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playcanvas

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PlayCanvas WebGL game engine

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/** * Picker object used to select mesh instances from screen coordinates. * * @property {number} width Width of the pick buffer in pixels (read-only). * @property {number} height Height of the pick buffer in pixels (read-only). * @property {RenderTarget} renderTarget The render target used by the picker internally * (read-only). * * @category Graphics */ export class Picker { /** * Create a new Picker instance. * * @param {AppBase} app - The application managing this picker instance. * @param {number} width - The width of the pick buffer in pixels. * @param {number} height - The height of the pick buffer in pixels. */ constructor(app: AppBase, width: number, height: number); renderTarget: any; mapping: Map<any, any>; deviceValid: boolean; renderer: import("../../index.js").ForwardRenderer; device: import("../../index.js").GraphicsDevice; renderPass: RenderPassPicker; width: number; height: number; /** * Return the list of mesh instances selected by the specified rectangle in the previously * prepared pick buffer. The rectangle using top-left coordinate system. * * Note: This function is not supported on WebGPU. Use {@link Picker#getSelectionAsync} instead. * Note: This function is blocks the main thread while reading pixels from GPU memory. It's * recommended to use {@link Picker#getSelectionAsync} instead. * * @param {number} x - The left edge of the rectangle. * @param {number} y - The top edge of the rectangle. * @param {number} [width] - The width of the rectangle. Defaults to 1. * @param {number} [height] - The height of the rectangle. Defaults to 1. * @returns {MeshInstance[]} An array of mesh instances that are in the selection. * @example * // Get the selection at the point (10,20) * const selection = picker.getSelection(10, 20); * @example * // Get all models in rectangle with corners at (10,20) and (20,40) * const selection = picker.getSelection(10, 20, 10, 20); */ getSelection(x: number, y: number, width?: number, height?: number): MeshInstance[]; /** * Return the list of mesh instances selected by the specified rectangle in the previously * prepared pick buffer. The rectangle uses top-left coordinate system. * * This method is asynchronous and does not block the execution. * * @param {number} x - The left edge of the rectangle. * @param {number} y - The top edge of the rectangle. * @param {number} [width] - The width of the rectangle. Defaults to 1. * @param {number} [height] - The height of the rectangle. Defaults to 1. * @returns {Promise<MeshInstance[]>} - Promise that resolves with an array of mesh instances * that are in the selection. * @example * // Get the mesh instances at the rectangle with start at (10,20) and size of (5,5) * picker.getSelectionAsync(10, 20, 5, 5).then((meshInstances) => { * console.log(meshInstances); * }); */ getSelectionAsync(x: number, y: number, width?: number, height?: number): Promise<MeshInstance[]>; sanitizeRect(x: any, y: any, width: any, height: any): Vec4; decodePixels(pixels: any, mapping: any): any[]; allocateRenderTarget(): void; releaseRenderTarget(): void; /** * Primes the pick buffer with a rendering of the specified models from the point of view of * the supplied camera. Once the pick buffer has been prepared, {@link Picker#getSelection} can * be called multiple times on the same picker object. Therefore, if the models or camera do * not change in any way, {@link Picker#prepare} does not need to be called again. * * @param {CameraComponent} camera - The camera component used to render the scene. * @param {Scene} scene - The scene containing the pickable mesh instances. * @param {Layer[]} [layers] - Layers from which objects will be picked. If not supplied, all * layers of the specified camera will be used. */ prepare(camera: CameraComponent, scene: Scene, layers?: Layer[]): void; /** * Sets the resolution of the pick buffer. The pick buffer resolution does not need to match * the resolution of the corresponding frame buffer use for general rendering of the 3D scene. * However, the lower the resolution of the pick buffer, the less accurate the selection * results returned by {@link Picker#getSelection}. On the other hand, smaller pick buffers * will yield greater performance, so there is a trade off. * * @param {number} width - The width of the pick buffer in pixels. * @param {number} height - The height of the pick buffer in pixels. */ resize(width: number, height: number): void; } import { RenderPassPicker } from './render-pass-picker.js'; import type { MeshInstance } from '../../scene/mesh-instance.js'; import { Vec4 } from '../../core/math/vec4.js'; import type { CameraComponent } from '../components/camera/component.js'; import type { Scene } from '../../scene/scene.js'; import { Layer } from '../../scene/layer.js'; import type { AppBase } from '../app-base.js';