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mirror of https://github.com/misskey-dev/misskey.git synced 2026-05-14 19:15:52 +02:00
This commit is contained in:
syuilo
2026-05-09 13:52:45 +09:00
parent 179c9fc70a
commit 3605ffdafc
9 changed files with 43 additions and 14 deletions

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@@ -883,6 +883,7 @@ export class RoomEngine extends EventEmitter {
const objectInstance = await def.createInstance({
room: this,
scene: this.scene,
sr: this.sr,
root,
options: args.options,
model,

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@@ -114,6 +114,7 @@ export type ObjectDef<OpSc extends OptionsSchema = OptionsSchema> = {
createInstance: (args: {
room?: RoomEngine | null;
scene: BABYLON.Scene;
sr: BABYLON.SnapshotRenderingHelper;
root: BABYLON.Mesh;
options: Readonly<GetOptionsSchemaValues<OpSc>>;
model: ModelManager;

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@@ -24,7 +24,7 @@ export const ceilingFanLight = defineObject({
hasCollisions: false,
receiveShadows: false,
castShadows: false,
createInstance: ({ options, room, scene, model }) => {
createInstance: ({ options, sr, scene, model }) => {
const shadeMaterial = model.findMaterial('__X_SHADE__');
const applyShadeColor = () => {
@@ -49,7 +49,7 @@ export const ceilingFanLight = defineObject({
]);
rotor.animations = [anim];
animationObserver = scene.onAfterAnimationsObservable.add(() => {
room?.sr.updateMesh([rotor, ...rotor.getChildMeshes()], false);
sr.updateMesh([rotor, ...rotor.getChildMeshes()], false);
});
scene.beginAnimation(rotor, 0, 100, true);
},

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@@ -39,7 +39,7 @@ export const lavaLamp = defineObject({
placement: 'top',
hasCollisions: false,
canPreMeshesMerging: true,
createInstance: ({ options, room, scene, root, model, graphicsQuality }) => {
createInstance: ({ options, room, scene, sr, root, model, graphicsQuality }) => {
const bodyMaterial = model.findMaterial('__X_BODY__');
const glassMaterial = model.findMaterial('__X_GLASS__');
const lightMaterial = model.findMaterial('__X_LIGHT__');
@@ -111,7 +111,7 @@ export const lavaLamp = defineObject({
scene.beginAnimation(sphere3, 0, 800, true, 0.6);
animationObserver = scene.onAfterAnimationsObservable.add(() => {
room?.sr.updateMesh([sphere, sphere2, sphere3], false);
sr.updateMesh([sphere, sphere2, sphere3], false);
});
const emitter = new BABYLON.TransformNode('emitter', scene);
@@ -139,7 +139,7 @@ export const lavaLamp = defineObject({
ps.preWarmCycles = 100;
ps.start();
room?.sr.fixParticleSystem(ps);
sr.fixParticleSystem(ps);
return {
onInited: () => {

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@@ -15,7 +15,7 @@ export const radiometer = defineObject({
},
placement: 'top',
hasCollisions: false,
createInstance: ({ room, scene, model }) => {
createInstance: ({ sr, scene, model }) => {
const vanes = model.findTransformNode('__X_VANES__');
model.bakeExcludeMeshes = [...vanes.getChildMeshes()];
@@ -31,7 +31,7 @@ export const radiometer = defineObject({
]);
vanes.animations = [anim];
animationObserver = scene.onAfterAnimationsObservable.add(() => {
room?.sr.updateMesh([...vanes.getChildMeshes()], true);
sr.updateMesh([...vanes.getChildMeshes()], true);
});
scene.beginAnimation(vanes, 0, 240, true);
},

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@@ -35,7 +35,7 @@ export const tabletopDigitalClock = defineObject({
placement: 'top',
hasCollisions: false,
canPreMeshesMerging: false,
createInstance: ({ root, room, options, model, scene, timer }) => {
createInstance: ({ sr, options, model, timer }) => {
const matrix = model.root.getWorldMatrix(true);
const scale = new BABYLON.Vector3();
matrix.decompose(scale);
@@ -123,7 +123,7 @@ export const tabletopDigitalClock = defineObject({
mesh.position.y = isVisible ? defaultSegMeshDepth : defaultSegMeshDepth - (cm(2) / Math.abs(scale.y));
}
room?.sr.updateMesh([...Object.values(segmentMeshes), ...colonMeshes]);
sr.updateMesh([...Object.values(segmentMeshes), ...colonMeshes]);
}, 1000);
},
onOptionsUpdated: ([k, v]) => {

View File

@@ -22,7 +22,7 @@ export const wallClock = defineObject({
},
placement: 'side',
hasCollisions: false,
createInstance: ({ room, timer, options, model }) => {
createInstance: ({ sr, timer, options, model }) => {
const hourHand = model.findMesh('HandH');
const minuteHand = model.findMesh('HandM');
@@ -48,7 +48,7 @@ export const wallClock = defineObject({
const mAngle = -(minutes / 60) * Math.PI * 2;
hourHand.rotation = new BABYLON.Vector3(0, 0, hAngle);
minuteHand.rotation = new BABYLON.Vector3(0, 0, mAngle);
room?.sr.updateMesh([hourHand, minuteHand], false);
sr.updateMesh([hourHand, minuteHand], false);
}, 1000);
},
onOptionsUpdated: ([k, v]) => {

View File

@@ -26,6 +26,7 @@ export class RoomObjectPreviewEngine {
private canvas: HTMLCanvasElement;
private engine: BABYLON.WebGPUEngine;
private scene: BABYLON.Scene;
private sr: BABYLON.SnapshotRenderingHelper;
private shadowGenerator: BABYLON.ShadowGenerator;
private camera: BABYLON.ArcRotateCamera;
private objectMesh: BABYLON.Mesh | null = null;
@@ -50,10 +51,11 @@ export class RoomObjectPreviewEngine {
this.engine = options.engine;
this.scene = new BABYLON.Scene(this.engine);
this.scene.clearColor = new BABYLON.Color4(0, 0, 0, 0);
this.scene.autoClear = true;
this.scene.autoClear = false;
this.scene.skipPointerMovePicking = true;
this.sr = new BABYLON.SnapshotRenderingHelper(this.scene);
this.camera = new BABYLON.ArcRotateCamera('camera', -Math.PI / 2, Math.PI / 2.5, cm(300), new BABYLON.Vector3(0, cm(90), 0), this.scene);
this.envMapIndoor = BABYLON.CubeTexture.CreateFromPrefilteredData('/client-assets/room/indoor.env', this.scene);
@@ -95,6 +97,7 @@ export class RoomObjectPreviewEngine {
});
gl.intensity = 0.5;
this.scene.setRenderingAutoClearDepthStencil(gl.renderingGroupId, false);
this.sr.updateMeshesForEffectLayer(gl);
this.pipeline = new BABYLON.DefaultRenderingPipeline('default', true, this.scene);
this.pipeline.samples = 4;
@@ -188,10 +191,12 @@ export class RoomObjectPreviewEngine {
}
public async init() {
// 特になし
await this.scene.whenReadyAsync();
this.sr.enableSnapshotRendering();
}
public async load(type: string) {
this.sr.disableSnapshotRendering();
this.clear();
const id = genId();
@@ -254,6 +259,8 @@ export class RoomObjectPreviewEngine {
this.pipeline.addCamera(this.camera);
this.sr.enableSnapshotRendering();
return {
id,
objectInstance: this.objectInstance,
@@ -317,6 +324,10 @@ export class RoomObjectPreviewEngine {
const model = new ModelManager(subRoot, loaderResult.meshes.filter(m => !m.isDisposed() && m !== subRoot), def.hasTexture, (meshes) => {
updateMeshes(meshes);
});
//model.updatedCallback = () => {
// this.sr.disableSnapshotRendering();
// this.sr.enableSnapshotRendering();
//};
updateMeshes(subRoot.getChildMeshes());
@@ -325,6 +336,7 @@ export class RoomObjectPreviewEngine {
const objectInstance = await def.createInstance({
room: null,
scene: this.scene,
sr: this.sr,
root,
options: args.options,
model,
@@ -341,12 +353,15 @@ export class RoomObjectPreviewEngine {
}
public updateObjectOption(key: string, value: any) {
this.sr.disableSnapshotRendering();
this.objectOptions[key] = value;
this.objectInstance?.onOptionsUpdated?.([key, value]);
this.sr.enableSnapshotRendering();
return this.objectOptions;
}
public clear() {
this.sr.disableSnapshotRendering();
if (this.timerForEachObject != null) {
this.timerForEachObject.dispose();
this.timerForEachObject = null;
@@ -359,10 +374,20 @@ export class RoomObjectPreviewEngine {
this.objectMesh = null;
this.objectType = null;
}
this.sr.enableSnapshotRendering();
}
public resize() {
// 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)
// ~~...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)~~
// ↑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
this.sr.disableSnapshotRendering();
this.engine.resize();
// workerで実行される可能性がある
// eslint-disable-next-line no-restricted-globals
setTimeout(() => {
this.sr.enableSnapshotRendering();
}, 1);
}
public destroy() {

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@@ -203,6 +203,7 @@ export function findMaterial(rootMesh: BABYLON.AbstractMesh, keyword: string, al
export class ModelManager {
public root: BABYLON.Mesh;
public bakedCallback: (() => void) | null = null;
public updatedCallback: (() => void) | null = null;
public bakeExcludeMeshes: BABYLON.Mesh[] = [];
private originalMeshes: BABYLON.Mesh[] = [];
private bakedMeshes: BABYLON.Mesh[] = [];
@@ -241,6 +242,7 @@ export class ModelManager {
}
public updated() {
this.updatedCallback?.();
}
public bakeMesh() {