@onerjs/core 8.23.12 → 8.25.0
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/Behaviors/Meshes/index.d.ts +1 -0
- package/Behaviors/Meshes/index.js +1 -0
- package/Behaviors/Meshes/index.js.map +1 -1
- package/Behaviors/Meshes/pointerDragBehavior.d.ts +6 -34
- package/Behaviors/Meshes/pointerDragBehavior.js +0 -12
- package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
- package/Behaviors/Meshes/pointerDragEvents.d.ts +38 -0
- package/Behaviors/Meshes/pointerDragEvents.js +2 -0
- package/Behaviors/Meshes/pointerDragEvents.js.map +1 -0
- package/Buffers/storageBuffer.d.ts +6 -0
- package/Buffers/storageBuffer.js +8 -0
- package/Buffers/storageBuffer.js.map +1 -1
- package/Engines/Extensions/engine.multiRender.d.ts +2 -1
- package/Engines/Extensions/engine.multiRender.js +12 -7
- package/Engines/Extensions/engine.multiRender.js.map +1 -1
- package/Engines/Extensions/engine.multiview.js +5 -5
- package/Engines/Extensions/engine.multiview.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.multiRender.d.ts +2 -1
- package/Engines/WebGPU/Extensions/engine.multiRender.js +12 -7
- package/Engines/WebGPU/Extensions/engine.multiRender.js.map +1 -1
- package/Engines/WebGPU/webgpuDrawContext.d.ts +6 -0
- package/Engines/WebGPU/webgpuDrawContext.js +9 -0
- package/Engines/WebGPU/webgpuDrawContext.js.map +1 -1
- package/Engines/abstractEngine.js +3 -3
- package/Engines/abstractEngine.js.map +1 -1
- package/Engines/engineCapabilities.d.ts +4 -0
- package/Engines/engineCapabilities.js.map +1 -1
- package/Engines/engineFactory.d.ts +4 -1
- package/Engines/engineFactory.js.map +1 -1
- package/Engines/nativeEngine.js +2 -0
- package/Engines/nativeEngine.js.map +1 -1
- package/Engines/nullEngine.js +2 -0
- package/Engines/nullEngine.js.map +1 -1
- package/Engines/thinEngine.js +17 -0
- package/Engines/thinEngine.js.map +1 -1
- package/Engines/webgpuEngine.d.ts +7 -0
- package/Engines/webgpuEngine.js +19 -1
- package/Engines/webgpuEngine.js.map +1 -1
- package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.d.ts +12 -0
- package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js +52 -0
- package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js +0 -3
- package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js.map +1 -1
- package/FrameGraph/Node/nodeRenderGraph.js +7 -2
- package/FrameGraph/Node/nodeRenderGraph.js.map +1 -1
- package/FrameGraph/Tasks/Layers/baseLayerTask.d.ts +4 -0
- package/FrameGraph/Tasks/Layers/baseLayerTask.js +7 -1
- package/FrameGraph/Tasks/Layers/baseLayerTask.js.map +1 -1
- package/FrameGraph/Tasks/Misc/cullObjectsTask.js +11 -2
- package/FrameGraph/Tasks/Misc/cullObjectsTask.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/geometryRendererTask.js +6 -6
- package/FrameGraph/Tasks/Rendering/geometryRendererTask.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/objectRendererTask.d.ts +27 -1
- package/FrameGraph/Tasks/Rendering/objectRendererTask.js +76 -8
- package/FrameGraph/Tasks/Rendering/objectRendererTask.js.map +1 -1
- package/FrameGraph/Tasks/Texture/clearTextureTask.js +2 -1
- package/FrameGraph/Tasks/Texture/clearTextureTask.js.map +1 -1
- package/FrameGraph/frameGraph.js +0 -7
- package/FrameGraph/frameGraph.js.map +1 -1
- package/FrameGraph/frameGraphRenderTarget.js +1 -1
- package/FrameGraph/frameGraphRenderTarget.js.map +1 -1
- package/Gizmos/cameraGizmo.js +2 -2
- package/Gizmos/cameraGizmo.js.map +1 -1
- package/Gizmos/lightGizmo.js +2 -2
- package/Gizmos/lightGizmo.js.map +1 -1
- package/Gizmos/positionGizmo.d.ts +7 -6
- package/Gizmos/positionGizmo.js +3 -9
- package/Gizmos/positionGizmo.js.map +1 -1
- package/Gizmos/rotationGizmo.d.ts +7 -6
- package/Gizmos/rotationGizmo.js +3 -9
- package/Gizmos/rotationGizmo.js.map +1 -1
- package/Gizmos/scaleGizmo.d.ts +7 -6
- package/Gizmos/scaleGizmo.js +3 -9
- package/Gizmos/scaleGizmo.js.map +1 -1
- package/Instrumentation/sceneInstrumentation.d.ts +2 -0
- package/Instrumentation/sceneInstrumentation.js +58 -32
- package/Instrumentation/sceneInstrumentation.js.map +1 -1
- package/Lights/Clustered/clusteredLightContainer.d.ts +102 -0
- package/Lights/Clustered/clusteredLightContainer.js +487 -0
- package/Lights/Clustered/clusteredLightContainer.js.map +1 -0
- package/Lights/Clustered/clusteredLightingSceneComponent.d.ts +34 -0
- package/Lights/Clustered/clusteredLightingSceneComponent.js +47 -0
- package/Lights/Clustered/clusteredLightingSceneComponent.js.map +1 -0
- package/Lights/Clustered/index.d.ts +6 -0
- package/Lights/Clustered/index.js +7 -0
- package/Lights/Clustered/index.js.map +1 -0
- package/Lights/Shadows/cascadedShadowGenerator.js +1 -0
- package/Lights/Shadows/cascadedShadowGenerator.js.map +1 -1
- package/Lights/Shadows/shadowGenerator.js +10 -8
- package/Lights/Shadows/shadowGenerator.js.map +1 -1
- package/Lights/index.d.ts +1 -0
- package/Lights/index.js +1 -0
- package/Lights/index.js.map +1 -1
- package/Lights/light.d.ts +7 -1
- package/Lights/light.js +7 -1
- package/Lights/light.js.map +1 -1
- package/Lights/lightConstants.d.ts +4 -0
- package/Lights/lightConstants.js +4 -0
- package/Lights/lightConstants.js.map +1 -1
- package/Lights/spotLight.d.ts +6 -3
- package/Lights/spotLight.js.map +1 -1
- package/Materials/Node/Blocks/Dual/smartFilterTextureBlock.js +0 -5
- package/Materials/Node/Blocks/Dual/smartFilterTextureBlock.js.map +1 -1
- package/Materials/PBR/pbrBaseMaterial.js +3 -2
- package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
- package/Materials/Textures/renderTargetTexture.d.ts +5 -0
- package/Materials/Textures/renderTargetTexture.js +9 -0
- package/Materials/Textures/renderTargetTexture.js.map +1 -1
- package/Materials/materialHelper.functions.d.ts +2 -1
- package/Materials/materialHelper.functions.js +12 -4
- package/Materials/materialHelper.functions.js.map +1 -1
- package/Materials/standardMaterial.js +4 -3
- package/Materials/standardMaterial.js.map +1 -1
- package/Materials/uniformBuffer.d.ts +7 -4
- package/Materials/uniformBuffer.js +37 -15
- package/Materials/uniformBuffer.js.map +1 -1
- package/Maths/math.vector.d.ts +1 -1
- package/Maths/math.vector.js +2 -2
- package/Maths/math.vector.js.map +1 -1
- package/Meshes/abstractMesh.d.ts +25 -0
- package/Meshes/abstractMesh.hotSpot.js +37 -25
- package/Meshes/abstractMesh.hotSpot.js.map +1 -1
- package/Meshes/abstractMesh.js +4 -0
- package/Meshes/abstractMesh.js.map +1 -1
- package/Meshes/csg2.js +6 -4
- package/Meshes/csg2.js.map +1 -1
- package/Meshes/geometry.js +1 -1
- package/Meshes/geometry.js.map +1 -1
- package/Meshes/instancedMesh.d.ts +1 -0
- package/Meshes/instancedMesh.js +3 -0
- package/Meshes/instancedMesh.js.map +1 -1
- package/Meshes/linesMesh.d.ts +5 -3
- package/Meshes/linesMesh.js +27 -8
- package/Meshes/linesMesh.js.map +1 -1
- package/Meshes/mesh.d.ts +0 -19
- package/Meshes/mesh.js +2 -26
- package/Meshes/mesh.js.map +1 -1
- package/Meshes/mesh.vertexData.d.ts +2 -2
- package/Meshes/mesh.vertexData.js.map +1 -1
- package/Misc/dumpTools.d.ts +1 -1
- package/Misc/dumpTools.js +23 -14
- package/Misc/dumpTools.js.map +1 -1
- package/Misc/fileTools.js +8 -1
- package/Misc/fileTools.js.map +1 -1
- package/Misc/index.d.ts +1 -0
- package/Misc/index.js +1 -0
- package/Misc/index.js.map +1 -1
- package/Misc/khronosTextureContainer2.js +16 -7
- package/Misc/khronosTextureContainer2.js.map +1 -1
- package/Misc/lazy.d.ts +16 -0
- package/Misc/lazy.js +25 -0
- package/Misc/lazy.js.map +1 -0
- package/Misc/screenshotTools.js +1 -1
- package/Misc/screenshotTools.js.map +1 -1
- package/Misc/snapshotRenderingHelper.d.ts +6 -3
- package/Misc/snapshotRenderingHelper.js +37 -6
- package/Misc/snapshotRenderingHelper.js.map +1 -1
- package/Particles/IParticleSystem.d.ts +4 -0
- package/Particles/IParticleSystem.js.map +1 -1
- package/Particles/Node/Blocks/Emitters/createParticleBlock.d.ts +4 -0
- package/Particles/Node/Blocks/Emitters/createParticleBlock.js +17 -3
- package/Particles/Node/Blocks/Emitters/createParticleBlock.js.map +1 -1
- package/Particles/Node/Blocks/Emitters/meshShapeBlock.js +0 -1
- package/Particles/Node/Blocks/Emitters/meshShapeBlock.js.map +1 -1
- package/Particles/Node/Blocks/Update/basicColorUpdateBlock.d.ts +31 -0
- package/Particles/Node/Blocks/Update/basicColorUpdateBlock.js +67 -0
- package/Particles/Node/Blocks/Update/basicColorUpdateBlock.js.map +1 -0
- package/Particles/Node/Blocks/index.d.ts +1 -0
- package/Particles/Node/Blocks/index.js +1 -0
- package/Particles/Node/Blocks/index.js.map +1 -1
- package/Particles/Node/Blocks/particleInputBlock.js +1 -0
- package/Particles/Node/Blocks/particleInputBlock.js.map +1 -1
- package/Particles/Node/Blocks/particleSourceTextureBlock.d.ts +2 -2
- package/Particles/Node/Blocks/particleSourceTextureBlock.js +3 -3
- package/Particles/Node/Blocks/particleSourceTextureBlock.js.map +1 -1
- package/Particles/Node/Blocks/systemBlock.d.ts +3 -0
- package/Particles/Node/Blocks/systemBlock.js +3 -0
- package/Particles/Node/Blocks/systemBlock.js.map +1 -1
- package/Particles/Node/Enums/nodeParticleContextualSources.d.ts +3 -1
- package/Particles/Node/Enums/nodeParticleContextualSources.js +2 -0
- package/Particles/Node/Enums/nodeParticleContextualSources.js.map +1 -1
- package/Particles/Node/nodeParticleBuildState.js +3 -1
- package/Particles/Node/nodeParticleBuildState.js.map +1 -1
- package/Particles/Node/nodeParticleSystemSet.helper.d.ts +2 -1
- package/Particles/Node/nodeParticleSystemSet.helper.js +118 -61
- package/Particles/Node/nodeParticleSystemSet.helper.js.map +1 -1
- package/Particles/Node/nodeParticleSystemSet.js +1 -0
- package/Particles/Node/nodeParticleSystemSet.js.map +1 -1
- package/Particles/particle.d.ts +8 -0
- package/Particles/particle.js +10 -0
- package/Particles/particle.js.map +1 -1
- package/Particles/particleSystem.d.ts +2 -4
- package/Particles/particleSystem.js +2 -4
- package/Particles/particleSystem.js.map +1 -1
- package/Particles/thinParticleSystem.d.ts +6 -0
- package/Particles/thinParticleSystem.function.d.ts +2 -0
- package/Particles/thinParticleSystem.function.js +3 -0
- package/Particles/thinParticleSystem.function.js.map +1 -1
- package/Particles/thinParticleSystem.js +15 -5
- package/Particles/thinParticleSystem.js.map +1 -1
- package/Rendering/objectRenderer.d.ts +33 -3
- package/Rendering/objectRenderer.js +164 -38
- package/Rendering/objectRenderer.js.map +1 -1
- package/Shaders/ShadersInclude/clusteredLightingFunctions.d.ts +5 -0
- package/Shaders/ShadersInclude/clusteredLightingFunctions.js +19 -0
- package/Shaders/ShadersInclude/clusteredLightingFunctions.js.map +1 -0
- package/Shaders/ShadersInclude/helperFunctions.js +6 -1
- package/Shaders/ShadersInclude/helperFunctions.js.map +1 -1
- package/Shaders/ShadersInclude/lightFragment.js +33 -1
- package/Shaders/ShadersInclude/lightFragment.js.map +1 -1
- package/Shaders/ShadersInclude/lightFragmentDeclaration.js +3 -0
- package/Shaders/ShadersInclude/lightFragmentDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/lightUboDeclaration.js +5 -0
- package/Shaders/ShadersInclude/lightUboDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/lightVxUboDeclaration.js +2 -0
- package/Shaders/ShadersInclude/lightVxUboDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/lightsFragmentFunctions.d.ts +1 -0
- package/Shaders/ShadersInclude/lightsFragmentFunctions.js +20 -0
- package/Shaders/ShadersInclude/lightsFragmentFunctions.js.map +1 -1
- package/Shaders/ShadersInclude/pbrBlockPrePass.js +3 -1
- package/Shaders/ShadersInclude/pbrBlockPrePass.js.map +1 -1
- package/Shaders/ShadersInclude/pbrClusteredLightingFunctions.d.ts +7 -0
- package/Shaders/ShadersInclude/pbrClusteredLightingFunctions.js +125 -0
- package/Shaders/ShadersInclude/pbrClusteredLightingFunctions.js.map +1 -0
- package/Shaders/ShadersInclude/pbrFragmentExtraDeclaration.js +3 -0
- package/Shaders/ShadersInclude/pbrFragmentExtraDeclaration.js.map +1 -1
- package/Shaders/default.fragment.js +5 -0
- package/Shaders/default.fragment.js.map +1 -1
- package/Shaders/default.vertex.js +6 -0
- package/Shaders/default.vertex.js.map +1 -1
- package/Shaders/lightProxy.fragment.d.ts +5 -0
- package/Shaders/lightProxy.fragment.js +13 -0
- package/Shaders/lightProxy.fragment.js.map +1 -0
- package/Shaders/lightProxy.vertex.d.ts +8 -0
- package/Shaders/lightProxy.vertex.js +19 -0
- package/Shaders/lightProxy.vertex.js.map +1 -0
- package/Shaders/pbr.fragment.d.ts +1 -0
- package/Shaders/pbr.fragment.js +4 -0
- package/Shaders/pbr.fragment.js.map +1 -1
- package/Shaders/pbr.vertex.js +6 -0
- package/Shaders/pbr.vertex.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/clusteredLightingFunctions.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/clusteredLightingFunctions.js +24 -0
- package/ShadersWGSL/ShadersInclude/clusteredLightingFunctions.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/lightFragment.js +33 -1
- package/ShadersWGSL/ShadersInclude/lightFragment.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/lightUboDeclaration.js +6 -0
- package/ShadersWGSL/ShadersInclude/lightUboDeclaration.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/lightVxUboDeclaration.js +3 -0
- package/ShadersWGSL/ShadersInclude/lightVxUboDeclaration.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/lightsFragmentFunctions.d.ts +1 -0
- package/ShadersWGSL/ShadersInclude/lightsFragmentFunctions.js +22 -1
- package/ShadersWGSL/ShadersInclude/lightsFragmentFunctions.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockPrePass.js +3 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockPrePass.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.d.ts +2 -0
- package/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.js +115 -0
- package/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrFragmentExtraDeclaration.js +3 -0
- package/ShadersWGSL/ShadersInclude/pbrFragmentExtraDeclaration.js.map +1 -1
- package/ShadersWGSL/default.fragment.js +5 -0
- package/ShadersWGSL/default.fragment.js.map +1 -1
- package/ShadersWGSL/default.vertex.js +6 -0
- package/ShadersWGSL/default.vertex.js.map +1 -1
- package/ShadersWGSL/lightProxy.fragment.d.ts +5 -0
- package/ShadersWGSL/lightProxy.fragment.js +13 -0
- package/ShadersWGSL/lightProxy.fragment.js.map +1 -0
- package/ShadersWGSL/lightProxy.vertex.d.ts +7 -0
- package/ShadersWGSL/lightProxy.vertex.js +19 -0
- package/ShadersWGSL/lightProxy.vertex.js.map +1 -0
- package/ShadersWGSL/pbr.vertex.js +6 -0
- package/ShadersWGSL/pbr.vertex.js.map +1 -1
- package/Sprites/spriteManager.d.ts +5 -0
- package/Sprites/spriteManager.js +6 -0
- package/Sprites/spriteManager.js.map +1 -1
- package/Sprites/spriteRenderer.d.ts +5 -2
- package/Sprites/spriteRenderer.js.map +1 -1
- package/States/alphaCullingState.d.ts +3 -1
- package/States/alphaCullingState.js +39 -37
- package/States/alphaCullingState.js.map +1 -1
- package/package.json +1 -1
- package/scene.d.ts +28 -1
- package/scene.js +198 -34
- package/scene.js.map +1 -1
- package/sceneComponent.d.ts +2 -0
- package/sceneComponent.js +2 -0
- package/sceneComponent.js.map +1 -1
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type { Scene, AbstractEngine, FrameGraphTask, Nullable, NodeRenderGraph } from \"core/index\";\r\nimport { FrameGraphPass } from \"./Passes/pass\";\r\nimport { FrameGraphRenderPass } from \"./Passes/renderPass\";\r\nimport { FrameGraphCullPass } from \"./Passes/cullPass\";\r\nimport { FrameGraphRenderContext } from \"./frameGraphRenderContext\";\r\nimport { FrameGraphContext } from \"./frameGraphContext\";\r\nimport { FrameGraphTextureManager } from \"./frameGraphTextureManager\";\r\nimport { Observable } from \"core/Misc/observable\";\r\nimport { _RetryWithInterval } from \"core/Misc/timingTools\";\r\nimport { Logger } from \"core/Misc/logger\";\r\nimport { UniqueIdGenerator } from \"core/Misc/uniqueIdGenerator\";\r\nimport { FindMainObjectRenderer } from \"./frameGraphUtils\";\r\n\r\nimport \"core/Engines/Extensions/engine.multiRender\";\r\nimport \"core/Engines/WebGPU/Extensions/engine.multiRender\";\r\n\r\nenum FrameGraphPassType {\r\n Normal = 0,\r\n Render = 1,\r\n Cull = 2,\r\n}\r\n\r\n/**\r\n * Class used to implement a frame graph\r\n * @experimental\r\n */\r\nexport class FrameGraph {\r\n /**\r\n * Gets the texture manager used by the frame graph\r\n */\r\n public readonly textureManager: FrameGraphTextureManager;\r\n\r\n private readonly _engine: AbstractEngine;\r\n private readonly _scene: Scene;\r\n private readonly _tasks: FrameGraphTask[] = [];\r\n private readonly _passContext: FrameGraphContext;\r\n private readonly _renderContext: FrameGraphRenderContext;\r\n private _currentProcessedTask: FrameGraphTask | null = null;\r\n private _whenReadyAsyncCancel: Nullable<() => void> = null;\r\n\r\n /**\r\n * Name of the frame graph\r\n */\r\n public name = \"Frame Graph\";\r\n\r\n /**\r\n * Gets the unique id of the frame graph\r\n */\r\n public readonly uniqueId = UniqueIdGenerator.UniqueId;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that texture allocation should be optimized (that is, reuse existing textures when possible to limit GPU memory usage) (default: true)\r\n */\r\n public optimizeTextureAllocation = true;\r\n\r\n /**\r\n * Observable raised when the node render graph is built\r\n */\r\n public onBuildObservable = new Observable<FrameGraph>();\r\n\r\n /**\r\n * Gets the engine used by the frame graph\r\n */\r\n public get engine() {\r\n return this._engine;\r\n }\r\n\r\n /**\r\n * Gets the scene used by the frame graph\r\n */\r\n public get scene() {\r\n return this._scene;\r\n }\r\n\r\n /**\r\n * Gets the list of tasks in the frame graph\r\n */\r\n public get tasks() {\r\n return this._tasks;\r\n }\r\n\r\n /**\r\n * Gets the node render graph linked to the frame graph (if any)\r\n * @returns the linked node render graph or null if none\r\n */\r\n public getLinkedNodeRenderGraph(): Nullable<NodeRenderGraph> {\r\n return this._linkedNodeRenderGraph;\r\n }\r\n\r\n /**\r\n * Constructs the frame graph\r\n * @param scene defines the scene the frame graph is associated with\r\n * @param debugTextures defines a boolean indicating that textures created by the frame graph should be visible in the inspector (default is false)\r\n * @param _linkedNodeRenderGraph defines the linked node render graph (if any)\r\n */\r\n constructor(\r\n scene: Scene,\r\n debugTextures = false,\r\n private readonly _linkedNodeRenderGraph: Nullable<NodeRenderGraph> = null\r\n ) {\r\n this._scene = scene;\r\n this._engine = scene.getEngine();\r\n this.textureManager = new FrameGraphTextureManager(this._engine, debugTextures, scene);\r\n this._passContext = new FrameGraphContext(this._engine, this.textureManager, scene);\r\n this._renderContext = new FrameGraphRenderContext(this._engine, this.textureManager, scene);\r\n\r\n this._scene.addFrameGraph(this);\r\n }\r\n\r\n /**\r\n * Gets the class name of the frame graph\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"FrameGraph\";\r\n }\r\n\r\n /**\r\n * Gets a task by name\r\n * @param name Name of the task to get\r\n * @returns The task or undefined if not found\r\n */\r\n public getTaskByName<T extends FrameGraphTask>(name: string): T | undefined {\r\n return this._tasks.find((t) => t.name === name) as T;\r\n }\r\n\r\n /**\r\n * Gets all tasks of a specific type\r\n * @param taskType Type of the task(s) to get\r\n * @returns The list of tasks of the specified type\r\n */\r\n public getTasksByType<T extends FrameGraphTask>(taskType: new (...args: any[]) => T): T[] {\r\n return this._tasks.filter((t) => t instanceof taskType) as T[];\r\n }\r\n\r\n /**\r\n * Adds a task to the frame graph\r\n * @param task Task to add\r\n */\r\n public addTask(task: FrameGraphTask): void {\r\n if (this._currentProcessedTask !== null) {\r\n throw new Error(`FrameGraph.addTask: Can't add the task \"${task.name}\" while another task is currently building (task: ${this._currentProcessedTask.name}).`);\r\n }\r\n\r\n this._tasks.push(task);\r\n }\r\n\r\n /**\r\n * Adds a pass to a task. This method can only be called during a Task.record execution.\r\n * @param name The name of the pass\r\n * @param whenTaskDisabled If true, the pass will be added to the list of passes to execute when the task is disabled (default is false)\r\n * @returns The render pass created\r\n */\r\n public addPass(name: string, whenTaskDisabled = false): FrameGraphPass<FrameGraphContext> {\r\n return this._addPass(name, FrameGraphPassType.Normal, whenTaskDisabled) as FrameGraphPass<FrameGraphContext>;\r\n }\r\n\r\n /**\r\n * Adds a render pass to a task. This method can only be called during a Task.record execution.\r\n * @param name The name of the pass\r\n * @param whenTaskDisabled If true, the pass will be added to the list of passes to execute when the task is disabled (default is false)\r\n * @returns The render pass created\r\n */\r\n public addRenderPass(name: string, whenTaskDisabled = false): FrameGraphRenderPass {\r\n return this._addPass(name, FrameGraphPassType.Render, whenTaskDisabled) as FrameGraphRenderPass;\r\n }\r\n\r\n /**\r\n * Adds a cull pass to a task. This method can only be called during a Task.record execution.\r\n * @param name The name of the pass\r\n * @param whenTaskDisabled If true, the pass will be added to the list of passes to execute when the task is disabled (default is false)\r\n * @returns The cull pass created\r\n */\r\n public addCullPass(name: string, whenTaskDisabled = false): FrameGraphCullPass {\r\n return this._addPass(name, FrameGraphPassType.Cull, whenTaskDisabled) as FrameGraphCullPass;\r\n }\r\n\r\n private _addPass(name: string, passType: FrameGraphPassType, whenTaskDisabled = false): FrameGraphPass<FrameGraphContext> | FrameGraphRenderPass {\r\n if (!this._currentProcessedTask) {\r\n throw new Error(\"FrameGraph: A pass must be created during a Task.record execution only.\");\r\n }\r\n\r\n let pass: FrameGraphPass<FrameGraphContext> | FrameGraphRenderPass;\r\n\r\n switch (passType) {\r\n case FrameGraphPassType.Render:\r\n pass = new FrameGraphRenderPass(name, this._currentProcessedTask, this._renderContext, this._engine);\r\n break;\r\n case FrameGraphPassType.Cull:\r\n pass = new FrameGraphCullPass(name, this._currentProcessedTask, this._passContext, this._engine);\r\n break;\r\n default:\r\n pass = new FrameGraphPass(name, this._currentProcessedTask, this._passContext);\r\n break;\r\n }\r\n\r\n this._currentProcessedTask._addPass(pass, whenTaskDisabled);\r\n\r\n return pass;\r\n }\r\n\r\n /**\r\n * Builds the frame graph.\r\n * This method should be called after all tasks have been added to the frame graph (FrameGraph.addTask) and before the graph is executed (FrameGraph.execute).\r\n */\r\n public build(): void {\r\n this.textureManager._releaseTextures(false);\r\n\r\n try {\r\n for (const task of this._tasks) {\r\n task._reset();\r\n\r\n this._currentProcessedTask = task;\r\n this.textureManager._isRecordingTask = true;\r\n\r\n task.record();\r\n\r\n this.textureManager._isRecordingTask = false;\r\n this._currentProcessedTask = null;\r\n }\r\n\r\n // The user expects bouding boxes to render for the main object renderer\r\n // It also lets the \"show bounding box\" option in the inspector work\r\n const mainObjectRenderer = FindMainObjectRenderer(this);\r\n if (mainObjectRenderer) {\r\n mainObjectRenderer.objectRenderer.enableBoundingBoxRendering = true;\r\n }\r\n\r\n this.textureManager._allocateTextures(this.optimizeTextureAllocation ? this._tasks : undefined);\r\n\r\n for (const task of this._tasks) {\r\n task._checkTask();\r\n }\r\n\r\n for (const task of this._tasks) {\r\n task.onTexturesAllocatedObservable.notifyObservers(this._renderContext);\r\n }\r\n\r\n this.onBuildObservable.notifyObservers(this);\r\n } catch (e) {\r\n this._tasks.length = 0;\r\n this._currentProcessedTask = null;\r\n this.textureManager._isRecordingTask = false;\r\n throw e;\r\n }\r\n }\r\n\r\n /**\r\n * Returns a promise that resolves when the frame graph is ready to be executed\r\n * This method must be called after the graph has been built (FrameGraph.build called)!\r\n * @param timeStep Time step in ms between retries (default is 16)\r\n * @param maxTimeout Maximum time in ms to wait for the graph to be ready (default is 30000)\r\n * @returns The promise that resolves when the graph is ready\r\n */\r\n public async whenReadyAsync(timeStep = 16, maxTimeout = 30000): Promise<void> {\r\n let firstNotReadyTask: FrameGraphTask | null = null;\r\n return await new Promise((resolve) => {\r\n this._whenReadyAsyncCancel = _RetryWithInterval(\r\n () => {\r\n let ready = this._renderContext._isReady();\r\n for (const task of this._tasks) {\r\n const taskIsReady = task.isReady();\r\n if (!taskIsReady && !firstNotReadyTask) {\r\n firstNotReadyTask = task;\r\n }\r\n ready &&= taskIsReady;\r\n }\r\n return ready;\r\n },\r\n () => {\r\n this._whenReadyAsyncCancel = null;\r\n resolve();\r\n },\r\n (err, isTimeout) => {\r\n this._whenReadyAsyncCancel = null;\r\n if (!isTimeout) {\r\n Logger.Error(\"FrameGraph: An unexpected error occurred while waiting for the frame graph to be ready.\");\r\n if (err) {\r\n Logger.Error(err);\r\n if (err.stack) {\r\n Logger.Error(err.stack);\r\n }\r\n }\r\n } else {\r\n Logger.Error(\r\n `FrameGraph: Timeout while waiting for the frame graph to be ready.${firstNotReadyTask ? ` First task not ready: ${firstNotReadyTask.name}` : \"\"}`\r\n );\r\n if (err) {\r\n Logger.Error(err);\r\n }\r\n }\r\n },\r\n timeStep,\r\n maxTimeout\r\n );\r\n });\r\n }\r\n\r\n /**\r\n * Executes the frame graph.\r\n */\r\n public execute(): void {\r\n this._renderContext.bindRenderTarget();\r\n\r\n this.textureManager._updateHistoryTextures();\r\n\r\n for (const task of this._tasks) {\r\n const passes = task._getPasses();\r\n\r\n for (const pass of passes) {\r\n pass._execute();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Clears the frame graph (remove the tasks and release the textures).\r\n * The frame graph can be built again after this method is called.\r\n */\r\n public clear(): void {\r\n this._whenReadyAsyncCancel?.();\r\n this._whenReadyAsyncCancel = null;\r\n\r\n for (const task of this._tasks) {\r\n task._reset();\r\n }\r\n\r\n this._tasks.length = 0;\r\n this.textureManager._releaseTextures();\r\n this._currentProcessedTask = null;\r\n }\r\n\r\n /**\r\n * Disposes the frame graph\r\n */\r\n public dispose(): void {\r\n this._whenReadyAsyncCancel?.();\r\n this._whenReadyAsyncCancel = null;\r\n this.clear();\r\n this.textureManager._dispose();\r\n this._renderContext._dispose();\r\n\r\n this._scene.removeFrameGraph(this);\r\n }\r\n}\r\n"]}
|
|
1
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+
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type { Scene, AbstractEngine, FrameGraphTask, Nullable, NodeRenderGraph } from \"core/index\";\r\nimport { FrameGraphPass } from \"./Passes/pass\";\r\nimport { FrameGraphRenderPass } from \"./Passes/renderPass\";\r\nimport { FrameGraphCullPass } from \"./Passes/cullPass\";\r\nimport { FrameGraphRenderContext } from \"./frameGraphRenderContext\";\r\nimport { FrameGraphContext } from \"./frameGraphContext\";\r\nimport { FrameGraphTextureManager } from \"./frameGraphTextureManager\";\r\nimport { Observable } from \"core/Misc/observable\";\r\nimport { _RetryWithInterval } from \"core/Misc/timingTools\";\r\nimport { Logger } from \"core/Misc/logger\";\r\nimport { UniqueIdGenerator } from \"core/Misc/uniqueIdGenerator\";\r\n\r\nimport \"core/Engines/Extensions/engine.multiRender\";\r\nimport \"core/Engines/WebGPU/Extensions/engine.multiRender\";\r\n\r\nenum FrameGraphPassType {\r\n Normal = 0,\r\n Render = 1,\r\n Cull = 2,\r\n}\r\n\r\n/**\r\n * Class used to implement a frame graph\r\n * @experimental\r\n */\r\nexport class FrameGraph {\r\n /**\r\n * Gets the texture manager used by the frame graph\r\n */\r\n public readonly textureManager: FrameGraphTextureManager;\r\n\r\n private readonly _engine: AbstractEngine;\r\n private readonly _scene: Scene;\r\n private readonly _tasks: FrameGraphTask[] = [];\r\n private readonly _passContext: FrameGraphContext;\r\n private readonly _renderContext: FrameGraphRenderContext;\r\n private _currentProcessedTask: FrameGraphTask | null = null;\r\n private _whenReadyAsyncCancel: Nullable<() => void> = null;\r\n\r\n /**\r\n * Name of the frame graph\r\n */\r\n public name = \"Frame Graph\";\r\n\r\n /**\r\n * Gets the unique id of the frame graph\r\n */\r\n public readonly uniqueId = UniqueIdGenerator.UniqueId;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that texture allocation should be optimized (that is, reuse existing textures when possible to limit GPU memory usage) (default: true)\r\n */\r\n public optimizeTextureAllocation = true;\r\n\r\n /**\r\n * Observable raised when the node render graph is built\r\n */\r\n public onBuildObservable = new Observable<FrameGraph>();\r\n\r\n /**\r\n * Gets the engine used by the frame graph\r\n */\r\n public get engine() {\r\n return this._engine;\r\n }\r\n\r\n /**\r\n * Gets the scene used by the frame graph\r\n */\r\n public get scene() {\r\n return this._scene;\r\n }\r\n\r\n /**\r\n * Gets the list of tasks in the frame graph\r\n */\r\n public get tasks() {\r\n return this._tasks;\r\n }\r\n\r\n /**\r\n * Gets the node render graph linked to the frame graph (if any)\r\n * @returns the linked node render graph or null if none\r\n */\r\n public getLinkedNodeRenderGraph(): Nullable<NodeRenderGraph> {\r\n return this._linkedNodeRenderGraph;\r\n }\r\n\r\n /**\r\n * Constructs the frame graph\r\n * @param scene defines the scene the frame graph is associated with\r\n * @param debugTextures defines a boolean indicating that textures created by the frame graph should be visible in the inspector (default is false)\r\n * @param _linkedNodeRenderGraph defines the linked node render graph (if any)\r\n */\r\n constructor(\r\n scene: Scene,\r\n debugTextures = false,\r\n private readonly _linkedNodeRenderGraph: Nullable<NodeRenderGraph> = null\r\n ) {\r\n this._scene = scene;\r\n this._engine = scene.getEngine();\r\n this.textureManager = new FrameGraphTextureManager(this._engine, debugTextures, scene);\r\n this._passContext = new FrameGraphContext(this._engine, this.textureManager, scene);\r\n this._renderContext = new FrameGraphRenderContext(this._engine, this.textureManager, scene);\r\n\r\n this._scene.addFrameGraph(this);\r\n }\r\n\r\n /**\r\n * Gets the class name of the frame graph\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"FrameGraph\";\r\n }\r\n\r\n /**\r\n * Gets a task by name\r\n * @param name Name of the task to get\r\n * @returns The task or undefined if not found\r\n */\r\n public getTaskByName<T extends FrameGraphTask>(name: string): T | undefined {\r\n return this._tasks.find((t) => t.name === name) as T;\r\n }\r\n\r\n /**\r\n * Gets all tasks of a specific type\r\n * @param taskType Type of the task(s) to get\r\n * @returns The list of tasks of the specified type\r\n */\r\n public getTasksByType<T extends FrameGraphTask>(taskType: new (...args: any[]) => T): T[] {\r\n return this._tasks.filter((t) => t instanceof taskType) as T[];\r\n }\r\n\r\n /**\r\n * Adds a task to the frame graph\r\n * @param task Task to add\r\n */\r\n public addTask(task: FrameGraphTask): void {\r\n if (this._currentProcessedTask !== null) {\r\n throw new Error(`FrameGraph.addTask: Can't add the task \"${task.name}\" while another task is currently building (task: ${this._currentProcessedTask.name}).`);\r\n }\r\n\r\n this._tasks.push(task);\r\n }\r\n\r\n /**\r\n * Adds a pass to a task. This method can only be called during a Task.record execution.\r\n * @param name The name of the pass\r\n * @param whenTaskDisabled If true, the pass will be added to the list of passes to execute when the task is disabled (default is false)\r\n * @returns The render pass created\r\n */\r\n public addPass(name: string, whenTaskDisabled = false): FrameGraphPass<FrameGraphContext> {\r\n return this._addPass(name, FrameGraphPassType.Normal, whenTaskDisabled) as FrameGraphPass<FrameGraphContext>;\r\n }\r\n\r\n /**\r\n * Adds a render pass to a task. This method can only be called during a Task.record execution.\r\n * @param name The name of the pass\r\n * @param whenTaskDisabled If true, the pass will be added to the list of passes to execute when the task is disabled (default is false)\r\n * @returns The render pass created\r\n */\r\n public addRenderPass(name: string, whenTaskDisabled = false): FrameGraphRenderPass {\r\n return this._addPass(name, FrameGraphPassType.Render, whenTaskDisabled) as FrameGraphRenderPass;\r\n }\r\n\r\n /**\r\n * Adds a cull pass to a task. This method can only be called during a Task.record execution.\r\n * @param name The name of the pass\r\n * @param whenTaskDisabled If true, the pass will be added to the list of passes to execute when the task is disabled (default is false)\r\n * @returns The cull pass created\r\n */\r\n public addCullPass(name: string, whenTaskDisabled = false): FrameGraphCullPass {\r\n return this._addPass(name, FrameGraphPassType.Cull, whenTaskDisabled) as FrameGraphCullPass;\r\n }\r\n\r\n private _addPass(name: string, passType: FrameGraphPassType, whenTaskDisabled = false): FrameGraphPass<FrameGraphContext> | FrameGraphRenderPass {\r\n if (!this._currentProcessedTask) {\r\n throw new Error(\"FrameGraph: A pass must be created during a Task.record execution only.\");\r\n }\r\n\r\n let pass: FrameGraphPass<FrameGraphContext> | FrameGraphRenderPass;\r\n\r\n switch (passType) {\r\n case FrameGraphPassType.Render:\r\n pass = new FrameGraphRenderPass(name, this._currentProcessedTask, this._renderContext, this._engine);\r\n break;\r\n case FrameGraphPassType.Cull:\r\n pass = new FrameGraphCullPass(name, this._currentProcessedTask, this._passContext, this._engine);\r\n break;\r\n default:\r\n pass = new FrameGraphPass(name, this._currentProcessedTask, this._passContext);\r\n break;\r\n }\r\n\r\n this._currentProcessedTask._addPass(pass, whenTaskDisabled);\r\n\r\n return pass;\r\n }\r\n\r\n /**\r\n * Builds the frame graph.\r\n * This method should be called after all tasks have been added to the frame graph (FrameGraph.addTask) and before the graph is executed (FrameGraph.execute).\r\n */\r\n public build(): void {\r\n this.textureManager._releaseTextures(false);\r\n\r\n try {\r\n for (const task of this._tasks) {\r\n task._reset();\r\n\r\n this._currentProcessedTask = task;\r\n this.textureManager._isRecordingTask = true;\r\n\r\n task.record();\r\n\r\n this.textureManager._isRecordingTask = false;\r\n this._currentProcessedTask = null;\r\n }\r\n\r\n this.textureManager._allocateTextures(this.optimizeTextureAllocation ? this._tasks : undefined);\r\n\r\n for (const task of this._tasks) {\r\n task._checkTask();\r\n }\r\n\r\n for (const task of this._tasks) {\r\n task.onTexturesAllocatedObservable.notifyObservers(this._renderContext);\r\n }\r\n\r\n this.onBuildObservable.notifyObservers(this);\r\n } catch (e) {\r\n this._tasks.length = 0;\r\n this._currentProcessedTask = null;\r\n this.textureManager._isRecordingTask = false;\r\n throw e;\r\n }\r\n }\r\n\r\n /**\r\n * Returns a promise that resolves when the frame graph is ready to be executed\r\n * This method must be called after the graph has been built (FrameGraph.build called)!\r\n * @param timeStep Time step in ms between retries (default is 16)\r\n * @param maxTimeout Maximum time in ms to wait for the graph to be ready (default is 30000)\r\n * @returns The promise that resolves when the graph is ready\r\n */\r\n public async whenReadyAsync(timeStep = 16, maxTimeout = 30000): Promise<void> {\r\n let firstNotReadyTask: FrameGraphTask | null = null;\r\n return await new Promise((resolve) => {\r\n this._whenReadyAsyncCancel = _RetryWithInterval(\r\n () => {\r\n let ready = this._renderContext._isReady();\r\n for (const task of this._tasks) {\r\n const taskIsReady = task.isReady();\r\n if (!taskIsReady && !firstNotReadyTask) {\r\n firstNotReadyTask = task;\r\n }\r\n ready &&= taskIsReady;\r\n }\r\n return ready;\r\n },\r\n () => {\r\n this._whenReadyAsyncCancel = null;\r\n resolve();\r\n },\r\n (err, isTimeout) => {\r\n this._whenReadyAsyncCancel = null;\r\n if (!isTimeout) {\r\n Logger.Error(\"FrameGraph: An unexpected error occurred while waiting for the frame graph to be ready.\");\r\n if (err) {\r\n Logger.Error(err);\r\n if (err.stack) {\r\n Logger.Error(err.stack);\r\n }\r\n }\r\n } else {\r\n Logger.Error(\r\n `FrameGraph: Timeout while waiting for the frame graph to be ready.${firstNotReadyTask ? ` First task not ready: ${firstNotReadyTask.name}` : \"\"}`\r\n );\r\n if (err) {\r\n Logger.Error(err);\r\n }\r\n }\r\n },\r\n timeStep,\r\n maxTimeout\r\n );\r\n });\r\n }\r\n\r\n /**\r\n * Executes the frame graph.\r\n */\r\n public execute(): void {\r\n this._renderContext.bindRenderTarget();\r\n\r\n this.textureManager._updateHistoryTextures();\r\n\r\n for (const task of this._tasks) {\r\n const passes = task._getPasses();\r\n\r\n for (const pass of passes) {\r\n pass._execute();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Clears the frame graph (remove the tasks and release the textures).\r\n * The frame graph can be built again after this method is called.\r\n */\r\n public clear(): void {\r\n this._whenReadyAsyncCancel?.();\r\n this._whenReadyAsyncCancel = null;\r\n\r\n for (const task of this._tasks) {\r\n task._reset();\r\n }\r\n\r\n this._tasks.length = 0;\r\n this.textureManager._releaseTextures();\r\n this._currentProcessedTask = null;\r\n }\r\n\r\n /**\r\n * Disposes the frame graph\r\n */\r\n public dispose(): void {\r\n this._whenReadyAsyncCancel?.();\r\n this._whenReadyAsyncCancel = null;\r\n this.clear();\r\n this.textureManager._dispose();\r\n this._renderContext._dispose();\r\n\r\n this._scene.removeFrameGraph(this);\r\n }\r\n}\r\n"]}
|
|
@@ -17,7 +17,7 @@ export class FrameGraphRenderTarget {
|
|
|
17
17
|
if (!this._renderTargetWrapper) {
|
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18
18
|
const engine = this._textureManager.engine;
|
|
19
19
|
// _renderTargets and _renderTargetDepth cannot both be undefined
|
|
20
|
-
const textureHandle = this._renderTargets === undefined ? this._renderTargetDepth : this._renderTargets[0];
|
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20
|
+
const textureHandle = this._renderTargets === undefined || this._renderTargets.length === 0 ? this._renderTargetDepth : this._renderTargets[0];
|
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21
21
|
if (this._textureManager.isBackbuffer(textureHandle)) {
|
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22
22
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this._isBackBuffer = true;
|
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23
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return undefined;
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@@ -1 +1 @@
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1
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-
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|
|
1
|
+
{"version":3,"file":"frameGraphRenderTarget.js","sourceRoot":"","sources":["../../../../dev/core/src/FrameGraph/frameGraphRenderTarget.ts"],"names":[],"mappings":"AAEA;;;GAGG;AACH,MAAM,OAAO,sBAAsB;IAS/B,YACI,IAAY,EACZ,cAAwC,EACxC,aAAmE,EACnE,iBAA2C;QARrC,kBAAa,GAAG,KAAK,CAAC;QAU5B,IAAI,CAAC,IAAI,GAAG,IAAI,CAAC;QACjB,IAAI,CAAC,eAAe,GAAG,cAAc,CAAC;QACtC,IAAI,CAAC,cAAc,GAAG,aAAa,KAAK,SAAS,CAAC,CAAC,CAAC,SAAS,CAAC,CAAC,CAAC,KAAK,CAAC,OAAO,CAAC,aAAa,CAAC,CAAC,CAAC,CAAC,aAAa,CAAC,CAAC,CAAC,CAAC,aAAa,CAAC,CAAC;QAC/H,IAAI,CAAC,kBAAkB,GAAG,iBAAiB,CAAC;IAChD,CAAC;IAED,IAAW,mBAAmB;QAC1B,IAAI,IAAI,CAAC,aAAa,EAAE,CAAC;YACrB,OAAO,SAAS,CAAC;QACrB,CAAC;QAED,IAAI,CAAC,IAAI,CAAC,oBAAoB,EAAE,CAAC;YAC7B,MAAM,MAAM,GAAG,IAAI,CAAC,eAAe,CAAC,MAAM,CAAC;YAE3C,iEAAiE;YACjE,MAAM,aAAa,GAAG,IAAI,CAAC,cAAc,KAAK,SAAS,IAAI,IAAI,CAAC,cAAc,CAAC,MAAM,KAAK,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,kBAAmB,CAAC,CAAC,CAAC,IAAI,CAAC,cAAc,CAAC,CAAC,CAAC,CAAC;YAEhJ,IAAI,IAAI,CAAC,eAAe,CAAC,YAAY,CAAC,aAAa,CAAC,EAAE,CAAC;gBACnD,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC;gBAC1B,OAAO,SAAS,CAAC;YACrB,CAAC;YAED,MAAM,kBAAkB,GAAG,IAAI,CAAC,eAAe,CAAC,qBAAqB,CAAC,aAAa,CAAC,CAAC;YAErF,MAAM,yBAAyB,GAA8B;gBACzD,YAAY,EAAE,IAAI,CAAC,cAAc,EAAE,MAAM,IAAI,CAAC;gBAC9C,mBAAmB,EAAE,KAAK;gBAC1B,KAAK,EAAE,IAAI,CAAC,IAAI;gBAChB,OAAO,EAAE,kBAAkB,CAAC,OAAO,CAAC,OAAO,IAAI,CAAC;gBAChD,kBAAkB,EAAE,IAAI;aAC3B,CAAC;YAEF,IAAI,CAAC,oBAAoB,GAAG,MAAM,CAAC,0BAA0B,CAAC,kBAAkB,CAAC,IAAI,EAAE,yBAAyB,EAAE,IAAI,CAAC,CAAC;YAExH,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,yBAAyB,CAAC,YAAa,EAAE,CAAC,EAAE,EAAE,CAAC;gBAC/D,MAAM,MAAM,GAAG,IAAI,CAAC,cAAe,CAAC,CAAC,CAAC,CAAC;gBACvC,MAAM,OAAO,GAAG,IAAI,CAAC,eAAe,CAAC,oBAAoB,CAAC,MAAM,CAAC,CAAC;gBAElE,IAAI,CAAC,OAAO,EAAE,CAAC;oBACX,MAAM,IAAI,KAAK,CACX,0FAA0F,MAAM,WAAW,IAAI,CAAC,IAAI,YAAY,CAAC,oBAAoB,IAAI,CAAC,cAAc,EAAE,CAC7K,CAAC;gBACN,CAAC;gBAED,IAAI,CAAC,oBAAoB,CAAC,UAAU,CAAC,OAAO,EAAE,CAAC,EAAE,KAAK,CAAC,CAAC;YAC5D,CAAC;YAED,IAAI,IAAI,CAAC,kBAAkB,KAAK,SAAS,EAAE,CAAC;gBACxC,IAAI,CAAC,oBAAoB,CAAC,sBAAsB,CAAC,IAAI,CAAC,eAAe,CAAC,oBAAoB,CAAC,IAAI,CAAC,kBAAkB,CAAC,EAAE,KAAK,CAAC,CAAC;YAChI,CAAC;QACL,CAAC;QAED,OAAO,IAAI,CAAC,oBAAoB,CAAC;IACrC,CAAC;IAEM,MAAM,CAAC,KAA6B;QACvC,MAAM,GAAG,GAAG,IAAI,CAAC,cAAc,CAAC;QAChC,MAAM,GAAG,GAAG,KAAK,CAAC,cAAc,CAAC;QAEjC,IAAI,GAAG,KAAK,SAAS,IAAI,GAAG,KAAK,SAAS,EAAE,CAAC;YACzC,IAAI,GAAG,CAAC,MAAM,KAAK,GAAG,CAAC,MAAM,EAAE,CAAC;gBAC5B,OAAO,KAAK,CAAC;YACjB,CAAC;YAED,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,GAAG,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;gBAClC,IAAI,GAAG,CAAC,CAAC,CAAC,KAAK,GAAG,CAAC,CAAC,CAAC,EAAE,CAAC;oBACpB,OAAO,KAAK,CAAC;gBACjB,CAAC;YACL,CAAC;QACL,CAAC;aAAM,IAAI,CAAC,GAAG,KAAK,SAAS,IAAI,GAAG,KAAK,SAAS,CAAC,IAAI,CAAC,GAAG,KAAK,SAAS,IAAI,GAAG,KAAK,SAAS,CAAC,EAAE,CAAC;YAC9F,OAAO,KAAK,CAAC;QACjB,CAAC;QAED,OAAO,IAAI,CAAC,kBAAkB,KAAK,KAAK,CAAC,kBAAkB,CAAC;IAChE,CAAC;CACJ","sourcesContent":["import type { FrameGraphTextureHandle, FrameGraphTextureManager, IMultiRenderTargetOptions, RenderTargetWrapper } from \"core/index\";\r\n\r\n/**\r\n * @internal\r\n * @experimental\r\n */\r\nexport class FrameGraphRenderTarget {\r\n protected readonly _textureManager: FrameGraphTextureManager;\r\n protected readonly _renderTargets: FrameGraphTextureHandle[] | undefined;\r\n protected readonly _renderTargetDepth: FrameGraphTextureHandle | undefined;\r\n protected _renderTargetWrapper: RenderTargetWrapper | undefined;\r\n protected _isBackBuffer = false;\r\n\r\n public readonly name: string;\r\n\r\n constructor(\r\n name: string,\r\n textureManager: FrameGraphTextureManager,\r\n renderTargets?: FrameGraphTextureHandle | FrameGraphTextureHandle[],\r\n renderTargetDepth?: FrameGraphTextureHandle\r\n ) {\r\n this.name = name;\r\n this._textureManager = textureManager;\r\n this._renderTargets = renderTargets === undefined ? undefined : Array.isArray(renderTargets) ? renderTargets : [renderTargets];\r\n this._renderTargetDepth = renderTargetDepth;\r\n }\r\n\r\n public get renderTargetWrapper() {\r\n if (this._isBackBuffer) {\r\n return undefined;\r\n }\r\n\r\n if (!this._renderTargetWrapper) {\r\n const engine = this._textureManager.engine;\r\n\r\n // _renderTargets and _renderTargetDepth cannot both be undefined\r\n const textureHandle = this._renderTargets === undefined || this._renderTargets.length === 0 ? this._renderTargetDepth! : this._renderTargets[0];\r\n\r\n if (this._textureManager.isBackbuffer(textureHandle)) {\r\n this._isBackBuffer = true;\r\n return undefined;\r\n }\r\n\r\n const textureDescription = this._textureManager.getTextureDescription(textureHandle);\r\n\r\n const creationOptionsForTexture: IMultiRenderTargetOptions = {\r\n textureCount: this._renderTargets?.length ?? 0,\r\n generateDepthBuffer: false,\r\n label: this.name,\r\n samples: textureDescription.options.samples ?? 1,\r\n dontCreateTextures: true,\r\n };\r\n\r\n this._renderTargetWrapper = engine.createMultipleRenderTarget(textureDescription.size, creationOptionsForTexture, true);\r\n\r\n for (let i = 0; i < creationOptionsForTexture.textureCount!; i++) {\r\n const handle = this._renderTargets![i];\r\n const texture = this._textureManager.getTextureFromHandle(handle);\r\n\r\n if (!texture) {\r\n throw new Error(\r\n `FrameGraphRenderTarget.renderTargetWrapper: Failed to get texture from handle. handle: ${handle}, name: ${this.name}, index: ${i}, renderTargets: ${this._renderTargets}`\r\n );\r\n }\r\n\r\n this._renderTargetWrapper.setTexture(texture, i, false);\r\n }\r\n\r\n if (this._renderTargetDepth !== undefined) {\r\n this._renderTargetWrapper.setDepthStencilTexture(this._textureManager.getTextureFromHandle(this._renderTargetDepth), false);\r\n }\r\n }\r\n\r\n return this._renderTargetWrapper;\r\n }\r\n\r\n public equals(other: FrameGraphRenderTarget): boolean {\r\n const src = this._renderTargets;\r\n const dst = other._renderTargets;\r\n\r\n if (src !== undefined && dst !== undefined) {\r\n if (src.length !== dst.length) {\r\n return false;\r\n }\r\n\r\n for (let i = 0; i < src.length; i++) {\r\n if (src[i] !== dst[i]) {\r\n return false;\r\n }\r\n }\r\n } else if ((src === undefined && dst !== undefined) || (src !== undefined && dst === undefined)) {\r\n return false;\r\n }\r\n\r\n return this._renderTargetDepth === other._renderTargetDepth;\r\n }\r\n}\r\n"]}
|
package/Gizmos/cameraGizmo.js
CHANGED
|
@@ -38,10 +38,10 @@ export class CameraGizmo extends Gizmo {
|
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38
38
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return;
|
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39
39
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}
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40
40
|
this._isHovered = !!(pointerInfo.pickInfo && this._rootMesh.getChildMeshes().indexOf(pointerInfo.pickInfo.pickedMesh) != -1);
|
|
41
|
-
if (this._isHovered && pointerInfo.event.button === 0) {
|
|
41
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+
if (this._isHovered && pointerInfo.type === PointerEventTypes.POINTERDOWN && pointerInfo.event.button === 0) {
|
|
42
42
|
this.onClickedObservable.notifyObservers(this._camera);
|
|
43
43
|
}
|
|
44
|
-
}
|
|
44
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+
});
|
|
45
45
|
}
|
|
46
46
|
/** Gets or sets a boolean indicating if frustum lines must be rendered (true by default)) */
|
|
47
47
|
get displayFrustum() {
|
|
@@ -1 +1 @@
|
|
|
1
|
-
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type { Nullable } from \"../types\";\r\nimport { Vector3 } from \"../Maths/math.vector\";\r\nimport { Color3, Color4 } from \"../Maths/math.color\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport type { IGizmo } from \"./gizmo\";\r\nimport { Gizmo } from \"./gizmo\";\r\nimport { UtilityLayerRenderer } from \"../Rendering/utilityLayerRenderer\";\r\nimport { StandardMaterial } from \"../Materials/standardMaterial\";\r\nimport type { Scene } from \"../scene\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport { CreateBox } from \"../Meshes/Builders/boxBuilder\";\r\nimport { CreateCylinder } from \"../Meshes/Builders/cylinderBuilder\";\r\nimport { Matrix } from \"../Maths/math\";\r\nimport { CreateLines } from \"../Meshes/Builders/linesBuilder\";\r\nimport type { PointerInfo } from \"../Events/pointerEvents\";\r\nimport { PointerEventTypes } from \"../Events/pointerEvents\";\r\nimport type { Observer } from \"../Misc/observable\";\r\nimport { Observable } from \"../Misc/observable\";\r\n\r\n/**\r\n * Interface for camera gizmo\r\n */\r\nexport interface ICameraGizmo extends IGizmo {\r\n /** Event that fires each time the gizmo is clicked */\r\n onClickedObservable: Observable<Camera>;\r\n /** A boolean indicating if frustum lines must be rendered */\r\n displayFrustum: boolean;\r\n /** The camera that the gizmo is attached to */\r\n camera: Nullable<Camera>;\r\n /** The material used to render the camera gizmo */\r\n readonly material: StandardMaterial;\r\n}\r\n\r\n/**\r\n * Gizmo that enables viewing a camera\r\n */\r\nexport class CameraGizmo extends Gizmo implements ICameraGizmo {\r\n protected _cameraMesh: Mesh;\r\n protected _cameraLinesMesh: Mesh;\r\n protected _material: StandardMaterial;\r\n protected _pointerObserver: Nullable<Observer<PointerInfo>> = null;\r\n private _frustumLinesColor?: Color3;\r\n\r\n /**\r\n * Event that fires each time the gizmo is clicked\r\n */\r\n public onClickedObservable = new Observable<Camera>();\r\n\r\n /**\r\n * Creates a CameraGizmo\r\n * @param gizmoLayer The utility layer the gizmo will be added to\r\n * @param gizmoColor Camera mesh color. Default is Gray\r\n * @param frustumLinesColor Frustum lines color. Default is White\r\n */\r\n constructor(gizmoLayer: UtilityLayerRenderer = UtilityLayerRenderer.DefaultUtilityLayer, gizmoColor?: Color3, frustumLinesColor?: Color3) {\r\n super(gizmoLayer);\r\n\r\n this._material = new StandardMaterial(\"cameraGizmoMaterial\", this.gizmoLayer.utilityLayerScene);\r\n this._frustumLinesColor = frustumLinesColor;\r\n\r\n this._material.diffuseColor = gizmoColor ?? new Color3(0.5, 0.5, 0.5);\r\n this._material.specularColor = new Color3(0.1, 0.1, 0.1);\r\n\r\n this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add((pointerInfo) => {\r\n if (!this._camera) {\r\n return;\r\n }\r\n\r\n this._isHovered = !!(pointerInfo.pickInfo && this._rootMesh.getChildMeshes().indexOf(<Mesh>pointerInfo.pickInfo.pickedMesh) != -1);\r\n if (this._isHovered && pointerInfo.event.button === 0) {\r\n this.onClickedObservable.notifyObservers(this._camera);\r\n }\r\n }, PointerEventTypes.POINTERDOWN);\r\n }\r\n protected _camera: Nullable<Camera> = null;\r\n\r\n /** Gets or sets a boolean indicating if frustum lines must be rendered (true by default)) */\r\n public get displayFrustum() {\r\n return this._cameraLinesMesh.isEnabled();\r\n }\r\n public set displayFrustum(value) {\r\n this._cameraLinesMesh.setEnabled(value);\r\n }\r\n\r\n /**\r\n * The camera that the gizmo is attached to\r\n */\r\n public set camera(camera: Nullable<Camera>) {\r\n this._camera = camera;\r\n this.attachedNode = camera;\r\n if (camera) {\r\n // Create the mesh for the given camera\r\n if (!this._customMeshSet) {\r\n if (this._cameraMesh) {\r\n this._cameraMesh.dispose();\r\n }\r\n this._cameraMesh = CameraGizmo._CreateCameraMesh(this.gizmoLayer.utilityLayerScene);\r\n\r\n const childMeshes = this._cameraMesh.getChildMeshes(false);\r\n for (const m of childMeshes) {\r\n m.material = this._material;\r\n }\r\n this._cameraMesh.parent = this._rootMesh;\r\n }\r\n\r\n if (this._cameraLinesMesh) {\r\n this._cameraLinesMesh.dispose();\r\n }\r\n const linesColor = this._frustumLinesColor?.toColor4(1) ?? new Color4(1, 1, 1, 1);\r\n this._cameraLinesMesh = CameraGizmo._CreateCameraFrustum(this.gizmoLayer.utilityLayerScene, linesColor);\r\n this._cameraLinesMesh.parent = this._rootMesh;\r\n\r\n if (\r\n this.gizmoLayer.utilityLayerScene.activeCamera &&\r\n this.gizmoLayer.utilityLayerScene.activeCamera != camera &&\r\n this.gizmoLayer.utilityLayerScene.activeCamera.maxZ < camera.maxZ\r\n ) {\r\n this.gizmoLayer.utilityLayerScene.activeCamera.maxZ = camera.maxZ;\r\n }\r\n\r\n if (!this.attachedNode!.reservedDataStore) {\r\n this.attachedNode!.reservedDataStore = {};\r\n }\r\n this.attachedNode!.reservedDataStore.cameraGizmo = this;\r\n\r\n // Add lighting to the camera gizmo\r\n const gizmoLight = this.gizmoLayer._getSharedGizmoLight();\r\n gizmoLight.includedOnlyMeshes = gizmoLight.includedOnlyMeshes.concat(this._cameraMesh.getChildMeshes(false));\r\n\r\n this._update();\r\n }\r\n }\r\n\r\n public get camera() {\r\n return this._camera;\r\n }\r\n\r\n /**\r\n * Gets the material used to render the camera gizmo\r\n */\r\n public get material() {\r\n return this._material;\r\n }\r\n /**\r\n * @internal\r\n * Updates the gizmo to match the attached mesh's position/rotation\r\n */\r\n\r\n protected override _update() {\r\n super._update();\r\n if (!this._camera) {\r\n return;\r\n }\r\n\r\n // frustum matrix\r\n this._camera.getProjectionMatrix().invertToRef(this._invProjection);\r\n this._cameraLinesMesh.setPivotMatrix(this._invProjection, false);\r\n\r\n this._cameraLinesMesh.scaling.x = 1 / this._rootMesh.scaling.x;\r\n this._cameraLinesMesh.scaling.y = 1 / this._rootMesh.scaling.y;\r\n this._cameraLinesMesh.scaling.z = 1 / this._rootMesh.scaling.z;\r\n\r\n // take care of coordinate system in camera scene to properly display the mesh with the good Y axis orientation in this scene\r\n this._cameraMesh.parent = null;\r\n this._cameraMesh.rotation.y = Math.PI * 0.5 * (this._camera.getScene().useRightHandedSystem ? 1 : -1);\r\n this._cameraMesh.parent = this._rootMesh;\r\n }\r\n\r\n // Static helper methods\r\n private static _Scale = 0.05;\r\n private _invProjection = new Matrix();\r\n\r\n /**\r\n * Disposes and replaces the current camera mesh in the gizmo with the specified mesh\r\n * @param mesh The mesh to replace the default mesh of the camera gizmo\r\n */\r\n public override setCustomMesh(mesh: Mesh) {\r\n if (mesh.getScene() != this.gizmoLayer.utilityLayerScene) {\r\n // eslint-disable-next-line no-throw-literal\r\n throw \"When setting a custom mesh on a gizmo, the custom meshes scene must be the same as the gizmos (eg. gizmo.gizmoLayer.utilityLayerScene)\";\r\n }\r\n if (this._cameraMesh) {\r\n this._cameraMesh.dispose();\r\n }\r\n this._cameraMesh = mesh;\r\n this._cameraMesh.parent = this._rootMesh;\r\n this._customMeshSet = true;\r\n }\r\n\r\n /**\r\n * Disposes of the camera gizmo\r\n */\r\n public override dispose() {\r\n this.onClickedObservable.clear();\r\n this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);\r\n if (this._cameraMesh) {\r\n this._cameraMesh.dispose();\r\n }\r\n if (this._cameraLinesMesh) {\r\n this._cameraLinesMesh.dispose();\r\n }\r\n this._material.dispose();\r\n super.dispose();\r\n }\r\n\r\n private static _CreateCameraMesh(scene: Scene) {\r\n const root = new Mesh(\"rootCameraGizmo\", scene);\r\n\r\n const mesh = new Mesh(root.name, scene);\r\n mesh.parent = root;\r\n\r\n const box = CreateBox(root.name, { width: 1.0, height: 0.8, depth: 0.5 }, scene);\r\n box.parent = mesh;\r\n\r\n const cyl1 = CreateCylinder(root.name, { height: 0.5, diameterTop: 0.8, diameterBottom: 0.8 }, scene);\r\n cyl1.parent = mesh;\r\n cyl1.position.y = 0.3;\r\n cyl1.position.x = -0.6;\r\n cyl1.rotation.x = Math.PI * 0.5;\r\n\r\n const cyl2 = CreateCylinder(root.name, { height: 0.5, diameterTop: 0.6, diameterBottom: 0.6 }, scene);\r\n cyl2.parent = mesh;\r\n cyl2.position.y = 0.5;\r\n cyl2.position.x = 0.4;\r\n cyl2.rotation.x = Math.PI * 0.5;\r\n\r\n const cyl3 = CreateCylinder(root.name, { height: 0.5, diameterTop: 0.5, diameterBottom: 0.5 }, scene);\r\n cyl3.parent = mesh;\r\n cyl3.position.y = 0.0;\r\n cyl3.position.x = 0.6;\r\n cyl3.rotation.z = Math.PI * 0.5;\r\n\r\n root.scaling.scaleInPlace(CameraGizmo._Scale);\r\n mesh.position.x = -0.9;\r\n\r\n return root;\r\n }\r\n\r\n private static _CreateCameraFrustum(scene: Scene, linesColor: Color4) {\r\n const root = new Mesh(\"rootCameraGizmo\", scene);\r\n const mesh = new Mesh(root.name, scene);\r\n mesh.parent = root;\r\n\r\n for (let y = 0; y < 4; y += 2) {\r\n for (let x = 0; x < 4; x += 2) {\r\n let line = CreateLines(\"lines\", { points: [new Vector3(-1 + x, -1 + y, -1), new Vector3(-1 + x, -1 + y, 1)], colors: [linesColor, linesColor] }, scene);\r\n line.parent = mesh;\r\n line.alwaysSelectAsActiveMesh = true;\r\n line.isPickable = false;\r\n line = CreateLines(\"lines\", { points: [new Vector3(-1, -1 + x, -1 + y), new Vector3(1, -1 + x, -1 + y)], colors: [linesColor, linesColor] }, scene);\r\n line.parent = mesh;\r\n line.alwaysSelectAsActiveMesh = true;\r\n line.isPickable = false;\r\n line = CreateLines(\"lines\", { points: [new Vector3(-1 + x, -1, -1 + y), new Vector3(-1 + x, 1, -1 + y)], colors: [linesColor, linesColor] }, scene);\r\n line.parent = mesh;\r\n line.alwaysSelectAsActiveMesh = true;\r\n line.isPickable = false;\r\n }\r\n }\r\n\r\n return root;\r\n }\r\n}\r\n"]}
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1
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+
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type { Nullable } from \"../types\";\r\nimport { Vector3 } from \"../Maths/math.vector\";\r\nimport { Color3, Color4 } from \"../Maths/math.color\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport type { IGizmo } from \"./gizmo\";\r\nimport { Gizmo } from \"./gizmo\";\r\nimport { UtilityLayerRenderer } from \"../Rendering/utilityLayerRenderer\";\r\nimport { StandardMaterial } from \"../Materials/standardMaterial\";\r\nimport type { Scene } from \"../scene\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport { CreateBox } from \"../Meshes/Builders/boxBuilder\";\r\nimport { CreateCylinder } from \"../Meshes/Builders/cylinderBuilder\";\r\nimport { Matrix } from \"../Maths/math\";\r\nimport { CreateLines } from \"../Meshes/Builders/linesBuilder\";\r\nimport type { PointerInfo } from \"../Events/pointerEvents\";\r\nimport { PointerEventTypes } from \"../Events/pointerEvents\";\r\nimport type { Observer } from \"../Misc/observable\";\r\nimport { Observable } from \"../Misc/observable\";\r\n\r\n/**\r\n * Interface for camera gizmo\r\n */\r\nexport interface ICameraGizmo extends IGizmo {\r\n /** Event that fires each time the gizmo is clicked */\r\n onClickedObservable: Observable<Camera>;\r\n /** A boolean indicating if frustum lines must be rendered */\r\n displayFrustum: boolean;\r\n /** The camera that the gizmo is attached to */\r\n camera: Nullable<Camera>;\r\n /** The material used to render the camera gizmo */\r\n readonly material: StandardMaterial;\r\n}\r\n\r\n/**\r\n * Gizmo that enables viewing a camera\r\n */\r\nexport class CameraGizmo extends Gizmo implements ICameraGizmo {\r\n protected _cameraMesh: Mesh;\r\n protected _cameraLinesMesh: Mesh;\r\n protected _material: StandardMaterial;\r\n protected _pointerObserver: Nullable<Observer<PointerInfo>> = null;\r\n private _frustumLinesColor?: Color3;\r\n\r\n /**\r\n * Event that fires each time the gizmo is clicked\r\n */\r\n public onClickedObservable = new Observable<Camera>();\r\n\r\n /**\r\n * Creates a CameraGizmo\r\n * @param gizmoLayer The utility layer the gizmo will be added to\r\n * @param gizmoColor Camera mesh color. Default is Gray\r\n * @param frustumLinesColor Frustum lines color. Default is White\r\n */\r\n constructor(gizmoLayer: UtilityLayerRenderer = UtilityLayerRenderer.DefaultUtilityLayer, gizmoColor?: Color3, frustumLinesColor?: Color3) {\r\n super(gizmoLayer);\r\n\r\n this._material = new StandardMaterial(\"cameraGizmoMaterial\", this.gizmoLayer.utilityLayerScene);\r\n this._frustumLinesColor = frustumLinesColor;\r\n\r\n this._material.diffuseColor = gizmoColor ?? new Color3(0.5, 0.5, 0.5);\r\n this._material.specularColor = new Color3(0.1, 0.1, 0.1);\r\n\r\n this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add((pointerInfo) => {\r\n if (!this._camera) {\r\n return;\r\n }\r\n\r\n this._isHovered = !!(pointerInfo.pickInfo && this._rootMesh.getChildMeshes().indexOf(<Mesh>pointerInfo.pickInfo.pickedMesh) != -1);\r\n if (this._isHovered && pointerInfo.type === PointerEventTypes.POINTERDOWN && pointerInfo.event.button === 0) {\r\n this.onClickedObservable.notifyObservers(this._camera);\r\n }\r\n });\r\n }\r\n protected _camera: Nullable<Camera> = null;\r\n\r\n /** Gets or sets a boolean indicating if frustum lines must be rendered (true by default)) */\r\n public get displayFrustum() {\r\n return this._cameraLinesMesh.isEnabled();\r\n }\r\n public set displayFrustum(value) {\r\n this._cameraLinesMesh.setEnabled(value);\r\n }\r\n\r\n /**\r\n * The camera that the gizmo is attached to\r\n */\r\n public set camera(camera: Nullable<Camera>) {\r\n this._camera = camera;\r\n this.attachedNode = camera;\r\n if (camera) {\r\n // Create the mesh for the given camera\r\n if (!this._customMeshSet) {\r\n if (this._cameraMesh) {\r\n this._cameraMesh.dispose();\r\n }\r\n this._cameraMesh = CameraGizmo._CreateCameraMesh(this.gizmoLayer.utilityLayerScene);\r\n\r\n const childMeshes = this._cameraMesh.getChildMeshes(false);\r\n for (const m of childMeshes) {\r\n m.material = this._material;\r\n }\r\n this._cameraMesh.parent = this._rootMesh;\r\n }\r\n\r\n if (this._cameraLinesMesh) {\r\n this._cameraLinesMesh.dispose();\r\n }\r\n const linesColor = this._frustumLinesColor?.toColor4(1) ?? new Color4(1, 1, 1, 1);\r\n this._cameraLinesMesh = CameraGizmo._CreateCameraFrustum(this.gizmoLayer.utilityLayerScene, linesColor);\r\n this._cameraLinesMesh.parent = this._rootMesh;\r\n\r\n if (\r\n this.gizmoLayer.utilityLayerScene.activeCamera &&\r\n this.gizmoLayer.utilityLayerScene.activeCamera != camera &&\r\n this.gizmoLayer.utilityLayerScene.activeCamera.maxZ < camera.maxZ\r\n ) {\r\n this.gizmoLayer.utilityLayerScene.activeCamera.maxZ = camera.maxZ;\r\n }\r\n\r\n if (!this.attachedNode!.reservedDataStore) {\r\n this.attachedNode!.reservedDataStore = {};\r\n }\r\n this.attachedNode!.reservedDataStore.cameraGizmo = this;\r\n\r\n // Add lighting to the camera gizmo\r\n const gizmoLight = this.gizmoLayer._getSharedGizmoLight();\r\n gizmoLight.includedOnlyMeshes = gizmoLight.includedOnlyMeshes.concat(this._cameraMesh.getChildMeshes(false));\r\n\r\n this._update();\r\n }\r\n }\r\n\r\n public get camera() {\r\n return this._camera;\r\n }\r\n\r\n /**\r\n * Gets the material used to render the camera gizmo\r\n */\r\n public get material() {\r\n return this._material;\r\n }\r\n /**\r\n * @internal\r\n * Updates the gizmo to match the attached mesh's position/rotation\r\n */\r\n\r\n protected override _update() {\r\n super._update();\r\n if (!this._camera) {\r\n return;\r\n }\r\n\r\n // frustum matrix\r\n this._camera.getProjectionMatrix().invertToRef(this._invProjection);\r\n this._cameraLinesMesh.setPivotMatrix(this._invProjection, false);\r\n\r\n this._cameraLinesMesh.scaling.x = 1 / this._rootMesh.scaling.x;\r\n this._cameraLinesMesh.scaling.y = 1 / this._rootMesh.scaling.y;\r\n this._cameraLinesMesh.scaling.z = 1 / this._rootMesh.scaling.z;\r\n\r\n // take care of coordinate system in camera scene to properly display the mesh with the good Y axis orientation in this scene\r\n this._cameraMesh.parent = null;\r\n this._cameraMesh.rotation.y = Math.PI * 0.5 * (this._camera.getScene().useRightHandedSystem ? 1 : -1);\r\n this._cameraMesh.parent = this._rootMesh;\r\n }\r\n\r\n // Static helper methods\r\n private static _Scale = 0.05;\r\n private _invProjection = new Matrix();\r\n\r\n /**\r\n * Disposes and replaces the current camera mesh in the gizmo with the specified mesh\r\n * @param mesh The mesh to replace the default mesh of the camera gizmo\r\n */\r\n public override setCustomMesh(mesh: Mesh) {\r\n if (mesh.getScene() != this.gizmoLayer.utilityLayerScene) {\r\n // eslint-disable-next-line no-throw-literal\r\n throw \"When setting a custom mesh on a gizmo, the custom meshes scene must be the same as the gizmos (eg. gizmo.gizmoLayer.utilityLayerScene)\";\r\n }\r\n if (this._cameraMesh) {\r\n this._cameraMesh.dispose();\r\n }\r\n this._cameraMesh = mesh;\r\n this._cameraMesh.parent = this._rootMesh;\r\n this._customMeshSet = true;\r\n }\r\n\r\n /**\r\n * Disposes of the camera gizmo\r\n */\r\n public override dispose() {\r\n this.onClickedObservable.clear();\r\n this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);\r\n if (this._cameraMesh) {\r\n this._cameraMesh.dispose();\r\n }\r\n if (this._cameraLinesMesh) {\r\n this._cameraLinesMesh.dispose();\r\n }\r\n this._material.dispose();\r\n super.dispose();\r\n }\r\n\r\n private static _CreateCameraMesh(scene: Scene) {\r\n const root = new Mesh(\"rootCameraGizmo\", scene);\r\n\r\n const mesh = new Mesh(root.name, scene);\r\n mesh.parent = root;\r\n\r\n const box = CreateBox(root.name, { width: 1.0, height: 0.8, depth: 0.5 }, scene);\r\n box.parent = mesh;\r\n\r\n const cyl1 = CreateCylinder(root.name, { height: 0.5, diameterTop: 0.8, diameterBottom: 0.8 }, scene);\r\n cyl1.parent = mesh;\r\n cyl1.position.y = 0.3;\r\n cyl1.position.x = -0.6;\r\n cyl1.rotation.x = Math.PI * 0.5;\r\n\r\n const cyl2 = CreateCylinder(root.name, { height: 0.5, diameterTop: 0.6, diameterBottom: 0.6 }, scene);\r\n cyl2.parent = mesh;\r\n cyl2.position.y = 0.5;\r\n cyl2.position.x = 0.4;\r\n cyl2.rotation.x = Math.PI * 0.5;\r\n\r\n const cyl3 = CreateCylinder(root.name, { height: 0.5, diameterTop: 0.5, diameterBottom: 0.5 }, scene);\r\n cyl3.parent = mesh;\r\n cyl3.position.y = 0.0;\r\n cyl3.position.x = 0.6;\r\n cyl3.rotation.z = Math.PI * 0.5;\r\n\r\n root.scaling.scaleInPlace(CameraGizmo._Scale);\r\n mesh.position.x = -0.9;\r\n\r\n return root;\r\n }\r\n\r\n private static _CreateCameraFrustum(scene: Scene, linesColor: Color4) {\r\n const root = new Mesh(\"rootCameraGizmo\", scene);\r\n const mesh = new Mesh(root.name, scene);\r\n mesh.parent = root;\r\n\r\n for (let y = 0; y < 4; y += 2) {\r\n for (let x = 0; x < 4; x += 2) {\r\n let line = CreateLines(\"lines\", { points: [new Vector3(-1 + x, -1 + y, -1), new Vector3(-1 + x, -1 + y, 1)], colors: [linesColor, linesColor] }, scene);\r\n line.parent = mesh;\r\n line.alwaysSelectAsActiveMesh = true;\r\n line.isPickable = false;\r\n line = CreateLines(\"lines\", { points: [new Vector3(-1, -1 + x, -1 + y), new Vector3(1, -1 + x, -1 + y)], colors: [linesColor, linesColor] }, scene);\r\n line.parent = mesh;\r\n line.alwaysSelectAsActiveMesh = true;\r\n line.isPickable = false;\r\n line = CreateLines(\"lines\", { points: [new Vector3(-1 + x, -1, -1 + y), new Vector3(-1 + x, 1, -1 + y)], colors: [linesColor, linesColor] }, scene);\r\n line.parent = mesh;\r\n line.alwaysSelectAsActiveMesh = true;\r\n line.isPickable = false;\r\n }\r\n }\r\n\r\n return root;\r\n }\r\n}\r\n"]}
|
package/Gizmos/lightGizmo.js
CHANGED
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@@ -43,10 +43,10 @@ export class LightGizmo extends Gizmo {
|
|
|
43
43
|
return;
|
|
44
44
|
}
|
|
45
45
|
this._isHovered = !!(pointerInfo.pickInfo && this._rootMesh.getChildMeshes().indexOf(pointerInfo.pickInfo.pickedMesh) != -1);
|
|
46
|
-
if (this._isHovered && pointerInfo.event.button === 0) {
|
|
46
|
+
if (this._isHovered && pointerInfo.type === PointerEventTypes.POINTERDOWN && pointerInfo.event.button === 0) {
|
|
47
47
|
this.onClickedObservable.notifyObservers(this._light);
|
|
48
48
|
}
|
|
49
|
-
}
|
|
49
|
+
});
|
|
50
50
|
}
|
|
51
51
|
/**
|
|
52
52
|
* Override attachedNode because lightgizmo only support attached mesh
|
package/Gizmos/lightGizmo.js.map
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
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type { Nullable } from \"../types\";\r\nimport { Vector3, Quaternion, TmpVectors } from \"../Maths/math.vector\";\r\nimport { Color3 } from \"../Maths/math.color\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport type { IGizmo } from \"./gizmo\";\r\nimport { Gizmo } from \"./gizmo\";\r\nimport { UtilityLayerRenderer } from \"../Rendering/utilityLayerRenderer\";\r\nimport type { Node } from \"../node\";\r\nimport { StandardMaterial } from \"../Materials/standardMaterial\";\r\nimport type { Light } from \"../Lights/light\";\r\nimport type { Scene } from \"../scene\";\r\nimport { HemisphericLight } from \"../Lights/hemisphericLight\";\r\nimport { DirectionalLight } from \"../Lights/directionalLight\";\r\nimport { CreateSphere } from \"../Meshes/Builders/sphereBuilder\";\r\nimport { CreateHemisphere } from \"../Meshes/Builders/hemisphereBuilder\";\r\nimport { SpotLight } from \"../Lights/spotLight\";\r\nimport { TransformNode } from \"../Meshes/transformNode\";\r\nimport type { PointerInfo } from \"../Events/pointerEvents\";\r\nimport { PointerEventTypes } from \"../Events/pointerEvents\";\r\nimport type { Observer } from \"../Misc/observable\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { CreateCylinder } from \"../Meshes/Builders/cylinderBuilder\";\r\nimport { Logger } from \"core/Misc/logger\";\r\n\r\n/**\r\n * Interface for light gizmo\r\n */\r\nexport interface ILightGizmo extends IGizmo {\r\n /** Event that fires each time the gizmo is clicked */\r\n onClickedObservable: Observable<Light>;\r\n /** The light that the gizmo is attached to */\r\n light: Nullable<Light>;\r\n /** The material used to render the light gizmo */\r\n readonly material: StandardMaterial;\r\n}\r\n\r\n/**\r\n * Gizmo that enables viewing a light\r\n */\r\nexport class LightGizmo extends Gizmo implements ILightGizmo {\r\n protected _lightMesh: Mesh;\r\n protected _material: StandardMaterial;\r\n protected _cachedPosition = new Vector3();\r\n protected _cachedForward = new Vector3(0, 0, 1);\r\n protected _attachedMeshParent: TransformNode;\r\n protected _pointerObserver: Nullable<Observer<PointerInfo>> = null;\r\n\r\n /**\r\n * Event that fires each time the gizmo is clicked\r\n */\r\n public onClickedObservable = new Observable<Light>();\r\n\r\n /**\r\n * Creates a LightGizmo\r\n * @param gizmoLayer The utility layer the gizmo will be added to\r\n */\r\n constructor(gizmoLayer: UtilityLayerRenderer = UtilityLayerRenderer.DefaultUtilityLayer) {\r\n super(gizmoLayer);\r\n this.attachedMesh = new Mesh(\"\", this.gizmoLayer.utilityLayerScene);\r\n this._attachedMeshParent = new TransformNode(\"parent\", this.gizmoLayer.utilityLayerScene);\r\n\r\n this.attachedMesh.parent = this._attachedMeshParent;\r\n this._material = new StandardMaterial(\"light\", this.gizmoLayer.utilityLayerScene);\r\n this._material.diffuseColor = new Color3(0.5, 0.5, 0.5);\r\n this._material.specularColor = new Color3(0.1, 0.1, 0.1);\r\n\r\n this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add((pointerInfo) => {\r\n if (!this._light) {\r\n return;\r\n }\r\n\r\n this._isHovered = !!(pointerInfo.pickInfo && this._rootMesh.getChildMeshes().indexOf(<Mesh>pointerInfo.pickInfo.pickedMesh) != -1);\r\n if (this._isHovered && pointerInfo.event.button === 0) {\r\n this.onClickedObservable.notifyObservers(this._light);\r\n }\r\n }, PointerEventTypes.POINTERDOWN);\r\n }\r\n protected _light: Nullable<Light> = null;\r\n\r\n /**\r\n * Override attachedNode because lightgizmo only support attached mesh\r\n * It will return the attached mesh (if any) and setting an attached node will log\r\n * a warning\r\n */\r\n public override get attachedNode() {\r\n return this.attachedMesh;\r\n }\r\n public override set attachedNode(value: Nullable<Node>) {\r\n Logger.Warn(\"Nodes cannot be attached to LightGizmo. Attach to a mesh instead.\");\r\n }\r\n\r\n /**\r\n * The light that the gizmo is attached to\r\n */\r\n public set light(light: Nullable<Light>) {\r\n this._light = light;\r\n if (light) {\r\n // Create the mesh for the given light type\r\n if (this._lightMesh) {\r\n this._lightMesh.dispose();\r\n }\r\n\r\n if (light instanceof HemisphericLight) {\r\n this._lightMesh = LightGizmo._CreateHemisphericLightMesh(this.gizmoLayer.utilityLayerScene);\r\n } else if (light instanceof DirectionalLight) {\r\n this._lightMesh = LightGizmo._CreateDirectionalLightMesh(this.gizmoLayer.utilityLayerScene);\r\n } else if (light instanceof SpotLight) {\r\n this._lightMesh = LightGizmo._CreateSpotLightMesh(this.gizmoLayer.utilityLayerScene);\r\n } else {\r\n this._lightMesh = LightGizmo._CreatePointLightMesh(this.gizmoLayer.utilityLayerScene);\r\n }\r\n const children = this._lightMesh.getChildMeshes(false);\r\n for (const m of children) {\r\n m.material = this._material;\r\n }\r\n this._lightMesh.parent = this._rootMesh;\r\n\r\n // Add lighting to the light gizmo\r\n const gizmoLight = this.gizmoLayer._getSharedGizmoLight();\r\n gizmoLight.includedOnlyMeshes = gizmoLight.includedOnlyMeshes.concat(this._lightMesh.getChildMeshes(false));\r\n\r\n this._lightMesh.rotationQuaternion = new Quaternion();\r\n\r\n if (!this.attachedMesh!.reservedDataStore) {\r\n this.attachedMesh!.reservedDataStore = {};\r\n }\r\n this.attachedMesh!.reservedDataStore.lightGizmo = this;\r\n\r\n if (light.parent) {\r\n this._attachedMeshParent.freezeWorldMatrix(light.parent.getWorldMatrix());\r\n }\r\n\r\n // Get update position and direction if the light has it\r\n if ((light as any).position) {\r\n this.attachedMesh!.position.copyFrom((light as any).position);\r\n this.attachedMesh!.computeWorldMatrix(true);\r\n this._cachedPosition.copyFrom(this.attachedMesh!.position);\r\n }\r\n if ((light as any).direction) {\r\n this.attachedMesh!.setDirection((light as any).direction);\r\n this.attachedMesh!.computeWorldMatrix(true);\r\n const forward = this._getMeshForward();\r\n this._cachedForward.copyFrom(forward);\r\n }\r\n\r\n this._update();\r\n }\r\n }\r\n public get light() {\r\n return this._light;\r\n }\r\n\r\n /**\r\n * Gets the material used to render the light gizmo\r\n */\r\n public get material() {\r\n return this._material;\r\n }\r\n\r\n /**\r\n * @internal\r\n * returns mesh forward\r\n */\r\n protected _getMeshForward(): Vector3 {\r\n let forward = this.attachedMesh!.forward;\r\n if (this.attachedMesh!.getScene().useRightHandedSystem) {\r\n forward.negateToRef(TmpVectors.Vector3[0]);\r\n forward = TmpVectors.Vector3[0];\r\n }\r\n return forward;\r\n }\r\n\r\n /**\r\n * @internal\r\n * Updates the gizmo to match the attached mesh's position/rotation\r\n */\r\n protected override _update() {\r\n super._update();\r\n if (!this._light) {\r\n return;\r\n }\r\n\r\n if (this._light.parent) {\r\n this._attachedMeshParent.freezeWorldMatrix(this._light.parent.getWorldMatrix());\r\n }\r\n\r\n // For light position and direction, a dirty flag is set to true in the setter\r\n // It means setting values individually or copying values will not call setter and\r\n // dirty flag will not be set to true. Hence creating a new Vector3.\r\n if ((this._light as any).position) {\r\n // If the gizmo is moved update the light otherwise update the gizmo to match the light\r\n if (!this.attachedMesh!.position.equals(this._cachedPosition)) {\r\n // update light to match gizmo\r\n const position = this.attachedMesh!.position;\r\n (this._light as any).position = new Vector3(position.x, position.y, position.z);\r\n this._cachedPosition.copyFrom(this.attachedMesh!.position);\r\n } else {\r\n // update gizmo to match light\r\n this.attachedMesh!.position.copyFrom((this._light as any).position);\r\n this.attachedMesh!.computeWorldMatrix(true);\r\n this._cachedPosition.copyFrom(this.attachedMesh!.position);\r\n }\r\n }\r\n if ((this._light as any).direction) {\r\n // If the gizmo is moved update the light otherwise update the gizmo to match the light\r\n const forward = this._getMeshForward();\r\n if (Vector3.DistanceSquared(forward, this._cachedForward) > 0.0001) {\r\n // update light to match gizmo\r\n const direction = forward;\r\n (this._light as any).direction = new Vector3(direction.x, direction.y, direction.z);\r\n this._cachedForward.copyFrom(forward);\r\n } else if (Vector3.DistanceSquared(forward, (this._light as any).direction) > 0.0001) {\r\n // update gizmo to match light\r\n this.attachedMesh!.setDirection((this._light as any).direction);\r\n this.attachedMesh!.computeWorldMatrix(true);\r\n this._cachedForward.copyFrom(forward);\r\n }\r\n }\r\n }\r\n\r\n // Static helper methods\r\n private static _Scale = 0.007;\r\n\r\n /**\r\n * Creates the lines for a light mesh\r\n * @param levels\r\n * @param scene\r\n * @returns the light lines mesh\r\n */\r\n private static _CreateLightLines = (levels: number, scene: Scene) => {\r\n const distFromSphere = 1.2;\r\n\r\n const root = new Mesh(\"root\", scene);\r\n root.rotation.x = Math.PI / 2;\r\n\r\n // Create the top line, this will be cloned for all other lines\r\n const linePivot = new Mesh(\"linePivot\", scene);\r\n linePivot.parent = root;\r\n const line = CreateCylinder(\r\n \"line\",\r\n {\r\n updatable: false,\r\n height: 2,\r\n diameterTop: 0.2,\r\n diameterBottom: 0.3,\r\n tessellation: 6,\r\n subdivisions: 1,\r\n },\r\n scene\r\n );\r\n line.position.y = line.scaling.y / 2 + distFromSphere;\r\n line.parent = linePivot;\r\n\r\n if (levels < 2) {\r\n return linePivot;\r\n }\r\n for (let i = 0; i < 4; i++) {\r\n const l = linePivot.clone(\"lineParentClone\");\r\n l.rotation.z = Math.PI / 4;\r\n l.rotation.y = Math.PI / 2 + (Math.PI / 2) * i;\r\n\r\n l.getChildMeshes()[0].scaling.y = 0.5;\r\n l.getChildMeshes()[0].scaling.x = l.getChildMeshes()[0].scaling.z = 0.8;\r\n l.getChildMeshes()[0].position.y = l.getChildMeshes()[0].scaling.y / 2 + distFromSphere;\r\n }\r\n\r\n if (levels < 3) {\r\n return root;\r\n }\r\n for (let i = 0; i < 4; i++) {\r\n const l = linePivot.clone(\"linePivotClone\");\r\n l.rotation.z = Math.PI / 2;\r\n l.rotation.y = (Math.PI / 2) * i;\r\n }\r\n\r\n if (levels < 4) {\r\n return root;\r\n }\r\n for (let i = 0; i < 4; i++) {\r\n const l = linePivot.clone(\"linePivotClone\");\r\n l.rotation.z = Math.PI + Math.PI / 4;\r\n l.rotation.y = Math.PI / 2 + (Math.PI / 2) * i;\r\n\r\n l.getChildMeshes()[0].scaling.y = 0.5;\r\n l.getChildMeshes()[0].scaling.x = l.getChildMeshes()[0].scaling.z = 0.8;\r\n l.getChildMeshes()[0].position.y = l.getChildMeshes()[0].scaling.y / 2 + distFromSphere;\r\n }\r\n\r\n if (levels < 5) {\r\n return root;\r\n }\r\n const l = linePivot.clone(\"linePivotClone\");\r\n l.rotation.z = Math.PI;\r\n\r\n return root;\r\n };\r\n\r\n /**\r\n * Disposes of the light gizmo\r\n */\r\n public override dispose() {\r\n this.onClickedObservable.clear();\r\n this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);\r\n this._material.dispose();\r\n super.dispose();\r\n this._attachedMeshParent.dispose();\r\n }\r\n\r\n private static _CreateHemisphericLightMesh(scene: Scene) {\r\n const root = new Mesh(\"hemisphereLight\", scene);\r\n const hemisphere = CreateHemisphere(root.name, { segments: 10, diameter: 1 }, scene);\r\n hemisphere.position.z = -0.15;\r\n hemisphere.rotation.x = Math.PI / 2;\r\n hemisphere.parent = root;\r\n\r\n const lines = this._CreateLightLines(3, scene);\r\n lines.parent = root;\r\n\r\n root.scaling.scaleInPlace(LightGizmo._Scale);\r\n root.rotation.x = Math.PI / 2;\r\n\r\n return root;\r\n }\r\n\r\n private static _CreatePointLightMesh(scene: Scene) {\r\n const root = new Mesh(\"pointLight\", scene);\r\n const sphere = CreateSphere(root.name, { segments: 10, diameter: 1 }, scene);\r\n sphere.rotation.x = Math.PI / 2;\r\n sphere.parent = root;\r\n\r\n const lines = this._CreateLightLines(5, scene);\r\n lines.parent = root;\r\n root.scaling.scaleInPlace(LightGizmo._Scale);\r\n root.rotation.x = Math.PI / 2;\r\n\r\n return root;\r\n }\r\n\r\n private static _CreateSpotLightMesh(scene: Scene) {\r\n const root = new Mesh(\"spotLight\", scene);\r\n const sphere = CreateSphere(root.name, { segments: 10, diameter: 1 }, scene);\r\n sphere.parent = root;\r\n\r\n const hemisphere = CreateHemisphere(root.name, { segments: 10, diameter: 2 }, scene);\r\n hemisphere.parent = root;\r\n hemisphere.rotation.x = -Math.PI / 2;\r\n\r\n const lines = this._CreateLightLines(2, scene);\r\n lines.parent = root;\r\n root.scaling.scaleInPlace(LightGizmo._Scale);\r\n root.rotation.x = Math.PI / 2;\r\n\r\n return root;\r\n }\r\n\r\n private static _CreateDirectionalLightMesh(scene: Scene) {\r\n const root = new Mesh(\"directionalLight\", scene);\r\n\r\n const mesh = new Mesh(root.name, scene);\r\n mesh.parent = root;\r\n const sphere = CreateSphere(root.name, { diameter: 1.2, segments: 10 }, scene);\r\n sphere.parent = mesh;\r\n\r\n const line = CreateCylinder(\r\n root.name,\r\n {\r\n updatable: false,\r\n height: 6,\r\n diameterTop: 0.3,\r\n diameterBottom: 0.3,\r\n tessellation: 6,\r\n subdivisions: 1,\r\n },\r\n scene\r\n );\r\n line.parent = mesh;\r\n\r\n let left = line.clone(root.name);\r\n left.scaling.y = 0.5;\r\n left.position.x += 1.25;\r\n\r\n let right = line.clone(root.name);\r\n right.scaling.y = 0.5;\r\n right.position.x += -1.25;\r\n\r\n const arrowHead = CreateCylinder(\r\n root.name,\r\n {\r\n updatable: false,\r\n height: 1,\r\n diameterTop: 0,\r\n diameterBottom: 0.6,\r\n tessellation: 6,\r\n subdivisions: 1,\r\n },\r\n scene\r\n );\r\n arrowHead.position.y += 3;\r\n arrowHead.parent = mesh;\r\n\r\n left = arrowHead.clone(root.name);\r\n left.position.y = 1.5;\r\n left.position.x += 1.25;\r\n\r\n right = arrowHead.clone(root.name);\r\n right.position.y = 1.5;\r\n right.position.x += -1.25;\r\n\r\n mesh.scaling.scaleInPlace(LightGizmo._Scale);\r\n mesh.rotation.z = Math.PI / 2;\r\n mesh.rotation.y = Math.PI / 2;\r\n return root;\r\n }\r\n}\r\n"]}
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1
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+
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type { Nullable } from \"../types\";\r\nimport { Vector3, Quaternion, TmpVectors } from \"../Maths/math.vector\";\r\nimport { Color3 } from \"../Maths/math.color\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport type { IGizmo } from \"./gizmo\";\r\nimport { Gizmo } from \"./gizmo\";\r\nimport { UtilityLayerRenderer } from \"../Rendering/utilityLayerRenderer\";\r\nimport type { Node } from \"../node\";\r\nimport { StandardMaterial } from \"../Materials/standardMaterial\";\r\nimport type { Light } from \"../Lights/light\";\r\nimport type { Scene } from \"../scene\";\r\nimport { HemisphericLight } from \"../Lights/hemisphericLight\";\r\nimport { DirectionalLight } from \"../Lights/directionalLight\";\r\nimport { CreateSphere } from \"../Meshes/Builders/sphereBuilder\";\r\nimport { CreateHemisphere } from \"../Meshes/Builders/hemisphereBuilder\";\r\nimport { SpotLight } from \"../Lights/spotLight\";\r\nimport { TransformNode } from \"../Meshes/transformNode\";\r\nimport type { PointerInfo } from \"../Events/pointerEvents\";\r\nimport { PointerEventTypes } from \"../Events/pointerEvents\";\r\nimport type { Observer } from \"../Misc/observable\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { CreateCylinder } from \"../Meshes/Builders/cylinderBuilder\";\r\nimport { Logger } from \"core/Misc/logger\";\r\n\r\n/**\r\n * Interface for light gizmo\r\n */\r\nexport interface ILightGizmo extends IGizmo {\r\n /** Event that fires each time the gizmo is clicked */\r\n onClickedObservable: Observable<Light>;\r\n /** The light that the gizmo is attached to */\r\n light: Nullable<Light>;\r\n /** The material used to render the light gizmo */\r\n readonly material: StandardMaterial;\r\n}\r\n\r\n/**\r\n * Gizmo that enables viewing a light\r\n */\r\nexport class LightGizmo extends Gizmo implements ILightGizmo {\r\n protected _lightMesh: Mesh;\r\n protected _material: StandardMaterial;\r\n protected _cachedPosition = new Vector3();\r\n protected _cachedForward = new Vector3(0, 0, 1);\r\n protected _attachedMeshParent: TransformNode;\r\n protected _pointerObserver: Nullable<Observer<PointerInfo>> = null;\r\n\r\n /**\r\n * Event that fires each time the gizmo is clicked\r\n */\r\n public onClickedObservable = new Observable<Light>();\r\n\r\n /**\r\n * Creates a LightGizmo\r\n * @param gizmoLayer The utility layer the gizmo will be added to\r\n */\r\n constructor(gizmoLayer: UtilityLayerRenderer = UtilityLayerRenderer.DefaultUtilityLayer) {\r\n super(gizmoLayer);\r\n this.attachedMesh = new Mesh(\"\", this.gizmoLayer.utilityLayerScene);\r\n this._attachedMeshParent = new TransformNode(\"parent\", this.gizmoLayer.utilityLayerScene);\r\n\r\n this.attachedMesh.parent = this._attachedMeshParent;\r\n this._material = new StandardMaterial(\"light\", this.gizmoLayer.utilityLayerScene);\r\n this._material.diffuseColor = new Color3(0.5, 0.5, 0.5);\r\n this._material.specularColor = new Color3(0.1, 0.1, 0.1);\r\n\r\n this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add((pointerInfo) => {\r\n if (!this._light) {\r\n return;\r\n }\r\n\r\n this._isHovered = !!(pointerInfo.pickInfo && this._rootMesh.getChildMeshes().indexOf(<Mesh>pointerInfo.pickInfo.pickedMesh) != -1);\r\n if (this._isHovered && pointerInfo.type === PointerEventTypes.POINTERDOWN && pointerInfo.event.button === 0) {\r\n this.onClickedObservable.notifyObservers(this._light);\r\n }\r\n });\r\n }\r\n protected _light: Nullable<Light> = null;\r\n\r\n /**\r\n * Override attachedNode because lightgizmo only support attached mesh\r\n * It will return the attached mesh (if any) and setting an attached node will log\r\n * a warning\r\n */\r\n public override get attachedNode() {\r\n return this.attachedMesh;\r\n }\r\n public override set attachedNode(value: Nullable<Node>) {\r\n Logger.Warn(\"Nodes cannot be attached to LightGizmo. Attach to a mesh instead.\");\r\n }\r\n\r\n /**\r\n * The light that the gizmo is attached to\r\n */\r\n public set light(light: Nullable<Light>) {\r\n this._light = light;\r\n if (light) {\r\n // Create the mesh for the given light type\r\n if (this._lightMesh) {\r\n this._lightMesh.dispose();\r\n }\r\n\r\n if (light instanceof HemisphericLight) {\r\n this._lightMesh = LightGizmo._CreateHemisphericLightMesh(this.gizmoLayer.utilityLayerScene);\r\n } else if (light instanceof DirectionalLight) {\r\n this._lightMesh = LightGizmo._CreateDirectionalLightMesh(this.gizmoLayer.utilityLayerScene);\r\n } else if (light instanceof SpotLight) {\r\n this._lightMesh = LightGizmo._CreateSpotLightMesh(this.gizmoLayer.utilityLayerScene);\r\n } else {\r\n this._lightMesh = LightGizmo._CreatePointLightMesh(this.gizmoLayer.utilityLayerScene);\r\n }\r\n const children = this._lightMesh.getChildMeshes(false);\r\n for (const m of children) {\r\n m.material = this._material;\r\n }\r\n this._lightMesh.parent = this._rootMesh;\r\n\r\n // Add lighting to the light gizmo\r\n const gizmoLight = this.gizmoLayer._getSharedGizmoLight();\r\n gizmoLight.includedOnlyMeshes = gizmoLight.includedOnlyMeshes.concat(this._lightMesh.getChildMeshes(false));\r\n\r\n this._lightMesh.rotationQuaternion = new Quaternion();\r\n\r\n if (!this.attachedMesh!.reservedDataStore) {\r\n this.attachedMesh!.reservedDataStore = {};\r\n }\r\n this.attachedMesh!.reservedDataStore.lightGizmo = this;\r\n\r\n if (light.parent) {\r\n this._attachedMeshParent.freezeWorldMatrix(light.parent.getWorldMatrix());\r\n }\r\n\r\n // Get update position and direction if the light has it\r\n if ((light as any).position) {\r\n this.attachedMesh!.position.copyFrom((light as any).position);\r\n this.attachedMesh!.computeWorldMatrix(true);\r\n this._cachedPosition.copyFrom(this.attachedMesh!.position);\r\n }\r\n if ((light as any).direction) {\r\n this.attachedMesh!.setDirection((light as any).direction);\r\n this.attachedMesh!.computeWorldMatrix(true);\r\n const forward = this._getMeshForward();\r\n this._cachedForward.copyFrom(forward);\r\n }\r\n\r\n this._update();\r\n }\r\n }\r\n public get light() {\r\n return this._light;\r\n }\r\n\r\n /**\r\n * Gets the material used to render the light gizmo\r\n */\r\n public get material() {\r\n return this._material;\r\n }\r\n\r\n /**\r\n * @internal\r\n * returns mesh forward\r\n */\r\n protected _getMeshForward(): Vector3 {\r\n let forward = this.attachedMesh!.forward;\r\n if (this.attachedMesh!.getScene().useRightHandedSystem) {\r\n forward.negateToRef(TmpVectors.Vector3[0]);\r\n forward = TmpVectors.Vector3[0];\r\n }\r\n return forward;\r\n }\r\n\r\n /**\r\n * @internal\r\n * Updates the gizmo to match the attached mesh's position/rotation\r\n */\r\n protected override _update() {\r\n super._update();\r\n if (!this._light) {\r\n return;\r\n }\r\n\r\n if (this._light.parent) {\r\n this._attachedMeshParent.freezeWorldMatrix(this._light.parent.getWorldMatrix());\r\n }\r\n\r\n // For light position and direction, a dirty flag is set to true in the setter\r\n // It means setting values individually or copying values will not call setter and\r\n // dirty flag will not be set to true. Hence creating a new Vector3.\r\n if ((this._light as any).position) {\r\n // If the gizmo is moved update the light otherwise update the gizmo to match the light\r\n if (!this.attachedMesh!.position.equals(this._cachedPosition)) {\r\n // update light to match gizmo\r\n const position = this.attachedMesh!.position;\r\n (this._light as any).position = new Vector3(position.x, position.y, position.z);\r\n this._cachedPosition.copyFrom(this.attachedMesh!.position);\r\n } else {\r\n // update gizmo to match light\r\n this.attachedMesh!.position.copyFrom((this._light as any).position);\r\n this.attachedMesh!.computeWorldMatrix(true);\r\n this._cachedPosition.copyFrom(this.attachedMesh!.position);\r\n }\r\n }\r\n if ((this._light as any).direction) {\r\n // If the gizmo is moved update the light otherwise update the gizmo to match the light\r\n const forward = this._getMeshForward();\r\n if (Vector3.DistanceSquared(forward, this._cachedForward) > 0.0001) {\r\n // update light to match gizmo\r\n const direction = forward;\r\n (this._light as any).direction = new Vector3(direction.x, direction.y, direction.z);\r\n this._cachedForward.copyFrom(forward);\r\n } else if (Vector3.DistanceSquared(forward, (this._light as any).direction) > 0.0001) {\r\n // update gizmo to match light\r\n this.attachedMesh!.setDirection((this._light as any).direction);\r\n this.attachedMesh!.computeWorldMatrix(true);\r\n this._cachedForward.copyFrom(forward);\r\n }\r\n }\r\n }\r\n\r\n // Static helper methods\r\n private static _Scale = 0.007;\r\n\r\n /**\r\n * Creates the lines for a light mesh\r\n * @param levels\r\n * @param scene\r\n * @returns the light lines mesh\r\n */\r\n private static _CreateLightLines = (levels: number, scene: Scene) => {\r\n const distFromSphere = 1.2;\r\n\r\n const root = new Mesh(\"root\", scene);\r\n root.rotation.x = Math.PI / 2;\r\n\r\n // Create the top line, this will be cloned for all other lines\r\n const linePivot = new Mesh(\"linePivot\", scene);\r\n linePivot.parent = root;\r\n const line = CreateCylinder(\r\n \"line\",\r\n {\r\n updatable: false,\r\n height: 2,\r\n diameterTop: 0.2,\r\n diameterBottom: 0.3,\r\n tessellation: 6,\r\n subdivisions: 1,\r\n },\r\n scene\r\n );\r\n line.position.y = line.scaling.y / 2 + distFromSphere;\r\n line.parent = linePivot;\r\n\r\n if (levels < 2) {\r\n return linePivot;\r\n }\r\n for (let i = 0; i < 4; i++) {\r\n const l = linePivot.clone(\"lineParentClone\");\r\n l.rotation.z = Math.PI / 4;\r\n l.rotation.y = Math.PI / 2 + (Math.PI / 2) * i;\r\n\r\n l.getChildMeshes()[0].scaling.y = 0.5;\r\n l.getChildMeshes()[0].scaling.x = l.getChildMeshes()[0].scaling.z = 0.8;\r\n l.getChildMeshes()[0].position.y = l.getChildMeshes()[0].scaling.y / 2 + distFromSphere;\r\n }\r\n\r\n if (levels < 3) {\r\n return root;\r\n }\r\n for (let i = 0; i < 4; i++) {\r\n const l = linePivot.clone(\"linePivotClone\");\r\n l.rotation.z = Math.PI / 2;\r\n l.rotation.y = (Math.PI / 2) * i;\r\n }\r\n\r\n if (levels < 4) {\r\n return root;\r\n }\r\n for (let i = 0; i < 4; i++) {\r\n const l = linePivot.clone(\"linePivotClone\");\r\n l.rotation.z = Math.PI + Math.PI / 4;\r\n l.rotation.y = Math.PI / 2 + (Math.PI / 2) * i;\r\n\r\n l.getChildMeshes()[0].scaling.y = 0.5;\r\n l.getChildMeshes()[0].scaling.x = l.getChildMeshes()[0].scaling.z = 0.8;\r\n l.getChildMeshes()[0].position.y = l.getChildMeshes()[0].scaling.y / 2 + distFromSphere;\r\n }\r\n\r\n if (levels < 5) {\r\n return root;\r\n }\r\n const l = linePivot.clone(\"linePivotClone\");\r\n l.rotation.z = Math.PI;\r\n\r\n return root;\r\n };\r\n\r\n /**\r\n * Disposes of the light gizmo\r\n */\r\n public override dispose() {\r\n this.onClickedObservable.clear();\r\n this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);\r\n this._material.dispose();\r\n super.dispose();\r\n this._attachedMeshParent.dispose();\r\n }\r\n\r\n private static _CreateHemisphericLightMesh(scene: Scene) {\r\n const root = new Mesh(\"hemisphereLight\", scene);\r\n const hemisphere = CreateHemisphere(root.name, { segments: 10, diameter: 1 }, scene);\r\n hemisphere.position.z = -0.15;\r\n hemisphere.rotation.x = Math.PI / 2;\r\n hemisphere.parent = root;\r\n\r\n const lines = this._CreateLightLines(3, scene);\r\n lines.parent = root;\r\n\r\n root.scaling.scaleInPlace(LightGizmo._Scale);\r\n root.rotation.x = Math.PI / 2;\r\n\r\n return root;\r\n }\r\n\r\n private static _CreatePointLightMesh(scene: Scene) {\r\n const root = new Mesh(\"pointLight\", scene);\r\n const sphere = CreateSphere(root.name, { segments: 10, diameter: 1 }, scene);\r\n sphere.rotation.x = Math.PI / 2;\r\n sphere.parent = root;\r\n\r\n const lines = this._CreateLightLines(5, scene);\r\n lines.parent = root;\r\n root.scaling.scaleInPlace(LightGizmo._Scale);\r\n root.rotation.x = Math.PI / 2;\r\n\r\n return root;\r\n }\r\n\r\n private static _CreateSpotLightMesh(scene: Scene) {\r\n const root = new Mesh(\"spotLight\", scene);\r\n const sphere = CreateSphere(root.name, { segments: 10, diameter: 1 }, scene);\r\n sphere.parent = root;\r\n\r\n const hemisphere = CreateHemisphere(root.name, { segments: 10, diameter: 2 }, scene);\r\n hemisphere.parent = root;\r\n hemisphere.rotation.x = -Math.PI / 2;\r\n\r\n const lines = this._CreateLightLines(2, scene);\r\n lines.parent = root;\r\n root.scaling.scaleInPlace(LightGizmo._Scale);\r\n root.rotation.x = Math.PI / 2;\r\n\r\n return root;\r\n }\r\n\r\n private static _CreateDirectionalLightMesh(scene: Scene) {\r\n const root = new Mesh(\"directionalLight\", scene);\r\n\r\n const mesh = new Mesh(root.name, scene);\r\n mesh.parent = root;\r\n const sphere = CreateSphere(root.name, { diameter: 1.2, segments: 10 }, scene);\r\n sphere.parent = mesh;\r\n\r\n const line = CreateCylinder(\r\n root.name,\r\n {\r\n updatable: false,\r\n height: 6,\r\n diameterTop: 0.3,\r\n diameterBottom: 0.3,\r\n tessellation: 6,\r\n subdivisions: 1,\r\n },\r\n scene\r\n );\r\n line.parent = mesh;\r\n\r\n let left = line.clone(root.name);\r\n left.scaling.y = 0.5;\r\n left.position.x += 1.25;\r\n\r\n let right = line.clone(root.name);\r\n right.scaling.y = 0.5;\r\n right.position.x += -1.25;\r\n\r\n const arrowHead = CreateCylinder(\r\n root.name,\r\n {\r\n updatable: false,\r\n height: 1,\r\n diameterTop: 0,\r\n diameterBottom: 0.6,\r\n tessellation: 6,\r\n subdivisions: 1,\r\n },\r\n scene\r\n );\r\n arrowHead.position.y += 3;\r\n arrowHead.parent = mesh;\r\n\r\n left = arrowHead.clone(root.name);\r\n left.position.y = 1.5;\r\n left.position.x += 1.25;\r\n\r\n right = arrowHead.clone(root.name);\r\n right.position.y = 1.5;\r\n right.position.x += -1.25;\r\n\r\n mesh.scaling.scaleInPlace(LightGizmo._Scale);\r\n mesh.rotation.z = Math.PI / 2;\r\n mesh.rotation.y = Math.PI / 2;\r\n return root;\r\n }\r\n}\r\n"]}
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@@ -13,6 +13,7 @@ import { UtilityLayerRenderer } from "../Rendering/utilityLayerRenderer.js";
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13
13
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import type { PointerInfo } from "../Events/pointerEvents.js";
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14
14
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import type { GizmoManager } from "./gizmoManager.js";
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15
15
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import type { TransformNode } from "../Meshes/transformNode.js";
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16
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+
import type { DragEvent, DragStartEndEvent } from "../Behaviors/Meshes/pointerDragEvents.js";
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16
17
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/**
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17
18
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* Interface for position gizmo
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18
19
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*/
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@@ -32,11 +33,11 @@ export interface IPositionGizmo extends IGizmo {
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32
33
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/** True when the mouse pointer is dragging a gizmo mesh */
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33
34
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readonly isDragging: boolean;
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34
35
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/** Fires an event when any of it's sub gizmos are dragged */
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35
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-
onDragStartObservable: Observable<
|
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36
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+
onDragStartObservable: Observable<DragStartEndEvent>;
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36
37
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/** Fires an event when any of it's sub gizmos are being dragged */
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37
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-
onDragObservable: Observable<
|
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38
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+
onDragObservable: Observable<DragEvent>;
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38
39
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/** Fires an event when any of it's sub gizmos are released from dragging */
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39
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-
onDragEndObservable: Observable<
|
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40
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+
onDragEndObservable: Observable<DragStartEndEvent>;
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40
41
|
/**
|
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41
42
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* If the planar drag gizmo is enabled
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42
43
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* setting this will enable/disable XY, XZ and YZ planes regardless of individual gizmo settings.
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@@ -103,11 +104,11 @@ export declare class PositionGizmo extends Gizmo implements IPositionGizmo {
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103
104
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/** Node Caching for quick lookup */
|
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104
105
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protected _gizmoAxisCache: Map<Mesh, GizmoAxisCache>;
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105
106
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/** Fires an event when any of it's sub gizmos are dragged */
|
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106
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-
onDragStartObservable: Observable<
|
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107
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+
onDragStartObservable: Observable<DragStartEndEvent>;
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107
108
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/** Fires an event when any of it's sub gizmos are being dragged */
|
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108
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-
onDragObservable: Observable<
|
|
109
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+
onDragObservable: Observable<DragEvent>;
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109
110
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/** Fires an event when any of it's sub gizmos are released from dragging */
|
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110
|
-
onDragEndObservable: Observable<
|
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111
|
+
onDragEndObservable: Observable<DragStartEndEvent>;
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111
112
|
/**
|
|
112
113
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* If set to true, planar drag is enabled
|
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113
114
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*/
|
package/Gizmos/positionGizmo.js
CHANGED
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@@ -102,15 +102,9 @@ export class PositionGizmo extends Gizmo {
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102
102
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// Relay drag events
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103
103
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const gizmos = [this.xGizmo, this.yGizmo, this.zGizmo, this.xPlaneGizmo, this.yPlaneGizmo, this.zPlaneGizmo];
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104
104
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for (const gizmo of gizmos) {
|
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105
|
-
gizmo.dragBehavior.onDragStartObservable.add(() =>
|
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106
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-
|
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107
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-
|
|
108
|
-
gizmo.dragBehavior.onDragObservable.add(() => {
|
|
109
|
-
this.onDragObservable.notifyObservers({});
|
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110
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-
});
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111
|
-
gizmo.dragBehavior.onDragEndObservable.add(() => {
|
|
112
|
-
this.onDragEndObservable.notifyObservers({});
|
|
113
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-
});
|
|
105
|
+
gizmo.dragBehavior.onDragStartObservable.add((eventData, eventState) => this.onDragStartObservable.notifyObservers(eventData, eventState.mask, eventState.target, eventState.currentTarget, eventState.userInfo));
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106
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+
gizmo.dragBehavior.onDragObservable.add((eventData, eventState) => this.onDragObservable.notifyObservers(eventData, eventState.mask, eventState.target, eventState.currentTarget, eventState.userInfo));
|
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107
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+
gizmo.dragBehavior.onDragEndObservable.add((eventData, eventState) => this.onDragEndObservable.notifyObservers(eventData, eventState.mask, eventState.target, eventState.currentTarget, eventState.userInfo));
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114
108
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}
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109
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this.attachedMesh = null;
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116
110
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if (gizmoManager) {
|