bg2e-js 2.0.1 → 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 (135) 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.d.ts +0 -37
  5. package/app/AppController.js +0 -32
  6. package/app/Canvas.d.ts +0 -42
  7. package/app/Canvas.js +0 -98
  8. package/app/EventBase.js +0 -8
  9. package/app/KeyboardEvent.js +0 -51
  10. package/app/MainLoop.d.ts +0 -245
  11. package/app/MainLoop.js +0 -251
  12. package/app/MouseEvent.js +0 -77
  13. package/app/TouchEvent.js +0 -15
  14. package/base/Color.js +0 -131
  15. package/base/Environment.js +0 -78
  16. package/base/Light.js +0 -176
  17. package/base/Material.js +0 -619
  18. package/base/PolyList.js +0 -336
  19. package/base/Texture.js +0 -545
  20. package/db/Bg2LoaderPlugin.js +0 -113
  21. package/db/DBPluginApi.js +0 -40
  22. package/db/Loader.js +0 -91
  23. package/db/LoaderPlugin.js +0 -26
  24. package/db/MtlParser.js +0 -7
  25. package/db/ObjLoaderPlugin.js +0 -51
  26. package/db/ObjParser.js +0 -233
  27. package/db/ObjWriterPlugin.js +0 -18
  28. package/db/VitscnjLoaderPlugin.js +0 -87
  29. package/db/Writer.js +0 -49
  30. package/db/WriterPlugin.js +0 -20
  31. package/debug/DebugRenderer.js +0 -138
  32. package/debug/WebGLTextureViewer.js +0 -67
  33. package/manipulation/SelectionBuffer.js +0 -65
  34. package/manipulation/SelectionHighlight.js +0 -69
  35. package/manipulation/SelectionIdAssignVisitor.js +0 -86
  36. package/manipulation/SelectionManager.js +0 -134
  37. package/manipulation/SelectionMode.js +0 -6
  38. package/math/Mat3.js +0 -248
  39. package/math/Mat4.js +0 -694
  40. package/math/MatrixStrategy.js +0 -23
  41. package/math/Quat.js +0 -60
  42. package/math/Vec.js +0 -728
  43. package/math/constants.js +0 -44
  44. package/math/functions.js +0 -104
  45. package/math/index.js +0 -74
  46. package/phsics/joint.js +0 -124
  47. package/primitives/arrow.js +0 -58
  48. package/primitives/cone.js +0 -137
  49. package/primitives/cube.js +0 -59
  50. package/primitives/cylinder.js +0 -215
  51. package/primitives/index.js +0 -13
  52. package/primitives/plane.js +0 -31
  53. package/primitives/sphere.js +0 -808
  54. package/render/BRDFIntegrationMap.js +0 -4
  55. package/render/Environment.js +0 -105
  56. package/render/EnvironmentRenderer.js +0 -12
  57. package/render/FrameBuffer.js +0 -26
  58. package/render/MaterialRenderer.js +0 -28
  59. package/render/Pipeline.js +0 -83
  60. package/render/PolyListRenderer.js +0 -42
  61. package/render/RenderBuffer.js +0 -189
  62. package/render/RenderQueue.js +0 -162
  63. package/render/RenderState.js +0 -82
  64. package/render/Renderer.js +0 -202
  65. package/render/SceneAppController.js +0 -208
  66. package/render/SceneRenderer.js +0 -310
  67. package/render/Shader.js +0 -21
  68. package/render/ShadowRenderer.js +0 -159
  69. package/render/SkyCube.js +0 -77
  70. package/render/SkySphere.js +0 -94
  71. package/render/TextureMergerRenderer.js +0 -58
  72. package/render/TextureRenderer.js +0 -29
  73. package/render/webgl/FrameBuffer.js +0 -9
  74. package/render/webgl/MaterialRenderer.js +0 -99
  75. package/render/webgl/Pipeline.js +0 -82
  76. package/render/webgl/PolyListRenderer.js +0 -224
  77. package/render/webgl/RenderBuffer.js +0 -244
  78. package/render/webgl/Renderer.js +0 -239
  79. package/render/webgl/SceneRenderer.js +0 -43
  80. package/render/webgl/ShaderProgram.js +0 -350
  81. package/render/webgl/ShadowRenderer.js +0 -6
  82. package/render/webgl/SkyCube.js +0 -15
  83. package/render/webgl/SkySphere.js +0 -14
  84. package/render/webgl/State.js +0 -149
  85. package/render/webgl/TextureRenderer.js +0 -167
  86. package/render/webgl/VertexBuffer.js +0 -128
  87. package/scene/Camera.js +0 -378
  88. package/scene/Chain.js +0 -43
  89. package/scene/ChainJoint.js +0 -55
  90. package/scene/Component.js +0 -146
  91. package/scene/ComponentMap.js +0 -99
  92. package/scene/Drawable.js +0 -130
  93. package/scene/EnvironmentComponent.js +0 -123
  94. package/scene/FindNodeVisitor.js +0 -55
  95. package/scene/LightComponent.js +0 -146
  96. package/scene/MatrixState.js +0 -39
  97. package/scene/Node.js +0 -300
  98. package/scene/NodeVisitor.js +0 -12
  99. package/scene/OrbitCameraController.js +0 -407
  100. package/scene/SmoothOrbitCameraController.js +0 -92
  101. package/scene/Transform.js +0 -74
  102. package/scene/index.js +0 -24
  103. package/shaders/BasicDiffuseColorShader.js +0 -91
  104. package/shaders/BasicPBRLightShader.js +0 -238
  105. package/shaders/DebugRenderShader.js +0 -79
  106. package/shaders/DepthRenderShader.js +0 -69
  107. package/shaders/IrradianceMapCubeShader.js +0 -99
  108. package/shaders/PBRLightIBLShader.js +0 -380
  109. package/shaders/PickSelectionShader.js +0 -75
  110. package/shaders/PresentDebugFramebufferShader.js +0 -90
  111. package/shaders/PresentTextureShader.js +0 -73
  112. package/shaders/SelectionHighlightShader.js +0 -98
  113. package/shaders/ShaderFunction.js +0 -72
  114. package/shaders/SkyCubeShader.js +0 -78
  115. package/shaders/SkySphereShader.js +0 -77
  116. package/shaders/SpecularMapCubeShader.js +0 -145
  117. package/shaders/TextureMergerShader.js +0 -127
  118. package/shaders/webgl_shader_lib.js +0 -187
  119. package/tools/BinaryResourceProvider.js +0 -15
  120. package/tools/ImageResourceProvider.js +0 -65
  121. package/tools/MaterialModifier.js +0 -228
  122. package/tools/Resource.js +0 -177
  123. package/tools/ResourceProvider.js +0 -56
  124. package/tools/TextResourceProvider.js +0 -24
  125. package/tools/TextureCache.js +0 -44
  126. package/tools/TextureResourceDatabase.js +0 -87
  127. package/tools/UserAgent.js +0 -294
  128. package/tools/VideoResourceProvider.js +0 -51
  129. package/tools/WriteStrategy.js +0 -22
  130. package/tools/base64.js +0 -15
  131. package/tools/crypto.js +0 -15
  132. package/tools/endiantess.js +0 -15
  133. package/tools/image.js +0 -15
  134. package/tools/index.js +0 -33
  135. 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;