playcanvas
Version:
Open-source WebGL/WebGPU 3D engine for the web
45 lines (44 loc) • 1.92 kB
TypeScript
/**
* A render pass implementing rendering of mesh instances into a pick buffer.
*
* @ignore
*/
export class RenderPassPicker extends RenderPass {
constructor(device: any, renderer: any);
/** @type {BindGroup[]} */
viewBindGroups: BindGroup[];
/** @type {BlendState} */
blendState: BlendState;
/** @type {CameraComponent} */
camera: CameraComponent;
/** @type {Scene} */
scene: Scene;
/** @type {Layer[]} */
layers: Layer[];
/** @type {Map<number, MeshInstance | GSplatComponent>} */
mapping: Map<number, MeshInstance | GSplatComponent>;
/** @type {boolean} */
depth: boolean;
/** @type {number[]} */
_qualifiedLayerIndices: number[];
/** @type {Map<number, MeshInstance|null>} */
_pickMeshInstances: Map<number, MeshInstance | null>;
renderer: any;
/**
* @param {CameraComponent} camera - The camera component used for picking.
* @param {Scene} scene - The scene to pick from.
* @param {Layer[]} layers - The layers to pick from.
* @param {Map<number, MeshInstance | GSplatComponent>} mapping - Map to store ID to object mappings.
* @param {boolean} depth - Whether to render depth information.
*/
update(camera: CameraComponent, scene: Scene, layers: Layer[], mapping: Map<number, MeshInstance | GSplatComponent>, depth: boolean): void;
emptyWorldClusters: any;
}
import { RenderPass } from '../../platform/graphics/render-pass.js';
import type { BindGroup } from '../../platform/graphics/bind-group.js';
import { BlendState } from '../../platform/graphics/blend-state.js';
import type { CameraComponent } from '../components/camera/component.js';
import type { Scene } from '../../scene/scene.js';
import type { Layer } from '../../scene/layer.js';
import type { MeshInstance } from '../../scene/mesh-instance.js';
import type { GSplatComponent } from '../components/gsplat/component.js';