@zephyr3d/editor 0.3.4 → 0.3.5
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/assets/{index-DzQzWsCG.js → index-DlnbO59X.js} +2 -2
- package/dist/assistant/zephyr-types-index.json +9 -10
- package/dist/index.html +1 -1
- package/dist/modules/zephyr3d_backend-webgpu.js +13 -12
- package/dist/modules/zephyr3d_backend-webgpu.js.map +1 -1
- package/dist/modules/zephyr3d_base.js +152 -152
- package/dist/modules/zephyr3d_base.js.map +1 -1
- package/dist/modules/zephyr3d_device.js +15 -15
- package/dist/modules/zephyr3d_device.js.map +1 -1
- package/dist/modules/zephyr3d_loaders.js +6 -6
- package/dist/modules/zephyr3d_loaders.js.map +1 -1
- package/dist/modules/zephyr3d_scene.js +1382 -1385
- package/dist/modules/zephyr3d_scene.js.map +1 -1
- package/dist/vendor/zephyr3d/backend-webgpu/dist/capabilities_webgpu.js +7 -6
- package/dist/vendor/zephyr3d/backend-webgpu/dist/capabilities_webgpu.js.map +1 -1
- package/dist/vendor/zephyr3d/backend-webgpu/dist/renderpass_webgpu.js +6 -6
- package/dist/vendor/zephyr3d/backend-webgpu/dist/renderpass_webgpu.js.map +1 -1
- package/dist/vendor/zephyr3d/base/dist/vfs/common.js +152 -152
- package/dist/vendor/zephyr3d/base/dist/vfs/common.js.map +1 -1
- package/dist/vendor/zephyr3d/device/dist/device.js +15 -15
- package/dist/vendor/zephyr3d/device/dist/device.js.map +1 -1
- package/dist/vendor/zephyr3d/loaders/dist/gltf/gltf_importer.js +6 -6
- package/dist/vendor/zephyr3d/loaders/dist/gltf/gltf_importer.js.map +1 -1
- package/dist/vendor/zephyr3d/scene/dist/animation/animationset.js +191 -194
- package/dist/vendor/zephyr3d/scene/dist/animation/animationset.js.map +1 -1
- package/dist/vendor/zephyr3d/scene/dist/animation/joint_dynamics_modifier.js +19 -19
- package/dist/vendor/zephyr3d/scene/dist/animation/joint_dynamics_modifier.js.map +1 -1
- package/dist/vendor/zephyr3d/scene/dist/app/engine.js +131 -131
- package/dist/vendor/zephyr3d/scene/dist/app/engine.js.map +1 -1
- package/dist/vendor/zephyr3d/scene/dist/app/scriptregistry.js +119 -119
- package/dist/vendor/zephyr3d/scene/dist/app/scriptregistry.js.map +1 -1
- package/dist/vendor/zephyr3d/scene/dist/asset/model.js +62 -62
- package/dist/vendor/zephyr3d/scene/dist/asset/model.js.map +1 -1
- package/dist/vendor/zephyr3d/scene/dist/avatar/wardrobe.js +13 -13
- package/dist/vendor/zephyr3d/scene/dist/avatar/wardrobe.js.map +1 -1
- package/dist/vendor/zephyr3d/scene/dist/camera/camera.js +201 -201
- package/dist/vendor/zephyr3d/scene/dist/camera/camera.js.map +1 -1
- package/dist/vendor/zephyr3d/scene/dist/index.d.ts +1 -1
- package/dist/vendor/zephyr3d/scene/dist/material/mixins/lightmodel/pbrmetallicroughness.js +5 -5
- package/dist/vendor/zephyr3d/scene/dist/material/mixins/lightmodel/pbrmetallicroughness.js.map +1 -1
- package/dist/vendor/zephyr3d/scene/dist/material/mtoon.js +4 -4
- package/dist/vendor/zephyr3d/scene/dist/material/mtoon.js.map +1 -1
- package/dist/vendor/zephyr3d/scene/dist/material/pbrblueprint.js +11 -11
- package/dist/vendor/zephyr3d/scene/dist/material/pbrblueprint.js.map +1 -1
- package/dist/vendor/zephyr3d/scene/dist/material/shader/helper.js +284 -284
- package/dist/vendor/zephyr3d/scene/dist/material/shader/helper.js.map +1 -1
- package/dist/vendor/zephyr3d/scene/dist/posteffect/ssr.js +9 -9
- package/dist/vendor/zephyr3d/scene/dist/posteffect/ssr.js.map +1 -1
- package/dist/vendor/zephyr3d/scene/dist/render/lightpass.js +5 -5
- package/dist/vendor/zephyr3d/scene/dist/render/lightpass.js.map +1 -1
- package/dist/vendor/zephyr3d/scene/dist/render/renderer.js +7 -7
- package/dist/vendor/zephyr3d/scene/dist/render/renderer.js.map +1 -1
- package/dist/vendor/zephyr3d/scene/dist/shadow/esm.js +1 -1
- package/dist/vendor/zephyr3d/scene/dist/shadow/esm.js.map +1 -1
- package/dist/vendor/zephyr3d/scene/dist/shadow/shadow_region.js +45 -45
- package/dist/vendor/zephyr3d/scene/dist/shadow/shadow_region.js.map +1 -1
- package/dist/vendor/zephyr3d/scene/dist/utility/serialization/manager.js +275 -275
- package/dist/vendor/zephyr3d/scene/dist/utility/serialization/manager.js.map +1 -1
- package/dist/vendor/zephyr3d/scene/dist/utility/serialization/scene/camera.js.map +1 -1
- package/dist/vendor/zephyr3d/scene/dist/utility/serialization/scene/mesh.js.map +1 -1
- package/dist/vendor/zephyr3d/scene/dist/utility/serialization/scene/sprite.js.map +1 -1
- package/package.json +3 -3
- package/dist/vendor/zephyr3d/scene/dist/animation/joint_dynamics/convex_collider.js +0 -320
- package/dist/vendor/zephyr3d/scene/dist/animation/joint_dynamics/convex_collider.js.map +0 -1
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@@ -11,10 +11,10 @@ import { Disposable, AABB, DWeakRef } from '@zephyr3d/base';
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/** @internal */ _region;
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/** @internal */ _staticCasters;
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/** @internal */ _dynamicCasters;
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/**
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* Creates a shadow region.
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*
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* @param region - Optional manual world-space AABB used to initialize the region.
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/**
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* Creates a shadow region.
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*
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* @param region - Optional manual world-space AABB used to initialize the region.
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*/ constructor(region){
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super();
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this._manualRegion = region ? new AABB(region) : null;
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@@ -25,47 +25,47 @@ import { Disposable, AABB, DWeakRef } from '@zephyr3d/base';
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this._dynamicCasters = [];
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this.updateRegion();
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}
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/**
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* Final world-space shadow region.
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*
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* @returns The union of the manual, static caster, and dynamic caster regions, or `null` if no valid region exists.
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/**
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* Final world-space shadow region.
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*
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* @returns The union of the manual, static caster, and dynamic caster regions, or `null` if no valid region exists.
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*/ get region() {
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return this._region.isValid() ? this._region : null;
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}
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/**
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* Region contributed by manually assigned AABB.
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*
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* @returns The manually assigned region, or `null` if no manual region is set.
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/**
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* Region contributed by manually assigned AABB.
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*
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* @returns The manually assigned region, or `null` if no manual region is set.
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*/ get manualRegion() {
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return this._manualRegion;
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}
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/**
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* Region contributed by static shadow casters.
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*
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* @returns The combined static caster region, or `null` if no valid static caster region exists.
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/**
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* Region contributed by static shadow casters.
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*
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* @returns The combined static caster region, or `null` if no valid static caster region exists.
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*/ get staticRegion() {
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return this._staticRegion.isValid() ? this._staticRegion : null;
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}
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/**
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* Region contributed by dynamic shadow casters.
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*
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* @returns The combined dynamic caster region, or `null` if no valid dynamic caster region exists.
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/**
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* Region contributed by dynamic shadow casters.
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*
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* @returns The combined dynamic caster region, or `null` if no valid dynamic caster region exists.
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*/ get dynamicRegion() {
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return this._dynamicRegion.isValid() ? this._dynamicRegion : null;
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}
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/**
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* Assigns a manual world-space AABB to the region.
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*
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* @param region - The manual world-space AABB to use, or `null` to clear the manual region.
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/**
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* Assigns a manual world-space AABB to the region.
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*
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* @param region - The manual world-space AABB to use, or `null` to clear the manual region.
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*/ setRegion(region) {
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this._manualRegion = region ? new AABB(region) : null;
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this.updateRegion();
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}
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/**
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* Adds a static shadow caster using a snapshot of its current world-space AABB.
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* @param caster - The mesh or clipmap terrain node to include as a static caster.
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* @returns `this` for chaining.
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/**
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* Adds a static shadow caster using a snapshot of its current world-space AABB.
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*
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* @param caster - The mesh or clipmap terrain node to include as a static caster.
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* @returns `this` for chaining.
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*/ addStaticCaster(caster) {
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if (!this.isShadowCaster(caster) || this.hasCaster(caster)) {
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return this;
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this.updateRegion();
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return this;
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}
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* Adds a dynamic shadow caster and tracks its bounding volume changes.
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* Adds a dynamic shadow caster and tracks its bounding volume changes.
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*/ addDynamicCaster(caster) {
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if (!this.isShadowCaster(caster) || this.hasCaster(caster)) {
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* Removes a previously added shadow caster.
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*/ removeCaster(caster) {
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for(let i = this._staticCasters.length - 1; i >= 0; i--){
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return this;
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* Removes all shadow casters while keeping the manual region.
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*/ clearCasters() {
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entry.ref.get()?.off('bvchanged', entry.callback);
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this._dynamicRegion.beginExtend();
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}
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* Clears the manual region and all shadow casters.
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*/ clear() {
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this.clearCasters();
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{"version":3,"file":"shadow_region.js","sources":["../../src/shadow/shadow_region.ts"],"sourcesContent":["import type { Nullable } from '@zephyr3d/base';\r\nimport { AABB, Disposable, DWeakRef } from '@zephyr3d/base';\r\nimport type { SceneNode } from '../scene/scene_node';\r\n\r\ntype StaticShadowCasterEntry = {\r\n ref: DWeakRef<SceneNode>;\r\n aabb: AABB;\r\n};\r\n\r\ntype DynamicShadowCasterEntry = {\r\n ref: DWeakRef<SceneNode>;\r\n callback: (node: SceneNode) => void;\r\n};\r\n\r\n/**\r\n * Maintains the world-space region used by directional light shadow maps.\r\n *\r\n * @public\r\n */\r\nexport class ShadowRegion extends Disposable {\r\n /** @internal */\r\n private _manualRegion: Nullable<AABB>;\r\n /** @internal */\r\n private readonly _staticRegion: AABB;\r\n /** @internal */\r\n private readonly _dynamicRegion: AABB;\r\n /** @internal */\r\n private readonly _region: AABB;\r\n /** @internal */\r\n private readonly _staticCasters: StaticShadowCasterEntry[];\r\n /** @internal */\r\n private readonly _dynamicCasters: DynamicShadowCasterEntry[];\r\n\r\n /**\n * Creates a shadow region.\n *\n * @param region - Optional manual world-space AABB used to initialize the region.\n */\n constructor(region?: Nullable<AABB>) {\n super();\r\n this._manualRegion = region ? new AABB(region) : null;\r\n this._staticRegion = new AABB().beginExtend();\r\n this._dynamicRegion = new AABB().beginExtend();\r\n this._region = new AABB().beginExtend();\r\n this._staticCasters = [];\r\n this._dynamicCasters = [];\r\n this.updateRegion();\r\n }\r\n\r\n /**\n * Final world-space shadow region.\n *\n * @returns The union of the manual, static caster, and dynamic caster regions, or `null` if no valid region exists.\n */\n get region(): Nullable<AABB> {\n return this._region.isValid() ? this._region : null;\r\n }\r\n\r\n /**\n * Region contributed by manually assigned AABB.\n *\n * @returns The manually assigned region, or `null` if no manual region is set.\n */\n get manualRegion(): Nullable<AABB> {\n return this._manualRegion;\r\n }\r\n\r\n /**\n * Region contributed by static shadow casters.\n *\n * @returns The combined static caster region, or `null` if no valid static caster region exists.\n */\n get staticRegion(): Nullable<AABB> {\n return this._staticRegion.isValid() ? this._staticRegion : null;\r\n }\r\n\r\n /**\n * Region contributed by dynamic shadow casters.\n *\n * @returns The combined dynamic caster region, or `null` if no valid dynamic caster region exists.\n */\n get dynamicRegion(): Nullable<AABB> {\n return this._dynamicRegion.isValid() ? this._dynamicRegion : null;\r\n }\r\n\r\n /**\n * Assigns a manual world-space AABB to the region.\n *\n * @param region - The manual world-space AABB to use, or `null` to clear the manual region.\n */\n setRegion(region: Nullable<AABB>) {\n this._manualRegion = region ? new AABB(region) : null;\r\n this.updateRegion();\r\n }\r\n\r\n /**\n * Adds a static shadow caster using a snapshot of its current world-space AABB.\n *\n * @param caster - The mesh or clipmap terrain node to include as a static caster.\n * @returns `this` for chaining.\n */\n addStaticCaster(caster: SceneNode): this {\n if (!this.isShadowCaster(caster) || this.hasCaster(caster)) {\r\n return this;\r\n }\r\n const aabb = this.getCasterAABB(caster);\r\n if (!aabb) {\r\n return this;\r\n }\r\n this._staticCasters.push({\r\n ref: new DWeakRef(caster),\r\n aabb\r\n });\r\n this.extendRegion(this._staticRegion, aabb);\r\n this.updateRegion();\r\n return this;\r\n }\r\n\r\n /**\n * Adds a dynamic shadow caster and tracks its bounding volume changes.\n *\n * @param caster - The mesh or clipmap terrain node to include as a dynamic caster.\n * @returns `this` for chaining.\n */\n addDynamicCaster(caster: SceneNode): this {\n if (!this.isShadowCaster(caster) || this.hasCaster(caster)) {\r\n return this;\r\n }\r\n const callback = () => {\r\n this.rebuildDynamicRegion();\r\n };\r\n caster.on('bvchanged', callback);\r\n this._dynamicCasters.push({\r\n ref: new DWeakRef(caster),\r\n callback\r\n });\r\n const aabb = this.getCasterAABB(caster);\r\n if (aabb) {\r\n this.extendRegion(this._dynamicRegion, aabb);\r\n this.updateRegion();\r\n }\r\n return this;\r\n }\r\n\r\n /**\n * Removes a previously added shadow caster.\n *\n * @param caster - The caster node to remove from the static or dynamic caster list.\n * @returns `this` for chaining.\n */\n removeCaster(caster: SceneNode): this {\n let removed = false;\r\n let changed = false;\r\n for (let i = this._staticCasters.length - 1; i >= 0; i--) {\r\n const entry = this._staticCasters[i];\r\n const node = entry.ref.get();\r\n if (!node || node === caster) {\r\n entry.ref.dispose();\r\n this._staticCasters.splice(i, 1);\r\n changed = true;\r\n removed ||= node === caster;\r\n }\r\n }\r\n for (let i = this._dynamicCasters.length - 1; i >= 0; i--) {\r\n const entry = this._dynamicCasters[i];\r\n const node = entry.ref.get();\r\n if (!node || node === caster) {\r\n (node ?? caster).off('bvchanged', entry.callback);\r\n entry.ref.dispose();\r\n this._dynamicCasters.splice(i, 1);\r\n changed = true;\r\n removed ||= node === caster;\r\n }\r\n }\r\n if (changed) {\r\n this.rebuildStaticRegion();\r\n this.rebuildDynamicRegion();\r\n }\r\n return this;\r\n }\r\n\r\n /**\n * Removes all shadow casters while keeping the manual region.\n */\n clearCasters() {\n for (const entry of this._dynamicCasters) {\r\n entry.ref.get()?.off('bvchanged', entry.callback);\r\n entry.ref.dispose();\r\n }\r\n for (const entry of this._staticCasters) {\r\n entry.ref.dispose();\r\n }\r\n this._staticCasters.length = 0;\r\n this._dynamicCasters.length = 0;\r\n this._staticRegion.beginExtend();\r\n this._dynamicRegion.beginExtend();\r\n this.updateRegion();\r\n }\r\n\r\n /**\n * Clears the manual region and all shadow casters.\n *\n * @returns `this` for chaining.\n */\n clear(): this {\n this._manualRegion = null;\r\n this.clearCasters();\r\n return this;\r\n }\r\n\r\n /** {@inheritDoc Disposable.onDispose} */\r\n protected onDispose(): void {\r\n this.clear();\r\n }\r\n\r\n /** @internal */\r\n private hasCaster(caster: SceneNode): boolean {\r\n return (\r\n this._staticCasters.some((entry) => entry.ref.get() === caster) ||\r\n this._dynamicCasters.some((entry) => entry.ref.get() === caster)\r\n );\r\n }\r\n\r\n /** @internal */\r\n private isShadowCaster(caster: SceneNode): boolean {\r\n return !caster.disposed && (caster.isMesh() || caster.isClipmapTerrain());\r\n }\r\n\r\n /** @internal */\r\n private getCasterAABB(caster: SceneNode): Nullable<AABB> {\r\n const bbox = caster.getWorldBoundingVolume()?.toAABB();\r\n return bbox?.isValid() ? new AABB(bbox) : null;\r\n }\r\n\r\n /** @internal */\r\n private rebuildStaticRegion() {\r\n this._staticRegion.beginExtend();\r\n for (let i = this._staticCasters.length - 1; i >= 0; i--) {\r\n const entry = this._staticCasters[i];\r\n if (!entry.ref.get()) {\r\n entry.ref.dispose();\r\n 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{"version":3,"file":"shadow_region.js","sources":["../../src/shadow/shadow_region.ts"],"sourcesContent":["import type { Nullable } from '@zephyr3d/base';\r\nimport { AABB, Disposable, DWeakRef } from '@zephyr3d/base';\r\nimport type { SceneNode } from '../scene/scene_node';\r\n\r\ntype StaticShadowCasterEntry = {\r\n ref: DWeakRef<SceneNode>;\r\n aabb: AABB;\r\n};\r\n\r\ntype DynamicShadowCasterEntry = {\r\n ref: DWeakRef<SceneNode>;\r\n callback: (node: SceneNode) => void;\r\n};\r\n\r\n/**\r\n * Maintains the world-space region used by directional light shadow maps.\r\n *\r\n * @public\r\n */\r\nexport class ShadowRegion extends Disposable {\r\n /** @internal */\r\n private _manualRegion: Nullable<AABB>;\r\n /** @internal */\r\n private readonly _staticRegion: AABB;\r\n /** @internal */\r\n private readonly _dynamicRegion: AABB;\r\n /** @internal */\r\n private readonly _region: AABB;\r\n /** @internal */\r\n private readonly _staticCasters: StaticShadowCasterEntry[];\r\n /** @internal */\r\n private readonly _dynamicCasters: DynamicShadowCasterEntry[];\r\n\r\n /**\r\n * Creates a shadow region.\r\n *\r\n * @param region - Optional manual world-space AABB used to initialize the region.\r\n */\r\n constructor(region?: Nullable<AABB>) {\r\n super();\r\n this._manualRegion = region ? new AABB(region) : null;\r\n this._staticRegion = new AABB().beginExtend();\r\n this._dynamicRegion = new AABB().beginExtend();\r\n this._region = new AABB().beginExtend();\r\n this._staticCasters = [];\r\n this._dynamicCasters = [];\r\n this.updateRegion();\r\n }\r\n\r\n /**\r\n * Final world-space shadow region.\r\n *\r\n * @returns The union of the manual, static caster, and dynamic caster regions, or `null` if no valid region exists.\r\n */\r\n get region(): Nullable<AABB> {\r\n return this._region.isValid() ? this._region : null;\r\n }\r\n\r\n /**\r\n * Region contributed by manually assigned AABB.\r\n *\r\n * @returns The manually assigned region, or `null` if no manual region is set.\r\n */\r\n get manualRegion(): Nullable<AABB> {\r\n return this._manualRegion;\r\n }\r\n\r\n /**\r\n * Region contributed by static shadow casters.\r\n *\r\n * @returns The combined static caster region, or `null` if no valid static caster region exists.\r\n */\r\n get staticRegion(): Nullable<AABB> {\r\n return this._staticRegion.isValid() ? this._staticRegion : null;\r\n }\r\n\r\n /**\r\n * Region contributed by dynamic shadow casters.\r\n *\r\n * @returns The combined dynamic caster region, or `null` if no valid dynamic caster region exists.\r\n */\r\n get dynamicRegion(): Nullable<AABB> {\r\n return this._dynamicRegion.isValid() ? this._dynamicRegion : null;\r\n }\r\n\r\n /**\r\n * Assigns a manual world-space AABB to the region.\r\n *\r\n * @param region - The manual world-space AABB to use, or `null` to clear the manual region.\r\n */\r\n setRegion(region: Nullable<AABB>) {\r\n this._manualRegion = region ? new AABB(region) : null;\r\n this.updateRegion();\r\n }\r\n\r\n /**\r\n * Adds a static shadow caster using a snapshot of its current world-space AABB.\r\n *\r\n * @param caster - The mesh or clipmap terrain node to include as a static caster.\r\n * @returns `this` for chaining.\r\n */\r\n addStaticCaster(caster: SceneNode): this {\r\n if (!this.isShadowCaster(caster) || this.hasCaster(caster)) {\r\n return this;\r\n }\r\n const aabb = this.getCasterAABB(caster);\r\n if (!aabb) {\r\n return this;\r\n }\r\n this._staticCasters.push({\r\n ref: new DWeakRef(caster),\r\n aabb\r\n });\r\n this.extendRegion(this._staticRegion, aabb);\r\n this.updateRegion();\r\n return this;\r\n }\r\n\r\n /**\r\n * Adds a dynamic shadow caster and tracks its bounding volume changes.\r\n *\r\n * @param caster - The mesh or clipmap terrain node to include as a dynamic caster.\r\n * @returns `this` for chaining.\r\n */\r\n addDynamicCaster(caster: SceneNode): this {\r\n if (!this.isShadowCaster(caster) || this.hasCaster(caster)) {\r\n return this;\r\n }\r\n const callback = () => {\r\n this.rebuildDynamicRegion();\r\n };\r\n caster.on('bvchanged', callback);\r\n this._dynamicCasters.push({\r\n ref: new DWeakRef(caster),\r\n callback\r\n });\r\n const aabb = this.getCasterAABB(caster);\r\n if (aabb) {\r\n this.extendRegion(this._dynamicRegion, aabb);\r\n this.updateRegion();\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * Removes a previously added shadow caster.\r\n *\r\n * @param caster - The caster node to remove from the static or dynamic caster list.\r\n * @returns `this` for chaining.\r\n */\r\n removeCaster(caster: SceneNode): this {\r\n let removed = false;\r\n let changed = false;\r\n for (let i = this._staticCasters.length - 1; i >= 0; i--) {\r\n const entry = this._staticCasters[i];\r\n const node = entry.ref.get();\r\n if (!node || node === caster) {\r\n entry.ref.dispose();\r\n this._staticCasters.splice(i, 1);\r\n changed = true;\r\n removed ||= node === caster;\r\n }\r\n }\r\n for (let i = this._dynamicCasters.length - 1; i >= 0; i--) {\r\n const entry = this._dynamicCasters[i];\r\n const node = entry.ref.get();\r\n if (!node || node === caster) {\r\n (node ?? caster).off('bvchanged', entry.callback);\r\n entry.ref.dispose();\r\n this._dynamicCasters.splice(i, 1);\r\n changed = true;\r\n removed ||= node === caster;\r\n }\r\n }\r\n if (changed) {\r\n this.rebuildStaticRegion();\r\n this.rebuildDynamicRegion();\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * Removes all shadow casters while keeping the manual region.\r\n */\r\n clearCasters() {\r\n for (const entry of this._dynamicCasters) {\r\n entry.ref.get()?.off('bvchanged', entry.callback);\r\n entry.ref.dispose();\r\n }\r\n for (const entry of this._staticCasters) {\r\n entry.ref.dispose();\r\n }\r\n this._staticCasters.length = 0;\r\n this._dynamicCasters.length = 0;\r\n this._staticRegion.beginExtend();\r\n this._dynamicRegion.beginExtend();\r\n this.updateRegion();\r\n }\r\n\r\n /**\r\n * Clears the manual region and all shadow casters.\r\n *\r\n * 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