@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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1
- {"version":3,"file":"scene_node.js","sources":["../../../src/scene/scene_node.ts"],"sourcesContent":["import type { Scene } from './scene';\r\nimport type { GraphNode } from './graph_node';\r\nimport type { Mesh } from './mesh';\r\nimport type { Camera } from '../camera/camera';\r\nimport type { Terrain } from './terrain/terrain';\r\nimport type { PunctualLight, BaseLight } from './light';\r\nimport type { BoundingVolume } from '../utility/bounding_volume';\r\nimport type { BatchGroup } from './batchgroup';\r\nimport type { Visitor } from './visitor';\r\nimport type { IDisposable, Quaternion } from '@zephyr3d/base';\r\nimport { DRef } from '@zephyr3d/base';\r\nimport {\r\n Matrix4x4,\r\n Observable,\r\n ObservableQuaternion,\r\n ObservableVector3,\r\n Vector3,\r\n Vector4\r\n} from '@zephyr3d/base';\r\nimport type { ParticleSystem } from './particlesys';\r\nimport { AnimationSet } from '../animation';\r\nimport type { SharedModel } from '../asset';\r\nimport type { Water } from './water';\r\nimport type { ClipmapTerrain } from './terrain-cm/terrain-cm';\r\nimport type { Metadata } from 'draco3d';\r\n\r\n/**\r\n * Node iterate function type\r\n * @public\r\n */\r\nexport type NodeIterateFunc = ((node: SceneNode) => boolean) | ((node: SceneNode) => void);\r\n\r\n/**\r\n * Scene node visible state\r\n * @public\r\n */\r\nexport type SceneNodeVisible = 'visible' | 'inherit' | 'hidden';\r\n\r\n/**\r\n * Scene node clone method\r\n * @public\r\n */\r\nexport type NodeCloneMethod = 'deep' | 'instance';\r\n\r\n/**\r\n * NodeClonable interface\r\n * @public\r\n */\r\nexport interface NodeClonable<T extends SceneNode> {\r\n clone(method: NodeCloneMethod, recursive: boolean): T;\r\n}\r\n\r\n/**\r\n * The base class for any kind of scene objects\r\n *\r\n * @remarks\r\n * We use a data structure called SceneGraph to store scenes,\r\n * which consists of a couple of scene objects forming a\r\n * hierarchical structure. This is the base class for any kind\r\n * of the scene object, which contains the basic properties such\r\n * as position, rotation, and scale of the object.\r\n *\r\n * @public\r\n */\r\nexport class SceneNode\r\n extends Observable<{\r\n nodeattached: [node: SceneNode];\r\n noderemoved: [node: SceneNode];\r\n visiblechanged: [node: SceneNode];\r\n transformchanged: [node: SceneNode];\r\n bvchanged: [node: SceneNode];\r\n dispose: [];\r\n }>\r\n implements NodeClonable<SceneNode>, IDisposable\r\n{\r\n /*\r\n static readonly PICK_INHERITED = -1;\r\n static readonly PICK_DISABLED = 0;\r\n static readonly PICK_ENABLED = 1;\r\n */\r\n static readonly BBOXDRAW_INHERITED = -1;\r\n static readonly BBOXDRAW_DISABLED = 0;\r\n static readonly BBOXDRAW_LOCAL = 1;\r\n static readonly BBOXDRAW_WORLD = 2;\r\n /** @internal */\r\n protected _id: string;\r\n /** @internal */\r\n protected _disposed: boolean;\r\n /** @internal */\r\n protected _animationSet: DRef<AnimationSet>;\r\n /** @internal */\r\n protected _sharedModel: DRef<SharedModel>;\r\n /** @internal */\r\n protected _clipMode: boolean;\r\n /** @internal */\r\n protected _boxDrawMode: number;\r\n /** @internal */\r\n protected _visible: SceneNodeVisible;\r\n /** @internal */\r\n protected _pickable: boolean;\r\n /** @internal */\r\n protected _gpuPickable: boolean;\r\n /** @internal */\r\n protected _name: string;\r\n /** @internal */\r\n protected _scene: Scene;\r\n /** @internal */\r\n protected _bv: BoundingVolume;\r\n /** @internal */\r\n protected _bvDirty: boolean;\r\n /** @internal */\r\n protected _bvWorld: BoundingVolume;\r\n /** @internal */\r\n private _placeToOctree: boolean;\r\n /** @internal */\r\n private _sealed: boolean;\r\n /** @internal */\r\n protected _parent: SceneNode;\r\n /** @internal */\r\n protected _children: DRef<SceneNode>[];\r\n /** @internal */\r\n protected _position: ObservableVector3;\r\n /** @internal */\r\n protected _scaling: ObservableVector3;\r\n /** @internal */\r\n protected _rotation: ObservableQuaternion;\r\n /** @internal */\r\n protected _localMatrix: Matrix4x4;\r\n /** @internal */\r\n protected _worldMatrix: Matrix4x4;\r\n /** @internal */\r\n protected _worldMatrixDet: number;\r\n /** @internal */\r\n protected _invWorldMatrix: Matrix4x4;\r\n /** @internal */\r\n protected _tmpLocalMatrix: Matrix4x4;\r\n /** @internal */\r\n protected _tmpWorldMatrix: Matrix4x4;\r\n /** @internal */\r\n protected _transformTag: number;\r\n /** @internal */\r\n protected _transformChangeCallback: () => void;\r\n /** @internal */\r\n protected _metaData: Metadata;\r\n /** @internal */\r\n private _disableCallback: boolean;\r\n /** @internal */\r\n private _script: string;\r\n /**\r\n * Creates a new scene node\r\n * @param scene - Which scene the node belongs to\r\n */\r\n constructor(scene: Scene) {\r\n super();\r\n this._id = crypto.randomUUID();\r\n this._disposed = false;\r\n this._scene = scene;\r\n this._name = '';\r\n this._animationSet = new DRef();\r\n this._sharedModel = new DRef();\r\n this._bv = null;\r\n this._bvWorld = null;\r\n this._bvDirty = true;\r\n this._clipMode = true;\r\n this._boxDrawMode = SceneNode.BBOXDRAW_DISABLED;\r\n this._visible = 'inherit';\r\n this._pickable = false;\r\n this._gpuPickable = true;\r\n this._placeToOctree = true;\r\n this._parent = null;\r\n this._sealed = false;\r\n this._children = [];\r\n this._transformChangeCallback = () => this._onTransformChanged(true);\r\n this._position = new ObservableVector3(0, 0, 0);\r\n this._position.callback = this._transformChangeCallback;\r\n this._scaling = new ObservableVector3(1, 1, 1);\r\n this._scaling.callback = this._transformChangeCallback;\r\n this._rotation = new ObservableQuaternion();\r\n this._rotation.callback = this._transformChangeCallback;\r\n this._worldMatrix = null;\r\n this._worldMatrixDet = null;\r\n this._invWorldMatrix = null;\r\n this._localMatrix = null;\r\n this._transformTag = 0;\r\n this._disableCallback = false;\r\n this._tmpLocalMatrix = Matrix4x4.identity();\r\n this._tmpWorldMatrix = Matrix4x4.identity();\r\n this._script = '';\r\n this._metaData = null;\r\n if (scene && this !== scene.rootNode) {\r\n this.reparent(scene.rootNode);\r\n }\r\n }\r\n /** @internal */\r\n get placeToOctree(): boolean {\r\n return this._placeToOctree;\r\n }\r\n set placeToOctree(val: boolean) {\r\n if (!!val !== this._placeToOctree) {\r\n this._placeToOctree = !!val;\r\n if (this.isGraphNode()) {\r\n this.scene?.invalidateNodePlacement(this);\r\n }\r\n }\r\n }\r\n /**\r\n * Id of the node\r\n */\r\n get persistentId() {\r\n return this._id;\r\n }\r\n set persistentId(id: string) {\r\n this._id = id;\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 * Attached scripts of this node\r\n */\r\n get script() {\r\n return this._script;\r\n }\r\n set script(fileName: string) {\r\n this._script = fileName ?? '';\r\n }\r\n /**\r\n * Name of the node\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 /** The scene to which the node belongs */\r\n get scene(): Scene {\r\n return this._scene;\r\n }\r\n /** true if the node is attached to a scene, false otherwise */\r\n get attached(): boolean {\r\n let node: SceneNode = this;\r\n while (node && node !== this._scene.rootNode) {\r\n node = node.parent;\r\n }\r\n return node === this._scene.rootNode;\r\n }\r\n /** true if the node is sealed */\r\n get sealed(): boolean {\r\n return this._sealed;\r\n }\r\n set sealed(val: boolean) {\r\n this._sealed = val;\r\n }\r\n get animationSet() {\r\n if (!this._animationSet.get()) {\r\n this._animationSet.set(new AnimationSet(this));\r\n this.scene.queueUpdateNode(this);\r\n }\r\n return this._animationSet.get();\r\n }\r\n get sharedModel() {\r\n return this._sharedModel.get();\r\n }\r\n set sharedModel(model: SharedModel) {\r\n this._sharedModel.set(model);\r\n }\r\n /**\r\n * Creates a new node by cloning this node\r\n * @param method - clone method\r\n * @param recursive - true if children should also be cloned, otherwise false\r\n * @returns New cloned node\r\n */\r\n clone(method: NodeCloneMethod, recursive: boolean): SceneNode {\r\n const other = this._sharedModel.get()\r\n ? this._sharedModel.get().createSceneNode(this.scene, method === 'instance')\r\n : new SceneNode(this.scene);\r\n other.copyFrom(this, method, recursive);\r\n other.parent = this.parent;\r\n return other;\r\n }\r\n /**\r\n * Copy properties from other node\r\n * @param other - Other node to copy properties from\r\n * @param method - Clone method\r\n * @param recursive - true if children of the node to copy from should be cloned and copied to this node, otherwise, children of the node to copy from will not be copied.\r\n */\r\n copyFrom(other: this, method: NodeCloneMethod, recursive: boolean) {\r\n if (other.disposed || this.disposed) {\r\n console.error('SceneNode.copyFrom(): Cannot copy from/to disposed node');\r\n return;\r\n }\r\n if (other.scene !== this.scene) {\r\n console.error('SceneNode.copyFrom(): Cannot copy from/to node which belongs to another scene');\r\n return;\r\n }\r\n this.clipTestEnabled = other.clipTestEnabled;\r\n this.boundingBoxDrawMode = other.boundingBoxDrawMode;\r\n this.showState = other.showState;\r\n this.pickable = other.pickable;\r\n this.placeToOctree = other.placeToOctree;\r\n this.position.set(other.position);\r\n this.scale.set(other.scale);\r\n this.rotation.set(other.rotation);\r\n if (recursive) {\r\n for (const child of other.children) {\r\n if (!child.get().sealed) {\r\n child.get().clone(method, true).parent = this;\r\n }\r\n }\r\n }\r\n }\r\n /**\r\n * Check if given node is a direct child of the node\r\n * @param child - The node to be checked\r\n * @returns true if the given node is a direct child of this node, false otherwise\r\n */\r\n hasChild(child: SceneNode): boolean {\r\n return child && child.parent === this;\r\n }\r\n /**\r\n * Removes all children from this node\r\n */\r\n removeChildren() {\r\n while (this._children.length) {\r\n this._children[0].get().remove();\r\n }\r\n }\r\n /**\r\n * Checks if this node is the direct parent or indirect parent of a given node\r\n * @param child - The node to be checked\r\n * @returns true if this node is the direct parent or indirect parent of the given node, false otherwise\r\n */\r\n isParentOf(child: SceneNode): boolean {\r\n while (child && child !== this) {\r\n child = child.parent;\r\n }\r\n return child === this;\r\n }\r\n /**\r\n * Removes this node from it's parent\r\n * @returns self\r\n */\r\n remove() {\r\n this.parent = null;\r\n return this;\r\n }\r\n /**\r\n * Traverse the entire subtree of this node by a visitor\r\n * @param v - The visitor that will travel the subtree of this node\r\n * @param inverse - true if traversing from bottom to top, otherwise top to bottom\r\n */\r\n traverse(v: Visitor<SceneNode>): void {\r\n v.visit(this);\r\n for (const child of this._children) {\r\n child.get().traverse(v);\r\n }\r\n }\r\n /**\r\n * Iterate self and all of the children\r\n *\r\n * @remarks\r\n * DO NOT remove child duration iteration!\r\n *\r\n * @param callback - callback function that will be called on each node, if callback returns true, iteration will be stopped immediately\r\n */\r\n iterate(callback: NodeIterateFunc): boolean {\r\n if (!!callback(this)) {\r\n return true;\r\n }\r\n for (const child of this._children) {\r\n if (!!child.get().iterate(callback)) {\r\n return true;\r\n }\r\n }\r\n return false;\r\n }\r\n /**\r\n * Iterate self and all of the children from bottom to top in reversed order\r\n *\r\n * @remarks\r\n * Child can be removed duration iteration!\r\n *\r\n * @param callback - callback function that will be called on each node, if callback returns true, iteration will be stopped immediately\r\n */\r\n iterateBottomToTop(callback: NodeIterateFunc): boolean {\r\n for (let i = this._children.length - 1; i >= 0; i--) {\r\n const child = this._children[i];\r\n if (!!child.get().iterateBottomToTop(callback)) {\r\n return true;\r\n }\r\n }\r\n if (!!callback(this)) {\r\n return true;\r\n }\r\n return false;\r\n }\r\n /** true if this is a graph node, false otherwise */\r\n isGraphNode(): this is GraphNode {\r\n return false;\r\n }\r\n /** true if this is a light node, false otherwise */\r\n isLight(): this is BaseLight {\r\n return false;\r\n }\r\n /** true if this is a mesh node, false otherwise */\r\n isMesh(): this is Mesh {\r\n return false;\r\n }\r\n /** true if this is a water node, false otherwise */\r\n isWater(): this is Water {\r\n return false;\r\n }\r\n /** true if this is a particle system node, false otherwise */\r\n isParticleSystem(): this is ParticleSystem {\r\n return false;\r\n }\r\n /** true if this is a batch group, false otherwise */\r\n isBatchGroup(): this is BatchGroup {\r\n return false;\r\n }\r\n /** true if this is a terrain node, false otherwise */\r\n isTerrain(): this is Terrain {\r\n return false;\r\n }\r\n /** true if this is a clipmap terrain node, false otherwise */\r\n isClipmapTerrain(): this is ClipmapTerrain {\r\n return false;\r\n }\r\n /** true if this is a camera node, false otherwise */\r\n isCamera(): this is Camera {\r\n return false;\r\n }\r\n /** true if this is a punctual light node, false otherwise */\r\n isPunctualLight(): this is PunctualLight {\r\n return false;\r\n }\r\n /** Disposes the node */\r\n dispose() {\r\n this._disposed = true;\r\n this.remove();\r\n this.removeChildren();\r\n this._animationSet?.dispose();\r\n this._animationSet = null;\r\n this._sharedModel?.dispose();\r\n this._sharedModel = null;\r\n }\r\n /**\r\n * Whether this node was disposed\r\n */\r\n get disposed() {\r\n return this._disposed;\r\n }\r\n /**\r\n * Computes the bounding volume of the node\r\n * @returns The output bounding volume\r\n */\r\n computeBoundingVolume(): BoundingVolume {\r\n return null;\r\n }\r\n /**\r\n * Gets the bounding volume of the node\r\n * @returns The bounding volume of the node\r\n */\r\n getBoundingVolume(): BoundingVolume {\r\n if (this._bvDirty) {\r\n this._bv = this.computeBoundingVolume();\r\n this._bvDirty = false;\r\n }\r\n return this._bv;\r\n }\r\n /**\r\n * Sets the bounding volume of the node\r\n * @param bv - The bounding volume to set\r\n */\r\n setBoundingVolume(bv: BoundingVolume) {\r\n if (bv !== this._bv) {\r\n this._bv = bv;\r\n this._bvDirty = !this._bv;\r\n this.invalidateWorldBoundingVolume(false);\r\n }\r\n }\r\n /**\r\n * Gets the world space bounding volume of the node\r\n * @returns The world space bounding volume of the node\r\n */\r\n getWorldBoundingVolume(): BoundingVolume {\r\n if (!this._bvWorld) {\r\n this._bvWorld = this.computeWorldBoundingVolume(this.getBoundingVolume());\r\n }\r\n return this._bvWorld;\r\n }\r\n /**\r\n * Computes the world space bounding volume of the node\r\n * @returns The output bounding volume\r\n */\r\n computeWorldBoundingVolume(localBV: BoundingVolume): BoundingVolume {\r\n return localBV?.transform(this.worldMatrix) ?? null;\r\n }\r\n /**\r\n * Force the bounding volume to be recalculated\r\n */\r\n invalidateBoundingVolume() {\r\n this._bvDirty = true;\r\n this.invalidateWorldBoundingVolume(false);\r\n }\r\n /** Force the world space bounding volume to be recalculated */\r\n invalidateWorldBoundingVolume(transformChanged: boolean) {\r\n this._bvWorld = null;\r\n if (this._scene) {\r\n if (transformChanged) {\r\n this.iterate((node) => {\r\n if (node.isGraphNode()) {\r\n this._scene.invalidateNodePlacement(node);\r\n }\r\n });\r\n } else if (this.isGraphNode()) {\r\n this._scene.invalidateNodePlacement(this);\r\n }\r\n this.dispatchEvent('bvchanged', this);\r\n }\r\n }\r\n /** Clip mode */\r\n get clipTestEnabled(): boolean {\r\n return this._clipMode;\r\n }\r\n set clipTestEnabled(val: boolean) {\r\n this._clipMode = val;\r\n }\r\n /** Computed value of show state */\r\n get hidden(): boolean {\r\n let node: SceneNode = this;\r\n while (node && node._visible === 'inherit') {\r\n node = node.parent;\r\n }\r\n return node ? node._visible === 'hidden' : false;\r\n }\r\n /** Show state */\r\n get showState(): SceneNodeVisible {\r\n return this._visible;\r\n }\r\n set showState(val: SceneNodeVisible) {\r\n if (val !== this._visible) {\r\n const prevHidden = this.hidden;\r\n this._visible = val;\r\n if (prevHidden !== this.hidden) {\r\n if (this.isGraphNode()) {\r\n this._scene?.invalidateNodePlacement(this);\r\n }\r\n let parent: SceneNode = this;\r\n while (parent) {\r\n parent.dispatchEvent('visiblechanged', this);\r\n parent = parent.parent;\r\n }\r\n this.notifyHiddenChanged();\r\n }\r\n }\r\n }\r\n /** Whether this node is enabled for CPU picking */\r\n get pickable(): boolean {\r\n return this._pickable;\r\n }\r\n set pickable(val: boolean) {\r\n this._pickable = !!val;\r\n }\r\n /** Whether this node is enabled for GPU picking */\r\n get gpuPickable(): boolean {\r\n return this._gpuPickable;\r\n }\r\n set gpuPickable(val: boolean) {\r\n this._gpuPickable = !!val;\r\n }\r\n /** Computed value for bounding box draw mode */\r\n get computedBoundingBoxDrawMode(): number {\r\n if (this._boxDrawMode === SceneNode.BBOXDRAW_INHERITED) {\r\n let parent = this.parent;\r\n while (parent && !parent.isGraphNode()) {\r\n parent = parent.parent;\r\n }\r\n return parent?.computedBoundingBoxDrawMode ?? SceneNode.BBOXDRAW_DISABLED;\r\n }\r\n return this._boxDrawMode;\r\n }\r\n /** Bounding box draw mode */\r\n get boundingBoxDrawMode(): number {\r\n return this._boxDrawMode;\r\n }\r\n set boundingBoxDrawMode(mode: number) {\r\n this._boxDrawMode = mode;\r\n }\r\n /** @internal */\r\n protected _setParent(p: SceneNode): void {\r\n if (p && p._scene !== this._scene) {\r\n throw new Error('Parent node and child node must belongs to the same scene');\r\n }\r\n let lastParent = this._parent;\r\n let newParent = p;\r\n if (newParent !== lastParent) {\r\n const willDetach = (!p || !p.attached) && this.attached;\r\n const willAttach = !this.attached && p && p.attached;\r\n if (newParent) {\r\n newParent._children.push(new DRef(this));\r\n }\r\n if (this._parent) {\r\n const index = this._parent._children.findIndex((val) => val.get() === this);\r\n this._parent.children[index].dispose();\r\n this._parent._children.splice(index, 1);\r\n }\r\n this._parent = p;\r\n this._onTransformChanged(false);\r\n if (willDetach) {\r\n this._detached();\r\n }\r\n if (willAttach) {\r\n this._attached();\r\n }\r\n while (lastParent) {\r\n lastParent.dispatchEvent('noderemoved', this);\r\n lastParent = lastParent.parent;\r\n }\r\n while (newParent) {\r\n newParent.dispatchEvent('nodeattached', this);\r\n newParent = newParent.parent;\r\n }\r\n }\r\n }\r\n /** @internal */\r\n protected _onTransformChanged(invalidateLocal: boolean): void {\r\n if (this._disableCallback) {\r\n return;\r\n }\r\n if (invalidateLocal) {\r\n this._localMatrix = null;\r\n }\r\n this._worldMatrix = null;\r\n this._invWorldMatrix = null;\r\n this._worldMatrixDet = null;\r\n this._transformTag++;\r\n for (const child of this._children) {\r\n child.get()._onTransformChanged(false);\r\n }\r\n this.invalidateWorldBoundingVolume(true);\r\n this.dispatchEvent('transformchanged', this);\r\n }\r\n /**\r\n * Get called when this node is attached to scene\r\n */\r\n protected _onAttached(): void {}\r\n /**\r\n * Get called when this node is detached from scene\r\n */\r\n protected _onDetached(): void {}\r\n /** @internal */\r\n protected _attached(): void {\r\n this.iterate((child) => {\r\n child._onAttached();\r\n });\r\n }\r\n /** @internal */\r\n protected _detached(): void {\r\n this.iterate((child) => {\r\n child._onDetached();\r\n });\r\n }\r\n /** @internal */\r\n notifyHiddenChanged() {\r\n this._visibleChanged();\r\n for (const child of this._children) {\r\n if (child.get().showState === 'inherit') {\r\n child.get().notifyHiddenChanged();\r\n }\r\n }\r\n }\r\n /** @internal */\r\n protected _visibleChanged(): void {}\r\n /** Parent of the xform */\r\n get parent() {\r\n return this._parent;\r\n }\r\n set parent(p: SceneNode) {\r\n p = p || null;\r\n if (p !== this._parent) {\r\n this._setParent(p);\r\n }\r\n }\r\n /** Children of this xform */\r\n get children(): DRef<SceneNode>[] {\r\n return this._children;\r\n }\r\n /**\r\n * Position of the xform relative to it's parent\r\n */\r\n get position(): Vector3 {\r\n return this._position;\r\n }\r\n set position(val: Vector3) {\r\n this._position.setXYZ(val[0], val[1], val[2]);\r\n }\r\n /**\r\n * Scaling of the xform\r\n */\r\n get scale(): Vector3 {\r\n return this._scaling;\r\n }\r\n set scale(val: Vector3) {\r\n this._scaling.setXYZ(val[0], val[1], val[2]);\r\n }\r\n /**\r\n * Rotation of the xform\r\n */\r\n get rotation() {\r\n return this._rotation;\r\n }\r\n set rotation(val: Quaternion) {\r\n this._rotation.setXYZW(val[0], val[1], val[2], val[3]);\r\n }\r\n /**\r\n * Transform world coordinate to local space\r\n * @param v - point or vector in world space\r\n * @param result - The output result\r\n * @returns The transformed local space coordinate\r\n */\r\n worldToThis(v: Vector3, result?: Vector3): Vector3;\r\n worldToThis(v: Vector4, result?: Vector4): Vector4;\r\n worldToThis(v: Vector3 | Vector4, result?: Vector3 | Vector4): Vector3 | Vector4 {\r\n if (v instanceof Vector3) {\r\n result = result || new Vector3();\r\n this.invWorldMatrix.transformPointAffine(v, result as Vector3);\r\n return result;\r\n } else {\r\n result = result || new Vector4();\r\n this.invWorldMatrix.transformAffine(v, result as Vector4);\r\n return result;\r\n }\r\n }\r\n /**\r\n * Transform coordinate in other coordinate space to local space\r\n * @param other - The other coordinate space\r\n * @param v - point or vector in other coordinate space\r\n * @param result - The output result\r\n * @returns The transformed local space coordinate\r\n */\r\n otherToThis(other: SceneNode, v: Vector3, result?: Vector3): Vector3;\r\n otherToThis(other: SceneNode, v: Vector4, result?: Vector4): Vector4;\r\n otherToThis(other: SceneNode, v: Vector3 | Vector4, result?: Vector3 | Vector4): Vector3 | Vector4 {\r\n return this.worldToThis(other.thisToWorld(v as any, result as any), result as any);\r\n }\r\n /**\r\n * Transform local coordinate to world space\r\n * @param v - point or vector in local space\r\n * @param result - The output result\r\n * @returns The transformed world space coordinate\r\n */\r\n thisToWorld(v: Vector3, result?: Vector3): Vector3;\r\n thisToWorld(v: Vector4, result?: Vector4): Vector4;\r\n thisToWorld(v: Vector3 | Vector4, result?: Vector3 | Vector4): Vector3 | Vector4 {\r\n if (v instanceof Vector3) {\r\n result = result || new Vector3();\r\n this.worldMatrix.transformPointAffine(v, result as Vector3);\r\n return result;\r\n } else {\r\n result = result || new Vector4();\r\n this.worldMatrix.transformAffine(v, result as Vector4);\r\n return result;\r\n }\r\n }\r\n /**\r\n * Transform local space coordinate to other coordinate space\r\n * @param other - The other coordinate space\r\n * @param v - point or vector in localspace\r\n * @param result - The output result\r\n * @returns The transformed coordinate in other coordinate space\r\n */\r\n thisToOther(other: SceneNode, v: Vector3, result?: Vector3): Vector3;\r\n thisToOther(other: SceneNode, v: Vector4, result?: Vector4): Vector4;\r\n thisToOther(other: SceneNode, v: Vector3 | Vector4, result?: Vector3 | Vector4): Vector3 | Vector4 {\r\n return other.worldToThis(this.thisToWorld(v as any, result as any), result as any);\r\n }\r\n /**\r\n * Gets the position of the xform in world space\r\n * @returns position of the xform in world space\r\n */\r\n getWorldPosition(outPos?: Vector3): Vector3 {\r\n return (\r\n outPos?.setXYZ(this.worldMatrix.m03, this.worldMatrix.m13, this.worldMatrix.m23) ??\r\n new Vector3(this.worldMatrix.m03, this.worldMatrix.m13, this.worldMatrix.m23)\r\n );\r\n }\r\n /**\r\n * Moves the xform by an offset vector\r\n * @param delta - The offset vector\r\n * @returns self\r\n */\r\n moveBy(delta: Vector3): this {\r\n this._position.addBy(delta);\r\n return this;\r\n }\r\n /**\r\n * Scales the xform by a given scale factor\r\n * @param factor - The scale factor\r\n * @returns self\r\n */\r\n scaleBy(factor: Vector3): this {\r\n this._scaling.mulBy(factor);\r\n return this;\r\n }\r\n /**\r\n * Sets the local transform matrix of the xform\r\n * @param matrix - The transform matrix to set\r\n * @returns self\r\n */\r\n setLocalTransform(matrix: Matrix4x4): this {\r\n this._disableCallback = true;\r\n matrix.decompose(this._scaling, this._rotation, this._position);\r\n this._disableCallback = false;\r\n this._onTransformChanged(true);\r\n /*\r\n this._localMatrix = matrix;\r\n this._disableCallback = true;\r\n this._localMatrix.decompose(this._scaling, this._rotation, this._position);\r\n this._disableCallback = false;\r\n this._onTransformChanged(false);\r\n */\r\n return this;\r\n }\r\n /** Local transformation matrix of the xform */\r\n get localMatrix() {\r\n if (!this._localMatrix) {\r\n this.calculateLocalTransform(this._tmpLocalMatrix);\r\n this._localMatrix = this._tmpLocalMatrix;\r\n /*\r\n this._localMatrix\r\n .scaling(this._scaling)\r\n .rotateLeft(new Matrix4x4(this._rotation))\r\n .translateLeft(this._position);\r\n */\r\n }\r\n return this._localMatrix;\r\n }\r\n set localMatrix(matrix: Matrix4x4) {\r\n this.setLocalTransform(matrix);\r\n }\r\n /** World transformation matrix of the xform */\r\n get worldMatrix() {\r\n if (!this._worldMatrix) {\r\n this._worldMatrix = this._tmpWorldMatrix;\r\n this.calculateWorldTransform(this._worldMatrix);\r\n }\r\n return this._worldMatrix;\r\n }\r\n /** The determinant of world matrix */\r\n get worldMatrixDet() {\r\n if (this._worldMatrixDet === null) {\r\n this._worldMatrixDet = this.worldMatrix.det();\r\n }\r\n return this._worldMatrixDet;\r\n }\r\n /** Inverse of the world transformation matrix of the xform */\r\n get invWorldMatrix() {\r\n if (!this._invWorldMatrix) {\r\n this._invWorldMatrix = Matrix4x4.invertAffine(this.worldMatrix);\r\n }\r\n return this._invWorldMatrix;\r\n }\r\n /**\r\n * Calculate local transform matrix\r\n * @param outMatrix - Matrix object that holds the result of calculation\r\n */\r\n calculateLocalTransform(outMatrix: Matrix4x4) {\r\n 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@@ -1,278 +0,0 @@
1
- import { applyMixins, Disposable, DRef, nextPowerOf2, Vector2 } from '@zephyr3d/base';
2
- import { Primitive } from '../../render/primitive.js';
3
- import { GrassMaterial } from '../../material/grassmaterial.js';
4
- import { mixinDrawable } from '../../render/drawable_mixin.js';
5
-
6
- class GrassClusterBase {
7
- _terrain;
8
- constructor(terrain){
9
- this._terrain = terrain;
10
- }
11
- getNode() {
12
- return this._terrain;
13
- }
14
- }
15
- class GrassCluster extends applyMixins(GrassClusterBase, mixinDrawable) {
16
- _primitive;
17
- _numInstances;
18
- _material;
19
- constructor(terrain, baseVertexBuffer, indexBuffer, material, grassData){
20
- super(terrain);
21
- this._primitive = new Primitive();
22
- this._primitive.setVertexBuffer(baseVertexBuffer, 'vertex');
23
- this._primitive.createAndSetVertexBuffer('tex1_f32x4', grassData, 'instance');
24
- this._primitive.setIndexBuffer(indexBuffer);
25
- this._primitive.primitiveType = 'triangle-list';
26
- this._numInstances = grassData.length >> 2;
27
- this._material = material;
28
- }
29
- getName() {
30
- return 'GrassCluster';
31
- }
32
- getMaterial() {
33
- return this._material;
34
- }
35
- getPrimitive() {
36
- return this._primitive;
37
- }
38
- getPickTarget() {
39
- return {
40
- node: this._terrain
41
- };
42
- }
43
- getBoneMatrices() {
44
- return null;
45
- }
46
- getMorphData() {
47
- return null;
48
- }
49
- getMorphInfo() {
50
- return null;
51
- }
52
- getSortDistance(camera) {
53
- return this._terrain.getSortDistance(camera);
54
- }
55
- getQueueType() {
56
- return this._material.getQueueType();
57
- }
58
- isUnlit() {
59
- return !this._material.supportLighting();
60
- }
61
- needSceneColor() {
62
- return false;
63
- }
64
- needSceneDepth() {
65
- return false;
66
- }
67
- isBatchable() {
68
- return false;
69
- }
70
- draw(ctx) {
71
- this.bind(ctx);
72
- this._material.draw(this._primitive, ctx, this._numInstances);
73
- }
74
- dispose() {
75
- this._primitive.dispose();
76
- }
77
- }
78
- class GrassManager extends Disposable {
79
- _clusterSize;
80
- _baseVertexBuffer;
81
- _indexBuffer;
82
- _layers;
83
- constructor(clusterSize, _density){
84
- super();
85
- this._clusterSize = clusterSize;
86
- this._baseVertexBuffer = new Map();
87
- this._indexBuffer = new DRef();
88
- this._layers = [];
89
- }
90
- onDispose() {
91
- super.onDispose();
92
- this._indexBuffer?.dispose();
93
- this._indexBuffer = null;
94
- for (const entry of this._baseVertexBuffer){
95
- entry[1].dispose();
96
- }
97
- this._baseVertexBuffer.clear();
98
- for (const layer of this._layers){
99
- layer.material.dispose();
100
- }
101
- for (const layer of this._layers){
102
- layer.material.dispose();
103
- for (const cluster of layer.clusters){
104
- cluster[1].dispose();
105
- }
106
- }
107
- this._layers = [];
108
- }
109
- getBaseVertexBuffer(device, bladeWidth, bladeHeight) {
110
- const hash = `${bladeWidth}-${bladeHeight}`;
111
- let baseVertexBuffer = this._baseVertexBuffer.get(hash)?.get();
112
- if (baseVertexBuffer) {
113
- return baseVertexBuffer;
114
- }
115
- const r = bladeWidth * 0.5;
116
- const t = bladeHeight;
117
- const c = r * Math.cos(Math.PI / 3);
118
- const s = r * Math.sin(Math.PI / 3);
119
- const vertices = new Float32Array([
120
- r,
121
- 0,
122
- 0,
123
- 0,
124
- 1,
125
- r,
126
- t,
127
- 0,
128
- 0,
129
- 0,
130
- -r,
131
- t,
132
- 0,
133
- 1,
134
- 0,
135
- -r,
136
- 0,
137
- 0,
138
- 1,
139
- 1,
140
- c,
141
- 0,
142
- s,
143
- 0,
144
- 1,
145
- -c,
146
- 0,
147
- -s,
148
- 1,
149
- 1,
150
- -c,
151
- t,
152
- -s,
153
- 1,
154
- 0,
155
- c,
156
- t,
157
- s,
158
- 0,
159
- 0,
160
- -c,
161
- 0,
162
- s,
163
- 0,
164
- 1,
165
- c,
166
- 0,
167
- -s,
168
- 1,
169
- 1,
170
- c,
171
- t,
172
- -s,
173
- 1,
174
- 0,
175
- -c,
176
- t,
177
- s,
178
- 0,
179
- 0
180
- ]);
181
- baseVertexBuffer = device.createInterleavedVertexBuffer([
182
- 'position_f32x3',
183
- 'tex0_f32x2'
184
- ], vertices);
185
- this._baseVertexBuffer.set(hash, new DRef(baseVertexBuffer));
186
- return baseVertexBuffer;
187
- }
188
- getIndexBuffer(device) {
189
- if (!this._indexBuffer.get()) {
190
- this._indexBuffer.set(device.createIndexBuffer(new Uint16Array([
191
- 0,
192
- 1,
193
- 2,
194
- 0,
195
- 2,
196
- 3,
197
- 4,
198
- 5,
199
- 6,
200
- 4,
201
- 6,
202
- 7,
203
- 8,
204
- 9,
205
- 10,
206
- 8,
207
- 10,
208
- 11
209
- ])));
210
- }
211
- return this._indexBuffer.get();
212
- }
213
- addGrassLayer(device, terrain, density, bladeWidth, bladeHeigh, offset, grassTexture) {
214
- const densityHeight = density.length;
215
- const densityWidth = density[0].length;
216
- const hfScale = terrain.heightFieldScale;
217
- this._clusterSize = Math.min(nextPowerOf2(this._clusterSize), terrain.width - 1, terrain.height - 1);
218
- let layer = null;
219
- terrain.traverseQuadtree((node)=>{
220
- const size = node.getPatch().getStep() * (terrain.patchSize - 1);
221
- if (size === this._clusterSize) {
222
- const bbox = node.getPatch().getBoundingBox();
223
- const grassData = [];
224
- const minX = bbox.minPoint.x;
225
- const minZ = bbox.minPoint.z;
226
- let index = 0;
227
- for(let i = 0; i < this._clusterSize; i++){
228
- for(let j = 0; j < this._clusterSize; j++){
229
- const x0 = minX + j * hfScale.x;
230
- const z0 = minZ + i * hfScale.z;
231
- const x1 = x0 + hfScale.x;
232
- const z1 = z0 + hfScale.z;
233
- const u = x0 / terrain.scaledWidth;
234
- const v = z0 / terrain.scaledHeight;
235
- const du = densityWidth * u >> 0;
236
- const dv = densityHeight * v >> 0;
237
- const val = density[dv][du] * hfScale.x * hfScale.z;
238
- let grassCount = 0;
239
- if (val > 0) {
240
- if (val < 1) {
241
- grassCount = Math.random() <= val ? 1 : 0;
242
- } else {
243
- grassCount = val >> 0;
244
- }
245
- }
246
- //const grassCount = (this._density[dv][du] * hfScale.x * hfScale.z) >> 0;
247
- for(let k = 0; k < grassCount; k++){
248
- const x = Math.random() * (x1 - x0) + x0;
249
- const z = Math.random() * (z1 - z0) + z0;
250
- const y = terrain.getElevation(x, z);
251
- const rot = Math.random() * Math.PI * 2;
252
- grassData[index++] = x;
253
- grassData[index++] = y + offset;
254
- grassData[index++] = z;
255
- grassData[index++] = rot;
256
- }
257
- }
258
- }
259
- if (grassData.length > 0) {
260
- if (!layer) {
261
- layer = {
262
- material: new DRef(new GrassMaterial(new Vector2(terrain.scaledWidth, terrain.scaledHeight), terrain.quadtree.normalMap, grassTexture)),
263
- clusters: new Map()
264
- };
265
- this._layers.push(layer);
266
- }
267
- const cluster = new GrassCluster(terrain, this.getBaseVertexBuffer(device, bladeWidth, bladeHeigh), this.getIndexBuffer(device), layer.material.get(), new Float32Array(grassData));
268
- layer.clusters.set(node, cluster);
269
- node.grassClusters.push(cluster);
270
- }
271
- }
272
- });
273
- return layer;
274
- }
275
- }
276
-
277
- export { GrassCluster, GrassClusterBase, GrassManager };
278
- //# sourceMappingURL=grass.js.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"grass.js","sources":["../../../../src/scene/terrain/grass.ts"],"sourcesContent":["import { DRef, Disposable, Vector2, applyMixins, nextPowerOf2 } from '@zephyr3d/base';\r\nimport { Primitive } from '../../render/primitive';\r\nimport type { BatchDrawable, Drawable, DrawContext, PickTarget } from '../../render/drawable';\r\nimport type { QuadtreeNode } from './quadtree';\r\nimport type { Camera } from '../../camera/camera';\r\nimport type {\r\n AbstractDevice,\r\n GPUDataBuffer,\r\n IndexBuffer,\r\n StructuredBuffer,\r\n Texture2D\r\n} from '@zephyr3d/device';\r\nimport type { Terrain } from './terrain';\r\nimport { GrassMaterial } from '../../material/grassmaterial';\r\nimport { mixinDrawable } from '../../render/drawable_mixin';\r\nimport type { MeshMaterial } from '../../material';\r\nimport type { SceneNode } from '..';\r\n\r\nexport class GrassClusterBase {\r\n protected _terrain: Terrain;\r\n constructor(terrain: Terrain) {\r\n this._terrain = terrain;\r\n }\r\n getNode(): SceneNode {\r\n return this._terrain;\r\n }\r\n}\r\n\r\nexport class GrassCluster extends applyMixins(GrassClusterBase, mixinDrawable) implements Drawable {\r\n private readonly _primitive: Primitive;\r\n private readonly _numInstances: number;\r\n private readonly _material: GrassMaterial;\r\n constructor(\r\n terrain: Terrain,\r\n baseVertexBuffer: StructuredBuffer,\r\n indexBuffer: IndexBuffer,\r\n material: GrassMaterial,\r\n grassData: Float32Array<ArrayBuffer>\r\n ) {\r\n super(terrain);\r\n this._primitive = new Primitive();\r\n this._primitive.setVertexBuffer(baseVertexBuffer, 'vertex');\r\n this._primitive.createAndSetVertexBuffer('tex1_f32x4', grassData, 'instance');\r\n this._primitive.setIndexBuffer(indexBuffer);\r\n this._primitive.primitiveType = 'triangle-list';\r\n this._numInstances = grassData.length >> 2;\r\n this._material = material;\r\n }\r\n getName() {\r\n return 'GrassCluster';\r\n }\r\n getMaterial(): MeshMaterial {\r\n return this._material;\r\n }\r\n getPrimitive(): Primitive {\r\n return this._primitive;\r\n }\r\n getPickTarget(): PickTarget {\r\n return { node: this._terrain };\r\n }\r\n getBoneMatrices(): Texture2D<unknown> {\r\n return null;\r\n }\r\n getMorphData(): Texture2D {\r\n return null;\r\n }\r\n getMorphInfo(): GPUDataBuffer {\r\n return null;\r\n }\r\n getSortDistance(camera: Camera): number {\r\n return this._terrain.getSortDistance(camera);\r\n }\r\n getQueueType(): number {\r\n return this._material.getQueueType();\r\n }\r\n isUnlit(): boolean {\r\n return !this._material.supportLighting();\r\n }\r\n needSceneColor(): boolean {\r\n return false;\r\n }\r\n needSceneDepth(): boolean {\r\n return false;\r\n }\r\n isBatchable(): this is BatchDrawable {\r\n return false;\r\n }\r\n draw(ctx: DrawContext) {\r\n this.bind(ctx);\r\n this._material.draw(this._primitive, ctx, this._numInstances);\r\n }\r\n dispose() {\r\n this._primitive.dispose();\r\n }\r\n}\r\n\r\nexport type GrassLayer = {\r\n material: DRef<GrassMaterial>;\r\n clusters: Map<QuadtreeNode, GrassCluster>;\r\n};\r\n\r\nexport class GrassManager extends Disposable {\r\n private _clusterSize: number;\r\n private readonly _baseVertexBuffer: Map<string, DRef<StructuredBuffer>>;\r\n private _indexBuffer: DRef<IndexBuffer>;\r\n private _layers: GrassLayer[];\r\n constructor(clusterSize: number, _density: number[][]) {\r\n super();\r\n this._clusterSize = clusterSize;\r\n this._baseVertexBuffer = new Map();\r\n this._indexBuffer = new DRef();\r\n this._layers = [];\r\n }\r\n protected onDispose() {\r\n super.onDispose();\r\n this._indexBuffer?.dispose();\r\n this._indexBuffer = null;\r\n for (const entry of this._baseVertexBuffer) {\r\n entry[1].dispose();\r\n }\r\n this._baseVertexBuffer.clear();\r\n for (const layer of this._layers) {\r\n layer.material.dispose();\r\n }\r\n for (const layer of this._layers) {\r\n layer.material.dispose();\r\n for (const cluster of layer.clusters) {\r\n cluster[1].dispose();\r\n }\r\n }\r\n this._layers = [];\r\n }\r\n private getBaseVertexBuffer(device: AbstractDevice, bladeWidth: number, bladeHeight: number) {\r\n const hash = `${bladeWidth}-${bladeHeight}`;\r\n let baseVertexBuffer = this._baseVertexBuffer.get(hash)?.get();\r\n if (baseVertexBuffer) {\r\n return baseVertexBuffer;\r\n }\r\n const r = bladeWidth * 0.5;\r\n const t = bladeHeight;\r\n const c = r * Math.cos(Math.PI / 3);\r\n const s = r * Math.sin(Math.PI / 3);\r\n const vertices = new Float32Array([\r\n r,\r\n 0,\r\n 0,\r\n 0,\r\n 1,\r\n r,\r\n t,\r\n 0,\r\n 0,\r\n 0,\r\n -r,\r\n t,\r\n 0,\r\n 1,\r\n 0,\r\n -r,\r\n 0,\r\n 0,\r\n 1,\r\n 1,\r\n\r\n c,\r\n 0,\r\n s,\r\n 0,\r\n 1,\r\n -c,\r\n 0,\r\n -s,\r\n 1,\r\n 1,\r\n -c,\r\n t,\r\n -s,\r\n 1,\r\n 0,\r\n c,\r\n t,\r\n s,\r\n 0,\r\n 0,\r\n\r\n -c,\r\n 0,\r\n s,\r\n 0,\r\n 1,\r\n c,\r\n 0,\r\n -s,\r\n 1,\r\n 1,\r\n c,\r\n t,\r\n -s,\r\n 1,\r\n 0,\r\n -c,\r\n t,\r\n s,\r\n 0,\r\n 0\r\n ]);\r\n baseVertexBuffer = device.createInterleavedVertexBuffer(['position_f32x3', 'tex0_f32x2'], vertices);\r\n this._baseVertexBuffer.set(hash, new DRef(baseVertexBuffer));\r\n return baseVertexBuffer;\r\n }\r\n getIndexBuffer(device: AbstractDevice) {\r\n if (!this._indexBuffer.get()) {\r\n this._indexBuffer.set(\r\n device.createIndexBuffer(new Uint16Array([0, 1, 2, 0, 2, 3, 4, 5, 6, 4, 6, 7, 8, 9, 10, 8, 10, 11]))\r\n );\r\n }\r\n return this._indexBuffer.get();\r\n }\r\n addGrassLayer(\r\n device: AbstractDevice,\r\n terrain: Terrain,\r\n density: number[][],\r\n bladeWidth: number,\r\n bladeHeigh: number,\r\n offset: number,\r\n grassTexture: Texture2D\r\n ): GrassLayer {\r\n const densityHeight = density.length;\r\n const densityWidth = density[0].length;\r\n const hfScale = terrain.heightFieldScale;\r\n this._clusterSize = Math.min(nextPowerOf2(this._clusterSize), terrain.width - 1, terrain.height - 1);\r\n let layer: GrassLayer = null;\r\n terrain.traverseQuadtree((node) => {\r\n const size = node.getPatch().getStep() * (terrain.patchSize - 1);\r\n if (size === this._clusterSize) {\r\n const bbox = node.getPatch().getBoundingBox();\r\n const grassData: number[] = [];\r\n const minX = bbox.minPoint.x;\r\n const minZ = bbox.minPoint.z;\r\n let index = 0;\r\n for (let i = 0; i < this._clusterSize; i++) {\r\n for (let j = 0; j < this._clusterSize; j++) {\r\n const x0 = minX + j * hfScale.x;\r\n const z0 = minZ + i * hfScale.z;\r\n const x1 = x0 + hfScale.x;\r\n const z1 = z0 + hfScale.z;\r\n const u = x0 / terrain.scaledWidth;\r\n const v = z0 / terrain.scaledHeight;\r\n const du = (densityWidth * u) >> 0;\r\n const dv = (densityHeight * v) >> 0;\r\n const val = density[dv][du] * hfScale.x * hfScale.z;\r\n let grassCount = 0;\r\n if (val > 0) {\r\n if (val < 1) {\r\n grassCount = Math.random() <= val ? 1 : 0;\r\n } else {\r\n grassCount = val >> 0;\r\n }\r\n }\r\n //const grassCount = (this._density[dv][du] * hfScale.x * hfScale.z) >> 0;\r\n for (let k = 0; k < grassCount; k++) {\r\n const x = Math.random() * (x1 - x0) + x0;\r\n const z = Math.random() * (z1 - z0) + z0;\r\n const y = terrain.getElevation(x, z);\r\n const rot = Math.random() * Math.PI * 2;\r\n grassData[index++] = x;\r\n grassData[index++] = y + offset;\r\n grassData[index++] = z;\r\n grassData[index++] = rot;\r\n }\r\n }\r\n }\r\n if (grassData.length > 0) {\r\n if (!layer) {\r\n layer = {\r\n material: new DRef(\r\n new GrassMaterial(\r\n new Vector2(terrain.scaledWidth, terrain.scaledHeight),\r\n terrain.quadtree.normalMap,\r\n grassTexture\r\n )\r\n ),\r\n clusters: new Map()\r\n };\r\n this._layers.push(layer);\r\n }\r\n const cluster = new GrassCluster(\r\n terrain,\r\n this.getBaseVertexBuffer(device, bladeWidth, bladeHeigh),\r\n this.getIndexBuffer(device),\r\n layer.material.get(),\r\n new Float32Array(grassData)\r\n );\r\n layer.clusters.set(node, cluster);\r\n node.grassClusters.push(cluster);\r\n }\r\n }\r\n });\r\n return layer;\r\n 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