@zephyr3d/scene 0.9.27 → 0.10.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +60 -27
- package/dist/animation/animation_bank.js +634 -0
- package/dist/animation/animation_bank.js.map +1 -0
- package/dist/animation/animation_bank_gpu.js +256 -0
- package/dist/animation/animation_bank_gpu.js.map +1 -0
- package/dist/animation/animationset.js +54 -0
- package/dist/animation/animationset.js.map +1 -1
- package/dist/animation/cloth/gpu_cloth_component.js +406 -0
- package/dist/animation/cloth/gpu_cloth_component.js.map +1 -0
- package/dist/animation/cloth/gpu_cloth_system.js +332 -202
- package/dist/animation/cloth/gpu_cloth_system.js.map +1 -1
- package/dist/animation/gpu_animation_driver.js +289 -0
- package/dist/animation/gpu_animation_driver.js.map +1 -0
- package/dist/animation/joint_dynamics/collision.js +112 -1
- package/dist/animation/joint_dynamics/collision.js.map +1 -1
- package/dist/animation/joint_dynamics/controller.js +6 -0
- package/dist/animation/joint_dynamics/controller.js.map +1 -1
- package/dist/animation/joint_dynamics/joint_dynamics_system.js +11 -0
- package/dist/animation/joint_dynamics/joint_dynamics_system.js.map +1 -1
- package/dist/animation/joint_dynamics/solver.js +50 -12
- package/dist/animation/joint_dynamics/solver.js.map +1 -1
- package/dist/animation/joint_dynamics/types.js.map +1 -1
- package/dist/animation/skeleton.js +279 -55
- package/dist/animation/skeleton.js.map +1 -1
- package/dist/animation/skin_palette_atlas.js +252 -0
- package/dist/animation/skin_palette_atlas.js.map +1 -0
- package/dist/animation/spring/multi_chain_spring_system.js +298 -38
- package/dist/animation/spring/multi_chain_spring_system.js.map +1 -1
- package/dist/animation/spring/spring_chain.js +2 -0
- package/dist/animation/spring/spring_chain.js.map +1 -1
- package/dist/animation/spring/spring_collider.js +159 -21
- package/dist/animation/spring/spring_collider.js.map +1 -1
- package/dist/animation/spring/spring_particle.js +1 -0
- package/dist/animation/spring/spring_particle.js.map +1 -1
- package/dist/animation/spring/spring_solver.js +173 -0
- package/dist/animation/spring/spring_solver.js.map +1 -0
- package/dist/animation/spring/spring_system.js +249 -24
- package/dist/animation/spring/spring_system.js.map +1 -1
- package/dist/animation/spring_modifier.js +32 -1
- package/dist/animation/spring_modifier.js.map +1 -1
- package/dist/app/app.js +26 -0
- package/dist/app/app.js.map +1 -1
- package/dist/app/engine.js +86 -15
- package/dist/app/engine.js.map +1 -1
- package/dist/app/gamepad.js +191 -0
- package/dist/app/gamepad.js.map +1 -0
- package/dist/app/inputactions.js +271 -0
- package/dist/app/inputactions.js.map +1 -0
- package/dist/app/inputmgr.js +331 -22
- package/dist/app/inputmgr.js.map +1 -1
- package/dist/app/loading.js +138 -0
- package/dist/app/loading.js.map +1 -0
- package/dist/app/pipelinecache.js +209 -0
- package/dist/app/pipelinecache.js.map +1 -0
- package/dist/app/runtimescript.js +25 -0
- package/dist/app/runtimescript.js.map +1 -1
- package/dist/app/scriptingsystem.js +54 -0
- package/dist/app/scriptingsystem.js.map +1 -1
- package/dist/app/scriptregistry.js +7 -2
- package/dist/app/scriptregistry.js.map +1 -1
- package/dist/asset/asset_manifest.js +59 -0
- package/dist/asset/asset_manifest.js.map +1 -0
- package/dist/asset/asset_preload.js +258 -0
- package/dist/asset/asset_preload.js.map +1 -0
- package/dist/asset/assetmanager.js +117 -65
- package/dist/asset/assetmanager.js.map +1 -1
- package/dist/asset/loaders/ktx2/basis/LICENSE +201 -0
- package/dist/asset/loaders/ktx2/basis/basis_transcoder.js +2 -0
- package/dist/asset/loaders/ktx2/basis/basis_transcoder.wasm +0 -0
- package/dist/asset/loaders/ktx2/basis_location.js +17 -0
- package/dist/asset/loaders/ktx2/basis_location.js.map +1 -0
- package/dist/asset/loaders/ktx2/ktx2_loader.js +88 -0
- package/dist/asset/loaders/ktx2/ktx2_loader.js.map +1 -0
- package/dist/asset/loaders/ktx2/ktx2_targets.js +118 -0
- package/dist/asset/loaders/ktx2/ktx2_targets.js.map +1 -0
- package/dist/asset/loaders/ktx2/transcoder_pool.js +259 -0
- package/dist/asset/loaders/ktx2/transcoder_pool.js.map +1 -0
- package/dist/asset/mesh_lod_builder.js +104 -0
- package/dist/asset/mesh_lod_builder.js.map +1 -0
- package/dist/asset/mesh_settings.js +111 -0
- package/dist/asset/mesh_settings.js.map +1 -0
- package/dist/asset/meshopt_decoder.js +18 -0
- package/dist/asset/meshopt_decoder.js.map +1 -0
- package/dist/asset/meshopt_simplifier.js +26 -0
- package/dist/asset/meshopt_simplifier.js.map +1 -0
- package/dist/asset/model.js +171 -1
- package/dist/asset/model.js.map +1 -1
- package/dist/asset/texture_settings.js +231 -0
- package/dist/asset/texture_settings.js.map +1 -0
- package/dist/asset/zmsh_binary.js +131 -0
- package/dist/asset/zmsh_binary.js.map +1 -0
- package/dist/asset/zsdf_binary.js +111 -0
- package/dist/asset/zsdf_binary.js.map +1 -0
- package/dist/blitter/bilateralblur.js +1 -2
- package/dist/blitter/bilateralblur.js.map +1 -1
- package/dist/blitter/gaussianblur.js +1 -6
- package/dist/blitter/gaussianblur.js.map +1 -1
- package/dist/camera/base.js +31 -10
- package/dist/camera/base.js.map +1 -1
- package/dist/camera/camera.js +104 -178
- package/dist/camera/camera.js.map +1 -1
- package/dist/camera/follow.js +342 -0
- package/dist/camera/follow.js.map +1 -0
- package/dist/camera/fps.js +9 -7
- package/dist/camera/fps.js.map +1 -1
- package/dist/camera/orbit.js +46 -19
- package/dist/camera/orbit.js.map +1 -1
- package/dist/index.d.ts +25436 -15990
- package/dist/index.js +65 -11
- package/dist/index.js.map +1 -1
- package/dist/material/blinn.js +3 -0
- package/dist/material/blinn.js.map +1 -1
- package/dist/material/eye.js +1 -1
- package/dist/material/eye.js.map +1 -1
- package/dist/material/hair.js +2 -3
- package/dist/material/hair.js.map +1 -1
- package/dist/material/lambert.js +4 -1
- package/dist/material/lambert.js.map +1 -1
- package/dist/material/material.js +66 -4
- package/dist/material/material.js.map +1 -1
- package/dist/material/meshmaterial.js +118 -45
- package/dist/material/meshmaterial.js.map +1 -1
- package/dist/material/mixins/lightmodel/blinnphong.js +1 -1
- package/dist/material/mixins/lightmodel/blinnphong.js.map +1 -1
- package/dist/material/mixins/lightmodel/lambert.js +1 -1
- package/dist/material/mixins/lightmodel/lambert.js.map +1 -1
- package/dist/material/mixins/lightmodel/pbrblueprintmixin.js +34 -61
- package/dist/material/mixins/lightmodel/pbrblueprintmixin.js.map +1 -1
- package/dist/material/mixins/lightmodel/pbrmetallicroughness.js +16 -2
- package/dist/material/mixins/lightmodel/pbrmetallicroughness.js.map +1 -1
- package/dist/material/mixins/lightmodel/pbrspecularglossness.js +2 -1
- package/dist/material/mixins/lightmodel/pbrspecularglossness.js.map +1 -1
- package/dist/material/mixins/lit.js +191 -83
- package/dist/material/mixins/lit.js.map +1 -1
- package/dist/material/mixins/pbr/common.js +31 -206
- package/dist/material/mixins/pbr/common.js.map +1 -1
- package/dist/material/mtoon.js +1 -1
- package/dist/material/mtoon.js.map +1 -1
- package/dist/material/pbrmr.js +3 -0
- package/dist/material/pbrmr.js.map +1 -1
- package/dist/material/pbrsg.js +3 -0
- package/dist/material/pbrsg.js.map +1 -1
- package/dist/material/sdf_debug.js +78 -0
- package/dist/material/sdf_debug.js.map +1 -0
- package/dist/material/shader/helper.js +333 -191
- package/dist/material/shader/helper.js.map +1 -1
- package/dist/material/shader/terrain_blend.js +204 -43
- package/dist/material/shader/terrain_blend.js.map +1 -1
- package/dist/material/skin.js +331 -297
- package/dist/material/skin.js.map +1 -1
- package/dist/material/skinprofile.js +1058 -0
- package/dist/material/skinprofile.js.map +1 -0
- package/dist/material/sss.js +353 -0
- package/dist/material/sss.js.map +1 -0
- package/dist/material/sss_kernel.js +265 -0
- package/dist/material/sss_kernel.js.map +1 -0
- package/dist/material/sssprofile.js +879 -0
- package/dist/material/sssprofile.js.map +1 -0
- package/dist/material/subsurfaceprofile.js +4 -8
- package/dist/material/subsurfaceprofile.js.map +1 -1
- package/dist/material/terrain-cm.js +464 -188
- package/dist/material/terrain-cm.js.map +1 -1
- package/dist/material/unlit.js +3 -0
- package/dist/material/unlit.js.map +1 -1
- package/dist/material/water.js +1261 -1438
- package/dist/material/water.js.map +1 -1
- package/dist/node_modules/meshoptimizer/LICENSE +21 -0
- package/dist/node_modules/meshoptimizer/meshopt_decoder.js +197 -0
- package/dist/node_modules/meshoptimizer/meshopt_decoder.js.map +1 -0
- package/dist/node_modules/meshoptimizer/meshopt_simplifier.js +677 -0
- package/dist/node_modules/meshoptimizer/meshopt_simplifier.js.map +1 -0
- package/dist/physics/character.js +226 -0
- package/dist/physics/character.js.map +1 -0
- package/dist/physics/collider.js +209 -0
- package/dist/physics/collider.js.map +1 -0
- package/dist/physics/events.js +79 -0
- package/dist/physics/events.js.map +1 -0
- package/dist/physics/joint.js +272 -0
- package/dist/physics/joint.js.map +1 -0
- package/dist/physics/node_physics.js +234 -0
- package/dist/physics/node_physics.js.map +1 -0
- package/dist/physics/part.js +91 -0
- package/dist/physics/part.js.map +1 -0
- package/dist/physics/rigid_body.js +379 -0
- package/dist/physics/rigid_body.js.map +1 -0
- package/dist/physics/vehicle.js +335 -0
- package/dist/physics/vehicle.js.map +1 -0
- package/dist/physics/world.js +25 -0
- package/dist/physics/world.js.map +1 -0
- package/dist/posteffect/bloom.js +49 -14
- package/dist/posteffect/bloom.js.map +1 -1
- package/dist/posteffect/motionblur.js +106 -106
- package/dist/posteffect/motionblur.js.map +1 -1
- package/dist/posteffect/postsss.js +572 -0
- package/dist/posteffect/postsss.js.map +1 -0
- package/dist/posteffect/sao.js +2 -6
- package/dist/posteffect/sao.js.map +1 -1
- package/dist/posteffect/skinsss.js +605 -355
- package/dist/posteffect/skinsss.js.map +1 -1
- package/dist/posteffect/ssgi.js +91 -162
- package/dist/posteffect/ssgi.js.map +1 -1
- package/dist/posteffect/ssr.js +3 -11
- package/dist/posteffect/ssr.js.map +1 -1
- package/dist/posteffect/sss.js +4 -13
- package/dist/posteffect/sss.js.map +1 -1
- package/dist/posteffect/taa.js +1 -0
- package/dist/posteffect/taa.js.map +1 -1
- package/dist/render/abuffer_oit.js +3 -2
- package/dist/render/abuffer_oit.js.map +1 -1
- package/dist/render/clipmap.js +179 -64
- package/dist/render/clipmap.js.map +1 -1
- package/dist/render/cluster_light.js +958 -224
- package/dist/render/cluster_light.js.map +1 -1
- package/dist/render/cull_visitor.js +25 -5
- package/dist/render/cull_visitor.js.map +1 -1
- package/dist/render/debug_views.js +37 -0
- package/dist/render/debug_views.js.map +1 -0
- package/dist/render/depthpass.js +5 -1
- package/dist/render/depthpass.js.map +1 -1
- package/dist/render/drawable_mixin.js +53 -6
- package/dist/render/drawable_mixin.js.map +1 -1
- package/dist/render/dualdepthpeeling_oit.js +5 -5
- package/dist/render/dualdepthpeeling_oit.js.map +1 -1
- package/dist/render/envlight.js +196 -113
- package/dist/render/envlight.js.map +1 -1
- package/dist/render/fbm_wavegenerator.js +5 -10
- package/dist/render/fbm_wavegenerator.js.map +1 -1
- package/dist/render/fft_wavegenerator.js +247 -157
- package/dist/render/fft_wavegenerator.js.map +1 -1
- package/dist/render/gerstner_wavegenerator.js +16 -38
- package/dist/render/gerstner_wavegenerator.js.map +1 -1
- package/dist/render/gi/probe_volume.js +1334 -0
- package/dist/render/gi/probe_volume.js.map +1 -0
- package/dist/render/gi/scene_gi.js +282 -0
- package/dist/render/gi/scene_gi.js.map +1 -0
- package/dist/render/gi/voxel_atlas.js +198 -0
- package/dist/render/gi/voxel_atlas.js.map +1 -0
- package/dist/render/gi/voxel_lighting.js +652 -0
- package/dist/render/gi/voxel_lighting.js.map +1 -0
- package/dist/render/gi/voxel_scene.js +642 -0
- package/dist/render/gi/voxel_scene.js.map +1 -0
- package/dist/render/gi/voxelize_pass.js +223 -0
- package/dist/render/gi/voxelize_pass.js.map +1 -0
- package/dist/render/globalbindgroup_allocator.js +3 -2
- package/dist/render/globalbindgroup_allocator.js.map +1 -1
- package/dist/render/gpu_picking.js +9 -36
- package/dist/render/gpu_picking.js.map +1 -1
- package/dist/render/instance_culling.js +499 -0
- package/dist/render/instance_culling.js.map +1 -0
- package/dist/render/lightpass.js +19 -8
- package/dist/render/lightpass.js.map +1 -1
- package/dist/render/lod.js +46 -0
- package/dist/render/lod.js.map +1 -0
- package/dist/render/primitive.js +301 -9
- package/dist/render/primitive.js.map +1 -1
- package/dist/render/primitive_readback.js +209 -0
- package/dist/render/primitive_readback.js.map +1 -0
- package/dist/render/render_queue.js +162 -11
- package/dist/render/render_queue.js.map +1 -1
- package/dist/render/renderer.js +10 -7
- package/dist/render/renderer.js.map +1 -1
- package/dist/render/rendergraph/blackboard.js +14 -1
- package/dist/render/rendergraph/blackboard.js.map +1 -1
- package/dist/render/rendergraph/executor.js +136 -0
- package/dist/render/rendergraph/executor.js.map +1 -1
- package/dist/render/rendergraph/forward_plus_builder.js +272 -55
- package/dist/render/rendergraph/forward_plus_builder.js.map +1 -1
- package/dist/render/rendergraph/frame_graph_context.js +41 -0
- package/dist/render/rendergraph/frame_graph_context.js.map +1 -0
- package/dist/render/rendergraph/scene_render_context.js +31 -2
- package/dist/render/rendergraph/scene_render_context.js.map +1 -1
- package/dist/render/rendergraph/types.js.map +1 -1
- package/dist/render/renderpass.js +28 -5
- package/dist/render/renderpass.js.map +1 -1
- package/dist/render/sdf/box_allocator.js +98 -0
- package/dist/render/sdf/box_allocator.js.map +1 -0
- package/dist/render/sdf/global_sdf.js +865 -0
- package/dist/render/sdf/global_sdf.js.map +1 -0
- package/dist/render/sdf/scene_sdf.js +562 -0
- package/dist/render/sdf/scene_sdf.js.map +1 -0
- package/dist/render/sdf/sdf_atlas.js +227 -0
- package/dist/render/sdf/sdf_atlas.js.map +1 -0
- package/dist/render/sdf/sdf_programs.js +42 -0
- package/dist/render/sdf/sdf_programs.js.map +1 -0
- package/dist/render/sdf/sdf_view.js +199 -0
- package/dist/render/sdf/sdf_view.js.map +1 -0
- package/dist/render/sdf/waterline.js +610 -0
- package/dist/render/sdf/waterline.js.map +1 -0
- package/dist/render/shadow_mask_pass.js +142 -25
- package/dist/render/shadow_mask_pass.js.map +1 -1
- package/dist/render/shore_wave_generator.js +1193 -0
- package/dist/render/shore_wave_generator.js.map +1 -0
- package/dist/render/sky.js +516 -86
- package/dist/render/sky.js.map +1 -1
- package/dist/render/transmission_thickness_pass.js +477 -0
- package/dist/render/transmission_thickness_pass.js.map +1 -0
- package/dist/render/underwater.js +58 -158
- package/dist/render/underwater.js.map +1 -1
- package/dist/render/virtualtexture/virtual_texture.js +1214 -0
- package/dist/render/virtualtexture/virtual_texture.js.map +1 -0
- package/dist/render/volumetric_cloud/cloud_common.js +472 -0
- package/dist/render/volumetric_cloud/cloud_common.js.map +1 -0
- package/dist/render/volumetric_cloud/cloud_noise.js +189 -0
- package/dist/render/volumetric_cloud/cloud_noise.js.map +1 -0
- package/dist/render/volumetric_cloud/debug_view.js +131 -0
- package/dist/render/volumetric_cloud/debug_view.js.map +1 -0
- package/dist/render/volumetric_cloud/resources.js +380 -0
- package/dist/render/volumetric_cloud/resources.js.map +1 -0
- package/dist/render/volumetric_cloud/sky_cache.js +380 -0
- package/dist/render/volumetric_cloud/sky_cache.js.map +1 -0
- package/dist/render/volumetric_cloud/volumetric_cloud.js +318 -0
- package/dist/render/volumetric_cloud/volumetric_cloud.js.map +1 -0
- package/dist/render/water_caustics.js +134 -319
- package/dist/render/water_caustics.js.map +1 -1
- package/dist/render/water_foam.js +627 -0
- package/dist/render/water_foam.js.map +1 -0
- package/dist/render/water_interaction.js +1795 -0
- package/dist/render/water_interaction.js.map +1 -0
- package/dist/render/weightedblended_oit.js +3 -3
- package/dist/render/weightedblended_oit.js.map +1 -1
- package/dist/scene/basesprite.js +9 -4
- package/dist/scene/basesprite.js.map +1 -1
- package/dist/scene/batchgroup.js +108 -12
- package/dist/scene/batchgroup.js.map +1 -1
- package/dist/scene/environment.js +28 -7
- package/dist/scene/environment.js.map +1 -1
- package/dist/scene/foliage.js +1020 -0
- package/dist/scene/foliage.js.map +1 -0
- package/dist/scene/foliage_buckets.js +147 -0
- package/dist/scene/foliage_buckets.js.map +1 -0
- package/dist/scene/foliage_mask.js +358 -0
- package/dist/scene/foliage_mask.js.map +1 -0
- package/dist/scene/hair.js +15 -4
- package/dist/scene/hair.js.map +1 -1
- package/dist/scene/light.js +179 -13
- package/dist/scene/light.js.map +1 -1
- package/dist/scene/mesh.js +327 -45
- package/dist/scene/mesh.js.map +1 -1
- package/dist/scene/meshdrawable.js +6 -0
- package/dist/scene/meshdrawable.js.map +1 -1
- package/dist/scene/msdftext.js +9 -3
- package/dist/scene/msdftext.js.map +1 -1
- package/dist/scene/msdftextsprite.js +9 -3
- package/dist/scene/msdftextsprite.js.map +1 -1
- package/dist/scene/particlesys.js +8 -2
- package/dist/scene/particlesys.js.map +1 -1
- package/dist/scene/physics_settings.js +157 -0
- package/dist/scene/physics_settings.js.map +1 -0
- package/dist/scene/scene.js +190 -44
- package/dist/scene/scene.js.map +1 -1
- package/dist/scene/scene_node.js +147 -6
- package/dist/scene/scene_node.js.map +1 -1
- package/dist/scene/terrain-cm/bladegrassmaterial.js +735 -0
- package/dist/scene/terrain-cm/bladegrassmaterial.js.map +1 -0
- package/dist/scene/terrain-cm/grass.js +881 -42
- package/dist/scene/terrain-cm/grass.js.map +1 -1
- package/dist/scene/terrain-cm/grass_gpu.js +929 -0
- package/dist/scene/terrain-cm/grass_gpu.js.map +1 -0
- package/dist/scene/terrain-cm/grassmaterial.js +180 -9
- package/dist/scene/terrain-cm/grassmaterial.js.map +1 -1
- package/dist/scene/terrain-cm/terrain-cm.js +465 -36
- package/dist/scene/terrain-cm/terrain-cm.js.map +1 -1
- package/dist/scene/terrain-cm/terrain_gi_albedo.js +257 -0
- package/dist/scene/terrain-cm/terrain_gi_albedo.js.map +1 -0
- package/dist/scene/terrain-cm/terrain_rvt.js +395 -0
- package/dist/scene/terrain-cm/terrain_rvt.js.map +1 -0
- package/dist/scene/update_queue.js +54 -0
- package/dist/scene/update_queue.js.map +1 -0
- package/dist/scene/water.js +633 -268
- package/dist/scene/water.js.map +1 -1
- package/dist/scene/water_surface_sampler.js +324 -0
- package/dist/scene/water_surface_sampler.js.map +1 -0
- package/dist/scene/wind.js +317 -0
- package/dist/scene/wind.js.map +1 -0
- package/dist/shaders/atmosphere.js +388 -166
- package/dist/shaders/atmosphere.js.map +1 -1
- package/dist/shaders/fog.js +100 -32
- package/dist/shaders/fog.js.map +1 -1
- package/dist/shaders/gi.js +365 -0
- package/dist/shaders/gi.js.map +1 -0
- package/dist/shaders/ltc_rect.js +202 -0
- package/dist/shaders/ltc_rect.js.map +1 -0
- package/dist/shaders/misc.js +1 -10
- package/dist/shaders/misc.js.map +1 -1
- package/dist/shaders/noise.js +5 -1
- package/dist/shaders/noise.js.map +1 -1
- package/dist/shaders/probes.js +309 -0
- package/dist/shaders/probes.js.map +1 -0
- package/dist/shaders/sdf.js +537 -0
- package/dist/shaders/sdf.js.map +1 -0
- package/dist/shaders/shadow.js +104 -70
- package/dist/shaders/shadow.js.map +1 -1
- package/dist/shaders/skin_brdf.js +243 -0
- package/dist/shaders/skin_brdf.js.map +1 -0
- package/dist/shaders/ssgi.js +63 -0
- package/dist/shaders/ssgi.js.map +1 -0
- package/dist/shaders/ssgi_reprojection.js +118 -0
- package/dist/shaders/ssgi_reprojection.js.map +1 -0
- package/dist/shaders/ssr.js +6 -159
- package/dist/shaders/ssr.js.map +1 -1
- package/dist/shaders/temporal.js +38 -27
- package/dist/shaders/temporal.js.map +1 -1
- package/dist/shaders/water.js +32 -82
- package/dist/shaders/water.js.map +1 -1
- package/dist/shaders/water_medium.js +7 -21
- package/dist/shaders/water_medium.js.map +1 -1
- package/dist/shadow/dom.js +110 -19
- package/dist/shadow/dom.js.map +1 -1
- package/dist/shadow/esm.js +3 -3
- package/dist/shadow/esm.js.map +1 -1
- package/dist/shadow/pcf_opt.js +15 -48
- package/dist/shadow/pcf_opt.js.map +1 -1
- package/dist/shadow/pcf_pd.js +15 -53
- package/dist/shadow/pcf_pd.js.map +1 -1
- package/dist/shadow/pcss.js +34 -9
- package/dist/shadow/pcss.js.map +1 -1
- package/dist/shadow/shadow_impl.js +3 -8
- package/dist/shadow/shadow_impl.js.map +1 -1
- package/dist/shadow/shadow_region.js +40 -2
- package/dist/shadow/shadow_region.js.map +1 -1
- package/dist/shadow/shadowmapper.js +93 -53
- package/dist/shadow/shadowmapper.js.map +1 -1
- package/dist/shadow/ssm.js +18 -72
- package/dist/shadow/ssm.js.map +1 -1
- package/dist/shadow/vsm.js +3 -3
- package/dist/shadow/vsm.js.map +1 -1
- package/dist/shapes/shape.js +44 -1
- package/dist/shapes/shape.js.map +1 -1
- package/dist/utility/buoyancy.js +287 -0
- package/dist/utility/buoyancy.js.map +1 -0
- package/dist/utility/physical.js +10 -1
- package/dist/utility/physical.js.map +1 -1
- package/dist/utility/pmrem.js +17 -43
- package/dist/utility/pmrem.js.map +1 -1
- package/dist/utility/sdf/bake.js +435 -0
- package/dist/utility/sdf/bake.js.map +1 -0
- package/dist/utility/sdf/bvh.js +576 -0
- package/dist/utility/sdf/bvh.js.map +1 -0
- package/dist/utility/serialization/manager.js +34 -6
- package/dist/utility/serialization/manager.js.map +1 -1
- package/dist/utility/serialization/scene/animation.js +46 -5
- package/dist/utility/serialization/scene/animation.js.map +1 -1
- package/dist/utility/serialization/scene/batch.js +11 -4
- package/dist/utility/serialization/scene/batch.js.map +1 -1
- package/dist/utility/serialization/scene/camera.js +87 -254
- package/dist/utility/serialization/scene/camera.js.map +1 -1
- package/dist/utility/serialization/scene/cloth.js +25 -0
- package/dist/utility/serialization/scene/cloth.js.map +1 -0
- package/dist/utility/serialization/scene/common.js +14 -6
- package/dist/utility/serialization/scene/common.js.map +1 -1
- package/dist/utility/serialization/scene/foliage.js +821 -0
- package/dist/utility/serialization/scene/foliage.js.map +1 -0
- package/dist/utility/serialization/scene/hair.js +11 -4
- package/dist/utility/serialization/scene/hair.js.map +1 -1
- package/dist/utility/serialization/scene/light.js +115 -7
- package/dist/utility/serialization/scene/light.js.map +1 -1
- package/dist/utility/serialization/scene/material.js +388 -220
- package/dist/utility/serialization/scene/material.js.map +1 -1
- package/dist/utility/serialization/scene/mesh.js +69 -4
- package/dist/utility/serialization/scene/mesh.js.map +1 -1
- package/dist/utility/serialization/scene/node.js +140 -5
- package/dist/utility/serialization/scene/node.js.map +1 -1
- package/dist/utility/serialization/scene/node_physics.js +1318 -0
- package/dist/utility/serialization/scene/node_physics.js.map +1 -0
- package/dist/utility/serialization/scene/particle.js +11 -4
- package/dist/utility/serialization/scene/particle.js.map +1 -1
- package/dist/utility/serialization/scene/physics.js +120 -0
- package/dist/utility/serialization/scene/physics.js.map +1 -0
- package/dist/utility/serialization/scene/primitive.js +124 -10
- package/dist/utility/serialization/scene/primitive.js.map +1 -1
- package/dist/utility/serialization/scene/scene.js +1687 -51
- package/dist/utility/serialization/scene/scene.js.map +1 -1
- package/dist/utility/serialization/scene/sprite.js +11 -4
- package/dist/utility/serialization/scene/sprite.js.map +1 -1
- package/dist/utility/serialization/scene/terrain.js +163 -33
- package/dist/utility/serialization/scene/terrain.js.map +1 -1
- package/dist/utility/serialization/scene/text.js +11 -4
- package/dist/utility/serialization/scene/text.js.map +1 -1
- package/dist/utility/serialization/scene/water.js +1543 -264
- package/dist/utility/serialization/scene/water.js.map +1 -1
- package/dist/utility/serialization/types.js.map +1 -1
- package/dist/utility/shprojector.js +10 -22
- package/dist/utility/shprojector.js.map +1 -1
- package/dist/utility/textures/foam.js +170 -0
- package/dist/utility/textures/foam.js.map +1 -0
- package/dist/utility/textures/ggxlut.js +17 -43
- package/dist/utility/textures/ggxlut.js.map +1 -1
- package/dist/utility/textures/ltcdata.js +4 -4
- package/dist/utility/textures/ltcdata.js.map +1 -1
- package/dist/utility/textures/ltclut.js +16 -6
- package/dist/utility/textures/ltclut.js.map +1 -1
- package/dist/utility/unsupported.js +24 -0
- package/dist/utility/unsupported.js.map +1 -0
- package/dist/values.js +13 -1
- package/dist/values.js.map +1 -1
- package/package.json +25 -12
- package/src/asset/loaders/ktx2/basis/LICENSE +201 -0
- package/src/asset/loaders/ktx2/basis/basis_transcoder.js +2 -0
- package/src/asset/loaders/ktx2/basis/basis_transcoder.wasm +0 -0
- package/src/asset/meshoptimizer/LICENSE +21 -0
- package/dist/animation/joint_dynamics/convex_collider.js +0 -320
- package/dist/animation/joint_dynamics/convex_collider.js.map +0 -1
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-
{"version":3,"file":"light.js","sources":["../../../../src/utility/serialization/scene/light.ts"],"sourcesContent":["import type { BaseLight } from '../../../scene/light';\r\nimport { DirectionalLight, PointLight, PunctualLight, RectLight, SpotLight } from '../../../scene/light';\r\nimport { defineProps, type SerializableClass } from '../types';\r\nimport { AABB, degree2radian, radian2degree, Vector4 } from '@zephyr3d/base';\r\nimport { SceneNode } from '../../../scene';\r\nimport type { ShadowMode } from '../../../shadow';\r\n\r\n/** @internal */\r\nexport function getPunctualLightClass(): SerializableClass {\r\n return {\r\n ctor: PunctualLight,\r\n parent: SceneNode,\r\n name: 'PunctualLight',\r\n getProps() {\r\n return defineProps([\r\n {\r\n name: 'Color',\r\n description: 'Light color',\r\n type: 'rgb',\r\n default: [1, 1, 1],\r\n options: {\r\n animatable: true\r\n },\r\n get(this: PunctualLight, value) {\r\n value.num[0] = this.color.x;\r\n value.num[1] = this.color.y;\r\n value.num[2] = this.color.z;\r\n },\r\n set(this: PunctualLight, value) {\r\n this.color = new Vector4(value.num[0], value.num[1], value.num[2], 1);\r\n }\r\n },\r\n {\r\n name: 'Intensity',\r\n description: 'Light intensity',\r\n type: 'float',\r\n default: 1,\r\n options: {\r\n animatable: true,\r\n minValue: 0,\r\n maxValue: 100\r\n },\r\n get(this: BaseLight, value) {\r\n value.num[0] = this.intensity;\r\n },\r\n set(this: BaseLight, value) {\r\n this.intensity = value.num[0];\r\n },\r\n isHidden(this: BaseLight) {\r\n return this.scene?.lightingMode === 'physical';\r\n }\r\n },\r\n {\r\n name: 'CastShadow',\r\n description: 'if true, the light cast shadows',\r\n type: 'bool',\r\n phase: 0,\r\n default: false,\r\n get(this: PunctualLight, value) {\r\n value.bool[0] = this.castShadow;\r\n },\r\n set(this: PunctualLight, value) {\r\n this.castShadow = value.bool[0];\r\n }\r\n },\r\n {\r\n name: 'ShadowType',\r\n description: 'Which type of shadow this light product',\r\n type: 'string',\r\n phase: 1,\r\n default: 'hard',\r\n options: {\r\n enum: {\r\n labels: [\r\n 'Hard',\r\n 'PCF',\r\n 'PCSS',\r\n 'VSM',\r\n 'ESM',\r\n // Fractional occlusion through hair rather than a binary blocked\r\n // test. WebGPU only, and only meaningful with hair in the scene.\r\n 'DOM (hair)',\r\n 'PCF-OPT (deprecated)',\r\n 'PCF-PD (deprecated)'\r\n ],\r\n values: ['hard', 'pcf', 'pcss', 'vsm', 'esm', 'dom', 'pcf-opt', 'pcf-pd']\r\n }\r\n },\r\n get(this: PunctualLight, value) {\r\n value.str[0] = this.shadow.mode;\r\n },\r\n set(this: PunctualLight, value) {\r\n this.shadow.mode = value.str[0] as ShadowMode;\r\n },\r\n isValid(this: PunctualLight) {\r\n return !!this.castShadow;\r\n }\r\n },\r\n {\r\n name: 'ShadowDistance',\r\n description: 'Maximum shadow distance',\r\n type: 'float',\r\n phase: 1,\r\n default: 2000,\r\n options: {\r\n minValue: 0,\r\n maxValue: 5000\r\n },\r\n get(this: PunctualLight, value) {\r\n value.num[0] = this.shadow.shadowDistance;\r\n },\r\n set(this: PunctualLight, value) {\r\n this.shadow.shadowDistance = value.num[0];\r\n },\r\n isValid(this: PunctualLight) {\r\n return !!this.castShadow;\r\n }\r\n },\r\n {\r\n name: 'ShadowMapSize',\r\n description: 'Shadow map resolution',\r\n phase: 1,\r\n type: 'int',\r\n default: 1024,\r\n options: {\r\n enum: {\r\n labels: ['128x128', '256x256', '512x512', '1024x1024', '2048x2048', '4096x4096'],\r\n values: [128, 256, 512, 1024, 2048, 4096]\r\n }\r\n },\r\n get(this: PunctualLight, value) {\r\n value.num[0] = this.shadow.shadowMapSize;\r\n },\r\n set(this: PunctualLight, value) {\r\n this.shadow.shadowMapSize = value.num[0];\r\n },\r\n isValid(this: PunctualLight) {\r\n return !!this.castShadow;\r\n }\r\n },\r\n {\r\n name: 'ShadowRegion',\r\n description: 'World space AABB, objects inside this AABB can cast shadows',\r\n phase: 1,\r\n type: 'object',\r\n default: null,\r\n options: {\r\n edit: 'aabb',\r\n objectTypes: [AABB]\r\n },\r\n isNullable() {\r\n return true;\r\n },\r\n create(this: PunctualLight) {\r\n const aabb = new AABB();\r\n aabb.beginExtend();\r\n this.scene!.rootNode.iterate((child) => {\r\n if (child.isMesh() || child.isClipmapTerrain() || child.isHair()) {\r\n if (child.castShadow) {\r\n const bbox = child.getWorldBoundingVolume()!.toAABB();\r\n aabb.extend(bbox.minPoint);\r\n aabb.extend(bbox.maxPoint);\r\n }\r\n }\r\n });\r\n if (!aabb.isValid()) {\r\n aabb.minPoint.setXYZ(-1, -1, -1);\r\n aabb.maxPoint.setXYZ(1, 1, 1);\r\n }\r\n return aabb;\r\n },\r\n get(this: PunctualLight, value) {\r\n value.object[0] = this.shadow.shadowRegion.manualRegion;\r\n },\r\n set(this: PunctualLight, value) {\r\n this.shadow.shadowRegion.setRegion(value.object[0] as AABB);\r\n },\r\n isValid(this: PunctualLight) {\r\n return !!this.castShadow && this.isDirectionLight();\r\n }\r\n },\r\n {\r\n name: 'ShadowDepthBias',\r\n description: 'Shadow depth bias',\r\n type: 'float',\r\n phase: 1,\r\n default: 0.5,\r\n options: {\r\n minValue: 0,\r\n maxValue: 5\r\n },\r\n get(this: PunctualLight, value) {\r\n value.num[0] = this.shadow.depthBias;\r\n },\r\n set(this: PunctualLight, value) {\r\n this.shadow.depthBias = value.num[0];\r\n },\r\n isValid(this: PunctualLight) {\r\n return !!this.castShadow;\r\n }\r\n },\r\n {\r\n name: 'ShadowNormalBias',\r\n description: 'Shadow normal bias',\r\n type: 'float',\r\n phase: 1,\r\n default: 0.2,\r\n options: {\r\n minValue: 0,\r\n maxValue: 5\r\n },\r\n get(this: PunctualLight, value) {\r\n value.num[0] = this.shadow.normalBias;\r\n },\r\n set(this: PunctualLight, value) {\r\n this.shadow.normalBias = value.num[0];\r\n },\r\n isValid(this: PunctualLight) {\r\n return !!this.castShadow;\r\n }\r\n },\r\n {\r\n name: 'ShadowNearClip',\r\n description: 'Near clip distance for shadow camera',\r\n type: 'float',\r\n phase: 1,\r\n default: 1,\r\n options: {\r\n minValue: 0.01,\r\n maxValue: 10\r\n },\r\n get(this: PunctualLight, value) {\r\n value.num[0] = this.shadow.nearClip;\r\n },\r\n set(this: PunctualLight, value) {\r\n this.shadow.nearClip = value.num[0];\r\n },\r\n isValid(this: PunctualLight) {\r\n return !!this.castShadow && !this.isDirectionLight();\r\n }\r\n },\r\n {\r\n name: 'ShadowStrength',\r\n description: 'Shadow strength, 0 means disabled and 1 means full effect',\r\n type: 'float',\r\n phase: 1,\r\n default: 1,\r\n options: {\r\n minValue: 0,\r\n maxValue: 1\r\n },\r\n get(this: PunctualLight, value) {\r\n value.num[0] = this.shadow.shadowStrength;\r\n },\r\n set(this: PunctualLight, value) {\r\n this.shadow.shadowStrength = value.num[0];\r\n },\r\n isValid(this: PunctualLight) {\r\n return !!this.castShadow;\r\n }\r\n },\r\n {\r\n name: 'ShadowCascades',\r\n description: 'Cascade count for CSM',\r\n type: 'int',\r\n phase: 1,\r\n default: 1,\r\n options: {\r\n minValue: 1,\r\n maxValue: 4\r\n },\r\n get(this: PunctualLight, value) {\r\n value.num[0] = this.shadow.numShadowCascades;\r\n },\r\n set(this: PunctualLight, value) {\r\n this.shadow.numShadowCascades = value.num[0];\r\n },\r\n isValid(this: PunctualLight) {\r\n return !!this.castShadow;\r\n }\r\n },\r\n {\r\n name: 'DOMLayerDistance',\r\n description:\r\n 'Depth spanned by the deep opacity map layers, in world units along the light. Set it to roughly the thickness of the hair',\r\n phase: 2,\r\n type: 'float',\r\n default: 0.25,\r\n options: { minValue: 0.0001, maxValue: 10 },\r\n get(this: PunctualLight, value) {\r\n value.num[0] = this.shadow.domLayerDistance;\r\n },\r\n set(this: PunctualLight, value) {\r\n this.shadow.domLayerDistance = value.num[0];\r\n },\r\n isValid(this: PunctualLight) {\r\n return !!this.castShadow && this.shadow.mode === 'dom';\r\n }\r\n },\r\n {\r\n name: 'DOMDensity',\r\n description:\r\n 'How strongly accumulated hair coverage attenuates light. Raise it to darken the interior of a groom without moving the layers',\r\n phase: 2,\r\n type: 'float',\r\n default: 1,\r\n options: { minValue: 0, maxValue: 16 },\r\n get(this: PunctualLight, value) {\r\n value.num[0] = this.shadow.domDensity;\r\n },\r\n set(this: PunctualLight, value) {\r\n this.shadow.domDensity = value.num[0];\r\n },\r\n isValid(this: PunctualLight) {\r\n return !!this.castShadow && this.shadow.mode === 'dom';\r\n }\r\n },\r\n {\r\n name: 'DOMFilterSize',\r\n description: 'Width of the deep opacity map sampling kernel, in texels',\r\n phase: 2,\r\n type: 'int',\r\n default: 5,\r\n options: {\r\n enum: {\r\n labels: ['1x1 (off)', '3x3', '5x5', '7x7'],\r\n values: [1, 3, 5, 7]\r\n }\r\n },\r\n get(this: PunctualLight, value) {\r\n value.num[0] = this.shadow.domFilterSize;\r\n },\r\n set(this: PunctualLight, value) {\r\n this.shadow.domFilterSize = value.num[0];\r\n },\r\n isValid(this: PunctualLight) {\r\n return !!this.castShadow && this.shadow.mode === 'dom';\r\n }\r\n },\r\n {\r\n name: 'PCFKernelSize',\r\n description: 'Kernel size for PCF shadow',\r\n phase: 2,\r\n type: 'int',\r\n default: 5,\r\n options: {\r\n enum: {\r\n labels: ['3x3', '5x5', '7x7'],\r\n values: [3, 5, 7]\r\n }\r\n },\r\n get(this: PunctualLight, value) {\r\n value.num[0] = this.shadow.pcfKernelSize;\r\n },\r\n set(this: PunctualLight, value) {\r\n this.shadow.pcfKernelSize = value.num[0];\r\n },\r\n isValid(this: PunctualLight) {\r\n return !!this.castShadow && (this.shadow.mode === 'pcf' || this.shadow.mode === 'pcf-opt');\r\n }\r\n },\r\n {\r\n name: 'PCSSLightRadius',\r\n description: 'Light radius for PCSS shadow',\r\n type: 'float',\r\n phase: 2,\r\n options: {\r\n minValue: 0,\r\n maxValue: 64\r\n },\r\n default: 8,\r\n get(this: PunctualLight, value) {\r\n value.num[0] = this.shadow.pcssLightRadius;\r\n },\r\n set(this: PunctualLight, value) {\r\n this.shadow.pcssLightRadius = value.num[0];\r\n },\r\n isValid(this: PunctualLight) {\r\n return !!this.castShadow && this.shadow.mode === 'pcss';\r\n }\r\n },\r\n {\r\n name: 'PCSSBlockerSampleCount',\r\n description: 'Blocker search sample count for PCSS shadow',\r\n type: 'int',\r\n phase: 2,\r\n options: {\r\n minValue: 1,\r\n maxValue: 64\r\n },\r\n default: 24,\r\n get(this: PunctualLight, value) {\r\n value.num[0] = this.shadow.pcssBlockerSampleCount;\r\n },\r\n set(this: PunctualLight, value) {\r\n this.shadow.pcssBlockerSampleCount = value.num[0];\r\n },\r\n isValid(this: PunctualLight) {\r\n return !!this.castShadow && this.shadow.mode === 'pcss';\r\n }\r\n },\r\n {\r\n name: 'PCSSFilterSampleCount',\r\n description: 'Filter sample count for PCSS shadow',\r\n type: 'int',\r\n phase: 2,\r\n options: {\r\n minValue: 1,\r\n maxValue: 64\r\n },\r\n default: 32,\r\n get(this: PunctualLight, value) {\r\n value.num[0] = this.shadow.pcssFilterSampleCount;\r\n },\r\n set(this: PunctualLight, value) {\r\n this.shadow.pcssFilterSampleCount = value.num[0];\r\n },\r\n isValid(this: PunctualLight) {\r\n return !!this.castShadow && this.shadow.mode === 'pcss';\r\n }\r\n },\r\n {\r\n name: 'PCSSMaxFilterRadius',\r\n description: 'Maximum filter radius for PCSS shadow',\r\n type: 'float',\r\n phase: 2,\r\n options: {\r\n minValue: 1,\r\n maxValue: 128\r\n },\r\n default: 32,\r\n get(this: PunctualLight, value) {\r\n value.num[0] = this.shadow.pcssMaxFilterRadius;\r\n },\r\n set(this: PunctualLight, value) {\r\n this.shadow.pcssMaxFilterRadius = value.num[0];\r\n },\r\n isValid(this: PunctualLight) {\r\n return !!this.castShadow && this.shadow.mode === 'pcss';\r\n }\r\n },\r\n {\r\n name: 'PCSSTemporalJitter',\r\n description: 'If true, rotate PCSS sampling pattern over frames for TAA accumulation',\r\n type: 'bool',\r\n phase: 2,\r\n default: true,\r\n get(this: PunctualLight, value) {\r\n value.bool[0] = this.shadow.pcssTemporalJitter;\r\n },\r\n set(this: PunctualLight, value) {\r\n this.shadow.pcssTemporalJitter = value.bool[0];\r\n },\r\n isValid(this: PunctualLight) {\r\n return !!this.castShadow && this.shadow.mode === 'pcss';\r\n }\r\n },\r\n {\r\n name: 'VSMBlurKernelSize',\r\n description: 'Blur kernel size of VSM shadow',\r\n type: 'int',\r\n phase: 2,\r\n options: {\r\n minValue: 1,\r\n maxValue: 33\r\n },\r\n default: 5,\r\n get(this: PunctualLight, value) {\r\n value.num[0] = this.shadow.vsmBlurKernelSize;\r\n },\r\n set(this: PunctualLight, value) {\r\n this.shadow.vsmBlurKernelSize = value.num[0];\r\n },\r\n isValid(this: PunctualLight) {\r\n return !!this.castShadow && this.shadow.mode === 'vsm';\r\n }\r\n },\r\n {\r\n name: 'VSMBlurRadius',\r\n description: 'Blur radius for VSM shadow',\r\n type: 'float',\r\n phase: 2,\r\n options: {\r\n minValue: 0,\r\n maxValue: 32\r\n },\r\n default: 4,\r\n get(this: PunctualLight, value) {\r\n value.num[0] = this.shadow.vsmBlurRadius;\r\n },\r\n set(this: PunctualLight, value) {\r\n this.shadow.vsmBlurRadius = value.num[0];\r\n },\r\n isValid(this: PunctualLight) {\r\n return !!this.castShadow && this.shadow.mode === 'vsm';\r\n }\r\n },\r\n {\r\n name: 'VSMDarkness',\r\n description: 'Darkness for VSM shadow',\r\n type: 'float',\r\n phase: 2,\r\n options: {\r\n minValue: 0,\r\n maxValue: 1\r\n },\r\n default: 0.5,\r\n get(this: PunctualLight, value) {\r\n value.num[0] = this.shadow.vsmDarkness;\r\n },\r\n set(this: PunctualLight, value) {\r\n this.shadow.vsmDarkness = value.num[0];\r\n },\r\n isValid(this: PunctualLight) {\r\n return !!this.castShadow && this.shadow.mode === 'vsm';\r\n }\r\n },\r\n {\r\n name: 'ESMDepthScale',\r\n description: 'Depth scale value for ESM shadow',\r\n type: 'float',\r\n phase: 2,\r\n options: {\r\n minValue: 1,\r\n maxValue: 2000\r\n },\r\n default: 200,\r\n get(this: PunctualLight, value) {\r\n value.num[0] = this.shadow.esmDepthScale;\r\n },\r\n set(this: PunctualLight, value) {\r\n this.shadow.esmDepthScale = value.num[0];\r\n },\r\n isValid(this: PunctualLight) {\r\n return !!this.castShadow && this.shadow.mode === 'esm';\r\n }\r\n },\r\n {\r\n name: 'ESMBlur',\r\n description: 'If true, enable bluring for ESM shadow',\r\n type: 'bool',\r\n phase: 2,\r\n default: true,\r\n get(this: PunctualLight, value) {\r\n value.bool[0] = this.shadow.esmBlur;\r\n },\r\n set(this: PunctualLight, value) {\r\n this.shadow.esmBlur = value.bool[0];\r\n },\r\n isValid(this: PunctualLight) {\r\n return !!this.castShadow && this.shadow.mode === 'esm';\r\n }\r\n },\r\n {\r\n name: 'ESMLogSpaceBlur',\r\n description: 'If true, enable log space bluring for ESM shadow',\r\n type: 'bool',\r\n phase: 2,\r\n default: true,\r\n get(this: PunctualLight, value) {\r\n value.bool[0] = this.shadow.esmLogSpace;\r\n },\r\n set(this: PunctualLight, value) {\r\n this.shadow.esmLogSpace = value.bool[0];\r\n },\r\n isValid(this: PunctualLight) {\r\n return !!this.castShadow && this.shadow.mode === 'esm';\r\n }\r\n },\r\n {\r\n name: 'ESMBlurKernelSize',\r\n description: 'Blur kernel size for ESM shadow',\r\n type: 'int',\r\n phase: 2,\r\n default: 5,\r\n options: {\r\n minValue: 1,\r\n maxValue: 33\r\n },\r\n get(this: PunctualLight, value) {\r\n value.num[0] = this.shadow.esmBlurKernelSize;\r\n },\r\n set(this: PunctualLight, value) {\r\n this.shadow.esmBlurKernelSize = value.num[0];\r\n },\r\n isValid(this: PunctualLight) {\r\n return !!this.castShadow && this.shadow.mode === 'esm' && this.shadow.esmBlur;\r\n }\r\n },\r\n {\r\n name: 'ESMBlurRadius',\r\n description: 'Blur radius for ESM shadow',\r\n type: 'float',\r\n phase: 2,\r\n default: 4,\r\n options: {\r\n minValue: 0,\r\n maxValue: 32\r\n },\r\n get(this: PunctualLight, value) {\r\n value.num[0] = this.shadow.esmBlurRadius;\r\n },\r\n set(this: PunctualLight, value) {\r\n this.shadow.esmBlurRadius = value.num[0];\r\n },\r\n isValid(this: PunctualLight) {\r\n return !!this.castShadow && this.shadow.mode === 'esm' && this.shadow.esmBlur;\r\n }\r\n }\r\n ]);\r\n }\r\n };\r\n}\r\n\r\n/** @internal */\r\nexport function getDirectionalLightClass(): SerializableClass {\r\n return {\r\n ctor: DirectionalLight,\r\n name: 'DirectionalLight',\r\n parent: PunctualLight,\r\n createFunc(ctx: SceneNode) {\r\n const node = new DirectionalLight(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: 'Illuminance',\r\n description: 'Physical illuminance in lux',\r\n type: 'float',\r\n default: 100000,\r\n options: {\r\n label: 'Illuminance (lux)',\r\n animatable: true,\r\n minValue: 0,\r\n group: 'Physical'\r\n },\r\n get(this: DirectionalLight, value) {\r\n value.num[0] = this.illuminance;\r\n },\r\n set(this: DirectionalLight, value) {\r\n this.illuminance = value.num[0];\r\n },\r\n isHidden(this: DirectionalLight) {\r\n return this.scene?.lightingMode !== 'physical';\r\n }\r\n },\r\n {\r\n name: 'SunLight',\r\n description: 'If true, this light will act as sun light and affect sky atmosphere rendering',\r\n type: 'bool',\r\n default: false,\r\n get(this: DirectionalLight, value) {\r\n value.bool[0] = this.sunLight;\r\n },\r\n set(this: DirectionalLight, value) {\r\n this.sunLight = value.bool[0];\r\n }\r\n }\r\n ]);\r\n }\r\n };\r\n}\r\n\r\n/** @internal */\r\nexport function getPointLightClass(): SerializableClass {\r\n return {\r\n ctor: PointLight,\r\n name: 'PointLight',\r\n parent: PunctualLight,\r\n createFunc(ctx: SceneNode) {\r\n const node = new PointLight(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 // Storage only, never shown: candela is the unit the shader consumes and the only one\r\n // safe to persist, but LuminousPower below is the single field authors edit.\r\n name: 'LuminousIntensity',\r\n description: 'Physical luminous intensity in candela',\r\n type: 'float',\r\n default: 100,\r\n options: {\r\n minValue: 0\r\n },\r\n get(this: PointLight, value) {\r\n value.num[0] = this.luminousIntensity;\r\n },\r\n set(this: PointLight, value) {\r\n this.luminousIntensity = value.num[0];\r\n },\r\n isHidden: () => true\r\n },\r\n {\r\n // The authored field. Non-persistent because LuminousIntensity above is the value of\r\n // record -- saving both would put the same quantity in the scene file twice.\r\n name: 'LuminousPower',\r\n description: 'Physical luminous flux in lumen (4pi x candela)',\r\n type: 'float',\r\n options: {\r\n label: 'Luminous power (lm)',\r\n animatable: true,\r\n minValue: 0,\r\n group: 'Physical'\r\n },\r\n isPersistent: () => false,\r\n get(this: PointLight, value) {\r\n value.num[0] = this.luminousPower;\r\n },\r\n set(this: PointLight, value) {\r\n this.luminousPower = value.num[0];\r\n },\r\n isHidden(this: PointLight) {\r\n return this.scene?.lightingMode !== 'physical';\r\n }\r\n },\r\n {\r\n name: 'Range',\r\n description:\r\n 'Light influence radius in world units. 0 auto-derives it from the physical intensity.',\r\n type: 'float',\r\n default: 10,\r\n options: {\r\n animatable: true,\r\n minValue: 0\r\n },\r\n get(this: PointLight, value) {\r\n value.num[0] = this.range;\r\n },\r\n set(this: PointLight, value) {\r\n this.range = value.num[0];\r\n }\r\n },\r\n {\r\n name: 'DiffuseScale',\r\n description: 'Diffuse light intensity multiplier',\r\n type: 'float',\r\n default: 1,\r\n options: {\r\n animatable: true,\r\n minValue: 0,\r\n maxValue: 10\r\n },\r\n get(this: PointLight, value) {\r\n value.num[0] = this.diffuseScale;\r\n },\r\n set(this: PointLight, value) {\r\n this.diffuseScale = value.num[0];\r\n }\r\n },\r\n {\r\n name: 'SpecularScale',\r\n description: 'Specular light intensity multiplier',\r\n type: 'float',\r\n default: 1,\r\n options: {\r\n animatable: true,\r\n minValue: 0,\r\n maxValue: 10\r\n },\r\n get(this: PointLight, value) {\r\n value.num[0] = this.specularScale;\r\n },\r\n set(this: PointLight, value) {\r\n this.specularScale = value.num[0];\r\n }\r\n },\r\n {\r\n name: 'SourceRadius',\r\n description: 'Apparent radius of the light source for soft shadows and highlights',\r\n type: 'float',\r\n default: 0,\r\n options: {\r\n animatable: true,\r\n minValue: 0,\r\n maxValue: 100\r\n },\r\n get(this: PointLight, value) {\r\n value.num[0] = this.sourceRadius;\r\n },\r\n set(this: PointLight, value) {\r\n this.sourceRadius = value.num[0];\r\n }\r\n }\r\n ]);\r\n }\r\n };\r\n}\r\n\r\n/** @internal */\r\nexport function getSpotLightClass(): SerializableClass {\r\n return {\r\n ctor: SpotLight,\r\n name: 'SpotLight',\r\n parent: PunctualLight,\r\n createFunc(ctx: SceneNode) {\r\n const node = new SpotLight(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 // Storage only, never shown. Persisting candela is also required for correctness here:\r\n // the lumen conversion depends on the outer cone angle, which is a separate property\r\n // applied later in this list, so a persisted lumen value would be converted back against\r\n // the constructor's default angle on load -- silently changing the brightness of every\r\n // spot light whose cone is not 45 degrees.\r\n name: 'LuminousIntensity',\r\n description: 'Physical luminous intensity in candela',\r\n type: 'float',\r\n default: 1000,\r\n options: {\r\n minValue: 0\r\n },\r\n get(this: SpotLight, value) {\r\n value.num[0] = this.luminousIntensity;\r\n },\r\n set(this: SpotLight, value) {\r\n this.luminousIntensity = value.num[0];\r\n },\r\n isHidden: () => true\r\n },\r\n {\r\n // The authored field. See LuminousIntensity above for why it is not the persisted one.\r\n name: 'LuminousPower',\r\n description: 'Physical luminous flux in lumen (2pi(1-cos(outer)) x candela)',\r\n type: 'float',\r\n options: {\r\n label: 'Luminous power (lm)',\r\n animatable: true,\r\n minValue: 0,\r\n group: 'Physical'\r\n },\r\n isPersistent: () => false,\r\n get(this: SpotLight, value) {\r\n value.num[0] = this.luminousPower;\r\n },\r\n set(this: SpotLight, value) {\r\n this.luminousPower = value.num[0];\r\n },\r\n isHidden(this: SpotLight) {\r\n return this.scene?.lightingMode !== 'physical';\r\n }\r\n },\r\n {\r\n name: 'Range',\r\n description:\r\n 'Light influence radius in world units. 0 auto-derives it from the physical intensity.',\r\n type: 'float',\r\n default: 10,\r\n options: {\r\n animatable: true,\r\n minValue: 0\r\n },\r\n get(this: SpotLight, value) {\r\n value.num[0] = this.range;\r\n },\r\n set(this: SpotLight, value) {\r\n this.range = value.num[0];\r\n }\r\n },\r\n {\r\n name: 'BeamAngle',\r\n description: 'Beam angle of cone',\r\n type: 'float',\r\n default: 90,\r\n options: {\r\n animatable: true,\r\n minValue: 0,\r\n maxValue: 180\r\n },\r\n get(this: SpotLight, value) {\r\n value.num[0] = radian2degree(Math.acos(this.cutoff) * 2);\r\n },\r\n set(this: SpotLight, value) {\r\n this.cutoff = Math.cos(degree2radian(value.num[0]) * 0.5);\r\n },\r\n isHidden(this: SpotLight) {\r\n return this.scene?.lightingMode === 'physical';\r\n }\r\n },\r\n {\r\n name: 'PhysicalInnerConeAngle',\r\n description: 'Physical inner cone half-angle in degrees',\r\n type: 'float',\r\n default: 22.5,\r\n options: {\r\n animatable: true,\r\n minValue: 0,\r\n maxValue: 90\r\n },\r\n get(this: SpotLight, value) {\r\n value.num[0] = radian2degree(this.innerConeAngle);\r\n },\r\n set(this: SpotLight, value) {\r\n this.innerConeAngle = degree2radian(value.num[0]);\r\n },\r\n isHidden(this: SpotLight) {\r\n return this.scene?.lightingMode !== 'physical';\r\n }\r\n },\r\n {\r\n name: 'PhysicalOuterConeAngle',\r\n description: 'Physical outer cone half-angle in degrees',\r\n type: 'float',\r\n default: 45,\r\n options: {\r\n animatable: true,\r\n minValue: 0.01,\r\n maxValue: 90\r\n },\r\n get(this: SpotLight, value) {\r\n value.num[0] = radian2degree(this.outerConeAngle);\r\n },\r\n set(this: SpotLight, value) {\r\n this.outerConeAngle = degree2radian(value.num[0]);\r\n },\r\n isHidden(this: SpotLight) {\r\n return this.scene?.lightingMode !== 'physical';\r\n }\r\n }\r\n ]);\r\n }\r\n };\r\n}\r\n\r\n/** @internal */\r\nexport function getRectLightClass(): SerializableClass {\r\n return {\r\n ctor: RectLight,\r\n name: 'RectLight',\r\n parent: PunctualLight,\r\n createFunc(ctx: SceneNode) {\r\n const node = new RectLight(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: 'Luminance',\r\n description: 'Physical luminance in candela per square meter (nit)',\r\n type: 'float',\r\n default: 100,\r\n options: {\r\n label: 'Luminance (nit)',\r\n animatable: true,\r\n minValue: 0,\r\n group: 'Physical'\r\n },\r\n get(this: RectLight, value) {\r\n value.num[0] = this.luminance;\r\n },\r\n set(this: RectLight, value) {\r\n this.luminance = value.num[0];\r\n },\r\n isHidden(this: RectLight) {\r\n return this.scene?.lightingMode !== 'physical';\r\n }\r\n },\r\n {\r\n name: 'Range',\r\n description: 'Light range in world unit',\r\n type: 'float',\r\n default: 10,\r\n options: {\r\n animatable: true,\r\n minValue: 0\r\n },\r\n get(this: RectLight, value) {\r\n value.num[0] = this.range;\r\n },\r\n set(this: RectLight, value) {\r\n this.range = value.num[0];\r\n }\r\n },\r\n {\r\n name: 'Width',\r\n description: 'Width of the light',\r\n type: 'float',\r\n default: 1,\r\n options: {\r\n animatable: true,\r\n minValue: 0,\r\n maxValue: 1000\r\n },\r\n get(this: RectLight, value) {\r\n value.num[0] = this.width;\r\n },\r\n set(this: RectLight, value) {\r\n this.width = 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{"version":3,"file":"light.js","sources":["../../../../src/utility/serialization/scene/light.ts"],"sourcesContent":["import type { BaseLight } from '../../../scene/light';\r\nimport { DirectionalLight, PointLight, PunctualLight, RectLight, SpotLight } from '../../../scene/light';\r\nimport { defineProps, type SerializableClass } from '../types';\r\nimport { AABB, degree2radian, radian2degree, Vector3, Vector4 } from '@zephyr3d/base';\r\nimport { SceneNode } from '../../../scene';\r\nimport type { ShadowMode } from '../../../shadow';\r\nimport { ShadowMapper } from '../../../shadow/shadowmapper';\r\n\r\n/** @internal */\r\nexport function getPunctualLightClass(): SerializableClass {\r\n return {\r\n ctor: PunctualLight,\r\n parent: SceneNode,\r\n name: 'PunctualLight',\r\n getProps() {\r\n return defineProps([\r\n {\r\n name: 'Color',\r\n description: 'Light color',\r\n type: 'rgb',\r\n default: [1, 1, 1],\r\n options: {\r\n animatable: true\r\n },\r\n get(this: PunctualLight, value) {\r\n value.num[0] = this.color.x;\r\n value.num[1] = this.color.y;\r\n value.num[2] = this.color.z;\r\n },\r\n set(this: PunctualLight, value) {\r\n this.color = new Vector4(value.num[0], value.num[1], value.num[2], 1);\r\n }\r\n },\r\n {\r\n name: 'Intensity',\r\n description: 'Light intensity',\r\n type: 'float',\r\n default: 1,\r\n options: {\r\n animatable: true,\r\n minValue: 0,\r\n maxValue: 100\r\n },\r\n get(this: BaseLight, value) {\r\n value.num[0] = this.intensity;\r\n },\r\n set(this: BaseLight, value) {\r\n this.intensity = value.num[0];\r\n },\r\n isHidden(this: BaseLight) {\r\n return this.scene?.lightingMode === 'physical';\r\n }\r\n },\r\n {\r\n name: 'Transmission',\r\n description: 'If true, this light lights subsurface materials from behind. Requires CastShadow',\r\n type: 'bool',\r\n phase: 0,\r\n default: false,\r\n get(this: PunctualLight, value) {\r\n value.bool[0] = this.transmission;\r\n },\r\n set(this: PunctualLight, value) {\r\n this.transmission = value.bool[0];\r\n }\r\n },\r\n {\r\n name: 'CastShadow',\r\n description: 'if true, the light cast shadows',\r\n type: 'bool',\r\n phase: 0,\r\n default: false,\r\n get(this: PunctualLight, value) {\r\n value.bool[0] = this.castShadow;\r\n },\r\n set(this: PunctualLight, value) {\r\n this.castShadow = value.bool[0];\r\n }\r\n },\r\n {\r\n name: 'ShadowType',\r\n description: 'Which type of shadow this light product',\r\n type: 'string',\r\n phase: 1,\r\n default: 'hard',\r\n options: {\r\n enum: {\r\n labels: [\r\n 'Hard',\r\n 'PCF',\r\n 'PCSS',\r\n 'VSM',\r\n 'ESM',\r\n // Fractional occlusion through hair rather than a binary blocked\r\n // test. WebGPU only, and only meaningful with hair in the scene.\r\n 'DOM (hair)',\r\n 'PCF-OPT (deprecated)',\r\n 'PCF-PD (deprecated)'\r\n ],\r\n values: ['hard', 'pcf', 'pcss', 'vsm', 'esm', 'dom', 'pcf-opt', 'pcf-pd']\r\n }\r\n },\r\n get(this: PunctualLight, value) {\r\n value.str[0] = this.shadow.mode;\r\n },\r\n set(this: PunctualLight, value) {\r\n this.shadow.mode = value.str[0] as ShadowMode;\r\n },\r\n isValid(this: PunctualLight) {\r\n return !!this.castShadow;\r\n }\r\n },\r\n {\r\n name: 'ShadowDistance',\r\n description: 'Maximum shadow distance',\r\n type: 'float',\r\n phase: 1,\r\n default: 2000,\r\n options: {\r\n minValue: 0,\r\n maxValue: 5000\r\n },\r\n get(this: PunctualLight, value) {\r\n value.num[0] = this.shadow.shadowDistance;\r\n },\r\n set(this: PunctualLight, value) {\r\n this.shadow.shadowDistance = value.num[0];\r\n },\r\n isValid(this: PunctualLight) {\r\n return !!this.castShadow;\r\n }\r\n },\r\n {\r\n name: 'ShadowMapSize',\r\n description: 'Shadow map resolution',\r\n phase: 1,\r\n type: 'int',\r\n default: 1024,\r\n options: {\r\n enum: {\r\n labels: ['128x128', '256x256', '512x512', '1024x1024', '2048x2048', '4096x4096'],\r\n values: [128, 256, 512, 1024, 2048, 4096]\r\n }\r\n },\r\n get(this: PunctualLight, value) {\r\n value.num[0] = this.shadow.shadowMapSize;\r\n },\r\n set(this: PunctualLight, value) {\r\n this.shadow.shadowMapSize = value.num[0];\r\n },\r\n isValid(this: PunctualLight) {\r\n return !!this.castShadow;\r\n }\r\n },\r\n {\r\n name: 'ShadowRegion',\r\n description: 'World space AABB, objects inside this AABB can cast shadows',\r\n phase: 1,\r\n type: 'object',\r\n default: null,\r\n options: {\r\n edit: 'aabb',\r\n objectTypes: [AABB]\r\n },\r\n isNullable() {\r\n return true;\r\n },\r\n create(this: PunctualLight) {\r\n const aabb = new AABB();\r\n aabb.beginExtend();\r\n this.scene!.rootNode.iterate((child) => {\r\n if (child.isMesh() || child.isClipmapTerrain() || child.isHair()) {\r\n if (child.castShadow) {\r\n const bbox = child.getWorldBoundingVolume()!.toAABB();\r\n aabb.extend(bbox.minPoint);\r\n aabb.extend(bbox.maxPoint);\r\n }\r\n }\r\n });\r\n if (!aabb.isValid()) {\r\n aabb.minPoint.setXYZ(-1, -1, -1);\r\n aabb.maxPoint.setXYZ(1, 1, 1);\r\n }\r\n return aabb;\r\n },\r\n get(this: PunctualLight, value) {\r\n value.object[0] = this.shadow.shadowRegion.manualRegion;\r\n },\r\n set(this: PunctualLight, value) {\r\n this.shadow.shadowRegion.setRegion(value.object[0] as AABB);\r\n },\r\n isValid(this: PunctualLight) {\r\n return !!this.castShadow && this.isDirectionLight();\r\n }\r\n },\r\n {\r\n name: 'ShadowRegionLimit',\r\n description:\r\n 'World space AABB the shadow region never grows past; keeps objects that leave the scene from spreading the shadow map thin',\r\n phase: 1,\r\n type: 'object',\r\n default: null,\r\n options: {\r\n edit: 'aabb',\r\n objectTypes: [AABB]\r\n },\r\n isNullable() {\r\n return true;\r\n },\r\n create(this: PunctualLight) {\r\n const box = this.scene?.boundingBox;\r\n return box?.isValid() ? new AABB(box) : new AABB(new Vector3(-1, -1, -1), new Vector3(1, 1, 1));\r\n },\r\n get(this: PunctualLight, value) {\r\n value.object[0] = this.shadow.shadowRegion.limit;\r\n },\r\n set(this: PunctualLight, value) {\r\n this.shadow.shadowRegion.setLimit(value.object[0] as AABB);\r\n },\r\n isValid(this: PunctualLight) {\r\n return !!this.castShadow && this.isDirectionLight();\r\n }\r\n },\r\n {\r\n name: 'ShadowDepthBias',\r\n description: 'Shadow depth bias',\r\n type: 'float',\r\n phase: 1,\r\n default: 0.5,\r\n options: {\r\n minValue: 0,\r\n maxValue: 5\r\n },\r\n get(this: PunctualLight, value) {\r\n value.num[0] = this.shadow.depthBias;\r\n },\r\n set(this: PunctualLight, value) {\r\n this.shadow.depthBias = value.num[0];\r\n },\r\n isValid(this: PunctualLight) {\r\n return !!this.castShadow;\r\n }\r\n },\r\n {\r\n name: 'ShadowNormalBias',\r\n description: 'Shadow normal bias',\r\n type: 'float',\r\n phase: 1,\r\n default: 0.2,\r\n options: {\r\n minValue: 0,\r\n maxValue: 5\r\n },\r\n get(this: PunctualLight, value) {\r\n value.num[0] = this.shadow.normalBias;\r\n },\r\n set(this: PunctualLight, value) {\r\n this.shadow.normalBias = value.num[0];\r\n },\r\n isValid(this: PunctualLight) {\r\n return !!this.castShadow;\r\n }\r\n },\r\n {\r\n name: 'ShadowNearClip',\r\n description: 'Near clip distance for shadow camera',\r\n type: 'float',\r\n phase: 1,\r\n getDefaultValue(this: PunctualLight) {\r\n return ShadowMapper.getDefaultNearClip(this);\r\n },\r\n options: {\r\n minValue: 0.01,\r\n maxValue: 10\r\n },\r\n get(this: PunctualLight, value) {\r\n value.num[0] = this.shadow.nearClip;\r\n },\r\n set(this: PunctualLight, value) {\r\n this.shadow.nearClip = value.num[0];\r\n },\r\n isValid(this: PunctualLight) {\r\n return !!this.castShadow && !this.isDirectionLight();\r\n }\r\n },\r\n {\r\n name: 'ShadowStrength',\r\n description: 'Shadow strength, 0 means disabled and 1 means full effect',\r\n type: 'float',\r\n phase: 1,\r\n default: 1,\r\n options: {\r\n minValue: 0,\r\n maxValue: 1\r\n },\r\n get(this: PunctualLight, value) {\r\n value.num[0] = this.shadow.shadowStrength;\r\n },\r\n set(this: PunctualLight, value) {\r\n this.shadow.shadowStrength = value.num[0];\r\n },\r\n isValid(this: PunctualLight) {\r\n return !!this.castShadow;\r\n }\r\n },\r\n {\r\n name: 'ShadowCascades',\r\n description: 'Cascade count for CSM',\r\n type: 'int',\r\n phase: 1,\r\n default: 1,\r\n options: {\r\n minValue: 1,\r\n maxValue: 4\r\n },\r\n get(this: PunctualLight, value) {\r\n value.num[0] = this.shadow.numShadowCascades;\r\n },\r\n set(this: PunctualLight, value) {\r\n this.shadow.numShadowCascades = value.num[0];\r\n },\r\n isValid(this: PunctualLight) {\r\n return !!this.castShadow;\r\n }\r\n },\r\n {\r\n name: 'ContactShadowLength',\r\n description:\r\n 'Adds sharp, short shadows where objects touch or sit close to each other, such as feet on the ground or small surface details. Larger values stretch these shadows further from the contact point. 0 turns them off',\r\n type: 'float',\r\n phase: 1,\r\n default: 0,\r\n options: {\r\n minValue: 0,\r\n maxValue: 0.1\r\n },\r\n get(this: PunctualLight, value) {\r\n value.num[0] = this.contactShadowLength;\r\n },\r\n set(this: PunctualLight, value) {\r\n this.contactShadowLength = value.num[0];\r\n },\r\n isValid(this: PunctualLight) {\r\n return !!this.castShadow;\r\n }\r\n },\r\n {\r\n name: 'ContactShadowLengthInWS',\r\n description:\r\n 'If true, the contact shadow length is a fixed world-space distance, so nearby and distant objects get equally long contact shadows. If false, the length follows screen size and distant contact shadows reach further',\r\n type: 'bool',\r\n phase: 1,\r\n default: false,\r\n get(this: PunctualLight, value) {\r\n value.bool[0] = this.contactShadowLengthInWS;\r\n },\r\n set(this: PunctualLight, value) {\r\n this.contactShadowLengthInWS = value.bool[0];\r\n },\r\n isValid(this: PunctualLight) {\r\n return !!this.castShadow;\r\n }\r\n },\r\n {\r\n name: 'ContactShadowIntensity',\r\n description: 'Darkness of the contact shadows, 0 is invisible and 1 is fully dark',\r\n type: 'float',\r\n phase: 1,\r\n default: 1,\r\n options: {\r\n minValue: 0,\r\n maxValue: 1\r\n },\r\n get(this: PunctualLight, value) {\r\n value.num[0] = this.contactShadowCastingIntensity;\r\n },\r\n set(this: PunctualLight, value) {\r\n this.contactShadowCastingIntensity = value.num[0];\r\n },\r\n isValid(this: PunctualLight) {\r\n return !!this.castShadow;\r\n }\r\n },\r\n {\r\n name: 'DOMLayerDistance',\r\n description:\r\n 'Depth spanned by the deep opacity map layers, in world units along the light. Set it to roughly the thickness of the hair',\r\n phase: 2,\r\n type: 'float',\r\n default: 0.25,\r\n options: { minValue: 0.0001, maxValue: 10 },\r\n get(this: PunctualLight, value) {\r\n value.num[0] = this.shadow.domLayerDistance;\r\n },\r\n set(this: PunctualLight, value) {\r\n this.shadow.domLayerDistance = value.num[0];\r\n },\r\n isValid(this: PunctualLight) {\r\n return !!this.castShadow && this.shadow.mode === 'dom';\r\n }\r\n },\r\n {\r\n name: 'DOMDensity',\r\n description:\r\n 'How strongly accumulated hair coverage attenuates light. Raise it to darken the interior of a groom without moving the layers',\r\n phase: 2,\r\n type: 'float',\r\n default: 1,\r\n options: { minValue: 0, maxValue: 16 },\r\n get(this: PunctualLight, value) {\r\n value.num[0] = this.shadow.domDensity;\r\n },\r\n set(this: PunctualLight, value) {\r\n this.shadow.domDensity = value.num[0];\r\n },\r\n isValid(this: PunctualLight) {\r\n return !!this.castShadow && this.shadow.mode === 'dom';\r\n }\r\n },\r\n {\r\n name: 'DOMFilterSize',\r\n description: 'Width of the deep opacity map sampling kernel, in texels',\r\n phase: 2,\r\n type: 'int',\r\n default: 5,\r\n options: {\r\n enum: {\r\n labels: ['1x1 (off)', '3x3', '5x5', '7x7'],\r\n values: [1, 3, 5, 7]\r\n }\r\n },\r\n get(this: PunctualLight, value) {\r\n value.num[0] = this.shadow.domFilterSize;\r\n },\r\n set(this: PunctualLight, value) {\r\n this.shadow.domFilterSize = value.num[0];\r\n },\r\n isValid(this: PunctualLight) {\r\n return !!this.castShadow && this.shadow.mode === 'dom';\r\n }\r\n },\r\n {\r\n name: 'PCFKernelSize',\r\n description: 'Kernel size for PCF shadow',\r\n phase: 2,\r\n type: 'int',\r\n default: 5,\r\n options: {\r\n enum: {\r\n labels: ['3x3', '5x5', '7x7'],\r\n values: [3, 5, 7]\r\n }\r\n },\r\n get(this: PunctualLight, value) {\r\n value.num[0] = this.shadow.pcfKernelSize;\r\n },\r\n set(this: PunctualLight, value) {\r\n this.shadow.pcfKernelSize = value.num[0];\r\n },\r\n isValid(this: PunctualLight) {\r\n return !!this.castShadow && (this.shadow.mode === 'pcf' || this.shadow.mode === 'pcf-opt');\r\n }\r\n },\r\n {\r\n name: 'PCSSLightRadius',\r\n description: 'Light radius for PCSS shadow',\r\n type: 'float',\r\n phase: 2,\r\n options: {\r\n minValue: 0,\r\n maxValue: 64\r\n },\r\n default: 8,\r\n get(this: PunctualLight, value) {\r\n value.num[0] = this.shadow.pcssLightRadius;\r\n },\r\n set(this: PunctualLight, value) {\r\n this.shadow.pcssLightRadius = value.num[0];\r\n },\r\n isValid(this: PunctualLight) {\r\n return !!this.castShadow && this.shadow.mode === 'pcss';\r\n }\r\n },\r\n {\r\n name: 'PCSSBlockerSampleCount',\r\n description: 'Blocker search sample count for PCSS shadow',\r\n type: 'int',\r\n phase: 2,\r\n options: {\r\n minValue: 1,\r\n maxValue: 64\r\n },\r\n default: 24,\r\n get(this: PunctualLight, value) {\r\n value.num[0] = this.shadow.pcssBlockerSampleCount;\r\n },\r\n set(this: PunctualLight, value) {\r\n this.shadow.pcssBlockerSampleCount = value.num[0];\r\n },\r\n isValid(this: PunctualLight) {\r\n return !!this.castShadow && this.shadow.mode === 'pcss';\r\n }\r\n },\r\n {\r\n name: 'PCSSFilterSampleCount',\r\n description: 'Filter sample count for PCSS shadow',\r\n type: 'int',\r\n phase: 2,\r\n options: {\r\n minValue: 1,\r\n maxValue: 64\r\n },\r\n default: 32,\r\n get(this: PunctualLight, value) {\r\n value.num[0] = this.shadow.pcssFilterSampleCount;\r\n },\r\n set(this: PunctualLight, value) {\r\n this.shadow.pcssFilterSampleCount = value.num[0];\r\n },\r\n isValid(this: PunctualLight) {\r\n return !!this.castShadow && this.shadow.mode === 'pcss';\r\n }\r\n },\r\n {\r\n name: 'PCSSMaxFilterRadius',\r\n description: 'Maximum filter radius for PCSS shadow',\r\n type: 'float',\r\n phase: 2,\r\n options: {\r\n minValue: 1,\r\n maxValue: 128\r\n },\r\n default: 32,\r\n get(this: PunctualLight, value) {\r\n value.num[0] = this.shadow.pcssMaxFilterRadius;\r\n },\r\n set(this: PunctualLight, value) {\r\n this.shadow.pcssMaxFilterRadius = value.num[0];\r\n },\r\n isValid(this: PunctualLight) {\r\n return !!this.castShadow && this.shadow.mode === 'pcss';\r\n }\r\n },\r\n {\r\n name: 'PCSSTemporalJitter',\r\n description: 'If true, rotate PCSS sampling pattern over frames for TAA accumulation',\r\n type: 'bool',\r\n phase: 2,\r\n default: true,\r\n get(this: PunctualLight, value) {\r\n value.bool[0] = this.shadow.pcssTemporalJitter;\r\n },\r\n set(this: PunctualLight, value) {\r\n this.shadow.pcssTemporalJitter = value.bool[0];\r\n },\r\n isValid(this: PunctualLight) {\r\n return !!this.castShadow && this.shadow.mode === 'pcss';\r\n }\r\n },\r\n {\r\n name: 'VSMBlurKernelSize',\r\n description: 'Blur kernel size of VSM shadow',\r\n type: 'int',\r\n phase: 2,\r\n options: {\r\n minValue: 1,\r\n maxValue: 33\r\n },\r\n default: 5,\r\n get(this: PunctualLight, value) {\r\n value.num[0] = this.shadow.vsmBlurKernelSize;\r\n },\r\n set(this: PunctualLight, value) {\r\n this.shadow.vsmBlurKernelSize = value.num[0];\r\n },\r\n isValid(this: PunctualLight) {\r\n return !!this.castShadow && this.shadow.mode === 'vsm';\r\n }\r\n },\r\n {\r\n name: 'VSMBlurRadius',\r\n description: 'Blur radius for VSM shadow',\r\n type: 'float',\r\n phase: 2,\r\n options: {\r\n minValue: 0,\r\n maxValue: 32\r\n },\r\n default: 4,\r\n get(this: PunctualLight, value) {\r\n value.num[0] = this.shadow.vsmBlurRadius;\r\n },\r\n set(this: PunctualLight, value) {\r\n this.shadow.vsmBlurRadius = value.num[0];\r\n },\r\n isValid(this: PunctualLight) {\r\n return !!this.castShadow && this.shadow.mode === 'vsm';\r\n }\r\n },\r\n {\r\n name: 'VSMDarkness',\r\n description: 'Darkness for VSM shadow',\r\n type: 'float',\r\n phase: 2,\r\n options: {\r\n minValue: 0,\r\n maxValue: 1\r\n },\r\n default: 0.5,\r\n get(this: PunctualLight, value) {\r\n value.num[0] = this.shadow.vsmDarkness;\r\n },\r\n set(this: PunctualLight, value) {\r\n this.shadow.vsmDarkness = value.num[0];\r\n },\r\n isValid(this: PunctualLight) {\r\n return !!this.castShadow && this.shadow.mode === 'vsm';\r\n }\r\n },\r\n {\r\n name: 'ESMDepthScale',\r\n description: 'Depth scale value for ESM shadow',\r\n type: 'float',\r\n phase: 2,\r\n options: {\r\n minValue: 1,\r\n maxValue: 2000\r\n },\r\n default: 200,\r\n get(this: PunctualLight, value) {\r\n value.num[0] = this.shadow.esmDepthScale;\r\n },\r\n set(this: PunctualLight, value) {\r\n this.shadow.esmDepthScale = value.num[0];\r\n },\r\n isValid(this: PunctualLight) {\r\n return !!this.castShadow && this.shadow.mode === 'esm';\r\n }\r\n },\r\n {\r\n name: 'ESMBlur',\r\n description: 'If true, enable bluring for ESM shadow',\r\n type: 'bool',\r\n phase: 2,\r\n default: true,\r\n get(this: PunctualLight, value) {\r\n value.bool[0] = this.shadow.esmBlur;\r\n },\r\n set(this: PunctualLight, value) {\r\n this.shadow.esmBlur = value.bool[0];\r\n },\r\n isValid(this: PunctualLight) {\r\n return !!this.castShadow && this.shadow.mode === 'esm';\r\n }\r\n },\r\n {\r\n name: 'ESMLogSpaceBlur',\r\n description: 'If true, enable log space bluring for ESM shadow',\r\n type: 'bool',\r\n phase: 2,\r\n default: true,\r\n get(this: PunctualLight, value) {\r\n value.bool[0] = this.shadow.esmLogSpace;\r\n },\r\n set(this: PunctualLight, value) {\r\n this.shadow.esmLogSpace = value.bool[0];\r\n },\r\n isValid(this: PunctualLight) {\r\n return !!this.castShadow && this.shadow.mode === 'esm';\r\n }\r\n },\r\n {\r\n name: 'ESMBlurKernelSize',\r\n description: 'Blur kernel size for ESM shadow',\r\n type: 'int',\r\n phase: 2,\r\n default: 5,\r\n options: {\r\n minValue: 1,\r\n maxValue: 33\r\n },\r\n get(this: PunctualLight, value) {\r\n value.num[0] = this.shadow.esmBlurKernelSize;\r\n },\r\n set(this: PunctualLight, value) {\r\n this.shadow.esmBlurKernelSize = value.num[0];\r\n },\r\n isValid(this: PunctualLight) {\r\n return !!this.castShadow && this.shadow.mode === 'esm' && this.shadow.esmBlur;\r\n }\r\n },\r\n {\r\n name: 'ESMBlurRadius',\r\n description: 'Blur radius for ESM shadow',\r\n type: 'float',\r\n phase: 2,\r\n default: 4,\r\n options: {\r\n minValue: 0,\r\n maxValue: 32\r\n },\r\n get(this: PunctualLight, value) {\r\n value.num[0] = this.shadow.esmBlurRadius;\r\n },\r\n set(this: PunctualLight, value) {\r\n this.shadow.esmBlurRadius = value.num[0];\r\n },\r\n isValid(this: PunctualLight) {\r\n return !!this.castShadow && this.shadow.mode === 'esm' && this.shadow.esmBlur;\r\n }\r\n }\r\n ]);\r\n }\r\n };\r\n}\r\n\r\n/** @internal */\r\nexport function getDirectionalLightClass(): SerializableClass {\r\n return {\r\n ctor: DirectionalLight,\r\n name: 'DirectionalLight',\r\n parent: PunctualLight,\r\n createFunc(ctx: SceneNode) {\r\n const node = new DirectionalLight(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: 'Illuminance',\r\n description: 'Physical illuminance in lux',\r\n type: 'float',\r\n default: 100000,\r\n options: {\r\n label: 'Illuminance (lux)',\r\n animatable: true,\r\n minValue: 0,\r\n group: 'Physical'\r\n },\r\n get(this: DirectionalLight, value) {\r\n value.num[0] = this.illuminance;\r\n },\r\n set(this: DirectionalLight, value) {\r\n this.illuminance = value.num[0];\r\n },\r\n isHidden(this: DirectionalLight) {\r\n return this.scene?.lightingMode !== 'physical';\r\n }\r\n },\r\n {\r\n name: 'SunLight',\r\n description: 'If true, this light will act as sun light and affect sky atmosphere rendering',\r\n type: 'bool',\r\n default: false,\r\n get(this: DirectionalLight, value) {\r\n value.bool[0] = this.sunLight;\r\n },\r\n set(this: DirectionalLight, value) {\r\n this.sunLight = value.bool[0];\r\n }\r\n }\r\n ]);\r\n }\r\n };\r\n}\r\n\r\n/** @internal */\r\nexport function getPointLightClass(): SerializableClass {\r\n return {\r\n ctor: PointLight,\r\n name: 'PointLight',\r\n parent: PunctualLight,\r\n createFunc(ctx: SceneNode) {\r\n const node = new PointLight(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 // Storage only, never shown: candela is the unit the shader consumes and the only one\r\n // safe to persist, but LuminousPower below is the single field authors edit.\r\n name: 'LuminousIntensity',\r\n description: 'Physical luminous intensity in candela',\r\n type: 'float',\r\n default: 100,\r\n options: {\r\n minValue: 0\r\n },\r\n get(this: PointLight, value) {\r\n value.num[0] = this.luminousIntensity;\r\n },\r\n set(this: PointLight, value) {\r\n this.luminousIntensity = value.num[0];\r\n },\r\n isHidden: () => true\r\n },\r\n {\r\n // The authored field. Non-persistent because LuminousIntensity above is the value of\r\n // record -- saving both would put the same quantity in the scene file twice.\r\n name: 'LuminousPower',\r\n description: 'Physical luminous flux in lumen (4pi x candela)',\r\n type: 'float',\r\n options: {\r\n label: 'Luminous power (lm)',\r\n animatable: true,\r\n minValue: 0,\r\n group: 'Physical'\r\n },\r\n isPersistent: () => false,\r\n get(this: PointLight, value) {\r\n value.num[0] = this.luminousPower;\r\n },\r\n set(this: PointLight, value) {\r\n this.luminousPower = value.num[0];\r\n },\r\n isHidden(this: PointLight) {\r\n return this.scene?.lightingMode !== 'physical';\r\n }\r\n },\r\n {\r\n name: 'Range',\r\n description:\r\n 'Light influence radius in world units. 0 auto-derives it from the physical intensity.',\r\n type: 'float',\r\n default: 10,\r\n options: {\r\n animatable: true,\r\n minValue: 0\r\n },\r\n get(this: PointLight, value) {\r\n value.num[0] = this.range;\r\n },\r\n set(this: PointLight, value) {\r\n this.range = value.num[0];\r\n }\r\n },\r\n {\r\n name: 'DiffuseScale',\r\n description: 'Diffuse light intensity multiplier',\r\n type: 'float',\r\n default: 1,\r\n options: {\r\n animatable: true,\r\n minValue: 0,\r\n maxValue: 10\r\n },\r\n get(this: PointLight, value) {\r\n value.num[0] = this.diffuseScale;\r\n },\r\n set(this: PointLight, value) {\r\n this.diffuseScale = value.num[0];\r\n }\r\n },\r\n {\r\n name: 'SpecularScale',\r\n description: 'Specular light intensity multiplier',\r\n type: 'float',\r\n default: 1,\r\n options: {\r\n animatable: true,\r\n minValue: 0,\r\n maxValue: 10\r\n },\r\n get(this: PointLight, value) {\r\n value.num[0] = this.specularScale;\r\n },\r\n set(this: PointLight, value) {\r\n this.specularScale = value.num[0];\r\n }\r\n },\r\n {\r\n name: 'SourceRadius',\r\n description: 'Apparent radius of the light source for soft shadows and highlights',\r\n type: 'float',\r\n default: 0,\r\n options: {\r\n animatable: true,\r\n minValue: 0,\r\n maxValue: 100\r\n },\r\n get(this: PointLight, value) {\r\n value.num[0] = this.sourceRadius;\r\n },\r\n set(this: PointLight, value) {\r\n this.sourceRadius = value.num[0];\r\n }\r\n }\r\n ]);\r\n }\r\n };\r\n}\r\n\r\n/** @internal */\r\nexport function getSpotLightClass(): SerializableClass {\r\n return {\r\n ctor: SpotLight,\r\n name: 'SpotLight',\r\n parent: PunctualLight,\r\n createFunc(ctx: SceneNode) {\r\n const node = new SpotLight(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 // Storage only, never shown. Persisting candela is also required for correctness here:\r\n // the lumen conversion depends on the outer cone angle, which is a separate property\r\n // applied later in this list, so a persisted lumen value would be converted back against\r\n // the constructor's default angle on load -- silently changing the brightness of every\r\n // spot light whose cone is not 45 degrees.\r\n name: 'LuminousIntensity',\r\n description: 'Physical luminous intensity in candela',\r\n type: 'float',\r\n default: 1000,\r\n options: {\r\n minValue: 0\r\n },\r\n get(this: SpotLight, value) {\r\n value.num[0] = this.luminousIntensity;\r\n },\r\n set(this: SpotLight, value) {\r\n this.luminousIntensity = value.num[0];\r\n },\r\n isHidden: () => true\r\n },\r\n {\r\n // The authored field. See LuminousIntensity above for why it is not the persisted one.\r\n name: 'LuminousPower',\r\n description: 'Physical luminous flux in lumen (2pi(1-cos(outer)) x candela)',\r\n type: 'float',\r\n options: {\r\n label: 'Luminous power (lm)',\r\n animatable: true,\r\n minValue: 0,\r\n group: 'Physical'\r\n },\r\n isPersistent: () => false,\r\n get(this: SpotLight, value) {\r\n value.num[0] = this.luminousPower;\r\n },\r\n set(this: SpotLight, value) {\r\n this.luminousPower = value.num[0];\r\n },\r\n isHidden(this: SpotLight) {\r\n return this.scene?.lightingMode !== 'physical';\r\n }\r\n },\r\n {\r\n name: 'Range',\r\n description:\r\n 'Light influence radius in world units. 0 auto-derives it from the physical intensity.',\r\n type: 'float',\r\n default: 10,\r\n options: {\r\n animatable: true,\r\n minValue: 0\r\n },\r\n get(this: SpotLight, value) {\r\n value.num[0] = this.range;\r\n },\r\n set(this: SpotLight, value) {\r\n this.range = value.num[0];\r\n }\r\n },\r\n {\r\n name: 'BeamAngle',\r\n description: 'Beam angle of cone',\r\n type: 'float',\r\n default: 90,\r\n options: {\r\n animatable: true,\r\n minValue: 0,\r\n maxValue: 180\r\n },\r\n get(this: SpotLight, value) {\r\n value.num[0] = radian2degree(Math.acos(this.cutoff) * 2);\r\n },\r\n set(this: SpotLight, value) {\r\n this.cutoff = Math.cos(degree2radian(value.num[0]) * 0.5);\r\n },\r\n isHidden(this: SpotLight) {\r\n return this.scene?.lightingMode === 'physical';\r\n }\r\n },\r\n {\r\n name: 'PhysicalInnerConeAngle',\r\n description: 'Physical inner cone half-angle in degrees',\r\n type: 'float',\r\n default: 22.5,\r\n options: {\r\n animatable: true,\r\n minValue: 0,\r\n maxValue: 90\r\n },\r\n get(this: SpotLight, value) {\r\n value.num[0] = radian2degree(this.innerConeAngle);\r\n },\r\n set(this: SpotLight, value) {\r\n this.innerConeAngle = degree2radian(value.num[0]);\r\n },\r\n isHidden(this: SpotLight) {\r\n return this.scene?.lightingMode !== 'physical';\r\n }\r\n },\r\n {\r\n name: 'PhysicalOuterConeAngle',\r\n description: 'Physical outer cone half-angle in degrees',\r\n type: 'float',\r\n default: 45,\r\n options: {\r\n animatable: true,\r\n minValue: 0.01,\r\n maxValue: 90\r\n },\r\n get(this: SpotLight, value) {\r\n value.num[0] = radian2degree(this.outerConeAngle);\r\n },\r\n set(this: SpotLight, value) {\r\n this.outerConeAngle = degree2radian(value.num[0]);\r\n },\r\n isHidden(this: SpotLight) {\r\n return this.scene?.lightingMode !== 'physical';\r\n }\r\n }\r\n ]);\r\n }\r\n };\r\n}\r\n\r\n/** @internal */\r\nexport function getRectLightClass(): SerializableClass {\r\n return {\r\n ctor: RectLight,\r\n name: 'RectLight',\r\n parent: PunctualLight,\r\n createFunc(ctx: SceneNode) {\r\n const node = new RectLight(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: 'Luminance',\r\n description: 'Physical luminance in candela per square meter (nit)',\r\n type: 'float',\r\n default: 100,\r\n options: {\r\n label: 'Luminance (nit)',\r\n animatable: true,\r\n minValue: 0,\r\n group: 'Physical'\r\n },\r\n get(this: RectLight, value) {\r\n value.num[0] = this.luminance;\r\n },\r\n set(this: RectLight, value) {\r\n this.luminance = value.num[0];\r\n },\r\n isHidden(this: RectLight) {\r\n return this.scene?.lightingMode !== 'physical';\r\n }\r\n },\r\n {\r\n name: 'Range',\r\n description: 'How far the light reaches, in world units; 0 derives it from the brightness and size',\r\n type: 'float',\r\n default: 10,\r\n options: {\r\n animatable: true,\r\n minValue: 0\r\n },\r\n get(this: RectLight, value) {\r\n value.num[0] = this.range;\r\n },\r\n set(this: RectLight, value) {\r\n this.range = value.num[0];\r\n }\r\n },\r\n {\r\n name: 'Width',\r\n description: 'Width of the light',\r\n type: 'float',\r\n default: 1,\r\n options: {\r\n animatable: true,\r\n minValue: 0,\r\n maxValue: 1000\r\n },\r\n get(this: RectLight, value) {\r\n value.num[0] = this.width;\r\n },\r\n 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