lume
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text/typescript
import 'element-behaviors'
import {stringAttribute} from '@lume/element'
import {onCleanup, createEffect} from 'solid-js'
import {signal} from 'classy-solid'
import {ProjectedMaterial} from '@lume/three-projected-material/dist/ProjectedMaterial.js'
import {OrthographicCamera} from 'three/src/cameras/OrthographicCamera.js'
import {Texture} from 'three/src/textures/Texture.js'
import {behavior} from '../../Behavior.js'
import {receiver} from '../../PropReceiver.js'
import {PhysicalMaterialBehavior, type PhysicalMaterialBehaviorAttributes} from './PhysicalMaterialBehavior.js'
import {TextureProjector} from '../../../textures/TextureProjector.js'
import type {Element3D} from '../../../core/Element3D.js'
import {upwardRoots} from '../../../utils/upwardRoots.js'
import {querySelectorUpward} from '../../../utils/querySelectorUpward.js'
export type ProjectedMaterialBehaviorAttributes =
| PhysicalMaterialBehaviorAttributes
| 'textureProjectors'
| 'projectedTextures' // deprecated
/**
* @class ProjectedMaterialBehavior
*
* Behavior: `projected-material`
*
* A physical material with the added ability to have additional textures
* projected onto it with
* [`<lume-texture-projector>`](../../../textures/TextureProjector) elements.
*
* Project a texture onto a mesh using a `<lume-texture-projector>` and
* associating it with the `texture-projectors` attribute:
*
* ```html
* <!-- Define a texture projector somewhere. -->
* <lume-texture-projector src="path/to/image.jpg" class="some-projector"></lume-texture-projector>
*
* <!-- Use the projected-material on the mesh, and associate it with the projector: -->
* <lume-box
* has="projected-material"
* size="100 100 100"
* texture-projectors=".some-projector"
* ></lume-box>
* ```
*
* <live-code id="example"></live-code>
* <script>
* example.content = projectedTextureExample
* </script>
*
* @extends PhysicalMaterialBehavior
*/
export
class ProjectedMaterialBehavior extends PhysicalMaterialBehavior {
/** The computed value after the user sets this.textureProjectors. F.e. any strings are queried from DOM, and this array contains only DOM element references. */
accessor #associatedProjectors: Array<TextureProjector> = []
/**
* @property {Array<TextureProjector>} associatedProjectors
*
* `readonly` `signal`
*
* The list of `TextureProjector` elements that are projecting onto the
* current owner element, normalized from
* [`.textureProjectors`](#textureprojectors) with selectors queried and
* null values ignored.
*
* This returns the currently associated array of `<lume-texture-projector>`
* instances, not the original string or array of values passed to
* [`.textureProjectors`](#textureprojectors).
*/
get associatedProjectors() {
return this.#associatedProjectors
}
/** The raw value the user set on this.textureProjectors */
#textureProjectorsRaw: string | Array<TextureProjector | string> = []
/**
* @property {string | Array<TextureProjector | string | null>} textureProjectors
*
* `string attribute`
*
* Default: `[]`
*
* The `texture-projectors` attribute accepts one or more selectors, comma
* separated, that define which
* [`<lume-texture-projector>`](../../core/TextureProjector) elements are to
* project an image onto the owner element. If a selector matches an element
* that is not a `<lume-texture-projector>`, it is ignored (note that
* non-upgraded elements will not be detected, make sure to load element
* definitions up front which is the default if you're simply importing
* `lume`).
* If a selector matches
* more than one element, only the first `<lume-texture-projector>` will be used
* (in the near future we will allow multiple projectors to project).
*
* ```html
* <lume-box has="projected-material" texture-projectors=".foo, .bar, #baz"></lume-box>
* ```
*
* The `textureProjectors` JS property can be set with a string of comma
* separated selectors, or a mixed array of strings (selectors) or
* `<lume-texture-projector>` element instances, making the JS property more
* flexible for scenarios where selectors are not enough (f.e. maybe you
* need to get a reference to an element from some other part of the DOM,
* perhaps from a tree inside a ShadowRoot, or you are programmatically
* creating elements, etc).
*
* ```js
* el.textureProjectors = ".some-texture-projector"
* // or
* const projector = document.querySelector('.some-texture-projector')
* el.textureProjectors = [projector, "#someOtherTextureProjector"]
* ```
*
* Texture projectors that are not in the composed tree (i.e. not
* participating in rendering) will be ignored. The texture projectors that
* will be associated are those that are connected into the document, and
* that participate in rendering (i.e. composed, either in the top level
* document, in a ShadowRoot, or distributed to a slot in a ShadowRoot).
* This is the same as with the browser's built-in elements: a `<div>`
* element that is connected into the DOM but not slotted to its parent's
* `.shadowRoot` will not participate in the visual output.
*/
get textureProjectors(): string | Array<TextureProjector | string> {
return this.#textureProjectorsRaw
}
set textureProjectors(value: string | Array<TextureProjector | string>) {
this.#textureProjectorsRaw = value
}
/**
* @deprecated
* @property {string | Array<TextureProjector | string | null>} projectedTextures
*
* `string attribute`
*
* *deprecated*: renamed to [`.textureProjectors`](#textureprojectors).
*/
get projectedTextures() {
return this.textureProjectors
}
set projectedTextures(value) {
this.textureProjectors = value
}
override _createComponent() {
// TODO multiple projected textures.
// Only one projected texture for now. Handling a material array is
// needed for multiple projections, unless we update ProjectedMaterial
// to supported multiple textures/cameras so that we can have a single
// material. Probably the mat.project and mat.updateFromCamera methods
// should accept a camera from the outside rather than using one that is
// contained in the material.
return new ProjectedMaterial()
}
#observer: MutationObserver | null = null
override connectedCallback() {
super.connectedCallback()
let queuedRequery = false
this.#observer = new MutationObserver(() => {
if (queuedRequery) return
queuedRequery = true
// Use a timeout for batching so this doesn't run a ton of times during DOM parsing.
setTimeout(() => {
queuedRequery = false
// TODO this could be more efficient if we check the added nodes directly, but for now we re-run the query logic.
// This triggers the setter logic.
this.textureProjectors = this.#textureProjectorsRaw
}, 0)
})
for (const root of upwardRoots(this.element)) this.#observer.observe(root, {childList: true, subtree: true})
this.createEffect(() => {
const mat = this.meshComponent
if (!mat) return
const three = this.element.three
if (three.material !== mat) return
createEffect(() => {
this.textureProjectors
let array: Array<TextureProjector | string> = []
if (typeof this.#textureProjectorsRaw === 'string') {
array = [this.#textureProjectorsRaw.trim()]
} else if (Array.isArray(this.#textureProjectorsRaw)) {
array = this.#textureProjectorsRaw
} else {
throw new TypeError('Invalid value for textureProjectors')
}
const projectors = []
for (const value of array) {
if (typeof value !== 'string') {
// Consider only elements that participate in rendering (i.e. that are in the composed tree)
if (value.scene && value instanceof TextureProjector) projectors.push(value)
continue
} else if (!value) {
// skip empty strings, they cause an error with querySelectorAll
continue
}
// TODO Should we not search up the composed tree, and stay only
// in the current ShadowRoot?
for (const el of querySelectorUpward(this.element, value)) {
if (!el) continue
// Consider only elements that participate in rendering (i.e. that are in the composed tree)
if ((el as Element3D).scene && el instanceof TextureProjector) projectors.push(el)
// TODO If an element was not yet upgraded, it will not
// be found here. We could wait for upgrade.
}
}
this.#associatedProjectors = projectors // trigger
})
this._handleTexture(
() => this.#associatedProjectors[0]?.src ?? '',
(mat, tex) => (mat.texture = tex || new Texture()),
mat => !!mat.texture,
() => {},
true,
)
createEffect(() => {
const tex = this.#associatedProjectors[0]
if (!tex) return
createEffect(() => {
mat.fitment = tex.fitment
mat.frontFacesOnly = tex.frontFacesOnly
this.element.needsUpdate()
})
})
createEffect(() => {
const tex = this.#associatedProjectors[0]
if (!tex) return
// if the camera changes
const cam = tex.threeCamera
if (!cam) return
if (three.material !== mat) return
mat.camera = cam
mat.updateFromCamera()
mat.project(three as any, false)
this.element.needsUpdate()
// Do we need this?
onCleanup(() => {
const mat = this.meshComponent
// If the whole behavior was cleaned up, mat will be undefined
// here due to #disposeMeshComponent in the base class onCleanup
if (!mat) return
if (three.material !== mat) return
mat.camera = new OrthographicCamera(0.00000001, 0.00000001, 0.00000001, 0.00000001)
mat.updateFromCamera()
mat.project(three as any, false)
this.element.needsUpdate()
})
})
createEffect(() => {
const tex = this.#associatedProjectors[0]
if (!tex) return
createEffect(() => {
tex.calculatedSize // dependency
mat.updateFromCamera() // needed because the size of the texture projector affects the camera projection
this.element.needsUpdate()
})
})
createEffect(() => {
if (three.material !== mat) return
// triggered when this.element has its world matrix updated.
this.element.version
mat.project(three as any, false)
})
createEffect(() => {
const tex = this.#associatedProjectors[0]
if (!tex) return
createEffect(() => {
if (three.material !== mat) return
// triggered when tex has its world matrix updated, which
// transforms the camera we use for texture projection.
tex.version
mat.project(three as any, false)
this.element.needsUpdate() // The texture element updated, so make sure this.element does too.
})
})
})
}
override disconnectedCallback(): void {
super.disconnectedCallback()
this.#observer?.disconnect()
this.#observer = null
}
}
if (globalThis.window?.document && !elementBehaviors.has('projected-material'))
elementBehaviors.define('projected-material', ProjectedMaterialBehavior)