@babylonjs/core 5.45.2 → 5.46.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Actions/condition.js +23 -23
- package/Actions/condition.js.map +1 -1
- package/Animations/animatable.js +48 -48
- package/Animations/animatable.js.map +1 -1
- package/Animations/animation.js +53 -53
- package/Animations/animation.js.map +1 -1
- package/Animations/animationGroup.js +53 -53
- package/Animations/animationGroup.js.map +1 -1
- package/Animations/runtimeAnimation.js +36 -36
- package/Animations/runtimeAnimation.js.map +1 -1
- package/Audio/audioEngine.js +14 -14
- package/Audio/audioEngine.js.map +1 -1
- package/Audio/audioSceneComponent.js +14 -14
- package/Audio/audioSceneComponent.js.map +1 -1
- package/Audio/sound.js +47 -47
- package/Audio/sound.js.map +1 -1
- package/Behaviors/Meshes/baseSixDofDragBehavior.d.ts +1 -1
- package/Behaviors/Meshes/fadeInOutBehavior.js +11 -11
- package/Behaviors/Meshes/fadeInOutBehavior.js.map +1 -1
- package/Behaviors/Meshes/pointerDragBehavior.js +34 -34
- package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
- package/Bones/bone.js +15 -15
- package/Bones/bone.js.map +1 -1
- package/Bones/boneIKController.js +9 -9
- package/Bones/boneIKController.js.map +1 -1
- package/Bones/boneLookController.js +50 -50
- package/Bones/boneLookController.js.map +1 -1
- package/Bones/skeleton.js +35 -35
- package/Bones/skeleton.js.map +1 -1
- package/Buffers/buffer.js +14 -14
- package/Buffers/buffer.js.map +1 -1
- package/Buffers/dataBuffer.js +6 -6
- package/Buffers/dataBuffer.js.map +1 -1
- package/Cameras/Inputs/freeCameraDeviceOrientationInput.js +42 -42
- package/Cameras/Inputs/freeCameraDeviceOrientationInput.js.map +1 -1
- package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js +18 -18
- package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js.map +1 -1
- package/Cameras/VR/vrExperienceHelper.js +178 -178
- package/Cameras/VR/vrExperienceHelper.js.map +1 -1
- package/Cameras/arcRotateCamera.js +176 -176
- package/Cameras/arcRotateCamera.js.map +1 -1
- package/Cameras/camera.js +90 -90
- package/Cameras/camera.js.map +1 -1
- package/Cameras/flyCamera.js +82 -82
- package/Cameras/flyCamera.js.map +1 -1
- package/Cameras/freeCamera.js +54 -54
- package/Cameras/freeCamera.js.map +1 -1
- package/Compute/computeShader.js +12 -12
- package/Compute/computeShader.js.map +1 -1
- package/Culling/ray.d.ts +1 -1
- package/Debug/axesViewer.js +12 -12
- package/Debug/axesViewer.js.map +1 -1
- package/Debug/debugLayer.js +21 -21
- package/Debug/debugLayer.js.map +1 -1
- package/Debug/directionalLightFrustumViewer.js +20 -20
- package/Debug/directionalLightFrustumViewer.js.map +1 -1
- package/Debug/rayHelper.js +10 -10
- package/Debug/rayHelper.js.map +1 -1
- package/Debug/skeletonViewer.js +81 -81
- package/Debug/skeletonViewer.js.map +1 -1
- package/DeviceInput/InputDevices/deviceSource.d.ts +1 -1
- package/DeviceInput/InputDevices/deviceSourceManager.js +31 -31
- package/DeviceInput/InputDevices/deviceSourceManager.js.map +1 -1
- package/DeviceInput/InputDevices/deviceTypes.d.ts +1 -1
- package/DeviceInput/internalDeviceSourceManager.d.ts +2 -2
- package/Engines/Extensions/engine.computeShader.d.ts +3 -3
- package/Engines/Extensions/engine.multiRender.js +1 -1
- package/Engines/Extensions/engine.multiRender.js.map +1 -1
- package/Engines/Extensions/engine.query.d.ts +1 -1
- package/Engines/Extensions/engine.renderTarget.d.ts +1 -1
- package/Engines/Extensions/engine.renderTarget.js +1 -1
- package/Engines/Extensions/engine.renderTarget.js.map +1 -1
- package/Engines/Native/nativeDataStream.d.ts +1 -1
- package/Engines/Native/nativeHardwareTexture.js +3 -3
- package/Engines/Native/nativeHardwareTexture.js.map +1 -1
- package/Engines/Native/nativeInterfaces.d.ts +5 -5
- package/Engines/Native/nativePipelineContext.js +7 -7
- package/Engines/Native/nativePipelineContext.js.map +1 -1
- package/Engines/Native/nativeRenderTargetWrapper.js +6 -6
- package/Engines/Native/nativeRenderTargetWrapper.js.map +1 -1
- package/Engines/Processors/shaderCodeInliner.js +4 -4
- package/Engines/Processors/shaderCodeInliner.js.map +1 -1
- package/Engines/Processors/shaderProcessingOptions.d.ts +1 -1
- package/Engines/WebGL/webGLHardwareTexture.js +3 -3
- package/Engines/WebGL/webGLHardwareTexture.js.map +1 -1
- package/Engines/WebGPU/webgpuBufferManager.js +3 -3
- package/Engines/WebGPU/webgpuBufferManager.js.map +1 -1
- package/Engines/WebGPU/webgpuCacheBindGroups.js +6 -6
- package/Engines/WebGPU/webgpuCacheBindGroups.js.map +1 -1
- package/Engines/WebGPU/webgpuCacheRenderPipelineTree.js +5 -5
- package/Engines/WebGPU/webgpuCacheRenderPipelineTree.js.map +1 -1
- package/Engines/WebGPU/webgpuClearQuad.js +11 -11
- package/Engines/WebGPU/webgpuClearQuad.js.map +1 -1
- package/Engines/WebGPU/webgpuComputeContext.js +7 -7
- package/Engines/WebGPU/webgpuComputeContext.js.map +1 -1
- package/Engines/WebGPU/webgpuComputePipelineContext.js +4 -4
- package/Engines/WebGPU/webgpuComputePipelineContext.js.map +1 -1
- package/Engines/WebGPU/webgpuDrawContext.js +7 -7
- package/Engines/WebGPU/webgpuDrawContext.js.map +1 -1
- package/Engines/WebGPU/webgpuHardwareTexture.js +9 -9
- package/Engines/WebGPU/webgpuHardwareTexture.js.map +1 -1
- package/Engines/WebGPU/webgpuMaterialContext.js +5 -5
- package/Engines/WebGPU/webgpuMaterialContext.js.map +1 -1
- package/Engines/WebGPU/webgpuOcclusionQuery.js +10 -10
- package/Engines/WebGPU/webgpuOcclusionQuery.js.map +1 -1
- package/Engines/WebGPU/webgpuPipelineContext.js +6 -6
- package/Engines/WebGPU/webgpuPipelineContext.js.map +1 -1
- package/Engines/WebGPU/webgpuQuerySet.js +3 -3
- package/Engines/WebGPU/webgpuQuerySet.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessingContext.js +3 -3
- package/Engines/WebGPU/webgpuShaderProcessingContext.js.map +1 -1
- package/Engines/WebGPU/webgpuTextureHelper.js +3 -3
- package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
- package/Engines/WebGPU/webgpuTimestampQuery.js +3 -3
- package/Engines/WebGPU/webgpuTimestampQuery.js.map +1 -1
- package/Engines/engine.js +134 -134
- package/Engines/engine.js.map +1 -1
- package/Engines/nativeEngine.js +6 -6
- package/Engines/nativeEngine.js.map +1 -1
- package/Engines/nullEngine.js +25 -25
- package/Engines/nullEngine.js.map +1 -1
- package/Engines/renderTargetWrapper.js +25 -25
- package/Engines/renderTargetWrapper.js.map +1 -1
- package/Engines/thinEngine.js +243 -243
- package/Engines/thinEngine.js.map +1 -1
- package/Engines/webgpuEngine.js +132 -132
- package/Engines/webgpuEngine.js.map +1 -1
- package/Events/keyboardEvents.js +10 -10
- package/Events/keyboardEvents.js.map +1 -1
- package/Events/pointerEvents.js +9 -9
- package/Events/pointerEvents.js.map +1 -1
- package/Gamepads/Controllers/poseEnabledController.js +9 -9
- package/Gamepads/Controllers/poseEnabledController.js.map +1 -1
- package/Gamepads/Controllers/webVRController.js +13 -13
- package/Gamepads/Controllers/webVRController.js.map +1 -1
- package/Gamepads/gamepad.js +20 -20
- package/Gamepads/gamepad.js.map +1 -1
- package/Gizmos/axisDragGizmo.js +45 -45
- package/Gizmos/axisDragGizmo.js.map +1 -1
- package/Gizmos/axisScaleGizmo.js +12 -12
- package/Gizmos/axisScaleGizmo.js.map +1 -1
- package/Gizmos/boundingBoxGizmo.js +74 -74
- package/Gizmos/boundingBoxGizmo.js.map +1 -1
- package/Gizmos/gizmo.js +34 -34
- package/Gizmos/gizmo.js.map +1 -1
- package/Gizmos/gizmoManager.js +40 -40
- package/Gizmos/gizmoManager.js.map +1 -1
- package/Gizmos/planeDragGizmo.js +23 -23
- package/Gizmos/planeDragGizmo.js.map +1 -1
- package/Gizmos/planeRotationGizmo.js +12 -12
- package/Gizmos/planeRotationGizmo.js.map +1 -1
- package/Gizmos/positionGizmo.js +40 -40
- package/Gizmos/positionGizmo.js.map +1 -1
- package/Gizmos/rotationGizmo.js +47 -47
- package/Gizmos/rotationGizmo.js.map +1 -1
- package/Gizmos/scaleGizmo.js +41 -41
- package/Gizmos/scaleGizmo.js.map +1 -1
- package/Helpers/environmentHelper.js +18 -18
- package/Helpers/environmentHelper.js.map +1 -1
- package/Helpers/textureDome.js +96 -96
- package/Helpers/textureDome.js.map +1 -1
- package/IAccessibilityTag.d.ts +2 -2
- package/Instrumentation/engineInstrumentation.js +21 -21
- package/Instrumentation/engineInstrumentation.js.map +1 -1
- package/Instrumentation/sceneInstrumentation.js +90 -90
- package/Instrumentation/sceneInstrumentation.js.map +1 -1
- package/Layers/effectLayer.js +48 -48
- package/Layers/effectLayer.js.map +1 -1
- package/Layers/glowLayer.js +32 -32
- package/Layers/glowLayer.js.map +1 -1
- package/Layers/highlightLayer.js +26 -26
- package/Layers/highlightLayer.js.map +1 -1
- package/Layers/layer.js +40 -40
- package/Layers/layer.js.map +1 -1
- package/LensFlares/lensFlare.js +15 -15
- package/LensFlares/lensFlare.js.map +1 -1
- package/LensFlares/lensFlareSystem.js +4 -4
- package/LensFlares/lensFlareSystem.js.map +1 -1
- package/Lights/Shadows/cascadedShadowGenerator.js +18 -18
- package/Lights/Shadows/cascadedShadowGenerator.js.map +1 -1
- package/Lights/Shadows/shadowGenerator.js +115 -115
- package/Lights/Shadows/shadowGenerator.js.map +1 -1
- package/Lights/directionalLight.js +31 -31
- package/Lights/directionalLight.js.map +1 -1
- package/Lights/light.js +72 -72
- package/Lights/light.js.map +1 -1
- package/Lights/pointLight.js +18 -18
- package/Lights/pointLight.js.map +1 -1
- package/Lights/spotLight.js +30 -30
- package/Lights/spotLight.js.map +1 -1
- package/Loading/sceneLoader.d.ts +1 -1
- package/Materials/Background/backgroundMaterial.js +124 -124
- package/Materials/Background/backgroundMaterial.js.map +1 -1
- package/Materials/Node/Blocks/Dual/imageSourceBlock.js +8 -8
- package/Materials/Node/Blocks/Dual/imageSourceBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/lightBlock.js +14 -14
- package/Materials/Node/Blocks/Dual/lightBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js +9 -9
- package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/textureBlock.js +26 -26
- package/Materials/Node/Blocks/Dual/textureBlock.js.map +1 -1
- package/Materials/Node/Blocks/Input/inputBlock.js +34 -34
- package/Materials/Node/Blocks/Input/inputBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +14 -14
- package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/reflectionBlock.js +16 -16
- package/Materials/Node/Blocks/PBR/reflectionBlock.js.map +1 -1
- package/Materials/Node/Blocks/customBlock.js +7 -7
- package/Materials/Node/Blocks/customBlock.js.map +1 -1
- package/Materials/Node/Blocks/gradientBlock.js +13 -13
- package/Materials/Node/Blocks/gradientBlock.js.map +1 -1
- package/Materials/Node/Blocks/triPlanarBlock.js +30 -30
- package/Materials/Node/Blocks/triPlanarBlock.js.map +1 -1
- package/Materials/Node/nodeMaterial.d.ts +1 -1
- package/Materials/Node/nodeMaterial.js +60 -60
- package/Materials/Node/nodeMaterial.js.map +1 -1
- package/Materials/Node/nodeMaterialBlock.js +35 -35
- package/Materials/Node/nodeMaterialBlock.js.map +1 -1
- package/Materials/Node/nodeMaterialBlockConnectionPoint.js +50 -50
- package/Materials/Node/nodeMaterialBlockConnectionPoint.js.map +1 -1
- package/Materials/PBR/pbrAnisotropicConfiguration.js +5 -5
- package/Materials/PBR/pbrAnisotropicConfiguration.js.map +1 -1
- package/Materials/PBR/pbrBRDFConfiguration.js +4 -4
- package/Materials/PBR/pbrBRDFConfiguration.js.map +1 -1
- package/Materials/PBR/pbrBaseMaterial.js +52 -52
- package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
- package/Materials/PBR/pbrBaseSimpleMaterial.js +17 -17
- package/Materials/PBR/pbrBaseSimpleMaterial.js.map +1 -1
- package/Materials/PBR/pbrClearCoatConfiguration.js +5 -5
- package/Materials/PBR/pbrClearCoatConfiguration.js.map +1 -1
- package/Materials/PBR/pbrIridescenceConfiguration.js +5 -5
- package/Materials/PBR/pbrIridescenceConfiguration.js.map +1 -1
- package/Materials/PBR/pbrMaterial.js +209 -209
- package/Materials/PBR/pbrMaterial.js.map +1 -1
- package/Materials/PBR/pbrSheenConfiguration.js +5 -5
- package/Materials/PBR/pbrSheenConfiguration.js.map +1 -1
- package/Materials/PBR/pbrSpecularGlossinessMaterial.js +6 -6
- package/Materials/PBR/pbrSpecularGlossinessMaterial.js.map +1 -1
- package/Materials/PBR/pbrSubSurfaceConfiguration.js +51 -51
- package/Materials/PBR/pbrSubSurfaceConfiguration.js.map +1 -1
- package/Materials/Textures/baseTexture.js +99 -99
- package/Materials/Textures/baseTexture.js.map +1 -1
- package/Materials/Textures/cubeTexture.js +61 -61
- package/Materials/Textures/cubeTexture.js.map +1 -1
- package/Materials/Textures/externalTexture.js +16 -16
- package/Materials/Textures/externalTexture.js.map +1 -1
- package/Materials/Textures/hdrCubeTexture.js +44 -44
- package/Materials/Textures/hdrCubeTexture.js.map +1 -1
- package/Materials/Textures/internalTexture.js +31 -31
- package/Materials/Textures/internalTexture.js.map +1 -1
- package/Materials/Textures/mirrorTexture.js +73 -73
- package/Materials/Textures/mirrorTexture.js.map +1 -1
- package/Materials/Textures/multiRenderTarget.js +47 -47
- package/Materials/Textures/multiRenderTarget.js.map +1 -1
- package/Materials/Textures/rawTexture2DArray.js +6 -6
- package/Materials/Textures/rawTexture2DArray.js.map +1 -1
- package/Materials/Textures/renderTargetTexture.js +142 -142
- package/Materials/Textures/renderTargetTexture.js.map +1 -1
- package/Materials/Textures/texture.d.ts +1 -1
- package/Materials/Textures/texture.js +26 -26
- package/Materials/Textures/texture.js.map +1 -1
- package/Materials/Textures/textureCreationOptions.d.ts +1 -1
- package/Materials/Textures/textureSampler.js +20 -20
- package/Materials/Textures/textureSampler.js.map +1 -1
- package/Materials/Textures/thinRenderTargetTexture.js +6 -6
- package/Materials/Textures/thinRenderTargetTexture.js.map +1 -1
- package/Materials/Textures/thinTexture.js +39 -39
- package/Materials/Textures/thinTexture.js.map +1 -1
- package/Materials/Textures/videoTexture.js +40 -40
- package/Materials/Textures/videoTexture.js.map +1 -1
- package/Materials/drawWrapper.js +6 -6
- package/Materials/drawWrapper.js.map +1 -1
- package/Materials/effect.js +18 -18
- package/Materials/effect.js.map +1 -1
- package/Materials/effectRenderer.js +9 -9
- package/Materials/effectRenderer.js.map +1 -1
- package/Materials/fresnelParameters.d.ts +2 -2
- package/Materials/fresnelParameters.js +13 -13
- package/Materials/fresnelParameters.js.map +1 -1
- package/Materials/material.detailMapConfiguration.js +5 -5
- package/Materials/material.detailMapConfiguration.js.map +1 -1
- package/Materials/material.js +223 -223
- package/Materials/material.js.map +1 -1
- package/Materials/materialPluginBase.js +5 -5
- package/Materials/materialPluginBase.js.map +1 -1
- package/Materials/materialPluginEvent.d.ts +14 -14
- package/Materials/materialPluginManager.d.ts +1 -1
- package/Materials/multiMaterial.js +16 -16
- package/Materials/multiMaterial.js.map +1 -1
- package/Materials/shadowDepthWrapper.js +14 -14
- package/Materials/shadowDepthWrapper.js.map +1 -1
- package/Materials/standardMaterial.js +100 -100
- package/Materials/standardMaterial.js.map +1 -1
- package/Materials/uniformBufferEffectCommonAccessor.js +3 -3
- package/Materials/uniformBufferEffectCommonAccessor.js.map +1 -1
- package/Maths/math.functions.js +2 -0
- package/Maths/math.functions.js.map +1 -1
- package/Maths/math.path.js +11 -11
- package/Maths/math.path.js.map +1 -1
- package/Maths/math.vector.d.ts +6 -7
- package/Maths/math.vector.js +48 -48
- package/Maths/math.vector.js.map +1 -1
- package/Meshes/Builders/goldbergBuilder.d.ts +2 -2
- package/Meshes/Compression/dracoCompression.js +23 -23
- package/Meshes/Compression/dracoCompression.js.map +1 -1
- package/Meshes/Compression/meshoptCompression.js +9 -9
- package/Meshes/Compression/meshoptCompression.js.map +1 -1
- package/Meshes/abstractMesh.js +179 -179
- package/Meshes/abstractMesh.js.map +1 -1
- package/Meshes/geometry.js +32 -32
- package/Meshes/geometry.js.map +1 -1
- package/Meshes/goldbergMesh.d.ts +1 -1
- package/Meshes/linesMesh.js +3 -3
- package/Meshes/linesMesh.js.map +1 -1
- package/Meshes/mesh.js +165 -165
- package/Meshes/mesh.js.map +1 -1
- package/Meshes/mesh.vertexData.js.map +1 -1
- package/Meshes/polygonMesh.js +5 -5
- package/Meshes/polygonMesh.js.map +1 -1
- package/Meshes/subMesh.js +59 -59
- package/Meshes/subMesh.js.map +1 -1
- package/Meshes/transformNode.js +52 -52
- package/Meshes/transformNode.js.map +1 -1
- package/Misc/PerformanceViewer/performanceViewerCollectionStrategies.d.ts +1 -1
- package/Misc/PerformanceViewer/performanceViewerCollector.js +12 -12
- package/Misc/PerformanceViewer/performanceViewerCollector.js.map +1 -1
- package/Misc/arrayTools.d.ts +1 -1
- package/Misc/copyTextureToTexture.js +3 -3
- package/Misc/copyTextureToTexture.js.map +1 -1
- package/Misc/coroutine.d.ts +5 -5
- package/Misc/deferred.js +9 -9
- package/Misc/deferred.js.map +1 -1
- package/Misc/depthReducer.js +7 -7
- package/Misc/depthReducer.js.map +1 -1
- package/Misc/environmentTextureTools.d.ts +1 -1
- package/Misc/error.d.ts +1 -1
- package/Misc/fileTools.d.ts +5 -5
- package/Misc/filesInput.js +6 -6
- package/Misc/filesInput.js.map +1 -1
- package/Misc/khronosTextureContainer2.js +9 -9
- package/Misc/khronosTextureContainer2.js.map +1 -1
- package/Misc/observable.js +12 -12
- package/Misc/observable.js.map +1 -1
- package/Misc/perfCounter.js +16 -16
- package/Misc/perfCounter.js.map +1 -1
- package/Misc/sceneOptimizer.js +76 -76
- package/Misc/sceneOptimizer.js.map +1 -1
- package/Misc/stringDictionary.d.ts +1 -1
- package/Misc/trajectoryClassifier.js +67 -67
- package/Misc/trajectoryClassifier.js.map +1 -1
- package/Misc/videoRecorder.js +15 -15
- package/Misc/videoRecorder.js.map +1 -1
- package/Misc/virtualJoystick.js +12 -12
- package/Misc/virtualJoystick.js.map +1 -1
- package/Morph/morphTarget.js +28 -28
- package/Morph/morphTarget.js.map +1 -1
- package/Morph/morphTargetManager.js +18 -18
- package/Morph/morphTargetManager.js.map +1 -1
- package/Offline/database.js +12 -12
- package/Offline/database.js.map +1 -1
- package/Particles/EmitterTypes/coneParticleEmitter.js +25 -25
- package/Particles/EmitterTypes/coneParticleEmitter.js.map +1 -1
- package/Particles/EmitterTypes/meshParticleEmitter.js +20 -20
- package/Particles/EmitterTypes/meshParticleEmitter.js.map +1 -1
- package/Particles/baseParticleSystem.js +232 -232
- package/Particles/baseParticleSystem.js.map +1 -1
- package/Particles/cloudPoint.js +9 -9
- package/Particles/cloudPoint.js.map +1 -1
- package/Particles/gpuParticleSystem.js +123 -123
- package/Particles/gpuParticleSystem.js.map +1 -1
- package/Particles/particleSystem.js +102 -102
- package/Particles/particleSystem.js.map +1 -1
- package/Particles/pointsCloudSystem.js +18 -18
- package/Particles/pointsCloudSystem.js.map +1 -1
- package/Particles/solidParticle.js +23 -23
- package/Particles/solidParticle.js.map +1 -1
- package/Physics/v1/physicsEngine.js +14 -14
- package/Physics/v1/physicsEngine.js.map +1 -1
- package/Physics/v1/physicsImpostor.js +149 -149
- package/Physics/v1/physicsImpostor.js.map +1 -1
- package/Physics/v2/physicsEngine.js +14 -14
- package/Physics/v2/physicsEngine.js.map +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline.js +129 -129
- package/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline.js.map +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js +68 -68
- package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js.map +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline.js +6 -6
- package/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline.js.map +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline.js +226 -225
- package/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline.js.map +1 -1
- package/PostProcesses/RenderPipeline/postProcessRenderPipeline.js +10 -10
- package/PostProcesses/RenderPipeline/postProcessRenderPipeline.js.map +1 -1
- package/PostProcesses/anaglyphPostProcess.js +7 -7
- package/PostProcesses/anaglyphPostProcess.js.map +1 -1
- package/PostProcesses/blackAndWhitePostProcess.js +7 -7
- package/PostProcesses/blackAndWhitePostProcess.js.map +1 -1
- package/PostProcesses/bloomEffect.js +28 -28
- package/PostProcesses/bloomEffect.js.map +1 -1
- package/PostProcesses/bloomMergePostProcess.js +7 -7
- package/PostProcesses/bloomMergePostProcess.js.map +1 -1
- package/PostProcesses/blurPostProcess.js +32 -32
- package/PostProcesses/blurPostProcess.js.map +1 -1
- package/PostProcesses/chromaticAberrationPostProcess.js +7 -7
- package/PostProcesses/chromaticAberrationPostProcess.js.map +1 -1
- package/PostProcesses/circleOfConfusionPostProcess.js +7 -7
- package/PostProcesses/circleOfConfusionPostProcess.js.map +1 -1
- package/PostProcesses/colorCorrectionPostProcess.js +7 -7
- package/PostProcesses/colorCorrectionPostProcess.js.map +1 -1
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package/Sprites/spriteMap.js.map
CHANGED
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@@ -1 +1 @@
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{ Engine } from \"../Engines/engine\";\r\nimport type { IDisposable, Scene } from \"../scene\";\r\nimport type { Nullable } from \"../types\";\r\nimport { Vector2, Vector3 } from \"../Maths/math.vector\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { RawTexture } from \"../Materials/Textures/rawTexture\";\r\nimport { ShaderMaterial } from \"../Materials/shaderMaterial\";\r\nimport type { Mesh } from \"../Meshes/mesh\";\r\nimport type { PickingInfo } from \"../Collisions/pickingInfo\";\r\nimport type { ISpriteJSONSprite, ISpriteJSONAtlas } from \"./ISprites\";\r\nimport { Effect } from \"../Materials/effect\";\r\n\r\nimport { CreatePlane } from \"../Meshes/Builders/planeBuilder\";\r\nimport \"../Shaders/spriteMap.fragment\";\r\nimport \"../Shaders/spriteMap.vertex\";\r\n\r\n/**\r\n * Defines the basic options interface of a SpriteMap\r\n */\r\nexport interface ISpriteMapOptions {\r\n /**\r\n * Vector2 of the number of cells in the grid.\r\n */\r\n stageSize?: Vector2;\r\n\r\n /**\r\n * Vector2 of the size of the output plane in World Units.\r\n */\r\n outputSize?: Vector2;\r\n\r\n /**\r\n * Vector3 of the position of the output plane in World Units.\r\n */\r\n outputPosition?: Vector3;\r\n\r\n /**\r\n * Vector3 of the rotation of the output plane.\r\n */\r\n outputRotation?: Vector3;\r\n\r\n /**\r\n * number of layers that the system will reserve in resources.\r\n */\r\n layerCount?: number;\r\n\r\n /**\r\n * number of max animation frames a single cell will reserve in resources.\r\n */\r\n maxAnimationFrames?: number;\r\n\r\n /**\r\n * number cell index of the base tile when the system compiles.\r\n */\r\n baseTile?: number;\r\n\r\n /**\r\n * boolean flip the sprite after its been repositioned by the framing data.\r\n */\r\n flipU?: boolean;\r\n\r\n /**\r\n * Vector3 scalar of the global RGB values of the SpriteMap.\r\n */\r\n colorMultiply?: Vector3;\r\n}\r\n\r\n/**\r\n * Defines the IDisposable interface in order to be cleanable from resources.\r\n */\r\nexport interface ISpriteMap extends IDisposable {\r\n /**\r\n * String name of the SpriteMap.\r\n */\r\n name: string;\r\n\r\n /**\r\n * The JSON Array file from a https://www.codeandweb.com/texturepacker export. Or similar structure.\r\n */\r\n atlasJSON: ISpriteJSONAtlas;\r\n\r\n /**\r\n * Texture of the SpriteMap.\r\n */\r\n spriteSheet: Texture;\r\n\r\n /**\r\n * The parameters to initialize the SpriteMap with.\r\n */\r\n options: ISpriteMapOptions;\r\n}\r\n\r\n/**\r\n * Class used to manage a grid restricted sprite deployment on an Output plane.\r\n */\r\nexport class SpriteMap implements ISpriteMap {\r\n /** The Name of the spriteMap */\r\n public name: string;\r\n\r\n /** The JSON file with the frame and meta data */\r\n public atlasJSON: ISpriteJSONAtlas;\r\n\r\n /** The systems Sprite Sheet Texture */\r\n public spriteSheet: Texture;\r\n\r\n /** Arguments passed with the Constructor */\r\n public options: ISpriteMapOptions;\r\n\r\n /** Public Sprite Storage array, parsed from atlasJSON */\r\n public sprites: Array<ISpriteJSONSprite>;\r\n\r\n /** Returns the Number of Sprites in the System */\r\n public get spriteCount(): number {\r\n return this.sprites.length;\r\n }\r\n\r\n /** Returns the Position of Output Plane*/\r\n public get position(): Vector3 {\r\n return this._output.position;\r\n }\r\n\r\n /** Returns the Position of Output Plane*/\r\n public set position(v: Vector3) {\r\n this._output.position = v;\r\n }\r\n\r\n /** Returns the Rotation of Output Plane*/\r\n public get rotation(): Vector3 {\r\n return this._output.rotation;\r\n }\r\n\r\n /** Returns the Rotation of Output Plane*/\r\n public set rotation(v: Vector3) {\r\n this._output.rotation = v;\r\n }\r\n\r\n /** Sets the AnimationMap*/\r\n public get animationMap() {\r\n return this._animationMap;\r\n }\r\n\r\n /** Sets the AnimationMap*/\r\n public set animationMap(v: RawTexture) {\r\n const buffer = v!._texture!._bufferView;\r\n const am = this._createTileAnimationBuffer(buffer);\r\n this._animationMap.dispose();\r\n this._animationMap = am;\r\n this._material.setTexture(\"animationMap\", this._animationMap);\r\n }\r\n\r\n /** Scene that the SpriteMap was created in */\r\n private _scene: Scene;\r\n\r\n /** Texture Buffer of Float32 that holds tile frame data*/\r\n private _frameMap: RawTexture;\r\n\r\n /** Texture Buffers of Float32 that holds tileMap data*/\r\n private _tileMaps: RawTexture[];\r\n\r\n /** Texture Buffer of Float32 that holds Animation Data*/\r\n private _animationMap: RawTexture;\r\n\r\n /** Custom ShaderMaterial Central to the System*/\r\n private _material: ShaderMaterial;\r\n\r\n /** Custom ShaderMaterial Central to the System*/\r\n private _output: Mesh;\r\n\r\n /** Systems Time Ticker*/\r\n private _time: number;\r\n\r\n /**\r\n * Creates a new SpriteMap\r\n * @param name defines the SpriteMaps Name\r\n * @param atlasJSON is the JSON file that controls the Sprites Frames and Meta\r\n * @param spriteSheet is the Texture that the Sprites are on.\r\n * @param options a basic deployment configuration\r\n * @param scene The Scene that the map is deployed on\r\n */\r\n constructor(name: string, atlasJSON: ISpriteJSONAtlas, spriteSheet: Texture, options: ISpriteMapOptions, scene: Scene) {\r\n this.name = name;\r\n this.sprites = [];\r\n this.atlasJSON = atlasJSON;\r\n this.sprites = this.atlasJSON[\"frames\"];\r\n this.spriteSheet = spriteSheet;\r\n\r\n /**\r\n * Run through the options and set what ever defaults are needed that where not declared.\r\n */\r\n this.options = options;\r\n options.stageSize = options.stageSize || new Vector2(1, 1);\r\n options.outputSize = options.outputSize || options.stageSize;\r\n options.outputPosition = options.outputPosition || Vector3.Zero();\r\n options.outputRotation = options.outputRotation || Vector3.Zero();\r\n options.layerCount = options.layerCount || 1;\r\n options.maxAnimationFrames = options.maxAnimationFrames || 0;\r\n options.baseTile = options.baseTile || 0;\r\n options.flipU = options.flipU || false;\r\n options.colorMultiply = options.colorMultiply || new Vector3(1, 1, 1);\r\n\r\n this._scene = scene;\r\n\r\n this._frameMap = this._createFrameBuffer();\r\n\r\n this._tileMaps = new Array();\r\n for (let i = 0; i < options.layerCount; i++) {\r\n this._tileMaps.push(this._createTileBuffer(null, i));\r\n }\r\n\r\n this._animationMap = this._createTileAnimationBuffer(null);\r\n\r\n const defines = [];\r\n defines.push(\"#define LAYERS \" + options.layerCount);\r\n\r\n if (options.flipU) {\r\n defines.push(\"#define FLIPU\");\r\n }\r\n\r\n defines.push(`#define MAX_ANIMATION_FRAMES ${options.maxAnimationFrames}.0`);\r\n\r\n const shaderString: string = Effect.ShadersStore[\"spriteMapPixelShader\"];\r\n\r\n let layerSampleString: string;\r\n if (!scene.getEngine()._features.supportSwitchCaseInShader) {\r\n layerSampleString = \"\";\r\n for (let i = 0; i < options.layerCount; i++) {\r\n layerSampleString += `if (${i} == i) { frameID = texture2D(tileMaps[${i}], (tileID + 0.5) / stageSize, 0.).x; }`;\r\n }\r\n } else {\r\n layerSampleString = \"switch(i) {\";\r\n for (let i = 0; i < options.layerCount; i++) {\r\n layerSampleString += \"case \" + i + \" : frameID = texture(tileMaps[\" + i + \"], (tileID + 0.5) / stageSize, 0.).x;\";\r\n layerSampleString += \"break;\";\r\n }\r\n layerSampleString += \"}\";\r\n }\r\n\r\n Effect.ShadersStore[\"spriteMap\" + this.name + \"PixelShader\"] = shaderString.replace(\"#define LAYER_ID_SWITCH\", layerSampleString);\r\n\r\n this._material = new ShaderMaterial(\r\n \"spriteMap:\" + this.name,\r\n this._scene,\r\n {\r\n vertex: \"spriteMap\",\r\n fragment: \"spriteMap\" + this.name,\r\n },\r\n {\r\n defines,\r\n attributes: [\"position\", \"normal\", \"uv\"],\r\n uniforms: [\"worldViewProjection\", \"time\", \"stageSize\", \"outputSize\", \"spriteMapSize\", \"spriteCount\", \"time\", \"colorMul\", \"mousePosition\", \"curTile\", \"flipU\"],\r\n samplers: [\"spriteSheet\", \"frameMap\", \"tileMaps\", \"animationMap\"],\r\n needAlphaBlending: true,\r\n }\r\n );\r\n\r\n this._time = 0;\r\n\r\n this._material.setFloat(\"spriteCount\", this.spriteCount);\r\n this._material.setVector2(\"stageSize\", options.stageSize);\r\n this._material.setVector2(\"outputSize\", options.outputSize);\r\n this._material.setTexture(\"spriteSheet\", this.spriteSheet);\r\n this._material.setVector2(\"spriteMapSize\", new Vector2(1, 1));\r\n this._material.setVector3(\"colorMul\", options.colorMultiply);\r\n\r\n let tickSave = 0;\r\n\r\n const bindSpriteTexture = () => {\r\n if (this.spriteSheet && this.spriteSheet.isReady()) {\r\n if (this.spriteSheet._texture) {\r\n this._material.setVector2(\"spriteMapSize\", new Vector2(this.spriteSheet._texture.baseWidth || 1, this.spriteSheet._texture.baseHeight || 1));\r\n return;\r\n }\r\n }\r\n if (tickSave < 100) {\r\n setTimeout(() => {\r\n tickSave++;\r\n bindSpriteTexture();\r\n }, 100);\r\n }\r\n };\r\n\r\n bindSpriteTexture();\r\n\r\n this._material.setVector3(\"colorMul\", options.colorMultiply);\r\n this._material.setTexture(\"frameMap\", this._frameMap);\r\n this._material.setTextureArray(\"tileMaps\", this._tileMaps);\r\n this._material.setTexture(\"animationMap\", this._animationMap);\r\n this._material.setFloat(\"time\", this._time);\r\n\r\n this._output = CreatePlane(name + \":output\", { size: 1, updatable: true }, scene);\r\n this._output.scaling.x = options.outputSize.x;\r\n this._output.scaling.y = options.outputSize.y;\r\n this.position = options.outputPosition;\r\n this.rotation = options.outputRotation;\r\n\r\n const obfunction = () => {\r\n this._time += this._scene.getEngine().getDeltaTime();\r\n this._material.setFloat(\"time\", this._time);\r\n };\r\n\r\n this._scene.onBeforeRenderObservable.add(obfunction);\r\n this._output.material = this._material;\r\n }\r\n\r\n /**\r\n * Returns tileID location\r\n * @returns Vector2 the cell position ID\r\n */\r\n public getTileID(): Vector2 {\r\n const p = this.getMousePosition();\r\n p.multiplyInPlace(this.options.stageSize || Vector2.Zero());\r\n p.x = Math.floor(p.x);\r\n p.y = Math.floor(p.y);\r\n return p;\r\n }\r\n\r\n /**\r\n * Gets the UV location of the mouse over the SpriteMap.\r\n * @returns Vector2 the UV position of the mouse interaction\r\n */\r\n public getMousePosition(): Vector2 {\r\n const out = this._output;\r\n const pickinfo: Nullable<PickingInfo> = this._scene.pick(this._scene.pointerX, this._scene.pointerY, (mesh) => {\r\n if (mesh !== out) {\r\n return false;\r\n }\r\n return true;\r\n });\r\n\r\n if (!pickinfo || !pickinfo.hit || !pickinfo.getTextureCoordinates) {\r\n return new Vector2(-1, -1);\r\n }\r\n\r\n const coords = pickinfo.getTextureCoordinates();\r\n if (coords) {\r\n return coords;\r\n }\r\n\r\n return new Vector2(-1, -1);\r\n }\r\n\r\n /**\r\n * Creates the \"frame\" texture Buffer\r\n * -------------------------------------\r\n * Structure of frames\r\n * \"filename\": \"Falling-Water-2.png\",\r\n * \"frame\": {\"x\":69,\"y\":103,\"w\":24,\"h\":32},\r\n * \"rotated\": true,\r\n * \"trimmed\": true,\r\n * \"spriteSourceSize\": {\"x\":4,\"y\":0,\"w\":24,\"h\":32},\r\n * \"sourceSize\": {\"w\":32,\"h\":32}\r\n * @returns RawTexture of the frameMap\r\n */\r\n private _createFrameBuffer(): RawTexture {\r\n const data = new Array();\r\n //Do two Passes\r\n for (let i = 0; i < this.spriteCount; i++) {\r\n data.push(0, 0, 0, 0); //frame\r\n data.push(0, 0, 0, 0); //spriteSourceSize\r\n data.push(0, 0, 0, 0); //sourceSize, rotated, trimmed\r\n data.push(0, 0, 0, 0); //Keep it pow2 cause I\"m cool like that... it helps with sampling accuracy as well. Plus then we have 4 other parameters for future stuff.\r\n }\r\n //Second Pass\r\n for (let i = 0; i < this.spriteCount; i++) {\r\n const f = this.sprites[i][\"frame\"];\r\n const sss = this.sprites[i][\"spriteSourceSize\"];\r\n const ss = this.sprites[i][\"sourceSize\"];\r\n const r = this.sprites[i][\"rotated\"] ? 1 : 0;\r\n const t = this.sprites[i][\"trimmed\"] ? 1 : 0;\r\n\r\n //frame\r\n data[i * 4] = f.x;\r\n data[i * 4 + 1] = f.y;\r\n data[i * 4 + 2] = f.w;\r\n data[i * 4 + 3] = f.h;\r\n //spriteSourceSize\r\n data[i * 4 + this.spriteCount * 4] = sss.x;\r\n data[i * 4 + 1 + this.spriteCount * 4] = sss.y;\r\n data[i * 4 + 3 + this.spriteCount * 4] = sss.h;\r\n //sourceSize, rotated, trimmed\r\n data[i * 4 + this.spriteCount * 8] = ss.w;\r\n data[i * 4 + 1 + this.spriteCount * 8] = ss.h;\r\n data[i * 4 + 2 + this.spriteCount * 8] = r;\r\n data[i * 4 + 3 + this.spriteCount * 8] = t;\r\n }\r\n\r\n const floatArray = new Float32Array(data);\r\n\r\n const t = RawTexture.CreateRGBATexture(floatArray, this.spriteCount, 4, this._scene, false, false, Texture.NEAREST_NEAREST, Engine.TEXTURETYPE_FLOAT);\r\n\r\n return t;\r\n }\r\n\r\n /**\r\n * Creates the tileMap texture Buffer\r\n * @param buffer normally and array of numbers, or a false to generate from scratch\r\n * @param _layer indicates what layer for a logic trigger dealing with the baseTile. The system uses this\r\n * @returns RawTexture of the tileMap\r\n */\r\n private _createTileBuffer(buffer: any, _layer: number = 0): RawTexture {\r\n let data = new Array();\r\n const _ty = this.options.stageSize!.y || 0;\r\n const _tx = this.options.stageSize!.x || 0;\r\n\r\n if (!buffer) {\r\n let bt = this.options.baseTile;\r\n if (_layer != 0) {\r\n bt = 0;\r\n }\r\n\r\n for (let y = 0; y < _ty; y++) {\r\n for (let x = 0; x < _tx * 4; x += 4) {\r\n data.push(bt, 0, 0, 0);\r\n }\r\n }\r\n } else {\r\n data = buffer;\r\n }\r\n\r\n const floatArray = new Float32Array(data);\r\n const t = RawTexture.CreateRGBATexture(floatArray, _tx, _ty, this._scene, false, false, Texture.NEAREST_NEAREST, Engine.TEXTURETYPE_FLOAT);\r\n\r\n return t;\r\n }\r\n\r\n /**\r\n * Modifies the data of the tileMaps\r\n * @param _layer is the ID of the layer you want to edit on the SpriteMap\r\n * @param pos is the iVector2 Coordinates of the Tile\r\n * @param tile The SpriteIndex of the new Tile\r\n */\r\n public changeTiles(_layer: number = 0, pos: Vector2 | Vector2[], tile: number = 0): void {\r\n const buffer = this._tileMaps[_layer]!._texture!._bufferView;\r\n if (buffer === null) {\r\n return;\r\n }\r\n\r\n let p = new Array();\r\n if (pos instanceof Vector2) {\r\n p.push(pos);\r\n } else {\r\n p = pos;\r\n }\r\n\r\n const _tx = this.options.stageSize!.x || 0;\r\n\r\n for (let i = 0; i < p.length; i++) {\r\n const _p = p[i];\r\n _p.x = Math.floor(_p.x);\r\n _p.y = Math.floor(_p.y);\r\n const id: number = _p.x * 4 + _p.y * (_tx * 4);\r\n (buffer as any)[id] = tile;\r\n }\r\n\r\n const t = this._createTileBuffer(buffer);\r\n this._tileMaps[_layer].dispose();\r\n this._tileMaps[_layer] = t;\r\n this._material.setTextureArray(\"tileMap\", this._tileMaps);\r\n }\r\n\r\n /**\r\n * Creates the animationMap texture Buffer\r\n * @param buffer normally and array of numbers, or a false to generate from scratch\r\n * @returns RawTexture of the animationMap\r\n */\r\n private _createTileAnimationBuffer(buffer: Nullable<ArrayBufferView>): RawTexture {\r\n const data = new Array();\r\n let floatArray;\r\n if (!buffer) {\r\n for (let i = 0; i < this.spriteCount; i++) {\r\n data.push(0, 0, 0, 0);\r\n let count = 1;\r\n while (count < (this.options.maxAnimationFrames || 4)) {\r\n data.push(0, 0, 0, 0);\r\n count++;\r\n }\r\n }\r\n floatArray = new Float32Array(data);\r\n } else {\r\n floatArray = buffer;\r\n }\r\n\r\n const t = RawTexture.CreateRGBATexture(\r\n floatArray,\r\n this.spriteCount,\r\n this.options.maxAnimationFrames || 4,\r\n this._scene,\r\n false,\r\n false,\r\n Texture.NEAREST_NEAREST,\r\n Engine.TEXTURETYPE_FLOAT\r\n );\r\n\r\n return t;\r\n }\r\n\r\n /**\r\n * Modifies the data of the animationMap\r\n * @param cellID is the Index of the Sprite\r\n * @param _frame is the target Animation frame\r\n * @param toCell is the Target Index of the next frame of the animation\r\n * @param time is a value between 0-1 that is the trigger for when the frame should change tiles\r\n * @param speed is a global scalar of the time variable on the map.\r\n */\r\n public addAnimationToTile(cellID: number = 0, _frame: number = 0, toCell: number = 0, time: number = 0, speed: number = 1): void {\r\n const buffer: any = this._animationMap!._texture!._bufferView;\r\n const id: number = cellID * 4 + this.spriteCount * 4 * _frame;\r\n if (!buffer) {\r\n return;\r\n }\r\n buffer[id] = toCell;\r\n buffer[id + 1] = time;\r\n buffer[id + 2] = speed;\r\n const t = this._createTileAnimationBuffer(buffer);\r\n this._animationMap.dispose();\r\n this._animationMap = t;\r\n this._material.setTexture(\"animationMap\", this._animationMap);\r\n }\r\n\r\n /**\r\n * Exports the .tilemaps file\r\n */\r\n public saveTileMaps(): void {\r\n let maps = \"\";\r\n for (let i = 0; i < this._tileMaps.length; i++) {\r\n if (i > 0) {\r\n maps += \"\\n\\r\";\r\n }\r\n\r\n maps += this._tileMaps[i]!._texture!._bufferView!.toString();\r\n }\r\n const hiddenElement = document.createElement(\"a\");\r\n hiddenElement.href = \"data:octet/stream;charset=utf-8,\" + encodeURI(maps);\r\n hiddenElement.target = \"_blank\";\r\n hiddenElement.download = this.name + \".tilemaps\";\r\n hiddenElement.click();\r\n hiddenElement.remove();\r\n }\r\n\r\n /**\r\n * Imports the .tilemaps file\r\n * @param url of the .tilemaps file\r\n */\r\n public loadTileMaps(url: string): void {\r\n const xhr = new XMLHttpRequest();\r\n xhr.open(\"GET\", url);\r\n\r\n const _lc = this.options!.layerCount || 0;\r\n\r\n xhr.onload = () => {\r\n const data = xhr.response.split(\"\\n\\r\");\r\n for (let i = 0; i < _lc; i++) {\r\n const d = data[i].split(\",\").map(Number);\r\n const t = this._createTileBuffer(d);\r\n this._tileMaps[i].dispose();\r\n this._tileMaps[i] = t;\r\n }\r\n this._material.setTextureArray(\"tileMap\", this._tileMaps);\r\n };\r\n xhr.send();\r\n }\r\n\r\n /**\r\n * Release associated resources\r\n */\r\n public dispose(): void {\r\n this._output.dispose();\r\n this._material.dispose();\r\n this._animationMap.dispose();\r\n this._tileMaps.forEach((tm) => {\r\n tm.dispose();\r\n });\r\n this._frameMap.dispose();\r\n }\r\n}\r\n"]}
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+
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{ Engine } from \"../Engines/engine\";\r\nimport type { IDisposable, Scene } from \"../scene\";\r\nimport type { Nullable } from \"../types\";\r\nimport { Vector2, Vector3 } from \"../Maths/math.vector\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { RawTexture } from \"../Materials/Textures/rawTexture\";\r\nimport { ShaderMaterial } from \"../Materials/shaderMaterial\";\r\nimport type { Mesh } from \"../Meshes/mesh\";\r\nimport type { PickingInfo } from \"../Collisions/pickingInfo\";\r\nimport type { ISpriteJSONSprite, ISpriteJSONAtlas } from \"./ISprites\";\r\nimport { Effect } from \"../Materials/effect\";\r\n\r\nimport { CreatePlane } from \"../Meshes/Builders/planeBuilder\";\r\nimport \"../Shaders/spriteMap.fragment\";\r\nimport \"../Shaders/spriteMap.vertex\";\r\n\r\n/**\r\n * Defines the basic options interface of a SpriteMap\r\n */\r\nexport interface ISpriteMapOptions {\r\n /**\r\n * Vector2 of the number of cells in the grid.\r\n */\r\n stageSize?: Vector2;\r\n\r\n /**\r\n * Vector2 of the size of the output plane in World Units.\r\n */\r\n outputSize?: Vector2;\r\n\r\n /**\r\n * Vector3 of the position of the output plane in World Units.\r\n */\r\n outputPosition?: Vector3;\r\n\r\n /**\r\n * Vector3 of the rotation of the output plane.\r\n */\r\n outputRotation?: Vector3;\r\n\r\n /**\r\n * number of layers that the system will reserve in resources.\r\n */\r\n layerCount?: number;\r\n\r\n /**\r\n * number of max animation frames a single cell will reserve in resources.\r\n */\r\n maxAnimationFrames?: number;\r\n\r\n /**\r\n * number cell index of the base tile when the system compiles.\r\n */\r\n baseTile?: number;\r\n\r\n /**\r\n * boolean flip the sprite after its been repositioned by the framing data.\r\n */\r\n flipU?: boolean;\r\n\r\n /**\r\n * Vector3 scalar of the global RGB values of the SpriteMap.\r\n */\r\n colorMultiply?: Vector3;\r\n}\r\n\r\n/**\r\n * Defines the IDisposable interface in order to be cleanable from resources.\r\n */\r\nexport interface ISpriteMap extends IDisposable {\r\n /**\r\n * String name of the SpriteMap.\r\n */\r\n name: string;\r\n\r\n /**\r\n * The JSON Array file from a https://www.codeandweb.com/texturepacker export. Or similar structure.\r\n */\r\n atlasJSON: ISpriteJSONAtlas;\r\n\r\n /**\r\n * Texture of the SpriteMap.\r\n */\r\n spriteSheet: Texture;\r\n\r\n /**\r\n * The parameters to initialize the SpriteMap with.\r\n */\r\n options: ISpriteMapOptions;\r\n}\r\n\r\n/**\r\n * Class used to manage a grid restricted sprite deployment on an Output plane.\r\n */\r\nexport class SpriteMap implements ISpriteMap {\r\n /** The Name of the spriteMap */\r\n public name: string;\r\n\r\n /** The JSON file with the frame and meta data */\r\n public atlasJSON: ISpriteJSONAtlas;\r\n\r\n /** The systems Sprite Sheet Texture */\r\n public spriteSheet: Texture;\r\n\r\n /** Arguments passed with the Constructor */\r\n public options: ISpriteMapOptions;\r\n\r\n /** Public Sprite Storage array, parsed from atlasJSON */\r\n public sprites: Array<ISpriteJSONSprite>;\r\n\r\n /** Returns the Number of Sprites in the System */\r\n public get spriteCount(): number {\r\n return this.sprites.length;\r\n }\r\n\r\n /** Returns the Position of Output Plane*/\r\n public get position(): Vector3 {\r\n return this._output.position;\r\n }\r\n\r\n /** Returns the Position of Output Plane*/\r\n public set position(v: Vector3) {\r\n this._output.position = v;\r\n }\r\n\r\n /** Returns the Rotation of Output Plane*/\r\n public get rotation(): Vector3 {\r\n return this._output.rotation;\r\n }\r\n\r\n /** Returns the Rotation of Output Plane*/\r\n public set rotation(v: Vector3) {\r\n this._output.rotation = v;\r\n }\r\n\r\n /** Sets the AnimationMap*/\r\n public get animationMap() {\r\n return this._animationMap;\r\n }\r\n\r\n /** Sets the AnimationMap*/\r\n public set animationMap(v: RawTexture) {\r\n const buffer = v!._texture!._bufferView;\r\n const am = this._createTileAnimationBuffer(buffer);\r\n this._animationMap.dispose();\r\n this._animationMap = am;\r\n this._material.setTexture(\"animationMap\", this._animationMap);\r\n }\r\n\r\n /** Scene that the SpriteMap was created in */\r\n private _scene: Scene;\r\n\r\n /** Texture Buffer of Float32 that holds tile frame data*/\r\n private _frameMap: RawTexture;\r\n\r\n /** Texture Buffers of Float32 that holds tileMap data*/\r\n private _tileMaps: RawTexture[];\r\n\r\n /** Texture Buffer of Float32 that holds Animation Data*/\r\n private _animationMap: RawTexture;\r\n\r\n /** Custom ShaderMaterial Central to the System*/\r\n private _material: ShaderMaterial;\r\n\r\n /** Custom ShaderMaterial Central to the System*/\r\n private _output: Mesh;\r\n\r\n /** Systems Time Ticker*/\r\n private _time: number;\r\n\r\n /**\r\n * Creates a new SpriteMap\r\n * @param name defines the SpriteMaps Name\r\n * @param atlasJSON is the JSON file that controls the Sprites Frames and Meta\r\n * @param spriteSheet is the Texture that the Sprites are on.\r\n * @param options a basic deployment configuration\r\n * @param scene The Scene that the map is deployed on\r\n */\r\n constructor(name: string, atlasJSON: ISpriteJSONAtlas, spriteSheet: Texture, options: ISpriteMapOptions, scene: Scene) {\r\n this.name = name;\r\n this.sprites = [];\r\n this.atlasJSON = atlasJSON;\r\n this.sprites = this.atlasJSON[\"frames\"];\r\n this.spriteSheet = spriteSheet;\r\n\r\n /**\r\n * Run through the options and set what ever defaults are needed that where not declared.\r\n */\r\n this.options = options;\r\n options.stageSize = options.stageSize || new Vector2(1, 1);\r\n options.outputSize = options.outputSize || options.stageSize;\r\n options.outputPosition = options.outputPosition || Vector3.Zero();\r\n options.outputRotation = options.outputRotation || Vector3.Zero();\r\n options.layerCount = options.layerCount || 1;\r\n options.maxAnimationFrames = options.maxAnimationFrames || 0;\r\n options.baseTile = options.baseTile || 0;\r\n options.flipU = options.flipU || false;\r\n options.colorMultiply = options.colorMultiply || new Vector3(1, 1, 1);\r\n\r\n this._scene = scene;\r\n\r\n this._frameMap = this._createFrameBuffer();\r\n\r\n this._tileMaps = new Array();\r\n for (let i = 0; i < options.layerCount; i++) {\r\n this._tileMaps.push(this._createTileBuffer(null, i));\r\n }\r\n\r\n this._animationMap = this._createTileAnimationBuffer(null);\r\n\r\n const defines = [];\r\n defines.push(\"#define LAYERS \" + options.layerCount);\r\n\r\n if (options.flipU) {\r\n defines.push(\"#define FLIPU\");\r\n }\r\n\r\n defines.push(`#define MAX_ANIMATION_FRAMES ${options.maxAnimationFrames}.0`);\r\n\r\n const shaderString: string = Effect.ShadersStore[\"spriteMapPixelShader\"];\r\n\r\n let layerSampleString: string;\r\n if (!scene.getEngine()._features.supportSwitchCaseInShader) {\r\n layerSampleString = \"\";\r\n for (let i = 0; i < options.layerCount; i++) {\r\n layerSampleString += `if (${i} == i) { frameID = texture2D(tileMaps[${i}], (tileID + 0.5) / stageSize, 0.).x; }`;\r\n }\r\n } else {\r\n layerSampleString = \"switch(i) {\";\r\n for (let i = 0; i < options.layerCount; i++) {\r\n layerSampleString += \"case \" + i + \" : frameID = texture(tileMaps[\" + i + \"], (tileID + 0.5) / stageSize, 0.).x;\";\r\n layerSampleString += \"break;\";\r\n }\r\n layerSampleString += \"}\";\r\n }\r\n\r\n Effect.ShadersStore[\"spriteMap\" + this.name + \"PixelShader\"] = shaderString.replace(\"#define LAYER_ID_SWITCH\", layerSampleString);\r\n\r\n this._material = new ShaderMaterial(\r\n \"spriteMap:\" + this.name,\r\n this._scene,\r\n {\r\n vertex: \"spriteMap\",\r\n fragment: \"spriteMap\" + this.name,\r\n },\r\n {\r\n defines,\r\n attributes: [\"position\", \"normal\", \"uv\"],\r\n uniforms: [\"worldViewProjection\", \"time\", \"stageSize\", \"outputSize\", \"spriteMapSize\", \"spriteCount\", \"time\", \"colorMul\", \"mousePosition\", \"curTile\", \"flipU\"],\r\n samplers: [\"spriteSheet\", \"frameMap\", \"tileMaps\", \"animationMap\"],\r\n needAlphaBlending: true,\r\n }\r\n );\r\n\r\n this._time = 0;\r\n\r\n this._material.setFloat(\"spriteCount\", this.spriteCount);\r\n this._material.setVector2(\"stageSize\", options.stageSize);\r\n this._material.setVector2(\"outputSize\", options.outputSize);\r\n this._material.setTexture(\"spriteSheet\", this.spriteSheet);\r\n this._material.setVector2(\"spriteMapSize\", new Vector2(1, 1));\r\n this._material.setVector3(\"colorMul\", options.colorMultiply);\r\n\r\n let tickSave = 0;\r\n\r\n const bindSpriteTexture = () => {\r\n if (this.spriteSheet && this.spriteSheet.isReady()) {\r\n if (this.spriteSheet._texture) {\r\n this._material.setVector2(\"spriteMapSize\", new Vector2(this.spriteSheet._texture.baseWidth || 1, this.spriteSheet._texture.baseHeight || 1));\r\n return;\r\n }\r\n }\r\n if (tickSave < 100) {\r\n setTimeout(() => {\r\n tickSave++;\r\n bindSpriteTexture();\r\n }, 100);\r\n }\r\n };\r\n\r\n bindSpriteTexture();\r\n\r\n this._material.setVector3(\"colorMul\", options.colorMultiply);\r\n this._material.setTexture(\"frameMap\", this._frameMap);\r\n this._material.setTextureArray(\"tileMaps\", this._tileMaps);\r\n this._material.setTexture(\"animationMap\", this._animationMap);\r\n this._material.setFloat(\"time\", this._time);\r\n\r\n this._output = CreatePlane(name + \":output\", { size: 1, updatable: true }, scene);\r\n this._output.scaling.x = options.outputSize.x;\r\n this._output.scaling.y = options.outputSize.y;\r\n this.position = options.outputPosition;\r\n this.rotation = options.outputRotation;\r\n\r\n const obfunction = () => {\r\n this._time += this._scene.getEngine().getDeltaTime();\r\n this._material.setFloat(\"time\", this._time);\r\n };\r\n\r\n this._scene.onBeforeRenderObservable.add(obfunction);\r\n this._output.material = this._material;\r\n }\r\n\r\n /**\r\n * Returns tileID location\r\n * @returns Vector2 the cell position ID\r\n */\r\n public getTileID(): Vector2 {\r\n const p = this.getMousePosition();\r\n p.multiplyInPlace(this.options.stageSize || Vector2.Zero());\r\n p.x = Math.floor(p.x);\r\n p.y = Math.floor(p.y);\r\n return p;\r\n }\r\n\r\n /**\r\n * Gets the UV location of the mouse over the SpriteMap.\r\n * @returns Vector2 the UV position of the mouse interaction\r\n */\r\n public getMousePosition(): Vector2 {\r\n const out = this._output;\r\n const pickinfo: Nullable<PickingInfo> = this._scene.pick(this._scene.pointerX, this._scene.pointerY, (mesh) => {\r\n if (mesh !== out) {\r\n return false;\r\n }\r\n return true;\r\n });\r\n\r\n if (!pickinfo || !pickinfo.hit || !pickinfo.getTextureCoordinates) {\r\n return new Vector2(-1, -1);\r\n }\r\n\r\n const coords = pickinfo.getTextureCoordinates();\r\n if (coords) {\r\n return coords;\r\n }\r\n\r\n return new Vector2(-1, -1);\r\n }\r\n\r\n /**\r\n * Creates the \"frame\" texture Buffer\r\n * -------------------------------------\r\n * Structure of frames\r\n * \"filename\": \"Falling-Water-2.png\",\r\n * \"frame\": {\"x\":69,\"y\":103,\"w\":24,\"h\":32},\r\n * \"rotated\": true,\r\n * \"trimmed\": true,\r\n * \"spriteSourceSize\": {\"x\":4,\"y\":0,\"w\":24,\"h\":32},\r\n * \"sourceSize\": {\"w\":32,\"h\":32}\r\n * @returns RawTexture of the frameMap\r\n */\r\n private _createFrameBuffer(): RawTexture {\r\n const data = new Array();\r\n //Do two Passes\r\n for (let i = 0; i < this.spriteCount; i++) {\r\n data.push(0, 0, 0, 0); //frame\r\n data.push(0, 0, 0, 0); //spriteSourceSize\r\n data.push(0, 0, 0, 0); //sourceSize, rotated, trimmed\r\n data.push(0, 0, 0, 0); //Keep it pow2 cause I\"m cool like that... it helps with sampling accuracy as well. Plus then we have 4 other parameters for future stuff.\r\n }\r\n //Second Pass\r\n for (let i = 0; i < this.spriteCount; i++) {\r\n const f = this.sprites[i][\"frame\"];\r\n const sss = this.sprites[i][\"spriteSourceSize\"];\r\n const ss = this.sprites[i][\"sourceSize\"];\r\n const r = this.sprites[i][\"rotated\"] ? 1 : 0;\r\n const t = this.sprites[i][\"trimmed\"] ? 1 : 0;\r\n\r\n //frame\r\n data[i * 4] = f.x;\r\n data[i * 4 + 1] = f.y;\r\n data[i * 4 + 2] = f.w;\r\n data[i * 4 + 3] = f.h;\r\n //spriteSourceSize\r\n data[i * 4 + this.spriteCount * 4] = sss.x;\r\n data[i * 4 + 1 + this.spriteCount * 4] = sss.y;\r\n data[i * 4 + 3 + this.spriteCount * 4] = sss.h;\r\n //sourceSize, rotated, trimmed\r\n data[i * 4 + this.spriteCount * 8] = ss.w;\r\n data[i * 4 + 1 + this.spriteCount * 8] = ss.h;\r\n data[i * 4 + 2 + this.spriteCount * 8] = r;\r\n data[i * 4 + 3 + this.spriteCount * 8] = t;\r\n }\r\n\r\n const floatArray = new Float32Array(data);\r\n\r\n const t = RawTexture.CreateRGBATexture(floatArray, this.spriteCount, 4, this._scene, false, false, Texture.NEAREST_NEAREST, Engine.TEXTURETYPE_FLOAT);\r\n\r\n return t;\r\n }\r\n\r\n /**\r\n * Creates the tileMap texture Buffer\r\n * @param buffer normally and array of numbers, or a false to generate from scratch\r\n * @param _layer indicates what layer for a logic trigger dealing with the baseTile. The system uses this\r\n * @returns RawTexture of the tileMap\r\n */\r\n private _createTileBuffer(buffer: any, _layer: number = 0): RawTexture {\r\n let data = new Array();\r\n const _ty = this.options.stageSize!.y || 0;\r\n const _tx = this.options.stageSize!.x || 0;\r\n\r\n if (!buffer) {\r\n let bt = this.options.baseTile;\r\n if (_layer != 0) {\r\n bt = 0;\r\n }\r\n\r\n for (let y = 0; y < _ty; y++) {\r\n for (let x = 0; x < _tx * 4; x += 4) {\r\n data.push(bt, 0, 0, 0);\r\n }\r\n }\r\n } else {\r\n data = buffer;\r\n }\r\n\r\n const floatArray = new Float32Array(data);\r\n const t = RawTexture.CreateRGBATexture(floatArray, _tx, _ty, this._scene, false, false, Texture.NEAREST_NEAREST, Engine.TEXTURETYPE_FLOAT);\r\n\r\n return t;\r\n }\r\n\r\n /**\r\n * Modifies the data of the tileMaps\r\n * @param _layer is the ID of the layer you want to edit on the SpriteMap\r\n * @param pos is the iVector2 Coordinates of the Tile\r\n * @param tile The SpriteIndex of the new Tile\r\n */\r\n public changeTiles(_layer: number = 0, pos: Vector2 | Vector2[], tile: number = 0): void {\r\n const buffer = this._tileMaps[_layer]!._texture!._bufferView;\r\n if (buffer === null) {\r\n return;\r\n }\r\n\r\n let p = new Array();\r\n if (pos instanceof Vector2) {\r\n p.push(pos);\r\n } else {\r\n p = pos;\r\n }\r\n\r\n const _tx = this.options.stageSize!.x || 0;\r\n\r\n for (let i = 0; i < p.length; i++) {\r\n const _p = p[i];\r\n _p.x = Math.floor(_p.x);\r\n _p.y = Math.floor(_p.y);\r\n const id: number = _p.x * 4 + _p.y * (_tx * 4);\r\n (buffer as any)[id] = tile;\r\n }\r\n\r\n const t = this._createTileBuffer(buffer);\r\n this._tileMaps[_layer].dispose();\r\n this._tileMaps[_layer] = t;\r\n this._material.setTextureArray(\"tileMap\", this._tileMaps);\r\n }\r\n\r\n /**\r\n * Creates the animationMap texture Buffer\r\n * @param buffer normally and array of numbers, or a false to generate from scratch\r\n * @returns RawTexture of the animationMap\r\n */\r\n private _createTileAnimationBuffer(buffer: Nullable<ArrayBufferView>): RawTexture {\r\n const data = new Array();\r\n let floatArray;\r\n if (!buffer) {\r\n for (let i = 0; i < this.spriteCount; i++) {\r\n data.push(0, 0, 0, 0);\r\n let count = 1;\r\n while (count < (this.options.maxAnimationFrames || 4)) {\r\n data.push(0, 0, 0, 0);\r\n count++;\r\n }\r\n }\r\n floatArray = new Float32Array(data);\r\n } else {\r\n floatArray = buffer;\r\n }\r\n\r\n const t = RawTexture.CreateRGBATexture(\r\n floatArray,\r\n this.spriteCount,\r\n this.options.maxAnimationFrames || 4,\r\n this._scene,\r\n false,\r\n false,\r\n Texture.NEAREST_NEAREST,\r\n Engine.TEXTURETYPE_FLOAT\r\n );\r\n\r\n return t;\r\n }\r\n\r\n /**\r\n * Modifies the data of the animationMap\r\n * @param cellID is the Index of the Sprite\r\n * @param _frame is the target Animation frame\r\n * @param toCell is the Target Index of the next frame of the animation\r\n * @param time is a value between 0-1 that is the trigger for when the frame should change tiles\r\n * @param speed is a global scalar of the time variable on the map.\r\n */\r\n public addAnimationToTile(cellID: number = 0, _frame: number = 0, toCell: number = 0, time: number = 0, speed: number = 1): void {\r\n const buffer: any = this._animationMap!._texture!._bufferView;\r\n const id: number = cellID * 4 + this.spriteCount * 4 * _frame;\r\n if (!buffer) {\r\n return;\r\n }\r\n buffer[id] = toCell;\r\n buffer[id + 1] = time;\r\n buffer[id + 2] = speed;\r\n const t = this._createTileAnimationBuffer(buffer);\r\n this._animationMap.dispose();\r\n this._animationMap = t;\r\n this._material.setTexture(\"animationMap\", this._animationMap);\r\n }\r\n\r\n /**\r\n * Exports the .tilemaps file\r\n */\r\n public saveTileMaps(): void {\r\n let maps = \"\";\r\n for (let i = 0; i < this._tileMaps.length; i++) {\r\n if (i > 0) {\r\n maps += \"\\n\\r\";\r\n }\r\n\r\n maps += this._tileMaps[i]!._texture!._bufferView!.toString();\r\n }\r\n const hiddenElement = document.createElement(\"a\");\r\n hiddenElement.href = \"data:octet/stream;charset=utf-8,\" + encodeURI(maps);\r\n hiddenElement.target = \"_blank\";\r\n hiddenElement.download = this.name + \".tilemaps\";\r\n hiddenElement.click();\r\n hiddenElement.remove();\r\n }\r\n\r\n /**\r\n * Imports the .tilemaps file\r\n * @param url of the .tilemaps file\r\n */\r\n public loadTileMaps(url: string): void {\r\n const xhr = new XMLHttpRequest();\r\n xhr.open(\"GET\", url);\r\n\r\n const _lc = this.options!.layerCount || 0;\r\n\r\n xhr.onload = () => {\r\n const data = xhr.response.split(\"\\n\\r\");\r\n for (let i = 0; i < _lc; i++) {\r\n const d = data[i].split(\",\").map(Number);\r\n const t = this._createTileBuffer(d);\r\n this._tileMaps[i].dispose();\r\n this._tileMaps[i] = t;\r\n }\r\n this._material.setTextureArray(\"tileMap\", this._tileMaps);\r\n };\r\n xhr.send();\r\n }\r\n\r\n /**\r\n * Release associated resources\r\n */\r\n public dispose(): void {\r\n this._output.dispose();\r\n this._material.dispose();\r\n this._animationMap.dispose();\r\n this._tileMaps.forEach((tm) => {\r\n tm.dispose();\r\n });\r\n this._frameMap.dispose();\r\n }\r\n}\r\n"]}
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@@ -11,6 +11,12 @@ import "../Shaders/sprites.vertex.js";
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* It can be used either to render Sprites or ThinSprites with ThinEngine only.
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export class SpriteRenderer {
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@@ -108,12 +114,6 @@ export class SpriteRenderer {
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this._drawWrapperFogDepth.materialContext = this._drawWrapperFog.materialContext;
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* Render all child sprites
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* @param sprites defines the list of sprites to render
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@@ -1 +1 @@
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type { Nullable } from \"../types\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { IMatrixLike } from \"../Maths/math.like\";\r\nimport type { ThinEngine } from \"../Engines/thinEngine\";\r\nimport type { DataBuffer } from \"../Buffers/dataBuffer\";\r\nimport { Buffer, VertexBuffer } from \"../Buffers/buffer\";\r\nimport { DrawWrapper } from \"../Materials/drawWrapper\";\r\nimport type { ThinSprite } from \"./thinSprite\";\r\nimport type { ISize } from \"../Maths/math.size\";\r\n\r\ndeclare type ThinTexture = import(\"../Materials/Textures/thinTexture\").ThinTexture;\r\ndeclare type Scene = import(\"../scene\").Scene;\r\n\r\nimport \"../Engines/Extensions/engine.alpha\";\r\nimport \"../Engines/Extensions/engine.dynamicBuffer\";\r\n\r\nimport \"../Shaders/sprites.fragment\";\r\nimport \"../Shaders/sprites.vertex\";\r\n\r\n/**\r\n * Class used to render sprites.\r\n *\r\n * It can be used either to render Sprites or ThinSprites with ThinEngine only.\r\n */\r\nexport class SpriteRenderer {\r\n /**\r\n * Defines the texture of the spritesheet\r\n */\r\n public texture: Nullable<ThinTexture>;\r\n\r\n /**\r\n * Defines the default width of a cell in the spritesheet\r\n */\r\n public cellWidth: number;\r\n\r\n /**\r\n * Defines the default height of a cell in the spritesheet\r\n */\r\n public cellHeight: number;\r\n\r\n /**\r\n * Blend mode use to render the particle, it can be any of\r\n * the static Constants.ALPHA_x properties provided in this class.\r\n * Default value is Constants.ALPHA_COMBINE\r\n */\r\n public blendMode = Constants.ALPHA_COMBINE;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if alpha mode is automatically\r\n * reset.\r\n */\r\n public autoResetAlpha = true;\r\n\r\n /**\r\n * Disables writing to the depth buffer when rendering the sprites.\r\n * It can be handy to disable depth writing when using textures without alpha channel\r\n * and setting some specific blend modes.\r\n */\r\n public disableDepthWrite: boolean = false;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the manager must consider scene fog when rendering\r\n */\r\n public fogEnabled = true;\r\n\r\n /**\r\n * Gets the capacity of the manager\r\n */\r\n public get capacity() {\r\n return this._capacity;\r\n }\r\n\r\n private readonly _engine: ThinEngine;\r\n private readonly _useVAO: boolean = false;\r\n private readonly _useInstancing: boolean = false;\r\n private readonly _scene: Nullable<Scene>;\r\n\r\n private readonly _capacity: number;\r\n private readonly _epsilon: number;\r\n\r\n private _vertexBufferSize: number;\r\n private _vertexData: Float32Array;\r\n private _buffer: Buffer;\r\n private _vertexBuffers: { [key: string]: VertexBuffer } = {};\r\n private _spriteBuffer: Nullable<Buffer>;\r\n private _indexBuffer: DataBuffer;\r\n private _drawWrapperBase: DrawWrapper;\r\n private _drawWrapperFog: DrawWrapper;\r\n private _drawWrapperDepth: DrawWrapper;\r\n private _drawWrapperFogDepth: DrawWrapper;\r\n private _vertexArrayObject: WebGLVertexArrayObject;\r\n\r\n /**\r\n * Creates a new sprite Renderer\r\n * @param engine defines the engine the renderer works with\r\n * @param capacity defines the maximum allowed number of sprites\r\n * @param epsilon defines the epsilon value to align texture (0.01 by default)\r\n * @param scene defines the hosting scene\r\n */\r\n constructor(engine: ThinEngine, capacity: number, epsilon: number = 0.01, scene: Nullable<Scene> = null) {\r\n this._capacity = capacity;\r\n this._epsilon = epsilon;\r\n\r\n this._engine = engine;\r\n this._useInstancing = engine.getCaps().instancedArrays && engine._features.supportSpriteInstancing;\r\n this._useVAO = engine.getCaps().vertexArrayObject && !engine.disableVertexArrayObjects;\r\n this._scene = scene;\r\n this._drawWrapperBase = new DrawWrapper(engine);\r\n this._drawWrapperFog = new DrawWrapper(engine);\r\n this._drawWrapperDepth = new DrawWrapper(engine, false);\r\n this._drawWrapperFogDepth = new DrawWrapper(engine, false);\r\n\r\n if (!this._useInstancing) {\r\n this._buildIndexBuffer();\r\n }\r\n\r\n if (this._drawWrapperBase.drawContext) {\r\n this._drawWrapperBase.drawContext.useInstancing = this._useInstancing;\r\n }\r\n if (this._drawWrapperFog.drawContext) {\r\n this._drawWrapperFog.drawContext.useInstancing = this._useInstancing;\r\n }\r\n if (this._drawWrapperDepth.drawContext) {\r\n this._drawWrapperDepth.drawContext.useInstancing = this._useInstancing;\r\n }\r\n if (this._drawWrapperFogDepth.drawContext) {\r\n this._drawWrapperFogDepth.drawContext.useInstancing = this._useInstancing;\r\n }\r\n\r\n // VBO\r\n // 18 floats per sprite (x, y, z, angle, sizeX, sizeY, offsetX, offsetY, invertU, invertV, cellLeft, cellTop, cellWidth, cellHeight, color r, color g, color b, color a)\r\n // 16 when using instances\r\n this._vertexBufferSize = this._useInstancing ? 16 : 18;\r\n this._vertexData = new Float32Array(capacity * this._vertexBufferSize * (this._useInstancing ? 1 : 4));\r\n this._buffer = new Buffer(engine, this._vertexData, true, this._vertexBufferSize);\r\n\r\n const positions = this._buffer.createVertexBuffer(VertexBuffer.PositionKind, 0, 4, this._vertexBufferSize, this._useInstancing);\r\n const options = this._buffer.createVertexBuffer(\"options\", 4, 2, this._vertexBufferSize, this._useInstancing);\r\n\r\n let offset = 6;\r\n let offsets: VertexBuffer;\r\n\r\n if (this._useInstancing) {\r\n const spriteData = new Float32Array([0, 0, 1, 0, 0, 1, 1, 1]);\r\n this._spriteBuffer = new Buffer(engine, spriteData, false, 2);\r\n offsets = this._spriteBuffer.createVertexBuffer(\"offsets\", 0, 2);\r\n } else {\r\n offsets = this._buffer.createVertexBuffer(\"offsets\", offset, 2, this._vertexBufferSize, this._useInstancing);\r\n offset += 2;\r\n }\r\n\r\n const inverts = this._buffer.createVertexBuffer(\"inverts\", offset, 2, this._vertexBufferSize, this._useInstancing);\r\n const cellInfo = this._buffer.createVertexBuffer(\"cellInfo\", offset + 2, 4, this._vertexBufferSize, this._useInstancing);\r\n const colors = this._buffer.createVertexBuffer(VertexBuffer.ColorKind, offset + 6, 4, this._vertexBufferSize, this._useInstancing);\r\n\r\n this._vertexBuffers[VertexBuffer.PositionKind] = positions;\r\n this._vertexBuffers[\"options\"] = options;\r\n this._vertexBuffers[\"offsets\"] = offsets;\r\n this._vertexBuffers[\"inverts\"] = inverts;\r\n this._vertexBuffers[\"cellInfo\"] = cellInfo;\r\n this._vertexBuffers[VertexBuffer.ColorKind] = colors;\r\n\r\n // Effects\r\n this._drawWrapperBase.effect = this._engine.createEffect(\r\n \"sprites\",\r\n [VertexBuffer.PositionKind, \"options\", \"offsets\", \"inverts\", \"cellInfo\", VertexBuffer.ColorKind],\r\n [\"view\", \"projection\", \"textureInfos\", \"alphaTest\"],\r\n [\"diffuseSampler\"],\r\n \"\"\r\n );\r\n\r\n this._drawWrapperDepth.effect = this._drawWrapperBase.effect;\r\n this._drawWrapperDepth.materialContext = this._drawWrapperBase.materialContext;\r\n\r\n if (this._scene) {\r\n this._drawWrapperFog.effect = this._scene\r\n .getEngine()\r\n .createEffect(\r\n \"sprites\",\r\n [VertexBuffer.PositionKind, \"options\", \"offsets\", \"inverts\", \"cellInfo\", VertexBuffer.ColorKind],\r\n [\"view\", \"projection\", \"textureInfos\", \"alphaTest\", \"vFogInfos\", \"vFogColor\"],\r\n [\"diffuseSampler\"],\r\n \"#define FOG\"\r\n );\r\n this._drawWrapperFogDepth.effect = this._drawWrapperFog.effect;\r\n this._drawWrapperFogDepth.materialContext = this._drawWrapperFog.materialContext;\r\n }\r\n }\r\n\r\n /**\r\n * Render all child sprites\r\n * @param sprites defines the list of sprites to render\r\n * @param deltaTime defines the time since last frame\r\n * @param viewMatrix defines the viewMatrix to use to render the sprites\r\n * @param projectionMatrix defines the projectionMatrix to use to render the sprites\r\n * @param customSpriteUpdate defines a custom function to update the sprites data before they render\r\n */\r\n public render(\r\n sprites: ThinSprite[],\r\n deltaTime: number,\r\n viewMatrix: IMatrixLike,\r\n projectionMatrix: IMatrixLike,\r\n customSpriteUpdate: Nullable<(sprite: ThinSprite, baseSize: ISize) => void> = null\r\n ): void {\r\n if (!this.texture || !this.texture.isReady() || !sprites.length) {\r\n return;\r\n }\r\n\r\n let drawWrapper = this._drawWrapperBase;\r\n let drawWrapperDepth = this._drawWrapperDepth;\r\n let shouldRenderFog = false;\r\n if (this.fogEnabled && this._scene && this._scene.fogEnabled && this._scene.fogMode !== 0) {\r\n drawWrapper = this._drawWrapperFog;\r\n drawWrapperDepth = this._drawWrapperFogDepth;\r\n shouldRenderFog = true;\r\n }\r\n\r\n const effect = drawWrapper.effect!;\r\n\r\n // Check\r\n if (!effect.isReady()) {\r\n return;\r\n }\r\n\r\n const engine = this._engine;\r\n const useRightHandedSystem = !!(this._scene && this._scene.useRightHandedSystem);\r\n const baseSize = this.texture.getBaseSize();\r\n\r\n // Sprites\r\n const max = Math.min(this._capacity, sprites.length);\r\n\r\n let offset = 0;\r\n let noSprite = true;\r\n for (let index = 0; index < max; index++) {\r\n const sprite = sprites[index];\r\n if (!sprite || !sprite.isVisible) {\r\n continue;\r\n }\r\n\r\n noSprite = false;\r\n sprite._animate(deltaTime);\r\n\r\n this._appendSpriteVertex(offset++, sprite, 0, 0, baseSize, useRightHandedSystem, customSpriteUpdate);\r\n if (!this._useInstancing) {\r\n this._appendSpriteVertex(offset++, sprite, 1, 0, baseSize, useRightHandedSystem, customSpriteUpdate);\r\n this._appendSpriteVertex(offset++, sprite, 1, 1, baseSize, useRightHandedSystem, customSpriteUpdate);\r\n this._appendSpriteVertex(offset++, sprite, 0, 1, baseSize, useRightHandedSystem, customSpriteUpdate);\r\n }\r\n }\r\n\r\n if (noSprite) {\r\n return;\r\n }\r\n\r\n this._buffer.update(this._vertexData);\r\n\r\n const culling = !!engine.depthCullingState.cull;\r\n const zOffset = engine.depthCullingState.zOffset;\r\n const zOffsetUnits = engine.depthCullingState.zOffsetUnits;\r\n\r\n engine.setState(culling, zOffset, false, false, undefined, undefined, zOffsetUnits);\r\n\r\n // Render\r\n engine.enableEffect(drawWrapper);\r\n\r\n effect.setTexture(\"diffuseSampler\", this.texture);\r\n effect.setMatrix(\"view\", viewMatrix);\r\n effect.setMatrix(\"projection\", projectionMatrix);\r\n\r\n // Scene Info\r\n if (shouldRenderFog) {\r\n const scene = this._scene!;\r\n\r\n // Fog\r\n effect.setFloat4(\"vFogInfos\", scene.fogMode, scene.fogStart, scene.fogEnd, scene.fogDensity);\r\n effect.setColor3(\"vFogColor\", scene.fogColor);\r\n }\r\n\r\n if (this._useVAO) {\r\n if (!this._vertexArrayObject) {\r\n this._vertexArrayObject = engine.recordVertexArrayObject(this._vertexBuffers, this._indexBuffer, effect);\r\n }\r\n engine.bindVertexArrayObject(this._vertexArrayObject, this._indexBuffer);\r\n } else {\r\n // VBOs\r\n engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);\r\n }\r\n\r\n // Draw order\r\n engine.depthCullingState.depthFunc = engine.useReverseDepthBuffer ? Constants.GEQUAL : Constants.LEQUAL;\r\n if (!this.disableDepthWrite) {\r\n effect.setBool(\"alphaTest\", true);\r\n engine.setColorWrite(false);\r\n engine.enableEffect(drawWrapperDepth);\r\n if (this._useInstancing) {\r\n engine.drawArraysType(Constants.MATERIAL_TriangleStripDrawMode, 0, 4, offset);\r\n } else {\r\n engine.drawElementsType(Constants.MATERIAL_TriangleFillMode, 0, (offset / 4) * 6);\r\n }\r\n engine.enableEffect(drawWrapper);\r\n engine.setColorWrite(true);\r\n effect.setBool(\"alphaTest\", false);\r\n }\r\n\r\n engine.setAlphaMode(this.blendMode);\r\n if (this._useInstancing) {\r\n engine.drawArraysType(Constants.MATERIAL_TriangleStripDrawMode, 0, 4, offset);\r\n } else {\r\n engine.drawElementsType(Constants.MATERIAL_TriangleFillMode, 0, (offset / 4) * 6);\r\n }\r\n\r\n if (this.autoResetAlpha) {\r\n engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n }\r\n\r\n // Restore Right Handed\r\n if (useRightHandedSystem) {\r\n this._scene!.getEngine().setState(culling, zOffset, false, true, undefined, undefined, zOffsetUnits);\r\n }\r\n\r\n engine.unbindInstanceAttributes();\r\n }\r\n\r\n private _appendSpriteVertex(\r\n index: number,\r\n sprite: ThinSprite,\r\n offsetX: number,\r\n offsetY: number,\r\n baseSize: ISize,\r\n useRightHandedSystem: boolean,\r\n customSpriteUpdate: Nullable<(sprite: ThinSprite, baseSize: ISize) => void>\r\n ): void {\r\n let arrayOffset = index * this._vertexBufferSize;\r\n\r\n if (offsetX === 0) {\r\n offsetX = this._epsilon;\r\n } else if (offsetX === 1) {\r\n offsetX = 1 - this._epsilon;\r\n }\r\n\r\n if (offsetY === 0) {\r\n offsetY = this._epsilon;\r\n } else if (offsetY === 1) {\r\n offsetY = 1 - this._epsilon;\r\n }\r\n\r\n if (customSpriteUpdate) {\r\n customSpriteUpdate(sprite, baseSize);\r\n } else {\r\n if (!sprite.cellIndex) {\r\n sprite.cellIndex = 0;\r\n }\r\n\r\n const rowSize = baseSize.width / this.cellWidth;\r\n const offset = (sprite.cellIndex / rowSize) >> 0;\r\n sprite._xOffset = ((sprite.cellIndex - offset * rowSize) * this.cellWidth) / baseSize.width;\r\n sprite._yOffset = (offset * this.cellHeight) / baseSize.height;\r\n sprite._xSize = this.cellWidth;\r\n sprite._ySize = this.cellHeight;\r\n }\r\n\r\n // Positions\r\n this._vertexData[arrayOffset] = sprite.position.x;\r\n this._vertexData[arrayOffset + 1] = sprite.position.y;\r\n this._vertexData[arrayOffset + 2] = sprite.position.z;\r\n this._vertexData[arrayOffset + 3] = sprite.angle;\r\n // Options\r\n this._vertexData[arrayOffset + 4] = sprite.width;\r\n this._vertexData[arrayOffset + 5] = sprite.height;\r\n\r\n if (!this._useInstancing) {\r\n this._vertexData[arrayOffset + 6] = offsetX;\r\n this._vertexData[arrayOffset + 7] = offsetY;\r\n } else {\r\n arrayOffset -= 2;\r\n }\r\n\r\n // Inverts according to Right Handed\r\n if (useRightHandedSystem) {\r\n this._vertexData[arrayOffset + 8] = sprite.invertU ? 0 : 1;\r\n } else {\r\n this._vertexData[arrayOffset + 8] = sprite.invertU ? 1 : 0;\r\n }\r\n\r\n this._vertexData[arrayOffset + 9] = sprite.invertV ? 1 : 0;\r\n\r\n this._vertexData[arrayOffset + 10] = sprite._xOffset;\r\n this._vertexData[arrayOffset + 11] = sprite._yOffset;\r\n this._vertexData[arrayOffset + 12] = sprite._xSize / baseSize.width;\r\n this._vertexData[arrayOffset + 13] = sprite._ySize / baseSize.height;\r\n\r\n // Color\r\n this._vertexData[arrayOffset + 14] = sprite.color.r;\r\n this._vertexData[arrayOffset + 15] = sprite.color.g;\r\n this._vertexData[arrayOffset + 16] = sprite.color.b;\r\n this._vertexData[arrayOffset + 17] = sprite.color.a;\r\n }\r\n\r\n private _buildIndexBuffer(): void {\r\n const indices = [];\r\n let index = 0;\r\n for (let count = 0; count < this._capacity; count++) {\r\n indices.push(index);\r\n indices.push(index + 1);\r\n indices.push(index + 2);\r\n indices.push(index);\r\n indices.push(index + 2);\r\n indices.push(index + 3);\r\n index += 4;\r\n }\r\n\r\n this._indexBuffer = this._engine.createIndexBuffer(indices);\r\n }\r\n\r\n /**\r\n * Rebuilds the renderer (after a context lost, for eg)\r\n */\r\n public rebuild(): void {\r\n if (this._indexBuffer) {\r\n this._buildIndexBuffer();\r\n }\r\n\r\n if (this._useVAO) {\r\n this._vertexArrayObject = undefined as any;\r\n }\r\n\r\n this._buffer._rebuild();\r\n\r\n for (const key in this._vertexBuffers) {\r\n const vertexBuffer = <VertexBuffer>this._vertexBuffers[key];\r\n vertexBuffer._rebuild();\r\n }\r\n\r\n this._spriteBuffer?._rebuild();\r\n }\r\n\r\n /**\r\n * Release associated resources\r\n */\r\n public dispose(): void {\r\n if (this._buffer) {\r\n this._buffer.dispose();\r\n (<any>this._buffer) = null;\r\n }\r\n\r\n if (this._spriteBuffer) {\r\n this._spriteBuffer.dispose();\r\n (<any>this._spriteBuffer) = null;\r\n }\r\n\r\n if (this._indexBuffer) {\r\n this._engine._releaseBuffer(this._indexBuffer);\r\n (<any>this._indexBuffer) = null;\r\n }\r\n\r\n if (this._vertexArrayObject) {\r\n this._engine.releaseVertexArrayObject(this._vertexArrayObject);\r\n (<any>this._vertexArrayObject) = null;\r\n }\r\n\r\n if (this.texture) {\r\n this.texture.dispose();\r\n (<any>this.texture) = null;\r\n }\r\n this._drawWrapperBase.dispose();\r\n this._drawWrapperFog.dispose();\r\n this._drawWrapperDepth.dispose();\r\n this._drawWrapperFogDepth.dispose();\r\n }\r\n}\r\n"]}
|
|
1
|
+
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type { Nullable } from \"../types\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { IMatrixLike } from \"../Maths/math.like\";\r\nimport type { ThinEngine } from \"../Engines/thinEngine\";\r\nimport type { DataBuffer } from \"../Buffers/dataBuffer\";\r\nimport { Buffer, VertexBuffer } from \"../Buffers/buffer\";\r\nimport { DrawWrapper } from \"../Materials/drawWrapper\";\r\nimport type { ThinSprite } from \"./thinSprite\";\r\nimport type { ISize } from \"../Maths/math.size\";\r\n\r\ndeclare type ThinTexture = import(\"../Materials/Textures/thinTexture\").ThinTexture;\r\ndeclare type Scene = import(\"../scene\").Scene;\r\n\r\nimport \"../Engines/Extensions/engine.alpha\";\r\nimport \"../Engines/Extensions/engine.dynamicBuffer\";\r\n\r\nimport \"../Shaders/sprites.fragment\";\r\nimport \"../Shaders/sprites.vertex\";\r\n\r\n/**\r\n * Class used to render sprites.\r\n *\r\n * It can be used either to render Sprites or ThinSprites with ThinEngine only.\r\n */\r\nexport class SpriteRenderer {\r\n /**\r\n * Defines the texture of the spritesheet\r\n */\r\n public texture: Nullable<ThinTexture>;\r\n\r\n /**\r\n * Defines the default width of a cell in the spritesheet\r\n */\r\n public cellWidth: number;\r\n\r\n /**\r\n * Defines the default height of a cell in the spritesheet\r\n */\r\n public cellHeight: number;\r\n\r\n /**\r\n * Blend mode use to render the particle, it can be any of\r\n * the static Constants.ALPHA_x properties provided in this class.\r\n * Default value is Constants.ALPHA_COMBINE\r\n */\r\n public blendMode = Constants.ALPHA_COMBINE;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if alpha mode is automatically\r\n * reset.\r\n */\r\n public autoResetAlpha = true;\r\n\r\n /**\r\n * Disables writing to the depth buffer when rendering the sprites.\r\n * It can be handy to disable depth writing when using textures without alpha channel\r\n * and setting some specific blend modes.\r\n */\r\n public disableDepthWrite: boolean = false;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the manager must consider scene fog when rendering\r\n */\r\n public fogEnabled = true;\r\n\r\n /**\r\n * Gets the capacity of the manager\r\n */\r\n public get capacity() {\r\n return this._capacity;\r\n }\r\n\r\n private readonly _engine: ThinEngine;\r\n private readonly _useVAO: boolean = false;\r\n private readonly _useInstancing: boolean = false;\r\n private readonly _scene: Nullable<Scene>;\r\n\r\n private readonly _capacity: number;\r\n private readonly _epsilon: number;\r\n\r\n private _vertexBufferSize: number;\r\n private _vertexData: Float32Array;\r\n private _buffer: Buffer;\r\n private _vertexBuffers: { [key: string]: VertexBuffer } = {};\r\n private _spriteBuffer: Nullable<Buffer>;\r\n private _indexBuffer: DataBuffer;\r\n private _drawWrapperBase: DrawWrapper;\r\n private _drawWrapperFog: DrawWrapper;\r\n private _drawWrapperDepth: DrawWrapper;\r\n private _drawWrapperFogDepth: DrawWrapper;\r\n private _vertexArrayObject: WebGLVertexArrayObject;\r\n\r\n /**\r\n * Creates a new sprite Renderer\r\n * @param engine defines the engine the renderer works with\r\n * @param capacity defines the maximum allowed number of sprites\r\n * @param epsilon defines the epsilon value to align texture (0.01 by default)\r\n * @param scene defines the hosting scene\r\n */\r\n constructor(engine: ThinEngine, capacity: number, epsilon: number = 0.01, scene: Nullable<Scene> = null) {\r\n this._capacity = capacity;\r\n this._epsilon = epsilon;\r\n\r\n this._engine = engine;\r\n this._useInstancing = engine.getCaps().instancedArrays && engine._features.supportSpriteInstancing;\r\n this._useVAO = engine.getCaps().vertexArrayObject && !engine.disableVertexArrayObjects;\r\n this._scene = scene;\r\n this._drawWrapperBase = new DrawWrapper(engine);\r\n this._drawWrapperFog = new DrawWrapper(engine);\r\n this._drawWrapperDepth = new DrawWrapper(engine, false);\r\n this._drawWrapperFogDepth = new DrawWrapper(engine, false);\r\n\r\n if (!this._useInstancing) {\r\n this._buildIndexBuffer();\r\n }\r\n\r\n if (this._drawWrapperBase.drawContext) {\r\n this._drawWrapperBase.drawContext.useInstancing = this._useInstancing;\r\n }\r\n if (this._drawWrapperFog.drawContext) {\r\n this._drawWrapperFog.drawContext.useInstancing = this._useInstancing;\r\n }\r\n if (this._drawWrapperDepth.drawContext) {\r\n this._drawWrapperDepth.drawContext.useInstancing = this._useInstancing;\r\n }\r\n if (this._drawWrapperFogDepth.drawContext) {\r\n this._drawWrapperFogDepth.drawContext.useInstancing = this._useInstancing;\r\n }\r\n\r\n // VBO\r\n // 18 floats per sprite (x, y, z, angle, sizeX, sizeY, offsetX, offsetY, invertU, invertV, cellLeft, cellTop, cellWidth, cellHeight, color r, color g, color b, color a)\r\n // 16 when using instances\r\n this._vertexBufferSize = this._useInstancing ? 16 : 18;\r\n this._vertexData = new Float32Array(capacity * this._vertexBufferSize * (this._useInstancing ? 1 : 4));\r\n this._buffer = new Buffer(engine, this._vertexData, true, this._vertexBufferSize);\r\n\r\n const positions = this._buffer.createVertexBuffer(VertexBuffer.PositionKind, 0, 4, this._vertexBufferSize, this._useInstancing);\r\n const options = this._buffer.createVertexBuffer(\"options\", 4, 2, this._vertexBufferSize, this._useInstancing);\r\n\r\n let offset = 6;\r\n let offsets: VertexBuffer;\r\n\r\n if (this._useInstancing) {\r\n const spriteData = new Float32Array([0, 0, 1, 0, 0, 1, 1, 1]);\r\n this._spriteBuffer = new Buffer(engine, spriteData, false, 2);\r\n offsets = this._spriteBuffer.createVertexBuffer(\"offsets\", 0, 2);\r\n } else {\r\n offsets = this._buffer.createVertexBuffer(\"offsets\", offset, 2, this._vertexBufferSize, this._useInstancing);\r\n offset += 2;\r\n }\r\n\r\n const inverts = this._buffer.createVertexBuffer(\"inverts\", offset, 2, this._vertexBufferSize, this._useInstancing);\r\n const cellInfo = this._buffer.createVertexBuffer(\"cellInfo\", offset + 2, 4, this._vertexBufferSize, this._useInstancing);\r\n const colors = this._buffer.createVertexBuffer(VertexBuffer.ColorKind, offset + 6, 4, this._vertexBufferSize, this._useInstancing);\r\n\r\n this._vertexBuffers[VertexBuffer.PositionKind] = positions;\r\n this._vertexBuffers[\"options\"] = options;\r\n this._vertexBuffers[\"offsets\"] = offsets;\r\n this._vertexBuffers[\"inverts\"] = inverts;\r\n this._vertexBuffers[\"cellInfo\"] = cellInfo;\r\n this._vertexBuffers[VertexBuffer.ColorKind] = colors;\r\n\r\n // Effects\r\n this._drawWrapperBase.effect = this._engine.createEffect(\r\n \"sprites\",\r\n [VertexBuffer.PositionKind, \"options\", \"offsets\", \"inverts\", \"cellInfo\", VertexBuffer.ColorKind],\r\n [\"view\", \"projection\", \"textureInfos\", \"alphaTest\"],\r\n [\"diffuseSampler\"],\r\n \"\"\r\n );\r\n\r\n this._drawWrapperDepth.effect = this._drawWrapperBase.effect;\r\n this._drawWrapperDepth.materialContext = this._drawWrapperBase.materialContext;\r\n\r\n if (this._scene) {\r\n this._drawWrapperFog.effect = this._scene\r\n .getEngine()\r\n .createEffect(\r\n \"sprites\",\r\n [VertexBuffer.PositionKind, \"options\", \"offsets\", \"inverts\", \"cellInfo\", VertexBuffer.ColorKind],\r\n [\"view\", \"projection\", \"textureInfos\", \"alphaTest\", \"vFogInfos\", \"vFogColor\"],\r\n [\"diffuseSampler\"],\r\n \"#define FOG\"\r\n );\r\n this._drawWrapperFogDepth.effect = this._drawWrapperFog.effect;\r\n this._drawWrapperFogDepth.materialContext = this._drawWrapperFog.materialContext;\r\n }\r\n }\r\n\r\n /**\r\n * Render all child sprites\r\n * @param sprites defines the list of sprites to render\r\n * @param deltaTime defines the time since last frame\r\n * @param viewMatrix defines the viewMatrix to use to render the sprites\r\n * @param projectionMatrix defines the projectionMatrix to use to render the sprites\r\n * @param customSpriteUpdate defines a custom function to update the sprites data before they render\r\n */\r\n public render(\r\n sprites: ThinSprite[],\r\n deltaTime: number,\r\n viewMatrix: IMatrixLike,\r\n projectionMatrix: IMatrixLike,\r\n customSpriteUpdate: Nullable<(sprite: ThinSprite, baseSize: ISize) => void> = null\r\n ): void {\r\n if (!this.texture || !this.texture.isReady() || !sprites.length) {\r\n return;\r\n }\r\n\r\n let drawWrapper = this._drawWrapperBase;\r\n let drawWrapperDepth = this._drawWrapperDepth;\r\n let shouldRenderFog = false;\r\n if (this.fogEnabled && this._scene && this._scene.fogEnabled && this._scene.fogMode !== 0) {\r\n drawWrapper = this._drawWrapperFog;\r\n drawWrapperDepth = this._drawWrapperFogDepth;\r\n shouldRenderFog = true;\r\n }\r\n\r\n const effect = drawWrapper.effect!;\r\n\r\n // Check\r\n if (!effect.isReady()) {\r\n return;\r\n }\r\n\r\n const engine = this._engine;\r\n const useRightHandedSystem = !!(this._scene && this._scene.useRightHandedSystem);\r\n const baseSize = this.texture.getBaseSize();\r\n\r\n // Sprites\r\n const max = Math.min(this._capacity, sprites.length);\r\n\r\n let offset = 0;\r\n let noSprite = true;\r\n for (let index = 0; index < max; index++) {\r\n const sprite = sprites[index];\r\n if (!sprite || !sprite.isVisible) {\r\n continue;\r\n }\r\n\r\n noSprite = false;\r\n sprite._animate(deltaTime);\r\n\r\n this._appendSpriteVertex(offset++, sprite, 0, 0, baseSize, useRightHandedSystem, customSpriteUpdate);\r\n if (!this._useInstancing) {\r\n this._appendSpriteVertex(offset++, sprite, 1, 0, baseSize, useRightHandedSystem, customSpriteUpdate);\r\n this._appendSpriteVertex(offset++, sprite, 1, 1, baseSize, useRightHandedSystem, customSpriteUpdate);\r\n this._appendSpriteVertex(offset++, sprite, 0, 1, baseSize, useRightHandedSystem, customSpriteUpdate);\r\n }\r\n }\r\n\r\n if (noSprite) {\r\n return;\r\n }\r\n\r\n this._buffer.update(this._vertexData);\r\n\r\n const culling = !!engine.depthCullingState.cull;\r\n const zOffset = engine.depthCullingState.zOffset;\r\n const zOffsetUnits = engine.depthCullingState.zOffsetUnits;\r\n\r\n engine.setState(culling, zOffset, false, false, undefined, undefined, zOffsetUnits);\r\n\r\n // Render\r\n engine.enableEffect(drawWrapper);\r\n\r\n effect.setTexture(\"diffuseSampler\", this.texture);\r\n effect.setMatrix(\"view\", viewMatrix);\r\n effect.setMatrix(\"projection\", projectionMatrix);\r\n\r\n // Scene Info\r\n if (shouldRenderFog) {\r\n const scene = this._scene!;\r\n\r\n // Fog\r\n effect.setFloat4(\"vFogInfos\", scene.fogMode, scene.fogStart, scene.fogEnd, scene.fogDensity);\r\n effect.setColor3(\"vFogColor\", scene.fogColor);\r\n }\r\n\r\n if (this._useVAO) {\r\n if (!this._vertexArrayObject) {\r\n this._vertexArrayObject = engine.recordVertexArrayObject(this._vertexBuffers, this._indexBuffer, effect);\r\n }\r\n engine.bindVertexArrayObject(this._vertexArrayObject, this._indexBuffer);\r\n } else {\r\n // VBOs\r\n engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);\r\n }\r\n\r\n // Draw order\r\n engine.depthCullingState.depthFunc = engine.useReverseDepthBuffer ? Constants.GEQUAL : Constants.LEQUAL;\r\n if (!this.disableDepthWrite) {\r\n effect.setBool(\"alphaTest\", true);\r\n engine.setColorWrite(false);\r\n engine.enableEffect(drawWrapperDepth);\r\n if (this._useInstancing) {\r\n engine.drawArraysType(Constants.MATERIAL_TriangleStripDrawMode, 0, 4, offset);\r\n } else {\r\n engine.drawElementsType(Constants.MATERIAL_TriangleFillMode, 0, (offset / 4) * 6);\r\n }\r\n engine.enableEffect(drawWrapper);\r\n engine.setColorWrite(true);\r\n effect.setBool(\"alphaTest\", false);\r\n }\r\n\r\n engine.setAlphaMode(this.blendMode);\r\n if (this._useInstancing) {\r\n engine.drawArraysType(Constants.MATERIAL_TriangleStripDrawMode, 0, 4, offset);\r\n } else {\r\n engine.drawElementsType(Constants.MATERIAL_TriangleFillMode, 0, (offset / 4) * 6);\r\n }\r\n\r\n if (this.autoResetAlpha) {\r\n engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n }\r\n\r\n // Restore Right Handed\r\n if (useRightHandedSystem) {\r\n this._scene!.getEngine().setState(culling, zOffset, false, true, undefined, undefined, zOffsetUnits);\r\n }\r\n\r\n engine.unbindInstanceAttributes();\r\n }\r\n\r\n private _appendSpriteVertex(\r\n index: number,\r\n sprite: ThinSprite,\r\n offsetX: number,\r\n offsetY: number,\r\n baseSize: ISize,\r\n useRightHandedSystem: boolean,\r\n customSpriteUpdate: Nullable<(sprite: ThinSprite, baseSize: ISize) => void>\r\n ): void {\r\n let arrayOffset = index * this._vertexBufferSize;\r\n\r\n if (offsetX === 0) {\r\n offsetX = this._epsilon;\r\n } else if (offsetX === 1) {\r\n offsetX = 1 - this._epsilon;\r\n }\r\n\r\n if (offsetY === 0) {\r\n offsetY = this._epsilon;\r\n } else if (offsetY === 1) {\r\n offsetY = 1 - this._epsilon;\r\n }\r\n\r\n if (customSpriteUpdate) {\r\n customSpriteUpdate(sprite, baseSize);\r\n } else {\r\n if (!sprite.cellIndex) {\r\n sprite.cellIndex = 0;\r\n }\r\n\r\n const rowSize = baseSize.width / this.cellWidth;\r\n const offset = (sprite.cellIndex / rowSize) >> 0;\r\n sprite._xOffset = ((sprite.cellIndex - offset * rowSize) * this.cellWidth) / baseSize.width;\r\n sprite._yOffset = (offset * this.cellHeight) / baseSize.height;\r\n sprite._xSize = this.cellWidth;\r\n sprite._ySize = this.cellHeight;\r\n }\r\n\r\n // Positions\r\n this._vertexData[arrayOffset] = sprite.position.x;\r\n this._vertexData[arrayOffset + 1] = sprite.position.y;\r\n this._vertexData[arrayOffset + 2] = sprite.position.z;\r\n this._vertexData[arrayOffset + 3] = sprite.angle;\r\n // Options\r\n this._vertexData[arrayOffset + 4] = sprite.width;\r\n this._vertexData[arrayOffset + 5] = sprite.height;\r\n\r\n if (!this._useInstancing) {\r\n this._vertexData[arrayOffset + 6] = offsetX;\r\n this._vertexData[arrayOffset + 7] = offsetY;\r\n } else {\r\n arrayOffset -= 2;\r\n }\r\n\r\n // Inverts according to Right Handed\r\n if (useRightHandedSystem) {\r\n this._vertexData[arrayOffset + 8] = sprite.invertU ? 0 : 1;\r\n } else {\r\n this._vertexData[arrayOffset + 8] = sprite.invertU ? 1 : 0;\r\n }\r\n\r\n this._vertexData[arrayOffset + 9] = sprite.invertV ? 1 : 0;\r\n\r\n this._vertexData[arrayOffset + 10] = sprite._xOffset;\r\n this._vertexData[arrayOffset + 11] = sprite._yOffset;\r\n this._vertexData[arrayOffset + 12] = sprite._xSize / baseSize.width;\r\n this._vertexData[arrayOffset + 13] = sprite._ySize / baseSize.height;\r\n\r\n // Color\r\n this._vertexData[arrayOffset + 14] = sprite.color.r;\r\n this._vertexData[arrayOffset + 15] = sprite.color.g;\r\n this._vertexData[arrayOffset + 16] = sprite.color.b;\r\n this._vertexData[arrayOffset + 17] = sprite.color.a;\r\n }\r\n\r\n private _buildIndexBuffer(): void {\r\n const indices = [];\r\n let index = 0;\r\n for (let count = 0; count < this._capacity; count++) {\r\n indices.push(index);\r\n indices.push(index + 1);\r\n indices.push(index + 2);\r\n indices.push(index);\r\n indices.push(index + 2);\r\n indices.push(index + 3);\r\n index += 4;\r\n }\r\n\r\n this._indexBuffer = this._engine.createIndexBuffer(indices);\r\n }\r\n\r\n /**\r\n * Rebuilds the renderer (after a context lost, for eg)\r\n */\r\n public rebuild(): void {\r\n if (this._indexBuffer) {\r\n this._buildIndexBuffer();\r\n }\r\n\r\n if (this._useVAO) {\r\n this._vertexArrayObject = undefined as any;\r\n }\r\n\r\n this._buffer._rebuild();\r\n\r\n for (const key in this._vertexBuffers) {\r\n const vertexBuffer = <VertexBuffer>this._vertexBuffers[key];\r\n vertexBuffer._rebuild();\r\n }\r\n\r\n this._spriteBuffer?._rebuild();\r\n }\r\n\r\n /**\r\n * Release associated resources\r\n */\r\n public dispose(): void {\r\n if (this._buffer) {\r\n this._buffer.dispose();\r\n (<any>this._buffer) = null;\r\n }\r\n\r\n if (this._spriteBuffer) {\r\n this._spriteBuffer.dispose();\r\n (<any>this._spriteBuffer) = null;\r\n }\r\n\r\n if (this._indexBuffer) {\r\n this._engine._releaseBuffer(this._indexBuffer);\r\n (<any>this._indexBuffer) = null;\r\n }\r\n\r\n if (this._vertexArrayObject) {\r\n this._engine.releaseVertexArrayObject(this._vertexArrayObject);\r\n (<any>this._vertexArrayObject) = null;\r\n }\r\n\r\n if (this.texture) {\r\n this.texture.dispose();\r\n (<any>this.texture) = null;\r\n }\r\n this._drawWrapperBase.dispose();\r\n this._drawWrapperFog.dispose();\r\n this._drawWrapperDepth.dispose();\r\n this._drawWrapperFogDepth.dispose();\r\n }\r\n}\r\n"]}
|
package/Sprites/thinSprite.js
CHANGED
|
@@ -4,6 +4,28 @@
|
|
|
4
4
|
* @see https://doc.babylonjs.com/features/featuresDeepDive/sprites
|
|
5
5
|
*/
|
|
6
6
|
export class ThinSprite {
|
|
7
|
+
/**
|
|
8
|
+
* Returns a boolean indicating if the animation is started
|
|
9
|
+
*/
|
|
10
|
+
get animationStarted() {
|
|
11
|
+
return this._animationStarted;
|
|
12
|
+
}
|
|
13
|
+
/** Gets the initial key for the animation (setting it will restart the animation) */
|
|
14
|
+
get fromIndex() {
|
|
15
|
+
return this._fromIndex;
|
|
16
|
+
}
|
|
17
|
+
/** Gets or sets the end key for the animation (setting it will restart the animation) */
|
|
18
|
+
get toIndex() {
|
|
19
|
+
return this._toIndex;
|
|
20
|
+
}
|
|
21
|
+
/** Gets or sets a boolean indicating if the animation is looping (setting it will restart the animation) */
|
|
22
|
+
get loopAnimation() {
|
|
23
|
+
return this._loopAnimation;
|
|
24
|
+
}
|
|
25
|
+
/** Gets or sets the delay between cell changes (setting it will restart the animation) */
|
|
26
|
+
get delay() {
|
|
27
|
+
return Math.max(this._delay, 1);
|
|
28
|
+
}
|
|
7
29
|
/**
|
|
8
30
|
* Creates a new Thin Sprite
|
|
9
31
|
*/
|
|
@@ -31,28 +53,6 @@ export class ThinSprite {
|
|
|
31
53
|
this.position = { x: 1.0, y: 1.0, z: 1.0 };
|
|
32
54
|
this.color = { r: 1.0, g: 1.0, b: 1.0, a: 1.0 };
|
|
33
55
|
}
|
|
34
|
-
/**
|
|
35
|
-
* Returns a boolean indicating if the animation is started
|
|
36
|
-
*/
|
|
37
|
-
get animationStarted() {
|
|
38
|
-
return this._animationStarted;
|
|
39
|
-
}
|
|
40
|
-
/** Gets the initial key for the animation (setting it will restart the animation) */
|
|
41
|
-
get fromIndex() {
|
|
42
|
-
return this._fromIndex;
|
|
43
|
-
}
|
|
44
|
-
/** Gets or sets the end key for the animation (setting it will restart the animation) */
|
|
45
|
-
get toIndex() {
|
|
46
|
-
return this._toIndex;
|
|
47
|
-
}
|
|
48
|
-
/** Gets or sets a boolean indicating if the animation is looping (setting it will restart the animation) */
|
|
49
|
-
get loopAnimation() {
|
|
50
|
-
return this._loopAnimation;
|
|
51
|
-
}
|
|
52
|
-
/** Gets or sets the delay between cell changes (setting it will restart the animation) */
|
|
53
|
-
get delay() {
|
|
54
|
-
return Math.max(this._delay, 1);
|
|
55
|
-
}
|
|
56
56
|
/**
|
|
57
57
|
* Starts an animation
|
|
58
58
|
* @param from defines the initial key
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"thinSprite.js","sourceRoot":"","sources":["../../../../lts/core/generated/Sprites/thinSprite.ts"],"names":[],"mappings":"AAGA;;;;GAIG;AACH,MAAM,OAAO,UAAU;
|
|
1
|
+
{"version":3,"file":"thinSprite.js","sourceRoot":"","sources":["../../../../lts/core/generated/Sprites/thinSprite.ts"],"names":[],"mappings":"AAGA;;;;GAIG;AACH,MAAM,OAAO,UAAU;IAsBnB;;OAEG;IACH,IAAW,gBAAgB;QACvB,OAAO,IAAI,CAAC,iBAAiB,CAAC;IAClC,CAAC;IAED,sFAAsF;IACtF,IAAW,SAAS;QAChB,OAAO,IAAI,CAAC,UAAU,CAAC;IAC3B,CAAC;IAED,0FAA0F;IAC1F,IAAW,OAAO;QACd,OAAO,IAAI,CAAC,QAAQ,CAAC;IACzB,CAAC;IAED,6GAA6G;IAC7G,IAAW,aAAa;QACpB,OAAO,IAAI,CAAC,cAAc,CAAC;IAC/B,CAAC;IAED,2FAA2F;IAC3F,IAAW,KAAK;QACZ,OAAO,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,MAAM,EAAE,CAAC,CAAC,CAAC;IACpC,CAAC;IAoBD;;OAEG;IACH;QA7DA,6BAA6B;QACtB,UAAK,GAAG,GAAG,CAAC;QACnB,8BAA8B;QACvB,WAAM,GAAG,GAAG,CAAC;QACpB,kCAAkC;QAC3B,UAAK,GAAG,CAAC,CAAC;QACjB,uFAAuF;QAChF,YAAO,GAAG,KAAK,CAAC;QACvB,uFAAuF;QAChF,YAAO,GAAG,KAAK,CAAC;QACvB,+FAA+F;QACxF,cAAS,GAAG,IAAI,CAAC;QAsChB,sBAAiB,GAAG,KAAK,CAAC;QACxB,mBAAc,GAAG,KAAK,CAAC;QACvB,eAAU,GAAG,CAAC,CAAC;QACf,aAAQ,GAAG,CAAC,CAAC;QACb,WAAM,GAAG,CAAC,CAAC;QACb,eAAU,GAAG,CAAC,CAAC;QACf,UAAK,GAAG,CAAC,CAAC;QACV,wBAAmB,GAAyB,IAAI,CAAC;QAMrD,IAAI,CAAC,QAAQ,GAAG,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC;QAC3C,IAAI,CAAC,KAAK,GAAG,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC;IACpD,CAAC;IAED;;;;;;;OAOG;IACI,aAAa,CAAC,IAAY,EAAE,EAAU,EAAE,IAAa,EAAE,KAAa,EAAE,cAAoC;QAC7G,IAAI,CAAC,UAAU,GAAG,IAAI,CAAC;QACvB,IAAI,CAAC,QAAQ,GAAG,EAAE,CAAC;QACnB,IAAI,CAAC,cAAc,GAAG,IAAI,CAAC;QAC3B,IAAI,CAAC,MAAM,GAAG,KAAK,IAAI,CAAC,CAAC;QACzB,IAAI,CAAC,iBAAiB,GAAG,IAAI,CAAC;QAC9B,IAAI,CAAC,mBAAmB,GAAG,cAAc,CAAC;QAE1C,IAAI,IAAI,GAAG,EAAE,EAAE;YACX,IAAI,CAAC,UAAU,GAAG,CAAC,CAAC;SACvB;aAAM;YACH,IAAI,CAAC,UAAU,GAAG,CAAC,CAAC,CAAC;YACrB,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC;YACrB,IAAI,CAAC,UAAU,GAAG,EAAE,CAAC;SACxB;QAED,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC;QACtB,IAAI,CAAC,KAAK,GAAG,CAAC,CAAC;IACnB,CAAC;IAED,uCAAuC;IAChC,aAAa;QAChB,IAAI,CAAC,iBAAiB,GAAG,KAAK,CAAC;IACnC,CAAC;IAED;;OAEG;IACI,QAAQ,CAAC,SAAiB;QAC7B,IAAI,CAAC,IAAI,CAAC,iBAAiB,EAAE;YACzB,OAAO;SACV;QAED,IAAI,CAAC,KAAK,IAAI,SAAS,CAAC;QACxB,IAAI,IAAI,CAAC,KAAK,GAAG,IAAI,CAAC,MAAM,EAAE;YAC1B,IAAI,CAAC,KAAK,GAAG,IAAI,CAAC,KAAK,GAAG,IAAI,CAAC,MAAM,CAAC;YACtC,IAAI,CAAC,SAAS,IAAI,IAAI,CAAC,UAAU,CAAC;YAClC,IAAI,CAAC,IAAI,CAAC,UAAU,GAAG,CAAC,IAAI,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC,QAAQ,CAAC,IAAI,CAAC,IAAI,CAAC,UAAU,GAAG,CAAC,IAAI,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC,UAAU,CAAC,EAAE;gBACtH,IAAI,IAAI,CAAC,cAAc,EAAE;oBACrB,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC,UAAU,GAAG,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,IAAI,CAAC,QAAQ,CAAC;iBAC1E;qBAAM;oBACH,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC,QAAQ,CAAC;oBAC/B,IAAI,CAAC,iBAAiB,GAAG,KAAK,CAAC;oBAC/B,IAAI,IAAI,CAAC,mBAAmB,EAAE;wBAC1B,IAAI,CAAC,mBAAmB,EAAE,CAAC;qBAC9B;iBACJ;aACJ;SACJ;IACL,CAAC;CACJ","sourcesContent":["import type { IVector3Like, IColor4Like } from \"../Maths/math.like\";\r\nimport type { Nullable } from \"../types\";\r\n\r\n/**\r\n * ThinSprite Class used to represent a thin sprite\r\n * This is the base class for sprites but can also directly be used with ThinEngine\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/sprites\r\n */\r\nexport class ThinSprite {\r\n /** Gets or sets the cell index in the sprite sheet */\r\n public cellIndex: number;\r\n /** Gets or sets the cell reference in the sprite sheet, uses sprite's filename when added to sprite sheet */\r\n public cellRef: string;\r\n /** Gets or sets the current world position */\r\n public position: IVector3Like;\r\n /** Gets or sets the main color */\r\n public color: IColor4Like;\r\n /** Gets or sets the width */\r\n public width = 1.0;\r\n /** Gets or sets the height */\r\n public height = 1.0;\r\n /** Gets or sets rotation angle */\r\n public angle = 0;\r\n /** Gets or sets a boolean indicating if UV coordinates should be inverted in U axis */\r\n public invertU = false;\r\n /** Gets or sets a boolean indicating if UV coordinates should be inverted in B axis */\r\n public invertV = false;\r\n /** Gets or sets a boolean indicating if the sprite is visible (renderable). Default is true */\r\n public isVisible = true;\r\n\r\n /**\r\n * Returns a boolean indicating if the animation is started\r\n */\r\n public get animationStarted() {\r\n return this._animationStarted;\r\n }\r\n\r\n /** Gets the initial key for the animation (setting it will restart the animation) */\r\n public get fromIndex() {\r\n return this._fromIndex;\r\n }\r\n\r\n /** Gets or sets the end key for the animation (setting it will restart the animation) */\r\n public get toIndex() {\r\n return this._toIndex;\r\n }\r\n\r\n /** Gets or sets a boolean indicating if the animation is looping (setting it will restart the animation) */\r\n public get loopAnimation() {\r\n return this._loopAnimation;\r\n }\r\n\r\n /** Gets or sets the delay between cell changes (setting it will restart the animation) */\r\n public get delay() {\r\n return Math.max(this._delay, 1);\r\n }\r\n\r\n /** @internal */\r\n public _xOffset: number;\r\n /** @internal */\r\n public _yOffset: number;\r\n /** @internal */\r\n public _xSize: number;\r\n /** @internal */\r\n public _ySize: number;\r\n\r\n private _animationStarted = false;\r\n protected _loopAnimation = false;\r\n protected _fromIndex = 0;\r\n protected _toIndex = 0;\r\n protected _delay = 0;\r\n private _direction = 1;\r\n private _time = 0;\r\n private _onBaseAnimationEnd: Nullable<() => void> = null;\r\n\r\n /**\r\n * Creates a new Thin Sprite\r\n */\r\n constructor() {\r\n this.position = { x: 1.0, y: 1.0, z: 1.0 };\r\n this.color = { r: 1.0, g: 1.0, b: 1.0, a: 1.0 };\r\n }\r\n\r\n /**\r\n * Starts an animation\r\n * @param from defines the initial key\r\n * @param to defines the end key\r\n * @param loop defines if the animation must loop\r\n * @param delay defines the start delay (in ms)\r\n * @param onAnimationEnd defines a callback for when the animation ends\r\n */\r\n public playAnimation(from: number, to: number, loop: boolean, delay: number, onAnimationEnd: Nullable<() => void>): void {\r\n this._fromIndex = from;\r\n this._toIndex = to;\r\n this._loopAnimation = loop;\r\n this._delay = delay || 1;\r\n this._animationStarted = true;\r\n this._onBaseAnimationEnd = onAnimationEnd;\r\n\r\n if (from < to) {\r\n this._direction = 1;\r\n } else {\r\n this._direction = -1;\r\n this._toIndex = from;\r\n this._fromIndex = to;\r\n }\r\n\r\n this.cellIndex = from;\r\n this._time = 0;\r\n }\r\n\r\n /** Stops current animation (if any) */\r\n public stopAnimation(): void {\r\n this._animationStarted = false;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _animate(deltaTime: number): void {\r\n if (!this._animationStarted) {\r\n return;\r\n }\r\n\r\n this._time += deltaTime;\r\n if (this._time > this._delay) {\r\n this._time = this._time % this._delay;\r\n this.cellIndex += this._direction;\r\n if ((this._direction > 0 && this.cellIndex > this._toIndex) || (this._direction < 0 && this.cellIndex < this._fromIndex)) {\r\n if (this._loopAnimation) {\r\n this.cellIndex = this._direction > 0 ? this._fromIndex : this._toIndex;\r\n } else {\r\n this.cellIndex = this._toIndex;\r\n this._animationStarted = false;\r\n if (this._onBaseAnimationEnd) {\r\n this._onBaseAnimationEnd();\r\n }\r\n }\r\n }\r\n }\r\n }\r\n}\r\n"]}
|
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@@ -2,16 +2,6 @@
|
|
|
2
2
|
* @internal
|
|
3
3
|
**/
|
|
4
4
|
export class StencilStateComposer {
|
|
5
|
-
constructor(reset = true) {
|
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6
|
-
this._isStencilTestDirty = false;
|
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7
|
-
this._isStencilMaskDirty = false;
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8
|
-
this._isStencilFuncDirty = false;
|
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9
|
-
this._isStencilOpDirty = false;
|
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10
|
-
this.useStencilGlobalOnly = false;
|
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11
|
-
if (reset) {
|
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12
|
-
this.reset();
|
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13
|
-
}
|
|
14
|
-
}
|
|
15
5
|
get isDirty() {
|
|
16
6
|
return this._isStencilTestDirty || this._isStencilMaskDirty || this._isStencilFuncDirty || this._isStencilOpDirty;
|
|
17
7
|
}
|
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@@ -95,6 +85,16 @@ export class StencilStateComposer {
|
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95
85
|
this._enabled = value;
|
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96
86
|
this._isStencilTestDirty = true;
|
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97
87
|
}
|
|
88
|
+
constructor(reset = true) {
|
|
89
|
+
this._isStencilTestDirty = false;
|
|
90
|
+
this._isStencilMaskDirty = false;
|
|
91
|
+
this._isStencilFuncDirty = false;
|
|
92
|
+
this._isStencilOpDirty = false;
|
|
93
|
+
this.useStencilGlobalOnly = false;
|
|
94
|
+
if (reset) {
|
|
95
|
+
this.reset();
|
|
96
|
+
}
|
|
97
|
+
}
|
|
98
98
|
reset() {
|
|
99
99
|
var _a;
|
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100
100
|
this.stencilMaterial = undefined;
|
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@@ -1 +1 @@
|
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|
1
|
-
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type { IStencilState } from \"./IStencilState\";\r\n\r\n/**\r\n * @internal\r\n **/\r\nexport class StencilStateComposer {\r\n protected _isStencilTestDirty = false;\r\n protected _isStencilMaskDirty = false;\r\n protected _isStencilFuncDirty = false;\r\n protected _isStencilOpDirty = false;\r\n\r\n protected _enabled: boolean;\r\n\r\n protected _mask: number;\r\n\r\n protected _func: number;\r\n protected _funcRef: number;\r\n protected _funcMask: number;\r\n\r\n protected _opStencilFail: number;\r\n protected _opDepthFail: number;\r\n protected _opStencilDepthPass: number;\r\n\r\n public stencilGlobal: IStencilState;\r\n public stencilMaterial: IStencilState | undefined;\r\n\r\n public useStencilGlobalOnly = false;\r\n\r\n public get isDirty(): boolean {\r\n return this._isStencilTestDirty || this._isStencilMaskDirty || this._isStencilFuncDirty || this._isStencilOpDirty;\r\n }\r\n\r\n public get func(): number {\r\n return this._func;\r\n }\r\n\r\n public set func(value: number) {\r\n if (this._func === value) {\r\n return;\r\n }\r\n\r\n this._func = value;\r\n this._isStencilFuncDirty = true;\r\n }\r\n\r\n public get funcRef(): number {\r\n return this._funcRef;\r\n }\r\n\r\n public set funcRef(value: number) {\r\n if (this._funcRef === value) {\r\n return;\r\n }\r\n\r\n this._funcRef = value;\r\n this._isStencilFuncDirty = true;\r\n }\r\n\r\n public get funcMask(): number {\r\n return this._funcMask;\r\n }\r\n\r\n public set funcMask(value: number) {\r\n if (this._funcMask === value) {\r\n return;\r\n }\r\n\r\n this._funcMask = value;\r\n this._isStencilFuncDirty = true;\r\n }\r\n\r\n public get opStencilFail(): number {\r\n return this._opStencilFail;\r\n }\r\n\r\n public set opStencilFail(value: number) {\r\n if (this._opStencilFail === value) {\r\n return;\r\n }\r\n\r\n this._opStencilFail = value;\r\n this._isStencilOpDirty = true;\r\n }\r\n\r\n public get opDepthFail(): number {\r\n return this._opDepthFail;\r\n }\r\n\r\n public set opDepthFail(value: number) {\r\n if (this._opDepthFail === value) {\r\n return;\r\n }\r\n\r\n this._opDepthFail = value;\r\n this._isStencilOpDirty = true;\r\n }\r\n\r\n public get opStencilDepthPass(): number {\r\n return this._opStencilDepthPass;\r\n }\r\n\r\n public set opStencilDepthPass(value: number) {\r\n if (this._opStencilDepthPass === value) {\r\n return;\r\n }\r\n\r\n this._opStencilDepthPass = value;\r\n this._isStencilOpDirty = true;\r\n }\r\n\r\n public get mask(): number {\r\n return this._mask;\r\n }\r\n\r\n public set mask(value: number) {\r\n if (this._mask === value) {\r\n return;\r\n }\r\n\r\n this._mask = value;\r\n this._isStencilMaskDirty = true;\r\n }\r\n\r\n public get enabled(): boolean {\r\n return this._enabled;\r\n }\r\n\r\n public set enabled(value: boolean) {\r\n if (this._enabled === value) {\r\n return;\r\n }\r\n\r\n this._enabled = value;\r\n this._isStencilTestDirty = true;\r\n }\r\n\r\n public constructor(reset = true) {\r\n if (reset) {\r\n this.reset();\r\n }\r\n }\r\n\r\n public reset() {\r\n this.stencilMaterial = undefined;\r\n\r\n this.stencilGlobal?.reset();\r\n\r\n this._isStencilTestDirty = true;\r\n this._isStencilMaskDirty = true;\r\n this._isStencilFuncDirty = true;\r\n this._isStencilOpDirty = true;\r\n }\r\n\r\n public apply(gl?: WebGLRenderingContext) {\r\n if (!gl) {\r\n return;\r\n }\r\n\r\n const stencilMaterialEnabled = !this.useStencilGlobalOnly && !!this.stencilMaterial?.enabled;\r\n\r\n this.enabled = stencilMaterialEnabled ? this.stencilMaterial!.enabled : this.stencilGlobal.enabled;\r\n this.func = stencilMaterialEnabled ? this.stencilMaterial!.func : this.stencilGlobal.func;\r\n this.funcRef = stencilMaterialEnabled ? this.stencilMaterial!.funcRef : this.stencilGlobal.funcRef;\r\n this.funcMask = stencilMaterialEnabled ? this.stencilMaterial!.funcMask : this.stencilGlobal.funcMask;\r\n this.opStencilFail = stencilMaterialEnabled ? this.stencilMaterial!.opStencilFail : this.stencilGlobal.opStencilFail;\r\n this.opDepthFail = stencilMaterialEnabled ? this.stencilMaterial!.opDepthFail : this.stencilGlobal.opDepthFail;\r\n this.opStencilDepthPass = stencilMaterialEnabled ? this.stencilMaterial!.opStencilDepthPass : this.stencilGlobal.opStencilDepthPass;\r\n this.mask = stencilMaterialEnabled ? this.stencilMaterial!.mask : this.stencilGlobal.mask;\r\n\r\n if (!this.isDirty) {\r\n return;\r\n }\r\n\r\n // Stencil test\r\n if (this._isStencilTestDirty) {\r\n if (this.enabled) {\r\n gl.enable(gl.STENCIL_TEST);\r\n } else {\r\n gl.disable(gl.STENCIL_TEST);\r\n }\r\n this._isStencilTestDirty = false;\r\n }\r\n\r\n // Stencil mask\r\n if (this._isStencilMaskDirty) {\r\n gl.stencilMask(this.mask);\r\n this._isStencilMaskDirty = false;\r\n }\r\n\r\n // Stencil func\r\n if (this._isStencilFuncDirty) {\r\n gl.stencilFunc(this.func, this.funcRef, this.funcMask);\r\n this._isStencilFuncDirty = false;\r\n }\r\n\r\n // Stencil op\r\n if (this._isStencilOpDirty) {\r\n gl.stencilOp(this.opStencilFail, this.opDepthFail, this.opStencilDepthPass);\r\n this._isStencilOpDirty = false;\r\n }\r\n }\r\n}\r\n"]}
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{"version":3,"file":"stencilStateComposer.js","sourceRoot":"","sources":["../../../../lts/core/generated/States/stencilStateComposer.ts"],"names":[],"mappings":"AAEA;;IAEI;AACJ,MAAM,OAAO,oBAAoB;IAuB7B,IAAW,OAAO;QACd,OAAO,IAAI,CAAC,mBAAmB,IAAI,IAAI,CAAC,mBAAmB,IAAI,IAAI,CAAC,mBAAmB,IAAI,IAAI,CAAC,iBAAiB,CAAC;IACtH,CAAC;IAED,IAAW,IAAI;QACX,OAAO,IAAI,CAAC,KAAK,CAAC;IACtB,CAAC;IAED,IAAW,IAAI,CAAC,KAAa;QACzB,IAAI,IAAI,CAAC,KAAK,KAAK,KAAK,EAAE;YACtB,OAAO;SACV;QAED,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;QACnB,IAAI,CAAC,mBAAmB,GAAG,IAAI,CAAC;IACpC,CAAC;IAED,IAAW,OAAO;QACd,OAAO,IAAI,CAAC,QAAQ,CAAC;IACzB,CAAC;IAED,IAAW,OAAO,CAAC,KAAa;QAC5B,IAAI,IAAI,CAAC,QAAQ,KAAK,KAAK,EAAE;YACzB,OAAO;SACV;QAED,IAAI,CAAC,QAAQ,GAAG,KAAK,CAAC;QACtB,IAAI,CAAC,mBAAmB,GAAG,IAAI,CAAC;IACpC,CAAC;IAED,IAAW,QAAQ;QACf,OAAO,IAAI,CAAC,SAAS,CAAC;IAC1B,CAAC;IAED,IAAW,QAAQ,CAAC,KAAa;QAC7B,IAAI,IAAI,CAAC,SAAS,KAAK,KAAK,EAAE;YAC1B,OAAO;SACV;QAED,IAAI,CAAC,SAAS,GAAG,KAAK,CAAC;QACvB,IAAI,CAAC,mBAAmB,GAAG,IAAI,CAAC;IACpC,CAAC;IAED,IAAW,aAAa;QACpB,OAAO,IAAI,CAAC,cAAc,CAAC;IAC/B,CAAC;IAED,IAAW,aAAa,CAAC,KAAa;QAClC,IAAI,IAAI,CAAC,cAAc,KAAK,KAAK,EAAE;YAC/B,OAAO;SACV;QAED,IAAI,CAAC,cAAc,GAAG,KAAK,CAAC;QAC5B,IAAI,CAAC,iBAAiB,GAAG,IAAI,CAAC;IAClC,CAAC;IAED,IAAW,WAAW;QAClB,OAAO,IAAI,CAAC,YAAY,CAAC;IAC7B,CAAC;IAED,IAAW,WAAW,CAAC,KAAa;QAChC,IAAI,IAAI,CAAC,YAAY,KAAK,KAAK,EAAE;YAC7B,OAAO;SACV;QAED,IAAI,CAAC,YAAY,GAAG,KAAK,CAAC;QAC1B,IAAI,CAAC,iBAAiB,GAAG,IAAI,CAAC;IAClC,CAAC;IAED,IAAW,kBAAkB;QACzB,OAAO,IAAI,CAAC,mBAAmB,CAAC;IACpC,CAAC;IAED,IAAW,kBAAkB,CAAC,KAAa;QACvC,IAAI,IAAI,CAAC,mBAAmB,KAAK,KAAK,EAAE;YACpC,OAAO;SACV;QAED,IAAI,CAAC,mBAAmB,GAAG,KAAK,CAAC;QACjC,IAAI,CAAC,iBAAiB,GAAG,IAAI,CAAC;IAClC,CAAC;IAED,IAAW,IAAI;QACX,OAAO,IAAI,CAAC,KAAK,CAAC;IACtB,CAAC;IAED,IAAW,IAAI,CAAC,KAAa;QACzB,IAAI,IAAI,CAAC,KAAK,KAAK,KAAK,EAAE;YACtB,OAAO;SACV;QAED,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;QACnB,IAAI,CAAC,mBAAmB,GAAG,IAAI,CAAC;IACpC,CAAC;IAED,IAAW,OAAO;QACd,OAAO,IAAI,CAAC,QAAQ,CAAC;IACzB,CAAC;IAED,IAAW,OAAO,CAAC,KAAc;QAC7B,IAAI,IAAI,CAAC,QAAQ,KAAK,KAAK,EAAE;YACzB,OAAO;SACV;QAED,IAAI,CAAC,QAAQ,GAAG,KAAK,CAAC;QACtB,IAAI,CAAC,mBAAmB,GAAG,IAAI,CAAC;IACpC,CAAC;IAED,YAAmB,KAAK,GAAG,IAAI;QAlIrB,wBAAmB,GAAG,KAAK,CAAC;QAC5B,wBAAmB,GAAG,KAAK,CAAC;QAC5B,wBAAmB,GAAG,KAAK,CAAC;QAC5B,sBAAiB,GAAG,KAAK,CAAC;QAiB7B,yBAAoB,GAAG,KAAK,CAAC;QA+GhC,IAAI,KAAK,EAAE;YACP,IAAI,CAAC,KAAK,EAAE,CAAC;SAChB;IACL,CAAC;IAEM,KAAK;;QACR,IAAI,CAAC,eAAe,GAAG,SAAS,CAAC;QAEjC,MAAA,IAAI,CAAC,aAAa,0CAAE,KAAK,EAAE,CAAC;QAE5B,IAAI,CAAC,mBAAmB,GAAG,IAAI,CAAC;QAChC,IAAI,CAAC,mBAAmB,GAAG,IAAI,CAAC;QAChC,IAAI,CAAC,mBAAmB,GAAG,IAAI,CAAC;QAChC,IAAI,CAAC,iBAAiB,GAAG,IAAI,CAAC;IAClC,CAAC;IAEM,KAAK,CAAC,EAA0B;;QACnC,IAAI,CAAC,EAAE,EAAE;YACL,OAAO;SACV;QAED,MAAM,sBAAsB,GAAG,CAAC,IAAI,CAAC,oBAAoB,IAAI,CAAC,CAAC,CAAA,MAAA,IAAI,CAAC,eAAe,0CAAE,OAAO,CAAA,CAAC;QAE7F,IAAI,CAAC,OAAO,GAAG,sBAAsB,CAAC,CAAC,CAAC,IAAI,CAAC,eAAgB,CAAC,OAAO,CAAC,CAAC,CAAC,IAAI,CAAC,aAAa,CAAC,OAAO,CAAC;QACnG,IAAI,CAAC,IAAI,GAAG,sBAAsB,CAAC,CAAC,CAAC,IAAI,CAAC,eAAgB,CAAC,IAAI,CAAC,CAAC,CAAC,IAAI,CAAC,aAAa,CAAC,IAAI,CAAC;QAC1F,IAAI,CAAC,OAAO,GAAG,sBAAsB,CAAC,CAAC,CAAC,IAAI,CAAC,eAAgB,CAAC,OAAO,CAAC,CAAC,CAAC,IAAI,CAAC,aAAa,CAAC,OAAO,CAAC;QACnG,IAAI,CAAC,QAAQ,GAAG,sBAAsB,CAAC,CAAC,CAAC,IAAI,CAAC,eAAgB,CAAC,QAAQ,CAAC,CAAC,CAAC,IAAI,CAAC,aAAa,CAAC,QAAQ,CAAC;QACtG,IAAI,CAAC,aAAa,GAAG,sBAAsB,CAAC,CAAC,CAAC,IAAI,CAAC,eAAgB,CAAC,aAAa,CAAC,CAAC,CAAC,IAAI,CAAC,aAAa,CAAC,aAAa,CAAC;QACrH,IAAI,CAAC,WAAW,GAAG,sBAAsB,CAAC,CAAC,CAAC,IAAI,CAAC,eAAgB,CAAC,WAAW,CAAC,CAAC,CAAC,IAAI,CAAC,aAAa,CAAC,WAAW,CAAC;QAC/G,IAAI,CAAC,kBAAkB,GAAG,sBAAsB,CAAC,CAAC,CAAC,IAAI,CAAC,eAAgB,CAAC,kBAAkB,CAAC,CAAC,CAAC,IAAI,CAAC,aAAa,CAAC,kBAAkB,CAAC;QACpI,IAAI,CAAC,IAAI,GAAG,sBAAsB,CAAC,CAAC,CAAC,IAAI,CAAC,eAAgB,CAAC,IAAI,CAAC,CAAC,CAAC,IAAI,CAAC,aAAa,CAAC,IAAI,CAAC;QAE1F,IAAI,CAAC,IAAI,CAAC,OAAO,EAAE;YACf,OAAO;SACV;QAED,eAAe;QACf,IAAI,IAAI,CAAC,mBAAmB,EAAE;YAC1B,IAAI,IAAI,CAAC,OAAO,EAAE;gBACd,EAAE,CAAC,MAAM,CAAC,EAAE,CAAC,YAAY,CAAC,CAAC;aAC9B;iBAAM;gBACH,EAAE,CAAC,OAAO,CAAC,EAAE,CAAC,YAAY,CAAC,CAAC;aAC/B;YACD,IAAI,CAAC,mBAAmB,GAAG,KAAK,CAAC;SACpC;QAED,eAAe;QACf,IAAI,IAAI,CAAC,mBAAmB,EAAE;YAC1B,EAAE,CAAC,WAAW,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;YAC1B,IAAI,CAAC,mBAAmB,GAAG,KAAK,CAAC;SACpC;QAED,eAAe;QACf,IAAI,IAAI,CAAC,mBAAmB,EAAE;YAC1B,EAAE,CAAC,WAAW,CAAC,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,OAAO,EAAE,IAAI,CAAC,QAAQ,CAAC,CAAC;YACvD,IAAI,CAAC,mBAAmB,GAAG,KAAK,CAAC;SACpC;QAED,aAAa;QACb,IAAI,IAAI,CAAC,iBAAiB,EAAE;YACxB,EAAE,CAAC,SAAS,CAAC,IAAI,CAAC,aAAa,EAAE,IAAI,CAAC,WAAW,EAAE,IAAI,CAAC,kBAAkB,CAAC,CAAC;YAC5E,IAAI,CAAC,iBAAiB,GAAG,KAAK,CAAC;SAClC;IACL,CAAC;CACJ","sourcesContent":["import type { IStencilState } from \"./IStencilState\";\r\n\r\n/**\r\n * @internal\r\n **/\r\nexport class StencilStateComposer {\r\n protected _isStencilTestDirty = false;\r\n protected _isStencilMaskDirty = false;\r\n protected _isStencilFuncDirty = false;\r\n protected _isStencilOpDirty = false;\r\n\r\n protected _enabled: boolean;\r\n\r\n protected _mask: number;\r\n\r\n protected _func: number;\r\n protected _funcRef: number;\r\n protected _funcMask: number;\r\n\r\n protected _opStencilFail: number;\r\n protected _opDepthFail: number;\r\n protected _opStencilDepthPass: number;\r\n\r\n public stencilGlobal: IStencilState;\r\n public stencilMaterial: IStencilState | undefined;\r\n\r\n public useStencilGlobalOnly = false;\r\n\r\n public get isDirty(): boolean {\r\n return this._isStencilTestDirty || this._isStencilMaskDirty || this._isStencilFuncDirty || this._isStencilOpDirty;\r\n }\r\n\r\n public get func(): number {\r\n return this._func;\r\n }\r\n\r\n public set func(value: number) {\r\n if (this._func === value) {\r\n return;\r\n }\r\n\r\n this._func = value;\r\n this._isStencilFuncDirty = true;\r\n }\r\n\r\n public get funcRef(): number {\r\n return this._funcRef;\r\n }\r\n\r\n public set funcRef(value: number) {\r\n if (this._funcRef === value) {\r\n return;\r\n }\r\n\r\n this._funcRef = value;\r\n this._isStencilFuncDirty = true;\r\n }\r\n\r\n public get funcMask(): number {\r\n return this._funcMask;\r\n }\r\n\r\n public set funcMask(value: number) {\r\n if (this._funcMask === value) {\r\n return;\r\n }\r\n\r\n this._funcMask = value;\r\n this._isStencilFuncDirty = true;\r\n }\r\n\r\n public get opStencilFail(): number {\r\n return this._opStencilFail;\r\n }\r\n\r\n public set opStencilFail(value: number) {\r\n if (this._opStencilFail === value) {\r\n return;\r\n }\r\n\r\n this._opStencilFail = value;\r\n this._isStencilOpDirty = true;\r\n }\r\n\r\n public get opDepthFail(): number {\r\n return this._opDepthFail;\r\n }\r\n\r\n public set opDepthFail(value: number) {\r\n if (this._opDepthFail === value) {\r\n return;\r\n }\r\n\r\n this._opDepthFail = value;\r\n this._isStencilOpDirty = true;\r\n }\r\n\r\n public get opStencilDepthPass(): number {\r\n return this._opStencilDepthPass;\r\n }\r\n\r\n public set opStencilDepthPass(value: number) {\r\n if (this._opStencilDepthPass === value) {\r\n return;\r\n }\r\n\r\n this._opStencilDepthPass = value;\r\n this._isStencilOpDirty = true;\r\n }\r\n\r\n public get mask(): number {\r\n return this._mask;\r\n }\r\n\r\n public set mask(value: number) {\r\n if (this._mask === value) {\r\n return;\r\n }\r\n\r\n this._mask = value;\r\n this._isStencilMaskDirty = true;\r\n }\r\n\r\n public get enabled(): boolean {\r\n return this._enabled;\r\n }\r\n\r\n public set enabled(value: boolean) {\r\n if (this._enabled === value) {\r\n return;\r\n }\r\n\r\n this._enabled = value;\r\n this._isStencilTestDirty = true;\r\n }\r\n\r\n public constructor(reset = true) {\r\n if (reset) {\r\n this.reset();\r\n }\r\n }\r\n\r\n public reset() {\r\n this.stencilMaterial = undefined;\r\n\r\n this.stencilGlobal?.reset();\r\n\r\n this._isStencilTestDirty = true;\r\n this._isStencilMaskDirty = true;\r\n this._isStencilFuncDirty = true;\r\n this._isStencilOpDirty = true;\r\n }\r\n\r\n public apply(gl?: WebGLRenderingContext) {\r\n if (!gl) {\r\n return;\r\n }\r\n\r\n const stencilMaterialEnabled = !this.useStencilGlobalOnly && !!this.stencilMaterial?.enabled;\r\n\r\n this.enabled = stencilMaterialEnabled ? this.stencilMaterial!.enabled : this.stencilGlobal.enabled;\r\n this.func = stencilMaterialEnabled ? this.stencilMaterial!.func : this.stencilGlobal.func;\r\n this.funcRef = stencilMaterialEnabled ? this.stencilMaterial!.funcRef : this.stencilGlobal.funcRef;\r\n this.funcMask = stencilMaterialEnabled ? this.stencilMaterial!.funcMask : this.stencilGlobal.funcMask;\r\n this.opStencilFail = stencilMaterialEnabled ? this.stencilMaterial!.opStencilFail : this.stencilGlobal.opStencilFail;\r\n this.opDepthFail = stencilMaterialEnabled ? this.stencilMaterial!.opDepthFail : this.stencilGlobal.opDepthFail;\r\n this.opStencilDepthPass = stencilMaterialEnabled ? this.stencilMaterial!.opStencilDepthPass : this.stencilGlobal.opStencilDepthPass;\r\n this.mask = stencilMaterialEnabled ? this.stencilMaterial!.mask : this.stencilGlobal.mask;\r\n\r\n if (!this.isDirty) {\r\n return;\r\n }\r\n\r\n // Stencil test\r\n if (this._isStencilTestDirty) {\r\n if (this.enabled) {\r\n gl.enable(gl.STENCIL_TEST);\r\n } else {\r\n gl.disable(gl.STENCIL_TEST);\r\n }\r\n this._isStencilTestDirty = false;\r\n }\r\n\r\n // Stencil mask\r\n if (this._isStencilMaskDirty) {\r\n gl.stencilMask(this.mask);\r\n this._isStencilMaskDirty = false;\r\n }\r\n\r\n // Stencil func\r\n if (this._isStencilFuncDirty) {\r\n gl.stencilFunc(this.func, this.funcRef, this.funcMask);\r\n this._isStencilFuncDirty = false;\r\n }\r\n\r\n // Stencil op\r\n if (this._isStencilOpDirty) {\r\n gl.stencilOp(this.opStencilFail, this.opDepthFail, this.opStencilDepthPass);\r\n this._isStencilOpDirty = false;\r\n }\r\n }\r\n}\r\n"]}
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@@ -9,6 +9,13 @@ let anchorIdProvider = 0;
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9
9
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* For further information see https://github.com/immersive-web/anchors/
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10
10
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*/
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11
11
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export class WebXRAnchorSystem extends WebXRAbstractFeature {
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12
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+
/**
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13
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+
* Set the reference space to use for anchor creation, when not using a hit test.
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14
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* Will default to the session's reference space if not defined
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*/
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+
set referenceSpaceForFrameAnchors(referenceSpace) {
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17
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this._referenceSpaceForFrameAnchors = referenceSpace;
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+
}
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/**
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* constructs a new anchor system
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* @param _xrSessionManager an instance of WebXRSessionManager
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@@ -37,13 +44,6 @@ export class WebXRAnchorSystem extends WebXRAbstractFeature {
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this._tmpQuaternion = new Quaternion();
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this.xrNativeFeatureName = "anchors";
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}
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-
/**
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-
* Set the reference space to use for anchor creation, when not using a hit test.
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-
* Will default to the session's reference space if not defined
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-
*/
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44
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-
set referenceSpaceForFrameAnchors(referenceSpace) {
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45
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-
this._referenceSpaceForFrameAnchors = referenceSpace;
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46
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-
}
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47
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_populateTmpTransformation(position, rotationQuaternion) {
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48
48
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this._tmpVector.copyFrom(position);
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49
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this._tmpQuaternion.copyFrom(rotationQuaternion);
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