement.js\";import{A as u}from\"./Cn202uVB.js\";import\"./B9LLB-qh.js\";import{PerfCounter as h}from\"../Misc/perfCounter.js\";import{_retryWithInterval as T}from\"../Misc/timingTools.js\";class PerformanceMonitor{\n/**\n     * constructor\n     * @param frameSampleSize The number of samples required to saturate the sliding window\n     */\nconstructor(e=30){this._enabled=true;this._rollingFrameTime=new RollingAverage(e)}\n/**\n     * Samples current frame\n     * @param timeMs A timestamp in milliseconds of the current frame to compare with other frames\n     */sampleFrame(e=r.Now){if(this._enabled){if(this._lastFrameTimeMs!=null){const t=e-this._lastFrameTimeMs;this._rollingFrameTime.add(t)}this._lastFrameTimeMs=e}}get averageFrameTime(){return this._rollingFrameTime.average}get averageFrameTimeVariance(){return this._rollingFrameTime.variance}get instantaneousFrameTime(){return this._rollingFrameTime.history(0)}get averageFPS(){return 1e3/this._rollingFrameTime.average}get instantaneousFPS(){const e=this._rollingFrameTime.history(0);return e===0?0:1e3/e}get isSaturated(){return this._rollingFrameTime.isSaturated()}enable(){this._enabled=true}disable(){this._enabled=false;this._lastFrameTimeMs=null}get isEnabled(){return this._enabled}reset(){this._lastFrameTimeMs=null;this._rollingFrameTime.reset()}}class RollingAverage{\n/**\n     * constructor\n     * @param length The number of samples required to saturate the sliding window\n     */\nconstructor(e){this._samples=new Array(e);this.reset()}\n/**\n     * Adds a sample to the sample set\n     * @param v The sample value\n     */add(e){let t;if(this.isSaturated()){const e=this._samples[this._pos];t=e-this.average;this.average-=t/(this._sampleCount-1);this._m2-=t*(e-this.average)}else this._sampleCount++;t=e-this.average;this.average+=t/this._sampleCount;this._m2+=t*(e-this.average);this.variance=this._m2/(this._sampleCount-1);this._samples[this._pos]=e;this._pos++;this._pos%=this._samples.length}\n/**\n     * Returns previously added values or null if outside of history or outside the sliding window domain\n     * @param i Index in history. For example, pass 0 for the most recent value and 1 for the value before that\n     * @returns Value previously recorded with add() or null if outside of range\n     */history(e){if(e>=this._sampleCount||e>=this._samples.length)return 0;const t=this._wrapPosition(this._pos-1);return this._samples[this._wrapPosition(t-e)]}\n/**\n     * Returns true if enough samples have been taken to completely fill the sliding window\n     * @returns true if sample-set saturated\n     */isSaturated(){return this._sampleCount>=this._samples.length}reset(){this.average=0;this.variance=0;this._sampleCount=0;this._pos=0;this._m2=0}\n/**\n     * Wraps a value around the sample range boundaries\n     * @param i Position in sample range, for example if the sample length is 5, and i is -3, then 2 will be returned.\n     * @returns Wrapped position in sample range\n     */_wrapPosition(e){const t=this._samples.length;return(e%t+t)%t}}n.prototype.updateRawTexture=function(e,t,n,i,r=null,s=0,a=false){if(!e)return;const o=this._getRGBABufferInternalSizedFormat(s,n,a);const l=this._getInternalFormat(n);const _=this._getWebGLTextureType(s);this._bindTextureDirectly(this._gl.TEXTURE_2D,e,true);this._unpackFlipY(i===void 0||!!i);if(!this._doNotHandleContextLost){e._bufferView=t;e.format=n;e.type=s;e.invertY=i;e._compression=r}e.width%4!==0&&this._gl.pixelStorei(this._gl.UNPACK_ALIGNMENT,1);r&&t?this._gl.compressedTexImage2D(this._gl.TEXTURE_2D,0,this.getCaps().s3tc[r],e.width,e.height,0,t):this._gl.texImage2D(this._gl.TEXTURE_2D,0,o,e.width,e.height,0,l,_,t);e.generateMipMaps&&this._gl.generateMipmap(this._gl.TEXTURE_2D);this._bindTextureDirectly(this._gl.TEXTURE_2D,null);e.isReady=true};n.prototype.createRawTexture=function(t,n,i,r,s,a,o,l=null,_=0,c=0,E=false){const u=new e(this,3);u.baseWidth=n;u.baseHeight=i;u.width=n;u.height=i;u.format=r;u.generateMipMaps=s;u.samplingMode=o;u.invertY=a;u._compression=l;u.type=_;u._useSRGBBuffer=this._getUseSRGBBuffer(E,!s);this._doNotHandleContextLost||(u._bufferView=t);this.updateRawTexture(u,t,r,a,l,_,u._useSRGBBuffer);this._bindTextureDirectly(this._gl.TEXTURE_2D,u,true);const h=this._getSamplingParameters(o,s);this._gl.texParameteri(this._gl.TEXTURE_2D,this._gl.TEXTURE_MAG_FILTER,h.mag);this._gl.texParameteri(this._gl.TEXTURE_2D,this._gl.TEXTURE_MIN_FILTER,h.min);s&&this._gl.generateMipmap(this._gl.TEXTURE_2D);this._bindTextureDirectly(this._gl.TEXTURE_2D,null);this._internalTexturesCache.push(u);return u};n.prototype.createRawCubeTexture=function(t,n,i,r,a,l,_,c=null){const E=this._gl;const u=new e(this,8);u.isCube=true;u.format=i;u.type=r;this._doNotHandleContextLost||(u._bufferViewArray=t);const h=this._getWebGLTextureType(r);let T=this._getInternalFormat(i);T===E.RGB&&(T=E.RGBA);if(h!==E.FLOAT||this._caps.textureFloatLinearFiltering)if(h!==this._gl.HALF_FLOAT_OES||this._caps.textureHalfFloatLinearFiltering)if(h!==E.FLOAT||this._caps.textureFloatRender){if(h===E.HALF_FLOAT&&!this._caps.colorBufferFloat){a=false;s.Warn(\"Render to half float textures is not supported. Mipmap generation forced to false.\")}}else{a=false;s.Warn(\"Render to float textures is not supported. Mipmap generation forced to false.\")}else{a=false;_=1;s.Warn(\"Half float texture filtering is not supported. Mipmap generation and sampling mode are forced to false and TEXTURE_NEAREST_SAMPLINGMODE, respectively.\")}else{a=false;_=1;s.Warn(\"Float texture filtering is not supported. Mipmap generation and sampling mode are forced to false and TEXTURE_NEAREST_SAMPLINGMODE, respectively.\")}const g=n;const p=g;u.width=g;u.height=p;u.invertY=l;u._compression=c;const f=!this.needPOTTextures||o(u.width)&&o(u.height);f||(a=false);if(t)this.updateRawCubeTexture(u,t,i,r,l,c);else{const e=this._getRGBABufferInternalSizedFormat(r);const t=0;this._bindTextureDirectly(E.TEXTURE_CUBE_MAP,u,true);for(let n=0;n<6;n++)c?E.compressedTexImage2D(E.TEXTURE_CUBE_MAP_POSITIVE_X+n,t,this.getCaps().s3tc[c],u.width,u.height,0,void 0):E.texImage2D(E.TEXTURE_CUBE_MAP_POSITIVE_X+n,t,e,u.width,u.height,0,T,h,null);this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP,null)}this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP,u,true);t&&a&&this._gl.generateMipmap(this._gl.TEXTURE_CUBE_MAP);const R=this._getSamplingParameters(_,a);E.texParameteri(E.TEXTURE_CUBE_MAP,E.TEXTURE_MAG_FILTER,R.mag);E.texParameteri(E.TEXTURE_CUBE_MAP,E.TEXTURE_MIN_FILTER,R.min);E.texParameteri(E.TEXTURE_CUBE_MAP,E.TEXTURE_WRAP_S,E.CLAMP_TO_EDGE);E.texParameteri(E.TEXTURE_CUBE_MAP,E.TEXTURE_WRAP_T,E.CLAMP_TO_EDGE);this._bindTextureDirectly(E.TEXTURE_CUBE_MAP,null);u.generateMipMaps=a;u.samplingMode=_;u.isReady=true;return u};n.prototype.updateRawCubeTexture=function(e,t,n,i,r,s=null,a=0){e._bufferViewArray=t;e.format=n;e.type=i;e.invertY=r;e._compression=s;const l=this._gl;const _=this._getWebGLTextureType(i);let c=this._getInternalFormat(n);const E=this._getRGBABufferInternalSizedFormat(i);let u=false;if(c===l.RGB){c=l.RGBA;u=true}this._bindTextureDirectly(l.TEXTURE_CUBE_MAP,e,true);this._unpackFlipY(r===void 0||!!r);e.width%4!==0&&l.pixelStorei(l.UNPACK_ALIGNMENT,1);for(let n=0;n<6;n++){let r=t[n];if(s)l.compressedTexImage2D(l.TEXTURE_CUBE_MAP_POSITIVE_X+n,a,this.getCaps().s3tc[s],e.width,e.height,0,r);else{u&&(r=_convertRGBtoRGBATextureData(r,e.width,e.height,i));l.texImage2D(l.TEXTURE_CUBE_MAP_POSITIVE_X+n,a,E,e.width,e.height,0,c,_,r)}}const h=!this.needPOTTextures||o(e.width)&&o(e.height);h&&e.generateMipMaps&&a===0&&this._gl.generateMipmap(this._gl.TEXTURE_CUBE_MAP);this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP,null);e.isReady=true};n.prototype.createRawCubeTextureFromUrl=function(e,t,n,i,r,s,a,o,l=null,_=null,c=3,E=false){const u=this._gl;const h=this.createRawCubeTexture(null,n,i,r,!s,E,c,null);t?.addPendingData(h);h.url=e;h.isReady=false;this._internalTexturesCache.push(h);const onerror=(e,n)=>{t?.removePendingData(h);_&&e&&_(e.status+\" \"+e.statusText,n)};const internalCallback=e=>{if(!h._hardwareTexture)return;const n=h.width;const s=a(e);if(s){if(o){const e=this._getWebGLTextureType(r);let t=this._getInternalFormat(i);const a=this._getRGBABufferInternalSizedFormat(r);let l=false;if(t===u.RGB){t=u.RGBA;l=true}this._bindTextureDirectly(u.TEXTURE_CUBE_MAP,h,true);this._unpackFlipY(false);const _=o(s);for(let i=0;i<_.length;i++){const s=n>>i;for(let n=0;n<6;n++){let o=_[i][n];l&&(o=_convertRGBtoRGBATextureData(o,s,s,r));u.texImage2D(n,i,a,s,s,0,t,e,o)}}this._bindTextureDirectly(u.TEXTURE_CUBE_MAP,null)}else this.updateRawCubeTexture(h,s,i,r,E);h.isReady=true;t?.removePendingData(h);h.onLoadedObservable.notifyObservers(h);h.onLoadedObservable.clear();l&&l()}};this._loadFile(e,(e=>{internalCallback(e)}),void 0,t?.offlineProvider,true,onerror);return h};function _convertRGBtoRGBATextureData(e,t,n,i){let r;let s=1;if(i===1)r=new Float32Array(t*n*4);else if(i===2){r=new Uint16Array(t*n*4);s=15360}else r=i===7?new Uint32Array(t*n*4):new Uint8Array(t*n*4);for(let i=0;i<t;i++)for(let a=0;a<n;a++){const n=(a*t+i)*3;const o=(a*t+i)*4;r[o+0]=e[n+0];r[o+1]=e[n+1];r[o+2]=e[n+2];r[o+3]=s}return r}\n/**\n * Create a function for createRawTexture3D/createRawTexture2DArray\n * @param is3D true for TEXTURE_3D and false for TEXTURE_2D_ARRAY\n * @internal\n */function _makeCreateRawTextureFunction(t){return function(n,i,r,s,a,o,l,_,c=null,E=0){const u=t?this._gl.TEXTURE_3D:this._gl.TEXTURE_2D_ARRAY;const h=t?10:11;const T=new e(this,h);T.baseWidth=i;T.baseHeight=r;T.baseDepth=s;T.width=i;T.height=r;T.depth=s;T.format=a;T.type=E;T.generateMipMaps=o;T.samplingMode=_;t?T.is3D=true:T.is2DArray=true;this._doNotHandleContextLost||(T._bufferView=n);t?this.updateRawTexture3D(T,n,a,l,c,E):this.updateRawTexture2DArray(T,n,a,l,c,E);this._bindTextureDirectly(u,T,true);const g=this._getSamplingParameters(_,o);this._gl.texParameteri(u,this._gl.TEXTURE_MAG_FILTER,g.mag);this._gl.texParameteri(u,this._gl.TEXTURE_MIN_FILTER,g.min);o&&this._gl.generateMipmap(u);this._bindTextureDirectly(u,null);this._internalTexturesCache.push(T);return T}}n.prototype.createRawTexture2DArray=_makeCreateRawTextureFunction(false);n.prototype.createRawTexture3D=_makeCreateRawTextureFunction(true);\n/**\n * Create a function for updateRawTexture3D/updateRawTexture2DArray\n * @param is3D true for TEXTURE_3D and false for TEXTURE_2D_ARRAY\n * @internal\n */function _makeUpdateRawTextureFunction(e){return function(t,n,i,r,s=null,a=0){const o=e?this._gl.TEXTURE_3D:this._gl.TEXTURE_2D_ARRAY;const l=this._getWebGLTextureType(a);const _=this._getInternalFormat(i);const c=this._getRGBABufferInternalSizedFormat(a,i);this._bindTextureDirectly(o,t,true);this._unpackFlipY(r===void 0||!!r);if(!this._doNotHandleContextLost){t._bufferView=n;t.format=i;t.invertY=r;t._compression=s}t.width%4!==0&&this._gl.pixelStorei(this._gl.UNPACK_ALIGNMENT,1);s&&n?this._gl.compressedTexImage3D(o,0,this.getCaps().s3tc[s],t.width,t.height,t.depth,0,n):this._gl.texImage3D(o,0,c,t.width,t.height,t.depth,0,_,l,n);t.generateMipMaps&&this._gl.generateMipmap(o);this._bindTextureDirectly(o,null);t.isReady=true}}n.prototype.updateRawTexture2DArray=_makeUpdateRawTextureFunction(false);n.prototype.updateRawTexture3D=_makeUpdateRawTextureFunction(true);n.prototype.setDepthStencilTexture=function(e,t,n,i){if(e!==void 0){t&&(this._boundUniforms[e]=t);n&&n.depthStencilTexture?this._setTexture(e,n,false,true,i):this._setTexture(e,null,void 0,void 0,i)}};n.prototype.createRenderTargetCubeTexture=function(t,n){const i=this._createHardwareRenderTargetWrapper(false,true,t);const r={generateMipMaps:true,generateDepthBuffer:true,generateStencilBuffer:false,type:0,samplingMode:3,format:5,...n};r.generateStencilBuffer=r.generateDepthBuffer&&r.generateStencilBuffer;(r.type!==1||this._caps.textureFloatLinearFiltering)&&(r.type!==2||this._caps.textureHalfFloatLinearFiltering)||(r.samplingMode=1);const a=this._gl;const o=new e(this,5);this._bindTextureDirectly(a.TEXTURE_CUBE_MAP,o,true);const l=this._getSamplingParameters(r.samplingMode,r.generateMipMaps);if(r.type===1&&!this._caps.textureFloat){r.type=0;s.Warn(\"Float textures are not supported. Cube render target forced to TEXTURETYPE_UNESIGNED_BYTE type\")}a.texParameteri(a.TEXTURE_CUBE_MAP,a.TEXTURE_MAG_FILTER,l.mag);a.texParameteri(a.TEXTURE_CUBE_MAP,a.TEXTURE_MIN_FILTER,l.min);a.texParameteri(a.TEXTURE_CUBE_MAP,a.TEXTURE_WRAP_S,a.CLAMP_TO_EDGE);a.texParameteri(a.TEXTURE_CUBE_MAP,a.TEXTURE_WRAP_T,a.CLAMP_TO_EDGE);for(let e=0;e<6;e++)a.texImage2D(a.TEXTURE_CUBE_MAP_POSITIVE_X+e,0,this._getRGBABufferInternalSizedFormat(r.type,r.format),t,t,0,this._getInternalFormat(r.format),this._getWebGLTextureType(r.type),null);const _=a.createFramebuffer();this._bindUnboundFramebuffer(_);i._depthStencilBuffer=this._setupFramebufferDepthAttachments(r.generateStencilBuffer,r.generateDepthBuffer,t,t);r.generateMipMaps&&a.generateMipmap(a.TEXTURE_CUBE_MAP);this._bindTextureDirectly(a.TEXTURE_CUBE_MAP,null);this._bindUnboundFramebuffer(null);i._framebuffer=_;i._generateDepthBuffer=r.generateDepthBuffer;i._generateStencilBuffer=r.generateStencilBuffer;o.width=t;o.height=t;o.isReady=true;o.isCube=true;o.samples=1;o.generateMipMaps=r.generateMipMaps;o.samplingMode=r.samplingMode;o.type=r.type;o.format=r.format;this._internalTexturesCache.push(o);i.setTextures(o);return i};n.prototype.createPrefilteredCubeTexture=function(t,n,i,r,a=null,o=null,c,E=null,u=true){const callback=async t=>{if(!t){a&&a(null);return}const o=t.texture;u?t.info.sphericalPolynomial&&(o._sphericalPolynomial=t.info.sphericalPolynomial):o._sphericalPolynomial=new l;o._source=9;if(this.getCaps().textureLOD){a&&a(o);return}const c=3;const E=this._gl;const h=t.width;if(!h)return;const{DDSTools:T}=await import(\"../Misc/dds.js\");const g=[];for(let a=0;a<c;a++){const l=a/(c-1);const u=1-l;const p=r;const f=Math.log2(h)*i+r;const R=p+(f-p)*u;const d=Math.round(Math.min(Math.max(R,0),f));const m=new e(this,2);m.type=o.type;m.format=o.format;m.width=Math.pow(2,Math.max(Math.log2(h)-d,0));m.height=m.width;m.isCube=true;m._cachedWrapU=0;m._cachedWrapV=0;this._bindTextureDirectly(E.TEXTURE_CUBE_MAP,m,true);m.samplingMode=2;E.texParameteri(E.TEXTURE_CUBE_MAP,E.TEXTURE_MAG_FILTER,E.LINEAR);E.texParameteri(E.TEXTURE_CUBE_MAP,E.TEXTURE_MIN_FILTER,E.LINEAR);E.texParameteri(E.TEXTURE_CUBE_MAP,E.TEXTURE_WRAP_S,E.CLAMP_TO_EDGE);E.texParameteri(E.TEXTURE_CUBE_MAP,E.TEXTURE_WRAP_T,E.CLAMP_TO_EDGE);if(t.isDDS){const e=t.info;const n=t.data;this._unpackFlipY(e.isCompressed);T.UploadDDSLevels(this,m,n,e,true,6,d)}else s.Warn(\"DDS is the only prefiltered cube map supported so far.\");this._bindTextureDirectly(E.TEXTURE_CUBE_MAP,null);const A=new _(n);A._isCube=true;A._texture=m;m.isReady=true;g.push(A)}o._lodTextureHigh=g[2];o._lodTextureMid=g[1];o._lodTextureLow=g[0];a&&a(o)};return this.createCubeTexture(t,n,null,false,callback,o,c,E,u,i,r)};n.prototype.createUniformBuffer=function(e,t){const n=this._gl.createBuffer();if(!n)throw new Error(\"Unable to create uniform buffer\");const r=new i(n);this.bindUniformBuffer(r);e instanceof Float32Array?this._gl.bufferData(this._gl.UNIFORM_BUFFER,e,this._gl.STATIC_DRAW):this._gl.bufferData(this._gl.UNIFORM_BUFFER,new Float32Array(e),this._gl.STATIC_DRAW);this.bindUniformBuffer(null);r.references=1;return r};n.prototype.createDynamicUniformBuffer=function(e,t){const n=this._gl.createBuffer();if(!n)throw new Error(\"Unable to create dynamic uniform buffer\");const r=new i(n);this.bindUniformBuffer(r);e instanceof Float32Array?this._gl.bufferData(this._gl.UNIFORM_BUFFER,e,this._gl.DYNAMIC_DRAW):this._gl.bufferData(this._gl.UNIFORM_BUFFER,new Float32Array(e),this._gl.DYNAMIC_DRAW);this.bindUniformBuffer(null);r.references=1;return r};n.prototype.updateUniformBuffer=function(e,t,n,i){this.bindUniformBuffer(e);n===void 0&&(n=0);i===void 0?t instanceof Float32Array?this._gl.bufferSubData(this._gl.UNIFORM_BUFFER,n,t):this._gl.bufferSubData(this._gl.UNIFORM_BUFFER,n,new Float32Array(t)):t instanceof Float32Array?this._gl.bufferSubData(this._gl.UNIFORM_BUFFER,0,t.subarray(n,n+i)):this._gl.bufferSubData(this._gl.UNIFORM_BUFFER,0,new Float32Array(t).subarray(n,n+i));this.bindUniformBuffer(null)};n.prototype.bindUniformBuffer=function(e){this._gl.bindBuffer(this._gl.UNIFORM_BUFFER,e?e.underlyingResource:null)};n.prototype.bindUniformBufferBase=function(e,t,n){this._gl.bindBufferBase(this._gl.UNIFORM_BUFFER,t,e?e.underlyingResource:null)};n.prototype.bindUniformBlock=function(e,t,n){const i=e.program;const r=this._gl.getUniformBlockIndex(i,t);r!==4294967295&&this._gl.uniformBlockBinding(i,r,n)};u.prototype.displayLoadingUI=function(){if(!c())return;const e=this.loadingScreen;e&&e.displayLoadingUI()};u.prototype.hideLoadingUI=function(){if(!c())return;const e=this._loadingScreen;e&&e.hideLoadingUI()};Object.defineProperty(u.prototype,\"loadingScreen\",{get:function(){!this._loadingScreen&&this._renderingCanvas&&(this._loadingScreen=u.DefaultLoadingScreenFactory(this._renderingCanvas));return this._loadingScreen},set:function(e){this._loadingScreen=e},enumerable:true,configurable:true});Object.defineProperty(u.prototype,\"loadingUIText\",{set:function(e){this.loadingScreen.loadingUIText=e},enumerable:true,configurable:true});Object.defineProperty(u.prototype,\"loadingUIBackgroundColor\",{set:function(e){this.loadingScreen.loadingUIBackgroundColor=e},enumerable:true,configurable:true});u.prototype.getInputElement=function(){return this._renderingCanvas};u.prototype.getRenderingCanvasClientRect=function(){return this._renderingCanvas?this._renderingCanvas.getBoundingClientRect():null};u.prototype.getInputElementClientRect=function(){return this._renderingCanvas?this.getInputElement().getBoundingClientRect():null};u.prototype.getAspectRatio=function(e,t=false){const n=e.viewport;return this.getRenderWidth(t)*n.width/(this.getRenderHeight(t)*n.height)};u.prototype.getScreenAspectRatio=function(){return this.getRenderWidth(true)/this.getRenderHeight(true)};u.prototype._verifyPointerLock=function(){this._onPointerLockChange?.()};u.prototype.setAlphaEquation=function(e){if(this._alphaEquation!==e){switch(e){case 0:this._alphaState.setAlphaEquationParameters(32774,32774);break;case 1:this._alphaState.setAlphaEquationParameters(32778,32778);break;case 2:this._alphaState.setAlphaEquationParameters(32779,32779);break;case 3:this._alphaState.setAlphaEquationParameters(32776,32776);break;case 4:this._alphaState.setAlphaEquationParameters(32775,32775);break;case 5:this._alphaState.setAlphaEquationParameters(32775,32774);break}this._alphaEquation=e}};u.prototype.getInputElement=function(){return this._renderingCanvas};u.prototype.getDepthFunction=function(){return this._depthCullingState.depthFunc};u.prototype.setDepthFunction=function(e){this._depthCullingState.depthFunc=e};u.prototype.setDepthFunctionToGreater=function(){this.setDepthFunction(516)};u.prototype.setDepthFunctionToGreaterOrEqual=function(){this.setDepthFunction(518)};u.prototype.setDepthFunctionToLess=function(){this.setDepthFunction(513)};u.prototype.setDepthFunctionToLessOrEqual=function(){this.setDepthFunction(515)};u.prototype.getDepthWrite=function(){return this._depthCullingState.depthMask};u.prototype.setDepthWrite=function(e){this._depthCullingState.depthMask=e};u.prototype.getStencilBuffer=function(){return this._stencilState.stencilTest};u.prototype.setStencilBuffer=function(e){this._stencilState.stencilTest=e};u.prototype.getStencilMask=function(){return this._stencilState.stencilMask};u.prototype.setStencilMask=function(e){this._stencilState.stencilMask=e};u.prototype.getStencilFunction=function(){return this._stencilState.stencilFunc};u.prototype.getStencilFunctionReference=function(){return this._stencilState.stencilFuncRef};u.prototype.getStencilFunctionMask=function(){return this._stencilState.stencilFuncMask};u.prototype.setStencilFunction=function(e){this._stencilState.stencilFunc=e};u.prototype.setStencilFunctionReference=function(e){this._stencilState.stencilFuncRef=e};u.prototype.setStencilFunctionMask=function(e){this._stencilState.stencilFuncMask=e};u.prototype.getStencilOperationFail=function(){return this._stencilState.stencilOpStencilFail};u.prototype.getStencilOperationDepthFail=function(){return this._stencilState.stencilOpDepthFail};u.prototype.getStencilOperationPass=function(){return this._stencilState.stencilOpStencilDepthPass};u.prototype.setStencilOperationFail=function(e){this._stencilState.stencilOpStencilFail=e};u.prototype.setStencilOperationDepthFail=function(e){this._stencilState.stencilOpDepthFail=e};u.prototype.setStencilOperationPass=function(e){this._stencilState.stencilOpStencilDepthPass=e};u.prototype.cacheStencilState=function(){this._cachedStencilBuffer=this.getStencilBuffer();this._cachedStencilFunction=this.getStencilFunction();this._cachedStencilMask=this.getStencilMask();this._cachedStencilOperationPass=this.getStencilOperationPass();this._cachedStencilOperationFail=this.getStencilOperationFail();this._cachedStencilOperationDepthFail=this.getStencilOperationDepthFail();this._cachedStencilReference=this.getStencilFunctionReference()};u.prototype.restoreStencilState=function(){this.setStencilFunction(this._cachedStencilFunction);this.setStencilMask(this._cachedStencilMask);this.setStencilBuffer(this._cachedStencilBuffer);this.setStencilOperationPass(this._cachedStencilOperationPass);this.setStencilOperationFail(this._cachedStencilOperationFail);this.setStencilOperationDepthFail(this._cachedStencilOperationDepthFail);this.setStencilFunctionReference(this._cachedStencilReference)};u.prototype.setAlphaConstants=function(e,t,n,i){this._alphaState.setAlphaBlendConstants(e,t,n,i)};u.prototype.getAlphaMode=function(){return this._alphaMode};u.prototype.getAlphaEquation=function(){return this._alphaEquation};u.prototype.getRenderPassNames=function(){return this._renderPassNames};u.prototype.getCurrentRenderPassName=function(){return this._renderPassNames[this.currentRenderPassId]};u.prototype.createRenderPassId=function(e){const t=++u._RenderPassIdCounter;this._renderPassNames[t]=e??\"NONAME\";return t};u.prototype.releaseRenderPassId=function(e){this._renderPassNames[e]=void 0;for(let t=0;t<this.scenes.length;++t){const n=this.scenes[t];for(let t=0;t<n.meshes.length;++t){const i=n.meshes[t];if(i.subMeshes)for(let t=0;t<i.subMeshes.length;++t){const n=i.subMeshes[t];n._removeDrawWrapper(e)}}}};function _DisableTouchAction(e){if(e&&e.setAttribute){e.setAttribute(\"touch-action\",\"none\");e.style.touchAction=\"none\";e.style.webkitTapHighlightColor=\"transparent\"}}function _CommonInit(e,t,n){e._onCanvasFocus=()=>{e.onCanvasFocusObservable.notifyObservers(e)};e._onCanvasBlur=()=>{e.onCanvasBlurObservable.notifyObservers(e)};e._onCanvasContextMenu=t=>{e.disableContextMenu&&t.preventDefault()};t.addEventListener(\"focus\",e._onCanvasFocus);t.addEventListener(\"blur\",e._onCanvasBlur);t.addEventListener(\"contextmenu\",e._onCanvasContextMenu);e._onBlur=()=>{e.disablePerformanceMonitorInBackground&&e.performanceMonitor.disable();e._windowIsBackground=true};e._onFocus=()=>{e.disablePerformanceMonitorInBackground&&e.performanceMonitor.enable();e._windowIsBackground=false};e._onCanvasPointerOut=n=>{document.elementFromPoint(n.clientX,n.clientY)!==t&&e.onCanvasPointerOutObservable.notifyObservers(n)};const i=e.getHostWindow();if(i&&typeof i.addEventListener===\"function\"){i.addEventListener(\"blur\",e._onBlur);i.addEventListener(\"focus\",e._onFocus)}t.addEventListener(\"pointerout\",e._onCanvasPointerOut);n.doNotHandleTouchAction||_DisableTouchAction(t);!u.audioEngine&&n.audioEngine&&u.AudioEngineFactory&&(u.audioEngine=u.AudioEngineFactory(e.getRenderingCanvas(),e.getAudioContext(),e.getAudioDestination()));if(E()){e._onFullscreenChange=()=>{e.isFullscreen=!!document.fullscreenElement;e.isFullscreen&&e._pointerLockRequested&&t&&RequestPointerlock(t)};document.addEventListener(\"fullscreenchange\",e._onFullscreenChange,false);document.addEventListener(\"webkitfullscreenchange\",e._onFullscreenChange,false);e._onPointerLockChange=()=>{e.isPointerLock=document.pointerLockElement===t};document.addEventListener(\"pointerlockchange\",e._onPointerLockChange,false);document.addEventListener(\"webkitpointerlockchange\",e._onPointerLockChange,false)}e.enableOfflineSupport=u.OfflineProviderFactory!==void 0;e._deterministicLockstep=!!n.deterministicLockstep;e._lockstepMaxSteps=n.lockstepMaxSteps||0;e._timeStep=n.timeStep||1/60}function _CommonDispose(e,n){if(t.Instances.length===1&&u.audioEngine){u.audioEngine.dispose();u.audioEngine=null}const i=e.getHostWindow();if(i&&typeof i.removeEventListener===\"function\"){i.removeEventListener(\"blur\",e._onBlur);i.removeEventListener(\"focus\",e._onFocus)}if(n){n.removeEventListener(\"focus\",e._onCanvasFocus);n.removeEventListener(\"blur\",e._onCanvasBlur);n.removeEventListener(\"pointerout\",e._onCanvasPointerOut);n.removeEventListener(\"contextmenu\",e._onCanvasContextMenu)}if(E()){document.removeEventListener(\"fullscreenchange\",e._onFullscreenChange);document.removeEventListener(\"mozfullscreenchange\",e._onFullscreenChange);document.removeEventListener(\"webkitfullscreenchange\",e._onFullscreenChange);document.removeEventListener(\"msfullscreenchange\",e._onFullscreenChange);document.removeEventListener(\"pointerlockchange\",e._onPointerLockChange);document.removeEventListener(\"mspointerlockchange\",e._onPointerLockChange);document.removeEventListener(\"mozpointerlockchange\",e._onPointerLockChange);document.removeEventListener(\"webkitpointerlockchange\",e._onPointerLockChange)}}\n/**\n * Get Font size information\n * @param font font name\n * @returns an object containing ascent, height and descent\n */function GetFontOffset(e){const t=document.createElement(\"span\");t.textContent=\"Hg\";t.style.font=e;const n=document.createElement(\"div\");n.style.display=\"inline-block\";n.style.width=\"1px\";n.style.height=\"0px\";n.style.verticalAlign=\"bottom\";const i=document.createElement(\"div\");i.style.whiteSpace=\"nowrap\";i.appendChild(t);i.appendChild(n);document.body.appendChild(i);let r=0;let s=0;try{s=n.getBoundingClientRect().top-t.getBoundingClientRect().top;n.style.verticalAlign=\"baseline\";r=n.getBoundingClientRect().top-t.getBoundingClientRect().top}finally{document.body.removeChild(i)}return{ascent:r,height:s,descent:s-r}}function CreateImageBitmapFromSource(e,t,n){const i=new Promise(((i,r)=>{const s=new Image;s.onload=()=>{s.decode().then((()=>{e.createImageBitmap(s,n).then((e=>{i(e)}))}))};s.onerror=()=>{r(`Error loading image ${s.src}`)};s.src=t}));return i}function ResizeImageBitmap(e,t,n,i){const r=e.createCanvas(n,i);const s=r.getContext(\"2d\");if(!s)throw new Error(\"Unable to get 2d context for resizeImageBitmap\");s.drawImage(t,0,0);const a=s.getImageData(0,0,n,i).data;return a}\n/**\n * Ask the browser to promote the current element to fullscreen rendering mode\n * @param element defines the DOM element to promote\n */function RequestFullscreen(e){const t=e.requestFullscreen||e.webkitRequestFullscreen;t&&t.call(e)}function ExitFullscreen(){const e=document;document.exitFullscreen?document.exitFullscreen():e.webkitCancelFullScreen&&e.webkitCancelFullScreen()}\n/**\n * Ask the browser to promote the current element to pointerlock mode\n * @param element defines the DOM element to promote\n */function RequestPointerlock(e){if(e.requestPointerLock){const t=e.requestPointerLock();t instanceof Promise?t.then((()=>{e.focus()})).catch((()=>{})):e.focus()}}function ExitPointerlock(){document.exitPointerLock&&document.exitPointerLock()}class Engine extends n{static get NpmPackage(){return u.NpmPackage}static get Version(){return u.Version}static get Instances(){return t.Instances}static get LastCreatedEngine(){return t.LastCreatedEngine}static get LastCreatedScene(){return t.LastCreatedScene}\n/**\n     * Method called to create the default loading screen.\n     * This can be overridden in your own app.\n     * @param canvas The rendering canvas element\n     * @returns The loading screen\n     */\nstatic DefaultLoadingScreenFactory(e){return u.DefaultLoadingScreenFactory(e)}get _supportsHardwareTextureRescaling(){return!!Engine._RescalePostProcessFactory}_measureFps(){this._performanceMonitor.sampleFrame();this._fps=this._performanceMonitor.averageFPS;this._deltaTime=this._performanceMonitor.instantaneousFrameTime||0}get performanceMonitor(){return this._performanceMonitor}\n/**\n     * Creates a new engine\n     * @param canvasOrContext defines the canvas or WebGL context to use for rendering. If you provide a WebGL context, Babylon.js will not hook events on the canvas (like pointers, keyboards, etc...) so no event observables will be available. This is mostly used when Babylon.js is used as a plugin on a system which already used the WebGL context\n     * @param antialias defines enable antialiasing (default: false)\n     * @param options defines further options to be sent to the getContext() function\n     * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)\n     */\nconstructor(e,t,n,i=false){super(e,t,n,i);this.customAnimationFrameRequester=null;this._performanceMonitor=new PerformanceMonitor;this._drawCalls=new h;if(e){this._features.supportRenderPasses=true;n=this._creationOptions}}_initGLContext(){super._initGLContext();this._rescalePostProcess=null}\n/**\n     * Shared initialization across engines types.\n     * @param canvas The canvas associated with this instance of the engine.\n     */_sharedInit(e){super._sharedInit(e);_CommonInit(this,e,this._creationOptions)}\n/**\n     * Resize an image and returns the image data as an uint8array\n     * @param image image to resize\n     * @param bufferWidth destination buffer width\n     * @param bufferHeight destination buffer height\n     * @returns an uint8array containing RGBA values of bufferWidth * bufferHeight size\n     */resizeImageBitmap(e,t,n){return ResizeImageBitmap(this,e,t,n)}\n/**\n     * Engine abstraction for loading and creating an image bitmap from a given source string.\n     * @param imageSource source to load the image from.\n     * @param options An object that sets options for the image's extraction.\n     * @returns ImageBitmap\n     */_createImageBitmapFromSource(e,t){return CreateImageBitmapFromSource(this,e,t)}\n/**\n     * Toggle full screen mode\n     * @param requestPointerLock defines if a pointer lock should be requested from the user\n     */switchFullscreen(e){this.isFullscreen?this.exitFullscreen():this.enterFullscreen(e)}\n/**\n     * Enters full screen mode\n     * @param requestPointerLock defines if a pointer lock should be requested from the user\n     */enterFullscreen(e){if(!this.isFullscreen){this._pointerLockRequested=e;this._renderingCanvas&&RequestFullscreen(this._renderingCanvas)}}exitFullscreen(){this.isFullscreen&&ExitFullscreen()}\n/**\n     * Sets a boolean indicating if the dithering state is enabled or disabled\n     * @param value defines the dithering state\n     */setDitheringState(e){e?this._gl.enable(this._gl.DITHER):this._gl.disable(this._gl.DITHER)}\n/**\n     * Sets a boolean indicating if the rasterizer state is enabled or disabled\n     * @param value defines the rasterizer state\n     */setRasterizerState(e){e?this._gl.disable(this._gl.RASTERIZER_DISCARD):this._gl.enable(this._gl.RASTERIZER_DISCARD)}\n/**\n     * Directly set the WebGL Viewport\n     * @param x defines the x coordinate of the viewport (in screen space)\n     * @param y defines the y coordinate of the viewport (in screen space)\n     * @param width defines the width of the viewport (in screen space)\n     * @param height defines the height of the viewport (in screen space)\n     * @returns the current viewport Object (if any) that is being replaced by this call. You can restore this viewport later on to go back to the original state\n     */setDirectViewport(e,t,n,i){const r=this._cachedViewport;this._cachedViewport=null;this._viewport(e,t,n,i);return r}\n/**\n     * Executes a scissor clear (ie. a clear on a specific portion of the screen)\n     * @param x defines the x-coordinate of the bottom left corner of the clear rectangle\n     * @param y defines the y-coordinate of the corner of the clear rectangle\n     * @param width defines the width of the clear rectangle\n     * @param height defines the height of the clear rectangle\n     * @param clearColor defines the clear color\n     */scissorClear(e,t,n,i,r){this.enableScissor(e,t,n,i);this.clear(r,true,true,true);this.disableScissor()}\n/**\n     * Enable scissor test on a specific rectangle (ie. render will only be executed on a specific portion of the screen)\n     * @param x defines the x-coordinate of the bottom left corner of the clear rectangle\n     * @param y defines the y-coordinate of the corner of the clear rectangle\n     * @param width defines the width of the clear rectangle\n     * @param height defines the height of the clear rectangle\n     */enableScissor(e,t,n,i){const r=this._gl;r.enable(r.SCISSOR_TEST);r.scissor(e,t,n,i)}disableScissor(){const e=this._gl;e.disable(e.SCISSOR_TEST)}_loadFileAsync(e,t,n){return new Promise(((i,r)=>{this._loadFile(e,(e=>{i(e)}),void 0,t,n,((e,t)=>{r(t)}))}))}\n/**\n     * Gets the source code of the vertex shader associated with a specific webGL program\n     * @param program defines the program to use\n     * @returns a string containing the source code of the vertex shader associated with the program\n     */getVertexShaderSource(e){const t=this._gl.getAttachedShaders(e);return t?this._gl.getShaderSource(t[0]):null}\n/**\n     * Gets the source code of the fragment shader associated with a specific webGL program\n     * @param program defines the program to use\n     * @returns a string containing the source code of the fragment shader associated with the program\n     */getFragmentShaderSource(e){const t=this._gl.getAttachedShaders(e);return t?this._gl.getShaderSource(t[1]):null}\n/**\n     * sets the object from which width and height will be taken from when getting render width and height\n     * Will fallback to the gl object\n     * @param dimensions the framebuffer width and height that will be used.\n     */set framebufferDimensionsObject(e){this._framebufferDimensionsObject=e;this._framebufferDimensionsObject&&this.onResizeObservable.notifyObservers(this)}_rebuildBuffers(){for(const e of this.scenes){e.resetCachedMaterial();e._rebuildGeometries()}for(const e of this._virtualScenes){e.resetCachedMaterial();e._rebuildGeometries()}super._rebuildBuffers()}\n/**\n     * Get Font size information\n     * @param font font name\n     * @returns an object containing ascent, height and descent\n     */getFontOffset(e){return GetFontOffset(e)}_cancelFrame(){if(this.customAnimationFrameRequester){if(this._frameHandler!==0){this._frameHandler=0;const{cancelAnimationFrame:e}=this.customAnimationFrameRequester;e&&e(this.customAnimationFrameRequester.requestID)}}else super._cancelFrame()}_renderLoop(e){this._processFrame(e);if(this._activeRenderLoops.length>0&&this._frameHandler===0)if(this.customAnimationFrameRequester){this.customAnimationFrameRequester.requestID=this._queueNewFrame(this.customAnimationFrameRequester.renderFunction||this._boundRenderFunction,this.customAnimationFrameRequester);this._frameHandler=this.customAnimationFrameRequester.requestID}else this._frameHandler=this._queueNewFrame(this._boundRenderFunction,this.getHostWindow())}enterPointerlock(){this._renderingCanvas&&RequestPointerlock(this._renderingCanvas)}exitPointerlock(){ExitPointerlock()}beginFrame(){this._measureFps();super.beginFrame()}_deletePipelineContext(e){const t=e;if(t&&t.program&&t.transformFeedback){this.deleteTransformFeedback(t.transformFeedback);t.transformFeedback=null}super._deletePipelineContext(e)}createShaderProgram(e,t,n,i,r,s=null){r=r||this._gl;this.onBeforeShaderCompilationObservable.notifyObservers(this);const a=super.createShaderProgram(e,t,n,i,r,s);this.onAfterShaderCompilationObservable.notifyObservers(this);return a}_createShaderProgram(e,t,n,i,r=null){const s=i.createProgram();e.program=s;if(!s)throw new Error(\"Unable to create program\");i.attachShader(s,t);i.attachShader(s,n);if(this.webGLVersion>1&&r){const t=this.createTransformFeedback();this.bindTransformFeedback(t);this.setTranformFeedbackVaryings(s,r);e.transformFeedback=t}i.linkProgram(s);this.webGLVersion>1&&r&&this.bindTransformFeedback(null);e.context=i;e.vertexShader=t;e.fragmentShader=n;e.isParallelCompiled||this._finalizePipelineContext(e);return s}_releaseTexture(e){super._releaseTexture(e)}_releaseRenderTargetWrapper(e){super._releaseRenderTargetWrapper(e);this.scenes.forEach((t=>{t.postProcesses.forEach((t=>{t._outputTexture===e&&(t._outputTexture=null)}));t.cameras.forEach((t=>{t._postProcesses.forEach((t=>{t&&t._outputTexture===e&&(t._outputTexture=null)}))}))}))}\n/**\n     * @internal\n     * Rescales a texture\n     * @param source input texture\n     * @param destination destination texture\n     * @param scene scene to use to render the resize\n     * @param internalFormat format to use when resizing\n     * @param onComplete callback to be called when resize has completed\n     */_rescaleTexture(e,t,n,i,r){this._gl.texParameteri(this._gl.TEXTURE_2D,this._gl.TEXTURE_MAG_FILTER,this._gl.LINEAR);this._gl.texParameteri(this._gl.TEXTURE_2D,this._gl.TEXTURE_MIN_FILTER,this._gl.LINEAR);this._gl.texParameteri(this._gl.TEXTURE_2D,this._gl.TEXTURE_WRAP_S,this._gl.CLAMP_TO_EDGE);this._gl.texParameteri(this._gl.TEXTURE_2D,this._gl.TEXTURE_WRAP_T,this._gl.CLAMP_TO_EDGE);const s=this.createRenderTargetTexture({width:t.width,height:t.height},{generateMipMaps:false,type:0,samplingMode:2,generateDepthBuffer:false,generateStencilBuffer:false});!this._rescalePostProcess&&Engine._RescalePostProcessFactory&&(this._rescalePostProcess=Engine._RescalePostProcessFactory(this));if(this._rescalePostProcess){this._rescalePostProcess.externalTextureSamplerBinding=true;const onCompiled=()=>{this._rescalePostProcess.onApply=function(t){t._bindTexture(\"textureSampler\",e)};let a=n;a||(a=this.scenes[this.scenes.length-1]);a.postProcessManager.directRender([this._rescalePostProcess],s,true);this._bindTextureDirectly(this._gl.TEXTURE_2D,t,true);this._gl.copyTexImage2D(this._gl.TEXTURE_2D,0,i,0,0,t.width,t.height,0);this.unBindFramebuffer(s);s.dispose();r&&r()};const a=this._rescalePostProcess.getEffect();a?a.executeWhenCompiled(onCompiled):this._rescalePostProcess.onEffectCreatedObservable.addOnce((e=>{e.executeWhenCompiled(onCompiled)}))}}\n/**\n     * Wraps an external web gl texture in a Babylon texture.\n     * @param texture defines the external texture\n     * @param hasMipMaps defines whether the external texture has mip maps (default: false)\n     * @param samplingMode defines the sampling mode for the external texture (default: 3)\n     * @param width defines the width for the external texture (default: 0)\n     * @param height defines the height for the external texture (default: 0)\n     * @returns the babylon internal texture\n     */wrapWebGLTexture(t,n=false,i=3,r=0,s=0){const o=new a(t,this._gl);const l=new e(this,0,true);l._hardwareTexture=o;l.baseWidth=r;l.baseHeight=s;l.width=r;l.height=s;l.isReady=true;l.useMipMaps=n;this.updateTextureSamplingMode(i,l);return l}_uploadImageToTexture(e,t,n=0,i=0){const r=this._gl;const s=this._getWebGLTextureType(e.type);const a=this._getInternalFormat(e.format);const o=this._getRGBABufferInternalSizedFormat(e.type,a);const l=e.isCube?r.TEXTURE_CUBE_MAP:r.TEXTURE_2D;this._bindTextureDirectly(l,e,true);this._unpackFlipY(e.invertY);let _=r.TEXTURE_2D;e.isCube&&(_=r.TEXTURE_CUBE_MAP_POSITIVE_X+n);r.texImage2D(_,i,o,a,s,t);this._bindTextureDirectly(l,null,true)}\n/**\n     * Updates a depth texture Comparison Mode and Function.\n     * If the comparison Function is equal to 0, the mode will be set to none.\n     * Otherwise, this only works in webgl 2 and requires a shadow sampler in the shader.\n     * @param texture The texture to set the comparison function for\n     * @param comparisonFunction The comparison function to set, 0 if no comparison required\n     */updateTextureComparisonFunction(e,t){if(this.webGLVersion===1){s.Error(\"WebGL 1 does not support texture comparison.\");return}const n=this._gl;if(e.isCube){this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP,e,true);if(t===0){n.texParameteri(n.TEXTURE_CUBE_MAP,n.TEXTURE_COMPARE_FUNC,515);n.texParameteri(n.TEXTURE_CUBE_MAP,n.TEXTURE_COMPARE_MODE,n.NONE)}else{n.texParameteri(n.TEXTURE_CUBE_MAP,n.TEXTURE_COMPARE_FUNC,t);n.texParameteri(n.TEXTURE_CUBE_MAP,n.TEXTURE_COMPARE_MODE,n.COMPARE_REF_TO_TEXTURE)}this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP,null)}else{this._bindTextureDirectly(this._gl.TEXTURE_2D,e,true);if(t===0){n.texParameteri(n.TEXTURE_2D,n.TEXTURE_COMPARE_FUNC,515);n.texParameteri(n.TEXTURE_2D,n.TEXTURE_COMPARE_MODE,n.NONE)}else{n.texParameteri(n.TEXTURE_2D,n.TEXTURE_COMPARE_FUNC,t);n.texParameteri(n.TEXTURE_2D,n.TEXTURE_COMPARE_MODE,n.COMPARE_REF_TO_TEXTURE)}this._bindTextureDirectly(this._gl.TEXTURE_2D,null)}e._comparisonFunction=t}\n/**\n     * Creates a webGL buffer to use with instantiation\n     * @param capacity defines the size of the buffer\n     * @returns the webGL buffer\n     */createInstancesBuffer(e){const t=this._gl.createBuffer();if(!t)throw new Error(\"Unable to create instance buffer\");const n=new i(t);n.capacity=e;this.bindArrayBuffer(n);this._gl.bufferData(this._gl.ARRAY_BUFFER,e,this._gl.DYNAMIC_DRAW);n.references=1;return n}\n/**\n     * Delete a webGL buffer used with instantiation\n     * @param buffer defines the webGL buffer to delete\n     */deleteInstancesBuffer(e){this._gl.deleteBuffer(e)}_clientWaitAsync(e,t=0,n=10){const i=this._gl;return new Promise(((r,s)=>{T((()=>{const n=i.clientWaitSync(e,t,0);if(n==i.WAIT_FAILED)throw new Error(\"clientWaitSync failed\");return n!=i.TIMEOUT_EXPIRED}),r,s,n)}))}_readPixelsAsync(e,t,n,i,r,s,a){if(this._webGLVersion<2)throw new Error(\"_readPixelsAsync only work on WebGL2+\");const o=this._gl;const l=o.createBuffer();o.bindBuffer(o.PIXEL_PACK_BUFFER,l);o.bufferData(o.PIXEL_PACK_BUFFER,a.byteLength,o.STREAM_READ);o.readPixels(e,t,n,i,r,s,0);o.bindBuffer(o.PIXEL_PACK_BUFFER,null);const _=o.fenceSync(o.SYNC_GPU_COMMANDS_COMPLETE,0);if(!_)return null;o.flush();return this._clientWaitAsync(_,0,10).then((()=>{o.deleteSync(_);o.bindBuffer(o.PIXEL_PACK_BUFFER,l);o.getBufferSubData(o.PIXEL_PACK_BUFFER,0,a);o.bindBuffer(o.PIXEL_PACK_BUFFER,null);o.deleteBuffer(l);return a}))}dispose(){this.hideLoadingUI();this._rescalePostProcess&&this._rescalePostProcess.dispose();_CommonDispose(this,this._renderingCanvas);super.dispose()}}Engine.ALPHA_DISABLE=0;Engine.ALPHA_ADD=1;Engine.ALPHA_COMBINE=2;Engine.ALPHA_SUBTRACT=3;Engine.ALPHA_MULTIPLY=4;Engine.ALPHA_MAXIMIZED=5;Engine.ALPHA_ONEONE=6;Engine.ALPHA_PREMULTIPLIED=7;Engine.ALPHA_PREMULTIPLIED_PORTERDUFF=8;Engine.ALPHA_INTERPOLATE=9;Engine.ALPHA_SCREENMODE=10;Engine.DELAYLOADSTATE_NONE=0;Engine.DELAYLOADSTATE_LOADED=1;Engine.DELAYLOADSTATE_LOADING=2;Engine.DELAYLOADSTATE_NOTLOADED=4;Engine.NEVER=512;Engine.ALWAYS=519;Engine.LESS=513;Engine.EQUAL=514;Engine.LEQUAL=515;Engine.GREATER=516;Engine.GEQUAL=518;Engine.NOTEQUAL=517;Engine.KEEP=7680;Engine.REPLACE=7681;Engine.INCR=7682;Engine.DECR=7683;Engine.INVERT=5386;Engine.INCR_WRAP=34055;Engine.DECR_WRAP=34056;Engine.TEXTURE_CLAMP_ADDRESSMODE=0;Engine.TEXTURE_WRAP_ADDRESSMODE=1;Engine.TEXTURE_MIRROR_ADDRESSMODE=2;Engine.TEXTUREFORMAT_ALPHA=0;Engine.TEXTUREFORMAT_LUMINANCE=1;Engine.TEXTUREFORMAT_LUMINANCE_ALPHA=2;Engine.TEXTUREFORMAT_RGB=4;Engine.TEXTUREFORMAT_RGBA=5;Engine.TEXTUREFORMAT_RED=6;Engine.TEXTUREFORMAT_R=6;Engine.TEXTUREFORMAT_R16_UNORM=33322;Engine.TEXTUREFORMAT_RG16_UNORM=33324;Engine.TEXTUREFORMAT_RGB16_UNORM=32852;Engine.TEXTUREFORMAT_RGBA16_UNORM=32859;Engine.TEXTUREFORMAT_R16_SNORM=36760;Engine.TEXTUREFORMAT_RG16_SNORM=36761;Engine.TEXTUREFORMAT_RGB16_SNORM=36762;Engine.TEXTUREFORMAT_RGBA16_SNORM=36763;Engine.TEXTUREFORMAT_RG=7;Engine.TEXTUREFORMAT_RED_INTEGER=8;Engine.TEXTUREFORMAT_R_INTEGER=8;Engine.TEXTUREFORMAT_RG_INTEGER=9;Engine.TEXTUREFORMAT_RGB_INTEGER=10;Engine.TEXTUREFORMAT_RGBA_INTEGER=11;Engine.TEXTURETYPE_UNSIGNED_BYTE=0;\n/** @deprecated use more explicit TEXTURETYPE_UNSIGNED_BYTE instead. Use TEXTURETYPE_UNSIGNED_INTEGER for 32bits values.*/Engine.TEXTURETYPE_UNSIGNED_INT=0;Engine.TEXTURETYPE_FLOAT=1;Engine.TEXTURETYPE_HALF_FLOAT=2;Engine.TEXTURETYPE_BYTE=3;Engine.TEXTURETYPE_SHORT=4;Engine.TEXTURETYPE_UNSIGNED_SHORT=5;Engine.TEXTURETYPE_INT=6;Engine.TEXTURETYPE_UNSIGNED_INTEGER=7;Engine.TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4=8;Engine.TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1=9;Engine.TEXTURETYPE_UNSIGNED_SHORT_5_6_5=10;Engine.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV=11;Engine.TEXTURETYPE_UNSIGNED_INT_24_8=12;Engine.TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV=13;Engine.TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV=14;Engine.TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV=15;Engine.TEXTURE_NEAREST_SAMPLINGMODE=1;Engine.TEXTURE_BILINEAR_SAMPLINGMODE=2;Engine.TEXTURE_TRILINEAR_SAMPLINGMODE=3;Engine.TEXTURE_NEAREST_NEAREST_MIPLINEAR=8;Engine.TEXTURE_LINEAR_LINEAR_MIPNEAREST=11;Engine.TEXTURE_LINEAR_LINEAR_MIPLINEAR=3;Engine.TEXTURE_NEAREST_NEAREST_MIPNEAREST=4;Engine.TEXTURE_NEAREST_LINEAR_MIPNEAREST=5;Engine.TEXTURE_NEAREST_LINEAR_MIPLINEAR=6;Engine.TEXTURE_NEAREST_LINEAR=7;Engine.TEXTURE_NEAREST_NEAREST=1;Engine.TEXTURE_LINEAR_NEAREST_MIPNEAREST=9;Engine.TEXTURE_LINEAR_NEAREST_MIPLINEAR=10;Engine.TEXTURE_LINEAR_LINEAR=2;Engine.TEXTURE_LINEAR_NEAREST=12;Engine.TEXTURE_EXPLICIT_MODE=0;Engine.TEXTURE_SPHERICAL_MODE=1;Engine.TEXTURE_PLANAR_MODE=2;Engine.TEXTURE_CUBIC_MODE=3;Engine.TEXTURE_PROJECTION_MODE=4;Engine.TEXTURE_SKYBOX_MODE=5;Engine.TEXTURE_INVCUBIC_MODE=6;Engine.TEXTURE_EQUIRECTANGULAR_MODE=7;Engine.TEXTURE_FIXED_EQUIRECTANGULAR_MODE=8;Engine.TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE=9;Engine.SCALEMODE_FLOOR=1;Engine.SCALEMODE_NEAREST=2;Engine.SCALEMODE_CEILING=3;export{CreateImageBitmapFromSource as C,Engine as E,GetFontOffset as G,PerformanceMonitor as P,RequestFullscreen as R,_CommonDispose as _,ExitFullscreen as a,ExitPointerlock as b,RequestPointerlock as c,ResizeImageBitmap as d,RollingAverage as e,_CommonInit as f};\n//# sourceMappingURL=JMWFOuaA.js.map\n","import{ShaderStore as e}from\"../../Engines/shaderStore.js\";const t=\"bakedVertexAnimationDeclaration\";const r=\"#ifdef BAKED_VERTEX_ANIMATION_TEXTURE\\nuniform bakedVertexAnimationTime: f32;uniform bakedVertexAnimationTextureSizeInverted: vec2<f32>;uniform bakedVertexAnimationSettings: vec4<f32>;var bakedVertexAnimationTexture : texture_2d<f32>;\\n#ifdef INSTANCES\\nattribute bakedVertexAnimationSettingsInstanced : vec4<f32>;\\n#endif\\nfn readMatrixFromRawSamplerVAT(smp : texture_2d<f32>,index : f32,frame : f32)->mat4x4<f32>\\n{let offset=i32(index)*4;let frameUV=i32(frame);let m0=textureLoad(smp,vec2<i32>(offset+0,frameUV),0);let m1=textureLoad(smp,vec2<i32>(offset+1,frameUV),0);let m2=textureLoad(smp,vec2<i32>(offset+2,frameUV),0);let m3=textureLoad(smp,vec2<i32>(offset+3,frameUV),0);return mat4x4<f32>(m0,m1,m2,m3);}\\n#endif\\n\";e.IncludesShadersStoreWGSL[t]||(e.IncludesShadersStoreWGSL[t]=r);const n={name:t,shader:r};export{n as bakedVertexAnimationDeclarationWGSL};\n//# sourceMappingURL=bakedVertexAnimationDeclaration.js.map\n","import{ShaderStore as e}from\"../../Engines/shaderStore.js\";const t=\"bakedVertexAnimation\";const n=\"#ifdef BAKED_VERTEX_ANIMATION_TEXTURE\\n{\\n#ifdef INSTANCES\\nlet VATStartFrame: f32=vertexInputs.bakedVertexAnimationSettingsInstanced.x;let VATEndFrame: f32=vertexInputs.bakedVertexAnimationSettingsInstanced.y;let VATOffsetFrame: f32=vertexInputs.bakedVertexAnimationSettingsInstanced.z;let VATSpeed: f32=vertexInputs.bakedVertexAnimationSettingsInstanced.w;\\n#else\\nlet VATStartFrame: f32=uniforms.bakedVertexAnimationSettings.x;let VATEndFrame: f32=uniforms.bakedVertexAnimationSettings.y;let VATOffsetFrame: f32=uniforms.bakedVertexAnimationSettings.z;let VATSpeed: f32=uniforms.bakedVertexAnimationSettings.w;\\n#endif\\nlet totalFrames: f32=VATEndFrame-VATStartFrame+1.0;let time: f32=uniforms.bakedVertexAnimationTime*VATSpeed/totalFrames;let frameCorrection: f32=select(1.0,0.0,time<1.0);let numOfFrames: f32=totalFrames-frameCorrection;var VATFrameNum: f32=fract(time)*numOfFrames;VATFrameNum=(VATFrameNum+VATOffsetFrame) % numOfFrames;VATFrameNum=floor(VATFrameNum);VATFrameNum=VATFrameNum+VATStartFrame+frameCorrection;var VATInfluence : mat4x4<f32>;VATInfluence=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,vertexInputs.matricesIndices[0],VATFrameNum)*vertexInputs.matricesWeights[0];\\n#if NUM_BONE_INFLUENCERS>1\\nVATInfluence=VATInfluence+readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,vertexInputs.matricesIndices[1],VATFrameNum)*vertexInputs.matricesWeights[1];\\n#endif\\n#if NUM_BONE_INFLUENCERS>2\\nVATInfluence=VATInfluence+readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,vertexInputs.matricesIndices[2],VATFrameNum)*vertexInputs.matricesWeights[2];\\n#endif\\n#if NUM_BONE_INFLUENCERS>3\\nVATInfluence=VATInfluence+readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,vertexInputs.matricesIndices[3],VATFrameNum)*vertexInputs.matricesWeights[3];\\n#endif\\n#if NUM_BONE_INFLUENCERS>4\\nVATInfluence=VATInfluence+readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,vertexInputs.matricesIndicesExtra[0],VATFrameNum)*vertexInputs.matricesWeightsExtra[0];\\n#endif\\n#if NUM_BONE_INFLUENCERS>5\\nVATInfluence=VATInfluence+readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,vertexInputs.matricesIndicesExtra[1],VATFrameNum)*vertexInputs.matricesWeightsExtra[1];\\n#endif\\n#if NUM_BONE_INFLUENCERS>6\\nVATInfluence=VATInfluence+readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,vertexInputs.matricesIndicesExtra[2],VATFrameNum)*vertexInputs.matricesWeightsExtra[2];\\n#endif\\n#if NUM_BONE_INFLUENCERS>7\\nVATInfluence=VATInfluence+readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,vertexInputs.matricesIndicesExtra[3],VATFrameNum)*vertexInputs.matricesWeightsExtra[3];\\n#endif\\nfinalWorld=finalWorld*VATInfluence;}\\n#endif\\n\";e.IncludesShadersStoreWGSL[t]||(e.IncludesShadersStoreWGSL[t]=n);const r={name:t,shader:n};export{r as bakedVertexAnimationWGSL};\n//# sourceMappingURL=bakedVertexAnimation.js.map\n","import{ShaderStore as e}from\"../../Engines/shaderStore.js\";const n=\"instancesDeclaration\";const d=\"#ifdef INSTANCES\\nattribute world0 : vec4<f32>;attribute world1 : vec4<f32>;attribute world2 : vec4<f32>;attribute world3 : vec4<f32>;\\n#ifdef INSTANCESCOLOR\\nattribute instanceColor : vec4<f32>;\\n#endif\\n#if defined(THIN_INSTANCES) && !defined(WORLD_UBO)\\nuniform world : mat4x4<f32>;\\n#endif\\n#if defined(VELOCITY) || defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR) || defined(VELOCITY_LINEAR)\\nattribute previousWorld0 : vec4<f32>;attribute previousWorld1 : vec4<f32>;attribute previousWorld2 : vec4<f32>;attribute previousWorld3 : vec4<f32>;\\n#ifdef THIN_INSTANCES\\nuniform previousWorld : mat4x4<f32>;\\n#endif\\n#endif\\n#else\\n#if !defined(WORLD_UBO)\\nuniform world : mat4x4<f32>;\\n#endif\\n#if defined(VELOCITY) || defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR) || defined(VELOCITY_LINEAR)\\nuniform previousWorld : mat4x4<f32>;\\n#endif\\n#endif\\n\";e.IncludesShadersStoreWGSL[n]||(e.IncludesShadersStoreWGSL[n]=d);const i={name:n,shader:d};export{i as instancesDeclarationWGSL};\n//# sourceMappingURL=instancesDeclaration.js.map\n","import{ShaderStore as e}from\"../../Engines/shaderStore.js\";const n=\"instancesVertex\";const d=\"#ifdef INSTANCES\\nvar finalWorld=mat4x4<f32>(vertexInputs.world0,vertexInputs.world1,vertexInputs.world2,vertexInputs.world3);\\n#if defined(PREPASS_VELOCITY) || defined(VELOCITY) || defined(PREPASS_VELOCITY_LINEAR) || defined(VELOCITY_LINEAR)\\nvar finalPreviousWorld=mat4x4<f32>(\\nvertexInputs.previousWorld0,vertexInputs.previousWorld1,\\nvertexInputs.previousWorld2,vertexInputs.previousWorld3);\\n#endif\\n#ifdef THIN_INSTANCES\\n#if !defined(WORLD_UBO)\\nfinalWorld=uniforms.world*finalWorld;\\n#else\\nfinalWorld=mesh.world*finalWorld;\\n#endif\\n#if defined(PREPASS_VELOCITY) || defined(VELOCITY) || defined(PREPASS_VELOCITY_LINEAR) || defined(VELOCITY_LINEAR)\\nfinalPreviousWorld=uniforms.previousWorld*finalPreviousWorld;\\n#endif\\n#endif\\n#else\\n#if !defined(WORLD_UBO)\\nvar finalWorld=uniforms.world;\\n#else\\nvar finalWorld=mesh.world;\\n#endif\\n#if defined(PREPASS_VELOCITY) || defined(VELOCITY) || defined(PREPASS_VELOCITY_LINEAR) || defined(VELOCITY_LINEAR)\\nvar finalPreviousWorld=uniforms.previousWorld;\\n#endif\\n#endif\\n\";e.IncludesShadersStoreWGSL[n]||(e.IncludesShadersStoreWGSL[n]=d);const r={name:n,shader:d};export{r as instancesVertexWGSL};\n//# sourceMappingURL=instancesVertex.js.map\n","import{ShaderStore as e}from\"../Engines/shaderStore.js\";const n=\"helperFunctions\";const r=\"const PI: f32=3.1415926535897932384626433832795;const TWO_PI: f32=6.283185307179586;const HALF_PI: f32=1.5707963267948966;const RECIPROCAL_PI: f32=0.3183098861837907;const RECIPROCAL_PI2: f32=0.15915494309189535;const RECIPROCAL_PI4: f32=0.07957747154594767;const HALF_MIN: f32=5.96046448e-08; \\nconst LinearEncodePowerApprox: f32=2.2;const GammaEncodePowerApprox: f32=1.0/LinearEncodePowerApprox;const LuminanceEncodeApprox: vec3f=vec3f(0.2126,0.7152,0.0722);const Epsilon:f32=0.0000001;fn square(x: f32)->f32 {return x*x;}\\nfn saturate(x: f32)->f32 {return clamp(x,0.0,1.0);}\\nfn saturateVec3(x: vec3f)->vec3f {return clamp(x,vec3f(),vec3f(1.0));}\\nfn saturateEps(x: f32)->f32 {return clamp(x,Epsilon,1.0);}\\nfn maxEps(x: f32)->f32 {return max(x,Epsilon);}\\nfn maxEpsVec3(x: vec3f)->vec3f {return max(x,vec3f(Epsilon));}\\nfn absEps(x: f32)->f32 {return abs(x)+Epsilon;}\\nfn transposeMat3(inMatrix: mat3x3f)->mat3x3f {let i0: vec3f=inMatrix[0];let i1: vec3f=inMatrix[1];let i2: vec3f=inMatrix[2];let outMatrix:mat3x3f=mat3x3f(\\nvec3(i0.x,i1.x,i2.x),\\nvec3(i0.y,i1.y,i2.y),\\nvec3(i0.z,i1.z,i2.z)\\n);return outMatrix;}\\nfn inverseMat3(inMatrix: mat3x3f)->mat3x3f {let a00: f32=inMatrix[0][0];let a01: f32=inMatrix[0][1];let a02: f32=inMatrix[0][2];let a10: f32=inMatrix[1][0];let a11: f32=inMatrix[1][1];let a12: f32=inMatrix[1][2];let a20: f32=inMatrix[2][0];let a21: f32=inMatrix[2][1];let a22: f32=inMatrix[2][2];let b01: f32=a22*a11-a12*a21;let b11: f32=-a22*a10+a12*a20;let b21: f32=a21*a10-a11*a20;let det: f32=a00*b01+a01*b11+a02*b21;return mat3x3f(b01/det,(-a22*a01+a02*a21)/det,(a12*a01-a02*a11)/det,\\nb11/det,(a22*a00-a02*a20)/det,(-a12*a00+a02*a10)/det,\\nb21/det,(-a21*a00+a01*a20)/det,(a11*a00-a01*a10)/det);}\\n#if USE_EXACT_SRGB_CONVERSIONS\\nfn toLinearSpaceExact(color: vec3f)->vec3f\\n{let nearZeroSection: vec3f=0.0773993808*color;let remainingSection: vec3f=pow(0.947867299*(color+vec3f(0.055)),vec3f(2.4));return mix(remainingSection,nearZeroSection,lessThanEqual(color,vec3f(0.04045)));}\\nfn toGammaSpaceExact(color: vec3f)->vec3f\\n{let nearZeroSection: vec3f=12.92*color;let remainingSection: vec3f=1.055*pow(color,vec3f(0.41666))-vec3f(0.055);return mix(remainingSection,nearZeroSection,lessThanEqual(color,vec3f(0.0031308)));}\\n#endif\\nfn toLinearSpace(color: f32)->f32\\n{\\n#if USE_EXACT_SRGB_CONVERSIONS\\nvar nearZeroSection=0.0773993808*color;var remainingSection=pow(0.947867299*(color+0.055),2.4);return select(remainingSection,nearZeroSection,color<=0.04045);\\n#else\\nreturn pow(color,LinearEncodePowerApprox);\\n#endif\\n}\\nfn toLinearSpaceVec3(color: vec3f)->vec3f\\n{\\n#if USE_EXACT_SRGB_CONVERSIONS\\nreturn toLinearSpaceExact(color);\\n#else\\nreturn pow(color,vec3f(LinearEncodePowerApprox));\\n#endif\\n}\\nfn toLinearSpaceVec4(color: vec4<f32>)->vec4<f32>\\n{\\n#if USE_EXACT_SRGB_CONVERSIONS\\nreturn vec4f(toLinearSpaceExact(color.rgb),color.a);\\n#else\\nreturn vec4f(pow(color.rgb,vec3f(LinearEncodePowerApprox)),color.a);\\n#endif\\n}\\nfn toGammaSpace(color: vec4<f32>)->vec4<f32>\\n{\\n#if USE_EXACT_SRGB_CONVERSIONS\\nreturn vec4<f32>(toGammaSpaceExact(color.rgb),color.a);\\n#else\\nreturn vec4<f32>(pow(color.rgb,vec3f(GammaEncodePowerApprox)),color.a);\\n#endif\\n}\\nfn toGammaSpaceVec3(color: vec3f)->vec3f\\n{\\n#if USE_EXACT_SRGB_CONVERSIONS\\nreturn toGammaSpaceExact(color);\\n#else\\nreturn pow(color,vec3f(GammaEncodePowerApprox));\\n#endif\\n}\\nfn squareVec3(value: vec3f)->vec3f\\n{return value*value;}\\nfn pow5(value: f32)->f32 {let sq: f32=value*value;return sq*sq*value;}\\nfn getLuminance(color: vec3f)->f32\\n{return saturate(dot(color,LuminanceEncodeApprox));}\\nfn getRand(seed: vec2<f32>)->f32 {return fract(sin(dot(seed.xy ,vec2<f32>(12.9898,78.233)))*43758.5453);}\\nfn dither(seed: vec2<f32>,varianceAmount: f32)->f32 {let rand: f32=getRand(seed);let normVariance: f32=varianceAmount/255.0;let dither: f32=mix(-normVariance,normVariance,rand);return dither;}\\nconst rgbdMaxRange: f32=255.0;fn toRGBD(color: vec3f)->vec4<f32> {let maxRGB: f32=max(max(color.r,max(color.g,color.b)),Epsilon);var D: f32 =max(rgbdMaxRange/maxRGB,1.);D =clamp(floor(D)/255.0,0.,1.);var rgb: vec3f =color.rgb*D;rgb=toGammaSpaceVec3(rgb);return vec4<f32>(saturateVec3(rgb),D);}\\nfn fromRGBD(rgbd: vec4<f32>)->vec3f {let rgb=toLinearSpaceVec3(rgbd.rgb);return rgb/rgbd.a;}\\nfn parallaxCorrectNormal(vertexPos: vec3f,origVec: vec3f,cubeSize: vec3f,cubePos: vec3f)->vec3f {let invOrigVec: vec3f=vec3f(1.)/origVec;let halfSize: vec3f=cubeSize*0.5;let intersecAtMaxPlane: vec3f=(cubePos+halfSize-vertexPos)*invOrigVec;let intersecAtMinPlane: vec3f=(cubePos-halfSize-vertexPos)*invOrigVec;let largestIntersec: vec3f=max(intersecAtMaxPlane,intersecAtMinPlane);let distance: f32=min(min(largestIntersec.x,largestIntersec.y),largestIntersec.z);let intersectPositionWS: vec3f=vertexPos+origVec*distance;return intersectPositionWS-cubePos;}\\nfn equirectangularToCubemapDirection(uv : vec2f)->vec3f {var longitude : f32=uv.x*TWO_PI-PI;var latitude : f32=HALF_PI-uv.y*PI;var direction : vec3f;direction.x=cos(latitude)*sin(longitude);direction.y=sin(latitude);direction.z=cos(latitude)*cos(longitude);return direction;}\\nfn sqrtClamped(value: f32)->f32 {return sqrt(max(value,0.));}\\nfn avg(value: vec3f)->f32 {return dot(value,vec3f(0.333333333));}\\n\";e.IncludesShadersStoreWGSL[n]||(e.IncludesShadersStoreWGSL[n]=r);const a={name:n,shader:r};export{a as helperFunctionsWGSL};\n//# sourceMappingURL=B4zQ1HVT.js.map\n","import{ShaderStore as e}from\"../Engines/shaderStore.js\";const s=\"meshUboDeclaration\";const r=\"struct Mesh {world : mat4x4<f32>,\\nvisibility : f32,};var<uniform> mesh : Mesh;\\n#define WORLD_UBO\\n\";e.IncludesShadersStoreWGSL[s]||(e.IncludesShadersStoreWGSL[s]=r);\n//# sourceMappingURL=BfpOUTI4.js.map\n","import{ShaderStore as e}from\"../Engines/shaderStore.js\";const n=\"sceneUboDeclaration\";const o=\"struct Scene {viewProjection : mat4x4<f32>,\\n#ifdef MULTIVIEW\\nviewProjectionR : mat4x4<f32>,\\n#endif \\nview : mat4x4<f32>,\\nprojection : mat4x4<f32>,\\nvEyePosition : vec4<f32>,};\\n#define SCENE_UBO\\nvar<uniform> scene : Scene;\\n\";e.IncludesShadersStoreWGSL[n]||(e.IncludesShadersStoreWGSL[n]=o);\n//# sourceMappingURL=kUdEuvy8.js.map\n","import{ShaderStore as e}from\"../Engines/shaderStore.js\";const a=\"decalFragment\";const l=\"#ifdef DECAL\\nvar decalTempColor=decalColor.rgb;var decalTempAlpha=decalColor.a;\\n#ifdef GAMMADECAL\\ndecalTempColor=toLinearSpaceVec3(decalColor.rgb);\\n#endif\\n#ifdef DECAL_SMOOTHALPHA\\ndecalTempAlpha=decalColor.a*decalColor.a;\\n#endif\\nsurfaceAlbedo=mix(surfaceAlbedo.rgb,decalTempColor,decalTempAlpha);\\n#endif\\n\";e.IncludesShadersStoreWGSL[a]||(e.IncludesShadersStoreWGSL[a]=l);\n//# sourceMappingURL=CQnVajSs.js.map\n","let e=false;\n/**\n * Sets whether to use OpenGL convention for UVs\n * @param value the new value\n */function setOpenGLOrientationForUV(t){e=t}\n/**\n * Options used to control default behaviors regarding compatibility support\n * @deprecated please use named exports\n */const t={\n/* eslint-disable @typescript-eslint/naming-convention */\nget UseOpenGLOrientationForUV(){return e},set UseOpenGLOrientationForUV(t){e=t}};export{t as CompatibilityOptions,setOpenGLOrientationForUV,e as useOpenGLOrientationForUV};\n//# sourceMappingURL=compatibilityOptions.js.map\n","import{__decorate as e}from\"../tslib.es6.js\";import{serialize as t}from\"../Misc/decorators.js\";import{Observable as i}from\"../Misc/observable.js\";import{Vector3 as r,Matrix as s,TmpVectors as a}from\"../Maths/math.vector.js\";import{BaseTexture as n}from\"../Materials/Textures/baseTexture.js\";import{GetClass as o,RegisterClass as h}from\"../Misc/typeStore.js\";import{_ as c}from\"./CY5CD3a_.js\";import{TimingTools as u}from\"../Misc/timingTools.js\";import{I as l}from\"./DKmLrVdL.js\";import{Plane as d}from\"../Maths/math.plane.js\";import{EncodeArrayBufferToBase64 as _}from\"../Misc/stringTools.js\";import{useOpenGLOrientationForUV as f}from\"../Compat/compatibilityOptions.js\";import{SerializationHelper as x}from\"../Misc/decorators.serialization.js\";\n/**\n * Transform some pixel data to a base64 string\n * @param pixels defines the pixel data to transform to base64\n * @param size defines the width and height of the (texture) data\n * @param invertY true if the data must be inverted for the Y coordinate during the conversion\n * @returns The base64 encoded string or null\n */function GenerateBase64StringFromPixelData(e,t,i=false){const r=t.width;const s=t.height;if(e instanceof Float32Array){let t=e.byteLength/e.BYTES_PER_ELEMENT;const i=new Uint8Array(t);while(--t>=0){let r=e[t];r<0?r=0:r>1&&(r=1);i[t]=r*255}e=i}const a=document.createElement(\"canvas\");a.width=r;a.height=s;const n=a.getContext(\"2d\");if(!n)return null;const o=n.createImageData(r,s);const h=o.data;h.set(e);n.putImageData(o,0,0);if(i){const e=document.createElement(\"canvas\");e.width=r;e.height=s;const t=e.getContext(\"2d\");if(!t)return null;t.translate(0,s);t.scale(1,-1);t.drawImage(a,0,0);return e.toDataURL(\"image/png\")}return a.toDataURL(\"image/png\")}\n/**\n * Reads the pixels stored in the webgl texture and returns them as a base64 string\n * @param texture defines the texture to read pixels from\n * @param faceIndex defines the face of the texture to read (in case of cube texture)\n * @param level defines the LOD level of the texture to read (in case of Mip Maps)\n * @returns The base64 encoded string or null\n */function GenerateBase64StringFromTexture(e,t=0,i=0){const r=e.getInternalTexture();if(!r)return null;const s=e._readPixelsSync(t,i);return s?GenerateBase64StringFromPixelData(s,e.getSize(),r.invertY):null}\n/**\n * Reads the pixels stored in the webgl texture and returns them as a base64 string\n * @param texture defines the texture to read pixels from\n * @param faceIndex defines the face of the texture to read (in case of cube texture)\n * @param level defines the LOD level of the texture to read (in case of Mip Maps)\n * @returns The base64 encoded string or null wrapped in a promise\n */async function GenerateBase64StringFromTextureAsync(e,t=0,i=0){const r=e.getInternalTexture();if(!r)return null;const s=await e.readPixels(t,i);return s?GenerateBase64StringFromPixelData(s,e.getSize(),r.invertY):null}const T={\n/**\n     * Transform some pixel data to a base64 string\n     * @param pixels defines the pixel data to transform to base64\n     * @param size defines the width and height of the (texture) data\n     * @param invertY true if the data must be inverted for the Y coordinate during the conversion\n     * @returns The base64 encoded string or null\n     */\nGenerateBase64StringFromPixelData:GenerateBase64StringFromPixelData,\n/**\n     * Reads the pixels stored in the webgl texture and returns them as a base64 string\n     * @param texture defines the texture to read pixels from\n     * @param faceIndex defines the face of the texture to read (in case of cube texture)\n     * @param level defines the LOD level of the texture to read (in case of Mip Maps)\n     * @returns The base64 encoded string or null\n     */\nGenerateBase64StringFromTexture:GenerateBase64StringFromTexture,\n/**\n     * Reads the pixels stored in the webgl texture and returns them as a base64 string\n     * @param texture defines the texture to read pixels from\n     * @param faceIndex defines the face of the texture to read (in case of cube texture)\n     * @param level defines the LOD level of the texture to read (in case of Mip Maps)\n     * @returns The base64 encoded string or null wrapped in a promise\n     */\nGenerateBase64StringFromTextureAsync:GenerateBase64StringFromTextureAsync};class Texture extends n{static _CreateVideoTexture(e,t,i,r=false,s=false,a=Texture.TRILINEAR_SAMPLINGMODE,n={},o,h=5){throw c(\"VideoTexture\")}get noMipmap(){return this._noMipmap}get mimeType(){return this._mimeType}set isBlocking(e){this._isBlocking=e}get isBlocking(){return this._isBlocking}get invertY(){return this._invertY}\n/**\n     * Instantiates a new texture.\n     * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.\n     * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/using/materials_introduction#texture\n     * @param url defines the url of the picture to load as a texture\n     * @param sceneOrEngine defines the scene or engine the texture will belong to\n     * @param noMipmapOrOptions defines if the texture will require mip maps or not or set of all options to create the texture\n     * @param invertY defines if the texture needs to be inverted on the y axis during loading\n     * @param samplingMode defines the sampling mode we want for the texture while fetching from it (Texture.NEAREST_SAMPLINGMODE...)\n     * @param onLoad defines a callback triggered when the texture has been loaded\n     * @param onError defines a callback triggered when an error occurred during the loading session\n     * @param buffer defines the buffer to load the texture from in case the texture is loaded from a buffer representation\n     * @param deleteBuffer defines if the buffer we are loading the texture from should be deleted after load\n     * @param format defines the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)\n     * @param mimeType defines an optional mime type information\n     * @param loaderOptions options to be passed to the loader\n     * @param creationFlags specific flags to use when creating the texture (1 for storage textures, for eg)\n     * @param forcedExtension defines the extension to use to pick the right loader\n     */constructor(e,t,r,s,a=Texture.TRILINEAR_SAMPLINGMODE,n=null,o=null,h=null,c=false,l,d,_,x,T){super(t);this.url=null;this.uOffset=0;this.vOffset=0;this.uScale=1;this.vScale=1;this.uAng=0;this.vAng=0;this.wAng=0;this.uRotationCenter=.5;this.vRotationCenter=.5;this.wRotationCenter=.5;this.homogeneousRotationInUVTransform=false;this.inspectableCustomProperties=null;this._noMipmap=false;this._invertY=false;this._rowGenerationMatrix=null;this._cachedTextureMatrix=null;this._projectionModeMatrix=null;this._t0=null;this._t1=null;this._t2=null;this._cachedUOffset=-1;this._cachedVOffset=-1;this._cachedUScale=0;this._cachedVScale=0;this._cachedUAng=-1;this._cachedVAng=-1;this._cachedWAng=-1;this._cachedReflectionProjectionMatrixId=-1;this._cachedURotationCenter=-1;this._cachedVRotationCenter=-1;this._cachedWRotationCenter=-1;this._cachedHomogeneousRotationInUVTransform=false;this._cachedIdentity3x2=true;this._cachedReflectionTextureMatrix=null;this._cachedReflectionUOffset=-1;this._cachedReflectionVOffset=-1;this._cachedReflectionUScale=0;this._cachedReflectionVScale=0;this._cachedReflectionCoordinatesMode=-1;this._buffer=null;this._deleteBuffer=false;this._format=null;this._delayedOnLoad=null;this._delayedOnError=null;this.onLoadObservable=new i;this._isBlocking=true;this.name=e||\"\";this.url=e;let m;let R=false;let p=null;let M=true;if(typeof r===\"object\"&&r!==null){m=r.noMipmap??false;s=r.invertY??!f;a=r.samplingMode??Texture.TRILINEAR_SAMPLINGMODE;n=r.onLoad??null;o=r.onError??null;h=r.buffer??null;c=r.deleteBuffer??false;l=r.format;d=r.mimeType;_=r.loaderOptions;x=r.creationFlags;R=r.useSRGBBuffer??false;p=r.internalTexture??null;M=r.gammaSpace??M;T=r.forcedExtension??T}else m=!!r;this._gammaSpace=M;this._noMipmap=m;this._invertY=s===void 0?!f:s;this._initialSamplingMode=a;this._buffer=h;this._deleteBuffer=c;this._mimeType=d;this._loaderOptions=_;this._creationFlags=x;this._useSRGBBuffer=R;this._forcedExtension=T;l&&(this._format=l);const g=this.getScene();const S=this._getEngine();if(!S)return;S.onBeforeTextureInitObservable.notifyObservers(this);const load=()=>{if(this._texture){if(this._texture._invertVScale){this.vScale*=-1;this.vOffset+=1}if(this._texture._cachedWrapU!==null){this.wrapU=this._texture._cachedWrapU;this._texture._cachedWrapU=null}if(this._texture._cachedWrapV!==null){this.wrapV=this._texture._cachedWrapV;this._texture._cachedWrapV=null}if(this._texture._cachedWrapR!==null){this.wrapR=this._texture._cachedWrapR;this._texture._cachedWrapR=null}}this.onLoadObservable.hasObservers()&&this.onLoadObservable.notifyObservers(this);n&&n();!this.isBlocking&&g&&g.resetCachedMaterial()};const errorHandler=(e,t)=>{this._loadingError=true;this._errorObject={message:e,exception:t};o&&o(e,t);Texture.OnTextureLoadErrorObservable.notifyObservers(this)};if(this.url||p){this._texture=p??this._getFromCache(this.url,m,a,this._invertY,R,this.isCube);if(this._texture)if(this._texture.isReady)u.SetImmediate((()=>load()));else{const e=this._texture.onLoadedObservable.add(load);this._texture.onErrorObservable.add((t=>{errorHandler(t.message,t.exception);this._texture?.onLoadedObservable.remove(e)}))}else if(g&&g.useDelayedTextureLoading){this.delayLoadState=4;this._delayedOnLoad=load;this._delayedOnError=errorHandler}else{try{this._texture=S.createTexture(this.url,m,this._invertY,g,a,load,errorHandler,this._buffer,void 0,this._format,this._forcedExtension,d,_,x,R)}catch(e){errorHandler(\"error loading\",e);throw e}c&&(this._buffer=null)}}else{this._delayedOnLoad=load;this._delayedOnError=errorHandler}}\n/**\n     * Update the url (and optional buffer) of this texture if url was null during construction.\n     * @param url the url of the texture\n     * @param buffer the buffer of the texture (defaults to null)\n     * @param onLoad callback called when the texture is loaded  (defaults to null)\n     * @param forcedExtension defines the extension to use to pick the right loader\n     */updateURL(e,t=null,i,r){if(this.url){this.releaseInternalTexture();this.getScene().markAllMaterialsAsDirty(1,(e=>e.hasTexture(this)))}this.name&&!this.name.startsWith(\"data:\")||(this.name=e);this.url=e;this._buffer=t;this._forcedExtension=r;this.delayLoadState=4;i&&(this._delayedOnLoad=i);this.delayLoad()}delayLoad(){if(this.delayLoadState!==4)return;const e=this.getScene();if(e){this.delayLoadState=1;this._texture=this._getFromCache(this.url,this._noMipmap,this.samplingMode,this._invertY,this._useSRGBBuffer,this.isCube);if(this._texture)this._delayedOnLoad&&(this._texture.isReady?u.SetImmediate(this._delayedOnLoad):this._texture.onLoadedObservable.add(this._delayedOnLoad));else{this._texture=e.getEngine().createTexture(this.url,this._noMipmap,this._invertY,e,this.samplingMode,this._delayedOnLoad,this._delayedOnError,this._buffer,null,this._format,this._forcedExtension,this._mimeType,this._loaderOptions,this._creationFlags,this._useSRGBBuffer);this._deleteBuffer&&(this._buffer=null)}this._delayedOnLoad=null;this._delayedOnError=null}}_prepareRowForTextureGeneration(e,t,i,s){e*=this._cachedUScale;t*=this._cachedVScale;e-=this.uRotationCenter*this._cachedUScale;t-=this.vRotationCenter*this._cachedVScale;i-=this.wRotationCenter;r.TransformCoordinatesFromFloatsToRef(e,t,i,this._rowGenerationMatrix,s);s.x+=this.uRotationCenter*this._cachedUScale+this._cachedUOffset;s.y+=this.vRotationCenter*this._cachedVScale+this._cachedVOffset;s.z+=this.wRotationCenter}\n/**\n     * Get the current texture matrix which includes the requested offsetting, tiling and rotation components.\n     * @param uBase The horizontal base offset multiplier (1 by default)\n     * @returns the transform matrix of the texture.\n     */getTextureMatrix(e=1){if(this.uOffset===this._cachedUOffset&&this.vOffset===this._cachedVOffset&&this.uScale*e===this._cachedUScale&&this.vScale===this._cachedVScale&&this.uAng===this._cachedUAng&&this.vAng===this._cachedVAng&&this.wAng===this._cachedWAng&&this.uRotationCenter===this._cachedURotationCenter&&this.vRotationCenter===this._cachedVRotationCenter&&this.wRotationCenter===this._cachedWRotationCenter&&this.homogeneousRotationInUVTransform===this._cachedHomogeneousRotationInUVTransform)return this._cachedTextureMatrix;this._cachedUOffset=this.uOffset;this._cachedVOffset=this.vOffset;this._cachedUScale=this.uScale*e;this._cachedVScale=this.vScale;this._cachedUAng=this.uAng;this._cachedVAng=this.vAng;this._cachedWAng=this.wAng;this._cachedURotationCenter=this.uRotationCenter;this._cachedVRotationCenter=this.vRotationCenter;this._cachedWRotationCenter=this.wRotationCenter;this._cachedHomogeneousRotationInUVTransform=this.homogeneousRotationInUVTransform;if(!this._cachedTextureMatrix||!this._rowGenerationMatrix){this._cachedTextureMatrix=s.Zero();this._rowGenerationMatrix=new s;this._t0=r.Zero();this._t1=r.Zero();this._t2=r.Zero()}s.RotationYawPitchRollToRef(this.vAng,this.uAng,this.wAng,this._rowGenerationMatrix);if(this.homogeneousRotationInUVTransform){s.TranslationToRef(-this._cachedURotationCenter,-this._cachedVRotationCenter,-this._cachedWRotationCenter,a.Matrix[0]);s.TranslationToRef(this._cachedURotationCenter,this._cachedVRotationCenter,this._cachedWRotationCenter,a.Matrix[1]);s.ScalingToRef(this._cachedUScale,this._cachedVScale,0,a.Matrix[2]);s.TranslationToRef(this._cachedUOffset,this._cachedVOffset,0,a.Matrix[3]);a.Matrix[0].multiplyToRef(this._rowGenerationMatrix,this._cachedTextureMatrix);this._cachedTextureMatrix.multiplyToRef(a.Matrix[1],this._cachedTextureMatrix);this._cachedTextureMatrix.multiplyToRef(a.Matrix[2],this._cachedTextureMatrix);this._cachedTextureMatrix.multiplyToRef(a.Matrix[3],this._cachedTextureMatrix);this._cachedTextureMatrix.setRowFromFloats(2,this._cachedTextureMatrix.m[12],this._cachedTextureMatrix.m[13],this._cachedTextureMatrix.m[14],1)}else{this._prepareRowForTextureGeneration(0,0,0,this._t0);this._prepareRowForTextureGeneration(1,0,0,this._t1);this._prepareRowForTextureGeneration(0,1,0,this._t2);this._t1.subtractInPlace(this._t0);this._t2.subtractInPlace(this._t0);s.FromValuesToRef(this._t1.x,this._t1.y,this._t1.z,0,this._t2.x,this._t2.y,this._t2.z,0,this._t0.x,this._t0.y,this._t0.z,0,0,0,0,1,this._cachedTextureMatrix)}const t=this.getScene();if(!t)return this._cachedTextureMatrix;const i=this._cachedIdentity3x2;this._cachedIdentity3x2=this._cachedTextureMatrix.isIdentityAs3x2();this.optimizeUVAllocation&&i!==this._cachedIdentity3x2&&t.markAllMaterialsAsDirty(1,(e=>e.hasTexture(this)));return this._cachedTextureMatrix}\n/**\n     * Get the current matrix used to apply reflection. This is useful to rotate an environment texture for instance.\n     * @returns The reflection texture transform\n     */getReflectionTextureMatrix(){const e=this.getScene();if(!e)return this._cachedReflectionTextureMatrix;if(this.uOffset===this._cachedReflectionUOffset&&this.vOffset===this._cachedReflectionVOffset&&this.uScale===this._cachedReflectionUScale&&this.vScale===this._cachedReflectionVScale&&this.coordinatesMode===this._cachedReflectionCoordinatesMode){if(this.coordinatesMode!==Texture.PROJECTION_MODE)return this._cachedReflectionTextureMatrix;if(this._cachedReflectionProjectionMatrixId===e.getProjectionMatrix().updateFlag)return this._cachedReflectionTextureMatrix}this._cachedReflectionTextureMatrix||(this._cachedReflectionTextureMatrix=s.Zero());this._projectionModeMatrix||(this._projectionModeMatrix=s.Zero());const t=this._cachedReflectionCoordinatesMode!==this.coordinatesMode;this._cachedReflectionUOffset=this.uOffset;this._cachedReflectionVOffset=this.vOffset;this._cachedReflectionUScale=this.uScale;this._cachedReflectionVScale=this.vScale;this._cachedReflectionCoordinatesMode=this.coordinatesMode;switch(this.coordinatesMode){case Texture.PLANAR_MODE:s.IdentityToRef(this._cachedReflectionTextureMatrix);this._cachedReflectionTextureMatrix[0]=this.uScale;this._cachedReflectionTextureMatrix[5]=this.vScale;this._cachedReflectionTextureMatrix[12]=this.uOffset;this._cachedReflectionTextureMatrix[13]=this.vOffset;break;case Texture.PROJECTION_MODE:{s.FromValuesToRef(.5,0,0,0,0,-.5,0,0,0,0,0,0,.5,.5,1,1,this._projectionModeMatrix);const t=e.getProjectionMatrix();this._cachedReflectionProjectionMatrixId=t.updateFlag;t.multiplyToRef(this._projectionModeMatrix,this._cachedReflectionTextureMatrix);break}default:s.IdentityToRef(this._cachedReflectionTextureMatrix);break}t&&e.markAllMaterialsAsDirty(1,(e=>e.hasTexture(this)));return this._cachedReflectionTextureMatrix}\n/**\n     * Clones the texture.\n     * @returns the cloned texture\n     */clone(){const e={noMipmap:this._noMipmap,invertY:this._invertY,samplingMode:this.samplingMode,onLoad:void 0,onError:void 0,buffer:this._texture?this._texture._buffer:void 0,deleteBuffer:this._deleteBuffer,format:this.textureFormat,mimeType:this.mimeType,loaderOptions:this._loaderOptions,creationFlags:this._creationFlags,useSRGBBuffer:this._useSRGBBuffer};return x.Clone((()=>new Texture(this._texture?this._texture.url:null,this.getScene(),e)),this)}\n/**\n     * Serialize the texture to a JSON representation we can easily use in the respective Parse function.\n     * @returns The JSON representation of the texture\n     */serialize(){const e=this.name;Texture.SerializeBuffers||this.name.startsWith(\"data:\")&&(this.name=\"\");this.name.startsWith(\"data:\")&&this.url===this.name&&(this.url=\"\");const t=super.serialize(Texture._SerializeInternalTextureUniqueId);if(!t)return null;if(Texture.SerializeBuffers||Texture.ForceSerializeBuffers)if(typeof this._buffer===\"string\"&&this._buffer.startsWith(\"data:\")){t.base64String=this._buffer;t.name=t.name.replace(\"data:\",\"\")}else if(this.url&&this.url.startsWith(\"data:\")&&this._buffer instanceof Uint8Array){const e=this.mimeType||\"image/png\";t.base64String=`data:${e};base64,${_(this._buffer)}`}else(Texture.ForceSerializeBuffers||this.url&&this.url.startsWith(\"blob:\")||this._forceSerialize)&&(t.base64String=!this._engine||this._engine._features.supportSyncTextureRead?GenerateBase64StringFromTexture(this):GenerateBase64StringFromTextureAsync(this));t.invertY=this._invertY;t.samplingMode=this.samplingMode;t._creationFlags=this._creationFlags;t._useSRGBBuffer=this._useSRGBBuffer;Texture._SerializeInternalTextureUniqueId&&(t.internalTextureUniqueId=this._texture?.uniqueId);t.internalTextureLabel=this._texture?.label;t.noMipmap=this._noMipmap;this.name=e;return t}\n/**\n     * Get the current class name of the texture useful for serialization or dynamic coding.\n     * @returns \"Texture\"\n     */getClassName(){return\"Texture\"}dispose(){super.dispose();this.onLoadObservable.clear();this._delayedOnLoad=null;this._delayedOnError=null;this._buffer=null}\n/**\n     * Parse the JSON representation of a texture in order to recreate the texture in the given scene.\n     * @param parsedTexture Define the JSON representation of the texture\n     * @param scene Define the scene the parsed texture should be instantiated in\n     * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies\n     * @returns The parsed texture if successful\n     */static Parse(e,t,i){if(e.customType){const r=l.Instantiate(e.customType);const s=r.Parse(e,t,i);e.samplingMode&&s.updateSamplingMode&&s._samplingMode&&s._samplingMode!==e.samplingMode&&s.updateSamplingMode(e.samplingMode);return s}if(e.isCube&&!e.isRenderTarget)return Texture._CubeTextureParser(e,t,i);const r=e.internalTextureUniqueId!==void 0;if(!e.name&&!e.isRenderTarget&&!r)return null;let s;if(r){const i=t.getEngine().getLoadedTexturesCache();for(const t of i)if(t.uniqueId===e.internalTextureUniqueId){s=t;break}}const onLoaded=t=>{if(t&&t._texture){t._texture._cachedWrapU=null;t._texture._cachedWrapV=null;t._texture._cachedWrapR=null}if(e.samplingMode){const i=e.samplingMode;t&&t.samplingMode!==i&&t.updateSamplingMode(i)}if(t&&e.animations)for(let i=0;i<e.animations.length;i++){const r=e.animations[i];const s=o(\"BABYLON.Animation\");s&&t.animations.push(s.Parse(r))}if(t&&t._texture){r&&!s&&t._texture._setUniqueId(e.internalTextureUniqueId);t._texture.label=e.internalTextureLabel}};const a=x.Parse((()=>{let r=true;e.noMipmap&&(r=false);if(e.mirrorPlane){const i=Texture._CreateMirror(e.name,e.renderTargetSize,t,r);i._waitingRenderList=e.renderList;i.mirrorPlane=d.FromArray(e.mirrorPlane);onLoaded(i);return i}if(e.isRenderTarget){let i=null;if(e.isCube){if(t.reflectionProbes)for(let i=0;i<t.reflectionProbes.length;i++){const r=t.reflectionProbes[i];if(r.name===e.name)return r.cubeTexture}}else{i=Texture._CreateRenderTargetTexture(e.name,e.renderTargetSize,t,r,e._creationFlags??0);i._waitingRenderList=e.renderList}onLoaded(i);return i}if(e.isVideo){const s=Texture._CreateVideoTexture(i+(e.url||e.name),i+(e.src||e.url),t,r,e.invertY,e.samplingMode,e.settings||{});onLoaded(s);return s}{let a;if(e.base64String&&!s){a=Texture.CreateFromBase64String(e.base64String,e.base64String,t,!r,e.invertY,e.samplingMode,(()=>{onLoaded(a)}),e._creationFlags??0,e._useSRGBBuffer??false);a.name=e.name}else{let n;n=e.name&&(e.name.indexOf(\"://\")>0||e.name.startsWith(\"data:\"))?e.name:i+e.name;e.url&&(e.url.startsWith(\"data:\")||Texture.UseSerializedUrlIfAny)&&(n=e.url);const o={noMipmap:!r,invertY:e.invertY,samplingMode:e.samplingMode,onLoad:()=>{onLoaded(a)},internalTexture:s};a=new Texture(n,t,o)}return a}}),e,t);return a}\n/**\n     * Creates a texture from its base 64 representation.\n     * @param data Define the base64 payload without the data: prefix\n     * @param name Define the name of the texture in the scene useful fo caching purpose for instance\n     * @param scene Define the scene the texture should belong to\n     * @param noMipmapOrOptions defines if the texture will require mip maps or not or set of all options to create the texture\n     * @param invertY define if the texture needs to be inverted on the y axis during loading\n     * @param samplingMode define the sampling mode we want for the texture while fetching from it (Texture.NEAREST_SAMPLINGMODE...)\n     * @param onLoad define a callback triggered when the texture has been loaded\n     * @param onError define a callback triggered when an error occurred during the loading session\n     * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)\n     * @param creationFlags specific flags to use when creating the texture (1 for storage textures, for eg)\n     * @param forcedExtension defines the extension to use to pick the right loader\n     * @returns the created texture\n     */static CreateFromBase64String(e,t,i,r,s,a=Texture.TRILINEAR_SAMPLINGMODE,n=null,o=null,h=5,c,u){return new Texture(\"data:\"+t,i,r,s,a,n,o,e,false,h,void 0,void 0,c,u)}\n/**\n     * Creates a texture from its data: representation. (data: will be added in case only the payload has been passed in)\n     * @param name Define the name of the texture in the scene useful fo caching purpose for instance\n     * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation\n     * @param scene Define the scene the texture should belong to\n     * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load\n     * @param noMipmapOrOptions defines if the texture will require mip maps or not or set of all options to create the texture\n     * @param invertY define if the texture needs to be inverted on the y axis during loading\n     * @param samplingMode define the sampling mode we want for the texture while fetching from it (Texture.NEAREST_SAMPLINGMODE...)\n     * @param onLoad define a callback triggered when the texture has been loaded\n     * @param onError define a callback triggered when an error occurred during the loading session\n     * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)\n     * @param creationFlags specific flags to use when creating the texture (1 for storage textures, for eg)\n     * @param forcedExtension defines the extension to use to pick the right loader\n     * @returns the created texture\n     */static LoadFromDataString(e,t,i,r=false,s,a=true,n=Texture.TRILINEAR_SAMPLINGMODE,o=null,h=null,c=5,u,l){e.substring(0,5)!==\"data:\"&&(e=\"data:\"+e);return new Texture(e,i,s,a,n,o,h,t,r,c,void 0,void 0,u,l)}}Texture.SerializeBuffers=true;Texture.ForceSerializeBuffers=false;Texture.OnTextureLoadErrorObservable=new i;Texture._SerializeInternalTextureUniqueId=false;Texture._CubeTextureParser=(e,t,i)=>{throw c(\"CubeTexture\")};Texture._CreateMirror=(e,t,i,r)=>{throw c(\"MirrorTexture\")};Texture._CreateRenderTargetTexture=(e,t,i,r,s)=>{throw c(\"RenderTargetTexture\")};Texture.NEAREST_SAMPLINGMODE=1;Texture.NEAREST_NEAREST_MIPLINEAR=8;Texture.BILINEAR_SAMPLINGMODE=2;Texture.LINEAR_LINEAR_MIPNEAREST=11;Texture.TRILINEAR_SAMPLINGMODE=3;Texture.LINEAR_LINEAR_MIPLINEAR=3;Texture.NEAREST_NEAREST_MIPNEAREST=4;Texture.NEAREST_LINEAR_MIPNEAREST=5;Texture.NEAREST_LINEAR_MIPLINEAR=6;Texture.NEAREST_LINEAR=7;Texture.NEAREST_NEAREST=1;Texture.LINEAR_NEAREST_MIPNEAREST=9;Texture.LINEAR_NEAREST_MIPLINEAR=10;Texture.LINEAR_LINEAR=2;Texture.LINEAR_NEAREST=12;Texture.EXPLICIT_MODE=0;Texture.SPHERICAL_MODE=1;Texture.PLANAR_MODE=2;Texture.CUBIC_MODE=3;Texture.PROJECTION_MODE=4;Texture.SKYBOX_MODE=5;Texture.INVCUBIC_MODE=6;Texture.EQUIRECTANGULAR_MODE=7;Texture.FIXED_EQUIRECTANGULAR_MODE=8;Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE=9;Texture.CLAMP_ADDRESSMODE=0;Texture.WRAP_ADDRESSMODE=1;Texture.MIRROR_ADDRESSMODE=2;Texture.UseSerializedUrlIfAny=false;e([t()],Texture.prototype,\"url\",void 0);e([t()],Texture.prototype,\"uOffset\",void 0);e([t()],Texture.prototype,\"vOffset\",void 0);e([t()],Texture.prototype,\"uScale\",void 0);e([t()],Texture.prototype,\"vScale\",void 0);e([t()],Texture.prototype,\"uAng\",void 0);e([t()],Texture.prototype,\"vAng\",void 0);e([t()],Texture.prototype,\"wAng\",void 0);e([t()],Texture.prototype,\"uRotationCenter\",void 0);e([t()],Texture.prototype,\"vRotationCenter\",void 0);e([t()],Texture.prototype,\"wRotationCenter\",void 0);e([t()],Texture.prototype,\"homogeneousRotationInUVTransform\",void 0);e([t()],Texture.prototype,\"isBlocking\",null);h(\"BABYLON.Texture\",Texture);x._TextureParser=Texture.Parse;export{T as C,GenerateBase64StringFromPixelData as G,Texture as T,GenerateBase64StringFromTexture as a,GenerateBase64StringFromTextureAsync as b};\n//# sourceMappingURL=CQIKoMTj.js.map\n","import{Observable as e}from\"../Misc/observable.js\";import{Vector3 as t,Matrix as r}from\"../Maths/math.vector.js\";import{T as s}from\"./CQIKoMTj.js\";import{P as i}from\"./CUnbltVE.js\";import{N as n,F as a}from\"./DI68bezJ.js\";import{E as o}from\"./CX9Zyq1P.js\";import{Logger as h}from\"../Misc/logger.js\";import{RenderingManager as d}from\"../Rendering/renderingManager.js\";import{_ObserveArray as c}from\"../Misc/arrayTools.js\";class ObjectRenderer{get renderList(){return this._renderList}set renderList(e){if(this._renderList!==e){if(this._unObserveRenderList){this._unObserveRenderList();this._unObserveRenderList=null}e&&(this._unObserveRenderList=c(e,this._renderListHasChanged));this._renderList=e}}get disableImageProcessing(){return this._disableImageProcessing}set disableImageProcessing(e){if(e!==this._disableImageProcessing){this._disableImageProcessing=e;this._scene.markAllMaterialsAsDirty(64)}}get name(){return this._name}set name(e){if(this._name===e)return;this._name=e;if(!this._scene)return;const t=this._scene.getEngine();for(let e=0;e<this._renderPassIds.length;++e){const r=this._renderPassIds[e];t._renderPassNames[r]=`${this._name}#${e}`}}get renderPassIds(){return this._renderPassIds}get currentRefreshId(){return this._currentRefreshId}\n/**\n     * Sets a specific material to be used to render a mesh/a list of meshes with this object renderer\n     * @param mesh mesh or array of meshes\n     * @param material material or array of materials to use for this render pass. If undefined is passed, no specific material will be used but the regular material instead (mesh.material). It's possible to provide an array of materials to use a different material for each rendering pass.\n     */setMaterialForRendering(e,t){let r;r=Array.isArray(e)?e:[e];for(let e=0;e<r.length;++e)for(let s=0;s<this.options.numPasses;++s){let i=r[e];r[e].isAnInstance&&(i=r[e].sourceMesh);i.setMaterialForRenderPass(this._renderPassIds[s],t!==void 0?Array.isArray(t)?t[s]:t:void 0)}}\n/**\n     * Instantiates an object renderer.\n     * @param name The friendly name of the object renderer\n     * @param scene The scene the renderer belongs to\n     * @param options The options used to create the renderer (optional)\n     */constructor(t,r,s){this._unObserveRenderList=null;this._renderListHasChanged=(e,t)=>{const r=this._renderList?this._renderList.length:0;(t===0&&r>0||r===0)&&this._scene.meshes.forEach((e=>{e._markSubMeshesAsLightDirty()}))};this.particleSystemList=null;this.getCustomRenderList=null;this.renderParticles=true;this.renderSprites=false;this.forceLayerMaskCheck=false;this._disableImageProcessing=false;this.onBeforeRenderObservable=new e;this.onAfterRenderObservable=new e;this.onBeforeRenderingManagerRenderObservable=new e;this.onAfterRenderingManagerRenderObservable=new e;this.onFastPathRenderObservable=new e;this._currentRefreshId=-1;this._refreshRate=1;this._currentApplyByPostProcessSetting=false;this._currentSceneCamera=null;this.name=t;this._scene=r;this.renderList=[];this._renderPassIds=[];this.options={numPasses:1,doNotChangeAspectRatio:true,...s};this._createRenderPassId();this.renderPassId=this._renderPassIds[0];this._renderingManager=new d(r);this._renderingManager._useSceneAutoClearSetup=true}_releaseRenderPassId(){const e=this._scene.getEngine();for(let t=0;t<this.options.numPasses;++t)e.releaseRenderPassId(this._renderPassIds[t]);this._renderPassIds.length=0}_createRenderPassId(){this._releaseRenderPassId();const e=this._scene.getEngine();for(let t=0;t<this.options.numPasses;++t)this._renderPassIds[t]=e.createRenderPassId(`${this.name}#${t}`)}resetRefreshCounter(){this._currentRefreshId=-1}get refreshRate(){return this._refreshRate}set refreshRate(e){this._refreshRate=e;this.resetRefreshCounter()}\n/**\n     * Indicates if the renderer should render the current frame.\n     * The output is based on the specified refresh rate.\n     * @returns true if the renderer should render the current frame\n     */shouldRender(){if(this._currentRefreshId===-1){this._currentRefreshId=1;return true}if(this.refreshRate===this._currentRefreshId){this._currentRefreshId=1;return true}this._currentRefreshId++;return false}\n/**\n     * This function will check if the renderer is ready to render (textures are loaded, shaders are compiled)\n     * @param viewportWidth defines the width of the viewport\n     * @param viewportHeight defines the height of the viewport\n     * @returns true if all required resources are ready\n     */isReadyForRendering(e,t){this.prepareRenderList();this.initRender(e,t);const r=this._checkReadiness();this.finishRender();return r}prepareRenderList(){const e=this._scene;if(this._waitingRenderList){if(!this.renderListPredicate){this.renderList=[];for(let t=0;t<this._waitingRenderList.length;t++){const r=this._waitingRenderList[t];const s=e.getMeshById(r);s&&this.renderList.push(s)}}this._waitingRenderList=void 0}if(this.renderListPredicate){this.renderList?this.renderList.length=0:this.renderList=[];const e=this._scene.meshes;for(let t=0;t<e.length;t++){const r=e[t];this.renderListPredicate(r)&&this.renderList.push(r)}}this._currentApplyByPostProcessSetting=this._scene.imageProcessingConfiguration.applyByPostProcess;this._disableImageProcessing&&(this._scene.imageProcessingConfiguration._applyByPostProcess=this._disableImageProcessing)}\n/**\n     * This method makes sure everything is setup before \"render\" can be called\n     * @param viewportWidth Width of the viewport to render to\n     * @param viewportHeight Height of the viewport to render to\n     */initRender(e,t){const r=this._scene.getEngine();const s=this.activeCamera??this._scene.activeCamera;this._currentSceneCamera=this._scene.activeCamera;if(s){if(s!==this._scene.activeCamera){this._scene.setTransformMatrix(s.getViewMatrix(),s.getProjectionMatrix(true));this._scene.activeCamera=s}r.setViewport(s.rigParent?s.rigParent.viewport:s.viewport,e,t)}this._defaultRenderListPrepared=false}finishRender(){const e=this._scene;this._disableImageProcessing&&(e.imageProcessingConfiguration._applyByPostProcess=this._currentApplyByPostProcessSetting);e.activeCamera=this._currentSceneCamera;if(this._currentSceneCamera){this.activeCamera&&this.activeCamera!==e.activeCamera&&e.setTransformMatrix(this._currentSceneCamera.getViewMatrix(),this._currentSceneCamera.getProjectionMatrix(true));e.getEngine().setViewport(this._currentSceneCamera.viewport)}e.resetCachedMaterial()}\n/**\n     * Renders all the objects (meshes, particles systems, sprites) to the currently bound render target texture.\n     * @param passIndex defines the pass index to use (default: 0)\n     * @param skipOnAfterRenderObservable defines a flag to skip raising the onAfterRenderObservable\n     */render(e=0,t=false){const r=this._scene;const s=r.getEngine();const i=s.currentRenderPassId;s.currentRenderPassId=this._renderPassIds[e];this.onBeforeRenderObservable.notifyObservers(e);const n=s.snapshotRendering&&s.snapshotRenderingMode===1;if(n)this.onFastPathRenderObservable.notifyObservers(e);else{let t=null;const s=this.renderList?this.renderList:r.getActiveMeshes().data;const i=this.renderList?this.renderList.length:r.getActiveMeshes().length;this.getCustomRenderList&&(t=this.getCustomRenderList(e,s,i));if(t)this._prepareRenderingManager(t,t.length,this.forceLayerMaskCheck);else{if(!this._defaultRenderListPrepared){this._prepareRenderingManager(s,i,!this.renderList||this.forceLayerMaskCheck);this._defaultRenderListPrepared=true}t=s}this.onBeforeRenderingManagerRenderObservable.notifyObservers(e);this._renderingManager.render(this.customRenderFunction,t,this.renderParticles,this.renderSprites);this.onAfterRenderingManagerRenderObservable.notifyObservers(e)}t||this.onAfterRenderObservable.notifyObservers(e);s.currentRenderPassId=i}_checkReadiness(){const e=this._scene;const t=e.getEngine();const r=t.currentRenderPassId;let s=true;e.getViewMatrix()||e.updateTransformMatrix();const i=this.options.numPasses;for(let r=0;r<i&&s;r++){let n=null;const a=this.renderList?this.renderList:e.getActiveMeshes().data;const o=this.renderList?this.renderList.length:e.getActiveMeshes().length;t.currentRenderPassId=this._renderPassIds[r];this.onBeforeRenderObservable.notifyObservers(r);this.getCustomRenderList&&(n=this.getCustomRenderList(r,a,o));n||(n=a);this.options.doNotChangeAspectRatio||e.updateTransformMatrix(true);for(let e=0;e<n.length&&s;++e){const t=n[e];if(t.isEnabled()&&!t.isBlocked&&t.isVisible&&t.subMeshes)if(this.customIsReadyFunction){if(!this.customIsReadyFunction(t,this.refreshRate,true)){s=false;continue}}else if(!t.isReady(true)){s=false;continue}}this.onAfterRenderObservable.notifyObservers(r);if(i>1){e.incrementRenderId();e.resetCachedMaterial()}}const n=this.particleSystemList||e.particleSystems;for(const e of n)e.isReady()||(s=false);t.currentRenderPassId=r;return s}_prepareRenderingManager(e,t,r){const s=this._scene;const i=s.activeCamera;const n=this.cameraForLOD??i;this._renderingManager.reset();const a=s.getRenderId();const o=s.getFrameId();for(let h=0;h<t;h++){const t=e[h];if(t&&!t.isBlocked){if(this.customIsReadyFunction){if(!this.customIsReadyFunction(t,this.refreshRate,false)){this.resetRefreshCounter();continue}}else if(!t.isReady(this.refreshRate===0)){this.resetRefreshCounter();continue}let e=null;if(n){const r=t._internalAbstractMeshDataInfo._currentLOD.get(n);if(r&&r[1]===o)e=r[0];else{e=s.customLODSelector?s.customLODSelector(t,n):t.getLOD(n);if(r){r[0]=e;r[1]=o}else t._internalAbstractMeshDataInfo._currentLOD.set(n,[e,o])}}else e=t;if(!e)continue;e!==t&&e.billboardMode!==0&&e.computeWorldMatrix();e._preActivateForIntermediateRendering(a);let h;h=!(!r||!i)&&(t.layerMask&i.layerMask)===0;if(t.isEnabled()&&t.isVisible&&t.subMeshes&&!h){e!==t&&e._activate(a,true);if(t._activate(a,true)&&t.subMeshes.length){t.isAnInstance?t._internalAbstractMeshDataInfo._actAsRegularMesh&&(e=t):e._internalAbstractMeshDataInfo._onlyForInstancesIntermediate=false;e._internalAbstractMeshDataInfo._isActiveIntermediate=true;s._prepareSkeleton(e);for(let t=0;t<e.subMeshes.length;t++){const r=e.subMeshes[t];this._renderingManager.dispatch(r,e)}}t._postActivate()}}}const h=this.particleSystemList||s.particleSystems;for(let e=0;e<h.length;e++){const t=h[e];const r=t.emitter;t.isStarted()&&r&&(!r.position||r.isEnabled())&&this._renderingManager.dispatchParticles(t)}}\n/**\n     * Overrides the default sort function applied in the rendering group to prepare the meshes.\n     * This allowed control for front to back rendering or reversely depending of the special needs.\n     *\n     * @param renderingGroupId The rendering group id corresponding to its index\n     * @param opaqueSortCompareFn The opaque queue comparison function use to sort.\n     * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.\n     * @param transparentSortCompareFn The transparent queue comparison function use to sort.\n     */setRenderingOrder(e,t=null,r=null,s=null){this._renderingManager.setRenderingOrder(e,t,r,s)}\n/**\n     * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.\n     *\n     * @param renderingGroupId The rendering group id corresponding to its index\n     * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.\n     * @param depth Automatically clears depth between groups if true and autoClear is true.\n     * @param stencil Automatically clears stencil between groups if true and autoClear is true.\n     */setRenderingAutoClearDepthStencil(e,t,r=true,s=true){this._renderingManager.setRenderingAutoClearDepthStencil(e,t,r,s);this._renderingManager._useSceneAutoClearSetup=false}\n/**\n     * Clones the renderer.\n     * @returns the cloned renderer\n     */clone(){const e=new ObjectRenderer(this.name,this._scene,this.options);this.renderList&&(e.renderList=this.renderList.slice(0));return e}dispose(){const e=this.renderList?this.renderList:this._scene.getActiveMeshes().data;const t=this.renderList?this.renderList.length:this._scene.getActiveMeshes().length;for(let r=0;r<t;r++){const t=e[r];t.getMaterialForRenderPass(this.renderPassId)!==void 0&&t.setMaterialForRenderPass(this.renderPassId,void 0)}this.onBeforeRenderObservable.clear();this.onAfterRenderObservable.clear();this.onBeforeRenderingManagerRenderObservable.clear();this.onAfterRenderingManagerRenderObservable.clear();this.onFastPathRenderObservable.clear();this._releaseRenderPassId();this.renderList=null}_rebuild(){this.refreshRate===ObjectRenderer.REFRESHRATE_RENDER_ONCE&&(this.refreshRate=ObjectRenderer.REFRESHRATE_RENDER_ONCE)}freeRenderingGroups(){this._renderingManager&&this._renderingManager.freeRenderingGroups()}}ObjectRenderer.REFRESHRATE_RENDER_ONCE=0;ObjectRenderer.REFRESHRATE_RENDER_ONEVERYFRAME=1;ObjectRenderer.REFRESHRATE_RENDER_ONEVERYTWOFRAMES=2;\n/**\n * Sets a depth stencil texture from a render target on the engine to be used in the shader.\n * @param channel Name of the sampler variable.\n * @param texture Texture to set.\n */o.prototype.setDepthStencilTexture=function(e,t){this._engine.setDepthStencilTexture(this._samplers[e],this._uniforms[e],t,e)};class RenderTargetTexture extends s{get renderListPredicate(){return this._objectRenderer.renderListPredicate}set renderListPredicate(e){this._objectRenderer.renderListPredicate=e}get renderList(){return this._objectRenderer.renderList}set renderList(e){this._objectRenderer.renderList=e}get particleSystemList(){return this._objectRenderer.particleSystemList}set particleSystemList(e){this._objectRenderer.particleSystemList=e}get getCustomRenderList(){return this._objectRenderer.getCustomRenderList}set getCustomRenderList(e){this._objectRenderer.getCustomRenderList=e}get renderParticles(){return this._objectRenderer.renderParticles}set renderParticles(e){this._objectRenderer.renderParticles=e}get renderSprites(){return this._objectRenderer.renderSprites}set renderSprites(e){this._objectRenderer.renderSprites=e}get forceLayerMaskCheck(){return this._objectRenderer.forceLayerMaskCheck}set forceLayerMaskCheck(e){this._objectRenderer.forceLayerMaskCheck=e}get activeCamera(){return this._objectRenderer.activeCamera}set activeCamera(e){this._objectRenderer.activeCamera=e}get cameraForLOD(){return this._objectRenderer.cameraForLOD}set cameraForLOD(e){this._objectRenderer.cameraForLOD=e}get disableImageProcessing(){return this._objectRenderer.disableImageProcessing}set disableImageProcessing(e){this._objectRenderer.disableImageProcessing=e}get customIsReadyFunction(){return this._objectRenderer.customIsReadyFunction}set customIsReadyFunction(e){this._objectRenderer.customIsReadyFunction=e}get customRenderFunction(){return this._objectRenderer.customRenderFunction}set customRenderFunction(e){this._objectRenderer.customRenderFunction=e}get postProcesses(){return this._postProcesses}get _prePassEnabled(){return!!this._prePassRenderTarget&&this._prePassRenderTarget.enabled}set onAfterUnbind(e){this._onAfterUnbindObserver&&this.onAfterUnbindObservable.remove(this._onAfterUnbindObserver);this._onAfterUnbindObserver=this.onAfterUnbindObservable.add(e)}get onBeforeRenderObservable(){return this._objectRenderer.onBeforeRenderObservable}set onBeforeRender(e){this._onBeforeRenderObserver&&this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);this._onBeforeRenderObserver=this.onBeforeRenderObservable.add(e)}get onAfterRenderObservable(){return this._objectRenderer.onAfterRenderObservable}set onAfterRender(e){this._onAfterRenderObserver&&this.onAfterRenderObservable.remove(this._onAfterRenderObserver);this._onAfterRenderObserver=this.onAfterRenderObservable.add(e)}set onClear(e){this._onClearObserver&&this.onClearObservable.remove(this._onClearObserver);this._onClearObserver=this.onClearObservable.add(e)}get _waitingRenderList(){return this._objectRenderer._waitingRenderList}set _waitingRenderList(e){this._objectRenderer._waitingRenderList=e}get renderPassId(){return this._objectRenderer.renderPassId}get renderPassIds(){return this._objectRenderer.renderPassIds}get currentRefreshId(){return this._objectRenderer.currentRefreshId}\n/**\n     * Sets a specific material to be used to render a mesh/a list of meshes in this render target texture\n     * @param mesh mesh or array of meshes\n     * @param material material or array of materials to use for this render pass. If undefined is passed, no specific material will be used but the regular material instead (mesh.material). It's possible to provide an array of materials to use a different material for each rendering in the case of a cube texture (6 rendering) and a 2D texture array (as many rendering as the length of the array)\n     */setMaterialForRendering(e,t){this._objectRenderer.setMaterialForRendering(e,t)}get isMulti(){return this._renderTarget?.isMulti??false}get renderTargetOptions(){return this._renderTargetOptions}get renderTarget(){return this._renderTarget}_onRatioRescale(){this._sizeRatio&&this.resize(this._initialSizeParameter)}set boundingBoxSize(e){if(this._boundingBoxSize&&this._boundingBoxSize.equals(e))return;this._boundingBoxSize=e;const t=this.getScene();t&&t.markAllMaterialsAsDirty(1)}get boundingBoxSize(){return this._boundingBoxSize}get depthStencilTexture(){return this._renderTarget?._depthStencilTexture??null}constructor(i,n,a,o=false,d=true,c=0,l=false,_=s.TRILINEAR_SAMPLINGMODE,g=true,R=false,u=false,f=5,b=false,p,m,O=false,P=false){let v;let M=true;let T;if(typeof o===\"object\"){const e=o;o=!!e.generateMipMaps;d=e.doNotChangeAspectRatio??true;c=e.type??0;l=!!e.isCube;_=e.samplingMode??s.TRILINEAR_SAMPLINGMODE;g=e.generateDepthBuffer??true;R=!!e.generateStencilBuffer;u=!!e.isMulti;f=e.format??5;b=!!e.delayAllocation;p=e.samples;m=e.creationFlags;O=!!e.noColorAttachment;P=!!e.useSRGBBuffer;v=e.colorAttachment;M=e.gammaSpace??M;T=e.existingObjectRenderer}super(null,a,!o,void 0,_,void 0,void 0,void 0,void 0,f);this.ignoreCameraViewport=false;this.onBeforeBindObservable=new e;this.onAfterUnbindObservable=new e;this.onClearObservable=new e;this.onResizeObservable=new e;this._cleared=false;this.skipInitialClear=false;this._samples=1;this._canRescale=true;this._renderTarget=null;this._dontDisposeObjectRenderer=false;this.boundingBoxPosition=t.Zero();this._disableEngineStages=false;this._dumpToolsLoading=false;a=this.getScene();if(!a)return;const L=this.getScene().getEngine();this._gammaSpace=M;this._coordinatesMode=s.PROJECTION_MODE;this.name=i;this.isRenderTarget=true;this._initialSizeParameter=n;this._dontDisposeObjectRenderer=!!T;this._processSizeParameter(n);this._objectRenderer=T??new ObjectRenderer(i,a,{numPasses:l?6:this.getRenderLayers()||1,doNotChangeAspectRatio:d});this._onBeforeRenderingManagerRenderObserver=this._objectRenderer.onBeforeRenderingManagerRenderObservable.add((()=>{if(!this._disableEngineStages)for(const e of this._scene._beforeRenderTargetClearStage)e.action(this,this._currentFaceIndex,this._currentLayer);this.onClearObservable.hasObservers()?this.onClearObservable.notifyObservers(L):this.skipInitialClear||L.clear(this.clearColor||this._scene.clearColor,true,true,true);this._doNotChangeAspectRatio||this._scene.updateTransformMatrix(true);if(!this._disableEngineStages)for(const e of this._scene._beforeRenderTargetDrawStage)e.action(this,this._currentFaceIndex,this._currentLayer)}));this._onAfterRenderingManagerRenderObserver=this._objectRenderer.onAfterRenderingManagerRenderObservable.add((()=>{if(!this._disableEngineStages)for(const e of this._scene._afterRenderTargetDrawStage)e.action(this,this._currentFaceIndex,this._currentLayer);const e=this._texture?.generateMipMaps??false;this._texture&&(this._texture.generateMipMaps=false);this._postProcessManager?this._postProcessManager._finalizeFrame(false,this._renderTarget??void 0,this._currentFaceIndex,this._postProcesses,this.ignoreCameraViewport):this._currentUseCameraPostProcess&&this._scene.postProcessManager._finalizeFrame(false,this._renderTarget??void 0,this._currentFaceIndex);if(!this._disableEngineStages)for(const e of this._scene._afterRenderTargetPostProcessStage)e.action(this,this._currentFaceIndex,this._currentLayer);this._texture&&(this._texture.generateMipMaps=e);this._doNotChangeAspectRatio||this._scene.updateTransformMatrix(true);this._currentDumpForDebug&&(this._dumpTools?this._dumpTools.DumpFramebuffer(this.getRenderWidth(),this.getRenderHeight(),L):h.Error(\"dumpTools module is still being loaded. To speed up the process import dump tools directly in your project\"))}));this._onFastPathRenderObserver=this._objectRenderer.onFastPathRenderObservable.add((()=>{this.onClearObservable.hasObservers()?this.onClearObservable.notifyObservers(L):this.skipInitialClear||L.clear(this.clearColor||this._scene.clearColor,true,true,true)}));this._resizeObserver=L.onResizeObservable.add((()=>{}));this._generateMipMaps=!!o;this._doNotChangeAspectRatio=d;if(!u){this._renderTargetOptions={generateMipMaps:o,type:c,format:this._format??void 0,samplingMode:this.samplingMode,generateDepthBuffer:g,generateStencilBuffer:R,samples:p,creationFlags:m,noColorAttachment:O,useSRGBBuffer:P,colorAttachment:v,label:this.name};if(this.samplingMode===s.NEAREST_SAMPLINGMODE){this.wrapU=s.CLAMP_ADDRESSMODE;this.wrapV=s.CLAMP_ADDRESSMODE}if(!b){if(l){this._renderTarget=a.getEngine().createRenderTargetCubeTexture(this.getRenderSize(),this._renderTargetOptions);this.coordinatesMode=s.INVCUBIC_MODE;this._textureMatrix=r.Identity()}else this._renderTarget=a.getEngine().createRenderTargetTexture(this._size,this._renderTargetOptions);this._texture=this._renderTarget.texture;p!==void 0&&(this.samples=p)}}}\n/**\n     * Creates a depth stencil texture.\n     * This is only available in WebGL 2 or with the depth texture extension available.\n     * @param comparisonFunction Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode (default: 0)\n     * @param bilinearFiltering Specifies whether or not bilinear filtering is enable on the texture (default: true)\n     * @param generateStencil Specifies whether or not a stencil should be allocated in the texture (default: false)\n     * @param samples sample count of the depth/stencil texture (default: 1)\n     * @param format format of the depth texture (default: 14)\n     * @param label defines the label of the texture (for debugging purpose)\n     */createDepthStencilTexture(e=0,t=true,r=false,s=1,i=14,n){this._renderTarget?.createDepthStencilTexture(e,t,r,s,i,n)}_processSizeParameter(e){if(e.ratio){this._sizeRatio=e.ratio;const t=this._getEngine();this._size={width:this._bestReflectionRenderTargetDimension(t.getRenderWidth(),this._sizeRatio),height:this._bestReflectionRenderTargetDimension(t.getRenderHeight(),this._sizeRatio)}}else this._size=e}get samples(){return this._renderTarget?.samples??this._samples}set samples(e){this._renderTarget&&(this._samples=this._renderTarget.setSamples(e))}\n/**\n     * Adds a post process to the render target rendering passes.\n     * @param postProcess define the post process to add\n     */addPostProcess(e){if(!this._postProcessManager){const e=this.getScene();if(!e)return;this._postProcessManager=new i(e);this._postProcesses=new Array}this._postProcesses.push(e);this._postProcesses[0].autoClear=false}\n/**\n     * Clear all the post processes attached to the render target\n     * @param dispose define if the cleared post processes should also be disposed (false by default)\n     */clearPostProcesses(e=false){if(this._postProcesses){if(e)for(const e of this._postProcesses)e.dispose();this._postProcesses=[]}}\n/**\n     * Remove one of the post process from the list of attached post processes to the texture\n     * @param postProcess define the post process to remove from the list\n     */removePostProcess(e){if(!this._postProcesses)return;const t=this._postProcesses.indexOf(e);if(t!==-1){this._postProcesses.splice(t,1);this._postProcesses.length>0&&(this._postProcesses[0].autoClear=false)}}resetRefreshCounter(){this._objectRenderer.resetRefreshCounter()}get refreshRate(){return this._objectRenderer.refreshRate}set refreshRate(e){this._objectRenderer.refreshRate=e}_shouldRender(){return this._objectRenderer.shouldRender()}\n/**\n     * Gets the actual render size of the texture.\n     * @returns the width of the render size\n     */getRenderSize(){return this.getRenderWidth()}\n/**\n     * Gets the actual render width of the texture.\n     * @returns the width of the render size\n     */getRenderWidth(){return this._size.width?this._size.width:this._size}\n/**\n     * Gets the actual render height of the texture.\n     * @returns the height of the render size\n     */getRenderHeight(){return this._size.width?this._size.height:this._size}\n/**\n     * Gets the actual number of layers of the texture or, in the case of a 3D texture, return the depth.\n     * @returns the number of layers\n     */getRenderLayers(){const e=this._size.layers;if(e)return e;const t=this._size.depth;return t||0}disableRescaling(){this._canRescale=false}get canRescale(){return this._canRescale}\n/**\n     * Resize the texture using a ratio.\n     * @param ratio the ratio to apply to the texture size in order to compute the new target size\n     */scale(e){const t=Math.max(1,this.getRenderSize()*e);this.resize(t)}\n/**\n     * Get the texture reflection matrix used to rotate/transform the reflection.\n     * @returns the reflection matrix\n     */getReflectionTextureMatrix(){return this.isCube?this._textureMatrix:super.getReflectionTextureMatrix()}\n/**\n     * Resize the texture to a new desired size.\n     * Be careful as it will recreate all the data in the new texture.\n     * @param size Define the new size. It can be:\n     *   - a number for squared texture,\n     *   - an object containing { width: number, height: number }\n     *   - or an object containing a ratio { ratio: number }\n     */resize(e){const t=this.isCube;this._renderTarget?.dispose();this._renderTarget=null;const r=this.getScene();if(r){this._processSizeParameter(e);this._renderTarget=t?r.getEngine().createRenderTargetCubeTexture(this.getRenderSize(),this._renderTargetOptions):r.getEngine().createRenderTargetTexture(this._size,this._renderTargetOptions);this._texture=this._renderTarget.texture;this._renderTargetOptions.samples!==void 0&&(this.samples=this._renderTargetOptions.samples);this.onResizeObservable.hasObservers()&&this.onResizeObservable.notifyObservers(this)}}\n/**\n     * Renders all the objects from the render list into the texture.\n     * @param useCameraPostProcess Define if camera post processes should be used during the rendering\n     * @param dumpForDebug Define if the rendering result should be dumped (copied) for debugging purpose\n     */render(e=false,t=false){this._render(e,t)}\n/**\n     * This function will check if the render target texture can be rendered (textures are loaded, shaders are compiled)\n     * @returns true if all required resources are ready\n     */isReadyForRendering(){if(!this._dumpToolsLoading){this._dumpToolsLoading=true;import(\"../Misc/dumpTools.js\").then((e=>this._dumpTools=e))}this._objectRenderer.prepareRenderList();this.onBeforeBindObservable.notifyObservers(this);this._objectRenderer.initRender(this.getRenderWidth(),this.getRenderHeight());const e=this._objectRenderer._checkReadiness();this.onAfterUnbindObservable.notifyObservers(this);this._objectRenderer.finishRender();return e}_render(e=false,t=false){const r=this.getScene();if(r){this.useCameraPostProcesses!==void 0&&(e=this.useCameraPostProcesses);this._objectRenderer.prepareRenderList();this.onBeforeBindObservable.notifyObservers(this);this._objectRenderer.initRender(this.getRenderWidth(),this.getRenderHeight());if(!this.is2DArray&&!this.is3D||this.isMulti)if(this.isCube&&!this.isMulti)for(let s=0;s<6;s++){this._renderToTarget(s,e,t);r.incrementRenderId();r.resetCachedMaterial()}else this._renderToTarget(0,e,t);else for(let s=0;s<this.getRenderLayers();s++){this._renderToTarget(0,e,t,s);r.incrementRenderId();r.resetCachedMaterial()}this.onAfterUnbindObservable.notifyObservers(this);this._objectRenderer.finishRender()}}_bestReflectionRenderTargetDimension(e,t){const r=128;const s=e*t;const i=n(s+r*r/(r+s));return Math.min(a(e),i)}\n/**\n     * @internal\n     * @param faceIndex face index to bind to if this is a cubetexture\n     * @param layer defines the index of the texture to bind in the array\n     */_bindFrameBuffer(e=0,t=0){const r=this.getScene();if(!r)return;const s=r.getEngine();this._renderTarget&&s.bindFramebuffer(this._renderTarget,this.isCube?e:void 0,void 0,void 0,this.ignoreCameraViewport,0,t)}_unbindFrameBuffer(e,t){this._renderTarget&&e.unBindFramebuffer(this._renderTarget,this.isCube,(()=>{this.onAfterRenderObservable.notifyObservers(t)}))}_prepareFrame(e,t,r,s){this._postProcessManager?this._prePassEnabled||this._postProcessManager._prepareFrame(this._texture,this._postProcesses):s&&e.postProcessManager._prepareFrame(this._texture)||this._bindFrameBuffer(t,r)}_renderToTarget(e,t,r,s=0){const i=this.getScene();if(!i)return;const n=i.getEngine();this._currentFaceIndex=e;this._currentLayer=s;this._currentUseCameraPostProcess=t;this._currentDumpForDebug=r;this._prepareFrame(i,e,s,t);n._debugPushGroup?.(`render to face #${e} layer #${s}`,2);this._objectRenderer.render(e+s,true);n._debugPopGroup?.(2);this._unbindFrameBuffer(n,e);this._texture&&this.isCube&&e===5&&n.generateMipMapsForCubemap(this._texture,true)}\n/**\n     * Overrides the default sort function applied in the rendering group to prepare the meshes.\n     * This allowed control for front to back rendering or reversely depending of the special needs.\n     *\n     * @param renderingGroupId The rendering group id corresponding to its index\n     * @param opaqueSortCompareFn The opaque queue comparison function use to sort.\n     * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.\n     * @param transparentSortCompareFn The transparent queue comparison function use to sort.\n     */setRenderingOrder(e,t=null,r=null,s=null){this._objectRenderer.setRenderingOrder(e,t,r,s)}\n/**\n     * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.\n     *\n     * @param renderingGroupId The rendering group id corresponding to its index\n     * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.\n     */setRenderingAutoClearDepthStencil(e,t){this._objectRenderer.setRenderingAutoClearDepthStencil(e,t)}\n/**\n     * Clones the texture.\n     * @returns the cloned texture\n     */clone(){const e=this.getSize();const t=new RenderTargetTexture(this.name,e,this.getScene(),this._renderTargetOptions.generateMipMaps,this._doNotChangeAspectRatio,this._renderTargetOptions.type,this.isCube,this._renderTargetOptions.samplingMode,this._renderTargetOptions.generateDepthBuffer,this._renderTargetOptions.generateStencilBuffer,void 0,this._renderTargetOptions.format,void 0,this._renderTargetOptions.samples);t.hasAlpha=this.hasAlpha;t.level=this.level;t.coordinatesMode=this.coordinatesMode;this.renderList&&(t.renderList=this.renderList.slice(0));return t}\n/**\n     * Serialize the texture to a JSON representation we can easily use in the respective Parse function.\n     * @returns The JSON representation of the texture\n     */serialize(){if(!this.name)return null;const e=super.serialize();e.renderTargetSize=this.getRenderSize();e.renderList=[];if(this.renderList)for(let t=0;t<this.renderList.length;t++)e.renderList.push(this.renderList[t].id);return e}disposeFramebufferObjects(){this._renderTarget?.dispose(true)}releaseInternalTexture(){this._renderTarget?.releaseTextures();this._texture=null}dispose(){this.onResizeObservable.clear();this.onClearObservable.clear();this.onAfterUnbindObservable.clear();this.onBeforeBindObservable.clear();if(this._postProcessManager){this._postProcessManager.dispose();this._postProcessManager=null}this._prePassRenderTarget&&this._prePassRenderTarget.dispose();this._objectRenderer.onBeforeRenderingManagerRenderObservable.remove(this._onBeforeRenderingManagerRenderObserver);this._objectRenderer.onAfterRenderingManagerRenderObservable.remove(this._onAfterRenderingManagerRenderObserver);this._objectRenderer.onFastPathRenderObservable.remove(this._onFastPathRenderObserver);this._dontDisposeObjectRenderer||this._objectRenderer.dispose();this.clearPostProcesses(true);if(this._resizeObserver){this.getScene().getEngine().onResizeObservable.remove(this._resizeObserver);this._resizeObserver=null}const e=this.getScene();if(!e)return;let t=e.customRenderTargets.indexOf(this);t>=0&&e.customRenderTargets.splice(t,1);for(const r of e.cameras){t=r.customRenderTargets.indexOf(this);t>=0&&r.customRenderTargets.splice(t,1)}this._renderTarget?.dispose();this._renderTarget=null;this._texture=null;super.dispose()}_rebuild(){this._objectRenderer._rebuild();this._postProcessManager&&this._postProcessManager._rebuild()}freeRenderingGroups(){this._objectRenderer.freeRenderingGroups()}\n/**\n     * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)\n     * @returns the view count\n     */getViewCount(){return 1}}RenderTargetTexture.REFRESHRATE_RENDER_ONCE=ObjectRenderer.REFRESHRATE_RENDER_ONCE;RenderTargetTexture.REFRESHRATE_RENDER_ONEVERYFRAME=ObjectRenderer.REFRESHRATE_RENDER_ONEVERYFRAME;RenderTargetTexture.REFRESHRATE_RENDER_ONEVERYTWOFRAMES=ObjectRenderer.REFRESHRATE_RENDER_ONEVERYTWOFRAMES;s._CreateRenderTargetTexture=(e,t,r,s,i)=>new RenderTargetTexture(e,t,r,s);export{ObjectRenderer as O,RenderTargetTexture as R};\n//# sourceMappingURL=DE5rCvsK.js.map\n","import{TimingTools as e}from\"../Misc/timingTools.js\";class DrawWrapper{static GetEffect(e){return e.getPipelineContext===void 0?e.effect:e}constructor(e,t=true){this._wasPreviouslyReady=false;this._forceRebindOnNextCall=true;this._wasPreviouslyUsingInstances=null;this.effect=null;this.defines=null;this.drawContext=e.createDrawContext();t&&(this.materialContext=e.createMaterialContext())}setEffect(e,t,s=true){this.effect=e;t!==void 0&&(this.defines=t);s&&this.drawContext?.reset()}\n/**\n     * Dispose the effect wrapper and its resources\n     * @param immediate if the effect should be disposed immediately or on the next frame.\n     * If dispose() is not called during a scene or engine dispose, we want to delay the dispose of the underlying effect. Mostly to give a chance to user code to reuse the effect in some way.\n     */dispose(t=false){if(this.effect){const s=this.effect;t?s.dispose():e.SetImmediate((()=>{s.getEngine().onEndFrameObservable.addOnce((()=>{s.dispose()}))}));this.effect=null}this.drawContext?.dispose()}}export{DrawWrapper};\n//# sourceMappingURL=drawWrapper.js.map\n","import{VertexBuffer as e}from\"../Buffers/buffer.js\";import{Viewport as s}from\"../Maths/math.viewport.js\";import{Observable as t}from\"../Misc/observable.js\";import{E as i}from\"./CX9Zyq1P.js\";import{DrawWrapper as r}from\"../Materials/drawWrapper.js\";import{ShaderStore as o}from\"../Engines/shaderStore.js\";const n=\"postprocessVertexShader\";const a=\"attribute vec2 position;uniform vec2 scale;varying vec2 vUV;const vec2 madd=vec2(0.5,0.5);\\n#define CUSTOM_VERTEX_DEFINITIONS\\nvoid main(void) {\\n#define CUSTOM_VERTEX_MAIN_BEGIN\\nvUV=(position*madd+madd)*scale;gl_Position=vec4(position,0.0,1.0);\\n#define CUSTOM_VERTEX_MAIN_END\\n}\";o.ShadersStore[n]||(o.ShadersStore[n]=a);const h={name:n,shader:a};var d=Object.freeze(Object.defineProperty({__proto__:null,postprocessVertexShader:h},Symbol.toStringTag,{value:\"Module\"}));const p={positions:[1,1,-1,1,-1,-1,1,-1],indices:[0,1,2,0,2,3]};class EffectRenderer{\n/**\n     * Creates an effect renderer\n     * @param engine the engine to use for rendering\n     * @param options defines the options of the effect renderer\n     */\nconstructor(t,i=p){this._fullscreenViewport=new s(0,0,1,1);const r=i.positions??p.positions;const o=i.indices??p.indices;this.engine=t;this._vertexBuffers={[e.PositionKind]:new e(t,r,e.PositionKind,false,false,2)};this._indexBuffer=t.createIndexBuffer(o);this._onContextRestoredObserver=t.onContextRestoredObservable.add((()=>{this._indexBuffer=t.createIndexBuffer(o);for(const e in this._vertexBuffers){const s=this._vertexBuffers[e];s._rebuild()}}))}\n/**\n     * Sets the current viewport in normalized coordinates 0-1\n     * @param viewport Defines the viewport to set (defaults to 0 0 1 1)\n     */setViewport(e=this._fullscreenViewport){this.engine.setViewport(e)}\n/**\n     * Binds the embedded attributes buffer to the effect.\n     * @param effect Defines the effect to bind the attributes for\n     */bindBuffers(e){this.engine.bindBuffers(this._vertexBuffers,this._indexBuffer,e)}\n/**\n     * Sets the current effect wrapper to use during draw.\n     * The effect needs to be ready before calling this api.\n     * This also sets the default full screen position attribute.\n     * @param effectWrapper Defines the effect to draw with\n     */applyEffectWrapper(e){this.engine.setState(true);this.engine.depthCullingState.depthTest=false;this.engine.stencilState.stencilTest=false;this.engine.enableEffect(e.drawWrapper);this.bindBuffers(e.effect);e.onApplyObservable.notifyObservers({})}saveStates(){this._savedStateDepthTest=this.engine.depthCullingState.depthTest;this._savedStateStencilTest=this.engine.stencilState.stencilTest}restoreStates(){this.engine.depthCullingState.depthTest=this._savedStateDepthTest;this.engine.stencilState.stencilTest=this._savedStateStencilTest}draw(){this.engine.drawElementsType(0,0,6)}_isRenderTargetTexture(e){return e.renderTarget!==void 0}\n/**\n     * renders one or more effects to a specified texture\n     * @param effectWrapper the effect to renderer\n     * @param outputTexture texture to draw to, if null it will render to the currently bound frame buffer\n     */render(e,s=null){if(!e.effect.isReady())return;this.saveStates();this.setViewport();const t=s===null?null:this._isRenderTargetTexture(s)?s.renderTarget:s;t&&this.engine.bindFramebuffer(t);this.applyEffectWrapper(e);this.draw();t&&this.engine.unBindFramebuffer(t);this.restoreStates()}dispose(){const s=this._vertexBuffers[e.PositionKind];if(s){s.dispose();delete this._vertexBuffers[e.PositionKind]}this._indexBuffer&&this.engine._releaseBuffer(this._indexBuffer);if(this._onContextRestoredObserver){this.engine.onContextRestoredObservable.remove(this._onContextRestoredObserver);this._onContextRestoredObserver=null}}}class EffectWrapper{\n/**\n     * Registers a shader code processing with an effect wrapper name.\n     * @param effectWrapperName name of the effect wrapper. Use null for the fallback shader code processing. This is the shader code processing that will be used in case no specific shader code processing has been associated to an effect wrapper name\n     * @param customShaderCodeProcessing shader code processing to associate to the effect wrapper name\n     */\nstatic RegisterShaderCodeProcessing(e,s){s?EffectWrapper._CustomShaderCodeProcessing[e??\"\"]=s:delete EffectWrapper._CustomShaderCodeProcessing[e??\"\"]}static _GetShaderCodeProcessing(e){return EffectWrapper._CustomShaderCodeProcessing[e]??EffectWrapper._CustomShaderCodeProcessing[\"\"]}get name(){return this.options.name}set name(e){this.options.name=e}\n/**\n     * Get a value indicating if the effect is ready to be used\n     * @returns true if the post-process is ready (shader is compiled)\n     */isReady(){return this._drawWrapper.effect?.isReady()??false}\n/**\n     * Get the draw wrapper associated with the effect wrapper\n     * @returns the draw wrapper associated with the effect wrapper\n     */get drawWrapper(){return this._drawWrapper}get effect(){return this._drawWrapper.effect}set effect(e){this._drawWrapper.effect=e}\n/**\n     * Creates an effect to be rendered\n     * @param creationOptions options to create the effect\n     */constructor(e){this.alphaMode=0;\n/**\n         * Executed when the effect is created\n         * @returns effect that was created for this effect wrapper\n         */this.onEffectCreatedObservable=new t(void 0,true);this.onApplyObservable=new t;this._shadersLoaded=false;this._webGPUReady=false;this._importPromises=[];this.options={...e,name:e.name||\"effectWrapper\",engine:e.engine,uniforms:e.uniforms||e.uniformNames||[],uniformNames:void 0,samplers:e.samplers||e.samplerNames||[],samplerNames:void 0,attributeNames:e.attributeNames||[\"position\"],uniformBuffers:e.uniformBuffers||[],defines:e.defines||\"\",useShaderStore:e.useShaderStore||false,vertexUrl:e.vertexUrl||e.vertexShader||\"postprocess\",vertexShader:void 0,fragmentShader:e.fragmentShader||\"pass\",indexParameters:e.indexParameters,blockCompilation:e.blockCompilation||false,shaderLanguage:e.shaderLanguage||0,onCompiled:e.onCompiled||void 0,extraInitializations:e.extraInitializations||void 0,extraInitializationsAsync:e.extraInitializationsAsync||void 0,useAsPostProcess:e.useAsPostProcess??false};this.options.uniformNames=this.options.uniforms;this.options.samplerNames=this.options.samplers;this.options.vertexShader=this.options.vertexUrl;if(this.options.useAsPostProcess){this.options.samplers.indexOf(\"textureSampler\")===-1&&this.options.samplers.push(\"textureSampler\");this.options.uniforms.indexOf(\"scale\")===-1&&this.options.uniforms.push(\"scale\")}if(e.vertexUrl||e.vertexShader)this._shaderPath={vertexSource:this.options.vertexShader};else{if(!this.options.useAsPostProcess){this.options.uniforms.push(\"scale\");this.onApplyObservable.add((()=>{this.effect.setFloat2(\"scale\",1,1)}))}this._shaderPath={vertex:this.options.vertexShader}}this._shaderPath.fragmentSource=this.options.fragmentShader;this._shaderPath.spectorName=this.options.name;if(this.options.useShaderStore){this._shaderPath.fragment=this._shaderPath.fragmentSource;this._shaderPath.vertex||(this._shaderPath.vertex=this._shaderPath.vertexSource);delete this._shaderPath.fragmentSource;delete this._shaderPath.vertexSource}this.onApplyObservable.add((()=>{this.bind()}));this.options.useShaderStore||(this._onContextRestoredObserver=this.options.engine.onContextRestoredObservable.add((()=>{this.effect._pipelineContext=null;this.effect._prepareEffect()})));this._drawWrapper=new r(this.options.engine);this._webGPUReady=this.options.shaderLanguage===1;const s=Array.isArray(this.options.defines)?this.options.defines.join(\"\\n\"):this.options.defines;this._postConstructor(this.options.blockCompilation,s,this.options.extraInitializations)}_gatherImports(e=false,s){this.options.useAsPostProcess&&(e&&this._webGPUReady?s.push(Promise.all([import(\"./B7cnUaqM.js\")])):s.push(Promise.all([Promise.resolve().then((function(){return d}))])))}_postConstructor(e,s=null,t,i){this._importPromises.length=0;i&&this._importPromises.push(...i);const r=this.options.engine.isWebGPU&&!EffectWrapper.ForceGLSL;this._gatherImports(r,this._importPromises);t!==void 0&&t(r,this._importPromises);r&&this._webGPUReady&&(this.options.shaderLanguage=1);e||this.updateEffect(s)}\n/**\n     * Updates the effect with the current effect wrapper compile time values and recompiles the shader.\n     * @param defines Define statements that should be added at the beginning of the shader. (default: null)\n     * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)\n     * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)\n     * @param indexParameters The index parameters to be used for babylons include syntax \"#include<kernelBlurVaryingDeclaration>[0..varyingCount]\". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx\n     * @param onCompiled Called when the shader has been compiled.\n     * @param onError Called if there is an error when compiling a shader.\n     * @param vertexUrl The url of the vertex shader to be used (default: the one given at construction time)\n     * @param fragmentUrl The url of the fragment shader to be used (default: the one given at construction time)\n     */updateEffect(e=null,s=null,t=null,r,o,n,a,h){const d=EffectWrapper._GetShaderCodeProcessing(this.name);if(d?.defineCustomBindings){const i=s?.slice()??[];i.push(...this.options.uniforms);const r=t?.slice()??[];r.push(...this.options.samplers);e=d.defineCustomBindings(this.name,e,i,r);s=i;t=r}this.options.defines=e||\"\";const p=this._shadersLoaded||this._importPromises.length===0?void 0:async()=>{await Promise.all(this._importPromises);this._shadersLoaded=true};let f;f=this.options.extraInitializationsAsync?async()=>{p?.();await this.options.extraInitializationsAsync()}:p;this.options.useShaderStore?this._drawWrapper.effect=this.options.engine.createEffect({vertex:a??this._shaderPath.vertex,fragment:h??this._shaderPath.fragment},{attributes:this.options.attributeNames,uniformsNames:s||this.options.uniforms,uniformBuffersNames:this.options.uniformBuffers,samplers:t||this.options.samplers,defines:e!==null?e:\"\",fallbacks:null,onCompiled:o??this.options.onCompiled,onError:n??null,indexParameters:r||this.options.indexParameters,processCodeAfterIncludes:d?.processCodeAfterIncludes?(e,s)=>d.processCodeAfterIncludes(this.name,e,s):null,processFinalCode:d?.processFinalCode?(e,s)=>d.processFinalCode(this.name,e,s):null,shaderLanguage:this.options.shaderLanguage,extraInitializationsAsync:f},this.options.engine):this._drawWrapper.effect=new i(this._shaderPath,this.options.attributeNames,s||this.options.uniforms,t||this.options.samplerNames,this.options.engine,e,void 0,o||this.options.onCompiled,void 0,void 0,void 0,this.options.shaderLanguage,f);this.onEffectCreatedObservable.notifyObservers(this._drawWrapper.effect)}\n/**\n     * Binds the data to the effect.\n     * @param noDefaultBindings if true, the default bindings (scale and alpha mode) will not be set.\n     */bind(e=false){if(this.options.useAsPostProcess&&!e){this.options.engine.setAlphaMode(this.alphaMode);this.drawWrapper.effect.setFloat2(\"scale\",1,1)}EffectWrapper._GetShaderCodeProcessing(this.name)?.bindCustomBindings?.(this.name,this._drawWrapper.effect)}\n/**\n     * Disposes of the effect wrapper\n     * @param _ignored kept for backward compatibility\n     */dispose(e=false){if(this._onContextRestoredObserver){this.effect.getEngine().onContextRestoredObservable.remove(this._onContextRestoredObserver);this._onContextRestoredObserver=null}this.onEffectCreatedObservable.clear();this._drawWrapper.dispose(true)}}EffectWrapper.ForceGLSL=false;EffectWrapper._CustomShaderCodeProcessing={};export{EffectRenderer as E,EffectWrapper as a,d as b,h as p};\n//# sourceMappingURL=Ehvw5Yhz.js.map\n","import{__decorate as e}from\"../tslib.es6.js\";import{SmartArray as t}from\"../Misc/smartArray.js\";import{Observable as s}from\"../Misc/observable.js\";import{Vector2 as r}from\"../Maths/math.vector.js\";import{E as i}from\"../_/CX9Zyq1P.js\";import{serialize as o,serializeAsColor4 as a}from\"../Misc/decorators.js\";import{SerializationHelper as n}from\"../Misc/decorators.serialization.js\";import{GetClass as h,RegisterClass as u}from\"../Misc/typeStore.js\";import{A as p}from\"../_/Cn202uVB.js\";import{G as l}from\"../_/DI68bezJ.js\";import{a as c}from\"../_/Ehvw5Yhz.js\";import\"../Maths/math.constants.js\";import\"../Misc/arrayTools.js\";import\"../_/BjBO3Vqv.js\";import\"../Engines/engineStore.js\";import\"../_/BXd1Jdj1.js\";import\"../Misc/logger.js\";import\"../Engines/shaderStore.js\";import\"../Misc/domManagement.js\";import\"../_/CY5CD3a_.js\";import\"../Misc/timingTools.js\";import\"../_/SxHYZ7_O.js\";import\"../_/CoucjtsB.js\";import\"../Maths/math.color.js\";import\"../Misc/precisionDate.js\";import\"../_/BbEdeXLR.js\";import\"../Materials/Textures/Loaders/textureLoaderManager.js\";import\"../Buffers/buffer.js\";import\"../_/BDtJaKhy.js\";import\"../Buffers/bufferUtils.js\";import\"../Maths/math.viewport.js\";import\"../Materials/drawWrapper.js\";p.prototype.setTextureFromPostProcess=function(e,t,s){let r=null;t&&(t._forcedOutputTexture?r=t._forcedOutputTexture:t._textures.data[t._currentRenderTextureInd]&&(r=t._textures.data[t._currentRenderTextureInd]));this._bindTexture(e,r?.texture??null,s)};p.prototype.setTextureFromPostProcessOutput=function(e,t,s){this._bindTexture(e,t?._outputTexture?.texture??null,s)};\n/**\n * Sets a texture to be the input of the specified post process. (To use the output, pass in the next post process in the pipeline)\n * @param channel Name of the sampler variable.\n * @param postProcess Post process to get the input texture from.\n */i.prototype.setTextureFromPostProcess=function(e,t){this._engine.setTextureFromPostProcess(this._samplers[e],t,e)};\n/**\n * (Warning! setTextureFromPostProcessOutput may be desired instead)\n * Sets the input texture of the passed in post process to be input of this effect. (To use the output of the passed in post process use setTextureFromPostProcessOutput)\n * @param channel Name of the sampler variable.\n * @param postProcess Post process to get the output texture from.\n */i.prototype.setTextureFromPostProcessOutput=function(e,t){this._engine.setTextureFromPostProcessOutput(this._samplers[e],t,e)};class PostProcess{static get ForceGLSL(){return c.ForceGLSL}static set ForceGLSL(e){c.ForceGLSL=e}\n/**\n     * Registers a shader code processing with a post process name.\n     * @param postProcessName name of the post process. Use null for the fallback shader code processing. This is the shader code processing that will be used in case no specific shader code processing has been associated to a post process name\n     * @param customShaderCodeProcessing shader code processing to associate to the post process name\n     */static RegisterShaderCodeProcessing(e,t){c.RegisterShaderCodeProcessing(e,t)}get name(){return this._effectWrapper.name}set name(e){this._effectWrapper.name=e}get alphaMode(){return this._effectWrapper.alphaMode}set alphaMode(e){this._effectWrapper.alphaMode=e}get samples(){return this._samples}set samples(e){this._samples=Math.min(e,this._engine.getCaps().maxMSAASamples);this._textures.forEach((e=>{e.setSamples(this._samples)}))}get shaderLanguage(){return this._shaderLanguage}\n/**\n     * Returns the fragment url or shader name used in the post process.\n     * @returns the fragment url or name in the shader store.\n     */getEffectName(){return this._fragmentUrl}set onActivate(e){this._onActivateObserver&&this.onActivateObservable.remove(this._onActivateObserver);e&&(this._onActivateObserver=this.onActivateObservable.add(e))}set onSizeChanged(e){this._onSizeChangedObserver&&this.onSizeChangedObservable.remove(this._onSizeChangedObserver);this._onSizeChangedObserver=this.onSizeChangedObservable.add(e)}set onApply(e){this._onApplyObserver&&this.onApplyObservable.remove(this._onApplyObserver);this._onApplyObserver=this.onApplyObservable.add(e)}set onBeforeRender(e){this._onBeforeRenderObserver&&this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);this._onBeforeRenderObserver=this.onBeforeRenderObservable.add(e)}set onAfterRender(e){this._onAfterRenderObserver&&this.onAfterRenderObservable.remove(this._onAfterRenderObserver);this._onAfterRenderObserver=this.onAfterRenderObservable.add(e)}get inputTexture(){return this._textures.data[this._currentRenderTextureInd]}set inputTexture(e){this._forcedOutputTexture=e}restoreDefaultInputTexture(){if(this._forcedOutputTexture){this._forcedOutputTexture=null;this.markTextureDirty()}}\n/**\n     * Gets the camera which post process is applied to.\n     * @returns The camera the post process is applied to.\n     */getCamera(){return this._camera}get texelSize(){if(this._shareOutputWithPostProcess)return this._shareOutputWithPostProcess.texelSize;this._forcedOutputTexture&&this._texelSize.copyFromFloats(1/this._forcedOutputTexture.width,1/this._forcedOutputTexture.height);return this._texelSize}constructor(e,i,o,a,n,h,u=1,p,l,f=null,_=0,d=\"postprocess\",m,g=false,x=5,P,b){this._parentContainer=null;this.width=-1;this.height=-1;this.nodeMaterialSource=null;this._outputTexture=null;this.autoClear=true;this.forceAutoClearInAlphaMode=false;this.animations=[];this.enablePixelPerfectMode=false;this.forceFullscreenViewport=true;this.scaleMode=1;this.alwaysForcePOT=false;this._samples=1;this.adaptScaleToCurrentViewport=false;this._webGPUReady=false;this._reusable=false;this._renderId=0;this.externalTextureSamplerBinding=false;this._textures=new t(2);this._textureCache=[];this._currentRenderTextureInd=0;this._scaleRatio=new r(1,1);this._texelSize=r.Zero();this.onActivateObservable=new s;this.onSizeChangedObservable=new s;this.onApplyObservable=new s;this.onBeforeRenderObservable=new s;this.onAfterRenderObservable=new s;this.onDisposeObservable=new s;let O=1;let T=null;let v;if(o&&!Array.isArray(o)){const e=o;o=e.uniforms??null;a=e.samplers??null;O=e.size??1;h=e.camera??null;u=e.samplingMode??1;p=e.engine;l=e.reusable;f=Array.isArray(e.defines)?e.defines.join(\"\\n\"):e.defines??null;_=e.textureType??0;d=e.vertexUrl??\"postprocess\";m=e.indexParameters;g=e.blockCompilation??false;x=e.textureFormat??5;P=e.shaderLanguage??0;T=e.uniformBuffers??null;b=e.extraInitializations;v=e.effectWrapper}else n&&(O=typeof n===\"number\"?n:{width:n.width,height:n.height});this._useExistingThinPostProcess=!!v;this._effectWrapper=v??new c({name:e,useShaderStore:true,useAsPostProcess:true,fragmentShader:i,engine:p||h?.getScene().getEngine(),uniforms:o,samplers:a,uniformBuffers:T,defines:f,vertexUrl:d,indexParameters:m,blockCompilation:true,shaderLanguage:P,extraInitializations:void 0});this.name=e;this.onEffectCreatedObservable=this._effectWrapper.onEffectCreatedObservable;if(h!=null){this._camera=h;this._scene=h.getScene();h.attachPostProcess(this);this._engine=this._scene.getEngine();this._scene.postProcesses.push(this);this.uniqueId=this._scene.getUniqueId()}else if(p){this._engine=p;this._engine.postProcesses.push(this)}this._options=O;this.renderTargetSamplingMode=u||1;this._reusable=l||false;this._textureType=_;this._textureFormat=x;this._shaderLanguage=P||0;this._samplers=a||[];this._samplers.indexOf(\"textureSampler\")===-1&&this._samplers.push(\"textureSampler\");this._fragmentUrl=i;this._vertexUrl=d;this._parameters=o||[];this._parameters.indexOf(\"scale\")===-1&&this._parameters.push(\"scale\");this._uniformBuffers=T||[];this._indexParameters=m;if(!this._useExistingThinPostProcess){this._webGPUReady=this._shaderLanguage===1;const e=[];this._gatherImports(this._engine.isWebGPU&&!PostProcess.ForceGLSL,e);this._effectWrapper._webGPUReady=this._webGPUReady;this._effectWrapper._postConstructor(g,f,b,e)}}_gatherImports(e=false,t){e&&this._webGPUReady?t.push(Promise.all([import(\"../_/B7cnUaqM.js\")])):t.push(Promise.all([import(\"../_/Ehvw5Yhz.js\").then((function(e){return e.b}))]))}\n/**\n     * Gets a string identifying the name of the class\n     * @returns \"PostProcess\" string\n     */getClassName(){return\"PostProcess\"}\n/**\n     * Gets the engine which this post process belongs to.\n     * @returns The engine the post process was enabled with.\n     */getEngine(){return this._engine}\n/**\n     * The effect that is created when initializing the post process.\n     * @returns The created effect corresponding to the postprocess.\n     */getEffect(){return this._effectWrapper.drawWrapper.effect}\n/**\n     * To avoid multiple redundant textures for multiple post process, the output the output texture for this post process can be shared with another.\n     * @param postProcess The post process to share the output with.\n     * @returns This post process.\n     */shareOutputWith(e){this._disposeTextures();this._shareOutputWithPostProcess=e;return this}useOwnOutput(){this._textures.length==0&&(this._textures=new t(2));this._shareOutputWithPostProcess=null}\n/**\n     * Updates the effect with the current post process compile time values and recompiles the shader.\n     * @param defines Define statements that should be added at the beginning of the shader. (default: null)\n     * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)\n     * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)\n     * @param indexParameters The index parameters to be used for babylons include syntax \"#include<kernelBlurVaryingDeclaration>[0..varyingCount]\". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx\n     * @param onCompiled Called when the shader has been compiled.\n     * @param onError Called if there is an error when compiling a shader.\n     * @param vertexUrl The url of the vertex shader to be used (default: the one given at construction time)\n     * @param fragmentUrl The url of the fragment shader to be used (default: the one given at construction time)\n     */updateEffect(e=null,t=null,s=null,r,i,o,a,n){this._effectWrapper.updateEffect(e,t,s,r,i,o,a,n);this._postProcessDefines=Array.isArray(this._effectWrapper.options.defines)?this._effectWrapper.options.defines.join(\"\\n\"):this._effectWrapper.options.defines}\n/**\n     * The post process is reusable if it can be used multiple times within one frame.\n     * @returns If the post process is reusable\n     */isReusable(){return this._reusable}markTextureDirty(){this.width=-1}_createRenderTargetTexture(e,t,s=0){for(let r=0;r<this._textureCache.length;r++)if(this._textureCache[r].texture.width===e.width&&this._textureCache[r].texture.height===e.height&&this._textureCache[r].postProcessChannel===s&&this._textureCache[r].texture._generateDepthBuffer===t.generateDepthBuffer&&this._textureCache[r].texture.samples===t.samples)return this._textureCache[r].texture;const r=this._engine.createRenderTargetTexture(e,t);this._textureCache.push({texture:r,postProcessChannel:s,lastUsedRenderId:-1});return r}_flushTextureCache(){const e=this._renderId;for(let t=this._textureCache.length-1;t>=0;t--)if(e-this._textureCache[t].lastUsedRenderId>100){let e=false;for(let s=0;s<this._textures.length;s++)if(this._textures.data[s]===this._textureCache[t].texture){e=true;break}if(!e){this._textureCache[t].texture.dispose();this._textureCache.splice(t,1)}}}\n/**\n     * Resizes the post-process texture\n     * @param width Width of the texture\n     * @param height Height of the texture\n     * @param camera The camera this post-process is applied to. Pass null if the post-process is used outside the context of a camera post-process chain (default: null)\n     * @param needMipMaps True if mip maps need to be generated after render (default: false)\n     * @param forceDepthStencil True to force post-process texture creation with stencil depth and buffer (default: false)\n     */resize(e,t,s=null,r=false,i=false){this._textures.length>0&&this._textures.reset();this.width=e;this.height=t;let o=null;if(s)for(let e=0;e<s._postProcesses.length;e++)if(s._postProcesses[e]!==null){o=s._postProcesses[e];break}const a={width:this.width,height:this.height};const n={generateMipMaps:r,generateDepthBuffer:i||o===this,generateStencilBuffer:(i||o===this)&&this._engine.isStencilEnable,samplingMode:this.renderTargetSamplingMode,type:this._textureType,format:this._textureFormat,samples:this._samples,label:\"PostProcessRTT-\"+this.name};this._textures.push(this._createRenderTargetTexture(a,n,0));this._reusable&&this._textures.push(this._createRenderTargetTexture(a,n,1));this._texelSize.copyFromFloats(1/this.width,1/this.height);this.onSizeChangedObservable.notifyObservers(this)}_getTarget(){let e;if(this._shareOutputWithPostProcess)e=this._shareOutputWithPostProcess.inputTexture;else if(this._forcedOutputTexture){e=this._forcedOutputTexture;this.width=this._forcedOutputTexture.width;this.height=this._forcedOutputTexture.height}else{e=this.inputTexture;let t;for(let s=0;s<this._textureCache.length;s++)if(this._textureCache[s].texture===e){t=this._textureCache[s];break}t&&(t.lastUsedRenderId=this._renderId)}return e}\n/**\n     * Activates the post process by intializing the textures to be used when executed. Notifies onActivateObservable.\n     * When this post process is used in a pipeline, this is call will bind the input texture of this post process to the output of the previous.\n     * @param cameraOrScene The camera that will be used in the post process. This camera will be used when calling onActivateObservable. You can also pass the scene if no camera is available.\n     * @param sourceTexture The source texture to be inspected to get the width and height if not specified in the post process constructor. (default: null)\n     * @param forceDepthStencil If true, a depth and stencil buffer will be generated. (default: false)\n     * @returns The render target wrapper that was bound to be written to.\n     */activate(e,t=null,s){const r=e===null||e.cameraRigMode!==void 0?e||this._camera:null;const i=r?.getScene()??e;const o=i.getEngine();const a=o.getCaps().maxTextureSize;const n=(t?t.width:this._engine.getRenderWidth(true))*this._options|0;const h=(t?t.height:this._engine.getRenderHeight(true))*this._options|0;let u=this._options.width||n;let p=this._options.height||h;const c=this.renderTargetSamplingMode!==7&&this.renderTargetSamplingMode!==1&&this.renderTargetSamplingMode!==2;let f=null;if(!this._shareOutputWithPostProcess&&!this._forcedOutputTexture){if(this.adaptScaleToCurrentViewport){const e=o.currentViewport;if(e){u*=e.width;p*=e.height}}if(c||this.alwaysForcePOT){this._options.width||(u=o.needPOTTextures?l(u,a,this.scaleMode):u);this._options.height||(p=o.needPOTTextures?l(p,a,this.scaleMode):p)}this.width===u&&this.height===p&&(f=this._getTarget())||this.resize(u,p,r,c,s);this._textures.forEach((e=>{e.samples!==this.samples&&this._engine.updateRenderTargetTextureSampleCount(e,this.samples)}));this._flushTextureCache();this._renderId++}f||(f=this._getTarget());if(this.enablePixelPerfectMode){this._scaleRatio.copyFromFloats(n/u,h/p);this._engine.bindFramebuffer(f,0,n,h,this.forceFullscreenViewport)}else{this._scaleRatio.copyFromFloats(1,1);this._engine.bindFramebuffer(f,0,void 0,void 0,this.forceFullscreenViewport)}this._engine._debugInsertMarker?.(`post process ${this.name} input`);this.onActivateObservable.notifyObservers(r);this.autoClear&&(this.alphaMode===0||this.forceAutoClearInAlphaMode)&&this._engine.clear(this.clearColor?this.clearColor:i.clearColor,i._allowPostProcessClearColor,true,true);this._reusable&&(this._currentRenderTextureInd=(this._currentRenderTextureInd+1)%2);return f}get isSupported(){return this._effectWrapper.drawWrapper.effect.isSupported}get aspectRatio(){return this._shareOutputWithPostProcess?this._shareOutputWithPostProcess.aspectRatio:this._forcedOutputTexture?this._forcedOutputTexture.width/this._forcedOutputTexture.height:this.width/this.height}\n/**\n     * Get a value indicating if the post-process is ready to be used\n     * @returns true if the post-process is ready (shader is compiled)\n     */isReady(){return this._effectWrapper.isReady()}\n/**\n     * Binds all textures and uniforms to the shader, this will be run on every pass.\n     * @returns the effect corresponding to this post process. Null if not compiled or not ready.\n     */apply(){if(!this._effectWrapper.isReady())return null;this._engine.enableEffect(this._effectWrapper.drawWrapper);this._engine.setState(false);this._engine.setDepthBuffer(false);this._engine.setDepthWrite(false);this.alphaConstants&&this.getEngine().setAlphaConstants(this.alphaConstants.r,this.alphaConstants.g,this.alphaConstants.b,this.alphaConstants.a);this._engine.setAlphaMode(this.alphaMode);let e;e=this._shareOutputWithPostProcess?this._shareOutputWithPostProcess.inputTexture:this._forcedOutputTexture?this._forcedOutputTexture:this.inputTexture;this.externalTextureSamplerBinding||this._effectWrapper.drawWrapper.effect._bindTexture(\"textureSampler\",e?.texture);this._effectWrapper.drawWrapper.effect.setVector2(\"scale\",this._scaleRatio);this.onApplyObservable.notifyObservers(this._effectWrapper.drawWrapper.effect);this._effectWrapper.bind(true);return this._effectWrapper.drawWrapper.effect}_disposeTextures(){if(this._shareOutputWithPostProcess||this._forcedOutputTexture)this._disposeTextureCache();else{this._disposeTextureCache();this._textures.dispose()}}_disposeTextureCache(){for(let e=this._textureCache.length-1;e>=0;e--)this._textureCache[e].texture.dispose();this._textureCache.length=0}\n/**\n     * Sets the required values to the prepass renderer.\n     * @param prePassRenderer defines the prepass renderer to setup.\n     * @returns true if the pre pass is needed.\n     */setPrePassRenderer(e){if(this._prePassEffectConfiguration){this._prePassEffectConfiguration=e.addEffectConfiguration(this._prePassEffectConfiguration);this._prePassEffectConfiguration.enabled=true;return true}return false}\n/**\n     * Disposes the post process.\n     * @param camera The camera to dispose the post process on.\n     */dispose(e){e=e||this._camera;this._useExistingThinPostProcess||this._effectWrapper.dispose();this._disposeTextures();let t;if(this._scene){t=this._scene.postProcesses.indexOf(this);t!==-1&&this._scene.postProcesses.splice(t,1)}if(this._parentContainer){const e=this._parentContainer.postProcesses.indexOf(this);e>-1&&this._parentContainer.postProcesses.splice(e,1);this._parentContainer=null}t=this._engine.postProcesses.indexOf(this);t!==-1&&this._engine.postProcesses.splice(t,1);this.onDisposeObservable.notifyObservers();if(e){e.detachPostProcess(this);t=e._postProcesses.indexOf(this);if(t===0&&e._postProcesses.length>0){const e=this._camera._getFirstPostProcess();e&&e.markTextureDirty()}this.onActivateObservable.clear();this.onAfterRenderObservable.clear();this.onApplyObservable.clear();this.onBeforeRenderObservable.clear();this.onSizeChangedObservable.clear();this.onEffectCreatedObservable.clear()}}\n/**\n     * Serializes the post process to a JSON object\n     * @returns the JSON object\n     */serialize(){const e=n.Serialize(this);const t=this.getCamera()||this._scene&&this._scene.activeCamera;e.customType=\"BABYLON.\"+this.getClassName();e.cameraId=t?t.id:null;e.reusable=this._reusable;e.textureType=this._textureType;e.fragmentUrl=this._fragmentUrl;e.parameters=this._parameters;e.samplers=this._samplers;e.uniformBuffers=this._uniformBuffers;e.options=this._options;e.defines=this._postProcessDefines;e.textureFormat=this._textureFormat;e.vertexUrl=this._vertexUrl;e.indexParameters=this._indexParameters;return e}\n/**\n     * Clones this post process\n     * @returns a new post process similar to this one\n     */clone(){const e=this.serialize();e._engine=this._engine;e.cameraId=null;const t=PostProcess.Parse(e,this._scene,\"\");if(!t)return null;t.onActivateObservable=this.onActivateObservable.clone();t.onSizeChangedObservable=this.onSizeChangedObservable.clone();t.onApplyObservable=this.onApplyObservable.clone();t.onBeforeRenderObservable=this.onBeforeRenderObservable.clone();t.onAfterRenderObservable=this.onAfterRenderObservable.clone();t._prePassEffectConfiguration=this._prePassEffectConfiguration;return t}\n/**\n     * Creates a material from parsed material data\n     * @param parsedPostProcess defines parsed post process data\n     * @param scene defines the hosting scene\n     * @param rootUrl defines the root URL to use to load textures\n     * @returns a new post process\n     */static Parse(e,t,s){const r=h(e.customType);if(!r||!r._Parse)return null;const i=t?t.getCameraById(e.cameraId):null;return r._Parse(e,i,t,s)}static _Parse(e,t,s,r){return n.Parse((()=>new PostProcess(e.name,e.fragmentUrl,e.parameters,e.samplers,e.options,t,e.renderTargetSamplingMode,e._engine,e.reusable,e.defines,e.textureType,e.vertexUrl,e.indexParameters,false,e.textureFormat)),e,s,r)}}e([o()],PostProcess.prototype,\"uniqueId\",void 0);e([o()],PostProcess.prototype,\"name\",null);e([o()],PostProcess.prototype,\"width\",void 0);e([o()],PostProcess.prototype,\"height\",void 0);e([o()],PostProcess.prototype,\"renderTargetSamplingMode\",void 0);e([a()],PostProcess.prototype,\"clearColor\",void 0);e([o()],PostProcess.prototype,\"autoClear\",void 0);e([o()],PostProcess.prototype,\"forceAutoClearInAlphaMode\",void 0);e([o()],PostProcess.prototype,\"alphaMode\",null);e([o()],PostProcess.prototype,\"alphaConstants\",void 0);e([o()],PostProcess.prototype,\"enablePixelPerfectMode\",void 0);e([o()],PostProcess.prototype,\"forceFullscreenViewport\",void 0);e([o()],PostProcess.prototype,\"scaleMode\",void 0);e([o()],PostProcess.prototype,\"alwaysForcePOT\",void 0);e([o(\"samples\")],PostProcess.prototype,\"_samples\",void 0);e([o()],PostProcess.prototype,\"adaptScaleToCurrentViewport\",void 0);u(\"BABYLON.PostProcess\",PostProcess);export{PostProcess};\n//# sourceMappingURL=postProcess.js.map\n","import{__decorate as s}from\"../tslib.es6.js\";import{PostProcess as e}from\"../PostProcesses/postProcess.js\";import{A as r}from\"./Cn202uVB.js\";import{RegisterClass as t}from\"../Misc/typeStore.js\";import{SerializationHelper as a}from\"../Misc/decorators.serialization.js\";import{a as o}from\"./Ehvw5Yhz.js\";import{E as P}from\"./JMWFOuaA.js\";import{serialize as n}from\"../Misc/decorators.js\";class ThinPassPostProcess extends o{_gatherImports(s,e){if(s){this._webGPUReady=true;e.push(Promise.all([import(\"../ShadersWGSL/pass.fragment.js\")]))}else e.push(Promise.all([import(\"../Shaders/pass.fragment.js\")]));super._gatherImports(s,e)}\n/**\n     * Constructs a new pass post process\n     * @param name Name of the effect\n     * @param engine Engine to use to render the effect. If not provided, the last created engine will be used\n     * @param options Options to configure the effect\n     */constructor(s,e=null,r){super({...r,name:s,engine:e||P.LastCreatedEngine,useShaderStore:true,useAsPostProcess:true,fragmentShader:ThinPassPostProcess.FragmentUrl})}}ThinPassPostProcess.FragmentUrl=\"pass\";class ThinPassCubePostProcess extends o{_gatherImports(s,e){if(s){this._webGPUReady=true;e.push(Promise.all([import(\"./It5zRJP2.js\")]))}else e.push(Promise.all([import(\"./DrhxuVQu.js\")]));super._gatherImports(s,e)}\n/**\n     * Creates the PassCubePostProcess\n     * @param name Name of the effect\n     * @param engine Engine to use to render the effect. If not provided, the last created engine will be used\n     * @param options Options to configure the effect\n     */constructor(s,e=null,r){super({...r,name:s,engine:e||P.LastCreatedEngine,useShaderStore:true,useAsPostProcess:true,fragmentShader:ThinPassCubePostProcess.FragmentUrl,defines:\"#define POSITIVEX\"});this._face=0}get face(){return this._face}set face(s){if(!(s<0||s>5)){this._face=s;switch(this._face){case 0:this.updateEffect(\"#define POSITIVEX\");break;case 1:this.updateEffect(\"#define NEGATIVEX\");break;case 2:this.updateEffect(\"#define POSITIVEY\");break;case 3:this.updateEffect(\"#define NEGATIVEY\");break;case 4:this.updateEffect(\"#define POSITIVEZ\");break;case 5:this.updateEffect(\"#define NEGATIVEZ\");break}}}}ThinPassCubePostProcess.FragmentUrl=\"passCube\";class PassPostProcess extends e{\n/**\n     * Gets a string identifying the name of the class\n     * @returns \"PassPostProcess\" string\n     */\ngetClassName(){return\"PassPostProcess\"}\n/**\n     * Creates the PassPostProcess\n     * @param name The name of the effect.\n     * @param options The required width/height ratio to downsize to before computing the render pass.\n     * @param camera The camera to apply the render pass to.\n     * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)\n     * @param engine The engine which the post process will be applied. (default: current engine)\n     * @param reusable If the post process can be reused on the same frame. (default: false)\n     * @param textureType The type of texture to be used when performing the post processing.\n     * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)\n     */constructor(s,e,r=null,t,a,o,P=0,n=false){const c={size:typeof e===\"number\"?e:void 0,camera:r,samplingMode:t,engine:a,reusable:o,textureType:P,blockCompilation:n,...e};super(s,ThinPassPostProcess.FragmentUrl,{effectWrapper:typeof e!==\"number\"&&e.effectWrapper?void 0:new ThinPassPostProcess(s,a,c),...c})}static _Parse(s,e,r,t){return a.Parse((()=>new PassPostProcess(s.name,s.options,e,s.renderTargetSamplingMode,s._engine,s.reusable)),s,r,t)}}t(\"BABYLON.PassPostProcess\",PassPostProcess);class PassCubePostProcess extends e{get face(){return this._effectWrapper.face}set face(s){this._effectWrapper.face=s}\n/**\n     * Gets a string identifying the name of the class\n     * @returns \"PassCubePostProcess\" string\n     */getClassName(){return\"PassCubePostProcess\"}\n/**\n     * Creates the PassCubePostProcess\n     * @param name The name of the effect.\n     * @param options The required width/height ratio to downsize to before computing the render pass.\n     * @param camera The camera to apply the render pass to.\n     * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)\n     * @param engine The engine which the post process will be applied. (default: current engine)\n     * @param reusable If the post process can be reused on the same frame. (default: false)\n     * @param textureType The type of texture to be used when performing the post processing.\n     * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)\n     */constructor(s,e,r=null,t,a,o,P=0,n=false){const c={size:typeof e===\"number\"?e:void 0,camera:r,samplingMode:t,engine:a,reusable:o,textureType:P,blockCompilation:n,...e};super(s,ThinPassPostProcess.FragmentUrl,{effectWrapper:typeof e!==\"number\"&&e.effectWrapper?void 0:new ThinPassCubePostProcess(s,a,c),...c})}static _Parse(s,e,r,t){return a.Parse((()=>new PassCubePostProcess(s.name,s.options,e,s.renderTargetSamplingMode,s._engine,s.reusable)),s,r,t)}}s([n()],PassCubePostProcess.prototype,\"face\",null);r._RescalePostProcessFactory=s=>new PassPostProcess(\"rescale\",1,null,2,s,false,0);export{PassCubePostProcess as P,ThinPassPostProcess as T,ThinPassCubePostProcess as a,PassPostProcess as b};\n//# sourceMappingURL=4ul4i9F3.js.map\n","import{T as e}from\"../_/CQIKoMTj.js\";import{R as t}from\"../_/DE5rCvsK.js\";import{b as r}from\"../_/4ul4i9F3.js\";import{PostProcess as s}from\"../PostProcesses/postProcess.js\";import\"../tslib.es6.js\";import\"./decorators.js\";import\"../_/SxHYZ7_O.js\";import\"./observable.js\";import\"../Maths/math.vector.js\";import\"../Maths/math.constants.js\";import\"./arrayTools.js\";import\"./typeStore.js\";import\"../_/BjBO3Vqv.js\";import\"../Engines/engineStore.js\";import\"../_/BXd1Jdj1.js\";import\"../Materials/Textures/baseTexture.js\";import\"./guid.js\";import\"../_/Qih3l7lC.js\";import\"./webRequest.js\";import\"./domManagement.js\";import\"./error.js\";import\"./stringTools.js\";import\"../_/CX9Zyq1P.js\";import\"./logger.js\";import\"../Engines/shaderStore.js\";import\"../_/CY5CD3a_.js\";import\"./timingTools.js\";import\"../_/Cn202uVB.js\";import\"./precisionDate.js\";import\"../_/BbEdeXLR.js\";import\"../Materials/Textures/Loaders/textureLoaderManager.js\";import\"../Materials/Textures/thinTexture.js\";import\"../Maths/math.size.js\";import\"./decorators.serialization.js\";import\"../_/CoucjtsB.js\";import\"../Maths/math.color.js\";import\"../_/DKmLrVdL.js\";import\"../Maths/math.plane.js\";import\"../Compat/compatibilityOptions.js\";import\"../_/CUnbltVE.js\";import\"../Buffers/buffer.js\";import\"../_/BDtJaKhy.js\";import\"../Buffers/bufferUtils.js\";import\"../_/DI68bezJ.js\";import\"../Rendering/renderingManager.js\";import\"../Rendering/renderingGroup.js\";import\"./smartArray.js\";import\"../_/Ehvw5Yhz.js\";import\"../Maths/math.viewport.js\";import\"../Materials/drawWrapper.js\";import\"../_/JMWFOuaA.js\";import\"../_/3hBYf9Tn.js\";import\"../_/Bdb3B47T.js\";import\"../_/B1g8MeKW.js\";import\"../_/C_ZU5aGh.js\";import\"../Engines/Extensions/engine.readTexture.js\";import\"../_/BybBeBpg.js\";import\"../Engines/Extensions/engine.cubeTexture.js\";import\"../Engines/Extensions/engine.renderTarget.js\";import\"../_/B9LLB-qh.js\";import\"../Maths/sphericalPolynomial.js\";import\"../Maths/math.js\";import\"../Maths/math.axis.js\";import\"../Maths/math.frustum.js\";import\"../Maths/math.path.js\";import\"./perfCounter.js\";\n/**\n * Uses the GPU to create a copy texture rescaled at a given size\n * @param texture Texture to copy from\n * @param width defines the desired width\n * @param height defines the desired height\n * @param useBilinearMode defines if bilinear mode has to be used\n * @returns the generated texture\n */function CreateResizedCopy(s,o,a,i=true){const n=s.getScene();const p=n.getEngine();const m=new t(\"resized\"+s.name,{width:o,height:a},n,!s.noMipmap,true,s._texture.type,false,s.samplingMode,false);m.wrapU=s.wrapU;m.wrapV=s.wrapV;m.uOffset=s.uOffset;m.vOffset=s.vOffset;m.uScale=s.uScale;m.vScale=s.vScale;m.uAng=s.uAng;m.vAng=s.vAng;m.wAng=s.wAng;m.coordinatesIndex=s.coordinatesIndex;m.level=s.level;m.anisotropicFilteringLevel=s.anisotropicFilteringLevel;m._texture.isReady=false;s.wrapU=e.CLAMP_ADDRESSMODE;s.wrapV=e.CLAMP_ADDRESSMODE;const l=new r(\"pass\",1,null,i?e.BILINEAR_SAMPLINGMODE:e.NEAREST_SAMPLINGMODE,p,false,0);l.externalTextureSamplerBinding=true;l.onEffectCreatedObservable.addOnce((e=>{e.executeWhenCompiled((()=>{l.onApply=function(e){e.setTexture(\"textureSampler\",s)};const e=m.renderTarget;if(e){n.postProcessManager.directRender([l],e);p.unBindFramebuffer(e);m.disposeFramebufferObjects();l.dispose();m.getInternalTexture().isReady=true}}))}));return m}\n/**\n * Apply a post process to a texture\n * @param postProcessName name of the fragment post process\n * @param internalTexture the texture to encode\n * @param scene the scene hosting the texture\n * @param type type of the output texture. If not provided, use the one from internalTexture\n * @param samplingMode sampling mode to use to sample the source texture. If not provided, use the one from internalTexture\n * @param format format of the output texture. If not provided, use the one from internalTexture\n * @param width width of the output texture. If not provided, use the one from internalTexture\n * @param height height of the output texture. If not provided, use the one from internalTexture\n * @returns a promise with the internalTexture having its texture replaced by the result of the processing\n */function ApplyPostProcess(e,t,r,o,a,i,n,p){const m=t.getEngine();t.isReady=false;a=a??t.samplingMode;o=o??t.type;i=i??t.format;n=n??t.width;p=p??t.height;o===-1&&(o=0);return new Promise((l=>{const d=new s(\"postprocess\",e,null,null,1,null,a,m,false,void 0,o,void 0,null,false,i);d.externalTextureSamplerBinding=true;const u=m.createRenderTargetTexture({width:n,height:p},{generateDepthBuffer:false,generateMipMaps:false,generateStencilBuffer:false,samplingMode:a,type:o,format:i});d.onEffectCreatedObservable.addOnce((e=>{e.executeWhenCompiled((()=>{d.onApply=e=>{e._bindTexture(\"textureSampler\",t);e.setFloat2(\"scale\",1,1)};r.postProcessManager.directRender([d],u,true);m.restoreDefaultFramebuffer();m._releaseTexture(t);d&&d.dispose();u._swapAndDie(t);t.type=o;t.format=5;t.isReady=true;l(t)}))}))}))}let o;let a;\n/**\n * Converts a number to half float\n * @param value number to convert\n * @returns converted number\n */function ToHalfFloat(e){if(!o){o=new Float32Array(1);a=new Int32Array(o.buffer)}o[0]=e;const t=a[0];let r=t>>16&32768;let s=t>>12&2047;const i=t>>23&255;if(i<103)return r;if(i>142){r|=31744;r|=(i==255?0:1)&&t&8388607;return r}if(i<113){s|=2048;r|=(s>>114-i)+(s>>113-i&1);return r}r|=i-112<<10|s>>1;r+=s&1;return r}\n/**\n * Converts a half float to a number\n * @param value half float to convert\n * @returns converted half float\n */function FromHalfFloat(e){const t=(e&32768)>>15;const r=(e&31744)>>10;const s=e&1023;return r===0?(t?-1:1)*Math.pow(2,-14)*(s/Math.pow(2,10)):r==31?s?NaN:(t?-1:1)*Infinity:(t?-1:1)*Math.pow(2,r-15)*(1+s/Math.pow(2,10))}const ProcessAsync=async(r,o,a,i,n)=>{const p=r.getScene();const m=p.getEngine();m.isWebGPU?r.isCube?await import(\"../_/CeqY4cyq.js\"):await import(\"../_/fOvjaUR2.js\"):r.isCube?await import(\"../_/CK8UIPxo.js\"):await import(\"../_/ciqV3s13.js\");let l;if(r.isCube){const t=[\"#define POSITIVEX\",\"#define NEGATIVEX\",\"#define POSITIVEY\",\"#define NEGATIVEY\",\"#define POSITIVEZ\",\"#define NEGATIVEZ\"];l=new s(\"lodCube\",\"lodCube\",{uniforms:[\"lod\",\"gamma\"],samplingMode:e.NEAREST_NEAREST_MIPNEAREST,engine:m,defines:t[i],shaderLanguage:m.isWebGPU?1:0})}else l=new s(\"lod\",\"lod\",{uniforms:[\"lod\",\"gamma\"],samplingMode:e.NEAREST_NEAREST_MIPNEAREST,engine:m,shaderLanguage:m.isWebGPU?1:0});await new Promise((e=>{l.onEffectCreatedObservable.addOnce((t=>{t.executeWhenCompiled((()=>{e(0)}))}))}));const d=new t(\"temp\",{width:o,height:a},p,false);l.onApply=function(e){e.setTexture(\"textureSampler\",r);e.setFloat(\"lod\",n);e.setInt(\"gamma\",r.gammaSpace?1:0)};const u=r.getInternalTexture();try{if(d.renderTarget&&u){const t=u.samplingMode;n!==0?r.updateSamplingMode(e.NEAREST_NEAREST_MIPNEAREST):r.updateSamplingMode(e.NEAREST_NEAREST);p.postProcessManager.directRender([l],d.renderTarget,true);r.updateSamplingMode(t);const s=await m.readPixels(0,0,o,a);const i=new Uint8Array(s.buffer,0,s.byteLength);m.unBindFramebuffer(d.renderTarget);return i}throw Error(\"Render to texture failed.\")}finally{d.dispose();l.dispose()}};\n/**\n * Gets the data of the specified texture by rendering it to an intermediate RGBA texture and retrieving the bytes from it.\n * This is convienent to get 8-bit RGBA values for a texture in a GPU compressed format.\n * @param texture the source texture\n * @param width the width of the result, which does not have to match the source texture width\n * @param height the height of the result, which does not have to match the source texture height\n * @param face if the texture has multiple faces, the face index to use for the source\n * @param lod if the texture has multiple LODs, the lod index to use for the source\n * @returns the 8-bit texture data\n */async function GetTextureDataAsync(e,t,r,s=0,o=0){!e.isReady()&&e._texture&&await new Promise(((t,r)=>{e._texture!==null?e._texture.onLoadedObservable.addOnce((()=>{t(0)})):r(0)}));return await ProcessAsync(e,t,r,s,o)}const i={\n/**\n     * Uses the GPU to create a copy texture rescaled at a given size\n     * @param texture Texture to copy from\n     * @param width defines the desired width\n     * @param height defines the desired height\n     * @param useBilinearMode defines if bilinear mode has to be used\n     * @returns the generated texture\n     */\nCreateResizedCopy:CreateResizedCopy,\n/**\n     * Apply a post process to a texture\n     * @param postProcessName name of the fragment post process\n     * @param internalTexture the texture to encode\n     * @param scene the scene hosting the texture\n     * @param type type of the output texture. If not provided, use the one from internalTexture\n     * @param samplingMode sampling mode to use to sample the source texture. If not provided, use the one from internalTexture\n     * @param format format of the output texture. If not provided, use the one from internalTexture\n     * @returns a promise with the internalTexture having its texture replaced by the result of the processing\n     */\nApplyPostProcess:ApplyPostProcess,\n/**\n     * Converts a number to half float\n     * @param value number to convert\n     * @returns converted number\n     */\nToHalfFloat:ToHalfFloat,\n/**\n     * Converts a half float to a number\n     * @param value half float to convert\n     * @returns converted half float\n     */\nFromHalfFloat:FromHalfFloat,\n/**\n     * Gets the data of the specified texture by rendering it to an intermediate RGBA texture and retrieving the bytes from it.\n     * This is convienent to get 8-bit RGBA values for a texture in a GPU compressed format.\n     * @param texture the source texture\n     * @param width the width of the result, which does not have to match the source texture width\n     * @param height the height of the result, which does not have to match the source texture height\n     * @param face if the texture has multiple faces, the face index to use for the source\n     * @param channels a filter for which of the RGBA channels to return in the result\n     * @param lod if the texture has multiple LODs, the lod index to use for the source\n     * @returns the 8-bit texture data\n     */\nGetTextureDataAsync:GetTextureDataAsync};export{ApplyPostProcess,CreateResizedCopy,FromHalfFloat,GetTextureDataAsync,i as TextureTools,ToHalfFloat};\n//# sourceMappingURL=textureTools.js.map\n","export{Buffer,VertexBuffer}from\"../Buffers/buffer.js\";import\"../_/BDtJaKhy.js\";import\"../Misc/logger.js\";import\"../Buffers/bufferUtils.js\";\n//# sourceMappingURL=buffer.js.map\n","import{Observable as t}from\"../Misc/observable.js\";import{Logger as e}from\"../Misc/logger.js\";import{A as i}from\"../_/Cn202uVB.js\";import{IsWindowObjectExist as n}from\"../Misc/domManagement.js\";import\"../Engines/engineStore.js\";import\"../_/CX9Zyq1P.js\";import\"../Engines/shaderStore.js\";import\"../_/CY5CD3a_.js\";import\"../Misc/timingTools.js\";import\"../_/BjBO3Vqv.js\";import\"../Misc/precisionDate.js\";import\"../_/BbEdeXLR.js\";import\"../Materials/Textures/Loaders/textureLoaderManager.js\";i.AudioEngineFactory=(t,e,i)=>new AudioEngine(t,e,i);class AudioEngine{get audioContext(){this._audioContextInitialized||this._initializeAudioContext();return this._audioContext}\n/**\n     * Instantiates a new audio engine.\n     *\n     * There should be only one per page as some browsers restrict the number\n     * of audio contexts you can create.\n     * @param hostElement defines the host element where to display the mute icon if necessary\n     * @param audioContext defines the audio context to be used by the audio engine\n     * @param audioDestination defines the audio destination node to be used by audio engine\n     */constructor(e=null,i=null,o=null){this._audioContext=null;this._audioContextInitialized=false;this._muteButton=null;this._audioDestination=null;this.canUseWebAudio=false;this.WarnedWebAudioUnsupported=false;this.isMP3supported=false;this.isOGGsupported=false;this.unlocked=false;this.useCustomUnlockedButton=false;this.onAudioUnlockedObservable=new t;this.onAudioLockedObservable=new t;this._tryToRun=false;this._onResize=()=>{this._moveButtonToTopLeft()};if(!n())return;typeof window.AudioContext!==\"undefined\"&&(this.canUseWebAudio=true);const s=document.createElement(\"audio\");this._hostElement=e;this._audioContext=i;this._audioDestination=o;try{s&&!!s.canPlayType&&(s.canPlayType('audio/mpeg; codecs=\"mp3\"').replace(/^no$/,\"\")||s.canPlayType(\"audio/mp3\").replace(/^no$/,\"\"))&&(this.isMP3supported=true)}catch(t){}try{s&&!!s.canPlayType&&s.canPlayType('audio/ogg; codecs=\"vorbis\"').replace(/^no$/,\"\")&&(this.isOGGsupported=true)}catch(t){}}lock(){this._triggerSuspendedState()}unlock(){if(this._audioContext?.state!==\"running\")this._tryToRun?this._audioContext?.suspend().then((()=>{this._tryToRun=false;this._triggerRunningState()})):this._triggerRunningState();else{this._hideMuteButton();if(!this.unlocked){this.unlocked=true;this.onAudioUnlockedObservable.notifyObservers(this)}}}_resumeAudioContextOnStateChange(){this._audioContext?.addEventListener(\"statechange\",(()=>{this.unlocked&&this._audioContext?.state!==\"running\"&&this._resumeAudioContext()}),{once:true,passive:true,signal:AbortSignal.timeout(3e3)})}_resumeAudioContext(){return this._audioContext?.resume?this._audioContext.resume():Promise.resolve()}_initializeAudioContext(){try{if(this.canUseWebAudio){this._audioContext||(this._audioContext=new AudioContext);this.masterGain=this._audioContext.createGain();this.masterGain.gain.value=1;this._audioDestination||(this._audioDestination=this._audioContext.destination);this.masterGain.connect(this._audioDestination);this._audioContextInitialized=true;this._audioContext.state===\"running\"&&this._triggerRunningState()}}catch(t){this.canUseWebAudio=false;e.Error(\"Web Audio: \"+t.message)}}_triggerRunningState(){if(!this._tryToRun){this._tryToRun=true;this._resumeAudioContext().then((()=>{this._tryToRun=false;this._muteButton&&this._hideMuteButton();this.unlocked=true;this.onAudioUnlockedObservable.notifyObservers(this)})).catch((()=>{this._tryToRun=false;this.unlocked=false}))}}_triggerSuspendedState(){this.unlocked=false;this.onAudioLockedObservable.notifyObservers(this);this._displayMuteButton()}_displayMuteButton(){if(this.useCustomUnlockedButton||this._muteButton)return;this._muteButton=document.createElement(\"BUTTON\");this._muteButton.className=\"babylonUnmuteIcon\";this._muteButton.id=\"babylonUnmuteIconBtn\";this._muteButton.title=\"Unmute\";const t=window.SVGSVGElement?\"data:image/svg+xml;charset=UTF-8,%3Csvg%20version%3D%221.1%22%20xmlns%3D%22http%3A%2F%2Fwww.w3.org%2F2000%2Fsvg%22%20width%3D%2239%22%20height%3D%2232%22%20viewBox%3D%220%200%2039%2032%22%3E%3Cpath%20fill%3D%22white%22%20d%3D%22M9.625%2018.938l-0.031%200.016h-4.953q-0.016%200-0.031-0.016v-12.453q0-0.016%200.031-0.016h4.953q0.031%200%200.031%200.016v12.453zM12.125%207.688l8.719-8.703v27.453l-8.719-8.719-0.016-0.047v-9.938zM23.359%207.875l1.406-1.406%204.219%204.203%204.203-4.203%201.422%201.406-4.219%204.219%204.219%204.203-1.484%201.359-4.141-4.156-4.219%204.219-1.406-1.422%204.219-4.203z%22%3E%3C%2Fpath%3E%3C%2Fsvg%3E\":\"https://cdn.babylonjs.com/Assets/audio.png\";const e=\".babylonUnmuteIcon { position: absolute; left: 20px; top: 20px; height: 40px; width: 60px; background-color: rgba(51,51,51,0.7); background-image: url(\"+t+\");  background-size: 80%; background-repeat:no-repeat; background-position: center; background-position-y: 4px; border: none; outline: none; transition: transform 0.125s ease-out; cursor: pointer; z-index: 9999; } .babylonUnmuteIcon:hover { transform: scale(1.05) } .babylonUnmuteIcon:active { background-color: rgba(51,51,51,1) }\";const i=document.createElement(\"style\");i.appendChild(document.createTextNode(e));document.getElementsByTagName(\"head\")[0].appendChild(i);document.body.appendChild(this._muteButton);this._moveButtonToTopLeft();this._muteButton.addEventListener(\"touchend\",(()=>{this._triggerRunningState()}),true);this._muteButton.addEventListener(\"click\",(()=>{this.unlock()}),true);window.addEventListener(\"resize\",this._onResize)}_moveButtonToTopLeft(){if(this._hostElement&&this._muteButton){this._muteButton.style.top=this._hostElement.offsetTop+20+\"px\";this._muteButton.style.left=this._hostElement.offsetLeft+20+\"px\"}}_hideMuteButton(){if(this._muteButton){document.body.removeChild(this._muteButton);this._muteButton=null}}dispose(){if(this.canUseWebAudio&&this._audioContextInitialized){if(this._connectedAnalyser&&this._audioContext){this._connectedAnalyser.stopDebugCanvas();this._connectedAnalyser.dispose();this.masterGain.disconnect();this.masterGain.connect(this._audioContext.destination);this._connectedAnalyser=null}this.masterGain.gain.value=1}this.WarnedWebAudioUnsupported=false;this._hideMuteButton();window.removeEventListener(\"resize\",this._onResize);this.onAudioUnlockedObservable.clear();this.onAudioLockedObservable.clear();this._audioContext?.close();this._audioContext=null}\n/**\n     * Gets the global volume sets on the master gain.\n     * @returns the global volume if set or -1 otherwise\n     */getGlobalVolume(){return this.canUseWebAudio&&this._audioContextInitialized?this.masterGain.gain.value:-1}\n/**\n     * Sets the global volume of your experience (sets on the master gain).\n     * @param newVolume Defines the new global volume of the application\n     */setGlobalVolume(t){this.canUseWebAudio&&this._audioContextInitialized&&(this.masterGain.gain.value=t)}\n/**\n     * Connect the audio engine to an audio analyser allowing some amazing\n     * synchronization between the sounds/music and your visualization (VuMeter for instance).\n     * @see https://doc.babylonjs.com/features/featuresDeepDive/audio/playingSoundsMusic#using-the-analyser\n     * @param analyser The analyser to connect to the engine\n     */connectToAnalyser(t){this._connectedAnalyser&&this._connectedAnalyser.stopDebugCanvas();if(this.canUseWebAudio&&this._audioContextInitialized&&this._audioContext){this._connectedAnalyser=t;this.masterGain.disconnect();this._connectedAnalyser.connectAudioNodes(this.masterGain,this._audioContext.destination)}}}export{AudioEngine};\n//# sourceMappingURL=audioEngine.js.map\n","/* eslint-disable @typescript-eslint/naming-convention */\nfunction inlineScheduler(n,e,o){try{const r=n.next();r.done?e(r):r.value?r.value.then((()=>{r.value=void 0;e(r)}),o):e(r)}catch(n){o(n)}}function createYieldingScheduler(n=25){let e;return(o,r,u)=>{const t=performance.now();if(e===void 0||t-e>n){e=t;setTimeout((()=>{inlineScheduler(o,r,u)}),0)}else inlineScheduler(o,r,u)}}function runCoroutine(n,e,o,r,u){const resume=()=>{let t;const onStep=n=>{n.done?o(n.value):t===void 0?t=true:resume()};do{t=void 0;u&&u.aborted?r(new Error(\"Aborted\")):e(n,onStep,r);t===void 0&&(t=false)}while(t)};resume()}function runCoroutineSync(n,e){let o;runCoroutine(n,inlineScheduler,(n=>o=n),(n=>{throw n}),e);return o}function runCoroutineAsync(n,e,o){return new Promise(((r,u)=>{runCoroutine(n,e,r,u,o)}))}\n/**\n * Given a function that returns a Coroutine<T>, produce a function with the same parameters that returns a T.\n * The returned function runs the coroutine synchronously.\n * @param coroutineFactory A function that returns a Coroutine<T>.\n * @param abortSignal\n * @returns A function that runs the coroutine synchronously.\n * @internal\n */function makeSyncFunction(n,e){return(...o)=>runCoroutineSync(n(...o),e)}\n/**\n * Given a function that returns a Coroutine<T>, product a function with the same parameters that returns a Promise<T>.\n * The returned function runs the coroutine asynchronously, yield control of the execution context occasionally to enable a more responsive experience.\n * @param coroutineFactory A function that returns a Coroutine<T>.\n * @param scheduler\n * @param abortSignal\n * @returns A function that runs the coroutine asynchronously.\n * @internal\n */function makeAsyncFunction(n,e,o){return(...r)=>runCoroutineAsync(n(...r),e,o)}export{makeSyncFunction as a,runCoroutineAsync as b,createYieldingScheduler as c,runCoroutineSync as d,inlineScheduler as i,makeAsyncFunction as m,runCoroutine as r};\n//# sourceMappingURL=D34LYfzR.js.map\n","import{BuildArray as t}from\"../Misc/arrayTools.js\";import{Vector3 as o,Matrix as r}from\"../Maths/math.vector.js\";import{Epsilon as s}from\"../Maths/math.constants.js\";import\"../Misc/typeStore.js\";import\"../_/BjBO3Vqv.js\";import\"../Engines/engineStore.js\";import\"../Misc/observable.js\";import\"../_/BXd1Jdj1.js\";class BoundingBox{\n/**\n     * Creates a new bounding box\n     * @param min defines the minimum vector (in local space)\n     * @param max defines the maximum vector (in local space)\n     * @param worldMatrix defines the new world matrix\n     */\nconstructor(r,s,e){this.vectors=t(8,o.Zero);this.center=o.Zero();this.centerWorld=o.Zero();this.extendSize=o.Zero();this.extendSizeWorld=o.Zero();this.directions=t(3,o.Zero);this.vectorsWorld=t(8,o.Zero);this.minimumWorld=o.Zero();this.maximumWorld=o.Zero();this.minimum=o.Zero();this.maximum=o.Zero();this._drawWrapperFront=null;this._drawWrapperBack=null;this.reConstruct(r,s,e)}\n/**\n     * Recreates the entire bounding box from scratch as if we call the constructor in place\n     * @param min defines the new minimum vector (in local space)\n     * @param max defines the new maximum vector (in local space)\n     * @param worldMatrix defines the new world matrix\n     */\nreConstruct(t,o,s){const e=t.x,i=t.y,n=t.z,m=o.x,c=o.y,a=o.z;const l=this.vectors;this.minimum.copyFromFloats(e,i,n);this.maximum.copyFromFloats(m,c,a);l[0].copyFromFloats(e,i,n);l[1].copyFromFloats(m,c,a);l[2].copyFromFloats(m,i,n);l[3].copyFromFloats(e,c,n);l[4].copyFromFloats(e,i,a);l[5].copyFromFloats(m,c,n);l[6].copyFromFloats(e,c,a);l[7].copyFromFloats(m,i,a);o.addToRef(t,this.center).scaleInPlace(.5);o.subtractToRef(t,this.extendSize).scaleInPlace(.5);this._worldMatrix=s||r.IdentityReadOnly;this._update(this._worldMatrix)}\n/**\n     * Scale the current bounding box by applying a scale factor\n     * @param factor defines the scale factor to apply\n     * @returns the current bounding box\n     */scale(t){const o=BoundingBox._TmpVector3;const r=this.maximum.subtractToRef(this.minimum,o[0]);const s=r.length();r.normalizeFromLength(s);const e=s*t;const i=r.scaleInPlace(e*.5);const n=this.center.subtractToRef(i,o[1]);const m=this.center.addToRef(i,o[2]);this.reConstruct(n,m,this._worldMatrix);return this}\n/**\n     * Gets the world matrix of the bounding box\n     * @returns a matrix\n     */getWorldMatrix(){return this._worldMatrix}_update(t){const r=this.minimumWorld;const s=this.maximumWorld;const e=this.directions;const i=this.vectorsWorld;const n=this.vectors;if(t.isIdentity()){r.copyFrom(this.minimum);s.copyFrom(this.maximum);for(let t=0;t<8;++t)i[t].copyFrom(n[t]);this.extendSizeWorld.copyFrom(this.extendSize);this.centerWorld.copyFrom(this.center)}else{r.setAll(Number.MAX_VALUE);s.setAll(-Number.MAX_VALUE);for(let e=0;e<8;++e){const m=i[e];o.TransformCoordinatesToRef(n[e],t,m);r.minimizeInPlace(m);s.maximizeInPlace(m)}s.subtractToRef(r,this.extendSizeWorld).scaleInPlace(.5);s.addToRef(r,this.centerWorld).scaleInPlace(.5)}o.FromArrayToRef(t.m,0,e[0]);o.FromArrayToRef(t.m,4,e[1]);o.FromArrayToRef(t.m,8,e[2]);this._worldMatrix=t}\n/**\n     * Tests if the bounding box is intersecting the frustum planes\n     * @param frustumPlanes defines the frustum planes to test\n     * @returns true if there is an intersection\n     */isInFrustum(t){return BoundingBox.IsInFrustum(this.vectorsWorld,t)}\n/**\n     * Tests if the bounding box is entirely inside the frustum planes\n     * @param frustumPlanes defines the frustum planes to test\n     * @returns true if there is an inclusion\n     */isCompletelyInFrustum(t){return BoundingBox.IsCompletelyInFrustum(this.vectorsWorld,t)}\n/**\n     * Tests if a point is inside the bounding box\n     * @param point defines the point to test\n     * @returns true if the point is inside the bounding box\n     */intersectsPoint(t){const o=this.minimumWorld;const r=this.maximumWorld;const e=o.x,i=o.y,n=o.z,m=r.x,c=r.y,a=r.z;const l=t.x,u=t.y,d=t.z;const h=-s;return!(m-l<h||h>l-e)&&(!(c-u<h||h>u-i)&&!(a-d<h||h>d-n))}\n/**\n     * Tests if the bounding box intersects with a bounding sphere\n     * @param sphere defines the sphere to test\n     * @returns true if there is an intersection\n     */intersectsSphere(t){return BoundingBox.IntersectsSphere(this.minimumWorld,this.maximumWorld,t.centerWorld,t.radiusWorld)}\n/**\n     * Tests if the bounding box intersects with a box defined by a min and max vectors\n     * @param min defines the min vector to use\n     * @param max defines the max vector to use\n     * @returns true if there is an intersection\n     */intersectsMinMax(t,o){const r=this.minimumWorld;const s=this.maximumWorld;const e=r.x,i=r.y,n=r.z,m=s.x,c=s.y,a=s.z;const l=t.x,u=t.y,d=t.z,h=o.x,p=o.y,x=o.z;return!(m<l||e>h)&&(!(c<u||i>p)&&!(a<d||n>x))}dispose(){this._drawWrapperFront?.dispose();this._drawWrapperBack?.dispose()}\n/**\n     * Tests if two bounding boxes are intersections\n     * @param box0 defines the first box to test\n     * @param box1 defines the second box to test\n     * @returns true if there is an intersection\n     */\nstatic Intersects(t,o){return t.intersectsMinMax(o.minimumWorld,o.maximumWorld)}\n/**\n     * Tests if a bounding box defines by a min/max vectors intersects a sphere\n     * @param minPoint defines the minimum vector of the bounding box\n     * @param maxPoint defines the maximum vector of the bounding box\n     * @param sphereCenter defines the sphere center\n     * @param sphereRadius defines the sphere radius\n     * @returns true if there is an intersection\n     */static IntersectsSphere(t,r,s,e){const i=BoundingBox._TmpVector3[0];o.ClampToRef(s,t,r,i);const n=o.DistanceSquared(s,i);return n<=e*e}\n/**\n     * Tests if a bounding box defined with 8 vectors is entirely inside frustum planes\n     * @param boundingVectors defines an array of 8 vectors representing a bounding box\n     * @param frustumPlanes defines the frustum planes to test\n     * @returns true if there is an inclusion\n     */static IsCompletelyInFrustum(t,o){for(let r=0;r<6;++r){const s=o[r];for(let o=0;o<8;++o)if(s.dotCoordinate(t[o])<0)return false}return true}\n/**\n     * Tests if a bounding box defined with 8 vectors intersects frustum planes\n     * @param boundingVectors defines an array of 8 vectors representing a bounding box\n     * @param frustumPlanes defines the frustum planes to test\n     * @returns true if there is an intersection\n     */static IsInFrustum(t,o){for(let r=0;r<6;++r){let s=true;const e=o[r];for(let o=0;o<8;++o)if(e.dotCoordinate(t[o])>=0){s=false;break}if(s)return false}return true}}BoundingBox._TmpVector3=t(3,o.Zero);export{BoundingBox};\n//# sourceMappingURL=boundingBox.js.map\n","import{BuildArray as t}from\"../Misc/arrayTools.js\";import{Vector3 as r,Matrix as e}from\"../Maths/math.vector.js\";import\"../Maths/math.constants.js\";import\"../Misc/typeStore.js\";import\"../_/BjBO3Vqv.js\";import\"../Engines/engineStore.js\";import\"../Misc/observable.js\";import\"../_/BXd1Jdj1.js\";class BoundingSphere{\n/**\n     * Creates a new bounding sphere\n     * @param min defines the minimum vector (in local space)\n     * @param max defines the maximum vector (in local space)\n     * @param worldMatrix defines the new world matrix\n     */\nconstructor(t,e,s){this.center=r.Zero();this.centerWorld=r.Zero();this.minimum=r.Zero();this.maximum=r.Zero();this.reConstruct(t,e,s)}\n/**\n     * Recreates the entire bounding sphere from scratch as if we call the constructor in place\n     * @param min defines the new minimum vector (in local space)\n     * @param max defines the new maximum vector (in local space)\n     * @param worldMatrix defines the new world matrix\n     */reConstruct(t,s,o){this.minimum.copyFrom(t);this.maximum.copyFrom(s);const i=r.Distance(t,s);s.addToRef(t,this.center).scaleInPlace(.5);this.radius=i*.5;this._update(o||e.IdentityReadOnly)}\n/**\n     * Scale the current bounding sphere by applying a scale factor\n     * @param factor defines the scale factor to apply\n     * @returns the current bounding box\n     */scale(t){const r=this.radius*t;const e=BoundingSphere._TmpVector3;const s=e[0].setAll(r);const o=this.center.subtractToRef(s,e[1]);const i=this.center.addToRef(s,e[2]);this.reConstruct(o,i,this._worldMatrix);return this}\n/**\n     * Gets the world matrix of the bounding box\n     * @returns a matrix\n     */getWorldMatrix(){return this._worldMatrix}_update(t){if(t.isIdentity()){this.centerWorld.copyFrom(this.center);this.radiusWorld=this.radius}else{r.TransformCoordinatesToRef(this.center,t,this.centerWorld);const e=BoundingSphere._TmpVector3[0];r.TransformNormalFromFloatsToRef(1,1,1,t,e);this.radiusWorld=Math.max(Math.abs(e.x),Math.abs(e.y),Math.abs(e.z))*this.radius}}\n/**\n     * Tests if the bounding sphere is intersecting the frustum planes\n     * @param frustumPlanes defines the frustum planes to test\n     * @returns true if there is an intersection\n     */isInFrustum(t){const r=this.centerWorld;const e=this.radiusWorld;for(let s=0;s<6;s++)if(t[s].dotCoordinate(r)<=-e)return false;return true}\n/**\n     * Tests if the bounding sphere center is in between the frustum planes.\n     * Used for optimistic fast inclusion.\n     * @param frustumPlanes defines the frustum planes to test\n     * @returns true if the sphere center is in between the frustum planes\n     */isCenterInFrustum(t){const r=this.centerWorld;for(let e=0;e<6;e++)if(t[e].dotCoordinate(r)<0)return false;return true}\n/**\n     * Tests if a point is inside the bounding sphere\n     * @param point defines the point to test\n     * @returns true if the point is inside the bounding sphere\n     */intersectsPoint(t){const e=r.DistanceSquared(this.centerWorld,t);return!(this.radiusWorld*this.radiusWorld<e)}\n/**\n     * Checks if two sphere intersect\n     * @param sphere0 sphere 0\n     * @param sphere1 sphere 1\n     * @returns true if the spheres intersect\n     */\nstatic Intersects(t,e){const s=r.DistanceSquared(t.centerWorld,e.centerWorld);const o=t.radiusWorld+e.radiusWorld;return!(o*o<s)}\n/**\n     * Creates a sphere from a center and a radius\n     * @param center The center\n     * @param radius radius\n     * @param matrix Optional worldMatrix\n     * @returns The sphere\n     */static CreateFromCenterAndRadius(t,r,s){this._TmpVector3[0].copyFrom(t);this._TmpVector3[1].copyFromFloats(0,0,r);this._TmpVector3[2].copyFrom(t);this._TmpVector3[0].addInPlace(this._TmpVector3[1]);this._TmpVector3[2].subtractInPlace(this._TmpVector3[1]);const o=new BoundingSphere(this._TmpVector3[0],this._TmpVector3[2]);o._worldMatrix=s||e.Identity();return o}}BoundingSphere._TmpVector3=t(3,r.Zero);export{BoundingSphere};\n//# sourceMappingURL=boundingSphere.js.map\n","import{BuildArray as n}from\"../Misc/arrayTools.js\";import{Vector3 as i,TmpVectors as t}from\"../Maths/math.vector.js\";import{BoundingBox as o}from\"./boundingBox.js\";import{BoundingSphere as s}from\"./boundingSphere.js\";import\"../Maths/math.constants.js\";import\"../Misc/typeStore.js\";import\"../_/BjBO3Vqv.js\";import\"../Engines/engineStore.js\";import\"../Misc/observable.js\";import\"../_/BXd1Jdj1.js\";const e={min:0,max:0};const r={min:0,max:0};const computeBoxExtents=(n,t,o)=>{const s=i.Dot(t.centerWorld,n);const e=Math.abs(i.Dot(t.directions[0],n))*t.extendSize.x;const r=Math.abs(i.Dot(t.directions[1],n))*t.extendSize.y;const u=Math.abs(i.Dot(t.directions[2],n))*t.extendSize.z;const d=e+r+u;o.min=s-d;o.max=s+d};const axisOverlap=(n,i,t)=>{computeBoxExtents(n,i,e);computeBoxExtents(n,t,r);return!(e.min>r.max||r.min>e.max)};class BoundingInfo{\n/**\n     * Constructs bounding info\n     * @param minimum min vector of the bounding box/sphere\n     * @param maximum max vector of the bounding box/sphere\n     * @param worldMatrix defines the new world matrix\n     */\nconstructor(n,i,t){this._isLocked=false;this.boundingBox=new o(n,i,t);this.boundingSphere=new s(n,i,t)}\n/**\n     * Recreates the entire bounding info from scratch as if we call the constructor in place\n     * @param min defines the new minimum vector (in local space)\n     * @param max defines the new maximum vector (in local space)\n     * @param worldMatrix defines the new world matrix\n     */reConstruct(n,i,t){this.boundingBox.reConstruct(n,i,t);this.boundingSphere.reConstruct(n,i,t)}get minimum(){return this.boundingBox.minimum}get maximum(){return this.boundingBox.maximum}get isLocked(){return this._isLocked}set isLocked(n){this._isLocked=n}\n/**\n     * Updates the bounding sphere and box\n     * @param world world matrix to be used to update\n     */\nupdate(n){if(!this._isLocked){this.boundingBox._update(n);this.boundingSphere._update(n)}}\n/**\n     * Recreate the bounding info to be centered around a specific point given a specific extend.\n     * @param center New center of the bounding info\n     * @param extend New extend of the bounding info\n     * @returns the current bounding info\n     */centerOn(n,i){const t=BoundingInfo._TmpVector3[0].copyFrom(n).subtractInPlace(i);const o=BoundingInfo._TmpVector3[1].copyFrom(n).addInPlace(i);this.boundingBox.reConstruct(t,o,this.boundingBox.getWorldMatrix());this.boundingSphere.reConstruct(t,o,this.boundingBox.getWorldMatrix());return this}\n/**\n     * Grows the bounding info to include the given point.\n     * @param point The point that will be included in the current bounding info (in local space)\n     * @returns the current bounding info\n     */encapsulate(n){const t=i.Minimize(this.minimum,n);const o=i.Maximize(this.maximum,n);this.reConstruct(t,o,this.boundingBox.getWorldMatrix());return this}\n/**\n     * Grows the bounding info to encapsulate the given bounding info.\n     * @param toEncapsulate The bounding info that will be encapsulated in the current bounding info\n     * @returns the current bounding info\n     */encapsulateBoundingInfo(n){const o=t.Matrix[0];this.boundingBox.getWorldMatrix().invertToRef(o);const s=t.Vector3[0];i.TransformCoordinatesToRef(n.boundingBox.minimumWorld,o,s);this.encapsulate(s);i.TransformCoordinatesToRef(n.boundingBox.maximumWorld,o,s);this.encapsulate(s);return this}\n/**\n     * Scale the current bounding info by applying a scale factor\n     * @param factor defines the scale factor to apply\n     * @returns the current bounding info\n     */scale(n){this.boundingBox.scale(n);this.boundingSphere.scale(n);return this}\n/**\n     * Returns `true` if the bounding info is within the frustum defined by the passed array of planes.\n     * @param frustumPlanes defines the frustum to test\n     * @param strategy defines the strategy to use for the culling (default is BABYLON.AbstractMesh.CULLINGSTRATEGY_STANDARD)\n     * The different strategies available are:\n     * * BABYLON.AbstractMesh.CULLINGSTRATEGY_STANDARD most accurate but slower @see https://doc.babylonjs.com/typedoc/classes/BABYLON.AbstractMesh#CULLINGSTRATEGY_STANDARD\n     * * BABYLON.AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY faster but less accurate @see https://doc.babylonjs.com/typedoc/classes/BABYLON.AbstractMesh#CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY\n     * * BABYLON.AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION can be faster if always visible @see https://doc.babylonjs.com/typedoc/classes/BABYLON.AbstractMesh#CULLINGSTRATEGY_OPTIMISTIC_INCLUSION\n     * * BABYLON.AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY can be faster if always visible @see https://doc.babylonjs.com/typedoc/classes/BABYLON.AbstractMesh#CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY\n     * @returns true if the bounding info is in the frustum planes\n     */isInFrustum(n,i=0){const t=i===2||i===3;if(t&&this.boundingSphere.isCenterInFrustum(n))return true;if(!this.boundingSphere.isInFrustum(n))return false;const o=i===1||i===3;return!!o||this.boundingBox.isInFrustum(n)}get diagonalLength(){const n=this.boundingBox;const i=n.maximumWorld.subtractToRef(n.minimumWorld,BoundingInfo._TmpVector3[0]);return i.length()}\n/**\n     * Checks if a cullable object (mesh...) is in the camera frustum\n     * Unlike isInFrustum this checks the full bounding box\n     * @param frustumPlanes Camera near/planes\n     * @returns true if the object is in frustum otherwise false\n     */isCompletelyInFrustum(n){return this.boundingBox.isCompletelyInFrustum(n)}_checkCollision(n){return n._canDoCollision(this.boundingSphere.centerWorld,this.boundingSphere.radiusWorld,this.boundingBox.minimumWorld,this.boundingBox.maximumWorld)}\n/**\n     * Checks if a point is inside the bounding box and bounding sphere or the mesh\n     * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/interactions/mesh_intersect\n     * @param point the point to check intersection with\n     * @returns if the point intersects\n     */intersectsPoint(n){return!!this.boundingSphere.centerWorld&&(!!this.boundingSphere.intersectsPoint(n)&&!!this.boundingBox.intersectsPoint(n))}\n/**\n     * Checks if another bounding info intersects the bounding box and bounding sphere or the mesh\n     * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/interactions/mesh_intersect\n     * @param boundingInfo the bounding info to check intersection with\n     * @param precise if the intersection should be done using OBB\n     * @returns if the bounding info intersects\n     */intersects(n,t){if(!s.Intersects(this.boundingSphere,n.boundingSphere))return false;if(!o.Intersects(this.boundingBox,n.boundingBox))return false;if(!t)return true;const e=this.boundingBox;const r=n.boundingBox;return!!axisOverlap(e.directions[0],e,r)&&(!!axisOverlap(e.directions[1],e,r)&&(!!axisOverlap(e.directions[2],e,r)&&(!!axisOverlap(r.directions[0],e,r)&&(!!axisOverlap(r.directions[1],e,r)&&(!!axisOverlap(r.directions[2],e,r)&&(!!axisOverlap(i.Cross(e.directions[0],r.directions[0]),e,r)&&(!!axisOverlap(i.Cross(e.directions[0],r.directions[1]),e,r)&&(!!axisOverlap(i.Cross(e.directions[0],r.directions[2]),e,r)&&(!!axisOverlap(i.Cross(e.directions[1],r.directions[0]),e,r)&&(!!axisOverlap(i.Cross(e.directions[1],r.directions[1]),e,r)&&(!!axisOverlap(i.Cross(e.directions[1],r.directions[2]),e,r)&&(!!axisOverlap(i.Cross(e.directions[2],r.directions[0]),e,r)&&(!!axisOverlap(i.Cross(e.directions[2],r.directions[1]),e,r)&&!!axisOverlap(i.Cross(e.directions[2],r.directions[2]),e,r))))))))))))))}}BoundingInfo._TmpVector3=n(2,i.Zero);export{BoundingInfo};\n//# sourceMappingURL=boundingInfo.js.map\n","import{__decorate as t}from\"../tslib.es6.js\";import{Vector3 as n}from\"../Maths/math.vector.js\";import{nativeOverride as e}from\"../Misc/decorators.js\";class MathHelpers{static extractMinAndMaxIndexed(t,n,e,r,a,s){for(let o=e;o<e+r;o++){const e=n[o]*3;const r=t[e];const c=t[e+1];const x=t[e+2];a.minimizeInPlaceFromFloats(r,c,x);s.maximizeInPlaceFromFloats(r,c,x)}}static extractMinAndMax(t,n,e,r,a,s){for(let o=n,c=n*r;o<n+e;o++,c+=r){const n=t[c];const e=t[c+1];const r=t[c+2];a.minimizeInPlaceFromFloats(n,e,r);s.maximizeInPlaceFromFloats(n,e,r)}}}t([e.filter(((...[t,n])=>!Array.isArray(t)&&!Array.isArray(n)))],MathHelpers,\"extractMinAndMaxIndexed\",null);t([e.filter(((...[t])=>!Array.isArray(t)))],MathHelpers,\"extractMinAndMax\",null);\n/**\n * Extracts minimum and maximum values from a list of indexed positions\n * @param positions defines the positions to use\n * @param indices defines the indices to the positions\n * @param indexStart defines the start index\n * @param indexCount defines the end index\n * @param bias defines bias value to add to the result\n * @returns minimum and maximum values\n */function extractMinAndMaxIndexed(t,e,r,a,s=null){const o=new n(Number.MAX_VALUE,Number.MAX_VALUE,Number.MAX_VALUE);const c=new n(-Number.MAX_VALUE,-Number.MAX_VALUE,-Number.MAX_VALUE);MathHelpers.extractMinAndMaxIndexed(t,e,r,a,o,c);if(s){o.x-=o.x*s.x+s.y;o.y-=o.y*s.x+s.y;o.z-=o.z*s.x+s.y;c.x+=c.x*s.x+s.y;c.y+=c.y*s.x+s.y;c.z+=c.z*s.x+s.y}return{minimum:o,maximum:c}}\n/**\n * Extracts minimum and maximum values from a list of positions\n * @param positions defines the positions to use\n * @param start defines the start index in the positions array\n * @param count defines the number of positions to handle\n * @param bias defines bias value to add to the result\n * @param stride defines the stride size to use (distance between two positions in the positions array)\n * @returns minimum and maximum values\n */function extractMinAndMax(t,e,r,a=null,s){const o=new n(Number.MAX_VALUE,Number.MAX_VALUE,Number.MAX_VALUE);const c=new n(-Number.MAX_VALUE,-Number.MAX_VALUE,-Number.MAX_VALUE);s||(s=3);MathHelpers.extractMinAndMax(t,e,r,s,o,c);if(a){o.x-=o.x*a.x+a.y;o.y-=o.y*a.x+a.y;o.z-=o.z*a.x+a.y;c.x+=c.x*a.x+a.y;c.y+=c.y*a.x+a.y;c.z+=c.z*a.x+a.y}return{minimum:o,maximum:c}}\n/**\n * Flip flipped faces\n * @param positions defines the positions to use\n * @param indices defines the indices to use and update\n */function FixFlippedFaces(t,e){const r=extractMinAndMax(t,0,t.length/3);const a=r.maximum.subtract(r.minimum).scale(.5).add(r.minimum);const s=new n;const o=new n;const c=new n;const x=new n;const m=new n;const i=new n;const A=new n;for(let r=0;r<e.length;r+=3){const M=e[r];const l=e[r+1];const u=e[r+2];s.fromArray(t,M*3);o.fromArray(t,l*3);c.fromArray(t,u*3);o.subtractToRef(s,x);c.subtractToRef(s,m);n.CrossToRef(x,m,i);i.normalize();const y=s.x+o.x+c.x;const d=s.y+o.y+c.y;const f=s.z+o.z+c.z;A.set(y/3,d/3,f/3);A.subtractInPlace(a);A.normalize();if(n.Dot(i,A)>=0){e[r]=u;e[r+2]=M}}}export{FixFlippedFaces as F,extractMinAndMaxIndexed as a,extractMinAndMax as e};\n//# sourceMappingURL=B8Hr9e10.js.map\n","import{VertexBuffer as e}from\"../Buffers/buffer.js\";import{IntersectionInfo as t}from\"../Collisions/intersectionInfo.js\";import{BoundingInfo as i}from\"../Culling/boundingInfo.js\";import{a as s}from\"../_/B8Hr9e10.js\";import{DrawWrapper as n}from\"../Materials/drawWrapper.js\";import\"../_/BDtJaKhy.js\";import\"../Misc/logger.js\";import\"../Buffers/bufferUtils.js\";import\"../Misc/arrayTools.js\";import\"../Maths/math.vector.js\";import\"../Maths/math.constants.js\";import\"../Misc/typeStore.js\";import\"../_/BjBO3Vqv.js\";import\"../Engines/engineStore.js\";import\"../Misc/observable.js\";import\"../_/BXd1Jdj1.js\";import\"../Culling/boundingBox.js\";import\"../Culling/boundingSphere.js\";import\"../tslib.es6.js\";import\"../Misc/decorators.js\";import\"../_/SxHYZ7_O.js\";import\"../Misc/timingTools.js\";class SubMesh{get materialDefines(){return this._mainDrawWrapperOverride?this._mainDrawWrapperOverride.defines:this._getDrawWrapper()?.defines}set materialDefines(e){const t=this._mainDrawWrapperOverride??this._getDrawWrapper(void 0,true);t.defines=e}_getDrawWrapper(e,t=false){e=e??this._engine.currentRenderPassId;let i=this._drawWrappers[e];!i&&t&&(this._drawWrappers[e]=i=new n(this._mesh.getScene().getEngine()));return i}_removeDrawWrapper(e,t=true,i=false){t&&this._drawWrappers[e]?.dispose(i);this._drawWrappers[e]=void 0}get effect(){return this._mainDrawWrapperOverride?this._mainDrawWrapperOverride.effect:this._getDrawWrapper()?.effect??null}get _drawWrapper(){return this._mainDrawWrapperOverride??this._getDrawWrapper(void 0,true)}get _drawWrapperOverride(){return this._mainDrawWrapperOverride}_setMainDrawWrapperOverride(e){this._mainDrawWrapperOverride=e}\n/**\n     * Sets associated effect (effect used to render this submesh)\n     * @param effect defines the effect to associate with\n     * @param defines defines the set of defines used to compile this effect\n     * @param materialContext material context associated to the effect\n     * @param resetContext true to reset the draw context\n     */setEffect(e,t=null,i,s=true){const n=this._drawWrapper;n.setEffect(e,t,s);i!==void 0&&(n.materialContext=i);if(!e){n.defines=null;n.materialContext=void 0}}\n/**\n     * Resets the draw wrappers cache\n     * @param passId If provided, releases only the draw wrapper corresponding to this render pass id\n     * @param immediate If true, the draw wrapper will dispose the effect immediately (false by default)\n     */resetDrawCache(e,t=false){if(this._drawWrappers){if(e!==void 0){this._removeDrawWrapper(e,true,t);return}for(const e of this._drawWrappers)e?.dispose(t)}this._drawWrappers=[]}\n/**\n     * Add a new submesh to a mesh\n     * @param materialIndex defines the material index to use\n     * @param verticesStart defines vertex index start\n     * @param verticesCount defines vertices count\n     * @param indexStart defines index start\n     * @param indexCount defines indices count\n     * @param mesh defines the parent mesh\n     * @param renderingMesh defines an optional rendering mesh\n     * @param createBoundingBox defines if bounding box should be created for this submesh\n     * @returns the new submesh\n     */static AddToMesh(e,t,i,s,n,r,a,h=true){return new SubMesh(e,t,i,s,n,r,a,h)}\n/**\n     * Creates a new submesh\n     * @param materialIndex defines the material index to use\n     * @param verticesStart defines vertex index start\n     * @param verticesCount defines vertices count\n     * @param indexStart defines index start\n     * @param indexCount defines indices count\n     * @param mesh defines the parent mesh\n     * @param renderingMesh defines an optional rendering mesh\n     * @param createBoundingBox defines if bounding box should be created for this submesh\n     * @param addToMesh defines a boolean indicating that the submesh must be added to the mesh.subMeshes array (true by default)\n     */constructor(e,t,i,s,n,r,a,h=true,o=true){this.materialIndex=e;this.verticesStart=t;this.verticesCount=i;this.indexStart=s;this.indexCount=n;this._mainDrawWrapperOverride=null;this._linesIndexCount=0;this._linesIndexBuffer=null;this._lastColliderWorldVertices=null;this._lastColliderTransformMatrix=null;this._wasDispatched=false;this._renderId=0;this._alphaIndex=0;this._distanceToCamera=0;this._currentMaterial=null;this._mesh=r;this._renderingMesh=a||r;o&&r.subMeshes.push(this);this._engine=this._mesh.getScene().getEngine();this.resetDrawCache();this._trianglePlanes=[];this._id=r.subMeshes.length-1;if(h){this.refreshBoundingInfo();r.computeWorldMatrix(true)}}get IsGlobal(){return this.verticesStart===0&&this.verticesCount===this._mesh.getTotalVertices()&&this.indexStart===0&&this.indexCount===this._mesh.getTotalIndices()}\n/**\n     * Returns the submesh BoundingInfo object\n     * @returns current bounding info (or mesh's one if the submesh is global)\n     */getBoundingInfo(){return this.IsGlobal||this._mesh.hasThinInstances?this._mesh.getBoundingInfo():this._boundingInfo}\n/**\n     * Sets the submesh BoundingInfo\n     * @param boundingInfo defines the new bounding info to use\n     * @returns the SubMesh\n     */setBoundingInfo(e){this._boundingInfo=e;return this}\n/**\n     * Returns the mesh of the current submesh\n     * @returns the parent mesh\n     */getMesh(){return this._mesh}\n/**\n     * Returns the rendering mesh of the submesh\n     * @returns the rendering mesh (could be different from parent mesh)\n     */getRenderingMesh(){return this._renderingMesh}\n/**\n     * Returns the replacement mesh of the submesh\n     * @returns the replacement mesh (could be different from parent mesh)\n     */getReplacementMesh(){return this._mesh._internalAbstractMeshDataInfo._actAsRegularMesh?this._mesh:null}\n/**\n     * Returns the effective mesh of the submesh\n     * @returns the effective mesh (could be different from parent mesh)\n     */getEffectiveMesh(){const e=this._mesh._internalAbstractMeshDataInfo._actAsRegularMesh?this._mesh:null;return e||this._renderingMesh}\n/**\n     * Returns the submesh material\n     * @param getDefaultMaterial Defines whether or not to get the default material if nothing has been defined.\n     * @returns null or the current material\n     */getMaterial(e=true){const t=this._renderingMesh.getMaterialForRenderPass(this._engine.currentRenderPassId)??this._renderingMesh.material;if(!t)return e&&this._mesh.getScene()._hasDefaultMaterial?this._mesh.getScene().defaultMaterial:null;if(this._isMultiMaterial(t)){const e=t.getSubMaterial(this.materialIndex);if(this._currentMaterial!==e){this._currentMaterial=e;this.resetDrawCache()}return e}return t}_isMultiMaterial(e){return e.getSubMaterial!==void 0}\n/**\n     * Sets a new updated BoundingInfo object to the submesh\n     * @param data defines an optional position array to use to determine the bounding info\n     * @returns the SubMesh\n     */\nrefreshBoundingInfo(t=null){this._lastColliderWorldVertices=null;if(this.IsGlobal||!this._renderingMesh||!this._renderingMesh.geometry)return this;t||(t=this._renderingMesh.getVerticesData(e.PositionKind));if(!t){this._boundingInfo=this._mesh.getBoundingInfo();return this}const n=this._renderingMesh.getIndices();let r;if(this.indexStart===0&&this.indexCount===n.length){const e=this._renderingMesh.getBoundingInfo();r={minimum:e.minimum.clone(),maximum:e.maximum.clone()}}else r=s(t,n,this.indexStart,this.indexCount,this._renderingMesh.geometry.boundingBias);this._boundingInfo?this._boundingInfo.reConstruct(r.minimum,r.maximum):this._boundingInfo=new i(r.minimum,r.maximum);return this}_checkCollision(e){const t=this.getBoundingInfo();return t._checkCollision(e)}\n/**\n     * Updates the submesh BoundingInfo\n     * @param world defines the world matrix to use to update the bounding info\n     * @returns the submesh\n     */updateBoundingInfo(e){let t=this.getBoundingInfo();if(!t){this.refreshBoundingInfo();t=this.getBoundingInfo()}t&&t.update(e);return this}\n/**\n     * True is the submesh bounding box intersects the frustum defined by the passed array of planes.\n     * @param frustumPlanes defines the frustum planes\n     * @returns true if the submesh is intersecting with the frustum\n     */isInFrustum(e){const t=this.getBoundingInfo();return!!t&&t.isInFrustum(e,this._mesh.cullingStrategy)}\n/**\n     * True is the submesh bounding box is completely inside the frustum defined by the passed array of planes\n     * @param frustumPlanes defines the frustum planes\n     * @returns true if the submesh is inside the frustum\n     */isCompletelyInFrustum(e){const t=this.getBoundingInfo();return!!t&&t.isCompletelyInFrustum(e)}\n/**\n     * Renders the submesh\n     * @param enableAlphaMode defines if alpha needs to be used\n     * @returns the submesh\n     */render(e){this._renderingMesh.render(this,e,this._mesh._internalAbstractMeshDataInfo._actAsRegularMesh?this._mesh:void 0);return this}_getLinesIndexBuffer(e,t){if(!this._linesIndexBuffer){const i=Math.floor(this.indexCount/3)*6;const s=this.verticesStart+this.verticesCount>65535;const n=s?new Uint32Array(i):new Uint16Array(i);let r=0;if(e.length===0)for(let e=this.indexStart;e<this.indexStart+this.indexCount;e+=3){n[r++]=e;n[r++]=e+1;n[r++]=e+1;n[r++]=e+2;n[r++]=e+2;n[r++]=e}else for(let t=this.indexStart;t<this.indexStart+this.indexCount;t+=3){n[r++]=e[t];n[r++]=e[t+1];n[r++]=e[t+1];n[r++]=e[t+2];n[r++]=e[t+2];n[r++]=e[t]}this._linesIndexBuffer=t.createIndexBuffer(n);this._linesIndexCount=n.length}return this._linesIndexBuffer}\n/**\n     * Checks if the submesh intersects with a ray\n     * @param ray defines the ray to test\n     * @returns true is the passed ray intersects the submesh bounding box\n     */canIntersects(e){const t=this.getBoundingInfo();return!!t&&e.intersectsBox(t.boundingBox)}\n/**\n     * Intersects current submesh with a ray\n     * @param ray defines the ray to test\n     * @param positions defines mesh's positions array\n     * @param indices defines mesh's indices array\n     * @param fastCheck defines if the first intersection will be used (and not the closest)\n     * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected\n     * @returns intersection info or null if no intersection\n     */intersects(e,t,i,s,n){const r=this.getMaterial();if(!r)return null;let a=3;let h=false;switch(r.fillMode){case 3:case 5:case 6:case 8:return null;case 7:a=1;h=true;break;default:break}return r.fillMode===4?i.length?this._intersectLines(e,t,i,this._mesh.intersectionThreshold,s):this._intersectUnIndexedLines(e,t,i,this._mesh.intersectionThreshold,s):!i.length&&this._mesh._unIndexed?this._intersectUnIndexedTriangles(e,t,i,s,n):this._intersectTriangles(e,t,i,a,h,s,n)}_intersectLines(e,i,s,n,r){let a=null;for(let h=this.indexStart;h<this.indexStart+this.indexCount;h+=2){const o=i[s[h]];const u=i[s[h+1]];const l=e.intersectionSegment(o,u,n);if(!(l<0)&&(r||!a||l<a.distance)){a=new t(null,null,l);a.faceId=h/2;if(r)break}}return a}_intersectUnIndexedLines(e,i,s,n,r){let a=null;for(let s=this.verticesStart;s<this.verticesStart+this.verticesCount;s+=2){const h=i[s];const o=i[s+1];const u=e.intersectionSegment(h,o,n);if(!(u<0)&&(r||!a||u<a.distance)){a=new t(null,null,u);a.faceId=s/2;if(r)break}}return a}_intersectTriangles(e,t,i,s,n,r,a){let h=null;let o=-1;for(let u=this.indexStart;u<this.indexStart+this.indexCount-(3-s);u+=s){o++;const s=i[u];const l=i[u+1];const d=i[u+2];if(n&&d===4294967295){u+=2;continue}const c=t[s];const f=t[l];const _=t[d];if(!c||!f||!_)continue;if(a&&!a(c,f,_,e,s,l,d))continue;const g=e.intersectsTriangle(c,f,_);if(g){if(g.distance<0)continue;if(r||!h||g.distance<h.distance){h=g;h.faceId=o;if(r)break}}}return h}_intersectUnIndexedTriangles(e,t,i,s,n){let r=null;for(let i=this.verticesStart;i<this.verticesStart+this.verticesCount;i+=3){const a=t[i];const h=t[i+1];const o=t[i+2];if(n&&!n(a,h,o,e,-1,-1,-1))continue;const u=e.intersectsTriangle(a,h,o);if(u){if(u.distance<0)continue;if(s||!r||u.distance<r.distance){r=u;r.faceId=i/3;if(s)break}}}return r}_rebuild(){this._linesIndexBuffer&&(this._linesIndexBuffer=null)}\n/**\n     * Creates a new submesh from the passed mesh\n     * @param newMesh defines the new hosting mesh\n     * @param newRenderingMesh defines an optional rendering mesh\n     * @returns the new submesh\n     */\nclone(e,t){const s=new SubMesh(this.materialIndex,this.verticesStart,this.verticesCount,this.indexStart,this.indexCount,e,t,false);if(!this.IsGlobal){const e=this.getBoundingInfo();if(!e)return s;s._boundingInfo=new i(e.minimum,e.maximum)}return s}\n/**\n     * Release associated resources\n     * @param immediate If true, the effect will be disposed immediately (false by default)\n     */\ndispose(e=false){if(this._linesIndexBuffer){this._mesh.getScene().getEngine()._releaseBuffer(this._linesIndexBuffer);this._linesIndexBuffer=null}const t=this._mesh.subMeshes.indexOf(this);this._mesh.subMeshes.splice(t,1);this.resetDrawCache(void 0,e)}\n/**\n     * Gets the class name\n     * @returns the string \"SubMesh\".\n     */getClassName(){return\"SubMesh\"}\n/**\n     * Creates a new submesh from indices data\n     * @param materialIndex the index of the main mesh material\n     * @param startIndex the index where to start the copy in the mesh indices array\n     * @param indexCount the number of indices to copy then from the startIndex\n     * @param mesh the main mesh to create the submesh from\n     * @param renderingMesh the optional rendering mesh\n     * @param createBoundingBox defines if bounding box should be created for this submesh\n     * @returns a new submesh\n     */\nstatic CreateFromIndices(e,t,i,s,n,r=true){let a=Number.MAX_VALUE;let h=-Number.MAX_VALUE;const o=n||s;const u=o.getIndices();for(let e=t;e<t+i;e++){const t=u[e];t<a&&(a=t);t>h&&(h=t)}return new SubMesh(e,a,h-a+1,t,i,s,n,r)}}export{SubMesh};\n//# sourceMappingURL=subMesh.js.map\n","import{__decorate as t}from\"../tslib.es6.js\";import{TmpVectors as e,Vector3 as s,Vector4 as i}from\"../Maths/math.vector.js\";import{VertexBuffer as r}from\"../Buffers/buffer.js\";import{_ as a}from\"../_/CY5CD3a_.js\";import{Color4 as n}from\"../Maths/math.color.js\";import{Logger as o}from\"../Misc/logger.js\";import{nativeOverride as c}from\"../Misc/decorators.js\";import{a as h,d as l}from\"../_/D34LYfzR.js\";import{RuntimeError as m,ErrorCodes as d}from\"../Misc/error.js\";import{SubMesh as u}from\"./subMesh.js\";import\"../Maths/math.constants.js\";import\"../Misc/arrayTools.js\";import\"../Misc/typeStore.js\";import\"../_/BjBO3Vqv.js\";import\"../Engines/engineStore.js\";import\"../Misc/observable.js\";import\"../_/BXd1Jdj1.js\";import\"../_/BDtJaKhy.js\";import\"../Buffers/bufferUtils.js\";import\"../_/SxHYZ7_O.js\";import\"../Collisions/intersectionInfo.js\";import\"../Culling/boundingInfo.js\";import\"../Culling/boundingBox.js\";import\"../Culling/boundingSphere.js\";import\"../_/B8Hr9e10.js\";import\"../Materials/drawWrapper.js\";import\"../Misc/timingTools.js\";class VertexDataMaterialInfo{}class VertexData{constructor(){this.uniqueId=0;this.metadata={};this._applyTo=h(this._applyToCoroutine.bind(this));this.uniqueId=VertexData._UniqueIDGenerator;VertexData._UniqueIDGenerator++}\n/**\n     * Uses the passed data array to set the set the values for the specified kind of data\n     * @param data a linear array of floating numbers\n     * @param kind the type of data that is being set, eg positions, colors etc\n     */set(t,e){t.length||o.Warn(`Setting vertex data kind '${e}' with an empty array`);switch(e){case r.PositionKind:this.positions=t;break;case r.NormalKind:this.normals=t;break;case r.TangentKind:this.tangents=t;break;case r.UVKind:this.uvs=t;break;case r.UV2Kind:this.uvs2=t;break;case r.UV3Kind:this.uvs3=t;break;case r.UV4Kind:this.uvs4=t;break;case r.UV5Kind:this.uvs5=t;break;case r.UV6Kind:this.uvs6=t;break;case r.ColorKind:this.colors=t;break;case r.MatricesIndicesKind:this.matricesIndices=t;break;case r.MatricesWeightsKind:this.matricesWeights=t;break;case r.MatricesIndicesExtraKind:this.matricesIndicesExtra=t;break;case r.MatricesWeightsExtraKind:this.matricesWeightsExtra=t;break}}\n/**\n     * Associates the vertexData to the passed Mesh.\n     * Sets it as updatable or not (default `false`)\n     * @param mesh the mesh the vertexData is applied to\n     * @param updatable when used and having the value true allows new data to update the vertexData\n     * @returns the VertexData\n     */applyToMesh(t,e){this._applyTo(t,e,false);return this}\n/**\n     * Associates the vertexData to the passed Geometry.\n     * Sets it as updatable or not (default `false`)\n     * @param geometry the geometry the vertexData is applied to\n     * @param updatable when used and having the value true allows new data to update the vertexData\n     * @returns VertexData\n     */applyToGeometry(t,e){this._applyTo(t,e,false);return this}\n/**\n     * Updates the associated mesh\n     * @param mesh the mesh to be updated\n     * @returns VertexData\n     */updateMesh(t){this._update(t);return this}\n/**\n     * Updates the associated geometry\n     * @param geometry the geometry to be updated\n     * @returns VertexData.\n     */updateGeometry(t){this._update(t);return this}*_applyToCoroutine(t,e=false,s){if(this.positions){t.setVerticesData(r.PositionKind,this.positions,e);s&&(yield)}if(this.normals){t.setVerticesData(r.NormalKind,this.normals,e);s&&(yield)}if(this.tangents){t.setVerticesData(r.TangentKind,this.tangents,e);s&&(yield)}if(this.uvs){t.setVerticesData(r.UVKind,this.uvs,e);s&&(yield)}if(this.uvs2){t.setVerticesData(r.UV2Kind,this.uvs2,e);s&&(yield)}if(this.uvs3){t.setVerticesData(r.UV3Kind,this.uvs3,e);s&&(yield)}if(this.uvs4){t.setVerticesData(r.UV4Kind,this.uvs4,e);s&&(yield)}if(this.uvs5){t.setVerticesData(r.UV5Kind,this.uvs5,e);s&&(yield)}if(this.uvs6){t.setVerticesData(r.UV6Kind,this.uvs6,e);s&&(yield)}if(this.colors){const i=this.positions&&this.colors.length===this.positions.length?3:4;t.setVerticesData(r.ColorKind,this.colors,e,i);this.hasVertexAlpha&&t.hasVertexAlpha!==void 0&&(t.hasVertexAlpha=true);s&&(yield)}if(this.matricesIndices){t.setVerticesData(r.MatricesIndicesKind,this.matricesIndices,e);s&&(yield)}if(this.matricesWeights){t.setVerticesData(r.MatricesWeightsKind,this.matricesWeights,e);s&&(yield)}if(this.matricesIndicesExtra){t.setVerticesData(r.MatricesIndicesExtraKind,this.matricesIndicesExtra,e);s&&(yield)}if(this.matricesWeightsExtra){t.setVerticesData(r.MatricesWeightsExtraKind,this.matricesWeightsExtra,e);s&&(yield)}if(this.indices){t.setIndices(this.indices,null,e);s&&(yield)}else t.setIndices([],null);if(t.subMeshes&&this.materialInfos&&this.materialInfos.length>1){const e=t;e.subMeshes=[];for(const t of this.materialInfos)new u(t.materialIndex,t.verticesStart,t.verticesCount,t.indexStart,t.indexCount,e)}return this}_update(t,e,s){this.positions&&t.updateVerticesData(r.PositionKind,this.positions,e,s);this.normals&&t.updateVerticesData(r.NormalKind,this.normals,e,s);this.tangents&&t.updateVerticesData(r.TangentKind,this.tangents,e,s);this.uvs&&t.updateVerticesData(r.UVKind,this.uvs,e,s);this.uvs2&&t.updateVerticesData(r.UV2Kind,this.uvs2,e,s);this.uvs3&&t.updateVerticesData(r.UV3Kind,this.uvs3,e,s);this.uvs4&&t.updateVerticesData(r.UV4Kind,this.uvs4,e,s);this.uvs5&&t.updateVerticesData(r.UV5Kind,this.uvs5,e,s);this.uvs6&&t.updateVerticesData(r.UV6Kind,this.uvs6,e,s);this.colors&&t.updateVerticesData(r.ColorKind,this.colors,e,s);this.matricesIndices&&t.updateVerticesData(r.MatricesIndicesKind,this.matricesIndices,e,s);this.matricesWeights&&t.updateVerticesData(r.MatricesWeightsKind,this.matricesWeights,e,s);this.matricesIndicesExtra&&t.updateVerticesData(r.MatricesIndicesExtraKind,this.matricesIndicesExtra,e,s);this.matricesWeightsExtra&&t.updateVerticesData(r.MatricesWeightsExtraKind,this.matricesWeightsExtra,e,s);this.indices&&t.setIndices(this.indices,null);return this}static _TransformVector3Coordinates(t,i,r=0,a=t.length){const n=e.Vector3[0];const o=e.Vector3[1];for(let e=r;e<r+a;e+=3){s.FromArrayToRef(t,e,n);s.TransformCoordinatesToRef(n,i,o);t[e]=o.x;t[e+1]=o.y;t[e+2]=o.z}}static _TransformVector3Normals(t,i,r=0,a=t.length){const n=e.Vector3[0];const o=e.Vector3[1];for(let e=r;e<r+a;e+=3){s.FromArrayToRef(t,e,n);s.TransformNormalToRef(n,i,o);t[e]=o.x;t[e+1]=o.y;t[e+2]=o.z}}static _TransformVector4Normals(t,s,r=0,a=t.length){const n=e.Vector4[0];const o=e.Vector4[1];for(let e=r;e<r+a;e+=4){i.FromArrayToRef(t,e,n);i.TransformNormalToRef(n,s,o);t[e]=o.x;t[e+1]=o.y;t[e+2]=o.z;t[e+3]=o.w}}static _FlipFaces(t,e=0,s=t.length){for(let i=e;i<e+s;i+=3){const e=t[i+1];t[i+1]=t[i+2];t[i+2]=e}}\n/**\n     * Transforms each position and each normal of the vertexData according to the passed Matrix\n     * @param matrix the transforming matrix\n     * @returns the VertexData\n     */transform(t){const e=t.determinant()<0;this.positions&&VertexData._TransformVector3Coordinates(this.positions,t);this.normals&&VertexData._TransformVector3Normals(this.normals,t);this.tangents&&VertexData._TransformVector4Normals(this.tangents,t);e&&this.indices&&VertexData._FlipFaces(this.indices);return this}\n/**\n     * Generates an array of vertex data where each vertex data only has one material info\n     * @returns An array of VertexData\n     */splitBasedOnMaterialID(){if(!this.materialInfos||this.materialInfos.length<2)return[this];const t=[];for(const e of this.materialInfos){const s=new VertexData;this.positions&&(s.positions=this.positions.slice(e.verticesStart*3,(e.verticesCount+e.verticesStart)*3));this.normals&&(s.normals=this.normals.slice(e.verticesStart*3,(e.verticesCount+e.verticesStart)*3));this.tangents&&(s.tangents=this.tangents.slice(e.verticesStart*4,(e.verticesCount+e.verticesStart)*4));this.colors&&(s.colors=this.colors.slice(e.verticesStart*4,(e.verticesCount+e.verticesStart)*4));this.uvs&&(s.uvs=this.uvs.slice(e.verticesStart*2,(e.verticesCount+e.verticesStart)*2));this.uvs2&&(s.uvs2=this.uvs2.slice(e.verticesStart*2,(e.verticesCount+e.verticesStart)*2));this.uvs3&&(s.uvs3=this.uvs3.slice(e.verticesStart*2,(e.verticesCount+e.verticesStart)*2));this.uvs4&&(s.uvs4=this.uvs4.slice(e.verticesStart*2,(e.verticesCount+e.verticesStart)*2));this.uvs5&&(s.uvs5=this.uvs5.slice(e.verticesStart*2,(e.verticesCount+e.verticesStart)*2));this.uvs6&&(s.uvs6=this.uvs6.slice(e.verticesStart*2,(e.verticesCount+e.verticesStart)*2));this.matricesIndices&&(s.matricesIndices=this.matricesIndices.slice(e.verticesStart*4,(e.verticesCount+e.verticesStart)*4));this.matricesIndicesExtra&&(s.matricesIndicesExtra=this.matricesIndicesExtra.slice(e.verticesStart*4,(e.verticesCount+e.verticesStart)*4));this.matricesWeights&&(s.matricesWeights=this.matricesWeights.slice(e.verticesStart*4,(e.verticesCount+e.verticesStart)*4));this.matricesWeightsExtra&&(s.matricesWeightsExtra=this.matricesWeightsExtra.slice(e.verticesStart*4,(e.verticesCount+e.verticesStart)*4));if(this.indices){s.indices=[];for(let t=e.indexStart;t<e.indexStart+e.indexCount;t++)s.indices.push(this.indices[t]-e.verticesStart)}const i=new VertexDataMaterialInfo;i.indexStart=0;i.indexCount=s.indices?s.indices.length:0;i.materialIndex=e.materialIndex;i.verticesStart=0;i.verticesCount=(s.positions?s.positions.length:0)/3;s.materialInfos=[i];t.push(s)}return t}\n/**\n     * Merges the passed VertexData into the current one\n     * @param others the VertexData to be merged into the current one\n     * @param use32BitsIndices defines a boolean indicating if indices must be store in a 32 bits array\n     * @param forceCloneIndices defines a boolean indicating if indices are forced to be cloned\n     * @param mergeMaterialIds defines a boolean indicating if we need to merge the material infos\n     * @param enableCompletion defines a boolean indicating if the vertex data should be completed to be compatible\n     * @returns the modified VertexData\n     */merge(t,e=false,s=false,i=false,r=false){const a=Array.isArray(t)?t.map((t=>({vertexData:t}))):[{vertexData:t}];return l(this._mergeCoroutine(void 0,a,e,false,s,i,r))}*_mergeCoroutine(t,e,s=false,i,a,n=false,o=false){this._validate();let c=e.map((t=>t.vertexData));let h=this;if(o)for(const t of c)if(t){t._validate();!this.normals&&t.normals&&(this.normals=new Float32Array(this.positions.length));!this.tangents&&t.tangents&&(this.tangents=new Float32Array(this.positions.length/3*4));!this.uvs&&t.uvs&&(this.uvs=new Float32Array(this.positions.length/3*2));!this.uvs2&&t.uvs2&&(this.uvs2=new Float32Array(this.positions.length/3*2));!this.uvs3&&t.uvs3&&(this.uvs3=new Float32Array(this.positions.length/3*2));!this.uvs4&&t.uvs4&&(this.uvs4=new Float32Array(this.positions.length/3*2));!this.uvs5&&t.uvs5&&(this.uvs5=new Float32Array(this.positions.length/3*2));!this.uvs6&&t.uvs6&&(this.uvs6=new Float32Array(this.positions.length/3*2));if(!this.colors&&t.colors){this.colors=new Float32Array(this.positions.length/3*4);this.colors.fill(1)}!this.matricesIndices&&t.matricesIndices&&(this.matricesIndices=new Float32Array(this.positions.length/3*4));!this.matricesWeights&&t.matricesWeights&&(this.matricesWeights=new Float32Array(this.positions.length/3*4));!this.matricesIndicesExtra&&t.matricesIndicesExtra&&(this.matricesIndicesExtra=new Float32Array(this.positions.length/3*4));!this.matricesWeightsExtra&&t.matricesWeightsExtra&&(this.matricesWeightsExtra=new Float32Array(this.positions.length/3*4))}for(const t of c)if(t)if(o){this.normals&&!t.normals&&(t.normals=new Float32Array(t.positions.length));this.tangents&&!t.tangents&&(t.tangents=new Float32Array(t.positions.length/3*4));this.uvs&&!t.uvs&&(t.uvs=new Float32Array(t.positions.length/3*2));this.uvs2&&!t.uvs2&&(t.uvs2=new Float32Array(t.positions.length/3*2));this.uvs3&&!t.uvs3&&(t.uvs3=new Float32Array(t.positions.length/3*2));this.uvs4&&!t.uvs4&&(t.uvs4=new Float32Array(t.positions.length/3*2));this.uvs5&&!t.uvs5&&(t.uvs5=new Float32Array(t.positions.length/3*2));this.uvs6&&!t.uvs6&&(t.uvs6=new Float32Array(t.positions.length/3*2));if(this.colors&&!t.colors){t.colors=new Float32Array(t.positions.length/3*4);t.colors.fill(1)}this.matricesIndices&&!t.matricesIndices&&(t.matricesIndices=new Float32Array(t.positions.length/3*4));this.matricesWeights&&!t.matricesWeights&&(t.matricesWeights=new Float32Array(t.positions.length/3*4));this.matricesIndicesExtra&&!t.matricesIndicesExtra&&(t.matricesIndicesExtra=new Float32Array(t.positions.length/3*4));this.matricesWeightsExtra&&!t.matricesWeightsExtra&&(t.matricesWeightsExtra=new Float32Array(t.positions.length/3*4))}else{t._validate();if(!this.normals!==!t.normals||!this.tangents!==!t.tangents||!this.uvs!==!t.uvs||!this.uvs2!==!t.uvs2||!this.uvs3!==!t.uvs3||!this.uvs4!==!t.uvs4||!this.uvs5!==!t.uvs5||!this.uvs6!==!t.uvs6||!this.colors!==!t.colors||!this.matricesIndices!==!t.matricesIndices||!this.matricesWeights!==!t.matricesWeights||!this.matricesIndicesExtra!==!t.matricesIndicesExtra||!this.matricesWeightsExtra!==!t.matricesWeightsExtra)throw new Error(\"Cannot merge vertex data that do not have the same set of attributes\")}if(n){let s=0;let i=0;let r=0;const a=[];let n=null;const o=[];for(const e of this.splitBasedOnMaterialID())o.push({vertexData:e,transform:t});for(const t of e)if(t.vertexData)for(const e of t.vertexData.splitBasedOnMaterialID())o.push({vertexData:e,transform:t.transform});o.sort(((t,e)=>{const s=t.vertexData.materialInfos?t.vertexData.materialInfos[0].materialIndex:0;const i=e.vertexData.materialInfos?e.vertexData.materialInfos[0].materialIndex:0;return s>i?1:s===i?0:-1}));for(const t of o){const e=t.vertexData;s=e.materialInfos?e.materialInfos[0].materialIndex:0;if(n&&n.materialIndex===s){n.indexCount+=e.indices.length;n.verticesCount+=e.positions.length/3}else{const t=new VertexDataMaterialInfo;t.materialIndex=s;t.indexStart=i;t.indexCount=e.indices.length;t.verticesStart=r;t.verticesCount=e.positions.length/3;a.push(t);n=t}i+=e.indices.length;r+=e.positions.length/3}const l=o.splice(0,1)[0];h=l.vertexData;t=l.transform;c=o.map((t=>t.vertexData));e=o;this.materialInfos=a}const l=c.reduce(((t,e)=>t+(e.indices?.length??0)),h.indices?.length??0);const m=a||c.some((t=>t.indices===h.indices));let d=m?h.indices?.slice():h.indices;if(l>0){let r=d?.length??0;d||(d=new Array(l));if(d.length!==l){if(Array.isArray(d))d.length=l;else{const t=s||d instanceof Uint32Array?new Uint32Array(l):new Uint16Array(l);t.set(d);d=t}t&&t.determinant()<0&&VertexData._FlipFaces(d,0,r)}let a=h.positions?h.positions.length/3:0;for(const{vertexData:t,transform:s}of e)if(t.indices){for(let e=0;e<t.indices.length;e++)d[r+e]=t.indices[e]+a;s&&s.determinant()<0&&VertexData._FlipFaces(d,r,t.indices.length);a+=t.positions.length/3;r+=t.indices.length;i&&(yield)}}this.indices=d;this.positions=VertexData._MergeElement(r.PositionKind,h.positions,t,e.map((t=>[t.vertexData.positions,t.transform])));i&&(yield);if(h.normals){this.normals=VertexData._MergeElement(r.NormalKind,h.normals,t,e.map((t=>[t.vertexData.normals,t.transform])));i&&(yield)}if(h.tangents){this.tangents=VertexData._MergeElement(r.TangentKind,h.tangents,t,e.map((t=>[t.vertexData.tangents,t.transform])));i&&(yield)}if(h.uvs){this.uvs=VertexData._MergeElement(r.UVKind,h.uvs,t,e.map((t=>[t.vertexData.uvs,t.transform])));i&&(yield)}if(h.uvs2){this.uvs2=VertexData._MergeElement(r.UV2Kind,h.uvs2,t,e.map((t=>[t.vertexData.uvs2,t.transform])));i&&(yield)}if(h.uvs3){this.uvs3=VertexData._MergeElement(r.UV3Kind,h.uvs3,t,e.map((t=>[t.vertexData.uvs3,t.transform])));i&&(yield)}if(h.uvs4){this.uvs4=VertexData._MergeElement(r.UV4Kind,h.uvs4,t,e.map((t=>[t.vertexData.uvs4,t.transform])));i&&(yield)}if(h.uvs5){this.uvs5=VertexData._MergeElement(r.UV5Kind,h.uvs5,t,e.map((t=>[t.vertexData.uvs5,t.transform])));i&&(yield)}if(h.uvs6){this.uvs6=VertexData._MergeElement(r.UV6Kind,h.uvs6,t,e.map((t=>[t.vertexData.uvs6,t.transform])));i&&(yield)}if(h.colors){this.colors=VertexData._MergeElement(r.ColorKind,h.colors,t,e.map((t=>[t.vertexData.colors,t.transform])));(h.hasVertexAlpha!==void 0||e.some((t=>t.vertexData.hasVertexAlpha!==void 0)))&&(this.hasVertexAlpha=h.hasVertexAlpha||e.some((t=>t.vertexData.hasVertexAlpha)));i&&(yield)}if(h.matricesIndices){this.matricesIndices=VertexData._MergeElement(r.MatricesIndicesKind,h.matricesIndices,t,e.map((t=>[t.vertexData.matricesIndices,t.transform])));i&&(yield)}if(h.matricesWeights){this.matricesWeights=VertexData._MergeElement(r.MatricesWeightsKind,h.matricesWeights,t,e.map((t=>[t.vertexData.matricesWeights,t.transform])));i&&(yield)}if(h.matricesIndicesExtra){this.matricesIndicesExtra=VertexData._MergeElement(r.MatricesIndicesExtraKind,h.matricesIndicesExtra,t,e.map((t=>[t.vertexData.matricesIndicesExtra,t.transform])));i&&(yield)}h.matricesWeightsExtra&&(this.matricesWeightsExtra=VertexData._MergeElement(r.MatricesWeightsExtraKind,h.matricesWeightsExtra,t,e.map((t=>[t.vertexData.matricesWeightsExtra,t.transform]))));return this}static _MergeElement(t,e,s,i){const a=i.filter((t=>t[0]!==null&&t[0]!==void 0));if(!e&&a.length==0)return e;if(!e)return this._MergeElement(t,a[0][0],a[0][1],a.slice(1));const n=a.reduce(((t,e)=>t+e[0].length),e.length);const o=t===r.PositionKind?VertexData._TransformVector3Coordinates:t===r.NormalKind?VertexData._TransformVector3Normals:t===r.TangentKind?VertexData._TransformVector4Normals:()=>{};if(e instanceof Float32Array){const t=new Float32Array(n);t.set(e);s&&o(t,s,0,e.length);let i=e.length;for(const[e,s]of a){t.set(e,i);s&&o(t,s,i,e.length);i+=e.length}return t}{const t=new Array(n);for(let s=0;s<e.length;s++)t[s]=e[s];s&&o(t,s,0,e.length);let i=e.length;for(const[e,s]of a){for(let s=0;s<e.length;s++)t[i+s]=e[s];s&&o(t,s,i,e.length);i+=e.length}return t}}_validate(){if(!this.positions)throw new m(\"Positions are required\",d.MeshInvalidPositionsError);const getElementCount=(t,e)=>{const s=r.DeduceStride(t);if(e.length%s!==0)throw new Error(\"The \"+t+\"s array count must be a multiple of \"+s);return e.length/s};const t=getElementCount(r.PositionKind,this.positions);const validateElementCount=(e,s)=>{const i=getElementCount(e,s);if(i!==t)throw new Error(\"The \"+e+\"s element count (\"+i+\") does not match the positions count (\"+t+\")\")};this.normals&&validateElementCount(r.NormalKind,this.normals);this.tangents&&validateElementCount(r.TangentKind,this.tangents);this.uvs&&validateElementCount(r.UVKind,this.uvs);this.uvs2&&validateElementCount(r.UV2Kind,this.uvs2);this.uvs3&&validateElementCount(r.UV3Kind,this.uvs3);this.uvs4&&validateElementCount(r.UV4Kind,this.uvs4);this.uvs5&&validateElementCount(r.UV5Kind,this.uvs5);this.uvs6&&validateElementCount(r.UV6Kind,this.uvs6);this.colors&&validateElementCount(r.ColorKind,this.colors);this.matricesIndices&&validateElementCount(r.MatricesIndicesKind,this.matricesIndices);this.matricesWeights&&validateElementCount(r.MatricesWeightsKind,this.matricesWeights);this.matricesIndicesExtra&&validateElementCount(r.MatricesIndicesExtraKind,this.matricesIndicesExtra);this.matricesWeightsExtra&&validateElementCount(r.MatricesWeightsExtraKind,this.matricesWeightsExtra)}\n/**\n     * Clone the current vertex data\n     * @returns a copy of the current data\n     */clone(){const t=this.serialize();return VertexData.Parse(t)}\n/**\n     * Serializes the VertexData\n     * @returns a serialized object\n     */serialize(){const t={};this.positions&&(t.positions=Array.from(this.positions));this.normals&&(t.normals=Array.from(this.normals));this.tangents&&(t.tangents=Array.from(this.tangents));this.uvs&&(t.uvs=Array.from(this.uvs));this.uvs2&&(t.uvs2=Array.from(this.uvs2));this.uvs3&&(t.uvs3=Array.from(this.uvs3));this.uvs4&&(t.uvs4=Array.from(this.uvs4));this.uvs5&&(t.uvs5=Array.from(this.uvs5));this.uvs6&&(t.uvs6=Array.from(this.uvs6));if(this.colors){t.colors=Array.from(this.colors);t.hasVertexAlpha=this.hasVertexAlpha}if(this.matricesIndices){t.matricesIndices=Array.from(this.matricesIndices);t.matricesIndices._isExpanded=true}this.matricesWeights&&(t.matricesWeights=Array.from(this.matricesWeights));if(this.matricesIndicesExtra){t.matricesIndicesExtra=Array.from(this.matricesIndicesExtra);t.matricesIndicesExtra._isExpanded=true}this.matricesWeightsExtra&&(t.matricesWeightsExtra=Array.from(this.matricesWeightsExtra));t.indices=this.indices?Array.from(this.indices):[];if(this.materialInfos){t.materialInfos=[];for(const e of this.materialInfos){const s={indexStart:e.indexStart,indexCount:e.indexCount,materialIndex:e.materialIndex,verticesStart:e.verticesStart,verticesCount:e.verticesCount};t.materialInfos.push(s)}}return t}\n/**\n     * Extracts the vertexData from a mesh\n     * @param mesh the mesh from which to extract the VertexData\n     * @param copyWhenShared defines if the VertexData must be cloned when shared between multiple meshes, optional, default false\n     * @param forceCopy indicating that the VertexData must be cloned, optional, default false\n     * @returns the object VertexData associated to the passed mesh\n     */\nstatic ExtractFromMesh(t,e,s){return VertexData._ExtractFrom(t,e,s)}\n/**\n     * Extracts the vertexData from the geometry\n     * @param geometry the geometry from which to extract the VertexData\n     * @param copyWhenShared defines if the VertexData must be cloned when the geometry is shared between multiple meshes, optional, default false\n     * @param forceCopy indicating that the VertexData must be cloned, optional, default false\n     * @returns the object VertexData associated to the passed mesh\n     */static ExtractFromGeometry(t,e,s){return VertexData._ExtractFrom(t,e,s)}static _ExtractFrom(t,e,s){const i=new VertexData;t.isVerticesDataPresent(r.PositionKind)&&(i.positions=t.getVerticesData(r.PositionKind,e,s));t.isVerticesDataPresent(r.NormalKind)&&(i.normals=t.getVerticesData(r.NormalKind,e,s));t.isVerticesDataPresent(r.TangentKind)&&(i.tangents=t.getVerticesData(r.TangentKind,e,s));t.isVerticesDataPresent(r.UVKind)&&(i.uvs=t.getVerticesData(r.UVKind,e,s));t.isVerticesDataPresent(r.UV2Kind)&&(i.uvs2=t.getVerticesData(r.UV2Kind,e,s));t.isVerticesDataPresent(r.UV3Kind)&&(i.uvs3=t.getVerticesData(r.UV3Kind,e,s));t.isVerticesDataPresent(r.UV4Kind)&&(i.uvs4=t.getVerticesData(r.UV4Kind,e,s));t.isVerticesDataPresent(r.UV5Kind)&&(i.uvs5=t.getVerticesData(r.UV5Kind,e,s));t.isVerticesDataPresent(r.UV6Kind)&&(i.uvs6=t.getVerticesData(r.UV6Kind,e,s));if(t.isVerticesDataPresent(r.ColorKind)){const a=t.geometry||t;const n=a.getVertexBuffer(r.ColorKind);const o=a.getVerticesData(r.ColorKind,e,s);if(n.getSize()===3){const t=new Float32Array(o.length*4/3);for(let e=0,s=0;e<o.length;e+=3,s+=4){t[s]=o[e];t[s+1]=o[e+1];t[s+2]=o[e+2];t[s+3]=1}i.colors=t}else{if(n.getSize()!==4)throw new Error(`Unexpected number of color components: ${n.getSize()}`);i.colors=o}}t.isVerticesDataPresent(r.MatricesIndicesKind)&&(i.matricesIndices=t.getVerticesData(r.MatricesIndicesKind,e,s));t.isVerticesDataPresent(r.MatricesWeightsKind)&&(i.matricesWeights=t.getVerticesData(r.MatricesWeightsKind,e,s));t.isVerticesDataPresent(r.MatricesIndicesExtraKind)&&(i.matricesIndicesExtra=t.getVerticesData(r.MatricesIndicesExtraKind,e,s));t.isVerticesDataPresent(r.MatricesWeightsExtraKind)&&(i.matricesWeightsExtra=t.getVerticesData(r.MatricesWeightsExtraKind,e,s));i.indices=t.getIndices(e,s);return i}\n/**\n     * Creates the VertexData for a Ribbon\n     * @param options an object used to set the following optional parameters for the ribbon, required but can be empty\n     * * pathArray array of paths, each of which an array of successive Vector3\n     * * closeArray creates a seam between the first and the last paths of the pathArray, optional, default false\n     * * closePath creates a seam between the first and the last points of each path of the path array, optional, default false\n     * * offset a positive integer, only used when pathArray contains a single path (offset = 10 means the point 1 is joined to the point 11), default rounded half size of the pathArray length\n     * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\n     * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)\n     * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)\n     * * invertUV swaps in the U and V coordinates when applying a texture, optional, default false\n     * * uvs a linear array, of length 2 * number of vertices, of custom UV values, optional\n     * * colors a linear array, of length 4 * number of vertices, of custom color values, optional\n     * @returns the VertexData of the ribbon\n     * @deprecated use CreateRibbonVertexData instead\n     */static CreateRibbon(t){throw a(\"ribbonBuilder\")}\n/**\n     * Creates the VertexData for a box\n     * @param options an object used to set the following optional parameters for the box, required but can be empty\n     * * size sets the width, height and depth of the box to the value of size, optional default 1\n     * * width sets the width (x direction) of the box, overwrites the width set by size, optional, default size\n     * * height sets the height (y direction) of the box, overwrites the height set by size, optional, default size\n     * * depth sets the depth (z direction) of the box, overwrites the depth set by size, optional, default size\n     * * faceUV an array of 6 Vector4 elements used to set different images to each box side\n     * * faceColors an array of 6 Color3 elements used to set different colors to each box side\n     * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\n     * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)\n     * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)\n     * @returns the VertexData of the box\n     * @deprecated Please use CreateBoxVertexData from the BoxBuilder file instead\n     */static CreateBox(t){throw a(\"boxBuilder\")}\n/**\n     * Creates the VertexData for a tiled box\n     * @param options an object used to set the following optional parameters for the box, required but can be empty\n     * * faceTiles sets the pattern, tile size and number of tiles for a face\n     * * faceUV an array of 6 Vector4 elements used to set different images to each box side\n     * * faceColors an array of 6 Color3 elements used to set different colors to each box side\n     * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\n     * @param options.pattern\n     * @param options.width\n     * @param options.height\n     * @param options.depth\n     * @param options.tileSize\n     * @param options.tileWidth\n     * @param options.tileHeight\n     * @param options.alignHorizontal\n     * @param options.alignVertical\n     * @param options.faceUV\n     * @param options.faceColors\n     * @param options.sideOrientation\n     * @returns the VertexData of the box\n     * @deprecated Please use CreateTiledBoxVertexData instead\n     */static CreateTiledBox(t){throw a(\"tiledBoxBuilder\")}\n/**\n     * Creates the VertexData for a tiled plane\n     * @param options an object used to set the following optional parameters for the box, required but can be empty\n     * * pattern a limited pattern arrangement depending on the number\n     * * tileSize sets the width, height and depth of the tile to the value of size, optional default 1\n     * * tileWidth sets the width (x direction) of the tile, overwrites the width set by size, optional, default size\n     * * tileHeight sets the height (y direction) of the tile, overwrites the height set by size, optional, default size\n     * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\n     * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)\n     * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)\n     * @returns the VertexData of the tiled plane\n     * @deprecated use CreateTiledPlaneVertexData instead\n     */static CreateTiledPlane(t){throw a(\"tiledPlaneBuilder\")}\n/**\n     * Creates the VertexData for an ellipsoid, defaults to a sphere\n     * @param options an object used to set the following optional parameters for the box, required but can be empty\n     * * segments sets the number of horizontal strips optional, default 32\n     * * diameter sets the axes dimensions, diameterX, diameterY and diameterZ to the value of diameter, optional default 1\n     * * diameterX sets the diameterX (x direction) of the ellipsoid, overwrites the diameterX set by diameter, optional, default diameter\n     * * diameterY sets the diameterY (y direction) of the ellipsoid, overwrites the diameterY set by diameter, optional, default diameter\n     * * diameterZ sets the diameterZ (z direction) of the ellipsoid, overwrites the diameterZ set by diameter, optional, default diameter\n     * * arc a number from 0 to 1, to create an unclosed ellipsoid based on the fraction of the circumference (latitude) given by the arc value, optional, default 1\n     * * slice a number from 0 to 1, to create an unclosed ellipsoid based on the fraction of the height (latitude) given by the arc value, optional, default 1\n     * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\n     * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)\n     * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)\n     * @returns the VertexData of the ellipsoid\n     * @deprecated use CreateSphereVertexData instead\n     */static CreateSphere(t){throw a(\"sphereBuilder\")}\n/**\n     * Creates the VertexData for a cylinder, cone or prism\n     * @param options an object used to set the following optional parameters for the box, required but can be empty\n     * * height sets the height (y direction) of the cylinder, optional, default 2\n     * * diameterTop sets the diameter of the top of the cone, overwrites diameter,  optional, default diameter\n     * * diameterBottom sets the diameter of the bottom of the cone, overwrites diameter,  optional, default diameter\n     * * diameter sets the diameter of the top and bottom of the cone, optional default 1\n     * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24\n     * * subdivisions` the number of rings along the cylinder height, optional, default 1\n     * * arc a number from 0 to 1, to create an unclosed cylinder based on the fraction of the circumference given by the arc value, optional, default 1\n     * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively\n     * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively\n     * * hasRings when true makes each subdivision independently treated as a face for faceUV and faceColors, optional, default false\n     * * enclose when true closes an open cylinder by adding extra flat faces between the height axis and vertical edges, think cut cake\n     * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\n     * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)\n     * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)\n     * @returns the VertexData of the cylinder, cone or prism\n     * @deprecated please use CreateCylinderVertexData instead\n     */static CreateCylinder(t){throw a(\"cylinderBuilder\")}\n/**\n     * Creates the VertexData for a torus\n     * @param options an object used to set the following optional parameters for the box, required but can be empty\n     * * diameter the diameter of the torus, optional default 1\n     * * thickness the diameter of the tube forming the torus, optional default 0.5\n     * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24\n     * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\n     * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)\n     * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)\n     * @returns the VertexData of the torus\n     * @deprecated use CreateTorusVertexData instead\n     */static CreateTorus(t){throw a(\"torusBuilder\")}\n/**\n     * Creates the VertexData of the LineSystem\n     * @param options an object used to set the following optional parameters for the LineSystem, required but can be empty\n     *  - lines an array of lines, each line being an array of successive Vector3\n     *  - colors an array of line colors, each of the line colors being an array of successive Color4, one per line point\n     * @returns the VertexData of the LineSystem\n     * @deprecated use CreateLineSystemVertexData instead\n     */static CreateLineSystem(t){throw a(\"linesBuilder\")}\n/**\n     * Create the VertexData for a DashedLines\n     * @param options an object used to set the following optional parameters for the DashedLines, required but can be empty\n     *  - points an array successive Vector3\n     *  - dashSize the size of the dashes relative to the dash number, optional, default 3\n     *  - gapSize the size of the gap between two successive dashes relative to the dash number, optional, default 1\n     *  - dashNb the intended total number of dashes, optional, default 200\n     * @returns the VertexData for the DashedLines\n     * @deprecated use CreateDashedLinesVertexData instead\n     */static CreateDashedLines(t){throw a(\"linesBuilder\")}\n/**\n     * Creates the VertexData for a Ground\n     * @param options an object used to set the following optional parameters for the Ground, required but can be empty\n     *  - width the width (x direction) of the ground, optional, default 1\n     *  - height the height (z direction) of the ground, optional, default 1\n     *  - subdivisions the number of subdivisions per side, optional, default 1\n     * @returns the VertexData of the Ground\n     * @deprecated Please use CreateGroundVertexData instead\n     */static CreateGround(t){throw a(\"groundBuilder\")}\n/**\n     * Creates the VertexData for a TiledGround by subdividing the ground into tiles\n     * @param options an object used to set the following optional parameters for the Ground, required but can be empty\n     * * xmin the ground minimum X coordinate, optional, default -1\n     * * zmin the ground minimum Z coordinate, optional, default -1\n     * * xmax the ground maximum X coordinate, optional, default 1\n     * * zmax the ground maximum Z coordinate, optional, default 1\n     * * subdivisions a javascript object {w: positive integer, h: positive integer}, `w` and `h` are the numbers of subdivisions on the ground width and height creating 'tiles', default {w: 6, h: 6}\n     * * precision a javascript object {w: positive integer, h: positive integer}, `w` and `h` are the numbers of subdivisions on the tile width and height, default {w: 2, h: 2}\n     * @returns the VertexData of the TiledGround\n     * @deprecated use CreateTiledGroundVertexData instead\n     */static CreateTiledGround(t){throw a(\"groundBuilder\")}\n/**\n     * Creates the VertexData of the Ground designed from a heightmap\n     * @param options an object used to set the following parameters for the Ground, required and provided by CreateGroundFromHeightMap\n     * * width the width (x direction) of the ground\n     * * height the height (z direction) of the ground\n     * * subdivisions the number of subdivisions per side\n     * * minHeight the minimum altitude on the ground, optional, default 0\n     * * maxHeight the maximum altitude on the ground, optional default 1\n     * * colorFilter the filter to apply to the image pixel colors to compute the height, optional Color3, default (0.3, 0.59, 0.11)\n     * * buffer the array holding the image color data\n     * * bufferWidth the width of image\n     * * bufferHeight the height of image\n     * * alphaFilter Remove any data where the alpha channel is below this value, defaults 0 (all data visible)\n     * @returns the VertexData of the Ground designed from a heightmap\n     * @deprecated use CreateGroundFromHeightMapVertexData instead\n     */static CreateGroundFromHeightMap(t){throw a(\"groundBuilder\")}\n/**\n     * Creates the VertexData for a Plane\n     * @param options an object used to set the following optional parameters for the plane, required but can be empty\n     * * size sets the width and height of the plane to the value of size, optional default 1\n     * * width sets the width (x direction) of the plane, overwrites the width set by size, optional, default size\n     * * height sets the height (y direction) of the plane, overwrites the height set by size, optional, default size\n     * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\n     * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)\n     * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)\n     * @returns the VertexData of the box\n     * @deprecated use CreatePlaneVertexData instead\n     */static CreatePlane(t){throw a(\"planeBuilder\")}\n/**\n     * Creates the VertexData of the Disc or regular Polygon\n     * @param options an object used to set the following optional parameters for the disc, required but can be empty\n     * * radius the radius of the disc, optional default 0.5\n     * * tessellation the number of polygon sides, optional, default 64\n     * * arc a number from 0 to 1, to create an unclosed polygon based on the fraction of the circumference given by the arc value, optional, default 1\n     * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\n     * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)\n     * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)\n     * @returns the VertexData of the box\n     * @deprecated use CreateDiscVertexData instead\n     */static CreateDisc(t){throw a(\"discBuilder\")}\n/**\n     * Creates the VertexData for an irregular Polygon in the XoZ plane using a mesh built by polygonTriangulation.build()\n     * All parameters are provided by CreatePolygon as needed\n     * @param polygon a mesh built from polygonTriangulation.build()\n     * @param sideOrientation takes the values Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\n     * @param fUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively\n     * @param fColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively\n     * @param frontUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)\n     * @param backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)\n     * @param wrap a boolean, default false, when true and fUVs used texture is wrapped around all sides, when false texture is applied side\n     * @returns the VertexData of the Polygon\n     * @deprecated use CreatePolygonVertexData instead\n     */static CreatePolygon(t,e,s,i,r,n,o){throw a(\"polygonBuilder\")}\n/**\n     * Creates the VertexData of the IcoSphere\n     * @param options an object used to set the following optional parameters for the IcoSphere, required but can be empty\n     * * radius the radius of the IcoSphere, optional default 1\n     * * radiusX allows stretching in the x direction, optional, default radius\n     * * radiusY allows stretching in the y direction, optional, default radius\n     * * radiusZ allows stretching in the z direction, optional, default radius\n     * * flat when true creates a flat shaded mesh, optional, default true\n     * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4\n     * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\n     * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)\n     * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)\n     * @returns the VertexData of the IcoSphere\n     * @deprecated use CreateIcoSphereVertexData instead\n     */static CreateIcoSphere(t){throw a(\"icoSphereBuilder\")}\n/**\n     * Creates the VertexData for a Polyhedron\n     * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty\n     * * type provided types are:\n     *  * 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)\n     *  * 9 : Pentagonal Pyramid (J2), 10 : Triangular Dipyramid (J12), 11 : Pentagonal Dipyramid (J13), 12 : Elongated Square Dipyramid (J15), 13 : Elongated Pentagonal Dipyramid (J16), 14 : Elongated Pentagonal Cupola (J20)\n     * * size the size of the IcoSphere, optional default 1\n     * * sizeX allows stretching in the x direction, optional, default size\n     * * sizeY allows stretching in the y direction, optional, default size\n     * * sizeZ allows stretching in the z direction, optional, default size\n     * * custom a number that overwrites the type to create from an extended set of polyhedron from https://www.babylonjs-playground.com/#21QRSK#15 with minimised editor\n     * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively\n     * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively\n     * * flat when true creates a flat shaded mesh, optional, default true\n     * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4\n     * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\n     * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)\n     * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)\n     * @returns the VertexData of the Polyhedron\n     * @deprecated use CreatePolyhedronVertexData instead\n     */\nstatic CreatePolyhedron(t){throw a(\"polyhedronBuilder\")}\n/**\n     * Creates the VertexData for a Capsule, inspired from https://github.com/maximeq/three-js-capsule-geometry/blob/master/src/CapsuleBufferGeometry.js\n     * @param options an object used to set the following optional parameters for the capsule, required but can be empty\n     * @returns the VertexData of the Capsule\n     * @deprecated Please use CreateCapsuleVertexData from the capsuleBuilder file instead\n     */static CreateCapsule(t={orientation:s.Up(),subdivisions:2,tessellation:16,height:1,radius:.25,capSubdivisions:6}){throw a(\"capsuleBuilder\")}\n/**\n     * Creates the VertexData for a TorusKnot\n     * @param options an object used to set the following optional parameters for the TorusKnot, required but can be empty\n     * * radius the radius of the torus knot, optional, default 2\n     * * tube the thickness of the tube, optional, default 0.5\n     * * radialSegments the number of sides on each tube segments, optional, default 32\n     * * tubularSegments the number of tubes to decompose the knot into, optional, default 32\n     * * p the number of windings around the z axis, optional,  default 2\n     * * q the number of windings around the x axis, optional,  default 3\n     * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\n     * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)\n     * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)\n     * @returns the VertexData of the Torus Knot\n     * @deprecated use CreateTorusKnotVertexData instead\n     */\nstatic CreateTorusKnot(t){throw a(\"torusKnotBuilder\")}\n/**\n     * Compute normals for given positions and indices\n     * @param positions an array of vertex positions, [...., x, y, z, ......]\n     * @param indices an array of indices in groups of three for each triangular facet, [...., i, j, k, ......]\n     * @param normals an array of vertex normals, [...., x, y, z, ......]\n     * @param options an object used to set the following optional parameters for the TorusKnot, optional\n     * * facetNormals : optional array of facet normals (vector3)\n     * * facetPositions : optional array of facet positions (vector3)\n     * * facetPartitioning : optional partitioning array. facetPositions is required for facetPartitioning computation\n     * * ratio : optional partitioning ratio / bounding box, required for facetPartitioning computation\n     * * bInfo : optional bounding info, required for facetPartitioning computation\n     * * bbSize : optional bounding box size data, required for facetPartitioning computation\n     * * subDiv : optional partitioning data about subdivisions on  each axis (int), required for facetPartitioning computation\n     * * useRightHandedSystem: optional boolean to for right handed system computation\n     * * depthSort : optional boolean to enable the facet depth sort computation\n     * * distanceTo : optional Vector3 to compute the facet depth from this location\n     * * depthSortedFacets : optional array of depthSortedFacets to store the facet distances from the reference location\n     */\nstatic ComputeNormals(t,e,i,r){let a=0;let n=0;let o=0;let c=0;let h=0;let l=0;let m=0;let d=0;let u=0;let f=0;let v=0;let g=0;let x=0;let p=0;let V=0;let D=0;let I=0;let y=0;let K=0;let E=0;let M=false;let A=false;let w=false;let C=false;let S=1;let W=0;let b=null;if(r){M=!!r.facetNormals;A=!!r.facetPositions;w=!!r.facetPartitioning;S=r.useRightHandedSystem===true?-1:1;W=r.ratio||0;C=!!r.depthSort;b=r.distanceTo;C&&b===void 0&&(b=s.Zero())}let _=0;let U=0;let P=0;let F=0;if(w&&r&&r.bbSize){_=r.subDiv.X*W/r.bbSize.x;U=r.subDiv.Y*W/r.bbSize.y;P=r.subDiv.Z*W/r.bbSize.z;F=r.subDiv.max*r.subDiv.max;r.facetPartitioning.length=0}for(a=0;a<t.length;a++)i[a]=0;const T=e.length/3|0;for(a=0;a<T;a++){g=e[a*3]*3;x=g+1;p=g+2;V=e[a*3+1]*3;D=V+1;I=V+2;y=e[a*3+2]*3;K=y+1;E=y+2;n=t[g]-t[V];o=t[x]-t[D];c=t[p]-t[I];h=t[y]-t[V];l=t[K]-t[D];m=t[E]-t[I];d=S*(o*m-c*l);u=S*(c*h-n*m);f=S*(n*l-o*h);v=Math.sqrt(d*d+u*u+f*f);v=v===0?1:v;d/=v;u/=v;f/=v;if(M&&r){r.facetNormals[a].x=d;r.facetNormals[a].y=u;r.facetNormals[a].z=f}if(A&&r){r.facetPositions[a].x=(t[g]+t[V]+t[y])/3;r.facetPositions[a].y=(t[x]+t[D]+t[K])/3;r.facetPositions[a].z=(t[p]+t[I]+t[E])/3}if(w&&r){const e=Math.floor((r.facetPositions[a].x-r.bInfo.minimum.x*W)*_);const s=Math.floor((r.facetPositions[a].y-r.bInfo.minimum.y*W)*U);const i=Math.floor((r.facetPositions[a].z-r.bInfo.minimum.z*W)*P);const n=Math.floor((t[g]-r.bInfo.minimum.x*W)*_);const o=Math.floor((t[x]-r.bInfo.minimum.y*W)*U);const c=Math.floor((t[p]-r.bInfo.minimum.z*W)*P);const h=Math.floor((t[V]-r.bInfo.minimum.x*W)*_);const l=Math.floor((t[D]-r.bInfo.minimum.y*W)*U);const m=Math.floor((t[I]-r.bInfo.minimum.z*W)*P);const d=Math.floor((t[y]-r.bInfo.minimum.x*W)*_);const u=Math.floor((t[K]-r.bInfo.minimum.y*W)*U);const f=Math.floor((t[E]-r.bInfo.minimum.z*W)*P);const v=n+r.subDiv.max*o+F*c;const M=h+r.subDiv.max*l+F*m;const A=d+r.subDiv.max*u+F*f;const w=e+r.subDiv.max*s+F*i;r.facetPartitioning[w]=r.facetPartitioning[w]?r.facetPartitioning[w]:new Array;r.facetPartitioning[v]=r.facetPartitioning[v]?r.facetPartitioning[v]:new Array;r.facetPartitioning[M]=r.facetPartitioning[M]?r.facetPartitioning[M]:new Array;r.facetPartitioning[A]=r.facetPartitioning[A]?r.facetPartitioning[A]:new Array;r.facetPartitioning[v].push(a);M!=v&&r.facetPartitioning[M].push(a);A==M||A==v||r.facetPartitioning[A].push(a);w==v||w==M||w==A||r.facetPartitioning[w].push(a)}if(C&&r&&r.facetPositions){const t=r.depthSortedFacets[a];t.ind=a*3;t.sqDistance=s.DistanceSquared(r.facetPositions[a],b)}i[g]+=d;i[x]+=u;i[p]+=f;i[V]+=d;i[D]+=u;i[I]+=f;i[y]+=d;i[K]+=u;i[E]+=f}for(a=0;a<i.length/3;a++){d=i[a*3];u=i[a*3+1];f=i[a*3+2];v=Math.sqrt(d*d+u*u+f*f);v=v===0?1:v;d/=v;u/=v;f/=v;i[a*3]=d;i[a*3+1]=u;i[a*3+2]=f}}static _ComputeSides(t,e,s,r,a,n,o){const c=s.length;const h=r.length;let l;let m;t=t||VertexData.DEFAULTSIDE;switch(t){case VertexData.FRONTSIDE:break;case VertexData.BACKSIDE:for(l=0;l<c;l+=3){const t=s[l];s[l]=s[l+2];s[l+2]=t}for(m=0;m<h;m++)r[m]=-r[m];break;case VertexData.DOUBLESIDE:{const t=e.length;const d=t/3;for(let s=0;s<t;s++)e[t+s]=e[s];for(l=0;l<c;l+=3){s[l+c]=s[l+2]+d;s[l+1+c]=s[l+1]+d;s[l+2+c]=s[l]+d}for(m=0;m<h;m++)r[h+m]=-r[m];const u=a.length;let f=0;for(f=0;f<u;f++)a[f+u]=a[f];n=n||new i(0,0,1,1);o=o||new i(0,0,1,1);f=0;for(l=0;l<u/2;l++){a[f]=n.x+(n.z-n.x)*a[f];a[f+1]=n.y+(n.w-n.y)*a[f+1];a[f+u]=o.x+(o.z-o.x)*a[f+u];a[f+u+1]=o.y+(o.w-o.y)*a[f+u+1];f+=2}break}}}\n/**\n     * Creates a VertexData from serialized data\n     * @param parsedVertexData the parsed data from an imported file\n     * @returns a VertexData\n     */static Parse(t){const e=new VertexData;const s=t.positions;s&&e.set(s,r.PositionKind);const i=t.normals;i&&e.set(i,r.NormalKind);const a=t.tangents;a&&e.set(a,r.TangentKind);const o=t.uvs;o&&e.set(o,r.UVKind);const c=t.uvs2;c&&e.set(c,r.UV2Kind);const h=t.uvs3;h&&e.set(h,r.UV3Kind);const l=t.uvs4;l&&e.set(l,r.UV4Kind);const m=t.uvs5;m&&e.set(m,r.UV5Kind);const d=t.uvs6;d&&e.set(d,r.UV6Kind);const u=t.colors;if(u){e.set(n.CheckColors4(u,s.length/3),r.ColorKind);t.hasVertexAlpha!==void 0&&(e.hasVertexAlpha=t.hasVertexAlpha)}const f=t.matricesIndices;f&&e.set(f,r.MatricesIndicesKind);const v=t.matricesWeights;v&&e.set(v,r.MatricesWeightsKind);const g=t.indices;g&&(e.indices=g);const x=t.materialInfos;if(x){e.materialInfos=[];for(const t of x){const s=new VertexDataMaterialInfo;s.indexCount=t.indexCount;s.indexStart=t.indexStart;s.verticesCount=t.verticesCount;s.verticesStart=t.verticesStart;s.materialIndex=t.materialIndex;e.materialInfos.push(s)}}return e}\n/**\n     * Applies VertexData created from the imported parameters to the geometry\n     * @param parsedVertexData the parsed data from an imported file\n     * @param geometry the geometry to apply the VertexData to\n     */static ImportVertexData(t,e){const s=VertexData.Parse(t);e.setAllVerticesData(s,t.updatable)}}VertexData.FRONTSIDE=0;VertexData.BACKSIDE=1;VertexData.DOUBLESIDE=2;VertexData.DEFAULTSIDE=0;VertexData._UniqueIDGenerator=0;t([c.filter(((...[t])=>!Array.isArray(t)))],VertexData,\"_TransformVector3Coordinates\",null);t([c.filter(((...[t])=>!Array.isArray(t)))],VertexData,\"_TransformVector3Normals\",null);t([c.filter(((...[t])=>!Array.isArray(t)))],VertexData,\"_TransformVector4Normals\",null);t([c.filter(((...[t])=>!Array.isArray(t)))],VertexData,\"_FlipFaces\",null);export{VertexData,VertexDataMaterialInfo};\n//# sourceMappingURL=mesh.vertexData.js.map\n","import{__decorate as t}from\"../tslib.es6.js\";import{serializeAsVector3 as i,serializeAsQuaternion as o,serialize as r}from\"../Misc/decorators.js\";import{SerializationHelper as e}from\"../Misc/decorators.serialization.js\";import{Observable as n}from\"../Misc/observable.js\";import{Matrix as s,Vector3 as a,Quaternion as l,TmpVectors as h}from\"../Maths/math.vector.js\";import{Node as d}from\"../node.js\";import{GetClass as c}from\"../Misc/typeStore.js\";import\"../_/SxHYZ7_O.js\";import\"../_/CY5CD3a_.js\";import\"../_/CoucjtsB.js\";import\"../Maths/math.color.js\";import\"../Misc/arrayTools.js\";import\"../Maths/math.constants.js\";import\"../_/BXd1Jdj1.js\";import\"../_/BjBO3Vqv.js\";import\"../Engines/engineStore.js\";const u=s.Compose(a.One(),l.FromEulerAngles(0,Math.PI,0),a.Zero());class TransformNode extends d{get billboardMode(){return this._billboardMode}set billboardMode(t){if(this._billboardMode!==t){this._billboardMode=t;this._cache.useBillboardPosition=(this._billboardMode&TransformNode.BILLBOARDMODE_USE_POSITION)!==0;this._computeUseBillboardPath()}}get preserveParentRotationForBillboard(){return this._preserveParentRotationForBillboard}set preserveParentRotationForBillboard(t){if(t!==this._preserveParentRotationForBillboard){this._preserveParentRotationForBillboard=t;this._computeUseBillboardPath()}}_computeUseBillboardPath(){this._cache.useBillboardPath=this._billboardMode!==TransformNode.BILLBOARDMODE_NONE&&!this.preserveParentRotationForBillboard}get infiniteDistance(){return this._infiniteDistance}set infiniteDistance(t){this._infiniteDistance!==t&&(this._infiniteDistance=t)}constructor(t,i=null,o=true){super(t,i,false);this._forward=new a(0,0,1);this._up=new a(0,1,0);this._right=new a(1,0,0);this._position=a.Zero();this._rotation=a.Zero();this._rotationQuaternion=null;this._scaling=a.One();this._transformToBoneReferal=null;this._isAbsoluteSynced=false;this._billboardMode=TransformNode.BILLBOARDMODE_NONE;this._preserveParentRotationForBillboard=false;this.scalingDeterminant=1;this._infiniteDistance=false;this.ignoreNonUniformScaling=false;this.reIntegrateRotationIntoRotationQuaternion=false;this._poseMatrix=null;this._localMatrix=s.Zero();this._usePivotMatrix=false;this._absolutePosition=a.Zero();this._absoluteScaling=a.Zero();this._absoluteRotationQuaternion=l.Identity();this._pivotMatrix=s.Identity();this._postMultiplyPivotMatrix=false;this._isWorldMatrixFrozen=false;this._indexInSceneTransformNodesArray=-1;this.onAfterWorldMatrixUpdateObservable=new n;this._nonUniformScaling=false;o&&this.getScene().addTransformNode(this)}\n/**\n     * Gets a string identifying the name of the class\n     * @returns \"TransformNode\" string\n     */getClassName(){return\"TransformNode\"}get position(){return this._position}set position(t){this._position=t;this._markAsDirtyInternal()}\n/**\n     * return true if a pivot has been set\n     * @returns true if a pivot matrix is used\n     */isUsingPivotMatrix(){return this._usePivotMatrix}\n/**\n     * @returns true if pivot matrix must be cancelled in the world matrix. When this parameter is set to true (default), the inverse of the pivot matrix is also applied at the end to cancel the transformation effect.\n     */isUsingPostMultiplyPivotMatrix(){return this._postMultiplyPivotMatrix}get rotation(){return this._rotation}set rotation(t){this._rotation=t;this._rotationQuaternion=null;this._markAsDirtyInternal()}get scaling(){return this._scaling}set scaling(t){this._scaling=t;this._markAsDirtyInternal()}get rotationQuaternion(){return this._rotationQuaternion}set rotationQuaternion(t){this._rotationQuaternion=t;t&&this._rotation.setAll(0);this._markAsDirtyInternal()}_markAsDirtyInternal(){if(!this._isDirty){this._isDirty=true;this.customMarkAsDirty&&this.customMarkAsDirty()}}get forward(){a.TransformNormalFromFloatsToRef(0,0,this.getScene().useRightHandedSystem?-1:1,this.getWorldMatrix(),this._forward);return this._forward.normalize()}get up(){a.TransformNormalFromFloatsToRef(0,1,0,this.getWorldMatrix(),this._up);return this._up.normalize()}get right(){a.TransformNormalFromFloatsToRef(this.getScene().useRightHandedSystem?-1:1,0,0,this.getWorldMatrix(),this._right);return this._right.normalize()}\n/**\n     * Copies the parameter passed Matrix into the mesh Pose matrix.\n     * @param matrix the matrix to copy the pose from\n     * @returns this TransformNode.\n     */updatePoseMatrix(t){if(!this._poseMatrix){this._poseMatrix=t.clone();return this}this._poseMatrix.copyFrom(t);return this}\n/**\n     * Returns the mesh Pose matrix.\n     * @returns the pose matrix\n     */getPoseMatrix(){this._poseMatrix||(this._poseMatrix=s.Identity());return this._poseMatrix}_isSynchronized(){const t=this._cache;return this._billboardMode===t.billboardMode&&this._billboardMode===TransformNode.BILLBOARDMODE_NONE&&(!t.pivotMatrixUpdated&&(!this._infiniteDistance&&(!this._position._isDirty&&(!this._scaling._isDirty&&!(this._rotationQuaternion&&this._rotationQuaternion._isDirty||this._rotation._isDirty)))))}_initCache(){super._initCache();const t=this._cache;t.localMatrixUpdated=false;t.billboardMode=-1;t.infiniteDistance=false;t.useBillboardPosition=false;t.useBillboardPath=false}get absolutePosition(){return this.getAbsolutePosition()}get absoluteScaling(){this._syncAbsoluteScalingAndRotation();return this._absoluteScaling}get absoluteRotationQuaternion(){this._syncAbsoluteScalingAndRotation();return this._absoluteRotationQuaternion}\n/**\n     * Sets a new matrix to apply before all other transformation\n     * @param matrix defines the transform matrix\n     * @returns the current TransformNode\n     */setPreTransformMatrix(t){return this.setPivotMatrix(t,false)}\n/**\n     * Sets a new pivot matrix to the current node\n     * @param matrix defines the new pivot matrix to use\n     * @param postMultiplyPivotMatrix defines if the pivot matrix must be cancelled in the world matrix. When this parameter is set to true (default), the inverse of the pivot matrix is also applied at the end to cancel the transformation effect\n     * @returns the current TransformNode\n     */setPivotMatrix(t,i=true){this._pivotMatrix.copyFrom(t);this._usePivotMatrix=!this._pivotMatrix.isIdentity();this._cache.pivotMatrixUpdated=true;this._postMultiplyPivotMatrix=i;this._postMultiplyPivotMatrix&&(this._pivotMatrixInverse?this._pivotMatrix.invertToRef(this._pivotMatrixInverse):this._pivotMatrixInverse=s.Invert(this._pivotMatrix));return this}\n/**\n     * Returns the mesh pivot matrix.\n     * Default : Identity.\n     * @returns the matrix\n     */getPivotMatrix(){return this._pivotMatrix}\n/**\n     * Instantiate (when possible) or clone that node with its hierarchy\n     * @param newParent defines the new parent to use for the instance (or clone)\n     * @param options defines options to configure how copy is done\n     * @param options.doNotInstantiate defines if the model must be instantiated or just cloned\n     * @param onNewNodeCreated defines an option callback to call when a clone or an instance is created\n     * @returns an instance (or a clone) of the current node with its hierarchy\n     */instantiateHierarchy(t=null,i,o){const r=this.clone(\"Clone of \"+(this.name||this.id),t||this.parent,true);r&&o&&o(this,r);for(const t of this.getChildTransformNodes(true))t.instantiateHierarchy(r,i,o);return r}\n/**\n     * Prevents the World matrix to be computed any longer\n     * @param newWorldMatrix defines an optional matrix to use as world matrix\n     * @param decompose defines whether to decompose the given newWorldMatrix or directly assign\n     * @returns the TransformNode.\n     */freezeWorldMatrix(t=null,i=false){if(t)if(i){this._rotation.setAll(0);this._rotationQuaternion=this._rotationQuaternion||l.Identity();t.decompose(this._scaling,this._rotationQuaternion,this._position);this.computeWorldMatrix(true)}else{this._worldMatrix=t;this._absolutePosition.copyFromFloats(this._worldMatrix.m[12],this._worldMatrix.m[13],this._worldMatrix.m[14]);this._afterComputeWorldMatrix()}else{this._isWorldMatrixFrozen=false;this.computeWorldMatrix(true)}this._isDirty=false;this._isWorldMatrixFrozen=true;return this}\n/**\n     * Allows back the World matrix computation.\n     * @returns the TransformNode.\n     */unfreezeWorldMatrix(){this._isWorldMatrixFrozen=false;this.computeWorldMatrix(true);return this}get isWorldMatrixFrozen(){return this._isWorldMatrixFrozen}\n/**\n     * Returns the mesh absolute position in the World.\n     * @returns a Vector3.\n     */getAbsolutePosition(){this.computeWorldMatrix();return this._absolutePosition}\n/**\n     * Sets the mesh absolute position in the World from a Vector3 or an Array(3).\n     * @param absolutePosition the absolute position to set\n     * @returns the TransformNode.\n     */setAbsolutePosition(t){if(!t)return this;let i;let o;let r;if(t.x===void 0){if(arguments.length<3)return this;i=arguments[0];o=arguments[1];r=arguments[2]}else{i=t.x;o=t.y;r=t.z}if(this.parent){const t=h.Matrix[0];this.parent.getWorldMatrix().invertToRef(t);a.TransformCoordinatesFromFloatsToRef(i,o,r,t,this.position)}else{this.position.x=i;this.position.y=o;this.position.z=r}this._absolutePosition.copyFrom(t);return this}\n/**\n     * Sets the mesh position in its local space.\n     * @param vector3 the position to set in localspace\n     * @returns the TransformNode.\n     */setPositionWithLocalVector(t){this.computeWorldMatrix();this.position=a.TransformNormal(t,this._localMatrix);return this}\n/**\n     * Returns the mesh position in the local space from the current World matrix values.\n     * @returns a new Vector3.\n     */getPositionExpressedInLocalSpace(){this.computeWorldMatrix();const t=h.Matrix[0];this._localMatrix.invertToRef(t);return a.TransformNormal(this.position,t)}\n/**\n     * Translates the mesh along the passed Vector3 in its local space.\n     * @param vector3 the distance to translate in localspace\n     * @returns the TransformNode.\n     */locallyTranslate(t){this.computeWorldMatrix(true);this.position=a.TransformCoordinates(t,this._localMatrix);return this}\n/**\n     * Orients a mesh towards a target point. Mesh must be drawn facing user.\n     * @param targetPoint the position (must be in same space as current mesh) to look at\n     * @param yawCor optional yaw (y-axis) correction in radians\n     * @param pitchCor optional pitch (x-axis) correction in radians\n     * @param rollCor optional roll (z-axis) correction in radians\n     * @param space the chosen space of the target\n     * @returns the TransformNode.\n     */lookAt(t,i=0,o=0,r=0,e=0){const n=TransformNode._LookAtVectorCache;const s=e===0?this.position:this.getAbsolutePosition();t.subtractToRef(s,n);this.setDirection(n,i,o,r);if(e===1&&this.parent)if(this.rotationQuaternion){const t=h.Matrix[0];this.rotationQuaternion.toRotationMatrix(t);const i=h.Matrix[1];this.parent.getWorldMatrix().getRotationMatrixToRef(i);i.invert();t.multiplyToRef(i,t);this.rotationQuaternion.fromRotationMatrix(t)}else{const t=h.Quaternion[0];l.FromEulerVectorToRef(this.rotation,t);const i=h.Matrix[0];t.toRotationMatrix(i);const o=h.Matrix[1];this.parent.getWorldMatrix().getRotationMatrixToRef(o);o.invert();i.multiplyToRef(o,i);t.fromRotationMatrix(i);t.toEulerAnglesToRef(this.rotation)}return this}\n/**\n     * Returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.\n     * This Vector3 is expressed in the World space.\n     * @param localAxis axis to rotate\n     * @returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.\n     */getDirection(t){const i=a.Zero();this.getDirectionToRef(t,i);return i}\n/**\n     * Sets the Vector3 \"result\" as the rotated Vector3 \"localAxis\" in the same rotation than the mesh.\n     * localAxis is expressed in the mesh local space.\n     * result is computed in the World space from the mesh World matrix.\n     * @param localAxis axis to rotate\n     * @param result the resulting transformnode\n     * @returns this TransformNode.\n     */getDirectionToRef(t,i){a.TransformNormalToRef(t,this.getWorldMatrix(),i);return this}\n/**\n     * Sets this transform node rotation to the given local axis.\n     * @param localAxis the axis in local space\n     * @param yawCor optional yaw (y-axis) correction in radians\n     * @param pitchCor optional pitch (x-axis) correction in radians\n     * @param rollCor optional roll (z-axis) correction in radians\n     * @returns this TransformNode\n     */setDirection(t,i=0,o=0,r=0){const e=-Math.atan2(t.z,t.x)+Math.PI/2;const n=Math.sqrt(t.x*t.x+t.z*t.z);const s=-Math.atan2(t.y,n);if(this.rotationQuaternion)l.RotationYawPitchRollToRef(e+i,s+o,r,this.rotationQuaternion);else{this.rotation.x=s+o;this.rotation.y=e+i;this.rotation.z=r}return this}\n/**\n     * Sets a new pivot point to the current node\n     * @param point defines the new pivot point to use\n     * @param space defines if the point is in world or local space (local by default)\n     * @returns the current TransformNode\n     */setPivotPoint(t,i=0){this.getScene().getRenderId()==0&&this.computeWorldMatrix(true);const o=this.getWorldMatrix();if(i==1){const i=h.Matrix[0];o.invertToRef(i);t=a.TransformCoordinates(t,i)}return this.setPivotMatrix(s.Translation(-t.x,-t.y,-t.z),true)}\n/**\n     * Returns a new Vector3 set with the mesh pivot point coordinates in the local space.\n     * @returns the pivot point\n     */getPivotPoint(){const t=a.Zero();this.getPivotPointToRef(t);return t}\n/**\n     * Sets the passed Vector3 \"result\" with the coordinates of the mesh pivot point in the local space.\n     * @param result the vector3 to store the result\n     * @returns this TransformNode.\n     */getPivotPointToRef(t){t.x=-this._pivotMatrix.m[12];t.y=-this._pivotMatrix.m[13];t.z=-this._pivotMatrix.m[14];return this}\n/**\n     * Returns a new Vector3 set with the mesh pivot point World coordinates.\n     * @returns a new Vector3 set with the mesh pivot point World coordinates.\n     */getAbsolutePivotPoint(){const t=a.Zero();this.getAbsolutePivotPointToRef(t);return t}\n/**\n     * Sets the Vector3 \"result\" coordinates with the mesh pivot point World coordinates.\n     * @param result vector3 to store the result\n     * @returns this TransformNode.\n     */getAbsolutePivotPointToRef(t){this.getPivotPointToRef(t);a.TransformCoordinatesToRef(t,this.getWorldMatrix(),t);return this}\n/**\n     * Flag the transform node as dirty (Forcing it to update everything)\n     * @param property if set to \"rotation\" the objects rotationQuaternion will be set to null\n     * @returns this  node\n     */markAsDirty(t){if(this._isDirty)return this;if(this._children)for(const i of this._children)i.markAsDirty(t);return super.markAsDirty(t)}\n/**\n     * Defines the passed node as the parent of the current node.\n     * The node will remain exactly where it is and its position / rotation will be updated accordingly.\n     * If you don't want to preserve the current rotation / position, assign the parent through parent accessor.\n     * Note that if the mesh has a pivot matrix / point defined it will be applied after the parent was updated.\n     * In that case the node will not remain in the same space as it is, as the pivot will be applied.\n     * To avoid this, you can set updatePivot to true and the pivot will be updated to identity\n     * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/transforms/parent_pivot/parent\n     * @param node the node ot set as the parent\n     * @param preserveScalingSign if true, keep scaling sign of child. Otherwise, scaling sign might change.\n     * @param updatePivot if true, update the pivot matrix to keep the node in the same space as before\n     * @returns this TransformNode.\n     */setParent(t,i=false,o=false){if(!t&&!this.parent)return this;const r=h.Quaternion[0];const e=h.Vector3[0];const n=h.Vector3[1];const a=h.Matrix[1];s.IdentityToRef(a);const d=h.Matrix[0];this.computeWorldMatrix(true);let c=this.rotationQuaternion;if(!c){c=TransformNode._TmpRotation;l.RotationYawPitchRollToRef(this._rotation.y,this._rotation.x,this._rotation.z,c)}s.ComposeToRef(this.scaling,c,this.position,d);this.parent&&d.multiplyToRef(this.parent.computeWorldMatrix(true),d);if(t){t.computeWorldMatrix(true).invertToRef(a);d.multiplyToRef(a,d)}d.decompose(n,r,e,i?this:void 0);this.rotationQuaternion?this.rotationQuaternion.copyFrom(r):r.toEulerAnglesToRef(this.rotation);this.scaling.copyFrom(n);this.position.copyFrom(e);this.parent=t;o&&this.setPivotMatrix(s.Identity());return this}\n/**\n     * Adds the passed mesh as a child to the current mesh.\n     * The node will remain exactly where it is and its position / rotation will be updated accordingly.\n     * This method is equivalent to calling setParent().\n     * @param mesh defines the child mesh\n     * @param preserveScalingSign if true, keep scaling sign of child. Otherwise, scaling sign might change.\n     * @returns the current mesh\n     */addChild(t,i=false){t.setParent(this,i);return this}\n/**\n     * Removes the passed mesh from the current mesh children list\n     * @param mesh defines the child mesh\n     * @param preserveScalingSign if true, keep scaling sign of child. Otherwise, scaling sign might change.\n     * @returns the current mesh\n     */removeChild(t,i=false){if(t.parent!==this)return this;t.setParent(null,i);return this}get nonUniformScaling(){return this._nonUniformScaling}_updateNonUniformScalingState(t){if(this._nonUniformScaling===t)return false;this._nonUniformScaling=t;return true}\n/**\n     * Attach the current TransformNode to another TransformNode associated with a bone\n     * @param bone Bone affecting the TransformNode\n     * @param affectedTransformNode TransformNode associated with the bone\n     * @returns this object\n     */attachToBone(t,i){this._currentParentWhenAttachingToBone=this.parent;this._transformToBoneReferal=i;this.parent=t;t.getSkeleton().prepare(true);t.getFinalMatrix().determinant()<0&&(this.scalingDeterminant*=-1);return this}\n/**\n     * Detach the transform node if its associated with a bone\n     * @param resetToPreviousParent Indicates if the parent that was in effect when attachToBone was called should be set back or if we should set parent to null instead (defaults to the latter)\n     * @returns this object\n     */detachFromBone(t=false){if(!this.parent){t&&(this.parent=this._currentParentWhenAttachingToBone);return this}this.parent.getWorldMatrix().determinant()<0&&(this.scalingDeterminant*=-1);this._transformToBoneReferal=null;this.parent=t?this._currentParentWhenAttachingToBone:null;return this}\n/**\n     * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in the given space.\n     * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.\n     * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.\n     * The passed axis is also normalized.\n     * @param axis the axis to rotate around\n     * @param amount the amount to rotate in radians\n     * @param space Space to rotate in (Default: local)\n     * @returns the TransformNode.\n     */rotate(t,i,o){t.normalize();if(!this.rotationQuaternion){this.rotationQuaternion=this.rotation.toQuaternion();this.rotation.setAll(0)}let r;if(o&&o!==0){if(this.parent){const o=this.parent.getWorldMatrix();const r=h.Matrix[0];o.invertToRef(r);t=a.TransformNormal(t,r);o.determinant()<0&&(i*=-1)}r=l.RotationAxisToRef(t,i,TransformNode._RotationAxisCache);r.multiplyToRef(this.rotationQuaternion,this.rotationQuaternion)}else{r=l.RotationAxisToRef(t,i,TransformNode._RotationAxisCache);this.rotationQuaternion.multiplyToRef(r,this.rotationQuaternion)}return this}\n/**\n     * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in world space.\n     * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.\n     * The passed axis is also normalized. .\n     * Method is based on http://www.euclideanspace.com/maths/geometry/affine/aroundPoint/index.htm\n     * @param point the point to rotate around\n     * @param axis the axis to rotate around\n     * @param amount the amount to rotate in radians\n     * @returns the TransformNode\n     */rotateAround(t,i,o){i.normalize();if(!this.rotationQuaternion){this.rotationQuaternion=l.RotationYawPitchRoll(this.rotation.y,this.rotation.x,this.rotation.z);this.rotation.setAll(0)}const r=h.Vector3[0];const e=h.Vector3[1];const n=h.Vector3[2];const a=h.Quaternion[0];const d=h.Matrix[0];const c=h.Matrix[1];const u=h.Matrix[2];const f=h.Matrix[3];t.subtractToRef(this.position,r);s.TranslationToRef(r.x,r.y,r.z,d);s.TranslationToRef(-r.x,-r.y,-r.z,c);s.RotationAxisToRef(i,o,u);c.multiplyToRef(u,f);f.multiplyToRef(d,f);f.decompose(e,a,n);this.position.addInPlace(n);a.multiplyToRef(this.rotationQuaternion,this.rotationQuaternion);return this}\n/**\n     * Translates the mesh along the axis vector for the passed distance in the given space.\n     * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.\n     * @param axis the axis to translate in\n     * @param distance the distance to translate\n     * @param space Space to rotate in (Default: local)\n     * @returns the TransformNode.\n     */translate(t,i,o){const r=t.scale(i);if(o&&o!==0)this.setAbsolutePosition(this.getAbsolutePosition().add(r));else{const t=this.getPositionExpressedInLocalSpace().add(r);this.setPositionWithLocalVector(t)}return this}\n/**\n     * Adds a rotation step to the mesh current rotation.\n     * x, y, z are Euler angles expressed in radians.\n     * This methods updates the current mesh rotation, either mesh.rotation, either mesh.rotationQuaternion if it's set.\n     * This means this rotation is made in the mesh local space only.\n     * It's useful to set a custom rotation order different from the BJS standard one YXZ.\n     * Example : this rotates the mesh first around its local X axis, then around its local Z axis, finally around its local Y axis.\n     * ```javascript\n     * mesh.addRotation(x1, 0, 0).addRotation(0, 0, z2).addRotation(0, 0, y3);\n     * ```\n     * Note that `addRotation()` accumulates the passed rotation values to the current ones and computes the .rotation or .rotationQuaternion updated values.\n     * Under the hood, only quaternions are used. So it's a little faster is you use .rotationQuaternion because it doesn't need to translate them back to Euler angles.\n     * @param x Rotation to add\n     * @param y Rotation to add\n     * @param z Rotation to add\n     * @returns the TransformNode.\n     */addRotation(t,i,o){let r;if(this.rotationQuaternion)r=this.rotationQuaternion;else{r=h.Quaternion[1];l.RotationYawPitchRollToRef(this.rotation.y,this.rotation.x,this.rotation.z,r)}const e=h.Quaternion[0];l.RotationYawPitchRollToRef(i,t,o,e);r.multiplyInPlace(e);this.rotationQuaternion||r.toEulerAnglesToRef(this.rotation);return this}_getEffectiveParent(){return this.parent}\n/**\n     * Returns whether the transform node world matrix computation needs the camera information to be computed.\n     * This is the case when the node is a billboard or has an infinite distance for instance.\n     * @returns true if the world matrix computation needs the camera information to be computed\n     */isWorldMatrixCameraDependent(){return this._infiniteDistance&&!this.parent||this._billboardMode!==TransformNode.BILLBOARDMODE_NONE&&!this.preserveParentRotationForBillboard}\n/**\n     * Computes the world matrix of the node\n     * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch\n     * @param camera defines the camera used if different from the scene active camera (This is used with modes like Billboard or infinite distance)\n     * @returns the world matrix\n     */computeWorldMatrix(t=false,i=null){if(this._isWorldMatrixFrozen&&!this._isDirty)return this._worldMatrix;const o=this.getScene().getRenderId();if(!this._isDirty&&!t&&(this._currentRenderId===o||this.isSynchronized())){this._currentRenderId=o;return this._worldMatrix}i=i||this.getScene().activeCamera;this._updateCache();const r=this._cache;r.pivotMatrixUpdated=false;r.billboardMode=this.billboardMode;r.infiniteDistance=this.infiniteDistance;r.parent=this._parentNode;this._currentRenderId=o;this._childUpdateId+=1;this._isDirty=false;this._position._isDirty=false;this._rotation._isDirty=false;this._scaling._isDirty=false;const e=this._getEffectiveParent();const n=TransformNode._TmpScaling;let d=this._position;if(this._infiniteDistance&&!this.parent&&i){const t=i.getWorldMatrix();const o=new a(t.m[12],t.m[13],t.m[14]);d=TransformNode._TmpTranslation;d.copyFromFloats(this._position.x+o.x,this._position.y+o.y,this._position.z+o.z)}n.copyFromFloats(this._scaling.x*this.scalingDeterminant,this._scaling.y*this.scalingDeterminant,this._scaling.z*this.scalingDeterminant);let c;if(this._rotationQuaternion){this._rotationQuaternion._isDirty=false;c=this._rotationQuaternion;if(this.reIntegrateRotationIntoRotationQuaternion){const t=this.rotation.lengthSquared();if(t){this._rotationQuaternion.multiplyInPlace(l.RotationYawPitchRoll(this._rotation.y,this._rotation.x,this._rotation.z));this._rotation.copyFromFloats(0,0,0)}}}else{c=TransformNode._TmpRotation;l.RotationYawPitchRollToRef(this._rotation.y,this._rotation.x,this._rotation.z,c)}if(this._usePivotMatrix){const t=h.Matrix[1];s.ScalingToRef(n.x,n.y,n.z,t);const i=h.Matrix[0];c.toRotationMatrix(i);this._pivotMatrix.multiplyToRef(t,h.Matrix[4]);h.Matrix[4].multiplyToRef(i,this._localMatrix);this._postMultiplyPivotMatrix&&this._localMatrix.multiplyToRef(this._pivotMatrixInverse,this._localMatrix);this._localMatrix.addTranslationFromFloats(d.x,d.y,d.z)}else s.ComposeToRef(n,c,d,this._localMatrix);if(e&&e.getWorldMatrix){t&&e.computeWorldMatrix(t);if(r.useBillboardPath){if(this._transformToBoneReferal){const t=this.parent;t.getSkeleton().prepare();t.getFinalMatrix().multiplyToRef(this._transformToBoneReferal.getWorldMatrix(),h.Matrix[7])}else h.Matrix[7].copyFrom(e.getWorldMatrix());const t=h.Vector3[5];const i=h.Vector3[6];const o=h.Quaternion[0];h.Matrix[7].decompose(i,o,t);s.ScalingToRef(i.x,i.y,i.z,h.Matrix[7]);h.Matrix[7].setTranslation(t);if(TransformNode.BillboardUseParentOrientation){this._position.applyRotationQuaternionToRef(o,t);this._localMatrix.setTranslation(t)}this._localMatrix.multiplyToRef(h.Matrix[7],this._worldMatrix)}else if(this._transformToBoneReferal){const t=this.parent;t.getSkeleton().prepare();this._localMatrix.multiplyToRef(t.getFinalMatrix(),h.Matrix[6]);h.Matrix[6].multiplyToRef(this._transformToBoneReferal.getWorldMatrix(),this._worldMatrix)}else this._localMatrix.multiplyToRef(e.getWorldMatrix(),this._worldMatrix);this._markSyncedWithParent()}else this._worldMatrix.copyFrom(this._localMatrix);if(r.useBillboardPath&&i&&this.billboardMode&&!r.useBillboardPosition){const t=h.Vector3[0];this._worldMatrix.getTranslationToRef(t);h.Matrix[1].copyFrom(i.getViewMatrix());this._scene.useRightHandedSystem&&h.Matrix[1].multiplyToRef(u,h.Matrix[1]);h.Matrix[1].setTranslationFromFloats(0,0,0);h.Matrix[1].invertToRef(h.Matrix[0]);if((this.billboardMode&TransformNode.BILLBOARDMODE_ALL)!==TransformNode.BILLBOARDMODE_ALL){h.Matrix[0].decompose(void 0,h.Quaternion[0],void 0);const t=h.Vector3[1];h.Quaternion[0].toEulerAnglesToRef(t);(this.billboardMode&TransformNode.BILLBOARDMODE_X)!==TransformNode.BILLBOARDMODE_X&&(t.x=0);(this.billboardMode&TransformNode.BILLBOARDMODE_Y)!==TransformNode.BILLBOARDMODE_Y&&(t.y=0);(this.billboardMode&TransformNode.BILLBOARDMODE_Z)!==TransformNode.BILLBOARDMODE_Z&&(t.z=0);s.RotationYawPitchRollToRef(t.y,t.x,t.z,h.Matrix[0])}this._worldMatrix.setTranslationFromFloats(0,0,0);this._worldMatrix.multiplyToRef(h.Matrix[0],this._worldMatrix);this._worldMatrix.setTranslation(h.Vector3[0])}else if(r.useBillboardPath&&i&&r.useBillboardPosition){const t=h.Vector3[0];this._worldMatrix.getTranslationToRef(t);const o=i.globalPosition;this._worldMatrix.invertToRef(h.Matrix[1]);const r=h.Vector3[1];a.TransformCoordinatesToRef(o,h.Matrix[1],r);r.normalize();const e=-Math.atan2(r.z,r.x)+Math.PI/2;const n=Math.sqrt(r.x*r.x+r.z*r.z);const d=-Math.atan2(r.y,n);l.RotationYawPitchRollToRef(e,d,0,h.Quaternion[0]);if((this.billboardMode&TransformNode.BILLBOARDMODE_ALL)!==TransformNode.BILLBOARDMODE_ALL){const t=h.Vector3[1];h.Quaternion[0].toEulerAnglesToRef(t);(this.billboardMode&TransformNode.BILLBOARDMODE_X)!==TransformNode.BILLBOARDMODE_X&&(t.x=0);(this.billboardMode&TransformNode.BILLBOARDMODE_Y)!==TransformNode.BILLBOARDMODE_Y&&(t.y=0);(this.billboardMode&TransformNode.BILLBOARDMODE_Z)!==TransformNode.BILLBOARDMODE_Z&&(t.z=0);s.RotationYawPitchRollToRef(t.y,t.x,t.z,h.Matrix[0])}else s.FromQuaternionToRef(h.Quaternion[0],h.Matrix[0]);this._worldMatrix.setTranslationFromFloats(0,0,0);this._worldMatrix.multiplyToRef(h.Matrix[0],this._worldMatrix);this._worldMatrix.setTranslation(h.Vector3[0])}this.ignoreNonUniformScaling?this._updateNonUniformScalingState(false):this._scaling.isNonUniformWithinEpsilon(1e-6)?this._updateNonUniformScalingState(true):e&&e._nonUniformScaling?this._updateNonUniformScalingState(e._nonUniformScaling):this._updateNonUniformScalingState(false);this._afterComputeWorldMatrix();this._absolutePosition.copyFromFloats(this._worldMatrix.m[12],this._worldMatrix.m[13],this._worldMatrix.m[14]);this._isAbsoluteSynced=false;this.onAfterWorldMatrixUpdateObservable.notifyObservers(this);this._poseMatrix||(this._poseMatrix=s.Invert(this._worldMatrix));this._worldMatrixDeterminantIsDirty=true;return this._worldMatrix}\n/**\n     * Resets this nodeTransform's local matrix to Matrix.Identity().\n     * @param independentOfChildren indicates if all child nodeTransform's world-space transform should be preserved.\n     */resetLocalMatrix(t=true){this.computeWorldMatrix();if(t){const t=this.getChildren();for(let i=0;i<t.length;++i){const o=t[i];if(o){o.computeWorldMatrix();const t=h.Matrix[0];o._localMatrix.multiplyToRef(this._localMatrix,t);const i=h.Quaternion[0];t.decompose(o.scaling,i,o.position);o.rotationQuaternion?o.rotationQuaternion.copyFrom(i):i.toEulerAnglesToRef(o.rotation)}}}this.scaling.copyFromFloats(1,1,1);this.position.copyFromFloats(0,0,0);this.rotation.copyFromFloats(0,0,0);this.rotationQuaternion&&(this.rotationQuaternion=l.Identity());this._worldMatrix=s.Identity()}_afterComputeWorldMatrix(){}\n/**\n     * If you'd like to be called back after the mesh position, rotation or scaling has been updated.\n     * @param func callback function to add\n     *\n     * @returns the TransformNode.\n     */registerAfterWorldMatrixUpdate(t){this.onAfterWorldMatrixUpdateObservable.add(t);return this}\n/**\n     * Removes a registered callback function.\n     * @param func callback function to remove\n     * @returns the TransformNode.\n     */unregisterAfterWorldMatrixUpdate(t){this.onAfterWorldMatrixUpdateObservable.removeCallback(t);return this}\n/**\n     * Gets the position of the current mesh in camera space\n     * @param camera defines the camera to use\n     * @returns a position\n     */getPositionInCameraSpace(t=null){t||(t=this.getScene().activeCamera);return a.TransformCoordinates(this.getAbsolutePosition(),t.getViewMatrix())}\n/**\n     * Returns the distance from the mesh to the active camera\n     * @param camera defines the camera to use\n     * @returns the distance\n     */getDistanceToCamera(t=null){t||(t=this.getScene().activeCamera);return this.getAbsolutePosition().subtract(t.globalPosition).length()}\n/**\n     * Clone the current transform node\n     * @param name Name of the new clone\n     * @param newParent New parent for the clone\n     * @param doNotCloneChildren Do not clone children hierarchy\n     * @returns the new transform node\n     */clone(t,i,o){const r=e.Clone((()=>new TransformNode(t,this.getScene())),this);r.name=t;r.id=t;i&&(r.parent=i);if(!o){const i=this.getDescendants(true);for(let o=0;o<i.length;o++){const e=i[o];e.clone&&e.clone(t+\".\"+e.name,r)}}return r}\n/**\n     * Serializes the objects information.\n     * @param currentSerializationObject defines the object to serialize in\n     * @returns the serialized object\n     */serialize(t){const i=e.Serialize(this,t);i.type=this.getClassName();i.uniqueId=this.uniqueId;this.parent&&this.parent._serializeAsParent(i);i.localMatrix=this.getPivotMatrix().asArray();i.isEnabled=this.isEnabled();e.AppendSerializedAnimations(this,i);i.ranges=this.serializeAnimationRanges();return i}\n/**\n     * Returns a new TransformNode object parsed from the source provided.\n     * @param parsedTransformNode is the source.\n     * @param scene the scene the object belongs to\n     * @param rootUrl is a string, it's the root URL to prefix the `delayLoadingFile` property with\n     * @returns a new TransformNode object parsed from the source provided.\n     */\nstatic Parse(t,i,o){const r=e.Parse((()=>new TransformNode(t.name,i)),t,i,o);t.localMatrix?r.setPreTransformMatrix(s.FromArray(t.localMatrix)):t.pivotMatrix&&r.setPivotMatrix(s.FromArray(t.pivotMatrix));r.setEnabled(t.isEnabled);r._waitingParsedUniqueId=t.uniqueId;t.parentId!==void 0&&(r._waitingParentId=t.parentId);t.parentInstanceIndex!==void 0&&(r._waitingParentInstanceIndex=t.parentInstanceIndex);if(t.animations){for(let i=0;i<t.animations.length;i++){const o=t.animations[i];const e=c(\"BABYLON.Animation\");e&&r.animations.push(e.Parse(o))}d.ParseAnimationRanges(r,t,i)}t.autoAnimate&&i.beginAnimation(r,t.autoAnimateFrom,t.autoAnimateTo,t.autoAnimateLoop,t.autoAnimateSpeed||1);return r}\n/**\n     * Get all child-transformNodes of this node\n     * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered\n     * @param predicate defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored\n     * @returns an array of TransformNode\n     */getChildTransformNodes(t,i){const o=[];this._getDescendants(o,t,(t=>(!i||i(t))&&t instanceof TransformNode));return o}\n/**\n     * Releases resources associated with this transform node.\n     * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)\n     * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)\n     */dispose(t,i=false){this.getScene().stopAnimation(this);this.getScene().removeTransformNode(this);if(this._parentContainer){const t=this._parentContainer.transformNodes.indexOf(this);t>-1&&this._parentContainer.transformNodes.splice(t,1);this._parentContainer=null}this.onAfterWorldMatrixUpdateObservable.clear();if(t){const t=this.getChildTransformNodes(true);for(const i of t){i.parent=null;i.computeWorldMatrix(true)}}super.dispose(t,i)}\n/**\n     * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)\n     * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false\n     * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false\n     * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling\n     * @returns the current mesh\n     */normalizeToUnitCube(t=true,i=false,o){let r=null;let e=null;if(i)if(this.rotationQuaternion){e=this.rotationQuaternion.clone();this.rotationQuaternion.copyFromFloats(0,0,0,1)}else if(this.rotation){r=this.rotation.clone();this.rotation.copyFromFloats(0,0,0)}const n=this.getHierarchyBoundingVectors(t,o);const s=n.max.subtract(n.min);const a=Math.max(s.x,s.y,s.z);if(a===0)return this;const l=1/a;this.scaling.scaleInPlace(l);i&&(this.rotationQuaternion&&e?this.rotationQuaternion.copyFrom(e):this.rotation&&r&&this.rotation.copyFrom(r));return this}_syncAbsoluteScalingAndRotation(){if(!this._isAbsoluteSynced){this._worldMatrix.decompose(this._absoluteScaling,this._absoluteRotationQuaternion);this._isAbsoluteSynced=true}}}TransformNode.BILLBOARDMODE_NONE=0;TransformNode.BILLBOARDMODE_X=1;TransformNode.BILLBOARDMODE_Y=2;TransformNode.BILLBOARDMODE_Z=4;TransformNode.BILLBOARDMODE_ALL=7;TransformNode.BILLBOARDMODE_USE_POSITION=128;TransformNode.BillboardUseParentOrientation=false;TransformNode._TmpRotation=l.Zero();TransformNode._TmpScaling=a.Zero();TransformNode._TmpTranslation=a.Zero();TransformNode._LookAtVectorCache=new a(0,0,0);TransformNode._RotationAxisCache=new l;t([i(\"position\")],TransformNode.prototype,\"_position\",void 0);t([i(\"rotation\")],TransformNode.prototype,\"_rotation\",void 0);t([o(\"rotationQuaternion\")],TransformNode.prototype,\"_rotationQuaternion\",void 0);t([i(\"scaling\")],TransformNode.prototype,\"_scaling\",void 0);t([r(\"billboardMode\")],TransformNode.prototype,\"_billboardMode\",void 0);t([r()],TransformNode.prototype,\"scalingDeterminant\",void 0);t([r(\"infiniteDistance\")],TransformNode.prototype,\"_infiniteDistance\",void 0);t([r()],TransformNode.prototype,\"ignoreNonUniformScaling\",void 0);t([r()],TransformNode.prototype,\"reIntegrateRotationIntoRotationQuaternion\",void 0);export{TransformNode};\n//# sourceMappingURL=transformNode.js.map\n","import{Vector3 as s}from\"../Maths/math.vector.js\";class _MeshCollisionData{constructor(){this._checkCollisions=false;this._collisionMask=-1;this._collisionGroup=-1;this._surroundingMeshes=null;this._collider=null;this._oldPositionForCollisions=new s(0,0,0);this._diffPositionForCollisions=new s(0,0,0);this._collisionResponse=true}}export{_MeshCollisionData as _};\n//# sourceMappingURL=5Bf4dnAf.js.map\n","import{__decorate as t}from\"../tslib.es6.js\";import{Observable as e}from\"../Misc/observable.js\";import{TmpVectors as s,Vector3 as i,Matrix as a,Quaternion as n}from\"../Maths/math.vector.js\";import{VertexBuffer as r}from\"../Buffers/buffer.js\";import{VertexData as o}from\"./mesh.vertexData.js\";import{TransformNode as h}from\"./transformNode.js\";import{PickingInfo as l}from\"../Collisions/pickingInfo.js\";import{BoundingInfo as c}from\"../Culling/boundingInfo.js\";import{U as u}from\"../_/DMkv-Omk.js\";import{_ as f}from\"../_/5Bf4dnAf.js\";import{_}from\"../_/CY5CD3a_.js\";import{e as d}from\"../_/B8Hr9e10.js\";import{Color3 as g,Color4 as b}from\"../Maths/math.color.js\";import{Epsilon as m}from\"../Maths/math.constants.js\";import{Axis as M}from\"../Maths/math.axis.js\";import{RegisterClass as D}from\"../Misc/typeStore.js\";import{nativeOverride as p}from\"../Misc/decorators.js\";import{A as I}from\"../_/Cn202uVB.js\";import\"../Misc/arrayTools.js\";import\"../_/BjBO3Vqv.js\";import\"../Engines/engineStore.js\";import\"../_/BXd1Jdj1.js\";import\"../_/BDtJaKhy.js\";import\"../Misc/logger.js\";import\"../Buffers/bufferUtils.js\";import\"../_/D34LYfzR.js\";import\"../Misc/error.js\";import\"./subMesh.js\";import\"../Collisions/intersectionInfo.js\";import\"../Materials/drawWrapper.js\";import\"../Misc/timingTools.js\";import\"../Misc/decorators.serialization.js\";import\"../_/CoucjtsB.js\";import\"../_/SxHYZ7_O.js\";import\"../node.js\";import\"../Culling/boundingBox.js\";import\"../Culling/boundingSphere.js\";import\"../Misc/tools.js\";import\"../Misc/domManagement.js\";import\"../_/BrNwFyDm.js\";import\"../Misc/precisionDate.js\";import\"../Misc/webRequest.js\";import\"../_/Qih3l7lC.js\";import\"../Misc/stringTools.js\";import\"../_/CX9Zyq1P.js\";import\"../Engines/shaderStore.js\";import\"../_/DKmLrVdL.js\";import\"../Misc/guid.js\";import\"../_/DI68bezJ.js\";import\"../_/BbEdeXLR.js\";import\"../Materials/Textures/Loaders/textureLoaderManager.js\";function applyMorph(t,e,s){let i=null;switch(e){case r.PositionKind:i=t=>t.getPositions();break;case r.NormalKind:i=t=>t.getNormals();break;case r.TangentKind:i=t=>t.getTangents();break;case r.UVKind:i=t=>t.getUVs();break;case r.UV2Kind:i=t=>t.getUV2s();break;case r.ColorKind:i=t=>t.getColors();break;default:return}for(let e=0;e<t.length;e++){let a=t[e];for(let n=0;n<s.numTargets;n++){const r=s.getTarget(n);const o=r.influence;if(o!==0){const s=i(r);s&&(a+=(s[e]-t[e])*o)}}t[e]=a}}function applySkeleton(t,e,n,o,h,l,c){const u=s.Vector3[0];const f=s.Matrix[0];const _=s.Matrix[1];const d=e===r.NormalKind?i.TransformNormalFromFloatsToRef:i.TransformCoordinatesFromFloatsToRef;for(let e=0,s=0;e<t.length;e+=3,s+=4){f.reset();let i;let r;for(i=0;i<4;i++){r=h[s+i];if(r>0){a.FromFloat32ArrayToRefScaled(n,Math.floor(o[s+i]*16),r,_);f.addToSelf(_)}}if(l&&c)for(i=0;i<4;i++){r=c[s+i];if(r>0){a.FromFloat32ArrayToRefScaled(n,Math.floor(l[s+i]*16),r,_);f.addToSelf(_)}}d(t[e],t[e+1],t[e+2],f,u);u.toArray(t,e)}}class _FacetDataStorage{constructor(){this.facetNb=0;this.partitioningSubdivisions=10;this.partitioningBBoxRatio=1.01;this.facetDataEnabled=false;this.facetParameters={};this.bbSize=i.Zero();this.subDiv={max:1,X:1,Y:1,Z:1};this.facetDepthSort=false;this.facetDepthSortEnabled=false}}class _InternalAbstractMeshDataInfo{constructor(){this._hasVertexAlpha=false;this._useVertexColors=true;this._numBoneInfluencers=4;this._applyFog=true;this._receiveShadows=false;this._facetData=new _FacetDataStorage;this._visibility=1;this._skeleton=null;this._layerMask=268435455;this._computeBonesUsingShaders=true;this._isActive=false;this._onlyForInstances=false;this._isActiveIntermediate=false;this._onlyForInstancesIntermediate=false;this._actAsRegularMesh=false;this._currentLOD=new Map;this._collisionRetryCount=3;this._morphTargetManager=null;this._renderingGroupId=0;this._bakedVertexAnimationManager=null;this._material=null;this._positions=null;this._pointerOverDisableMeshTesting=false;this._meshCollisionData=new f;this._enableDistantPicking=false;this._rawBoundingInfo=null;this._sideOrientationHint=false;this._inheritVisibility=false}}class AbstractMesh extends h{static get BILLBOARDMODE_NONE(){return h.BILLBOARDMODE_NONE}static get BILLBOARDMODE_X(){return h.BILLBOARDMODE_X}static get BILLBOARDMODE_Y(){return h.BILLBOARDMODE_Y}static get BILLBOARDMODE_Z(){return h.BILLBOARDMODE_Z}static get BILLBOARDMODE_ALL(){return h.BILLBOARDMODE_ALL}static get BILLBOARDMODE_USE_POSITION(){return h.BILLBOARDMODE_USE_POSITION}get facetNb(){return this._internalAbstractMeshDataInfo._facetData.facetNb}get partitioningSubdivisions(){return this._internalAbstractMeshDataInfo._facetData.partitioningSubdivisions}set partitioningSubdivisions(t){this._internalAbstractMeshDataInfo._facetData.partitioningSubdivisions=t}get partitioningBBoxRatio(){return this._internalAbstractMeshDataInfo._facetData.partitioningBBoxRatio}set partitioningBBoxRatio(t){this._internalAbstractMeshDataInfo._facetData.partitioningBBoxRatio=t}get mustDepthSortFacets(){return this._internalAbstractMeshDataInfo._facetData.facetDepthSort}set mustDepthSortFacets(t){this._internalAbstractMeshDataInfo._facetData.facetDepthSort=t}get facetDepthSortFrom(){return this._internalAbstractMeshDataInfo._facetData.facetDepthSortFrom}set facetDepthSortFrom(t){this._internalAbstractMeshDataInfo._facetData.facetDepthSortFrom=t}get collisionRetryCount(){return this._internalAbstractMeshDataInfo._collisionRetryCount}set collisionRetryCount(t){this._internalAbstractMeshDataInfo._collisionRetryCount=t}get isFacetDataEnabled(){return this._internalAbstractMeshDataInfo._facetData.facetDataEnabled}get morphTargetManager(){return this._internalAbstractMeshDataInfo._morphTargetManager}set morphTargetManager(t){if(this._internalAbstractMeshDataInfo._morphTargetManager!==t){this._internalAbstractMeshDataInfo._morphTargetManager=t;this._syncGeometryWithMorphTargetManager()}}get bakedVertexAnimationManager(){return this._internalAbstractMeshDataInfo._bakedVertexAnimationManager}set bakedVertexAnimationManager(t){if(this._internalAbstractMeshDataInfo._bakedVertexAnimationManager!==t){this._internalAbstractMeshDataInfo._bakedVertexAnimationManager=t;this._markSubMeshesAsAttributesDirty()}}_syncGeometryWithMorphTargetManager(){}_updateNonUniformScalingState(t){if(!super._updateNonUniformScalingState(t))return false;this._markSubMeshesAsMiscDirty();return true}get rawBoundingInfo(){return this._internalAbstractMeshDataInfo._rawBoundingInfo}set rawBoundingInfo(t){this._internalAbstractMeshDataInfo._rawBoundingInfo=t}set onCollide(t){this._internalAbstractMeshDataInfo._meshCollisionData._onCollideObserver&&this.onCollideObservable.remove(this._internalAbstractMeshDataInfo._meshCollisionData._onCollideObserver);this._internalAbstractMeshDataInfo._meshCollisionData._onCollideObserver=this.onCollideObservable.add(t)}set onCollisionPositionChange(t){this._internalAbstractMeshDataInfo._meshCollisionData._onCollisionPositionChangeObserver&&this.onCollisionPositionChangeObservable.remove(this._internalAbstractMeshDataInfo._meshCollisionData._onCollisionPositionChangeObserver);this._internalAbstractMeshDataInfo._meshCollisionData._onCollisionPositionChangeObserver=this.onCollisionPositionChangeObservable.add(t)}get visibility(){return this._internalAbstractMeshDataInfo._visibility}set visibility(t){if(this._internalAbstractMeshDataInfo._visibility===t)return;const e=this._internalAbstractMeshDataInfo._visibility;this._internalAbstractMeshDataInfo._visibility=t;(e===1&&t!==1||e!==1&&t===1)&&this._markSubMeshesAsDirty((t=>{t.markAsMiscDirty();t.markAsPrePassDirty()}))}get inheritVisibility(){return this._internalAbstractMeshDataInfo._inheritVisibility}set inheritVisibility(t){this._internalAbstractMeshDataInfo._inheritVisibility=t}get isVisible(){if(!this._isVisible||!this.inheritVisibility||!this._parentNode)return this._isVisible;if(this._isVisible){let t=this._parentNode;while(t){const e=t.isVisible;if(typeof e!==\"undefined\")return e;t=t.parent}}return this._isVisible}set isVisible(t){this._isVisible=t}get pointerOverDisableMeshTesting(){return this._internalAbstractMeshDataInfo._pointerOverDisableMeshTesting}set pointerOverDisableMeshTesting(t){this._internalAbstractMeshDataInfo._pointerOverDisableMeshTesting=t}get renderingGroupId(){return this._internalAbstractMeshDataInfo._renderingGroupId}set renderingGroupId(t){this._internalAbstractMeshDataInfo._renderingGroupId=t}get material(){return this._internalAbstractMeshDataInfo._material}set material(t){this._setMaterial(t)}_setMaterial(t){if(this._internalAbstractMeshDataInfo._material!==t){this._internalAbstractMeshDataInfo._material&&this._internalAbstractMeshDataInfo._material.meshMap&&(this._internalAbstractMeshDataInfo._material.meshMap[this.uniqueId]=void 0);this._internalAbstractMeshDataInfo._material=t;t&&t.meshMap&&(t.meshMap[this.uniqueId]=this);this.onMaterialChangedObservable.hasObservers()&&this.onMaterialChangedObservable.notifyObservers(this);if(this.subMeshes){this.resetDrawCache(void 0,t==null);this._unBindEffect()}}}\n/**\n     * Gets the material used to render the mesh in a specific render pass\n     * @param renderPassId render pass id\n     * @returns material used for the render pass. If no specific material is used for this render pass, undefined is returned (meaning mesh.material is used for this pass)\n     */getMaterialForRenderPass(t){return this._internalAbstractMeshDataInfo._materialForRenderPass?.[t]}\n/**\n     * Sets the material to be used to render the mesh in a specific render pass\n     * @param renderPassId render pass id\n     * @param material material to use for this render pass. If undefined is passed, no specific material will be used for this render pass but the regular material will be used instead (mesh.material)\n     */setMaterialForRenderPass(t,e){this.resetDrawCache(t);this._internalAbstractMeshDataInfo._materialForRenderPass||(this._internalAbstractMeshDataInfo._materialForRenderPass=[]);const s=this._internalAbstractMeshDataInfo._materialForRenderPass[t];s?.meshMap?.[this.uniqueId]&&(s.meshMap[this.uniqueId]=void 0);this._internalAbstractMeshDataInfo._materialForRenderPass[t]=e;e&&e.meshMap&&(e.meshMap[this.uniqueId]=this)}get receiveShadows(){return this._internalAbstractMeshDataInfo._receiveShadows}set receiveShadows(t){if(this._internalAbstractMeshDataInfo._receiveShadows!==t){this._internalAbstractMeshDataInfo._receiveShadows=t;this._markSubMeshesAsLightDirty()}}get hasVertexAlpha(){return this._internalAbstractMeshDataInfo._hasVertexAlpha}set hasVertexAlpha(t){if(this._internalAbstractMeshDataInfo._hasVertexAlpha!==t){this._internalAbstractMeshDataInfo._hasVertexAlpha=t;this._markSubMeshesAsAttributesDirty();this._markSubMeshesAsMiscDirty()}}get useVertexColors(){return this._internalAbstractMeshDataInfo._useVertexColors}set useVertexColors(t){if(this._internalAbstractMeshDataInfo._useVertexColors!==t){this._internalAbstractMeshDataInfo._useVertexColors=t;this._markSubMeshesAsAttributesDirty()}}get computeBonesUsingShaders(){return this._internalAbstractMeshDataInfo._computeBonesUsingShaders}set computeBonesUsingShaders(t){if(this._internalAbstractMeshDataInfo._computeBonesUsingShaders!==t){this._internalAbstractMeshDataInfo._computeBonesUsingShaders=t;this._markSubMeshesAsAttributesDirty()}}get numBoneInfluencers(){return this._internalAbstractMeshDataInfo._numBoneInfluencers}set numBoneInfluencers(t){if(this._internalAbstractMeshDataInfo._numBoneInfluencers!==t){this._internalAbstractMeshDataInfo._numBoneInfluencers=t;this._markSubMeshesAsAttributesDirty()}}get applyFog(){return this._internalAbstractMeshDataInfo._applyFog}set applyFog(t){if(this._internalAbstractMeshDataInfo._applyFog!==t){this._internalAbstractMeshDataInfo._applyFog=t;this._markSubMeshesAsMiscDirty()}}get enableDistantPicking(){return this._internalAbstractMeshDataInfo._enableDistantPicking}set enableDistantPicking(t){this._internalAbstractMeshDataInfo._enableDistantPicking=t}get layerMask(){return this._internalAbstractMeshDataInfo._layerMask}set layerMask(t){if(t!==this._internalAbstractMeshDataInfo._layerMask){this._internalAbstractMeshDataInfo._layerMask=t;this._resyncLightSources()}}get collisionMask(){return this._internalAbstractMeshDataInfo._meshCollisionData._collisionMask}set collisionMask(t){this._internalAbstractMeshDataInfo._meshCollisionData._collisionMask=isNaN(t)?-1:t}get collisionResponse(){return this._internalAbstractMeshDataInfo._meshCollisionData._collisionResponse}set collisionResponse(t){this._internalAbstractMeshDataInfo._meshCollisionData._collisionResponse=t}get collisionGroup(){return this._internalAbstractMeshDataInfo._meshCollisionData._collisionGroup}set collisionGroup(t){this._internalAbstractMeshDataInfo._meshCollisionData._collisionGroup=isNaN(t)?-1:t}get surroundingMeshes(){return this._internalAbstractMeshDataInfo._meshCollisionData._surroundingMeshes}set surroundingMeshes(t){this._internalAbstractMeshDataInfo._meshCollisionData._surroundingMeshes=t}get lightSources(){return this._lightSources}set skeleton(t){const e=this._internalAbstractMeshDataInfo._skeleton;e&&e.needInitialSkinMatrix&&e._unregisterMeshWithPoseMatrix(this);t&&t.needInitialSkinMatrix&&t._registerMeshWithPoseMatrix(this);this._internalAbstractMeshDataInfo._skeleton=t;this._internalAbstractMeshDataInfo._skeleton||(this._bonesTransformMatrices=null);this._markSubMeshesAsAttributesDirty()}get skeleton(){return this._internalAbstractMeshDataInfo._skeleton}\n/**\n     * Creates a new AbstractMesh\n     * @param name defines the name of the mesh\n     * @param scene defines the hosting scene\n     */\nconstructor(t,s=null){super(t,s,false);this._internalAbstractMeshDataInfo=new _InternalAbstractMeshDataInfo;this._waitingMaterialId=null;this._waitingMorphTargetManagerId=null;this.cullingStrategy=AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY;this.onCollideObservable=new e;this.onCollisionPositionChangeObservable=new e;this.onMaterialChangedObservable=new e;this.definedFacingForward=true;this._occlusionQuery=null;this._renderingGroup=null;this.alphaIndex=Number.MAX_VALUE;this._isVisible=true;this.isPickable=true;this.isNearPickable=false;this.isNearGrabbable=false;this.showSubMeshesBoundingBox=false;this.isBlocker=false;this.enablePointerMoveEvents=false;this.outlineColor=g.Red();this.outlineWidth=.02;this.overlayColor=g.Red();this.overlayAlpha=.5;this.useOctreeForRenderingSelection=true;this.useOctreeForPicking=true;this.useOctreeForCollisions=true;this.alwaysSelectAsActiveMesh=false;this.doNotSyncBoundingInfo=false;this.actionManager=null;this.ellipsoid=new i(.5,1,.5);this.ellipsoidOffset=new i(0,0,0);this.edgesWidth=1;this.edgesColor=new b(1,0,0,1);this._edgesRenderer=null;this._masterMesh=null;this._boundingInfo=null;this._boundingInfoIsDirty=true;this._renderId=0;this._intersectionsInProgress=new Array;this._unIndexed=false;this._lightSources=new Array;this._waitingData={lods:null,actions:null,freezeWorldMatrix:null};this._bonesTransformMatrices=null;this._transformMatrixTexture=null;this.onRebuildObservable=new e;this._onCollisionPositionChange=(t,e,s=null)=>{e.subtractToRef(this._internalAbstractMeshDataInfo._meshCollisionData._oldPositionForCollisions,this._internalAbstractMeshDataInfo._meshCollisionData._diffPositionForCollisions);this._internalAbstractMeshDataInfo._meshCollisionData._diffPositionForCollisions.length()>I.CollisionsEpsilon&&this.position.addInPlace(this._internalAbstractMeshDataInfo._meshCollisionData._diffPositionForCollisions);s&&this.onCollideObservable.notifyObservers(s);this.onCollisionPositionChangeObservable.notifyObservers(this.position)};s=this.getScene();s.addMesh(this);this._resyncLightSources();this._uniformBuffer=new u(this.getScene().getEngine(),void 0,void 0,t,!this.getScene().getEngine().isWebGPU);this._buildUniformLayout();switch(s.performancePriority){case 2:this.doNotSyncBoundingInfo=true;case 1:this.alwaysSelectAsActiveMesh=true;this.isPickable=false;break}}_buildUniformLayout(){this._uniformBuffer.addUniform(\"world\",16);this._uniformBuffer.addUniform(\"visibility\",1);this._uniformBuffer.create()}\n/**\n     * Transfer the mesh values to its UBO.\n     * @param world The world matrix associated with the mesh\n     */transferToEffect(t){const e=this._uniformBuffer;e.updateMatrix(\"world\",t);e.updateFloat(\"visibility\",this._internalAbstractMeshDataInfo._visibility);e.update()}\n/**\n     * Gets the mesh uniform buffer.\n     * @returns the uniform buffer of the mesh.\n     */getMeshUniformBuffer(){return this._uniformBuffer}\n/**\n     * Returns the string \"AbstractMesh\"\n     * @returns \"AbstractMesh\"\n     */getClassName(){return\"AbstractMesh\"}\n/**\n     * Gets a string representation of the current mesh\n     * @param fullDetails defines a boolean indicating if full details must be included\n     * @returns a string representation of the current mesh\n     */toString(t){let e=\"Name: \"+this.name+\", isInstance: \"+(this.getClassName()===\"InstancedMesh\"?\"YES\":\"NO\");e+=\", # of submeshes: \"+(this.subMeshes?this.subMeshes.length:0);const s=this._internalAbstractMeshDataInfo._skeleton;s&&(e+=\", skeleton: \"+s.name);if(t){e+=\", billboard mode: \"+[\"NONE\",\"X\",\"Y\",null,\"Z\",null,null,\"ALL\"][this.billboardMode];e+=\", freeze wrld mat: \"+(this._isWorldMatrixFrozen||this._waitingData.freezeWorldMatrix?\"YES\":\"NO\")}return e}_getEffectiveParent(){return this._masterMesh&&this.billboardMode!==h.BILLBOARDMODE_NONE?this._masterMesh:super._getEffectiveParent()}_getActionManagerForTrigger(t,e=true){if(this.actionManager&&(e||this.actionManager.isRecursive)){if(!t)return this.actionManager;if(this.actionManager.hasSpecificTrigger(t))return this.actionManager}return this.parent?this.parent._getActionManagerForTrigger(t,false):null}_rebuild(t=false){this.onRebuildObservable.notifyObservers(this);this._occlusionQuery!==null&&(this._occlusionQuery=null);if(this.subMeshes){for(const t of this.subMeshes)t._rebuild();this.resetDrawCache()}}_resyncLightSources(){this._lightSources.length=0;for(const t of this.getScene().lights)t.isEnabled()&&t.canAffectMesh(this)&&this._lightSources.push(t);this._markSubMeshesAsLightDirty()}_resyncLightSource(t){const e=t.isEnabled()&&t.canAffectMesh(this);const s=this._lightSources.indexOf(t);let i=false;if(s===-1){if(!e)return;this._lightSources.push(t)}else{if(e)return;i=true;this._lightSources.splice(s,1)}this._markSubMeshesAsLightDirty(i)}_unBindEffect(){for(const t of this.subMeshes)t.setEffect(null)}_removeLightSource(t,e){const s=this._lightSources.indexOf(t);if(s!==-1){this._lightSources.splice(s,1);this._markSubMeshesAsLightDirty(e)}}_markSubMeshesAsDirty(t){if(this.subMeshes)for(const e of this.subMeshes)for(let s=0;s<e._drawWrappers.length;++s){const i=e._drawWrappers[s];i&&i.defines&&i.defines.markAllAsDirty&&t(i.defines)}}_markSubMeshesAsLightDirty(t=false){this._markSubMeshesAsDirty((e=>e.markAsLightDirty(t)))}_markSubMeshesAsAttributesDirty(){this._markSubMeshesAsDirty((t=>t.markAsAttributesDirty()))}_markSubMeshesAsMiscDirty(){this._markSubMeshesAsDirty((t=>t.markAsMiscDirty()))}\n/**\n     * Flag the AbstractMesh as dirty (Forcing it to update everything)\n     * @param property if set to \"rotation\" the objects rotationQuaternion will be set to null\n     * @returns this AbstractMesh\n     */\nmarkAsDirty(t){this._currentRenderId=Number.MAX_VALUE;super.markAsDirty(t);this._isDirty=true;return this}\n/**\n     * Resets the draw wrappers cache for all submeshes of this abstract mesh\n     * @param passId If provided, releases only the draw wrapper corresponding to this render pass id\n     * @param immediate If true, the effect will be released immediately, otherwise it will be released at the next frame\n     */resetDrawCache(t,e=false){if(this.subMeshes)for(const s of this.subMeshes)s.resetDrawCache(t,e)}get isBlocked(){return false}\n/**\n     * Returns the mesh itself by default. Implemented by child classes\n     * @param camera defines the camera to use to pick the right LOD level\n     * @returns the currentAbstractMesh\n     */\ngetLOD(t){return this}\n/**\n     * Returns 0 by default. Implemented by child classes\n     * @returns an integer\n     */getTotalVertices(){return 0}\n/**\n     * Returns a positive integer : the total number of indices in this mesh geometry.\n     * @returns the number of indices or zero if the mesh has no geometry.\n     */getTotalIndices(){return 0}\n/**\n     * Returns null by default. Implemented by child classes\n     * @returns null\n     */getIndices(){return null}\n/**\n     * Returns the array of the requested vertex data kind. Implemented by child classes\n     * @param kind defines the vertex data kind to use\n     * @returns null\n     */\ngetVerticesData(t){return null}\n/**\n     * Sets the vertex data of the mesh geometry for the requested `kind`.\n     * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.\n     * Note that a new underlying VertexBuffer object is created each call.\n     * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.\n     * @param kind defines vertex data kind:\n     * * VertexBuffer.PositionKind\n     * * VertexBuffer.UVKind\n     * * VertexBuffer.UV2Kind\n     * * VertexBuffer.UV3Kind\n     * * VertexBuffer.UV4Kind\n     * * VertexBuffer.UV5Kind\n     * * VertexBuffer.UV6Kind\n     * * VertexBuffer.ColorKind\n     * * VertexBuffer.MatricesIndicesKind\n     * * VertexBuffer.MatricesIndicesExtraKind\n     * * VertexBuffer.MatricesWeightsKind\n     * * VertexBuffer.MatricesWeightsExtraKind\n     * @param data defines the data source\n     * @param updatable defines if the data must be flagged as updatable (or static)\n     * @param stride defines the vertex stride (size of an entire vertex). Can be null and in this case will be deduced from vertex data kind\n     * @returns the current mesh\n     */\nsetVerticesData(t,e,s,i){return this}\n/**\n     * Updates the existing vertex data of the mesh geometry for the requested `kind`.\n     * If the mesh has no geometry, it is simply returned as it is.\n     * @param kind defines vertex data kind:\n     * * VertexBuffer.PositionKind\n     * * VertexBuffer.UVKind\n     * * VertexBuffer.UV2Kind\n     * * VertexBuffer.UV3Kind\n     * * VertexBuffer.UV4Kind\n     * * VertexBuffer.UV5Kind\n     * * VertexBuffer.UV6Kind\n     * * VertexBuffer.ColorKind\n     * * VertexBuffer.MatricesIndicesKind\n     * * VertexBuffer.MatricesIndicesExtraKind\n     * * VertexBuffer.MatricesWeightsKind\n     * * VertexBuffer.MatricesWeightsExtraKind\n     * @param data defines the data source\n     * @param updateExtends If `kind` is `PositionKind` and if `updateExtends` is true, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed\n     * @param makeItUnique If true, a new global geometry is created from this data and is set to the mesh\n     * @returns the current mesh\n     */\nupdateVerticesData(t,e,s,i){return this}\n/**\n     * Sets the mesh indices,\n     * If the mesh has no geometry, a new Geometry object is created and set to the mesh.\n     * @param indices Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array)\n     * @param totalVertices Defines the total number of vertices\n     * @returns the current mesh\n     */\nsetIndices(t,e){return this}\n/**\n     * Gets a boolean indicating if specific vertex data is present\n     * @param kind defines the vertex data kind to use\n     * @returns true is data kind is present\n     */\nisVerticesDataPresent(t){return false}\n/**\n     * Returns the mesh BoundingInfo object or creates a new one and returns if it was undefined.\n     * Note that it returns a shallow bounding of the mesh (i.e. it does not include children).\n     * However, if the mesh contains thin instances, it will be expanded to include them. If you want the \"raw\" bounding data instead, then use `getRawBoundingInfo()`.\n     * To get the full bounding of all children, call `getHierarchyBoundingVectors` instead.\n     * @returns a BoundingInfo\n     */getBoundingInfo(){if(this._masterMesh)return this._masterMesh.getBoundingInfo();if(this._boundingInfoIsDirty){this._boundingInfoIsDirty=false;this._updateBoundingInfo()}return this._boundingInfo}\n/**\n     * Returns the bounding info unnafected by instance data.\n     * @returns the bounding info of the mesh unaffected by instance data.\n     */getRawBoundingInfo(){return this.rawBoundingInfo??this.getBoundingInfo()}\n/**\n     * Overwrite the current bounding info\n     * @param boundingInfo defines the new bounding info\n     * @returns the current mesh\n     */setBoundingInfo(t){this._boundingInfo=t;return this}get hasBoundingInfo(){return this._boundingInfo!==null}\n/**\n     * Creates a new bounding info for the mesh\n     * @param minimum min vector of the bounding box/sphere\n     * @param maximum max vector of the bounding box/sphere\n     * @param worldMatrix defines the new world matrix\n     * @returns the new bounding info\n     */buildBoundingInfo(t,e,s){this._boundingInfo=new c(t,e,s);return this._boundingInfo}\n/**\n     * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)\n     * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false\n     * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false\n     * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling\n     * @returns the current mesh\n     */normalizeToUnitCube(t=true,e=false,s){return super.normalizeToUnitCube(t,e,s)}get useBones(){return this.skeleton&&this.getScene().skeletonsEnabled&&this.isVerticesDataPresent(r.MatricesIndicesKind)&&this.isVerticesDataPresent(r.MatricesWeightsKind)}_preActivate(){}_preActivateForIntermediateRendering(t){}_activate(t,e){this._renderId=t;return true}_postActivate(){}_freeze(){}_unFreeze(){}\n/**\n     * Gets the current world matrix\n     * @returns a Matrix\n     */getWorldMatrix(){return this._masterMesh&&this.billboardMode===h.BILLBOARDMODE_NONE?this._masterMesh.getWorldMatrix():super.getWorldMatrix()}_getWorldMatrixDeterminant(){return this._masterMesh?this._masterMesh._getWorldMatrixDeterminant():super._getWorldMatrixDeterminant()}get isAnInstance(){return false}get hasInstances(){return false}get hasThinInstances(){return false}\n/**\n     * Perform relative position change from the point of view of behind the front of the mesh.\n     * This is performed taking into account the meshes current rotation, so you do not have to care.\n     * Supports definition of mesh facing forward or backward {@link definedFacingForwardSearch | See definedFacingForwardSearch }.\n     * @param amountRight defines the distance on the right axis\n     * @param amountUp defines the distance on the up axis\n     * @param amountForward defines the distance on the forward axis\n     * @returns the current mesh\n     */\nmovePOV(t,e,s){this.position.addInPlace(this.calcMovePOV(t,e,s));return this}\n/**\n     * Calculate relative position change from the point of view of behind the front of the mesh.\n     * This is performed taking into account the meshes current rotation, so you do not have to care.\n     * Supports definition of mesh facing forward or backward {@link definedFacingForwardSearch | See definedFacingForwardSearch }.\n     * @param amountRight defines the distance on the right axis\n     * @param amountUp defines the distance on the up axis\n     * @param amountForward defines the distance on the forward axis\n     * @returns the new displacement vector\n     */calcMovePOV(t,e,s){const r=new a;const o=this.rotationQuaternion?this.rotationQuaternion:n.RotationYawPitchRoll(this.rotation.y,this.rotation.x,this.rotation.z);o.toRotationMatrix(r);const h=i.Zero();const l=this.definedFacingForward?-1:1;i.TransformCoordinatesFromFloatsToRef(t*l,e,s*l,r,h);return h}\n/**\n     * Perform relative rotation change from the point of view of behind the front of the mesh.\n     * Supports definition of mesh facing forward or backward {@link definedFacingForwardSearch | See definedFacingForwardSearch }.\n     * @param flipBack defines the flip\n     * @param twirlClockwise defines the twirl\n     * @param tiltRight defines the tilt\n     * @returns the current mesh\n     */\nrotatePOV(t,e,s){this.rotation.addInPlace(this.calcRotatePOV(t,e,s));return this}\n/**\n     * Calculate relative rotation change from the point of view of behind the front of the mesh.\n     * Supports definition of mesh facing forward or backward {@link definedFacingForwardSearch | See definedFacingForwardSearch }.\n     * @param flipBack defines the flip\n     * @param twirlClockwise defines the twirl\n     * @param tiltRight defines the tilt\n     * @returns the new rotation vector\n     */calcRotatePOV(t,e,s){const a=this.definedFacingForward?1:-1;return new i(t*a,e,s*a)}_refreshBoundingInfo(t,e){if(t){const s=d(t,0,this.getTotalVertices(),e);this._boundingInfo?this._boundingInfo.reConstruct(s.minimum,s.maximum):this._boundingInfo=new c(s.minimum,s.maximum)}if(this.subMeshes)for(let e=0;e<this.subMeshes.length;e++)this.subMeshes[e].refreshBoundingInfo(t);this._updateBoundingInfo()}_refreshBoundingInfoDirect(t){this._boundingInfo?this._boundingInfo.reConstruct(t.minimum,t.maximum):this._boundingInfo=new c(t.minimum,t.maximum);if(this.subMeshes)for(let t=0;t<this.subMeshes.length;t++)this.subMeshes[t].refreshBoundingInfo(null);this._updateBoundingInfo()}static _ApplySkeleton(t,e,s,i,a,n,r){applySkeleton(t,e,s,i,a,n,r)}_getData(t,e,s=r.PositionKind){const a=t.cache;const getVertexData=t=>{if(a){const e=a._vertexData||(a._vertexData={});e[t]||this.copyVerticesData(t,e);return e[t]}return this.getVerticesData(t)};e||(e=getVertexData(s));if(!e)return null;if(a){a._outputData?a._outputData.set(e):a._outputData=new Float32Array(e);e=a._outputData}else(t.applyMorph&&this.morphTargetManager||t.applySkeleton&&this.skeleton)&&(e=e.slice());t.applyMorph&&this.morphTargetManager&&applyMorph(e,s,this.morphTargetManager);if(t.applySkeleton&&this.skeleton){const t=getVertexData(r.MatricesIndicesKind);const i=getVertexData(r.MatricesWeightsKind);if(i&&t){const a=this.numBoneInfluencers>4;const n=a?getVertexData(r.MatricesIndicesExtraKind):null;const o=a?getVertexData(r.MatricesWeightsExtraKind):null;const h=this.skeleton.getTransformMatrices(this);AbstractMesh._ApplySkeleton(e,s,h,t,i,n,o)}}if(t.updatePositionsArray!==false&&s===r.PositionKind){const t=this._internalAbstractMeshDataInfo._positions||[];const s=t.length;t.length=e.length/3;if(s<t.length)for(let e=s;e<t.length;e++)t[e]=new i;for(let s=0,i=0;s<t.length;s++,i+=3)t[s].copyFromFloats(e[i],e[i+1],e[i+2]);this._internalAbstractMeshDataInfo._positions=t}return e}\n/**\n     * Get the normals vertex data and optionally apply skeleton and morphing.\n     * @param applySkeleton defines whether to apply the skeleton\n     * @param applyMorph  defines whether to apply the morph target\n     * @returns the normals data\n     */getNormalsData(t=false,e=false){return this._getData({applySkeleton:t,applyMorph:e,updatePositionsArray:false},null,r.NormalKind)}\n/**\n     * Get the position vertex data and optionally apply skeleton and morphing.\n     * @param applySkeleton defines whether to apply the skeleton\n     * @param applyMorph  defines whether to apply the morph target\n     * @param data defines the position data to apply the skeleton and morph to\n     * @returns the position data\n     */getPositionData(t=false,e=false,s=null){return this._getData({applySkeleton:t,applyMorph:e,updatePositionsArray:false},s,r.PositionKind)}_updateBoundingInfo(){this._boundingInfo?this._boundingInfo.update(this.worldMatrixFromCache):this._boundingInfo=new c(i.Zero(),i.Zero(),this.worldMatrixFromCache);this._updateSubMeshesBoundingInfo(this.worldMatrixFromCache);return this}_updateSubMeshesBoundingInfo(t){if(!this.subMeshes)return this;const e=this.subMeshes.length;for(let s=0;s<e;s++){const i=this.subMeshes[s];(e>1||!i.IsGlobal)&&i.updateBoundingInfo(t)}return this}_afterComputeWorldMatrix(){this.doNotSyncBoundingInfo||(this._boundingInfoIsDirty=true)}\n/**\n     * Returns `true` if the mesh is within the frustum defined by the passed array of planes.\n     * A mesh is in the frustum if its bounding box intersects the frustum\n     * @param frustumPlanes defines the frustum to test\n     * @returns true if the mesh is in the frustum planes\n     */isInFrustum(t){return this.getBoundingInfo().isInFrustum(t,this.cullingStrategy)}\n/**\n     * Returns `true` if the mesh is completely in the frustum defined be the passed array of planes.\n     * A mesh is completely in the frustum if its bounding box it completely inside the frustum.\n     * @param frustumPlanes defines the frustum to test\n     * @returns true if the mesh is completely in the frustum planes\n     */isCompletelyInFrustum(t){return this.getBoundingInfo().isCompletelyInFrustum(t)}\n/**\n     * True if the mesh intersects another mesh or a SolidParticle object\n     * @param mesh defines a target mesh or SolidParticle to test\n     * @param precise Unless the parameter `precise` is set to `true` the intersection is computed according to Axis Aligned Bounding Boxes (AABB), else according to OBB (Oriented BBoxes)\n     * @param includeDescendants Can be set to true to test if the mesh defined in parameters intersects with the current mesh or any child meshes\n     * @returns true if there is an intersection\n     */intersectsMesh(t,e=false,s){const i=this.getBoundingInfo();const a=t.getBoundingInfo();if(i.intersects(a,e))return true;if(s)for(const s of this.getChildMeshes())if(s.intersectsMesh(t,e,true))return true;return false}\n/**\n     * Returns true if the passed point (Vector3) is inside the mesh bounding box\n     * @param point defines the point to test\n     * @returns true if there is an intersection\n     */intersectsPoint(t){return this.getBoundingInfo().intersectsPoint(t)}get checkCollisions(){return this._internalAbstractMeshDataInfo._meshCollisionData._checkCollisions}set checkCollisions(t){this._internalAbstractMeshDataInfo._meshCollisionData._checkCollisions=t}get collider(){return this._internalAbstractMeshDataInfo._meshCollisionData._collider}\n/**\n     * Move the mesh using collision engine\n     * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/camera_collisions\n     * @param displacement defines the requested displacement vector\n     * @returns the current mesh\n     */moveWithCollisions(t){const e=this.getAbsolutePosition();e.addToRef(this.ellipsoidOffset,this._internalAbstractMeshDataInfo._meshCollisionData._oldPositionForCollisions);const s=this.getScene().collisionCoordinator;this._internalAbstractMeshDataInfo._meshCollisionData._collider||(this._internalAbstractMeshDataInfo._meshCollisionData._collider=s.createCollider());this._internalAbstractMeshDataInfo._meshCollisionData._collider._radius=this.ellipsoid;s.getNewPosition(this._internalAbstractMeshDataInfo._meshCollisionData._oldPositionForCollisions,t,this._internalAbstractMeshDataInfo._meshCollisionData._collider,this.collisionRetryCount,this,this._onCollisionPositionChange,this.uniqueId);return this}_collideForSubMesh(t,e,s){this._generatePointsArray();if(!this._positions)return this;if(!t._lastColliderWorldVertices||!t._lastColliderTransformMatrix.equals(e)){t._lastColliderTransformMatrix=e.clone();t._lastColliderWorldVertices=[];t._trianglePlanes=[];const s=t.verticesStart;const a=t.verticesStart+t.verticesCount;for(let n=s;n<a;n++)t._lastColliderWorldVertices.push(i.TransformCoordinates(this._positions[n],e))}s._collide(t._trianglePlanes,t._lastColliderWorldVertices,this.getIndices(),t.indexStart,t.indexStart+t.indexCount,t.verticesStart,!!t.getMaterial(),this,this._shouldConvertRHS(),t.getMaterial()?.fillMode===7);return this}_processCollisionsForSubMeshes(t,e){const s=this._scene.getCollidingSubMeshCandidates(this,t);const i=s.length;for(let a=0;a<i;a++){const n=s.data[a];i>1&&!n._checkCollision(t)||this._collideForSubMesh(n,e,t)}return this}_shouldConvertRHS(){return false}_checkCollision(t){if(!this.getBoundingInfo()._checkCollision(t))return this;const e=s.Matrix[0];const i=s.Matrix[1];a.ScalingToRef(1/t._radius.x,1/t._radius.y,1/t._radius.z,e);this.worldMatrixFromCache.multiplyToRef(e,i);this._processCollisionsForSubMeshes(t,i);return this}_generatePointsArray(){return false}\n/**\n     * Checks if the passed Ray intersects with the mesh. A mesh triangle can be picked both from its front and back sides,\n     * irrespective of orientation.\n     * @param ray defines the ray to use. It should be in the mesh's LOCAL coordinate space.\n     * @param fastCheck defines if fast mode (but less precise) must be used (false by default)\n     * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected\n     * @param onlyBoundingInfo defines a boolean indicating if picking should only happen using bounding info (false by default)\n     * @param worldToUse defines the world matrix to use to get the world coordinate of the intersection point\n     * @param skipBoundingInfo a boolean indicating if we should skip the bounding info check\n     * @returns the picking info\n     * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/interactions/mesh_intersect\n     */intersects(t,e,a,n=false,r,o=false){const h=new l;const c=this.getClassName();const u=c===\"InstancedLinesMesh\"||c===\"LinesMesh\"||c===\"GreasedLineMesh\"?this.intersectionThreshold:0;const f=this.getBoundingInfo();if(!this.subMeshes)return h;if(!o&&(!t.intersectsSphere(f.boundingSphere,u)||!t.intersectsBox(f.boundingBox,u)))return h;if(n){h.hit=!o;h.pickedMesh=o?null:this;h.distance=o?0:i.Distance(t.origin,f.boundingSphere.center);h.subMeshId=0;return h}if(!this._generatePointsArray())return h;let _=null;const d=this._scene.getIntersectingSubMeshCandidates(this,t);const g=d.length;let b=false;for(let t=0;t<g;t++){const e=d.data[t];const s=e.getMaterial();if(s&&(s.fillMode==7||s.fillMode==0||s.fillMode==1||s.fillMode==2||s.fillMode==4)){b=true;break}}if(!b){h.hit=true;h.pickedMesh=this;h.distance=i.Distance(t.origin,f.boundingSphere.center);h.subMeshId=-1;return h}for(let s=0;s<g;s++){const i=d.data[s];if(g>1&&!o&&!i.canIntersects(t))continue;const n=i.intersects(t,this._positions,this.getIndices(),e,a);if(n&&(e||!_||n.distance<_.distance)){_=n;_.subMeshId=s;if(e)break}}if(_){const e=r??this.getWorldMatrix();const a=s.Vector3[0];const n=s.Vector3[1];i.TransformCoordinatesToRef(t.origin,e,a);t.direction.scaleToRef(_.distance,n);const o=i.TransformNormal(n,e);const l=o.addInPlace(a);h.hit=true;h.distance=i.Distance(a,l);h.pickedPoint=l;h.pickedMesh=this;h.bu=_.bu||0;h.bv=_.bv||0;h.subMeshFaceId=_.faceId;h.faceId=_.faceId+d.data[_.subMeshId].indexStart/(this.getClassName().indexOf(\"LinesMesh\")!==-1?2:3);h.subMeshId=_.subMeshId;return h}return h}\n/**\n     * Clones the current mesh\n     * @param name defines the mesh name\n     * @param newParent defines the new mesh parent\n     * @param doNotCloneChildren defines a boolean indicating that children must not be cloned (false by default)\n     * @returns the new mesh\n     */\nclone(t,e,s){return null}\n/**\n     * Disposes all the submeshes of the current mesh\n     * @param immediate should dispose the effects immediately or not\n     * @returns the current mesh\n     */releaseSubMeshes(t=false){if(this.subMeshes)while(this.subMeshes.length)this.subMeshes[0].dispose(t);else this.subMeshes=[];return this}\n/**\n     * Releases resources associated with this abstract mesh.\n     * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)\n     * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)\n     */dispose(t,e=false){let s;const i=this.getScene();this._scene.useMaterialMeshMap&&this._internalAbstractMeshDataInfo._material&&this._internalAbstractMeshDataInfo._material.meshMap&&(this._internalAbstractMeshDataInfo._material.meshMap[this.uniqueId]=void 0);i.freeActiveMeshes();i.freeRenderingGroups();i.renderingManager.maintainStateBetweenFrames&&i.renderingManager.restoreDispachedFlags();if(this.actionManager!==void 0&&this.actionManager!==null){this.actionManager.disposeWhenUnowned&&!this._scene.meshes.some((t=>t!==this&&t.actionManager===this.actionManager))&&this.actionManager.dispose();this.actionManager=null}this._internalAbstractMeshDataInfo._skeleton=null;if(this._transformMatrixTexture){this._transformMatrixTexture.dispose();this._transformMatrixTexture=null}for(s=0;s<this._intersectionsInProgress.length;s++){const t=this._intersectionsInProgress[s];const e=t._intersectionsInProgress.indexOf(this);t._intersectionsInProgress.splice(e,1)}this._intersectionsInProgress.length=0;const a=i.lights;a.forEach((t=>{let e=t.includedOnlyMeshes.indexOf(this);e!==-1&&t.includedOnlyMeshes.splice(e,1);e=t.excludedMeshes.indexOf(this);e!==-1&&t.excludedMeshes.splice(e,1);const s=t.getShadowGenerators();if(s){const t=s.values();for(let s=t.next();s.done!==true;s=t.next()){const t=s.value;const i=t.getShadowMap();if(i&&i.renderList){e=i.renderList.indexOf(this);e!==-1&&i.renderList.splice(e,1)}}}}));this.getClassName()===\"InstancedMesh\"&&this.getClassName()===\"InstancedLinesMesh\"||this.releaseSubMeshes(true);const n=i.getEngine();if(this._occlusionQuery!==null){this.isOcclusionQueryInProgress=false;n.deleteQuery(this._occlusionQuery);this._occlusionQuery=null}n.wipeCaches();i.removeMesh(this);if(this._parentContainer){const t=this._parentContainer.meshes.indexOf(this);t>-1&&this._parentContainer.meshes.splice(t,1);this._parentContainer=null}e&&this.material&&(this.material.getClassName()===\"MultiMaterial\"?this.material.dispose(false,true,true):this.material.dispose(false,true));if(!t)for(s=0;s<i.particleSystems.length;s++)if(i.particleSystems[s].emitter===this){i.particleSystems[s].dispose();s--}this._internalAbstractMeshDataInfo._facetData.facetDataEnabled&&this.disableFacetData();this._uniformBuffer.dispose();this.onAfterWorldMatrixUpdateObservable.clear();this.onCollideObservable.clear();this.onCollisionPositionChangeObservable.clear();this.onRebuildObservable.clear();super.dispose(t,e)}_initFacetData(){const t=this._internalAbstractMeshDataInfo._facetData;t.facetNormals||(t.facetNormals=[]);t.facetPositions||(t.facetPositions=[]);t.facetPartitioning||(t.facetPartitioning=new Array);t.facetNb=this.getIndices().length/3|0;t.partitioningSubdivisions=t.partitioningSubdivisions?t.partitioningSubdivisions:10;t.partitioningBBoxRatio=t.partitioningBBoxRatio?t.partitioningBBoxRatio:1.01;for(let e=0;e<t.facetNb;e++){t.facetNormals[e]=i.Zero();t.facetPositions[e]=i.Zero()}t.facetDataEnabled=true;return this}\n/**\n     * Updates the mesh facetData arrays and the internal partitioning when the mesh is morphed or updated.\n     * This method can be called within the render loop.\n     * You don't need to call this method by yourself in the render loop when you update/morph a mesh with the methods CreateXXX() as they automatically manage this computation\n     * @returns the current mesh\n     * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/facetData\n     */updateFacetData(){const t=this._internalAbstractMeshDataInfo._facetData;t.facetDataEnabled||this._initFacetData();const e=this.getVerticesData(r.PositionKind);const s=this.getIndices();const n=this.getVerticesData(r.NormalKind);const h=this.getBoundingInfo();if(t.facetDepthSort&&!t.facetDepthSortEnabled){t.facetDepthSortEnabled=true;if(s instanceof Uint16Array)t.depthSortedIndices=new Uint16Array(s);else if(s instanceof Uint32Array)t.depthSortedIndices=new Uint32Array(s);else{let e=false;for(let t=0;t<s.length;t++)if(s[t]>65535){e=true;break}t.depthSortedIndices=e?new Uint32Array(s):new Uint16Array(s)}t.facetDepthSortFunction=function(t,e){return e.sqDistance-t.sqDistance};if(!t.facetDepthSortFrom){const e=this.getScene().activeCamera;t.facetDepthSortFrom=e?e.position:i.Zero()}t.depthSortedFacets=[];for(let e=0;e<t.facetNb;e++){const s={ind:e*3,sqDistance:0};t.depthSortedFacets.push(s)}t.invertedMatrix=a.Identity();t.facetDepthSortOrigin=i.Zero()}t.bbSize.x=h.maximum.x-h.minimum.x>m?h.maximum.x-h.minimum.x:m;t.bbSize.y=h.maximum.y-h.minimum.y>m?h.maximum.y-h.minimum.y:m;t.bbSize.z=h.maximum.z-h.minimum.z>m?h.maximum.z-h.minimum.z:m;let l=t.bbSize.x>t.bbSize.y?t.bbSize.x:t.bbSize.y;l=l>t.bbSize.z?l:t.bbSize.z;t.subDiv.max=t.partitioningSubdivisions;t.subDiv.X=Math.floor(t.subDiv.max*t.bbSize.x/l);t.subDiv.Y=Math.floor(t.subDiv.max*t.bbSize.y/l);t.subDiv.Z=Math.floor(t.subDiv.max*t.bbSize.z/l);t.subDiv.X=t.subDiv.X<1?1:t.subDiv.X;t.subDiv.Y=t.subDiv.Y<1?1:t.subDiv.Y;t.subDiv.Z=t.subDiv.Z<1?1:t.subDiv.Z;t.facetParameters.facetNormals=this.getFacetLocalNormals();t.facetParameters.facetPositions=this.getFacetLocalPositions();t.facetParameters.facetPartitioning=this.getFacetLocalPartitioning();t.facetParameters.bInfo=h;t.facetParameters.bbSize=t.bbSize;t.facetParameters.subDiv=t.subDiv;t.facetParameters.ratio=this.partitioningBBoxRatio;t.facetParameters.depthSort=t.facetDepthSort;if(t.facetDepthSort&&t.facetDepthSortEnabled){this.computeWorldMatrix(true);this._worldMatrix.invertToRef(t.invertedMatrix);i.TransformCoordinatesToRef(t.facetDepthSortFrom,t.invertedMatrix,t.facetDepthSortOrigin);t.facetParameters.distanceTo=t.facetDepthSortOrigin}t.facetParameters.depthSortedFacets=t.depthSortedFacets;n&&o.ComputeNormals(e,s,n,t.facetParameters);if(t.facetDepthSort&&t.facetDepthSortEnabled){t.depthSortedFacets.sort(t.facetDepthSortFunction);const e=t.depthSortedIndices.length/3|0;for(let i=0;i<e;i++){const e=t.depthSortedFacets[i].ind;t.depthSortedIndices[i*3]=s[e];t.depthSortedIndices[i*3+1]=s[e+1];t.depthSortedIndices[i*3+2]=s[e+2]}this.updateIndices(t.depthSortedIndices,void 0,true)}return this}\n/**\n     * Returns the facetLocalNormals array.\n     * The normals are expressed in the mesh local spac\n     * @returns an array of Vector3\n     * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/facetData\n     */getFacetLocalNormals(){const t=this._internalAbstractMeshDataInfo._facetData;t.facetNormals||this.updateFacetData();return t.facetNormals}\n/**\n     * Returns the facetLocalPositions array.\n     * The facet positions are expressed in the mesh local space\n     * @returns an array of Vector3\n     * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/facetData\n     */getFacetLocalPositions(){const t=this._internalAbstractMeshDataInfo._facetData;t.facetPositions||this.updateFacetData();return t.facetPositions}\n/**\n     * Returns the facetLocalPartitioning array\n     * @returns an array of array of numbers\n     * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/facetData\n     */getFacetLocalPartitioning(){const t=this._internalAbstractMeshDataInfo._facetData;t.facetPartitioning||this.updateFacetData();return t.facetPartitioning}\n/**\n     * Returns the i-th facet position in the world system.\n     * This method allocates a new Vector3 per call\n     * @param i defines the facet index\n     * @returns a new Vector3\n     * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/facetData\n     */getFacetPosition(t){const e=i.Zero();this.getFacetPositionToRef(t,e);return e}\n/**\n     * Sets the reference Vector3 with the i-th facet position in the world system\n     * @param i defines the facet index\n     * @param ref defines the target vector\n     * @returns the current mesh\n     * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/facetData\n     */getFacetPositionToRef(t,e){const s=this.getFacetLocalPositions()[t];const a=this.getWorldMatrix();i.TransformCoordinatesToRef(s,a,e);return this}\n/**\n     * Returns the i-th facet normal in the world system.\n     * This method allocates a new Vector3 per call\n     * @param i defines the facet index\n     * @returns a new Vector3\n     * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/facetData\n     */getFacetNormal(t){const e=i.Zero();this.getFacetNormalToRef(t,e);return e}\n/**\n     * Sets the reference Vector3 with the i-th facet normal in the world system\n     * @param i defines the facet index\n     * @param ref defines the target vector\n     * @returns the current mesh\n     * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/facetData\n     */getFacetNormalToRef(t,e){const s=this.getFacetLocalNormals()[t];i.TransformNormalToRef(s,this.getWorldMatrix(),e);return this}\n/**\n     * Returns the facets (in an array) in the same partitioning block than the one the passed coordinates are located (expressed in the mesh local system)\n     * @param x defines x coordinate\n     * @param y defines y coordinate\n     * @param z defines z coordinate\n     * @returns the array of facet indexes\n     * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/facetData\n     */getFacetsAtLocalCoordinates(t,e,s){const i=this.getBoundingInfo();const a=this._internalAbstractMeshDataInfo._facetData;const n=Math.floor((t-i.minimum.x*a.partitioningBBoxRatio)*a.subDiv.X*a.partitioningBBoxRatio/a.bbSize.x);const r=Math.floor((e-i.minimum.y*a.partitioningBBoxRatio)*a.subDiv.Y*a.partitioningBBoxRatio/a.bbSize.y);const o=Math.floor((s-i.minimum.z*a.partitioningBBoxRatio)*a.subDiv.Z*a.partitioningBBoxRatio/a.bbSize.z);return n<0||n>a.subDiv.max||r<0||r>a.subDiv.max||o<0||o>a.subDiv.max?null:a.facetPartitioning[n+a.subDiv.max*r+a.subDiv.max*a.subDiv.max*o]}\n/**\n     * Returns the closest mesh facet index at (x,y,z) World coordinates, null if not found\n     * @param x defines x coordinate\n     * @param y defines y coordinate\n     * @param z defines z coordinate\n     * @param projected sets as the (x,y,z) world projection on the facet\n     * @param checkFace if true (default false), only the facet \"facing\" to (x,y,z) or only the ones \"turning their backs\", according to the parameter \"facing\" are returned\n     * @param facing if facing and checkFace are true, only the facet \"facing\" to (x, y, z) are returned : positive dot (x, y, z) * facet position. If facing si false and checkFace is true, only the facet \"turning their backs\" to (x, y, z) are returned : negative dot (x, y, z) * facet position\n     * @returns the face index if found (or null instead)\n     * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/facetData\n     */getClosestFacetAtCoordinates(t,e,a,n,r=false,o=true){const h=this.getWorldMatrix();const l=s.Matrix[5];h.invertToRef(l);const c=s.Vector3[8];i.TransformCoordinatesFromFloatsToRef(t,e,a,l,c);const u=this.getClosestFacetAtLocalCoordinates(c.x,c.y,c.z,n,r,o);n&&i.TransformCoordinatesFromFloatsToRef(n.x,n.y,n.z,h,n);return u}\n/**\n     * Returns the closest mesh facet index at (x,y,z) local coordinates, null if not found\n     * @param x defines x coordinate\n     * @param y defines y coordinate\n     * @param z defines z coordinate\n     * @param projected sets as the (x,y,z) local projection on the facet\n     * @param checkFace if true (default false), only the facet \"facing\" to (x,y,z) or only the ones \"turning their backs\", according to the parameter \"facing\" are returned\n     * @param facing if facing and checkFace are true, only the facet \"facing\" to (x, y, z) are returned : positive dot (x, y, z) * facet position. If facing si false and checkFace is true, only the facet \"turning their backs\" to (x, y, z) are returned : negative dot (x, y, z) * facet position\n     * @returns the face index if found (or null instead)\n     * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/facetData\n     */getClosestFacetAtLocalCoordinates(t,e,s,i,a=false,n=true){let r=null;let o=0;let h=0;let l=0;let c=0;let u=0;let f=0;let _=0;let d=0;const g=this.getFacetLocalPositions();const b=this.getFacetLocalNormals();const m=this.getFacetsAtLocalCoordinates(t,e,s);if(!m)return null;let M=Number.MAX_VALUE;let D=M;let p;let I;let A;for(let S=0;S<m.length;S++){p=m[S];I=b[p];A=g[p];c=(t-A.x)*I.x+(e-A.y)*I.y+(s-A.z)*I.z;if(!a||a&&n&&c>=0||a&&!n&&c<=0){c=I.x*A.x+I.y*A.y+I.z*A.z;u=-(I.x*t+I.y*e+I.z*s-c)/(I.x*I.x+I.y*I.y+I.z*I.z);f=t+I.x*u;_=e+I.y*u;d=s+I.z*u;o=f-t;h=_-e;l=d-s;D=o*o+h*h+l*l;if(D<M){M=D;r=p;if(i){i.x=f;i.y=_;i.z=d}}}}return r}\n/**\n     * Returns the object \"parameter\" set with all the expected parameters for facetData computation by ComputeNormals()\n     * @returns the parameters\n     * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/facetData\n     */getFacetDataParameters(){return this._internalAbstractMeshDataInfo._facetData.facetParameters}\n/**\n     * Disables the feature FacetData and frees the related memory\n     * @returns the current mesh\n     * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/facetData\n     */disableFacetData(){const t=this._internalAbstractMeshDataInfo._facetData;if(t.facetDataEnabled){t.facetDataEnabled=false;t.facetPositions=[];t.facetNormals=[];t.facetPartitioning=new Array;t.facetParameters={};t.depthSortedIndices=new Uint32Array(0)}return this}\n/**\n     * Updates the AbstractMesh indices array\n     * @param indices defines the data source\n     * @param offset defines the offset in the index buffer where to store the new data (can be null)\n     * @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)\n     * @returns the current mesh\n     */\nupdateIndices(t,e,s=false){return this}\n/**\n     * Creates new normals data for the mesh\n     * @param updatable defines if the normal vertex buffer must be flagged as updatable\n     * @returns the current mesh\n     */createNormals(t){const e=this.getVerticesData(r.PositionKind);const s=this.getIndices();let i;i=this.isVerticesDataPresent(r.NormalKind)?this.getVerticesData(r.NormalKind):[];o.ComputeNormals(e,s,i,{useRightHandedSystem:this.getScene().useRightHandedSystem});this.setVerticesData(r.NormalKind,i,t);return this}\n/**\n     * Optimize the indices order so that we keep the faces with similar indices together\n     * @returns the current mesh\n     */async optimizeIndicesAsync(){const t=this.getIndices();if(!t)return this;const{OptimizeIndices:e}=await import(\"../_/U5K-SYYF.js\");e(t);this.setIndices(t,this.getTotalVertices());return this}\n/**\n     * Align the mesh with a normal\n     * @param normal defines the normal to use\n     * @param upDirection can be used to redefined the up vector to use (will use the (0, 1, 0) by default)\n     * @returns the current mesh\n     */alignWithNormal(t,e){e||(e=M.Y);const a=s.Vector3[0];const r=s.Vector3[1];i.CrossToRef(e,t,r);i.CrossToRef(t,r,a);this.rotationQuaternion?n.RotationQuaternionFromAxisToRef(a,t,r,this.rotationQuaternion):i.RotationFromAxisToRef(a,t,r,this.rotation);return this}_checkOcclusionQuery(){return false}\n/**\n     * Disables the mesh edge rendering mode\n     * @returns the currentAbstractMesh\n     */\ndisableEdgesRendering(){throw _(\"EdgesRenderer\")}\n/**\n     * Enables the edge rendering mode on the mesh.\n     * This mode makes the mesh edges visible\n     * @param epsilon defines the maximal distance between two angles to detect a face\n     * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces\n     * @param options options to the edge renderer\n     * @returns the currentAbstractMesh\n     * @see https://www.babylonjs-playground.com/#19O9TU#0\n     */\nenableEdgesRendering(t,e,s){throw _(\"EdgesRenderer\")}\n/**\n     * This function returns all of the particle systems in the scene that use the mesh as an emitter.\n     * @returns an array of particle systems in the scene that use the mesh as an emitter\n     */getConnectedParticleSystems(){return this._scene.particleSystems.filter((t=>t.emitter===this))}}AbstractMesh.OCCLUSION_TYPE_NONE=0;AbstractMesh.OCCLUSION_TYPE_OPTIMISTIC=1;AbstractMesh.OCCLUSION_TYPE_STRICT=2;AbstractMesh.OCCLUSION_ALGORITHM_TYPE_ACCURATE=0;AbstractMesh.OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE=1;AbstractMesh.CULLINGSTRATEGY_STANDARD=0;AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY=1;AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION=2;AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY=3;t([p.filter(((...[t,e,s,i,a])=>!Array.isArray(t)&&!Array.isArray(e)&&!Array.isArray(s)&&!Array.isArray(i)&&!Array.isArray(a)))],AbstractMesh,\"_ApplySkeleton\",null);D(\"BABYLON.AbstractMesh\",AbstractMesh);export{AbstractMesh};\n//# sourceMappingURL=abstractMesh.js.map\n","import{Vector2 as t,Vector3 as r,Vector4 as e,Matrix as a,Quaternion as n}from\"../Maths/math.vector.js\";import{Color3 as s,Color4 as o}from\"../Maths/math.color.js\";import{RegisterClass as i}from\"../Misc/typeStore.js\";class FlowGraphInteger{constructor(t){this.value=this._toInt(t)}\n/**\n     * Converts a float to an integer.\n     * @param n the float to convert\n     * @returns the result of n | 0 - converting it to a int\n     */_toInt(t){return t|0}\n/**\n     * Adds two integers together.\n     * @param other the other integer to add\n     * @returns a FlowGraphInteger with the result of the addition\n     */add(t){return new FlowGraphInteger(this.value+t.value)}\n/**\n     * Subtracts two integers.\n     * @param other the other integer to subtract\n     * @returns a FlowGraphInteger with the result of the subtraction\n     */subtract(t){return new FlowGraphInteger(this.value-t.value)}\n/**\n     * Multiplies two integers.\n     * @param other the other integer to multiply\n     * @returns a FlowGraphInteger with the result of the multiplication\n     */multiply(t){return new FlowGraphInteger(Math.imul(this.value,t.value))}\n/**\n     * Divides two integers.\n     * @param other the other integer to divide\n     * @returns a FlowGraphInteger with the result of the division\n     */divide(t){return new FlowGraphInteger(this.value/t.value)}\n/**\n     * The class name of this type.\n     * @returns\n     */getClassName(){return FlowGraphInteger.ClassName}\n/**\n     * Compares two integers for equality.\n     * @param other the other integer to compare\n     * @returns\n     */equals(t){return this.value===t.value}\n/**\n     * Parses a FlowGraphInteger from a serialization object.\n     * @param value te number to parse\n     * @returns\n     */static FromValue(t){return new FlowGraphInteger(t)}toString(){return this.value.toString()}}FlowGraphInteger.ClassName=\"FlowGraphInteger\";i(\"FlowGraphInteger\",FlowGraphInteger);class FlowGraphMatrix2D{constructor(t=[1,0,0,1]){this._m=t}get m(){return this._m}transformVector(r){return this.transformVectorToRef(r,new t)}transformVectorToRef(t,r){r.x=t.x*this._m[0]+t.y*this._m[1];r.y=t.x*this._m[2]+t.y*this._m[3];return r}asArray(){return this.toArray()}toArray(t=[]){for(let r=0;r<4;r++)t[r]=this._m[r];return t}fromArray(t){for(let r=0;r<4;r++)this._m[r]=t[r];return this}multiplyToRef(t,r){const e=t._m;const a=this._m;const n=r._m;n[0]=e[0]*a[0]+e[1]*a[2];n[1]=e[0]*a[1]+e[1]*a[3];n[2]=e[2]*a[0]+e[3]*a[2];n[3]=e[2]*a[1]+e[3]*a[3];return r}multiply(t){return this.multiplyToRef(t,new FlowGraphMatrix2D)}divideToRef(t,r){const e=this._m;const a=t._m;const n=r._m;n[0]=e[0]/a[0];n[1]=e[1]/a[1];n[2]=e[2]/a[2];n[3]=e[3]/a[3];return r}divide(t){return this.divideToRef(t,new FlowGraphMatrix2D)}addToRef(t,r){const e=this._m;const a=t.m;const n=r.m;n[0]=e[0]+a[0];n[1]=e[1]+a[1];n[2]=e[2]+a[2];n[3]=e[3]+a[3];return r}add(t){return this.addToRef(t,new FlowGraphMatrix2D)}subtractToRef(t,r){const e=this._m;const a=t.m;const n=r.m;n[0]=e[0]-a[0];n[1]=e[1]-a[1];n[2]=e[2]-a[2];n[3]=e[3]-a[3];return r}subtract(t){return this.subtractToRef(t,new FlowGraphMatrix2D)}transpose(){const t=this._m;return new FlowGraphMatrix2D([t[0],t[2],t[1],t[3]])}determinant(){const t=this._m;return t[0]*t[3]-t[1]*t[2]}inverse(){const t=this.determinant();if(t===0)throw new Error(\"Matrix is not invertible\");const r=this._m;const e=1/t;return new FlowGraphMatrix2D([r[3]*e,-r[1]*e,-r[2]*e,r[0]*e])}equals(t,r=0){const e=this._m;const a=t.m;return r===0?e[0]===a[0]&&e[1]===a[1]&&e[2]===a[2]&&e[3]===a[3]:Math.abs(e[0]-a[0])<r&&Math.abs(e[1]-a[1])<r&&Math.abs(e[2]-a[2])<r&&Math.abs(e[3]-a[3])<r}getClassName(){return\"FlowGraphMatrix2D\"}toString(){return`FlowGraphMatrix2D(${this._m.join(\", \")})`}}class FlowGraphMatrix3D{constructor(t=[1,0,0,0,1,0,0,0,1]){this._m=t}get m(){return this._m}transformVector(t){return this.transformVectorToRef(t,new r)}transformVectorToRef(t,r){const e=this._m;r.x=t.x*e[0]+t.y*e[1]+t.z*e[2];r.y=t.x*e[3]+t.y*e[4]+t.z*e[5];r.z=t.x*e[6]+t.y*e[7]+t.z*e[8];return r}multiplyToRef(t,r){const e=t._m;const a=this._m;const n=r.m;n[0]=e[0]*a[0]+e[1]*a[3]+e[2]*a[6];n[1]=e[0]*a[1]+e[1]*a[4]+e[2]*a[7];n[2]=e[0]*a[2]+e[1]*a[5]+e[2]*a[8];n[3]=e[3]*a[0]+e[4]*a[3]+e[5]*a[6];n[4]=e[3]*a[1]+e[4]*a[4]+e[5]*a[7];n[5]=e[3]*a[2]+e[4]*a[5]+e[5]*a[8];n[6]=e[6]*a[0]+e[7]*a[3]+e[8]*a[6];n[7]=e[6]*a[1]+e[7]*a[4]+e[8]*a[7];n[8]=e[6]*a[2]+e[7]*a[5]+e[8]*a[8];return r}multiply(t){return this.multiplyToRef(t,new FlowGraphMatrix3D)}divideToRef(t,r){const e=this._m;const a=t.m;const n=r.m;n[0]=e[0]/a[0];n[1]=e[1]/a[1];n[2]=e[2]/a[2];n[3]=e[3]/a[3];n[4]=e[4]/a[4];n[5]=e[5]/a[5];n[6]=e[6]/a[6];n[7]=e[7]/a[7];n[8]=e[8]/a[8];return r}divide(t){return this.divideToRef(t,new FlowGraphMatrix3D)}addToRef(t,r){const e=this._m;const a=t.m;const n=r.m;n[0]=e[0]+a[0];n[1]=e[1]+a[1];n[2]=e[2]+a[2];n[3]=e[3]+a[3];n[4]=e[4]+a[4];n[5]=e[5]+a[5];n[6]=e[6]+a[6];n[7]=e[7]+a[7];n[8]=e[8]+a[8];return r}add(t){return this.addToRef(t,new FlowGraphMatrix3D)}subtractToRef(t,r){const e=this._m;const a=t.m;const n=r.m;n[0]=e[0]-a[0];n[1]=e[1]-a[1];n[2]=e[2]-a[2];n[3]=e[3]-a[3];n[4]=e[4]-a[4];n[5]=e[5]-a[5];n[6]=e[6]-a[6];n[7]=e[7]-a[7];n[8]=e[8]-a[8];return r}subtract(t){return this.subtractToRef(t,new FlowGraphMatrix3D)}toArray(t=[]){for(let r=0;r<9;r++)t[r]=this._m[r];return t}asArray(){return this.toArray()}fromArray(t){for(let r=0;r<9;r++)this._m[r]=t[r];return this}transpose(){const t=this._m;return new FlowGraphMatrix3D([t[0],t[3],t[6],t[1],t[4],t[7],t[2],t[5],t[8]])}determinant(){const t=this._m;return t[0]*(t[4]*t[8]-t[5]*t[7])-t[1]*(t[3]*t[8]-t[5]*t[6])+t[2]*(t[3]*t[7]-t[4]*t[6])}inverse(){const t=this.determinant();if(t===0)throw new Error(\"Matrix is not invertible\");const r=this._m;const e=1/t;return new FlowGraphMatrix3D([(r[4]*r[8]-r[5]*r[7])*e,(r[2]*r[7]-r[1]*r[8])*e,(r[1]*r[5]-r[2]*r[4])*e,(r[5]*r[6]-r[3]*r[8])*e,(r[0]*r[8]-r[2]*r[6])*e,(r[2]*r[3]-r[0]*r[5])*e,(r[3]*r[7]-r[4]*r[6])*e,(r[1]*r[6]-r[0]*r[7])*e,(r[0]*r[4]-r[1]*r[3])*e])}equals(t,r=0){const e=this._m;const a=t.m;return r===0?e[0]===a[0]&&e[1]===a[1]&&e[2]===a[2]&&e[3]===a[3]&&e[4]===a[4]&&e[5]===a[5]&&e[6]===a[6]&&e[7]===a[7]&&e[8]===a[8]:Math.abs(e[0]-a[0])<r&&Math.abs(e[1]-a[1])<r&&Math.abs(e[2]-a[2])<r&&Math.abs(e[3]-a[3])<r&&Math.abs(e[4]-a[4])<r&&Math.abs(e[5]-a[5])<r&&Math.abs(e[6]-a[6])<r&&Math.abs(e[7]-a[7])<r&&Math.abs(e[8]-a[8])<r}getClassName(){return\"FlowGraphMatrix3D\"}toString(){return`FlowGraphMatrix3D(${this._m.join(\", \")})`}}var c;(function(t){t.Any=\"any\";t.String=\"string\";t.Number=\"number\";t.Boolean=\"boolean\";t.Object=\"object\";t.Integer=\"FlowGraphInteger\";t.Vector2=\"Vector2\";t.Vector3=\"Vector3\";t.Vector4=\"Vector4\";t.Quaternion=\"Quaternion\";t.Matrix=\"Matrix\";t.Matrix2D=\"Matrix2D\";t.Matrix3D=\"Matrix3D\";t.Color3=\"Color3\";t.Color4=\"Color4\"})(c||(c={}));class RichType{constructor(t,r,e=-1){this.typeName=t;this.defaultValue=r;this.animationType=e}\n/**\n     * Serializes this rich type into a serialization object.\n     * @param serializationObject the object to serialize to\n     */serialize(t){t.typeName=this.typeName;t.defaultValue=this.defaultValue}}const u=new RichType(\"any\",void 0);const h=new RichType(\"string\",\"\");const l=new RichType(\"number\",0,0);const m=new RichType(\"boolean\",false);const p=new RichType(\"Vector2\",t.Zero(),5);const w=new RichType(\"Vector3\",r.Zero(),1);const y=new RichType(\"Vector4\",e.Zero());const M=new RichType(\"Matrix\",a.Identity(),3);const f=new RichType(\"Matrix2D\",new FlowGraphMatrix2D);const T=new RichType(\"Matrix3D\",new FlowGraphMatrix3D);const x=new RichType(\"Color3\",s.Black(),4);const F=new RichType(\"Color4\",new o(0,0,0,0),7);const g=new RichType(\"Quaternion\",n.Identity(),2);g.typeTransformer=t=>t.getClassName&&t.getClassName()===\"Vector4\"?n.FromArray(t.asArray()):t.getClassName&&t.getClassName()===\"Vector3\"?n.FromEulerVector(t):t.getClassName&&t.getClassName()===\"Matrix\"?n.FromRotationMatrix(t):t;const R=new RichType(\"FlowGraphInteger\",new FlowGraphInteger(0),0);\n/**\n * Given a value, try to deduce its rich type.\n * @param value the value to deduce the rich type from\n * @returns the value's rich type, or RichTypeAny if the type could not be deduced.\n */function getRichTypeFromValue(t){const r=t;switch(typeof t){case\"string\":return h;case\"number\":return l;case\"boolean\":return m;case\"object\":if(r.getClassName)switch(r.getClassName()){case\"Vector2\":return p;case\"Vector3\":return w;case\"Vector4\":return y;case\"Matrix\":return M;case\"Color3\":return x;case\"Color4\":return F;case\"Quaternion\":return g;case\"FlowGraphInteger\":return R;case\"Matrix2D\":return f;case\"Matrix3D\":return T}return u;default:return u}}\n/**\n * Given a flow graph type, return the rich type that corresponds to it.\n * @param flowGraphType the flow graph type\n * @returns the rich type that corresponds to the flow graph type\n */function getRichTypeByFlowGraphType(t){switch(t){case\"string\":return h;case\"number\":return l;case\"boolean\":return m;case\"Vector2\":return p;case\"Vector3\":return w;case\"Vector4\":return y;case\"Matrix\":return M;case\"Color3\":return x;case\"Color4\":return F;case\"Quaternion\":return g;case\"FlowGraphInteger\":return R;case\"Matrix2D\":return f;case\"Matrix3D\":return T;default:return u}}\n/**\n * get the animation type for a given flow graph type\n * @param flowGraphType the flow graph type\n * @returns the animation type for this flow graph type\n */function getAnimationTypeByFlowGraphType(t){switch(t){case\"number\":return 0;case\"Vector2\":return 5;case\"Vector3\":return 1;case\"Matrix\":return 3;case\"Color3\":return 4;case\"Color4\":return 7;case\"Quaternion\":return 2;default:return 0}}\n/**\n * Given an animation type, return the rich type that corresponds to it.\n * @param animationType the animation type\n * @returns the rich type that corresponds to the animation type\n */function getRichTypeByAnimationType(t){switch(t){case 0:return l;case 5:return p;case 1:return w;case 3:return M;case 4:return x;case 7:return F;case 2:return g;default:return u}}export{FlowGraphInteger as F,RichType as R,FlowGraphMatrix2D as a,FlowGraphMatrix3D as b,c,u as d,m as e,x as f,F as g,R as h,M as i,f as j,T as k,l,g as m,h as n,p as o,w as p,y as q,getAnimationTypeByFlowGraphType as r,getRichTypeByAnimationType as s,getRichTypeByFlowGraphType as t,getRichTypeFromValue as u};\n//# sourceMappingURL=ByU-piAe.js.map\n","import{RandomGUID as n}from\"../Misc/guid.js\";var t;(function(n){n[n.Input=0]=\"Input\";n[n.Output=1]=\"Output\"})(t||(t={}));class FlowGraphConnection{constructor(t,e,o){this._ownerBlock=o;this._connectedPoint=[];this.uniqueId=n();this.connectedPointIds=[];this.name=t;this._connectionType=e}get connectionType(){return this._connectionType}_isSingularConnection(){return true}\n/**\n     * Returns if a point is connected to any other point.\n     * @returns boolean indicating if the point is connected.\n     */isConnected(){return this._connectedPoint.length>0}\n/**\n     * Connects two connections together.\n     * @param point the connection to connect to.\n     */connectTo(n){if(this._connectionType===n._connectionType)throw new Error(`Cannot connect two points of type ${this.connectionType}`);if(this._isSingularConnection()&&this._connectedPoint.length>0||n._isSingularConnection()&&n._connectedPoint.length>0)throw new Error(\"Max number of connections for point reached\");this._connectedPoint.push(n);n._connectedPoint.push(this)}\n/**\n     * Disconnects two connections.\n     * @param point the connection to disconnect from.\n     * @param removeFromLocal if true, the connection will be removed from the local connection list.\n     */disconnectFrom(n,t=true){const e=this._connectedPoint.indexOf(n);const o=n._connectedPoint.indexOf(this);if(e!==-1&&o!==-1){t&&this._connectedPoint.splice(e,1);n._connectedPoint.splice(o,1)}}disconnectFromAll(){for(const n of this._connectedPoint)this.disconnectFrom(n,false);this._connectedPoint.length=0}dispose(){for(const n of this._connectedPoint)this.disconnectFrom(n)}\n/**\n     * Saves the connection to a JSON object.\n     * @param serializationObject the object to serialize to.\n     */serialize(n={}){n.uniqueId=this.uniqueId;n.name=this.name;n._connectionType=this._connectionType;n.connectedPointIds=[];n.className=this.getClassName();for(const t of this._connectedPoint)n.connectedPointIds.push(t.uniqueId)}\n/**\n     * @returns class name of the connection.\n     */getClassName(){return\"FGConnection\"}\n/**\n     * Deserialize from a object into this\n     * @param serializationObject the object to deserialize from.\n     */deserialize(n){this.uniqueId=n.uniqueId;this.name=n.name;this._connectionType=n._connectionType;this.connectedPointIds=n.connectedPointIds}}export{FlowGraphConnection,t as FlowGraphConnectionType};\n//# sourceMappingURL=flowGraphConnection.js.map\n","import{RandomGUID as e}from\"../Misc/guid.js\";import{RegisterClass as t}from\"../Misc/typeStore.js\";import{FlowGraphConnection as a}from\"../FlowGraph/flowGraphConnection.js\";import{Observable as s}from\"../Misc/observable.js\";import{Color3 as i,Color4 as n}from\"../Maths/math.color.js\";import{Vector2 as r,Vector3 as o,Vector4 as u,Quaternion as l,Matrix as c}from\"../Maths/math.vector.js\";import{a as h,b as d,F as f,t as p}from\"./ByU-piAe.js\";function isMeshClassName(e){return e===\"Mesh\"||e===\"AbstractMesh\"||e===\"GroundMesh\"||e===\"InstanceMesh\"||e===\"LinesMesh\"||e===\"GoldbergMesh\"||e===\"GreasedLineMesh\"||e===\"TrailMesh\"}function isVectorClassName(e){return e===\"Vector2\"||e===\"Vector3\"||e===\"Vector4\"||e===\"Quaternion\"||e===\"Color3\"||e===\"Color4\"}function isMatrixClassName(e){return e===\"Matrix\"||e===\"Matrix2D\"||e===\"Matrix3D\"}function isAnimationGroupClassName(e){return e===\"AnimationGroup\"}function parseVector(e,t,a=false){if(e===\"Vector2\")return r.FromArray(t);if(e===\"Vector3\"){a&&(t[2]*=-1);return o.FromArray(t)}if(e===\"Vector4\")return u.FromArray(t);if(e===\"Quaternion\"){if(a){t[2]*=-1;t[3]*=-1}return l.FromArray(t)}if(e===\"Color3\")return new i(t[0],t[1],t[2]);if(e===\"Color4\")return new n(t[0],t[1],t[2],t[3]);throw new Error(`Unknown vector class name ${e}`)}\n/**\n * The default function that serializes values in a context object to a serialization object\n * @param key the key where the value should be stored in the serialization object\n * @param value the value to store\n * @param serializationObject the object where the value will be stored\n */function defaultValueSerializationFunction(e,t,a){const s=t?.getClassName?.()??\"\";if(isVectorClassName(s)||isMatrixClassName(s))a[e]={value:t.asArray(),className:s};else if(s===\"FlowGraphInteger\")a[e]={value:t.value,className:s};else if(s&&(t.id||t.name))a[e]={id:t.id,name:t.name,className:s};else{if(typeof t===\"object\")throw new Error(`Could not serialize value ${t}`);a[e]=t}}\n/**\n * The default function that parses values stored in a serialization object\n * @param key the key to the value that will be parsed\n * @param serializationObject the object that will be parsed\n * @param assetsContainer the assets container that will be used to find the objects\n * @param scene\n * @returns\n */function defaultValueParseFunction(e,t,a,s){const i=t[e];let n;const r=i?.type??i?.className;if(isMeshClassName(r)){let e=s.meshes.filter((e=>i.id?e.id===i.id:e.name===i.name));e.length===0&&(e=s.transformNodes.filter((e=>i.id?e.id===i.id:e.name===i.name)));n=i.uniqueId?e.find((e=>e.uniqueId===i.uniqueId)):e[0]}else if(isVectorClassName(r))n=parseVector(r,i.value);else if(isAnimationGroupClassName(r)){const e=s.animationGroups.filter((e=>e.name===i.name));n=e.length===1?e[0]:e.find((e=>e.uniqueId===i.uniqueId))}else n=r===\"Matrix\"?c.FromArray(i.value):r===\"Matrix2D\"?new h(i.value):r===\"Matrix3D\"?new d(i.value):r===\"FlowGraphInteger\"?f.FromValue(i.value):r===\"number\"||r===\"string\"||r===\"boolean\"?i.value[0]:i&&i.value!==void 0?i.value:Array.isArray(i)?i.reduce(((e,t)=>{if(!t.eventData)return e;e[t.id]={type:p(t.type)};typeof t.value!==\"undefined\"&&(e[t.id].value=defaultValueParseFunction(\"value\",t,a,s));return e}),{}):i;return n}\n/**\n * Given a name of a flow graph block class, return if this\n * class needs to be created with a path converter. Used in\n * parsing.\n * @param className the name of the flow graph block class\n * @returns a boolean indicating if the class needs a path converter\n */function needsPathConverter(e){return e===\"FlowGraphJsonPointerParserBlock\"}class FlowGraphDataConnection extends a{\n/**\n     * Create a new data connection point.\n     * @param name the name of the connection\n     * @param connectionType the type of the connection\n     * @param ownerBlock the block that owns this connection\n     * @param richType the type of the data in this block\n     * @param _defaultValue the default value of the connection\n     * @param _optional if the connection is optional\n     */\nconstructor(e,t,a,i,n=i.defaultValue,r=false){super(e,t,a);this.richType=i;this._defaultValue=n;this._optional=r;this._isDisabled=false;this._lastValue=null;this.dataTransformer=null;this.onValueChangedObservable=new s}get optional(){return this._optional}get isDisabled(){return this._isDisabled}set isDisabled(e){if(this._isDisabled!==e){this._isDisabled=e;this._isDisabled&&this.disconnectFromAll()}}\n/**\n     * An output data block can connect to multiple input data blocks,\n     * but an input data block can only connect to one output data block.\n     * @returns true if the connection is singular\n     */_isSingularConnection(){return this.connectionType===0}\n/**\n     * Set the value of the connection in a specific context.\n     * @param value the value to set\n     * @param context the context to which the value is set\n     */setValue(e,t){if(t._getConnectionValue(this)!==e){t._setConnectionValue(this,e);this.onValueChangedObservable.notifyObservers(e)}}\n/**\n     * Reset the value of the connection to the default value.\n     * @param context the context in which the value is reset\n     */resetToDefaultValue(e){e._setConnectionValue(this,this._defaultValue)}\n/**\n     * Connect this point to another point.\n     * @param point the point to connect to.\n     */connectTo(e){this._isDisabled||super.connectTo(e)}_getValueOrDefault(e){const t=e._getConnectionValue(this)??this._defaultValue;return this.dataTransformer?this.dataTransformer(t):t}\n/**\n     * Gets the value of the connection in a specific context.\n     * @param context the context from which the value is retrieved\n     * @returns the value of the connection\n     */getValue(e){if(this.connectionType===1){e._notifyExecuteNode(this._ownerBlock);this._ownerBlock._updateOutputs(e);const t=this._getValueOrDefault(e);this._lastValue=t;return this.richType.typeTransformer?this.richType.typeTransformer(t):t}const t=this.isConnected()?this._connectedPoint[0].getValue(e):this._getValueOrDefault(e);this._lastValue=t;return this.richType.typeTransformer?this.richType.typeTransformer(t):t}_getLastValue(){return this._lastValue}\n/**\n     * @returns class name of the object.\n     */getClassName(){return\"FlowGraphDataConnection\"}\n/**\n     * Serializes this object.\n     * @param serializationObject the object to serialize to\n     */serialize(e={}){super.serialize(e);e.richType={};this.richType.serialize(e.richType);e.optional=this._optional;defaultValueSerializationFunction(\"defaultValue\",this._defaultValue,e)}}t(\"FlowGraphDataConnection\",FlowGraphDataConnection);class FlowGraphBlock{\n/** Constructor is protected so only subclasses can be instantiated\n     * @param config optional configuration for this block\n     * @internal - do not use directly. Extend this class instead.\n     */\nconstructor(t){this.config=t;this.uniqueId=e();this.name=this.config?.name??this.getClassName();this.dataInputs=[];this.dataOutputs=[]}\n/**\n     * @internal\n     * This function is called when the block needs to update its output flows.\n     * @param _context the context in which it is running\n     */_updateOutputs(e){}\n/**\n     * Registers a data input on the block.\n     * @param name the name of the input\n     * @param richType the type of the input\n     * @param defaultValue optional default value of the input. If not set, the rich type's default value will be used.\n     * @returns the created connection\n     */registerDataInput(e,t,a){const s=new FlowGraphDataConnection(e,0,this,t,a);this.dataInputs.push(s);return s}\n/**\n     * Registers a data output on the block.\n     * @param name the name of the input\n     * @param richType the type of the input\n     * @param defaultValue optional default value of the input. If not set, the rich type's default value will be used.\n     * @returns the created connection\n     */registerDataOutput(e,t,a){const s=new FlowGraphDataConnection(e,1,this,t,a);this.dataOutputs.push(s);return s}\n/**\n     * Given the name of a data input, returns the connection if it exists\n     * @param name the name of the input\n     * @returns the connection if it exists, undefined otherwise\n     */getDataInput(e){return this.dataInputs.find((t=>t.name===e))}\n/**\n     * Given the name of a data output, returns the connection if it exists\n     * @param name the name of the output\n     * @returns the connection if it exists, undefined otherwise\n     */getDataOutput(e){return this.dataOutputs.find((t=>t.name===e))}\n/**\n     * Serializes this block\n     * @param serializationObject the object to serialize to\n     * @param _valueSerializeFunction a function that serializes a specific value\n     */serialize(e={},t=defaultValueSerializationFunction){e.uniqueId=this.uniqueId;e.config={};if(this.config){const a=this.config;Object.keys(this.config).forEach((s=>{t(s,a[s],e.config)}))}e.dataInputs=[];e.dataOutputs=[];e.className=this.getClassName();for(const t of this.dataInputs){const a={};t.serialize(a);e.dataInputs.push(a)}for(const t of this.dataOutputs){const a={};t.serialize(a);e.dataOutputs.push(a)}}\n/**\n     * Deserializes this block\n     * @param _serializationObject the object to deserialize from\n     */deserialize(e){}_log(e,t,a){e.logger?.addLogItem({action:t,payload:a,className:this.getClassName(),uniqueId:this.uniqueId})}\n/**\n     * Gets the class name of this block\n     * @returns the class name\n     */getClassName(){return\"FlowGraphBlock\"}}export{FlowGraphBlock as F,FlowGraphDataConnection as a,defaultValueParseFunction as b,defaultValueSerializationFunction as d,needsPathConverter as n};\n//# sourceMappingURL=DeP4JvE9.js.map\n","import{F as t}from\"./DeP4JvE9.js\";import{e}from\"./ByU-piAe.js\";const i=\"cachedOperationValue\";const s=\"cachedExecutionId\";class FlowGraphCachedOperationBlock extends t{constructor(t,i){super(i);this.value=this.registerDataOutput(\"value\",t);this.isValid=this.registerDataOutput(\"isValid\",e)}_updateOutputs(t){const e=t._getExecutionVariable(this,s,-1);const a=t._getExecutionVariable(this,i,null);if(a!==void 0&&a!==null&&e===t.executionId){this.isValid.setValue(true,t);this.value.setValue(a,t)}else try{const e=this._doOperation(t);if(e===void 0||e===null){this.isValid.setValue(false,t);return}t._setExecutionVariable(this,i,e);t._setExecutionVariable(this,s,t.executionId);this.value.setValue(e,t);this.isValid.setValue(true,t)}catch(e){this.isValid.setValue(false,t)}}}export{FlowGraphCachedOperationBlock as F};\n//# sourceMappingURL=D1clOyhd.js.map\n","import{F as t}from\"./D1clOyhd.js\";class FlowGraphBinaryOperationBlock extends t{constructor(t,s,a,e,r,i){super(a,i);this._operation=e;this._className=r;this.a=this.registerDataInput(\"a\",t);this.b=this.registerDataInput(\"b\",s)}\n/**\n     * the operation performed by this block\n     * @param context the graph context\n     * @returns the result of the operation\n     */_doOperation(t){const s=this.a.getValue(t);const a=this.b.getValue(t);return this._operation(s,a)}\n/**\n     * Gets the class name of this block\n     * @returns the class name\n     */getClassName(){return this._className}}export{FlowGraphBinaryOperationBlock as F};\n//# sourceMappingURL=5PlLuZFK.js.map\n","import{F as a}from\"./D1clOyhd.js\";class FlowGraphUnaryOperationBlock extends a{constructor(a,t,s,r,e){super(t,e);this._operation=s;this._className=r;this.a=this.registerDataInput(\"a\",a)}\n/**\n     * the operation performed by this block\n     * @param context the graph context\n     * @returns the result of the operation\n     */_doOperation(a){return this._operation(this.a.getValue(a))}\n/**\n     * Gets the class name of this block\n     * @returns the class name\n     */getClassName(){return this._className}}export{FlowGraphUnaryOperationBlock as F};\n//# sourceMappingURL=Bh87_iHg.js.map\n","/**\n * @internal\n * Returns if mesh1 is a descendant of mesh2\n * @param mesh1\n * @param mesh2\n * @returns\n */\nfunction _isADescendantOf(e,a){return!!(e.parent&&(e.parent===a||_isADescendantOf(e.parent,a)))}function _getClassNameOf(e){if(e.getClassName)return e.getClassName()}\n/**\n * @internal\n * Check if two classname are the same and are vector classes.\n * @param className the first class name\n * @param className2 the second class name\n * @returns whether the two class names are the same and are vector classes.\n */function _areSameVectorClass(e,a){return e===a&&(e===\"Vector2\"||e===\"Vector3\"||e===\"Vector4\")}\n/**\n * @internal\n * Check if two classname are the same and are matrix classes.\n * @param className the first class name\n * @param className2 the second class name\n * @returns whether the two class names are the same and are matrix classes.\n */function _areSameMatrixClass(e,a){return e===a&&(e===\"Matrix\"||e===\"Matrix2D\"||e===\"Matrix3D\")}\n/**\n * @internal\n * Check if two classname are the same and are integer classes.\n * @param className the first class name\n * @param className2 the second class name\n * @returns whether the two class names are the same and are integer classes.\n */function _areSameIntegerClass(e,a){return e===\"FlowGraphInteger\"&&a===\"FlowGraphInteger\"}\n/**\n * Check if an object has a numeric value.\n * @param a the object to check if it is a number.\n * @param validIfNaN whether to consider NaN as a valid number.\n * @returns whether a is a FlowGraphNumber (Integer or number).\n */function isNumeric(e,a){const r=typeof e===\"number\"||typeof e?.value===\"number\";return r&&!a?!isNaN(getNumericValue(e)):r}\n/**\n * Get the numeric value of a FlowGraphNumber.\n * @param a the object to get the numeric value from.\n * @returns the numeric value.\n */function getNumericValue(e){return typeof e===\"number\"?e:e.value}export{_isADescendantOf as _,_getClassNameOf as a,_areSameVectorClass as b,_areSameMatrixClass as c,_areSameIntegerClass as d,getNumericValue as g,isNumeric as i};\n//# sourceMappingURL=DvtbUr10.js.map\n","import{F as t}from\"./DeP4JvE9.js\";import{FlowGraphConnection as n}from\"../FlowGraph/flowGraphConnection.js\";import{RegisterClass as i}from\"../Misc/typeStore.js\";class FlowGraphSignalConnection extends n{constructor(){super(...arguments);this.priority=0}_isSingularConnection(){return false}connectTo(t){super.connectTo(t);this._connectedPoint.sort(((t,n)=>n.priority-t.priority))}_activateSignal(t){t.logger?.addLogItem({action:\"ActivateSignal\",className:this._ownerBlock.getClassName(),uniqueId:this._ownerBlock.uniqueId,payload:{connectionType:this.connectionType,name:this.name}});if(this.connectionType===0){t._notifyExecuteNode(this._ownerBlock);this._ownerBlock._execute(t,this);t._increaseExecutionId()}else for(const n of this._connectedPoint)n._activateSignal(t)}}i(\"FlowGraphSignalConnection\",FlowGraphSignalConnection);class FlowGraphExecutionBlock extends t{constructor(t){super(t);this.priority=0;this.signalInputs=[];this.signalOutputs=[];this.in=this._registerSignalInput(\"in\");this.error=this._registerSignalOutput(\"error\")}_registerSignalInput(t){const n=new FlowGraphSignalConnection(t,0,this);this.signalInputs.push(n);return n}_registerSignalOutput(t){const n=new FlowGraphSignalConnection(t,1,this);this.signalOutputs.push(n);return n}_unregisterSignalInput(t){const n=this.signalInputs.findIndex((n=>n.name===t));if(n!==-1){this.signalInputs[n].dispose();this.signalInputs.splice(n,1)}}_unregisterSignalOutput(t){const n=this.signalOutputs.findIndex((n=>n.name===t));if(n!==-1){this.signalOutputs[n].dispose();this.signalOutputs.splice(n,1)}}_reportError(t,n){this.error.payload=typeof n===\"string\"?new Error(n):n;this.error._activateSignal(t)}\n/**\n     * Given a name of a signal input, return that input if it exists\n     * @param name the name of the input\n     * @returns if the input exists, the input. Otherwise, undefined.\n     */getSignalInput(t){return this.signalInputs.find((n=>n.name===t))}\n/**\n     * Given a name of a signal output, return that input if it exists\n     * @param name the name of the input\n     * @returns if the input exists, the input. Otherwise, undefined.\n     */getSignalOutput(t){return this.signalOutputs.find((n=>n.name===t))}\n/**\n     * Serializes this block\n     * @param serializationObject the object to serialize in\n     */serialize(t={}){super.serialize(t);t.signalInputs=[];t.signalOutputs=[];for(const n of this.signalInputs){const i={};n.serialize(i);t.signalInputs.push(i)}for(const n of this.signalOutputs){const i={};n.serialize(i);t.signalOutputs.push(i)}}\n/**\n     * Deserializes from an object\n     * @param serializationObject the object to deserialize from\n     */deserialize(t){for(let n=0;n<t.signalInputs.length;n++){const i=this.getSignalInput(t.signalInputs[n].name);if(!i)throw new Error(\"Could not find signal input with name \"+t.signalInputs[n].name+\" in block \"+t.className);i.deserialize(t.signalInputs[n])}for(let n=0;n<t.signalOutputs.length;n++){const i=this.getSignalOutput(t.signalOutputs[n].name);if(!i)throw new Error(\"Could not find signal output with name \"+t.signalOutputs[n].name+\" in block \"+t.className);i.deserialize(t.signalOutputs[n])}}\n/**\n     * @returns the class name\n     */getClassName(){return\"FlowGraphExecutionBlock\"}}export{FlowGraphExecutionBlock as F,FlowGraphSignalConnection as a};\n//# sourceMappingURL=DCHMe6kv.js.map\n","import{F as t}from\"./DCHMe6kv.js\";class FlowGraphExecutionBlockWithOutSignal extends t{constructor(t){super(t);this.out=this._registerSignalOutput(\"out\")}}export{FlowGraphExecutionBlockWithOutSignal as F};\n//# sourceMappingURL=CRsnrI1d.js.map\n","import{F as e}from\"./CRsnrI1d.js\";class FlowGraphAsyncExecutionBlock extends e{constructor(e,t){super(e);this._eventsSignalOutputs={};this.done=this._registerSignalOutput(\"done\");t?.forEach((e=>{this._eventsSignalOutputs[e]=this._registerSignalOutput(e+\"Event\")}))}\n/**\n     * @internal\n     * This function can be overridden to execute any\n     * logic that should be executed on every frame\n     * while the async task is pending.\n     * @param context the context in which it is running\n     */_executeOnTick(e){}\n/**\n     * @internal\n     * @param context\n     */_startPendingTasks(e){if(e._getExecutionVariable(this,\"_initialized\",false)){this._cancelPendingTasks(e);this._resetAfterCanceled(e)}this._preparePendingTasks(e);e._addPendingBlock(this);this.out._activateSignal(e);e._setExecutionVariable(this,\"_initialized\",true)}_resetAfterCanceled(e){e._deleteExecutionVariable(this,\"_initialized\");e._removePendingBlock(this)}}export{FlowGraphAsyncExecutionBlock as F};\n//# sourceMappingURL=ebT_ZGZz.js.map\n","import{F as t}from\"./ebT_ZGZz.js\";class FlowGraphEventBlock extends t{constructor(){super(...arguments);this.initPriority=0;this.type=\"NoTrigger\"}_execute(t){t._notifyExecuteNode(this);this.done._activateSignal(t)}}export{FlowGraphEventBlock as F};\n//# sourceMappingURL=DsgknrU2.js.map\n","var n;(function(n){n.Animation=\"Animation\";n.AnimationGroup=\"AnimationGroup\";n.Mesh=\"Mesh\";n.Material=\"Material\";n.Camera=\"Camera\";n.Light=\"Light\"})(n||(n={}));\n/**\n * Returns the asset with the given index and type from the assets context.\n * @param assetsContext The assets context to get the asset from\n * @param type The type of the asset\n * @param index The index of the asset\n * @param useIndexAsUniqueId If set to true, instead of the index in the array it will search for the unique id of the asset.\n * @returns The asset or null if not found\n */function GetFlowGraphAssetWithType(n,i,a,e){switch(i){case\"Animation\":return e?n.animations.find((n=>n.uniqueId===a))??null:n.animations[a]??null;case\"AnimationGroup\":return e?n.animationGroups.find((n=>n.uniqueId===a))??null:n.animationGroups[a]??null;case\"Mesh\":return e?n.meshes.find((n=>n.uniqueId===a))??null:n.meshes[a]??null;case\"Material\":return e?n.materials.find((n=>n.uniqueId===a))??null:n.materials[a]??null;case\"Camera\":return e?n.cameras.find((n=>n.uniqueId===a))??null:n.cameras[a]??null;case\"Light\":return e?n.lights.find((n=>n.uniqueId===a))??null:n.lights[a]??null;default:return null}}export{n as F,GetFlowGraphAssetWithType as G};\n//# sourceMappingURL=B7e5KrU7.js.map\n","import{Observable as e}from\"../Misc/observable.js\";import{__decorate as t}from\"../tslib.es6.js\";import{serialize as s}from\"../Misc/decorators.js\";import{RandomGUID as i}from\"../Misc/guid.js\";import{d as n}from\"./DeP4JvE9.js\";import{G as o}from\"./B7e5KrU7.js\";import{Logger as a}from\"../Misc/logger.js\";import{F as r}from\"./DCHMe6kv.js\";import{PointerEventTypes as l}from\"../Events/pointerEvents.js\";import{_ as c}from\"./DvtbUr10.js\";var h;(function(e){e.ExecuteBlock=\"ExecuteBlock\";e.ExecuteEvent=\"ExecuteEvent\";e.TriggerConnection=\"TriggerConnection\";e.ContextVariableSet=\"ContextVariableSet\";e.GlobalVariableSet=\"GlobalVariableSet\";e.GlobalVariableDelete=\"GlobalVariableDelete\";e.GlobalVariableGet=\"GlobalVariableGet\";e.AddConnection=\"AddConnection\";e.GetConnectionValue=\"GetConnectionValue\";e.SetConnectionValue=\"SetConnectionValue\";e.ActivateSignal=\"ActivateSignal\";e.ContextVariableGet=\"ContextVariableGet\"})(h||(h={}));class FlowGraphLogger{constructor(){this.logToConsole=false;this.log=[]}addLogItem(e){e.time||(e.time=Date.now());this.log.push(e);if(this.logToConsole){const t=e.payload?.value;typeof t===\"object\"&&t.getClassName?a.Log(`[FGLog] ${e.className}:${e.uniqueId.split(\"-\")[0]} ${e.action} - ${JSON.stringify(t.getClassName())}: ${t.toString()}`):a.Log(`[FGLog] ${e.className}:${e.uniqueId.split(\"-\")[0]} ${e.action} - ${JSON.stringify(e.payload)}`)}}getItemsOfType(e){return this.log.filter((t=>t.action===e))}}class FlowGraphContext{get enableLogging(){return this._enableLogging}set enableLogging(e){if(this._enableLogging!==e){this._enableLogging=e;if(this._enableLogging){this.logger=new FlowGraphLogger;this.logger.logToConsole=true}else this.logger=null}}constructor(t){this.uniqueId=i();this._userVariables={};this._executionVariables={};this._globalContextVariables={};this._connectionValues={};this._pendingBlocks=[];this._executionId=0;this.onNodeExecutedObservable=new e;this.treatDataAsRightHanded=false;this._enableLogging=false;this._configuration=t;this.assetsContext=t.assetsContext??t.scene}\n/**\n     * Check if a user-defined variable is defined.\n     * @param name the name of the variable\n     * @returns true if the variable is defined\n     */hasVariable(e){return e in this._userVariables}\n/**\n     * Set a user-defined variable.\n     * @param name the name of the variable\n     * @param value the value of the variable\n     */setVariable(e,t){this._userVariables[e]=t;this.logger?.addLogItem({time:Date.now(),className:this.getClassName(),uniqueId:this.uniqueId,action:\"ContextVariableSet\",payload:{name:e,value:t}})}\n/**\n     * Get an assets from the assets context based on its type and index in the array\n     * @param type The type of the asset\n     * @param index The index of the asset\n     * @returns The asset or null if not found\n     */getAsset(e,t){return o(this.assetsContext,e,t)}\n/**\n     * Get a user-defined variable.\n     * @param name the name of the variable\n     * @returns the value of the variable\n     */getVariable(e){this.logger?.addLogItem({time:Date.now(),className:this.getClassName(),uniqueId:this.uniqueId,action:\"ContextVariableGet\",payload:{name:e,value:this._userVariables[e]}});return this._userVariables[e]}get userVariables(){return this._userVariables}\n/**\n     * Get the scene that the context belongs to.\n     * @returns the scene\n     */getScene(){return this._configuration.scene}_getUniqueIdPrefixedName(e,t){return`${e.uniqueId}_${t}`}\n/**\n     * @internal\n     * @param name name of the variable\n     * @param defaultValue default value to return if the variable is not defined\n     * @returns the variable value or the default value if the variable is not defined\n     */_getGlobalContextVariable(e,t){this.logger?.addLogItem({time:Date.now(),className:this.getClassName(),uniqueId:this.uniqueId,action:\"GlobalVariableGet\",payload:{name:e,defaultValue:t,possibleValue:this._globalContextVariables[e]}});return this._hasGlobalContextVariable(e)?this._globalContextVariables[e]:t}\n/**\n     * Set a global context variable\n     * @internal\n     * @param name the name of the variable\n     * @param value the value of the variable\n     */_setGlobalContextVariable(e,t){this.logger?.addLogItem({time:Date.now(),className:this.getClassName(),uniqueId:this.uniqueId,action:\"GlobalVariableSet\",payload:{name:e,value:t}});this._globalContextVariables[e]=t}\n/**\n     * Delete a global context variable\n     * @internal\n     * @param name the name of the variable\n     */_deleteGlobalContextVariable(e){this.logger?.addLogItem({time:Date.now(),className:this.getClassName(),uniqueId:this.uniqueId,action:\"GlobalVariableDelete\",payload:{name:e}});delete this._globalContextVariables[e]}\n/**\n     * Check if a global context variable is defined\n     * @internal\n     * @param name the name of the variable\n     * @returns true if the variable is defined\n     */_hasGlobalContextVariable(e){return e in this._globalContextVariables}\n/**\n     * Set an internal execution variable\n     * @internal\n     * @param name\n     * @param value\n     */_setExecutionVariable(e,t,s){this._executionVariables[this._getUniqueIdPrefixedName(e,t)]=s}\n/**\n     * Get an internal execution variable\n     * @internal\n     * @param name\n     * @returns\n     */_getExecutionVariable(e,t,s){return this._hasExecutionVariable(e,t)?this._executionVariables[this._getUniqueIdPrefixedName(e,t)]:s}\n/**\n     * Delete an internal execution variable\n     * @internal\n     * @param block\n     * @param name\n     */_deleteExecutionVariable(e,t){delete this._executionVariables[this._getUniqueIdPrefixedName(e,t)]}\n/**\n     * Check if an internal execution variable is defined\n     * @internal\n     * @param block\n     * @param name\n     * @returns\n     */_hasExecutionVariable(e,t){return this._getUniqueIdPrefixedName(e,t)in this._executionVariables}\n/**\n     * Check if a connection value is defined\n     * @internal\n     * @param connectionPoint\n     * @returns\n     */_hasConnectionValue(e){return e.uniqueId in this._connectionValues}\n/**\n     * Set a connection value\n     * @internal\n     * @param connectionPoint\n     * @param value\n     */_setConnectionValue(e,t){this._connectionValues[e.uniqueId]=t;this.logger?.addLogItem({time:Date.now(),className:this.getClassName(),uniqueId:this.uniqueId,action:\"SetConnectionValue\",payload:{connectionPointId:e.uniqueId,value:t}})}\n/**\n     * Set a connection value by key\n     * @internal\n     * @param key the key of the connection value\n     * @param value the value of the connection\n     */_setConnectionValueByKey(e,t){this._connectionValues[e]=t}\n/**\n     * Get a connection value\n     * @internal\n     * @param connectionPoint\n     * @returns\n     */_getConnectionValue(e){this.logger?.addLogItem({time:Date.now(),className:this.getClassName(),uniqueId:this.uniqueId,action:\"GetConnectionValue\",payload:{connectionPointId:e.uniqueId,value:this._connectionValues[e.uniqueId]}});return this._connectionValues[e.uniqueId]}\n/**\n     * Get the configuration\n     * @internal\n     * @param name\n     * @param value\n     */get configuration(){return this._configuration}\n/**\n     * Check if there are any pending blocks in this context\n     * @returns true if there are pending blocks\n     */get hasPendingBlocks(){return this._pendingBlocks.length>0}\n/**\n     * Add a block to the list of blocks that have pending tasks.\n     * @internal\n     * @param block\n     */_addPendingBlock(e){if(!this._pendingBlocks.includes(e)){this._pendingBlocks.push(e);this._pendingBlocks.sort(((e,t)=>e.priority-t.priority))}}\n/**\n     * Remove a block from the list of blocks that have pending tasks.\n     * @internal\n     * @param block\n     */_removePendingBlock(e){const t=this._pendingBlocks.indexOf(e);t!==-1&&this._pendingBlocks.splice(t,1)}_clearPendingBlocks(){for(const e of this._pendingBlocks)e._cancelPendingTasks(this);this._pendingBlocks.length=0}\n/**\n     * @internal\n     * Function that notifies the node executed observable\n     * @param node\n     */_notifyExecuteNode(e){this.onNodeExecutedObservable.notifyObservers(e);this.logger?.addLogItem({time:Date.now(),className:e.getClassName(),uniqueId:e.uniqueId,action:\"ExecuteBlock\"})}_notifyOnTick(e){this._setGlobalContextVariable(\"timeSinceStart\",e.timeSinceStart);this._setGlobalContextVariable(\"deltaTime\",e.deltaTime);for(const e of this._pendingBlocks)e._executeOnTick?.(this)}_increaseExecutionId(){this._executionId++}get executionId(){return this._executionId}\n/**\n     * Serializes a context\n     * @param serializationObject the object to write the values in\n     * @param valueSerializationFunction a function to serialize complex values\n     */serialize(e={},t=n){e.uniqueId=this.uniqueId;e._userVariables={};for(const s in this._userVariables)t(s,this._userVariables[s],e._userVariables);e._connectionValues={};for(const s in this._connectionValues)t(s,this._connectionValues[s],e._connectionValues);this.assetsContext!==this.getScene()&&(e._assetsContext={meshes:this.assetsContext.meshes.map((e=>e.id)),materials:this.assetsContext.materials.map((e=>e.id)),textures:this.assetsContext.textures.map((e=>e.name)),animations:this.assetsContext.animations.map((e=>e.name)),lights:this.assetsContext.lights.map((e=>e.id)),cameras:this.assetsContext.cameras.map((e=>e.id)),sounds:this.assetsContext.sounds?.map((e=>e.name)),skeletons:this.assetsContext.skeletons.map((e=>e.id)),particleSystems:this.assetsContext.particleSystems.map((e=>e.name)),geometries:this.assetsContext.geometries.map((e=>e.id)),multiMaterials:this.assetsContext.multiMaterials.map((e=>e.id)),transformNodes:this.assetsContext.transformNodes.map((e=>e.id))})}\n/**\n     * @returns the class name of the object.\n     */getClassName(){return\"FlowGraphContext\"}}t([s()],FlowGraphContext.prototype,\"uniqueId\",void 0);class FlowGraphSceneEventCoordinator{constructor(t){this.onEventTriggeredObservable=new e;this.sceneReadyTriggered=false;this._pointerUnderMeshState={};this._startingTime=0;this._scene=t;this._initialize()}_initialize(){this._sceneReadyObserver=this._scene.onReadyObservable.add((()=>{if(!this.sceneReadyTriggered){this.onEventTriggeredObservable.notifyObservers({type:\"SceneReady\"});this.sceneReadyTriggered=true}}));this._sceneDisposeObserver=this._scene.onDisposeObservable.add((()=>{this.onEventTriggeredObservable.notifyObservers({type:\"SceneDispose\"})}));this._sceneOnBeforeRenderObserver=this._scene.onBeforeRenderObservable.add((()=>{const e=this._scene.getEngine().getDeltaTime()/1e3;this.onEventTriggeredObservable.notifyObservers({type:\"SceneBeforeRender\",payload:{timeSinceStart:this._startingTime,deltaTime:e}});this._startingTime+=e}));this._meshPickedObserver=this._scene.onPointerObservable.add((e=>{this.onEventTriggeredObservable.notifyObservers({type:\"MeshPick\",payload:e})}),l.POINTERPICK);this._meshUnderPointerObserver=this._scene.onMeshUnderPointerUpdatedObservable.add((e=>{const t=e.pointerId;const s=e.mesh;const i=this._pointerUnderMeshState[t];if(!i&&s)this.onEventTriggeredObservable.notifyObservers({type:\"PointerOver\",payload:{pointerId:t,mesh:s}});else if(i&&!s)this.onEventTriggeredObservable.notifyObservers({type:\"PointerOut\",payload:{pointerId:t,mesh:i}});else if(i&&s&&i!==s){this.onEventTriggeredObservable.notifyObservers({type:\"PointerOut\",payload:{pointerId:t,mesh:i,over:s}});this.onEventTriggeredObservable.notifyObservers({type:\"PointerOver\",payload:{pointerId:t,mesh:s,out:i}})}this._pointerUnderMeshState[t]=s}),l.POINTERMOVE)}dispose(){this._sceneDisposeObserver?.remove();this._sceneReadyObserver?.remove();this._sceneOnBeforeRenderObserver?.remove();this._meshPickedObserver?.remove();this._meshUnderPointerObserver?.remove();this.onEventTriggeredObservable.clear()}}var d;(function(e){e[e.Stopped=0]=\"Stopped\";e[e.Started=1]=\"Started\"})(d||(d={}));class FlowGraph{get state(){return this._state}set state(e){this._state=e;this.onStateChangedObservable.notifyObservers(e)}\n/**\n     * Construct a Flow Graph\n     * @param params construction parameters. currently only the scene\n     */constructor(t){this.onStateChangedObservable=new e;this._eventBlocks={SceneReady:[],SceneDispose:[],SceneBeforeRender:[],MeshPick:[],PointerDown:[],PointerUp:[],PointerMove:[],PointerOver:[],PointerOut:[],SceneAfterRender:[],NoTrigger:[]};this._executionContexts=[];this._state=0;this._scene=t.scene;this._sceneEventCoordinator=new FlowGraphSceneEventCoordinator(this._scene);this._coordinator=t.coordinator;this._eventObserver=this._sceneEventCoordinator.onEventTriggeredObservable.add((e=>{for(const t of this._executionContexts){const s=this._getContextualOrder(e.type,t);for(const i of s)if(!i._executeEvent(t,e.payload))break}switch(e.type){case\"SceneReady\":this._sceneEventCoordinator.sceneReadyTriggered=true;break;case\"SceneBeforeRender\":for(const t of this._executionContexts)t._notifyOnTick(e.payload);break;case\"SceneDispose\":this.dispose();break}}))}\n/**\n     * Create a context. A context represents one self contained execution for the graph, with its own variables.\n     * @returns the context, where you can get and set variables\n     */createContext(){const e=new FlowGraphContext({scene:this._scene,coordinator:this._coordinator});this._executionContexts.push(e);return e}\n/**\n     * Returns the execution context at a given index\n     * @param index the index of the context\n     * @returns the execution context at that index\n     */getContext(e){return this._executionContexts[e]}\n/**\n     * Add an event block. When the graph is started, it will start listening to events\n     * from the block and execute the graph when they are triggered.\n     * @param block the event block to be added\n     */addEventBlock(e){e.type!==\"PointerOver\"&&e.type!==\"PointerOut\"||(this._scene.constantlyUpdateMeshUnderPointer=true);e.type!==\"NoTrigger\"&&this._eventBlocks[e.type].push(e);if(this.state===1)for(const t of this._executionContexts)e._startPendingTasks(t);else this.onStateChangedObservable.addOnce((t=>{if(t===1)for(const t of this._executionContexts)e._startPendingTasks(t)}))}start(){if(this.state!==1){this._executionContexts.length===0&&this.createContext();this.onStateChangedObservable.add((e=>{if(e===1){this._startPendingEvents();this._scene.isReady(true)&&this._sceneEventCoordinator.onEventTriggeredObservable.notifyObservers({type:\"SceneReady\"})}}));this.state=1}}_startPendingEvents(){for(const e of this._executionContexts)for(const t in this._eventBlocks){const s=this._getContextualOrder(t,e);for(const t of s)t._startPendingTasks(e)}}_getContextualOrder(e,t){const s=this._eventBlocks[e].sort(((e,t)=>t.initPriority-e.initPriority));if(e===\"MeshPick\"){const e=[];for(const i of s){const n=i.asset.getValue(t);let o=0;for(;o<s.length;o++){const e=s[o];const i=e.asset.getValue(t);if(n&&i&&c(n,i))break}e.splice(o,0,i)}return e}return s}dispose(){if(this.state!==0){this.state=0;for(const e of this._executionContexts)e._clearPendingBlocks();this._executionContexts.length=0;for(const e in this._eventBlocks)this._eventBlocks[e].length=0;this._eventObserver?.remove();this._sceneEventCoordinator.dispose()}}\n/**\n     * Executes a function in all blocks of a flow graph, starting with the event blocks.\n     * @param visitor the function to execute.\n     */visitAllBlocks(e){const t=[];const s=new Set;for(const e in this._eventBlocks)for(const i of this._eventBlocks[e]){t.push(i);s.add(i.uniqueId)}while(t.length>0){const i=t.pop();e(i);for(const e of i.dataInputs)for(const i of e._connectedPoint)if(!s.has(i._ownerBlock.uniqueId)){t.push(i._ownerBlock);s.add(i._ownerBlock.uniqueId)}if(i instanceof r)for(const e of i.signalOutputs)for(const i of e._connectedPoint)if(!s.has(i._ownerBlock.uniqueId)){t.push(i._ownerBlock);s.add(i._ownerBlock.uniqueId)}}}\n/**\n     * Serializes a graph\n     * @param serializationObject the object to write the values in\n     * @param valueSerializeFunction a function to serialize complex values\n     */serialize(e={},t){e.allBlocks=[];this.visitAllBlocks((t=>{const s={};t.serialize(s);e.allBlocks.push(s)}));e.executionContexts=[];for(const s of this._executionContexts){const i={};s.serialize(i,t);e.executionContexts.push(i)}}}export{FlowGraph as F,h as a,FlowGraphContext as b,FlowGraphLogger as c,d};\n//# sourceMappingURL=BRDcnWMk.js.map\n","import{Observable as e}from\"../Misc/observable.js\";import{F as t}from\"../_/BRDcnWMk.js\";import{Logger as s}from\"../Misc/logger.js\";import\"../tslib.es6.js\";import\"../Misc/decorators.js\";import\"../_/SxHYZ7_O.js\";import\"../Misc/guid.js\";import\"../_/DeP4JvE9.js\";import\"../Misc/typeStore.js\";import\"./flowGraphConnection.js\";import\"../Maths/math.color.js\";import\"../Misc/arrayTools.js\";import\"../Maths/math.constants.js\";import\"../_/BXd1Jdj1.js\";import\"../Maths/math.vector.js\";import\"../_/BjBO3Vqv.js\";import\"../Engines/engineStore.js\";import\"../_/ByU-piAe.js\";import\"../_/B7e5KrU7.js\";import\"../_/DCHMe6kv.js\";import\"../Events/pointerEvents.js\";import\"../_/DvtbUr10.js\";class FlowGraphCoordinator{constructor(e){this.config=e;this.dispatchEventsSynchronously=true;this._flowGraphs=[];this._customEventsMap=new Map;this._eventExecutionCounter=new Map;this._executeOnNextFrame=[];this._eventUniqueId=0;this._disposeObserver=this.config.scene.onDisposeObservable.add((()=>{this.dispose()}));this._onBeforeRenderObserver=this.config.scene.onBeforeRenderObservable.add((()=>{this._eventExecutionCounter.clear();const e=this._executeOnNextFrame.slice(0);e.length&&e.forEach((e=>{this.notifyCustomEvent(e.id,e.data,false);const t=this._executeOnNextFrame.findIndex((t=>t.uniqueId===e.uniqueId));t!==-1&&this._executeOnNextFrame.splice(t,1)}))}));const t=FlowGraphCoordinator.SceneCoordinators.get(this.config.scene)??[];t.push(this)}\n/**\n     * Creates a new flow graph and adds it to the list of existing flow graphs\n     * @returns a new flow graph\n     */createGraph(){const e=new t({scene:this.config.scene,coordinator:this});this._flowGraphs.push(e);return e}\n/**\n     * Removes a flow graph from the list of existing flow graphs and disposes it\n     * @param graph the graph to remove\n     */removeGraph(e){const t=this._flowGraphs.indexOf(e);if(t!==-1){e.dispose();this._flowGraphs.splice(t,1)}}start(){this._flowGraphs.forEach((e=>e.start()))}dispose(){this._flowGraphs.forEach((e=>e.dispose()));this._flowGraphs.length=0;this._disposeObserver?.remove();this._onBeforeRenderObserver?.remove();const e=FlowGraphCoordinator.SceneCoordinators.get(this.config.scene)??[];const t=e.indexOf(this);t!==-1&&e.splice(t,1)}\n/**\n     * Serializes this coordinator to a JSON object.\n     * @param serializationObject the object to serialize to\n     * @param valueSerializeFunction the function to use to serialize the value\n     */serialize(e,t){e._flowGraphs=[];this._flowGraphs.forEach((s=>{const o={};s.serialize(o,t);e._flowGraphs.push(o)}));e.dispatchEventsSynchronously=this.dispatchEventsSynchronously}get flowGraphs(){return this._flowGraphs}\n/**\n     * Get an observable that will be notified when the event with the given id is fired.\n     * @param id the id of the event\n     * @returns the observable for the event\n     */getCustomEventObservable(t){let s=this._customEventsMap.get(t);if(!s){s=new e;this._customEventsMap.set(t,s)}return s}\n/**\n     * Notifies the observable for the given event id with the given data.\n     * @param id the id of the event\n     * @param data the data to send with the event\n     * @param async if true, the event will be dispatched asynchronously\n     */notifyCustomEvent(e,t,o=!this.dispatchEventsSynchronously){if(o){this._executeOnNextFrame.push({id:e,data:t,uniqueId:this._eventUniqueId++});return}if(this._eventExecutionCounter.has(e)){const t=this._eventExecutionCounter.get(e);this._eventExecutionCounter.set(e,t+1);if(t>=FlowGraphCoordinator.MaxEventTypeExecutionPerFrame){t===FlowGraphCoordinator.MaxEventTypeExecutionPerFrame&&s.Warn(`FlowGraphCoordinator: Too many executions of event \"${e}\".`);return}}else this._eventExecutionCounter.set(e,1);const r=this._customEventsMap.get(e);r&&r.notifyObservers(t)}}FlowGraphCoordinator.MaxEventsPerType=30;FlowGraphCoordinator.MaxEventTypeExecutionPerFrame=30;FlowGraphCoordinator.SceneCoordinators=new Map;export{FlowGraphCoordinator};\n//# sourceMappingURL=flowGraphCoordinator.js.map\n","import{Vector3 as e}from\"../Maths/math.vector.js\";import{C as o}from\"./BXd1Jdj1.js\";import{SphericalHarmonics as t,SphericalPolynomial as a}from\"../Maths/sphericalPolynomial.js\";import{ToLinearSpace as i}from\"../Maths/math.constants.js\";import{Color3 as n}from\"../Maths/math.color.js\";class FileFaceOrientation{constructor(e,o,t,a){this.name=e;this.worldAxisForNormal=o;this.worldAxisForFileX=t;this.worldAxisForFileY=a}}class CubeMapToSphericalPolynomialTools{\n/**\n     * Converts a texture to the according Spherical Polynomial data.\n     * This extracts the first 3 orders only as they are the only one used in the lighting.\n     *\n     * @param texture The texture to extract the information from.\n     * @returns The Spherical Polynomial data.\n     */\nstatic ConvertCubeMapTextureToSphericalPolynomial(e){if(!e.isCube)return null;e.getScene()?.getEngine().flushFramebuffer();const o=e.getSize().width;const t=e.readPixels(0,void 0,void 0,false);const a=e.readPixels(1,void 0,void 0,false);let i;let n;if(e.isRenderTarget){i=e.readPixels(3,void 0,void 0,false);n=e.readPixels(2,void 0,void 0,false)}else{i=e.readPixels(2,void 0,void 0,false);n=e.readPixels(3,void 0,void 0,false)}const s=e.readPixels(4,void 0,void 0,false);const l=e.readPixels(5,void 0,void 0,false);const r=e.gammaSpace;const c=5;let m=0;e.textureType!=1&&e.textureType!=2||(m=1);return new Promise((e=>{Promise.all([a,t,i,n,s,l]).then((([t,a,i,n,s,l])=>{const d={size:o,right:a,left:t,up:i,down:n,front:s,back:l,format:c,type:m,gammaSpace:r};e(this.ConvertCubeMapToSphericalPolynomial(d))}))}))}\n/**\n     * Compute the area on the unit sphere of the rectangle defined by (x,y) and the origin\n     * See https://www.rorydriscoll.com/2012/01/15/cubemap-texel-solid-angle/\n     * @param x\n     * @param y\n     * @returns the area\n     */static _AreaElement(e,o){return Math.atan2(e*o,Math.sqrt(e*e+o*o+1))}\n/**\n     * Converts a cubemap to the according Spherical Polynomial data.\n     * This extracts the first 3 orders only as they are the only one used in the lighting.\n     *\n     * @param cubeInfo The Cube map to extract the information from.\n     * @returns The Spherical Polynomial data.\n     */static ConvertCubeMapToSphericalPolynomial(e){const s=new t;let l=0;const r=2/e.size;const c=r;const m=.5*r;const d=m-1;for(let t=0;t<6;t++){const a=this._FileFaces[t];const h=e[a.name];let w=d;const p=e.format===5?4:3;for(let t=0;t<e.size;t++){let f=d;for(let c=0;c<e.size;c++){const d=a.worldAxisForFileX.scale(f).add(a.worldAxisForFileY.scale(w)).add(a.worldAxisForNormal);d.normalize();const F=this._AreaElement(f-m,w-m)-this._AreaElement(f-m,w+m)-this._AreaElement(f+m,w-m)+this._AreaElement(f+m,w+m);let P=h[t*e.size*p+c*p+0];let M=h[t*e.size*p+c*p+1];let u=h[t*e.size*p+c*p+2];isNaN(P)&&(P=0);isNaN(M)&&(M=0);isNaN(u)&&(u=0);if(e.type===0){P/=255;M/=255;u/=255}if(e.gammaSpace){P=Math.pow(o(P),i);M=Math.pow(o(M),i);u=Math.pow(o(u),i)}const v=this.MAX_HDRI_VALUE;if(this.PRESERVE_CLAMPED_COLORS){const e=Math.max(P,M,u);if(e>v){const o=v/e;P*=o;M*=o;u*=o}}else{P=o(P,0,v);M=o(M,0,v);u=o(u,0,v)}const x=new n(P,M,u);s.addLight(d,x,F);l+=F;f+=r}w+=c}}const h=4*Math.PI;const w=6;const p=h*w/6;const f=p/l;s.scaleInPlace(f);s.convertIncidentRadianceToIrradiance();s.convertIrradianceToLambertianRadiance();return a.FromHarmonics(s)}}CubeMapToSphericalPolynomialTools._FileFaces=[new FileFaceOrientation(\"right\",new e(1,0,0),new e(0,0,-1),new e(0,-1,0)),new FileFaceOrientation(\"left\",new e(-1,0,0),new e(0,0,1),new e(0,-1,0)),new FileFaceOrientation(\"up\",new e(0,1,0),new e(1,0,0),new e(0,0,1)),new FileFaceOrientation(\"down\",new e(0,-1,0),new e(1,0,0),new e(0,0,-1)),new FileFaceOrientation(\"front\",new e(0,0,1),new e(1,0,0),new e(0,-1,0)),new FileFaceOrientation(\"back\",new e(0,0,-1),new e(-1,0,0),new e(0,-1,0))];CubeMapToSphericalPolynomialTools.MAX_HDRI_VALUE=4096;CubeMapToSphericalPolynomialTools.PRESERVE_CLAMPED_COLORS=false;export{CubeMapToSphericalPolynomialTools as C};\n//# sourceMappingURL=DoTHuHny.js.map\n","/**\n * Gets the file extension from a URL.\n * @param url The URL to get the file extension from.\n * @returns The file extension, or an empty string if no extension is found.\n */\nfunction GetExtensionFromUrl(t){const n=t.split(\"?\")[0];const o=n.lastIndexOf(\".\");const s=o>-1?n.substring(o).toLowerCase():\"\";return s}export{GetExtensionFromUrl};\n//# sourceMappingURL=urlTools.js.map\n","import{I as t}from\"./BbEdeXLR.js\";import{Logger as e}from\"../Misc/logger.js\";import{f as o}from\"./Qih3l7lC.js\";import{RandomGUID as s}from\"../Misc/guid.js\";import{A as n}from\"./Cn202uVB.js\";import{_GetCompatibleTextureLoader as a}from\"../Materials/Textures/Loaders/textureLoaderManager.js\";import{GetExtensionFromUrl as r}from\"../Misc/urlTools.js\";n.prototype._partialLoadFile=function(t,e,o,s,n=null){const onload=t=>{o[e]=t;o._internalCount++;o._internalCount===6&&s(o)};const onerror=(t,e)=>{n&&t&&n(t.status+\" \"+t.statusText,e)};this._loadFile(t,onload,void 0,void 0,true,onerror)};n.prototype._cascadeLoadFiles=function(t,e,o,s=null){const n=[];n._internalCount=0;for(let t=0;t<6;t++)this._partialLoadFile(o[t],t,n,e,s)};n.prototype._cascadeLoadImgs=function(t,e,o,s,n=null,a){const r=[];r._internalCount=0;for(let i=0;i<6;i++)this._partialLoadImg(s[i],i,r,t,e,o,n,a)};n.prototype._partialLoadImg=function(t,e,n,a,r,i,l=null,u){const d=s();const onload=t=>{n[e]=t;n._internalCount++;a&&a.removePendingData(d);n._internalCount===6&&i&&i(r,n)};const onerror=(t,e)=>{a&&a.removePendingData(d);l&&l(t,e)};o(t,onload,onerror,a?a.offlineProvider:null,u);a&&a.addPendingData(d)};n.prototype.createCubeTextureBase=function(o,s,n,i,l=null,u=null,d,c=null,f=false,p=0,_=0,m=null,h=null,g=null,C=false,x=null){const b=m||new t(this,7);b.isCube=true;b.url=o;b.generateMipMaps=!i;b._lodGenerationScale=p;b._lodGenerationOffset=_;b._useSRGBBuffer=!!C&&this._caps.supportSRGBBuffers&&(this.version>1||this.isWebGPU||!!i);b!==m&&(b.label=o.substring(0,60));if(!this._doNotHandleContextLost){b._extension=c;b._files=n;b._buffer=x}const L=o;this._transformTextureUrl&&!m&&(o=this._transformTextureUrl(o));const T=c??r(o);const v=a(T);const onInternalError=(t,a)=>{if(o===L)u&&t&&u(t.status+\" \"+t.statusText,a);else{e.Warn(`Failed to load ${o}, falling back to the ${L}`);this.createCubeTextureBase(L,s,n,!!i,l,u,d,c,f,p,_,b,h,g,C,x)}};if(v)v.then((t=>{const onloaddata=e=>{h&&h(b,e);t.loadCubeData(e,b,f,l,u)};x?onloaddata(x):n&&n.length===6?t.supportCascades?this._cascadeLoadFiles(s,(t=>onloaddata(t.map((t=>new Uint8Array(t))))),n,u):u?u(\"Textures type does not support cascades.\"):e.Warn(\"Texture loader does not support cascades.\"):this._loadFile(o,(t=>onloaddata(new Uint8Array(t))),void 0,void 0,true,onInternalError)}));else{if(!n||n.length===0)throw new Error(\"Cannot load cubemap because files were not defined, or the correct loader was not found.\");this._cascadeLoadImgs(s,b,((t,e)=>{g&&g(t,e)}),n,u)}this._internalTexturesCache.push(b);return b};\n//# sourceMappingURL=BSmhkSXz.js.map\n","import{PostProcess as e}from\"../PostProcesses/postProcess.js\";import{ApplyPostProcess as t}from\"../Misc/textureTools.js\";class RGBDTextureTools{\n/**\n     * Expand the RGBD Texture from RGBD to Half Float if possible.\n     * @param texture the texture to expand.\n     */\nstatic ExpandRGBDTexture(t){const r=t._texture;if(!r||!t.isRGBD)return;const s=r.getEngine();const a=s.getCaps();const n=r.isReady;let o=false;if(a.textureHalfFloatRender&&a.textureHalfFloatLinearFiltering){o=true;r.type=2}else if(a.textureFloatRender&&a.textureFloatLinearFiltering){o=true;r.type=1}if(o){r.isReady=false;r._isRGBD=false;r.invertY=false}const expandRGBDTexture=async()=>{const a=s.isWebGPU;const n=a?1:0;r.isReady=false;a?await import(\"./CBXFyzrN.js\"):await import(\"./CiPZN0Sr.js\");const o=new e(\"rgbdDecode\",\"rgbdDecode\",null,null,1,null,3,s,false,void 0,r.type,void 0,null,false,void 0,n);o.externalTextureSamplerBinding=true;const i=s.createRenderTargetTexture(r.width,{generateDepthBuffer:false,generateMipMaps:false,generateStencilBuffer:false,samplingMode:r.samplingMode,type:r.type,format:5});o.onEffectCreatedObservable.addOnce((e=>{e.executeWhenCompiled((()=>{o.onApply=e=>{e._bindTexture(\"textureSampler\",r);e.setFloat2(\"scale\",1,1)};t.getScene().postProcessManager.directRender([o],i,true);s.restoreDefaultFramebuffer();s._releaseTexture(r);o&&o.dispose();i._swapAndDie(r);r.isReady=true}))}))};o&&(n?expandRGBDTexture():t.onLoadObservable.addOnce(expandRGBDTexture))}\n/**\n     * Encode the texture to RGBD if possible.\n     * @param internalTexture the texture to encode\n     * @param scene the scene hosting the texture\n     * @param outputTextureType type of the texture in which the encoding is performed\n     * @returns a promise with the internalTexture having its texture replaced by the result of the processing\n     */static async EncodeTextureToRGBD(e,r,s=0){r.getEngine().isWebGPU?await import(\"./D3-JaMgn.js\"):await import(\"./CaOd0RuZ.js\");return t(\"rgbdEncode\",e,r,s,1,5)}}export{RGBDTextureTools as R};\n//# sourceMappingURL=Bfp3hC_X.js.map\n","import{E as e,a as r}from\"../_/Ehvw5Yhz.js\";import{Tools as s}from\"./tools.js\";import{C as a}from\"../_/BXd1Jdj1.js\";import{EngineStore as t}from\"../Engines/engineStore.js\";import\"../Buffers/buffer.js\";import\"../_/BDtJaKhy.js\";import\"./logger.js\";import\"../Buffers/bufferUtils.js\";import\"../Maths/math.viewport.js\";import\"./observable.js\";import\"../_/CX9Zyq1P.js\";import\"../Engines/shaderStore.js\";import\"./domManagement.js\";import\"../_/CY5CD3a_.js\";import\"./timingTools.js\";import\"../Materials/drawWrapper.js\";import\"../_/BrNwFyDm.js\";import\"./precisionDate.js\";import\"./webRequest.js\";import\"../_/Qih3l7lC.js\";import\"./error.js\";import\"./stringTools.js\";import\"../_/Cn202uVB.js\";import\"../_/BjBO3Vqv.js\";import\"../_/BbEdeXLR.js\";import\"../Materials/Textures/Loaders/textureLoaderManager.js\";import\"../_/DKmLrVdL.js\";import\"./typeStore.js\";import\"./guid.js\";import\"../_/DI68bezJ.js\";let n;let i=null;async function _CreateDumpRenderer(){i||(i=new Promise(((s,a)=>{let i;let p=null;const o={preserveDrawingBuffer:true,depth:false,stencil:false,alpha:true,premultipliedAlpha:false,antialias:false,failIfMajorPerformanceCaveat:false};import(\"../Engines/thinEngine.js\").then((({ThinEngine:m})=>{const l=t.Instances.length;try{i=new OffscreenCanvas(100,100);p=new m(i,false,o)}catch(e){l<t.Instances.length&&t.Instances.pop()?.dispose();i=document.createElement(\"canvas\");p=new m(i,false,o)}t.Instances.pop();t.OnEnginesDisposedObservable.add((e=>{p&&e!==p&&!p.isDisposed&&t.Instances.length===0&&Dispose()}));p.getCaps().parallelShaderCompile=void 0;const f=new e(p);import(\"../Shaders/pass.fragment.js\").then((({passPixelShader:e})=>{if(!p){a(\"Engine is not defined\");return}const t=new r({engine:p,name:e.name,fragmentShader:e.shader,samplerNames:[\"textureSampler\"]});n={canvas:i,engine:p,renderer:f,wrapper:t};s(n)}))})).catch(a)})));return await i}\n/**\n * Dumps the current bound framebuffer\n * @param width defines the rendering width\n * @param height defines the rendering height\n * @param engine defines the hosting engine\n * @param successCallback defines the callback triggered once the data are available\n * @param mimeType defines the mime type of the result\n * @param fileName defines the filename to download. If present, the result will automatically be downloaded\n * @param quality The quality of the image if lossy mimeType is used (e.g. image/jpeg, image/webp). See {@link https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob | HTMLCanvasElement.toBlob()}'s `quality` parameter.\n * @returns a void promise\n */async function DumpFramebuffer(e,r,s,a,t=\"image/png\",n,i){const p=await s.readPixels(0,0,e,r);const o=new Uint8Array(p.buffer);DumpData(e,r,o,a,t,n,true,void 0,i)}\n/**\n * Dumps an array buffer\n * @param width defines the rendering width\n * @param height defines the rendering height\n * @param data the data array\n * @param mimeType defines the mime type of the result\n * @param fileName defines the filename to download. If present, the result will automatically be downloaded\n * @param invertY true to invert the picture in the Y dimension\n * @param toArrayBuffer true to convert the data to an ArrayBuffer (encoded as `mimeType`) instead of a base64 string\n * @param quality The quality of the image if lossy mimeType is used (e.g. image/jpeg, image/webp). See {@link https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob | HTMLCanvasElement.toBlob()}'s `quality` parameter.\n * @returns a promise that resolve to the final data\n */function DumpDataAsync(e,r,s,a=\"image/png\",t,n=false,i=false,p){return new Promise((o=>{DumpData(e,r,s,(e=>o(e)),a,t,n,i,p)}))}\n/**\n * Dumps an array buffer\n * @param width defines the rendering width\n * @param height defines the rendering height\n * @param data the data array\n * @param successCallback defines the callback triggered once the data are available\n * @param mimeType defines the mime type of the result\n * @param fileName defines the filename to download. If present, the result will automatically be downloaded\n * @param invertY true to invert the picture in the Y dimension\n * @param toArrayBuffer true to convert the data to an ArrayBuffer (encoded as `mimeType`) instead of a base64 string\n * @param quality The quality of the image if lossy mimeType is used (e.g. image/jpeg, image/webp). See {@link https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob | HTMLCanvasElement.toBlob()}'s `quality` parameter.\n */function DumpData(e,r,t,n,i=\"image/png\",p,o=false,m=false,l){_CreateDumpRenderer().then((f=>{f.engine.setSize(e,r,true);if(t instanceof Float32Array){const e=new Uint8Array(t.length);let r=t.length;while(r--){const s=t[r];e[r]=Math.round(a(s)*255)}t=e}const u=f.engine.createRawTexture(t,e,r,5,false,!o,1);f.renderer.setViewport();f.renderer.applyEffectWrapper(f.wrapper);f.wrapper.effect._bindTexture(\"textureSampler\",u);f.renderer.draw();m?s.ToBlob(f.canvas,(e=>{const r=new FileReader;r.onload=e=>{const r=e.target.result;n&&n(r)};r.readAsArrayBuffer(e)}),i,l):s.EncodeScreenshotCanvasData(f.canvas,n,i,p,l);u.dispose()}))}function Dispose(){if(n){n.wrapper.dispose();n.renderer.dispose();n.engine.dispose()}else i?.then((e=>{e.wrapper.dispose();e.renderer.dispose();e.engine.dispose()}));i=null;n=null}\n/**\n * Object containing a set of static utilities functions to dump data from a canvas\n * @deprecated use functions\n */const p={DumpData:DumpData,DumpDataAsync:DumpDataAsync,DumpFramebuffer:DumpFramebuffer,Dispose:Dispose};const initSideEffects=()=>{s.DumpData=DumpData;s.DumpDataAsync=DumpDataAsync;s.DumpFramebuffer=DumpFramebuffer};initSideEffects();export{Dispose,DumpData,DumpDataAsync,DumpFramebuffer,p as DumpTools};\n//# sourceMappingURL=dumpTools.js.map\n","import{C as e}from\"./DoTHuHny.js\";import{BaseTexture as t}from\"../Materials/Textures/baseTexture.js\";t.prototype.forceSphericalPolynomialsRecompute=function(){if(this._texture){this._texture._sphericalPolynomial=null;this._texture._sphericalPolynomialPromise=null;this._texture._sphericalPolynomialComputed=false}};Object.defineProperty(t.prototype,\"sphericalPolynomial\",{get:function(){if(this._texture){if(this._texture._sphericalPolynomial||this._texture._sphericalPolynomialComputed)return this._texture._sphericalPolynomial;if(this._texture.isReady){if(!this._texture._sphericalPolynomialPromise){this._texture._sphericalPolynomialPromise=e.ConvertCubeMapTextureToSphericalPolynomial(this);this._texture._sphericalPolynomialPromise===null?this._texture._sphericalPolynomialComputed=true:this._texture._sphericalPolynomialPromise.then((e=>{this._texture._sphericalPolynomial=e;this._texture._sphericalPolynomialComputed=true}))}return null}}return null},set:function(e){this._texture&&(this._texture._sphericalPolynomial=e)},enumerable:true,configurable:true});\n//# sourceMappingURL=T8aWBy-a.js.map\n","import{Tools as e}from\"../Misc/tools.js\";import{Vector3 as t}from\"../Maths/math.vector.js\";import{I as r}from\"./BXd1Jdj1.js\";import{SphericalPolynomial as a}from\"../Maths/sphericalPolynomial.js\";import{I as n}from\"./BbEdeXLR.js\";import{BaseTexture as o}from\"../Materials/Textures/baseTexture.js\";import{S as s}from\"./C8GFa5fR.js\";import{PostProcess as i}from\"../PostProcesses/postProcess.js\";import{Logger as l}from\"../Misc/logger.js\";import{R as c}from\"./Bfp3hC_X.js\";import{DumpDataAsync as u}from\"../Misc/dumpTools.js\";import\"./T8aWBy-a.js\";const f=\"image/png\";const d=2;const y=[134,22,135,150,246,214,150,54];\n/**\n * Gets the environment info from an env file.\n * @param data The array buffer containing the .env bytes.\n * @returns the environment file info (the json header) if successfully parsed, normalized to the latest supported version.\n */function GetEnvInfo(e){const t=new DataView(e.buffer,e.byteOffset,e.byteLength);let r=0;for(let e=0;e<y.length;e++)if(t.getUint8(r++)!==y[e]){l.Error(\"Not a babylon environment map\");return null}let a=\"\";let n=0;while(n=t.getUint8(r++))a+=String.fromCharCode(n);let o=JSON.parse(a);o=normalizeEnvInfo(o);o.binaryDataPosition=r;o.specular&&(o.specular.lodGenerationScale=o.specular.lodGenerationScale||.8);return o}\n/**\n * Normalizes any supported version of the environment file info to the latest version\n * @param info environment file info on any supported version\n * @returns environment file info in the latest supported version\n * @private\n */function normalizeEnvInfo(e){if(e.version>d)throw new Error(`Unsupported babylon environment map version \"${e.version}\". Latest supported version is \"${d}\".`);if(e.version===2)return e;e={...e,version:2,imageType:f};return e}\n/**\n * Creates an environment texture from a loaded cube texture.\n * @param texture defines the cube texture to convert in env file\n * @param options options for the conversion process\n * @param options.imageType the mime type for the encoded images, with support for \"image/png\" (default) and \"image/webp\"\n * @param options.imageQuality the image quality of encoded WebP images.\n * @returns a promise containing the environment data if successful.\n */async function CreateEnvTextureAsync(e,t={}){const a=e.getInternalTexture();if(!a)return Promise.reject(\"The cube texture is invalid.\");const n=a.getEngine();if(e.textureType!==2&&e.textureType!==1&&e.textureType!==0&&e.textureType!==0&&e.textureType!==7&&e.textureType!==-1)return Promise.reject(\"The cube texture should allow HDR (Full Float or Half Float).\");let o=1;if(!n.getCaps().textureFloatRender){o=2;if(!n.getCaps().textureHalfFloatRender)return Promise.reject(\"Env texture can only be created when the browser supports half float or full float rendering.\")}e.sphericalPolynomial;const i=e.getInternalTexture()?._sphericalPolynomialPromise;const l=a.width;const c=new s(n);const u={};const p={};n.flushFramebuffer();const x=t.imageType??f;const m=r(a.width);for(let r=0;r<=m;r++){const a=Math.pow(2,m-r);for(let n=0;n<6;n++)u[r*6+n]=await _getTextureEncodedData(c,e,o,n,r,a,x,t.imageQuality)}const g=t.disableIrradianceTexture?null:e.irradianceTexture;if(g){const e=g.getSize().width;for(let r=0;r<6;r++)p[r]=await _getTextureEncodedData(c,g,o,r,0,e,x,t.imageQuality)}c.dispose();i&&await i;const h={version:d,width:l,imageType:x,irradiance:_CreateEnvTextureIrradiance(e),specular:{mipmaps:[],lodGenerationScale:e.lodGenerationScale}};let w=0;for(let e=0;e<=m;e++)for(let t=0;t<6;t++){const r=u[e*6+t].byteLength;h.specular.mipmaps.push({length:r,position:w});w+=r}if(g){h.irradiance=h.irradiance||{x:[0,0,0],xx:[0,0,0],y:[0,0,0],yy:[0,0,0],z:[0,0,0],zz:[0,0,0],yz:[0,0,0],zx:[0,0,0],xy:[0,0,0]};h.irradiance.irradianceTexture={size:g.getSize().width,faces:[]};for(let e=0;e<6;e++){const t=p[e].byteLength;h.irradiance.irradianceTexture.faces.push({length:t,position:w});w+=t}}const T=JSON.stringify(h);const A=new ArrayBuffer(T.length+1);const v=new Uint8Array(A);for(let e=0,t=T.length;e<t;e++)v[e]=T.charCodeAt(e);v[T.length]=0;const _=y.length+w+A.byteLength;const b=new ArrayBuffer(_);const z=new Uint8Array(b);const R=new DataView(b);let I=0;for(let e=0;e<y.length;e++)R.setUint8(I++,y[e]);z.set(new Uint8Array(A),I);I+=A.byteLength;for(let e=0;e<=m;e++)for(let t=0;t<6;t++){const r=u[e*6+t];z.set(new Uint8Array(r),I);I+=r.byteLength}if(g)for(let e=0;e<6;e++){const t=p[e];z.set(new Uint8Array(t),I);I+=t.byteLength}return b}async function _getTextureEncodedData(e,t,r,a,n,o,s,i){let l=await t.readPixels(a,n,void 0,false);if(l&&l.byteLength===l.length){const e=new Float32Array(l.byteLength*4);for(let t=0;t<l.byteLength;t++){e[t]=l[t]/255;e[t]=Math.pow(e[t],2.2)}l=e}else if(l&&t.gammaSpace){const e=l;for(let t=0;t<e.length;t++)e[t]=Math.pow(e[t],2.2)}const f=e.getEngine();const d=f.createRawTexture(l,o,o,5,false,true,1,null,r);await c.EncodeTextureToRGBD(d,e,r);const y=await f._readTexturePixels(d,o,o);const p=await u(o,o,y,s,void 0,false,true,i);d.dispose();return p}\n/**\n * Creates a JSON representation of the spherical data.\n * @param texture defines the texture containing the polynomials\n * @returns the JSON representation of the spherical info\n */function _CreateEnvTextureIrradiance(e){const t=e.sphericalPolynomial;return t==null?null:{x:[t.x.x,t.x.y,t.x.z],y:[t.y.x,t.y.y,t.y.z],z:[t.z.x,t.z.y,t.z.z],xx:[t.xx.x,t.xx.y,t.xx.z],yy:[t.yy.x,t.yy.y,t.yy.z],zz:[t.zz.x,t.zz.y,t.zz.z],yz:[t.yz.x,t.yz.y,t.yz.z],zx:[t.zx.x,t.zx.y,t.zx.z],xy:[t.xy.x,t.xy.y,t.xy.z]}}\n/**\n * Creates the ArrayBufferViews used for initializing environment texture image data.\n * @param data the image data\n * @param info parameters that determine what views will be created for accessing the underlying buffer\n * @returns the views described by info providing access to the underlying buffer\n */function CreateRadianceImageDataArrayBufferViews(e,t){t=normalizeEnvInfo(t);const r=t.specular;let a=Math.log2(t.width);a=Math.round(a)+1;if(r.mipmaps.length!==6*a)throw new Error(`Unsupported specular mipmaps number \"${r.mipmaps.length}\"`);const n=new Array(a);for(let o=0;o<a;o++){n[o]=new Array(6);for(let a=0;a<6;a++){const s=r.mipmaps[o*6+a];n[o][a]=new Uint8Array(e.buffer,e.byteOffset+t.binaryDataPosition+s.position,s.length)}}return n}\n/**\n * Creates the ArrayBufferViews used for initializing environment texture image data.\n * @param data the image data\n * @param info parameters that determine what views will be created for accessing the underlying buffer\n * @returns the views described by info providing access to the underlying buffer\n */function CreateIrradianceImageDataArrayBufferViews(e,t){t=normalizeEnvInfo(t);const r=new Array(6);const a=t.irradiance?.irradianceTexture;if(a){if(a.faces.length!==6)throw new Error(`Incorrect irradiance texture faces number \"${a.faces.length}\"`);for(let n=0;n<6;n++){const o=a.faces[n];r[n]=new Uint8Array(e.buffer,e.byteOffset+t.binaryDataPosition+o.position,o.length)}}return r}\n/**\n * Uploads the texture info contained in the env file to the GPU.\n * @param texture defines the internal texture to upload to\n * @param data defines the data to load\n * @param info defines the texture info retrieved through the GetEnvInfo method\n * @returns a promise\n */function UploadEnvLevelsAsync(e,t,r){r=normalizeEnvInfo(r);const a=r.specular;if(!a)return Promise.resolve([]);e._lodGenerationScale=a.lodGenerationScale;const n=[];const o=CreateRadianceImageDataArrayBufferViews(t,r);n.push(UploadRadianceLevelsAsync(e,o,r.imageType));const s=r.irradiance?.irradianceTexture;if(s){const a=CreateIrradianceImageDataArrayBufferViews(t,r);n.push(UploadIrradianceLevelsAsync(e,a,s.size,r.imageType))}return Promise.all(n)}function _OnImageReadyAsync(e,t,r,a,n,o,s,i,l,c,u){return new Promise(((f,d)=>{if(r){const r=t.createTexture(null,true,true,null,1,null,(e=>{d(e)}),e);a?.onEffectCreatedObservable.addOnce((i=>{i.executeWhenCompiled((()=>{a.externalTextureSamplerBinding=true;a.onApply=a=>{a._bindTexture(\"textureSampler\",r);a.setFloat2(\"scale\",1,t._features.needsInvertingBitmap&&e instanceof ImageBitmap?-1:1)};if(t.scenes.length){t.scenes[0].postProcessManager.directRender([a],c,true,o,s);t.restoreDefaultFramebuffer();r.dispose();URL.revokeObjectURL(n);f()}}))}))}else{t._uploadImageToTexture(u,e,o,s);if(i){const r=l[s];r&&t._uploadImageToTexture(r._texture,e,o,0)}f()}}))}\n/**\n * Uploads the levels of image data to the GPU.\n * @param texture defines the internal texture to upload to\n * @param imageData defines the array buffer views of image data [mipmap][face]\n * @param imageType the mime type of the image data\n * @returns a promise\n */async function UploadRadianceLevelsAsync(e,t,r=f){const a=e.getEngine();e.format=5;e.type=0;e.generateMipMaps=true;e._cachedAnisotropicFilteringLevel=null;a.updateTextureSamplingMode(3,e);await _UploadLevelsAsync(e,t,true,r);e.isReady=true}\n/**\n * Uploads the levels of image data to the GPU.\n * @param mainTexture defines the internal texture to upload to\n * @param imageData defines the array buffer views of image data [mipmap][face]\n * @param size defines the size of the texture faces\n * @param imageType the mime type of the image data\n * @returns a promise\n */async function UploadIrradianceLevelsAsync(e,t,r,a=f){const s=e.getEngine();const i=new n(s,5);const l=new o(s,i);e._irradianceTexture=l;i.isCube=true;i.format=5;i.type=0;i.generateMipMaps=true;i._cachedAnisotropicFilteringLevel=null;i.generateMipMaps=true;i.width=r;i.height=r;s.updateTextureSamplingMode(3,i);await _UploadLevelsAsync(i,[t],false,a);s.generateMipMapsForCubemap(i);i.isReady=true}\n/**\n * Uploads the levels of image data to the GPU.\n * @param texture defines the internal texture to upload to\n * @param imageData defines the array buffer views of image data [mipmap][face]\n * @param canGenerateNonLODTextures defines whether or not to generate non lod textures\n * @param imageType the mime type of the image data\n * @returns a promise\n */async function _UploadLevelsAsync(t,a,s,l=f){if(!e.IsExponentOfTwo(t.width))throw new Error(\"Texture size must be a power of two\");const c=r(t.width)+1;const u=t.getEngine();let d=false;let y=false;let p=null;let x=null;let m=null;const g=u.getCaps();if(g.textureLOD)if(u._features.supportRenderAndCopyToLodForFloatTextures){if(g.textureHalfFloatRender&&g.textureHalfFloatLinearFiltering){d=true;t.type=2}else if(g.textureFloatRender&&g.textureFloatLinearFiltering){d=true;t.type=1}}else d=false;else{d=false;y=s}let h=0;if(d){if(u.isWebGPU){h=1;await import(\"./CBXFyzrN.js\")}else await import(\"./CiPZN0Sr.js\");p=new i(\"rgbdDecode\",\"rgbdDecode\",null,null,1,null,3,u,false,void 0,t.type,void 0,null,false,void 0,h);t._isRGBD=false;t.invertY=false;x=u.createRenderTargetCubeTexture(t.width,{generateDepthBuffer:false,generateMipMaps:true,generateStencilBuffer:false,samplingMode:3,type:t.type,format:5})}else{t._isRGBD=true;t.invertY=true;if(y){const e=3;m={};const r=t._lodGenerationScale;const a=t._lodGenerationOffset;for(let s=0;s<e;s++){const i=s/(e-1);const l=1-i;const f=a;const d=(c-1)*r+a;const y=f+(d-f)*l;const p=Math.round(Math.min(Math.max(y,0),d));const x=new n(u,2);x.isCube=true;x.invertY=true;x.generateMipMaps=false;u.updateTextureSamplingMode(2,x);const g=new o(null);g._isCube=true;g._texture=x;m[p]=g;switch(s){case 0:t._lodTextureLow=g;break;case 1:t._lodTextureMid=g;break;case 2:t._lodTextureHigh=g;break}}}}const w=[];for(let e=0;e<a.length;e++)for(let r=0;r<6;r++){const n=a[e][r];const o=new Blob([n],{type:l});const s=URL.createObjectURL(o);let i;if(u._features.forceBitmapOverHTMLImageElement)i=u.createImageBitmap(o,{premultiplyAlpha:\"none\"}).then((a=>_OnImageReadyAsync(a,u,d,p,s,r,e,y,m,x,t)));else{const a=new Image;a.src=s;i=new Promise(((n,o)=>{a.onload=()=>{_OnImageReadyAsync(a,u,d,p,s,r,e,y,m,x,t).then((()=>n())).catch((e=>{o(e)}))};a.onerror=e=>{o(e)}}))}w.push(i)}await Promise.all(w);if(a.length<c){let e;const r=Math.pow(2,c-1-a.length);const n=r*r*4;switch(t.type){case 0:e=new Uint8Array(n);break;case 2:e=new Uint16Array(n);break;case 1:e=new Float32Array(n);break}for(let r=a.length;r<c;r++)for(let a=0;a<6;a++)u._uploadArrayBufferViewToTexture(x?.texture||t,e,a,r)}if(x){const e=t._irradianceTexture;t._irradianceTexture=null;u._releaseTexture(t);x._swapAndDie(t);t._irradianceTexture=e}p&&p.dispose();if(y){t._lodTextureHigh&&t._lodTextureHigh._texture&&(t._lodTextureHigh._texture.isReady=true);t._lodTextureMid&&t._lodTextureMid._texture&&(t._lodTextureMid._texture.isReady=true);t._lodTextureLow&&t._lodTextureLow._texture&&(t._lodTextureLow._texture.isReady=true)}}\n/**\n * Uploads spherical polynomials information to the texture.\n * @param texture defines the texture we are trying to upload the information to\n * @param info defines the environment texture info retrieved through the GetEnvInfo method\n */function UploadEnvSpherical(e,r){r=normalizeEnvInfo(r);const n=r.irradiance;if(!n)return;const o=new a;t.FromArrayToRef(n.x,0,o.x);t.FromArrayToRef(n.y,0,o.y);t.FromArrayToRef(n.z,0,o.z);t.FromArrayToRef(n.xx,0,o.xx);t.FromArrayToRef(n.yy,0,o.yy);t.FromArrayToRef(n.zz,0,o.zz);t.FromArrayToRef(n.yz,0,o.yz);t.FromArrayToRef(n.zx,0,o.zx);t.FromArrayToRef(n.xy,0,o.xy);e._sphericalPolynomial=o}function _UpdateRGBDAsync(e,t,r,a,n){const o=e.getEngine().createRawCubeTexture(null,e.width,e.format,e.type,e.generateMipMaps,e.invertY,e.samplingMode,e._compression);const s=UploadRadianceLevelsAsync(o,t).then((()=>e));e.onRebuildCallback=e=>({proxy:s,isReady:true,isAsync:true});e._source=13;e._bufferViewArrayArray=t;e._lodGenerationScale=a;e._lodGenerationOffset=n;e._sphericalPolynomial=r;return UploadRadianceLevelsAsync(e,t).then((()=>{e.isReady=true;return e}))}const p={\n/**\n     * Gets the environment info from an env file.\n     * @param data The array buffer containing the .env bytes.\n     * @returns the environment file info (the json header) if successfully parsed, normalized to the latest supported version.\n     */\nGetEnvInfo:GetEnvInfo,\n/**\n     * Creates an environment texture from a loaded cube texture.\n     * @param texture defines the cube texture to convert in env file\n     * @param options options for the conversion process\n     * @param options.imageType the mime type for the encoded images, with support for \"image/png\" (default) and \"image/webp\"\n     * @param options.imageQuality the image quality of encoded WebP images.\n     * @returns a promise containing the environment data if successful.\n     */\nCreateEnvTextureAsync:CreateEnvTextureAsync,\n/**\n     * Creates the ArrayBufferViews used for initializing environment texture image data.\n     * @param data the image data\n     * @param info parameters that determine what views will be created for accessing the underlying buffer\n     * @returns the views described by info providing access to the underlying buffer\n     */\nCreateRadianceImageDataArrayBufferViews:CreateRadianceImageDataArrayBufferViews,\n/**\n     * Creates the ArrayBufferViews used for initializing environment texture image data.\n     * @param data the image data\n     * @param info parameters that determine what views will be created for accessing the underlying buffer\n     * @returns the views described by info providing access to the underlying buffer\n     */\nCreateIrradianceImageDataArrayBufferViews:CreateIrradianceImageDataArrayBufferViews,\n/**\n     * Uploads the texture info contained in the env file to the GPU.\n     * @param texture defines the internal texture to upload to\n     * @param data defines the data to load\n     * @param info defines the texture info retrieved through the GetEnvInfo method\n     * @returns a promise\n     */\nUploadEnvLevelsAsync:UploadEnvLevelsAsync,\n/**\n     * Uploads the levels of image data to the GPU.\n     * @param texture defines the internal texture to upload to\n     * @param imageData defines the array buffer views of image data [mipmap][face]\n     * @param imageType the mime type of the image data\n     * @returns a promise\n     */\nUploadRadianceLevelsAsync:UploadRadianceLevelsAsync,\n/**\n     * Uploads the levels of image data to the GPU.\n     * @param texture defines the internal texture to upload to\n     * @param imageData defines the array buffer views of image data [mipmap][face]\n     * @param imageType the mime type of the image data\n     * @returns a promise\n     */\nUploadIrradianceLevelsAsync:UploadIrradianceLevelsAsync,\n/**\n     * Uploads spherical polynomials information to the texture.\n     * @param texture defines the texture we are trying to upload the information to\n     * @param info defines the environment texture info retrieved through the GetEnvInfo method\n     */\nUploadEnvSpherical:UploadEnvSpherical};export{CreateEnvTextureAsync as C,p as E,GetEnvInfo as G,UploadEnvLevelsAsync as U,_UpdateRGBDAsync as _,CreateIrradianceImageDataArrayBufferViews as a,CreateRadianceImageDataArrayBufferViews as b,UploadEnvSpherical as c,UploadIrradianceLevelsAsync as d,UploadRadianceLevelsAsync as e,normalizeEnvInfo as n};\n//# sourceMappingURL=BjqQyGIS.js.map\n","class WorkerPool{\n/**\n     * Constructor\n     * @param workers Array of workers to use for actions\n     */\nconstructor(e){this._pendingActions=new Array;this._workerInfos=e.map((e=>({workerPromise:Promise.resolve(e),idle:true})))}dispose(){for(const e of this._workerInfos)e.workerPromise.then((e=>{e.terminate()}));this._workerInfos.length=0;this._pendingActions.length=0}\n/**\n     * Pushes an action to the worker pool. If all the workers are active, the action will be\n     * pended until a worker has completed its action.\n     * @param action The action to perform. Call onComplete when the action is complete.\n     */push(e){this._executeOnIdleWorker(e)||this._pendingActions.push(e)}_executeOnIdleWorker(e){for(const o of this._workerInfos)if(o.idle){this._execute(o,e);return true}return false}_execute(e,o){e.idle=false;e.workerPromise.then((t=>{o(t,(()=>{const o=this._pendingActions.shift();o?this._execute(e,o):e.idle=true}))}))}}class AutoReleaseWorkerPool extends WorkerPool{constructor(e,o,t=AutoReleaseWorkerPool.DefaultOptions){super([]);this._maxWorkers=e;this._createWorkerAsync=o;this._options=t}push(e){if(!this._executeOnIdleWorker(e))if(this._workerInfos.length<this._maxWorkers){const o={workerPromise:this._createWorkerAsync(),idle:false};this._workerInfos.push(o);this._execute(o,e)}else this._pendingActions.push(e)}_execute(e,o){if(e.timeoutId){clearTimeout(e.timeoutId);delete e.timeoutId}super._execute(e,((t,s)=>{o(t,(()=>{s();e.idle&&(e.timeoutId=setTimeout((()=>{e.workerPromise.then((e=>{e.terminate()}));const o=this._workerInfos.indexOf(e);o!==-1&&this._workerInfos.splice(o,1)}),this._options.idleTimeElapsedBeforeRelease))}))}))}}AutoReleaseWorkerPool.DefaultOptions={idleTimeElapsedBeforeRelease:1e3};export{AutoReleaseWorkerPool,WorkerPool};\n//# sourceMappingURL=workerPool.js.map\n","import{__decorate as e}from\"../../tslib.es6.js\";import{serialize as t,serializeAsVector3 as i,serializeAsMatrix as s}from\"../../Misc/decorators.js\";import{Tools as r}from\"../../Misc/tools.js\";import{Matrix as o,Vector3 as n,TmpVectors as a}from\"../../Maths/math.vector.js\";import{BaseTexture as l}from\"./baseTexture.js\";import{T as u}from\"../../_/CQIKoMTj.js\";import{GetClass as h,RegisterClass as d}from\"../../Misc/typeStore.js\";import{Observable as f}from\"../../Misc/observable.js\";import{SerializationHelper as x}from\"../../Misc/decorators.serialization.js\";import\"../../_/BSmhkSXz.js\";import\"../../_/SxHYZ7_O.js\";import\"../../Misc/domManagement.js\";import\"../../Misc/logger.js\";import\"../../_/BrNwFyDm.js\";import\"../../Misc/precisionDate.js\";import\"../../_/CY5CD3a_.js\";import\"../../Misc/webRequest.js\";import\"../../Engines/engineStore.js\";import\"../../_/Qih3l7lC.js\";import\"../../Misc/error.js\";import\"../../Misc/stringTools.js\";import\"../../_/CX9Zyq1P.js\";import\"../../Engines/shaderStore.js\";import\"../../Misc/timingTools.js\";import\"../../_/Cn202uVB.js\";import\"../../_/BjBO3Vqv.js\";import\"../../_/BbEdeXLR.js\";import\"./Loaders/textureLoaderManager.js\";import\"../../_/DKmLrVdL.js\";import\"../../Misc/guid.js\";import\"../../_/DI68bezJ.js\";import\"../../Maths/math.constants.js\";import\"../../Misc/arrayTools.js\";import\"../../_/BXd1Jdj1.js\";import\"./thinTexture.js\";import\"../../Maths/math.size.js\";import\"../../_/CoucjtsB.js\";import\"../../Maths/math.color.js\";import\"../../Maths/math.plane.js\";import\"../../Compat/compatibilityOptions.js\";import\"../../Misc/urlTools.js\";const p=.8;class CubeTexture extends l{set boundingBoxSize(e){if(this._boundingBoxSize&&this._boundingBoxSize.equals(e))return;this._boundingBoxSize=e;const t=this.getScene();t&&t.markAllMaterialsAsDirty(1)}get boundingBoxSize(){return this._boundingBoxSize}set rotationY(e){this._rotationY=e;this.setReflectionTextureMatrix(o.RotationY(this._rotationY))}get rotationY(){return this._rotationY}get noMipmap(){return this._noMipmap}get forcedExtension(){return this._forcedExtension}\n/**\n     * Creates a cube texture from an array of image urls\n     * @param files defines an array of image urls\n     * @param scene defines the hosting scene\n     * @param noMipmap specifies if mip maps are not used\n     * @returns a cube texture\n     */static CreateFromImages(e,t,i){let s=\"\";e.forEach((e=>s+=e));return new CubeTexture(s,t,null,i,e)}\n/**\n     * Creates and return a texture created from prefilterd data by tools like IBL Baker or Lys.\n     * @param url defines the url of the prefiltered texture\n     * @param scene defines the scene the texture is attached to\n     * @param forcedExtension defines the extension of the file if different from the url\n     * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary\n     * @returns the prefiltered texture\n     */static CreateFromPrefilteredData(e,t,i=null,s=true){const r=t.useDelayedTextureLoading;t.useDelayedTextureLoading=false;const o=new CubeTexture(e,t,null,false,null,null,null,void 0,true,i,s);t.useDelayedTextureLoading=r;return o}\n/**\n     * Creates a cube texture to use with reflection for instance. It can be based upon dds or six images as well\n     * as prefiltered data.\n     * @param rootUrl defines the url of the texture or the root name of the six images\n     * @param sceneOrEngine defines the scene or engine the texture is attached to\n     * @param extensionsOrOptions defines the suffixes add to the picture name in case six images are in use like _px.jpg or set of all options to create the cube texture\n     * @param noMipmap defines if mipmaps should be created or not\n     * @param files defines the six files to load for the different faces in that order: px, py, pz, nx, ny, nz\n     * @param onLoad defines a callback triggered at the end of the file load if no errors occurred\n     * @param onError defines a callback triggered in case of error during load\n     * @param format defines the internal format to use for the texture once loaded\n     * @param prefiltered defines whether or not the texture is created from prefiltered data\n     * @param forcedExtension defines the extensions to use (force a special type of file to load) in case it is different from the file name\n     * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary\n     * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness\n     * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness\n     * @param loaderOptions options to be passed to the loader\n     * @param useSRGBBuffer Defines if the texture must be loaded in a sRGB GPU buffer (if supported by the GPU) (default: false)\n     * @returns the cube texture\n     */constructor(e,t,i=null,s=false,r=null,a=null,l=null,h=5,d=false,x=null,_=false,m=p,c=0,g,b){super(t);this.onLoadObservable=new f;this.boundingBoxPosition=n.Zero();this._rotationY=0;this._files=null;this._forcedExtension=null;this._extensions=null;this._textureMatrixRefraction=new o;this._buffer=null;this.name=e;this.url=e;this._noMipmap=s;this.hasAlpha=false;this.isCube=true;this._textureMatrix=o.Identity();this.coordinatesMode=u.CUBIC_MODE;let M=null;let j=null;if(i===null||Array.isArray(i)){this._noMipmap=s;this._format=h;this._createPolynomials=_;M=i;this._loaderOptions=g;this._useSRGBBuffer=b;this._lodScale=m;this._lodOffset=c}else{M=i.extensions??null;this._noMipmap=i.noMipmap??false;r=i.files??null;j=i.buffer??null;this._format=i.format??5;d=i.prefiltered??false;x=i.forcedExtension??null;this._createPolynomials=i.createPolynomials??false;this._lodScale=i.lodScale??p;this._lodOffset=i.lodOffset??0;this._loaderOptions=i.loaderOptions;this._useSRGBBuffer=i.useSRGBBuffer;a=i.onLoad??null;l=i.onError??null}(e||r)&&this.updateURL(e,x,a,d,l,M,this.getScene()?.useDelayedTextureLoading,r,j)}\n/**\n     * Get the current class name of the texture useful for serialization or dynamic coding.\n     * @returns \"CubeTexture\"\n     */getClassName(){return\"CubeTexture\"}\n/**\n     * Update the url (and optional buffer) of this texture if url was null during construction.\n     * @param url the url of the texture\n     * @param forcedExtension defines the extension to use\n     * @param onLoad callback called when the texture is loaded  (defaults to null)\n     * @param prefiltered Defines whether the updated texture is prefiltered or not\n     * @param onError callback called if there was an error during the loading process (defaults to null)\n     * @param extensions defines the suffixes add to the picture name in case six images are in use like _px.jpg...\n     * @param delayLoad defines if the texture should be loaded now (false by default)\n     * @param files defines the six files to load for the different faces in that order: px, py, pz, nx, ny, nz\n     * @param buffer the buffer to use instead of loading from the url\n     */updateURL(e,t=null,i=null,s=false,r=null,o=null,n=false,a=null,l=null){this.name&&!this.name.startsWith(\"data:\")||(this.name=e);this.url=e;t&&(this._forcedExtension=t);const u=e.lastIndexOf(\".\");const h=t||(u>-1?e.substring(u).toLowerCase():\"\");const d=h.indexOf(\".dds\")===0;const f=h.indexOf(\".env\")===0;const x=h.indexOf(\".basis\")===0;if(f){this.gammaSpace=false;this._prefiltered=false;this.anisotropicFilteringLevel=1}else{this._prefiltered=s;if(s){this.gammaSpace=false;this.anisotropicFilteringLevel=1}}if(a)this._files=a;else{x||f||d||o||(o=[\"_px.jpg\",\"_py.jpg\",\"_pz.jpg\",\"_nx.jpg\",\"_ny.jpg\",\"_nz.jpg\"]);this._files=this._files||[];this._files.length=0;if(o){for(let t=0;t<o.length;t++)this._files.push(e+o[t]);this._extensions=o}}this._buffer=l;if(n){this.delayLoadState=4;this._delayedOnLoad=i;this._delayedOnError=r}else this._loadTexture(i,r)}\n/**\n     * Delays loading of the cube texture\n     * @param forcedExtension defines the extension to use\n     */delayLoad(e){if(this.delayLoadState===4){e&&(this._forcedExtension=e);this.delayLoadState=1;this._loadTexture(this._delayedOnLoad,this._delayedOnError)}}\n/**\n     * Returns the reflection texture matrix\n     * @returns the reflection texture matrix\n     */getReflectionTextureMatrix(){return this._textureMatrix}\n/**\n     * Sets the reflection texture matrix\n     * @param value Reflection texture matrix\n     */setReflectionTextureMatrix(e){if(e.updateFlag===this._textureMatrix.updateFlag)return;e.isIdentity()!==this._textureMatrix.isIdentity()&&this.getScene()?.markAllMaterialsAsDirty(1,(e=>e.getActiveTextures().indexOf(this)!==-1));this._textureMatrix=e;if(!this.getScene()?.useRightHandedSystem)return;const t=a.Vector3[0];const i=a.Quaternion[0];const s=a.Vector3[1];this._textureMatrix.decompose(t,i,s);i.z*=-1;i.w*=-1;o.ComposeToRef(t,i,s,this._textureMatrixRefraction)}\n/**\n     * Gets a suitable rotate/transform matrix when the texture is used for refraction.\n     * There's a separate function from getReflectionTextureMatrix because refraction requires a special configuration of the matrix in right-handed mode.\n     * @returns The refraction matrix\n     */getRefractionTextureMatrix(){return this.getScene()?.useRightHandedSystem?this._textureMatrixRefraction:this._textureMatrix}_loadTexture(e=null,t=null){const i=this.getScene();const s=this._texture;this._texture=this._getFromCache(this.url,this._noMipmap,void 0,void 0,this._useSRGBBuffer,this.isCube);const onLoadProcessing=()=>{this.onLoadObservable.notifyObservers(this);if(s){s.dispose();this.getScene()?.markAllMaterialsAsDirty(1)}e&&e()};const errorHandler=(e,i)=>{this._loadingError=true;this._errorObject={message:e,exception:i};t&&t(e,i);u.OnTextureLoadErrorObservable.notifyObservers(this)};if(this._texture)this._texture.isReady?r.SetImmediate((()=>onLoadProcessing())):this._texture.onLoadedObservable.add((()=>onLoadProcessing()));else{this._prefiltered?this._texture=this._getEngine().createPrefilteredCubeTexture(this.url,i,this._lodScale,this._lodOffset,e,errorHandler,this._format,this._forcedExtension,this._createPolynomials):this._texture=this._getEngine().createCubeTexture(this.url,i,this._files,this._noMipmap,e,errorHandler,this._format,this._forcedExtension,false,this._lodScale,this._lodOffset,null,this._loaderOptions,!!this._useSRGBBuffer,this._buffer);this._texture?.onLoadedObservable.add((()=>this.onLoadObservable.notifyObservers(this)))}}\n/**\n     * Parses text to create a cube texture\n     * @param parsedTexture define the serialized text to read from\n     * @param scene defines the hosting scene\n     * @param rootUrl defines the root url of the cube texture\n     * @returns a cube texture\n     */static Parse(e,t,i){const s=x.Parse((()=>{let s=false;e.prefiltered&&(s=e.prefiltered);return new CubeTexture(i+(e.url??e.name),t,e.extensions,false,e.files||null,null,null,void 0,s,e.forcedExtension)}),e,t);e.boundingBoxPosition&&(s.boundingBoxPosition=n.FromArray(e.boundingBoxPosition));e.boundingBoxSize&&(s.boundingBoxSize=n.FromArray(e.boundingBoxSize));if(e.animations)for(let t=0;t<e.animations.length;t++){const i=e.animations[t];const r=h(\"BABYLON.Animation\");r&&s.animations.push(r.Parse(i))}return s}\n/**\n     * Makes a clone, or deep copy, of the cube texture\n     * @returns a new cube texture\n     */clone(){let e=0;const t=x.Clone((()=>{const t=new CubeTexture(this.url,this.getScene()||this._getEngine(),this._extensions,this._noMipmap,this._files);e=t.uniqueId;return t}),this);t.uniqueId=e;return t}}e([t()],CubeTexture.prototype,\"url\",void 0);e([i()],CubeTexture.prototype,\"boundingBoxPosition\",void 0);e([i()],CubeTexture.prototype,\"boundingBoxSize\",null);e([t(\"rotationY\")],CubeTexture.prototype,\"rotationY\",null);e([t(\"files\")],CubeTexture.prototype,\"_files\",void 0);e([t(\"forcedExtension\")],CubeTexture.prototype,\"_forcedExtension\",void 0);e([t(\"extensions\")],CubeTexture.prototype,\"_extensions\",void 0);e([s(\"textureMatrix\")],CubeTexture.prototype,\"_textureMatrix\",void 0);e([s(\"textureMatrixRefraction\")],CubeTexture.prototype,\"_textureMatrixRefraction\",void 0);u._CubeTextureParser=CubeTexture.Parse;d(\"BABYLON.CubeTexture\",CubeTexture);export{CubeTexture};\n//# sourceMappingURL=cubeTexture.js.map\n","function addClipPlaneUniforms(l){l.indexOf(\"vClipPlane\")===-1&&l.push(\"vClipPlane\");l.indexOf(\"vClipPlane2\")===-1&&l.push(\"vClipPlane2\");l.indexOf(\"vClipPlane3\")===-1&&l.push(\"vClipPlane3\");l.indexOf(\"vClipPlane4\")===-1&&l.push(\"vClipPlane4\");l.indexOf(\"vClipPlane5\")===-1&&l.push(\"vClipPlane5\");l.indexOf(\"vClipPlane6\")===-1&&l.push(\"vClipPlane6\")}function prepareStringDefinesForClipPlanes(l,e,n){const P=!!(l.clipPlane??e.clipPlane);const i=!!(l.clipPlane2??e.clipPlane2);const p=!!(l.clipPlane3??e.clipPlane3);const a=!!(l.clipPlane4??e.clipPlane4);const c=!!(l.clipPlane5??e.clipPlane5);const C=!!(l.clipPlane6??e.clipPlane6);P&&n.push(\"#define CLIPPLANE\");i&&n.push(\"#define CLIPPLANE2\");p&&n.push(\"#define CLIPPLANE3\");a&&n.push(\"#define CLIPPLANE4\");c&&n.push(\"#define CLIPPLANE5\");C&&n.push(\"#define CLIPPLANE6\")}function prepareDefinesForClipPlanes(l,e,n){let P=false;const i=!!(l.clipPlane??e.clipPlane);const p=!!(l.clipPlane2??e.clipPlane2);const a=!!(l.clipPlane3??e.clipPlane3);const c=!!(l.clipPlane4??e.clipPlane4);const C=!!(l.clipPlane5??e.clipPlane5);const s=!!(l.clipPlane6??e.clipPlane6);if(n.CLIPPLANE!==i){n.CLIPPLANE=i;P=true}if(n.CLIPPLANE2!==p){n.CLIPPLANE2=p;P=true}if(n.CLIPPLANE3!==a){n.CLIPPLANE3=a;P=true}if(n.CLIPPLANE4!==c){n.CLIPPLANE4=c;P=true}if(n.CLIPPLANE5!==C){n.CLIPPLANE5=C;P=true}if(n.CLIPPLANE6!==s){n.CLIPPLANE6=s;P=true}return P}function bindClipPlane(l,e,n){let P=e.clipPlane??n.clipPlane;setClipPlane(l,\"vClipPlane\",P);P=e.clipPlane2??n.clipPlane2;setClipPlane(l,\"vClipPlane2\",P);P=e.clipPlane3??n.clipPlane3;setClipPlane(l,\"vClipPlane3\",P);P=e.clipPlane4??n.clipPlane4;setClipPlane(l,\"vClipPlane4\",P);P=e.clipPlane5??n.clipPlane5;setClipPlane(l,\"vClipPlane5\",P);P=e.clipPlane6??n.clipPlane6;setClipPlane(l,\"vClipPlane6\",P)}function setClipPlane(l,e,n){n&&l.setFloat4(e,n.normal.x,n.normal.y,n.normal.z,n.d)}export{addClipPlaneUniforms,bindClipPlane,prepareDefinesForClipPlanes,prepareStringDefinesForClipPlanes};\n//# sourceMappingURL=clipPlaneMaterialHelper.js.map\n","import{Logger as e}from\"../Misc/logger.js\";import{Color3 as s}from\"../Maths/math.color.js\";import{EngineStore as r}from\"../Engines/engineStore.js\";import{L as t}from\"../_/CiiK0JQ3.js\";import{prepareDefinesForClipPlanes as n}from\"./clipPlaneMaterialHelper.js\";import\"../Misc/arrayTools.js\";import\"../Misc/typeStore.js\";import\"../Maths/math.constants.js\";import\"../_/BXd1Jdj1.js\";import\"../Misc/observable.js\";const a=s.Black();const o={NUM_MORPH_INFLUENCERS:0,NORMAL:false,TANGENT:false,UV:false,UV2:false,COLOR:false};\n/**\n * Binds the logarithmic depth information from the scene to the effect for the given defines.\n * @param defines The generated defines used in the effect\n * @param effect The effect we are binding the data to\n * @param scene The scene we are willing to render with logarithmic scale for\n */function BindLogDepth(s,r,t){if(!s||s.LOGARITHMICDEPTH||s.indexOf&&s.indexOf(\"LOGARITHMICDEPTH\")>=0){const s=t.activeCamera;s.mode===1&&e.Error(\"Logarithmic depth is not compatible with orthographic cameras!\",20);r.setFloat(\"logarithmicDepthConstant\",2/(Math.log(s.maxZ+1)/Math.LN2))}}\n/**\n * Binds the fog information from the scene to the effect for the given mesh.\n * @param scene The scene the lights belongs to\n * @param mesh The mesh we are binding the information to render\n * @param effect The effect we are binding the data to\n * @param linearSpace Defines if the fog effect is applied in linear space\n */function BindFogParameters(e,s,r,t=false){if(r&&e.fogEnabled&&(!s||s.applyFog)&&e.fogMode!==0){r.setFloat4(\"vFogInfos\",e.fogMode,e.fogStart,e.fogEnd,e.fogDensity);if(t){e.fogColor.toLinearSpaceToRef(a,e.getEngine().useExactSrgbConversions);r.setColor3(\"vFogColor\",a)}else r.setColor3(\"vFogColor\",e.fogColor)}}\n/**\n * Prepares the list of attributes and defines required for morph targets.\n * @param morphTargetManager The manager for the morph targets\n * @param defines The current list of defines\n * @param attribs The current list of attributes\n * @param mesh The mesh to prepare the defines and attributes for\n * @param usePositionMorph Whether the position morph target is used\n * @param useNormalMorph Whether the normal morph target is used\n * @param useTangentMorph Whether the tangent morph target is used\n * @param useUVMorph Whether the UV morph target is used\n * @param useUV2Morph Whether the UV2 morph target is used\n * @param useColorMorph Whether the color morph target is used\n * @returns The maxSimultaneousMorphTargets for the effect\n */function PrepareDefinesAndAttributesForMorphTargets(e,s,r,t,n,a,i,E,T,S){const A=e.numMaxInfluencers||e.numInfluencers;if(A<=0)return 0;s.push(\"#define MORPHTARGETS\");e.hasPositions&&s.push(\"#define MORPHTARGETTEXTURE_HASPOSITIONS\");e.hasNormals&&s.push(\"#define MORPHTARGETTEXTURE_HASNORMALS\");e.hasTangents&&s.push(\"#define MORPHTARGETTEXTURE_HASTANGENTS\");e.hasUVs&&s.push(\"#define MORPHTARGETTEXTURE_HASUVS\");e.hasUV2s&&s.push(\"#define MORPHTARGETTEXTURE_HASUV2S\");e.hasColors&&s.push(\"#define MORPHTARGETTEXTURE_HASCOLORS\");e.supportsPositions&&n&&s.push(\"#define MORPHTARGETS_POSITION\");e.supportsNormals&&a&&s.push(\"#define MORPHTARGETS_NORMAL\");e.supportsTangents&&i&&s.push(\"#define MORPHTARGETS_TANGENT\");e.supportsUVs&&E&&s.push(\"#define MORPHTARGETS_UV\");e.supportsUV2s&&T&&s.push(\"#define MORPHTARGETS_UV2\");e.supportsColors&&S&&s.push(\"#define MORPHTARGETS_COLOR\");s.push(\"#define NUM_MORPH_INFLUENCERS \"+A);e.isUsingTextureForTargets&&s.push(\"#define MORPHTARGETS_TEXTURE\");o.NUM_MORPH_INFLUENCERS=A;o.NORMAL=a;o.TANGENT=i;o.UV=E;o.UV2=T;o.COLOR=S;PrepareAttributesForMorphTargets(r,t,o,n);return A}\n/**\n * Prepares the list of attributes required for morph targets according to the effect defines.\n * @param attribs The current list of supported attribs\n * @param mesh The mesh to prepare the morph targets attributes for\n * @param influencers The number of influencers\n */function PrepareAttributesForMorphTargetsInfluencers(e,s,r){o.NUM_MORPH_INFLUENCERS=r;o.NORMAL=false;o.TANGENT=false;o.UV=false;o.UV2=false;o.COLOR=false;PrepareAttributesForMorphTargets(e,s,o,true)}\n/**\n * Prepares the list of attributes required for morph targets according to the effect defines.\n * @param attribs The current list of supported attribs\n * @param mesh The mesh to prepare the morph targets attributes for\n * @param defines The current Defines of the effect\n * @param usePositionMorph Whether the position morph target is used\n */function PrepareAttributesForMorphTargets(s,t,n,a=true){const o=n.NUM_MORPH_INFLUENCERS;if(o>0&&r.LastCreatedEngine){const i=r.LastCreatedEngine.getCaps().maxVertexAttribs;const E=t.morphTargetManager;if(E?.isUsingTextureForTargets)return;const T=E&&E.supportsPositions&&a;const S=E&&E.supportsNormals&&n.NORMAL;const A=E&&E.supportsTangents&&n.TANGENT;const f=E&&E.supportsUVs&&n.UV1;const l=E&&E.supportsUV2s&&n.UV2;const R=E&&E.supportsColors&&n.COLOR;for(let r=0;r<o;r++){T&&s.push(\"position\"+r);S&&s.push(\"normal\"+r);A&&s.push(\"tangent\"+r);f&&s.push(\"uv_\"+r);l&&s.push(\"uv2_\"+r);R&&s.push(\"color\"+r);s.length>i&&e.Error(\"Cannot add more vertex attributes for mesh \"+t.name)}}}\n/**\n * Add the list of attributes required for instances to the attribs array.\n * @param attribs The current list of supported attribs\n * @param needsPreviousMatrices If the shader needs previous matrices\n */function PushAttributesForInstances(e,s=false){e.push(\"world0\");e.push(\"world1\");e.push(\"world2\");e.push(\"world3\");if(s){e.push(\"previousWorld0\");e.push(\"previousWorld1\");e.push(\"previousWorld2\");e.push(\"previousWorld3\")}}\n/**\n * Binds the morph targets information from the mesh to the effect.\n * @param abstractMesh The mesh we are binding the information to render\n * @param effect The effect we are binding the data to\n */function BindMorphTargetParameters(e,s){const r=e.morphTargetManager;e&&r&&s.setFloatArray(\"morphTargetInfluences\",r.influences)}\n/**\n * Binds the scene's uniform buffer to the effect.\n * @param effect defines the effect to bind to the scene uniform buffer\n * @param sceneUbo defines the uniform buffer storing scene data\n */function BindSceneUniformBuffer(e,s){s.bindToEffect(e,\"Scene\")}\n/**\n * Helps preparing the defines values about the UVs in used in the effect.\n * UVs are shared as much as we can across channels in the shaders.\n * @param texture The texture we are preparing the UVs for\n * @param defines The defines to update\n * @param key The channel key \"diffuse\", \"specular\"... used in the shader\n */function PrepareDefinesForMergedUV(e,s,r){s._needUVs=true;s[r]=true;if(e.optimizeUVAllocation&&e.getTextureMatrix().isIdentityAs3x2()){s[r+\"DIRECTUV\"]=e.coordinatesIndex+1;s[\"MAINUV\"+(e.coordinatesIndex+1)]=true}else s[r+\"DIRECTUV\"]=0}\n/**\n * Binds a texture matrix value to its corresponding uniform\n * @param texture The texture to bind the matrix for\n * @param uniformBuffer The uniform buffer receiving the data\n * @param key The channel key \"diffuse\", \"specular\"... used in the shader\n */function BindTextureMatrix(e,s,r){const t=e.getTextureMatrix();s.updateMatrix(r+\"Matrix\",t)}\n/**\n * Prepares the list of attributes required for baked vertex animations according to the effect defines.\n * @param attribs The current list of supported attribs\n * @param mesh The mesh to prepare for baked vertex animations\n * @param defines The current Defines of the effect\n */function PrepareAttributesForBakedVertexAnimation(e,s,r){const t=r.BAKED_VERTEX_ANIMATION_TEXTURE&&r.INSTANCES;t&&e.push(\"bakedVertexAnimationSettingsInstanced\")}function _CopyBonesTransformationMatrices(e,s){s.set(e);return s}\n/**\n * Binds the bones information from the mesh to the effect.\n * @param mesh The mesh we are binding the information to render\n * @param effect The effect we are binding the data to\n * @param prePassConfiguration Configuration for the prepass, in case prepass is activated\n */function BindBonesParameters(e,s,r){if(s&&e){e.computeBonesUsingShaders&&s._bonesComputationForcedToCPU&&(e.computeBonesUsingShaders=false);if(e.useBones&&e.computeBonesUsingShaders&&e.skeleton){const t=e.skeleton;if(t.isUsingTextureForMatrices&&s.getUniformIndex(\"boneTextureWidth\")>-1){const r=t.getTransformMatrixTexture(e);s.setTexture(\"boneSampler\",r);s.setFloat(\"boneTextureWidth\",4*(t.bones.length+1))}else{const n=t.getTransformMatrices(e);if(n){s.setMatrices(\"mBones\",n);if(r&&e.getScene().prePassRenderer&&e.getScene().prePassRenderer.getIndex(2)){r.previousBones[e.uniqueId]||(r.previousBones[e.uniqueId]=n.slice());s.setMatrices(\"mPreviousBones\",r.previousBones[e.uniqueId]);_CopyBonesTransformationMatrices(n,r.previousBones[e.uniqueId])}}}}}}\n/**\n * Binds the light information to the effect.\n * @param light The light containing the generator\n * @param effect The effect we are binding the data to\n * @param lightIndex The light index in the effect used to render\n */function BindLightProperties(e,s,r){e.transferToEffect(s,r+\"\")}\n/**\n * Binds the lights information from the scene to the effect for the given mesh.\n * @param light Light to bind\n * @param lightIndex Light index\n * @param scene The scene where the light belongs to\n * @param effect The effect we are binding the data to\n * @param useSpecular Defines if specular is supported\n * @param receiveShadows Defines if the effect (mesh) we bind the light for receives shadows\n */function BindLight(e,s,r,t,n,a=true){e._bindLight(s,r,t,n,a)}\n/**\n * Binds the lights information from the scene to the effect for the given mesh.\n * @param scene The scene the lights belongs to\n * @param mesh The mesh we are binding the information to render\n * @param effect The effect we are binding the data to\n * @param defines The generated defines for the effect\n * @param maxSimultaneousLights The maximum number of light that can be bound to the effect\n */function BindLights(e,s,r,t,n=4){const a=Math.min(s.lightSources.length,n);for(let n=0;n<a;n++){const a=s.lightSources[n];BindLight(a,n,e,r,typeof t===\"boolean\"?t:t.SPECULARTERM,s.receiveShadows)}}\n/**\n * Prepares the list of attributes required for bones according to the effect defines.\n * @param attribs The current list of supported attribs\n * @param mesh The mesh to prepare the bones attributes for\n * @param defines The current Defines of the effect\n * @param fallbacks The current effect fallback strategy\n */function PrepareAttributesForBones(e,s,r,t){if(r.NUM_BONE_INFLUENCERS>0){t.addCPUSkinningFallback(0,s);e.push(\"matricesIndices\");e.push(\"matricesWeights\");if(r.NUM_BONE_INFLUENCERS>4){e.push(\"matricesIndicesExtra\");e.push(\"matricesWeightsExtra\")}}}\n/**\n * Check and prepare the list of attributes required for instances according to the effect defines.\n * @param attribs The current list of supported attribs\n * @param defines The current MaterialDefines of the effect\n */function PrepareAttributesForInstances(e,s){(s.INSTANCES||s.THIN_INSTANCES)&&PushAttributesForInstances(e,!!s.PREPASS_VELOCITY);s.INSTANCESCOLOR&&e.push(\"instanceColor\")}\n/**\n * This helps decreasing rank by rank the shadow quality (0 being the highest rank and quality)\n * @param defines The defines to update while falling back\n * @param fallbacks The authorized effect fallbacks\n * @param maxSimultaneousLights The maximum number of lights allowed\n * @param rank the current rank of the Effect\n * @returns The newly affected rank\n */function HandleFallbacksForShadows(e,s,r=4,t=0){let n=0;for(let a=0;a<r;a++){if(!e[\"LIGHT\"+a])break;if(a>0){n=t+a;s.addFallback(n,\"LIGHT\"+a)}if(!e.SHADOWS){e[\"SHADOW\"+a]&&s.addFallback(t,\"SHADOW\"+a);e[\"SHADOWPCF\"+a]&&s.addFallback(t,\"SHADOWPCF\"+a);e[\"SHADOWPCSS\"+a]&&s.addFallback(t,\"SHADOWPCSS\"+a);e[\"SHADOWPOISSON\"+a]&&s.addFallback(t,\"SHADOWPOISSON\"+a);e[\"SHADOWESM\"+a]&&s.addFallback(t,\"SHADOWESM\"+a);e[\"SHADOWCLOSEESM\"+a]&&s.addFallback(t,\"SHADOWCLOSEESM\"+a)}}return n++}\n/**\n * Gets the current status of the fog (should it be enabled?)\n * @param mesh defines the mesh to evaluate for fog support\n * @param scene defines the hosting scene\n * @returns true if fog must be enabled\n */function GetFogState(e,s){return s.fogEnabled&&e.applyFog&&s.fogMode!==0}\n/**\n * Helper used to prepare the list of defines associated with misc. values for shader compilation\n * @param mesh defines the current mesh\n * @param scene defines the current scene\n * @param useLogarithmicDepth defines if logarithmic depth has to be turned on\n * @param pointsCloud defines if point cloud rendering has to be turned on\n * @param fogEnabled defines if fog has to be turned on\n * @param alphaTest defines if alpha testing has to be turned on\n * @param defines defines the current list of defines\n * @param applyDecalAfterDetail Defines if the decal is applied after or before the detail\n */function PrepareDefinesForMisc(e,s,r,t,n,a,o,i=false){if(o._areMiscDirty){o.LOGARITHMICDEPTH=r;o.POINTSIZE=t;o.FOG=n&&GetFogState(e,s);o.NONUNIFORMSCALING=e.nonUniformScaling;o.ALPHATEST=a;o.DECAL_AFTER_DETAIL=i}}\n/**\n * Prepares the defines related to the light information passed in parameter\n * @param scene The scene we are intending to draw\n * @param mesh The mesh the effect is compiling for\n * @param defines The defines to update\n * @param specularSupported Specifies whether specular is supported or not (override lights data)\n * @param maxSimultaneousLights Specifies how manuy lights can be added to the effect at max\n * @param disableLighting Specifies whether the lighting is disabled (override scene and light)\n * @returns true if normals will be required for the rest of the effect\n */function PrepareDefinesForLights(e,s,r,t,n=4,a=false){if(!r._areLightsDirty)return r._needNormals;let o=0;const i={needNormals:r._needNormals,needRebuild:false,lightmapMode:false,shadowEnabled:false,specularEnabled:false};if(e.lightsEnabled&&!a)for(const a of s.lightSources){PrepareDefinesForLight(e,s,a,o,r,t,i);o++;if(o===n)break}r.SPECULARTERM=i.specularEnabled;r.SHADOWS=i.shadowEnabled;for(let e=o;e<n;e++)if(r[\"LIGHT\"+e]!==void 0){r[\"LIGHT\"+e]=false;r[\"HEMILIGHT\"+e]=false;r[\"POINTLIGHT\"+e]=false;r[\"DIRLIGHT\"+e]=false;r[\"SPOTLIGHT\"+e]=false;r[\"AREALIGHT\"+e]=false;r[\"SHADOW\"+e]=false;r[\"SHADOWCSM\"+e]=false;r[\"SHADOWCSMDEBUG\"+e]=false;r[\"SHADOWCSMNUM_CASCADES\"+e]=false;r[\"SHADOWCSMUSESHADOWMAXZ\"+e]=false;r[\"SHADOWCSMNOBLEND\"+e]=false;r[\"SHADOWCSM_RIGHTHANDED\"+e]=false;r[\"SHADOWPCF\"+e]=false;r[\"SHADOWPCSS\"+e]=false;r[\"SHADOWPOISSON\"+e]=false;r[\"SHADOWESM\"+e]=false;r[\"SHADOWCLOSEESM\"+e]=false;r[\"SHADOWCUBE\"+e]=false;r[\"SHADOWLOWQUALITY\"+e]=false;r[\"SHADOWMEDIUMQUALITY\"+e]=false}const E=e.getEngine().getCaps();r.SHADOWFLOAT===void 0&&(i.needRebuild=true);r.SHADOWFLOAT=i.shadowEnabled&&(E.textureFloatRender&&E.textureFloatLinearFiltering||E.textureHalfFloatRender&&E.textureHalfFloatLinearFiltering);r.LIGHTMAPEXCLUDED=i.lightmapMode;i.needRebuild&&r.rebuild();return i.needNormals}\n/**\n * Prepares the defines related to the light information passed in parameter\n * @param scene The scene we are intending to draw\n * @param mesh The mesh the effect is compiling for\n * @param light The light the effect is compiling for\n * @param lightIndex The index of the light\n * @param defines The defines to update\n * @param specularSupported Specifies whether specular is supported or not (override lights data)\n * @param state Defines the current state regarding what is needed (normals, etc...)\n * @param state.needNormals\n * @param state.needRebuild\n * @param state.shadowEnabled\n * @param state.specularEnabled\n * @param state.lightmapMode\n */function PrepareDefinesForLight(e,s,r,n,a,o,i){i.needNormals=true;a[\"LIGHT\"+n]===void 0&&(i.needRebuild=true);a[\"LIGHT\"+n]=true;a[\"SPOTLIGHT\"+n]=false;a[\"HEMILIGHT\"+n]=false;a[\"POINTLIGHT\"+n]=false;a[\"DIRLIGHT\"+n]=false;a[\"AREALIGHT\"+n]=false;r.prepareLightSpecificDefines(a,n);a[\"LIGHT_FALLOFF_PHYSICAL\"+n]=false;a[\"LIGHT_FALLOFF_GLTF\"+n]=false;a[\"LIGHT_FALLOFF_STANDARD\"+n]=false;switch(r.falloffType){case t.FALLOFF_GLTF:a[\"LIGHT_FALLOFF_GLTF\"+n]=true;break;case t.FALLOFF_PHYSICAL:a[\"LIGHT_FALLOFF_PHYSICAL\"+n]=true;break;case t.FALLOFF_STANDARD:a[\"LIGHT_FALLOFF_STANDARD\"+n]=true;break}o&&!r.specular.equalsFloats(0,0,0)&&(i.specularEnabled=true);a[\"SHADOW\"+n]=false;a[\"SHADOWCSM\"+n]=false;a[\"SHADOWCSMDEBUG\"+n]=false;a[\"SHADOWCSMNUM_CASCADES\"+n]=false;a[\"SHADOWCSMUSESHADOWMAXZ\"+n]=false;a[\"SHADOWCSMNOBLEND\"+n]=false;a[\"SHADOWCSM_RIGHTHANDED\"+n]=false;a[\"SHADOWPCF\"+n]=false;a[\"SHADOWPCSS\"+n]=false;a[\"SHADOWPOISSON\"+n]=false;a[\"SHADOWESM\"+n]=false;a[\"SHADOWCLOSEESM\"+n]=false;a[\"SHADOWCUBE\"+n]=false;a[\"SHADOWLOWQUALITY\"+n]=false;a[\"SHADOWMEDIUMQUALITY\"+n]=false;if(s&&s.receiveShadows&&e.shadowsEnabled&&r.shadowEnabled){const s=r.getShadowGenerator(e.activeCamera)??r.getShadowGenerator();if(s){const e=s.getShadowMap();if(e&&e.renderList&&e.renderList.length>0){i.shadowEnabled=true;s.prepareDefines(a,n)}}}if(r.lightmapMode!=t.LIGHTMAP_DEFAULT){i.lightmapMode=true;a[\"LIGHTMAPEXCLUDED\"+n]=true;a[\"LIGHTMAPNOSPECULAR\"+n]=r.lightmapMode==t.LIGHTMAP_SHADOWSONLY}else{a[\"LIGHTMAPEXCLUDED\"+n]=false;a[\"LIGHTMAPNOSPECULAR\"+n]=false}}\n/**\n * Helper used to prepare the list of defines associated with frame values for shader compilation\n * @param scene defines the current scene\n * @param engine defines the current engine\n * @param material defines the material we are compiling the shader for\n * @param defines specifies the list of active defines\n * @param useInstances defines if instances have to be turned on\n * @param useClipPlane defines if clip plane have to be turned on\n * @param useThinInstances defines if thin instances have to be turned on\n */function PrepareDefinesForFrameBoundValues(e,s,r,t,a,o=null,i=false){let E=PrepareDefinesForCamera(e,t);o!==false&&(E=n(r,e,t));if(t.DEPTHPREPASS!==!s.getColorWrite()){t.DEPTHPREPASS=!t.DEPTHPREPASS;E=true}if(t.INSTANCES!==a){t.INSTANCES=a;E=true}if(t.THIN_INSTANCES!==i){t.THIN_INSTANCES=i;E=true}E&&t.markAsUnprocessed()}\n/**\n * Prepares the defines for bones\n * @param mesh The mesh containing the geometry data we will draw\n * @param defines The defines to update\n */function PrepareDefinesForBones(e,s){if(e.useBones&&e.computeBonesUsingShaders&&e.skeleton){s.NUM_BONE_INFLUENCERS=e.numBoneInfluencers;const r=s.BONETEXTURE!==void 0;if(e.skeleton.isUsingTextureForMatrices&&r)s.BONETEXTURE=true;else{s.BonesPerMesh=e.skeleton.bones.length+1;s.BONETEXTURE=!r&&void 0;const t=e.getScene().prePassRenderer;if(t&&t.enabled){const r=t.excludedSkinnedMesh.indexOf(e)===-1;s.BONES_VELOCITY_ENABLED=r}}}else{s.NUM_BONE_INFLUENCERS=0;s.BonesPerMesh=0;s.BONETEXTURE!==void 0&&(s.BONETEXTURE=false)}}\n/**\n * Prepares the defines for morph targets\n * @param mesh The mesh containing the geometry data we will draw\n * @param defines The defines to update\n */function PrepareDefinesForMorphTargets(e,s){const r=e.morphTargetManager;if(r){s.MORPHTARGETS_UV=r.supportsUVs&&s.UV1;s.MORPHTARGETS_UV2=r.supportsUV2s&&s.UV2;s.MORPHTARGETS_TANGENT=r.supportsTangents&&s.TANGENT;s.MORPHTARGETS_NORMAL=r.supportsNormals&&s.NORMAL;s.MORPHTARGETS_POSITION=r.supportsPositions;s.MORPHTARGETS_COLOR=r.supportsColors;s.MORPHTARGETTEXTURE_HASUVS=r.hasUVs;s.MORPHTARGETTEXTURE_HASUV2S=r.hasUV2s;s.MORPHTARGETTEXTURE_HASTANGENTS=r.hasTangents;s.MORPHTARGETTEXTURE_HASNORMALS=r.hasNormals;s.MORPHTARGETTEXTURE_HASPOSITIONS=r.hasPositions;s.MORPHTARGETTEXTURE_HASCOLORS=r.hasColors;s.NUM_MORPH_INFLUENCERS=r.numMaxInfluencers||r.numInfluencers;s.MORPHTARGETS=s.NUM_MORPH_INFLUENCERS>0;s.MORPHTARGETS_TEXTURE=r.isUsingTextureForTargets}else{s.MORPHTARGETS_UV=false;s.MORPHTARGETS_UV2=false;s.MORPHTARGETS_TANGENT=false;s.MORPHTARGETS_NORMAL=false;s.MORPHTARGETS_POSITION=false;s.MORPHTARGETS_COLOR=false;s.MORPHTARGETTEXTURE_HASUVS=false;s.MORPHTARGETTEXTURE_HASUV2S=false;s.MORPHTARGETTEXTURE_HASTANGENTS=false;s.MORPHTARGETTEXTURE_HASNORMALS=false;s.MORPHTARGETTEXTURE_HASPOSITIONS=false;s.MORPHTARGETTEXTURE_HAS_COLORS=false;s.MORPHTARGETS=false;s.NUM_MORPH_INFLUENCERS=0}}\n/**\n * Prepares the defines for baked vertex animation\n * @param mesh The mesh containing the geometry data we will draw\n * @param defines The defines to update\n */function PrepareDefinesForBakedVertexAnimation(e,s){const r=e.bakedVertexAnimationManager;s.BAKED_VERTEX_ANIMATION_TEXTURE=!(!r||!r.isEnabled)}\n/**\n * Prepares the defines used in the shader depending on the attributes data available in the mesh\n * @param mesh The mesh containing the geometry data we will draw\n * @param defines The defines to update\n * @param useVertexColor Precise whether vertex colors should be used or not (override mesh info)\n * @param useBones Precise whether bones should be used or not (override mesh info)\n * @param useMorphTargets Precise whether morph targets should be used or not (override mesh info)\n * @param useVertexAlpha Precise whether vertex alpha should be used or not (override mesh info)\n * @param useBakedVertexAnimation Precise whether baked vertex animation should be used or not (override mesh info)\n * @returns false if defines are considered not dirty and have not been checked\n */function PrepareDefinesForAttributes(e,s,r,t,n=false,a=true,o=true){if(!s._areAttributesDirty&&s._needNormals===s._normals&&s._needUVs===s._uvs)return false;s._normals=s._needNormals;s._uvs=s._needUVs;s.NORMAL=s._needNormals&&e.isVerticesDataPresent(\"normal\");s._needNormals&&e.isVerticesDataPresent(\"tangent\")&&(s.TANGENT=true);for(let r=1;r<=6;++r)s[\"UV\"+r]=!!s._needUVs&&e.isVerticesDataPresent(`uv${r===1?\"\":r}`);if(r){const r=e.useVertexColors&&e.isVerticesDataPresent(\"color\");s.VERTEXCOLOR=r;s.VERTEXALPHA=e.hasVertexAlpha&&r&&a}e.isVerticesDataPresent(\"instanceColor\")&&(e.hasInstances||e.hasThinInstances)&&(s.INSTANCESCOLOR=true);t&&PrepareDefinesForBones(e,s);n&&PrepareDefinesForMorphTargets(e,s);o&&PrepareDefinesForBakedVertexAnimation(e,s);return true}\n/**\n * Prepares the defines related to multiview\n * @param scene The scene we are intending to draw\n * @param defines The defines to update\n */function PrepareDefinesForMultiview(e,s){if(e.activeCamera){const r=s.MULTIVIEW;s.MULTIVIEW=e.activeCamera.outputRenderTarget!==null&&e.activeCamera.outputRenderTarget.getViewCount()>1;s.MULTIVIEW!=r&&s.markAsUnprocessed()}}\n/**\n * Prepares the defines related to order independant transparency\n * @param scene The scene we are intending to draw\n * @param defines The defines to update\n * @param needAlphaBlending Determines if the material needs alpha blending\n */function PrepareDefinesForOIT(e,s,r){const t=s.ORDER_INDEPENDENT_TRANSPARENCY;const n=s.ORDER_INDEPENDENT_TRANSPARENCY_16BITS;s.ORDER_INDEPENDENT_TRANSPARENCY=e.useOrderIndependentTransparency&&r;s.ORDER_INDEPENDENT_TRANSPARENCY_16BITS=!e.getEngine().getCaps().textureFloatLinearFiltering;t===s.ORDER_INDEPENDENT_TRANSPARENCY&&n===s.ORDER_INDEPENDENT_TRANSPARENCY_16BITS||s.markAsUnprocessed()}\n/**\n * Prepares the defines related to the prepass\n * @param scene The scene we are intending to draw\n * @param defines The defines to update\n * @param canRenderToMRT Indicates if this material renders to several textures in the prepass\n */function PrepareDefinesForPrePass(e,s,r){const t=s.PREPASS;if(!s._arePrePassDirty)return;const n=[{type:1,define:\"PREPASS_POSITION\",index:\"PREPASS_POSITION_INDEX\"},{type:9,define:\"PREPASS_LOCAL_POSITION\",index:\"PREPASS_LOCAL_POSITION_INDEX\"},{type:2,define:\"PREPASS_VELOCITY\",index:\"PREPASS_VELOCITY_INDEX\"},{type:11,define:\"PREPASS_VELOCITY_LINEAR\",index:\"PREPASS_VELOCITY_LINEAR_INDEX\"},{type:3,define:\"PREPASS_REFLECTIVITY\",index:\"PREPASS_REFLECTIVITY_INDEX\"},{type:0,define:\"PREPASS_IRRADIANCE\",index:\"PREPASS_IRRADIANCE_INDEX\"},{type:7,define:\"PREPASS_ALBEDO_SQRT\",index:\"PREPASS_ALBEDO_SQRT_INDEX\"},{type:5,define:\"PREPASS_DEPTH\",index:\"PREPASS_DEPTH_INDEX\"},{type:10,define:\"PREPASS_SCREENSPACE_DEPTH\",index:\"PREPASS_SCREENSPACE_DEPTH_INDEX\"},{type:6,define:\"PREPASS_NORMAL\",index:\"PREPASS_NORMAL_INDEX\"},{type:8,define:\"PREPASS_WORLD_NORMAL\",index:\"PREPASS_WORLD_NORMAL_INDEX\"}];if(e.prePassRenderer&&e.prePassRenderer.enabled&&r){s.PREPASS=true;s.SCENE_MRT_COUNT=e.prePassRenderer.mrtCount;s.PREPASS_NORMAL_WORLDSPACE=e.prePassRenderer.generateNormalsInWorldSpace;s.PREPASS_COLOR=true;s.PREPASS_COLOR_INDEX=0;for(let r=0;r<n.length;r++){const t=e.prePassRenderer.getIndex(n[r].type);if(t!==-1){s[n[r].define]=true;s[n[r].index]=t}else s[n[r].define]=false}}else{s.PREPASS=false;for(let e=0;e<n.length;e++)s[n[e].define]=false}if(s.PREPASS!=t){s.markAsUnprocessed();s.markAsImageProcessingDirty()}}\n/**\n * Helper used to prepare the defines relative to the active camera\n * @param scene defines the current scene\n * @param defines specifies the list of active defines\n * @returns true if the defines have been updated, else false\n */function PrepareDefinesForCamera(e,s){let r=false;if(e.activeCamera){const t=s.CAMERA_ORTHOGRAPHIC?1:0;const n=s.CAMERA_PERSPECTIVE?1:0;const a=e.activeCamera.mode===1?1:0;const o=e.activeCamera.mode===0?1:0;if(t^a||n^o){s.CAMERA_ORTHOGRAPHIC=a===1;s.CAMERA_PERSPECTIVE=o===1;r=true}}return r}\n/**\n * Prepares the uniforms and samplers list to be used in the effect (for a specific light)\n * @param lightIndex defines the light index\n * @param uniformsList The uniform list\n * @param samplersList The sampler list\n * @param projectedLightTexture defines if projected texture must be used\n * @param uniformBuffersList defines an optional list of uniform buffers\n * @param updateOnlyBuffersList True to only update the uniformBuffersList array\n * @param iesLightTexture defines if IES texture must be used\n */function PrepareUniformsAndSamplersForLight(e,s,r,t,n=null,a=false,o=false){n&&n.push(\"Light\"+e);if(!a){s.push(\"vLightData\"+e,\"vLightDiffuse\"+e,\"vLightSpecular\"+e,\"vLightDirection\"+e,\"vLightWidth\"+e,\"vLightHeight\"+e,\"vLightFalloff\"+e,\"vLightGround\"+e,\"lightMatrix\"+e,\"shadowsInfo\"+e,\"depthValues\"+e);r.push(\"shadowTexture\"+e);r.push(\"depthTexture\"+e);s.push(\"viewFrustumZ\"+e,\"cascadeBlendFactor\"+e,\"lightSizeUVCorrection\"+e,\"depthCorrection\"+e,\"penumbraDarkness\"+e,\"frustumLengths\"+e);if(t){r.push(\"projectionLightTexture\"+e);s.push(\"textureProjectionMatrix\"+e)}o&&r.push(\"iesLightTexture\"+e)}}\n/**\n * Prepares the uniforms and samplers list to be used in the effect\n * @param uniformsListOrOptions The uniform names to prepare or an EffectCreationOptions containing the list and extra information\n * @param samplersList The sampler list\n * @param defines The defines helping in the list generation\n * @param maxSimultaneousLights The maximum number of simultaneous light allowed in the effect\n */function PrepareUniformsAndSamplersList(e,s,r,t=4){let n;let a;if(e.uniformsNames){const o=e;n=o.uniformsNames;a=o.uniformBuffersNames;s=o.samplers;r=o.defines;t=o.maxSimultaneousLights||0}else{n=e;s||(s=[])}for(let e=0;e<t;e++){if(!r[\"LIGHT\"+e])break;PrepareUniformsAndSamplersForLight(e,n,s,r[\"PROJECTEDLIGHTTEXTURE\"+e],a,false,r[\"IESLIGHTTEXTURE\"+e])}if(r.NUM_MORPH_INFLUENCERS){n.push(\"morphTargetInfluences\");n.push(\"morphTargetCount\")}if(r.BAKED_VERTEX_ANIMATION_TEXTURE){n.push(\"bakedVertexAnimationSettings\");n.push(\"bakedVertexAnimationTextureSizeInverted\");n.push(\"bakedVertexAnimationTime\");s.push(\"bakedVertexAnimationTexture\")}}export{BindBonesParameters,BindFogParameters,BindLight,BindLightProperties,BindLights,BindLogDepth,BindMorphTargetParameters,BindSceneUniformBuffer,BindTextureMatrix,GetFogState,HandleFallbacksForShadows,PrepareAttributesForBakedVertexAnimation,PrepareAttributesForBones,PrepareAttributesForInstances,PrepareAttributesForMorphTargets,PrepareAttributesForMorphTargetsInfluencers,PrepareDefinesAndAttributesForMorphTargets,PrepareDefinesForAttributes,PrepareDefinesForBakedVertexAnimation,PrepareDefinesForBones,PrepareDefinesForCamera,PrepareDefinesForFrameBoundValues,PrepareDefinesForLight,PrepareDefinesForLights,PrepareDefinesForMergedUV,PrepareDefinesForMisc,PrepareDefinesForMorphTargets,PrepareDefinesForMultiview,PrepareDefinesForOIT,PrepareDefinesForPrePass,PrepareUniformsAndSamplersForLight,PrepareUniformsAndSamplersList,PushAttributesForInstances};\n//# sourceMappingURL=materialHelper.functions.js.map\n","import{__decorate as e}from\"../tslib.es6.js\";import{serialize as t}from\"../Misc/decorators.js\";import{Tools as i}from\"../Misc/tools.js\";import{Observable as s}from\"../Misc/observable.js\";import{EngineStore as a}from\"../Engines/engineStore.js\";import{SubMesh as r}from\"../Meshes/subMesh.js\";import{U as n}from\"../_/DMkv-Omk.js\";import{Logger as l}from\"../Misc/logger.js\";import{Plane as o}from\"../Maths/math.plane.js\";import{DrawWrapper as h}from\"./drawWrapper.js\";import{SerializationHelper as c}from\"../Misc/decorators.serialization.js\";import{BindSceneUniformBuffer as u}from\"./materialHelper.functions.js\";import\"../_/SxHYZ7_O.js\";import\"../Misc/domManagement.js\";import\"../_/BrNwFyDm.js\";import\"../Misc/precisionDate.js\";import\"../_/CY5CD3a_.js\";import\"../Misc/webRequest.js\";import\"../_/Qih3l7lC.js\";import\"../Misc/error.js\";import\"../Misc/stringTools.js\";import\"../_/CX9Zyq1P.js\";import\"../Engines/shaderStore.js\";import\"../Misc/timingTools.js\";import\"../_/Cn202uVB.js\";import\"../_/BjBO3Vqv.js\";import\"../_/BbEdeXLR.js\";import\"./Textures/Loaders/textureLoaderManager.js\";import\"../_/DKmLrVdL.js\";import\"../Misc/typeStore.js\";import\"../Misc/guid.js\";import\"../_/DI68bezJ.js\";import\"../Buffers/buffer.js\";import\"../_/BDtJaKhy.js\";import\"../Buffers/bufferUtils.js\";import\"../Collisions/intersectionInfo.js\";import\"../Culling/boundingInfo.js\";import\"../Misc/arrayTools.js\";import\"../Maths/math.vector.js\";import\"../Maths/math.constants.js\";import\"../_/BXd1Jdj1.js\";import\"../Culling/boundingBox.js\";import\"../Culling/boundingSphere.js\";import\"../_/B8Hr9e10.js\";import\"../_/CoucjtsB.js\";import\"../Maths/math.color.js\";import\"../_/CiiK0JQ3.js\";import\"./clipPlaneMaterialHelper.js\";class MaterialStencilState{constructor(){this.reset()}reset(){this.enabled=false;this.mask=255;this.func=519;this.funcRef=1;this.funcMask=255;this.opStencilFail=7680;this.opDepthFail=7680;this.opStencilDepthPass=7681}get func(){return this._func}set func(e){this._func=e}get funcRef(){return this._funcRef}set funcRef(e){this._funcRef=e}get funcMask(){return this._funcMask}set funcMask(e){this._funcMask=e}get opStencilFail(){return this._opStencilFail}set opStencilFail(e){this._opStencilFail=e}get opDepthFail(){return this._opDepthFail}set opDepthFail(e){this._opDepthFail=e}get opStencilDepthPass(){return this._opStencilDepthPass}set opStencilDepthPass(e){this._opStencilDepthPass=e}get mask(){return this._mask}set mask(e){this._mask=e}get enabled(){return this._enabled}set enabled(e){this._enabled=e}\n/**\n     * Get the current class name, useful for serialization or dynamic coding.\n     * @returns \"MaterialStencilState\"\n     */getClassName(){return\"MaterialStencilState\"}\n/**\n     * Makes a duplicate of the current configuration into another one.\n     * @param stencilState defines stencil state where to copy the info\n     */copyTo(e){c.Clone((()=>e),this)}\n/**\n     * Serializes this stencil configuration.\n     * @returns - An object with the serialized config.\n     */serialize(){return c.Serialize(this)}\n/**\n     * Parses a stencil state configuration from a serialized object.\n     * @param source - Serialized object.\n     * @param scene Defines the scene we are parsing for\n     * @param rootUrl Defines the rootUrl to load from\n     */parse(e,t,i){c.Parse((()=>this),e,t,i)}}e([t()],MaterialStencilState.prototype,\"func\",null);e([t()],MaterialStencilState.prototype,\"funcRef\",null);e([t()],MaterialStencilState.prototype,\"funcMask\",null);e([t()],MaterialStencilState.prototype,\"opStencilFail\",null);e([t()],MaterialStencilState.prototype,\"opDepthFail\",null);e([t()],MaterialStencilState.prototype,\"opStencilDepthPass\",null);e([t()],MaterialStencilState.prototype,\"mask\",null);e([t()],MaterialStencilState.prototype,\"enabled\",null);class Material{get _supportGlowLayer(){return false}set _glowModeEnabled(e){}get shaderLanguage(){return this._shaderLanguage}get canRenderToMRT(){return false}set alpha(e){if(this._alpha===e)return;const t=this._alpha;this._alpha=e;t!==1&&e!==1||this.markAsDirty(Material.MiscDirtyFlag+Material.PrePassDirtyFlag)}get alpha(){return this._alpha}set backFaceCulling(e){if(this._backFaceCulling!==e){this._backFaceCulling=e;this.markAsDirty(Material.TextureDirtyFlag)}}get backFaceCulling(){return this._backFaceCulling}set cullBackFaces(e){if(this._cullBackFaces!==e){this._cullBackFaces=e;this.markAsDirty(Material.TextureDirtyFlag)}}get cullBackFaces(){return this._cullBackFaces}get blockDirtyMechanism(){return this._blockDirtyMechanism}set blockDirtyMechanism(e){if(this._blockDirtyMechanism!==e){this._blockDirtyMechanism=e;e||this.markDirty()}}\n/**\n     * This allows you to modify the material without marking it as dirty after every change.\n     * This function should be used if you need to make more than one dirty-enabling change to the material - adding a texture, setting a new fill mode and so on.\n     * The callback will pass the material as an argument, so you can make your changes to it.\n     * @param callback the callback to be executed that will update the material\n     */atomicMaterialsUpdate(e){this.blockDirtyMechanism=true;try{e(this)}finally{this.blockDirtyMechanism=false}}get hasRenderTargetTextures(){this._eventInfo.hasRenderTargetTextures=false;this._callbackPluginEventHasRenderTargetTextures(this._eventInfo);return this._eventInfo.hasRenderTargetTextures}set onDispose(e){this._onDisposeObserver&&this.onDisposeObservable.remove(this._onDisposeObserver);this._onDisposeObserver=this.onDisposeObservable.add(e)}get onBindObservable(){this._onBindObservable||(this._onBindObservable=new s);return this._onBindObservable}set onBind(e){this._onBindObserver&&this.onBindObservable.remove(this._onBindObserver);this._onBindObserver=this.onBindObservable.add(e)}get onUnBindObservable(){this._onUnBindObservable||(this._onUnBindObservable=new s);return this._onUnBindObservable}get onEffectCreatedObservable(){this._onEffectCreatedObservable||(this._onEffectCreatedObservable=new s);return this._onEffectCreatedObservable}set alphaMode(e){if(this._alphaMode!==e){this._alphaMode=e;this.markAsDirty(Material.TextureDirtyFlag)}}get alphaMode(){return this._alphaMode}set needDepthPrePass(e){if(this._needDepthPrePass!==e){this._needDepthPrePass=e;this._needDepthPrePass&&(this.checkReadyOnEveryCall=true)}}get needDepthPrePass(){return this._needDepthPrePass}get isPrePassCapable(){return false}set fogEnabled(e){if(this._fogEnabled!==e){this._fogEnabled=e;this.markAsDirty(Material.MiscDirtyFlag)}}get fogEnabled(){return this._fogEnabled}get wireframe(){switch(this._fillMode){case Material.WireFrameFillMode:case Material.LineListDrawMode:case Material.LineLoopDrawMode:case Material.LineStripDrawMode:return true}return this._scene.forceWireframe}set wireframe(e){this.fillMode=e?Material.WireFrameFillMode:Material.TriangleFillMode}get pointsCloud(){switch(this._fillMode){case Material.PointFillMode:case Material.PointListDrawMode:return true}return this._scene.forcePointsCloud}set pointsCloud(e){this.fillMode=e?Material.PointFillMode:Material.TriangleFillMode}get fillMode(){return this._fillMode}set fillMode(e){if(this._fillMode!==e){this._fillMode=e;this.markAsDirty(Material.MiscDirtyFlag)}}get useLogarithmicDepth(){return this._useLogarithmicDepth}set useLogarithmicDepth(e){const t=this.getScene().getEngine().getCaps().fragmentDepthSupported;e&&!t&&l.Warn(\"Logarithmic depth has been requested for a material on a device that doesn't support it.\");this._useLogarithmicDepth=e&&t;this._markAllSubMeshesAsMiscDirty()}_getDrawWrapper(){return this._drawWrapper}_setDrawWrapper(e){this._drawWrapper=e}\n/**\n     * Creates a material instance\n     * @param name defines the name of the material\n     * @param scene defines the scene to reference\n     * @param doNotAdd specifies if the material should be added to the scene\n     * @param forceGLSL Use the GLSL code generation for the shader (even on WebGPU). Default is false\n     */constructor(e,t,r,l=false){this.shadowDepthWrapper=null;this.allowShaderHotSwapping=true;this._shaderLanguage=0;this._forceGLSL=false;this.metadata=null;this.reservedDataStore=null;this.checkReadyOnEveryCall=false;this.checkReadyOnlyOnce=false;this.state=\"\";this._alpha=1;this._backFaceCulling=true;this._cullBackFaces=true;this._blockDirtyMechanism=false;this.sideOrientation=null;this.onCompiled=null;this.onError=null;this.getRenderTargetTextures=null;this.doNotSerialize=false;this._storeEffectOnSubMeshes=false;this.animations=null;this.onDisposeObservable=new s;this._onDisposeObserver=null;this._onUnBindObservable=null;this._onBindObserver=null;this._alphaMode=2;this._needDepthPrePass=false;this.disableDepthWrite=false;this.disableColorWrite=false;this.forceDepthWrite=false;this.depthFunction=0;this.separateCullingPass=false;this._fogEnabled=true;this.pointSize=1;this.zOffset=0;this.zOffsetUnits=0;this.stencil=new MaterialStencilState;this._useUBO=false;this._fillMode=Material.TriangleFillMode;this._cachedDepthWriteState=false;this._cachedColorWriteState=false;this._cachedDepthFunctionState=0;this._indexInSceneMaterialArray=-1;this.meshMap=null;this._parentContainer=null;this._uniformBufferLayoutBuilt=false;this._eventInfo={};this._callbackPluginEventGeneric=()=>{};this._callbackPluginEventIsReadyForSubMesh=()=>{};this._callbackPluginEventPrepareDefines=()=>{};this._callbackPluginEventPrepareDefinesBeforeAttributes=()=>{};this._callbackPluginEventHardBindForSubMesh=()=>{};this._callbackPluginEventBindForSubMesh=()=>{};this._callbackPluginEventHasRenderTargetTextures=()=>{};this._callbackPluginEventFillRenderTargetTextures=()=>{};this._transparencyMode=null;this.name=e;const o=t||a.LastCreatedScene;if(o){this._scene=o;this._dirtyCallbacks={};this._forceGLSL=l;this._dirtyCallbacks[1]=this._markAllSubMeshesAsTexturesDirty.bind(this);this._dirtyCallbacks[2]=this._markAllSubMeshesAsLightsDirty.bind(this);this._dirtyCallbacks[4]=this._markAllSubMeshesAsFresnelDirty.bind(this);this._dirtyCallbacks[8]=this._markAllSubMeshesAsAttributesDirty.bind(this);this._dirtyCallbacks[16]=this._markAllSubMeshesAsMiscDirty.bind(this);this._dirtyCallbacks[32]=this._markAllSubMeshesAsPrePassDirty.bind(this);this._dirtyCallbacks[127]=this._markAllSubMeshesAsAllDirty.bind(this);this.id=e||i.RandomId();this.uniqueId=this._scene.getUniqueId();this._materialContext=this._scene.getEngine().createMaterialContext();this._drawWrapper=new h(this._scene.getEngine(),false);this._drawWrapper.materialContext=this._materialContext;this._uniformBuffer=new n(this._scene.getEngine(),void 0,void 0,e);this._useUBO=this.getScene().getEngine().supportsUniformBuffers;this._createUniformBuffer();r||this._scene.addMaterial(this);this._scene.useMaterialMeshMap&&(this.meshMap={});Material.OnEventObservable.notifyObservers(this,1)}}_createUniformBuffer(){const e=this.getScene().getEngine();this._uniformBuffer?.dispose();if(e.isWebGPU&&!this._forceGLSL){this._uniformBuffer=new n(e,void 0,void 0,this.name,true);this._shaderLanguage=1}else this._uniformBuffer=new n(this._scene.getEngine(),void 0,void 0,this.name);this._uniformBufferLayoutBuilt=false}\n/**\n     * Returns a string representation of the current material\n     * @param fullDetails defines a boolean indicating which levels of logging is desired\n     * @returns a string with material information\n     */\ntoString(e){const t=\"Name: \"+this.name;return t}\n/**\n     * Gets the class name of the material\n     * @returns a string with the class name of the material\n     */getClassName(){return\"Material\"}get _isMaterial(){return true}get isFrozen(){return this.checkReadyOnlyOnce}freeze(){this.markDirty();this.checkReadyOnlyOnce=true}unfreeze(){this.markDirty();this.checkReadyOnlyOnce=false}\n/**\n     * Specifies if the material is ready to be used\n     * @param mesh defines the mesh to check\n     * @param useInstances specifies if instances should be used\n     * @returns a boolean indicating if the material is ready to be used\n     */\nisReady(e,t){return true}\n/**\n     * Specifies that the submesh is ready to be used\n     * @param mesh defines the mesh to check\n     * @param subMesh defines which submesh to check\n     * @param useInstances specifies that instances should be used\n     * @returns a boolean indicating that the submesh is ready or not\n     */\nisReadyForSubMesh(e,t,i){const s=t.materialDefines;if(!s)return false;this._eventInfo.isReadyForSubMesh=true;this._eventInfo.defines=s;this._callbackPluginEventIsReadyForSubMesh(this._eventInfo);return this._eventInfo.isReadyForSubMesh}\n/**\n     * Returns the material effect\n     * @returns the effect associated with the material\n     */getEffect(){return this._drawWrapper.effect}\n/**\n     * Returns the current scene\n     * @returns a Scene\n     */getScene(){return this._scene}_getEffectiveOrientation(e){return this.sideOrientation!==null?this.sideOrientation:e.sideOrientation}get transparencyMode(){return this._transparencyMode}set transparencyMode(e){if(this._transparencyMode!==e){this._transparencyMode=e;this._markAllSubMeshesAsTexturesAndMiscDirty()}}get _hasTransparencyMode(){return this._transparencyMode!=null}get _transparencyModeIsBlend(){return this._transparencyMode===Material.MATERIAL_ALPHABLEND||this._transparencyMode===Material.MATERIAL_ALPHATESTANDBLEND}get _transparencyModeIsTest(){return this._transparencyMode===Material.MATERIAL_ALPHATEST||this._transparencyMode===Material.MATERIAL_ALPHATESTANDBLEND}get _disableAlphaBlending(){return this._transparencyMode===Material.MATERIAL_OPAQUE||this._transparencyMode===Material.MATERIAL_ALPHATEST}\n/**\n     * Specifies whether or not this material should be rendered in alpha blend mode.\n     * @returns a boolean specifying if alpha blending is needed\n     * @deprecated Please use needAlphaBlendingForMesh instead\n     */needAlphaBlending(){return this._hasTransparencyMode?this._transparencyModeIsBlend:!this._disableAlphaBlending&&this.alpha<1}\n/**\n     * Specifies if the mesh will require alpha blending\n     * @param mesh defines the mesh to check\n     * @returns a boolean specifying if alpha blending is needed for the mesh\n     */needAlphaBlendingForMesh(e){return this._hasTransparencyMode?this._transparencyModeIsBlend:e.visibility<1||!this._disableAlphaBlending&&(e.hasVertexAlpha||this.needAlphaBlending())}\n/**\n     * Specifies whether or not this material should be rendered in alpha test mode.\n     * @returns a boolean specifying if an alpha test is needed.\n     * @deprecated Please use needAlphaTestingForMesh instead\n     */needAlphaTesting(){return!!this._hasTransparencyMode&&this._transparencyModeIsTest}\n/**\n     * Specifies if material alpha testing should be turned on for the mesh\n     * @param mesh defines the mesh to check\n     * @returns a boolean specifying if alpha testing should be turned on for the mesh\n     */needAlphaTestingForMesh(e){return this._hasTransparencyMode?this._transparencyModeIsTest:!this.needAlphaBlendingForMesh(e)&&this.needAlphaTesting()}\n/**\n     * Gets the texture used for the alpha test\n     * @returns the texture to use for alpha testing\n     */getAlphaTestTexture(){return null}\n/**\n     * Marks the material to indicate that it needs to be re-calculated\n     * @param forceMaterialDirty - Forces the material to be marked as dirty for all components (same as this.markAsDirty(Material.AllDirtyFlag)). You should use this flag if the material is frozen and you want to force a recompilation.\n     */markDirty(e=false){const t=this.getScene().meshes;for(const i of t)if(i.subMeshes)for(const t of i.subMeshes)if(t.getMaterial()===this)for(const i of t._drawWrappers)if(i&&this._materialContext===i.materialContext){i._wasPreviouslyReady=false;i._wasPreviouslyUsingInstances=null;i._forceRebindOnNextCall=e}e&&this.markAsDirty(Material.AllDirtyFlag)}_preBind(e,t=null){const i=this._scene.getEngine();const s=t==null?this.sideOrientation:t;const a=s===Material.ClockWiseSideOrientation;i.enableEffect(e||this._getDrawWrapper());i.setState(this.backFaceCulling,this.zOffset,false,a,this._scene._mirroredCameraPosition?!this.cullBackFaces:this.cullBackFaces,this.stencil,this.zOffsetUnits);return a}\n/**\n     * Binds the material to the mesh\n     * @param world defines the world transformation matrix\n     * @param mesh defines the mesh to bind the material to\n     */\nbind(e,t){}buildUniformLayout(){const e=this._uniformBuffer;this._eventInfo.ubo=e;this._callbackPluginEventGeneric(8,this._eventInfo);e.create();this._uniformBufferLayoutBuilt=true}\n/**\n     * Binds the submesh to the material\n     * @param world defines the world transformation matrix\n     * @param mesh defines the mesh containing the submesh\n     * @param subMesh defines the submesh to bind the material to\n     */bindForSubMesh(e,t,i){const s=i._drawWrapper;this._eventInfo.subMesh=i;this._callbackPluginEventBindForSubMesh(this._eventInfo);s._forceRebindOnNextCall=false}\n/**\n     * Binds the world matrix to the material\n     * @param world defines the world transformation matrix\n     */\nbindOnlyWorldMatrix(e){}\n/**\n     * Binds the view matrix to the effect\n     * @param effect defines the effect to bind the view matrix to\n     */bindView(e){this._useUBO?this._needToBindSceneUbo=true:e.setMatrix(\"view\",this.getScene().getViewMatrix())}\n/**\n     * Binds the view projection and projection matrices to the effect\n     * @param effect defines the effect to bind the view projection and projection matrices to\n     */bindViewProjection(e){if(this._useUBO)this._needToBindSceneUbo=true;else{e.setMatrix(\"viewProjection\",this.getScene().getTransformMatrix());e.setMatrix(\"projection\",this.getScene().getProjectionMatrix())}}\n/**\n     * Binds the view matrix to the effect\n     * @param effect defines the effect to bind the view matrix to\n     * @param variableName name of the shader variable that will hold the eye position\n     */bindEyePosition(e,t){this._useUBO?this._needToBindSceneUbo=true:this._scene.bindEyePosition(e,t)}\n/**\n     * Processes to execute after binding the material to a mesh\n     * @param mesh defines the rendered mesh\n     * @param effect defines the effect used to bind the material\n     * @param _subMesh defines the subMesh that the material has been bound for\n     */_afterBind(e,t=null,i){this._scene._cachedMaterial=this;if(this._needToBindSceneUbo&&t){this._needToBindSceneUbo=false;u(t,this.getScene().getSceneUniformBuffer());this._scene.finalizeSceneUbo()}this._scene._cachedVisibility=e?e.visibility:1;this._onBindObservable&&e&&this._onBindObservable.notifyObservers(e);if(this.disableDepthWrite){const e=this._scene.getEngine();this._cachedDepthWriteState=e.getDepthWrite();e.setDepthWrite(false)}if(this.disableColorWrite){const e=this._scene.getEngine();this._cachedColorWriteState=e.getColorWrite();e.setColorWrite(false)}if(this.depthFunction!==0){const e=this._scene.getEngine();this._cachedDepthFunctionState=e.getDepthFunction()||0;e.setDepthFunction(this.depthFunction)}}unbind(){this._scene.getSceneUniformBuffer().unbindEffect();this._onUnBindObservable&&this._onUnBindObservable.notifyObservers(this);if(this.depthFunction!==0){const e=this._scene.getEngine();e.setDepthFunction(this._cachedDepthFunctionState)}if(this.disableDepthWrite){const e=this._scene.getEngine();e.setDepthWrite(this._cachedDepthWriteState)}if(this.disableColorWrite){const e=this._scene.getEngine();e.setColorWrite(this._cachedColorWriteState)}}\n/**\n     * Returns the animatable textures.\n     * @returns - Array of animatable textures.\n     */getAnimatables(){this._eventInfo.animatables=[];this._callbackPluginEventGeneric(256,this._eventInfo);return this._eventInfo.animatables}\n/**\n     * Gets the active textures from the material\n     * @returns an array of textures\n     */getActiveTextures(){this._eventInfo.activeTextures=[];this._callbackPluginEventGeneric(512,this._eventInfo);return this._eventInfo.activeTextures}\n/**\n     * Specifies if the material uses a texture\n     * @param texture defines the texture to check against the material\n     * @returns a boolean specifying if the material uses the texture\n     */hasTexture(e){this._eventInfo.hasTexture=false;this._eventInfo.texture=e;this._callbackPluginEventGeneric(1024,this._eventInfo);return this._eventInfo.hasTexture}\n/**\n     * Makes a duplicate of the material, and gives it a new name\n     * @param name defines the new name for the duplicated material\n     * @returns the cloned material\n     */\nclone(e){return null}_clonePlugins(e,t){const i={};this._serializePlugins(i);Material._ParsePlugins(i,e,this._scene,t);if(this.pluginManager)for(const t of this.pluginManager._plugins){const i=e.pluginManager.getPlugin(t.name);i&&t.copyTo(i)}}\n/**\n     * Gets the meshes bound to the material\n     * @returns an array of meshes bound to the material\n     */getBindedMeshes(){if(this.meshMap){const e=[];for(const t in this.meshMap){const i=this.meshMap[t];i&&e.push(i)}return e}{const e=this._scene.meshes;return e.filter((e=>e.material===this))}}\n/**\n     * Force shader compilation\n     * @param mesh defines the mesh associated with this material\n     * @param onCompiled defines a function to execute once the material is compiled\n     * @param options defines the options to configure the compilation\n     * @param onError defines a function to execute if the material fails compiling\n     */forceCompilation(e,t,i,s){const a={clipPlane:false,useInstances:false,...i};const n=this.getScene();const l=this.allowShaderHotSwapping;this.allowShaderHotSwapping=false;const checkReady=()=>{if(!this._scene||!this._scene.getEngine())return;const i=n.clipPlane;a.clipPlane&&(n.clipPlane=new o(0,0,0,1));if(this._storeEffectOnSubMeshes){let i=true,n=null;if(e.subMeshes){const t=new r(0,0,0,0,0,e,void 0,false,false);t.materialDefines&&(t.materialDefines._renderId=-1);if(!this.isReadyForSubMesh(e,t,a.useInstances))if(t.effect&&t.effect.getCompilationError()&&t.effect.allFallbacksProcessed())n=t.effect.getCompilationError();else{i=false;setTimeout(checkReady,16)}}if(i){this.allowShaderHotSwapping=l;n&&s&&s(n);t&&t(this)}}else if(this.isReady()){this.allowShaderHotSwapping=l;t&&t(this)}else setTimeout(checkReady,16);a.clipPlane&&(n.clipPlane=i)};checkReady()}\n/**\n     * Force shader compilation\n     * @param mesh defines the mesh that will use this material\n     * @param options defines additional options for compiling the shaders\n     * @returns a promise that resolves when the compilation completes\n     */forceCompilationAsync(e,t){return new Promise(((i,s)=>{this.forceCompilation(e,(()=>{i()}),t,(e=>{s(e)}))}))}\n/**\n     * Marks a define in the material to indicate that it needs to be re-computed\n     * @param flag defines a flag used to determine which parts of the material have to be marked as dirty\n     */markAsDirty(e){if(!this.getScene().blockMaterialDirtyMechanism&&!this._blockDirtyMechanism){Material._DirtyCallbackArray.length=0;e&Material.ImageProcessingDirtyFlag&&Material._DirtyCallbackArray.push(Material._ImageProcessingDirtyCallBack);e&Material.TextureDirtyFlag&&Material._DirtyCallbackArray.push(Material._TextureDirtyCallBack);e&Material.LightDirtyFlag&&Material._DirtyCallbackArray.push(Material._LightsDirtyCallBack);e&Material.FresnelDirtyFlag&&Material._DirtyCallbackArray.push(Material._FresnelDirtyCallBack);e&Material.AttributesDirtyFlag&&Material._DirtyCallbackArray.push(Material._AttributeDirtyCallBack);e&Material.MiscDirtyFlag&&Material._DirtyCallbackArray.push(Material._MiscDirtyCallBack);e&Material.PrePassDirtyFlag&&Material._DirtyCallbackArray.push(Material._PrePassDirtyCallBack);Material._DirtyCallbackArray.length&&this._markAllSubMeshesAsDirty(Material._RunDirtyCallBacks);this.getScene().resetCachedMaterial()}}resetDrawCache(){const e=this.getScene().meshes;for(const t of e)if(t.subMeshes)for(const e of t.subMeshes)e.getMaterial()===this&&e.resetDrawCache()}\n/**\n     * Marks all submeshes of a material to indicate that their material defines need to be re-calculated\n     * @param func defines a function which checks material defines against the submeshes\n     */_markAllSubMeshesAsDirty(e){const t=this.getScene();if(t.blockMaterialDirtyMechanism||this._blockDirtyMechanism)return;const i=t.meshes;for(const s of i)if(s.subMeshes)for(const i of s.subMeshes){const s=i.getMaterial()||(t._hasDefaultMaterial?t.defaultMaterial:null);if(s===this)for(const t of i._drawWrappers)t&&t.defines&&t.defines.markAllAsDirty&&this._materialContext===t.materialContext&&e(t.defines)}}_markScenePrePassDirty(){if(this.getScene().blockMaterialDirtyMechanism||this._blockDirtyMechanism)return;const e=this.getScene().enablePrePassRenderer();e&&e.markAsDirty()}_markAllSubMeshesAsAllDirty(){this._markAllSubMeshesAsDirty(Material._AllDirtyCallBack)}_markAllSubMeshesAsImageProcessingDirty(){this._markAllSubMeshesAsDirty(Material._ImageProcessingDirtyCallBack)}_markAllSubMeshesAsTexturesDirty(){this._markAllSubMeshesAsDirty(Material._TextureDirtyCallBack)}_markAllSubMeshesAsFresnelDirty(){this._markAllSubMeshesAsDirty(Material._FresnelDirtyCallBack)}_markAllSubMeshesAsFresnelAndMiscDirty(){this._markAllSubMeshesAsDirty(Material._FresnelAndMiscDirtyCallBack)}_markAllSubMeshesAsLightsDirty(){this._markAllSubMeshesAsDirty(Material._LightsDirtyCallBack)}_markAllSubMeshesAsAttributesDirty(){this._markAllSubMeshesAsDirty(Material._AttributeDirtyCallBack)}_markAllSubMeshesAsMiscDirty(){this._markAllSubMeshesAsDirty(Material._MiscDirtyCallBack)}_markAllSubMeshesAsPrePassDirty(){this._markAllSubMeshesAsDirty(Material._PrePassDirtyCallBack)}_markAllSubMeshesAsTexturesAndMiscDirty(){this._markAllSubMeshesAsDirty(Material._TextureAndMiscDirtyCallBack)}_checkScenePerformancePriority(){if(this._scene.performancePriority!==0){this.checkReadyOnlyOnce=true;const e=this._scene.onScenePerformancePriorityChangedObservable.addOnce((()=>{this.checkReadyOnlyOnce=false}));this.onDisposeObservable.add((()=>{this._scene.onScenePerformancePriorityChangedObservable.remove(e)}))}}\n/**\n     * Sets the required values to the prepass renderer.\n     * @param prePassRenderer defines the prepass renderer to setup.\n     * @returns true if the pre pass is needed.\n     */\nsetPrePassRenderer(e){return false}\n/**\n     * Disposes the material\n     * @param _forceDisposeEffect kept for backward compat. We reference count the effect now.\n     * @param forceDisposeTextures specifies if textures should be forcefully disposed\n     * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh\n     */dispose(e,t,i){const s=this.getScene();s.stopAnimation(this);s.freeProcessedMaterials();s.removeMaterial(this);this._eventInfo.forceDisposeTextures=t;this._callbackPluginEventGeneric(2,this._eventInfo);if(this._parentContainer){const e=this._parentContainer.materials.indexOf(this);e>-1&&this._parentContainer.materials.splice(e,1);this._parentContainer=null}if(i!==true)if(this.meshMap)for(const e in this.meshMap){const t=this.meshMap[e];this._disposeMeshResources(t)}else{const e=s.meshes;for(const t of e)this._disposeMeshResources(t)}this._uniformBuffer.dispose();if(this._drawWrapper.effect){this._storeEffectOnSubMeshes||this._drawWrapper.effect.dispose();this._drawWrapper.effect=null}this.metadata=null;this.onDisposeObservable.notifyObservers(this);this.onDisposeObservable.clear();this._onBindObservable&&this._onBindObservable.clear();this._onUnBindObservable&&this._onUnBindObservable.clear();this._onEffectCreatedObservable&&this._onEffectCreatedObservable.clear();this._eventInfo&&(this._eventInfo={})}_disposeMeshResources(e){if(!e)return;const t=e.geometry;const i=e._internalAbstractMeshDataInfo._materialForRenderPass;if(this._storeEffectOnSubMeshes){if(e.subMeshes&&i)for(const s of e.subMeshes){const e=s._drawWrappers;for(let a=0;a<e.length;a++){const r=e[a]?.effect;if(!r)continue;const n=i[a];if(n===this){t?._releaseVertexArrayObject(r);s._removeDrawWrapper(a,true,true)}}}}else t?._releaseVertexArrayObject(this._drawWrapper.effect);e.material!==this||e.sourceMesh||(e.material=null)}\n/**\n     * Serializes this material\n     * @returns the serialized material object\n     */serialize(){const e=c.Serialize(this);e.stencil=this.stencil.serialize();e.uniqueId=this.uniqueId;this._serializePlugins(e);return e}_serializePlugins(e){e.plugins={};if(this.pluginManager)for(const t of this.pluginManager._plugins)t.doNotSerialize||(e.plugins[t.getClassName()]=t.serialize())}\n/**\n     * Creates a material from parsed material data\n     * @param parsedMaterial defines parsed material data\n     * @param scene defines the hosting scene\n     * @param rootUrl defines the root URL to use to load textures\n     * @returns a new material\n     */static Parse(e,t,s){if(e.customType){if(e.customType===\"BABYLON.PBRMaterial\"&&e.overloadedAlbedo){e.customType=\"BABYLON.LegacyPBRMaterial\";if(!BABYLON.LegacyPBRMaterial){l.Error(\"Your scene is trying to load a legacy version of the PBRMaterial, please, include it from the materials library.\");return null}}}else e.customType=\"BABYLON.StandardMaterial\";const a=i.Instantiate(e.customType);const r=a.Parse(e,t,s);r._loadedUniqueId=e.uniqueId;return r}static _ParsePlugins(e,t,s,a){if(e.plugins)for(const r in e.plugins){const n=e.plugins[r];let l=t.pluginManager?.getPlugin(n.name);if(!l){const e=i.Instantiate(\"BABYLON.\"+r);e&&(l=new e(t))}l?.parse(n,s,a)}}}Material.TriangleFillMode=0;Material.WireFrameFillMode=1;Material.PointFillMode=2;Material.PointListDrawMode=3;Material.LineListDrawMode=4;Material.LineLoopDrawMode=5;Material.LineStripDrawMode=6;Material.TriangleStripDrawMode=7;Material.TriangleFanDrawMode=8;Material.ClockWiseSideOrientation=0;Material.CounterClockWiseSideOrientation=1;Material.ImageProcessingDirtyFlag=64;Material.TextureDirtyFlag=1;Material.LightDirtyFlag=2;Material.FresnelDirtyFlag=4;Material.AttributesDirtyFlag=8;Material.MiscDirtyFlag=16;Material.PrePassDirtyFlag=32;Material.AllDirtyFlag=127;Material.MATERIAL_OPAQUE=0;Material.MATERIAL_ALPHATEST=1;Material.MATERIAL_ALPHABLEND=2;Material.MATERIAL_ALPHATESTANDBLEND=3;Material.MATERIAL_NORMALBLENDMETHOD_WHITEOUT=0;Material.MATERIAL_NORMALBLENDMETHOD_RNM=1;Material.OnEventObservable=new s;Material._AllDirtyCallBack=e=>e.markAllAsDirty();Material._ImageProcessingDirtyCallBack=e=>e.markAsImageProcessingDirty();Material._TextureDirtyCallBack=e=>e.markAsTexturesDirty();Material._FresnelDirtyCallBack=e=>e.markAsFresnelDirty();Material._MiscDirtyCallBack=e=>e.markAsMiscDirty();Material._PrePassDirtyCallBack=e=>e.markAsPrePassDirty();Material._LightsDirtyCallBack=e=>e.markAsLightDirty();Material._AttributeDirtyCallBack=e=>e.markAsAttributesDirty();Material._FresnelAndMiscDirtyCallBack=e=>{Material._FresnelDirtyCallBack(e);Material._MiscDirtyCallBack(e)};Material._TextureAndMiscDirtyCallBack=e=>{Material._TextureDirtyCallBack(e);Material._MiscDirtyCallBack(e)};Material._DirtyCallbackArray=[];Material._RunDirtyCallBacks=e=>{for(const t of Material._DirtyCallbackArray)t(e)};e([t()],Material.prototype,\"id\",void 0);e([t()],Material.prototype,\"uniqueId\",void 0);e([t()],Material.prototype,\"name\",void 0);e([t()],Material.prototype,\"metadata\",void 0);e([t()],Material.prototype,\"checkReadyOnEveryCall\",void 0);e([t()],Material.prototype,\"checkReadyOnlyOnce\",void 0);e([t()],Material.prototype,\"state\",void 0);e([t(\"alpha\")],Material.prototype,\"_alpha\",void 0);e([t(\"backFaceCulling\")],Material.prototype,\"_backFaceCulling\",void 0);e([t(\"cullBackFaces\")],Material.prototype,\"_cullBackFaces\",void 0);e([t()],Material.prototype,\"sideOrientation\",void 0);e([t(\"alphaMode\")],Material.prototype,\"_alphaMode\",void 0);e([t()],Material.prototype,\"_needDepthPrePass\",void 0);e([t()],Material.prototype,\"disableDepthWrite\",void 0);e([t()],Material.prototype,\"disableColorWrite\",void 0);e([t()],Material.prototype,\"forceDepthWrite\",void 0);e([t()],Material.prototype,\"depthFunction\",void 0);e([t()],Material.prototype,\"separateCullingPass\",void 0);e([t(\"fogEnabled\")],Material.prototype,\"_fogEnabled\",void 0);e([t()],Material.prototype,\"pointSize\",void 0);e([t()],Material.prototype,\"zOffset\",void 0);e([t()],Material.prototype,\"zOffsetUnits\",void 0);e([t()],Material.prototype,\"pointsCloud\",null);e([t()],Material.prototype,\"fillMode\",null);e([t()],Material.prototype,\"useLogarithmicDepth\",null);e([t()],Material.prototype,\"transparencyMode\",null);export{Material};\n//# sourceMappingURL=material.js.map\n","import{T as t}from\"../../_/CQIKoMTj.js\";import\"../../tslib.es6.js\";import\"../../Misc/decorators.js\";import\"../../_/SxHYZ7_O.js\";import\"../../Misc/observable.js\";import\"../../Maths/math.vector.js\";import\"../../Maths/math.constants.js\";import\"../../Misc/arrayTools.js\";import\"../../Misc/typeStore.js\";import\"../../_/BjBO3Vqv.js\";import\"../../Engines/engineStore.js\";import\"../../_/BXd1Jdj1.js\";import\"./baseTexture.js\";import\"../../Misc/guid.js\";import\"../../_/Qih3l7lC.js\";import\"../../Misc/webRequest.js\";import\"../../Misc/domManagement.js\";import\"../../Misc/error.js\";import\"../../Misc/stringTools.js\";import\"../../_/CX9Zyq1P.js\";import\"../../Misc/logger.js\";import\"../../Engines/shaderStore.js\";import\"../../_/CY5CD3a_.js\";import\"../../Misc/timingTools.js\";import\"../../_/Cn202uVB.js\";import\"../../Misc/precisionDate.js\";import\"../../_/BbEdeXLR.js\";import\"./Loaders/textureLoaderManager.js\";import\"./thinTexture.js\";import\"../../Maths/math.size.js\";import\"../../Misc/decorators.serialization.js\";import\"../../_/CoucjtsB.js\";import\"../../Maths/math.color.js\";import\"../../_/DKmLrVdL.js\";import\"../../Maths/math.plane.js\";import\"../../Compat/compatibilityOptions.js\";class RawTexture extends t{\n/**\n     * Instantiates a new RawTexture.\n     * Raw texture can help creating a texture directly from an array of data.\n     * This can be super useful if you either get the data from an uncompressed source or\n     * if you wish to create your texture pixel by pixel.\n     * @param data define the array of data to use to create the texture (null to create an empty texture)\n     * @param width define the width of the texture\n     * @param height define the height of the texture\n     * @param format define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)\n     * @param sceneOrEngine defines the scene or engine the texture will belong to\n     * @param generateMipMaps define whether mip maps should be generated or not\n     * @param invertY define if the data should be flipped on Y when uploaded to the GPU\n     * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)\n     * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)\n     * @param creationFlags specific flags to use when creating the texture (1 for storage textures, for eg)\n     * @param useSRGBBuffer defines if the texture must be loaded in a sRGB GPU buffer (if supported by the GPU).\n     * @param waitDataToBeReady If set to true Rawtexture will wait data to be set in order to be flaged as ready.\n     */\nconstructor(e,r,i,s,a,o=true,n=false,u=3,p=0,m,h,l){super(null,a,!o,n,void 0,void 0,void 0,void 0,void 0,void 0,void 0,void 0,m);this.format=s;if(this._engine){this._engine._caps.textureFloatLinearFiltering||p!==1||(u=1);this._engine._caps.textureHalfFloatLinearFiltering||p!==2||(u=1);this._texture=this._engine.createRawTexture(e,r,i,s,o,n,u,null,p,m??0,h??false);this.wrapU=t.CLAMP_ADDRESSMODE;this.wrapV=t.CLAMP_ADDRESSMODE;this._waitingForData=!!l&&!e}}\n/**\n     * Updates the texture underlying data.\n     * @param data Define the new data of the texture\n     */update(t){this._getEngine().updateRawTexture(this._texture,t,this._texture.format,this._texture.invertY,null,this._texture.type,this._texture._useSRGBBuffer);this._waitingForData=false}\n/**\n     * Clones the texture.\n     * @returns the cloned texture\n     */clone(){if(!this._texture)return super.clone();const t=new RawTexture(null,this.getSize().width,this.getSize().height,this.format,this.getScene(),this._texture.generateMipMaps,this._invertY,this.samplingMode,this._texture.type,this._texture._creationFlags,this._useSRGBBuffer);t._texture=this._texture;this._texture.incrementReferences();return t}isReady(){return super.isReady()&&!this._waitingForData}\n/**\n     * Creates a luminance texture from some data.\n     * @param data Define the texture data\n     * @param width Define the width of the texture\n     * @param height Define the height of the texture\n     * @param sceneOrEngine defines the scene or engine the texture will belong to\n     * @param generateMipMaps Define whether or not to create mip maps for the texture\n     * @param invertY define if the data should be flipped on Y when uploaded to the GPU\n     * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)\n     * @returns the luminance texture\n     */static CreateLuminanceTexture(t,e,r,i,s=true,a=false,o=3){return new RawTexture(t,e,r,1,i,s,a,o)}\n/**\n     * Creates a luminance alpha texture from some data.\n     * @param data Define the texture data\n     * @param width Define the width of the texture\n     * @param height Define the height of the texture\n     * @param sceneOrEngine defines the scene or engine the texture will belong to\n     * @param generateMipMaps Define whether or not to create mip maps for the texture\n     * @param invertY define if the data should be flipped on Y when uploaded to the GPU\n     * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)\n     * @returns the luminance alpha texture\n     */static CreateLuminanceAlphaTexture(t,e,r,i,s=true,a=false,o=3){return new RawTexture(t,e,r,2,i,s,a,o)}\n/**\n     * Creates an alpha texture from some data.\n     * @param data Define the texture data\n     * @param width Define the width of the texture\n     * @param height Define the height of the texture\n     * @param sceneOrEngine defines the scene or engine the texture will belong to\n     * @param generateMipMaps Define whether or not to create mip maps for the texture\n     * @param invertY define if the data should be flipped on Y when uploaded to the GPU\n     * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)\n     * @returns the alpha texture\n     */static CreateAlphaTexture(t,e,r,i,s=true,a=false,o=3){return new RawTexture(t,e,r,0,i,s,a,o)}\n/**\n     * Creates a RGB texture from some data.\n     * @param data Define the texture data\n     * @param width Define the width of the texture\n     * @param height Define the height of the texture\n     * @param sceneOrEngine defines the scene or engine the texture will belong to\n     * @param generateMipMaps Define whether or not to create mip maps for the texture\n     * @param invertY define if the data should be flipped on Y when uploaded to the GPU\n     * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)\n     * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)\n     * @param creationFlags specific flags to use when creating the texture (1 for storage textures, for eg)\n     * @param useSRGBBuffer defines if the texture must be loaded in a sRGB GPU buffer (if supported by the GPU).\n     * @returns the RGB alpha texture\n     */static CreateRGBTexture(t,e,r,i,s=true,a=false,o=3,n=0,u=0,p=false){return new RawTexture(t,e,r,4,i,s,a,o,n,u,p)}\n/**\n     * Creates a RGBA texture from some data.\n     * @param data Define the texture data\n     * @param width Define the width of the texture\n     * @param height Define the height of the texture\n     * @param sceneOrEngine defines the scene or engine the texture will belong to\n     * @param generateMipMaps Define whether or not to create mip maps for the texture\n     * @param invertY define if the data should be flipped on Y when uploaded to the GPU\n     * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)\n     * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)\n     * @param creationFlags specific flags to use when creating the texture (1 for storage textures, for eg)\n     * @param useSRGBBuffer defines if the texture must be loaded in a sRGB GPU buffer (if supported by the GPU).\n     * @param waitDataToBeReady if set to true this will force texture to wait for data to be set before it is considered ready.\n     * @returns the RGBA texture\n     */static CreateRGBATexture(t,e,r,i,s=true,a=false,o=3,n=0,u=0,p=false,m=false){return new RawTexture(t,e,r,5,i,s,a,o,n,u,p,m)}\n/**\n     * Creates a RGBA storage texture from some data.\n     * @param data Define the texture data\n     * @param width Define the width of the texture\n     * @param height Define the height of the texture\n     * @param sceneOrEngine defines the scene or engine the texture will belong to\n     * @param generateMipMaps Define whether or not to create mip maps for the texture\n     * @param invertY define if the data should be flipped on Y when uploaded to the GPU\n     * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)\n     * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)\n     * @param useSRGBBuffer defines if the texture must be loaded in a sRGB GPU buffer (if supported by the GPU).\n     * @returns the RGBA texture\n     */static CreateRGBAStorageTexture(t,e,r,i,s=true,a=false,o=3,n=0,u=false){return new RawTexture(t,e,r,5,i,s,a,o,n,1,u)}\n/**\n     * Creates a R texture from some data.\n     * @param data Define the texture data\n     * @param width Define the width of the texture\n     * @param height Define the height of the texture\n     * @param sceneOrEngine defines the scene or engine the texture will belong to\n     * @param generateMipMaps Define whether or not to create mip maps for the texture\n     * @param invertY define if the data should be flipped on Y when uploaded to the GPU\n     * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)\n     * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)\n     * @returns the R texture\n     */static CreateRTexture(e,r,i,s,a=true,o=false,n=t.TRILINEAR_SAMPLINGMODE,u=1){return new RawTexture(e,r,i,6,s,a,o,n,u)}\n/**\n     * Creates a R storage texture from some data.\n     * @param data Define the texture data\n     * @param width Define the width of the texture\n     * @param height Define the height of the texture\n     * @param sceneOrEngine defines the scene or engine the texture will belong to\n     * @param generateMipMaps Define whether or not to create mip maps for the texture\n     * @param invertY define if the data should be flipped on Y when uploaded to the GPU\n     * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)\n     * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)\n     * @returns the R texture\n     */static CreateRStorageTexture(e,r,i,s,a=true,o=false,n=t.TRILINEAR_SAMPLINGMODE,u=1){return new RawTexture(e,r,i,6,s,a,o,n,u,1)}}export{RawTexture};\n//# sourceMappingURL=rawTexture.js.map\n","import{ShaderStore as e}from\"../../Engines/shaderStore.js\";const n=\"sceneUboDeclaration\";const o=\"layout(std140,column_major) uniform;uniform Scene {mat4 viewProjection;\\n#ifdef MULTIVIEW\\nmat4 viewProjectionR;\\n#endif \\nmat4 view;mat4 projection;vec4 vEyePosition;};\\n\";e.IncludesShadersStore[n]||(e.IncludesShadersStore[n]=o);const t={name:n,shader:o};export{t as sceneUboDeclaration};\n//# sourceMappingURL=sceneUboDeclaration.js.map\n","import{ShaderStore as n}from\"../Engines/shaderStore.js\";const o=\"meshUboDeclaration\";const e=\"#ifdef WEBGL2\\nuniform mat4 world;uniform float visibility;\\n#else\\nlayout(std140,column_major) uniform;uniform Mesh\\n{mat4 world;float visibility;};\\n#endif\\n#define WORLD_UBO\\n\";n.IncludesShadersStore[o]||(n.IncludesShadersStore[o]=e);\n//# sourceMappingURL=BUxSk_zo.js.map\n","import{ShaderStore as n}from\"../Engines/shaderStore.js\";const e=\"mainUVVaryingDeclaration\";const r=\"#ifdef MAINUV{X}\\nvarying vec2 vMainUV{X};\\n#endif\\n\";n.IncludesShadersStore[e]||(n.IncludesShadersStore[e]=r);\n//# sourceMappingURL=DdygXp34.js.map\n","import{ShaderStore as e}from\"../../Engines/shaderStore.js\";const n=\"helperFunctions\";const o=\"const float PI=3.1415926535897932384626433832795;const float TWO_PI=6.283185307179586;const float HALF_PI=1.5707963267948966;const float RECIPROCAL_PI=0.3183098861837907;const float RECIPROCAL_PI2=0.15915494309189535;const float RECIPROCAL_PI4=0.07957747154594767;const float HALF_MIN=5.96046448e-08; \\nconst float LinearEncodePowerApprox=2.2;const float GammaEncodePowerApprox=1.0/LinearEncodePowerApprox;const vec3 LuminanceEncodeApprox=vec3(0.2126,0.7152,0.0722);const float Epsilon=0.0000001;\\n#define saturate(x) clamp(x,0.0,1.0)\\n#define absEps(x) abs(x)+Epsilon\\n#define maxEps(x) max(x,Epsilon)\\n#define saturateEps(x) clamp(x,Epsilon,1.0)\\nmat3 transposeMat3(mat3 inMatrix) {vec3 i0=inMatrix[0];vec3 i1=inMatrix[1];vec3 i2=inMatrix[2];mat3 outMatrix=mat3(\\nvec3(i0.x,i1.x,i2.x),\\nvec3(i0.y,i1.y,i2.y),\\nvec3(i0.z,i1.z,i2.z)\\n);return outMatrix;}\\nmat3 inverseMat3(mat3 inMatrix) {float a00=inMatrix[0][0],a01=inMatrix[0][1],a02=inMatrix[0][2];float a10=inMatrix[1][0],a11=inMatrix[1][1],a12=inMatrix[1][2];float a20=inMatrix[2][0],a21=inMatrix[2][1],a22=inMatrix[2][2];float b01=a22*a11-a12*a21;float b11=-a22*a10+a12*a20;float b21=a21*a10-a11*a20;float det=a00*b01+a01*b11+a02*b21;return mat3(b01,(-a22*a01+a02*a21),(a12*a01-a02*a11),\\nb11,(a22*a00-a02*a20),(-a12*a00+a02*a10),\\nb21,(-a21*a00+a01*a20),(a11*a00-a01*a10))/det;}\\n#if USE_EXACT_SRGB_CONVERSIONS\\nvec3 toLinearSpaceExact(vec3 color)\\n{vec3 nearZeroSection=0.0773993808*color;vec3 remainingSection=pow(0.947867299*(color+vec3(0.055)),vec3(2.4));\\n#if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)\\nreturn mix(remainingSection,nearZeroSection,lessThanEqual(color,vec3(0.04045)));\\n#else\\nreturn\\nvec3(\\ncolor.r<=0.04045 ? nearZeroSection.r : remainingSection.r,\\ncolor.g<=0.04045 ? nearZeroSection.g : remainingSection.g,\\ncolor.b<=0.04045 ? nearZeroSection.b : remainingSection.b);\\n#endif\\n}\\nvec3 toGammaSpaceExact(vec3 color)\\n{vec3 nearZeroSection=12.92*color;vec3 remainingSection=1.055*pow(color,vec3(0.41666))-vec3(0.055);\\n#if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)\\nreturn mix(remainingSection,nearZeroSection,lessThanEqual(color,vec3(0.0031308)));\\n#else\\nreturn\\nvec3(\\ncolor.r<=0.0031308 ? nearZeroSection.r : remainingSection.r,\\ncolor.g<=0.0031308 ? nearZeroSection.g : remainingSection.g,\\ncolor.b<=0.0031308 ? nearZeroSection.b : remainingSection.b);\\n#endif\\n}\\n#endif\\nfloat toLinearSpace(float color)\\n{\\n#if USE_EXACT_SRGB_CONVERSIONS\\nfloat nearZeroSection=0.0773993808*color;float remainingSection=pow(0.947867299*(color+0.055),2.4);return color<=0.04045 ? nearZeroSection : remainingSection;\\n#else\\nreturn pow(color,LinearEncodePowerApprox);\\n#endif\\n}\\nvec3 toLinearSpace(vec3 color)\\n{\\n#if USE_EXACT_SRGB_CONVERSIONS\\nreturn toLinearSpaceExact(color);\\n#else\\nreturn pow(color,vec3(LinearEncodePowerApprox));\\n#endif\\n}\\nvec4 toLinearSpace(vec4 color)\\n{\\n#if USE_EXACT_SRGB_CONVERSIONS\\nreturn vec4(toLinearSpaceExact(color.rgb),color.a);\\n#else\\nreturn vec4(pow(color.rgb,vec3(LinearEncodePowerApprox)),color.a);\\n#endif\\n}\\nfloat toGammaSpace(float color)\\n{\\n#if USE_EXACT_SRGB_CONVERSIONS\\nfloat nearZeroSection=12.92*color;float remainingSection=1.055*pow(color,0.41666)-0.055;return color<=0.0031308 ? nearZeroSection : remainingSection;\\n#else\\nreturn pow(color,GammaEncodePowerApprox);\\n#endif\\n}\\nvec3 toGammaSpace(vec3 color)\\n{\\n#if USE_EXACT_SRGB_CONVERSIONS\\nreturn toGammaSpaceExact(color);\\n#else\\nreturn pow(color,vec3(GammaEncodePowerApprox));\\n#endif\\n}\\nvec4 toGammaSpace(vec4 color)\\n{\\n#if USE_EXACT_SRGB_CONVERSIONS\\nreturn vec4(toGammaSpaceExact(color.rgb),color.a);\\n#else\\nreturn vec4(pow(color.rgb,vec3(GammaEncodePowerApprox)),color.a);\\n#endif\\n}\\nfloat square(float value)\\n{return value*value;}\\nvec3 square(vec3 value)\\n{return value*value;}\\nfloat pow5(float value) {float sq=value*value;return sq*sq*value;}\\nfloat getLuminance(vec3 color)\\n{return saturate(dot(color,LuminanceEncodeApprox));}\\nfloat getRand(vec2 seed) {return fract(sin(dot(seed.xy ,vec2(12.9898,78.233)))*43758.5453);}\\nfloat dither(vec2 seed,float varianceAmount) {float rand=getRand(seed);float normVariance=varianceAmount/255.0;float dither=mix(-normVariance,normVariance,rand);return dither;}\\nconst float rgbdMaxRange=255.;vec4 toRGBD(vec3 color) {float maxRGB=maxEps(max(color.r,max(color.g,color.b)));float D =max(rgbdMaxRange/maxRGB,1.);D =saturate(floor(D)/255.);vec3 rgb=color.rgb*D;rgb=toGammaSpace(rgb);return vec4(saturate(rgb),D);}\\nvec3 fromRGBD(vec4 rgbd) {rgbd.rgb=toLinearSpace(rgbd.rgb);return rgbd.rgb/rgbd.a;}\\nvec3 parallaxCorrectNormal( vec3 vertexPos,vec3 origVec,vec3 cubeSize,vec3 cubePos ) {vec3 invOrigVec=vec3(1.)/origVec;vec3 halfSize=cubeSize*0.5;vec3 intersecAtMaxPlane=(cubePos+halfSize-vertexPos)*invOrigVec;vec3 intersecAtMinPlane=(cubePos-halfSize-vertexPos)*invOrigVec;vec3 largestIntersec=max(intersecAtMaxPlane,intersecAtMinPlane);float distance=min(min(largestIntersec.x,largestIntersec.y),largestIntersec.z);vec3 intersectPositionWS=vertexPos+origVec*distance;return intersectPositionWS-cubePos;}\\nvec3 equirectangularToCubemapDirection(vec2 uv) {float longitude=uv.x*TWO_PI-PI;float latitude=HALF_PI-uv.y*PI;vec3 direction;direction.x=cos(latitude)*sin(longitude);direction.y=sin(latitude);direction.z=cos(latitude)*cos(longitude);return direction;}\\nfloat sqrtClamped(float value) {return sqrt(max(value,0.));}\\nfloat avg(vec3 value) {return dot(value,vec3(0.333333333));}\";e.IncludesShadersStore[n]||(e.IncludesShadersStore[n]=o);const a={name:n,shader:o};export{a as helperFunctions};\n//# sourceMappingURL=helperFunctions.js.map\n","import{ShaderStore as n}from\"../../Engines/shaderStore.js\";const i=\"clipPlaneFragmentDeclaration\";const e=\"#ifdef CLIPPLANE\\nvarying float fClipDistance;\\n#endif\\n#ifdef CLIPPLANE2\\nvarying float fClipDistance2;\\n#endif\\n#ifdef CLIPPLANE3\\nvarying float fClipDistance3;\\n#endif\\n#ifdef CLIPPLANE4\\nvarying float fClipDistance4;\\n#endif\\n#ifdef CLIPPLANE5\\nvarying float fClipDistance5;\\n#endif\\n#ifdef CLIPPLANE6\\nvarying float fClipDistance6;\\n#endif\\n\";n.IncludesShadersStore[i]||(n.IncludesShadersStore[i]=e);const f={name:i,shader:e};export{f as clipPlaneFragmentDeclaration};\n//# sourceMappingURL=clipPlaneFragmentDeclaration.js.map\n","import{ShaderStore as e}from\"../../Engines/shaderStore.js\";const n=\"logDepthDeclaration\";const t=\"#ifdef LOGARITHMICDEPTH\\nuniform float logarithmicDepthConstant;varying float vFragmentDepth;\\n#endif\\n\";e.IncludesShadersStore[n]||(e.IncludesShadersStore[n]=t);const o={name:n,shader:t};export{o as logDepthDeclaration};\n//# sourceMappingURL=logDepthDeclaration.js.map\n","import{ShaderStore as o}from\"../../Engines/shaderStore.js\";const f=\"fogFragmentDeclaration\";const n=\"#ifdef FOG\\n#define FOGMODE_NONE 0.\\n#define FOGMODE_EXP 1.\\n#define FOGMODE_EXP2 2.\\n#define FOGMODE_LINEAR 3.\\n#define E 2.71828\\nuniform vec4 vFogInfos;uniform vec3 vFogColor;varying vec3 vFogDistance;float CalcFogFactor()\\n{float fogCoeff=1.0;float fogStart=vFogInfos.y;float fogEnd=vFogInfos.z;float fogDensity=vFogInfos.w;float fogDistance=length(vFogDistance);if (FOGMODE_LINEAR==vFogInfos.x)\\n{fogCoeff=(fogEnd-fogDistance)/(fogEnd-fogStart);}\\nelse if (FOGMODE_EXP==vFogInfos.x)\\n{fogCoeff=1.0/pow(E,fogDistance*fogDensity);}\\nelse if (FOGMODE_EXP2==vFogInfos.x)\\n{fogCoeff=1.0/pow(E,fogDistance*fogDistance*fogDensity*fogDensity);}\\nreturn clamp(fogCoeff,0.0,1.0);}\\n#endif\\n\";o.IncludesShadersStore[f]||(o.IncludesShadersStore[f]=n);const e={name:f,shader:n};export{e as fogFragmentDeclaration};\n//# sourceMappingURL=fogFragmentDeclaration.js.map\n","import{ShaderStore as e}from\"../../Engines/shaderStore.js\";const n=\"clipPlaneFragment\";const i=\"#if defined(CLIPPLANE) || defined(CLIPPLANE2) || defined(CLIPPLANE3) || defined(CLIPPLANE4) || defined(CLIPPLANE5) || defined(CLIPPLANE6)\\nif (false) {}\\n#endif\\n#ifdef CLIPPLANE\\nelse if (fClipDistance>0.0)\\n{discard;}\\n#endif\\n#ifdef CLIPPLANE2\\nelse if (fClipDistance2>0.0)\\n{discard;}\\n#endif\\n#ifdef CLIPPLANE3\\nelse if (fClipDistance3>0.0)\\n{discard;}\\n#endif\\n#ifdef CLIPPLANE4\\nelse if (fClipDistance4>0.0)\\n{discard;}\\n#endif\\n#ifdef CLIPPLANE5\\nelse if (fClipDistance5>0.0)\\n{discard;}\\n#endif\\n#ifdef CLIPPLANE6\\nelse if (fClipDistance6>0.0)\\n{discard;}\\n#endif\\n\";e.IncludesShadersStore[n]||(e.IncludesShadersStore[n]=i);const d={name:n,shader:i};export{d as clipPlaneFragment};\n//# sourceMappingURL=clipPlaneFragment.js.map\n","import{ShaderStore as e}from\"../../Engines/shaderStore.js\";const t=\"logDepthFragment\";const n=\"#ifdef LOGARITHMICDEPTH\\ngl_FragDepthEXT=log2(vFragmentDepth)*logarithmicDepthConstant*0.5;\\n#endif\\n\";e.IncludesShadersStore[t]||(e.IncludesShadersStore[t]=n);const r={name:t,shader:n};export{r as logDepthFragment};\n//# sourceMappingURL=logDepthFragment.js.map\n","import{ShaderStore as o}from\"../../Engines/shaderStore.js\";const e=\"fogFragment\";const n=\"#ifdef FOG\\nfloat fog=CalcFogFactor();\\n#ifdef PBR\\nfog=toLinearSpace(fog);\\n#endif\\ncolor.rgb=mix(vFogColor,color.rgb,fog);\\n#endif\\n\";o.IncludesShadersStore[e]||(o.IncludesShadersStore[e]=n);const r={name:e,shader:n};export{r as fogFragment};\n//# sourceMappingURL=fogFragment.js.map\n","import{ShaderStore as n}from\"../../Engines/shaderStore.js\";const e=\"clipPlaneVertexDeclaration\";const i=\"#ifdef CLIPPLANE\\nuniform vec4 vClipPlane;varying float fClipDistance;\\n#endif\\n#ifdef CLIPPLANE2\\nuniform vec4 vClipPlane2;varying float fClipDistance2;\\n#endif\\n#ifdef CLIPPLANE3\\nuniform vec4 vClipPlane3;varying float fClipDistance3;\\n#endif\\n#ifdef CLIPPLANE4\\nuniform vec4 vClipPlane4;varying float fClipDistance4;\\n#endif\\n#ifdef CLIPPLANE5\\nuniform vec4 vClipPlane5;varying float fClipDistance5;\\n#endif\\n#ifdef CLIPPLANE6\\nuniform vec4 vClipPlane6;varying float fClipDistance6;\\n#endif\\n\";n.IncludesShadersStore[e]||(n.IncludesShadersStore[e]=i);const f={name:e,shader:i};export{f as clipPlaneVertexDeclaration};\n//# sourceMappingURL=clipPlaneVertexDeclaration.js.map\n","import{ShaderStore as e}from\"../../Engines/shaderStore.js\";const n=\"fogVertexDeclaration\";const r=\"#ifdef FOG\\nvarying vec3 vFogDistance;\\n#endif\\n\";e.IncludesShadersStore[n]||(e.IncludesShadersStore[n]=r);const o={name:n,shader:r};export{o as fogVertexDeclaration};\n//# sourceMappingURL=fogVertexDeclaration.js.map\n","import{ShaderStore as n}from\"../../Engines/shaderStore.js\";const e=\"clipPlaneVertex\";const i=\"#ifdef CLIPPLANE\\nfClipDistance=dot(worldPos,vClipPlane);\\n#endif\\n#ifdef CLIPPLANE2\\nfClipDistance2=dot(worldPos,vClipPlane2);\\n#endif\\n#ifdef CLIPPLANE3\\nfClipDistance3=dot(worldPos,vClipPlane3);\\n#endif\\n#ifdef CLIPPLANE4\\nfClipDistance4=dot(worldPos,vClipPlane4);\\n#endif\\n#ifdef CLIPPLANE5\\nfClipDistance5=dot(worldPos,vClipPlane5);\\n#endif\\n#ifdef CLIPPLANE6\\nfClipDistance6=dot(worldPos,vClipPlane6);\\n#endif\\n\";n.IncludesShadersStore[e]||(n.IncludesShadersStore[e]=i);const d={name:e,shader:i};export{d as clipPlaneVertex};\n//# sourceMappingURL=clipPlaneVertex.js.map\n","import{ShaderStore as e}from\"../../Engines/shaderStore.js\";const n=\"fogVertex\";const o=\"#ifdef FOG\\nvFogDistance=(view*worldPos).xyz;\\n#endif\\n\";e.IncludesShadersStore[n]||(e.IncludesShadersStore[n]=o);const s={name:n,shader:o};export{s as fogVertex};\n//# sourceMappingURL=fogVertex.js.map\n","import{ShaderStore as e}from\"../../Engines/shaderStore.js\";const t=\"logDepthVertex\";const n=\"#ifdef LOGARITHMICDEPTH\\nvFragmentDepth=1.0+gl_Position.w;gl_Position.z=log2(max(0.000001,vFragmentDepth))*logarithmicDepthConstant;\\n#endif\\n\";e.IncludesShadersStore[t]||(e.IncludesShadersStore[t]=n);const o={name:t,shader:n};export{o as logDepthVertex};\n//# sourceMappingURL=logDepthVertex.js.map\n","import{ShaderStore as e}from\"../Engines/shaderStore.js\";const n=\"importanceSampling\";const t=\"vec3 hemisphereCosSample(vec2 u) {float phi=2.*PI*u.x;float cosTheta2=1.-u.y;float cosTheta=sqrt(cosTheta2);float sinTheta=sqrt(1.-cosTheta2);return vec3(sinTheta*cos(phi),sinTheta*sin(phi),cosTheta);}\\nvec3 hemisphereImportanceSampleDggx(vec2 u,float a) {float phi=2.*PI*u.x;float cosTheta2=(1.-u.y)/(1.+(a+1.)*((a-1.)*u.y));float cosTheta=sqrt(cosTheta2);float sinTheta=sqrt(1.-cosTheta2);return vec3(sinTheta*cos(phi),sinTheta*sin(phi),cosTheta);}\\nvec3 hemisphereImportanceSampleDCharlie(vec2 u,float a) { \\nfloat phi=2.*PI*u.x;float sinTheta=pow(u.y,a/(2.*a+1.));float cosTheta=sqrt(1.-sinTheta*sinTheta);return vec3(sinTheta*cos(phi),sinTheta*sin(phi),cosTheta);}\";e.IncludesShadersStore[n]||(e.IncludesShadersStore[n]=t);const i=\"hdrFilteringFunctions\";const a=\"#ifdef NUM_SAMPLES\\n#if NUM_SAMPLES>0\\n#if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)\\nfloat radicalInverse_VdC(uint bits) \\n{bits=(bits<<16u) | (bits>>16u);bits=((bits & 0x55555555u)<<1u) | ((bits & 0xAAAAAAAAu)>>1u);bits=((bits & 0x33333333u)<<2u) | ((bits & 0xCCCCCCCCu)>>2u);bits=((bits & 0x0F0F0F0Fu)<<4u) | ((bits & 0xF0F0F0F0u)>>4u);bits=((bits & 0x00FF00FFu)<<8u) | ((bits & 0xFF00FF00u)>>8u);return float(bits)*2.3283064365386963e-10; }\\nvec2 hammersley(uint i,uint N)\\n{return vec2(float(i)/float(N),radicalInverse_VdC(i));}\\n#else\\nfloat vanDerCorpus(int n,int base)\\n{float invBase=1.0/float(base);float denom =1.0;float result =0.0;for(int i=0; i<32; ++i)\\n{if(n>0)\\n{denom =mod(float(n),2.0);result+=denom*invBase;invBase=invBase/2.0;n =int(float(n)/2.0);}}\\nreturn result;}\\nvec2 hammersley(int i,int N)\\n{return vec2(float(i)/float(N),vanDerCorpus(i,2));}\\n#endif\\nfloat log4(float x) {return log2(x)/2.;}\\nvec3 uv_to_normal(vec2 uv) {vec3 N;vec2 uvRange=uv;float theta=uvRange.x*2.0*PI;float phi=uvRange.y*PI;N.x=cos(theta)*sin(phi);N.z=sin(theta)*sin(phi);N.y=cos(phi);return N;}\\nconst float NUM_SAMPLES_FLOAT=float(NUM_SAMPLES);const float NUM_SAMPLES_FLOAT_INVERSED=1./NUM_SAMPLES_FLOAT;const float K=4.;\\n#define inline\\nvec3 irradiance(samplerCube inputTexture,vec3 inputN,vec2 filteringInfo\\n#ifdef IBL_CDF_FILTERING\\n,sampler2D icdfSampler\\n#endif\\n)\\n{vec3 n=normalize(inputN);vec3 result=vec3(0.0);\\n#ifndef IBL_CDF_FILTERING\\nvec3 tangent=abs(n.z)<0.999 ? vec3(0.,0.,1.) : vec3(1.,0.,0.);tangent=normalize(cross(tangent,n));vec3 bitangent=cross(n,tangent);mat3 tbn=mat3(tangent,bitangent,n);\\n#endif\\nfloat maxLevel=filteringInfo.y;float dim0=filteringInfo.x;float omegaP=(4.*PI)/(6.*dim0*dim0);\\n#if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)\\nfor(uint i=0u; i<NUM_SAMPLES; ++i)\\n#else\\nfor(int i=0; i<NUM_SAMPLES; ++i)\\n#endif\\n{vec2 Xi=hammersley(i,NUM_SAMPLES);\\n#ifdef IBL_CDF_FILTERING\\nvec2 T;T.x=textureLod(icdfSampler,vec2(Xi.x,0.0),0.0).x;T.y=textureLod(icdfSampler,vec2(T.x,Xi.y),0.0).y;vec3 Ls=uv_to_normal(vec2(1.0-fract(T.x+0.25),T.y));float NoL=dot(n,Ls);\\n#else\\nvec3 Ls=hemisphereCosSample(Xi);Ls=normalize(Ls);vec3 Ns=vec3(0.,0.,1.);float NoL=dot(Ns,Ls);\\n#endif\\nif (NoL>0.) {\\n#ifdef IBL_CDF_FILTERING\\nfloat pdf=textureLod(icdfSampler,T,0.0).z;vec3 c=textureCubeLodEXT(inputTexture,Ls,0.0).rgb;\\n#else\\nfloat pdf_inversed=PI/NoL;float omegaS=NUM_SAMPLES_FLOAT_INVERSED*pdf_inversed;float l=log4(omegaS)-log4(omegaP)+log4(K);float mipLevel=clamp(l,0.0,maxLevel);vec3 c=textureCubeLodEXT(inputTexture,tbn*Ls,mipLevel).rgb;\\n#endif\\n#ifdef GAMMA_INPUT\\nc=toLinearSpace(c);\\n#endif\\n#ifdef IBL_CDF_FILTERING\\nvec3 light=pdf<1e-6 ? vec3(0.0) : vec3(1.0)/vec3(pdf)*c;result+=NoL*light;\\n#else\\nresult+=c;\\n#endif\\n}}\\nresult=result*NUM_SAMPLES_FLOAT_INVERSED;return result;}\\n#define inline\\nvec3 radiance(float alphaG,samplerCube inputTexture,vec3 inputN,vec2 filteringInfo)\\n{vec3 n=normalize(inputN);vec3 c=textureCube(inputTexture,n).rgb; \\nif (alphaG==0.) {\\n#ifdef GAMMA_INPUT\\nc=toLinearSpace(c);\\n#endif\\nreturn c;} else {vec3 result=vec3(0.);vec3 tangent=abs(n.z)<0.999 ? vec3(0.,0.,1.) : vec3(1.,0.,0.);tangent=normalize(cross(tangent,n));vec3 bitangent=cross(n,tangent);mat3 tbn=mat3(tangent,bitangent,n);float maxLevel=filteringInfo.y;float dim0=filteringInfo.x;float omegaP=(4.*PI)/(6.*dim0*dim0);float weight=0.;\\n#if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)\\nfor(uint i=0u; i<NUM_SAMPLES; ++i)\\n#else\\nfor(int i=0; i<NUM_SAMPLES; ++i)\\n#endif\\n{vec2 Xi=hammersley(i,NUM_SAMPLES);vec3 H=hemisphereImportanceSampleDggx(Xi,alphaG);float NoV=1.;float NoH=H.z;float NoH2=H.z*H.z;float NoL=2.*NoH2-1.;vec3 L=vec3(2.*NoH*H.x,2.*NoH*H.y,NoL);L=normalize(L);if (NoL>0.) {float pdf_inversed=4./normalDistributionFunction_TrowbridgeReitzGGX(NoH,alphaG);float omegaS=NUM_SAMPLES_FLOAT_INVERSED*pdf_inversed;float l=log4(omegaS)-log4(omegaP)+log4(K);float mipLevel=clamp(float(l),0.0,maxLevel);weight+=NoL;vec3 c=textureCubeLodEXT(inputTexture,tbn*L,mipLevel).rgb;\\n#ifdef GAMMA_INPUT\\nc=toLinearSpace(c);\\n#endif\\nresult+=c*NoL;}}\\nresult=result/weight;return result;}}\\n#endif\\n#endif\\n\";e.IncludesShadersStore[i]||(e.IncludesShadersStore[i]=a);\n//# sourceMappingURL=BheUugxR.js.map\n","import{ShaderStore as e}from\"../Engines/shaderStore.js\";const t=\"pbrBRDFFunctions\";const n=\"#define FRESNEL_MAXIMUM_ON_ROUGH 0.25\\n#ifdef MS_BRDF_ENERGY_CONSERVATION\\nvec3 getEnergyConservationFactor(const vec3 specularEnvironmentR0,const vec3 environmentBrdf) {return 1.0+specularEnvironmentR0*(1.0/environmentBrdf.y-1.0);}\\n#endif\\n#ifdef ENVIRONMENTBRDF\\nvec3 getBRDFLookup(float NdotV,float perceptualRoughness) {vec2 UV=vec2(NdotV,perceptualRoughness);vec4 brdfLookup=texture2D(environmentBrdfSampler,UV);\\n#ifdef ENVIRONMENTBRDF_RGBD\\nbrdfLookup.rgb=fromRGBD(brdfLookup.rgba);\\n#endif\\nreturn brdfLookup.rgb;}\\nvec3 getReflectanceFromBRDFLookup(const vec3 specularEnvironmentR0,const vec3 specularEnvironmentR90,const float ior,const vec3 environmentBrdf) {\\n#ifdef BRDF_V_HEIGHT_CORRELATED\\n#ifdef METALLICWORKFLOW\\nvec3 reflectance=(specularEnvironmentR90-specularEnvironmentR0)*clamp(environmentBrdf.x*2.0*(ior-1.0),0.0,1.0)+specularEnvironmentR0*environmentBrdf.y;\\n#else\\nvec3 reflectance=(specularEnvironmentR90-specularEnvironmentR0)*environmentBrdf.x+specularEnvironmentR0*environmentBrdf.y;\\n#endif\\n#else\\nvec3 reflectance=specularEnvironmentR0*environmentBrdf.x+specularEnvironmentR90*environmentBrdf.y;\\n#endif\\nreturn reflectance;}\\nvec3 getReflectanceFromBRDFLookup(const vec3 specularEnvironmentR0,const vec3 environmentBrdf) {\\n#ifdef BRDF_V_HEIGHT_CORRELATED\\nvec3 reflectance=mix(environmentBrdf.xxx,environmentBrdf.yyy,specularEnvironmentR0);\\n#else\\nvec3 reflectance=specularEnvironmentR0*environmentBrdf.x+environmentBrdf.y;\\n#endif\\nreturn reflectance;}\\n#endif\\n/* NOT USED\\n#if defined(SHEEN) && defined(SHEEN_SOFTER)\\nfloat getBRDFLookupCharlieSheen(float NdotV,float perceptualRoughness)\\n{float c=1.0-NdotV;float c3=c*c*c;return 0.65584461*c3+1.0/(4.16526551+exp(-7.97291361*perceptualRoughness+6.33516894));}\\n#endif\\n*/\\n#if !defined(ENVIRONMENTBRDF) || defined(REFLECTIONMAP_SKYBOX) || defined(ALPHAFRESNEL)\\nvec3 getReflectanceFromAnalyticalBRDFLookup_Jones(float VdotN,vec3 reflectance0,vec3 reflectance90,float smoothness)\\n{float weight=mix(FRESNEL_MAXIMUM_ON_ROUGH,1.0,smoothness);return reflectance0+weight*(reflectance90-reflectance0)*pow5(saturate(1.0-VdotN));}\\n#endif\\n#if defined(SHEEN) && defined(ENVIRONMENTBRDF)\\n/**\\n* The sheen BRDF not containing F can be easily stored in the blue channel of the BRDF texture.\\n* The blue channel contains DCharlie*VAshikhmin*NdotL as a lokkup table\\n*/\\nvec3 getSheenReflectanceFromBRDFLookup(const vec3 reflectance0,const vec3 environmentBrdf) {vec3 sheenEnvironmentReflectance=reflectance0*environmentBrdf.b;return sheenEnvironmentReflectance;}\\n#endif\\nvec3 fresnelSchlickGGX(float VdotH,vec3 reflectance0,vec3 reflectance90)\\n{return reflectance0+(reflectance90-reflectance0)*pow5(1.0-VdotH);}\\nfloat fresnelSchlickGGX(float VdotH,float reflectance0,float reflectance90)\\n{return reflectance0+(reflectance90-reflectance0)*pow5(1.0-VdotH);}\\n#ifdef CLEARCOAT\\nvec3 getR0RemappedForClearCoat(vec3 f0) {\\n#ifdef CLEARCOAT_DEFAULTIOR\\n#ifdef MOBILE\\nreturn saturate(f0*(f0*0.526868+0.529324)-0.0482256);\\n#else\\nreturn saturate(f0*(f0*(0.941892-0.263008*f0)+0.346479)-0.0285998);\\n#endif\\n#else\\nvec3 s=sqrt(f0);vec3 t=(vClearCoatRefractionParams.z+vClearCoatRefractionParams.w*s)/(vClearCoatRefractionParams.w+vClearCoatRefractionParams.z*s);return square(t);\\n#endif\\n}\\n#endif\\n#ifdef IRIDESCENCE\\nconst mat3 XYZ_TO_REC709=mat3(\\n3.2404542,-0.9692660, 0.0556434,\\n-1.5371385, 1.8760108,-0.2040259,\\n-0.4985314, 0.0415560, 1.0572252\\n);vec3 getIORTfromAirToSurfaceR0(vec3 f0) {vec3 sqrtF0=sqrt(f0);return (1.+sqrtF0)/(1.-sqrtF0);}\\nvec3 getR0fromIORs(vec3 iorT,float iorI) {return square((iorT-vec3(iorI))/(iorT+vec3(iorI)));}\\nfloat getR0fromIORs(float iorT,float iorI) {return square((iorT-iorI)/(iorT+iorI));}\\nvec3 evalSensitivity(float opd,vec3 shift) {float phase=2.0*PI*opd*1.0e-9;const vec3 val=vec3(5.4856e-13,4.4201e-13,5.2481e-13);const vec3 pos=vec3(1.6810e+06,1.7953e+06,2.2084e+06);const vec3 var=vec3(4.3278e+09,9.3046e+09,6.6121e+09);vec3 xyz=val*sqrt(2.0*PI*var)*cos(pos*phase+shift)*exp(-square(phase)*var);xyz.x+=9.7470e-14*sqrt(2.0*PI*4.5282e+09)*cos(2.2399e+06*phase+shift[0])*exp(-4.5282e+09*square(phase));xyz/=1.0685e-7;vec3 srgb=XYZ_TO_REC709*xyz;return srgb;}\\nvec3 evalIridescence(float outsideIOR,float eta2,float cosTheta1,float thinFilmThickness,vec3 baseF0) {vec3 I=vec3(1.0);float iridescenceIOR=mix(outsideIOR,eta2,smoothstep(0.0,0.03,thinFilmThickness));float sinTheta2Sq=square(outsideIOR/iridescenceIOR)*(1.0-square(cosTheta1));float cosTheta2Sq=1.0-sinTheta2Sq;if (cosTheta2Sq<0.0) {return I;}\\nfloat cosTheta2=sqrt(cosTheta2Sq);float R0=getR0fromIORs(iridescenceIOR,outsideIOR);float R12=fresnelSchlickGGX(cosTheta1,R0,1.);float R21=R12;float T121=1.0-R12;float phi12=0.0;if (iridescenceIOR<outsideIOR) phi12=PI;float phi21=PI-phi12;vec3 baseIOR=getIORTfromAirToSurfaceR0(clamp(baseF0,0.0,0.9999)); \\nvec3 R1=getR0fromIORs(baseIOR,iridescenceIOR);vec3 R23=fresnelSchlickGGX(cosTheta2,R1,vec3(1.));vec3 phi23=vec3(0.0);if (baseIOR[0]<iridescenceIOR) phi23[0]=PI;if (baseIOR[1]<iridescenceIOR) phi23[1]=PI;if (baseIOR[2]<iridescenceIOR) phi23[2]=PI;float opd=2.0*iridescenceIOR*thinFilmThickness*cosTheta2;vec3 phi=vec3(phi21)+phi23;vec3 R123=clamp(R12*R23,1e-5,0.9999);vec3 r123=sqrt(R123);vec3 Rs=square(T121)*R23/(vec3(1.0)-R123);vec3 C0=R12+Rs;I=C0;vec3 Cm=Rs-T121;for (int m=1; m<=2; ++m)\\n{Cm*=r123;vec3 Sm=2.0*evalSensitivity(float(m)*opd,float(m)*phi);I+=Cm*Sm;}\\nreturn max(I,vec3(0.0));}\\n#endif\\nfloat normalDistributionFunction_TrowbridgeReitzGGX(float NdotH,float alphaG)\\n{float a2=square(alphaG);float d=NdotH*NdotH*(a2-1.0)+1.0;return a2/(PI*d*d);}\\n#ifdef SHEEN\\nfloat normalDistributionFunction_CharlieSheen(float NdotH,float alphaG)\\n{float invR=1./alphaG;float cos2h=NdotH*NdotH;float sin2h=1.-cos2h;return (2.+invR)*pow(sin2h,invR*.5)/(2.*PI);}\\n#endif\\n#ifdef ANISOTROPIC\\nfloat normalDistributionFunction_BurleyGGX_Anisotropic(float NdotH,float TdotH,float BdotH,const vec2 alphaTB) {float a2=alphaTB.x*alphaTB.y;vec3 v=vec3(alphaTB.y*TdotH,alphaTB.x *BdotH,a2*NdotH);float v2=dot(v,v);float w2=a2/v2;return a2*w2*w2*RECIPROCAL_PI;}\\n#endif\\n#ifdef BRDF_V_HEIGHT_CORRELATED\\nfloat smithVisibility_GGXCorrelated(float NdotL,float NdotV,float alphaG) {\\n#ifdef MOBILE\\nfloat GGXV=NdotL*(NdotV*(1.0-alphaG)+alphaG);float GGXL=NdotV*(NdotL*(1.0-alphaG)+alphaG);return 0.5/(GGXV+GGXL);\\n#else\\nfloat a2=alphaG*alphaG;float GGXV=NdotL*sqrt(NdotV*(NdotV-a2*NdotV)+a2);float GGXL=NdotV*sqrt(NdotL*(NdotL-a2*NdotL)+a2);return 0.5/(GGXV+GGXL);\\n#endif\\n}\\n#else\\nfloat smithVisibilityG1_TrowbridgeReitzGGXFast(float dot,float alphaG)\\n{\\n#ifdef MOBILE\\nreturn 1.0/(dot+alphaG+(1.0-alphaG)*dot ));\\n#else\\nfloat alphaSquared=alphaG*alphaG;return 1.0/(dot+sqrt(alphaSquared+(1.0-alphaSquared)*dot*dot));\\n#endif\\n}\\nfloat smithVisibility_TrowbridgeReitzGGXFast(float NdotL,float NdotV,float alphaG)\\n{float visibility=smithVisibilityG1_TrowbridgeReitzGGXFast(NdotL,alphaG)*smithVisibilityG1_TrowbridgeReitzGGXFast(NdotV,alphaG);return visibility;}\\n#endif\\n#ifdef ANISOTROPIC\\nfloat smithVisibility_GGXCorrelated_Anisotropic(float NdotL,float NdotV,float TdotV,float BdotV,float TdotL,float BdotL,const vec2 alphaTB) {float lambdaV=NdotL*length(vec3(alphaTB.x*TdotV,alphaTB.y*BdotV,NdotV));float lambdaL=NdotV*length(vec3(alphaTB.x*TdotL,alphaTB.y*BdotL,NdotL));float v=0.5/(lambdaV+lambdaL);return v;}\\n#endif\\n#ifdef CLEARCOAT\\nfloat visibility_Kelemen(float VdotH) {return 0.25/(VdotH*VdotH); }\\n#endif\\n#ifdef SHEEN\\nfloat visibility_Ashikhmin(float NdotL,float NdotV)\\n{return 1./(4.*(NdotL+NdotV-NdotL*NdotV));}\\n/* NOT USED\\n#ifdef SHEEN_SOFTER\\nfloat l(float x,float alphaG)\\n{float oneMinusAlphaSq=(1.0-alphaG)*(1.0-alphaG);float a=mix(21.5473,25.3245,oneMinusAlphaSq);float b=mix(3.82987,3.32435,oneMinusAlphaSq);float c=mix(0.19823,0.16801,oneMinusAlphaSq);float d=mix(-1.97760,-1.27393,oneMinusAlphaSq);float e=mix(-4.32054,-4.85967,oneMinusAlphaSq);return a/(1.0+b*pow(x,c))+d*x+e;}\\nfloat lambdaSheen(float cosTheta,float alphaG)\\n{return abs(cosTheta)<0.5 ? exp(l(cosTheta,alphaG)) : exp(2.0*l(0.5,alphaG)-l(1.0-cosTheta,alphaG));}\\nfloat visibility_CharlieSheen(float NdotL,float NdotV,float alphaG)\\n{float G=1.0/(1.0+lambdaSheen(NdotV,alphaG)+lambdaSheen(NdotL,alphaG));return G/(4.0*NdotV*NdotL);}\\n#endif\\n*/\\n#endif\\nfloat diffuseBRDF_Burley(float NdotL,float NdotV,float VdotH,float roughness) {float diffuseFresnelNV=pow5(saturateEps(1.0-NdotL));float diffuseFresnelNL=pow5(saturateEps(1.0-NdotV));float diffuseFresnel90=0.5+2.0*VdotH*VdotH*roughness;float fresnel =\\n(1.0+(diffuseFresnel90-1.0)*diffuseFresnelNL) *\\n(1.0+(diffuseFresnel90-1.0)*diffuseFresnelNV);return fresnel/PI;}\\n#ifdef SS_TRANSLUCENCY\\nvec3 transmittanceBRDF_Burley(const vec3 tintColor,const vec3 diffusionDistance,float thickness) {vec3 S=1./maxEps(diffusionDistance);vec3 temp=exp((-0.333333333*thickness)*S);return tintColor.rgb*0.25*(temp*temp*temp+3.0*temp);}\\nfloat computeWrappedDiffuseNdotL(float NdotL,float w) {float t=1.0+w;float invt2=1.0/square(t);return saturate((NdotL+w)*invt2);}\\n#endif\\n\";e.IncludesShadersStore[t]||(e.IncludesShadersStore[t]=n);\n//# sourceMappingURL=C2OigWfV.js.map\n","import{ShaderStore as n}from\"../Engines/shaderStore.js\";const e=\"mainUVVaryingDeclaration\";const r=\"#ifdef MAINUV{X}\\nvarying vMainUV{X}: vec2f;\\n#endif\\n\";n.IncludesShadersStoreWGSL[e]||(n.IncludesShadersStoreWGSL[e]=r);\n//# sourceMappingURL=CmLTYdrJ.js.map\n","import{ShaderStore as n}from\"../../Engines/shaderStore.js\";const i=\"clipPlaneFragmentDeclaration\";const e=\"#ifdef CLIPPLANE\\nvarying fClipDistance: f32;\\n#endif\\n#ifdef CLIPPLANE2\\nvarying fClipDistance2: f32;\\n#endif\\n#ifdef CLIPPLANE3\\nvarying fClipDistance3: f32;\\n#endif\\n#ifdef CLIPPLANE4\\nvarying fClipDistance4: f32;\\n#endif\\n#ifdef CLIPPLANE5\\nvarying fClipDistance5: f32;\\n#endif\\n#ifdef CLIPPLANE6\\nvarying fClipDistance6: f32;\\n#endif\\n\";n.IncludesShadersStoreWGSL[i]||(n.IncludesShadersStoreWGSL[i]=e);const f={name:i,shader:e};export{f as clipPlaneFragmentDeclarationWGSL};\n//# sourceMappingURL=clipPlaneFragmentDeclaration.js.map\n","import{ShaderStore as e}from\"../../Engines/shaderStore.js\";const n=\"logDepthDeclaration\";const t=\"#ifdef LOGARITHMICDEPTH\\nuniform logarithmicDepthConstant: f32;varying vFragmentDepth: f32;\\n#endif\\n\";e.IncludesShadersStoreWGSL[n]||(e.IncludesShadersStoreWGSL[n]=t);const r={name:n,shader:t};export{r as logDepthDeclarationWGSL};\n//# sourceMappingURL=logDepthDeclaration.js.map\n","import{ShaderStore as o}from\"../Engines/shaderStore.js\";const f=\"fogFragmentDeclaration\";const n=\"#ifdef FOG\\n#define FOGMODE_NONE 0.\\n#define FOGMODE_EXP 1.\\n#define FOGMODE_EXP2 2.\\n#define FOGMODE_LINEAR 3.\\nconst E=2.71828;uniform vFogInfos: vec4f;uniform vFogColor: vec3f;varying vFogDistance: vec3f;fn CalcFogFactor()->f32\\n{var fogCoeff: f32=1.0;var fogStart: f32=uniforms.vFogInfos.y;var fogEnd: f32=uniforms.vFogInfos.z;var fogDensity: f32=uniforms.vFogInfos.w;var fogDistance: f32=length(fragmentInputs.vFogDistance);if (FOGMODE_LINEAR==uniforms.vFogInfos.x)\\n{fogCoeff=(fogEnd-fogDistance)/(fogEnd-fogStart);}\\nelse if (FOGMODE_EXP==uniforms.vFogInfos.x)\\n{fogCoeff=1.0/pow(E,fogDistance*fogDensity);}\\nelse if (FOGMODE_EXP2==uniforms.vFogInfos.x)\\n{fogCoeff=1.0/pow(E,fogDistance*fogDistance*fogDensity*fogDensity);}\\nreturn clamp(fogCoeff,0.0,1.0);}\\n#endif\\n\";o.IncludesShadersStoreWGSL[f]||(o.IncludesShadersStoreWGSL[f]=n);const e={name:f,shader:n};const r=\"fogFragment\";const s=\"#ifdef FOG\\nvar fog: f32=CalcFogFactor();\\n#ifdef PBR\\nfog=toLinearSpace(fog);\\n#endif\\ncolor= vec4f(mix(uniforms.vFogColor,color.rgb,fog),color.a);\\n#endif\\n\";o.IncludesShadersStoreWGSL[r]||(o.IncludesShadersStoreWGSL[r]=s);export{e as fogFragmentDeclarationWGSL};\n//# sourceMappingURL=ByXYXWJO.js.map\n","import{ShaderStore as e}from\"../Engines/shaderStore.js\";const n=\"importanceSampling\";const a=\"fn hemisphereCosSample(u: vec2f)->vec3f {var phi: f32=2.*PI*u.x;var cosTheta2: f32=1.-u.y;var cosTheta: f32=sqrt(cosTheta2);var sinTheta: f32=sqrt(1.-cosTheta2);return vec3f(sinTheta*cos(phi),sinTheta*sin(phi),cosTheta);}\\nfn hemisphereImportanceSampleDggx(u: vec2f,a: f32)->vec3f {var phi: f32=2.*PI*u.x;var cosTheta2: f32=(1.-u.y)/(1.+(a+1.)*((a-1.)*u.y));var cosTheta: f32=sqrt(cosTheta2);var sinTheta: f32=sqrt(1.-cosTheta2);return vec3f(sinTheta*cos(phi),sinTheta*sin(phi),cosTheta);}\\nfn hemisphereImportanceSampleDCharlie(u: vec2f,a: f32)->vec3f { \\nvar phi: f32=2.*PI*u.x;var sinTheta: f32=pow(u.y,a/(2.*a+1.));var cosTheta: f32=sqrt(1.-sinTheta*sinTheta);return vec3f(sinTheta*cos(phi),sinTheta*sin(phi),cosTheta);}\";e.IncludesShadersStoreWGSL[n]||(e.IncludesShadersStoreWGSL[n]=a);const r=\"hdrFilteringFunctions\";const t=\"#ifdef NUM_SAMPLES\\n#if NUM_SAMPLES>0\\nfn radicalInverse_VdC(value: u32)->f32 \\n{var bits=(value<<16u) | (value>>16u);bits=((bits & 0x55555555u)<<1u) | ((bits & 0xAAAAAAAAu)>>1u);bits=((bits & 0x33333333u)<<2u) | ((bits & 0xCCCCCCCCu)>>2u);bits=((bits & 0x0F0F0F0Fu)<<4u) | ((bits & 0xF0F0F0F0u)>>4u);bits=((bits & 0x00FF00FFu)<<8u) | ((bits & 0xFF00FF00u)>>8u);return f32(bits)*2.3283064365386963e-10; }\\nfn hammersley(i: u32,N: u32)->vec2f\\n{return vec2f( f32(i)/ f32(N),radicalInverse_VdC(i));}\\nfn log4(x: f32)->f32 {return log2(x)/2.;}\\nfn uv_to_normal(uv: vec2f)->vec3f {var N: vec3f;var uvRange: vec2f=uv;var theta: f32=uvRange.x*2.0*PI;var phi: f32=uvRange.y*PI;N.x=cos(theta)*sin(phi);N.z=sin(theta)*sin(phi);N.y=cos(phi);return N;}\\nconst NUM_SAMPLES_FLOAT: f32= f32(NUM_SAMPLES);const NUM_SAMPLES_FLOAT_INVERSED: f32=1./NUM_SAMPLES_FLOAT;const K: f32=4.;fn irradiance(inputTexture: texture_cube<f32>,inputSampler: sampler,inputN: vec3f,filteringInfo: vec2f\\n#ifdef IBL_CDF_FILTERING\\n,icdfSampler: texture_2d<f32>,icdfSamplerSampler: sampler\\n#endif\\n)->vec3f\\n{var n: vec3f=normalize(inputN);var result: vec3f= vec3f(0.0);\\n#ifndef IBL_CDF_FILTERING\\nvar tangent: vec3f=select(vec3f(1.,0.,0.),vec3f(0.,0.,1.),abs(n.z)<0.999);tangent=normalize(cross(tangent,n));var bitangent: vec3f=cross(n,tangent);var tbn: mat3x3f= mat3x3f(tangent,bitangent,n);\\n#endif\\nvar maxLevel: f32=filteringInfo.y;var dim0: f32=filteringInfo.x;var omegaP: f32=(4.*PI)/(6.*dim0*dim0);for(var i: u32=0u; i<NUM_SAMPLES; i++)\\n{var Xi: vec2f=hammersley(i,NUM_SAMPLES);\\n#ifdef IBL_CDF_FILTERING\\nvar T: vec2f;T.x=textureSampleLevel(icdfSampler,icdfSamplerSampler,vec2(Xi.x,0.0),0.0).x;T.y=textureSampleLevel(icdfSampler,icdfSamplerSampler,vec2(T.x,Xi.y),0.0).y;var Ls: vec3f=uv_to_normal(vec2f(1.0-fract(T.x+0.25),T.y));var NoL: f32=dot(n,Ls);\\n#else\\nvar Ls: vec3f=hemisphereCosSample(Xi);Ls=normalize(Ls);var Ns: vec3f= vec3f(0.,0.,1.);var NoL: f32=dot(Ns,Ls);\\n#endif\\nif (NoL>0.) {\\n#ifdef IBL_CDF_FILTERING\\nvar pdf: f32=textureSampleLevel(icdfSampler,icdfSamplerSampler,T,0.0).z;var c: vec3f=textureSampleLevel(inputTexture,inputSampler,Ls,0.0).rgb;\\n#else\\nvar pdf_inversed: f32=PI/NoL;var omegaS: f32=NUM_SAMPLES_FLOAT_INVERSED*pdf_inversed;var l: f32=log4(omegaS)-log4(omegaP)+log4(K);var mipLevel: f32=clamp(l,0.0,maxLevel);var c: vec3f=textureSampleLevel(inputTexture,inputSampler,tbn*Ls,mipLevel).rgb;\\n#endif\\n#ifdef GAMMA_INPUT\\nc=toLinearSpaceVec3(c);\\n#endif\\n#ifdef IBL_CDF_FILTERING\\nvar light: vec3f=vec3f(0.0);if (pdf>1e-6) {light=vec3f(1.0)/vec3f(pdf)*c;}\\nresult+=NoL*light;\\n#else\\nresult+=c;\\n#endif\\n}}\\nresult=result*NUM_SAMPLES_FLOAT_INVERSED;return result;}\\nfn radiance(alphaG: f32,inputTexture: texture_cube<f32>,inputSampler: sampler,inputN: vec3f,filteringInfo: vec2f)->vec3f\\n{var n: vec3f=normalize(inputN);var c: vec3f=textureSample(inputTexture,inputSampler,n).rgb; \\nif (alphaG==0.) {\\n#ifdef GAMMA_INPUT\\nc=toLinearSpace(c);\\n#endif\\nreturn c;} else {var result: vec3f= vec3f(0.);var tangent: vec3f=select(vec3f(1.,0.,0.),vec3f(0.,0.,1.),abs(n.z)<0.999);tangent=normalize(cross(tangent,n));var bitangent: vec3f=cross(n,tangent);var tbn: mat3x3f= mat3x3f(tangent,bitangent,n);var maxLevel: f32=filteringInfo.y;var dim0: f32=filteringInfo.x;var omegaP: f32=(4.*PI)/(6.*dim0*dim0);var weight: f32=0.;for(var i: u32=0u; i<NUM_SAMPLES; i++)\\n{var Xi: vec2f=hammersley(i,NUM_SAMPLES);var H: vec3f=hemisphereImportanceSampleDggx(Xi,alphaG);var NoV: f32=1.;var NoH: f32=H.z;var NoH2: f32=H.z*H.z;var NoL: f32=2.*NoH2-1.;var L: vec3f= vec3f(2.*NoH*H.x,2.*NoH*H.y,NoL);L=normalize(L);if (NoL>0.) {var pdf_inversed: f32=4./normalDistributionFunction_TrowbridgeReitzGGX(NoH,alphaG);var omegaS: f32=NUM_SAMPLES_FLOAT_INVERSED*pdf_inversed;var l: f32=log4(omegaS)-log4(omegaP)+log4(K);var mipLevel: f32=clamp( f32(l),0.0,maxLevel);weight+=NoL;var c: vec3f=textureSampleLevel(inputTexture,inputSampler,tbn*L,mipLevel).rgb;\\n#ifdef GAMMA_INPUT\\nc=toLinearSpace(c);\\n#endif\\nresult+=c*NoL;}}\\nresult=result/weight;return result;}}\\n#endif\\n#endif\\n\";e.IncludesShadersStoreWGSL[r]||(e.IncludesShadersStoreWGSL[r]=t);\n//# sourceMappingURL=DlrSRcFe.js.map\n","import{ShaderStore as e}from\"../Engines/shaderStore.js\";const n=\"pbrBRDFFunctions\";const f=\"#define FRESNEL_MAXIMUM_ON_ROUGH 0.25\\n#ifdef MS_BRDF_ENERGY_CONSERVATION\\nfn getEnergyConservationFactor(specularEnvironmentR0: vec3f,environmentBrdf: vec3f)->vec3f {return 1.0+specularEnvironmentR0*(1.0/environmentBrdf.y-1.0);}\\n#endif\\n#ifdef ENVIRONMENTBRDF\\nfn getBRDFLookup(NdotV: f32,perceptualRoughness: f32)->vec3f {var UV: vec2f= vec2f(NdotV,perceptualRoughness);var brdfLookup: vec4f= textureSample(environmentBrdfSampler,environmentBrdfSamplerSampler,UV);\\n#ifdef ENVIRONMENTBRDF_RGBD\\nbrdfLookup=vec4f(fromRGBD(brdfLookup.rgba),brdfLookup.a);\\n#endif\\nreturn brdfLookup.rgb;}\\nfn getReflectanceFromBRDFWithEnvLookup(specularEnvironmentR0: vec3f,specularEnvironmentR90: vec3f,ior: f32,environmentBrdf: vec3f)->vec3f {\\n#ifdef BRDF_V_HEIGHT_CORRELATED\\n#ifdef METALLICWORKFLOW\\nvar reflectance: vec3f=(specularEnvironmentR90-specularEnvironmentR0)*clamp(environmentBrdf.x*2.0*(ior-1.0),0.0,1.0)+specularEnvironmentR0*environmentBrdf.y;\\n#else\\nvar reflectance: vec3f=(specularEnvironmentR90-specularEnvironmentR0)*environmentBrdf.x+specularEnvironmentR0*environmentBrdf.y;\\n#endif\\n#else\\nvar reflectance: vec3f=specularEnvironmentR0*environmentBrdf.x+specularEnvironmentR90*environmentBrdf.y;\\n#endif\\nreturn reflectance;}\\nfn getReflectanceFromBRDFLookup(specularEnvironmentR0: vec3f,environmentBrdf: vec3f)->vec3f {\\n#ifdef BRDF_V_HEIGHT_CORRELATED\\nvar reflectance: vec3f=mix(environmentBrdf.xxx,environmentBrdf.yyy,specularEnvironmentR0);\\n#else\\nvar reflectance: vec3f=specularEnvironmentR0*environmentBrdf.x+environmentBrdf.y;\\n#endif\\nreturn reflectance;}\\n#endif\\n/* NOT USED\\n#if defined(SHEEN) && defined(SHEEN_SOFTER)\\nfn getBRDFLookupCharlieSheen(NdotV: f32,perceptualRoughness: f32)->f32\\n{var c: f32=1.0-NdotV;var c3: f32=c*c*c;return 0.65584461*c3+1.0/(4.16526551+exp(-7.97291361*perceptualRoughness+6.33516894));}\\n#endif\\n*/\\n#if !defined(ENVIRONMENTBRDF) || defined(REFLECTIONMAP_SKYBOX) || defined(ALPHAFRESNEL)\\nfn getReflectanceFromAnalyticalBRDFLookup_Jones(VdotN: f32,reflectance0: vec3f,reflectance90: vec3f,smoothness: f32)->vec3f\\n{var weight: f32=mix(FRESNEL_MAXIMUM_ON_ROUGH,1.0,smoothness);return reflectance0+weight*(reflectance90-reflectance0)*pow5(saturate(1.0-VdotN));}\\n#endif\\n#if defined(SHEEN) && defined(ENVIRONMENTBRDF)\\n/**\\n* The sheen BRDF not containing F can be easily stored in the blue channel of the BRDF texture.\\n* The blue channel contains DCharlie*VAshikhmin*NdotL as a lokkup table\\n*/\\nfn getSheenReflectanceFromBRDFLookup(reflectance0: vec3f,environmentBrdf: vec3f)->vec3f {var sheenEnvironmentReflectance: vec3f=reflectance0*environmentBrdf.b;return sheenEnvironmentReflectance;}\\n#endif\\nfn fresnelSchlickGGXVec3(VdotH: f32,reflectance0: vec3f,reflectance90: vec3f)->vec3f\\n{return reflectance0+(reflectance90-reflectance0)*pow5(1.0-VdotH);}\\nfn fresnelSchlickGGX(VdotH: f32,reflectance0: f32,reflectance90: f32)->f32\\n{return reflectance0+(reflectance90-reflectance0)*pow5(1.0-VdotH);}\\n#ifdef CLEARCOAT\\nfn getR0RemappedForClearCoat(f0: vec3f)->vec3f {\\n#ifdef CLEARCOAT_DEFAULTIOR\\n#ifdef MOBILE\\nreturn saturateVec3(f0*(f0*0.526868+0.529324)-0.0482256);\\n#else\\nreturn saturateVec3(f0*(f0*(0.941892-0.263008*f0)+0.346479)-0.0285998);\\n#endif\\n#else\\nvar s: vec3f=sqrt(f0);var t: vec3f=(uniforms.vClearCoatRefractionParams.z+uniforms.vClearCoatRefractionParams.w*s)/(uniforms.vClearCoatRefractionParams.w+uniforms.vClearCoatRefractionParams.z*s);return squareVec3(t);\\n#endif\\n}\\n#endif\\n#ifdef IRIDESCENCE\\nconst XYZ_TO_REC709: mat3x3f= mat3x3f(\\n3.2404542,-0.9692660, 0.0556434,\\n-1.5371385, 1.8760108,-0.2040259,\\n-0.4985314, 0.0415560, 1.0572252\\n);fn getIORTfromAirToSurfaceR0(f0: vec3f)->vec3f {var sqrtF0: vec3f=sqrt(f0);return (1.+sqrtF0)/(1.-sqrtF0);}\\nfn getR0fromIORsVec3(iorT: vec3f,iorI: f32)->vec3f {return squareVec3((iorT- vec3f(iorI))/(iorT+ vec3f(iorI)));}\\nfn getR0fromIORs(iorT: f32,iorI: f32)->f32 {return square((iorT-iorI)/(iorT+iorI));}\\nfn evalSensitivity(opd: f32,shift: vec3f)->vec3f {var phase: f32=2.0*PI*opd*1.0e-9;const val: vec3f= vec3f(5.4856e-13,4.4201e-13,5.2481e-13);const pos: vec3f= vec3f(1.6810e+06,1.7953e+06,2.2084e+06);const vr: vec3f= vec3f(4.3278e+09,9.3046e+09,6.6121e+09);var xyz: vec3f=val*sqrt(2.0*PI*vr)*cos(pos*phase+shift)*exp(-square(phase)*vr);xyz.x+=9.7470e-14*sqrt(2.0*PI*4.5282e+09)*cos(2.2399e+06*phase+shift[0])*exp(-4.5282e+09*square(phase));xyz/=1.0685e-7;var srgb: vec3f=XYZ_TO_REC709*xyz;return srgb;}\\nfn evalIridescence(outsideIOR: f32,eta2: f32,cosTheta1: f32,thinFilmThickness: f32,baseF0: vec3f)->vec3f {var I: vec3f= vec3f(1.0);var iridescenceIOR: f32=mix(outsideIOR,eta2,smoothstep(0.0,0.03,thinFilmThickness));var sinTheta2Sq: f32=square(outsideIOR/iridescenceIOR)*(1.0-square(cosTheta1));var cosTheta2Sq: f32=1.0-sinTheta2Sq;if (cosTheta2Sq<0.0) {return I;}\\nvar cosTheta2: f32=sqrt(cosTheta2Sq);var R0: f32=getR0fromIORs(iridescenceIOR,outsideIOR);var R12: f32=fresnelSchlickGGX(cosTheta1,R0,1.);var R21: f32=R12;var T121: f32=1.0-R12;var phi12: f32=0.0;if (iridescenceIOR<outsideIOR) {phi12=PI;}\\nvar phi21: f32=PI-phi12;var baseIOR: vec3f=getIORTfromAirToSurfaceR0(clamp(baseF0,vec3f(0.0),vec3f(0.9999))); \\nvar R1: vec3f=getR0fromIORsVec3(baseIOR,iridescenceIOR);var R23: vec3f=fresnelSchlickGGXVec3(cosTheta2,R1, vec3f(1.));var phi23: vec3f= vec3f(0.0);if (baseIOR[0]<iridescenceIOR) {phi23[0]=PI;}\\nif (baseIOR[1]<iridescenceIOR) {phi23[1]=PI;}\\nif (baseIOR[2]<iridescenceIOR) {phi23[2]=PI;}\\nvar opd: f32=2.0*iridescenceIOR*thinFilmThickness*cosTheta2;var phi: vec3f= vec3f(phi21)+phi23;var R123: vec3f=clamp(R12*R23,vec3f(1e-5),vec3f(0.9999));var r123: vec3f=sqrt(R123);var Rs: vec3f=(T121*T121)*R23/( vec3f(1.0)-R123);var C0: vec3f=R12+Rs;I=C0;var Cm: vec3f=Rs-T121;for (var m: i32=1; m<=2; m++)\\n{Cm*=r123;var Sm: vec3f=2.0*evalSensitivity( f32(m)*opd, f32(m)*phi);I+=Cm*Sm;}\\nreturn max(I, vec3f(0.0));}\\n#endif\\nfn normalDistributionFunction_TrowbridgeReitzGGX(NdotH: f32,alphaG: f32)->f32\\n{var a2: f32=alphaG*alphaG;var d: f32=NdotH*NdotH*(a2-1.0)+1.0;return a2/(PI*d*d);}\\n#ifdef SHEEN\\nfn normalDistributionFunction_CharlieSheen(NdotH: f32,alphaG: f32)->f32\\n{var invR: f32=1./alphaG;var cos2h: f32=NdotH*NdotH;var sin2h: f32=1.-cos2h;return (2.+invR)*pow(sin2h,invR*.5)/(2.*PI);}\\n#endif\\n#ifdef ANISOTROPIC\\nfn normalDistributionFunction_BurleyGGX_Anisotropic(NdotH: f32,TdotH: f32,BdotH: f32,alphaTB: vec2f)->f32 {var a2: f32=alphaTB.x*alphaTB.y;var v: vec3f= vec3f(alphaTB.y*TdotH,alphaTB.x *BdotH,a2*NdotH);var v2: f32=dot(v,v);var w2: f32=a2/v2;return a2*w2*w2*RECIPROCAL_PI;}\\n#endif\\n#ifdef BRDF_V_HEIGHT_CORRELATED\\nfn smithVisibility_GGXCorrelated(NdotL: f32,NdotV: f32,alphaG: f32)->f32 {\\n#ifdef MOBILE\\nvar GGXV: f32=NdotL*(NdotV*(1.0-alphaG)+alphaG);var GGXL: f32=NdotV*(NdotL*(1.0-alphaG)+alphaG);return 0.5/(GGXV+GGXL);\\n#else\\nvar a2: f32=alphaG*alphaG;var GGXV: f32=NdotL*sqrt(NdotV*(NdotV-a2*NdotV)+a2);var GGXL: f32=NdotV*sqrt(NdotL*(NdotL-a2*NdotL)+a2);return 0.5/(GGXV+GGXL);\\n#endif\\n}\\n#else\\nfn smithVisibilityG1_TrowbridgeReitzGGXFast(dot: f32,alphaG: f32)->f32\\n{\\n#ifdef MOBILE\\nreturn 1.0/(dot+alphaG+(1.0-alphaG)*dot ));\\n#else\\nvar alphaSquared: f32=alphaG*alphaG;return 1.0/(dot+sqrt(alphaSquared+(1.0-alphaSquared)*dot*dot));\\n#endif\\n}\\nfn smithVisibility_TrowbridgeReitzGGXFast(NdotL: f32,NdotV: f32,alphaG: f32)->f32\\n{var visibility: f32=smithVisibilityG1_TrowbridgeReitzGGXFast(NdotL,alphaG)*smithVisibilityG1_TrowbridgeReitzGGXFast(NdotV,alphaG);return visibility;}\\n#endif\\n#ifdef ANISOTROPIC\\nfn smithVisibility_GGXCorrelated_Anisotropic(NdotL: f32,NdotV: f32,TdotV: f32,BdotV: f32,TdotL: f32,BdotL: f32,alphaTB: vec2f)->f32 {var lambdaV: f32=NdotL*length( vec3f(alphaTB.x*TdotV,alphaTB.y*BdotV,NdotV));var lambdaL: f32=NdotV*length( vec3f(alphaTB.x*TdotL,alphaTB.y*BdotL,NdotL));var v: f32=0.5/(lambdaV+lambdaL);return v;}\\n#endif\\n#ifdef CLEARCOAT\\nfn visibility_Kelemen(VdotH: f32)->f32 {return 0.25/(VdotH*VdotH); }\\n#endif\\n#ifdef SHEEN\\nfn visibility_Ashikhmin(NdotL: f32,NdotV: f32)->f32\\n{return 1./(4.*(NdotL+NdotV-NdotL*NdotV));}\\n/* NOT USED\\n#ifdef SHEEN_SOFTER\\nfn l(x: f32,alphaG: f32)->f32\\n{var oneMinusAlphaSq: f32=(1.0-alphaG)*(1.0-alphaG);var a: f32=mix(21.5473,25.3245,oneMinusAlphaSq);var b: f32=mix(3.82987,3.32435,oneMinusAlphaSq);var c: f32=mix(0.19823,0.16801,oneMinusAlphaSq);var d: f32=mix(-1.97760,-1.27393,oneMinusAlphaSq);var e: f32=mix(-4.32054,-4.85967,oneMinusAlphaSq);return a/(1.0+b*pow(x,c))+d*x+e;}\\nfn lambdaSheen(cosTheta: f32,alphaG: f32)->f32\\n{return abs(cosTheta)<0.5 ? exp(l(cosTheta,alphaG)) : exp(2.0*l(0.5,alphaG)-l(1.0-cosTheta,alphaG));}\\nfn visibility_CharlieSheen(NdotL: f32,NdotV: f32,alphaG: f32)->f32\\n{var G: f32=1.0/(1.0+lambdaSheen(NdotV,alphaG)+lambdaSheen(NdotL,alphaG));return G/(4.0*NdotV*NdotL);}\\n#endif\\n*/\\n#endif\\nfn diffuseBRDF_Burley(NdotL: f32,NdotV: f32,VdotH: f32,roughness: f32)->f32 {var diffuseFresnelNV: f32=pow5(saturateEps(1.0-NdotL));var diffuseFresnelNL: f32=pow5(saturateEps(1.0-NdotV));var diffuseFresnel90: f32=0.5+2.0*VdotH*VdotH*roughness;var fresnel: f32 =\\n(1.0+(diffuseFresnel90-1.0)*diffuseFresnelNL) *\\n(1.0+(diffuseFresnel90-1.0)*diffuseFresnelNV);return fresnel/PI;}\\n#ifdef SS_TRANSLUCENCY\\nfn transmittanceBRDF_Burley(tintColor: vec3f,diffusionDistance: vec3f,thickness: f32)->vec3f {var S: vec3f=1./maxEpsVec3(diffusionDistance);var temp: vec3f=exp((-0.333333333*thickness)*S);return tintColor.rgb*0.25*(temp*temp*temp+3.0*temp);}\\nfn computeWrappedDiffuseNdotL(NdotL: f32,w: f32)->f32 {var t: f32=1.0+w;var invt2: f32=1.0/(t*t);return saturate((NdotL+w)*invt2);}\\n#endif\\n\";e.IncludesShadersStoreWGSL[n]||(e.IncludesShadersStoreWGSL[n]=f);\n//# sourceMappingURL=CBPZfxsD.js.map\n","import{ShaderStore as n}from\"../../Engines/shaderStore.js\";const e=\"clipPlaneFragment\";const i=\"#if defined(CLIPPLANE) || defined(CLIPPLANE2) || defined(CLIPPLANE3) || defined(CLIPPLANE4) || defined(CLIPPLANE5) || defined(CLIPPLANE6)\\nif (false) {}\\n#endif\\n#ifdef CLIPPLANE\\nelse if (fragmentInputs.fClipDistance>0.0)\\n{discard;}\\n#endif\\n#ifdef CLIPPLANE2\\nelse if (fragmentInputs.fClipDistance2>0.0)\\n{discard;}\\n#endif\\n#ifdef CLIPPLANE3\\nelse if (fragmentInputs.fClipDistance3>0.0)\\n{discard;}\\n#endif\\n#ifdef CLIPPLANE4\\nelse if (fragmentInputs.fClipDistance4>0.0)\\n{discard;}\\n#endif\\n#ifdef CLIPPLANE5\\nelse if (fragmentInputs.fClipDistance5>0.0)\\n{discard;}\\n#endif\\n#ifdef CLIPPLANE6\\nelse if (fragmentInputs.fClipDistance6>0.0)\\n{discard;}\\n#endif\\n\";n.IncludesShadersStoreWGSL[e]||(n.IncludesShadersStoreWGSL[e]=i);const f={name:e,shader:i};export{f as clipPlaneFragmentWGSL};\n//# sourceMappingURL=clipPlaneFragment.js.map\n","import{ShaderStore as e}from\"../../Engines/shaderStore.js\";const t=\"logDepthFragment\";const n=\"#ifdef LOGARITHMICDEPTH\\nfragmentOutputs.fragDepth=log2(fragmentInputs.vFragmentDepth)*uniforms.logarithmicDepthConstant*0.5;\\n#endif\\n\";e.IncludesShadersStoreWGSL[t]||(e.IncludesShadersStoreWGSL[t]=n);const r={name:t,shader:n};export{r as logDepthFragmentWGSL};\n//# sourceMappingURL=logDepthFragment.js.map\n","import{BezierCurve as s}from\"../Maths/math.path.js\";import\"../_/BXd1Jdj1.js\";import\"../Maths/math.vector.js\";import\"../Maths/math.constants.js\";import\"../Misc/arrayTools.js\";import\"../Misc/typeStore.js\";import\"../_/BjBO3Vqv.js\";import\"../Engines/engineStore.js\";import\"../Misc/observable.js\";class EasingFunction{constructor(){this._easingMode=EasingFunction.EASINGMODE_EASEIN}\n/**\n     * Sets the easing mode of the current function.\n     * @param easingMode Defines the willing mode (EASINGMODE_EASEIN, EASINGMODE_EASEOUT or EASINGMODE_EASEINOUT)\n     */setEasingMode(s){const e=Math.min(Math.max(s,0),2);this._easingMode=e}\n/**\n     * Gets the current easing mode.\n     * @returns the easing mode\n     */getEasingMode(){return this._easingMode}easeInCore(s){throw new Error(\"You must implement this method\")}\n/**\n     * Given an input gradient between 0 and 1, this returns the corresponding value\n     * of the easing function.\n     * @param gradient Defines the value between 0 and 1 we want the easing value for\n     * @returns the corresponding value on the curve defined by the easing function\n     */ease(s){switch(this._easingMode){case EasingFunction.EASINGMODE_EASEIN:return this.easeInCore(s);case EasingFunction.EASINGMODE_EASEOUT:return 1-this.easeInCore(1-s)}return s>=.5?.5*(1-this.easeInCore(2*(1-s)))+.5:this.easeInCore(s*2)*.5}}EasingFunction.EASINGMODE_EASEIN=0;EasingFunction.EASINGMODE_EASEOUT=1;EasingFunction.EASINGMODE_EASEINOUT=2;class CircleEase extends EasingFunction{easeInCore(s){s=Math.max(0,Math.min(1,s));return 1-Math.sqrt(1-s*s)}}class BackEase extends EasingFunction{\n/**\n     * Instantiates a back ease easing\n     * @see https://easings.net/#easeInBack\n     * @param amplitude Defines the amplitude of the function\n     */\nconstructor(s=1){super();this.amplitude=s}easeInCore(s){const e=Math.max(0,this.amplitude);return Math.pow(s,3)-s*e*Math.sin(3.141592653589793*s)}}class BounceEase extends EasingFunction{\n/**\n     * Instantiates a bounce easing\n     * @see https://easings.net/#easeInBounce\n     * @param bounces Defines the number of bounces\n     * @param bounciness Defines the amplitude of the bounce\n     */\nconstructor(s=3,e=2){super();this.bounces=s;this.bounciness=e}easeInCore(s){const e=Math.max(0,this.bounces);let t=this.bounciness;t<=1&&(t=1.001);const n=Math.pow(t,e);const a=1-t;const i=(1-n)/a+n*.5;const o=s*i;const r=Math.log(-o*(1-t)+1)/Math.log(t);const c=Math.floor(r);const E=c+1;const h=(1-Math.pow(t,c))/(a*i);const u=(1-Math.pow(t,E))/(a*i);const M=(h+u)*.5;const p=s-M;const x=M-h;return-Math.pow(1/t,e-c)/(x*x)*(p-x)*(p+x)}}class CubicEase extends EasingFunction{easeInCore(s){return s*s*s}}class ElasticEase extends EasingFunction{\n/**\n     * Instantiates an elastic easing function\n     * @see https://easings.net/#easeInElastic\n     * @param oscillations Defines the number of oscillations\n     * @param springiness Defines the amplitude of the oscillations\n     */\nconstructor(s=3,e=3){super();this.oscillations=s;this.springiness=e}easeInCore(s){let e;const t=Math.max(0,this.oscillations);const n=Math.max(0,this.springiness);e=n==0?s:(Math.exp(n*s)-1)/(Math.exp(n)-1);return e*Math.sin((6.283185307179586*t+1.5707963267948966)*s)}}class ExponentialEase extends EasingFunction{\n/**\n     * Instantiates an exponential easing function\n     * @see https://easings.net/#easeInExpo\n     * @param exponent Defines the exponent of the function\n     */\nconstructor(s=2){super();this.exponent=s}easeInCore(s){return this.exponent<=0?s:(Math.exp(this.exponent*s)-1)/(Math.exp(this.exponent)-1)}}class PowerEase extends EasingFunction{\n/**\n     * Instantiates an power base easing function\n     * @see https://easings.net/#easeInQuad\n     * @param power Defines the power of the function\n     */\nconstructor(s=2){super();this.power=s}easeInCore(s){const e=Math.max(0,this.power);return Math.pow(s,e)}}class QuadraticEase extends EasingFunction{easeInCore(s){return s*s}}class QuarticEase extends EasingFunction{easeInCore(s){return s*s*s*s}}class QuinticEase extends EasingFunction{easeInCore(s){return s*s*s*s*s}}class SineEase extends EasingFunction{easeInCore(s){return 1-Math.sin(1.5707963267948966*(1-s))}}class BezierCurveEase extends EasingFunction{\n/**\n     * Instantiates a bezier function\n     * @see http://cubic-bezier.com/#.17,.67,.83,.67\n     * @param x1 Defines the x component of the start tangent in the bezier curve\n     * @param y1 Defines the y component of the start tangent in the bezier curve\n     * @param x2 Defines the x component of the end tangent in the bezier curve\n     * @param y2 Defines the y component of the end tangent in the bezier curve\n     */\nconstructor(s=0,e=0,t=1,n=1){super();this.x1=s;this.y1=e;this.x2=t;this.y2=n}easeInCore(e){return s.Interpolate(e,this.x1,this.y1,this.x2,this.y2)}}export{BackEase,BezierCurveEase,BounceEase,CircleEase,CubicEase,EasingFunction,ElasticEase,ExponentialEase,PowerEase,QuadraticEase,QuarticEase,QuinticEase,SineEase};\n//# sourceMappingURL=easing.js.map\n","import{ShaderStore as n}from\"../../Engines/shaderStore.js\";const e=\"clipPlaneVertexDeclaration\";const i=\"#ifdef CLIPPLANE\\nuniform vClipPlane: vec4<f32>;varying fClipDistance: f32;\\n#endif\\n#ifdef CLIPPLANE2\\nuniform vClipPlane2: vec4<f32>;varying fClipDistance2: f32;\\n#endif\\n#ifdef CLIPPLANE3\\nuniform vClipPlane3: vec4<f32>;varying fClipDistance3: f32;\\n#endif\\n#ifdef CLIPPLANE4\\nuniform vClipPlane4: vec4<f32>;varying fClipDistance4: f32;\\n#endif\\n#ifdef CLIPPLANE5\\nuniform vClipPlane5: vec4<f32>;varying fClipDistance5: f32;\\n#endif\\n#ifdef CLIPPLANE6\\nuniform vClipPlane6: vec4<f32>;varying fClipDistance6: f32;\\n#endif\\n\";n.IncludesShadersStoreWGSL[e]||(n.IncludesShadersStoreWGSL[e]=i);const f={name:e,shader:i};export{f as clipPlaneVertexDeclarationWGSL};\n//# sourceMappingURL=clipPlaneVertexDeclaration.js.map\n","import{ShaderStore as e}from\"../Engines/shaderStore.js\";const n=\"fogVertexDeclaration\";const r=\"#ifdef FOG\\nvarying vFogDistance: vec3f;\\n#endif\\n\";e.IncludesShadersStoreWGSL[n]||(e.IncludesShadersStoreWGSL[n]=r);\n//# sourceMappingURL=BM4Gevby.js.map\n","import{ShaderStore as e}from\"../../Engines/shaderStore.js\";const n=\"clipPlaneVertex\";const i=\"#ifdef CLIPPLANE\\nvertexOutputs.fClipDistance=dot(worldPos,uniforms.vClipPlane);\\n#endif\\n#ifdef CLIPPLANE2\\nvertexOutputs.fClipDistance2=dot(worldPos,uniforms.vClipPlane2);\\n#endif\\n#ifdef CLIPPLANE3\\nvertexOutputs.fClipDistance3=dot(worldPos,uniforms.vClipPlane3);\\n#endif\\n#ifdef CLIPPLANE4\\nvertexOutputs.fClipDistance4=dot(worldPos,uniforms.vClipPlane4);\\n#endif\\n#ifdef CLIPPLANE5\\nvertexOutputs.fClipDistance5=dot(worldPos,uniforms.vClipPlane5);\\n#endif\\n#ifdef CLIPPLANE6\\nvertexOutputs.fClipDistance6=dot(worldPos,uniforms.vClipPlane6);\\n#endif\\n\";e.IncludesShadersStoreWGSL[n]||(e.IncludesShadersStoreWGSL[n]=i);const t={name:n,shader:i};export{t as clipPlaneVertexWGSL};\n//# sourceMappingURL=clipPlaneVertex.js.map\n","import{ShaderStore as e}from\"../Engines/shaderStore.js\";const n=\"fogVertex\";const s=\"#ifdef FOG\\n#ifdef SCENE_UBO\\nvertexOutputs.vFogDistance=(scene.view*worldPos).xyz;\\n#else\\nvertexOutputs.vFogDistance=(uniforms.view*worldPos).xyz;\\n#endif\\n#endif\\n\";e.IncludesShadersStoreWGSL[n]||(e.IncludesShadersStoreWGSL[n]=s);\n//# sourceMappingURL=NMjMgKY7.js.map\n","import{ShaderStore as t}from\"../../Engines/shaderStore.js\";const e=\"logDepthVertex\";const n=\"#ifdef LOGARITHMICDEPTH\\nvertexOutputs.vFragmentDepth=1.0+vertexOutputs.position.w;vertexOutputs.position.z=log2(max(0.000001,vertexOutputs.vFragmentDepth))*uniforms.logarithmicDepthConstant;\\n#endif\\n\";t.IncludesShadersStoreWGSL[e]||(t.IncludesShadersStoreWGSL[e]=n);const r={name:e,shader:n};export{r as logDepthVertexWGSL};\n//# sourceMappingURL=logDepthVertex.js.map\n","class SceneLoaderFlags{static get ForceFullSceneLoadingForIncremental(){return SceneLoaderFlags._ForceFullSceneLoadingForIncremental}static set ForceFullSceneLoadingForIncremental(e){SceneLoaderFlags._ForceFullSceneLoadingForIncremental=e}static get ShowLoadingScreen(){return SceneLoaderFlags._ShowLoadingScreen}static set ShowLoadingScreen(e){SceneLoaderFlags._ShowLoadingScreen=e}static get loggingLevel(){return SceneLoaderFlags._LoggingLevel}static set loggingLevel(e){SceneLoaderFlags._LoggingLevel=e}static get CleanBoneMatrixWeights(){return SceneLoaderFlags._CleanBoneMatrixWeights}static set CleanBoneMatrixWeights(e){SceneLoaderFlags._CleanBoneMatrixWeights=e}}SceneLoaderFlags._ForceFullSceneLoadingForIncremental=false;SceneLoaderFlags._ShowLoadingScreen=true;SceneLoaderFlags._CleanBoneMatrixWeights=false;SceneLoaderFlags._LoggingLevel=0;export{SceneLoaderFlags as S};\n//# sourceMappingURL=CO1Qn5D5.js.map\n","import{Tools as e}from\"../Misc/tools.js\";import{Observable as n}from\"../Misc/observable.js\";import{S as t}from\"../_/C8GFa5fR.js\";import{EngineStore as r}from\"../Engines/engineStore.js\";import{Logger as o}from\"../Misc/logger.js\";import{S as s}from\"../_/CO1Qn5D5.js\";import{I as i}from\"../_/Qih3l7lC.js\";import{RuntimeError as a,ErrorCodes as c}from\"../Misc/error.js\";import{RandomGUID as l}from\"../Misc/guid.js\";import{A as u}from\"../_/Cn202uVB.js\";import{WebRequest as m}from\"../Misc/webRequest.js\";import\"../Misc/domManagement.js\";import\"../_/BrNwFyDm.js\";import\"../Misc/precisionDate.js\";import\"../_/CY5CD3a_.js\";import\"../Misc/timingTools.js\";import\"../_/DKmLrVdL.js\";import\"../Misc/typeStore.js\";import\"../_/DI68bezJ.js\";import\"../Misc/smartArray.js\";import\"../_/Cj0bXeV_.js\";import\"../_/CoucjtsB.js\";import\"../Maths/math.vector.js\";import\"../Maths/math.constants.js\";import\"../Misc/arrayTools.js\";import\"../_/BjBO3Vqv.js\";import\"../_/BXd1Jdj1.js\";import\"../Materials/imageProcessingConfiguration.js\";import\"../tslib.es6.js\";import\"../Misc/decorators.js\";import\"../_/SxHYZ7_O.js\";import\"../Maths/math.color.js\";import\"../Materials/colorCurves.js\";import\"../Misc/decorators.serialization.js\";import\"../_/PO-8p3kB.js\";import\"../_/DnV5xfDc.js\";import\"../_/DMkv-Omk.js\";import\"../Collisions/pickingInfo.js\";import\"../Buffers/buffer.js\";import\"../_/BDtJaKhy.js\";import\"../Buffers/bufferUtils.js\";import\"../_/CUnbltVE.js\";import\"../Rendering/renderingManager.js\";import\"../Rendering/renderingGroup.js\";import\"../sceneComponent.js\";import\"../Events/pointerEvents.js\";import\"../_/TN86BEFI.js\";import\"../Events/keyboardEvents.js\";import\"../DeviceInput/InputDevices/deviceEnums.js\";import\"../_/cN0qLbGU.js\";import\"../_/BZGPCM-I.js\";import\"../Misc/perfCounter.js\";import\"../Maths/math.frustum.js\";import\"../Maths/math.plane.js\";import\"../Misc/uniqueIdGenerator.js\";import\"../_/CiiK0JQ3.js\";import\"../Misc/stringTools.js\";import\"../_/CX9Zyq1P.js\";import\"../Engines/shaderStore.js\";import\"../_/BbEdeXLR.js\";import\"../Materials/Textures/Loaders/textureLoaderManager.js\";\n/**\n * Fetches a resource from the network\n * @param url defines the url to fetch the resource from\n * @param options defines the options to use when fetching the resource\n * @returns a promise that resolves when the resource is fetched\n * @internal\n */function _FetchAsync(e,n){const t=n.method||\"GET\";return new Promise(((r,o)=>{const s=new m;s.addEventListener(\"readystatechange\",(()=>{if(s.readyState==4)if(s.status==200){const e={};if(n.responseHeaders)for(const t of n.responseHeaders)e[t]=s.getResponseHeader(t)||\"\";r({response:s.response,headerValues:e})}else o(`Unable to fetch data from ${e}. Error code: ${s.status}`)}));s.open(t,e);s.send()}))}var p;(function(e){e[e.Clean=0]=\"Clean\";e[e.Stop=1]=\"Stop\";e[e.Sync=2]=\"Sync\";e[e.NoSync=3]=\"NoSync\"})(p||(p={}));function isFactory(e){return!!e.createPlugin}function isFile(e){return!!e.name}const d=new n;const g={};let f=false;function getDefaultPlugin(){return g[\".babylon\"]}function getPluginForMimeType(e){for(const n in g){const t=g[n];if(t.mimeType===e)return t}}function getPluginForExtension(e,n){const t=g[e];if(t)return t;o.Warn(\"Unable to find a plugin to load \"+e+\" files. Trying to use .babylon default plugin. To load from a specific filetype (eg. gltf) see: https://doc.babylonjs.com/features/featuresDeepDive/importers/loadingFileTypes\");return n?getDefaultPlugin():void 0}function isPluginForExtensionAvailable(e){return!!g[e]}function getPluginForDirectLoad(e){for(const n in g){const t=g[n].plugin;if(t.canDirectLoad&&t.canDirectLoad(e))return g[n]}return getDefaultPlugin()}function getFilenameExtension(e){const n=e.indexOf(\"?\");n!==-1&&(e=e.substring(0,n));const t=e.lastIndexOf(\".\");return e.substring(t,e.length).toLowerCase()}function getDirectLoad(e){return e.substring(0,5)===\"data:\"?e.substring(5):null}function formatErrorMessage(e,n,t){const r=e.rawData?\"binary data\":e.url;let o=\"Unable to load from \"+r;n?o+=`: ${n}`:t&&(o+=`: ${t}`);return o}async function loadDataAsync(e,n,t,r,o,s,a,c,l){const m=getDirectLoad(e.url);if(e.rawData&&!a)throw\"When using ArrayBufferView to load data the file extension must be provided.\";const p=m||a?\"\":getFilenameExtension(e.url);let g=a?getPluginForExtension(a,true):m?getPluginForDirectLoad(e.url):getPluginForExtension(p,false);if(!g&&p){if(e.url&&!e.url.startsWith(\"blob:\")){const n=await _FetchAsync(e.url,{method:\"HEAD\",responseHeaders:[\"Content-Type\"]});const t=n.headerValues?n.headerValues[\"Content-Type\"]:\"\";t&&(g=getPluginForMimeType(t))}g||(g=getDefaultPlugin())}if(!g)throw new Error(`No plugin or fallback for ${a??e.url}`);if(l?.[g.plugin.name]?.enabled===false)throw new Error(`The '${g.plugin.name}' plugin is disabled via the loader options passed to the loading operation.`);if(e.rawData&&!g.isBinary)throw\"Loading from ArrayBufferView can not be used with plugins that don't support binary loading.\";const getPluginInstance=e=>{if(isFactory(g.plugin)){const n=g.plugin;const t=n.createPlugin(l??{});if(t instanceof Promise){t.then(e).catch((e=>{o(\"Error instantiating plugin.\",e)}));return null}e(t);return t}e(g.plugin);return g.plugin};return getPluginInstance((l=>{if(!l)throw`The loader plugin corresponding to the '${a}' file type has not been found. If using es6, please import the plugin you wish to use before.`;d.notifyObservers(l);if(m&&(l.canDirectLoad&&l.canDirectLoad(e.url)||!i(e.url))){if(l.directLoad){const e=l.directLoad(n,m);e instanceof Promise?e.then((e=>{t(l,e)})).catch((e=>{o(\"Error in directLoad of _loadData: \"+e,e)})):t(l,e)}else t(l,m);return}const p=g.isBinary;const dataCallback=(e,r)=>{n.isDisposed?o(\"Scene has been disposed\"):t(l,e,r)};let f=null;let y=false;l.onDisposeObservable?.add((()=>{y=true;if(f){f.abort();f=null}s()}));const manifestChecked=()=>{if(y)return;const errorCallback=(e,n)=>{o(e?.statusText,n)};if(!l.loadFile&&e.rawData)throw\"Plugin does not support loading ArrayBufferView.\";f=l.loadFile?l.loadFile(n,e.rawData||e.file||e.url,e.rootUrl,dataCallback,r,p,errorCallback,c):n._loadFile(e.file||e.url,dataCallback,r,true,p,errorCallback)};const h=n.getEngine();let A=h.enableOfflineSupport;if(A){let t=false;for(const r of n.disableOfflineSupportExceptionRules)if(r.test(e.url)){t=true;break}A=!t}A&&u.OfflineProviderFactory?n.offlineProvider=u.OfflineProviderFactory(e.url,manifestChecked,h.disableManifestCheck):manifestChecked()}))}function _getFileInfo(n,t){let r;let o;let s=null;let i=null;if(t)if(isFile(t)){r=`file:${t.name}`;o=t.name;s=t}else if(ArrayBuffer.isView(t)){r=\"\";o=l();i=t}else if(t.startsWith(\"data:\")){r=t;o=\"\"}else if(n){const s=t;if(s.substring(0,1)===\"/\"){e.Error(\"Wrong sceneFilename parameter\");return null}r=n+s;o=s}else{r=t;o=e.GetFilename(t);n=e.GetFolderPath(t)}else{r=n;o=e.GetFilename(n);n=e.GetFolderPath(n)}return{url:r,rootUrl:n,name:o,file:s,rawData:i}}\n/**\n * Adds a new plugin to the list of registered plugins\n * @param plugin defines the plugin to add\n */function RegisterSceneLoaderPlugin(e){if(typeof e.extensions===\"string\"){const n=e.extensions;g[n.toLowerCase()]={plugin:e,isBinary:false}}else{const n=e.extensions;Object.keys(n).forEach((t=>{g[t.toLowerCase()]={plugin:e,isBinary:n[t].isBinary,mimeType:n[t].mimeType}}))}}\n/**\n * Adds a new plugin to the list of registered plugins\n * @deprecated Please use {@link RegisterSceneLoaderPlugin} instead.\n * @param plugin defines the plugin to add\n */function registerSceneLoaderPlugin(e){RegisterSceneLoaderPlugin(e)}\n/**\n * Gets metadata for all currently registered scene loader plugins.\n * @returns An array where each entry has metadata for a single scene loader plugin.\n */function GetRegisteredSceneLoaderPluginMetadata(){return Array.from(Object.entries(g).reduce(((e,[n,t])=>{let r=e.get(t.plugin.name);r||e.set(t.plugin.name,r=[]);r.push({extension:n,isBinary:t.isBinary,mimeType:t.mimeType});return e}),new Map)).map((([e,n])=>({name:e,extensions:n})))}\n/**\n * Import meshes into a scene\n * @param source a string that defines the name of the scene file, or starts with \"data:\" following by the stringified version of the scene, or a File object, or an ArrayBufferView\n * @param scene the instance of BABYLON.Scene to append to\n * @param options an object that configures aspects of how the scene is loaded\n * @returns The loaded list of imported meshes, particle systems, skeletons, and animation groups\n */function ImportMeshAsync(e,n,t){const{meshNames:r,rootUrl:o=\"\",onProgress:s,pluginExtension:i,name:a,pluginOptions:c}=t??{};return importMeshAsyncCore(r,o,e,n,s,i,a,c)}async function importMeshAsync(e,n,t=\"\",s=r.LastCreatedScene,i=null,l=null,u=null,m=null,p=\"\",d={}){if(!s){o.Error(\"No scene available to import mesh to\");return null}const g=_getFileInfo(n,t);if(!g)return null;const f={};s.addPendingData(f);const disposeHandler=()=>{s.removePendingData(f)};const errorHandler=(e,n)=>{const t=formatErrorMessage(g,e,n);u?u(s,t,new a(t,c.SceneLoaderError,n)):o.Error(t);disposeHandler()};const y=l?e=>{try{l(e)}catch(e){errorHandler(\"Error in onProgress callback: \"+e,e)}}:void 0;const successHandler=(e,n,t,r,o,a,c,l)=>{s.importedMeshesFiles.push(g.url);if(i)try{i(e,n,t,r,o,a,c,l)}catch(e){errorHandler(\"Error in onSuccess callback: \"+e,e)}s.removePendingData(f)};return await loadDataAsync(g,s,((n,t,r)=>{n.rewriteRootURL&&(g.rootUrl=n.rewriteRootURL(g.rootUrl,r));if(n.importMesh){const r=n;const o=[];const i=[];const a=[];if(!r.importMesh(e,s,t,g.rootUrl,o,i,a,errorHandler))return;s.loadingPluginName=n.name;successHandler(o,i,a,[],[],[],[],[])}else{const r=n;r.importMeshAsync(e,s,t,g.rootUrl,y,g.name).then((e=>{s.loadingPluginName=n.name;successHandler(e.meshes,e.particleSystems,e.skeletons,e.animationGroups,e.transformNodes,e.geometries,e.lights,e.spriteManagers)})).catch((e=>{errorHandler(e.message,e)}))}}),y,errorHandler,disposeHandler,m,p,d)}function importMeshAsyncCore(e,n,t,r,o,s,i,a){return new Promise(((c,l)=>{try{importMeshAsync(e,n,t,r,((e,n,t,r,o,s,i,a)=>{c({meshes:e,particleSystems:n,skeletons:t,animationGroups:r,transformNodes:o,geometries:s,lights:i,spriteManagers:a})}),o,((e,n,t)=>{l(t||new Error(n))}),s,i,a).catch(l)}catch(e){l(e)}}))}async function loadSceneImplAsync(n,o=\"\",s=r.LastCreatedEngine,i=null,a=null,c=null,l=null,u=\"\",m={}){s?await appendSceneImplAsync(n,o,new t(s),i,a,c,l,u,m):e.Error(\"No engine available\")}\n/**\n * Load a scene\n * @param source a string that defines the name of the scene file, or starts with \"data:\" following by the stringified version of the scene, or a File object, or an ArrayBufferView\n * @param engine is the instance of BABYLON.Engine to use to create the scene\n * @param options an object that configures aspects of how the scene is loaded\n * @returns The loaded scene\n */function LoadSceneAsync(e,n,t){const{rootUrl:r=\"\",onProgress:o,pluginExtension:s,name:i,pluginOptions:a}=t??{};return loadSceneSharedAsync(r,e,n,o,s,i,a)}\n/**\n * Load a scene\n * @deprecated Please use {@link LoadSceneAsync} instead.\n * @param source a string that defines the name of the scene file, or starts with \"data:\" following by the stringified version of the scene, or a File object, or an ArrayBufferView\n * @param engine is the instance of BABYLON.Engine to use to create the scene\n * @param options an object that configures aspects of how the scene is loaded\n * @returns The loaded scene\n */function loadSceneAsync(e,n,t){return LoadSceneAsync(e,n,t)}function loadSceneSharedAsync(e,n,t,r,o,s,i){return new Promise(((a,c)=>{loadSceneImplAsync(e,n,t,(e=>{a(e)}),r,((e,n,t)=>{c(t||new Error(n))}),o,s,i)}))}async function appendSceneImplAsync(e,n=\"\",t=r.LastCreatedScene,i=null,l=null,u=null,m=null,p=\"\",d={}){if(!t){o.Error(\"No scene available to append to\");return null}const g=_getFileInfo(e,n);if(!g)return null;const y={};t.addPendingData(y);const disposeHandler=()=>{t.removePendingData(y)};if(s.ShowLoadingScreen&&!f){f=true;t.getEngine().displayLoadingUI();t.executeWhenReady((()=>{t.getEngine().hideLoadingUI();f=false}))}const errorHandler=(e,n)=>{const r=formatErrorMessage(g,e,n);u?u(t,r,new a(r,c.SceneLoaderError,n)):o.Error(r);disposeHandler()};const h=l?e=>{try{l(e)}catch(e){errorHandler(\"Error in onProgress callback\",e)}}:void 0;const successHandler=()=>{if(i)try{i(t)}catch(e){errorHandler(\"Error in onSuccess callback\",e)}t.removePendingData(y)};return await loadDataAsync(g,t,((e,n)=>{if(e.load){const r=e;if(!r.load(t,n,g.rootUrl,errorHandler))return;t.loadingPluginName=e.name;successHandler()}else{const r=e;r.loadAsync(t,n,g.rootUrl,h,g.name).then((()=>{t.loadingPluginName=e.name;successHandler()})).catch((e=>{errorHandler(e.message,e)}))}}),h,errorHandler,disposeHandler,m,p,d)}\n/**\n * Append a scene\n * @param source a string that defines the name of the scene file, or starts with \"data:\" following by the stringified version of the scene, or a File object, or an ArrayBufferView\n * @param scene is the instance of BABYLON.Scene to append to\n * @param options an object that configures aspects of how the scene is loaded\n * @returns A promise that resolves when the scene is appended\n */async function AppendSceneAsync(e,n,t){const{rootUrl:r=\"\",onProgress:o,pluginExtension:s,name:i,pluginOptions:a}=t??{};await appendSceneSharedAsync(r,e,n,o,s,i,a)}\n/**\n * Append a scene\n * @deprecated Please use {@link AppendSceneAsync} instead.\n * @param source a string that defines the name of the scene file, or starts with \"data:\" following by the stringified version of the scene, or a File object, or an ArrayBufferView\n * @param scene is the instance of BABYLON.Scene to append to\n * @param options an object that configures aspects of how the scene is loaded\n * @returns A promise that resolves when the scene is appended\n */function appendSceneAsync(e,n,t){return AppendSceneAsync(e,n,t)}function appendSceneSharedAsync(e,n,t,r,o,s,i){return new Promise(((a,c)=>{try{appendSceneImplAsync(e,n,t,(e=>{a(e)}),r,((e,n,t)=>{c(t||new Error(n))}),o,s,i).catch(c)}catch(e){c(e)}}))}async function loadAssetContainerImplAsync(e,n=\"\",t=r.LastCreatedScene,s=null,i=null,l=null,u=null,m=\"\",p={}){if(!t){o.Error(\"No scene available to load asset container to\");return null}const d=_getFileInfo(e,n);if(!d)return null;const g={};t.addPendingData(g);const disposeHandler=()=>{t.removePendingData(g)};const errorHandler=(e,n)=>{const r=formatErrorMessage(d,e,n);l?l(t,r,new a(r,c.SceneLoaderError,n)):o.Error(r);disposeHandler()};const f=i?e=>{try{i(e)}catch(e){errorHandler(\"Error in onProgress callback\",e)}}:void 0;const successHandler=e=>{if(s)try{s(e)}catch(e){errorHandler(\"Error in onSuccess callback\",e)}t.removePendingData(g)};return await loadDataAsync(d,t,((e,n)=>{if(e.loadAssetContainer){const r=e;const o=r.loadAssetContainer(t,n,d.rootUrl,errorHandler);if(!o)return;o.populateRootNodes();t.loadingPluginName=e.name;successHandler(o)}else if(e.loadAssetContainerAsync){const r=e;r.loadAssetContainerAsync(t,n,d.rootUrl,f,d.name).then((n=>{n.populateRootNodes();t.loadingPluginName=e.name;successHandler(n)})).catch((e=>{errorHandler(e.message,e)}))}else errorHandler(\"LoadAssetContainer is not supported by this plugin. Plugin did not provide a loadAssetContainer or loadAssetContainerAsync method.\")}),f,errorHandler,disposeHandler,u,m,p)}\n/**\n * Load a scene into an asset container\n * @param source a string that defines the name of the scene file, or starts with \"data:\" following by the stringified version of the scene, or a File object, or an ArrayBufferView\n * @param scene is the instance of Scene to append to\n * @param options an object that configures aspects of how the scene is loaded\n * @returns The loaded asset container\n */function LoadAssetContainerAsync(e,n,t){const{rootUrl:r=\"\",onProgress:o,pluginExtension:s,name:i,pluginOptions:a}=t??{};return loadAssetContainerSharedAsync(r,e,n,o,s,i,a)}\n/**\n * Load a scene into an asset container\n * @deprecated Please use {@link LoadAssetContainerAsync} instead.\n * @param source a string that defines the name of the scene file, or starts with \"data:\" following by the stringified version of the scene, or a File object, or an ArrayBufferView\n * @param scene is the instance of Scene to append to\n * @param options an object that configures aspects of how the scene is loaded\n * @returns The loaded asset container\n */function loadAssetContainerAsync(e,n,t){return LoadAssetContainerAsync(e,n,t)}function loadAssetContainerSharedAsync(e,n,t,r,o,s,i){return new Promise(((a,c)=>{try{loadAssetContainerImplAsync(e,n,t,(e=>{a(e)}),r,((e,n,t)=>{c(t||new Error(n))}),o,s,i).catch(c)}catch(e){c(e)}}))}async function importAnimationsImplAsync(e,n=\"\",t=r.LastCreatedScene,s=true,i=0,a=null,c=null,l=null,u=null,m=null,p=\"\",d={}){if(!t){o.Error(\"No scene available to load animations to\");return}if(s){for(const e of t.animatables)e.reset();t.stopAllAnimations();t.animationGroups.slice().forEach((e=>{e.dispose()}));const e=t.getNodes();e.forEach((e=>{e.animations&&(e.animations=[])}))}else switch(i){case 0:t.animationGroups.slice().forEach((e=>{e.dispose()}));break;case 1:t.animationGroups.forEach((e=>{e.stop()}));break;case 2:t.animationGroups.forEach((e=>{e.reset();e.restart()}));break;case 3:break;default:o.Error(\"Unknown animation group loading mode value '\"+i+\"'\");return}const g=t.animatables.length;const onAssetContainerLoaded=e=>{e.mergeAnimationsTo(t,t.animatables.slice(g),a);e.dispose();t.onAnimationFileImportedObservable.notifyObservers(t);c&&c(t)};await loadAssetContainerImplAsync(e,n,t,onAssetContainerLoaded,l,u,m,p,d)}\n/**\n * Import animations from a file into a scene\n * @param source a string that defines the name of the scene file, or starts with \"data:\" following by the stringified version of the scene, or a File object, or an ArrayBufferView\n * @param scene is the instance of BABYLON.Scene to append to\n * @param options an object that configures aspects of how the scene is loaded\n * @returns A promise that resolves when the animations are imported\n */async function ImportAnimationsAsync(e,n,t){const{rootUrl:r=\"\",overwriteAnimations:o,animationGroupLoadingMode:s,targetConverter:i,onProgress:a,pluginExtension:c,name:l,pluginOptions:u}=t??{};await importAnimationsSharedAsync(r,e,n,o,s,i,a,c,l,u)}\n/**\n * Import animations from a file into a scene\n * @deprecated Please use {@link ImportAnimationsAsync} instead.\n * @param source a string that defines the name of the scene file, or starts with \"data:\" following by the stringified version of the scene, or a File object, or an ArrayBufferView\n * @param scene is the instance of BABYLON.Scene to append to\n * @param options an object that configures aspects of how the scene is loaded\n * @returns A promise that resolves when the animations are imported\n */function importAnimationsAsync(e,n,t){return ImportAnimationsAsync(e,n,t)}function importAnimationsSharedAsync(e,n,t,r,o,s,i,a,c,l){return new Promise(((u,m)=>{try{importAnimationsImplAsync(e,n,t,r,o,s,(e=>{u(e)}),i,((e,n,t)=>{m(t||new Error(n))}),a,c,l).catch(m)}catch(e){m(e)}}))}\n/**\n * Class used to load scene from various file formats using registered plugins\n * @see https://doc.babylonjs.com/features/featuresDeepDive/importers/loadingFileTypes\n * @deprecated The module level functions are more efficient for bundler tree shaking and allow plugin options to be passed through. Future improvements to scene loading will primarily be in the module level functions. The SceneLoader class will remain available, but it will be beneficial to prefer the module level functions.\n * @see {@link ImportMeshAsync}, {@link LoadSceneAsync}, {@link AppendSceneAsync}, {@link ImportAnimationsAsync}, {@link LoadAssetContainerAsync}\n */class SceneLoader{static get ForceFullSceneLoadingForIncremental(){return s.ForceFullSceneLoadingForIncremental}static set ForceFullSceneLoadingForIncremental(e){s.ForceFullSceneLoadingForIncremental=e}static get ShowLoadingScreen(){return s.ShowLoadingScreen}static set ShowLoadingScreen(e){s.ShowLoadingScreen=e}static get loggingLevel(){return s.loggingLevel}static set loggingLevel(e){s.loggingLevel=e}static get CleanBoneMatrixWeights(){return s.CleanBoneMatrixWeights}static set CleanBoneMatrixWeights(e){s.CleanBoneMatrixWeights=e}\n/**\n     * Gets the default plugin (used to load Babylon files)\n     * @returns the .babylon plugin\n     */static GetDefaultPlugin(){return getDefaultPlugin()}\n/**\n     * Gets a plugin that can load the given extension\n     * @param extension defines the extension to load\n     * @returns a plugin or null if none works\n     */\nstatic GetPluginForExtension(e){return getPluginForExtension(e,true)?.plugin}\n/**\n     * Gets a boolean indicating that the given extension can be loaded\n     * @param extension defines the extension to load\n     * @returns true if the extension is supported\n     */static IsPluginForExtensionAvailable(e){return isPluginForExtensionAvailable(e)}\n/**\n     * Adds a new plugin to the list of registered plugins\n     * @param plugin defines the plugin to add\n     */static RegisterPlugin(e){RegisterSceneLoaderPlugin(e)}\n/**\n     * Import meshes into a scene\n     * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported\n     * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)\n     * @param sceneFilename a string that defines the name of the scene file or starts with \"data:\" following by the stringified version of the scene or a File object (default: empty string)\n     * @param scene the instance of BABYLON.Scene to append to\n     * @param onSuccess a callback with a list of imported meshes, particleSystems, skeletons, and animationGroups when import succeeds\n     * @param onProgress a callback with a progress event for each file being loaded\n     * @param onError a callback with the scene, a message, and possibly an exception when import fails\n     * @param pluginExtension the extension used to determine the plugin\n     * @param name defines the name of the file, if the data is binary\n     * @deprecated Please use the module level {@link ImportMeshAsync} instead\n     */static ImportMesh(e,n,t,o,s,i,a,c,l){importMeshAsync(e,n,t,o,s,i,a,c,l).catch((e=>a?.(r.LastCreatedScene,e?.message,e)))}\n/**\n     * Import meshes into a scene\n     * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported\n     * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)\n     * @param sceneFilename a string that defines the name of the scene file or starts with \"data:\" following by the stringified version of the scene or a File object (default: empty string)\n     * @param scene the instance of BABYLON.Scene to append to\n     * @param onProgress a callback with a progress event for each file being loaded\n     * @param pluginExtension the extension used to determine the plugin\n     * @param name defines the name of the file\n     * @returns The loaded list of imported meshes, particle systems, skeletons, and animation groups\n     * @deprecated Please use the module level {@link ImportMeshAsync} instead\n     */static ImportMeshAsync(e,n,t,r,o,s,i){return importMeshAsyncCore(e,n,t,r,o,s,i)}\n/**\n     * Load a scene\n     * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)\n     * @param sceneFilename a string that defines the name of the scene file or starts with \"data:\" following by the stringified version of the scene or a File object (default: empty string)\n     * @param engine is the instance of BABYLON.Engine to use to create the scene\n     * @param onSuccess a callback with the scene when import succeeds\n     * @param onProgress a callback with a progress event for each file being loaded\n     * @param onError a callback with the scene, a message, and possibly an exception when import fails\n     * @param pluginExtension the extension used to determine the plugin\n     * @param name defines the filename, if the data is binary\n     * @deprecated Please use the module level {@link LoadSceneAsync} instead\n     */static Load(e,n,t,o,s,i,a,c){loadSceneImplAsync(e,n,t,o,s,i,a,c).catch((e=>i?.(r.LastCreatedScene,e?.message,e)))}\n/**\n     * Load a scene\n     * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)\n     * @param sceneFilename a string that defines the name of the scene file or starts with \"data:\" following by the stringified version of the scene or a File object (default: empty string)\n     * @param engine is the instance of BABYLON.Engine to use to create the scene\n     * @param onProgress a callback with a progress event for each file being loaded\n     * @param pluginExtension the extension used to determine the plugin\n     * @param name defines the filename, if the data is binary\n     * @returns The loaded scene\n     * @deprecated Please use the module level {@link LoadSceneAsync} instead\n     */static LoadAsync(e,n,t,r,o,s){return loadSceneSharedAsync(e,n,t,r,o,s)}\n/**\n     * Append a scene\n     * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)\n     * @param sceneFilename a string that defines the name of the scene file or starts with \"data:\" following by the stringified version of the scene or a File object (default: empty string)\n     * @param scene is the instance of BABYLON.Scene to append to\n     * @param onSuccess a callback with the scene when import succeeds\n     * @param onProgress a callback with a progress event for each file being loaded\n     * @param onError a callback with the scene, a message, and possibly an exception when import fails\n     * @param pluginExtension the extension used to determine the plugin\n     * @param name defines the name of the file, if the data is binary\n     * @deprecated Please use the module level {@link AppendSceneAsync} instead\n     */static Append(e,n,t,o,s,i,a,c){appendSceneImplAsync(e,n,t,o,s,i,a,c).catch((e=>i?.(t??r.LastCreatedScene,e?.message,e)))}\n/**\n     * Append a scene\n     * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)\n     * @param sceneFilename a string that defines the name of the scene file or starts with \"data:\" following by the stringified version of the scene or a File object (default: empty string)\n     * @param scene is the instance of BABYLON.Scene to append to\n     * @param onProgress a callback with a progress event for each file being loaded\n     * @param pluginExtension the extension used to determine the plugin\n     * @param name defines the name of the file, if the data is binary\n     * @returns The given scene\n     * @deprecated Please use the module level {@link AppendSceneAsync} instead\n     */static AppendAsync(e,n,t,r,o,s){return appendSceneSharedAsync(e,n,t,r,o,s)}\n/**\n     * Load a scene into an asset container\n     * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)\n     * @param sceneFilename a string that defines the name of the scene file or starts with \"data:\" following by the stringified version of the scene or a File object (default: empty string)\n     * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)\n     * @param onSuccess a callback with the scene when import succeeds\n     * @param onProgress a callback with a progress event for each file being loaded\n     * @param onError a callback with the scene, a message, and possibly an exception when import fails\n     * @param pluginExtension the extension used to determine the plugin\n     * @param name defines the filename, if the data is binary\n     * @deprecated Please use the module level {@link LoadAssetContainerAsync} instead\n     */static LoadAssetContainer(e,n,t,o,s,i,a,c){loadAssetContainerImplAsync(e,n,t,o,s,i,a,c).catch((e=>i?.(t??r.LastCreatedScene,e?.message,e)))}\n/**\n     * Load a scene into an asset container\n     * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)\n     * @param sceneFilename a string that defines the name of the scene file or starts with \"data:\" following by the stringified version of the scene (default: empty string)\n     * @param scene is the instance of Scene to append to\n     * @param onProgress a callback with a progress event for each file being loaded\n     * @param pluginExtension the extension used to determine the plugin\n     * @param name defines the filename, if the data is binary\n     * @returns The loaded asset container\n     * @deprecated Please use the module level {@link LoadAssetContainerAsync} instead\n     */static LoadAssetContainerAsync(e,n,t,r,o,s){return loadAssetContainerSharedAsync(e,n,t,r,o,s)}\n/**\n     * Import animations from a file into a scene\n     * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)\n     * @param sceneFilename a string that defines the name of the scene file or starts with \"data:\" following by the stringified version of the scene or a File object (default: empty string)\n     * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)\n     * @param overwriteAnimations when true, animations are cleaned before importing new ones. Animations are appended otherwise\n     * @param animationGroupLoadingMode defines how to handle old animations groups before importing new ones\n     * @param targetConverter defines a function used to convert animation targets from loaded scene to current scene (default: search node by name)\n     * @param onSuccess a callback with the scene when import succeeds\n     * @param onProgress a callback with a progress event for each file being loaded\n     * @param onError a callback with the scene, a message, and possibly an exception when import fails\n     * @param pluginExtension the extension used to determine the plugin\n     * @param name defines the filename, if the data is binary\n     * @deprecated Please use the module level {@link ImportAnimationsAsync} instead\n     */static ImportAnimations(e,n,t,o,s,i,a,c,l,u,m){importAnimationsImplAsync(e,n,t,o,s,i,a,c,l,u,m).catch((e=>l?.(t??r.LastCreatedScene,e?.message,e)))}\n/**\n     * Import animations from a file into a scene\n     * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)\n     * @param sceneFilename a string that defines the name of the scene file or starts with \"data:\" following by the stringified version of the scene or a File object (default: empty string)\n     * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)\n     * @param overwriteAnimations when true, animations are cleaned before importing new ones. Animations are appended otherwise\n     * @param animationGroupLoadingMode defines how to handle old animations groups before importing new ones\n     * @param targetConverter defines a function used to convert animation targets from loaded scene to current scene (default: search node by name)\n     * @param onSuccess a callback with the scene when import succeeds\n     * @param onProgress a callback with a progress event for each file being loaded\n     * @param onError a callback with the scene, a message, and possibly an exception when import fails\n     * @param pluginExtension the extension used to determine the plugin\n     * @param name defines the filename, if the data is binary\n     * @returns the updated scene with imported animations\n     * @deprecated Please use the module level {@link ImportAnimationsAsync} instead\n     */static ImportAnimationsAsync(e,n,t,r,o,s,i,a,c,l,u){return importAnimationsSharedAsync(e,n,t,r,o,s,a,l,u)}}SceneLoader.NO_LOGGING=0;SceneLoader.MINIMAL_LOGGING=1;SceneLoader.SUMMARY_LOGGING=2;SceneLoader.DETAILED_LOGGING=3;SceneLoader.OnPluginActivatedObservable=d;export{AppendSceneAsync,GetRegisteredSceneLoaderPluginMetadata,ImportAnimationsAsync,ImportMeshAsync,LoadAssetContainerAsync,LoadSceneAsync,RegisterSceneLoaderPlugin,SceneLoader,p as SceneLoaderAnimationGroupLoadingMode,appendSceneAsync,importAnimationsAsync,loadAssetContainerAsync,loadSceneAsync,registerSceneLoaderPlugin};\n//# sourceMappingURL=sceneLoader.js.map\n","import{Vector3 as e}from\"../Maths/math.vector.js\";import{Color4 as t}from\"../Maths/math.color.js\";import{VertexData as s}from\"./mesh.vertexData.js\";import{VertexBuffer as i}from\"../Buffers/buffer.js\";import{SubMesh as r}from\"./subMesh.js\";import{S as n}from\"../_/CO1Qn5D5.js\";import{BoundingInfo as a}from\"../Culling/boundingInfo.js\";import{Tools as o}from\"../Misc/tools.js\";import{T as c}from\"../_/CoucjtsB.js\";import{e as d}from\"../_/B8Hr9e10.js\";import{EngineStore as h}from\"../Engines/engineStore.js\";import{useOpenGLOrientationForUV as u}from\"../Compat/compatibilityOptions.js\";import{CopyFloatData as l}from\"../Buffers/bufferUtils.js\";import\"../Maths/math.constants.js\";import\"../Misc/arrayTools.js\";import\"../Misc/typeStore.js\";import\"../_/BjBO3Vqv.js\";import\"../_/BXd1Jdj1.js\";import\"../Misc/observable.js\";import\"../tslib.es6.js\";import\"../_/CY5CD3a_.js\";import\"../Misc/logger.js\";import\"../Misc/decorators.js\";import\"../_/SxHYZ7_O.js\";import\"../_/D34LYfzR.js\";import\"../Misc/error.js\";import\"../_/BDtJaKhy.js\";import\"../Collisions/intersectionInfo.js\";import\"../Materials/drawWrapper.js\";import\"../Misc/timingTools.js\";import\"../Culling/boundingBox.js\";import\"../Culling/boundingSphere.js\";import\"../Misc/domManagement.js\";import\"../_/BrNwFyDm.js\";import\"../Misc/precisionDate.js\";import\"../Misc/webRequest.js\";import\"../_/Qih3l7lC.js\";import\"../Misc/stringTools.js\";import\"../_/CX9Zyq1P.js\";import\"../Engines/shaderStore.js\";import\"../_/Cn202uVB.js\";import\"../_/BbEdeXLR.js\";import\"../Materials/Textures/Loaders/textureLoaderManager.js\";import\"../_/DKmLrVdL.js\";import\"../Misc/guid.js\";import\"../_/DI68bezJ.js\";class Geometry{get boundingBias(){return this._boundingBias}set boundingBias(e){this._boundingBias?this._boundingBias.copyFrom(e):this._boundingBias=e.clone();this._updateBoundingInfo(true,null)}\n/**\n     * Static function used to attach a new empty geometry to a mesh\n     * @param mesh defines the mesh to attach the geometry to\n     * @returns the new Geometry\n     */static CreateGeometryForMesh(e){const t=new Geometry(Geometry.RandomId(),e.getScene());t.applyToMesh(e);return t}get meshes(){return this._meshes}\n/**\n     * Creates a new geometry\n     * @param id defines the unique ID\n     * @param scene defines the hosting scene\n     * @param vertexData defines the VertexData used to get geometry data\n     * @param updatable defines if geometry must be updatable (false by default)\n     * @param mesh defines the mesh that will be associated with the geometry\n     */constructor(t,s,i,r=false,n=null){this.delayLoadState=0;this._totalVertices=0;this._isDisposed=false;this._extend={minimum:new e(-Number.MAX_VALUE,-Number.MAX_VALUE,-Number.MAX_VALUE),maximum:new e(Number.MAX_VALUE,Number.MAX_VALUE,Number.MAX_VALUE)};this._indexBufferIsUpdatable=false;this._positionsCache=[];this._parentContainer=null;this.useBoundingInfoFromGeometry=false;this._scene=s||h.LastCreatedScene;if(this._scene){this.id=t;this.uniqueId=this._scene.getUniqueId();this._engine=this._scene.getEngine();this._meshes=[];this._vertexBuffers={};this._indices=[];this._updatable=r;i?this.setAllVerticesData(i,r):this._totalVertices=0;this._engine.getCaps().vertexArrayObject&&(this._vertexArrayObjects={});if(n){this.applyToMesh(n);n.computeWorldMatrix(true)}}}get extend(){return this._extend}\n/**\n     * Gets the hosting scene\n     * @returns the hosting Scene\n     */getScene(){return this._scene}\n/**\n     * Gets the hosting engine\n     * @returns the hosting Engine\n     */getEngine(){return this._engine}\n/**\n     * Defines if the geometry is ready to use\n     * @returns true if the geometry is ready to be used\n     */isReady(){return this.delayLoadState===1||this.delayLoadState===0}get doNotSerialize(){for(let e=0;e<this._meshes.length;e++)if(!this._meshes[e].doNotSerialize)return false;return true}_rebuild(){this._vertexArrayObjects&&(this._vertexArrayObjects={});this._meshes.length!==0&&this._indices&&(this._indexBuffer=this._engine.createIndexBuffer(this._indices,this._updatable,\"Geometry_\"+this.id+\"_IndexBuffer\"));const e=new Set;for(const t in this._vertexBuffers)e.add(this._vertexBuffers[t].getWrapperBuffer());e.forEach((e=>{e._rebuild()}))}\n/**\n     * Affects all geometry data in one call\n     * @param vertexData defines the geometry data\n     * @param updatable defines if the geometry must be flagged as updatable (false as default)\n     */setAllVerticesData(e,t){e.applyToGeometry(this,t);this._notifyUpdate()}\n/**\n     * Set specific vertex data\n     * @param kind defines the data kind (Position, normal, etc...)\n     * @param data defines the vertex data to use\n     * @param updatable defines if the vertex must be flagged as updatable (false as default)\n     * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified\n     */setVerticesData(e,t,s=false,r){s&&Array.isArray(t)&&(t=new Float32Array(t));const n=new i(this._engine,t,e,{updatable:s,postponeInternalCreation:this._meshes.length===0,stride:r,label:\"Geometry_\"+this.id+\"_\"+e});this.setVerticesBuffer(n)}\n/**\n     * Removes a specific vertex data\n     * @param kind defines the data kind (Position, normal, etc...)\n     */removeVerticesData(e){if(this._vertexBuffers[e]){this._vertexBuffers[e].dispose();delete this._vertexBuffers[e]}this._vertexArrayObjects&&this._disposeVertexArrayObjects()}\n/**\n     * Affect a vertex buffer to the geometry. the vertexBuffer.getKind() function is used to determine where to store the data\n     * @param buffer defines the vertex buffer to use\n     * @param totalVertices defines the total number of vertices for position kind (could be null)\n     * @param disposeExistingBuffer disposes the existing buffer, if any (default: true)\n     */setVerticesBuffer(t,s=null,r=true){const n=t.getKind();this._vertexBuffers[n]&&r&&this._vertexBuffers[n].dispose();t._buffer&&t._buffer._increaseReferences();this._vertexBuffers[n]=t;const a=this._meshes;const o=a.length;if(n===i.PositionKind){this._totalVertices=s??t._maxVerticesCount;this._updateExtend(t.getFloatData(this._totalVertices));this._resetPointsArrayCache();const i=this._extend&&this._extend.minimum||new e(-Number.MAX_VALUE,-Number.MAX_VALUE,-Number.MAX_VALUE);const r=this._extend&&this._extend.maximum||new e(Number.MAX_VALUE,Number.MAX_VALUE,Number.MAX_VALUE);for(let e=0;e<o;e++){const t=a[e];t.buildBoundingInfo(i,r);t._createGlobalSubMesh(t.isUnIndexed);t.computeWorldMatrix(true);t.synchronizeInstances()}}this._notifyUpdate(n)}\n/**\n     * Update a specific vertex buffer\n     * This function will directly update the underlying DataBuffer according to the passed numeric array or Float32Array\n     * It will do nothing if the buffer is not updatable\n     * @param kind defines the data kind (Position, normal, etc...)\n     * @param data defines the data to use\n     * @param offset defines the offset in the target buffer where to store the data\n     * @param useBytes set to true if the offset is in bytes\n     */updateVerticesDataDirectly(e,t,s,i=false){const r=this.getVertexBuffer(e);if(r){r.updateDirectly(t,s,i);this._notifyUpdate(e)}}\n/**\n     * Update a specific vertex buffer\n     * This function will create a new buffer if the current one is not updatable\n     * @param kind defines the data kind (Position, normal, etc...)\n     * @param data defines the data to use\n     * @param updateExtends defines if the geometry extends must be recomputed (false by default)\n     */updateVerticesData(e,t,s=false){const r=this.getVertexBuffer(e);if(r){r.update(t);e===i.PositionKind&&this._updateBoundingInfo(s,t);this._notifyUpdate(e)}}_updateBoundingInfo(e,t){e&&this._updateExtend(t);this._resetPointsArrayCache();if(e){const e=this._meshes;for(const t of e){t.hasBoundingInfo?t.getBoundingInfo().reConstruct(this._extend.minimum,this._extend.maximum):t.buildBoundingInfo(this._extend.minimum,this._extend.maximum);const e=t.subMeshes;for(const t of e)t.refreshBoundingInfo()}}}_bind(e,t,s,i){if(!e)return;t===void 0&&(t=this._indexBuffer);const r=this.getVertexBuffers();if(!r)return;if(t!=this._indexBuffer||!this._vertexArrayObjects&&!i){this._engine.bindBuffers(r,t,e,s);return}const n=i||this._vertexArrayObjects;const a=this._engine;n[e.key]||(n[e.key]=a.recordVertexArrayObject(r,t,e,s));a.bindVertexArrayObject(n[e.key],t)}\n/**\n     * Gets total number of vertices\n     * @returns the total number of vertices\n     */getTotalVertices(){return this.isReady()?this._totalVertices:0}\n/**\n     * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.\n     * @param kind defines the data kind (Position, normal, etc...)\n     * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes\n     * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it\n     * @returns a float array containing vertex data\n     */getVerticesData(e,t,s){const i=this.getVertexBuffer(e);return i?i.getFloatData(this._totalVertices,s||t&&this._meshes.length!==1):null}\n/**\n     * Copies the requested vertex data kind into the given vertex data map. Float data is constructed if the map doesn't have the data.\n     * @param kind defines the data kind (Position, normal, etc...)\n     * @param vertexData defines the map that stores the resulting data\n     */copyVerticesData(e,t){const s=this.getVertexBuffer(e);if(!s)return;t[e]||(t[e]=new Float32Array(this._totalVertices*s.getSize()));const i=s.getData();i&&l(i,s.getSize(),s.type,s.byteOffset,s.byteStride,s.normalized,this._totalVertices,t[e])}\n/**\n     * Returns a boolean defining if the vertex data for the requested `kind` is updatable\n     * @param kind defines the data kind (Position, normal, etc...)\n     * @returns true if the vertex buffer with the specified kind is updatable\n     */isVertexBufferUpdatable(e){const t=this._vertexBuffers[e];return!!t&&t.isUpdatable()}\n/**\n     * Gets a specific vertex buffer\n     * @param kind defines the data kind (Position, normal, etc...)\n     * @returns a VertexBuffer\n     */getVertexBuffer(e){return this.isReady()?this._vertexBuffers[e]:null}\n/**\n     * Returns all vertex buffers\n     * @returns an object holding all vertex buffers indexed by kind\n     */getVertexBuffers(){return this.isReady()?this._vertexBuffers:null}\n/**\n     * Gets a boolean indicating if specific vertex buffer is present\n     * @param kind defines the data kind (Position, normal, etc...)\n     * @returns true if data is present\n     */isVerticesDataPresent(e){return this._vertexBuffers?this._vertexBuffers[e]!==void 0:!!this._delayInfo&&this._delayInfo.indexOf(e)!==-1}\n/**\n     * Gets a list of all attached data kinds (Position, normal, etc...)\n     * @returns a list of string containing all kinds\n     */getVerticesDataKinds(){const e=[];let t;if(!this._vertexBuffers&&this._delayInfo)for(t in this._delayInfo)e.push(t);else for(t in this._vertexBuffers)e.push(t);return e}\n/**\n     * Update index buffer\n     * @param indices defines the indices to store in the index buffer\n     * @param offset defines the offset in the target buffer where to store the data\n     * @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)\n     */updateIndices(e,t,s=false){if(this._indexBuffer)if(this._indexBufferIsUpdatable){const i=e.length!==this._indices.length;s||(this._indices=e.slice());this._engine.updateDynamicIndexBuffer(this._indexBuffer,e,t);if(i)for(const e of this._meshes)e._createGlobalSubMesh(true)}else this.setIndices(e,null,true)}\n/**\n     * Sets the index buffer for this geometry.\n     * @param indexBuffer Defines the index buffer to use for this geometry\n     * @param totalVertices Defines the total number of vertices used by the buffer\n     * @param totalIndices Defines the total number of indices in the index buffer\n     * @param is32Bits Defines if the indices are 32 bits. If null (default), the value is guessed from the number of vertices\n     */setIndexBuffer(e,t,s,i=null){this._indices=[];this._indexBufferIsUpdatable=false;this._indexBuffer=e;this._totalVertices=t;this._totalIndices=s;e.is32Bits=i===null?t>65535:i;for(const e of this._meshes){e._createGlobalSubMesh(true);e.synchronizeInstances()}this._notifyUpdate()}\n/**\n     * Creates a new index buffer\n     * @param indices defines the indices to store in the index buffer\n     * @param totalVertices defines the total number of vertices (could be null)\n     * @param updatable defines if the index buffer must be flagged as updatable (false by default)\n     * @param dontForceSubMeshRecreation defines a boolean indicating that we don't want to force the recreation of sub-meshes if we don't have to (false by default)\n     */setIndices(e,t=null,s=false,i=false){this._indexBuffer&&this._engine._releaseBuffer(this._indexBuffer);this._indices=e;this._indexBufferIsUpdatable=s;this._meshes.length!==0&&this._indices&&(this._indexBuffer=this._engine.createIndexBuffer(this._indices,s,\"Geometry_\"+this.id+\"_IndexBuffer\"));t!=void 0&&(this._totalVertices=t);for(const e of this._meshes){e._createGlobalSubMesh(!i);e.synchronizeInstances()}this._notifyUpdate()}\n/**\n     * Return the total number of indices\n     * @returns the total number of indices\n     */getTotalIndices(){return this.isReady()?this._totalIndices!==void 0?this._totalIndices:this._indices.length:0}\n/**\n     * Gets the index buffer array\n     * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes\n     * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it\n     * @returns the index buffer array\n     */getIndices(e,t){if(!this.isReady())return null;const s=this._indices;return t||e&&this._meshes.length!==1?s.slice():s}\n/**\n     * Gets the index buffer\n     * @returns the index buffer\n     */getIndexBuffer(){return this.isReady()?this._indexBuffer:null}_releaseVertexArrayObject(e=null){if(e&&this._vertexArrayObjects&&this._vertexArrayObjects[e.key]){this._engine.releaseVertexArrayObject(this._vertexArrayObjects[e.key]);delete this._vertexArrayObjects[e.key]}}\n/**\n     * Release the associated resources for a specific mesh\n     * @param mesh defines the source mesh\n     * @param shouldDispose defines if the geometry must be disposed if there is no more mesh pointing to it\n     */releaseForMesh(e,t){const s=this._meshes;const i=s.indexOf(e);if(i!==-1){s.splice(i,1);this._vertexArrayObjects&&e._invalidateInstanceVertexArrayObject();e._geometry=null;s.length===0&&t&&this.dispose()}}\n/**\n     * Apply current geometry to a given mesh\n     * @param mesh defines the mesh to apply geometry to\n     */applyToMesh(e){if(e._geometry===this)return;const t=e._geometry;t&&t.releaseForMesh(e);this._vertexArrayObjects&&e._invalidateInstanceVertexArrayObject();const s=this._meshes;e._geometry=this;e._internalAbstractMeshDataInfo._positions=null;this._scene.pushGeometry(this);s.push(e);this.isReady()?this._applyToMesh(e):this._boundingInfo&&e.setBoundingInfo(this._boundingInfo)}_updateExtend(e=null){if(this.useBoundingInfoFromGeometry&&this._boundingInfo)this._extend={minimum:this._boundingInfo.minimum.clone(),maximum:this._boundingInfo.maximum.clone()};else{if(!e){e=this.getVerticesData(i.PositionKind);if(!e)return}this._extend=d(e,0,this._totalVertices,this.boundingBias,3)}}_applyToMesh(e){const t=this._meshes.length;for(const s in this._vertexBuffers){t===1&&this._vertexBuffers[s].create();if(s===i.PositionKind){this._extend||this._updateExtend();e.buildBoundingInfo(this._extend.minimum,this._extend.maximum);e._createGlobalSubMesh(e.isUnIndexed);e._updateBoundingInfo()}}t===1&&this._indices&&this._indices.length>0&&(this._indexBuffer=this._engine.createIndexBuffer(this._indices,this._updatable,\"Geometry_\"+this.id+\"_IndexBuffer\"));e._syncGeometryWithMorphTargetManager();e.synchronizeInstances()}_notifyUpdate(e){this.onGeometryUpdated&&this.onGeometryUpdated(this,e);this._vertexArrayObjects&&this._disposeVertexArrayObjects();for(const e of this._meshes)e._markSubMeshesAsAttributesDirty()}\n/**\n     * Load the geometry if it was flagged as delay loaded\n     * @param scene defines the hosting scene\n     * @param onLoaded defines a callback called when the geometry is loaded\n     */load(e,t){if(this.delayLoadState!==2)if(this.isReady())t&&t();else{this.delayLoadState=2;this._queueLoad(e,t)}}_queueLoad(e,t){if(this.delayLoadingFile){e.addPendingData(this);e._loadFile(this.delayLoadingFile,(s=>{if(!this._delayLoadingFunction)return;this._delayLoadingFunction(JSON.parse(s),this);this.delayLoadState=1;this._delayInfo=[];e.removePendingData(this);const i=this._meshes;const r=i.length;for(let e=0;e<r;e++)this._applyToMesh(i[e]);t&&t()}),void 0,true)}}toLeftHanded(){const e=this.getIndices(false);if(e!=null&&e.length>0){for(let t=0;t<e.length;t+=3){const s=e[t+0];e[t+0]=e[t+2];e[t+2]=s}this.setIndices(e)}const t=this.getVerticesData(i.PositionKind,false);if(t!=null&&t.length>0){for(let e=0;e<t.length;e+=3)t[e+2]=-t[e+2];this.setVerticesData(i.PositionKind,t,false)}const s=this.getVerticesData(i.NormalKind,false);if(s!=null&&s.length>0){for(let e=0;e<s.length;e+=3)s[e+2]=-s[e+2];this.setVerticesData(i.NormalKind,s,false)}}_resetPointsArrayCache(){this._positions=null}_generatePointsArray(){if(this._positions)return true;const t=this.getVerticesData(i.PositionKind);if(!t||t.length===0)return false;for(let s=this._positionsCache.length*3,i=this._positionsCache.length;s<t.length;s+=3,++i)this._positionsCache[i]=e.FromArray(t,s);for(let e=0,s=0;e<t.length;e+=3,++s)this._positionsCache[s].set(t[0+e],t[1+e],t[2+e]);this._positionsCache.length=t.length/3;this._positions=this._positionsCache;return true}\n/**\n     * Gets a value indicating if the geometry is disposed\n     * @returns true if the geometry was disposed\n     */isDisposed(){return this._isDisposed}_disposeVertexArrayObjects(){if(this._vertexArrayObjects){for(const e in this._vertexArrayObjects)this._engine.releaseVertexArrayObject(this._vertexArrayObjects[e]);this._vertexArrayObjects={};const e=this._meshes;const t=e.length;for(let s=0;s<t;s++)e[s]._invalidateInstanceVertexArrayObject()}}dispose(){const e=this._meshes;const t=e.length;let s;for(s=0;s<t;s++)this.releaseForMesh(e[s]);this._meshes.length=0;this._disposeVertexArrayObjects();for(const e in this._vertexBuffers)this._vertexBuffers[e].dispose();this._vertexBuffers={};this._totalVertices=0;this._indexBuffer&&this._engine._releaseBuffer(this._indexBuffer);this._indexBuffer=null;this._indices=[];this.delayLoadState=0;this.delayLoadingFile=null;this._delayLoadingFunction=null;this._delayInfo=[];this._boundingInfo=null;this._scene.removeGeometry(this);if(this._parentContainer){const e=this._parentContainer.geometries.indexOf(this);e>-1&&this._parentContainer.geometries.splice(e,1);this._parentContainer=null}this._isDisposed=true}\n/**\n     * Clone the current geometry into a new geometry\n     * @param id defines the unique ID of the new geometry\n     * @returns a new geometry object\n     */copy(e){const t=new s;t.indices=[];const i=this.getIndices();if(i)for(let e=0;e<i.length;e++)t.indices.push(i[e]);let r=false;let n=false;let o;for(o in this._vertexBuffers){const e=this.getVerticesData(o);if(e){e instanceof Float32Array?t.set(new Float32Array(e),o):t.set(e.slice(0),o);if(!n){const e=this.getVertexBuffer(o);if(e){r=e.isUpdatable();n=!r}}}}const c=new Geometry(e,this._scene,t,r);c.delayLoadState=this.delayLoadState;c.delayLoadingFile=this.delayLoadingFile;c._delayLoadingFunction=this._delayLoadingFunction;for(o in this._delayInfo){c._delayInfo=c._delayInfo||[];c._delayInfo.push(o)}c._boundingInfo=new a(this._extend.minimum,this._extend.maximum);return c}\n/**\n     * Serialize the current geometry info (and not the vertices data) into a JSON object\n     * @returns a JSON representation of the current geometry data (without the vertices data)\n     */serialize(){const e={};e.id=this.id;e.uniqueId=this.uniqueId;e.updatable=this._updatable;c&&c.HasTags(this)&&(e.tags=c.GetTags(this));return e}_toNumberArray(e){return Array.isArray(e)?e:Array.prototype.slice.call(e)}clearCachedData(){this._indices=[];this._resetPointsArrayCache();for(const e in this._vertexBuffers)Object.prototype.hasOwnProperty.call(this._vertexBuffers,e)&&(this._vertexBuffers[e]._buffer._data=null)}\n/**\n     * Serialize all vertices data into a JSON object\n     * @returns a JSON representation of the current geometry data\n     */serializeVerticeData(){const e=this.serialize();if(this.isVerticesDataPresent(i.PositionKind)){e.positions=this._toNumberArray(this.getVerticesData(i.PositionKind));this.isVertexBufferUpdatable(i.PositionKind)&&(e.positions._updatable=true)}if(this.isVerticesDataPresent(i.NormalKind)){e.normals=this._toNumberArray(this.getVerticesData(i.NormalKind));this.isVertexBufferUpdatable(i.NormalKind)&&(e.normals._updatable=true)}if(this.isVerticesDataPresent(i.TangentKind)){e.tangents=this._toNumberArray(this.getVerticesData(i.TangentKind));this.isVertexBufferUpdatable(i.TangentKind)&&(e.tangents._updatable=true)}if(this.isVerticesDataPresent(i.UVKind)){e.uvs=this._toNumberArray(this.getVerticesData(i.UVKind));this.isVertexBufferUpdatable(i.UVKind)&&(e.uvs._updatable=true)}if(this.isVerticesDataPresent(i.UV2Kind)){e.uvs2=this._toNumberArray(this.getVerticesData(i.UV2Kind));this.isVertexBufferUpdatable(i.UV2Kind)&&(e.uvs2._updatable=true)}if(this.isVerticesDataPresent(i.UV3Kind)){e.uvs3=this._toNumberArray(this.getVerticesData(i.UV3Kind));this.isVertexBufferUpdatable(i.UV3Kind)&&(e.uvs3._updatable=true)}if(this.isVerticesDataPresent(i.UV4Kind)){e.uvs4=this._toNumberArray(this.getVerticesData(i.UV4Kind));this.isVertexBufferUpdatable(i.UV4Kind)&&(e.uvs4._updatable=true)}if(this.isVerticesDataPresent(i.UV5Kind)){e.uvs5=this._toNumberArray(this.getVerticesData(i.UV5Kind));this.isVertexBufferUpdatable(i.UV5Kind)&&(e.uvs5._updatable=true)}if(this.isVerticesDataPresent(i.UV6Kind)){e.uvs6=this._toNumberArray(this.getVerticesData(i.UV6Kind));this.isVertexBufferUpdatable(i.UV6Kind)&&(e.uvs6._updatable=true)}if(this.isVerticesDataPresent(i.ColorKind)){e.colors=this._toNumberArray(this.getVerticesData(i.ColorKind));this.isVertexBufferUpdatable(i.ColorKind)&&(e.colors._updatable=true)}if(this.isVerticesDataPresent(i.MatricesIndicesKind)){e.matricesIndices=this._toNumberArray(this.getVerticesData(i.MatricesIndicesKind));e.matricesIndices._isExpanded=true;this.isVertexBufferUpdatable(i.MatricesIndicesKind)&&(e.matricesIndices._updatable=true)}if(this.isVerticesDataPresent(i.MatricesWeightsKind)){e.matricesWeights=this._toNumberArray(this.getVerticesData(i.MatricesWeightsKind));this.isVertexBufferUpdatable(i.MatricesWeightsKind)&&(e.matricesWeights._updatable=true)}e.indices=this._toNumberArray(this.getIndices());return e}\n/**\n     * Extracts a clone of a mesh geometry\n     * @param mesh defines the source mesh\n     * @param id defines the unique ID of the new geometry object\n     * @returns the new geometry object\n     */\nstatic ExtractFromMesh(e,t){const s=e._geometry;return s?s.copy(t):null}\n/**\n     * You should now use Tools.RandomId(), this method is still here for legacy reasons.\n     * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523\n     * Be aware Math.random() could cause collisions, but:\n     * \"All but 6 of the 128 bits of the ID are randomly generated, which means that for any two ids, there's a 1 in 2^^122 (or 5.3x10^^36) chance they'll collide\"\n     * @returns a string containing a new GUID\n     */static RandomId(){return o.RandomId()}static _GetGeometryByLoadedUniqueId(e,t){for(let s=0;s<t.geometries.length;s++)if(t.geometries[s]._loadedUniqueId===e)return t.geometries[s];return null}static _ImportGeometry(e,s){const n=s.getScene();const a=e.geometryUniqueId;const o=e.geometryId;if(a||o){const e=a?this._GetGeometryByLoadedUniqueId(a,n):n.getGeometryById(o);e&&e.applyToMesh(s)}else if(e instanceof ArrayBuffer){const t=s._binaryInfo;if(t.positionsAttrDesc&&t.positionsAttrDesc.count>0){const r=new Float32Array(e,t.positionsAttrDesc.offset,t.positionsAttrDesc.count);s.setVerticesData(i.PositionKind,r,false)}if(t.normalsAttrDesc&&t.normalsAttrDesc.count>0){const r=new Float32Array(e,t.normalsAttrDesc.offset,t.normalsAttrDesc.count);s.setVerticesData(i.NormalKind,r,false)}if(t.tangetsAttrDesc&&t.tangetsAttrDesc.count>0){const r=new Float32Array(e,t.tangetsAttrDesc.offset,t.tangetsAttrDesc.count);s.setVerticesData(i.TangentKind,r,false)}if(t.uvsAttrDesc&&t.uvsAttrDesc.count>0){const r=new Float32Array(e,t.uvsAttrDesc.offset,t.uvsAttrDesc.count);if(u)for(let e=1;e<r.length;e+=2)r[e]=1-r[e];s.setVerticesData(i.UVKind,r,false)}if(t.uvs2AttrDesc&&t.uvs2AttrDesc.count>0){const r=new Float32Array(e,t.uvs2AttrDesc.offset,t.uvs2AttrDesc.count);if(u)for(let e=1;e<r.length;e+=2)r[e]=1-r[e];s.setVerticesData(i.UV2Kind,r,false)}if(t.uvs3AttrDesc&&t.uvs3AttrDesc.count>0){const r=new Float32Array(e,t.uvs3AttrDesc.offset,t.uvs3AttrDesc.count);if(u)for(let e=1;e<r.length;e+=2)r[e]=1-r[e];s.setVerticesData(i.UV3Kind,r,false)}if(t.uvs4AttrDesc&&t.uvs4AttrDesc.count>0){const r=new Float32Array(e,t.uvs4AttrDesc.offset,t.uvs4AttrDesc.count);if(u)for(let e=1;e<r.length;e+=2)r[e]=1-r[e];s.setVerticesData(i.UV4Kind,r,false)}if(t.uvs5AttrDesc&&t.uvs5AttrDesc.count>0){const r=new Float32Array(e,t.uvs5AttrDesc.offset,t.uvs5AttrDesc.count);if(u)for(let e=1;e<r.length;e+=2)r[e]=1-r[e];s.setVerticesData(i.UV5Kind,r,false)}if(t.uvs6AttrDesc&&t.uvs6AttrDesc.count>0){const r=new Float32Array(e,t.uvs6AttrDesc.offset,t.uvs6AttrDesc.count);if(u)for(let e=1;e<r.length;e+=2)r[e]=1-r[e];s.setVerticesData(i.UV6Kind,r,false)}if(t.colorsAttrDesc&&t.colorsAttrDesc.count>0){const r=new Float32Array(e,t.colorsAttrDesc.offset,t.colorsAttrDesc.count);s.setVerticesData(i.ColorKind,r,false,t.colorsAttrDesc.stride)}if(t.matricesIndicesAttrDesc&&t.matricesIndicesAttrDesc.count>0){const r=new Int32Array(e,t.matricesIndicesAttrDesc.offset,t.matricesIndicesAttrDesc.count);const n=[];for(let e=0;e<r.length;e++){const t=r[e];n.push(t&255);n.push((t&65280)>>8);n.push((t&16711680)>>16);n.push(t>>24&255)}s.setVerticesData(i.MatricesIndicesKind,n,false)}if(t.matricesIndicesExtraAttrDesc&&t.matricesIndicesExtraAttrDesc.count>0){const r=new Int32Array(e,t.matricesIndicesExtraAttrDesc.offset,t.matricesIndicesExtraAttrDesc.count);const n=[];for(let e=0;e<r.length;e++){const t=r[e];n.push(t&255);n.push((t&65280)>>8);n.push((t&16711680)>>16);n.push(t>>24&255)}s.setVerticesData(i.MatricesIndicesExtraKind,n,false)}if(t.matricesWeightsAttrDesc&&t.matricesWeightsAttrDesc.count>0){const r=new Float32Array(e,t.matricesWeightsAttrDesc.offset,t.matricesWeightsAttrDesc.count);s.setVerticesData(i.MatricesWeightsKind,r,false)}if(t.indicesAttrDesc&&t.indicesAttrDesc.count>0){const i=new Int32Array(e,t.indicesAttrDesc.offset,t.indicesAttrDesc.count);s.setIndices(i,null)}if(t.subMeshesAttrDesc&&t.subMeshesAttrDesc.count>0){const i=new Int32Array(e,t.subMeshesAttrDesc.offset,t.subMeshesAttrDesc.count*5);s.subMeshes=[];for(let e=0;e<t.subMeshesAttrDesc.count;e++){const t=i[e*5+0];const n=i[e*5+1];const a=i[e*5+2];const o=i[e*5+3];const c=i[e*5+4];r.AddToMesh(t,n,a,o,c,s)}}}else if(e.positions&&e.normals&&e.indices){s.setVerticesData(i.PositionKind,e.positions,e.positions._updatable);s.setVerticesData(i.NormalKind,e.normals,e.normals._updatable);e.tangents&&s.setVerticesData(i.TangentKind,e.tangents,e.tangents._updatable);e.uvs&&s.setVerticesData(i.UVKind,e.uvs,e.uvs._updatable);e.uvs2&&s.setVerticesData(i.UV2Kind,e.uvs2,e.uvs2._updatable);e.uvs3&&s.setVerticesData(i.UV3Kind,e.uvs3,e.uvs3._updatable);e.uvs4&&s.setVerticesData(i.UV4Kind,e.uvs4,e.uvs4._updatable);e.uvs5&&s.setVerticesData(i.UV5Kind,e.uvs5,e.uvs5._updatable);e.uvs6&&s.setVerticesData(i.UV6Kind,e.uvs6,e.uvs6._updatable);e.colors&&s.setVerticesData(i.ColorKind,t.CheckColors4(e.colors,e.positions.length/3),e.colors._updatable);if(e.matricesIndices)if(e.matricesIndices._isExpanded){delete e.matricesIndices._isExpanded;s.setVerticesData(i.MatricesIndicesKind,e.matricesIndices,e.matricesIndices._updatable)}else{const t=[];for(let s=0;s<e.matricesIndices.length;s++){const i=e.matricesIndices[s];t.push(i&255);t.push((i&65280)>>8);t.push((i&16711680)>>16);t.push(i>>24&255)}s.setVerticesData(i.MatricesIndicesKind,t,e.matricesIndices._updatable)}if(e.matricesIndicesExtra)if(e.matricesIndicesExtra._isExpanded){delete e.matricesIndices._isExpanded;s.setVerticesData(i.MatricesIndicesExtraKind,e.matricesIndicesExtra,e.matricesIndicesExtra._updatable)}else{const t=[];for(let s=0;s<e.matricesIndicesExtra.length;s++){const i=e.matricesIndicesExtra[s];t.push(i&255);t.push((i&65280)>>8);t.push((i&16711680)>>16);t.push(i>>24&255)}s.setVerticesData(i.MatricesIndicesExtraKind,t,e.matricesIndicesExtra._updatable)}if(e.matricesWeights){Geometry._CleanMatricesWeights(e,s);s.setVerticesData(i.MatricesWeightsKind,e.matricesWeights,e.matricesWeights._updatable)}e.matricesWeightsExtra&&s.setVerticesData(i.MatricesWeightsExtraKind,e.matricesWeightsExtra,e.matricesWeights._updatable);s.setIndices(e.indices,null)}if(e.subMeshes){s.subMeshes=[];for(let t=0;t<e.subMeshes.length;t++){const i=e.subMeshes[t];r.AddToMesh(i.materialIndex,i.verticesStart,i.verticesCount,i.indexStart,i.indexCount,s)}}if(s._shouldGenerateFlatShading){s.convertToFlatShadedMesh();s._shouldGenerateFlatShading=false}s.computeWorldMatrix(true);n.onMeshImportedObservable.notifyObservers(s)}static _CleanMatricesWeights(e,t){const s=.001;if(!n.CleanBoneMatrixWeights)return;let r=0;if(!(e.skeletonId>-1))return;{const s=t.getScene().getLastSkeletonById(e.skeletonId);if(!s)return;r=s.bones.length}const a=t.getVerticesData(i.MatricesIndicesKind);const o=t.getVerticesData(i.MatricesIndicesExtraKind);const c=e.matricesWeights;const d=e.matricesWeightsExtra;const h=e.numBoneInfluencer;const u=c.length;for(let e=0;e<u;e+=4){let t=0;let i=-1;for(let r=0;r<4;r++){const n=c[e+r];t+=n;n<s&&i<0&&(i=r)}if(d)for(let r=0;r<4;r++){const n=d[e+r];t+=n;n<s&&i<0&&(i=r+4)}(i<0||i>h-1)&&(i=h-1);if(t>s){const s=1/t;for(let t=0;t<4;t++)c[e+t]*=s;if(d)for(let t=0;t<4;t++)d[e+t]*=s}else if(i>=4){d[e+i-4]=1-t;o[e+i-4]=r}else{c[e+i]=1-t;a[e+i]=r}}t.setVerticesData(i.MatricesIndicesKind,a);e.matricesWeightsExtra&&t.setVerticesData(i.MatricesIndicesExtraKind,o)}\n/**\n     * Create a new geometry from persisted data (Using .babylon file format)\n     * @param parsedVertexData defines the persisted data\n     * @param scene defines the hosting scene\n     * @param rootUrl defines the root url to use to load assets (like delayed data)\n     * @returns the new geometry object\n     */static Parse(t,r,n){const o=new Geometry(t.id,r,void 0,t.updatable);o._loadedUniqueId=t.uniqueId;c&&c.AddTagsTo(o,t.tags);if(t.delayLoadingFile){o.delayLoadState=4;o.delayLoadingFile=n+t.delayLoadingFile;o._boundingInfo=new a(e.FromArray(t.boundingBoxMinimum),e.FromArray(t.boundingBoxMaximum));o._delayInfo=[];t.hasUVs&&o._delayInfo.push(i.UVKind);t.hasUVs2&&o._delayInfo.push(i.UV2Kind);t.hasUVs3&&o._delayInfo.push(i.UV3Kind);t.hasUVs4&&o._delayInfo.push(i.UV4Kind);t.hasUVs5&&o._delayInfo.push(i.UV5Kind);t.hasUVs6&&o._delayInfo.push(i.UV6Kind);t.hasColors&&o._delayInfo.push(i.ColorKind);t.hasMatricesIndices&&o._delayInfo.push(i.MatricesIndicesKind);t.hasMatricesWeights&&o._delayInfo.push(i.MatricesWeightsKind);o._delayLoadingFunction=s.ImportVertexData}else s.ImportVertexData(t,o);r.pushGeometry(o,true);return o}}export{Geometry};\n//# sourceMappingURL=geometry.js.map\n","import{Material as s}from\"./material.js\";import{T as t}from\"../_/CoucjtsB.js\";import{RegisterClass as e}from\"../Misc/typeStore.js\";import\"../tslib.es6.js\";import\"../Misc/decorators.js\";import\"../_/SxHYZ7_O.js\";import\"../Misc/tools.js\";import\"../Misc/observable.js\";import\"../Misc/domManagement.js\";import\"../Misc/logger.js\";import\"../_/BrNwFyDm.js\";import\"../Misc/precisionDate.js\";import\"../_/CY5CD3a_.js\";import\"../Misc/webRequest.js\";import\"../Engines/engineStore.js\";import\"../_/Qih3l7lC.js\";import\"../Misc/error.js\";import\"../Misc/stringTools.js\";import\"../_/CX9Zyq1P.js\";import\"../Engines/shaderStore.js\";import\"../Misc/timingTools.js\";import\"../_/Cn202uVB.js\";import\"../_/BjBO3Vqv.js\";import\"../_/BbEdeXLR.js\";import\"./Textures/Loaders/textureLoaderManager.js\";import\"../_/DKmLrVdL.js\";import\"../Misc/guid.js\";import\"../_/DI68bezJ.js\";import\"../Meshes/subMesh.js\";import\"../Buffers/buffer.js\";import\"../_/BDtJaKhy.js\";import\"../Buffers/bufferUtils.js\";import\"../Collisions/intersectionInfo.js\";import\"../Culling/boundingInfo.js\";import\"../Misc/arrayTools.js\";import\"../Maths/math.vector.js\";import\"../Maths/math.constants.js\";import\"../_/BXd1Jdj1.js\";import\"../Culling/boundingBox.js\";import\"../Culling/boundingSphere.js\";import\"../_/B8Hr9e10.js\";import\"./drawWrapper.js\";import\"../_/DMkv-Omk.js\";import\"../Maths/math.plane.js\";import\"../Misc/decorators.serialization.js\";import\"../Maths/math.color.js\";import\"./materialHelper.functions.js\";import\"../_/CiiK0JQ3.js\";import\"./clipPlaneMaterialHelper.js\";class MultiMaterial extends s{get subMaterials(){return this._subMaterials}set subMaterials(s){this._subMaterials=s;this._hookArray(s)}\n/**\n     * Function used to align with Node.getChildren()\n     * @returns the list of Materials used within the multi material\n     */getChildren(){return this.subMaterials}\n/**\n     * Instantiates a new Multi Material\n     * A multi-material is used to apply different materials to different parts of the same object without the need of\n     * separate meshes. This can be use to improve performances.\n     * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/using/multiMaterials\n     * @param name Define the name in the scene\n     * @param scene Define the scene the material belongs to\n     */constructor(s,t){super(s,t,true);this._waitingSubMaterialsUniqueIds=[];this.getScene().addMultiMaterial(this);this.subMaterials=[];this._storeEffectOnSubMeshes=true}_hookArray(s){const t=s.push;s.push=(...e)=>{const i=t.apply(s,e);this._markAllSubMeshesAsTexturesDirty();return i};const e=s.splice;s.splice=(t,i)=>{const r=e.apply(s,[t,i]);this._markAllSubMeshesAsTexturesDirty();return r}}\n/**\n     * Get one of the submaterial by its index in the submaterials array\n     * @param index The index to look the sub material at\n     * @returns The Material if the index has been defined\n     */getSubMaterial(s){return s<0||s>=this.subMaterials.length?this.getScene().defaultMaterial:this.subMaterials[s]}\n/**\n     * Get the list of active textures for the whole sub materials list.\n     * @returns All the textures that will be used during the rendering\n     */getActiveTextures(){return super.getActiveTextures().concat(...this.subMaterials.map((s=>s?s.getActiveTextures():[])))}\n/**\n     * Specifies if any sub-materials of this multi-material use a given texture.\n     * @param texture Defines the texture to check against this multi-material's sub-materials.\n     * @returns A boolean specifying if any sub-material of this multi-material uses the texture.\n     */hasTexture(s){if(super.hasTexture(s))return true;for(let t=0;t<this.subMaterials.length;t++)if(this.subMaterials[t]?.hasTexture(s))return true;return false}\n/**\n     * Gets the current class name of the material e.g. \"MultiMaterial\"\n     * Mainly use in serialization.\n     * @returns the class name\n     */getClassName(){return\"MultiMaterial\"}\n/**\n     * Checks if the material is ready to render the requested sub mesh\n     * @param mesh Define the mesh the submesh belongs to\n     * @param subMesh Define the sub mesh to look readiness for\n     * @param useInstances Define whether or not the material is used with instances\n     * @returns true if ready, otherwise false\n     */isReadyForSubMesh(s,t,e){for(let i=0;i<this.subMaterials.length;i++){const r=this.subMaterials[i];if(r){if(r._storeEffectOnSubMeshes){if(!r.isReadyForSubMesh(s,t,e))return false;continue}if(!r.isReady(s))return false}}return true}\n/**\n     * Clones the current material and its related sub materials\n     * @param name Define the name of the newly cloned material\n     * @param cloneChildren Define if submaterial will be cloned or shared with the parent instance\n     * @returns the cloned material\n     */clone(s,t){const e=new MultiMaterial(s,this.getScene());for(let i=0;i<this.subMaterials.length;i++){let r=null;const a=this.subMaterials[i];r=t&&a?a.clone(s+\"-\"+a.name):this.subMaterials[i];e.subMaterials.push(r)}return e}\n/**\n     * Serializes the materials into a JSON representation.\n     * @returns the JSON representation\n     */serialize(){const s={};s.name=this.name;s.id=this.id;s.uniqueId=this.uniqueId;t&&(s.tags=t.GetTags(this));s.materialsUniqueIds=[];s.materials=[];for(let t=0;t<this.subMaterials.length;t++){const e=this.subMaterials[t];if(e){s.materialsUniqueIds.push(e.uniqueId);s.materials.push(e.id)}else{s.materialsUniqueIds.push(null);s.materials.push(null)}}return s}\n/**\n     * Dispose the material and release its associated resources\n     * @param forceDisposeEffect Define if we want to force disposing the associated effect (if false the shader is not released and could be reuse later on)\n     * @param forceDisposeTextures Define if we want to force disposing the associated textures (if false, they will not be disposed and can still be use elsewhere in the app)\n     * @param forceDisposeChildren Define if we want to force disposing the associated submaterials (if false, they will not be disposed and can still be use elsewhere in the app)\n     */dispose(s,t,e){const i=this.getScene();if(!i)return;if(e)for(let e=0;e<this.subMaterials.length;e++){const i=this.subMaterials[e];i&&i.dispose(s,t)}const r=i.multiMaterials.indexOf(this);r>=0&&i.multiMaterials.splice(r,1);super.dispose(s,t)}\n/**\n     * Creates a MultiMaterial from parsed MultiMaterial data.\n     * @param parsedMultiMaterial defines parsed MultiMaterial data.\n     * @param scene defines the hosting scene\n     * @returns a new MultiMaterial\n     */static ParseMultiMaterial(s,e){const i=new MultiMaterial(s.name,e);i.id=s.id;i._loadedUniqueId=s.uniqueId;t&&t.AddTagsTo(i,s.tags);s.materialsUniqueIds?i._waitingSubMaterialsUniqueIds=s.materialsUniqueIds:s.materials.forEach((s=>i.subMaterials.push(e.getLastMaterialById(s))));return i}}e(\"BABYLON.MultiMaterial\",MultiMaterial);export{MultiMaterial};\n//# sourceMappingURL=multiMaterial.js.map\n","import{Observable as e}from\"../Misc/observable.js\";import{Tools as t,AsyncLoop as s}from\"../Misc/tools.js\";import{D as n}from\"./BrNwFyDm.js\";import{T as i}from\"./CoucjtsB.js\";import{d as r,b as a,c as o}from\"./D34LYfzR.js\";import{Camera as h}from\"../Cameras/camera.js\";import{Vector3 as l,Vector2 as c,Quaternion as d,Matrix as u}from\"../Maths/math.vector.js\";import{Color3 as f}from\"../Maths/math.color.js\";import{Node as g}from\"../node.js\";import{VertexBuffer as m,Buffer as _}from\"../Buffers/buffer.js\";import{VertexData as M}from\"../Meshes/mesh.vertexData.js\";import{Geometry as I}from\"../Meshes/geometry.js\";import{AbstractMesh as p}from\"../Meshes/abstractMesh.js\";import{SubMesh as y}from\"../Meshes/subMesh.js\";import{Material as D}from\"../Materials/material.js\";import{MultiMaterial as v}from\"../Materials/multiMaterial.js\";import{S as b}from\"./CO1Qn5D5.js\";import{SerializationHelper as S}from\"../Misc/decorators.serialization.js\";import{Logger as B}from\"../Misc/logger.js\";import{GetClass as x,RegisterClass as A}from\"../Misc/typeStore.js\";import{_ as w}from\"./CY5CD3a_.js\";import{SceneComponentConstants as O}from\"../sceneComponent.js\";class MeshLODLevel{\n/**\n     * Creates a new LOD level\n     * @param distanceOrScreenCoverage defines either the distance or the screen coverage where this level should start being displayed\n     * @param mesh defines the mesh to use to render this level\n     */\nconstructor(e,t){this.distanceOrScreenCoverage=e;this.mesh=t}}class _CreationDataStorage{}class _InstanceDataStorage{constructor(){this.visibleInstances={};this.batchCache=new _InstancesBatch;this.batchCacheReplacementModeInFrozenMode=new _InstancesBatch;this.instancesBufferSize=2048}}class _InstancesBatch{constructor(){this.mustReturn=false;this.visibleInstances=new Array;this.renderSelf=[];this.hardwareInstancedRendering=[]}}class _ThinInstanceDataStorage{constructor(){this.instancesCount=0;this.matrixBuffer=null;this.previousMatrixBuffer=null;this.matrixBufferSize=512;this.matrixData=null;this.boundingVectors=[];this.worldMatrices=null}}class _InternalMeshDataInfo{constructor(){this._areNormalsFrozen=false;this._source=null;this.meshMap=null;this._preActivateId=-1;this._LODLevels=new Array;this._useLODScreenCoverage=false;this._effectiveMaterial=null;this._forcedInstanceCount=0;this._overrideRenderingFillMode=null}}const P={source:null,parent:null,doNotCloneChildren:false,clonePhysicsImpostor:true,cloneThinInstances:false};class Mesh extends p{\n/**\n     * Gets the default side orientation.\n     * @param orientation the orientation to value to attempt to get\n     * @returns the default orientation\n     * @internal\n     */\nstatic _GetDefaultSideOrientation(e){return e||Mesh.FRONTSIDE}get useLODScreenCoverage(){return this._internalMeshDataInfo._useLODScreenCoverage}set useLODScreenCoverage(e){this._internalMeshDataInfo._useLODScreenCoverage=e;this._sortLODLevels()}get computeBonesUsingShaders(){return this._internalAbstractMeshDataInfo._computeBonesUsingShaders}set computeBonesUsingShaders(e){if(this._internalAbstractMeshDataInfo._computeBonesUsingShaders!==e){if(e&&this._internalMeshDataInfo._sourcePositions){this.setVerticesData(m.PositionKind,this._internalMeshDataInfo._sourcePositions,true);this._internalMeshDataInfo._sourceNormals&&this.setVerticesData(m.NormalKind,this._internalMeshDataInfo._sourceNormals,true);this._internalMeshDataInfo._sourcePositions=null;this._internalMeshDataInfo._sourceNormals=null}this._internalAbstractMeshDataInfo._computeBonesUsingShaders=e;this._markSubMeshesAsAttributesDirty()}}get onBeforeRenderObservable(){this._internalMeshDataInfo._onBeforeRenderObservable||(this._internalMeshDataInfo._onBeforeRenderObservable=new e);return this._internalMeshDataInfo._onBeforeRenderObservable}get onBeforeBindObservable(){this._internalMeshDataInfo._onBeforeBindObservable||(this._internalMeshDataInfo._onBeforeBindObservable=new e);return this._internalMeshDataInfo._onBeforeBindObservable}get onAfterRenderObservable(){this._internalMeshDataInfo._onAfterRenderObservable||(this._internalMeshDataInfo._onAfterRenderObservable=new e);return this._internalMeshDataInfo._onAfterRenderObservable}get onBetweenPassObservable(){this._internalMeshDataInfo._onBetweenPassObservable||(this._internalMeshDataInfo._onBetweenPassObservable=new e);return this._internalMeshDataInfo._onBetweenPassObservable}get onBeforeDrawObservable(){this._internalMeshDataInfo._onBeforeDrawObservable||(this._internalMeshDataInfo._onBeforeDrawObservable=new e);return this._internalMeshDataInfo._onBeforeDrawObservable}set onBeforeDraw(e){this._onBeforeDrawObserver&&this.onBeforeDrawObservable.remove(this._onBeforeDrawObserver);this._onBeforeDrawObserver=this.onBeforeDrawObservable.add(e)}get hasInstances(){return this.instances.length>0}get hasThinInstances(){return(this.forcedInstanceCount||this._thinInstanceDataStorage.instancesCount||0)>0}get forcedInstanceCount(){return this._internalMeshDataInfo._forcedInstanceCount}set forcedInstanceCount(e){this._internalMeshDataInfo._forcedInstanceCount=e}get sideOrientation(){return this._internalMeshDataInfo._sideOrientation}set sideOrientation(e){this._internalMeshDataInfo._sideOrientation=e;this._internalAbstractMeshDataInfo._sideOrientationHint=this._scene.useRightHandedSystem&&e===1||!this._scene.useRightHandedSystem&&e===0}\n/**\n     * @deprecated Please use sideOrientation instead.\n     * @see https://doc.babylonjs.com/breaking-changes#7110\n     */get overrideMaterialSideOrientation(){return this.sideOrientation}set overrideMaterialSideOrientation(e){this.sideOrientation=e;this.material&&(this.material.sideOrientation=null)}get overrideRenderingFillMode(){return this._internalMeshDataInfo._overrideRenderingFillMode}set overrideRenderingFillMode(e){this._internalMeshDataInfo._overrideRenderingFillMode=e}get material(){return this._internalAbstractMeshDataInfo._material}set material(e){e&&(this.material&&this.material.sideOrientation===null||this._internalAbstractMeshDataInfo._sideOrientationHint)&&(e.sideOrientation=null);this._setMaterial(e)}get source(){return this._internalMeshDataInfo._source}get cloneMeshMap(){return this._internalMeshDataInfo.meshMap}get isUnIndexed(){return this._unIndexed}set isUnIndexed(e){if(this._unIndexed!==e){this._unIndexed=e;this._markSubMeshesAsAttributesDirty()}}get worldMatrixInstancedBuffer(){return this._instanceDataStorage.instancesData}get previousWorldMatrixInstancedBuffer(){return this._instanceDataStorage.instancesPreviousData}get manualUpdateOfWorldMatrixInstancedBuffer(){return this._instanceDataStorage.manualUpdate}set manualUpdateOfWorldMatrixInstancedBuffer(e){this._instanceDataStorage.manualUpdate=e}get manualUpdateOfPreviousWorldMatrixInstancedBuffer(){return this._instanceDataStorage.previousManualUpdate}set manualUpdateOfPreviousWorldMatrixInstancedBuffer(e){this._instanceDataStorage.previousManualUpdate=e}get forceWorldMatrixInstancedBufferUpdate(){return this._instanceDataStorage.forceMatrixUpdates}set forceWorldMatrixInstancedBufferUpdate(e){this._instanceDataStorage.forceMatrixUpdates=e}_copySource(e,t,s=true,r=false){const a=this.getScene();e._geometry&&e._geometry.applyToMesh(this);n.DeepCopy(e,this,[\"name\",\"material\",\"skeleton\",\"instances\",\"parent\",\"uniqueId\",\"source\",\"metadata\",\"morphTargetManager\",\"hasInstances\",\"worldMatrixInstancedBuffer\",\"previousWorldMatrixInstancedBuffer\",\"hasLODLevels\",\"geometry\",\"isBlocked\",\"areNormalsFrozen\",\"facetNb\",\"isFacetDataEnabled\",\"lightSources\",\"useBones\",\"isAnInstance\",\"collider\",\"edgesRenderer\",\"forward\",\"up\",\"right\",\"absolutePosition\",\"absoluteScaling\",\"absoluteRotationQuaternion\",\"isWorldMatrixFrozen\",\"nonUniformScaling\",\"behaviors\",\"worldMatrixFromCache\",\"hasThinInstances\",\"cloneMeshMap\",\"hasBoundingInfo\",\"physicsBody\",\"physicsImpostor\"],[\"_poseMatrix\"]);this._internalMeshDataInfo._source=e;if(a.useClonedMeshMap){e._internalMeshDataInfo.meshMap||(e._internalMeshDataInfo.meshMap={});e._internalMeshDataInfo.meshMap[this.uniqueId]=this}this._originalBuilderSideOrientation=e._originalBuilderSideOrientation;this._creationDataStorage=e._creationDataStorage;if(e._ranges){const t=e._ranges;for(const e in t)Object.prototype.hasOwnProperty.call(t,e)&&t[e]&&this.createAnimationRange(e,t[e].from,t[e].to)}e.metadata&&e.metadata.clone?this.metadata=e.metadata.clone():this.metadata=e.metadata;this._internalMetadata=e._internalMetadata;i&&i.HasTags(e)&&i.AddTagsTo(this,i.GetTags(e,true));this.setEnabled(e.isEnabled(false));this.parent=e.parent;this.setPivotMatrix(e.getPivotMatrix(),this._postMultiplyPivotMatrix);this.id=this.name+\".\"+e.id;this.material=e.material;if(!t){const n=e.getDescendants(true);for(let e=0;e<n.length;e++){const i=n[e];if(i._isMesh){P.parent=this;P.doNotCloneChildren=t;P.clonePhysicsImpostor=s;P.cloneThinInstances=r;i.clone(this.name+\".\"+i.name,P)}else i.clone&&i.clone(this.name+\".\"+i.name,this)}}e.morphTargetManager&&(this.morphTargetManager=e.morphTargetManager);if(a.getPhysicsEngine){const t=a.getPhysicsEngine();if(s&&t)if(t.getPluginVersion()===1){const s=t.getImpostorForPhysicsObject(e);s&&(this.physicsImpostor=s.clone(this))}else t.getPluginVersion()===2&&e.physicsBody&&e.physicsBody.clone(this)}for(let t=0;t<a.particleSystems.length;t++){const s=a.particleSystems[t];s.emitter===e&&s.clone(s.name,this)}this.skeleton=e.skeleton;if(r){if(e._thinInstanceDataStorage.matrixData){this.thinInstanceSetBuffer(\"matrix\",new Float32Array(e._thinInstanceDataStorage.matrixData),16,!e._thinInstanceDataStorage.matrixBuffer.isUpdatable());this._thinInstanceDataStorage.matrixBufferSize=e._thinInstanceDataStorage.matrixBufferSize;this._thinInstanceDataStorage.instancesCount=e._thinInstanceDataStorage.instancesCount}else this._thinInstanceDataStorage.matrixBufferSize=e._thinInstanceDataStorage.matrixBufferSize;if(e._userThinInstanceBuffersStorage){const t=e._userThinInstanceBuffersStorage;for(const e in t.data){this.thinInstanceSetBuffer(e,new Float32Array(t.data[e]),t.strides[e],!t.vertexBuffers?.[e]?.isUpdatable());this._userThinInstanceBuffersStorage.sizes[e]=t.sizes[e]}}}this.refreshBoundingInfo(true,true);this.computeWorldMatrix(true)}constructor(t,s=null,n=null,i=null,r,a=true){super(t,s);this._internalMeshDataInfo=new _InternalMeshDataInfo;this.delayLoadState=0;this.instances=[];this._creationDataStorage=null;this._geometry=null;this._instanceDataStorage=new _InstanceDataStorage;this._thinInstanceDataStorage=new _ThinInstanceDataStorage;this._shouldGenerateFlatShading=false;this._originalBuilderSideOrientation=Mesh.DEFAULTSIDE;this.ignoreCameraMaxZ=false;s=this.getScene();this._scene.useRightHandedSystem?this.sideOrientation=0:this.sideOrientation=1;this._onBeforeDraw=(e,t,s)=>{e&&s&&(this._uniformBuffer?this.transferToEffect(t):s.bindOnlyWorldMatrix(t))};let o=null;let h=false;if(n&&n._addToSceneRootNodes===void 0){const e=n;o=e.parent??null;i=e.source??null;r=e.doNotCloneChildren??false;a=e.clonePhysicsImpostor??true;h=e.cloneThinInstances??false}else o=n;i&&this._copySource(i,r,a,h);o!==null&&(this.parent=o);this._instanceDataStorage.hardwareInstancedRendering=this.getEngine().getCaps().instancedArrays;this._internalMeshDataInfo._onMeshReadyObserverAdded=e=>{e.unregisterOnNextCall=true;this.isReady(true)?this.onMeshReadyObservable.notifyObservers(this):this._internalMeshDataInfo._checkReadinessObserver||(this._internalMeshDataInfo._checkReadinessObserver=this._scene.onBeforeRenderObservable.add((()=>{if(this.isReady(true)){this._scene.onBeforeRenderObservable.remove(this._internalMeshDataInfo._checkReadinessObserver);this._internalMeshDataInfo._checkReadinessObserver=null;this.onMeshReadyObservable.notifyObservers(this)}})))};this.onMeshReadyObservable=new e(this._internalMeshDataInfo._onMeshReadyObserverAdded);i&&i.onClonedObservable.notifyObservers(this)}instantiateHierarchy(e=null,t,s){const n=this.getTotalVertices()===0||t&&t.doNotInstantiate&&(t.doNotInstantiate===true||t.doNotInstantiate(this))?this.clone(\"Clone of \"+(this.name||this.id),e||this.parent,true):this.createInstance(\"instance of \"+(this.name||this.id));n.parent=e||this.parent;n.position=this.position.clone();n.scaling=this.scaling.clone();this.rotationQuaternion?n.rotationQuaternion=this.rotationQuaternion.clone():n.rotation=this.rotation.clone();s&&s(this,n);for(const e of this.getChildTransformNodes(true))e.getClassName()===\"InstancedMesh\"&&n.getClassName()===\"Mesh\"&&e.sourceMesh===this?e.instantiateHierarchy(n,{doNotInstantiate:t&&t.doNotInstantiate||false,newSourcedMesh:n},s):e.instantiateHierarchy(n,t,s);return n}\n/**\n     * Gets the class name\n     * @returns the string \"Mesh\".\n     */getClassName(){return\"Mesh\"}get _isMesh(){return true}\n/**\n     * Returns a description of this mesh\n     * @param fullDetails define if full details about this mesh must be used\n     * @returns a descriptive string representing this mesh\n     */toString(e){let t=super.toString(e);t+=\", n vertices: \"+this.getTotalVertices();t+=\", parent: \"+(this._waitingParentId?this._waitingParentId:this.parent?this.parent.name:\"NONE\");if(this.animations)for(let s=0;s<this.animations.length;s++)t+=\", animation[0]: \"+this.animations[s].toString(e);if(e)if(this._geometry){const e=this.getIndices();const s=this.getVerticesData(m.PositionKind);s&&e&&(t+=\", flat shading: \"+(s.length/3===e.length?\"YES\":\"NO\"))}else t+=\", flat shading: UNKNOWN\";return t}_unBindEffect(){super._unBindEffect();for(const e of this.instances)e._unBindEffect()}get hasLODLevels(){return this._internalMeshDataInfo._LODLevels.length>0}\n/**\n     * Gets the list of MeshLODLevel associated with the current mesh\n     * @returns an array of MeshLODLevel\n     */getLODLevels(){return this._internalMeshDataInfo._LODLevels}_sortLODLevels(){const e=this._internalMeshDataInfo._useLODScreenCoverage?-1:1;this._internalMeshDataInfo._LODLevels.sort(((t,s)=>t.distanceOrScreenCoverage<s.distanceOrScreenCoverage?e:t.distanceOrScreenCoverage>s.distanceOrScreenCoverage?-e:0))}\n/**\n     * Add a mesh as LOD level triggered at the given distance.\n     * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/LOD\n     * @param distanceOrScreenCoverage Either distance from the center of the object to show this level or the screen coverage if `useScreenCoverage` is set to `true`.\n     * If screen coverage, value is a fraction of the screen's total surface, between 0 and 1.\n     * Example Playground for distance https://playground.babylonjs.com/#QE7KM#197\n     * Example Playground for screen coverage https://playground.babylonjs.com/#QE7KM#196\n     * @param mesh The mesh to be added as LOD level (can be null)\n     * @returns This mesh (for chaining)\n     */addLODLevel(e,t){if(t&&t._masterMesh){B.Warn(\"You cannot use a mesh as LOD level twice\");return this}const s=new MeshLODLevel(e,t);this._internalMeshDataInfo._LODLevels.push(s);t&&(t._masterMesh=this);this._sortLODLevels();return this}\n/**\n     * Returns the LOD level mesh at the passed distance or null if not found.\n     * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/LOD\n     * @param distance The distance from the center of the object to show this level\n     * @returns a Mesh or `null`\n     */getLODLevelAtDistance(e){const t=this._internalMeshDataInfo;for(let s=0;s<t._LODLevels.length;s++){const n=t._LODLevels[s];if(n.distanceOrScreenCoverage===e)return n.mesh}return null}\n/**\n     * Remove a mesh from the LOD array\n     * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/LOD\n     * @param mesh defines the mesh to be removed\n     * @returns This mesh (for chaining)\n     */removeLODLevel(e){const t=this._internalMeshDataInfo;for(let s=0;s<t._LODLevels.length;s++)if(t._LODLevels[s].mesh===e){t._LODLevels.splice(s,1);e&&(e._masterMesh=null)}this._sortLODLevels();return this}\n/**\n     * Returns the registered LOD mesh distant from the parameter `camera` position if any, else returns the current mesh.\n     * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/LOD\n     * @param camera defines the camera to use to compute distance\n     * @param boundingSphere defines a custom bounding sphere to use instead of the one from this mesh\n     * @returns This mesh (for chaining)\n     */getLOD(e,t){const s=this._internalMeshDataInfo;if(!s._LODLevels||s._LODLevels.length===0)return this;const n=t||this.getBoundingInfo().boundingSphere;const i=e.mode===h.ORTHOGRAPHIC_CAMERA?e.minZ:n.centerWorld.subtract(e.globalPosition).length();let r=i;let a=1;if(s._useLODScreenCoverage){const t=e.screenArea;let s=n.radiusWorld*e.minZ/i;s=s*s*Math.PI;r=s/t;a=-1}if(a*s._LODLevels[s._LODLevels.length-1].distanceOrScreenCoverage>a*r){this.onLODLevelSelection&&this.onLODLevelSelection(r,this,this);return this}for(let e=0;e<s._LODLevels.length;e++){const t=s._LODLevels[e];if(a*t.distanceOrScreenCoverage<a*r){if(t.mesh){if(t.mesh.delayLoadState===4){t.mesh._checkDelayState();return this}if(t.mesh.delayLoadState===2)return this;t.mesh._preActivate();t.mesh._updateSubMeshesBoundingInfo(this.worldMatrixFromCache)}this.onLODLevelSelection&&this.onLODLevelSelection(r,this,t.mesh);return t.mesh}}this.onLODLevelSelection&&this.onLODLevelSelection(r,this,this);return this}get geometry(){return this._geometry}\n/**\n     * Returns the total number of vertices within the mesh geometry or zero if the mesh has no geometry.\n     * @returns the total number of vertices\n     */getTotalVertices(){return this._geometry===null||this._geometry===void 0?0:this._geometry.getTotalVertices()}\n/**\n     * Returns the content of an associated vertex buffer\n     * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :\n     * - VertexBuffer.PositionKind\n     * - VertexBuffer.UVKind\n     * - VertexBuffer.UV2Kind\n     * - VertexBuffer.UV3Kind\n     * - VertexBuffer.UV4Kind\n     * - VertexBuffer.UV5Kind\n     * - VertexBuffer.UV6Kind\n     * - VertexBuffer.ColorKind\n     * - VertexBuffer.MatricesIndicesKind\n     * - VertexBuffer.MatricesIndicesExtraKind\n     * - VertexBuffer.MatricesWeightsKind\n     * - VertexBuffer.MatricesWeightsExtraKind\n     * @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\n     * @param forceCopy defines a boolean forcing the copy of the buffer no matter what the value of copyWhenShared is\n     * @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\n     * @returns a FloatArray or null if the mesh has no geometry or no vertex buffer for this kind.\n     */getVerticesData(e,t,s,n){if(!this._geometry)return null;let i=n?void 0:this._userInstancedBuffersStorage?.vertexBuffers[e]?.getFloatData(this.instances.length+1,s||t&&this._geometry.meshes.length!==1);i||(i=this._geometry.getVerticesData(e,t,s));return i}copyVerticesData(e,t){this._geometry&&this._geometry.copyVerticesData(e,t)}\n/**\n     * Returns the mesh VertexBuffer object from the requested `kind`\n     * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :\n     * - VertexBuffer.PositionKind\n     * - VertexBuffer.NormalKind\n     * - VertexBuffer.UVKind\n     * - VertexBuffer.UV2Kind\n     * - VertexBuffer.UV3Kind\n     * - VertexBuffer.UV4Kind\n     * - VertexBuffer.UV5Kind\n     * - VertexBuffer.UV6Kind\n     * - VertexBuffer.ColorKind\n     * - VertexBuffer.MatricesIndicesKind\n     * - VertexBuffer.MatricesIndicesExtraKind\n     * - VertexBuffer.MatricesWeightsKind\n     * - VertexBuffer.MatricesWeightsExtraKind\n     * @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\n     * @returns a FloatArray or null if the mesh has no vertex buffer for this kind.\n     */getVertexBuffer(e,t){return this._geometry?(t?void 0:this._userInstancedBuffersStorage?.vertexBuffers[e])??this._geometry.getVertexBuffer(e):null}\n/**\n     * Tests if a specific vertex buffer is associated with this mesh\n     * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :\n     * - VertexBuffer.PositionKind\n     * - VertexBuffer.NormalKind\n     * - VertexBuffer.UVKind\n     * - VertexBuffer.UV2Kind\n     * - VertexBuffer.UV3Kind\n     * - VertexBuffer.UV4Kind\n     * - VertexBuffer.UV5Kind\n     * - VertexBuffer.UV6Kind\n     * - VertexBuffer.ColorKind\n     * - VertexBuffer.MatricesIndicesKind\n     * - VertexBuffer.MatricesIndicesExtraKind\n     * - VertexBuffer.MatricesWeightsKind\n     * - VertexBuffer.MatricesWeightsExtraKind\n     * @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\n     * @returns a boolean\n     */isVerticesDataPresent(e,t){return this._geometry?!t&&this._userInstancedBuffersStorage?.vertexBuffers[e]!==void 0||this._geometry.isVerticesDataPresent(e):!!this._delayInfo&&this._delayInfo.indexOf(e)!==-1}\n/**\n     * Returns a boolean defining if the vertex data for the requested `kind` is updatable.\n     * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :\n     * - VertexBuffer.PositionKind\n     * - VertexBuffer.UVKind\n     * - VertexBuffer.UV2Kind\n     * - VertexBuffer.UV3Kind\n     * - VertexBuffer.UV4Kind\n     * - VertexBuffer.UV5Kind\n     * - VertexBuffer.UV6Kind\n     * - VertexBuffer.ColorKind\n     * - VertexBuffer.MatricesIndicesKind\n     * - VertexBuffer.MatricesIndicesExtraKind\n     * - VertexBuffer.MatricesWeightsKind\n     * - VertexBuffer.MatricesWeightsExtraKind\n     * @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\n     * @returns a boolean\n     */isVertexBufferUpdatable(e,t){if(!this._geometry)return!!this._delayInfo&&this._delayInfo.indexOf(e)!==-1;if(!t){const t=this._userInstancedBuffersStorage?.vertexBuffers[e];if(t)return t.isUpdatable()}return this._geometry.isVertexBufferUpdatable(e)}\n/**\n     * Returns a string which contains the list of existing `kinds` of Vertex Data associated with this mesh.\n     * @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\n     * @returns an array of strings\n     */getVerticesDataKinds(e){if(!this._geometry){const e=[];this._delayInfo&&this._delayInfo.forEach((function(t){e.push(t)}));return e}const t=this._geometry.getVerticesDataKinds();if(!e&&this._userInstancedBuffersStorage)for(const e in this._userInstancedBuffersStorage.vertexBuffers)t.indexOf(e)===-1&&t.push(e);return t}\n/**\n     * Returns a positive integer : the total number of indices in this mesh geometry.\n     * @returns the number of indices or zero if the mesh has no geometry.\n     */getTotalIndices(){return this._geometry?this._geometry.getTotalIndices():0}\n/**\n     * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.\n     * @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.\n     * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it\n     * @returns the indices array or an empty array if the mesh has no geometry\n     */getIndices(e,t){return this._geometry?this._geometry.getIndices(e,t):[]}get isBlocked(){return this._masterMesh!==null&&this._masterMesh!==void 0}\n/**\n     * Determine if the current mesh is ready to be rendered\n     * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)\n     * @param forceInstanceSupport will check if the mesh will be ready when used with instances (false by default)\n     * @returns true if all associated assets are ready (material, textures, shaders)\n     */isReady(e=false,t=false){if(this.delayLoadState===2)return false;if(!super.isReady(e))return false;if(!this.subMeshes||this.subMeshes.length===0)return true;if(!e)return true;const s=this.getEngine();const n=this.getScene();const i=t||s.getCaps().instancedArrays&&(this.instances.length>0||this.hasThinInstances);this.computeWorldMatrix();const r=this.material||n.defaultMaterial;if(r)if(r._storeEffectOnSubMeshes)for(const e of this.subMeshes){const t=e.getMaterial();if(t)if(t._storeEffectOnSubMeshes){if(!t.isReadyForSubMesh(this,e,i))return false}else if(!t.isReady(this,i))return false}else if(!r.isReady(this,i))return false;const a=s.currentRenderPassId;for(const e of this.lightSources){const t=e.getShadowGenerators();if(!t)continue;const n=t.values();for(let e=n.next();e.done!==true;e=n.next()){const t=e.value;if(t&&(!t.getShadowMap()?.renderList||t.getShadowMap()?.renderList&&t.getShadowMap()?.renderList?.indexOf(this)!==-1)){const e=t.getShadowMap();const n=e.renderPassIds??[s.currentRenderPassId];for(let e=0;e<n.length;++e){s.currentRenderPassId=n[e];for(const e of this.subMeshes)if(!t.isReady(e,i,e.getMaterial()?.needAlphaBlendingForMesh(this)??false)){s.currentRenderPassId=a;return false}}s.currentRenderPassId=a}}}for(const e of this._internalMeshDataInfo._LODLevels)if(e.mesh&&!e.mesh.isReady(i))return false;return true}get areNormalsFrozen(){return this._internalMeshDataInfo._areNormalsFrozen}\n/**\n     * 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.\n     * @returns the current mesh\n     */freezeNormals(){this._internalMeshDataInfo._areNormalsFrozen=true;return this}\n/**\n     * 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\n     * @returns the current mesh\n     */unfreezeNormals(){this._internalMeshDataInfo._areNormalsFrozen=false;return this}set overridenInstanceCount(e){this._instanceDataStorage.overridenInstanceCount=e}_preActivate(){const e=this._internalMeshDataInfo;const t=this.getScene().getRenderId();if(e._preActivateId===t)return this;e._preActivateId=t;this._instanceDataStorage.visibleInstances=null;return this}_preActivateForIntermediateRendering(e){this._instanceDataStorage.visibleInstances&&(this._instanceDataStorage.visibleInstances.intermediateDefaultRenderId=e);return this}_registerInstanceForRenderId(e,t){this._instanceDataStorage.visibleInstances||(this._instanceDataStorage.visibleInstances={defaultRenderId:t,selfDefaultRenderId:this._renderId});if(!this._instanceDataStorage.visibleInstances[t]){this._instanceDataStorage.previousRenderId!==void 0&&this._instanceDataStorage.isFrozen&&(this._instanceDataStorage.visibleInstances[this._instanceDataStorage.previousRenderId]=null);this._instanceDataStorage.previousRenderId=t;this._instanceDataStorage.visibleInstances[t]=new Array}this._instanceDataStorage.visibleInstances[t].push(e);return this}_afterComputeWorldMatrix(){super._afterComputeWorldMatrix();this.hasThinInstances&&(this.doNotSyncBoundingInfo||this.thinInstanceRefreshBoundingInfo(false))}_postActivate(){if(this.edgesShareWithInstances&&this.edgesRenderer&&this.edgesRenderer.isEnabled&&this._renderingGroup){this._renderingGroup._edgesRenderers.pushNoDuplicate(this.edgesRenderer);this.edgesRenderer.customInstances.push(this.getWorldMatrix())}}\n/**\n     * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.\n     * This means the mesh underlying bounding box and sphere are recomputed.\n     * @param applySkeletonOrOptions defines whether to apply the skeleton before computing the bounding info or a set of options\n     * @param applyMorph defines whether to apply the morph target before computing the bounding info\n     * @returns the current mesh\n     */refreshBoundingInfo(e=false,t=false){if(this.hasBoundingInfo&&this.getBoundingInfo().isLocked)return this;let s;s=typeof e===\"object\"?e:{applySkeleton:e,applyMorph:t};const n=this.geometry?this.geometry.boundingBias:null;this._refreshBoundingInfo(this._getData(s,null,m.PositionKind),n);return this}_createGlobalSubMesh(e){const t=this.getTotalVertices();if(!t||!this.getIndices())return null;if(this.subMeshes&&this.subMeshes.length>0){const s=this.getIndices();if(!s)return null;const n=s.length;let i=false;if(e)i=true;else for(const e of this.subMeshes){if(e.indexStart+e.indexCount>n){i=true;break}if(e.verticesStart+e.verticesCount>t){i=true;break}}if(!i)return this.subMeshes[0]}this.releaseSubMeshes();return new y(0,0,t,0,this.getTotalIndices()||t,this)}\n/**\n     * This function will subdivide the mesh into multiple submeshes\n     * @param count defines the expected number of submeshes\n     */subdivide(e){if(e<1)return;const t=this.getTotalIndices();let s=t/e|0;let n=0;while(s%3!==0)s++;this.releaseSubMeshes();for(let i=0;i<e;i++){if(n>=t)break;y.CreateFromIndices(0,n,i===e-1?t-n:s,this,void 0,false);n+=s}this.refreshBoundingInfo();this.synchronizeInstances()}\n/**\n     * Copy a FloatArray into a specific associated vertex buffer\n     * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :\n     * - VertexBuffer.PositionKind\n     * - VertexBuffer.UVKind\n     * - VertexBuffer.UV2Kind\n     * - VertexBuffer.UV3Kind\n     * - VertexBuffer.UV4Kind\n     * - VertexBuffer.UV5Kind\n     * - VertexBuffer.UV6Kind\n     * - VertexBuffer.ColorKind\n     * - VertexBuffer.MatricesIndicesKind\n     * - VertexBuffer.MatricesIndicesExtraKind\n     * - VertexBuffer.MatricesWeightsKind\n     * - VertexBuffer.MatricesWeightsExtraKind\n     * @param data defines the data source\n     * @param updatable defines if the updated vertex buffer must be flagged as updatable\n     * @param stride defines the data stride size (can be null)\n     * @returns the current mesh\n     */setVerticesData(e,t,s=false,n){if(this._geometry)this._geometry.setVerticesData(e,t,s,n);else{const n=new M;n.set(t,e);const i=this.getScene();new I(I.RandomId(),i,n,s,this)}return this}\n/**\n     * Delete a vertex buffer associated with this mesh\n     * @param kind defines which buffer to delete (positions, indices, normals, etc). Possible `kind` values :\n     * - VertexBuffer.PositionKind\n     * - VertexBuffer.UVKind\n     * - VertexBuffer.UV2Kind\n     * - VertexBuffer.UV3Kind\n     * - VertexBuffer.UV4Kind\n     * - VertexBuffer.UV5Kind\n     * - VertexBuffer.UV6Kind\n     * - VertexBuffer.ColorKind\n     * - VertexBuffer.MatricesIndicesKind\n     * - VertexBuffer.MatricesIndicesExtraKind\n     * - VertexBuffer.MatricesWeightsKind\n     * - VertexBuffer.MatricesWeightsExtraKind\n     */removeVerticesData(e){this._geometry&&this._geometry.removeVerticesData(e)}\n/**\n     * Flags an associated vertex buffer as updatable\n     * @param kind defines which buffer to use (positions, indices, normals, etc). Possible `kind` values :\n     * - VertexBuffer.PositionKind\n     * - VertexBuffer.UVKind\n     * - VertexBuffer.UV2Kind\n     * - VertexBuffer.UV3Kind\n     * - VertexBuffer.UV4Kind\n     * - VertexBuffer.UV5Kind\n     * - VertexBuffer.UV6Kind\n     * - VertexBuffer.ColorKind\n     * - VertexBuffer.MatricesIndicesKind\n     * - VertexBuffer.MatricesIndicesExtraKind\n     * - VertexBuffer.MatricesWeightsKind\n     * - VertexBuffer.MatricesWeightsExtraKind\n     * @param updatable defines if the updated vertex buffer must be flagged as updatable\n     */markVerticesDataAsUpdatable(e,t=true){const s=this.getVertexBuffer(e);s&&s.isUpdatable()!==t&&this.setVerticesData(e,this.getVerticesData(e),t)}\n/**\n     * Sets the mesh global Vertex Buffer\n     * @param buffer defines the buffer to use\n     * @param disposeExistingBuffer disposes the existing buffer, if any (default: true)\n     * @returns the current mesh\n     */setVerticesBuffer(e,t=true){this._geometry||(this._geometry=I.CreateGeometryForMesh(this));this._geometry.setVerticesBuffer(e,null,t);return this}\n/**\n     * Update a specific associated vertex buffer\n     * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :\n     * - VertexBuffer.PositionKind\n     * - VertexBuffer.UVKind\n     * - VertexBuffer.UV2Kind\n     * - VertexBuffer.UV3Kind\n     * - VertexBuffer.UV4Kind\n     * - VertexBuffer.UV5Kind\n     * - VertexBuffer.UV6Kind\n     * - VertexBuffer.ColorKind\n     * - VertexBuffer.MatricesIndicesKind\n     * - VertexBuffer.MatricesIndicesExtraKind\n     * - VertexBuffer.MatricesWeightsKind\n     * - VertexBuffer.MatricesWeightsExtraKind\n     * @param data defines the data source\n     * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for \"position\" kind\n     * @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)\n     * @returns the current mesh\n     */updateVerticesData(e,t,s,n){if(!this._geometry)return this;if(n){this.makeGeometryUnique();this.updateVerticesData(e,t,s,false)}else this._geometry.updateVerticesData(e,t,s);return this}\n/**\n     * This method updates the vertex positions of an updatable mesh according to the `positionFunction` returned values.\n     * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/dynamicMeshMorph#other-shapes-updatemeshpositions\n     * @param positionFunction is a simple JS function what is passed the mesh `positions` array. It doesn't need to return anything\n     * @param computeNormals is a boolean (default true) to enable/disable the mesh normal recomputation after the vertex position update\n     * @returns the current mesh\n     */updateMeshPositions(e,t=true){const s=this.getVerticesData(m.PositionKind);if(!s)return this;e(s);this.updateVerticesData(m.PositionKind,s,false,false);if(t){const e=this.getIndices();const t=this.getVerticesData(m.NormalKind);if(!t)return this;M.ComputeNormals(s,e,t);this.updateVerticesData(m.NormalKind,t,false,false)}return this}\n/**\n     * Creates a un-shared specific occurence of the geometry for the mesh.\n     * @returns the current mesh\n     */makeGeometryUnique(){if(!this._geometry)return this;if(this._geometry.meshes.length===1)return this;const e=this._geometry;const t=this._geometry.copy(I.RandomId());e.releaseForMesh(this,true);t.applyToMesh(this);return this}\n/**\n     * Sets the index buffer of this mesh.\n     * @param indexBuffer Defines the index buffer to use for this mesh\n     * @param totalVertices Defines the total number of vertices used by the buffer\n     * @param totalIndices Defines the total number of indices in the index buffer\n     * @param is32Bits Defines if the indices are 32 bits. If null (default), the value is guessed from the number of vertices\n     */setIndexBuffer(e,t,s,n=null){let i=this._geometry;i||(i=new I(I.RandomId(),this.getScene(),void 0,void 0,this));i.setIndexBuffer(e,t,s,n)}\n/**\n     * Set the index buffer of this mesh\n     * @param indices defines the source data\n     * @param totalVertices defines the total number of vertices referenced by this index data (can be null)\n     * @param updatable defines if the updated index buffer must be flagged as updatable (default is false)\n     * @param dontForceSubMeshRecreation defines a boolean indicating that we don't want to force the recreation of sub-meshes if we don't have to (false by default)\n     * @returns the current mesh\n     */setIndices(e,t=null,s=false,n=false){if(this._geometry)this._geometry.setIndices(e,t,s,n);else{const t=new M;t.indices=e;const n=this.getScene();new I(I.RandomId(),n,t,s,this)}return this}\n/**\n     * Update the current index buffer\n     * @param indices defines the source data\n     * @param offset defines the offset in the index buffer where to store the new data (can be null)\n     * @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)\n     * @returns the current mesh\n     */updateIndices(e,t,s=false){if(!this._geometry)return this;this._geometry.updateIndices(e,t,s);return this}\n/**\n     * Invert the geometry to move from a right handed system to a left handed one.\n     * @returns the current mesh\n     */toLeftHanded(){if(!this._geometry)return this;this._geometry.toLeftHanded();return this}_bind(e,t,s,n=true){if(!this._geometry)return this;const i=this.getScene().getEngine();let r;if(this._unIndexed)switch(this._getRenderingFillMode(s)){case D.WireFrameFillMode:r=e._getLinesIndexBuffer(this.getIndices(),i);break;default:r=null;break}else switch(this._getRenderingFillMode(s)){case D.PointFillMode:r=null;break;case D.WireFrameFillMode:r=e._getLinesIndexBuffer(this.getIndices(),i);break;default:case D.TriangleFillMode:r=this._geometry.getIndexBuffer();break}return this._bindDirect(t,r,n)}_bindDirect(e,t,s=true){if(!this._geometry)return this;this.morphTargetManager&&this.morphTargetManager.isUsingTextureForTargets&&this.morphTargetManager._bind(e);s&&this._userInstancedBuffersStorage&&!this.hasThinInstances?this._geometry._bind(e,t,this._userInstancedBuffersStorage.vertexBuffers,this._userInstancedBuffersStorage.vertexArrayObjects):this._geometry._bind(e,t);return this}_draw(e,t,s){if(!this._geometry||!this._geometry.getVertexBuffers()||!this._unIndexed&&!this._geometry.getIndexBuffer())return this;this._internalMeshDataInfo._onBeforeDrawObservable&&this._internalMeshDataInfo._onBeforeDrawObservable.notifyObservers(this);const n=this.getScene();const i=n.getEngine();this._unIndexed&&t!==D.WireFrameFillMode||t==D.PointFillMode?i.drawArraysType(t,e.verticesStart,e.verticesCount,this.forcedInstanceCount||s):t==D.WireFrameFillMode?i.drawElementsType(t,0,e._linesIndexCount,this.forcedInstanceCount||s):i.drawElementsType(t,e.indexStart,e.indexCount,this.forcedInstanceCount||s);return this}\n/**\n     * Registers for this mesh a javascript function called just before the rendering process\n     * @param func defines the function to call before rendering this mesh\n     * @returns the current mesh\n     */registerBeforeRender(e){this.onBeforeRenderObservable.add(e);return this}\n/**\n     * Disposes a previously registered javascript function called before the rendering\n     * @param func defines the function to remove\n     * @returns the current mesh\n     */unregisterBeforeRender(e){this.onBeforeRenderObservable.removeCallback(e);return this}\n/**\n     * Registers for this mesh a javascript function called just after the rendering is complete\n     * @param func defines the function to call after rendering this mesh\n     * @returns the current mesh\n     */registerAfterRender(e){this.onAfterRenderObservable.add(e);return this}\n/**\n     * Disposes a previously registered javascript function called after the rendering.\n     * @param func defines the function to remove\n     * @returns the current mesh\n     */unregisterAfterRender(e){this.onAfterRenderObservable.removeCallback(e);return this}_getInstancesRenderList(e,t=false){if(this._instanceDataStorage.isFrozen){if(t){this._instanceDataStorage.batchCacheReplacementModeInFrozenMode.hardwareInstancedRendering[e]=false;this._instanceDataStorage.batchCacheReplacementModeInFrozenMode.renderSelf[e]=true;return this._instanceDataStorage.batchCacheReplacementModeInFrozenMode}if(this._instanceDataStorage.previousBatch)return this._instanceDataStorage.previousBatch}const s=this.getScene();const n=s._isInIntermediateRendering();const i=n?this._internalAbstractMeshDataInfo._onlyForInstancesIntermediate:this._internalAbstractMeshDataInfo._onlyForInstances;const r=this._instanceDataStorage.batchCache;r.mustReturn=false;r.renderSelf[e]=t||!i&&this.isEnabled()&&this.isVisible;r.visibleInstances[e]=null;if(this._instanceDataStorage.visibleInstances&&!t){const t=this._instanceDataStorage.visibleInstances;const i=s.getRenderId();const a=n?t.intermediateDefaultRenderId:t.defaultRenderId;r.visibleInstances[e]=t[i];!r.visibleInstances[e]&&a&&(r.visibleInstances[e]=t[a])}r.hardwareInstancedRendering[e]=!t&&this._instanceDataStorage.hardwareInstancedRendering&&r.visibleInstances[e]!==null&&r.visibleInstances[e]!==void 0;this._instanceDataStorage.previousBatch=r;return r}_updateInstancedBuffers(e,t,s,n,i,r){const a=t.visibleInstances[e._id];const o=a?a.length:0;const h=this._instanceDataStorage;let c=h.instancesBuffer;let d=h.instancesPreviousBuffer;let u=0;let f=0;const g=t.renderSelf[e._id];const m=!c||s!==h.instancesBufferSize||this._scene.needsPreviousWorldMatrices&&!h.instancesPreviousBuffer;if(this._instanceDataStorage.manualUpdate||h.isFrozen&&!m)f=(g?1:0)+o;else{const t=this.getWorldMatrix();if(g){if(this._scene.needsPreviousWorldMatrices)if(h.masterMeshPreviousWorldMatrix){h.masterMeshPreviousWorldMatrix.copyToArray(h.instancesPreviousData,u);h.masterMeshPreviousWorldMatrix.copyFrom(t)}else{h.masterMeshPreviousWorldMatrix=t.clone();h.masterMeshPreviousWorldMatrix.copyToArray(h.instancesPreviousData,u)}t.copyToArray(h.instancesData,u);u+=16;f++}if(a){if(Mesh.INSTANCEDMESH_SORT_TRANSPARENT&&this._scene.activeCamera&&e.getMaterial()?.needAlphaBlendingForMesh(e.getRenderingMesh())){const e=this._scene.activeCamera.globalPosition;for(let t=0;t<a.length;t++){const s=a[t];s._distanceToCamera=l.Distance(s.getBoundingInfo().boundingSphere.centerWorld,e)}a.sort(((e,t)=>e._distanceToCamera>t._distanceToCamera?-1:e._distanceToCamera<t._distanceToCamera?1:0))}for(let e=0;e<a.length;e++){const t=a[e];const s=t.getWorldMatrix();s.copyToArray(h.instancesData,u);if(this._scene.needsPreviousWorldMatrices)if(t._previousWorldMatrix){t._previousWorldMatrix.copyToArray(h.instancesPreviousData,u);t._previousWorldMatrix.copyFrom(s)}else{t._previousWorldMatrix=s.clone();t._previousWorldMatrix.copyToArray(h.instancesPreviousData,u)}u+=16;f++}}}if(m){c&&c.dispose();d&&d.dispose();c=new _(n,h.instancesData,true,16,false,true);h.instancesBuffer=c;this._userInstancedBuffersStorage||(this._userInstancedBuffersStorage={data:{},vertexBuffers:{},strides:{},sizes:{},vertexArrayObjects:this.getEngine().getCaps().vertexArrayObject?{}:void 0});this._userInstancedBuffersStorage.vertexBuffers.world0=c.createVertexBuffer(\"world0\",0,4);this._userInstancedBuffersStorage.vertexBuffers.world1=c.createVertexBuffer(\"world1\",4,4);this._userInstancedBuffersStorage.vertexBuffers.world2=c.createVertexBuffer(\"world2\",8,4);this._userInstancedBuffersStorage.vertexBuffers.world3=c.createVertexBuffer(\"world3\",12,4);if(this._scene.needsPreviousWorldMatrices){d=new _(n,h.instancesPreviousData,true,16,false,true);h.instancesPreviousBuffer=d;this._userInstancedBuffersStorage.vertexBuffers.previousWorld0=d.createVertexBuffer(\"previousWorld0\",0,4);this._userInstancedBuffersStorage.vertexBuffers.previousWorld1=d.createVertexBuffer(\"previousWorld1\",4,4);this._userInstancedBuffersStorage.vertexBuffers.previousWorld2=d.createVertexBuffer(\"previousWorld2\",8,4);this._userInstancedBuffersStorage.vertexBuffers.previousWorld3=d.createVertexBuffer(\"previousWorld3\",12,4)}this._invalidateInstanceVertexArrayObject()}else if(!this._instanceDataStorage.isFrozen||this._instanceDataStorage.forceMatrixUpdates){c.updateDirectly(h.instancesData,0,f);!this._scene.needsPreviousWorldMatrices||this._instanceDataStorage.manualUpdate&&!this._instanceDataStorage.previousManualUpdate||d.updateDirectly(h.instancesPreviousData,0,f)}this._processInstancedBuffers(a,g);if(r&&i!==void 0){this.getScene()._activeIndices.addCount(e.indexCount*f,false);n._currentDrawContext&&(n._currentDrawContext.useInstancing=true);this._bind(e,r,i);this._draw(e,i,f)}!this._scene.needsPreviousWorldMatrices||m||!this._instanceDataStorage.manualUpdate||this._instanceDataStorage.isFrozen&&!this._instanceDataStorage.forceMatrixUpdates||this._instanceDataStorage.previousManualUpdate||d.updateDirectly(h.instancesData,0,f)}_renderWithInstances(e,t,s,n,i){const r=s.visibleInstances[e._id];const a=r?r.length:0;const o=this._instanceDataStorage;const h=o.instancesBufferSize;const l=a+1;const c=l*16*4;while(o.instancesBufferSize<c)o.instancesBufferSize*=2;o.instancesData&&h==o.instancesBufferSize||(o.instancesData=new Float32Array(o.instancesBufferSize/4));(this._scene.needsPreviousWorldMatrices&&!o.instancesPreviousData||h!=o.instancesBufferSize)&&(o.instancesPreviousData=new Float32Array(o.instancesBufferSize/4));this._updateInstancedBuffers(e,s,h,i,t,n);i.unbindInstanceAttributes();return this}_renderWithThinInstances(e,t,s,n){const i=this._thinInstanceDataStorage?.instancesCount??0;this.getScene()._activeIndices.addCount(e.indexCount*i,false);n._currentDrawContext&&(n._currentDrawContext.useInstancing=true);this._bind(e,s,t);this._draw(e,t,i);this._scene.needsPreviousWorldMatrices&&!this._thinInstanceDataStorage.previousMatrixData&&this._thinInstanceDataStorage.matrixData&&(this._thinInstanceDataStorage.previousMatrixBuffer?this._thinInstanceDataStorage.previousMatrixBuffer.updateDirectly(this._thinInstanceDataStorage.matrixData,0,i):this._thinInstanceDataStorage.previousMatrixBuffer=this._thinInstanceCreateMatrixBuffer(\"previousWorld\",this._thinInstanceDataStorage.matrixData,false));n.unbindInstanceAttributes()}_processInstancedBuffers(e,t){}_processRendering(e,t,s,n,i,r,a,o){const h=this.getScene();const l=h.getEngine();n=this._getRenderingFillMode(n);if(r&&t.getRenderingMesh().hasThinInstances){this._renderWithThinInstances(t,n,s,l);return this}if(r)this._renderWithInstances(t,n,i,s,l);else{l._currentDrawContext&&(l._currentDrawContext.useInstancing=false);let s=0;if(i.renderSelf[t._id]){a&&a(false,e.getWorldMatrix(),o);s++;this._draw(t,n,this._instanceDataStorage.overridenInstanceCount)}const r=i.visibleInstances[t._id];if(r){const e=r.length;s+=e;for(let s=0;s<e;s++){const e=r[s];const i=e.getWorldMatrix();a&&a(true,i,o);this._draw(t,n)}}h._activeIndices.addCount(t.indexCount*s,false)}return this}_rebuild(e=false){if(this._instanceDataStorage.instancesBuffer){e&&this._instanceDataStorage.instancesBuffer.dispose();this._instanceDataStorage.instancesBuffer=null}if(this._userInstancedBuffersStorage){for(const t in this._userInstancedBuffersStorage.vertexBuffers){const s=this._userInstancedBuffersStorage.vertexBuffers[t];if(s){e&&s.dispose();this._userInstancedBuffersStorage.vertexBuffers[t]=null}}this._userInstancedBuffersStorage.vertexArrayObjects&&(this._userInstancedBuffersStorage.vertexArrayObjects={})}this._internalMeshDataInfo._effectiveMaterial=null;super._rebuild(e)}_freeze(){if(this.subMeshes){for(let e=0;e<this.subMeshes.length;e++)this._getInstancesRenderList(e);this._internalMeshDataInfo._effectiveMaterial=null;this._instanceDataStorage.isFrozen=true}}_unFreeze(){this._instanceDataStorage.isFrozen=false;this._instanceDataStorage.previousBatch=null}\n/**\n     * Triggers the draw call for the mesh (or a submesh), for a specific render pass id\n     * @param renderPassId defines the render pass id to use to draw the mesh / submesh. If not provided, use the current renderPassId of the engine.\n     * @param enableAlphaMode defines if alpha mode can be changed (default: false)\n     * @param effectiveMeshReplacement defines an optional mesh used to provide info for the rendering (default: undefined)\n     * @param subMesh defines the subMesh to render. If not provided, draw all mesh submeshes (default: undefined)\n     * @param checkFrustumCulling defines if frustum culling must be checked (default: true). If you know the mesh is in the frustum (or if you don't care!), you can pass false to optimize.\n     * @returns the current mesh\n     */renderWithRenderPassId(e,t,s,n,i=true){const r=this._scene.getEngine();const a=r.currentRenderPassId;e!==void 0&&(r.currentRenderPassId=e);if(n)(!i||i&&n.isInFrustum(this._scene._frustumPlanes))&&this.render(n,!!t,s);else for(let e=0;e<this.subMeshes.length;e++){const n=this.subMeshes[e];(!i||i&&n.isInFrustum(this._scene._frustumPlanes))&&this.render(n,!!t,s)}e!==void 0&&(r.currentRenderPassId=a);return this}\n/**\n     * Render a complete mesh by going through all submeshes\n     * @returns the current mesh\n     * @see [simple test](https://playground.babylonjs.com/#5SPY1V#2)\n     * @see [perf test](https://playground.babylonjs.com/#5SPY1V#5)\n     */directRender(){if(!this.subMeshes)return this;for(const e of this.subMeshes)this.render(e,false);return this}\n/**\n     * 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\n     * @param subMesh defines the subMesh to render\n     * @param enableAlphaMode defines if alpha mode can be changed\n     * @param effectiveMeshReplacement defines an optional mesh used to provide info for the rendering\n     * @returns the current mesh\n     */render(e,t,s){const n=this.getScene();this._internalAbstractMeshDataInfo._isActiveIntermediate?this._internalAbstractMeshDataInfo._isActiveIntermediate=false:this._internalAbstractMeshDataInfo._isActive=false;const i=n.activeCameras?.length??0;const r=i>1&&n.activeCamera===n.activeCameras[0]||i<=1;if(r&&this._checkOcclusionQuery()&&!this._occlusionDataStorage.forceRenderingWhenOccluded)return this;const a=this._getInstancesRenderList(e._id,!!s);if(a.mustReturn)return this;if(!this._geometry||!this._geometry.getVertexBuffers()||!this._unIndexed&&!this._geometry.getIndexBuffer())return this;const o=n.getEngine();let h=0;let l=null;if(this.ignoreCameraMaxZ&&n.activeCamera&&!n._isInIntermediateRendering()){h=n.activeCamera.maxZ;l=n.activeCamera;n.activeCamera.maxZ=0;n.updateTransformMatrix(true)}this._internalMeshDataInfo._onBeforeRenderObservable&&this._internalMeshDataInfo._onBeforeRenderObservable.notifyObservers(this);const c=e.getRenderingMesh();const d=a.hardwareInstancedRendering[e._id]||c.hasThinInstances||!!this._userInstancedBuffersStorage&&!e.getMesh()._internalAbstractMeshDataInfo._actAsRegularMesh;const u=this._instanceDataStorage;const f=e.getMaterial();if(!f){if(l){l.maxZ=h;n.updateTransformMatrix(true)}return this}if(u.isFrozen&&this._internalMeshDataInfo._effectiveMaterial&&this._internalMeshDataInfo._effectiveMaterial===f){if(f._storeEffectOnSubMeshes&&!e._drawWrapper?._wasPreviouslyReady||!f._storeEffectOnSubMeshes&&!f._getDrawWrapper()._wasPreviouslyReady){if(l){l.maxZ=h;n.updateTransformMatrix(true)}return this}}else{if(f._storeEffectOnSubMeshes){if(!f.isReadyForSubMesh(this,e,d)){if(l){l.maxZ=h;n.updateTransformMatrix(true)}return this}}else if(!f.isReady(this,d)){if(l){l.maxZ=h;n.updateTransformMatrix(true)}return this}this._internalMeshDataInfo._effectiveMaterial=f}t&&o.setAlphaMode(this._internalMeshDataInfo._effectiveMaterial.alphaMode);let g;g=this._internalMeshDataInfo._effectiveMaterial._storeEffectOnSubMeshes?e._drawWrapper:this._internalMeshDataInfo._effectiveMaterial._getDrawWrapper();const m=g?.effect??null;for(const t of n._beforeRenderingMeshStage)t.action(this,e,a,m);if(!g||!m){if(l){l.maxZ=h;n.updateTransformMatrix(true)}return this}const _=s||this;let M;if(u.isFrozen||!this._internalMeshDataInfo._effectiveMaterial.backFaceCulling&&this._internalMeshDataInfo._effectiveMaterial.sideOrientation===null&&!this._internalMeshDataInfo._effectiveMaterial.twoSidedLighting)M=u.sideOrientation;else{const e=_._getWorldMatrixDeterminant();M=this._internalMeshDataInfo._effectiveMaterial._getEffectiveOrientation(this);e<0&&(M=M===D.ClockWiseSideOrientation?D.CounterClockWiseSideOrientation:D.ClockWiseSideOrientation);u.sideOrientation=M}const I=this._internalMeshDataInfo._effectiveMaterial._preBind(g,M);this._internalMeshDataInfo._effectiveMaterial.forceDepthWrite&&o.setDepthWrite(true);const p=this._internalMeshDataInfo._effectiveMaterial;const y=p.fillMode;this._internalMeshDataInfo._onBeforeBindObservable&&this._internalMeshDataInfo._onBeforeBindObservable.notifyObservers(this);d||this._bind(e,m,y,false);const v=_.getWorldMatrix();p._storeEffectOnSubMeshes?p.bindForSubMesh(v,this,e):p.bind(v,this);if(!p.backFaceCulling&&p.separateCullingPass){o.setState(true,p.zOffset,false,!I,p.cullBackFaces,p.stencil,p.zOffsetUnits);this._processRendering(this,e,m,y,a,d,this._onBeforeDraw,this._internalMeshDataInfo._effectiveMaterial);o.setState(true,p.zOffset,false,I,p.cullBackFaces,p.stencil,p.zOffsetUnits);this._internalMeshDataInfo._onBetweenPassObservable&&this._internalMeshDataInfo._onBetweenPassObservable.notifyObservers(e)}this._processRendering(this,e,m,y,a,d,this._onBeforeDraw,this._internalMeshDataInfo._effectiveMaterial);this._internalMeshDataInfo._effectiveMaterial.unbind();for(const t of n._afterRenderingMeshStage)t.action(this,e,a,m);this._internalMeshDataInfo._onAfterRenderObservable&&this._internalMeshDataInfo._onAfterRenderObservable.notifyObservers(this);if(l){l.maxZ=h;n.updateTransformMatrix(true)}n.performancePriority!==2||u.isFrozen||this._freeze();return this}cleanMatrixWeights(){this.isVerticesDataPresent(m.MatricesWeightsKind)&&(this.isVerticesDataPresent(m.MatricesWeightsExtraKind)?this._normalizeSkinWeightsAndExtra():this._normalizeSkinFourWeights())}_normalizeSkinFourWeights(){const e=this.getVerticesData(m.MatricesWeightsKind);const t=e.length;for(let s=0;s<t;s+=4){const t=e[s]+e[s+1]+e[s+2]+e[s+3];if(t===0)e[s]=1;else{const n=1/t;e[s]*=n;e[s+1]*=n;e[s+2]*=n;e[s+3]*=n}}this.setVerticesData(m.MatricesWeightsKind,e)}_normalizeSkinWeightsAndExtra(){const e=this.getVerticesData(m.MatricesWeightsExtraKind);const t=this.getVerticesData(m.MatricesWeightsKind);const s=t.length;for(let n=0;n<s;n+=4){let s=t[n]+t[n+1]+t[n+2]+t[n+3];s+=e[n]+e[n+1]+e[n+2]+e[n+3];if(s===0)t[n]=1;else{const i=1/s;t[n]*=i;t[n+1]*=i;t[n+2]*=i;t[n+3]*=i;e[n]*=i;e[n+1]*=i;e[n+2]*=i;e[n+3]*=i}}this.setVerticesData(m.MatricesWeightsKind,t);this.setVerticesData(m.MatricesWeightsKind,e)}\n/**\n     * ValidateSkinning is used to determine that a mesh has valid skinning data along with skin metrics, if missing weights,\n     * or not normalized it is returned as invalid mesh the string can be used for console logs, or on screen messages to let\n     * the user know there was an issue with importing the mesh\n     * @returns a validation object with skinned, valid and report string\n     */validateSkinning(){const e=this.getVerticesData(m.MatricesWeightsExtraKind);const t=this.getVerticesData(m.MatricesWeightsKind);if(t===null||this.skeleton==null)return{skinned:false,valid:true,report:\"not skinned\"};const s=t.length;let n=0;let i=0;let r=0;let a=0;const o=e===null?4:8;const h=[];for(let e=0;e<=o;e++)h[e]=0;const l=.001;for(let c=0;c<s;c+=4){let s=t[c];let d=s;let u=d===0?0:1;for(let i=1;i<o;i++){const r=i<4?t[c+i]:e[c+i-4];r>s&&n++;r!==0&&u++;d+=r;s=r}h[u]++;u>r&&(r=u);if(d===0)i++;else{const s=1/d;let n=0;for(let i=0;i<o;i++)n+=i<4?Math.abs(t[c+i]-t[c+i]*s):Math.abs(e[c+i-4]-e[c+i-4]*s);n>l&&a++}}const c=this.skeleton.bones.length;const d=this.getVerticesData(m.MatricesIndicesKind);const u=this.getVerticesData(m.MatricesIndicesExtraKind);let f=0;for(let e=0;e<s;e+=4)for(let t=0;t<o;t++){const s=t<4?d[e+t]:u[e+t-4];(s>=c||s<0)&&f++}const g=\"Number of Weights = \"+s/4+\"\\nMaximum influences = \"+r+\"\\nMissing Weights = \"+i+\"\\nNot Sorted = \"+n+\"\\nNot Normalized = \"+a+\"\\nWeightCounts = [\"+h+\"]\\nNumber of bones = \"+c+\"\\nBad Bone Indices = \"+f;return{skinned:true,valid:i===0&&a===0&&f===0,report:g}}_checkDelayState(){const e=this.getScene();if(this._geometry)this._geometry.load(e);else if(this.delayLoadState===4){this.delayLoadState=2;this._queueLoad(e)}return this}_queueLoad(e){e.addPendingData(this);const s=this.delayLoadingFile.indexOf(\".babylonbinarymeshdata\")!==-1;t.LoadFile(this.delayLoadingFile,(t=>{t instanceof ArrayBuffer?this._delayLoadingFunction(t,this):this._delayLoadingFunction(JSON.parse(t),this);this.instances.forEach((e=>{e.refreshBoundingInfo();e._syncSubMeshes()}));this.delayLoadState=1;e.removePendingData(this)}),(()=>{}),e.offlineProvider,s);return this}\n/**\n     * Returns `true` if the mesh is within the frustum defined by the passed array of planes.\n     * A mesh is in the frustum if its bounding box intersects the frustum\n     * @param frustumPlanes defines the frustum to test\n     * @returns true if the mesh is in the frustum planes\n     */isInFrustum(e){if(this.delayLoadState===2)return false;if(!super.isInFrustum(e))return false;this._checkDelayState();return true}\n/**\n     * Sets the mesh material by the material or multiMaterial `id` property\n     * @param id is a string identifying the material or the multiMaterial\n     * @returns the current mesh\n     */setMaterialById(e){const t=this.getScene().materials;let s;for(s=t.length-1;s>-1;s--)if(t[s].id===e){this.material=t[s];return this}const n=this.getScene().multiMaterials;for(s=n.length-1;s>-1;s--)if(n[s].id===e){this.material=n[s];return this}return this}\n/**\n     * Returns as a new array populated with the mesh material and/or skeleton, if any.\n     * @returns an array of IAnimatable\n     */getAnimatables(){const e=[];this.material&&e.push(this.material);this.skeleton&&e.push(this.skeleton);return e}\n/**\n     * Modifies the mesh geometry according to the passed transformation matrix.\n     * This method returns nothing, but it really modifies the mesh even if it's originally not set as updatable.\n     * The mesh normals are modified using the same transformation.\n     * Note that, under the hood, this method sets a new VertexBuffer each call.\n     * @param transform defines the transform matrix to use\n     * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/transforms/center_origin/bakingTransforms\n     * @returns the current mesh\n     */bakeTransformIntoVertices(e){if(!this.isVerticesDataPresent(m.PositionKind))return this;const t=this.subMeshes.splice(0);this._resetPointsArrayCache();let s=this.getVerticesData(m.PositionKind);const n=l.Zero();let i;for(i=0;i<s.length;i+=3)l.TransformCoordinatesFromFloatsToRef(s[i],s[i+1],s[i+2],e,n).toArray(s,i);this.setVerticesData(m.PositionKind,s,this.getVertexBuffer(m.PositionKind).isUpdatable());if(this.isVerticesDataPresent(m.NormalKind)){s=this.getVerticesData(m.NormalKind);for(i=0;i<s.length;i+=3)l.TransformNormalFromFloatsToRef(s[i],s[i+1],s[i+2],e,n).normalize().toArray(s,i);this.setVerticesData(m.NormalKind,s,this.getVertexBuffer(m.NormalKind).isUpdatable())}if(this.isVerticesDataPresent(m.TangentKind)){s=this.getVerticesData(m.TangentKind);for(i=0;i<s.length;i+=4)l.TransformNormalFromFloatsToRef(s[i],s[i+1],s[i+2],e,n).normalize().toArray(s,i);this.setVerticesData(m.TangentKind,s,this.getVertexBuffer(m.TangentKind).isUpdatable())}e.determinant()<0&&this.flipFaces();this.releaseSubMeshes();this.subMeshes=t;return this}\n/**\n     * Modifies the mesh geometry according to its own current World Matrix.\n     * The mesh World Matrix is then reset.\n     * This method returns nothing but really modifies the mesh even if it's originally not set as updatable.\n     * Note that, under the hood, this method sets a new VertexBuffer each call.\n     * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/transforms/center_origin/bakingTransforms\n     * @param bakeIndependentlyOfChildren indicates whether to preserve all child nodes' World Matrix during baking\n     * @param forceUnique indicates whether to force the mesh geometry to be unique\n     * @returns the current mesh\n     */bakeCurrentTransformIntoVertices(e=true,t=false){t&&this.makeGeometryUnique();this.bakeTransformIntoVertices(this.computeWorldMatrix(true));this.resetLocalMatrix(e);return this}get _positions(){return this._internalAbstractMeshDataInfo._positions||this._geometry&&this._geometry._positions||null}_resetPointsArrayCache(){this._geometry&&this._geometry._resetPointsArrayCache();return this}_generatePointsArray(){return!!this._geometry&&this._geometry._generatePointsArray()}\n/**\n     * Returns a new Mesh object generated from the current mesh properties.\n     * This method must not get confused with createInstance()\n     * @param name is a string, the name given to the new mesh\n     * @param newParent can be any Node object (default `null`) or an instance of MeshCloneOptions. If the latter, doNotCloneChildren and clonePhysicsImpostor are unused.\n     * @param doNotCloneChildren allows/denies the recursive cloning of the original mesh children if any (default `false`)\n     * @param clonePhysicsImpostor allows/denies the cloning in the same time of the original mesh `body` used by the physics engine, if any (default `true`)\n     * @returns a new mesh\n     */clone(e=\"\",t=null,s,n=true){if(t&&t._addToSceneRootNodes===void 0){const s=t;P.source=this;P.doNotCloneChildren=s.doNotCloneChildren;P.clonePhysicsImpostor=s.clonePhysicsImpostor;P.cloneThinInstances=s.cloneThinInstances;return new Mesh(e,this.getScene(),P)}return new Mesh(e,this.getScene(),t,this,s,n)}\n/**\n     * Releases resources associated with this mesh.\n     * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)\n     * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)\n     */dispose(e,t=false){this.morphTargetManager=null;this._geometry&&this._geometry.releaseForMesh(this,true);const s=this._internalMeshDataInfo;s._onBeforeDrawObservable&&s._onBeforeDrawObservable.clear();s._onBeforeBindObservable&&s._onBeforeBindObservable.clear();s._onBeforeRenderObservable&&s._onBeforeRenderObservable.clear();s._onAfterRenderObservable&&s._onAfterRenderObservable.clear();s._onBetweenPassObservable&&s._onBetweenPassObservable.clear();if(this._scene.useClonedMeshMap){if(s.meshMap)for(const e in s.meshMap){const t=s.meshMap[e];if(t){t._internalMeshDataInfo._source=null;s.meshMap[e]=void 0}}s._source&&s._source._internalMeshDataInfo.meshMap&&(s._source._internalMeshDataInfo.meshMap[this.uniqueId]=void 0)}else{const e=this.getScene().meshes;for(const t of e){const e=t;e._internalMeshDataInfo&&e._internalMeshDataInfo._source&&e._internalMeshDataInfo._source===this&&(e._internalMeshDataInfo._source=null)}}s._source=null;this._instanceDataStorage.visibleInstances={};this._disposeInstanceSpecificData();this._disposeThinInstanceSpecificData();this._internalMeshDataInfo._checkReadinessObserver&&this._scene.onBeforeRenderObservable.remove(this._internalMeshDataInfo._checkReadinessObserver);super.dispose(e,t)}_disposeInstanceSpecificData(){}_disposeThinInstanceSpecificData(){}_invalidateInstanceVertexArrayObject(){}\n/**\n     * Modifies the mesh geometry according to a displacement map.\n     * 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.\n     * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.\n     * @param url is a string, the URL from the image file is to be downloaded.\n     * @param minHeight is the lower limit of the displacement.\n     * @param maxHeight is the upper limit of the displacement.\n     * @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.\n     * @param uvOffset is an optional vector2 used to offset UV.\n     * @param uvScale is an optional vector2 used to scale UV.\n     * @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.\n     * @param onError defines a callback called when an error occurs during the processing of the request.\n     * @returns the Mesh.\n     */applyDisplacementMap(e,s,n,i,r,a,o=false,h){const l=this.getScene();const onload=e=>{const t=e.width;const h=e.height;const l=this.getEngine().createCanvas(t,h);const c=l.getContext(\"2d\");c.drawImage(e,0,0);const d=c.getImageData(0,0,t,h).data;this.applyDisplacementMapFromBuffer(d,t,h,s,n,r,a,o);i&&i(this)};t.LoadImage(e,onload,h||(()=>{}),l.offlineProvider);return this}\n/**\n     * Modifies the mesh geometry according to a displacementMap buffer.\n     * 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.\n     * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.\n     * @param buffer is a `Uint8Array` buffer containing series of `Uint8` lower than 255, the red, green, blue and alpha values of each successive pixel.\n     * @param heightMapWidth is the width of the buffer image.\n     * @param heightMapHeight is the height of the buffer image.\n     * @param minHeight is the lower limit of the displacement.\n     * @param maxHeight is the upper limit of the displacement.\n     * @param uvOffset is an optional vector2 used to offset UV.\n     * @param uvScale is an optional vector2 used to scale UV.\n     * @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.\n     * @returns the Mesh.\n     */applyDisplacementMapFromBuffer(e,t,s,n,i,r,a,o=false){if(!this.isVerticesDataPresent(m.PositionKind)||!this.isVerticesDataPresent(m.NormalKind)||!this.isVerticesDataPresent(m.UVKind)){B.Warn(\"Cannot call applyDisplacementMap: Given mesh is not complete. Position, Normal or UV are missing\");return this}const h=this.getVerticesData(m.PositionKind,true,true);const d=this.getVerticesData(m.NormalKind);const u=this.getVerticesData(m.UVKind);let f=l.Zero();const g=l.Zero();const _=c.Zero();r=r||c.Zero();a=a||new c(1,1);for(let o=0;o<h.length;o+=3){l.FromArrayToRef(h,o,f);l.FromArrayToRef(d,o,g);c.FromArrayToRef(u,o/3*2,_);const m=Math.abs(_.x*a.x+r.x%1)*(t-1)%t|0;const M=Math.abs(_.y*a.y+r.y%1)*(s-1)%s|0;const I=(m+M*t)*4;const p=e[I]/255;const y=e[I+1]/255;const D=e[I+2]/255;const v=p*.3+y*.59+D*.11;g.normalize();g.scaleInPlace(n+(i-n)*v);f=f.add(g);f.toArray(h,o)}M.ComputeNormals(h,this.getIndices(),d);if(o){this.setVerticesData(m.PositionKind,h);this.setVerticesData(m.NormalKind,d);this.setVerticesData(m.UVKind,u)}else{this.updateVerticesData(m.PositionKind,h);this.updateVerticesData(m.NormalKind,d)}return this}_getFlattenedNormals(e,t){const s=new Float32Array(e.length*3);let n=0;const i=this.sideOrientation===(this._scene.useRightHandedSystem?1:0);for(let r=0;r<e.length;r+=3){const a=l.FromArray(t,e[r]*3);const o=l.FromArray(t,e[r+1]*3);const h=l.FromArray(t,e[r+2]*3);const c=a.subtract(o);const d=h.subtract(o);const u=l.Normalize(l.Cross(c,d));i&&u.scaleInPlace(-1);for(let e=0;e<3;e++){s[n++]=u.x;s[n++]=u.y;s[n++]=u.z}}return s}_convertToUnIndexedMesh(e=false){const t=this.getVerticesDataKinds().filter((e=>!this.getVertexBuffer(e)?.getIsInstanced()));const s=this.getIndices();const n={};const separateVertices=(e,t)=>{const n=new Float32Array(s.length*t);let i=0;for(let r=0;r<s.length;r++)for(let a=0;a<t;a++)n[i++]=e[s[r]*t+a];return n};const i=this.getBoundingInfo();const r=this.geometry?this.subMeshes.slice(0):[];for(const e of t)n[e]=this.getVerticesData(e);for(const i of t){const t=this.getVertexBuffer(i);const r=t.getSize();if(e&&i===m.NormalKind){const e=this._getFlattenedNormals(s,n[m.PositionKind]);this.setVerticesData(m.NormalKind,e,t.isUpdatable(),r)}else this.setVerticesData(i,separateVertices(n[i],r),t.isUpdatable(),r)}if(this.morphTargetManager){for(let t=0;t<this.morphTargetManager.numTargets;t++){const n=this.morphTargetManager.getTarget(t);const i=n.getPositions();n.setPositions(separateVertices(i,3));const r=n.getNormals();r&&n.setNormals(e?this._getFlattenedNormals(s,i):separateVertices(r,3));const a=n.getTangents();a&&n.setTangents(separateVertices(a,3));const o=n.getUVs();o&&n.setUVs(separateVertices(o,2));const h=n.getColors();h&&n.setColors(separateVertices(h,4))}this.morphTargetManager.synchronize()}for(let e=0;e<s.length;e++)s[e]=e;this.setIndices(s);this._unIndexed=true;this.releaseSubMeshes();for(const e of r){const t=e.getBoundingInfo();const s=y.AddToMesh(e.materialIndex,e.indexStart,e.indexCount,e.indexStart,e.indexCount,this);s.setBoundingInfo(t)}this.setBoundingInfo(i);this.synchronizeInstances();return this}\n/**\n     * Modify the mesh to get a flat shading rendering.\n     * This means each mesh facet will then have its own normals. Usually new vertices are added in the mesh geometry to get this result.\n     * Warning : the mesh is really modified even if not set originally as updatable and, under the hood, a new VertexBuffer is allocated.\n     * @returns current mesh\n     */convertToFlatShadedMesh(){return this._convertToUnIndexedMesh(true)}\n/**\n     * This method removes all the mesh indices and add new vertices (duplication) in order to unfold facets into buffers.\n     * In other words, more vertices, no more indices and a single bigger VBO.\n     * The mesh is really modified even if not set originally as updatable. Under the hood, a new VertexBuffer is allocated.\n     * @returns current mesh\n     */convertToUnIndexedMesh(){return this._convertToUnIndexedMesh()}\n/**\n     * Inverses facet orientations.\n     * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.\n     * @param flipNormals will also inverts the normals\n     * @returns current mesh\n     */flipFaces(e=false){const t=M.ExtractFromMesh(this);let s;if(e&&this.isVerticesDataPresent(m.NormalKind)&&t.normals){for(s=0;s<t.normals.length;s++)t.normals[s]*=-1;this.setVerticesData(m.NormalKind,t.normals,this.isVertexBufferUpdatable(m.NormalKind))}if(t.indices){let e;for(s=0;s<t.indices.length;s+=3){e=t.indices[s+1];t.indices[s+1]=t.indices[s+2];t.indices[s+2]=e}this.setIndices(t.indices,null,this.isVertexBufferUpdatable(m.PositionKind),true)}return this}\n/**\n     * Increase the number of facets and hence vertices in a mesh\n     * Vertex normals are interpolated from existing vertex normals\n     * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.\n     * @param numberPerEdge the number of new vertices to add to each edge of a facet, optional default 1\n     */increaseVertices(e=1){const t=M.ExtractFromMesh(this);const s=t.indices&&!Array.isArray(t.indices)&&Array.from?Array.from(t.indices):t.indices;const n=t.positions&&!Array.isArray(t.positions)&&Array.from?Array.from(t.positions):t.positions;const i=t.uvs&&!Array.isArray(t.uvs)&&Array.from?Array.from(t.uvs):t.uvs;const r=t.normals&&!Array.isArray(t.normals)&&Array.from?Array.from(t.normals):t.normals;if(s&&n){t.indices=s;t.positions=n;i&&(t.uvs=i);r&&(t.normals=r);const a=e+1;const o=new Array;for(let e=0;e<a+1;e++)o[e]=new Array;let h;let d;const u=new l(0,0,0);const f=new l(0,0,0);const g=new c(0,0);const _=new Array;const M=new Array;const I=new Array;let p;let y=n.length;let D;i&&(D=i.length);let v;r&&(v=r.length);for(let e=0;e<s.length;e+=3){M[0]=s[e];M[1]=s[e+1];M[2]=s[e+2];for(let e=0;e<3;e++){h=M[e];d=M[(e+1)%3];if(I[h]===void 0&&I[d]===void 0){I[h]=new Array;I[d]=new Array}else{I[h]===void 0&&(I[h]=new Array);I[d]===void 0&&(I[d]=new Array)}if(I[h][d]===void 0&&I[d][h]===void 0){I[h][d]=[];u.x=(n[3*d]-n[3*h])/a;u.y=(n[3*d+1]-n[3*h+1])/a;u.z=(n[3*d+2]-n[3*h+2])/a;if(r){f.x=(r[3*d]-r[3*h])/a;f.y=(r[3*d+1]-r[3*h+1])/a;f.z=(r[3*d+2]-r[3*h+2])/a}if(i){g.x=(i[2*d]-i[2*h])/a;g.y=(i[2*d+1]-i[2*h+1])/a}I[h][d].push(h);for(let e=1;e<a;e++){I[h][d].push(n.length/3);n[y++]=n[3*h]+e*u.x;n[y++]=n[3*h+1]+e*u.y;n[y++]=n[3*h+2]+e*u.z;if(r){r[v++]=r[3*h]+e*f.x;r[v++]=r[3*h+1]+e*f.y;r[v++]=r[3*h+2]+e*f.z}if(i){i[D++]=i[2*h]+e*g.x;i[D++]=i[2*h+1]+e*g.y}}I[h][d].push(d);I[d][h]=new Array;p=I[h][d].length;for(let e=0;e<p;e++)I[d][h][e]=I[h][d][p-1-e]}}o[0][0]=s[e];o[1][0]=I[s[e]][s[e+1]][1];o[1][1]=I[s[e]][s[e+2]][1];for(let t=2;t<a;t++){o[t][0]=I[s[e]][s[e+1]][t];o[t][t]=I[s[e]][s[e+2]][t];u.x=(n[3*o[t][t]]-n[3*o[t][0]])/t;u.y=(n[3*o[t][t]+1]-n[3*o[t][0]+1])/t;u.z=(n[3*o[t][t]+2]-n[3*o[t][0]+2])/t;if(r){f.x=(r[3*o[t][t]]-r[3*o[t][0]])/t;f.y=(r[3*o[t][t]+1]-r[3*o[t][0]+1])/t;f.z=(r[3*o[t][t]+2]-r[3*o[t][0]+2])/t}if(i){g.x=(i[2*o[t][t]]-i[2*o[t][0]])/t;g.y=(i[2*o[t][t]+1]-i[2*o[t][0]+1])/t}for(let e=1;e<t;e++){o[t][e]=n.length/3;n[y++]=n[3*o[t][0]]+e*u.x;n[y++]=n[3*o[t][0]+1]+e*u.y;n[y++]=n[3*o[t][0]+2]+e*u.z;if(r){r[v++]=r[3*o[t][0]]+e*f.x;r[v++]=r[3*o[t][0]+1]+e*f.y;r[v++]=r[3*o[t][0]+2]+e*f.z}if(i){i[D++]=i[2*o[t][0]]+e*g.x;i[D++]=i[2*o[t][0]+1]+e*g.y}}}o[a]=I[s[e+1]][s[e+2]];_.push(o[0][0],o[1][0],o[1][1]);for(let e=1;e<a;e++){let t;for(t=0;t<e;t++){_.push(o[e][t],o[e+1][t],o[e+1][t+1]);_.push(o[e][t],o[e+1][t+1],o[e][t+1])}_.push(o[e][t],o[e+1][t],o[e+1][t+1])}}t.indices=_;t.applyToMesh(this,this.isVertexBufferUpdatable(m.PositionKind))}else B.Warn(\"Couldn't increase number of vertices : VertexData must contain at least indices and positions\")}forceSharedVertices(){const e=M.ExtractFromMesh(this);const t=e.uvs;const s=e.indices;const n=e.positions;const i=e.colors;const r=e.matricesIndices;const a=e.matricesWeights;const o=e.matricesIndicesExtra;const h=e.matricesWeightsExtra;if(s===void 0||n===void 0||s===null||n===null)B.Warn(\"VertexData contains empty entries\");else{const l=new Array;const c=new Array;const d=new Array;const u=new Array;const f=new Array;const g=new Array;const _=new Array;const I=new Array;let p=new Array;let y=0;const D={};let v;let b;for(let e=0;e<s.length;e+=3){b=[s[e],s[e+1],s[e+2]];p=[];for(let e=0;e<3;e++){p[e]=\"\";for(let t=0;t<3;t++){Math.abs(n[3*b[e]+t])<1e-8&&(n[3*b[e]+t]=0);p[e]+=n[3*b[e]+t]+\"|\"}}if(!(p[0]==p[1]||p[0]==p[2]||p[1]==p[2]))for(let e=0;e<3;e++){v=D[p[e]];if(v===void 0){D[p[e]]=y;v=y++;for(let t=0;t<3;t++)l.push(n[3*b[e]+t]);if(i!==null&&i!==void 0)for(let t=0;t<4;t++)u.push(i[4*b[e]+t]);if(t!==null&&t!==void 0)for(let s=0;s<2;s++)d.push(t[2*b[e]+s]);if(r!==null&&r!==void 0)for(let t=0;t<4;t++)f.push(r[4*b[e]+t]);if(a!==null&&a!==void 0)for(let t=0;t<4;t++)g.push(a[4*b[e]+t]);if(o!==null&&o!==void 0)for(let t=0;t<4;t++)_.push(o[4*b[e]+t]);if(h!==null&&h!==void 0)for(let t=0;t<4;t++)I.push(h[4*b[e]+t])}c.push(v)}}const S=new Array;M.ComputeNormals(l,c,S);e.positions=l;e.indices=c;e.normals=S;t!==null&&t!==void 0&&(e.uvs=d);i!==null&&i!==void 0&&(e.colors=u);r!==null&&r!==void 0&&(e.matricesIndices=f);a!==null&&a!==void 0&&(e.matricesWeights=g);o!==null&&o!==void 0&&(e.matricesIndicesExtra=_);a!==null&&a!==void 0&&(e.matricesWeightsExtra=I);e.applyToMesh(this,this.isVertexBufferUpdatable(m.PositionKind))}}static _instancedMeshFactory(e,t){throw w(\"InstancedMesh\")}static _PhysicsImpostorParser(e,t,s){throw w(\"PhysicsImpostor\")}\n/**\n     * Creates a new InstancedMesh object from the mesh model.\n     * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/copies/instances\n     * @param name defines the name of the new instance\n     * @returns a new InstancedMesh\n     */createInstance(e){const t=Mesh._instancedMeshFactory(e,this);t.parent=this.parent;return t}\n/**\n     * Synchronises all the mesh instance submeshes to the current mesh submeshes, if any.\n     * After this call, all the mesh instances have the same submeshes than the current mesh.\n     * @returns the current mesh\n     */synchronizeInstances(){for(let e=0;e<this.instances.length;e++){const t=this.instances[e];t._syncSubMeshes()}return this}\n/**\n     * Optimization of the mesh's indices, in case a mesh has duplicated vertices.\n     * The function will only reorder the indices and will not remove unused vertices to avoid problems with submeshes.\n     * This should be used together with the simplification to avoid disappearing triangles.\n     * @param successCallback an optional success callback to be called after the optimization finished.\n     * @returns the current mesh\n     */optimizeIndices(e){const t=this.getIndices();const n=this.getVerticesData(m.PositionKind);if(!n||!t)return this;const i=[];for(let e=0;e<n.length;e+=3)i.push(l.FromArray(n,e));const r=[];s.SyncAsyncForLoop(i.length,40,(e=>{const t=i.length-1-e;const s=i[t];for(let e=0;e<t;++e){const n=i[e];if(s.equals(n)){r[t]=e;break}}}),(()=>{for(let e=0;e<t.length;++e)t[e]=r[t[e]]||t[e];const s=this.subMeshes.slice(0);this.setIndices(t);this.subMeshes=s;e&&e(this)}));return this}\n/**\n     * Serialize current mesh\n     * @param serializationObject defines the object which will receive the serialization data\n     * @returns the serialized object\n     */serialize(e={}){e.name=this.name;e.id=this.id;e.uniqueId=this.uniqueId;e.type=this.getClassName();i&&i.HasTags(this)&&(e.tags=i.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(false);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.alwaysSelectAsActiveMesh=this.alwaysSelectAsActiveMesh;e.checkCollisions=this.checkCollisions;e.ellipsoid=this.ellipsoid.asArray();e.ellipsoidOffset=this.ellipsoidOffset.asArray();e.doNotSyncBoundingInfo=this.doNotSyncBoundingInfo;e.isBlocker=this.isBlocker;e.sideOrientation=this.sideOrientation;this.parent&&this.parent._serializeAsParent(e);e.isUnIndexed=this.isUnIndexed;const t=this._geometry;if(t&&this.subMeshes){e.geometryUniqueId=t.uniqueId;e.geometryId=t.id;e.subMeshes=[];for(let t=0;t<this.subMeshes.length;t++){const s=this.subMeshes[t];e.subMeshes.push({materialIndex:s.materialIndex,verticesStart:s.verticesStart,verticesCount:s.verticesCount,indexStart:s.indexStart,indexCount:s.indexCount})}}if(this.material){if(!this.material.doNotSerialize){e.materialUniqueId=this.material.uniqueId;e.materialId=this.material.id}}else{this.material=null;e.materialUniqueId=this._scene.defaultMaterial.uniqueId;e.materialId=this._scene.defaultMaterial.id}this.morphTargetManager&&(e.morphTargetManagerId=this.morphTargetManager.uniqueId);if(this.skeleton){e.skeletonId=this.skeleton.id;e.numBoneInfluencers=this.numBoneInfluencers}if(this.getScene()._getComponent(O.NAME_PHYSICSENGINE)){const t=this.getPhysicsImpostor();if(t){e.physicsMass=t.getParam(\"mass\");e.physicsFriction=t.getParam(\"friction\");e.physicsRestitution=t.getParam(\"mass\");e.physicsImpostor=t.type}}this.metadata&&(e.metadata=this.metadata);e.instances=[];for(let t=0;t<this.instances.length;t++){const s=this.instances[t];if(s.doNotSerialize)continue;const n={name:s.name,id:s.id,isEnabled:s.isEnabled(false),isVisible:s.isVisible,isPickable:s.isPickable,checkCollisions:s.checkCollisions,position:s.position.asArray(),scaling:s.scaling.asArray()};s.parent&&s.parent._serializeAsParent(n);s.rotationQuaternion?n.rotationQuaternion=s.rotationQuaternion.asArray():s.rotation&&(n.rotation=s.rotation.asArray());if(this.getScene()._getComponent(O.NAME_PHYSICSENGINE)){const e=s.getPhysicsImpostor();if(e){n.physicsMass=e.getParam(\"mass\");n.physicsFriction=e.getParam(\"friction\");n.physicsRestitution=e.getParam(\"mass\");n.physicsImpostor=e.type}}s.metadata&&(n.metadata=s.metadata);s.actionManager&&(n.actions=s.actionManager.serialize(s.name));e.instances.push(n);S.AppendSerializedAnimations(s,n);n.ranges=s.serializeAnimationRanges()}if(this._thinInstanceDataStorage.instancesCount&&this._thinInstanceDataStorage.matrixData){e.thinInstances={instancesCount:this._thinInstanceDataStorage.instancesCount,matrixData:Array.from(this._thinInstanceDataStorage.matrixData),matrixBufferSize:this._thinInstanceDataStorage.matrixBufferSize,enablePicking:this.thinInstanceEnablePicking};if(this._userThinInstanceBuffersStorage){const t={data:{},sizes:{},strides:{}};for(const e in this._userThinInstanceBuffersStorage.data){t.data[e]=Array.from(this._userThinInstanceBuffersStorage.data[e]);t.sizes[e]=this._userThinInstanceBuffersStorage.sizes[e];t.strides[e]=this._userThinInstanceBuffersStorage.strides[e]}e.thinInstances.userThinInstance=t}}S.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));return e}_syncGeometryWithMorphTargetManager(){if(!this.geometry)return;this._markSubMeshesAsAttributesDirty();const e=this._internalAbstractMeshDataInfo._morphTargetManager;if(e&&e.vertexCount){if(e.vertexCount!==this.getTotalVertices()){B.Error(\"Mesh is incompatible with morph targets. Targets and mesh must all have the same vertices count.\");this.morphTargetManager=null;return}if(e.isUsingTextureForTargets)return;for(let t=0;t<e.numInfluencers;t++){const s=e.getActiveTarget(t);const n=s.getPositions();if(!n){B.Error(\"Invalid morph target. Target must have positions.\");return}this.geometry.setVerticesData(m.PositionKind+t,n,false,3);const i=s.getNormals();i&&this.geometry.setVerticesData(m.NormalKind+t,i,false,3);const r=s.getTangents();r&&this.geometry.setVerticesData(m.TangentKind+t,r,false,3);const a=s.getUVs();a&&this.geometry.setVerticesData(m.UVKind+\"_\"+t,a,false,2);const o=s.getUV2s();o&&this.geometry.setVerticesData(m.UV2Kind+\"_\"+t,o,false,2);const h=s.getColors();h&&this.geometry.setVerticesData(m.ColorKind+t,h,false,4)}}else{let e=0;while(this.geometry.isVerticesDataPresent(m.PositionKind+e)){this.geometry.removeVerticesData(m.PositionKind+e);this.geometry.isVerticesDataPresent(m.NormalKind+e)&&this.geometry.removeVerticesData(m.NormalKind+e);this.geometry.isVerticesDataPresent(m.TangentKind+e)&&this.geometry.removeVerticesData(m.TangentKind+e);this.geometry.isVerticesDataPresent(m.UVKind+e)&&this.geometry.removeVerticesData(m.UVKind+\"_\"+e);this.geometry.isVerticesDataPresent(m.UV2Kind+e)&&this.geometry.removeVerticesData(m.UV2Kind+\"_\"+e);this.geometry.isVerticesDataPresent(m.ColorKind+e)&&this.geometry.removeVerticesData(m.ColorKind+e);e++}}}\n/**\n     * Returns a new Mesh object parsed from the source provided.\n     * @param parsedMesh is the source\n     * @param scene defines the hosting scene\n     * @param rootUrl is the root URL to prefix the `delayLoadingFile` property with\n     * @returns a new Mesh\n     */static Parse(e,t,s){let n;n=e.type&&e.type===\"LinesMesh\"?Mesh._LinesMeshParser(e,t):e.type&&e.type===\"GroundMesh\"?Mesh._GroundMeshParser(e,t):e.type&&e.type===\"GoldbergMesh\"?Mesh._GoldbergMeshParser(e,t):e.type&&e.type===\"GreasedLineMesh\"?Mesh._GreasedLineMeshParser(e,t):e.type&&e.type===\"TrailMesh\"?Mesh._TrailMeshParser(e,t):new Mesh(e.name,t);n.id=e.id;n._waitingParsedUniqueId=e.uniqueId;i&&i.AddTagsTo(n,e.tags);n.position=l.FromArray(e.position);e.metadata!==void 0&&(n.metadata=e.metadata);e.rotationQuaternion?n.rotationQuaternion=d.FromArray(e.rotationQuaternion):e.rotation&&(n.rotation=l.FromArray(e.rotation));n.scaling=l.FromArray(e.scaling);e.localMatrix?n.setPreTransformMatrix(u.FromArray(e.localMatrix)):e.pivotMatrix&&n.setPivotMatrix(u.FromArray(e.pivotMatrix));n.setEnabled(e.isEnabled);n.isVisible=e.isVisible;n.infiniteDistance=e.infiniteDistance;n.alwaysSelectAsActiveMesh=!!e.alwaysSelectAsActiveMesh;n.showBoundingBox=e.showBoundingBox;n.showSubMeshesBoundingBox=e.showSubMeshesBoundingBox;e.applyFog!==void 0&&(n.applyFog=e.applyFog);e.pickable!==void 0&&(n.isPickable=e.pickable);e.alphaIndex!==void 0&&(n.alphaIndex=e.alphaIndex);n.receiveShadows=e.receiveShadows;e.billboardMode!==void 0&&(n.billboardMode=e.billboardMode);e.visibility!==void 0&&(n.visibility=e.visibility);n.checkCollisions=e.checkCollisions;n.doNotSyncBoundingInfo=!!e.doNotSyncBoundingInfo;e.ellipsoid&&(n.ellipsoid=l.FromArray(e.ellipsoid));e.ellipsoidOffset&&(n.ellipsoidOffset=l.FromArray(e.ellipsoidOffset));e.overrideMaterialSideOrientation!=null&&(n.sideOrientation=e.overrideMaterialSideOrientation);e.sideOrientation!==void 0&&(n.sideOrientation=e.sideOrientation);e.isBlocker!==void 0&&(n.isBlocker=e.isBlocker);n._shouldGenerateFlatShading=e.useFlatShading;e.freezeWorldMatrix&&(n._waitingData.freezeWorldMatrix=e.freezeWorldMatrix);e.parentId!==void 0&&(n._waitingParentId=e.parentId);e.parentInstanceIndex!==void 0&&(n._waitingParentInstanceIndex=e.parentInstanceIndex);e.actions!==void 0&&(n._waitingData.actions=e.actions);e.overlayAlpha!==void 0&&(n.overlayAlpha=e.overlayAlpha);e.overlayColor!==void 0&&(n.overlayColor=f.FromArray(e.overlayColor));e.renderOverlay!==void 0&&(n.renderOverlay=e.renderOverlay);n.isUnIndexed=!!e.isUnIndexed;n.hasVertexAlpha=e.hasVertexAlpha;if(e.delayLoadingFile){n.delayLoadState=4;n.delayLoadingFile=s+e.delayLoadingFile;n.buildBoundingInfo(l.FromArray(e.boundingBoxMinimum),l.FromArray(e.boundingBoxMaximum));e._binaryInfo&&(n._binaryInfo=e._binaryInfo);n._delayInfo=[];e.hasUVs&&n._delayInfo.push(m.UVKind);e.hasUVs2&&n._delayInfo.push(m.UV2Kind);e.hasUVs3&&n._delayInfo.push(m.UV3Kind);e.hasUVs4&&n._delayInfo.push(m.UV4Kind);e.hasUVs5&&n._delayInfo.push(m.UV5Kind);e.hasUVs6&&n._delayInfo.push(m.UV6Kind);e.hasColors&&n._delayInfo.push(m.ColorKind);e.hasMatricesIndices&&n._delayInfo.push(m.MatricesIndicesKind);e.hasMatricesWeights&&n._delayInfo.push(m.MatricesWeightsKind);n._delayLoadingFunction=I._ImportGeometry;b.ForceFullSceneLoadingForIncremental&&n._checkDelayState()}else I._ImportGeometry(e,n);e.materialUniqueId?n._waitingMaterialId=e.materialUniqueId:e.materialId&&(n._waitingMaterialId=e.materialId);e.morphTargetManagerId>-1&&(n._waitingMorphTargetManagerId=e.morphTargetManagerId);if(e.skeletonId!==void 0&&e.skeletonId!==null){n.skeleton=t.getLastSkeletonById(e.skeletonId);e.numBoneInfluencers&&(n.numBoneInfluencers=e.numBoneInfluencers)}if(e.animations){for(let t=0;t<e.animations.length;t++){const s=e.animations[t];const i=x(\"BABYLON.Animation\");i&&n.animations.push(i.Parse(s))}g.ParseAnimationRanges(n,e,t)}e.autoAnimate&&t.beginAnimation(n,e.autoAnimateFrom,e.autoAnimateTo,e.autoAnimateLoop,e.autoAnimateSpeed||1);e.layerMask&&!isNaN(e.layerMask)?n.layerMask=Math.abs(parseInt(e.layerMask)):n.layerMask=268435455;e.physicsImpostor&&(n.physicsImpostor=Mesh._PhysicsImpostorParser(t,n,e));e.lodMeshIds&&(n._waitingData.lods={ids:e.lodMeshIds,distances:e.lodDistances?e.lodDistances:null,coverages:e.lodCoverages?e.lodCoverages:null});if(e.instances)for(let s=0;s<e.instances.length;s++){const r=e.instances[s];const a=n.createInstance(r.name);r.id&&(a.id=r.id);i&&(r.tags?i.AddTagsTo(a,r.tags):i.AddTagsTo(a,e.tags));a.position=l.FromArray(r.position);r.metadata!==void 0&&(a.metadata=r.metadata);r.parentId!==void 0&&(a._waitingParentId=r.parentId);r.parentInstanceIndex!==void 0&&(a._waitingParentInstanceIndex=r.parentInstanceIndex);r.isEnabled!==void 0&&r.isEnabled!==null&&a.setEnabled(r.isEnabled);r.isVisible!==void 0&&r.isVisible!==null&&(a.isVisible=r.isVisible);r.isPickable!==void 0&&r.isPickable!==null&&(a.isPickable=r.isPickable);r.rotationQuaternion?a.rotationQuaternion=d.FromArray(r.rotationQuaternion):r.rotation&&(a.rotation=l.FromArray(r.rotation));a.scaling=l.FromArray(r.scaling);r.checkCollisions!=void 0&&r.checkCollisions!=null&&(a.checkCollisions=r.checkCollisions);r.pickable!=void 0&&r.pickable!=null&&(a.isPickable=r.pickable);r.showBoundingBox!=void 0&&r.showBoundingBox!=null&&(a.showBoundingBox=r.showBoundingBox);r.showSubMeshesBoundingBox!=void 0&&r.showSubMeshesBoundingBox!=null&&(a.showSubMeshesBoundingBox=r.showSubMeshesBoundingBox);r.alphaIndex!=void 0&&r.showSubMeshesBoundingBox!=null&&(a.alphaIndex=r.alphaIndex);r.physicsImpostor&&(a.physicsImpostor=Mesh._PhysicsImpostorParser(t,a,r));r.actions!==void 0&&(a._waitingData.actions=r.actions);if(r.animations){for(let e=0;e<r.animations.length;e++){const t=r.animations[e];const s=x(\"BABYLON.Animation\");s&&a.animations.push(s.Parse(t))}g.ParseAnimationRanges(a,r,t);r.autoAnimate&&t.beginAnimation(a,r.autoAnimateFrom,r.autoAnimateTo,r.autoAnimateLoop,r.autoAnimateSpeed||1)}}if(e.thinInstances){const t=e.thinInstances;n.thinInstanceEnablePicking=!!t.enablePicking;if(t.matrixData){n.thinInstanceSetBuffer(\"matrix\",new Float32Array(t.matrixData),16,false);n._thinInstanceDataStorage.matrixBufferSize=t.matrixBufferSize;n._thinInstanceDataStorage.instancesCount=t.instancesCount}else n._thinInstanceDataStorage.matrixBufferSize=t.matrixBufferSize;if(e.thinInstances.userThinInstance){const t=e.thinInstances.userThinInstance;for(const e in t.data){n.thinInstanceSetBuffer(e,new Float32Array(t.data[e]),t.strides[e],false);n._userThinInstanceBuffersStorage.sizes[e]=t.sizes[e]}}}return n}\n/**\n     * Prepare internal position array for software CPU skinning\n     * @returns original positions used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh\n     */\nsetPositionsForCPUSkinning(){const e=this._internalMeshDataInfo;if(!e._sourcePositions){const t=this.getVerticesData(m.PositionKind);if(!t)return e._sourcePositions;e._sourcePositions=new Float32Array(t);this.isVertexBufferUpdatable(m.PositionKind)||this.setVerticesData(m.PositionKind,t,true)}return e._sourcePositions}\n/**\n     * Prepare internal normal array for software CPU skinning\n     * @returns original normals used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh.\n     */setNormalsForCPUSkinning(){const e=this._internalMeshDataInfo;if(!e._sourceNormals){const t=this.getVerticesData(m.NormalKind);if(!t)return e._sourceNormals;e._sourceNormals=new Float32Array(t);this.isVertexBufferUpdatable(m.NormalKind)||this.setVerticesData(m.NormalKind,t,true)}return e._sourceNormals}\n/**\n     * Updates the vertex buffer by applying transformation from the bones\n     * @param skeleton defines the skeleton to apply to current mesh\n     * @returns the current mesh\n     */applySkeleton(e){if(!this.geometry)return this;if(this.geometry._softwareSkinningFrameId==this.getScene().getFrameId())return this;this.geometry._softwareSkinningFrameId=this.getScene().getFrameId();if(!this.isVerticesDataPresent(m.PositionKind))return this;if(!this.isVerticesDataPresent(m.MatricesIndicesKind))return this;if(!this.isVerticesDataPresent(m.MatricesWeightsKind))return this;const t=this.isVerticesDataPresent(m.NormalKind);const s=this._internalMeshDataInfo;if(!s._sourcePositions){const e=this.subMeshes.slice();this.setPositionsForCPUSkinning();this.subMeshes=e}t&&!s._sourceNormals&&this.setNormalsForCPUSkinning();let n=this.getVerticesData(m.PositionKind);if(!n)return this;n instanceof Float32Array||(n=new Float32Array(n));let i=this.getVerticesData(m.NormalKind);if(t){if(!i)return this;i instanceof Float32Array||(i=new Float32Array(i))}const r=this.getVerticesData(m.MatricesIndicesKind);const a=this.getVerticesData(m.MatricesWeightsKind);if(!a||!r)return this;const o=this.numBoneInfluencers>4;const h=o?this.getVerticesData(m.MatricesIndicesExtraKind):null;const c=o?this.getVerticesData(m.MatricesWeightsExtraKind):null;const d=e.getTransformMatrices(this);const f=l.Zero();const g=new u;const _=new u;let M=0;let I;for(let e=0;e<n.length;e+=3,M+=4){let m;for(I=0;I<4;I++){m=a[M+I];if(m>0){u.FromFloat32ArrayToRefScaled(d,Math.floor(r[M+I]*16),m,_);g.addToSelf(_)}}if(o)for(I=0;I<4;I++){m=c[M+I];if(m>0){u.FromFloat32ArrayToRefScaled(d,Math.floor(h[M+I]*16),m,_);g.addToSelf(_)}}l.TransformCoordinatesFromFloatsToRef(s._sourcePositions[e],s._sourcePositions[e+1],s._sourcePositions[e+2],g,f);f.toArray(n,e);if(t){l.TransformNormalFromFloatsToRef(s._sourceNormals[e],s._sourceNormals[e+1],s._sourceNormals[e+2],g,f);f.toArray(i,e)}g.reset()}this.updateVerticesData(m.PositionKind,n);t&&this.updateVerticesData(m.NormalKind,i);return this}\n/**\n     * 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\n     * @param meshes defines the list of meshes to scan\n     * @returns an object `{min:` Vector3`, max:` Vector3`}`\n     */\nstatic MinMax(e){let t=null;let s=null;e.forEach((function(e){const n=e.getBoundingInfo();const i=n.boundingBox;if(t&&s){t.minimizeInPlace(i.minimumWorld);s.maximizeInPlace(i.maximumWorld)}else{t=i.minimumWorld;s=i.maximumWorld}}));return t&&s?{min:t,max:s}:{min:l.Zero(),max:l.Zero()}}\n/**\n     * Returns the center of the `{min:` Vector3`, max:` Vector3`}` or the center of MinMax vector3 computed from a mesh array\n     * @param meshesOrMinMaxVector could be an array of meshes or a `{min:` Vector3`, max:` Vector3`}` object\n     * @returns a vector3\n     */static Center(e){const t=e instanceof Array?Mesh.MinMax(e):e;return l.Center(t.min,t.max)}\n/**\n     * Merge the array of meshes into a single mesh for performance reasons.\n     * @param meshes array of meshes with the vertices to merge. Entries cannot be empty meshes.\n     * @param disposeSource when true (default), dispose of the vertices from the source meshes.\n     * @param allow32BitsIndices when the sum of the vertices > 64k, this must be set to true.\n     * @param meshSubclass (optional) can be set to a Mesh where the merged vertices will be inserted.\n     * @param subdivideWithSubMeshes when true (false default), subdivide mesh into subMeshes.\n     * @param multiMultiMaterials when true (false default), subdivide mesh into subMeshes with multiple materials, ignores subdivideWithSubMeshes.\n     * @returns a new mesh\n     */static MergeMeshes(e,t=true,s,n,i,a){return r(Mesh._MergeMeshesCoroutine(e,t,s,n,i,a,false))}\n/**\n     * Merge the array of meshes into a single mesh for performance reasons.\n     * @param meshes array of meshes with the vertices to merge. Entries cannot be empty meshes.\n     * @param disposeSource when true (default), dispose of the vertices from the source meshes.\n     * @param allow32BitsIndices when the sum of the vertices > 64k, this must be set to true.\n     * @param meshSubclass (optional) can be set to a Mesh where the merged vertices will be inserted.\n     * @param subdivideWithSubMeshes when true (false default), subdivide mesh into subMeshes.\n     * @param multiMultiMaterials when true (false default), subdivide mesh into subMeshes with multiple materials, ignores subdivideWithSubMeshes.\n     * @returns a new mesh\n     */static MergeMeshesAsync(e,t=true,s,n,i,r){return a(Mesh._MergeMeshesCoroutine(e,t,s,n,i,r,true),o())}static*_MergeMeshesCoroutine(e,t=true,s,n,i,r,a){e=e.filter(Boolean);if(e.length===0)return null;let o;if(!s){let t=0;for(o=0;o<e.length;o++){t+=e[o].getTotalVertices();if(t>=65536){B.Warn(\"Cannot merge meshes because resulting mesh will have more than 65536 vertices. Please use allow32BitsIndices = true to use 32 bits indices\");return null}}}r&&(i=false);const h=new Array;const l=new Array;const c=new Array;const d=e[0].sideOrientation;for(o=0;o<e.length;o++){const t=e[o];if(t.isAnInstance){B.Warn(\"Cannot merge instance meshes.\");return null}if(d!==t.sideOrientation){B.Warn(\"Cannot merge meshes with different sideOrientation values.\");return null}i&&c.push(t.getTotalIndices());if(r)if(t.material){const e=t.material;if(e instanceof v){for(let t=0;t<e.subMaterials.length;t++)h.indexOf(e.subMaterials[t])<0&&h.push(e.subMaterials[t]);for(let s=0;s<t.subMeshes.length;s++){l.push(h.indexOf(e.subMaterials[t.subMeshes[s].materialIndex]));c.push(t.subMeshes[s].indexCount)}}else{h.indexOf(e)<0&&h.push(e);for(let s=0;s<t.subMeshes.length;s++){l.push(h.indexOf(e));c.push(t.subMeshes[s].indexCount)}}}else for(let e=0;e<t.subMeshes.length;e++){l.push(0);c.push(t.subMeshes[e].indexCount)}}const u=e[0];const getVertexDataFromMesh=e=>{const t=e.computeWorldMatrix(true);const s=M.ExtractFromMesh(e,false,false);return{vertexData:s,transform:t}};const{vertexData:f,transform:g}=getVertexDataFromMesh(u);a&&(yield);const m=new Array(e.length-1);for(let t=1;t<e.length;t++){m[t-1]=getVertexDataFromMesh(e[t]);a&&(yield)}const _=f._mergeCoroutine(g,m,s,a,!t);let I=_.next();while(!I.done){a&&(yield);I=_.next()}const p=I.value;n||(n=new Mesh(u.name+\"_merged\",u.getScene()));const D=p._applyToCoroutine(n,void 0,a);let b=D.next();while(!b.done){a&&(yield);b=D.next()}n.checkCollisions=u.checkCollisions;n.sideOrientation=u.sideOrientation;if(t)for(o=0;o<e.length;o++)e[o].dispose();if(i||r){n.releaseSubMeshes();o=0;let e=0;while(o<c.length){y.CreateFromIndices(0,e,c[o],n,void 0,false);e+=c[o];o++}for(const e of n.subMeshes)e.refreshBoundingInfo();n.computeWorldMatrix(true)}if(r){const e=new v(u.name+\"_merged\",u.getScene());e.subMaterials=h;for(let e=0;e<n.subMeshes.length;e++)n.subMeshes[e].materialIndex=l[e];n.material=e}else n.material=u.material;return n}addInstance(e){e._indexInSourceMeshInstanceArray=this.instances.length;this.instances.push(e)}removeInstance(e){const t=e._indexInSourceMeshInstanceArray;if(t!=-1){if(t!==this.instances.length-1){const e=this.instances[this.instances.length-1];this.instances[t]=e;e._indexInSourceMeshInstanceArray=t}e._indexInSourceMeshInstanceArray=-1;this.instances.pop()}}_shouldConvertRHS(){return this._scene.useRightHandedSystem&&this.sideOrientation===D.CounterClockWiseSideOrientation}_getRenderingFillMode(e){const t=this.getScene();return t.forcePointsCloud?D.PointFillMode:t.forceWireframe?D.WireFrameFillMode:this.overrideRenderingFillMode??e}\n/**\n     * Sets the mesh material by the material or multiMaterial `id` property\n     * @param id is a string identifying the material or the multiMaterial\n     * @returns the current mesh\n     * @deprecated Please use MeshBuilder instead Please use setMaterialById instead\n     */\nsetMaterialByID(e){return this.setMaterialById(e)}\n/**\n     * Creates a ribbon mesh.\n     * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/param\n     * @param name defines the name of the mesh to create\n     * @param pathArray is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry.\n     * @param closeArray creates a seam between the first and the last paths of the path array (default is false)\n     * @param closePath creates a seam between the first and the last points of each path of the path array\n     * @param offset is taken in account only if the `pathArray` is containing a single path\n     * @param scene defines the hosting scene\n     * @param updatable defines if the mesh must be flagged as updatable\n     * @param sideOrientation defines the mesh side orientation (https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set#side-orientation)\n     * @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)\n     * @returns a new Mesh\n     * @deprecated Please use MeshBuilder instead\n     */static CreateRibbon(e,t,s,n,i,r,a,o,h){throw new Error(\"Import MeshBuilder to populate this function\")}\n/**\n     * Creates a plane polygonal mesh.  By default, this is a disc.\n     * @param name defines the name of the mesh to create\n     * @param radius sets the radius size (float) of the polygon (default 0.5)\n     * @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\n     * @param scene defines the hosting scene\n     * @param updatable defines if the mesh must be flagged as updatable\n     * @param sideOrientation defines the mesh side orientation (https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set#side-orientation)\n     * @returns a new Mesh\n     * @deprecated Please use MeshBuilder instead\n     */static CreateDisc(e,t,s,n,i,r){throw new Error(\"Import MeshBuilder to populate this function\")}\n/**\n     * Creates a box mesh.\n     * @param name defines the name of the mesh to create\n     * @param size sets the size (float) of each box side (default 1)\n     * @param scene defines the hosting scene\n     * @param updatable defines if the mesh must be flagged as updatable\n     * @param sideOrientation defines the mesh side orientation (https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set#side-orientation)\n     * @returns a new Mesh\n     * @deprecated Please use MeshBuilder instead\n     */static CreateBox(e,t,s,n,i){throw new Error(\"Import MeshBuilder to populate this function\")}\n/**\n     * Creates a sphere mesh.\n     * @param name defines the name of the mesh to create\n     * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)\n     * @param diameter sets the diameter size (float) of the sphere (default 1)\n     * @param scene defines the hosting scene\n     * @param updatable defines if the mesh must be flagged as updatable\n     * @param sideOrientation defines the mesh side orientation (https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set#side-orientation)\n     * @returns a new Mesh\n     * @deprecated Please use MeshBuilder instead\n     */static CreateSphere(e,t,s,n,i,r){throw new Error(\"Import MeshBuilder to populate this function\")}\n/**\n     * Creates a hemisphere mesh.\n     * @param name defines the name of the mesh to create\n     * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)\n     * @param diameter sets the diameter size (float) of the sphere (default 1)\n     * @param scene defines the hosting scene\n     * @returns a new Mesh\n     * @deprecated Please use MeshBuilder instead\n     */static CreateHemisphere(e,t,s,n){throw new Error(\"Import MeshBuilder to populate this function\")}\n/**\n     * Creates a cylinder or a cone mesh.\n     * @param name defines the name of the mesh to create\n     * @param height sets the height size (float) of the cylinder/cone (float, default 2)\n     * @param diameterTop set the top cap diameter (floats, default 1)\n     * @param diameterBottom set the bottom cap diameter (floats, default 1). This value can't be zero\n     * @param tessellation sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance\n     * @param subdivisions sets the number of rings along the cylinder height (positive integer, default 1)\n     * @param scene defines the hosting scene\n     * @param updatable defines if the mesh must be flagged as updatable\n     * @param sideOrientation defines the mesh side orientation (https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set#side-orientation)\n     * @returns a new Mesh\n     * @deprecated Please use MeshBuilder instead\n     */static CreateCylinder(e,t,s,n,i,r,a,o,h){throw new Error(\"Import MeshBuilder to populate this function\")}\n/**\n     * Creates a torus mesh.\n     * @param name defines the name of the mesh to create\n     * @param diameter sets the diameter size (float) of the torus (default 1)\n     * @param thickness sets the diameter size of the tube of the torus (float, default 0.5)\n     * @param tessellation sets the number of torus sides (positive integer, default 16)\n     * @param scene defines the hosting scene\n     * @param updatable defines if the mesh must be flagged as updatable\n     * @param sideOrientation defines the mesh side orientation (https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set#side-orientation)\n     * @returns a new Mesh\n     * @deprecated Please use MeshBuilder instead\n     */\nstatic CreateTorus(e,t,s,n,i,r,a){throw new Error(\"Import MeshBuilder to populate this function\")}\n/**\n     * Creates a torus knot mesh.\n     * @param name defines the name of the mesh to create\n     * @param radius sets the global radius size (float) of the torus knot (default 2)\n     * @param tube sets the diameter size of the tube of the torus (float, default 0.5)\n     * @param radialSegments sets the number of sides on each tube segments (positive integer, default 32)\n     * @param tubularSegments sets the number of tubes to decompose the knot into (positive integer, default 32)\n     * @param p the number of windings on X axis (positive integers, default 2)\n     * @param q the number of windings on Y axis (positive integers, default 3)\n     * @param scene defines the hosting scene\n     * @param updatable defines if the mesh must be flagged as updatable\n     * @param sideOrientation defines the mesh side orientation (https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set#side-orientation)\n     * @returns a new Mesh\n     * @deprecated Please use MeshBuilder instead\n     */static CreateTorusKnot(e,t,s,n,i,r,a,o,h,l){throw new Error(\"Import MeshBuilder to populate this function\")}\n/**\n     * Creates a line mesh..\n     * @param name defines the name of the mesh to create\n     * @param points is an array successive Vector3\n     * @param scene defines the hosting scene\n     * @param updatable defines if the mesh must be flagged as updatable\n     * @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).\n     * @returns a new Mesh\n     * @deprecated Please use MeshBuilder instead\n     */static CreateLines(e,t,s,n,i){throw new Error(\"Import MeshBuilder to populate this function\")}\n/**\n     * Creates a dashed line mesh.\n     * @param name defines the name of the mesh to create\n     * @param points is an array successive Vector3\n     * @param dashSize is the size of the dashes relatively the dash number (positive float, default 3)\n     * @param gapSize is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)\n     * @param dashNb is the intended total number of dashes (positive integer, default 200)\n     * @param scene defines the hosting scene\n     * @param updatable defines if the mesh must be flagged as updatable\n     * @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)\n     * @returns a new Mesh\n     * @deprecated Please use MeshBuilder instead\n     */static CreateDashedLines(e,t,s,n,i,r,a,o){throw new Error(\"Import MeshBuilder to populate this function\")}\n/**\n     * Creates a polygon mesh.Please consider using the same method from the MeshBuilder class instead\n     * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh.\n     * 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.\n     * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\n     * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.\n     * Remember you can only change the shape positions, not their number when updating a polygon.\n     * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/param#non-regular-polygon\n     * @param name defines the name of the mesh to create\n     * @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\n     * @param scene defines the hosting scene\n     * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon\n     * @param updatable defines if the mesh must be flagged as updatable\n     * @param sideOrientation defines the mesh side orientation (https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set#side-orientation)\n     * @param earcutInjection can be used to inject your own earcut reference\n     * @returns a new Mesh\n     * @deprecated Please use MeshBuilder instead\n     */static CreatePolygon(e,t,s,n,i,r,a){throw new Error(\"Import MeshBuilder to populate this function\")}\n/**\n     * Creates an extruded polygon mesh, with depth in the Y direction..\n     * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/param#extruded-non-regular-polygon\n     * @param name defines the name of the mesh to create\n     * @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\n     * @param depth defines the height of extrusion\n     * @param scene defines the hosting scene\n     * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon\n     * @param updatable defines if the mesh must be flagged as updatable\n     * @param sideOrientation defines the mesh side orientation (https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set#side-orientation)\n     * @param earcutInjection can be used to inject your own earcut reference\n     * @returns a new Mesh\n     * @deprecated Please use MeshBuilder instead\n     */static ExtrudePolygon(e,t,s,n,i,r,a,o){throw new Error(\"Import MeshBuilder to populate this function\")}\n/**\n     * Creates an extruded shape mesh.\n     * The extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.\n     * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/param\n     * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/param#extruded-shapes\n     * @param name defines the name of the mesh to create\n     * @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\n     * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along\n     * @param scale is the value to scale the shape\n     * @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\n     * @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\n     * @param scene defines the hosting scene\n     * @param updatable defines if the mesh must be flagged as updatable\n     * @param sideOrientation defines the mesh side orientation (https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set#side-orientation)\n     * @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)\n     * @returns a new Mesh\n     * @deprecated Please use MeshBuilder instead\n     */static ExtrudeShape(e,t,s,n,i,r,a,o,h,l){throw new Error(\"Import MeshBuilder to populate this function\")}\n/**\n     * Creates an custom extruded shape mesh.\n     * The custom extrusion is a parametric shape.\n     * It has no predefined shape. Its final shape will depend on the input parameters.\n     *\n     * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/param#extruded-shapes\n     * @param name defines the name of the mesh to create\n     * @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\n     * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along\n     * @param scaleFunction is a custom Javascript function called on each path point\n     * @param rotationFunction is a custom Javascript function called on each path point\n     * @param ribbonCloseArray forces the extrusion underlying ribbon to close all the paths in its `pathArray`\n     * @param ribbonClosePath forces the extrusion underlying ribbon to close its `pathArray`\n     * @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\n     * @param scene defines the hosting scene\n     * @param updatable defines if the mesh must be flagged as updatable\n     * @param sideOrientation defines the mesh side orientation (https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set#side-orientation)\n     * @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)\n     * @returns a new Mesh\n     * @deprecated Please use MeshBuilder instead\n     */static ExtrudeShapeCustom(e,t,s,n,i,r,a,o,h,l,c,d){throw new Error(\"Import MeshBuilder to populate this function\")}\n/**\n     * Creates lathe mesh.\n     * The lathe is a shape with a symmetry axis : a 2D model shape is rotated around this axis to design the lathe.\n     * @param name defines the name of the mesh to create\n     * @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\n     * @param radius is the radius value of the lathe\n     * @param tessellation is the side number of the lathe.\n     * @param scene defines the hosting scene\n     * @param updatable defines if the mesh must be flagged as updatable\n     * @param sideOrientation defines the mesh side orientation (https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set#side-orientation)\n     * @returns a new Mesh\n     * @deprecated Please use MeshBuilder instead\n     */static CreateLathe(e,t,s,n,i,r,a){throw new Error(\"Import MeshBuilder to populate this function\")}\n/**\n     * Creates a plane mesh.\n     * @param name defines the name of the mesh to create\n     * @param size sets the size (float) of both sides of the plane at once (default 1)\n     * @param scene defines the hosting scene\n     * @param updatable defines if the mesh must be flagged as updatable\n     * @param sideOrientation defines the mesh side orientation (https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set#side-orientation)\n     * @returns a new Mesh\n     * @deprecated Please use MeshBuilder instead\n     */static CreatePlane(e,t,s,n,i){throw new Error(\"Import MeshBuilder to populate this function\")}\n/**\n     * Creates a ground mesh.\n     * @param name defines the name of the mesh to create\n     * @param width set the width of the ground\n     * @param height set the height of the ground\n     * @param subdivisions sets the number of subdivisions per side\n     * @param scene defines the hosting scene\n     * @param updatable defines if the mesh must be flagged as updatable\n     * @returns a new Mesh\n     * @deprecated Please use MeshBuilder instead\n     */static CreateGround(e,t,s,n,i,r){throw new Error(\"Import MeshBuilder to populate this function\")}\n/**\n     * Creates a tiled ground mesh.\n     * @param name defines the name of the mesh to create\n     * @param xmin set the ground minimum X coordinate\n     * @param zmin set the ground minimum Y coordinate\n     * @param xmax set the ground maximum X coordinate\n     * @param zmax set the ground maximum Z coordinate\n     * @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\n     * @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\n     * @param scene defines the hosting scene\n     * @param updatable defines if the mesh must be flagged as updatable\n     * @returns a new Mesh\n     * @deprecated Please use MeshBuilder instead\n     */static CreateTiledGround(e,t,s,n,i,r,a,o,h){throw new Error(\"Import MeshBuilder to populate this function\")}\n/**\n     * Creates a ground mesh from a height map.\n     * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set/height_map\n     * @param name defines the name of the mesh to create\n     * @param url sets the URL of the height map image resource\n     * @param width set the ground width size\n     * @param height set the ground height size\n     * @param subdivisions sets the number of subdivision per side\n     * @param minHeight is the minimum altitude on the ground\n     * @param maxHeight is the maximum altitude on the ground\n     * @param scene defines the hosting scene\n     * @param updatable defines if the mesh must be flagged as updatable\n     * @param onReady  is a callback function that will be called  once the mesh is built (the height map download can last some time)\n     * @param alphaFilter will filter any data where the alpha channel is below this value, defaults 0 (all data visible)\n     * @returns a new Mesh\n     * @deprecated Please use MeshBuilder instead\n     */static CreateGroundFromHeightMap(e,t,s,n,i,r,a,o,h,l,c){throw new Error(\"Import MeshBuilder to populate this function\")}\n/**\n     * Creates a tube mesh.\n     * The tube is a parametric shape.\n     * It has no predefined shape. Its final shape will depend on the input parameters.\n     *\n     * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/param\n     * @param name defines the name of the mesh to create\n     * @param path is a required array of successive Vector3. It is the curve used as the axis of the tube\n     * @param radius sets the tube radius size\n     * @param tessellation is the number of sides on the tubular surface\n     * @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\n     * @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\n     * @param scene defines the hosting scene\n     * @param updatable defines if the mesh must be flagged as updatable\n     * @param sideOrientation defines the mesh side orientation (https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set#side-orientation)\n     * @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)\n     * @returns a new Mesh\n     * @deprecated Please use MeshBuilder instead\n     */static CreateTube(e,t,s,n,i,r,a,o,h,l){throw new Error(\"Import MeshBuilder to populate this function\")}\n/**\n     * Creates a polyhedron mesh.\n     *.\n     * * 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\n     * * The parameter `size` (positive float, default 1) sets the polygon size\n     * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)\n     * * 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`\n     * * 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\n     * * 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)`)\n     * * 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\n     * * 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\n     * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\n     * * 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\n     * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created\n     * @param name defines the name of the mesh to create\n     * @param options defines the options used to create the mesh\n     * @param scene defines the hosting scene\n     * @returns a new Mesh\n     * @deprecated Please use MeshBuilder instead\n     */static CreatePolyhedron(e,t,s){throw new Error(\"Import MeshBuilder to populate this function\")}\n/**\n     * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided\n     * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)\n     * * 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`)\n     * * The parameter `subdivisions` sets the number of subdivisions (positive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size\n     * * 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\n     * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\n     * * 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\n     * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created\n     * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/polyhedra#icosphere\n     * @param name defines the name of the mesh\n     * @param options defines the options used to create the mesh\n     * @param scene defines the hosting scene\n     * @returns a new Mesh\n     * @deprecated Please use MeshBuilder instead\n     */static CreateIcoSphere(e,t,s){throw new Error(\"Import MeshBuilder to populate this function\")}\n/**\n     * Creates a decal mesh.\n     *.\n     * A decal is a mesh usually applied as a model onto the surface of another mesh\n     * @param name  defines the name of the mesh\n     * @param sourceMesh defines the mesh receiving the decal\n     * @param position sets the position of the decal in world coordinates\n     * @param normal sets the normal of the mesh where the decal is applied onto in world coordinates\n     * @param size sets the decal scaling\n     * @param angle sets the angle to rotate the decal\n     * @returns a new Mesh\n     * @deprecated Please use MeshBuilder instead\n     */static CreateDecal(e,t,s,n,i,r){throw new Error(\"Import MeshBuilder to populate this function\")}\n/** Creates a Capsule Mesh\n     * @param name defines the name of the mesh.\n     * @param options the constructors options used to shape the mesh.\n     * @param scene defines the scene the mesh is scoped to.\n     * @returns the capsule mesh\n     * @see https://doc.babylonjs.com/how_to/capsule_shape\n     * @deprecated Please use MeshBuilder instead\n     */static CreateCapsule(e,t,s){throw new Error(\"Import MeshBuilder to populate this function\")}\n/**\n     * Extends a mesh to a Goldberg mesh\n     * Warning  the mesh to convert MUST be an import of a perviously exported Goldberg mesh\n     * @param mesh the mesh to convert\n     * @returns the extended mesh\n     * @deprecated Please use ExtendMeshToGoldberg instead\n     */static ExtendToGoldberg(e){throw new Error(\"Import MeshBuilder to populate this function\")}}Mesh.FRONTSIDE=M.FRONTSIDE;Mesh.BACKSIDE=M.BACKSIDE;Mesh.DOUBLESIDE=M.DOUBLESIDE;Mesh.DEFAULTSIDE=M.DEFAULTSIDE;Mesh.NO_CAP=0;Mesh.CAP_START=1;Mesh.CAP_END=2;Mesh.CAP_ALL=3;Mesh.NO_FLIP=0;Mesh.FLIP_TILE=1;Mesh.ROTATE_TILE=2;Mesh.FLIP_ROW=3;Mesh.ROTATE_ROW=4;Mesh.FLIP_N_ROTATE_TILE=5;Mesh.FLIP_N_ROTATE_ROW=6;Mesh.CENTER=0;Mesh.LEFT=1;Mesh.RIGHT=2;Mesh.TOP=3;Mesh.BOTTOM=4;Mesh.INSTANCEDMESH_SORT_TRANSPARENT=false;Mesh._GroundMeshParser=(e,t)=>{throw w(\"GroundMesh\")};Mesh._GoldbergMeshParser=(e,t)=>{throw w(\"GoldbergMesh\")};Mesh._LinesMeshParser=(e,t)=>{throw w(\"LinesMesh\")};Mesh._GreasedLineMeshParser=(e,t)=>{throw w(\"GreasedLineMesh\")};Mesh._GreasedLineRibbonMeshParser=(e,t)=>{throw w(\"GreasedLineRibbonMesh\")};Mesh._TrailMeshParser=(e,t)=>{throw w(\"TrailMesh\")};A(\"BABYLON.Mesh\",Mesh);export{Mesh as M,_CreationDataStorage as _,MeshLODLevel as a,_InstancesBatch as b};\n//# sourceMappingURL=8zYmPPfd.js.map\n","import{Matrix as e,TmpVectors as s}from\"../Maths/math.vector.js\";import{Logger as t}from\"../Misc/logger.js\";import{AbstractMesh as r}from\"./abstractMesh.js\";import{M as i}from\"../_/8zYmPPfd.js\";import{D as n}from\"../_/BrNwFyDm.js\";import{TransformNode as o}from\"./transformNode.js\";import{VertexBuffer as a}from\"../Buffers/buffer.js\";import{Tools as h}from\"../Misc/tools.js\";import{RegisterClass as c}from\"../Misc/typeStore.js\";import\"../Maths/math.constants.js\";import\"../Misc/arrayTools.js\";import\"../_/BjBO3Vqv.js\";import\"../Engines/engineStore.js\";import\"../Misc/observable.js\";import\"../_/BXd1Jdj1.js\";import\"../tslib.es6.js\";import\"./mesh.vertexData.js\";import\"../_/CY5CD3a_.js\";import\"../Maths/math.color.js\";import\"../Misc/decorators.js\";import\"../_/SxHYZ7_O.js\";import\"../_/D34LYfzR.js\";import\"../Misc/error.js\";import\"./subMesh.js\";import\"../Collisions/intersectionInfo.js\";import\"../Culling/boundingInfo.js\";import\"../Culling/boundingBox.js\";import\"../Culling/boundingSphere.js\";import\"../_/B8Hr9e10.js\";import\"../Materials/drawWrapper.js\";import\"../Misc/timingTools.js\";import\"../Collisions/pickingInfo.js\";import\"../_/BDtJaKhy.js\";import\"../Buffers/bufferUtils.js\";import\"../_/DMkv-Omk.js\";import\"../_/5Bf4dnAf.js\";import\"../Maths/math.axis.js\";import\"../_/Cn202uVB.js\";import\"../_/CX9Zyq1P.js\";import\"../Engines/shaderStore.js\";import\"../Misc/domManagement.js\";import\"../Misc/precisionDate.js\";import\"../_/BbEdeXLR.js\";import\"../Materials/Textures/Loaders/textureLoaderManager.js\";import\"../Misc/decorators.serialization.js\";import\"../_/CoucjtsB.js\";import\"../node.js\";import\"../Misc/webRequest.js\";import\"../_/Qih3l7lC.js\";import\"../Misc/stringTools.js\";import\"../_/DKmLrVdL.js\";import\"../Misc/guid.js\";import\"../_/DI68bezJ.js\";import\"../Cameras/camera.js\";import\"../Misc/smartArray.js\";import\"../Maths/math.viewport.js\";import\"../Maths/math.frustum.js\";import\"../Maths/math.plane.js\";import\"./geometry.js\";import\"../_/CO1Qn5D5.js\";import\"../Compat/compatibilityOptions.js\";import\"../Materials/material.js\";import\"../Materials/materialHelper.functions.js\";import\"../_/CiiK0JQ3.js\";import\"../Materials/clipPlaneMaterialHelper.js\";import\"../Materials/multiMaterial.js\";import\"../sceneComponent.js\";i._instancedMeshFactory=(e,s)=>{const t=new InstancedMesh(e,s);if(s.instancedBuffers){t.instancedBuffers={};for(const e in s.instancedBuffers)t.instancedBuffers[e]=s.instancedBuffers[e]}return t};class InstancedMesh extends r{\n/**\n     * Creates a new InstancedMesh object from the mesh source.\n     * @param name defines the name of the instance\n     * @param source the mesh to create the instance from\n     */\nconstructor(e,s){super(e,s.getScene());this._indexInSourceMeshInstanceArray=-1;this._distanceToCamera=0;s.addInstance(this);this._sourceMesh=s;this._unIndexed=s._unIndexed;this.position.copyFrom(s.position);this.rotation.copyFrom(s.rotation);this.scaling.copyFrom(s.scaling);s.rotationQuaternion&&(this.rotationQuaternion=s.rotationQuaternion.clone());this.animations=s.animations.slice();for(const e of s.getAnimationRanges())e!=null&&this.createAnimationRange(e.name,e.from,e.to);this.infiniteDistance=s.infiniteDistance;this.setPivotMatrix(s.getPivotMatrix());this.refreshBoundingInfo(true,true);this._syncSubMeshes()}\n/**\n     * @returns the string \"InstancedMesh\".\n     */getClassName(){return\"InstancedMesh\"}get lightSources(){return this._sourceMesh._lightSources}_resyncLightSources(){}_resyncLightSource(){}_removeLightSource(){}get receiveShadows(){return this._sourceMesh.receiveShadows}set receiveShadows(e){this._sourceMesh?.receiveShadows!==e&&h.Warn(\"Setting receiveShadows on an instanced mesh has no effect\")}get material(){return this._sourceMesh.material}set material(e){this._sourceMesh?.material!==e&&h.Warn(\"Setting material on an instanced mesh has no effect\")}get visibility(){return this._sourceMesh.visibility}set visibility(e){this._sourceMesh?.visibility!==e&&h.Warn(\"Setting visibility on an instanced mesh has no effect\")}get skeleton(){return this._sourceMesh.skeleton}set skeleton(e){this._sourceMesh?.skeleton!==e&&h.Warn(\"Setting skeleton on an instanced mesh has no effect\")}get renderingGroupId(){return this._sourceMesh.renderingGroupId}set renderingGroupId(e){this._sourceMesh&&e!==this._sourceMesh.renderingGroupId&&t.Warn(\"Note - setting renderingGroupId of an instanced mesh has no effect on the scene\")}\n/**\n     * @returns the total number of vertices (integer).\n     */getTotalVertices(){return this._sourceMesh?this._sourceMesh.getTotalVertices():0}\n/**\n     * Returns a positive integer : the total number of indices in this mesh geometry.\n     * @returns the number of indices or zero if the mesh has no geometry.\n     */getTotalIndices(){return this._sourceMesh.getTotalIndices()}get sourceMesh(){return this._sourceMesh}get geometry(){return this._sourceMesh._geometry}\n/**\n     * Creates a new InstancedMesh object from the mesh model.\n     * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/copies/instances\n     * @param name defines the name of the new instance\n     * @returns a new InstancedMesh\n     */createInstance(e){return this._sourceMesh.createInstance(e)}\n/**\n     * Is this node ready to be used/rendered\n     * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)\n     * @returns {boolean} is it ready\n     */isReady(e=false){return this._sourceMesh.isReady(e,true)}\n/**\n     * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.\n     * @param kind kind of verticies to retrieve (eg. positions, normals, uvs, etc.)\n     * @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.\n     * @param forceCopy defines a boolean forcing the copy of the buffer no matter what the value of copyWhenShared is\n     * @returns a float array or a Float32Array of the requested kind of data : positions, normals, uvs, etc.\n     */getVerticesData(e,s,t){return this._sourceMesh.getVerticesData(e,s,t)}copyVerticesData(e,s){this._sourceMesh.copyVerticesData(e,s)}\n/**\n     * Sets the vertex data of the mesh geometry for the requested `kind`.\n     * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.\n     * The `data` are either a numeric array either a Float32Array.\n     * The parameter `updatable` is passed as is to the underlying Geometry object constructor (if initially none) or updater.\n     * The parameter `stride` is an optional positive integer, it is usually automatically deducted from the `kind` (3 for positions or normals, 2 for UV, etc).\n     * Note that a new underlying VertexBuffer object is created each call.\n     * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.\n     *\n     * Possible `kind` values :\n     * - VertexBuffer.PositionKind\n     * - VertexBuffer.UVKind\n     * - VertexBuffer.UV2Kind\n     * - VertexBuffer.UV3Kind\n     * - VertexBuffer.UV4Kind\n     * - VertexBuffer.UV5Kind\n     * - VertexBuffer.UV6Kind\n     * - VertexBuffer.ColorKind\n     * - VertexBuffer.MatricesIndicesKind\n     * - VertexBuffer.MatricesIndicesExtraKind\n     * - VertexBuffer.MatricesWeightsKind\n     * - VertexBuffer.MatricesWeightsExtraKind\n     *\n     * Returns the Mesh.\n     * @param kind defines vertex data kind\n     * @param data defines the data source\n     * @param updatable defines if the data must be flagged as updatable (false as default)\n     * @param stride defines the vertex stride (optional)\n     * @returns the current mesh\n     */setVerticesData(e,s,t,r){this.sourceMesh&&this.sourceMesh.setVerticesData(e,s,t,r);return this.sourceMesh}\n/**\n     * Updates the existing vertex data of the mesh geometry for the requested `kind`.\n     * If the mesh has no geometry, it is simply returned as it is.\n     * The `data` are either a numeric array either a Float32Array.\n     * No new underlying VertexBuffer object is created.\n     * If the `kind` is the `PositionKind` and if `updateExtends` is true, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.\n     * If the parameter `makeItUnique` is true, a new global geometry is created from this positions and is set to the mesh.\n     *\n     * Possible `kind` values :\n     * - VertexBuffer.PositionKind\n     * - VertexBuffer.UVKind\n     * - VertexBuffer.UV2Kind\n     * - VertexBuffer.UV3Kind\n     * - VertexBuffer.UV4Kind\n     * - VertexBuffer.UV5Kind\n     * - VertexBuffer.UV6Kind\n     * - VertexBuffer.ColorKind\n     * - VertexBuffer.MatricesIndicesKind\n     * - VertexBuffer.MatricesIndicesExtraKind\n     * - VertexBuffer.MatricesWeightsKind\n     * - VertexBuffer.MatricesWeightsExtraKind\n     *\n     * Returns the Mesh.\n     * @param kind defines vertex data kind\n     * @param data defines the data source\n     * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for \"position\" kind\n     * @param makeItUnique defines it the updated vertex buffer must be flagged as unique (false by default)\n     * @returns the source mesh\n     */updateVerticesData(e,s,t,r){this.sourceMesh&&this.sourceMesh.updateVerticesData(e,s,t,r);return this.sourceMesh}\n/**\n     * Sets the mesh indices.\n     * Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array).\n     * If the mesh has no geometry, a new Geometry object is created and set to the mesh.\n     * This method creates a new index buffer each call.\n     * Returns the Mesh.\n     * @param indices the source data\n     * @param totalVertices defines the total number of vertices referenced by indices (could be null)\n     * @returns source mesh\n     */setIndices(e,s=null){this.sourceMesh&&this.sourceMesh.setIndices(e,s);return this.sourceMesh}\n/**\n     * Boolean : True if the mesh owns the requested kind of data.\n     * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :\n     * - VertexBuffer.PositionKind\n     * - VertexBuffer.UVKind\n     * - VertexBuffer.UV2Kind\n     * - VertexBuffer.UV3Kind\n     * - VertexBuffer.UV4Kind\n     * - VertexBuffer.UV5Kind\n     * - VertexBuffer.UV6Kind\n     * - VertexBuffer.ColorKind\n     * - VertexBuffer.MatricesIndicesKind\n     * - VertexBuffer.MatricesIndicesExtraKind\n     * - VertexBuffer.MatricesWeightsKind\n     * - VertexBuffer.MatricesWeightsExtraKind\n     * @returns true if data kind is present\n     */isVerticesDataPresent(e){return this._sourceMesh.isVerticesDataPresent(e)}\n/**\n     * @returns an array of indices (IndicesArray).\n     */getIndices(){return this._sourceMesh.getIndices()}get _positions(){return this._sourceMesh._positions}refreshBoundingInfo(e=false,s=false){if(this.hasBoundingInfo&&this.getBoundingInfo().isLocked)return this;let t;t=typeof e===\"object\"?e:{applySkeleton:e,applyMorph:s};const r=this._sourceMesh.geometry?this._sourceMesh.geometry.boundingBias:null;this._refreshBoundingInfo(this._sourceMesh._getData(t,null,a.PositionKind),r);return this}_preActivate(){this._currentLOD&&this._currentLOD._preActivate();return this}_activate(e,s){super._activate(e,s);this._sourceMesh.subMeshes||t.Warn(\"Instances should only be created for meshes with geometry.\");if(this._currentLOD){const t=this._currentLOD._getWorldMatrixDeterminant()>=0!==this._getWorldMatrixDeterminant()>=0;if(t){this._internalAbstractMeshDataInfo._actAsRegularMesh=true;return true}this._internalAbstractMeshDataInfo._actAsRegularMesh=false;this._currentLOD._registerInstanceForRenderId(this,e);if(s){if(!this._currentLOD._internalAbstractMeshDataInfo._isActiveIntermediate){this._currentLOD._internalAbstractMeshDataInfo._onlyForInstancesIntermediate=true;return true}}else if(!this._currentLOD._internalAbstractMeshDataInfo._isActive){this._currentLOD._internalAbstractMeshDataInfo._onlyForInstances=true;return true}}return false}_postActivate(){if(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())}else this._edgesRenderer&&this._edgesRenderer.isEnabled&&this._sourceMesh._renderingGroup&&this._sourceMesh._renderingGroup._edgesRenderers.push(this._edgesRenderer)}getWorldMatrix(){if(this._currentLOD&&this._currentLOD.billboardMode!==o.BILLBOARDMODE_NONE&&this._currentLOD._masterMesh!==this){this._billboardWorldMatrix||(this._billboardWorldMatrix=new e);const t=this._currentLOD._masterMesh;this._currentLOD._masterMesh=this;s.Vector3[7].copyFrom(this._currentLOD.position);this._currentLOD.position.set(0,0,0);this._billboardWorldMatrix.copyFrom(this._currentLOD.computeWorldMatrix(true));this._currentLOD.position.copyFrom(s.Vector3[7]);this._currentLOD._masterMesh=t;return this._billboardWorldMatrix}return super.getWorldMatrix()}get isAnInstance(){return true}\n/**\n     * Returns the current associated LOD AbstractMesh.\n     * @param camera defines the camera to use to pick the LOD level\n     * @returns a Mesh or `null` if no LOD is associated with the AbstractMesh\n     */getLOD(e){if(!e)return this;const s=this.sourceMesh.getLODLevels();if(s&&s.length!==0){const s=this.getBoundingInfo();this._currentLOD=this.sourceMesh.getLOD(e,s.boundingSphere)}else this._currentLOD=this.sourceMesh;return this._currentLOD}_preActivateForIntermediateRendering(e){return this.sourceMesh._preActivateForIntermediateRendering(e)}_syncSubMeshes(){this.releaseSubMeshes();if(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(){this.hasBoundingInfo?this.getBoundingInfo().update(this.worldMatrixFromCache):this.buildBoundingInfo(this.absolutePosition,this.absolutePosition,this.worldMatrixFromCache);this._updateSubMeshesBoundingInfo(this.worldMatrixFromCache);return this}\n/**\n     * Creates a new InstancedMesh from the current mesh.\n     *\n     * Returns the clone.\n     * @param name the cloned mesh name\n     * @param newParent the optional Node to parent the clone to.\n     * @param doNotCloneChildren if `true` the model children aren't cloned.\n     * @param newSourceMesh if set this mesh will be used as the source mesh instead of ths instance's one\n     * @returns the clone\n     */clone(e,s=null,t,r){const i=(r||this._sourceMesh).createInstance(e);n.DeepCopy(this,i,[\"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\"],[]);this.refreshBoundingInfo();s&&(i.parent=s);if(!t)for(let e=0;e<this.getScene().meshes.length;e++){const s=this.getScene().meshes[e];s.parent===this&&s.clone(s.name,i)}i.computeWorldMatrix(true);this.onClonedObservable.notifyObservers(i);return i}\n/**\n     * Disposes the InstancedMesh.\n     * Returns nothing.\n     * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)\n     * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)\n     */dispose(e,s=false){this._sourceMesh.removeInstance(this);super.dispose(e,s)}_serializeAsParent(e){super._serializeAsParent(e);e.parentId=this._sourceMesh.uniqueId;e.parentInstanceIndex=this._indexInSourceMeshInstanceArray}\n/**\n     * Instantiate (when possible) or clone that node with its hierarchy\n     * @param newParent defines the new parent to use for the instance (or clone)\n     * @param options defines options to configure how copy is done\n     * @param options.doNotInstantiate defines if the model must be instantiated or just cloned\n     * @param options.newSourcedMesh newSourcedMesh the new source mesh for the instance (or clone)\n     * @param onNewNodeCreated defines an option callback to call when a clone or an instance is created\n     * @returns an instance (or a clone) of the current node with its hierarchy\n     */instantiateHierarchy(e=null,s,t){const r=this.clone(\"Clone of \"+(this.name||this.id),e||this.parent,true,s&&s.newSourcedMesh);r&&t&&t(this,r);for(const e of this.getChildTransformNodes(true))e.instantiateHierarchy(r,s,t);return r}}i.prototype.registerInstancedBuffer=function(e,s){this._userInstancedBuffersStorage?.vertexBuffers[e]?.dispose();if(!this.instancedBuffers){this.instancedBuffers={};for(const e of this.instances)e.instancedBuffers={}}this._userInstancedBuffersStorage||(this._userInstancedBuffersStorage={data:{},vertexBuffers:{},strides:{},sizes:{},vertexArrayObjects:this.getEngine().getCaps().vertexArrayObject?{}:void 0});this.instancedBuffers[e]=null;this._userInstancedBuffersStorage.strides[e]=s;this._userInstancedBuffersStorage.sizes[e]=s*32;this._userInstancedBuffersStorage.data[e]=new Float32Array(this._userInstancedBuffersStorage.sizes[e]);this._userInstancedBuffersStorage.vertexBuffers[e]=new a(this.getEngine(),this._userInstancedBuffersStorage.data[e],e,true,false,s,true);for(const s of this.instances)s.instancedBuffers[e]=null;this._invalidateInstanceVertexArrayObject();this._markSubMeshesAsAttributesDirty()};i.prototype._processInstancedBuffers=function(e,s){const t=e?e.length:0;for(const r in this.instancedBuffers){let i=this._userInstancedBuffersStorage.sizes[r];const n=this._userInstancedBuffersStorage.strides[r];const o=(t+1)*n;while(i<o)i*=2;if(this._userInstancedBuffersStorage.data[r].length!=i){this._userInstancedBuffersStorage.data[r]=new Float32Array(i);this._userInstancedBuffersStorage.sizes[r]=i;if(this._userInstancedBuffersStorage.vertexBuffers[r]){this._userInstancedBuffersStorage.vertexBuffers[r].dispose();this._userInstancedBuffersStorage.vertexBuffers[r]=null}}const h=this._userInstancedBuffersStorage.data[r];let c=0;if(s){const e=this.instancedBuffers[r];e.toArray?e.toArray(h,c):e.copyToArray?e.copyToArray(h,c):h[c]=e;c+=n}for(let s=0;s<t;s++){const t=e[s];const i=t.instancedBuffers[r];i.toArray?i.toArray(h,c):i.copyToArray?i.copyToArray(h,c):h[c]=i;c+=n}if(this._userInstancedBuffersStorage.vertexBuffers[r])this._userInstancedBuffersStorage.vertexBuffers[r].updateDirectly(h,0);else{this._userInstancedBuffersStorage.vertexBuffers[r]=new a(this.getEngine(),this._userInstancedBuffersStorage.data[r],r,true,false,n,true);this._invalidateInstanceVertexArrayObject()}}};i.prototype._invalidateInstanceVertexArrayObject=function(){if(this._userInstancedBuffersStorage&&this._userInstancedBuffersStorage.vertexArrayObjects!==void 0){for(const e in this._userInstancedBuffersStorage.vertexArrayObjects)this.getEngine().releaseVertexArrayObject(this._userInstancedBuffersStorage.vertexArrayObjects[e]);this._userInstancedBuffersStorage.vertexArrayObjects={}}};i.prototype._disposeInstanceSpecificData=function(){if(this._instanceDataStorage.instancesBuffer){this._instanceDataStorage.instancesBuffer.dispose();this._instanceDataStorage.instancesBuffer=null}while(this.instances.length)this.instances[0].dispose();for(const e in this.instancedBuffers)this._userInstancedBuffersStorage.vertexBuffers[e]&&this._userInstancedBuffersStorage.vertexBuffers[e].dispose();this._invalidateInstanceVertexArrayObject();this.instancedBuffers={}};c(\"BABYLON.InstancedMesh\",InstancedMesh);export{InstancedMesh};\n//# sourceMappingURL=instancedMesh.js.map\n","import{__decorate as e}from\"../tslib.es6.js\";import{serializeAsColor3 as t,serialize as s,expandToProperty as i}from\"../Misc/decorators.js\";import{Vector3 as r}from\"../Maths/math.vector.js\";import{Color3 as n,TmpColors as h}from\"../Maths/math.color.js\";import{Node as o}from\"../node.js\";import{U as a}from\"../_/DMkv-Omk.js\";import{GetClass as d}from\"../Misc/typeStore.js\";import{L as l}from\"../_/CiiK0JQ3.js\";import{SerializationHelper as c}from\"../Misc/decorators.serialization.js\";import\"../_/SxHYZ7_O.js\";import\"../Maths/math.constants.js\";import\"../Misc/arrayTools.js\";import\"../_/BjBO3Vqv.js\";import\"../Engines/engineStore.js\";import\"../Misc/observable.js\";import\"../_/BXd1Jdj1.js\";import\"../_/CY5CD3a_.js\";import\"../_/CoucjtsB.js\";import\"../Misc/logger.js\";import\"../Misc/tools.js\";import\"../Misc/domManagement.js\";import\"../_/BrNwFyDm.js\";import\"../Misc/precisionDate.js\";import\"../Misc/webRequest.js\";import\"../_/Qih3l7lC.js\";import\"../Misc/error.js\";import\"../Misc/stringTools.js\";import\"../_/CX9Zyq1P.js\";import\"../Engines/shaderStore.js\";import\"../Misc/timingTools.js\";import\"../_/Cn202uVB.js\";import\"../_/BbEdeXLR.js\";import\"../Materials/Textures/Loaders/textureLoaderManager.js\";import\"../_/DKmLrVdL.js\";import\"../Misc/guid.js\";import\"../_/DI68bezJ.js\";class Light extends o{get range(){return this._range}set range(e){this._range=e;this._inverseSquaredRange=1/(this.range*this.range)}get intensityMode(){return this._intensityMode}set intensityMode(e){this._intensityMode=e;this._computePhotometricScale()}get radius(){return this._radius}set radius(e){this._radius=e;this._computePhotometricScale()}get shadowEnabled(){return this._shadowEnabled}set shadowEnabled(e){if(this._shadowEnabled!==e){this._shadowEnabled=e;this._markMeshesAsLightDirty()}}get includedOnlyMeshes(){return this._includedOnlyMeshes}set includedOnlyMeshes(e){this._includedOnlyMeshes=e;this._hookArrayForIncludedOnly(e)}get excludedMeshes(){return this._excludedMeshes}set excludedMeshes(e){this._excludedMeshes=e;this._hookArrayForExcluded(e)}get excludeWithLayerMask(){return this._excludeWithLayerMask}set excludeWithLayerMask(e){this._excludeWithLayerMask=e;this._resyncMeshes()}get includeOnlyWithLayerMask(){return this._includeOnlyWithLayerMask}set includeOnlyWithLayerMask(e){this._includeOnlyWithLayerMask=e;this._resyncMeshes()}get lightmapMode(){return this._lightmapMode}set lightmapMode(e){if(this._lightmapMode!==e){this._lightmapMode=e;this._markMeshesAsLightDirty()}}\n/**\n     * Returns the view matrix.\n     * @param _faceIndex The index of the face for which we want to extract the view matrix. Only used for point light types.\n     * @returns The view matrix. Can be null, if a view matrix cannot be defined for the type of light considered (as for a hemispherical light, for example).\n     */getViewMatrix(e){return null}\n/**\n     * Returns the projection matrix.\n     * Note that viewMatrix and renderList are optional and are only used by lights that calculate the projection matrix from a list of meshes (e.g. directional lights with automatic extents calculation).\n     * @param _viewMatrix The view transform matrix of the light (optional).\n     * @param _renderList The list of meshes to take into account when calculating the projection matrix (optional).\n     * @returns The projection matrix. Can be null, if a projection matrix cannot be defined for the type of light considered (as for a hemispherical light, for example).\n     */getProjectionMatrix(e,t){return null}\n/**\n     * Creates a Light object in the scene.\n     * Documentation : https://doc.babylonjs.com/features/featuresDeepDive/lights/lights_introduction\n     * @param name The friendly name of the light\n     * @param scene The scene the light belongs too\n     */constructor(e,t){super(e,t,false);this.diffuse=new n(1,1,1);this.specular=new n(1,1,1);this.falloffType=Light.FALLOFF_DEFAULT;this.intensity=1;this._range=Number.MAX_VALUE;this._inverseSquaredRange=0;this._photometricScale=1;this._intensityMode=Light.INTENSITYMODE_AUTOMATIC;this._radius=1e-5;this.renderPriority=0;this._shadowEnabled=true;this._excludeWithLayerMask=0;this._includeOnlyWithLayerMask=0;this._lightmapMode=0;this._shadowGenerators=null;this._excludedMeshesIds=new Array;this._includedOnlyMeshesIds=new Array;this._isLight=true;this.getScene().addLight(this);this._uniformBuffer=new a(this.getScene().getEngine(),void 0,void 0,e);this._buildUniformLayout();this.includedOnlyMeshes=[];this.excludedMeshes=[];this._resyncMeshes()}\n/**\n     * Sets the passed Effect \"effect\" with the Light textures.\n     * @param effect The effect to update\n     * @param lightIndex The index of the light in the effect to update\n     * @returns The light\n     */\ntransferTexturesToEffect(e,t){return this}\n/**\n     * Binds the lights information from the scene to the effect for the given mesh.\n     * @param lightIndex Light index\n     * @param scene The scene where the light belongs to\n     * @param effect The effect we are binding the data to\n     * @param useSpecular Defines if specular is supported\n     * @param receiveShadows Defines if the effect (mesh) we bind the light for receives shadows\n     */_bindLight(e,t,s,i,r=true){const n=e.toString();let o=false;this._uniformBuffer.bindToEffect(s,\"Light\"+n);if(this._renderId!==t.getRenderId()||this._lastUseSpecular!==i||!this._uniformBuffer.useUbo){this._renderId=t.getRenderId();this._lastUseSpecular=i;const e=this.getScaledIntensity();this.transferToEffect(s,n);this.diffuse.scaleToRef(e,h.Color3[0]);this._uniformBuffer.updateColor4(\"vLightDiffuse\",h.Color3[0],this.range,n);if(i){this.specular.scaleToRef(e,h.Color3[1]);this._uniformBuffer.updateColor4(\"vLightSpecular\",h.Color3[1],this.radius,n)}o=true}this.transferTexturesToEffect(s,n);if(t.shadowsEnabled&&this.shadowEnabled&&r){const e=this.getShadowGenerator(t.activeCamera)??this.getShadowGenerator();if(e){e.bindShadowLight(n,s);o=true}}o?this._uniformBuffer.update():this._uniformBuffer.bindUniformBuffer()}\n/**\n     * Returns the string \"Light\".\n     * @returns the class name\n     */getClassName(){return\"Light\"}\n/**\n     * Converts the light information to a readable string for debug purpose.\n     * @param fullDetails Supports for multiple levels of logging within scene loading\n     * @returns the human readable light info\n     */toString(e){let t=\"Name: \"+this.name;t+=\", type: \"+[\"Point\",\"Directional\",\"Spot\",\"Hemispheric\"][this.getTypeID()];if(this.animations)for(let s=0;s<this.animations.length;s++)t+=\", animation[0]: \"+this.animations[s].toString(e);return t}_syncParentEnabledState(){super._syncParentEnabledState();this.isDisposed()||this._resyncMeshes()}\n/**\n     * Set the enabled state of this node.\n     * @param value - the new enabled state\n     */setEnabled(e){super.setEnabled(e);this._resyncMeshes()}\n/**\n     * Returns the Light associated shadow generator if any.\n     * @param camera Camera for which the shadow generator should be retrieved (default: null). If null, retrieves the default shadow generator\n     * @returns the associated shadow generator.\n     */getShadowGenerator(e=null){return this._shadowGenerators===null?null:this._shadowGenerators.get(e)??null}\n/**\n     * Returns all the shadow generators associated to this light\n     * @returns\n     */getShadowGenerators(){return this._shadowGenerators}\n/**\n     * Returns a Vector3, the absolute light position in the World.\n     * @returns the world space position of the light\n     */getAbsolutePosition(){return r.Zero()}\n/**\n     * Specifies if the light will affect the passed mesh.\n     * @param mesh The mesh to test against the light\n     * @returns true the mesh is affected otherwise, false.\n     */canAffectMesh(e){return!e||!(this.includedOnlyMeshes&&this.includedOnlyMeshes.length>0&&this.includedOnlyMeshes.indexOf(e)===-1)&&(!(this.excludedMeshes&&this.excludedMeshes.length>0&&this.excludedMeshes.indexOf(e)!==-1)&&((this.includeOnlyWithLayerMask===0||(this.includeOnlyWithLayerMask&e.layerMask)!==0)&&!(this.excludeWithLayerMask!==0&&this.excludeWithLayerMask&e.layerMask)))}\n/**\n     * Releases resources associated with this node.\n     * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)\n     * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)\n     */dispose(e,t=false){if(this._shadowGenerators){const e=this._shadowGenerators.values();for(let t=e.next();t.done!==true;t=e.next()){const e=t.value;e.dispose()}this._shadowGenerators=null}this.getScene().stopAnimation(this);if(this._parentContainer){const e=this._parentContainer.lights.indexOf(this);e>-1&&this._parentContainer.lights.splice(e,1);this._parentContainer=null}for(const e of this.getScene().meshes)e._removeLightSource(this,true);this._uniformBuffer.dispose();this.getScene().removeLight(this);super.dispose(e,t)}\n/**\n     * Returns the light type ID (integer).\n     * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x\n     */getTypeID(){return 0}\n/**\n     * Returns the intensity scaled by the Photometric Scale according to the light type and intensity mode.\n     * @returns the scaled intensity in intensity mode unit\n     */getScaledIntensity(){return this._photometricScale*this.intensity}\n/**\n     * Returns a new Light object, named \"name\", from the current one.\n     * @param name The name of the cloned light\n     * @param newParent The parent of this light, if it has one\n     * @returns the new created light\n     */clone(e,t=null){const s=Light.GetConstructorFromName(this.getTypeID(),e,this.getScene());if(!s)return null;const i=c.Clone(s,this);e&&(i.name=e);t&&(i.parent=t);i.setEnabled(this.isEnabled());this.onClonedObservable.notifyObservers(i);return i}\n/**\n     * Serializes the current light into a Serialization object.\n     * @returns the serialized object.\n     */serialize(){const e=c.Serialize(this);e.uniqueId=this.uniqueId;e.type=this.getTypeID();this.parent&&this.parent._serializeAsParent(e);if(this.excludedMeshes.length>0){e.excludedMeshesIds=[];this.excludedMeshes.forEach((t=>{e.excludedMeshesIds.push(t.id)}))}if(this.includedOnlyMeshes.length>0){e.includedOnlyMeshesIds=[];this.includedOnlyMeshes.forEach((t=>{e.includedOnlyMeshesIds.push(t.id)}))}c.AppendSerializedAnimations(this,e);e.ranges=this.serializeAnimationRanges();e.isEnabled=this.isEnabled();return e}\n/**\n     * Creates a new typed light from the passed type (integer) : point light = 0, directional light = 1, spot light = 2, hemispheric light = 3.\n     * This new light is named \"name\" and added to the passed scene.\n     * @param type Type according to the types available in Light.LIGHTTYPEID_x\n     * @param name The friendly name of the light\n     * @param scene The scene the new light will belong to\n     * @returns the constructor function\n     */static GetConstructorFromName(e,t,s){const i=o.Construct(\"Light_Type_\"+e,t,s);return i||null}\n/**\n     * Parses the passed \"parsedLight\" and returns a new instanced Light from this parsing.\n     * @param parsedLight The JSON representation of the light\n     * @param scene The scene to create the parsed light in\n     * @returns the created light after parsing\n     */static Parse(e,t){const s=Light.GetConstructorFromName(e.type,e.name,t);if(!s)return null;const i=c.Parse(s,e,t);e.excludedMeshesIds&&(i._excludedMeshesIds=e.excludedMeshesIds);e.includedOnlyMeshesIds&&(i._includedOnlyMeshesIds=e.includedOnlyMeshesIds);e.parentId!==void 0&&(i._waitingParentId=e.parentId);e.parentInstanceIndex!==void 0&&(i._waitingParentInstanceIndex=e.parentInstanceIndex);e.falloffType!==void 0&&(i.falloffType=e.falloffType);e.lightmapMode!==void 0&&(i.lightmapMode=e.lightmapMode);if(e.animations){for(let t=0;t<e.animations.length;t++){const s=e.animations[t];const r=d(\"BABYLON.Animation\");r&&i.animations.push(r.Parse(s))}o.ParseAnimationRanges(i,e,t)}e.autoAnimate&&t.beginAnimation(i,e.autoAnimateFrom,e.autoAnimateTo,e.autoAnimateLoop,e.autoAnimateSpeed||1);e.isEnabled!==void 0&&i.setEnabled(e.isEnabled);return i}_hookArrayForExcluded(e){const t=e.push;e.push=(...s)=>{const i=t.apply(e,s);for(const e of s)e._resyncLightSource(this);return i};const s=e.splice;e.splice=(t,i)=>{const r=s.apply(e,[t,i]);for(const e of r)e._resyncLightSource(this);return r};for(const t of e)t._resyncLightSource(this)}_hookArrayForIncludedOnly(e){const t=e.push;e.push=(...s)=>{const i=t.apply(e,s);this._resyncMeshes();return i};const s=e.splice;e.splice=(t,i)=>{const r=s.apply(e,[t,i]);this._resyncMeshes();return r};this._resyncMeshes()}_resyncMeshes(){for(const e of this.getScene().meshes)e._resyncLightSource(this)}_markMeshesAsLightDirty(){for(const e of this.getScene().meshes)e.lightSources.indexOf(this)!==-1&&e._markSubMeshesAsLightDirty()}_computePhotometricScale(){this._photometricScale=this._getPhotometricScale();this.getScene().resetCachedMaterial()}\n/**\n     * @returns the Photometric Scale according to the light type and intensity mode.\n     */_getPhotometricScale(){let e=0;const t=this.getTypeID();let s=this.intensityMode;s===Light.INTENSITYMODE_AUTOMATIC&&(s=t===Light.LIGHTTYPEID_DIRECTIONALLIGHT?Light.INTENSITYMODE_ILLUMINANCE:Light.INTENSITYMODE_LUMINOUSINTENSITY);switch(t){case Light.LIGHTTYPEID_POINTLIGHT:case Light.LIGHTTYPEID_SPOTLIGHT:switch(s){case Light.INTENSITYMODE_LUMINOUSPOWER:e=1/(4*Math.PI);break;case Light.INTENSITYMODE_LUMINOUSINTENSITY:e=1;break;case Light.INTENSITYMODE_LUMINANCE:e=this.radius*this.radius;break}break;case Light.LIGHTTYPEID_DIRECTIONALLIGHT:switch(s){case Light.INTENSITYMODE_ILLUMINANCE:e=1;break;case Light.INTENSITYMODE_LUMINANCE:{let t=this.radius;t=Math.max(t,.001);const s=2*Math.PI*(1-Math.cos(t));e=s;break}}break;case Light.LIGHTTYPEID_HEMISPHERICLIGHT:e=1;break}return e}_reorderLightsInScene(){const e=this.getScene();this._renderPriority!=0&&(e.requireLightSorting=true);this.getScene().sortLightsByPriority()}_isReady(){return true}}Light.FALLOFF_DEFAULT=l.FALLOFF_DEFAULT;Light.FALLOFF_PHYSICAL=l.FALLOFF_PHYSICAL;Light.FALLOFF_GLTF=l.FALLOFF_GLTF;Light.FALLOFF_STANDARD=l.FALLOFF_STANDARD;Light.LIGHTMAP_DEFAULT=l.LIGHTMAP_DEFAULT;Light.LIGHTMAP_SPECULAR=l.LIGHTMAP_SPECULAR;Light.LIGHTMAP_SHADOWSONLY=l.LIGHTMAP_SHADOWSONLY;Light.INTENSITYMODE_AUTOMATIC=l.INTENSITYMODE_AUTOMATIC;Light.INTENSITYMODE_LUMINOUSPOWER=l.INTENSITYMODE_LUMINOUSPOWER;Light.INTENSITYMODE_LUMINOUSINTENSITY=l.INTENSITYMODE_LUMINOUSINTENSITY;Light.INTENSITYMODE_ILLUMINANCE=l.INTENSITYMODE_ILLUMINANCE;Light.INTENSITYMODE_LUMINANCE=l.INTENSITYMODE_LUMINANCE;Light.LIGHTTYPEID_POINTLIGHT=l.LIGHTTYPEID_POINTLIGHT;Light.LIGHTTYPEID_DIRECTIONALLIGHT=l.LIGHTTYPEID_DIRECTIONALLIGHT;Light.LIGHTTYPEID_SPOTLIGHT=l.LIGHTTYPEID_SPOTLIGHT;Light.LIGHTTYPEID_HEMISPHERICLIGHT=l.LIGHTTYPEID_HEMISPHERICLIGHT;Light.LIGHTTYPEID_RECT_AREALIGHT=l.LIGHTTYPEID_RECT_AREALIGHT;e([t()],Light.prototype,\"diffuse\",void 0);e([t()],Light.prototype,\"specular\",void 0);e([s()],Light.prototype,\"falloffType\",void 0);e([s()],Light.prototype,\"intensity\",void 0);e([s()],Light.prototype,\"range\",null);e([s()],Light.prototype,\"intensityMode\",null);e([s()],Light.prototype,\"radius\",null);e([s()],Light.prototype,\"_renderPriority\",void 0);e([i(\"_reorderLightsInScene\")],Light.prototype,\"renderPriority\",void 0);e([s(\"shadowEnabled\")],Light.prototype,\"_shadowEnabled\",void 0);e([s(\"excludeWithLayerMask\")],Light.prototype,\"_excludeWithLayerMask\",void 0);e([s(\"includeOnlyWithLayerMask\")],Light.prototype,\"_includeOnlyWithLayerMask\",void 0);e([s(\"lightmapMode\")],Light.prototype,\"_lightmapMode\",void 0);export{Light};\n//# sourceMappingURL=light.js.map\n","import{M as e}from\"./_/8zYmPPfd.js\";import{TransformNode as t}from\"./Meshes/transformNode.js\";import{AbstractMesh as s}from\"./Meshes/abstractMesh.js\";import{Logger as o}from\"./Misc/logger.js\";import{EngineStore as i}from\"./Engines/engineStore.js\";import{InstancedMesh as n}from\"./Meshes/instancedMesh.js\";import{Light as r}from\"./Lights/light.js\";import{Camera as a}from\"./Cameras/camera.js\";import{Tools as h}from\"./Misc/tools.js\";import{T as c}from\"./_/CoucjtsB.js\";import\"./Misc/observable.js\";import\"./_/BrNwFyDm.js\";import\"./_/D34LYfzR.js\";import\"./Maths/math.vector.js\";import\"./Maths/math.constants.js\";import\"./Misc/arrayTools.js\";import\"./Misc/typeStore.js\";import\"./_/BjBO3Vqv.js\";import\"./_/BXd1Jdj1.js\";import\"./Maths/math.color.js\";import\"./node.js\";import\"./tslib.es6.js\";import\"./Misc/decorators.js\";import\"./_/SxHYZ7_O.js\";import\"./_/CY5CD3a_.js\";import\"./Misc/decorators.serialization.js\";import\"./Buffers/buffer.js\";import\"./_/BDtJaKhy.js\";import\"./Buffers/bufferUtils.js\";import\"./Meshes/mesh.vertexData.js\";import\"./Misc/error.js\";import\"./Meshes/subMesh.js\";import\"./Collisions/intersectionInfo.js\";import\"./Culling/boundingInfo.js\";import\"./Culling/boundingBox.js\";import\"./Culling/boundingSphere.js\";import\"./_/B8Hr9e10.js\";import\"./Materials/drawWrapper.js\";import\"./Misc/timingTools.js\";import\"./Meshes/geometry.js\";import\"./_/CO1Qn5D5.js\";import\"./Compat/compatibilityOptions.js\";import\"./Materials/material.js\";import\"./_/DMkv-Omk.js\";import\"./Maths/math.plane.js\";import\"./Materials/materialHelper.functions.js\";import\"./_/CiiK0JQ3.js\";import\"./Materials/clipPlaneMaterialHelper.js\";import\"./Materials/multiMaterial.js\";import\"./sceneComponent.js\";import\"./Collisions/pickingInfo.js\";import\"./_/5Bf4dnAf.js\";import\"./Maths/math.axis.js\";import\"./_/Cn202uVB.js\";import\"./_/CX9Zyq1P.js\";import\"./Engines/shaderStore.js\";import\"./Misc/domManagement.js\";import\"./Misc/precisionDate.js\";import\"./_/BbEdeXLR.js\";import\"./Materials/Textures/Loaders/textureLoaderManager.js\";import\"./Misc/smartArray.js\";import\"./Maths/math.viewport.js\";import\"./Maths/math.frustum.js\";import\"./Misc/webRequest.js\";import\"./_/Qih3l7lC.js\";import\"./Misc/stringTools.js\";import\"./_/DKmLrVdL.js\";import\"./Misc/guid.js\";import\"./_/DI68bezJ.js\";class AbstractAssetContainer{constructor(){this.rootNodes=[];this.cameras=[];this.lights=[];this.meshes=[];this.skeletons=[];this.particleSystems=[];this.animations=[];this.animationGroups=[];this.multiMaterials=[];this.materials=[];this.morphTargetManagers=[];this.geometries=[];this.transformNodes=[];\n/**\n         * ActionManagers available on the scene.\n         * @deprecated\n         */this.actionManagers=[];this.textures=[];this._environmentTexture=null;this.postProcesses=[];this.sounds=null;this.effectLayers=[];this.layers=[];this.reflectionProbes=[]}get environmentTexture(){return this._environmentTexture}set environmentTexture(e){this._environmentTexture=e}\n/**\n     * @returns all meshes, lights, cameras, transformNodes and bones\n     */getNodes(){let e=[];e=e.concat(this.meshes);e=e.concat(this.lights);e=e.concat(this.cameras);e=e.concat(this.transformNodes);this.skeletons.forEach((t=>e=e.concat(t.bones)));return e}}class KeepAssets extends AbstractAssetContainer{}class InstantiatedEntries{constructor(){this.rootNodes=[];this.skeletons=[];this.animationGroups=[]}dispose(){this.rootNodes.slice(0).forEach((e=>{e.dispose()}));this.rootNodes.length=0;this.skeletons.slice(0).forEach((e=>{e.dispose()}));this.skeletons.length=0;this.animationGroups.slice(0).forEach((e=>{e.dispose()}));this.animationGroups.length=0}}class AssetContainer extends AbstractAssetContainer{\n/**\n     * Instantiates an AssetContainer.\n     * @param scene The scene the AssetContainer belongs to.\n     */\nconstructor(e){super();this._wasAddedToScene=false;e=e||i.LastCreatedScene;if(e){this.scene=e;this.proceduralTextures=[];e.onDisposeObservable.add((()=>{this._wasAddedToScene||this.dispose()}));this._onContextRestoredObserver=e.getEngine().onContextRestoredObservable.add((()=>{for(const e of this.geometries)e._rebuild();for(const e of this.meshes)e._rebuild();for(const e of this.particleSystems)e.rebuild();for(const e of this.textures)e._rebuild()}))}}\n/**\n     * Given a list of nodes, return a topological sorting of them.\n     * @param nodes\n     * @returns a sorted array of nodes\n     */_topologicalSort(e){const t=new Map;for(const s of e)t.set(s.uniqueId,s);const s={dependsOn:new Map,dependedBy:new Map};for(const t of e){const e=t.uniqueId;s.dependsOn.set(e,new Set);s.dependedBy.set(e,new Set)}for(const o of e){const e=o.uniqueId;const i=s.dependsOn.get(e);if(o instanceof n){const n=o.sourceMesh;if(t.has(n.uniqueId)){i.add(n.uniqueId);s.dependedBy.get(n.uniqueId).add(e)}}const r=s.dependedBy.get(e);for(const i of o.getDescendants()){const o=i.uniqueId;if(t.has(o)){r.add(o);const t=s.dependsOn.get(o);t.add(e)}}}const i=[];const r=[];for(const o of e){const e=o.uniqueId;if(s.dependsOn.get(e).size===0){r.push(o);t.delete(e)}}const a=r;while(a.length>0){const e=a.shift();i.push(e);const o=s.dependedBy.get(e.uniqueId);for(const i of Array.from(o.values())){const o=s.dependsOn.get(i);o.delete(e.uniqueId);if(o.size===0&&t.get(i)){a.push(t.get(i));t.delete(i)}}}if(t.size>0){o.Error(\"SceneSerializer._topologicalSort: There were unvisited nodes:\");t.forEach((e=>o.Error(e.name)))}return i}_addNodeAndDescendantsToList(e,t,s,o){if(s&&(!o||o(s))&&!t.has(s.uniqueId)){e.push(s);t.add(s.uniqueId);for(const i of s.getDescendants(true))this._addNodeAndDescendantsToList(e,t,i,o)}}\n/**\n     * Check if a specific node is contained in this asset container.\n     * @param node the node to check\n     * @returns true if the node is contained in this container, otherwise false.\n     */_isNodeInContainer(e){return e instanceof s&&this.meshes.indexOf(e)!==-1||(e instanceof t&&this.transformNodes.indexOf(e)!==-1||(e instanceof r&&this.lights.indexOf(e)!==-1||e instanceof a&&this.cameras.indexOf(e)!==-1))}\n/**\n     * For every node in the scene, check if its parent node is also in the scene.\n     * @returns true if every node's parent is also in the scene, otherwise false.\n     */_isValidHierarchy(){for(const e of this.meshes)if(e.parent&&!this._isNodeInContainer(e.parent)){o.Warn(`Node ${e.name} has a parent that is not in the container.`);return false}for(const e of this.transformNodes)if(e.parent&&!this._isNodeInContainer(e.parent)){o.Warn(`Node ${e.name} has a parent that is not in the container.`);return false}for(const e of this.lights)if(e.parent&&!this._isNodeInContainer(e.parent)){o.Warn(`Node ${e.name} has a parent that is not in the container.`);return false}for(const e of this.cameras)if(e.parent&&!this._isNodeInContainer(e.parent)){o.Warn(`Node ${e.name} has a parent that is not in the container.`);return false}return true}\n/**\n     * Instantiate or clone all meshes and add the new ones to the scene.\n     * Skeletons and animation groups will all be cloned\n     * @param nameFunction defines an optional function used to get new names for clones\n     * @param cloneMaterials defines an optional boolean that defines if materials must be cloned as well (false by default)\n     * @param options defines an optional list of options to control how to instantiate / clone models\n     * @param options.doNotInstantiate defines if the model must be instantiated or just cloned\n     * @param options.predicate defines a predicate used to filter whih mesh to instantiate/clone\n     * @returns a list of rootNodes, skeletons and animation groups that were duplicated\n     */instantiateModelsToScene(t,s=false,o){this._isValidHierarchy()||h.Warn(\"SceneSerializer.InstantiateModelsToScene: The Asset Container hierarchy is not valid.\");const i={};const n={};const r=new InstantiatedEntries;const a=[];const c=[];const m={doNotInstantiate:true,...o};const onClone=(s,o)=>{i[s.uniqueId]=o.uniqueId;n[o.uniqueId]=o;t&&(o.name=t(s.name));if(o instanceof e){const e=o;if(e.morphTargetManager){const t=s.morphTargetManager;e.morphTargetManager=t.clone();for(let s=0;s<t.numTargets;s++){const o=t.getTarget(s);const r=e.morphTargetManager.getTarget(s);i[o.uniqueId]=r.uniqueId;n[r.uniqueId]=r}}}};const l=[];const d=new Set;for(const e of this.transformNodes)e.parent===null&&this._addNodeAndDescendantsToList(l,d,e,m.predicate);for(const e of this.meshes)e.parent===null&&this._addNodeAndDescendantsToList(l,d,e,m.predicate);const f=this._topologicalSort(l);const onNewCreated=(e,o)=>{onClone(e,o);if(e.parent){const t=i[e.parent.uniqueId];const s=n[t];o.parent=s||e.parent}o.position&&e.position&&o.position.copyFrom(e.position);o.rotationQuaternion&&e.rotationQuaternion&&o.rotationQuaternion.copyFrom(e.rotationQuaternion);o.rotation&&e.rotation&&o.rotation.copyFrom(e.rotation);o.scaling&&e.scaling&&o.scaling.copyFrom(e.scaling);if(o.material){const r=o;if(r.material)if(s){const s=e.material;if(c.indexOf(s)===-1){let e=s.clone(t?t(s.name):\"Clone of \"+s.name);c.push(s);i[s.uniqueId]=e.uniqueId;n[e.uniqueId]=e;if(s.getClassName()===\"MultiMaterial\"){const o=s;for(const s of o.subMaterials)if(s){e=s.clone(t?t(s.name):\"Clone of \"+s.name);c.push(s);i[s.uniqueId]=e.uniqueId;n[e.uniqueId]=e}o.subMaterials=o.subMaterials.map((e=>e&&n[i[e.uniqueId]]))}}r.getClassName()!==\"InstancedMesh\"&&(r.material=n[i[s.uniqueId]])}else r.material.getClassName()===\"MultiMaterial\"?this.scene.multiMaterials.indexOf(r.material)===-1&&this.scene.addMultiMaterial(r.material):this.scene.materials.indexOf(r.material)===-1&&this.scene.addMaterial(r.material)}o.parent===null&&r.rootNodes.push(o)};f.forEach((e=>{if(e.getClassName()===\"InstancedMesh\"){const t=e;const s=t.sourceMesh;const o=i[s.uniqueId];const r=typeof o===\"number\"?n[o]:s;const a=r.createInstance(t.name);onNewCreated(t,a)}else{let t=true;e.getClassName()===\"TransformNode\"||e.getClassName()===\"Node\"||e.skeleton||!e.getTotalVertices||e.getTotalVertices()===0?t=false:m.doNotInstantiate&&(t=typeof m.doNotInstantiate===\"function\"?!m.doNotInstantiate(e):!m.doNotInstantiate);const s=t?e.createInstance(`instance of ${e.name}`):e.clone(`Clone of ${e.name}`,null,true);if(!s)throw new Error(`Could not clone or instantiate node on Asset Container ${e.name}`);onNewCreated(e,s)}}));this.skeletons.forEach((e=>{if(m.predicate&&!m.predicate(e))return;const s=e.clone(t?t(e.name):\"Clone of \"+e.name);for(const t of this.meshes)if(t.skeleton===e&&!t.isAnInstance){const e=n[i[t.uniqueId]];if(!e||e.isAnInstance)continue;e.skeleton=s;if(a.indexOf(s)!==-1)continue;a.push(s);for(const e of s.bones)e._linkedTransformNode&&(e._linkedTransformNode=n[i[e._linkedTransformNode.uniqueId]])}r.skeletons.push(s)}));this.animationGroups.forEach((e=>{if(m.predicate&&!m.predicate(e))return;const s=e.clone(t?t(e.name):\"Clone of \"+e.name,(e=>{const t=n[i[e.uniqueId]];return t||e}));r.animationGroups.push(s)}));return r}addAllToScene(){if(!this._wasAddedToScene){this._isValidHierarchy()||h.Warn(\"SceneSerializer.addAllToScene: The Asset Container hierarchy is not valid.\");this._wasAddedToScene=true;this.addToScene(null);this.environmentTexture&&(this.scene.environmentTexture=this.environmentTexture);for(const e of this.scene._serializableComponents)e.addFromContainer(this);this.scene.getEngine().onContextRestoredObservable.remove(this._onContextRestoredObserver);this._onContextRestoredObserver=null}}\n/**\n     * Adds assets from the container to the scene.\n     * @param predicate defines a predicate used to select which entity will be added (can be null)\n     */addToScene(e=null){const t=[];this.cameras.forEach((s=>{if(!e||e(s)){this.scene.addCamera(s);t.push(s)}}));this.lights.forEach((s=>{if(!e||e(s)){this.scene.addLight(s);t.push(s)}}));this.meshes.forEach((s=>{if(!e||e(s)){this.scene.addMesh(s);t.push(s)}}));this.skeletons.forEach((t=>{e&&!e(t)||this.scene.addSkeleton(t)}));this.animations.forEach((t=>{e&&!e(t)||this.scene.addAnimation(t)}));this.animationGroups.forEach((t=>{e&&!e(t)||this.scene.addAnimationGroup(t)}));this.multiMaterials.forEach((t=>{e&&!e(t)||this.scene.addMultiMaterial(t)}));this.materials.forEach((t=>{e&&!e(t)||this.scene.addMaterial(t)}));this.morphTargetManagers.forEach((t=>{e&&!e(t)||this.scene.addMorphTargetManager(t)}));this.geometries.forEach((t=>{e&&!e(t)||this.scene.addGeometry(t)}));this.transformNodes.forEach((s=>{if(!e||e(s)){this.scene.addTransformNode(s);t.push(s)}}));this.actionManagers.forEach((t=>{e&&!e(t)||this.scene.addActionManager(t)}));this.textures.forEach((t=>{e&&!e(t)||this.scene.addTexture(t)}));this.reflectionProbes.forEach((t=>{e&&!e(t)||this.scene.addReflectionProbe(t)}));for(const e of t)e.parent&&this.scene.getNodes().indexOf(e.parent)===-1&&(e.setParent?e.setParent(null):e.parent=null)}removeAllFromScene(){this._isValidHierarchy()||h.Warn(\"SceneSerializer.removeAllFromScene: The Asset Container hierarchy is not valid.\");this._wasAddedToScene=false;this.removeFromScene(null);this.environmentTexture===this.scene.environmentTexture&&(this.scene.environmentTexture=null);for(const e of this.scene._serializableComponents)e.removeFromContainer(this)}\n/**\n     * Removes assets in the container from the scene\n     * @param predicate defines a predicate used to select which entity will be added (can be null)\n     */removeFromScene(e=null){this.cameras.forEach((t=>{e&&!e(t)||this.scene.removeCamera(t)}));this.lights.forEach((t=>{e&&!e(t)||this.scene.removeLight(t)}));this.meshes.forEach((t=>{e&&!e(t)||this.scene.removeMesh(t,true)}));this.skeletons.forEach((t=>{e&&!e(t)||this.scene.removeSkeleton(t)}));this.animations.forEach((t=>{e&&!e(t)||this.scene.removeAnimation(t)}));this.animationGroups.forEach((t=>{e&&!e(t)||this.scene.removeAnimationGroup(t)}));this.multiMaterials.forEach((t=>{e&&!e(t)||this.scene.removeMultiMaterial(t)}));this.materials.forEach((t=>{e&&!e(t)||this.scene.removeMaterial(t)}));this.morphTargetManagers.forEach((t=>{e&&!e(t)||this.scene.removeMorphTargetManager(t)}));this.geometries.forEach((t=>{e&&!e(t)||this.scene.removeGeometry(t)}));this.transformNodes.forEach((t=>{e&&!e(t)||this.scene.removeTransformNode(t)}));this.actionManagers.forEach((t=>{e&&!e(t)||this.scene.removeActionManager(t)}));this.textures.forEach((t=>{e&&!e(t)||this.scene.removeTexture(t)}));this.reflectionProbes.forEach((t=>{e&&!e(t)||this.scene.removeReflectionProbe(t)}))}dispose(){this.cameras.slice(0).forEach((e=>{e.dispose()}));this.cameras.length=0;this.lights.slice(0).forEach((e=>{e.dispose()}));this.lights.length=0;this.meshes.slice(0).forEach((e=>{e.dispose()}));this.meshes.length=0;this.skeletons.slice(0).forEach((e=>{e.dispose()}));this.skeletons.length=0;this.animationGroups.slice(0).forEach((e=>{e.dispose()}));this.animationGroups.length=0;this.multiMaterials.slice(0).forEach((e=>{e.dispose()}));this.multiMaterials.length=0;this.materials.slice(0).forEach((e=>{e.dispose()}));this.materials.length=0;this.geometries.slice(0).forEach((e=>{e.dispose()}));this.geometries.length=0;this.transformNodes.slice(0).forEach((e=>{e.dispose()}));this.transformNodes.length=0;this.actionManagers.slice(0).forEach((e=>{e.dispose()}));this.actionManagers.length=0;this.textures.slice(0).forEach((e=>{e.dispose()}));this.textures.length=0;this.reflectionProbes.slice(0).forEach((e=>{e.dispose()}));this.reflectionProbes.length=0;this.morphTargetManagers.slice(0).forEach((e=>{e.dispose()}));this.morphTargetManagers.length=0;if(this.environmentTexture){this.environmentTexture.dispose();this.environmentTexture=null}for(const e of this.scene._serializableComponents)e.removeFromContainer(this,true);if(this._onContextRestoredObserver){this.scene.getEngine().onContextRestoredObservable.remove(this._onContextRestoredObserver);this._onContextRestoredObserver=null}}_moveAssets(e,t,s){if(e&&t)for(const o of e){let e=true;if(s)for(const t of s)if(o===t){e=false;break}if(e){t.push(o);o._parentContainer=this}}}\n/**\n     * Removes all the assets contained in the scene and adds them to the container.\n     * @param keepAssets Set of assets to keep in the scene. (default: empty)\n     */moveAllFromScene(e){this._wasAddedToScene=false;e===void 0&&(e=new KeepAssets);for(const t in this)if(Object.prototype.hasOwnProperty.call(this,t)){this[t]=this[t]||(t===\"_environmentTexture\"?null:[]);this._moveAssets(this.scene[t],this[t],e[t])}this.environmentTexture=this.scene.environmentTexture;this.removeAllFromScene()}\n/**\n     * Adds all meshes in the asset container to a root mesh that can be used to position all the contained meshes. The root mesh is then added to the front of the meshes in the assetContainer.\n     * @returns the root mesh\n     */createRootMesh(){const t=new e(\"assetContainerRootMesh\",this.scene);this.meshes.forEach((e=>{e.parent||t.addChild(e)}));this.meshes.unshift(t);return t}\n/**\n     * Merge animations (direct and animation groups) from this asset container into a scene\n     * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)\n     * @param animatables set of animatables to retarget to a node from the scene\n     * @param targetConverter defines a function used to convert animation targets from the asset container to the scene (default: search node by name)\n     * @returns an array of the new AnimationGroup added to the scene (empty array if none)\n     */mergeAnimationsTo(e=i.LastCreatedScene,t,s=null){if(!e){o.Error(\"No scene available to merge animations to\");return[]}const n=s||(t=>{let s=null;const o=t.animations.length?t.animations[0].targetProperty:\"\";const i=t.name.split(\".\").join(\"\").split(\"_primitive\")[0];switch(o){case\"position\":case\"rotationQuaternion\":s=e.getTransformNodeByName(t.name)||e.getTransformNodeByName(i);break;case\"influence\":s=e.getMorphTargetByName(t.name)||e.getMorphTargetByName(i);break;default:s=e.getNodeByName(t.name)||e.getNodeByName(i)}return s});const r=this.getNodes();r.forEach((e=>{const t=n(e);if(t!==null){for(const s of e.animations){const e=t.animations.filter((e=>e.targetProperty===s.targetProperty));for(const s of e){const e=t.animations.indexOf(s,0);e>-1&&t.animations.splice(e,1)}}t.animations=t.animations.concat(e.animations)}}));const a=[];this.animationGroups.slice().forEach((e=>{a.push(e.clone(e.name,n));e.animatables.forEach((e=>{e.stop()}))}));t.forEach((t=>{const s=n(t.target);if(s){e.beginAnimation(s,t.fromFrame,t.toFrame,t.loopAnimation,t.speedRatio,t.onAnimationEnd?t.onAnimationEnd:void 0,void 0,true,void 0,t.onAnimationLoop?t.onAnimationLoop:void 0);e.stopAnimation(t.target)}}));return a}populateRootNodes(){this.rootNodes.length=0;this.meshes.forEach((e=>{e.parent||this.rootNodes.indexOf(e)!==-1||this.rootNodes.push(e)}));this.transformNodes.forEach((e=>{e.parent||this.rootNodes.indexOf(e)!==-1||this.rootNodes.push(e)}));this.lights.forEach((e=>{e.parent||this.rootNodes.indexOf(e)!==-1||this.rootNodes.push(e)}));this.cameras.forEach((e=>{e.parent||this.rootNodes.indexOf(e)!==-1||this.rootNodes.push(e)}))}\n/**\n     * @since 6.26.0\n     * Given a root asset, this method will traverse its hierarchy and add it, its children and any materials/skeletons/animation groups to the container.\n     * @param root root node\n     */addAllAssetsToContainer(o){if(!o)return;const i=[];const n=new Set;i.push(o);while(i.length>0){const o=i.pop();if(o instanceof e){o.geometry&&this.geometries.indexOf(o.geometry)===-1&&this.geometries.push(o.geometry);this.meshes.push(o)}else o instanceof t?this.transformNodes.push(o):o instanceof r?this.lights.push(o):o instanceof a&&this.cameras.push(o);if(o instanceof s){if(o.material&&this.materials.indexOf(o.material)===-1){this.materials.push(o.material);for(const e of o.material.getActiveTextures())this.textures.indexOf(e)===-1&&this.textures.push(e)}o.skeleton&&this.skeletons.indexOf(o.skeleton)===-1&&this.skeletons.push(o.skeleton);o.morphTargetManager&&this.morphTargetManagers.indexOf(o.morphTargetManager)===-1&&this.morphTargetManagers.push(o.morphTargetManager)}for(const e of o.getChildren())n.has(e)||i.push(e);n.add(o)}this.populateRootNodes()}\n/**\n     * Get from a list of objects by tags\n     * @param list the list of objects to use\n     * @param tagsQuery the query to use\n     * @param filter a predicate to filter for tags\n     * @returns\n     */_getByTags(e,t,s){if(t===void 0)return e;const o=[];for(const i in e){const n=e[i];c&&c.MatchesQuery(n,t)&&(!s||s(n))&&o.push(n)}return o}\n/**\n     * Get a list of meshes by tags\n     * @param tagsQuery defines the tags query to use\n     * @param filter defines a predicate used to filter results\n     * @returns an array of Mesh\n     */getMeshesByTags(e,t){return this._getByTags(this.meshes,e,t)}\n/**\n     * Get a list of cameras by tags\n     * @param tagsQuery defines the tags query to use\n     * @param filter defines a predicate used to filter results\n     * @returns an array of Camera\n     */getCamerasByTags(e,t){return this._getByTags(this.cameras,e,t)}\n/**\n     * Get a list of lights by tags\n     * @param tagsQuery defines the tags query to use\n     * @param filter defines a predicate used to filter results\n     * @returns an array of Light\n     */getLightsByTags(e,t){return this._getByTags(this.lights,e,t)}\n/**\n     * Get a list of materials by tags\n     * @param tagsQuery defines the tags query to use\n     * @param filter defines a predicate used to filter results\n     * @returns an array of Material\n     */getMaterialsByTags(e,t){return this._getByTags(this.materials,e,t).concat(this._getByTags(this.multiMaterials,e,t))}\n/**\n     * Get a list of transform nodes by tags\n     * @param tagsQuery defines the tags query to use\n     * @param filter defines a predicate used to filter results\n     * @returns an array of TransformNode\n     */getTransformNodesByTags(e,t){return this._getByTags(this.transformNodes,e,t)}}export{AbstractAssetContainer,AssetContainer,InstantiatedEntries,KeepAssets};\n//# sourceMappingURL=assetContainer.js.map\n","import\"../../tslib.es6.js\";import\"../../Misc/decorators.js\";import\"../../Misc/observable.js\";import\"../../Maths/math.vector.js\";import\"./baseTexture.js\";import\"../../Misc/typeStore.js\";import\"../../_/CY5CD3a_.js\";import\"../../Misc/timingTools.js\";import\"../../_/DKmLrVdL.js\";import\"../../Maths/math.plane.js\";import\"../../Misc/stringTools.js\";export{T as Texture}from\"../../_/CQIKoMTj.js\";import\"../../Compat/compatibilityOptions.js\";import\"../../Misc/decorators.serialization.js\";import\"../../_/SxHYZ7_O.js\";import\"../../Maths/math.constants.js\";import\"../../Misc/arrayTools.js\";import\"../../_/BjBO3Vqv.js\";import\"../../Engines/engineStore.js\";import\"../../_/BXd1Jdj1.js\";import\"../../Misc/guid.js\";import\"../../_/Qih3l7lC.js\";import\"../../Misc/webRequest.js\";import\"../../Misc/domManagement.js\";import\"../../Misc/error.js\";import\"../../_/CX9Zyq1P.js\";import\"../../Misc/logger.js\";import\"../../Engines/shaderStore.js\";import\"../../_/Cn202uVB.js\";import\"../../Misc/precisionDate.js\";import\"../../_/BbEdeXLR.js\";import\"./Loaders/textureLoaderManager.js\";import\"./thinTexture.js\";import\"../../Maths/math.size.js\";import\"../../_/CoucjtsB.js\";import\"../../Maths/math.color.js\";\n//# sourceMappingURL=texture.js.map\n","class PrePassConfiguration{constructor(){this.previousWorldMatrices={};this.previousBones={}}\n/**\n     * Add the required uniforms to the current list.\n     * @param uniforms defines the current uniform list.\n     */static AddUniforms(e){e.push(\"previousWorld\",\"previousViewProjection\",\"mPreviousBones\")}\n/**\n     * Add the required samplers to the current list.\n     * @param samplers defines the current sampler list.\n     */\nstatic AddSamplers(e){}\n/**\n     * Binds the material data.\n     * @param effect defines the effect to update\n     * @param scene defines the scene the material belongs to.\n     * @param mesh The mesh\n     * @param world World matrix of this mesh\n     * @param isFrozen Is the material frozen\n     */\nbindForSubMesh(e,r,i,s,t){if(r.prePassRenderer&&r.prePassRenderer.enabled&&r.prePassRenderer.currentRTisSceneRT&&(r.prePassRenderer.getIndex(2)!==-1||r.prePassRenderer.getIndex(11)!==-1)){this.previousWorldMatrices[i.uniqueId]||(this.previousWorldMatrices[i.uniqueId]=s.clone());if(!this.previousViewProjection){this.previousViewProjection=r.getTransformMatrix().clone();this.currentViewProjection=r.getTransformMatrix().clone()}const t=r.getEngine();if(this.currentViewProjection.updateFlag!==r.getTransformMatrix().updateFlag){this._lastUpdateFrameId=t.frameId;this.previousViewProjection.copyFrom(this.currentViewProjection);this.currentViewProjection.copyFrom(r.getTransformMatrix())}else if(this._lastUpdateFrameId!==t.frameId){this._lastUpdateFrameId=t.frameId;this.previousViewProjection.copyFrom(this.currentViewProjection)}e.setMatrix(\"previousWorld\",this.previousWorldMatrices[i.uniqueId]);e.setMatrix(\"previousViewProjection\",this.previousViewProjection);this.previousWorldMatrices[i.uniqueId]=s.clone()}}}export{PrePassConfiguration};\n//# sourceMappingURL=prePassConfiguration.js.map\n","class MaterialDefines{\n/**\n     * Creates a new instance\n     * @param externalProperties list of external properties to inject into the object\n     */\nconstructor(t){this._keys=[];this._isDirty=true;this._areLightsDirty=true;this._areLightsDisposed=false;this._areAttributesDirty=true;this._areTexturesDirty=true;this._areFresnelDirty=true;this._areMiscDirty=true;this._arePrePassDirty=true;this._areImageProcessingDirty=true;this._normals=false;this._uvs=false;this._needNormals=false;this._needUVs=false;this._externalProperties=t;if(t)for(const s in t)Object.prototype.hasOwnProperty.call(t,s)&&this._setDefaultValue(s)}get isDirty(){return this._isDirty}markAsProcessed(){this._isDirty=false;this._areAttributesDirty=false;this._areTexturesDirty=false;this._areFresnelDirty=false;this._areLightsDirty=false;this._areLightsDisposed=false;this._areMiscDirty=false;this._arePrePassDirty=false;this._areImageProcessingDirty=false}markAsUnprocessed(){this._isDirty=true}markAllAsDirty(){this._areTexturesDirty=true;this._areAttributesDirty=true;this._areLightsDirty=true;this._areFresnelDirty=true;this._areMiscDirty=true;this._arePrePassDirty=true;this._areImageProcessingDirty=true;this._isDirty=true}markAsImageProcessingDirty(){this._areImageProcessingDirty=true;this._isDirty=true}\n/**\n     * Marks the material to indicate the lights need to be re-calculated\n     * @param disposed Defines whether the light is dirty due to dispose or not\n     */markAsLightDirty(t=false){this._areLightsDirty=true;this._areLightsDisposed=this._areLightsDisposed||t;this._isDirty=true}markAsAttributesDirty(){this._areAttributesDirty=true;this._isDirty=true}markAsTexturesDirty(){this._areTexturesDirty=true;this._isDirty=true}markAsFresnelDirty(){this._areFresnelDirty=true;this._isDirty=true}markAsMiscDirty(){this._areMiscDirty=true;this._isDirty=true}markAsPrePassDirty(){this._arePrePassDirty=true;this._isDirty=true}rebuild(){this._keys.length=0;for(const t of Object.keys(this))t[0]!==\"_\"&&this._keys.push(t);if(this._externalProperties)for(const t in this._externalProperties)this._keys.indexOf(t)===-1&&this._keys.push(t)}\n/**\n     * Specifies if two material defines are equal\n     * @param other - A material define instance to compare to\n     * @returns - Boolean indicating if the material defines are equal (true) or not (false)\n     */isEqual(t){if(this._keys.length!==t._keys.length)return false;for(let s=0;s<this._keys.length;s++){const e=this._keys[s];if(this[e]!==t[e])return false}return true}\n/**\n     * Clones this instance's defines to another instance\n     * @param other - material defines to clone values to\n     */cloneTo(t){this._keys.length!==t._keys.length&&(t._keys=this._keys.slice(0));for(let s=0;s<this._keys.length;s++){const e=this._keys[s];t[e]=this[e]}}reset(){this._keys.forEach((t=>this._setDefaultValue(t)))}_setDefaultValue(t){const s=this._externalProperties?.[t]?.type??typeof this[t];const e=this._externalProperties?.[t]?.default;switch(s){case\"number\":this[t]=e??0;break;case\"string\":this[t]=e??\"\";break;default:this[t]=e??false;break}}\n/**\n     * Converts the material define values to a string\n     * @returns - String of material define information\n     */toString(){let t=\"\";for(let s=0;s<this._keys.length;s++){const e=this._keys[s];const r=this[e];const i=typeof r;switch(i){case\"number\":case\"string\":t+=\"#define \"+e+\" \"+r+\"\\n\";break;default:r&&(t+=\"#define \"+e+\"\\n\");break}}return t}}export{MaterialDefines};\n//# sourceMappingURL=materialDefines.js.map\n","import{Matrix as s}from\"../Maths/math.vector.js\";import{Material as e}from\"./material.js\";import\"../Maths/math.constants.js\";import\"../Misc/arrayTools.js\";import\"../Misc/typeStore.js\";import\"../_/BjBO3Vqv.js\";import\"../Engines/engineStore.js\";import\"../Misc/observable.js\";import\"../_/BXd1Jdj1.js\";import\"../tslib.es6.js\";import\"../Misc/decorators.js\";import\"../_/SxHYZ7_O.js\";import\"../Misc/tools.js\";import\"../Misc/domManagement.js\";import\"../Misc/logger.js\";import\"../_/BrNwFyDm.js\";import\"../Misc/precisionDate.js\";import\"../_/CY5CD3a_.js\";import\"../Misc/webRequest.js\";import\"../_/Qih3l7lC.js\";import\"../Misc/error.js\";import\"../Misc/stringTools.js\";import\"../_/CX9Zyq1P.js\";import\"../Engines/shaderStore.js\";import\"../Misc/timingTools.js\";import\"../_/Cn202uVB.js\";import\"../_/BbEdeXLR.js\";import\"./Textures/Loaders/textureLoaderManager.js\";import\"../_/DKmLrVdL.js\";import\"../Misc/guid.js\";import\"../_/DI68bezJ.js\";import\"../Meshes/subMesh.js\";import\"../Buffers/buffer.js\";import\"../_/BDtJaKhy.js\";import\"../Buffers/bufferUtils.js\";import\"../Collisions/intersectionInfo.js\";import\"../Culling/boundingInfo.js\";import\"../Culling/boundingBox.js\";import\"../Culling/boundingSphere.js\";import\"../_/B8Hr9e10.js\";import\"./drawWrapper.js\";import\"../_/DMkv-Omk.js\";import\"../Maths/math.plane.js\";import\"../Misc/decorators.serialization.js\";import\"../_/CoucjtsB.js\";import\"../Maths/math.color.js\";import\"./materialHelper.functions.js\";import\"../_/CiiK0JQ3.js\";import\"./clipPlaneMaterialHelper.js\";class PushMaterial extends e{constructor(e,t,r=true,i=false){super(e,t,void 0,i);this._normalMatrix=new s;this._storeEffectOnSubMeshes=r}getEffect(){return this._storeEffectOnSubMeshes?this._activeEffect:super.getEffect()}isReady(s,e){return!!s&&(!this._storeEffectOnSubMeshes||(!s.subMeshes||s.subMeshes.length===0||this.isReadyForSubMesh(s,s.subMeshes[0],e)))}_isReadyForSubMesh(s){const e=s.materialDefines;return!(this.checkReadyOnEveryCall||!s.effect||!e||e._renderId!==this.getScene().getRenderId())}\n/**\n     * Binds the given world matrix to the active effect\n     *\n     * @param world the matrix to bind\n     */bindOnlyWorldMatrix(s){this._activeEffect.setMatrix(\"world\",s)}\n/**\n     * Binds the given normal matrix to the active effect\n     *\n     * @param normalMatrix the matrix to bind\n     */bindOnlyNormalMatrix(s){this._activeEffect.setMatrix(\"normalMatrix\",s)}bind(s,e){e&&this.bindForSubMesh(s,e,e.subMeshes[0])}_afterBind(s,e=null,t){super._afterBind(s,e,t);this.getScene()._cachedEffect=e;t?t._drawWrapper._forceRebindOnNextCall=false:this._drawWrapper._forceRebindOnNextCall=false}_mustRebind(s,e,t,r=1){return t._drawWrapper._forceRebindOnNextCall||s.isCachedMaterialInvalid(this,e,r)}dispose(s,e,t){this._activeEffect=void 0;super.dispose(s,e,t)}}export{PushMaterial};\n//# sourceMappingURL=pushMaterial.js.map\n","import{A as e}from\"../_/Cn202uVB.js\";import\"../Engines/engineStore.js\";import\"../Misc/observable.js\";import\"../Misc/logger.js\";import\"../_/CX9Zyq1P.js\";import\"../Engines/shaderStore.js\";import\"../Misc/domManagement.js\";import\"../_/CY5CD3a_.js\";import\"../Misc/timingTools.js\";import\"../_/BjBO3Vqv.js\";import\"../Misc/precisionDate.js\";import\"../_/BbEdeXLR.js\";import\"./Textures/Loaders/textureLoaderManager.js\";class MaterialFlags{static get DiffuseTextureEnabled(){return this._DiffuseTextureEnabled}static set DiffuseTextureEnabled(t){if(this._DiffuseTextureEnabled!==t){this._DiffuseTextureEnabled=t;e.MarkAllMaterialsAsDirty(1)}}static get BaseWeightTextureEnabled(){return this._BaseWeightTextureEnabled}static set BaseWeightTextureEnabled(t){if(this._BaseWeightTextureEnabled!==t){this._BaseWeightTextureEnabled=t;e.MarkAllMaterialsAsDirty(1)}}static get DetailTextureEnabled(){return this._DetailTextureEnabled}static set DetailTextureEnabled(t){if(this._DetailTextureEnabled!==t){this._DetailTextureEnabled=t;e.MarkAllMaterialsAsDirty(1)}}static get DecalMapEnabled(){return this._DecalMapEnabled}static set DecalMapEnabled(t){if(this._DecalMapEnabled!==t){this._DecalMapEnabled=t;e.MarkAllMaterialsAsDirty(1)}}static get AmbientTextureEnabled(){return this._AmbientTextureEnabled}static set AmbientTextureEnabled(t){if(this._AmbientTextureEnabled!==t){this._AmbientTextureEnabled=t;e.MarkAllMaterialsAsDirty(1)}}static get OpacityTextureEnabled(){return this._OpacityTextureEnabled}static set OpacityTextureEnabled(t){if(this._OpacityTextureEnabled!==t){this._OpacityTextureEnabled=t;e.MarkAllMaterialsAsDirty(1)}}static get ReflectionTextureEnabled(){return this._ReflectionTextureEnabled}static set ReflectionTextureEnabled(t){if(this._ReflectionTextureEnabled!==t){this._ReflectionTextureEnabled=t;e.MarkAllMaterialsAsDirty(1)}}static get EmissiveTextureEnabled(){return this._EmissiveTextureEnabled}static set EmissiveTextureEnabled(t){if(this._EmissiveTextureEnabled!==t){this._EmissiveTextureEnabled=t;e.MarkAllMaterialsAsDirty(1)}}static get SpecularTextureEnabled(){return this._SpecularTextureEnabled}static set SpecularTextureEnabled(t){if(this._SpecularTextureEnabled!==t){this._SpecularTextureEnabled=t;e.MarkAllMaterialsAsDirty(1)}}static get BumpTextureEnabled(){return this._BumpTextureEnabled}static set BumpTextureEnabled(t){if(this._BumpTextureEnabled!==t){this._BumpTextureEnabled=t;e.MarkAllMaterialsAsDirty(1)}}static get LightmapTextureEnabled(){return this._LightmapTextureEnabled}static set LightmapTextureEnabled(t){if(this._LightmapTextureEnabled!==t){this._LightmapTextureEnabled=t;e.MarkAllMaterialsAsDirty(1)}}static get RefractionTextureEnabled(){return this._RefractionTextureEnabled}static set RefractionTextureEnabled(t){if(this._RefractionTextureEnabled!==t){this._RefractionTextureEnabled=t;e.MarkAllMaterialsAsDirty(1)}}static get ColorGradingTextureEnabled(){return this._ColorGradingTextureEnabled}static set ColorGradingTextureEnabled(t){if(this._ColorGradingTextureEnabled!==t){this._ColorGradingTextureEnabled=t;e.MarkAllMaterialsAsDirty(1)}}static get FresnelEnabled(){return this._FresnelEnabled}static set FresnelEnabled(t){if(this._FresnelEnabled!==t){this._FresnelEnabled=t;e.MarkAllMaterialsAsDirty(4)}}static get ClearCoatTextureEnabled(){return this._ClearCoatTextureEnabled}static set ClearCoatTextureEnabled(t){if(this._ClearCoatTextureEnabled!==t){this._ClearCoatTextureEnabled=t;e.MarkAllMaterialsAsDirty(1)}}static get ClearCoatBumpTextureEnabled(){return this._ClearCoatBumpTextureEnabled}static set ClearCoatBumpTextureEnabled(t){if(this._ClearCoatBumpTextureEnabled!==t){this._ClearCoatBumpTextureEnabled=t;e.MarkAllMaterialsAsDirty(1)}}static get ClearCoatTintTextureEnabled(){return this._ClearCoatTintTextureEnabled}static set ClearCoatTintTextureEnabled(t){if(this._ClearCoatTintTextureEnabled!==t){this._ClearCoatTintTextureEnabled=t;e.MarkAllMaterialsAsDirty(1)}}static get SheenTextureEnabled(){return this._SheenTextureEnabled}static set SheenTextureEnabled(t){if(this._SheenTextureEnabled!==t){this._SheenTextureEnabled=t;e.MarkAllMaterialsAsDirty(1)}}static get AnisotropicTextureEnabled(){return this._AnisotropicTextureEnabled}static set AnisotropicTextureEnabled(t){if(this._AnisotropicTextureEnabled!==t){this._AnisotropicTextureEnabled=t;e.MarkAllMaterialsAsDirty(1)}}static get ThicknessTextureEnabled(){return this._ThicknessTextureEnabled}static set ThicknessTextureEnabled(t){if(this._ThicknessTextureEnabled!==t){this._ThicknessTextureEnabled=t;e.MarkAllMaterialsAsDirty(1)}}static get RefractionIntensityTextureEnabled(){return this._ThicknessTextureEnabled}static set RefractionIntensityTextureEnabled(t){if(this._RefractionIntensityTextureEnabled!==t){this._RefractionIntensityTextureEnabled=t;e.MarkAllMaterialsAsDirty(1)}}static get TranslucencyIntensityTextureEnabled(){return this._TranslucencyIntensityTextureEnabled}static set TranslucencyIntensityTextureEnabled(t){if(this._TranslucencyIntensityTextureEnabled!==t){this._TranslucencyIntensityTextureEnabled=t;e.MarkAllMaterialsAsDirty(1)}}static get TranslucencyColorTextureEnabled(){return this._TranslucencyColorTextureEnabled}static set TranslucencyColorTextureEnabled(t){if(this._TranslucencyColorTextureEnabled!==t){this._TranslucencyColorTextureEnabled=t;e.MarkAllMaterialsAsDirty(1)}}static get IridescenceTextureEnabled(){return this._IridescenceTextureEnabled}static set IridescenceTextureEnabled(t){if(this._IridescenceTextureEnabled!==t){this._IridescenceTextureEnabled=t;e.MarkAllMaterialsAsDirty(1)}}}MaterialFlags._DiffuseTextureEnabled=true;MaterialFlags._BaseWeightTextureEnabled=true;MaterialFlags._DetailTextureEnabled=true;MaterialFlags._DecalMapEnabled=true;MaterialFlags._AmbientTextureEnabled=true;MaterialFlags._OpacityTextureEnabled=true;MaterialFlags._ReflectionTextureEnabled=true;MaterialFlags._EmissiveTextureEnabled=true;MaterialFlags._SpecularTextureEnabled=true;MaterialFlags._BumpTextureEnabled=true;MaterialFlags._LightmapTextureEnabled=true;MaterialFlags._RefractionTextureEnabled=true;MaterialFlags._ColorGradingTextureEnabled=true;MaterialFlags._FresnelEnabled=true;MaterialFlags._ClearCoatTextureEnabled=true;MaterialFlags._ClearCoatBumpTextureEnabled=true;MaterialFlags._ClearCoatTintTextureEnabled=true;MaterialFlags._SheenTextureEnabled=true;MaterialFlags._AnisotropicTextureEnabled=true;MaterialFlags._ThicknessTextureEnabled=true;MaterialFlags._RefractionIntensityTextureEnabled=true;MaterialFlags._TranslucencyIntensityTextureEnabled=true;MaterialFlags._TranslucencyColorTextureEnabled=true;MaterialFlags._IridescenceTextureEnabled=true;export{MaterialFlags};\n//# sourceMappingURL=materialFlags.js.map\n","class EffectFallbacks{constructor(){this._defines={};this._currentRank=32;this._maxRank=-1;this._mesh=null}unBindMesh(){this._mesh=null}\n/**\n     * Adds a fallback on the specified property.\n     * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)\n     * @param define The name of the define in the shader\n     */addFallback(e,s){if(!this._defines[e]){e<this._currentRank&&(this._currentRank=e);e>this._maxRank&&(this._maxRank=e);this._defines[e]=new Array}this._defines[e].push(s)}\n/**\n     * Sets the mesh to use CPU skinning when needing to fallback.\n     * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)\n     * @param mesh The mesh to use the fallbacks.\n     */addCPUSkinningFallback(e,s){this._mesh=s;e<this._currentRank&&(this._currentRank=e);e>this._maxRank&&(this._maxRank=e)}get hasMoreFallbacks(){return this._currentRank<=this._maxRank}\n/**\n     * Removes the defines that should be removed when falling back.\n     * @param currentDefines defines the current define statements for the shader.\n     * @param effect defines the current effect we try to compile\n     * @returns The resulting defines with defines of the current rank removed.\n     */reduce(e,s){if(this._mesh&&this._mesh.computeBonesUsingShaders&&this._mesh.numBoneInfluencers>0){this._mesh.computeBonesUsingShaders=false;e=e.replace(\"#define NUM_BONE_INFLUENCERS \"+this._mesh.numBoneInfluencers,\"#define NUM_BONE_INFLUENCERS 0\");s._bonesComputationForcedToCPU=true;const n=this._mesh.getScene();for(let e=0;e<n.meshes.length;e++){const t=n.meshes[e];if(t.material){if(t.computeBonesUsingShaders&&t.numBoneInfluencers!==0)if(t.material.getEffect()===s)t.computeBonesUsingShaders=false;else if(t.subMeshes)for(const e of t.subMeshes){const n=e.effect;if(n===s){t.computeBonesUsingShaders=false;break}}}else!this._mesh.material&&t.computeBonesUsingShaders&&t.numBoneInfluencers>0&&(t.computeBonesUsingShaders=false)}}else{const s=this._defines[this._currentRank];if(s)for(let n=0;n<s.length;n++)e=e.replace(\"#define \"+s[n],\"\");this._currentRank++}return e}}export{EffectFallbacks};\n//# sourceMappingURL=effectFallbacks.js.map\n","import{Material as e}from\"./material.js\";import{EngineStore as t}from\"../Engines/engineStore.js\";import{q as i}from\"../_/CX9Zyq1P.js\";import{ShaderStore as s}from\"../Engines/shaderStore.js\";import\"../tslib.es6.js\";import\"../Misc/decorators.js\";import\"../_/SxHYZ7_O.js\";import\"../Misc/tools.js\";import\"../Misc/observable.js\";import\"../Misc/domManagement.js\";import\"../Misc/logger.js\";import\"../_/BrNwFyDm.js\";import\"../Misc/precisionDate.js\";import\"../_/CY5CD3a_.js\";import\"../Misc/webRequest.js\";import\"../_/Qih3l7lC.js\";import\"../Misc/error.js\";import\"../Misc/stringTools.js\";import\"../Misc/timingTools.js\";import\"../_/Cn202uVB.js\";import\"../_/BjBO3Vqv.js\";import\"../_/BbEdeXLR.js\";import\"./Textures/Loaders/textureLoaderManager.js\";import\"../_/DKmLrVdL.js\";import\"../Misc/typeStore.js\";import\"../Misc/guid.js\";import\"../_/DI68bezJ.js\";import\"../Meshes/subMesh.js\";import\"../Buffers/buffer.js\";import\"../_/BDtJaKhy.js\";import\"../Buffers/bufferUtils.js\";import\"../Collisions/intersectionInfo.js\";import\"../Culling/boundingInfo.js\";import\"../Misc/arrayTools.js\";import\"../Maths/math.vector.js\";import\"../Maths/math.constants.js\";import\"../_/BXd1Jdj1.js\";import\"../Culling/boundingBox.js\";import\"../Culling/boundingSphere.js\";import\"../_/B8Hr9e10.js\";import\"./drawWrapper.js\";import\"../_/DMkv-Omk.js\";import\"../Maths/math.plane.js\";import\"../Misc/decorators.serialization.js\";import\"../_/CoucjtsB.js\";import\"../Maths/math.color.js\";import\"./materialHelper.functions.js\";import\"../_/CiiK0JQ3.js\";import\"./clipPlaneMaterialHelper.js\";const r=new RegExp(\"^([gimus]+)!\");class MaterialPluginManager{\n/**\n     * Creates a new instance of the plugin manager\n     * @param material material that this manager will manage the plugins for\n     */\nconstructor(e){this._plugins=[];this._activePlugins=[];this._activePluginsForExtraEvents=[];this._material=e;this._scene=e.getScene();this._engine=this._scene.getEngine()}_addPlugin(e){for(let t=0;t<this._plugins.length;++t)if(this._plugins[t].name===e.name)return false;if(this._material._uniformBufferLayoutBuilt){this._material.resetDrawCache();this._material._createUniformBuffer()}if(!e.isCompatible(this._material.shaderLanguage))throw`The plugin \"${e.name}\" can't be added to the material \"${this._material.name}\" because the plugin is not compatible with the shader language of the material.`;const t=e.getClassName();MaterialPluginManager._MaterialPluginClassToMainDefine[t]||(MaterialPluginManager._MaterialPluginClassToMainDefine[t]=\"MATERIALPLUGIN_\"+ ++MaterialPluginManager._MaterialPluginCounter);this._material._callbackPluginEventGeneric=(e,t)=>this._handlePluginEvent(e,t);this._plugins.push(e);this._plugins.sort(((e,t)=>e.priority-t.priority));this._codeInjectionPoints={};const i={};i[MaterialPluginManager._MaterialPluginClassToMainDefine[t]]={type:\"boolean\",default:true};for(const e of this._plugins){e.collectDefines(i);this._collectPointNames(\"vertex\",e.getCustomCode(\"vertex\",this._material.shaderLanguage));this._collectPointNames(\"fragment\",e.getCustomCode(\"fragment\",this._material.shaderLanguage))}this._defineNamesFromPlugins=i;return true}_activatePlugin(e){if(this._activePlugins.indexOf(e)===-1){this._activePlugins.push(e);this._activePlugins.sort(((e,t)=>e.priority-t.priority));this._material._callbackPluginEventIsReadyForSubMesh=this._handlePluginEventIsReadyForSubMesh.bind(this);this._material._callbackPluginEventPrepareDefinesBeforeAttributes=this._handlePluginEventPrepareDefinesBeforeAttributes.bind(this);this._material._callbackPluginEventPrepareDefines=this._handlePluginEventPrepareDefines.bind(this);this._material._callbackPluginEventBindForSubMesh=this._handlePluginEventBindForSubMesh.bind(this);if(e.registerForExtraEvents){this._activePluginsForExtraEvents.push(e);this._activePluginsForExtraEvents.sort(((e,t)=>e.priority-t.priority));this._material._callbackPluginEventHasRenderTargetTextures=this._handlePluginEventHasRenderTargetTextures.bind(this);this._material._callbackPluginEventFillRenderTargetTextures=this._handlePluginEventFillRenderTargetTextures.bind(this);this._material._callbackPluginEventHardBindForSubMesh=this._handlePluginEventHardBindForSubMesh.bind(this)}}}\n/**\n     * Gets a plugin from the list of plugins managed by this manager\n     * @param name name of the plugin\n     * @returns the plugin if found, else null\n     */getPlugin(e){for(let t=0;t<this._plugins.length;++t)if(this._plugins[t].name===e)return this._plugins[t];return null}_handlePluginEventIsReadyForSubMesh(e){let t=true;for(const i of this._activePlugins)t=t&&i.isReadyForSubMesh(e.defines,this._scene,this._engine,e.subMesh);e.isReadyForSubMesh=t}_handlePluginEventPrepareDefinesBeforeAttributes(e){for(const t of this._activePlugins)t.prepareDefinesBeforeAttributes(e.defines,this._scene,e.mesh)}_handlePluginEventPrepareDefines(e){for(const t of this._activePlugins)t.prepareDefines(e.defines,this._scene,e.mesh)}_handlePluginEventHardBindForSubMesh(e){for(const t of this._activePluginsForExtraEvents)t.hardBindForSubMesh(this._material._uniformBuffer,this._scene,this._engine,e.subMesh)}_handlePluginEventBindForSubMesh(e){for(const t of this._activePlugins)t.bindForSubMesh(this._material._uniformBuffer,this._scene,this._engine,e.subMesh)}_handlePluginEventHasRenderTargetTextures(e){let t=false;for(const e of this._activePluginsForExtraEvents){t=e.hasRenderTargetTextures();if(t)break}e.hasRenderTargetTextures=t}_handlePluginEventFillRenderTargetTextures(e){for(const t of this._activePluginsForExtraEvents)t.fillRenderTargetTextures(e.renderTargets)}_handlePluginEvent(e,t){switch(e){case 512:{const e=t;for(const t of this._activePlugins)t.getActiveTextures(e.activeTextures);break}case 256:{const e=t;for(const t of this._activePlugins)t.getAnimatables(e.animatables);break}case 1024:{const e=t;let i=false;for(const t of this._activePlugins){i=t.hasTexture(e.texture);if(i)break}e.hasTexture=i;break}case 2:{const e=t;for(const t of this._plugins)t.dispose(e.forceDisposeTextures);break}case 4:{const e=t;e.defineNames=this._defineNamesFromPlugins;break}case 128:{const e=t;for(const t of this._activePlugins){e.fallbackRank=t.addFallbacks(e.defines,e.fallbacks,e.fallbackRank);t.getAttributes(e.attributes,this._scene,e.mesh)}this._uniformList.length>0&&e.uniforms.push(...this._uniformList);this._samplerList.length>0&&e.samplers.push(...this._samplerList);this._uboList.length>0&&e.uniformBuffersNames.push(...this._uboList);e.customCode=this._injectCustomCode(e,e.customCode);break}case 8:{const e=t;this._uboDeclaration=\"\";this._vertexDeclaration=\"\";this._fragmentDeclaration=\"\";this._uniformList=[];this._samplerList=[];this._uboList=[];const i=this._material.shaderLanguage===1;for(const t of this._plugins){const s=t.getUniforms(this._material.shaderLanguage);if(s){if(s.ubo)for(const t of s.ubo){if(t.size&&t.type){const s=t.arraySize??0;e.ubo.addUniform(t.name,t.size,s);if(i){let e;switch(t.type){case\"mat4\":e=\"mat4x4f\";break;case\"float\":e=\"f32\";break;default:e=`${t.type}f`;break}this._uboDeclaration+=`uniform ${t.name}: ${e}${s>0?`[${s}]`:\"\"};\\n`}else this._uboDeclaration+=`${t.type} ${t.name}${s>0?`[${s}]`:\"\"};\\n`}this._uniformList.push(t.name)}s.vertex&&(this._vertexDeclaration+=s.vertex+\"\\n\");s.fragment&&(this._fragmentDeclaration+=s.fragment+\"\\n\")}t.getSamplers(this._samplerList);t.getUniformBuffersNames(this._uboList)}break}}}_collectPointNames(e,t){if(t)for(const i in t){this._codeInjectionPoints[e]||(this._codeInjectionPoints[e]={});this._codeInjectionPoints[e][i]=true}}_injectCustomCode(e,t){return(n,a)=>{t&&(a=t(n,a));this._uboDeclaration&&(a=a.replace(\"#define ADDITIONAL_UBO_DECLARATION\",this._uboDeclaration));this._vertexDeclaration&&(a=a.replace(\"#define ADDITIONAL_VERTEX_DECLARATION\",this._vertexDeclaration));this._fragmentDeclaration&&(a=a.replace(\"#define ADDITIONAL_FRAGMENT_DECLARATION\",this._fragmentDeclaration));const o=this._codeInjectionPoints?.[n];if(!o)return a;let l=null;for(let t in o){let o=\"\";for(const r of this._activePlugins){let a=r.getCustomCode(n,this._material.shaderLanguage)?.[t];if(a){if(r.resolveIncludes){if(l===null){const t=0;l={defines:[],indexParameters:e.indexParameters,isFragment:false,shouldUseHighPrecisionShader:this._engine._shouldUseHighPrecisionShader,processor:void 0,supportsUniformBuffers:this._engine.supportsUniformBuffers,shadersRepository:s.GetShadersRepository(t),includesShadersStore:s.GetIncludesShadersStore(t),version:void 0,platformName:this._engine.shaderPlatformName,processingContext:void 0,isNDCHalfZRange:this._engine.isNDCHalfZRange,useReverseDepthBuffer:this._engine.useReverseDepthBuffer,processCodeAfterIncludes:void 0}}l.isFragment=n===\"fragment\";i(a,l,(e=>a=e))}o+=a+\"\\n\"}}if(o.length>0)if(t.charAt(0)===\"!\"){t=t.substring(1);let e=\"g\";if(t.charAt(0)===\"!\"){e=\"\";t=t.substring(1)}else{const i=r.exec(t);if(i&&i.length>=2){e=i[1];t=t.substring(e.length+1)}}e.indexOf(\"g\")<0&&(e+=\"g\");const i=a;const s=new RegExp(t,e);let n=s.exec(i);while(n!==null){let e=o;for(let t=0;t<n.length;++t)e=e.replace(\"$\"+t,n[t]);a=a.replace(n[0],e);n=s.exec(i)}}else{const e=\"#define \"+t;a=a.replace(e,\"\\n\"+o+\"\\n\"+e)}}return a}}}MaterialPluginManager._MaterialPluginClassToMainDefine={};MaterialPluginManager._MaterialPluginCounter=0;(()=>{t.OnEnginesDisposedObservable.add((()=>{UnregisterAllMaterialPlugins()}))})();const n=[];let a=false;let o=null;\n/**\n * Registers a new material plugin through a factory, or updates it. This makes the plugin available to all materials instantiated after its registration.\n * @param pluginName The plugin name\n * @param factory The factory function which allows to create the plugin\n */function RegisterMaterialPlugin(t,i){if(!a){o=e.OnEventObservable.add((e=>{for(const[,t]of n)t(e)}),1);a=true}const s=n.filter((([e,i])=>e===t));s.length>0?s[0][1]=i:n.push([t,i])}\n/**\n * Removes a material plugin from the list of global plugins.\n * @param pluginName The plugin name\n * @returns true if the plugin has been removed, else false\n */function UnregisterMaterialPlugin(e){for(let t=0;t<n.length;++t)if(n[t][0]===e){n.splice(t,1);n.length===0&&UnregisterAllMaterialPlugins();return true}return false}function UnregisterAllMaterialPlugins(){n.length=0;a=false;e.OnEventObservable.remove(o);o=null}export{MaterialPluginManager,RegisterMaterialPlugin,UnregisterAllMaterialPlugins,UnregisterMaterialPlugin};\n//# sourceMappingURL=materialPluginManager.js.map\n","import{__decorate as e}from\"../tslib.es6.js\";import{serialize as i}from\"../Misc/decorators.js\";import{MaterialPluginManager as s}from\"./materialPluginManager.js\";import{SerializationHelper as r}from\"../Misc/decorators.serialization.js\";import{RegisterClass as t}from\"../Misc/typeStore.js\";import\"../_/SxHYZ7_O.js\";import\"./material.js\";import\"../Misc/tools.js\";import\"../Misc/observable.js\";import\"../Misc/domManagement.js\";import\"../Misc/logger.js\";import\"../_/BrNwFyDm.js\";import\"../Misc/precisionDate.js\";import\"../_/CY5CD3a_.js\";import\"../Misc/webRequest.js\";import\"../Engines/engineStore.js\";import\"../_/Qih3l7lC.js\";import\"../Misc/error.js\";import\"../Misc/stringTools.js\";import\"../_/CX9Zyq1P.js\";import\"../Engines/shaderStore.js\";import\"../Misc/timingTools.js\";import\"../_/Cn202uVB.js\";import\"../_/BjBO3Vqv.js\";import\"../_/BbEdeXLR.js\";import\"./Textures/Loaders/textureLoaderManager.js\";import\"../_/DKmLrVdL.js\";import\"../Misc/guid.js\";import\"../_/DI68bezJ.js\";import\"../Meshes/subMesh.js\";import\"../Buffers/buffer.js\";import\"../_/BDtJaKhy.js\";import\"../Buffers/bufferUtils.js\";import\"../Collisions/intersectionInfo.js\";import\"../Culling/boundingInfo.js\";import\"../Misc/arrayTools.js\";import\"../Maths/math.vector.js\";import\"../Maths/math.constants.js\";import\"../_/BXd1Jdj1.js\";import\"../Culling/boundingBox.js\";import\"../Culling/boundingSphere.js\";import\"../_/B8Hr9e10.js\";import\"./drawWrapper.js\";import\"../_/DMkv-Omk.js\";import\"../Maths/math.plane.js\";import\"./materialHelper.functions.js\";import\"../Maths/math.color.js\";import\"../_/CiiK0JQ3.js\";import\"./clipPlaneMaterialHelper.js\";import\"../_/CoucjtsB.js\";class MaterialPluginBase{\n/**\n     * Gets a boolean indicating that the plugin is compatible with a given shader language.\n     * @param shaderLanguage The shader language to use.\n     * @returns true if the plugin is compatible with the shader language\n     */\nisCompatible(e){switch(e){case 0:return true;default:return false}}_enable(e){e&&this._pluginManager._activatePlugin(this)}\n/**\n     * Creates a new material plugin\n     * @param material parent material of the plugin\n     * @param name name of the plugin\n     * @param priority priority of the plugin\n     * @param defines list of defines used by the plugin. The value of the property is the default value for this property\n     * @param addToPluginList true to add the plugin to the list of plugins managed by the material plugin manager of the material (default: true)\n     * @param enable true to enable the plugin (it is handy if the plugin does not handle properties to switch its current activation)\n     * @param resolveIncludes Indicates that any #include directive in the plugin code must be replaced by the corresponding code (default: false)\n     */constructor(e,i,r,t,o=true,a=false,n=false){this.priority=500;this.resolveIncludes=false;this.registerForExtraEvents=false;this.doNotSerialize=false;this._material=e;this.name=i;this.priority=r;this.resolveIncludes=n;if(!e.pluginManager){e.pluginManager=new s(e);e.onDisposeObservable.add((()=>{e.pluginManager=void 0}))}this._pluginDefineNames=t;this._pluginManager=e.pluginManager;o&&this._pluginManager._addPlugin(this);a&&this._enable(true);this.markAllDefinesAsDirty=e._dirtyCallbacks[127]}\n/**\n     * Gets the current class name useful for serialization or dynamic coding.\n     * @returns The class name.\n     */getClassName(){return\"MaterialPluginBase\"}\n/**\n     * Specifies that the submesh is ready to be used.\n     * @param _defines the list of \"defines\" to update.\n     * @param _scene defines the scene the material belongs to.\n     * @param _engine the engine this scene belongs to.\n     * @param _subMesh the submesh to check for readiness\n     * @returns - boolean indicating that the submesh is ready or not.\n     */isReadyForSubMesh(e,i,s,r){return true}\n/**\n     * Binds the material data (this function is called even if mustRebind() returns false)\n     * @param _uniformBuffer defines the Uniform buffer to fill in.\n     * @param _scene defines the scene the material belongs to.\n     * @param _engine defines the engine the material belongs to.\n     * @param _subMesh the submesh to bind data for\n     */hardBindForSubMesh(e,i,s,r){}\n/**\n     * Binds the material data.\n     * @param _uniformBuffer defines the Uniform buffer to fill in.\n     * @param _scene defines the scene the material belongs to.\n     * @param _engine the engine this scene belongs to.\n     * @param _subMesh the submesh to bind data for\n     */bindForSubMesh(e,i,s,r){}\n/**\n     * Disposes the resources of the material.\n     * @param _forceDisposeTextures - Forces the disposal of all textures.\n     */dispose(e){}\n/**\n     * Returns a list of custom shader code fragments to customize the shader.\n     * @param _shaderType \"vertex\" or \"fragment\"\n     * @param _shaderLanguage The shader language to use.\n     * @returns null if no code to be added, or a list of pointName =\\> code.\n     * Note that `pointName` can also be a regular expression if it starts with a `!`.\n     * In that case, the string found by the regular expression (if any) will be\n     * replaced by the code provided.\n     */getCustomCode(e,i=0){return null}\n/**\n     * Collects all defines.\n     * @param defines The object to append to.\n     */collectDefines(e){if(this._pluginDefineNames)for(const i of Object.keys(this._pluginDefineNames)){if(i[0]===\"_\")continue;const s=typeof this._pluginDefineNames[i];e[i]={type:s===\"number\"?\"number\":s===\"string\"?\"string\":s===\"boolean\"?\"boolean\":\"object\",default:this._pluginDefineNames[i]}}}\n/**\n     * Sets the defines for the next rendering. Called before PrepareDefinesForAttributes is called.\n     * @param _defines the list of \"defines\" to update.\n     * @param _scene defines the scene to the material belongs to.\n     * @param _mesh the mesh being rendered\n     */prepareDefinesBeforeAttributes(e,i,s){}\n/**\n     * Sets the defines for the next rendering\n     * @param _defines the list of \"defines\" to update.\n     * @param _scene defines the scene to the material belongs to.\n     * @param _mesh the mesh being rendered\n     */prepareDefines(e,i,s){}\n/**\n     * Checks to see if a texture is used in the material.\n     * @param _texture - Base texture to use.\n     * @returns - Boolean specifying if a texture is used in the material.\n     */hasTexture(e){return false}\n/**\n     * Gets a boolean indicating that current material needs to register RTT\n     * @returns true if this uses a render target otherwise false.\n     */hasRenderTargetTextures(){return false}\n/**\n     * Fills the list of render target textures.\n     * @param _renderTargets the list of render targets to update\n     */fillRenderTargetTextures(e){}\n/**\n     * Returns an array of the actively used textures.\n     * @param _activeTextures Array of BaseTextures\n     */getActiveTextures(e){}\n/**\n     * Returns the animatable textures.\n     * @param _animatables Array of animatable textures.\n     */getAnimatables(e){}\n/**\n     * Add fallbacks to the effect fallbacks list.\n     * @param defines defines the Base texture to use.\n     * @param fallbacks defines the current fallback list.\n     * @param currentRank defines the current fallback rank.\n     * @returns the new fallback rank.\n     */addFallbacks(e,i,s){return s}\n/**\n     * Gets the samplers used by the plugin.\n     * @param _samplers list that the sampler names should be added to.\n     */getSamplers(e){}\n/**\n     * Gets the attributes used by the plugin.\n     * @param _attributes list that the attribute names should be added to.\n     * @param _scene the scene that the material belongs to.\n     * @param _mesh the mesh being rendered.\n     */getAttributes(e,i,s){}\n/**\n     * Gets the uniform buffers names added by the plugin.\n     * @param _ubos list that the ubo names should be added to.\n     */getUniformBuffersNames(e){}\n/**\n     * Gets the description of the uniforms to add to the ubo (if engine supports ubos) or to inject directly in the vertex/fragment shaders (if engine does not support ubos)\n     * @param _shaderLanguage The shader language to use.\n     * @returns the description of the uniforms\n     */getUniforms(e=0){return{}}\n/**\n     * Makes a duplicate of the current configuration into another one.\n     * @param plugin define the config where to copy the info\n     */copyTo(e){r.Clone((()=>e),this)}\n/**\n     * Serializes this plugin configuration.\n     * @returns - An object with the serialized config.\n     */serialize(){return r.Serialize(this)}\n/**\n     * Parses a plugin configuration from a serialized object.\n     * @param source - Serialized object.\n     * @param scene Defines the scene we are parsing for\n     * @param rootUrl Defines the rootUrl to load from\n     */parse(e,i,s){r.Parse((()=>this),e,i,s)}}e([i()],MaterialPluginBase.prototype,\"name\",void 0);e([i()],MaterialPluginBase.prototype,\"priority\",void 0);e([i()],MaterialPluginBase.prototype,\"resolveIncludes\",void 0);e([i()],MaterialPluginBase.prototype,\"registerForExtraEvents\",void 0);t(\"BABYLON.MaterialPluginBase\",MaterialPluginBase);export{MaterialPluginBase};\n//# sourceMappingURL=materialPluginBase.js.map\n","import{__decorate as e}from\"../tslib.es6.js\";import{Material as t}from\"./material.js\";import{serializeAsTexture as i,expandToProperty as s,serialize as r}from\"../Misc/decorators.js\";import{MaterialFlags as a}from\"./materialFlags.js\";import{MaterialDefines as o}from\"./materialDefines.js\";import{MaterialPluginBase as l}from\"./materialPluginBase.js\";import{PrepareDefinesForMergedUV as n,BindTextureMatrix as p}from\"./materialHelper.functions.js\";import\"../Misc/tools.js\";import\"../Misc/observable.js\";import\"../Misc/domManagement.js\";import\"../Misc/logger.js\";import\"../_/BrNwFyDm.js\";import\"../Misc/precisionDate.js\";import\"../_/CY5CD3a_.js\";import\"../Misc/webRequest.js\";import\"../Engines/engineStore.js\";import\"../_/Qih3l7lC.js\";import\"../Misc/error.js\";import\"../Misc/stringTools.js\";import\"../_/CX9Zyq1P.js\";import\"../Engines/shaderStore.js\";import\"../Misc/timingTools.js\";import\"../_/Cn202uVB.js\";import\"../_/BjBO3Vqv.js\";import\"../_/BbEdeXLR.js\";import\"./Textures/Loaders/textureLoaderManager.js\";import\"../_/DKmLrVdL.js\";import\"../Misc/typeStore.js\";import\"../Misc/guid.js\";import\"../_/DI68bezJ.js\";import\"../Meshes/subMesh.js\";import\"../Buffers/buffer.js\";import\"../_/BDtJaKhy.js\";import\"../Buffers/bufferUtils.js\";import\"../Collisions/intersectionInfo.js\";import\"../Culling/boundingInfo.js\";import\"../Misc/arrayTools.js\";import\"../Maths/math.vector.js\";import\"../Maths/math.constants.js\";import\"../_/BXd1Jdj1.js\";import\"../Culling/boundingBox.js\";import\"../Culling/boundingSphere.js\";import\"../_/B8Hr9e10.js\";import\"./drawWrapper.js\";import\"../_/DMkv-Omk.js\";import\"../Maths/math.plane.js\";import\"../Misc/decorators.serialization.js\";import\"../_/CoucjtsB.js\";import\"../Maths/math.color.js\";import\"../_/SxHYZ7_O.js\";import\"../_/CiiK0JQ3.js\";import\"./clipPlaneMaterialHelper.js\";import\"./materialPluginManager.js\";class MaterialDetailMapDefines extends o{constructor(){super(...arguments);this.DETAIL=false;this.DETAILDIRECTUV=0;this.DETAIL_NORMALBLENDMETHOD=0}}class DetailMapConfiguration extends l{_markAllSubMeshesAsTexturesDirty(){this._enable(this._isEnabled);this._internalMarkAllSubMeshesAsTexturesDirty()}\n/**\n     * Gets a boolean indicating that the plugin is compatible with a given shader language.\n     * @returns true if the plugin is compatible with the shader language\n     */isCompatible(){return true}constructor(e,i=true){super(e,\"DetailMap\",140,new MaterialDetailMapDefines,i);this._texture=null;this.diffuseBlendLevel=1;this.roughnessBlendLevel=1;this.bumpLevel=1;this._normalBlendMethod=t.MATERIAL_NORMALBLENDMETHOD_WHITEOUT;this._isEnabled=false;this.isEnabled=false;this._internalMarkAllSubMeshesAsTexturesDirty=e._dirtyCallbacks[1]}isReadyForSubMesh(e,t,i){return!this._isEnabled||!(e._areTexturesDirty&&t.texturesEnabled&&i.getCaps().standardDerivatives&&this._texture&&a.DetailTextureEnabled&&!this._texture.isReady())}prepareDefines(e,t){if(this._isEnabled){e.DETAIL_NORMALBLENDMETHOD=this._normalBlendMethod;const i=t.getEngine();if(e._areTexturesDirty)if(i.getCaps().standardDerivatives&&this._texture&&a.DetailTextureEnabled&&this._isEnabled){n(this._texture,e,\"DETAIL\");e.DETAIL_NORMALBLENDMETHOD=this._normalBlendMethod}else e.DETAIL=false}else e.DETAIL=false}bindForSubMesh(e,t){if(!this._isEnabled)return;const i=this._material.isFrozen;if((!e.useUbo||!i||!e.isSync)&&this._texture&&a.DetailTextureEnabled){e.updateFloat4(\"vDetailInfos\",this._texture.coordinatesIndex,this.diffuseBlendLevel,this.bumpLevel,this.roughnessBlendLevel);p(this._texture,e,\"detail\")}t.texturesEnabled&&this._texture&&a.DetailTextureEnabled&&e.setTexture(\"detailSampler\",this._texture)}hasTexture(e){return this._texture===e}getActiveTextures(e){this._texture&&e.push(this._texture)}getAnimatables(e){this._texture&&this._texture.animations&&this._texture.animations.length>0&&e.push(this._texture)}dispose(e){e&&this._texture?.dispose()}getClassName(){return\"DetailMapConfiguration\"}getSamplers(e){e.push(\"detailSampler\")}getUniforms(){return{ubo:[{name:\"vDetailInfos\",size:4,type:\"vec4\"},{name:\"detailMatrix\",size:16,type:\"mat4\"}]}}}e([i(\"detailTexture\"),s(\"_markAllSubMeshesAsTexturesDirty\")],DetailMapConfiguration.prototype,\"texture\",void 0);e([r()],DetailMapConfiguration.prototype,\"diffuseBlendLevel\",void 0);e([r()],DetailMapConfiguration.prototype,\"roughnessBlendLevel\",void 0);e([r()],DetailMapConfiguration.prototype,\"bumpLevel\",void 0);e([r(),s(\"_markAllSubMeshesAsTexturesDirty\")],DetailMapConfiguration.prototype,\"normalBlendMethod\",void 0);e([r(),s(\"_markAllSubMeshesAsTexturesDirty\")],DetailMapConfiguration.prototype,\"isEnabled\",void 0);export{DetailMapConfiguration,MaterialDetailMapDefines};\n//# sourceMappingURL=material.detailMapConfiguration.js.map\n","import{Matrix as e}from\"../Maths/math.vector.js\";var r;(function(e){e[e.Zero=0]=\"Zero\";e[e.One=1]=\"One\";e[e.MaxViewZ=2]=\"MaxViewZ\"})(r||(r={}));class MaterialHelperGeometryRendering{\n/**\n     * Creates a new geometry rendering configuration.\n     * @param renderPassId Render pass id the configuration is created for.\n     * @returns The created configuration.\n     */\nstatic CreateConfiguration(r){MaterialHelperGeometryRendering._Configurations[r]={defines:{},previousWorldMatrices:{},previousViewProjection:e.Zero(),currentViewProjection:e.Zero(),previousBones:{},lastUpdateFrameId:-1,excludedSkinnedMesh:[],reverseCulling:false};return MaterialHelperGeometryRendering._Configurations[r]}\n/**\n     * Deletes a geometry rendering configuration.\n     * @param renderPassId The render pass id of the configuration to delete.\n     */static DeleteConfiguration(e){delete MaterialHelperGeometryRendering._Configurations[e]}\n/**\n     * Gets a geometry rendering configuration.\n     * @param renderPassId The render pass id of the configuration to get.\n     * @returns The configuration.\n     */static GetConfiguration(e){return MaterialHelperGeometryRendering._Configurations[e]}\n/**\n     * Adds uniforms and samplers for geometry rendering.\n     * @param uniforms The array of uniforms to add to.\n     * @param _samplers The array of samplers to add to.\n     */static AddUniformsAndSamplers(e,r){e.push(\"previousWorld\",\"previousViewProjection\",\"mPreviousBones\")}\n/**\n     * Marks a list of meshes as dirty for geometry rendering.\n     * @param renderPassId The render pass id the meshes are marked as dirty for.\n     * @param meshes The list of meshes to mark as dirty.\n     */static MarkAsDirty(e,r){for(const i of r)if(i.subMeshes)for(const r of i.subMeshes)r._removeDrawWrapper(e)}\n/**\n     * Prepares defines for geometry rendering.\n     * @param renderPassId The render pass id the defines are prepared for.\n     * @param mesh The mesh the defines are prepared for.\n     * @param defines The defines to update according to the geometry rendering configuration.\n     */static PrepareDefines(e,r,i){if(!i._arePrePassDirty)return;const n=MaterialHelperGeometryRendering._Configurations[e];if(!n)return;i.PREPASS=true;i.PREPASS_COLOR=false;i.PREPASS_COLOR_INDEX=-1;let t=0;for(let e=0;e<MaterialHelperGeometryRendering.GeometryTextureDescriptions.length;e++){const r=MaterialHelperGeometryRendering.GeometryTextureDescriptions[e];const o=r.define;const s=r.defineIndex;const a=n.defines[s];if(a!==void 0){i[o]=true;i[s]=a;t++}else{i[o]=false;delete i[s]}}i.SCENE_MRT_COUNT=t;i.BONES_VELOCITY_ENABLED=r.useBones&&r.computeBonesUsingShaders&&r.skeleton&&!r.skeleton.isUsingTextureForMatrices&&n.excludedSkinnedMesh.indexOf(r)===-1}\n/**\n     * Binds geometry rendering data for a mesh.\n     * @param renderPassId The render pass id the geometry rendering data is bound for.\n     * @param effect The effect to bind the geometry rendering data to.\n     * @param mesh The mesh to bind the geometry rendering data for.\n     * @param world The world matrix of the mesh.\n     * @param material The material of the mesh.\n     */static Bind(e,r,i,n,t){const o=MaterialHelperGeometryRendering._Configurations[e];if(!o)return;const s=i.getScene();const a=s.getEngine();o.reverseCulling&&a.setStateCullFaceType(s._mirroredCameraPosition?t.cullBackFaces:!t.cullBackFaces);if(o.defines.PREPASS_VELOCITY_INDEX!==void 0||o.defines.PREPASS_VELOCITY_LINEAR_INDEX!==void 0){o.previousWorldMatrices[i.uniqueId]||(o.previousWorldMatrices[i.uniqueId]=n.clone());if(!o.previousViewProjection){o.previousViewProjection=s.getTransformMatrix().clone();o.currentViewProjection=s.getTransformMatrix().clone()}if(o.currentViewProjection.updateFlag!==s.getTransformMatrix().updateFlag){o.lastUpdateFrameId=a.frameId;o.previousViewProjection.copyFrom(o.currentViewProjection);o.currentViewProjection.copyFrom(s.getTransformMatrix())}else if(o.lastUpdateFrameId!==a.frameId){o.lastUpdateFrameId=a.frameId;o.previousViewProjection.copyFrom(o.currentViewProjection)}r.setMatrix(\"previousWorld\",o.previousWorldMatrices[i.uniqueId]);r.setMatrix(\"previousViewProjection\",o.previousViewProjection);o.previousWorldMatrices[i.uniqueId]=n.clone();if(i.useBones&&i.computeBonesUsingShaders&&i.skeleton){const e=i.skeleton;if(!e.isUsingTextureForMatrices||r.getUniformIndex(\"boneTextureWidth\")===-1){const n=e.getTransformMatrices(i);if(n){o.previousBones[i.uniqueId]||(o.previousBones[i.uniqueId]=n.slice());r.setMatrices(\"mPreviousBones\",o.previousBones[i.uniqueId]);o.previousBones[i.uniqueId].set(n)}}}}}}MaterialHelperGeometryRendering.GeometryTextureDescriptions=[{type:0,name:\"Irradiance\",clearType:0,define:\"PREPASS_IRRADIANCE\",defineIndex:\"PREPASS_IRRADIANCE_INDEX\"},{type:1,name:\"WorldPosition\",clearType:0,define:\"PREPASS_POSITION\",defineIndex:\"PREPASS_POSITION_INDEX\"},{type:2,name:\"Velocity\",clearType:0,define:\"PREPASS_VELOCITY\",defineIndex:\"PREPASS_VELOCITY_INDEX\"},{type:3,name:\"Reflectivity\",clearType:0,define:\"PREPASS_REFLECTIVITY\",defineIndex:\"PREPASS_REFLECTIVITY_INDEX\"},{type:5,name:\"ViewDepth\",clearType:2,define:\"PREPASS_DEPTH\",defineIndex:\"PREPASS_DEPTH_INDEX\"},{type:6,name:\"ViewNormal\",clearType:0,define:\"PREPASS_NORMAL\",defineIndex:\"PREPASS_NORMAL_INDEX\"},{type:7,name:\"AlbedoSqrt\",clearType:0,define:\"PREPASS_ALBEDO_SQRT\",defineIndex:\"PREPASS_ALBEDO_SQRT_INDEX\"},{type:8,name:\"WorldNormal\",clearType:0,define:\"PREPASS_WORLD_NORMAL\",defineIndex:\"PREPASS_WORLD_NORMAL_INDEX\"},{type:9,name:\"LocalPosition\",clearType:0,define:\"PREPASS_LOCAL_POSITION\",defineIndex:\"PREPASS_LOCAL_POSITION_INDEX\"},{type:10,name:\"ScreenDepth\",clearType:1,define:\"PREPASS_SCREENSPACE_DEPTH\",defineIndex:\"PREPASS_SCREENSPACE_DEPTH_INDEX\"},{type:11,name:\"LinearVelocity\",clearType:0,define:\"PREPASS_VELOCITY_LINEAR\",defineIndex:\"PREPASS_VELOCITY_LINEAR_INDEX\"},{type:12,name:\"Albedo\",clearType:0,define:\"PREPASS_ALBEDO\",defineIndex:\"PREPASS_ALBEDO_INDEX\"}];MaterialHelperGeometryRendering._Configurations={};export{r as G,MaterialHelperGeometryRendering as M};\n//# sourceMappingURL=BhgCu9Gs.js.map\n","import{__decorate as e}from\"../tslib.es6.js\";import{serializeAsTexture as t,expandToProperty as i,serializeAsColor3 as s,serialize as r,serializeAsFresnelParameters as a}from\"../Misc/decorators.js\";import{SmartArray as n}from\"../Misc/smartArray.js\";import{S as o}from\"../_/C8GFa5fR.js\";import{Color3 as l}from\"../Maths/math.color.js\";import{VertexBuffer as u}from\"../Buffers/buffer.js\";import{PrePassConfiguration as h}from\"./prePassConfiguration.js\";import{ImageProcessingConfiguration as f}from\"./imageProcessingConfiguration.js\";import{Material as d}from\"./material.js\";import{MaterialDefines as p}from\"./materialDefines.js\";import{PushMaterial as E}from\"./pushMaterial.js\";import{T}from\"../_/CQIKoMTj.js\";import{RegisterClass as m}from\"../Misc/typeStore.js\";import{MaterialFlags as c}from\"./materialFlags.js\";import{EffectFallbacks as _}from\"./effectFallbacks.js\";import{DetailMapConfiguration as S}from\"./material.detailMapConfiguration.js\";import{addClipPlaneUniforms as A,bindClipPlane as R}from\"./clipPlaneMaterialHelper.js\";import{PrepareDefinesForLights as M,PrepareDefinesForMultiview as P,PrepareDefinesForPrePass as x,PrepareDefinesForOIT as I,PrepareDefinesForMergedUV as g,PrepareDefinesForMisc as C,PrepareDefinesForFrameBoundValues as L,PrepareDefinesForAttributes as b,HandleFallbacksForShadows as v,PrepareAttributesForBones as O,PrepareAttributesForInstances as N,PrepareAttributesForMorphTargets as F,PrepareAttributesForBakedVertexAnimation as y,PrepareUniformsAndSamplersList as D,BindBonesParameters as U,BindTextureMatrix as B,BindLights as G,BindFogParameters as H,BindMorphTargetParameters as k,BindLogDepth as j}from\"./materialHelper.functions.js\";import{SerializationHelper as V}from\"../Misc/decorators.serialization.js\";import{M as X}from\"../_/BhgCu9Gs.js\";import\"../_/SxHYZ7_O.js\";import\"../Misc/tools.js\";import\"../Misc/observable.js\";import\"../Misc/domManagement.js\";import\"../Misc/logger.js\";import\"../_/BrNwFyDm.js\";import\"../Misc/precisionDate.js\";import\"../_/CY5CD3a_.js\";import\"../Misc/webRequest.js\";import\"../Engines/engineStore.js\";import\"../_/Qih3l7lC.js\";import\"../Misc/error.js\";import\"../Misc/stringTools.js\";import\"../_/CX9Zyq1P.js\";import\"../Engines/shaderStore.js\";import\"../Misc/timingTools.js\";import\"../_/Cn202uVB.js\";import\"../_/BjBO3Vqv.js\";import\"../_/BbEdeXLR.js\";import\"./Textures/Loaders/textureLoaderManager.js\";import\"../_/DKmLrVdL.js\";import\"../Misc/guid.js\";import\"../_/DI68bezJ.js\";import\"../_/Cj0bXeV_.js\";import\"../_/CoucjtsB.js\";import\"../Maths/math.vector.js\";import\"../Maths/math.constants.js\";import\"../Misc/arrayTools.js\";import\"../_/BXd1Jdj1.js\";import\"../_/DMkv-Omk.js\";import\"../Collisions/pickingInfo.js\";import\"../_/BDtJaKhy.js\";import\"../Buffers/bufferUtils.js\";import\"../_/CUnbltVE.js\";import\"../Rendering/renderingManager.js\";import\"../Rendering/renderingGroup.js\";import\"../sceneComponent.js\";import\"../Events/pointerEvents.js\";import\"../_/TN86BEFI.js\";import\"../Events/keyboardEvents.js\";import\"../DeviceInput/InputDevices/deviceEnums.js\";import\"../_/cN0qLbGU.js\";import\"../_/BZGPCM-I.js\";import\"../Misc/perfCounter.js\";import\"../Maths/math.frustum.js\";import\"../Maths/math.plane.js\";import\"../Misc/uniqueIdGenerator.js\";import\"../_/CiiK0JQ3.js\";import\"./colorCurves.js\";import\"../_/PO-8p3kB.js\";import\"../_/DnV5xfDc.js\";import\"../Meshes/subMesh.js\";import\"../Collisions/intersectionInfo.js\";import\"../Culling/boundingInfo.js\";import\"../Culling/boundingBox.js\";import\"../Culling/boundingSphere.js\";import\"../_/B8Hr9e10.js\";import\"./drawWrapper.js\";import\"./Textures/baseTexture.js\";import\"./Textures/thinTexture.js\";import\"../Maths/math.size.js\";import\"../Compat/compatibilityOptions.js\";import\"./materialPluginBase.js\";import\"./materialPluginManager.js\";const w={effect:null,subMesh:null};class StandardMaterialDefines extends p{\n/**\n     * Initializes the Standard Material defines.\n     * @param externalProperties The external properties\n     */\nconstructor(e){super(e);this.MAINUV1=false;this.MAINUV2=false;this.MAINUV3=false;this.MAINUV4=false;this.MAINUV5=false;this.MAINUV6=false;this.DIFFUSE=false;this.DIFFUSEDIRECTUV=0;this.BAKED_VERTEX_ANIMATION_TEXTURE=false;this.AMBIENT=false;this.AMBIENTDIRECTUV=0;this.OPACITY=false;this.OPACITYDIRECTUV=0;this.OPACITYRGB=false;this.REFLECTION=false;this.EMISSIVE=false;this.EMISSIVEDIRECTUV=0;this.SPECULAR=false;this.SPECULARDIRECTUV=0;this.BUMP=false;this.BUMPDIRECTUV=0;this.PARALLAX=false;this.PARALLAX_RHS=false;this.PARALLAXOCCLUSION=false;this.SPECULAROVERALPHA=false;this.CLIPPLANE=false;this.CLIPPLANE2=false;this.CLIPPLANE3=false;this.CLIPPLANE4=false;this.CLIPPLANE5=false;this.CLIPPLANE6=false;this.ALPHATEST=false;this.DEPTHPREPASS=false;this.ALPHAFROMDIFFUSE=false;this.POINTSIZE=false;this.FOG=false;this.SPECULARTERM=false;this.DIFFUSEFRESNEL=false;this.OPACITYFRESNEL=false;this.REFLECTIONFRESNEL=false;this.REFRACTIONFRESNEL=false;this.EMISSIVEFRESNEL=false;this.FRESNEL=false;this.NORMAL=false;this.TANGENT=false;this.UV1=false;this.UV2=false;this.UV3=false;this.UV4=false;this.UV5=false;this.UV6=false;this.VERTEXCOLOR=false;this.VERTEXALPHA=false;this.NUM_BONE_INFLUENCERS=0;this.BonesPerMesh=0;this.BONETEXTURE=false;this.BONES_VELOCITY_ENABLED=false;this.INSTANCES=false;this.THIN_INSTANCES=false;this.INSTANCESCOLOR=false;this.GLOSSINESS=false;this.ROUGHNESS=false;this.EMISSIVEASILLUMINATION=false;this.LINKEMISSIVEWITHDIFFUSE=false;this.REFLECTIONFRESNELFROMSPECULAR=false;this.LIGHTMAP=false;this.LIGHTMAPDIRECTUV=0;this.OBJECTSPACE_NORMALMAP=false;this.USELIGHTMAPASSHADOWMAP=false;this.REFLECTIONMAP_3D=false;this.REFLECTIONMAP_SPHERICAL=false;this.REFLECTIONMAP_PLANAR=false;this.REFLECTIONMAP_CUBIC=false;this.USE_LOCAL_REFLECTIONMAP_CUBIC=false;this.USE_LOCAL_REFRACTIONMAP_CUBIC=false;this.REFLECTIONMAP_PROJECTION=false;this.REFLECTIONMAP_SKYBOX=false;this.REFLECTIONMAP_EXPLICIT=false;this.REFLECTIONMAP_EQUIRECTANGULAR=false;this.REFLECTIONMAP_EQUIRECTANGULAR_FIXED=false;this.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED=false;this.REFLECTIONMAP_OPPOSITEZ=false;this.INVERTCUBICMAP=false;this.LOGARITHMICDEPTH=false;this.REFRACTION=false;this.REFRACTIONMAP_3D=false;this.REFLECTIONOVERALPHA=false;this.TWOSIDEDLIGHTING=false;this.SHADOWFLOAT=false;this.MORPHTARGETS=false;this.MORPHTARGETS_POSITION=false;this.MORPHTARGETS_NORMAL=false;this.MORPHTARGETS_TANGENT=false;this.MORPHTARGETS_UV=false;this.MORPHTARGETS_UV2=false;this.MORPHTARGETS_COLOR=false;this.MORPHTARGETTEXTURE_HASPOSITIONS=false;this.MORPHTARGETTEXTURE_HASNORMALS=false;this.MORPHTARGETTEXTURE_HASTANGENTS=false;this.MORPHTARGETTEXTURE_HASUVS=false;this.MORPHTARGETTEXTURE_HASUV2S=false;this.MORPHTARGETTEXTURE_HASCOLORS=false;this.NUM_MORPH_INFLUENCERS=0;this.MORPHTARGETS_TEXTURE=false;this.NONUNIFORMSCALING=false;this.PREMULTIPLYALPHA=false;this.ALPHATEST_AFTERALLALPHACOMPUTATIONS=false;this.ALPHABLEND=true;this.PREPASS=false;this.PREPASS_COLOR=false;this.PREPASS_COLOR_INDEX=-1;this.PREPASS_IRRADIANCE=false;this.PREPASS_IRRADIANCE_INDEX=-1;this.PREPASS_ALBEDO=false;this.PREPASS_ALBEDO_INDEX=-1;this.PREPASS_ALBEDO_SQRT=false;this.PREPASS_ALBEDO_SQRT_INDEX=-1;this.PREPASS_DEPTH=false;this.PREPASS_DEPTH_INDEX=-1;this.PREPASS_SCREENSPACE_DEPTH=false;this.PREPASS_SCREENSPACE_DEPTH_INDEX=-1;this.PREPASS_NORMAL=false;this.PREPASS_NORMAL_INDEX=-1;this.PREPASS_NORMAL_WORLDSPACE=false;this.PREPASS_WORLD_NORMAL=false;this.PREPASS_WORLD_NORMAL_INDEX=-1;this.PREPASS_POSITION=false;this.PREPASS_POSITION_INDEX=-1;this.PREPASS_LOCAL_POSITION=false;this.PREPASS_LOCAL_POSITION_INDEX=-1;this.PREPASS_VELOCITY=false;this.PREPASS_VELOCITY_INDEX=-1;this.PREPASS_VELOCITY_LINEAR=false;this.PREPASS_VELOCITY_LINEAR_INDEX=-1;this.PREPASS_REFLECTIVITY=false;this.PREPASS_REFLECTIVITY_INDEX=-1;this.SCENE_MRT_COUNT=0;this.RGBDLIGHTMAP=false;this.RGBDREFLECTION=false;this.RGBDREFRACTION=false;this.IMAGEPROCESSING=false;this.VIGNETTE=false;this.VIGNETTEBLENDMODEMULTIPLY=false;this.VIGNETTEBLENDMODEOPAQUE=false;this.TONEMAPPING=0;this.CONTRAST=false;this.COLORCURVES=false;this.COLORGRADING=false;this.COLORGRADING3D=false;this.SAMPLER3DGREENDEPTH=false;this.SAMPLER3DBGRMAP=false;this.DITHER=false;this.IMAGEPROCESSINGPOSTPROCESS=false;this.SKIPFINALCOLORCLAMP=false;this.MULTIVIEW=false;this.ORDER_INDEPENDENT_TRANSPARENCY=false;this.ORDER_INDEPENDENT_TRANSPARENCY_16BITS=false;this.CAMERA_ORTHOGRAPHIC=false;this.CAMERA_PERSPECTIVE=false;this.AREALIGHTSUPPORTED=true;this.IS_REFLECTION_LINEAR=false;this.IS_REFRACTION_LINEAR=false;this.EXPOSURE=false;this.DECAL_AFTER_DETAIL=false;this.rebuild()}setReflectionMode(e){const t=[\"REFLECTIONMAP_CUBIC\",\"REFLECTIONMAP_EXPLICIT\",\"REFLECTIONMAP_PLANAR\",\"REFLECTIONMAP_PROJECTION\",\"REFLECTIONMAP_PROJECTION\",\"REFLECTIONMAP_SKYBOX\",\"REFLECTIONMAP_SPHERICAL\",\"REFLECTIONMAP_EQUIRECTANGULAR\",\"REFLECTIONMAP_EQUIRECTANGULAR_FIXED\",\"REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED\"];for(const i of t)this[i]=i===e}}class StandardMaterial extends E{get imageProcessingConfiguration(){return this._imageProcessingConfiguration}set imageProcessingConfiguration(e){this._attachImageProcessingConfiguration(e);this._markAllSubMeshesAsTexturesDirty()}\n/**\n     * Attaches a new image processing configuration to the Standard Material.\n     * @param configuration\n     */_attachImageProcessingConfiguration(e){if(e!==this._imageProcessingConfiguration){this._imageProcessingConfiguration&&this._imageProcessingObserver&&this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);this._imageProcessingConfiguration=e||this.getScene().imageProcessingConfiguration;this._imageProcessingConfiguration&&(this._imageProcessingObserver=this._imageProcessingConfiguration.onUpdateParameters.add((()=>{this._markAllSubMeshesAsImageProcessingDirty()})))}}get isPrePassCapable(){return!this.disableDepthWrite}get cameraColorCurvesEnabled(){return this.imageProcessingConfiguration.colorCurvesEnabled}set cameraColorCurvesEnabled(e){this.imageProcessingConfiguration.colorCurvesEnabled=e}get cameraColorGradingEnabled(){return this.imageProcessingConfiguration.colorGradingEnabled}set cameraColorGradingEnabled(e){this.imageProcessingConfiguration.colorGradingEnabled=e}get cameraToneMappingEnabled(){return this._imageProcessingConfiguration.toneMappingEnabled}set cameraToneMappingEnabled(e){this._imageProcessingConfiguration.toneMappingEnabled=e}get cameraExposure(){return this._imageProcessingConfiguration.exposure}set cameraExposure(e){this._imageProcessingConfiguration.exposure=e}get cameraContrast(){return this._imageProcessingConfiguration.contrast}set cameraContrast(e){this._imageProcessingConfiguration.contrast=e}get cameraColorGradingTexture(){return this._imageProcessingConfiguration.colorGradingTexture}set cameraColorGradingTexture(e){this._imageProcessingConfiguration.colorGradingTexture=e}get cameraColorCurves(){return this._imageProcessingConfiguration.colorCurves}set cameraColorCurves(e){this._imageProcessingConfiguration.colorCurves=e}get canRenderToMRT(){return true}\n/**\n     * Instantiates a new standard material.\n     * This is the default material used in Babylon. It is the best trade off between quality\n     * and performances.\n     * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/using/materials_introduction\n     * @param name Define the name of the material in the scene\n     * @param scene Define the scene the material belong to\n     * @param forceGLSL Use the GLSL code generation for the shader (even on WebGPU). Default is false\n     */constructor(e,t,i=false){super(e,t,void 0,i||StandardMaterial.ForceGLSL);this._diffuseTexture=null;this._ambientTexture=null;this._opacityTexture=null;this._reflectionTexture=null;this._emissiveTexture=null;this._specularTexture=null;this._bumpTexture=null;this._lightmapTexture=null;this._refractionTexture=null;this.ambientColor=new l(0,0,0);this.diffuseColor=new l(1,1,1);this.specularColor=new l(1,1,1);this.emissiveColor=new l(0,0,0);this.specularPower=64;this._useAlphaFromDiffuseTexture=false;this._useEmissiveAsIllumination=false;this._linkEmissiveWithDiffuse=false;this._useSpecularOverAlpha=false;this._useReflectionOverAlpha=false;this._disableLighting=false;this._useObjectSpaceNormalMap=false;this._useParallax=false;this._useParallaxOcclusion=false;this.parallaxScaleBias=.05;this._roughness=0;this.indexOfRefraction=.98;this.invertRefractionY=true;this.alphaCutOff=.4;this._useLightmapAsShadowmap=false;this._useReflectionFresnelFromSpecular=false;this._useGlossinessFromSpecularMapAlpha=false;this._maxSimultaneousLights=4;this._invertNormalMapX=false;this._invertNormalMapY=false;this._twoSidedLighting=false;this._applyDecalMapAfterDetailMap=false;this._shadersLoaded=false;this._renderTargets=new n(16);this._globalAmbientColor=new l(0,0,0);this._cacheHasRenderTargetTextures=false;this.detailMap=new S(this);this._attachImageProcessingConfiguration(null);this.prePassConfiguration=new h;this.getRenderTargetTextures=()=>{this._renderTargets.reset();StandardMaterial.ReflectionTextureEnabled&&this._reflectionTexture&&this._reflectionTexture.isRenderTarget&&this._renderTargets.push(this._reflectionTexture);StandardMaterial.RefractionTextureEnabled&&this._refractionTexture&&this._refractionTexture.isRenderTarget&&this._renderTargets.push(this._refractionTexture);this._eventInfo.renderTargets=this._renderTargets;this._callbackPluginEventFillRenderTargetTextures(this._eventInfo);return this._renderTargets}}get hasRenderTargetTextures(){return!!(StandardMaterial.ReflectionTextureEnabled&&this._reflectionTexture&&this._reflectionTexture.isRenderTarget)||(!!(StandardMaterial.RefractionTextureEnabled&&this._refractionTexture&&this._refractionTexture.isRenderTarget)||this._cacheHasRenderTargetTextures)}\n/**\n     * Gets the current class name of the material e.g. \"StandardMaterial\"\n     * Mainly use in serialization.\n     * @returns the class name\n     */getClassName(){return\"StandardMaterial\"}\n/**\n     * Specifies if the material will require alpha blending\n     * @returns a boolean specifying if alpha blending is needed\n     */needAlphaBlending(){return this._hasTransparencyMode?this._transparencyModeIsBlend:!this._disableAlphaBlending&&(this.alpha<1||this._opacityTexture!=null||this._shouldUseAlphaFromDiffuseTexture()||this._opacityFresnelParameters&&this._opacityFresnelParameters.isEnabled)}\n/**\n     * Specifies if this material should be rendered in alpha test mode\n     * @returns a boolean specifying if an alpha test is needed.\n     */needAlphaTesting(){return this._hasTransparencyMode?this._transparencyModeIsTest:this._hasAlphaChannel()&&(this._transparencyMode==null||this._transparencyMode===d.MATERIAL_ALPHATEST)}\n/**\n     * @returns whether or not the alpha value of the diffuse texture should be used for alpha blending.\n     */_shouldUseAlphaFromDiffuseTexture(){return this._diffuseTexture!=null&&this._diffuseTexture.hasAlpha&&this._useAlphaFromDiffuseTexture&&this._transparencyMode!==d.MATERIAL_OPAQUE}\n/**\n     * @returns whether or not there is a usable alpha channel for transparency.\n     */_hasAlphaChannel(){return this._diffuseTexture!=null&&this._diffuseTexture.hasAlpha||this._opacityTexture!=null}\n/**\n     * Get the texture used for alpha test purpose.\n     * @returns the diffuse texture in case of the standard material.\n     */getAlphaTestTexture(){return this._diffuseTexture}\n/**\n     * Get if the submesh is ready to be used and all its information available.\n     * Child classes can use it to update shaders\n     * @param mesh defines the mesh to check\n     * @param subMesh defines which submesh to check\n     * @param useInstances specifies that instances should be used\n     * @returns a boolean indicating that the submesh is ready or not\n     */isReadyForSubMesh(e,t,i=false){this._uniformBufferLayoutBuilt||this.buildUniformLayout();const s=t._drawWrapper;if(s.effect&&this.isFrozen&&s._wasPreviouslyReady&&s._wasPreviouslyUsingInstances===i)return true;if(!t.materialDefines){this._callbackPluginEventGeneric(4,this._eventInfo);t.materialDefines=new StandardMaterialDefines(this._eventInfo.defineNames)}const r=this.getScene();const a=t.materialDefines;if(this._isReadyForSubMesh(t))return true;const n=r.getEngine();a._needNormals=M(r,e,a,true,this._maxSimultaneousLights,this._disableLighting);P(r,a);const o=this.needAlphaBlendingForMesh(e)&&this.getScene().useOrderIndependentTransparency;x(r,a,this.canRenderToMRT&&!o);I(r,a,o);X.PrepareDefines(n.currentRenderPassId,e,a);if(a._areTexturesDirty){this._eventInfo.hasRenderTargetTextures=false;this._callbackPluginEventHasRenderTargetTextures(this._eventInfo);this._cacheHasRenderTargetTextures=this._eventInfo.hasRenderTargetTextures;a._needUVs=false;for(let e=1;e<=6;++e)a[\"MAINUV\"+e]=false;if(r.texturesEnabled){a.DIFFUSEDIRECTUV=0;a.BUMPDIRECTUV=0;a.AMBIENTDIRECTUV=0;a.OPACITYDIRECTUV=0;a.EMISSIVEDIRECTUV=0;a.SPECULARDIRECTUV=0;a.LIGHTMAPDIRECTUV=0;if(this._diffuseTexture&&StandardMaterial.DiffuseTextureEnabled){if(!this._diffuseTexture.isReadyOrNotBlocking())return false;g(this._diffuseTexture,a,\"DIFFUSE\")}else a.DIFFUSE=false;if(this._ambientTexture&&StandardMaterial.AmbientTextureEnabled){if(!this._ambientTexture.isReadyOrNotBlocking())return false;g(this._ambientTexture,a,\"AMBIENT\")}else a.AMBIENT=false;if(this._opacityTexture&&StandardMaterial.OpacityTextureEnabled){if(!this._opacityTexture.isReadyOrNotBlocking())return false;g(this._opacityTexture,a,\"OPACITY\");a.OPACITYRGB=this._opacityTexture.getAlphaFromRGB}else a.OPACITY=false;if(this._reflectionTexture&&StandardMaterial.ReflectionTextureEnabled){if(!this._reflectionTexture.isReadyOrNotBlocking())return false;a._needNormals=true;a.REFLECTION=true;a.ROUGHNESS=this._roughness>0;a.REFLECTIONOVERALPHA=this._useReflectionOverAlpha;a.INVERTCUBICMAP=this._reflectionTexture.coordinatesMode===T.INVCUBIC_MODE;a.REFLECTIONMAP_3D=this._reflectionTexture.isCube;a.REFLECTIONMAP_OPPOSITEZ=a.REFLECTIONMAP_3D&&this.getScene().useRightHandedSystem?!this._reflectionTexture.invertZ:this._reflectionTexture.invertZ;a.RGBDREFLECTION=this._reflectionTexture.isRGBD;switch(this._reflectionTexture.coordinatesMode){case T.EXPLICIT_MODE:a.setReflectionMode(\"REFLECTIONMAP_EXPLICIT\");break;case T.PLANAR_MODE:a.setReflectionMode(\"REFLECTIONMAP_PLANAR\");break;case T.PROJECTION_MODE:a.setReflectionMode(\"REFLECTIONMAP_PROJECTION\");break;case T.SKYBOX_MODE:a.setReflectionMode(\"REFLECTIONMAP_SKYBOX\");break;case T.SPHERICAL_MODE:a.setReflectionMode(\"REFLECTIONMAP_SPHERICAL\");break;case T.EQUIRECTANGULAR_MODE:a.setReflectionMode(\"REFLECTIONMAP_EQUIRECTANGULAR\");break;case T.FIXED_EQUIRECTANGULAR_MODE:a.setReflectionMode(\"REFLECTIONMAP_EQUIRECTANGULAR_FIXED\");break;case T.FIXED_EQUIRECTANGULAR_MIRRORED_MODE:a.setReflectionMode(\"REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED\");break;case T.CUBIC_MODE:case T.INVCUBIC_MODE:default:a.setReflectionMode(\"REFLECTIONMAP_CUBIC\");break}a.USE_LOCAL_REFLECTIONMAP_CUBIC=!!this._reflectionTexture.boundingBoxSize}else{a.REFLECTION=false;a.REFLECTIONMAP_OPPOSITEZ=false}if(this._emissiveTexture&&StandardMaterial.EmissiveTextureEnabled){if(!this._emissiveTexture.isReadyOrNotBlocking())return false;g(this._emissiveTexture,a,\"EMISSIVE\")}else a.EMISSIVE=false;if(this._lightmapTexture&&StandardMaterial.LightmapTextureEnabled){if(!this._lightmapTexture.isReadyOrNotBlocking())return false;g(this._lightmapTexture,a,\"LIGHTMAP\");a.USELIGHTMAPASSHADOWMAP=this._useLightmapAsShadowmap;a.RGBDLIGHTMAP=this._lightmapTexture.isRGBD}else a.LIGHTMAP=false;if(this._specularTexture&&StandardMaterial.SpecularTextureEnabled){if(!this._specularTexture.isReadyOrNotBlocking())return false;g(this._specularTexture,a,\"SPECULAR\");a.GLOSSINESS=this._useGlossinessFromSpecularMapAlpha}else a.SPECULAR=false;if(r.getEngine().getCaps().standardDerivatives&&this._bumpTexture&&StandardMaterial.BumpTextureEnabled){if(!this._bumpTexture.isReady())return false;g(this._bumpTexture,a,\"BUMP\");a.PARALLAX=this._useParallax;a.PARALLAX_RHS=r.useRightHandedSystem;a.PARALLAXOCCLUSION=this._useParallaxOcclusion;a.OBJECTSPACE_NORMALMAP=this._useObjectSpaceNormalMap}else{a.BUMP=false;a.PARALLAX=false;a.PARALLAX_RHS=false;a.PARALLAXOCCLUSION=false}if(this._refractionTexture&&StandardMaterial.RefractionTextureEnabled){if(!this._refractionTexture.isReadyOrNotBlocking())return false;a._needUVs=true;a.REFRACTION=true;a.REFRACTIONMAP_3D=this._refractionTexture.isCube;a.RGBDREFRACTION=this._refractionTexture.isRGBD;a.USE_LOCAL_REFRACTIONMAP_CUBIC=!!this._refractionTexture.boundingBoxSize}else a.REFRACTION=false;a.TWOSIDEDLIGHTING=!this._backFaceCulling&&this._twoSidedLighting}else{a.DIFFUSE=false;a.AMBIENT=false;a.OPACITY=false;a.REFLECTION=false;a.EMISSIVE=false;a.LIGHTMAP=false;a.BUMP=false;a.REFRACTION=false}a.ALPHAFROMDIFFUSE=this._shouldUseAlphaFromDiffuseTexture();a.EMISSIVEASILLUMINATION=this._useEmissiveAsIllumination;a.LINKEMISSIVEWITHDIFFUSE=this._linkEmissiveWithDiffuse;a.SPECULAROVERALPHA=this._useSpecularOverAlpha;a.PREMULTIPLYALPHA=this.alphaMode===7||this.alphaMode===8;a.ALPHATEST_AFTERALLALPHACOMPUTATIONS=this.transparencyMode!==null;a.ALPHABLEND=this.transparencyMode===null||this.needAlphaBlendingForMesh(e)}this._eventInfo.isReadyForSubMesh=true;this._eventInfo.defines=a;this._eventInfo.subMesh=t;this._callbackPluginEventIsReadyForSubMesh(this._eventInfo);if(!this._eventInfo.isReadyForSubMesh)return false;if(a._areImageProcessingDirty&&this._imageProcessingConfiguration){if(!this._imageProcessingConfiguration.isReady())return false;this._imageProcessingConfiguration.prepareDefines(a);a.IS_REFLECTION_LINEAR=this.reflectionTexture!=null&&!this.reflectionTexture.gammaSpace;a.IS_REFRACTION_LINEAR=this.refractionTexture!=null&&!this.refractionTexture.gammaSpace}if(a._areFresnelDirty)if(StandardMaterial.FresnelEnabled){if(this._diffuseFresnelParameters||this._opacityFresnelParameters||this._emissiveFresnelParameters||this._refractionFresnelParameters||this._reflectionFresnelParameters){a.DIFFUSEFRESNEL=this._diffuseFresnelParameters&&this._diffuseFresnelParameters.isEnabled;a.OPACITYFRESNEL=this._opacityFresnelParameters&&this._opacityFresnelParameters.isEnabled;a.REFLECTIONFRESNEL=this._reflectionFresnelParameters&&this._reflectionFresnelParameters.isEnabled;a.REFLECTIONFRESNELFROMSPECULAR=this._useReflectionFresnelFromSpecular;a.REFRACTIONFRESNEL=this._refractionFresnelParameters&&this._refractionFresnelParameters.isEnabled;a.EMISSIVEFRESNEL=this._emissiveFresnelParameters&&this._emissiveFresnelParameters.isEnabled;a._needNormals=true;a.FRESNEL=true}}else a.FRESNEL=false;if(a.AREALIGHTUSED)for(let t=0;t<e.lightSources.length;t++)if(!e.lightSources[t]._isReady())return false;C(e,r,this._useLogarithmicDepth,this.pointsCloud,this.fogEnabled,this.needAlphaTestingForMesh(e),a,this._applyDecalMapAfterDetailMap);L(r,n,this,a,i,null,t.getRenderingMesh().hasThinInstances);this._eventInfo.defines=a;this._eventInfo.mesh=e;this._callbackPluginEventPrepareDefinesBeforeAttributes(this._eventInfo);b(e,a,true,true,true);this._callbackPluginEventPrepareDefines(this._eventInfo);let l=false;if(a.isDirty){const i=a._areLightsDisposed;a.markAsProcessed();const s=new _;a.REFLECTION&&s.addFallback(0,\"REFLECTION\");a.SPECULAR&&s.addFallback(0,\"SPECULAR\");a.BUMP&&s.addFallback(0,\"BUMP\");a.PARALLAX&&s.addFallback(1,\"PARALLAX\");a.PARALLAX_RHS&&s.addFallback(1,\"PARALLAX_RHS\");a.PARALLAXOCCLUSION&&s.addFallback(0,\"PARALLAXOCCLUSION\");a.SPECULAROVERALPHA&&s.addFallback(0,\"SPECULAROVERALPHA\");a.FOG&&s.addFallback(1,\"FOG\");a.POINTSIZE&&s.addFallback(0,\"POINTSIZE\");a.LOGARITHMICDEPTH&&s.addFallback(0,\"LOGARITHMICDEPTH\");v(a,s,this._maxSimultaneousLights);a.SPECULARTERM&&s.addFallback(0,\"SPECULARTERM\");a.DIFFUSEFRESNEL&&s.addFallback(1,\"DIFFUSEFRESNEL\");a.OPACITYFRESNEL&&s.addFallback(2,\"OPACITYFRESNEL\");a.REFLECTIONFRESNEL&&s.addFallback(3,\"REFLECTIONFRESNEL\");a.EMISSIVEFRESNEL&&s.addFallback(4,\"EMISSIVEFRESNEL\");a.FRESNEL&&s.addFallback(4,\"FRESNEL\");a.MULTIVIEW&&s.addFallback(0,\"MULTIVIEW\");const o=[u.PositionKind];a.NORMAL&&o.push(u.NormalKind);a.TANGENT&&o.push(u.TangentKind);for(let e=1;e<=6;++e)a[\"UV\"+e]&&o.push(`uv${e===1?\"\":e}`);a.VERTEXCOLOR&&o.push(u.ColorKind);O(o,e,a,s);N(o,a);F(o,e,a);y(o,e,a);let d=\"default\";const p=[\"world\",\"view\",\"viewProjection\",\"vEyePosition\",\"vLightsType\",\"vAmbientColor\",\"vDiffuseColor\",\"vSpecularColor\",\"vEmissiveColor\",\"visibility\",\"vFogInfos\",\"vFogColor\",\"pointSize\",\"vDiffuseInfos\",\"vAmbientInfos\",\"vOpacityInfos\",\"vReflectionInfos\",\"vEmissiveInfos\",\"vSpecularInfos\",\"vBumpInfos\",\"vLightmapInfos\",\"vRefractionInfos\",\"mBones\",\"diffuseMatrix\",\"ambientMatrix\",\"opacityMatrix\",\"reflectionMatrix\",\"emissiveMatrix\",\"specularMatrix\",\"bumpMatrix\",\"normalMatrix\",\"lightmapMatrix\",\"refractionMatrix\",\"diffuseLeftColor\",\"diffuseRightColor\",\"opacityParts\",\"reflectionLeftColor\",\"reflectionRightColor\",\"emissiveLeftColor\",\"emissiveRightColor\",\"refractionLeftColor\",\"refractionRightColor\",\"vReflectionPosition\",\"vReflectionSize\",\"vRefractionPosition\",\"vRefractionSize\",\"logarithmicDepthConstant\",\"vTangentSpaceParams\",\"alphaCutOff\",\"boneTextureWidth\",\"morphTargetTextureInfo\",\"morphTargetTextureIndices\"];const E=[\"diffuseSampler\",\"ambientSampler\",\"opacitySampler\",\"reflectionCubeSampler\",\"reflection2DSampler\",\"emissiveSampler\",\"specularSampler\",\"bumpSampler\",\"lightmapSampler\",\"refractionCubeSampler\",\"refraction2DSampler\",\"boneSampler\",\"morphTargets\",\"oitDepthSampler\",\"oitFrontColorSampler\",\"areaLightsLTC1Sampler\",\"areaLightsLTC2Sampler\"];const T=[\"Material\",\"Scene\",\"Mesh\"];const m={maxSimultaneousLights:this._maxSimultaneousLights,maxSimultaneousMorphTargets:a.NUM_MORPH_INFLUENCERS};this._eventInfo.fallbacks=s;this._eventInfo.fallbackRank=0;this._eventInfo.defines=a;this._eventInfo.uniforms=p;this._eventInfo.attributes=o;this._eventInfo.samplers=E;this._eventInfo.uniformBuffersNames=T;this._eventInfo.customCode=void 0;this._eventInfo.mesh=e;this._eventInfo.indexParameters=m;this._callbackPluginEventGeneric(128,this._eventInfo);X.AddUniformsAndSamplers(p,E);h.AddUniforms(p);h.AddSamplers(E);if(f){f.PrepareUniforms(p,a);f.PrepareSamplers(E,a)}D({uniformsNames:p,uniformBuffersNames:T,samplers:E,defines:a,maxSimultaneousLights:this._maxSimultaneousLights});A(p);const c={};this.customShaderNameResolve&&(d=this.customShaderNameResolve(d,p,T,E,a,o,c));const S=a.toString();const R=t.effect;let M=r.getEngine().createEffect(d,{attributes:o,uniformsNames:p,uniformBuffersNames:T,samplers:E,defines:S,fallbacks:s,onCompiled:this.onCompiled,onError:this.onError,indexParameters:m,processFinalCode:c.processFinalCode,processCodeAfterIncludes:this._eventInfo.customCode,multiTarget:a.PREPASS,shaderLanguage:this._shaderLanguage,extraInitializationsAsync:this._shadersLoaded?void 0:async()=>{this._shaderLanguage===1?await Promise.all([import(\"../_/COCqh9m3.js\"),import(\"../_/BU_7nAiy.js\")]):await Promise.all([import(\"../Shaders/default.vertex.js\"),import(\"../Shaders/default.fragment.js\")]);this._shadersLoaded=true}},n);this._eventInfo.customCode=void 0;if(M){if(this._onEffectCreatedObservable){w.effect=M;w.subMesh=t;this._onEffectCreatedObservable.notifyObservers(w)}if(this.allowShaderHotSwapping&&R&&!M.isReady()){M=R;a.markAsUnprocessed();l=this.isFrozen;if(i){a._areLightsDisposed=true;return false}}else{r.resetCachedMaterial();t.setEffect(M,a,this._materialContext)}}}if(!t.effect||!t.effect.isReady())return false;a._renderId=r.getRenderId();s._wasPreviouslyReady=!l;s._wasPreviouslyUsingInstances=i;this._checkScenePerformancePriority();return true}buildUniformLayout(){const e=this._uniformBuffer;e.addUniform(\"diffuseLeftColor\",4);e.addUniform(\"diffuseRightColor\",4);e.addUniform(\"opacityParts\",4);e.addUniform(\"reflectionLeftColor\",4);e.addUniform(\"reflectionRightColor\",4);e.addUniform(\"refractionLeftColor\",4);e.addUniform(\"refractionRightColor\",4);e.addUniform(\"emissiveLeftColor\",4);e.addUniform(\"emissiveRightColor\",4);e.addUniform(\"vDiffuseInfos\",2);e.addUniform(\"vAmbientInfos\",2);e.addUniform(\"vOpacityInfos\",2);e.addUniform(\"vReflectionInfos\",2);e.addUniform(\"vReflectionPosition\",3);e.addUniform(\"vReflectionSize\",3);e.addUniform(\"vEmissiveInfos\",2);e.addUniform(\"vLightmapInfos\",2);e.addUniform(\"vSpecularInfos\",2);e.addUniform(\"vBumpInfos\",3);e.addUniform(\"diffuseMatrix\",16);e.addUniform(\"ambientMatrix\",16);e.addUniform(\"opacityMatrix\",16);e.addUniform(\"reflectionMatrix\",16);e.addUniform(\"emissiveMatrix\",16);e.addUniform(\"lightmapMatrix\",16);e.addUniform(\"specularMatrix\",16);e.addUniform(\"bumpMatrix\",16);e.addUniform(\"vTangentSpaceParams\",2);e.addUniform(\"pointSize\",1);e.addUniform(\"alphaCutOff\",1);e.addUniform(\"refractionMatrix\",16);e.addUniform(\"vRefractionInfos\",4);e.addUniform(\"vRefractionPosition\",3);e.addUniform(\"vRefractionSize\",3);e.addUniform(\"vSpecularColor\",4);e.addUniform(\"vEmissiveColor\",3);e.addUniform(\"vDiffuseColor\",4);e.addUniform(\"vAmbientColor\",3);super.buildUniformLayout()}\n/**\n     * Binds the submesh to this material by preparing the effect and shader to draw\n     * @param world defines the world transformation matrix\n     * @param mesh defines the mesh containing the submesh\n     * @param subMesh defines the submesh to bind the material to\n     */bindForSubMesh(e,t,i){const s=this.getScene();const r=i.materialDefines;if(!r)return;const a=i.effect;if(!a)return;this._activeEffect=a;t.getMeshUniformBuffer().bindToEffect(a,\"Mesh\");t.transferToEffect(e);this._uniformBuffer.bindToEffect(a,\"Material\");this.prePassConfiguration.bindForSubMesh(this._activeEffect,s,t,e,this.isFrozen);X.Bind(s.getEngine().currentRenderPassId,this._activeEffect,t,e,this);this._eventInfo.subMesh=i;this._callbackPluginEventHardBindForSubMesh(this._eventInfo);if(r.OBJECTSPACE_NORMALMAP){e.toNormalMatrix(this._normalMatrix);this.bindOnlyNormalMatrix(this._normalMatrix)}const n=this._mustRebind(s,a,i,t.visibility);U(t,a);const u=this._uniformBuffer;if(n){this.bindViewProjection(a);if(!u.useUbo||!this.isFrozen||!u.isSync||i._drawWrapper._forceRebindOnNextCall){if(StandardMaterial.FresnelEnabled&&r.FRESNEL){if(this.diffuseFresnelParameters&&this.diffuseFresnelParameters.isEnabled){u.updateColor4(\"diffuseLeftColor\",this.diffuseFresnelParameters.leftColor,this.diffuseFresnelParameters.power);u.updateColor4(\"diffuseRightColor\",this.diffuseFresnelParameters.rightColor,this.diffuseFresnelParameters.bias)}this.opacityFresnelParameters&&this.opacityFresnelParameters.isEnabled&&u.updateColor4(\"opacityParts\",new l(this.opacityFresnelParameters.leftColor.toLuminance(),this.opacityFresnelParameters.rightColor.toLuminance(),this.opacityFresnelParameters.bias),this.opacityFresnelParameters.power);if(this.reflectionFresnelParameters&&this.reflectionFresnelParameters.isEnabled){u.updateColor4(\"reflectionLeftColor\",this.reflectionFresnelParameters.leftColor,this.reflectionFresnelParameters.power);u.updateColor4(\"reflectionRightColor\",this.reflectionFresnelParameters.rightColor,this.reflectionFresnelParameters.bias)}if(this.refractionFresnelParameters&&this.refractionFresnelParameters.isEnabled){u.updateColor4(\"refractionLeftColor\",this.refractionFresnelParameters.leftColor,this.refractionFresnelParameters.power);u.updateColor4(\"refractionRightColor\",this.refractionFresnelParameters.rightColor,this.refractionFresnelParameters.bias)}if(this.emissiveFresnelParameters&&this.emissiveFresnelParameters.isEnabled){u.updateColor4(\"emissiveLeftColor\",this.emissiveFresnelParameters.leftColor,this.emissiveFresnelParameters.power);u.updateColor4(\"emissiveRightColor\",this.emissiveFresnelParameters.rightColor,this.emissiveFresnelParameters.bias)}}if(s.texturesEnabled){if(this._diffuseTexture&&StandardMaterial.DiffuseTextureEnabled){u.updateFloat2(\"vDiffuseInfos\",this._diffuseTexture.coordinatesIndex,this._diffuseTexture.level);B(this._diffuseTexture,u,\"diffuse\")}if(this._ambientTexture&&StandardMaterial.AmbientTextureEnabled){u.updateFloat2(\"vAmbientInfos\",this._ambientTexture.coordinatesIndex,this._ambientTexture.level);B(this._ambientTexture,u,\"ambient\")}if(this._opacityTexture&&StandardMaterial.OpacityTextureEnabled){u.updateFloat2(\"vOpacityInfos\",this._opacityTexture.coordinatesIndex,this._opacityTexture.level);B(this._opacityTexture,u,\"opacity\")}this._hasAlphaChannel()&&u.updateFloat(\"alphaCutOff\",this.alphaCutOff);if(this._reflectionTexture&&StandardMaterial.ReflectionTextureEnabled){u.updateFloat2(\"vReflectionInfos\",this._reflectionTexture.level,this.roughness);u.updateMatrix(\"reflectionMatrix\",this._reflectionTexture.getReflectionTextureMatrix());if(this._reflectionTexture.boundingBoxSize){const e=this._reflectionTexture;u.updateVector3(\"vReflectionPosition\",e.boundingBoxPosition);u.updateVector3(\"vReflectionSize\",e.boundingBoxSize)}}else u.updateFloat2(\"vReflectionInfos\",0,this.roughness);if(this._emissiveTexture&&StandardMaterial.EmissiveTextureEnabled){u.updateFloat2(\"vEmissiveInfos\",this._emissiveTexture.coordinatesIndex,this._emissiveTexture.level);B(this._emissiveTexture,u,\"emissive\")}if(this._lightmapTexture&&StandardMaterial.LightmapTextureEnabled){u.updateFloat2(\"vLightmapInfos\",this._lightmapTexture.coordinatesIndex,this._lightmapTexture.level);B(this._lightmapTexture,u,\"lightmap\")}if(this._specularTexture&&StandardMaterial.SpecularTextureEnabled){u.updateFloat2(\"vSpecularInfos\",this._specularTexture.coordinatesIndex,this._specularTexture.level);B(this._specularTexture,u,\"specular\")}if(this._bumpTexture&&s.getEngine().getCaps().standardDerivatives&&StandardMaterial.BumpTextureEnabled){u.updateFloat3(\"vBumpInfos\",this._bumpTexture.coordinatesIndex,1/this._bumpTexture.level,this.parallaxScaleBias);B(this._bumpTexture,u,\"bump\");s._mirroredCameraPosition?u.updateFloat2(\"vTangentSpaceParams\",this._invertNormalMapX?1:-1,this._invertNormalMapY?1:-1):u.updateFloat2(\"vTangentSpaceParams\",this._invertNormalMapX?-1:1,this._invertNormalMapY?-1:1)}if(this._refractionTexture&&StandardMaterial.RefractionTextureEnabled){let e=1;if(!this._refractionTexture.isCube){u.updateMatrix(\"refractionMatrix\",this._refractionTexture.getReflectionTextureMatrix());this._refractionTexture.depth&&(e=this._refractionTexture.depth)}u.updateFloat4(\"vRefractionInfos\",this._refractionTexture.level,this.indexOfRefraction,e,this.invertRefractionY?-1:1);if(this._refractionTexture.boundingBoxSize){const e=this._refractionTexture;u.updateVector3(\"vRefractionPosition\",e.boundingBoxPosition);u.updateVector3(\"vRefractionSize\",e.boundingBoxSize)}}}this.pointsCloud&&u.updateFloat(\"pointSize\",this.pointSize);u.updateColor4(\"vSpecularColor\",this.specularColor,this.specularPower);u.updateColor3(\"vEmissiveColor\",StandardMaterial.EmissiveTextureEnabled?this.emissiveColor:l.BlackReadOnly);u.updateColor4(\"vDiffuseColor\",this.diffuseColor,this.alpha);s.ambientColor.multiplyToRef(this.ambientColor,this._globalAmbientColor);u.updateColor3(\"vAmbientColor\",this._globalAmbientColor)}if(s.texturesEnabled){this._diffuseTexture&&StandardMaterial.DiffuseTextureEnabled&&a.setTexture(\"diffuseSampler\",this._diffuseTexture);this._ambientTexture&&StandardMaterial.AmbientTextureEnabled&&a.setTexture(\"ambientSampler\",this._ambientTexture);this._opacityTexture&&StandardMaterial.OpacityTextureEnabled&&a.setTexture(\"opacitySampler\",this._opacityTexture);this._reflectionTexture&&StandardMaterial.ReflectionTextureEnabled&&(this._reflectionTexture.isCube?a.setTexture(\"reflectionCubeSampler\",this._reflectionTexture):a.setTexture(\"reflection2DSampler\",this._reflectionTexture));this._emissiveTexture&&StandardMaterial.EmissiveTextureEnabled&&a.setTexture(\"emissiveSampler\",this._emissiveTexture);this._lightmapTexture&&StandardMaterial.LightmapTextureEnabled&&a.setTexture(\"lightmapSampler\",this._lightmapTexture);this._specularTexture&&StandardMaterial.SpecularTextureEnabled&&a.setTexture(\"specularSampler\",this._specularTexture);this._bumpTexture&&s.getEngine().getCaps().standardDerivatives&&StandardMaterial.BumpTextureEnabled&&a.setTexture(\"bumpSampler\",this._bumpTexture);this._refractionTexture&&StandardMaterial.RefractionTextureEnabled&&(this._refractionTexture.isCube?a.setTexture(\"refractionCubeSampler\",this._refractionTexture):a.setTexture(\"refraction2DSampler\",this._refractionTexture))}this.getScene().useOrderIndependentTransparency&&this.needAlphaBlendingForMesh(t)&&this.getScene().depthPeelingRenderer.bind(a);this._eventInfo.subMesh=i;this._callbackPluginEventBindForSubMesh(this._eventInfo);R(a,this,s);this.bindEyePosition(a)}else s.getEngine()._features.needToAlwaysBindUniformBuffers&&(this._needToBindSceneUbo=true);if(n||!this.isFrozen){s.lightsEnabled&&!this._disableLighting&&G(s,t,a,r,this._maxSimultaneousLights);(s.fogEnabled&&t.applyFog&&s.fogMode!==o.FOGMODE_NONE||this._reflectionTexture||this._refractionTexture||t.receiveShadows||r.PREPASS)&&this.bindView(a);H(s,t,a);r.NUM_MORPH_INFLUENCERS&&k(t,a);r.BAKED_VERTEX_ANIMATION_TEXTURE&&t.bakedVertexAnimationManager?.bind(a,r.INSTANCES);this.useLogarithmicDepth&&j(r,a,s);this._imageProcessingConfiguration&&!this._imageProcessingConfiguration.applyByPostProcess&&this._imageProcessingConfiguration.bind(this._activeEffect)}this._afterBind(t,this._activeEffect,i);u.update()}\n/**\n     * Get the list of animatables in the material.\n     * @returns the list of animatables object used in the material\n     */getAnimatables(){const e=super.getAnimatables();this._diffuseTexture&&this._diffuseTexture.animations&&this._diffuseTexture.animations.length>0&&e.push(this._diffuseTexture);this._ambientTexture&&this._ambientTexture.animations&&this._ambientTexture.animations.length>0&&e.push(this._ambientTexture);this._opacityTexture&&this._opacityTexture.animations&&this._opacityTexture.animations.length>0&&e.push(this._opacityTexture);this._reflectionTexture&&this._reflectionTexture.animations&&this._reflectionTexture.animations.length>0&&e.push(this._reflectionTexture);this._emissiveTexture&&this._emissiveTexture.animations&&this._emissiveTexture.animations.length>0&&e.push(this._emissiveTexture);this._specularTexture&&this._specularTexture.animations&&this._specularTexture.animations.length>0&&e.push(this._specularTexture);this._bumpTexture&&this._bumpTexture.animations&&this._bumpTexture.animations.length>0&&e.push(this._bumpTexture);this._lightmapTexture&&this._lightmapTexture.animations&&this._lightmapTexture.animations.length>0&&e.push(this._lightmapTexture);this._refractionTexture&&this._refractionTexture.animations&&this._refractionTexture.animations.length>0&&e.push(this._refractionTexture);return e}\n/**\n     * Gets the active textures from the material\n     * @returns an array of textures\n     */getActiveTextures(){const e=super.getActiveTextures();this._diffuseTexture&&e.push(this._diffuseTexture);this._ambientTexture&&e.push(this._ambientTexture);this._opacityTexture&&e.push(this._opacityTexture);this._reflectionTexture&&e.push(this._reflectionTexture);this._emissiveTexture&&e.push(this._emissiveTexture);this._specularTexture&&e.push(this._specularTexture);this._bumpTexture&&e.push(this._bumpTexture);this._lightmapTexture&&e.push(this._lightmapTexture);this._refractionTexture&&e.push(this._refractionTexture);return e}\n/**\n     * Specifies if the material uses a texture\n     * @param texture defines the texture to check against the material\n     * @returns a boolean specifying if the material uses the texture\n     */hasTexture(e){return!!super.hasTexture(e)||(this._diffuseTexture===e||(this._ambientTexture===e||(this._opacityTexture===e||(this._reflectionTexture===e||(this._emissiveTexture===e||(this._specularTexture===e||(this._bumpTexture===e||(this._lightmapTexture===e||this._refractionTexture===e))))))))}\n/**\n     * Disposes the material\n     * @param forceDisposeEffect specifies if effects should be forcefully disposed\n     * @param forceDisposeTextures specifies if textures should be forcefully disposed\n     */dispose(e,t){if(t){this._diffuseTexture?.dispose();this._ambientTexture?.dispose();this._opacityTexture?.dispose();this._reflectionTexture?.dispose();this._emissiveTexture?.dispose();this._specularTexture?.dispose();this._bumpTexture?.dispose();this._lightmapTexture?.dispose();this._refractionTexture?.dispose()}this._imageProcessingConfiguration&&this._imageProcessingObserver&&this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);super.dispose(e,t)}\n/**\n     * Makes a duplicate of the material, and gives it a new name\n     * @param name defines the new name for the duplicated material\n     * @param cloneTexturesOnlyOnce - if a texture is used in more than one channel (e.g diffuse and opacity), only clone it once and reuse it on the other channels. Default false.\n     * @param rootUrl defines the root URL to use to load textures\n     * @returns the cloned material\n     */clone(e,t=true,i=\"\"){const s=V.Clone((()=>new StandardMaterial(e,this.getScene())),this,{cloneTexturesOnlyOnce:t});s.name=e;s.id=e;this.stencil.copyTo(s.stencil);this._clonePlugins(s,i);return s}\n/**\n     * Creates a standard material from parsed material data\n     * @param source defines the JSON representation of the material\n     * @param scene defines the hosting scene\n     * @param rootUrl defines the root URL to use to load textures and relative dependencies\n     * @returns a new standard material\n     */static Parse(e,t,i){const s=V.Parse((()=>new StandardMaterial(e.name,t)),e,t,i);e.stencil&&s.stencil.parse(e.stencil,t,i);d._ParsePlugins(e,s,t,i);return s}static get DiffuseTextureEnabled(){return c.DiffuseTextureEnabled}static set DiffuseTextureEnabled(e){c.DiffuseTextureEnabled=e}static get DetailTextureEnabled(){return c.DetailTextureEnabled}static set DetailTextureEnabled(e){c.DetailTextureEnabled=e}static get AmbientTextureEnabled(){return c.AmbientTextureEnabled}static set AmbientTextureEnabled(e){c.AmbientTextureEnabled=e}static get OpacityTextureEnabled(){return c.OpacityTextureEnabled}static set OpacityTextureEnabled(e){c.OpacityTextureEnabled=e}static get ReflectionTextureEnabled(){return c.ReflectionTextureEnabled}static set ReflectionTextureEnabled(e){c.ReflectionTextureEnabled=e}static get EmissiveTextureEnabled(){return c.EmissiveTextureEnabled}static set EmissiveTextureEnabled(e){c.EmissiveTextureEnabled=e}static get SpecularTextureEnabled(){return c.SpecularTextureEnabled}static set SpecularTextureEnabled(e){c.SpecularTextureEnabled=e}static get BumpTextureEnabled(){return c.BumpTextureEnabled}static set BumpTextureEnabled(e){c.BumpTextureEnabled=e}static get LightmapTextureEnabled(){return c.LightmapTextureEnabled}static set LightmapTextureEnabled(e){c.LightmapTextureEnabled=e}static get RefractionTextureEnabled(){return c.RefractionTextureEnabled}static set RefractionTextureEnabled(e){c.RefractionTextureEnabled=e}static get ColorGradingTextureEnabled(){return c.ColorGradingTextureEnabled}static set ColorGradingTextureEnabled(e){c.ColorGradingTextureEnabled=e}static get FresnelEnabled(){return c.FresnelEnabled}static set FresnelEnabled(e){c.FresnelEnabled=e}}StandardMaterial.ForceGLSL=false;e([t(\"diffuseTexture\")],StandardMaterial.prototype,\"_diffuseTexture\",void 0);e([i(\"_markAllSubMeshesAsTexturesAndMiscDirty\")],StandardMaterial.prototype,\"diffuseTexture\",void 0);e([t(\"ambientTexture\")],StandardMaterial.prototype,\"_ambientTexture\",void 0);e([i(\"_markAllSubMeshesAsTexturesDirty\")],StandardMaterial.prototype,\"ambientTexture\",void 0);e([t(\"opacityTexture\")],StandardMaterial.prototype,\"_opacityTexture\",void 0);e([i(\"_markAllSubMeshesAsTexturesAndMiscDirty\")],StandardMaterial.prototype,\"opacityTexture\",void 0);e([t(\"reflectionTexture\")],StandardMaterial.prototype,\"_reflectionTexture\",void 0);e([i(\"_markAllSubMeshesAsTexturesDirty\")],StandardMaterial.prototype,\"reflectionTexture\",void 0);e([t(\"emissiveTexture\")],StandardMaterial.prototype,\"_emissiveTexture\",void 0);e([i(\"_markAllSubMeshesAsTexturesDirty\")],StandardMaterial.prototype,\"emissiveTexture\",void 0);e([t(\"specularTexture\")],StandardMaterial.prototype,\"_specularTexture\",void 0);e([i(\"_markAllSubMeshesAsTexturesDirty\")],StandardMaterial.prototype,\"specularTexture\",void 0);e([t(\"bumpTexture\")],StandardMaterial.prototype,\"_bumpTexture\",void 0);e([i(\"_markAllSubMeshesAsTexturesDirty\")],StandardMaterial.prototype,\"bumpTexture\",void 0);e([t(\"lightmapTexture\")],StandardMaterial.prototype,\"_lightmapTexture\",void 0);e([i(\"_markAllSubMeshesAsTexturesDirty\")],StandardMaterial.prototype,\"lightmapTexture\",void 0);e([t(\"refractionTexture\")],StandardMaterial.prototype,\"_refractionTexture\",void 0);e([i(\"_markAllSubMeshesAsTexturesDirty\")],StandardMaterial.prototype,\"refractionTexture\",void 0);e([s(\"ambient\")],StandardMaterial.prototype,\"ambientColor\",void 0);e([s(\"diffuse\")],StandardMaterial.prototype,\"diffuseColor\",void 0);e([s(\"specular\")],StandardMaterial.prototype,\"specularColor\",void 0);e([s(\"emissive\")],StandardMaterial.prototype,\"emissiveColor\",void 0);e([r()],StandardMaterial.prototype,\"specularPower\",void 0);e([r(\"useAlphaFromDiffuseTexture\")],StandardMaterial.prototype,\"_useAlphaFromDiffuseTexture\",void 0);e([i(\"_markAllSubMeshesAsTexturesAndMiscDirty\")],StandardMaterial.prototype,\"useAlphaFromDiffuseTexture\",void 0);e([r(\"useEmissiveAsIllumination\")],StandardMaterial.prototype,\"_useEmissiveAsIllumination\",void 0);e([i(\"_markAllSubMeshesAsTexturesDirty\")],StandardMaterial.prototype,\"useEmissiveAsIllumination\",void 0);e([r(\"linkEmissiveWithDiffuse\")],StandardMaterial.prototype,\"_linkEmissiveWithDiffuse\",void 0);e([i(\"_markAllSubMeshesAsTexturesDirty\")],StandardMaterial.prototype,\"linkEmissiveWithDiffuse\",void 0);e([r(\"useSpecularOverAlpha\")],StandardMaterial.prototype,\"_useSpecularOverAlpha\",void 0);e([i(\"_markAllSubMeshesAsTexturesDirty\")],StandardMaterial.prototype,\"useSpecularOverAlpha\",void 0);e([r(\"useReflectionOverAlpha\")],StandardMaterial.prototype,\"_useReflectionOverAlpha\",void 0);e([i(\"_markAllSubMeshesAsTexturesDirty\")],StandardMaterial.prototype,\"useReflectionOverAlpha\",void 0);e([r(\"disableLighting\")],StandardMaterial.prototype,\"_disableLighting\",void 0);e([i(\"_markAllSubMeshesAsLightsDirty\")],StandardMaterial.prototype,\"disableLighting\",void 0);e([r(\"useObjectSpaceNormalMap\")],StandardMaterial.prototype,\"_useObjectSpaceNormalMap\",void 0);e([i(\"_markAllSubMeshesAsTexturesDirty\")],StandardMaterial.prototype,\"useObjectSpaceNormalMap\",void 0);e([r(\"useParallax\")],StandardMaterial.prototype,\"_useParallax\",void 0);e([i(\"_markAllSubMeshesAsTexturesDirty\")],StandardMaterial.prototype,\"useParallax\",void 0);e([r(\"useParallaxOcclusion\")],StandardMaterial.prototype,\"_useParallaxOcclusion\",void 0);e([i(\"_markAllSubMeshesAsTexturesDirty\")],StandardMaterial.prototype,\"useParallaxOcclusion\",void 0);e([r()],StandardMaterial.prototype,\"parallaxScaleBias\",void 0);e([r(\"roughness\")],StandardMaterial.prototype,\"_roughness\",void 0);e([i(\"_markAllSubMeshesAsTexturesDirty\")],StandardMaterial.prototype,\"roughness\",void 0);e([r()],StandardMaterial.prototype,\"indexOfRefraction\",void 0);e([r()],StandardMaterial.prototype,\"invertRefractionY\",void 0);e([r()],StandardMaterial.prototype,\"alphaCutOff\",void 0);e([r(\"useLightmapAsShadowmap\")],StandardMaterial.prototype,\"_useLightmapAsShadowmap\",void 0);e([i(\"_markAllSubMeshesAsTexturesDirty\")],StandardMaterial.prototype,\"useLightmapAsShadowmap\",void 0);e([a(\"diffuseFresnelParameters\")],StandardMaterial.prototype,\"_diffuseFresnelParameters\",void 0);e([i(\"_markAllSubMeshesAsFresnelDirty\")],StandardMaterial.prototype,\"diffuseFresnelParameters\",void 0);e([a(\"opacityFresnelParameters\")],StandardMaterial.prototype,\"_opacityFresnelParameters\",void 0);e([i(\"_markAllSubMeshesAsFresnelAndMiscDirty\")],StandardMaterial.prototype,\"opacityFresnelParameters\",void 0);e([a(\"reflectionFresnelParameters\")],StandardMaterial.prototype,\"_reflectionFresnelParameters\",void 0);e([i(\"_markAllSubMeshesAsFresnelDirty\")],StandardMaterial.prototype,\"reflectionFresnelParameters\",void 0);e([a(\"refractionFresnelParameters\")],StandardMaterial.prototype,\"_refractionFresnelParameters\",void 0);e([i(\"_markAllSubMeshesAsFresnelDirty\")],StandardMaterial.prototype,\"refractionFresnelParameters\",void 0);e([a(\"emissiveFresnelParameters\")],StandardMaterial.prototype,\"_emissiveFresnelParameters\",void 0);e([i(\"_markAllSubMeshesAsFresnelDirty\")],StandardMaterial.prototype,\"emissiveFresnelParameters\",void 0);e([r(\"useReflectionFresnelFromSpecular\")],StandardMaterial.prototype,\"_useReflectionFresnelFromSpecular\",void 0);e([i(\"_markAllSubMeshesAsFresnelDirty\")],StandardMaterial.prototype,\"useReflectionFresnelFromSpecular\",void 0);e([r(\"useGlossinessFromSpecularMapAlpha\")],StandardMaterial.prototype,\"_useGlossinessFromSpecularMapAlpha\",void 0);e([i(\"_markAllSubMeshesAsTexturesDirty\")],StandardMaterial.prototype,\"useGlossinessFromSpecularMapAlpha\",void 0);e([r(\"maxSimultaneousLights\")],StandardMaterial.prototype,\"_maxSimultaneousLights\",void 0);e([i(\"_markAllSubMeshesAsLightsDirty\")],StandardMaterial.prototype,\"maxSimultaneousLights\",void 0);e([r(\"invertNormalMapX\")],StandardMaterial.prototype,\"_invertNormalMapX\",void 0);e([i(\"_markAllSubMeshesAsTexturesDirty\")],StandardMaterial.prototype,\"invertNormalMapX\",void 0);e([r(\"invertNormalMapY\")],StandardMaterial.prototype,\"_invertNormalMapY\",void 0);e([i(\"_markAllSubMeshesAsTexturesDirty\")],StandardMaterial.prototype,\"invertNormalMapY\",void 0);e([r(\"twoSidedLighting\")],StandardMaterial.prototype,\"_twoSidedLighting\",void 0);e([i(\"_markAllSubMeshesAsTexturesDirty\")],StandardMaterial.prototype,\"twoSidedLighting\",void 0);e([r(\"applyDecalMapAfterDetailMap\")],StandardMaterial.prototype,\"_applyDecalMapAfterDetailMap\",void 0);e([i(\"_markAllSubMeshesAsMiscDirty\")],StandardMaterial.prototype,\"applyDecalMapAfterDetailMap\",void 0);m(\"BABYLON.StandardMaterial\",StandardMaterial);o.DefaultMaterialFactory=e=>new StandardMaterial(\"default material\",e);export{StandardMaterial,StandardMaterialDefines};\n//# sourceMappingURL=standardMaterial.js.map\n","import\"../Misc/observable.js\";import\"../Misc/tools.js\";import\"../_/BrNwFyDm.js\";import\"../_/CoucjtsB.js\";import\"../_/D34LYfzR.js\";import\"../Cameras/camera.js\";import\"../Maths/math.vector.js\";import\"../Maths/math.color.js\";import\"../node.js\";import\"../Buffers/buffer.js\";import\"./mesh.vertexData.js\";import\"./geometry.js\";import\"./abstractMesh.js\";import\"./subMesh.js\";import\"../Materials/material.js\";import\"../Materials/multiMaterial.js\";import\"../_/CO1Qn5D5.js\";import\"../Misc/decorators.serialization.js\";import\"../Misc/logger.js\";import\"../Misc/typeStore.js\";import\"../_/CY5CD3a_.js\";import\"../sceneComponent.js\";export{M as Mesh,_ as _CreationDataStorage,b as _InstancesBatch}from\"../_/8zYmPPfd.js\";import\"../Misc/domManagement.js\";import\"../Misc/precisionDate.js\";import\"../Misc/webRequest.js\";import\"../Engines/engineStore.js\";import\"../_/Qih3l7lC.js\";import\"../Misc/error.js\";import\"../Misc/stringTools.js\";import\"../_/CX9Zyq1P.js\";import\"../Engines/shaderStore.js\";import\"../Misc/timingTools.js\";import\"../_/Cn202uVB.js\";import\"../_/BjBO3Vqv.js\";import\"../_/BbEdeXLR.js\";import\"../Materials/Textures/Loaders/textureLoaderManager.js\";import\"../_/DKmLrVdL.js\";import\"../Misc/guid.js\";import\"../_/DI68bezJ.js\";import\"../tslib.es6.js\";import\"../Misc/decorators.js\";import\"../_/SxHYZ7_O.js\";import\"../Misc/smartArray.js\";import\"../Maths/math.viewport.js\";import\"../Maths/math.frustum.js\";import\"../Maths/math.plane.js\";import\"../Maths/math.constants.js\";import\"../Misc/arrayTools.js\";import\"../_/BXd1Jdj1.js\";import\"../_/BDtJaKhy.js\";import\"../Buffers/bufferUtils.js\";import\"../Collisions/intersectionInfo.js\";import\"../Culling/boundingInfo.js\";import\"../Culling/boundingBox.js\";import\"../Culling/boundingSphere.js\";import\"../_/B8Hr9e10.js\";import\"../Materials/drawWrapper.js\";import\"../Compat/compatibilityOptions.js\";import\"./transformNode.js\";import\"../Collisions/pickingInfo.js\";import\"../_/DMkv-Omk.js\";import\"../_/5Bf4dnAf.js\";import\"../Maths/math.axis.js\";import\"../Materials/materialHelper.functions.js\";import\"../_/CiiK0JQ3.js\";import\"../Materials/clipPlaneMaterialHelper.js\";\n//# sourceMappingURL=mesh.js.map\n","import{T as A}from\"./CQIKoMTj.js\";import{R as g}from\"./Bfp3hC_X.js\";const 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\";let C=0;\n/**\n * Gets a default environment BRDF for MS-BRDF Height Correlated BRDF\n * @param scene defines the hosting scene\n * @returns the environment BRDF texture\n */const GetEnvironmentBRDFTexture=w=>{if(!w.environmentBRDFTexture){const Q=w.useDelayedTextureLoading;w.useDelayedTextureLoading=false;const P=w._blockEntityCollection;w._blockEntityCollection=false;const E=A.CreateFromBase64String(B,\"EnvironmentBRDFTexture\"+C++,w,true,false,A.BILINEAR_SAMPLINGMODE);w._blockEntityCollection=P;const I=w.getEngine().getLoadedTexturesCache();const D=I.indexOf(E.getInternalTexture());D!==-1&&I.splice(D,1);E.isRGBD=true;E.wrapU=A.CLAMP_ADDRESSMODE;E.wrapV=A.CLAMP_ADDRESSMODE;w.environmentBRDFTexture=E;w.useDelayedTextureLoading=Q;g.ExpandRGBDTexture(E);const e=w.getEngine().onContextRestoredObservable.add((()=>{E.isRGBD=true;const A=w.onBeforeRenderObservable.add((()=>{if(E.isReady()){w.onBeforeRenderObservable.remove(A);g.ExpandRGBDTexture(E)}}))}));w.onDisposeObservable.add((()=>{w.getEngine().onContextRestoredObservable.remove(e)}))}return w.environmentBRDFTexture};const w={\n/**\n     * Gets a default environment BRDF for MS-BRDF Height Correlated BRDF\n     * @param scene defines the hosting scene\n     * @returns the environment BRDF texture\n     */\nGetEnvironmentBRDFTexture:GetEnvironmentBRDFTexture};export{w as B,GetEnvironmentBRDFTexture as G};\n//# sourceMappingURL=CG6D48xs.js.map\n","import{__decorate as i}from\"../../tslib.es6.js\";import{serialize as s,expandToProperty as r}from\"../../Misc/decorators.js\";import{MaterialDefines as t}from\"../materialDefines.js\";import{MaterialPluginBase as e}from\"../materialPluginBase.js\";import\"../../_/SxHYZ7_O.js\";import\"../materialPluginManager.js\";import\"../material.js\";import\"../../Misc/tools.js\";import\"../../Misc/observable.js\";import\"../../Misc/domManagement.js\";import\"../../Misc/logger.js\";import\"../../_/BrNwFyDm.js\";import\"../../Misc/precisionDate.js\";import\"../../_/CY5CD3a_.js\";import\"../../Misc/webRequest.js\";import\"../../Engines/engineStore.js\";import\"../../_/Qih3l7lC.js\";import\"../../Misc/error.js\";import\"../../Misc/stringTools.js\";import\"../../_/CX9Zyq1P.js\";import\"../../Engines/shaderStore.js\";import\"../../Misc/timingTools.js\";import\"../../_/Cn202uVB.js\";import\"../../_/BjBO3Vqv.js\";import\"../../_/BbEdeXLR.js\";import\"../Textures/Loaders/textureLoaderManager.js\";import\"../../_/DKmLrVdL.js\";import\"../../Misc/typeStore.js\";import\"../../Misc/guid.js\";import\"../../_/DI68bezJ.js\";import\"../../Meshes/subMesh.js\";import\"../../Buffers/buffer.js\";import\"../../_/BDtJaKhy.js\";import\"../../Buffers/bufferUtils.js\";import\"../../Collisions/intersectionInfo.js\";import\"../../Culling/boundingInfo.js\";import\"../../Misc/arrayTools.js\";import\"../../Maths/math.vector.js\";import\"../../Maths/math.constants.js\";import\"../../_/BXd1Jdj1.js\";import\"../../Culling/boundingBox.js\";import\"../../Culling/boundingSphere.js\";import\"../../_/B8Hr9e10.js\";import\"../drawWrapper.js\";import\"../../_/DMkv-Omk.js\";import\"../../Maths/math.plane.js\";import\"../../Misc/decorators.serialization.js\";import\"../../_/CoucjtsB.js\";import\"../../Maths/math.color.js\";import\"../materialHelper.functions.js\";import\"../../_/CiiK0JQ3.js\";import\"../clipPlaneMaterialHelper.js\";class MaterialBRDFDefines extends t{constructor(){super(...arguments);this.BRDF_V_HEIGHT_CORRELATED=false;this.MS_BRDF_ENERGY_CONSERVATION=false;this.SPHERICAL_HARMONICS=false;this.SPECULAR_GLOSSINESS_ENERGY_CONSERVATION=false;this.MIX_IBL_RADIANCE_WITH_IRRADIANCE=true}}class PBRBRDFConfiguration extends e{_markAllSubMeshesAsMiscDirty(){this._internalMarkAllSubMeshesAsMiscDirty()}\n/**\n     * Gets a boolean indicating that the plugin is compatible with a given shader language.\n     * @returns true if the plugin is compatible with the shader language\n     */isCompatible(){return true}constructor(i,s=true){super(i,\"PBRBRDF\",90,new MaterialBRDFDefines,s);this._useEnergyConservation=PBRBRDFConfiguration.DEFAULT_USE_ENERGY_CONSERVATION;this.useEnergyConservation=PBRBRDFConfiguration.DEFAULT_USE_ENERGY_CONSERVATION;this._useSmithVisibilityHeightCorrelated=PBRBRDFConfiguration.DEFAULT_USE_SMITH_VISIBILITY_HEIGHT_CORRELATED;this.useSmithVisibilityHeightCorrelated=PBRBRDFConfiguration.DEFAULT_USE_SMITH_VISIBILITY_HEIGHT_CORRELATED;this._useSphericalHarmonics=PBRBRDFConfiguration.DEFAULT_USE_SPHERICAL_HARMONICS;this.useSphericalHarmonics=PBRBRDFConfiguration.DEFAULT_USE_SPHERICAL_HARMONICS;this._useSpecularGlossinessInputEnergyConservation=PBRBRDFConfiguration.DEFAULT_USE_SPECULAR_GLOSSINESS_INPUT_ENERGY_CONSERVATION;this.useSpecularGlossinessInputEnergyConservation=PBRBRDFConfiguration.DEFAULT_USE_SPECULAR_GLOSSINESS_INPUT_ENERGY_CONSERVATION;this._mixIblRadianceWithIrradiance=PBRBRDFConfiguration.DEFAULT_MIX_IBL_RADIANCE_WITH_IRRADIANCE;this.mixIblRadianceWithIrradiance=PBRBRDFConfiguration.DEFAULT_MIX_IBL_RADIANCE_WITH_IRRADIANCE;this._internalMarkAllSubMeshesAsMiscDirty=i._dirtyCallbacks[16];this._enable(true)}prepareDefines(i){i.BRDF_V_HEIGHT_CORRELATED=this._useSmithVisibilityHeightCorrelated;i.MS_BRDF_ENERGY_CONSERVATION=this._useEnergyConservation&&this._useSmithVisibilityHeightCorrelated;i.SPHERICAL_HARMONICS=this._useSphericalHarmonics;i.SPECULAR_GLOSSINESS_ENERGY_CONSERVATION=this._useSpecularGlossinessInputEnergyConservation;i.MIX_IBL_RADIANCE_WITH_IRRADIANCE=this._mixIblRadianceWithIrradiance}getClassName(){return\"PBRBRDFConfiguration\"}}PBRBRDFConfiguration.DEFAULT_USE_ENERGY_CONSERVATION=true;PBRBRDFConfiguration.DEFAULT_USE_SMITH_VISIBILITY_HEIGHT_CORRELATED=true;PBRBRDFConfiguration.DEFAULT_USE_SPHERICAL_HARMONICS=true;PBRBRDFConfiguration.DEFAULT_USE_SPECULAR_GLOSSINESS_INPUT_ENERGY_CONSERVATION=true;PBRBRDFConfiguration.DEFAULT_MIX_IBL_RADIANCE_WITH_IRRADIANCE=true;i([s(),r(\"_markAllSubMeshesAsMiscDirty\")],PBRBRDFConfiguration.prototype,\"useEnergyConservation\",void 0);i([s(),r(\"_markAllSubMeshesAsMiscDirty\")],PBRBRDFConfiguration.prototype,\"useSmithVisibilityHeightCorrelated\",void 0);i([s(),r(\"_markAllSubMeshesAsMiscDirty\")],PBRBRDFConfiguration.prototype,\"useSphericalHarmonics\",void 0);i([s(),r(\"_markAllSubMeshesAsMiscDirty\")],PBRBRDFConfiguration.prototype,\"useSpecularGlossinessInputEnergyConservation\",void 0);i([s(),r(\"_markAllSubMeshesAsMiscDirty\")],PBRBRDFConfiguration.prototype,\"mixIblRadianceWithIrradiance\",void 0);export{MaterialBRDFDefines,PBRBRDFConfiguration};\n//# sourceMappingURL=pbrBRDFConfiguration.js.map\n","import{__decorate as t}from\"../../tslib.es6.js\";import{serialize as e,expandToProperty as s,serializeAsTexture as i,serializeAsColor3 as r}from\"../../Misc/decorators.js\";import{Color3 as a}from\"../../Maths/math.color.js\";import{MaterialFlags as o}from\"../materialFlags.js\";import{MaterialPluginBase as n}from\"../materialPluginBase.js\";import{MaterialDefines as u}from\"../materialDefines.js\";import{PrepareDefinesForMergedUV as l,BindTextureMatrix as C}from\"../materialHelper.functions.js\";import\"../../_/SxHYZ7_O.js\";import\"../../Misc/arrayTools.js\";import\"../../Misc/typeStore.js\";import\"../../Maths/math.constants.js\";import\"../../_/BXd1Jdj1.js\";import\"../../_/Cn202uVB.js\";import\"../../Engines/engineStore.js\";import\"../../Misc/observable.js\";import\"../../Misc/logger.js\";import\"../../_/CX9Zyq1P.js\";import\"../../Engines/shaderStore.js\";import\"../../Misc/domManagement.js\";import\"../../_/CY5CD3a_.js\";import\"../../Misc/timingTools.js\";import\"../../_/BjBO3Vqv.js\";import\"../../Misc/precisionDate.js\";import\"../../_/BbEdeXLR.js\";import\"../Textures/Loaders/textureLoaderManager.js\";import\"../materialPluginManager.js\";import\"../material.js\";import\"../../Misc/tools.js\";import\"../../_/BrNwFyDm.js\";import\"../../Misc/webRequest.js\";import\"../../_/Qih3l7lC.js\";import\"../../Misc/error.js\";import\"../../Misc/stringTools.js\";import\"../../_/DKmLrVdL.js\";import\"../../Misc/guid.js\";import\"../../_/DI68bezJ.js\";import\"../../Meshes/subMesh.js\";import\"../../Buffers/buffer.js\";import\"../../_/BDtJaKhy.js\";import\"../../Buffers/bufferUtils.js\";import\"../../Collisions/intersectionInfo.js\";import\"../../Culling/boundingInfo.js\";import\"../../Maths/math.vector.js\";import\"../../Culling/boundingBox.js\";import\"../../Culling/boundingSphere.js\";import\"../../_/B8Hr9e10.js\";import\"../drawWrapper.js\";import\"../../_/DMkv-Omk.js\";import\"../../Maths/math.plane.js\";import\"../../Misc/decorators.serialization.js\";import\"../../_/CoucjtsB.js\";import\"../../_/CiiK0JQ3.js\";import\"../clipPlaneMaterialHelper.js\";class MaterialClearCoatDefines extends u{constructor(){super(...arguments);this.CLEARCOAT=false;this.CLEARCOAT_DEFAULTIOR=false;this.CLEARCOAT_TEXTURE=false;this.CLEARCOAT_TEXTURE_ROUGHNESS=false;this.CLEARCOAT_TEXTUREDIRECTUV=0;this.CLEARCOAT_TEXTURE_ROUGHNESSDIRECTUV=0;this.CLEARCOAT_BUMP=false;this.CLEARCOAT_BUMPDIRECTUV=0;this.CLEARCOAT_USE_ROUGHNESS_FROM_MAINTEXTURE=false;this.CLEARCOAT_REMAP_F0=false;this.CLEARCOAT_TINT=false;this.CLEARCOAT_TINT_TEXTURE=false;this.CLEARCOAT_TINT_TEXTUREDIRECTUV=0;this.CLEARCOAT_TINT_GAMMATEXTURE=false}}class PBRClearCoatConfiguration extends n{_markAllSubMeshesAsTexturesDirty(){this._enable(this._isEnabled);this._internalMarkAllSubMeshesAsTexturesDirty()}\n/**\n     * Gets a boolean indicating that the plugin is compatible with a given shader language.\n     * @returns true if the plugin is compatible with the shader language\n     */isCompatible(){return true}constructor(t,e=true){super(t,\"PBRClearCoat\",100,new MaterialClearCoatDefines,e);this._isEnabled=false;this.isEnabled=false;this.intensity=1;this.roughness=0;this._indexOfRefraction=PBRClearCoatConfiguration._DefaultIndexOfRefraction;this.indexOfRefraction=PBRClearCoatConfiguration._DefaultIndexOfRefraction;this._texture=null;this.texture=null;this._useRoughnessFromMainTexture=true;this.useRoughnessFromMainTexture=true;this._textureRoughness=null;this.textureRoughness=null;this._remapF0OnInterfaceChange=true;this.remapF0OnInterfaceChange=true;this._bumpTexture=null;this.bumpTexture=null;this._isTintEnabled=false;this.isTintEnabled=false;this.tintColor=a.White();this.tintColorAtDistance=1;this.tintThickness=1;this._tintTexture=null;this.tintTexture=null;this._internalMarkAllSubMeshesAsTexturesDirty=t._dirtyCallbacks[1]}isReadyForSubMesh(t,e,s){if(!this._isEnabled)return true;const i=this._material._disableBumpMap;if(t._areTexturesDirty&&e.texturesEnabled){if(this._texture&&o.ClearCoatTextureEnabled&&!this._texture.isReadyOrNotBlocking())return false;if(this._textureRoughness&&o.ClearCoatTextureEnabled&&!this._textureRoughness.isReadyOrNotBlocking())return false;if(s.getCaps().standardDerivatives&&this._bumpTexture&&o.ClearCoatBumpTextureEnabled&&!i&&!this._bumpTexture.isReady())return false;if(this._isTintEnabled&&this._tintTexture&&o.ClearCoatTintTextureEnabled&&!this._tintTexture.isReadyOrNotBlocking())return false}return true}prepareDefinesBeforeAttributes(t,e){if(this._isEnabled){t.CLEARCOAT=true;t.CLEARCOAT_USE_ROUGHNESS_FROM_MAINTEXTURE=this._useRoughnessFromMainTexture;t.CLEARCOAT_REMAP_F0=this._remapF0OnInterfaceChange;if(t._areTexturesDirty&&e.texturesEnabled){this._texture&&o.ClearCoatTextureEnabled?l(this._texture,t,\"CLEARCOAT_TEXTURE\"):t.CLEARCOAT_TEXTURE=false;this._textureRoughness&&o.ClearCoatTextureEnabled?l(this._textureRoughness,t,\"CLEARCOAT_TEXTURE_ROUGHNESS\"):t.CLEARCOAT_TEXTURE_ROUGHNESS=false;this._bumpTexture&&o.ClearCoatBumpTextureEnabled?l(this._bumpTexture,t,\"CLEARCOAT_BUMP\"):t.CLEARCOAT_BUMP=false;t.CLEARCOAT_DEFAULTIOR=this._indexOfRefraction===PBRClearCoatConfiguration._DefaultIndexOfRefraction;if(this._isTintEnabled){t.CLEARCOAT_TINT=true;if(this._tintTexture&&o.ClearCoatTintTextureEnabled){l(this._tintTexture,t,\"CLEARCOAT_TINT_TEXTURE\");t.CLEARCOAT_TINT_GAMMATEXTURE=this._tintTexture.gammaSpace}else t.CLEARCOAT_TINT_TEXTURE=false}else{t.CLEARCOAT_TINT=false;t.CLEARCOAT_TINT_TEXTURE=false}}}else{t.CLEARCOAT=false;t.CLEARCOAT_TEXTURE=false;t.CLEARCOAT_TEXTURE_ROUGHNESS=false;t.CLEARCOAT_BUMP=false;t.CLEARCOAT_TINT=false;t.CLEARCOAT_TINT_TEXTURE=false;t.CLEARCOAT_USE_ROUGHNESS_FROM_MAINTEXTURE=false;t.CLEARCOAT_DEFAULTIOR=false;t.CLEARCOAT_TEXTUREDIRECTUV=0;t.CLEARCOAT_TEXTURE_ROUGHNESSDIRECTUV=0;t.CLEARCOAT_BUMPDIRECTUV=0;t.CLEARCOAT_REMAP_F0=false;t.CLEARCOAT_TINT_TEXTUREDIRECTUV=0;t.CLEARCOAT_TINT_GAMMATEXTURE=false}}bindForSubMesh(t,e,s,i){if(!this._isEnabled)return;const r=i.materialDefines;const a=this._material.isFrozen;const n=this._material._disableBumpMap;const u=this._material._invertNormalMapX;const l=this._material._invertNormalMapY;if(!t.useUbo||!a||!t.isSync){if((this._texture||this._textureRoughness)&&o.ClearCoatTextureEnabled){t.updateFloat4(\"vClearCoatInfos\",this._texture?.coordinatesIndex??0,this._texture?.level??0,this._textureRoughness?.coordinatesIndex??0,this._textureRoughness?.level??0);this._texture&&C(this._texture,t,\"clearCoat\");this._textureRoughness&&!r.CLEARCOAT_USE_ROUGHNESS_FROM_MAINTEXTURE&&C(this._textureRoughness,t,\"clearCoatRoughness\")}if(this._bumpTexture&&s.getCaps().standardDerivatives&&o.ClearCoatTextureEnabled&&!n){t.updateFloat2(\"vClearCoatBumpInfos\",this._bumpTexture.coordinatesIndex,this._bumpTexture.level);C(this._bumpTexture,t,\"clearCoatBump\");e._mirroredCameraPosition?t.updateFloat2(\"vClearCoatTangentSpaceParams\",u?1:-1,l?1:-1):t.updateFloat2(\"vClearCoatTangentSpaceParams\",u?-1:1,l?-1:1)}if(this._tintTexture&&o.ClearCoatTintTextureEnabled){t.updateFloat2(\"vClearCoatTintInfos\",this._tintTexture.coordinatesIndex,this._tintTexture.level);C(this._tintTexture,t,\"clearCoatTint\")}t.updateFloat2(\"vClearCoatParams\",this.intensity,this.roughness);const i=1-this._indexOfRefraction;const a=1+this._indexOfRefraction;const T=Math.pow(-i/a,2);const h=1/this._indexOfRefraction;t.updateFloat4(\"vClearCoatRefractionParams\",T,h,i,a);if(this._isTintEnabled){t.updateFloat4(\"vClearCoatTintParams\",this.tintColor.r,this.tintColor.g,this.tintColor.b,Math.max(1e-5,this.tintThickness));t.updateFloat(\"clearCoatColorAtDistance\",Math.max(1e-5,this.tintColorAtDistance))}}if(e.texturesEnabled){this._texture&&o.ClearCoatTextureEnabled&&t.setTexture(\"clearCoatSampler\",this._texture);this._textureRoughness&&!r.CLEARCOAT_USE_ROUGHNESS_FROM_MAINTEXTURE&&o.ClearCoatTextureEnabled&&t.setTexture(\"clearCoatRoughnessSampler\",this._textureRoughness);this._bumpTexture&&s.getCaps().standardDerivatives&&o.ClearCoatBumpTextureEnabled&&!n&&t.setTexture(\"clearCoatBumpSampler\",this._bumpTexture);this._isTintEnabled&&this._tintTexture&&o.ClearCoatTintTextureEnabled&&t.setTexture(\"clearCoatTintSampler\",this._tintTexture)}}hasTexture(t){return this._texture===t||(this._textureRoughness===t||(this._bumpTexture===t||this._tintTexture===t))}getActiveTextures(t){this._texture&&t.push(this._texture);this._textureRoughness&&t.push(this._textureRoughness);this._bumpTexture&&t.push(this._bumpTexture);this._tintTexture&&t.push(this._tintTexture)}getAnimatables(t){this._texture&&this._texture.animations&&this._texture.animations.length>0&&t.push(this._texture);this._textureRoughness&&this._textureRoughness.animations&&this._textureRoughness.animations.length>0&&t.push(this._textureRoughness);this._bumpTexture&&this._bumpTexture.animations&&this._bumpTexture.animations.length>0&&t.push(this._bumpTexture);this._tintTexture&&this._tintTexture.animations&&this._tintTexture.animations.length>0&&t.push(this._tintTexture)}dispose(t){if(t){this._texture?.dispose();this._textureRoughness?.dispose();this._bumpTexture?.dispose();this._tintTexture?.dispose()}}getClassName(){return\"PBRClearCoatConfiguration\"}addFallbacks(t,e,s){t.CLEARCOAT_BUMP&&e.addFallback(s++,\"CLEARCOAT_BUMP\");t.CLEARCOAT_TINT&&e.addFallback(s++,\"CLEARCOAT_TINT\");t.CLEARCOAT&&e.addFallback(s++,\"CLEARCOAT\");return s}getSamplers(t){t.push(\"clearCoatSampler\",\"clearCoatRoughnessSampler\",\"clearCoatBumpSampler\",\"clearCoatTintSampler\")}getUniforms(){return{ubo:[{name:\"vClearCoatParams\",size:2,type:\"vec2\"},{name:\"vClearCoatRefractionParams\",size:4,type:\"vec4\"},{name:\"vClearCoatInfos\",size:4,type:\"vec4\"},{name:\"clearCoatMatrix\",size:16,type:\"mat4\"},{name:\"clearCoatRoughnessMatrix\",size:16,type:\"mat4\"},{name:\"vClearCoatBumpInfos\",size:2,type:\"vec2\"},{name:\"vClearCoatTangentSpaceParams\",size:2,type:\"vec2\"},{name:\"clearCoatBumpMatrix\",size:16,type:\"mat4\"},{name:\"vClearCoatTintParams\",size:4,type:\"vec4\"},{name:\"clearCoatColorAtDistance\",size:1,type:\"float\"},{name:\"vClearCoatTintInfos\",size:2,type:\"vec2\"},{name:\"clearCoatTintMatrix\",size:16,type:\"mat4\"}]}}}PBRClearCoatConfiguration._DefaultIndexOfRefraction=1.5;t([e(),s(\"_markAllSubMeshesAsTexturesDirty\")],PBRClearCoatConfiguration.prototype,\"isEnabled\",void 0);t([e()],PBRClearCoatConfiguration.prototype,\"intensity\",void 0);t([e()],PBRClearCoatConfiguration.prototype,\"roughness\",void 0);t([e(),s(\"_markAllSubMeshesAsTexturesDirty\")],PBRClearCoatConfiguration.prototype,\"indexOfRefraction\",void 0);t([i(),s(\"_markAllSubMeshesAsTexturesDirty\")],PBRClearCoatConfiguration.prototype,\"texture\",void 0);t([e(),s(\"_markAllSubMeshesAsTexturesDirty\")],PBRClearCoatConfiguration.prototype,\"useRoughnessFromMainTexture\",void 0);t([i(),s(\"_markAllSubMeshesAsTexturesDirty\")],PBRClearCoatConfiguration.prototype,\"textureRoughness\",void 0);t([e(),s(\"_markAllSubMeshesAsTexturesDirty\")],PBRClearCoatConfiguration.prototype,\"remapF0OnInterfaceChange\",void 0);t([i(),s(\"_markAllSubMeshesAsTexturesDirty\")],PBRClearCoatConfiguration.prototype,\"bumpTexture\",void 0);t([e(),s(\"_markAllSubMeshesAsTexturesDirty\")],PBRClearCoatConfiguration.prototype,\"isTintEnabled\",void 0);t([r()],PBRClearCoatConfiguration.prototype,\"tintColor\",void 0);t([e()],PBRClearCoatConfiguration.prototype,\"tintColorAtDistance\",void 0);t([e()],PBRClearCoatConfiguration.prototype,\"tintThickness\",void 0);t([i(),s(\"_markAllSubMeshesAsTexturesDirty\")],PBRClearCoatConfiguration.prototype,\"tintTexture\",void 0);export{MaterialClearCoatDefines,PBRClearCoatConfiguration};\n//# sourceMappingURL=pbrClearCoatConfiguration.js.map\n","import{__decorate as e}from\"../../tslib.es6.js\";import{serialize as s,expandToProperty as t,serializeAsTexture as i}from\"../../Misc/decorators.js\";import{MaterialFlags as r}from\"../materialFlags.js\";import{MaterialPluginBase as n}from\"../materialPluginBase.js\";import{MaterialDefines as o}from\"../materialDefines.js\";import{PrepareDefinesForMergedUV as a,BindTextureMatrix as c}from\"../materialHelper.functions.js\";import\"../../_/SxHYZ7_O.js\";import\"../../_/Cn202uVB.js\";import\"../../Engines/engineStore.js\";import\"../../Misc/observable.js\";import\"../../Misc/logger.js\";import\"../../_/CX9Zyq1P.js\";import\"../../Engines/shaderStore.js\";import\"../../Misc/domManagement.js\";import\"../../_/CY5CD3a_.js\";import\"../../Misc/timingTools.js\";import\"../../_/BjBO3Vqv.js\";import\"../../Misc/precisionDate.js\";import\"../../_/BbEdeXLR.js\";import\"../Textures/Loaders/textureLoaderManager.js\";import\"../materialPluginManager.js\";import\"../material.js\";import\"../../Misc/tools.js\";import\"../../_/BrNwFyDm.js\";import\"../../Misc/webRequest.js\";import\"../../_/Qih3l7lC.js\";import\"../../Misc/error.js\";import\"../../Misc/stringTools.js\";import\"../../_/DKmLrVdL.js\";import\"../../Misc/typeStore.js\";import\"../../Misc/guid.js\";import\"../../_/DI68bezJ.js\";import\"../../Meshes/subMesh.js\";import\"../../Buffers/buffer.js\";import\"../../_/BDtJaKhy.js\";import\"../../Buffers/bufferUtils.js\";import\"../../Collisions/intersectionInfo.js\";import\"../../Culling/boundingInfo.js\";import\"../../Misc/arrayTools.js\";import\"../../Maths/math.vector.js\";import\"../../Maths/math.constants.js\";import\"../../_/BXd1Jdj1.js\";import\"../../Culling/boundingBox.js\";import\"../../Culling/boundingSphere.js\";import\"../../_/B8Hr9e10.js\";import\"../drawWrapper.js\";import\"../../_/DMkv-Omk.js\";import\"../../Maths/math.plane.js\";import\"../../Misc/decorators.serialization.js\";import\"../../_/CoucjtsB.js\";import\"../../Maths/math.color.js\";import\"../../_/CiiK0JQ3.js\";import\"../clipPlaneMaterialHelper.js\";class MaterialIridescenceDefines extends o{constructor(){super(...arguments);this.IRIDESCENCE=false;this.IRIDESCENCE_TEXTURE=false;this.IRIDESCENCE_TEXTUREDIRECTUV=0;this.IRIDESCENCE_THICKNESS_TEXTURE=false;this.IRIDESCENCE_THICKNESS_TEXTUREDIRECTUV=0}}class PBRIridescenceConfiguration extends n{_markAllSubMeshesAsTexturesDirty(){this._enable(this._isEnabled);this._internalMarkAllSubMeshesAsTexturesDirty()}\n/**\n     * Gets a boolean indicating that the plugin is compatible with a given shader language.\n     * @returns true if the plugin is compatible with the shader language\n     */isCompatible(){return true}constructor(e,s=true){super(e,\"PBRIridescence\",110,new MaterialIridescenceDefines,s);this._isEnabled=false;this.isEnabled=false;this.intensity=1;this.minimumThickness=PBRIridescenceConfiguration._DefaultMinimumThickness;this.maximumThickness=PBRIridescenceConfiguration._DefaultMaximumThickness;this.indexOfRefraction=PBRIridescenceConfiguration._DefaultIndexOfRefraction;this._texture=null;this.texture=null;this._thicknessTexture=null;this.thicknessTexture=null;this._internalMarkAllSubMeshesAsTexturesDirty=e._dirtyCallbacks[1]}isReadyForSubMesh(e,s){if(!this._isEnabled)return true;if(e._areTexturesDirty&&s.texturesEnabled){if(this._texture&&r.IridescenceTextureEnabled&&!this._texture.isReadyOrNotBlocking())return false;if(this._thicknessTexture&&r.IridescenceTextureEnabled&&!this._thicknessTexture.isReadyOrNotBlocking())return false}return true}prepareDefinesBeforeAttributes(e,s){if(this._isEnabled){e.IRIDESCENCE=true;if(e._areTexturesDirty&&s.texturesEnabled){this._texture&&r.IridescenceTextureEnabled?a(this._texture,e,\"IRIDESCENCE_TEXTURE\"):e.IRIDESCENCE_TEXTURE=false;this._thicknessTexture&&r.IridescenceTextureEnabled?a(this._thicknessTexture,e,\"IRIDESCENCE_THICKNESS_TEXTURE\"):e.IRIDESCENCE_THICKNESS_TEXTURE=false}}else{e.IRIDESCENCE=false;e.IRIDESCENCE_TEXTURE=false;e.IRIDESCENCE_THICKNESS_TEXTURE=false;e.IRIDESCENCE_TEXTUREDIRECTUV=0;e.IRIDESCENCE_THICKNESS_TEXTUREDIRECTUV=0}}bindForSubMesh(e,s){if(!this._isEnabled)return;const t=this._material.isFrozen;if(!e.useUbo||!t||!e.isSync){if((this._texture||this._thicknessTexture)&&r.IridescenceTextureEnabled){e.updateFloat4(\"vIridescenceInfos\",this._texture?.coordinatesIndex??0,this._texture?.level??0,this._thicknessTexture?.coordinatesIndex??0,this._thicknessTexture?.level??0);this._texture&&c(this._texture,e,\"iridescence\");this._thicknessTexture&&c(this._thicknessTexture,e,\"iridescenceThickness\")}e.updateFloat4(\"vIridescenceParams\",this.intensity,this.indexOfRefraction,this.minimumThickness,this.maximumThickness)}if(s.texturesEnabled){this._texture&&r.IridescenceTextureEnabled&&e.setTexture(\"iridescenceSampler\",this._texture);this._thicknessTexture&&r.IridescenceTextureEnabled&&e.setTexture(\"iridescenceThicknessSampler\",this._thicknessTexture)}}hasTexture(e){return this._texture===e||this._thicknessTexture===e}getActiveTextures(e){this._texture&&e.push(this._texture);this._thicknessTexture&&e.push(this._thicknessTexture)}getAnimatables(e){this._texture&&this._texture.animations&&this._texture.animations.length>0&&e.push(this._texture);this._thicknessTexture&&this._thicknessTexture.animations&&this._thicknessTexture.animations.length>0&&e.push(this._thicknessTexture)}dispose(e){if(e){this._texture?.dispose();this._thicknessTexture?.dispose()}}getClassName(){return\"PBRIridescenceConfiguration\"}addFallbacks(e,s,t){e.IRIDESCENCE&&s.addFallback(t++,\"IRIDESCENCE\");return t}getSamplers(e){e.push(\"iridescenceSampler\",\"iridescenceThicknessSampler\")}getUniforms(){return{ubo:[{name:\"vIridescenceParams\",size:4,type:\"vec4\"},{name:\"vIridescenceInfos\",size:4,type:\"vec4\"},{name:\"iridescenceMatrix\",size:16,type:\"mat4\"},{name:\"iridescenceThicknessMatrix\",size:16,type:\"mat4\"}]}}}PBRIridescenceConfiguration._DefaultMinimumThickness=100;PBRIridescenceConfiguration._DefaultMaximumThickness=400;PBRIridescenceConfiguration._DefaultIndexOfRefraction=1.3;e([s(),t(\"_markAllSubMeshesAsTexturesDirty\")],PBRIridescenceConfiguration.prototype,\"isEnabled\",void 0);e([s()],PBRIridescenceConfiguration.prototype,\"intensity\",void 0);e([s()],PBRIridescenceConfiguration.prototype,\"minimumThickness\",void 0);e([s()],PBRIridescenceConfiguration.prototype,\"maximumThickness\",void 0);e([s()],PBRIridescenceConfiguration.prototype,\"indexOfRefraction\",void 0);e([i(),t(\"_markAllSubMeshesAsTexturesDirty\")],PBRIridescenceConfiguration.prototype,\"texture\",void 0);e([i(),t(\"_markAllSubMeshesAsTexturesDirty\")],PBRIridescenceConfiguration.prototype,\"thicknessTexture\",void 0);export{MaterialIridescenceDefines,PBRIridescenceConfiguration};\n//# sourceMappingURL=pbrIridescenceConfiguration.js.map\n","import{__decorate as t}from\"../../tslib.es6.js\";import{serialize as i,expandToProperty as e,serializeAsVector2 as s,serializeAsTexture as r}from\"../../Misc/decorators.js\";import{VertexBuffer as o}from\"../../Buffers/buffer.js\";import{Vector2 as a}from\"../../Maths/math.vector.js\";import{MaterialFlags as n}from\"../materialFlags.js\";import{MaterialPluginBase as l}from\"../materialPluginBase.js\";import{MaterialDefines as p}from\"../materialDefines.js\";import{PrepareDefinesForMergedUV as u,BindTextureMatrix as m}from\"../materialHelper.functions.js\";import\"../../_/SxHYZ7_O.js\";import\"../../_/BDtJaKhy.js\";import\"../../Misc/logger.js\";import\"../../Buffers/bufferUtils.js\";import\"../../Maths/math.constants.js\";import\"../../Misc/arrayTools.js\";import\"../../Misc/typeStore.js\";import\"../../_/BjBO3Vqv.js\";import\"../../Engines/engineStore.js\";import\"../../Misc/observable.js\";import\"../../_/BXd1Jdj1.js\";import\"../../_/Cn202uVB.js\";import\"../../_/CX9Zyq1P.js\";import\"../../Engines/shaderStore.js\";import\"../../Misc/domManagement.js\";import\"../../_/CY5CD3a_.js\";import\"../../Misc/timingTools.js\";import\"../../Misc/precisionDate.js\";import\"../../_/BbEdeXLR.js\";import\"../Textures/Loaders/textureLoaderManager.js\";import\"../materialPluginManager.js\";import\"../material.js\";import\"../../Misc/tools.js\";import\"../../_/BrNwFyDm.js\";import\"../../Misc/webRequest.js\";import\"../../_/Qih3l7lC.js\";import\"../../Misc/error.js\";import\"../../Misc/stringTools.js\";import\"../../_/DKmLrVdL.js\";import\"../../Misc/guid.js\";import\"../../_/DI68bezJ.js\";import\"../../Meshes/subMesh.js\";import\"../../Collisions/intersectionInfo.js\";import\"../../Culling/boundingInfo.js\";import\"../../Culling/boundingBox.js\";import\"../../Culling/boundingSphere.js\";import\"../../_/B8Hr9e10.js\";import\"../drawWrapper.js\";import\"../../_/DMkv-Omk.js\";import\"../../Maths/math.plane.js\";import\"../../Misc/decorators.serialization.js\";import\"../../_/CoucjtsB.js\";import\"../../Maths/math.color.js\";import\"../../_/CiiK0JQ3.js\";import\"../clipPlaneMaterialHelper.js\";class MaterialAnisotropicDefines extends p{constructor(){super(...arguments);this.ANISOTROPIC=false;this.ANISOTROPIC_TEXTURE=false;this.ANISOTROPIC_TEXTUREDIRECTUV=0;this.ANISOTROPIC_LEGACY=false;this.MAINUV1=false}}class PBRAnisotropicConfiguration extends l{set angle(t){this.direction.x=Math.cos(t);this.direction.y=Math.sin(t)}\n/**\n     * Gets the anisotropy angle value in radians.\n     * @returns the anisotropy angle value in radians.\n     */get angle(){return Math.atan2(this.direction.y,this.direction.x)}_markAllSubMeshesAsTexturesDirty(){this._enable(this._isEnabled);this._internalMarkAllSubMeshesAsTexturesDirty()}_markAllSubMeshesAsMiscDirty(){this._enable(this._isEnabled);this._internalMarkAllSubMeshesAsMiscDirty()}\n/**\n     * Gets a boolean indicating that the plugin is compatible with a given shader language.\n     * @returns true if the plugin is compatible with the shader language\n     */isCompatible(){return true}constructor(t,i=true){super(t,\"PBRAnisotropic\",110,new MaterialAnisotropicDefines,i);this._isEnabled=false;this.isEnabled=false;this.intensity=1;this.direction=new a(1,0);this._texture=null;this.texture=null;this._legacy=false;this.legacy=false;this._internalMarkAllSubMeshesAsTexturesDirty=t._dirtyCallbacks[1];this._internalMarkAllSubMeshesAsMiscDirty=t._dirtyCallbacks[16]}isReadyForSubMesh(t,i){return!this._isEnabled||!(t._areTexturesDirty&&i.texturesEnabled&&this._texture&&n.AnisotropicTextureEnabled&&!this._texture.isReadyOrNotBlocking())}prepareDefinesBeforeAttributes(t,i,e){if(this._isEnabled){t.ANISOTROPIC=this._isEnabled;if(this._isEnabled&&!e.isVerticesDataPresent(o.TangentKind)){t._needUVs=true;t.MAINUV1=true}t._areTexturesDirty&&i.texturesEnabled&&(this._texture&&n.AnisotropicTextureEnabled?u(this._texture,t,\"ANISOTROPIC_TEXTURE\"):t.ANISOTROPIC_TEXTURE=false);t._areMiscDirty&&(t.ANISOTROPIC_LEGACY=this._legacy)}else{t.ANISOTROPIC=false;t.ANISOTROPIC_TEXTURE=false;t.ANISOTROPIC_TEXTUREDIRECTUV=0;t.ANISOTROPIC_LEGACY=false}}bindForSubMesh(t,i){if(!this._isEnabled)return;const e=this._material.isFrozen;if(!t.useUbo||!e||!t.isSync){if(this._texture&&n.AnisotropicTextureEnabled){t.updateFloat2(\"vAnisotropyInfos\",this._texture.coordinatesIndex,this._texture.level);m(this._texture,t,\"anisotropy\")}t.updateFloat3(\"vAnisotropy\",this.direction.x,this.direction.y,this.intensity)}i.texturesEnabled&&this._texture&&n.AnisotropicTextureEnabled&&t.setTexture(\"anisotropySampler\",this._texture)}hasTexture(t){return this._texture===t}getActiveTextures(t){this._texture&&t.push(this._texture)}getAnimatables(t){this._texture&&this._texture.animations&&this._texture.animations.length>0&&t.push(this._texture)}dispose(t){t&&this._texture&&this._texture.dispose()}getClassName(){return\"PBRAnisotropicConfiguration\"}addFallbacks(t,i,e){t.ANISOTROPIC&&i.addFallback(e++,\"ANISOTROPIC\");return e}getSamplers(t){t.push(\"anisotropySampler\")}getUniforms(){return{ubo:[{name:\"vAnisotropy\",size:3,type:\"vec3\"},{name:\"vAnisotropyInfos\",size:2,type:\"vec2\"},{name:\"anisotropyMatrix\",size:16,type:\"mat4\"}]}}\n/**\n     * Parses a anisotropy Configuration from a serialized object.\n     * @param source - Serialized object.\n     * @param scene Defines the scene we are parsing for\n     * @param rootUrl Defines the rootUrl to load from\n     */parse(t,i,e){super.parse(t,i,e);t.legacy===void 0&&(this.legacy=true)}}t([i(),e(\"_markAllSubMeshesAsTexturesDirty\")],PBRAnisotropicConfiguration.prototype,\"isEnabled\",void 0);t([i()],PBRAnisotropicConfiguration.prototype,\"intensity\",void 0);t([s()],PBRAnisotropicConfiguration.prototype,\"direction\",void 0);t([r(),e(\"_markAllSubMeshesAsTexturesDirty\")],PBRAnisotropicConfiguration.prototype,\"texture\",void 0);t([i(),e(\"_markAllSubMeshesAsMiscDirty\")],PBRAnisotropicConfiguration.prototype,\"legacy\",void 0);export{MaterialAnisotropicDefines,PBRAnisotropicConfiguration};\n//# sourceMappingURL=pbrAnisotropicConfiguration.js.map\n","import{__decorate as e}from\"../../tslib.es6.js\";import{serialize as t,expandToProperty as s,serializeAsColor3 as i,serializeAsTexture as r}from\"../../Misc/decorators.js\";import{Color3 as o}from\"../../Maths/math.color.js\";import{MaterialFlags as n}from\"../materialFlags.js\";import{MaterialPluginBase as h}from\"../materialPluginBase.js\";import{MaterialDefines as u}from\"../materialDefines.js\";import{PrepareDefinesForMergedUV as a,BindTextureMatrix as l}from\"../materialHelper.functions.js\";import\"../../_/SxHYZ7_O.js\";import\"../../Misc/arrayTools.js\";import\"../../Misc/typeStore.js\";import\"../../Maths/math.constants.js\";import\"../../_/BXd1Jdj1.js\";import\"../../_/Cn202uVB.js\";import\"../../Engines/engineStore.js\";import\"../../Misc/observable.js\";import\"../../Misc/logger.js\";import\"../../_/CX9Zyq1P.js\";import\"../../Engines/shaderStore.js\";import\"../../Misc/domManagement.js\";import\"../../_/CY5CD3a_.js\";import\"../../Misc/timingTools.js\";import\"../../_/BjBO3Vqv.js\";import\"../../Misc/precisionDate.js\";import\"../../_/BbEdeXLR.js\";import\"../Textures/Loaders/textureLoaderManager.js\";import\"../materialPluginManager.js\";import\"../material.js\";import\"../../Misc/tools.js\";import\"../../_/BrNwFyDm.js\";import\"../../Misc/webRequest.js\";import\"../../_/Qih3l7lC.js\";import\"../../Misc/error.js\";import\"../../Misc/stringTools.js\";import\"../../_/DKmLrVdL.js\";import\"../../Misc/guid.js\";import\"../../_/DI68bezJ.js\";import\"../../Meshes/subMesh.js\";import\"../../Buffers/buffer.js\";import\"../../_/BDtJaKhy.js\";import\"../../Buffers/bufferUtils.js\";import\"../../Collisions/intersectionInfo.js\";import\"../../Culling/boundingInfo.js\";import\"../../Maths/math.vector.js\";import\"../../Culling/boundingBox.js\";import\"../../Culling/boundingSphere.js\";import\"../../_/B8Hr9e10.js\";import\"../drawWrapper.js\";import\"../../_/DMkv-Omk.js\";import\"../../Maths/math.plane.js\";import\"../../Misc/decorators.serialization.js\";import\"../../_/CoucjtsB.js\";import\"../../_/CiiK0JQ3.js\";import\"../clipPlaneMaterialHelper.js\";class MaterialSheenDefines extends u{constructor(){super(...arguments);this.SHEEN=false;this.SHEEN_TEXTURE=false;this.SHEEN_GAMMATEXTURE=false;this.SHEEN_TEXTURE_ROUGHNESS=false;this.SHEEN_TEXTUREDIRECTUV=0;this.SHEEN_TEXTURE_ROUGHNESSDIRECTUV=0;this.SHEEN_LINKWITHALBEDO=false;this.SHEEN_ROUGHNESS=false;this.SHEEN_ALBEDOSCALING=false;this.SHEEN_USE_ROUGHNESS_FROM_MAINTEXTURE=false}}class PBRSheenConfiguration extends h{_markAllSubMeshesAsTexturesDirty(){this._enable(this._isEnabled);this._internalMarkAllSubMeshesAsTexturesDirty()}\n/**\n     * Gets a boolean indicating that the plugin is compatible with a given shader language.\n     * @returns true if the plugin is compatible with the shader language\n     */isCompatible(){return true}constructor(e,t=true){super(e,\"Sheen\",120,new MaterialSheenDefines,t);this._isEnabled=false;this.isEnabled=false;this._linkSheenWithAlbedo=false;this.linkSheenWithAlbedo=false;this.intensity=1;this.color=o.White();this._texture=null;this.texture=null;this._useRoughnessFromMainTexture=true;this.useRoughnessFromMainTexture=true;this._roughness=null;this.roughness=null;this._textureRoughness=null;this.textureRoughness=null;this._albedoScaling=false;this.albedoScaling=false;this._internalMarkAllSubMeshesAsTexturesDirty=e._dirtyCallbacks[1]}isReadyForSubMesh(e,t){if(!this._isEnabled)return true;if(e._areTexturesDirty&&t.texturesEnabled){if(this._texture&&n.SheenTextureEnabled&&!this._texture.isReadyOrNotBlocking())return false;if(this._textureRoughness&&n.SheenTextureEnabled&&!this._textureRoughness.isReadyOrNotBlocking())return false}return true}prepareDefinesBeforeAttributes(e,t){if(this._isEnabled){e.SHEEN=true;e.SHEEN_LINKWITHALBEDO=this._linkSheenWithAlbedo;e.SHEEN_ROUGHNESS=this._roughness!==null;e.SHEEN_ALBEDOSCALING=this._albedoScaling;e.SHEEN_USE_ROUGHNESS_FROM_MAINTEXTURE=this._useRoughnessFromMainTexture;if(e._areTexturesDirty&&t.texturesEnabled){if(this._texture&&n.SheenTextureEnabled){a(this._texture,e,\"SHEEN_TEXTURE\");e.SHEEN_GAMMATEXTURE=this._texture.gammaSpace}else e.SHEEN_TEXTURE=false;this._textureRoughness&&n.SheenTextureEnabled?a(this._textureRoughness,e,\"SHEEN_TEXTURE_ROUGHNESS\"):e.SHEEN_TEXTURE_ROUGHNESS=false}}else{e.SHEEN=false;e.SHEEN_TEXTURE=false;e.SHEEN_TEXTURE_ROUGHNESS=false;e.SHEEN_LINKWITHALBEDO=false;e.SHEEN_ROUGHNESS=false;e.SHEEN_ALBEDOSCALING=false;e.SHEEN_USE_ROUGHNESS_FROM_MAINTEXTURE=false;e.SHEEN_GAMMATEXTURE=false;e.SHEEN_TEXTUREDIRECTUV=0;e.SHEEN_TEXTURE_ROUGHNESSDIRECTUV=0}}bindForSubMesh(e,t,s,i){if(!this._isEnabled)return;const r=i.materialDefines;const o=this._material.isFrozen;if(!e.useUbo||!o||!e.isSync){if((this._texture||this._textureRoughness)&&n.SheenTextureEnabled){e.updateFloat4(\"vSheenInfos\",this._texture?.coordinatesIndex??0,this._texture?.level??0,this._textureRoughness?.coordinatesIndex??0,this._textureRoughness?.level??0);this._texture&&l(this._texture,e,\"sheen\");this._textureRoughness&&!r.SHEEN_USE_ROUGHNESS_FROM_MAINTEXTURE&&l(this._textureRoughness,e,\"sheenRoughness\")}e.updateFloat4(\"vSheenColor\",this.color.r,this.color.g,this.color.b,this.intensity);this._roughness!==null&&e.updateFloat(\"vSheenRoughness\",this._roughness)}if(t.texturesEnabled){this._texture&&n.SheenTextureEnabled&&e.setTexture(\"sheenSampler\",this._texture);this._textureRoughness&&!r.SHEEN_USE_ROUGHNESS_FROM_MAINTEXTURE&&n.SheenTextureEnabled&&e.setTexture(\"sheenRoughnessSampler\",this._textureRoughness)}}hasTexture(e){return this._texture===e||this._textureRoughness===e}getActiveTextures(e){this._texture&&e.push(this._texture);this._textureRoughness&&e.push(this._textureRoughness)}getAnimatables(e){this._texture&&this._texture.animations&&this._texture.animations.length>0&&e.push(this._texture);this._textureRoughness&&this._textureRoughness.animations&&this._textureRoughness.animations.length>0&&e.push(this._textureRoughness)}dispose(e){if(e){this._texture?.dispose();this._textureRoughness?.dispose()}}getClassName(){return\"PBRSheenConfiguration\"}addFallbacks(e,t,s){e.SHEEN&&t.addFallback(s++,\"SHEEN\");return s}getSamplers(e){e.push(\"sheenSampler\",\"sheenRoughnessSampler\")}getUniforms(){return{ubo:[{name:\"vSheenColor\",size:4,type:\"vec4\"},{name:\"vSheenRoughness\",size:1,type:\"float\"},{name:\"vSheenInfos\",size:4,type:\"vec4\"},{name:\"sheenMatrix\",size:16,type:\"mat4\"},{name:\"sheenRoughnessMatrix\",size:16,type:\"mat4\"}]}}}e([t(),s(\"_markAllSubMeshesAsTexturesDirty\")],PBRSheenConfiguration.prototype,\"isEnabled\",void 0);e([t(),s(\"_markAllSubMeshesAsTexturesDirty\")],PBRSheenConfiguration.prototype,\"linkSheenWithAlbedo\",void 0);e([t()],PBRSheenConfiguration.prototype,\"intensity\",void 0);e([i()],PBRSheenConfiguration.prototype,\"color\",void 0);e([r(),s(\"_markAllSubMeshesAsTexturesDirty\")],PBRSheenConfiguration.prototype,\"texture\",void 0);e([t(),s(\"_markAllSubMeshesAsTexturesDirty\")],PBRSheenConfiguration.prototype,\"useRoughnessFromMainTexture\",void 0);e([t(),s(\"_markAllSubMeshesAsTexturesDirty\")],PBRSheenConfiguration.prototype,\"roughness\",void 0);e([r(),s(\"_markAllSubMeshesAsTexturesDirty\")],PBRSheenConfiguration.prototype,\"textureRoughness\",void 0);e([t(),s(\"_markAllSubMeshesAsTexturesDirty\")],PBRSheenConfiguration.prototype,\"albedoScaling\",void 0);export{MaterialSheenDefines,PBRSheenConfiguration};\n//# sourceMappingURL=pbrSheenConfiguration.js.map\n","import{__decorate as e}from\"../../tslib.es6.js\";import{serialize as t,expandToProperty as s,serializeAsTexture as i,serializeAsColor3 as r}from\"../../Misc/decorators.js\";import{Color3 as n}from\"../../Maths/math.color.js\";import{MaterialFlags as a}from\"../materialFlags.js\";import{TmpVectors as o}from\"../../Maths/math.vector.js\";import{MaterialPluginBase as u}from\"../materialPluginBase.js\";import{MaterialDefines as S}from\"../materialDefines.js\";import{PrepareDefinesForMergedUV as T,BindTextureMatrix as l}from\"../materialHelper.functions.js\";import\"../../_/SxHYZ7_O.js\";import\"../../Misc/arrayTools.js\";import\"../../Misc/typeStore.js\";import\"../../Maths/math.constants.js\";import\"../../_/BXd1Jdj1.js\";import\"../../_/Cn202uVB.js\";import\"../../Engines/engineStore.js\";import\"../../Misc/observable.js\";import\"../../Misc/logger.js\";import\"../../_/CX9Zyq1P.js\";import\"../../Engines/shaderStore.js\";import\"../../Misc/domManagement.js\";import\"../../_/CY5CD3a_.js\";import\"../../Misc/timingTools.js\";import\"../../_/BjBO3Vqv.js\";import\"../../Misc/precisionDate.js\";import\"../../_/BbEdeXLR.js\";import\"../Textures/Loaders/textureLoaderManager.js\";import\"../materialPluginManager.js\";import\"../material.js\";import\"../../Misc/tools.js\";import\"../../_/BrNwFyDm.js\";import\"../../Misc/webRequest.js\";import\"../../_/Qih3l7lC.js\";import\"../../Misc/error.js\";import\"../../Misc/stringTools.js\";import\"../../_/DKmLrVdL.js\";import\"../../Misc/guid.js\";import\"../../_/DI68bezJ.js\";import\"../../Meshes/subMesh.js\";import\"../../Buffers/buffer.js\";import\"../../_/BDtJaKhy.js\";import\"../../Buffers/bufferUtils.js\";import\"../../Collisions/intersectionInfo.js\";import\"../../Culling/boundingInfo.js\";import\"../../Culling/boundingBox.js\";import\"../../Culling/boundingSphere.js\";import\"../../_/B8Hr9e10.js\";import\"../drawWrapper.js\";import\"../../_/DMkv-Omk.js\";import\"../../Maths/math.plane.js\";import\"../../Misc/decorators.serialization.js\";import\"../../_/CoucjtsB.js\";import\"../../_/CiiK0JQ3.js\";import\"../clipPlaneMaterialHelper.js\";class MaterialSubSurfaceDefines extends S{constructor(){super(...arguments);this.SUBSURFACE=false;this.SS_REFRACTION=false;this.SS_REFRACTION_USE_INTENSITY_FROM_THICKNESS=false;this.SS_TRANSLUCENCY=false;this.SS_TRANSLUCENCY_USE_INTENSITY_FROM_THICKNESS=false;this.SS_SCATTERING=false;this.SS_DISPERSION=false;this.SS_THICKNESSANDMASK_TEXTURE=false;this.SS_THICKNESSANDMASK_TEXTUREDIRECTUV=0;this.SS_HAS_THICKNESS=false;this.SS_REFRACTIONINTENSITY_TEXTURE=false;this.SS_REFRACTIONINTENSITY_TEXTUREDIRECTUV=0;this.SS_TRANSLUCENCYINTENSITY_TEXTURE=false;this.SS_TRANSLUCENCYINTENSITY_TEXTUREDIRECTUV=0;this.SS_TRANSLUCENCYCOLOR_TEXTURE=false;this.SS_TRANSLUCENCYCOLOR_TEXTUREDIRECTUV=0;this.SS_TRANSLUCENCYCOLOR_TEXTURE_GAMMA=false;this.SS_REFRACTIONMAP_3D=false;this.SS_REFRACTIONMAP_OPPOSITEZ=false;this.SS_LODINREFRACTIONALPHA=false;this.SS_GAMMAREFRACTION=false;this.SS_RGBDREFRACTION=false;this.SS_LINEARSPECULARREFRACTION=false;this.SS_LINKREFRACTIONTOTRANSPARENCY=false;this.SS_ALBEDOFORREFRACTIONTINT=false;this.SS_ALBEDOFORTRANSLUCENCYTINT=false;this.SS_USE_LOCAL_REFRACTIONMAP_CUBIC=false;this.SS_USE_THICKNESS_AS_DEPTH=false;this.SS_USE_GLTF_TEXTURES=false;this.SS_APPLY_ALBEDO_AFTER_SUBSURFACE=false;this.SS_TRANSLUCENCY_LEGACY=false}}class PBRSubSurfaceConfiguration extends u{get scatteringDiffusionProfile(){return this._scene.subSurfaceConfiguration?this._scene.subSurfaceConfiguration.ssDiffusionProfileColors[this._scatteringDiffusionProfileIndex]:null}set scatteringDiffusionProfile(e){this._scene.enableSubSurfaceForPrePass()&&e&&(this._scatteringDiffusionProfileIndex=this._scene.subSurfaceConfiguration.addDiffusionProfile(e))}get volumeIndexOfRefraction(){return this._volumeIndexOfRefraction>=1?this._volumeIndexOfRefraction:this._indexOfRefraction}set volumeIndexOfRefraction(e){this._volumeIndexOfRefraction=e>=1?e:-1}_markAllSubMeshesAsTexturesDirty(){this._enable(this._isRefractionEnabled||this._isTranslucencyEnabled||this._isScatteringEnabled);this._internalMarkAllSubMeshesAsTexturesDirty()}_markScenePrePassDirty(){this._enable(this._isRefractionEnabled||this._isTranslucencyEnabled||this._isScatteringEnabled);this._internalMarkAllSubMeshesAsTexturesDirty();this._internalMarkScenePrePassDirty()}\n/**\n     * Gets a boolean indicating that the plugin is compatible with a given shader language.\n     * @returns true if the plugin is compatible with the shader language\n     */isCompatible(){return true}constructor(e,t=true){super(e,\"PBRSubSurface\",130,new MaterialSubSurfaceDefines,t);this._isRefractionEnabled=false;this.isRefractionEnabled=false;this._isTranslucencyEnabled=false;this.isTranslucencyEnabled=false;this._isDispersionEnabled=false;this.isDispersionEnabled=false;this._isScatteringEnabled=false;this.isScatteringEnabled=false;this._scatteringDiffusionProfileIndex=0;this.refractionIntensity=1;this.translucencyIntensity=1;this.useAlbedoToTintRefraction=false;this.useAlbedoToTintTranslucency=false;this._thicknessTexture=null;this.thicknessTexture=null;this._refractionTexture=null;this.refractionTexture=null;this._indexOfRefraction=1.5;this.indexOfRefraction=1.5;this._volumeIndexOfRefraction=-1;this._invertRefractionY=false;this.invertRefractionY=false;this._linkRefractionWithTransparency=false;this.linkRefractionWithTransparency=false;this.minimumThickness=0;this.maximumThickness=1;this.useThicknessAsDepth=false;this.tintColor=n.White();this.tintColorAtDistance=1;this.dispersion=0;this.diffusionDistance=n.White();this._useMaskFromThicknessTexture=false;this.useMaskFromThicknessTexture=false;this._refractionIntensityTexture=null;this.refractionIntensityTexture=null;this._translucencyIntensityTexture=null;this.translucencyIntensityTexture=null;this.translucencyColor=null;this._translucencyColorTexture=null;this.translucencyColorTexture=null;this._useGltfStyleTextures=true;this.useGltfStyleTextures=true;this.applyAlbedoAfterSubSurface=PBRSubSurfaceConfiguration.DEFAULT_APPLY_ALBEDO_AFTERSUBSURFACE;this.legacyTransluceny=PBRSubSurfaceConfiguration.DEFAULT_LEGACY_TRANSLUCENCY;this._scene=e.getScene();this.registerForExtraEvents=true;this._internalMarkAllSubMeshesAsTexturesDirty=e._dirtyCallbacks[1];this._internalMarkScenePrePassDirty=e._dirtyCallbacks[32]}isReadyForSubMesh(e,t){if(!this._isRefractionEnabled&&!this._isTranslucencyEnabled&&!this._isScatteringEnabled)return true;if(e._areTexturesDirty&&t.texturesEnabled){if(this._thicknessTexture&&a.ThicknessTextureEnabled&&!this._thicknessTexture.isReadyOrNotBlocking())return false;if(this._translucencyColorTexture&&a.TranslucencyColorTextureEnabled&&!this._translucencyColorTexture.isReadyOrNotBlocking())return false;if(this._translucencyIntensityTexture&&a.TranslucencyIntensityTextureEnabled&&!this._translucencyIntensityTexture.isReadyOrNotBlocking())return false;const e=this._getRefractionTexture(t);if(e&&a.RefractionTextureEnabled&&!e.isReadyOrNotBlocking())return false}return true}prepareDefinesBeforeAttributes(e,t){if(this._isRefractionEnabled||this._isTranslucencyEnabled||this._isScatteringEnabled){if(e._areTexturesDirty){e.SUBSURFACE=true;e.SS_DISPERSION=this._isDispersionEnabled;e.SS_TRANSLUCENCY=this._isTranslucencyEnabled;e.SS_TRANSLUCENCY_USE_INTENSITY_FROM_THICKNESS=false;e.SS_TRANSLUCENCY_LEGACY=this.legacyTransluceny;e.SS_SCATTERING=this._isScatteringEnabled;e.SS_THICKNESSANDMASK_TEXTURE=false;e.SS_REFRACTIONINTENSITY_TEXTURE=false;e.SS_TRANSLUCENCYINTENSITY_TEXTURE=false;e.SS_HAS_THICKNESS=false;e.SS_USE_GLTF_TEXTURES=false;e.SS_REFRACTION=false;e.SS_REFRACTION_USE_INTENSITY_FROM_THICKNESS=false;e.SS_REFRACTIONMAP_3D=false;e.SS_GAMMAREFRACTION=false;e.SS_RGBDREFRACTION=false;e.SS_LINEARSPECULARREFRACTION=false;e.SS_REFRACTIONMAP_OPPOSITEZ=false;e.SS_LODINREFRACTIONALPHA=false;e.SS_LINKREFRACTIONTOTRANSPARENCY=false;e.SS_ALBEDOFORREFRACTIONTINT=false;e.SS_ALBEDOFORTRANSLUCENCYTINT=false;e.SS_USE_LOCAL_REFRACTIONMAP_CUBIC=false;e.SS_USE_THICKNESS_AS_DEPTH=false;e.SS_TRANSLUCENCYCOLOR_TEXTURE=false;e.SS_APPLY_ALBEDO_AFTER_SUBSURFACE=this.applyAlbedoAfterSubSurface;if(e._areTexturesDirty&&t.texturesEnabled){this._thicknessTexture&&a.ThicknessTextureEnabled&&T(this._thicknessTexture,e,\"SS_THICKNESSANDMASK_TEXTURE\");this._refractionIntensityTexture&&a.RefractionIntensityTextureEnabled&&T(this._refractionIntensityTexture,e,\"SS_REFRACTIONINTENSITY_TEXTURE\");this._translucencyIntensityTexture&&a.TranslucencyIntensityTextureEnabled&&T(this._translucencyIntensityTexture,e,\"SS_TRANSLUCENCYINTENSITY_TEXTURE\");if(this._translucencyColorTexture&&a.TranslucencyColorTextureEnabled){T(this._translucencyColorTexture,e,\"SS_TRANSLUCENCYCOLOR_TEXTURE\");e.SS_TRANSLUCENCYCOLOR_TEXTURE_GAMMA=this._translucencyColorTexture.gammaSpace}}e.SS_HAS_THICKNESS=this.maximumThickness-this.minimumThickness!==0;e.SS_USE_GLTF_TEXTURES=this._useGltfStyleTextures;e.SS_REFRACTION_USE_INTENSITY_FROM_THICKNESS=this._useMaskFromThicknessTexture&&!this._refractionIntensityTexture;e.SS_TRANSLUCENCY_USE_INTENSITY_FROM_THICKNESS=this._useMaskFromThicknessTexture&&!this._translucencyIntensityTexture;if(this._isRefractionEnabled&&t.texturesEnabled){const s=this._getRefractionTexture(t);if(s&&a.RefractionTextureEnabled){e.SS_REFRACTION=true;e.SS_REFRACTIONMAP_3D=s.isCube;e.SS_GAMMAREFRACTION=s.gammaSpace;e.SS_RGBDREFRACTION=s.isRGBD;e.SS_LINEARSPECULARREFRACTION=s.linearSpecularLOD;e.SS_REFRACTIONMAP_OPPOSITEZ=this._scene.useRightHandedSystem&&s.isCube?!s.invertZ:s.invertZ;e.SS_LODINREFRACTIONALPHA=s.lodLevelInAlpha;e.SS_LINKREFRACTIONTOTRANSPARENCY=this._linkRefractionWithTransparency;e.SS_ALBEDOFORREFRACTIONTINT=this.useAlbedoToTintRefraction;e.SS_USE_LOCAL_REFRACTIONMAP_CUBIC=s.isCube&&s.boundingBoxSize;e.SS_USE_THICKNESS_AS_DEPTH=this.useThicknessAsDepth}}this._isTranslucencyEnabled&&(e.SS_ALBEDOFORTRANSLUCENCYTINT=this.useAlbedoToTintTranslucency)}}else{e.SUBSURFACE=false;e.SS_DISPERSION=false;e.SS_TRANSLUCENCY=false;e.SS_SCATTERING=false;e.SS_REFRACTION=false;e.SS_REFRACTION_USE_INTENSITY_FROM_THICKNESS=false;e.SS_TRANSLUCENCY_USE_INTENSITY_FROM_THICKNESS=false;e.SS_THICKNESSANDMASK_TEXTURE=false;e.SS_THICKNESSANDMASK_TEXTUREDIRECTUV=0;e.SS_HAS_THICKNESS=false;e.SS_REFRACTIONINTENSITY_TEXTURE=false;e.SS_REFRACTIONINTENSITY_TEXTUREDIRECTUV=0;e.SS_TRANSLUCENCYINTENSITY_TEXTURE=false;e.SS_TRANSLUCENCYINTENSITY_TEXTUREDIRECTUV=0;e.SS_REFRACTIONMAP_3D=false;e.SS_REFRACTIONMAP_OPPOSITEZ=false;e.SS_LODINREFRACTIONALPHA=false;e.SS_GAMMAREFRACTION=false;e.SS_RGBDREFRACTION=false;e.SS_LINEARSPECULARREFRACTION=false;e.SS_LINKREFRACTIONTOTRANSPARENCY=false;e.SS_ALBEDOFORREFRACTIONTINT=false;e.SS_ALBEDOFORTRANSLUCENCYTINT=false;e.SS_USE_LOCAL_REFRACTIONMAP_CUBIC=false;e.SS_USE_THICKNESS_AS_DEPTH=false;e.SS_USE_GLTF_TEXTURES=false;e.SS_TRANSLUCENCYCOLOR_TEXTURE=false;e.SS_TRANSLUCENCYCOLOR_TEXTUREDIRECTUV=0;e.SS_TRANSLUCENCYCOLOR_TEXTURE_GAMMA=false;e.SS_APPLY_ALBEDO_AFTER_SUBSURFACE=false}}\n/**\n     * Binds the material data (this function is called even if mustRebind() returns false)\n     * @param uniformBuffer defines the Uniform buffer to fill in.\n     * @param scene defines the scene the material belongs to.\n     * @param engine defines the engine the material belongs to.\n     * @param subMesh the submesh to bind data for\n     */hardBindForSubMesh(e,t,s,i){if(this._isRefractionEnabled||this._isTranslucencyEnabled||this._isScatteringEnabled)if(this.maximumThickness===0&&this.minimumThickness===0)e.updateFloat2(\"vThicknessParam\",0,0);else{i.getRenderingMesh().getWorldMatrix().decompose(o.Vector3[0]);const t=Math.max(Math.abs(o.Vector3[0].x),Math.abs(o.Vector3[0].y),Math.abs(o.Vector3[0].z));e.updateFloat2(\"vThicknessParam\",this.minimumThickness*t,(this.maximumThickness-this.minimumThickness)*t)}}bindForSubMesh(e,t,s,i){if(!this._isRefractionEnabled&&!this._isTranslucencyEnabled&&!this._isScatteringEnabled)return;const r=i.materialDefines;const n=this._material.isFrozen;const o=this._material.realTimeFiltering;const u=r.LODBASEDMICROSFURACE;const S=this._getRefractionTexture(t);if(!e.useUbo||!n||!e.isSync){if(this._thicknessTexture&&a.ThicknessTextureEnabled){e.updateFloat2(\"vThicknessInfos\",this._thicknessTexture.coordinatesIndex,this._thicknessTexture.level);l(this._thicknessTexture,e,\"thickness\")}if(this._refractionIntensityTexture&&a.RefractionIntensityTextureEnabled&&r.SS_REFRACTIONINTENSITY_TEXTURE){e.updateFloat2(\"vRefractionIntensityInfos\",this._refractionIntensityTexture.coordinatesIndex,this._refractionIntensityTexture.level);l(this._refractionIntensityTexture,e,\"refractionIntensity\")}if(this._translucencyColorTexture&&a.TranslucencyColorTextureEnabled&&r.SS_TRANSLUCENCYCOLOR_TEXTURE){e.updateFloat2(\"vTranslucencyColorInfos\",this._translucencyColorTexture.coordinatesIndex,this._translucencyColorTexture.level);l(this._translucencyColorTexture,e,\"translucencyColor\")}if(this._translucencyIntensityTexture&&a.TranslucencyIntensityTextureEnabled&&r.SS_TRANSLUCENCYINTENSITY_TEXTURE){e.updateFloat2(\"vTranslucencyIntensityInfos\",this._translucencyIntensityTexture.coordinatesIndex,this._translucencyIntensityTexture.level);l(this._translucencyIntensityTexture,e,\"translucencyIntensity\")}if(S&&a.RefractionTextureEnabled){e.updateMatrix(\"refractionMatrix\",S.getRefractionTextureMatrix());let t=1;S.isCube||S.depth&&(t=S.depth);const s=S.getSize().width;const i=this.volumeIndexOfRefraction;e.updateFloat4(\"vRefractionInfos\",S.level,1/i,t,this._invertRefractionY?-1:1);e.updateFloat4(\"vRefractionMicrosurfaceInfos\",s,S.lodGenerationScale,S.lodGenerationOffset,1/this.indexOfRefraction);o&&e.updateFloat2(\"vRefractionFilteringInfo\",s,Math.log2(s));if(S.boundingBoxSize){const t=S;e.updateVector3(\"vRefractionPosition\",t.boundingBoxPosition);e.updateVector3(\"vRefractionSize\",t.boundingBoxSize)}}this._isScatteringEnabled&&e.updateFloat(\"scatteringDiffusionProfile\",this._scatteringDiffusionProfileIndex);e.updateColor3(\"vDiffusionDistance\",this.diffusionDistance);e.updateFloat4(\"vTintColor\",this.tintColor.r,this.tintColor.g,this.tintColor.b,Math.max(1e-5,this.tintColorAtDistance));e.updateColor4(\"vTranslucencyColor\",this.translucencyColor??this.tintColor,0);e.updateFloat3(\"vSubSurfaceIntensity\",this.refractionIntensity,this.translucencyIntensity,0);e.updateFloat(\"dispersion\",this.dispersion)}if(t.texturesEnabled){this._thicknessTexture&&a.ThicknessTextureEnabled&&e.setTexture(\"thicknessSampler\",this._thicknessTexture);this._refractionIntensityTexture&&a.RefractionIntensityTextureEnabled&&r.SS_REFRACTIONINTENSITY_TEXTURE&&e.setTexture(\"refractionIntensitySampler\",this._refractionIntensityTexture);this._translucencyIntensityTexture&&a.TranslucencyIntensityTextureEnabled&&r.SS_TRANSLUCENCYINTENSITY_TEXTURE&&e.setTexture(\"translucencyIntensitySampler\",this._translucencyIntensityTexture);this._translucencyColorTexture&&a.TranslucencyColorTextureEnabled&&r.SS_TRANSLUCENCYCOLOR_TEXTURE&&e.setTexture(\"translucencyColorSampler\",this._translucencyColorTexture);if(S&&a.RefractionTextureEnabled)if(u)e.setTexture(\"refractionSampler\",S);else{e.setTexture(\"refractionSampler\",S._lodTextureMid||S);e.setTexture(\"refractionSamplerLow\",S._lodTextureLow||S);e.setTexture(\"refractionSamplerHigh\",S._lodTextureHigh||S)}}}\n/**\n     * Returns the texture used for refraction or null if none is used.\n     * @param scene defines the scene the material belongs to.\n     * @returns - Refraction texture if present.  If no refraction texture and refraction\n     * is linked with transparency, returns environment texture.  Otherwise, returns null.\n     */_getRefractionTexture(e){return this._refractionTexture?this._refractionTexture:this._isRefractionEnabled?e.environmentTexture:null}get disableAlphaBlending(){return this._isRefractionEnabled&&this._linkRefractionWithTransparency}\n/**\n     * Fills the list of render target textures.\n     * @param renderTargets the list of render targets to update\n     */fillRenderTargetTextures(e){a.RefractionTextureEnabled&&this._refractionTexture&&this._refractionTexture.isRenderTarget&&e.push(this._refractionTexture)}hasTexture(e){return this._thicknessTexture===e||(this._refractionTexture===e||(this._refractionIntensityTexture===e||(this._translucencyIntensityTexture===e||this._translucencyColorTexture===e)))}hasRenderTargetTextures(){return!!(a.RefractionTextureEnabled&&this._refractionTexture&&this._refractionTexture.isRenderTarget)}getActiveTextures(e){this._thicknessTexture&&e.push(this._thicknessTexture);this._refractionTexture&&e.push(this._refractionTexture);this._translucencyColorTexture&&e.push(this._translucencyColorTexture);this._translucencyIntensityTexture&&e.push(this._translucencyIntensityTexture)}getAnimatables(e){this._thicknessTexture&&this._thicknessTexture.animations&&this._thicknessTexture.animations.length>0&&e.push(this._thicknessTexture);this._refractionTexture&&this._refractionTexture.animations&&this._refractionTexture.animations.length>0&&e.push(this._refractionTexture);this._translucencyColorTexture&&this._translucencyColorTexture.animations&&this._translucencyColorTexture.animations.length>0&&e.push(this._translucencyColorTexture);this._translucencyIntensityTexture&&this._translucencyIntensityTexture.animations&&this._translucencyIntensityTexture.animations.length>0&&e.push(this._translucencyIntensityTexture)}dispose(e){if(e){this._thicknessTexture&&this._thicknessTexture.dispose();this._refractionTexture&&this._refractionTexture.dispose();this._translucencyColorTexture&&this._translucencyColorTexture.dispose();this._translucencyIntensityTexture&&this._translucencyIntensityTexture.dispose()}}getClassName(){return\"PBRSubSurfaceConfiguration\"}addFallbacks(e,t,s){e.SS_SCATTERING&&t.addFallback(s++,\"SS_SCATTERING\");e.SS_TRANSLUCENCY&&t.addFallback(s++,\"SS_TRANSLUCENCY\");return s}getSamplers(e){e.push(\"thicknessSampler\",\"refractionIntensitySampler\",\"translucencyIntensitySampler\",\"refractionSampler\",\"refractionSamplerLow\",\"refractionSamplerHigh\",\"translucencyColorSampler\")}getUniforms(){return{ubo:[{name:\"vRefractionMicrosurfaceInfos\",size:4,type:\"vec4\"},{name:\"vRefractionFilteringInfo\",size:2,type:\"vec2\"},{name:\"vTranslucencyIntensityInfos\",size:2,type:\"vec2\"},{name:\"vRefractionInfos\",size:4,type:\"vec4\"},{name:\"refractionMatrix\",size:16,type:\"mat4\"},{name:\"vThicknessInfos\",size:2,type:\"vec2\"},{name:\"vRefractionIntensityInfos\",size:2,type:\"vec2\"},{name:\"thicknessMatrix\",size:16,type:\"mat4\"},{name:\"refractionIntensityMatrix\",size:16,type:\"mat4\"},{name:\"translucencyIntensityMatrix\",size:16,type:\"mat4\"},{name:\"vThicknessParam\",size:2,type:\"vec2\"},{name:\"vDiffusionDistance\",size:3,type:\"vec3\"},{name:\"vTintColor\",size:4,type:\"vec4\"},{name:\"vSubSurfaceIntensity\",size:3,type:\"vec3\"},{name:\"vRefractionPosition\",size:3,type:\"vec3\"},{name:\"vRefractionSize\",size:3,type:\"vec3\"},{name:\"scatteringDiffusionProfile\",size:1,type:\"float\"},{name:\"dispersion\",size:1,type:\"float\"},{name:\"vTranslucencyColor\",size:4,type:\"vec4\"},{name:\"vTranslucencyColorInfos\",size:2,type:\"vec2\"},{name:\"translucencyColorMatrix\",size:16,type:\"mat4\"}]}}}PBRSubSurfaceConfiguration.DEFAULT_APPLY_ALBEDO_AFTERSUBSURFACE=false;PBRSubSurfaceConfiguration.DEFAULT_LEGACY_TRANSLUCENCY=false;e([t(),s(\"_markAllSubMeshesAsTexturesDirty\")],PBRSubSurfaceConfiguration.prototype,\"isRefractionEnabled\",void 0);e([t(),s(\"_markAllSubMeshesAsTexturesDirty\")],PBRSubSurfaceConfiguration.prototype,\"isTranslucencyEnabled\",void 0);e([t(),s(\"_markAllSubMeshesAsTexturesDirty\")],PBRSubSurfaceConfiguration.prototype,\"isDispersionEnabled\",void 0);e([t(),s(\"_markScenePrePassDirty\")],PBRSubSurfaceConfiguration.prototype,\"isScatteringEnabled\",void 0);e([t()],PBRSubSurfaceConfiguration.prototype,\"_scatteringDiffusionProfileIndex\",void 0);e([t()],PBRSubSurfaceConfiguration.prototype,\"refractionIntensity\",void 0);e([t()],PBRSubSurfaceConfiguration.prototype,\"translucencyIntensity\",void 0);e([t()],PBRSubSurfaceConfiguration.prototype,\"useAlbedoToTintRefraction\",void 0);e([t()],PBRSubSurfaceConfiguration.prototype,\"useAlbedoToTintTranslucency\",void 0);e([i(),s(\"_markAllSubMeshesAsTexturesDirty\")],PBRSubSurfaceConfiguration.prototype,\"thicknessTexture\",void 0);e([i(),s(\"_markAllSubMeshesAsTexturesDirty\")],PBRSubSurfaceConfiguration.prototype,\"refractionTexture\",void 0);e([t(),s(\"_markAllSubMeshesAsTexturesDirty\")],PBRSubSurfaceConfiguration.prototype,\"indexOfRefraction\",void 0);e([t()],PBRSubSurfaceConfiguration.prototype,\"_volumeIndexOfRefraction\",void 0);e([s(\"_markAllSubMeshesAsTexturesDirty\")],PBRSubSurfaceConfiguration.prototype,\"volumeIndexOfRefraction\",null);e([t(),s(\"_markAllSubMeshesAsTexturesDirty\")],PBRSubSurfaceConfiguration.prototype,\"invertRefractionY\",void 0);e([t(),s(\"_markAllSubMeshesAsTexturesDirty\")],PBRSubSurfaceConfiguration.prototype,\"linkRefractionWithTransparency\",void 0);e([t()],PBRSubSurfaceConfiguration.prototype,\"minimumThickness\",void 0);e([t()],PBRSubSurfaceConfiguration.prototype,\"maximumThickness\",void 0);e([t()],PBRSubSurfaceConfiguration.prototype,\"useThicknessAsDepth\",void 0);e([r()],PBRSubSurfaceConfiguration.prototype,\"tintColor\",void 0);e([t()],PBRSubSurfaceConfiguration.prototype,\"tintColorAtDistance\",void 0);e([t()],PBRSubSurfaceConfiguration.prototype,\"dispersion\",void 0);e([r()],PBRSubSurfaceConfiguration.prototype,\"diffusionDistance\",void 0);e([t(),s(\"_markAllSubMeshesAsTexturesDirty\")],PBRSubSurfaceConfiguration.prototype,\"useMaskFromThicknessTexture\",void 0);e([i(),s(\"_markAllSubMeshesAsTexturesDirty\")],PBRSubSurfaceConfiguration.prototype,\"refractionIntensityTexture\",void 0);e([i(),s(\"_markAllSubMeshesAsTexturesDirty\")],PBRSubSurfaceConfiguration.prototype,\"translucencyIntensityTexture\",void 0);e([r()],PBRSubSurfaceConfiguration.prototype,\"translucencyColor\",void 0);e([i(),s(\"_markAllSubMeshesAsTexturesDirty\")],PBRSubSurfaceConfiguration.prototype,\"translucencyColorTexture\",void 0);e([t(),s(\"_markAllSubMeshesAsTexturesDirty\")],PBRSubSurfaceConfiguration.prototype,\"useGltfStyleTextures\",void 0);e([t()],PBRSubSurfaceConfiguration.prototype,\"applyAlbedoAfterSubSurface\",void 0);e([t()],PBRSubSurfaceConfiguration.prototype,\"legacyTransluceny\",void 0);export{MaterialSubSurfaceDefines,PBRSubSurfaceConfiguration};\n//# sourceMappingURL=pbrSubSurfaceConfiguration.js.map\n","import{__decorate as e}from\"../../tslib.es6.js\";import{serializeAsImageProcessingConfiguration as t,expandToProperty as i}from\"../../Misc/decorators.js\";import{Logger as s}from\"../../Misc/logger.js\";import{SmartArray as a}from\"../../Misc/smartArray.js\";import{G as r}from\"../../_/CG6D48xs.js\";import{S as l}from\"../../_/C8GFa5fR.js\";import{Vector4 as n}from\"../../Maths/math.vector.js\";import{VertexBuffer as o}from\"../../Buffers/buffer.js\";import{PBRBRDFConfiguration as h}from\"./pbrBRDFConfiguration.js\";import{PrePassConfiguration as u}from\"../prePassConfiguration.js\";import{Color3 as f,TmpColors as E}from\"../../Maths/math.color.js\";import{ImageProcessingConfiguration as T}from\"../imageProcessingConfiguration.js\";import{Material as c}from\"../material.js\";import{MaterialDefines as _}from\"../materialDefines.js\";import{PushMaterial as A}from\"../pushMaterial.js\";import{T as R}from\"../../_/CQIKoMTj.js\";import{MaterialFlags as m}from\"../materialFlags.js\";import\"../../_/T8aWBy-a.js\";import{EffectFallbacks as d}from\"../effectFallbacks.js\";import{PBRClearCoatConfiguration as I}from\"./pbrClearCoatConfiguration.js\";import{PBRIridescenceConfiguration as p}from\"./pbrIridescenceConfiguration.js\";import{PBRAnisotropicConfiguration as L}from\"./pbrAnisotropicConfiguration.js\";import{PBRSheenConfiguration as S}from\"./pbrSheenConfiguration.js\";import{PBRSubSurfaceConfiguration as M}from\"./pbrSubSurfaceConfiguration.js\";import{DetailMapConfiguration as C}from\"../material.detailMapConfiguration.js\";import{addClipPlaneUniforms as P,bindClipPlane as x}from\"../clipPlaneMaterialHelper.js\";import{HandleFallbacksForShadows as g,PrepareAttributesForBones as O,PrepareAttributesForInstances as N,PrepareAttributesForMorphTargets as b,PrepareAttributesForBakedVertexAnimation as F,PrepareUniformsAndSamplersList as v,PrepareDefinesForLights as U,PrepareDefinesForMultiview as D,PrepareDefinesForPrePass as B,PrepareDefinesForOIT as y,PrepareDefinesForMergedUV as H,PrepareDefinesForMisc as G,PrepareDefinesForFrameBoundValues as V,PrepareDefinesForAttributes as j,BindBonesParameters as X,BindTextureMatrix as k,BindLights as W,BindFogParameters as Y,BindMorphTargetParameters as z,BindLogDepth as w}from\"../materialHelper.functions.js\";import{M as Z}from\"../../_/BhgCu9Gs.js\";import\"../../_/SxHYZ7_O.js\";import\"../../_/Bfp3hC_X.js\";import\"../../PostProcesses/postProcess.js\";import\"../../Misc/observable.js\";import\"../../_/CX9Zyq1P.js\";import\"../../Engines/shaderStore.js\";import\"../../Misc/domManagement.js\";import\"../../_/CY5CD3a_.js\";import\"../../Misc/timingTools.js\";import\"../../Misc/decorators.serialization.js\";import\"../../_/CoucjtsB.js\";import\"../../Misc/typeStore.js\";import\"../../_/Cn202uVB.js\";import\"../../Engines/engineStore.js\";import\"../../_/BjBO3Vqv.js\";import\"../../Misc/precisionDate.js\";import\"../../_/BbEdeXLR.js\";import\"../Textures/Loaders/textureLoaderManager.js\";import\"../../_/DI68bezJ.js\";import\"../../_/Ehvw5Yhz.js\";import\"../../Maths/math.viewport.js\";import\"../drawWrapper.js\";import\"../../Misc/textureTools.js\";import\"../../_/DE5rCvsK.js\";import\"../../_/CUnbltVE.js\";import\"../../Rendering/renderingManager.js\";import\"../../Rendering/renderingGroup.js\";import\"../../Misc/arrayTools.js\";import\"../../_/4ul4i9F3.js\";import\"../../_/JMWFOuaA.js\";import\"../../_/3hBYf9Tn.js\";import\"../../_/BDtJaKhy.js\";import\"../../_/Bdb3B47T.js\";import\"../../_/B1g8MeKW.js\";import\"../../_/C_ZU5aGh.js\";import\"../../Engines/Extensions/engine.readTexture.js\";import\"../../_/BybBeBpg.js\";import\"../../Engines/Extensions/engine.cubeTexture.js\";import\"../../Engines/Extensions/engine.renderTarget.js\";import\"../../_/B9LLB-qh.js\";import\"../../Maths/sphericalPolynomial.js\";import\"../../Maths/math.js\";import\"../../Maths/math.axis.js\";import\"../../Maths/math.constants.js\";import\"../../Maths/math.frustum.js\";import\"../../Maths/math.plane.js\";import\"../../Maths/math.path.js\";import\"../../_/BXd1Jdj1.js\";import\"../../Maths/math.size.js\";import\"../Textures/baseTexture.js\";import\"../../Misc/guid.js\";import\"../../_/Qih3l7lC.js\";import\"../../Misc/webRequest.js\";import\"../../Misc/error.js\";import\"../../Misc/stringTools.js\";import\"../Textures/thinTexture.js\";import\"../../Misc/perfCounter.js\";import\"../../Misc/tools.js\";import\"../../_/BrNwFyDm.js\";import\"../../_/DKmLrVdL.js\";import\"../../_/Cj0bXeV_.js\";import\"../../_/DMkv-Omk.js\";import\"../../Collisions/pickingInfo.js\";import\"../../Buffers/bufferUtils.js\";import\"../../sceneComponent.js\";import\"../../Events/pointerEvents.js\";import\"../../_/TN86BEFI.js\";import\"../../Events/keyboardEvents.js\";import\"../../DeviceInput/InputDevices/deviceEnums.js\";import\"../../_/cN0qLbGU.js\";import\"../../_/BZGPCM-I.js\";import\"../../Misc/uniqueIdGenerator.js\";import\"../../_/CiiK0JQ3.js\";import\"../materialPluginBase.js\";import\"../materialPluginManager.js\";import\"../colorCurves.js\";import\"../../_/PO-8p3kB.js\";import\"../../_/DnV5xfDc.js\";import\"../../Meshes/subMesh.js\";import\"../../Collisions/intersectionInfo.js\";import\"../../Culling/boundingInfo.js\";import\"../../Culling/boundingBox.js\";import\"../../Culling/boundingSphere.js\";import\"../../_/B8Hr9e10.js\";import\"../../Compat/compatibilityOptions.js\";import\"../../_/DoTHuHny.js\";const Q={effect:null,subMesh:null};class PBRMaterialDefines extends _{\n/**\n     * Initializes the PBR Material defines.\n     * @param externalProperties The external properties\n     */\nconstructor(e){super(e);this.PBR=true;this.NUM_SAMPLES=\"0\";this.REALTIME_FILTERING=false;this.IBL_CDF_FILTERING=false;this.MAINUV1=false;this.MAINUV2=false;this.MAINUV3=false;this.MAINUV4=false;this.MAINUV5=false;this.MAINUV6=false;this.UV1=false;this.UV2=false;this.UV3=false;this.UV4=false;this.UV5=false;this.UV6=false;this.ALBEDO=false;this.GAMMAALBEDO=false;this.ALBEDODIRECTUV=0;this.VERTEXCOLOR=false;this.BASEWEIGHT=false;this.BASEWEIGHTDIRECTUV=0;this.BAKED_VERTEX_ANIMATION_TEXTURE=false;this.AMBIENT=false;this.AMBIENTDIRECTUV=0;this.AMBIENTINGRAYSCALE=false;this.OPACITY=false;this.VERTEXALPHA=false;this.OPACITYDIRECTUV=0;this.OPACITYRGB=false;this.ALPHATEST=false;this.DEPTHPREPASS=false;this.ALPHABLEND=false;this.ALPHAFROMALBEDO=false;this.ALPHATESTVALUE=\"0.5\";this.SPECULAROVERALPHA=false;this.RADIANCEOVERALPHA=false;this.ALPHAFRESNEL=false;this.LINEARALPHAFRESNEL=false;this.PREMULTIPLYALPHA=false;this.EMISSIVE=false;this.EMISSIVEDIRECTUV=0;this.GAMMAEMISSIVE=false;this.REFLECTIVITY=false;this.REFLECTIVITY_GAMMA=false;this.REFLECTIVITYDIRECTUV=0;this.SPECULARTERM=false;this.MICROSURFACEFROMREFLECTIVITYMAP=false;this.MICROSURFACEAUTOMATIC=false;this.LODBASEDMICROSFURACE=false;this.MICROSURFACEMAP=false;this.MICROSURFACEMAPDIRECTUV=0;this.METALLICWORKFLOW=false;this.ROUGHNESSSTOREINMETALMAPALPHA=false;this.ROUGHNESSSTOREINMETALMAPGREEN=false;this.METALLNESSSTOREINMETALMAPBLUE=false;this.AOSTOREINMETALMAPRED=false;this.METALLIC_REFLECTANCE=false;this.METALLIC_REFLECTANCE_GAMMA=false;this.METALLIC_REFLECTANCEDIRECTUV=0;this.METALLIC_REFLECTANCE_USE_ALPHA_ONLY=false;this.REFLECTANCE=false;this.REFLECTANCE_GAMMA=false;this.REFLECTANCEDIRECTUV=0;this.ENVIRONMENTBRDF=false;this.ENVIRONMENTBRDF_RGBD=false;this.NORMAL=false;this.TANGENT=false;this.BUMP=false;this.BUMPDIRECTUV=0;this.OBJECTSPACE_NORMALMAP=false;this.PARALLAX=false;this.PARALLAX_RHS=false;this.PARALLAXOCCLUSION=false;this.NORMALXYSCALE=true;this.LIGHTMAP=false;this.LIGHTMAPDIRECTUV=0;this.USELIGHTMAPASSHADOWMAP=false;this.GAMMALIGHTMAP=false;this.RGBDLIGHTMAP=false;this.REFLECTION=false;this.REFLECTIONMAP_3D=false;this.REFLECTIONMAP_SPHERICAL=false;this.REFLECTIONMAP_PLANAR=false;this.REFLECTIONMAP_CUBIC=false;this.USE_LOCAL_REFLECTIONMAP_CUBIC=false;this.REFLECTIONMAP_PROJECTION=false;this.REFLECTIONMAP_SKYBOX=false;this.REFLECTIONMAP_EXPLICIT=false;this.REFLECTIONMAP_EQUIRECTANGULAR=false;this.REFLECTIONMAP_EQUIRECTANGULAR_FIXED=false;this.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED=false;this.INVERTCUBICMAP=false;this.USESPHERICALFROMREFLECTIONMAP=false;this.USEIRRADIANCEMAP=false;this.USESPHERICALINVERTEX=false;this.REFLECTIONMAP_OPPOSITEZ=false;this.LODINREFLECTIONALPHA=false;this.GAMMAREFLECTION=false;this.RGBDREFLECTION=false;this.LINEARSPECULARREFLECTION=false;this.RADIANCEOCCLUSION=false;this.HORIZONOCCLUSION=false;this.INSTANCES=false;this.THIN_INSTANCES=false;this.INSTANCESCOLOR=false;this.PREPASS=false;this.PREPASS_COLOR=false;this.PREPASS_COLOR_INDEX=-1;this.PREPASS_IRRADIANCE=false;this.PREPASS_IRRADIANCE_INDEX=-1;this.PREPASS_ALBEDO=false;this.PREPASS_ALBEDO_INDEX=-1;this.PREPASS_ALBEDO_SQRT=false;this.PREPASS_ALBEDO_SQRT_INDEX=-1;this.PREPASS_DEPTH=false;this.PREPASS_DEPTH_INDEX=-1;this.PREPASS_SCREENSPACE_DEPTH=false;this.PREPASS_SCREENSPACE_DEPTH_INDEX=-1;this.PREPASS_NORMAL=false;this.PREPASS_NORMAL_INDEX=-1;this.PREPASS_NORMAL_WORLDSPACE=false;this.PREPASS_WORLD_NORMAL=false;this.PREPASS_WORLD_NORMAL_INDEX=-1;this.PREPASS_POSITION=false;this.PREPASS_POSITION_INDEX=-1;this.PREPASS_LOCAL_POSITION=false;this.PREPASS_LOCAL_POSITION_INDEX=-1;this.PREPASS_VELOCITY=false;this.PREPASS_VELOCITY_INDEX=-1;this.PREPASS_VELOCITY_LINEAR=false;this.PREPASS_VELOCITY_LINEAR_INDEX=-1;this.PREPASS_REFLECTIVITY=false;this.PREPASS_REFLECTIVITY_INDEX=-1;this.SCENE_MRT_COUNT=0;this.NUM_BONE_INFLUENCERS=0;this.BonesPerMesh=0;this.BONETEXTURE=false;this.BONES_VELOCITY_ENABLED=false;this.NONUNIFORMSCALING=false;this.MORPHTARGETS=false;this.MORPHTARGETS_POSITION=false;this.MORPHTARGETS_NORMAL=false;this.MORPHTARGETS_TANGENT=false;this.MORPHTARGETS_UV=false;this.MORPHTARGETS_UV2=false;this.MORPHTARGETS_COLOR=false;this.MORPHTARGETTEXTURE_HASPOSITIONS=false;this.MORPHTARGETTEXTURE_HASNORMALS=false;this.MORPHTARGETTEXTURE_HASTANGENTS=false;this.MORPHTARGETTEXTURE_HASUVS=false;this.MORPHTARGETTEXTURE_HASUV2S=false;this.MORPHTARGETTEXTURE_HASCOLORS=false;this.NUM_MORPH_INFLUENCERS=0;this.MORPHTARGETS_TEXTURE=false;this.IMAGEPROCESSING=false;this.VIGNETTE=false;this.VIGNETTEBLENDMODEMULTIPLY=false;this.VIGNETTEBLENDMODEOPAQUE=false;this.TONEMAPPING=0;this.CONTRAST=false;this.COLORCURVES=false;this.COLORGRADING=false;this.COLORGRADING3D=false;this.SAMPLER3DGREENDEPTH=false;this.SAMPLER3DBGRMAP=false;this.DITHER=false;this.IMAGEPROCESSINGPOSTPROCESS=false;this.SKIPFINALCOLORCLAMP=false;this.EXPOSURE=false;this.MULTIVIEW=false;this.ORDER_INDEPENDENT_TRANSPARENCY=false;this.ORDER_INDEPENDENT_TRANSPARENCY_16BITS=false;this.USEPHYSICALLIGHTFALLOFF=false;this.USEGLTFLIGHTFALLOFF=false;this.TWOSIDEDLIGHTING=false;this.MIRRORED=false;this.SHADOWFLOAT=false;this.CLIPPLANE=false;this.CLIPPLANE2=false;this.CLIPPLANE3=false;this.CLIPPLANE4=false;this.CLIPPLANE5=false;this.CLIPPLANE6=false;this.POINTSIZE=false;this.FOG=false;this.LOGARITHMICDEPTH=false;this.CAMERA_ORTHOGRAPHIC=false;this.CAMERA_PERSPECTIVE=false;this.AREALIGHTSUPPORTED=true;this.FORCENORMALFORWARD=false;this.SPECULARAA=false;this.UNLIT=false;this.DECAL_AFTER_DETAIL=false;this.DEBUGMODE=0;this.rebuild()}reset(){super.reset();this.ALPHATESTVALUE=\"0.5\";this.PBR=true;this.NORMALXYSCALE=true}}class PBRBaseMaterial extends A{get realTimeFiltering(){return this._realTimeFiltering}set realTimeFiltering(e){this._realTimeFiltering=e;this.markAsDirty(1)}get realTimeFilteringQuality(){return this._realTimeFilteringQuality}set realTimeFilteringQuality(e){this._realTimeFilteringQuality=e;this.markAsDirty(1)}get canRenderToMRT(){return true}\n/**\n     * Attaches a new image processing configuration to the PBR Material.\n     * @param configuration\n     */_attachImageProcessingConfiguration(e){if(e!==this._imageProcessingConfiguration){this._imageProcessingConfiguration&&this._imageProcessingObserver&&this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);this._imageProcessingConfiguration=e||this.getScene().imageProcessingConfiguration;this._imageProcessingConfiguration&&(this._imageProcessingObserver=this._imageProcessingConfiguration.onUpdateParameters.add((()=>{this._markAllSubMeshesAsImageProcessingDirty()})))}}\n/**\n     * Instantiates a new PBRMaterial instance.\n     *\n     * @param name The material name\n     * @param scene The scene the material will be use in.\n     * @param forceGLSL Use the GLSL code generation for the shader (even on WebGPU). Default is false\n     */constructor(e,t,i=false){super(e,t,void 0,i||PBRBaseMaterial.ForceGLSL);this._directIntensity=1;this._emissiveIntensity=1;this._environmentIntensity=1;this._specularIntensity=1;this._lightingInfos=new n(this._directIntensity,this._emissiveIntensity,this._environmentIntensity,this._specularIntensity);this._disableBumpMap=false;this._albedoTexture=null;this._baseWeightTexture=null;this._ambientTexture=null;this._ambientTextureStrength=1;this._ambientTextureImpactOnAnalyticalLights=PBRBaseMaterial.DEFAULT_AO_ON_ANALYTICAL_LIGHTS;this._opacityTexture=null;this._reflectionTexture=null;this._emissiveTexture=null;this._reflectivityTexture=null;this._metallicTexture=null;this._metallic=null;this._roughness=null;this._metallicF0Factor=1;this._metallicReflectanceColor=f.White();this._useOnlyMetallicFromMetallicReflectanceTexture=false;this._metallicReflectanceTexture=null;this._reflectanceTexture=null;this._microSurfaceTexture=null;this._bumpTexture=null;this._lightmapTexture=null;this._ambientColor=new f(0,0,0);this._albedoColor=new f(1,1,1);this._baseWeight=1;this._reflectivityColor=new f(1,1,1);this._reflectionColor=new f(1,1,1);this._emissiveColor=new f(0,0,0);this._microSurface=.9;this._useLightmapAsShadowmap=false;this._useHorizonOcclusion=true;this._useRadianceOcclusion=true;this._useAlphaFromAlbedoTexture=false;this._useSpecularOverAlpha=true;this._useMicroSurfaceFromReflectivityMapAlpha=false;this._useRoughnessFromMetallicTextureAlpha=true;this._useRoughnessFromMetallicTextureGreen=false;this._useMetallnessFromMetallicTextureBlue=false;this._useAmbientOcclusionFromMetallicTextureRed=false;this._useAmbientInGrayScale=false;this._useAutoMicroSurfaceFromReflectivityMap=false;this._lightFalloff=PBRBaseMaterial.LIGHTFALLOFF_PHYSICAL;this._useRadianceOverAlpha=true;this._useObjectSpaceNormalMap=false;this._useParallax=false;this._useParallaxOcclusion=false;this._parallaxScaleBias=.05;this._disableLighting=false;this._maxSimultaneousLights=4;this._invertNormalMapX=false;this._invertNormalMapY=false;this._twoSidedLighting=false;this._alphaCutOff=.4;this._useAlphaFresnel=false;this._useLinearAlphaFresnel=false;this._environmentBRDFTexture=null;this._forceIrradianceInFragment=false;this._realTimeFiltering=false;this._realTimeFilteringQuality=8;this._forceNormalForward=false;this._enableSpecularAntiAliasing=false;this._imageProcessingObserver=null;this._renderTargets=new a(16);this._globalAmbientColor=new f(0,0,0);this._unlit=false;this._applyDecalMapAfterDetailMap=false;this._debugMode=0;this._shadersLoaded=false;this._breakShaderLoadedCheck=false;this.debugMode=0;this.debugLimit=-1;this.debugFactor=1;this._cacheHasRenderTargetTextures=false;this.brdf=new h(this);this.clearCoat=new I(this);this.iridescence=new p(this);this.anisotropy=new L(this);this.sheen=new S(this);this.subSurface=new M(this);this.detailMap=new C(this);this._attachImageProcessingConfiguration(null);this.getRenderTargetTextures=()=>{this._renderTargets.reset();m.ReflectionTextureEnabled&&this._reflectionTexture&&this._reflectionTexture.isRenderTarget&&this._renderTargets.push(this._reflectionTexture);this._eventInfo.renderTargets=this._renderTargets;this._callbackPluginEventFillRenderTargetTextures(this._eventInfo);return this._renderTargets};this._environmentBRDFTexture=r(this.getScene());this.prePassConfiguration=new u}get hasRenderTargetTextures(){return!!(m.ReflectionTextureEnabled&&this._reflectionTexture&&this._reflectionTexture.isRenderTarget)||this._cacheHasRenderTargetTextures}get isPrePassCapable(){return!this.disableDepthWrite}\n/**\n     * @returns the name of the material class.\n     */getClassName(){return\"PBRBaseMaterial\"}get _disableAlphaBlending(){return this._transparencyMode===PBRBaseMaterial.PBRMATERIAL_OPAQUE||this._transparencyMode===PBRBaseMaterial.PBRMATERIAL_ALPHATEST||this.subSurface?.disableAlphaBlending}\n/**\n     * @returns whether or not this material should be rendered in alpha blend mode.\n     */needAlphaBlending(){return this._hasTransparencyMode?this._transparencyModeIsBlend:!this._disableAlphaBlending&&(this.alpha<1||this._opacityTexture!=null||this._shouldUseAlphaFromAlbedoTexture())}\n/**\n     * @returns whether or not this material should be rendered in alpha test mode.\n     */needAlphaTesting(){return this._hasTransparencyMode?this._transparencyModeIsTest:!this.subSurface?.disableAlphaBlending&&(this._hasAlphaChannel()&&(this._transparencyMode==null||this._transparencyMode===PBRBaseMaterial.PBRMATERIAL_ALPHATEST))}\n/**\n     * @returns whether or not the alpha value of the albedo texture should be used for alpha blending.\n     */_shouldUseAlphaFromAlbedoTexture(){return this._albedoTexture!=null&&this._albedoTexture.hasAlpha&&this._useAlphaFromAlbedoTexture&&this._transparencyMode!==PBRBaseMaterial.PBRMATERIAL_OPAQUE}\n/**\n     * @returns whether or not there is a usable alpha channel for transparency.\n     */_hasAlphaChannel(){return this._albedoTexture!=null&&this._albedoTexture.hasAlpha||this._opacityTexture!=null}\n/**\n     * @returns the texture used for the alpha test.\n     */getAlphaTestTexture(){return this._albedoTexture}\n/**\n     * Specifies that the submesh is ready to be used.\n     * @param mesh - BJS mesh.\n     * @param subMesh - A submesh of the BJS mesh.  Used to check if it is ready.\n     * @param useInstances - Specifies that instances should be used.\n     * @returns - boolean indicating that the submesh is ready or not.\n     */isReadyForSubMesh(e,t,i){this._uniformBufferLayoutBuilt||this.buildUniformLayout();const a=t._drawWrapper;if(a.effect&&this.isFrozen&&a._wasPreviouslyReady&&a._wasPreviouslyUsingInstances===i)return true;if(!t.materialDefines){this._callbackPluginEventGeneric(4,this._eventInfo);t.materialDefines=new PBRMaterialDefines(this._eventInfo.defineNames)}const r=t.materialDefines;if(this._isReadyForSubMesh(t))return true;const l=this.getScene();const n=l.getEngine();if(r._areTexturesDirty){this._eventInfo.hasRenderTargetTextures=false;this._callbackPluginEventHasRenderTargetTextures(this._eventInfo);this._cacheHasRenderTargetTextures=this._eventInfo.hasRenderTargetTextures;if(l.texturesEnabled){if(this._albedoTexture&&m.DiffuseTextureEnabled&&!this._albedoTexture.isReadyOrNotBlocking())return false;if(this._baseWeightTexture&&m.BaseWeightTextureEnabled&&!this._baseWeightTexture.isReadyOrNotBlocking())return false;if(this._ambientTexture&&m.AmbientTextureEnabled&&!this._ambientTexture.isReadyOrNotBlocking())return false;if(this._opacityTexture&&m.OpacityTextureEnabled&&!this._opacityTexture.isReadyOrNotBlocking())return false;const e=this._getReflectionTexture();if(e&&m.ReflectionTextureEnabled){if(!e.isReadyOrNotBlocking())return false;if(e.irradianceTexture){if(!e.irradianceTexture.isReadyOrNotBlocking())return false}else if(!e.sphericalPolynomial&&e.getInternalTexture()?._sphericalPolynomialPromise)return false}if(this._lightmapTexture&&m.LightmapTextureEnabled&&!this._lightmapTexture.isReadyOrNotBlocking())return false;if(this._emissiveTexture&&m.EmissiveTextureEnabled&&!this._emissiveTexture.isReadyOrNotBlocking())return false;if(m.SpecularTextureEnabled){if(this._metallicTexture){if(!this._metallicTexture.isReadyOrNotBlocking())return false}else if(this._reflectivityTexture&&!this._reflectivityTexture.isReadyOrNotBlocking())return false;if(this._metallicReflectanceTexture&&!this._metallicReflectanceTexture.isReadyOrNotBlocking())return false;if(this._reflectanceTexture&&!this._reflectanceTexture.isReadyOrNotBlocking())return false;if(this._microSurfaceTexture&&!this._microSurfaceTexture.isReadyOrNotBlocking())return false}if(n.getCaps().standardDerivatives&&this._bumpTexture&&m.BumpTextureEnabled&&!this._disableBumpMap&&!this._bumpTexture.isReady())return false;if(this._environmentBRDFTexture&&m.ReflectionTextureEnabled&&!this._environmentBRDFTexture.isReady())return false}}this._eventInfo.isReadyForSubMesh=true;this._eventInfo.defines=r;this._eventInfo.subMesh=t;this._callbackPluginEventIsReadyForSubMesh(this._eventInfo);if(!this._eventInfo.isReadyForSubMesh)return false;if(r._areImageProcessingDirty&&this._imageProcessingConfiguration&&!this._imageProcessingConfiguration.isReady())return false;if(r.AREALIGHTUSED)for(let t=0;t<e.lightSources.length;t++)if(!e.lightSources[t]._isReady())return false;if(!n.getCaps().standardDerivatives&&!e.isVerticesDataPresent(o.NormalKind)){e.createNormals(true);s.Warn(\"PBRMaterial: Normals have been created for the mesh: \"+e.name)}const h=t.effect;const u=r._areLightsDisposed;let f=this._prepareEffect(e,r,this.onCompiled,this.onError,i,null,t.getRenderingMesh().hasThinInstances);let E=false;if(f){if(this._onEffectCreatedObservable){Q.effect=f;Q.subMesh=t;this._onEffectCreatedObservable.notifyObservers(Q)}if(this.allowShaderHotSwapping&&h&&!f.isReady()){f=h;r.markAsUnprocessed();E=this.isFrozen;if(u){r._areLightsDisposed=true;return false}}else{l.resetCachedMaterial();t.setEffect(f,r,this._materialContext)}}if(!t.effect||!t.effect.isReady())return false;r._renderId=l.getRenderId();a._wasPreviouslyReady=!E;a._wasPreviouslyUsingInstances=!!i;this._checkScenePerformancePriority();return true}\n/**\n     * Specifies if the material uses metallic roughness workflow.\n     * @returns boolean specifying if the material uses metallic roughness workflow.\n     */isMetallicWorkflow(){return!(this._metallic==null&&this._roughness==null&&!this._metallicTexture)}_prepareEffect(e,t,i=null,s=null,a=null,r=null,l){this._prepareDefines(e,t,a,r,l);if(!t.isDirty)return null;t.markAsProcessed();const n=this.getScene();const h=n.getEngine();const f=new d;let E=0;t.USESPHERICALINVERTEX&&f.addFallback(E++,\"USESPHERICALINVERTEX\");t.FOG&&f.addFallback(E,\"FOG\");t.SPECULARAA&&f.addFallback(E,\"SPECULARAA\");t.POINTSIZE&&f.addFallback(E,\"POINTSIZE\");t.LOGARITHMICDEPTH&&f.addFallback(E,\"LOGARITHMICDEPTH\");t.PARALLAX&&f.addFallback(E,\"PARALLAX\");t.PARALLAX_RHS&&f.addFallback(E,\"PARALLAX_RHS\");t.PARALLAXOCCLUSION&&f.addFallback(E++,\"PARALLAXOCCLUSION\");t.ENVIRONMENTBRDF&&f.addFallback(E++,\"ENVIRONMENTBRDF\");t.TANGENT&&f.addFallback(E++,\"TANGENT\");t.BUMP&&f.addFallback(E++,\"BUMP\");E=g(t,f,this._maxSimultaneousLights,E++);t.SPECULARTERM&&f.addFallback(E++,\"SPECULARTERM\");t.USESPHERICALFROMREFLECTIONMAP&&f.addFallback(E++,\"USESPHERICALFROMREFLECTIONMAP\");t.USEIRRADIANCEMAP&&f.addFallback(E++,\"USEIRRADIANCEMAP\");t.LIGHTMAP&&f.addFallback(E++,\"LIGHTMAP\");t.NORMAL&&f.addFallback(E++,\"NORMAL\");t.AMBIENT&&f.addFallback(E++,\"AMBIENT\");t.EMISSIVE&&f.addFallback(E++,\"EMISSIVE\");t.VERTEXCOLOR&&f.addFallback(E++,\"VERTEXCOLOR\");t.MORPHTARGETS&&f.addFallback(E++,\"MORPHTARGETS\");t.MULTIVIEW&&f.addFallback(0,\"MULTIVIEW\");const c=[o.PositionKind];t.NORMAL&&c.push(o.NormalKind);t.TANGENT&&c.push(o.TangentKind);for(let e=1;e<=6;++e)t[\"UV\"+e]&&c.push(`uv${e===1?\"\":e}`);t.VERTEXCOLOR&&c.push(o.ColorKind);O(c,e,t,f);N(c,t);b(c,e,t);F(c,e,t);let _=\"pbr\";const A=[\"world\",\"view\",\"viewProjection\",\"vEyePosition\",\"vLightsType\",\"vAmbientColor\",\"vAlbedoColor\",\"baseWeight\",\"vReflectivityColor\",\"vMetallicReflectanceFactors\",\"vEmissiveColor\",\"visibility\",\"vReflectionColor\",\"vFogInfos\",\"vFogColor\",\"pointSize\",\"vAlbedoInfos\",\"vBaseWeightInfos\",\"vAmbientInfos\",\"vOpacityInfos\",\"vReflectionInfos\",\"vReflectionPosition\",\"vReflectionSize\",\"vEmissiveInfos\",\"vReflectivityInfos\",\"vReflectionFilteringInfo\",\"vMetallicReflectanceInfos\",\"vReflectanceInfos\",\"vMicroSurfaceSamplerInfos\",\"vBumpInfos\",\"vLightmapInfos\",\"mBones\",\"albedoMatrix\",\"baseWeightMatrix\",\"ambientMatrix\",\"opacityMatrix\",\"reflectionMatrix\",\"emissiveMatrix\",\"reflectivityMatrix\",\"normalMatrix\",\"microSurfaceSamplerMatrix\",\"bumpMatrix\",\"lightmapMatrix\",\"metallicReflectanceMatrix\",\"reflectanceMatrix\",\"vLightingIntensity\",\"logarithmicDepthConstant\",\"vSphericalX\",\"vSphericalY\",\"vSphericalZ\",\"vSphericalXX_ZZ\",\"vSphericalYY_ZZ\",\"vSphericalZZ\",\"vSphericalXY\",\"vSphericalYZ\",\"vSphericalZX\",\"vSphericalL00\",\"vSphericalL1_1\",\"vSphericalL10\",\"vSphericalL11\",\"vSphericalL2_2\",\"vSphericalL2_1\",\"vSphericalL20\",\"vSphericalL21\",\"vSphericalL22\",\"vReflectionMicrosurfaceInfos\",\"vTangentSpaceParams\",\"boneTextureWidth\",\"vDebugMode\",\"morphTargetTextureInfo\",\"morphTargetTextureIndices\"];const R=[\"albedoSampler\",\"baseWeightSampler\",\"reflectivitySampler\",\"ambientSampler\",\"emissiveSampler\",\"bumpSampler\",\"lightmapSampler\",\"opacitySampler\",\"reflectionSampler\",\"reflectionSamplerLow\",\"reflectionSamplerHigh\",\"irradianceSampler\",\"microSurfaceSampler\",\"environmentBrdfSampler\",\"boneSampler\",\"metallicReflectanceSampler\",\"reflectanceSampler\",\"morphTargets\",\"oitDepthSampler\",\"oitFrontColorSampler\",\"icdfSampler\",\"areaLightsLTC1Sampler\",\"areaLightsLTC2Sampler\"];const m=[\"Material\",\"Scene\",\"Mesh\"];const I={maxSimultaneousLights:this._maxSimultaneousLights,maxSimultaneousMorphTargets:t.NUM_MORPH_INFLUENCERS};this._eventInfo.fallbacks=f;this._eventInfo.fallbackRank=E;this._eventInfo.defines=t;this._eventInfo.uniforms=A;this._eventInfo.attributes=c;this._eventInfo.samplers=R;this._eventInfo.uniformBuffersNames=m;this._eventInfo.customCode=void 0;this._eventInfo.mesh=e;this._eventInfo.indexParameters=I;this._callbackPluginEventGeneric(128,this._eventInfo);Z.AddUniformsAndSamplers(A,R);u.AddUniforms(A);u.AddSamplers(R);P(A);if(T){T.PrepareUniforms(A,t);T.PrepareSamplers(R,t)}v({uniformsNames:A,uniformBuffersNames:m,samplers:R,defines:t,maxSimultaneousLights:this._maxSimultaneousLights});const p={};this.customShaderNameResolve&&(_=this.customShaderNameResolve(_,A,m,R,t,c,p));const L=t.toString();const S=h.createEffect(_,{attributes:c,uniformsNames:A,uniformBuffersNames:m,samplers:R,defines:L,fallbacks:f,onCompiled:i,onError:s,indexParameters:I,processFinalCode:p.processFinalCode,processCodeAfterIncludes:this._eventInfo.customCode,multiTarget:t.PREPASS,shaderLanguage:this._shaderLanguage,extraInitializationsAsync:this._shadersLoaded?void 0:async()=>{this.shaderLanguage===1?await Promise.all([import(\"../../_/CSF1s4g-.js\"),import(\"../../_/63nWXWAs.js\")]):await Promise.all([import(\"../../Shaders/pbr.vertex.js\"),import(\"../../Shaders/pbr.fragment.js\")]);this._shadersLoaded=true}},h);this._eventInfo.customCode=void 0;return S}_prepareDefines(e,t,i=null,s=null,a=false){const r=this.getScene();const l=r.getEngine();U(r,e,t,true,this._maxSimultaneousLights,this._disableLighting);t._needNormals=true;D(r,t);const n=this.needAlphaBlendingForMesh(e)&&this.getScene().useOrderIndependentTransparency;B(r,t,this.canRenderToMRT&&!n);y(r,t,n);Z.PrepareDefines(l.currentRenderPassId,e,t);t.METALLICWORKFLOW=this.isMetallicWorkflow();if(t._areTexturesDirty){t._needUVs=false;for(let e=1;e<=6;++e)t[\"MAINUV\"+e]=false;if(r.texturesEnabled){t.ALBEDODIRECTUV=0;t.BASEWEIGHTDIRECTUV=0;t.AMBIENTDIRECTUV=0;t.OPACITYDIRECTUV=0;t.EMISSIVEDIRECTUV=0;t.REFLECTIVITYDIRECTUV=0;t.MICROSURFACEMAPDIRECTUV=0;t.METALLIC_REFLECTANCEDIRECTUV=0;t.REFLECTANCEDIRECTUV=0;t.BUMPDIRECTUV=0;t.LIGHTMAPDIRECTUV=0;l.getCaps().textureLOD&&(t.LODBASEDMICROSFURACE=true);if(this._albedoTexture&&m.DiffuseTextureEnabled){H(this._albedoTexture,t,\"ALBEDO\");t.GAMMAALBEDO=this._albedoTexture.gammaSpace}else t.ALBEDO=false;this._baseWeightTexture&&m.BaseWeightTextureEnabled?H(this._baseWeightTexture,t,\"BASEWEIGHT\"):t.BASEWEIGHT=false;if(this._ambientTexture&&m.AmbientTextureEnabled){H(this._ambientTexture,t,\"AMBIENT\");t.AMBIENTINGRAYSCALE=this._useAmbientInGrayScale}else t.AMBIENT=false;if(this._opacityTexture&&m.OpacityTextureEnabled){H(this._opacityTexture,t,\"OPACITY\");t.OPACITYRGB=this._opacityTexture.getAlphaFromRGB}else t.OPACITY=false;const e=this._getReflectionTexture();if(e&&m.ReflectionTextureEnabled){t.REFLECTION=true;t.GAMMAREFLECTION=e.gammaSpace;t.RGBDREFLECTION=e.isRGBD;t.LODINREFLECTIONALPHA=e.lodLevelInAlpha;t.LINEARSPECULARREFLECTION=e.linearSpecularLOD;t.USEIRRADIANCEMAP=false;if(this.realTimeFiltering&&this.realTimeFilteringQuality>0){t.NUM_SAMPLES=\"\"+this.realTimeFilteringQuality;l._features.needTypeSuffixInShaderConstants&&(t.NUM_SAMPLES=t.NUM_SAMPLES+\"u\");t.REALTIME_FILTERING=true;this.getScene().iblCdfGenerator&&(t.IBL_CDF_FILTERING=true)}else t.REALTIME_FILTERING=false;t.INVERTCUBICMAP=e.coordinatesMode===R.INVCUBIC_MODE;t.REFLECTIONMAP_3D=e.isCube;t.REFLECTIONMAP_OPPOSITEZ=t.REFLECTIONMAP_3D&&this.getScene().useRightHandedSystem?!e.invertZ:e.invertZ;t.REFLECTIONMAP_CUBIC=false;t.REFLECTIONMAP_EXPLICIT=false;t.REFLECTIONMAP_PLANAR=false;t.REFLECTIONMAP_PROJECTION=false;t.REFLECTIONMAP_SKYBOX=false;t.REFLECTIONMAP_SPHERICAL=false;t.REFLECTIONMAP_EQUIRECTANGULAR=false;t.REFLECTIONMAP_EQUIRECTANGULAR_FIXED=false;t.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED=false;switch(e.coordinatesMode){case R.EXPLICIT_MODE:t.REFLECTIONMAP_EXPLICIT=true;break;case R.PLANAR_MODE:t.REFLECTIONMAP_PLANAR=true;break;case R.PROJECTION_MODE:t.REFLECTIONMAP_PROJECTION=true;break;case R.SKYBOX_MODE:t.REFLECTIONMAP_SKYBOX=true;break;case R.SPHERICAL_MODE:t.REFLECTIONMAP_SPHERICAL=true;break;case R.EQUIRECTANGULAR_MODE:t.REFLECTIONMAP_EQUIRECTANGULAR=true;break;case R.FIXED_EQUIRECTANGULAR_MODE:t.REFLECTIONMAP_EQUIRECTANGULAR_FIXED=true;break;case R.FIXED_EQUIRECTANGULAR_MIRRORED_MODE:t.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED=true;break;case R.CUBIC_MODE:case R.INVCUBIC_MODE:default:t.REFLECTIONMAP_CUBIC=true;t.USE_LOCAL_REFLECTIONMAP_CUBIC=!!e.boundingBoxSize;break}if(e.coordinatesMode!==R.SKYBOX_MODE)if(e.irradianceTexture){t.USEIRRADIANCEMAP=true;t.USESPHERICALFROMREFLECTIONMAP=false;t.USESPHERICALINVERTEX=false}else if(e.isCube){t.USESPHERICALFROMREFLECTIONMAP=true;t.USEIRRADIANCEMAP=false;this._forceIrradianceInFragment||this.realTimeFiltering||this._twoSidedLighting||l.getCaps().maxVaryingVectors<=8?t.USESPHERICALINVERTEX=false:t.USESPHERICALINVERTEX=true}}else{t.REFLECTION=false;t.REFLECTIONMAP_3D=false;t.REFLECTIONMAP_SPHERICAL=false;t.REFLECTIONMAP_PLANAR=false;t.REFLECTIONMAP_CUBIC=false;t.USE_LOCAL_REFLECTIONMAP_CUBIC=false;t.REFLECTIONMAP_PROJECTION=false;t.REFLECTIONMAP_SKYBOX=false;t.REFLECTIONMAP_EXPLICIT=false;t.REFLECTIONMAP_EQUIRECTANGULAR=false;t.REFLECTIONMAP_EQUIRECTANGULAR_FIXED=false;t.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED=false;t.INVERTCUBICMAP=false;t.USESPHERICALFROMREFLECTIONMAP=false;t.USEIRRADIANCEMAP=false;t.USESPHERICALINVERTEX=false;t.REFLECTIONMAP_OPPOSITEZ=false;t.LODINREFLECTIONALPHA=false;t.GAMMAREFLECTION=false;t.RGBDREFLECTION=false;t.LINEARSPECULARREFLECTION=false}if(this._lightmapTexture&&m.LightmapTextureEnabled){H(this._lightmapTexture,t,\"LIGHTMAP\");t.USELIGHTMAPASSHADOWMAP=this._useLightmapAsShadowmap;t.GAMMALIGHTMAP=this._lightmapTexture.gammaSpace;t.RGBDLIGHTMAP=this._lightmapTexture.isRGBD}else t.LIGHTMAP=false;if(this._emissiveTexture&&m.EmissiveTextureEnabled){H(this._emissiveTexture,t,\"EMISSIVE\");t.GAMMAEMISSIVE=this._emissiveTexture.gammaSpace}else t.EMISSIVE=false;if(m.SpecularTextureEnabled){if(this._metallicTexture){H(this._metallicTexture,t,\"REFLECTIVITY\");t.ROUGHNESSSTOREINMETALMAPALPHA=this._useRoughnessFromMetallicTextureAlpha;t.ROUGHNESSSTOREINMETALMAPGREEN=!this._useRoughnessFromMetallicTextureAlpha&&this._useRoughnessFromMetallicTextureGreen;t.METALLNESSSTOREINMETALMAPBLUE=this._useMetallnessFromMetallicTextureBlue;t.AOSTOREINMETALMAPRED=this._useAmbientOcclusionFromMetallicTextureRed;t.REFLECTIVITY_GAMMA=false}else if(this._reflectivityTexture){H(this._reflectivityTexture,t,\"REFLECTIVITY\");t.MICROSURFACEFROMREFLECTIVITYMAP=this._useMicroSurfaceFromReflectivityMapAlpha;t.MICROSURFACEAUTOMATIC=this._useAutoMicroSurfaceFromReflectivityMap;t.REFLECTIVITY_GAMMA=this._reflectivityTexture.gammaSpace}else t.REFLECTIVITY=false;if(this._metallicReflectanceTexture||this._reflectanceTexture){t.METALLIC_REFLECTANCE_USE_ALPHA_ONLY=this._useOnlyMetallicFromMetallicReflectanceTexture;if(this._metallicReflectanceTexture){H(this._metallicReflectanceTexture,t,\"METALLIC_REFLECTANCE\");t.METALLIC_REFLECTANCE_GAMMA=this._metallicReflectanceTexture.gammaSpace}else t.METALLIC_REFLECTANCE=false;if(this._reflectanceTexture&&(!this._metallicReflectanceTexture||this._metallicReflectanceTexture&&this._useOnlyMetallicFromMetallicReflectanceTexture)){H(this._reflectanceTexture,t,\"REFLECTANCE\");t.REFLECTANCE_GAMMA=this._reflectanceTexture.gammaSpace}else t.REFLECTANCE=false}else{t.METALLIC_REFLECTANCE=false;t.REFLECTANCE=false}this._microSurfaceTexture?H(this._microSurfaceTexture,t,\"MICROSURFACEMAP\"):t.MICROSURFACEMAP=false}else{t.REFLECTIVITY=false;t.MICROSURFACEMAP=false}if(l.getCaps().standardDerivatives&&this._bumpTexture&&m.BumpTextureEnabled&&!this._disableBumpMap){H(this._bumpTexture,t,\"BUMP\");if(this._useParallax&&this._albedoTexture&&m.DiffuseTextureEnabled){t.PARALLAX=true;t.PARALLAX_RHS=r.useRightHandedSystem;t.PARALLAXOCCLUSION=!!this._useParallaxOcclusion}else t.PARALLAX=false;t.OBJECTSPACE_NORMALMAP=this._useObjectSpaceNormalMap}else{t.BUMP=false;t.PARALLAX=false;t.PARALLAX_RHS=false;t.PARALLAXOCCLUSION=false;t.OBJECTSPACE_NORMALMAP=false}if(this._environmentBRDFTexture&&m.ReflectionTextureEnabled){t.ENVIRONMENTBRDF=true;t.ENVIRONMENTBRDF_RGBD=this._environmentBRDFTexture.isRGBD}else{t.ENVIRONMENTBRDF=false;t.ENVIRONMENTBRDF_RGBD=false}this._shouldUseAlphaFromAlbedoTexture()?t.ALPHAFROMALBEDO=true:t.ALPHAFROMALBEDO=false}t.SPECULAROVERALPHA=this._useSpecularOverAlpha;if(this._lightFalloff===PBRBaseMaterial.LIGHTFALLOFF_STANDARD){t.USEPHYSICALLIGHTFALLOFF=false;t.USEGLTFLIGHTFALLOFF=false}else if(this._lightFalloff===PBRBaseMaterial.LIGHTFALLOFF_GLTF){t.USEPHYSICALLIGHTFALLOFF=false;t.USEGLTFLIGHTFALLOFF=true}else{t.USEPHYSICALLIGHTFALLOFF=true;t.USEGLTFLIGHTFALLOFF=false}t.RADIANCEOVERALPHA=this._useRadianceOverAlpha;!this.backFaceCulling&&this._twoSidedLighting?t.TWOSIDEDLIGHTING=true:t.TWOSIDEDLIGHTING=false;t.MIRRORED=!!r._mirroredCameraPosition;t.SPECULARAA=l.getCaps().standardDerivatives&&this._enableSpecularAntiAliasing}if(t._areTexturesDirty||t._areMiscDirty){t.ALPHATESTVALUE=`${this._alphaCutOff}${this._alphaCutOff%1===0?\".\":\"\"}`;t.PREMULTIPLYALPHA=this.alphaMode===7||this.alphaMode===8;t.ALPHABLEND=this.needAlphaBlendingForMesh(e);t.ALPHAFRESNEL=this._useAlphaFresnel||this._useLinearAlphaFresnel;t.LINEARALPHAFRESNEL=this._useLinearAlphaFresnel}t._areImageProcessingDirty&&this._imageProcessingConfiguration&&this._imageProcessingConfiguration.prepareDefines(t);t.FORCENORMALFORWARD=this._forceNormalForward;t.RADIANCEOCCLUSION=this._useRadianceOcclusion;t.HORIZONOCCLUSION=this._useHorizonOcclusion;if(t._areMiscDirty){G(e,r,this._useLogarithmicDepth,this.pointsCloud,this.fogEnabled,this.needAlphaTestingForMesh(e),t,this._applyDecalMapAfterDetailMap);t.UNLIT=this._unlit||(this.pointsCloud||this.wireframe)&&!e.isVerticesDataPresent(o.NormalKind);t.DEBUGMODE=this._debugMode}V(r,l,this,t,!!i,s,a);this._eventInfo.defines=t;this._eventInfo.mesh=e;this._callbackPluginEventPrepareDefinesBeforeAttributes(this._eventInfo);j(e,t,true,true,true,this._transparencyMode!==PBRBaseMaterial.PBRMATERIAL_OPAQUE);this._callbackPluginEventPrepareDefines(this._eventInfo)}\n/**\n     * Force shader compilation\n     * @param mesh - Define the mesh we want to force the compilation for\n     * @param onCompiled - Define a callback triggered when the compilation completes\n     * @param options - Define the options used to create the compilation\n     */forceCompilation(e,t,i){const s={clipPlane:false,useInstances:false,...i};this._uniformBufferLayoutBuilt||this.buildUniformLayout();this._callbackPluginEventGeneric(4,this._eventInfo);const checkReady=()=>{if(this._breakShaderLoadedCheck)return;const i=new PBRMaterialDefines(this._eventInfo.defineNames);const a=this._prepareEffect(e,i,void 0,void 0,s.useInstances,s.clipPlane,e.hasThinInstances);if(this._onEffectCreatedObservable){Q.effect=a;Q.subMesh=null;this._onEffectCreatedObservable.notifyObservers(Q)}a.isReady()?t&&t(this):a.onCompileObservable.add((()=>{t&&t(this)}))};checkReady()}buildUniformLayout(){const e=this._uniformBuffer;e.addUniform(\"vAlbedoInfos\",2);e.addUniform(\"vBaseWeightInfos\",2);e.addUniform(\"vAmbientInfos\",4);e.addUniform(\"vOpacityInfos\",2);e.addUniform(\"vEmissiveInfos\",2);e.addUniform(\"vLightmapInfos\",2);e.addUniform(\"vReflectivityInfos\",3);e.addUniform(\"vMicroSurfaceSamplerInfos\",2);e.addUniform(\"vReflectionInfos\",2);e.addUniform(\"vReflectionFilteringInfo\",2);e.addUniform(\"vReflectionPosition\",3);e.addUniform(\"vReflectionSize\",3);e.addUniform(\"vBumpInfos\",3);e.addUniform(\"albedoMatrix\",16);e.addUniform(\"baseWeightMatrix\",16);e.addUniform(\"ambientMatrix\",16);e.addUniform(\"opacityMatrix\",16);e.addUniform(\"emissiveMatrix\",16);e.addUniform(\"lightmapMatrix\",16);e.addUniform(\"reflectivityMatrix\",16);e.addUniform(\"microSurfaceSamplerMatrix\",16);e.addUniform(\"bumpMatrix\",16);e.addUniform(\"vTangentSpaceParams\",2);e.addUniform(\"reflectionMatrix\",16);e.addUniform(\"vReflectionColor\",3);e.addUniform(\"vAlbedoColor\",4);e.addUniform(\"baseWeight\",1);e.addUniform(\"vLightingIntensity\",4);e.addUniform(\"vReflectionMicrosurfaceInfos\",3);e.addUniform(\"pointSize\",1);e.addUniform(\"vReflectivityColor\",4);e.addUniform(\"vEmissiveColor\",3);e.addUniform(\"vAmbientColor\",3);e.addUniform(\"vDebugMode\",2);e.addUniform(\"vMetallicReflectanceFactors\",4);e.addUniform(\"vMetallicReflectanceInfos\",2);e.addUniform(\"metallicReflectanceMatrix\",16);e.addUniform(\"vReflectanceInfos\",2);e.addUniform(\"reflectanceMatrix\",16);e.addUniform(\"vSphericalL00\",3);e.addUniform(\"vSphericalL1_1\",3);e.addUniform(\"vSphericalL10\",3);e.addUniform(\"vSphericalL11\",3);e.addUniform(\"vSphericalL2_2\",3);e.addUniform(\"vSphericalL2_1\",3);e.addUniform(\"vSphericalL20\",3);e.addUniform(\"vSphericalL21\",3);e.addUniform(\"vSphericalL22\",3);e.addUniform(\"vSphericalX\",3);e.addUniform(\"vSphericalY\",3);e.addUniform(\"vSphericalZ\",3);e.addUniform(\"vSphericalXX_ZZ\",3);e.addUniform(\"vSphericalYY_ZZ\",3);e.addUniform(\"vSphericalZZ\",3);e.addUniform(\"vSphericalXY\",3);e.addUniform(\"vSphericalYZ\",3);e.addUniform(\"vSphericalZX\",3);super.buildUniformLayout()}\n/**\n     * Binds the submesh data.\n     * @param world - The world matrix.\n     * @param mesh - The BJS mesh.\n     * @param subMesh - A submesh of the BJS mesh.\n     */bindForSubMesh(e,t,i){const s=this.getScene();const a=i.materialDefines;if(!a)return;const r=i.effect;if(!r)return;this._activeEffect=r;t.getMeshUniformBuffer().bindToEffect(r,\"Mesh\");t.transferToEffect(e);const n=s.getEngine();this._uniformBuffer.bindToEffect(r,\"Material\");this.prePassConfiguration.bindForSubMesh(this._activeEffect,s,t,e,this.isFrozen);Z.Bind(n.currentRenderPassId,this._activeEffect,t,e,this);this._eventInfo.subMesh=i;this._callbackPluginEventHardBindForSubMesh(this._eventInfo);if(a.OBJECTSPACE_NORMALMAP){e.toNormalMatrix(this._normalMatrix);this.bindOnlyNormalMatrix(this._normalMatrix)}const o=this._mustRebind(s,r,i,t.visibility);X(t,this._activeEffect,this.prePassConfiguration);let h=null;const u=this._uniformBuffer;if(o){this.bindViewProjection(r);h=this._getReflectionTexture();if(!u.useUbo||!this.isFrozen||!u.isSync||i._drawWrapper._forceRebindOnNextCall){if(s.texturesEnabled){if(this._albedoTexture&&m.DiffuseTextureEnabled){u.updateFloat2(\"vAlbedoInfos\",this._albedoTexture.coordinatesIndex,this._albedoTexture.level);k(this._albedoTexture,u,\"albedo\")}if(this._baseWeightTexture&&m.BaseWeightTextureEnabled){u.updateFloat2(\"vBaseWeightInfos\",this._baseWeightTexture.coordinatesIndex,this._baseWeightTexture.level);k(this._baseWeightTexture,u,\"baseWeight\")}if(this._ambientTexture&&m.AmbientTextureEnabled){u.updateFloat4(\"vAmbientInfos\",this._ambientTexture.coordinatesIndex,this._ambientTexture.level,this._ambientTextureStrength,this._ambientTextureImpactOnAnalyticalLights);k(this._ambientTexture,u,\"ambient\")}if(this._opacityTexture&&m.OpacityTextureEnabled){u.updateFloat2(\"vOpacityInfos\",this._opacityTexture.coordinatesIndex,this._opacityTexture.level);k(this._opacityTexture,u,\"opacity\")}if(h&&m.ReflectionTextureEnabled){u.updateMatrix(\"reflectionMatrix\",h.getReflectionTextureMatrix());u.updateFloat2(\"vReflectionInfos\",h.level*s.iblIntensity,0);if(h.boundingBoxSize){const e=h;u.updateVector3(\"vReflectionPosition\",e.boundingBoxPosition);u.updateVector3(\"vReflectionSize\",e.boundingBoxSize)}if(this.realTimeFiltering){const e=h.getSize().width;u.updateFloat2(\"vReflectionFilteringInfo\",e,Math.log2(e))}if(!a.USEIRRADIANCEMAP){const e=h.sphericalPolynomial;if(a.USESPHERICALFROMREFLECTIONMAP&&e)if(a.SPHERICAL_HARMONICS){const t=e.preScaledHarmonics;u.updateVector3(\"vSphericalL00\",t.l00);u.updateVector3(\"vSphericalL1_1\",t.l1_1);u.updateVector3(\"vSphericalL10\",t.l10);u.updateVector3(\"vSphericalL11\",t.l11);u.updateVector3(\"vSphericalL2_2\",t.l2_2);u.updateVector3(\"vSphericalL2_1\",t.l2_1);u.updateVector3(\"vSphericalL20\",t.l20);u.updateVector3(\"vSphericalL21\",t.l21);u.updateVector3(\"vSphericalL22\",t.l22)}else{u.updateFloat3(\"vSphericalX\",e.x.x,e.x.y,e.x.z);u.updateFloat3(\"vSphericalY\",e.y.x,e.y.y,e.y.z);u.updateFloat3(\"vSphericalZ\",e.z.x,e.z.y,e.z.z);u.updateFloat3(\"vSphericalXX_ZZ\",e.xx.x-e.zz.x,e.xx.y-e.zz.y,e.xx.z-e.zz.z);u.updateFloat3(\"vSphericalYY_ZZ\",e.yy.x-e.zz.x,e.yy.y-e.zz.y,e.yy.z-e.zz.z);u.updateFloat3(\"vSphericalZZ\",e.zz.x,e.zz.y,e.zz.z);u.updateFloat3(\"vSphericalXY\",e.xy.x,e.xy.y,e.xy.z);u.updateFloat3(\"vSphericalYZ\",e.yz.x,e.yz.y,e.yz.z);u.updateFloat3(\"vSphericalZX\",e.zx.x,e.zx.y,e.zx.z)}}u.updateFloat3(\"vReflectionMicrosurfaceInfos\",h.getSize().width,h.lodGenerationScale,h.lodGenerationOffset)}if(this._emissiveTexture&&m.EmissiveTextureEnabled){u.updateFloat2(\"vEmissiveInfos\",this._emissiveTexture.coordinatesIndex,this._emissiveTexture.level);k(this._emissiveTexture,u,\"emissive\")}if(this._lightmapTexture&&m.LightmapTextureEnabled){u.updateFloat2(\"vLightmapInfos\",this._lightmapTexture.coordinatesIndex,this._lightmapTexture.level);k(this._lightmapTexture,u,\"lightmap\")}if(m.SpecularTextureEnabled){if(this._metallicTexture){u.updateFloat3(\"vReflectivityInfos\",this._metallicTexture.coordinatesIndex,this._metallicTexture.level,this._ambientTextureStrength);k(this._metallicTexture,u,\"reflectivity\")}else if(this._reflectivityTexture){u.updateFloat3(\"vReflectivityInfos\",this._reflectivityTexture.coordinatesIndex,this._reflectivityTexture.level,1);k(this._reflectivityTexture,u,\"reflectivity\")}if(this._metallicReflectanceTexture){u.updateFloat2(\"vMetallicReflectanceInfos\",this._metallicReflectanceTexture.coordinatesIndex,this._metallicReflectanceTexture.level);k(this._metallicReflectanceTexture,u,\"metallicReflectance\")}if(this._reflectanceTexture&&a.REFLECTANCE){u.updateFloat2(\"vReflectanceInfos\",this._reflectanceTexture.coordinatesIndex,this._reflectanceTexture.level);k(this._reflectanceTexture,u,\"reflectance\")}if(this._microSurfaceTexture){u.updateFloat2(\"vMicroSurfaceSamplerInfos\",this._microSurfaceTexture.coordinatesIndex,this._microSurfaceTexture.level);k(this._microSurfaceTexture,u,\"microSurfaceSampler\")}}if(this._bumpTexture&&n.getCaps().standardDerivatives&&m.BumpTextureEnabled&&!this._disableBumpMap){u.updateFloat3(\"vBumpInfos\",this._bumpTexture.coordinatesIndex,this._bumpTexture.level,this._parallaxScaleBias);k(this._bumpTexture,u,\"bump\");s._mirroredCameraPosition?u.updateFloat2(\"vTangentSpaceParams\",this._invertNormalMapX?1:-1,this._invertNormalMapY?1:-1):u.updateFloat2(\"vTangentSpaceParams\",this._invertNormalMapX?-1:1,this._invertNormalMapY?-1:1)}}this.pointsCloud&&u.updateFloat(\"pointSize\",this.pointSize);if(a.METALLICWORKFLOW){E.Color3[0].r=this._metallic===void 0||this._metallic===null?1:this._metallic;E.Color3[0].g=this._roughness===void 0||this._roughness===null?1:this._roughness;const e=this.subSurface?._indexOfRefraction??1.5;const t=1;E.Color3[0].b=e;u.updateColor4(\"vReflectivityColor\",E.Color3[0],1);const i=Math.pow((e-t)/(e+t),2);this._metallicReflectanceColor.scaleToRef(i*this._metallicF0Factor,E.Color3[0]);const s=this._metallicF0Factor;u.updateColor4(\"vMetallicReflectanceFactors\",E.Color3[0],s)}else u.updateColor4(\"vReflectivityColor\",this._reflectivityColor,this._microSurface);u.updateColor3(\"vEmissiveColor\",m.EmissiveTextureEnabled?this._emissiveColor:f.BlackReadOnly);u.updateColor3(\"vReflectionColor\",this._reflectionColor);!a.SS_REFRACTION&&this.subSurface?._linkRefractionWithTransparency?u.updateColor4(\"vAlbedoColor\",this._albedoColor,1):u.updateColor4(\"vAlbedoColor\",this._albedoColor,this.alpha);u.updateFloat(\"baseWeight\",this._baseWeight);this._lightingInfos.x=this._directIntensity;this._lightingInfos.y=this._emissiveIntensity;this._lightingInfos.z=this._environmentIntensity*s.environmentIntensity;this._lightingInfos.w=this._specularIntensity;u.updateVector4(\"vLightingIntensity\",this._lightingInfos);s.ambientColor.multiplyToRef(this._ambientColor,this._globalAmbientColor);u.updateColor3(\"vAmbientColor\",this._globalAmbientColor);u.updateFloat2(\"vDebugMode\",this.debugLimit,this.debugFactor)}if(s.texturesEnabled){this._albedoTexture&&m.DiffuseTextureEnabled&&u.setTexture(\"albedoSampler\",this._albedoTexture);this._baseWeightTexture&&m.BaseWeightTextureEnabled&&u.setTexture(\"baseWeightSampler\",this._baseWeightTexture);this._ambientTexture&&m.AmbientTextureEnabled&&u.setTexture(\"ambientSampler\",this._ambientTexture);this._opacityTexture&&m.OpacityTextureEnabled&&u.setTexture(\"opacitySampler\",this._opacityTexture);if(h&&m.ReflectionTextureEnabled){if(a.LODBASEDMICROSFURACE)u.setTexture(\"reflectionSampler\",h);else{u.setTexture(\"reflectionSampler\",h._lodTextureMid||h);u.setTexture(\"reflectionSamplerLow\",h._lodTextureLow||h);u.setTexture(\"reflectionSamplerHigh\",h._lodTextureHigh||h)}a.USEIRRADIANCEMAP&&u.setTexture(\"irradianceSampler\",h.irradianceTexture);const e=this.getScene().iblCdfGenerator;this.realTimeFiltering&&e&&u.setTexture(\"icdfSampler\",e.getIcdfTexture())}a.ENVIRONMENTBRDF&&u.setTexture(\"environmentBrdfSampler\",this._environmentBRDFTexture);this._emissiveTexture&&m.EmissiveTextureEnabled&&u.setTexture(\"emissiveSampler\",this._emissiveTexture);this._lightmapTexture&&m.LightmapTextureEnabled&&u.setTexture(\"lightmapSampler\",this._lightmapTexture);if(m.SpecularTextureEnabled){this._metallicTexture?u.setTexture(\"reflectivitySampler\",this._metallicTexture):this._reflectivityTexture&&u.setTexture(\"reflectivitySampler\",this._reflectivityTexture);this._metallicReflectanceTexture&&u.setTexture(\"metallicReflectanceSampler\",this._metallicReflectanceTexture);this._reflectanceTexture&&a.REFLECTANCE&&u.setTexture(\"reflectanceSampler\",this._reflectanceTexture);this._microSurfaceTexture&&u.setTexture(\"microSurfaceSampler\",this._microSurfaceTexture)}this._bumpTexture&&n.getCaps().standardDerivatives&&m.BumpTextureEnabled&&!this._disableBumpMap&&u.setTexture(\"bumpSampler\",this._bumpTexture)}this.getScene().useOrderIndependentTransparency&&this.needAlphaBlendingForMesh(t)&&this.getScene().depthPeelingRenderer.bind(r);this._eventInfo.subMesh=i;this._callbackPluginEventBindForSubMesh(this._eventInfo);x(this._activeEffect,this,s);this.bindEyePosition(r)}else s.getEngine()._features.needToAlwaysBindUniformBuffers&&(this._needToBindSceneUbo=true);if(o||!this.isFrozen){s.lightsEnabled&&!this._disableLighting&&W(s,t,this._activeEffect,a,this._maxSimultaneousLights);(s.fogEnabled&&t.applyFog&&s.fogMode!==l.FOGMODE_NONE||h||this.subSurface.refractionTexture||t.receiveShadows||a.PREPASS)&&this.bindView(r);Y(s,t,this._activeEffect,true);a.NUM_MORPH_INFLUENCERS&&z(t,this._activeEffect);a.BAKED_VERTEX_ANIMATION_TEXTURE&&t.bakedVertexAnimationManager?.bind(r,a.INSTANCES);this._imageProcessingConfiguration.bind(this._activeEffect);w(a,this._activeEffect,s)}this._afterBind(t,this._activeEffect,i);u.update()}\n/**\n     * Returns the animatable textures.\n     * If material have animatable metallic texture, then reflectivity texture will not be returned, even if it has animations.\n     * @returns - Array of animatable textures.\n     */getAnimatables(){const e=super.getAnimatables();this._albedoTexture&&this._albedoTexture.animations&&this._albedoTexture.animations.length>0&&e.push(this._albedoTexture);this._baseWeightTexture&&this._baseWeightTexture.animations&&this._baseWeightTexture.animations.length>0&&e.push(this._baseWeightTexture);this._ambientTexture&&this._ambientTexture.animations&&this._ambientTexture.animations.length>0&&e.push(this._ambientTexture);this._opacityTexture&&this._opacityTexture.animations&&this._opacityTexture.animations.length>0&&e.push(this._opacityTexture);this._reflectionTexture&&this._reflectionTexture.animations&&this._reflectionTexture.animations.length>0&&e.push(this._reflectionTexture);this._emissiveTexture&&this._emissiveTexture.animations&&this._emissiveTexture.animations.length>0&&e.push(this._emissiveTexture);this._metallicTexture&&this._metallicTexture.animations&&this._metallicTexture.animations.length>0?e.push(this._metallicTexture):this._reflectivityTexture&&this._reflectivityTexture.animations&&this._reflectivityTexture.animations.length>0&&e.push(this._reflectivityTexture);this._bumpTexture&&this._bumpTexture.animations&&this._bumpTexture.animations.length>0&&e.push(this._bumpTexture);this._lightmapTexture&&this._lightmapTexture.animations&&this._lightmapTexture.animations.length>0&&e.push(this._lightmapTexture);this._metallicReflectanceTexture&&this._metallicReflectanceTexture.animations&&this._metallicReflectanceTexture.animations.length>0&&e.push(this._metallicReflectanceTexture);this._reflectanceTexture&&this._reflectanceTexture.animations&&this._reflectanceTexture.animations.length>0&&e.push(this._reflectanceTexture);this._microSurfaceTexture&&this._microSurfaceTexture.animations&&this._microSurfaceTexture.animations.length>0&&e.push(this._microSurfaceTexture);return e}\n/**\n     * Returns the texture used for reflections.\n     * @returns - Reflection texture if present.  Otherwise, returns the environment texture.\n     */_getReflectionTexture(){return this._reflectionTexture?this._reflectionTexture:this.getScene().environmentTexture}\n/**\n     * Returns an array of the actively used textures.\n     * @returns - Array of BaseTextures\n     */getActiveTextures(){const e=super.getActiveTextures();this._albedoTexture&&e.push(this._albedoTexture);this._baseWeightTexture&&e.push(this._baseWeightTexture);this._ambientTexture&&e.push(this._ambientTexture);this._opacityTexture&&e.push(this._opacityTexture);this._reflectionTexture&&e.push(this._reflectionTexture);this._emissiveTexture&&e.push(this._emissiveTexture);this._reflectivityTexture&&e.push(this._reflectivityTexture);this._metallicTexture&&e.push(this._metallicTexture);this._metallicReflectanceTexture&&e.push(this._metallicReflectanceTexture);this._reflectanceTexture&&e.push(this._reflectanceTexture);this._microSurfaceTexture&&e.push(this._microSurfaceTexture);this._bumpTexture&&e.push(this._bumpTexture);this._lightmapTexture&&e.push(this._lightmapTexture);return e}\n/**\n     * Checks to see if a texture is used in the material.\n     * @param texture - Base texture to use.\n     * @returns - Boolean specifying if a texture is used in the material.\n     */hasTexture(e){return!!super.hasTexture(e)||(this._albedoTexture===e||(this._baseWeightTexture===e||(this._ambientTexture===e||(this._opacityTexture===e||(this._reflectionTexture===e||(this._emissiveTexture===e||(this._reflectivityTexture===e||(this._metallicTexture===e||(this._metallicReflectanceTexture===e||(this._reflectanceTexture===e||(this._microSurfaceTexture===e||(this._bumpTexture===e||this._lightmapTexture===e))))))))))))}\n/**\n     * Sets the required values to the prepass renderer.\n     * It can't be sets when subsurface scattering of this material is disabled.\n     * When scene have ability to enable subsurface prepass effect, it will enable.\n     * @returns - If prepass is enabled or not.\n     */setPrePassRenderer(){if(!this.subSurface?.isScatteringEnabled)return false;const e=this.getScene().enableSubSurfaceForPrePass();e&&(e.enabled=true);return true}\n/**\n     * Disposes the resources of the material.\n     * @param forceDisposeEffect - Forces the disposal of effects.\n     * @param forceDisposeTextures - Forces the disposal of all textures.\n     */dispose(e,t){this._breakShaderLoadedCheck=true;if(t){this._environmentBRDFTexture&&this.getScene().environmentBRDFTexture!==this._environmentBRDFTexture&&this._environmentBRDFTexture.dispose();this._albedoTexture?.dispose();this._baseWeightTexture?.dispose();this._ambientTexture?.dispose();this._opacityTexture?.dispose();this._reflectionTexture?.dispose();this._emissiveTexture?.dispose();this._metallicTexture?.dispose();this._reflectivityTexture?.dispose();this._bumpTexture?.dispose();this._lightmapTexture?.dispose();this._metallicReflectanceTexture?.dispose();this._reflectanceTexture?.dispose();this._microSurfaceTexture?.dispose()}this._renderTargets.dispose();this._imageProcessingConfiguration&&this._imageProcessingObserver&&this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);super.dispose(e,t)}}PBRBaseMaterial.PBRMATERIAL_OPAQUE=c.MATERIAL_OPAQUE;PBRBaseMaterial.PBRMATERIAL_ALPHATEST=c.MATERIAL_ALPHATEST;PBRBaseMaterial.PBRMATERIAL_ALPHABLEND=c.MATERIAL_ALPHABLEND;PBRBaseMaterial.PBRMATERIAL_ALPHATESTANDBLEND=c.MATERIAL_ALPHATESTANDBLEND;PBRBaseMaterial.DEFAULT_AO_ON_ANALYTICAL_LIGHTS=0;PBRBaseMaterial.LIGHTFALLOFF_PHYSICAL=0;PBRBaseMaterial.LIGHTFALLOFF_GLTF=1;PBRBaseMaterial.LIGHTFALLOFF_STANDARD=2;PBRBaseMaterial.ForceGLSL=false;e([t()],PBRBaseMaterial.prototype,\"_imageProcessingConfiguration\",void 0);e([i(\"_markAllSubMeshesAsMiscDirty\")],PBRBaseMaterial.prototype,\"debugMode\",void 0);export{PBRBaseMaterial,PBRMaterialDefines};\n//# sourceMappingURL=pbrBaseMaterial.js.map\n","import{__decorate as e}from\"../../tslib.es6.js\";import{serialize as t,expandToProperty as r,serializeAsTexture as s,serializeAsColor3 as i}from\"../../Misc/decorators.js\";import{G as a}from\"../../_/CG6D48xs.js\";import{Color3 as o}from\"../../Maths/math.color.js\";import{PBRBaseMaterial as l}from\"./pbrBaseMaterial.js\";import{RegisterClass as n}from\"../../Misc/typeStore.js\";import{Material as u}from\"../material.js\";import{SerializationHelper as p}from\"../../Misc/decorators.serialization.js\";import\"../../_/SxHYZ7_O.js\";import\"../../_/CQIKoMTj.js\";import\"../../Misc/observable.js\";import\"../../Maths/math.vector.js\";import\"../../Maths/math.constants.js\";import\"../../Misc/arrayTools.js\";import\"../../_/BjBO3Vqv.js\";import\"../../Engines/engineStore.js\";import\"../../_/BXd1Jdj1.js\";import\"../Textures/baseTexture.js\";import\"../../Misc/guid.js\";import\"../../_/Qih3l7lC.js\";import\"../../Misc/webRequest.js\";import\"../../Misc/domManagement.js\";import\"../../Misc/error.js\";import\"../../Misc/stringTools.js\";import\"../../_/CX9Zyq1P.js\";import\"../../Misc/logger.js\";import\"../../Engines/shaderStore.js\";import\"../../_/CY5CD3a_.js\";import\"../../Misc/timingTools.js\";import\"../../_/Cn202uVB.js\";import\"../../Misc/precisionDate.js\";import\"../../_/BbEdeXLR.js\";import\"../Textures/Loaders/textureLoaderManager.js\";import\"../Textures/thinTexture.js\";import\"../../Maths/math.size.js\";import\"../../_/DKmLrVdL.js\";import\"../../Maths/math.plane.js\";import\"../../Compat/compatibilityOptions.js\";import\"../../_/Bfp3hC_X.js\";import\"../../PostProcesses/postProcess.js\";import\"../../Misc/smartArray.js\";import\"../../_/DI68bezJ.js\";import\"../../_/Ehvw5Yhz.js\";import\"../../Buffers/buffer.js\";import\"../../_/BDtJaKhy.js\";import\"../../Buffers/bufferUtils.js\";import\"../../Maths/math.viewport.js\";import\"../drawWrapper.js\";import\"../../Misc/textureTools.js\";import\"../../_/DE5rCvsK.js\";import\"../../_/CUnbltVE.js\";import\"../../Rendering/renderingManager.js\";import\"../../Rendering/renderingGroup.js\";import\"../../_/4ul4i9F3.js\";import\"../../_/JMWFOuaA.js\";import\"../../_/3hBYf9Tn.js\";import\"../../_/Bdb3B47T.js\";import\"../../_/B1g8MeKW.js\";import\"../../_/C_ZU5aGh.js\";import\"../../Engines/Extensions/engine.readTexture.js\";import\"../../_/BybBeBpg.js\";import\"../../Engines/Extensions/engine.cubeTexture.js\";import\"../../Engines/Extensions/engine.renderTarget.js\";import\"../../_/B9LLB-qh.js\";import\"../../Maths/sphericalPolynomial.js\";import\"../../Maths/math.js\";import\"../../Maths/math.axis.js\";import\"../../Maths/math.frustum.js\";import\"../../Maths/math.path.js\";import\"../../Misc/perfCounter.js\";import\"../../_/C8GFa5fR.js\";import\"../../Misc/tools.js\";import\"../../_/BrNwFyDm.js\";import\"../../_/Cj0bXeV_.js\";import\"../../_/CoucjtsB.js\";import\"../imageProcessingConfiguration.js\";import\"../colorCurves.js\";import\"../../_/PO-8p3kB.js\";import\"../../_/DnV5xfDc.js\";import\"../../_/DMkv-Omk.js\";import\"../../Collisions/pickingInfo.js\";import\"../../sceneComponent.js\";import\"../../Events/pointerEvents.js\";import\"../../_/TN86BEFI.js\";import\"../../Events/keyboardEvents.js\";import\"../../DeviceInput/InputDevices/deviceEnums.js\";import\"../../_/cN0qLbGU.js\";import\"../../_/BZGPCM-I.js\";import\"../../Misc/uniqueIdGenerator.js\";import\"../../_/CiiK0JQ3.js\";import\"./pbrBRDFConfiguration.js\";import\"../materialDefines.js\";import\"../materialPluginBase.js\";import\"../materialPluginManager.js\";import\"../../Meshes/subMesh.js\";import\"../../Collisions/intersectionInfo.js\";import\"../../Culling/boundingInfo.js\";import\"../../Culling/boundingBox.js\";import\"../../Culling/boundingSphere.js\";import\"../../_/B8Hr9e10.js\";import\"../materialHelper.functions.js\";import\"../clipPlaneMaterialHelper.js\";import\"../prePassConfiguration.js\";import\"../pushMaterial.js\";import\"../materialFlags.js\";import\"../../_/T8aWBy-a.js\";import\"../../_/DoTHuHny.js\";import\"../effectFallbacks.js\";import\"./pbrClearCoatConfiguration.js\";import\"./pbrIridescenceConfiguration.js\";import\"./pbrAnisotropicConfiguration.js\";import\"./pbrSheenConfiguration.js\";import\"./pbrSubSurfaceConfiguration.js\";import\"../material.detailMapConfiguration.js\";import\"../../_/BhgCu9Gs.js\";class PBRMaterial extends l{get refractionTexture(){return this.subSurface.refractionTexture}set refractionTexture(e){this.subSurface.refractionTexture=e;e?this.subSurface.isRefractionEnabled=true:this.subSurface.linkRefractionWithTransparency||(this.subSurface.isRefractionEnabled=false)}get indexOfRefraction(){return this.subSurface.indexOfRefraction}set indexOfRefraction(e){this.subSurface.indexOfRefraction=e}get invertRefractionY(){return this.subSurface.invertRefractionY}set invertRefractionY(e){this.subSurface.invertRefractionY=e}get linkRefractionWithTransparency(){return this.subSurface.linkRefractionWithTransparency}set linkRefractionWithTransparency(e){this.subSurface.linkRefractionWithTransparency=e;e&&(this.subSurface.isRefractionEnabled=true)}get usePhysicalLightFalloff(){return this._lightFalloff===l.LIGHTFALLOFF_PHYSICAL}set usePhysicalLightFalloff(e){if(e!==this.usePhysicalLightFalloff){this._markAllSubMeshesAsTexturesDirty();this._lightFalloff=e?l.LIGHTFALLOFF_PHYSICAL:l.LIGHTFALLOFF_STANDARD}}get useGLTFLightFalloff(){return this._lightFalloff===l.LIGHTFALLOFF_GLTF}set useGLTFLightFalloff(e){if(e!==this.useGLTFLightFalloff){this._markAllSubMeshesAsTexturesDirty();this._lightFalloff=e?l.LIGHTFALLOFF_GLTF:l.LIGHTFALLOFF_STANDARD}}get imageProcessingConfiguration(){return this._imageProcessingConfiguration}set imageProcessingConfiguration(e){this._attachImageProcessingConfiguration(e);this._markAllSubMeshesAsTexturesDirty()}get cameraColorCurvesEnabled(){return this.imageProcessingConfiguration.colorCurvesEnabled}set cameraColorCurvesEnabled(e){this.imageProcessingConfiguration.colorCurvesEnabled=e}get cameraColorGradingEnabled(){return this.imageProcessingConfiguration.colorGradingEnabled}set cameraColorGradingEnabled(e){this.imageProcessingConfiguration.colorGradingEnabled=e}get cameraToneMappingEnabled(){return this._imageProcessingConfiguration.toneMappingEnabled}set cameraToneMappingEnabled(e){this._imageProcessingConfiguration.toneMappingEnabled=e}get cameraExposure(){return this._imageProcessingConfiguration.exposure}set cameraExposure(e){this._imageProcessingConfiguration.exposure=e}get cameraContrast(){return this._imageProcessingConfiguration.contrast}set cameraContrast(e){this._imageProcessingConfiguration.contrast=e}get cameraColorGradingTexture(){return this._imageProcessingConfiguration.colorGradingTexture}set cameraColorGradingTexture(e){this._imageProcessingConfiguration.colorGradingTexture=e}get cameraColorCurves(){return this._imageProcessingConfiguration.colorCurves}set cameraColorCurves(e){this._imageProcessingConfiguration.colorCurves=e}\n/**\n     * Instantiates a new PBRMaterial instance.\n     *\n     * @param name The material name\n     * @param scene The scene the material will be use in.\n     * @param forceGLSL Use the GLSL code generation for the shader (even on WebGPU). Default is false\n     */constructor(e,t,r=false){super(e,t,r);this.directIntensity=1;this.emissiveIntensity=1;this.environmentIntensity=1;this.specularIntensity=1;this.disableBumpMap=false;this.ambientTextureStrength=1;this.ambientTextureImpactOnAnalyticalLights=PBRMaterial.DEFAULT_AO_ON_ANALYTICAL_LIGHTS;this.metallicF0Factor=1;this.metallicReflectanceColor=o.White();this.useOnlyMetallicFromMetallicReflectanceTexture=false;this.ambientColor=new o(0,0,0);this.albedoColor=new o(1,1,1);this.baseWeight=1;this.reflectivityColor=new o(1,1,1);this.reflectionColor=new o(1,1,1);this.emissiveColor=new o(0,0,0);this.microSurface=1;this.useLightmapAsShadowmap=false;this.useAlphaFromAlbedoTexture=false;this.forceAlphaTest=false;this.alphaCutOff=.4;this.useSpecularOverAlpha=true;this.useMicroSurfaceFromReflectivityMapAlpha=false;this.useRoughnessFromMetallicTextureAlpha=true;this.useRoughnessFromMetallicTextureGreen=false;this.useMetallnessFromMetallicTextureBlue=false;this.useAmbientOcclusionFromMetallicTextureRed=false;this.useAmbientInGrayScale=false;this.useAutoMicroSurfaceFromReflectivityMap=false;this.useRadianceOverAlpha=true;this.useObjectSpaceNormalMap=false;this.useParallax=false;this.useParallaxOcclusion=false;this.parallaxScaleBias=.05;this.disableLighting=false;this.forceIrradianceInFragment=false;this.maxSimultaneousLights=4;this.invertNormalMapX=false;this.invertNormalMapY=false;this.twoSidedLighting=false;this.useAlphaFresnel=false;this.useLinearAlphaFresnel=false;this.environmentBRDFTexture=null;this.forceNormalForward=false;this.enableSpecularAntiAliasing=false;this.useHorizonOcclusion=true;this.useRadianceOcclusion=true;this.unlit=false;this.applyDecalMapAfterDetailMap=false;this._environmentBRDFTexture=a(this.getScene())}\n/**\n     * @returns the name of this material class.\n     */getClassName(){return\"PBRMaterial\"}\n/**\n     * Makes a duplicate of the current material.\n     * @param name - name to use for the new material.\n     * @param cloneTexturesOnlyOnce - if a texture is used in more than one channel (e.g diffuse and opacity), only clone it once and reuse it on the other channels. Default false.\n     * @param rootUrl defines the root URL to use to load textures\n     * @returns cloned material instance\n     */clone(e,t=true,r=\"\"){const s=p.Clone((()=>new PBRMaterial(e,this.getScene())),this,{cloneTexturesOnlyOnce:t});s.id=e;s.name=e;this.stencil.copyTo(s.stencil);this._clonePlugins(s,r);return s}\n/**\n     * Serializes this PBR Material.\n     * @returns - An object with the serialized material.\n     */serialize(){const e=super.serialize();e.customType=\"BABYLON.PBRMaterial\";return e}\n/**\n     * Parses a PBR Material from a serialized object.\n     * @param source - Serialized object.\n     * @param scene - BJS scene instance.\n     * @param rootUrl - url for the scene object\n     * @returns - PBRMaterial\n     */\nstatic Parse(e,t,r){const s=p.Parse((()=>new PBRMaterial(e.name,t)),e,t,r);e.stencil&&s.stencil.parse(e.stencil,t,r);u._ParsePlugins(e,s,t,r);e.clearCoat&&s.clearCoat.parse(e.clearCoat,t,r);e.anisotropy&&s.anisotropy.parse(e.anisotropy,t,r);e.brdf&&s.brdf.parse(e.brdf,t,r);e.sheen&&s.sheen.parse(e.sheen,t,r);e.subSurface&&s.subSurface.parse(e.subSurface,t,r);e.iridescence&&s.iridescence.parse(e.iridescence,t,r);return s}}PBRMaterial.PBRMATERIAL_OPAQUE=l.PBRMATERIAL_OPAQUE;PBRMaterial.PBRMATERIAL_ALPHATEST=l.PBRMATERIAL_ALPHATEST;PBRMaterial.PBRMATERIAL_ALPHABLEND=l.PBRMATERIAL_ALPHABLEND;PBRMaterial.PBRMATERIAL_ALPHATESTANDBLEND=l.PBRMATERIAL_ALPHATESTANDBLEND;PBRMaterial.DEFAULT_AO_ON_ANALYTICAL_LIGHTS=l.DEFAULT_AO_ON_ANALYTICAL_LIGHTS;e([t(),r(\"_markAllSubMeshesAsTexturesDirty\")],PBRMaterial.prototype,\"directIntensity\",void 0);e([t(),r(\"_markAllSubMeshesAsTexturesDirty\")],PBRMaterial.prototype,\"emissiveIntensity\",void 0);e([t(),r(\"_markAllSubMeshesAsTexturesDirty\")],PBRMaterial.prototype,\"environmentIntensity\",void 0);e([t(),r(\"_markAllSubMeshesAsTexturesDirty\")],PBRMaterial.prototype,\"specularIntensity\",void 0);e([t(),r(\"_markAllSubMeshesAsTexturesDirty\")],PBRMaterial.prototype,\"disableBumpMap\",void 0);e([s(),r(\"_markAllSubMeshesAsTexturesDirty\")],PBRMaterial.prototype,\"albedoTexture\",void 0);e([s(),r(\"_markAllSubMeshesAsTexturesDirty\")],PBRMaterial.prototype,\"baseWeightTexture\",void 0);e([s(),r(\"_markAllSubMeshesAsTexturesDirty\")],PBRMaterial.prototype,\"ambientTexture\",void 0);e([t(),r(\"_markAllSubMeshesAsTexturesDirty\")],PBRMaterial.prototype,\"ambientTextureStrength\",void 0);e([t(),r(\"_markAllSubMeshesAsTexturesDirty\")],PBRMaterial.prototype,\"ambientTextureImpactOnAnalyticalLights\",void 0);e([s(),r(\"_markAllSubMeshesAsTexturesAndMiscDirty\")],PBRMaterial.prototype,\"opacityTexture\",void 0);e([s(),r(\"_markAllSubMeshesAsTexturesDirty\")],PBRMaterial.prototype,\"reflectionTexture\",void 0);e([s(),r(\"_markAllSubMeshesAsTexturesDirty\")],PBRMaterial.prototype,\"emissiveTexture\",void 0);e([s(),r(\"_markAllSubMeshesAsTexturesDirty\")],PBRMaterial.prototype,\"reflectivityTexture\",void 0);e([s(),r(\"_markAllSubMeshesAsTexturesDirty\")],PBRMaterial.prototype,\"metallicTexture\",void 0);e([t(),r(\"_markAllSubMeshesAsTexturesDirty\")],PBRMaterial.prototype,\"metallic\",void 0);e([t(),r(\"_markAllSubMeshesAsTexturesDirty\")],PBRMaterial.prototype,\"roughness\",void 0);e([t(),r(\"_markAllSubMeshesAsTexturesDirty\")],PBRMaterial.prototype,\"metallicF0Factor\",void 0);e([i(),r(\"_markAllSubMeshesAsTexturesDirty\")],PBRMaterial.prototype,\"metallicReflectanceColor\",void 0);e([t(),r(\"_markAllSubMeshesAsTexturesDirty\")],PBRMaterial.prototype,\"useOnlyMetallicFromMetallicReflectanceTexture\",void 0);e([s(),r(\"_markAllSubMeshesAsTexturesDirty\")],PBRMaterial.prototype,\"metallicReflectanceTexture\",void 0);e([s(),r(\"_markAllSubMeshesAsTexturesDirty\")],PBRMaterial.prototype,\"reflectanceTexture\",void 0);e([s(),r(\"_markAllSubMeshesAsTexturesDirty\")],PBRMaterial.prototype,\"microSurfaceTexture\",void 0);e([s(),r(\"_markAllSubMeshesAsTexturesDirty\")],PBRMaterial.prototype,\"bumpTexture\",void 0);e([s(),r(\"_markAllSubMeshesAsTexturesDirty\",null)],PBRMaterial.prototype,\"lightmapTexture\",void 0);e([i(\"ambient\"),r(\"_markAllSubMeshesAsTexturesDirty\")],PBRMaterial.prototype,\"ambientColor\",void 0);e([i(\"albedo\"),r(\"_markAllSubMeshesAsTexturesDirty\")],PBRMaterial.prototype,\"albedoColor\",void 0);e([t(\"baseWeight\"),r(\"_markAllSubMeshesAsTexturesDirty\")],PBRMaterial.prototype,\"baseWeight\",void 0);e([i(\"reflectivity\"),r(\"_markAllSubMeshesAsTexturesDirty\")],PBRMaterial.prototype,\"reflectivityColor\",void 0);e([i(\"reflection\"),r(\"_markAllSubMeshesAsTexturesDirty\")],PBRMaterial.prototype,\"reflectionColor\",void 0);e([i(\"emissive\"),r(\"_markAllSubMeshesAsTexturesDirty\")],PBRMaterial.prototype,\"emissiveColor\",void 0);e([t(),r(\"_markAllSubMeshesAsTexturesDirty\")],PBRMaterial.prototype,\"microSurface\",void 0);e([t(),r(\"_markAllSubMeshesAsTexturesDirty\")],PBRMaterial.prototype,\"useLightmapAsShadowmap\",void 0);e([t(),r(\"_markAllSubMeshesAsTexturesAndMiscDirty\")],PBRMaterial.prototype,\"useAlphaFromAlbedoTexture\",void 0);e([t(),r(\"_markAllSubMeshesAsTexturesAndMiscDirty\")],PBRMaterial.prototype,\"forceAlphaTest\",void 0);e([t(),r(\"_markAllSubMeshesAsTexturesAndMiscDirty\")],PBRMaterial.prototype,\"alphaCutOff\",void 0);e([t(),r(\"_markAllSubMeshesAsTexturesDirty\")],PBRMaterial.prototype,\"useSpecularOverAlpha\",void 0);e([t(),r(\"_markAllSubMeshesAsTexturesDirty\")],PBRMaterial.prototype,\"useMicroSurfaceFromReflectivityMapAlpha\",void 0);e([t(),r(\"_markAllSubMeshesAsTexturesDirty\")],PBRMaterial.prototype,\"useRoughnessFromMetallicTextureAlpha\",void 0);e([t(),r(\"_markAllSubMeshesAsTexturesDirty\")],PBRMaterial.prototype,\"useRoughnessFromMetallicTextureGreen\",void 0);e([t(),r(\"_markAllSubMeshesAsTexturesDirty\")],PBRMaterial.prototype,\"useMetallnessFromMetallicTextureBlue\",void 0);e([t(),r(\"_markAllSubMeshesAsTexturesDirty\")],PBRMaterial.prototype,\"useAmbientOcclusionFromMetallicTextureRed\",void 0);e([t(),r(\"_markAllSubMeshesAsTexturesDirty\")],PBRMaterial.prototype,\"useAmbientInGrayScale\",void 0);e([t(),r(\"_markAllSubMeshesAsTexturesDirty\")],PBRMaterial.prototype,\"useAutoMicroSurfaceFromReflectivityMap\",void 0);e([t()],PBRMaterial.prototype,\"usePhysicalLightFalloff\",null);e([t()],PBRMaterial.prototype,\"useGLTFLightFalloff\",null);e([t(),r(\"_markAllSubMeshesAsTexturesDirty\")],PBRMaterial.prototype,\"useRadianceOverAlpha\",void 0);e([t(),r(\"_markAllSubMeshesAsTexturesDirty\")],PBRMaterial.prototype,\"useObjectSpaceNormalMap\",void 0);e([t(),r(\"_markAllSubMeshesAsTexturesDirty\")],PBRMaterial.prototype,\"useParallax\",void 0);e([t(),r(\"_markAllSubMeshesAsTexturesDirty\")],PBRMaterial.prototype,\"useParallaxOcclusion\",void 0);e([t(),r(\"_markAllSubMeshesAsTexturesDirty\")],PBRMaterial.prototype,\"parallaxScaleBias\",void 0);e([t(),r(\"_markAllSubMeshesAsLightsDirty\")],PBRMaterial.prototype,\"disableLighting\",void 0);e([t(),r(\"_markAllSubMeshesAsTexturesDirty\")],PBRMaterial.prototype,\"forceIrradianceInFragment\",void 0);e([t(),r(\"_markAllSubMeshesAsLightsDirty\")],PBRMaterial.prototype,\"maxSimultaneousLights\",void 0);e([t(),r(\"_markAllSubMeshesAsTexturesDirty\")],PBRMaterial.prototype,\"invertNormalMapX\",void 0);e([t(),r(\"_markAllSubMeshesAsTexturesDirty\")],PBRMaterial.prototype,\"invertNormalMapY\",void 0);e([t(),r(\"_markAllSubMeshesAsTexturesDirty\")],PBRMaterial.prototype,\"twoSidedLighting\",void 0);e([t(),r(\"_markAllSubMeshesAsTexturesDirty\")],PBRMaterial.prototype,\"useAlphaFresnel\",void 0);e([t(),r(\"_markAllSubMeshesAsTexturesDirty\")],PBRMaterial.prototype,\"useLinearAlphaFresnel\",void 0);e([r(\"_markAllSubMeshesAsTexturesDirty\")],PBRMaterial.prototype,\"environmentBRDFTexture\",void 0);e([t(),r(\"_markAllSubMeshesAsTexturesDirty\")],PBRMaterial.prototype,\"forceNormalForward\",void 0);e([t(),r(\"_markAllSubMeshesAsTexturesDirty\")],PBRMaterial.prototype,\"enableSpecularAntiAliasing\",void 0);e([t(),r(\"_markAllSubMeshesAsTexturesDirty\")],PBRMaterial.prototype,\"useHorizonOcclusion\",void 0);e([t(),r(\"_markAllSubMeshesAsTexturesDirty\")],PBRMaterial.prototype,\"useRadianceOcclusion\",void 0);e([t(),r(\"_markAllSubMeshesAsMiscDirty\")],PBRMaterial.prototype,\"unlit\",void 0);e([t(),r(\"_markAllSubMeshesAsMiscDirty\")],PBRMaterial.prototype,\"applyDecalMapAfterDetailMap\",void 0);n(\"BABYLON.PBRMaterial\",PBRMaterial);export{PBRMaterial};\n//# sourceMappingURL=pbrMaterial.js.map\n","class Deferred{get resolve(){return this._resolve}get reject(){return this._reject}constructor(){this.promise=new Promise(((e,r)=>{this._resolve=e;this._reject=r}))}}export{Deferred};\n//# sourceMappingURL=deferred.js.map\n","import{__decorate as t}from\"../tslib.es6.js\";import{serialize as i,serializeAsVector3 as e,serializeAsMeshReference as o}from\"../Misc/decorators.js\";import{Camera as a}from\"./camera.js\";import{Vector3 as r,Vector2 as s,Quaternion as n,Matrix as h,TmpVectors as c}from\"../Maths/math.vector.js\";import{Epsilon as m}from\"../Maths/math.constants.js\";import{Axis as d}from\"../Maths/math.axis.js\";import{Node as _}from\"../node.js\";import\"../_/SxHYZ7_O.js\";import\"../Misc/smartArray.js\";import\"../Misc/tools.js\";import\"../Misc/observable.js\";import\"../Misc/domManagement.js\";import\"../Misc/logger.js\";import\"../_/BrNwFyDm.js\";import\"../Misc/precisionDate.js\";import\"../_/CY5CD3a_.js\";import\"../Misc/webRequest.js\";import\"../Engines/engineStore.js\";import\"../_/Qih3l7lC.js\";import\"../Misc/error.js\";import\"../Misc/stringTools.js\";import\"../_/CX9Zyq1P.js\";import\"../Engines/shaderStore.js\";import\"../Misc/timingTools.js\";import\"../_/Cn202uVB.js\";import\"../_/BjBO3Vqv.js\";import\"../_/BbEdeXLR.js\";import\"../Materials/Textures/Loaders/textureLoaderManager.js\";import\"../_/DKmLrVdL.js\";import\"../Misc/typeStore.js\";import\"../Misc/guid.js\";import\"../_/DI68bezJ.js\";import\"../Maths/math.viewport.js\";import\"../Maths/math.frustum.js\";import\"../Maths/math.plane.js\";import\"../Misc/decorators.serialization.js\";import\"../_/CoucjtsB.js\";import\"../Maths/math.color.js\";import\"../Misc/arrayTools.js\";import\"../_/BXd1Jdj1.js\";_.AddNodeConstructor(\"TargetCamera\",((t,i)=>()=>new TargetCamera(t,r.Zero(),i)));class TargetCamera extends a{\n/**\n     * Instantiates a target camera that takes a mesh or position as a target and continues to look at it while it moves.\n     * This is the base of the follow, arc rotate cameras and Free camera\n     * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras\n     * @param name Defines the name of the camera in the scene\n     * @param position Defines the start position of the camera in the scene\n     * @param scene Defines the scene the camera belongs to\n     * @param setActiveOnSceneIfNoneActive Defines whether the camera should be marked as active if not other active cameras have been defined\n     */\nconstructor(t,i,e,o=true){super(t,i,e,o);this._tmpUpVector=r.Zero();this._tmpTargetVector=r.Zero();this.cameraDirection=new r(0,0,0);this.cameraRotation=new s(0,0);this.ignoreParentScaling=false;this.updateUpVectorFromRotation=false;this._tmpQuaternion=new n;this.rotation=new r(0,0,0);this.speed=2;this.noRotationConstraint=false;this.invertRotation=false;this.inverseRotationSpeed=.2;this.lockedTarget=null;this._currentTarget=r.Zero();this._initialFocalDistance=1;this._viewMatrix=h.Zero();this._camMatrix=h.Zero();this._cameraTransformMatrix=h.Zero();this._cameraRotationMatrix=h.Zero();this._referencePoint=new r(0,0,1);this._transformedReferencePoint=r.Zero();this._deferredPositionUpdate=new r;this._deferredRotationQuaternionUpdate=new n;this._deferredRotationUpdate=new r;this._deferredUpdated=false;this._deferOnly=false;this._defaultUp=r.Up();this._cachedRotationZ=0;this._cachedQuaternionRotationZ=0}\n/**\n     * Gets the position in front of the camera at a given distance.\n     * @param distance The distance from the camera we want the position to be\n     * @returns the position\n     */getFrontPosition(t){this.getWorldMatrix();const i=c.Vector3[0];const e=c.Vector3[1];e.set(0,0,this._scene.useRightHandedSystem?-1:1);this.getDirectionToRef(e,i);i.scaleInPlace(t);return this.globalPosition.add(i)}_getLockedTargetPosition(){if(!this.lockedTarget)return null;if(this.lockedTarget.absolutePosition){const t=this.lockedTarget;const i=t.computeWorldMatrix();i.getTranslationToRef(t.absolutePosition)}return this.lockedTarget.absolutePosition||this.lockedTarget}\n/**\n     * Store current camera state of the camera (fov, position, rotation, etc..)\n     * @returns the camera\n     */storeState(){this._storedPosition=this.position.clone();this._storedRotation=this.rotation.clone();this.rotationQuaternion&&(this._storedRotationQuaternion=this.rotationQuaternion.clone());return super.storeState()}\n/**\n     * Restored camera state. You must call storeState() first\n     * @returns whether it was successful or not\n     * @internal\n     */_restoreStateValues(){if(!super._restoreStateValues())return false;this.position=this._storedPosition.clone();this.rotation=this._storedRotation.clone();this.rotationQuaternion&&(this.rotationQuaternion=this._storedRotationQuaternion.clone());this.cameraDirection.copyFromFloats(0,0,0);this.cameraRotation.copyFromFloats(0,0);return true}_initCache(){super._initCache();this._cache.lockedTarget=new r(Number.MAX_VALUE,Number.MAX_VALUE,Number.MAX_VALUE);this._cache.rotation=new r(Number.MAX_VALUE,Number.MAX_VALUE,Number.MAX_VALUE);this._cache.rotationQuaternion=new n(Number.MAX_VALUE,Number.MAX_VALUE,Number.MAX_VALUE,Number.MAX_VALUE)}_updateCache(t){t||super._updateCache();const i=this._getLockedTargetPosition();i?this._cache.lockedTarget?this._cache.lockedTarget.copyFrom(i):this._cache.lockedTarget=i.clone():this._cache.lockedTarget=null;this._cache.rotation.copyFrom(this.rotation);this.rotationQuaternion&&this._cache.rotationQuaternion.copyFrom(this.rotationQuaternion)}_isSynchronizedViewMatrix(){if(!super._isSynchronizedViewMatrix())return false;const t=this._getLockedTargetPosition();return(this._cache.lockedTarget?this._cache.lockedTarget.equals(t):!t)&&(this.rotationQuaternion?this.rotationQuaternion.equals(this._cache.rotationQuaternion):this._cache.rotation.equals(this.rotation))}_computeLocalCameraSpeed(){const t=this.getEngine();return this.speed*Math.sqrt(t.getDeltaTime()/(t.getFps()*100))}\n/**\n     * Defines the target the camera should look at.\n     * @param target Defines the new target as a Vector\n     */\nsetTarget(t){this.upVector.normalize();this._initialFocalDistance=t.subtract(this.position).length();this.position.z===t.z&&(this.position.z+=m);this._referencePoint.normalize().scaleInPlace(this._initialFocalDistance);h.LookAtLHToRef(this.position,t,this._defaultUp,this._camMatrix);this._camMatrix.invert();this.rotation.x=Math.atan(this._camMatrix.m[6]/this._camMatrix.m[10]);const i=t.subtract(this.position);i.x>=0?this.rotation.y=-Math.atan(i.z/i.x)+Math.PI/2:this.rotation.y=-Math.atan(i.z/i.x)-Math.PI/2;this.rotation.z=0;isNaN(this.rotation.x)&&(this.rotation.x=0);isNaN(this.rotation.y)&&(this.rotation.y=0);isNaN(this.rotation.z)&&(this.rotation.z=0);this.rotationQuaternion&&n.RotationYawPitchRollToRef(this.rotation.y,this.rotation.x,this.rotation.z,this.rotationQuaternion)}get target(){return this.getTarget()}set target(t){this.setTarget(t)}\n/**\n     * Return the current target position of the camera. This value is expressed in local space.\n     * @returns the target position\n     */getTarget(){return this._currentTarget}_decideIfNeedsToMove(){return Math.abs(this.cameraDirection.x)>0||Math.abs(this.cameraDirection.y)>0||Math.abs(this.cameraDirection.z)>0}_updatePosition(){if(this.parent){this.parent.getWorldMatrix().invertToRef(c.Matrix[0]);r.TransformNormalToRef(this.cameraDirection,c.Matrix[0],c.Vector3[0]);this._deferredPositionUpdate.addInPlace(c.Vector3[0]);this._deferOnly?this._deferredUpdated=true:this.position.copyFrom(this._deferredPositionUpdate)}else{this._deferredPositionUpdate.addInPlace(this.cameraDirection);this._deferOnly?this._deferredUpdated=true:this.position.copyFrom(this._deferredPositionUpdate)}}_checkInputs(){const t=this.invertRotation?-this.inverseRotationSpeed:1;const i=this._decideIfNeedsToMove();const e=this.cameraRotation.x||this.cameraRotation.y;this._deferredUpdated=false;this._deferredRotationUpdate.copyFrom(this.rotation);this._deferredPositionUpdate.copyFrom(this.position);this.rotationQuaternion&&this._deferredRotationQuaternionUpdate.copyFrom(this.rotationQuaternion);i&&this._updatePosition();if(e){this.rotationQuaternion&&this.rotationQuaternion.toEulerAnglesToRef(this._deferredRotationUpdate);this._deferredRotationUpdate.x+=this.cameraRotation.x*t;this._deferredRotationUpdate.y+=this.cameraRotation.y*t;if(!this.noRotationConstraint){const t=1.570796;this._deferredRotationUpdate.x>t&&(this._deferredRotationUpdate.x=t);this._deferredRotationUpdate.x<-t&&(this._deferredRotationUpdate.x=-t)}this._deferOnly?this._deferredUpdated=true:this.rotation.copyFrom(this._deferredRotationUpdate);if(this.rotationQuaternion){const t=this._deferredRotationUpdate.lengthSquared();if(t){n.RotationYawPitchRollToRef(this._deferredRotationUpdate.y,this._deferredRotationUpdate.x,this._deferredRotationUpdate.z,this._deferredRotationQuaternionUpdate);this._deferOnly?this._deferredUpdated=true:this.rotationQuaternion.copyFrom(this._deferredRotationQuaternionUpdate)}}}if(i){Math.abs(this.cameraDirection.x)<this.speed*m&&(this.cameraDirection.x=0);Math.abs(this.cameraDirection.y)<this.speed*m&&(this.cameraDirection.y=0);Math.abs(this.cameraDirection.z)<this.speed*m&&(this.cameraDirection.z=0);this.cameraDirection.scaleInPlace(this.inertia)}if(e){Math.abs(this.cameraRotation.x)<this.speed*m&&(this.cameraRotation.x=0);Math.abs(this.cameraRotation.y)<this.speed*m&&(this.cameraRotation.y=0);this.cameraRotation.scaleInPlace(this.inertia)}super._checkInputs()}_updateCameraRotationMatrix(){this.rotationQuaternion?this.rotationQuaternion.toRotationMatrix(this._cameraRotationMatrix):h.RotationYawPitchRollToRef(this.rotation.y,this.rotation.x,this.rotation.z,this._cameraRotationMatrix)}\n/**\n     * Update the up vector to apply the rotation of the camera (So if you changed the camera rotation.z this will let you update the up vector as well)\n     * @returns the current camera\n     */_rotateUpVectorWithCameraRotationMatrix(){r.TransformNormalToRef(this._defaultUp,this._cameraRotationMatrix,this.upVector);return this}_getViewMatrix(){this.lockedTarget&&this.setTarget(this._getLockedTargetPosition());this._updateCameraRotationMatrix();if(this.rotationQuaternion&&this._cachedQuaternionRotationZ!=this.rotationQuaternion.z){this._rotateUpVectorWithCameraRotationMatrix();this._cachedQuaternionRotationZ=this.rotationQuaternion.z}else if(this._cachedRotationZ!==this.rotation.z){this._rotateUpVectorWithCameraRotationMatrix();this._cachedRotationZ=this.rotation.z}r.TransformCoordinatesToRef(this._referencePoint,this._cameraRotationMatrix,this._transformedReferencePoint);this.position.addToRef(this._transformedReferencePoint,this._currentTarget);if(this.updateUpVectorFromRotation)if(this.rotationQuaternion)d.Y.rotateByQuaternionToRef(this.rotationQuaternion,this.upVector);else{n.FromEulerVectorToRef(this.rotation,this._tmpQuaternion);d.Y.rotateByQuaternionToRef(this._tmpQuaternion,this.upVector)}this._computeViewMatrix(this.position,this._currentTarget,this.upVector);return this._viewMatrix}_computeViewMatrix(t,i,e){if(this.ignoreParentScaling){if(this.parent){const o=this.parent.getWorldMatrix();r.TransformCoordinatesToRef(t,o,this._globalPosition);r.TransformCoordinatesToRef(i,o,this._tmpTargetVector);r.TransformNormalToRef(e,o,this._tmpUpVector);this._markSyncedWithParent()}else{this._globalPosition.copyFrom(t);this._tmpTargetVector.copyFrom(i);this._tmpUpVector.copyFrom(e)}this.getScene().useRightHandedSystem?h.LookAtRHToRef(this._globalPosition,this._tmpTargetVector,this._tmpUpVector,this._viewMatrix):h.LookAtLHToRef(this._globalPosition,this._tmpTargetVector,this._tmpUpVector,this._viewMatrix)}else{this.getScene().useRightHandedSystem?h.LookAtRHToRef(t,i,e,this._viewMatrix):h.LookAtLHToRef(t,i,e,this._viewMatrix);if(this.parent){const t=this.parent.getWorldMatrix();this._viewMatrix.invert();this._viewMatrix.multiplyToRef(t,this._viewMatrix);this._viewMatrix.getTranslationToRef(this._globalPosition);this._viewMatrix.invert();this._markSyncedWithParent()}else this._globalPosition.copyFrom(t)}}createRigCamera(t,i){if(this.cameraRigMode!==a.RIG_MODE_NONE){const i=new TargetCamera(t,this.position.clone(),this.getScene());i.isRigCamera=true;i.rigParent=this;if(this.cameraRigMode===a.RIG_MODE_VR){this.rotationQuaternion||(this.rotationQuaternion=new n);i._cameraRigParams={};i.rotationQuaternion=new n}i.mode=this.mode;i.orthoLeft=this.orthoLeft;i.orthoRight=this.orthoRight;i.orthoTop=this.orthoTop;i.orthoBottom=this.orthoBottom;return i}return null}_updateRigCameras(){const t=this._rigCameras[0];const i=this._rigCameras[1];this.computeWorldMatrix();switch(this.cameraRigMode){case a.RIG_MODE_STEREOSCOPIC_ANAGLYPH:case a.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:case a.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:case a.RIG_MODE_STEREOSCOPIC_OVERUNDER:case a.RIG_MODE_STEREOSCOPIC_INTERLACED:{const e=this.cameraRigMode===a.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED?1:-1;const o=this.cameraRigMode===a.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED?-1:1;this._getRigCamPositionAndTarget(this._cameraRigParams.stereoHalfAngle*e,t);this._getRigCamPositionAndTarget(this._cameraRigParams.stereoHalfAngle*o,i);break}case a.RIG_MODE_VR:if(t.rotationQuaternion){t.rotationQuaternion.copyFrom(this.rotationQuaternion);i.rotationQuaternion.copyFrom(this.rotationQuaternion)}else{t.rotation.copyFrom(this.rotation);i.rotation.copyFrom(this.rotation)}t.position.copyFrom(this.position);i.position.copyFrom(this.position);break}super._updateRigCameras()}_getRigCamPositionAndTarget(t,i){const e=this.getTarget();e.subtractToRef(this.position,TargetCamera._TargetFocalPoint);TargetCamera._TargetFocalPoint.normalize().scaleInPlace(this._initialFocalDistance);const o=TargetCamera._TargetFocalPoint.addInPlace(this.position);h.TranslationToRef(-o.x,-o.y,-o.z,TargetCamera._TargetTransformMatrix);TargetCamera._TargetTransformMatrix.multiplyToRef(h.RotationAxis(i.upVector,t),TargetCamera._RigCamTransformMatrix);h.TranslationToRef(o.x,o.y,o.z,TargetCamera._TargetTransformMatrix);TargetCamera._RigCamTransformMatrix.multiplyToRef(TargetCamera._TargetTransformMatrix,TargetCamera._RigCamTransformMatrix);r.TransformCoordinatesToRef(this.position,TargetCamera._RigCamTransformMatrix,i.position);i.setTarget(o)}\n/**\n     * Gets the current object class name.\n     * @returns the class name\n     */getClassName(){return\"TargetCamera\"}}TargetCamera._RigCamTransformMatrix=new h;TargetCamera._TargetTransformMatrix=new h;TargetCamera._TargetFocalPoint=new r;t([i()],TargetCamera.prototype,\"ignoreParentScaling\",void 0);t([i()],TargetCamera.prototype,\"updateUpVectorFromRotation\",void 0);t([e()],TargetCamera.prototype,\"rotation\",void 0);t([i()],TargetCamera.prototype,\"speed\",void 0);t([o(\"lockedTargetId\")],TargetCamera.prototype,\"lockedTarget\",void 0);export{TargetCamera};\n//# sourceMappingURL=targetCamera.js.map\n","import{Logger as t}from\"../Misc/logger.js\";import{SerializationHelper as s}from\"../Misc/decorators.serialization.js\";import{Camera as e}from\"./camera.js\";import\"../_/CY5CD3a_.js\";import\"../_/CoucjtsB.js\";import\"../Maths/math.color.js\";import\"../Misc/arrayTools.js\";import\"../Misc/typeStore.js\";import\"../Maths/math.constants.js\";import\"../_/BXd1Jdj1.js\";import\"../Maths/math.vector.js\";import\"../_/BjBO3Vqv.js\";import\"../Engines/engineStore.js\";import\"../Misc/observable.js\";import\"../_/SxHYZ7_O.js\";import\"../tslib.es6.js\";import\"../Misc/decorators.js\";import\"../Misc/smartArray.js\";import\"../Misc/tools.js\";import\"../Misc/domManagement.js\";import\"../_/BrNwFyDm.js\";import\"../Misc/precisionDate.js\";import\"../Misc/webRequest.js\";import\"../_/Qih3l7lC.js\";import\"../Misc/error.js\";import\"../Misc/stringTools.js\";import\"../_/CX9Zyq1P.js\";import\"../Engines/shaderStore.js\";import\"../Misc/timingTools.js\";import\"../_/Cn202uVB.js\";import\"../_/BbEdeXLR.js\";import\"../Materials/Textures/Loaders/textureLoaderManager.js\";import\"../_/DKmLrVdL.js\";import\"../Misc/guid.js\";import\"../_/DI68bezJ.js\";import\"../node.js\";import\"../Maths/math.viewport.js\";import\"../Maths/math.frustum.js\";import\"../Maths/math.plane.js\";var a={};class CameraInputsManager{\n/**\n     * Instantiate a new Camera Input Manager.\n     * @param camera Defines the camera the input manager belongs to\n     */\nconstructor(t){this.attachedToElement=false;this.attached={};this.camera=t;this.checkInputs=()=>{}}\n/**\n     * Add an input method to a camera\n     * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs\n     * @param input Camera input method\n     */add(s){const e=s.getSimpleName();if(this.attached[e])t.Warn(\"camera input of type \"+e+\" already exists on camera\");else{this.attached[e]=s;s.camera=this.camera;s.checkInputs&&(this.checkInputs=this._addCheckInputs(s.checkInputs.bind(s)));this.attachedToElement&&s.attachControl(this.noPreventDefault)}}\n/**\n     * Remove a specific input method from a camera\n     * example: camera.inputs.remove(camera.inputs.attached.mouse);\n     * @param inputToRemove camera input method\n     */remove(t){for(const s in this.attached){const e=this.attached[s];if(e===t){e.detachControl();e.camera=null;delete this.attached[s];this.rebuildInputCheck();return}}}\n/**\n     * Remove a specific input type from a camera\n     * example: camera.inputs.remove(\"ArcRotateCameraGamepadInput\");\n     * @param inputType the type of the input to remove\n     */removeByType(t){for(const s in this.attached){const e=this.attached[s];if(e.getClassName()===t){e.detachControl();e.camera=null;delete this.attached[s];this.rebuildInputCheck()}}}_addCheckInputs(t){const s=this.checkInputs;return()=>{s();t()}}\n/**\n     * Attach the input controls to the currently attached dom element to listen the events from.\n     * @param input Defines the input to attach\n     */attachInput(t){this.attachedToElement&&t.attachControl(this.noPreventDefault)}\n/**\n     * Attach the current manager inputs controls to a specific dom element to listen the events from.\n     * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)\n     */attachElement(t=false){if(!this.attachedToElement){t=!e.ForceAttachControlToAlwaysPreventDefault&&t;this.attachedToElement=true;this.noPreventDefault=t;for(const s in this.attached)this.attached[s].attachControl(t)}}\n/**\n     * Detach the current manager inputs controls from a specific dom element.\n     * @param disconnect Defines whether the input should be removed from the current list of attached inputs\n     */detachElement(t=false){for(const s in this.attached){this.attached[s].detachControl();t&&(this.attached[s].camera=null)}this.attachedToElement=false}rebuildInputCheck(){this.checkInputs=()=>{};for(const t in this.attached){const s=this.attached[t];s.checkInputs&&(this.checkInputs=this._addCheckInputs(s.checkInputs.bind(s)))}}clear(){this.attachedToElement&&this.detachElement(true);this.attached={};this.attachedToElement=false;this.checkInputs=()=>{}}\n/**\n     * Serialize the current input manager attached to a camera.\n     * This ensures than once parsed,\n     * the input associated to the camera will be identical to the current ones\n     * @param serializedCamera Defines the camera serialization JSON the input serialization should write to\n     */serialize(t){const e={};for(const t in this.attached){const a=this.attached[t];const i=s.Serialize(a);e[a.getClassName()]=i}t.inputsmgr=e}\n/**\n     * Parses an input manager serialized JSON to restore the previous list of inputs\n     * and states associated to a camera.\n     * @param parsedCamera Defines the JSON to parse\n     */parse(t){const e=t.inputsmgr;if(e){this.clear();for(const t in e){const i=a[t];if(i){const a=e[t];const o=s.Parse((()=>new i),a,null);this.add(o)}}}else for(const e in this.attached){const i=a[this.attached[e].getClassName()];if(i){const a=s.Parse((()=>new i),t,null);this.remove(this.attached[e]);this.add(a)}}}}export{a as CameraInputTypes,CameraInputsManager};\n//# sourceMappingURL=cameraInputsManager.js.map\n","import{__decorate as e}from\"../tslib.es6.js\";import{serialize as t,serializeAsVector3 as i}from\"../Misc/decorators.js\";import{Vector3 as o,Matrix as s,Vector2 as n}from\"../Maths/math.vector.js\";import{TargetCamera as a}from\"../Cameras/targetCamera.js\";import{CameraInputTypes as r,CameraInputsManager as h}from\"../Cameras/cameraInputsManager.js\";import{KeyboardEventTypes as l}from\"../Events/keyboardEvents.js\";import{Tools as c}from\"../Misc/tools.js\";import{Observable as u}from\"../Misc/observable.js\";import{PointerEventTypes as d}from\"../Events/pointerEvents.js\";import{E as p}from\"./BZGPCM-I.js\";import{RegisterClass as _}from\"../Misc/typeStore.js\";import{A as v}from\"./Cn202uVB.js\";class BaseCameraMouseWheelInput{constructor(){this.wheelPrecisionX=3;this.wheelPrecisionY=3;this.wheelPrecisionZ=3;this.onChangedObservable=new u;this._wheelDeltaX=0;this._wheelDeltaY=0;this._wheelDeltaZ=0;this._ffMultiplier=12;this._normalize=120}\n/**\n     * Attach the input controls to a specific dom element to get the input from.\n     * @param noPreventDefault Defines whether event caught by the controls\n     *   should call preventdefault().\n     *   (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)\n     */attachControl(e){e=c.BackCompatCameraNoPreventDefault(arguments);this._wheel=t=>{if(t.type!==d.POINTERWHEEL)return;const i=t.event;const o=i.deltaMode===p.DOM_DELTA_LINE?this._ffMultiplier:1;this._wheelDeltaX+=this.wheelPrecisionX*o*i.deltaX/this._normalize;this._wheelDeltaY-=this.wheelPrecisionY*o*i.deltaY/this._normalize;this._wheelDeltaZ+=this.wheelPrecisionZ*o*i.deltaZ/this._normalize;i.preventDefault&&(e||i.preventDefault())};this._observer=this.camera.getScene()._inputManager._addCameraPointerObserver(this._wheel,d.POINTERWHEEL)}detachControl(){if(this._observer){this.camera.getScene()._inputManager._removeCameraPointerObserver(this._observer);this._observer=null;this._wheel=null}this.onChangedObservable&&this.onChangedObservable.clear()}checkInputs(){this.onChangedObservable.notifyObservers({wheelDeltaX:this._wheelDeltaX,wheelDeltaY:this._wheelDeltaY,wheelDeltaZ:this._wheelDeltaZ});this._wheelDeltaX=0;this._wheelDeltaY=0;this._wheelDeltaZ=0}\n/**\n     * Gets the class name of the current input.\n     * @returns the class name\n     */getClassName(){return\"BaseCameraMouseWheelInput\"}\n/**\n     * Get the friendly name associated with the input class.\n     * @returns the input friendly name\n     */getSimpleName(){return\"mousewheel\"}}e([t()],BaseCameraMouseWheelInput.prototype,\"wheelPrecisionX\",void 0);e([t()],BaseCameraMouseWheelInput.prototype,\"wheelPrecisionY\",void 0);e([t()],BaseCameraMouseWheelInput.prototype,\"wheelPrecisionZ\",void 0);class FreeCameraKeyboardMoveInput{constructor(){this.keysUp=[38];this.keysUpward=[33];this.keysDown=[40];this.keysDownward=[34];this.keysLeft=[37];this.keysRight=[39];this.rotationSpeed=.5;this.keysRotateLeft=[];this.keysRotateRight=[];this.keysRotateUp=[];this.keysRotateDown=[];this._keys=new Array}\n/**\n     * Attach the input controls to a specific dom element to get the input from.\n     * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)\n     */attachControl(e){e=c.BackCompatCameraNoPreventDefault(arguments);if(!this._onCanvasBlurObserver){this._scene=this.camera.getScene();this._engine=this._scene.getEngine();this._onCanvasBlurObserver=this._engine.onCanvasBlurObservable.add((()=>{this._keys.length=0}));this._onKeyboardObserver=this._scene.onKeyboardObservable.add((t=>{const i=t.event;if(!i.metaKey)if(t.type===l.KEYDOWN){if(this.keysUp.indexOf(i.keyCode)!==-1||this.keysDown.indexOf(i.keyCode)!==-1||this.keysLeft.indexOf(i.keyCode)!==-1||this.keysRight.indexOf(i.keyCode)!==-1||this.keysUpward.indexOf(i.keyCode)!==-1||this.keysDownward.indexOf(i.keyCode)!==-1||this.keysRotateLeft.indexOf(i.keyCode)!==-1||this.keysRotateRight.indexOf(i.keyCode)!==-1||this.keysRotateUp.indexOf(i.keyCode)!==-1||this.keysRotateDown.indexOf(i.keyCode)!==-1){const t=this._keys.indexOf(i.keyCode);t===-1&&this._keys.push(i.keyCode);e||i.preventDefault()}}else if(this.keysUp.indexOf(i.keyCode)!==-1||this.keysDown.indexOf(i.keyCode)!==-1||this.keysLeft.indexOf(i.keyCode)!==-1||this.keysRight.indexOf(i.keyCode)!==-1||this.keysUpward.indexOf(i.keyCode)!==-1||this.keysDownward.indexOf(i.keyCode)!==-1||this.keysRotateLeft.indexOf(i.keyCode)!==-1||this.keysRotateRight.indexOf(i.keyCode)!==-1||this.keysRotateUp.indexOf(i.keyCode)!==-1||this.keysRotateDown.indexOf(i.keyCode)!==-1){const t=this._keys.indexOf(i.keyCode);t>=0&&this._keys.splice(t,1);e||i.preventDefault()}}))}}detachControl(){if(this._scene){this._onKeyboardObserver&&this._scene.onKeyboardObservable.remove(this._onKeyboardObserver);this._onCanvasBlurObserver&&this._engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);this._onKeyboardObserver=null;this._onCanvasBlurObserver=null}this._keys.length=0}checkInputs(){if(this._onKeyboardObserver){const e=this.camera;for(let t=0;t<this._keys.length;t++){const i=this._keys[t];const s=e._computeLocalCameraSpeed();if(this.keysLeft.indexOf(i)!==-1)e._localDirection.copyFromFloats(-s,0,0);else if(this.keysUp.indexOf(i)!==-1)e._localDirection.copyFromFloats(0,0,s);else if(this.keysRight.indexOf(i)!==-1)e._localDirection.copyFromFloats(s,0,0);else if(this.keysDown.indexOf(i)!==-1)e._localDirection.copyFromFloats(0,0,-s);else if(this.keysUpward.indexOf(i)!==-1)e._localDirection.copyFromFloats(0,s,0);else if(this.keysDownward.indexOf(i)!==-1)e._localDirection.copyFromFloats(0,-s,0);else if(this.keysRotateLeft.indexOf(i)!==-1){e._localDirection.copyFromFloats(0,0,0);e.cameraRotation.y-=this._getLocalRotation()}else if(this.keysRotateRight.indexOf(i)!==-1){e._localDirection.copyFromFloats(0,0,0);e.cameraRotation.y+=this._getLocalRotation()}else if(this.keysRotateUp.indexOf(i)!==-1){e._localDirection.copyFromFloats(0,0,0);e.cameraRotation.x-=this._getLocalRotation()}else if(this.keysRotateDown.indexOf(i)!==-1){e._localDirection.copyFromFloats(0,0,0);e.cameraRotation.x+=this._getLocalRotation()}e.getScene().useRightHandedSystem&&(e._localDirection.z*=-1);e.getViewMatrix().invertToRef(e._cameraTransformMatrix);o.TransformNormalToRef(e._localDirection,e._cameraTransformMatrix,e._transformedDirection);e.cameraDirection.addInPlace(e._transformedDirection)}}}\n/**\n     * Gets the class name of the current input.\n     * @returns the class name\n     */getClassName(){return\"FreeCameraKeyboardMoveInput\"}_onLostFocus(){this._keys.length=0}\n/**\n     * Get the friendly name associated with the input class.\n     * @returns the input friendly name\n     */getSimpleName(){return\"keyboard\"}_getLocalRotation(){const e=this.camera._calculateHandednessMultiplier();const t=this.rotationSpeed*this._engine.getDeltaTime()/1e3*e;return t}}e([t()],FreeCameraKeyboardMoveInput.prototype,\"keysUp\",void 0);e([t()],FreeCameraKeyboardMoveInput.prototype,\"keysUpward\",void 0);e([t()],FreeCameraKeyboardMoveInput.prototype,\"keysDown\",void 0);e([t()],FreeCameraKeyboardMoveInput.prototype,\"keysDownward\",void 0);e([t()],FreeCameraKeyboardMoveInput.prototype,\"keysLeft\",void 0);e([t()],FreeCameraKeyboardMoveInput.prototype,\"keysRight\",void 0);e([t()],FreeCameraKeyboardMoveInput.prototype,\"rotationSpeed\",void 0);e([t()],FreeCameraKeyboardMoveInput.prototype,\"keysRotateLeft\",void 0);e([t()],FreeCameraKeyboardMoveInput.prototype,\"keysRotateRight\",void 0);e([t()],FreeCameraKeyboardMoveInput.prototype,\"keysRotateUp\",void 0);e([t()],FreeCameraKeyboardMoveInput.prototype,\"keysRotateDown\",void 0);r.FreeCameraKeyboardMoveInput=FreeCameraKeyboardMoveInput;class FreeCameraMouseInput{\n/**\n     * Manage the mouse inputs to control the movement of a free camera.\n     * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs\n     * @param touchEnabled Defines if touch is enabled or not\n     */\nconstructor(e=true){this.touchEnabled=e;this.buttons=[0,1,2];this.angularSensibility=2e3;this._previousPosition=null;this.onPointerMovedObservable=new u;this._allowCameraRotation=true;this._currentActiveButton=-1;this._activePointerId=-1}\n/**\n     * Attach the input controls to a specific dom element to get the input from.\n     * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)\n     */attachControl(e){e=c.BackCompatCameraNoPreventDefault(arguments);const t=this.camera.getEngine();const i=t.getInputElement();this._pointerInput||(this._pointerInput=o=>{const s=o.event;const n=s.pointerType===\"touch\";if(!this.touchEnabled&&n)return;if(o.type!==d.POINTERMOVE&&this.buttons.indexOf(s.button)===-1)return;const a=s.target;if(o.type===d.POINTERDOWN){if(n&&this._activePointerId!==-1||!n&&this._currentActiveButton!==-1)return;this._activePointerId=s.pointerId;try{a?.setPointerCapture(s.pointerId)}catch(e){}this._currentActiveButton===-1&&(this._currentActiveButton=s.button);this._previousPosition={x:s.clientX,y:s.clientY};if(!e){s.preventDefault();i&&i.focus()}t.isPointerLock&&this._onMouseMove&&this._onMouseMove(o.event)}else if(o.type===d.POINTERUP){if(n&&this._activePointerId!==s.pointerId||!n&&this._currentActiveButton!==s.button)return;try{a?.releasePointerCapture(s.pointerId)}catch(e){}this._currentActiveButton=-1;this._previousPosition=null;e||s.preventDefault();this._activePointerId=-1}else if(o.type===d.POINTERMOVE&&(this._activePointerId===s.pointerId||!n))if(t.isPointerLock&&this._onMouseMove)this._onMouseMove(o.event);else if(this._previousPosition){const t=this.camera._calculateHandednessMultiplier();const i=(s.clientX-this._previousPosition.x)*t;const o=s.clientY-this._previousPosition.y;if(this._allowCameraRotation){this.camera.cameraRotation.y+=i/this.angularSensibility;this.camera.cameraRotation.x+=o/this.angularSensibility}this.onPointerMovedObservable.notifyObservers({offsetX:i,offsetY:o});this._previousPosition={x:s.clientX,y:s.clientY};e||s.preventDefault()}});this._onMouseMove=i=>{if(!t.isPointerLock)return;const o=this.camera._calculateHandednessMultiplier();const s=i.movementX*o;this.camera.cameraRotation.y+=s/this.angularSensibility;const n=i.movementY;this.camera.cameraRotation.x+=n/this.angularSensibility;this._previousPosition=null;e||i.preventDefault()};this._observer=this.camera.getScene()._inputManager._addCameraPointerObserver(this._pointerInput,d.POINTERDOWN|d.POINTERUP|d.POINTERMOVE);if(i){this._contextMenuBind=e=>this.onContextMenu(e);i.addEventListener(\"contextmenu\",this._contextMenuBind,false)}}\n/**\n     * Called on JS contextmenu event.\n     * Override this method to provide functionality.\n     * @param evt the context menu event\n     */onContextMenu(e){e.preventDefault()}detachControl(){if(this._observer){this.camera.getScene()._inputManager._removeCameraPointerObserver(this._observer);if(this._contextMenuBind){const e=this.camera.getEngine();const t=e.getInputElement();t&&t.removeEventListener(\"contextmenu\",this._contextMenuBind)}this.onPointerMovedObservable&&this.onPointerMovedObservable.clear();this._observer=null;this._onMouseMove=null;this._previousPosition=null}this._activePointerId=-1;this._currentActiveButton=-1}\n/**\n     * Gets the class name of the current input.\n     * @returns the class name\n     */getClassName(){return\"FreeCameraMouseInput\"}\n/**\n     * Get the friendly name associated with the input class.\n     * @returns the input friendly name\n     */getSimpleName(){return\"mouse\"}}e([t()],FreeCameraMouseInput.prototype,\"buttons\",void 0);e([t()],FreeCameraMouseInput.prototype,\"angularSensibility\",void 0);r.FreeCameraMouseInput=FreeCameraMouseInput;var y;(function(e){e[e.MoveRelative=0]=\"MoveRelative\";e[e.RotateRelative=1]=\"RotateRelative\";e[e.MoveScene=2]=\"MoveScene\"})(y||(y={}));class FreeCameraMouseWheelInput extends BaseCameraMouseWheelInput{constructor(){super(...arguments);this._moveRelative=o.Zero();this._rotateRelative=o.Zero();this._moveScene=o.Zero();this._wheelXAction=y.MoveRelative;this._wheelXActionCoordinate=0;this._wheelYAction=y.MoveRelative;this._wheelYActionCoordinate=2;this._wheelZAction=null;this._wheelZActionCoordinate=null}\n/**\n     * Gets the class name of the current input.\n     * @returns the class name\n     */getClassName(){return\"FreeCameraMouseWheelInput\"}\n/**\n     * Set which movement axis (relative to camera's orientation) the mouse\n     * wheel's X axis controls.\n     * @param axis The axis to be moved. Set null to clear.\n     */set wheelXMoveRelative(e){if(e!==null||this._wheelXAction===y.MoveRelative){this._wheelXAction=y.MoveRelative;this._wheelXActionCoordinate=e}}\n/**\n     * Get the configured movement axis (relative to camera's orientation) the\n     * mouse wheel's X axis controls.\n     * @returns The configured axis or null if none.\n     */get wheelXMoveRelative(){return this._wheelXAction!==y.MoveRelative?null:this._wheelXActionCoordinate}\n/**\n     * Set which movement axis (relative to camera's orientation) the mouse\n     * wheel's Y axis controls.\n     * @param axis The axis to be moved. Set null to clear.\n     */set wheelYMoveRelative(e){if(e!==null||this._wheelYAction===y.MoveRelative){this._wheelYAction=y.MoveRelative;this._wheelYActionCoordinate=e}}\n/**\n     * Get the configured movement axis (relative to camera's orientation) the\n     * mouse wheel's Y axis controls.\n     * @returns The configured axis or null if none.\n     */get wheelYMoveRelative(){return this._wheelYAction!==y.MoveRelative?null:this._wheelYActionCoordinate}\n/**\n     * Set which movement axis (relative to camera's orientation) the mouse\n     * wheel's Z axis controls.\n     * @param axis The axis to be moved. Set null to clear.\n     */set wheelZMoveRelative(e){if(e!==null||this._wheelZAction===y.MoveRelative){this._wheelZAction=y.MoveRelative;this._wheelZActionCoordinate=e}}\n/**\n     * Get the configured movement axis (relative to camera's orientation) the\n     * mouse wheel's Z axis controls.\n     * @returns The configured axis or null if none.\n     */get wheelZMoveRelative(){return this._wheelZAction!==y.MoveRelative?null:this._wheelZActionCoordinate}\n/**\n     * Set which rotation axis (relative to camera's orientation) the mouse\n     * wheel's X axis controls.\n     * @param axis The axis to be moved. Set null to clear.\n     */set wheelXRotateRelative(e){if(e!==null||this._wheelXAction===y.RotateRelative){this._wheelXAction=y.RotateRelative;this._wheelXActionCoordinate=e}}\n/**\n     * Get the configured rotation axis (relative to camera's orientation) the\n     * mouse wheel's X axis controls.\n     * @returns The configured axis or null if none.\n     */get wheelXRotateRelative(){return this._wheelXAction!==y.RotateRelative?null:this._wheelXActionCoordinate}\n/**\n     * Set which rotation axis (relative to camera's orientation) the mouse\n     * wheel's Y axis controls.\n     * @param axis The axis to be moved. Set null to clear.\n     */set wheelYRotateRelative(e){if(e!==null||this._wheelYAction===y.RotateRelative){this._wheelYAction=y.RotateRelative;this._wheelYActionCoordinate=e}}\n/**\n     * Get the configured rotation axis (relative to camera's orientation) the\n     * mouse wheel's Y axis controls.\n     * @returns The configured axis or null if none.\n     */get wheelYRotateRelative(){return this._wheelYAction!==y.RotateRelative?null:this._wheelYActionCoordinate}\n/**\n     * Set which rotation axis (relative to camera's orientation) the mouse\n     * wheel's Z axis controls.\n     * @param axis The axis to be moved. Set null to clear.\n     */set wheelZRotateRelative(e){if(e!==null||this._wheelZAction===y.RotateRelative){this._wheelZAction=y.RotateRelative;this._wheelZActionCoordinate=e}}\n/**\n     * Get the configured rotation axis (relative to camera's orientation) the\n     * mouse wheel's Z axis controls.\n     * @returns The configured axis or null if none.\n     */get wheelZRotateRelative(){return this._wheelZAction!==y.RotateRelative?null:this._wheelZActionCoordinate}\n/**\n     * Set which movement axis (relative to the scene) the mouse wheel's X axis\n     * controls.\n     * @param axis The axis to be moved. Set null to clear.\n     */set wheelXMoveScene(e){if(e!==null||this._wheelXAction===y.MoveScene){this._wheelXAction=y.MoveScene;this._wheelXActionCoordinate=e}}\n/**\n     * Get the configured movement axis (relative to the scene) the mouse wheel's\n     * X axis controls.\n     * @returns The configured axis or null if none.\n     */get wheelXMoveScene(){return this._wheelXAction!==y.MoveScene?null:this._wheelXActionCoordinate}\n/**\n     * Set which movement axis (relative to the scene) the mouse wheel's Y axis\n     * controls.\n     * @param axis The axis to be moved. Set null to clear.\n     */set wheelYMoveScene(e){if(e!==null||this._wheelYAction===y.MoveScene){this._wheelYAction=y.MoveScene;this._wheelYActionCoordinate=e}}\n/**\n     * Get the configured movement axis (relative to the scene) the mouse wheel's\n     * Y axis controls.\n     * @returns The configured axis or null if none.\n     */get wheelYMoveScene(){return this._wheelYAction!==y.MoveScene?null:this._wheelYActionCoordinate}\n/**\n     * Set which movement axis (relative to the scene) the mouse wheel's Z axis\n     * controls.\n     * @param axis The axis to be moved. Set null to clear.\n     */set wheelZMoveScene(e){if(e!==null||this._wheelZAction===y.MoveScene){this._wheelZAction=y.MoveScene;this._wheelZActionCoordinate=e}}\n/**\n     * Get the configured movement axis (relative to the scene) the mouse wheel's\n     * Z axis controls.\n     * @returns The configured axis or null if none.\n     */get wheelZMoveScene(){return this._wheelZAction!==y.MoveScene?null:this._wheelZActionCoordinate}checkInputs(){if(this._wheelDeltaX===0&&this._wheelDeltaY===0&&this._wheelDeltaZ==0)return;this._moveRelative.setAll(0);this._rotateRelative.setAll(0);this._moveScene.setAll(0);this._updateCamera();this.camera.getScene().useRightHandedSystem&&(this._moveRelative.z*=-1);const e=s.Zero();this.camera.getViewMatrix().invertToRef(e);const t=o.Zero();o.TransformNormalToRef(this._moveRelative,e,t);this.camera.cameraRotation.x+=this._rotateRelative.x/200;this.camera.cameraRotation.y+=this._rotateRelative.y/200;this.camera.cameraDirection.addInPlace(t);this.camera.cameraDirection.addInPlace(this._moveScene);super.checkInputs()}_updateCamera(){this._updateCameraProperty(this._wheelDeltaX,this._wheelXAction,this._wheelXActionCoordinate);this._updateCameraProperty(this._wheelDeltaY,this._wheelYAction,this._wheelYActionCoordinate);this._updateCameraProperty(this._wheelDeltaZ,this._wheelZAction,this._wheelZActionCoordinate)}\n/**\n     * Update one property of the camera.\n     * @param value\n     * @param cameraProperty\n     * @param coordinate\n     */_updateCameraProperty(e,t,i){if(e===0)return;if(t===null||i===null)return;let o=null;switch(t){case y.MoveRelative:o=this._moveRelative;break;case y.RotateRelative:o=this._rotateRelative;break;case y.MoveScene:o=this._moveScene;break}switch(i){case 0:o.set(e,0,0);break;case 1:o.set(0,e,0);break;case 2:o.set(0,0,e);break}}}e([t()],FreeCameraMouseWheelInput.prototype,\"wheelXMoveRelative\",null);e([t()],FreeCameraMouseWheelInput.prototype,\"wheelYMoveRelative\",null);e([t()],FreeCameraMouseWheelInput.prototype,\"wheelZMoveRelative\",null);e([t()],FreeCameraMouseWheelInput.prototype,\"wheelXRotateRelative\",null);e([t()],FreeCameraMouseWheelInput.prototype,\"wheelYRotateRelative\",null);e([t()],FreeCameraMouseWheelInput.prototype,\"wheelZRotateRelative\",null);e([t()],FreeCameraMouseWheelInput.prototype,\"wheelXMoveScene\",null);e([t()],FreeCameraMouseWheelInput.prototype,\"wheelYMoveScene\",null);e([t()],FreeCameraMouseWheelInput.prototype,\"wheelZMoveScene\",null);r.FreeCameraMouseWheelInput=FreeCameraMouseWheelInput;class FreeCameraTouchInput{\n/**\n     * Manage the touch inputs to control the movement of a free camera.\n     * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs\n     * @param allowMouse Defines if mouse events can be treated as touch events\n     */\nconstructor(e=false){this.allowMouse=e;this.touchAngularSensibility=2e5;this.touchMoveSensibility=250;this.singleFingerRotate=false;this._offsetX=null;this._offsetY=null;this._pointerPressed=new Array;this._isSafari=c.IsSafari()}\n/**\n     * Attach the input controls to a specific dom element to get the input from.\n     * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)\n     */attachControl(e){e=c.BackCompatCameraNoPreventDefault(arguments);let t=null;if(this._pointerInput===void 0){this._onLostFocus=()=>{this._offsetX=null;this._offsetY=null};this._pointerInput=i=>{const o=i.event;const s=o.pointerType===\"mouse\"||this._isSafari&&typeof o.pointerType===\"undefined\";if(this.allowMouse||!s)if(i.type===d.POINTERDOWN){e||o.preventDefault();this._pointerPressed.push(o.pointerId);if(this._pointerPressed.length!==1)return;t={x:o.clientX,y:o.clientY}}else if(i.type===d.POINTERUP){e||o.preventDefault();const i=this._pointerPressed.indexOf(o.pointerId);if(i===-1)return;this._pointerPressed.splice(i,1);if(i!=0)return;t=null;this._offsetX=null;this._offsetY=null}else if(i.type===d.POINTERMOVE){e||o.preventDefault();if(!t)return;const i=this._pointerPressed.indexOf(o.pointerId);if(i!=0)return;this._offsetX=o.clientX-t.x;this._offsetY=-(o.clientY-t.y)}}}this._observer=this.camera.getScene()._inputManager._addCameraPointerObserver(this._pointerInput,d.POINTERDOWN|d.POINTERUP|d.POINTERMOVE);if(this._onLostFocus){const e=this.camera.getEngine();const t=e.getInputElement();t&&t.addEventListener(\"blur\",this._onLostFocus)}}detachControl(){if(this._pointerInput){if(this._observer){this.camera.getScene()._inputManager._removeCameraPointerObserver(this._observer);this._observer=null}if(this._onLostFocus){const e=this.camera.getEngine();const t=e.getInputElement();t&&t.removeEventListener(\"blur\",this._onLostFocus);this._onLostFocus=null}this._pointerPressed.length=0;this._offsetX=null;this._offsetY=null}}checkInputs(){if(this._offsetX===null||this._offsetY===null)return;if(this._offsetX===0&&this._offsetY===0)return;const e=this.camera;const t=e._calculateHandednessMultiplier();e.cameraRotation.y=t*this._offsetX/this.touchAngularSensibility;const i=this.singleFingerRotate&&this._pointerPressed.length===1||!this.singleFingerRotate&&this._pointerPressed.length>1;if(i)e.cameraRotation.x=-this._offsetY/this.touchAngularSensibility;else{const t=e._computeLocalCameraSpeed();const i=new o(0,0,this.touchMoveSensibility!==0?t*this._offsetY/this.touchMoveSensibility:0);s.RotationYawPitchRollToRef(e.rotation.y,e.rotation.x,0,e._cameraRotationMatrix);e.cameraDirection.addInPlace(o.TransformCoordinates(i,e._cameraRotationMatrix))}}\n/**\n     * Gets the class name of the current input.\n     * @returns the class name\n     */getClassName(){return\"FreeCameraTouchInput\"}\n/**\n     * Get the friendly name associated with the input class.\n     * @returns the input friendly name\n     */getSimpleName(){return\"touch\"}}e([t()],FreeCameraTouchInput.prototype,\"touchAngularSensibility\",void 0);e([t()],FreeCameraTouchInput.prototype,\"touchMoveSensibility\",void 0);r.FreeCameraTouchInput=FreeCameraTouchInput;class FreeCameraInputsManager extends h{\n/**\n     * Instantiates a new FreeCameraInputsManager.\n     * @param camera Defines the camera the inputs belong to\n     */\nconstructor(e){super(e);this._mouseInput=null;this._mouseWheelInput=null}\n/**\n     * Add keyboard input support to the input manager.\n     * @returns the current input manager\n     */addKeyboard(){this.add(new FreeCameraKeyboardMoveInput);return this}\n/**\n     * Add mouse input support to the input manager.\n     * @param touchEnabled if the FreeCameraMouseInput should support touch (default: true)\n     * @returns the current input manager\n     */addMouse(e=true){if(!this._mouseInput){this._mouseInput=new FreeCameraMouseInput(e);this.add(this._mouseInput)}return this}\n/**\n     * Removes the mouse input support from the manager\n     * @returns the current input manager\n     */removeMouse(){this._mouseInput&&this.remove(this._mouseInput);return this}\n/**\n     * Add mouse wheel input support to the input manager.\n     * @returns the current input manager\n     */addMouseWheel(){if(!this._mouseWheelInput){this._mouseWheelInput=new FreeCameraMouseWheelInput;this.add(this._mouseWheelInput)}return this}\n/**\n     * Removes the mouse wheel input support from the manager\n     * @returns the current input manager\n     */removeMouseWheel(){this._mouseWheelInput&&this.remove(this._mouseWheelInput);return this}\n/**\n     * Add touch input support to the input manager.\n     * @returns the current input manager\n     */addTouch(){this.add(new FreeCameraTouchInput);return this}clear(){super.clear();this._mouseInput=null}}class FreeCamera extends a{get angularSensibility(){const e=this.inputs.attached.mouse;return e?e.angularSensibility:0}set angularSensibility(e){const t=this.inputs.attached.mouse;t&&(t.angularSensibility=e)}get keysUp(){const e=this.inputs.attached.keyboard;return e?e.keysUp:[]}set keysUp(e){const t=this.inputs.attached.keyboard;t&&(t.keysUp=e)}get keysUpward(){const e=this.inputs.attached.keyboard;return e?e.keysUpward:[]}set keysUpward(e){const t=this.inputs.attached.keyboard;t&&(t.keysUpward=e)}get keysDown(){const e=this.inputs.attached.keyboard;return e?e.keysDown:[]}set keysDown(e){const t=this.inputs.attached.keyboard;t&&(t.keysDown=e)}get keysDownward(){const e=this.inputs.attached.keyboard;return e?e.keysDownward:[]}set keysDownward(e){const t=this.inputs.attached.keyboard;t&&(t.keysDownward=e)}get keysLeft(){const e=this.inputs.attached.keyboard;return e?e.keysLeft:[]}set keysLeft(e){const t=this.inputs.attached.keyboard;t&&(t.keysLeft=e)}get keysRight(){const e=this.inputs.attached.keyboard;return e?e.keysRight:[]}set keysRight(e){const t=this.inputs.attached.keyboard;t&&(t.keysRight=e)}get keysRotateLeft(){const e=this.inputs.attached.keyboard;return e?e.keysRotateLeft:[]}set keysRotateLeft(e){const t=this.inputs.attached.keyboard;t&&(t.keysRotateLeft=e)}get keysRotateRight(){const e=this.inputs.attached.keyboard;return e?e.keysRotateRight:[]}set keysRotateRight(e){const t=this.inputs.attached.keyboard;t&&(t.keysRotateRight=e)}get keysRotateUp(){const e=this.inputs.attached.keyboard;return e?e.keysRotateUp:[]}set keysRotateUp(e){const t=this.inputs.attached.keyboard;t&&(t.keysRotateUp=e)}get keysRotateDown(){const e=this.inputs.attached.keyboard;return e?e.keysRotateDown:[]}set keysRotateDown(e){const t=this.inputs.attached.keyboard;t&&(t.keysRotateDown=e)}\n/**\n     * Instantiates a Free Camera.\n     * This represents a free type of camera. It can be useful in First Person Shooter game for instance.\n     * Please consider using the new UniversalCamera instead as it adds more functionality like touch to this camera.\n     * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/camera_introduction#universal-camera\n     * @param name Define the name of the camera in the scene\n     * @param position Define the start position of the camera in the scene\n     * @param scene Define the scene the camera belongs to\n     * @param setActiveOnSceneIfNoneActive Defines whether the camera should be marked as active if not other active cameras have been defined\n     */constructor(e,t,i,s=true){super(e,t,i,s);this.ellipsoid=new o(.5,1,.5);this.ellipsoidOffset=new o(0,0,0);this.checkCollisions=false;this.applyGravity=false;this._needMoveForGravity=false;this._oldPosition=o.Zero();this._diffPosition=o.Zero();this._newPosition=o.Zero();this._collisionMask=-1;this._onCollisionPositionChange=(e,t,i=null)=>{this._newPosition.copyFrom(t);this._newPosition.subtractToRef(this._oldPosition,this._diffPosition);if(this._diffPosition.length()>v.CollisionsEpsilon){this.position.addToRef(this._diffPosition,this._deferredPositionUpdate);this._deferOnly?this._deferredUpdated=true:this.position.copyFrom(this._deferredPositionUpdate);this.onCollide&&i&&this.onCollide(i)}};this.inputs=new FreeCameraInputsManager(this);this.inputs.addKeyboard().addMouse()}\n/**\n     * Attached controls to the current camera.\n     * @param ignored defines an ignored parameter kept for backward compatibility.\n     * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)\n     */attachControl(e,t){t=c.BackCompatCameraNoPreventDefault(arguments);this.inputs.attachElement(t)}detachControl(){this.inputs.detachElement();this.cameraDirection=new o(0,0,0);this.cameraRotation=new n(0,0)}get collisionMask(){return this._collisionMask}set collisionMask(e){this._collisionMask=isNaN(e)?-1:e}_collideWithWorld(e){let t;t=this.parent?o.TransformCoordinates(this.position,this.parent.getWorldMatrix()):this.position;t.subtractFromFloatsToRef(0,this.ellipsoid.y,0,this._oldPosition);this._oldPosition.addInPlace(this.ellipsoidOffset);const i=this.getScene().collisionCoordinator;this._collider||(this._collider=i.createCollider());this._collider._radius=this.ellipsoid;this._collider.collisionMask=this._collisionMask;let s=e;this.applyGravity&&(s=e.add(this.getScene().gravity));i.getNewPosition(this._oldPosition,s,this._collider,3,null,this._onCollisionPositionChange,this.uniqueId)}_checkInputs(){if(!this._localDirection){this._localDirection=o.Zero();this._transformedDirection=o.Zero()}this.inputs.checkInputs();super._checkInputs()}set needMoveForGravity(e){this._needMoveForGravity=e}get needMoveForGravity(){return this._needMoveForGravity}_decideIfNeedsToMove(){return this._needMoveForGravity||Math.abs(this.cameraDirection.x)>0||Math.abs(this.cameraDirection.y)>0||Math.abs(this.cameraDirection.z)>0}_updatePosition(){this.checkCollisions&&this.getScene().collisionsEnabled?this._collideWithWorld(this.cameraDirection):super._updatePosition()}dispose(){this.inputs.clear();super.dispose()}\n/**\n     * Gets the current object class name.\n     * @returns the class name\n     */getClassName(){return\"FreeCamera\"}}e([i()],FreeCamera.prototype,\"ellipsoid\",void 0);e([i()],FreeCamera.prototype,\"ellipsoidOffset\",void 0);e([t()],FreeCamera.prototype,\"checkCollisions\",void 0);e([t()],FreeCamera.prototype,\"applyGravity\",void 0);_(\"BABYLON.FreeCamera\",FreeCamera);export{BaseCameraMouseWheelInput as B,FreeCamera as F,FreeCameraInputsManager as a,FreeCameraKeyboardMoveInput as b,FreeCameraMouseInput as c,FreeCameraMouseWheelInput as d,FreeCameraTouchInput as e};\n//# sourceMappingURL=DFPJ7CkL.js.map\n","import\"../tslib.es6.js\";import\"../Misc/decorators.js\";import\"../Maths/math.vector.js\";import\"./targetCamera.js\";export{F as FreeCamera}from\"../_/DFPJ7CkL.js\";import\"../Misc/tools.js\";import\"../Misc/typeStore.js\";import\"../_/Cn202uVB.js\";import\"../_/SxHYZ7_O.js\";import\"../Maths/math.constants.js\";import\"../Misc/arrayTools.js\";import\"../_/BjBO3Vqv.js\";import\"../Engines/engineStore.js\";import\"../Misc/observable.js\";import\"../_/BXd1Jdj1.js\";import\"./camera.js\";import\"../Misc/smartArray.js\";import\"../node.js\";import\"../_/CY5CD3a_.js\";import\"../Misc/decorators.serialization.js\";import\"../_/CoucjtsB.js\";import\"../Maths/math.color.js\";import\"../Misc/logger.js\";import\"../Maths/math.viewport.js\";import\"../Maths/math.frustum.js\";import\"../Maths/math.plane.js\";import\"../Misc/domManagement.js\";import\"../_/BrNwFyDm.js\";import\"../Misc/precisionDate.js\";import\"../Misc/webRequest.js\";import\"../_/Qih3l7lC.js\";import\"../Misc/error.js\";import\"../Misc/stringTools.js\";import\"../_/CX9Zyq1P.js\";import\"../Engines/shaderStore.js\";import\"../Misc/timingTools.js\";import\"../_/BbEdeXLR.js\";import\"../Materials/Textures/Loaders/textureLoaderManager.js\";import\"../_/DKmLrVdL.js\";import\"../Misc/guid.js\";import\"../_/DI68bezJ.js\";import\"../Maths/math.axis.js\";import\"./cameraInputsManager.js\";import\"../Events/keyboardEvents.js\";import\"../Events/pointerEvents.js\";import\"../_/BZGPCM-I.js\";\n//# sourceMappingURL=freeCamera.js.map\n","import{Bone as t}from\"./bone.js\";import{Observable as e}from\"../Misc/observable.js\";import{Matrix as s,TmpVectors as i,Vector3 as n}from\"../Maths/math.vector.js\";import{RawTexture as r}from\"../Materials/Textures/rawTexture.js\";import{a as o,A as a}from\"../_/BEirr62x.js\";import{EngineStore as h}from\"../Engines/engineStore.js\";import{Logger as m}from\"../Misc/logger.js\";import{D as l}from\"../_/BrNwFyDm.js\";import\"../Misc/arrayTools.js\";import\"../node.js\";import\"../tslib.es6.js\";import\"../Misc/decorators.js\";import\"../_/SxHYZ7_O.js\";import\"../_/CY5CD3a_.js\";import\"../Misc/decorators.serialization.js\";import\"../_/CoucjtsB.js\";import\"../Maths/math.color.js\";import\"../Misc/typeStore.js\";import\"../Maths/math.constants.js\";import\"../_/BXd1Jdj1.js\";import\"../_/BjBO3Vqv.js\";import\"../_/CQIKoMTj.js\";import\"../Materials/Textures/baseTexture.js\";import\"../Misc/guid.js\";import\"../_/Qih3l7lC.js\";import\"../Misc/webRequest.js\";import\"../Misc/domManagement.js\";import\"../Misc/error.js\";import\"../Misc/stringTools.js\";import\"../_/CX9Zyq1P.js\";import\"../Engines/shaderStore.js\";import\"../Misc/timingTools.js\";import\"../_/Cn202uVB.js\";import\"../Misc/precisionDate.js\";import\"../_/BbEdeXLR.js\";import\"../Materials/Textures/Loaders/textureLoaderManager.js\";import\"../Materials/Textures/thinTexture.js\";import\"../Maths/math.size.js\";import\"../_/DKmLrVdL.js\";import\"../Maths/math.plane.js\";import\"../Compat/compatibilityOptions.js\";class Skeleton{get useTextureToStoreBoneMatrices(){return this._useTextureToStoreBoneMatrices}set useTextureToStoreBoneMatrices(t){this._useTextureToStoreBoneMatrices=t;this._markAsDirty()}get animationPropertiesOverride(){return this._animationPropertiesOverride?this._animationPropertiesOverride:this._scene.animationPropertiesOverride}set animationPropertiesOverride(t){this._animationPropertiesOverride=t}get isUsingTextureForMatrices(){return this.useTextureToStoreBoneMatrices&&this._canUseTextureForBones}get uniqueId(){return this._uniqueId}\n/**\n     * Creates a new skeleton\n     * @param name defines the skeleton name\n     * @param id defines the skeleton Id\n     * @param scene defines the hosting scene\n     */constructor(t,i,n){this.name=t;this.id=i;this.bones=[];this.needInitialSkinMatrix=false;this._isDirty=true;this._meshesWithPoseMatrix=new Array;this._identity=s.Identity();this._currentRenderId=-1;this._ranges={};this._absoluteTransformIsDirty=true;this._canUseTextureForBones=false;this._uniqueId=0;this._numBonesWithLinkedTransformNode=0;this._hasWaitingData=null;this._parentContainer=null;this.doNotSerialize=false;this._useTextureToStoreBoneMatrices=true;this._animationPropertiesOverride=null;this.onBeforeComputeObservable=new e;this.bones=[];this._scene=n||h.LastCreatedScene;this._uniqueId=this._scene.getUniqueId();this._scene.addSkeleton(this);this._isDirty=true;const r=this._scene.getEngine().getCaps();this._canUseTextureForBones=r.textureFloat&&r.maxVertexTextureImageUnits>0}\n/**\n     * Gets the current object class name.\n     * @returns the class name\n     */getClassName(){return\"Skeleton\"}\n/**\n     * Returns an array containing the root bones\n     * @returns an array containing the root bones\n     */getChildren(){return this.bones.filter((t=>!t.getParent()))}\n/**\n     * Gets the list of transform matrices to send to shaders (one matrix per bone)\n     * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)\n     * @returns a Float32Array containing matrices data\n     */\ngetTransformMatrices(t){if(this.needInitialSkinMatrix){if(!t)throw new Error(\"getTransformMatrices: When using the needInitialSkinMatrix flag, a mesh must be provided\");t._bonesTransformMatrices||this.prepare(true);return t._bonesTransformMatrices}this._transformMatrices&&!this._isDirty||this.prepare(!this._transformMatrices);return this._transformMatrices}\n/**\n     * Gets the list of transform matrices to send to shaders inside a texture (one matrix per bone)\n     * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)\n     * @returns a raw texture containing the data\n     */getTransformMatrixTexture(t){return this.needInitialSkinMatrix&&t._transformMatrixTexture?t._transformMatrixTexture:this._transformMatrixTexture}\n/**\n     * Gets the current hosting scene\n     * @returns a scene object\n     */getScene(){return this._scene}\n/**\n     * Gets a string representing the current skeleton data\n     * @param fullDetails defines a boolean indicating if we want a verbose version\n     * @returns a string representing the current skeleton data\n     */\ntoString(t){let e=`Name: ${this.name}, nBones: ${this.bones.length}`;e+=`, nAnimationRanges: ${this._ranges?Object.keys(this._ranges).length:\"none\"}`;if(t){e+=\", Ranges: {\";let t=true;for(const s in this._ranges){if(t){e+=\", \";t=false}e+=s}e+=\"}\"}return e}\n/**\n     * Get bone's index searching by name\n     * @param name defines bone's name to search for\n     * @returns the indice of the bone. Returns -1 if not found\n     */getBoneIndexByName(t){for(let e=0,s=this.bones.length;e<s;e++)if(this.bones[e].name===t)return e;return-1}\n/**\n     * Create a new animation range\n     * @param name defines the name of the range\n     * @param from defines the start key\n     * @param to defines the end key\n     */createAnimationRange(t,e,s){if(!this._ranges[t]){this._ranges[t]=new o(t,e,s);for(let i=0,n=this.bones.length;i<n;i++)this.bones[i].animations[0]&&this.bones[i].animations[0].createRange(t,e,s)}}\n/**\n     * Delete a specific animation range\n     * @param name defines the name of the range\n     * @param deleteFrames defines if frames must be removed as well\n     */deleteAnimationRange(t,e=true){for(let s=0,i=this.bones.length;s<i;s++)this.bones[s].animations[0]&&this.bones[s].animations[0].deleteRange(t,e);this._ranges[t]=null}\n/**\n     * Gets a specific animation range\n     * @param name defines the name of the range to look for\n     * @returns the requested animation range or null if not found\n     */getAnimationRange(t){return this._ranges[t]||null}\n/**\n     * Gets the list of all animation ranges defined on this skeleton\n     * @returns an array\n     */getAnimationRanges(){const t=[];let e;for(e in this._ranges)t.push(this._ranges[e]);return t}\n/**\n     * Copy animation range from a source skeleton.\n     * This is not for a complete retargeting, only between very similar skeleton's with only possible bone length differences\n     * @param source defines the source skeleton\n     * @param name defines the name of the range to copy\n     * @param rescaleAsRequired defines if rescaling must be applied if required\n     * @returns true if operation was successful\n     */copyAnimationRange(t,e,s=false){if(this._ranges[e]||!t.getAnimationRange(e))return false;let i=true;const n=this._getHighestAnimationFrame()+1;const r={};const a=t.bones;let h;let l;for(l=0,h=a.length;l<h;l++)r[a[l].name]=a[l];if(this.bones.length!==a.length){m.Warn(`copyAnimationRange: this rig has ${this.bones.length} bones, while source as ${a.length}`);i=false}const u=s&&this.dimensionsAtRest&&t.dimensionsAtRest?this.dimensionsAtRest.divide(t.dimensionsAtRest):null;for(l=0,h=this.bones.length;l<h;l++){const t=this.bones[l].name;const o=r[t];if(o)i=i&&this.bones[l].copyAnimationRange(o,e,n,s,u);else{m.Warn(\"copyAnimationRange: not same rig, missing source bone \"+t);i=false}}const g=t.getAnimationRange(e);g&&(this._ranges[e]=new o(e,g.from+n,g.to+n));return i}returnToRest(){for(const t of this.bones)t._index!==-1&&t.returnToRest()}_getHighestAnimationFrame(){let t=0;for(let e=0,s=this.bones.length;e<s;e++)if(this.bones[e].animations[0]){const s=this.bones[e].animations[0].getHighestFrame();t<s&&(t=s)}return t}\n/**\n     * Begin a specific animation range\n     * @param name defines the name of the range to start\n     * @param loop defines if looping must be turned on (false by default)\n     * @param speedRatio defines the speed ratio to apply (1 by default)\n     * @param onAnimationEnd defines a callback which will be called when animation will end\n     * @returns a new animatable\n     */beginAnimation(t,e,s,i){const n=this.getAnimationRange(t);return n?this._scene.beginAnimation(this,n.from,n.to,e,s,i):null}\n/**\n     * Convert the keyframes for a range of animation on a skeleton to be relative to a given reference frame.\n     * @param skeleton defines the Skeleton containing the animation range to convert\n     * @param referenceFrame defines the frame that keyframes in the range will be relative to\n     * @param range defines the name of the AnimationRange belonging to the Skeleton to convert\n     * @returns the original skeleton\n     */static MakeAnimationAdditive(t,e=0,s){const i=t.getAnimationRange(s);if(!i)return null;const n=t._scene.getAllAnimatablesByTarget(t);let r=null;for(let t=0;t<n.length;t++){const e=n[t];if(e.fromFrame===i?.from&&e.toFrame===i?.to){r=e;break}}const o=t.getAnimatables();for(let t=0;t<o.length;t++){const i=o[t];const n=i.animations;if(n)for(let t=0;t<n.length;t++)a.MakeAnimationAdditive(n[t],e,s)}r&&(r.isAdditive=true);return t}_markAsDirty(){this._isDirty=true;this._absoluteTransformIsDirty=true}_registerMeshWithPoseMatrix(t){this._meshesWithPoseMatrix.push(t)}_unregisterMeshWithPoseMatrix(t){const e=this._meshesWithPoseMatrix.indexOf(t);e>-1&&this._meshesWithPoseMatrix.splice(e,1)}_computeTransformMatrices(t,e){this.onBeforeComputeObservable.notifyObservers(this);for(let s=0;s<this.bones.length;s++){const i=this.bones[s];i._childUpdateId++;const n=i.getParent();n?i.getLocalMatrix().multiplyToRef(n.getFinalMatrix(),i.getFinalMatrix()):e?i.getLocalMatrix().multiplyToRef(e,i.getFinalMatrix()):i.getFinalMatrix().copyFrom(i.getLocalMatrix());if(i._index!==-1){const e=i._index===null?s:i._index;i.getAbsoluteInverseBindMatrix().multiplyToArray(i.getFinalMatrix(),t,e*16)}}this._identity.copyToArray(t,this.bones.length*16)}\n/**\n     * Build all resources required to render a skeleton\n     * @param dontCheckFrameId defines a boolean indicating if prepare should be run without checking first the current frame id (default: false)\n     */prepare(t=false){if(!t){const t=this.getScene().getRenderId();if(this._currentRenderId===t)return;this._currentRenderId=t}if(this._numBonesWithLinkedTransformNode>0)for(const t of this.bones)if(t._linkedTransformNode){const e=t._linkedTransformNode;t.position=e.position;e.rotationQuaternion?t.rotationQuaternion=e.rotationQuaternion:t.rotation=e.rotation;t.scaling=e.scaling}if(this.needInitialSkinMatrix)for(const t of this._meshesWithPoseMatrix){const e=t.getPoseMatrix();let s=this._isDirty;if(!t._bonesTransformMatrices||t._bonesTransformMatrices.length!==16*(this.bones.length+1)){t._bonesTransformMatrices=new Float32Array(16*(this.bones.length+1));s=true}if(s){if(this._synchronizedWithMesh!==t){this._synchronizedWithMesh=t;for(const t of this.bones)if(!t.getParent()){const s=t.getBindMatrix();s.multiplyToRef(e,i.Matrix[1]);t._updateAbsoluteBindMatrices(i.Matrix[1])}if(this.isUsingTextureForMatrices){const e=(this.bones.length+1)*4;if(!t._transformMatrixTexture||t._transformMatrixTexture.getSize().width!==e){t._transformMatrixTexture&&t._transformMatrixTexture.dispose();t._transformMatrixTexture=r.CreateRGBATexture(t._bonesTransformMatrices,(this.bones.length+1)*4,1,this._scene,false,false,1,1)}}}this._computeTransformMatrices(t._bonesTransformMatrices,e);this.isUsingTextureForMatrices&&t._transformMatrixTexture&&t._transformMatrixTexture.update(t._bonesTransformMatrices)}}else{if(!this._isDirty)return;if(!this._transformMatrices||this._transformMatrices.length!==16*(this.bones.length+1)){this._transformMatrices=new Float32Array(16*(this.bones.length+1));if(this.isUsingTextureForMatrices){this._transformMatrixTexture&&this._transformMatrixTexture.dispose();this._transformMatrixTexture=r.CreateRGBATexture(this._transformMatrices,(this.bones.length+1)*4,1,this._scene,false,false,1,1)}}this._computeTransformMatrices(this._transformMatrices,null);this.isUsingTextureForMatrices&&this._transformMatrixTexture&&this._transformMatrixTexture.update(this._transformMatrices)}this._isDirty=false}\n/**\n     * Gets the list of animatables currently running for this skeleton\n     * @returns an array of animatables\n     */getAnimatables(){if(!this._animatables||this._animatables.length!==this.bones.length){this._animatables=[];for(let t=0;t<this.bones.length;t++)this._animatables.push(this.bones[t])}return this._animatables}\n/**\n     * Clone the current skeleton\n     * @param name defines the name of the new skeleton\n     * @param id defines the id of the new skeleton\n     * @returns the new skeleton\n     */clone(e,s){const i=new Skeleton(e,s||e,this._scene);i.needInitialSkinMatrix=this.needInitialSkinMatrix;for(let e=0;e<this.bones.length;e++){const s=this.bones[e];let n=null;const r=s.getParent();if(r){const t=this.bones.indexOf(r);n=i.bones[t]}const o=new t(s.name,i,n,s.getBindMatrix().clone(),s.getRestMatrix().clone());o._index=s._index;s._linkedTransformNode&&o.linkTransformNode(s._linkedTransformNode);l.DeepCopy(s.animations,o.animations)}if(this._ranges){i._ranges={};for(const t in this._ranges){const e=this._ranges[t];e&&(i._ranges[t]=e.clone())}}this._isDirty=true;i.prepare(true);return i}\n/**\n     * Enable animation blending for this skeleton\n     * @param blendingSpeed defines the blending speed to apply\n     * @see https://doc.babylonjs.com/features/featuresDeepDive/animation/advanced_animations#animation-blending\n     */enableBlending(t=.01){this.bones.forEach((e=>{e.animations.forEach((e=>{e.enableBlending=true;e.blendingSpeed=t}))}))}dispose(){this._meshesWithPoseMatrix.length=0;this.getScene().stopAnimation(this);this.getScene().removeSkeleton(this);if(this._parentContainer){const t=this._parentContainer.skeletons.indexOf(this);t>-1&&this._parentContainer.skeletons.splice(t,1);this._parentContainer=null}if(this._transformMatrixTexture){this._transformMatrixTexture.dispose();this._transformMatrixTexture=null}}\n/**\n     * Serialize the skeleton in a JSON object\n     * @returns a JSON object\n     */serialize(){const t={};t.name=this.name;t.id=this.id;this.dimensionsAtRest&&(t.dimensionsAtRest=this.dimensionsAtRest.asArray());t.bones=[];t.needInitialSkinMatrix=this.needInitialSkinMatrix;for(let e=0;e<this.bones.length;e++){const s=this.bones[e];const i=s.getParent();const n={parentBoneIndex:i?this.bones.indexOf(i):-1,index:s.getIndex(),name:s.name,id:s.id,matrix:s.getBindMatrix().asArray(),rest:s.getRestMatrix().asArray(),linkedTransformNodeId:s.getTransformNode()?.id};t.bones.push(n);s.length&&(n.length=s.length);s.metadata&&(n.metadata=s.metadata);s.animations&&s.animations.length>0&&(n.animation=s.animations[0].serialize());t.ranges=[];for(const e in this._ranges){const s=this._ranges[e];if(!s)continue;const i={};i.name=e;i.from=s.from;i.to=s.to;t.ranges.push(i)}}return t}\n/**\n     * Creates a new skeleton from serialized data\n     * @param parsedSkeleton defines the serialized data\n     * @param scene defines the hosting scene\n     * @returns a new skeleton\n     */static Parse(e,i){const r=new Skeleton(e.name,e.id,i);e.dimensionsAtRest&&(r.dimensionsAtRest=n.FromArray(e.dimensionsAtRest));r.needInitialSkinMatrix=e.needInitialSkinMatrix;let o;for(o=0;o<e.bones.length;o++){const i=e.bones[o];const n=e.bones[o].index;let h=null;i.parentBoneIndex>-1&&(h=r.bones[i.parentBoneIndex]);const m=i.rest?s.FromArray(i.rest):null;const l=new t(i.name,r,h,s.FromArray(i.matrix),m,null,n);i.id!==void 0&&i.id!==null&&(l.id=i.id);i.length&&(l.length=i.length);i.metadata&&(l.metadata=i.metadata);i.animation&&l.animations.push(a.Parse(i.animation));if(i.linkedTransformNodeId!==void 0&&i.linkedTransformNodeId!==null){r._hasWaitingData=true;l._waitingTransformNodeId=i.linkedTransformNodeId}}if(e.ranges)for(o=0;o<e.ranges.length;o++){const t=e.ranges[o];r.createAnimationRange(t.name,t.from,t.to)}return r}\n/**\n     * Compute all node absolute matrices\n     * @param forceUpdate defines if computation must be done even if cache is up to date\n     */computeAbsoluteMatrices(t=false){if(this._absoluteTransformIsDirty||t){this.bones[0].computeAbsoluteMatrices();this._absoluteTransformIsDirty=false}}\n/**\n     * Compute all node absolute matrices\n     * @param forceUpdate defines if computation must be done even if cache is up to date\n     * @deprecated Please use computeAbsoluteMatrices instead\n     */computeAbsoluteTransforms(t=false){this.computeAbsoluteMatrices(t)}\n/**\n     * Gets the root pose matrix\n     * @returns a matrix\n     */getPoseMatrix(){let t=null;this._meshesWithPoseMatrix.length>0&&(t=this._meshesWithPoseMatrix[0].getPoseMatrix());return t}sortBones(){const t=[];const e=new Array(this.bones.length);for(let s=0;s<this.bones.length;s++)this._sortBones(s,t,e);this.bones=t}_sortBones(t,e,s){if(s[t])return;s[t]=true;const i=this.bones[t];if(!i)return;i._index===void 0&&(i._index=t);const n=i.getParent();n&&this._sortBones(this.bones.indexOf(n),e,s);e.push(i)}setCurrentPoseAsRest(){this.bones.forEach((t=>{t.setCurrentPoseAsRest()}))}}export{Skeleton};\n//# sourceMappingURL=skeleton.js.map\n","import{__decorate as s}from\"../tslib.es6.js\";import{Observable as t}from\"../Misc/observable.js\";import{EngineStore as e}from\"../Engines/engineStore.js\";import{VertexBuffer as i}from\"../Buffers/buffer.js\";import{serialize as n}from\"../Misc/decorators.js\";import{SerializationHelper as o}from\"../Misc/decorators.serialization.js\";import{GetClass as r}from\"../Misc/typeStore.js\";import\"../_/BDtJaKhy.js\";import\"../Misc/logger.js\";import\"../Buffers/bufferUtils.js\";import\"../_/SxHYZ7_O.js\";import\"../_/CY5CD3a_.js\";import\"../_/CoucjtsB.js\";import\"../Maths/math.color.js\";import\"../Misc/arrayTools.js\";import\"../Maths/math.constants.js\";import\"../_/BXd1Jdj1.js\";import\"../Maths/math.vector.js\";import\"../_/BjBO3Vqv.js\";class MorphTarget{get influence(){return this._influence}set influence(s){if(this._influence===s)return;const t=this._influence;this._influence=s;this.onInfluenceChanged.hasObservers()&&this.onInfluenceChanged.notifyObservers(t===0||s===0)}get animationPropertiesOverride(){return!this._animationPropertiesOverride&&this._scene?this._scene.animationPropertiesOverride:this._animationPropertiesOverride}set animationPropertiesOverride(s){this._animationPropertiesOverride=s}\n/**\n     * Creates a new MorphTarget\n     * @param name defines the name of the target\n     * @param influence defines the influence to use\n     * @param scene defines the scene the morphtarget belongs to\n     */constructor(s,i=0,n=null){this.name=s;this.animations=[];this._positions=null;this._normals=null;this._tangents=null;this._uvs=null;this._uv2s=null;this._colors=null;this._uniqueId=0;this.onInfluenceChanged=new t;this._onDataLayoutChanged=new t;this._animationPropertiesOverride=null;this.id=s;this._scene=n||e.LastCreatedScene;this.influence=i;this._scene&&(this._uniqueId=this._scene.getUniqueId())}get uniqueId(){return this._uniqueId}get hasPositions(){return!!this._positions}get hasNormals(){return!!this._normals}get hasTangents(){return!!this._tangents}get hasUVs(){return!!this._uvs}get hasUV2s(){return!!this._uv2s}get hasColors(){return!!this._colors}get vertexCount(){return this._positions?this._positions.length/3:this._normals?this._normals.length/3:this._tangents?this._tangents.length/3:this._uvs?this._uvs.length/2:this._uv2s?this._uv2s.length/2:this._colors?this._colors.length/4:0}\n/**\n     * Affects position data to this target\n     * @param data defines the position data to use\n     */setPositions(s){const t=this.hasPositions;this._positions=s;t!==this.hasPositions&&this._onDataLayoutChanged.notifyObservers(void 0)}\n/**\n     * Gets the position data stored in this target\n     * @returns a FloatArray containing the position data (or null if not present)\n     */getPositions(){return this._positions}\n/**\n     * Affects normal data to this target\n     * @param data defines the normal data to use\n     */setNormals(s){const t=this.hasNormals;this._normals=s;t!==this.hasNormals&&this._onDataLayoutChanged.notifyObservers(void 0)}\n/**\n     * Gets the normal data stored in this target\n     * @returns a FloatArray containing the normal data (or null if not present)\n     */getNormals(){return this._normals}\n/**\n     * Affects tangent data to this target\n     * @param data defines the tangent data to use\n     */setTangents(s){const t=this.hasTangents;this._tangents=s;t!==this.hasTangents&&this._onDataLayoutChanged.notifyObservers(void 0)}\n/**\n     * Gets the tangent data stored in this target\n     * @returns a FloatArray containing the tangent data (or null if not present)\n     */getTangents(){return this._tangents}\n/**\n     * Affects texture coordinates data to this target\n     * @param data defines the texture coordinates data to use\n     */setUVs(s){const t=this.hasUVs;this._uvs=s;t!==this.hasUVs&&this._onDataLayoutChanged.notifyObservers(void 0)}\n/**\n     * Gets the texture coordinates data stored in this target\n     * @returns a FloatArray containing the texture coordinates data (or null if not present)\n     */getUVs(){return this._uvs}\n/**\n     * Affects texture coordinates 2 data to this target\n     * @param data defines the texture coordinates 2 data to use\n     */setUV2s(s){const t=this.hasUV2s;this._uv2s=s;t!==this.hasUV2s&&this._onDataLayoutChanged.notifyObservers(void 0)}\n/**\n     * Gets the texture coordinates 2 data stored in this target\n     * @returns a FloatArray containing the texture coordinates 2 data (or null if not present)\n     */getUV2s(){return this._uv2s}\n/**\n     * Affects color data to this target\n     * @param data defines the color data to use\n     */setColors(s){const t=this.hasColors;this._colors=s;t!==this.hasColors&&this._onDataLayoutChanged.notifyObservers(void 0)}\n/**\n     * Gets the color data stored in this target\n     * @returns a FloatArray containing the color data (or null if not present)\n     */getColors(){return this._colors}\n/**\n     * Clone the current target\n     * @returns a new MorphTarget\n     */clone(){const s=o.Clone((()=>new MorphTarget(this.name,this.influence,this._scene)),this);s._positions=this._positions;s._normals=this._normals;s._tangents=this._tangents;s._uvs=this._uvs;s._uv2s=this._uv2s;s._colors=this._colors;return s}\n/**\n     * Serializes the current target into a Serialization object\n     * @returns the serialized object\n     */serialize(){const s={};s.name=this.name;s.influence=this.influence;s.positions=Array.prototype.slice.call(this.getPositions());this.id!=null&&(s.id=this.id);this.hasNormals&&(s.normals=Array.prototype.slice.call(this.getNormals()));this.hasTangents&&(s.tangents=Array.prototype.slice.call(this.getTangents()));this.hasUVs&&(s.uvs=Array.prototype.slice.call(this.getUVs()));this.hasUV2s&&(s.uv2s=Array.prototype.slice.call(this.getUV2s()));this.hasColors&&(s.colors=Array.prototype.slice.call(this.getColors()));o.AppendSerializedAnimations(this,s);return s}\n/**\n     * Returns the string \"MorphTarget\"\n     * @returns \"MorphTarget\"\n     */getClassName(){return\"MorphTarget\"}\n/**\n     * Creates a new target from serialized data\n     * @param serializationObject defines the serialized data to use\n     * @param scene defines the hosting scene\n     * @returns a new MorphTarget\n     */\nstatic Parse(s,t){const e=new MorphTarget(s.name,s.influence);e.setPositions(s.positions);s.id!=null&&(e.id=s.id);s.normals&&e.setNormals(s.normals);s.tangents&&e.setTangents(s.tangents);s.uvs&&e.setUVs(s.uvs);s.uv2s&&e.setUV2s(s.uv2s);s.colors&&e.setColors(s.colors);if(s.animations){for(let t=0;t<s.animations.length;t++){const i=s.animations[t];const n=r(\"BABYLON.Animation\");n&&e.animations.push(n.Parse(i))}s.autoAnimate&&t&&t.beginAnimation(e,s.autoAnimateFrom,s.autoAnimateTo,s.autoAnimateLoop,s.autoAnimateSpeed||1)}return e}\n/**\n     * Creates a MorphTarget from mesh data\n     * @param mesh defines the source mesh\n     * @param name defines the name to use for the new target\n     * @param influence defines the influence to attach to the target\n     * @returns a new MorphTarget\n     */static FromMesh(s,t,e){t||(t=s.name);const n=new MorphTarget(t,e,s.getScene());n.setPositions(s.getVerticesData(i.PositionKind));s.isVerticesDataPresent(i.NormalKind)&&n.setNormals(s.getVerticesData(i.NormalKind));s.isVerticesDataPresent(i.TangentKind)&&n.setTangents(s.getVerticesData(i.TangentKind));s.isVerticesDataPresent(i.UVKind)&&n.setUVs(s.getVerticesData(i.UVKind));s.isVerticesDataPresent(i.UV2Kind)&&n.setUV2s(s.getVerticesData(i.UV2Kind));s.isVerticesDataPresent(i.ColorKind)&&n.setColors(s.getVerticesData(i.ColorKind));return n}}s([n()],MorphTarget.prototype,\"id\",void 0);export{MorphTarget};\n//# sourceMappingURL=morphTarget.js.map\n","import{T as t}from\"../../_/CQIKoMTj.js\";import\"../../tslib.es6.js\";import\"../../Misc/decorators.js\";import\"../../_/SxHYZ7_O.js\";import\"../../Misc/observable.js\";import\"../../Maths/math.vector.js\";import\"../../Maths/math.constants.js\";import\"../../Misc/arrayTools.js\";import\"../../Misc/typeStore.js\";import\"../../_/BjBO3Vqv.js\";import\"../../Engines/engineStore.js\";import\"../../_/BXd1Jdj1.js\";import\"./baseTexture.js\";import\"../../Misc/guid.js\";import\"../../_/Qih3l7lC.js\";import\"../../Misc/webRequest.js\";import\"../../Misc/domManagement.js\";import\"../../Misc/error.js\";import\"../../Misc/stringTools.js\";import\"../../_/CX9Zyq1P.js\";import\"../../Misc/logger.js\";import\"../../Engines/shaderStore.js\";import\"../../_/CY5CD3a_.js\";import\"../../Misc/timingTools.js\";import\"../../_/Cn202uVB.js\";import\"../../Misc/precisionDate.js\";import\"../../_/BbEdeXLR.js\";import\"./Loaders/textureLoaderManager.js\";import\"./thinTexture.js\";import\"../../Maths/math.size.js\";import\"../../Misc/decorators.serialization.js\";import\"../../_/CoucjtsB.js\";import\"../../Maths/math.color.js\";import\"../../_/DKmLrVdL.js\";import\"../../Maths/math.plane.js\";import\"../../Compat/compatibilityOptions.js\";class RawTexture2DArray extends t{get depth(){return this._depth}\n/**\n     * Create a new RawTexture2DArray\n     * @param data defines the data of the texture\n     * @param width defines the width of the texture\n     * @param height defines the height of the texture\n     * @param depth defines the number of layers of the texture\n     * @param format defines the texture format to use\n     * @param scene defines the hosting scene\n     * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)\n     * @param invertY defines if texture must be stored with Y axis inverted\n     * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)\n     * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_BYTE, Engine.TEXTURETYPE_FLOAT...)\n     * @param creationFlags specific flags to use when creating the texture (1 for storage textures, for eg)\n     */constructor(r,s,e,i,o,a,p=true,m=false,j=t.TRILINEAR_SAMPLINGMODE,n=0,u){super(null,a,!p,m);this.format=o;this._texture=a.getEngine().createRawTexture2DArray(r,s,e,i,o,p,m,j,null,n,u);this._depth=i;this.is2DArray=true}\n/**\n     * Update the texture with new data\n     * @param data defines the data to store in the texture\n     */update(t){this._texture&&this._getEngine().updateRawTexture2DArray(this._texture,t,this._texture.format,this._texture.invertY,null,this._texture.type)}\n/**\n     * Creates a RGBA texture from some data.\n     * @param data Define the texture data\n     * @param width Define the width of the texture\n     * @param height Define the height of the texture\n     * @param depth defines the number of layers of the texture\n     * @param scene defines the scene the texture will belong to\n     * @param generateMipMaps Define whether or not to create mip maps for the texture\n     * @param invertY define if the data should be flipped on Y when uploaded to the GPU\n     * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)\n     * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)\n     * @returns the RGBA texture\n     */static CreateRGBATexture(t,r,s,e,i,o=true,a=false,p=3,m=0){return new RawTexture2DArray(t,r,s,e,5,i,o,a,p,m)}}export{RawTexture2DArray};\n//# sourceMappingURL=rawTexture2DArray.js.map\n","import{SmartArray as t}from\"../Misc/smartArray.js\";import{Logger as e}from\"../Misc/logger.js\";import{EngineStore as s}from\"../Engines/engineStore.js\";import{MorphTarget as r}from\"./morphTarget.js\";import{RawTexture2DArray as i}from\"../Materials/Textures/rawTexture2DArray.js\";import\"../Misc/observable.js\";import\"../tslib.es6.js\";import\"../Buffers/buffer.js\";import\"../_/BDtJaKhy.js\";import\"../Buffers/bufferUtils.js\";import\"../Misc/decorators.js\";import\"../_/SxHYZ7_O.js\";import\"../Misc/decorators.serialization.js\";import\"../_/CY5CD3a_.js\";import\"../_/CoucjtsB.js\";import\"../Maths/math.color.js\";import\"../Misc/arrayTools.js\";import\"../Misc/typeStore.js\";import\"../Maths/math.constants.js\";import\"../_/BXd1Jdj1.js\";import\"../Maths/math.vector.js\";import\"../_/BjBO3Vqv.js\";import\"../_/CQIKoMTj.js\";import\"../Materials/Textures/baseTexture.js\";import\"../Misc/guid.js\";import\"../_/Qih3l7lC.js\";import\"../Misc/webRequest.js\";import\"../Misc/domManagement.js\";import\"../Misc/error.js\";import\"../Misc/stringTools.js\";import\"../_/CX9Zyq1P.js\";import\"../Engines/shaderStore.js\";import\"../Misc/timingTools.js\";import\"../_/Cn202uVB.js\";import\"../Misc/precisionDate.js\";import\"../_/BbEdeXLR.js\";import\"../Materials/Textures/Loaders/textureLoaderManager.js\";import\"../Materials/Textures/thinTexture.js\";import\"../Maths/math.size.js\";import\"../_/DKmLrVdL.js\";import\"../Maths/math.plane.js\";import\"../Compat/compatibilityOptions.js\";class MorphTargetManager{set areUpdatesFrozen(t){if(t)this._blockCounter++;else{this._blockCounter--;if(this._blockCounter<=0){this._blockCounter=0;this._syncActiveTargets(this._forceUpdateWhenUnfrozen);this._forceUpdateWhenUnfrozen=false}}}get areUpdatesFrozen(){return this._blockCounter>0}\n/**\n     * Creates a new MorphTargetManager\n     * @param scene defines the current scene\n     */constructor(e=null){this._targets=new Array;this._targetInfluenceChangedObservers=new Array;this._targetDataLayoutChangedObservers=new Array;this._activeTargets=new t(16);this._supportsPositions=false;this._supportsNormals=false;this._supportsTangents=false;this._supportsUVs=false;this._supportsUV2s=false;this._supportsColors=false;this._vertexCount=0;this._uniqueId=0;this._tempInfluences=new Array;this._canUseTextureForTargets=false;this._blockCounter=0;this._mustSynchronize=true;this._forceUpdateWhenUnfrozen=false;this._textureVertexStride=0;this._textureWidth=0;this._textureHeight=1;this._parentContainer=null;this.optimizeInfluencers=true;this.enablePositionMorphing=true;this.enableNormalMorphing=true;this.enableTangentMorphing=true;this.enableUVMorphing=true;this.enableUV2Morphing=true;this.enableColorMorphing=true;this._numMaxInfluencers=0;this._useTextureToStoreTargets=true;e||(e=s.LastCreatedScene);this._scene=e;if(this._scene){this._scene.addMorphTargetManager(this);this._uniqueId=this._scene.getUniqueId();const t=this._scene.getEngine().getCaps();this._canUseTextureForTargets=t.canUseGLVertexID&&t.textureFloat&&t.maxVertexTextureImageUnits>0&&t.texture2DArrayMaxLayerCount>1}}get numMaxInfluencers(){return this._numMaxInfluencers}set numMaxInfluencers(t){if(this._numMaxInfluencers!==t){this._numMaxInfluencers=t;this._mustSynchronize=true;this._syncActiveTargets()}}get uniqueId(){return this._uniqueId}get vertexCount(){return this._vertexCount}get supportsPositions(){return this._supportsPositions&&this.enablePositionMorphing}get supportsNormals(){return this._supportsNormals&&this.enableNormalMorphing}get supportsTangents(){return this._supportsTangents&&this.enableTangentMorphing}get supportsUVs(){return this._supportsUVs&&this.enableUVMorphing}get supportsUV2s(){return this._supportsUV2s&&this.enableUV2Morphing}get supportsColors(){return this._supportsColors&&this.enableColorMorphing}get hasPositions(){return this._supportsPositions}get hasNormals(){return this._supportsNormals}get hasTangents(){return this._supportsTangents}get hasUVs(){return this._supportsUVs}get hasUV2s(){return this._supportsUV2s}get hasColors(){return this._supportsColors}get numTargets(){return this._targets.length}get numInfluencers(){return this._activeTargets.length}get influences(){return this._influences}get useTextureToStoreTargets(){return this._useTextureToStoreTargets}set useTextureToStoreTargets(t){if(this._useTextureToStoreTargets!==t){this._useTextureToStoreTargets=t;this._mustSynchronize=true;this._syncActiveTargets()}}get isUsingTextureForTargets(){return MorphTargetManager.EnableTextureStorage&&this.useTextureToStoreTargets&&this._canUseTextureForTargets&&!this._scene?.getEngine().getCaps().disableMorphTargetTexture}\n/**\n     * Gets the active target at specified index. An active target is a target with an influence > 0\n     * @param index defines the index to check\n     * @returns the requested target\n     */getActiveTarget(t){return this._activeTargets.data[t]}\n/**\n     * Gets the target at specified index\n     * @param index defines the index to check\n     * @returns the requested target\n     */getTarget(t){return this._targets[t]}\n/**\n     * Gets the first target with the specified name\n     * @param name defines the name to check\n     * @returns the requested target\n     */getTargetByName(t){for(const e of this._targets)if(e.name===t)return e;return null}\n/**\n     * Add a new target to this manager\n     * @param target defines the target to add\n     */addTarget(t){this._targets.push(t);this._targetInfluenceChangedObservers.push(t.onInfluenceChanged.add((t=>{this.areUpdatesFrozen&&t&&(this._forceUpdateWhenUnfrozen=true);this._syncActiveTargets(t)})));this._targetDataLayoutChangedObservers.push(t._onDataLayoutChanged.add((()=>{this._mustSynchronize=true;this._syncActiveTargets()})));this._mustSynchronize=true;this._syncActiveTargets()}\n/**\n     * Removes a target from the manager\n     * @param target defines the target to remove\n     */removeTarget(t){const e=this._targets.indexOf(t);if(e>=0){this._targets.splice(e,1);t.onInfluenceChanged.remove(this._targetInfluenceChangedObservers.splice(e,1)[0]);t._onDataLayoutChanged.remove(this._targetDataLayoutChangedObservers.splice(e,1)[0]);this._mustSynchronize=true;this._syncActiveTargets()}this._scene&&this._scene.stopAnimation(t)}_bind(t){t.setFloat3(\"morphTargetTextureInfo\",this._textureVertexStride,this._textureWidth,this._textureHeight);t.setFloatArray(\"morphTargetTextureIndices\",this._morphTargetTextureIndices);t.setTexture(\"morphTargets\",this._targetStoreTexture);t.setInt(\"morphTargetCount\",this.numInfluencers)}\n/**\n     * Clone the current manager\n     * @returns a new MorphTargetManager\n     */clone(){const t=new MorphTargetManager(this._scene);for(const e of this._targets)t.addTarget(e.clone());t.enablePositionMorphing=this.enablePositionMorphing;t.enableNormalMorphing=this.enableNormalMorphing;t.enableTangentMorphing=this.enableTangentMorphing;t.enableUVMorphing=this.enableUVMorphing;t.enableUV2Morphing=this.enableUV2Morphing;t.enableColorMorphing=this.enableColorMorphing;return t}\n/**\n     * Serializes the current manager into a Serialization object\n     * @returns the serialized object\n     */serialize(){const t={};t.id=this.uniqueId;t.targets=[];for(const e of this._targets)t.targets.push(e.serialize());return t}_syncActiveTargets(t=false){if(this.areUpdatesFrozen)return;const e=!!this._targetStoreTexture;const s=this.isUsingTextureForTargets;if(this._mustSynchronize||e!==s){this._mustSynchronize=false;this.synchronize()}let r=0;this._activeTargets.reset();this._morphTargetTextureIndices&&this._morphTargetTextureIndices.length===this._targets.length||(this._morphTargetTextureIndices=new Float32Array(this._targets.length));let i=-1;for(const t of this._targets){i++;if(t.influence!==0||!this.optimizeInfluencers){if(this._activeTargets.length>=MorphTargetManager.MaxActiveMorphTargetsInVertexAttributeMode&&!this.isUsingTextureForTargets)break;this._activeTargets.push(t);this._morphTargetTextureIndices[r]=i;this._tempInfluences[r++]=t.influence}}this._morphTargetTextureIndices.length!==r&&(this._morphTargetTextureIndices=this._morphTargetTextureIndices.slice(0,r));this._influences&&this._influences.length===r||(this._influences=new Float32Array(r));for(let t=0;t<r;t++)this._influences[t]=this._tempInfluences[t];if(t&&this._scene)for(const t of this._scene.meshes)t.morphTargetManager===this&&(s?t._markSubMeshesAsAttributesDirty():t._syncGeometryWithMorphTargetManager())}synchronize(){if(!this._scene||this.areUpdatesFrozen)return;const t=this._scene.getEngine();this._supportsPositions=true;this._supportsNormals=true;this._supportsTangents=true;this._supportsUVs=true;this._supportsUV2s=true;this._supportsColors=true;this._vertexCount=0;this._targetStoreTexture?.dispose();this._targetStoreTexture=null;this.isUsingTextureForTargets&&this._targets.length>t.getCaps().texture2DArrayMaxLayerCount&&(this.useTextureToStoreTargets=false);for(const t of this._targets){this._supportsPositions=this._supportsPositions&&t.hasPositions;this._supportsNormals=this._supportsNormals&&t.hasNormals;this._supportsTangents=this._supportsTangents&&t.hasTangents;this._supportsUVs=this._supportsUVs&&t.hasUVs;this._supportsUV2s=this._supportsUV2s&&t.hasUV2s;this._supportsColors=this._supportsColors&&t.hasColors;const s=t.vertexCount;if(this._vertexCount===0)this._vertexCount=s;else if(this._vertexCount!==s){e.Error(`Incompatible target. Targets must all have the same vertices count. Current vertex count: ${this._vertexCount}, vertex count for target \"${t.name}\": ${s}`);return}}if(this.isUsingTextureForTargets){this._textureVertexStride=0;this._supportsPositions&&this._textureVertexStride++;this._supportsNormals&&this._textureVertexStride++;this._supportsTangents&&this._textureVertexStride++;this._supportsUVs&&this._textureVertexStride++;this._supportsUV2s&&this._textureVertexStride++;this._supportsColors&&this._textureVertexStride++;this._textureWidth=this._vertexCount*this._textureVertexStride||1;this._textureHeight=1;const e=t.getCaps().maxTextureSize;if(this._textureWidth>e){this._textureHeight=Math.ceil(this._textureWidth/e);this._textureWidth=e}const s=this._targets.length;const r=new Float32Array(s*this._textureWidth*this._textureHeight*4);let o=0;for(let t=0;t<s;t++){const e=this._targets[t];const s=e.getPositions();const i=e.getNormals();const n=e.getUVs();const a=e.getTangents();const h=e.getUV2s();const u=e.getColors();o=t*this._textureWidth*this._textureHeight*4;for(let t=0;t<this._vertexCount;t++){if(this._supportsPositions&&s){r[o]=s[t*3];r[o+1]=s[t*3+1];r[o+2]=s[t*3+2];o+=4}if(this._supportsNormals&&i){r[o]=i[t*3];r[o+1]=i[t*3+1];r[o+2]=i[t*3+2];o+=4}if(this._supportsUVs&&n){r[o]=n[t*2];r[o+1]=n[t*2+1];o+=4}if(this._supportsTangents&&a){r[o]=a[t*3];r[o+1]=a[t*3+1];r[o+2]=a[t*3+2];o+=4}if(this._supportsUV2s&&h){r[o]=h[t*2];r[o+1]=h[t*2+1];o+=4}if(this._supportsColors&&u){r[o]=u[t*4];r[o+1]=u[t*4+1];r[o+2]=u[t*4+2];r[o+3]=u[t*4+3];o+=4}}}this._targetStoreTexture=i.CreateRGBATexture(r,this._textureWidth,this._textureHeight,s,this._scene,false,false,1,1);this._targetStoreTexture.name=`Morph texture_${this.uniqueId}`}for(const t of this._scene.meshes)t.morphTargetManager===this&&t._syncGeometryWithMorphTargetManager()}dispose(){this._targetStoreTexture&&this._targetStoreTexture.dispose();this._targetStoreTexture=null;if(this._scene){this._scene.removeMorphTargetManager(this);if(this._parentContainer){const t=this._parentContainer.morphTargetManagers.indexOf(this);t>-1&&this._parentContainer.morphTargetManagers.splice(t,1);this._parentContainer=null}for(const t of this._targets)this._scene.stopAnimation(t)}}\n/**\n     * Creates a new MorphTargetManager from serialized data\n     * @param serializationObject defines the serialized data\n     * @param scene defines the hosting scene\n     * @returns the new MorphTargetManager\n     */\nstatic Parse(t,e){const s=new MorphTargetManager(e);for(const i of t.targets)s.addTarget(r.Parse(i,e));return s}}MorphTargetManager.EnableTextureStorage=true;MorphTargetManager.MaxActiveMorphTargetsInVertexAttributeMode=8;export{MorphTargetManager};\n//# sourceMappingURL=morphTargetManager.js.map\n","import{Decode as t}from\"./stringTools.js\";class DataReader{\n/**\n     * Constructor\n     * @param buffer The buffer to read\n     */\nconstructor(t){this.byteOffset=0;this.buffer=t}\n/**\n     * Loads the given byte length.\n     * @param byteLength The byte length to load\n     * @returns A promise that resolves when the load is complete\n     */loadAsync(t){return this.buffer.readAsync(this.byteOffset,t).then((t=>{this._dataView=new DataView(t.buffer,t.byteOffset,t.byteLength);this._dataByteOffset=0}))}\n/**\n     * Read a unsigned 32-bit integer from the currently loaded data range.\n     * @returns The 32-bit integer read\n     */readUint32(){const t=this._dataView.getUint32(this._dataByteOffset,true);this._dataByteOffset+=4;this.byteOffset+=4;return t}\n/**\n     * Read a byte array from the currently loaded data range.\n     * @param byteLength The byte length to read\n     * @returns The byte array read\n     */readUint8Array(t){const e=new Uint8Array(this._dataView.buffer,this._dataView.byteOffset+this._dataByteOffset,t);this._dataByteOffset+=t;this.byteOffset+=t;return e}\n/**\n     * Read a string from the currently loaded data range.\n     * @param byteLength The byte length to read\n     * @returns The string read\n     */readString(e){return t(this.readUint8Array(e))}\n/**\n     * Skips the given byte length the currently loaded data range.\n     * @param byteLength The byte length to skip\n     */skipBytes(t){this._dataByteOffset+=t;this.byteOffset+=t}}export{DataReader};\n//# sourceMappingURL=dataReader.js.map\n","const t=\"Z2xURg\";const a={name:\"gltf\",extensions:{\".gltf\":{isBinary:false,mimeType:\"model/gltf+json\"},\".glb\":{isBinary:true,mimeType:\"model/gltf-binary\"}},canDirectLoad(a){return a.indexOf(\"asset\")!==-1&&a.indexOf(\"version\")!==-1||a.startsWith(\"data:base64,\"+t)||a.startsWith(\"data:;base64,\"+t)||a.startsWith(\"data:application/octet-stream;base64,\"+t)||a.startsWith(\"data:model/gltf-binary;base64,\"+t)}};export{a as G,t as a};\n//# sourceMappingURL=I09posfH.js.map\n","import\"./webRequest.js\";import\"./domManagement.js\";import\"./observable.js\";export{D as DecodeBase64UrlToBinary,a as DecodeBase64UrlToString,F as FileTools,b as FileToolsOptions,G as GetMimeType,I as IsBase64DataUrl,d as IsFileURL,L as LoadFile,e as LoadFileError,f as LoadImage,g as LoadImageConfiguration,R as ReadFile,h as ReadFileError,i as RequestFile,j as RequestFileError,S as SetCorsBehavior,T as TestBase64DataUrl,_ as _injectLTSFileTools}from\"../_/Qih3l7lC.js\";import\"./error.js\";import\"./stringTools.js\";import\"../_/CX9Zyq1P.js\";import\"../Engines/engineStore.js\";import\"./logger.js\";import\"./timingTools.js\";import\"../_/Cn202uVB.js\";import\"../Engines/shaderStore.js\";import\"../_/CY5CD3a_.js\";import\"../_/BjBO3Vqv.js\";import\"./precisionDate.js\";import\"../_/BbEdeXLR.js\";import\"../Materials/Textures/Loaders/textureLoaderManager.js\";\n//# sourceMappingURL=fileTools.js.map\n","import{Observable as e}from\"@babylonjs/core/Misc/observable.js\";import{Tools as t}from\"@babylonjs/core/Misc/tools.js\";import{RegisterSceneLoaderPlugin as s}from\"@babylonjs/core/Loading/sceneLoader.js\";import{AssetContainer as r}from\"@babylonjs/core/assetContainer.js\";import{Logger as a}from\"@babylonjs/core/Misc/logger.js\";import{DataReader as o}from\"@babylonjs/core/Misc/dataReader.js\";import{G as n,a as i}from\"./I09posfH.js\";import{DecodeBase64UrlToBinary as l}from\"@babylonjs/core/Misc/fileTools.js\";import{RuntimeError as d,ErrorCodes as h}from\"@babylonjs/core/Misc/error.js\";function validateAsync(e,t,s,r){const a={externalResourceFunction:r};s&&(a.uri=t===\"file:\"?s:t+s);return ArrayBuffer.isView(e)?GLTFValidator.validateBytes(e,a):GLTFValidator.validateString(e,a)}function workerFunc(){const e=[];onmessage=t=>{const s=t.data;switch(s.id){case\"init\":importScripts(s.url);break;case\"validate\":validateAsync(s.data,s.rootUrl,s.fileName,(t=>new Promise(((s,r)=>{const a=e.length;e.push({resolve:s,reject:r});postMessage({id:\"getExternalResource\",index:a,uri:t})})))).then((e=>{postMessage({id:\"validate.resolve\",value:e})}),(e=>{postMessage({id:\"validate.reject\",reason:e})}));break;case\"getExternalResource.resolve\":e[s.index].resolve(s.value);break;case\"getExternalResource.reject\":e[s.index].reject(s.reason);break}}}class GLTFValidation{\n/**\n     * Validate a glTF asset using the glTF-Validator.\n     * @param data The JSON of a glTF or the array buffer of a binary glTF\n     * @param rootUrl The root url for the glTF\n     * @param fileName The file name for the glTF\n     * @param getExternalResource The callback to get external resources for the glTF validator\n     * @returns A promise that resolves with the glTF validation results once complete\n     */\nstatic ValidateAsync(e,s,r,a){if(typeof Worker===\"function\")return new Promise(((o,n)=>{const i=`${validateAsync}(${workerFunc})()`;const l=URL.createObjectURL(new Blob([i],{type:\"application/javascript\"}));const d=new Worker(l);const onError=e=>{d.removeEventListener(\"error\",onError);d.removeEventListener(\"message\",onMessage);n(e)};const onMessage=e=>{const t=e.data;switch(t.id){case\"getExternalResource\":a(t.uri).then((e=>{d.postMessage({id:\"getExternalResource.resolve\",index:t.index,value:e},[e.buffer])}),(e=>{d.postMessage({id:\"getExternalResource.reject\",index:t.index,reason:e})}));break;case\"validate.resolve\":d.removeEventListener(\"error\",onError);d.removeEventListener(\"message\",onMessage);o(t.value);d.terminate();break;case\"validate.reject\":d.removeEventListener(\"error\",onError);d.removeEventListener(\"message\",onMessage);n(t.reason);d.terminate()}};d.addEventListener(\"error\",onError);d.addEventListener(\"message\",onMessage);d.postMessage({id:\"init\",url:t.GetBabylonScriptURL(this.Configuration.url)});if(ArrayBuffer.isView(e)){const t=e.slice();d.postMessage({id:\"validate\",data:t,rootUrl:s,fileName:r},[t.buffer])}else d.postMessage({id:\"validate\",data:e,rootUrl:s,fileName:r})}));this._LoadScriptPromise||(this._LoadScriptPromise=t.LoadBabylonScriptAsync(this.Configuration.url));return this._LoadScriptPromise.then((()=>validateAsync(e,s,r,a)))}}GLTFValidation.Configuration={url:`${t._DefaultCdnUrl}/gltf_validator.js`};var c=Object.freeze(Object.defineProperty({__proto__:null,GLTFValidation:GLTFValidation},Symbol.toStringTag,{value:\"Module\"}));function readAsync(e,t,s){try{return Promise.resolve(new Uint8Array(e,t,s))}catch(e){return Promise.reject(e)}}function readViewAsync(e,t,s){try{if(t<0||t>=e.byteLength)throw new RangeError(\"Offset is out of range.\");if(t+s>e.byteLength)throw new RangeError(\"Length is out of range.\");return Promise.resolve(new Uint8Array(e.buffer,e.byteOffset+t,s))}catch(e){return Promise.reject(e)}}var b;(function(e){e[e.AUTO=0]=\"AUTO\";e[e.FORCE_RIGHT_HANDED=1]=\"FORCE_RIGHT_HANDED\"})(b||(b={}));var u;(function(e){e[e.NONE=0]=\"NONE\";e[e.FIRST=1]=\"FIRST\";e[e.ALL=2]=\"ALL\"})(u||(u={}));var p;(function(e){e[e.LOADING=0]=\"LOADING\";e[e.READY=1]=\"READY\";e[e.COMPLETE=2]=\"COMPLETE\"})(p||(p={}));class GLTFLoaderOptions{constructor(){this.coordinateSystemMode=b.AUTO;this.animationStartMode=u.FIRST;this.loadNodeAnimations=true;this.loadSkins=true;this.loadMorphTargets=true;this.compileMaterials=false;this.useClipPlane=false;this.compileShadowGenerators=false;this.transparencyAsCoverage=false;this.useRangeRequests=false;this.createInstances=true;this.alwaysComputeBoundingBox=false;this.loadAllMaterials=false;this.loadOnlyMaterials=false;this.skipMaterials=false;this.useSRGBBuffers=true;this.targetFps=60;this.alwaysComputeSkeletonRootNode=false;this.useGltfTextureNames=false;\n/**\n         * Function called before loading a url referenced by the asset.\n         * @param url url referenced by the asset\n         * @returns Async url to load\n         */this.preprocessUrlAsync=e=>Promise.resolve(e);this.extensionOptions={}}copyFrom(e){if(e){this.onParsed=e.onParsed;this.coordinateSystemMode=e.coordinateSystemMode??this.coordinateSystemMode;this.animationStartMode=e.animationStartMode??this.animationStartMode;this.loadNodeAnimations=e.loadNodeAnimations??this.loadNodeAnimations;this.loadSkins=e.loadSkins??this.loadSkins;this.loadMorphTargets=e.loadMorphTargets??this.loadMorphTargets;this.compileMaterials=e.compileMaterials??this.compileMaterials;this.useClipPlane=e.useClipPlane??this.useClipPlane;this.compileShadowGenerators=e.compileShadowGenerators??this.compileShadowGenerators;this.transparencyAsCoverage=e.transparencyAsCoverage??this.transparencyAsCoverage;this.useRangeRequests=e.useRangeRequests??this.useRangeRequests;this.createInstances=e.createInstances??this.createInstances;this.alwaysComputeBoundingBox=e.alwaysComputeBoundingBox??this.alwaysComputeBoundingBox;this.loadAllMaterials=e.loadAllMaterials??this.loadAllMaterials;this.loadOnlyMaterials=e.loadOnlyMaterials??this.loadOnlyMaterials;this.skipMaterials=e.skipMaterials??this.skipMaterials;this.useSRGBBuffers=e.useSRGBBuffers??this.useSRGBBuffers;this.targetFps=e.targetFps??this.targetFps;this.alwaysComputeSkeletonRootNode=e.alwaysComputeSkeletonRootNode??this.alwaysComputeSkeletonRootNode;this.useGltfTextureNames=e.useGltfTextureNames??this.useGltfTextureNames;this.preprocessUrlAsync=e.preprocessUrlAsync??this.preprocessUrlAsync;this.customRootNode=e.customRootNode;this.onMeshLoaded=e.onMeshLoaded;this.onSkinLoaded=e.onSkinLoaded;this.onTextureLoaded=e.onTextureLoaded;this.onMaterialLoaded=e.onMaterialLoaded;this.onCameraLoaded=e.onCameraLoaded;this.extensionOptions=e.extensionOptions??this.extensionOptions}}}class GLTFFileLoader extends GLTFLoaderOptions{\n/**\n     * Creates a new glTF file loader.\n     * @param options The options for the loader\n     */\nconstructor(t){super();this.onParsedObservable=new e;this.onMeshLoadedObservable=new e;\n/**\n         * Observable raised when the loader creates a skin after parsing the glTF properties of the skin node.\n         * @see https://doc.babylonjs.com/features/featuresDeepDive/importers/glTF/glTFSkinning#ignoring-the-transform-of-the-skinned-mesh\n         * @param node - the transform node that corresponds to the original glTF skin node used for animations\n         * @param skinnedNode - the transform node that is the skinned mesh itself or the parent of the skinned meshes\n         */this.onSkinLoadedObservable=new e;this.onTextureLoadedObservable=new e;this.onMaterialLoadedObservable=new e;this.onCameraLoadedObservable=new e;this.onCompleteObservable=new e;this.onErrorObservable=new e;this.onDisposeObservable=new e;this.onExtensionLoadedObservable=new e;this.validate=false;this.onValidatedObservable=new e;this._loader=null;this._state=null;this._requests=new Array;this.name=n.name;this.extensions=n.extensions;this.onLoaderStateChangedObservable=new e;this._logIndentLevel=0;this._loggingEnabled=false;this._log=this._logDisabled;this._capturePerformanceCounters=false;this._startPerformanceCounter=this._startPerformanceCounterDisabled;this._endPerformanceCounter=this._endPerformanceCounterDisabled;this.copyFrom(t)}set onParsed(e){this._onParsedObserver&&this.onParsedObservable.remove(this._onParsedObserver);e&&(this._onParsedObserver=this.onParsedObservable.add(e))}set onMeshLoaded(e){this._onMeshLoadedObserver&&this.onMeshLoadedObservable.remove(this._onMeshLoadedObserver);e&&(this._onMeshLoadedObserver=this.onMeshLoadedObservable.add(e))}set onSkinLoaded(e){this._onSkinLoadedObserver&&this.onSkinLoadedObservable.remove(this._onSkinLoadedObserver);e&&(this._onSkinLoadedObserver=this.onSkinLoadedObservable.add((t=>e(t.node,t.skinnedNode))))}set onTextureLoaded(e){this._onTextureLoadedObserver&&this.onTextureLoadedObservable.remove(this._onTextureLoadedObserver);e&&(this._onTextureLoadedObserver=this.onTextureLoadedObservable.add(e))}set onMaterialLoaded(e){this._onMaterialLoadedObserver&&this.onMaterialLoadedObservable.remove(this._onMaterialLoadedObserver);e&&(this._onMaterialLoadedObserver=this.onMaterialLoadedObservable.add(e))}set onCameraLoaded(e){this._onCameraLoadedObserver&&this.onCameraLoadedObservable.remove(this._onCameraLoadedObserver);e&&(this._onCameraLoadedObserver=this.onCameraLoadedObservable.add(e))}set onComplete(e){this._onCompleteObserver&&this.onCompleteObservable.remove(this._onCompleteObserver);this._onCompleteObserver=this.onCompleteObservable.add(e)}set onError(e){this._onErrorObserver&&this.onErrorObservable.remove(this._onErrorObserver);this._onErrorObserver=this.onErrorObservable.add(e)}set onDispose(e){this._onDisposeObserver&&this.onDisposeObservable.remove(this._onDisposeObserver);this._onDisposeObserver=this.onDisposeObservable.add(e)}set onExtensionLoaded(e){this._onExtensionLoadedObserver&&this.onExtensionLoadedObservable.remove(this._onExtensionLoadedObserver);this._onExtensionLoadedObserver=this.onExtensionLoadedObservable.add(e)}get loggingEnabled(){return this._loggingEnabled}set loggingEnabled(e){if(this._loggingEnabled!==e){this._loggingEnabled=e;this._loggingEnabled?this._log=this._logEnabled:this._log=this._logDisabled}}get capturePerformanceCounters(){return this._capturePerformanceCounters}set capturePerformanceCounters(e){if(this._capturePerformanceCounters!==e){this._capturePerformanceCounters=e;if(this._capturePerformanceCounters){this._startPerformanceCounter=this._startPerformanceCounterEnabled;this._endPerformanceCounter=this._endPerformanceCounterEnabled}else{this._startPerformanceCounter=this._startPerformanceCounterDisabled;this._endPerformanceCounter=this._endPerformanceCounterDisabled}}}set onValidated(e){this._onValidatedObserver&&this.onValidatedObservable.remove(this._onValidatedObserver);this._onValidatedObserver=this.onValidatedObservable.add(e)}dispose(){if(this._loader){this._loader.dispose();this._loader=null}for(const e of this._requests)e.abort();this._requests.length=0;delete this._progressCallback;this.preprocessUrlAsync=e=>Promise.resolve(e);this.onMeshLoadedObservable.clear();this.onSkinLoadedObservable.clear();this.onTextureLoadedObservable.clear();this.onMaterialLoadedObservable.clear();this.onCameraLoadedObservable.clear();this.onCompleteObservable.clear();this.onExtensionLoadedObservable.clear();this.onDisposeObservable.notifyObservers(void 0);this.onDisposeObservable.clear()}loadFile(s,r,n,i,l,d,h,c){if(ArrayBuffer.isView(r)){this._loadBinary(s,r,n,i,h,c);return null}this._progressCallback=l;const b=r.name||t.GetFilename(r);if(d){if(this.useRangeRequests){this.validate&&a.Warn(\"glTF validation is not supported when range requests are enabled\");const t={abort:()=>{},onCompleteObservable:new e};const n={readAsync:(e,t)=>new Promise(((a,o)=>{this._loadFile(s,r,(e=>{a(new Uint8Array(e))}),true,(e=>{o(e)}),(s=>{s.setRequestHeader(\"Range\",`bytes=${e}-${e+t-1}`)}))})),byteLength:0};this._unpackBinaryAsync(new o(n)).then((e=>{t.onCompleteObservable.notifyObservers(t);i(e)}),h?e=>h(void 0,e):void 0);return t}return this._loadFile(s,r,(e=>{this._validate(s,new Uint8Array(e,0,e.byteLength),n,b);this._unpackBinaryAsync(new o({readAsync:(t,s)=>readAsync(e,t,s),byteLength:e.byteLength})).then((e=>{i(e)}),h?e=>h(void 0,e):void 0)}),true,h)}return this._loadFile(s,r,(e=>{try{this._validate(s,e,n,b);i({json:this._parseJson(e)})}catch{h&&h()}}),false,h)}_loadBinary(e,t,s,r,a,n){this._validate(e,new Uint8Array(t.buffer,t.byteOffset,t.byteLength),s,n);this._unpackBinaryAsync(new o({readAsync:(e,s)=>readViewAsync(t,e,s),byteLength:t.byteLength})).then((e=>{r(e)}),a?e=>a(void 0,e):void 0)}importMeshAsync(e,t,s,r,a,o){return Promise.resolve().then((()=>{this.onParsedObservable.notifyObservers(s);this.onParsedObservable.clear();this._log(`Loading ${o||\"\"}`);this._loader=this._getLoader(s);return this._loader.importMeshAsync(e,t,null,s,r,a,o)}))}loadAsync(e,t,s,r,a){return Promise.resolve().then((()=>{this.onParsedObservable.notifyObservers(t);this.onParsedObservable.clear();this._log(`Loading ${a||\"\"}`);this._loader=this._getLoader(t);return this._loader.loadAsync(e,t,s,r,a)}))}loadAssetContainerAsync(e,t,s,a,o){return Promise.resolve().then((()=>{this.onParsedObservable.notifyObservers(t);this.onParsedObservable.clear();this._log(`Loading ${o||\"\"}`);this._loader=this._getLoader(t);const n=new r(e);const i=[];this.onMaterialLoadedObservable.add((e=>{i.push(e)}));const l=[];this.onTextureLoadedObservable.add((e=>{l.push(e)}));const d=[];this.onCameraLoadedObservable.add((e=>{d.push(e)}));const h=[];this.onMeshLoadedObservable.add((e=>{e.morphTargetManager&&h.push(e.morphTargetManager)}));return this._loader.importMeshAsync(null,e,n,t,s,a,o).then((e=>{Array.prototype.push.apply(n.geometries,e.geometries);Array.prototype.push.apply(n.meshes,e.meshes);Array.prototype.push.apply(n.particleSystems,e.particleSystems);Array.prototype.push.apply(n.skeletons,e.skeletons);Array.prototype.push.apply(n.animationGroups,e.animationGroups);Array.prototype.push.apply(n.materials,i);Array.prototype.push.apply(n.textures,l);Array.prototype.push.apply(n.lights,e.lights);Array.prototype.push.apply(n.transformNodes,e.transformNodes);Array.prototype.push.apply(n.cameras,d);Array.prototype.push.apply(n.morphTargetManagers,h);return n}))}))}canDirectLoad(e){return n.canDirectLoad(e)}directLoad(e,t){if(t.startsWith(\"base64,\"+i)||t.startsWith(\";base64,\"+i)||t.startsWith(\"application/octet-stream;base64,\"+i)||t.startsWith(\"model/gltf-binary;base64,\"+i)){const s=l(t);this._validate(e,new Uint8Array(s,0,s.byteLength));return this._unpackBinaryAsync(new o({readAsync:(e,t)=>readAsync(s,e,t),byteLength:s.byteLength}))}this._validate(e,t);return Promise.resolve({json:this._parseJson(t)})}createPlugin(e){return new GLTFFileLoader(e[n.name])}get loaderState(){return this._state}\n/**\n     * Returns a promise that resolves when the asset is completely loaded.\n     * @returns a promise that resolves when the asset is completely loaded.\n     */whenCompleteAsync(){return new Promise(((e,t)=>{this.onCompleteObservable.addOnce((()=>{e()}));this.onErrorObservable.addOnce((e=>{t(e)}))}))}_setState(e){if(this._state!==e){this._state=e;this.onLoaderStateChangedObservable.notifyObservers(this._state);this._log(p[this._state])}}_loadFile(e,t,s,r,a,o){const n=e._loadFile(t,s,(e=>{this._onProgress(e,n)}),true,r,a,o);n.onCompleteObservable.add((()=>{n._lengthComputable=true;n._total=n._loaded}));this._requests.push(n);return n}_onProgress(e,t){if(!this._progressCallback)return;t._lengthComputable=e.lengthComputable;t._loaded=e.loaded;t._total=e.total;let s=true;let r=0;let a=0;for(const e of this._requests){if(e._lengthComputable===void 0||e._loaded===void 0||e._total===void 0)return;s=s&&e._lengthComputable;r+=e._loaded;a+=e._total}this._progressCallback({lengthComputable:s,loaded:r,total:s?a:0})}_validate(e,s,r=\"\",a=\"\"){if(this.validate){this._startPerformanceCounter(\"Validate JSON\");GLTFValidation.ValidateAsync(s,r,a,(t=>this.preprocessUrlAsync(r+t).then((t=>e._loadFileAsync(t,void 0,true,true).then((e=>new Uint8Array(e,0,e.byteLength))))))).then((e=>{this._endPerformanceCounter(\"Validate JSON\");this.onValidatedObservable.notifyObservers(e);this.onValidatedObservable.clear()}),(e=>{this._endPerformanceCounter(\"Validate JSON\");t.Warn(`Failed to validate: ${e.message}`);this.onValidatedObservable.clear()}))}}_getLoader(e){const t=e.json.asset||{};this._log(`Asset version: ${t.version}`);t.minVersion&&this._log(`Asset minimum version: ${t.minVersion}`);t.generator&&this._log(`Asset generator: ${t.generator}`);const s=GLTFFileLoader._parseVersion(t.version);if(!s)throw new Error(\"Invalid version: \"+t.version);if(t.minVersion!==void 0){const e=GLTFFileLoader._parseVersion(t.minVersion);if(!e)throw new Error(\"Invalid minimum version: \"+t.minVersion);if(GLTFFileLoader._compareVersion(e,{major:2,minor:0})>0)throw new Error(\"Incompatible minimum version: \"+t.minVersion)}const r={1:GLTFFileLoader._CreateGLTF1Loader,2:GLTFFileLoader._CreateGLTF2Loader};const a=r[s.major];if(!a)throw new Error(\"Unsupported version: \"+t.version);return a(this)}_parseJson(e){this._startPerformanceCounter(\"Parse JSON\");this._log(`JSON length: ${e.length}`);const t=JSON.parse(e);this._endPerformanceCounter(\"Parse JSON\");return t}_unpackBinaryAsync(e){this._startPerformanceCounter(\"Unpack Binary\");return e.loadAsync(20).then((()=>{const t={Magic:1179937895};const s=e.readUint32();if(s!==t.Magic)throw new d(\"Unexpected magic: \"+s,h.GLTFLoaderUnexpectedMagicError);const r=e.readUint32();this.loggingEnabled&&this._log(`Binary version: ${r}`);const o=e.readUint32();this.useRangeRequests||o===e.buffer.byteLength||a.Warn(`Length in header does not match actual data length: ${o} != ${e.buffer.byteLength}`);let n;switch(r){case 1:n=this._unpackBinaryV1Async(e,o);break;case 2:n=this._unpackBinaryV2Async(e,o);break;default:throw new Error(\"Unsupported version: \"+r)}this._endPerformanceCounter(\"Unpack Binary\");return n}))}_unpackBinaryV1Async(e,t){const s={JSON:0};const r=e.readUint32();const a=e.readUint32();if(a!==s.JSON)throw new Error(`Unexpected content format: ${a}`);const o=t-e.byteOffset;const n={json:this._parseJson(e.readString(r)),bin:null};if(o!==0){const t=e.byteOffset;n.bin={readAsync:(s,r)=>e.buffer.readAsync(t+s,r),byteLength:o}}return Promise.resolve(n)}_unpackBinaryV2Async(e,t){const s={JSON:1313821514,BIN:5130562};const r=e.readUint32();const a=e.readUint32();if(a!==s.JSON)throw new Error(\"First chunk format is not JSON\");return e.byteOffset+r===t?e.loadAsync(r).then((()=>({json:this._parseJson(e.readString(r)),bin:null}))):e.loadAsync(r+8).then((()=>{const a={json:this._parseJson(e.readString(r)),bin:null};const readAsync=()=>{const r=e.readUint32();const o=e.readUint32();switch(o){case s.JSON:throw new Error(\"Unexpected JSON chunk\");case s.BIN:{const t=e.byteOffset;a.bin={readAsync:(s,r)=>e.buffer.readAsync(t+s,r),byteLength:r};e.skipBytes(r);break}default:e.skipBytes(r);break}return e.byteOffset!==t?e.loadAsync(8).then(readAsync):Promise.resolve(a)};return readAsync()}))}static _parseVersion(e){if(e===\"1.0\"||e===\"1.0.1\")return{major:1,minor:0};const t=(e+\"\").match(/^(\\d+)\\.(\\d+)/);return t?{major:parseInt(t[1]),minor:parseInt(t[2])}:null}static _compareVersion(e,t){return e.major>t.major?1:e.major<t.major?-1:e.minor>t.minor?1:e.minor<t.minor?-1:0}_logOpen(e){this._log(e);this._logIndentLevel++}_logClose(){--this._logIndentLevel}_logEnabled(e){const t=GLTFFileLoader._logSpaces.substring(0,this._logIndentLevel*2);a.Log(`${t}${e}`)}_logDisabled(e){}_startPerformanceCounterEnabled(e){t.StartPerformanceCounter(e)}_startPerformanceCounterDisabled(e){}_endPerformanceCounterEnabled(e){t.EndPerformanceCounter(e)}_endPerformanceCounterDisabled(e){}}GLTFFileLoader.IncrementalLoading=true;GLTFFileLoader.HomogeneousCoordinates=false;GLTFFileLoader._logSpaces=\"                                \";s(new GLTFFileLoader);var m=Object.freeze(Object.defineProperty({__proto__:null,GLTFFileLoader:GLTFFileLoader,get GLTFLoaderAnimationStartMode(){return u},get GLTFLoaderCoordinateSystemMode(){return b},get GLTFLoaderState(){return p}},Symbol.toStringTag,{value:\"Module\"}));export{m as F,b as G,c as V,u as a,p as b,GLTFFileLoader as c,GLTFValidation as d};\n//# sourceMappingURL=Vox_fOAJ.js.map\n","import{Logger as e}from\"@babylonjs/core/Misc/logger.js\";const n=new Map;const t=n;\n/**\n * Registers a loader extension.\n * @param name The name of the loader extension.\n * @param isGLTFExtension If the loader extension is a glTF extension, then it will only be used for glTF files that use the corresponding glTF extension. Otherwise, it will be used for all loaded glTF files.\n * @param factory The factory function that creates the loader extension.\n */function registerGLTFExtension(t,s,r){unregisterGLTFExtension(t)&&e.Warn(`Extension with the name '${t}' already exists`);n.set(t,{isGLTFExtension:s,factory:r})}\n/**\n * Unregisters a loader extension.\n * @param name The name of the loader extension.\n * @returns A boolean indicating whether the extension has been unregistered\n */function unregisterGLTFExtension(e){return n.delete(e)}export{t as a,registerGLTFExtension as r,unregisterGLTFExtension as u};\n//# sourceMappingURL=D9yY5dKb.js.map\n","/* eslint-disable @typescript-eslint/naming-convention */\nclass Constants{}Constants.AUTOSAMPLERSUFFIX=\"Sampler\";Constants.DISABLEUA=\"#define DISABLE_UNIFORMITY_ANALYSIS\";Constants.ALPHA_DISABLE=0;Constants.ALPHA_ADD=1;Constants.ALPHA_COMBINE=2;Constants.ALPHA_SUBTRACT=3;Constants.ALPHA_MULTIPLY=4;Constants.ALPHA_MAXIMIZED=5;Constants.ALPHA_ONEONE=6;Constants.ALPHA_PREMULTIPLIED=7;Constants.ALPHA_PREMULTIPLIED_PORTERDUFF=8;Constants.ALPHA_INTERPOLATE=9;Constants.ALPHA_SCREENMODE=10;Constants.ALPHA_ONEONE_ONEONE=11;Constants.ALPHA_ALPHATOCOLOR=12;Constants.ALPHA_REVERSEONEMINUS=13;Constants.ALPHA_SRC_DSTONEMINUSSRCALPHA=14;Constants.ALPHA_ONEONE_ONEZERO=15;Constants.ALPHA_EXCLUSION=16;Constants.ALPHA_LAYER_ACCUMULATE=17;Constants.ALPHA_EQUATION_ADD=0;Constants.ALPHA_EQUATION_SUBSTRACT=1;Constants.ALPHA_EQUATION_REVERSE_SUBTRACT=2;Constants.ALPHA_EQUATION_MAX=3;Constants.ALPHA_EQUATION_MIN=4;Constants.ALPHA_EQUATION_DARKEN=5;Constants.DELAYLOADSTATE_NONE=0;Constants.DELAYLOADSTATE_LOADED=1;Constants.DELAYLOADSTATE_LOADING=2;Constants.DELAYLOADSTATE_NOTLOADED=4;Constants.NEVER=512;Constants.ALWAYS=519;Constants.LESS=513;Constants.EQUAL=514;Constants.LEQUAL=515;Constants.GREATER=516;Constants.GEQUAL=518;Constants.NOTEQUAL=517;Constants.KEEP=7680;Constants.ZERO=0;Constants.REPLACE=7681;Constants.INCR=7682;Constants.DECR=7683;Constants.INVERT=5386;Constants.INCR_WRAP=34055;Constants.DECR_WRAP=34056;Constants.TEXTURE_CLAMP_ADDRESSMODE=0;Constants.TEXTURE_WRAP_ADDRESSMODE=1;Constants.TEXTURE_MIRROR_ADDRESSMODE=2;Constants.TEXTURE_CREATIONFLAG_STORAGE=1;Constants.TEXTUREFORMAT_ALPHA=0;Constants.TEXTUREFORMAT_LUMINANCE=1;Constants.TEXTUREFORMAT_LUMINANCE_ALPHA=2;Constants.TEXTUREFORMAT_RGB=4;Constants.TEXTUREFORMAT_RGBA=5;Constants.TEXTUREFORMAT_RED=6;Constants.TEXTUREFORMAT_R=6;Constants.TEXTUREFORMAT_R16_UNORM=33322;Constants.TEXTUREFORMAT_RG16_UNORM=33324;Constants.TEXTUREFORMAT_RGB16_UNORM=32852;Constants.TEXTUREFORMAT_RGBA16_UNORM=32859;Constants.TEXTUREFORMAT_R16_SNORM=36760;Constants.TEXTUREFORMAT_RG16_SNORM=36761;Constants.TEXTUREFORMAT_RGB16_SNORM=36762;Constants.TEXTUREFORMAT_RGBA16_SNORM=36763;Constants.TEXTUREFORMAT_RG=7;Constants.TEXTUREFORMAT_RED_INTEGER=8;Constants.TEXTUREFORMAT_R_INTEGER=8;Constants.TEXTUREFORMAT_RG_INTEGER=9;Constants.TEXTUREFORMAT_RGB_INTEGER=10;Constants.TEXTUREFORMAT_RGBA_INTEGER=11;Constants.TEXTUREFORMAT_BGRA=12;Constants.TEXTUREFORMAT_DEPTH24_STENCIL8=13;Constants.TEXTUREFORMAT_DEPTH32_FLOAT=14;Constants.TEXTUREFORMAT_DEPTH16=15;Constants.TEXTUREFORMAT_DEPTH24=16;Constants.TEXTUREFORMAT_DEPTH24UNORM_STENCIL8=17;Constants.TEXTUREFORMAT_DEPTH32FLOAT_STENCIL8=18;Constants.TEXTUREFORMAT_STENCIL8=19;Constants.TEXTUREFORMAT_UNDEFINED=4294967295;Constants.TEXTUREFORMAT_COMPRESSED_RGBA_BPTC_UNORM=36492;Constants.TEXTUREFORMAT_COMPRESSED_SRGB_ALPHA_BPTC_UNORM=36493;Constants.TEXTUREFORMAT_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT=36495;Constants.TEXTUREFORMAT_COMPRESSED_RGB_BPTC_SIGNED_FLOAT=36494;Constants.TEXTUREFORMAT_COMPRESSED_RGBA_S3TC_DXT5=33779;Constants.TEXTUREFORMAT_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT=35919;Constants.TEXTUREFORMAT_COMPRESSED_RGBA_S3TC_DXT3=33778;Constants.TEXTUREFORMAT_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT=35918;Constants.TEXTUREFORMAT_COMPRESSED_RGBA_S3TC_DXT1=33777;Constants.TEXTUREFORMAT_COMPRESSED_RGB_S3TC_DXT1=33776;Constants.TEXTUREFORMAT_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT=35917;Constants.TEXTUREFORMAT_COMPRESSED_SRGB_S3TC_DXT1_EXT=35916;Constants.TEXTUREFORMAT_COMPRESSED_RGBA_ASTC_4x4=37808;Constants.TEXTUREFORMAT_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR=37840;Constants.TEXTUREFORMAT_COMPRESSED_RGB_ETC1_WEBGL=36196;Constants.TEXTUREFORMAT_COMPRESSED_RGB8_ETC2=37492;Constants.TEXTUREFORMAT_COMPRESSED_SRGB8_ETC2=37493;Constants.TEXTUREFORMAT_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2=37494;Constants.TEXTUREFORMAT_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2=37495;Constants.TEXTUREFORMAT_COMPRESSED_RGBA8_ETC2_EAC=37496;Constants.TEXTUREFORMAT_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC=37497;Constants.TEXTURETYPE_UNSIGNED_BYTE=0;\n/** @deprecated use more explicit TEXTURETYPE_UNSIGNED_BYTE instead. Use TEXTURETYPE_UNSIGNED_INTEGER for 32bits values.*/Constants.TEXTURETYPE_UNSIGNED_INT=0;Constants.TEXTURETYPE_FLOAT=1;Constants.TEXTURETYPE_HALF_FLOAT=2;Constants.TEXTURETYPE_BYTE=3;Constants.TEXTURETYPE_SHORT=4;Constants.TEXTURETYPE_UNSIGNED_SHORT=5;Constants.TEXTURETYPE_INT=6;Constants.TEXTURETYPE_UNSIGNED_INTEGER=7;Constants.TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4=8;Constants.TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1=9;Constants.TEXTURETYPE_UNSIGNED_SHORT_5_6_5=10;Constants.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV=11;Constants.TEXTURETYPE_UNSIGNED_INT_24_8=12;Constants.TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV=13;Constants.TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV=14;Constants.TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV=15;Constants.TEXTURETYPE_UNDEFINED=16;Constants.TEXTURE_2D=3553;Constants.TEXTURE_2D_ARRAY=35866;Constants.TEXTURE_CUBE_MAP=34067;Constants.TEXTURE_CUBE_MAP_ARRAY=3735928559;Constants.TEXTURE_3D=32879;Constants.TEXTURE_NEAREST_SAMPLINGMODE=1;Constants.TEXTURE_NEAREST_NEAREST=1;Constants.TEXTURE_BILINEAR_SAMPLINGMODE=2;Constants.TEXTURE_LINEAR_LINEAR=2;Constants.TEXTURE_TRILINEAR_SAMPLINGMODE=3;Constants.TEXTURE_LINEAR_LINEAR_MIPLINEAR=3;Constants.TEXTURE_NEAREST_NEAREST_MIPNEAREST=4;Constants.TEXTURE_NEAREST_LINEAR_MIPNEAREST=5;Constants.TEXTURE_NEAREST_LINEAR_MIPLINEAR=6;Constants.TEXTURE_NEAREST_LINEAR=7;Constants.TEXTURE_NEAREST_NEAREST_MIPLINEAR=8;Constants.TEXTURE_LINEAR_NEAREST_MIPNEAREST=9;Constants.TEXTURE_LINEAR_NEAREST_MIPLINEAR=10;Constants.TEXTURE_LINEAR_LINEAR_MIPNEAREST=11;Constants.TEXTURE_LINEAR_NEAREST=12;Constants.TEXTURE_EXPLICIT_MODE=0;Constants.TEXTURE_SPHERICAL_MODE=1;Constants.TEXTURE_PLANAR_MODE=2;Constants.TEXTURE_CUBIC_MODE=3;Constants.TEXTURE_PROJECTION_MODE=4;Constants.TEXTURE_SKYBOX_MODE=5;Constants.TEXTURE_INVCUBIC_MODE=6;Constants.TEXTURE_EQUIRECTANGULAR_MODE=7;Constants.TEXTURE_FIXED_EQUIRECTANGULAR_MODE=8;Constants.TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE=9;Constants.TEXTURE_FILTERING_QUALITY_OFFLINE=4096;Constants.TEXTURE_FILTERING_QUALITY_HIGH=64;Constants.TEXTURE_FILTERING_QUALITY_MEDIUM=16;Constants.TEXTURE_FILTERING_QUALITY_LOW=8;Constants.SCALEMODE_FLOOR=1;Constants.SCALEMODE_NEAREST=2;Constants.SCALEMODE_CEILING=3;Constants.MATERIAL_TextureDirtyFlag=1;Constants.MATERIAL_LightDirtyFlag=2;Constants.MATERIAL_FresnelDirtyFlag=4;Constants.MATERIAL_AttributesDirtyFlag=8;Constants.MATERIAL_MiscDirtyFlag=16;Constants.MATERIAL_PrePassDirtyFlag=32;Constants.MATERIAL_ImageProcessingDirtyFlag=64;Constants.MATERIAL_AllDirtyFlag=127;Constants.MATERIAL_TriangleFillMode=0;Constants.MATERIAL_WireFrameFillMode=1;Constants.MATERIAL_PointFillMode=2;Constants.MATERIAL_PointListDrawMode=3;Constants.MATERIAL_LineListDrawMode=4;Constants.MATERIAL_LineLoopDrawMode=5;Constants.MATERIAL_LineStripDrawMode=6;Constants.MATERIAL_TriangleStripDrawMode=7;Constants.MATERIAL_TriangleFanDrawMode=8;Constants.MATERIAL_ClockWiseSideOrientation=0;Constants.MATERIAL_CounterClockWiseSideOrientation=1;Constants.ACTION_NothingTrigger=0;Constants.ACTION_OnPickTrigger=1;Constants.ACTION_OnLeftPickTrigger=2;Constants.ACTION_OnRightPickTrigger=3;Constants.ACTION_OnCenterPickTrigger=4;Constants.ACTION_OnPickDownTrigger=5;Constants.ACTION_OnDoublePickTrigger=6;Constants.ACTION_OnPickUpTrigger=7;Constants.ACTION_OnPickOutTrigger=16;Constants.ACTION_OnLongPressTrigger=8;Constants.ACTION_OnPointerOverTrigger=9;Constants.ACTION_OnPointerOutTrigger=10;Constants.ACTION_OnEveryFrameTrigger=11;Constants.ACTION_OnIntersectionEnterTrigger=12;Constants.ACTION_OnIntersectionExitTrigger=13;Constants.ACTION_OnKeyDownTrigger=14;Constants.ACTION_OnKeyUpTrigger=15;Constants.PARTICLES_BILLBOARDMODE_Y=2;Constants.PARTICLES_BILLBOARDMODE_ALL=7;Constants.PARTICLES_BILLBOARDMODE_STRETCHED=8;Constants.PARTICLES_BILLBOARDMODE_STRETCHED_LOCAL=9;Constants.MESHES_CULLINGSTRATEGY_STANDARD=0;Constants.MESHES_CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY=1;Constants.MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION=2;Constants.MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY=3;Constants.SCENELOADER_NO_LOGGING=0;Constants.SCENELOADER_MINIMAL_LOGGING=1;Constants.SCENELOADER_SUMMARY_LOGGING=2;Constants.SCENELOADER_DETAILED_LOGGING=3;Constants.PREPASS_IRRADIANCE_TEXTURE_TYPE=0;Constants.PREPASS_POSITION_TEXTURE_TYPE=1;Constants.PREPASS_VELOCITY_TEXTURE_TYPE=2;Constants.PREPASS_REFLECTIVITY_TEXTURE_TYPE=3;Constants.PREPASS_COLOR_TEXTURE_TYPE=4;Constants.PREPASS_DEPTH_TEXTURE_TYPE=5;Constants.PREPASS_NORMAL_TEXTURE_TYPE=6;Constants.PREPASS_ALBEDO_SQRT_TEXTURE_TYPE=7;Constants.PREPASS_WORLD_NORMAL_TEXTURE_TYPE=8;Constants.PREPASS_LOCAL_POSITION_TEXTURE_TYPE=9;Constants.PREPASS_SCREENSPACE_DEPTH_TEXTURE_TYPE=10;Constants.PREPASS_VELOCITY_LINEAR_TEXTURE_TYPE=11;Constants.PREPASS_ALBEDO_TEXTURE_TYPE=12;Constants.BUFFER_CREATIONFLAG_READ=1;Constants.BUFFER_CREATIONFLAG_WRITE=2;Constants.BUFFER_CREATIONFLAG_READWRITE=3;Constants.BUFFER_CREATIONFLAG_UNIFORM=4;Constants.BUFFER_CREATIONFLAG_VERTEX=8;Constants.BUFFER_CREATIONFLAG_INDEX=16;Constants.BUFFER_CREATIONFLAG_STORAGE=32;Constants.BUFFER_CREATIONFLAG_INDIRECT=64;Constants.RENDERPASS_MAIN=0;Constants.INPUT_ALT_KEY=18;Constants.INPUT_CTRL_KEY=17;Constants.INPUT_META_KEY1=91;Constants.INPUT_META_KEY2=92;Constants.INPUT_META_KEY3=93;Constants.INPUT_SHIFT_KEY=16;Constants.SNAPSHOTRENDERING_STANDARD=0;Constants.SNAPSHOTRENDERING_FAST=1;Constants.PERSPECTIVE_CAMERA=0;Constants.ORTHOGRAPHIC_CAMERA=1;Constants.FOVMODE_VERTICAL_FIXED=0;Constants.FOVMODE_HORIZONTAL_FIXED=1;Constants.RIG_MODE_NONE=0;Constants.RIG_MODE_STEREOSCOPIC_ANAGLYPH=10;Constants.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL=11;Constants.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED=12;Constants.RIG_MODE_STEREOSCOPIC_OVERUNDER=13;Constants.RIG_MODE_STEREOSCOPIC_INTERLACED=14;Constants.RIG_MODE_VR=20;Constants.RIG_MODE_CUSTOM=22;Constants.MAX_SUPPORTED_UV_SETS=6;Constants.GL_ALPHA_EQUATION_ADD=32774;Constants.GL_ALPHA_EQUATION_MIN=32775;Constants.GL_ALPHA_EQUATION_MAX=32776;Constants.GL_ALPHA_EQUATION_SUBTRACT=32778;Constants.GL_ALPHA_EQUATION_REVERSE_SUBTRACT=32779;Constants.GL_ALPHA_FUNCTION_SRC=768;Constants.GL_ALPHA_FUNCTION_ONE_MINUS_SRC_COLOR=769;Constants.GL_ALPHA_FUNCTION_SRC_ALPHA=770;Constants.GL_ALPHA_FUNCTION_ONE_MINUS_SRC_ALPHA=771;Constants.GL_ALPHA_FUNCTION_DST_ALPHA=772;Constants.GL_ALPHA_FUNCTION_ONE_MINUS_DST_ALPHA=773;Constants.GL_ALPHA_FUNCTION_DST_COLOR=774;Constants.GL_ALPHA_FUNCTION_ONE_MINUS_DST_COLOR=775;Constants.GL_ALPHA_FUNCTION_SRC_ALPHA_SATURATED=776;Constants.GL_ALPHA_FUNCTION_CONSTANT_COLOR=32769;Constants.GL_ALPHA_FUNCTION_ONE_MINUS_CONSTANT_COLOR=32770;Constants.GL_ALPHA_FUNCTION_CONSTANT_ALPHA=32771;Constants.GL_ALPHA_FUNCTION_ONE_MINUS_CONSTANT_ALPHA=32772;Constants.GL_ALPHA_FUNCTION_SRC1_COLOR=35065;Constants.GL_ALPHA_FUNCTION_ONE_MINUS_SRC1_COLOR=35066;Constants.GL_ALPHA_FUNCTION_SRC1_ALPHA=34185;Constants.GL_ALPHA_FUNCTION_ONE_MINUS_SRC1_ALPHA=35067;Constants.SnippetUrl=\"https://snippet.babylonjs.com\";Constants.FOGMODE_NONE=0;Constants.FOGMODE_EXP=1;Constants.FOGMODE_EXP2=2;Constants.FOGMODE_LINEAR=3;Constants.BYTE=5120;Constants.UNSIGNED_BYTE=5121;Constants.SHORT=5122;Constants.UNSIGNED_SHORT=5123;Constants.INT=5124;Constants.UNSIGNED_INT=5125;Constants.FLOAT=5126;Constants.PositionKind=\"position\";Constants.NormalKind=\"normal\";Constants.TangentKind=\"tangent\";Constants.UVKind=\"uv\";Constants.UV2Kind=\"uv2\";Constants.UV3Kind=\"uv3\";Constants.UV4Kind=\"uv4\";Constants.UV5Kind=\"uv5\";Constants.UV6Kind=\"uv6\";Constants.ColorKind=\"color\";Constants.ColorInstanceKind=\"instanceColor\";Constants.MatricesIndicesKind=\"matricesIndices\";Constants.MatricesWeightsKind=\"matricesWeights\";Constants.MatricesIndicesExtraKind=\"matricesIndicesExtra\";Constants.MatricesWeightsExtraKind=\"matricesWeightsExtra\";Constants.ANIMATIONTYPE_FLOAT=0;Constants.ANIMATIONTYPE_VECTOR3=1;Constants.ANIMATIONTYPE_QUATERNION=2;Constants.ANIMATIONTYPE_MATRIX=3;Constants.ANIMATIONTYPE_COLOR3=4;Constants.ANIMATIONTYPE_COLOR4=7;Constants.ANIMATIONTYPE_VECTOR2=5;Constants.ANIMATIONTYPE_SIZE=6;Constants.ShadowMinZ=0;Constants.ShadowMaxZ=1e4;export{Constants};\n//# sourceMappingURL=constants.js.map\n","import{__decorate as t}from\"../tslib.es6.js\";import{serializeAsVector3 as i,serialize as o}from\"../Misc/decorators.js\";import{Matrix as r,Vector3 as s,TmpVectors as e}from\"../Maths/math.vector.js\";import{Light as n}from\"./light.js\";import{Axis as a}from\"../Maths/math.axis.js\";import\"../_/SxHYZ7_O.js\";import\"../Maths/math.constants.js\";import\"../Misc/arrayTools.js\";import\"../Misc/typeStore.js\";import\"../_/BjBO3Vqv.js\";import\"../Engines/engineStore.js\";import\"../Misc/observable.js\";import\"../_/BXd1Jdj1.js\";import\"../Maths/math.color.js\";import\"../node.js\";import\"../_/CY5CD3a_.js\";import\"../Misc/decorators.serialization.js\";import\"../_/CoucjtsB.js\";import\"../_/DMkv-Omk.js\";import\"../Misc/logger.js\";import\"../Misc/tools.js\";import\"../Misc/domManagement.js\";import\"../_/BrNwFyDm.js\";import\"../Misc/precisionDate.js\";import\"../Misc/webRequest.js\";import\"../_/Qih3l7lC.js\";import\"../Misc/error.js\";import\"../Misc/stringTools.js\";import\"../_/CX9Zyq1P.js\";import\"../Engines/shaderStore.js\";import\"../Misc/timingTools.js\";import\"../_/Cn202uVB.js\";import\"../_/BbEdeXLR.js\";import\"../Materials/Textures/Loaders/textureLoaderManager.js\";import\"../_/DKmLrVdL.js\";import\"../Misc/guid.js\";import\"../_/DI68bezJ.js\";import\"../_/CiiK0JQ3.js\";class ShadowLight extends n{constructor(){super(...arguments);this._needProjectionMatrixCompute=true;this._viewMatrix=r.Identity();this._projectionMatrix=r.Identity()}_setPosition(t){this._position=t}get position(){return this._position}set position(t){this._setPosition(t)}_setDirection(t){this._direction=t}get direction(){return this._direction}set direction(t){this._setDirection(t)}get shadowMinZ(){return this._shadowMinZ}set shadowMinZ(t){this._shadowMinZ=t;this.forceProjectionMatrixCompute()}get shadowMaxZ(){return this._shadowMaxZ}set shadowMaxZ(t){this._shadowMaxZ=t;this.forceProjectionMatrixCompute()}\n/**\n     * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light\n     * @returns true if the information has been computed, false if it does not need to (no parenting)\n     */computeTransformedInformation(){if(this.parent&&this.parent.getWorldMatrix){this.transformedPosition||(this.transformedPosition=s.Zero());s.TransformCoordinatesToRef(this.position,this.parent.getWorldMatrix(),this.transformedPosition);if(this.direction){this.transformedDirection||(this.transformedDirection=s.Zero());s.TransformNormalToRef(this.direction,this.parent.getWorldMatrix(),this.transformedDirection)}return true}return false}\n/**\n     * Return the depth scale used for the shadow map.\n     * @returns the depth scale.\n     */getDepthScale(){return 50}\n/**\n     * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.\n     * @param faceIndex The index of the face we are computed the direction to generate shadow\n     * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true\n     */\ngetShadowDirection(t){return this.transformedDirection?this.transformedDirection:this.direction}\n/**\n     * If computeTransformedInformation has been called, returns the ShadowLight absolute position in the world. Otherwise, returns the local position.\n     * @returns the position vector in world space\n     */getAbsolutePosition(){return this.transformedPosition?this.transformedPosition:this.position}\n/**\n     * Sets the ShadowLight direction toward the passed target.\n     * @param target The point to target in local space\n     * @returns the updated ShadowLight direction\n     */setDirectionToTarget(t){this.direction=s.Normalize(t.subtract(this.position));return this.direction}\n/**\n     * Returns the light rotation in euler definition.\n     * @returns the x y z rotation in local space.\n     */getRotation(){this.direction.normalize();const t=s.Cross(this.direction,a.Y);const i=s.Cross(t,this.direction);return s.RotationFromAxis(t,i,this.direction)}\n/**\n     * Returns whether or not the shadow generation require a cube texture or a 2d texture.\n     * @returns true if a cube texture needs to be use\n     */needCube(){return false}\n/**\n     * Detects if the projection matrix requires to be recomputed this frame.\n     * @returns true if it requires to be recomputed otherwise, false.\n     */needProjectionMatrixCompute(){return this._needProjectionMatrixCompute}forceProjectionMatrixCompute(){this._needProjectionMatrixCompute=true}_initCache(){super._initCache();this._cache.position=s.Zero()}_isSynchronized(){return!!this._cache.position.equals(this.position)}\n/**\n     * Computes the world matrix of the node\n     * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch\n     * @returns the world matrix\n     */computeWorldMatrix(t){if(!t&&this.isSynchronized()){this._currentRenderId=this.getScene().getRenderId();return this._worldMatrix}this._updateCache();this._cache.position.copyFrom(this.position);this._worldMatrix||(this._worldMatrix=r.Identity());r.TranslationToRef(this.position.x,this.position.y,this.position.z,this._worldMatrix);if(this.parent&&this.parent.getWorldMatrix){this._worldMatrix.multiplyToRef(this.parent.getWorldMatrix(),this._worldMatrix);this._markSyncedWithParent()}this._worldMatrixDeterminantIsDirty=true;return this._worldMatrix}\n/**\n     * Gets the minZ used for shadow according to both the scene and the light.\n     * @param activeCamera The camera we are returning the min for\n     * @returns the depth min z\n     */getDepthMinZ(t){return this.shadowMinZ!==void 0?this.shadowMinZ:t?.minZ||0}\n/**\n     * Gets the maxZ used for shadow according to both the scene and the light.\n     * @param activeCamera The camera we are returning the max for\n     * @returns the depth max z\n     */getDepthMaxZ(t){return this.shadowMaxZ!==void 0?this.shadowMaxZ:t?.maxZ||1e4}\n/**\n     * Sets the shadow projection matrix in parameter to the generated projection matrix.\n     * @param matrix The matrix to updated with the projection information\n     * @param viewMatrix The transform matrix of the light\n     * @param renderList The list of mesh to render in the map\n     * @returns The current light\n     */setShadowProjectionMatrix(t,i,o){this.customProjectionMatrixBuilder?this.customProjectionMatrixBuilder(i,o,t):this._setDefaultShadowProjectionMatrix(t,i,o);return this}_syncParentEnabledState(){super._syncParentEnabledState();if(!this.parent||!this.parent.getWorldMatrix){this.transformedPosition=null;this.transformedDirection=null}}\n/**\n     * Returns the view matrix.\n     * @param faceIndex The index of the face for which we want to extract the view matrix. Only used for point light types.\n     * @returns The view matrix. Can be null, if a view matrix cannot be defined for the type of light considered (as for a hemispherical light, for example).\n     */getViewMatrix(t){const i=e.Vector3[0];let o=this.position;this.computeTransformedInformation()&&(o=this.transformedPosition);s.NormalizeToRef(this.getShadowDirection(t),i);Math.abs(s.Dot(i,s.Up()))===1&&(i.z=1e-13);const n=e.Vector3[1];o.addToRef(i,n);r.LookAtLHToRef(o,n,s.Up(),this._viewMatrix);return this._viewMatrix}\n/**\n     * Returns the projection matrix.\n     * Note that viewMatrix and renderList are optional and are only used by lights that calculate the projection matrix from a list of meshes (e.g. directional lights with automatic extents calculation).\n     * @param viewMatrix The view transform matrix of the light (optional).\n     * @param renderList The list of meshes to take into account when calculating the projection matrix (optional).\n     * @returns The projection matrix. Can be null, if a projection matrix cannot be defined for the type of light considered (as for a hemispherical light, for example).\n     */getProjectionMatrix(t,i){this.setShadowProjectionMatrix(this._projectionMatrix,t??this._viewMatrix,i??[]);return this._projectionMatrix}}t([i()],ShadowLight.prototype,\"position\",null);t([i()],ShadowLight.prototype,\"direction\",null);t([o()],ShadowLight.prototype,\"shadowMinZ\",null);t([o()],ShadowLight.prototype,\"shadowMaxZ\",null);export{ShadowLight};\n//# sourceMappingURL=shadowLight.js.map\n","import{__decorate as t}from\"../tslib.es6.js\";import{serialize as e,serializeAsTexture as i}from\"../Misc/decorators.js\";import{Vector3 as r,Matrix as o}from\"../Maths/math.vector.js\";import{Node as s}from\"../node.js\";import{Light as n}from\"./light.js\";import{ShadowLight as h}from\"./shadowLight.js\";import{T as a}from\"../_/CQIKoMTj.js\";import{RegisterClass as u}from\"../Misc/typeStore.js\";import\"../_/SxHYZ7_O.js\";import\"../Maths/math.constants.js\";import\"../Misc/arrayTools.js\";import\"../_/BjBO3Vqv.js\";import\"../Engines/engineStore.js\";import\"../Misc/observable.js\";import\"../_/BXd1Jdj1.js\";import\"../_/CY5CD3a_.js\";import\"../Misc/decorators.serialization.js\";import\"../_/CoucjtsB.js\";import\"../Maths/math.color.js\";import\"../_/DMkv-Omk.js\";import\"../Misc/logger.js\";import\"../Misc/tools.js\";import\"../Misc/domManagement.js\";import\"../_/BrNwFyDm.js\";import\"../Misc/precisionDate.js\";import\"../Misc/webRequest.js\";import\"../_/Qih3l7lC.js\";import\"../Misc/error.js\";import\"../Misc/stringTools.js\";import\"../_/CX9Zyq1P.js\";import\"../Engines/shaderStore.js\";import\"../Misc/timingTools.js\";import\"../_/Cn202uVB.js\";import\"../_/BbEdeXLR.js\";import\"../Materials/Textures/Loaders/textureLoaderManager.js\";import\"../_/DKmLrVdL.js\";import\"../Misc/guid.js\";import\"../_/DI68bezJ.js\";import\"../_/CiiK0JQ3.js\";import\"../Maths/math.axis.js\";import\"../Materials/Textures/baseTexture.js\";import\"../Materials/Textures/thinTexture.js\";import\"../Maths/math.size.js\";import\"../Maths/math.plane.js\";import\"../Compat/compatibilityOptions.js\";s.AddNodeConstructor(\"Light_Type_2\",((t,e)=>()=>new SpotLight(t,r.Zero(),r.Zero(),0,0,e)));class SpotLight extends h{get iesProfileTexture(){return this._iesProfileTexture}set iesProfileTexture(t){if(this._iesProfileTexture!==t){this._iesProfileTexture=t;this._iesProfileTexture&&SpotLight._IsTexture(this._iesProfileTexture)&&this._iesProfileTexture.onLoadObservable.addOnce((()=>{this._markMeshesAsLightDirty()}))}}get angle(){return this._angle}set angle(t){this._angle=t;this._cosHalfAngle=Math.cos(t*.5);this._projectionTextureProjectionLightDirty=true;this.forceProjectionMatrixCompute();this._computeAngleValues()}get innerAngle(){return this._innerAngle}set innerAngle(t){this._innerAngle=t;this._computeAngleValues()}get shadowAngleScale(){return this._shadowAngleScale}set shadowAngleScale(t){this._shadowAngleScale=t;this.forceProjectionMatrixCompute()}get projectionTextureMatrix(){return this._projectionTextureMatrix}get projectionTextureLightNear(){return this._projectionTextureLightNear}set projectionTextureLightNear(t){this._projectionTextureLightNear=t;this._projectionTextureProjectionLightDirty=true}get projectionTextureLightFar(){return this._projectionTextureLightFar}set projectionTextureLightFar(t){this._projectionTextureLightFar=t;this._projectionTextureProjectionLightDirty=true}get projectionTextureUpDirection(){return this._projectionTextureUpDirection}set projectionTextureUpDirection(t){this._projectionTextureUpDirection=t;this._projectionTextureProjectionLightDirty=true}get projectionTexture(){return this._projectionTexture}set projectionTexture(t){if(this._projectionTexture!==t){this._projectionTexture=t;this._projectionTextureDirty=true;this._projectionTexture&&!this._projectionTexture.isReady()&&(SpotLight._IsProceduralTexture(this._projectionTexture)?this._projectionTexture.getEffect().executeWhenCompiled((()=>{this._markMeshesAsLightDirty()})):SpotLight._IsTexture(this._projectionTexture)&&this._projectionTexture.onLoadObservable.addOnce((()=>{this._markMeshesAsLightDirty()})))}}static _IsProceduralTexture(t){return t.onGeneratedObservable!==void 0}static _IsTexture(t){return t.onLoadObservable!==void 0}get projectionTextureProjectionLightMatrix(){return this._projectionTextureProjectionLightMatrix}set projectionTextureProjectionLightMatrix(t){this._projectionTextureProjectionLightMatrix=t;this._projectionTextureProjectionLightDirty=false;this._projectionTextureDirty=true}\n/**\n     * Creates a SpotLight object in the scene. A spot light is a simply light oriented cone.\n     * It can cast shadows.\n     * Documentation : https://doc.babylonjs.com/features/featuresDeepDive/lights/lights_introduction\n     * @param name The light friendly name\n     * @param position The position of the spot light in the scene\n     * @param direction The direction of the light in the scene\n     * @param angle The cone angle of the light in Radians\n     * @param exponent The light decay speed with the distance from the emission spot\n     * @param scene The scene the lights belongs to\n     */constructor(t,e,i,s,n,h){super(t,h);this._innerAngle=0;this._iesProfileTexture=null;this._projectionTextureMatrix=o.Zero();this._projectionTextureLightNear=1e-6;this._projectionTextureLightFar=1e3;this._projectionTextureUpDirection=r.Up();this._projectionTextureViewLightDirty=true;this._projectionTextureProjectionLightDirty=true;this._projectionTextureDirty=true;this._projectionTextureViewTargetVector=r.Zero();this._projectionTextureViewLightMatrix=o.Zero();this._projectionTextureProjectionLightMatrix=o.Zero();this._projectionTextureScalingMatrix=o.FromValues(.5,0,0,0,0,.5,0,0,0,0,.5,0,.5,.5,.5,1);this.position=e;this.direction=i;this.angle=s;this.exponent=n}\n/**\n     * Returns the string \"SpotLight\".\n     * @returns the class name\n     */getClassName(){return\"SpotLight\"}\n/**\n     * Returns the integer 2.\n     * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x\n     */getTypeID(){return n.LIGHTTYPEID_SPOTLIGHT}\n/**\n     * Overrides the direction setter to recompute the projection texture view light Matrix.\n     * @param value\n     */_setDirection(t){super._setDirection(t);this._projectionTextureViewLightDirty=true}\n/**\n     * Overrides the position setter to recompute the projection texture view light Matrix.\n     * @param value\n     */_setPosition(t){super._setPosition(t);this._projectionTextureViewLightDirty=true}\n/**\n     * Sets the passed matrix \"matrix\" as perspective projection matrix for the shadows and the passed view matrix with the fov equal to the SpotLight angle and and aspect ratio of 1.0.\n     * Returns the SpotLight.\n     * @param matrix\n     * @param viewMatrix\n     * @param renderList\n     */\n_setDefaultShadowProjectionMatrix(t,e,i){const r=this.getScene().activeCamera;if(!r)return;this._shadowAngleScale=this._shadowAngleScale||1;const s=this._shadowAngleScale*this._angle;const n=this.shadowMinZ!==void 0?this.shadowMinZ:r.minZ;const h=this.shadowMaxZ!==void 0?this.shadowMaxZ:r.maxZ;const a=this.getScene().getEngine().useReverseDepthBuffer;o.PerspectiveFovLHToRef(s,1,a?h:n,a?n:h,t,true,this._scene.getEngine().isNDCHalfZRange,void 0,a)}_computeProjectionTextureViewLightMatrix(){this._projectionTextureViewLightDirty=false;this._projectionTextureDirty=true;this.getAbsolutePosition().addToRef(this.getShadowDirection(),this._projectionTextureViewTargetVector);o.LookAtLHToRef(this.getAbsolutePosition(),this._projectionTextureViewTargetVector,this._projectionTextureUpDirection,this._projectionTextureViewLightMatrix)}_computeProjectionTextureProjectionLightMatrix(){this._projectionTextureProjectionLightDirty=false;this._projectionTextureDirty=true;const t=this.projectionTextureLightFar;const e=this.projectionTextureLightNear;const i=t/(t-e);const r=-i*e;const s=1/Math.tan(this._angle/2);const n=1;o.FromValuesToRef(s/n,0,0,0,0,s,0,0,0,0,i,1,0,0,r,0,this._projectionTextureProjectionLightMatrix)}_computeProjectionTextureMatrix(){this._projectionTextureDirty=false;this._projectionTextureViewLightMatrix.multiplyToRef(this._projectionTextureProjectionLightMatrix,this._projectionTextureMatrix);if(this._projectionTexture instanceof a){const t=this._projectionTexture.uScale/2;const e=this._projectionTexture.vScale/2;o.FromValuesToRef(t,0,0,0,0,e,0,0,0,0,.5,0,.5,.5,.5,1,this._projectionTextureScalingMatrix)}this._projectionTextureMatrix.multiplyToRef(this._projectionTextureScalingMatrix,this._projectionTextureMatrix)}_buildUniformLayout(){this._uniformBuffer.addUniform(\"vLightData\",4);this._uniformBuffer.addUniform(\"vLightDiffuse\",4);this._uniformBuffer.addUniform(\"vLightSpecular\",4);this._uniformBuffer.addUniform(\"vLightDirection\",3);this._uniformBuffer.addUniform(\"vLightFalloff\",4);this._uniformBuffer.addUniform(\"shadowsInfo\",3);this._uniformBuffer.addUniform(\"depthValues\",2);this._uniformBuffer.create()}_computeAngleValues(){this._lightAngleScale=1/Math.max(.001,Math.cos(this._innerAngle*.5)-this._cosHalfAngle);this._lightAngleOffset=-this._cosHalfAngle*this._lightAngleScale}\n/**\n     * Sets the passed Effect \"effect\" with the Light textures.\n     * @param effect The effect to update\n     * @param lightIndex The index of the light in the effect to update\n     * @returns The light\n     */transferTexturesToEffect(t,e){if(this.projectionTexture&&this.projectionTexture.isReady()){this._projectionTextureViewLightDirty&&this._computeProjectionTextureViewLightMatrix();this._projectionTextureProjectionLightDirty&&this._computeProjectionTextureProjectionLightMatrix();this._projectionTextureDirty&&this._computeProjectionTextureMatrix();t.setMatrix(\"textureProjectionMatrix\"+e,this._projectionTextureMatrix);t.setTexture(\"projectionLightTexture\"+e,this.projectionTexture)}this._iesProfileTexture&&this._iesProfileTexture.isReady()&&t.setTexture(\"iesLightTexture\"+e,this._iesProfileTexture);return this}\n/**\n     * Sets the passed Effect object with the SpotLight transformed position (or position if not parented) and normalized direction.\n     * @param effect The effect to update\n     * @param lightIndex The index of the light in the effect to update\n     * @returns The spot light\n     */transferToEffect(t,e){let i;if(this.computeTransformedInformation()){this._uniformBuffer.updateFloat4(\"vLightData\",this.transformedPosition.x,this.transformedPosition.y,this.transformedPosition.z,this.exponent,e);i=r.Normalize(this.transformedDirection)}else{this._uniformBuffer.updateFloat4(\"vLightData\",this.position.x,this.position.y,this.position.z,this.exponent,e);i=r.Normalize(this.direction)}this._uniformBuffer.updateFloat4(\"vLightDirection\",i.x,i.y,i.z,this._cosHalfAngle,e);this._uniformBuffer.updateFloat4(\"vLightFalloff\",this.range,this._inverseSquaredRange,this._lightAngleScale,this._lightAngleOffset,e);return this}transferToNodeMaterialEffect(t,e){let i;i=this.computeTransformedInformation()?r.Normalize(this.transformedDirection):r.Normalize(this.direction);this.getScene().useRightHandedSystem?t.setFloat3(e,-i.x,-i.y,-i.z):t.setFloat3(e,i.x,i.y,i.z);return this}dispose(){super.dispose();this._projectionTexture&&this._projectionTexture.dispose();if(this._iesProfileTexture){this._iesProfileTexture.dispose();this._iesProfileTexture=null}}\n/**\n     * Gets the minZ used for shadow according to both the scene and the light.\n     * @param activeCamera The camera we are returning the min for\n     * @returns the depth min z\n     */getDepthMinZ(t){const e=this._scene.getEngine();const i=this.shadowMinZ!==void 0?this.shadowMinZ:t?.minZ??0;return e.useReverseDepthBuffer&&e.isNDCHalfZRange?i:this._scene.getEngine().isNDCHalfZRange?0:i}\n/**\n     * Gets the maxZ used for shadow according to both the scene and the light.\n     * @param activeCamera The camera we are returning the max for\n     * @returns the depth max z\n     */getDepthMaxZ(t){const e=this._scene.getEngine();const i=this.shadowMaxZ!==void 0?this.shadowMaxZ:t?.maxZ??1e4;return e.useReverseDepthBuffer&&e.isNDCHalfZRange?0:i}\n/**\n     * Prepares the list of defines specific to the light type.\n     * @param defines the list of defines\n     * @param lightIndex defines the index of the light for the effect\n     */prepareLightSpecificDefines(t,e){t[\"SPOTLIGHT\"+e]=true;t[\"PROJECTEDLIGHTTEXTURE\"+e]=!(!this.projectionTexture||!this.projectionTexture.isReady());t[\"IESLIGHTTEXTURE\"+e]=!(!this._iesProfileTexture||!this._iesProfileTexture.isReady())}}t([e()],SpotLight.prototype,\"angle\",null);t([e()],SpotLight.prototype,\"innerAngle\",null);t([e()],SpotLight.prototype,\"shadowAngleScale\",null);t([e()],SpotLight.prototype,\"exponent\",void 0);t([e()],SpotLight.prototype,\"projectionTextureLightNear\",null);t([e()],SpotLight.prototype,\"projectionTextureLightFar\",null);t([e()],SpotLight.prototype,\"projectionTextureUpDirection\",null);t([i(\"projectedLightTexture\")],SpotLight.prototype,\"_projectionTexture\",void 0);u(\"BABYLON.SpotLight\",SpotLight);export{SpotLight};\n//# sourceMappingURL=spotLight.js.map\n","import{Matrix as e,Vector2 as t,Quaternion as r}from\"@babylonjs/core/Maths/math.vector.js\";import{Constants as a}from\"@babylonjs/core/Engines/constants.js\";import{Color4 as n}from\"@babylonjs/core/Maths/math.color.js\";import{SpotLight as o}from\"@babylonjs/core/Lights/spotLight.js\";const i=[{regex:new RegExp(\"^/nodes/\\\\d+/extensions/\")}];class GLTFPathToObjectConverter{constructor(e,t){this._gltf=e;this._infoTree=t}\n/**\n     * The pointer string is represented by a [JSON pointer](https://datatracker.ietf.org/doc/html/rfc6901).\n     * See also https://github.com/KhronosGroup/glTF/blob/main/specification/2.0/ObjectModel.adoc#core-pointers\n     * <animationPointer> := /<rootNode>/<assetIndex>/<propertyPath>\n     * <rootNode> := \"nodes\" | \"materials\" | \"meshes\" | \"cameras\" | \"extensions\"\n     * <assetIndex> := <digit> | <name>\n     * <propertyPath> := <extensionPath> | <standardPath>\n     * <extensionPath> := \"extensions\"/<name>/<standardPath>\n     * <standardPath> := <name> | <name>/<standardPath>\n     * <name> := W+\n     * <digit> := D+\n     *\n     * Examples:\n     *  - \"/nodes/0/rotation\"\n     * - \"/nodes.length\"\n     *  - \"/materials/2/emissiveFactor\"\n     *  - \"/materials/2/pbrMetallicRoughness/baseColorFactor\"\n     *  - \"/materials/2/extensions/KHR_materials_emissive_strength/emissiveStrength\"\n     *\n     * @param path The path to convert\n     * @returns The object and info associated with the path\n     */convert(e){let t=this._gltf;let r=this._infoTree;let a;if(!e.startsWith(\"/\"))throw new Error(\"Path must start with a /\");const n=e.split(\"/\");n.shift();if(n[n.length-1].includes(\".length\")){const e=n[n.length-1];const t=e.split(\".\");n.pop();n.push(...t)}let o=false;for(const s of n){const n=s===\"length\";if(n&&!r.__array__)throw new Error(`Path ${e} is invalid`);r.__ignoreObjectTree__&&(o=true);if(r.__array__&&!n)r=r.__array__;else{r=r[s];if(!r)throw new Error(`Path ${e} is invalid`)}if(!o)if(t===void 0){const t=i.find((t=>t.regex.test(e)));if(!t)throw new Error(`Path ${e} is invalid`)}else n||(t=t?.[s]);(r.__target__||n)&&(a=t)}return{object:a,info:r}}}\n/* eslint-disable @typescript-eslint/naming-convention */const s={length:{type:\"number\",get:e=>e.length,getTarget:e=>e.map((e=>e._babylonTransformNode)),getPropertyName:[()=>\"length\"]},__array__:{__target__:true,translation:{type:\"Vector3\",get:e=>e._babylonTransformNode?.position,set:(e,t)=>t._babylonTransformNode?.position.copyFrom(e),getTarget:e=>e._babylonTransformNode,getPropertyName:[()=>\"position\"]},rotation:{type:\"Quaternion\",get:e=>e._babylonTransformNode?.rotationQuaternion,set:(e,t)=>t._babylonTransformNode?.rotationQuaternion?.copyFrom(e),getTarget:e=>e._babylonTransformNode,getPropertyName:[()=>\"rotationQuaternion\"]},scale:{type:\"Vector3\",get:e=>e._babylonTransformNode?.scaling,set:(e,t)=>t._babylonTransformNode?.scaling.copyFrom(e),getTarget:e=>e._babylonTransformNode,getPropertyName:[()=>\"scaling\"]},weights:{length:{type:\"number\",get:e=>e._numMorphTargets,getTarget:e=>e._babylonTransformNode,getPropertyName:[()=>\"influence\"]},__array__:{__target__:true,type:\"number\",get:(e,t)=>t!==void 0?e._primitiveBabylonMeshes?.[0].morphTargetManager?.getTarget(t).influence:void 0,getTarget:e=>e._babylonTransformNode,getPropertyName:[()=>\"influence\"]},type:\"number[]\",get:(e,t)=>[0],getTarget:e=>e._babylonTransformNode,getPropertyName:[()=>\"influence\"]},matrix:{type:\"Matrix\",get:t=>e.Compose(t._babylonTransformNode?.scaling,t._babylonTransformNode?.rotationQuaternion,t._babylonTransformNode?.position),getTarget:e=>e._babylonTransformNode,isReadOnly:true},globalMatrix:{type:\"Matrix\",get:t=>{const r=e.Identity();let a=t.parent;while(a&&a.parent)a=a.parent;const n=t._babylonTransformNode?.position._isDirty||t._babylonTransformNode?.rotationQuaternion?._isDirty||t._babylonTransformNode?.scaling._isDirty;if(a){const e=a._babylonTransformNode?.computeWorldMatrix(true).invert();e&&t._babylonTransformNode?.computeWorldMatrix(n)?.multiplyToRef(e,r)}else t._babylonTransformNode&&r.copyFrom(t._babylonTransformNode.computeWorldMatrix(n));return r},getTarget:e=>e._babylonTransformNode,isReadOnly:true},extensions:{EXT_lights_ies:{multiplier:{type:\"number\",get:e=>e._babylonTransformNode?.getChildren((e=>e instanceof o),true)[0]?.intensity,getTarget:e=>e._babylonTransformNode?.getChildren((e=>e instanceof o),true)[0],set:(e,t)=>{if(t._babylonTransformNode){const r=t._babylonTransformNode.getChildren((e=>e instanceof o),true)[0];r&&(r.intensity=e)}}},color:{type:\"Color3\",get:e=>e._babylonTransformNode?.getChildren((e=>e instanceof o),true)[0]?.diffuse,getTarget:e=>e._babylonTransformNode?.getChildren((e=>e instanceof o),true)[0],set:(e,t)=>{if(t._babylonTransformNode){const r=t._babylonTransformNode.getChildren((e=>e instanceof o),true)[0];r&&(r.diffuse=e)}}}}}}};const l={length:{type:\"number\",get:e=>e.length,getTarget:e=>e.map((e=>e._babylonAnimationGroup)),getPropertyName:[()=>\"length\"]},__array__:{}};const _={length:{type:\"number\",get:e=>e.length,getTarget:e=>e.map((e=>e.primitives[0]._instanceData?.babylonSourceMesh)),getPropertyName:[()=>\"length\"]},__array__:{}};const g={__array__:{__target__:true,orthographic:{xmag:{componentsCount:2,type:\"Vector2\",get:e=>new t(e._babylonCamera?.orthoLeft??0,e._babylonCamera?.orthoRight??0),set:(e,t)=>{if(t._babylonCamera){t._babylonCamera.orthoLeft=e.x;t._babylonCamera.orthoRight=e.y}},getTarget:e=>e,getPropertyName:[()=>\"orthoLeft\",()=>\"orthoRight\"]},ymag:{componentsCount:2,type:\"Vector2\",get:e=>new t(e._babylonCamera?.orthoBottom??0,e._babylonCamera?.orthoTop??0),set:(e,t)=>{if(t._babylonCamera){t._babylonCamera.orthoBottom=e.x;t._babylonCamera.orthoTop=e.y}},getTarget:e=>e,getPropertyName:[()=>\"orthoBottom\",()=>\"orthoTop\"]},zfar:{type:\"number\",get:e=>e._babylonCamera?.maxZ,set:(e,t)=>{t._babylonCamera&&(t._babylonCamera.maxZ=e)},getTarget:e=>e,getPropertyName:[()=>\"maxZ\"]},znear:{type:\"number\",get:e=>e._babylonCamera?.minZ,set:(e,t)=>{t._babylonCamera&&(t._babylonCamera.minZ=e)},getTarget:e=>e,getPropertyName:[()=>\"minZ\"]}},perspective:{aspectRatio:{type:\"number\",get:e=>e._babylonCamera?.getEngine().getAspectRatio(e._babylonCamera),getTarget:e=>e,getPropertyName:[()=>\"aspectRatio\"],isReadOnly:true},yfov:{type:\"number\",get:e=>e._babylonCamera?.fov,set:(e,t)=>{t._babylonCamera&&(t._babylonCamera.fov=e)},getTarget:e=>e,getPropertyName:[()=>\"fov\"]},zfar:{type:\"number\",get:e=>e._babylonCamera?.maxZ,set:(e,t)=>{t._babylonCamera&&(t._babylonCamera.maxZ=e)},getTarget:e=>e,getPropertyName:[()=>\"maxZ\"]},znear:{type:\"number\",get:e=>e._babylonCamera?.minZ,set:(e,t)=>{t._babylonCamera&&(t._babylonCamera.minZ=e)},getTarget:e=>e,getPropertyName:[()=>\"minZ\"]}}}};const u={__array__:{__target__:true,emissiveFactor:{type:\"Color3\",get:(e,t,r)=>_GetMaterial(e,t,r).emissiveColor,set:(e,t,r,a)=>_GetMaterial(t,r,a).emissiveColor.copyFrom(e),getTarget:(e,t,r)=>_GetMaterial(e,t,r),getPropertyName:[()=>\"emissiveColor\"]},emissiveTexture:{extensions:{KHR_texture_transform:_GenerateTextureMap(\"emissiveTexture\")}},normalTexture:{scale:{type:\"number\",get:(e,t,r)=>_GetTexture(e,r,\"bumpTexture\")?.level,set:(e,t,r,a)=>{const n=_GetTexture(t,a,\"bumpTexture\");n&&(n.level=e)},getTarget:(e,t,r)=>_GetMaterial(e,t,r),getPropertyName:[()=>\"level\"]},extensions:{KHR_texture_transform:_GenerateTextureMap(\"bumpTexture\")}},occlusionTexture:{strength:{type:\"number\",get:(e,t,r)=>_GetMaterial(e,t,r).ambientTextureStrength,set:(e,t,r,a)=>{const n=_GetMaterial(t,r,a);n&&(n.ambientTextureStrength=e)},getTarget:(e,t,r)=>_GetMaterial(e,t,r),getPropertyName:[()=>\"ambientTextureStrength\"]},extensions:{KHR_texture_transform:_GenerateTextureMap(\"ambientTexture\")}},pbrMetallicRoughness:{baseColorFactor:{type:\"Color4\",get:(e,t,r)=>{const a=_GetMaterial(e,t,r);return n.FromColor3(a.albedoColor,a.alpha)},set:(e,t,r,a)=>{const n=_GetMaterial(t,r,a);n.albedoColor.set(e.r,e.g,e.b);n.alpha=e.a},getTarget:(e,t,r)=>_GetMaterial(e,t,r),getPropertyName:[()=>\"albedoColor\",()=>\"alpha\"]},baseColorTexture:{extensions:{KHR_texture_transform:_GenerateTextureMap(\"albedoTexture\")}},metallicFactor:{type:\"number\",get:(e,t,r)=>_GetMaterial(e,t,r).metallic,set:(e,t,r,a)=>{const n=_GetMaterial(t,r,a);n&&(n.metallic=e)},getTarget:(e,t,r)=>_GetMaterial(e,t,r),getPropertyName:[()=>\"metallic\"]},roughnessFactor:{type:\"number\",get:(e,t,r)=>_GetMaterial(e,t,r).roughness,set:(e,t,r,a)=>{const n=_GetMaterial(t,r,a);n&&(n.roughness=e)},getTarget:(e,t,r)=>_GetMaterial(e,t,r),getPropertyName:[()=>\"roughness\"]},metallicRoughnessTexture:{extensions:{KHR_texture_transform:_GenerateTextureMap(\"metallicTexture\")}}},extensions:{KHR_materials_anisotropy:{anisotropyStrength:{type:\"number\",get:(e,t,r)=>_GetMaterial(e,t,r).anisotropy.intensity,set:(e,t,r,a)=>{_GetMaterial(t,r,a).anisotropy.intensity=e},getTarget:(e,t,r)=>_GetMaterial(e,t,r),getPropertyName:[()=>\"anisotropy.intensity\"]},anisotropyRotation:{type:\"number\",get:(e,t,r)=>_GetMaterial(e,t,r).anisotropy.angle,set:(e,t,r,a)=>{_GetMaterial(t,r,a).anisotropy.angle=e},getTarget:(e,t,r)=>_GetMaterial(e,t,r),getPropertyName:[()=>\"anisotropy.angle\"]},anisotropyTexture:{extensions:{KHR_texture_transform:_GenerateTextureMap(\"anisotropy\",\"texture\")}}},KHR_materials_clearcoat:{clearcoatFactor:{type:\"number\",get:(e,t,r)=>_GetMaterial(e,t,r).clearCoat.intensity,set:(e,t,r,a)=>{_GetMaterial(t,r,a).clearCoat.intensity=e},getTarget:(e,t,r)=>_GetMaterial(e,t,r),getPropertyName:[()=>\"clearCoat.intensity\"]},clearcoatRoughnessFactor:{type:\"number\",get:(e,t,r)=>_GetMaterial(e,t,r).clearCoat.roughness,set:(e,t,r,a)=>{_GetMaterial(t,r,a).clearCoat.roughness=e},getTarget:(e,t,r)=>_GetMaterial(e,t,r),getPropertyName:[()=>\"clearCoat.roughness\"]},clearcoatTexture:{extensions:{KHR_texture_transform:_GenerateTextureMap(\"clearCoat\",\"texture\")}},clearcoatNormalTexture:{scale:{type:\"number\",get:(e,t,r)=>_GetMaterial(e,t,r).clearCoat.bumpTexture?.level,getTarget:_GetMaterial,set:(e,t,r,a)=>_GetMaterial(t,r,a).clearCoat.bumpTexture.level=e},extensions:{KHR_texture_transform:_GenerateTextureMap(\"clearCoat\",\"bumpTexture\")}},clearcoatRoughnessTexture:{extensions:{KHR_texture_transform:_GenerateTextureMap(\"clearCoat\",\"textureRoughness\")}}},KHR_materials_dispersion:{dispersion:{type:\"number\",get:(e,t,r)=>_GetMaterial(e,t,r).subSurface.dispersion,getTarget:_GetMaterial,set:(e,t,r,a)=>_GetMaterial(t,r,a).subSurface.dispersion=e}},KHR_materials_emissive_strength:{emissiveStrength:{type:\"number\",get:(e,t,r)=>_GetMaterial(e,t,r).emissiveIntensity,getTarget:_GetMaterial,set:(e,t,r,a)=>_GetMaterial(t,r,a).emissiveIntensity=e}},KHR_materials_ior:{ior:{type:\"number\",get:(e,t,r)=>_GetMaterial(e,t,r).indexOfRefraction,getTarget:_GetMaterial,set:(e,t,r,a)=>_GetMaterial(t,r,a).indexOfRefraction=e}},KHR_materials_iridescence:{iridescenceFactor:{type:\"number\",get:(e,t,r)=>_GetMaterial(e,t,r).iridescence.intensity,getTarget:_GetMaterial,set:(e,t,r,a)=>_GetMaterial(t,r,a).iridescence.intensity=e},iridescenceIor:{type:\"number\",get:(e,t,r)=>_GetMaterial(e,t,r).iridescence.indexOfRefraction,getTarget:_GetMaterial,set:(e,t,r,a)=>_GetMaterial(t,r,a).iridescence.indexOfRefraction=e},iridescenceTexture:{extensions:{KHR_texture_transform:_GenerateTextureMap(\"iridescence\",\"texture\")}},iridescenceThicknessMaximum:{type:\"number\",get:(e,t,r)=>_GetMaterial(e,t,r).iridescence.maximumThickness,getTarget:_GetMaterial,set:(e,t,r,a)=>_GetMaterial(t,r,a).iridescence.maximumThickness=e},iridescenceThicknessMinimum:{type:\"number\",get:(e,t,r)=>_GetMaterial(e,t,r).iridescence.minimumThickness,getTarget:_GetMaterial,set:(e,t,r,a)=>_GetMaterial(t,r,a).iridescence.minimumThickness=e},iridescenceThicknessTexture:{extensions:{KHR_texture_transform:_GenerateTextureMap(\"iridescence\",\"thicknessTexture\")}}},KHR_materials_sheen:{sheenColorFactor:{type:\"Color3\",get:(e,t,r)=>_GetMaterial(e,t,r).sheen.color,getTarget:_GetMaterial,set:(e,t,r,a)=>_GetMaterial(t,r,a).sheen.color.copyFrom(e)},sheenColorTexture:{extensions:{KHR_texture_transform:_GenerateTextureMap(\"sheen\",\"texture\")}},sheenRoughnessFactor:{type:\"number\",get:(e,t,r)=>_GetMaterial(e,t,r).sheen.intensity,getTarget:_GetMaterial,set:(e,t,r,a)=>_GetMaterial(t,r,a).sheen.intensity=e},sheenRoughnessTexture:{extensions:{KHR_texture_transform:_GenerateTextureMap(\"sheen\",\"thicknessTexture\")}}},KHR_materials_specular:{specularFactor:{type:\"number\",get:(e,t,r)=>_GetMaterial(e,t,r).metallicF0Factor,getTarget:_GetMaterial,set:(e,t,r,a)=>_GetMaterial(t,r,a).metallicF0Factor=e,getPropertyName:[()=>\"metallicF0Factor\"]},specularColorFactor:{type:\"Color3\",get:(e,t,r)=>_GetMaterial(e,t,r).metallicReflectanceColor,getTarget:_GetMaterial,set:(e,t,r,a)=>_GetMaterial(t,r,a).metallicReflectanceColor.copyFrom(e),getPropertyName:[()=>\"metallicReflectanceColor\"]},specularTexture:{extensions:{KHR_texture_transform:_GenerateTextureMap(\"metallicReflectanceTexture\")}},specularColorTexture:{extensions:{KHR_texture_transform:_GenerateTextureMap(\"reflectanceTexture\")}}},KHR_materials_transmission:{transmissionFactor:{type:\"number\",get:(e,t,r)=>_GetMaterial(e,t,r).subSurface.refractionIntensity,getTarget:_GetMaterial,set:(e,t,r,a)=>_GetMaterial(t,r,a).subSurface.refractionIntensity=e,getPropertyName:[()=>\"subSurface.refractionIntensity\"]},transmissionTexture:{extensions:{KHR_texture_transform:_GenerateTextureMap(\"subSurface\",\"refractionIntensityTexture\")}}},KHR_materials_diffuse_transmission:{diffuseTransmissionFactor:{type:\"number\",get:(e,t,r)=>_GetMaterial(e,t,r).subSurface.translucencyIntensity,getTarget:_GetMaterial,set:(e,t,r,a)=>_GetMaterial(t,r,a).subSurface.translucencyIntensity=e},diffuseTransmissionTexture:{extensions:{KHR_texture_transform:_GenerateTextureMap(\"subSurface\",\"translucencyIntensityTexture\")}},diffuseTransmissionColorFactor:{type:\"Color3\",get:(e,t,r)=>_GetMaterial(e,t,r).subSurface.translucencyColor,getTarget:_GetMaterial,set:(e,t,r,a)=>e&&_GetMaterial(t,r,a).subSurface.translucencyColor?.copyFrom(e)},diffuseTransmissionColorTexture:{extensions:{KHR_texture_transform:_GenerateTextureMap(\"subSurface\",\"translucencyColorTexture\")}}},KHR_materials_volume:{attenuationColor:{type:\"Color3\",get:(e,t,r)=>_GetMaterial(e,t,r).subSurface.tintColor,getTarget:_GetMaterial,set:(e,t,r,a)=>_GetMaterial(t,r,a).subSurface.tintColor.copyFrom(e)},attenuationDistance:{type:\"number\",get:(e,t,r)=>_GetMaterial(e,t,r).subSurface.tintColorAtDistance,getTarget:_GetMaterial,set:(e,t,r,a)=>_GetMaterial(t,r,a).subSurface.tintColorAtDistance=e},thicknessFactor:{type:\"number\",get:(e,t,r)=>_GetMaterial(e,t,r).subSurface.maximumThickness,getTarget:_GetMaterial,set:(e,t,r,a)=>_GetMaterial(t,r,a).subSurface.maximumThickness=e},thicknessTexture:{extensions:{KHR_texture_transform:_GenerateTextureMap(\"subSurface\",\"thicknessTexture\")}}}}}};const m={KHR_lights_punctual:{lights:{length:{type:\"number\",get:e=>e.length,getTarget:e=>e.map((e=>e._babylonLight)),getPropertyName:[e=>\"length\"]},__array__:{__target__:true,color:{type:\"Color3\",get:e=>e._babylonLight?.diffuse,set:(e,t)=>t._babylonLight?.diffuse.copyFrom(e),getTarget:e=>e._babylonLight,getPropertyName:[e=>\"diffuse\"]},intensity:{type:\"number\",get:e=>e._babylonLight?.intensity,set:(e,t)=>t._babylonLight?t._babylonLight.intensity=e:void 0,getTarget:e=>e._babylonLight,getPropertyName:[e=>\"intensity\"]},range:{type:\"number\",get:e=>e._babylonLight?.range,set:(e,t)=>t._babylonLight?t._babylonLight.range=e:void 0,getTarget:e=>e._babylonLight,getPropertyName:[e=>\"range\"]},spot:{innerConeAngle:{type:\"number\",get:e=>e._babylonLight?.innerAngle,set:(e,t)=>t._babylonLight?t._babylonLight.innerAngle=e:void 0,getTarget:e=>e._babylonLight,getPropertyName:[e=>\"innerConeAngle\"]},outerConeAngle:{type:\"number\",get:e=>e._babylonLight?.angle,set:(e,t)=>t._babylonLight?t._babylonLight.angle=e:void 0,getTarget:e=>e._babylonLight,getPropertyName:[e=>\"outerConeAngle\"]}}}}},EXT_lights_ies:{lights:{length:{type:\"number\",get:e=>e.length,getTarget:e=>e.map((e=>e._babylonLight)),getPropertyName:[e=>\"length\"]}}},EXT_lights_image_based:{lights:{length:{type:\"number\",get:e=>e.length,getTarget:e=>e.map((e=>e._babylonTexture)),getPropertyName:[e=>\"length\"]},__array__:{__target__:true,intensity:{type:\"number\",get:e=>e._babylonTexture?.level,set:(e,t)=>{t._babylonTexture&&(t._babylonTexture.level=e)},getTarget:e=>e._babylonTexture},rotation:{type:\"Quaternion\",get:e=>e._babylonTexture&&r.FromRotationMatrix(e._babylonTexture?.getReflectionTextureMatrix()),set:(t,a)=>{if(a._babylonTexture){a._babylonTexture.getScene()?.useRightHandedSystem||(t=r.Inverse(t));e.FromQuaternionToRef(t,a._babylonTexture.getReflectionTextureMatrix())}},getTarget:e=>e._babylonTexture}}}}};function _GetTexture(e,t,r,a){const n=_GetMaterial(e,t);return a?n[r][a]:n[r]}function _GetMaterial(e,t,r){return e._data?.[r?.fillMode??a.MATERIAL_TriangleFillMode]?.babylonMaterial}function _GenerateTextureMap(e,r){return{offset:{componentsCount:2,type:\"Vector2\",get:(a,n,o)=>{const i=_GetTexture(a,o,e,r);return new t(i?.uOffset,i?.vOffset)},getTarget:_GetMaterial,set:(t,a,n,o)=>{const i=_GetTexture(a,o,e,r);i.uOffset=t.x,i.vOffset=t.y},getPropertyName:[()=>`${e}${r?\".\"+r:\"\"}.uOffset`,()=>`${e}${r?\".\"+r:\"\"}.vOffset`]},rotation:{type:\"number\",get:(t,a,n)=>_GetTexture(t,n,e,r)?.wAng,getTarget:_GetMaterial,set:(t,a,n,o)=>_GetTexture(a,o,e,r).wAng=t,getPropertyName:[()=>`${e}${r?\".\"+r:\"\"}.wAng`]},scale:{componentsCount:2,type:\"Vector2\",get:(a,n,o)=>{const i=_GetTexture(a,o,e,r);return new t(i?.uScale,i?.vScale)},getTarget:_GetMaterial,set:(t,a,n,o)=>{const i=_GetTexture(a,o,e,r);i.uScale=t.x,i.vScale=t.y},getPropertyName:[()=>`${e}${r?\".\"+r:\"\"}.uScale`,()=>`${e}${r?\".\"+r:\"\"}.vScale`]}}}const c={cameras:g,nodes:s,materials:u,extensions:m,animations:l,meshes:_};\n/**\n * get a path-to-object converter for the given glTF tree\n * @param gltf the glTF tree to use\n * @returns a path-to-object converter for the given glTF tree\n */function GetPathToObjectConverter(e){return new GLTFPathToObjectConverter(e,c)}\n/**\n * This function will return the object accessor for the given key in the object model\n * If the key is not found, it will return undefined\n * @param key the key to get the mapping for, for example /materials/\\{\\}/emissiveFactor\n * @returns an object accessor for the given key, or undefined if the key is not found\n */function GetMappingForKey(e){const t=e.split(\"/\").map((e=>e.replace(/{}/g,\"__array__\")));let r=c;for(const e of t)e&&(r=r[e]);if(r&&r.type&&r.get)return r}\n/**\n * Set interpolation for a specific key in the object model\n * @param key the key to set, for example /materials/\\{\\}/emissiveFactor\n * @param interpolation the interpolation elements array\n */function SetInterpolationForKey(e,t){const r=e.split(\"/\").map((e=>e.replace(/{}/g,\"__array__\")));let a=c;for(const e of r)e&&(a=a[e]);a&&a.type&&a.get&&(a.interpolation=t)}\n/**\n * This will ad a new object accessor in the object model at the given key.\n * Note that this will NOT change the typescript types. To do that you will need to change the interface itself (extending it in the module that uses it)\n * @param key the key to add the object accessor at. For example /cameras/\\{\\}/perspective/aspectRatio\n * @param accessor the object accessor to add\n */function AddObjectAccessorToKey(e,t){const r=e.split(\"/\").map((e=>e.replace(/{}/g,\"__array__\")));let a=c;for(const e of r)if(e){if(!a[e]){if(e===\"?\"){a.__ignoreObjectTree__=true;continue}a[e]={};e===\"__array__\"&&(a[e].__target__=true)}a=a[e]}Object.assign(a,t)}export{AddObjectAccessorToKey as A,GetMappingForKey as G,SetInterpolationForKey as S,GetPathToObjectConverter as a};\n//# sourceMappingURL=DWFrvyTq.js.map\n","/**\n * Merges a series of objects into a single object, deeply.\n * @param objects The objects to merge (objects later in the list take precedence).\n * @returns The merged object.\n */\nfunction deepMerge(...e){const isRecord=e=>!!e&&typeof e===\"object\";return e.reduce(((e,r)=>{Object.keys(r).forEach((t=>{const c=e[t];const o=r[t];Array.isArray(c)&&Array.isArray(o)?e[t]=c.concat(...o):isRecord(c)&&isRecord(o)?e[t]=deepMerge(c,o):e[t]=o}));return e}),{})}export{deepMerge};\n//# sourceMappingURL=deepMerger.js.map\n","import{Deferred as e}from\"@babylonjs/core/Misc/deferred.js\";import{TmpVectors as t,Vector3 as n,Quaternion as s,Matrix as o}from\"@babylonjs/core/Maths/math.vector.js\";import{Color3 as r}from\"@babylonjs/core/Maths/math.color.js\";import{Tools as a}from\"@babylonjs/core/Misc/tools.js\";import{Camera as i}from\"@babylonjs/core/Cameras/camera.js\";import{FreeCamera as l}from\"@babylonjs/core/Cameras/freeCamera.js\";import{Bone as c}from\"@babylonjs/core/Bones/bone.js\";import{Skeleton as h}from\"@babylonjs/core/Bones/skeleton.js\";import{Material as d}from\"@babylonjs/core/Materials/material.js\";import{PBRMaterial as _}from\"@babylonjs/core/Materials/PBR/pbrMaterial.js\";import{Texture as f}from\"@babylonjs/core/Materials/Textures/texture.js\";import{TransformNode as u}from\"@babylonjs/core/Meshes/transformNode.js\";import{VertexBuffer as m,Buffer as y}from\"@babylonjs/core/Buffers/buffer.js\";import{Geometry as p}from\"@babylonjs/core/Meshes/geometry.js\";import{AbstractMesh as b}from\"@babylonjs/core/Meshes/abstractMesh.js\";import{Mesh as A}from\"@babylonjs/core/Meshes/mesh.js\";import{MorphTarget as g}from\"@babylonjs/core/Morph/morphTarget.js\";import{MorphTargetManager as x}from\"@babylonjs/core/Morph/morphTargetManager.js\";import{b as T,G as M,a as E,c as w}from\"../../_/Vox_fOAJ.js\";import{GetMimeType as $,IsBase64DataUrl as L,DecodeBase64UrlToBinary as S,LoadFileError as C}from\"@babylonjs/core/Misc/fileTools.js\";import{Logger as v}from\"@babylonjs/core/Misc/logger.js\";import{BoundingInfo as I}from\"@babylonjs/core/Culling/boundingInfo.js\";import{r as P,u as R,a as N}from\"../../_/D9yY5dKb.js\";import{G as O}from\"../../_/DWFrvyTq.js\";import{deepMerge as k}from\"@babylonjs/core/Misc/deepMerger.js\";import{GetTypedArrayConstructor as G}from\"@babylonjs/core/Buffers/bufferUtils.js\";import\"@babylonjs/core/Misc/observable.js\";import\"@babylonjs/core/Loading/sceneLoader.js\";import\"@babylonjs/core/assetContainer.js\";import\"@babylonjs/core/Misc/dataReader.js\";import\"../../_/I09posfH.js\";import\"@babylonjs/core/Misc/error.js\";import\"@babylonjs/core/Engines/constants.js\";import\"@babylonjs/core/Lights/spotLight.js\";class ArrayItem{\n/**\n     * Gets an item from the given array.\n     * @param context The context when loading the asset\n     * @param array The array to get the item from\n     * @param index The index to the array\n     * @returns The array item\n     */\nstatic Get(e,t,n){if(!t||n==void 0||!t[n])throw new Error(`${e}: Failed to find index (${n})`);return t[n]}\n/**\n     * Gets an item from the given array or returns null if not available.\n     * @param array The array to get the item from\n     * @param index The index to the array\n     * @returns The array item or null\n     */static TryGet(e,t){return e&&t!=void 0&&e[t]?e[t]:null}\n/**\n     * Assign an `index` field to each item of the given array.\n     * @param array The array of items\n     */static Assign(e){if(e)for(let t=0;t<e.length;t++)e[t].index=t}}function LoadBoundingInfoFromPositionAccessor(e){if(e.min&&e.max){const n=e.min;const s=e.max;const o=t.Vector3[0].copyFromFloats(n[0],n[1],n[2]);const r=t.Vector3[1].copyFromFloats(s[0],s[1],s[2]);if(e.normalized&&e.componentType!==5126){let t=1;switch(e.componentType){case 5120:t=127;break;case 5121:t=255;break;case 5122:t=32767;break;case 5123:t=65535;break}const n=1/t;o.scaleInPlace(n);r.scaleInPlace(n)}return new I(o,r)}return null}class GLTFLoader{\n/**\n     * Registers a loader extension.\n     * @param name The name of the loader extension.\n     * @param factory The factory function that creates the loader extension.\n     * @deprecated Please use registerGLTFExtension instead.\n     */\nstatic RegisterExtension(e,t){P(e,false,t)}\n/**\n     * Unregisters a loader extension.\n     * @param name The name of the loader extension.\n     * @returns A boolean indicating whether the extension has been unregistered\n     * @deprecated Please use unregisterGLTFExtension instead.\n     */static UnregisterExtension(e){return R(e)}get gltf(){if(!this._gltf)throw new Error(\"glTF JSON is not available\");return this._gltf}get bin(){return this._bin}get parent(){return this._parent}get babylonScene(){if(!this._babylonScene)throw new Error(\"Scene is not available\");return this._babylonScene}get rootBabylonMesh(){return this._rootBabylonMesh}get rootUrl(){return this._rootUrl}constructor(e){this._completePromises=new Array;this._assetContainer=null;this._babylonLights=[];this._disableInstancedMesh=0;this._allMaterialsDirtyRequired=false;this._skipStartAnimationStep=false;this._extensions=new Array;this._disposed=false;this._rootUrl=null;this._fileName=null;this._uniqueRootUrl=null;this._bin=null;this._rootBabylonMesh=null;this._defaultBabylonMaterialData={};this._postSceneLoadActions=new Array;this._parent=e}dispose(){if(!this._disposed){this._disposed=true;this._completePromises.length=0;this._extensions.forEach((e=>e.dispose&&e.dispose()));this._extensions.length=0;this._gltf=null;this._bin=null;this._babylonScene=null;this._rootBabylonMesh=null;this._defaultBabylonMaterialData={};this._postSceneLoadActions.length=0;this._parent.dispose()}}importMeshAsync(e,t,n,s,o,r,a=\"\"){return Promise.resolve().then((()=>{this._babylonScene=t;this._assetContainer=n;this._loadData(s);let r=null;if(e){const t={};if(this._gltf.nodes)for(const e of this._gltf.nodes)e.name&&(t[e.name]=e.index);const n=e instanceof Array?e:[e];r=n.map((e=>{const n=t[e];if(n===void 0)throw new Error(`Failed to find node '${e}'`);return n}))}return this._loadAsync(o,a,r,(()=>({meshes:this._getMeshes(),particleSystems:[],skeletons:this._getSkeletons(),animationGroups:this._getAnimationGroups(),lights:this._babylonLights,transformNodes:this._getTransformNodes(),geometries:this._getGeometries(),spriteManagers:[]})))}))}loadAsync(e,t,n,s,o=\"\"){return Promise.resolve().then((()=>{this._babylonScene=e;this._loadData(t);return this._loadAsync(n,o,null,(()=>{}))}))}_loadAsync(e,t,n,s){return Promise.resolve().then((async()=>{this._rootUrl=e;this._uniqueRootUrl=!e.startsWith(\"file:\")&&t?e:`${e}${Date.now()}/`;this._fileName=t;this._allMaterialsDirtyRequired=false;await this._loadExtensionsAsync();const o=`${T[T.LOADING]} => ${T[T.READY]}`;const r=`${T[T.LOADING]} => ${T[T.COMPLETE]}`;this._parent._startPerformanceCounter(o);this._parent._startPerformanceCounter(r);this._parent._setState(T.LOADING);this._extensionsOnLoading();const i=new Array;const l=this._babylonScene.blockMaterialDirtyMechanism;this._babylonScene.blockMaterialDirtyMechanism=true;if(!this.parent.loadOnlyMaterials)if(n)i.push(this.loadSceneAsync(\"/nodes\",{nodes:n,index:-1}));else if(this._gltf.scene!=void 0||this._gltf.scenes&&this._gltf.scenes[0]){const e=ArrayItem.Get(\"/scene\",this._gltf.scenes,this._gltf.scene||0);i.push(this.loadSceneAsync(`/scenes/${e.index}`,e))}if(!this.parent.skipMaterials&&this.parent.loadAllMaterials&&this._gltf.materials)for(let e=0;e<this._gltf.materials.length;++e){const t=this._gltf.materials[e];const n=\"/materials/\"+e;const s=d.TriangleFillMode;i.push(this._loadMaterialAsync(n,t,null,s,(()=>{})))}this._allMaterialsDirtyRequired?this._babylonScene.blockMaterialDirtyMechanism=l:this._babylonScene._forceBlockMaterialDirtyMechanism(l);this._parent.compileMaterials&&i.push(this._compileMaterialsAsync());this._parent.compileShadowGenerators&&i.push(this._compileShadowGeneratorsAsync());const c=Promise.all(i).then((()=>{this._rootBabylonMesh&&this._rootBabylonMesh!==this._parent.customRootNode&&this._rootBabylonMesh.setEnabled(true);for(const e of this._babylonScene.materials){const t=e;t.maxSimultaneousLights!==void 0&&(t.maxSimultaneousLights=Math.max(t.maxSimultaneousLights,this._babylonScene.lights.length))}this._extensionsOnReady();this._parent._setState(T.READY);this._skipStartAnimationStep||this._startAnimations();return s()}));return c.then((e=>{this._parent._endPerformanceCounter(o);a.SetImmediate((()=>{this._disposed||Promise.all(this._completePromises).then((()=>{this._parent._endPerformanceCounter(r);this._parent._setState(T.COMPLETE);this._parent.onCompleteObservable.notifyObservers(void 0);this._parent.onCompleteObservable.clear();this.dispose()}),(e=>{this._parent.onErrorObservable.notifyObservers(e);this._parent.onErrorObservable.clear();this.dispose()}))}));return e}))})).catch((e=>{if(!this._disposed){this._parent.onErrorObservable.notifyObservers(e);this._parent.onErrorObservable.clear();this.dispose()}throw e}))}_loadData(e){this._gltf=e.json;this._setupData();if(e.bin){const t=this._gltf.buffers;if(t&&t[0]&&!t[0].uri){const n=t[0];(n.byteLength<e.bin.byteLength-3||n.byteLength>e.bin.byteLength)&&v.Warn(`Binary buffer length (${n.byteLength}) from JSON does not match chunk length (${e.bin.byteLength})`);this._bin=e.bin}else v.Warn(\"Unexpected BIN chunk\")}}_setupData(){ArrayItem.Assign(this._gltf.accessors);ArrayItem.Assign(this._gltf.animations);ArrayItem.Assign(this._gltf.buffers);ArrayItem.Assign(this._gltf.bufferViews);ArrayItem.Assign(this._gltf.cameras);ArrayItem.Assign(this._gltf.images);ArrayItem.Assign(this._gltf.materials);ArrayItem.Assign(this._gltf.meshes);ArrayItem.Assign(this._gltf.nodes);ArrayItem.Assign(this._gltf.samplers);ArrayItem.Assign(this._gltf.scenes);ArrayItem.Assign(this._gltf.skins);ArrayItem.Assign(this._gltf.textures);if(this._gltf.nodes){const e={};for(const t of this._gltf.nodes)if(t.children)for(const n of t.children)e[n]=t.index;const t=this._createRootNode();for(const n of this._gltf.nodes){const s=e[n.index];n.parent=s===void 0?t:this._gltf.nodes[s]}}}async _loadExtensionsAsync(){const e=[];N.forEach(((t,n)=>{this.parent.extensionOptions[n]?.enabled===false?t.isGLTFExtension&&this.isExtensionUsed(n)&&v.Warn(`Extension ${n} is used but has been explicitly disabled.`):t.isGLTFExtension&&!this.isExtensionUsed(n)||e.push((async()=>{const e=await t.factory(this);e.name!==n&&v.Warn(`The name of the glTF loader extension instance does not match the registered name: ${e.name} !== ${n}`);this._parent.onExtensionLoadedObservable.notifyObservers(e);return e})())}));this._extensions.push(...await Promise.all(e));this._extensions.sort(((e,t)=>(e.order||Number.MAX_VALUE)-(t.order||Number.MAX_VALUE)));this._parent.onExtensionLoadedObservable.clear();if(this._gltf.extensionsRequired)for(const e of this._gltf.extensionsRequired){const t=this._extensions.some((t=>t.name===e&&t.enabled));if(!t){if(this.parent.extensionOptions[e]?.enabled===false)throw new Error(`Required extension ${e} is disabled`);throw new Error(`Required extension ${e} is not available`)}}}_createRootNode(){if(this._parent.customRootNode!==void 0){this._rootBabylonMesh=this._parent.customRootNode;return{_babylonTransformNode:this._rootBabylonMesh===null?void 0:this._rootBabylonMesh,index:-1}}this._babylonScene._blockEntityCollection=!!this._assetContainer;const e=new A(\"__root__\",this._babylonScene);this._rootBabylonMesh=e;this._rootBabylonMesh._parentContainer=this._assetContainer;this._babylonScene._blockEntityCollection=false;this._rootBabylonMesh.setEnabled(false);const t={_babylonTransformNode:this._rootBabylonMesh,index:-1};switch(this._parent.coordinateSystemMode){case M.AUTO:if(!this._babylonScene.useRightHandedSystem){t.rotation=[0,1,0,0];t.scale=[1,1,-1];GLTFLoader._LoadTransform(t,this._rootBabylonMesh)}break;case M.FORCE_RIGHT_HANDED:this._babylonScene.useRightHandedSystem=true;break;default:throw new Error(`Invalid coordinate system mode (${this._parent.coordinateSystemMode})`)}this._parent.onMeshLoadedObservable.notifyObservers(e);return t}\n/**\n     * Loads a glTF scene.\n     * @param context The context when loading the asset\n     * @param scene The glTF scene property\n     * @returns A promise that resolves when the load is complete\n     */loadSceneAsync(e,t){const n=this._extensionsLoadSceneAsync(e,t);if(n)return n;const s=new Array;this.logOpen(`${e} ${t.name||\"\"}`);if(t.nodes)for(const n of t.nodes){const t=ArrayItem.Get(`${e}/nodes/${n}`,this._gltf.nodes,n);s.push(this.loadNodeAsync(`/nodes/${t.index}`,t,(e=>{e.parent=this._rootBabylonMesh})))}for(const e of this._postSceneLoadActions)e();s.push(this._loadAnimationsAsync());this.logClose();return Promise.all(s).then((()=>{}))}_forEachPrimitive(e,t){if(e._primitiveBabylonMeshes)for(const n of e._primitiveBabylonMeshes)t(n)}_getGeometries(){const e=[];const t=this._gltf.nodes;if(t)for(const n of t)this._forEachPrimitive(n,(t=>{const n=t.geometry;n&&e.indexOf(n)===-1&&e.push(n)}));return e}_getMeshes(){const e=[];this._rootBabylonMesh instanceof b&&e.push(this._rootBabylonMesh);const t=this._gltf.nodes;if(t)for(const n of t)this._forEachPrimitive(n,(t=>{e.push(t)}));return e}_getTransformNodes(){const e=[];const t=this._gltf.nodes;if(t)for(const n of t){n._babylonTransformNode&&n._babylonTransformNode.getClassName()===\"TransformNode\"&&e.push(n._babylonTransformNode);n._babylonTransformNodeForSkin&&e.push(n._babylonTransformNodeForSkin)}return e}_getSkeletons(){const e=[];const t=this._gltf.skins;if(t)for(const n of t)n._data&&e.push(n._data.babylonSkeleton);return e}_getAnimationGroups(){const e=[];const t=this._gltf.animations;if(t)for(const n of t)n._babylonAnimationGroup&&e.push(n._babylonAnimationGroup);return e}_startAnimations(){switch(this._parent.animationStartMode){case E.NONE:break;case E.FIRST:{const e=this._getAnimationGroups();e.length!==0&&e[0].start(true);break}case E.ALL:{const e=this._getAnimationGroups();for(const t of e)t.start(true);break}default:v.Error(`Invalid animation start mode (${this._parent.animationStartMode})`);return}}\n/**\n     * Loads a glTF node.\n     * @param context The context when loading the asset\n     * @param node The glTF node property\n     * @param assign A function called synchronously after parsing the glTF properties\n     * @returns A promise that resolves with the loaded Babylon mesh when the load is complete\n     */loadNodeAsync(e,t,n=()=>{}){const s=this._extensionsLoadNodeAsync(e,t,n);if(s)return s;if(t._babylonTransformNode)throw new Error(`${e}: Invalid recursive node hierarchy`);const o=new Array;this.logOpen(`${e} ${t.name||\"\"}`);const loadNode=s=>{GLTFLoader.AddPointerMetadata(s,e);GLTFLoader._LoadTransform(t,s);if(t.camera!=void 0){const n=ArrayItem.Get(`${e}/camera`,this._gltf.cameras,t.camera);o.push(this.loadCameraAsync(`/cameras/${n.index}`,n,(e=>{e.parent=s})))}if(t.children)for(const n of t.children){const t=ArrayItem.Get(`${e}/children/${n}`,this._gltf.nodes,n);o.push(this.loadNodeAsync(`/nodes/${t.index}`,t,(e=>{e.parent=s})))}n(s)};const r=t.mesh!=void 0;const a=this._parent.loadSkins&&t.skin!=void 0;if(!r||a){const e=t.name||`node${t.index}`;this._babylonScene._blockEntityCollection=!!this._assetContainer;const n=new u(e,this._babylonScene);n._parentContainer=this._assetContainer;this._babylonScene._blockEntityCollection=false;t.mesh==void 0?t._babylonTransformNode=n:t._babylonTransformNodeForSkin=n;loadNode(n)}if(r)if(a){const n=ArrayItem.Get(`${e}/mesh`,this._gltf.meshes,t.mesh);o.push(this._loadMeshAsync(`/meshes/${n.index}`,t,n,(n=>{const s=t._babylonTransformNodeForSkin;n.metadata=k(s.metadata,n.metadata||{});const r=ArrayItem.Get(`${e}/skin`,this._gltf.skins,t.skin);o.push(this._loadSkinAsync(`/skins/${r.index}`,t,r,(e=>{this._forEachPrimitive(t,(t=>{t.skeleton=e}));this._postSceneLoadActions.push((()=>{if(r.skeleton!=void 0){const e=ArrayItem.Get(`/skins/${r.index}/skeleton`,this._gltf.nodes,r.skeleton).parent;t.index===e.index?n.parent=s.parent:n.parent=e._babylonTransformNode}else n.parent=this._rootBabylonMesh;this._parent.onSkinLoadedObservable.notifyObservers({node:s,skinnedNode:n})}))})))})))}else{const n=ArrayItem.Get(`${e}/mesh`,this._gltf.meshes,t.mesh);o.push(this._loadMeshAsync(`/meshes/${n.index}`,t,n,loadNode))}this.logClose();return Promise.all(o).then((()=>{this._forEachPrimitive(t,(e=>{const t=e;!t.isAnInstance&&t.geometry&&t.geometry.useBoundingInfoFromGeometry?e._updateBoundingInfo():e.refreshBoundingInfo(true,true)}));return t._babylonTransformNode}))}_loadMeshAsync(e,t,n,s){const o=n.primitives;if(!o||!o.length)throw new Error(`${e}: Primitives are missing`);o[0].index==void 0&&ArrayItem.Assign(o);const r=new Array;this.logOpen(`${e} ${n.name||\"\"}`);const a=t.name||`node${t.index}`;if(o.length===1){const s=n.primitives[0];r.push(this._loadMeshPrimitiveAsync(`${e}/primitives/${s.index}`,a,t,n,s,(e=>{t._babylonTransformNode=e;t._primitiveBabylonMeshes=[e]})))}else{this._babylonScene._blockEntityCollection=!!this._assetContainer;t._babylonTransformNode=new u(a,this._babylonScene);t._babylonTransformNode._parentContainer=this._assetContainer;this._babylonScene._blockEntityCollection=false;t._primitiveBabylonMeshes=[];for(const s of o)r.push(this._loadMeshPrimitiveAsync(`${e}/primitives/${s.index}`,`${a}_primitive${s.index}`,t,n,s,(e=>{e.parent=t._babylonTransformNode;t._primitiveBabylonMeshes.push(e)})))}s(t._babylonTransformNode);this.logClose();return Promise.all(r).then((()=>t._babylonTransformNode))}\n/**\n     * @internal Define this method to modify the default behavior when loading data for mesh primitives.\n     * @param context The context when loading the asset\n     * @param name The mesh name when loading the asset\n     * @param node The glTF node when loading the asset\n     * @param mesh The glTF mesh when loading the asset\n     * @param primitive The glTF mesh primitive property\n     * @param assign A function called synchronously after parsing the glTF properties\n     * @returns A promise that resolves with the loaded mesh when the load is complete or null if not handled\n     */_loadMeshPrimitiveAsync(e,t,n,s,o,r){const a=this._extensionsLoadMeshPrimitiveAsync(e,t,n,s,o,r);if(a)return a;this.logOpen(`${e}`);const i=this._disableInstancedMesh===0&&this._parent.createInstances&&n.skin==void 0&&!s.primitives[0].targets;let l;let c;if(i&&o._instanceData){this._babylonScene._blockEntityCollection=!!this._assetContainer;l=o._instanceData.babylonSourceMesh.createInstance(t);l._parentContainer=this._assetContainer;this._babylonScene._blockEntityCollection=false;c=o._instanceData.promise}else{const r=new Array;this._babylonScene._blockEntityCollection=!!this._assetContainer;const a=new A(t,this._babylonScene);a._parentContainer=this._assetContainer;this._babylonScene._blockEntityCollection=false;a.sideOrientation=this._babylonScene.useRightHandedSystem?d.CounterClockWiseSideOrientation:d.ClockWiseSideOrientation;this._createMorphTargets(e,n,s,o,a);r.push(this._loadVertexDataAsync(e,o,a).then((t=>this._loadMorphTargetsAsync(e,o,a,t).then((()=>{if(!this._disposed){this._babylonScene._blockEntityCollection=!!this._assetContainer;t.applyToMesh(a);t._parentContainer=this._assetContainer;this._babylonScene._blockEntityCollection=false}})))));const h=GLTFLoader._GetDrawMode(e,o.mode);if(o.material==void 0){let e=this._defaultBabylonMaterialData[h];if(!e){e=this._createDefaultMaterial(\"__GLTFLoader._default\",h);this._parent.onMaterialLoadedObservable.notifyObservers(e);this._defaultBabylonMaterialData[h]=e}a.material=e}else if(!this.parent.skipMaterials){const t=ArrayItem.Get(`${e}/material`,this._gltf.materials,o.material);r.push(this._loadMaterialAsync(`/materials/${t.index}`,t,a,h,(e=>{a.material=e})))}c=Promise.all(r);i&&(o._instanceData={babylonSourceMesh:a,promise:c});l=a}GLTFLoader.AddPointerMetadata(l,e);this._parent.onMeshLoadedObservable.notifyObservers(l);r(l);this.logClose();return c.then((()=>l))}_loadVertexDataAsync(e,t,n){const s=this._extensionsLoadVertexDataAsync(e,t,n);if(s)return s;const o=t.attributes;if(!o)throw new Error(`${e}: Attributes are missing`);const r=new Array;const a=new p(n.name,this._babylonScene);if(t.indices==void 0)n.isUnIndexed=true;else{const n=ArrayItem.Get(`${e}/indices`,this._gltf.accessors,t.indices);r.push(this._loadIndicesAccessorAsync(`/accessors/${n.index}`,n).then((e=>{a.setIndices(e)})))}const loadAttribute=(t,s,i)=>{if(o[t]==void 0)return;n._delayInfo=n._delayInfo||[];n._delayInfo.indexOf(s)===-1&&n._delayInfo.push(s);const l=ArrayItem.Get(`${e}/attributes/${t}`,this._gltf.accessors,o[t]);r.push(this._loadVertexAccessorAsync(`/accessors/${l.index}`,l,s).then((e=>{if(e.getKind()===m.PositionKind&&!this.parent.alwaysComputeBoundingBox&&!n.skeleton){const e=LoadBoundingInfoFromPositionAccessor(l);if(e){a._boundingInfo=e;a.useBoundingInfoFromGeometry=true}}a.setVerticesBuffer(e,l.count)})));s==m.MatricesIndicesExtraKind&&(n.numBoneInfluencers=8);i&&i(l)};loadAttribute(\"POSITION\",m.PositionKind);loadAttribute(\"NORMAL\",m.NormalKind);loadAttribute(\"TANGENT\",m.TangentKind);loadAttribute(\"TEXCOORD_0\",m.UVKind);loadAttribute(\"TEXCOORD_1\",m.UV2Kind);loadAttribute(\"TEXCOORD_2\",m.UV3Kind);loadAttribute(\"TEXCOORD_3\",m.UV4Kind);loadAttribute(\"TEXCOORD_4\",m.UV5Kind);loadAttribute(\"TEXCOORD_5\",m.UV6Kind);loadAttribute(\"JOINTS_0\",m.MatricesIndicesKind);loadAttribute(\"WEIGHTS_0\",m.MatricesWeightsKind);loadAttribute(\"JOINTS_1\",m.MatricesIndicesExtraKind);loadAttribute(\"WEIGHTS_1\",m.MatricesWeightsExtraKind);loadAttribute(\"COLOR_0\",m.ColorKind,(e=>{e.type===\"VEC4\"&&(n.hasVertexAlpha=true)}));return Promise.all(r).then((()=>a))}_createMorphTargets(e,t,n,s,o){if(!s.targets||!this._parent.loadMorphTargets)return;if(t._numMorphTargets==void 0)t._numMorphTargets=s.targets.length;else if(s.targets.length!==t._numMorphTargets)throw new Error(`${e}: Primitives do not have the same number of targets`);const r=n.extras?n.extras.targetNames:null;this._babylonScene._blockEntityCollection=!!this._assetContainer;o.morphTargetManager=new x(this._babylonScene);o.morphTargetManager._parentContainer=this._assetContainer;this._babylonScene._blockEntityCollection=false;o.morphTargetManager.areUpdatesFrozen=true;for(let e=0;e<s.targets.length;e++){const s=t.weights?t.weights[e]:n.weights?n.weights[e]:0;const a=r?r[e]:`morphTarget${e}`;o.morphTargetManager.addTarget(new g(a,s,o.getScene()))}}_loadMorphTargetsAsync(e,t,n,s){if(!t.targets||!this._parent.loadMorphTargets)return Promise.resolve();const o=new Array;const r=n.morphTargetManager;for(let n=0;n<r.numTargets;n++){const a=r.getTarget(n);o.push(this._loadMorphTargetVertexDataAsync(`${e}/targets/${n}`,s,t.targets[n],a))}return Promise.all(o).then((()=>{r.areUpdatesFrozen=false}))}_loadMorphTargetVertexDataAsync(e,t,n,s){const o=new Array;const loadAttribute=(s,r,a)=>{if(n[s]==void 0)return;const i=t.getVertexBuffer(r);if(!i)return;const l=ArrayItem.Get(`${e}/${s}`,this._gltf.accessors,n[s]);o.push(this._loadFloatAccessorAsync(`/accessors/${l.index}`,l).then((e=>{a(i,e)})))};loadAttribute(\"POSITION\",m.PositionKind,((e,t)=>{const n=new Float32Array(t.length);e.forEach(t.length,((e,s)=>{n[s]=t[s]+e}));s.setPositions(n)}));loadAttribute(\"NORMAL\",m.NormalKind,((e,t)=>{const n=new Float32Array(t.length);e.forEach(n.length,((e,s)=>{n[s]=t[s]+e}));s.setNormals(n)}));loadAttribute(\"TANGENT\",m.TangentKind,((e,t)=>{const n=new Float32Array(t.length/3*4);let o=0;e.forEach(t.length/3*4,((e,s)=>{if((s+1)%4!==0){n[o]=t[o]+e;o++}}));s.setTangents(n)}));loadAttribute(\"TEXCOORD_0\",m.UVKind,((e,t)=>{const n=new Float32Array(t.length);e.forEach(t.length,((e,s)=>{n[s]=t[s]+e}));s.setUVs(n)}));loadAttribute(\"TEXCOORD_1\",m.UV2Kind,((e,t)=>{const n=new Float32Array(t.length);e.forEach(t.length,((e,s)=>{n[s]=t[s]+e}));s.setUV2s(n)}));loadAttribute(\"COLOR_0\",m.ColorKind,((t,n)=>{let o=null;const r=t.getSize();if(r===3){o=new Float32Array(n.length/3*4);t.forEach(n.length,((e,t)=>{const s=Math.floor(t/3);const r=t%3;o[4*s+r]=n[3*s+r]+e}));for(let e=0;e<n.length/3;++e)o[4*e+3]=1}else{if(r!==4)throw new Error(`${e}: Invalid number of components (${r}) for COLOR_0 attribute`);o=new Float32Array(n.length);t.forEach(n.length,((e,t)=>{o[t]=n[t]+e}))}s.setColors(o)}));return Promise.all(o).then((()=>{}))}static _LoadTransform(e,t){if(e.skin!=void 0)return;let r=n.Zero();let a=s.Identity();let i=n.One();if(e.matrix){const t=o.FromArray(e.matrix);t.decompose(i,a,r)}else{e.translation&&(r=n.FromArray(e.translation));e.rotation&&(a=s.FromArray(e.rotation));e.scale&&(i=n.FromArray(e.scale))}t.position=r;t.rotationQuaternion=a;t.scaling=i}_loadSkinAsync(e,t,n,s){if(!this._parent.loadSkins)return Promise.resolve();const o=this._extensionsLoadSkinAsync(e,t,n);if(o)return o;if(n._data){s(n._data.babylonSkeleton);return n._data.promise}const r=`skeleton${n.index}`;this._babylonScene._blockEntityCollection=!!this._assetContainer;const a=new h(n.name||r,r,this._babylonScene);a._parentContainer=this._assetContainer;this._babylonScene._blockEntityCollection=false;this._loadBones(e,n,a);const i=this._loadSkinInverseBindMatricesDataAsync(e,n).then((e=>{this._updateBoneMatrices(a,e)}));n._data={babylonSkeleton:a,promise:i};s(a);return i}_loadBones(e,t,n){if(t.skeleton==void 0||this._parent.alwaysComputeSkeletonRootNode){const n=this._findSkeletonRootNode(`${e}/joints`,t.joints);if(n)if(t.skeleton===void 0)t.skeleton=n.index;else{const isParent=(e,t)=>{for(;t.parent;t=t.parent)if(t.parent===e)return true;return false};const s=ArrayItem.Get(`${e}/skeleton`,this._gltf.nodes,t.skeleton);if(s!==n&&!isParent(s,n)){v.Warn(`${e}/skeleton: Overriding with nearest common ancestor as skeleton node is not a common root`);t.skeleton=n.index}}else v.Warn(`${e}: Failed to find common root`)}const s={};for(const o of t.joints){const r=ArrayItem.Get(`${e}/joints/${o}`,this._gltf.nodes,o);this._loadBone(r,t,n,s)}}_findSkeletonRootNode(e,t){if(t.length===0)return null;const n={};for(const s of t){const t=[];let o=ArrayItem.Get(`${e}/${s}`,this._gltf.nodes,s);while(o.index!==-1){t.unshift(o);o=o.parent}n[s]=t}let s=null;for(let e=0;;++e){let o=n[t[0]];if(e>=o.length)return s;const r=o[e];for(let a=1;a<t.length;++a){o=n[t[a]];if(e>=o.length||r!==o[e])return s}s=r}}_loadBone(e,t,n,s){e._isJoint=true;let o=s[e.index];if(o)return o;let r=null;e.index!==t.skeleton&&(e.parent&&e.parent.index!==-1?r=this._loadBone(e.parent,t,n,s):t.skeleton!==void 0&&v.Warn(`/skins/${t.index}/skeleton: Skeleton node is not a common root`));const a=t.joints.indexOf(e.index);o=new c(e.name||`joint${e.index}`,n,r,this._getNodeMatrix(e),null,null,a);s[e.index]=o;this._postSceneLoadActions.push((()=>{o.linkTransformNode(e._babylonTransformNode)}));return o}_loadSkinInverseBindMatricesDataAsync(e,t){if(t.inverseBindMatrices==void 0)return Promise.resolve(null);const n=ArrayItem.Get(`${e}/inverseBindMatrices`,this._gltf.accessors,t.inverseBindMatrices);return this._loadFloatAccessorAsync(`/accessors/${n.index}`,n)}_updateBoneMatrices(e,t){for(const n of e.bones){const e=o.Identity();const s=n._index;if(t&&s!==-1){o.FromArrayToRef(t,s*16,e);e.invertToRef(e)}const r=n.getParent();r&&e.multiplyToRef(r.getAbsoluteInverseBindMatrix(),e);n.updateMatrix(e,false,false);n._updateAbsoluteBindMatrices(void 0,false)}}_getNodeMatrix(e){return e.matrix?o.FromArray(e.matrix):o.Compose(e.scale?n.FromArray(e.scale):n.One(),e.rotation?s.FromArray(e.rotation):s.Identity(),e.translation?n.FromArray(e.translation):n.Zero())}\n/**\n     * Loads a glTF camera.\n     * @param context The context when loading the asset\n     * @param camera The glTF camera property\n     * @param assign A function called synchronously after parsing the glTF properties\n     * @returns A promise that resolves with the loaded Babylon camera when the load is complete\n     */loadCameraAsync(e,t,s=()=>{}){const o=this._extensionsLoadCameraAsync(e,t,s);if(o)return o;const r=new Array;this.logOpen(`${e} ${t.name||\"\"}`);this._babylonScene._blockEntityCollection=!!this._assetContainer;const a=new l(t.name||`camera${t.index}`,n.Zero(),this._babylonScene,false);a._parentContainer=this._assetContainer;this._babylonScene._blockEntityCollection=false;a.ignoreParentScaling=true;t._babylonCamera=a;a.rotation.set(0,Math.PI,0);switch(t.type){case\"perspective\":{const n=t.perspective;if(!n)throw new Error(`${e}: Camera perspective properties are missing`);a.fov=n.yfov;a.minZ=n.znear;a.maxZ=n.zfar||0;break}case\"orthographic\":if(!t.orthographic)throw new Error(`${e}: Camera orthographic properties are missing`);a.mode=i.ORTHOGRAPHIC_CAMERA;a.orthoLeft=-t.orthographic.xmag;a.orthoRight=t.orthographic.xmag;a.orthoBottom=-t.orthographic.ymag;a.orthoTop=t.orthographic.ymag;a.minZ=t.orthographic.znear;a.maxZ=t.orthographic.zfar;break;default:throw new Error(`${e}: Invalid camera type (${t.type})`)}GLTFLoader.AddPointerMetadata(a,e);this._parent.onCameraLoadedObservable.notifyObservers(a);s(a);this.logClose();return Promise.all(r).then((()=>a))}_loadAnimationsAsync(){const e=this._gltf.animations;if(!e)return Promise.resolve();const t=new Array;for(let n=0;n<e.length;n++){const s=e[n];t.push(this.loadAnimationAsync(`/animations/${s.index}`,s).then((e=>{e.targetedAnimations.length===0&&e.dispose()})))}return Promise.all(t).then((()=>{}))}\n/**\n     * Loads a glTF animation.\n     * @param context The context when loading the asset\n     * @param animation The glTF animation property\n     * @returns A promise that resolves with the loaded Babylon animation group when the load is complete\n     */loadAnimationAsync(e,t){const n=this._extensionsLoadAnimationAsync(e,t);return n||import(\"@babylonjs/core/Animations/animationGroup.js\").then((({AnimationGroup:n})=>{this._babylonScene._blockEntityCollection=!!this._assetContainer;const s=new n(t.name||`animation${t.index}`,this._babylonScene);s._parentContainer=this._assetContainer;this._babylonScene._blockEntityCollection=false;t._babylonAnimationGroup=s;const o=new Array;ArrayItem.Assign(t.channels);ArrayItem.Assign(t.samplers);for(const n of t.channels)o.push(this._loadAnimationChannelAsync(`${e}/channels/${n.index}`,e,t,n,((e,t)=>{e.animations=e.animations||[];e.animations.push(t);s.addTargetedAnimation(t,e)})));return Promise.all(o).then((()=>{s.normalize(0);return s}))}))}\n/**\n     * @hidden\n     * Loads a glTF animation channel.\n     * @param context The context when loading the asset\n     * @param animationContext The context of the animation when loading the asset\n     * @param animation The glTF animation property\n     * @param channel The glTF animation channel property\n     * @param onLoad Called for each animation loaded\n     * @returns A void promise that resolves when the load is complete\n     */async _loadAnimationChannelAsync(e,t,n,s,o){const r=this._extensionsLoadAnimationChannelAsync(e,t,n,s,o);if(r)return r;if(s.target.node==void 0)return Promise.resolve();const a=ArrayItem.Get(`${e}/target/node`,this._gltf.nodes,s.target.node);const i=s.target.path;const l=i===\"weights\";if(l&&!a._numMorphTargets||!l&&!a._babylonTransformNode)return Promise.resolve();if(!this._parent.loadNodeAnimations&&!l&&!a._isJoint)return Promise.resolve();await import(\"../../_/cXf67t6d.js\");let c;switch(i){case\"translation\":c=O(\"/nodes/{}/translation\")?.interpolation;break;case\"rotation\":c=O(\"/nodes/{}/rotation\")?.interpolation;break;case\"scale\":c=O(\"/nodes/{}/scale\")?.interpolation;break;case\"weights\":c=O(\"/nodes/{}/weights\")?.interpolation;break;default:throw new Error(`${e}/target/path: Invalid value (${s.target.path})`)}if(!c)throw new Error(`${e}/target/path: Could not find interpolation properties for target path (${s.target.path})`);const h={object:a,info:c};return this._loadAnimationChannelFromTargetInfoAsync(e,t,n,s,h,o)}\n/**\n     * @hidden\n     * Loads a glTF animation channel.\n     * @param context The context when loading the asset\n     * @param animationContext The context of the animation when loading the asset\n     * @param animation The glTF animation property\n     * @param channel The glTF animation channel property\n     * @param targetInfo The glTF target and properties\n     * @param onLoad Called for each animation loaded\n     * @returns A void promise that resolves when the load is complete\n     */_loadAnimationChannelFromTargetInfoAsync(e,t,n,s,o,r){const a=this.parent.targetFps;const i=1/a;const l=ArrayItem.Get(`${e}/sampler`,n.samplers,s.sampler);return this._loadAnimationSamplerAsync(`${t}/samplers/${s.sampler}`,l).then((e=>{let t=0;const l=o.object;const c=o.info;for(const o of c){const c=o.getStride(l);const h=e.input;const d=e.output;const _=new Array(h.length);let f=0;switch(e.interpolation){case\"STEP\":for(let e=0;e<h.length;e++){const t=o.getValue(l,d,f,1);f+=c;_[e]={frame:h[e]*a,value:t,interpolation:1}}break;case\"CUBICSPLINE\":for(let e=0;e<h.length;e++){const t=o.getValue(l,d,f,i);f+=c;const n=o.getValue(l,d,f,1);f+=c;const s=o.getValue(l,d,f,i);f+=c;_[e]={frame:h[e]*a,inTangent:t,value:n,outTangent:s}}break;case\"LINEAR\":for(let e=0;e<h.length;e++){const t=o.getValue(l,d,f,1);f+=c;_[e]={frame:h[e]*a,value:t}}break}if(f>0){const e=`${n.name||`animation${n.index}`}_channel${s.index}_${t}`;const i=o.buildAnimations(l,e,a,_);for(const e of i){t++;r(e.babylonAnimatable,e.babylonAnimation)}}}}))}_loadAnimationSamplerAsync(e,t){if(t._data)return t._data;const n=t.interpolation||\"LINEAR\";switch(n){case\"STEP\":case\"LINEAR\":case\"CUBICSPLINE\":break;default:throw new Error(`${e}/interpolation: Invalid value (${t.interpolation})`)}const s=ArrayItem.Get(`${e}/input`,this._gltf.accessors,t.input);const o=ArrayItem.Get(`${e}/output`,this._gltf.accessors,t.output);t._data=Promise.all([this._loadFloatAccessorAsync(`/accessors/${s.index}`,s),this._loadFloatAccessorAsync(`/accessors/${o.index}`,o)]).then((([e,t])=>({input:e,interpolation:n,output:t})));return t._data}\n/**\n     * Loads a glTF buffer.\n     * @param context The context when loading the asset\n     * @param buffer The glTF buffer property\n     * @param byteOffset The byte offset to use\n     * @param byteLength The byte length to use\n     * @returns A promise that resolves with the loaded data when the load is complete\n     */loadBufferAsync(e,t,n,s){const o=this._extensionsLoadBufferAsync(e,t,n,s);if(o)return o;if(!t._data)if(t.uri)t._data=this.loadUriAsync(`${e}/uri`,t,t.uri);else{if(!this._bin)throw new Error(`${e}: Uri is missing or the binary glTF is missing its binary chunk`);t._data=this._bin.readAsync(0,t.byteLength)}return t._data.then((t=>{try{return new Uint8Array(t.buffer,t.byteOffset+n,s)}catch(t){throw new Error(`${e}: ${t.message}`)}}))}\n/**\n     * Loads a glTF buffer view.\n     * @param context The context when loading the asset\n     * @param bufferView The glTF buffer view property\n     * @returns A promise that resolves with the loaded data when the load is complete\n     */loadBufferViewAsync(e,t){const n=this._extensionsLoadBufferViewAsync(e,t);if(n)return n;if(t._data)return t._data;const s=ArrayItem.Get(`${e}/buffer`,this._gltf.buffers,t.buffer);t._data=this.loadBufferAsync(`/buffers/${s.index}`,s,t.byteOffset||0,t.byteLength);return t._data}_loadAccessorAsync(e,t,n){if(t._data)return t._data;const s=GLTFLoader._GetNumComponents(e,t.type);const o=s*m.GetTypeByteLength(t.componentType);const r=s*t.count;if(t.bufferView==void 0)t._data=Promise.resolve(new n(r));else{const a=ArrayItem.Get(`${e}/bufferView`,this._gltf.bufferViews,t.bufferView);t._data=this.loadBufferViewAsync(`/bufferViews/${a.index}`,a).then((i=>{if(t.componentType!==5126||t.normalized||a.byteStride&&a.byteStride!==o){const e=new n(r);m.ForEach(i,t.byteOffset||0,a.byteStride||o,s,t.componentType,e.length,t.normalized||false,((t,n)=>{e[n]=t}));return e}return GLTFLoader._GetTypedArray(e,t.componentType,i,t.byteOffset,r)}))}if(t.sparse){const r=t.sparse;t._data=t._data.then((a=>{const i=a;const l=ArrayItem.Get(`${e}/sparse/indices/bufferView`,this._gltf.bufferViews,r.indices.bufferView);const c=ArrayItem.Get(`${e}/sparse/values/bufferView`,this._gltf.bufferViews,r.values.bufferView);return Promise.all([this.loadBufferViewAsync(`/bufferViews/${l.index}`,l),this.loadBufferViewAsync(`/bufferViews/${c.index}`,c)]).then((([a,l])=>{const c=GLTFLoader._GetTypedArray(`${e}/sparse/indices`,r.indices.componentType,a,r.indices.byteOffset,r.count);const h=s*r.count;let d;if(t.componentType!==5126||t.normalized){const a=GLTFLoader._GetTypedArray(`${e}/sparse/values`,t.componentType,l,r.values.byteOffset,h);d=new n(h);m.ForEach(a,0,o,s,t.componentType,d.length,t.normalized||false,((e,t)=>{d[t]=e}))}else d=GLTFLoader._GetTypedArray(`${e}/sparse/values`,t.componentType,l,r.values.byteOffset,h);let _=0;for(let e=0;e<c.length;e++){let t=c[e]*s;for(let e=0;e<s;e++)i[t++]=d[_++]}return i}))}))}return t._data}_loadFloatAccessorAsync(e,t){return this._loadAccessorAsync(e,t,Float32Array)}_loadIndicesAccessorAsync(e,t){if(t.type!==\"SCALAR\")throw new Error(`${e}/type: Invalid value ${t.type}`);if(t.componentType!==5121&&t.componentType!==5123&&t.componentType!==5125)throw new Error(`${e}/componentType: Invalid value ${t.componentType}`);if(t._data)return t._data;if(t.sparse){const n=GLTFLoader._GetTypedArrayConstructor(`${e}/componentType`,t.componentType);t._data=this._loadAccessorAsync(e,t,n)}else{const n=ArrayItem.Get(`${e}/bufferView`,this._gltf.bufferViews,t.bufferView);t._data=this.loadBufferViewAsync(`/bufferViews/${n.index}`,n).then((n=>GLTFLoader._GetTypedArray(e,t.componentType,n,t.byteOffset,t.count)))}return t._data}_loadVertexBufferViewAsync(e){if(e._babylonBuffer)return e._babylonBuffer;const t=this._babylonScene.getEngine();e._babylonBuffer=this.loadBufferViewAsync(`/bufferViews/${e.index}`,e).then((e=>new y(t,e,false)));return e._babylonBuffer}_loadVertexAccessorAsync(e,t,n){if(t._babylonVertexBuffer?.[n])return t._babylonVertexBuffer[n];t._babylonVertexBuffer||(t._babylonVertexBuffer={});const s=this._babylonScene.getEngine();if(t.sparse||t.bufferView==void 0)t._babylonVertexBuffer[n]=this._loadFloatAccessorAsync(e,t).then((e=>new m(s,e,n,false)));else{const o=ArrayItem.Get(`${e}/bufferView`,this._gltf.bufferViews,t.bufferView);t._babylonVertexBuffer[n]=this._loadVertexBufferViewAsync(o).then((r=>{const a=GLTFLoader._GetNumComponents(e,t.type);return new m(s,r,n,false,void 0,o.byteStride,void 0,t.byteOffset,a,t.componentType,t.normalized,true,void 0,true)}))}return t._babylonVertexBuffer[n]}_loadMaterialMetallicRoughnessPropertiesAsync(e,t,n){if(!(n instanceof _))throw new Error(`${e}: Material type not supported`);const s=new Array;if(t){if(t.baseColorFactor){n.albedoColor=r.FromArray(t.baseColorFactor);n.alpha=t.baseColorFactor[3]}else n.albedoColor=r.White();n.metallic=t.metallicFactor==void 0?1:t.metallicFactor;n.roughness=t.roughnessFactor==void 0?1:t.roughnessFactor;t.baseColorTexture&&s.push(this.loadTextureInfoAsync(`${e}/baseColorTexture`,t.baseColorTexture,(e=>{e.name=`${n.name} (Base Color)`;n.albedoTexture=e})));if(t.metallicRoughnessTexture){t.metallicRoughnessTexture.nonColorData=true;s.push(this.loadTextureInfoAsync(`${e}/metallicRoughnessTexture`,t.metallicRoughnessTexture,(e=>{e.name=`${n.name} (Metallic Roughness)`;n.metallicTexture=e})));n.useMetallnessFromMetallicTextureBlue=true;n.useRoughnessFromMetallicTextureGreen=true;n.useRoughnessFromMetallicTextureAlpha=false}}return Promise.all(s).then((()=>{}))}_loadMaterialAsync(e,t,n,s,o=()=>{}){const r=this._extensionsLoadMaterialAsync(e,t,n,s,o);if(r)return r;t._data=t._data||{};let a=t._data[s];if(!a){this.logOpen(`${e} ${t.name||\"\"}`);const n=this.createMaterial(e,t,s);a={babylonMaterial:n,babylonMeshes:[],promise:this.loadMaterialPropertiesAsync(e,t,n)};t._data[s]=a;GLTFLoader.AddPointerMetadata(n,e);this._parent.onMaterialLoadedObservable.notifyObservers(n);this.logClose()}if(n){a.babylonMeshes.push(n);n.onDisposeObservable.addOnce((()=>{const e=a.babylonMeshes.indexOf(n);e!==-1&&a.babylonMeshes.splice(e,1)}))}o(a.babylonMaterial);return a.promise.then((()=>a.babylonMaterial))}_createDefaultMaterial(e,t){this._babylonScene._blockEntityCollection=!!this._assetContainer;const n=new _(e,this._babylonScene);n._parentContainer=this._assetContainer;this._babylonScene._blockEntityCollection=false;n.fillMode=t;n.enableSpecularAntiAliasing=true;n.useRadianceOverAlpha=!this._parent.transparencyAsCoverage;n.useSpecularOverAlpha=!this._parent.transparencyAsCoverage;n.transparencyMode=_.PBRMATERIAL_OPAQUE;n.metallic=1;n.roughness=1;return n}\n/**\n     * Creates a Babylon material from a glTF material.\n     * @param context The context when loading the asset\n     * @param material The glTF material property\n     * @param babylonDrawMode The draw mode for the Babylon material\n     * @returns The Babylon material\n     */createMaterial(e,t,n){const s=this._extensionsCreateMaterial(e,t,n);if(s)return s;const o=t.name||`material${t.index}`;const r=this._createDefaultMaterial(o,n);return r}\n/**\n     * Loads properties from a glTF material into a Babylon material.\n     * @param context The context when loading the asset\n     * @param material The glTF material property\n     * @param babylonMaterial The Babylon material\n     * @returns A promise that resolves when the load is complete\n     */loadMaterialPropertiesAsync(e,t,n){const s=this._extensionsLoadMaterialPropertiesAsync(e,t,n);if(s)return s;const o=new Array;o.push(this.loadMaterialBasePropertiesAsync(e,t,n));t.pbrMetallicRoughness&&o.push(this._loadMaterialMetallicRoughnessPropertiesAsync(`${e}/pbrMetallicRoughness`,t.pbrMetallicRoughness,n));this.loadMaterialAlphaProperties(e,t,n);return Promise.all(o).then((()=>{}))}\n/**\n     * Loads the normal, occlusion, and emissive properties from a glTF material into a Babylon material.\n     * @param context The context when loading the asset\n     * @param material The glTF material property\n     * @param babylonMaterial The Babylon material\n     * @returns A promise that resolves when the load is complete\n     */loadMaterialBasePropertiesAsync(e,t,n){if(!(n instanceof _))throw new Error(`${e}: Material type not supported`);const s=new Array;n.emissiveColor=t.emissiveFactor?r.FromArray(t.emissiveFactor):new r(0,0,0);if(t.doubleSided){n.backFaceCulling=false;n.twoSidedLighting=true}if(t.normalTexture){t.normalTexture.nonColorData=true;s.push(this.loadTextureInfoAsync(`${e}/normalTexture`,t.normalTexture,(e=>{e.name=`${n.name} (Normal)`;n.bumpTexture=e})));n.invertNormalMapX=!this._babylonScene.useRightHandedSystem;n.invertNormalMapY=this._babylonScene.useRightHandedSystem;t.normalTexture.scale!=void 0&&n.bumpTexture&&(n.bumpTexture.level=t.normalTexture.scale);n.forceIrradianceInFragment=true}if(t.occlusionTexture){t.occlusionTexture.nonColorData=true;s.push(this.loadTextureInfoAsync(`${e}/occlusionTexture`,t.occlusionTexture,(e=>{e.name=`${n.name} (Occlusion)`;n.ambientTexture=e})));n.useAmbientInGrayScale=true;t.occlusionTexture.strength!=void 0&&(n.ambientTextureStrength=t.occlusionTexture.strength)}t.emissiveTexture&&s.push(this.loadTextureInfoAsync(`${e}/emissiveTexture`,t.emissiveTexture,(e=>{e.name=`${n.name} (Emissive)`;n.emissiveTexture=e})));return Promise.all(s).then((()=>{}))}\n/**\n     * Loads the alpha properties from a glTF material into a Babylon material.\n     * Must be called after the setting the albedo texture of the Babylon material when the material has an albedo texture.\n     * @param context The context when loading the asset\n     * @param material The glTF material property\n     * @param babylonMaterial The Babylon material\n     */loadMaterialAlphaProperties(e,t,n){if(!(n instanceof _))throw new Error(`${e}: Material type not supported`);const s=t.alphaMode||\"OPAQUE\";switch(s){case\"OPAQUE\":n.transparencyMode=_.PBRMATERIAL_OPAQUE;n.alpha=1;break;case\"MASK\":n.transparencyMode=_.PBRMATERIAL_ALPHATEST;n.alphaCutOff=t.alphaCutoff==void 0?.5:t.alphaCutoff;n.albedoTexture&&(n.albedoTexture.hasAlpha=true);break;case\"BLEND\":n.transparencyMode=_.PBRMATERIAL_ALPHABLEND;if(n.albedoTexture){n.albedoTexture.hasAlpha=true;n.useAlphaFromAlbedoTexture=true}break;default:throw new Error(`${e}/alphaMode: Invalid value (${t.alphaMode})`)}}\n/**\n     * Loads a glTF texture info.\n     * @param context The context when loading the asset\n     * @param textureInfo The glTF texture info property\n     * @param assign A function called synchronously after parsing the glTF properties\n     * @returns A promise that resolves with the loaded Babylon texture when the load is complete\n     */loadTextureInfoAsync(e,t,n=()=>{}){const s=this._extensionsLoadTextureInfoAsync(e,t,n);if(s)return s;this.logOpen(`${e}`);if(t.texCoord>=6)throw new Error(`${e}/texCoord: Invalid value (${t.texCoord})`);const o=ArrayItem.Get(`${e}/index`,this._gltf.textures,t.index);o._textureInfo=t;const r=this._loadTextureAsync(`/textures/${t.index}`,o,(s=>{s.coordinatesIndex=t.texCoord||0;GLTFLoader.AddPointerMetadata(s,e);this._parent.onTextureLoadedObservable.notifyObservers(s);n(s)}));this.logClose();return r}_loadTextureAsync(e,t,n=()=>{}){const s=this._extensionsLoadTextureAsync(e,t,n);if(s)return s;this.logOpen(`${e} ${t.name||\"\"}`);const o=t.sampler==void 0?GLTFLoader.DefaultSampler:ArrayItem.Get(`${e}/sampler`,this._gltf.samplers,t.sampler);const r=ArrayItem.Get(`${e}/source`,this._gltf.images,t.source);const a=this._createTextureAsync(e,o,r,n,void 0,!t._textureInfo.nonColorData);this.logClose();return a}_createTextureAsync(t,n,s,o=()=>{},r,a){const i=this._loadSampler(`/samplers/${n.index}`,n);const l=new Array;const c=new e;this._babylonScene._blockEntityCollection=!!this._assetContainer;const h={noMipmap:i.noMipMaps,invertY:false,samplingMode:i.samplingMode,onLoad:()=>{this._disposed||c.resolve()},onError:(e,n)=>{this._disposed||c.reject(new Error(`${t}: ${n&&n.message?n.message:e||\"Failed to load texture\"}`))},mimeType:s.mimeType??$(s.uri??\"\"),loaderOptions:r,useSRGBBuffer:!!a&&this._parent.useSRGBBuffers};const d=new f(null,this._babylonScene,h);d._parentContainer=this._assetContainer;this._babylonScene._blockEntityCollection=false;l.push(c.promise);l.push(this.loadImageAsync(`/images/${s.index}`,s).then((e=>{const t=s.uri||`${this._fileName}#image${s.index}`;const n=`data:${this._uniqueRootUrl}${t}`;d.updateURL(n,e);const o=d.getInternalTexture();o&&(o.label=s.name)})));d.wrapU=i.wrapU;d.wrapV=i.wrapV;o(d);this._parent.useGltfTextureNames&&(d.name=s.name||s.uri||`image${s.index}`);return Promise.all(l).then((()=>d))}_loadSampler(e,t){t._data||(t._data={noMipMaps:t.minFilter===9728||t.minFilter===9729,samplingMode:GLTFLoader._GetTextureSamplingMode(e,t),wrapU:GLTFLoader._GetTextureWrapMode(`${e}/wrapS`,t.wrapS),wrapV:GLTFLoader._GetTextureWrapMode(`${e}/wrapT`,t.wrapT)});return t._data}\n/**\n     * Loads a glTF image.\n     * @param context The context when loading the asset\n     * @param image The glTF image property\n     * @returns A promise that resolves with the loaded data when the load is complete\n     */loadImageAsync(e,t){if(!t._data){this.logOpen(`${e} ${t.name||\"\"}`);if(t.uri)t._data=this.loadUriAsync(`${e}/uri`,t,t.uri);else{const n=ArrayItem.Get(`${e}/bufferView`,this._gltf.bufferViews,t.bufferView);t._data=this.loadBufferViewAsync(`/bufferViews/${n.index}`,n)}this.logClose()}return t._data}\n/**\n     * Loads a glTF uri.\n     * @param context The context when loading the asset\n     * @param property The glTF property associated with the uri\n     * @param uri The base64 or relative uri\n     * @returns A promise that resolves with the loaded data when the load is complete\n     */loadUriAsync(e,t,n){const s=this._extensionsLoadUriAsync(e,t,n);if(s)return s;if(!GLTFLoader._ValidateUri(n))throw new Error(`${e}: '${n}' is invalid`);if(L(n)){const t=new Uint8Array(S(n));this.log(`${e}: Decoded ${n.substring(0,64)}... (${t.length} bytes)`);return Promise.resolve(t)}this.log(`${e}: Loading ${n}`);return this._parent.preprocessUrlAsync(this._rootUrl+n).then((t=>new Promise(((s,o)=>{this._parent._loadFile(this._babylonScene,t,(t=>{if(!this._disposed){this.log(`${e}: Loaded ${n} (${t.byteLength} bytes)`);s(new Uint8Array(t))}}),true,(t=>{o(new C(`${e}: Failed to load '${n}'${t?\": \"+t.status+\" \"+t.statusText:\"\"}`,t))}))}))))}\n/**\n     * Adds a JSON pointer to the _internalMetadata of the Babylon object at `<object>._internalMetadata.gltf.pointers`.\n     * @param babylonObject the Babylon object with _internalMetadata\n     * @param pointer the JSON pointer\n     */static AddPointerMetadata(e,t){e.metadata=e.metadata||{};const n=e._internalMetadata=e._internalMetadata||{};const s=n.gltf=n.gltf||{};const o=s.pointers=s.pointers||[];o.push(t)}static _GetTextureWrapMode(e,t){t=t==void 0?10497:t;switch(t){case 33071:return f.CLAMP_ADDRESSMODE;case 33648:return f.MIRROR_ADDRESSMODE;case 10497:return f.WRAP_ADDRESSMODE;default:v.Warn(`${e}: Invalid value (${t})`);return f.WRAP_ADDRESSMODE}}static _GetTextureSamplingMode(e,t){const n=t.magFilter==void 0?9729:t.magFilter;const s=t.minFilter==void 0?9987:t.minFilter;if(n===9729)switch(s){case 9728:return f.LINEAR_NEAREST;case 9729:return f.LINEAR_LINEAR;case 9984:return f.LINEAR_NEAREST_MIPNEAREST;case 9985:return f.LINEAR_LINEAR_MIPNEAREST;case 9986:return f.LINEAR_NEAREST_MIPLINEAR;case 9987:return f.LINEAR_LINEAR_MIPLINEAR;default:v.Warn(`${e}/minFilter: Invalid value (${s})`);return f.LINEAR_LINEAR_MIPLINEAR}else{n!==9728&&v.Warn(`${e}/magFilter: Invalid value (${n})`);switch(s){case 9728:return f.NEAREST_NEAREST;case 9729:return f.NEAREST_LINEAR;case 9984:return f.NEAREST_NEAREST_MIPNEAREST;case 9985:return f.NEAREST_LINEAR_MIPNEAREST;case 9986:return f.NEAREST_NEAREST_MIPLINEAR;case 9987:return f.NEAREST_LINEAR_MIPLINEAR;default:v.Warn(`${e}/minFilter: Invalid value (${s})`);return f.NEAREST_NEAREST_MIPNEAREST}}}static _GetTypedArrayConstructor(e,t){try{return G(t)}catch(t){throw new Error(`${e}: ${t.message}`)}}static _GetTypedArray(e,t,n,s,o){const r=n.buffer;s=n.byteOffset+(s||0);const a=GLTFLoader._GetTypedArrayConstructor(`${e}/componentType`,t);const i=m.GetTypeByteLength(t);if(s%i!==0){v.Warn(`${e}: Copying buffer as byte offset (${s}) is not a multiple of component type byte length (${i})`);return new a(r.slice(s,s+o*i),0)}return new a(r,s,o)}static _GetNumComponents(e,t){switch(t){case\"SCALAR\":return 1;case\"VEC2\":return 2;case\"VEC3\":return 3;case\"VEC4\":return 4;case\"MAT2\":return 4;case\"MAT3\":return 9;case\"MAT4\":return 16}throw new Error(`${e}: Invalid type (${t})`)}static _ValidateUri(e){return a.IsBase64(e)||e.indexOf(\"..\")===-1}static _GetDrawMode(e,t){t==void 0&&(t=4);switch(t){case 0:return d.PointListDrawMode;case 1:return d.LineListDrawMode;case 2:return d.LineLoopDrawMode;case 3:return d.LineStripDrawMode;case 4:return d.TriangleFillMode;case 5:return d.TriangleStripDrawMode;case 6:return d.TriangleFanDrawMode}throw new Error(`${e}: Invalid mesh primitive mode (${t})`)}_compileMaterialsAsync(){this._parent._startPerformanceCounter(\"Compile materials\");const e=new Array;if(this._gltf.materials)for(const t of this._gltf.materials)if(t._data)for(const n in t._data){const s=t._data[n];for(const t of s.babylonMeshes){t.computeWorldMatrix(true);const n=s.babylonMaterial;e.push(n.forceCompilationAsync(t));e.push(n.forceCompilationAsync(t,{useInstances:true}));if(this._parent.useClipPlane){e.push(n.forceCompilationAsync(t,{clipPlane:true}));e.push(n.forceCompilationAsync(t,{clipPlane:true,useInstances:true}))}}}return Promise.all(e).then((()=>{this._parent._endPerformanceCounter(\"Compile materials\")}))}_compileShadowGeneratorsAsync(){this._parent._startPerformanceCounter(\"Compile shadow generators\");const e=new Array;const t=this._babylonScene.lights;for(const n of t){const t=n.getShadowGenerator();t&&e.push(t.forceCompilationAsync())}return Promise.all(e).then((()=>{this._parent._endPerformanceCounter(\"Compile shadow generators\")}))}_forEachExtensions(e){for(const t of this._extensions)t.enabled&&e(t)}_applyExtensions(e,t,n){for(const s of this._extensions)if(s.enabled){const o=`${s.name}.${t}`;const r=e;r._activeLoaderExtensionFunctions=r._activeLoaderExtensionFunctions||{};const a=r._activeLoaderExtensionFunctions;if(!a[o]){a[o]=true;try{const e=n(s);if(e)return e}finally{delete a[o]}}}return null}_extensionsOnLoading(){this._forEachExtensions((e=>e.onLoading&&e.onLoading()))}_extensionsOnReady(){this._forEachExtensions((e=>e.onReady&&e.onReady()))}_extensionsLoadSceneAsync(e,t){return this._applyExtensions(t,\"loadScene\",(n=>n.loadSceneAsync&&n.loadSceneAsync(e,t)))}_extensionsLoadNodeAsync(e,t,n){return this._applyExtensions(t,\"loadNode\",(s=>s.loadNodeAsync&&s.loadNodeAsync(e,t,n)))}_extensionsLoadCameraAsync(e,t,n){return this._applyExtensions(t,\"loadCamera\",(s=>s.loadCameraAsync&&s.loadCameraAsync(e,t,n)))}_extensionsLoadVertexDataAsync(e,t,n){return this._applyExtensions(t,\"loadVertexData\",(s=>s._loadVertexDataAsync&&s._loadVertexDataAsync(e,t,n)))}_extensionsLoadMeshPrimitiveAsync(e,t,n,s,o,r){return this._applyExtensions(o,\"loadMeshPrimitive\",(a=>a._loadMeshPrimitiveAsync&&a._loadMeshPrimitiveAsync(e,t,n,s,o,r)))}_extensionsLoadMaterialAsync(e,t,n,s,o){return this._applyExtensions(t,\"loadMaterial\",(r=>r._loadMaterialAsync&&r._loadMaterialAsync(e,t,n,s,o)))}_extensionsCreateMaterial(e,t,n){return this._applyExtensions(t,\"createMaterial\",(s=>s.createMaterial&&s.createMaterial(e,t,n)))}_extensionsLoadMaterialPropertiesAsync(e,t,n){return this._applyExtensions(t,\"loadMaterialProperties\",(s=>s.loadMaterialPropertiesAsync&&s.loadMaterialPropertiesAsync(e,t,n)))}_extensionsLoadTextureInfoAsync(e,t,n){return this._applyExtensions(t,\"loadTextureInfo\",(s=>s.loadTextureInfoAsync&&s.loadTextureInfoAsync(e,t,n)))}_extensionsLoadTextureAsync(e,t,n){return this._applyExtensions(t,\"loadTexture\",(s=>s._loadTextureAsync&&s._loadTextureAsync(e,t,n)))}_extensionsLoadAnimationAsync(e,t){return this._applyExtensions(t,\"loadAnimation\",(n=>n.loadAnimationAsync&&n.loadAnimationAsync(e,t)))}_extensionsLoadAnimationChannelAsync(e,t,n,s,o){return this._applyExtensions(n,\"loadAnimationChannel\",(r=>r._loadAnimationChannelAsync&&r._loadAnimationChannelAsync(e,t,n,s,o)))}_extensionsLoadSkinAsync(e,t,n){return this._applyExtensions(n,\"loadSkin\",(s=>s._loadSkinAsync&&s._loadSkinAsync(e,t,n)))}_extensionsLoadUriAsync(e,t,n){return this._applyExtensions(t,\"loadUri\",(s=>s._loadUriAsync&&s._loadUriAsync(e,t,n)))}_extensionsLoadBufferViewAsync(e,t){return this._applyExtensions(t,\"loadBufferView\",(n=>n.loadBufferViewAsync&&n.loadBufferViewAsync(e,t)))}_extensionsLoadBufferAsync(e,t,n,s){return this._applyExtensions(t,\"loadBuffer\",(o=>o.loadBufferAsync&&o.loadBufferAsync(e,t,n,s)))}\n/**\n     * Helper method called by a loader extension to load an glTF extension.\n     * @param context The context when loading the asset\n     * @param property The glTF property to load the extension from\n     * @param extensionName The name of the extension to load\n     * @param actionAsync The action to run\n     * @returns The promise returned by actionAsync or null if the extension does not exist\n     */static LoadExtensionAsync(e,t,n,s){if(!t.extensions)return null;const o=t.extensions;const r=o[n];return r?s(`${e}/extensions/${n}`,r):null}\n/**\n     * Helper method called by a loader extension to load a glTF extra.\n     * @param context The context when loading the asset\n     * @param property The glTF property to load the extra from\n     * @param extensionName The name of the extension to load\n     * @param actionAsync The action to run\n     * @returns The promise returned by actionAsync or null if the extra does not exist\n     */static LoadExtraAsync(e,t,n,s){if(!t.extras)return null;const o=t.extras;const r=o[n];return r?s(`${e}/extras/${n}`,r):null}\n/**\n     * Checks for presence of an extension.\n     * @param name The name of the extension to check\n     * @returns A boolean indicating the presence of the given extension name in `extensionsUsed`\n     */isExtensionUsed(e){return!!this._gltf.extensionsUsed&&this._gltf.extensionsUsed.indexOf(e)!==-1}\n/**\n     * Increments the indentation level and logs a message.\n     * @param message The message to log\n     */logOpen(e){this._parent._logOpen(e)}logClose(){this._parent._logClose()}\n/**\n     * Logs a message\n     * @param message The message to log\n     */log(e){this._parent._log(e)}\n/**\n     * Starts a performance counter.\n     * @param counterName The name of the performance counter\n     */startPerformanceCounter(e){this._parent._startPerformanceCounter(e)}\n/**\n     * Ends a performance counter.\n     * @param counterName The name of the performance counter\n     */endPerformanceCounter(e){this._parent._endPerformanceCounter(e)}}GLTFLoader.DefaultSampler={index:-1};w._CreateGLTF2Loader=e=>new GLTFLoader(e);export{ArrayItem,w as GLTFFileLoader,GLTFLoader,LoadBoundingInfoFromPositionAccessor};\n//# sourceMappingURL=glTFLoader.js.map\n","import\"../Maths/math.vector.js\";import\"../Maths/math.color.js\";export{c as FlowGraphTypes,R as RichType,d as RichTypeAny,e as RichTypeBoolean,f as RichTypeColor3,g as RichTypeColor4,h as RichTypeFlowGraphInteger,i as RichTypeMatrix,j as RichTypeMatrix2D,k as RichTypeMatrix3D,l as RichTypeNumber,m as RichTypeQuaternion,n as RichTypeString,o as RichTypeVector2,p as RichTypeVector3,q as RichTypeVector4,r as getAnimationTypeByFlowGraphType,s as getRichTypeByAnimationType,t as getRichTypeByFlowGraphType,u as getRichTypeFromValue}from\"../_/ByU-piAe.js\";import\"../Maths/math.constants.js\";import\"../Misc/arrayTools.js\";import\"../Misc/typeStore.js\";import\"../_/BjBO3Vqv.js\";import\"../Engines/engineStore.js\";import\"../Misc/observable.js\";import\"../_/BXd1Jdj1.js\";\n//# sourceMappingURL=flowGraphRichTypes.js.map\n","import{Logger as e}from\"@babylonjs/core/Misc/logger.js\";import{getAnimationTypeByFlowGraphType as t}from\"@babylonjs/core/FlowGraph/flowGraphRichTypes.js\";function getMappingForFullOperationName(e){const[t,o]=e.split(\":\");return getMappingForDeclaration({op:t,extension:o})}function getMappingForDeclaration(t,n=true){const l=t.extension?o[t.extension]?.[t.op]:a[t.op];if(!l){e.Warn(`No mapping found for operation ${t.op} and extension ${t.extension||\"KHR_interactivity\"}`);if(n){const e={};const o={flows:{}};if(t.inputValueSockets){e.values={};for(const o in t.inputValueSockets)e.values[o]={name:o}}if(t.outputValueSockets){o.values={};Object.keys(t.outputValueSockets).forEach((e=>{o.values[e]={name:e}}))}return{blocks:[],inputs:e,outputs:o}}}return l}\n/**\n * This function will add new mapping to glTF interactivity.\n * Other extensions can define new types of blocks, this is the way to let interactivity know how to parse them.\n * @param key the type of node, i.e. \"variable/get\"\n * @param extension the extension of the interactivity operation, i.e. \"KHR_selectability\"\n * @param mapping The mapping object. See documentation or examples below.\n */function addNewInteractivityFlowGraphMapping(e,t,a){o[t]||(o[t]={});o[t][e]=a}const o={BABYLON:{\"flow/log\":{blocks:[\"FlowGraphConsoleLogBlock\"],inputs:{values:{message:{name:\"message\"}}}}}};const a={\"event/onStart\":{blocks:[\"FlowGraphSceneReadyEventBlock\"],outputs:{flows:{out:{name:\"done\"}}}},\"event/onTick\":{blocks:[\"FlowGraphSceneTickEventBlock\"],inputs:{},outputs:{values:{timeSinceLastTick:{name:\"deltaTime\",gltfType:\"number\"}},flows:{out:{name:\"done\"}}}},\"event/send\":{blocks:[\"FlowGraphSendCustomEventBlock\"],extraProcessor(e,t,o,a,n){if(t.op!==\"event/send\"||!e.configuration||Object.keys(e.configuration).length!==1)throw new Error(\"Receive event should have a single configuration object, the event itself\");const l=e.configuration.event;const r=l.value[0];if(typeof r!==\"number\")throw new Error(\"Event id should be a number\");const i=a.arrays.events[r];const u=n[0];u.config||(u.config={});u.config.eventId=i.eventId;u.config.eventData=i.eventData;return n}},\"event/receive\":{blocks:[\"FlowGraphReceiveCustomEventBlock\"],outputs:{flows:{out:{name:\"done\"}}},validation(t,o){if(!t.configuration){e.Error(\"Receive event should have a configuration object\");return{valid:false,error:\"Receive event should have a configuration object\"}}const a=t.configuration.event;if(!a){e.Error(\"Receive event should have a single configuration object, the event itself\");return{valid:false,error:\"Receive event should have a single configuration object, the event itself\"}}const n=a.value[0];if(typeof n!==\"number\"){e.Error(\"Event id should be a number\");return{valid:false,error:\"Event id should be a number\"}}const l=o.events?.[n];if(!l){e.Error(`Event with id ${n} not found`);return{valid:false,error:`Event with id ${n} not found`}}return{valid:true}},extraProcessor(e,t,o,a,n){if(t.op!==\"event/receive\"||!e.configuration||Object.keys(e.configuration).length!==1)throw new Error(\"Receive event should have a single configuration object, the event itself\");const l=e.configuration.event;const r=l.value[0];if(typeof r!==\"number\")throw new Error(\"Event id should be a number\");const i=a.arrays.events[r];const u=n[0];u.config||(u.config={});u.config.eventId=i.eventId;u.config.eventData=i.eventData;return n}},\"math/e\":getSimpleInputMapping(\"FlowGraphEBlock\"),\"math/pi\":getSimpleInputMapping(\"FlowGraphPIBlock\"),\"math/inf\":getSimpleInputMapping(\"FlowGraphInfBlock\"),\"math/nan\":getSimpleInputMapping(\"FlowGraphNaNBlock\"),\"math/abs\":getSimpleInputMapping(\"FlowGraphAbsBlock\"),\"math/sign\":getSimpleInputMapping(\"FlowGraphSignBlock\"),\"math/trunc\":getSimpleInputMapping(\"FlowGraphTruncBlock\"),\"math/floor\":getSimpleInputMapping(\"FlowGraphFloorBlock\"),\"math/ceil\":getSimpleInputMapping(\"FlowGraphCeilBlock\"),\"math/round\":{blocks:[\"FlowGraphRoundBlock\"],configuration:{},inputs:{values:{a:{name:\"a\"}}},outputs:{values:{value:{name:\"value\"}}},extraProcessor(e,t,o,a,n){n[0].config=n[0].config||{};n[0].config.roundHalfAwayFromZero=true;return n}},\"math/fract\":getSimpleInputMapping(\"FlowGraphFractBlock\"),\"math/neg\":getSimpleInputMapping(\"FlowGraphNegationBlock\"),\"math/add\":getSimpleInputMapping(\"FlowGraphAddBlock\",[\"a\",\"b\"],true),\"math/sub\":getSimpleInputMapping(\"FlowGraphSubtractBlock\",[\"a\",\"b\"],true),\"math/mul\":{blocks:[\"FlowGraphMultiplyBlock\"],extraProcessor(e,t,o,a,n){n[0].config=n[0].config||{};n[0].config.useMatrixPerComponent=true;n[0].config.preventIntegerFloatArithmetic=true;let l=-1;Object.keys(e.values||{}).find((t=>{if(e.values?.[t].type!==void 0){l=e.values[t].type;return true}return false}));l!==-1&&(n[0].config.type=a.arrays.types[l].flowGraphType);return n},validation(e){if(e.values){const t=Object.keys(e.values).map((t=>e.values[t].type));const o=t.every((e=>e===void 0||e===t[0]));if(!o)return{valid:false,error:\"All inputs must be of the same type\"}}return{valid:true}}},\"math/div\":getSimpleInputMapping(\"FlowGraphDivideBlock\",[\"a\",\"b\"],true),\"math/rem\":getSimpleInputMapping(\"FlowGraphModuloBlock\",[\"a\",\"b\"]),\"math/min\":getSimpleInputMapping(\"FlowGraphMinBlock\",[\"a\",\"b\"]),\"math/max\":getSimpleInputMapping(\"FlowGraphMaxBlock\",[\"a\",\"b\"]),\"math/clamp\":getSimpleInputMapping(\"FlowGraphClampBlock\",[\"a\",\"b\",\"c\"]),\"math/saturate\":getSimpleInputMapping(\"FlowGraphSaturateBlock\"),\"math/mix\":getSimpleInputMapping(\"FlowGraphMathInterpolationBlock\",[\"a\",\"b\",\"c\"]),\"math/eq\":getSimpleInputMapping(\"FlowGraphEqualityBlock\",[\"a\",\"b\"]),\"math/lt\":getSimpleInputMapping(\"FlowGraphLessThanBlock\",[\"a\",\"b\"]),\"math/le\":getSimpleInputMapping(\"FlowGraphLessThanOrEqualBlock\",[\"a\",\"b\"]),\"math/gt\":getSimpleInputMapping(\"FlowGraphGreaterThanBlock\",[\"a\",\"b\"]),\"math/ge\":getSimpleInputMapping(\"FlowGraphGreaterThanOrEqualBlock\",[\"a\",\"b\"]),\"math/isnan\":getSimpleInputMapping(\"FlowGraphIsNaNBlock\"),\"math/isinf\":getSimpleInputMapping(\"FlowGraphIsInfBlock\"),\"math/select\":{blocks:[\"FlowGraphConditionalBlock\"],inputs:{values:{condition:{name:\"condition\"},a:{name:\"onTrue\"},b:{name:\"onFalse\"}}},outputs:{values:{value:{name:\"output\"}}}},\"math/random\":{blocks:[\"FlowGraphRandomBlock\"],outputs:{values:{value:{name:\"value\"}}}},\"math/sin\":getSimpleInputMapping(\"FlowGraphSinBlock\"),\"math/cos\":getSimpleInputMapping(\"FlowGraphCosBlock\"),\"math/tan\":getSimpleInputMapping(\"FlowGraphTanBlock\"),\"math/asin\":getSimpleInputMapping(\"FlowGraphASinBlock\"),\"math/acos\":getSimpleInputMapping(\"FlowGraphACosBlock\"),\"math/atan\":getSimpleInputMapping(\"FlowGraphATanBlock\"),\"math/atan2\":getSimpleInputMapping(\"FlowGraphATan2Block\",[\"a\",\"b\"]),\"math/sinh\":getSimpleInputMapping(\"FlowGraphSinhBlock\"),\"math/cosh\":getSimpleInputMapping(\"FlowGraphCoshBlock\"),\"math/tanh\":getSimpleInputMapping(\"FlowGraphTanhBlock\"),\"math/asinh\":getSimpleInputMapping(\"FlowGraphASinhBlock\"),\"math/acosh\":getSimpleInputMapping(\"FlowGraphACoshBlock\"),\"math/atanh\":getSimpleInputMapping(\"FlowGraphATanhBlock\"),\"math/exp\":getSimpleInputMapping(\"FlowGraphExponentialBlock\"),\"math/log\":getSimpleInputMapping(\"FlowGraphLogBlock\"),\"math/log2\":getSimpleInputMapping(\"FlowGraphLog2Block\"),\"math/log10\":getSimpleInputMapping(\"FlowGraphLog10Block\"),\"math/sqrt\":getSimpleInputMapping(\"FlowGraphSquareRootBlock\"),\"math/cbrt\":getSimpleInputMapping(\"FlowGraphCubeRootBlock\"),\"math/pow\":getSimpleInputMapping(\"FlowGraphPowerBlock\",[\"a\",\"b\"]),\"math/length\":getSimpleInputMapping(\"FlowGraphLengthBlock\"),\"math/normalize\":getSimpleInputMapping(\"FlowGraphNormalizeBlock\"),\"math/dot\":getSimpleInputMapping(\"FlowGraphDotBlock\",[\"a\",\"b\"]),\"math/cross\":getSimpleInputMapping(\"FlowGraphCrossBlock\",[\"a\",\"b\"]),\"math/rotate2d\":getSimpleInputMapping(\"FlowGraphRotate2DBlock\",[\"a\",\"b\"]),\"math/rotate3d\":getSimpleInputMapping(\"FlowGraphRotate3DBlock\",[\"a\",\"b\",\"c\"]),\"math/transform\":{blocks:[\"FlowGraphTransformVectorBlock\"],inputs:{values:{a:{name:\"a\"},b:{name:\"b\"}}},outputs:{values:{value:{name:\"value\"}}}},\"math/combine2\":{blocks:[\"FlowGraphCombineVector2Block\"],inputs:{values:{a:{name:\"input_0\",gltfType:\"number\"},b:{name:\"input_1\",gltfType:\"number\"}}},outputs:{values:{value:{name:\"value\"}}}},\"math/combine3\":{blocks:[\"FlowGraphCombineVector3Block\"],inputs:{values:{a:{name:\"input_0\",gltfType:\"number\"},b:{name:\"input_1\",gltfType:\"number\"},c:{name:\"input_2\",gltfType:\"number\"}}},outputs:{values:{value:{name:\"value\"}}}},\"math/combine4\":{blocks:[\"FlowGraphCombineVector4Block\"],inputs:{values:{a:{name:\"input_0\",gltfType:\"number\"},b:{name:\"input_1\",gltfType:\"number\"},c:{name:\"input_2\",gltfType:\"number\"},d:{name:\"input_3\",gltfType:\"number\"}}},outputs:{values:{value:{name:\"value\"}}}},\"math/extract2\":{blocks:[\"FlowGraphExtractVector2Block\"],inputs:{values:{a:{name:\"input\",gltfType:\"number\"}}},outputs:{values:{0:{name:\"output_0\"},1:{name:\"output_1\"}}}},\"math/extract3\":{blocks:[\"FlowGraphExtractVector3Block\"],inputs:{values:{a:{name:\"input\",gltfType:\"number\"}}},outputs:{values:{0:{name:\"output_0\"},1:{name:\"output_1\"},2:{name:\"output_2\"}}}},\"math/extract4\":{blocks:[\"FlowGraphExtractVector4Block\"],inputs:{values:{a:{name:\"input\",gltfType:\"number\"}}},outputs:{values:{0:{name:\"output_0\"},1:{name:\"output_1\"},2:{name:\"output_2\"},3:{name:\"output_3\"}}}},\"math/transpose\":getSimpleInputMapping(\"FlowGraphTransposeBlock\"),\"math/determinant\":getSimpleInputMapping(\"FlowGraphDeterminantBlock\"),\"math/inverse\":getSimpleInputMapping(\"FlowGraphInvertMatrixBlock\"),\"math/matmul\":getSimpleInputMapping(\"FlowGraphMatrixMultiplicationBlock\",[\"a\",\"b\"]),\"math/matCompose\":{blocks:[\"FlowGraphMatrixCompose\"],inputs:{values:{translation:{name:\"position\",gltfType:\"f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r=n[0].dataInputs.find((e=>e.name===\"rotationQuaternion\"));if(!r)throw new Error(\"Rotation quaternion input not found\");l._connectionValues[r.uniqueId]&&(l._connectionValues[r.uniqueId].type=\"Quaternion\");return n}},\"math/matDecompose\":{blocks:[\"FlowGraphMatrixDecompose\"],inputs:{values:{a:{name:\"input\",gltfType:\"number\"}}},outputs:{values:{translation:{name:\"position\"},rotation:{name:\"rotationQuaternion\"},scale:{name:\"scaling\"}}}},\"math/combine2x2\":{blocks:[\"FlowGraphCombineMatrix2DBlock\"],inputs:{values:{a:{name:\"input_0\",gltfType:\"number\"},b:{name:\"input_1\",gltfType:\"number\"},c:{name:\"input_2\",gltfType:\"number\"},d:{name:\"input_3\",gltfType:\"number\"}}},outputs:{values:{value:{name:\"value\"}}},extraProcessor(e,t,o,a,n){n[0].config=n[0].config||{};n[0].config.inputIsColumnMajor=true;return n}},\"math/extract2x2\":{blocks:[\"FlowGraphExtractMatrix2DBlock\"],inputs:{values:{a:{name:\"input\",gltfType:\"float2x2\"}}},outputs:{values:{0:{name:\"output_0\"},1:{name:\"output_1\"},2:{name:\"output_2\"},3:{name:\"output_3\"}}}},\"math/combine3x3\":{blocks:[\"FlowGraphCombineMatrix3DBlock\"],inputs:{values:{a:{name:\"input_0\",gltfType:\"number\"},b:{name:\"input_1\",gltfType:\"number\"},c:{name:\"input_2\",gltfType:\"number\"},d:{name:\"input_3\",gltfType:\"number\"},e:{name:\"input_4\",gltfType:\"number\"},f:{name:\"input_5\",gltfType:\"number\"},g:{name:\"input_6\",gltfType:\"number\"},h:{name:\"input_7\",gltfType:\"number\"},i:{name:\"input_8\",gltfType:\"number\"}}},outputs:{values:{value:{name:\"value\"}}},extraProcessor(e,t,o,a,n){n[0].config=n[0].config||{};n[0].config.inputIsColumnMajor=true;return n}},\"math/extract3x3\":{blocks:[\"FlowGraphExtractMatrix3DBlock\"],inputs:{values:{a:{name:\"input\",gltfType:\"float3x3\"}}},outputs:{values:{0:{name:\"output_0\"},1:{name:\"output_1\"},2:{name:\"output_2\"},3:{name:\"output_3\"},4:{name:\"output_4\"},5:{name:\"output_5\"},6:{name:\"output_6\"},7:{name:\"output_7\"},8:{name:\"output_8\"}}}},\"math/combine4x4\":{blocks:[\"FlowGraphCombineMatrixBlock\"],inputs:{values:{a:{name:\"input_0\",gltfType:\"number\"},b:{name:\"input_1\",gltfType:\"number\"},c:{name:\"input_2\",gltfType:\"number\"},d:{name:\"input_3\",gltfType:\"number\"},e:{name:\"input_4\",gltfType:\"number\"},f:{name:\"input_5\",gltfType:\"number\"},g:{name:\"input_6\",gltfType:\"number\"},h:{name:\"input_7\",gltfType:\"number\"},i:{name:\"input_8\",gltfType:\"number\"},j:{name:\"input_9\",gltfType:\"number\"},k:{name:\"input_10\",gltfType:\"number\"},l:{name:\"input_11\",gltfType:\"number\"},m:{name:\"input_12\",gltfType:\"number\"},n:{name:\"input_13\",gltfType:\"number\"},o:{name:\"input_14\",gltfType:\"number\"},p:{name:\"input_15\",gltfType:\"number\"}}},outputs:{values:{value:{name:\"value\"}}},extraProcessor(e,t,o,a,n){n[0].config=n[0].config||{};n[0].config.inputIsColumnMajor=true;return n}},\"math/extract4x4\":{blocks:[\"FlowGraphExtractMatrixBlock\"],configuration:{},inputs:{values:{a:{name:\"input\",gltfType:\"number\"}}},outputs:{values:{0:{name:\"output_0\"},1:{name:\"output_1\"},2:{name:\"output_2\"},3:{name:\"output_3\"},4:{name:\"output_4\"},5:{name:\"output_5\"},6:{name:\"output_6\"},7:{name:\"output_7\"},8:{name:\"output_8\"},9:{name:\"output_9\"},10:{name:\"output_10\"},11:{name:\"output_11\"},12:{name:\"output_12\"},13:{name:\"output_13\"},14:{name:\"output_14\"},15:{name:\"output_15\"}}}},\"math/compose\":{blocks:[\"FlowGraphMatrixCompose\"],configuration:{},inputs:{values:{translation:{name:\"position\",gltfType:\"float3\"},rotation:{name:\"rotationQuaternion\",gltfType:\"float4\"},scale:{name:\"scaling\",gltfType:\"float3\"}}},outputs:{values:{value:{name:\"output\"}}}},\"math/decompose\":{blocks:[\"FlowGraphMatrixDecompose\"],configuration:{},inputs:{values:{a:{name:\"input\"}}},outputs:{values:{translation:{name:\"position\"},rotation:{name:\"rotationQuaternion\"},scale:{name:\"scaling\"}}}},\"math/not\":{blocks:[\"FlowGraphBitwiseNotBlock\"],inputs:{values:{a:{name:\"a\"}}},outputs:{values:{value:{name:\"value\"}}},extraProcessor(e,t,o,a,n,l){n[0].config=n[0].config||{};const 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n}},\"math/xor\":{blocks:[\"FlowGraphBitwiseXorBlock\"],inputs:{values:{a:{name:\"a\"},b:{name:\"b\"}}},outputs:{values:{value:{name:\"value\"}}},extraProcessor(e,t,o,a,n,l){n[0].config=n[0].config||{};const r=n[0].dataInputs[0];const i=n[0].dataInputs[1];n[0].config.valueType=l._connectionValues[r.uniqueId]?.type??l._connectionValues[i.uniqueId]?.type??\"FlowGraphInteger\";return n}},\"math/asr\":getSimpleInputMapping(\"FlowGraphBitwiseRightShiftBlock\",[\"a\",\"b\"]),\"math/lsl\":getSimpleInputMapping(\"FlowGraphBitwiseLeftShiftBlock\",[\"a\",\"b\"]),\"math/clz\":getSimpleInputMapping(\"FlowGraphLeadingZerosBlock\"),\"math/ctz\":getSimpleInputMapping(\"FlowGraphTrailingZerosBlock\"),\"math/popcnt\":getSimpleInputMapping(\"FlowGraphOneBitsCounterBlock\"),\"math/rad\":getSimpleInputMapping(\"FlowGraphDegToRadBlock\"),\"math/deg\":getSimpleInputMapping(\"FlowGraphRadToDegBlock\"),\"type/boolToInt\":getSimpleInputMapping(\"FlowGraphBooleanToInt\"),\"type/boolToFloat\":getSimpleInputMapping(\"FlowGraphBooleanToFloat\"),\"type/intToBool\":getSimpleInputMapping(\"FlowGraphIntToBoolean\"),\"type/intToFloat\":getSimpleInputMapping(\"FlowGraphIntToFloat\"),\"type/floatToInt\":getSimpleInputMapping(\"FlowGraphFloatToInt\"),\"type/floatToBool\":getSimpleInputMapping(\"FlowGraphFloatToBoolean\"),\"flow/sequence\":{blocks:[\"FlowGraphSequenceBlock\"],extraProcessor(e,t,o,a,n){const 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l=n[0];l.signalOutputs.forEach((e=>{e.name!==\"default\"&&(e.name=\"out_\"+e.name)}));return n}},\"flow/while\":{blocks:[\"FlowGraphWhileLoopBlock\"],outputs:{flows:{loopBody:{name:\"executionFlow\"}}}},\"flow/for\":{blocks:[\"FlowGraphForLoopBlock\"],configuration:{initialIndex:{name:\"initialIndex\",gltfType:\"number\",inOptions:true,defaultValue:0}},inputs:{values:{startIndex:{name:\"startIndex\",gltfType:\"number\"},endIndex:{name:\"endIndex\",gltfType:\"number\"}}},outputs:{values:{index:{name:\"index\"}},flows:{loopBody:{name:\"executionFlow\"}}}},\"flow/doN\":{blocks:[\"FlowGraphDoNBlock\"],configuration:{},inputs:{values:{n:{name:\"maxExecutions\",gltfType:\"number\"}}},outputs:{values:{currentCount:{name:\"executionCount\"}}}},\"flow/multiGate\":{blocks:[\"FlowGraphMultiGateBlock\"],configuration:{isRandom:{name:\"isRandom\",gltfType:\"boolean\",inOptions:true,defaultValue:false},isLoop:{name:\"isLoop\",gltfType:\"boolean\",inOptions:true,defaultValue:false}},extraProcessor(e,t,o,a,n){if(t.op!==\"flow/multiGate\"||!e.flows||Object.keys(e.flows).length===0)throw new 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e.configuration?.inputFlows?.value[0]!==\"number\"){e.configuration=e.configuration||{inputFlows:{value:[0]}};e.configuration.inputFlows.value=[0]}return{valid:true}}},\"flow/throttle\":{blocks:[\"FlowGraphThrottleBlock\"],outputs:{flows:{err:{name:\"error\"}}}},\"flow/setDelay\":{blocks:[\"FlowGraphSetDelayBlock\"],outputs:{flows:{err:{name:\"error\"}}}},\"flow/cancelDelay\":{blocks:[\"FlowGraphCancelDelayBlock\"]},\"variable/get\":{blocks:[\"FlowGraphGetVariableBlock\"],validation(t){if(!t.configuration?.variable?.value){e.Error(\"Variable get block should have a variable configuration\");return{valid:false,error:\"Variable get block should have a variable 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n}},\"variable/interpolate\":{blocks:[\"FlowGraphInterpolationBlock\",\"FlowGraphContextBlock\",\"FlowGraphPlayAnimationBlock\",\"FlowGraphBezierCurveEasing\",\"FlowGraphGetVariableBlock\"],configuration:{variable:{name:\"propertyName\",inOptions:true,isVariable:true,dataTransformer(e,t){return[t.getVariableName(e[0])]}},useSlerp:{name:\"animationType\",inOptions:true,defaultValue:false,dataTransformer:e=>e[0]===true?[\"Quaternion\"]:[void 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s=o.configuration?.variable.value[0];if(typeof s!==\"number\"){e.Error(\"Variable index is not defined for variable interpolation block\");throw new Error(\"Variable index is not defined for variable interpolation block\")}const c=l.arrays.staticVariables[s];if(typeof p.config.animationType.value===\"undefined\"){l.arrays.staticVariables;p.config.animationType.value=t(c.type)}const m=r[4];m.config||(m.config={});(i=m.config).variable||(i.variable={});m.config.variable.value=l.getVariableName(s);(u=r[3]).config||(u.config={});return r}},\"pointer/get\":{blocks:[\"FlowGraphGetPropertyBlock\",\"FlowGraphJsonPointerParserBlock\"],configuration:{pointer:{name:\"jsonPointer\",toBlock:\"FlowGraphJsonPointerParserBlock\"}},inputs:{values:{\"[segment]\":{name:\"$1\",toBlock:\"FlowGraphJsonPointerParserBlock\"}}},interBlockConnectors:[{input:\"object\",output:\"object\",inputBlockIndex:0,outputBlockIndex:1,isVariable:true},{input:\"propertyName\",output:\"propertyName\",inputBlockIndex:0,outputBlockIndex:1,isVariable:true},{input:\"customGetFunction\",output:\"getFunction\",inputBlockIndex:0,outputBlockIndex:1,isVariable:true}],extraProcessor(e,t,o,a,n){n.forEach((e=>{if(e.className===\"FlowGraphJsonPointerParserBlock\"){e.config||(e.config={});e.config.outputValue=true}}));return n}},\"pointer/set\":{blocks:[\"FlowGraphSetPropertyBlock\",\"FlowGraphJsonPointerParserBlock\"],configuration:{pointer:{name:\"jsonPointer\",toBlock:\"FlowGraphJsonPointerParserBlock\"}},inputs:{values:{value:{name:\"value\"},\"[segment]\":{name:\"$1\",toBlock:\"FlowGraphJsonPointerParserBlock\"}}},outputs:{flows:{err:{name:\"error\"}}},interBlockConnectors:[{input:\"object\",output:\"object\",inputBlockIndex:0,outputBlockIndex:1,isVariable:true},{input:\"propertyName\",output:\"propertyName\",inputBlockIndex:0,outputBlockIndex:1,isVariable:true},{input:\"customSetFunction\",output:\"setFunction\",inputBlockIndex:0,outputBlockIndex:1,isVariable:true}],extraProcessor(e,t,o,a,n){n.forEach((e=>{if(e.className===\"FlowGraphJsonPointerParserBlock\"){e.config||(e.config={});e.config.outputValue=true}}));return n}},\"pointer/interpolate\":{blocks:[\"FlowGraphInterpolationBlock\",\"FlowGraphJsonPointerParserBlock\",\"FlowGraphPlayAnimationBlock\",\"FlowGraphBezierCurveEasing\"],configuration:{pointer:{name:\"jsonPointer\",toBlock:\"FlowGraphJsonPointerParserBlock\"}},inputs:{values:{value:{name:\"value_1\"},\"[segment]\":{name:\"$1\",toBlock:\"FlowGraphJsonPointerParserBlock\"},duration:{name:\"duration_1\",gltfType:\"number\"},p1:{name:\"controlPoint1\",toBlock:\"FlowGraphBezierCurveEasing\"},p2:{name:\"controlPoint2\",toBlock:\"FlowGraphBezierCurveEasing\"}},flows:{in:{name:\"in\",toBlock:\"FlowGraphPlayAnimationBlock\"}}},outputs:{flows:{err:{name:\"error\",toBlock:\"FlowGraphPlayAnimationBlock\"},out:{name:\"out\",toBlock:\"FlowGraphPlayAnimationBlock\"},done:{name:\"done\",toBlock:\"FlowGraphPlayAnimationBlock\"}}},interBlockConnectors:[{input:\"object\",output:\"object\",inputBlockIndex:2,outputBlockIndex:1,isVariable:true},{input:\"propertyName\",output:\"propertyName\",inputBlockIndex:0,outputBlockIndex:1,isVariable:true},{input:\"customBuildAnimation\",output:\"generateAnimationsFunction\",inputBlockIndex:0,outputBlockIndex:1,isVariable:true},{input:\"animation\",output:\"animation\",inputBlockIndex:2,outputBlockIndex:0,isVariable:true},{input:\"easingFunction\",output:\"easingFunction\",inputBlockIndex:0,outputBlockIndex:3,isVariable:true},{input:\"value_0\",output:\"value\",inputBlockIndex:0,outputBlockIndex:1,isVariable:true}],extraProcessor(e,t,o,a,n){n.forEach((t=>{if(t.className===\"FlowGraphJsonPointerParserBlock\"){t.config||(t.config={});t.config.outputValue=true}else if(t.className===\"FlowGraphInterpolationBlock\"){t.config||(t.config={});Object.keys(e.values||[]).forEach((o=>{const n=e.values?.[o];if(o===\"value\"&&n){const e=n.type;e!==void 0&&(t.config.animationType=a.arrays.types[e].flowGraphType)}}))}}));return n}},\"animation/start\":{blocks:[\"FlowGraphPlayAnimationBlock\",\"FlowGraphArrayIndexBlock\",\"KHR_interactivity/FlowGraphGLTFDataProvider\"],inputs:{values:{animation:{name:\"index\",gltfType:\"number\",toBlock:\"FlowGraphArrayIndexBlock\"},speed:{name:\"speed\",gltfType:\"number\"},startTime:{name:\"from\",gltfType:\"number\",dataTransformer:(e,t)=>[e[0]*t._loader.parent.targetFps]},endTime:{name:\"to\",gltfType:\"number\",dataTransformer:(e,t)=>[e[0]*t._loader.parent.targetFps]}}},outputs:{flows:{err:{name:\"error\"}}},interBlockConnectors:[{input:\"animationGroup\",output:\"value\",inputBlockIndex:0,outputBlockIndex:1,isVariable:true},{input:\"array\",output:\"animationGroups\",inputBlockIndex:1,outputBlockIndex:2,isVariable:true}],extraProcessor(e,t,o,a,n,l,r){const i=n[n.length-1];i.config||(i.config={});i.config.glTF=r;return n}},\"animation/stop\":{blocks:[\"FlowGraphStopAnimationBlock\",\"FlowGraphArrayIndexBlock\",\"KHR_interactivity/FlowGraphGLTFDataProvider\"],inputs:{values:{animation:{name:\"index\",gltfType:\"number\",toBlock:\"FlowGraphArrayIndexBlock\"}}},outputs:{flows:{err:{name:\"error\"}}},interBlockConnectors:[{input:\"animationGroup\",output:\"value\",inputBlockIndex:0,outputBlockIndex:1,isVariable:true},{input:\"array\",output:\"animationGroups\",inputBlockIndex:1,outputBlockIndex:2,isVariable:true}],extraProcessor(e,t,o,a,n,l,r){const i=n[n.length-1];i.config||(i.config={});i.config.glTF=r;return n}},\"animation/stopAt\":{blocks:[\"FlowGraphStopAnimationBlock\",\"FlowGraphArrayIndexBlock\",\"KHR_interactivity/FlowGraphGLTFDataProvider\"],configuration:{},inputs:{values:{animation:{name:\"index\",gltfType:\"number\",toBlock:\"FlowGraphArrayIndexBlock\"},stopTime:{name:\"stopAtFrame\",gltfType:\"number\",dataTransformer:(e,t)=>[e[0]*t._loader.parent.targetFps]}}},outputs:{flows:{err:{name:\"error\"}}},interBlockConnectors:[{input:\"animationGroup\",output:\"value\",inputBlockIndex:0,outputBlockIndex:1,isVariable:true},{input:\"array\",output:\"animationGroups\",inputBlockIndex:1,outputBlockIndex:2,isVariable:true}],extraProcessor(e,t,o,a,n,l,r){const i=n[n.length-1];i.config||(i.config={});i.config.glTF=r;return n}},\"math/switch\":{blocks:[\"FlowGraphDataSwitchBlock\"],configuration:{cases:{name:\"cases\",inOptions:true,defaultValue:[]}},inputs:{values:{selection:{name:\"case\"}}},validation(e){if(e.configuration&&e.configuration.cases){const t=e.configuration.cases.value;const o=t.every((e=>typeof e===\"number\"&&/^\\d+$/.test(e.toString())));if(!o){e.configuration.cases.value=[];return{valid:true}}const a=new Set(t);e.configuration.cases.value=Array.from(a)}return{valid:true}},extraProcessor(e,t,o,a,n){const l=n[0];l.dataInputs.forEach((e=>{e.name!==\"default\"&&e.name!==\"case\"&&(e.name=\"in_\"+e.name)}));return n}},\"debug/log\":{blocks:[\"FlowGraphConsoleLogBlock\"],configuration:{message:{name:\"messageTemplate\",inOptions:true}}}};function getSimpleInputMapping(e,t=[\"a\"],o){return{blocks:[e],inputs:{values:t.reduce(((e,t)=>{e[t]={name:t};return e}),{})},outputs:{values:{value:{name:\"value\"}}},extraProcessor(e,t,a,n,l){if(o){l[0].config=l[0].config||{};l[0].config.preventIntegerFloatArithmetic=true;let t=-1;Object.keys(e.values||{}).find((o=>{if(e.values?.[o].type!==void 0){t=e.values[o].type;return true}return false}));t!==-1&&(l[0].config.type=n.arrays.types[t].flowGraphType)}return l},validation(e){if(o&&e.values){const t=Object.keys(e.values).map((t=>e.values[t].type));console.log(t);const o=t.every((e=>e===void 0||e===t[0]));if(!o)return{valid:false,error:\"All inputs must be of the same type\"}}return{valid:true}}}}function getAllSupportedNativeNodeTypes(){return Object.keys(a)}export{addNewInteractivityFlowGraphMapping as a,getMappingForDeclaration as b,getMappingForFullOperationName as c,getAllSupportedNativeNodeTypes as g};\n//# sourceMappingURL=CpZIBd4B.js.map\n","import{M as t}from\"../_/8zYmPPfd.js\";import{VertexBuffer as e,Buffer as s}from\"../Buffers/buffer.js\";import{Matrix as n,TmpVectors as a,Vector3 as r}from\"../Maths/math.vector.js\";import{Logger as i}from\"../Misc/logger.js\";import{BoundingInfo as o}from\"../Culling/boundingInfo.js\";import\"../Misc/observable.js\";import\"../Misc/tools.js\";import\"../Misc/domManagement.js\";import\"../_/BrNwFyDm.js\";import\"../Misc/precisionDate.js\";import\"../_/CY5CD3a_.js\";import\"../Misc/webRequest.js\";import\"../Engines/engineStore.js\";import\"../_/Qih3l7lC.js\";import\"../Misc/error.js\";import\"../Misc/stringTools.js\";import\"../_/CX9Zyq1P.js\";import\"../Engines/shaderStore.js\";import\"../Misc/timingTools.js\";import\"../_/Cn202uVB.js\";import\"../_/BjBO3Vqv.js\";import\"../_/BbEdeXLR.js\";import\"../Materials/Textures/Loaders/textureLoaderManager.js\";import\"../_/DKmLrVdL.js\";import\"../Misc/typeStore.js\";import\"../Misc/guid.js\";import\"../_/DI68bezJ.js\";import\"../_/CoucjtsB.js\";import\"../_/D34LYfzR.js\";import\"../Cameras/camera.js\";import\"../tslib.es6.js\";import\"../Misc/decorators.js\";import\"../_/SxHYZ7_O.js\";import\"../Misc/smartArray.js\";import\"../node.js\";import\"../Misc/decorators.serialization.js\";import\"../Maths/math.color.js\";import\"../Misc/arrayTools.js\";import\"../Maths/math.constants.js\";import\"../_/BXd1Jdj1.js\";import\"../Maths/math.viewport.js\";import\"../Maths/math.frustum.js\";import\"../Maths/math.plane.js\";import\"./mesh.vertexData.js\";import\"./subMesh.js\";import\"../Collisions/intersectionInfo.js\";import\"../_/B8Hr9e10.js\";import\"../Materials/drawWrapper.js\";import\"../_/BDtJaKhy.js\";import\"../Buffers/bufferUtils.js\";import\"../Culling/boundingBox.js\";import\"../Culling/boundingSphere.js\";import\"./geometry.js\";import\"../_/CO1Qn5D5.js\";import\"../Compat/compatibilityOptions.js\";import\"./abstractMesh.js\";import\"./transformNode.js\";import\"../Collisions/pickingInfo.js\";import\"../_/DMkv-Omk.js\";import\"../_/5Bf4dnAf.js\";import\"../Maths/math.axis.js\";import\"../Materials/material.js\";import\"../Materials/materialHelper.functions.js\";import\"../_/CiiK0JQ3.js\";import\"../Materials/clipPlaneMaterialHelper.js\";import\"../Materials/multiMaterial.js\";import\"../sceneComponent.js\";t.prototype.thinInstanceAdd=function(t,e=true){if(!this.getScene().getEngine().getCaps().instancedArrays){i.Error(\"Thin Instances are not supported on this device as Instanced Array extension not supported\");return-1}this._thinInstanceUpdateBufferSize(\"matrix\",Array.isArray(t)?t.length:1);const s=this._thinInstanceDataStorage.instancesCount;if(Array.isArray(t))for(let s=0;s<t.length;++s)this.thinInstanceSetMatrixAt(this._thinInstanceDataStorage.instancesCount++,t[s],s===t.length-1&&e);else this.thinInstanceSetMatrixAt(this._thinInstanceDataStorage.instancesCount++,t,e);return s};t.prototype.thinInstanceAddSelf=function(t=true){return this.thinInstanceAdd(n.IdentityReadOnly,t)};t.prototype.thinInstanceRegisterAttribute=function(t,s){t===e.ColorKind&&(t=e.ColorInstanceKind);this.removeVerticesData(t);this._thinInstanceInitializeUserStorage();this._userThinInstanceBuffersStorage.strides[t]=s;this._userThinInstanceBuffersStorage.sizes[t]=s*Math.max(32,this._thinInstanceDataStorage.instancesCount);this._userThinInstanceBuffersStorage.data[t]=new Float32Array(this._userThinInstanceBuffersStorage.sizes[t]);this._userThinInstanceBuffersStorage.vertexBuffers[t]=new e(this.getEngine(),this._userThinInstanceBuffersStorage.data[t],t,true,false,s,true);this.setVerticesBuffer(this._userThinInstanceBuffersStorage.vertexBuffers[t])};t.prototype.thinInstanceSetMatrixAt=function(t,e,s=true){if(!this._thinInstanceDataStorage.matrixData||t>=this._thinInstanceDataStorage.instancesCount)return false;const n=this._thinInstanceDataStorage.matrixData;e.copyToArray(n,t*16);this._thinInstanceDataStorage.worldMatrices&&(this._thinInstanceDataStorage.worldMatrices[t]=e);if(s){this.thinInstanceBufferUpdated(\"matrix\");this.doNotSyncBoundingInfo||this.thinInstanceRefreshBoundingInfo(false)}return true};t.prototype.thinInstanceSetAttributeAt=function(t,s,n,a=true){t===e.ColorKind&&(t=e.ColorInstanceKind);if(!this._userThinInstanceBuffersStorage||!this._userThinInstanceBuffersStorage.data[t]||s>=this._thinInstanceDataStorage.instancesCount)return false;this._thinInstanceUpdateBufferSize(t,0);this._userThinInstanceBuffersStorage.data[t].set(n,s*this._userThinInstanceBuffersStorage.strides[t]);a&&this.thinInstanceBufferUpdated(t);return true};Object.defineProperty(t.prototype,\"thinInstanceCount\",{get:function(){return this._thinInstanceDataStorage.instancesCount},set:function(t){const e=this._thinInstanceDataStorage.matrixData??this.source?._thinInstanceDataStorage.matrixData;const s=e?e.length/16:0;t<=s&&(this._thinInstanceDataStorage.instancesCount=t)},enumerable:true,configurable:true});t.prototype._thinInstanceCreateMatrixBuffer=function(t,e,n=true){const a=new s(this.getEngine(),e,!n,16,false,true);for(let e=0;e<4;e++)this.setVerticesBuffer(a.createVertexBuffer(t+e,e*4,4));return a};t.prototype.thinInstanceSetBuffer=function(t,s,n=0,a=true){n=n||16;if(t===\"matrix\"){this._thinInstanceDataStorage.matrixBuffer?.dispose();this._thinInstanceDataStorage.matrixBuffer=null;this._thinInstanceDataStorage.matrixBufferSize=s?s.length:32*n;this._thinInstanceDataStorage.matrixData=s;this._thinInstanceDataStorage.worldMatrices=null;if(s!==null){this._thinInstanceDataStorage.instancesCount=s.length/n;this._thinInstanceDataStorage.matrixBuffer=this._thinInstanceCreateMatrixBuffer(\"world\",s,a);this.doNotSyncBoundingInfo||this.thinInstanceRefreshBoundingInfo(false)}else{this._thinInstanceDataStorage.instancesCount=0;this.doNotSyncBoundingInfo||this.refreshBoundingInfo()}}else if(t===\"previousMatrix\"){this._thinInstanceDataStorage.previousMatrixBuffer?.dispose();this._thinInstanceDataStorage.previousMatrixBuffer=null;this._thinInstanceDataStorage.previousMatrixData=s;s!==null&&(this._thinInstanceDataStorage.previousMatrixBuffer=this._thinInstanceCreateMatrixBuffer(\"previousWorld\",s,a))}else{t===e.ColorKind&&(t=e.ColorInstanceKind);if(s===null){if(this._userThinInstanceBuffersStorage?.data[t]){this.removeVerticesData(t);delete this._userThinInstanceBuffersStorage.data[t];delete this._userThinInstanceBuffersStorage.strides[t];delete this._userThinInstanceBuffersStorage.sizes[t];delete this._userThinInstanceBuffersStorage.vertexBuffers[t]}}else{this._thinInstanceInitializeUserStorage();this._userThinInstanceBuffersStorage.data[t]=s;this._userThinInstanceBuffersStorage.strides[t]=n;this._userThinInstanceBuffersStorage.sizes[t]=s.length;this._userThinInstanceBuffersStorage.vertexBuffers[t]=new e(this.getEngine(),s,t,!a,false,n,true);this.setVerticesBuffer(this._userThinInstanceBuffersStorage.vertexBuffers[t])}}};t.prototype.thinInstanceBufferUpdated=function(t){if(t===\"matrix\"){this.thinInstanceAllowAutomaticStaticBufferRecreation&&this._thinInstanceDataStorage.matrixBuffer&&!this._thinInstanceDataStorage.matrixBuffer.isUpdatable()&&this._thinInstanceRecreateBuffer(t);this._thinInstanceDataStorage.matrixBuffer?.updateDirectly(this._thinInstanceDataStorage.matrixData,0,this._thinInstanceDataStorage.instancesCount)}else if(t===\"previousMatrix\"){this.thinInstanceAllowAutomaticStaticBufferRecreation&&this._thinInstanceDataStorage.previousMatrixBuffer&&!this._thinInstanceDataStorage.previousMatrixBuffer.isUpdatable()&&this._thinInstanceRecreateBuffer(t);this._thinInstanceDataStorage.previousMatrixBuffer?.updateDirectly(this._thinInstanceDataStorage.previousMatrixData,0,this._thinInstanceDataStorage.instancesCount)}else{t===e.ColorKind&&(t=e.ColorInstanceKind);if(this._userThinInstanceBuffersStorage?.vertexBuffers[t]){this.thinInstanceAllowAutomaticStaticBufferRecreation&&!this._userThinInstanceBuffersStorage.vertexBuffers[t].isUpdatable()&&this._thinInstanceRecreateBuffer(t);this._userThinInstanceBuffersStorage.vertexBuffers[t].updateDirectly(this._userThinInstanceBuffersStorage.data[t],0)}}};t.prototype.thinInstancePartialBufferUpdate=function(t,s,n){if(t===\"matrix\")this._thinInstanceDataStorage.matrixBuffer&&this._thinInstanceDataStorage.matrixBuffer.updateDirectly(s,n);else{t===e.ColorKind&&(t=e.ColorInstanceKind);this._userThinInstanceBuffersStorage?.vertexBuffers[t]&&this._userThinInstanceBuffersStorage.vertexBuffers[t].updateDirectly(s,n)}};t.prototype.thinInstanceGetWorldMatrices=function(){if(!this._thinInstanceDataStorage.matrixData||!this._thinInstanceDataStorage.matrixBuffer)return[];const t=this._thinInstanceDataStorage.matrixData;if(!this._thinInstanceDataStorage.worldMatrices){this._thinInstanceDataStorage.worldMatrices=[];for(let e=0;e<this._thinInstanceDataStorage.instancesCount;++e)this._thinInstanceDataStorage.worldMatrices[e]=n.FromArray(t,e*16)}return this._thinInstanceDataStorage.worldMatrices};t.prototype.thinInstanceRefreshBoundingInfo=function(t=false,e=false,s=false){if(!this._thinInstanceDataStorage.matrixData||!this._thinInstanceDataStorage.matrixBuffer)return;const i=this._thinInstanceDataStorage.boundingVectors;if(t||!this.rawBoundingInfo){i.length=0;this.refreshBoundingInfo(e,s);const t=this.getBoundingInfo();this.rawBoundingInfo=new o(t.minimum,t.maximum)}const h=this.getBoundingInfo();const f=this._thinInstanceDataStorage.matrixData;if(i.length===0)for(let t=0;t<h.boundingBox.vectors.length;++t)i.push(h.boundingBox.vectors[t].clone());a.Vector3[0].setAll(Number.POSITIVE_INFINITY);a.Vector3[1].setAll(Number.NEGATIVE_INFINITY);for(let t=0;t<this._thinInstanceDataStorage.instancesCount;++t){n.FromArrayToRef(f,t*16,a.Matrix[0]);for(let t=0;t<i.length;++t){r.TransformCoordinatesToRef(i[t],a.Matrix[0],a.Vector3[2]);a.Vector3[0].minimizeInPlace(a.Vector3[2]);a.Vector3[1].maximizeInPlace(a.Vector3[2])}}h.reConstruct(a.Vector3[0],a.Vector3[1]);this._updateBoundingInfo()};t.prototype._thinInstanceRecreateBuffer=function(t,s=true){if(t===\"matrix\"){this._thinInstanceDataStorage.matrixBuffer?.dispose();this._thinInstanceDataStorage.matrixBuffer=this._thinInstanceCreateMatrixBuffer(\"world\",this._thinInstanceDataStorage.matrixData,s)}else if(t===\"previousMatrix\"){if(this._scene.needsPreviousWorldMatrices){this._thinInstanceDataStorage.previousMatrixBuffer?.dispose();this._thinInstanceDataStorage.previousMatrixBuffer=this._thinInstanceCreateMatrixBuffer(\"previousWorld\",this._thinInstanceDataStorage.previousMatrixData??this._thinInstanceDataStorage.matrixData,s)}}else{t===e.ColorKind&&(t=e.ColorInstanceKind);this._userThinInstanceBuffersStorage.vertexBuffers[t]?.dispose();this._userThinInstanceBuffersStorage.vertexBuffers[t]=new e(this.getEngine(),this._userThinInstanceBuffersStorage.data[t],t,!s,false,this._userThinInstanceBuffersStorage.strides[t],true);this.setVerticesBuffer(this._userThinInstanceBuffersStorage.vertexBuffers[t])}};t.prototype._thinInstanceUpdateBufferSize=function(t,s=1){t===e.ColorKind&&(t=e.ColorInstanceKind);const n=t===\"matrix\";if(!n&&(!this._userThinInstanceBuffersStorage||!this._userThinInstanceBuffersStorage.strides[t]))return;const a=n?16:this._userThinInstanceBuffersStorage.strides[t];const r=n?this._thinInstanceDataStorage.matrixBufferSize:this._userThinInstanceBuffersStorage.sizes[t];let i=n?this._thinInstanceDataStorage.matrixData:this._userThinInstanceBuffersStorage.data[t];const o=(this._thinInstanceDataStorage.instancesCount+s)*a;let h=r;while(h<o)h*=2;if(!i||r!=h){if(i){const t=new Float32Array(h);t.set(i,0);i=t}else i=new Float32Array(h);if(n){this._thinInstanceDataStorage.matrixBuffer?.dispose();this._thinInstanceDataStorage.matrixBuffer=this._thinInstanceCreateMatrixBuffer(\"world\",i,false);this._thinInstanceDataStorage.matrixData=i;this._thinInstanceDataStorage.matrixBufferSize=h;if(this._scene.needsPreviousWorldMatrices&&!this._thinInstanceDataStorage.previousMatrixData){this._thinInstanceDataStorage.previousMatrixBuffer?.dispose();this._thinInstanceDataStorage.previousMatrixBuffer=this._thinInstanceCreateMatrixBuffer(\"previousWorld\",i,false)}}else{this._userThinInstanceBuffersStorage.vertexBuffers[t]?.dispose();this._userThinInstanceBuffersStorage.data[t]=i;this._userThinInstanceBuffersStorage.sizes[t]=h;this._userThinInstanceBuffersStorage.vertexBuffers[t]=new e(this.getEngine(),i,t,true,false,a,true);this.setVerticesBuffer(this._userThinInstanceBuffersStorage.vertexBuffers[t])}}};t.prototype._thinInstanceInitializeUserStorage=function(){this._userThinInstanceBuffersStorage||(this._userThinInstanceBuffersStorage={data:{},sizes:{},vertexBuffers:{},strides:{}})};t.prototype._disposeThinInstanceSpecificData=function(){if(this._thinInstanceDataStorage?.matrixBuffer){this._thinInstanceDataStorage.matrixBuffer.dispose();this._thinInstanceDataStorage.matrixBuffer=null}};\n//# sourceMappingURL=thinInstanceMesh.js.map\n","import\"../Maths/math.vector.js\";import\"../Maths/math.color.js\";import\"../_/BXd1Jdj1.js\";import\"../Misc/typeStore.js\";export{A as Animation,_ as _staticOffsetValueColor3,b as _staticOffsetValueColor4,c as _staticOffsetValueQuaternion,d as _staticOffsetValueSize,e as _staticOffsetValueVector2,f as _staticOffsetValueVector3}from\"../_/BEirr62x.js\";import\"../node.js\";import\"../Maths/math.size.js\";import\"../Misc/webRequest.js\";import\"../Misc/decorators.serialization.js\";import\"../Maths/math.constants.js\";import\"../Misc/arrayTools.js\";import\"../_/BjBO3Vqv.js\";import\"../Engines/engineStore.js\";import\"../Misc/observable.js\";import\"../tslib.es6.js\";import\"../Misc/decorators.js\";import\"../_/SxHYZ7_O.js\";import\"../_/CY5CD3a_.js\";import\"../_/CoucjtsB.js\";\n//# sourceMappingURL=animation.js.map\n","import{Animation as n}from\"@babylonjs/core/Animations/animation.js\";import{Vector3 as t,Quaternion as o}from\"@babylonjs/core/Maths/math.vector.js\";import{S as e}from\"./DWFrvyTq.js\";import\"@babylonjs/core/Engines/constants.js\";import\"@babylonjs/core/Maths/math.color.js\";import\"@babylonjs/core/Lights/spotLight.js\";function getVector3(n,o,e,r){return t.FromArray(o,e).scaleInPlace(r)}function getQuaternion(n,t,e,r){return o.FromArray(t,e).scaleInPlace(r)}function getWeights(n,t,o,e){const r=new Array(n._numMorphTargets);for(let n=0;n<r.length;n++)r[n]=t[o++]*e;return r}class AnimationPropertyInfo{constructor(n,t,o,e){this.type=n;this.name=t;this.getValue=o;this.getStride=e}_buildAnimation(t,o,e){const r=new n(t,this.name,o,this.type);r.setKeys(e);return r}}class TransformNodeAnimationPropertyInfo extends AnimationPropertyInfo{buildAnimations(n,t,o,e){const r=[];r.push({babylonAnimatable:n._babylonTransformNode,babylonAnimation:this._buildAnimation(t,o,e)});return r}}class WeightAnimationPropertyInfo extends AnimationPropertyInfo{buildAnimations(t,o,e,r){const i=[];if(t._numMorphTargets)for(let a=0;a<t._numMorphTargets;a++){const s=new n(`${o}_${a}`,this.name,e,this.type);s.setKeys(r.map((n=>({frame:n.frame,inTangent:n.inTangent?n.inTangent[a]:void 0,value:n.value[a],outTangent:n.outTangent?n.outTangent[a]:void 0,interpolation:n.interpolation}))));if(t._primitiveBabylonMeshes)for(const n of t._primitiveBabylonMeshes)if(n.morphTargetManager){const t=n.morphTargetManager.getTarget(a);const o=s.clone();t.animations.push(o);i.push({babylonAnimatable:t,babylonAnimation:o})}}return i}}e(\"/nodes/{}/translation\",[new TransformNodeAnimationPropertyInfo(n.ANIMATIONTYPE_VECTOR3,\"position\",getVector3,(()=>3))]);e(\"/nodes/{}/rotation\",[new TransformNodeAnimationPropertyInfo(n.ANIMATIONTYPE_QUATERNION,\"rotationQuaternion\",getQuaternion,(()=>4))]);e(\"/nodes/{}/scale\",[new TransformNodeAnimationPropertyInfo(n.ANIMATIONTYPE_VECTOR3,\"scaling\",getVector3,(()=>3))]);e(\"/nodes/{}/weights\",[new WeightAnimationPropertyInfo(n.ANIMATIONTYPE_FLOAT,\"influence\",getWeights,(n=>n._numMorphTargets))]);export{AnimationPropertyInfo,TransformNodeAnimationPropertyInfo,WeightAnimationPropertyInfo,getQuaternion,getVector3,getWeights};\n//# 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