playcanvas
Version:
PlayCanvas WebGL game engine
197 lines (194 loc) • 7.57 kB
JavaScript
import { Color } from '../../../core/math/color.js';
import { Vec3 } from '../../../core/math/vec3.js';
import { ShaderMaterial } from '../../../scene/materials/shader-material.js';
import { MeshInstance } from '../../../scene/mesh-instance.js';
import { Entity } from '../../../framework/entity.js';
import { SEMANTIC_COLOR, SEMANTIC_POSITION, CULLFACE_BACK } from '../../../platform/graphics/constants.js';
import { BLEND_NORMAL } from '../../../scene/constants.js';
import { COLOR_GRAY } from '../color.js';
import { Mesh } from '../../../scene/mesh.js';
import { Geometry } from '../../../scene/geometry/geometry.js';
import { BoxGeometry } from '../../../scene/geometry/box-geometry.js';
import { CylinderGeometry } from '../../../scene/geometry/cylinder-geometry.js';
import { ConeGeometry } from '../../../scene/geometry/cone-geometry.js';
import { PlaneGeometry } from '../../../scene/geometry/plane-geometry.js';
import { SphereGeometry } from '../../../scene/geometry/sphere-geometry.js';
import { TorusGeometry } from '../../../scene/geometry/torus-geometry.js';
import { Mat4 } from '../../../core/math/mat4.js';
var SHADING_DAMP_SCALE = 0.25;
var SHADING_DAMP_OFFSET = 0.75;
var LIGHT_DIR = new Vec3(1, 2, 3);
var GEOMETRIES = {
box: BoxGeometry,
cone: ConeGeometry,
cylinder: CylinderGeometry,
plane: PlaneGeometry,
sphere: SphereGeometry,
torus: TorusGeometry
};
var shaderDesc = {
uniqueName: 'axis-shape',
attributes: {
vertex_position: SEMANTIC_POSITION,
vertex_color: SEMANTIC_COLOR
},
vertexCode: "\n attribute vec3 vertex_position;\n attribute vec4 vertex_color;\n varying vec4 vColor;\n uniform mat4 matrix_model;\n uniform mat4 matrix_viewProjection;\n void main(void) {\n gl_Position = matrix_viewProjection * matrix_model * vec4(vertex_position, 1.0);\n gl_Position.z = clamp(gl_Position.z, -abs(gl_Position.w), abs(gl_Position.w));\n vColor = vertex_color;\n }\n ",
fragmentCode: '\n #include "gammaPS"\n precision highp float;\n varying vec4 vColor;\n void main(void) {\n gl_FragColor = vec4(gammaCorrectOutput(decodeGamma(vColor)), vColor.w);\n }\n '
};
var shadingMeshMap = new Map();
var tmpV1 = new Vec3();
var tmpV2 = new Vec3();
var tmpM1 = new Mat4();
var tmpG = new Geometry();
tmpG.positions = [];
tmpG.normals = [];
var applyShadowColor = (geom, color, transform)=>{
if (!geom.normals || !geom.positions) {
return [];
}
var localLightDir;
if (transform) {
localLightDir = tmpM1.copy(transform).invert().transformVector(tmpV1.copy(LIGHT_DIR), tmpV1).normalize();
}
geom.colors = [];
var shading = [];
var numVertices = geom.positions.length / 3;
for(var i = 0; i < numVertices; i++){
var strength = 1;
if (localLightDir) {
var x = geom.normals[i * 3];
var y = geom.normals[i * 3 + 1];
var z = geom.normals[i * 3 + 2];
var normal = tmpV2.set(x, y, z);
var dot = localLightDir.dot(normal);
strength = dot * SHADING_DAMP_SCALE + SHADING_DAMP_OFFSET;
}
shading.push(strength);
geom.colors.push(strength * color.r * 0xFF, strength * color.g * 0xFF, strength * color.b * 0xFF, color.a * 0xFF);
}
return shading;
};
var setMeshColor = (mesh, color)=>{
var shading = shadingMeshMap.get(mesh);
var colors = [];
for(var i = 0; i < shading.length; i++){
colors.push(shading[i] * color.r * 0xFF, shading[i] * color.g * 0xFF, shading[i] * color.b * 0xFF, color.a * 0xFF);
}
mesh.setColors32(colors);
mesh.update();
};
class Shape {
set disabled(value) {
for(var i = 0; i < this.meshInstances.length; i++){
setMeshColor(this.meshInstances[i].mesh, value ? this._disabledColor : this._defaultColor);
}
this._disabled = value != null ? value : false;
}
get disabled() {
return this._disabled;
}
set shading(value) {
this._shading = value != null ? value : true;
var color = this._disabled ? this._disabledColor : this._defaultColor;
for(var i = 0; i < this.meshInstances.length; i++){
var mesh = this.meshInstances[i].mesh;
mesh.getPositions(tmpG.positions);
mesh.getNormals(tmpG.normals);
var shadow = applyShadowColor(tmpG, color, this._shading ? this.entity.getWorldTransform() : undefined);
shadingMeshMap.set(mesh, shadow);
setMeshColor(mesh, color);
}
}
get shading() {
return this._shading;
}
_createRoot(name) {
this.entity = new Entity(name + ":" + this.axis);
this.entity.setLocalPosition(this._position);
this.entity.setLocalEulerAngles(this._rotation);
this.entity.setLocalScale(this._scale);
}
_createMesh(geom, shading) {
if (shading === void 0) shading = true;
var color = this._disabled ? this._disabledColor : this._defaultColor;
var shadow = applyShadowColor(geom, color, shading ? this.entity.getWorldTransform() : undefined);
var mesh = Mesh.fromGeometry(this.device, geom);
shadingMeshMap.set(mesh, shadow);
return mesh;
}
_createRenderComponent(entity, meshes) {
var material = new ShaderMaterial(shaderDesc);
material.cull = this._cull;
material.blendType = BLEND_NORMAL;
material.update();
var meshInstances = [];
for(var i = 0; i < meshes.length; i++){
var mi = new MeshInstance(meshes[i], material);
mi.cull = false;
meshInstances.push(mi);
this.meshInstances.push(mi);
}
entity.addComponent('render', {
meshInstances: meshInstances,
layers: this._layers,
castShadows: false
});
}
_addRenderMesh(entity, type, shading) {
var _$Geometry = GEOMETRIES[type];
if (!_$Geometry) {
throw new Error('Invalid primitive type.');
}
this._createRenderComponent(entity, [
this._createMesh(new _$Geometry(), shading)
]);
}
hover(state) {
if (this._disabled) {
return;
}
for(var i = 0; i < this.meshInstances.length; i++){
var color = state ? this._hoverColor : this._defaultColor;
var mesh = this.meshInstances[i].mesh;
setMeshColor(mesh, color);
}
}
destroy() {
this.entity.destroy();
}
constructor(device, options){
this._layers = [];
this._shading = true;
this._defaultColor = Color.WHITE;
this._hoverColor = Color.BLACK;
this._disabledColor = COLOR_GRAY;
this._cull = CULLFACE_BACK;
this.triData = [];
this.meshInstances = [];
this.device = device;
var _options_axis;
this.axis = (_options_axis = options.axis) != null ? _options_axis : 'x';
var _options_position;
this._position = (_options_position = options.position) != null ? _options_position : new Vec3();
var _options_rotation;
this._rotation = (_options_rotation = options.rotation) != null ? _options_rotation : new Vec3();
var _options_scale;
this._scale = (_options_scale = options.scale) != null ? _options_scale : new Vec3(1, 1, 1);
var _options_disabled;
this._disabled = (_options_disabled = options.disabled) != null ? _options_disabled : false;
var _options_layers;
this._layers = (_options_layers = options.layers) != null ? _options_layers : this._layers;
var _options_shading;
this._shading = (_options_shading = options.shading) != null ? _options_shading : this._shading;
if (options.defaultColor instanceof Color) {
this._defaultColor = options.defaultColor;
}
if (options.hoverColor instanceof Color) {
this._hoverColor = options.hoverColor;
}
if (options.disabledColor instanceof Color) {
this._disabledColor = options.disabledColor;
}
}
}
export { Shape };