@zephyr3d/scene 0.9.1 → 0.9.3
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 +2 -0
- package/dist/animation/animationset.js.map +1 -1
- package/dist/animation/cloth/gpu_cloth_system.js +9 -1
- package/dist/animation/cloth/gpu_cloth_system.js.map +1 -1
- package/dist/animation/fixed_geometry_cache_track.js +5 -1
- package/dist/animation/fixed_geometry_cache_track.js.map +1 -1
- package/dist/animation/geometry_cache_utils.js +20 -4
- package/dist/animation/geometry_cache_utils.js.map +1 -1
- package/dist/animation/ik/ik_angle_constraint.js +2 -6
- package/dist/animation/ik/ik_angle_constraint.js.map +1 -1
- package/dist/animation/ik/ik_chain_builder.js +68 -0
- package/dist/animation/ik/ik_chain_builder.js.map +1 -0
- package/dist/animation/ik/ik_pole_constraint.js +2 -7
- package/dist/animation/ik/ik_pole_constraint.js.map +1 -1
- package/dist/animation/ik/two_bone_ik_solver.js +2 -6
- package/dist/animation/ik/two_bone_ik_solver.js.map +1 -1
- package/dist/animation/joint_dynamics/collision.js +60 -12
- package/dist/animation/joint_dynamics/collision.js.map +1 -1
- package/dist/animation/joint_dynamics/constraints.js +20 -4
- package/dist/animation/joint_dynamics/constraints.js.map +1 -1
- package/dist/animation/joint_dynamics/controller.js +94 -46
- package/dist/animation/joint_dynamics/controller.js.map +1 -1
- package/dist/animation/joint_dynamics/math.js +16 -0
- package/dist/animation/joint_dynamics/math.js.map +1 -0
- package/dist/animation/joint_dynamics/solver.js +21 -11
- package/dist/animation/joint_dynamics/solver.js.map +1 -1
- package/dist/animation/joint_dynamics/types.js +15 -3
- package/dist/animation/joint_dynamics/types.js.map +1 -1
- package/dist/animation/pca_geometry_cache_track.js +5 -1
- package/dist/animation/pca_geometry_cache_track.js.map +1 -1
- package/dist/animation/skeleton.js +2 -2
- package/dist/animation/skeleton.js.map +1 -1
- package/dist/animation/skeleton_modifier.js +2 -6
- package/dist/animation/skeleton_modifier.js.map +1 -1
- package/dist/animation/spring/spring_particle.js +4 -4
- package/dist/animation/spring/spring_particle.js.map +1 -1
- package/dist/animation/spring/spring_system.js +13 -40
- package/dist/animation/spring/spring_system.js.map +1 -1
- package/dist/animation/spring2/constraints.js.map +1 -1
- package/dist/animation/spring2/controller.js +64 -64
- package/dist/animation/spring2/controller.js.map +1 -1
- package/dist/animation/spring2/math.js.map +1 -1
- package/dist/animation/spring2/spring_system.js +8 -8
- package/dist/animation/spring2/spring_system.js.map +1 -1
- package/dist/app/app.js.map +1 -1
- package/dist/app/engine.js +1 -1
- package/dist/app/engine.js.map +1 -1
- package/dist/app/screen.js +4 -4
- package/dist/app/screen.js.map +1 -1
- package/dist/app/scriptingsystem.js +24 -1
- package/dist/app/scriptingsystem.js.map +1 -1
- package/dist/app/scriptregistry.js +22 -1
- package/dist/app/scriptregistry.js.map +1 -1
- package/dist/asset/assetmanager.js +2 -2
- package/dist/asset/assetmanager.js.map +1 -1
- package/dist/asset/model.js +60 -60
- package/dist/asset/model.js.map +1 -1
- package/dist/camera/camera.js +1 -1
- package/dist/camera/camera.js.map +1 -1
- package/dist/camera/orbit.js.map +1 -1
- package/dist/index.d.ts +795 -266
- package/dist/index.js +3 -2
- package/dist/index.js.map +1 -1
- package/dist/material/material.js +3 -1
- package/dist/material/material.js.map +1 -1
- package/dist/material/mixins/lightmodel/pbrmetallicroughness.js.map +1 -1
- package/dist/material/shader/helper.js +281 -278
- package/dist/material/shader/helper.js.map +1 -1
- package/dist/material/sprite.js +6 -6
- package/dist/material/sprite.js.map +1 -1
- package/dist/material/terrain-cm.js +2 -2
- package/dist/material/terrain-cm.js.map +1 -1
- package/dist/node_modules/@zephyr3d/runtime/dist/runtime/runtimemgr.js +38 -0
- package/dist/node_modules/@zephyr3d/runtime/dist/runtime/runtimemgr.js.map +1 -0
- package/dist/node_modules/@zephyr3d/runtime/dist/runtime/runtimescript.js +10 -0
- package/dist/node_modules/@zephyr3d/runtime/dist/runtime/runtimescript.js.map +1 -0
- package/dist/node_modules/@zephyr3d/runtime/dist/runtime/scriptingsystem.js +127 -0
- package/dist/node_modules/@zephyr3d/runtime/dist/runtime/scriptingsystem.js.map +1 -0
- package/dist/node_modules/@zephyr3d/runtime/dist/runtime/scriptregistry.js +263 -0
- package/dist/node_modules/@zephyr3d/runtime/dist/runtime/scriptregistry.js.map +1 -0
- package/dist/posteffect/taa.js +31 -39
- package/dist/posteffect/taa.js.map +1 -1
- package/dist/render/cluster_light.js +3 -4
- package/dist/render/cluster_light.js.map +1 -1
- package/dist/render/drawable.js +5 -1
- package/dist/render/drawable.js.map +1 -1
- package/dist/render/rendergraph/device_pool_allocator.js +29 -3
- package/dist/render/rendergraph/device_pool_allocator.js.map +1 -1
- package/dist/render/rendergraph/executor.js +283 -33
- package/dist/render/rendergraph/executor.js.map +1 -1
- package/dist/render/rendergraph/forward_plus_builder.js +338 -108
- package/dist/render/rendergraph/forward_plus_builder.js.map +1 -1
- package/dist/render/rendergraph/history_resource_manager.js +195 -115
- package/dist/render/rendergraph/history_resource_manager.js.map +1 -1
- package/dist/render/rendergraph/history_resources.js +10 -0
- package/dist/render/rendergraph/history_resources.js.map +1 -0
- package/dist/render/rendergraph/rendergraph.js +162 -35
- package/dist/render/rendergraph/rendergraph.js.map +1 -1
- package/dist/render/rendergraph/types.js +25 -5
- package/dist/render/rendergraph/types.js.map +1 -1
- package/dist/render/rendertarget.js +5 -1
- package/dist/render/rendertarget.js.map +1 -1
- package/dist/render/screenrendertarget.js +5 -1
- package/dist/render/screenrendertarget.js.map +1 -1
- package/dist/render/sky.js +4 -4
- package/dist/render/sky.js.map +1 -1
- package/dist/scene/basesprite.js +2 -2
- package/dist/scene/basesprite.js.map +1 -1
- package/dist/scene/graph_node.js +1 -1
- package/dist/scene/graph_node.js.map +1 -1
- package/dist/scene/mesh.js +81 -97
- package/dist/scene/mesh.js.map +1 -1
- package/dist/scene/particlesys.js +1 -1
- package/dist/scene/particlesys.js.map +1 -1
- package/dist/scene/scene_node.js +228 -228
- package/dist/scene/scene_node.js.map +1 -1
- package/dist/scene/script_attachment.js +15 -3
- package/dist/scene/script_attachment.js.map +1 -1
- package/dist/scene/terrain-cm/terrain-cm.js +3 -3
- package/dist/scene/terrain-cm/terrain-cm.js.map +1 -1
- package/dist/shadow/shadowmapper.js.map +1 -1
- package/dist/shapes/box.js +1 -1
- package/dist/shapes/box.js.map +1 -1
- package/dist/shapes/capsule.js +0 -3
- package/dist/shapes/capsule.js.map +1 -1
- package/dist/shapes/cylinder.js +0 -3
- package/dist/shapes/cylinder.js.map +1 -1
- package/dist/shapes/plane.js +0 -3
- package/dist/shapes/plane.js.map +1 -1
- package/dist/shapes/tetrahedron.js +3 -9
- package/dist/shapes/tetrahedron.js.map +1 -1
- package/dist/shapes/torus.js +94 -66
- package/dist/shapes/torus.js.map +1 -1
- package/dist/src/animation/animation.js +127 -0
- package/dist/src/animation/animation.js.map +1 -0
- package/dist/src/animation/animationset.js +255 -0
- package/dist/src/animation/animationset.js.map +1 -0
- package/dist/src/animation/animationtrack.js +34 -0
- package/dist/src/animation/animationtrack.js.map +1 -0
- package/dist/src/animation/eulerrotationtrack.js +52 -0
- package/dist/src/animation/eulerrotationtrack.js.map +1 -0
- package/dist/src/animation/morphtarget.js +93 -0
- package/dist/src/animation/morphtarget.js.map +1 -0
- package/dist/src/animation/morphtrack.js +70 -0
- package/dist/src/animation/morphtrack.js.map +1 -0
- package/dist/src/animation/proptrack.js +161 -0
- package/dist/src/animation/proptrack.js.map +1 -0
- package/dist/src/animation/rotationtrack.js +51 -0
- package/dist/src/animation/rotationtrack.js.map +1 -0
- package/dist/src/animation/scaletrack.js +50 -0
- package/dist/src/animation/scaletrack.js.map +1 -0
- package/dist/src/animation/skeleton.js +204 -0
- package/dist/src/animation/skeleton.js.map +1 -0
- package/dist/src/animation/translationtrack.js +50 -0
- package/dist/src/animation/translationtrack.js.map +1 -0
- package/dist/src/app/app.js +129 -0
- package/dist/src/app/app.js.map +1 -0
- package/dist/src/app/inputmgr.js +267 -0
- package/dist/src/app/inputmgr.js.map +1 -0
- package/dist/src/asset/assetmanager.js +404 -0
- package/dist/src/asset/assetmanager.js.map +1 -0
- package/dist/src/asset/builtin.js +337 -0
- package/dist/src/asset/builtin.js.map +1 -0
- package/dist/src/asset/loaders/dds/dds.js +470 -0
- package/dist/src/asset/loaders/dds/dds.js.map +1 -0
- package/dist/src/asset/loaders/dds/dds_loader.js +28 -0
- package/dist/src/asset/loaders/dds/dds_loader.js.map +1 -0
- package/dist/src/asset/loaders/gltf/gltf_loader.js +1265 -0
- package/dist/src/asset/loaders/gltf/gltf_loader.js.map +1 -0
- package/dist/src/asset/loaders/gltf/helpers.js +327 -0
- package/dist/src/asset/loaders/gltf/helpers.js.map +1 -0
- package/dist/src/asset/loaders/hdr/hdr.js +180 -0
- package/dist/src/asset/loaders/hdr/hdr.js.map +1 -0
- package/dist/src/asset/loaders/image/tga_Loader.js +116 -0
- package/dist/src/asset/loaders/image/tga_Loader.js.map +1 -0
- package/dist/src/asset/loaders/image/webimage_loader.js +63 -0
- package/dist/src/asset/loaders/image/webimage_loader.js.map +1 -0
- package/dist/src/asset/loaders/loader.js +45 -0
- package/dist/src/asset/loaders/loader.js.map +1 -0
- package/dist/src/asset/model.js +414 -0
- package/dist/src/asset/model.js.map +1 -0
- package/dist/src/blitter/bilateralblur.js +221 -0
- package/dist/src/blitter/bilateralblur.js.map +1 -0
- package/dist/src/blitter/blitter.js +390 -0
- package/dist/src/blitter/blitter.js.map +1 -0
- package/dist/src/blitter/box.js +118 -0
- package/dist/src/blitter/box.js.map +1 -0
- package/dist/src/blitter/copy.js +22 -0
- package/dist/src/blitter/copy.js.map +1 -0
- package/dist/src/blitter/gaussianblur.js +228 -0
- package/dist/src/blitter/gaussianblur.js.map +1 -0
- package/dist/src/camera/base.js +92 -0
- package/dist/src/camera/base.js.map +1 -0
- package/dist/src/camera/camera.js +1005 -0
- package/dist/src/camera/camera.js.map +1 -0
- package/dist/src/camera/fps.js +238 -0
- package/dist/src/camera/fps.js.map +1 -0
- package/dist/src/camera/orbit.js +245 -0
- package/dist/src/camera/orbit.js.map +1 -0
- package/dist/src/camera/orthocamera.js +167 -0
- package/dist/src/camera/orthocamera.js.map +1 -0
- package/dist/src/camera/perspectivecamera.js +141 -0
- package/dist/src/camera/perspectivecamera.js.map +1 -0
- package/dist/src/index.js +120 -0
- package/dist/src/index.js.map +1 -0
- package/dist/src/material/blinn.js +81 -0
- package/dist/src/material/blinn.js.map +1 -0
- package/dist/src/material/grassmaterial.js +113 -0
- package/dist/src/material/grassmaterial.js.map +1 -0
- package/dist/src/material/lambert.js +92 -0
- package/dist/src/material/lambert.js.map +1 -0
- package/dist/src/material/material.js +301 -0
- package/dist/src/material/material.js.map +1 -0
- package/dist/src/material/meshmaterial.js +704 -0
- package/dist/src/material/meshmaterial.js.map +1 -0
- package/dist/src/material/mixins/albedocolor.js +76 -0
- package/dist/src/material/mixins/albedocolor.js.map +1 -0
- package/dist/src/material/mixins/foliage.js +47 -0
- package/dist/src/material/mixins/foliage.js.map +1 -0
- package/dist/src/material/mixins/lightmodel/blinnphong.js +112 -0
- package/dist/src/material/mixins/lightmodel/blinnphong.js.map +1 -0
- package/dist/src/material/mixins/lightmodel/lambert.js +58 -0
- package/dist/src/material/mixins/lightmodel/lambert.js.map +1 -0
- package/dist/src/material/mixins/lightmodel/pbrmetallicroughness.js +178 -0
- package/dist/src/material/mixins/lightmodel/pbrmetallicroughness.js.map +1 -0
- package/dist/src/material/mixins/lightmodel/pbrspecularglossness.js +139 -0
- package/dist/src/material/mixins/lightmodel/pbrspecularglossness.js.map +1 -0
- package/dist/src/material/mixins/lit.js +476 -0
- package/dist/src/material/mixins/lit.js.map +1 -0
- package/dist/src/material/mixins/pbr/common.js +918 -0
- package/dist/src/material/mixins/pbr/common.js.map +1 -0
- package/dist/src/material/mixins/texture.js +172 -0
- package/dist/src/material/mixins/texture.js.map +1 -0
- package/dist/src/material/mixins/vertexcolor.js +56 -0
- package/dist/src/material/mixins/vertexcolor.js.map +1 -0
- package/dist/src/material/particle.js +178 -0
- package/dist/src/material/particle.js.map +1 -0
- package/dist/src/material/pbrmr.js +97 -0
- package/dist/src/material/pbrmr.js.map +1 -0
- package/dist/src/material/pbrsg.js +97 -0
- package/dist/src/material/pbrsg.js.map +1 -0
- package/dist/src/material/shader/helper.js +1209 -0
- package/dist/src/material/shader/helper.js.map +1 -0
- package/dist/src/material/terrain-cm.js +606 -0
- package/dist/src/material/terrain-cm.js.map +1 -0
- package/dist/src/material/terrainmaterial.js +375 -0
- package/dist/src/material/terrainmaterial.js.map +1 -0
- package/dist/src/material/unlit.js +41 -0
- package/dist/src/material/unlit.js.map +1 -0
- package/dist/src/material/water.js +417 -0
- package/dist/src/material/water.js.map +1 -0
- package/dist/src/posteffect/bloom.js +361 -0
- package/dist/src/posteffect/bloom.js.map +1 -0
- package/dist/src/posteffect/compositor.js +226 -0
- package/dist/src/posteffect/compositor.js.map +1 -0
- package/dist/src/posteffect/fxaa.js +273 -0
- package/dist/src/posteffect/fxaa.js.map +1 -0
- package/dist/src/posteffect/grayscale.js +69 -0
- package/dist/src/posteffect/grayscale.js.map +1 -0
- package/dist/src/posteffect/motionblur.js +96 -0
- package/dist/src/posteffect/motionblur.js.map +1 -0
- package/dist/src/posteffect/posteffect.js +126 -0
- package/dist/src/posteffect/posteffect.js.map +1 -0
- package/dist/src/posteffect/sao.js +324 -0
- package/dist/src/posteffect/sao.js.map +1 -0
- package/dist/src/posteffect/ssr.js +489 -0
- package/dist/src/posteffect/ssr.js.map +1 -0
- package/dist/src/posteffect/taa.js +172 -0
- package/dist/src/posteffect/taa.js.map +1 -0
- package/dist/src/posteffect/tonemap.js +94 -0
- package/dist/src/posteffect/tonemap.js.map +1 -0
- package/dist/src/render/abuffer_oit.js +361 -0
- package/dist/src/render/abuffer_oit.js.map +1 -0
- package/dist/src/render/clipmap.js +851 -0
- package/dist/src/render/clipmap.js.map +1 -0
- package/dist/src/render/cluster_light.js +333 -0
- package/dist/src/render/cluster_light.js.map +1 -0
- package/dist/src/render/cull_visitor.js +187 -0
- package/dist/src/render/cull_visitor.js.map +1 -0
- package/dist/src/render/depthpass.js +68 -0
- package/dist/src/render/depthpass.js.map +1 -0
- package/dist/src/render/drawable_mixin.js +227 -0
- package/dist/src/render/drawable_mixin.js.map +1 -0
- package/dist/src/render/envlight.js +463 -0
- package/dist/src/render/envlight.js.map +1 -0
- package/dist/src/render/fbm_wavegenerator.js +251 -0
- package/dist/src/render/fbm_wavegenerator.js.map +1 -0
- package/dist/src/render/fft_wavegenerator.js +1006 -0
- package/dist/src/render/fft_wavegenerator.js.map +1 -0
- package/dist/src/render/fullscreenquad.js +38 -0
- package/dist/src/render/fullscreenquad.js.map +1 -0
- package/dist/src/render/gerstner_wavegenerator.js +314 -0
- package/dist/src/render/gerstner_wavegenerator.js.map +1 -0
- package/dist/src/render/globalbindgroup_allocator.js +60 -0
- package/dist/src/render/globalbindgroup_allocator.js.map +1 -0
- package/dist/src/render/hzb.js +273 -0
- package/dist/src/render/hzb.js.map +1 -0
- package/dist/src/render/lightpass.js +172 -0
- package/dist/src/render/lightpass.js.map +1 -0
- package/dist/src/render/objectcolorpass.js +51 -0
- package/dist/src/render/objectcolorpass.js.map +1 -0
- package/dist/src/render/primitive.js +364 -0
- package/dist/src/render/primitive.js.map +1 -0
- package/dist/src/render/render_queue.js +467 -0
- package/dist/src/render/render_queue.js.map +1 -0
- package/dist/src/render/renderbundle_wrapper.js +152 -0
- package/dist/src/render/renderbundle_wrapper.js.map +1 -0
- package/dist/src/render/renderer.js +455 -0
- package/dist/src/render/renderer.js.map +1 -0
- package/dist/src/render/renderpass.js +200 -0
- package/dist/src/render/renderpass.js.map +1 -0
- package/dist/src/render/shadowmap_pass.js +56 -0
- package/dist/src/render/shadowmap_pass.js.map +1 -0
- package/dist/src/render/sky.js +1103 -0
- package/dist/src/render/sky.js.map +1 -0
- package/dist/src/render/weightedblended_oit.js +168 -0
- package/dist/src/render/weightedblended_oit.js.map +1 -0
- package/dist/src/scene/batchgroup.js +162 -0
- package/dist/src/scene/batchgroup.js.map +1 -0
- package/dist/src/scene/environment.js +209 -0
- package/dist/src/scene/environment.js.map +1 -0
- package/dist/src/scene/graph_node.js +72 -0
- package/dist/src/scene/graph_node.js.map +1 -0
- package/dist/src/scene/light.js +416 -0
- package/dist/src/scene/light.js.map +1 -0
- package/dist/src/scene/mesh.js +341 -0
- package/dist/src/scene/mesh.js.map +1 -0
- package/dist/src/scene/octree.js +649 -0
- package/dist/src/scene/octree.js.map +1 -0
- package/dist/src/scene/particlesys.js +738 -0
- package/dist/src/scene/particlesys.js.map +1 -0
- package/dist/src/scene/raycast_visitor.js +103 -0
- package/dist/src/scene/raycast_visitor.js.map +1 -0
- package/dist/src/scene/scene.js +284 -0
- package/dist/src/scene/scene.js.map +1 -0
- package/dist/src/scene/scene_node.js +732 -0
- package/dist/src/scene/scene_node.js.map +1 -0
- package/dist/src/scene/terrain/grass.js +278 -0
- package/dist/src/scene/terrain/grass.js.map +1 -0
- package/dist/src/scene/terrain/heightfield.js +475 -0
- package/dist/src/scene/terrain/heightfield.js.map +1 -0
- package/dist/src/scene/terrain/patch.js +530 -0
- package/dist/src/scene/terrain/patch.js.map +1 -0
- package/dist/src/scene/terrain/quadtree.js +461 -0
- package/dist/src/scene/terrain/quadtree.js.map +1 -0
- package/dist/src/scene/terrain/terrain.js +246 -0
- package/dist/src/scene/terrain/terrain.js.map +1 -0
- package/dist/src/scene/terrain-cm/grass.js +594 -0
- package/dist/src/scene/terrain-cm/grass.js.map +1 -0
- package/dist/src/scene/terrain-cm/grassmaterial.js +159 -0
- package/dist/src/scene/terrain-cm/grassmaterial.js.map +1 -0
- package/dist/src/scene/terrain-cm/terrain-cm.js +538 -0
- package/dist/src/scene/terrain-cm/terrain-cm.js.map +1 -0
- package/dist/src/scene/water.js +374 -0
- package/dist/src/scene/water.js.map +1 -0
- package/dist/src/shaders/atmosphere.js +957 -0
- package/dist/src/shaders/atmosphere.js.map +1 -0
- package/dist/src/shaders/fog.js +112 -0
- package/dist/src/shaders/fog.js.map +1 -0
- package/dist/src/shaders/misc.js +266 -0
- package/dist/src/shaders/misc.js.map +1 -0
- package/dist/src/shaders/noise.js +222 -0
- package/dist/src/shaders/noise.js.map +1 -0
- package/dist/src/shaders/pbr.js +51 -0
- package/dist/src/shaders/pbr.js.map +1 -0
- package/dist/src/shaders/shadow.js +636 -0
- package/dist/src/shaders/shadow.js.map +1 -0
- package/dist/src/shaders/ssr.js +490 -0
- package/dist/src/shaders/ssr.js.map +1 -0
- package/dist/src/shaders/temporal.js +215 -0
- package/dist/src/shaders/temporal.js.map +1 -0
- package/dist/src/shaders/water.js +756 -0
- package/dist/src/shaders/water.js.map +1 -0
- package/dist/src/shadow/esm.js +237 -0
- package/dist/src/shadow/esm.js.map +1 -0
- package/dist/src/shadow/pcf_opt.js +181 -0
- package/dist/src/shadow/pcf_opt.js.map +1 -0
- package/dist/src/shadow/pcf_pd.js +189 -0
- package/dist/src/shadow/pcf_pd.js.map +1 -0
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- package/dist/render/sky_motion_vector.js +0 -85
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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 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{"version":3,"file":"mesh.js","sources":["../../src/scene/mesh.ts"],"sourcesContent":["import type { Nullable } from '@zephyr3d/base';\nimport { applyMixins, DRef } from '@zephyr3d/base';\nimport { GraphNode } from './graph_node';\nimport type { MeshMaterial } from '../material';\nimport { LambertMaterial, ShaderHelper } from '../material';\nimport type {\n RenderPass,\n Primitive,\n BatchDrawable,\n DrawContext,\n PickTarget,\n MorphData,\n MorphInfo,\n RenderQueue\n} from '../render';\nimport {\n PBArrayTypeInfo,\n PBPrimitiveType,\n PBPrimitiveTypeInfo,\n PBStructTypeInfo,\n type RenderBundle,\n type Texture2D\n} from '@zephyr3d/device';\nimport type { Scene } from './scene';\nimport type { BoundingVolume } from '../utility/bounding_volume';\nimport type { BoundingBox } from '../utility/bounding_volume';\nimport { MORPH_ATTRIBUTE_VECTOR_COUNT, MORPH_WEIGHTS_VECTOR_COUNT, QUEUE_OPAQUE } from '../values';\nimport { mixinDrawable } from '../render/drawable_mixin';\nimport { RenderBundleWrapper } from '../render/renderbundle_wrapper';\nimport type { SceneNode } from './scene_node';\nimport { getDevice } from '../app/api';\nimport type { SkinnedBoundingBox } from '../animation';\n\n/**\n * Callback invoked after a mesh finishes its per-frame update.\n *\n * @public\n */\nexport type MeshUpdateCallback = (frameId: number, elapsedInSeconds: number, deltaInSeconds: number) => void;\n/**\n * Mesh node\n * @public\n */\nexport class Mesh extends applyMixins(GraphNode, mixinDrawable) implements BatchDrawable {\n /** @internal */\n private readonly _primitive: DRef<Primitive>;\n /** @internal */\n private readonly _material: DRef<MeshMaterial>;\n /** @internal */\n protected _castShadow: boolean;\n /** @internal */\n protected _skinnedBoundingInfo: Nullable<SkinnedBoundingBox>;\n /** @internal */\n protected _animatedBoundingBox: Nullable<BoundingBox>;\n /** @internal */\n protected _skeletonName: string;\n /** @internal */\n protected _boneMatrices: DRef<Texture2D>;\n /** @internal */\n protected _morphData: Nullable<MorphData>;\n /** @internal */\n protected _morphInfo: Nullable<MorphInfo>;\n /** @internal */\n protected _morphDirty: boolean;\n /** @internal */\n protected _instanceHash: Nullable<string>;\n /** @internal */\n protected _batchable: boolean;\n /** @internal */\n protected _pickTarget: PickTarget;\n /** @internal */\n protected _suspendSkinning: boolean;\n /** @internal */\n protected _renderBundle: Nullable<Record<string, RenderBundle>>;\n /** @internal */\n protected _useRenderBundle: boolean;\n /** @internal */\n protected _materialChangeTag: Nullable<number>;\n /** @internal */\n protected _primitiveChangeTag: Nullable<number>;\n /** @internal */\n protected _postUpdateCallbacks: Set<MeshUpdateCallback>;\n /**\n * Creates an instance of mesh node\n * @param scene - The scene to which the mesh node belongs\n */\n constructor(scene: Scene, primitive?: Primitive, material?: MeshMaterial) {\n super(scene);\n this._primitive = new DRef();\n this._material = new DRef();\n this._castShadow = true;\n this._skinnedBoundingInfo = null;\n this._animatedBoundingBox = null;\n this._boneMatrices = new DRef();\n this._morphData = null;\n this._morphInfo = null;\n this._morphDirty = false;\n this._instanceHash = null;\n this._pickTarget = { node: this };\n this._batchable = getDevice().type !== 'webgl';\n this.primitive = primitive ?? null;\n this.material = material ?? Mesh._getDefaultMaterial();\n this._suspendSkinning = false;\n this._skeletonName = '';\n this._renderBundle = {};\n this._useRenderBundle = true;\n this._materialChangeTag = null;\n this._primitiveChangeTag = null;\n this._postUpdateCallbacks = new Set();\n }\n /**\n * {@inheritDoc Drawable.getName}\n */\n getName() {\n return this._name;\n }\n /**\n * Returns the batch instance ID for the current render pass.\n */\n getInstanceId(_renderPass: RenderPass) {\n return `${this._instanceHash}:${this.worldMatrixDet >= 0}`;\n }\n /**\n * Returns the packed instance-uniform buffer used for batching.\n */\n getInstanceUniforms() {\n return this._material.get()!.$instanceUniforms;\n }\n /**\n * {@inheritDoc Drawable.getPickTarget }\n */\n getPickTarget() {\n return this._pickTarget;\n }\n setPickTarget(node: SceneNode, label?: string) {\n this._pickTarget = { node, label };\n }\n get skeletonName() {\n return this._skeletonName;\n }\n set skeletonName(name) {\n if (name !== this._skeletonName) {\n this._skeletonName = name;\n this.updateSkeletonState();\n }\n }\n /** @internal */\n get skinnedBoundingInfo() {\n return this._skinnedBoundingInfo;\n }\n /** @internal */\n get suspendSkinning() {\n return this._suspendSkinning;\n }\n /** @internal */\n set suspendSkinning(val) {\n this._suspendSkinning = !!val;\n }\n /** Wether the mesh node casts shadows */\n get castShadow() {\n return this._castShadow;\n }\n set castShadow(b) {\n this._castShadow = b;\n }\n /** Primitive of the mesh */\n get primitive() {\n return this._primitive.get();\n }\n set primitive(prim) {\n const currentPrimitive = this._primitive.get();\n if (prim !== currentPrimitive) {\n if (currentPrimitive) {\n currentPrimitive.off('bv_changed', this._onBoundingboxChange, this);\n }\n this._primitive.set(prim);\n if (prim) {\n prim.on('bv_changed', this._onBoundingboxChange, this);\n }\n this._instanceHash =\n prim && this._material.get()\n ? `${this.constructor.name}:${this._scene!.id}:${prim.id}:${this._material.get()!.instanceId}`\n : null;\n this.invalidateBoundingVolume();\n RenderBundleWrapper.drawableChanged(this);\n this._primitiveChangeTag = null;\n }\n }\n /** Material of the mesh */\n get material() {\n return this._material.get();\n }\n set material(m) {\n if (this._material.get() !== m) {\n this._material.set(m);\n if (m) {\n RenderBundleWrapper.materialAttached(m.coreMaterial, this);\n }\n this._instanceHash =\n this._primitive.get() && m\n ? `${this.constructor.name}:${this._scene?.id ?? 0}:${this._primitive.get()!.id}:${m.instanceId}`\n : null;\n RenderBundleWrapper.drawableChanged(this);\n this._materialChangeTag = null;\n }\n }\n /**\n * {@inheritDoc SceneNode.isMesh}\n */\n isMesh(): this is Mesh {\n return true;\n }\n /**\n * Sets the bounding box for animation\n * @param bbox - The bounding box for animation\n */\n setAnimatedBoundingBox(bbox: Nullable<BoundingBox>) {\n this._animatedBoundingBox = bbox;\n this.invalidateBoundingVolume();\n }\n /**\n * Gets the bounding box for animation\n */\n getAnimatedBoundingBox() {\n return this._animatedBoundingBox ?? null;\n }\n /**\n * Sets the texture that contains the bone matrices for skeletal animation\n * @param matrices - The texture that contains the bone matrices\n */\n setBoneMatrices(matrices: Nullable<Texture2D>) {\n if (this._boneMatrices.get() !== matrices) {\n this._boneMatrices.set(matrices);\n this._renderBundle = {};\n RenderBundleWrapper.drawableChanged(this);\n }\n }\n /**\n * Sets the texture that contains the morph target data\n * @param data - The texture that contains the morph target data\n */\n setMorphData(data: Nullable<MorphData>) {\n if (!data) {\n if (this._morphData) {\n this._morphData?.texture?.dispose();\n this._morphData = null;\n this._renderBundle = {};\n RenderBundleWrapper.drawableChanged(this);\n }\n } else {\n if (!this._morphData) {\n this._morphData = {\n texture: new DRef()\n } as MorphData;\n }\n this._morphData.width = data.width;\n this._morphData.height = data.height;\n this._morphData.data = data.data.slice();\n if (data.texture?.get()) {\n this._morphData.texture!.set(data.texture.get());\n } else {\n const tex = getDevice().createTexture2D('rgba32f', data.width, data.height, {\n mipmapping: false,\n samplerOptions: {\n minFilter: 'nearest',\n magFilter: 'nearest',\n mipFilter: 'none'\n }\n })!;\n tex.update(data.data, 0, 0, data.width, data.height);\n this._morphData.texture!.set(tex);\n }\n this._renderBundle = {};\n RenderBundleWrapper.drawableChanged(this);\n }\n }\n /**\n * Sets the skinned bounding info\n * @param info - The skinned bounding info\n */\n setSkinnedBoundingInfo(info: Nullable<SkinnedBoundingBox>) {\n this._skinnedBoundingInfo = info;\n }\n /**\n * {@inheritDoc Drawable.getMorphData}\n */\n getMorphData() {\n return this._morphData;\n }\n /**\n * Sets the buffer that contains the morph target information\n * @param info - The buffer that contains the morph target information\n */\n setMorphInfo(info: Nullable<MorphInfo>) {\n if (!info) {\n if (this._morphInfo) {\n this._morphInfo.buffer?.dispose();\n this._morphInfo = null;\n this._renderBundle = {};\n RenderBundleWrapper.drawableChanged(this);\n }\n } else {\n if (!this._morphInfo) {\n this._morphInfo = {\n buffer: new DRef()\n } as MorphInfo;\n }\n this._morphInfo.data = info.data.slice();\n this._morphInfo.names = { ...info.names };\n if (info.buffer?.get()) {\n this._morphInfo.buffer!.set(info.buffer.get());\n } else {\n const bufferType = new PBStructTypeInfo('dummy', 'std140', [\n {\n name: ShaderHelper.getMorphInfoUniformName(),\n type: new PBArrayTypeInfo(\n new PBPrimitiveTypeInfo(PBPrimitiveType.F32VEC4),\n 1 + MORPH_WEIGHTS_VECTOR_COUNT + MORPH_ATTRIBUTE_VECTOR_COUNT\n )\n }\n ]);\n const morphUniformBuffer = getDevice().createStructuredBuffer(\n bufferType,\n {\n usage: 'uniform'\n },\n info.data\n );\n this._morphInfo.buffer!.set(morphUniformBuffer);\n }\n this._morphDirty = false;\n this._renderBundle = {};\n RenderBundleWrapper.drawableChanged(this);\n }\n }\n /**\n * {@inheritDoc Drawable.getMorphInfo}\n */\n getMorphInfo() {\n return this._morphInfo;\n }\n /**\n * Get the number of morph targets\n *\n * @returns The number of morph targets\n */\n getNumMorphTargets(): number {\n return this._morphInfo?.data[3] ?? 0;\n }\n /**\n * Get the name of the morph target by index\n *\n * @param index - The index of the morph target\n * @returns The name of the morph target, or null if not found\n */\n getMorphTargetName(index: number): Nullable<string> {\n if (this._morphInfo && index >= 0 && index < this._morphInfo.data[3]) {\n const name = Object.keys(this._morphInfo.names).find((key) => this._morphInfo!.names![key] === index);\n return name ?? null;\n }\n return null;\n }\n /**\n * Update morph target weight\n *\n * @param name - The name of the morph target\n * @param weight - The weight of the morph target\n */\n setMorphWeight(name: string, weight: number) {\n const index = this._morphInfo?.names?.[name];\n if (index !== undefined && index >= 0 && index < this._morphInfo!.data[3]) {\n if (this._morphInfo!.data[4 + index] !== weight) {\n this._morphInfo!.data[4 + index] = weight;\n this._morphDirty = true;\n this.scene!.queueUpdateNode(this);\n }\n } else {\n console.warn(`Morph target ${name} not found`);\n }\n }\n /**\n * Get morph target weight\n *\n * @param name - The name of the morph target\n * @returns The weight of the morph target, or 0 if not found\n */\n getMorphWeight(name: string): number {\n const index = this._morphInfo?.names?.[name];\n if (index !== undefined && index >= 0 && index < this._morphInfo!.data[3]) {\n return this._morphInfo!.data[4 + index];\n }\n return 0;\n }\n /**\n * Update morph target weight\n *\n * @param weight - The morph target weights. The length must not exceed the mesh's morph target count.\n */\n updateMorphWeights(weight: number[]) {\n if (this._morphInfo && weight && weight.length <= this._morphInfo.data[3]) {\n this._morphInfo.data.set(weight, 4);\n this._morphDirty = true;\n this.scene!.queueUpdateNode(this);\n }\n }\n /** {@inheritDoc SceneNode.update} */\n update(frameId: number, elapsedInSeconds: number, deltaInSeconds: number) {\n super.update(frameId, elapsedInSeconds, deltaInSeconds);\n this.updateSkeletonState();\n this.updateMorphState();\n if (this._postUpdateCallbacks.size > 0) {\n for (const callback of this._postUpdateCallbacks) {\n callback(frameId, elapsedInSeconds, deltaInSeconds);\n }\n }\n }\n /** @internal */\n addPostUpdateCallback(callback: MeshUpdateCallback) {\n if (callback) {\n this._postUpdateCallbacks.add(callback);\n }\n }\n /** @internal */\n removePostUpdateCallback(callback: MeshUpdateCallback) {\n if (callback) {\n this._postUpdateCallbacks.delete(callback);\n }\n }\n /**\n * {@inheritDoc Drawable.isBatchable}\n */\n isBatchable(): this is BatchDrawable {\n return (\n this._batchable &&\n !this._boneMatrices.get() &&\n !this._morphData &&\n (this._material.get()?.isBatchable() ?? false)\n );\n }\n /**\n * {@inheritDoc Drawable.getQueueType}\n */\n getQueueType() {\n return this.material?.getQueueType() ?? QUEUE_OPAQUE;\n }\n /**\n * {@inheritDoc Drawable.isUnlit}\n */\n isUnlit() {\n return !this.material?.supportLighting();\n }\n /**\n * {@inheritDoc Drawable.needSceneColor}\n */\n needSceneColor() {\n return this.material?.needSceneColor() ?? false;\n }\n /**\n * {@inheritDoc Drawable.needSceneDepth}\n */\n needSceneDepth() {\n return this.material?.needSceneDepth() ?? false;\n }\n /** @internal */\n private updateMorphState() {\n if (this._morphInfo && this._morphDirty) {\n console.log(`jawOpen: ${this._morphInfo.data[20]}`);\n this._morphInfo.buffer!.get()!.bufferSubData(4 * 4, this._morphInfo.data, 4, this._morphInfo.data[3]);\n this._morphDirty = false;\n }\n }\n /** @internal */\n private updateSkeletonState() {\n if (this._suspendSkinning) {\n this.setBoneMatrices(null);\n this.setAnimatedBoundingBox(null);\n return;\n }\n const skeleton = this._skeletonName && this.findSkeletonById(this._skeletonName);\n if (skeleton) {\n this.setBoneMatrices(skeleton.jointTexture);\n 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{"version":3,"file":"particlesys.js","sources":["../../src/scene/particlesys.ts"],"sourcesContent":["import type { Immutable, Matrix4x4, Nullable } from '@zephyr3d/base';\r\nimport { applyMixins, nextPowerOf2, DRef } from '@zephyr3d/base';\r\nimport { Vector3 } from '@zephyr3d/base';\r\nimport type { Scene } from './scene';\r\nimport { GraphNode } from './graph_node';\r\nimport { BoundingBox } from '../utility/bounding_volume';\r\nimport { mixinDrawable } from '../render/drawable_mixin';\r\nimport type { Drawable, DrawContext, PickTarget, RenderQueue } from '../render';\r\nimport { Primitive } from '../render';\r\nimport { QUEUE_OPAQUE } from '../values';\r\nimport { ParticleMaterial } from '../material';\r\n\r\nconst tmpVec3 = new Vector3();\r\n\r\ntype Particle = {\r\n position: Vector3;\r\n velocity: Vector3;\r\n size1: number;\r\n size2: number;\r\n rotation: number;\r\n lifeSpan: number;\r\n acceleartion: number;\r\n};\r\n\r\ntype ParticleNode = {\r\n particle: Particle;\r\n elapsedTime: number;\r\n size: number;\r\n rotation: number;\r\n ageBias: number;\r\n jitterAngle: number;\r\n};\r\n\r\nconst PS_WORLDSPACE = 1 << 8;\r\n\r\n/**\r\n * Particle emitter shape\r\n * @public\r\n */\r\nexport type EmitterShape = 'point' | 'sphere' | 'box' | 'cylinder' | 'cone';\r\n/**\r\n * Particle emitter behavior\r\n * @public\r\n */\r\nexport type EmitterBehavior = 'surface' | 'volume';\r\n\r\n/**\r\n * Particle system class\r\n * @public\r\n */\r\nexport class ParticleSystem extends applyMixins(GraphNode, mixinDrawable) implements Drawable {\r\n private static readonly updateFuncMap: WeakMap<ParticleSystem, () => void> = new WeakMap();\r\n private readonly _activeParticleList: ParticleNode[];\r\n private _maxParticleCount: number;\r\n private _emitInterval: number;\r\n private _emitCount: number;\r\n private _startTick: number;\r\n private _startEmitTime: number;\r\n private _numEmitCount: number;\r\n private readonly _delay: number;\r\n private _airResistence: boolean;\r\n private _flags: number;\r\n private readonly _gravity: Vector3;\r\n private readonly _wind: Vector3;\r\n private _scalar: number;\r\n private _particleRotationMin: number;\r\n private _particleRotationMax: number;\r\n private _jitterSpeed: number;\r\n private _emitterShape: EmitterShape;\r\n private _emitterBehavior: EmitterBehavior;\r\n private _emitterConeRadiusMin: number;\r\n private _emitterConeRadiusMax: number;\r\n private _particleVelocityMin: number;\r\n private _particleVelocityMax: number;\r\n private _particleLifeMin: number;\r\n private _particleLifeMax: number;\r\n private _particleSize1Min: number;\r\n private _particleSize1Max: number;\r\n private _particleSize2Min: number;\r\n private _particleSize2Max: number;\r\n private _particleAccelMin: number;\r\n private _particleAccelMax: number;\r\n private readonly _emitterShapeSizeMin: Vector3;\r\n private readonly _emitterShapeSizeMax: Vector3;\r\n private readonly _primitive: DRef<Primitive>;\r\n private readonly _material: DRef<ParticleMaterial>;\r\n private readonly _wsBoundingBox: BoundingBox;\r\n private readonly _pickTarget: PickTarget;\r\n private _instanceData: Nullable<Float32Array<ArrayBuffer>>;\r\n /**\r\n * Creates a new ParticleSystem node\r\n * @param scene - Which scene the node belongs to\r\n */\r\n constructor(scene: Scene) {\r\n super(scene);\r\n this._activeParticleList = [];\r\n this._maxParticleCount = 100;\r\n this._emitInterval = 100;\r\n this._emitCount = 1;\r\n this._gravity = Vector3.zero();\r\n this._wind = Vector3.zero();\r\n this._startEmitTime = 0;\r\n this._numEmitCount = 0;\r\n this._scalar = 1;\r\n this._airResistence = false;\r\n this._startTick = 0;\r\n this._delay = 0;\r\n this._particleRotationMin = 0;\r\n this._particleRotationMax = 0;\r\n this._jitterSpeed = 1;\r\n this._emitterShape = 'point';\r\n this._emitterBehavior = 'surface';\r\n this._emitterConeRadiusMin = 0;\r\n this._emitterConeRadiusMax = 0.1;\r\n this._emitterShapeSizeMin = Vector3.one();\r\n this._emitterShapeSizeMax = Vector3.one();\r\n this._particleVelocityMin = 2;\r\n this._particleVelocityMax = 3;\r\n this._particleLifeMin = 1;\r\n this._particleLifeMax = 1.5;\r\n this._particleSize1Min = 0.4;\r\n this._particleSize1Max = 0.5;\r\n this._particleSize2Min = 0;\r\n this._particleSize2Max = 0.1;\r\n this._particleAccelMin = -0.01;\r\n this._particleAccelMax = -0.02;\r\n this._pickTarget = { node: this };\r\n this._flags = PS_WORLDSPACE;\r\n this._primitive = new DRef();\r\n this._wsBoundingBox = new BoundingBox();\r\n this._instanceData = null;\r\n this._material = new DRef(new ParticleMaterial());\r\n scene.queueUpdateNode(this);\r\n }\r\n /** Material of the particle system node */\r\n get material() {\r\n return this._material.get();\r\n }\r\n set material(material: Nullable<ParticleMaterial>) {\r\n this._material.set(material);\r\n }\r\n /** Maximum particle count */\r\n get maxParticleCount() {\r\n return this._maxParticleCount;\r\n }\r\n set maxParticleCount(value) {\r\n if (value !== this._maxParticleCount) {\r\n this._maxParticleCount = value;\r\n this.invalidateBoundingVolume();\r\n }\r\n }\r\n /** Particle emit interval in ms */\r\n get emitInterval() {\r\n return this._emitInterval;\r\n }\r\n set emitInterval(value) {\r\n if (value !== this._emitInterval) {\r\n this._emitInterval = Math.max(value, 1);\r\n this._startEmitTime = 0;\r\n }\r\n }\r\n /** How many particles should be emitted one time */\r\n get emitCount() {\r\n return this._emitCount;\r\n }\r\n set emitCount(value) {\r\n this._emitCount = value;\r\n }\r\n /** Gravity force */\r\n get gravity(): Immutable<Vector3> {\r\n return this._gravity;\r\n }\r\n set gravity(value: Immutable<Vector3>) {\r\n if (!value.equalsTo(this._gravity)) {\r\n this._gravity.set(value);\r\n this.invalidateBoundingVolume();\r\n }\r\n }\r\n /** Wind force */\r\n get wind(): Immutable<Vector3> {\r\n return this._wind;\r\n }\r\n set wind(value: Immutable<Vector3>) {\r\n if (!value.equalsTo(this._wind)) {\r\n this._wind.set(value);\r\n this.invalidateBoundingVolume();\r\n }\r\n }\r\n /** Particle scalar */\r\n get scalar() {\r\n return this._scalar;\r\n }\r\n set scalar(value) {\r\n if (value !== this._scalar) {\r\n this._scalar = value;\r\n this.invalidateBoundingVolume();\r\n }\r\n }\r\n /** Particle aspect ratio */\r\n get aspect() {\r\n return this._material.get()!.aspect;\r\n }\r\n set aspect(value) {\r\n this._material.get()!.aspect = value;\r\n }\r\n /** true if particle effected by wind */\r\n get airResistence() {\r\n return this._airResistence;\r\n }\r\n set airResistence(value) {\r\n this._airResistence = value;\r\n }\r\n /** Minimum particle rotation angle in radians */\r\n get particleRotationMin() {\r\n return this._particleRotationMin;\r\n }\r\n set particleRotationMin(value) {\r\n this._particleRotationMin = value;\r\n }\r\n /** Maximum particle rotation angle in radians */\r\n get particleRotationMax() {\r\n return this._particleRotationMax;\r\n }\r\n set particleRotationMax(value) {\r\n this._particleRotationMax = value;\r\n }\r\n /** Particle jitter speed */\r\n get jitterSpeed() {\r\n return this._jitterSpeed;\r\n }\r\n set jitterSpeed(value) {\r\n this._jitterSpeed = value;\r\n }\r\n /** Particle jitter power */\r\n get jitterPower() {\r\n return this._material.get()!.jitterPower;\r\n }\r\n set jitterPower(value) {\r\n this._material.get()!.jitterPower = value;\r\n }\r\n /** Particle emitter shape */\r\n get emitterShape() {\r\n return this._emitterShape;\r\n }\r\n set emitterShape(value) {\r\n this._emitterShape = value;\r\n }\r\n /** Particle emitter behavior */\r\n get emitterBehavior() {\r\n return this._emitterBehavior;\r\n }\r\n set emitterBehavior(value) {\r\n this._emitterBehavior = value;\r\n }\r\n /** Minimum cone radius of emitter */\r\n get emitterConeRadiusMin() {\r\n return this._emitterConeRadiusMin;\r\n }\r\n set emitterConeRadiusMin(value) {\r\n this._emitterConeRadiusMin = value;\r\n }\r\n /** Maximum cone radius of emitter */\r\n get emitterConeRadiusMax() {\r\n return this._emitterConeRadiusMax;\r\n }\r\n set emitterConeRadiusMax(value) {\r\n this._emitterConeRadiusMax = value;\r\n }\r\n /** Minimum particle velocity */\r\n get particleVelocityMin() {\r\n return this._particleVelocityMin;\r\n }\r\n set particleVelocityMin(value) {\r\n this._particleVelocityMin = value;\r\n }\r\n /** Maximum particle velocity */\r\n get particleVelocityMax() {\r\n return this._particleVelocityMax;\r\n }\r\n set particleVelocityMax(value) {\r\n this._particleVelocityMax = value;\r\n }\r\n /** Minimum particle life */\r\n get particleLifeMin() {\r\n return this._particleLifeMin;\r\n }\r\n set particleLifeMin(value) {\r\n this._particleLifeMin = value;\r\n }\r\n /** Maximum particle life */\r\n get particleLifeMax() {\r\n return this._particleLifeMax;\r\n }\r\n set particleLifeMax(value) {\r\n this._particleLifeMax = value;\r\n }\r\n /** Minimum particle start size */\r\n get particleSize1Min() {\r\n return this._particleSize1Min;\r\n }\r\n set particleSize1Min(value) {\r\n this._particleSize1Min = value;\r\n }\r\n /** Maximum particle start size */\r\n get particleSize1Max() {\r\n return this._particleSize1Max;\r\n }\r\n set particleSize1Max(value) {\r\n this._particleSize1Max = value;\r\n }\r\n /** Minimum particle end size */\r\n get particleSize2Min() {\r\n return this._particleSize2Min;\r\n }\r\n set particleSize2Min(value) {\r\n this._particleSize2Min = value;\r\n }\r\n /** Maximum particle end size */\r\n get particleSize2Max() {\r\n return this._particleSize2Max;\r\n }\r\n set particleSize2Max(value) {\r\n this._particleSize2Max = value;\r\n }\r\n /** Minimum particle acceleration */\r\n get particleAccelMin() {\r\n return this._particleAccelMin;\r\n }\r\n set particleAccelMin(value) {\r\n this._particleAccelMin = value;\r\n }\r\n /** Maximum particle acceleration */\r\n get particleAccelMax() {\r\n return this._particleAccelMax;\r\n }\r\n set particleAccelMax(value) {\r\n this._particleAccelMax = value;\r\n }\r\n /** Minimum emitter shape size */\r\n get emitterShapeSizeMin() {\r\n return this._emitterShapeSizeMin;\r\n }\r\n set emitterShapeSizeMin(value) {\r\n this._emitterShapeSizeMin.set(value);\r\n }\r\n /** Maximum emitter shape size */\r\n get emitterShapeSizeMax() {\r\n return this._emitterShapeSizeMax;\r\n }\r\n set emitterShapeSizeMax(value) {\r\n this._emitterShapeSizeMax.set(value);\r\n }\r\n /** Whether particles are directional */\r\n get directional() {\r\n return this._material.get()!.directional;\r\n }\r\n set directional(val) {\r\n this._material.get()!.directional = val;\r\n }\r\n /** Whether particles are in world space */\r\n get worldSpace() {\r\n return !!(this.flags & PS_WORLDSPACE);\r\n }\r\n set worldSpace(value) {\r\n if (value) {\r\n this.flags |= PS_WORLDSPACE;\r\n } else {\r\n this.flags &= ~PS_WORLDSPACE;\r\n }\r\n }\r\n /** @internal */\r\n get flags() {\r\n return this._flags;\r\n }\r\n set flags(value) {\r\n this._flags = value;\r\n }\r\n /** @internal */\r\n computeBoundingVolume() {\r\n return this._wsBoundingBox;\r\n }\r\n /** @internal */\r\n private initParticle(p?: Particle) {\r\n p =\r\n p ??\r\n ({\r\n position: new Vector3(),\r\n velocity: new Vector3()\r\n } as Particle);\r\n this.getParticleInitialPosition(p.position, p.velocity);\r\n p.size1 = this._particleSize1Min + Math.random() * (this._particleSize1Max - this._particleSize1Min);\r\n p.size2 = this._particleSize2Min + Math.random() * (this._particleSize2Max - this._particleSize2Min);\r\n p.rotation =\r\n this._particleRotationMin + Math.random() * (this._particleRotationMax - this._particleRotationMin);\r\n p.lifeSpan = Math.max(\r\n this._particleLifeMin + Math.random() * (this._particleLifeMax - this._particleLifeMin),\r\n 0.01\r\n );\r\n p.acceleartion =\r\n this._particleAccelMin + Math.random() * (this._particleAccelMax - this._particleAccelMin);\r\n return p;\r\n }\r\n private getParticleInitialPosition(pos: Vector3, vel: Vector3) {\r\n if (this._emitterShape === 'point') {\r\n pos.setXYZ(0, 0, 0);\r\n const coneRadius =\r\n this._emitterConeRadiusMin +\r\n Math.random() * (this._emitterConeRadiusMax - this._emitterConeRadiusMin);\r\n vel.x = -coneRadius + Math.random() * 2 * coneRadius;\r\n vel.y = 1;\r\n vel.z = -coneRadius + Math.random() * 2 * coneRadius;\r\n } else {\r\n const shapeSizeX = Math.max(\r\n this._emitterShapeSizeMin.x +\r\n (this._emitterShapeSizeMax.x - this._emitterShapeSizeMin.x) * Math.random(),\r\n 0.01\r\n );\r\n const shapeSizeY = Math.max(\r\n this._emitterShapeSizeMin.y +\r\n (this._emitterShapeSizeMax.y - this._emitterShapeSizeMin.y) * Math.random(),\r\n 0.01\r\n );\r\n const shapeSizeZ = Math.max(\r\n this._emitterShapeSizeMin.z +\r\n (this._emitterShapeSizeMax.z - this._emitterShapeSizeMin.z) * Math.random(),\r\n 0.01\r\n );\r\n switch (this._emitterShape) {\r\n case 'sphere': {\r\n const alpha = Math.PI * Math.random();\r\n const theta = Math.PI * 2 * Math.random();\r\n const r = Math.sin(alpha);\r\n const y = Math.cos(alpha);\r\n const x = Math.sin(theta) * r;\r\n const z = Math.cos(theta) * r;\r\n pos.x = x * shapeSizeX;\r\n pos.y = y * shapeSizeY;\r\n pos.z = z * shapeSizeZ;\r\n vel.x = pos.x;\r\n vel.y = pos.y;\r\n vel.z = pos.z;\r\n if (this._emitterBehavior === 'volume') {\r\n const t = Math.random();\r\n pos.x *= t;\r\n pos.y *= t;\r\n pos.z *= t;\r\n }\r\n break;\r\n }\r\n case 'box': {\r\n let x = Math.random() * 2 - 1;\r\n let y = Math.random() * 2 - 1;\r\n let z = Math.random() * 2 - 1;\r\n if (this._emitterBehavior === 'volume') {\r\n const t = Math.max(Math.abs(x), Math.abs(y), Math.abs(z));\r\n if (t !== 0) {\r\n x /= t;\r\n y /= t;\r\n z /= t;\r\n }\r\n }\r\n pos.x = x * shapeSizeX;\r\n pos.y = y * shapeSizeY;\r\n pos.z = z * shapeSizeZ;\r\n const coneRadius =\r\n this._emitterConeRadiusMin +\r\n (this._emitterConeRadiusMax - this._emitterConeRadiusMin) * Math.random();\r\n vel.x = -coneRadius + Math.random() * 2 * coneRadius;\r\n vel.y = 1;\r\n vel.z = -coneRadius + Math.random() * 2 * coneRadius;\r\n break;\r\n }\r\n case 'cylinder': {\r\n const alpha = Math.random() * Math.PI * 2;\r\n let x = Math.sin(alpha);\r\n let z = Math.cos(alpha);\r\n const y = Math.random() * 2 - 1;\r\n const coneRadius =\r\n this._emitterConeRadiusMin +\r\n (this._emitterConeRadiusMax - this._emitterConeRadiusMin) * Math.random();\r\n vel.x = x * shapeSizeX;\r\n vel.y = (-coneRadius + Math.random() * 2 * coneRadius) * shapeSizeY;\r\n vel.z = z * shapeSizeZ;\r\n if (this._emitterBehavior === 'volume') {\r\n const t = Math.random();\r\n x *= t;\r\n z *= t;\r\n }\r\n pos.x = x * shapeSizeX;\r\n pos.y = y * shapeSizeY;\r\n pos.z = z * shapeSizeZ;\r\n break;\r\n }\r\n case 'cone': {\r\n const alpha = Math.random() * Math.PI * 2;\r\n const scale = Math.random();\r\n const s = Math.sin(alpha);\r\n const c = Math.cos(alpha);\r\n pos.x = s * scale * shapeSizeX;\r\n pos.y = (2 - 2 * scale) * shapeSizeY;\r\n pos.z = c * scale * shapeSizeZ;\r\n const t = (shapeSizeY * shapeSizeY) / Math.hypot(shapeSizeY * shapeSizeY + shapeSizeX + shapeSizeX);\r\n vel.x = s * shapeSizeX * t;\r\n vel.y = -t * shapeSizeY;\r\n vel.z = c * shapeSizeX * t;\r\n break;\r\n }\r\n }\r\n }\r\n vel.inplaceNormalize();\r\n vel.scaleBy(\r\n this._particleVelocityMin + Math.random() * (this._particleVelocityMax - this._particleVelocityMin)\r\n );\r\n }\r\n resizeVertexBuffers() {\r\n if (!this._primitive.get()) {\r\n this._primitive.set(new Primitive());\r\n this._primitive\r\n .get()!\r\n .createAndSetVertexBuffer(\r\n 'position_f32x4',\r\n new Float32Array([0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 2, 0, 0, 0, 3])\r\n );\r\n this._primitive.get()!.createAndSetIndexBuffer(new Uint16Array([0, 1, 2, 3]));\r\n this._primitive.get()!.primitiveType = 'triangle-strip';\r\n }\r\n if (!this._instanceData || this._instanceData.length < this._maxParticleCount * 10) {\r\n this._primitive.get()!.removeVertexBuffer('texCoord0');\r\n this._instanceData = new Float32Array(nextPowerOf2(this._maxParticleCount) * 10);\r\n this._primitive\r\n .get()!\r\n .createAndSetVertexBuffer(['tex0_f32x3', 'tex1_f32x4', 'tex2_f32x3'], this._instanceData, 'instance');\r\n }\r\n }\r\n update(_frameId: number, elapsedInSeconds: number, deltaInSeconds: number) {\r\n if (!this.attached) {\r\n return;\r\n }\r\n this.scene!.queueUpdateNode(this);\r\n const animationSet = this._animationSet.get();\r\n if (animationSet && animationSet.numAnimations > 0) {\r\n animationSet.update(deltaInSeconds);\r\n }\r\n const tick = elapsedInSeconds;\r\n if (this._startTick === 0) {\r\n this._startTick = tick;\r\n }\r\n if (this._delay > 0 && tick - this._startTick < this._delay) {\r\n return;\r\n }\r\n this.invalidateBoundingVolume();\r\n const elapsedInSecond = deltaInSeconds;\r\n for (let i = this._activeParticleList.length - 1; i >= 0; i--) {\r\n const node = this._activeParticleList[i];\r\n const p = node.particle;\r\n node.elapsedTime += elapsedInSecond;\r\n const age = node.elapsedTime / p.lifeSpan;\r\n if (age >= 1) {\r\n this._activeParticleList.splice(i, 1);\r\n } else {\r\n p.velocity.x += this._gravity.x * elapsedInSecond;\r\n p.velocity.y += this._gravity.y * elapsedInSecond;\r\n p.velocity.z += this._gravity.z * elapsedInSecond;\r\n if (this._airResistence) {\r\n p.velocity.x += (this._wind.x - p.velocity.x) * elapsedInSecond;\r\n p.velocity.y += (this._wind.y - p.velocity.y) * elapsedInSecond;\r\n p.velocity.z += (this._wind.z - p.velocity.z) * elapsedInSecond;\r\n }\r\n const len = p.velocity.length;\r\n if (len > 0.0001) {\r\n const s = 1 + (elapsedInSecond * p.acceleartion) / len;\r\n p.velocity.scaleBy(s < 0 ? 0 : s);\r\n }\r\n p.position.x += p.velocity.x * elapsedInSecond * this._scalar;\r\n p.position.y += p.velocity.y * elapsedInSecond * this._scalar;\r\n p.position.z += p.velocity.z * elapsedInSecond * this._scalar;\r\n node.jitterAngle = (node.elapsedTime + p.lifeSpan * node.ageBias) * this._jitterSpeed;\r\n node.size = Math.max(p.size1 + p.size2 * age, 0);\r\n node.rotation += p.rotation * elapsedInSecond;\r\n }\r\n }\r\n let newParticleCount = 0;\r\n if (this._startEmitTime === 0) {\r\n newParticleCount = this._emitCount > this._maxParticleCount ? this._maxParticleCount : this._emitCount;\r\n this._numEmitCount = 1;\r\n this._startEmitTime = tick;\r\n } else {\r\n const emitElapsed = tick - this._startEmitTime;\r\n const count = (((emitElapsed * 1000) / this._emitInterval) >> 0) + 1;\r\n if (count > this._numEmitCount) {\r\n newParticleCount = this._emitCount;\r\n this._numEmitCount = count;\r\n if (this._activeParticleList.length + newParticleCount > this._maxParticleCount) {\r\n newParticleCount = this._maxParticleCount - this._activeParticleList.length;\r\n }\r\n }\r\n }\r\n if (newParticleCount > 0) {\r\n this.newParticle(newParticleCount, this.worldMatrix);\r\n }\r\n this.resizeVertexBuffers();\r\n this._wsBoundingBox.beginExtend();\r\n let n = 0;\r\n const worldSpace = !!(this._flags & PS_WORLDSPACE);\r\n const invWorldMatrix = this.invWorldMatrix;\r\n const instanceData = this._instanceData!;\r\n for (const p of this._activeParticleList) {\r\n if (worldSpace) {\r\n invWorldMatrix.transformPointAffine(p.particle.position, tmpVec3);\r\n instanceData[n++] = tmpVec3.x;\r\n instanceData[n++] = tmpVec3.y;\r\n instanceData[n++] = tmpVec3.z;\r\n this._wsBoundingBox.extend(tmpVec3);\r\n } else {\r\n instanceData[n++] = p.particle.position.x;\r\n instanceData[n++] = p.particle.position.y;\r\n instanceData[n++] = p.particle.position.z;\r\n this._wsBoundingBox.extend(p.particle.position);\r\n }\r\n instanceData[n++] = p.size;\r\n instanceData[n++] = p.rotation;\r\n instanceData[n++] = p.jitterAngle;\r\n instanceData[n++] = p.elapsedTime / p.particle.lifeSpan;\r\n if (worldSpace) {\r\n invWorldMatrix.transformVectorAffine(p.particle.velocity, tmpVec3);\r\n instanceData[n++] = tmpVec3.x;\r\n instanceData[n++] = tmpVec3.y;\r\n instanceData[n++] = tmpVec3.z;\r\n } else {\r\n instanceData[n++] = p.particle.velocity.x;\r\n instanceData[n++] = p.particle.velocity.y;\r\n instanceData[n++] = p.particle.velocity.z;\r\n }\r\n }\r\n let maxParticleSize = Math.max(\r\n Math.abs(this.particleSize1Min),\r\n Math.abs(this.particleSize1Max),\r\n Math.abs(this.particleSize2Min),\r\n Math.abs(this.particleSize2Max)\r\n );\r\n invWorldMatrix.decompose(tmpVec3, null, null);\r\n const scale = Math.max(Math.abs(tmpVec3.x), Math.abs(tmpVec3.y), Math.abs(tmpVec3.z));\r\n maxParticleSize *= scale;\r\n if (this._jitterSpeed !== 0 && this.jitterPower !== 0) {\r\n maxParticleSize += 2 * Math.abs(this.jitterPower);\r\n }\r\n this._wsBoundingBox.minPoint.x -= maxParticleSize;\r\n this._wsBoundingBox.minPoint.y -= maxParticleSize;\r\n this._wsBoundingBox.minPoint.z -= maxParticleSize;\r\n this._wsBoundingBox.maxPoint.x += maxParticleSize;\r\n this._wsBoundingBox.maxPoint.y += maxParticleSize;\r\n this._wsBoundingBox.maxPoint.z += maxParticleSize;\r\n this._primitive.get()!.getVertexBuffer('texCoord0')!.bufferSubData(0, instanceData);\r\n }\r\n newParticle(num: number, worldMatrix: Matrix4x4) {\r\n for (let i = 0; i < num; i++) {\r\n const particle = this.initParticle();\r\n particle.size1 *= this._scalar;\r\n particle.size2 *= this._scalar;\r\n particle.size2 -= particle.size1;\r\n const node: ParticleNode = {\r\n particle,\r\n elapsedTime: 0,\r\n rotation: 0,\r\n size: particle.size1,\r\n ageBias: Math.random(),\r\n jitterAngle: 0\r\n };\r\n if (this._flags & PS_WORLDSPACE) {\r\n worldMatrix.transformPointAffine(particle.position, particle.position);\r\n worldMatrix.transformVectorAffine(particle.velocity, particle.velocity);\r\n }\r\n this._activeParticleList.push(node);\r\n }\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getPickTarget }\r\n */\r\n getPickTarget() {\r\n return this._pickTarget;\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getMorphData}\r\n */\r\n getMorphData() {\r\n return null;\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getMorphInfo}\r\n */\r\n getMorphInfo() {\r\n return null;\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getQueueType}\r\n */\r\n getQueueType() {\r\n return this._material.get()?.getQueueType() ?? 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+
{"version":3,"file":"particlesys.js","sources":["../../src/scene/particlesys.ts"],"sourcesContent":["import type { Immutable, Matrix4x4, Nullable } from '@zephyr3d/base';\r\nimport { applyMixins, nextPowerOf2, DRef } from '@zephyr3d/base';\r\nimport { Vector3 } from '@zephyr3d/base';\r\nimport type { Scene } from './scene';\r\nimport { GraphNode } from './graph_node';\r\nimport { BoundingBox } from '../utility/bounding_volume';\r\nimport { mixinDrawable } from '../render/drawable_mixin';\r\nimport type { Drawable, DrawContext, PickTarget, RenderQueue } from '../render';\r\nimport { Primitive } from '../render';\r\nimport { QUEUE_OPAQUE } from '../values';\r\nimport { ParticleMaterial } from '../material';\r\n\r\nconst tmpVec3 = new Vector3();\r\n\r\ntype Particle = {\r\n position: Vector3;\r\n velocity: Vector3;\r\n size1: number;\r\n size2: number;\r\n rotation: number;\r\n lifeSpan: number;\r\n acceleartion: number;\r\n};\r\n\r\ntype ParticleNode = {\r\n particle: Particle;\r\n elapsedTime: number;\r\n size: number;\r\n rotation: number;\r\n ageBias: number;\r\n jitterAngle: number;\r\n};\r\n\r\nconst PS_WORLDSPACE = 1 << 8;\r\n\r\n/**\r\n * Particle emitter shape\r\n * @public\r\n */\r\nexport type EmitterShape = 'point' | 'sphere' | 'box' | 'cylinder' | 'cone';\r\n/**\r\n * Particle emitter behavior\r\n * @public\r\n */\r\nexport type EmitterBehavior = 'surface' | 'volume';\r\n\r\n/**\r\n * Particle system class\r\n * @public\r\n */\r\nexport class ParticleSystem extends applyMixins(GraphNode, mixinDrawable) implements Drawable {\r\n private static readonly updateFuncMap: WeakMap<ParticleSystem, () => void> = new WeakMap();\r\n private readonly _activeParticleList: ParticleNode[];\r\n private _maxParticleCount: number;\r\n private _emitInterval: number;\r\n private _emitCount: number;\r\n private _startTick: number;\r\n private _startEmitTime: number;\r\n private _numEmitCount: number;\r\n private readonly _delay: number;\r\n private _airResistence: boolean;\r\n private _flags: number;\r\n private readonly _gravity: Vector3;\r\n private readonly _wind: Vector3;\r\n private _scalar: number;\r\n private _particleRotationMin: number;\r\n private _particleRotationMax: number;\r\n private _jitterSpeed: number;\r\n private _emitterShape: EmitterShape;\r\n private _emitterBehavior: EmitterBehavior;\r\n private _emitterConeRadiusMin: number;\r\n private _emitterConeRadiusMax: number;\r\n private _particleVelocityMin: number;\r\n private _particleVelocityMax: number;\r\n private _particleLifeMin: number;\r\n private _particleLifeMax: number;\r\n private _particleSize1Min: number;\r\n private _particleSize1Max: number;\r\n private _particleSize2Min: number;\r\n private _particleSize2Max: number;\r\n private _particleAccelMin: number;\r\n private _particleAccelMax: number;\r\n private readonly _emitterShapeSizeMin: Vector3;\r\n private readonly _emitterShapeSizeMax: Vector3;\r\n private readonly _primitive: DRef<Primitive>;\r\n private readonly _material: DRef<ParticleMaterial>;\r\n private readonly _wsBoundingBox: BoundingBox;\r\n private readonly _pickTarget: PickTarget;\r\n private _instanceData: Nullable<Float32Array<ArrayBuffer>>;\r\n /**\r\n * Creates a new ParticleSystem node\r\n * @param scene - Which scene the node belongs to\r\n */\r\n constructor(scene: Scene) {\r\n super(scene);\r\n this._activeParticleList = [];\r\n this._maxParticleCount = 100;\r\n this._emitInterval = 100;\r\n this._emitCount = 1;\r\n this._gravity = Vector3.zero();\r\n this._wind = Vector3.zero();\r\n this._startEmitTime = 0;\r\n this._numEmitCount = 0;\r\n this._scalar = 1;\r\n this._airResistence = false;\r\n this._startTick = 0;\r\n this._delay = 0;\r\n this._particleRotationMin = 0;\r\n this._particleRotationMax = 0;\r\n this._jitterSpeed = 1;\r\n this._emitterShape = 'point';\r\n this._emitterBehavior = 'surface';\r\n this._emitterConeRadiusMin = 0;\r\n this._emitterConeRadiusMax = 0.1;\r\n this._emitterShapeSizeMin = Vector3.one();\r\n this._emitterShapeSizeMax = Vector3.one();\r\n this._particleVelocityMin = 2;\r\n this._particleVelocityMax = 3;\r\n this._particleLifeMin = 1;\r\n this._particleLifeMax = 1.5;\r\n this._particleSize1Min = 0.4;\r\n this._particleSize1Max = 0.5;\r\n this._particleSize2Min = 0;\r\n this._particleSize2Max = 0.1;\r\n this._particleAccelMin = -0.01;\r\n this._particleAccelMax = -0.02;\r\n this._pickTarget = { node: this };\r\n this._flags = PS_WORLDSPACE;\r\n this._primitive = new DRef();\r\n this._wsBoundingBox = new BoundingBox();\r\n this._instanceData = null;\r\n this._material = new DRef(new ParticleMaterial());\r\n scene.queueUpdateNode(this);\r\n }\r\n /** Material of the particle system node */\r\n get material() {\r\n return this._material.get();\r\n }\r\n set material(material: Nullable<ParticleMaterial>) {\r\n this._material.set(material);\r\n }\r\n /** Maximum particle count */\r\n get maxParticleCount() {\r\n return this._maxParticleCount;\r\n }\r\n set maxParticleCount(value) {\r\n if (value !== this._maxParticleCount) {\r\n this._maxParticleCount = value;\r\n this.invalidateBoundingVolume();\r\n }\r\n }\r\n /** Particle emit interval in ms */\r\n get emitInterval() {\r\n return this._emitInterval;\r\n }\r\n set emitInterval(value) {\r\n if (value !== this._emitInterval) {\r\n this._emitInterval = Math.max(value, 1);\r\n this._startEmitTime = 0;\r\n }\r\n }\r\n /** How many particles should be emitted one time */\r\n get emitCount() {\r\n return this._emitCount;\r\n }\r\n set emitCount(value) {\r\n this._emitCount = value;\r\n }\r\n /** Gravity force */\r\n get gravity(): Immutable<Vector3> {\r\n return this._gravity;\r\n }\r\n set gravity(value: Immutable<Vector3>) {\r\n if (!value.equalsTo(this._gravity)) {\r\n this._gravity.set(value);\r\n this.invalidateBoundingVolume();\r\n }\r\n }\r\n /** Wind force */\r\n get wind(): Immutable<Vector3> {\r\n return this._wind;\r\n }\r\n set wind(value: Immutable<Vector3>) {\r\n if (!value.equalsTo(this._wind)) {\r\n this._wind.set(value);\r\n this.invalidateBoundingVolume();\r\n }\r\n }\r\n /** Particle scalar */\r\n get scalar() {\r\n return this._scalar;\r\n }\r\n set scalar(value) {\r\n if (value !== this._scalar) {\r\n this._scalar = value;\r\n this.invalidateBoundingVolume();\r\n }\r\n }\r\n /** Particle aspect ratio */\r\n get aspect() {\r\n return this._material.get()!.aspect;\r\n }\r\n set aspect(value) {\r\n this._material.get()!.aspect = value;\r\n }\r\n /** true if particle effected by wind */\r\n get airResistence() {\r\n return this._airResistence;\r\n }\r\n set airResistence(value) {\r\n this._airResistence = value;\r\n }\r\n /** Minimum particle rotation angle in radians */\r\n get particleRotationMin() {\r\n return this._particleRotationMin;\r\n }\r\n set particleRotationMin(value) {\r\n this._particleRotationMin = value;\r\n }\r\n /** Maximum particle rotation angle in radians */\r\n get particleRotationMax() {\r\n return this._particleRotationMax;\r\n }\r\n set particleRotationMax(value) {\r\n this._particleRotationMax = value;\r\n }\r\n /** Particle jitter speed */\r\n get jitterSpeed() {\r\n return this._jitterSpeed;\r\n }\r\n set jitterSpeed(value) {\r\n this._jitterSpeed = value;\r\n }\r\n /** Particle jitter power */\r\n get jitterPower() {\r\n return this._material.get()!.jitterPower;\r\n }\r\n set jitterPower(value) {\r\n this._material.get()!.jitterPower = value;\r\n }\r\n /** Particle emitter shape */\r\n get emitterShape() {\r\n return this._emitterShape;\r\n }\r\n set emitterShape(value) {\r\n this._emitterShape = value;\r\n }\r\n /** Particle emitter behavior */\r\n get emitterBehavior() {\r\n return this._emitterBehavior;\r\n }\r\n set emitterBehavior(value) {\r\n this._emitterBehavior = value;\r\n }\r\n /** Minimum cone radius of emitter */\r\n get emitterConeRadiusMin() {\r\n return this._emitterConeRadiusMin;\r\n }\r\n set emitterConeRadiusMin(value) {\r\n this._emitterConeRadiusMin = value;\r\n }\r\n /** Maximum cone radius of emitter */\r\n get emitterConeRadiusMax() {\r\n return this._emitterConeRadiusMax;\r\n }\r\n set emitterConeRadiusMax(value) {\r\n this._emitterConeRadiusMax = value;\r\n }\r\n /** Minimum particle velocity */\r\n get particleVelocityMin() {\r\n return this._particleVelocityMin;\r\n }\r\n set particleVelocityMin(value) {\r\n this._particleVelocityMin = value;\r\n }\r\n /** Maximum particle velocity */\r\n get particleVelocityMax() {\r\n return this._particleVelocityMax;\r\n }\r\n set particleVelocityMax(value) {\r\n this._particleVelocityMax = value;\r\n }\r\n /** Minimum particle life */\r\n get particleLifeMin() {\r\n return this._particleLifeMin;\r\n }\r\n set particleLifeMin(value) {\r\n this._particleLifeMin = value;\r\n }\r\n /** Maximum particle life */\r\n get particleLifeMax() {\r\n return this._particleLifeMax;\r\n }\r\n set particleLifeMax(value) {\r\n this._particleLifeMax = value;\r\n }\r\n /** Minimum particle start size */\r\n get particleSize1Min() {\r\n return this._particleSize1Min;\r\n }\r\n set particleSize1Min(value) {\r\n this._particleSize1Min = value;\r\n }\r\n /** Maximum particle start size */\r\n get particleSize1Max() {\r\n return this._particleSize1Max;\r\n }\r\n set particleSize1Max(value) {\r\n this._particleSize1Max = value;\r\n }\r\n /** Minimum particle end size */\r\n get particleSize2Min() {\r\n return this._particleSize2Min;\r\n }\r\n set particleSize2Min(value) {\r\n this._particleSize2Min = value;\r\n }\r\n /** Maximum particle end size */\r\n get particleSize2Max() {\r\n return this._particleSize2Max;\r\n }\r\n set particleSize2Max(value) {\r\n this._particleSize2Max = value;\r\n }\r\n /** Minimum particle acceleration */\r\n get particleAccelMin() {\r\n return this._particleAccelMin;\r\n }\r\n set particleAccelMin(value) {\r\n this._particleAccelMin = value;\r\n }\r\n /** Maximum particle acceleration */\r\n get particleAccelMax() {\r\n return this._particleAccelMax;\r\n }\r\n set particleAccelMax(value) {\r\n this._particleAccelMax = value;\r\n }\r\n /** Minimum emitter shape size */\r\n get emitterShapeSizeMin() {\r\n return this._emitterShapeSizeMin;\r\n }\r\n set emitterShapeSizeMin(value) {\r\n this._emitterShapeSizeMin.set(value);\r\n }\r\n /** Maximum emitter shape size */\r\n get emitterShapeSizeMax() {\r\n return this._emitterShapeSizeMax;\r\n }\r\n set emitterShapeSizeMax(value) {\r\n this._emitterShapeSizeMax.set(value);\r\n }\r\n /** Whether particles are directional */\r\n get directional() {\r\n return this._material.get()!.directional;\r\n }\r\n set directional(val) {\r\n this._material.get()!.directional = val;\r\n }\r\n /** Whether particles are in world space */\r\n get worldSpace() {\r\n return !!(this.flags & PS_WORLDSPACE);\r\n }\r\n set worldSpace(value) {\r\n if (value) {\r\n this.flags |= PS_WORLDSPACE;\r\n } else {\r\n this.flags &= ~PS_WORLDSPACE;\r\n }\r\n }\r\n /** @internal */\r\n get flags() {\r\n return this._flags;\r\n }\r\n /** @internal */\r\n set flags(value) {\r\n this._flags = value;\r\n }\r\n /** @internal */\r\n computeBoundingVolume() {\r\n return this._wsBoundingBox;\r\n }\r\n /** @internal */\r\n private initParticle(p?: Particle) {\r\n p =\r\n p ??\r\n ({\r\n position: new Vector3(),\r\n velocity: new Vector3()\r\n } as Particle);\r\n this.getParticleInitialPosition(p.position, p.velocity);\r\n p.size1 = this._particleSize1Min + Math.random() * (this._particleSize1Max - this._particleSize1Min);\r\n p.size2 = this._particleSize2Min + Math.random() * (this._particleSize2Max - this._particleSize2Min);\r\n p.rotation =\r\n this._particleRotationMin + Math.random() * (this._particleRotationMax - this._particleRotationMin);\r\n p.lifeSpan = Math.max(\r\n this._particleLifeMin + Math.random() * (this._particleLifeMax - this._particleLifeMin),\r\n 0.01\r\n );\r\n p.acceleartion =\r\n this._particleAccelMin + Math.random() * (this._particleAccelMax - this._particleAccelMin);\r\n return p;\r\n }\r\n private getParticleInitialPosition(pos: Vector3, vel: Vector3) {\r\n if (this._emitterShape === 'point') {\r\n pos.setXYZ(0, 0, 0);\r\n const coneRadius =\r\n this._emitterConeRadiusMin +\r\n Math.random() * (this._emitterConeRadiusMax - this._emitterConeRadiusMin);\r\n vel.x = -coneRadius + Math.random() * 2 * coneRadius;\r\n vel.y = 1;\r\n vel.z = -coneRadius + Math.random() * 2 * coneRadius;\r\n } else {\r\n const shapeSizeX = Math.max(\r\n this._emitterShapeSizeMin.x +\r\n (this._emitterShapeSizeMax.x - this._emitterShapeSizeMin.x) * Math.random(),\r\n 0.01\r\n );\r\n const shapeSizeY = Math.max(\r\n this._emitterShapeSizeMin.y +\r\n (this._emitterShapeSizeMax.y - this._emitterShapeSizeMin.y) * Math.random(),\r\n 0.01\r\n );\r\n const shapeSizeZ = Math.max(\r\n this._emitterShapeSizeMin.z +\r\n (this._emitterShapeSizeMax.z - this._emitterShapeSizeMin.z) * Math.random(),\r\n 0.01\r\n );\r\n switch (this._emitterShape) {\r\n case 'sphere': {\r\n const alpha = Math.PI * Math.random();\r\n const theta = Math.PI * 2 * Math.random();\r\n const r = Math.sin(alpha);\r\n const y = Math.cos(alpha);\r\n const x = Math.sin(theta) * r;\r\n const z = Math.cos(theta) * r;\r\n pos.x = x * shapeSizeX;\r\n pos.y = y * shapeSizeY;\r\n pos.z = z * shapeSizeZ;\r\n vel.x = pos.x;\r\n vel.y = pos.y;\r\n vel.z = pos.z;\r\n if (this._emitterBehavior === 'volume') {\r\n const t = Math.random();\r\n pos.x *= t;\r\n pos.y *= t;\r\n pos.z *= t;\r\n }\r\n break;\r\n }\r\n case 'box': {\r\n let x = Math.random() * 2 - 1;\r\n let y = Math.random() * 2 - 1;\r\n let z = Math.random() * 2 - 1;\r\n if (this._emitterBehavior === 'volume') {\r\n const t = Math.max(Math.abs(x), Math.abs(y), Math.abs(z));\r\n if (t !== 0) {\r\n x /= t;\r\n y /= t;\r\n z /= t;\r\n }\r\n }\r\n pos.x = x * shapeSizeX;\r\n pos.y = y * shapeSizeY;\r\n pos.z = z * shapeSizeZ;\r\n const coneRadius =\r\n this._emitterConeRadiusMin +\r\n (this._emitterConeRadiusMax - this._emitterConeRadiusMin) * Math.random();\r\n vel.x = -coneRadius + Math.random() * 2 * coneRadius;\r\n vel.y = 1;\r\n vel.z = -coneRadius + Math.random() * 2 * coneRadius;\r\n break;\r\n }\r\n case 'cylinder': {\r\n const alpha = Math.random() * Math.PI * 2;\r\n let x = Math.sin(alpha);\r\n let z = Math.cos(alpha);\r\n const y = Math.random() * 2 - 1;\r\n const coneRadius =\r\n this._emitterConeRadiusMin +\r\n (this._emitterConeRadiusMax - this._emitterConeRadiusMin) * Math.random();\r\n vel.x = x * shapeSizeX;\r\n vel.y = (-coneRadius + Math.random() * 2 * coneRadius) * shapeSizeY;\r\n vel.z = z * shapeSizeZ;\r\n if (this._emitterBehavior === 'volume') {\r\n const t = Math.random();\r\n x *= t;\r\n z *= t;\r\n }\r\n pos.x = x * shapeSizeX;\r\n pos.y = y * shapeSizeY;\r\n pos.z = z * shapeSizeZ;\r\n break;\r\n }\r\n case 'cone': {\r\n const alpha = Math.random() * Math.PI * 2;\r\n const scale = Math.random();\r\n const s = Math.sin(alpha);\r\n const c = Math.cos(alpha);\r\n pos.x = s * scale * shapeSizeX;\r\n pos.y = (2 - 2 * scale) * shapeSizeY;\r\n pos.z = c * scale * shapeSizeZ;\r\n const t = (shapeSizeY * shapeSizeY) / Math.hypot(shapeSizeY * shapeSizeY + shapeSizeX + shapeSizeX);\r\n vel.x = s * shapeSizeX * t;\r\n vel.y = -t * shapeSizeY;\r\n vel.z = c * shapeSizeX * t;\r\n break;\r\n }\r\n }\r\n }\r\n vel.inplaceNormalize();\r\n vel.scaleBy(\r\n this._particleVelocityMin + Math.random() * (this._particleVelocityMax - this._particleVelocityMin)\r\n );\r\n }\r\n resizeVertexBuffers() {\r\n if (!this._primitive.get()) {\r\n this._primitive.set(new Primitive());\r\n this._primitive\r\n .get()!\r\n .createAndSetVertexBuffer(\r\n 'position_f32x4',\r\n new Float32Array([0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 2, 0, 0, 0, 3])\r\n );\r\n this._primitive.get()!.createAndSetIndexBuffer(new Uint16Array([0, 1, 2, 3]));\r\n this._primitive.get()!.primitiveType = 'triangle-strip';\r\n }\r\n if (!this._instanceData || this._instanceData.length < this._maxParticleCount * 10) {\r\n this._primitive.get()!.removeVertexBuffer('texCoord0');\r\n this._instanceData = new Float32Array(nextPowerOf2(this._maxParticleCount) * 10);\r\n this._primitive\r\n .get()!\r\n .createAndSetVertexBuffer(['tex0_f32x3', 'tex1_f32x4', 'tex2_f32x3'], this._instanceData, 'instance');\r\n }\r\n }\r\n update(_frameId: number, elapsedInSeconds: number, deltaInSeconds: number) {\r\n if (!this.attached) {\r\n return;\r\n }\r\n this.scene!.queueUpdateNode(this);\r\n const animationSet = this._animationSet.get();\r\n if (animationSet && animationSet.numAnimations > 0) {\r\n animationSet.update(deltaInSeconds);\r\n }\r\n const tick = elapsedInSeconds;\r\n if (this._startTick === 0) {\r\n this._startTick = tick;\r\n }\r\n if (this._delay > 0 && tick - this._startTick < this._delay) {\r\n return;\r\n }\r\n this.invalidateBoundingVolume();\r\n const elapsedInSecond = deltaInSeconds;\r\n for (let i = this._activeParticleList.length - 1; i >= 0; i--) {\r\n const node = this._activeParticleList[i];\r\n const p = node.particle;\r\n node.elapsedTime += elapsedInSecond;\r\n const age = node.elapsedTime / p.lifeSpan;\r\n if (age >= 1) {\r\n this._activeParticleList.splice(i, 1);\r\n } else {\r\n p.velocity.x += this._gravity.x * elapsedInSecond;\r\n p.velocity.y += this._gravity.y * elapsedInSecond;\r\n p.velocity.z += this._gravity.z * elapsedInSecond;\r\n if (this._airResistence) {\r\n p.velocity.x += (this._wind.x - p.velocity.x) * elapsedInSecond;\r\n p.velocity.y += (this._wind.y - p.velocity.y) * elapsedInSecond;\r\n p.velocity.z += (this._wind.z - p.velocity.z) * elapsedInSecond;\r\n }\r\n const len = p.velocity.length;\r\n if (len > 0.0001) {\r\n const s = 1 + (elapsedInSecond * p.acceleartion) / len;\r\n p.velocity.scaleBy(s < 0 ? 0 : s);\r\n }\r\n p.position.x += p.velocity.x * elapsedInSecond * this._scalar;\r\n p.position.y += p.velocity.y * elapsedInSecond * this._scalar;\r\n p.position.z += p.velocity.z * elapsedInSecond * this._scalar;\r\n node.jitterAngle = (node.elapsedTime + p.lifeSpan * node.ageBias) * this._jitterSpeed;\r\n node.size = Math.max(p.size1 + p.size2 * age, 0);\r\n node.rotation += p.rotation * elapsedInSecond;\r\n }\r\n }\r\n let newParticleCount = 0;\r\n if (this._startEmitTime === 0) {\r\n newParticleCount = this._emitCount > this._maxParticleCount ? this._maxParticleCount : this._emitCount;\r\n this._numEmitCount = 1;\r\n this._startEmitTime = tick;\r\n } else {\r\n const emitElapsed = tick - this._startEmitTime;\r\n const count = (((emitElapsed * 1000) / this._emitInterval) >> 0) + 1;\r\n if (count > this._numEmitCount) {\r\n newParticleCount = this._emitCount;\r\n this._numEmitCount = count;\r\n if (this._activeParticleList.length + newParticleCount > this._maxParticleCount) {\r\n newParticleCount = this._maxParticleCount - this._activeParticleList.length;\r\n }\r\n }\r\n }\r\n if (newParticleCount > 0) {\r\n this.newParticle(newParticleCount, this.worldMatrix);\r\n }\r\n this.resizeVertexBuffers();\r\n this._wsBoundingBox.beginExtend();\r\n let n = 0;\r\n const worldSpace = !!(this._flags & PS_WORLDSPACE);\r\n const invWorldMatrix = this.invWorldMatrix;\r\n const instanceData = this._instanceData!;\r\n for (const p of this._activeParticleList) {\r\n if (worldSpace) {\r\n invWorldMatrix.transformPointAffine(p.particle.position, tmpVec3);\r\n instanceData[n++] = tmpVec3.x;\r\n instanceData[n++] = tmpVec3.y;\r\n instanceData[n++] = tmpVec3.z;\r\n this._wsBoundingBox.extend(tmpVec3);\r\n } else {\r\n instanceData[n++] = p.particle.position.x;\r\n instanceData[n++] = p.particle.position.y;\r\n instanceData[n++] = p.particle.position.z;\r\n this._wsBoundingBox.extend(p.particle.position);\r\n }\r\n instanceData[n++] = p.size;\r\n instanceData[n++] = p.rotation;\r\n instanceData[n++] = p.jitterAngle;\r\n instanceData[n++] = p.elapsedTime / p.particle.lifeSpan;\r\n if (worldSpace) {\r\n invWorldMatrix.transformVectorAffine(p.particle.velocity, tmpVec3);\r\n instanceData[n++] = tmpVec3.x;\r\n instanceData[n++] = tmpVec3.y;\r\n instanceData[n++] = tmpVec3.z;\r\n } else {\r\n instanceData[n++] = p.particle.velocity.x;\r\n instanceData[n++] = p.particle.velocity.y;\r\n instanceData[n++] = p.particle.velocity.z;\r\n }\r\n }\r\n let maxParticleSize = Math.max(\r\n Math.abs(this.particleSize1Min),\r\n Math.abs(this.particleSize1Max),\r\n Math.abs(this.particleSize2Min),\r\n Math.abs(this.particleSize2Max)\r\n );\r\n invWorldMatrix.decompose(tmpVec3, null, null);\r\n const scale = Math.max(Math.abs(tmpVec3.x), Math.abs(tmpVec3.y), Math.abs(tmpVec3.z));\r\n maxParticleSize *= scale;\r\n if (this._jitterSpeed !== 0 && this.jitterPower !== 0) {\r\n maxParticleSize += 2 * Math.abs(this.jitterPower);\r\n }\r\n this._wsBoundingBox.minPoint.x -= maxParticleSize;\r\n this._wsBoundingBox.minPoint.y -= maxParticleSize;\r\n this._wsBoundingBox.minPoint.z -= maxParticleSize;\r\n this._wsBoundingBox.maxPoint.x += maxParticleSize;\r\n this._wsBoundingBox.maxPoint.y += maxParticleSize;\r\n this._wsBoundingBox.maxPoint.z += maxParticleSize;\r\n this._primitive.get()!.getVertexBuffer('texCoord0')!.bufferSubData(0, instanceData);\r\n }\r\n newParticle(num: number, worldMatrix: Matrix4x4) {\r\n for (let i = 0; i < num; i++) {\r\n const particle = this.initParticle();\r\n particle.size1 *= this._scalar;\r\n particle.size2 *= this._scalar;\r\n particle.size2 -= particle.size1;\r\n const node: ParticleNode = {\r\n particle,\r\n elapsedTime: 0,\r\n rotation: 0,\r\n size: particle.size1,\r\n ageBias: Math.random(),\r\n jitterAngle: 0\r\n };\r\n if (this._flags & PS_WORLDSPACE) {\r\n worldMatrix.transformPointAffine(particle.position, particle.position);\r\n worldMatrix.transformVectorAffine(particle.velocity, particle.velocity);\r\n }\r\n this._activeParticleList.push(node);\r\n }\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getPickTarget }\r\n */\r\n getPickTarget() {\r\n return this._pickTarget;\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getMorphData}\r\n */\r\n getMorphData() {\r\n return null;\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getMorphInfo}\r\n */\r\n getMorphInfo() {\r\n return null;\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getQueueType}\r\n */\r\n getQueueType() {\r\n return this._material.get()?.getQueueType() ?? 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