@onerjs/core 8.48.4 → 8.48.6

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Files changed (119) hide show
  1. package/Animations/animatable.core.d.ts +13 -0
  2. package/Animations/animatable.core.js +46 -7
  3. package/Animations/animatable.core.js.map +1 -1
  4. package/Cameras/Inputs/geospatialCameraPointersInput.js +10 -8
  5. package/Cameras/Inputs/geospatialCameraPointersInput.js.map +1 -1
  6. package/Cameras/geospatialCameraMovement.js +2 -2
  7. package/Cameras/geospatialCameraMovement.js.map +1 -1
  8. package/FrameGraph/Node/Blocks/Rendering/iblShadowsRendererBlock.d.ts +105 -0
  9. package/FrameGraph/Node/Blocks/Rendering/iblShadowsRendererBlock.js +318 -0
  10. package/FrameGraph/Node/Blocks/Rendering/iblShadowsRendererBlock.js.map +1 -0
  11. package/FrameGraph/Node/Blocks/index.d.ts +1 -0
  12. package/FrameGraph/Node/Blocks/index.js +1 -0
  13. package/FrameGraph/Node/Blocks/index.js.map +1 -1
  14. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsAccumulationTask.d.ts +34 -0
  15. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsAccumulationTask.js +144 -0
  16. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsAccumulationTask.js.map +1 -0
  17. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsSpatialBlurTask.d.ts +26 -0
  18. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsSpatialBlurTask.js +82 -0
  19. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsSpatialBlurTask.js.map +1 -0
  20. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsTracingTask.d.ts +61 -0
  21. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsTracingTask.js +207 -0
  22. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsTracingTask.js.map +1 -0
  23. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsVoxelizationTask.d.ts +104 -0
  24. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsVoxelizationTask.js +218 -0
  25. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsVoxelizationTask.js.map +1 -0
  26. package/FrameGraph/Tasks/Rendering/iblShadowsRendererTask.d.ts +217 -0
  27. package/FrameGraph/Tasks/Rendering/iblShadowsRendererTask.js +640 -0
  28. package/FrameGraph/Tasks/Rendering/iblShadowsRendererTask.js.map +1 -0
  29. package/FrameGraph/frameGraph.js +1 -0
  30. package/FrameGraph/frameGraph.js.map +1 -1
  31. package/FrameGraph/index.d.ts +1 -0
  32. package/FrameGraph/index.js +1 -0
  33. package/FrameGraph/index.js.map +1 -1
  34. package/Materials/PBR/openpbrMaterial.d.ts +13 -2
  35. package/Materials/PBR/openpbrMaterial.js +47 -16
  36. package/Materials/PBR/openpbrMaterial.js.map +1 -1
  37. package/Materials/PBR/pbrBRDFConfiguration.js +1 -1
  38. package/Materials/PBR/pbrBRDFConfiguration.js.map +1 -1
  39. package/Materials/Textures/Filtering/hdrFiltering.js +6 -0
  40. package/Materials/Textures/Filtering/hdrFiltering.js.map +1 -1
  41. package/Materials/Textures/envCubeTexture.js +13 -13
  42. package/Materials/Textures/envCubeTexture.js.map +1 -1
  43. package/Materials/materialHelper.functions.js +1 -1
  44. package/Materials/materialHelper.functions.js.map +1 -1
  45. package/Misc/textureTools.d.ts +3 -1
  46. package/Misc/textureTools.js +74 -13
  47. package/Misc/textureTools.js.map +1 -1
  48. package/Particles/baseParticleSystem.d.ts +33 -1
  49. package/Particles/baseParticleSystem.js +65 -0
  50. package/Particles/baseParticleSystem.js.map +1 -1
  51. package/Particles/computeShaderParticleSystem.js +6 -0
  52. package/Particles/computeShaderParticleSystem.js.map +1 -1
  53. package/Particles/gpuParticleSystem.d.ts +24 -6
  54. package/Particles/gpuParticleSystem.js +85 -36
  55. package/Particles/gpuParticleSystem.js.map +1 -1
  56. package/Particles/particleSystem.d.ts +0 -7
  57. package/Particles/particleSystem.js +3 -15
  58. package/Particles/particleSystem.js.map +1 -1
  59. package/Particles/thinParticleSystem.d.ts +1 -3
  60. package/Particles/thinParticleSystem.js +1 -27
  61. package/Particles/thinParticleSystem.js.map +1 -1
  62. package/Particles/webgl2ParticleSystem.js +7 -0
  63. package/Particles/webgl2ParticleSystem.js.map +1 -1
  64. package/Rendering/IBLShadows/iblShadowsAccumulationPass.js +1 -1
  65. package/Rendering/IBLShadows/iblShadowsAccumulationPass.js.map +1 -1
  66. package/Rendering/IBLShadows/iblShadowsPluginMaterial.d.ts +3 -1
  67. package/Rendering/IBLShadows/iblShadowsPluginMaterial.js +11 -1
  68. package/Rendering/IBLShadows/iblShadowsPluginMaterial.js.map +1 -1
  69. package/Rendering/IBLShadows/iblShadowsRenderPipeline.d.ts +0 -19
  70. package/Rendering/IBLShadows/iblShadowsRenderPipeline.js +21 -65
  71. package/Rendering/IBLShadows/iblShadowsRenderPipeline.js.map +1 -1
  72. package/Rendering/IBLShadows/iblShadowsVoxelRenderer.d.ts +15 -52
  73. package/Rendering/IBLShadows/iblShadowsVoxelRenderer.js +129 -220
  74. package/Rendering/IBLShadows/iblShadowsVoxelRenderer.js.map +1 -1
  75. package/Rendering/IBLShadows/iblShadowsVoxelTracingPass.js +3 -0
  76. package/Rendering/IBLShadows/iblShadowsVoxelTracingPass.js.map +1 -1
  77. package/Rendering/geometryBufferRenderer.d.ts +14 -5
  78. package/Rendering/geometryBufferRenderer.js +6 -2
  79. package/Rendering/geometryBufferRenderer.js.map +1 -1
  80. package/Rendering/geometryBufferRendererSceneComponent.d.ts +4 -6
  81. package/Rendering/geometryBufferRendererSceneComponent.js.map +1 -1
  82. package/Rendering/iblCdfGenerator.d.ts +10 -0
  83. package/Rendering/iblCdfGenerator.js +52 -17
  84. package/Rendering/iblCdfGenerator.js.map +1 -1
  85. package/Rendering/index.d.ts +0 -6
  86. package/Rendering/index.js +0 -6
  87. package/Rendering/index.js.map +1 -1
  88. package/Shaders/ShadersInclude/openpbrDirectLighting.js +6 -1
  89. package/Shaders/ShadersInclude/openpbrDirectLighting.js.map +1 -1
  90. package/Shaders/ShadersInclude/openpbrEnvironmentLighting.js +1 -1
  91. package/Shaders/ShadersInclude/openpbrEnvironmentLighting.js.map +1 -1
  92. package/Shaders/gpuUpdateParticles.vertex.js +12 -6
  93. package/Shaders/gpuUpdateParticles.vertex.js.map +1 -1
  94. package/Shaders/iblShadowVoxelTracing.fragment.js +5 -1
  95. package/Shaders/iblShadowVoxelTracing.fragment.js.map +1 -1
  96. package/Shaders/iblVoxelGrid.fragment.d.ts +1 -0
  97. package/Shaders/iblVoxelGrid.fragment.js +33 -5
  98. package/Shaders/iblVoxelGrid.fragment.js.map +1 -1
  99. package/Shaders/lod3D.fragment.d.ts +5 -0
  100. package/Shaders/lod3D.fragment.js +13 -0
  101. package/Shaders/lod3D.fragment.js.map +1 -0
  102. package/Shaders/openpbr.fragment.js +5 -0
  103. package/Shaders/openpbr.fragment.js.map +1 -1
  104. package/ShadersWGSL/ShadersInclude/openpbrDirectLighting.js +6 -1
  105. package/ShadersWGSL/ShadersInclude/openpbrDirectLighting.js.map +1 -1
  106. package/ShadersWGSL/ShadersInclude/openpbrEnvironmentLighting.js +1 -1
  107. package/ShadersWGSL/ShadersInclude/openpbrEnvironmentLighting.js.map +1 -1
  108. package/ShadersWGSL/gpuUpdateParticles.compute.js +14 -7
  109. package/ShadersWGSL/gpuUpdateParticles.compute.js.map +1 -1
  110. package/ShadersWGSL/iblShadowVoxelTracing.fragment.js +5 -1
  111. package/ShadersWGSL/iblShadowVoxelTracing.fragment.js.map +1 -1
  112. package/ShadersWGSL/iblVoxelGrid.fragment.js +1 -1
  113. package/ShadersWGSL/iblVoxelGrid.fragment.js.map +1 -1
  114. package/ShadersWGSL/lod3D.fragment.d.ts +5 -0
  115. package/ShadersWGSL/lod3D.fragment.js +13 -0
  116. package/ShadersWGSL/lod3D.fragment.js.map +1 -0
  117. package/ShadersWGSL/openpbr.fragment.js +5 -0
  118. package/ShadersWGSL/openpbr.fragment.js.map +1 -1
  119. package/package.json +1 -1
@@ -1 +1 @@
1
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{ type GeospatialCamera } from \"../../Cameras/geospatialCamera\";\r\nimport { type IPointerEvent } from \"../../Events/deviceInputEvents\";\r\nimport { type PointerTouch } from \"../../Events/pointerEvents\";\r\nimport { type Nullable } from \"../../types\";\r\nimport { OrbitCameraPointersInput } from \"./orbitCameraPointersInput\";\r\n\r\n/**\r\n * Geospatial camera inputs can simulate dragging the globe around or tilting the camera around some point on the globe\r\n * This class will update the GeospatialCameraMovement class's movementDeltaCurrentFrame, and the camera is responsible for using these updates to calculate viewMatrix appropriately\r\n *\r\n * Left mouse button: drag globe\r\n * Middle mouse button: tilt globe\r\n * Right mouse button: tilt globe\r\n *\r\n */\r\nexport class GeospatialCameraPointersInput extends OrbitCameraPointersInput {\r\n public camera: GeospatialCamera;\r\n\r\n private _initialPinchSquaredDistance: number = 0;\r\n private _pinchCentroid: Nullable<PointerTouch> = null;\r\n\r\n /**\r\n * Defines the rotation sensitivity of the pointer when rotating camera around the x axis (pitch)\r\n * (Multiplied by the true pixel delta of pointer input, before rotation speed factor is applied by movement class)\r\n */\r\n public pitchSensitivity = 1.0;\r\n\r\n /**\r\n * Defines the rotation sensitivity of the pointer when rotating the camera around the Y axis (yaw)\r\n * (Multiplied by the true pixel delta of pointer input, before rotation speed factor is applied by movement class)\r\n */\r\n public yawSensitivity: number = 1.0;\r\n\r\n /**\r\n * Defines the distance used to consider the camera in pan mode vs pinch/zoom.\r\n * Basically if your fingers moves away from more than this distance you will be considered\r\n * in pinch mode.\r\n */\r\n public pinchToPanMax: number = 20;\r\n\r\n public override getClassName(): string {\r\n return \"GeospatialCameraPointersInput\";\r\n }\r\n\r\n public override onButtonDown(evt: IPointerEvent): void {\r\n this.camera.movement.activeInput = true;\r\n const scene = this.camera.getScene();\r\n switch (evt.button) {\r\n case 0: // Left button - drag/pan globe under cursor\r\n this.camera.movement.startDrag(scene.pointerX, scene.pointerY);\r\n break;\r\n default:\r\n break;\r\n }\r\n }\r\n\r\n public override onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void {\r\n // Single finger touch (no button property) or left button (button 0) = drag\r\n const button = point?.button ?? 0; // Default to button 0 (drag) if undefined\r\n const scene = this.camera.getScene();\r\n switch (button) {\r\n case 0: // Left button / single touch - drag/pan globe under cursor\r\n this.camera.movement.handleDrag(scene.pointerX, scene.pointerY);\r\n break;\r\n case 1: // Middle button - tilt camera\r\n case 2: // Right button - tilt camera\r\n this._handleTilt(offsetX, offsetY);\r\n break;\r\n }\r\n }\r\n\r\n /**\r\n * Move camera from multitouch (pinch) zoom distances.\r\n * Zooms towards the centroid (midpoint between the two fingers).\r\n * @param previousPinchSquaredDistance\r\n * @param pinchSquaredDistance\r\n */\r\n protected override _computePinchZoom(previousPinchSquaredDistance: number, pinchSquaredDistance: number): void {\r\n // Calculate zoom distance based on pinch delta\r\n const previousDistance = Math.sqrt(previousPinchSquaredDistance);\r\n const currentDistance = Math.sqrt(pinchSquaredDistance);\r\n const pinchDelta = currentDistance - previousDistance;\r\n\r\n // Try to zoom towards centroid if we have it\r\n if (this._pinchCentroid) {\r\n const scene = this.camera.getScene();\r\n const engine = scene.getEngine();\r\n const canvasRect = engine.getInputElementClientRect();\r\n\r\n if (canvasRect) {\r\n // Convert centroid from clientX/Y to canvas-relative coordinates (same as scene.pointerX/Y)\r\n const canvasX = this._pinchCentroid.x - canvasRect.left;\r\n const canvasY = this._pinchCentroid.y - canvasRect.top;\r\n\r\n // Pick at centroid\r\n const pickResult = scene.pick(canvasX, canvasY, this.camera.movement.pickPredicate);\r\n if (pickResult?.pickedPoint) {\r\n // Scale zoom by distance to picked point\r\n const distanceToPoint = this.camera.position.subtract(pickResult.pickedPoint).length();\r\n const zoomDistance = pinchDelta * distanceToPoint * 0.005;\r\n const clampedZoom = this.camera.limits.clampZoomDistance(zoomDistance, this.camera.radius, distanceToPoint);\r\n this.camera.zoomToPoint(pickResult.pickedPoint, clampedZoom);\r\n return;\r\n }\r\n }\r\n }\r\n\r\n // Fallback: scale zoom by camera radius along lookat vector\r\n const zoomDistance = pinchDelta * this.camera.radius * 0.005;\r\n const clampedZoom = this.camera.limits.clampZoomDistance(zoomDistance, this.camera.radius);\r\n this.camera.zoomAlongLookAt(clampedZoom);\r\n }\r\n\r\n /**\r\n * Move camera from multi touch panning positions.\r\n * In geospatialcamera, multi touch panning tilts the globe (whereas single touch will pan/drag it)\r\n * @param previousMultiTouchPanPosition\r\n * @param multiTouchPanPosition\r\n */\r\n protected override _computeMultiTouchPanning(previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void {\r\n if (previousMultiTouchPanPosition && multiTouchPanPosition) {\r\n const moveDeltaX = multiTouchPanPosition.x - previousMultiTouchPanPosition.x;\r\n const moveDeltaY = multiTouchPanPosition.y - previousMultiTouchPanPosition.y;\r\n this._handleTilt(moveDeltaX, moveDeltaY);\r\n }\r\n }\r\n\r\n public override onDoubleTap(type: string): void {\r\n const pickResult = this.camera._scene.pick(this.camera._scene.pointerX, this.camera._scene.pointerY, this.camera.movement.pickPredicate);\r\n if (pickResult.pickedPoint) {\r\n void this.camera.flyToPointAsync(pickResult.pickedPoint);\r\n }\r\n }\r\n\r\n public override onMultiTouch(\r\n pointA: Nullable<PointerTouch>,\r\n pointB: Nullable<PointerTouch>,\r\n previousPinchSquaredDistance: number,\r\n pinchSquaredDistance: number,\r\n previousMultiTouchPanPosition: Nullable<PointerTouch>,\r\n multiTouchPanPosition: Nullable<PointerTouch>\r\n ): void {\r\n // Store centroid for use in _computePinchZoom (it's already calculated by parent)\r\n this._pinchCentroid = multiTouchPanPosition;\r\n\r\n // Reset on gesture end\r\n if (pinchSquaredDistance === 0 && multiTouchPanPosition === null) {\r\n this._initialPinchSquaredDistance = 0;\r\n this._pinchCentroid = null;\r\n super.onMultiTouch(pointA, pointB, previousPinchSquaredDistance, pinchSquaredDistance, previousMultiTouchPanPosition, multiTouchPanPosition);\r\n return;\r\n }\r\n\r\n // Track initial distance at gesture start for cumulative threshold detection\r\n if (this._initialPinchSquaredDistance === 0 && pinchSquaredDistance !== 0) {\r\n this._initialPinchSquaredDistance = pinchSquaredDistance;\r\n }\r\n\r\n // Use cumulative delta from gesture start for threshold detection (more forgiving than frame-to-frame)\r\n const cumulativeDelta = Math.abs(Math.sqrt(pinchSquaredDistance) - Math.sqrt(this._initialPinchSquaredDistance));\r\n this._shouldStartPinchZoom = this._twoFingerActivityCount < 20 && cumulativeDelta > this.pinchToPanMax;\r\n\r\n super.onMultiTouch(pointA, pointB, previousPinchSquaredDistance, pinchSquaredDistance, previousMultiTouchPanPosition, multiTouchPanPosition);\r\n }\r\n\r\n public override onButtonUp(_evt: IPointerEvent): void {\r\n this.camera.movement.stopDrag();\r\n this.camera.movement.activeInput = false;\r\n this._initialPinchSquaredDistance = 0;\r\n this._pinchCentroid = null;\r\n super.onButtonUp(_evt);\r\n }\r\n\r\n public override onLostFocus(): void {\r\n this._initialPinchSquaredDistance = 0;\r\n this._pinchCentroid = null;\r\n super.onLostFocus();\r\n }\r\n\r\n private _handleTilt(deltaX: number, deltaY: number): void {\r\n this.camera.movement.rotationAccumulatedPixels.y += deltaX * this.yawSensitivity; // yaw - looking side to side\r\n this.camera.movement.rotationAccumulatedPixels.x -= deltaY * this.pitchSensitivity; // pitch - look up towards sky / down towards ground\r\n }\r\n}\r\n"]}
1
+ 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{ type GeospatialCamera } from \"../../Cameras/geospatialCamera\";\r\nimport { type IPointerEvent } from \"../../Events/deviceInputEvents\";\r\nimport { type PointerTouch } from \"../../Events/pointerEvents\";\r\nimport { type Nullable } from \"../../types\";\r\nimport { OrbitCameraPointersInput } from \"./orbitCameraPointersInput\";\r\nimport { Vector3Distance } from \"../../Maths/math.vector.functions\";\r\n\r\n/**\r\n * Geospatial camera inputs can simulate dragging the globe around or tilting the camera around some point on the globe\r\n * This class will update the GeospatialCameraMovement class's movementDeltaCurrentFrame, and the camera is responsible for using these updates to calculate viewMatrix appropriately\r\n *\r\n * Left mouse button: drag globe\r\n * Middle mouse button: tilt globe\r\n * Right mouse button: tilt globe\r\n *\r\n */\r\nexport class GeospatialCameraPointersInput extends OrbitCameraPointersInput {\r\n public camera: GeospatialCamera;\r\n\r\n private _initialPinchSquaredDistance: number = 0;\r\n private _pinchCentroid: Nullable<PointerTouch> = null;\r\n\r\n /**\r\n * Defines the rotation sensitivity of the pointer when rotating camera around the x axis (pitch)\r\n * (Multiplied by the true pixel delta of pointer input, before rotation speed factor is applied by movement class)\r\n */\r\n public pitchSensitivity = 1.0;\r\n\r\n /**\r\n * Defines the rotation sensitivity of the pointer when rotating the camera around the Y axis (yaw)\r\n * (Multiplied by the true pixel delta of pointer input, before rotation speed factor is applied by movement class)\r\n */\r\n public yawSensitivity: number = 1.0;\r\n\r\n /**\r\n * Defines the distance used to consider the camera in pan mode vs pinch/zoom.\r\n * Basically if your fingers moves away from more than this distance you will be considered\r\n * in pinch mode.\r\n */\r\n public pinchToPanMax: number = 20;\r\n\r\n public override getClassName(): string {\r\n return \"GeospatialCameraPointersInput\";\r\n }\r\n\r\n public override onButtonDown(evt: IPointerEvent): void {\r\n this.camera.movement.activeInput = true;\r\n const scene = this.camera.getScene();\r\n switch (evt.button) {\r\n case 0: // Left button - drag/pan globe under cursor\r\n this.camera.movement.startDrag(scene.pointerX, scene.pointerY);\r\n break;\r\n default:\r\n break;\r\n }\r\n }\r\n\r\n public override onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void {\r\n // Single finger touch (no button property) or left button (button 0) = drag\r\n const button = point?.button ?? 0; // Default to button 0 (drag) if undefined\r\n const scene = this.camera.getScene();\r\n switch (button) {\r\n case 0: // Left button / single touch - drag/pan globe under cursor\r\n this.camera.movement.handleDrag(scene.pointerX, scene.pointerY);\r\n break;\r\n case 1: // Middle button - tilt camera\r\n case 2: // Right button - tilt camera\r\n this._handleTilt(offsetX, offsetY);\r\n break;\r\n }\r\n }\r\n\r\n /**\r\n * Move camera from multitouch (pinch) zoom distances.\r\n * Zooms towards the centroid (midpoint between the two fingers).\r\n * @param previousPinchSquaredDistance\r\n * @param pinchSquaredDistance\r\n */\r\n protected override _computePinchZoom(previousPinchSquaredDistance: number, pinchSquaredDistance: number): void {\r\n const camera = this.camera;\r\n\r\n // Calculate zoom distance based on pinch delta\r\n const previousDistance = Math.sqrt(previousPinchSquaredDistance);\r\n const currentDistance = Math.sqrt(pinchSquaredDistance);\r\n const pinchDelta = currentDistance - previousDistance;\r\n\r\n // Try to zoom towards centroid if we have it\r\n if (this._pinchCentroid) {\r\n const scene = camera.getScene();\r\n const engine = scene.getEngine();\r\n const canvasRect = engine.getInputElementClientRect();\r\n\r\n if (canvasRect) {\r\n // Convert centroid from clientX/Y to canvas-relative coordinates (same as scene.pointerX/Y)\r\n const canvasX = this._pinchCentroid.x - canvasRect.left;\r\n const canvasY = this._pinchCentroid.y - canvasRect.top;\r\n\r\n // Pick at centroid\r\n const pickResult = scene.pick(canvasX, canvasY, camera.movement.pickPredicate);\r\n if (pickResult?.pickedPoint) {\r\n // Scale zoom by distance to picked point\r\n const distanceToPoint = Vector3Distance(pickResult.pickedPoint, camera.position);\r\n const zoomDistance = pinchDelta * distanceToPoint * 0.005;\r\n const clampedZoom = camera.limits.clampZoomDistance(zoomDistance, camera.radius, distanceToPoint);\r\n camera.zoomToPoint(pickResult.pickedPoint, clampedZoom);\r\n return;\r\n }\r\n }\r\n }\r\n\r\n // Fallback: scale zoom by camera radius along lookat vector\r\n const zoomDistance = pinchDelta * camera.radius * 0.005;\r\n const clampedZoom = camera.limits.clampZoomDistance(zoomDistance, camera.radius);\r\n camera.zoomAlongLookAt(clampedZoom);\r\n }\r\n\r\n /**\r\n * Move camera from multi touch panning positions.\r\n * In geospatialcamera, multi touch panning tilts the globe (whereas single touch will pan/drag it)\r\n * @param previousMultiTouchPanPosition\r\n * @param multiTouchPanPosition\r\n */\r\n protected override _computeMultiTouchPanning(previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void {\r\n if (previousMultiTouchPanPosition && multiTouchPanPosition) {\r\n const moveDeltaX = multiTouchPanPosition.x - previousMultiTouchPanPosition.x;\r\n const moveDeltaY = multiTouchPanPosition.y - previousMultiTouchPanPosition.y;\r\n this._handleTilt(moveDeltaX, moveDeltaY);\r\n }\r\n }\r\n\r\n public override onDoubleTap(type: string): void {\r\n const pickResult = this.camera._scene.pick(this.camera._scene.pointerX, this.camera._scene.pointerY, this.camera.movement.pickPredicate);\r\n if (pickResult.pickedPoint) {\r\n void this.camera.flyToPointAsync(pickResult.pickedPoint);\r\n }\r\n }\r\n\r\n public override onMultiTouch(\r\n pointA: Nullable<PointerTouch>,\r\n pointB: Nullable<PointerTouch>,\r\n previousPinchSquaredDistance: number,\r\n pinchSquaredDistance: number,\r\n previousMultiTouchPanPosition: Nullable<PointerTouch>,\r\n multiTouchPanPosition: Nullable<PointerTouch>\r\n ): void {\r\n // Store centroid for use in _computePinchZoom (it's already calculated by parent)\r\n this._pinchCentroid = multiTouchPanPosition;\r\n\r\n // Reset on gesture end\r\n if (pinchSquaredDistance === 0 && multiTouchPanPosition === null) {\r\n this._initialPinchSquaredDistance = 0;\r\n this._pinchCentroid = null;\r\n super.onMultiTouch(pointA, pointB, previousPinchSquaredDistance, pinchSquaredDistance, previousMultiTouchPanPosition, multiTouchPanPosition);\r\n return;\r\n }\r\n\r\n // Track initial distance at gesture start for cumulative threshold detection\r\n if (this._initialPinchSquaredDistance === 0 && pinchSquaredDistance !== 0) {\r\n this._initialPinchSquaredDistance = pinchSquaredDistance;\r\n }\r\n\r\n // Use cumulative delta from gesture start for threshold detection (more forgiving than frame-to-frame)\r\n const cumulativeDelta = Math.abs(Math.sqrt(pinchSquaredDistance) - Math.sqrt(this._initialPinchSquaredDistance));\r\n this._shouldStartPinchZoom = this._twoFingerActivityCount < 20 && cumulativeDelta > this.pinchToPanMax;\r\n\r\n super.onMultiTouch(pointA, pointB, previousPinchSquaredDistance, pinchSquaredDistance, previousMultiTouchPanPosition, multiTouchPanPosition);\r\n }\r\n\r\n public override onButtonUp(_evt: IPointerEvent): void {\r\n this.camera.movement.stopDrag();\r\n this.camera.movement.activeInput = false;\r\n this._initialPinchSquaredDistance = 0;\r\n this._pinchCentroid = null;\r\n super.onButtonUp(_evt);\r\n }\r\n\r\n public override onLostFocus(): void {\r\n this._initialPinchSquaredDistance = 0;\r\n this._pinchCentroid = null;\r\n super.onLostFocus();\r\n }\r\n\r\n private _handleTilt(deltaX: number, deltaY: number): void {\r\n this.camera.movement.rotationAccumulatedPixels.y += deltaX * this.yawSensitivity; // yaw - looking side to side\r\n this.camera.movement.rotationAccumulatedPixels.x -= deltaY * this.pitchSensitivity; // pitch - look up towards sky / down towards ground\r\n }\r\n}\r\n"]}
@@ -130,9 +130,9 @@ export class GeospatialCameraMovement extends CameraMovement {
130
130
  else {
131
131
  this._panSpeedMultiplier = 1;
132
132
  }
133
- // If a pan drag or rotate is occurring, stop zooming.
133
+ // If a pan drag is occurring, stop zooming.
134
134
  let zoomTargetDistance;
135
- if (this.isDragging || this.rotationAccumulatedPixels.lengthSquared() > Epsilon) {
135
+ if (this.isDragging) {
136
136
  this._zoomSpeedMultiplier = 0;
137
137
  this._zoomVelocity = 0;
138
138
  }
@@ -1 +1 @@
1
- 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{ CameraMovement } from \"./cameraMovement\";\r\nimport { Epsilon } from \"../Maths/math.constants\";\r\nimport { type GeospatialLimits } from \"./Limits/geospatialLimits\";\r\nimport { Matrix, TmpVectors, Vector3 } from \"../Maths/math.vector\";\r\nimport { type MeshPredicate } from \"../Culling/ray.core\";\r\nimport { Plane } from \"../Maths/math.plane\";\r\nimport { Ray } from \"../Culling/ray\";\r\nimport { type Scene } from \"../scene\";\r\nimport { Vector3Distance } from \"../Maths/math.vector.functions\";\r\nimport { Clamp } from \"../Maths/math.scalar.functions\";\r\nimport { type PickingInfo } from \"../Collisions/pickingInfo\";\r\nimport { type Nullable } from \"../types\";\r\nimport { type InterpolatingBehavior } from \"../Behaviors/Cameras/interpolatingBehavior\";\r\nimport { type GeospatialCamera } from \"./geospatialCamera\";\r\n\r\n/**\r\n * Geospatial-specific camera movement system that extends the base movement with\r\n * raycasting and altitude-aware zoom constraints.\r\n *\r\n * This class encapsulates geospatial camera movement logic:\r\n * - Dragging in a way which keeps cursor anchored to globe\r\n * - Latitude-based pan speed dampening\r\n * - Zoom speed scaling based on distance to center\r\n * - Raycasting to determine zoom constraints based on terrain/globe\r\n * - Altitude-based zoom clamping\r\n * - Zoom direction calculation (towards cursor vs along look vector)\r\n */\r\nexport class GeospatialCameraMovement extends CameraMovement {\r\n /** Predicate function to determine which meshes to pick against (e.g., globe mesh) */\r\n public pickPredicate?: MeshPredicate;\r\n\r\n /** World-space picked point under cursor for zoom-to-cursor behavior (may be undefined) */\r\n public computedPerFrameZoomPickPoint?: Vector3;\r\n\r\n public zoomToCursor: boolean = true;\r\n\r\n private _tempPickingRay: Ray;\r\n\r\n private _hitPointRadius?: number = undefined;\r\n private _dragPlane: Plane = new Plane(0, 0, 0, 0);\r\n private _dragPlaneNormal: Vector3 = Vector3.Zero();\r\n private _dragPlaneOriginPointEcef: Vector3 = Vector3.Zero();\r\n private _dragPlaneHitPointLocal: Vector3 = Vector3.Zero();\r\n private _previousDragPlaneHitPointLocal: Vector3 = Vector3.Zero();\r\n\r\n constructor(\r\n scene: Scene,\r\n public limits: GeospatialLimits,\r\n cameraPosition: Vector3,\r\n private _cameraCenter: Vector3,\r\n private _cameraLookAt: Vector3,\r\n pickPredicate?: MeshPredicate,\r\n behavior?: InterpolatingBehavior<GeospatialCamera>\r\n ) {\r\n super(scene, cameraPosition, behavior);\r\n this.pickPredicate = pickPredicate;\r\n this._tempPickingRay = new Ray(this._cameraPosition, this._cameraLookAt);\r\n this.panInertia = 0;\r\n this.rotationInertia = 0;\r\n this.rotationXSpeed = Math.PI / 500; // Move 1/500th of a half circle per pixel\r\n this.rotationYSpeed = Math.PI / 500; // Move 1/500th of a half circle per pixel\r\n this.zoomSpeed = 2; // Base zoom speed; actual speed is scaled based on altitude\r\n }\r\n\r\n /**\r\n * Function to calculate the up vector from a given point.\r\n * Can be overridden to support non-spherical planets or custom up vector logic.\r\n * Defaults to using the geocentric normal.\r\n * @param point The point from which to calculate the up vector (e.g., camera position)\r\n * @param result The vector to store the calculated up vector\r\n * @returns The calculated up vector\r\n */\r\n public calculateUpVectorFromPointToRef = (point: Vector3, result: Vector3): Vector3 => {\r\n return point.normalizeToRef(result);\r\n };\r\n\r\n public startDrag(pointerX: number, pointerY: number) {\r\n const pickResult = this._scene.pick(pointerX, pointerY, this.pickPredicate);\r\n if (pickResult.pickedPoint && pickResult.ray) {\r\n // Store radius from earth center to pickedPoint, used when calculating drag plane\r\n this._hitPointRadius = pickResult.pickedPoint.length();\r\n\r\n this._recalculateDragPlaneHitPoint(this._hitPointRadius, pickResult.ray, TmpVectors.Matrix[0]);\r\n this._previousDragPlaneHitPointLocal.copyFrom(this._dragPlaneHitPointLocal);\r\n } else {\r\n this._hitPointRadius = undefined; // can't drag without a hit on the globe\r\n }\r\n }\r\n\r\n public stopDrag() {\r\n this._hitPointRadius = undefined;\r\n }\r\n\r\n /**\r\n * The previous drag plane hit point in local space is stored to compute the movement delta.\r\n * As the drag movement occurs, we will continuously recalculate this point. The delta between the previous and current hit points is the delta we will apply to the camera's localtranslation\r\n * @param hitPointRadius The distance between the world origin (center of globe) and the initial drag hit point\r\n * @param ray The ray from the camera to the new cursor location\r\n * @param localToEcefResult The matrix to convert from local to ECEF space\r\n */\r\n private _recalculateDragPlaneHitPoint(hitPointRadius: number, ray: Ray, localToEcefResult: Matrix): void {\r\n // Use the camera's geocentric normal to find the dragPlaneOriginPoint which lives at hitPointRadius along the camera's geocentric normal\r\n this._cameraPosition.scaleToRef(hitPointRadius / Math.max(0.00001, this._cameraPosition.length()), this._dragPlaneOriginPointEcef);\r\n\r\n // The dragPlaneOffsetVector will later be recalculated when drag occurs, and the delta between the offset vectors will be applied to localTranslation\r\n ComputeLocalBasisToRefs(\r\n this._dragPlaneOriginPointEcef,\r\n TmpVectors.Vector3[0],\r\n TmpVectors.Vector3[1],\r\n this._dragPlaneNormal,\r\n this._scene.useRightHandedSystem,\r\n this.calculateUpVectorFromPointToRef\r\n );\r\n const localToEcef = Matrix.FromXYZAxesToRef(TmpVectors.Vector3[0], TmpVectors.Vector3[1], this._dragPlaneNormal, localToEcefResult);\r\n localToEcef.setTranslationFromFloats(this._dragPlaneOriginPointEcef.x, this._dragPlaneOriginPointEcef.y, this._dragPlaneOriginPointEcef.z);\r\n const ecefToLocal = localToEcef.invertToRef(TmpVectors.Matrix[1]);\r\n\r\n // Now create a plane at that point, perpendicular to _dragPlaneNormal.\r\n Plane.FromPositionAndNormalToRef(this._dragPlaneOriginPointEcef, this._dragPlaneNormal, this._dragPlane);\r\n\r\n // Lastly, find the _dragPlaneHitPoint where the ray intersects the _dragPlane.\r\n if (IntersectRayWithPlaneToRef(ray, this._dragPlane, this._dragPlaneHitPointLocal)) {\r\n // If hit, convert the drag plane hit point into the local space.\r\n Vector3.TransformCoordinatesToRef(this._dragPlaneHitPointLocal, ecefToLocal, this._dragPlaneHitPointLocal);\r\n }\r\n }\r\n\r\n public handleDrag(pointerX: number, pointerY: number) {\r\n if (this._hitPointRadius) {\r\n const pickResult = this._scene.pick(pointerX, pointerY, this.pickPredicate);\r\n if (pickResult.ray) {\r\n const localToEcef = TmpVectors.Matrix[0];\r\n this._recalculateDragPlaneHitPoint(this._hitPointRadius, pickResult.ray, localToEcef);\r\n\r\n const delta = this._dragPlaneHitPointLocal.subtractToRef(this._previousDragPlaneHitPointLocal, TmpVectors.Vector3[6]);\r\n\r\n // When the camera is pitched nearly parallel to the drag plane, ray-plane intersection\r\n // can produce enormous deltas. Clamp the delta to avoid massive jumps.\r\n const maxDragDelta = this._hitPointRadius * 0.1; // Max 10% of hit radius per frame\r\n const deltaLength = delta.length();\r\n if (deltaLength > maxDragDelta) {\r\n delta.scaleInPlace(maxDragDelta / deltaLength);\r\n }\r\n\r\n this._previousDragPlaneHitPointLocal.copyFrom(this._dragPlaneHitPointLocal);\r\n\r\n Vector3.TransformNormalToRef(delta, localToEcef, delta);\r\n this._dragPlaneOriginPointEcef.addInPlace(delta);\r\n\r\n this.panAccumulatedPixels.subtractInPlace(delta);\r\n }\r\n }\r\n }\r\n\r\n /** @override */\r\n public override computeCurrentFrameDeltas(): void {\r\n const cameraCenter = this._cameraCenter;\r\n\r\n // Slows down panning near the poles\r\n if (this.panAccumulatedPixels.lengthSquared() > Epsilon) {\r\n const centerRadius = cameraCenter.length(); // distance from planet origin to camera center\r\n const currentRadius = this._cameraPosition.length();\r\n // Dampen the pan speed based on latitude (slower near poles)\r\n const upAtCenter = TmpVectors.Vector3[7];\r\n this.calculateUpVectorFromPointToRef(cameraCenter, upAtCenter);\r\n // Latitude is derived from the Z component of the up vector (ECEF convention: Z = polar axis)\r\n const sineOfSphericalLat = upAtCenter.z;\r\n const cosOfSphericalLat = Math.sqrt(1 - Math.min(1, sineOfSphericalLat * sineOfSphericalLat));\r\n const latitudeDampening = Math.sqrt(Math.abs(cosOfSphericalLat)); // sqrt here reduces effect near equator\r\n\r\n // Reduce the dampening effect near surface (so that at ground level, pan speed is not affected by latitude)\r\n const height = Math.max(currentRadius - centerRadius, Epsilon);\r\n const latitudeDampeningScale = Math.max(1, centerRadius / height);\r\n\r\n this._panSpeedMultiplier = Clamp(latitudeDampeningScale * latitudeDampening, 0, 1);\r\n } else {\r\n this._panSpeedMultiplier = 1;\r\n }\r\n\r\n // If a pan drag or rotate is occurring, stop zooming.\r\n let zoomTargetDistance: number | undefined;\r\n if (this.isDragging || this.rotationAccumulatedPixels.lengthSquared() > Epsilon) {\r\n this._zoomSpeedMultiplier = 0;\r\n this._zoomVelocity = 0;\r\n } else {\r\n zoomTargetDistance = this.computedPerFrameZoomPickPoint ? Vector3Distance(this._cameraPosition, this.computedPerFrameZoomPickPoint) : undefined;\r\n\r\n // Scales zoom movement speed based on camera distance to zoom target.\r\n this._zoomSpeedMultiplier = (zoomTargetDistance ?? Vector3Distance(this._cameraPosition, cameraCenter)) * 0.01;\r\n }\r\n\r\n super.computeCurrentFrameDeltas();\r\n }\r\n\r\n public get isDragging() {\r\n return this._hitPointRadius !== undefined;\r\n }\r\n\r\n public handleZoom(zoomDelta: number, toCursor: boolean) {\r\n if (zoomDelta !== 0) {\r\n this.zoomAccumulatedPixels += zoomDelta;\r\n\r\n const pickResult = this._scene.pick(this._scene.pointerX, this._scene.pointerY, this.pickPredicate);\r\n\r\n if (toCursor && pickResult.hit && pickResult.pickedPoint && pickResult.ray && this.zoomToCursor) {\r\n this.computedPerFrameZoomPickPoint = pickResult.pickedPoint;\r\n } else {\r\n // If no hit under cursor or explicitly told not to zoom to cursor, zoom along lookVector instead\r\n const lookPickResult = this.pickAlongVector(this._cameraLookAt);\r\n this.computedPerFrameZoomPickPoint = lookPickResult?.pickedPoint ?? undefined;\r\n }\r\n }\r\n }\r\n\r\n public pickAlongVector(vector: Vector3): Nullable<PickingInfo> {\r\n this._tempPickingRay.origin.copyFrom(this._cameraPosition);\r\n this._tempPickingRay.direction.copyFrom(vector);\r\n return this._scene.pickWithRay(this._tempPickingRay, this.pickPredicate);\r\n }\r\n}\r\n/** @internal */\r\nexport function ClampCenterFromPolesInPlace(center: Vector3) {\r\n const sineOfSphericalLatitudeLimit = 0.998749218; // ~90 degrees\r\n const centerMagnitude = center.length(); // distance from planet origin\r\n if (centerMagnitude > Epsilon) {\r\n const sineSphericalLat = centerMagnitude === 0 ? 0 : center.z / centerMagnitude;\r\n if (Math.abs(sineSphericalLat) > sineOfSphericalLatitudeLimit) {\r\n // Clamp the spherical latitude (and derive longitude)\r\n const sineOfClampedSphericalLat = Clamp(sineSphericalLat, -sineOfSphericalLatitudeLimit, sineOfSphericalLatitudeLimit);\r\n const cosineOfClampedSphericalLat = Math.sqrt(1 - sineOfClampedSphericalLat * sineOfClampedSphericalLat);\r\n const longitude = Math.atan2(center.y, center.x);\r\n\r\n // Spherical to Cartesian\r\n const newX = centerMagnitude * Math.cos(longitude) * cosineOfClampedSphericalLat;\r\n const newY = centerMagnitude * Math.sin(longitude) * cosineOfClampedSphericalLat;\r\n const newZ = centerMagnitude * sineOfClampedSphericalLat;\r\n\r\n center.set(newX, newY, newZ);\r\n }\r\n }\r\n return center;\r\n}\r\n\r\nfunction IntersectRayWithPlaneToRef(ray: Ray, plane: Plane, ref: Vector3): boolean {\r\n // Distance along the ray to the plane; null if no hit\r\n const dist = ray.intersectsPlane(plane);\r\n\r\n if (dist !== null && dist >= 0) {\r\n ray.origin.addToRef(ray.direction.scaleToRef(dist, TmpVectors.Vector3[0]), ref);\r\n return true;\r\n }\r\n\r\n return false;\r\n}\r\n\r\n/**\r\n * Helper to build east/north/up basis vectors at a world position.\r\n * Cross product order is swapped based on handedness so that the east vector\r\n * encodes the coordinate-system convention, removing the need for a separate yawScale.\r\n * @param worldPos - The position on the globe\r\n * @param refEast - Receives the east direction\r\n * @param refNorth - Receives the north direction\r\n * @param refUp - Receives the up (outward) direction\r\n * @param useRightHandedSystem - Whether the scene uses a right-handed coordinate system (default: false)\r\n * @param calculateUpVectorFromPointToRef - Optional function to calculate the up vector from a point. If supplied, this function will be used instead of assuming a spherical geocentric normal, allowing support for non-spherical planets or custom up vector logic.\r\n * @internal\r\n */\r\nexport function ComputeLocalBasisToRefs(\r\n worldPos: Vector3,\r\n refEast: Vector3,\r\n refNorth: Vector3,\r\n refUp: Vector3,\r\n useRightHandedSystem: boolean = false,\r\n calculateUpVectorFromPointToRef?: (point: Vector3, result: Vector3) => Vector3\r\n): void {\r\n if (calculateUpVectorFromPointToRef) {\r\n calculateUpVectorFromPointToRef(worldPos, refUp);\r\n } else {\r\n // up = normalized position (geocentric normal)\r\n refUp.copyFrom(worldPos).normalize();\r\n }\r\n\r\n // east – cross product order determines handedness\r\n const worldNorth = Vector3.LeftHandedForwardReadOnly; // (0,0,1)\r\n if (useRightHandedSystem) {\r\n Vector3.CrossToRef(worldNorth, refUp, refEast);\r\n } else {\r\n Vector3.CrossToRef(refUp, worldNorth, refEast);\r\n }\r\n\r\n // at poles, cross with worldRight instead\r\n if (refEast.lengthSquared() < Epsilon) {\r\n if (useRightHandedSystem) {\r\n Vector3.CrossToRef(Vector3.Right(), refUp, refEast);\r\n } else {\r\n Vector3.CrossToRef(refUp, Vector3.Right(), refEast);\r\n }\r\n }\r\n refEast.normalize();\r\n\r\n // north – completes the basis (cross order also swapped for handedness)\r\n if (useRightHandedSystem) {\r\n Vector3.CrossToRef(refUp, refEast, refNorth);\r\n } else {\r\n Vector3.CrossToRef(refEast, refUp, refNorth);\r\n }\r\n refNorth.normalize();\r\n}\r\n"]}
1
+ 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{ CameraMovement } from \"./cameraMovement\";\r\nimport { Epsilon } from \"../Maths/math.constants\";\r\nimport { type GeospatialLimits } from \"./Limits/geospatialLimits\";\r\nimport { Matrix, TmpVectors, Vector3 } from \"../Maths/math.vector\";\r\nimport { type MeshPredicate } from \"../Culling/ray.core\";\r\nimport { Plane } from \"../Maths/math.plane\";\r\nimport { Ray } from \"../Culling/ray\";\r\nimport { type Scene } from \"../scene\";\r\nimport { Vector3Distance } from \"../Maths/math.vector.functions\";\r\nimport { Clamp } from \"../Maths/math.scalar.functions\";\r\nimport { type PickingInfo } from \"../Collisions/pickingInfo\";\r\nimport { type Nullable } from \"../types\";\r\nimport { type InterpolatingBehavior } from \"../Behaviors/Cameras/interpolatingBehavior\";\r\nimport { type GeospatialCamera } from \"./geospatialCamera\";\r\n\r\n/**\r\n * Geospatial-specific camera movement system that extends the base movement with\r\n * raycasting and altitude-aware zoom constraints.\r\n *\r\n * This class encapsulates geospatial camera movement logic:\r\n * - Dragging in a way which keeps cursor anchored to globe\r\n * - Latitude-based pan speed dampening\r\n * - Zoom speed scaling based on distance to center\r\n * - Raycasting to determine zoom constraints based on terrain/globe\r\n * - Altitude-based zoom clamping\r\n * - Zoom direction calculation (towards cursor vs along look vector)\r\n */\r\nexport class GeospatialCameraMovement extends CameraMovement {\r\n /** Predicate function to determine which meshes to pick against (e.g., globe mesh) */\r\n public pickPredicate?: MeshPredicate;\r\n\r\n /** World-space picked point under cursor for zoom-to-cursor behavior (may be undefined) */\r\n public computedPerFrameZoomPickPoint?: Vector3;\r\n\r\n public zoomToCursor: boolean = true;\r\n\r\n private _tempPickingRay: Ray;\r\n\r\n private _hitPointRadius?: number = undefined;\r\n private _dragPlane: Plane = new Plane(0, 0, 0, 0);\r\n private _dragPlaneNormal: Vector3 = Vector3.Zero();\r\n private _dragPlaneOriginPointEcef: Vector3 = Vector3.Zero();\r\n private _dragPlaneHitPointLocal: Vector3 = Vector3.Zero();\r\n private _previousDragPlaneHitPointLocal: Vector3 = Vector3.Zero();\r\n\r\n constructor(\r\n scene: Scene,\r\n public limits: GeospatialLimits,\r\n cameraPosition: Vector3,\r\n private _cameraCenter: Vector3,\r\n private _cameraLookAt: Vector3,\r\n pickPredicate?: MeshPredicate,\r\n behavior?: InterpolatingBehavior<GeospatialCamera>\r\n ) {\r\n super(scene, cameraPosition, behavior);\r\n this.pickPredicate = pickPredicate;\r\n this._tempPickingRay = new Ray(this._cameraPosition, this._cameraLookAt);\r\n this.panInertia = 0;\r\n this.rotationInertia = 0;\r\n this.rotationXSpeed = Math.PI / 500; // Move 1/500th of a half circle per pixel\r\n this.rotationYSpeed = Math.PI / 500; // Move 1/500th of a half circle per pixel\r\n this.zoomSpeed = 2; // Base zoom speed; actual speed is scaled based on altitude\r\n }\r\n\r\n /**\r\n * Function to calculate the up vector from a given point.\r\n * Can be overridden to support non-spherical planets or custom up vector logic.\r\n * Defaults to using the geocentric normal.\r\n * @param point The point from which to calculate the up vector (e.g., camera position)\r\n * @param result The vector to store the calculated up vector\r\n * @returns The calculated up vector\r\n */\r\n public calculateUpVectorFromPointToRef = (point: Vector3, result: Vector3): Vector3 => {\r\n return point.normalizeToRef(result);\r\n };\r\n\r\n public startDrag(pointerX: number, pointerY: number) {\r\n const pickResult = this._scene.pick(pointerX, pointerY, this.pickPredicate);\r\n if (pickResult.pickedPoint && pickResult.ray) {\r\n // Store radius from earth center to pickedPoint, used when calculating drag plane\r\n this._hitPointRadius = pickResult.pickedPoint.length();\r\n\r\n this._recalculateDragPlaneHitPoint(this._hitPointRadius, pickResult.ray, TmpVectors.Matrix[0]);\r\n this._previousDragPlaneHitPointLocal.copyFrom(this._dragPlaneHitPointLocal);\r\n } else {\r\n this._hitPointRadius = undefined; // can't drag without a hit on the globe\r\n }\r\n }\r\n\r\n public stopDrag() {\r\n this._hitPointRadius = undefined;\r\n }\r\n\r\n /**\r\n * The previous drag plane hit point in local space is stored to compute the movement delta.\r\n * As the drag movement occurs, we will continuously recalculate this point. The delta between the previous and current hit points is the delta we will apply to the camera's localtranslation\r\n * @param hitPointRadius The distance between the world origin (center of globe) and the initial drag hit point\r\n * @param ray The ray from the camera to the new cursor location\r\n * @param localToEcefResult The matrix to convert from local to ECEF space\r\n */\r\n private _recalculateDragPlaneHitPoint(hitPointRadius: number, ray: Ray, localToEcefResult: Matrix): void {\r\n // Use the camera's geocentric normal to find the dragPlaneOriginPoint which lives at hitPointRadius along the camera's geocentric normal\r\n this._cameraPosition.scaleToRef(hitPointRadius / Math.max(0.00001, this._cameraPosition.length()), this._dragPlaneOriginPointEcef);\r\n\r\n // The dragPlaneOffsetVector will later be recalculated when drag occurs, and the delta between the offset vectors will be applied to localTranslation\r\n ComputeLocalBasisToRefs(\r\n this._dragPlaneOriginPointEcef,\r\n TmpVectors.Vector3[0],\r\n TmpVectors.Vector3[1],\r\n this._dragPlaneNormal,\r\n this._scene.useRightHandedSystem,\r\n this.calculateUpVectorFromPointToRef\r\n );\r\n const localToEcef = Matrix.FromXYZAxesToRef(TmpVectors.Vector3[0], TmpVectors.Vector3[1], this._dragPlaneNormal, localToEcefResult);\r\n localToEcef.setTranslationFromFloats(this._dragPlaneOriginPointEcef.x, this._dragPlaneOriginPointEcef.y, this._dragPlaneOriginPointEcef.z);\r\n const ecefToLocal = localToEcef.invertToRef(TmpVectors.Matrix[1]);\r\n\r\n // Now create a plane at that point, perpendicular to _dragPlaneNormal.\r\n Plane.FromPositionAndNormalToRef(this._dragPlaneOriginPointEcef, this._dragPlaneNormal, this._dragPlane);\r\n\r\n // Lastly, find the _dragPlaneHitPoint where the ray intersects the _dragPlane.\r\n if (IntersectRayWithPlaneToRef(ray, this._dragPlane, this._dragPlaneHitPointLocal)) {\r\n // If hit, convert the drag plane hit point into the local space.\r\n Vector3.TransformCoordinatesToRef(this._dragPlaneHitPointLocal, ecefToLocal, this._dragPlaneHitPointLocal);\r\n }\r\n }\r\n\r\n public handleDrag(pointerX: number, pointerY: number) {\r\n if (this._hitPointRadius) {\r\n const pickResult = this._scene.pick(pointerX, pointerY, this.pickPredicate);\r\n if (pickResult.ray) {\r\n const localToEcef = TmpVectors.Matrix[0];\r\n this._recalculateDragPlaneHitPoint(this._hitPointRadius, pickResult.ray, localToEcef);\r\n\r\n const delta = this._dragPlaneHitPointLocal.subtractToRef(this._previousDragPlaneHitPointLocal, TmpVectors.Vector3[6]);\r\n\r\n // When the camera is pitched nearly parallel to the drag plane, ray-plane intersection\r\n // can produce enormous deltas. Clamp the delta to avoid massive jumps.\r\n const maxDragDelta = this._hitPointRadius * 0.1; // Max 10% of hit radius per frame\r\n const deltaLength = delta.length();\r\n if (deltaLength > maxDragDelta) {\r\n delta.scaleInPlace(maxDragDelta / deltaLength);\r\n }\r\n\r\n this._previousDragPlaneHitPointLocal.copyFrom(this._dragPlaneHitPointLocal);\r\n\r\n Vector3.TransformNormalToRef(delta, localToEcef, delta);\r\n this._dragPlaneOriginPointEcef.addInPlace(delta);\r\n\r\n this.panAccumulatedPixels.subtractInPlace(delta);\r\n }\r\n }\r\n }\r\n\r\n /** @override */\r\n public override computeCurrentFrameDeltas(): void {\r\n const cameraCenter = this._cameraCenter;\r\n\r\n // Slows down panning near the poles\r\n if (this.panAccumulatedPixels.lengthSquared() > Epsilon) {\r\n const centerRadius = cameraCenter.length(); // distance from planet origin to camera center\r\n const currentRadius = this._cameraPosition.length();\r\n // Dampen the pan speed based on latitude (slower near poles)\r\n const upAtCenter = TmpVectors.Vector3[7];\r\n this.calculateUpVectorFromPointToRef(cameraCenter, upAtCenter);\r\n // Latitude is derived from the Z component of the up vector (ECEF convention: Z = polar axis)\r\n const sineOfSphericalLat = upAtCenter.z;\r\n const cosOfSphericalLat = Math.sqrt(1 - Math.min(1, sineOfSphericalLat * sineOfSphericalLat));\r\n const latitudeDampening = Math.sqrt(Math.abs(cosOfSphericalLat)); // sqrt here reduces effect near equator\r\n\r\n // Reduce the dampening effect near surface (so that at ground level, pan speed is not affected by latitude)\r\n const height = Math.max(currentRadius - centerRadius, Epsilon);\r\n const latitudeDampeningScale = Math.max(1, centerRadius / height);\r\n\r\n this._panSpeedMultiplier = Clamp(latitudeDampeningScale * latitudeDampening, 0, 1);\r\n } else {\r\n this._panSpeedMultiplier = 1;\r\n }\r\n\r\n // If a pan drag is occurring, stop zooming.\r\n let zoomTargetDistance: number | undefined;\r\n if (this.isDragging) {\r\n this._zoomSpeedMultiplier = 0;\r\n this._zoomVelocity = 0;\r\n } else {\r\n zoomTargetDistance = this.computedPerFrameZoomPickPoint ? Vector3Distance(this._cameraPosition, this.computedPerFrameZoomPickPoint) : undefined;\r\n\r\n // Scales zoom movement speed based on camera distance to zoom target.\r\n this._zoomSpeedMultiplier = (zoomTargetDistance ?? Vector3Distance(this._cameraPosition, cameraCenter)) * 0.01;\r\n }\r\n\r\n super.computeCurrentFrameDeltas();\r\n }\r\n\r\n public get isDragging() {\r\n return this._hitPointRadius !== undefined;\r\n }\r\n\r\n public handleZoom(zoomDelta: number, toCursor: boolean) {\r\n if (zoomDelta !== 0) {\r\n this.zoomAccumulatedPixels += zoomDelta;\r\n\r\n const pickResult = this._scene.pick(this._scene.pointerX, this._scene.pointerY, this.pickPredicate);\r\n\r\n if (toCursor && pickResult.hit && pickResult.pickedPoint && pickResult.ray && this.zoomToCursor) {\r\n this.computedPerFrameZoomPickPoint = pickResult.pickedPoint;\r\n } else {\r\n // If no hit under cursor or explicitly told not to zoom to cursor, zoom along lookVector instead\r\n const lookPickResult = this.pickAlongVector(this._cameraLookAt);\r\n this.computedPerFrameZoomPickPoint = lookPickResult?.pickedPoint ?? undefined;\r\n }\r\n }\r\n }\r\n\r\n public pickAlongVector(vector: Vector3): Nullable<PickingInfo> {\r\n this._tempPickingRay.origin.copyFrom(this._cameraPosition);\r\n this._tempPickingRay.direction.copyFrom(vector);\r\n return this._scene.pickWithRay(this._tempPickingRay, this.pickPredicate);\r\n }\r\n}\r\n/** @internal */\r\nexport function ClampCenterFromPolesInPlace(center: Vector3) {\r\n const sineOfSphericalLatitudeLimit = 0.998749218; // ~90 degrees\r\n const centerMagnitude = center.length(); // distance from planet origin\r\n if (centerMagnitude > Epsilon) {\r\n const sineSphericalLat = centerMagnitude === 0 ? 0 : center.z / centerMagnitude;\r\n if (Math.abs(sineSphericalLat) > sineOfSphericalLatitudeLimit) {\r\n // Clamp the spherical latitude (and derive longitude)\r\n const sineOfClampedSphericalLat = Clamp(sineSphericalLat, -sineOfSphericalLatitudeLimit, sineOfSphericalLatitudeLimit);\r\n const cosineOfClampedSphericalLat = Math.sqrt(1 - sineOfClampedSphericalLat * sineOfClampedSphericalLat);\r\n const longitude = Math.atan2(center.y, center.x);\r\n\r\n // Spherical to Cartesian\r\n const newX = centerMagnitude * Math.cos(longitude) * cosineOfClampedSphericalLat;\r\n const newY = centerMagnitude * Math.sin(longitude) * cosineOfClampedSphericalLat;\r\n const newZ = centerMagnitude * sineOfClampedSphericalLat;\r\n\r\n center.set(newX, newY, newZ);\r\n }\r\n }\r\n return center;\r\n}\r\n\r\nfunction IntersectRayWithPlaneToRef(ray: Ray, plane: Plane, ref: Vector3): boolean {\r\n // Distance along the ray to the plane; null if no hit\r\n const dist = ray.intersectsPlane(plane);\r\n\r\n if (dist !== null && dist >= 0) {\r\n ray.origin.addToRef(ray.direction.scaleToRef(dist, TmpVectors.Vector3[0]), ref);\r\n return true;\r\n }\r\n\r\n return false;\r\n}\r\n\r\n/**\r\n * Helper to build east/north/up basis vectors at a world position.\r\n * Cross product order is swapped based on handedness so that the east vector\r\n * encodes the coordinate-system convention, removing the need for a separate yawScale.\r\n * @param worldPos - The position on the globe\r\n * @param refEast - Receives the east direction\r\n * @param refNorth - Receives the north direction\r\n * @param refUp - Receives the up (outward) direction\r\n * @param useRightHandedSystem - Whether the scene uses a right-handed coordinate system (default: false)\r\n * @param calculateUpVectorFromPointToRef - Optional function to calculate the up vector from a point. If supplied, this function will be used instead of assuming a spherical geocentric normal, allowing support for non-spherical planets or custom up vector logic.\r\n * @internal\r\n */\r\nexport function ComputeLocalBasisToRefs(\r\n worldPos: Vector3,\r\n refEast: Vector3,\r\n refNorth: Vector3,\r\n refUp: Vector3,\r\n useRightHandedSystem: boolean = false,\r\n calculateUpVectorFromPointToRef?: (point: Vector3, result: Vector3) => Vector3\r\n): void {\r\n if (calculateUpVectorFromPointToRef) {\r\n calculateUpVectorFromPointToRef(worldPos, refUp);\r\n } else {\r\n // up = normalized position (geocentric normal)\r\n refUp.copyFrom(worldPos).normalize();\r\n }\r\n\r\n // east – cross product order determines handedness\r\n const worldNorth = Vector3.LeftHandedForwardReadOnly; // (0,0,1)\r\n if (useRightHandedSystem) {\r\n Vector3.CrossToRef(worldNorth, refUp, refEast);\r\n } else {\r\n Vector3.CrossToRef(refUp, worldNorth, refEast);\r\n }\r\n\r\n // at poles, cross with worldRight instead\r\n if (refEast.lengthSquared() < Epsilon) {\r\n if (useRightHandedSystem) {\r\n Vector3.CrossToRef(Vector3.Right(), refUp, refEast);\r\n } else {\r\n Vector3.CrossToRef(refUp, Vector3.Right(), refEast);\r\n }\r\n }\r\n refEast.normalize();\r\n\r\n // north – completes the basis (cross order also swapped for handedness)\r\n if (useRightHandedSystem) {\r\n Vector3.CrossToRef(refUp, refEast, refNorth);\r\n } else {\r\n Vector3.CrossToRef(refEast, refUp, refNorth);\r\n }\r\n refNorth.normalize();\r\n}\r\n"]}
@@ -0,0 +1,105 @@
1
+ import { type FrameGraph, type NodeRenderGraphBuildState, type NodeRenderGraphConnectionPoint, type Scene } from "../../../../index.js";
2
+ import { NodeRenderGraphBlock } from "../../nodeRenderGraphBlock.js";
3
+ import { FrameGraphIblShadowsRendererTask } from "../../../Tasks/Rendering/iblShadowsRendererTask.js";
4
+ /**
5
+ * Block that implements IBL (image-based lighting) shadows using voxel tracing.
6
+ */
7
+ export declare class NodeRenderGraphIblShadowsRendererBlock extends NodeRenderGraphBlock {
8
+ protected _frameGraphTask: FrameGraphIblShadowsRendererTask;
9
+ /**
10
+ * Gets the frame graph task associated with this block
11
+ */
12
+ get task(): FrameGraphIblShadowsRendererTask;
13
+ /**
14
+ * Create a new NodeRenderGraphIblShadowsRendererBlock
15
+ * @param name defines the block name
16
+ * @param frameGraph defines the hosting frame graph
17
+ * @param scene defines the hosting scene
18
+ */
19
+ constructor(name: string, frameGraph: FrameGraph, scene: Scene);
20
+ /** Number of tracing sample directions */
21
+ get sampleDirections(): number;
22
+ set sampleDirections(value: number);
23
+ /** Whether traced shadows preserve environment color */
24
+ get coloredShadows(): boolean;
25
+ set coloredShadows(value: boolean);
26
+ /** Opacity of voxel-traced shadows */
27
+ get voxelShadowOpacity(): number;
28
+ set voxelShadowOpacity(value: number);
29
+ /** Opacity of screen-space shadows */
30
+ get ssShadowOpacity(): number;
31
+ set ssShadowOpacity(value: number);
32
+ /** Number of screen-space shadow samples */
33
+ get ssShadowSampleCount(): number;
34
+ set ssShadowSampleCount(value: number);
35
+ /** Stride used by screen-space shadow sampling */
36
+ get ssShadowStride(): number;
37
+ set ssShadowStride(value: number);
38
+ /** Distance scale used by screen-space shadow tracing */
39
+ get ssShadowDistanceScale(): number;
40
+ set ssShadowDistanceScale(value: number);
41
+ /** Thickness scale used by screen-space shadow tracing */
42
+ get ssShadowThicknessScale(): number;
43
+ set ssShadowThicknessScale(value: number);
44
+ /** Voxel tracing normal bias */
45
+ get voxelNormalBias(): number;
46
+ set voxelNormalBias(value: number);
47
+ /** Voxel tracing direction bias */
48
+ get voxelDirectionBias(): number;
49
+ set voxelDirectionBias(value: number);
50
+ /** Environment rotation in radians */
51
+ get envRotation(): number;
52
+ set envRotation(value: number);
53
+ /** Temporal shadow remanence while moving */
54
+ get shadowRemanence(): number;
55
+ set shadowRemanence(value: number);
56
+ /** Final material shadow opacity */
57
+ get shadowOpacity(): number;
58
+ set shadowOpacity(value: number);
59
+ /** Voxelization resolution exponent (actual resolution is 2^value) */
60
+ get resolutionExp(): number;
61
+ set resolutionExp(value: number);
62
+ /** Voxelization refresh rate (-1: manual, 0: every frame, N: skip N frames) */
63
+ get refreshRate(): number;
64
+ set refreshRate(value: number);
65
+ /** Whether tri-planar voxelization is used */
66
+ get triPlanarVoxelization(): boolean;
67
+ set triPlanarVoxelization(value: boolean);
68
+ /**
69
+ * Gets the current class name
70
+ * @returns the class name
71
+ */
72
+ getClassName(): string;
73
+ /**
74
+ * Gets the depth texture input component
75
+ */
76
+ get depth(): NodeRenderGraphConnectionPoint;
77
+ /**
78
+ * Gets the normal texture input component
79
+ */
80
+ get normal(): NodeRenderGraphConnectionPoint;
81
+ /**
82
+ * Gets the position texture input component
83
+ */
84
+ get position(): NodeRenderGraphConnectionPoint;
85
+ /**
86
+ * Gets the velocity texture input component
87
+ */
88
+ get velocity(): NodeRenderGraphConnectionPoint;
89
+ /**
90
+ * Gets the camera input component
91
+ */
92
+ get camera(): NodeRenderGraphConnectionPoint;
93
+ /**
94
+ * Gets the objects input component
95
+ */
96
+ get objects(): NodeRenderGraphConnectionPoint;
97
+ /**
98
+ * Gets the output component
99
+ */
100
+ get output(): NodeRenderGraphConnectionPoint;
101
+ protected _buildBlock(state: NodeRenderGraphBuildState): void;
102
+ protected _dumpPropertiesCode(): string;
103
+ serialize(): any;
104
+ _deserialize(serializationObject: any): void;
105
+ }
@@ -0,0 +1,318 @@
1
+ import { __decorate } from "../../../../tslib.es6.js";
2
+ import { RegisterClass } from "../../../../Misc/typeStore.js";
3
+ import { editableInPropertyPage } from "../../../../Decorators/nodeDecorator.js";
4
+ import { NodeRenderGraphBlock } from "../../nodeRenderGraphBlock.js";
5
+ import { FrameGraphIblShadowsRendererTask } from "../../../Tasks/Rendering/iblShadowsRendererTask.js";
6
+ import { NodeRenderGraphBlockConnectionPointTypes } from "../../Types/nodeRenderGraphTypes.js";
7
+ /**
8
+ * Block that implements IBL (image-based lighting) shadows using voxel tracing.
9
+ */
10
+ export class NodeRenderGraphIblShadowsRendererBlock extends NodeRenderGraphBlock {
11
+ /**
12
+ * Gets the frame graph task associated with this block
13
+ */
14
+ get task() {
15
+ return this._frameGraphTask;
16
+ }
17
+ /**
18
+ * Create a new NodeRenderGraphIblShadowsRendererBlock
19
+ * @param name defines the block name
20
+ * @param frameGraph defines the hosting frame graph
21
+ * @param scene defines the hosting scene
22
+ */
23
+ constructor(name, frameGraph, scene) {
24
+ super(name, frameGraph, scene);
25
+ this.registerInput("depth", NodeRenderGraphBlockConnectionPointTypes.TextureScreenDepth);
26
+ this.registerInput("normal", NodeRenderGraphBlockConnectionPointTypes.TextureWorldNormal);
27
+ this.registerInput("position", NodeRenderGraphBlockConnectionPointTypes.TextureWorldPosition);
28
+ this.registerInput("velocity", NodeRenderGraphBlockConnectionPointTypes.TextureLinearVelocity);
29
+ this.registerInput("camera", NodeRenderGraphBlockConnectionPointTypes.Camera);
30
+ this.registerInput("objects", NodeRenderGraphBlockConnectionPointTypes.ObjectList);
31
+ this._addDependenciesInput();
32
+ this.registerOutput("output", NodeRenderGraphBlockConnectionPointTypes.Texture);
33
+ this._frameGraphTask = new FrameGraphIblShadowsRendererTask(name, frameGraph);
34
+ }
35
+ // ------ Tracing properties ------
36
+ /** Number of tracing sample directions */
37
+ get sampleDirections() {
38
+ return this._frameGraphTask.sampleDirections;
39
+ }
40
+ set sampleDirections(value) {
41
+ this._frameGraphTask.sampleDirections = value;
42
+ }
43
+ /** Whether traced shadows preserve environment color */
44
+ get coloredShadows() {
45
+ return this._frameGraphTask.coloredShadows;
46
+ }
47
+ set coloredShadows(value) {
48
+ this._frameGraphTask.coloredShadows = value;
49
+ }
50
+ /** Opacity of voxel-traced shadows */
51
+ get voxelShadowOpacity() {
52
+ return this._frameGraphTask.voxelShadowOpacity;
53
+ }
54
+ set voxelShadowOpacity(value) {
55
+ this._frameGraphTask.voxelShadowOpacity = value;
56
+ }
57
+ /** Opacity of screen-space shadows */
58
+ get ssShadowOpacity() {
59
+ return this._frameGraphTask.ssShadowOpacity;
60
+ }
61
+ set ssShadowOpacity(value) {
62
+ this._frameGraphTask.ssShadowOpacity = value;
63
+ }
64
+ /** Number of screen-space shadow samples */
65
+ get ssShadowSampleCount() {
66
+ return this._frameGraphTask.ssShadowSampleCount;
67
+ }
68
+ set ssShadowSampleCount(value) {
69
+ this._frameGraphTask.ssShadowSampleCount = value;
70
+ }
71
+ /** Stride used by screen-space shadow sampling */
72
+ get ssShadowStride() {
73
+ return this._frameGraphTask.ssShadowStride;
74
+ }
75
+ set ssShadowStride(value) {
76
+ this._frameGraphTask.ssShadowStride = value;
77
+ }
78
+ /** Distance scale used by screen-space shadow tracing */
79
+ get ssShadowDistanceScale() {
80
+ return this._frameGraphTask.ssShadowDistanceScale;
81
+ }
82
+ set ssShadowDistanceScale(value) {
83
+ this._frameGraphTask.ssShadowDistanceScale = value;
84
+ }
85
+ /** Thickness scale used by screen-space shadow tracing */
86
+ get ssShadowThicknessScale() {
87
+ return this._frameGraphTask.ssShadowThicknessScale;
88
+ }
89
+ set ssShadowThicknessScale(value) {
90
+ this._frameGraphTask.ssShadowThicknessScale = value;
91
+ }
92
+ /** Voxel tracing normal bias */
93
+ get voxelNormalBias() {
94
+ return this._frameGraphTask.voxelNormalBias;
95
+ }
96
+ set voxelNormalBias(value) {
97
+ this._frameGraphTask.voxelNormalBias = value;
98
+ }
99
+ /** Voxel tracing direction bias */
100
+ get voxelDirectionBias() {
101
+ return this._frameGraphTask.voxelDirectionBias;
102
+ }
103
+ set voxelDirectionBias(value) {
104
+ this._frameGraphTask.voxelDirectionBias = value;
105
+ }
106
+ /** Environment rotation in radians */
107
+ get envRotation() {
108
+ return this._frameGraphTask.envRotation;
109
+ }
110
+ set envRotation(value) {
111
+ this._frameGraphTask.envRotation = value;
112
+ }
113
+ // ------ Accumulation properties ------
114
+ /** Temporal shadow remanence while moving */
115
+ get shadowRemanence() {
116
+ return this._frameGraphTask.shadowRemanence;
117
+ }
118
+ set shadowRemanence(value) {
119
+ this._frameGraphTask.shadowRemanence = value;
120
+ }
121
+ /** Final material shadow opacity */
122
+ get shadowOpacity() {
123
+ return this._frameGraphTask.shadowOpacity;
124
+ }
125
+ set shadowOpacity(value) {
126
+ this._frameGraphTask.shadowOpacity = value;
127
+ }
128
+ // ------ Voxelization properties ------
129
+ /** Voxelization resolution exponent (actual resolution is 2^value) */
130
+ get resolutionExp() {
131
+ return this._frameGraphTask.resolutionExp;
132
+ }
133
+ set resolutionExp(value) {
134
+ this._frameGraphTask.resolutionExp = value;
135
+ }
136
+ /** Voxelization refresh rate (-1: manual, 0: every frame, N: skip N frames) */
137
+ get refreshRate() {
138
+ return this._frameGraphTask.refreshRate;
139
+ }
140
+ set refreshRate(value) {
141
+ this._frameGraphTask.refreshRate = value;
142
+ }
143
+ /** Whether tri-planar voxelization is used */
144
+ get triPlanarVoxelization() {
145
+ return this._frameGraphTask.triPlanarVoxelization;
146
+ }
147
+ set triPlanarVoxelization(value) {
148
+ this._frameGraphTask.triPlanarVoxelization = value;
149
+ }
150
+ /**
151
+ * Gets the current class name
152
+ * @returns the class name
153
+ */
154
+ getClassName() {
155
+ return "NodeRenderGraphIblShadowsRendererBlock";
156
+ }
157
+ /**
158
+ * Gets the depth texture input component
159
+ */
160
+ get depth() {
161
+ return this._inputs[0];
162
+ }
163
+ /**
164
+ * Gets the normal texture input component
165
+ */
166
+ get normal() {
167
+ return this._inputs[1];
168
+ }
169
+ /**
170
+ * Gets the position texture input component
171
+ */
172
+ get position() {
173
+ return this._inputs[2];
174
+ }
175
+ /**
176
+ * Gets the velocity texture input component
177
+ */
178
+ get velocity() {
179
+ return this._inputs[3];
180
+ }
181
+ /**
182
+ * Gets the camera input component
183
+ */
184
+ get camera() {
185
+ return this._inputs[4];
186
+ }
187
+ /**
188
+ * Gets the objects input component
189
+ */
190
+ get objects() {
191
+ return this._inputs[5];
192
+ }
193
+ /**
194
+ * Gets the output component
195
+ */
196
+ get output() {
197
+ return this._outputs[0];
198
+ }
199
+ _buildBlock(state) {
200
+ super._buildBlock(state);
201
+ this.output.value = this._frameGraphTask.outputTexture;
202
+ this._frameGraphTask.depthTexture = this.depth.connectedPoint?.value;
203
+ this._frameGraphTask.normalTexture = this.normal.connectedPoint?.value;
204
+ this._frameGraphTask.positionTexture = this.position.connectedPoint?.value;
205
+ this._frameGraphTask.velocityTexture = this.velocity.connectedPoint?.value;
206
+ this._frameGraphTask.camera = this.camera.connectedPoint?.value;
207
+ this._frameGraphTask.objectList = this.objects.connectedPoint?.value;
208
+ }
209
+ _dumpPropertiesCode() {
210
+ const codes = [];
211
+ codes.push(`${this._codeVariableName}.sampleDirections = ${this.sampleDirections};`);
212
+ codes.push(`${this._codeVariableName}.coloredShadows = ${this.coloredShadows};`);
213
+ codes.push(`${this._codeVariableName}.voxelShadowOpacity = ${this.voxelShadowOpacity};`);
214
+ codes.push(`${this._codeVariableName}.ssShadowOpacity = ${this.ssShadowOpacity};`);
215
+ codes.push(`${this._codeVariableName}.ssShadowSampleCount = ${this.ssShadowSampleCount};`);
216
+ codes.push(`${this._codeVariableName}.ssShadowStride = ${this.ssShadowStride};`);
217
+ codes.push(`${this._codeVariableName}.ssShadowDistanceScale = ${this.ssShadowDistanceScale};`);
218
+ codes.push(`${this._codeVariableName}.ssShadowThicknessScale = ${this.ssShadowThicknessScale};`);
219
+ codes.push(`${this._codeVariableName}.voxelNormalBias = ${this.voxelNormalBias};`);
220
+ codes.push(`${this._codeVariableName}.voxelDirectionBias = ${this.voxelDirectionBias};`);
221
+ codes.push(`${this._codeVariableName}.envRotation = ${this.envRotation};`);
222
+ codes.push(`${this._codeVariableName}.shadowRemanence = ${this.shadowRemanence};`);
223
+ codes.push(`${this._codeVariableName}.shadowOpacity = ${this.shadowOpacity};`);
224
+ codes.push(`${this._codeVariableName}.resolutionExp = ${this.resolutionExp};`);
225
+ codes.push(`${this._codeVariableName}.refreshRate = ${this.refreshRate};`);
226
+ codes.push(`${this._codeVariableName}.triPlanarVoxelization = ${this.triPlanarVoxelization};`);
227
+ return super._dumpPropertiesCode() + codes.join("\n");
228
+ }
229
+ serialize() {
230
+ const serializationObject = super.serialize();
231
+ serializationObject.sampleDirections = this.sampleDirections;
232
+ serializationObject.coloredShadows = this.coloredShadows;
233
+ serializationObject.voxelShadowOpacity = this.voxelShadowOpacity;
234
+ serializationObject.ssShadowOpacity = this.ssShadowOpacity;
235
+ serializationObject.ssShadowSampleCount = this.ssShadowSampleCount;
236
+ serializationObject.ssShadowStride = this.ssShadowStride;
237
+ serializationObject.ssShadowDistanceScale = this.ssShadowDistanceScale;
238
+ serializationObject.ssShadowThicknessScale = this.ssShadowThicknessScale;
239
+ serializationObject.voxelNormalBias = this.voxelNormalBias;
240
+ serializationObject.voxelDirectionBias = this.voxelDirectionBias;
241
+ serializationObject.envRotation = this.envRotation;
242
+ serializationObject.shadowRemanence = this.shadowRemanence;
243
+ serializationObject.shadowOpacity = this.shadowOpacity;
244
+ serializationObject.resolutionExp = this.resolutionExp;
245
+ serializationObject.refreshRate = this.refreshRate;
246
+ serializationObject.triPlanarVoxelization = this.triPlanarVoxelization;
247
+ return serializationObject;
248
+ }
249
+ _deserialize(serializationObject) {
250
+ super._deserialize(serializationObject);
251
+ this.sampleDirections = serializationObject.sampleDirections;
252
+ this.coloredShadows = serializationObject.coloredShadows;
253
+ this.voxelShadowOpacity = serializationObject.voxelShadowOpacity;
254
+ this.ssShadowOpacity = serializationObject.ssShadowOpacity;
255
+ this.ssShadowSampleCount = serializationObject.ssShadowSampleCount;
256
+ this.ssShadowStride = serializationObject.ssShadowStride;
257
+ this.ssShadowDistanceScale = serializationObject.ssShadowDistanceScale;
258
+ this.ssShadowThicknessScale = serializationObject.ssShadowThicknessScale;
259
+ this.voxelNormalBias = serializationObject.voxelNormalBias;
260
+ this.voxelDirectionBias = serializationObject.voxelDirectionBias;
261
+ this.envRotation = serializationObject.envRotation;
262
+ this.shadowRemanence = serializationObject.shadowRemanence;
263
+ this.shadowOpacity = serializationObject.shadowOpacity;
264
+ this.resolutionExp = serializationObject.resolutionExp;
265
+ this.refreshRate = serializationObject.refreshRate;
266
+ this.triPlanarVoxelization = serializationObject.triPlanarVoxelization;
267
+ }
268
+ }
269
+ __decorate([
270
+ editableInPropertyPage("Sample directions", 2 /* PropertyTypeForEdition.Int */, "TRACING", { min: 1, max: 16 })
271
+ ], NodeRenderGraphIblShadowsRendererBlock.prototype, "sampleDirections", null);
272
+ __decorate([
273
+ editableInPropertyPage("Colored shadows", 0 /* PropertyTypeForEdition.Boolean */, "TRACING")
274
+ ], NodeRenderGraphIblShadowsRendererBlock.prototype, "coloredShadows", null);
275
+ __decorate([
276
+ editableInPropertyPage("Voxel shadow opacity", 1 /* PropertyTypeForEdition.Float */, "TRACING", { min: 0, max: 1 })
277
+ ], NodeRenderGraphIblShadowsRendererBlock.prototype, "voxelShadowOpacity", null);
278
+ __decorate([
279
+ editableInPropertyPage("SS shadow opacity", 1 /* PropertyTypeForEdition.Float */, "TRACING", { min: 0, max: 1 })
280
+ ], NodeRenderGraphIblShadowsRendererBlock.prototype, "ssShadowOpacity", null);
281
+ __decorate([
282
+ editableInPropertyPage("SS sample count", 2 /* PropertyTypeForEdition.Int */, "TRACING", { min: 1, max: 64 })
283
+ ], NodeRenderGraphIblShadowsRendererBlock.prototype, "ssShadowSampleCount", null);
284
+ __decorate([
285
+ editableInPropertyPage("SS stride", 2 /* PropertyTypeForEdition.Int */, "TRACING", { min: 1, max: 32 })
286
+ ], NodeRenderGraphIblShadowsRendererBlock.prototype, "ssShadowStride", null);
287
+ __decorate([
288
+ editableInPropertyPage("SS distance scale", 1 /* PropertyTypeForEdition.Float */, "TRACING", { min: 0 })
289
+ ], NodeRenderGraphIblShadowsRendererBlock.prototype, "ssShadowDistanceScale", null);
290
+ __decorate([
291
+ editableInPropertyPage("SS thickness scale", 1 /* PropertyTypeForEdition.Float */, "TRACING", { min: 0 })
292
+ ], NodeRenderGraphIblShadowsRendererBlock.prototype, "ssShadowThicknessScale", null);
293
+ __decorate([
294
+ editableInPropertyPage("Normal bias", 1 /* PropertyTypeForEdition.Float */, "TRACING", { min: 0 })
295
+ ], NodeRenderGraphIblShadowsRendererBlock.prototype, "voxelNormalBias", null);
296
+ __decorate([
297
+ editableInPropertyPage("Direction bias", 1 /* PropertyTypeForEdition.Float */, "TRACING", { min: 0 })
298
+ ], NodeRenderGraphIblShadowsRendererBlock.prototype, "voxelDirectionBias", null);
299
+ __decorate([
300
+ editableInPropertyPage("Env rotation", 1 /* PropertyTypeForEdition.Float */, "TRACING")
301
+ ], NodeRenderGraphIblShadowsRendererBlock.prototype, "envRotation", null);
302
+ __decorate([
303
+ editableInPropertyPage("Shadow remanence", 1 /* PropertyTypeForEdition.Float */, "ACCUMULATION", { min: 0, max: 1 })
304
+ ], NodeRenderGraphIblShadowsRendererBlock.prototype, "shadowRemanence", null);
305
+ __decorate([
306
+ editableInPropertyPage("Shadow opacity", 1 /* PropertyTypeForEdition.Float */, "ACCUMULATION", { min: 0, max: 1 })
307
+ ], NodeRenderGraphIblShadowsRendererBlock.prototype, "shadowOpacity", null);
308
+ __decorate([
309
+ editableInPropertyPage("Resolution exp", 2 /* PropertyTypeForEdition.Int */, "VOXELIZATION", { min: 1, max: 8 })
310
+ ], NodeRenderGraphIblShadowsRendererBlock.prototype, "resolutionExp", null);
311
+ __decorate([
312
+ editableInPropertyPage("Refresh rate", 2 /* PropertyTypeForEdition.Int */, "VOXELIZATION", { min: -1 })
313
+ ], NodeRenderGraphIblShadowsRendererBlock.prototype, "refreshRate", null);
314
+ __decorate([
315
+ editableInPropertyPage("Tri-planar", 0 /* PropertyTypeForEdition.Boolean */, "VOXELIZATION")
316
+ ], NodeRenderGraphIblShadowsRendererBlock.prototype, "triPlanarVoxelization", null);
317
+ RegisterClass("BABYLON.NodeRenderGraphIblShadowsRendererBlock", NodeRenderGraphIblShadowsRendererBlock);
318
+ //# sourceMappingURL=iblShadowsRendererBlock.js.map