@zephyr3d/scene 0.9.3 → 0.9.4

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (129) hide show
  1. package/dist/animation/spring/spring_particle.js +4 -4
  2. package/dist/animation/spring/spring_particle.js.map +1 -1
  3. package/dist/app/engine.js +119 -71
  4. package/dist/app/engine.js.map +1 -1
  5. package/dist/asset/assetmanager.js +296 -244
  6. package/dist/asset/assetmanager.js.map +1 -1
  7. package/dist/asset/loaders/gltf/gltf_loader.js +1 -0
  8. package/dist/asset/loaders/gltf/gltf_loader.js.map +1 -1
  9. package/dist/asset/model.js +57 -57
  10. package/dist/asset/model.js.map +1 -1
  11. package/dist/index.d.ts +684 -33
  12. package/dist/index.js +10 -1
  13. package/dist/index.js.map +1 -1
  14. package/dist/material/material.js +1 -1
  15. package/dist/material/material.js.map +1 -1
  16. package/dist/material/msdf_text.js +180 -0
  17. package/dist/material/msdf_text.js.map +1 -0
  18. package/dist/material/msdf_text_sprite.js +64 -0
  19. package/dist/material/msdf_text_sprite.js.map +1 -0
  20. package/dist/material/pbrblueprint.js +123 -108
  21. package/dist/material/pbrblueprint.js.map +1 -1
  22. package/dist/material/shader/helper.js +277 -277
  23. package/dist/material/shader/helper.js.map +1 -1
  24. package/dist/material/sprite_sdf.js +106 -0
  25. package/dist/material/sprite_sdf.js.map +1 -0
  26. package/dist/posteffect/ssr.js +1 -0
  27. package/dist/posteffect/ssr.js.map +1 -1
  28. package/dist/render/abuffer_oit.js +1 -0
  29. package/dist/render/abuffer_oit.js.map +1 -1
  30. package/dist/render/cluster_light.js.map +1 -1
  31. package/dist/render/cull_visitor.js +28 -0
  32. package/dist/render/cull_visitor.js.map +1 -1
  33. package/dist/render/drawable.js.map +1 -1
  34. package/dist/render/drawable_mixin.js +1 -0
  35. package/dist/render/drawable_mixin.js.map +1 -1
  36. package/dist/render/fbm_wavegenerator.js +1 -0
  37. package/dist/render/fbm_wavegenerator.js.map +1 -1
  38. package/dist/render/gerstner_wavegenerator.js +1 -0
  39. package/dist/render/gerstner_wavegenerator.js.map +1 -1
  40. package/dist/render/globalbindgroup_allocator.js +1 -0
  41. package/dist/render/globalbindgroup_allocator.js.map +1 -1
  42. package/dist/render/render_queue.js +1 -0
  43. package/dist/render/render_queue.js.map +1 -1
  44. package/dist/scene/basesprite.js +1 -5
  45. package/dist/scene/basesprite.js.map +1 -1
  46. package/dist/scene/batchgroup.js +29 -17
  47. package/dist/scene/batchgroup.js.map +1 -1
  48. package/dist/scene/environment.js +1 -0
  49. package/dist/scene/environment.js.map +1 -1
  50. package/dist/scene/mesh.js +86 -87
  51. package/dist/scene/mesh.js.map +1 -1
  52. package/dist/scene/meshdrawable.js +96 -0
  53. package/dist/scene/meshdrawable.js.map +1 -0
  54. package/dist/scene/msdftext.js +341 -0
  55. package/dist/scene/msdftext.js.map +1 -0
  56. package/dist/scene/msdftextsprite.js +349 -0
  57. package/dist/scene/msdftextsprite.js.map +1 -0
  58. package/dist/scene/particlesys.js +1 -0
  59. package/dist/scene/particlesys.js.map +1 -1
  60. package/dist/scene/scene.js +1 -0
  61. package/dist/scene/scene.js.map +1 -1
  62. package/dist/scene/scene_node.js +234 -228
  63. package/dist/scene/scene_node.js.map +1 -1
  64. package/dist/scene/sdftextsprite.js +322 -0
  65. package/dist/scene/sdftextsprite.js.map +1 -0
  66. package/dist/scene/terrain-cm/grass.js +1 -0
  67. package/dist/scene/terrain-cm/grass.js.map +1 -1
  68. package/dist/scene/terrain-cm/grassmaterial.js +1 -0
  69. package/dist/scene/terrain-cm/grassmaterial.js.map +1 -1
  70. package/dist/scene/terrain-cm/terrain-cm.js +1 -0
  71. package/dist/scene/terrain-cm/terrain-cm.js.map +1 -1
  72. package/dist/scene/textsprite.js +120 -0
  73. package/dist/scene/textsprite.js.map +1 -0
  74. package/dist/scene/water.js +1 -0
  75. package/dist/scene/water.js.map +1 -1
  76. package/dist/shadow/shader.js +1 -0
  77. package/dist/shadow/shader.js.map +1 -1
  78. package/dist/text/font/font_asset.js +884 -0
  79. package/dist/text/font/font_asset.js.map +1 -0
  80. package/dist/text/font/sfnt_reader.js +43 -0
  81. package/dist/text/font/sfnt_reader.js.map +1 -0
  82. package/dist/text/msdf/generator.js +417 -0
  83. package/dist/text/msdf/generator.js.map +1 -0
  84. package/dist/text/msdf/shape.js +143 -0
  85. package/dist/text/msdf/shape.js.map +1 -0
  86. package/dist/text/runtime/msdf_glyph_atlas.js +146 -0
  87. package/dist/text/runtime/msdf_glyph_atlas.js.map +1 -0
  88. package/dist/text/runtime/msdf_text_atlas_manager.js +47 -0
  89. package/dist/text/runtime/msdf_text_atlas_manager.js.map +1 -0
  90. package/dist/text/runtime/text_layout.js +96 -0
  91. package/dist/text/runtime/text_layout.js.map +1 -0
  92. package/dist/utility/blueprint/material/inputs.js +1275 -1091
  93. package/dist/utility/blueprint/material/inputs.js.map +1 -1
  94. package/dist/utility/blueprint/material/ir.js +16 -1
  95. package/dist/utility/blueprint/material/ir.js.map +1 -1
  96. package/dist/utility/blueprint/material/pbr.js +32 -0
  97. package/dist/utility/blueprint/material/pbr.js.map +1 -1
  98. package/dist/utility/serialization/manager.js +321 -277
  99. package/dist/utility/serialization/manager.js.map +1 -1
  100. package/dist/utility/serialization/scene/animation.js +2 -0
  101. package/dist/utility/serialization/scene/animation.js.map +1 -1
  102. package/dist/utility/serialization/scene/batch.js +2 -0
  103. package/dist/utility/serialization/scene/batch.js.map +1 -1
  104. package/dist/utility/serialization/scene/camera.js +2 -0
  105. package/dist/utility/serialization/scene/camera.js.map +1 -1
  106. package/dist/utility/serialization/scene/light.js +2 -0
  107. package/dist/utility/serialization/scene/light.js.map +1 -1
  108. package/dist/utility/serialization/scene/material.js +1 -0
  109. package/dist/utility/serialization/scene/material.js.map +1 -1
  110. package/dist/utility/serialization/scene/mesh.js +2 -0
  111. package/dist/utility/serialization/scene/mesh.js.map +1 -1
  112. package/dist/utility/serialization/scene/node.js +2 -0
  113. package/dist/utility/serialization/scene/node.js.map +1 -1
  114. package/dist/utility/serialization/scene/particle.js +2 -0
  115. package/dist/utility/serialization/scene/particle.js.map +1 -1
  116. package/dist/utility/serialization/scene/primitive.js +1 -0
  117. package/dist/utility/serialization/scene/primitive.js.map +1 -1
  118. package/dist/utility/serialization/scene/sprite.js +2 -0
  119. package/dist/utility/serialization/scene/sprite.js.map +1 -1
  120. package/dist/utility/serialization/scene/terrain.js +2 -0
  121. package/dist/utility/serialization/scene/terrain.js.map +1 -1
  122. package/dist/utility/serialization/scene/text.js +516 -0
  123. package/dist/utility/serialization/scene/text.js.map +1 -0
  124. package/dist/utility/serialization/scene/water.js +2 -0
  125. package/dist/utility/serialization/scene/water.js.map +1 -1
  126. package/dist/utility/serialization/types.js.map +1 -1
  127. package/dist/values.js +48 -48
  128. package/dist/values.js.map +1 -1
  129. package/package.json +3 -3
@@ -0,0 +1,341 @@
1
+ import { Vector2, Vector3 } from '@zephyr3d/base';
2
+ import { BoundingBox } from '../utility/bounding_volume.js';
3
+ import { getEngine } from '../app/api.js';
4
+ import '../values.js';
5
+ import '../render/render_queue.js';
6
+ import { Primitive } from '../render/primitive.js';
7
+ import '@zephyr3d/device';
8
+ import '../material/shader/helper.js';
9
+ import '../material/lambert.js';
10
+ import '../material/blinn.js';
11
+ import '../material/unlit.js';
12
+ import '../material/particle.js';
13
+ import '../material/meshmaterial.js';
14
+ import '../material/grassmaterial.js';
15
+ import '../material/terrain-cm.js';
16
+ import '../material/pbrmr.js';
17
+ import '../material/pbrsg.js';
18
+ import '../material/pbrblueprint.js';
19
+ import '../material/sprite.js';
20
+ import '../material/sprite_std.js';
21
+ import { MSDFTextMaterial } from '../material/msdf_text.js';
22
+ import '../utility/blueprint/material/texture.js';
23
+ import '../render/rendergraph/forward_plus_builder.js';
24
+ import '../render/sky.js';
25
+ import '../render/clipmap.js';
26
+ import '../shaders/atmosphere.js';
27
+ import { layoutText } from '../text/runtime/text_layout.js';
28
+ import { MeshDrawable } from './meshdrawable.js';
29
+ import { GraphNode } from './graph_node.js';
30
+
31
+ /**
32
+ * Billboard MSDF text node.
33
+ *
34
+ * @public
35
+ */ class MSDFText extends GraphNode {
36
+ _fontAsset;
37
+ _atlas;
38
+ _castShadow;
39
+ _text;
40
+ _fontSize;
41
+ _maxWidth;
42
+ _textAlign;
43
+ _anchor;
44
+ _color;
45
+ _outlineWidth;
46
+ _outlineColor;
47
+ _pageBatches;
48
+ constructor(scene){
49
+ super(scene);
50
+ this._castShadow = false;
51
+ this._fontAsset = null;
52
+ this._atlas = null;
53
+ this._text = '';
54
+ this._fontSize = 32;
55
+ this._maxWidth = 0;
56
+ this._textAlign = 'left';
57
+ this._anchor = new Vector2(0.5, 0.5);
58
+ this._color = new Vector3(1, 1, 1);
59
+ this._outlineWidth = 0;
60
+ this._outlineColor = new Vector3(0, 0, 0);
61
+ this._pageBatches = [];
62
+ this.scene.queueUpdateNode(this);
63
+ }
64
+ get castShadow() {
65
+ return this._castShadow;
66
+ }
67
+ set castShadow(value) {
68
+ this._castShadow = value;
69
+ }
70
+ get fontAsset() {
71
+ return this._fontAsset;
72
+ }
73
+ set fontAsset(font) {
74
+ if (this._fontAsset !== font) {
75
+ this._fontAsset = font;
76
+ this._atlas = font ? getEngine().msdfTextAtlasManager.getAtlas(font) : null;
77
+ this.scene.queueUpdateNode(this);
78
+ }
79
+ }
80
+ get text() {
81
+ return this._text;
82
+ }
83
+ set text(value) {
84
+ if (this._text !== value) {
85
+ this._text = value ?? '';
86
+ this.scene.queueUpdateNode(this);
87
+ }
88
+ }
89
+ get fontSize() {
90
+ return this._fontSize;
91
+ }
92
+ set fontSize(value) {
93
+ if (this._fontSize !== value) {
94
+ this._fontSize = Math.max(1, value);
95
+ this.scene.queueUpdateNode(this);
96
+ }
97
+ }
98
+ get maxWidth() {
99
+ return this._maxWidth;
100
+ }
101
+ set maxWidth(value) {
102
+ if (this._maxWidth !== value) {
103
+ this._maxWidth = Math.max(0, value);
104
+ this.scene.queueUpdateNode(this);
105
+ }
106
+ }
107
+ get textAlign() {
108
+ return this._textAlign;
109
+ }
110
+ set textAlign(value) {
111
+ if (this._textAlign !== value) {
112
+ this._textAlign = value;
113
+ this.scene.queueUpdateNode(this);
114
+ }
115
+ }
116
+ get anchorX() {
117
+ return this._anchor.x;
118
+ }
119
+ set anchorX(value) {
120
+ if (this._anchor.x !== value) {
121
+ this._anchor.x = value;
122
+ this.scene.queueUpdateNode(this);
123
+ this.invalidateWorldBoundingVolume(false);
124
+ }
125
+ }
126
+ get anchorY() {
127
+ return this._anchor.y;
128
+ }
129
+ set anchorY(value) {
130
+ if (this._anchor.y !== value) {
131
+ this._anchor.y = value;
132
+ this.scene.queueUpdateNode(this);
133
+ this.invalidateWorldBoundingVolume(false);
134
+ }
135
+ }
136
+ get anchor() {
137
+ return this._anchor;
138
+ }
139
+ set anchor(value) {
140
+ if (!this._anchor.equalsTo(value)) {
141
+ this._anchor.set(value);
142
+ this.scene.queueUpdateNode(this);
143
+ this.invalidateWorldBoundingVolume(false);
144
+ }
145
+ }
146
+ get textColor() {
147
+ return this._color;
148
+ }
149
+ set textColor(value) {
150
+ if (!this._color.equalsTo(value)) {
151
+ this._color.set(value);
152
+ for (const batch of this._pageBatches){
153
+ batch.material.textColor = value;
154
+ }
155
+ }
156
+ }
157
+ get outlineWidth() {
158
+ return this._outlineWidth;
159
+ }
160
+ set outlineWidth(value) {
161
+ if (this._outlineWidth !== value) {
162
+ this._outlineWidth = value;
163
+ for (const batch of this._pageBatches){
164
+ batch.material.outlineWidth = value;
165
+ }
166
+ }
167
+ }
168
+ get outlineColor() {
169
+ return this._outlineColor;
170
+ }
171
+ set outlineColor(value) {
172
+ if (!this._outlineColor.equalsTo(value)) {
173
+ this._outlineColor.set(value);
174
+ for (const batch of this._pageBatches){
175
+ batch.material.outlineColor = value;
176
+ }
177
+ }
178
+ }
179
+ get batches() {
180
+ return this._pageBatches;
181
+ }
182
+ update() {
183
+ if (!this._fontAsset || !this._atlas || !this._text) {
184
+ this.disposePageBatches();
185
+ return;
186
+ }
187
+ const layout = layoutText(this._atlas, this._fontAsset, this._text, this._fontSize, this._maxWidth);
188
+ const bv = new BoundingBox();
189
+ bv.beginExtend();
190
+ const geometries = buildPagedSpriteGeometry(layout, this._fontAsset.metrics.unitsPerEm, this._fontAsset.metrics.ascent, this._fontSize, this._anchor, this._textAlign, bv);
191
+ const pageIndices = [
192
+ ...geometries.pages.keys()
193
+ ].sort((a, b)=>a - b);
194
+ for(let i = 0; i < pageIndices.length; i++){
195
+ const pageIndex = pageIndices[i];
196
+ const geometry = geometries.pages.get(pageIndex);
197
+ const batch = this.ensurePageBatch(i);
198
+ updatePrimitiveGeometry(batch.primitive, geometry.positions, geometry.uvs, geometry.indices);
199
+ batch.primitive.setBoundingVolume(bv);
200
+ batch.material.atlasTexture = this._atlas.getAtlasTexture(pageIndex) ?? null;
201
+ batch.material.textColor = this._color;
202
+ batch.material.distanceRange = this._atlas.distanceRange;
203
+ batch.material.outlineWidth = this._outlineWidth;
204
+ batch.material.outlineColor = this._outlineColor;
205
+ }
206
+ this.disposePageBatches(pageIndices.length);
207
+ this.setBoundingVolume(bv);
208
+ }
209
+ isMSDFText() {
210
+ return true;
211
+ }
212
+ onDispose() {
213
+ this._atlas = null;
214
+ this.disposePageBatches();
215
+ super.onDispose();
216
+ }
217
+ ensurePageBatch(index) {
218
+ let batch = this._pageBatches[index];
219
+ if (!batch) {
220
+ batch = new MeshDrawable(this, new MSDFTextMaterial(), new Primitive());
221
+ this._pageBatches[index] = batch;
222
+ }
223
+ return batch;
224
+ }
225
+ disposePageBatches(fromIndex = 0) {
226
+ for(let i = this._pageBatches.length - 1; i >= fromIndex; i--){
227
+ this._pageBatches[i].dispose();
228
+ this._pageBatches.splice(i, 1);
229
+ }
230
+ }
231
+ }
232
+ function buildPagedSpriteGeometry(layout, unitsPerEm, ascent, fontSize, anchor, textAlign, bv) {
233
+ const scale = fontSize / unitsPerEm;
234
+ const top = ascent * scale;
235
+ const bottom = top - layout.height;
236
+ const anchorOffsetX = layout.boxWidth * anchor.x;
237
+ const anchorOffsetY = bottom + layout.height * anchor.y;
238
+ const lineOffsets = layout.lines.map((line)=>{
239
+ const gap = Math.max(layout.boxWidth - line.width, 0);
240
+ switch(textAlign){
241
+ case 'center':
242
+ return gap * 0.5;
243
+ case 'right':
244
+ return gap;
245
+ default:
246
+ return 0;
247
+ }
248
+ });
249
+ let minX = -anchorOffsetX;
250
+ let maxX = layout.boxWidth - anchorOffsetX;
251
+ let minY = bottom - anchorOffsetY;
252
+ let maxY = top - anchorOffsetY;
253
+ const pageGlyphs = new Map();
254
+ for (const glyph of layout.glyphs){
255
+ let list = pageGlyphs.get(glyph.atlasGlyph.atlasIndex);
256
+ if (!list) {
257
+ list = [];
258
+ pageGlyphs.set(glyph.atlasGlyph.atlasIndex, list);
259
+ }
260
+ list.push(glyph);
261
+ }
262
+ const pages = new Map();
263
+ for (const [atlasIndex, glyphs] of pageGlyphs){
264
+ const glyphCount = glyphs.length;
265
+ const positions = new Float32Array(glyphCount * 4 * 3);
266
+ const uvs = new Float32Array(glyphCount * 4 * 2);
267
+ const indices = glyphCount * 4 > 65535 ? new Uint32Array(glyphCount * 6) : new Uint16Array(glyphCount * 6);
268
+ for(let i = 0; i < glyphCount; i++){
269
+ const glyph = glyphs[i];
270
+ const atlasGlyph = glyph.atlasGlyph;
271
+ const lineOffsetX = lineOffsets[glyph.lineIndex] ?? 0;
272
+ const x0 = lineOffsetX + glyph.x + glyph.xOffset + atlasGlyph.planeLeft * scale - anchorOffsetX;
273
+ const y0 = -glyph.y + atlasGlyph.planeTop * scale - anchorOffsetY;
274
+ const x1 = lineOffsetX + glyph.x + glyph.xOffset + atlasGlyph.planeRight * scale - anchorOffsetX;
275
+ const y1 = -glyph.y + atlasGlyph.planeBottom * scale - anchorOffsetY;
276
+ minX = Math.min(minX, x0, x1);
277
+ maxX = Math.max(maxX, x0, x1);
278
+ minY = Math.min(minY, y0, y1);
279
+ maxY = Math.max(maxY, y0, y1);
280
+ const p = i * 12;
281
+ positions[p + 0] = x0;
282
+ positions[p + 1] = y0;
283
+ positions[p + 2] = 0;
284
+ positions[p + 3] = x1;
285
+ positions[p + 4] = y0;
286
+ positions[p + 5] = 0;
287
+ positions[p + 6] = x0;
288
+ positions[p + 7] = y1;
289
+ positions[p + 8] = 0;
290
+ positions[p + 9] = x1;
291
+ positions[p + 10] = y1;
292
+ positions[p + 11] = 0;
293
+ for(let k = 0; k < 4; k++){
294
+ bv.extend3(positions[p + k * 3], positions[p + k * 3 + 1], positions[p + k * 3 + 2]);
295
+ }
296
+ const t = i * 8;
297
+ uvs[t + 0] = atlasGlyph.uMin;
298
+ uvs[t + 1] = atlasGlyph.vMin;
299
+ uvs[t + 2] = atlasGlyph.uMax;
300
+ uvs[t + 3] = atlasGlyph.vMin;
301
+ uvs[t + 4] = atlasGlyph.uMin;
302
+ uvs[t + 5] = atlasGlyph.vMax;
303
+ uvs[t + 6] = atlasGlyph.uMax;
304
+ uvs[t + 7] = atlasGlyph.vMax;
305
+ const baseVertex = i * 4;
306
+ const indexOffset = i * 6;
307
+ indices[indexOffset + 0] = baseVertex + 0;
308
+ indices[indexOffset + 1] = baseVertex + 1;
309
+ indices[indexOffset + 2] = baseVertex + 2;
310
+ indices[indexOffset + 3] = baseVertex + 2;
311
+ indices[indexOffset + 4] = baseVertex + 1;
312
+ indices[indexOffset + 5] = baseVertex + 3;
313
+ }
314
+ pages.set(atlasIndex, {
315
+ positions,
316
+ uvs,
317
+ indices
318
+ });
319
+ }
320
+ return {
321
+ pages,
322
+ bounds: {
323
+ minX,
324
+ minY,
325
+ maxX,
326
+ maxY
327
+ }
328
+ };
329
+ }
330
+ function updatePrimitiveGeometry(primitive, positions, uvs, indices) {
331
+ primitive.removeVertexBuffer('position');
332
+ primitive.removeVertexBuffer('texCoord0');
333
+ primitive.setIndexBuffer(null);
334
+ primitive.createAndSetVertexBuffer('position_f32x3', positions);
335
+ primitive.createAndSetVertexBuffer('tex0_f32x2', uvs);
336
+ primitive.createAndSetIndexBuffer(indices);
337
+ primitive.indexCount = indices.length;
338
+ }
339
+
340
+ export { MSDFText };
341
+ //# sourceMappingURL=msdftext.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"msdftext.js","sources":["../../src/scene/msdftext.ts"],"sourcesContent":["import type { AABB, Immutable } from '@zephyr3d/base';\r\nimport { Vector2, Vector3 } from '@zephyr3d/base';\r\nimport type { Scene } from './scene';\r\nimport { BoundingBox } from '../utility/bounding_volume';\r\nimport { Primitive } from '../render';\r\nimport type { FontAsset } from '../text/font';\r\nimport type { MSDFGlyphAtlas } from '../text/runtime';\r\nimport { layoutText, type TextAlign, type TextLayoutResult } from '../text/runtime';\r\nimport { getEngine } from '../app/api';\r\nimport { MeshDrawable } from './meshdrawable';\r\nimport { GraphNode } from './graph_node';\r\nimport { MSDFTextMaterial } from '../material/msdf_text';\r\n\r\n/**\r\n * Billboard MSDF text node.\r\n *\r\n * @public\r\n */\r\nexport class MSDFText extends GraphNode {\r\n private _fontAsset: FontAsset | null;\r\n private _atlas: MSDFGlyphAtlas | null;\r\n private _castShadow: boolean;\r\n private _text: string;\r\n private _fontSize: number;\r\n private _maxWidth: number;\r\n private _textAlign: TextAlign;\r\n private _anchor: Vector2;\r\n private _color: Vector3;\r\n private _outlineWidth: number;\r\n private _outlineColor: Vector3;\r\n private _pageBatches: MeshDrawable<MSDFTextMaterial>[];\r\n constructor(scene: Scene) {\r\n super(scene);\r\n this._castShadow = false;\r\n this._fontAsset = null;\r\n this._atlas = null;\r\n this._text = '';\r\n this._fontSize = 32;\r\n this._maxWidth = 0;\r\n this._textAlign = 'left';\r\n this._anchor = new Vector2(0.5, 0.5);\r\n this._color = new Vector3(1, 1, 1);\r\n this._outlineWidth = 0;\r\n this._outlineColor = new Vector3(0, 0, 0);\r\n this._pageBatches = [];\r\n this.scene!.queueUpdateNode(this);\r\n }\r\n get castShadow() {\r\n return this._castShadow;\r\n }\r\n set castShadow(value) {\r\n this._castShadow = value;\r\n }\r\n get fontAsset() {\r\n return this._fontAsset;\r\n }\r\n set fontAsset(font: FontAsset | null) {\r\n if (this._fontAsset !== font) {\r\n this._fontAsset = font;\r\n this._atlas = font ? getEngine().msdfTextAtlasManager.getAtlas(font) : null;\r\n this.scene!.queueUpdateNode(this);\r\n }\r\n }\r\n get text() {\r\n return this._text;\r\n }\r\n set text(value) {\r\n if (this._text !== value) {\r\n this._text = value ?? '';\r\n this.scene!.queueUpdateNode(this);\r\n }\r\n }\r\n get fontSize() {\r\n return this._fontSize;\r\n }\r\n set fontSize(value) {\r\n if (this._fontSize !== value) {\r\n this._fontSize = Math.max(1, value);\r\n this.scene!.queueUpdateNode(this);\r\n }\r\n }\r\n get maxWidth() {\r\n return this._maxWidth;\r\n }\r\n set maxWidth(value) {\r\n if (this._maxWidth !== value) {\r\n this._maxWidth = Math.max(0, value);\r\n this.scene!.queueUpdateNode(this);\r\n }\r\n }\r\n get textAlign() {\r\n return this._textAlign;\r\n }\r\n set textAlign(value: TextAlign) {\r\n if (this._textAlign !== value) {\r\n this._textAlign = value;\r\n this.scene!.queueUpdateNode(this);\r\n }\r\n }\r\n get anchorX() {\r\n return this._anchor.x;\r\n }\r\n set anchorX(value) {\r\n if (this._anchor.x !== value) {\r\n this._anchor.x = value;\r\n this.scene!.queueUpdateNode(this);\r\n this.invalidateWorldBoundingVolume(false);\r\n }\r\n }\r\n get anchorY() {\r\n return this._anchor.y;\r\n }\r\n set anchorY(value) {\r\n if (this._anchor.y !== value) {\r\n this._anchor.y = value;\r\n this.scene!.queueUpdateNode(this);\r\n this.invalidateWorldBoundingVolume(false);\r\n }\r\n }\r\n get anchor(): Immutable<Vector2> {\r\n return this._anchor;\r\n }\r\n set anchor(value: Immutable<Vector2>) {\r\n if (!this._anchor.equalsTo(value)) {\r\n this._anchor.set(value);\r\n this.scene!.queueUpdateNode(this);\r\n this.invalidateWorldBoundingVolume(false);\r\n }\r\n }\r\n get textColor(): Immutable<Vector3> {\r\n return this._color;\r\n }\r\n set textColor(value: Immutable<Vector3>) {\r\n if (!this._color.equalsTo(value)) {\r\n this._color.set(value);\r\n for (const batch of this._pageBatches) {\r\n batch.material!.textColor = value;\r\n }\r\n }\r\n }\r\n get outlineWidth() {\r\n return this._outlineWidth;\r\n }\r\n set outlineWidth(value) {\r\n if (this._outlineWidth !== value) {\r\n this._outlineWidth = value;\r\n for (const batch of this._pageBatches) {\r\n batch.material!.outlineWidth = value;\r\n }\r\n }\r\n }\r\n get outlineColor(): Immutable<Vector3> {\r\n return this._outlineColor;\r\n }\r\n set outlineColor(value: Immutable<Vector3>) {\r\n if (!this._outlineColor.equalsTo(value)) {\r\n this._outlineColor.set(value);\r\n for (const batch of this._pageBatches) {\r\n batch.material!.outlineColor = value;\r\n }\r\n }\r\n }\r\n get batches() {\r\n return this._pageBatches;\r\n }\r\n update(): void {\r\n if (!this._fontAsset || !this._atlas || !this._text) {\r\n this.disposePageBatches();\r\n return;\r\n }\r\n const layout = layoutText(this._atlas, this._fontAsset, this._text, this._fontSize, this._maxWidth);\r\n const bv = new BoundingBox();\r\n bv.beginExtend();\r\n const geometries = buildPagedSpriteGeometry(\r\n layout,\r\n this._fontAsset.metrics.unitsPerEm,\r\n this._fontAsset.metrics.ascent,\r\n this._fontSize,\r\n this._anchor,\r\n this._textAlign,\r\n bv\r\n );\r\n const pageIndices = [...geometries.pages.keys()].sort((a, b) => a - b);\r\n for (let i = 0; i < pageIndices.length; i++) {\r\n const pageIndex = pageIndices[i];\r\n const geometry = geometries.pages.get(pageIndex)!;\r\n const batch = this.ensurePageBatch(i);\r\n updatePrimitiveGeometry(batch.primitive!, geometry.positions, geometry.uvs, geometry.indices);\r\n batch.primitive!.setBoundingVolume(bv);\r\n batch.material!.atlasTexture = this._atlas.getAtlasTexture(pageIndex) ?? null;\r\n batch.material!.textColor = this._color;\r\n batch.material!.distanceRange = this._atlas.distanceRange;\r\n batch.material!.outlineWidth = this._outlineWidth;\r\n batch.material!.outlineColor = this._outlineColor;\r\n }\r\n this.disposePageBatches(pageIndices.length);\r\n this.setBoundingVolume(bv);\r\n }\r\n isMSDFText(): this is MSDFText {\r\n return true;\r\n }\r\n protected onDispose() {\r\n this._atlas = null;\r\n this.disposePageBatches();\r\n super.onDispose();\r\n }\r\n private ensurePageBatch(index: number) {\r\n let batch = this._pageBatches[index];\r\n if (!batch) {\r\n batch = new MeshDrawable(this, new MSDFTextMaterial(), new Primitive());\r\n this._pageBatches[index] = batch;\r\n }\r\n return batch;\r\n }\r\n private disposePageBatches(fromIndex = 0) {\r\n for (let i = this._pageBatches.length - 1; i >= fromIndex; i--) {\r\n this._pageBatches[i].dispose();\r\n this._pageBatches.splice(i, 1);\r\n }\r\n }\r\n}\r\n\r\nfunction buildPagedSpriteGeometry(\r\n layout: TextLayoutResult,\r\n unitsPerEm: number,\r\n ascent: number,\r\n fontSize: number,\r\n anchor: Immutable<Vector2>,\r\n textAlign: TextAlign,\r\n bv: AABB\r\n) {\r\n const scale = fontSize / unitsPerEm;\r\n const top = ascent * scale;\r\n const bottom = top - layout.height;\r\n const anchorOffsetX = layout.boxWidth * anchor.x;\r\n const anchorOffsetY = bottom + layout.height * anchor.y;\r\n const lineOffsets = layout.lines.map((line) => {\r\n const gap = Math.max(layout.boxWidth - line.width, 0);\r\n switch (textAlign) {\r\n case 'center':\r\n return gap * 0.5;\r\n case 'right':\r\n return gap;\r\n 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glyphs[i];\r\n const atlasGlyph = glyph.atlasGlyph;\r\n const lineOffsetX = lineOffsets[glyph.lineIndex] ?? 0;\r\n const x0 = lineOffsetX + glyph.x + glyph.xOffset + atlasGlyph.planeLeft * scale - anchorOffsetX;\r\n const y0 = -glyph.y + atlasGlyph.planeTop * scale - anchorOffsetY;\r\n const x1 = lineOffsetX + glyph.x + glyph.xOffset + atlasGlyph.planeRight * scale - anchorOffsetX;\r\n const y1 = -glyph.y + atlasGlyph.planeBottom * scale - anchorOffsetY;\r\n minX = Math.min(minX, x0, x1);\r\n maxX = Math.max(maxX, x0, x1);\r\n minY = Math.min(minY, y0, y1);\r\n maxY = Math.max(maxY, y0, y1);\r\n const p = i * 12;\r\n positions[p + 0] = x0;\r\n positions[p + 1] = y0;\r\n positions[p + 2] = 0;\r\n positions[p + 3] = x1;\r\n positions[p + 4] = y0;\r\n positions[p + 5] = 0;\r\n positions[p + 6] = x0;\r\n positions[p + 7] = y1;\r\n positions[p + 8] = 0;\r\n positions[p + 9] = x1;\r\n positions[p + 10] = y1;\r\n positions[p + 11] = 0;\r\n for (let k = 0; k < 4; k++) {\r\n bv.extend3(positions[p + k * 3], positions[p + k * 3 + 1], positions[p + k * 3 + 2]);\r\n }\r\n const t = i * 8;\r\n uvs[t + 0] = atlasGlyph.uMin;\r\n uvs[t + 1] = atlasGlyph.vMin;\r\n uvs[t + 2] = atlasGlyph.uMax;\r\n uvs[t + 3] = atlasGlyph.vMin;\r\n uvs[t + 4] = atlasGlyph.uMin;\r\n uvs[t + 5] = atlasGlyph.vMax;\r\n uvs[t + 6] = atlasGlyph.uMax;\r\n uvs[t + 7] = atlasGlyph.vMax;\r\n const baseVertex = i * 4;\r\n const indexOffset = i * 6;\r\n indices[indexOffset + 0] = baseVertex + 0;\r\n indices[indexOffset + 1] = baseVertex + 1;\r\n indices[indexOffset + 2] = baseVertex + 2;\r\n indices[indexOffset + 3] = baseVertex + 2;\r\n indices[indexOffset + 4] = baseVertex + 1;\r\n indices[indexOffset + 5] = baseVertex + 3;\r\n }\r\n pages.set(atlasIndex, { positions, uvs, indices });\r\n }\r\n return {\r\n pages,\r\n bounds: {\r\n minX,\r\n minY,\r\n maxX,\r\n maxY\r\n }\r\n };\r\n}\r\n\r\nfunction updatePrimitiveGeometry(\r\n primitive: Primitive,\r\n positions: Float32Array,\r\n uvs: 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