@zephyr3d/scene 0.6.0 → 0.7.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +1 -1
- package/dist/animation/animation.js +149 -27
- package/dist/animation/animation.js.map +1 -1
- package/dist/animation/animationset.js +173 -73
- package/dist/animation/animationset.js.map +1 -1
- package/dist/animation/animationtrack.js +65 -10
- package/dist/animation/animationtrack.js.map +1 -1
- package/dist/animation/eulerrotationtrack.js +41 -20
- package/dist/animation/eulerrotationtrack.js.map +1 -1
- package/dist/animation/morphtarget.js +14 -38
- package/dist/animation/morphtarget.js.map +1 -1
- package/dist/animation/morphtrack.js +59 -22
- package/dist/animation/morphtrack.js.map +1 -1
- package/dist/animation/proptrack.js +190 -0
- package/dist/animation/proptrack.js.map +1 -0
- package/dist/animation/rotationtrack.js +29 -11
- package/dist/animation/rotationtrack.js.map +1 -1
- package/dist/animation/scaletrack.js +29 -11
- package/dist/animation/scaletrack.js.map +1 -1
- package/dist/animation/skeleton.js +241 -78
- package/dist/animation/skeleton.js.map +1 -1
- package/dist/animation/translationtrack.js +30 -11
- package/dist/animation/translationtrack.js.map +1 -1
- package/dist/app/api.js +43 -0
- package/dist/app/api.js.map +1 -0
- package/dist/app/app.js +153 -0
- package/dist/app/app.js.map +1 -0
- package/dist/app/engine.js +312 -0
- package/dist/app/engine.js.map +1 -0
- package/dist/app/inputmgr.js +351 -0
- package/dist/app/inputmgr.js.map +1 -0
- package/dist/app/runtimescript.js +62 -0
- package/dist/app/runtimescript.js.map +1 -0
- package/dist/app/scriptingsystem.js +220 -0
- package/dist/app/scriptingsystem.js.map +1 -0
- package/dist/app/scriptregistry.js +432 -0
- package/dist/app/scriptregistry.js.map +1 -0
- package/dist/asset/assetmanager.js +772 -291
- package/dist/asset/assetmanager.js.map +1 -1
- package/dist/asset/builtin.js +7 -43
- package/dist/asset/builtin.js.map +1 -1
- package/dist/asset/loaders/dds/dds.js +17 -93
- package/dist/asset/loaders/dds/dds.js.map +1 -1
- package/dist/asset/loaders/dds/dds_loader.js +8 -18
- package/dist/asset/loaders/dds/dds_loader.js.map +1 -1
- package/dist/asset/loaders/gltf/gltf_loader.js +36 -42
- package/dist/asset/loaders/gltf/gltf_loader.js.map +1 -1
- package/dist/asset/loaders/gltf/helpers.js +27 -14
- package/dist/asset/loaders/gltf/helpers.js.map +1 -1
- package/dist/asset/loaders/hdr/hdr.js +17 -12
- package/dist/asset/loaders/hdr/hdr.js.map +1 -1
- package/dist/asset/loaders/image/tga_Loader.js +13 -16
- package/dist/asset/loaders/image/tga_Loader.js.map +1 -1
- package/dist/asset/loaders/image/webimage_loader.js +51 -50
- package/dist/asset/loaders/image/webimage_loader.js.map +1 -1
- package/dist/asset/loaders/loader.js.map +1 -1
- package/dist/asset/model.js +158 -4
- package/dist/asset/model.js.map +1 -1
- package/dist/blitter/bilateralblur.js +0 -1
- package/dist/blitter/bilateralblur.js.map +1 -1
- package/dist/blitter/blitter.js +22 -23
- package/dist/blitter/blitter.js.map +1 -1
- package/dist/blitter/box.js.map +1 -1
- package/dist/blitter/copy.js.map +1 -1
- package/dist/blitter/gaussianblur.js +23 -23
- package/dist/blitter/gaussianblur.js.map +1 -1
- package/dist/camera/base.js +141 -34
- package/dist/camera/base.js.map +1 -1
- package/dist/camera/camera.js +653 -149
- package/dist/camera/camera.js.map +1 -1
- package/dist/camera/fps.js +2 -10
- package/dist/camera/fps.js.map +1 -1
- package/dist/camera/orbit.js +132 -59
- package/dist/camera/orbit.js.map +1 -1
- package/dist/camera/orthocamera.js +37 -12
- package/dist/camera/orthocamera.js.map +1 -1
- package/dist/camera/perspectivecamera.js +37 -20
- package/dist/camera/perspectivecamera.js.map +1 -1
- package/dist/index.d.ts +18268 -6982
- package/dist/index.js +49 -16
- package/dist/index.js.map +1 -1
- package/dist/material/blinn.js +5 -0
- package/dist/material/blinn.js.map +1 -1
- package/dist/material/grassmaterial.js +6 -1
- package/dist/material/grassmaterial.js.map +1 -1
- package/dist/material/lambert.js +6 -1
- package/dist/material/lambert.js.map +1 -1
- package/dist/material/material.js +346 -73
- package/dist/material/material.js.map +1 -1
- package/dist/material/meshmaterial.js +498 -156
- package/dist/material/meshmaterial.js.map +1 -1
- package/dist/material/mixins/albedocolor.js +5 -1
- package/dist/material/mixins/albedocolor.js.map +1 -1
- package/dist/material/mixins/foliage.js +3 -3
- package/dist/material/mixins/foliage.js.map +1 -1
- package/dist/material/mixins/lightmodel/blinnphong.js +18 -5
- package/dist/material/mixins/lightmodel/blinnphong.js.map +1 -1
- package/dist/material/mixins/lightmodel/lambert.js +6 -6
- package/dist/material/mixins/lightmodel/lambert.js.map +1 -1
- package/dist/material/mixins/lightmodel/pbrblueprintmixin.js +235 -0
- package/dist/material/mixins/lightmodel/pbrblueprintmixin.js.map +1 -0
- package/dist/material/mixins/lightmodel/pbrmetallicroughness.js +52 -15
- package/dist/material/mixins/lightmodel/pbrmetallicroughness.js.map +1 -1
- package/dist/material/mixins/lightmodel/pbrspecularglossness.js +27 -9
- package/dist/material/mixins/lightmodel/pbrspecularglossness.js.map +1 -1
- package/dist/material/mixins/lit.js +16 -4
- package/dist/material/mixins/lit.js.map +1 -1
- package/dist/material/mixins/pbr/brdf.js +134 -0
- package/dist/material/mixins/pbr/brdf.js.map +1 -0
- package/dist/material/mixins/pbr/common.js +68 -85
- package/dist/material/mixins/pbr/common.js.map +1 -1
- package/dist/material/mixins/texture.js +98 -83
- package/dist/material/mixins/texture.js.map +1 -1
- package/dist/material/mixins/vertexcolor.js +6 -2
- package/dist/material/mixins/vertexcolor.js.map +1 -1
- package/dist/material/particle.js +272 -0
- package/dist/material/particle.js.map +1 -0
- package/dist/material/pbrblueprint.js +186 -0
- package/dist/material/pbrblueprint.js.map +1 -0
- package/dist/material/pbrmr.js +10 -0
- package/dist/material/pbrmr.js.map +1 -1
- package/dist/material/pbrsg.js +10 -0
- package/dist/material/pbrsg.js.map +1 -1
- package/dist/material/shader/helper.js +521 -287
- package/dist/material/shader/helper.js.map +1 -1
- package/dist/material/terrain-cm.js +607 -0
- package/dist/material/terrain-cm.js.map +1 -0
- package/dist/material/terrainmaterial.js +59 -54
- package/dist/material/terrainmaterial.js.map +1 -1
- package/dist/material/unlit.js +5 -0
- package/dist/material/unlit.js.map +1 -1
- package/dist/material/water.js +415 -0
- package/dist/material/water.js.map +1 -0
- package/dist/node_modules/@zephyr3d/runtime/dist/runtime/runtimemgr.js +38 -0
- package/dist/node_modules/@zephyr3d/runtime/dist/runtime/runtimemgr.js.map +1 -0
- package/dist/node_modules/@zephyr3d/runtime/dist/runtime/runtimescript.js +10 -0
- package/dist/node_modules/@zephyr3d/runtime/dist/runtime/runtimescript.js.map +1 -0
- package/dist/node_modules/@zephyr3d/runtime/dist/runtime/scriptingsystem.js +127 -0
- package/dist/node_modules/@zephyr3d/runtime/dist/runtime/scriptingsystem.js.map +1 -0
- package/dist/node_modules/@zephyr3d/runtime/dist/runtime/scriptregistry.js +263 -0
- package/dist/node_modules/@zephyr3d/runtime/dist/runtime/scriptregistry.js.map +1 -0
- package/dist/node_modules/es-module-lexer/dist/lexer.js +5 -0
- package/dist/node_modules/es-module-lexer/dist/lexer.js.map +1 -0
- package/dist/posteffect/bloom.js +39 -54
- package/dist/posteffect/bloom.js.map +1 -1
- package/dist/posteffect/compositor.js +95 -128
- package/dist/posteffect/compositor.js.map +1 -1
- package/dist/posteffect/fxaa.js +10 -18
- package/dist/posteffect/fxaa.js.map +1 -1
- package/dist/posteffect/grayscale.js +9 -17
- package/dist/posteffect/grayscale.js.map +1 -1
- package/dist/posteffect/motionblur.js +105 -0
- package/dist/posteffect/motionblur.js.map +1 -0
- package/dist/posteffect/posteffect.js +66 -35
- package/dist/posteffect/posteffect.js.map +1 -1
- package/dist/posteffect/sao.js +13 -21
- package/dist/posteffect/sao.js.map +1 -1
- package/dist/posteffect/ssr.js +60 -100
- package/dist/posteffect/ssr.js.map +1 -1
- package/dist/posteffect/taa.js +175 -0
- package/dist/posteffect/taa.js.map +1 -0
- package/dist/posteffect/tonemap.js +12 -20
- package/dist/posteffect/tonemap.js.map +1 -1
- package/dist/render/abuffer_oit.js +30 -19
- package/dist/render/abuffer_oit.js.map +1 -1
- package/dist/render/clipmap.js +429 -101
- package/dist/render/clipmap.js.map +1 -1
- package/dist/render/cluster_light.js +7 -5
- package/dist/render/cluster_light.js.map +1 -1
- package/dist/render/cull_visitor.js +43 -3
- package/dist/render/cull_visitor.js.map +1 -1
- package/dist/render/depthpass.js +14 -5
- package/dist/render/depthpass.js.map +1 -1
- package/dist/render/drawable_mixin.js +113 -40
- package/dist/render/drawable_mixin.js.map +1 -1
- package/dist/render/envlight.js +86 -141
- package/dist/render/envlight.js.map +1 -1
- package/dist/render/fbm_wavegenerator.js +234 -0
- package/dist/render/fbm_wavegenerator.js.map +1 -0
- package/dist/render/fft_wavegenerator.js +64 -50
- package/dist/render/fft_wavegenerator.js.map +1 -1
- package/dist/render/fullscreenquad.js +2 -2
- package/dist/render/fullscreenquad.js.map +1 -1
- package/dist/render/gerstner_wavegenerator.js +98 -48
- package/dist/render/gerstner_wavegenerator.js.map +1 -1
- package/dist/render/globalbindgroup_allocator.js +4 -2
- package/dist/render/globalbindgroup_allocator.js.map +1 -1
- package/dist/render/hzb.js +6 -3
- package/dist/render/hzb.js.map +1 -1
- package/dist/render/lightpass.js +19 -18
- package/dist/render/lightpass.js.map +1 -1
- package/dist/render/objectcolorpass.js +4 -4
- package/dist/render/objectcolorpass.js.map +1 -1
- package/dist/render/primitive.js +213 -104
- package/dist/render/primitive.js.map +1 -1
- package/dist/render/render_queue.js +40 -20
- package/dist/render/render_queue.js.map +1 -1
- package/dist/render/renderbundle_wrapper.js +65 -15
- package/dist/render/renderbundle_wrapper.js.map +1 -1
- package/dist/render/renderer.js +326 -185
- package/dist/render/renderer.js.map +1 -1
- package/dist/render/renderpass.js +20 -36
- package/dist/render/renderpass.js.map +1 -1
- package/dist/render/shadowmap_pass.js +3 -3
- package/dist/render/shadowmap_pass.js.map +1 -1
- package/dist/render/sky.js +864 -541
- package/dist/render/sky.js.map +1 -1
- package/dist/render/weightedblended_oit.js +13 -15
- package/dist/render/weightedblended_oit.js.map +1 -1
- package/dist/scene/batchgroup.js +18 -5
- package/dist/scene/batchgroup.js.map +1 -1
- package/dist/scene/environment.js +78 -48
- package/dist/scene/environment.js.map +1 -1
- package/dist/scene/graph_node.js +2 -3
- package/dist/scene/graph_node.js.map +1 -1
- package/dist/scene/light.js +28 -89
- package/dist/scene/light.js.map +1 -1
- package/dist/scene/mesh.js +218 -87
- package/dist/scene/mesh.js.map +1 -1
- package/dist/scene/octree.js +371 -162
- package/dist/scene/octree.js.map +1 -1
- package/dist/scene/particlesys.js +684 -0
- package/dist/scene/particlesys.js.map +1 -0
- package/dist/scene/raycast_visitor.js +34 -5
- package/dist/scene/raycast_visitor.js.map +1 -1
- package/dist/scene/scene.js +309 -85
- package/dist/scene/scene.js.map +1 -1
- package/dist/scene/scene_node.js +675 -102
- package/dist/scene/scene_node.js.map +1 -1
- package/dist/scene/terrain/grass.js +48 -49
- package/dist/scene/terrain/grass.js.map +1 -1
- package/dist/scene/terrain/heightfield.js +46 -44
- package/dist/scene/terrain/heightfield.js.map +1 -1
- package/dist/scene/terrain/patch.js +20 -29
- package/dist/scene/terrain/patch.js.map +1 -1
- package/dist/scene/terrain/quadtree.js +58 -27
- package/dist/scene/terrain/quadtree.js.map +1 -1
- package/dist/scene/terrain/terrain.js +31 -45
- package/dist/scene/terrain/terrain.js.map +1 -1
- package/dist/scene/terrain-cm/grass.js +603 -0
- package/dist/scene/terrain-cm/grass.js.map +1 -0
- package/dist/scene/terrain-cm/grassmaterial.js +160 -0
- package/dist/scene/terrain-cm/grassmaterial.js.map +1 -0
- package/dist/scene/terrain-cm/terrain-cm.js +533 -0
- package/dist/scene/terrain-cm/terrain-cm.js.map +1 -0
- package/dist/scene/water.js +378 -0
- package/dist/scene/water.js.map +1 -0
- package/dist/shaders/atmosphere.js +957 -0
- package/dist/shaders/atmosphere.js.map +1 -0
- package/dist/shaders/fog.js +116 -0
- package/dist/shaders/fog.js.map +1 -0
- package/dist/shaders/misc.js.map +1 -1
- package/dist/shaders/noise.js +217 -8
- package/dist/shaders/noise.js.map +1 -1
- package/dist/shaders/pbr.js.map +1 -1
- package/dist/shaders/shadow.js +8 -8
- package/dist/shaders/shadow.js.map +1 -1
- package/dist/shaders/ssr.js +87 -39
- package/dist/shaders/ssr.js.map +1 -1
- package/dist/shaders/temporal.js +216 -0
- package/dist/shaders/temporal.js.map +1 -0
- package/dist/shaders/water.js +42 -20
- package/dist/shaders/water.js.map +1 -1
- package/dist/shadow/esm.js +31 -13
- package/dist/shadow/esm.js.map +1 -1
- package/dist/shadow/pcf_opt.js +12 -13
- package/dist/shadow/pcf_opt.js.map +1 -1
- package/dist/shadow/pcf_pd.js +12 -13
- package/dist/shadow/pcf_pd.js.map +1 -1
- package/dist/shadow/shader.js +38 -0
- package/dist/shadow/shader.js.map +1 -0
- package/dist/shadow/shadow_impl.js.map +1 -1
- package/dist/shadow/shadowmapper.js +67 -26
- package/dist/shadow/shadowmapper.js.map +1 -1
- package/dist/shadow/ssm.js +15 -16
- package/dist/shadow/ssm.js.map +1 -1
- package/dist/shadow/vsm.js +33 -16
- package/dist/shadow/vsm.js.map +1 -1
- package/dist/shapes/box.js +181 -83
- package/dist/shapes/box.js.map +1 -1
- package/dist/shapes/cylinder.js +101 -43
- package/dist/shapes/cylinder.js.map +1 -1
- package/dist/shapes/plane.js +70 -29
- package/dist/shapes/plane.js.map +1 -1
- package/dist/shapes/shape.js +120 -17
- package/dist/shapes/shape.js.map +1 -1
- package/dist/shapes/sphere.js +78 -44
- package/dist/shapes/sphere.js.map +1 -1
- package/dist/shapes/tetrahedron.js +256 -0
- package/dist/shapes/tetrahedron.js.map +1 -0
- package/dist/shapes/torus.js +76 -55
- package/dist/shapes/torus.js.map +1 -1
- package/dist/src/animation/animation.js +127 -0
- package/dist/src/animation/animation.js.map +1 -0
- package/dist/src/animation/animationset.js +255 -0
- package/dist/src/animation/animationset.js.map +1 -0
- package/dist/src/animation/animationtrack.js +34 -0
- package/dist/src/animation/animationtrack.js.map +1 -0
- package/dist/src/animation/eulerrotationtrack.js +52 -0
- package/dist/src/animation/eulerrotationtrack.js.map +1 -0
- package/dist/src/animation/morphtarget.js +93 -0
- package/dist/src/animation/morphtarget.js.map +1 -0
- package/dist/src/animation/morphtrack.js +70 -0
- package/dist/src/animation/morphtrack.js.map +1 -0
- package/dist/src/animation/proptrack.js +161 -0
- package/dist/src/animation/proptrack.js.map +1 -0
- package/dist/src/animation/rotationtrack.js +51 -0
- package/dist/src/animation/rotationtrack.js.map +1 -0
- package/dist/src/animation/scaletrack.js +50 -0
- package/dist/src/animation/scaletrack.js.map +1 -0
- package/dist/src/animation/skeleton.js +204 -0
- package/dist/src/animation/skeleton.js.map +1 -0
- package/dist/src/animation/translationtrack.js +50 -0
- package/dist/src/animation/translationtrack.js.map +1 -0
- package/dist/{app.js → src/app/app.js} +18 -40
- package/dist/src/app/app.js.map +1 -0
- package/dist/{input → src/app}/inputmgr.js +41 -16
- package/dist/src/app/inputmgr.js.map +1 -0
- package/dist/src/asset/assetmanager.js +404 -0
- package/dist/src/asset/assetmanager.js.map +1 -0
- package/dist/src/asset/builtin.js +337 -0
- package/dist/src/asset/builtin.js.map +1 -0
- package/dist/src/asset/loaders/dds/dds.js +470 -0
- package/dist/src/asset/loaders/dds/dds.js.map +1 -0
- package/dist/src/asset/loaders/dds/dds_loader.js +28 -0
- package/dist/src/asset/loaders/dds/dds_loader.js.map +1 -0
- package/dist/src/asset/loaders/gltf/gltf_loader.js +1265 -0
- package/dist/src/asset/loaders/gltf/gltf_loader.js.map +1 -0
- package/dist/src/asset/loaders/gltf/helpers.js +327 -0
- package/dist/src/asset/loaders/gltf/helpers.js.map +1 -0
- package/dist/src/asset/loaders/hdr/hdr.js +180 -0
- package/dist/src/asset/loaders/hdr/hdr.js.map +1 -0
- package/dist/src/asset/loaders/image/tga_Loader.js +116 -0
- package/dist/src/asset/loaders/image/tga_Loader.js.map +1 -0
- package/dist/src/asset/loaders/image/webimage_loader.js +63 -0
- package/dist/src/asset/loaders/image/webimage_loader.js.map +1 -0
- package/dist/src/asset/loaders/loader.js +45 -0
- package/dist/src/asset/loaders/loader.js.map +1 -0
- package/dist/src/asset/model.js +414 -0
- package/dist/src/asset/model.js.map +1 -0
- package/dist/{blitter/depthlimitedgaussion.js → src/blitter/bilateralblur.js} +1 -2
- package/dist/src/blitter/bilateralblur.js.map +1 -0
- package/dist/src/blitter/blitter.js +390 -0
- package/dist/src/blitter/blitter.js.map +1 -0
- package/dist/src/blitter/box.js +118 -0
- package/dist/src/blitter/box.js.map +1 -0
- package/dist/src/blitter/copy.js +22 -0
- package/dist/src/blitter/copy.js.map +1 -0
- package/dist/src/blitter/gaussianblur.js +228 -0
- package/dist/src/blitter/gaussianblur.js.map +1 -0
- package/dist/src/camera/base.js +92 -0
- package/dist/src/camera/base.js.map +1 -0
- package/dist/src/camera/camera.js +1005 -0
- package/dist/src/camera/camera.js.map +1 -0
- package/dist/src/camera/fps.js +238 -0
- package/dist/src/camera/fps.js.map +1 -0
- package/dist/src/camera/orbit.js +245 -0
- package/dist/src/camera/orbit.js.map +1 -0
- package/dist/src/camera/orthocamera.js +167 -0
- package/dist/src/camera/orthocamera.js.map +1 -0
- package/dist/src/camera/perspectivecamera.js +141 -0
- package/dist/src/camera/perspectivecamera.js.map +1 -0
- package/dist/src/index.js +120 -0
- package/dist/src/index.js.map +1 -0
- package/dist/src/material/blinn.js +81 -0
- package/dist/src/material/blinn.js.map +1 -0
- package/dist/src/material/grassmaterial.js +113 -0
- package/dist/src/material/grassmaterial.js.map +1 -0
- package/dist/src/material/lambert.js +92 -0
- package/dist/src/material/lambert.js.map +1 -0
- package/dist/src/material/material.js +301 -0
- package/dist/src/material/material.js.map +1 -0
- package/dist/src/material/meshmaterial.js +704 -0
- package/dist/src/material/meshmaterial.js.map +1 -0
- package/dist/src/material/mixins/albedocolor.js +76 -0
- package/dist/src/material/mixins/albedocolor.js.map +1 -0
- package/dist/src/material/mixins/foliage.js +47 -0
- package/dist/src/material/mixins/foliage.js.map +1 -0
- package/dist/src/material/mixins/lightmodel/blinnphong.js +112 -0
- package/dist/src/material/mixins/lightmodel/blinnphong.js.map +1 -0
- package/dist/src/material/mixins/lightmodel/lambert.js +58 -0
- package/dist/src/material/mixins/lightmodel/lambert.js.map +1 -0
- package/dist/src/material/mixins/lightmodel/pbrmetallicroughness.js +178 -0
- package/dist/src/material/mixins/lightmodel/pbrmetallicroughness.js.map +1 -0
- package/dist/src/material/mixins/lightmodel/pbrspecularglossness.js +139 -0
- package/dist/src/material/mixins/lightmodel/pbrspecularglossness.js.map +1 -0
- package/dist/src/material/mixins/lit.js +476 -0
- package/dist/src/material/mixins/lit.js.map +1 -0
- package/dist/src/material/mixins/pbr/common.js +918 -0
- package/dist/src/material/mixins/pbr/common.js.map +1 -0
- package/dist/src/material/mixins/texture.js +172 -0
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{"version":3,"file":"heightfield.js","sources":["../../../src/scene/terrain/heightfield.ts"],"sourcesContent":["import type { Ray } from '@zephyr3d/base';\r\nimport { Vector3, Vector4 } from '@zephyr3d/base';\r\nimport { BoundingBox } from '../../utility/bounding_volume';\r\n\r\n/** @internal */\r\nexport interface HeightfieldBBoxTreeNode {\r\n bbox: BoundingBox;\r\n rc: { x: number; y: number; w: number; h: number };\r\n left: HeightfieldBBoxTreeNode;\r\n right: HeightfieldBBoxTreeNode;\r\n}\r\n\r\n/** @internal */\r\nexport class HeightfieldBBoxTree {\r\n private readonly _resX: number;\r\n private readonly _resY: number;\r\n private readonly _spacingX: number;\r\n private readonly _spacingZ: number;\r\n private readonly _leafSize: number;\r\n private readonly _heights: Float32Array;\r\n private _rootNode: HeightfieldBBoxTreeNode;\r\n constructor(res_x: number, res_y: number, spacing_x: number, spacing_z: number, vertices: number[]) {\r\n this._rootNode = null;\r\n this._leafSize = 16;\r\n this._spacingX = spacing_x;\r\n this._spacingZ = spacing_z;\r\n this._resX = res_x;\r\n this._resY = res_y;\r\n this._heights = new Float32Array(vertices);\r\n //this.create();\r\n }\r\n create(): boolean {\r\n this._rootNode = this.allocNode();\r\n this.createChildNode(this._rootNode, 0, 0, this._resX - 1, this._resY - 1);\r\n return true;\r\n }\r\n getHeight(x: number, y: number): number {\r\n return this._heights[(this._resY - 1 - y) * this._resX + x];\r\n }\r\n getNormal(x: number, y: number, normal?: Vector3): Vector3 {\r\n normal = normal ?? new Vector3();\r\n x = Math.max(0, Math.min(x, this._resX - 2));\r\n y = Math.max(0, Math.min(y, this._resY - 2));\r\n const h00 = this._heights[x + y * this._resX];\r\n const h01 = this._heights[x + (y + 1) * this._resX];\r\n const h11 = this._heights[x + 1 + (y + 1) * this._resX];\r\n const h10 = this._heights[x + 1 + y * this._resX];\r\n const sx = (h00 + h01 - h11 - h10) * 0.5;\r\n const sy = (h00 + h10 - h01 - h11) * 0.5;\r\n const tileSizeX = this._spacingX;\r\n const tileSizeY = this._spacingZ;\r\n normal.setXYZ(sx * tileSizeY, 2 * tileSizeX * tileSizeY, -sy * tileSizeX).inplaceNormalize();\r\n return normal;\r\n }\r\n getRealNormal(x: number, y: number, normal?: Vector3): Vector3 {\r\n normal = normal ?? new Vector3();\r\n const tileSizeX = this._spacingX;\r\n const tileSizeY = this._spacingZ;\r\n const x_unscale = x / tileSizeX;\r\n const y_unscale = y / tileSizeY;\r\n let l = Math.floor(x_unscale);\r\n let t = Math.floor(y_unscale);\r\n let r = l + 1;\r\n let b = t + 1;\r\n if (l < 0) {\r\n l = 0;\r\n }\r\n if (t < 0) {\r\n t = 0;\r\n }\r\n if (r >= this._resX) {\r\n r = this._resX - 1;\r\n }\r\n if (b >= this._resY) {\r\n b = this._resY - 1;\r\n }\r\n const ltNormal = this.getNormal(l, t);\r\n const lbNormal = this.getNormal(l, b);\r\n const rtNormal = this.getNormal(r, t);\r\n const rbNormal = this.getNormal(r, b);\r\n ltNormal.addBy(lbNormal).addBy(rtNormal).addBy(rbNormal).scaleBy(0.25).inplaceNormalize();\r\n normal.set(ltNormal);\r\n return normal;\r\n }\r\n getRealHeight(x: number, y: number): number {\r\n const tileSizeX = this._spacingX;\r\n const tileSizeY = this._spacingZ;\r\n const x_unscale = x / tileSizeX;\r\n const y_unscale = y / tileSizeY;\r\n const l = Math.floor(x_unscale);\r\n const t = Math.floor(y_unscale);\r\n const r = l + 1;\r\n const b = t + 1;\r\n if (l < 0 || t < 0 || r >= this._resX || b >= this._resY) {\r\n return 0;\r\n }\r\n if (l === r) {\r\n if (t === b) {\r\n return this.getHeight(l, t);\r\n } else {\r\n const ht = this.getHeight(l, t);\r\n const hb = this.getHeight(l, b);\r\n return ht + (hb - ht) * (y_unscale - t);\r\n }\r\n } else {\r\n const hlt = this.getHeight(l, t);\r\n const hrt = this.getHeight(r, t);\r\n const ht = hlt + (hrt - hlt) * (x_unscale - l);\r\n if (t === b) {\r\n return ht;\r\n } else {\r\n const hlb = this.getHeight(l, b);\r\n const hrb = this.getHeight(r, b);\r\n const hb = hlb + (hrb - hlb) * (x_unscale - l);\r\n return ht + (hb - ht) * (y_unscale - t);\r\n }\r\n }\r\n }\r\n getHeights(): Float32Array {\r\n return this._heights;\r\n }\r\n allocNode(): HeightfieldBBoxTreeNode {\r\n return {\r\n bbox: new BoundingBox(),\r\n rc: { x: 0, y: 0, w: 0, h: 0 },\r\n left: null,\r\n right: null\r\n };\r\n }\r\n computeNodeBoundingBox(node: HeightfieldBBoxTreeNode, bbox: BoundingBox, vertices: Vector4[]) {\r\n bbox.beginExtend();\r\n for (let i = 0; i < node.rc.w; i++) {\r\n for (let j = 0; j < node.rc.h; j++) {\r\n const index = node.rc.x + i + (node.rc.y + j) * this._resX;\r\n const vert = vertices[index];\r\n bbox.extend3(vert.x, vert.y, vert.z);\r\n }\r\n }\r\n }\r\n createChildNode(node: HeightfieldBBoxTreeNode, x: number, y: number, w: number, h: number): boolean {\r\n node.rc.x = x;\r\n node.rc.y = y;\r\n node.rc.w = w;\r\n node.rc.h = h;\r\n if (w <= this._leafSize && h <= this._leafSize) {\r\n node.left = null;\r\n node.right = null;\r\n let hMin = Infinity;\r\n let hMax = -Infinity;\r\n for (let i = x; i <= x + w; i++) {\r\n for (let j = y; j <= y + h; j++) {\r\n const h = this.getHeight(i, j);\r\n if (h > hMax) {\r\n hMax = h;\r\n }\r\n if (h < hMin) {\r\n hMin = h;\r\n }\r\n }\r\n }\r\n node.bbox = new BoundingBox(\r\n new Vector3(x * this._spacingX, hMin, y * this._spacingZ),\r\n new Vector3((x + w) * this._spacingX, hMax, (y + h) * this._spacingZ)\r\n );\r\n } else {\r\n if (w >= h) {\r\n const w1 = w >> 1;\r\n const w2 = w - w1;\r\n node.left = this.allocNode();\r\n this.createChildNode(node.left, x, y, w1, h);\r\n node.right = this.allocNode();\r\n this.createChildNode(node.right, x + w1, y, w2, h);\r\n } else {\r\n const h1 = h >> 1;\r\n const h2 = h - h1;\r\n node.left = this.allocNode();\r\n this.createChildNode(node.left, x, y, w, h1);\r\n node.right = this.allocNode();\r\n this.createChildNode(node.right, x, y + h1, w, h2);\r\n }\r\n node.bbox.beginExtend();\r\n node.bbox.extend(node.left.bbox.minPoint);\r\n node.bbox.extend(node.left.bbox.maxPoint);\r\n node.bbox.extend(node.right.bbox.minPoint);\r\n node.bbox.extend(node.right.bbox.maxPoint);\r\n }\r\n return true;\r\n }\r\n rayIntersect(ray: Ray): number | null {\r\n return this.rayIntersectRecursive(ray);\r\n }\r\n rayIntersectDDA(ray: Ray, x: number, y: number, w: number, h: number): number | null {\r\n let x0 = ray.origin.x;\r\n let y0 = ray.origin.z;\r\n let dx = ray.direction.x;\r\n let dy = ray.direction.z;\r\n const gridSizeX = this._spacingX;\r\n const gridSizeY = this._spacingZ;\r\n const epsl = 0.001;\r\n let tx = 0;\r\n let ty = 0;\r\n const xmin = x * gridSizeX;\r\n const xmax = xmin + w * gridSizeX;\r\n const ymin = y * gridSizeY;\r\n const ymax = ymin + h * gridSizeY;\r\n const xcenter = (xmin + xmax) / 2;\r\n const ycenter = (ymin + ymax) / 2;\r\n let mirrorx = false;\r\n let mirrory = false;\r\n if (dx < 0) {\r\n dx = -dx;\r\n x0 += 2 * (xcenter - x0);\r\n mirrorx = true;\r\n }\r\n if (dy < 0) {\r\n dy = -dy;\r\n y0 += 2 * (ycenter - y0);\r\n mirrory = true;\r\n }\r\n if (x0 < xmin) {\r\n tx = (xmin - x0) / dx;\r\n } else if (x0 > xmax) {\r\n return;\r\n }\r\n if (y0 < ymin) {\r\n ty = (ymin - y0) / dy;\r\n } else if (y0 > ymax) {\r\n return;\r\n }\r\n const t = tx > ty ? tx : ty;\r\n x0 += t * dx;\r\n y0 += t * dy;\r\n let u = Math.floor((x0 - xmin + epsl) / gridSizeX);\r\n let v = Math.floor((y0 - ymin + epsl) / gridSizeY);\r\n while (u >= 0 && u <= w && v >= 0 && v <= h) {\r\n if (u < w && v < h) {\r\n const m = x + (mirrorx ? w - u - 1 : u);\r\n const n = y + (mirrory ? h - v - 1 : v);\r\n const v00 = new Vector3(m * this._spacingX, this.getHeight(m, n), n * this._spacingZ);\r\n const v01 = new Vector3((m + 1) * this._spacingX, this.getHeight(m + 1, n), n * this._spacingZ);\r\n const v11 = new Vector3(\r\n (m + 1) * this._spacingX,\r\n this.getHeight(m + 1, n + 1),\r\n (n + 1) * this._spacingZ\r\n );\r\n const v10 = new Vector3(m * this._spacingX, this.getHeight(m, n + 1), (n + 1) * this._spacingZ);\r\n let intersected = false;\r\n let dist1 = ray.intersectionTestTriangle(v00, v01, v10, false);\r\n if (dist1 !== null && dist1 > 0) {\r\n intersected = true;\r\n } else {\r\n dist1 = Number.MAX_VALUE;\r\n }\r\n let dist2 = ray.intersectionTestTriangle(v10, v01, v11, false);\r\n if (dist2 !== null && dist2 > 0) {\r\n intersected = true;\r\n } else {\r\n dist2 = Number.MAX_VALUE;\r\n }\r\n if (intersected) {\r\n return dist1 < dist2 ? dist1 : dist2;\r\n }\r\n }\r\n let d = Infinity;\r\n if (dx > 0) {\r\n const x1 = (u + x + 1) * gridSizeX;\r\n d = Math.min(d, (x1 - x0) / dx);\r\n }\r\n if (dy !== 0) {\r\n const y1 = (v + y + 1) * gridSizeY;\r\n d = Math.min(d, (y1 - y0) / dy);\r\n }\r\n x0 += d * dx;\r\n y0 += d * dy;\r\n u = Math.floor((x0 - xmin + epsl) / gridSizeX);\r\n v = Math.floor((y0 - ymin + epsl) / gridSizeY);\r\n }\r\n return null;\r\n }\r\n rayIntersectLeaf(ray: Ray, node: HeightfieldBBoxTreeNode): number | null {\r\n return this.rayIntersectDDA(ray, node.rc.x, node.rc.y, node.rc.w, node.rc.h);\r\n }\r\n rayIntersectRecursive(ray: Ray): number | null {\r\n if (!this._rootNode) {\r\n return this.rayIntersectDDA(ray, 0, 0, this._resX - 1, this._resY - 1);\r\n }\r\n const q: HeightfieldBBoxTreeNode[] = [this._rootNode];\r\n while (q.length > 0) {\r\n const node = q.shift();\r\n if (!node.left) {\r\n const d = this.rayIntersectLeaf(ray, node);\r\n if (d !== null) {\r\n return d;\r\n }\r\n } else {\r\n const dl = ray.bboxIntersectionTestEx(node.left.bbox);\r\n const dr = ray.bboxIntersectionTestEx(node.right.bbox);\r\n if (dl !== null && dr !== null) {\r\n if (dl < dr) {\r\n q.unshift(node.right);\r\n q.unshift(node.left);\r\n } else {\r\n q.unshift(node.left);\r\n q.unshift(node.right);\r\n }\r\n } else if (dl !== null) {\r\n q.unshift(node.left);\r\n } else if (dr !== null) {\r\n q.unshift(node.right);\r\n }\r\n }\r\n }\r\n return null;\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class HeightField {\r\n private readonly m_v4Range: Vector4;\r\n private readonly m_scale: Vector3;\r\n private m_sizeX: number;\r\n private m_sizeZ: number;\r\n private m_bboxTree: HeightfieldBBoxTree;\r\n private m_normals: Vector3[];\r\n private m_boundingBox: BoundingBox;\r\n constructor() {\r\n this.m_v4Range = Vector4.zero();\r\n this.m_bboxTree = null;\r\n this.m_scale = Vector3.one();\r\n this.m_sizeX = 0;\r\n this.m_sizeZ = 0;\r\n this.m_normals = null;\r\n this.m_boundingBox = null;\r\n }\r\n init(sizeX: number, sizeZ: number, scale: Vector3, heights: Float32Array): boolean {\r\n const v: number[] = [];\r\n let minY = Infinity;\r\n let maxY = -Infinity;\r\n for (let i = 0; i < sizeZ; ++i) {\r\n const srcOffset = i * sizeX;\r\n const dstOffset = (sizeZ - i - 1) * sizeX;\r\n for (let j = 0; j < sizeX; ++j) {\r\n const y = heights[srcOffset + j] * scale.y;\r\n v[dstOffset + j] = y;\r\n if (y > maxY) {\r\n maxY = y;\r\n }\r\n if (y < minY) {\r\n minY = y;\r\n }\r\n }\r\n }\r\n this.m_bboxTree = new HeightfieldBBoxTree(sizeX, sizeZ, scale.x, scale.z, v);\r\n this.m_boundingBox = new BoundingBox(\r\n new Vector3(0, minY, 0),\r\n new Vector3((sizeX - 1) * scale.x, maxY, (sizeZ - 1) * scale.z)\r\n );\r\n this.m_v4Range.setXYZW(0, 0, (sizeX - 1) * scale.x, (sizeZ - 1) * scale.z);\r\n this.m_scale.set(scale);\r\n this.m_sizeX = sizeX;\r\n this.m_sizeZ = sizeZ;\r\n this.m_normals = this.computeNormalVectors();\r\n return true;\r\n }\r\n get normals(): Vector3[] {\r\n return this.m_normals;\r\n }\r\n clear(): void {\r\n this.m_bboxTree = null;\r\n this.m_v4Range.setXYZW(0, 0, 0, 0);\r\n this.m_scale.setXYZ(1, 1, 1);\r\n this.m_sizeX = 0;\r\n this.m_sizeZ = 0;\r\n }\r\n rayIntersect(ray: Ray): number | null {\r\n return this.m_bboxTree.rayIntersect(ray);\r\n }\r\n computeNormals(): Uint8Array<ArrayBuffer> {\r\n const scaleX = this.m_scale.x;\r\n const scaleZ = this.m_scale.z;\r\n const heights = this.getHeights();\r\n const v = new Vector3();\r\n const normals = new Uint8Array((this.m_sizeZ - 1) * (this.m_sizeX - 1) * 4);\r\n for (let y = 0; y < this.m_sizeZ - 1; ++y) {\r\n for (let x = 0; x < this.m_sizeX - 1; ++x) {\r\n const h00 = heights[x + y * this.m_sizeX];\r\n const h01 = heights[x + (y + 1) * this.m_sizeX];\r\n const h11 = heights[x + 1 + (y + 1) * this.m_sizeX];\r\n const h10 = heights[x + 1 + y * this.m_sizeX];\r\n const sx = (h00 + h01 - h11 - h10) * 0.5;\r\n const sy = (h00 + h10 - h01 - h11) * 0.5;\r\n const index = x + (this.m_sizeZ - 2 - y) * (this.m_sizeX - 1);\r\n v.setXYZ(sx * scaleZ, 2 * scaleX * scaleZ, -sy * scaleX).inplaceNormalize();\r\n normals[index * 4 + 0] = Math.floor((v.x * 0.5 + 0.5) * 255);\r\n normals[index * 4 + 1] = Math.floor((v.y * 0.5 + 0.5) * 255);\r\n normals[index * 4 + 2] = Math.floor((v.z * 0.5 + 0.5) * 255);\r\n normals[index * 4 + 3] = 255;\r\n }\r\n }\r\n return normals;\r\n }\r\n computeNormalVectors(): Vector3[] {\r\n const scaleX = this.m_scale.x;\r\n const scaleZ = this.m_scale.z;\r\n const heights = this.getHeights();\r\n const normals = [] as Vector3[];\r\n for (let y = 0; y < this.m_sizeZ; ++y) {\r\n for (let x = 0; x < this.m_sizeX; ++x) {\r\n const h = heights[x + y * this.m_sizeX];\r\n const h00 = x > 0 && y > 0 ? heights[x - 1 + (y - 1) * this.m_sizeX] : h;\r\n const h01 = y > 0 && y < this.m_sizeZ - 1 ? heights[x - 1 + (y + 1) * this.m_sizeX] : h;\r\n const h11 =\r\n x < this.m_sizeX - 1 && y < this.m_sizeZ - 1 ? heights[x + 1 + (y + 1) * this.m_sizeX] : h;\r\n const h10 = x < this.m_sizeX - 1 && y > 0 ? heights[x + 1 + (y - 1) * this.m_sizeX] : h;\r\n const sx = (h00 + h01 - h11 - h10) * 0.5;\r\n const sy = (h00 + h10 - h01 - h11) * 0.5;\r\n const index = x + (this.m_sizeZ - 1 - y) * this.m_sizeX;\r\n normals[index] = new Vector3(sx * scaleZ, 2 * scaleX * scaleZ, -sy * scaleX).inplaceNormalize();\r\n }\r\n }\r\n return normals;\r\n }\r\n getBBoxTree(): HeightfieldBBoxTree {\r\n return this.m_bboxTree;\r\n }\r\n getSpacingX(): number {\r\n return this.m_scale.x;\r\n }\r\n getSpacingZ(): number {\r\n return this.m_scale.z;\r\n }\r\n getVerticalScale(): number {\r\n return this.m_scale.y;\r\n }\r\n getSizeX(): number {\r\n return this.m_sizeX;\r\n }\r\n getSizeZ(): number {\r\n return this.m_sizeZ;\r\n }\r\n getOffsetX(): number {\r\n return this.m_v4Range.x;\r\n }\r\n getOffsetZ(): number {\r\n return this.m_v4Range.y;\r\n }\r\n getBoundingbox(): BoundingBox {\r\n return this.m_boundingBox;\r\n }\r\n getHeights(): Float32Array {\r\n return this.m_bboxTree?.getHeights() || null;\r\n }\r\n getHeight(x: number, z: number): number {\r\n return this.m_bboxTree ? this.m_bboxTree.getHeight(x, z) : 0;\r\n }\r\n getRealHeight(x: number, z: number): number {\r\n return this.m_bboxTree ? this.m_bboxTree.getRealHeight(x, z) : 0;\r\n }\r\n getRealNormal(x: number, z: number, normal?: Vector3): Vector3 {\r\n normal = normal ?? new Vector3();\r\n const tileSizeX = this.m_scale.x;\r\n const tileSizeY = this.m_scale.z;\r\n const x_unscale = x / tileSizeX;\r\n const y_unscale = z / tileSizeY;\r\n let l = Math.floor(x_unscale);\r\n let t = Math.floor(y_unscale);\r\n let r = l + 1;\r\n let b = t + 1;\r\n if (l < 0) {\r\n l = 0;\r\n }\r\n if (t < 0) {\r\n t = 0;\r\n }\r\n if (r >= this.m_sizeX) {\r\n r = this.m_sizeX - 1;\r\n }\r\n if (b >= this.m_sizeZ) {\r\n b = this.m_sizeZ - 1;\r\n }\r\n normal.set(this.m_normals[l + t * this.m_sizeX]);\r\n normal.addBy(this.m_normals[r + t * this.m_sizeX]);\r\n normal.addBy(this.m_normals[r + b * this.m_sizeX]);\r\n normal.addBy(this.m_normals[l + b * this.m_sizeX]);\r\n normal.scaleBy(0.4).inplaceNormalize();\r\n return normal;\r\n 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@@ -1,22 +1,21 @@
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1
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-
import { applyMixins, Vector4, Vector3 } from '@zephyr3d/base';
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1
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+
import { applyMixins, Vector4, Vector3, Disposable } from '@zephyr3d/base';
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2
2
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import { BoundingBox } from '../../utility/bounding_volume.js';
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3
3
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import { Primitive } from '../../render/primitive.js';
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4
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-
import {
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5
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-
import { RENDER_PASS_TYPE_SHADOWMAP, QUEUE_OPAQUE } from '../../values.js';
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4
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+
import { QUEUE_OPAQUE } from '../../values.js';
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6
5
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import { mixinDrawable } from '../../render/drawable_mixin.js';
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7
6
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8
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-
/** @internal */ class TerrainPatchBase {
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7
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+
/** @internal */ class TerrainPatchBase extends Disposable {
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9
8
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_terrain;
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10
9
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constructor(terrain){
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10
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+
super();
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11
11
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this._terrain = terrain;
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12
12
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}
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13
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-
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13
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+
getNode() {
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14
14
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return this._terrain;
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15
15
|
}
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16
16
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}
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17
17
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/** @internal */ class TerrainPatch extends applyMixins(TerrainPatchBase, mixinDrawable) {
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18
18
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_geometry;
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19
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-
_geometryLines;
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20
19
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_quadtree;
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21
20
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_mipLevel;
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22
21
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_offsetX;
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@@ -30,7 +29,6 @@ import { mixinDrawable } from '../../render/drawable_mixin.js';
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30
29
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constructor(terrain){
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31
30
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super(terrain);
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32
31
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this._geometry = null;
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33
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-
this._geometryLines = null;
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34
32
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this._mipLevel = 0;
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35
33
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this._offsetX = 0;
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36
34
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this._offsetZ = 0;
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@@ -58,7 +56,6 @@ import { mixinDrawable } from '../../render/drawable_mixin.js';
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58
56
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this._step = step;
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59
57
|
this._parent = parent;
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|
60
58
|
this._geometry = baseVertices ? new Primitive() : null;
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|
61
|
-
this._geometryLines = baseVertices ? new Primitive() : null;
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|
62
59
|
this._maxError = baseVertices ? this.computeMaxError() : 0;
|
|
63
60
|
if (baseVertices) {
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|
64
61
|
const scaleX = this._quadtree.getScaleX();
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@@ -77,9 +74,6 @@ import { mixinDrawable } from '../../render/drawable_mixin.js';
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|
77
74
|
}
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|
78
75
|
return true;
|
|
79
76
|
}
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|
80
|
-
getInstanceColor() {
|
|
81
|
-
return this._terrain.getInstanceColor();
|
|
82
|
-
}
|
|
83
77
|
getPickTarget() {
|
|
84
78
|
return {
|
|
85
79
|
node: this._terrain
|
|
@@ -88,11 +82,12 @@ import { mixinDrawable } from '../../render/drawable_mixin.js';
|
|
|
88
82
|
getMaterial() {
|
|
89
83
|
return this._terrain.material;
|
|
90
84
|
}
|
|
85
|
+
getPrimitive() {
|
|
86
|
+
return this._geometry;
|
|
87
|
+
}
|
|
91
88
|
draw(ctx) {
|
|
92
|
-
const isShadowMapPass = ctx.renderPass.type === RENDER_PASS_TYPE_SHADOWMAP;
|
|
93
|
-
const primitive = this._quadtree.getTerrain().wireframe && !isShadowMapPass ? this.getGeometryWireframe() : this.getGeometry();
|
|
94
89
|
this.bind(ctx);
|
|
95
|
-
this._terrain.material.draw(
|
|
90
|
+
this._terrain.material.draw(this._geometry, ctx);
|
|
96
91
|
}
|
|
97
92
|
setupCamera(viewportH, tanHalfFovy, maxPixelError) {
|
|
98
93
|
if (maxPixelError > 0 && tanHalfFovy > 0) {
|
|
@@ -125,6 +120,9 @@ import { mixinDrawable } from '../../render/drawable_mixin.js';
|
|
|
125
120
|
needSceneColor() {
|
|
126
121
|
return false;
|
|
127
122
|
}
|
|
123
|
+
needSceneDepth() {
|
|
124
|
+
return false;
|
|
125
|
+
}
|
|
128
126
|
isBatchable() {
|
|
129
127
|
return false;
|
|
130
128
|
}
|
|
@@ -183,20 +181,12 @@ import { mixinDrawable } from '../../render/drawable_mixin.js';
|
|
|
183
181
|
t = setNormalAndHeight(heights, normals, t, x, z, w, -skirtLength);
|
|
184
182
|
}
|
|
185
183
|
t = setNormalAndHeight(heights, normals, t, x - this._step, z, w, -skirtLength);
|
|
186
|
-
|
|
187
|
-
|
|
188
|
-
this._geometry.setVertexBuffer(heightArray);
|
|
189
|
-
this._geometry.setVertexBuffer(normalArray);
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this._geometry.createAndSetVertexBuffer('position_f32x3', heights);
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getOffsetScale() {
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if (!this._offsetScale) {
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getGeometry() {
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getGeometryWireframe() {
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}
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getHeight(x, z) {
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const startX = this._offsetX + this._step * Math.floor((x - this._offsetX) / this._step);
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const startZ = this._offsetZ + this._step * Math.floor((z - this._offsetZ) / this._step);
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@@ -336,10 +323,10 @@ import { mixinDrawable } from '../../render/drawable_mixin.js';
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}
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sqrDistanceToPoint(point) {
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const bbox = this.getBoundingBox();
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const radius = Math.
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const radius = Math.hypot(bbox.extents.x, bbox.extents.z);
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const dx = point.x - bbox.center.x;
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const dz = point.z - bbox.center.z;
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const s = Math.max(0, Math.
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const s = Math.max(0, Math.hypot(dx, dz) - radius);
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const t = point.y > bbox.maxPoint.y ? point.y - bbox.maxPoint.y : point.y < bbox.minPoint.y ? bbox.minPoint.y - point.y : 0;
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return s * s + t * t;
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@@ -535,6 +522,10 @@ import { mixinDrawable } from '../../render/drawable_mixin.js';
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isDummy() {
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return !this._geometry && !!this._quadtree;
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}
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onDispose() {
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super.onDispose();
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this._geometry?.dispose();
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}
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}
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export { TerrainPatch, TerrainPatchBase };
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"patch.js","sources":[],"sourcesContent":[],"names":[],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;"}
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1
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+
{"version":3,"file":"patch.js","sources":["../../../src/scene/terrain/patch.ts"],"sourcesContent":["import { Disposable, Vector3, Vector4, applyMixins } from '@zephyr3d/base';\r\nimport { BoundingBox } from '../../utility/bounding_volume';\r\nimport { Primitive } from '../../render/primitive';\r\nimport type { Texture2D } from '@zephyr3d/device';\r\nimport type {\r\n BatchDrawable,\r\n Drawable,\r\n DrawContext,\r\n MorphData,\r\n MorphInfo,\r\n PickTarget\r\n} from '../../render/drawable';\r\nimport type { Camera } from '../../camera/camera';\r\nimport type { Quadtree } from './quadtree';\r\nimport type { Terrain } from './terrain';\r\nimport { QUEUE_OPAQUE } from '../../values';\r\nimport { mixinDrawable } from '../../render/drawable_mixin';\r\nimport type { MeshMaterial } from '../../material';\r\nimport type { SceneNode } from '..';\r\n\r\n/** @internal */\r\nexport class TerrainPatchBase extends Disposable {\r\n protected _terrain: Terrain;\r\n constructor(terrain: Terrain) {\r\n super();\r\n this._terrain = terrain;\r\n }\r\n getNode(): SceneNode {\r\n return this._terrain;\r\n }\r\n}\r\n/** @internal */\r\nexport class TerrainPatch extends applyMixins(TerrainPatchBase, mixinDrawable) implements Drawable {\r\n private _geometry: Primitive;\r\n private _quadtree: Quadtree;\r\n private _mipLevel: number;\r\n private _offsetX: number;\r\n private _offsetZ: number;\r\n private _step: number;\r\n private _boundingBox: BoundingBox;\r\n private _lodDistance: number;\r\n private _maxError: number;\r\n private _parent: TerrainPatch;\r\n private _offsetScale: Vector4;\r\n constructor(terrain: Terrain) {\r\n super(terrain);\r\n this._geometry = null;\r\n this._mipLevel = 0;\r\n this._offsetX = 0;\r\n this._offsetZ = 0;\r\n this._boundingBox = null;\r\n this._parent = null;\r\n this._offsetScale = null;\r\n this._quadtree = null;\r\n this._step = 0;\r\n this._lodDistance = 0;\r\n }\r\n initialize(\r\n quadtree: Quadtree,\r\n parent: TerrainPatch,\r\n rowIndex: number,\r\n colIndex: number,\r\n baseVertices: Float32Array,\r\n normals: Vector3[],\r\n heightScale: number,\r\n elevations: Float32Array\r\n ): boolean {\r\n const patchSize = quadtree.getPatchSize();\r\n const rootSize = quadtree.getRootSize();\r\n this._mipLevel = parent ? parent.getMipLevel() + 1 : 0;\r\n const step = Math.floor((rootSize - 1) / (patchSize - 1)) >> this._mipLevel;\r\n const interval = (patchSize - 1) * step;\r\n const parentOffsetX = parent ? parent.getOffsetX() : 0;\r\n const parentOffsetZ = parent ? parent.getOffsetZ() : 0;\r\n this._offsetX = parentOffsetX + rowIndex * interval;\r\n this._offsetZ = parentOffsetZ + colIndex * interval;\r\n if (\r\n this._offsetX + interval >= quadtree.getRootSizeX() ||\r\n this._offsetZ + interval >= quadtree.getRootSizeZ()\r\n ) {\r\n baseVertices = null;\r\n }\r\n this._quadtree = quadtree;\r\n this._step = step;\r\n this._parent = parent;\r\n this._geometry = baseVertices ? new Primitive() : null;\r\n this._maxError = baseVertices ? this.computeMaxError() : 0;\r\n if (baseVertices) {\r\n const scaleX = this._quadtree.getScaleX();\r\n const scaleZ = this._quadtree.getScaleZ();\r\n if (step === 1) {\r\n this._boundingBox = new BoundingBox();\r\n this._boundingBox.minPoint.x = this._offsetX * scaleX;\r\n this._boundingBox.minPoint.y = Number.MAX_VALUE;\r\n this._boundingBox.minPoint.z = this._offsetZ * scaleZ;\r\n this._boundingBox.maxPoint.x =\r\n this._offsetX * scaleX + (this._quadtree.getPatchSize() - 1) * this._step * scaleX;\r\n this._boundingBox.maxPoint.y = -Number.MAX_VALUE;\r\n this._boundingBox.maxPoint.z =\r\n this._offsetZ * scaleZ + (this._quadtree.getPatchSize() - 1) * this._step * scaleZ;\r\n }\r\n this.setupVertices(this.computeSkirtLength(), baseVertices, normals, heightScale, elevations);\r\n this._offsetScale = new Vector4(\r\n this._step * scaleX,\r\n this._offsetX * scaleX,\r\n this._step * scaleZ,\r\n this._offsetZ * scaleZ\r\n );\r\n }\r\n return true;\r\n }\r\n getPickTarget(): PickTarget {\r\n return { node: this._terrain };\r\n }\r\n getMaterial(): MeshMaterial {\r\n return this._terrain.material;\r\n }\r\n getPrimitive(): Primitive {\r\n return this._geometry;\r\n }\r\n draw(ctx: DrawContext) {\r\n this.bind(ctx);\r\n this._terrain.material.draw(this._geometry, ctx);\r\n }\r\n setupCamera(viewportH: number, tanHalfFovy: number, maxPixelError: number): void {\r\n if (maxPixelError > 0 && tanHalfFovy > 0) {\r\n this._lodDistance = this.computeLodDistance(viewportH, tanHalfFovy, maxPixelError);\r\n } else {\r\n this._lodDistance = -1;\r\n }\r\n }\r\n getName(): string {\r\n return 'TerrainPatch';\r\n }\r\n getBoneMatrices(): Texture2D<unknown> {\r\n return null;\r\n }\r\n getMorphData(): MorphData {\r\n return null;\r\n }\r\n getMorphInfo(): MorphInfo {\r\n return null;\r\n }\r\n getSortDistance(camera: Camera): number {\r\n return this._quadtree.getTerrain().getSortDistance(camera);\r\n }\r\n getQueueType(): number {\r\n return QUEUE_OPAQUE;\r\n }\r\n isUnlit(): boolean {\r\n return false;\r\n }\r\n needSceneColor(): boolean {\r\n return false;\r\n }\r\n needSceneDepth(): boolean {\r\n return false;\r\n }\r\n isBatchable(): this is BatchDrawable {\r\n return false;\r\n }\r\n setupVertices(\r\n skirtLength: number,\r\n baseVertices: Float32Array,\r\n normalVectors: Vector3[],\r\n heightScale: number,\r\n elevations: Float32Array\r\n ): void {\r\n const that = this;\r\n const sx = this._quadtree.getScaleX() * this._step;\r\n const sz = this._quadtree.getScaleZ() * this._step;\r\n const tx = this._quadtree.getScaleX() * this._offsetX;\r\n const tz = this._quadtree.getScaleZ() * this._offsetZ;\r\n function setNormalAndHeight(\r\n heights: Float32Array,\r\n normals: Float32Array,\r\n index: number,\r\n x: number,\r\n z: number,\r\n width: number,\r\n hDelta: number\r\n ): number {\r\n const k = x + z * width;\r\n const h = elevations[k] * heightScale;\r\n normals[index * 3 + 0] = normalVectors[k].x;\r\n normals[index * 3 + 1] = normalVectors[k].y;\r\n normals[index * 3 + 2] = normalVectors[k].z;\r\n heights[index * 3 + 0] = baseVertices[index * 3 + 0] * sx + tx;\r\n heights[index * 3 + 1] = h + hDelta;\r\n heights[index * 3 + 2] = baseVertices[index * 3 + 2] * sz + tz;\r\n if (that._boundingBox) {\r\n if (that._boundingBox.maxPoint.y < h) {\r\n that._boundingBox.maxPoint.y = h;\r\n }\r\n if (that._boundingBox.minPoint.y > h) {\r\n that._boundingBox.minPoint.y = h;\r\n }\r\n }\r\n return index + 1;\r\n }\r\n const patchSize = this._quadtree.getPatchSize();\r\n const numVerts = (patchSize + 2) * (patchSize + 2);\r\n const heights = new Float32Array(numVerts * 3);\r\n const normals = new Float32Array(numVerts * 3);\r\n let x = this._offsetX;\r\n let z = this._offsetZ;\r\n let t = 0;\r\n const hf = this._quadtree.getHeightField();\r\n const w = hf.getSizeX();\r\n t = setNormalAndHeight(heights, normals, t, x, z, w, -skirtLength);\r\n for (let i = 0; i < patchSize; i++, x += this._step) {\r\n t = setNormalAndHeight(heights, normals, t, x, z, w, -skirtLength);\r\n }\r\n t = setNormalAndHeight(heights, normals, t, x - this._step, z, w, -skirtLength);\r\n z = this._offsetZ;\r\n for (let i = 0; i < patchSize; i++, z += this._step) {\r\n x = this._offsetX;\r\n t = setNormalAndHeight(heights, normals, t, x, z, w, -skirtLength);\r\n for (let j = 0; j < patchSize; j++, x += this._step) {\r\n t = setNormalAndHeight(heights, normals, t, x, z, w, 0);\r\n }\r\n t = setNormalAndHeight(heights, normals, t, x - this._step, z, w, -skirtLength);\r\n }\r\n x = this._offsetX;\r\n z -= this._step;\r\n t = setNormalAndHeight(heights, normals, t, x, z, w, -skirtLength);\r\n for (let i = 0; i < patchSize; i++, x += this._step) {\r\n t = setNormalAndHeight(heights, normals, t, x, z, w, -skirtLength);\r\n }\r\n t = setNormalAndHeight(heights, normals, t, x - this._step, z, w, -skirtLength);\r\n this._geometry.createAndSetVertexBuffer('position_f32x3', heights);\r\n this._geometry.createAndSetVertexBuffer('normal_f32x3', normals);\r\n this._geometry.setIndexBuffer(this._quadtree.getIndices());\r\n this._geometry.indexStart = 0;\r\n this._geometry.indexCount = this._quadtree.getIndices().length;\r\n this._geometry.primitiveType = 'triangle-strip';\r\n }\r\n getOffsetScale(): Vector4 {\r\n if (!this._offsetScale) {\r\n const scaleX = this._quadtree.getScaleX();\r\n const scaleZ = this._quadtree.getScaleZ();\r\n this._offsetScale = new Vector4(\r\n this._step * scaleX,\r\n this._offsetX * scaleX,\r\n this._step * scaleZ,\r\n this._offsetZ * scaleZ\r\n );\r\n }\r\n return this._offsetScale;\r\n }\r\n getBoundingBox(): BoundingBox {\r\n return this._boundingBox;\r\n }\r\n setBoundingBox(bbox: BoundingBox): void {\r\n this._boundingBox = bbox;\r\n }\r\n getMipLevel(): number {\r\n return this._mipLevel;\r\n }\r\n getOffsetX(): number {\r\n return this._offsetX;\r\n }\r\n getOffsetZ(): number {\r\n return this._offsetZ;\r\n }\r\n getStep(): number {\r\n return this._step;\r\n }\r\n getLODDistance(): number {\r\n return this._lodDistance;\r\n }\r\n getGeometry(): Primitive {\r\n return this._geometry;\r\n }\r\n getHeight(x: number, z: number): number {\r\n const startX = this._offsetX + this._step * Math.floor((x - this._offsetX) / this._step);\r\n const startZ = this._offsetZ + this._step * Math.floor((z - this._offsetZ) / this._step);\r\n const endX = startX == x ? startX : startX + this._step;\r\n const endZ = startZ == z ? startZ : startZ + this._step;\r\n const hf = this._quadtree.getHeightField();\r\n const lt_height = hf.getHeight(startX, startZ);\r\n const rt_height = hf.getHeight(endX, startZ);\r\n const lb_height = hf.getHeight(startX, endZ);\r\n const rb_height = hf.getHeight(endX, endZ);\r\n const t1 = (x - startX) / this._step;\r\n const t2 = (z - startZ) / this._step;\r\n const h1 = lt_height + (rt_height - lt_height) * t1;\r\n const h2 = lb_height + (rb_height - lb_height) * t1;\r\n return h1 + (h2 - h1) * t2;\r\n }\r\n computeMaxError(): number {\r\n if (this._step === 1) {\r\n return 0;\r\n }\r\n let maxError = 0;\r\n const dimension = this._step * (this._quadtree.getPatchSize() - 1);\r\n const rootSize = this._quadtree.getRootSize();\r\n const hf = this._quadtree.getHeightField();\r\n for (let i = this._offsetZ; i <= this._offsetZ + dimension; i++) {\r\n for (let j = this._offsetX; j <= this._offsetX + dimension; j++) {\r\n const i00 = this._offsetZ + Math.floor((i - this._offsetZ) / this._step) * this._step;\r\n const j00 = this._offsetX + Math.floor((j - this._offsetX) / this._step) * this._step;\r\n if (i00 === rootSize - 1 || j00 === rootSize - 1) {\r\n continue;\r\n }\r\n const i11 = i00 + this._step;\r\n const j11 = j00 + this._step;\r\n const h00 = hf.getHeight(j00, i00);\r\n const h01 = hf.getHeight(j11, i00);\r\n const h10 = hf.getHeight(j00, i11);\r\n const h11 = hf.getHeight(j11, i11);\r\n const factorZ = (i - i00) / this._step;\r\n const factorX = (j - j00) / this._step;\r\n const h = hf.getHeight(j, i);\r\n const h0 = h00 + factorX * (h01 - h00);\r\n const h1 = h10 + factorX * (h11 - h10);\r\n const h2 = h0 + factorZ * (h1 - h0);\r\n const err = Math.abs(h - h2);\r\n if (err > maxError) {\r\n maxError = err;\r\n }\r\n }\r\n }\r\n return maxError;\r\n }\r\n computeSkirtLength(): number {\r\n let skirtLength = 0;\r\n let p = this._parent;\r\n while (p) {\r\n const f = this.computeErrorMetric(p);\r\n if (f > skirtLength) {\r\n skirtLength = f;\r\n }\r\n p = p._parent;\r\n }\r\n return skirtLength;\r\n }\r\n computeErrorMetric(other: TerrainPatch): number {\r\n let errMetric = 0;\r\n if (other.getMipLevel() > this._mipLevel) {\r\n const otherOffsetX = other.getOffsetX();\r\n const otherOffsetZ = other.getOffsetZ();\r\n const otherStep = other.getStep();\r\n const otherDimension = other.getStep() * this._quadtree.getPatchSize();\r\n for (let i = otherOffsetZ; i < otherOffsetZ + otherDimension; i += otherStep) {\r\n for (let j = otherOffsetX; j < otherOffsetX + otherDimension; j += otherStep) {\r\n const err = Math.abs(this.getHeight(j, i) - other.getHeight(j, i));\r\n if (err > errMetric) {\r\n errMetric = err;\r\n }\r\n }\r\n }\r\n } else if (other.getMipLevel() < this._mipLevel) {\r\n const dimension = this._step * (this._quadtree.getPatchSize() - 1);\r\n for (let i = this._offsetZ; i <= this._offsetZ + dimension; i += this._step) {\r\n for (let j = this._offsetX; j <= this._offsetX + dimension; j += this._step) {\r\n const err = Math.abs(this.getHeight(j, i) - other.getHeight(j, i));\r\n if (err > errMetric) {\r\n errMetric = err;\r\n }\r\n }\r\n }\r\n }\r\n return errMetric;\r\n }\r\n computeBoundingBox(box: BoundingBox): void {\r\n const [maxHeight, minHeight] = this.computeHeightBound();\r\n const scaleX = this._quadtree.getScaleX();\r\n const scaleZ = this._quadtree.getScaleZ();\r\n box.minPoint = new Vector3(this._offsetX * scaleX, minHeight, this._offsetZ * scaleZ);\r\n box.maxPoint = new Vector3(\r\n this._offsetX * scaleX + (this._quadtree.getPatchSize() - 1) * this._step * scaleX,\r\n maxHeight,\r\n this._offsetZ * scaleZ + (this._quadtree.getPatchSize() - 1) * this._step * scaleZ\r\n );\r\n }\r\n computeLodDistance(viewportH: number, tanHalfFovy: number, maxPixelError: number): number {\r\n return (0.5 * this._maxError * viewportH) / (maxPixelError * tanHalfFovy);\r\n }\r\n sqrDistanceToPoint(point: Vector3) {\r\n const bbox = this.getBoundingBox();\r\n const radius = Math.hypot(bbox.extents.x, bbox.extents.z);\r\n const dx = point.x - bbox.center.x;\r\n const dz = point.z - bbox.center.z;\r\n const s = Math.max(0, Math.hypot(dx, dz) - radius);\r\n const t =\r\n point.y > bbox.maxPoint.y\r\n ? point.y - bbox.maxPoint.y\r\n : point.y < bbox.minPoint.y\r\n ? bbox.minPoint.y - point.y\r\n : 0;\r\n return s * s + t * t;\r\n }\r\n sqrDistancePointToTriangle(P: Vector3, t0: Vector3, t1: Vector3, t2: Vector3): number {\r\n const B = t0;\r\n const E0 = Vector3.sub(t1, B);\r\n const E1 = Vector3.sub(t2, B);\r\n const D = Vector3.sub(B, P);\r\n const a = Vector3.dot(E0, E0);\r\n const b = Vector3.dot(E0, E1);\r\n const c = Vector3.dot(E1, E1);\r\n const d = Vector3.dot(E0, D);\r\n const e = Vector3.dot(E1, D);\r\n const f = Vector3.dot(D, D);\r\n const det = a * c - b * b;\r\n let s = b * e - c * d;\r\n let t = b * d - a * e;\r\n let sqrDistance: number;\r\n if (s + t <= det) {\r\n if (s < 0) {\r\n if (t < 0) {\r\n if (d < 0) {\r\n t = 0;\r\n if (-d >= a) {\r\n s = 1;\r\n sqrDistance = a + 2 * d + f;\r\n } else {\r\n s = -d / a;\r\n sqrDistance = d * s + f;\r\n }\r\n } else {\r\n s = 0;\r\n if (e >= 0) {\r\n t = 0;\r\n sqrDistance = f;\r\n } else {\r\n if (-e >= c) {\r\n t = 1;\r\n sqrDistance = c + 2 * e + f;\r\n } else {\r\n t = -e / c;\r\n sqrDistance = e * t + f;\r\n }\r\n }\r\n }\r\n } else {\r\n s = 0;\r\n if (e >= 0) {\r\n t = 0;\r\n sqrDistance = f;\r\n } else {\r\n if (-e >= c) {\r\n t = 1;\r\n sqrDistance = c + 2 * e + f;\r\n } else {\r\n t = -e / c;\r\n sqrDistance = e * t + f;\r\n }\r\n }\r\n }\r\n } else {\r\n if (t < 0) {\r\n t = 0;\r\n if (d >= 0) {\r\n s = 0;\r\n sqrDistance = f;\r\n } else {\r\n if (-d >= a) {\r\n s = 1;\r\n sqrDistance = a + 2 * d + f;\r\n } else {\r\n s = -d / a;\r\n sqrDistance = d * s + f;\r\n }\r\n }\r\n } else {\r\n s /= det;\r\n t /= det;\r\n sqrDistance = s * (a * s + b * t + 2 * d) + t * (b * s + c * t + 2 * e) + f;\r\n }\r\n }\r\n } else {\r\n if (s < 0) {\r\n const tmp0 = b + d;\r\n const tmp1 = c + e;\r\n if (tmp1 > tmp0) {\r\n const numer = tmp1 - tmp0;\r\n const denom = a - 2 * b + c;\r\n if (numer >= denom) {\r\n s = 1;\r\n t = 0;\r\n sqrDistance = a + 2 * d + f;\r\n } else {\r\n s = numer / denom;\r\n t = 1 - s;\r\n sqrDistance = s * (a * s + b * t + 2 * d) + t * (b * s + c * t + 2 * e) + f;\r\n }\r\n } else {\r\n s = 0;\r\n if (tmp1 <= 0) {\r\n t = 1;\r\n sqrDistance = c + 2 * e + f;\r\n } else {\r\n if (e >= 0) {\r\n t = 0;\r\n sqrDistance = f;\r\n } else {\r\n t = -e / c;\r\n sqrDistance = e * t + f;\r\n }\r\n }\r\n }\r\n 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@@ -1,16 +1,17 @@
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1
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-
import { isPowerOf2, nextPowerOf2, Vector3, Frustum, Matrix4x4, ClipState } from '@zephyr3d/base';
|
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1
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+
import { Disposable, DRef, isPowerOf2, nextPowerOf2, Vector3, Frustum, Matrix4x4, ClipState } from '@zephyr3d/base';
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2
2
|
import { BoundingBox } from '../../utility/bounding_volume.js';
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3
3
|
import { TerrainPatch } from './patch.js';
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4
4
|
import { HeightField } from './heightfield.js';
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|
5
|
-
import { Application } from '../../app.js';
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6
5
|
import { RENDER_PASS_TYPE_SHADOWMAP } from '../../values.js';
|
|
6
|
+
import { getDevice } from '../../app/api.js';
|
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7
7
|
|
|
8
|
-
/** @internal */ class QuadtreeNode {
|
|
8
|
+
/** @internal */ class QuadtreeNode extends Disposable {
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|
9
9
|
_patch;
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|
10
10
|
_grassClusters;
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11
11
|
_parent;
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12
12
|
_children;
|
|
13
13
|
constructor(){
|
|
14
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+
super();
|
|
14
15
|
this._patch = null;
|
|
15
16
|
this._grassClusters = [];
|
|
16
17
|
this._parent = null;
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@@ -101,8 +102,12 @@ import { RENDER_PASS_TYPE_SHADOWMAP } from '../../values.js';
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|
|
101
102
|
getChild(index) {
|
|
102
103
|
return this._children[index];
|
|
103
104
|
}
|
|
105
|
+
onDispose() {
|
|
106
|
+
super.onDispose();
|
|
107
|
+
this._patch?.dispose();
|
|
108
|
+
}
|
|
104
109
|
}
|
|
105
|
-
/** @internal */ class Quadtree {
|
|
110
|
+
/** @internal */ class Quadtree extends Disposable {
|
|
106
111
|
_baseVertices;
|
|
107
112
|
_indices;
|
|
108
113
|
_indicesWireframe;
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@@ -119,11 +124,12 @@ import { RENDER_PASS_TYPE_SHADOWMAP } from '../../values.js';
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|
119
124
|
_terrain;
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|
120
125
|
_heightField;
|
|
121
126
|
constructor(terrain){
|
|
127
|
+
super();
|
|
122
128
|
this._terrain = terrain;
|
|
123
129
|
this._baseVertices = null;
|
|
124
|
-
this._indices =
|
|
125
|
-
this._indicesWireframe =
|
|
126
|
-
this._normalMap =
|
|
130
|
+
this._indices = new DRef();
|
|
131
|
+
this._indicesWireframe = new DRef();
|
|
132
|
+
this._normalMap = new DRef();
|
|
127
133
|
this._scaleX = 1;
|
|
128
134
|
this._scaleZ = 1;
|
|
129
135
|
this._patchSize = 0;
|
|
@@ -136,7 +142,7 @@ import { RENDER_PASS_TYPE_SHADOWMAP } from '../../values.js';
|
|
|
136
142
|
this._primitiveType = 'triangle-strip';
|
|
137
143
|
}
|
|
138
144
|
get normalMap() {
|
|
139
|
-
return this._normalMap;
|
|
145
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});
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}));
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this.
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this._normalMap.update(normalMapBytes, 0, 0, this._normalMap.width, this._normalMap.height);
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return this._rootNode.initialize(this, null, 0, 0, this._baseVertices, normals, scaleY, elevations);
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this._normalMap.set(device.createTexture2D('rgba8unorm', rootSizeX, rootSizeZ, {
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mipmapping: false
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strip(vertexCacheSize) {
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getIndices() {
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getPrimitiveCount() {
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|
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@@ -424,6 +428,33 @@ import { RENDER_PASS_TYPE_SHADOWMAP } from '../../values.js';
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}
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*/ return ret;
|
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}
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+
onDispose() {
|
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|
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super.onDispose();
|
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|
+
if (this._rootNode) {
|
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|
+
const nodes = [
|
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+
this._rootNode
|
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|
+
];
|
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|
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while(nodes.length > 0){
|
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|
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const node = nodes.shift();
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|
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if (node) {
|
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|
+
for(let i = 0; i < 4; i++){
|
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|
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const child = node.getChild(i);
|
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if (child) {
|
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|
+
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|
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|
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}
|
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|
+
}
|
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|
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node.dispose();
|
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|
+
}
|
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|
+
}
|
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|
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|
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|
+
}
|
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|
+
this._indices?.dispose();
|
|
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|
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this._indices = null;
|
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|
+
this._indicesWireframe?.dispose();
|
|
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|
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|
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|
+
this._normalMap?.dispose();
|
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|
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this._normalMap = null;
|
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|
+
}
|
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|
}
|
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|
export { Quadtree, QuadtreeNode };
|
|
@@ -1 +1 @@
|
|
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1
|
-
{"version":3,"file":"quadtree.js","sources":[],"sourcesContent":[],"names":[],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;"}
|
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1
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+
{"version":3,"file":"quadtree.js","sources":["../../../src/scene/terrain/quadtree.ts"],"sourcesContent":["import {\r\n DRef,\r\n ClipState,\r\n Frustum,\r\n Matrix4x4,\r\n Vector3,\r\n isPowerOf2,\r\n nextPowerOf2,\r\n Disposable\r\n} from '@zephyr3d/base';\r\nimport type { IndexBuffer, PrimitiveType, Texture2D } from '@zephyr3d/device';\r\nimport { BoundingBox } from '../../utility/bounding_volume';\r\nimport { TerrainPatch } from './patch';\r\nimport { HeightField } from './heightfield';\r\nimport type { CullVisitor } from '../../render/cull_visitor';\r\nimport { RENDER_PASS_TYPE_SHADOWMAP } from '../../values';\r\nimport type { Terrain } from './terrain';\r\nimport type { GrassCluster } from './grass';\r\nimport { getDevice } from '../../app/api';\r\n\r\n/** @internal */\r\nexport class QuadtreeNode extends Disposable {\r\n private _patch: TerrainPatch;\r\n private readonly _grassClusters: GrassCluster[];\r\n private _parent: QuadtreeNode;\r\n private _children: QuadtreeNode[];\r\n constructor() {\r\n super();\r\n this._patch = null;\r\n this._grassClusters = [];\r\n this._parent = null;\r\n this._children = null;\r\n }\r\n get grassClusters(): GrassCluster[] {\r\n return this._grassClusters;\r\n }\r\n addGrassCluster(grassCluster: GrassCluster) {\r\n this._grassClusters.push(grassCluster);\r\n }\r\n initialize(\r\n quadtree: Quadtree,\r\n parent: QuadtreeNode,\r\n rowIndex: number,\r\n colIndex: number,\r\n baseVertices: Float32Array,\r\n normals: Vector3[],\r\n heightScale: number,\r\n elevations: Float32Array\r\n ): boolean {\r\n this._parent = parent;\r\n this._children = [];\r\n this._patch = new TerrainPatch(quadtree.terrain);\r\n //const rowIndex = position === PatchPosition.LeftBottom || position === PatchPosition.LeftTop ? 0 : 1;\r\n //const colIndex = position === PatchPosition.LeftTop || position === PatchPosition.RightTop ? 0 : 1;\r\n if (\r\n !this._patch.initialize(\r\n quadtree,\r\n this._parent?._patch || null,\r\n rowIndex,\r\n colIndex,\r\n baseVertices,\r\n normals,\r\n heightScale,\r\n elevations\r\n )\r\n ) {\r\n return false;\r\n }\r\n if (this._patch.getStep() > 1) {\r\n let bbox: BoundingBox = null;\r\n const size = (quadtree.getPatchSize() - 1) * (this._patch.getStep() >> 1);\r\n const offsetX = this._patch.getOffsetX();\r\n const offsetZ = this._patch.getOffsetZ();\r\n const offsets = [\r\n [offsetX, offsetZ],\r\n [offsetX + size, offsetZ],\r\n [offsetX, offsetZ + size],\r\n [offsetX + size, offsetZ + size]\r\n ];\r\n const rootSizeX = quadtree.getRootSizeX() - 1;\r\n const rootSizeZ = quadtree.getRootSizeZ() - 1;\r\n for (let i = 0; i < 4; ++i) {\r\n if (offsets[i][0] >= rootSizeX || offsets[i][1] >= rootSizeZ) {\r\n this._children[i] = null;\r\n } else {\r\n this._children[i] = new QuadtreeNode();\r\n if (\r\n !this._children[i].initialize(\r\n quadtree,\r\n this,\r\n i & 1,\r\n i >> 1,\r\n baseVertices,\r\n normals,\r\n heightScale,\r\n elevations\r\n )\r\n ) {\r\n return false;\r\n }\r\n const childBBox = this._children[i]._patch.getBoundingBox();\r\n if (childBBox) {\r\n if (!bbox) {\r\n bbox = new BoundingBox();\r\n bbox.beginExtend();\r\n }\r\n bbox.extend(childBBox.minPoint);\r\n bbox.extend(childBBox.maxPoint);\r\n }\r\n }\r\n }\r\n this._patch.setBoundingBox(bbox);\r\n }\r\n return true;\r\n }\r\n setupCamera(viewportH: number, tanHalfFovy: number, maxPixelError: number): void {\r\n if (this._patch && !this._patch.isDummy()) {\r\n this._patch.setupCamera(viewportH, tanHalfFovy, maxPixelError);\r\n }\r\n for (let i = 0; i < 4; ++i) {\r\n if (this._children[i]) {\r\n this._children[i].setupCamera(viewportH, tanHalfFovy, maxPixelError);\r\n }\r\n }\r\n }\r\n getBoundingbox(): BoundingBox {\r\n return this._patch.getBoundingBox();\r\n }\r\n getPatch(): TerrainPatch {\r\n return this._patch;\r\n }\r\n getParent(): QuadtreeNode {\r\n return this._parent;\r\n }\r\n getChild(index: number): QuadtreeNode {\r\n return this._children[index];\r\n }\r\n protected onDispose() {\r\n super.onDispose();\r\n this._patch?.dispose();\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class Quadtree extends Disposable {\r\n private _baseVertices: Float32Array;\r\n private _indices: DRef<IndexBuffer>;\r\n private _indicesWireframe: DRef<IndexBuffer>;\r\n private _normalMap: DRef<Texture2D>;\r\n private _scaleX: number;\r\n private _scaleZ: number;\r\n private _patchSize: number;\r\n private _rootSizeX: number;\r\n private _rootSizeZ: number;\r\n private _rootSize: number;\r\n private _primitiveCount: number;\r\n private _primitiveType: PrimitiveType;\r\n private _rootNode: QuadtreeNode;\r\n private readonly _terrain: Terrain;\r\n private _heightField: HeightField;\r\n constructor(terrain: Terrain) {\r\n super();\r\n this._terrain = terrain;\r\n this._baseVertices = null;\r\n this._indices = new DRef();\r\n this._indicesWireframe = new DRef();\r\n this._normalMap = new DRef();\r\n this._scaleX = 1;\r\n this._scaleZ = 1;\r\n this._patchSize = 0;\r\n this._rootSizeX = 0;\r\n this._rootSizeZ = 0;\r\n this._rootSize = 0;\r\n this._heightField = null;\r\n this._rootNode = null;\r\n this._primitiveCount = 0;\r\n this._primitiveType = 'triangle-strip';\r\n }\r\n get normalMap(): Texture2D {\r\n return this._normalMap.get();\r\n }\r\n get rootNode(): QuadtreeNode {\r\n return this._rootNode;\r\n }\r\n get terrain(): Terrain {\r\n return this._terrain;\r\n }\r\n build(\r\n patchSize: number,\r\n rootSizeX: number,\r\n rootSizeZ: number,\r\n elevations: Float32Array,\r\n scale: Vector3,\r\n vertexCacheSize: number\r\n ): boolean {\r\n if (\r\n !isPowerOf2(patchSize - 1) ||\r\n !!((rootSizeX - 1) % (patchSize - 1)) ||\r\n !!((rootSizeZ - 1) % (patchSize - 1)) ||\r\n !elevations\r\n ) {\r\n return false;\r\n }\r\n this._heightField = new HeightField();\r\n if (!this._heightField.init(rootSizeX, rootSizeZ, scale, elevations)) {\r\n this._heightField = null;\r\n return false;\r\n }\r\n const device = getDevice();\r\n this._patchSize = patchSize;\r\n this._rootSizeX = rootSizeX;\r\n this._rootSizeZ = rootSizeZ;\r\n this._rootSize = nextPowerOf2(Math.max(rootSizeX - 1, rootSizeZ - 1)) + 1;\r\n this._scaleX = scale.x;\r\n this._scaleZ = scale.z;\r\n // Create base vertex buffer\r\n const dimension = patchSize + 2; // with \"skirts\"\r\n const vertices = new Float32Array(dimension * dimension * 3);\r\n let offset = 0;\r\n // top skirt\r\n vertices[0] = 0;\r\n vertices[1] = 0;\r\n vertices[2] = 0;\r\n for (let i = 1; i < dimension - 1; ++i) {\r\n vertices[3 * i + 0] = i - 1;\r\n vertices[3 * i + 1] = 0;\r\n vertices[3 * i + 2] = 0;\r\n }\r\n vertices[3 * (dimension - 1) + 0] = dimension - 3;\r\n vertices[3 * (dimension - 1) + 1] = 0;\r\n vertices[3 * (dimension - 1) + 2] = 0;\r\n offset += dimension * 3;\r\n for (let i = 1; i < dimension - 1; ++i, offset += dimension * 3) {\r\n // left skirt\r\n vertices[offset + 0] = 0;\r\n vertices[offset + 1] = 0;\r\n vertices[offset + 2] = i - 1;\r\n // height\r\n for (let j = 1; j < dimension - 1; ++j) {\r\n vertices[offset + 3 * j + 0] = j - 1;\r\n vertices[offset + 3 * j + 1] = 0;\r\n vertices[offset + 3 * j + 2] = i - 1;\r\n }\r\n // right skirt\r\n vertices[offset + (dimension - 1) * 3 + 0] = dimension - 3;\r\n vertices[offset + (dimension - 1) * 3 + 1] = 0;\r\n vertices[offset + (dimension - 1) * 3 + 2] = i - 1;\r\n }\r\n // bottom skirt\r\n vertices[offset + 0] = 0;\r\n vertices[offset + 1] = 0;\r\n vertices[offset + 2] = dimension - 3;\r\n for (let i = 1; i < dimension - 1; ++i) {\r\n vertices[offset + 3 * i + 0] = i - 1;\r\n vertices[offset + 3 * i + 1] = 0;\r\n vertices[offset + 3 * i + 2] = dimension - 3;\r\n }\r\n vertices[offset + (dimension - 1) * 3 + 0] = dimension - 3;\r\n vertices[offset + (dimension - 1) * 3 + 1] = 0;\r\n vertices[offset + (dimension - 1) * 3 + 2] = dimension - 3;\r\n this._baseVertices = vertices;\r\n // Create base index buffer\r\n const indices = this.strip(vertexCacheSize);\r\n this._indices.set(device.createIndexBuffer(indices, { managed: true }));\r\n const lineIndices = this.line(indices);\r\n this._indicesWireframe.set(device.createIndexBuffer(lineIndices, { managed: true }));\r\n this._primitiveCount = indices.length - 2;\r\n this._primitiveType = 'triangle-strip';\r\n this._rootNode = new QuadtreeNode();\r\n const normals = this._heightField.normals;\r\n const normalMapBytes = new Uint8Array(normals.length * 4);\r\n for (let i = 0; i < normals.length; i++) {\r\n const normal = normals[i];\r\n normalMapBytes[i * 4 + 0] = Math.floor((normal.x * 0.5 + 0.5) * 255);\r\n normalMapBytes[i * 4 + 1] = Math.floor((normal.y * 0.5 + 0.5) * 255);\r\n normalMapBytes[i * 4 + 2] = Math.floor((normal.z * 0.5 + 0.5) * 255);\r\n normalMapBytes[i * 4 + 3] = 255;\r\n }\r\n this._normalMap.set(\r\n device.createTexture2D('rgba8unorm', rootSizeX, rootSizeZ, {\r\n mipmapping: false\r\n })\r\n );\r\n this._normalMap.get().name = `TerrainNormalMap-${this._normalMap.get().uid}`;\r\n this._normalMap\r\n .get()\r\n .update(normalMapBytes, 0, 0, this._normalMap.get().width, this._normalMap.get().height);\r\n return this._rootNode.initialize(this, null, 0, 0, this._baseVertices, normals, scale.y, elevations);\r\n }\r\n strip(vertexCacheSize: number): Uint16Array<ArrayBuffer> {\r\n const dimension = this._patchSize + 2;\r\n const step = (vertexCacheSize >> 1) - 1;\r\n const indices: number[] = [];\r\n for (let i = 0; i < dimension - 1; i += step) {\r\n const start = i;\r\n const end = i + step > dimension - 1 ? dimension - 1 : i + step;\r\n for (let j = 0; j < dimension - 1; ++j) {\r\n for (let k = start; k <= end; ++k) {\r\n indices.push((dimension - 1 - k) * dimension + j);\r\n indices.push((dimension - 1 - k) * dimension + j + 1);\r\n }\r\n indices.push((dimension - 1 - end) * dimension + j + 1);\r\n indices.push(\r\n j == dimension - 2 ? (dimension - 1 - end) * dimension : (dimension - 1 - start) * dimension + j + 1\r\n );\r\n }\r\n }\r\n indices.length = indices.length - 2;\r\n return new Uint16Array(indices);\r\n }\r\n line(strip: Uint16Array<ArrayBuffer>): Uint16Array<ArrayBuffer> {\r\n const numTris = strip.length - 2;\r\n const lineIndices: number[] = [];\r\n let lastSkipped = true;\r\n let a: number, b: number, c: number;\r\n for (let i = 0; i < numTris; i++) {\r\n if (i % 2 === 0) {\r\n a = strip[i];\r\n b = strip[i + 1];\r\n c = strip[i + 2];\r\n } else {\r\n a = strip[i + 1];\r\n b = strip[i];\r\n c = strip[i + 2];\r\n }\r\n const thisSkipped = a === b || a === c || b === c;\r\n if (!thisSkipped) {\r\n if (lastSkipped) {\r\n lineIndices.push(a, b);\r\n }\r\n lineIndices.push(b, c, c, a);\r\n }\r\n lastSkipped = thisSkipped;\r\n }\r\n return new Uint16Array(lineIndices);\r\n }\r\n setupCamera(viewportH: number, tanHalfFovy: number, maxPixelError: number): void {\r\n this._rootNode?.setupCamera(viewportH, tanHalfFovy, maxPixelError);\r\n }\r\n getBoundingBox(bbox: BoundingBox): void {\r\n if (this._heightField) {\r\n bbox.minPoint = this._heightField.getBoundingbox().minPoint;\r\n bbox.maxPoint = this._heightField.getBoundingbox().maxPoint;\r\n } else {\r\n bbox.minPoint = Vector3.zero();\r\n bbox.maxPoint = Vector3.zero();\r\n }\r\n }\r\n getPatchSize(): number {\r\n return this._patchSize;\r\n }\r\n getRootSize(): number {\r\n return this._rootSize;\r\n }\r\n getRootSizeX(): number {\r\n return this._rootSizeX;\r\n }\r\n getRootSizeZ(): number {\r\n return this._rootSizeZ;\r\n }\r\n getTerrain(): Terrain {\r\n return this._terrain;\r\n }\r\n getElevations(): Float32Array {\r\n return this._heightField?.getHeights() || null;\r\n }\r\n getScaleX(): number {\r\n return this._scaleX;\r\n }\r\n getScaleZ(): number {\r\n return this._scaleZ;\r\n }\r\n getIndices(): IndexBuffer {\r\n return this._indices.get();\r\n }\r\n getIndicesWireframe(): IndexBuffer {\r\n return this._indicesWireframe.get();\r\n }\r\n getPrimitiveCount(): number {\r\n return this._primitiveCount;\r\n }\r\n getPrimitiveType(): PrimitiveType {\r\n return this._primitiveType;\r\n }\r\n getHeightField(): HeightField {\r\n return this._heightField;\r\n }\r\n /** @internal */\r\n cull(visitor: CullVisitor, viewPoint: Vector3, worldMatrix: Matrix4x4): number {\r\n if (this._rootNode && this._terrain) {\r\n const frustum = new Frustum(Matrix4x4.multiply(visitor.camera.viewProjectionMatrix, worldMatrix));\r\n return this.cull_r(\r\n visitor,\r\n this._rootNode,\r\n viewPoint,\r\n worldMatrix,\r\n frustum,\r\n visitor.frustumCulling,\r\n false\r\n );\r\n }\r\n return 0;\r\n }\r\n /** @internal */\r\n cull_r(\r\n visitor: CullVisitor,\r\n node: QuadtreeNode,\r\n viewPoint: Vector3,\r\n worldMatrix: Matrix4x4,\r\n frustum: Frustum,\r\n cliptest: boolean,\r\n ignorePatch: boolean\r\n ): number {\r\n const camera = visitor.camera;\r\n const bbox = node.getBoundingbox();\r\n let ret = 0;\r\n 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