bg2e-js 2.0.0 → 2.0.2

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 (132) hide show
  1. package/dist/bg2e-js.js +11001 -0
  2. package/dist/bg2e-js.js.map +1 -0
  3. package/package.json +17 -6
  4. package/app/AppController.js +0 -32
  5. package/app/Canvas.js +0 -98
  6. package/app/EventBase.js +0 -8
  7. package/app/KeyboardEvent.js +0 -51
  8. package/app/MainLoop.js +0 -251
  9. package/app/MouseEvent.js +0 -77
  10. package/app/TouchEvent.js +0 -15
  11. package/base/Color.js +0 -131
  12. package/base/Environment.js +0 -78
  13. package/base/Light.js +0 -176
  14. package/base/Material.js +0 -619
  15. package/base/PolyList.js +0 -336
  16. package/base/Texture.js +0 -545
  17. package/db/Bg2LoaderPlugin.js +0 -113
  18. package/db/DBPluginApi.js +0 -40
  19. package/db/Loader.js +0 -91
  20. package/db/LoaderPlugin.js +0 -26
  21. package/db/MtlParser.js +0 -7
  22. package/db/ObjLoaderPlugin.js +0 -51
  23. package/db/ObjParser.js +0 -233
  24. package/db/ObjWriterPlugin.js +0 -18
  25. package/db/VitscnjLoaderPlugin.js +0 -87
  26. package/db/Writer.js +0 -49
  27. package/db/WriterPlugin.js +0 -20
  28. package/debug/DebugRenderer.js +0 -138
  29. package/debug/WebGLTextureViewer.js +0 -67
  30. package/manipulation/SelectionBuffer.js +0 -65
  31. package/manipulation/SelectionHighlight.js +0 -69
  32. package/manipulation/SelectionIdAssignVisitor.js +0 -86
  33. package/manipulation/SelectionManager.js +0 -134
  34. package/manipulation/SelectionMode.js +0 -6
  35. package/math/Mat3.js +0 -248
  36. package/math/Mat4.js +0 -694
  37. package/math/MatrixStrategy.js +0 -23
  38. package/math/Quat.js +0 -60
  39. package/math/Vec.js +0 -728
  40. package/math/constants.js +0 -44
  41. package/math/functions.js +0 -104
  42. package/math/index.js +0 -74
  43. package/phsics/joint.js +0 -124
  44. package/primitives/arrow.js +0 -58
  45. package/primitives/cone.js +0 -137
  46. package/primitives/cube.js +0 -59
  47. package/primitives/cylinder.js +0 -215
  48. package/primitives/index.js +0 -13
  49. package/primitives/plane.js +0 -31
  50. package/primitives/sphere.js +0 -808
  51. package/render/BRDFIntegrationMap.js +0 -4
  52. package/render/Environment.js +0 -105
  53. package/render/EnvironmentRenderer.js +0 -12
  54. package/render/FrameBuffer.js +0 -26
  55. package/render/MaterialRenderer.js +0 -28
  56. package/render/Pipeline.js +0 -83
  57. package/render/PolyListRenderer.js +0 -42
  58. package/render/RenderBuffer.js +0 -189
  59. package/render/RenderQueue.js +0 -162
  60. package/render/RenderState.js +0 -82
  61. package/render/Renderer.js +0 -202
  62. package/render/SceneAppController.js +0 -208
  63. package/render/SceneRenderer.js +0 -310
  64. package/render/Shader.js +0 -21
  65. package/render/ShadowRenderer.js +0 -159
  66. package/render/SkyCube.js +0 -77
  67. package/render/SkySphere.js +0 -94
  68. package/render/TextureMergerRenderer.js +0 -58
  69. package/render/TextureRenderer.js +0 -29
  70. package/render/webgl/FrameBuffer.js +0 -9
  71. package/render/webgl/MaterialRenderer.js +0 -99
  72. package/render/webgl/Pipeline.js +0 -82
  73. package/render/webgl/PolyListRenderer.js +0 -224
  74. package/render/webgl/RenderBuffer.js +0 -244
  75. package/render/webgl/Renderer.js +0 -239
  76. package/render/webgl/SceneRenderer.js +0 -43
  77. package/render/webgl/ShaderProgram.js +0 -348
  78. package/render/webgl/ShadowRenderer.js +0 -6
  79. package/render/webgl/SkyCube.js +0 -15
  80. package/render/webgl/SkySphere.js +0 -14
  81. package/render/webgl/State.js +0 -149
  82. package/render/webgl/TextureRenderer.js +0 -167
  83. package/render/webgl/VertexBuffer.js +0 -128
  84. package/scene/Camera.js +0 -378
  85. package/scene/Chain.js +0 -43
  86. package/scene/ChainJoint.js +0 -55
  87. package/scene/Component.js +0 -146
  88. package/scene/ComponentMap.js +0 -99
  89. package/scene/Drawable.js +0 -130
  90. package/scene/EnvironmentComponent.js +0 -123
  91. package/scene/FindNodeVisitor.js +0 -55
  92. package/scene/LightComponent.js +0 -146
  93. package/scene/MatrixState.js +0 -39
  94. package/scene/Node.js +0 -300
  95. package/scene/NodeVisitor.js +0 -12
  96. package/scene/OrbitCameraController.js +0 -407
  97. package/scene/SmoothOrbitCameraController.js +0 -92
  98. package/scene/Transform.js +0 -74
  99. package/scene/index.js +0 -24
  100. package/shaders/BasicDiffuseColorShader.js +0 -91
  101. package/shaders/BasicPBRLightShader.js +0 -238
  102. package/shaders/DebugRenderShader.js +0 -79
  103. package/shaders/DepthRenderShader.js +0 -69
  104. package/shaders/IrradianceMapCubeShader.js +0 -99
  105. package/shaders/PBRLightIBLShader.js +0 -380
  106. package/shaders/PickSelectionShader.js +0 -75
  107. package/shaders/PresentDebugFramebufferShader.js +0 -90
  108. package/shaders/PresentTextureShader.js +0 -73
  109. package/shaders/SelectionHighlightShader.js +0 -98
  110. package/shaders/ShaderFunction.js +0 -72
  111. package/shaders/SkyCubeShader.js +0 -78
  112. package/shaders/SkySphereShader.js +0 -77
  113. package/shaders/SpecularMapCubeShader.js +0 -145
  114. package/shaders/TextureMergerShader.js +0 -127
  115. package/shaders/webgl_shader_lib.js +0 -187
  116. package/tools/BinaryResourceProvider.js +0 -15
  117. package/tools/ImageResourceProvider.js +0 -65
  118. package/tools/MaterialModifier.js +0 -228
  119. package/tools/Resource.js +0 -177
  120. package/tools/ResourceProvider.js +0 -56
  121. package/tools/TextResourceProvider.js +0 -24
  122. package/tools/TextureCache.js +0 -44
  123. package/tools/TextureResourceDatabase.js +0 -87
  124. package/tools/UserAgent.js +0 -294
  125. package/tools/VideoResourceProvider.js +0 -51
  126. package/tools/WriteStrategy.js +0 -22
  127. package/tools/base64.js +0 -15
  128. package/tools/crypto.js +0 -15
  129. package/tools/endiantess.js +0 -15
  130. package/tools/image.js +0 -15
  131. package/tools/index.js +0 -33
  132. package/tools/processType.js +0 -56
@@ -1,138 +0,0 @@
1
- import Color from "../base/Color";
2
- import Material from "../base/Material";
3
- import Mat4 from "../math/Mat4";
4
- import Vec from "../math/Vec";
5
- import { createArrow, createSphere } from "../primitives";
6
- import BasicDiffuseColorShader from "../shaders/BasicDiffuseColorShader";
7
- import Transform from "../scene/Transform";
8
- import Texture, {
9
- TextureRenderTargetAttachment,
10
- TextureComponentFormat,
11
- TextureWrap
12
- } from "../base/Texture";
13
- import DebugRenderShader from "../shaders/DebugRenderShader";
14
- import PresentDebugFramebufferShader from "../shaders/PresentDebugFramebufferShader";
15
-
16
- const g_renderers = {};
17
-
18
- const getMatrix = (transformMatrix, position) => {
19
- if (!transformMatrix && position) {
20
- transformMatrix = Mat4.MakeTranslation(position);
21
- }
22
- else if (!transformMatrix) {
23
- transformMatrix = Mat4.MakeIdentity();
24
- }
25
- return transformMatrix;
26
- }
27
-
28
- export default class DebugRenderer {
29
-
30
- static Get(renderer) {
31
- if (!g_renderers[renderer.uniqueId]) {
32
- g_renderers[renderer.uniqueId] = new DebugRenderer(renderer);
33
- }
34
- return g_renderers[renderer.uniqueId];
35
- }
36
-
37
- constructor(renderer) {
38
- this._renderer = renderer;
39
-
40
- this._objects = [];
41
-
42
- this._sphere = createSphere(1);
43
- this._sphereRenderer = this.renderer.factory.polyList(this._sphere);
44
-
45
- this._arrow = createArrow(1, 0.3);
46
- this._arrow.lineWidth = 3;
47
- this._arrowRenderer = this.renderer.factory.polyList(this._arrow);
48
-
49
- this._baseMaterial = new Material();
50
- this._materialRenderer = this.renderer.factory.material(this._baseMaterial);
51
- }
52
-
53
- get renderer() { return this._renderer; }
54
-
55
- async init() {
56
- const renderer = this._renderer;
57
-
58
- this._shader = new DebugRenderShader(renderer);
59
- await this._shader.load();
60
-
61
- this._presentShader = new PresentDebugFramebufferShader(renderer);
62
- await this._presentShader.load();
63
-
64
- this._targetTexture = new Texture();
65
- this._targetTexture.name = `DebugRendererTargetTexture`;
66
- this._targetTexture.renderTargetAttachment = TextureRenderTargetAttachment.COLOR_ATTACHMENT_0;
67
- this._targetTexture.componentFormat = TextureComponentFormat.UNSIGNED_BYTE;
68
- this._targetTexture.wrapModeXY = TextureWrap.CLAMP;
69
-
70
- this._renderBuffer = renderer.factory.renderBuffer();
71
- await this._renderBuffer.attachTexture(this._targetTexture);
72
- }
73
-
74
- beginFrame() {
75
- this._objects = [];
76
- }
77
-
78
- drawSphere({ radius = 1, color = Color.White(), transformMatrix = null, position = null } = {}) {
79
- transformMatrix = getMatrix(transformMatrix, position);
80
-
81
- this._objects.push({
82
- renderer: this._sphereRenderer,
83
- scale: radius,
84
- color,
85
- transformMatrix
86
- });
87
- }
88
-
89
- drawArrow({ length = 1, color = Color.White(), transformMatrix = null, position = null } = {}) {
90
- transformMatrix = getMatrix(transformMatrix, position);
91
-
92
- this._objects.push({
93
- renderer: this._arrowRenderer,
94
- scale: length,
95
- color,
96
- transformMatrix
97
- });
98
- }
99
-
100
- setViewportSize(width, height) {
101
- this._renderBuffer.size = new Vec(width, height);
102
- }
103
-
104
- draw(camera) {
105
- const cameraView = Mat4.GetInverted(Transform.GetWorldMatrix(camera.node));
106
- const viewMatrix = cameraView;
107
- const projectionMatrix = camera.projectionMatrix;
108
- this._renderBuffer.update(() => {
109
- this._renderBuffer.frameBuffer.clear();
110
-
111
- this._objects.forEach(object => {
112
- const scale = Mat4.MakeScale(object.scale, object.scale, object.scale);
113
- const matrix = scale.mult(object.transformMatrix);
114
- this._materialRenderer.material.diffuse = object.color;
115
-
116
- object.renderer.bindBuffers();
117
- this._shader.setup(
118
- object.renderer,
119
- this._materialRenderer,
120
- matrix,
121
- viewMatrix,
122
- projectionMatrix
123
- );
124
- object.renderer.draw();
125
- })
126
- });
127
-
128
- const shader = this._presentShader;
129
- this._renderer.presentTexture(this._targetTexture, { clearBuffers: false, shader });
130
- }
131
-
132
- destoy() {
133
- this._renderBuffer.destroy();
134
- this._targetTexture.destroy();
135
- this._renderBuffer = null;
136
- this._targetTexture = null;
137
- }
138
- }
@@ -1,67 +0,0 @@
1
-
2
- import WebGLRenderer from '../render/webgl/Renderer';
3
-
4
- export default class WebGLTextureViewer {
5
-
6
- constructor(renderer) {
7
- if (!renderer instanceof WebGLRenderer) {
8
- throw new Error("WebGLTextureViewer works only with WebGL Renderer");
9
- }
10
-
11
- this._renderer = renderer;
12
-
13
- this._size = [512,512];
14
-
15
- this._canvas = document.createElement('canvas');
16
- this._canvas.width = this._size[0];
17
- this._canvas.height = this._size[1];
18
- this._context = this._canvas.getContext('2d');
19
- }
20
-
21
- get canvas() { return this._canvas; }
22
- get context() { return this._context; }
23
-
24
- attachToElement(element) {
25
- element.appendChild(this._canvas);
26
- }
27
-
28
- drawTexture(texture) {
29
- const { gl } = this._renderer;
30
-
31
- if (!texture._apiObject) {
32
- throw new Error("Error drawing WebGL texture: WebGL texture not initialized");
33
- }
34
-
35
- this._canvas.width = texture.size.width;
36
- this._canvas.height = texture.size.height;
37
-
38
- // Save current state
39
- const currentTexture = gl.getParameter(gl.TEXTURE_BINDING_2D);
40
- const currentFramebuffer = gl.getParameter(gl.FRAMEBUFFER_BINDING);
41
-
42
- // Draw texture to canvas
43
- gl.bindTexture(gl.TEXTURE_2D, texture._apiObject);
44
-
45
- // Create a framebuffer to read the texture data
46
- const framebuffer = gl.createFramebuffer();
47
- gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
48
- gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture._apiObject, 0);
49
-
50
- // Read texture data
51
- let data = new Uint8Array(texture.size.width * texture.size.height * 4);
52
- gl.readPixels(0, 0, texture.size[0], texture.size[1], gl.RGBA, gl.UNSIGNED_BYTE, data);
53
-
54
- // Draw texture data to canvas
55
- const imageData = new ImageData(new Uint8ClampedArray(data), texture.size.width, texture.size.height);
56
- const w = imageData.width, h = imageData.height;
57
- const flipped = imageData.data;
58
- Array.from({length: h}, (val, i) => data.slice(i * w * 4, (i + 1) * w * 4))
59
- .forEach((val, i) => flipped.set(val, (h - i - 1) * w * 4));
60
- const ctx = this._context;
61
- ctx.putImageData(imageData, 0, 0);
62
-
63
- // Restore previous state
64
- gl.bindTexture(gl.TEXTURE_2D, currentTexture);
65
- gl.bindFramebuffer(gl.FRAMEBUFFER, currentFramebuffer);
66
- }
67
- }
@@ -1,65 +0,0 @@
1
- import { RenderLayer } from "../base/PolyList";
2
- import Texture, { TextureComponentFormat, TextureRenderTargetAttachment, TextureWrap } from "../base/Texture";
3
- import PickSelectionShader from "../shaders/PickSelectionShader";
4
- import { FrameVisitor } from "../render/SceneRenderer";
5
- import RenderQueue from "../render/RenderQueue";
6
- import Vec from "../math/Vec";
7
- import Mat4 from "../math/Mat4";
8
- import Transform from "../scene/Transform";
9
-
10
- export default class SelectionBuffer {
11
- constructor(renderer) {
12
- this._renderer = renderer;
13
- }
14
-
15
- async init() {
16
- const renderer = this._renderer;
17
- this._targetTexture = new Texture();
18
- this._targetTexture.renderTargetAttachment = TextureRenderTargetAttachment.COLOR_ATTACHMENT_0;
19
- this._targetTexture.componentFormat = TextureComponentFormat.UNSIGNED_BYTE;
20
- this._targetTexture.wrapModeXY = TextureWrap.CLAMP;
21
-
22
- this._renderBuffer = renderer.factory.renderBuffer();
23
-
24
- await this._renderBuffer.attachTexture(this._targetTexture);
25
-
26
- this._shader = new PickSelectionShader(renderer);
27
- await this._shader.load();
28
-
29
- this._renderQueue = new RenderQueue(renderer);
30
- this._renderQueue.enableQueue(RenderLayer.SELECTION_DEFAULT, this._shader);
31
-
32
- this._frameVisitor = new FrameVisitor(this._renderQueue);
33
- }
34
-
35
- reshape(width,height) {
36
- this._renderBuffer.size = new Vec(width,height);
37
- }
38
-
39
- draw(scene,camera,x,y,width = 1,height = 1) {
40
- const cameraView = Mat4.GetInverted(Transform.GetWorldMatrix(camera.node));
41
- this._renderQueue.viewMatrix = cameraView;
42
- this._renderQueue.projectionMatrix = camera.projectionMatrix;
43
- this._renderQueue.newFrame();
44
- this._frameVisitor.delta = 0;
45
- this._frameVisitor.modelMatrix.identity();
46
- scene.accept(this._frameVisitor);
47
-
48
- let result = null;
49
- this._renderBuffer.update(() => {
50
- this._renderBuffer.frameBuffer.clear();
51
- this._renderQueue.draw(RenderLayer.SELECTION_DEFAULT);
52
- result = this._renderBuffer.readPixels(x, y, width, height);
53
- });
54
-
55
- return result;
56
- }
57
-
58
- destroy() {
59
- this._renderBuffer.destroy();
60
- this._targetTexture.destroy();
61
- this._renderBuffer = null;
62
- this._targetTexture = null;
63
- }
64
- }
65
-
@@ -1,69 +0,0 @@
1
-
2
- import { RenderLayer } from "../base/PolyList";
3
- import Texture, { TextureRenderTargetAttachment, TextureComponentFormat, TextureWrap } from "../base/Texture";
4
- import Mat4 from "../math/Mat4";
5
- import Vec from "../math/Vec";
6
- import RenderQueue from "../render/RenderQueue";
7
- import { FrameVisitor } from "../render/SceneRenderer";
8
- import Transform from "../scene/Transform";
9
- import PickSelectionShader from "../shaders/PickSelectionShader";
10
- import SelectionHighlightShader from "../shaders/SelectionHighlightShader";
11
-
12
- export default class SelectionHighlight {
13
- constructor(renderer) {
14
- this._renderer = renderer;
15
- }
16
-
17
- async init() {
18
- const renderer = this._renderer;
19
- this._targetTexture = new Texture();
20
- this._targetTexture.renderTargetAttachment = TextureRenderTargetAttachment.COLOR_ATTACHMENT_0;
21
- this._targetTexture.componentFormat = TextureComponentFormat.UNSIGNED_BYTE;
22
- this._targetTexture.wrapModeXY = TextureWrap.CLAMP;
23
-
24
- this._renderBuffer = renderer.factory.renderBuffer();
25
- await this._renderBuffer.attachTexture(this._targetTexture);
26
-
27
- this._shader = new PickSelectionShader(renderer);
28
- await this._shader.load();
29
- this._shader.forceDraw = false;
30
-
31
- this._renderQueue = new RenderQueue(renderer);
32
- this._renderQueue.enableQueue(RenderLayer.SELECTION_DEFAULT, this._shader);
33
-
34
- this._frameVisitor = new FrameVisitor(this._renderQueue);
35
-
36
- this._selectionDrawShader = new SelectionHighlightShader(renderer);
37
- await this._selectionDrawShader.load();
38
- }
39
-
40
- setViewportSize(width,height) {
41
- this._renderBuffer.size = new Vec(width,height);
42
- }
43
-
44
- draw(scene,camera) {
45
- const cameraView = Mat4.GetInverted(Transform.GetWorldMatrix(camera.node));
46
- this._renderQueue.viewMatrix = cameraView;
47
- this._renderQueue.projectionMatrix = camera.projectionMatrix;
48
- this._renderQueue.newFrame();
49
- this._frameVisitor.delta = 0;
50
- this._frameVisitor.modelMatrix.identity();
51
- scene.accept(this._frameVisitor);
52
-
53
- this._renderBuffer.update(() => {
54
- this._renderBuffer.frameBuffer.clear();
55
- this._renderQueue.draw(RenderLayer.SELECTION_DEFAULT);
56
- });
57
-
58
- // TODO: Draw target texture using a border detection shader
59
- const shader = this._selectionDrawShader;
60
- this._renderer.presentTexture(this._targetTexture, { clearBuffers: false, shader });
61
- }
62
-
63
- destroy() {
64
- this._renderBuffer.destroy();
65
- this._targetTexture.destroy();
66
- this._renderBuffer = null;
67
- this._targetTexture = null;
68
- }
69
- }
@@ -1,86 +0,0 @@
1
- import NodeVisitor from "../scene/NodeVisitor";
2
- import SelectionMode from "./SelectionMode";
3
- import Color from "../base/Color";
4
-
5
- const getColor = (comps) => "" + comps[0] + comps[1] + comps[2];
6
-
7
- export default class SelectionAssignVisitor extends NodeVisitor {
8
- constructor() {
9
- super();
10
-
11
- this._selectionMode = SelectionMode.POLY_LIST;
12
- this._elements = {};
13
- }
14
-
15
- set selectionMode(mode) {
16
- this._selectionMode = mode;
17
- this.clear();
18
- }
19
-
20
- get selectionMode() {
21
- return this._selectionMode;
22
- }
23
-
24
- clear() {
25
- this._r = 0;
26
- this._g = 0;
27
- this._b = 0;
28
- this._elements = {};
29
- }
30
-
31
- getNextColor() {
32
- const getId = () => {
33
- return [ Math.round(Math.random()*255),
34
- Math.round(Math.random()*255),
35
- Math.round(Math.random()*255)];
36
- }
37
-
38
- let components = getId();
39
- let color = getColor(components);
40
- while (this._elements[color]) {
41
- components = getId();
42
- color = getColor(components);
43
- }
44
-
45
- this._r = components[0];
46
- this._g = components[1];
47
- this._b = components[2];
48
-
49
- return new Color([components[0]/255, components[1]/255, components[2]/255, 1]);
50
- }
51
-
52
- findElement(pickedColor) {
53
- const color = [
54
- pickedColor[0],
55
- pickedColor[1],
56
- pickedColor[2]
57
- ];
58
- return this._elements[getColor(color)];
59
- }
60
-
61
- visit(node) {
62
- const { drawable } = node;
63
- if (drawable) {
64
- let color = this.getNextColor();
65
- drawable.items.forEach(({polyList}, i, array) => {
66
- if (polyList.isSelectable) {
67
- polyList.colorCode = color;
68
- polyList.selected = false;
69
- const colorCode = getColor([
70
- Math.round(color[0] * 255),
71
- Math.round(color[1] * 255),
72
- Math.round(color[2] * 255)
73
- ]);
74
- this._elements[colorCode] = { polyList, drawable };
75
- }
76
-
77
- // Get new color code for the next polyList, only if this is not the
78
- // last item, and the selection mode is POLY_LIST, otherwise we'll
79
- // use the same color code for all polyList in the drawable
80
- if (i<array.length-1 && this._selectionMode == SelectionMode.POLY_LIST) {
81
- color = this.getNextColor();
82
- }
83
- });
84
- }
85
- }
86
- }
@@ -1,134 +0,0 @@
1
- import Vec from "../math/Vec";
2
- import SelectionBuffer from "./SelectionBuffer";
3
- import Camera from "../scene/Camera";
4
- import SelectionIdAssignVisitor from "./SelectionIdAssignVisitor";
5
- import SelectionMode from "./SelectionMode";
6
-
7
- export default class SelectionManager {
8
- constructor(renderer) {
9
- this._renderer = renderer;
10
- this._sceneRoot = null;
11
- this._camera = null;
12
- this._selectionMode = SelectionMode.POLY_LIST;
13
- this._multiSelect = false;
14
-
15
- this._selection = [];
16
-
17
- this._selectionChangedCallbacks = {}
18
- }
19
-
20
- async init() {
21
- this._selectionBuffer = new SelectionBuffer(this._renderer);
22
- await this._selectionBuffer.init();
23
-
24
- this._selectionIdVisitor = new SelectionIdAssignVisitor();
25
- }
26
-
27
- setViewportSize(w,h) {
28
- this._viewportSize = [w, h];
29
- }
30
-
31
- get selection() {
32
- return this._selection;
33
- }
34
-
35
- clearSelection() {
36
- this._selection = [];
37
- }
38
-
39
- set sceneRoot(root) {
40
- this._sceneRoot = root;
41
- this.clearSelection();
42
- }
43
-
44
- get sceneRoot() {
45
- return this._sceneRoot;
46
- }
47
-
48
- set camera(cam) {
49
- this._camera = cam;
50
- this.clearSelection();
51
- }
52
-
53
- get camera() {
54
- if (this._camera) {
55
- return this._camera;
56
- }
57
-
58
- this._camera = Camera.GetMain(this.sceneRoot);
59
- return this._camera;
60
- }
61
-
62
- set selectionMode(mode) {
63
- this._selectionMode = mode;
64
- this.clearSelection();
65
- }
66
-
67
- get selectionMode() {
68
- return this._selectionMode;
69
- }
70
-
71
- set multiSelectMode(mode) {
72
- this._multiSelect = mode;
73
- this.clearSelection();
74
- }
75
-
76
- get multiSelectMode() {
77
- return this._multiSelect;
78
- }
79
-
80
- onSelectionChanged(id, cb) {
81
- this._selectionChangedCallbacks[id] = cb;
82
- }
83
-
84
- triggerSelectionChanged() {
85
- for (const key in this._selectionChangedCallbacks) {
86
- this._selectionChangedCallbacks[key](this._selection);
87
- }
88
- }
89
-
90
- mouseUp(evt) {
91
- const upPosition = new Vec([evt.x, evt.y]);
92
- if (Vec.Distance(this._downPosition, upPosition) < 2) {
93
- this._selectionIdVisitor.selectionMode = this.selectionMode;
94
- this.sceneRoot.accept(this._selectionIdVisitor);
95
-
96
- this._selectionBuffer.reshape(this._viewportSize[0], this._viewportSize[1]);
97
- const pickedColor = this._selectionBuffer.draw(this.sceneRoot, this.camera, evt.x, evt.y);
98
- const item = this._selectionIdVisitor.findElement(pickedColor);
99
- const isSelected = () => this._selection.find(s => {
100
- return s.polyList === item.polyList && s.drawable === item.drawable
101
- });
102
- if (item && this._multiSelect && !isSelected()) {
103
- this._selection.push(item);
104
- this.triggerSelectionChanged();
105
- }
106
- else if (item && !isSelected()) {
107
- this._selection = [item];
108
- this.triggerSelectionChanged();
109
- }
110
- else if (!item && !this._multiSelect && this._selection.length > 0) {
111
- this._selection = [];
112
- this.triggerSelectionChanged();
113
- }
114
-
115
- this._selection.forEach(item => item.polyList.selected = true);
116
- }
117
- }
118
-
119
- mouseDown(evt) {
120
- this._downPosition = new Vec([evt.x, evt.y]);
121
- }
122
-
123
- touchStart(evt) {
124
-
125
- }
126
-
127
- touchEnd(evt) {
128
-
129
- }
130
-
131
- destroy() {
132
- this._selectionBuffer.destroy();
133
- }
134
- }
@@ -1,6 +0,0 @@
1
- const SelectionMode = Object.freeze({
2
- OBJECT: 0,
3
- POLY_LIST: 1
4
- });
5
-
6
- export default SelectionMode;