@d5techs/3dgs-lib 1.4.77 → 1.4.78
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/dist/3dgs-lib.cjs +99 -62
- package/dist/3dgs-lib.cjs.map +1 -1
- package/dist/3dgs-lib.js +99 -62
- package/dist/3dgs-lib.js.map +1 -1
- package/dist/editor/SelectionVolumeRenderer.d.ts +0 -2
- package/package.json +1 -1
package/dist/3dgs-lib.js
CHANGED
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@@ -17875,8 +17875,10 @@ function exportEditedPLY(positions, scales, rotations, colors, opacities, shCoef
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17875
17875
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}
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17876
17876
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return buffer;
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17877
17877
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}
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17878
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-
const
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17879
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-
const
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17878
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+
const SEG = 64;
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17879
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+
const LAT_COUNT = 8;
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17880
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+
const LON_COUNT = 12;
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17881
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+
const BOX_GRID_SUBDIV = 4;
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17880
17882
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class SelectionVolumeRenderer {
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17881
17883
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constructor(renderer, camera) {
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17882
17884
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__publicField(this, "renderer");
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@@ -17887,16 +17889,14 @@ class SelectionVolumeRenderer {
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17887
17889
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__publicField(this, "vertexBuffer", null);
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17888
17890
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__publicField(this, "_volume", { type: null, center: [0, 0, 0], dimensions: [2, 2, 2] });
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17889
17891
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__publicField(this, "vertexCount", 0);
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17890
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-
__publicField(this, "
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17891
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-
__publicField(this, "lineColor", [0.2, 0.8, 1]);
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17892
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+
__publicField(this, "lineColor", [0.4, 0.9, 1]);
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17892
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this.renderer = renderer;
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17893
17894
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this.camera = camera;
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17894
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-
this.maxVertices = Math.max(
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17895
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24,
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17896
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SPHERE_SEGMENTS * 2 * SPHERE_RINGS
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17897
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);
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17898
17895
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this.createPipeline();
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17899
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this.
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17896
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+
this.vertexBuffer = this.renderer.device.createBuffer({
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17897
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size: 65536,
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17898
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usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST
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17899
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});
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17900
17900
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}
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17901
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get volume() {
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17902
17902
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return this._volume;
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@@ -17930,7 +17930,7 @@ class SelectionVolumeRenderer {
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17930
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return o;
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17931
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}
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17932
17932
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@fragment fn fs(i: VO) -> @location(0) vec4<f32> {
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17933
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-
return vec4(i.color, 0.
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17933
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return vec4(i.color, 0.6);
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17934
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}
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17935
17935
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`
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17936
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);
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@@ -17968,78 +17968,115 @@ class SelectionVolumeRenderer {
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17968
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depthStencil: { format: this.renderer.depthFormat, depthWriteEnabled: false, depthCompare: "always" }
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17969
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});
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17970
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}
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17971
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-
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17972
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const size = this.maxVertices * 24;
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17973
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this.vertexBuffer = this.renderer.device.createBuffer({
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17974
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size,
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17975
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usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST
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17976
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});
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17977
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-
}
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17971
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+
// ========== Box: 12 edges + grid lines on all 6 faces ==========
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generateBoxVertices() {
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const [cx, cy, cz] = this._volume.center;
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17980
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const [lx, ly, lz] = this._volume.dimensions;
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17981
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const hx = lx / 2, hy = ly / 2, hz = lz / 2;
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17982
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const [r, g, b] = this.lineColor;
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17983
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const v = [];
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17984
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-
const
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17978
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+
const line = (x12, y12, z12, x2, y2, z2) => {
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17985
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v.push(x12, y12, z12, r, g, b, x2, y2, z2, r, g, b);
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17986
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};
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17987
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const x0 = cx - hx, x1 = cx + hx;
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17988
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const y0 = cy - hy, y1 = cy + hy;
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17989
17983
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const z0 = cz - hz, z1 = cz + hz;
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17990
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-
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17991
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-
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17992
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-
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17993
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-
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17994
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-
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17995
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-
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17996
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-
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17997
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-
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17998
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-
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17999
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-
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18000
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-
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18001
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-
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17984
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line(x0, y0, z0, x1, y0, z0);
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17985
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line(x1, y0, z0, x1, y0, z1);
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17986
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line(x1, y0, z1, x0, y0, z1);
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17987
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line(x0, y0, z1, x0, y0, z0);
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17988
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line(x0, y1, z0, x1, y1, z0);
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17989
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line(x1, y1, z0, x1, y1, z1);
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17990
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line(x1, y1, z1, x0, y1, z1);
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17991
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line(x0, y1, z1, x0, y1, z0);
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17992
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line(x0, y0, z0, x0, y1, z0);
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17993
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line(x1, y0, z0, x1, y1, z0);
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17994
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line(x1, y0, z1, x1, y1, z1);
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17995
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line(x0, y0, z1, x0, y1, z1);
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17996
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const n = BOX_GRID_SUBDIV;
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17997
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for (let i = 1; i < n; i++) {
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17998
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const t = i / n;
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17999
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const px = x0 + (x1 - x0) * t;
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18000
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const pz = z0 + (z1 - z0) * t;
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18001
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line(px, y0, z0, px, y0, z1);
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18002
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line(px, y1, z0, px, y1, z1);
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18003
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line(x0, y0, pz, x1, y0, pz);
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18004
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line(x0, y1, pz, x1, y1, pz);
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18005
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}
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18006
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for (let i = 1; i < n; i++) {
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18007
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const t = i / n;
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18008
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const px = x0 + (x1 - x0) * t;
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18009
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const py = y0 + (y1 - y0) * t;
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18010
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line(px, y0, z0, px, y1, z0);
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18011
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line(px, y0, z1, px, y1, z1);
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18012
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line(x0, py, z0, x1, py, z0);
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18013
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line(x0, py, z1, x1, py, z1);
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18014
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}
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18015
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for (let i = 1; i < n; i++) {
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18016
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const t = i / n;
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18017
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const py = y0 + (y1 - y0) * t;
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18018
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const pz = z0 + (z1 - z0) * t;
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18019
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line(x0, py, z0, x0, py, z1);
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18020
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line(x1, py, z0, x1, py, z1);
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18021
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line(x0, y0, pz, x0, y1, pz);
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18022
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line(x1, y0, pz, x1, y1, pz);
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18023
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}
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18002
18024
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return new Float32Array(v);
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18003
18025
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}
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18026
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+
// ========== Sphere: latitude + longitude rings ==========
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18004
18027
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generateSphereVertices() {
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18005
18028
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const [cx, cy, cz] = this._volume.center;
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18006
18029
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const radius = this._volume.dimensions[0];
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18007
18030
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const [r, g, b] = this.lineColor;
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18008
18031
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const v = [];
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18009
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-
const
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18010
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-
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18011
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-
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18012
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const
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18013
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-
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18014
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-
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18015
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-
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18016
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-
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18017
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-
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18018
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-
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18019
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-
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18020
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-
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18021
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-
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18022
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-
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18023
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-
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18024
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-
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18025
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-
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18026
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-
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18027
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y1 = cy + Math.cos(a1) * radius;
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18028
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-
z1 = cz + Math.sin(a1) * radius;
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18029
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-
} else {
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18030
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-
x0 = cx + Math.cos(a0) * radius;
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18031
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-
y0 = cy + Math.sin(a0) * radius;
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18032
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z0 = cz;
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18033
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x1 = cx + Math.cos(a1) * radius;
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18034
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-
y1 = cy + Math.sin(a1) * radius;
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18035
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z1 = cz;
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18036
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-
}
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18037
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-
v.push(x0, y0, z0, r, g, b, x1, y1, z1, r, g, b);
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18032
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+
const addRing = (centerY, ringRadius) => {
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18033
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for (let i = 0; i < SEG; i++) {
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18034
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const a0 = i / SEG * Math.PI * 2;
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18035
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const a1 = (i + 1) / SEG * Math.PI * 2;
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18036
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v.push(
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18037
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cx + Math.cos(a0) * ringRadius,
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18038
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cy + centerY,
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18039
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cz + Math.sin(a0) * ringRadius,
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18040
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+
r,
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18041
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+
g,
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18042
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+
b,
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18043
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+
cx + Math.cos(a1) * ringRadius,
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18044
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cy + centerY,
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18045
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+
cz + Math.sin(a1) * ringRadius,
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18046
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+
r,
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18047
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g,
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18048
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b
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18049
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+
);
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18038
18050
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}
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18039
18051
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};
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18040
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-
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18041
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-
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18042
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-
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18052
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+
for (let i = 0; i <= LAT_COUNT; i++) {
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18053
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+
const phi = -Math.PI / 2 + i / LAT_COUNT * Math.PI;
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18054
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+
const y = Math.sin(phi) * radius;
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18055
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+
const ringR = Math.cos(phi) * radius;
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18056
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if (ringR < 1e-3) continue;
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18057
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+
addRing(y, ringR);
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18058
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+
}
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18059
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+
for (let j = 0; j < LON_COUNT; j++) {
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18060
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+
const theta = j / LON_COUNT * Math.PI;
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18061
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+
for (let i = 0; i < SEG; i++) {
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18062
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+
const phi0 = i / SEG * Math.PI * 2;
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18063
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+
const phi1 = (i + 1) / SEG * Math.PI * 2;
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18064
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v.push(
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18065
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cx + Math.cos(phi0) * Math.sin(theta) * radius,
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18066
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+
cy + Math.sin(phi0) * radius,
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18067
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+
cz + Math.cos(phi0) * Math.cos(theta) * radius,
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18068
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+
r,
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18069
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+
g,
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18070
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+
b,
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18071
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+
cx + Math.cos(phi1) * Math.sin(theta) * radius,
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18072
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+
cy + Math.sin(phi1) * radius,
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18073
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+
cz + Math.cos(phi1) * Math.cos(theta) * radius,
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18074
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+
r,
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18075
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+
g,
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18076
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+
b
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18077
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+
);
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18078
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+
}
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18079
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+
}
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18043
18080
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return new Float32Array(v);
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18044
18081
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}
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18045
18082
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render(pass) {
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