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- {"ast":null,"code":"import _asyncToGenerator from \"F:/workspace/202226701027/huinongbao-app/node_modules/@babel/runtime/helpers/esm/asyncToGenerator.js\";\nimport { NodeMaterialBlock } from \"../../nodeMaterialBlock.js\";\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes.js\";\nimport { NodeMaterialSystemValues } from \"../../Enums/nodeMaterialSystemValues.js\";\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets.js\";\nimport { InputBlock } from \"../Input/inputBlock.js\";\nimport { RegisterClass } from \"../../../../Misc/typeStore.js\";\nimport { BindBonesParameters, PrepareDefinesForBones } from \"../../../materialHelper.functions.js\";\n/**\n * Block used to add support for vertex skinning (bones)\n */\nexport class BonesBlock extends NodeMaterialBlock {\n /**\n * Creates a new BonesBlock\n * @param name defines the block name\n */\n constructor(name) {\n super(name, NodeMaterialBlockTargets.Vertex);\n this.registerInput(\"matricesIndices\", NodeMaterialBlockConnectionPointTypes.Vector4);\n this.registerInput(\"matricesWeights\", NodeMaterialBlockConnectionPointTypes.Vector4);\n this.registerInput(\"matricesIndicesExtra\", NodeMaterialBlockConnectionPointTypes.Vector4, true);\n this.registerInput(\"matricesWeightsExtra\", NodeMaterialBlockConnectionPointTypes.Vector4, true);\n this.registerInput(\"world\", NodeMaterialBlockConnectionPointTypes.Matrix);\n this.registerOutput(\"output\", NodeMaterialBlockConnectionPointTypes.Matrix);\n }\n /**\n * Initialize the block and prepare the context for build\n * @param state defines the state that will be used for the build\n */\n initialize(state) {\n state._excludeVariableName(\"boneSampler\");\n state._excludeVariableName(\"boneTextureWidth\");\n state._excludeVariableName(\"mBones\");\n state._excludeVariableName(\"BonesPerMesh\");\n this._initShaderSourceAsync(state.shaderLanguage);\n }\n _initShaderSourceAsync(shaderLanguage) {\n var _this = this;\n return _asyncToGenerator(function* () {\n _this._codeIsReady = false;\n if (shaderLanguage === 1 /* ShaderLanguage.WGSL */) {\n yield Promise.all([import(\"../../../../ShadersWGSL/ShadersInclude/bonesDeclaration.js\"), import(\"../../../../ShadersWGSL/ShadersInclude/bonesVertex.js\")]);\n } else {\n yield Promise.all([import(\"../../../../Shaders/ShadersInclude/bonesDeclaration.js\"), import(\"../../../../Shaders/ShadersInclude/bonesVertex.js\")]);\n }\n _this._codeIsReady = true;\n _this.onCodeIsReadyObservable.notifyObservers(_this);\n })();\n }\n /**\n * Gets the current class name\n * @returns the class name\n */\n getClassName() {\n return \"BonesBlock\";\n }\n /**\n * Gets the matrix indices input component\n */\n get matricesIndices() {\n return this._inputs[0];\n }\n /**\n * Gets the matrix weights input component\n */\n get matricesWeights() {\n return this._inputs[1];\n }\n /**\n * Gets the extra matrix indices input component\n */\n get matricesIndicesExtra() {\n return this._inputs[2];\n }\n /**\n * Gets the extra matrix weights input component\n */\n get matricesWeightsExtra() {\n return this._inputs[3];\n }\n /**\n * Gets the world input component\n */\n get world() {\n return this._inputs[4];\n }\n /**\n * Gets the output component\n */\n get output() {\n return this._outputs[0];\n }\n autoConfigure(material, additionalFilteringInfo = () => true) {\n if (!this.matricesIndices.isConnected) {\n let matricesIndicesInput = material.getInputBlockByPredicate(b => b.isAttribute && b.name === \"matricesIndices\" && additionalFilteringInfo(b));\n if (!matricesIndicesInput) {\n matricesIndicesInput = new InputBlock(\"matricesIndices\");\n matricesIndicesInput.setAsAttribute(\"matricesIndices\");\n }\n matricesIndicesInput.output.connectTo(this.matricesIndices);\n }\n if (!this.matricesWeights.isConnected) {\n let matricesWeightsInput = material.getInputBlockByPredicate(b => b.isAttribute && b.name === \"matricesWeights\" && additionalFilteringInfo(b));\n if (!matricesWeightsInput) {\n matricesWeightsInput = new InputBlock(\"matricesWeights\");\n matricesWeightsInput.setAsAttribute(\"matricesWeights\");\n }\n matricesWeightsInput.output.connectTo(this.matricesWeights);\n }\n if (!this.world.isConnected) {\n let worldInput = material.getInputBlockByPredicate(b => b.systemValue === NodeMaterialSystemValues.World && additionalFilteringInfo(b));\n if (!worldInput) {\n worldInput = new InputBlock(\"world\");\n worldInput.setAsSystemValue(NodeMaterialSystemValues.World);\n }\n worldInput.output.connectTo(this.world);\n }\n }\n provideFallbacks(mesh, fallbacks) {\n if (mesh && mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {\n fallbacks.addCPUSkinningFallback(0, mesh);\n }\n }\n bind(effect, nodeMaterial, mesh) {\n BindBonesParameters(mesh, effect);\n }\n prepareDefines(mesh, nodeMaterial, defines) {\n if (!defines._areAttributesDirty) {\n return;\n }\n PrepareDefinesForBones(mesh, defines);\n }\n _buildBlock(state) {\n super._buildBlock(state);\n // Register for compilation fallbacks\n state.sharedData.blocksWithFallbacks.push(this);\n // Register for binding\n state.sharedData.forcedBindableBlocks.push(this);\n // Register for defines\n state.sharedData.blocksWithDefines.push(this);\n // Register internal uniforms and samplers\n state.uniforms.push(\"boneTextureWidth\");\n state.uniforms.push(\"mBones\");\n state.samplers.push(\"boneSampler\");\n // Emit code\n const comments = `//${this.name}`;\n state._emitFunctionFromInclude(\"bonesDeclaration\", comments, {\n removeAttributes: true,\n removeUniforms: false,\n removeVaryings: true,\n removeIfDef: false\n });\n const influenceVariablename = state._getFreeVariableName(\"influence\");\n state.compilationString += state._emitCodeFromInclude(\"bonesVertex\", comments, {\n replaceStrings: [{\n search: /finalWorld=finalWorld\\*influence;/,\n replace: \"\"\n }, {\n search: /influence/gm,\n replace: influenceVariablename\n }]\n });\n const output = this._outputs[0];\n const worldInput = this.world;\n state.compilationString += `#if NUM_BONE_INFLUENCERS>0\\n`;\n state.compilationString += state._declareOutput(output) + ` = ${worldInput.associatedVariableName} * ${influenceVariablename};\\n`;\n state.compilationString += `#else\\n`;\n state.compilationString += state._declareOutput(output) + ` = ${worldInput.associatedVariableName};\\n`;\n state.compilationString += `#endif\\n`;\n return this;\n }\n}\nRegisterClass(\"BABYLON.BonesBlock\", BonesBlock);","map":{"version":3,"names":["NodeMaterialBlock","NodeMaterialBlockConnectionPointTypes","NodeMaterialSystemValues","NodeMaterialBlockTargets","InputBlock","RegisterClass","BindBonesParameters","PrepareDefinesForBones","BonesBlock","constructor","name","Vertex","registerInput","Vector4","Matrix","registerOutput","initialize","state","_excludeVariableName","_initShaderSourceAsync","shaderLanguage","_this","_asyncToGenerator","_codeIsReady","Promise","all","onCodeIsReadyObservable","notifyObservers","getClassName","matricesIndices","_inputs","matricesWeights","matricesIndicesExtra","matricesWeightsExtra","world","output","_outputs","autoConfigure","material","additionalFilteringInfo","isConnected","matricesIndicesInput","getInputBlockByPredicate","b","isAttribute","setAsAttribute","connectTo","matricesWeightsInput","worldInput","systemValue","World","setAsSystemValue","provideFallbacks","mesh","fallbacks","useBones","computeBonesUsingShaders","skeleton","addCPUSkinningFallback","bind","effect","nodeMaterial","prepareDefines","defines","_areAttributesDirty","_buildBlock","sharedData","blocksWithFallbacks","push","forcedBindableBlocks","blocksWithDefines","uniforms","samplers","comments","_emitFunctionFromInclude","removeAttributes","removeUniforms","removeVaryings","removeIfDef","influenceVariablename","_getFreeVariableName","compilationString","_emitCodeFromInclude","replaceStrings","search","replace","_declareOutput","associatedVariableName"],"sources":["F:/workspace/202226701027/huinongbao-app/node_modules/@babylonjs/core/Materials/Node/Blocks/Vertex/bonesBlock.js"],"sourcesContent":["import { NodeMaterialBlock } from \"../../nodeMaterialBlock.js\";\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes.js\";\nimport { NodeMaterialSystemValues } from \"../../Enums/nodeMaterialSystemValues.js\";\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets.js\";\nimport { InputBlock } from \"../Input/inputBlock.js\";\nimport { RegisterClass } from \"../../../../Misc/typeStore.js\";\nimport { BindBonesParameters, PrepareDefinesForBones } from \"../../../materialHelper.functions.js\";\n/**\n * Block used to add support for vertex skinning (bones)\n */\nexport class BonesBlock extends NodeMaterialBlock {\n /**\n * Creates a new BonesBlock\n * @param name defines the block name\n */\n constructor(name) {\n super(name, NodeMaterialBlockTargets.Vertex);\n this.registerInput(\"matricesIndices\", NodeMaterialBlockConnectionPointTypes.Vector4);\n this.registerInput(\"matricesWeights\", NodeMaterialBlockConnectionPointTypes.Vector4);\n this.registerInput(\"matricesIndicesExtra\", NodeMaterialBlockConnectionPointTypes.Vector4, true);\n this.registerInput(\"matricesWeightsExtra\", NodeMaterialBlockConnectionPointTypes.Vector4, true);\n this.registerInput(\"world\", NodeMaterialBlockConnectionPointTypes.Matrix);\n this.registerOutput(\"output\", NodeMaterialBlockConnectionPointTypes.Matrix);\n }\n /**\n * Initialize the block and prepare the context for build\n * @param state defines the state that will be used for the build\n */\n initialize(state) {\n state._excludeVariableName(\"boneSampler\");\n state._excludeVariableName(\"boneTextureWidth\");\n state._excludeVariableName(\"mBones\");\n state._excludeVariableName(\"BonesPerMesh\");\n this._initShaderSourceAsync(state.shaderLanguage);\n }\n async _initShaderSourceAsync(shaderLanguage) {\n this._codeIsReady = false;\n if (shaderLanguage === 1 /* ShaderLanguage.WGSL */) {\n await Promise.all([import(\"../../../../ShadersWGSL/ShadersInclude/bonesDeclaration.js\"), import(\"../../../../ShadersWGSL/ShadersInclude/bonesVertex.js\")]);\n }\n else {\n await Promise.all([import(\"../../../../Shaders/ShadersInclude/bonesDeclaration.js\"), import(\"../../../../Shaders/ShadersInclude/bonesVertex.js\")]);\n }\n this._codeIsReady = true;\n this.onCodeIsReadyObservable.notifyObservers(this);\n }\n /**\n * Gets the current class name\n * @returns the class name\n */\n getClassName() {\n return \"BonesBlock\";\n }\n /**\n * Gets the matrix indices input component\n */\n get matricesIndices() {\n return this._inputs[0];\n }\n /**\n * Gets the matrix weights input component\n */\n get matricesWeights() {\n return this._inputs[1];\n }\n /**\n * Gets the extra matrix indices input component\n */\n get matricesIndicesExtra() {\n return this._inputs[2];\n }\n /**\n * Gets the extra matrix weights input component\n */\n get matricesWeightsExtra() {\n return this._inputs[3];\n }\n /**\n * Gets the world input component\n */\n get world() {\n return this._inputs[4];\n }\n /**\n * Gets the output component\n */\n get output() {\n return this._outputs[0];\n }\n autoConfigure(material, additionalFilteringInfo = () => true) {\n if (!this.matricesIndices.isConnected) {\n let matricesIndicesInput = material.getInputBlockByPredicate((b) => b.isAttribute && b.name === \"matricesIndices\" && additionalFilteringInfo(b));\n if (!matricesIndicesInput) {\n matricesIndicesInput = new InputBlock(\"matricesIndices\");\n matricesIndicesInput.setAsAttribute(\"matricesIndices\");\n }\n matricesIndicesInput.output.connectTo(this.matricesIndices);\n }\n if (!this.matricesWeights.isConnected) {\n let matricesWeightsInput = material.getInputBlockByPredicate((b) => b.isAttribute && b.name === \"matricesWeights\" && additionalFilteringInfo(b));\n if (!matricesWeightsInput) {\n matricesWeightsInput = new InputBlock(\"matricesWeights\");\n matricesWeightsInput.setAsAttribute(\"matricesWeights\");\n }\n matricesWeightsInput.output.connectTo(this.matricesWeights);\n }\n if (!this.world.isConnected) {\n let worldInput = material.getInputBlockByPredicate((b) => b.systemValue === NodeMaterialSystemValues.World && additionalFilteringInfo(b));\n if (!worldInput) {\n worldInput = new InputBlock(\"world\");\n worldInput.setAsSystemValue(NodeMaterialSystemValues.World);\n }\n worldInput.output.connectTo(this.world);\n }\n }\n provideFallbacks(mesh, fallbacks) {\n if (mesh && mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {\n fallbacks.addCPUSkinningFallback(0, mesh);\n }\n }\n bind(effect, nodeMaterial, mesh) {\n BindBonesParameters(mesh, effect);\n }\n prepareDefines(mesh, nodeMaterial, defines) {\n if (!defines._areAttributesDirty) {\n return;\n }\n PrepareDefinesForBones(mesh, defines);\n }\n _buildBlock(state) {\n super._buildBlock(state);\n // Register for compilation fallbacks\n state.sharedData.blocksWithFallbacks.push(this);\n // Register for binding\n state.sharedData.forcedBindableBlocks.push(this);\n // Register for defines\n state.sharedData.blocksWithDefines.push(this);\n // Register internal uniforms and samplers\n state.uniforms.push(\"boneTextureWidth\");\n state.uniforms.push(\"mBones\");\n state.samplers.push(\"boneSampler\");\n // Emit code\n const comments = `//${this.name}`;\n state._emitFunctionFromInclude(\"bonesDeclaration\", comments, {\n removeAttributes: true,\n removeUniforms: false,\n removeVaryings: true,\n removeIfDef: false,\n });\n const influenceVariablename = state._getFreeVariableName(\"influence\");\n state.compilationString += state._emitCodeFromInclude(\"bonesVertex\", comments, {\n replaceStrings: [\n {\n search: /finalWorld=finalWorld\\*influence;/,\n replace: \"\",\n },\n {\n search: /influence/gm,\n replace: influenceVariablename,\n },\n ],\n });\n const output = this._outputs[0];\n const worldInput = this.world;\n state.compilationString += `#if NUM_BONE_INFLUENCERS>0\\n`;\n state.compilationString += state._declareOutput(output) + ` = ${worldInput.associatedVariableName} * ${influenceVariablename};\\n`;\n state.compilationString += `#else\\n`;\n state.compilationString += state._declareOutput(output) + ` = ${worldInput.associatedVariableName};\\n`;\n state.compilationString += `#endif\\n`;\n return this;\n }\n}\nRegisterClass(\"BABYLON.BonesBlock\", 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