@zephyr3d/scene 0.9.25 → 0.9.26

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Files changed (262) hide show
  1. package/dist/animation/hair/gpu_hair_simulation.js +1090 -0
  2. package/dist/animation/hair/gpu_hair_simulation.js.map +1 -0
  3. package/dist/animation/joint_dynamics/controller.js +7 -5
  4. package/dist/animation/joint_dynamics/controller.js.map +1 -1
  5. package/dist/animation/joint_dynamics/joint_dynamics_system.js +81 -5
  6. package/dist/animation/joint_dynamics/joint_dynamics_system.js.map +1 -1
  7. package/dist/animation/morphtrack.js +3 -4
  8. package/dist/animation/morphtrack.js.map +1 -1
  9. package/dist/animation/skeleton.js +58 -24
  10. package/dist/animation/skeleton.js.map +1 -1
  11. package/dist/animation/spring/multi_chain_spring_system.js +577 -179
  12. package/dist/animation/spring/multi_chain_spring_system.js.map +1 -1
  13. package/dist/animation/spring/spring_collider.js +4 -3
  14. package/dist/animation/spring/spring_collider.js.map +1 -1
  15. package/dist/animation/spring/spring_node_pose_tracker.js +40 -0
  16. package/dist/animation/spring/spring_node_pose_tracker.js.map +1 -0
  17. package/dist/animation/spring/spring_particle.js +2 -0
  18. package/dist/animation/spring/spring_particle.js.map +1 -1
  19. package/dist/animation/spring/spring_system.js +11 -3
  20. package/dist/animation/spring/spring_system.js.map +1 -1
  21. package/dist/animation/spring_modifier.js +10 -0
  22. package/dist/animation/spring_modifier.js.map +1 -1
  23. package/dist/app/engine.js +53 -43
  24. package/dist/app/engine.js.map +1 -1
  25. package/dist/app/scriptingsystem.js +119 -6
  26. package/dist/app/scriptingsystem.js.map +1 -1
  27. package/dist/app/scriptregistry.js +3 -2
  28. package/dist/app/scriptregistry.js.map +1 -1
  29. package/dist/asset/assetmanager.js +284 -67
  30. package/dist/asset/assetmanager.js.map +1 -1
  31. package/dist/asset/loaders/zhair/zhair_format.js +288 -0
  32. package/dist/asset/loaders/zhair/zhair_format.js.map +1 -0
  33. package/dist/asset/loaders/zhair/zhair_loader.js +221 -0
  34. package/dist/asset/loaders/zhair/zhair_loader.js.map +1 -0
  35. package/dist/asset/model.js +178 -67
  36. package/dist/asset/model.js.map +1 -1
  37. package/dist/camera/camera.js +193 -21
  38. package/dist/camera/camera.js.map +1 -1
  39. package/dist/camera/perspectivecamera.js +3 -1
  40. package/dist/camera/perspectivecamera.js.map +1 -1
  41. package/dist/index.d.ts +4019 -1278
  42. package/dist/index.js +15 -5
  43. package/dist/index.js.map +1 -1
  44. package/dist/material/eye.js +932 -0
  45. package/dist/material/eye.js.map +1 -0
  46. package/dist/material/hair.js +917 -0
  47. package/dist/material/hair.js.map +1 -0
  48. package/dist/material/hairstrand.js +842 -0
  49. package/dist/material/hairstrand.js.map +1 -0
  50. package/dist/material/hairstrand_data.js +162 -0
  51. package/dist/material/hairstrand_data.js.map +1 -0
  52. package/dist/material/lambert.js +5 -2
  53. package/dist/material/lambert.js.map +1 -1
  54. package/dist/material/material.js +338 -300
  55. package/dist/material/material.js.map +1 -1
  56. package/dist/material/meshmaterial.js +120 -19
  57. package/dist/material/meshmaterial.js.map +1 -1
  58. package/dist/material/mixins/albedocolor.js +1 -1
  59. package/dist/material/mixins/albedocolor.js.map +1 -1
  60. package/dist/material/mixins/lightmodel/blinnphong.js +5 -3
  61. package/dist/material/mixins/lightmodel/blinnphong.js.map +1 -1
  62. package/dist/material/mixins/lightmodel/lambert.js +5 -4
  63. package/dist/material/mixins/lightmodel/lambert.js.map +1 -1
  64. package/dist/material/mixins/lightmodel/pbrblueprintmixin.js +3 -3
  65. package/dist/material/mixins/lightmodel/pbrblueprintmixin.js.map +1 -1
  66. package/dist/material/mixins/lightmodel/pbrmetallicroughness.js +5 -5
  67. package/dist/material/mixins/lightmodel/pbrmetallicroughness.js.map +1 -1
  68. package/dist/material/mixins/lightmodel/pbrspecularglossness.js +3 -3
  69. package/dist/material/mixins/lightmodel/pbrspecularglossness.js.map +1 -1
  70. package/dist/material/mixins/lit.js +73 -18
  71. package/dist/material/mixins/lit.js.map +1 -1
  72. package/dist/material/mixins/pbr/common.js +4 -4
  73. package/dist/material/mixins/pbr/common.js.map +1 -1
  74. package/dist/material/mixins/texture.js +48 -11
  75. package/dist/material/mixins/texture.js.map +1 -1
  76. package/dist/material/mtoon.js +6 -5
  77. package/dist/material/mtoon.js.map +1 -1
  78. package/dist/material/pbrblueprint.js +146 -28
  79. package/dist/material/pbrblueprint.js.map +1 -1
  80. package/dist/material/pbrblueprint_instance.js +501 -0
  81. package/dist/material/pbrblueprint_instance.js.map +1 -0
  82. package/dist/material/pbrmr.js +15 -16
  83. package/dist/material/pbrmr.js.map +1 -1
  84. package/dist/material/shader/helper.js +330 -20
  85. package/dist/material/shader/helper.js.map +1 -1
  86. package/dist/material/shader/terrain_blend.js +55 -0
  87. package/dist/material/shader/terrain_blend.js.map +1 -0
  88. package/dist/material/skin.js +192 -32
  89. package/dist/material/skin.js.map +1 -1
  90. package/dist/material/spriteblueprint.js +16 -1
  91. package/dist/material/spriteblueprint.js.map +1 -1
  92. package/dist/material/subsurfaceprofile.js +86 -23
  93. package/dist/material/subsurfaceprofile.js.map +1 -1
  94. package/dist/material/water.js +3 -1
  95. package/dist/material/water.js.map +1 -1
  96. package/dist/posteffect/bloom.js +167 -7
  97. package/dist/posteffect/bloom.js.map +1 -1
  98. package/dist/posteffect/coloradjust.js +2 -1
  99. package/dist/posteffect/coloradjust.js.map +1 -1
  100. package/dist/posteffect/compositor.js.map +1 -1
  101. package/dist/posteffect/fxaa.js +2 -1
  102. package/dist/posteffect/fxaa.js.map +1 -1
  103. package/dist/posteffect/grayscale.js +3 -1
  104. package/dist/posteffect/grayscale.js.map +1 -1
  105. package/dist/posteffect/motionblur.js +4 -1
  106. package/dist/posteffect/motionblur.js.map +1 -1
  107. package/dist/posteffect/posteffect.js.map +1 -1
  108. package/dist/posteffect/skinsss.js +368 -69
  109. package/dist/posteffect/skinsss.js.map +1 -1
  110. package/dist/posteffect/ssgi.js +16 -9
  111. package/dist/posteffect/ssgi.js.map +1 -1
  112. package/dist/posteffect/ssr.js +3 -0
  113. package/dist/posteffect/ssr.js.map +1 -1
  114. package/dist/posteffect/sss.js +91 -34
  115. package/dist/posteffect/sss.js.map +1 -1
  116. package/dist/posteffect/taa.js.map +1 -1
  117. package/dist/posteffect/tonemap.js +44 -1
  118. package/dist/posteffect/tonemap.js.map +1 -1
  119. package/dist/render/abuffer_oit.js +45 -39
  120. package/dist/render/abuffer_oit.js.map +1 -1
  121. package/dist/render/cull_visitor.js +19 -0
  122. package/dist/render/cull_visitor.js.map +1 -1
  123. package/dist/render/depthpass.js +36 -2
  124. package/dist/render/depthpass.js.map +1 -1
  125. package/dist/render/drawable_mixin.js +26 -1
  126. package/dist/render/drawable_mixin.js.map +1 -1
  127. package/dist/render/dualdepthpeeling_oit.js +52 -51
  128. package/dist/render/dualdepthpeeling_oit.js.map +1 -1
  129. package/dist/render/envlight.js +1 -1
  130. package/dist/render/envlight.js.map +1 -1
  131. package/dist/render/fbm_wavegenerator.js +3 -0
  132. package/dist/render/fbm_wavegenerator.js.map +1 -1
  133. package/dist/render/gerstner_wavegenerator.js +3 -0
  134. package/dist/render/gerstner_wavegenerator.js.map +1 -1
  135. package/dist/render/globalbindgroup_allocator.js +3 -0
  136. package/dist/render/globalbindgroup_allocator.js.map +1 -1
  137. package/dist/render/oit.js +29 -0
  138. package/dist/render/oit.js.map +1 -0
  139. package/dist/render/render_queue.js +3 -0
  140. package/dist/render/render_queue.js.map +1 -1
  141. package/dist/render/rendergraph/device_pool_allocator.js.map +1 -1
  142. package/dist/render/rendergraph/executor.js +2 -0
  143. package/dist/render/rendergraph/executor.js.map +1 -1
  144. package/dist/render/rendergraph/forward_plus_builder.js +61 -1
  145. package/dist/render/rendergraph/forward_plus_builder.js.map +1 -1
  146. package/dist/render/rendergraph/rendergraph.js.map +1 -1
  147. package/dist/render/rendergraph/texture_affinity_cache.js +1 -1
  148. package/dist/render/rendergraph/texture_affinity_cache.js.map +1 -1
  149. package/dist/render/rendergraph/types.js.map +1 -1
  150. package/dist/render/shadow_mask_pass.js +73 -8
  151. package/dist/render/shadow_mask_pass.js.map +1 -1
  152. package/dist/render/sky.js +166 -126
  153. package/dist/render/sky.js.map +1 -1
  154. package/dist/render/weightedblended_oit.js +36 -35
  155. package/dist/render/weightedblended_oit.js.map +1 -1
  156. package/dist/scene/basesprite.js +8 -0
  157. package/dist/scene/basesprite.js.map +1 -1
  158. package/dist/scene/batchgroup.js +3 -0
  159. package/dist/scene/batchgroup.js.map +1 -1
  160. package/dist/scene/environment.js +4 -1
  161. package/dist/scene/environment.js.map +1 -1
  162. package/dist/scene/hair.js +963 -0
  163. package/dist/scene/hair.js.map +1 -0
  164. package/dist/scene/light.js +5 -1
  165. package/dist/scene/light.js.map +1 -1
  166. package/dist/scene/mesh.js +481 -47
  167. package/dist/scene/mesh.js.map +1 -1
  168. package/dist/scene/meshdrawable.js +6 -0
  169. package/dist/scene/meshdrawable.js.map +1 -1
  170. package/dist/scene/msdftext.js +3 -0
  171. package/dist/scene/msdftext.js.map +1 -1
  172. package/dist/scene/msdftextsprite.js +3 -0
  173. package/dist/scene/msdftextsprite.js.map +1 -1
  174. package/dist/scene/particlesys.js +6 -0
  175. package/dist/scene/particlesys.js.map +1 -1
  176. package/dist/scene/scene.js +3 -0
  177. package/dist/scene/scene.js.map +1 -1
  178. package/dist/scene/scene_node.js +6 -1
  179. package/dist/scene/scene_node.js.map +1 -1
  180. package/dist/scene/terrain-cm/grass.js +3 -0
  181. package/dist/scene/terrain-cm/grass.js.map +1 -1
  182. package/dist/scene/terrain-cm/grassmaterial.js +3 -0
  183. package/dist/scene/terrain-cm/grassmaterial.js.map +1 -1
  184. package/dist/scene/terrain-cm/terrain-cm.js +6 -0
  185. package/dist/scene/terrain-cm/terrain-cm.js.map +1 -1
  186. package/dist/scene/terrain-cm/texture_cache.js +309 -0
  187. package/dist/scene/terrain-cm/texture_cache.js.map +1 -0
  188. package/dist/scene/water.js +6 -0
  189. package/dist/scene/water.js.map +1 -1
  190. package/dist/shaders/atmosphere.js.map +1 -1
  191. package/dist/shaders/diffusion.js +54 -0
  192. package/dist/shaders/diffusion.js.map +1 -0
  193. package/dist/shaders/shadow.js +33 -21
  194. package/dist/shaders/shadow.js.map +1 -1
  195. package/dist/shaders/temporal.js +71 -33
  196. package/dist/shaders/temporal.js.map +1 -1
  197. package/dist/shadow/dom.js +546 -0
  198. package/dist/shadow/dom.js.map +1 -0
  199. package/dist/shadow/pcf_opt.js +3 -5
  200. package/dist/shadow/pcf_opt.js.map +1 -1
  201. package/dist/shadow/pcf_pd.js +1 -1
  202. package/dist/shadow/pcf_pd.js.map +1 -1
  203. package/dist/shadow/receiver_bias.js +41 -0
  204. package/dist/shadow/receiver_bias.js.map +1 -0
  205. package/dist/shadow/shader.js +20 -60
  206. package/dist/shadow/shader.js.map +1 -1
  207. package/dist/shadow/shadow_impl.js +89 -0
  208. package/dist/shadow/shadow_impl.js.map +1 -1
  209. package/dist/shadow/shadow_region.js +50 -50
  210. package/dist/shadow/shadow_region.js.map +1 -1
  211. package/dist/shadow/shadowmapper.js +150 -37
  212. package/dist/shadow/shadowmapper.js.map +1 -1
  213. package/dist/shapes/shape.js +11 -2
  214. package/dist/shapes/shape.js.map +1 -1
  215. package/dist/shapes/sphere.js +50 -9
  216. package/dist/shapes/sphere.js.map +1 -1
  217. package/dist/utility/blueprint/common/constants.js +112 -2
  218. package/dist/utility/blueprint/common/constants.js.map +1 -1
  219. package/dist/utility/blueprint/material/func.js +142 -49
  220. package/dist/utility/blueprint/material/func.js.map +1 -1
  221. package/dist/utility/blueprint/material/ir.js +490 -25
  222. package/dist/utility/blueprint/material/ir.js.map +1 -1
  223. package/dist/utility/blueprint/material/texture.js +898 -4
  224. package/dist/utility/blueprint/material/texture.js.map +1 -1
  225. package/dist/utility/serialization/manager.js +431 -100
  226. package/dist/utility/serialization/manager.js.map +1 -1
  227. package/dist/utility/serialization/scene/animation.js +370 -3
  228. package/dist/utility/serialization/scene/animation.js.map +1 -1
  229. package/dist/utility/serialization/scene/batch.js +4 -0
  230. package/dist/utility/serialization/scene/batch.js.map +1 -1
  231. package/dist/utility/serialization/scene/camera.js +133 -1
  232. package/dist/utility/serialization/scene/camera.js.map +1 -1
  233. package/dist/utility/serialization/scene/common.js +26 -5
  234. package/dist/utility/serialization/scene/common.js.map +1 -1
  235. package/dist/utility/serialization/scene/hair.js +1141 -0
  236. package/dist/utility/serialization/scene/hair.js.map +1 -0
  237. package/dist/utility/serialization/scene/light.js +84 -4
  238. package/dist/utility/serialization/scene/light.js.map +1 -1
  239. package/dist/utility/serialization/scene/material.js +1867 -166
  240. package/dist/utility/serialization/scene/material.js.map +1 -1
  241. package/dist/utility/serialization/scene/mesh.js +231 -14
  242. package/dist/utility/serialization/scene/mesh.js.map +1 -1
  243. package/dist/utility/serialization/scene/node.js +141 -7
  244. package/dist/utility/serialization/scene/node.js.map +1 -1
  245. package/dist/utility/serialization/scene/particle.js +4 -0
  246. package/dist/utility/serialization/scene/particle.js.map +1 -1
  247. package/dist/utility/serialization/scene/primitive.js +18 -0
  248. package/dist/utility/serialization/scene/primitive.js.map +1 -1
  249. package/dist/utility/serialization/scene/sprite.js +4 -0
  250. package/dist/utility/serialization/scene/sprite.js.map +1 -1
  251. package/dist/utility/serialization/scene/terrain.js +4 -0
  252. package/dist/utility/serialization/scene/terrain.js.map +1 -1
  253. package/dist/utility/serialization/scene/text.js +4 -0
  254. package/dist/utility/serialization/scene/text.js.map +1 -1
  255. package/dist/utility/serialization/scene/water.js +4 -0
  256. package/dist/utility/serialization/scene/water.js.map +1 -1
  257. package/dist/utility/serialization/types.js.map +1 -1
  258. package/dist/utility/shprojector.js +96 -95
  259. package/dist/utility/shprojector.js.map +1 -1
  260. package/dist/values.js +49 -2
  261. package/dist/values.js.map +1 -1
  262. package/package.json +3 -3
@@ -1 +1 @@
1
- {"version":3,"file":"terrain.js","sources":["../../../../src/utility/serialization/scene/terrain.ts"],"sourcesContent":["import { GraphNode, type SceneNode } from '../../../scene';\r\nimport { defineProps, type SerializableClass } from '../types';\r\nimport { ClipmapTerrain } from '../../../scene/terrain-cm/terrain-cm';\r\nimport type { TerrainDebugMode } from '../../../material';\r\nimport type { Texture2D } from '@zephyr3d/device';\r\nimport type { Nullable } from '@zephyr3d/base';\r\nimport type { ResourceManager } from '../manager';\r\nimport { JSONArray } from '../json';\r\nimport { getDevice } from '../../../app/api';\r\n\r\n// 'GRAS' in little endian. The legacy per-instance format starts with the\r\n// layer count, so any realistic legacy file can not collide with this magic.\r\nconst GRASS_DATA_MAGIC = 0x53415247;\r\nconst GRASS_DATA_VERSION = 1;\r\n\r\nfunction getTerrainGrassContent(terrain: ClipmapTerrain): ArrayBuffer {\r\n const grassRenderer = terrain.grassRenderer;\r\n const numLayers = grassRenderer.numLayers;\r\n let dataSize = 3 * 4;\r\n for (let i = 0; i < numLayers; i++) {\r\n dataSize += 4 * 4 + grassRenderer.getLayer(i).densityMap.length;\r\n }\r\n const data = new DataView(new ArrayBuffer(dataSize));\r\n const view = new Uint8Array(data.buffer);\r\n let offset = 0;\r\n data.setUint32(offset, GRASS_DATA_MAGIC, true);\r\n offset += 4;\r\n data.setUint32(offset, GRASS_DATA_VERSION, true);\r\n offset += 4;\r\n data.setUint32(offset, numLayers, true);\r\n offset += 4;\r\n for (let i = 0; i < numLayers; i++) {\r\n const layer = grassRenderer.getLayer(i);\r\n data.setUint32(offset, layer.densityMapWidth, true);\r\n offset += 4;\r\n data.setUint32(offset, layer.densityMapHeight, true);\r\n offset += 4;\r\n data.setUint32(offset, layer.cellsPerTexel, true);\r\n offset += 4;\r\n data.setUint32(offset, layer.densityMap.length, true);\r\n offset += 4;\r\n view.set(layer.densityMap, offset);\r\n offset += layer.densityMap.length;\r\n }\r\n return data.buffer;\r\n}\r\n\r\n/**\r\n * Imports grass data saved by the legacy per-instance format by baking the\r\n * blade instances into the per-layer density maps. Blade positions will be\r\n * re-derived from the density, so they will not match the original ones\r\n * exactly, but the local density is preserved.\r\n */\r\nfunction importLegacyGrassInstances(terrain: ClipmapTerrain, dataView: DataView): boolean {\r\n const grassRenderer = terrain.grassRenderer;\r\n const numLayers = dataView.getUint32(0, true);\r\n if (numLayers !== grassRenderer.numLayers) {\r\n console.error('Number of grass layers mismatch');\r\n return false;\r\n }\r\n let offset = 4;\r\n for (let i = 0; i < numLayers; i++) {\r\n const dataSize = dataView.getUint32(offset, true);\r\n offset += 4;\r\n if (dataSize > 0) {\r\n const layer = grassRenderer.getLayer(i);\r\n const w = layer.densityMapWidth;\r\n const h = layer.densityMapHeight;\r\n const counts = new Uint32Array(w * h);\r\n // legacy instance layout: x, y, sin(angle), cos(angle) as floats\r\n const floats = new Float32Array(dataView.buffer, dataView.byteOffset + offset, dataSize >> 2);\r\n const numInstances = floats.length >> 2;\r\n for (let j = 0; j < numInstances; j++) {\r\n const x = Math.min(Math.max(Math.floor(floats[j * 4 + 0] * w), 0), w - 1);\r\n const z = Math.min(Math.max(Math.floor(floats[j * 4 + 1] * h), 0), h - 1);\r\n counts[z * w + x]++;\r\n }\r\n const density = layer.densityMap;\r\n const maxPerTexel = layer.cellsPerTexel * layer.cellsPerTexel;\r\n for (let t = 0; t < counts.length; t++) {\r\n if (counts[t] > 0) {\r\n density[t] = Math.min(255, Math.round((counts[t] / maxPerTexel) * 255));\r\n }\r\n }\r\n layer.updateDensityRegion(0, 0, w, h);\r\n offset += dataSize;\r\n }\r\n }\r\n return true;\r\n}\r\n\r\nasync function getTerrainHeightMapContent(terrain: ClipmapTerrain): Promise<ArrayBuffer> {\r\n const heightmap = terrain.heightMap!;\r\n const buffer = new ArrayBuffer(2 * 4 + heightmap.width * heightmap.height * 2);\r\n const head = new DataView(buffer);\r\n head.setUint32(0, heightmap.width, true);\r\n head.setUint32(4, heightmap.height, true);\r\n const data = new Uint16Array(buffer, 2 * 4);\r\n if (heightmap.format === 'r16f') {\r\n await heightmap.readPixels(0, 0, heightmap.width, heightmap.height, 0, 0, data);\r\n } else if (heightmap.format === 'rgba16f') {\r\n // WebGL1 uses rgba16f for height map, so we need to convert\r\n const tmpData = new Uint16Array(heightmap.width * heightmap.height * 4);\r\n await heightmap.readPixels(0, 0, heightmap.width, heightmap.height, 0, 0, tmpData);\r\n for (let i = 0; i < heightmap.width * heightmap.height; i++) {\r\n data[i] = tmpData[i * 4 + 0]; // Use the red channel as height\r\n }\r\n }\r\n return buffer;\r\n}\r\n\r\nasync function getTerrainSplatMapContent(terrain: ClipmapTerrain): Promise<ArrayBuffer> {\r\n const device = getDevice();\r\n const splatMap = terrain.splatMap!;\r\n const numLayers = (terrain.material!.numDetailMaps + 3) >> 2;\r\n const info = device.getDeviceCaps().textureCaps.getTextureFormatInfo(splatMap.format);\r\n const buffer = new ArrayBuffer(\r\n 3 * 4 + numLayers * splatMap.width * splatMap.height * info.blockWidth * info.blockHeight * info.size\r\n );\r\n const head = new DataView(buffer);\r\n head.setUint32(0, splatMap.width, true);\r\n head.setUint32(4, splatMap.height, true);\r\n head.setUint32(8, numLayers, true);\r\n for (let i = 0; i < numLayers; i++) {\r\n const layerData = new Uint8Array(\r\n buffer,\r\n 3 * 4 + i * splatMap.width * splatMap.height * info.blockWidth * info.blockHeight * info.size\r\n );\r\n await splatMap.readPixels(0, 0, splatMap.width, splatMap.height, 0, 0, layerData);\r\n }\r\n return buffer;\r\n}\r\n\r\n/** @internal */\r\nexport function getTerrainClass(manager: ResourceManager): SerializableClass {\r\n return {\r\n ctor: ClipmapTerrain,\r\n name: 'ClipmapTerrain',\r\n parent: GraphNode,\r\n createFunc(ctx: SceneNode, init: number) {\r\n const node = new ClipmapTerrain(ctx.scene!);\r\n node.numDetailMaps = init;\r\n node.parent = ctx;\r\n return { obj: node };\r\n },\r\n getInitParams(obj: ClipmapTerrain) {\r\n return obj.numDetailMaps;\r\n },\r\n getProps() {\r\n return defineProps([\r\n {\r\n name: 'Resolution',\r\n description: 'Terrain resolution',\r\n type: 'int2',\r\n default: [256, 256],\r\n options: { minValue: 1, maxValue: 4096 },\r\n get(this: ClipmapTerrain, value) {\r\n value.num[0] = this.sizeX;\r\n value.num[1] = this.sizeZ;\r\n },\r\n set(this: ClipmapTerrain, value) {\r\n this.setSize(value.num[0], value.num[1]);\r\n }\r\n },\r\n {\r\n name: 'CastShadow',\r\n description: 'If true, the terrain can cast shadows',\r\n type: 'bool',\r\n default: true,\r\n get(this: ClipmapTerrain, value) {\r\n value.bool[0] = this.castShadow;\r\n },\r\n set(this: ClipmapTerrain, value) {\r\n this.castShadow = value.bool[0];\r\n }\r\n },\r\n {\r\n name: 'Wireframe',\r\n description: 'If true, the terrain will be rendered as wireframe',\r\n type: 'bool',\r\n default: false,\r\n isPersistent() {\r\n return false;\r\n },\r\n get(this: ClipmapTerrain, value) {\r\n value.bool[0] = this.wireframe;\r\n },\r\n set(this: ClipmapTerrain, value) {\r\n this.wireframe = value.bool[0];\r\n }\r\n },\r\n {\r\n name: 'Debug',\r\n description: 'Debug visualization mode for the terrain material',\r\n type: 'string',\r\n options: {\r\n enum: {\r\n labels: ['None', 'UV', 'VertexNormal', 'DetailNormal', 'Tangent', 'Binormal', 'Albedo'],\r\n values: ['none', 'uv', 'vertex_normal', 'detail_normal', 'tangent', 'bitangent', 'albedo']\r\n }\r\n },\r\n default: 'none',\r\n isPersistent() {\r\n return false;\r\n },\r\n get(this: ClipmapTerrain, value) {\r\n value.str[0] = this.material!.debugMode;\r\n },\r\n set(this: ClipmapTerrain, value) {\r\n this.material!.debugMode = value.str[0] as TerrainDebugMode;\r\n }\r\n },\r\n {\r\n name: 'GrassMaps',\r\n description: 'Serialized grass texture layers and blade settings',\r\n type: 'object',\r\n default: null,\r\n options: { objectTypes: [JSONArray] },\r\n phase: 0,\r\n isNullable() {\r\n return true;\r\n },\r\n isHidden() {\r\n return false;\r\n },\r\n get(this: ClipmapTerrain, value) {\r\n const data: { texture: string; bladeWidth: number; bladeHeight: number }[] = [];\r\n const numLayers = this.grassRenderer.numLayers;\r\n for (let i = 0; i < numLayers; i++) {\r\n const grassTexture = this.grassRenderer.getGrassTexture(i);\r\n const assetId = grassTexture ? (manager.getAssetId(grassTexture) ?? '') : '';\r\n data.push({\r\n texture: assetId,\r\n bladeWidth: this.grassRenderer.getBladeWidth(i),\r\n bladeHeight: this.grassRenderer.getBladeHeight(i)\r\n });\r\n }\r\n value.object[0] = new JSONArray(null, data);\r\n },\r\n async set(this: ClipmapTerrain, value) {\r\n const json = value.object[0] as JSONArray;\r\n const data =\r\n (json?.data as {\r\n texture: string;\r\n bladeWidth: number;\r\n bladeHeight: number;\r\n }[]) ?? 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'',\r\n normal: manager.getAssetId(material.getDetailNormalMap(i)) ?? '',\r\n roughness: material.getDetailMapRoughness(i),\r\n uvscale: material.getDetailMapUVScale(i)\r\n });\r\n }\r\n value.object[0] = new JSONArray(null, data);\r\n },\r\n async set(this: ClipmapTerrain, value) {\r\n const json = value.object[0] as JSONArray;\r\n if (!json) {\r\n this.material!.numDetailMaps = 0;\r\n return;\r\n }\r\n const data =\r\n (json.data as {\r\n albedo: string;\r\n normal: string;\r\n roughness: number;\r\n uvscale: number;\r\n }[]) ?? [];\r\n const material = this.material!;\r\n material.numDetailMaps = data.length;\r\n for (let i = 0; i < this.numDetailMaps; i++) {\r\n const info = data[i];\r\n if (!info?.albedo) {\r\n material.setDetailMap(i, null);\r\n } else {\r\n let tex: Nullable<Texture2D>;\r\n try {\r\n tex = await manager.fetchTexture<Texture2D>(info.albedo);\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 material.setDetailMap(i, tex);\r\n } else {\r\n console.error('Invalid texture type');\r\n }\r\n }\r\n if (!info?.normal) {\r\n material.setDetailNormalMap(i, null);\r\n } else {\r\n let tex: Nullable<Texture2D>;\r\n try {\r\n tex = await manager.fetchTexture<Texture2D>(info.normal);\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 material.setDetailMap(i, tex);\r\n } else {\r\n console.error('Invalid texture type');\r\n 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1
+ {"version":3,"file":"terrain.js","sources":["../../../../src/utility/serialization/scene/terrain.ts"],"sourcesContent":["import { GraphNode, type SceneNode } from '../../../scene';\r\nimport { defineProps, type SerializableClass } from '../types';\r\nimport { ClipmapTerrain } from '../../../scene/terrain-cm/terrain-cm';\r\nimport type { TerrainDebugMode } from '../../../material';\r\nimport type { Texture2D } from '@zephyr3d/device';\r\nimport type { Nullable } from '@zephyr3d/base';\r\nimport type { ResourceManager } from '../manager';\r\nimport { JSONArray } from '../json';\r\nimport { getDevice } from '../../../app/api';\r\n\r\n// 'GRAS' in little endian. The legacy per-instance format starts with the\r\n// layer count, so any realistic legacy file can not collide with this magic.\r\nconst GRASS_DATA_MAGIC = 0x53415247;\r\nconst GRASS_DATA_VERSION = 1;\r\n\r\nfunction getTerrainGrassContent(terrain: ClipmapTerrain): ArrayBuffer {\r\n const grassRenderer = terrain.grassRenderer;\r\n const numLayers = grassRenderer.numLayers;\r\n let dataSize = 3 * 4;\r\n for (let i = 0; i < numLayers; i++) {\r\n dataSize += 4 * 4 + grassRenderer.getLayer(i).densityMap.length;\r\n }\r\n const data = new DataView(new ArrayBuffer(dataSize));\r\n const view = new Uint8Array(data.buffer);\r\n let offset = 0;\r\n data.setUint32(offset, GRASS_DATA_MAGIC, true);\r\n offset += 4;\r\n data.setUint32(offset, GRASS_DATA_VERSION, true);\r\n offset += 4;\r\n data.setUint32(offset, numLayers, true);\r\n offset += 4;\r\n for (let i = 0; i < numLayers; i++) {\r\n const layer = grassRenderer.getLayer(i);\r\n data.setUint32(offset, layer.densityMapWidth, true);\r\n offset += 4;\r\n data.setUint32(offset, layer.densityMapHeight, true);\r\n offset += 4;\r\n data.setUint32(offset, layer.cellsPerTexel, true);\r\n offset += 4;\r\n data.setUint32(offset, layer.densityMap.length, true);\r\n offset += 4;\r\n view.set(layer.densityMap, offset);\r\n offset += layer.densityMap.length;\r\n }\r\n return data.buffer;\r\n}\r\n\r\n/**\r\n * Imports grass data saved by the legacy per-instance format by baking the\r\n * blade instances into the per-layer density maps. Blade positions will be\r\n * re-derived from the density, so they will not match the original ones\r\n * exactly, but the local density is preserved.\r\n */\r\nfunction importLegacyGrassInstances(terrain: ClipmapTerrain, dataView: DataView): boolean {\r\n const grassRenderer = terrain.grassRenderer;\r\n const numLayers = dataView.getUint32(0, true);\r\n if (numLayers !== grassRenderer.numLayers) {\r\n console.error('Number of grass layers mismatch');\r\n return false;\r\n }\r\n let offset = 4;\r\n for (let i = 0; i < numLayers; i++) {\r\n const dataSize = dataView.getUint32(offset, true);\r\n offset += 4;\r\n if (dataSize > 0) {\r\n const layer = grassRenderer.getLayer(i);\r\n const w = layer.densityMapWidth;\r\n const h = layer.densityMapHeight;\r\n const counts = new Uint32Array(w * h);\r\n // legacy instance layout: x, y, sin(angle), cos(angle) as floats\r\n const floats = new Float32Array(dataView.buffer, dataView.byteOffset + offset, dataSize >> 2);\r\n const numInstances = floats.length >> 2;\r\n for (let j = 0; j < numInstances; j++) {\r\n const x = Math.min(Math.max(Math.floor(floats[j * 4 + 0] * w), 0), w - 1);\r\n const z = Math.min(Math.max(Math.floor(floats[j * 4 + 1] * h), 0), h - 1);\r\n counts[z * w + x]++;\r\n }\r\n const density = layer.densityMap;\r\n const maxPerTexel = layer.cellsPerTexel * layer.cellsPerTexel;\r\n for (let t = 0; t < counts.length; t++) {\r\n if (counts[t] > 0) {\r\n density[t] = Math.min(255, Math.round((counts[t] / maxPerTexel) * 255));\r\n }\r\n }\r\n layer.updateDensityRegion(0, 0, w, h);\r\n offset += dataSize;\r\n }\r\n }\r\n return true;\r\n}\r\n\r\nasync function getTerrainHeightMapContent(terrain: ClipmapTerrain): Promise<ArrayBuffer> {\r\n const heightmap = terrain.heightMap!;\r\n const buffer = new ArrayBuffer(2 * 4 + heightmap.width * heightmap.height * 2);\r\n const head = new DataView(buffer);\r\n head.setUint32(0, heightmap.width, true);\r\n head.setUint32(4, heightmap.height, true);\r\n const data = new Uint16Array(buffer, 2 * 4);\r\n if (heightmap.format === 'r16f') {\r\n await heightmap.readPixels(0, 0, heightmap.width, heightmap.height, 0, 0, data);\r\n } else if (heightmap.format === 'rgba16f') {\r\n // WebGL1 uses rgba16f for height map, so we need to convert\r\n const tmpData = new Uint16Array(heightmap.width * heightmap.height * 4);\r\n await heightmap.readPixels(0, 0, heightmap.width, heightmap.height, 0, 0, tmpData);\r\n for (let i = 0; i < heightmap.width * heightmap.height; i++) {\r\n data[i] = tmpData[i * 4 + 0]; // Use the red channel as height\r\n }\r\n }\r\n return buffer;\r\n}\r\n\r\nasync function getTerrainSplatMapContent(terrain: ClipmapTerrain): Promise<ArrayBuffer> {\r\n const device = getDevice();\r\n const splatMap = terrain.splatMap!;\r\n const numLayers = (terrain.material!.numDetailMaps + 3) >> 2;\r\n const info = device.getDeviceCaps().textureCaps.getTextureFormatInfo(splatMap.format);\r\n const buffer = new ArrayBuffer(\r\n 3 * 4 + numLayers * splatMap.width * splatMap.height * info.blockWidth * info.blockHeight * info.size\r\n );\r\n const head = new DataView(buffer);\r\n head.setUint32(0, splatMap.width, true);\r\n head.setUint32(4, splatMap.height, true);\r\n head.setUint32(8, numLayers, true);\r\n for (let i = 0; i < numLayers; i++) {\r\n const layerData = new Uint8Array(\r\n buffer,\r\n 3 * 4 + i * splatMap.width * splatMap.height * info.blockWidth * info.blockHeight * info.size\r\n );\r\n await splatMap.readPixels(0, 0, splatMap.width, splatMap.height, 0, 0, layerData);\r\n }\r\n return buffer;\r\n}\r\n\r\n/** @internal */\r\nexport function getTerrainClass(manager: ResourceManager): SerializableClass {\r\n return {\r\n ctor: ClipmapTerrain,\r\n name: 'ClipmapTerrain',\r\n parent: GraphNode,\r\n createFunc(ctx: SceneNode, init: number) {\r\n const node = new ClipmapTerrain(ctx.scene!);\r\n node.numDetailMaps = init;\r\n node.parent = ctx;\r\n return { obj: node };\r\n },\r\n getInitParams(obj: ClipmapTerrain) {\r\n return obj.numDetailMaps;\r\n },\r\n getProps() {\r\n return defineProps([\r\n {\r\n name: 'Resolution',\r\n description: 'Terrain resolution',\r\n type: 'int2',\r\n default: [256, 256],\r\n options: { minValue: 1, maxValue: 4096 },\r\n get(this: ClipmapTerrain, value) {\r\n value.num[0] = this.sizeX;\r\n value.num[1] = this.sizeZ;\r\n },\r\n set(this: ClipmapTerrain, value) {\r\n this.setSize(value.num[0], value.num[1]);\r\n }\r\n },\r\n {\r\n name: 'CastShadow',\r\n description: 'If true, the terrain can cast shadows',\r\n type: 'bool',\r\n default: true,\r\n get(this: ClipmapTerrain, value) {\r\n value.bool[0] = this.castShadow;\r\n },\r\n set(this: ClipmapTerrain, value) {\r\n this.castShadow = value.bool[0];\r\n }\r\n },\r\n {\r\n name: 'Wireframe',\r\n description: 'If true, the terrain will be rendered as wireframe',\r\n type: 'bool',\r\n default: false,\r\n isPersistent() {\r\n return false;\r\n },\r\n get(this: ClipmapTerrain, value) {\r\n value.bool[0] = this.wireframe;\r\n },\r\n set(this: ClipmapTerrain, value) {\r\n this.wireframe = value.bool[0];\r\n }\r\n },\r\n {\r\n name: 'Debug',\r\n description: 'Debug visualization mode for the terrain material',\r\n type: 'string',\r\n options: {\r\n enum: {\r\n labels: ['None', 'UV', 'VertexNormal', 'DetailNormal', 'Tangent', 'Binormal', 'Albedo'],\r\n values: ['none', 'uv', 'vertex_normal', 'detail_normal', 'tangent', 'bitangent', 'albedo']\r\n }\r\n },\r\n default: 'none',\r\n isPersistent() {\r\n return false;\r\n },\r\n get(this: ClipmapTerrain, value) {\r\n value.str[0] = this.material!.debugMode;\r\n },\r\n set(this: ClipmapTerrain, value) {\r\n this.material!.debugMode = value.str[0] as TerrainDebugMode;\r\n }\r\n },\r\n {\r\n name: 'GrassMaps',\r\n description: 'Serialized grass texture layers and blade settings',\r\n type: 'object',\r\n default: null,\r\n options: { objectTypes: [JSONArray] },\r\n phase: 0,\r\n isNullable() {\r\n return true;\r\n },\r\n isHidden() {\r\n return false;\r\n },\r\n get(this: ClipmapTerrain, value) {\r\n const data: { texture: string; bladeWidth: number; bladeHeight: number }[] = [];\r\n const numLayers = this.grassRenderer.numLayers;\r\n for (let i = 0; i < numLayers; i++) {\r\n const grassTexture = this.grassRenderer.getGrassTexture(i);\r\n const assetId = grassTexture ? (manager.getAssetId(grassTexture) ?? '') : '';\r\n data.push({\r\n texture: assetId,\r\n bladeWidth: this.grassRenderer.getBladeWidth(i),\r\n bladeHeight: this.grassRenderer.getBladeHeight(i)\r\n });\r\n }\r\n value.object[0] = new JSONArray(null, data);\r\n },\r\n async set(this: ClipmapTerrain, value) {\r\n const json = value.object[0] as JSONArray;\r\n const data =\r\n (json?.data as {\r\n texture: string;\r\n bladeWidth: number;\r\n bladeHeight: number;\r\n }[]) ?? [];\r\n for (let i = 0; i < data.length; i++) {\r\n const info = data[i];\r\n const assetId = info.texture;\r\n let texture: Nullable<Texture2D> = null;\r\n if (assetId) {\r\n try {\r\n texture = await manager.fetchTexture<Texture2D>(assetId);\r\n } catch (err) {\r\n console.error(`Load asset failed: ${value.str[0]}: ${err}`);\r\n texture = null;\r\n }\r\n if (!texture?.isTexture2D()) {\r\n console.error('Invalid texture type');\r\n texture?.dispose();\r\n texture = null;\r\n }\r\n }\r\n this.grassRenderer.addLayer(info.bladeWidth ?? 1, info.bladeHeight ?? 1, texture!);\r\n }\r\n }\r\n },\r\n {\r\n name: 'DetailMaps',\r\n description: 'Serialized terrain detail texture layers',\r\n type: 'object',\r\n default: null,\r\n options: { objectTypes: [JSONArray] },\r\n isNullable() {\r\n return true;\r\n },\r\n isHidden() {\r\n return false;\r\n },\r\n get(this: ClipmapTerrain, value) {\r\n const data: { albedo: string; normal: string; roughness: number; uvscale: number }[] = [];\r\n const material = this.material!;\r\n for (let i = 0; i < material.numDetailMaps; i++) {\r\n data.push({\r\n albedo: manager.getAssetId(material.getDetailMap(i)) ?? '',\r\n normal: manager.getAssetId(material.getDetailNormalMap(i)) ?? '',\r\n roughness: material.getDetailMapRoughness(i),\r\n uvscale: material.getDetailMapUVScale(i)\r\n });\r\n }\r\n value.object[0] = new JSONArray(null, data);\r\n },\r\n async set(this: ClipmapTerrain, value) {\r\n const json = value.object[0] as JSONArray;\r\n if (!json) {\r\n this.material!.numDetailMaps = 0;\r\n return;\r\n }\r\n const data =\r\n (json.data as {\r\n albedo: string;\r\n normal: string;\r\n roughness: number;\r\n uvscale: number;\r\n }[]) ?? [];\r\n const material = this.material!;\r\n material.numDetailMaps = data.length;\r\n for (let i = 0; i < this.numDetailMaps; i++) {\r\n const info = data[i];\r\n if (!info?.albedo) {\r\n material.setDetailMap(i, null);\r\n } else {\r\n let tex: Nullable<Texture2D>;\r\n try {\r\n tex = await manager.fetchTexture<Texture2D>(info.albedo);\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 material.setDetailMap(i, tex);\r\n } else {\r\n console.error('Invalid texture type');\r\n }\r\n }\r\n if (!info?.normal) {\r\n material.setDetailNormalMap(i, null);\r\n } else {\r\n let tex: Nullable<Texture2D>;\r\n try {\r\n tex = await manager.fetchTexture<Texture2D>(info.normal);\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 material.setDetailMap(i, tex);\r\n } else {\r\n console.error('Invalid texture type');\r\n }\r\n }\r\n material.setDetailMapRoughness(i, info.roughness ?? 1);\r\n material.setDetailMapUVScale(i, info.uvscale ?? 100);\r\n }\r\n }\r\n },\r\n {\r\n name: 'SplatMap',\r\n description: 'Serialized splat-map texture data for terrain layers',\r\n type: 'embedded',\r\n default: null,\r\n isHidden() {\r\n return true;\r\n },\r\n get(this: ClipmapTerrain, value) {\r\n value.str[0] = this.splatMapAssetId;\r\n value.object[0] = getTerrainSplatMapContent(this);\r\n },\r\n async set(this: ClipmapTerrain, value) {\r\n if (value.str[0]) {\r\n const path = value.str[0];\r\n const data = (await manager.VFS.readFile(path, { encoding: 'binary' })) as ArrayBuffer;\r\n if (!data) {\r\n console.error('Load height map failed');\r\n return;\r\n }\r\n const dataView = new DataView(data);\r\n const width = dataView.getUint32(0, true);\r\n const height = dataView.getUint32(4, true);\r\n const numLayers = dataView.getUint32(8, true);\r\n const splatMap = this.splatMap!;\r\n if (splatMap.width !== width || splatMap.height !== height) {\r\n console.error('Invalid splatmap data');\r\n return;\r\n }\r\n for (let i = 0; i < numLayers; i++) {\r\n const content = new Uint8Array(data, 3 * 4 + i * width * height * 4, width * height * 4);\r\n splatMap.update(content, 0, 0, i, width, height, 1);\r\n }\r\n this.splatMapAssetId = value.str[0];\r\n }\r\n }\r\n },\r\n {\r\n name: 'Grass',\r\n description: 'Serialized grass instance data for the terrain',\r\n type: 'embedded',\r\n default: null,\r\n phase: 1,\r\n isHidden() {\r\n return true;\r\n },\r\n get(this: ClipmapTerrain, value) {\r\n value.str[0] = this.grassAssetId;\r\n value.object[0] = getTerrainGrassContent(this);\r\n },\r\n async set(this: ClipmapTerrain, value) {\r\n if (value.str[0]) {\r\n const path = value.str[0];\r\n const data = (await manager.VFS.readFile(path, { encoding: 'binary' })) as ArrayBuffer;\r\n if (!data || data.byteLength < 4) {\r\n console.error('Load grass data failed');\r\n return;\r\n }\r\n const dataView = new DataView(data);\r\n if (dataView.getUint32(0, true) === GRASS_DATA_MAGIC) {\r\n // density map format, version at offset 4 is currently always 1\r\n const numLayers = dataView.getUint32(8, true);\r\n if (numLayers !== this.grassRenderer.numLayers) {\r\n console.error('Number of grass layers mismatch');\r\n return;\r\n }\r\n let offset = 12;\r\n for (let i = 0; i < numLayers; i++) {\r\n const width = dataView.getUint32(offset, true);\r\n const height = dataView.getUint32(offset + 4, true);\r\n const cellsPerTexel = dataView.getUint32(offset + 8, true);\r\n const byteLength = dataView.getUint32(offset + 12, true);\r\n offset += 16;\r\n const densityData = new Uint8Array(data, offset, byteLength).slice();\r\n offset += byteLength;\r\n this.grassRenderer.getLayer(i).setDensityData(width, height, cellsPerTexel, densityData);\r\n }\r\n } else if (!importLegacyGrassInstances(this, dataView)) {\r\n return;\r\n }\r\n this.grassAssetId = value.str[0];\r\n }\r\n }\r\n },\r\n {\r\n name: 'HeightMap',\r\n description: 'Serialized terrain height map data',\r\n type: 'embedded',\r\n default: null,\r\n isHidden() {\r\n return true;\r\n },\r\n get(this: ClipmapTerrain, value) {\r\n value.str[0] = this.heightMapAssetId;\r\n value.object[0] = getTerrainHeightMapContent(this);\r\n },\r\n async set(this: ClipmapTerrain, value) {\r\n if (value.str[0]) {\r\n const path = value.str[0];\r\n const data = (await manager.VFS.readFile(path, { encoding: 'binary' })) as ArrayBuffer;\r\n if (!data) {\r\n console.error('Load height map failed');\r\n return;\r\n }\r\n const dataView = new DataView(data);\r\n const width = dataView.getUint32(0, true);\r\n const height = dataView.getUint32(4, true);\r\n const heightMap = this.createHeightMapTexture(width, height)!;\r\n if (heightMap.format !== 'r16f') {\r\n if (heightMap.format === 'rgba16f') {\r\n // WebGL1 uses rgba16f for height map, so we need to convert\r\n const rgbaData = new Uint16Array(width * height * 4);\r\n const rData = new Uint16Array(data, 8);\r\n for (let i = 0; i < width * height; i++) {\r\n rgbaData[i * 4 + 0] = rData[i];\r\n }\r\n heightMap.update(rgbaData, 0, 0, width, height);\r\n } else {\r\n throw new Error(`Unsupported height map format: ${heightMap.format}`);\r\n }\r\n } else {\r\n heightMap.update(new Uint16Array(data, 8), 0, 0, width, height);\r\n }\r\n this.heightMap = heightMap;\r\n this.heightMapAssetId = value.str[0];\r\n this.updateBoundingBox();\r\n }\r\n }\r\n }\r\n ]);\r\n }\r\n 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@@ -12,7 +12,10 @@ import '../../../material/unlit.js';
12
12
  import '../../../material/particle.js';
13
13
  import '../../../material/subsurfaceprofile.js';
14
14
  import '../../../material/skin.js';
15
+ import '../../../material/eye.js';
15
16
  import '../../../material/meshmaterial.js';
17
+ import '../../../material/hair.js';
18
+ import '../../../material/hairstrand.js';
16
19
  import '../../../material/grassmaterial.js';
17
20
  import '../../../material/terrain-cm.js';
18
21
  import '../../../material/pbrmr.js';
@@ -40,6 +43,7 @@ import { TextSprite } from '../../../scene/textsprite.js';
40
43
  import { MSDFText } from '../../../scene/msdftext.js';
41
44
  import { MSDFTextSprite } from '../../../scene/msdftextsprite.js';
42
45
  import '../../../scene/water.js';
46
+ import '../../../scene/hair.js';
43
47
  import '../../../scene/scene_node.js';
44
48
  import '../../../scene/particlesys.js';
45
49
  import '../../../scene/batchgroup.js';
@@ -1 +1 @@
1
- {"version":3,"file":"text.js","sources":["../../../../src/utility/serialization/scene/text.ts"],"sourcesContent":["import { getEngine } from '../../../app/api';\r\nimport { GraphNode, MSDFText, type SceneNode } from '../../../scene';\r\nimport { defineProps, type SerializableClass } from '../types';\r\nimport { Vector3 } from '@zephyr3d/base';\r\nimport { TextSprite } from '../../../scene/textsprite';\r\nimport { MSDFTextSprite } from '../../../scene/msdftextsprite';\r\n\r\n/** @internal */\r\nexport function getTextSpriteClass(): SerializableClass {\r\n return {\r\n ctor: TextSprite,\r\n name: 'TextSprite',\r\n parent: GraphNode,\r\n noTitle: true,\r\n createFunc(ctx: SceneNode) {\r\n const node = new TextSprite(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: 'Anchor',\r\n description: 'Sprite pivot in normalized UV space',\r\n type: 'vec2',\r\n default: [0.5, 0.5],\r\n get(this: TextSprite, value) {\r\n value.num[0] = this.anchorX;\r\n value.num[1] = this.anchorY;\r\n },\r\n set(this: TextSprite, value) {\r\n this.anchorX = value.num[0];\r\n this.anchorY = value.num[1];\r\n }\r\n },\r\n {\r\n name: 'Resolution',\r\n description: 'Text render target resolution',\r\n type: 'int2',\r\n options: {\r\n minValue: 1,\r\n maxValue: 4096\r\n },\r\n default: [128, 128],\r\n get(this: TextSprite, value) {\r\n value.num[0] = this.resolutionX;\r\n value.num[1] = this.resolutionY;\r\n },\r\n set(this: TextSprite, value) {\r\n this.resolutionX = value.num[0];\r\n this.resolutionY = value.num[1];\r\n }\r\n },\r\n {\r\n name: 'Font',\r\n description: 'Canvas font string (e.g. \"12px arial\")',\r\n type: 'string',\r\n default: '12px arial',\r\n get(this: TextSprite, value) {\r\n value.str[0] = this.font;\r\n },\r\n set(this: TextSprite, value) {\r\n this.font = value.str[0];\r\n }\r\n },\r\n {\r\n name: 'Text',\r\n description: 'Displayed text content',\r\n type: 'string',\r\n default: '',\r\n options: {\r\n multiline: true\r\n },\r\n get(this: TextSprite, value) {\r\n value.str[0] = this.text;\r\n },\r\n set(this: TextSprite, value) {\r\n this.text = value.str[0];\r\n }\r\n },\r\n {\r\n name: 'TextColor',\r\n description: 'Color of the rendered text',\r\n type: 'rgb',\r\n default: [1, 1, 1],\r\n get(this: TextSprite, value) {\r\n const c = this.textColor;\r\n value.num[0] = c.x;\r\n value.num[1] = c.y;\r\n value.num[2] = c.z;\r\n },\r\n set(this: TextSprite, value) {\r\n this.textColor = new Vector3(value.num[0], value.num[1], value.num[2]);\r\n }\r\n }\r\n ]);\r\n }\r\n };\r\n}\r\n\r\n/** @internal */\r\nexport function getMSDFTextSpriteClass(): SerializableClass {\r\n return {\r\n ctor: MSDFTextSprite,\r\n name: 'MSDFTextSprite',\r\n parent: GraphNode,\r\n noTitle: true,\r\n createFunc(ctx: SceneNode) {\r\n const node = new MSDFTextSprite(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: 'Anchor',\r\n description: 'Sprite pivot in normalized layout-box space',\r\n type: 'vec2',\r\n default: [0.5, 0.5],\r\n get(this: MSDFTextSprite, value) {\r\n value.num[0] = this.anchorX;\r\n value.num[1] = this.anchorY;\r\n },\r\n set(this: MSDFTextSprite, value) {\r\n this.anchorX = value.num[0];\r\n this.anchorY = value.num[1];\r\n }\r\n },\r\n {\r\n name: 'FontAsset',\r\n description: 'Font asset path used to build the runtime MSDF glyph atlas',\r\n type: 'object',\r\n default: '',\r\n options: {\r\n mimeTypes: ['font/ttf', 'font/otf']\r\n },\r\n isNullable() {\r\n return true;\r\n },\r\n get(this: MSDFTextSprite, value) {\r\n value.str[0] = this.fontAsset\r\n ? (getEngine().resourceManager.getAssetId(this.fontAsset) ?? '')\r\n : '';\r\n },\r\n async set(this: MSDFTextSprite, value) {\r\n this.fontAsset = value.str[0]\r\n ? await getEngine().resourceManager.fetchFontAsset(value.str[0])\r\n : null;\r\n }\r\n },\r\n {\r\n name: 'FontSize',\r\n description: 'Font size in local-space units before node scaling',\r\n type: 'float',\r\n default: 32,\r\n options: {\r\n minValue: 1,\r\n maxValue: 4096\r\n },\r\n get(this: MSDFTextSprite, value) {\r\n value.num[0] = this.fontSize;\r\n },\r\n set(this: MSDFTextSprite, value) {\r\n this.fontSize = value.num[0];\r\n }\r\n },\r\n {\r\n name: 'MaxWidth',\r\n description: 'Maximum layout width in local-space units, 0 disables wrapping',\r\n type: 'float',\r\n default: 0,\r\n options: {\r\n minValue: 0,\r\n maxValue: 4096\r\n },\r\n get(this: MSDFTextSprite, value) {\r\n value.num[0] = this.maxWidth;\r\n },\r\n set(this: MSDFTextSprite, value) {\r\n this.maxWidth = value.num[0];\r\n }\r\n },\r\n {\r\n name: 'TextAlign',\r\n description: 'Horizontal alignment within the layout width',\r\n type: 'string',\r\n default: 'left',\r\n options: {\r\n enum: {\r\n labels: ['Left', 'Center', 'Right'],\r\n values: ['left', 'center', 'right']\r\n }\r\n },\r\n get(this: MSDFTextSprite, value) {\r\n value.str[0] = this.textAlign;\r\n },\r\n set(this: MSDFTextSprite, value) {\r\n this.textAlign = value.str[0] as 'left' | 'center' | 'right';\r\n }\r\n },\r\n {\r\n name: 'Text',\r\n description: 'Displayed text content',\r\n type: 'string',\r\n default: '',\r\n options: {\r\n multiline: true\r\n },\r\n get(this: MSDFTextSprite, value) {\r\n value.str[0] = this.text;\r\n },\r\n set(this: MSDFTextSprite, value) {\r\n this.text = value.str[0];\r\n }\r\n },\r\n {\r\n name: 'TextColor',\r\n description: 'Color of the rendered text',\r\n type: 'rgb',\r\n default: [1, 1, 1],\r\n get(this: MSDFTextSprite, value) {\r\n const c = this.textColor;\r\n value.num[0] = c.x;\r\n value.num[1] = c.y;\r\n value.num[2] = c.z;\r\n },\r\n set(this: MSDFTextSprite, value) {\r\n this.textColor = new Vector3(value.num[0], value.num[1], value.num[2]);\r\n }\r\n },\r\n {\r\n name: 'OutlineColor',\r\n description: 'Color of the SDF outline rendered around the text',\r\n type: 'rgb',\r\n default: [0, 0, 0],\r\n get(this: MSDFTextSprite, value) {\r\n const c = this.outlineColor;\r\n value.num[0] = c.x;\r\n value.num[1] = c.y;\r\n value.num[2] = c.z;\r\n },\r\n set(this: MSDFTextSprite, value) {\r\n this.outlineColor = new Vector3(value.num[0], value.num[1], value.num[2]);\r\n }\r\n },\r\n {\r\n name: 'OutlineWidth',\r\n description:\r\n 'Outline thickness in text local-space units; it scales with the text when moving closer or farther',\r\n type: 'float',\r\n default: 0,\r\n options: {\r\n minValue: 0,\r\n maxValue: 4096\r\n },\r\n get(this: MSDFTextSprite, value) {\r\n value.num[0] = this.outlineWidth;\r\n },\r\n set(this: MSDFTextSprite, value) {\r\n this.outlineWidth = value.num[0];\r\n }\r\n }\r\n ]);\r\n }\r\n };\r\n}\r\n\r\n/** @internal */\r\nexport function getMSDFTextClass(): SerializableClass {\r\n return {\r\n ctor: MSDFText,\r\n name: 'MSDFText',\r\n parent: GraphNode,\r\n noTitle: true,\r\n createFunc(ctx: SceneNode) {\r\n const node = new MSDFText(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: 'Anchor',\r\n description: 'Sprite pivot in normalized layout-box space',\r\n type: 'vec2',\r\n default: [0.5, 0.5],\r\n get(this: MSDFText, value) {\r\n value.num[0] = this.anchorX;\r\n value.num[1] = this.anchorY;\r\n },\r\n set(this: MSDFText, value) {\r\n this.anchorX = value.num[0];\r\n this.anchorY = value.num[1];\r\n }\r\n },\r\n {\r\n name: 'FontAsset',\r\n description: 'Font asset path used to build the runtime MSDF glyph atlas',\r\n type: 'object',\r\n default: '',\r\n options: {\r\n mimeTypes: ['font/ttf', 'font/otf']\r\n },\r\n isNullable() {\r\n return true;\r\n },\r\n get(this: MSDFText, value) {\r\n value.str[0] = this.fontAsset\r\n ? (getEngine().resourceManager.getAssetId(this.fontAsset) ?? '')\r\n : '';\r\n },\r\n async set(this: MSDFText, value) {\r\n this.fontAsset = value.str[0]\r\n ? await getEngine().resourceManager.fetchFontAsset(value.str[0])\r\n : null;\r\n }\r\n },\r\n {\r\n name: 'FontSize',\r\n description: 'Font size in local-space units before node scaling',\r\n type: 'float',\r\n default: 32,\r\n options: {\r\n minValue: 1,\r\n maxValue: 4096\r\n },\r\n get(this: MSDFText, value) {\r\n value.num[0] = this.fontSize;\r\n },\r\n set(this: MSDFText, value) {\r\n this.fontSize = value.num[0];\r\n }\r\n },\r\n {\r\n name: 'MaxWidth',\r\n description: 'Maximum layout width in local-space units, 0 disables wrapping',\r\n type: 'float',\r\n default: 0,\r\n options: {\r\n minValue: 0,\r\n maxValue: 4096\r\n },\r\n get(this: MSDFText, value) {\r\n value.num[0] = this.maxWidth;\r\n },\r\n set(this: MSDFText, value) {\r\n this.maxWidth = value.num[0];\r\n }\r\n },\r\n {\r\n name: 'TextAlign',\r\n description: 'Horizontal alignment within the layout width',\r\n type: 'string',\r\n default: 'left',\r\n options: {\r\n enum: {\r\n labels: ['Left', 'Center', 'Right'],\r\n values: ['left', 'center', 'right']\r\n }\r\n },\r\n get(this: MSDFText, value) {\r\n value.str[0] = this.textAlign;\r\n },\r\n set(this: MSDFText, value) {\r\n this.textAlign = value.str[0] as 'left' | 'center' | 'right';\r\n }\r\n },\r\n {\r\n name: 'Text',\r\n description: 'Displayed text content',\r\n type: 'string',\r\n default: '',\r\n options: {\r\n multiline: true\r\n },\r\n get(this: MSDFText, value) {\r\n value.str[0] = this.text;\r\n },\r\n set(this: MSDFText, value) {\r\n this.text = value.str[0];\r\n }\r\n },\r\n {\r\n name: 'TextColor',\r\n description: 'Color of the rendered text',\r\n type: 'rgb',\r\n default: [1, 1, 1],\r\n get(this: MSDFText, value) {\r\n const c = this.textColor;\r\n value.num[0] = c.x;\r\n value.num[1] = c.y;\r\n value.num[2] = c.z;\r\n },\r\n set(this: MSDFText, value) {\r\n this.textColor = new Vector3(value.num[0], value.num[1], 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1
+ {"version":3,"file":"text.js","sources":["../../../../src/utility/serialization/scene/text.ts"],"sourcesContent":["import { getEngine } from '../../../app/api';\r\nimport { GraphNode, MSDFText, type SceneNode } from '../../../scene';\r\nimport { defineProps, type SerializableClass } from '../types';\r\nimport { Vector3 } from '@zephyr3d/base';\r\nimport { TextSprite } from '../../../scene/textsprite';\r\nimport { MSDFTextSprite } from '../../../scene/msdftextsprite';\r\n\r\n/** @internal */\r\nexport function getTextSpriteClass(): SerializableClass {\r\n return {\r\n ctor: TextSprite,\r\n name: 'TextSprite',\r\n parent: GraphNode,\r\n noTitle: true,\r\n createFunc(ctx: SceneNode) {\r\n const node = new TextSprite(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: 'Anchor',\r\n description: 'Sprite pivot in normalized UV space',\r\n type: 'vec2',\r\n default: [0.5, 0.5],\r\n get(this: TextSprite, value) {\r\n value.num[0] = this.anchorX;\r\n value.num[1] = this.anchorY;\r\n },\r\n set(this: TextSprite, value) {\r\n this.anchorX = value.num[0];\r\n this.anchorY = value.num[1];\r\n }\r\n },\r\n {\r\n name: 'Resolution',\r\n description: 'Text render target resolution',\r\n type: 'int2',\r\n options: {\r\n minValue: 1,\r\n maxValue: 4096\r\n },\r\n default: [128, 128],\r\n get(this: TextSprite, value) {\r\n value.num[0] = this.resolutionX;\r\n value.num[1] = this.resolutionY;\r\n },\r\n set(this: TextSprite, value) {\r\n this.resolutionX = value.num[0];\r\n this.resolutionY = value.num[1];\r\n }\r\n },\r\n {\r\n name: 'Font',\r\n description: 'Canvas font string (e.g. \"12px arial\")',\r\n type: 'string',\r\n default: '12px arial',\r\n get(this: TextSprite, value) {\r\n value.str[0] = this.font;\r\n },\r\n set(this: TextSprite, value) {\r\n this.font = value.str[0];\r\n }\r\n },\r\n {\r\n name: 'Text',\r\n description: 'Displayed text content',\r\n type: 'string',\r\n default: '',\r\n options: {\r\n multiline: true\r\n },\r\n get(this: TextSprite, value) {\r\n value.str[0] = this.text;\r\n },\r\n set(this: TextSprite, value) {\r\n this.text = value.str[0];\r\n }\r\n },\r\n {\r\n name: 'TextColor',\r\n description: 'Color of the rendered text',\r\n type: 'rgb',\r\n default: [1, 1, 1],\r\n get(this: TextSprite, value) {\r\n const c = this.textColor;\r\n value.num[0] = c.x;\r\n value.num[1] = c.y;\r\n value.num[2] = c.z;\r\n },\r\n set(this: TextSprite, value) {\r\n this.textColor = new Vector3(value.num[0], value.num[1], value.num[2]);\r\n }\r\n }\r\n ]);\r\n }\r\n };\r\n}\r\n\r\n/** @internal */\r\nexport function getMSDFTextSpriteClass(): SerializableClass {\r\n return {\r\n ctor: MSDFTextSprite,\r\n name: 'MSDFTextSprite',\r\n parent: GraphNode,\r\n noTitle: true,\r\n createFunc(ctx: SceneNode) {\r\n const node = new MSDFTextSprite(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: 'Anchor',\r\n description: 'Sprite pivot in normalized layout-box space',\r\n type: 'vec2',\r\n default: [0.5, 0.5],\r\n get(this: MSDFTextSprite, value) {\r\n value.num[0] = this.anchorX;\r\n value.num[1] = this.anchorY;\r\n },\r\n set(this: MSDFTextSprite, value) {\r\n this.anchorX = value.num[0];\r\n this.anchorY = value.num[1];\r\n }\r\n },\r\n {\r\n name: 'FontAsset',\r\n description: 'Font asset path used to build the runtime MSDF glyph atlas',\r\n type: 'object',\r\n default: '',\r\n options: {\r\n mimeTypes: ['font/ttf', 'font/otf']\r\n },\r\n isNullable() {\r\n return true;\r\n },\r\n get(this: MSDFTextSprite, value) {\r\n value.str[0] = this.fontAsset\r\n ? (getEngine().resourceManager.getAssetId(this.fontAsset) ?? '')\r\n : '';\r\n },\r\n async set(this: MSDFTextSprite, value) {\r\n this.fontAsset = value.str[0]\r\n ? await getEngine().resourceManager.fetchFontAsset(value.str[0])\r\n : null;\r\n }\r\n },\r\n {\r\n name: 'FontSize',\r\n description: 'Font size in local-space units before node scaling',\r\n type: 'float',\r\n default: 32,\r\n options: {\r\n minValue: 1,\r\n maxValue: 4096\r\n },\r\n get(this: MSDFTextSprite, value) {\r\n value.num[0] = this.fontSize;\r\n },\r\n set(this: MSDFTextSprite, value) {\r\n this.fontSize = value.num[0];\r\n }\r\n },\r\n {\r\n name: 'MaxWidth',\r\n description: 'Maximum layout width in local-space units, 0 disables wrapping',\r\n type: 'float',\r\n default: 0,\r\n options: {\r\n minValue: 0,\r\n maxValue: 4096\r\n },\r\n get(this: MSDFTextSprite, value) {\r\n value.num[0] = this.maxWidth;\r\n },\r\n set(this: MSDFTextSprite, value) {\r\n this.maxWidth = value.num[0];\r\n }\r\n },\r\n {\r\n name: 'TextAlign',\r\n description: 'Horizontal alignment within the layout width',\r\n type: 'string',\r\n default: 'left',\r\n options: {\r\n enum: {\r\n labels: ['Left', 'Center', 'Right'],\r\n values: ['left', 'center', 'right']\r\n }\r\n },\r\n get(this: MSDFTextSprite, value) {\r\n value.str[0] = this.textAlign;\r\n },\r\n set(this: MSDFTextSprite, value) {\r\n this.textAlign = value.str[0] as 'left' | 'center' | 'right';\r\n }\r\n },\r\n {\r\n name: 'Text',\r\n description: 'Displayed text content',\r\n type: 'string',\r\n default: '',\r\n options: {\r\n multiline: true\r\n },\r\n get(this: MSDFTextSprite, value) {\r\n value.str[0] = this.text;\r\n },\r\n set(this: MSDFTextSprite, value) {\r\n this.text = value.str[0];\r\n }\r\n },\r\n {\r\n name: 'TextColor',\r\n description: 'Color of the rendered text',\r\n type: 'rgb',\r\n default: [1, 1, 1],\r\n get(this: MSDFTextSprite, value) {\r\n const c = this.textColor;\r\n value.num[0] = c.x;\r\n value.num[1] = c.y;\r\n value.num[2] = c.z;\r\n },\r\n set(this: MSDFTextSprite, value) {\r\n this.textColor = new Vector3(value.num[0], value.num[1], value.num[2]);\r\n }\r\n },\r\n {\r\n name: 'OutlineColor',\r\n description: 'Color of the SDF outline rendered around the text',\r\n type: 'rgb',\r\n default: [0, 0, 0],\r\n get(this: MSDFTextSprite, value) {\r\n const c = this.outlineColor;\r\n value.num[0] = c.x;\r\n value.num[1] = c.y;\r\n value.num[2] = c.z;\r\n },\r\n set(this: MSDFTextSprite, value) {\r\n this.outlineColor = new Vector3(value.num[0], value.num[1], value.num[2]);\r\n }\r\n },\r\n {\r\n name: 'OutlineWidth',\r\n description:\r\n 'Outline thickness in text local-space units; it scales with the text when moving closer or farther',\r\n type: 'float',\r\n default: 0,\r\n options: {\r\n minValue: 0,\r\n maxValue: 4096\r\n },\r\n get(this: MSDFTextSprite, value) {\r\n value.num[0] = this.outlineWidth;\r\n },\r\n set(this: MSDFTextSprite, value) {\r\n this.outlineWidth = value.num[0];\r\n }\r\n }\r\n ]);\r\n }\r\n };\r\n}\r\n\r\n/** @internal */\r\nexport function getMSDFTextClass(): SerializableClass {\r\n return {\r\n ctor: MSDFText,\r\n name: 'MSDFText',\r\n parent: GraphNode,\r\n noTitle: true,\r\n createFunc(ctx: SceneNode) {\r\n const node = new MSDFText(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: 'Anchor',\r\n description: 'Sprite pivot in normalized layout-box space',\r\n type: 'vec2',\r\n default: [0.5, 0.5],\r\n get(this: MSDFText, value) {\r\n value.num[0] = this.anchorX;\r\n value.num[1] = this.anchorY;\r\n },\r\n set(this: MSDFText, value) {\r\n this.anchorX = value.num[0];\r\n this.anchorY = value.num[1];\r\n }\r\n },\r\n {\r\n name: 'FontAsset',\r\n description: 'Font asset path used to build the runtime MSDF glyph atlas',\r\n type: 'object',\r\n default: '',\r\n options: {\r\n mimeTypes: ['font/ttf', 'font/otf']\r\n },\r\n isNullable() {\r\n return true;\r\n },\r\n get(this: MSDFText, value) {\r\n value.str[0] = this.fontAsset\r\n ? (getEngine().resourceManager.getAssetId(this.fontAsset) ?? '')\r\n : '';\r\n },\r\n async set(this: MSDFText, value) {\r\n this.fontAsset = value.str[0]\r\n ? await getEngine().resourceManager.fetchFontAsset(value.str[0])\r\n : null;\r\n }\r\n },\r\n {\r\n name: 'FontSize',\r\n description: 'Font size in local-space units before node scaling',\r\n type: 'float',\r\n default: 32,\r\n options: {\r\n minValue: 1,\r\n maxValue: 4096\r\n },\r\n get(this: MSDFText, value) {\r\n value.num[0] = this.fontSize;\r\n },\r\n set(this: MSDFText, value) {\r\n this.fontSize = value.num[0];\r\n }\r\n },\r\n {\r\n name: 'MaxWidth',\r\n description: 'Maximum layout width in local-space units, 0 disables wrapping',\r\n type: 'float',\r\n default: 0,\r\n options: {\r\n minValue: 0,\r\n maxValue: 4096\r\n },\r\n get(this: MSDFText, value) {\r\n value.num[0] = this.maxWidth;\r\n },\r\n set(this: MSDFText, value) {\r\n this.maxWidth = value.num[0];\r\n }\r\n },\r\n {\r\n name: 'TextAlign',\r\n description: 'Horizontal alignment within the layout width',\r\n type: 'string',\r\n default: 'left',\r\n options: {\r\n enum: {\r\n labels: ['Left', 'Center', 'Right'],\r\n values: ['left', 'center', 'right']\r\n }\r\n },\r\n get(this: MSDFText, value) {\r\n value.str[0] = this.textAlign;\r\n },\r\n set(this: MSDFText, value) {\r\n this.textAlign = value.str[0] as 'left' | 'center' | 'right';\r\n }\r\n },\r\n {\r\n name: 'Text',\r\n description: 'Displayed text content',\r\n type: 'string',\r\n default: '',\r\n options: {\r\n multiline: true\r\n },\r\n get(this: MSDFText, value) {\r\n value.str[0] = this.text;\r\n },\r\n set(this: MSDFText, value) {\r\n this.text = value.str[0];\r\n }\r\n },\r\n {\r\n name: 'TextColor',\r\n description: 'Color of the rendered text',\r\n type: 'rgb',\r\n default: [1, 1, 1],\r\n get(this: MSDFText, value) {\r\n const c = this.textColor;\r\n value.num[0] = c.x;\r\n value.num[1] = c.y;\r\n value.num[2] = c.z;\r\n },\r\n set(this: MSDFText, value) {\r\n this.textColor = new Vector3(value.num[0], value.num[1], 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@@ -11,7 +11,10 @@ import '../../../material/unlit.js';
11
11
  import '../../../material/particle.js';
12
12
  import '../../../material/subsurfaceprofile.js';
13
13
  import '../../../material/skin.js';
14
+ import '../../../material/eye.js';
14
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  import '../../../material/meshmaterial.js';
16
+ import '../../../material/hair.js';
17
+ import '../../../material/hairstrand.js';
15
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  import '../../../material/grassmaterial.js';
16
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  import '../../../material/terrain-cm.js';
17
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  import '../../../material/pbrmr.js';
@@ -38,6 +41,7 @@ import '../../../scene/meshdrawable.js';
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  import '../../../scene/basesprite.js';
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  import '../../../material/msdf_text.js';
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  import { Water } from '../../../scene/water.js';
44
+ import '../../../scene/hair.js';
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  import '../../../scene/scene_node.js';
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  import '../../../scene/particlesys.js';
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  import '../../../scene/batchgroup.js';
@@ -1 +1 @@
1
- {"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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1
+ {"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';\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' | 'curve1f';\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;;;;"}
1
+ {"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' | 'curve1f';\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 /** Whether the inspector group should be expanded by default. */\r\n defaultOpen?: boolean;\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":"AA2HA;;;;IAKO,SAASA,WAAAA,CAAYC,SAA2C,EAAA;IACrE,OAAOA,SAAAA;AACT;;;;"}