@zephyr3d/scene 0.8.1 → 0.9.0
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/dist/animation/animationset.js +563 -128
- package/dist/animation/animationset.js.map +1 -1
- package/dist/animation/cloth/gpu_cloth_system.js +2516 -0
- package/dist/animation/cloth/gpu_cloth_system.js.map +1 -0
- package/dist/animation/fixed_geometry_cache_track.js +138 -0
- package/dist/animation/fixed_geometry_cache_track.js.map +1 -0
- package/dist/animation/geometry_cache_utils.js +120 -0
- package/dist/animation/geometry_cache_utils.js.map +1 -0
- package/dist/animation/ik_modifier.js +9 -1
- package/dist/animation/ik_modifier.js.map +1 -1
- package/dist/animation/joint_dynamics/collision.js +469 -0
- package/dist/animation/joint_dynamics/collision.js.map +1 -0
- package/dist/animation/joint_dynamics/constraints.js +329 -0
- package/dist/animation/joint_dynamics/constraints.js.map +1 -0
- package/dist/animation/joint_dynamics/controller.js +699 -0
- package/dist/animation/joint_dynamics/controller.js.map +1 -0
- package/dist/animation/joint_dynamics/joint_dynamics_system.js +393 -0
- package/dist/animation/joint_dynamics/joint_dynamics_system.js.map +1 -0
- package/dist/animation/joint_dynamics/solver.js +794 -0
- package/dist/animation/joint_dynamics/solver.js.map +1 -0
- package/dist/animation/joint_dynamics/types.js +19 -0
- package/dist/animation/joint_dynamics/types.js.map +1 -0
- package/dist/animation/joint_dynamics/vrm_spring_bone.js +46 -0
- package/dist/animation/joint_dynamics/vrm_spring_bone.js.map +1 -0
- package/dist/animation/joint_dynamics_modifier.js +51 -0
- package/dist/animation/joint_dynamics_modifier.js.map +1 -0
- package/dist/animation/pca_geometry_cache_track.js +222 -0
- package/dist/animation/pca_geometry_cache_track.js.map +1 -0
- package/dist/animation/skeleton.js +1907 -3
- package/dist/animation/skeleton.js.map +1 -1
- package/dist/animation/skeleton_modifier.js +3 -5
- package/dist/animation/skeleton_modifier.js.map +1 -1
- package/dist/animation/spring/multi_chain_spring_system.js +2 -0
- package/dist/animation/spring/multi_chain_spring_system.js.map +1 -1
- package/dist/animation/spring/spring_chain.js +3 -2
- package/dist/animation/spring/spring_chain.js.map +1 -1
- package/dist/animation/spring/spring_collider.js +35 -5
- package/dist/animation/spring/spring_collider.js.map +1 -1
- package/dist/animation/spring/spring_particle.js +1 -0
- package/dist/animation/spring/spring_particle.js.map +1 -1
- package/dist/animation/spring/spring_system.js +325 -28
- package/dist/animation/spring/spring_system.js.map +1 -1
- package/dist/animation/spring2/collision.js +469 -0
- package/dist/animation/spring2/collision.js.map +1 -0
- package/dist/animation/spring2/constraints.js +329 -0
- package/dist/animation/spring2/constraints.js.map +1 -0
- package/dist/animation/spring2/controller.js +434 -0
- package/dist/animation/spring2/controller.js.map +1 -0
- package/dist/animation/spring2/math.js +16 -0
- package/dist/animation/spring2/math.js.map +1 -0
- package/dist/animation/spring2/solver.js +624 -0
- package/dist/animation/spring2/solver.js.map +1 -0
- package/dist/animation/spring2/spring_system.js +118 -0
- package/dist/animation/spring2/spring_system.js.map +1 -0
- package/dist/animation/spring2/types.js +19 -0
- package/dist/animation/spring2/types.js.map +1 -0
- package/dist/animation/spring_modifier.js +17 -1
- package/dist/animation/spring_modifier.js.map +1 -1
- package/dist/app/engine.js +42 -15
- package/dist/app/engine.js.map +1 -1
- package/dist/app/runtimescript.js +132 -1
- package/dist/app/runtimescript.js.map +1 -1
- package/dist/app/screen.js +3 -3
- package/dist/app/screen.js.map +1 -1
- package/dist/app/scriptingsystem.js +69 -37
- package/dist/app/scriptingsystem.js.map +1 -1
- package/dist/app/scriptregistry.js +157 -146
- package/dist/app/scriptregistry.js.map +1 -1
- package/dist/asset/assetmanager.js +2 -1
- package/dist/asset/assetmanager.js.map +1 -1
- package/dist/asset/loaders/zabc/zabc_loader.js +570 -0
- package/dist/asset/loaders/zabc/zabc_loader.js.map +1 -0
- package/dist/asset/model.js +192 -0
- package/dist/asset/model.js.map +1 -1
- package/dist/camera/base.js +26 -7
- package/dist/camera/base.js.map +1 -1
- package/dist/camera/camera.js +146 -24
- package/dist/camera/camera.js.map +1 -1
- package/dist/camera/fps.js +2 -2
- package/dist/camera/fps.js.map +1 -1
- package/dist/camera/orbit.js +2 -2
- package/dist/camera/orbit.js.map +1 -1
- package/dist/index.d.ts +11701 -8506
- package/dist/index.js +29 -8
- package/dist/index.js.map +1 -1
- package/dist/material/lambert.js +1 -1
- package/dist/material/lambert.js.map +1 -1
- package/dist/material/material.js +9 -3
- package/dist/material/material.js.map +1 -1
- package/dist/material/meshmaterial.js +54 -7
- package/dist/material/meshmaterial.js.map +1 -1
- package/dist/material/mixins/lightmodel/blinnphong.js +17 -7
- package/dist/material/mixins/lightmodel/blinnphong.js.map +1 -1
- package/dist/material/mixins/lightmodel/lambert.js +7 -2
- package/dist/material/mixins/lightmodel/lambert.js.map +1 -1
- package/dist/material/mixins/lightmodel/pbrblueprintmixin.js +108 -16
- package/dist/material/mixins/lightmodel/pbrblueprintmixin.js.map +1 -1
- package/dist/material/mixins/lightmodel/pbrmetallicroughness.js +222 -14
- package/dist/material/mixins/lightmodel/pbrmetallicroughness.js.map +1 -1
- package/dist/material/mixins/lightmodel/pbrspecularglossness.js +24 -12
- package/dist/material/mixins/lightmodel/pbrspecularglossness.js.map +1 -1
- package/dist/material/mixins/lit.js +11 -8
- package/dist/material/mixins/lit.js.map +1 -1
- package/dist/material/mixins/pbr/common.js +72 -5
- package/dist/material/mixins/pbr/common.js.map +1 -1
- package/dist/material/pbrblueprint.js +148 -1
- package/dist/material/pbrblueprint.js.map +1 -1
- package/dist/material/pbrmr.js +125 -2
- package/dist/material/pbrmr.js.map +1 -1
- package/dist/material/shader/helper.js +10 -4
- package/dist/material/shader/helper.js.map +1 -1
- package/dist/material/water.js +2 -2
- package/dist/material/water.js.map +1 -1
- package/dist/posteffect/coloradjust.js +145 -0
- package/dist/posteffect/coloradjust.js.map +1 -0
- package/dist/posteffect/taa.js +68 -32
- package/dist/posteffect/taa.js.map +1 -1
- package/dist/render/cluster_light.js +17 -12
- package/dist/render/cluster_light.js.map +1 -1
- package/dist/render/deferredlightpass.js +510 -0
- package/dist/render/deferredlightpass.js.map +1 -0
- package/dist/render/deferredshadowlightpass.js +428 -0
- package/dist/render/deferredshadowlightpass.js.map +1 -0
- package/dist/render/drawable.js.map +1 -1
- package/dist/render/drawable_mixin.js +21 -12
- package/dist/render/drawable_mixin.js.map +1 -1
- package/dist/render/envlight.js +20 -22
- package/dist/render/envlight.js.map +1 -1
- package/dist/render/gbufferpass.js +50 -0
- package/dist/render/gbufferpass.js.map +1 -0
- package/dist/render/lightpass.js +1 -2
- package/dist/render/lightpass.js.map +1 -1
- package/dist/render/primitive.js +1 -1
- package/dist/render/primitive.js.map +1 -1
- package/dist/render/render_queue.js +3 -2
- package/dist/render/render_queue.js.map +1 -1
- package/dist/render/renderer.js +5 -358
- package/dist/render/renderer.js.map +1 -1
- package/dist/render/rendergraph/executor.js +15 -12
- package/dist/render/rendergraph/executor.js.map +1 -1
- package/dist/render/rendergraph/forward_plus_builder.js +144 -88
- package/dist/render/rendergraph/forward_plus_builder.js.map +1 -1
- package/dist/render/rendergraph/history_resource_manager.js +178 -0
- package/dist/render/rendergraph/history_resource_manager.js.map +1 -0
- package/dist/render/rendergraph/rendergraph.js +12 -1
- package/dist/render/rendergraph/rendergraph.js.map +1 -1
- package/dist/render/rendergraph/types.js +2 -2
- package/dist/render/rendergraph/types.js.map +1 -1
- package/dist/render/sky.js +26 -9
- package/dist/render/sky.js.map +1 -1
- package/dist/scene/basesprite.js +4 -3
- package/dist/scene/basesprite.js.map +1 -1
- package/dist/scene/batchgroup.js +4 -4
- package/dist/scene/environment.js +7 -4
- package/dist/scene/environment.js.map +1 -1
- package/dist/scene/light.js +184 -18
- package/dist/scene/light.js.map +1 -1
- package/dist/scene/mesh.js +30 -0
- package/dist/scene/mesh.js.map +1 -1
- package/dist/scene/particlesys.js +3 -2
- package/dist/scene/particlesys.js.map +1 -1
- package/dist/scene/raycast_visitor.js +29 -3
- package/dist/scene/raycast_visitor.js.map +1 -1
- package/dist/scene/scene.js +86 -19
- package/dist/scene/scene.js.map +1 -1
- package/dist/scene/scene_node.js +87 -31
- package/dist/scene/scene_node.js.map +1 -1
- package/dist/scene/script_attachment.js +59 -0
- package/dist/scene/script_attachment.js.map +1 -0
- package/dist/scene/terrain-cm/grass.js +3 -2
- package/dist/scene/terrain-cm/grass.js.map +1 -1
- package/dist/scene/terrain-cm/terrain-cm.js +4 -3
- package/dist/scene/terrain-cm/terrain-cm.js.map +1 -1
- package/dist/scene/water.js +3 -2
- package/dist/scene/water.js.map +1 -1
- package/dist/shaders/shadow.js +2 -2
- package/dist/shaders/shadow.js.map +1 -1
- package/dist/shadow/shadowmapper.js +74 -4
- package/dist/shadow/shadowmapper.js.map +1 -1
- package/dist/shapes/box.js +163 -0
- package/dist/shapes/box.js.map +1 -1
- package/dist/shapes/capsule.js +216 -0
- package/dist/shapes/capsule.js.map +1 -0
- package/dist/shapes/cylinder.js +91 -0
- package/dist/shapes/cylinder.js.map +1 -1
- package/dist/shapes/plane.js +32 -0
- package/dist/shapes/plane.js.map +1 -1
- package/dist/shapes/tetrahedron.js +211 -0
- package/dist/shapes/tetrahedron.js.map +1 -1
- package/dist/shapes/torus.js +173 -0
- package/dist/shapes/torus.js.map +1 -1
- package/dist/utility/blueprint/common/math.js +111 -1
- package/dist/utility/blueprint/common/math.js.map +1 -1
- package/dist/utility/blueprint/material/inputs.js +235 -1
- package/dist/utility/blueprint/material/inputs.js.map +1 -1
- package/dist/utility/blueprint/material/ir.js +154 -10
- package/dist/utility/blueprint/material/ir.js.map +1 -1
- package/dist/utility/blueprint/material/texture.js +273 -19
- package/dist/utility/blueprint/material/texture.js.map +1 -1
- package/dist/utility/serialization/json.js +12 -2
- package/dist/utility/serialization/json.js.map +1 -1
- package/dist/utility/serialization/manager.js +30 -11
- package/dist/utility/serialization/manager.js.map +1 -1
- package/dist/utility/serialization/scene/animation.js +250 -7
- package/dist/utility/serialization/scene/animation.js.map +1 -1
- package/dist/utility/serialization/scene/batch.js +4 -2
- package/dist/utility/serialization/scene/batch.js.map +1 -1
- package/dist/utility/serialization/scene/camera.js +154 -2
- package/dist/utility/serialization/scene/camera.js.map +1 -1
- package/dist/utility/serialization/scene/cloth_script.js +834 -0
- package/dist/utility/serialization/scene/cloth_script.js.map +1 -0
- package/dist/utility/serialization/scene/common.js +7 -0
- package/dist/utility/serialization/scene/common.js.map +1 -1
- package/dist/utility/serialization/scene/light.js +120 -4
- package/dist/utility/serialization/scene/light.js.map +1 -1
- package/dist/utility/serialization/scene/material.js +453 -1
- package/dist/utility/serialization/scene/material.js.map +1 -1
- package/dist/utility/serialization/scene/mesh.js +4 -2
- package/dist/utility/serialization/scene/mesh.js.map +1 -1
- package/dist/utility/serialization/scene/node.js +298 -10
- package/dist/utility/serialization/scene/node.js.map +1 -1
- package/dist/utility/serialization/scene/particle.js +4 -2
- package/dist/utility/serialization/scene/particle.js.map +1 -1
- package/dist/utility/serialization/scene/primitive.js +100 -3
- package/dist/utility/serialization/scene/primitive.js.map +1 -1
- package/dist/utility/serialization/scene/scene.js +130 -3
- package/dist/utility/serialization/scene/scene.js.map +1 -1
- package/dist/utility/serialization/scene/script.js +66 -0
- package/dist/utility/serialization/scene/script.js.map +1 -0
- package/dist/utility/serialization/scene/spring_script.js +596 -0
- package/dist/utility/serialization/scene/spring_script.js.map +1 -0
- package/dist/utility/serialization/scene/sprite.js +5 -3
- package/dist/utility/serialization/scene/sprite.js.map +1 -1
- package/dist/utility/serialization/scene/terrain.js +4 -2
- package/dist/utility/serialization/scene/terrain.js.map +1 -1
- package/dist/utility/serialization/scene/water.js +4 -2
- package/dist/utility/serialization/scene/water.js.map +1 -1
- package/dist/utility/serialization/types.js.map +1 -1
- package/dist/values.js +5 -1
- package/dist/values.js.map +1 -1
- package/package.json +3 -3
package/dist/scene/light.js.map
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{"version":3,"file":"light.js","sources":["../../src/scene/light.ts"],"sourcesContent":["import type { Immutable, Matrix4x4, Nullable } from '@zephyr3d/base';\r\nimport { Vector3, Vector4, DWeakRef, AABB } from '@zephyr3d/base';\r\nimport { GraphNode } from './graph_node';\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: Nullable<Vector4>;\r\n /** @internal */\r\n protected _directionCutoff: Nullable<Vector4>;\r\n /** @internal */\r\n protected _diffuseIntensity: Nullable<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() {\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) {\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(): Immutable<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(): Immutable<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() {\r\n return this._color.clone();\r\n }\r\n set color(color) {\r\n this.setColor(color);\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() {\r\n return this._castShadow;\r\n }\r\n set castShadow(b) {\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) {\r\n if (this._castShadow !== !!b) {\r\n this._castShadow = !!b;\r\n if (!this.shadow.shadowRegion && this.isDirectionLight()) {\r\n const aabb = new AABB();\r\n aabb.beginExtend();\r\n this.scene!.rootNode.iterate((child) => {\r\n if (child.isMesh() || child.isClipmapTerrain()) {\r\n if (child.castShadow) {\r\n const bbox = child.getWorldBoundingVolume()!.toAABB();\r\n aabb.extend(bbox.minPoint);\r\n aabb.extend(bbox.maxPoint);\r\n }\r\n }\r\n });\r\n if (aabb.isValid()) {\r\n this.shadow.shadowRegion = aabb;\r\n }\r\n }\r\n }\r\n return this;\r\n }\r\n /** The shadow mapper for this light */\r\n get shadow() {\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() {}\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: Nullable<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) {\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() {\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() {\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() {\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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{"version":3,"file":"light.js","sources":["../../src/scene/light.ts"],"sourcesContent":["import type { Immutable, Matrix4x4, Nullable } from '@zephyr3d/base';\r\nimport { Vector3, Vector4, DWeakRef } from '@zephyr3d/base';\r\nimport { GraphNode } from './graph_node';\r\nimport { BoundingBox } from '../utility/bounding_volume';\r\nimport { ShadowMapper } from '../shadow/shadowmapper';\r\nimport { LIGHT_TYPE_DIRECTIONAL, LIGHT_TYPE_POINT, LIGHT_TYPE_SPOT, LIGHT_TYPE_RECT } 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: Nullable<Vector4>;\r\n /** @internal */\r\n protected _directionCutoff: Nullable<Vector4>;\r\n /** @internal */\r\n protected _diffuseIntensity: Nullable<Vector4>;\r\n /** @internal */\r\n protected _extraParams: Nullable<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 this._extraParams = null;\r\n }\r\n /** Gets the light type */\r\n get lightType() {\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) {\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(): Immutable<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 * Extra parameters of the light\r\n *\r\n * @remarks\r\n * Custom data for advanced light types.\r\n */\r\n get extraParams() {\r\n if (!this._extraParams) {\r\n this.computeUniforms();\r\n }\r\n return this._extraParams!;\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(): Immutable<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 this._extraParams = 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 /** returns true if this is a rect light */\r\n isRectLight(): this is RectLight {\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() {\r\n return this._color.clone();\r\n }\r\n set color(color) {\r\n this.setColor(color);\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() {\r\n return this._castShadow;\r\n }\r\n set castShadow(b) {\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 if (this._castShadow !== !!b) {\r\n this._castShadow = !!b;\r\n if (this._castShadow && this.isDirectionLight() && !this.shadow.shadowRegion) {\r\n this.shadow.updateDirectionalShadowRegion(true);\r\n }\r\n }\r\n return this;\r\n }\r\n /** The shadow mapper for this light */\r\n get shadow() {\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() {}\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: Nullable<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) {\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() {\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 this._extraParams = new Vector4(0, 0, 0, this.lightType);\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 /** @internal */\r\n protected _diffuseScale: number;\r\n /** @internal */\r\n protected _specularScale: number;\r\n /** @internal */\r\n protected _sourceRadius: 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._diffuseScale = 1;\r\n this._specularScale = 1;\r\n this._sourceRadius = 0;\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 /** Diffuse scale of the point light */\r\n get diffuseScale() {\r\n return this._diffuseScale;\r\n }\r\n set diffuseScale(val: number) {\r\n this.setDiffuseScale(val);\r\n }\r\n /** Specular scale of the point light */\r\n get specularScale() {\r\n return this._specularScale;\r\n }\r\n set specularScale(val: number) {\r\n this.setSpecularScale(val);\r\n }\r\n /** Source radius of the point light */\r\n get sourceRadius() {\r\n return this._sourceRadius;\r\n }\r\n set sourceRadius(val: number) {\r\n this.setSourceRadius(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 * Sets the diffuse scale of the light\r\n * @param val - The value to set\r\n * @returns self\r\n */\r\n setDiffuseScale(val: number) {\r\n val = val < 0 ? 0 : val;\r\n if (this._diffuseScale !== val) {\r\n this._diffuseScale = val;\r\n this.invalidateUniforms();\r\n }\r\n return this;\r\n }\r\n /**\r\n * Sets the specular scale of the light\r\n * @param val - The value to set\r\n * @returns self\r\n */\r\n setSpecularScale(val: number) {\r\n val = val < 0 ? 0 : val;\r\n if (this._specularScale !== val) {\r\n this._specularScale = val;\r\n this.invalidateUniforms();\r\n }\r\n return this;\r\n }\r\n /**\r\n * Sets the source radius of the light\r\n * @param val - The value to set\r\n * @returns self\r\n */\r\n setSourceRadius(val: number) {\r\n val = val < 0 ? 0 : val;\r\n if (this._sourceRadius !== val) {\r\n this._sourceRadius = val;\r\n this.invalidateUniforms();\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() {\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 this._extraParams = new Vector4(\r\n this._diffuseScale,\r\n this._specularScale,\r\n this._sourceRadius,\r\n this.lightType\r\n );\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() {\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 this._extraParams = new Vector4(0, 0, 0, this.lightType);\r\n }\r\n}\r\n\r\n/**\r\n * Rectangular area light\r\n * @public\r\n */\r\nexport class RectLight extends PunctualLight {\r\n /** @internal */\r\n protected _range: number;\r\n /** @internal */\r\n protected _width: number;\r\n /** @internal */\r\n protected _height: number;\r\n /**\r\n * Creates an instance of rect 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_RECT);\r\n this._range = 10;\r\n this._width = 1;\r\n this._height = 1;\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 width of the light */\r\n get width() {\r\n return this._width;\r\n }\r\n set width(val: number) {\r\n this.setWidth(val);\r\n }\r\n /**\r\n * Sets the width of the light\r\n * @param val - The value to set\r\n * @returns self\r\n */\r\n setWidth(val: number) {\r\n val = val < 0 ? 0 : val;\r\n if (this._width !== val) {\r\n this._width = val;\r\n this.invalidateUniforms();\r\n this.invalidateBoundingVolume();\r\n }\r\n return this;\r\n }\r\n /** The height of the light */\r\n get height() {\r\n return this._height;\r\n }\r\n set height(val: number) {\r\n this.setHeight(val);\r\n }\r\n /**\r\n * Sets the height of the light\r\n * @param val - The value to set\r\n * @returns self\r\n */\r\n setHeight(val: number) {\r\n val = val < 0 ? 0 : val;\r\n if (this._height !== val) {\r\n this._height = val;\r\n this.invalidateUniforms();\r\n this.invalidateBoundingVolume();\r\n }\r\n return this;\r\n }\r\n /**\r\n * {@inheritDoc BaseLight.isRectLight}\r\n * @override\r\n */\r\n isRectLight(): this is RectLight {\r\n return true;\r\n }\r\n /**\r\n * Rect light supports shadow in current pipeline\r\n */\r\n /** @internal */\r\n computeBoundingVolume() {\r\n const bbox = new BoundingBox();\r\n const r = this._range;\r\n bbox.minPoint = new Vector3(-r, -r, -r);\r\n bbox.maxPoint = new 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|
package/dist/scene/mesh.js
CHANGED
|
@@ -38,11 +38,13 @@ import { mixinDrawable } from '../render/drawable_mixin.js';
|
|
|
38
38
|
/** @internal */ _batchable;
|
|
39
39
|
/** @internal */ _pickTarget;
|
|
40
40
|
/** @internal */ _skinAnimation;
|
|
41
|
+
/** @internal */ _suspendSkinning;
|
|
41
42
|
/** @internal */ _morphAnimation;
|
|
42
43
|
/** @internal */ _renderBundle;
|
|
43
44
|
/** @internal */ _useRenderBundle;
|
|
44
45
|
/** @internal */ _materialChangeTag;
|
|
45
46
|
/** @internal */ _primitiveChangeTag;
|
|
47
|
+
/** @internal */ _postUpdateCallbacks;
|
|
46
48
|
/**
|
|
47
49
|
* Creates an instance of mesh node
|
|
48
50
|
* @param scene - The scene to which the mesh node belongs
|
|
@@ -65,12 +67,14 @@ import { mixinDrawable } from '../render/drawable_mixin.js';
|
|
|
65
67
|
this.primitive = primitive ?? null;
|
|
66
68
|
this.material = material ?? Mesh._getDefaultMaterial();
|
|
67
69
|
this._skinAnimation = false;
|
|
70
|
+
this._suspendSkinning = false;
|
|
68
71
|
this._skeletonName = '';
|
|
69
72
|
this._morphAnimation = false;
|
|
70
73
|
this._renderBundle = {};
|
|
71
74
|
this._useRenderBundle = true;
|
|
72
75
|
this._materialChangeTag = null;
|
|
73
76
|
this._primitiveChangeTag = null;
|
|
77
|
+
this._postUpdateCallbacks = new Set();
|
|
74
78
|
}
|
|
75
79
|
/**
|
|
76
80
|
* {@inheritDoc Drawable.getName}
|
|
@@ -116,6 +120,12 @@ import { mixinDrawable } from '../render/drawable_mixin.js';
|
|
|
116
120
|
set skinAnimation(val) {
|
|
117
121
|
this._skinAnimation = val;
|
|
118
122
|
}
|
|
123
|
+
/** @internal */ get suspendSkinning() {
|
|
124
|
+
return this._suspendSkinning;
|
|
125
|
+
}
|
|
126
|
+
set suspendSkinning(val) {
|
|
127
|
+
this._suspendSkinning = !!val;
|
|
128
|
+
}
|
|
119
129
|
/** @internal */ get morphAnimation() {
|
|
120
130
|
return this._morphAnimation;
|
|
121
131
|
}
|
|
@@ -345,6 +355,21 @@ import { mixinDrawable } from '../render/drawable_mixin.js';
|
|
|
345
355
|
super.update(frameId, elapsedInSeconds, deltaInSeconds);
|
|
346
356
|
this.updateSkeletonState();
|
|
347
357
|
this.updateMorphState();
|
|
358
|
+
if (this._postUpdateCallbacks.size > 0) {
|
|
359
|
+
for (const callback of this._postUpdateCallbacks){
|
|
360
|
+
callback(frameId, elapsedInSeconds, deltaInSeconds);
|
|
361
|
+
}
|
|
362
|
+
}
|
|
363
|
+
}
|
|
364
|
+
/** @internal */ addPostUpdateCallback(callback) {
|
|
365
|
+
if (callback) {
|
|
366
|
+
this._postUpdateCallbacks.add(callback);
|
|
367
|
+
}
|
|
368
|
+
}
|
|
369
|
+
/** @internal */ removePostUpdateCallback(callback) {
|
|
370
|
+
if (callback) {
|
|
371
|
+
this._postUpdateCallbacks.delete(callback);
|
|
372
|
+
}
|
|
348
373
|
}
|
|
349
374
|
/**
|
|
350
375
|
* {@inheritDoc Drawable.isBatchable}
|
|
@@ -379,6 +404,11 @@ import { mixinDrawable } from '../render/drawable_mixin.js';
|
|
|
379
404
|
}
|
|
380
405
|
}
|
|
381
406
|
/** @internal */ updateSkeletonState() {
|
|
407
|
+
if (this._suspendSkinning) {
|
|
408
|
+
this.setBoneMatrices(null);
|
|
409
|
+
this.setAnimatedBoundingBox(null);
|
|
410
|
+
return;
|
|
411
|
+
}
|
|
382
412
|
const skeleton = this._skeletonName && this.findSkeletonById(this._skeletonName);
|
|
383
413
|
if (skeleton) {
|
|
384
414
|
this.setBoneMatrices(skeleton.jointTexture);
|
package/dist/scene/mesh.js.map
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"mesh.js","sources":["../../src/scene/mesh.ts"],"sourcesContent":["import type { Nullable } from '@zephyr3d/base';\r\nimport { applyMixins, DRef } from '@zephyr3d/base';\r\nimport { GraphNode } from './graph_node';\r\nimport type { MeshMaterial } from '../material';\r\nimport { LambertMaterial, ShaderHelper } from '../material';\r\nimport type {\r\n RenderPass,\r\n Primitive,\r\n BatchDrawable,\r\n DrawContext,\r\n PickTarget,\r\n MorphData,\r\n MorphInfo,\r\n RenderQueue\r\n} from '../render';\r\nimport {\r\n PBArrayTypeInfo,\r\n PBPrimitiveType,\r\n PBPrimitiveTypeInfo,\r\n PBStructTypeInfo,\r\n type RenderBundle,\r\n type Texture2D\r\n} from '@zephyr3d/device';\r\nimport type { Scene } from './scene';\r\nimport type { BoundingVolume } from '../utility/bounding_volume';\r\nimport type { BoundingBox } from '../utility/bounding_volume';\r\nimport { MORPH_ATTRIBUTE_VECTOR_COUNT, MORPH_WEIGHTS_VECTOR_COUNT, QUEUE_OPAQUE } from '../values';\r\nimport { mixinDrawable } from '../render/drawable_mixin';\r\nimport { RenderBundleWrapper } from '../render/renderbundle_wrapper';\r\nimport type { SceneNode } from './scene_node';\r\nimport { getDevice } from '../app/api';\r\nimport type { SkinnedBoundingBox } from '../animation';\r\n\r\n/**\r\n * Mesh node\r\n * @public\r\n */\r\nexport class Mesh extends applyMixins(GraphNode, mixinDrawable) implements BatchDrawable {\r\n /** @internal */\r\n private readonly _primitive: DRef<Primitive>;\r\n /** @internal */\r\n private readonly _material: DRef<MeshMaterial>;\r\n /** @internal */\r\n protected _castShadow: boolean;\r\n /** @internal */\r\n protected _skinnedBoundingInfo: Nullable<SkinnedBoundingBox>;\r\n /** @internal */\r\n protected _animatedBoundingBox: Nullable<BoundingBox>;\r\n /** @internal */\r\n protected _skeletonName: string;\r\n /** @internal */\r\n protected _boneMatrices: DRef<Texture2D>;\r\n /** @internal */\r\n protected _morphData: Nullable<MorphData>;\r\n /** @internal */\r\n protected _morphInfo: Nullable<MorphInfo>;\r\n /** @internal */\r\n protected _morphDirty: boolean;\r\n /** @internal */\r\n protected _instanceHash: Nullable<string>;\r\n /** @internal */\r\n protected _batchable: boolean;\r\n /** @internal */\r\n protected _pickTarget: PickTarget;\r\n /** @internal */\r\n protected _skinAnimation: boolean;\r\n /** @internal */\r\n protected _morphAnimation: boolean;\r\n /** @internal */\r\n protected _renderBundle: Nullable<Record<string, RenderBundle>>;\r\n /** @internal */\r\n protected _useRenderBundle: boolean;\r\n /** @internal */\r\n protected _materialChangeTag: Nullable<number>;\r\n /** @internal */\r\n protected _primitiveChangeTag: Nullable<number>;\r\n /**\r\n * Creates an instance of mesh node\r\n * @param scene - The scene to which the mesh node belongs\r\n */\r\n constructor(scene: Scene, primitive?: Primitive, material?: MeshMaterial) {\r\n super(scene);\r\n this._primitive = new DRef();\r\n this._material = new DRef();\r\n this._castShadow = true;\r\n this._skinnedBoundingInfo = null;\r\n this._animatedBoundingBox = null;\r\n this._boneMatrices = new DRef();\r\n this._morphData = null;\r\n this._morphInfo = null;\r\n this._morphDirty = false;\r\n this._instanceHash = null;\r\n this._pickTarget = { node: this };\r\n this._batchable = getDevice().type !== 'webgl';\r\n this.primitive = primitive ?? null;\r\n this.material = material ?? Mesh._getDefaultMaterial();\r\n this._skinAnimation = false;\r\n this._skeletonName = '';\r\n this._morphAnimation = false;\r\n this._renderBundle = {};\r\n this._useRenderBundle = true;\r\n this._materialChangeTag = null;\r\n this._primitiveChangeTag = null;\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getName}\r\n */\r\n getName() {\r\n return this._name;\r\n }\r\n /**\r\n * {@inheritDoc BatchDrawable.getInstanceId}\r\n */\r\n getInstanceId(_renderPass: RenderPass) {\r\n return `${this._instanceHash}:${this.worldMatrixDet >= 0}`;\r\n }\r\n /**\r\n * {@inheritDoc BatchDrawable.getInstanceUniforms}\r\n */\r\n getInstanceUniforms() {\r\n return this._material.get()!.$instanceUniforms;\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getPickTarget }\r\n */\r\n getPickTarget() {\r\n return this._pickTarget;\r\n }\r\n setPickTarget(node: SceneNode, label?: string) {\r\n this._pickTarget = { node, label };\r\n }\r\n get skeletonName() {\r\n return this._skeletonName;\r\n }\r\n set skeletonName(name) {\r\n if (name !== this._skeletonName) {\r\n this._skeletonName = name;\r\n this.updateSkeletonState();\r\n }\r\n }\r\n /** @internal */\r\n get skinnedBoundingInfo() {\r\n return this._skinnedBoundingInfo;\r\n }\r\n /** @internal */\r\n get skinAnimation() {\r\n return this._skinAnimation;\r\n }\r\n set skinAnimation(val) {\r\n this._skinAnimation = val;\r\n }\r\n /** @internal */\r\n get morphAnimation() {\r\n return this._morphAnimation;\r\n }\r\n set morphAnimation(val) {\r\n this._morphAnimation = val;\r\n }\r\n /** Wether the mesh node casts shadows */\r\n get castShadow() {\r\n return this._castShadow;\r\n }\r\n set castShadow(b) {\r\n this._castShadow = b;\r\n }\r\n /** Primitive of the mesh */\r\n get primitive() {\r\n return this._primitive.get();\r\n }\r\n set primitive(prim) {\r\n const currentPrimitive = this._primitive.get();\r\n if (prim !== currentPrimitive) {\r\n if (currentPrimitive) {\r\n currentPrimitive.off('bv_changed', this._onBoundingboxChange, this);\r\n }\r\n this._primitive.set(prim);\r\n if (prim) {\r\n prim.on('bv_changed', this._onBoundingboxChange, this);\r\n }\r\n this._instanceHash =\r\n prim && this._material.get()\r\n ? `${this.constructor.name}:${this._scene!.id}:${prim.id}:${this._material.get()!.instanceId}`\r\n : null;\r\n this.invalidateBoundingVolume();\r\n RenderBundleWrapper.drawableChanged(this);\r\n this._primitiveChangeTag = null;\r\n }\r\n }\r\n /** Material of the mesh */\r\n get material() {\r\n return this._material.get();\r\n }\r\n set material(m) {\r\n if (this._material.get() !== m) {\r\n this._material.set(m);\r\n if (m) {\r\n RenderBundleWrapper.materialAttached(m.coreMaterial, this);\r\n }\r\n this._instanceHash =\r\n this._primitive.get() && m\r\n ? `${this.constructor.name}:${this._scene?.id ?? 0}:${this._primitive.get()!.id}:${m.instanceId}`\r\n : null;\r\n RenderBundleWrapper.drawableChanged(this);\r\n this._materialChangeTag = null;\r\n }\r\n }\r\n /**\r\n * {@inheritDoc SceneNode.isMesh}\r\n */\r\n isMesh(): this is Mesh {\r\n return true;\r\n }\r\n /**\r\n * Sets the bounding box for animation\r\n * @param bbox - The bounding box for animation\r\n */\r\n setAnimatedBoundingBox(bbox: Nullable<BoundingBox>) {\r\n this._animatedBoundingBox = bbox;\r\n this.invalidateBoundingVolume();\r\n }\r\n /**\r\n * Gets the bounding box for animation\r\n */\r\n getAnimatedBoundingBox() {\r\n return this._animatedBoundingBox ?? null;\r\n }\r\n /**\r\n * Sets the texture that contains the bone matrices for skeletal animation\r\n * @param matrices - The texture that contains the bone matrices\r\n */\r\n setBoneMatrices(matrices: Nullable<Texture2D>) {\r\n if (this._boneMatrices.get() !== matrices) {\r\n this._boneMatrices.set(matrices);\r\n this._renderBundle = {};\r\n RenderBundleWrapper.drawableChanged(this);\r\n }\r\n }\r\n /**\r\n * Sets the texture that contains the morph target data\r\n * @param data - The texture that contains the morph target data\r\n */\r\n setMorphData(data: Nullable<MorphData>) {\r\n if (!data) {\r\n if (this._morphData) {\r\n this._morphData?.texture?.dispose();\r\n this._morphData = null;\r\n this._renderBundle = {};\r\n RenderBundleWrapper.drawableChanged(this);\r\n }\r\n } else {\r\n if (!this._morphData) {\r\n this._morphData = {\r\n texture: new DRef()\r\n } as MorphData;\r\n }\r\n this._morphData.width = data.width;\r\n this._morphData.height = data.height;\r\n this._morphData.data = data.data.slice();\r\n if (data.texture?.get()) {\r\n this._morphData.texture!.set(data.texture.get());\r\n } else {\r\n const tex = getDevice().createTexture2D('rgba32f', data.width, data.height, {\r\n mipmapping: false,\r\n samplerOptions: {\r\n minFilter: 'nearest',\r\n magFilter: 'nearest',\r\n mipFilter: 'none'\r\n }\r\n })!;\r\n tex.update(data.data, 0, 0, data.width, data.height);\r\n this._morphData.texture!.set(tex);\r\n }\r\n this._renderBundle = {};\r\n RenderBundleWrapper.drawableChanged(this);\r\n }\r\n }\r\n /**\r\n * Sets the skinned bounding info\r\n * @param info - The skinned bounding info\r\n */\r\n setSkinnedBoundingInfo(info: Nullable<SkinnedBoundingBox>) {\r\n this._skinnedBoundingInfo = info;\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getMorphData}\r\n */\r\n getMorphData() {\r\n return this._morphData;\r\n }\r\n /**\r\n * Sets the buffer that contains the morph target information\r\n * @param info - The buffer that contains the morph target information\r\n */\r\n setMorphInfo(info: Nullable<MorphInfo>) {\r\n if (!info) {\r\n if (this._morphInfo) {\r\n this._morphInfo.buffer?.dispose();\r\n this._morphInfo = null;\r\n this._renderBundle = {};\r\n RenderBundleWrapper.drawableChanged(this);\r\n }\r\n } else {\r\n if (!this._morphInfo) {\r\n this._morphInfo = {\r\n buffer: new DRef()\r\n } as MorphInfo;\r\n }\r\n this._morphInfo.data = info.data.slice();\r\n this._morphInfo.names = { ...info.names };\r\n if (info.buffer?.get()) {\r\n this._morphInfo.buffer!.set(info.buffer.get());\r\n } else {\r\n const bufferType = new PBStructTypeInfo('dummy', 'std140', [\r\n {\r\n name: ShaderHelper.getMorphInfoUniformName(),\r\n type: new PBArrayTypeInfo(\r\n new PBPrimitiveTypeInfo(PBPrimitiveType.F32VEC4),\r\n 1 + MORPH_WEIGHTS_VECTOR_COUNT + MORPH_ATTRIBUTE_VECTOR_COUNT\r\n )\r\n }\r\n ]);\r\n const morphUniformBuffer = getDevice().createStructuredBuffer(\r\n bufferType,\r\n {\r\n usage: 'uniform'\r\n },\r\n info.data\r\n );\r\n this._morphInfo.buffer!.set(morphUniformBuffer);\r\n }\r\n this._morphDirty = false;\r\n this._renderBundle = {};\r\n RenderBundleWrapper.drawableChanged(this);\r\n }\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getMorphInfo}\r\n */\r\n getMorphInfo() {\r\n return this._morphInfo;\r\n }\r\n /**\r\n * Get the number of morph targets\r\n *\r\n * @returns The number of morph targets\r\n */\r\n getNumMorphTargets(): number {\r\n return this._morphInfo?.data[3] ?? 0;\r\n }\r\n /**\r\n * Get the name of the morph target by index\r\n *\r\n * @param index - The index of the morph target\r\n * @returns The name of the morph target, or null if not found\r\n */\r\n getMorphTargetName(index: number): Nullable<string> {\r\n if (this._morphInfo && index >= 0 && index < this._morphInfo.data[3]) {\r\n const name = Object.keys(this._morphInfo.names).find((key) => this._morphInfo!.names![key] === index);\r\n return name ?? null;\r\n }\r\n return null;\r\n }\r\n /**\r\n * Update morph target weight\r\n *\r\n * @param name - The name of the morph target\r\n * @param weight - The weight of the morph target\r\n */\r\n setMorphWeight(name: string, weight: number) {\r\n const index = this._morphInfo?.names?.[name];\r\n if (index !== undefined && index >= 0 && index < this._morphInfo!.data[3]) {\r\n if (this._morphInfo!.data[4 + index] !== weight) {\r\n this._morphInfo!.data[4 + index] = weight;\r\n this._morphDirty = true;\r\n this.scene!.queueUpdateNode(this);\r\n }\r\n } else {\r\n console.warn(`Morph target ${name} not found`);\r\n }\r\n }\r\n /**\r\n * Get morph target weight\r\n *\r\n * @param name - The name of the morph target\r\n * @returns The weight of the morph target, or 0 if not found\r\n */\r\n getMorphWeight(name: string): number {\r\n const index = this._morphInfo?.names?.[name];\r\n if (index !== undefined && index >= 0 && index < this._morphInfo!.data[3]) {\r\n return this._morphInfo!.data[4 + index];\r\n }\r\n return 0;\r\n }\r\n /**\r\n * Update morph target weight\r\n *\r\n * @param weight - The weights of the morph targets, the length should be less than or equal to ${MAX_MORPH_TARGETS}\r\n */\r\n updateMorphWeights(weight: number[]) {\r\n if (this._morphInfo && weight && weight.length <= this._morphInfo.data[3]) {\r\n this._morphInfo.data.set(weight, 4);\r\n this._morphDirty = true;\r\n this.scene!.queueUpdateNode(this);\r\n }\r\n }\r\n /** {@inheritDoc SceneNode.update} */\r\n update(frameId: number, elapsedInSeconds: number, deltaInSeconds: number) {\r\n super.update(frameId, elapsedInSeconds, deltaInSeconds);\r\n this.updateSkeletonState();\r\n this.updateMorphState();\r\n }\r\n /**\r\n * {@inheritDoc Drawable.isBatchable}\r\n */\r\n isBatchable(): this is BatchDrawable {\r\n return (\r\n this._batchable &&\r\n !this._boneMatrices.get() &&\r\n !this._morphData &&\r\n (this._material.get()?.isBatchable() ?? false)\r\n );\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getQueueType}\r\n */\r\n getQueueType() {\r\n return this.material?.getQueueType() ?? QUEUE_OPAQUE;\r\n }\r\n /**\r\n * {@inheritDoc Drawable.isUnlit}\r\n */\r\n isUnlit() {\r\n return !this.material?.supportLighting();\r\n }\r\n /**\r\n * {@inheritDoc Drawable.needSceneColor}\r\n */\r\n needSceneColor() {\r\n return this.material?.needSceneColor() ?? false;\r\n }\r\n /**\r\n * {@inheritDoc Drawable.needSceneDepth}\r\n */\r\n needSceneDepth() {\r\n return this.material?.needSceneDepth() ?? false;\r\n }\r\n /** @internal */\r\n private updateMorphState() {\r\n if (this._morphInfo && this._morphDirty) {\r\n console.log(`jawOpen: ${this._morphInfo.data[20]}`);\r\n this._morphInfo.buffer!.get()!.bufferSubData(4 * 4, this._morphInfo.data, 4, this._morphInfo.data[3]);\r\n this._morphDirty = false;\r\n }\r\n }\r\n /** @internal */\r\n private updateSkeletonState() {\r\n const skeleton = this._skeletonName && this.findSkeletonById(this._skeletonName);\r\n if (skeleton) {\r\n this.setBoneMatrices(skeleton.jointTexture);\r\n skeleton.computeBoundingBox(this._skinnedBoundingInfo!, this.invWorldMatrix);\r\n this.setAnimatedBoundingBox(this._skinnedBoundingInfo!.boundingBox);\r\n } else {\r\n this.setBoneMatrices(null);\r\n this.setAnimatedBoundingBox(null);\r\n }\r\n if (this._skeletonName) {\r\n this.scene!.queueUpdateNode(this);\r\n }\r\n }\r\n /**\r\n * {@inheritDoc Drawable.draw}\r\n */\r\n draw(ctx: DrawContext, renderQueue: Nullable<RenderQueue>, hash?: string) {\r\n const material = this.material;\r\n const primitive = this.primitive;\r\n if (material && primitive) {\r\n if (this._useRenderBundle && !ctx.instanceData && hash) {\r\n if (\r\n this._primitiveChangeTag !== primitive.changeTag ||\r\n this._materialChangeTag !== material.changeTag\r\n ) {\r\n this._renderBundle = {};\r\n this._primitiveChangeTag = primitive.changeTag;\r\n this._materialChangeTag = material.changeTag;\r\n }\r\n const renderBundle = this._renderBundle![hash];\r\n if (!renderBundle) {\r\n ctx.device.beginCapture();\r\n this.bind(ctx, renderQueue);\r\n material.draw(primitive, ctx);\r\n this._renderBundle![hash] = ctx.device.endCapture();\r\n } else {\r\n ctx.device.executeRenderBundle(renderBundle);\r\n }\r\n } else {\r\n this.bind(ctx, renderQueue);\r\n material.draw(primitive, ctx);\r\n }\r\n }\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getMaterial}\r\n */\r\n getMaterial() {\r\n return this.material;\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getPrimitive}\r\n */\r\n getPrimitive() {\r\n return this.primitive;\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getBoneMatrices}\r\n */\r\n getBoneMatrices() {\r\n return this._boneMatrices.get();\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getNode}\r\n */\r\n getNode() {\r\n // mesh transform should be ignored when skinned\r\n return this;\r\n }\r\n /** @internal */\r\n computeBoundingVolume() {\r\n let bbox: Nullable<BoundingVolume>;\r\n if (this._animatedBoundingBox) {\r\n bbox = this._animatedBoundingBox;\r\n } else {\r\n bbox = this._primitive.get()?.getBoundingVolume() ?? null;\r\n }\r\n return bbox;\r\n }\r\n /** Disposes the mesh node */\r\n protected onDispose() {\r\n super.onDispose();\r\n this._primitive.get()?.off('bv_changed', this._onBoundingboxChange, this);\r\n this._primitive.dispose();\r\n this._material.dispose();\r\n this._boneMatrices.dispose();\r\n this.setMorphData(null);\r\n this.setMorphInfo(null);\r\n this._renderBundle = null;\r\n RenderBundleWrapper.drawableChanged(this);\r\n }\r\n /** @internal */\r\n private _onBoundingboxChange() {\r\n this.invalidateBoundingVolume();\r\n }\r\n /** @internal */\r\n private static _defaultMaterial: Nullable<MeshMaterial> = null;\r\n /** @internal */\r\n private static _getDefaultMaterial() {\r\n if (!this._defaultMaterial) {\r\n this._defaultMaterial = new LambertMaterial();\r\n }\r\n return this._defaultMaterial;\r\n 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+
{"version":3,"file":"mesh.js","sources":["../../src/scene/mesh.ts"],"sourcesContent":["import type { Nullable } from '@zephyr3d/base';\r\nimport { applyMixins, DRef } from '@zephyr3d/base';\r\nimport { GraphNode } from './graph_node';\r\nimport type { MeshMaterial } from '../material';\r\nimport { LambertMaterial, ShaderHelper } from '../material';\r\nimport type {\r\n RenderPass,\r\n Primitive,\r\n BatchDrawable,\r\n DrawContext,\r\n PickTarget,\r\n MorphData,\r\n MorphInfo,\r\n RenderQueue\r\n} from '../render';\r\nimport {\r\n PBArrayTypeInfo,\r\n PBPrimitiveType,\r\n PBPrimitiveTypeInfo,\r\n PBStructTypeInfo,\r\n type RenderBundle,\r\n type Texture2D\r\n} from '@zephyr3d/device';\r\nimport type { Scene } from './scene';\r\nimport type { BoundingVolume } from '../utility/bounding_volume';\r\nimport type { BoundingBox } from '../utility/bounding_volume';\r\nimport { MORPH_ATTRIBUTE_VECTOR_COUNT, MORPH_WEIGHTS_VECTOR_COUNT, QUEUE_OPAQUE } from '../values';\r\nimport { mixinDrawable } from '../render/drawable_mixin';\r\nimport { RenderBundleWrapper } from '../render/renderbundle_wrapper';\r\nimport type { SceneNode } from './scene_node';\r\nimport { getDevice } from '../app/api';\r\nimport type { SkinnedBoundingBox } from '../animation';\r\n\r\nexport type MeshUpdateCallback = (frameId: number, elapsedInSeconds: number, deltaInSeconds: number) => void;\r\n/**\r\n * Mesh node\r\n * @public\r\n */\r\nexport class Mesh extends applyMixins(GraphNode, mixinDrawable) implements BatchDrawable {\r\n /** @internal */\r\n private readonly _primitive: DRef<Primitive>;\r\n /** @internal */\r\n private readonly _material: DRef<MeshMaterial>;\r\n /** @internal */\r\n protected _castShadow: boolean;\r\n /** @internal */\r\n protected _skinnedBoundingInfo: Nullable<SkinnedBoundingBox>;\r\n /** @internal */\r\n protected _animatedBoundingBox: Nullable<BoundingBox>;\r\n /** @internal */\r\n protected _skeletonName: string;\r\n /** @internal */\r\n protected _boneMatrices: DRef<Texture2D>;\r\n /** @internal */\r\n protected _morphData: Nullable<MorphData>;\r\n /** @internal */\r\n protected _morphInfo: Nullable<MorphInfo>;\r\n /** @internal */\r\n protected _morphDirty: boolean;\r\n /** @internal */\r\n protected _instanceHash: Nullable<string>;\r\n /** @internal */\r\n protected _batchable: boolean;\r\n /** @internal */\r\n protected _pickTarget: PickTarget;\r\n /** @internal */\r\n protected _skinAnimation: boolean;\r\n /** @internal */\r\n protected _suspendSkinning: boolean;\r\n /** @internal */\r\n protected _morphAnimation: boolean;\r\n /** @internal */\r\n protected _renderBundle: Nullable<Record<string, RenderBundle>>;\r\n /** @internal */\r\n protected _useRenderBundle: boolean;\r\n /** @internal */\r\n protected _materialChangeTag: Nullable<number>;\r\n /** @internal */\r\n protected _primitiveChangeTag: Nullable<number>;\r\n /** @internal */\r\n protected _postUpdateCallbacks: Set<MeshUpdateCallback>;\r\n /**\r\n * Creates an instance of mesh node\r\n * @param scene - The scene to which the mesh node belongs\r\n */\r\n constructor(scene: Scene, primitive?: Primitive, material?: MeshMaterial) {\r\n super(scene);\r\n this._primitive = new DRef();\r\n this._material = new DRef();\r\n this._castShadow = true;\r\n this._skinnedBoundingInfo = null;\r\n this._animatedBoundingBox = null;\r\n this._boneMatrices = new DRef();\r\n this._morphData = null;\r\n this._morphInfo = null;\r\n this._morphDirty = false;\r\n this._instanceHash = null;\r\n this._pickTarget = { node: this };\r\n this._batchable = getDevice().type !== 'webgl';\r\n this.primitive = primitive ?? null;\r\n this.material = material ?? Mesh._getDefaultMaterial();\r\n this._skinAnimation = false;\r\n this._suspendSkinning = false;\r\n this._skeletonName = '';\r\n this._morphAnimation = false;\r\n this._renderBundle = {};\r\n this._useRenderBundle = true;\r\n this._materialChangeTag = null;\r\n this._primitiveChangeTag = null;\r\n this._postUpdateCallbacks = new Set();\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getName}\r\n */\r\n getName() {\r\n return this._name;\r\n }\r\n /**\r\n * {@inheritDoc BatchDrawable.getInstanceId}\r\n */\r\n getInstanceId(_renderPass: RenderPass) {\r\n return `${this._instanceHash}:${this.worldMatrixDet >= 0}`;\r\n }\r\n /**\r\n * {@inheritDoc BatchDrawable.getInstanceUniforms}\r\n */\r\n getInstanceUniforms() {\r\n return this._material.get()!.$instanceUniforms;\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getPickTarget }\r\n */\r\n getPickTarget() {\r\n return this._pickTarget;\r\n }\r\n setPickTarget(node: SceneNode, label?: string) {\r\n this._pickTarget = { node, label };\r\n }\r\n get skeletonName() {\r\n return this._skeletonName;\r\n }\r\n set skeletonName(name) {\r\n if (name !== this._skeletonName) {\r\n this._skeletonName = name;\r\n this.updateSkeletonState();\r\n }\r\n }\r\n /** @internal */\r\n get skinnedBoundingInfo() {\r\n return this._skinnedBoundingInfo;\r\n }\r\n /** @internal */\r\n get skinAnimation() {\r\n return this._skinAnimation;\r\n }\r\n set skinAnimation(val) {\r\n this._skinAnimation = val;\r\n }\r\n /** @internal */\r\n get suspendSkinning() {\r\n return this._suspendSkinning;\r\n }\r\n set suspendSkinning(val) {\r\n this._suspendSkinning = !!val;\r\n }\r\n /** @internal */\r\n get morphAnimation() {\r\n return this._morphAnimation;\r\n }\r\n set morphAnimation(val) {\r\n this._morphAnimation = val;\r\n }\r\n /** Wether the mesh node casts shadows */\r\n get castShadow() {\r\n return this._castShadow;\r\n }\r\n set castShadow(b) {\r\n this._castShadow = b;\r\n }\r\n /** Primitive of the mesh */\r\n get primitive() {\r\n return this._primitive.get();\r\n }\r\n set primitive(prim) {\r\n const currentPrimitive = this._primitive.get();\r\n if (prim !== currentPrimitive) {\r\n if (currentPrimitive) {\r\n currentPrimitive.off('bv_changed', this._onBoundingboxChange, this);\r\n }\r\n this._primitive.set(prim);\r\n if (prim) {\r\n prim.on('bv_changed', this._onBoundingboxChange, this);\r\n }\r\n this._instanceHash =\r\n prim && this._material.get()\r\n ? `${this.constructor.name}:${this._scene!.id}:${prim.id}:${this._material.get()!.instanceId}`\r\n : null;\r\n this.invalidateBoundingVolume();\r\n RenderBundleWrapper.drawableChanged(this);\r\n this._primitiveChangeTag = null;\r\n }\r\n }\r\n /** Material of the mesh */\r\n get material() {\r\n return this._material.get();\r\n }\r\n set material(m) {\r\n if (this._material.get() !== m) {\r\n this._material.set(m);\r\n if (m) {\r\n RenderBundleWrapper.materialAttached(m.coreMaterial, this);\r\n }\r\n this._instanceHash =\r\n this._primitive.get() && m\r\n ? `${this.constructor.name}:${this._scene?.id ?? 0}:${this._primitive.get()!.id}:${m.instanceId}`\r\n : null;\r\n RenderBundleWrapper.drawableChanged(this);\r\n this._materialChangeTag = null;\r\n }\r\n }\r\n /**\r\n * {@inheritDoc SceneNode.isMesh}\r\n */\r\n isMesh(): this is Mesh {\r\n return true;\r\n }\r\n /**\r\n * Sets the bounding box for animation\r\n * @param bbox - The bounding box for animation\r\n */\r\n setAnimatedBoundingBox(bbox: Nullable<BoundingBox>) {\r\n this._animatedBoundingBox = bbox;\r\n this.invalidateBoundingVolume();\r\n }\r\n /**\r\n * Gets the bounding box for animation\r\n */\r\n getAnimatedBoundingBox() {\r\n return this._animatedBoundingBox ?? null;\r\n }\r\n /**\r\n * Sets the texture that contains the bone matrices for skeletal animation\r\n * @param matrices - The texture that contains the bone matrices\r\n */\r\n setBoneMatrices(matrices: Nullable<Texture2D>) {\r\n if (this._boneMatrices.get() !== matrices) {\r\n this._boneMatrices.set(matrices);\r\n this._renderBundle = {};\r\n RenderBundleWrapper.drawableChanged(this);\r\n }\r\n }\r\n /**\r\n * Sets the texture that contains the morph target data\r\n * @param data - The texture that contains the morph target data\r\n */\r\n setMorphData(data: Nullable<MorphData>) {\r\n if (!data) {\r\n if (this._morphData) {\r\n this._morphData?.texture?.dispose();\r\n this._morphData = null;\r\n this._renderBundle = {};\r\n RenderBundleWrapper.drawableChanged(this);\r\n }\r\n } else {\r\n if (!this._morphData) {\r\n this._morphData = {\r\n texture: new DRef()\r\n } as MorphData;\r\n }\r\n this._morphData.width = data.width;\r\n this._morphData.height = data.height;\r\n this._morphData.data = data.data.slice();\r\n if (data.texture?.get()) {\r\n this._morphData.texture!.set(data.texture.get());\r\n } else {\r\n const tex = getDevice().createTexture2D('rgba32f', data.width, data.height, {\r\n mipmapping: false,\r\n samplerOptions: {\r\n minFilter: 'nearest',\r\n magFilter: 'nearest',\r\n mipFilter: 'none'\r\n }\r\n })!;\r\n tex.update(data.data, 0, 0, data.width, data.height);\r\n this._morphData.texture!.set(tex);\r\n }\r\n this._renderBundle = {};\r\n RenderBundleWrapper.drawableChanged(this);\r\n }\r\n }\r\n /**\r\n * Sets the skinned bounding info\r\n * @param info - The skinned bounding info\r\n */\r\n setSkinnedBoundingInfo(info: Nullable<SkinnedBoundingBox>) {\r\n this._skinnedBoundingInfo = info;\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getMorphData}\r\n */\r\n getMorphData() {\r\n return this._morphData;\r\n }\r\n /**\r\n * Sets the buffer that contains the morph target information\r\n * @param info - The buffer that contains the morph target information\r\n */\r\n setMorphInfo(info: Nullable<MorphInfo>) {\r\n if (!info) {\r\n if (this._morphInfo) {\r\n this._morphInfo.buffer?.dispose();\r\n this._morphInfo = null;\r\n this._renderBundle = {};\r\n RenderBundleWrapper.drawableChanged(this);\r\n }\r\n } else {\r\n if (!this._morphInfo) {\r\n this._morphInfo = {\r\n buffer: new DRef()\r\n } as MorphInfo;\r\n }\r\n this._morphInfo.data = info.data.slice();\r\n this._morphInfo.names = { ...info.names };\r\n if (info.buffer?.get()) {\r\n this._morphInfo.buffer!.set(info.buffer.get());\r\n } else {\r\n const bufferType = new PBStructTypeInfo('dummy', 'std140', [\r\n {\r\n name: ShaderHelper.getMorphInfoUniformName(),\r\n type: new PBArrayTypeInfo(\r\n new PBPrimitiveTypeInfo(PBPrimitiveType.F32VEC4),\r\n 1 + MORPH_WEIGHTS_VECTOR_COUNT + MORPH_ATTRIBUTE_VECTOR_COUNT\r\n )\r\n }\r\n ]);\r\n const morphUniformBuffer = getDevice().createStructuredBuffer(\r\n bufferType,\r\n {\r\n usage: 'uniform'\r\n },\r\n info.data\r\n );\r\n this._morphInfo.buffer!.set(morphUniformBuffer);\r\n }\r\n this._morphDirty = false;\r\n this._renderBundle = {};\r\n RenderBundleWrapper.drawableChanged(this);\r\n }\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getMorphInfo}\r\n */\r\n getMorphInfo() {\r\n return this._morphInfo;\r\n }\r\n /**\r\n * Get the number of morph targets\r\n *\r\n * @returns The number of morph targets\r\n */\r\n getNumMorphTargets(): number {\r\n return this._morphInfo?.data[3] ?? 0;\r\n }\r\n /**\r\n * Get the name of the morph target by index\r\n *\r\n * @param index - The index of the morph target\r\n * @returns The name of the morph target, or null if not found\r\n */\r\n getMorphTargetName(index: number): Nullable<string> {\r\n if (this._morphInfo && index >= 0 && index < this._morphInfo.data[3]) {\r\n const name = Object.keys(this._morphInfo.names).find((key) => this._morphInfo!.names![key] === index);\r\n return name ?? null;\r\n }\r\n return null;\r\n }\r\n /**\r\n * Update morph target weight\r\n *\r\n * @param name - The name of the morph target\r\n * @param weight - The weight of the morph target\r\n */\r\n setMorphWeight(name: string, weight: number) {\r\n const index = this._morphInfo?.names?.[name];\r\n if (index !== undefined && index >= 0 && index < this._morphInfo!.data[3]) {\r\n if (this._morphInfo!.data[4 + index] !== weight) {\r\n this._morphInfo!.data[4 + index] = weight;\r\n this._morphDirty = true;\r\n this.scene!.queueUpdateNode(this);\r\n }\r\n } else {\r\n console.warn(`Morph target ${name} not found`);\r\n }\r\n }\r\n /**\r\n * Get morph target weight\r\n *\r\n * @param name - The name of the morph target\r\n * @returns The weight of the morph target, or 0 if not found\r\n */\r\n getMorphWeight(name: string): number {\r\n const index = this._morphInfo?.names?.[name];\r\n if (index !== undefined && index >= 0 && index < this._morphInfo!.data[3]) {\r\n return this._morphInfo!.data[4 + index];\r\n }\r\n return 0;\r\n }\r\n /**\r\n * Update morph target weight\r\n *\r\n * @param weight - The weights of the morph targets, the length should be less than or equal to ${MAX_MORPH_TARGETS}\r\n */\r\n updateMorphWeights(weight: number[]) {\r\n if (this._morphInfo && weight && weight.length <= this._morphInfo.data[3]) {\r\n this._morphInfo.data.set(weight, 4);\r\n this._morphDirty = true;\r\n this.scene!.queueUpdateNode(this);\r\n }\r\n }\r\n /** {@inheritDoc SceneNode.update} */\r\n update(frameId: number, elapsedInSeconds: number, deltaInSeconds: number) {\r\n super.update(frameId, elapsedInSeconds, deltaInSeconds);\r\n this.updateSkeletonState();\r\n this.updateMorphState();\r\n if (this._postUpdateCallbacks.size > 0) {\r\n for (const callback of this._postUpdateCallbacks) {\r\n callback(frameId, elapsedInSeconds, deltaInSeconds);\r\n }\r\n }\r\n }\r\n /** @internal */\r\n addPostUpdateCallback(callback: MeshUpdateCallback) {\r\n if (callback) {\r\n this._postUpdateCallbacks.add(callback);\r\n }\r\n }\r\n /** @internal */\r\n removePostUpdateCallback(callback: MeshUpdateCallback) {\r\n if (callback) {\r\n this._postUpdateCallbacks.delete(callback);\r\n }\r\n }\r\n /**\r\n * {@inheritDoc Drawable.isBatchable}\r\n */\r\n isBatchable(): this is BatchDrawable {\r\n return (\r\n this._batchable &&\r\n !this._boneMatrices.get() &&\r\n !this._morphData &&\r\n (this._material.get()?.isBatchable() ?? false)\r\n );\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getQueueType}\r\n */\r\n getQueueType() {\r\n return this.material?.getQueueType() ?? QUEUE_OPAQUE;\r\n }\r\n /**\r\n * {@inheritDoc Drawable.isUnlit}\r\n */\r\n isUnlit() {\r\n return !this.material?.supportLighting();\r\n }\r\n /**\r\n * {@inheritDoc Drawable.needSceneColor}\r\n */\r\n needSceneColor() {\r\n return this.material?.needSceneColor() ?? false;\r\n }\r\n /**\r\n * {@inheritDoc Drawable.needSceneDepth}\r\n */\r\n needSceneDepth() {\r\n return this.material?.needSceneDepth() ?? false;\r\n }\r\n /** @internal */\r\n private updateMorphState() {\r\n if (this._morphInfo && this._morphDirty) {\r\n console.log(`jawOpen: ${this._morphInfo.data[20]}`);\r\n this._morphInfo.buffer!.get()!.bufferSubData(4 * 4, this._morphInfo.data, 4, this._morphInfo.data[3]);\r\n this._morphDirty = false;\r\n }\r\n }\r\n /** @internal */\r\n private updateSkeletonState() {\r\n if (this._suspendSkinning) {\r\n this.setBoneMatrices(null);\r\n this.setAnimatedBoundingBox(null);\r\n return;\r\n }\r\n const skeleton = this._skeletonName && this.findSkeletonById(this._skeletonName);\r\n if (skeleton) {\r\n this.setBoneMatrices(skeleton.jointTexture);\r\n skeleton.computeBoundingBox(this._skinnedBoundingInfo!, this.invWorldMatrix);\r\n this.setAnimatedBoundingBox(this._skinnedBoundingInfo!.boundingBox);\r\n } else {\r\n this.setBoneMatrices(null);\r\n this.setAnimatedBoundingBox(null);\r\n }\r\n if (this._skeletonName) {\r\n this.scene!.queueUpdateNode(this);\r\n }\r\n }\r\n /**\r\n * {@inheritDoc Drawable.draw}\r\n */\r\n draw(ctx: DrawContext, renderQueue: Nullable<RenderQueue>, hash?: string) {\r\n const material = this.material;\r\n const primitive = this.primitive;\r\n if (material && primitive) {\r\n if (this._useRenderBundle && !ctx.instanceData && hash) {\r\n if (\r\n this._primitiveChangeTag !== primitive.changeTag ||\r\n this._materialChangeTag !== material.changeTag\r\n ) {\r\n this._renderBundle = {};\r\n this._primitiveChangeTag = primitive.changeTag;\r\n this._materialChangeTag = material.changeTag;\r\n }\r\n const renderBundle = this._renderBundle![hash];\r\n if (!renderBundle) {\r\n ctx.device.beginCapture();\r\n this.bind(ctx, renderQueue);\r\n material.draw(primitive, ctx);\r\n this._renderBundle![hash] = ctx.device.endCapture();\r\n } else {\r\n ctx.device.executeRenderBundle(renderBundle);\r\n }\r\n } else {\r\n this.bind(ctx, renderQueue);\r\n material.draw(primitive, ctx);\r\n }\r\n }\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getMaterial}\r\n */\r\n getMaterial() {\r\n return this.material;\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getPrimitive}\r\n */\r\n getPrimitive() {\r\n return this.primitive;\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getBoneMatrices}\r\n */\r\n getBoneMatrices() {\r\n return this._boneMatrices.get();\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getNode}\r\n */\r\n getNode() {\r\n // mesh transform should be ignored when skinned\r\n return this;\r\n }\r\n /** @internal */\r\n computeBoundingVolume() {\r\n let bbox: Nullable<BoundingVolume>;\r\n if (this._animatedBoundingBox) {\r\n bbox = this._animatedBoundingBox;\r\n } else {\r\n bbox = this._primitive.get()?.getBoundingVolume() ?? null;\r\n }\r\n return bbox;\r\n }\r\n /** Disposes the mesh node */\r\n protected onDispose() {\r\n super.onDispose();\r\n this._primitive.get()?.off('bv_changed', this._onBoundingboxChange, this);\r\n this._primitive.dispose();\r\n this._material.dispose();\r\n this._boneMatrices.dispose();\r\n this.setMorphData(null);\r\n this.setMorphInfo(null);\r\n this._renderBundle = null;\r\n RenderBundleWrapper.drawableChanged(this);\r\n }\r\n /** @internal */\r\n private _onBoundingboxChange() {\r\n this.invalidateBoundingVolume();\r\n }\r\n /** @internal */\r\n private static _defaultMaterial: Nullable<MeshMaterial> = null;\r\n /** @internal */\r\n private static _getDefaultMaterial() {\r\n if (!this._defaultMaterial) {\r\n this._defaultMaterial = new LambertMaterial();\r\n }\r\n return this._defaultMaterial;\r\n 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@@ -3,6 +3,8 @@ import { GraphNode } from './graph_node.js';
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3
3
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import { BoundingBox } from '../utility/bounding_volume.js';
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4
4
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import { mixinDrawable } from '../render/drawable_mixin.js';
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5
5
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import { QUEUE_OPAQUE } from '../values.js';
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6
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+
import '../render/render_queue.js';
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7
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+
import { Primitive } from '../render/primitive.js';
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6
8
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import '@zephyr3d/device';
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7
9
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import '../material/shader/helper.js';
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8
10
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import '../material/lambert.js';
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@@ -18,8 +20,7 @@ import '../material/pbrblueprint.js';
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18
20
|
import '../material/sprite.js';
|
|
19
21
|
import '../material/sprite_std.js';
|
|
20
22
|
import '../utility/blueprint/material/texture.js';
|
|
21
|
-
import '../render/
|
|
22
|
-
import { Primitive } from '../render/primitive.js';
|
|
23
|
+
import '../render/rendergraph/forward_plus_builder.js';
|
|
23
24
|
import '../render/sky.js';
|
|
24
25
|
import '../render/clipmap.js';
|
|
25
26
|
import '../shaders/atmosphere.js';
|