playcanvas
Version:
PlayCanvas WebGL game engine
357 lines (354 loc) • 13 kB
JavaScript
import { LAYERID_WORLD } from '../../../scene/constants.js';
import { Asset } from '../../asset/asset.js';
import { AssetReference } from '../../asset/asset-reference.js';
import { Component } from '../component.js';
/**
* @import { BoundingBox } from '../../../core/shape/bounding-box.js'
* @import { Entity } from '../../entity.js'
* @import { EventHandle } from '../../../core/event-handle.js'
* @import { GSplatComponentSystem } from './system.js'
* @import { GSplatInstance } from '../../../scene/gsplat/gsplat-instance.js'
* @import { Material } from '../../../scene/materials/material.js'
* @import { SplatMaterialOptions } from '../../../scene/gsplat/gsplat-material.js'
*/ /**
* The GSplatComponent enables an {@link Entity} to render 3D Gaussian Splats. Splats are always
* loaded from {@link Asset}s rather than being created programmatically. The asset type is
* `gsplat` which are in the `.ply` file format.
*
* You should never need to use the GSplatComponent constructor directly. To add an
* GSplatComponent to an {@link Entity}, use {@link Entity#addComponent}:
*
* ```javascript
* const entity = pc.Entity();
* entity.addComponent('gsplat', {
* asset: asset
* });
* ```
*
* Once the GSplatComponent is added to the entity, you can access it via the `gsplat` property:
*
* ```javascript
* entity.gsplat.customAabb = new pc.BoundingBox(new pc.Vec3(), new pc.Vec3(10, 10, 10));
*
* console.log(entity.gsplat.customAabb);
* ```
*
* Relevant Engine API examples:
*
* - [Loading a Splat](https://playcanvas.github.io/#/loaders/gsplat)
* - [Custom Splat Shaders](https://playcanvas.github.io/#/loaders/gsplat-many)
*
* @hideconstructor
* @category Graphics
*/ class GSplatComponent extends Component {
/**
* Sets a custom object space bounding box for visibility culling of the attached gsplat.
*
* @type {BoundingBox|null}
*/ set customAabb(value) {
var // set it on meshInstance
_this__instance_meshInstance, _this__instance;
this._customAabb = value;
(_this__instance = this._instance) == null ? void 0 : (_this__instance_meshInstance = _this__instance.meshInstance) == null ? void 0 : _this__instance_meshInstance.setCustomAabb(this._customAabb);
}
/**
* Gets the custom object space bounding box for visibility culling of the attached gsplat.
*
* @type {BoundingBox|null}
*/ get customAabb() {
return this._customAabb;
}
/**
* Sets a {@link GSplatInstance} on the component. If not set or loaded, it returns null.
*
* @type {GSplatInstance|null}
* @ignore
*/ set instance(value) {
var _this__instance;
// destroy existing instance
this.destroyInstance();
this._instance = value;
if ((_this__instance = this._instance) == null ? void 0 : _this__instance.meshInstance) {
// if mesh instance was created without a node, assign it here
var mi = this._instance.meshInstance;
if (!mi.node) {
mi.node = this.entity;
}
mi.setCustomAabb(this._customAabb);
// if we have custom shader options, apply them
if (this._materialOptions) {
this._instance.createMaterial(this._materialOptions);
}
if (this.enabled && this.entity.enabled) {
this.addToLayers();
}
}
}
/**
* Gets the {@link GSplatInstance} on the component.
*
* @type {GSplatInstance|null}
* @ignore
*/ get instance() {
return this._instance;
}
set materialOptions(value) {
this._materialOptions = Object.assign({}, value);
// apply them on the instance if it exists
if (this._instance) {
this._instance.createMaterial(this._materialOptions);
}
}
get materialOptions() {
return this._materialOptions;
}
/**
* Gets the material used to render the gsplat.
*
* @type {Material|undefined}
*/ get material() {
var _this__instance;
return (_this__instance = this._instance) == null ? void 0 : _this__instance.material;
}
/**
* Sets an array of layer IDs ({@link Layer#id}) to which this gsplat should belong. Don't
* push, pop, splice or modify this array. If you want to change it, set a new one instead.
*
* @type {number[]}
*/ set layers(value) {
// remove the mesh instances from old layers
this.removeFromLayers();
// set the layer list
this._layers.length = 0;
for(var i = 0; i < value.length; i++){
this._layers[i] = value[i];
}
// don't add into layers until we're enabled
if (!this.enabled || !this.entity.enabled) {
return;
}
// add the mesh instance to new layers
this.addToLayers();
}
/**
* Gets the array of layer IDs ({@link Layer#id}) to which this gsplat belongs.
*
* @type {number[]}
*/ get layers() {
return this._layers;
}
/**
* Sets the gsplat asset for this gsplat component. Can also be an asset id.
*
* @type {Asset|number}
*/ set asset(value) {
var id = value instanceof Asset ? value.id : value;
if (this._assetReference.id === id) return;
if (this._assetReference.asset && this._assetReference.asset.resource) {
this._onGSplatAssetRemove();
}
this._assetReference.id = id;
if (this._assetReference.asset) {
this._onGSplatAssetAdded();
}
}
/**
* Gets the gsplat asset id for this gsplat component.
*
* @type {Asset|number}
*/ get asset() {
return this._assetReference.id;
}
/**
* Assign asset id to the component, without updating the component with the new asset.
* This can be used to assign the asset id to already fully created component.
*
* @param {Asset|number} asset - The gsplat asset or asset id to assign.
* @ignore
*/ assignAsset(asset) {
var id = asset instanceof Asset ? asset.id : asset;
this._assetReference.id = id;
}
/** @private */ destroyInstance() {
if (this._instance) {
var _this__instance;
this.removeFromLayers();
(_this__instance = this._instance) == null ? void 0 : _this__instance.destroy();
this._instance = null;
}
}
/** @private */ addToLayers() {
var _this_instance;
var meshInstance = (_this_instance = this.instance) == null ? void 0 : _this_instance.meshInstance;
if (meshInstance) {
var layers = this.system.app.scene.layers;
for(var i = 0; i < this._layers.length; i++){
var _layers_getLayerById;
(_layers_getLayerById = layers.getLayerById(this._layers[i])) == null ? void 0 : _layers_getLayerById.addMeshInstances([
meshInstance
]);
}
}
}
removeFromLayers() {
var _this_instance;
var meshInstance = (_this_instance = this.instance) == null ? void 0 : _this_instance.meshInstance;
if (meshInstance) {
var layers = this.system.app.scene.layers;
for(var i = 0; i < this._layers.length; i++){
var _layers_getLayerById;
(_layers_getLayerById = layers.getLayerById(this._layers[i])) == null ? void 0 : _layers_getLayerById.removeMeshInstances([
meshInstance
]);
}
}
}
/** @private */ onRemoveChild() {
this.removeFromLayers();
}
/** @private */ onInsertChild() {
if (this._instance && this.enabled && this.entity.enabled) {
this.addToLayers();
}
}
onRemove() {
this.destroyInstance();
this.asset = null;
this._assetReference.id = null;
this.entity.off('remove', this.onRemoveChild, this);
this.entity.off('insert', this.onInsertChild, this);
}
onLayersChanged(oldComp, newComp) {
this.addToLayers();
oldComp.off('add', this.onLayerAdded, this);
oldComp.off('remove', this.onLayerRemoved, this);
newComp.on('add', this.onLayerAdded, this);
newComp.on('remove', this.onLayerRemoved, this);
}
onLayerAdded(layer) {
var index = this.layers.indexOf(layer.id);
if (index < 0) return;
if (this._instance) {
layer.addMeshInstances(this._instance.meshInstance);
}
}
onLayerRemoved(layer) {
var index = this.layers.indexOf(layer.id);
if (index < 0) return;
if (this._instance) {
layer.removeMeshInstances(this._instance.meshInstance);
}
}
onEnable() {
var scene = this.system.app.scene;
var layers = scene.layers;
this._evtLayersChanged = scene.on('set:layers', this.onLayersChanged, this);
if (layers) {
this._evtLayerAdded = layers.on('add', this.onLayerAdded, this);
this._evtLayerRemoved = layers.on('remove', this.onLayerRemoved, this);
}
if (this._instance) {
this.addToLayers();
} else if (this.asset) {
this._onGSplatAssetAdded();
}
}
onDisable() {
var _this__evtLayersChanged;
var scene = this.system.app.scene;
var layers = scene.layers;
(_this__evtLayersChanged = this._evtLayersChanged) == null ? void 0 : _this__evtLayersChanged.off();
this._evtLayersChanged = null;
if (layers) {
var _this__evtLayerAdded, _this__evtLayerRemoved;
(_this__evtLayerAdded = this._evtLayerAdded) == null ? void 0 : _this__evtLayerAdded.off();
this._evtLayerAdded = null;
(_this__evtLayerRemoved = this._evtLayerRemoved) == null ? void 0 : _this__evtLayerRemoved.off();
this._evtLayerRemoved = null;
}
this.removeFromLayers();
}
/**
* Stop rendering this component without removing its mesh instance from the scene hierarchy.
*/ hide() {
if (this._instance) {
this._instance.meshInstance.visible = false;
}
}
/**
* Enable rendering of the component if hidden using {@link GSplatComponent#hide}.
*/ show() {
if (this._instance) {
this._instance.meshInstance.visible = true;
}
}
_onGSplatAssetAdded() {
if (!this._assetReference.asset) {
return;
}
if (this._assetReference.asset.resource) {
this._onGSplatAssetLoad();
} else if (this.enabled && this.entity.enabled) {
this.system.app.assets.load(this._assetReference.asset);
}
}
_onGSplatAssetLoad() {
// remove existing instance
this.destroyInstance();
// create new instance
var asset = this._assetReference.asset;
if (asset) {
this.instance = asset.resource.createInstance();
}
}
_onGSplatAssetUnload() {
// when unloading asset, only remove the instance
this.destroyInstance();
}
_onGSplatAssetRemove() {
this._onGSplatAssetUnload();
}
/**
* Create a new GSplatComponent.
*
* @param {GSplatComponentSystem} system - The ComponentSystem that created this Component.
* @param {Entity} entity - The Entity that this Component is attached to.
*/ constructor(system, entity){
super(system, entity), /** @private */ this._layers = [
LAYERID_WORLD
] // assign to the default world layer
, /**
* @type {GSplatInstance|null}
* @private
*/ this._instance = null, /**
* @type {BoundingBox|null}
* @private
*/ this._customAabb = null, /**
* @type {SplatMaterialOptions|null}
* @private
*/ this._materialOptions = null, /**
* @type {EventHandle|null}
* @private
*/ this._evtLayersChanged = null, /**
* @type {EventHandle|null}
* @private
*/ this._evtLayerAdded = null, /**
* @type {EventHandle|null}
* @private
*/ this._evtLayerRemoved = null;
// gsplat asset reference
this._assetReference = new AssetReference('asset', this, system.app.assets, {
add: this._onGSplatAssetAdded,
load: this._onGSplatAssetLoad,
remove: this._onGSplatAssetRemove,
unload: this._onGSplatAssetUnload
}, this);
// handle events when the entity is directly (or indirectly as a child of sub-hierarchy)
// added or removed from the parent
entity.on('remove', this.onRemoveChild, this);
entity.on('removehierarchy', this.onRemoveChild, this);
entity.on('insert', this.onInsertChild, this);
entity.on('inserthierarchy', this.onInsertChild, this);
}
}
export { GSplatComponent };