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https://github.com/misskey-dev/misskey.git
synced 2026-05-14 19:15:52 +02:00
wip
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@@ -883,6 +883,7 @@ export class RoomEngine extends EventEmitter {
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const objectInstance = await def.createInstance({
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room: this,
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scene: this.scene,
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sr: this.sr,
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root,
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options: args.options,
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model,
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@@ -114,6 +114,7 @@ export type ObjectDef<OpSc extends OptionsSchema = OptionsSchema> = {
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createInstance: (args: {
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room?: RoomEngine | null;
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scene: BABYLON.Scene;
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sr: BABYLON.SnapshotRenderingHelper;
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root: BABYLON.Mesh;
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options: Readonly<GetOptionsSchemaValues<OpSc>>;
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model: ModelManager;
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@@ -24,7 +24,7 @@ export const ceilingFanLight = defineObject({
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hasCollisions: false,
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receiveShadows: false,
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castShadows: false,
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createInstance: ({ options, room, scene, model }) => {
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createInstance: ({ options, sr, scene, model }) => {
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const shadeMaterial = model.findMaterial('__X_SHADE__');
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const applyShadeColor = () => {
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@@ -49,7 +49,7 @@ export const ceilingFanLight = defineObject({
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]);
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rotor.animations = [anim];
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animationObserver = scene.onAfterAnimationsObservable.add(() => {
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room?.sr.updateMesh([rotor, ...rotor.getChildMeshes()], false);
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sr.updateMesh([rotor, ...rotor.getChildMeshes()], false);
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});
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scene.beginAnimation(rotor, 0, 100, true);
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},
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@@ -39,7 +39,7 @@ export const lavaLamp = defineObject({
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placement: 'top',
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hasCollisions: false,
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canPreMeshesMerging: true,
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createInstance: ({ options, room, scene, root, model, graphicsQuality }) => {
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createInstance: ({ options, room, scene, sr, root, model, graphicsQuality }) => {
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const bodyMaterial = model.findMaterial('__X_BODY__');
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const glassMaterial = model.findMaterial('__X_GLASS__');
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const lightMaterial = model.findMaterial('__X_LIGHT__');
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@@ -111,7 +111,7 @@ export const lavaLamp = defineObject({
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scene.beginAnimation(sphere3, 0, 800, true, 0.6);
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animationObserver = scene.onAfterAnimationsObservable.add(() => {
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room?.sr.updateMesh([sphere, sphere2, sphere3], false);
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sr.updateMesh([sphere, sphere2, sphere3], false);
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});
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const emitter = new BABYLON.TransformNode('emitter', scene);
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@@ -139,7 +139,7 @@ export const lavaLamp = defineObject({
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ps.preWarmCycles = 100;
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ps.start();
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room?.sr.fixParticleSystem(ps);
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sr.fixParticleSystem(ps);
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return {
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onInited: () => {
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@@ -15,7 +15,7 @@ export const radiometer = defineObject({
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},
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placement: 'top',
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hasCollisions: false,
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createInstance: ({ room, scene, model }) => {
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createInstance: ({ sr, scene, model }) => {
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const vanes = model.findTransformNode('__X_VANES__');
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model.bakeExcludeMeshes = [...vanes.getChildMeshes()];
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@@ -31,7 +31,7 @@ export const radiometer = defineObject({
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]);
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vanes.animations = [anim];
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animationObserver = scene.onAfterAnimationsObservable.add(() => {
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room?.sr.updateMesh([...vanes.getChildMeshes()], true);
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sr.updateMesh([...vanes.getChildMeshes()], true);
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});
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scene.beginAnimation(vanes, 0, 240, true);
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},
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@@ -35,7 +35,7 @@ export const tabletopDigitalClock = defineObject({
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placement: 'top',
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hasCollisions: false,
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canPreMeshesMerging: false,
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createInstance: ({ root, room, options, model, scene, timer }) => {
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createInstance: ({ sr, options, model, timer }) => {
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const matrix = model.root.getWorldMatrix(true);
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const scale = new BABYLON.Vector3();
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matrix.decompose(scale);
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@@ -123,7 +123,7 @@ export const tabletopDigitalClock = defineObject({
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mesh.position.y = isVisible ? defaultSegMeshDepth : defaultSegMeshDepth - (cm(2) / Math.abs(scale.y));
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}
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room?.sr.updateMesh([...Object.values(segmentMeshes), ...colonMeshes]);
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sr.updateMesh([...Object.values(segmentMeshes), ...colonMeshes]);
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}, 1000);
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},
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onOptionsUpdated: ([k, v]) => {
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@@ -22,7 +22,7 @@ export const wallClock = defineObject({
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},
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placement: 'side',
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hasCollisions: false,
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createInstance: ({ room, timer, options, model }) => {
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createInstance: ({ sr, timer, options, model }) => {
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const hourHand = model.findMesh('HandH');
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const minuteHand = model.findMesh('HandM');
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@@ -48,7 +48,7 @@ export const wallClock = defineObject({
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const mAngle = -(minutes / 60) * Math.PI * 2;
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hourHand.rotation = new BABYLON.Vector3(0, 0, hAngle);
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minuteHand.rotation = new BABYLON.Vector3(0, 0, mAngle);
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room?.sr.updateMesh([hourHand, minuteHand], false);
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sr.updateMesh([hourHand, minuteHand], false);
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}, 1000);
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},
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onOptionsUpdated: ([k, v]) => {
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@@ -26,6 +26,7 @@ export class RoomObjectPreviewEngine {
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private canvas: HTMLCanvasElement;
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private engine: BABYLON.WebGPUEngine;
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private scene: BABYLON.Scene;
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private sr: BABYLON.SnapshotRenderingHelper;
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private shadowGenerator: BABYLON.ShadowGenerator;
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private camera: BABYLON.ArcRotateCamera;
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private objectMesh: BABYLON.Mesh | null = null;
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@@ -50,10 +51,11 @@ export class RoomObjectPreviewEngine {
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this.engine = options.engine;
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this.scene = new BABYLON.Scene(this.engine);
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this.scene.clearColor = new BABYLON.Color4(0, 0, 0, 0);
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this.scene.autoClear = true;
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this.scene.autoClear = false;
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this.scene.skipPointerMovePicking = true;
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this.sr = new BABYLON.SnapshotRenderingHelper(this.scene);
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this.camera = new BABYLON.ArcRotateCamera('camera', -Math.PI / 2, Math.PI / 2.5, cm(300), new BABYLON.Vector3(0, cm(90), 0), this.scene);
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this.envMapIndoor = BABYLON.CubeTexture.CreateFromPrefilteredData('/client-assets/room/indoor.env', this.scene);
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@@ -95,6 +97,7 @@ export class RoomObjectPreviewEngine {
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});
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gl.intensity = 0.5;
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this.scene.setRenderingAutoClearDepthStencil(gl.renderingGroupId, false);
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this.sr.updateMeshesForEffectLayer(gl);
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this.pipeline = new BABYLON.DefaultRenderingPipeline('default', true, this.scene);
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this.pipeline.samples = 4;
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@@ -188,10 +191,12 @@ export class RoomObjectPreviewEngine {
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}
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public async init() {
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// 特になし
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await this.scene.whenReadyAsync();
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this.sr.enableSnapshotRendering();
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}
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public async load(type: string) {
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this.sr.disableSnapshotRendering();
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this.clear();
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const id = genId();
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@@ -254,6 +259,8 @@ export class RoomObjectPreviewEngine {
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this.pipeline.addCamera(this.camera);
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this.sr.enableSnapshotRendering();
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return {
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id,
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objectInstance: this.objectInstance,
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@@ -317,6 +324,10 @@ export class RoomObjectPreviewEngine {
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const model = new ModelManager(subRoot, loaderResult.meshes.filter(m => !m.isDisposed() && m !== subRoot), def.hasTexture, (meshes) => {
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updateMeshes(meshes);
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});
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//model.updatedCallback = () => {
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// this.sr.disableSnapshotRendering();
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// this.sr.enableSnapshotRendering();
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//};
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updateMeshes(subRoot.getChildMeshes());
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@@ -325,6 +336,7 @@ export class RoomObjectPreviewEngine {
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const objectInstance = await def.createInstance({
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room: null,
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scene: this.scene,
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sr: this.sr,
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root,
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options: args.options,
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model,
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@@ -341,12 +353,15 @@ export class RoomObjectPreviewEngine {
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}
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public updateObjectOption(key: string, value: any) {
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this.sr.disableSnapshotRendering();
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this.objectOptions[key] = value;
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this.objectInstance?.onOptionsUpdated?.([key, value]);
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this.sr.enableSnapshotRendering();
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return this.objectOptions;
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}
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public clear() {
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this.sr.disableSnapshotRendering();
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if (this.timerForEachObject != null) {
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this.timerForEachObject.dispose();
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this.timerForEachObject = null;
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@@ -359,10 +374,20 @@ export class RoomObjectPreviewEngine {
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this.objectMesh = null;
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this.objectType = null;
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}
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this.sr.enableSnapshotRendering();
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}
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public resize() {
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// 一旦snapshot renderingを無効にしておかないとエラーが出る(babylonのバグ?)
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// ~~...が、一旦無効にしたらしたで複数のマテリアルがそれぞれ入れ替わる(?)という謎の現象が発生するためコメントアウトしとく(エラー出てもレンダリングが止まったりするわけでもないし)~~
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// ↑追記: engine.resizeした後に一瞬待つことで回避できることが判明
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this.sr.disableSnapshotRendering();
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this.engine.resize();
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// workerで実行される可能性がある
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// eslint-disable-next-line no-restricted-globals
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setTimeout(() => {
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this.sr.enableSnapshotRendering();
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}, 1);
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}
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public destroy() {
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@@ -203,6 +203,7 @@ export function findMaterial(rootMesh: BABYLON.AbstractMesh, keyword: string, al
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export class ModelManager {
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public root: BABYLON.Mesh;
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public bakedCallback: (() => void) | null = null;
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public updatedCallback: (() => void) | null = null;
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public bakeExcludeMeshes: BABYLON.Mesh[] = [];
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private originalMeshes: BABYLON.Mesh[] = [];
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private bakedMeshes: BABYLON.Mesh[] = [];
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@@ -241,6 +242,7 @@ export class ModelManager {
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}
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public updated() {
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this.updatedCallback?.();
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}
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public bakeMesh() {
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