@zephyr3d/scene 0.9.15 → 0.9.16
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/app/engine.js +3 -1
- package/dist/app/engine.js.map +1 -1
- package/dist/asset/assetmanager.js +1 -0
- package/dist/asset/assetmanager.js.map +1 -1
- package/dist/camera/camera.js +87 -0
- package/dist/camera/camera.js.map +1 -1
- package/dist/index.d.ts +152 -4
- package/dist/index.js +3 -0
- package/dist/index.js.map +1 -1
- package/dist/material/meshmaterial.js +8 -1
- package/dist/material/meshmaterial.js.map +1 -1
- package/dist/material/shader/helper.js +6 -0
- package/dist/material/shader/helper.js.map +1 -1
- package/dist/material/skin.js +263 -0
- package/dist/material/skin.js.map +1 -0
- package/dist/posteffect/compositor.js +3 -0
- package/dist/posteffect/compositor.js.map +1 -1
- package/dist/posteffect/skinsss.js +194 -0
- package/dist/posteffect/skinsss.js.map +1 -0
- package/dist/posteffect/ssr.js +26 -49
- package/dist/posteffect/ssr.js.map +1 -1
- package/dist/posteffect/sss.js +1 -0
- package/dist/posteffect/sss.js.map +1 -1
- package/dist/posteffect/taa.js +2 -40
- package/dist/posteffect/taa.js.map +1 -1
- package/dist/render/abuffer_oit.js +1 -0
- package/dist/render/abuffer_oit.js.map +1 -1
- package/dist/render/drawable_mixin.js +1 -0
- package/dist/render/drawable_mixin.js.map +1 -1
- package/dist/render/fbm_wavegenerator.js +1 -0
- package/dist/render/fbm_wavegenerator.js.map +1 -1
- package/dist/render/gerstner_wavegenerator.js +1 -0
- package/dist/render/gerstner_wavegenerator.js.map +1 -1
- package/dist/render/globalbindgroup_allocator.js +1 -0
- package/dist/render/globalbindgroup_allocator.js.map +1 -1
- package/dist/render/lightpass.js +4 -1
- package/dist/render/lightpass.js.map +1 -1
- package/dist/render/render_queue.js +1 -0
- package/dist/render/render_queue.js.map +1 -1
- package/dist/render/renderer.js +1 -0
- package/dist/render/renderer.js.map +1 -1
- package/dist/render/rendergraph/device_pool_allocator.js +41 -41
- package/dist/render/rendergraph/device_pool_allocator.js.map +1 -1
- package/dist/render/rendergraph/forward_plus_builder.js +78 -8
- package/dist/render/rendergraph/forward_plus_builder.js.map +1 -1
- package/dist/scene/basesprite.js +1 -0
- package/dist/scene/basesprite.js.map +1 -1
- package/dist/scene/batchgroup.js +1 -0
- package/dist/scene/batchgroup.js.map +1 -1
- package/dist/scene/environment.js +1 -0
- package/dist/scene/environment.js.map +1 -1
- package/dist/scene/light.js +6 -4
- package/dist/scene/light.js.map +1 -1
- package/dist/scene/mesh.js +1 -0
- package/dist/scene/mesh.js.map +1 -1
- package/dist/scene/msdftext.js +1 -0
- package/dist/scene/msdftext.js.map +1 -1
- package/dist/scene/msdftextsprite.js +1 -0
- package/dist/scene/msdftextsprite.js.map +1 -1
- package/dist/scene/particlesys.js +1 -0
- package/dist/scene/particlesys.js.map +1 -1
- package/dist/scene/scene.js +1 -0
- package/dist/scene/scene.js.map +1 -1
- package/dist/scene/terrain-cm/grass.js +1 -0
- package/dist/scene/terrain-cm/grass.js.map +1 -1
- package/dist/scene/terrain-cm/grassmaterial.js +1 -0
- package/dist/scene/terrain-cm/grassmaterial.js.map +1 -1
- package/dist/scene/terrain-cm/terrain-cm.js +1 -0
- package/dist/scene/terrain-cm/terrain-cm.js.map +1 -1
- package/dist/scene/water.js +1 -0
- package/dist/scene/water.js.map +1 -1
- package/dist/shaders/shadow.js +504 -1
- package/dist/shaders/shadow.js.map +1 -1
- package/dist/shadow/esm.js +1 -0
- package/dist/shadow/esm.js.map +1 -1
- package/dist/shadow/pcf_opt.js +1 -0
- package/dist/shadow/pcf_opt.js.map +1 -1
- package/dist/shadow/pcf_pd.js +1 -0
- package/dist/shadow/pcf_pd.js.map +1 -1
- package/dist/shadow/pcss.js +181 -0
- package/dist/shadow/pcss.js.map +1 -0
- package/dist/shadow/shader.js +1 -0
- package/dist/shadow/shader.js.map +1 -1
- package/dist/shadow/shadow_impl.js.map +1 -1
- package/dist/shadow/shadowmapper.js +86 -8
- package/dist/shadow/shadowmapper.js.map +1 -1
- package/dist/shadow/ssm.js +1 -0
- package/dist/shadow/ssm.js.map +1 -1
- package/dist/shadow/vsm.js +1 -0
- package/dist/shadow/vsm.js.map +1 -1
- package/dist/utility/serialization/manager.js +3 -1
- package/dist/utility/serialization/manager.js.map +1 -1
- package/dist/utility/serialization/scene/animation.js +1 -0
- package/dist/utility/serialization/scene/animation.js.map +1 -1
- package/dist/utility/serialization/scene/batch.js +1 -0
- package/dist/utility/serialization/scene/batch.js.map +1 -1
- package/dist/utility/serialization/scene/camera.js +122 -0
- package/dist/utility/serialization/scene/camera.js.map +1 -1
- package/dist/utility/serialization/scene/common.js +1 -0
- package/dist/utility/serialization/scene/common.js.map +1 -1
- package/dist/utility/serialization/scene/light.js +82 -21
- package/dist/utility/serialization/scene/light.js.map +1 -1
- package/dist/utility/serialization/scene/material.js +195 -3
- package/dist/utility/serialization/scene/material.js.map +1 -1
- package/dist/utility/serialization/scene/mesh.js +1 -0
- package/dist/utility/serialization/scene/mesh.js.map +1 -1
- package/dist/utility/serialization/scene/node.js +1 -0
- package/dist/utility/serialization/scene/node.js.map +1 -1
- package/dist/utility/serialization/scene/particle.js +1 -0
- package/dist/utility/serialization/scene/particle.js.map +1 -1
- package/dist/utility/serialization/scene/primitive.js +1 -0
- package/dist/utility/serialization/scene/primitive.js.map +1 -1
- package/dist/utility/serialization/scene/sprite.js +1 -0
- package/dist/utility/serialization/scene/sprite.js.map +1 -1
- package/dist/utility/serialization/scene/terrain.js +1 -0
- package/dist/utility/serialization/scene/terrain.js.map +1 -1
- package/dist/utility/serialization/scene/text.js +1 -0
- package/dist/utility/serialization/scene/text.js.map +1 -1
- package/dist/utility/serialization/scene/water.js +1 -0
- package/dist/utility/serialization/scene/water.js.map +1 -1
- package/dist/values.js +1 -0
- package/dist/values.js.map +1 -1
- package/package.json +2 -2
package/dist/scene/mesh.js.map
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{"version":3,"file":"mesh.js","sources":["../../src/scene/mesh.ts"],"sourcesContent":["import type { Nullable } from '@zephyr3d/base';\r\nimport { applyMixins, castObservable, 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 { BoundingBox, type BoundingVolume } 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\nimport { calculateMorphBoundingBox } from '../animation/morphtarget';\r\n\r\n/**\r\n * Callback invoked after a mesh finishes its per-frame update.\r\n *\r\n * @public\r\n */\r\nexport type MeshUpdateCallback = (frameId: number, elapsedInSeconds: number, deltaInSeconds: number) => void;\r\n\r\n/**\r\n * Bounding data used to update a mesh's local bounding box after morph target weights change.\r\n *\r\n * @public\r\n */\r\nexport interface MorphBoundingInfo {\r\n targetBoxes: BoundingBox[];\r\n originBox: BoundingBox;\r\n}\r\n\r\nconst MeshBase = castObservable(applyMixins(GraphNode, mixinDrawable))<{\r\n primitive_changed: [primitive: Nullable<Primitive>];\r\n material_changed: [material: Nullable<MeshMaterial>];\r\n}>();\r\n\r\n/**\r\n * Mesh node\r\n * @public\r\n */\r\nexport class Mesh extends MeshBase 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 _skinBindingName: 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 _morphBoundingInfo: Nullable<MorphBoundingInfo>;\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 _suspendSkinning: 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._morphBoundingInfo = 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._suspendSkinning = false;\r\n this._skinBindingName = '';\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 * Returns the batch instance ID for the current render pass.\r\n */\r\n getInstanceId(_renderPass: RenderPass) {\r\n return `${this._instanceHash}:${this.worldMatrixDet >= 0}`;\r\n }\r\n /**\r\n * Returns the packed instance-uniform buffer used for batching.\r\n */\r\n getInstanceUniforms() {\r\n return this._material.get()!.$instanceUniforms;\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getPickTarget }\r\n */\r\n getPickTarget() {\r\n return this._pickTarget;\r\n }\r\n setPickTarget(node: SceneNode, label?: string) {\r\n this._pickTarget = { node, label };\r\n }\r\n get useRenderBundle() {\r\n return this._useRenderBundle;\r\n }\r\n set useRenderBundle(val) {\r\n this._useRenderBundle = val;\r\n }\r\n get skeletonName() {\r\n return this._skinBindingName;\r\n }\r\n set skeletonName(name) {\r\n this.skinBindingName = name;\r\n }\r\n get skinBindingName() {\r\n return this._skinBindingName;\r\n }\r\n set skinBindingName(name) {\r\n if (name !== this._skinBindingName) {\r\n this._skinBindingName = name;\r\n this.updateSkeletonState();\r\n }\r\n }\r\n /** @internal */\r\n get skinnedBoundingInfo() {\r\n return this._skinnedBoundingInfo;\r\n }\r\n /** @internal */\r\n get suspendSkinning() {\r\n return this._suspendSkinning;\r\n }\r\n /** @internal */\r\n set suspendSkinning(val) {\r\n this._suspendSkinning = !!val;\r\n }\r\n /** Wether the mesh node casts shadows */\r\n get castShadow() {\r\n return this._castShadow;\r\n }\r\n set castShadow(b) {\r\n this._castShadow = b;\r\n }\r\n /** Primitive of the mesh */\r\n get primitive() {\r\n return this._primitive?.get() ?? null;\r\n }\r\n set primitive(prim) {\r\n const currentPrimitive = this._primitive.get();\r\n if (prim !== currentPrimitive) {\r\n if (currentPrimitive) {\r\n currentPrimitive.off('bv_changed', this._onBoundingboxChange, this);\r\n }\r\n this._primitive.set(prim);\r\n if (prim) {\r\n prim.on('bv_changed', this._onBoundingboxChange, this);\r\n }\r\n this._instanceHash =\r\n prim && this._material.get()\r\n ? `${this.constructor.name}:${this._scene!.id}:${prim.id}:${this._material.get()!.instanceId}`\r\n : null;\r\n this.invalidateBoundingVolume();\r\n RenderBundleWrapper.drawableChanged(this);\r\n this._primitiveChangeTag = null;\r\n this.dispatchEvent('primitive_changed', prim);\r\n }\r\n }\r\n /** Material of the mesh */\r\n get material() {\r\n return this._material?.get() ?? null;\r\n }\r\n set material(m) {\r\n if (this._material.get() !== m) {\r\n this._material.set(m);\r\n if (m) {\r\n RenderBundleWrapper.materialAttached(m.coreMaterial, this);\r\n }\r\n this._instanceHash =\r\n this._primitive.get() && m\r\n ? `${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 this.dispatchEvent('material_changed', m);\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 morph target bounding data used to update the animated bounding box when weights change.\r\n * @param info - Morph target bounding data\r\n */\r\n setMorphBoundingInfo(info: Nullable<MorphBoundingInfo>) {\r\n this._morphBoundingInfo = info\r\n ? {\r\n targetBoxes: info.targetBoxes.map((box) => box.clone()),\r\n originBox: info.originBox.clone()\r\n }\r\n : null;\r\n this.refreshAnimatedBoundingBox();\r\n }\r\n /**\r\n * Gets morph target bounding data.\r\n */\r\n getMorphBoundingInfo() {\r\n return this._morphBoundingInfo;\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.refreshAnimatedBoundingBox();\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 /** @internal */\r\n resolveAnimatedBoundingBox(morphBoundingBox?: Nullable<BoundingBox>) {\r\n const skinnedBoundingBox =\r\n this._boneMatrices.get() && this._skinnedBoundingInfo?.boundingBox?.isValid()\r\n ? this._skinnedBoundingInfo.boundingBox\r\n : null;\r\n if (skinnedBoundingBox && morphBoundingBox) {\r\n return skinnedBoundingBox.clone().union(morphBoundingBox) as BoundingBox;\r\n }\r\n return skinnedBoundingBox?.clone() ?? morphBoundingBox ?? null;\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 * Get the index of the morph target by name\r\n * @param name - The name of the morph target\r\n * @returns The index of the morph target, or -1 if not found\r\n */\r\n getMorphTargetIndexByName(name: string): number {\r\n return this._morphInfo?.names?.[name] ?? -1;\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.getMorphTargetIndexByName(name);\r\n if (index >= 0) {\r\n this.setMorphWeightByIndex(index, weight);\r\n }\r\n }\r\n /**\r\n * Update morph target weight by index\r\n *\r\n * @param index - The index of the morph target\r\n * @param weight - The weight of the morph target\r\n */\r\n setMorphWeightByIndex(index: number, weight: number) {\r\n if (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.refreshAnimatedBoundingBox();\r\n this.scene!.queueUpdateNode(this);\r\n }\r\n } else {\r\n console.warn(`Morph target index out of range: ${index}`);\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 weights\r\n *\r\n * @param weight - The morph target weights. The length must not exceed the mesh's morph target count.\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.refreshAnimatedBoundingBox();\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 calculateMorphBoundingBox(): Nullable<BoundingBox> {\r\n if (!this._morphInfo || !this._morphBoundingInfo) {\r\n return null;\r\n }\r\n const numTargets = Math.min(this._morphInfo.data[3], this._morphBoundingInfo.targetBoxes.length);\r\n if (numTargets <= 0) {\r\n return null;\r\n }\r\n const weights =\r\n this._morphInfo.data instanceof Float32Array\r\n ? this._morphInfo.data.subarray(4, 4 + numTargets)\r\n : new Float32Array(Array.from(this._morphInfo.data.subarray(4, 4 + numTargets)));\r\n const bbox = new BoundingBox();\r\n calculateMorphBoundingBox(bbox, this._morphBoundingInfo.targetBoxes, weights, numTargets);\r\n bbox.minPoint.addBy(this._morphBoundingInfo.originBox.minPoint);\r\n bbox.maxPoint.addBy(this._morphBoundingInfo.originBox.maxPoint);\r\n return bbox;\r\n }\r\n /** @internal */\r\n private refreshAnimatedBoundingBox() {\r\n this.setAnimatedBoundingBox(this.resolveAnimatedBoundingBox(this.calculateMorphBoundingBox()));\r\n }\r\n /** @internal */\r\n private updateMorphState() {\r\n if (this._morphInfo && this._morphDirty) {\r\n this._morphInfo.buffer!.get()!.bufferSubData(4 * 4, this._morphInfo.data, 4, this._morphInfo.data[3]);\r\n this.refreshAnimatedBoundingBox();\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 binding = this._skinBindingName && this.findSkinBindingById(this._skinBindingName);\r\n if (binding) {\r\n this.setBoneMatrices(binding.jointTexture);\r\n binding.computeBoundingBox(this._skinnedBoundingInfo!, this.invWorldMatrix);\r\n this.refreshAnimatedBoundingBox();\r\n } else {\r\n this.setBoneMatrices(null);\r\n this.refreshAnimatedBoundingBox();\r\n }\r\n if (this._skinBindingName) {\r\n this.scene!.queueUpdateNode(this);\r\n }\r\n }\r\n /**\r\n * {@inheritDoc Drawable.draw}\r\n */\r\n draw(ctx: DrawContext, renderQueue: Nullable<RenderQueue>, hash?: string) {\r\n const material = this.material;\r\n const primitive = this.primitive;\r\n if (material && primitive) {\r\n if (this._useRenderBundle && !ctx.instanceData && hash) {\r\n if (\r\n this._primitiveChangeTag !== primitive.changeTag ||\r\n this._materialChangeTag !== material.changeTag\r\n ) {\r\n this._renderBundle = {};\r\n this._primitiveChangeTag = primitive.changeTag;\r\n this._materialChangeTag = material.changeTag;\r\n }\r\n const renderBundle = this._renderBundle![hash];\r\n if (!renderBundle) {\r\n 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+
{"version":3,"file":"mesh.js","sources":["../../src/scene/mesh.ts"],"sourcesContent":["import type { Nullable } from '@zephyr3d/base';\r\nimport { applyMixins, castObservable, 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 { BoundingBox, type BoundingVolume } 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\nimport { calculateMorphBoundingBox } from '../animation/morphtarget';\r\n\r\n/**\r\n * Callback invoked after a mesh finishes its per-frame update.\r\n *\r\n * @public\r\n */\r\nexport type MeshUpdateCallback = (frameId: number, elapsedInSeconds: number, deltaInSeconds: number) => void;\r\n\r\n/**\r\n * Bounding data used to update a mesh's local bounding box after morph target weights change.\r\n *\r\n * @public\r\n */\r\nexport interface MorphBoundingInfo {\r\n targetBoxes: BoundingBox[];\r\n originBox: BoundingBox;\r\n}\r\n\r\nconst MeshBase = castObservable(applyMixins(GraphNode, mixinDrawable))<{\r\n primitive_changed: [primitive: Nullable<Primitive>];\r\n material_changed: [material: Nullable<MeshMaterial>];\r\n}>();\r\n\r\n/**\r\n * Mesh node\r\n * @public\r\n */\r\nexport class Mesh extends MeshBase 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 _skinBindingName: 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 _morphBoundingInfo: Nullable<MorphBoundingInfo>;\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 _suspendSkinning: 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._morphBoundingInfo = 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._suspendSkinning = false;\r\n this._skinBindingName = '';\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 * Returns the batch instance ID for the current render pass.\r\n */\r\n getInstanceId(_renderPass: RenderPass) {\r\n return `${this._instanceHash}:${this.worldMatrixDet >= 0}`;\r\n }\r\n /**\r\n * Returns the packed instance-uniform buffer used for batching.\r\n */\r\n getInstanceUniforms() {\r\n return this._material.get()!.$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 useRenderBundle() {\r\n return this._useRenderBundle;\r\n }\r\n set useRenderBundle(val) {\r\n this._useRenderBundle = val;\r\n }\r\n get skeletonName() {\r\n return this._skinBindingName;\r\n }\r\n set skeletonName(name) {\r\n this.skinBindingName = name;\r\n }\r\n get skinBindingName() {\r\n return this._skinBindingName;\r\n }\r\n set skinBindingName(name) {\r\n if (name !== this._skinBindingName) {\r\n this._skinBindingName = 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 suspendSkinning() {\r\n return this._suspendSkinning;\r\n }\r\n /** @internal */\r\n set suspendSkinning(val) {\r\n this._suspendSkinning = !!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() ?? null;\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 this.dispatchEvent('primitive_changed', prim);\r\n }\r\n }\r\n /** Material of the mesh */\r\n get material() {\r\n return this._material?.get() ?? null;\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 this.dispatchEvent('material_changed', m);\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 morph target bounding data used to update the animated bounding box when weights change.\r\n * @param info - Morph target bounding data\r\n */\r\n setMorphBoundingInfo(info: Nullable<MorphBoundingInfo>) {\r\n this._morphBoundingInfo = info\r\n ? {\r\n targetBoxes: info.targetBoxes.map((box) => box.clone()),\r\n originBox: info.originBox.clone()\r\n }\r\n : null;\r\n this.refreshAnimatedBoundingBox();\r\n }\r\n /**\r\n * Gets morph target bounding data.\r\n */\r\n getMorphBoundingInfo() {\r\n return this._morphBoundingInfo;\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.refreshAnimatedBoundingBox();\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 /** @internal */\r\n resolveAnimatedBoundingBox(morphBoundingBox?: Nullable<BoundingBox>) {\r\n const skinnedBoundingBox =\r\n this._boneMatrices.get() && this._skinnedBoundingInfo?.boundingBox?.isValid()\r\n ? this._skinnedBoundingInfo.boundingBox\r\n : null;\r\n if (skinnedBoundingBox && morphBoundingBox) {\r\n return skinnedBoundingBox.clone().union(morphBoundingBox) as BoundingBox;\r\n }\r\n return skinnedBoundingBox?.clone() ?? morphBoundingBox ?? null;\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 * Get the index of the morph target by name\r\n * @param name - The name of the morph target\r\n * @returns The index of the morph target, or -1 if not found\r\n */\r\n getMorphTargetIndexByName(name: string): number {\r\n return this._morphInfo?.names?.[name] ?? -1;\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.getMorphTargetIndexByName(name);\r\n if (index >= 0) {\r\n this.setMorphWeightByIndex(index, weight);\r\n }\r\n }\r\n /**\r\n * Update morph target weight by index\r\n *\r\n * @param index - The index of the morph target\r\n * @param weight - The weight of the morph target\r\n */\r\n setMorphWeightByIndex(index: number, weight: number) {\r\n if (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.refreshAnimatedBoundingBox();\r\n this.scene!.queueUpdateNode(this);\r\n }\r\n } else {\r\n console.warn(`Morph target index out of range: ${index}`);\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 weights\r\n *\r\n * @param weight - The morph target weights. The length must not exceed the mesh's morph target count.\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.refreshAnimatedBoundingBox();\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 calculateMorphBoundingBox(): Nullable<BoundingBox> {\r\n if (!this._morphInfo || !this._morphBoundingInfo) {\r\n return null;\r\n }\r\n const numTargets = Math.min(this._morphInfo.data[3], this._morphBoundingInfo.targetBoxes.length);\r\n if (numTargets <= 0) {\r\n return null;\r\n }\r\n const weights =\r\n this._morphInfo.data instanceof Float32Array\r\n ? this._morphInfo.data.subarray(4, 4 + numTargets)\r\n : new Float32Array(Array.from(this._morphInfo.data.subarray(4, 4 + numTargets)));\r\n const bbox = new BoundingBox();\r\n calculateMorphBoundingBox(bbox, this._morphBoundingInfo.targetBoxes, weights, numTargets);\r\n bbox.minPoint.addBy(this._morphBoundingInfo.originBox.minPoint);\r\n bbox.maxPoint.addBy(this._morphBoundingInfo.originBox.maxPoint);\r\n return bbox;\r\n }\r\n /** @internal */\r\n private refreshAnimatedBoundingBox() {\r\n this.setAnimatedBoundingBox(this.resolveAnimatedBoundingBox(this.calculateMorphBoundingBox()));\r\n }\r\n /** @internal */\r\n private updateMorphState() {\r\n if (this._morphInfo && this._morphDirty) {\r\n this._morphInfo.buffer!.get()!.bufferSubData(4 * 4, this._morphInfo.data, 4, this._morphInfo.data[3]);\r\n this.refreshAnimatedBoundingBox();\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 binding = this._skinBindingName && this.findSkinBindingById(this._skinBindingName);\r\n if (binding) {\r\n this.setBoneMatrices(binding.jointTexture);\r\n binding.computeBoundingBox(this._skinnedBoundingInfo!, this.invWorldMatrix);\r\n this.refreshAnimatedBoundingBox();\r\n } else {\r\n this.setBoneMatrices(null);\r\n this.refreshAnimatedBoundingBox();\r\n }\r\n if (this._skinBindingName) {\r\n this.scene!.queueUpdateNode(this);\r\n }\r\n }\r\n /**\r\n * {@inheritDoc Drawable.draw}\r\n */\r\n draw(ctx: DrawContext, renderQueue: Nullable<RenderQueue>, hash?: string) {\r\n const material = this.material;\r\n const primitive = this.primitive;\r\n if (material && primitive) {\r\n if (this._useRenderBundle && !ctx.instanceData && hash) {\r\n if (\r\n this._primitiveChangeTag !== primitive.changeTag ||\r\n this._materialChangeTag !== material.changeTag\r\n ) {\r\n this._renderBundle = {};\r\n this._primitiveChangeTag = primitive.changeTag;\r\n this._materialChangeTag = material.changeTag;\r\n }\r\n const renderBundle = this._renderBundle![hash];\r\n if (!renderBundle) {\r\n ctx.device.beginCapture();\r\n this.bind(ctx, renderQueue);\r\n material.draw(primitive, ctx);\r\n this._renderBundle![hash] = ctx.device.endCapture();\r\n } else {\r\n ctx.device.executeRenderBundle(renderBundle);\r\n }\r\n } else {\r\n this.bind(ctx, renderQueue);\r\n material.draw(primitive, ctx);\r\n }\r\n }\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getMaterial}\r\n */\r\n getMaterial() {\r\n return this.material;\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getPrimitive}\r\n */\r\n getPrimitive() {\r\n return this.primitive;\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getBoneMatrices}\r\n */\r\n getBoneMatrices() {\r\n return this._boneMatrices.get();\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getNode}\r\n */\r\n getNode() {\r\n // mesh transform should be ignored when skinned\r\n return this;\r\n }\r\n /** @internal */\r\n computeBoundingVolume() {\r\n let bbox: Nullable<BoundingVolume>;\r\n if (this._animatedBoundingBox) {\r\n bbox = this._animatedBoundingBox;\r\n } else {\r\n bbox = this._primitive.get()?.getBoundingVolume() ?? null;\r\n }\r\n return bbox;\r\n }\r\n /** Disposes the mesh node */\r\n protected onDispose() {\r\n super.onDispose();\r\n this._primitive.get()?.off('bv_changed', this._onBoundingboxChange, this);\r\n this._primitive.dispose();\r\n this._material.dispose();\r\n this._boneMatrices.dispose();\r\n this.setMorphData(null);\r\n this.setMorphInfo(null);\r\n this.setMorphBoundingInfo(null);\r\n this._renderBundle = null;\r\n RenderBundleWrapper.drawableChanged(this);\r\n }\r\n /** @internal */\r\n private _onBoundingboxChange() {\r\n this.invalidateBoundingVolume();\r\n }\r\n /** @internal */\r\n private static _defaultMaterial: Nullable<MeshMaterial> = null;\r\n /** @internal */\r\n private static _getDefaultMaterial() {\r\n if (!this._defaultMaterial) {\r\n this._defaultMaterial = new LambertMaterial();\r\n }\r\n return this._defaultMaterial;\r\n 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package/dist/scene/msdftext.js
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@@ -11,6 +11,7 @@ import '../material/blinn.js';
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import '../material/unlit.js';
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import '../material/particle.js';
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import '../material/subsurfaceprofile.js';
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import '../material/skin.js';
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import '../material/meshmaterial.js';
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{"version":3,"file":"msdftext.js","sources":["../../src/scene/msdftext.ts"],"sourcesContent":["import type { AABB, Immutable } from '@zephyr3d/base';\r\nimport { Vector2, Vector3 } from '@zephyr3d/base';\r\nimport type { Scene } from './scene';\r\nimport { BoundingBox } from '../utility/bounding_volume';\r\nimport { Primitive } from '../render';\r\nimport type { FontAsset } from '../text/font';\r\nimport type { MSDFGlyphAtlas } from '../text/runtime';\r\nimport { layoutText, type TextAlign, type TextLayoutResult } from '../text/runtime';\r\nimport { getEngine } from '../app/api';\r\nimport { MeshDrawable } from './meshdrawable';\r\nimport { GraphNode } from './graph_node';\r\nimport { MSDFTextMaterial } from '../material/msdf_text';\r\n\r\n/**\r\n * Billboard MSDF text node.\r\n *\r\n * @public\r\n */\r\nexport class MSDFText extends GraphNode {\r\n private _fontAsset: FontAsset | null;\r\n private _atlas: MSDFGlyphAtlas | null;\r\n private _castShadow: boolean;\r\n private _text: string;\r\n private _fontSize: number;\r\n private _maxWidth: number;\r\n private _textAlign: TextAlign;\r\n private _anchor: Vector2;\r\n private _color: Vector3;\r\n private _outlineWidth: number;\r\n private _outlineColor: Vector3;\r\n private _pageBatches: MeshDrawable<MSDFTextMaterial>[];\r\n constructor(scene: Scene) {\r\n super(scene);\r\n this._castShadow = false;\r\n this._fontAsset = null;\r\n this._atlas = null;\r\n this._text = '';\r\n this._fontSize = 32;\r\n this._maxWidth = 0;\r\n this._textAlign = 'left';\r\n this._anchor = new Vector2(0.5, 0.5);\r\n this._color = new Vector3(1, 1, 1);\r\n this._outlineWidth = 0;\r\n this._outlineColor = new Vector3(0, 0, 0);\r\n this._pageBatches = [];\r\n this.scene!.queueUpdateNode(this);\r\n }\r\n get castShadow() {\r\n return this._castShadow;\r\n }\r\n set castShadow(value) {\r\n this._castShadow = value;\r\n }\r\n get fontAsset() {\r\n return this._fontAsset;\r\n }\r\n set fontAsset(font: FontAsset | null) {\r\n if (this._fontAsset !== font) {\r\n this._fontAsset = font;\r\n this._atlas = font ? getEngine().msdfTextAtlasManager.getAtlas(font) : null;\r\n this.scene!.queueUpdateNode(this);\r\n }\r\n }\r\n get text() {\r\n return this._text;\r\n }\r\n set text(value) {\r\n if (this._text !== value) {\r\n this._text = value ?? '';\r\n this.scene!.queueUpdateNode(this);\r\n }\r\n }\r\n get fontSize() {\r\n return this._fontSize;\r\n }\r\n set fontSize(value) {\r\n if (this._fontSize !== value) {\r\n this._fontSize = Math.max(1, value);\r\n this.scene!.queueUpdateNode(this);\r\n }\r\n }\r\n get maxWidth() {\r\n return this._maxWidth;\r\n }\r\n set maxWidth(value) {\r\n if (this._maxWidth !== value) {\r\n this._maxWidth = Math.max(0, value);\r\n this.scene!.queueUpdateNode(this);\r\n }\r\n }\r\n get textAlign() {\r\n return this._textAlign;\r\n }\r\n set textAlign(value: TextAlign) {\r\n if (this._textAlign !== value) {\r\n this._textAlign = value;\r\n this.scene!.queueUpdateNode(this);\r\n }\r\n }\r\n get anchorX() {\r\n return this._anchor.x;\r\n }\r\n set anchorX(value) {\r\n if (this._anchor.x !== value) {\r\n this._anchor.x = value;\r\n this.scene!.queueUpdateNode(this);\r\n this.invalidateWorldBoundingVolume(false);\r\n }\r\n }\r\n get anchorY() {\r\n return this._anchor.y;\r\n }\r\n set anchorY(value) {\r\n if (this._anchor.y !== value) {\r\n this._anchor.y = value;\r\n this.scene!.queueUpdateNode(this);\r\n this.invalidateWorldBoundingVolume(false);\r\n }\r\n }\r\n get anchor(): Immutable<Vector2> {\r\n return this._anchor;\r\n }\r\n set anchor(value: Immutable<Vector2>) {\r\n if (!this._anchor.equalsTo(value)) {\r\n this._anchor.set(value);\r\n this.scene!.queueUpdateNode(this);\r\n this.invalidateWorldBoundingVolume(false);\r\n }\r\n }\r\n get textColor(): Immutable<Vector3> {\r\n return this._color;\r\n }\r\n set textColor(value: Immutable<Vector3>) {\r\n if (!this._color.equalsTo(value)) {\r\n this._color.set(value);\r\n for (const batch of this._pageBatches) {\r\n batch.material!.textColor = value;\r\n }\r\n }\r\n }\r\n get outlineWidth() {\r\n return this._outlineWidth;\r\n }\r\n set outlineWidth(value) {\r\n if (this._outlineWidth !== value) {\r\n this._outlineWidth = value;\r\n for (const batch of this._pageBatches) {\r\n batch.material!.outlineWidth = value;\r\n }\r\n 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pageIndices.length; i++) {\r\n const pageIndex = pageIndices[i];\r\n const geometry = geometries.pages.get(pageIndex)!;\r\n const batch = this.ensurePageBatch(i);\r\n updatePrimitiveGeometry(batch.primitive!, geometry.positions, geometry.uvs, geometry.indices);\r\n batch.primitive!.setBoundingVolume(bv);\r\n batch.material!.atlasTexture = this._atlas.getAtlasTexture(pageIndex) ?? null;\r\n batch.material!.textColor = this._color;\r\n batch.material!.distanceRange = this._atlas.distanceRange;\r\n batch.material!.outlineWidth = this._outlineWidth;\r\n batch.material!.outlineColor = this._outlineColor;\r\n }\r\n this.disposePageBatches(pageIndices.length);\r\n this.setBoundingVolume(bv);\r\n }\r\n isMSDFText(): this is MSDFText {\r\n return true;\r\n }\r\n protected onDispose() {\r\n this._atlas = null;\r\n this.disposePageBatches();\r\n super.onDispose();\r\n }\r\n private ensurePageBatch(index: number) {\r\n let batch = this._pageBatches[index];\r\n if (!batch) {\r\n batch = new 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{"version":3,"file":"msdftext.js","sources":["../../src/scene/msdftext.ts"],"sourcesContent":["import type { AABB, Immutable } from '@zephyr3d/base';\r\nimport { Vector2, Vector3 } from '@zephyr3d/base';\r\nimport type { Scene } from './scene';\r\nimport { BoundingBox } from '../utility/bounding_volume';\r\nimport { Primitive } from '../render';\r\nimport type { FontAsset } from '../text/font';\r\nimport type { MSDFGlyphAtlas } from '../text/runtime';\r\nimport { layoutText, type TextAlign, type TextLayoutResult } from '../text/runtime';\r\nimport { getEngine } from '../app/api';\r\nimport { MeshDrawable } from './meshdrawable';\r\nimport { GraphNode } from './graph_node';\r\nimport { MSDFTextMaterial } from '../material/msdf_text';\r\n\r\n/**\r\n * Billboard MSDF text node.\r\n *\r\n * @public\r\n */\r\nexport class MSDFText extends GraphNode {\r\n private _fontAsset: FontAsset | null;\r\n private _atlas: MSDFGlyphAtlas | null;\r\n private _castShadow: boolean;\r\n private _text: string;\r\n private _fontSize: number;\r\n private _maxWidth: number;\r\n private _textAlign: TextAlign;\r\n private _anchor: Vector2;\r\n private _color: Vector3;\r\n private _outlineWidth: number;\r\n private _outlineColor: Vector3;\r\n private _pageBatches: MeshDrawable<MSDFTextMaterial>[];\r\n constructor(scene: Scene) {\r\n super(scene);\r\n this._castShadow = false;\r\n this._fontAsset = null;\r\n this._atlas = null;\r\n this._text = '';\r\n this._fontSize = 32;\r\n this._maxWidth = 0;\r\n this._textAlign = 'left';\r\n this._anchor = new Vector2(0.5, 0.5);\r\n this._color = new Vector3(1, 1, 1);\r\n this._outlineWidth = 0;\r\n this._outlineColor = new Vector3(0, 0, 0);\r\n this._pageBatches = [];\r\n this.scene!.queueUpdateNode(this);\r\n }\r\n get castShadow() {\r\n return this._castShadow;\r\n }\r\n set castShadow(value) {\r\n this._castShadow = value;\r\n }\r\n get fontAsset() {\r\n return this._fontAsset;\r\n }\r\n set fontAsset(font: FontAsset | null) {\r\n if (this._fontAsset !== font) {\r\n this._fontAsset = font;\r\n this._atlas = font ? getEngine().msdfTextAtlasManager.getAtlas(font) : null;\r\n this.scene!.queueUpdateNode(this);\r\n }\r\n }\r\n get text() {\r\n return this._text;\r\n }\r\n set text(value) {\r\n if (this._text !== value) {\r\n this._text = value ?? '';\r\n this.scene!.queueUpdateNode(this);\r\n }\r\n }\r\n get fontSize() {\r\n return this._fontSize;\r\n }\r\n set fontSize(value) {\r\n if (this._fontSize !== value) {\r\n this._fontSize = Math.max(1, value);\r\n this.scene!.queueUpdateNode(this);\r\n }\r\n }\r\n get maxWidth() {\r\n return this._maxWidth;\r\n }\r\n set maxWidth(value) {\r\n if (this._maxWidth !== value) {\r\n this._maxWidth = Math.max(0, value);\r\n this.scene!.queueUpdateNode(this);\r\n }\r\n }\r\n get textAlign() {\r\n return this._textAlign;\r\n }\r\n set textAlign(value: TextAlign) {\r\n if (this._textAlign !== value) {\r\n this._textAlign = value;\r\n this.scene!.queueUpdateNode(this);\r\n }\r\n }\r\n get anchorX() {\r\n return this._anchor.x;\r\n }\r\n set anchorX(value) {\r\n if (this._anchor.x !== value) {\r\n this._anchor.x = value;\r\n this.scene!.queueUpdateNode(this);\r\n this.invalidateWorldBoundingVolume(false);\r\n }\r\n }\r\n get anchorY() {\r\n return this._anchor.y;\r\n }\r\n set anchorY(value) {\r\n if (this._anchor.y !== value) {\r\n this._anchor.y = value;\r\n this.scene!.queueUpdateNode(this);\r\n this.invalidateWorldBoundingVolume(false);\r\n }\r\n }\r\n get anchor(): Immutable<Vector2> {\r\n return this._anchor;\r\n }\r\n set anchor(value: Immutable<Vector2>) {\r\n if (!this._anchor.equalsTo(value)) {\r\n this._anchor.set(value);\r\n this.scene!.queueUpdateNode(this);\r\n this.invalidateWorldBoundingVolume(false);\r\n }\r\n }\r\n get textColor(): Immutable<Vector3> {\r\n return this._color;\r\n }\r\n set textColor(value: Immutable<Vector3>) {\r\n if (!this._color.equalsTo(value)) {\r\n this._color.set(value);\r\n for (const batch of this._pageBatches) {\r\n batch.material!.textColor = value;\r\n }\r\n }\r\n }\r\n get outlineWidth() {\r\n return this._outlineWidth;\r\n }\r\n set outlineWidth(value) {\r\n if (this._outlineWidth !== value) {\r\n this._outlineWidth = value;\r\n for (const batch of this._pageBatches) {\r\n batch.material!.outlineWidth = value;\r\n }\r\n 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{"version":3,"file":"msdftextsprite.js","sources":["../../src/scene/msdftextsprite.ts"],"sourcesContent":["import type { Immutable, Matrix4x4, Nullable } from '@zephyr3d/base';\r\nimport { Vector2, Vector3 } from '@zephyr3d/base';\r\nimport type { Scene } from './scene';\r\nimport type { BoundingVolume } from '../utility/bounding_volume';\r\nimport { BoundingBox } from '../utility/bounding_volume';\r\nimport { Primitive } from '../render';\r\nimport { MSDFTextSpriteMaterial } from '../material/msdf_text_sprite';\r\nimport type { FontAsset } from '../text/font';\r\nimport type { MSDFGlyphAtlas } from '../text/runtime';\r\nimport { layoutText, type TextAlign, type TextLayoutResult } from '../text/runtime';\r\nimport { getEngine } from '../app/api';\r\nimport { MeshDrawable } from './meshdrawable';\r\nimport { GraphNode } from './graph_node';\r\n\r\n/**\r\n * Billboard MSDF text node.\r\n *\r\n * @public\r\n */\r\nexport class MSDFTextSprite extends GraphNode {\r\n private _fontAsset: FontAsset | null;\r\n private _atlas: MSDFGlyphAtlas | null;\r\n private _text: string;\r\n private _fontSize: number;\r\n private _maxWidth: number;\r\n private _textAlign: TextAlign;\r\n private _anchor: Vector2;\r\n private _color: Vector3;\r\n private _outlineWidth: number;\r\n private _outlineColor: Vector3;\r\n private _pageBatches: MeshDrawable<MSDFTextSpriteMaterial>[];\r\n constructor(scene: Scene) {\r\n super(scene);\r\n this._fontAsset = null;\r\n this._atlas = null;\r\n this._text = '';\r\n this._fontSize = 32;\r\n this._maxWidth = 0;\r\n this._textAlign = 'left';\r\n this._anchor = new Vector2(0.5, 0.5);\r\n this._color = new Vector3(1, 1, 1);\r\n this._outlineWidth = 0;\r\n this._outlineColor = new Vector3(0, 0, 0);\r\n this._pageBatches = [];\r\n this.scene!.queueUpdateNode(this);\r\n }\r\n get fontAsset() {\r\n return this._fontAsset;\r\n }\r\n set fontAsset(font: FontAsset | null) {\r\n if (this._fontAsset !== font) {\r\n this._fontAsset = font;\r\n this._atlas = font ? getEngine().msdfTextAtlasManager.getAtlas(font) : null;\r\n this.scene!.queueUpdateNode(this);\r\n }\r\n }\r\n get text() {\r\n return this._text;\r\n }\r\n set text(value) {\r\n if (this._text !== value) {\r\n this._text = value ?? '';\r\n this.scene!.queueUpdateNode(this);\r\n }\r\n }\r\n get fontSize() {\r\n return this._fontSize;\r\n }\r\n set fontSize(value) {\r\n if (this._fontSize !== value) {\r\n this._fontSize = Math.max(1, value);\r\n this.scene!.queueUpdateNode(this);\r\n }\r\n }\r\n get maxWidth() {\r\n return this._maxWidth;\r\n }\r\n set maxWidth(value) {\r\n if (this._maxWidth !== value) {\r\n this._maxWidth = Math.max(0, value);\r\n this.scene!.queueUpdateNode(this);\r\n }\r\n }\r\n get textAlign() {\r\n return this._textAlign;\r\n }\r\n set textAlign(value: TextAlign) {\r\n if (this._textAlign !== value) {\r\n this._textAlign = value;\r\n this.scene!.queueUpdateNode(this);\r\n }\r\n }\r\n get anchorX() {\r\n return this._anchor.x;\r\n }\r\n set anchorX(value) {\r\n if (this._anchor.x !== value) {\r\n this._anchor.x = value;\r\n this.scene!.queueUpdateNode(this);\r\n this.invalidateWorldBoundingVolume(false);\r\n }\r\n }\r\n get anchorY() {\r\n return this._anchor.y;\r\n }\r\n set anchorY(value) {\r\n if (this._anchor.y !== value) {\r\n this._anchor.y = value;\r\n this.scene!.queueUpdateNode(this);\r\n this.invalidateWorldBoundingVolume(false);\r\n }\r\n }\r\n get anchor(): Immutable<Vector2> {\r\n return this._anchor;\r\n }\r\n set anchor(value: Immutable<Vector2>) {\r\n if (!this._anchor.equalsTo(value)) {\r\n this._anchor.set(value);\r\n this.scene!.queueUpdateNode(this);\r\n this.invalidateWorldBoundingVolume(false);\r\n }\r\n }\r\n get textColor(): Immutable<Vector3> {\r\n return this._color;\r\n }\r\n set textColor(value: Immutable<Vector3>) {\r\n if (!this._color.equalsTo(value)) {\r\n this._color.set(value);\r\n for (const batch of this._pageBatches) {\r\n batch.material!.textColor = value;\r\n }\r\n }\r\n }\r\n get outlineWidth() {\r\n return this._outlineWidth;\r\n }\r\n set outlineWidth(value) {\r\n if (this._outlineWidth !== value) {\r\n this._outlineWidth = value;\r\n for (const batch of this._pageBatches) {\r\n batch.material!.outlineWidth = value;\r\n }\r\n }\r\n }\r\n get outlineColor(): Immutable<Vector3> {\r\n return this._outlineColor;\r\n }\r\n set outlineColor(value: Immutable<Vector3>) {\r\n if (!this._outlineColor.equalsTo(value)) {\r\n this._outlineColor.set(value);\r\n for (const batch of this._pageBatches) {\r\n batch.material!.outlineColor = value;\r\n }\r\n }\r\n }\r\n get batches() {\r\n return this._pageBatches;\r\n }\r\n update(): void {\r\n if (!this._fontAsset || !this._atlas || !this._text) {\r\n this.disposePageBatches();\r\n return;\r\n }\r\n const layout = layoutText(this._atlas, this._fontAsset, this._text, this._fontSize, this._maxWidth);\r\n const geometries = buildPagedSpriteGeometry(\r\n layout,\r\n this._fontAsset.metrics.unitsPerEm,\r\n this._fontAsset.metrics.ascent,\r\n this._fontSize,\r\n this._anchor,\r\n this._textAlign\r\n );\r\n const combinedBounds = new BoundingBox(\r\n new Vector3(geometries.bounds.minX, geometries.bounds.minY, 0),\r\n new Vector3(geometries.bounds.maxX, geometries.bounds.maxY, 0)\r\n );\r\n const pageIndices = [...geometries.pages.keys()].sort((a, b) => a - b);\r\n for (let i = 0; i < pageIndices.length; i++) {\r\n const pageIndex = pageIndices[i];\r\n const geometry = geometries.pages.get(pageIndex)!;\r\n const batch = this.ensurePageBatch(i);\r\n updatePrimitiveGeometry(batch.primitive!, geometry.positions, geometry.uvs, geometry.indices);\r\n batch.primitive!.setBoundingVolume(combinedBounds.clone());\r\n batch.material!.atlasTexture = this._atlas.getAtlasTexture(pageIndex) ?? null;\r\n batch.material!.textColor = this._color;\r\n batch.material!.distanceRange = this._atlas.distanceRange;\r\n batch.material!.outlineWidth = this._outlineWidth;\r\n batch.material!.outlineColor = this._outlineColor;\r\n }\r\n this.disposePageBatches(pageIndices.length);\r\n this.setBoundingVolume(combinedBounds);\r\n }\r\n calculateLocalTransform(outMatrix: Matrix4x4) {\r\n super.calculateLocalTransform(outMatrix);\r\n for (const batch of this._pageBatches) {\r\n batch.material!.rotation = -this.rotation.toEulerAngles().z;\r\n }\r\n }\r\n computeWorldBoundingVolume(localBV: Nullable<BoundingVolume>) {\r\n const aabb = localBV?.toAABB();\r\n if (!aabb) {\r\n return null;\r\n }\r\n const p = this.worldMatrix.transformPointAffine(Vector3.zero());\r\n const scaleX = Math.hypot(this.worldMatrix[0], this.worldMatrix[1], this.worldMatrix[2]);\r\n const scaleY = Math.hypot(this.worldMatrix[4], this.worldMatrix[5], this.worldMatrix[6]);\r\n const extentX = Math.max(Math.abs(aabb.minPoint.x), Math.abs(aabb.maxPoint.x)) * scaleX;\r\n const extentY = Math.max(Math.abs(aabb.minPoint.y), Math.abs(aabb.maxPoint.y)) * scaleY;\r\n const extent = Math.hypot(extentX, extentY);\r\n return new BoundingBox(\r\n new Vector3(p.x - extent, p.y - extent, p.z - extent),\r\n new Vector3(p.x + extent, p.y + extent, p.z + extent)\r\n );\r\n }\r\n isMSDFTextSprite(): this is MSDFTextSprite {\r\n return true;\r\n }\r\n protected onDispose() {\r\n this._atlas = null;\r\n this.disposePageBatches();\r\n super.onDispose();\r\n }\r\n private ensurePageBatch(index: number) {\r\n let batch = this._pageBatches[index];\r\n if (!batch) {\r\n batch = new MeshDrawable(this, new MSDFTextSpriteMaterial(), new Primitive());\r\n this._pageBatches[index] = batch;\r\n }\r\n return batch;\r\n }\r\n private disposePageBatches(fromIndex = 0) {\r\n for (let i = this._pageBatches.length - 1; i >= fromIndex; i--) {\r\n this._pageBatches[i].dispose();\r\n this._pageBatches.splice(i, 1);\r\n }\r\n }\r\n}\r\n\r\nfunction buildPagedSpriteGeometry(\r\n layout: TextLayoutResult,\r\n unitsPerEm: number,\r\n ascent: number,\r\n fontSize: number,\r\n anchor: Immutable<Vector2>,\r\n textAlign: TextAlign\r\n) {\r\n const scale = fontSize / unitsPerEm;\r\n const top = ascent * scale;\r\n const bottom = top - layout.height;\r\n const anchorOffsetX = layout.boxWidth * anchor.x;\r\n const anchorOffsetY = bottom + layout.height * anchor.y;\r\n const lineOffsets = layout.lines.map((line) => 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indices =\r\n glyphCount * 4 > 65535 ? new Uint32Array(glyphCount * 6) : new Uint16Array(glyphCount * 6);\r\n for (let i = 0; i < glyphCount; i++) {\r\n const glyph = glyphs[i];\r\n const atlasGlyph = glyph.atlasGlyph;\r\n const lineOffsetX = lineOffsets[glyph.lineIndex] ?? 0;\r\n const x0 = lineOffsetX + glyph.x + glyph.xOffset + atlasGlyph.planeLeft * scale - anchorOffsetX;\r\n const y0 = -glyph.y + atlasGlyph.planeTop * scale - anchorOffsetY;\r\n const x1 = lineOffsetX + glyph.x + glyph.xOffset + atlasGlyph.planeRight * scale - anchorOffsetX;\r\n const y1 = -glyph.y + atlasGlyph.planeBottom * scale - anchorOffsetY;\r\n minX = Math.min(minX, x0, x1);\r\n maxX = Math.max(maxX, x0, x1);\r\n minY = Math.min(minY, y0, y1);\r\n maxY = Math.max(maxY, y0, y1);\r\n const p = i * 12;\r\n positions[p + 0] = x0;\r\n positions[p + 1] = y0;\r\n positions[p + 2] = 0;\r\n positions[p + 3] = x1;\r\n positions[p + 4] = y0;\r\n positions[p + 5] = 0;\r\n positions[p + 6] = x0;\r\n positions[p + 7] = 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{"version":3,"file":"msdftextsprite.js","sources":["../../src/scene/msdftextsprite.ts"],"sourcesContent":["import type { Immutable, Matrix4x4, Nullable } from '@zephyr3d/base';\r\nimport { Vector2, Vector3 } from '@zephyr3d/base';\r\nimport type { Scene } from './scene';\r\nimport type { BoundingVolume } from '../utility/bounding_volume';\r\nimport { BoundingBox } from '../utility/bounding_volume';\r\nimport { Primitive } from '../render';\r\nimport { MSDFTextSpriteMaterial } from '../material/msdf_text_sprite';\r\nimport type { FontAsset } from '../text/font';\r\nimport type { MSDFGlyphAtlas } from '../text/runtime';\r\nimport { layoutText, type TextAlign, type TextLayoutResult } from '../text/runtime';\r\nimport { getEngine } from '../app/api';\r\nimport { MeshDrawable } from './meshdrawable';\r\nimport { GraphNode } from './graph_node';\r\n\r\n/**\r\n * Billboard MSDF text node.\r\n *\r\n * @public\r\n */\r\nexport class MSDFTextSprite extends GraphNode {\r\n private _fontAsset: FontAsset | null;\r\n private _atlas: MSDFGlyphAtlas | null;\r\n private _text: string;\r\n private _fontSize: number;\r\n private _maxWidth: number;\r\n private _textAlign: TextAlign;\r\n private _anchor: Vector2;\r\n private _color: Vector3;\r\n private _outlineWidth: number;\r\n private _outlineColor: Vector3;\r\n private _pageBatches: MeshDrawable<MSDFTextSpriteMaterial>[];\r\n constructor(scene: Scene) {\r\n super(scene);\r\n this._fontAsset = null;\r\n this._atlas = null;\r\n this._text = '';\r\n this._fontSize = 32;\r\n this._maxWidth = 0;\r\n this._textAlign = 'left';\r\n this._anchor = new Vector2(0.5, 0.5);\r\n this._color = new Vector3(1, 1, 1);\r\n this._outlineWidth = 0;\r\n this._outlineColor = new Vector3(0, 0, 0);\r\n this._pageBatches = [];\r\n this.scene!.queueUpdateNode(this);\r\n }\r\n get fontAsset() {\r\n return this._fontAsset;\r\n }\r\n set fontAsset(font: FontAsset | null) {\r\n if (this._fontAsset !== font) {\r\n this._fontAsset = font;\r\n this._atlas = font ? getEngine().msdfTextAtlasManager.getAtlas(font) : null;\r\n this.scene!.queueUpdateNode(this);\r\n }\r\n }\r\n get text() {\r\n return this._text;\r\n }\r\n set text(value) {\r\n if (this._text !== value) {\r\n this._text = value ?? '';\r\n this.scene!.queueUpdateNode(this);\r\n }\r\n }\r\n get fontSize() {\r\n return this._fontSize;\r\n }\r\n set fontSize(value) {\r\n if (this._fontSize !== value) {\r\n this._fontSize = Math.max(1, value);\r\n this.scene!.queueUpdateNode(this);\r\n }\r\n }\r\n get maxWidth() {\r\n return this._maxWidth;\r\n }\r\n set maxWidth(value) {\r\n if (this._maxWidth !== value) {\r\n this._maxWidth = Math.max(0, value);\r\n this.scene!.queueUpdateNode(this);\r\n }\r\n }\r\n get textAlign() {\r\n return this._textAlign;\r\n }\r\n set textAlign(value: TextAlign) {\r\n if (this._textAlign !== value) {\r\n this._textAlign = value;\r\n this.scene!.queueUpdateNode(this);\r\n }\r\n }\r\n get anchorX() {\r\n return this._anchor.x;\r\n }\r\n set anchorX(value) {\r\n if (this._anchor.x !== value) {\r\n this._anchor.x = value;\r\n this.scene!.queueUpdateNode(this);\r\n this.invalidateWorldBoundingVolume(false);\r\n }\r\n }\r\n get anchorY() {\r\n return this._anchor.y;\r\n }\r\n set anchorY(value) {\r\n if (this._anchor.y !== value) {\r\n this._anchor.y = value;\r\n this.scene!.queueUpdateNode(this);\r\n this.invalidateWorldBoundingVolume(false);\r\n }\r\n }\r\n get anchor(): Immutable<Vector2> {\r\n return this._anchor;\r\n }\r\n set anchor(value: Immutable<Vector2>) {\r\n if (!this._anchor.equalsTo(value)) {\r\n this._anchor.set(value);\r\n this.scene!.queueUpdateNode(this);\r\n this.invalidateWorldBoundingVolume(false);\r\n }\r\n }\r\n get textColor(): Immutable<Vector3> {\r\n return this._color;\r\n }\r\n set textColor(value: Immutable<Vector3>) {\r\n if (!this._color.equalsTo(value)) {\r\n this._color.set(value);\r\n for (const batch of this._pageBatches) {\r\n batch.material!.textColor = value;\r\n }\r\n }\r\n }\r\n get outlineWidth() {\r\n return this._outlineWidth;\r\n }\r\n set outlineWidth(value) {\r\n if (this._outlineWidth !== value) {\r\n this._outlineWidth = value;\r\n for (const batch of this._pageBatches) {\r\n batch.material!.outlineWidth = value;\r\n }\r\n }\r\n }\r\n get outlineColor(): Immutable<Vector3> {\r\n return this._outlineColor;\r\n }\r\n set outlineColor(value: Immutable<Vector3>) {\r\n if (!this._outlineColor.equalsTo(value)) {\r\n this._outlineColor.set(value);\r\n for (const batch of this._pageBatches) {\r\n batch.material!.outlineColor = value;\r\n }\r\n }\r\n }\r\n get batches() {\r\n return this._pageBatches;\r\n }\r\n update(): void {\r\n if (!this._fontAsset || !this._atlas || !this._text) {\r\n this.disposePageBatches();\r\n return;\r\n }\r\n const layout = layoutText(this._atlas, this._fontAsset, this._text, this._fontSize, this._maxWidth);\r\n const geometries = buildPagedSpriteGeometry(\r\n layout,\r\n this._fontAsset.metrics.unitsPerEm,\r\n this._fontAsset.metrics.ascent,\r\n this._fontSize,\r\n this._anchor,\r\n this._textAlign\r\n );\r\n const combinedBounds = new BoundingBox(\r\n new Vector3(geometries.bounds.minX, geometries.bounds.minY, 0),\r\n new Vector3(geometries.bounds.maxX, geometries.bounds.maxY, 0)\r\n );\r\n const pageIndices = [...geometries.pages.keys()].sort((a, b) => a - b);\r\n for (let i = 0; i < pageIndices.length; i++) {\r\n const pageIndex = pageIndices[i];\r\n const geometry = geometries.pages.get(pageIndex)!;\r\n const batch = this.ensurePageBatch(i);\r\n updatePrimitiveGeometry(batch.primitive!, geometry.positions, geometry.uvs, geometry.indices);\r\n batch.primitive!.setBoundingVolume(combinedBounds.clone());\r\n batch.material!.atlasTexture = this._atlas.getAtlasTexture(pageIndex) ?? null;\r\n batch.material!.textColor = this._color;\r\n batch.material!.distanceRange = this._atlas.distanceRange;\r\n batch.material!.outlineWidth = this._outlineWidth;\r\n batch.material!.outlineColor = this._outlineColor;\r\n }\r\n this.disposePageBatches(pageIndices.length);\r\n this.setBoundingVolume(combinedBounds);\r\n }\r\n calculateLocalTransform(outMatrix: Matrix4x4) {\r\n super.calculateLocalTransform(outMatrix);\r\n for (const batch of this._pageBatches) {\r\n batch.material!.rotation = -this.rotation.toEulerAngles().z;\r\n }\r\n }\r\n computeWorldBoundingVolume(localBV: Nullable<BoundingVolume>) {\r\n const aabb = localBV?.toAABB();\r\n if (!aabb) {\r\n return null;\r\n }\r\n const p = this.worldMatrix.transformPointAffine(Vector3.zero());\r\n const scaleX = Math.hypot(this.worldMatrix[0], this.worldMatrix[1], this.worldMatrix[2]);\r\n const scaleY = Math.hypot(this.worldMatrix[4], this.worldMatrix[5], this.worldMatrix[6]);\r\n const extentX = Math.max(Math.abs(aabb.minPoint.x), Math.abs(aabb.maxPoint.x)) * scaleX;\r\n const extentY = Math.max(Math.abs(aabb.minPoint.y), Math.abs(aabb.maxPoint.y)) * scaleY;\r\n const extent = Math.hypot(extentX, extentY);\r\n return new BoundingBox(\r\n new Vector3(p.x - extent, p.y - extent, p.z - extent),\r\n new Vector3(p.x + extent, p.y + extent, p.z + extent)\r\n );\r\n }\r\n isMSDFTextSprite(): this is MSDFTextSprite {\r\n return true;\r\n }\r\n protected onDispose() {\r\n this._atlas = null;\r\n this.disposePageBatches();\r\n super.onDispose();\r\n }\r\n private ensurePageBatch(index: number) {\r\n let batch = this._pageBatches[index];\r\n if (!batch) {\r\n batch = new MeshDrawable(this, new MSDFTextSpriteMaterial(), new Primitive());\r\n this._pageBatches[index] = batch;\r\n }\r\n return batch;\r\n }\r\n private disposePageBatches(fromIndex = 0) {\r\n for (let i = this._pageBatches.length - 1; i >= fromIndex; i--) {\r\n this._pageBatches[i].dispose();\r\n this._pageBatches.splice(i, 1);\r\n }\r\n }\r\n}\r\n\r\nfunction buildPagedSpriteGeometry(\r\n layout: TextLayoutResult,\r\n unitsPerEm: number,\r\n ascent: number,\r\n fontSize: number,\r\n anchor: Immutable<Vector2>,\r\n textAlign: TextAlign\r\n) {\r\n const scale = fontSize / unitsPerEm;\r\n const top = ascent * scale;\r\n const bottom = top - layout.height;\r\n const anchorOffsetX = layout.boxWidth * anchor.x;\r\n const anchorOffsetY = bottom + layout.height * anchor.y;\r\n const lineOffsets = layout.lines.map((line) => {\r\n const gap = Math.max(layout.boxWidth - line.width, 0);\r\n switch (textAlign) {\r\n case 'center':\r\n return gap * 0.5;\r\n case 'right':\r\n return gap;\r\n default:\r\n return 0;\r\n }\r\n });\r\n let minX = -anchorOffsetX;\r\n let maxX = layout.boxWidth - anchorOffsetX;\r\n let minY = bottom - anchorOffsetY;\r\n let maxY = top - anchorOffsetY;\r\n const pageGlyphs = new Map<number, TextLayoutResult['glyphs']>();\r\n for (const glyph of layout.glyphs) {\r\n let list = pageGlyphs.get(glyph.atlasGlyph.atlasIndex);\r\n if (!list) {\r\n list = [];\r\n pageGlyphs.set(glyph.atlasGlyph.atlasIndex, list);\r\n }\r\n list.push(glyph);\r\n }\r\n const pages = new Map<\r\n number,\r\n { positions: Float32Array; uvs: Float32Array; indices: Uint16Array | Uint32Array }\r\n >();\r\n for (const [atlasIndex, glyphs] of pageGlyphs) {\r\n const glyphCount = glyphs.length;\r\n const positions = new Float32Array(glyphCount * 4 * 3);\r\n const uvs = new Float32Array(glyphCount * 4 * 2);\r\n const indices =\r\n glyphCount * 4 > 65535 ? new Uint32Array(glyphCount * 6) : new Uint16Array(glyphCount * 6);\r\n for (let i = 0; i < glyphCount; i++) {\r\n const glyph = glyphs[i];\r\n const atlasGlyph = glyph.atlasGlyph;\r\n const lineOffsetX = lineOffsets[glyph.lineIndex] ?? 0;\r\n const x0 = lineOffsetX + glyph.x + glyph.xOffset + atlasGlyph.planeLeft * scale - anchorOffsetX;\r\n const y0 = -glyph.y + atlasGlyph.planeTop * scale - anchorOffsetY;\r\n const x1 = lineOffsetX + glyph.x + glyph.xOffset + atlasGlyph.planeRight * scale - anchorOffsetX;\r\n const y1 = -glyph.y + atlasGlyph.planeBottom * scale - anchorOffsetY;\r\n minX = Math.min(minX, x0, x1);\r\n maxX = Math.max(maxX, x0, x1);\r\n minY = Math.min(minY, y0, y1);\r\n maxY = Math.max(maxY, y0, y1);\r\n const p = i * 12;\r\n positions[p + 0] = x0;\r\n positions[p + 1] = y0;\r\n positions[p + 2] = 0;\r\n positions[p + 3] = x1;\r\n positions[p + 4] = y0;\r\n positions[p + 5] = 0;\r\n positions[p + 6] = x0;\r\n positions[p + 7] = y1;\r\n positions[p + 8] = 0;\r\n positions[p + 9] = x1;\r\n positions[p + 10] = y1;\r\n positions[p + 11] = 0;\r\n const t = i * 8;\r\n uvs[t + 0] = atlasGlyph.uMin;\r\n uvs[t + 1] = atlasGlyph.vMin;\r\n uvs[t + 2] = atlasGlyph.uMax;\r\n uvs[t + 3] = atlasGlyph.vMin;\r\n uvs[t + 4] = atlasGlyph.uMin;\r\n uvs[t + 5] = atlasGlyph.vMax;\r\n uvs[t + 6] = atlasGlyph.uMax;\r\n uvs[t + 7] = atlasGlyph.vMax;\r\n const baseVertex = i * 4;\r\n const indexOffset = i * 6;\r\n indices[indexOffset + 0] = baseVertex + 0;\r\n indices[indexOffset + 1] = baseVertex + 1;\r\n indices[indexOffset + 2] = baseVertex + 2;\r\n indices[indexOffset + 3] = baseVertex + 2;\r\n indices[indexOffset + 4] = baseVertex + 1;\r\n indices[indexOffset + 5] = baseVertex + 3;\r\n }\r\n pages.set(atlasIndex, { positions, uvs, indices });\r\n }\r\n return {\r\n pages,\r\n bounds: {\r\n minX,\r\n minY,\r\n maxX,\r\n maxY\r\n }\r\n };\r\n}\r\n\r\nfunction updatePrimitiveGeometry(\r\n primitive: Primitive,\r\n positions: 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@@ -12,6 +12,7 @@ import '../material/blinn.js';
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import '../material/unlit.js';
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import { ParticleMaterial } from '../material/particle.js';
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import '../material/subsurfaceprofile.js';
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+
import '../material/skin.js';
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import '../material/meshmaterial.js';
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import '../material/grassmaterial.js';
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import '../material/terrain-cm.js';
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