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- var __extends = (this && this.__extends) || function (d, b) {
- for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
- function __() { this.constructor = d; }
- d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());
- };
- var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
- var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
- if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
- else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;
- return c > 3 && r && Object.defineProperty(target, key, r), r;
- };
- var BABYLON;
- (function (BABYLON) {
- var Rectangle2DRenderCache = (function (_super) {
- __extends(Rectangle2DRenderCache, _super);
- function Rectangle2DRenderCache(engine, modelKey) {
- _super.call(this, engine, modelKey);
- this.effectsReady = false;
- this.fillVB = null;
- this.fillIB = null;
- this.fillIndicesCount = 0;
- this.instancingFillAttributes = null;
- this.effectFill = null;
- this.effectFillInstanced = null;
- this.borderVB = null;
- this.borderIB = null;
- this.borderIndicesCount = 0;
- this.instancingBorderAttributes = null;
- this.effectBorder = null;
- this.effectBorderInstanced = null;
- }
- Rectangle2DRenderCache.prototype.render = function (instanceInfo, context) {
- // Do nothing if the shader is still loading/preparing
- if (!this.effectsReady) {
- if ((this.effectFill && (!this.effectFill.isReady() || (this.effectFillInstanced && !this.effectFillInstanced.isReady()))) ||
- (this.effectBorder && (!this.effectBorder.isReady() || (this.effectBorderInstanced && !this.effectBorderInstanced.isReady())))) {
- return false;
- }
- this.effectsReady = true;
- }
- var canvas = instanceInfo.owner.owner;
- var engine = canvas.engine;
- var depthFunction = 0;
- if (this.effectFill && this.effectBorder) {
- depthFunction = engine.getDepthFunction();
- engine.setDepthFunctionToLessOrEqual();
- }
- var curAlphaMode = engine.getAlphaMode();
- if (this.effectFill) {
- var partIndex = instanceInfo.partIndexFromId.get(BABYLON.Shape2D.SHAPE2D_FILLPARTID.toString());
- var pid = context.groupInfoPartData[partIndex];
- if (context.renderMode !== BABYLON.Render2DContext.RenderModeOpaque) {
- engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE, true);
- }
- var effect = context.useInstancing ? this.effectFillInstanced : this.effectFill;
- engine.enableEffect(effect);
- engine.bindBuffersDirectly(this.fillVB, this.fillIB, [1], 4, effect);
- if (context.useInstancing) {
- if (!this.instancingFillAttributes) {
- this.instancingFillAttributes = this.loadInstancingAttributes(BABYLON.Shape2D.SHAPE2D_FILLPARTID, effect);
- }
- var glBuffer = context.instancedBuffers ? context.instancedBuffers[partIndex] : pid._partBuffer;
- var count = context.instancedBuffers ? context.instancesCount : pid._partData.usedElementCount;
- canvas._addDrawCallCount(1, context.renderMode);
- engine.updateAndBindInstancesBuffer(glBuffer, null, this.instancingFillAttributes);
- engine.draw(true, 0, this.fillIndicesCount, count);
- engine.unbindInstanceAttributes();
- }
- else {
- canvas._addDrawCallCount(context.partDataEndIndex - context.partDataStartIndex, context.renderMode);
- for (var i = context.partDataStartIndex; i < context.partDataEndIndex; i++) {
- this.setupUniforms(effect, partIndex, pid._partData, i);
- engine.draw(true, 0, this.fillIndicesCount);
- }
- }
- }
- if (this.effectBorder) {
- var partIndex = instanceInfo.partIndexFromId.get(BABYLON.Shape2D.SHAPE2D_BORDERPARTID.toString());
- var pid = context.groupInfoPartData[partIndex];
- if (context.renderMode !== BABYLON.Render2DContext.RenderModeOpaque) {
- engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE, true);
- }
- var effect = context.useInstancing ? this.effectBorderInstanced : this.effectBorder;
- engine.enableEffect(effect);
- engine.bindBuffersDirectly(this.borderVB, this.borderIB, [1], 4, effect);
- if (context.useInstancing) {
- if (!this.instancingBorderAttributes) {
- this.instancingBorderAttributes = this.loadInstancingAttributes(BABYLON.Shape2D.SHAPE2D_BORDERPARTID, effect);
- }
- var glBuffer = context.instancedBuffers ? context.instancedBuffers[partIndex] : pid._partBuffer;
- var count = context.instancedBuffers ? context.instancesCount : pid._partData.usedElementCount;
- canvas._addDrawCallCount(1, context.renderMode);
- engine.updateAndBindInstancesBuffer(glBuffer, null, this.instancingBorderAttributes);
- engine.draw(true, 0, this.borderIndicesCount, count);
- engine.unbindInstanceAttributes();
- }
- else {
- canvas._addDrawCallCount(context.partDataEndIndex - context.partDataStartIndex, context.renderMode);
- for (var i = context.partDataStartIndex; i < context.partDataEndIndex; i++) {
- this.setupUniforms(effect, partIndex, pid._partData, i);
- engine.draw(true, 0, this.borderIndicesCount);
- }
- }
- }
- engine.setAlphaMode(curAlphaMode, true);
- if (this.effectFill && this.effectBorder) {
- engine.setDepthFunction(depthFunction);
- }
- return true;
- };
- Rectangle2DRenderCache.prototype.dispose = function () {
- if (!_super.prototype.dispose.call(this)) {
- return false;
- }
- if (this.fillVB) {
- this._engine._releaseBuffer(this.fillVB);
- this.fillVB = null;
- }
- if (this.fillIB) {
- this._engine._releaseBuffer(this.fillIB);
- this.fillIB = null;
- }
- this.effectFill = null;
- this.effectFillInstanced = null;
- this.effectBorder = null;
- this.effectBorderInstanced = null;
- if (this.borderVB) {
- this._engine._releaseBuffer(this.borderVB);
- this.borderVB = null;
- }
- if (this.borderIB) {
- this._engine._releaseBuffer(this.borderIB);
- this.borderIB = null;
- }
- return true;
- };
- return Rectangle2DRenderCache;
- })(BABYLON.ModelRenderCache);
- BABYLON.Rectangle2DRenderCache = Rectangle2DRenderCache;
- var Rectangle2DInstanceData = (function (_super) {
- __extends(Rectangle2DInstanceData, _super);
- function Rectangle2DInstanceData(partId) {
- _super.call(this, partId, 1);
- }
- Object.defineProperty(Rectangle2DInstanceData.prototype, "properties", {
- get: function () {
- return null;
- },
- enumerable: true,
- configurable: true
- });
- __decorate([
- BABYLON.instanceData()
- ], Rectangle2DInstanceData.prototype, "properties", null);
- return Rectangle2DInstanceData;
- })(BABYLON.Shape2DInstanceData);
- BABYLON.Rectangle2DInstanceData = Rectangle2DInstanceData;
- var Rectangle2D = (function (_super) {
- __extends(Rectangle2D, _super);
- /**
- * Create an Rectangle 2D Shape primitive. May be a sharp rectangle (with sharp corners), or a rounded one.
- * @param settings a combination of settings, possible ones are
- * - parent: the parent primitive/canvas, must be specified if the primitive is not constructed as a child of another one (i.e. as part of the children array setting)
- * - children: an array of direct children
- * - id a text identifier, for information purpose
- * - position: the X & Y positions relative to its parent. Alternatively the x and y settings can be set. Default is [0;0]
- * - rotation: the initial rotation (in radian) of the primitive. default is 0
- * - scale: the initial scale of the primitive. default is 1. You can alternatively use scaleX &| scaleY to apply non uniform scale
- * - opacity: set the overall opacity of the primitive, 1 to be opaque (default), less than 1 to be transparent.
- * - zOrder: override the zOrder with the specified value
- * - origin: define the normalized origin point location, default [0.5;0.5]
- * - size: the size of the group. Alternatively the width and height settings can be set. Default will be [10;10].
- * - roundRadius: if the rectangle has rounded corner, set their radius, default is 0 (to get a sharp edges rectangle).
- * - fill: the brush used to draw the fill content of the rectangle, you can set null to draw nothing (but you will have to set a border brush), default is a SolidColorBrush of plain white. can also be a string value (see Canvas2D.GetBrushFromString)
- * - border: the brush used to draw the border of the rectangle, you can set null to draw nothing (but you will have to set a fill brush), default is null. can also be a string value (see Canvas2D.GetBrushFromString)
- * - borderThickness: the thickness of the drawn border, default is 1.
- * - isVisible: true if the primitive must be visible, false for hidden. Default is true.
- * - childrenFlatZOrder: if true all the children (direct and indirect) will share the same Z-Order. Use this when there's a lot of children which don't overlap. The drawing order IS NOT GUARANTED!
- * - marginTop: top margin, can be a number (will be pixels) or a string (see PrimitiveThickness.fromString)
- * - marginLeft: left margin, can be a number (will be pixels) or a string (see PrimitiveThickness.fromString)
- * - marginRight: right margin, can be a number (will be pixels) or a string (see PrimitiveThickness.fromString)
- * - marginBottom: bottom margin, can be a number (will be pixels) or a string (see PrimitiveThickness.fromString)
- * - margin: top, left, right and bottom margin formatted as a single string (see PrimitiveThickness.fromString)
- * - marginHAlignment: one value of the PrimitiveAlignment type's static properties
- * - marginVAlignment: one value of the PrimitiveAlignment type's static properties
- * - marginAlignment: a string defining the alignment, see PrimitiveAlignment.fromString
- * - paddingTop: top padding, can be a number (will be pixels) or a string (see PrimitiveThickness.fromString)
- * - paddingLeft: left padding, can be a number (will be pixels) or a string (see PrimitiveThickness.fromString)
- * - paddingRight: right padding, can be a number (will be pixels) or a string (see PrimitiveThickness.fromString)
- * - paddingBottom: bottom padding, can be a number (will be pixels) or a string (see PrimitiveThickness.fromString)
- * - padding: top, left, right and bottom padding formatted as a single string (see PrimitiveThickness.fromString)
- */
- function Rectangle2D(settings) {
- // Avoid checking every time if the object exists
- if (settings == null) {
- settings = {};
- }
- _super.call(this, settings);
- if (settings.size != null) {
- this.size = settings.size;
- }
- else if (settings.width || settings.height) {
- var size = new BABYLON.Size(settings.width, settings.height);
- this.size = size;
- }
- //let size = settings.size || (new Size((settings.width === null) ? null : (settings.width || 10), (settings.height === null) ? null : (settings.height || 10)));
- var roundRadius = (settings.roundRadius == null) ? 0 : settings.roundRadius;
- var borderThickness = (settings.borderThickness == null) ? 1 : settings.borderThickness;
- //this.size = size;
- this.roundRadius = roundRadius;
- this.borderThickness = borderThickness;
- }
- Object.defineProperty(Rectangle2D.prototype, "actualSize", {
- get: function () {
- if (this._actualSize) {
- return this._actualSize;
- }
- return this.size;
- },
- set: function (value) {
- this._actualSize = value;
- },
- enumerable: true,
- configurable: true
- });
- Object.defineProperty(Rectangle2D.prototype, "notRounded", {
- get: function () {
- return this._notRounded;
- },
- set: function (value) {
- this._notRounded = value;
- },
- enumerable: true,
- configurable: true
- });
- Object.defineProperty(Rectangle2D.prototype, "roundRadius", {
- get: function () {
- return this._roundRadius;
- },
- set: function (value) {
- this._roundRadius = value;
- this.notRounded = value === 0;
- this._positioningDirty();
- },
- enumerable: true,
- configurable: true
- });
- Rectangle2D.prototype.levelIntersect = function (intersectInfo) {
- // If we got there it mean the boundingInfo intersection succeed, if the rectangle has not roundRadius, it means it succeed!
- if (this.notRounded) {
- return true;
- }
- // If we got so far it means the bounding box at least passed, so we know it's inside the bounding rectangle, but it can be outside the roundedRectangle.
- // The easiest way is to check if the point is inside on of the four corners area (a little square of roundRadius size at the four corners)
- // If it's the case for one, check if the mouse is located in the quarter that we care about (the one who is visible) then finally make a distance check with the roundRadius radius to see if it's inside the circle quarter or outside.
- // First let remove the origin out the equation, to have the rectangle with an origin at bottom/left
- var size = this.size;
- Rectangle2D._i0.x = intersectInfo._localPickPosition.x;
- Rectangle2D._i0.y = intersectInfo._localPickPosition.y;
- var rr = this.roundRadius;
- var rrs = rr * rr;
- // Check if the point is in the bottom/left quarter area
- Rectangle2D._i1.x = rr;
- Rectangle2D._i1.y = rr;
- if (Rectangle2D._i0.x <= Rectangle2D._i1.x && Rectangle2D._i0.y <= Rectangle2D._i1.y) {
- // Compute the intersection point in the quarter local space
- Rectangle2D._i2.x = Rectangle2D._i0.x - Rectangle2D._i1.x;
- Rectangle2D._i2.y = Rectangle2D._i0.y - Rectangle2D._i1.y;
- // It's a hit if the squared distance is less/equal to the squared radius of the round circle
- return Rectangle2D._i2.lengthSquared() <= rrs;
- }
- // Check if the point is in the top/left quarter area
- Rectangle2D._i1.x = rr;
- Rectangle2D._i1.y = size.height - rr;
- if (Rectangle2D._i0.x <= Rectangle2D._i1.x && Rectangle2D._i0.y >= Rectangle2D._i1.y) {
- // Compute the intersection point in the quarter local space
- Rectangle2D._i2.x = Rectangle2D._i0.x - Rectangle2D._i1.x;
- Rectangle2D._i2.y = Rectangle2D._i0.y - Rectangle2D._i1.y;
- // It's a hit if the squared distance is less/equal to the squared radius of the round circle
- return Rectangle2D._i2.lengthSquared() <= rrs;
- }
- // Check if the point is in the top/right quarter area
- Rectangle2D._i1.x = size.width - rr;
- Rectangle2D._i1.y = size.height - rr;
- if (Rectangle2D._i0.x >= Rectangle2D._i1.x && Rectangle2D._i0.y >= Rectangle2D._i1.y) {
- // Compute the intersection point in the quarter local space
- Rectangle2D._i2.x = Rectangle2D._i0.x - Rectangle2D._i1.x;
- Rectangle2D._i2.y = Rectangle2D._i0.y - Rectangle2D._i1.y;
- // It's a hit if the squared distance is less/equal to the squared radius of the round circle
- return Rectangle2D._i2.lengthSquared() <= rrs;
- }
- // Check if the point is in the bottom/right quarter area
- Rectangle2D._i1.x = size.width - rr;
- Rectangle2D._i1.y = rr;
- if (Rectangle2D._i0.x >= Rectangle2D._i1.x && Rectangle2D._i0.y <= Rectangle2D._i1.y) {
- // Compute the intersection point in the quarter local space
- Rectangle2D._i2.x = Rectangle2D._i0.x - Rectangle2D._i1.x;
- Rectangle2D._i2.y = Rectangle2D._i0.y - Rectangle2D._i1.y;
- // It's a hit if the squared distance is less/equal to the squared radius of the round circle
- return Rectangle2D._i2.lengthSquared() <= rrs;
- }
- // At any other locations the point is guarantied to be inside
- return true;
- };
- Rectangle2D.prototype.updateLevelBoundingInfo = function () {
- BABYLON.BoundingInfo2D.CreateFromSizeToRef(this.actualSize, this._levelBoundingInfo);
- };
- Rectangle2D.prototype.createModelRenderCache = function (modelKey) {
- var renderCache = new Rectangle2DRenderCache(this.owner.engine, modelKey);
- return renderCache;
- };
- Rectangle2D.prototype.setupModelRenderCache = function (modelRenderCache) {
- var renderCache = modelRenderCache;
- var engine = this.owner.engine;
- // Need to create WebGL resources for fill part?
- if (this.fill) {
- var vbSize = ((this.notRounded ? 1 : Rectangle2D.roundSubdivisions) * 4) + 1;
- var vb = new Float32Array(vbSize);
- for (var i = 0; i < vbSize; i++) {
- vb[i] = i;
- }
- renderCache.fillVB = engine.createVertexBuffer(vb);
- var triCount = vbSize - 1;
- var ib = new Float32Array(triCount * 3);
- for (var i = 0; i < triCount; i++) {
- ib[i * 3 + 0] = 0;
- ib[i * 3 + 2] = i + 1;
- ib[i * 3 + 1] = i + 2;
- }
- ib[triCount * 3 - 2] = 1;
- renderCache.fillIB = engine.createIndexBuffer(ib);
- renderCache.fillIndicesCount = triCount * 3;
- // Get the instanced version of the effect, if the engine does not support it, null is return and we'll only draw on by one
- var ei = this.getDataPartEffectInfo(BABYLON.Shape2D.SHAPE2D_FILLPARTID, ["index"], true);
- if (ei) {
- renderCache.effectFillInstanced = engine.createEffect("rect2d", ei.attributes, ei.uniforms, [], ei.defines, null);
- }
- // Get the non instanced version
- ei = this.getDataPartEffectInfo(BABYLON.Shape2D.SHAPE2D_FILLPARTID, ["index"], false);
- renderCache.effectFill = engine.createEffect("rect2d", ei.attributes, ei.uniforms, [], ei.defines, null);
- }
- // Need to create WebGL resource for border part?
- if (this.border) {
- var vbSize = (this.notRounded ? 1 : Rectangle2D.roundSubdivisions) * 4 * 2;
- var vb = new Float32Array(vbSize);
- for (var i = 0; i < vbSize; i++) {
- vb[i] = i;
- }
- renderCache.borderVB = engine.createVertexBuffer(vb);
- var triCount = vbSize;
- var rs = triCount / 2;
- var ib = new Float32Array(triCount * 3);
- for (var i = 0; i < rs; i++) {
- var r0 = i;
- var r1 = (i + 1) % rs;
- ib[i * 6 + 0] = rs + r1;
- ib[i * 6 + 1] = rs + r0;
- ib[i * 6 + 2] = r0;
- ib[i * 6 + 3] = r1;
- ib[i * 6 + 4] = rs + r1;
- ib[i * 6 + 5] = r0;
- }
- renderCache.borderIB = engine.createIndexBuffer(ib);
- renderCache.borderIndicesCount = triCount * 3;
- // Get the instanced version of the effect, if the engine does not support it, null is return and we'll only draw on by one
- var ei = this.getDataPartEffectInfo(BABYLON.Shape2D.SHAPE2D_BORDERPARTID, ["index"], true);
- if (ei) {
- renderCache.effectBorderInstanced = engine.createEffect("rect2d", ei.attributes, ei.uniforms, [], ei.defines, null);
- }
- // Get the non instanced version
- ei = this.getDataPartEffectInfo(BABYLON.Shape2D.SHAPE2D_BORDERPARTID, ["index"], false);
- renderCache.effectBorder = engine.createEffect("rect2d", ei.attributes, ei.uniforms, [], ei.defines, null);
- }
- return renderCache;
- };
- // We override this method because if there's a roundRadius set, we will reduce the initial Content Area to make sure the computed area won't intersect with the shape contour. The formula is simple: we shrink the incoming size by the amount of the roundRadius
- Rectangle2D.prototype._getInitialContentAreaToRef = function (primSize, initialContentPosition, initialContentArea) {
- // Fall back to default implementation if there's no round Radius
- if (this._notRounded) {
- _super.prototype._getInitialContentAreaToRef.call(this, primSize, initialContentPosition, initialContentArea);
- }
- else {
- var rr = Math.round((this.roundRadius - (this.roundRadius / Math.sqrt(2))) * 1.3);
- initialContentPosition.x = initialContentPosition.y = rr;
- initialContentArea.width = Math.max(0, primSize.width - (rr * 2));
- initialContentArea.height = Math.max(0, primSize.height - (rr * 2));
- }
- };
- Rectangle2D.prototype._getActualSizeFromContentToRef = function (primSize, newPrimSize) {
- // Fall back to default implementation if there's no round Radius
- if (this._notRounded) {
- _super.prototype._getActualSizeFromContentToRef.call(this, primSize, newPrimSize);
- }
- else {
- var rr = Math.round((this.roundRadius - (this.roundRadius / Math.sqrt(2))) * 1.3);
- newPrimSize.copyFrom(primSize);
- newPrimSize.width += rr * 2;
- newPrimSize.height += rr * 2;
- }
- };
- Rectangle2D.prototype.createInstanceDataParts = function () {
- var res = new Array();
- if (this.border) {
- res.push(new Rectangle2DInstanceData(BABYLON.Shape2D.SHAPE2D_BORDERPARTID));
- }
- if (this.fill) {
- res.push(new Rectangle2DInstanceData(BABYLON.Shape2D.SHAPE2D_FILLPARTID));
- }
- return res;
- };
- Rectangle2D.prototype.refreshInstanceDataPart = function (part) {
- if (!_super.prototype.refreshInstanceDataPart.call(this, part)) {
- return false;
- }
- if (part.id === BABYLON.Shape2D.SHAPE2D_BORDERPARTID) {
- var d = part;
- var size = this.actualSize;
- d.properties = new BABYLON.Vector3(size.width, size.height, this.roundRadius || 0);
- }
- else if (part.id === BABYLON.Shape2D.SHAPE2D_FILLPARTID) {
- var d = part;
- var size = this.actualSize;
- d.properties = new BABYLON.Vector3(size.width, size.height, this.roundRadius || 0);
- }
- return true;
- };
- Rectangle2D._i0 = BABYLON.Vector2.Zero();
- Rectangle2D._i1 = BABYLON.Vector2.Zero();
- Rectangle2D._i2 = BABYLON.Vector2.Zero();
- Rectangle2D.roundSubdivisions = 16;
- __decorate([
- BABYLON.instanceLevelProperty(BABYLON.Shape2D.SHAPE2D_PROPCOUNT + 1, function (pi) { return Rectangle2D.actualSizeProperty = pi; }, false, true)
- ], Rectangle2D.prototype, "actualSize", null);
- __decorate([
- BABYLON.modelLevelProperty(BABYLON.Shape2D.SHAPE2D_PROPCOUNT + 2, function (pi) { return Rectangle2D.notRoundedProperty = pi; })
- ], Rectangle2D.prototype, "notRounded", null);
- __decorate([
- BABYLON.instanceLevelProperty(BABYLON.Shape2D.SHAPE2D_PROPCOUNT + 3, function (pi) { return Rectangle2D.roundRadiusProperty = pi; })
- ], Rectangle2D.prototype, "roundRadius", null);
- Rectangle2D = __decorate([
- BABYLON.className("Rectangle2D")
- ], Rectangle2D);
- return Rectangle2D;
- })(BABYLON.Shape2D);
- BABYLON.Rectangle2D = Rectangle2D;
- })(BABYLON || (BABYLON = {}));
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