@zephyr3d/scene 0.9.5 → 0.9.7

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 (621) hide show
  1. package/dist/animation/joint_dynamics/controller.js +92 -32
  2. package/dist/animation/joint_dynamics/controller.js.map +1 -1
  3. package/dist/animation/joint_dynamics/convex_collider.js +320 -0
  4. package/dist/animation/joint_dynamics/convex_collider.js.map +1 -0
  5. package/dist/animation/joint_dynamics/joint_dynamics_system.js +57 -19
  6. package/dist/animation/joint_dynamics/joint_dynamics_system.js.map +1 -1
  7. package/dist/animation/joint_dynamics/solver.js +71 -27
  8. package/dist/animation/joint_dynamics/solver.js.map +1 -1
  9. package/dist/animation/joint_dynamics_modifier.js +21 -20
  10. package/dist/animation/joint_dynamics_modifier.js.map +1 -1
  11. package/dist/animation/skeleton.js +7 -10
  12. package/dist/animation/skeleton.js.map +1 -1
  13. package/dist/app/engine.js +134 -140
  14. package/dist/app/engine.js.map +1 -1
  15. package/dist/app/scriptregistry.js +47 -16
  16. package/dist/app/scriptregistry.js.map +1 -1
  17. package/dist/asset/assetmanager.js +3 -1
  18. package/dist/asset/assetmanager.js.map +1 -1
  19. package/dist/asset/model.js +346 -7
  20. package/dist/asset/model.js.map +1 -1
  21. package/dist/avatar/wardrobe.js +20 -16
  22. package/dist/avatar/wardrobe.js.map +1 -1
  23. package/dist/camera/camera.js +416 -210
  24. package/dist/camera/camera.js.map +1 -1
  25. package/dist/index.d.ts +1350 -621
  26. package/dist/index.js +6 -11
  27. package/dist/index.js.map +1 -1
  28. package/dist/material/blinn.js +1 -1
  29. package/dist/material/blinn.js.map +1 -1
  30. package/dist/material/lambert.js +1 -1
  31. package/dist/material/lambert.js.map +1 -1
  32. package/dist/material/material.js +23 -1
  33. package/dist/material/material.js.map +1 -1
  34. package/dist/material/meshmaterial.js +178 -23
  35. package/dist/material/meshmaterial.js.map +1 -1
  36. package/dist/material/mixins/albedocolor.js +4 -4
  37. package/dist/material/mixins/albedocolor.js.map +1 -1
  38. package/dist/material/mixins/lightmodel/blinnphong.js +2 -1
  39. package/dist/material/mixins/lightmodel/blinnphong.js.map +1 -1
  40. package/dist/material/mixins/lightmodel/lambert.js +2 -1
  41. package/dist/material/mixins/lightmodel/lambert.js.map +1 -1
  42. package/dist/material/mixins/lightmodel/pbrblueprintmixin.js +63 -16
  43. package/dist/material/mixins/lightmodel/pbrblueprintmixin.js.map +1 -1
  44. package/dist/material/mixins/lightmodel/pbrmetallicroughness.js +105 -32
  45. package/dist/material/mixins/lightmodel/pbrmetallicroughness.js.map +1 -1
  46. package/dist/material/mixins/lightmodel/pbrspecularglossness.js +16 -6
  47. package/dist/material/mixins/lightmodel/pbrspecularglossness.js.map +1 -1
  48. package/dist/material/mixins/lit.js +1 -1
  49. package/dist/material/mixins/lit.js.map +1 -1
  50. package/dist/material/mixins/pbr/common.js +276 -65
  51. package/dist/material/mixins/pbr/common.js.map +1 -1
  52. package/dist/material/mixins/texture.js +3 -3
  53. package/dist/material/mixins/texture.js.map +1 -1
  54. package/dist/material/mixins/vertexcolor.js +2 -2
  55. package/dist/material/mixins/vertexcolor.js.map +1 -1
  56. package/dist/material/msdf_text.js +3 -3
  57. package/dist/material/msdf_text.js.map +1 -1
  58. package/dist/material/mtoon.js +574 -0
  59. package/dist/material/mtoon.js.map +1 -0
  60. package/dist/material/pbrblueprint.js +499 -336
  61. package/dist/material/pbrblueprint.js.map +1 -1
  62. package/dist/material/pbrmr.js +118 -100
  63. package/dist/material/pbrmr.js.map +1 -1
  64. package/dist/material/pbrsg.js +1 -1
  65. package/dist/material/pbrsg.js.map +1 -1
  66. package/dist/material/shader/helper.js +324 -294
  67. package/dist/material/shader/helper.js.map +1 -1
  68. package/dist/material/subsurfaceprofile.js +812 -0
  69. package/dist/material/subsurfaceprofile.js.map +1 -0
  70. package/dist/material/unlit.js +1 -1
  71. package/dist/material/unlit.js.map +1 -1
  72. package/dist/posteffect/compositor.js +46 -11
  73. package/dist/posteffect/compositor.js.map +1 -1
  74. package/dist/posteffect/ssr.js +422 -96
  75. package/dist/posteffect/ssr.js.map +1 -1
  76. package/dist/posteffect/sss.js +1053 -0
  77. package/dist/posteffect/sss.js.map +1 -0
  78. package/dist/posteffect/taa.js +61 -60
  79. package/dist/posteffect/taa.js.map +1 -1
  80. package/dist/render/abuffer_oit.js +63 -12
  81. package/dist/render/abuffer_oit.js.map +1 -1
  82. package/dist/render/cluster_light.js +6 -5
  83. package/dist/render/cluster_light.js.map +1 -1
  84. package/dist/render/drawable.js +1 -5
  85. package/dist/render/drawable.js.map +1 -1
  86. package/dist/render/drawable_mixin.js +2 -1
  87. package/dist/render/drawable_mixin.js.map +1 -1
  88. package/dist/render/fbm_wavegenerator.js +2 -1
  89. package/dist/render/fbm_wavegenerator.js.map +1 -1
  90. package/dist/render/gerstner_wavegenerator.js +2 -1
  91. package/dist/render/gerstner_wavegenerator.js.map +1 -1
  92. package/dist/render/globalbindgroup_allocator.js +2 -1
  93. package/dist/render/globalbindgroup_allocator.js.map +1 -1
  94. package/dist/render/lightpass.js +110 -23
  95. package/dist/render/lightpass.js.map +1 -1
  96. package/dist/render/render_queue.js +51 -8
  97. package/dist/render/render_queue.js.map +1 -1
  98. package/dist/render/renderer.js +80 -66
  99. package/dist/render/renderer.js.map +1 -1
  100. package/dist/render/rendergraph/device_pool_allocator.js +8 -0
  101. package/dist/render/rendergraph/device_pool_allocator.js.map +1 -1
  102. package/dist/render/rendergraph/forward_plus_builder.js +481 -95
  103. package/dist/render/rendergraph/forward_plus_builder.js.map +1 -1
  104. package/dist/render/rendergraph/history_resource_manager.js +55 -0
  105. package/dist/render/rendergraph/history_resource_manager.js.map +1 -1
  106. package/dist/render/rendergraph/history_resources.js +3 -1
  107. package/dist/render/rendergraph/history_resources.js.map +1 -1
  108. package/dist/render/rendergraph/types.js.map +1 -1
  109. package/dist/render/renderpass.js +10 -4
  110. package/dist/render/renderpass.js.map +1 -1
  111. package/dist/render/sky.js +31 -1
  112. package/dist/render/sky.js.map +1 -1
  113. package/dist/render/weightedblended_oit.js +23 -5
  114. package/dist/render/weightedblended_oit.js.map +1 -1
  115. package/dist/scene/basesprite.js +4 -2
  116. package/dist/scene/basesprite.js.map +1 -1
  117. package/dist/scene/batchgroup.js +3 -1
  118. package/dist/scene/batchgroup.js.map +1 -1
  119. package/dist/scene/environment.js +11 -1
  120. package/dist/scene/environment.js.map +1 -1
  121. package/dist/scene/light.js +21 -3
  122. package/dist/scene/light.js.map +1 -1
  123. package/dist/scene/mesh.js +29 -14
  124. package/dist/scene/mesh.js.map +1 -1
  125. package/dist/scene/meshdrawable.js +6 -0
  126. package/dist/scene/meshdrawable.js.map +1 -1
  127. package/dist/scene/msdftext.js +5 -2
  128. package/dist/scene/msdftext.js.map +1 -1
  129. package/dist/scene/msdftextsprite.js +5 -3
  130. package/dist/scene/msdftextsprite.js.map +1 -1
  131. package/dist/scene/particlesys.js +3 -1
  132. package/dist/scene/particlesys.js.map +1 -1
  133. package/dist/scene/scene.js +6 -5
  134. package/dist/scene/scene.js.map +1 -1
  135. package/dist/scene/terrain-cm/grass.js +4 -2
  136. package/dist/scene/terrain-cm/grass.js.map +1 -1
  137. package/dist/scene/terrain-cm/grassmaterial.js +2 -1
  138. package/dist/scene/terrain-cm/grassmaterial.js.map +1 -1
  139. package/dist/scene/terrain-cm/terrain-cm.js +4 -2
  140. package/dist/scene/terrain-cm/terrain-cm.js.map +1 -1
  141. package/dist/scene/water.js +4 -2
  142. package/dist/scene/water.js.map +1 -1
  143. package/dist/shaders/shadow.js +26 -393
  144. package/dist/shaders/shadow.js.map +1 -1
  145. package/dist/shadow/esm.js +112 -12
  146. package/dist/shadow/esm.js.map +1 -1
  147. package/dist/shadow/pcf_opt.js +2 -2
  148. package/dist/shadow/pcf_opt.js.map +1 -1
  149. package/dist/shadow/pcf_pd.js +19 -10
  150. package/dist/shadow/pcf_pd.js.map +1 -1
  151. package/dist/shadow/shader.js +58 -7
  152. package/dist/shadow/shader.js.map +1 -1
  153. package/dist/shadow/shadow_impl.js +6 -0
  154. package/dist/shadow/shadow_impl.js.map +1 -1
  155. package/dist/shadow/shadow_region.js +229 -0
  156. package/dist/shadow/shadow_region.js.map +1 -0
  157. package/dist/shadow/shadowmapper.js +67 -59
  158. package/dist/shadow/shadowmapper.js.map +1 -1
  159. package/dist/shadow/vsm.js +45 -19
  160. package/dist/shadow/vsm.js.map +1 -1
  161. package/dist/text/font/cff_font.js +890 -0
  162. package/dist/text/font/cff_font.js.map +1 -0
  163. package/dist/text/font/font_asset.js +17 -3
  164. package/dist/text/font/font_asset.js.map +1 -1
  165. package/dist/utility/blueprint/common/constants.js +8 -8
  166. package/dist/utility/blueprint/common/constants.js.map +1 -1
  167. package/dist/utility/blueprint/material/pbr.js +31 -4
  168. package/dist/utility/blueprint/material/pbr.js.map +1 -1
  169. package/dist/utility/blueprint/material/texture.js +1 -17
  170. package/dist/utility/blueprint/material/texture.js.map +1 -1
  171. package/dist/utility/serialization/manager.js +327 -359
  172. package/dist/utility/serialization/manager.js.map +1 -1
  173. package/dist/utility/serialization/scene/animation.js +5 -2
  174. package/dist/utility/serialization/scene/animation.js.map +1 -1
  175. package/dist/utility/serialization/scene/batch.js +4 -1
  176. package/dist/utility/serialization/scene/batch.js.map +1 -1
  177. package/dist/utility/serialization/scene/camera.js +249 -54
  178. package/dist/utility/serialization/scene/camera.js.map +1 -1
  179. package/dist/utility/serialization/scene/common.js +37 -1
  180. package/dist/utility/serialization/scene/common.js.map +1 -1
  181. package/dist/utility/serialization/scene/light.js +42 -3
  182. package/dist/utility/serialization/scene/light.js.map +1 -1
  183. package/dist/utility/serialization/scene/material.js +1112 -646
  184. package/dist/utility/serialization/scene/material.js.map +1 -1
  185. package/dist/utility/serialization/scene/mesh.js +7 -4
  186. package/dist/utility/serialization/scene/mesh.js.map +1 -1
  187. package/dist/utility/serialization/scene/node.js +31 -12
  188. package/dist/utility/serialization/scene/node.js.map +1 -1
  189. package/dist/utility/serialization/scene/particle.js +4 -1
  190. package/dist/utility/serialization/scene/particle.js.map +1 -1
  191. package/dist/utility/serialization/scene/primitive.js +3 -1
  192. package/dist/utility/serialization/scene/primitive.js.map +1 -1
  193. package/dist/utility/serialization/scene/scene.js +18 -0
  194. package/dist/utility/serialization/scene/scene.js.map +1 -1
  195. package/dist/utility/serialization/scene/sprite.js +6 -3
  196. package/dist/utility/serialization/scene/sprite.js.map +1 -1
  197. package/dist/utility/serialization/scene/terrain.js +5 -2
  198. package/dist/utility/serialization/scene/terrain.js.map +1 -1
  199. package/dist/utility/serialization/scene/text.js +3 -1
  200. package/dist/utility/serialization/scene/text.js.map +1 -1
  201. package/dist/utility/serialization/scene/water.js +4 -1
  202. package/dist/utility/serialization/scene/water.js.map +1 -1
  203. package/dist/utility/textures/ltcdata.js +6 -0
  204. package/dist/utility/textures/ltcdata.js.map +1 -0
  205. package/dist/utility/textures/ltclut.js +61 -0
  206. package/dist/utility/textures/ltclut.js.map +1 -0
  207. package/dist/values.js +9 -1
  208. package/dist/values.js.map +1 -1
  209. package/package.json +3 -3
  210. package/dist/animation/ik/ik_chain_builder.js +0 -68
  211. package/dist/animation/ik/ik_chain_builder.js.map +0 -1
  212. package/dist/animation/ik/ik_pole_constraint.js +0 -123
  213. package/dist/animation/ik/ik_pole_constraint.js.map +0 -1
  214. package/dist/animation/ik/ik_track.js +0 -96
  215. package/dist/animation/ik/ik_track.js.map +0 -1
  216. package/dist/animation/ik_postprocessor.js +0 -71
  217. package/dist/animation/ik_postprocessor.js.map +0 -1
  218. package/dist/animation/joint_dynamics/math.js +0 -16
  219. package/dist/animation/joint_dynamics/math.js.map +0 -1
  220. package/dist/animation/manual_transform_processor.js +0 -156
  221. package/dist/animation/manual_transform_processor.js.map +0 -1
  222. package/dist/animation/skeleton_postprocessor.js +0 -50
  223. package/dist/animation/skeleton_postprocessor.js.map +0 -1
  224. package/dist/animation/spring2/collision.js +0 -469
  225. package/dist/animation/spring2/collision.js.map +0 -1
  226. package/dist/animation/spring2/constraints.js +0 -329
  227. package/dist/animation/spring2/constraints.js.map +0 -1
  228. package/dist/animation/spring2/controller.js +0 -434
  229. package/dist/animation/spring2/controller.js.map +0 -1
  230. package/dist/animation/spring2/math.js +0 -16
  231. package/dist/animation/spring2/math.js.map +0 -1
  232. package/dist/animation/spring2/solver.js +0 -624
  233. package/dist/animation/spring2/solver.js.map +0 -1
  234. package/dist/animation/spring2/spring_system.js +0 -118
  235. package/dist/animation/spring2/spring_system.js.map +0 -1
  236. package/dist/animation/spring2/types.js +0 -19
  237. package/dist/animation/spring2/types.js.map +0 -1
  238. package/dist/animation/spring_postprocessor.js +0 -54
  239. package/dist/animation/spring_postprocessor.js.map +0 -1
  240. package/dist/asset/loaders/gltf/gltf_loader.js +0 -1276
  241. package/dist/asset/loaders/gltf/gltf_loader.js.map +0 -1
  242. package/dist/asset/loaders/gltf/helpers.js +0 -331
  243. package/dist/asset/loaders/gltf/helpers.js.map +0 -1
  244. package/dist/material/sprite3d.js +0 -301
  245. package/dist/material/sprite3d.js.map +0 -1
  246. package/dist/material/sprite3d_std.js +0 -116
  247. package/dist/material/sprite3d_std.js.map +0 -1
  248. package/dist/material/sprite3dblueprint.js +0 -235
  249. package/dist/material/sprite3dblueprint.js.map +0 -1
  250. package/dist/material/sprite_sdf.js +0 -106
  251. package/dist/material/sprite_sdf.js.map +0 -1
  252. package/dist/material/terrainmaterial.js +0 -368
  253. package/dist/material/terrainmaterial.js.map +0 -1
  254. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/runtimemgr.js +0 -38
  255. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/runtimemgr.js.map +0 -1
  256. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/runtimescript.js +0 -10
  257. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/runtimescript.js.map +0 -1
  258. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/scriptingsystem.js +0 -127
  259. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/scriptingsystem.js.map +0 -1
  260. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/scriptregistry.js +0 -263
  261. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/scriptregistry.js.map +0 -1
  262. package/dist/render/deferredlightpass.js +0 -510
  263. package/dist/render/deferredlightpass.js.map +0 -1
  264. package/dist/render/deferredshadowlightpass.js +0 -428
  265. package/dist/render/deferredshadowlightpass.js.map +0 -1
  266. package/dist/render/gbufferpass.js +0 -50
  267. package/dist/render/gbufferpass.js.map +0 -1
  268. package/dist/scene/sdftextsprite.js +0 -322
  269. package/dist/scene/sdftextsprite.js.map +0 -1
  270. package/dist/scene/sprite3d.js +0 -18
  271. package/dist/scene/sprite3d.js.map +0 -1
  272. package/dist/scene/terrain/grass.js +0 -280
  273. package/dist/scene/terrain/grass.js.map +0 -1
  274. package/dist/scene/terrain/heightfield.js +0 -475
  275. package/dist/scene/terrain/heightfield.js.map +0 -1
  276. package/dist/scene/terrain/patch.js +0 -532
  277. package/dist/scene/terrain/patch.js.map +0 -1
  278. package/dist/scene/terrain/quadtree.js +0 -461
  279. package/dist/scene/terrain/quadtree.js.map +0 -1
  280. package/dist/scene/terrain/terrain.js +0 -231
  281. package/dist/scene/terrain/terrain.js.map +0 -1
  282. package/dist/src/animation/animation.js +0 -127
  283. package/dist/src/animation/animation.js.map +0 -1
  284. package/dist/src/animation/animationset.js +0 -255
  285. package/dist/src/animation/animationset.js.map +0 -1
  286. package/dist/src/animation/animationtrack.js +0 -34
  287. package/dist/src/animation/animationtrack.js.map +0 -1
  288. package/dist/src/animation/eulerrotationtrack.js +0 -52
  289. package/dist/src/animation/eulerrotationtrack.js.map +0 -1
  290. package/dist/src/animation/morphtarget.js +0 -93
  291. package/dist/src/animation/morphtarget.js.map +0 -1
  292. package/dist/src/animation/morphtrack.js +0 -70
  293. package/dist/src/animation/morphtrack.js.map +0 -1
  294. package/dist/src/animation/proptrack.js +0 -161
  295. package/dist/src/animation/proptrack.js.map +0 -1
  296. package/dist/src/animation/rotationtrack.js +0 -51
  297. package/dist/src/animation/rotationtrack.js.map +0 -1
  298. package/dist/src/animation/scaletrack.js +0 -50
  299. package/dist/src/animation/scaletrack.js.map +0 -1
  300. package/dist/src/animation/skeleton.js +0 -204
  301. package/dist/src/animation/skeleton.js.map +0 -1
  302. package/dist/src/animation/translationtrack.js +0 -50
  303. package/dist/src/animation/translationtrack.js.map +0 -1
  304. package/dist/src/app/app.js +0 -129
  305. package/dist/src/app/app.js.map +0 -1
  306. package/dist/src/app/inputmgr.js +0 -267
  307. package/dist/src/app/inputmgr.js.map +0 -1
  308. package/dist/src/asset/assetmanager.js +0 -404
  309. package/dist/src/asset/assetmanager.js.map +0 -1
  310. package/dist/src/asset/builtin.js +0 -337
  311. package/dist/src/asset/builtin.js.map +0 -1
  312. package/dist/src/asset/loaders/dds/dds.js +0 -470
  313. package/dist/src/asset/loaders/dds/dds.js.map +0 -1
  314. package/dist/src/asset/loaders/dds/dds_loader.js +0 -28
  315. package/dist/src/asset/loaders/dds/dds_loader.js.map +0 -1
  316. package/dist/src/asset/loaders/gltf/gltf_loader.js +0 -1265
  317. package/dist/src/asset/loaders/gltf/gltf_loader.js.map +0 -1
  318. package/dist/src/asset/loaders/gltf/helpers.js +0 -327
  319. package/dist/src/asset/loaders/gltf/helpers.js.map +0 -1
  320. package/dist/src/asset/loaders/hdr/hdr.js +0 -180
  321. package/dist/src/asset/loaders/hdr/hdr.js.map +0 -1
  322. package/dist/src/asset/loaders/image/tga_Loader.js +0 -116
  323. package/dist/src/asset/loaders/image/tga_Loader.js.map +0 -1
  324. package/dist/src/asset/loaders/image/webimage_loader.js +0 -63
  325. package/dist/src/asset/loaders/image/webimage_loader.js.map +0 -1
  326. package/dist/src/asset/loaders/loader.js +0 -45
  327. package/dist/src/asset/loaders/loader.js.map +0 -1
  328. package/dist/src/asset/model.js +0 -414
  329. package/dist/src/asset/model.js.map +0 -1
  330. package/dist/src/blitter/bilateralblur.js +0 -221
  331. package/dist/src/blitter/bilateralblur.js.map +0 -1
  332. package/dist/src/blitter/blitter.js +0 -390
  333. package/dist/src/blitter/blitter.js.map +0 -1
  334. package/dist/src/blitter/box.js +0 -118
  335. package/dist/src/blitter/box.js.map +0 -1
  336. package/dist/src/blitter/copy.js +0 -22
  337. package/dist/src/blitter/copy.js.map +0 -1
  338. package/dist/src/blitter/gaussianblur.js +0 -228
  339. package/dist/src/blitter/gaussianblur.js.map +0 -1
  340. package/dist/src/camera/base.js +0 -92
  341. package/dist/src/camera/base.js.map +0 -1
  342. package/dist/src/camera/camera.js +0 -1005
  343. package/dist/src/camera/camera.js.map +0 -1
  344. package/dist/src/camera/fps.js +0 -238
  345. package/dist/src/camera/fps.js.map +0 -1
  346. package/dist/src/camera/orbit.js +0 -245
  347. package/dist/src/camera/orbit.js.map +0 -1
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- {"version":3,"file":"particlesys.js","sources":["../../../src/scene/particlesys.ts"],"sourcesContent":["import type { Matrix4x4 } from '@zephyr3d/base';\r\nimport { applyMixins, nextPowerOf2, DRef } from '@zephyr3d/base';\r\nimport { Vector3 } from '@zephyr3d/base';\r\nimport type { Scene } from './scene';\r\nimport { GraphNode } from './graph_node';\r\nimport type { BoundingVolume } from '../utility';\r\nimport { BoundingBox } from '../utility/bounding_volume';\r\nimport { mixinDrawable } from '../render/drawable_mixin';\r\nimport type { Drawable, DrawContext, PickTarget } from '../render';\r\nimport { Primitive } from '../render';\r\nimport type { GPUDataBuffer, Texture2D } from '@zephyr3d/device';\r\nimport { QUEUE_OPAQUE } from '../values';\r\nimport { ParticleMaterial, type MeshMaterial } from '../material';\r\nimport { Application } from '../app/app';\r\nimport type { NodeClonable, NodeCloneMethod } from '.';\r\n\r\nconst tmpVec3 = new Vector3();\r\n\r\ntype Particle = {\r\n position: Vector3;\r\n velocity: Vector3;\r\n size1: number;\r\n size2: number;\r\n rotation: number;\r\n lifeSpan: number;\r\n acceleartion: number;\r\n};\r\n\r\ntype ParticleNode = {\r\n particle: Particle;\r\n elapsedTime: number;\r\n size: number;\r\n rotation: number;\r\n ageBias: number;\r\n jitterAngle: number;\r\n};\r\n\r\nconst PS_WORLDSPACE = 1 << 8;\r\n\r\n/**\r\n * Particle emitter shape\r\n * @public\r\n */\r\nexport type EmitterShape = 'point' | 'sphere' | 'box' | 'cylinder' | 'cone';\r\n/**\r\n * Particle emitter behavior\r\n * @public\r\n */\r\nexport type EmitterBehavior = 'surface' | 'volume';\r\n\r\n/**\r\n * Particle system class\r\n * @public\r\n */\r\nexport class ParticleSystem\r\n extends applyMixins(GraphNode, mixinDrawable)\r\n implements Drawable, NodeClonable<ParticleSystem>\r\n{\r\n private static readonly updateFuncMap: WeakMap<ParticleSystem, () => void> = new WeakMap();\r\n private readonly _activeParticleList: ParticleNode[];\r\n private _maxParticleCount: number;\r\n private _emitInterval: number;\r\n private _emitCount: number;\r\n private _startTick: number;\r\n private _startEmitTime: number;\r\n private _lastUpdateTime: number;\r\n private _numEmitCount: number;\r\n private readonly _delay: number;\r\n private _airResistence: boolean;\r\n private _flags: number;\r\n private readonly _gravity: Vector3;\r\n private readonly _wind: Vector3;\r\n private _scalar: number;\r\n private _particleRotationMin: number;\r\n private _particleRotationMax: number;\r\n private _jitterSpeed: number;\r\n private _emitterShape: EmitterShape;\r\n private _emitterBehavior: EmitterBehavior;\r\n private _emitterConeRadiusMin: number;\r\n private _emitterConeRadiusMax: number;\r\n private _particleVelocityMin: number;\r\n private _particleVelocityMax: number;\r\n private _particleLifeMin: number;\r\n private _particleLifeMax: number;\r\n private _particleSize1Min: number;\r\n private _particleSize1Max: number;\r\n private _particleSize2Min: number;\r\n private _particleSize2Max: number;\r\n private _particleAccelMin: number;\r\n private _particleAccelMax: number;\r\n private readonly _emitterShapeSizeMin: Vector3;\r\n private readonly _emitterShapeSizeMax: Vector3;\r\n private readonly _primitive: DRef<Primitive>;\r\n private readonly _material: DRef<ParticleMaterial>;\r\n private readonly _wsBoundingBox: BoundingBox;\r\n private readonly _pickTarget: PickTarget;\r\n private _instanceData: Float32Array<ArrayBuffer>;\r\n /**\r\n * Creates a new ParticleSystem node\r\n * @param scene - Which scene the node belongs to\r\n */\r\n constructor(scene: Scene) {\r\n super(scene);\r\n this._activeParticleList = [];\r\n this._maxParticleCount = 100;\r\n this._emitInterval = 100;\r\n this._emitCount = 1;\r\n this._gravity = Vector3.zero();\r\n this._wind = Vector3.zero();\r\n this._startEmitTime = 0;\r\n this._lastUpdateTime = 0;\r\n this._numEmitCount = 0;\r\n this._scalar = 1;\r\n this._airResistence = false;\r\n this._startTick = 0;\r\n this._delay = 0;\r\n this._particleRotationMin = 0;\r\n this._particleRotationMax = 0;\r\n this._jitterSpeed = 1;\r\n this._emitterShape = 'point';\r\n this._emitterBehavior = 'surface';\r\n this._emitterConeRadiusMin = 0;\r\n this._emitterConeRadiusMax = 0.1;\r\n this._emitterShapeSizeMin = Vector3.one();\r\n this._emitterShapeSizeMax = Vector3.one();\r\n this._particleVelocityMin = 2;\r\n this._particleVelocityMax = 3;\r\n this._particleLifeMin = 1;\r\n this._particleLifeMax = 1.5;\r\n this._particleSize1Min = 0.4;\r\n this._particleSize1Max = 0.5;\r\n this._particleSize2Min = 0;\r\n this._particleSize2Max = 0.1;\r\n this._particleAccelMin = -0.01;\r\n this._particleAccelMax = -0.02;\r\n this._pickTarget = { node: this };\r\n this._flags = PS_WORLDSPACE;\r\n this._primitive = new DRef();\r\n this._wsBoundingBox = new BoundingBox();\r\n this._instanceData = null;\r\n this._material = new DRef(new ParticleMaterial());\r\n }\r\n /** {@inheritDoc SceneNode.clone} */\r\n clone(method: NodeCloneMethod, recursive: boolean) {\r\n const other = new ParticleSystem(this.scene);\r\n other.copyFrom(this, method, recursive);\r\n other.parent = this.parent;\r\n return other;\r\n }\r\n /** {@inheritDoc SceneNode.copyFrom} */\r\n copyFrom(other: this, method: NodeCloneMethod, recursive: boolean): void {\r\n super.copyFrom(other, method, recursive);\r\n this.maxParticleCount = other.maxParticleCount;\r\n this.emitInterval = other.emitInterval;\r\n this.emitCount = other.emitCount;\r\n this.gravity = other.gravity.clone();\r\n this.wind = other.wind.clone();\r\n this.scalar = other.scalar;\r\n this.aspect = other.aspect;\r\n this.airResistence = other.airResistence;\r\n this.particleRotationMin = other.particleRotationMin;\r\n this.particleRotationMax = other.particleRotationMax;\r\n this.jitterSpeed = other.jitterSpeed;\r\n this.jitterPower = other.jitterPower;\r\n this.emitterShape = other.emitterShape;\r\n this.emitterBehavior = other.emitterBehavior;\r\n this.emitterConeRadiusMin = other.emitterConeRadiusMin;\r\n this.emitterConeRadiusMax = other.emitterConeRadiusMax;\r\n this.particleVelocityMin = other.particleVelocityMin;\r\n this.particleVelocityMax = other.particleVelocityMax;\r\n this.particleLifeMin = other.particleLifeMin;\r\n this.particleLifeMax = other.particleLifeMax;\r\n this.particleSize1Min = other.particleSize1Min;\r\n this.particleSize1Max = other.particleSize1Max;\r\n this.particleSize2Min = other.particleSize2Min;\r\n this.particleSize2Max = other.particleSize2Max;\r\n this.particleAccelMin = other.particleAccelMin;\r\n this.particleAccelMax = other.particleAccelMax;\r\n this.emitterShapeSizeMin = other.emitterShapeSizeMin.clone();\r\n this.emitterShapeSizeMax = other.emitterShapeSizeMax.clone();\r\n this.directional = other.directional;\r\n this.worldSpace = other.worldSpace;\r\n this.flags = other.flags;\r\n }\r\n /** Material of the particle system node */\r\n get material(): ParticleMaterial {\r\n return this._material.get();\r\n }\r\n set material(material: ParticleMaterial) {\r\n this._material.set(material);\r\n }\r\n /** Maximum particle count */\r\n get maxParticleCount(): number {\r\n return this._maxParticleCount;\r\n }\r\n set maxParticleCount(value: number) {\r\n if (value !== this._maxParticleCount) {\r\n this._maxParticleCount = value;\r\n this.invalidateBoundingVolume();\r\n }\r\n }\r\n /** Particle emit interval in ms */\r\n get emitInterval(): number {\r\n return this._emitInterval;\r\n }\r\n set emitInterval(value: number) {\r\n if (value !== this._emitInterval) {\r\n this._emitInterval = Math.max(value, 1);\r\n this._startEmitTime = 0;\r\n }\r\n }\r\n /** How many particles should be emitted one time */\r\n get emitCount(): number {\r\n return this._emitCount;\r\n }\r\n set emitCount(value: number) {\r\n this._emitCount = value;\r\n }\r\n /** Gravity force */\r\n get gravity(): Vector3 {\r\n return this._gravity;\r\n }\r\n set gravity(value: Vector3) {\r\n if (!value.equalsTo(this._gravity)) {\r\n this._gravity.set(value);\r\n this.invalidateBoundingVolume();\r\n }\r\n }\r\n /** Wind force */\r\n get wind(): Vector3 {\r\n return this._wind;\r\n }\r\n set wind(value: Vector3) {\r\n if (!value.equalsTo(this._wind)) {\r\n this._wind.set(value);\r\n this.invalidateBoundingVolume();\r\n }\r\n }\r\n /** Particle scalar */\r\n get scalar(): number {\r\n return this._scalar;\r\n }\r\n set scalar(value: number) {\r\n if (value !== this._scalar) {\r\n this._scalar = value;\r\n this.invalidateBoundingVolume();\r\n }\r\n }\r\n /** Particle aspect ratio */\r\n get aspect(): number {\r\n return this._material.get().aspect;\r\n }\r\n set aspect(value: number) {\r\n this._material.get().aspect = value;\r\n }\r\n /** true if particle effected by wind */\r\n get airResistence(): boolean {\r\n return this._airResistence;\r\n }\r\n set airResistence(value: boolean) {\r\n this._airResistence = value;\r\n }\r\n /** Minimum particle rotation angle in radians */\r\n get particleRotationMin(): number {\r\n return this._particleRotationMin;\r\n }\r\n set particleRotationMin(value: number) {\r\n this._particleRotationMin = value;\r\n }\r\n /** Maximum particle rotation angle in radians */\r\n get particleRotationMax(): number {\r\n return this._particleRotationMax;\r\n }\r\n set particleRotationMax(value: number) {\r\n this._particleRotationMax = value;\r\n }\r\n /** Particle jitter speed */\r\n get jitterSpeed(): number {\r\n return this._jitterSpeed;\r\n }\r\n set jitterSpeed(value: number) {\r\n this._jitterSpeed = value;\r\n }\r\n /** Particle jitter power */\r\n get jitterPower(): number {\r\n return this._material.get().jitterPower;\r\n }\r\n set jitterPower(value: number) {\r\n this._material.get().jitterPower = value;\r\n }\r\n /** Particle emitter shape */\r\n get emitterShape(): EmitterShape {\r\n return this._emitterShape;\r\n }\r\n set emitterShape(value: EmitterShape) {\r\n this._emitterShape = value;\r\n }\r\n /** Particle emitter behavior */\r\n get emitterBehavior(): EmitterBehavior {\r\n return this._emitterBehavior;\r\n }\r\n set emitterBehavior(value: EmitterBehavior) {\r\n this._emitterBehavior = value;\r\n }\r\n /** Minimum cone radius of emitter */\r\n get emitterConeRadiusMin(): number {\r\n return this._emitterConeRadiusMin;\r\n }\r\n set emitterConeRadiusMin(value: number) {\r\n this._emitterConeRadiusMin = value;\r\n }\r\n /** Maximum cone radius of emitter */\r\n get emitterConeRadiusMax(): number {\r\n return this._emitterConeRadiusMax;\r\n }\r\n set emitterConeRadiusMax(value: number) {\r\n this._emitterConeRadiusMax = value;\r\n }\r\n /** Minimum particle velocity */\r\n get particleVelocityMin(): number {\r\n return this._particleVelocityMin;\r\n }\r\n set particleVelocityMin(value: number) {\r\n this._particleVelocityMin = value;\r\n }\r\n /** Maximum particle velocity */\r\n get particleVelocityMax(): number {\r\n return this._particleVelocityMax;\r\n }\r\n set particleVelocityMax(value: number) {\r\n this._particleVelocityMax = value;\r\n }\r\n /** Minimum particle life */\r\n get particleLifeMin(): number {\r\n return this._particleLifeMin;\r\n }\r\n set particleLifeMin(value: number) {\r\n this._particleLifeMin = value;\r\n }\r\n /** Maximum particle life */\r\n get particleLifeMax(): number {\r\n return this._particleLifeMax;\r\n }\r\n set particleLifeMax(value: number) {\r\n this._particleLifeMax = value;\r\n }\r\n /** Minimum particle start size */\r\n get particleSize1Min(): number {\r\n return this._particleSize1Min;\r\n }\r\n set particleSize1Min(value: number) {\r\n this._particleSize1Min = value;\r\n }\r\n /** Maximum particle start size */\r\n get particleSize1Max(): number {\r\n return this._particleSize1Max;\r\n }\r\n set particleSize1Max(value: number) {\r\n this._particleSize1Max = value;\r\n }\r\n /** Minimum particle end size */\r\n get particleSize2Min(): number {\r\n return this._particleSize2Min;\r\n }\r\n set particleSize2Min(value: number) {\r\n this._particleSize2Min = value;\r\n }\r\n /** Maximum particle end size */\r\n get particleSize2Max(): number {\r\n return this._particleSize2Max;\r\n }\r\n set particleSize2Max(value: number) {\r\n this._particleSize2Max = value;\r\n }\r\n /** Minimum particle acceleration */\r\n get particleAccelMin(): number {\r\n return this._particleAccelMin;\r\n }\r\n set particleAccelMin(value: number) {\r\n this._particleAccelMin = value;\r\n }\r\n /** Maximum particle acceleration */\r\n get particleAccelMax(): number {\r\n return this._particleAccelMax;\r\n }\r\n set particleAccelMax(value: number) {\r\n this._particleAccelMax = value;\r\n }\r\n /** Minimum emitter shape size */\r\n get emitterShapeSizeMin(): Vector3 {\r\n return this._emitterShapeSizeMin;\r\n }\r\n set emitterShapeSizeMin(value: Vector3) {\r\n this._emitterShapeSizeMin.set(value);\r\n }\r\n /** Maximum emitter shape size */\r\n get emitterShapeSizeMax(): Vector3 {\r\n return this._emitterShapeSizeMax;\r\n }\r\n set emitterShapeSizeMax(value: Vector3) {\r\n this._emitterShapeSizeMax.set(value);\r\n }\r\n /** Whether particles are directional */\r\n get directional(): boolean {\r\n return this._material.get().directional;\r\n }\r\n set directional(val: boolean) {\r\n this._material.get().directional = val;\r\n }\r\n /** Whether particles are in world space */\r\n get worldSpace(): boolean {\r\n return !!(this.flags & PS_WORLDSPACE);\r\n }\r\n set worldSpace(value: boolean) {\r\n if (value) {\r\n this.flags |= PS_WORLDSPACE;\r\n } else {\r\n this.flags &= ~PS_WORLDSPACE;\r\n }\r\n }\r\n /** @internal */\r\n get flags(): number {\r\n return this._flags;\r\n }\r\n set flags(value: number) {\r\n this._flags = value;\r\n }\r\n /** @internal */\r\n computeBoundingVolume(): BoundingVolume {\r\n return this._wsBoundingBox;\r\n }\r\n /** @internal */\r\n private initParticle(p?: Particle): Particle {\r\n p =\r\n p ??\r\n ({\r\n position: new Vector3(),\r\n velocity: new Vector3()\r\n } as Particle);\r\n this.getParticleInitialPosition(p.position, p.velocity);\r\n p.size1 = this._particleSize1Min + Math.random() * (this._particleSize1Max - this._particleSize1Min);\r\n p.size2 = this._particleSize2Min + Math.random() * (this._particleSize2Max - this._particleSize2Min);\r\n p.rotation =\r\n this._particleRotationMin + Math.random() * (this._particleRotationMax - this._particleRotationMin);\r\n p.lifeSpan = Math.max(\r\n this._particleLifeMin + Math.random() * (this._particleLifeMax - this._particleLifeMin),\r\n 0.01\r\n );\r\n p.acceleartion =\r\n this._particleAccelMin + Math.random() * (this._particleAccelMax - this._particleAccelMin);\r\n return p;\r\n }\r\n private getParticleInitialPosition(pos: Vector3, vel: Vector3) {\r\n if (this._emitterShape === 'point') {\r\n pos.setXYZ(0, 0, 0);\r\n const coneRadius =\r\n this._emitterConeRadiusMin +\r\n Math.random() * (this._emitterConeRadiusMax - this._emitterConeRadiusMin);\r\n vel.x = -coneRadius + Math.random() * 2 * coneRadius;\r\n vel.y = 1;\r\n vel.z = -coneRadius + Math.random() * 2 * coneRadius;\r\n } else {\r\n const shapeSizeX = Math.max(\r\n this._emitterShapeSizeMin.x +\r\n (this._emitterShapeSizeMax.x - this._emitterShapeSizeMin.x) * Math.random(),\r\n 0.01\r\n );\r\n const shapeSizeY = Math.max(\r\n this._emitterShapeSizeMin.y +\r\n (this._emitterShapeSizeMax.y - this._emitterShapeSizeMin.y) * Math.random(),\r\n 0.01\r\n );\r\n const shapeSizeZ = Math.max(\r\n this._emitterShapeSizeMin.z +\r\n (this._emitterShapeSizeMax.z - this._emitterShapeSizeMin.z) * Math.random(),\r\n 0.01\r\n );\r\n switch (this._emitterShape) {\r\n case 'sphere': {\r\n const alpha = Math.PI * Math.random();\r\n const theta = Math.PI * 2 * Math.random();\r\n const r = Math.sin(alpha);\r\n const y = Math.cos(alpha);\r\n const x = Math.sin(theta) * r;\r\n const z = Math.cos(theta) * r;\r\n pos.x = x * shapeSizeX;\r\n pos.y = y * shapeSizeY;\r\n pos.z = z * shapeSizeZ;\r\n vel.x = pos.x;\r\n vel.y = pos.y;\r\n vel.z = pos.z;\r\n if (this._emitterBehavior === 'volume') {\r\n const t = Math.random();\r\n pos.x *= t;\r\n pos.y *= t;\r\n pos.z *= t;\r\n }\r\n break;\r\n }\r\n case 'box': {\r\n let x = Math.random() * 2 - 1;\r\n let y = Math.random() * 2 - 1;\r\n let z = Math.random() * 2 - 1;\r\n if (this._emitterBehavior === 'volume') {\r\n const t = Math.max(Math.abs(x), Math.abs(y), Math.abs(z));\r\n if (t !== 0) {\r\n x /= t;\r\n y /= t;\r\n z /= t;\r\n }\r\n }\r\n pos.x = x * shapeSizeX;\r\n pos.y = y * shapeSizeY;\r\n pos.z = z * shapeSizeZ;\r\n const coneRadius =\r\n this._emitterConeRadiusMin +\r\n (this._emitterConeRadiusMax - this._emitterConeRadiusMin) * Math.random();\r\n vel.x = -coneRadius + Math.random() * 2 * coneRadius;\r\n vel.y = 1;\r\n vel.z = -coneRadius + Math.random() * 2 * coneRadius;\r\n break;\r\n }\r\n case 'cylinder': {\r\n const alpha = Math.random() * Math.PI * 2;\r\n let x = Math.sin(alpha);\r\n let z = Math.cos(alpha);\r\n const y = Math.random() * 2 - 1;\r\n const coneRadius =\r\n this._emitterConeRadiusMin +\r\n (this._emitterConeRadiusMax - this._emitterConeRadiusMin) * Math.random();\r\n vel.x = x * shapeSizeX;\r\n vel.y = (-coneRadius + Math.random() * 2 * coneRadius) * shapeSizeY;\r\n vel.z = z * shapeSizeZ;\r\n if (this._emitterBehavior === 'volume') {\r\n const t = Math.random();\r\n x *= t;\r\n z *= t;\r\n }\r\n pos.x = x * shapeSizeX;\r\n pos.y = y * shapeSizeY;\r\n pos.z = z * shapeSizeZ;\r\n break;\r\n }\r\n case 'cone': {\r\n const alpha = Math.random() * Math.PI * 2;\r\n const scale = Math.random();\r\n const s = Math.sin(alpha);\r\n const c = Math.cos(alpha);\r\n pos.x = s * scale * shapeSizeX;\r\n pos.y = (2 - 2 * scale) * shapeSizeY;\r\n pos.z = c * scale * shapeSizeZ;\r\n const t = (shapeSizeY * shapeSizeY) / Math.sqrt(shapeSizeY * shapeSizeY + shapeSizeX + shapeSizeX);\r\n vel.x = s * shapeSizeX * t;\r\n vel.y = -t * shapeSizeY;\r\n vel.z = c * shapeSizeX * t;\r\n break;\r\n }\r\n }\r\n }\r\n vel.inplaceNormalize();\r\n vel.scaleBy(\r\n this._particleVelocityMin + Math.random() * (this._particleVelocityMax - this._particleVelocityMin)\r\n );\r\n }\r\n resizeVertexBuffers() {\r\n if (!this._primitive.get()) {\r\n this._primitive.set(new Primitive());\r\n this._primitive\r\n .get()\r\n .createAndSetVertexBuffer(\r\n 'position_f32x4',\r\n new Float32Array([0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 2, 0, 0, 0, 3])\r\n );\r\n this._primitive.get().createAndSetIndexBuffer(new Uint16Array([0, 1, 2, 3]));\r\n this._primitive.get().primitiveType = 'triangle-strip';\r\n }\r\n if (!this._instanceData || this._instanceData.length < this._maxParticleCount * 10) {\r\n this._primitive.get().removeVertexBuffer('texCoord0');\r\n this._instanceData = new Float32Array(nextPowerOf2(this._maxParticleCount) * 10);\r\n this._primitive\r\n .get()\r\n .createAndSetVertexBuffer(['tex0_f32x3', 'tex1_f32x4', 'tex2_f32x3'], this._instanceData, 'instance');\r\n }\r\n }\r\n update() {\r\n const tick = Application.instance.device.frameInfo.elapsedOverall;\r\n if (this._startTick === 0) {\r\n this._startTick = tick;\r\n }\r\n if (this._delay > 0 && tick - this._startTick < this._delay) {\r\n return;\r\n }\r\n if (this._lastUpdateTime === 0) {\r\n this._lastUpdateTime = tick;\r\n }\r\n const updateElapsed = tick - this._lastUpdateTime;\r\n this.invalidateBoundingVolume();\r\n const elapsedInSecond = updateElapsed * 0.001;\r\n this._lastUpdateTime = tick;\r\n for (let i = this._activeParticleList.length - 1; i >= 0; i--) {\r\n const node = this._activeParticleList[i];\r\n const p = node.particle;\r\n node.elapsedTime += elapsedInSecond;\r\n const age = node.elapsedTime / p.lifeSpan;\r\n if (age >= 1) {\r\n this._activeParticleList.splice(i, 1);\r\n } else {\r\n p.velocity.x += this._gravity.x * elapsedInSecond;\r\n p.velocity.y += this._gravity.y * elapsedInSecond;\r\n p.velocity.z += this._gravity.z * elapsedInSecond;\r\n if (this._airResistence) {\r\n p.velocity.x += (this._wind.x - p.velocity.x) * elapsedInSecond;\r\n p.velocity.y += (this._wind.y - p.velocity.y) * elapsedInSecond;\r\n p.velocity.z += (this._wind.z - p.velocity.z) * elapsedInSecond;\r\n }\r\n const len = p.velocity.length;\r\n if (len > 0.0001) {\r\n const s = 1 + (elapsedInSecond * p.acceleartion) / len;\r\n p.velocity.scaleBy(s < 0 ? 0 : s);\r\n }\r\n p.position.x += p.velocity.x * elapsedInSecond * this._scalar;\r\n p.position.y += p.velocity.y * elapsedInSecond * this._scalar;\r\n p.position.z += p.velocity.z * elapsedInSecond * this._scalar;\r\n node.jitterAngle = (node.elapsedTime + p.lifeSpan * node.ageBias) * this._jitterSpeed;\r\n node.size = Math.max(p.size1 + p.size2 * age, 0);\r\n node.rotation += p.rotation * elapsedInSecond;\r\n }\r\n }\r\n let newParticleCount = 0;\r\n if (this._startEmitTime === 0) {\r\n newParticleCount = this._emitCount > this._maxParticleCount ? this._maxParticleCount : this._emitCount;\r\n this._numEmitCount = 1;\r\n this._startEmitTime = tick;\r\n } else {\r\n const emitElapsed = tick - this._startEmitTime;\r\n const count = ((emitElapsed / this._emitInterval) >> 0) + 1;\r\n if (count > this._numEmitCount) {\r\n newParticleCount = this._emitCount;\r\n this._numEmitCount = count;\r\n if (this._activeParticleList.length + newParticleCount > this._maxParticleCount) {\r\n newParticleCount = this._maxParticleCount - this._activeParticleList.length;\r\n }\r\n }\r\n }\r\n if (newParticleCount > 0) {\r\n this.newParticle(newParticleCount, this.worldMatrix);\r\n }\r\n this.resizeVertexBuffers();\r\n this._wsBoundingBox.beginExtend();\r\n let n = 0;\r\n const worldSpace = !!(this._flags & PS_WORLDSPACE);\r\n const invWorldMatrix = this.invWorldMatrix;\r\n for (const p of this._activeParticleList) {\r\n if (worldSpace) {\r\n invWorldMatrix.transformPointAffine(p.particle.position, tmpVec3);\r\n this._instanceData[n++] = tmpVec3.x;\r\n this._instanceData[n++] = tmpVec3.y;\r\n this._instanceData[n++] = tmpVec3.z;\r\n this._wsBoundingBox.extend(tmpVec3);\r\n } else {\r\n this._instanceData[n++] = p.particle.position.x;\r\n this._instanceData[n++] = p.particle.position.y;\r\n this._instanceData[n++] = p.particle.position.z;\r\n this._wsBoundingBox.extend(p.particle.position);\r\n }\r\n this._instanceData[n++] = p.size;\r\n this._instanceData[n++] = p.rotation;\r\n this._instanceData[n++] = p.jitterAngle;\r\n this._instanceData[n++] = p.elapsedTime / p.particle.lifeSpan;\r\n if (worldSpace) {\r\n invWorldMatrix.transformVectorAffine(p.particle.velocity, tmpVec3);\r\n this._instanceData[n++] = tmpVec3.x;\r\n this._instanceData[n++] = tmpVec3.y;\r\n this._instanceData[n++] = tmpVec3.z;\r\n } else {\r\n this._instanceData[n++] = p.particle.velocity.x;\r\n this._instanceData[n++] = p.particle.velocity.y;\r\n this._instanceData[n++] = p.particle.velocity.z;\r\n }\r\n }\r\n let maxParticleSize = Math.max(\r\n Math.abs(this.particleSize1Min),\r\n Math.abs(this.particleSize1Max),\r\n Math.abs(this.particleSize2Min),\r\n Math.abs(this.particleSize2Max)\r\n );\r\n invWorldMatrix.decompose(tmpVec3, null, null);\r\n const scale = Math.max(Math.abs(tmpVec3.x), Math.abs(tmpVec3.y), Math.abs(tmpVec3.z));\r\n maxParticleSize *= scale;\r\n if (this._jitterSpeed !== 0 && this.jitterPower !== 0) {\r\n maxParticleSize += 2 * Math.abs(this.jitterPower);\r\n }\r\n this._wsBoundingBox.minPoint.x -= maxParticleSize;\r\n this._wsBoundingBox.minPoint.y -= maxParticleSize;\r\n this._wsBoundingBox.minPoint.z -= maxParticleSize;\r\n this._wsBoundingBox.maxPoint.x += maxParticleSize;\r\n this._wsBoundingBox.maxPoint.y += maxParticleSize;\r\n this._wsBoundingBox.maxPoint.z += maxParticleSize;\r\n this._primitive.get().getVertexBuffer('texCoord0').bufferSubData(0, this._instanceData);\r\n }\r\n newParticle(num: number, worldMatrix: Matrix4x4) {\r\n for (let i = 0; i < num; i++) {\r\n const particle = this.initParticle();\r\n particle.size1 *= this._scalar;\r\n particle.size2 *= this._scalar;\r\n particle.size2 -= particle.size1;\r\n const node: ParticleNode = {\r\n particle,\r\n elapsedTime: 0,\r\n rotation: 0,\r\n size: particle.size1,\r\n ageBias: Math.random(),\r\n jitterAngle: 0\r\n };\r\n if (this._flags & PS_WORLDSPACE) {\r\n worldMatrix.transformPointAffine(particle.position, particle.position);\r\n worldMatrix.transformVectorAffine(particle.velocity, particle.velocity);\r\n }\r\n this._activeParticleList.push(node);\r\n }\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getPickTarget }\r\n */\r\n getPickTarget(): PickTarget {\r\n return this._pickTarget;\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getMorphData}\r\n */\r\n getMorphData(): Texture2D {\r\n return null;\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getMorphInfo}\r\n */\r\n getMorphInfo(): GPUDataBuffer<unknown> {\r\n return null;\r\n }\r\n /**\r\n * {@inheritDoc Drawable.getQueueType}\r\n */\r\n getQueueType(): number {\r\n return this._material.get()?.getQueueType() ?? 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@@ -1,103 +0,0 @@
1
- import { Vector3, Ray } from '@zephyr3d/base';
2
- import { OctreeNode } from './octree.js';
3
-
4
- const tmpV3 = new Vector3();
5
- /** @internal */ class RaycastVisitor {
6
- /** @internal */ _ray;
7
- /** @internal */ _rayLocal;
8
- /** @internal */ _intersected;
9
- /** @internal */ _intersectedDist;
10
- /** @internal */ _intersectedPoint;
11
- constructor(ray, length){
12
- this._ray = ray;
13
- this._rayLocal = new Ray();
14
- this._intersected = null;
15
- this._intersectedDist = length;
16
- this._intersectedPoint = new Vector3();
17
- }
18
- get intersected() {
19
- return this._intersected;
20
- }
21
- get intersectedDist() {
22
- return this._intersectedDist;
23
- }
24
- get intersectedPoint() {
25
- return this._intersectedPoint;
26
- }
27
- visit(target) {
28
- if (target instanceof OctreeNode) {
29
- return this.visitOctreeNode(target);
30
- }
31
- if (target.isMesh()) {
32
- return this.visitMesh(target);
33
- } else if (target.isTerrain()) {
34
- return this.visitTerrain(target);
35
- } else if (target.isWater()) {
36
- return this.visitWater(target);
37
- }
38
- return false;
39
- }
40
- visitTerrain(node) {
41
- if (!node.hidden && node.pickable) {
42
- this._ray.transform(node.invWorldMatrix, this._rayLocal);
43
- const d = node.rayIntersect(this._rayLocal); // this._rayLocal.bboxIntersectionTestEx(node.getBoundingVolume().toAABB());
44
- if (this.updateVisitResult(d, node)) {
45
- this._intersectedDist = d;
46
- this._intersected = {
47
- node
48
- };
49
- return true;
50
- }
51
- }
52
- return false;
53
- }
54
- visitWater(node) {
55
- if (!node.hidden && node.pickable) {
56
- const bv = node.getWorldBoundingVolume().toAABB();
57
- const d = this._ray.bboxIntersectionTestEx(bv);
58
- if (this.updateVisitResult(d, node)) {
59
- this._intersectedDist = d;
60
- this._intersected = node.getPickTarget();
61
- return true;
62
- }
63
- }
64
- return false;
65
- }
66
- visitMesh(node) {
67
- if (!node.hidden && node.pickable) {
68
- this._ray.transform(node.invWorldMatrix, this._rayLocal);
69
- const d = node.primitive.raycast(this._rayLocal);
70
- if (this.updateVisitResult(d, node)) {
71
- this._intersected = node.getPickTarget();
72
- return true;
73
- }
74
- }
75
- return false;
76
- }
77
- visitOctreeNode(node) {
78
- if (node.getLevel() === 0 || this._ray.bboxIntersectionTest(node.getBoxLoosed()) !== null) {
79
- const nodes = node.getNodes();
80
- for(let i = 0; i < nodes.length; i++){
81
- this.visit(nodes[i]);
82
- }
83
- return true;
84
- }
85
- return false;
86
- }
87
- updateVisitResult(d, node) {
88
- if (d !== null) {
89
- Vector3.combine(this._rayLocal.origin, this._rayLocal.direction, 1, d, tmpV3);
90
- node.worldMatrix.transformPointAffine(tmpV3, tmpV3);
91
- const dist = Vector3.distance(tmpV3, this._ray.origin);
92
- if (dist < this._intersectedDist) {
93
- this._intersectedDist = dist;
94
- this._intersectedPoint.set(tmpV3);
95
- return true;
96
- }
97
- }
98
- return false;
99
- }
100
- }
101
-
102
- export { RaycastVisitor };
103
- //# sourceMappingURL=raycast_visitor.js.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"raycast_visitor.js","sources":["../../../src/scene/raycast_visitor.ts"],"sourcesContent":["import { Ray, Vector3 } from '@zephyr3d/base';\r\nimport { OctreeNode } from './octree';\r\nimport type { Mesh } from './mesh';\r\nimport type { Terrain } from './terrain';\r\nimport type { Visitor } from './visitor';\r\nimport type { SceneNode } from './scene_node';\r\nimport type { PickTarget } from '../render';\r\nimport type { Water } from './water';\r\n\r\nconst tmpV3 = new Vector3();\r\n\r\n/** @internal */\r\nexport class RaycastVisitor implements Visitor<SceneNode | OctreeNode> {\r\n /** @internal */\r\n private readonly _ray: Ray;\r\n /** @internal */\r\n private readonly _rayLocal: Ray;\r\n /** @internal */\r\n private _intersected: PickTarget;\r\n /** @internal */\r\n private _intersectedDist: number;\r\n /** @internal */\r\n private readonly _intersectedPoint: Vector3;\r\n constructor(ray: Ray, length: number) {\r\n this._ray = ray;\r\n this._rayLocal = new Ray();\r\n this._intersected = null;\r\n this._intersectedDist = length;\r\n this._intersectedPoint = new Vector3();\r\n }\r\n get intersected(): PickTarget {\r\n return this._intersected;\r\n }\r\n get intersectedDist(): number {\r\n return this._intersectedDist;\r\n }\r\n get intersectedPoint(): Vector3 {\r\n return this._intersectedPoint;\r\n }\r\n visit(target: SceneNode | OctreeNode): boolean {\r\n if (target instanceof OctreeNode) {\r\n return this.visitOctreeNode(target);\r\n }\r\n if (target.isMesh()) {\r\n return this.visitMesh(target);\r\n } else if (target.isTerrain()) {\r\n return this.visitTerrain(target);\r\n } else if (target.isWater()) {\r\n return this.visitWater(target);\r\n }\r\n return false;\r\n }\r\n visitTerrain(node: Terrain) {\r\n if (!node.hidden && node.pickable) {\r\n this._ray.transform(node.invWorldMatrix, this._rayLocal);\r\n const d = node.rayIntersect(this._rayLocal); // this._rayLocal.bboxIntersectionTestEx(node.getBoundingVolume().toAABB());\r\n if (this.updateVisitResult(d, node)) {\r\n this._intersectedDist = d;\r\n this._intersected = { node };\r\n return true;\r\n }\r\n }\r\n return false;\r\n }\r\n visitWater(node: Water) {\r\n if (!node.hidden && node.pickable) {\r\n const bv = node.getWorldBoundingVolume().toAABB();\r\n const d = this._ray.bboxIntersectionTestEx(bv);\r\n if (this.updateVisitResult(d, node)) {\r\n this._intersectedDist = d;\r\n this._intersected = node.getPickTarget();\r\n return true;\r\n }\r\n }\r\n return false;\r\n }\r\n visitMesh(node: Mesh) {\r\n if (!node.hidden && node.pickable) {\r\n this._ray.transform(node.invWorldMatrix, this._rayLocal);\r\n const d = node.primitive.raycast(this._rayLocal);\r\n if (this.updateVisitResult(d, node)) {\r\n this._intersected = node.getPickTarget();\r\n return true;\r\n }\r\n }\r\n return false;\r\n }\r\n visitOctreeNode(node: OctreeNode) {\r\n if (node.getLevel() === 0 || this._ray.bboxIntersectionTest(node.getBoxLoosed()) !== null) {\r\n const nodes = node.getNodes();\r\n for (let i = 0; i < nodes.length; i++) {\r\n this.visit(nodes[i]);\r\n }\r\n return true;\r\n }\r\n return false;\r\n }\r\n private updateVisitResult(d: number, node: SceneNode) {\r\n if (d !== null) {\r\n Vector3.combine(this._rayLocal.origin, this._rayLocal.direction, 1, d, tmpV3);\r\n node.worldMatrix.transformPointAffine(tmpV3, tmpV3);\r\n const dist = Vector3.distance(tmpV3, this._ray.origin);\r\n if (dist < this._intersectedDist) {\r\n this._intersectedDist = dist;\r\n this._intersectedPoint.set(tmpV3);\r\n return true;\r\n }\r\n }\r\n return false;\r\n }\r\n}\r\n"],"names":["tmpV3","Vector3","RaycastVisitor","ray","length","_ray","_rayLocal","Ray","_intersected","_intersectedDist","_intersectedPoint","intersected","intersectedDist","intersectedPoint","visit","target","OctreeNode","visitOctreeNode","isMesh","visitMesh","isTerrain","visitTerrain","isWater","visitWater","node","hidden","pickable","transform","invWorldMatrix","d","rayIntersect","updateVisitResult","bv","getWorldBoundingVolume","toAABB","bboxIntersectionTestEx","getPickTarget","primitive","raycast","getLevel","bboxIntersectionTest","getBoxLoosed","nodes","getNodes","i","combine","origin","direction","worldMatrix","transformPointAffine","dist","distance","set"],"mappings":";;;AASA,MAAMA,QAAQ,IAAIC,OAAAA,EAAAA;AAElB,iBACO,MAAMC,cAAAA,CAAAA;qBAEX,IAA2B;qBAE3B,SAAgC;qBAEhC,YAAiC;qBAEjC,gBAAiC;qBAEjC,iBAA4C;IAC5C,WAAYC,CAAAA,GAAQ,EAAEC,MAAc,CAAE;QACpC,IAAI,CAACC,IAAI,GAAGF,GAAAA;QACZ,IAAI,CAACG,SAAS,GAAG,IAAIC,GAAAA,EAAAA;QACrB,IAAI,CAACC,YAAY,GAAG,IAAA;QACpB,IAAI,CAACC,gBAAgB,GAAGL,MAAAA;QACxB,IAAI,CAACM,iBAAiB,GAAG,IAAIT,OAAAA,EAAAA;AAC/B;AACA,IAAA,IAAIU,WAA0B,GAAA;QAC5B,OAAO,IAAI,CAACH,YAAY;AAC1B;AACA,IAAA,IAAII,eAA0B,GAAA;QAC5B,OAAO,IAAI,CAACH,gBAAgB;AAC9B;AACA,IAAA,IAAII,gBAA4B,GAAA;QAC9B,OAAO,IAAI,CAACH,iBAAiB;AAC/B;AACAI,IAAAA,KAAAA,CAAMC,MAA8B,EAAW;AAC7C,QAAA,IAAIA,kBAAkBC,UAAY,EAAA;YAChC,OAAO,IAAI,CAACC,eAAe,CAACF,MAAAA,CAAAA;AAC9B;QACA,IAAIA,MAAAA,CAAOG,MAAM,EAAI,EAAA;YACnB,OAAO,IAAI,CAACC,SAAS,CAACJ,MAAAA,CAAAA;SACjB,MAAA,IAAIA,MAAOK,CAAAA,SAAS,EAAI,EAAA;YAC7B,OAAO,IAAI,CAACC,YAAY,CAACN,MAAAA,CAAAA;SACpB,MAAA,IAAIA,MAAOO,CAAAA,OAAO,EAAI,EAAA;YAC3B,OAAO,IAAI,CAACC,UAAU,CAACR,MAAAA,CAAAA;AACzB;QACA,OAAO,KAAA;AACT;AACAM,IAAAA,YAAAA,CAAaG,IAAa,EAAE;AAC1B,QAAA,IAAI,CAACA,IAAKC,CAAAA,MAAM,IAAID,IAAAA,CAAKE,QAAQ,EAAE;YACjC,IAAI,CAACrB,IAAI,CAACsB,SAAS,CAACH,KAAKI,cAAc,EAAE,IAAI,CAACtB,SAAS,CAAA;YACvD,MAAMuB,CAAAA,GAAIL,KAAKM,YAAY,CAAC,IAAI,CAACxB,SAAS;AAC1C,YAAA,IAAI,IAAI,CAACyB,iBAAiB,CAACF,GAAGL,IAAO,CAAA,EAAA;gBACnC,IAAI,CAACf,gBAAgB,GAAGoB,CAAAA;gBACxB,IAAI,CAACrB,YAAY,GAAG;AAAEgB,oBAAAA;AAAK,iBAAA;gBAC3B,OAAO,IAAA;AACT;AACF;QACA,OAAO,KAAA;AACT;AACAD,IAAAA,UAAAA,CAAWC,IAAW,EAAE;AACtB,QAAA,IAAI,CAACA,IAAKC,CAAAA,MAAM,IAAID,IAAAA,CAAKE,QAAQ,EAAE;AACjC,YAAA,MAAMM,EAAKR,GAAAA,IAAAA,CAAKS,sBAAsB,EAAA,CAAGC,MAAM,EAAA;AAC/C,YAAA,MAAML,IAAI,IAAI,CAACxB,IAAI,CAAC8B,sBAAsB,CAACH,EAAAA,CAAAA;AAC3C,YAAA,IAAI,IAAI,CAACD,iBAAiB,CAACF,GAAGL,IAAO,CAAA,EAAA;gBACnC,IAAI,CAACf,gBAAgB,GAAGoB,CAAAA;AACxB,gBAAA,IAAI,CAACrB,YAAY,GAAGgB,IAAAA,CAAKY,aAAa,EAAA;gBACtC,OAAO,IAAA;AACT;AACF;QACA,OAAO,KAAA;AACT;AACAjB,IAAAA,SAAAA,CAAUK,IAAU,EAAE;AACpB,QAAA,IAAI,CAACA,IAAKC,CAAAA,MAAM,IAAID,IAAAA,CAAKE,QAAQ,EAAE;YACjC,IAAI,CAACrB,IAAI,CAACsB,SAAS,CAACH,KAAKI,cAAc,EAAE,IAAI,CAACtB,SAAS,CAAA;YACvD,MAAMuB,CAAAA,GAAIL,KAAKa,SAAS,CAACC,OAAO,CAAC,IAAI,CAAChC,SAAS,CAAA;AAC/C,YAAA,IAAI,IAAI,CAACyB,iBAAiB,CAACF,GAAGL,IAAO,CAAA,EAAA;AACnC,gBAAA,IAAI,CAAChB,YAAY,GAAGgB,IAAAA,CAAKY,aAAa,EAAA;gBACtC,OAAO,IAAA;AACT;AACF;QACA,OAAO,KAAA;AACT;AACAnB,IAAAA,eAAAA,CAAgBO,IAAgB,EAAE;AAChC,QAAA,IAAIA,IAAKe,CAAAA,QAAQ,EAAO,KAAA,CAAA,IAAK,IAAI,CAAClC,IAAI,CAACmC,oBAAoB,CAAChB,IAAKiB,CAAAA,YAAY,QAAQ,IAAM,EAAA;YACzF,MAAMC,KAAAA,GAAQlB,KAAKmB,QAAQ,EAAA;AAC3B,YAAA,IAAK,IAAIC,CAAI,GAAA,CAAA,EAAGA,IAAIF,KAAMtC,CAAAA,MAAM,EAAEwC,CAAK,EAAA,CAAA;AACrC,gBAAA,IAAI,CAAC9B,KAAK,CAAC4B,KAAK,CAACE,CAAE,CAAA,CAAA;AACrB;YACA,OAAO,IAAA;AACT;QACA,OAAO,KAAA;AACT;IACQb,iBAAkBF,CAAAA,CAAS,EAAEL,IAAe,EAAE;AACpD,QAAA,IAAIK,MAAM,IAAM,EAAA;AACd5B,YAAAA,OAAAA,CAAQ4C,OAAO,CAAC,IAAI,CAACvC,SAAS,CAACwC,MAAM,EAAE,IAAI,CAACxC,SAAS,CAACyC,SAAS,EAAE,GAAGlB,CAAG7B,EAAAA,KAAAA,CAAAA;AACvEwB,YAAAA,IAAAA,CAAKwB,WAAW,CAACC,oBAAoB,CAACjD,KAAOA,EAAAA,KAAAA,CAAAA;YAC7C,MAAMkD,IAAAA,GAAOjD,QAAQkD,QAAQ,CAACnD,OAAO,IAAI,CAACK,IAAI,CAACyC,MAAM,CAAA;AACrD,YAAA,IAAII,IAAO,GAAA,IAAI,CAACzC,gBAAgB,EAAE;gBAChC,IAAI,CAACA,gBAAgB,GAAGyC,IAAAA;AACxB,gBAAA,IAAI,CAACxC,iBAAiB,CAAC0C,GAAG,CAACpD,KAAAA,CAAAA;gBAC3B,OAAO,IAAA;AACT;AACF;QACA,OAAO,KAAA;AACT;AACF;;;;"}
@@ -1,284 +0,0 @@
1
- import { Observable, DRef, Vector4, Vector3, Ray, DWeakRef } from '@zephyr3d/base';
2
- import { SceneNode } from './scene_node.js';
3
- import { Octree } from './octree.js';
4
- import { RaycastVisitor } from './raycast_visitor.js';
5
- import { Application } from '../app/app.js';
6
- import { Environment } from './environment.js';
7
- import '../values.js';
8
- import '@zephyr3d/device';
9
- import '../material/shader/helper.js';
10
- import '../material/lambert.js';
11
- import '../material/blinn.js';
12
- import '../material/unlit.js';
13
- import '../material/particle.js';
14
- import '../material/meshmaterial.js';
15
- import '../material/grassmaterial.js';
16
- import '../material/terrainmaterial.js';
17
- import '../material/terrain-cm.js';
18
- import '../material/pbrmr.js';
19
- import '../material/pbrsg.js';
20
- import { SceneRenderer } from '../render/renderer.js';
21
- import '../render/sky.js';
22
- import '../render/clipmap.js';
23
- import '../shaders/atmosphere.js';
24
-
25
- /**
26
- * Presents a world that manages a couple of objects that will be rendered
27
- * @public
28
- */ class Scene extends Observable {
29
- /** @internal */ static _nextId = 0;
30
- /** @internal */ _name;
31
- /** @internal */ _rootNode;
32
- /** @internal */ _octree;
33
- /** @internal */ _nodePlaceList;
34
- /** @internal */ _env;
35
- /** @internal */ _updateFrame;
36
- /** @internal */ _id;
37
- /** @internal */ _nodeUpdateQueue;
38
- /** @internal */ _perCameraUpdateQueue;
39
- /** @internal */ _mainCamera;
40
- /** @internal */ _metaData;
41
- /**
42
- * Creates an instance of scene
43
- */ constructor(name){
44
- super();
45
- this._id = ++Scene._nextId;
46
- this._name = name ?? '';
47
- this._octree = new Octree(this, 8, 8);
48
- this._nodePlaceList = new Set();
49
- this._nodeUpdateQueue = [];
50
- this._perCameraUpdateQueue = [];
51
- this._env = new Environment();
52
- this._updateFrame = -1;
53
- this._rootNode = new DRef(new SceneNode(this));
54
- this._rootNode.get().name = 'Root';
55
- this._metaData = null;
56
- this._mainCamera = new DRef();
57
- }
58
- /**
59
- * Gets the unique identifier of the scene
60
- */ get id() {
61
- return this._id;
62
- }
63
- /**
64
- * Name of the scene
65
- */ get name() {
66
- return this._name;
67
- }
68
- set name(val) {
69
- this._name = val ?? '';
70
- }
71
- /**
72
- * Main camera
73
- */ get mainCamera() {
74
- return this._mainCamera.get();
75
- }
76
- set mainCamera(camera) {
77
- this._mainCamera.set(camera);
78
- }
79
- /**
80
- * Gets the root scene node of the scene
81
- */ get rootNode() {
82
- return this._rootNode?.get() ?? null;
83
- }
84
- /**
85
- * Gets the octree
86
- */ get octree() {
87
- // Make sure the octree state is up to date
88
- this.updateNodePlacement(this._octree, this._nodePlaceList);
89
- return this._octree;
90
- }
91
- /**
92
- * Gets the bounding box of the scene
93
- */ get boundingBox() {
94
- this.updateNodePlacement(this._octree, this._nodePlaceList);
95
- // this._syncBVChangedList();
96
- return this._octree.getRootNode().getBoxLoosed();
97
- }
98
- /**
99
- * The environment of the scene
100
- */ get env() {
101
- return this._env;
102
- }
103
- /**
104
- * Metadata of the scene
105
- */ get metaData() {
106
- return this._metaData;
107
- }
108
- set metaData(val) {
109
- this._metaData = val;
110
- }
111
- /**
112
- * Disposes the scene
113
- */ dispose() {
114
- this._env.dispose();
115
- this._rootNode.dispose();
116
- this._mainCamera.dispose();
117
- }
118
- /**
119
- * Find scene node by id
120
- */ findNodeById(id) {
121
- let node = null;
122
- this._rootNode?.get().iterate((child)=>{
123
- if (child.persistentId === id) {
124
- node = child;
125
- return true;
126
- }
127
- });
128
- return node;
129
- }
130
- /**
131
- * Cast a ray into the scene to get the closest object hit by the ray
132
- *
133
- * @param ray - The ray in world coordinate space
134
- * @param length - Length of the ray
135
- * @returns The closest object hit by the ray
136
- */ raycast(ray, length = Infinity) {
137
- const raycastVisitor = new RaycastVisitor(ray, length);
138
- this.octree.getRootNode().traverse(raycastVisitor);
139
- return raycastVisitor.intersected ? {
140
- target: raycastVisitor.intersected,
141
- dist: raycastVisitor.intersectedDist,
142
- point: raycastVisitor.intersectedPoint
143
- } : null;
144
- }
145
- /**
146
- * Constructs a ray by a given camera and the position on screen
147
- * @param camera - The camera used to compute the ray
148
- * @param viewportWidth - Width of the viewport
149
- * @param viewportHeight - Height of the viewport
150
- * @param screenX - The x position on screen
151
- * @param screenY - The y position on screen
152
- * @param invModelMatrix - A matrix used to transform the ray
153
- * @returns The constructed ray
154
- */ constructRay(camera, viewportWidth, viewportHeight, screenX, screenY, invModelMatrix) {
155
- const vClip = new Vector4(2 * screenX / viewportWidth - 1, 1 - 2 * screenY / viewportHeight, 1, 1);
156
- const vWorld = camera.invViewProjectionMatrix.transform(vClip);
157
- vWorld.scaleBy(1 / vWorld.w);
158
- let vEye = camera.getWorldPosition();
159
- let vDir = Vector3.sub(vWorld.xyz(), vEye).inplaceNormalize();
160
- if (invModelMatrix) {
161
- vEye = invModelMatrix.transformPointAffine(vEye);
162
- vDir = invModelMatrix.transformVectorAffine(vDir);
163
- }
164
- return new Ray(vEye, vDir);
165
- }
166
- /**
167
- * Add node to the update queue so the node's update method will be called before render.
168
- * @param node - Node to be queued to update
169
- *
170
- * @remarks
171
- * Node will be removed from update queue after frame rendered, to update the node continuous,
172
- * call queueUpdateNode in the update method.
173
- */ queueUpdateNode(node) {
174
- if (node && this._nodeUpdateQueue.findIndex((val)=>val.get() === node) < 0) {
175
- this._nodeUpdateQueue.push(new DWeakRef(node));
176
- }
177
- }
178
- /**
179
- * Add node to the per-camera update queue so the node's update method will be called once per camera before render.
180
- * @param node - Node to be queued to update
181
- *
182
- * @remarks
183
- * Node will be removed from update queue after frame rendered, to update the node continuous,
184
- * call queuePerCameraUpdateNode in the update method.
185
- */ queuePerCameraUpdateNode(node) {
186
- if (node && this._perCameraUpdateQueue.findIndex((val)=>val.get() === node) < 0) {
187
- this._perCameraUpdateQueue.push(new DWeakRef(node));
188
- }
189
- }
190
- /**
191
- * Render this scene using main camera of the scene
192
- */ render() {
193
- if (this.mainCamera) {
194
- this.mainCamera.render(this);
195
- }
196
- }
197
- /** @internal */ invalidateNodePlacement(node) {
198
- this._nodePlaceList.add(node);
199
- }
200
- /** @internal */ updateEnvLight() {
201
- if (this.env.light.type === 'ibl' || this.env.light.type === 'ibl-sh') {
202
- const isWebGL1 = Application.instance.device.type === 'webgl';
203
- if (!this.env.light.radianceMap) {
204
- this.env.light.radianceMap = this.env.sky.radianceMap;
205
- }
206
- if (!this.env.light.irradianceMap) {
207
- this.env.light.irradianceMap = this.env.sky.irradianceMap;
208
- }
209
- if (isWebGL1 && !this.env.light.irradianceSHFB) {
210
- this.env.light.irradianceSHFB = this.env.sky.irradianceSHFB;
211
- }
212
- if (!isWebGL1 && !this.env.light.irradianceSH) {
213
- this.env.light.irradianceSH = this.env.sky.irradianceSH;
214
- }
215
- }
216
- }
217
- /** @internal */ getRenderer() {
218
- return SceneRenderer;
219
- }
220
- /** @internal */ frameUpdate() {
221
- const frameInfo = Application.instance.device.frameInfo;
222
- if (frameInfo.frameCounter !== this._updateFrame) {
223
- this._updateFrame = frameInfo.frameCounter;
224
- //this.updateAnimations();
225
- this.updateEnvLight();
226
- this.dispatchEvent('update', this);
227
- if (this._nodeUpdateQueue.length > 0) {
228
- const elapsedInSeconds = frameInfo.elapsedOverall * 0.001;
229
- const deltaInSeconds = frameInfo.elapsedFrame * 0.001;
230
- const queue = this._nodeUpdateQueue;
231
- this._nodeUpdateQueue = [];
232
- while(queue.length > 0){
233
- const ref = queue.shift();
234
- const node = ref.get();
235
- if (node?.attached) {
236
- node.update(frameInfo.frameCounter, elapsedInSeconds, deltaInSeconds);
237
- }
238
- ref.dispose();
239
- }
240
- }
241
- this.updateNodePlacement(this._octree, this._nodePlaceList);
242
- }
243
- }
244
- /** @internal */ frameUpdatePerCamera(camera) {
245
- if (this._perCameraUpdateQueue.length > 0) {
246
- const frameInfo = Application.instance.device.frameInfo;
247
- const elapsedInSeconds = frameInfo.elapsedOverall * 0.001;
248
- const deltaInSeconds = frameInfo.elapsedFrame * 0.001;
249
- const queue = this._perCameraUpdateQueue;
250
- this._perCameraUpdateQueue = [];
251
- while(queue.length > 0){
252
- const ref = queue.shift();
253
- ref.get()?.updatePerCamera(camera, elapsedInSeconds, deltaInSeconds);
254
- ref.dispose();
255
- }
256
- }
257
- this.updateNodePlacement(this._octree, this._nodePlaceList);
258
- }
259
- /**
260
- * Update node placement in the octree
261
- */ updateNodePlacement(octree, list) {
262
- function placeNode(node) {
263
- if (!node.disposed && node.attached && !node.hidden && node.placeToOctree) {
264
- octree.placeNode(node);
265
- } else {
266
- octree.removeNode(node);
267
- }
268
- list.delete(node);
269
- }
270
- if (list.size > 0) {
271
- while(list.size > 0){
272
- const node = list.keys().next().value;
273
- if (octree) {
274
- placeNode(node);
275
- } else {
276
- list.delete(node);
277
- }
278
- }
279
- }
280
- }
281
- }
282
-
283
- export { Scene };
284
- //# sourceMappingURL=scene.js.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"scene.js","sources":["../../../src/scene/scene.ts"],"sourcesContent":["import type { Matrix4x4, AABB } from '@zephyr3d/base';\r\nimport { Vector3, Vector4, Ray, Observable, DRef, DWeakRef } from '@zephyr3d/base';\r\nimport { SceneNode } from './scene_node';\r\nimport { Octree } from './octree';\r\nimport { RaycastVisitor } from './raycast_visitor';\r\nimport { Application } from '../app/app';\r\nimport { Environment } from './environment';\r\nimport type { GraphNode } from './graph_node';\r\nimport type { Camera } from '../camera/camera';\r\nimport type { PickTarget } from '../render';\r\nimport { SceneRenderer } from '../render';\r\nimport type { Compositor } from '../posteffect';\r\nimport type { Metadata } from 'draco3d';\r\n\r\n/**\r\n * Presents a world that manages a couple of objects that will be rendered\r\n * @public\r\n */\r\nexport class Scene extends Observable<{\r\n update: [Scene];\r\n startrender: [Scene, Camera, Compositor];\r\n endrender: [Scene, Camera, Compositor];\r\n}> {\r\n /** @internal */\r\n private static _nextId = 0;\r\n /** @internal */\r\n protected _name: string;\r\n /** @internal */\r\n protected _rootNode: DRef<SceneNode>;\r\n /** @internal */\r\n protected _octree: Octree;\r\n /** @internal */\r\n protected _nodePlaceList: Set<GraphNode>;\r\n /** @internal */\r\n protected _env: Environment;\r\n /** @internal */\r\n protected _updateFrame: number;\r\n /** @internal */\r\n protected _id: number;\r\n /** @internal */\r\n protected _nodeUpdateQueue: DWeakRef<SceneNode>[];\r\n /** @internal */\r\n protected _perCameraUpdateQueue: DWeakRef<SceneNode>[];\r\n /** @internal */\r\n protected _mainCamera: DRef<Camera>;\r\n /** @internal */\r\n protected _metaData: Metadata;\r\n /**\r\n * Creates an instance of scene\r\n */\r\n constructor(name?: string) {\r\n super();\r\n this._id = ++Scene._nextId;\r\n this._name = name ?? '';\r\n this._octree = new Octree(this, 8, 8);\r\n this._nodePlaceList = new Set();\r\n this._nodeUpdateQueue = [];\r\n this._perCameraUpdateQueue = [];\r\n this._env = new Environment();\r\n this._updateFrame = -1;\r\n this._rootNode = new DRef(new SceneNode(this));\r\n this._rootNode.get().name = 'Root';\r\n this._metaData = null;\r\n this._mainCamera = new DRef();\r\n }\r\n /**\r\n * Gets the unique identifier of the scene\r\n */\r\n get id(): number {\r\n return this._id;\r\n }\r\n /**\r\n * Name of the scene\r\n */\r\n get name() {\r\n return this._name;\r\n }\r\n set name(val: string) {\r\n this._name = val ?? '';\r\n }\r\n /**\r\n * Main camera\r\n */\r\n get mainCamera() {\r\n return this._mainCamera.get();\r\n }\r\n set mainCamera(camera: Camera) {\r\n this._mainCamera.set(camera);\r\n }\r\n /**\r\n * Gets the root scene node of the scene\r\n */\r\n get rootNode() {\r\n return this._rootNode?.get() ?? null;\r\n }\r\n /**\r\n * Gets the octree\r\n */\r\n get octree(): Octree {\r\n // Make sure the octree state is up to date\r\n this.updateNodePlacement(this._octree, this._nodePlaceList);\r\n return this._octree;\r\n }\r\n /**\r\n * Gets the bounding box of the scene\r\n */\r\n get boundingBox(): AABB {\r\n this.updateNodePlacement(this._octree, this._nodePlaceList);\r\n // this._syncBVChangedList();\r\n return this._octree.getRootNode().getBoxLoosed();\r\n }\r\n /**\r\n * The environment of the scene\r\n */\r\n get env(): Environment {\r\n return this._env;\r\n }\r\n /**\r\n * Metadata of the scene\r\n */\r\n get metaData(): Metadata {\r\n return this._metaData;\r\n }\r\n set metaData(val: Metadata) {\r\n this._metaData = val;\r\n }\r\n /**\r\n * Disposes the scene\r\n */\r\n dispose() {\r\n this._env.dispose();\r\n this._rootNode.dispose();\r\n this._mainCamera.dispose();\r\n }\r\n /**\r\n * Find scene node by id\r\n */\r\n findNodeById<T extends SceneNode>(id: string) {\r\n let node: T = null;\r\n this._rootNode?.get().iterate((child) => {\r\n if (child.persistentId === id) {\r\n node = child as T;\r\n return true;\r\n }\r\n });\r\n return node;\r\n }\r\n /**\r\n * Cast a ray into the scene to get the closest object hit by the ray\r\n *\r\n * @param ray - The ray in world coordinate space\r\n * @param length - Length of the ray\r\n * @returns The closest object hit by the ray\r\n */\r\n raycast(ray: Ray, length = Infinity): { target: PickTarget; dist: number; point: Vector3 } {\r\n const raycastVisitor = new RaycastVisitor(ray, length);\r\n this.octree.getRootNode().traverse(raycastVisitor);\r\n return raycastVisitor.intersected\r\n ? {\r\n target: raycastVisitor.intersected,\r\n dist: raycastVisitor.intersectedDist,\r\n point: raycastVisitor.intersectedPoint\r\n }\r\n : null;\r\n }\r\n /**\r\n * Constructs a ray by a given camera and the position on screen\r\n * @param camera - The camera used to compute the ray\r\n * @param viewportWidth - Width of the viewport\r\n * @param viewportHeight - Height of the viewport\r\n * @param screenX - The x position on screen\r\n * @param screenY - The y position on screen\r\n * @param invModelMatrix - A matrix used to transform the ray\r\n * @returns The constructed ray\r\n */\r\n constructRay(\r\n camera: Camera,\r\n viewportWidth: number,\r\n viewportHeight: number,\r\n screenX: number,\r\n screenY: number,\r\n invModelMatrix?: Matrix4x4\r\n ): Ray {\r\n const vClip = new Vector4((2 * screenX) / viewportWidth - 1, 1 - (2 * screenY) / viewportHeight, 1, 1);\r\n const vWorld = camera.invViewProjectionMatrix.transform(vClip);\r\n vWorld.scaleBy(1 / vWorld.w);\r\n let vEye = camera.getWorldPosition();\r\n let vDir = Vector3.sub(vWorld.xyz(), vEye).inplaceNormalize();\r\n if (invModelMatrix) {\r\n vEye = invModelMatrix.transformPointAffine(vEye);\r\n vDir = invModelMatrix.transformVectorAffine(vDir);\r\n }\r\n return new Ray(vEye, vDir);\r\n }\r\n /**\r\n * Add node to the update queue so the node's update method will be called before render.\r\n * @param node - Node to be queued to update\r\n *\r\n * @remarks\r\n * Node will be removed from update queue after frame rendered, to update the node continuous,\r\n * call queueUpdateNode in the update method.\r\n */\r\n queueUpdateNode(node: SceneNode) {\r\n if (node && this._nodeUpdateQueue.findIndex((val) => val.get() === node) < 0) {\r\n this._nodeUpdateQueue.push(new DWeakRef(node));\r\n }\r\n }\r\n /**\r\n * Add node to the per-camera update queue so the node's update method will be called once per camera before render.\r\n * @param node - Node to be queued to update\r\n *\r\n * @remarks\r\n * Node will be removed from update queue after frame rendered, to update the node continuous,\r\n * call queuePerCameraUpdateNode in the update method.\r\n */\r\n queuePerCameraUpdateNode(node: SceneNode) {\r\n if (node && this._perCameraUpdateQueue.findIndex((val) => val.get() === node) < 0) {\r\n this._perCameraUpdateQueue.push(new DWeakRef(node));\r\n }\r\n }\r\n /**\r\n * Render this scene using main camera of the scene\r\n */\r\n render() {\r\n if (this.mainCamera) {\r\n this.mainCamera.render(this);\r\n }\r\n }\r\n /** @internal */\r\n invalidateNodePlacement(node: GraphNode) {\r\n this._nodePlaceList.add(node);\r\n }\r\n /** @internal */\r\n private updateEnvLight() {\r\n if (this.env.light.type === 'ibl' || this.env.light.type === 'ibl-sh') {\r\n const isWebGL1 = Application.instance.device.type === 'webgl';\r\n if (!this.env.light.radianceMap) {\r\n this.env.light.radianceMap = this.env.sky.radianceMap;\r\n }\r\n if (!this.env.light.irradianceMap) {\r\n this.env.light.irradianceMap = this.env.sky.irradianceMap;\r\n }\r\n if (isWebGL1 && !this.env.light.irradianceSHFB) {\r\n this.env.light.irradianceSHFB = this.env.sky.irradianceSHFB;\r\n }\r\n if (!isWebGL1 && !this.env.light.irradianceSH) {\r\n this.env.light.irradianceSH = this.env.sky.irradianceSH;\r\n }\r\n }\r\n }\r\n /** @internal */\r\n getRenderer(): typeof SceneRenderer {\r\n return SceneRenderer;\r\n }\r\n /** @internal */\r\n frameUpdate() {\r\n const frameInfo = Application.instance.device.frameInfo;\r\n if (frameInfo.frameCounter !== this._updateFrame) {\r\n this._updateFrame = frameInfo.frameCounter;\r\n //this.updateAnimations();\r\n this.updateEnvLight();\r\n this.dispatchEvent('update', this);\r\n if (this._nodeUpdateQueue.length > 0) {\r\n const elapsedInSeconds = frameInfo.elapsedOverall * 0.001;\r\n const deltaInSeconds = frameInfo.elapsedFrame * 0.001;\r\n const queue = this._nodeUpdateQueue;\r\n this._nodeUpdateQueue = [];\r\n while (queue.length > 0) {\r\n const ref = queue.shift();\r\n const node = ref.get();\r\n if (node?.attached) {\r\n node.update(frameInfo.frameCounter, elapsedInSeconds, deltaInSeconds);\r\n }\r\n ref.dispose();\r\n }\r\n }\r\n this.updateNodePlacement(this._octree, this._nodePlaceList);\r\n }\r\n }\r\n /** @internal */\r\n frameUpdatePerCamera(camera: Camera) {\r\n if (this._perCameraUpdateQueue.length > 0) {\r\n const frameInfo = Application.instance.device.frameInfo;\r\n const elapsedInSeconds = frameInfo.elapsedOverall * 0.001;\r\n const deltaInSeconds = frameInfo.elapsedFrame * 0.001;\r\n const queue = this._perCameraUpdateQueue;\r\n this._perCameraUpdateQueue = [];\r\n while (queue.length > 0) {\r\n const ref = queue.shift();\r\n ref.get()?.updatePerCamera(camera, elapsedInSeconds, deltaInSeconds);\r\n ref.dispose();\r\n }\r\n }\r\n this.updateNodePlacement(this._octree, this._nodePlaceList);\r\n }\r\n /**\r\n * Update node placement in the octree\r\n */\r\n updateNodePlacement(octree: Octree, list: Set<GraphNode>) {\r\n function placeNode(node: 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