@zephyr3d/scene 0.9.2 → 0.9.4
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 +135 -135
- package/dist/animation/animationset.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/joint_dynamics/controller.js +146 -146
- 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/spring/spring_system.js +75 -75
- 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/engine.js +119 -71
- package/dist/app/engine.js.map +1 -1
- package/dist/asset/assetmanager.js +296 -244
- package/dist/asset/assetmanager.js.map +1 -1
- package/dist/asset/loaders/gltf/gltf_loader.js +1 -0
- package/dist/asset/loaders/gltf/gltf_loader.js.map +1 -1
- package/dist/camera/camera.js +184 -184
- package/dist/camera/camera.js.map +1 -1
- package/dist/index.d.ts +685 -38
- package/dist/index.js +11 -2
- package/dist/index.js.map +1 -1
- package/dist/material/material.js +290 -290
- package/dist/material/material.js.map +1 -1
- package/dist/material/msdf_text.js +180 -0
- package/dist/material/msdf_text.js.map +1 -0
- package/dist/material/msdf_text_sprite.js +64 -0
- package/dist/material/msdf_text_sprite.js.map +1 -0
- package/dist/material/pbrblueprint.js +123 -108
- package/dist/material/pbrblueprint.js.map +1 -1
- package/dist/material/shader/helper.js +6 -3
- package/dist/material/shader/helper.js.map +1 -1
- package/dist/material/sprite_sdf.js +106 -0
- package/dist/material/sprite_sdf.js.map +1 -0
- package/dist/node_modules/@zephyr3d/runtime/dist/runtime/runtimemgr.js +38 -0
- package/dist/node_modules/@zephyr3d/runtime/dist/runtime/runtimemgr.js.map +1 -0
- package/dist/node_modules/@zephyr3d/runtime/dist/runtime/runtimescript.js +10 -0
- package/dist/node_modules/@zephyr3d/runtime/dist/runtime/runtimescript.js.map +1 -0
- package/dist/node_modules/@zephyr3d/runtime/dist/runtime/scriptingsystem.js +127 -0
- package/dist/node_modules/@zephyr3d/runtime/dist/runtime/scriptingsystem.js.map +1 -0
- package/dist/node_modules/@zephyr3d/runtime/dist/runtime/scriptregistry.js +263 -0
- package/dist/node_modules/@zephyr3d/runtime/dist/runtime/scriptregistry.js.map +1 -0
- package/dist/posteffect/ssr.js +1 -0
- package/dist/posteffect/ssr.js.map +1 -1
- package/dist/render/abuffer_oit.js +1 -0
- package/dist/render/abuffer_oit.js.map +1 -1
- package/dist/render/cluster_light.js +3 -4
- package/dist/render/cluster_light.js.map +1 -1
- package/dist/render/cull_visitor.js +28 -0
- package/dist/render/cull_visitor.js.map +1 -1
- package/dist/render/drawable.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/render_queue.js +1 -0
- package/dist/render/render_queue.js.map +1 -1
- package/dist/render/rendergraph/history_resource_manager.js +93 -93
- package/dist/render/rendergraph/history_resource_manager.js.map +1 -1
- package/dist/render/rendergraph/history_resources.js +3 -3
- package/dist/render/rendergraph/history_resources.js.map +1 -1
- package/dist/render/rendergraph/types.js +22 -22
- package/dist/render/rendergraph/types.js.map +1 -1
- package/dist/scene/basesprite.js +1 -5
- package/dist/scene/basesprite.js.map +1 -1
- package/dist/scene/batchgroup.js +29 -17
- 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/mesh.js +8 -9
- package/dist/scene/mesh.js.map +1 -1
- package/dist/scene/meshdrawable.js +96 -0
- package/dist/scene/meshdrawable.js.map +1 -0
- package/dist/scene/msdftext.js +341 -0
- package/dist/scene/msdftext.js.map +1 -0
- package/dist/scene/msdftextsprite.js +349 -0
- package/dist/scene/msdftextsprite.js.map +1 -0
- 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/scene_node.js +6 -0
- package/dist/scene/scene_node.js.map +1 -1
- package/dist/scene/sdftextsprite.js +322 -0
- package/dist/scene/sdftextsprite.js.map +1 -0
- 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/textsprite.js +120 -0
- package/dist/scene/textsprite.js.map +1 -0
- package/dist/scene/water.js +1 -0
- package/dist/scene/water.js.map +1 -1
- package/dist/shadow/shader.js +1 -0
- package/dist/shadow/shader.js.map +1 -1
- package/dist/shapes/torus.js +90 -59
- 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
- package/dist/src/shadow/shader.js +37 -0
- package/dist/src/shadow/shader.js.map +1 -0
- package/dist/src/shadow/shadow_impl.js +15 -0
- package/dist/src/shadow/shadow_impl.js.map +1 -0
- package/dist/src/shadow/shadowmapper.js +790 -0
- package/dist/src/shadow/shadowmapper.js.map +1 -0
- package/dist/src/shadow/ssm.js +159 -0
- package/dist/src/shadow/ssm.js.map +1 -0
- package/dist/src/shadow/vsm.js +297 -0
- package/dist/src/shadow/vsm.js.map +1 -0
- package/dist/src/shapes/box.js +386 -0
- package/dist/src/shapes/box.js.map +1 -0
- package/dist/src/shapes/cylinder.js +125 -0
- package/dist/src/shapes/cylinder.js.map +1 -0
- package/dist/src/shapes/plane.js +88 -0
- package/dist/src/shapes/plane.js.map +1 -0
- package/dist/src/shapes/shape.js +87 -0
- package/dist/src/shapes/shape.js.map +1 -0
- package/dist/src/shapes/sphere.js +114 -0
- package/dist/src/shapes/sphere.js.map +1 -0
- package/dist/src/shapes/tetrahedron.js +188 -0
- package/dist/src/shapes/tetrahedron.js.map +1 -0
- package/dist/src/shapes/torus.js +111 -0
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{"version":3,"file":"water.js","sources":["../../../../src/utility/serialization/scene/water.ts"],"sourcesContent":["import type { Nullable } from '@zephyr3d/base';\r\nimport { Vector2 } from '@zephyr3d/base';\r\nimport type { SceneNode } from '../../../scene';\r\nimport { GraphNode } from '../../../scene';\r\nimport { Water } from '../../../scene/water';\r\nimport { defineProps, type SerializableClass } from '../types';\r\nimport type { WaveGenerator } from '../../../render';\r\nimport { FBMWaveGenerator, FFTWaveGenerator } from '../../../render';\r\nimport type { Texture2D } from '@zephyr3d/device';\r\nimport type { ResourceManager } from '../manager';\r\n\r\n/** @internal */\r\nexport function getFBMWaveGeneratorClass(): SerializableClass {\r\n return {\r\n ctor: FBMWaveGenerator,\r\n name: 'FBMWaveGenerator',\r\n getProps() {\r\n return defineProps([\r\n {\r\n name: 'NumOctaves',\r\n description: 'Number of FBM noise octaves used to build the wave pattern',\r\n type: 'int',\r\n options: { minValue: 1, maxValue: 8 },\r\n default: 4,\r\n get(this: FBMWaveGenerator, value) {\r\n value.num[0] = this.numOctaves;\r\n },\r\n set(this: FBMWaveGenerator, value) {\r\n this.numOctaves = value.num[0];\r\n }\r\n },\r\n {\r\n name: 'Wind',\r\n description: 'Wind direction and speed that drive the FBM waves',\r\n type: 'vec2',\r\n default: [0.1, 0],\r\n options: {\r\n animatable: true\r\n },\r\n get(this: FBMWaveGenerator, value) {\r\n value.num[0] = this.wind.x;\r\n value.num[1] = this.wind.y;\r\n },\r\n set(this: FBMWaveGenerator, value) {\r\n this.wind = new Vector2(value.num[0], value.num[1]);\r\n }\r\n },\r\n {\r\n name: 'Amplitude',\r\n description: 'Wave height amplitude for the FBM wave generator',\r\n type: 'float',\r\n options: { animatable: true, minValue: 0, maxValue: 5 },\r\n default: 0.3,\r\n get(this: FBMWaveGenerator, value) {\r\n value.num[0] = this.amplitude;\r\n },\r\n set(this: FBMWaveGenerator, value) {\r\n this.amplitude = value.num[0];\r\n }\r\n },\r\n {\r\n name: 'Frequency',\r\n description: 'Wave frequency for the FBM wave generator',\r\n type: 'float',\r\n options: { animatable: true, minValue: 0, maxValue: 16 },\r\n default: 3,\r\n get(this: FBMWaveGenerator, value) {\r\n value.num[0] = this.frequency;\r\n },\r\n set(this: FBMWaveGenerator, value) {\r\n this.frequency = value.num[0];\r\n }\r\n }\r\n ]);\r\n }\r\n };\r\n}\r\n\r\n/** @internal */\r\nexport function getFFTWaveGeneratorClass(): SerializableClass {\r\n return {\r\n ctor: FFTWaveGenerator,\r\n name: 'FFTWaveGenerator',\r\n getProps() {\r\n return defineProps([\r\n {\r\n name: 'Alignment',\r\n description: 'How strongly FFT waves align with the wind direction',\r\n type: 'float',\r\n options: { animatable: true, minValue: 0, maxValue: 1 },\r\n get(this: FFTWaveGenerator, value) {\r\n value.num[0] = this.alignment;\r\n },\r\n set(this: FFTWaveGenerator, value) {\r\n this.alignment = value.num[0];\r\n }\r\n },\r\n {\r\n name: 'Wind',\r\n description: 'Wind direction and speed that drive the FFT waves',\r\n type: 'vec2',\r\n options: {\r\n animatable: true\r\n },\r\n get(this: FFTWaveGenerator, value) {\r\n value.num[0] = this.wind.x;\r\n value.num[1] = this.wind.y;\r\n },\r\n set(this: FFTWaveGenerator, value) {\r\n this.wind = new Vector2(value.num[0], value.num[1]);\r\n }\r\n },\r\n {\r\n name: 'FoamWidth',\r\n description: 'Width of foam bands generated on the wave crests',\r\n type: 'float',\r\n default: 1.2,\r\n options: { animatable: true, minValue: 0, maxValue: 10 },\r\n get(this: FFTWaveGenerator, value) {\r\n value.num[0] = this.foamWidth;\r\n },\r\n set(this: FFTWaveGenerator, value) {\r\n this.foamWidth = value.num[0];\r\n }\r\n },\r\n {\r\n name: 'FoamContrast',\r\n description: 'Contrast of the foam pattern on FFT waves',\r\n type: 'float',\r\n default: 7.2,\r\n options: { animatable: true, minValue: 0, maxValue: 10 },\r\n get(this: FFTWaveGenerator, value) {\r\n value.num[0] = this.foamContrast;\r\n },\r\n set(this: FFTWaveGenerator, value) {\r\n this.foamContrast = value.num[0];\r\n }\r\n },\r\n {\r\n name: 'WaveLengthCascades',\r\n description: 'Wavelength values for the three FFT wave cascades',\r\n type: 'vec3',\r\n default: [400, 100, 15],\r\n options: { animatable: true, minValue: 0, maxValue: 1000 },\r\n get(this: FFTWaveGenerator, value) {\r\n value.num[0] = this.getWaveLength(0);\r\n value.num[1] = this.getWaveLength(1);\r\n value.num[2] = this.getWaveLength(2);\r\n },\r\n set(this: FFTWaveGenerator, value) {\r\n this.setWaveLength(0, value.num[0]);\r\n this.setWaveLength(1, value.num[1]);\r\n this.setWaveLength(2, value.num[2]);\r\n }\r\n },\r\n {\r\n name: 'WaveStrengthCascades',\r\n description: 'Strength values for the three FFT wave cascades',\r\n type: 'vec3',\r\n default: [0.4, 0.4, 0.2],\r\n options: { animatable: true, minValue: 0, maxValue: 1 },\r\n get(this: FFTWaveGenerator, value) {\r\n value.num[0] = this.getWaveStrength(0);\r\n value.num[1] = this.getWaveStrength(1);\r\n value.num[2] = this.getWaveStrength(2);\r\n },\r\n set(this: FFTWaveGenerator, value) {\r\n this.setWaveStrength(0, value.num[0]);\r\n this.setWaveStrength(1, value.num[1]);\r\n this.setWaveStrength(2, value.num[2]);\r\n }\r\n },\r\n {\r\n name: 'WaveCroppinessCascades',\r\n description: 'Croppiness values for the three FFT wave cascades',\r\n type: 'vec3',\r\n default: [-1.5, -1.2, -0.5],\r\n options: { animatable: true, minValue: -4, maxValue: 0 },\r\n get(this: FFTWaveGenerator, value) {\r\n value.num[0] = this.getWaveCroppiness(0);\r\n value.num[1] = this.getWaveCroppiness(1);\r\n value.num[2] = this.getWaveCroppiness(2);\r\n },\r\n set(this: FFTWaveGenerator, value) {\r\n this.setWaveCroppiness(0, value.num[0]);\r\n this.setWaveCroppiness(1, value.num[1]);\r\n this.setWaveCroppiness(2, value.num[2]);\r\n }\r\n }\r\n ]);\r\n }\r\n };\r\n}\r\n\r\n/** @internal */\r\nexport function getWaterClass(manager: ResourceManager): SerializableClass {\r\n return {\r\n ctor: Water,\r\n name: 'Water',\r\n parent: GraphNode,\r\n createFunc(ctx: SceneNode) {\r\n const node = new Water(ctx.scene!);\r\n node.parent = ctx;\r\n return { obj: node };\r\n },\r\n getProps() {\r\n return defineProps([\r\n {\r\n name: 'WaveGenerator',\r\n description: 'Wave generator used to drive the water surface',\r\n type: 'object',\r\n default: null,\r\n options: {\r\n objectTypes: [FFTWaveGenerator, FBMWaveGenerator]\r\n },\r\n isNullable() {\r\n return true;\r\n },\r\n get(this: Water, value) {\r\n value.object[0] = this.waveGenerator ?? null;\r\n },\r\n set(this: Water, value) {\r\n if (!value.object[0]) {\r\n this.waveGenerator = null;\r\n } else {\r\n this.waveGenerator = value.object[0] as WaveGenerator;\r\n }\r\n }\r\n },\r\n {\r\n name: 'GridScale',\r\n description: 'Scale of the water simulation grid',\r\n type: 'float',\r\n default: 1,\r\n options: { minValue: 0, maxValue: 1 },\r\n get(this: Water, value) {\r\n value.num[0] = this.gridScale;\r\n },\r\n set(this: Water, value) {\r\n this.gridScale = value.num[0];\r\n }\r\n },\r\n {\r\n name: 'Wireframe',\r\n description: 'If true, renders the water surface as wireframe',\r\n type: 'bool',\r\n default: false,\r\n get(this: Water, value) {\r\n value.bool[0] = this.wireframe;\r\n },\r\n set(this: Water, value) {\r\n this.wireframe = value.bool[0];\r\n }\r\n },\r\n {\r\n name: 'AnimationSpeed',\r\n description: 'Playback speed of wave animation',\r\n type: 'float',\r\n default: 1,\r\n options: { animatable: true, minValue: 0, maxValue: 100 },\r\n get(this: Water, value) {\r\n value.num[0] = this.animationSpeed;\r\n },\r\n set(this: Water, value) {\r\n this.animationSpeed = value.num[0];\r\n }\r\n },\r\n {\r\n name: 'DepthScale',\r\n description: 'Depth attenuation scale for the water material',\r\n type: 'float',\r\n default: 10,\r\n options: { animatable: true, minValue: 0, maxValue: 100 },\r\n get(this: Water, value) {\r\n value.num[0] = this.material.depthMulti;\r\n },\r\n set(this: Water, value) {\r\n this.material.depthMulti = value.num[0];\r\n }\r\n },\r\n {\r\n name: 'RefractionStrength',\r\n description: 'Strength of underwater refraction',\r\n type: 'float',\r\n default: 0,\r\n options: { animatable: true, minValue: 0, maxValue: 1 },\r\n get(this: Water, value) {\r\n value.num[0] = this.material.refractionStrength;\r\n },\r\n set(this: Water, value) {\r\n this.material.refractionStrength = value.num[0];\r\n }\r\n },\r\n {\r\n name: 'Displace',\r\n description: 'Vertex displacement scale for water waves',\r\n type: 'float',\r\n default: 16,\r\n options: { minValue: 1, maxValue: 256 },\r\n get(this: Water, value) {\r\n value.num[0] = this.material.displace;\r\n },\r\n set(this: Water, value) {\r\n this.material.displace = value.num[0];\r\n }\r\n },\r\n {\r\n name: 'TAAStrength',\r\n description: 'Temporal anti-aliasing strength for the water surface',\r\n type: 'float',\r\n default: 0.4,\r\n options: { minValue: 0, maxValue: 1 },\r\n get(this: Water, value) {\r\n value.num[0] = this.TAAStrength;\r\n },\r\n set(this: Water, value) {\r\n this.TAAStrength = value.num[0];\r\n }\r\n },\r\n {\r\n name: 'ScatterRampTexture',\r\n description: 'Ramp texture used for water scatter lighting',\r\n type: 'object',\r\n default: null,\r\n isNullable() {\r\n return true;\r\n },\r\n get(this: Water, value) {\r\n value.str[0] = manager.getAssetId(this.material.scatterRampTexture) ?? 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{"version":3,"file":"water.js","sources":["../../../../src/utility/serialization/scene/water.ts"],"sourcesContent":["import type { Nullable } from '@zephyr3d/base';\r\nimport { Vector2 } from '@zephyr3d/base';\r\nimport type { SceneNode } from '../../../scene';\r\nimport { GraphNode } from '../../../scene';\r\nimport { Water } from '../../../scene/water';\r\nimport { defineProps, type SerializableClass } from '../types';\r\nimport type { WaveGenerator } from '../../../render';\r\nimport { FBMWaveGenerator, FFTWaveGenerator } from '../../../render';\r\nimport type { Texture2D } from '@zephyr3d/device';\r\nimport type { ResourceManager } from '../manager';\r\n\r\n/** @internal */\r\nexport function getFBMWaveGeneratorClass(): SerializableClass {\r\n return {\r\n ctor: FBMWaveGenerator,\r\n name: 'FBMWaveGenerator',\r\n getProps() {\r\n return defineProps([\r\n {\r\n name: 'NumOctaves',\r\n description: 'Number of FBM noise octaves used to build the wave pattern',\r\n type: 'int',\r\n options: { minValue: 1, maxValue: 8 },\r\n default: 4,\r\n get(this: FBMWaveGenerator, value) {\r\n value.num[0] = this.numOctaves;\r\n },\r\n set(this: FBMWaveGenerator, value) {\r\n this.numOctaves = value.num[0];\r\n }\r\n },\r\n {\r\n name: 'Wind',\r\n description: 'Wind direction and speed that drive the FBM waves',\r\n type: 'vec2',\r\n default: [0.1, 0],\r\n options: {\r\n animatable: true\r\n },\r\n get(this: FBMWaveGenerator, value) {\r\n value.num[0] = this.wind.x;\r\n value.num[1] = this.wind.y;\r\n },\r\n set(this: FBMWaveGenerator, value) {\r\n this.wind = new Vector2(value.num[0], value.num[1]);\r\n }\r\n },\r\n {\r\n name: 'Amplitude',\r\n description: 'Wave height amplitude for the FBM wave generator',\r\n type: 'float',\r\n options: { animatable: true, minValue: 0, maxValue: 5 },\r\n default: 0.3,\r\n get(this: FBMWaveGenerator, value) {\r\n value.num[0] = this.amplitude;\r\n },\r\n set(this: FBMWaveGenerator, value) {\r\n this.amplitude = value.num[0];\r\n }\r\n },\r\n {\r\n name: 'Frequency',\r\n description: 'Wave frequency for the FBM wave generator',\r\n type: 'float',\r\n options: { animatable: true, minValue: 0, maxValue: 16 },\r\n default: 3,\r\n get(this: FBMWaveGenerator, value) {\r\n value.num[0] = this.frequency;\r\n },\r\n set(this: FBMWaveGenerator, value) {\r\n this.frequency = value.num[0];\r\n }\r\n }\r\n ]);\r\n }\r\n };\r\n}\r\n\r\n/** @internal */\r\nexport function getFFTWaveGeneratorClass(): SerializableClass {\r\n return {\r\n ctor: FFTWaveGenerator,\r\n name: 'FFTWaveGenerator',\r\n getProps() {\r\n return defineProps([\r\n {\r\n name: 'Alignment',\r\n description: 'How strongly FFT waves align with the wind direction',\r\n type: 'float',\r\n options: { animatable: true, minValue: 0, maxValue: 1 },\r\n get(this: FFTWaveGenerator, value) {\r\n value.num[0] = this.alignment;\r\n },\r\n set(this: FFTWaveGenerator, value) {\r\n this.alignment = value.num[0];\r\n }\r\n },\r\n {\r\n name: 'Wind',\r\n description: 'Wind direction and speed that drive the FFT waves',\r\n type: 'vec2',\r\n options: {\r\n animatable: true\r\n },\r\n get(this: FFTWaveGenerator, value) {\r\n value.num[0] = this.wind.x;\r\n value.num[1] = this.wind.y;\r\n },\r\n set(this: FFTWaveGenerator, value) {\r\n this.wind = new Vector2(value.num[0], value.num[1]);\r\n }\r\n },\r\n {\r\n name: 'FoamWidth',\r\n description: 'Width of foam bands generated on the wave crests',\r\n type: 'float',\r\n default: 1.2,\r\n options: { animatable: true, minValue: 0, maxValue: 10 },\r\n get(this: FFTWaveGenerator, value) {\r\n value.num[0] = this.foamWidth;\r\n },\r\n set(this: FFTWaveGenerator, value) {\r\n this.foamWidth = value.num[0];\r\n }\r\n },\r\n {\r\n name: 'FoamContrast',\r\n description: 'Contrast of the foam pattern on FFT waves',\r\n type: 'float',\r\n default: 7.2,\r\n options: { animatable: true, minValue: 0, maxValue: 10 },\r\n get(this: FFTWaveGenerator, value) {\r\n value.num[0] = this.foamContrast;\r\n },\r\n set(this: FFTWaveGenerator, value) {\r\n this.foamContrast = value.num[0];\r\n }\r\n },\r\n {\r\n name: 'WaveLengthCascades',\r\n description: 'Wavelength values for the three FFT wave cascades',\r\n type: 'vec3',\r\n default: [400, 100, 15],\r\n options: { animatable: true, minValue: 0, maxValue: 1000 },\r\n get(this: FFTWaveGenerator, value) {\r\n value.num[0] = this.getWaveLength(0);\r\n value.num[1] = this.getWaveLength(1);\r\n value.num[2] = this.getWaveLength(2);\r\n },\r\n set(this: FFTWaveGenerator, value) {\r\n this.setWaveLength(0, value.num[0]);\r\n this.setWaveLength(1, value.num[1]);\r\n this.setWaveLength(2, value.num[2]);\r\n }\r\n },\r\n {\r\n name: 'WaveStrengthCascades',\r\n description: 'Strength values for the three FFT wave cascades',\r\n type: 'vec3',\r\n default: [0.4, 0.4, 0.2],\r\n options: { animatable: true, minValue: 0, maxValue: 1 },\r\n get(this: FFTWaveGenerator, value) {\r\n value.num[0] = this.getWaveStrength(0);\r\n value.num[1] = this.getWaveStrength(1);\r\n value.num[2] = this.getWaveStrength(2);\r\n },\r\n set(this: FFTWaveGenerator, value) {\r\n this.setWaveStrength(0, value.num[0]);\r\n this.setWaveStrength(1, value.num[1]);\r\n this.setWaveStrength(2, value.num[2]);\r\n }\r\n },\r\n {\r\n name: 'WaveCroppinessCascades',\r\n description: 'Croppiness values for the three FFT wave cascades',\r\n type: 'vec3',\r\n default: [-1.5, -1.2, -0.5],\r\n options: { animatable: true, minValue: -4, maxValue: 0 },\r\n get(this: FFTWaveGenerator, value) {\r\n value.num[0] = this.getWaveCroppiness(0);\r\n value.num[1] = this.getWaveCroppiness(1);\r\n value.num[2] = this.getWaveCroppiness(2);\r\n },\r\n set(this: FFTWaveGenerator, value) {\r\n this.setWaveCroppiness(0, value.num[0]);\r\n this.setWaveCroppiness(1, value.num[1]);\r\n this.setWaveCroppiness(2, value.num[2]);\r\n }\r\n }\r\n ]);\r\n }\r\n };\r\n}\r\n\r\n/** @internal */\r\nexport function getWaterClass(manager: ResourceManager): SerializableClass {\r\n return {\r\n ctor: Water,\r\n name: 'Water',\r\n parent: GraphNode,\r\n createFunc(ctx: SceneNode) {\r\n const node = new Water(ctx.scene!);\r\n node.parent = ctx;\r\n return { obj: node };\r\n },\r\n getProps() {\r\n return defineProps([\r\n {\r\n name: 'WaveGenerator',\r\n description: 'Wave generator used to drive the water surface',\r\n type: 'object',\r\n default: null,\r\n options: {\r\n objectTypes: [FFTWaveGenerator, FBMWaveGenerator]\r\n },\r\n isNullable() {\r\n return true;\r\n },\r\n get(this: Water, value) {\r\n value.object[0] = this.waveGenerator ?? null;\r\n },\r\n set(this: Water, value) {\r\n if (!value.object[0]) {\r\n this.waveGenerator = null;\r\n } else {\r\n this.waveGenerator = value.object[0] as WaveGenerator;\r\n }\r\n }\r\n },\r\n {\r\n name: 'GridScale',\r\n description: 'Scale of the water simulation grid',\r\n type: 'float',\r\n default: 1,\r\n options: { minValue: 0, maxValue: 1 },\r\n get(this: Water, value) {\r\n value.num[0] = this.gridScale;\r\n },\r\n set(this: Water, value) {\r\n this.gridScale = value.num[0];\r\n }\r\n },\r\n {\r\n name: 'Wireframe',\r\n description: 'If true, renders the water surface as wireframe',\r\n type: 'bool',\r\n default: false,\r\n get(this: Water, value) {\r\n value.bool[0] = this.wireframe;\r\n },\r\n set(this: Water, value) {\r\n this.wireframe = value.bool[0];\r\n }\r\n },\r\n {\r\n name: 'AnimationSpeed',\r\n description: 'Playback speed of wave animation',\r\n type: 'float',\r\n default: 1,\r\n options: { animatable: true, minValue: 0, maxValue: 100 },\r\n get(this: Water, value) {\r\n value.num[0] = this.animationSpeed;\r\n },\r\n set(this: Water, value) {\r\n this.animationSpeed = value.num[0];\r\n }\r\n },\r\n {\r\n name: 'DepthScale',\r\n description: 'Depth attenuation scale for the water material',\r\n type: 'float',\r\n default: 10,\r\n options: { animatable: true, minValue: 0, maxValue: 100 },\r\n get(this: Water, value) {\r\n value.num[0] = this.material.depthMulti;\r\n },\r\n set(this: Water, value) {\r\n this.material.depthMulti = value.num[0];\r\n }\r\n },\r\n {\r\n name: 'RefractionStrength',\r\n description: 'Strength of underwater refraction',\r\n type: 'float',\r\n default: 0,\r\n options: { animatable: true, minValue: 0, maxValue: 1 },\r\n get(this: Water, value) {\r\n value.num[0] = this.material.refractionStrength;\r\n },\r\n set(this: Water, value) {\r\n this.material.refractionStrength = value.num[0];\r\n }\r\n },\r\n {\r\n name: 'Displace',\r\n description: 'Vertex displacement scale for water waves',\r\n type: 'float',\r\n default: 16,\r\n options: { minValue: 1, maxValue: 256 },\r\n get(this: Water, value) {\r\n value.num[0] = this.material.displace;\r\n },\r\n set(this: Water, value) {\r\n this.material.displace = value.num[0];\r\n }\r\n },\r\n {\r\n name: 'TAAStrength',\r\n description: 'Temporal anti-aliasing strength for the water surface',\r\n type: 'float',\r\n default: 0.4,\r\n options: { minValue: 0, maxValue: 1 },\r\n get(this: Water, value) {\r\n value.num[0] = this.TAAStrength;\r\n },\r\n set(this: Water, value) {\r\n this.TAAStrength = value.num[0];\r\n }\r\n },\r\n {\r\n name: 'ScatterRampTexture',\r\n description: 'Ramp texture used for water scatter lighting',\r\n type: 'object',\r\n default: null,\r\n isNullable() {\r\n return true;\r\n },\r\n get(this: Water, value) {\r\n value.str[0] = manager.getAssetId(this.material.scatterRampTexture) ?? '';\r\n },\r\n async set(value) {\r\n if (!value) {\r\n this.material.scatterRampTexture = null;\r\n } else {\r\n if (value.str[0]) {\r\n const assetId = value.str[0];\r\n let tex: Nullable<Texture2D>;\r\n try {\r\n tex = await manager.fetchTexture<Texture2D>(assetId);\r\n } catch (err) {\r\n console.error(`Load asset failed: ${value.str[0]}: ${err}`);\r\n tex = null;\r\n }\r\n if (tex?.isTexture2D()) {\r\n this.material.scatterRampTexture = tex;\r\n } else {\r\n console.error('Invalid texture type');\r\n }\r\n }\r\n }\r\n }\r\n },\r\n {\r\n name: 'AbsorptionRampTexture',\r\n description: 'Ramp texture used for water absorption',\r\n type: 'object',\r\n default: null,\r\n isNullable() {\r\n return true;\r\n },\r\n get(this: Water, value) {\r\n value.str[0] = manager.getAssetId(this.material.absorptionRampTexture) ?? 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{"version":3,"file":"types.js","sources":["../../../src/utility/serialization/types.ts"],"sourcesContent":["import type { GenericConstructor, Nullable, RequireOptionals } from '@zephyr3d/base';\n\n/**\n * Enumerates supported data types for serializable properties.\n *\n * This type informs serializers/editors how to interpret and encode values.\n * 'bool'|'int'|'float'|'vec2'|'vec3'|'vec4'|'int2'|'int3'|'int4'|'string'|'rgb'|'rgba'|'object'|'object_array'|'embedded'|'command';\n *\n * @public\n */\nexport type PropertyType = string;\n\n/**\n * Maps a property type discriminator to the corresponding value lane key.\n *\n * @public\n */\nexport type PropertyToType<T extends string> = T extends\n | 'float'\n | 'vec2'\n | 'vec3'\n | 'vec4'\n | 'int'\n | 'int2'\n | 'int3'\n | 'int4'\n | 'rgb'\n | 'rgba'\n ? 'num'\n : T extends 'bool'\n ? 'bool'\n : T extends 'string'\n ? 'str'\n : T extends 'object' | 'object_array'\n ? 'object'\n : 'num' | 'bool' | 'str' | 'object';\n/**\n * Container for a serializable property's value.\n *\n * Values are carried in typed arrays (even for single values) to support\n * both scalar and array-like properties in a unified shape.\n *\n * Conventions:\n * - `num` carries numeric data for types like `int`, `float`, `vec*`, `int*`, `rgb`, `rgba`\n * - `str` carries string data for `string`\n * - `bool` carries boolean data for `bool`\n * - `object` carries references/instances for `object`, `object_array`, `embedded`\n *\n * Only the relevant field(s) for the property's {@link PropertyType} will be populated.\n *\n * @public\n */\nexport type PropertyValue = {\n /** Numeric lane(s) for numeric, vector, or color types. */\n num?: number[];\n /** String lane(s) for text properties. */\n str?: string[];\n /** Boolean lane(s) for boolean properties. */\n bool?: boolean[];\n /** Object lane(s) for object references or embedded objects. */\n object?: Nullable<object>[];\n};\n\n/**\n * Editor-oriented edit types that augment how a property is presented/edited.\n *\n * This is orthogonal to {@link PropertyType} and is purely an editor hint.\n *\n * @public\n */\nexport type PropEdit = 'aabb' | 'quaternion' | 'proptrack';\n\n/**\n * Extra scene-node picker hints for a property.\n *\n * @public\n */\nexport type PropertySceneNodeOptions = {\n kind?: 'node' | 'mesh';\n};\n\n/**\n * Additional options controlling how a property is displayed, constrained, and edited.\n *\n * These options are consumed primarily by an editor/inspector UI, but may\n * also influence validation and tooling behavior.\n *\n * @public\n */\nexport type PropertyAccessorOptions = {\n /** Human-friendly label for UI. Defaults to `name` if omitted. */\n label?: string;\n /** Logical grouping/category in UI. */\n group?: string;\n /** Editor presentation hint (e.g., quaternion gizmo, animation track). */\n edit?: PropEdit;\n /** Minimum numeric value (for sliders/spinners). */\n minValue?: number;\n /** Maximum numeric value (for sliders/spinners). */\n maxValue?: number;\n /** Step/speed for numeric editing UI. */\n speed?: number;\n /** Whether the property can be animated/keyframed. */\n animatable?: boolean;\n /** Allowed MIME types for file-picker-like editors. */\n mimeTypes?: string[];\n /** Accept scene hierarchy node drag-drop in the inspector. */\n sceneNode?: PropertySceneNodeOptions;\n /** Render object-array entries inline instead of expandable nested groups. */\n inlineObjectArray?: boolean;\n /** Allowed constructor types when choosing/creating object references. */\n objectTypes?: GenericConstructor[];\n /**\n * Optional enumeration metadata.\n * `labels[i]` corresponds to `values[i]`.\n */\n enum?: { labels: string[]; values: unknown[] };\n};\n\n/**\n * Returns the property accessor list unchanged while preserving typing.\n *\n * @public\n */\nexport function defineProps(accessors: PropertyAccessor<any, 'DUMMY'>[]): PropertyAccessor[] {\n return accessors;\n}\n\n/**\n * Descriptor for a serializable property of a class/type.\n *\n * This binds together:\n * - Metadata: `type`, `name`, `default`, `readonly`, `persistent`, `options`\n * - Accessors: `get`, `set`, `add`, `delete`, `create` for manipulating the underlying object state\n * - Predicates: `isValid`, `isNullable`, `isHidden` to control UI and validation\n * - Commands: `command` for action-style properties (`type: 'command'`)\n * - Utilities: `getDefaultValue` to compute defaults dynamically\n *\n * The accessors are invoked with `this` bound to the owning object instance.\n *\n * @typeParam T - The instance type that owns the property.\n * @public\n */\nexport type PropertyAccessor<T = object, U extends string = ''> = {\n /** The storage/serialization data type. */\n type: PropertyType;\n /** Unique property name (stable identifier for tooling/serialization). */\n name: string;\n /** Description of this property */\n description?: string;\n /**\n * Optional evaluation phase/order hint (lower runs earlier).\n * Useful for staged initialization or batched updates in editors.\n */\n phase?: number;\n /** If true, the property is read-only in UI and programmatic setters may be disallowed. */\n readonly?: boolean;\n /** Default value used if none is provided. Can be a primitive, array, or object. */\n default?: any;\n /**\n * If true, the property is persisted during save/serialize.\n * Non-persistent properties may be computed or session-only.\n */\n //persistent?: boolean;\n /** Editor and validation options for this property. */\n options?: PropertyAccessorOptions;\n /**\n * Reads the current value from `this` into the provided `value` container.\n *\n * Implementations should fully populate the appropriate lane(s) (e.g., `num`, `str`, etc.)\n * according to the property's {@link PropertyType}.\n *\n * @param value - Output container to be filled by the getter.\n */\n get: <K extends string>(\n this: T,\n value: U extends '' ? Required<Pick<PropertyValue, PropertyToType<K>>> : RequireOptionals<PropertyValue>\n ) => void;\n /**\n * Writes an incoming value to `this`.\n *\n * For array-like properties, `index` can target a specific element.\n * Implementations should read from the appropriate lane(s) of `value` according to {@link PropertyType}.\n *\n * @param value - Input container carrying the new value.\n * @param index - Optional element index for array-like properties.\n * @returns Optionally `Promise<void>` if asynchronous work is required.\n */\n set?: <K extends string>(\n this: T,\n value: U extends '' ? Required<Pick<PropertyValue, PropertyToType<K>>> : RequireOptionals<PropertyValue>,\n index?: number\n ) => void | Promise<void>;\n /**\n * Creates a new embedded/contained object for object-like properties.\n *\n * Typically used for `embedded` or `object_array` to instantiate an element.\n *\n * @param ctor - Constructor to instantiate.\n * @param index - Target index where the new object will be inserted.\n * @returns The newly created object instance.\n */\n create?: (this: T, ctor: GenericConstructor, index: number) => Nullable<object>;\n /**\n * Deletes an element from an array-like property or clears a value.\n *\n * @param index - Target element index.\n * @returns Optionally `Promise<void>` if asynchronous work is required.\n */\n delete?: (this: T, index: number) => void | Promise<void>;\n /**\n * Adds a new element/value to an array-like property.\n *\n * If `index` is omitted, implementations may append to the end.\n *\n * @param value - The value to add (read appropriate lane(s) per {@link PropertyType}).\n * @param index - Optional insertion index.\n * @returns Optionally `Promise<void>` if asynchronous work is required.\n */\n add?: <K extends string>(\n this: T,\n value: U extends '' ? Required<Pick<PropertyValue, PropertyToType<K>>> : RequireOptionals<PropertyValue>,\n index?: number\n ) => void | Promise<void>;\n /**\n * Validates the current state of `this` with respect to this property.\n *\n * Returning `false` may block serialization or UI confirmation.\n *\n * @returns `true` if valid, otherwise `false`.\n */\n isValid?: (this: T) => boolean;\n /**\n * Indicates whether this property is serializable. Default is serializable if not present.\n *\n * @returns `true` if persistent, otherwise `false`.\n */\n isPersistent?: (this: T) => boolean;\n /**\n * Indicates whether a specific element or slot may be `null` or `undefined`.\n *\n * Applies to array-like or optional properties.\n *\n * @param index - Target element index.\n * @returns `true` if nullable, otherwise `false`.\n */\n isNullable?: (this: T, index: number) => boolean;\n /**\n * Controls visibility of a specific element or the property in UI.\n *\n * @param index - Target element index.\n * @param obj - Value at index\n * @returns `true` if hidden, otherwise `false`.\n */\n isHidden?: (this: T, index: number, obj?: unknown) => boolean;\n /**\n * Executes a command-style property.\n *\n * Only meaningful for `type: 'command'`. Return value may indicate success or toggle state.\n *\n * @param index - Optional command index for multi-command groups.\n * @returns Command result, commonly a boolean for toggle-like actions.\n */\n command?: (this: T, index: number) => boolean;\n /**\n * Supplies a default value dynamically at runtime.\n *\n * If provided, this takes precedence over the static `default` field.\n */\n getDefaultValue?: (this: T) => any;\n};\n\n/**\n * Descriptor for a serializable class/type.\n *\n * This defines how a class is identified, constructed, and inspected for properties.\n * Editors and serializers can use this metadata to instantiate objects, load initial\n * parameters, and enumerate property accessors.\n *\n * @public\n */\nexport type SerializableClass = {\n /** Concrete constructor for the serializable class. */\n ctor: GenericConstructor;\n /** Optional parent/superclass constructor to represent inheritance in tooling. */\n parent?: GenericConstructor;\n /** If true, suppresses title rendering in UI for compact displays. */\n noTitle?: boolean;\n /** Display name used by tooling and editors. */\n name: string;\n /**\n * Custom factory to create an instance and optionally control property loading.\n *\n * If `loadProps` is `false`, the caller may skip default property loading\n * (useful for lazy or staged initialization).\n *\n * @param ctx - Optional construction context (editor/runtime-specific).\n * @param init - Optional initialization payload.\n * @returns The created object and a `loadProps` hint.\n */\n createFunc?: (\n ctx?: any,\n init?: any\n ) => { obj: any; loadProps?: boolean } | Promise<{ obj: any; loadProps?: boolean }>;\n /**\n * Extracts initialization parameters from an instance suitable for re-creation.\n *\n * This is the inverse of `createFunc`'s `init` argument, enabling round-trip\n * serialization of constructor/initializer data.\n *\n * @param obj - The instance to introspect.\n * @returns An initialization payload (serializable).\n */\n getInitParams?: (obj: any, flags: { saveProps: boolean }) => any;\n /**\n * Enumerates property accessors for this class.\n *\n * The returned list defines the full set of serializable/editor-visible properties.\n *\n * @returns Array of property accessors.\n */\n getProps: () => PropertyAccessor<any>[];\n};\n"],"names":["defineProps","accessors"],"mappings":"AAuHA;;;;IAKO,SAASA,WAAAA,CAAYC,SAA2C,EAAA;IACrE,OAAOA,SAAAA;AACT;;;;"}
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{"version":3,"file":"types.js","sources":["../../../src/utility/serialization/types.ts"],"sourcesContent":["import type { GenericConstructor, Nullable, RequireOptionals } from '@zephyr3d/base';\r\n\r\n/**\r\n * Enumerates supported data types for serializable properties.\r\n *\r\n * This type informs serializers/editors how to interpret and encode values.\r\n * 'bool'|'int'|'float'|'vec2'|'vec3'|'vec4'|'int2'|'int3'|'int4'|'string'|'rgb'|'rgba'|'object'|'object_array'|'embedded'|'command';\r\n *\r\n * @public\r\n */\r\nexport type PropertyType = string;\r\n\r\n/**\r\n * Maps a property type discriminator to the corresponding value lane key.\r\n *\r\n * @public\r\n */\r\nexport type PropertyToType<T extends string> = T extends\r\n | 'float'\r\n | 'vec2'\r\n | 'vec3'\r\n | 'vec4'\r\n | 'int'\r\n | 'int2'\r\n | 'int3'\r\n | 'int4'\r\n | 'rgb'\r\n | 'rgba'\r\n ? 'num'\r\n : T extends 'bool'\r\n ? 'bool'\r\n : T extends 'string'\r\n ? 'str'\r\n : T extends 'object' | 'object_array'\r\n ? 'object'\r\n : 'num' | 'bool' | 'str' | 'object';\r\n/**\r\n * Container for a serializable property's value.\r\n *\r\n * Values are carried in typed arrays (even for single values) to support\r\n * both scalar and array-like properties in a unified shape.\r\n *\r\n * Conventions:\r\n * - `num` carries numeric data for types like `int`, `float`, `vec*`, `int*`, `rgb`, `rgba`\r\n * - `str` carries string data for `string`\r\n * - `bool` carries boolean data for `bool`\r\n * - `object` carries references/instances for `object`, `object_array`, `embedded`\r\n *\r\n * Only the relevant field(s) for the property's {@link PropertyType} will be populated.\r\n *\r\n * @public\r\n */\r\nexport type PropertyValue = {\r\n /** Numeric lane(s) for numeric, vector, or color types. */\r\n num?: number[];\r\n /** String lane(s) for text properties. */\r\n str?: string[];\r\n /** Boolean lane(s) for boolean properties. */\r\n bool?: boolean[];\r\n /** Object lane(s) for object references or embedded objects. */\r\n object?: Nullable<object>[];\r\n};\r\n\r\n/**\r\n * Editor-oriented edit types that augment how a property is presented/edited.\r\n *\r\n * This is orthogonal to {@link PropertyType} and is purely an editor hint.\r\n *\r\n * @public\r\n */\r\nexport type PropEdit = 'aabb' | 'quaternion' | 'proptrack';\r\n\r\n/**\r\n * Extra scene-node picker hints for a property.\r\n *\r\n * @public\r\n */\r\nexport type PropertySceneNodeOptions = {\r\n kind?: 'node' | 'mesh';\r\n};\r\n\r\n/**\r\n * Additional options controlling how a property is displayed, constrained, and edited.\r\n *\r\n * These options are consumed primarily by an editor/inspector UI, but may\r\n * also influence validation and tooling behavior.\r\n *\r\n * @public\r\n */\r\nexport type PropertyAccessorOptions = {\r\n /** Human-friendly label for UI. Defaults to `name` if omitted. */\r\n label?: string;\r\n /** Logical grouping/category in UI. */\r\n group?: string;\r\n /** Editor presentation hint (e.g., quaternion gizmo, animation track). */\r\n edit?: PropEdit;\r\n /** Minimum numeric value (for sliders/spinners). */\r\n minValue?: number;\r\n /** Maximum numeric value (for sliders/spinners). */\r\n maxValue?: number;\r\n /** Whether string property is multiline. */\r\n multiline?: boolean;\r\n /** Step/speed for numeric editing UI. */\r\n speed?: number;\r\n /** Whether the property can be animated/keyframed. */\r\n animatable?: boolean;\r\n /** Allowed MIME types for file-picker-like editors. */\r\n mimeTypes?: string[];\r\n /** Accept scene hierarchy node drag-drop in the inspector. */\r\n sceneNode?: PropertySceneNodeOptions;\r\n /** Render object-array entries inline instead of expandable nested groups. */\r\n inlineObjectArray?: boolean;\r\n /** Allowed constructor types when choosing/creating object references. */\r\n objectTypes?: GenericConstructor[];\r\n /**\r\n * Optional enumeration metadata.\r\n * `labels[i]` corresponds to `values[i]`.\r\n */\r\n enum?: { labels: string[]; values: unknown[] };\r\n};\r\n\r\n/**\r\n * Returns the property accessor list unchanged while preserving typing.\r\n *\r\n * @public\r\n */\r\nexport function defineProps(accessors: PropertyAccessor<any, 'DUMMY'>[]): PropertyAccessor[] {\r\n return accessors;\r\n}\r\n\r\n/**\r\n * Descriptor for a serializable property of a class/type.\r\n *\r\n * This binds together:\r\n * - Metadata: `type`, `name`, `default`, `readonly`, `persistent`, `options`\r\n * - Accessors: `get`, `set`, `add`, `delete`, `create` for manipulating the underlying object state\r\n * - Predicates: `isValid`, `isNullable`, `isHidden` to control UI and validation\r\n * - Commands: `command` for action-style properties (`type: 'command'`)\r\n * - Utilities: `getDefaultValue` to compute defaults dynamically\r\n *\r\n * The accessors are invoked with `this` bound to the owning object instance.\r\n *\r\n * @typeParam T - The instance type that owns the property.\r\n * @public\r\n */\r\nexport type PropertyAccessor<T = object, U extends string = ''> = {\r\n /** The storage/serialization data type. */\r\n type: PropertyType;\r\n /** Unique property name (stable identifier for tooling/serialization). */\r\n name: string;\r\n /** Description of this property */\r\n description?: string;\r\n /**\r\n * Optional evaluation phase/order hint (lower runs earlier).\r\n * Useful for staged initialization or batched updates in editors.\r\n */\r\n phase?: number;\r\n /** If true, the property is read-only in UI and programmatic setters may be disallowed. */\r\n readonly?: boolean;\r\n /** Default value used if none is provided. Can be a primitive, array, or object. */\r\n default?: any;\r\n /**\r\n * If true, the property is persisted during save/serialize.\r\n * Non-persistent properties may be computed or session-only.\r\n */\r\n //persistent?: boolean;\r\n /** Editor and validation options for this property. */\r\n options?: PropertyAccessorOptions;\r\n /**\r\n * Reads the current value from `this` into the provided `value` container.\r\n *\r\n * Implementations should fully populate the appropriate lane(s) (e.g., `num`, `str`, etc.)\r\n * according to the property's {@link PropertyType}.\r\n *\r\n * @param value - Output container to be filled by the getter.\r\n */\r\n get: <K extends string>(\r\n this: T,\r\n value: U extends '' ? Required<Pick<PropertyValue, PropertyToType<K>>> : RequireOptionals<PropertyValue>\r\n ) => void;\r\n /**\r\n * Writes an incoming value to `this`.\r\n *\r\n * For array-like properties, `index` can target a specific element.\r\n * Implementations should read from the appropriate lane(s) of `value` according to {@link PropertyType}.\r\n *\r\n * @param value - Input container carrying the new value.\r\n * @param index - Optional element index for array-like properties.\r\n * @returns Optionally `Promise<void>` if asynchronous work is required.\r\n */\r\n set?: <K extends string>(\r\n this: T,\r\n value: U extends '' ? Required<Pick<PropertyValue, PropertyToType<K>>> : RequireOptionals<PropertyValue>,\r\n index?: number\r\n ) => void | Promise<void>;\r\n /**\r\n * Creates a new embedded/contained object for object-like properties.\r\n *\r\n * Typically used for `embedded` or `object_array` to instantiate an element.\r\n *\r\n * @param ctor - Constructor to instantiate.\r\n * @param index - Target index where the new object will be inserted.\r\n * @returns The newly created object instance.\r\n */\r\n create?: (this: T, ctor: GenericConstructor, index: number) => Nullable<object>;\r\n /**\r\n * Deletes an element from an array-like property or clears a value.\r\n *\r\n * @param index - Target element index.\r\n * @returns Optionally `Promise<void>` if asynchronous work is required.\r\n */\r\n delete?: (this: T, index: number) => void | Promise<void>;\r\n /**\r\n * Adds a new element/value to an array-like property.\r\n *\r\n * If `index` is omitted, implementations may append to the end.\r\n *\r\n * @param value - The value to add (read appropriate lane(s) per {@link PropertyType}).\r\n * @param index - Optional insertion index.\r\n * @returns Optionally `Promise<void>` if asynchronous work is required.\r\n */\r\n add?: <K extends string>(\r\n this: T,\r\n value: U extends '' ? Required<Pick<PropertyValue, PropertyToType<K>>> : RequireOptionals<PropertyValue>,\r\n index?: number\r\n ) => void | Promise<void>;\r\n /**\r\n * Validates the current state of `this` with respect to this property.\r\n *\r\n * Returning `false` may block serialization or UI confirmation.\r\n *\r\n * @returns `true` if valid, otherwise `false`.\r\n */\r\n isValid?: (this: T) => boolean;\r\n /**\r\n * Indicates whether this property is serializable. Default is serializable if not present.\r\n *\r\n * @returns `true` if persistent, otherwise `false`.\r\n */\r\n isPersistent?: (this: T) => boolean;\r\n /**\r\n * Indicates whether a specific element or slot may be `null` or `undefined`.\r\n *\r\n * Applies to array-like or optional properties.\r\n *\r\n * @param index - Target element index.\r\n * @returns `true` if nullable, otherwise `false`.\r\n */\r\n isNullable?: (this: T, index: number) => boolean;\r\n /**\r\n * Controls visibility of a specific element or the property in UI.\r\n *\r\n * @param index - Target element index.\r\n * @param obj - Value at index\r\n * @returns `true` if hidden, otherwise `false`.\r\n */\r\n isHidden?: (this: T, index: number, obj?: unknown) => boolean;\r\n /**\r\n * Executes a command-style property.\r\n *\r\n * Only meaningful for `type: 'command'`. Return value may indicate success or toggle state.\r\n *\r\n * @param index - Optional command index for multi-command groups.\r\n * @returns Command result, commonly a boolean for toggle-like actions.\r\n */\r\n command?: (this: T, index: number) => boolean;\r\n /**\r\n * Supplies a default value dynamically at runtime.\r\n *\r\n * If provided, this takes precedence over the static `default` field.\r\n */\r\n getDefaultValue?: (this: T) => any;\r\n};\r\n\r\n/**\r\n * Descriptor for a serializable class/type.\r\n *\r\n * This defines how a class is identified, constructed, and inspected for properties.\r\n * Editors and serializers can use this metadata to instantiate objects, load initial\r\n * parameters, and enumerate property accessors.\r\n *\r\n * @public\r\n */\r\nexport type SerializableClass = {\r\n /** Concrete constructor for the serializable class. */\r\n ctor: GenericConstructor;\r\n /** Optional parent/superclass constructor to represent inheritance in tooling. */\r\n parent?: GenericConstructor;\r\n /** If true, suppresses title rendering in UI for compact displays. */\r\n noTitle?: boolean;\r\n /** Display name used by tooling and editors. */\r\n name: string;\r\n /**\r\n * Custom factory to create an instance and optionally control property loading.\r\n *\r\n * If `loadProps` is `false`, the caller may skip default property loading\r\n * (useful for lazy or staged initialization).\r\n *\r\n * @param ctx - Optional construction context (editor/runtime-specific).\r\n * @param init - Optional initialization payload.\r\n * @returns The created object and a `loadProps` hint.\r\n */\r\n createFunc?: (\r\n ctx?: any,\r\n init?: any\r\n ) => { obj: any; loadProps?: boolean } | Promise<{ obj: any; loadProps?: boolean }>;\r\n /**\r\n * Extracts initialization parameters from an instance suitable for re-creation.\r\n *\r\n * This is the inverse of `createFunc`'s `init` argument, enabling round-trip\r\n * serialization of constructor/initializer data.\r\n *\r\n * @param obj - The instance to introspect.\r\n * @returns An initialization payload (serializable).\r\n */\r\n getInitParams?: (obj: any, flags: { saveProps: boolean }) => any;\r\n /**\r\n * Enumerates property accessors for this class.\r\n *\r\n * The returned list defines the full set of serializable/editor-visible properties.\r\n *\r\n * @returns Array of property accessors.\r\n */\r\n getProps: () => PropertyAccessor<any>[];\r\n};\r\n"],"names":["defineProps","accessors"],"mappings":"AAyHA;;;;IAKO,SAASA,WAAAA,CAAYC,SAA2C,EAAA;IACrE,OAAOA,SAAAA;AACT;;;;"}
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export { ATMOSPHERIC_FOG_BIT, BUILTIN_ASSET_TEST_CUBEMAP, BUILTIN_ASSET_TEXTURE_SHEEN_LUT, Fog, HEIGHT_FOG_BIT, LIGHT_TYPE_DIRECTIONAL, LIGHT_TYPE_NONE, LIGHT_TYPE_POINT, LIGHT_TYPE_RECT, LIGHT_TYPE_SPOT,
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export { ATMOSPHERIC_FOG_BIT, BUILTIN_ASSET_TEST_CUBEMAP, BUILTIN_ASSET_TEXTURE_SHEEN_LUT, Fog, HEIGHT_FOG_BIT, LIGHT_TYPE_DIRECTIONAL, LIGHT_TYPE_NONE, LIGHT_TYPE_POINT, LIGHT_TYPE_RECT, LIGHT_TYPE_SPOT, MAX_GERSTNER_WAVE_COUNT, MAX_MORPH_ATTRIBUTES, MAX_MORPH_TARGETS, MAX_TERRAIN_MIPMAP_LEVELS, MORPH_ATTRIBUTE_VECTOR_COUNT, MORPH_TARGET_COLOR, MORPH_TARGET_NORMAL, MORPH_TARGET_POSITION, MORPH_TARGET_TANGENT, MORPH_TARGET_TEX0, MORPH_TARGET_TEX1, MORPH_TARGET_TEX2, MORPH_TARGET_TEX3, MORPH_WEIGHTS_VECTOR_COUNT, MaterialVaryingFlags, QUEUE_OPAQUE, QUEUE_TRANSPARENT, RENDER_PASS_TYPE_DEPTH, RENDER_PASS_TYPE_LIGHT, RENDER_PASS_TYPE_OBJECT_COLOR, RENDER_PASS_TYPE_SHADOWMAP, uniformSphereSamples };
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{"version":3,"file":"values.js","sources":["../src/values.ts"],"sourcesContent":["import { Vector3 } from '@zephyr3d/base';\r\n\r\n/**\r\n * Forward render pass type\r\n * @public\r\n */\r\nexport const RENDER_PASS_TYPE_LIGHT = 0;\r\n/**\r\n * Shadow map render pass type\r\n * @public\r\n */\r\nexport const RENDER_PASS_TYPE_SHADOWMAP = 1;\r\n/**\r\n * Depth only render pass type\r\n * @public\r\n */\r\nexport const RENDER_PASS_TYPE_DEPTH = 2;\r\n/**\r\n * Object color render pass type\r\n * @public\r\n */\r\nexport const RENDER_PASS_TYPE_OBJECT_COLOR = 3;\r\n\r\n/**\r\n * Builtin texture name for sheen LUT\r\n * @public\r\n */\r\nexport const BUILTIN_ASSET_TEXTURE_SHEEN_LUT = 'LUT_Sheen';\r\n\r\n/**\r\n * Builtin cube texture for test\r\n * @public\r\n */\r\nexport const BUILTIN_ASSET_TEST_CUBEMAP = 'TEST_Cubemap';\r\n\r\n/**\r\n * No light\r\n * @public\r\n */\r\nexport const LIGHT_TYPE_NONE = 0;\r\n\r\n/**\r\n * Directional light type\r\n * @public\r\n */\r\nexport const LIGHT_TYPE_DIRECTIONAL = 1;\r\n\r\n/**\r\n * Point light type\r\n * @public\r\n */\r\nexport const LIGHT_TYPE_POINT = 2;\r\n\r\n/**\r\n * Spot light type\r\n * @public\r\n */\r\nexport const LIGHT_TYPE_SPOT = 3;\r\n\r\n/**\r\n * Rectangular area light type\r\n * @public\r\n */\r\nexport const LIGHT_TYPE_RECT = 4;\r\n\r\n/**\r\n * Max light size for clustered lighting\r\n * @public\r\n */\r\nexport const MAX_CLUSTERED_LIGHTS = 255;\r\n\r\n/**\r\n * Opaque render queue type\r\n * @public\r\n */\r\nexport const QUEUE_OPAQUE = 1;\r\n\r\n/**\r\n * Transparent render queue type\r\n * @public\r\n */\r\nexport const QUEUE_TRANSPARENT = 2;\r\n\r\n// Morph target attributes\r\n\r\n/** @public */\r\nexport const MORPH_TARGET_POSITION = 0;\r\n/** @public */\r\nexport const MORPH_TARGET_NORMAL = 1;\r\n/** @public */\r\nexport const MORPH_TARGET_TANGENT = 2;\r\n/** @public */\r\nexport const MORPH_TARGET_COLOR = 3;\r\n/** @public */\r\nexport const MORPH_TARGET_TEX0 = 4;\r\n/** @public */\r\nexport const MORPH_TARGET_TEX1 = 5;\r\n/** @public */\r\nexport const MORPH_TARGET_TEX2 = 6;\r\n/** @public */\r\nexport const MORPH_TARGET_TEX3 = 7;\r\n/** @public */\r\nexport const MAX_MORPH_ATTRIBUTES = 8;\r\n/** @public */\r\nexport const MAX_MORPH_TARGETS = 256;\r\n/** @public */\r\nexport const MORPH_WEIGHTS_VECTOR_COUNT = (MAX_MORPH_TARGETS + 3) >> 2;\r\n/** @public */\r\nexport const MORPH_ATTRIBUTE_VECTOR_COUNT = (MAX_MORPH_ATTRIBUTES + 3) >> 2;\r\n\r\n/** @public */\r\nexport const MAX_TERRAIN_MIPMAP_LEVELS = 64;\r\n\r\n/** @public */\r\nexport const MAX_GERSTNER_WAVE_COUNT = 16;\r\n\r\n/**\r\n * Material varying flags\r\n * @public\r\n */\r\nexport const enum MaterialVaryingFlags {\r\n MORPH_ANIMATION = 1 << 0,\r\n SKIN_ANIMATION = 1 << 1,\r\n INSTANCING = 1 << 2,\r\n SSR_STORE_ROUGHNESS = 1 << 3,\r\n APPLY_FOG = 1 << 4\r\n}\r\n\r\n/**\r\n * Atmospheric Fog flag\r\n * @public\r\n */\r\nexport const ATMOSPHERIC_FOG_BIT = 1 << 0;\r\n/**\r\n * Exponential Fog flag\r\n * @public\r\n */\r\nexport const HEIGHT_FOG_BIT = 1 << 1;\r\n\r\n/** @internal */\r\nexport const uniformSphereSamples = [\r\n new Vector3(-0.7838, -0.620933, 0.00996137),\r\n new Vector3(0.106751, 0.965982, 0.235549),\r\n new Vector3(-0.215177, -0.687115, -0.693954),\r\n new Vector3(0.318002, 0.0640084, -0.945927),\r\n new Vector3(0.357396, 0.555673, 0.750664),\r\n new Vector3(0.866397, -0.19756, 0.458613),\r\n new Vector3(0.130216, 0.232736, -0.963783),\r\n new Vector3(-0.00174431, 0.376657, 0.926351),\r\n new Vector3(0.663478, 0.704806, -0.251089),\r\n new Vector3(0.0327851, 0.110534, -0.993331),\r\n new Vector3(0.0561973, 0.0234288, 0.998145),\r\n new Vector3(0.0905264, -0.169771, 0.981317),\r\n new Vector3(0.26694, 0.95222, -0.148393),\r\n new Vector3(-0.812874, -0.559051, -0.163393),\r\n new Vector3(-0.323378, -0.25855, -0.910263),\r\n new Vector3(-0.1333, 0.591356, -0.795317),\r\n new Vector3(0.480876, 0.408711, 0.775702),\r\n new Vector3(-0.332263, -0.533895, -0.777533),\r\n new Vector3(-0.0392473, -0.704457, -0.708661),\r\n new Vector3(0.427015, 0.239811, 0.871865),\r\n new Vector3(-0.416624, -0.563856, 0.713085),\r\n new Vector3(0.12793, 0.334479, -0.933679),\r\n new Vector3(-0.0343373, -0.160593, -0.986423),\r\n new Vector3(0.580614, 0.0692947, 0.811225),\r\n new Vector3(-0.459187, 0.43944, 0.772036),\r\n new Vector3(0.215474, -0.539436, -0.81399),\r\n new Vector3(-0.378969, -0.31988, -0.868366),\r\n new Vector3(-0.279978, -0.0109692, 0.959944),\r\n new Vector3(0.692547, 0.690058, 0.210234),\r\n new Vector3(0.53227, -0.123044, -0.837585),\r\n new Vector3(-0.772313, -0.283334, -0.568555),\r\n new Vector3(-0.0311218, 0.995988, -0.0838977),\r\n new Vector3(-0.366931, -0.276531, -0.888196),\r\n new Vector3(0.488778, 0.367878, -0.791051),\r\n new Vector3(-0.885561, -0.453445, 0.100842),\r\n new Vector3(0.71656, 0.443635, 0.538265),\r\n new Vector3(0.645383, -0.152576, -0.748466),\r\n new Vector3(-0.171259, 0.91907, 0.354939),\r\n new Vector3(-0.0031122, 0.9457, 0.325026),\r\n new Vector3(0.731503, 0.623089, -0.276881),\r\n new Vector3(-0.91466, 0.186904, 0.358419),\r\n new Vector3(0.15595, 0.828193, -0.538309),\r\n new Vector3(0.175396, 0.584732, 0.792038),\r\n new Vector3(-0.0838381, -0.943461, 0.320707),\r\n new Vector3(0.305876, 0.727604, 0.614029),\r\n new Vector3(0.754642, -0.197903, -0.62558),\r\n new Vector3(0.217255, -0.0177771, -0.975953),\r\n new Vector3(0.140412, -0.844826, 0.516287),\r\n new Vector3(-0.549042, 0.574859, -0.606705),\r\n new Vector3(0.570057, 0.17459, 0.802841),\r\n new Vector3(-0.0330304, 0.775077, 0.631003),\r\n new Vector3(-0.938091, 0.138937, 0.317304),\r\n new Vector3(0.483197, -0.726405, -0.48873),\r\n new Vector3(0.485263, 0.52926, 0.695991),\r\n new Vector3(0.224189, 0.742282, -0.631472),\r\n new Vector3(-0.322429, 0.662214, -0.676396),\r\n new Vector3(0.625577, -0.12711, 0.769738),\r\n new Vector3(-0.714032, -0.584461, -0.385439),\r\n new Vector3(-0.0652053, -0.892579, -0.446151),\r\n new Vector3(0.408421, -0.912487, 0.0236566),\r\n new Vector3(0.0900381, 0.319983, 0.943135),\r\n new Vector3(-0.708553, 0.483646, 0.513847),\r\n new Vector3(0.803855, -0.0902273, 0.587942),\r\n new Vector3(-0.0555802, -0.374602, -0.925519)\r\n];\r\n\r\n/** @internal */\r\nexport enum Fog {\r\n FOG_TYPE_NONE = 0,\r\n FOG_TYPE_HEIGHT = 4\r\n}\r\n"],"names":["RENDER_PASS_TYPE_LIGHT","RENDER_PASS_TYPE_SHADOWMAP","RENDER_PASS_TYPE_DEPTH","RENDER_PASS_TYPE_OBJECT_COLOR","BUILTIN_ASSET_TEXTURE_SHEEN_LUT","BUILTIN_ASSET_TEST_CUBEMAP","LIGHT_TYPE_NONE","LIGHT_TYPE_DIRECTIONAL","LIGHT_TYPE_POINT","LIGHT_TYPE_SPOT","LIGHT_TYPE_RECT","MAX_CLUSTERED_LIGHTS","QUEUE_OPAQUE","QUEUE_TRANSPARENT","MORPH_TARGET_POSITION","MORPH_TARGET_NORMAL","MORPH_TARGET_TANGENT","MORPH_TARGET_COLOR","MORPH_TARGET_TEX0","MORPH_TARGET_TEX1","MORPH_TARGET_TEX2","MORPH_TARGET_TEX3","MAX_MORPH_ATTRIBUTES","MAX_MORPH_TARGETS","MORPH_WEIGHTS_VECTOR_COUNT","MORPH_ATTRIBUTE_VECTOR_COUNT","MAX_TERRAIN_MIPMAP_LEVELS","MAX_GERSTNER_WAVE_COUNT","MaterialVaryingFlags","ATMOSPHERIC_FOG_BIT","HEIGHT_FOG_BIT","uniformSphereSamples","Vector3","Fog"],"mappings":";;AAEA;;;IAIaA,MAAAA,sBAAAA,GAAyB;AACtC;;;IAIaC,MAAAA,0BAAAA,GAA6B;AAC1C;;;IAIaC,MAAAA,sBAAAA,GAAyB;AACtC;;;IAIaC,MAAAA,6BAAAA,GAAgC;AAE7C;;;IAIaC,MAAAA,+BAAAA,GAAkC;AAE/C;;;IAIaC,MAAAA,0BAAAA,GAA6B;AAE1C;;;IAIaC,MAAAA,eAAAA,GAAkB;AAE/B;;;IAIaC,MAAAA,sBAAAA,GAAyB;AAEtC;;;IAIaC,MAAAA,gBAAAA,GAAmB;AAEhC;;;IAIaC,MAAAA,eAAAA,GAAkB;AAE/B;;;IAIaC,MAAAA,eAAAA,GAAkB;AAE/B;;;IAIaC,MAAAA,oBAAAA,GAAuB;AAEpC;;;IAIaC,MAAAA,YAAAA,GAAe;AAE5B;;;IAIaC,MAAAA,iBAAAA,GAAoB;AAEjC;AAEA,eACaC,MAAAA,qBAAAA,GAAwB;AACrC,eACaC,MAAAA,mBAAAA,GAAsB;AACnC,eACaC,MAAAA,oBAAAA,GAAuB;AACpC,eACaC,MAAAA,kBAAAA,GAAqB;AAClC,eACaC,MAAAA,iBAAAA,GAAoB;AACjC,eACaC,MAAAA,iBAAAA,GAAoB;AACjC,eACaC,MAAAA,iBAAAA,GAAoB;AACjC,eACaC,MAAAA,iBAAAA,GAAoB;AACjC,eACaC,MAAAA,oBAAAA,GAAuB;AACpC,eACaC,MAAAA,iBAAAA,GAAoB;AACjC,eACO,MAAMC,6BAA6B,iBAACD,GAAoB,KAAM;AACrE,eACO,MAAME,+BAA+B,oBAACH,GAAuB,KAAM;AAE1E,eACaI,MAAAA,yBAAAA,GAA4B;AAEzC,eACaC,MAAAA,uBAAAA,GAA0B;AAEvC;;;IAIO,IAAWC,oBAAAA,iBAAAA,SAAAA,oBAAAA,EAAAA;;;;;;AAAAA,IAAAA,OAAAA,oBAAAA;AAMjB,CAAA,CAAA,EAAA;AAED;;;AAGC,IACM,MAAMC,mBAAsB,GAAA,CAAA,IAAK;AACxC;;;AAGC,IACM,MAAMC,cAAiB,GAAA,CAAA,IAAK;AAEnC,iBACO,MAAMC,oBAAuB,GAAA;AAClC,IAAA,IAAIC,OAAQ,CAAA,OAAS,EAAA,SAAW,EAAA,UAAA,CAAA;IAChC,IAAIA,OAAAA,CAAQ,UAAU,QAAU,EAAA,QAAA,CAAA;AAChC,IAAA,IAAIA,OAAQ,CAAA,SAAW,EAAA,WAAW,SAAC,CAAA;IACnC,IAAIA,OAAAA,CAAQ,QAAU,EAAA,SAAA,EAAW,SAAC,CAAA;IAClC,IAAIA,OAAAA,CAAQ,UAAU,QAAU,EAAA,QAAA,CAAA;IAChC,IAAIA,OAAAA,CAAQ,QAAU,EAAA,QAAU,EAAA,QAAA,CAAA;IAChC,IAAIA,OAAAA,CAAQ,QAAU,EAAA,QAAA,EAAU,SAAC,CAAA;IACjC,IAAIA,OAAAA,CAAQ,UAAC,EAAY,QAAU,EAAA,QAAA,CAAA;IACnC,IAAIA,OAAAA,CAAQ,QAAU,EAAA,QAAA,EAAU,SAAC,CAAA;IACjC,IAAIA,OAAAA,CAAQ,SAAW,EAAA,QAAA,EAAU,SAAC,CAAA;IAClC,IAAIA,OAAAA,CAAQ,WAAW,SAAW,EAAA,QAAA,CAAA;IAClC,IAAIA,OAAAA,CAAQ,SAAW,EAAA,SAAW,EAAA,QAAA,CAAA;IAClC,IAAIA,OAAAA,CAAQ,OAAS,EAAA,OAAA,EAAS,SAAC,CAAA;AAC/B,IAAA,IAAIA,OAAQ,CAAA,SAAW,EAAA,WAAW,SAAC,CAAA;AACnC,IAAA,IAAIA,OAAQ,CAAA,SAAW,EAAA,UAAU,SAAC,CAAA;AAClC,IAAA,IAAIA,OAAQ,CAAA,OAAS,EAAA,QAAA,EAAU,SAAC,CAAA;IAChC,IAAIA,OAAAA,CAAQ,UAAU,QAAU,EAAA,QAAA,CAAA;AAChC,IAAA,IAAIA,OAAQ,CAAA,SAAW,EAAA,WAAW,SAAC,CAAA;AACnC,IAAA,IAAIA,OAAQ,CAAA,UAAY,EAAA,WAAW,SAAC,CAAA;IACpC,IAAIA,OAAAA,CAAQ,UAAU,QAAU,EAAA,QAAA,CAAA;AAChC,IAAA,IAAIA,OAAQ,CAAA,SAAW,EAAA,SAAW,EAAA,QAAA,CAAA;IAClC,IAAIA,OAAAA,CAAQ,OAAS,EAAA,QAAA,EAAU,SAAC,CAAA;AAChC,IAAA,IAAIA,OAAQ,CAAA,UAAY,EAAA,WAAW,SAAC,CAAA;IACpC,IAAIA,OAAAA,CAAQ,UAAU,SAAW,EAAA,QAAA,CAAA;IACjC,IAAIA,OAAAA,CAAQ,SAAC,EAAU,OAAS,EAAA,QAAA,CAAA;AAChC,IAAA,IAAIA,OAAQ,CAAA,QAAA,EAAU,SAAC,EAAU,QAAC,CAAA;AAClC,IAAA,IAAIA,OAAQ,CAAA,SAAW,EAAA,UAAU,SAAC,CAAA;AAClC,IAAA,IAAIA,OAAQ,CAAA,SAAW,EAAA,UAAY,EAAA,QAAA,CAAA;IACnC,IAAIA,OAAAA,CAAQ,UAAU,QAAU,EAAA,QAAA,CAAA;AAChC,IAAA,IAAIA,OAAQ,CAAA,OAAA,EAAS,SAAC,EAAU,SAAC,CAAA;AACjC,IAAA,IAAIA,OAAQ,CAAA,SAAW,EAAA,WAAW,SAAC,CAAA;AACnC,IAAA,IAAIA,OAAQ,CAAA,UAAY,EAAA,QAAA,EAAU,UAAC,CAAA;AACnC,IAAA,IAAIA,OAAQ,CAAA,SAAW,EAAA,WAAW,SAAC,CAAA;IACnC,IAAIA,OAAAA,CAAQ,QAAU,EAAA,QAAA,EAAU,SAAC,CAAA;AACjC,IAAA,IAAIA,OAAQ,CAAA,SAAW,EAAA,SAAW,EAAA,QAAA,CAAA;IAClC,IAAIA,OAAAA,CAAQ,SAAS,QAAU,EAAA,QAAA,CAAA;AAC/B,IAAA,IAAIA,OAAQ,CAAA,QAAA,EAAU,SAAC,EAAU,SAAC,CAAA;IAClC,IAAIA,OAAAA,CAAQ,SAAC,EAAU,OAAS,EAAA,QAAA,CAAA;IAChC,IAAIA,OAAAA,CAAQ,SAAC,EAAW,MAAQ,EAAA,QAAA,CAAA;IAChC,IAAIA,OAAAA,CAAQ,QAAU,EAAA,QAAA,EAAU,SAAC,CAAA;IACjC,IAAIA,OAAAA,CAAQ,QAAC,EAAS,QAAU,EAAA,QAAA,CAAA;IAChC,IAAIA,OAAAA,CAAQ,OAAS,EAAA,QAAA,EAAU,SAAC,CAAA;IAChC,IAAIA,OAAAA,CAAQ,UAAU,QAAU,EAAA,QAAA,CAAA;AAChC,IAAA,IAAIA,OAAQ,CAAA,UAAY,EAAA,SAAW,EAAA,QAAA,CAAA;IACnC,IAAIA,OAAAA,CAAQ,UAAU,QAAU,EAAA,QAAA,CAAA;AAChC,IAAA,IAAIA,OAAQ,CAAA,QAAA,EAAU,SAAC,EAAU,QAAC,CAAA;AAClC,IAAA,IAAIA,OAAQ,CAAA,QAAA,EAAU,UAAC,EAAW,SAAC,CAAA;IACnC,IAAIA,OAAAA,CAAQ,QAAU,EAAA,SAAW,EAAA,QAAA,CAAA;AACjC,IAAA,IAAIA,OAAQ,CAAA,SAAW,EAAA,QAAA,EAAU,SAAC,CAAA;IAClC,IAAIA,OAAAA,CAAQ,UAAU,OAAS,EAAA,QAAA,CAAA;IAC/B,IAAIA,OAAAA,CAAQ,UAAC,EAAW,QAAU,EAAA,QAAA,CAAA;IAClC,IAAIA,OAAAA,CAAQ,SAAC,EAAU,QAAU,EAAA,QAAA,CAAA;AACjC,IAAA,IAAIA,OAAQ,CAAA,QAAA,EAAU,SAAC,EAAU,QAAC,CAAA;IAClC,IAAIA,OAAAA,CAAQ,UAAU,OAAS,EAAA,QAAA,CAAA;IAC/B,IAAIA,OAAAA,CAAQ,QAAU,EAAA,QAAA,EAAU,SAAC,CAAA;AACjC,IAAA,IAAIA,OAAQ,CAAA,SAAW,EAAA,QAAA,EAAU,SAAC,CAAA;IAClC,IAAIA,OAAAA,CAAQ,QAAU,EAAA,QAAU,EAAA,QAAA,CAAA;AAChC,IAAA,IAAIA,OAAQ,CAAA,SAAW,EAAA,WAAW,SAAC,CAAA;A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{"version":3,"file":"values.js","sources":["../src/values.ts"],"sourcesContent":["import { Vector3 } from '@zephyr3d/base';\r\n\r\n/**\r\n * Forward render pass type\r\n * @public\r\n */\r\nexport const RENDER_PASS_TYPE_LIGHT = 0;\r\n/**\r\n * Shadow map render pass type\r\n * @public\r\n */\r\nexport const RENDER_PASS_TYPE_SHADOWMAP = 1;\r\n/**\r\n * Depth only render pass type\r\n * @public\r\n */\r\nexport const RENDER_PASS_TYPE_DEPTH = 2;\r\n/**\r\n * Object color render pass type\r\n * @public\r\n */\r\nexport const RENDER_PASS_TYPE_OBJECT_COLOR = 3;\r\n\r\n/**\r\n * Builtin texture name for sheen LUT\r\n * @public\r\n */\r\nexport const BUILTIN_ASSET_TEXTURE_SHEEN_LUT = 'LUT_Sheen';\r\n\r\n/**\r\n * Builtin cube texture for test\r\n * @public\r\n */\r\nexport const BUILTIN_ASSET_TEST_CUBEMAP = 'TEST_Cubemap';\r\n\r\n/**\r\n * No light\r\n * @public\r\n */\r\nexport const LIGHT_TYPE_NONE = 0;\r\n\r\n/**\r\n * Directional light type\r\n * @public\r\n */\r\nexport const LIGHT_TYPE_DIRECTIONAL = 1;\r\n\r\n/**\r\n * Point light type\r\n * @public\r\n */\r\nexport const LIGHT_TYPE_POINT = 2;\r\n\r\n/**\r\n * Spot light type\r\n * @public\r\n */\r\nexport const LIGHT_TYPE_SPOT = 3;\r\n\r\n/**\r\n * Rectangular area light type\r\n * @public\r\n */\r\nexport const LIGHT_TYPE_RECT = 4;\r\n\r\n/**\r\n * Opaque render queue type\r\n * @public\r\n */\r\nexport const QUEUE_OPAQUE = 1;\r\n\r\n/**\r\n * Transparent render queue type\r\n * @public\r\n */\r\nexport const QUEUE_TRANSPARENT = 2;\r\n\r\n// Morph target attributes\r\n\r\n/** @public */\r\nexport const MORPH_TARGET_POSITION = 0;\r\n/** @public */\r\nexport const MORPH_TARGET_NORMAL = 1;\r\n/** @public */\r\nexport const MORPH_TARGET_TANGENT = 2;\r\n/** @public */\r\nexport const MORPH_TARGET_COLOR = 3;\r\n/** @public */\r\nexport const MORPH_TARGET_TEX0 = 4;\r\n/** @public */\r\nexport const MORPH_TARGET_TEX1 = 5;\r\n/** @public */\r\nexport const MORPH_TARGET_TEX2 = 6;\r\n/** @public */\r\nexport const MORPH_TARGET_TEX3 = 7;\r\n/** @public */\r\nexport const MAX_MORPH_ATTRIBUTES = 8;\r\n/** @public */\r\nexport const MAX_MORPH_TARGETS = 256;\r\n/** @public */\r\nexport const MORPH_WEIGHTS_VECTOR_COUNT = (MAX_MORPH_TARGETS + 3) >> 2;\r\n/** @public */\r\nexport const MORPH_ATTRIBUTE_VECTOR_COUNT = (MAX_MORPH_ATTRIBUTES + 3) >> 2;\r\n\r\n/** @public */\r\nexport const MAX_TERRAIN_MIPMAP_LEVELS = 64;\r\n\r\n/** @public */\r\nexport const MAX_GERSTNER_WAVE_COUNT = 16;\r\n\r\n/**\r\n * Material varying flags\r\n * @public\r\n */\r\nexport const enum MaterialVaryingFlags {\r\n MORPH_ANIMATION = 1 << 0,\r\n SKIN_ANIMATION = 1 << 1,\r\n INSTANCING = 1 << 2,\r\n SSR_STORE_ROUGHNESS = 1 << 3,\r\n APPLY_FOG = 1 << 4\r\n}\r\n\r\n/**\r\n * Atmospheric Fog flag\r\n * @public\r\n */\r\nexport const ATMOSPHERIC_FOG_BIT = 1 << 0;\r\n/**\r\n * Exponential Fog flag\r\n * @public\r\n */\r\nexport const HEIGHT_FOG_BIT = 1 << 1;\r\n\r\n/** @internal */\r\nexport const uniformSphereSamples = [\r\n new Vector3(-0.7838, -0.620933, 0.00996137),\r\n new Vector3(0.106751, 0.965982, 0.235549),\r\n new Vector3(-0.215177, -0.687115, -0.693954),\r\n new Vector3(0.318002, 0.0640084, -0.945927),\r\n new Vector3(0.357396, 0.555673, 0.750664),\r\n new Vector3(0.866397, -0.19756, 0.458613),\r\n new Vector3(0.130216, 0.232736, -0.963783),\r\n new Vector3(-0.00174431, 0.376657, 0.926351),\r\n new Vector3(0.663478, 0.704806, -0.251089),\r\n new Vector3(0.0327851, 0.110534, -0.993331),\r\n new Vector3(0.0561973, 0.0234288, 0.998145),\r\n new Vector3(0.0905264, -0.169771, 0.981317),\r\n new Vector3(0.26694, 0.95222, -0.148393),\r\n new Vector3(-0.812874, -0.559051, -0.163393),\r\n new Vector3(-0.323378, -0.25855, -0.910263),\r\n new Vector3(-0.1333, 0.591356, -0.795317),\r\n new Vector3(0.480876, 0.408711, 0.775702),\r\n new Vector3(-0.332263, -0.533895, -0.777533),\r\n new Vector3(-0.0392473, -0.704457, -0.708661),\r\n new Vector3(0.427015, 0.239811, 0.871865),\r\n new Vector3(-0.416624, -0.563856, 0.713085),\r\n new Vector3(0.12793, 0.334479, -0.933679),\r\n new Vector3(-0.0343373, -0.160593, -0.986423),\r\n new Vector3(0.580614, 0.0692947, 0.811225),\r\n new Vector3(-0.459187, 0.43944, 0.772036),\r\n new Vector3(0.215474, -0.539436, -0.81399),\r\n new Vector3(-0.378969, -0.31988, -0.868366),\r\n new Vector3(-0.279978, -0.0109692, 0.959944),\r\n new Vector3(0.692547, 0.690058, 0.210234),\r\n new Vector3(0.53227, -0.123044, -0.837585),\r\n new Vector3(-0.772313, -0.283334, -0.568555),\r\n new Vector3(-0.0311218, 0.995988, -0.0838977),\r\n new Vector3(-0.366931, -0.276531, -0.888196),\r\n new Vector3(0.488778, 0.367878, -0.791051),\r\n new Vector3(-0.885561, -0.453445, 0.100842),\r\n new Vector3(0.71656, 0.443635, 0.538265),\r\n new Vector3(0.645383, -0.152576, -0.748466),\r\n new Vector3(-0.171259, 0.91907, 0.354939),\r\n new Vector3(-0.0031122, 0.9457, 0.325026),\r\n new Vector3(0.731503, 0.623089, -0.276881),\r\n new Vector3(-0.91466, 0.186904, 0.358419),\r\n new Vector3(0.15595, 0.828193, -0.538309),\r\n new Vector3(0.175396, 0.584732, 0.792038),\r\n new Vector3(-0.0838381, -0.943461, 0.320707),\r\n new Vector3(0.305876, 0.727604, 0.614029),\r\n new Vector3(0.754642, -0.197903, -0.62558),\r\n new Vector3(0.217255, -0.0177771, -0.975953),\r\n new Vector3(0.140412, -0.844826, 0.516287),\r\n new Vector3(-0.549042, 0.574859, -0.606705),\r\n new Vector3(0.570057, 0.17459, 0.802841),\r\n new Vector3(-0.0330304, 0.775077, 0.631003),\r\n new Vector3(-0.938091, 0.138937, 0.317304),\r\n new Vector3(0.483197, -0.726405, -0.48873),\r\n new Vector3(0.485263, 0.52926, 0.695991),\r\n new Vector3(0.224189, 0.742282, -0.631472),\r\n new Vector3(-0.322429, 0.662214, -0.676396),\r\n new Vector3(0.625577, -0.12711, 0.769738),\r\n new Vector3(-0.714032, -0.584461, -0.385439),\r\n new Vector3(-0.0652053, -0.892579, -0.446151),\r\n new Vector3(0.408421, -0.912487, 0.0236566),\r\n new Vector3(0.0900381, 0.319983, 0.943135),\r\n new Vector3(-0.708553, 0.483646, 0.513847),\r\n new Vector3(0.803855, -0.0902273, 0.587942),\r\n new Vector3(-0.0555802, -0.374602, -0.925519)\r\n];\r\n\r\n/** @internal */\r\nexport enum Fog {\r\n FOG_TYPE_NONE = 0,\r\n FOG_TYPE_HEIGHT = 4\r\n}\r\n"],"names":["RENDER_PASS_TYPE_LIGHT","RENDER_PASS_TYPE_SHADOWMAP","RENDER_PASS_TYPE_DEPTH","RENDER_PASS_TYPE_OBJECT_COLOR","BUILTIN_ASSET_TEXTURE_SHEEN_LUT","BUILTIN_ASSET_TEST_CUBEMAP","LIGHT_TYPE_NONE","LIGHT_TYPE_DIRECTIONAL","LIGHT_TYPE_POINT","LIGHT_TYPE_SPOT","LIGHT_TYPE_RECT","QUEUE_OPAQUE","QUEUE_TRANSPARENT","MORPH_TARGET_POSITION","MORPH_TARGET_NORMAL","MORPH_TARGET_TANGENT","MORPH_TARGET_COLOR","MORPH_TARGET_TEX0","MORPH_TARGET_TEX1","MORPH_TARGET_TEX2","MORPH_TARGET_TEX3","MAX_MORPH_ATTRIBUTES","MAX_MORPH_TARGETS","MORPH_WEIGHTS_VECTOR_COUNT","MORPH_ATTRIBUTE_VECTOR_COUNT","MAX_TERRAIN_MIPMAP_LEVELS","MAX_GERSTNER_WAVE_COUNT","MaterialVaryingFlags","ATMOSPHERIC_FOG_BIT","HEIGHT_FOG_BIT","uniformSphereSamples","Vector3","Fog"],"mappings":";;AAEA;;;IAIaA,MAAAA,sBAAAA,GAAyB;AACtC;;;IAIaC,MAAAA,0BAAAA,GAA6B;AAC1C;;;IAIaC,MAAAA,sBAAAA,GAAyB;AACtC;;;IAIaC,MAAAA,6BAAAA,GAAgC;AAE7C;;;IAIaC,MAAAA,+BAAAA,GAAkC;AAE/C;;;IAIaC,MAAAA,0BAAAA,GAA6B;AAE1C;;;IAIaC,MAAAA,eAAAA,GAAkB;AAE/B;;;IAIaC,MAAAA,sBAAAA,GAAyB;AAEtC;;;IAIaC,MAAAA,gBAAAA,GAAmB;AAEhC;;;IAIaC,MAAAA,eAAAA,GAAkB;AAE/B;;;IAIaC,MAAAA,eAAAA,GAAkB;AAE/B;;;IAIaC,MAAAA,YAAAA,GAAe;AAE5B;;;IAIaC,MAAAA,iBAAAA,GAAoB;AAEjC;AAEA,eACaC,MAAAA,qBAAAA,GAAwB;AACrC,eACaC,MAAAA,mBAAAA,GAAsB;AACnC,eACaC,MAAAA,oBAAAA,GAAuB;AACpC,eACaC,MAAAA,kBAAAA,GAAqB;AAClC,eACaC,MAAAA,iBAAAA,GAAoB;AACjC,eACaC,MAAAA,iBAAAA,GAAoB;AACjC,eACaC,MAAAA,iBAAAA,GAAoB;AACjC,eACaC,MAAAA,iBAAAA,GAAoB;AACjC,eACaC,MAAAA,oBAAAA,GAAuB;AACpC,eACaC,MAAAA,iBAAAA,GAAoB;AACjC,eACO,MAAMC,6BAA6B,iBAACD,GAAoB,KAAM;AACrE,eACO,MAAME,+BAA+B,oBAACH,GAAuB,KAAM;AAE1E,eACaI,MAAAA,yBAAAA,GAA4B;AAEzC,eACaC,MAAAA,uBAAAA,GAA0B;AAEvC;;;IAIO,IAAWC,oBAAAA,iBAAAA,SAAAA,oBAAAA,EAAAA;;;;;;AAAAA,IAAAA,OAAAA,oBAAAA;AAMjB,CAAA,CAAA,EAAA;AAED;;;AAGC,IACM,MAAMC,mBAAsB,GAAA,CAAA,IAAK;AACxC;;;AAGC,IACM,MAAMC,cAAiB,GAAA,CAAA,IAAK;AAEnC,iBACO,MAAMC,oBAAuB,GAAA;AAClC,IAAA,IAAIC,OAAQ,CAAA,OAAS,EAAA,SAAW,EAAA,UAAA,CAAA;IAChC,IAAIA,OAAAA,CAAQ,UAAU,QAAU,EAAA,QAAA,CAAA;AAChC,IAAA,IAAIA,OAAQ,CAAA,SAAW,EAAA,WAAW,SAAC,CAAA;IACnC,IAAIA,OAAAA,CAAQ,QAAU,EAAA,SAAA,EAAW,SAAC,CAAA;IAClC,IAAIA,OAAAA,CAAQ,UAAU,QAAU,EAAA,QAAA,CAAA;IAChC,IAAIA,OAAAA,CAAQ,QAAU,EAAA,QAAU,EAAA,QAAA,CAAA;IAChC,IAAIA,OAAAA,CAAQ,QAAU,EAAA,QAAA,EAAU,SAAC,CAAA;IACjC,IAAIA,OAAAA,CAAQ,UAAC,EAAY,QAAU,EAAA,QAAA,CAAA;IACnC,IAAIA,OAAAA,CAAQ,QAAU,EAAA,QAAA,EAAU,SAAC,CAAA;IACjC,IAAIA,OAAAA,CAAQ,SAAW,EAAA,QAAA,EAAU,SAAC,CAAA;IAClC,IAAIA,OAAAA,CAAQ,WAAW,SAAW,EAAA,QAAA,CAAA;IAClC,IAAIA,OAAAA,CAAQ,SAAW,EAAA,SAAW,EAAA,QAAA,CAAA;IAClC,IAAIA,OAAAA,CAAQ,OAAS,EAAA,OAAA,EAAS,SAAC,CAAA;AAC/B,IAAA,IAAIA,OAAQ,CAAA,SAAW,EAAA,WAAW,SAAC,CAAA;AACnC,IAAA,IAAIA,OAAQ,CAAA,SAAW,EAAA,UAAU,SAAC,CAAA;AAClC,IAAA,IAAIA,OAAQ,CAAA,OAAS,EAAA,QAAA,EAAU,SAAC,CAAA;IAChC,IAAIA,OAAAA,CAAQ,UAAU,QAAU,EAAA,QAAA,CAAA;AAChC,IAAA,IAAIA,OAAQ,CAAA,SAAW,EAAA,WAAW,SAAC,CAAA;AACnC,IAAA,IAAIA,OAAQ,CAAA,UAAY,EAAA,WAAW,SAAC,CAAA;IACpC,IAAIA,OAAAA,CAAQ,UAAU,QAAU,EAAA,QAAA,CAAA;AAChC,IAAA,IAAIA,OAAQ,CAAA,SAAW,EAAA,SAAW,EAAA,QAAA,CAAA;IAClC,IAAIA,OAAAA,CAAQ,OAAS,EAAA,QAAA,EAAU,SAAC,CAAA;AAChC,IAAA,IAAIA,OAAQ,CAAA,UAAY,EAAA,WAAW,SAAC,CAAA;IACpC,IAAIA,OAAAA,CAAQ,UAAU,SAAW,EAAA,QAAA,CAAA;IACjC,IAAIA,OAAAA,CAAQ,SAAC,EAAU,OAAS,EAAA,QAAA,CAAA;AAChC,IAAA,IAAIA,OAAQ,CAAA,QAAA,EAAU,SAAC,EAAU,QAAC,CAAA;AAClC,IAAA,IAAIA,OAAQ,CAAA,SAAW,EAAA,UAAU,SAAC,CAAA;AAClC,IAAA,IAAIA,OAAQ,CAAA,SAAW,EAAA,UAAY,EAAA,QAAA,CAAA;IACnC,IAAIA,OAAAA,CAAQ,UAAU,QAAU,EAAA,QAAA,CAAA;AAChC,IAAA,IAAIA,OAAQ,CAAA,OAAA,EAAS,SAAC,EAAU,SAAC,CAAA;AACjC,IAAA,IAAIA,OAAQ,CAAA,SAAW,EAAA,WAAW,SAAC,CAAA;AACnC,IAAA,IAAIA,OAAQ,CAAA,UAAY,EAAA,QAAA,EAAU,UAAC,CAAA;AACnC,IAAA,IAAIA,OAAQ,CAAA,SAAW,EAAA,WAAW,SAAC,CAAA;IACnC,IAAIA,OAAAA,CAAQ,QAAU,EAAA,QAAA,EAAU,SAAC,CAAA;AACjC,IAAA,IAAIA,OAAQ,CAAA,SAAW,EAAA,SAAW,EAAA,QAAA,CAAA;IAClC,IAAIA,OAAAA,CAAQ,SAAS,QAAU,EAAA,QAAA,CAAA;AAC/B,IAAA,IAAIA,OAAQ,CAAA,QAAA,EAAU,SAAC,EAAU,SAAC,CAAA;IAClC,IAAIA,OAAAA,CAAQ,SAAC,EAAU,OAAS,EAAA,QAAA,CAAA;IAChC,IAAIA,OAAAA,CAAQ,SAAC,EAAW,MAAQ,EAAA,QAAA,CAAA;IAChC,IAAIA,OAAAA,CAAQ,QAAU,EAAA,QAAA,EAAU,SAAC,CAAA;IACjC,IAAIA,OAAAA,CAAQ,QAAC,EAAS,QAAU,EAAA,QAAA,CAAA;IAChC,IAAIA,OAAAA,CAAQ,OAAS,EAAA,QAAA,EAAU,SAAC,CAAA;IAChC,IAAIA,OAAAA,CAAQ,UAAU,QAAU,EAAA,QAAA,CAAA;AAChC,IAAA,IAAIA,OAAQ,CAAA,UAAY,EAAA,SAAW,EAAA,QAAA,CAAA;IACnC,IAAIA,OAAAA,CAAQ,UAAU,QAAU,EAAA,QAAA,CAAA;AAChC,IAAA,IAAIA,OAAQ,CAAA,QAAA,EAAU,SAAC,EAAU,QAAC,CAAA;AAClC,IAAA,IAAIA,OAAQ,CAAA,QAAA,EAAU,UAAC,EAAW,SAAC,CAAA;IACnC,IAAIA,OAAAA,CAAQ,QAAU,EAAA,SAAW,EAAA,QAAA,CAAA;AACjC,IAAA,IAAIA,OAAQ,CAAA,SAAW,EAAA,QAAA,EAAU,SAAC,CAAA;IAClC,IAAIA,OAAAA,CAAQ,UAAU,OAAS,EAAA,QAAA,CAAA;IAC/B,IAAIA,OAAAA,CAAQ,UAAC,EAAW,QAAU,EAAA,QAAA,CAAA;IAClC,IAAIA,OAAAA,CAAQ,SAAC,EAAU,QAAU,EAAA,QAAA,CAAA;AACjC,IAAA,IAAIA,OAAQ,CAAA,QAAA,EAAU,SAAC,EAAU,QAAC,CAAA;IAClC,IAAIA,OAAAA,CAAQ,UAAU,OAAS,EAAA,QAAA,CAAA;IAC/B,IAAIA,OAAAA,CAAQ,QAAU,EAAA,QAAA,EAAU,SAAC,CAAA;AACjC,IAAA,IAAIA,OAAQ,CAAA,SAAW,EAAA,QAAA,EAAU,SAAC,CAAA;IAClC,IAAIA,OAAAA,CAAQ,QAAU,EAAA,QAAU,EAAA,QAAA,CAAA;AAChC,IAAA,IAAIA,OAAQ,CAAA,SAAW,EAAA,WAAW,SAAC,CAAA;AACnC,IAAA,IAAIA,OAAQ,CAAA,UAAY,EAAA,WAAW,SAAC,CAAA;IACpC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|
package/package.json
CHANGED
|
@@ -1,6 +1,6 @@
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1
1
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{
|
|
2
2
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"name": "@zephyr3d/scene",
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3
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-
"version": "0.9.
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3
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+
"version": "0.9.4",
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4
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"description": "Scene API for zephyr3d",
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"homepage": "https://github.com/gavinyork/zephyr3d#readme",
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6
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"type": "module",
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@@ -67,8 +67,8 @@
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"dependencies": {
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68
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"@types/draco3d": "^1.4.9",
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69
69
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"@webgpu/types": "^0.1.65",
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-
"@zephyr3d/base": "^0.2.
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-
"@zephyr3d/device": "^0.2.
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+
"@zephyr3d/base": "^0.2.5",
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+
"@zephyr3d/device": "^0.2.9",
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72
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"es-module-lexer": "^1.7.0"
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},
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"scripts": {
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@@ -1,46 +0,0 @@
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1
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-
import { clamp01, Vector3, InterpolatorScalar } from '@zephyr3d/base';
|
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-
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3
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/**
|
|
4
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-
* Converts one VRM SpringBone setting block into a JointDynamics controller
|
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5
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-
* config fragment.
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6
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-
*
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7
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* Parameter mapping:
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8
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-
* - gravityPower + gravityDir -> gravity vector
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* - stiffness / stiffnessForce -> curves.hardness
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* - dragForce -> curves.resistance = 1 - dragForce
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* - hitRadius -> curves.pointRadius
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*
|
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13
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* The returned value is intended for JointDynamicsSystem.controllerConfig.
|
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-
*
|
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15
|
-
* @public
|
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16
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-
*/ function mapVrmSpringBoneToJointDynamicsConfig(params, options = {}) {
|
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17
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-
const stiffnessScale = options.stiffnessScale ?? 0.01;
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-
const gravityScale = options.gravityScale ?? 1;
|
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|
-
const stiffness = Math.max(0, params.stiffness ?? 0);
|
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20
|
-
const dragForce = clamp01(params.dragForce ?? 0);
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const gravityPower = Math.max(0, params.gravityPower ?? 0);
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-
const gravityDir = normalizeGravityDir(params.gravityDir);
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-
const hitRadius = Math.max(0, params.hitRadius ?? options.defaultHitRadius ?? 0.05);
|
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24
|
-
return {
|
|
25
|
-
gravity: Vector3.scale(gravityDir, gravityPower * gravityScale),
|
|
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-
curves: {
|
|
27
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-
hardness: InterpolatorScalar.constant(clamp01(stiffness * stiffnessScale)),
|
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|
-
resistance: InterpolatorScalar.constant(1 - dragForce),
|
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|
-
pointRadius: InterpolatorScalar.constant(hitRadius)
|
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-
},
|
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31
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constraintOptions: {
|
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32
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-
structuralVertical: options.structuralVertical ?? true,
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bendingVertical: options.bendingVertical ?? true
|
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}
|
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|
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};
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|
-
}
|
|
37
|
-
function normalizeGravityDir(dir) {
|
|
38
|
-
const v = dir instanceof Vector3 ? dir.clone() : dir ? new Vector3(dir[0] ?? 0, dir[1] ?? 0, dir[2] ?? 0) : new Vector3(0, -1, 0);
|
|
39
|
-
if (v.magnitudeSq <= 0) {
|
|
40
|
-
return new Vector3(0, -1, 0);
|
|
41
|
-
}
|
|
42
|
-
return Vector3.normalize(v);
|
|
43
|
-
}
|
|
44
|
-
|
|
45
|
-
export { mapVrmSpringBoneToJointDynamicsConfig };
|
|
46
|
-
//# sourceMappingURL=vrm_spring_bone.js.map
|
|
@@ -1 +0,0 @@
|
|
|
1
|
-
{"version":3,"file":"vrm_spring_bone.js","sources":["../../../src/animation/joint_dynamics/vrm_spring_bone.ts"],"sourcesContent":["import type { DeepPartial } from '@zephyr3d/base';\nimport { InterpolatorScalar, Vector3, clamp01 } from '@zephyr3d/base';\nimport type { ControllerConfig } from './controller';\n\n/**\n * VRM 0.x secondaryAnimation.boneGroups and VRM 1.0 VRMC_springBone joints use\n * the same core parameters for spring simulation.\n *\n * Their stiffness is a force pulling the joint toward the animated pose, not a\n * distance-constraint stiffness. In JointDynamics this maps to hardness.\n *\n * @public\n */\nexport interface VrmSpringBoneParams {\n /** VRM stiffness / stiffnessForce. Restore force toward the animated pose. */\n stiffness?: number;\n /** VRM gravityPower. Magnitude of gravityDir. */\n gravityPower?: number;\n /** VRM gravityDir. Defaults to world down. */\n gravityDir?: readonly [number, number, number] | Vector3;\n /** VRM dragForce. 0 = no drag, 1 = no inertia. */\n dragForce?: number;\n /** VRM hitRadius. Point radius used for collider contacts. */\n hitRadius?: number;\n}\n\n/**\n * Tuning options for mapping VRM SpringBone parameters into JointDynamics.\n *\n * VRM values are intentionally small and engine-specific, while JointDynamics'\n * hardness is a per-substep positional correction ratio. Use stiffnessScale if\n * imported VRM springs feel too loose or too rigid.\n *\n * @public\n */\nexport interface VrmSpringBoneMappingOptions {\n /** Multiplies VRM stiffness before converting it to JointDynamics hardness. Defaults to 0.01. */\n stiffnessScale?: number;\n /** Multiplies VRM gravityPower. Defaults to 1. */\n gravityScale?: number;\n /** Fallback point radius when VRM hitRadius is omitted. Defaults to 0.05. */\n defaultHitRadius?: number;\n /** Enable vertical distance constraints for each imported chain. Defaults to true. */\n structuralVertical?: boolean;\n /** Enable skip-one bending constraints for smoother chains. Defaults to true. */\n bendingVertical?: boolean;\n}\n\n/**\n * Converts one VRM SpringBone setting block into a JointDynamics controller\n * config fragment.\n *\n * Parameter mapping:\n * - gravityPower + gravityDir -> gravity vector\n * - stiffness / stiffnessForce -> curves.hardness\n * - dragForce -> curves.resistance = 1 - dragForce\n * - hitRadius -> curves.pointRadius\n *\n * The returned value is intended for JointDynamicsSystem.controllerConfig.\n *\n * @public\n */\nexport function mapVrmSpringBoneToJointDynamicsConfig(\n params: VrmSpringBoneParams,\n options: VrmSpringBoneMappingOptions = {}\n): DeepPartial<ControllerConfig, 2> {\n const stiffnessScale = options.stiffnessScale ?? 0.01;\n const gravityScale = options.gravityScale ?? 1;\n const stiffness = Math.max(0, params.stiffness ?? 0);\n const dragForce = clamp01(params.dragForce ?? 0);\n const gravityPower = Math.max(0, params.gravityPower ?? 0);\n const gravityDir = normalizeGravityDir(params.gravityDir);\n const hitRadius = Math.max(0, params.hitRadius ?? options.defaultHitRadius ?? 0.05);\n\n return {\n gravity: Vector3.scale(gravityDir, gravityPower * gravityScale),\n curves: {\n hardness: InterpolatorScalar.constant(clamp01(stiffness * stiffnessScale)),\n resistance: InterpolatorScalar.constant(1 - dragForce),\n pointRadius: InterpolatorScalar.constant(hitRadius)\n },\n constraintOptions: {\n structuralVertical: options.structuralVertical ?? true,\n bendingVertical: options.bendingVertical ?? true\n }\n };\n}\n\nfunction normalizeGravityDir(dir?: readonly [number, number, number] | Vector3): Vector3 {\n const v =\n dir instanceof Vector3\n ? dir.clone()\n : dir\n ? new Vector3(dir[0] ?? 0, dir[1] ?? 0, dir[2] ?? 0)\n : new Vector3(0, -1, 0);\n if (v.magnitudeSq <= 0) {\n return new Vector3(0, -1, 0);\n }\n return Vector3.normalize(v);\n}\n"],"names":["mapVrmSpringBoneToJointDynamicsConfig","params","options","stiffnessScale","gravityScale","stiffness","Math","max","dragForce","clamp01","gravityPower","gravityDir","normalizeGravityDir","hitRadius","defaultHitRadius","gravity","Vector3","scale","curves","hardness","InterpolatorScalar","constant","resistance","pointRadius","constraintOptions","structuralVertical","bendingVertical","dir","v","clone","magnitudeSq","normalize"],"mappings":";;AAgDA;;;;;;;;;;;;;AAaC,IACM,SAASA,qCAAAA,CACdC,MAA2B,EAC3BC,OAAAA,GAAuC,EAAE,EAAA;IAEzC,MAAMC,cAAAA,GAAiBD,OAAQC,CAAAA,cAAc,IAAI,IAAA;IACjD,MAAMC,YAAAA,GAAeF,OAAQE,CAAAA,YAAY,IAAI,CAAA;AAC7C,IAAA,MAAMC,YAAYC,IAAKC,CAAAA,GAAG,CAAC,CAAGN,EAAAA,MAAAA,CAAOI,SAAS,IAAI,CAAA,CAAA;AAClD,IAAA,MAAMG,SAAYC,GAAAA,OAAAA,CAAQR,MAAOO,CAAAA,SAAS,IAAI,CAAA,CAAA;AAC9C,IAAA,MAAME,eAAeJ,IAAKC,CAAAA,GAAG,CAAC,CAAGN,EAAAA,MAAAA,CAAOS,YAAY,IAAI,CAAA,CAAA;IACxD,MAAMC,UAAAA,GAAaC,mBAAoBX,CAAAA,MAAAA,CAAOU,UAAU,CAAA;IACxD,MAAME,SAAAA,GAAYP,IAAKC,CAAAA,GAAG,CAAC,CAAA,EAAGN,OAAOY,SAAS,IAAIX,OAAQY,CAAAA,gBAAgB,IAAI,IAAA,CAAA;IAE9E,OAAO;AACLC,QAAAA,OAAAA,EAASC,OAAQC,CAAAA,KAAK,CAACN,UAAAA,EAAYD,YAAeN,GAAAA,YAAAA,CAAAA;QAClDc,MAAQ,EAAA;AACNC,YAAAA,QAAAA,EAAUC,kBAAmBC,CAAAA,QAAQ,CAACZ,OAAAA,CAAQJ,SAAYF,GAAAA,cAAAA,CAAAA,CAAAA;YAC1DmB,UAAYF,EAAAA,kBAAAA,CAAmBC,QAAQ,CAAC,CAAIb,GAAAA,SAAAA,CAAAA;YAC5Ce,WAAaH,EAAAA,kBAAAA,CAAmBC,QAAQ,CAACR,SAAAA;AAC3C,SAAA;QACAW,iBAAmB,EAAA;YACjBC,kBAAoBvB,EAAAA,OAAAA,CAAQuB,kBAAkB,IAAI,IAAA;YAClDC,eAAiBxB,EAAAA,OAAAA,CAAQwB,eAAe,IAAI;AAC9C;AACF,KAAA;AACF;AAEA,SAASd,oBAAoBe,GAAiD,EAAA;AAC5E,IAAA,MAAMC,CACJD,GAAAA,GAAAA,YAAeX,OACXW,GAAAA,GAAAA,CAAIE,KAAK,EAAA,GACTF,GACE,GAAA,IAAIX,OAAQW,CAAAA,GAAG,CAAC,CAAA,CAAE,IAAI,CAAA,EAAGA,GAAG,CAAC,CAAE,CAAA,IAAI,CAAGA,EAAAA,GAAG,CAAC,CAAA,CAAE,IAAI,CAAA,CAAA,GAChD,IAAIX,OAAAA,CAAQ,CAAG,EAAA,EAAI,EAAA,CAAA,CAAA;IAC3B,IAAIY,CAAAA,CAAEE,WAAW,IAAI,CAAG,EAAA;AACtB,QAAA,OAAO,IAAId,OAAAA,CAAQ,CAAG,EAAA,EAAI,EAAA,CAAA,CAAA;AAC5B;IACA,OAAOA,OAAAA,CAAQe,SAAS,CAACH,CAAAA,CAAAA;AAC3B;;;;"}
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import { Vector3, Quaternion } from '@zephyr3d/base';
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/**
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* Spring bone for physics-based animation.
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*
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* @remarks
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* A spring bone simulates physics on a bone node, commonly used for:
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* - Skirts and dresses
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* - Hair strands
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* - Tails
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* - Capes and cloth
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*
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* The bone follows its parent's animation but adds secondary motion
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* based on physics simulation (springs, gravity, inertia).
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*
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* @public
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*/ class SpringBone {
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/** The bone node this spring controls */ _bone;
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/** Current position in world space */ _currentPosition;
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/** Previous position in world space (for velocity calculation) */ _previousPosition;
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/** Initial local position relative to parent */ _initialLocalPosition;
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/** Initial bone length (distance from parent) */ _boneLength;
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/** Spring stiffness (0-1, higher = stiffer) */ _stiffness;
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/** Damping factor (0-1, higher = more damping) */ _damping;
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/** Mass of the bone (affects inertia) */ _mass;
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/** Gravity scale (1 = normal gravity, 0 = no gravity) */ _gravityScale;
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/** Radius for collision detection */ _radius;
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/**
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* Create a spring bone.
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*
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* @param bone - The bone node to control
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* @param stiffness - Spring stiffness (0-1, default: 0.1)
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* @param damping - Damping factor (0-1, default: 0.5)
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* @param mass - Mass of the bone (default: 1)
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* @param gravityScale - Gravity scale (default: 1)
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* @param radius - Collision radius (default: 0.05)
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*/ constructor(bone, stiffness = 0.1, damping = 0.5, mass = 1, gravityScale = 1, radius = 0.05){
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this._bone = bone;
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this._stiffness = Math.max(0, Math.min(1, stiffness));
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this._damping = Math.max(0, Math.min(1, damping));
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this._mass = Math.max(0.01, mass);
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this._gravityScale = gravityScale;
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this._radius = Math.max(0, radius);
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// Store initial local transform
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this._initialLocalPosition = bone.position.clone();
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this._boneLength = this._initialLocalPosition.magnitude;
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// Initialize positions in world space
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const worldPos = new Vector3();
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bone.worldMatrix.decompose(null, null, worldPos);
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this._currentPosition = worldPos.clone();
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this._previousPosition = worldPos.clone();
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}
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/**
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* Get the bone node.
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*/ get bone() {
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return this._bone;
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}
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/**
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* Get/set spring stiffness (0-1).
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*/ get stiffness() {
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return this._stiffness;
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}
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set stiffness(value) {
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this._stiffness = Math.max(0, Math.min(1, value));
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}
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/**
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* Get/set damping factor (0-1).
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*/ get damping() {
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return this._damping;
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}
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set damping(value) {
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this._damping = Math.max(0, Math.min(1, value));
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}
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/**
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* Get/set mass.
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*/ get mass() {
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return this._mass;
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}
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set mass(value) {
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this._mass = Math.max(0.01, value);
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}
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/**
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* Get/set gravity scale.
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*/ get gravityScale() {
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return this._gravityScale;
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}
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set gravityScale(value) {
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this._gravityScale = value;
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}
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/**
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* Get/set collision radius.
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*/ get radius() {
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return this._radius;
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}
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set radius(value) {
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this._radius = Math.max(0, value);
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}
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/**
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* Get current position in world space.
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*/ get currentPosition() {
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return this._currentPosition;
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}
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/**
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* Get initial local position relative to parent.
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*/ get initialLocalPosition() {
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return this._initialLocalPosition;
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}
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/**
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* Reset the spring bone to its initial state.
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*/ reset() {
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const worldPos = new Vector3();
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this._bone.worldMatrix.decompose(null, null, worldPos);
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this._currentPosition.set(worldPos);
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this._previousPosition.set(worldPos);
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}
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/**
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* Update spring physics.
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*
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* @param deltaTime - Time step in seconds
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* @param gravity - Gravity vector in world space
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* @param windForce - Wind force vector in world space
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*/ update(deltaTime, gravity, windForce) {
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// Clamp delta time to avoid instability (1ms to 100ms)
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if (deltaTime <= 0.001 || deltaTime > 0.1) {
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return; // Skip invalid or too large time steps
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}
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// Get parent's world position
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const parent = this._bone.parent;
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if (!parent) {
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return; // Root bone, no spring simulation
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}
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const parentWorldPos = new Vector3();
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parent.worldMatrix.decompose(null, null, parentWorldPos);
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// Calculate velocity from previous frame
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const velocity = Vector3.sub(this._currentPosition, this._previousPosition, new Vector3());
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Vector3.scale(velocity, 1 / deltaTime, velocity);
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// Store current position as previous
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this._previousPosition.set(this._currentPosition);
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// Calculate forces
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const totalForce = new Vector3();
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// 1. Gravity force
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const gravityForce = Vector3.scale(gravity, this._gravityScale * this._mass, new Vector3());
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totalForce.addBy(gravityForce);
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// 2. Wind force
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totalForce.addBy(windForce);
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// 3. Damping force (opposes velocity)
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const dampingForce = Vector3.scale(velocity, -this._damping * this._mass, new Vector3());
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totalForce.addBy(dampingForce);
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// 4. Spring force (only if stretched beyond bone length)
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const toChild = Vector3.sub(this._currentPosition, parentWorldPos, new Vector3());
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const currentLength = toChild.magnitude;
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if (currentLength > this._boneLength + 0.001) {
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// Bone is stretched, apply restoring force
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const stretchAmount = currentLength - this._boneLength;
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const direction = Vector3.scale(toChild, -1 / currentLength, new Vector3());
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const springForce = Vector3.scale(direction, stretchAmount * this._stiffness * 100, new Vector3());
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totalForce.addBy(springForce);
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}
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// Calculate acceleration (F = ma, a = F/m)
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const acceleration = Vector3.scale(totalForce, 1 / this._mass, new Vector3());
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// Update velocity
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velocity.addBy(Vector3.scale(acceleration, deltaTime, new Vector3()));
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// Apply velocity damping (additional damping to prevent oscillation)
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const velocityMagnitude = velocity.magnitude;
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if (velocityMagnitude > 0.001) {
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const dampingFactor = Math.max(0, 1 - this._damping * deltaTime * 10);
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velocity.scaleBy(dampingFactor);
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}
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// Update position
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this._currentPosition.addBy(Vector3.scale(velocity, deltaTime, new Vector3()));
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// Constrain to bone length (hard constraint)
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const finalToChild = Vector3.sub(this._currentPosition, parentWorldPos, new Vector3());
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const finalLength = finalToChild.magnitude;
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if (finalLength > 0.000001) {
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const direction = Vector3.scale(finalToChild, 1 / finalLength, new Vector3());
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const targetPos = Vector3.add(parentWorldPos, Vector3.scale(direction, this._boneLength, new Vector3()), new Vector3());
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// Soft constraint: blend toward target position
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// This prevents the hard snap that causes oscillation
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const constraintStrength = 0.5; // 0 = no constraint, 1 = hard constraint
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this._currentPosition.x += (targetPos.x - this._currentPosition.x) * constraintStrength;
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this._currentPosition.y += (targetPos.y - this._currentPosition.y) * constraintStrength;
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this._currentPosition.z += (targetPos.z - this._currentPosition.z) * constraintStrength;
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}
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}
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/**
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* Apply the simulated position to the bone node.
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*
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* @remarks
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* This converts the world space position back to local rotation.
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*/ applyToNode() {
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const parent = this._bone.parent;
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if (!parent) {
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return;
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}
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// Get parent's world position and rotation
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const parentWorldPos = new Vector3();
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const parentWorldRot = new Quaternion();
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parent.worldMatrix.decompose(null, parentWorldRot, parentWorldPos);
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// Calculate current direction from parent to simulated position (in world space)
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const currentDir = Vector3.sub(this._currentPosition, parentWorldPos, new Vector3());
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const currentLength = currentDir.magnitude;
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if (currentLength < 0.000001) {
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return; // Too close to parent
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}
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currentDir.scaleBy(1 / currentLength);
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// Transform current direction to parent's local space
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const parentInvRot = Quaternion.conjugate(parentWorldRot, new Quaternion());
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const currentDirLocal = parentInvRot.transform(currentDir, new Vector3());
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// Original direction in local space (normalized)
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const originalDirLocal = Vector3.normalize(this._initialLocalPosition, new Vector3());
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// Calculate local rotation from original to current
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const localRotation = new Quaternion();
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this._fromToRotation(originalDirLocal, currentDirLocal, localRotation);
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// Apply to bone
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this._bone.rotation = localRotation;
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}
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/**
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* Calculate rotation from one direction to another.
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*/ _fromToRotation(from, to, result) {
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const dot = Vector3.dot(from, to);
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if (dot >= 0.999999) {
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return result.identity();
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}
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if (dot <= -0.999999) {
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let axis = Vector3.cross(Vector3.axisPX(), from, new Vector3());
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const lenSq = axis.x * axis.x + axis.y * axis.y + axis.z * axis.z;
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if (lenSq < 0.000001) {
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axis = Vector3.cross(Vector3.axisPY(), from, new Vector3());
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}
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axis.inplaceNormalize();
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return result.fromAxisAngle(axis, Math.PI);
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}
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const axis = Vector3.cross(from, to).inplaceNormalize();
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const angle = Math.acos(dot);
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return result.fromAxisAngle(axis, angle);
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|
236
|
-
}
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|
237
|
-
}
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|
238
|
-
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|
239
|
-
export { SpringBone };
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|
240
|
-
//# sourceMappingURL=spring_bone.js.map
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