@zephyr3d/scene 0.6.1 → 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.
Files changed (722) hide show
  1. package/dist/animation/animation.js +149 -27
  2. package/dist/animation/animation.js.map +1 -1
  3. package/dist/animation/animationset.js +173 -73
  4. package/dist/animation/animationset.js.map +1 -1
  5. package/dist/animation/animationtrack.js +65 -10
  6. package/dist/animation/animationtrack.js.map +1 -1
  7. package/dist/animation/eulerrotationtrack.js +41 -20
  8. package/dist/animation/eulerrotationtrack.js.map +1 -1
  9. package/dist/animation/morphtarget.js +14 -38
  10. package/dist/animation/morphtarget.js.map +1 -1
  11. package/dist/animation/morphtrack.js +59 -22
  12. package/dist/animation/morphtrack.js.map +1 -1
  13. package/dist/animation/proptrack.js +190 -0
  14. package/dist/animation/proptrack.js.map +1 -0
  15. package/dist/animation/rotationtrack.js +29 -11
  16. package/dist/animation/rotationtrack.js.map +1 -1
  17. package/dist/animation/scaletrack.js +29 -11
  18. package/dist/animation/scaletrack.js.map +1 -1
  19. package/dist/animation/skeleton.js +241 -78
  20. package/dist/animation/skeleton.js.map +1 -1
  21. package/dist/animation/translationtrack.js +30 -11
  22. package/dist/animation/translationtrack.js.map +1 -1
  23. package/dist/app/api.js +43 -0
  24. package/dist/app/api.js.map +1 -0
  25. package/dist/app/app.js +153 -0
  26. package/dist/app/app.js.map +1 -0
  27. package/dist/app/engine.js +312 -0
  28. package/dist/app/engine.js.map +1 -0
  29. package/dist/app/inputmgr.js +351 -0
  30. package/dist/app/inputmgr.js.map +1 -0
  31. package/dist/app/runtimescript.js +62 -0
  32. package/dist/app/runtimescript.js.map +1 -0
  33. package/dist/app/scriptingsystem.js +220 -0
  34. package/dist/app/scriptingsystem.js.map +1 -0
  35. package/dist/app/scriptregistry.js +432 -0
  36. package/dist/app/scriptregistry.js.map +1 -0
  37. package/dist/asset/assetmanager.js +772 -291
  38. package/dist/asset/assetmanager.js.map +1 -1
  39. package/dist/asset/builtin.js +7 -43
  40. package/dist/asset/builtin.js.map +1 -1
  41. package/dist/asset/loaders/dds/dds.js +17 -93
  42. package/dist/asset/loaders/dds/dds.js.map +1 -1
  43. package/dist/asset/loaders/dds/dds_loader.js +8 -18
  44. package/dist/asset/loaders/dds/dds_loader.js.map +1 -1
  45. package/dist/asset/loaders/gltf/gltf_loader.js +36 -42
  46. package/dist/asset/loaders/gltf/gltf_loader.js.map +1 -1
  47. package/dist/asset/loaders/gltf/helpers.js +27 -14
  48. package/dist/asset/loaders/gltf/helpers.js.map +1 -1
  49. package/dist/asset/loaders/hdr/hdr.js +17 -12
  50. package/dist/asset/loaders/hdr/hdr.js.map +1 -1
  51. package/dist/asset/loaders/image/tga_Loader.js +13 -16
  52. package/dist/asset/loaders/image/tga_Loader.js.map +1 -1
  53. package/dist/asset/loaders/image/webimage_loader.js +51 -50
  54. package/dist/asset/loaders/image/webimage_loader.js.map +1 -1
  55. package/dist/asset/loaders/loader.js.map +1 -1
  56. package/dist/asset/model.js +158 -4
  57. package/dist/asset/model.js.map +1 -1
  58. package/dist/blitter/bilateralblur.js +0 -1
  59. package/dist/blitter/bilateralblur.js.map +1 -1
  60. package/dist/blitter/blitter.js +22 -23
  61. package/dist/blitter/blitter.js.map +1 -1
  62. package/dist/blitter/box.js.map +1 -1
  63. package/dist/blitter/copy.js.map +1 -1
  64. package/dist/blitter/gaussianblur.js +23 -23
  65. package/dist/blitter/gaussianblur.js.map +1 -1
  66. package/dist/camera/base.js +141 -34
  67. package/dist/camera/base.js.map +1 -1
  68. package/dist/camera/camera.js +653 -149
  69. package/dist/camera/camera.js.map +1 -1
  70. package/dist/camera/fps.js +2 -10
  71. package/dist/camera/fps.js.map +1 -1
  72. package/dist/camera/orbit.js +132 -59
  73. package/dist/camera/orbit.js.map +1 -1
  74. package/dist/camera/orthocamera.js +37 -12
  75. package/dist/camera/orthocamera.js.map +1 -1
  76. package/dist/camera/perspectivecamera.js +37 -20
  77. package/dist/camera/perspectivecamera.js.map +1 -1
  78. package/dist/index.d.ts +18268 -6982
  79. package/dist/index.js +49 -16
  80. package/dist/index.js.map +1 -1
  81. package/dist/material/blinn.js +5 -0
  82. package/dist/material/blinn.js.map +1 -1
  83. package/dist/material/grassmaterial.js +6 -1
  84. package/dist/material/grassmaterial.js.map +1 -1
  85. package/dist/material/lambert.js +6 -1
  86. package/dist/material/lambert.js.map +1 -1
  87. package/dist/material/material.js +346 -73
  88. package/dist/material/material.js.map +1 -1
  89. package/dist/material/meshmaterial.js +498 -156
  90. package/dist/material/meshmaterial.js.map +1 -1
  91. package/dist/material/mixins/albedocolor.js +5 -1
  92. package/dist/material/mixins/albedocolor.js.map +1 -1
  93. package/dist/material/mixins/foliage.js +3 -3
  94. package/dist/material/mixins/foliage.js.map +1 -1
  95. package/dist/material/mixins/lightmodel/blinnphong.js +18 -5
  96. package/dist/material/mixins/lightmodel/blinnphong.js.map +1 -1
  97. package/dist/material/mixins/lightmodel/lambert.js +6 -6
  98. package/dist/material/mixins/lightmodel/lambert.js.map +1 -1
  99. package/dist/material/mixins/lightmodel/pbrblueprintmixin.js +235 -0
  100. package/dist/material/mixins/lightmodel/pbrblueprintmixin.js.map +1 -0
  101. package/dist/material/mixins/lightmodel/pbrmetallicroughness.js +52 -15
  102. package/dist/material/mixins/lightmodel/pbrmetallicroughness.js.map +1 -1
  103. package/dist/material/mixins/lightmodel/pbrspecularglossness.js +27 -9
  104. package/dist/material/mixins/lightmodel/pbrspecularglossness.js.map +1 -1
  105. package/dist/material/mixins/lit.js +16 -4
  106. package/dist/material/mixins/lit.js.map +1 -1
  107. package/dist/material/mixins/pbr/brdf.js +134 -0
  108. package/dist/material/mixins/pbr/brdf.js.map +1 -0
  109. package/dist/material/mixins/pbr/common.js +68 -85
  110. package/dist/material/mixins/pbr/common.js.map +1 -1
  111. package/dist/material/mixins/texture.js +98 -83
  112. package/dist/material/mixins/texture.js.map +1 -1
  113. package/dist/material/mixins/vertexcolor.js +6 -2
  114. package/dist/material/mixins/vertexcolor.js.map +1 -1
  115. package/dist/material/particle.js +272 -0
  116. package/dist/material/particle.js.map +1 -0
  117. package/dist/material/pbrblueprint.js +186 -0
  118. package/dist/material/pbrblueprint.js.map +1 -0
  119. package/dist/material/pbrmr.js +10 -0
  120. package/dist/material/pbrmr.js.map +1 -1
  121. package/dist/material/pbrsg.js +10 -0
  122. package/dist/material/pbrsg.js.map +1 -1
  123. package/dist/material/shader/helper.js +521 -287
  124. package/dist/material/shader/helper.js.map +1 -1
  125. package/dist/material/terrain-cm.js +607 -0
  126. package/dist/material/terrain-cm.js.map +1 -0
  127. package/dist/material/terrainmaterial.js +59 -54
  128. package/dist/material/terrainmaterial.js.map +1 -1
  129. package/dist/material/unlit.js +5 -0
  130. package/dist/material/unlit.js.map +1 -1
  131. package/dist/material/water.js +415 -0
  132. package/dist/material/water.js.map +1 -0
  133. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/runtimemgr.js +38 -0
  134. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/runtimemgr.js.map +1 -0
  135. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/runtimescript.js +10 -0
  136. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/runtimescript.js.map +1 -0
  137. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/scriptingsystem.js +127 -0
  138. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/scriptingsystem.js.map +1 -0
  139. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/scriptregistry.js +263 -0
  140. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/scriptregistry.js.map +1 -0
  141. package/dist/node_modules/es-module-lexer/dist/lexer.js +5 -0
  142. package/dist/node_modules/es-module-lexer/dist/lexer.js.map +1 -0
  143. package/dist/posteffect/bloom.js +39 -54
  144. package/dist/posteffect/bloom.js.map +1 -1
  145. package/dist/posteffect/compositor.js +95 -128
  146. package/dist/posteffect/compositor.js.map +1 -1
  147. package/dist/posteffect/fxaa.js +10 -18
  148. package/dist/posteffect/fxaa.js.map +1 -1
  149. package/dist/posteffect/grayscale.js +9 -17
  150. package/dist/posteffect/grayscale.js.map +1 -1
  151. package/dist/posteffect/motionblur.js +105 -0
  152. package/dist/posteffect/motionblur.js.map +1 -0
  153. package/dist/posteffect/posteffect.js +66 -35
  154. package/dist/posteffect/posteffect.js.map +1 -1
  155. package/dist/posteffect/sao.js +13 -21
  156. package/dist/posteffect/sao.js.map +1 -1
  157. package/dist/posteffect/ssr.js +60 -100
  158. package/dist/posteffect/ssr.js.map +1 -1
  159. package/dist/posteffect/taa.js +175 -0
  160. package/dist/posteffect/taa.js.map +1 -0
  161. package/dist/posteffect/tonemap.js +12 -20
  162. package/dist/posteffect/tonemap.js.map +1 -1
  163. package/dist/render/abuffer_oit.js +30 -19
  164. package/dist/render/abuffer_oit.js.map +1 -1
  165. package/dist/render/clipmap.js +429 -101
  166. package/dist/render/clipmap.js.map +1 -1
  167. package/dist/render/cluster_light.js +7 -5
  168. package/dist/render/cluster_light.js.map +1 -1
  169. package/dist/render/cull_visitor.js +43 -3
  170. package/dist/render/cull_visitor.js.map +1 -1
  171. package/dist/render/depthpass.js +14 -5
  172. package/dist/render/depthpass.js.map +1 -1
  173. package/dist/render/drawable_mixin.js +113 -40
  174. package/dist/render/drawable_mixin.js.map +1 -1
  175. package/dist/render/envlight.js +86 -141
  176. package/dist/render/envlight.js.map +1 -1
  177. package/dist/render/fbm_wavegenerator.js +234 -0
  178. package/dist/render/fbm_wavegenerator.js.map +1 -0
  179. package/dist/render/fft_wavegenerator.js +64 -50
  180. package/dist/render/fft_wavegenerator.js.map +1 -1
  181. package/dist/render/fullscreenquad.js +2 -2
  182. package/dist/render/fullscreenquad.js.map +1 -1
  183. package/dist/render/gerstner_wavegenerator.js +98 -48
  184. package/dist/render/gerstner_wavegenerator.js.map +1 -1
  185. package/dist/render/globalbindgroup_allocator.js +4 -2
  186. package/dist/render/globalbindgroup_allocator.js.map +1 -1
  187. package/dist/render/hzb.js +6 -3
  188. package/dist/render/hzb.js.map +1 -1
  189. package/dist/render/lightpass.js +19 -18
  190. package/dist/render/lightpass.js.map +1 -1
  191. package/dist/render/objectcolorpass.js +4 -4
  192. package/dist/render/objectcolorpass.js.map +1 -1
  193. package/dist/render/primitive.js +213 -104
  194. package/dist/render/primitive.js.map +1 -1
  195. package/dist/render/render_queue.js +40 -20
  196. package/dist/render/render_queue.js.map +1 -1
  197. package/dist/render/renderbundle_wrapper.js +65 -15
  198. package/dist/render/renderbundle_wrapper.js.map +1 -1
  199. package/dist/render/renderer.js +326 -185
  200. package/dist/render/renderer.js.map +1 -1
  201. package/dist/render/renderpass.js +20 -36
  202. package/dist/render/renderpass.js.map +1 -1
  203. package/dist/render/shadowmap_pass.js +3 -3
  204. package/dist/render/shadowmap_pass.js.map +1 -1
  205. package/dist/render/sky.js +864 -541
  206. package/dist/render/sky.js.map +1 -1
  207. package/dist/render/weightedblended_oit.js +13 -15
  208. package/dist/render/weightedblended_oit.js.map +1 -1
  209. package/dist/scene/batchgroup.js +18 -5
  210. package/dist/scene/batchgroup.js.map +1 -1
  211. package/dist/scene/environment.js +78 -48
  212. package/dist/scene/environment.js.map +1 -1
  213. package/dist/scene/graph_node.js +2 -3
  214. package/dist/scene/graph_node.js.map +1 -1
  215. package/dist/scene/light.js +28 -89
  216. package/dist/scene/light.js.map +1 -1
  217. package/dist/scene/mesh.js +218 -87
  218. package/dist/scene/mesh.js.map +1 -1
  219. package/dist/scene/octree.js +371 -162
  220. package/dist/scene/octree.js.map +1 -1
  221. package/dist/scene/particlesys.js +684 -0
  222. package/dist/scene/particlesys.js.map +1 -0
  223. package/dist/scene/raycast_visitor.js +34 -5
  224. package/dist/scene/raycast_visitor.js.map +1 -1
  225. package/dist/scene/scene.js +309 -85
  226. package/dist/scene/scene.js.map +1 -1
  227. package/dist/scene/scene_node.js +675 -102
  228. package/dist/scene/scene_node.js.map +1 -1
  229. package/dist/scene/terrain/grass.js +48 -49
  230. package/dist/scene/terrain/grass.js.map +1 -1
  231. package/dist/scene/terrain/heightfield.js +46 -44
  232. package/dist/scene/terrain/heightfield.js.map +1 -1
  233. package/dist/scene/terrain/patch.js +20 -29
  234. package/dist/scene/terrain/patch.js.map +1 -1
  235. package/dist/scene/terrain/quadtree.js +58 -27
  236. package/dist/scene/terrain/quadtree.js.map +1 -1
  237. package/dist/scene/terrain/terrain.js +31 -45
  238. package/dist/scene/terrain/terrain.js.map +1 -1
  239. package/dist/scene/terrain-cm/grass.js +603 -0
  240. package/dist/scene/terrain-cm/grass.js.map +1 -0
  241. package/dist/scene/terrain-cm/grassmaterial.js +160 -0
  242. package/dist/scene/terrain-cm/grassmaterial.js.map +1 -0
  243. package/dist/scene/terrain-cm/terrain-cm.js +533 -0
  244. package/dist/scene/terrain-cm/terrain-cm.js.map +1 -0
  245. package/dist/scene/water.js +378 -0
  246. package/dist/scene/water.js.map +1 -0
  247. package/dist/shaders/atmosphere.js +957 -0
  248. package/dist/shaders/atmosphere.js.map +1 -0
  249. package/dist/shaders/fog.js +116 -0
  250. package/dist/shaders/fog.js.map +1 -0
  251. package/dist/shaders/misc.js.map +1 -1
  252. package/dist/shaders/noise.js +217 -8
  253. package/dist/shaders/noise.js.map +1 -1
  254. package/dist/shaders/pbr.js.map +1 -1
  255. package/dist/shaders/shadow.js +8 -8
  256. package/dist/shaders/shadow.js.map +1 -1
  257. package/dist/shaders/ssr.js +87 -39
  258. package/dist/shaders/ssr.js.map +1 -1
  259. package/dist/shaders/temporal.js +216 -0
  260. package/dist/shaders/temporal.js.map +1 -0
  261. package/dist/shaders/water.js +42 -20
  262. package/dist/shaders/water.js.map +1 -1
  263. package/dist/shadow/esm.js +31 -13
  264. package/dist/shadow/esm.js.map +1 -1
  265. package/dist/shadow/pcf_opt.js +12 -13
  266. package/dist/shadow/pcf_opt.js.map +1 -1
  267. package/dist/shadow/pcf_pd.js +12 -13
  268. package/dist/shadow/pcf_pd.js.map +1 -1
  269. package/dist/shadow/shader.js +38 -0
  270. package/dist/shadow/shader.js.map +1 -0
  271. package/dist/shadow/shadow_impl.js.map +1 -1
  272. package/dist/shadow/shadowmapper.js +67 -26
  273. package/dist/shadow/shadowmapper.js.map +1 -1
  274. package/dist/shadow/ssm.js +15 -16
  275. package/dist/shadow/ssm.js.map +1 -1
  276. package/dist/shadow/vsm.js +33 -16
  277. package/dist/shadow/vsm.js.map +1 -1
  278. package/dist/shapes/box.js +181 -83
  279. package/dist/shapes/box.js.map +1 -1
  280. package/dist/shapes/cylinder.js +101 -43
  281. package/dist/shapes/cylinder.js.map +1 -1
  282. package/dist/shapes/plane.js +70 -29
  283. package/dist/shapes/plane.js.map +1 -1
  284. package/dist/shapes/shape.js +120 -17
  285. package/dist/shapes/shape.js.map +1 -1
  286. package/dist/shapes/sphere.js +78 -44
  287. package/dist/shapes/sphere.js.map +1 -1
  288. package/dist/shapes/tetrahedron.js +256 -0
  289. package/dist/shapes/tetrahedron.js.map +1 -0
  290. package/dist/shapes/torus.js +76 -55
  291. package/dist/shapes/torus.js.map +1 -1
  292. package/dist/src/animation/animation.js +127 -0
  293. package/dist/src/animation/animation.js.map +1 -0
  294. package/dist/src/animation/animationset.js +255 -0
  295. package/dist/src/animation/animationset.js.map +1 -0
  296. package/dist/src/animation/animationtrack.js +34 -0
  297. package/dist/src/animation/animationtrack.js.map +1 -0
  298. package/dist/src/animation/eulerrotationtrack.js +52 -0
  299. package/dist/src/animation/eulerrotationtrack.js.map +1 -0
  300. package/dist/src/animation/morphtarget.js +93 -0
  301. package/dist/src/animation/morphtarget.js.map +1 -0
  302. package/dist/src/animation/morphtrack.js +70 -0
  303. package/dist/src/animation/morphtrack.js.map +1 -0
  304. package/dist/src/animation/proptrack.js +161 -0
  305. package/dist/src/animation/proptrack.js.map +1 -0
  306. package/dist/src/animation/rotationtrack.js +51 -0
  307. package/dist/src/animation/rotationtrack.js.map +1 -0
  308. package/dist/src/animation/scaletrack.js +50 -0
  309. package/dist/src/animation/scaletrack.js.map +1 -0
  310. package/dist/src/animation/skeleton.js +204 -0
  311. package/dist/src/animation/skeleton.js.map +1 -0
  312. package/dist/src/animation/translationtrack.js +50 -0
  313. package/dist/src/animation/translationtrack.js.map +1 -0
  314. package/dist/{app.js → src/app/app.js} +18 -40
  315. package/dist/src/app/app.js.map +1 -0
  316. package/dist/{input → src/app}/inputmgr.js +41 -16
  317. package/dist/src/app/inputmgr.js.map +1 -0
  318. package/dist/src/asset/assetmanager.js +404 -0
  319. package/dist/src/asset/assetmanager.js.map +1 -0
  320. package/dist/src/asset/builtin.js +337 -0
  321. package/dist/src/asset/builtin.js.map +1 -0
  322. package/dist/src/asset/loaders/dds/dds.js +470 -0
  323. package/dist/src/asset/loaders/dds/dds.js.map +1 -0
  324. package/dist/src/asset/loaders/dds/dds_loader.js +28 -0
  325. package/dist/src/asset/loaders/dds/dds_loader.js.map +1 -0
  326. package/dist/src/asset/loaders/gltf/gltf_loader.js +1265 -0
  327. package/dist/src/asset/loaders/gltf/gltf_loader.js.map +1 -0
  328. package/dist/src/asset/loaders/gltf/helpers.js +327 -0
  329. package/dist/src/asset/loaders/gltf/helpers.js.map +1 -0
  330. package/dist/src/asset/loaders/hdr/hdr.js +180 -0
  331. package/dist/src/asset/loaders/hdr/hdr.js.map +1 -0
  332. package/dist/src/asset/loaders/image/tga_Loader.js +116 -0
  333. package/dist/src/asset/loaders/image/tga_Loader.js.map +1 -0
  334. package/dist/src/asset/loaders/image/webimage_loader.js +63 -0
  335. package/dist/src/asset/loaders/image/webimage_loader.js.map +1 -0
  336. package/dist/src/asset/loaders/loader.js +45 -0
  337. package/dist/src/asset/loaders/loader.js.map +1 -0
  338. package/dist/src/asset/model.js +414 -0
  339. package/dist/src/asset/model.js.map +1 -0
  340. package/dist/{blitter/depthlimitedgaussion.js → src/blitter/bilateralblur.js} +1 -2
  341. package/dist/src/blitter/bilateralblur.js.map +1 -0
  342. package/dist/src/blitter/blitter.js +390 -0
  343. package/dist/src/blitter/blitter.js.map +1 -0
  344. package/dist/src/blitter/box.js +118 -0
  345. package/dist/src/blitter/box.js.map +1 -0
  346. package/dist/src/blitter/copy.js +22 -0
  347. package/dist/src/blitter/copy.js.map +1 -0
  348. package/dist/src/blitter/gaussianblur.js +228 -0
  349. package/dist/src/blitter/gaussianblur.js.map +1 -0
  350. package/dist/src/camera/base.js +92 -0
  351. package/dist/src/camera/base.js.map +1 -0
  352. package/dist/src/camera/camera.js +1005 -0
  353. package/dist/src/camera/camera.js.map +1 -0
  354. package/dist/src/camera/fps.js +238 -0
  355. package/dist/src/camera/fps.js.map +1 -0
  356. package/dist/src/camera/orbit.js +245 -0
  357. package/dist/src/camera/orbit.js.map +1 -0
  358. package/dist/src/camera/orthocamera.js +167 -0
  359. package/dist/src/camera/orthocamera.js.map +1 -0
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  699. package/dist/utility/textures/gradientnoise.js.map +1 -1
  700. package/dist/utility/textures/randomnoise.js +1 -0
  701. package/dist/utility/textures/randomnoise.js.map +1 -1
  702. package/dist/values.js +91 -4
  703. package/dist/values.js.map +1 -1
  704. package/package.json +29 -15
  705. package/dist/app.js.map +0 -1
  706. package/dist/blitter/depthlimitedgaussion.js.map +0 -1
  707. package/dist/input/inputmgr.js.map +0 -1
  708. package/dist/material/mixins/ggxlut.js.map +0 -1
  709. package/dist/posteffect/water.js +0 -508
  710. package/dist/posteffect/water.js.map +0 -1
  711. package/dist/render/oit.js +0 -16
  712. package/dist/render/oit.js.map +0 -1
  713. package/dist/render/scatteringlut.js +0 -634
  714. package/dist/render/scatteringlut.js.map +0 -1
  715. package/dist/render/watermesh.js +0 -193
  716. package/dist/render/watermesh.js.map +0 -1
  717. package/dist/render/wavegenerator.js +0 -8
  718. package/dist/render/wavegenerator.js.map +0 -1
  719. package/dist/scene/xform.js +0 -247
  720. package/dist/scene/xform.js.map +0 -1
  721. package/dist/utility/shprojection.js +0 -442
  722. package/dist/utility/shprojection.js.map +0 -1
@@ -1,26 +1,29 @@
1
- import { Vector4 } from '@zephyr3d/base';
2
- import './octree.js';
1
+ import { Disposable, ObservableVector4, DRef, Vector3 } from '@zephyr3d/base';
3
2
  import '../values.js';
4
- import '../app.js';
5
3
  import '@zephyr3d/device';
6
4
  import '../material/shader/helper.js';
7
5
  import '../material/lambert.js';
8
6
  import '../material/blinn.js';
9
7
  import '../material/unlit.js';
8
+ import '../material/particle.js';
10
9
  import '../material/meshmaterial.js';
11
10
  import '../material/grassmaterial.js';
12
11
  import '../material/terrainmaterial.js';
12
+ import '../material/terrain-cm.js';
13
13
  import '../material/pbrmr.js';
14
14
  import '../material/pbrsg.js';
15
+ import '../material/pbrblueprint.js';
15
16
  import '../render/renderer.js';
17
+ import '../render/primitive.js';
16
18
  import { SkyRenderer } from '../render/sky.js';
17
19
  import '../render/clipmap.js';
18
- import { EnvIBL, EnvHemisphericAmbient, EnvConstantAmbient, EnvShIBL } from '../render/envlight.js';
20
+ import { EnvShIBL, EnvHemisphericAmbient, EnvConstantAmbient } from '../render/envlight.js';
21
+ import '../shaders/atmosphere.js';
19
22
 
20
23
  /**
21
24
  * Wrapper for environmant lighting
22
25
  * @public
23
- */ class EnvLightWrapper {
26
+ */ class EnvLightWrapper extends Disposable {
24
27
  _envLight;
25
28
  _ambientColor;
26
29
  _ambientDown;
@@ -28,14 +31,35 @@ import { EnvIBL, EnvHemisphericAmbient, EnvConstantAmbient, EnvShIBL } from '../
28
31
  _radianceMap;
29
32
  _irradianceMap;
30
33
  _irradianceSH;
34
+ _irradianceSHFB;
35
+ _irradianceWindow;
31
36
  _strength;
32
37
  /** @internal */ constructor(){
33
- this._envLight = new EnvIBL();
34
- this._ambientColor = new Vector4(0.2, 0.2, 0.2, 1);
35
- this._ambientDown = new Vector4(0.2, 0.2, 0.2, 1);
36
- this._ambientUp = new Vector4(0.3, 0.5, 0.8, 1);
37
- this._radianceMap = null;
38
- this._irradianceMap = null;
38
+ super();
39
+ this._envLight = new EnvShIBL();
40
+ this._ambientColor = new ObservableVector4(0.2, 0.2, 0.2, 1);
41
+ this._ambientColor.callback = ()=>{
42
+ if (this.type === 'constant') {
43
+ this._envLight.ambientColor.set(this._ambientColor);
44
+ }
45
+ };
46
+ this._ambientDown = new ObservableVector4(0.2, 0.2, 0.2, 1);
47
+ this._ambientDown.callback = ()=>{
48
+ if (this.type === 'hemisphere') {
49
+ this._envLight.ambientDown.set(this._ambientDown);
50
+ }
51
+ };
52
+ this._ambientUp = new ObservableVector4(0.3, 0.5, 0.8, 1);
53
+ this._ambientUp.callback = ()=>{
54
+ if (this.type === 'hemisphere') {
55
+ this._envLight.ambientUp.set(this._ambientUp);
56
+ }
57
+ };
58
+ this._radianceMap = new DRef();
59
+ this._irradianceMap = new DRef();
60
+ this._irradianceSH = new DRef();
61
+ this._irradianceSHFB = new DRef();
62
+ this._irradianceWindow = new Vector3();
39
63
  this._strength = 1;
40
64
  }
41
65
  /** @internal */ getHash(ctx) {
@@ -51,59 +75,57 @@ import { EnvIBL, EnvHemisphericAmbient, EnvConstantAmbient, EnvShIBL } from '../
51
75
  this._strength = val;
52
76
  }
53
77
  /** Ambient light color for environment light type constant */ get ambientColor() {
54
- return this._ambientColor.clone();
78
+ return this._ambientColor;
55
79
  }
56
80
  set ambientColor(val) {
57
81
  this._ambientColor.set(val);
58
- if (this.type === 'constant') {
59
- this._envLight.ambientColor = this._ambientColor;
60
- }
61
82
  }
62
83
  /** Up color for environment light type hemisphere */ get ambientUp() {
63
- return this._ambientUp.clone();
84
+ return this._ambientUp;
64
85
  }
65
86
  set ambientUp(val) {
66
87
  this._ambientUp.set(val);
67
- if (this.type === 'hemisphere') {
68
- this._envLight.ambientUp = this._ambientUp;
69
- }
70
88
  }
71
89
  /** Down color for environment light type hemisphere */ get ambientDown() {
72
- return this._ambientDown.clone();
90
+ return this._ambientDown;
73
91
  }
74
92
  set ambientDown(val) {
75
93
  this._ambientDown.set(val);
76
- if (this.type === 'hemisphere') {
77
- this._envLight.ambientDown = this._ambientDown;
78
- }
79
94
  }
80
95
  /** Radiance map for environment light type ibl */ get radianceMap() {
81
- return this._radianceMap;
96
+ return this._radianceMap.get();
82
97
  }
83
98
  set radianceMap(tex) {
84
- this._radianceMap = tex ?? null;
99
+ this._radianceMap.set(tex);
85
100
  if (this.type === 'ibl') {
86
- this._envLight.radianceMap = this._radianceMap;
87
- } else if (this.type === 'ibl-sh') {
88
- this._envLight.radianceMap = this._radianceMap;
101
+ this._envLight.radianceMap = this.radianceMap;
89
102
  }
90
103
  }
91
- /** Irradiance map for environment light type ibl */ get irradianceMap() {
92
- return this._irradianceMap;
104
+ /** Irradiance SH buffer for environment light type ibl */ get irradianceSH() {
105
+ return this._irradianceSH.get();
93
106
  }
94
- set irradianceMap(tex) {
95
- this._irradianceMap = tex ?? null;
107
+ set irradianceSH(value) {
108
+ this._irradianceSH.set(value);
96
109
  if (this.type === 'ibl') {
97
- this._envLight.irradianceMap = this._irradianceMap;
110
+ this._envLight.irradianceSH = this.irradianceSH;
98
111
  }
99
112
  }
100
- /** Irradiance SH for environment light type ibl-sh */ get irradianceSH() {
101
- return this._irradianceSH;
113
+ /** Irradiance SH texture for environment light type ibl */ get irradianceSHFB() {
114
+ return this._irradianceSHFB.get();
102
115
  }
103
- set irradianceSH(value) {
104
- this._irradianceSH = value ?? null;
105
- if (this.type === 'ibl-sh') {
106
- this._envLight.irradianceSH = this._irradianceSH;
116
+ set irradianceSHFB(value) {
117
+ this._irradianceSHFB.set(value);
118
+ if (this.type === 'ibl') {
119
+ this._envLight.irradianceSHFB = this.irradianceSHFB;
120
+ }
121
+ }
122
+ /** Irradiance SH window for environment light type ibl */ get irradianceWindow() {
123
+ return this._irradianceWindow;
124
+ }
125
+ set irradianceWindow(value) {
126
+ this._irradianceWindow.set(value);
127
+ if (this.type === 'ibl') {
128
+ this._envLight.irradianceWindow = this._irradianceWindow;
107
129
  }
108
130
  }
109
131
  /** The environment light type */ get type() {
@@ -116,17 +138,11 @@ import { EnvIBL, EnvHemisphericAmbient, EnvConstantAmbient, EnvShIBL } from '../
116
138
  break;
117
139
  case 'ibl':
118
140
  if (this._envLight?.getType() !== val) {
119
- this._envLight = new EnvIBL(this._radianceMap, this._irradianceMap);
120
- }
121
- this._envLight.radianceMap = this.radianceMap;
122
- this._envLight.irradianceMap = this.irradianceMap;
123
- break;
124
- case 'ibl-sh':
125
- if (this._envLight?.getType() !== val) {
126
- this._envLight = new EnvShIBL(this._radianceMap, this._irradianceSH);
141
+ this._envLight = new EnvShIBL(this.radianceMap, this.irradianceSH);
127
142
  }
128
143
  this._envLight.radianceMap = this.radianceMap;
129
144
  this._envLight.irradianceSH = this.irradianceSH;
145
+ this._envLight.irradianceWindow = this.irradianceWindow;
130
146
  break;
131
147
  case 'constant':
132
148
  if (this._envLight?.getType() !== val) {
@@ -140,14 +156,23 @@ import { EnvIBL, EnvHemisphericAmbient, EnvConstantAmbient, EnvShIBL } from '../
140
156
  break;
141
157
  }
142
158
  }
159
+ /** Disposes the environment lighting wrapper */ onDispose() {
160
+ super.onDispose();
161
+ this._envLight?.dispose();
162
+ this._radianceMap.dispose();
163
+ this._irradianceMap.dispose();
164
+ this._irradianceSHFB.dispose();
165
+ this._irradianceSH.dispose();
166
+ }
143
167
  }
144
168
  /**
145
169
  * Environment of scene
146
170
  * @public
147
- */ class Environment {
171
+ */ class Environment extends Disposable {
148
172
  _sky;
149
173
  _light;
150
174
  /** @internal */ constructor(){
175
+ super();
151
176
  this._sky = new SkyRenderer();
152
177
  this._light = new EnvLightWrapper();
153
178
  }
@@ -163,6 +188,11 @@ import { EnvIBL, EnvHemisphericAmbient, EnvConstantAmbient, EnvShIBL } from '../
163
188
  /** @internal */ needSceneDepthTexture() {
164
189
  return this._sky.fogType !== 'none';
165
190
  }
191
+ /** Disposes the environment object */ onDispose() {
192
+ super.onDispose();
193
+ this._sky.dispose();
194
+ this._light.dispose();
195
+ }
166
196
  }
167
197
 
168
198
  export { EnvLightWrapper, Environment };
@@ -1 +1 @@
1
- {"version":3,"file":"environment.js","sources":[],"sourcesContent":[],"names":[],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;"}
1
+ {"version":3,"file":"environment.js","sources":["../../src/scene/environment.ts"],"sourcesContent":["import type { Vector4 } from '@zephyr3d/base';\r\nimport { Vector3, DRef, Disposable } from '@zephyr3d/base';\r\nimport { ObservableVector4 } from '@zephyr3d/base';\r\nimport type { DrawContext, EnvironmentLighting, EnvLightType } from '../render';\r\nimport { EnvShIBL } from '../render';\r\nimport { EnvConstantAmbient, EnvHemisphericAmbient } from '../render';\r\nimport { SkyRenderer } from '../render/sky';\r\nimport type { FrameBuffer, GPUDataBuffer, TextureCube } from '@zephyr3d/device';\r\n\r\n/**\r\n * Wrapper for environmant lighting\r\n * @public\r\n */\r\nexport class EnvLightWrapper extends Disposable {\r\n private _envLight: EnvironmentLighting;\r\n private readonly _ambientColor: ObservableVector4;\r\n private readonly _ambientDown: ObservableVector4;\r\n private readonly _ambientUp: ObservableVector4;\r\n private readonly _radianceMap: DRef<TextureCube>;\r\n private readonly _irradianceMap: DRef<TextureCube>;\r\n private readonly _irradianceSH: DRef<GPUDataBuffer>;\r\n private readonly _irradianceSHFB: DRef<FrameBuffer>;\r\n private readonly _irradianceWindow: Vector3;\r\n private _strength: number;\r\n /** @internal */\r\n constructor() {\r\n super();\r\n this._envLight = new EnvShIBL();\r\n this._ambientColor = new ObservableVector4(0.2, 0.2, 0.2, 1);\r\n this._ambientColor.callback = () => {\r\n if (this.type === 'constant') {\r\n (this._envLight as EnvConstantAmbient).ambientColor.set(this._ambientColor);\r\n }\r\n };\r\n this._ambientDown = new ObservableVector4(0.2, 0.2, 0.2, 1);\r\n this._ambientDown.callback = () => {\r\n if (this.type === 'hemisphere') {\r\n (this._envLight as EnvHemisphericAmbient).ambientDown.set(this._ambientDown);\r\n }\r\n };\r\n this._ambientUp = new ObservableVector4(0.3, 0.5, 0.8, 1);\r\n this._ambientUp.callback = () => {\r\n if (this.type === 'hemisphere') {\r\n (this._envLight as EnvHemisphericAmbient).ambientUp.set(this._ambientUp);\r\n }\r\n };\r\n this._radianceMap = new DRef();\r\n this._irradianceMap = new DRef();\r\n this._irradianceSH = new DRef();\r\n this._irradianceSHFB = new DRef();\r\n this._irradianceWindow = new Vector3();\r\n this._strength = 1;\r\n }\r\n /** @internal */\r\n getHash(ctx?: DrawContext): string {\r\n return !ctx || ctx.drawEnvLight\r\n ? `${this.type}:${this._envLight.hasRadiance() ? '1' : '0'}:${\r\n this._envLight.hasIrradiance() ? '1' : '0'\r\n }`\r\n : 'none';\r\n }\r\n /** @internal */\r\n get envLight(): EnvironmentLighting {\r\n return this._envLight;\r\n }\r\n /** The strength of environment lighting */\r\n get strength(): number {\r\n return this._strength;\r\n }\r\n set strength(val: number) {\r\n this._strength = val;\r\n }\r\n /** Ambient light color for environment light type constant */\r\n get ambientColor(): Vector4 {\r\n return this._ambientColor;\r\n }\r\n set ambientColor(val: Vector4) {\r\n this._ambientColor.set(val);\r\n }\r\n /** Up color for environment light type hemisphere */\r\n get ambientUp(): Vector4 {\r\n return this._ambientUp;\r\n }\r\n set ambientUp(val: Vector4) {\r\n this._ambientUp.set(val);\r\n }\r\n /** Down color for environment light type hemisphere */\r\n get ambientDown(): Vector4 {\r\n return this._ambientDown;\r\n }\r\n set ambientDown(val: Vector4) {\r\n this._ambientDown.set(val);\r\n }\r\n /** Radiance map for environment light type ibl */\r\n get radianceMap(): TextureCube {\r\n return this._radianceMap.get();\r\n }\r\n set radianceMap(tex: TextureCube) {\r\n this._radianceMap.set(tex);\r\n if (this.type === 'ibl') {\r\n (this._envLight as EnvShIBL).radianceMap = this.radianceMap;\r\n }\r\n }\r\n /** Irradiance SH buffer for environment light type ibl */\r\n get irradianceSH(): GPUDataBuffer {\r\n return this._irradianceSH.get();\r\n }\r\n set irradianceSH(value: GPUDataBuffer) {\r\n this._irradianceSH.set(value);\r\n if (this.type === 'ibl') {\r\n (this._envLight as EnvShIBL).irradianceSH = this.irradianceSH;\r\n }\r\n }\r\n /** Irradiance SH texture for environment light type ibl */\r\n get irradianceSHFB(): FrameBuffer {\r\n return this._irradianceSHFB.get();\r\n }\r\n set irradianceSHFB(value: FrameBuffer) {\r\n this._irradianceSHFB.set(value);\r\n if (this.type === 'ibl') {\r\n (this._envLight as EnvShIBL).irradianceSHFB = this.irradianceSHFB;\r\n }\r\n }\r\n /** Irradiance SH window for environment light type ibl */\r\n get irradianceWindow(): Vector3 {\r\n return this._irradianceWindow;\r\n }\r\n set irradianceWindow(value: Vector3) {\r\n this._irradianceWindow.set(value);\r\n if (this.type === 'ibl') {\r\n (this._envLight as EnvShIBL).irradianceWindow = this._irradianceWindow;\r\n }\r\n }\r\n /** The environment light type */\r\n get type(): EnvLightType {\r\n return this._envLight?.getType() ?? 'none';\r\n }\r\n set type(val: EnvLightType) {\r\n switch (val) {\r\n case 'none':\r\n this._envLight = null;\r\n break;\r\n case 'ibl':\r\n if (this._envLight?.getType() !== val) {\r\n this._envLight = new EnvShIBL(this.radianceMap, this.irradianceSH);\r\n }\r\n (this._envLight as EnvShIBL).radianceMap = this.radianceMap;\r\n (this._envLight as EnvShIBL).irradianceSH = this.irradianceSH;\r\n (this._envLight as EnvShIBL).irradianceWindow = this.irradianceWindow;\r\n break;\r\n case 'constant':\r\n if (this._envLight?.getType() !== val) {\r\n this._envLight = new EnvConstantAmbient(this._ambientColor);\r\n }\r\n break;\r\n case 'hemisphere':\r\n if (this._envLight?.getType() !== val) {\r\n this._envLight = new EnvHemisphericAmbient(this._ambientUp, this._ambientDown);\r\n }\r\n break;\r\n default:\r\n break;\r\n }\r\n }\r\n /** Disposes the environment lighting wrapper */\r\n protected onDispose() {\r\n super.onDispose();\r\n this._envLight?.dispose();\r\n this._radianceMap.dispose();\r\n this._irradianceMap.dispose();\r\n this._irradianceSHFB.dispose();\r\n this._irradianceSH.dispose();\r\n }\r\n}\r\n\r\n/**\r\n * Environment of scene\r\n * @public\r\n */\r\nexport class Environment extends Disposable {\r\n private readonly _sky: SkyRenderer;\r\n private readonly _light: EnvLightWrapper;\r\n /** @internal */\r\n constructor() {\r\n super();\r\n this._sky = new SkyRenderer();\r\n this._light = new EnvLightWrapper();\r\n }\r\n /** The sky renderer */\r\n get sky(): SkyRenderer {\r\n return this._sky;\r\n }\r\n /** The environment lighting renderer */\r\n get light(): EnvLightWrapper {\r\n return this._light;\r\n }\r\n /** @internal */\r\n getHash(ctx: DrawContext) {\r\n return `${this.light?.getHash(ctx)}:${this._sky?.getHash(ctx)}`;\r\n }\r\n /** @internal */\r\n needSceneDepthTexture(): boolean {\r\n return this._sky.fogType !== 'none';\r\n }\r\n /** Disposes the environment object */\r\n protected onDispose() {\r\n super.onDispose();\r\n this._sky.dispose();\r\n this._light.dispose();\r\n 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@@ -1,6 +1,5 @@
1
1
  import { SceneNode } from './scene_node.js';
2
2
 
3
- // eslint-disable-next-line @typescript-eslint/no-explicit-any
4
3
  /**
5
4
  * Graph scene node
6
5
  *
@@ -33,8 +32,8 @@ import { SceneNode } from './scene_node.js';
33
32
  return true;
34
33
  }
35
34
  /**
36
- * {@inheritDoc Drawable.getXForm}
37
- */ getXForm() {
35
+ * {@inheritDoc Drawable.getNode}
36
+ */ getNode() {
38
37
  return this;
39
38
  }
40
39
  /**
@@ -1 +1 @@
1
- {"version":3,"file":"graph_node.js","sources":[],"sourcesContent":[],"names":[],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;"}
1
+ {"version":3,"file":"graph_node.js","sources":["../../src/scene/graph_node.ts"],"sourcesContent":["import { SceneNode } from './scene_node';\r\nimport type { Texture2D } from '@zephyr3d/device';\r\nimport type { BatchDrawable } from '../render/drawable';\r\nimport type { Scene } from './scene';\r\nimport type { Camera } from '../camera/camera';\r\nimport type { OctreeNode } from '.';\r\n\r\n/**\r\n * Graph scene node\r\n *\r\n * @remarks\r\n * Graph node is the base class of any kind of scene node that will be placed into the octree\r\n *\r\n * @public\r\n */\r\nexport class GraphNode extends SceneNode {\r\n private _octreeNode: OctreeNode;\r\n /**\r\n * Creates a graph node\r\n * @param scene - The scene to which the node belongs\r\n */\r\n constructor(scene: Scene) {\r\n super(scene);\r\n this._octreeNode = null;\r\n }\r\n /** @internal */\r\n get octreeNode(): OctreeNode {\r\n return this._octreeNode;\r\n }\r\n set octreeNode(node: OctreeNode) {\r\n this._octreeNode = node;\r\n }\r\n /** Gets the name */\r\n getName(): string {\r\n return this._name;\r\n }\r\n /**\r\n * {@inheritDoc SceneNode.isGraphNode}\r\n * @override\r\n */\r\n isGraphNode(): this is GraphNode {\r\n return true;\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getNode}\r\n */\r\n getNode(): SceneNode {\r\n return this;\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getBoneMatrices}\r\n */\r\n getBoneMatrices(): Texture2D {\r\n return null;\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getSortDistance}\r\n */\r\n getSortDistance(camera: Camera): number {\r\n const cameraWorldMatrix = camera.worldMatrix;\r\n const objectWorldMatrix = this.worldMatrix;\r\n const dx = cameraWorldMatrix.m03 - objectWorldMatrix.m03;\r\n const dy = cameraWorldMatrix.m13 - objectWorldMatrix.m13;\r\n const dz = cameraWorldMatrix.m23 - objectWorldMatrix.m23;\r\n return dx * dx + dy * dy * dz * dz;\r\n }\r\n /**\r\n * {@inheritDoc Drawable.isBatchable}\r\n */\r\n isBatchable(): this is BatchDrawable {\r\n return false;\r\n }\r\n /** @internal */\r\n protected _visibleChanged(): void {\r\n this._scene?.invalidateNodePlacement(this);\r\n }\r\n}\r\n"],"names":["GraphNode","SceneNode","_octreeNode","scene","octreeNode","node","getName","_name","isGraphNode","getNode","getBoneMatrices","getSortDistance","camera","cameraWorldMatrix","worldMatrix","objectWorldMatrix","dx","m03","dy","m13","dz","m23","isBatchable","_scene","invalidateNodePlacement"],"mappings":";;AAOA;;;;;;;IAQO,MAAMA,SAAkBC,SAAAA,SAAAA,CAAAA;IACrBC,WAAwB;AAChC;;;MAIA,WAAA,CAAYC,KAAY,CAAE;AACxB,QAAA,KAAK,CAACA,KAAAA,CAAAA;QACN,IAAI,CAACD,WAAW,GAAG,IAAA;AACrB;qBAEA,IAAIE,UAAyB,GAAA;QAC3B,OAAO,IAAI,CAACF,WAAW;AACzB;IACA,IAAIE,UAAAA,CAAWC,IAAgB,EAAE;QAC/B,IAAI,CAACH,WAAW,GAAGG,IAAAA;AACrB;AACA,yBACAC,OAAkB,GAAA;QAChB,OAAO,IAAI,CAACC,KAAK;AACnB;AACA;;;AAGC,MACDC,WAAiC,GAAA;QAC/B,OAAO,IAAA;AACT;AACA;;AAEC,MACDC,OAAqB,GAAA;AACnB,QAAA,OAAO,IAAI;AACb;AACA;;AAEC,MACDC,eAA6B,GAAA;QAC3B,OAAO,IAAA;AACT;AACA;;MAGAC,eAAAA,CAAgBC,MAAc,EAAU;QACtC,MAAMC,iBAAAA,GAAoBD,OAAOE,WAAW;QAC5C,MAAMC,iBAAAA,GAAoB,IAAI,CAACD,WAAW;AAC1C,QAAA,MAAME,EAAKH,GAAAA,iBAAAA,CAAkBI,GAAG,GAAGF,kBAAkBE,GAAG;AACxD,QAAA,MAAMC,EAAKL,GAAAA,iBAAAA,CAAkBM,GAAG,GAAGJ,kBAAkBI,GAAG;AACxD,QAAA,MAAMC,EAAKP,GAAAA,iBAAAA,CAAkBQ,GAAG,GAAGN,kBAAkBM,GAAG;AACxD,QAAA,OAAOL,EAAKA,GAAAA,EAAAA,GAAKE,EAAKA,GAAAA,EAAAA,GAAKE,EAAKA,GAAAA,EAAAA;AAClC;AACA;;AAEC,MACDE,WAAqC,GAAA;QACnC,OAAO,KAAA;AACT;qBAEA,eAAkC,GAAA;AAChC,QAAA,IAAI,CAACC,MAAM,EAAEC,uBAAAA,CAAwB,IAAI,CAAA;AAC3C;AACF;;;;"}
@@ -1,4 +1,4 @@
1
- import { Vector4, Matrix4x4, Vector3 } from '@zephyr3d/base';
1
+ import { Vector4, DWeakRef, Vector3 } from '@zephyr3d/base';
2
2
  import { GraphNode } from './graph_node.js';
3
3
  import { BoundingBox } from '../utility/bounding_volume.js';
4
4
  import { ShadowMapper } from '../shadow/shadowmapper.js';
@@ -80,15 +80,6 @@ import { LIGHT_TYPE_DIRECTIONAL, LIGHT_TYPE_POINT, LIGHT_TYPE_SPOT } from '../va
80
80
  return this.invWorldMatrix;
81
81
  }
82
82
  /**
83
- * View-projection matrix of the light
84
- *
85
- * @remarks
86
- * The view-projection matrix of the light is used to transform
87
- * a point from the world space to the clip space of the light view
88
- */ get viewProjMatrix() {
89
- return null;
90
- }
91
- /**
92
83
  * Sets the intensity of the light
93
84
  * @param val - Intensity of the light
94
85
  * @returns self
@@ -129,53 +120,12 @@ export abstract class AmbientLight extends BaseLight {
129
120
  return true;
130
121
  }
131
122
  }
132
- */ /*
133
- export class HemiSphericLight extends AmbientLight {
134
- protected _colorUp: Vector4;
135
- protected _colorDown: Vector4;
136
- constructor(scene: Scene) {
137
- super(scene, LIGHT_TYPE_HEMISPHERIC);
138
- this._colorUp = Vector4.zero();
139
- this._colorDown = Vector4.zero();
140
- }
141
- get colorUp() {
142
- return this._colorUp;
143
- }
144
- set colorUp(val: Vector4) {
145
- this.setColorUp(val);
146
- }
147
- setColorUp(val: Vector4) {
148
- this._colorUp.set(val);
149
- this.invalidateUniforms();
150
- return this;
151
- }
152
- get colorDown() {
153
- return this._colorDown;
154
- }
155
- set colorDown(val: Vector4) {
156
- this.setColorDown(val);
157
- }
158
- setColorDown(val: Vector4) {
159
- this._colorDown.set(val);
160
- this.invalidateUniforms();
161
- return this;
162
- }
163
- isHemiSphericLight(): this is HemiSphericLight {
164
- return true;
165
- }
166
- computeUniforms() {
167
- this._positionRange = this.colorUp;
168
- this._directionCutoff = this.colorDown;
169
- this._diffuseIntensity = new Vector4(1, 1, 1, this.intensity);
170
- }
171
- }
172
123
  */ /**
173
124
  * Base class for any kind of puncual light
174
125
  * @public
175
126
  */ class PunctualLight extends BaseLight {
176
127
  /** @internal */ _color;
177
128
  /** @internal */ _castShadow;
178
- /** @internal */ _lightViewProjectionMatrix;
179
129
  /** @internal */ _shadowMapper;
180
130
  /**
181
131
  * Creates an instance of punctual light
@@ -185,11 +135,10 @@ export class HemiSphericLight extends AmbientLight {
185
135
  super(scene, type);
186
136
  this._color = Vector4.one();
187
137
  this._castShadow = false;
188
- this._lightViewProjectionMatrix = Matrix4x4.identity();
189
138
  this._shadowMapper = new ShadowMapper(this);
190
139
  }
191
140
  /** Color of the light */ get color() {
192
- return this._color;
141
+ return this._color.clone();
193
142
  }
194
143
  set color(clr) {
195
144
  this.setColor(clr);
@@ -217,27 +166,10 @@ export class HemiSphericLight extends AmbientLight {
217
166
  this._castShadow = b;
218
167
  return this;
219
168
  }
220
- /**
221
- * {@inheritDoc BaseLight.viewProjMatrix}
222
- * @override
223
- */ get viewProjMatrix() {
224
- return this._lightViewProjectionMatrix;
225
- }
226
- set viewProjMatrix(mat) {
227
- this.setLightViewProjectionMatrix(mat);
228
- }
229
169
  /** The shadow mapper for this light */ get shadow() {
230
170
  return this._shadowMapper;
231
171
  }
232
172
  /**
233
- * Sets the view projection matrix for this light
234
- * @param mat - The matrix to set
235
- * @returns self
236
- */ setLightViewProjectionMatrix(mat) {
237
- this._lightViewProjectionMatrix.set(mat);
238
- return this;
239
- }
240
- /**
241
173
  * {@inheritDoc BaseLight.isPunctualLight}
242
174
  * @override
243
175
  */ isPunctualLight() {
@@ -248,23 +180,35 @@ export class HemiSphericLight extends AmbientLight {
248
180
  this.invalidateUniforms();
249
181
  // this._transformCallback(true, false);
250
182
  }
183
+ /** @internal */ computeUniforms() {}
251
184
  }
252
185
  /**
253
186
  * Directional light
254
187
  * @public
255
188
  */ class DirectionalLight extends PunctualLight {
256
- static _currentSunLight = null;
257
- _sunLight;
189
+ static _currentSunLight = new WeakMap();
258
190
  /**
259
191
  * Creates an instance of directional light
260
192
  * @param scene - The scene to which the light belongs
261
193
  */ constructor(scene){
262
194
  super(scene, LIGHT_TYPE_DIRECTIONAL);
263
- if (!DirectionalLight._currentSunLight) {
264
- DirectionalLight._currentSunLight = this;
265
- this._sunLight = true;
195
+ this.intensity = 10;
196
+ if (!DirectionalLight.getSunLight(scene)) {
197
+ DirectionalLight.setSunLight(scene, this);
198
+ }
199
+ }
200
+ static getSunLight(scene) {
201
+ return this._currentSunLight.get(scene)?.get() ?? null;
202
+ }
203
+ static setSunLight(scene, light) {
204
+ if (light && scene !== light.scene) {
205
+ throw new Error('setSunLight(): Light does not belongs to scene');
206
+ }
207
+ const ref = this._currentSunLight.get(scene);
208
+ if (!ref) {
209
+ this._currentSunLight.set(scene, new DWeakRef(light));
266
210
  } else {
267
- this._sunLight = false;
211
+ ref.set(light);
268
212
  }
269
213
  }
270
214
  /**
@@ -273,19 +217,14 @@ export class HemiSphericLight extends AmbientLight {
273
217
  * @remarks
274
218
  * Only one directional light will be marked as sun light.
275
219
  **/ get sunLight() {
276
- return this._sunLight;
220
+ return DirectionalLight.getSunLight(this.scene) === this;
277
221
  }
278
222
  set sunLight(val) {
279
- if (!!val !== this._sunLight) {
280
- this._sunLight = !!val;
281
- if (this._sunLight) {
282
- DirectionalLight._currentSunLight._sunLight = false;
283
- DirectionalLight._currentSunLight = this;
284
- } else {
285
- DirectionalLight._currentSunLight = null;
286
- }
223
+ if (val) {
224
+ DirectionalLight.setSunLight(this.scene, this);
225
+ } else if (DirectionalLight.getSunLight(this.scene) === this) {
226
+ DirectionalLight.setSunLight(this.scene, null);
287
227
  }
288
- this._sunLight = !!val;
289
228
  }
290
229
  /**
291
230
  * {@inheritDoc BaseLight.isDirectionLight}
@@ -314,7 +253,7 @@ export class HemiSphericLight extends AmbientLight {
314
253
  * @param scene - The scene to which the light belongs
315
254
  */ constructor(scene){
316
255
  super(scene, LIGHT_TYPE_POINT);
317
- this._range = 1;
256
+ this._range = 10;
318
257
  this.invalidateBoundingVolume();
319
258
  }
320
259
  /** The range of the light */ get range() {
@@ -367,7 +306,7 @@ export class HemiSphericLight extends AmbientLight {
367
306
  * @param scene - The scene to which the light belongs
368
307
  */ constructor(scene){
369
308
  super(scene, LIGHT_TYPE_SPOT);
370
- this._range = 1;
309
+ this._range = 10;
371
310
  this._cutoff = Math.cos(Math.PI / 4);
372
311
  this.invalidateBoundingVolume();
373
312
  }
@@ -427,7 +366,7 @@ export class HemiSphericLight extends AmbientLight {
427
366
  const a = this.worldMatrix.getRow(3);
428
367
  const b = this.worldMatrix.getRow(2).scaleBy(-1);
429
368
  this._positionRange = new Vector4(a.x, a.y, a.z, this.range);
430
- this._directionCutoff = new Vector4(b.x, b.y, b.z, Math.cos(this.cutoff));
369
+ this._directionCutoff = new Vector4(b.x, b.y, b.z, this.cutoff);
431
370
  this._diffuseIntensity = new Vector4(this.color.x, this.color.y, this.color.z, this.intensity);
432
371
  }
433
372
  }
@@ -1 +1 @@
1
- {"version":3,"file":"light.js","sources":[],"sourcesContent":[],"names":[],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;"}
1
+ {"version":3,"file":"light.js","sources":["../../src/scene/light.ts"],"sourcesContent":["import type { Matrix4x4 } from '@zephyr3d/base';\r\nimport { Vector3, Vector4, DWeakRef } from '@zephyr3d/base';\r\nimport { GraphNode } from './graph_node';\r\nimport type { BoundingVolume } from '../utility/bounding_volume';\r\nimport { BoundingBox } from '../utility/bounding_volume';\r\nimport { ShadowMapper } from '../shadow/shadowmapper';\r\nimport { LIGHT_TYPE_DIRECTIONAL, LIGHT_TYPE_POINT, LIGHT_TYPE_SPOT } from '../values';\r\nimport type { Scene } from './scene';\r\n\r\n/**\r\n * Base class for any kind of light node\r\n * @public\r\n */\r\nexport abstract class BaseLight extends GraphNode {\r\n /** @internal */\r\n protected _type: number;\r\n /** @internal */\r\n protected _intensity: number;\r\n /** @internal */\r\n protected _positionRange: Vector4;\r\n /** @internal */\r\n protected _directionCutoff: Vector4;\r\n /** @internal */\r\n protected _diffuseIntensity: Vector4;\r\n /**\r\n * Creates a light node\r\n * @param scene - The scene to which the light node belongs\r\n * @param type - Type of the light node\r\n */\r\n constructor(scene: Scene, type: number) {\r\n super(scene);\r\n this._intensity = 1;\r\n this._type = type;\r\n this._positionRange = null;\r\n this._directionCutoff = null;\r\n this._diffuseIntensity = null;\r\n }\r\n /** Gets the light type */\r\n get lightType(): number {\r\n return this._type;\r\n }\r\n /** Intensity of the light */\r\n get intensity() {\r\n return this._intensity;\r\n }\r\n set intensity(val: number) {\r\n this.setIntensity(val);\r\n }\r\n /**\r\n * Position and range of the light\r\n *\r\n * @remarks\r\n * Gets the position in world space of the light.\r\n * Light range is encoded into the W component.\r\n */\r\n get positionAndRange(): Vector4 {\r\n if (!this._positionRange) {\r\n this.computeUniforms();\r\n }\r\n return this._positionRange;\r\n }\r\n /**\r\n * Direction and cutoff of the light\r\n *\r\n * @remarks\r\n * Gets the direction in world space of the light\r\n * Light cutoff (for spot light only) is encoded into the W component.\r\n */\r\n get directionAndCutoff() {\r\n if (!this._directionCutoff) {\r\n this.computeUniforms();\r\n }\r\n return this._directionCutoff;\r\n }\r\n /**\r\n * Color and intensity of the light\r\n *\r\n * @remarks\r\n * Gets the color of the light.\r\n * Light intensity is encoded into the W component.\r\n */\r\n get diffuseAndIntensity() {\r\n if (!this._diffuseIntensity) {\r\n this.computeUniforms();\r\n }\r\n return this._diffuseIntensity;\r\n }\r\n /**\r\n * View matrix of the light\r\n *\r\n * @remarks\r\n * The view matrix of the light is used to transform a point\r\n * from the world space to the light space.\r\n */\r\n get viewMatrix(): Matrix4x4 {\r\n return this.invWorldMatrix;\r\n }\r\n /**\r\n * Sets the intensity of the light\r\n * @param val - Intensity of the light\r\n * @returns self\r\n */\r\n setIntensity(val: number) {\r\n if (this._intensity !== val) {\r\n this._intensity = val;\r\n this.invalidateUniforms();\r\n }\r\n return this;\r\n }\r\n /** @internal */\r\n invalidateUniforms() {\r\n this._positionRange = null;\r\n this._directionCutoff = null;\r\n this._diffuseIntensity = null;\r\n }\r\n /** {@inheritDoc SceneNode.isLight} */\r\n isLight(): this is BaseLight {\r\n return true;\r\n }\r\n /** {@inheritDoc SceneNode.isPunctualLight} */\r\n isPunctualLight(): this is PunctualLight {\r\n return false;\r\n }\r\n /** returns true if this is a directional light */\r\n isDirectionLight(): this is DirectionalLight {\r\n return false;\r\n }\r\n /** returns true if this is a point light */\r\n isPointLight(): this is PointLight {\r\n return false;\r\n }\r\n /** returns true if this is a spot light */\r\n isSpotLight(): this is SpotLight {\r\n return false;\r\n }\r\n /** @internal */\r\n abstract computeUniforms(): void;\r\n}\r\n\r\n/*\r\nexport abstract class AmbientLight extends BaseLight {\r\n constructor(scene: Scene, type: number) {\r\n super(scene, type);\r\n }\r\n isAmbientLight(): this is AmbientLight {\r\n return true;\r\n }\r\n}\r\n*/\r\n\r\n/**\r\n * Base class for any kind of puncual light\r\n * @public\r\n */\r\nexport class PunctualLight extends BaseLight {\r\n /** @internal */\r\n protected _color: Vector4;\r\n /** @internal */\r\n protected _castShadow: boolean;\r\n /** @internal */\r\n protected _shadowMapper: ShadowMapper;\r\n /**\r\n * Creates an instance of punctual light\r\n * @param scene - The scene to which the punctual light belongs\r\n * @param type - The light type\r\n */\r\n constructor(scene: Scene, type: number) {\r\n super(scene, type);\r\n this._color = Vector4.one();\r\n this._castShadow = false;\r\n this._shadowMapper = new ShadowMapper(this);\r\n }\r\n /** Color of the light */\r\n get color(): Vector4 {\r\n return this._color.clone();\r\n }\r\n set color(clr: Vector4) {\r\n this.setColor(clr);\r\n }\r\n /**\r\n * Sets color of the light\r\n * @param color - The color to set\r\n * @returns self\r\n */\r\n setColor(color: Vector4 | Vector3) {\r\n this._color.set(color);\r\n this.invalidateUniforms();\r\n return this;\r\n }\r\n /** Whether this light casts shadows */\r\n get castShadow(): boolean {\r\n return this._castShadow;\r\n }\r\n set castShadow(b: boolean) {\r\n this.setCastShadow(b);\r\n }\r\n /**\r\n * Sets whether this light casts shadows\r\n * @param b - true if the light casts shadows\r\n * @returns self\r\n */\r\n setCastShadow(b: boolean): this {\r\n this._castShadow = b;\r\n return this;\r\n }\r\n /** The shadow mapper for this light */\r\n get shadow(): ShadowMapper {\r\n return this._shadowMapper;\r\n }\r\n /**\r\n * {@inheritDoc BaseLight.isPunctualLight}\r\n * @override\r\n */\r\n isPunctualLight(): this is PunctualLight {\r\n return true;\r\n }\r\n /** @internal */\r\n protected _onTransformChanged(invalidateLocal: boolean) {\r\n super._onTransformChanged(invalidateLocal);\r\n this.invalidateUniforms();\r\n // this._transformCallback(true, false);\r\n }\r\n /** @internal */\r\n computeUniforms(): void {}\r\n}\r\n\r\n/**\r\n * Directional light\r\n * @public\r\n */\r\nexport class DirectionalLight extends PunctualLight {\r\n private static readonly _currentSunLight: WeakMap<Scene, DWeakRef<DirectionalLight>> = new WeakMap();\r\n /**\r\n * Creates an instance of directional light\r\n * @param scene - The scene to which the light belongs\r\n */\r\n constructor(scene: Scene) {\r\n super(scene, LIGHT_TYPE_DIRECTIONAL);\r\n this.intensity = 10;\r\n if (!DirectionalLight.getSunLight(scene)) {\r\n DirectionalLight.setSunLight(scene, this);\r\n }\r\n }\r\n static getSunLight(scene: Scene) {\r\n return this._currentSunLight.get(scene)?.get() ?? null;\r\n }\r\n static setSunLight(scene: Scene, light: DirectionalLight) {\r\n if (light && scene !== light.scene) {\r\n throw new Error('setSunLight(): Light does not belongs to scene');\r\n }\r\n const ref = this._currentSunLight.get(scene);\r\n if (!ref) {\r\n this._currentSunLight.set(scene, new DWeakRef(light));\r\n } else {\r\n ref.set(light);\r\n }\r\n }\r\n /**\r\n * true if the light was defined as sun light\r\n *\r\n * @remarks\r\n * Only one directional light will be marked as sun light.\r\n **/\r\n get sunLight(): boolean {\r\n return DirectionalLight.getSunLight(this.scene) === this;\r\n }\r\n set sunLight(val: boolean) {\r\n if (val) {\r\n DirectionalLight.setSunLight(this.scene, this);\r\n } else if (DirectionalLight.getSunLight(this.scene) === this) {\r\n DirectionalLight.setSunLight(this.scene, null);\r\n }\r\n }\r\n /**\r\n * {@inheritDoc BaseLight.isDirectionLight}\r\n * @override\r\n */\r\n isDirectionLight(): this is DirectionalLight {\r\n return true;\r\n }\r\n /** @internal */\r\n computeBoundingVolume(): BoundingVolume {\r\n return null;\r\n }\r\n /** @internal */\r\n computeUniforms() {\r\n const a = this.worldMatrix.getRow(3);\r\n const b = this.worldMatrix.getRow(2).scaleBy(-1);\r\n this._positionRange = new Vector4(a.x, a.y, a.z, -1);\r\n this._directionCutoff = new Vector4(b.x, b.y, b.z, 0);\r\n this._diffuseIntensity = new Vector4(this.color.x, this.color.y, this.color.z, this.intensity);\r\n }\r\n // adapt from DXSDK\r\n /*\r\n private _computeNearAndFar(\r\n frustumMin: Vector3,\r\n frustumMax: Vector3,\r\n aabbLightSpace: Vector3[]\r\n ): [number, number] {\r\n type Triangle = { pt: [Vector3, Vector3, Vector3]; culled: boolean };\r\n function dupTriangle(src: Triangle): Triangle {\r\n return {\r\n pt: [\r\n src.pt[0] ? new Vector3(src.pt[0]) : null,\r\n src.pt[1] ? new Vector3(src.pt[1]) : null,\r\n src.pt[2] ? new Vector3(src.pt[2]) : null\r\n ],\r\n culled: src.culled\r\n };\r\n }\r\n let nearPlane = Number.MAX_VALUE;\r\n let farPlane = -Number.MAX_VALUE;\r\n const triangleList: Triangle[] = Array.from({ length: 16 }).map((val) => ({\r\n pt: [null, null, null],\r\n culled: false\r\n }));\r\n let triangleCount = 1;\r\n triangleList[0].pt[0] = aabbLightSpace[0];\r\n triangleList[0].pt[1] = aabbLightSpace[1];\r\n triangleList[0].pt[2] = aabbLightSpace[2];\r\n const triIndices = [\r\n 0, 1, 2, 1, 2, 3, 4, 5, 6, 5, 6, 7, 0, 2, 4, 2, 4, 6, 1, 3, 5, 3, 5, 7, 0, 1, 4, 1, 4, 5, 2, 3, 6, 3, 6,\r\n 7\r\n ];\r\n const pointPassesCollision: number[] = [0, 0, 0];\r\n const minx = frustumMin.x;\r\n const maxx = frustumMax.x;\r\n const miny = frustumMin.y;\r\n const maxy = frustumMax.y;\r\n for (let i = 0; i < 12; i++) {\r\n triangleList[0].pt[0] = aabbLightSpace[triIndices[i * 3 + 0]];\r\n triangleList[0].pt[1] = aabbLightSpace[triIndices[i * 3 + 1]];\r\n triangleList[0].pt[2] = aabbLightSpace[triIndices[i * 3 + 2]];\r\n triangleList[0].culled = false;\r\n triangleCount = 1;\r\n for (let j = 0; j < 4; j++) {\r\n let edge: number, comp: number;\r\n if (j === 0) {\r\n edge = minx;\r\n comp = 0;\r\n } else if (j === 1) {\r\n edge = maxx;\r\n comp = 0;\r\n } else if (j === 2) {\r\n edge = miny;\r\n comp = 1;\r\n } else {\r\n edge = maxy;\r\n comp = 1;\r\n }\r\n let k = 0;\r\n while (k < triangleCount) {\r\n if (!triangleList[k].culled) {\r\n let insideVertCount = 0;\r\n let tempOrder: Vector3 = null;\r\n if (j === 0) {\r\n for (let t = 0; t < 3; t++) {\r\n if (triangleList[k].pt[t].x > minx) {\r\n pointPassesCollision[t] = 1;\r\n } else {\r\n pointPassesCollision[t] = 0;\r\n }\r\n insideVertCount += pointPassesCollision[t];\r\n }\r\n } else if (j === 1) {\r\n for (let t = 0; t < 3; t++) {\r\n if (triangleList[k].pt[t].x < maxx) {\r\n pointPassesCollision[t] = 1;\r\n } else {\r\n pointPassesCollision[t] = 0;\r\n }\r\n insideVertCount += pointPassesCollision[t];\r\n }\r\n } else if (j === 2) {\r\n for (let t = 0; t < 3; t++) {\r\n if (triangleList[k].pt[t].y > miny) {\r\n pointPassesCollision[t] = 1;\r\n } else {\r\n pointPassesCollision[t] = 0;\r\n }\r\n insideVertCount += pointPassesCollision[t];\r\n }\r\n } else {\r\n for (let t = 0; t < 3; t++) {\r\n if (triangleList[k].pt[t].y < maxy) {\r\n pointPassesCollision[t] = 1;\r\n } else {\r\n pointPassesCollision[t] = 0;\r\n }\r\n insideVertCount += pointPassesCollision[t];\r\n }\r\n }\r\n if (pointPassesCollision[1] && !pointPassesCollision[0]) {\r\n tempOrder = triangleList[k].pt[0];\r\n triangleList[k].pt[0] = triangleList[k].pt[1];\r\n triangleList[k].pt[1] = tempOrder;\r\n pointPassesCollision[0] = 1;\r\n pointPassesCollision[1] = 0;\r\n }\r\n if (pointPassesCollision[2] && !pointPassesCollision[1]) {\r\n tempOrder = triangleList[k].pt[1];\r\n triangleList[k].pt[1] = triangleList[k].pt[2];\r\n triangleList[k].pt[2] = tempOrder;\r\n pointPassesCollision[1] = 1;\r\n pointPassesCollision[2] = 0;\r\n }\r\n if (pointPassesCollision[1] && !pointPassesCollision[0]) {\r\n tempOrder = triangleList[k].pt[0];\r\n triangleList[k].pt[0] = triangleList[k].pt[1];\r\n triangleList[k].pt[1] = tempOrder;\r\n pointPassesCollision[0] = 1;\r\n pointPassesCollision[1] = 0;\r\n }\r\n if (insideVertCount === 0) {\r\n triangleList[k].culled = true;\r\n } else if (insideVertCount === 1) {\r\n triangleList[k].culled = false;\r\n const v0Tov1 = Vector3.sub(triangleList[k].pt[1], triangleList[k].pt[0]);\r\n const v0Tov2 = Vector3.sub(triangleList[k].pt[2], triangleList[k].pt[0]);\r\n const hitPointTimeRatio = edge - triangleList[k].pt[0][comp];\r\n const distanceAlongV1 = hitPointTimeRatio / v0Tov1[comp];\r\n const distanceAloneV2 = hitPointTimeRatio / v0Tov2[comp];\r\n v0Tov1.scaleBy(distanceAlongV1);\r\n v0Tov1.addBy(triangleList[k].pt[0]);\r\n v0Tov2.scaleBy(distanceAloneV2);\r\n v0Tov2.addBy(triangleList[k].pt[0]);\r\n triangleList[k].pt[1] = v0Tov2;\r\n triangleList[k].pt[2] = v0Tov1;\r\n } else if (insideVertCount === 2) {\r\n triangleList[triangleCount] = dupTriangle(triangleList[k + 1]);\r\n triangleList[k].culled = false;\r\n triangleList[k + 1].culled = false;\r\n const v2Tov0 = Vector3.sub(triangleList[k].pt[0], triangleList[k].pt[2]);\r\n const v2Tov1 = Vector3.sub(triangleList[k].pt[1], triangleList[k].pt[2]);\r\n const hitPointTime_2_0 = edge - triangleList[k].pt[2][comp];\r\n const distanceAloneVec_2_0 = hitPointTime_2_0 / v2Tov0[comp];\r\n v2Tov0.scaleBy(distanceAloneVec_2_0);\r\n v2Tov0.addBy(triangleList[k].pt[2]);\r\n triangleList[k + 1].pt[0] = new Vector3(triangleList[k].pt[0]);\r\n triangleList[k + 1].pt[1] = new Vector3(triangleList[k].pt[1]);\r\n triangleList[k + 1].pt[2] = v2Tov0;\r\n const hitPointTime_2_1 = edge - triangleList[k].pt[2][comp];\r\n const distanceAloneVec_2_1 = hitPointTime_2_1 / v2Tov1[comp];\r\n v2Tov1.scaleBy(distanceAloneVec_2_1);\r\n v2Tov1.addBy(triangleList[k].pt[2]);\r\n triangleList[k].pt[0] = new Vector3(triangleList[k + 1].pt[1]);\r\n triangleList[k].pt[1] = new Vector3(triangleList[k + 1].pt[2]);\r\n triangleList[k].pt[2] = v2Tov1;\r\n triangleCount++;\r\n k++;\r\n } else {\r\n triangleList[k].culled = false;\r\n }\r\n }\r\n k++;\r\n }\r\n }\r\n for (let index = 0; index < triangleCount; index++) {\r\n if (!triangleList[index].culled) {\r\n for (let v = 0; v < 3; v++) {\r\n const z = triangleList[index].pt[v].z;\r\n if (nearPlane > z) {\r\n nearPlane = z;\r\n }\r\n if (farPlane < z) {\r\n farPlane = z;\r\n }\r\n }\r\n }\r\n }\r\n }\r\n return [nearPlane, farPlane];\r\n }\r\n */\r\n}\r\n\r\n/**\r\n * Point light\r\n * @public\r\n */\r\nexport class PointLight extends PunctualLight {\r\n /** @internal */\r\n protected _range: number;\r\n /**\r\n * Creates an instance of point light\r\n * @param scene - The scene to which the light belongs\r\n */\r\n constructor(scene: Scene) {\r\n super(scene, LIGHT_TYPE_POINT);\r\n this._range = 10;\r\n this.invalidateBoundingVolume();\r\n }\r\n /** The range of the light */\r\n get range() {\r\n return this._range;\r\n }\r\n set range(val: number) {\r\n this.setRange(val);\r\n }\r\n /**\r\n * Sets the range of the light\r\n * @param val - The value to set\r\n * @returns self\r\n */\r\n setRange(val: number) {\r\n val = val < 0 ? 0 : val;\r\n if (this._range !== val) {\r\n this._range = val;\r\n this.invalidateUniforms();\r\n this.invalidateBoundingVolume();\r\n }\r\n return this;\r\n }\r\n /**\r\n * {@inheritDoc BaseLight.isPointLight}\r\n * @override\r\n */\r\n isPointLight(): this is PointLight {\r\n return true;\r\n }\r\n /** @internal */\r\n computeBoundingVolume(): BoundingVolume {\r\n const bbox = new BoundingBox();\r\n bbox.minPoint = new Vector3(-this._range, -this._range, -this._range);\r\n bbox.maxPoint = new Vector3(this._range, this._range, this._range);\r\n return bbox;\r\n }\r\n /** @internal */\r\n computeUniforms() {\r\n const a = this.worldMatrix.getRow(3);\r\n const b = this.worldMatrix.getRow(2);\r\n this._positionRange = new Vector4(a.x, a.y, a.z, this.range);\r\n this._directionCutoff = new Vector4(b.x, b.y, b.z, -1);\r\n this._diffuseIntensity = new Vector4(this.color.x, this.color.y, this.color.z, this.intensity);\r\n }\r\n}\r\n\r\n/**\r\n * Spot light\r\n * @public\r\n */\r\nexport class SpotLight extends PunctualLight {\r\n /** @internal */\r\n protected _range: number;\r\n /** @internal */\r\n protected _cutoff: number;\r\n /**\r\n * Creates an instance of spot light\r\n * @param scene - The scene to which the light belongs\r\n */\r\n constructor(scene: Scene) {\r\n super(scene, LIGHT_TYPE_SPOT);\r\n this._range = 10;\r\n this._cutoff = Math.cos(Math.PI / 4);\r\n this.invalidateBoundingVolume();\r\n }\r\n /** The range of the light */\r\n get range() {\r\n return this._range;\r\n }\r\n set range(val: number) {\r\n this.setRange(val);\r\n }\r\n /**\r\n * Sets the range of the light\r\n * @param val - The value to set\r\n * @returns self\r\n */\r\n setRange(val: number) {\r\n val = val < 0 ? 0 : val;\r\n if (this._range !== val) {\r\n this._range = val;\r\n this.invalidateUniforms();\r\n this.invalidateBoundingVolume();\r\n }\r\n return this;\r\n }\r\n /** The cutoff of the light */\r\n get cutoff() {\r\n return this._cutoff;\r\n }\r\n set cutoff(val: number) {\r\n this.setCutoff(val);\r\n }\r\n /**\r\n * Sets the cutoff of the light\r\n * @param val - The value to set\r\n * @returns self\r\n */\r\n setCutoff(val: number) {\r\n val = val < 0 ? 0 : val;\r\n if (this._cutoff !== val) {\r\n this._cutoff = val;\r\n this.invalidateUniforms();\r\n this.invalidateBoundingVolume();\r\n }\r\n return this;\r\n }\r\n /**\r\n * {@inheritDoc BaseLight.isSpotLight}\r\n * @override\r\n */\r\n isSpotLight(): this is SpotLight {\r\n return true;\r\n }\r\n /** @internal */\r\n computeBoundingVolume(): BoundingVolume {\r\n const bbox = new BoundingBox();\r\n const cosCutoff = Math.cos(this._cutoff);\r\n const r = (this._range / cosCutoff) * Math.sqrt(1 - cosCutoff * cosCutoff);\r\n bbox.minPoint = new Vector3(-r, -r, 0);\r\n bbox.maxPoint = new Vector3(r, r, this._range);\r\n return bbox;\r\n }\r\n /** @internal */\r\n computeUniforms() {\r\n const a = this.worldMatrix.getRow(3);\r\n const b = this.worldMatrix.getRow(2).scaleBy(-1);\r\n this._positionRange = new Vector4(a.x, a.y, a.z, this.range);\r\n this._directionCutoff = new Vector4(b.x, b.y, b.z, this.cutoff);\r\n this._diffuseIntensity = new Vector4(this.color.x, this.color.y, this.color.z, this.intensity);\r\n 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