-
Notifications
You must be signed in to change notification settings - Fork 20
Expand file tree
/
Copy pathscene-inputs.ts
More file actions
487 lines (483 loc) · 16.6 KB
/
scene-inputs.ts
File metadata and controls
487 lines (483 loc) · 16.6 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
/* eslint-disable @typescript-eslint/no-namespace */
import * as BABYLON from "@babylonjs/core";
import { Base } from "./base-inputs";
export namespace BabylonScene {
export class SceneBackgroundColourDto {
/**
* Provide options without default values
*/
constructor(colour?: string) {
if (colour !== undefined) { this.colour = colour; }
}
/**
* Hex colour string for the scene background colour
* @default #ffffff
*/
colour: Base.Color = "#ffffff";
}
export class SceneDto {
/**
* Provide scene
*/
constructor(scene?: BABYLON.Scene) {
if (scene !== undefined) { this.scene = scene; }
}
/**
* The babylonjs scene
* @default undefined
*/
scene: BABYLON.Scene;
}
export class EnablePhysicsDto {
constructor(vector?: Base.Vector3) {
if (vector !== undefined) { this.vector = vector; }
}
/**
* The gravity vector
* @default [0, -9.81, 0]
*/
vector: Base.Vector3 = [0, -9.81, 0];
}
export class PointLightDto {
constructor(position?: Base.Point3, intensity?: number, diffuse?: Base.Color, specular?: Base.Color, radius?: number, shadowGeneratorMapSize?: number, enableShadows?: boolean, shadowDarkness?: number, shadowUsePercentageCloserFiltering?: boolean, shadowContactHardeningLightSizeUVRatio?: number, shadowBias?: number, shadowNormalBias?: number, shadowMaxZ?: number, shadowMinZ?: number) {
if (position !== undefined) { this.position = position; }
if (intensity !== undefined) { this.intensity = intensity; }
if (diffuse !== undefined) { this.diffuse = diffuse; }
if (specular !== undefined) { this.specular = specular; }
if (radius !== undefined) { this.radius = radius; }
if (shadowGeneratorMapSize !== undefined) { this.shadowGeneratorMapSize = shadowGeneratorMapSize; }
if (enableShadows !== undefined) { this.enableShadows = enableShadows; }
if (shadowDarkness !== undefined) { this.shadowDarkness = shadowDarkness; }
if (shadowUsePercentageCloserFiltering !== undefined) { this.shadowUsePercentageCloserFiltering = shadowUsePercentageCloserFiltering; }
if (shadowContactHardeningLightSizeUVRatio !== undefined) { this.shadowContactHardeningLightSizeUVRatio = shadowContactHardeningLightSizeUVRatio; }
if (shadowBias !== undefined) { this.shadowBias = shadowBias; }
if (shadowNormalBias !== undefined) { this.shadowNormalBias = shadowNormalBias; }
if (shadowMaxZ !== undefined) { this.shadowMaxZ = shadowMaxZ; }
if (shadowMinZ !== undefined) { this.shadowMinZ = shadowMinZ; }
}
/**
* Position of the point light
* @default [0, 0, 0]
*/
position: Base.Point3 = [0, 0, 0];
/**
* Intensity of the point light, value between 0 and 1
* @default 2000
* @minimum 0
* @maximum Infinity
* @step 500
*/
intensity = 2000;
/**
* Diffuse colour of the point light
* @default #ffffff
*/
diffuse: Base.Color = "#ffffff";
/**
* Specular colour of the point light
* @default #ffffff
*/
specular: Base.Color = "#ffffff";
/**
* Radius of the sphere mesh representing the light bulb. If 0 light gets created without the mesh
* @default 0.1
* @minimum 0
* @maximum Infinity
* @step 0.1
*/
radius = 0.1;
/**
* The map size for shadow generator texture if shadows are enabled
* @default 1024
* @minimum 0
* @maximum Infinity
* @step 1
*/
shadowGeneratorMapSize? = 1024;
/**
* Enables shadows
* @default true
*/
enableShadows? = true;
/**
* Shadow darkness
* @default 0
* @minimum 0
* @maximum 1
* @step 0.1
*/
shadowDarkness? = 0;
/**
* Use percentage closer filtering
* @default true
*/
shadowUsePercentageCloserFiltering = true;
/**
* Shadow contact hardening light size UV ratio - only applies if usePercentageCloserFiltering is true
* @default 0.2
* @minimum 0
* @maximum Infinity
* @step 0.1
*/
shadowContactHardeningLightSizeUVRatio = 0.2;
/**
* Shadow bias
* @default 0.0001
* @minimum 0
* @maximum Infinity
* @step 0.00001
*/
shadowBias = 0.0001;
/**
* Shadow normal bias
* @default 0.002
* @minimum 0
* @maximum Infinity
* @step 0.0001
*/
shadowNormalBias = 0.002;
/**
* Shadow max Z
* @default 1000
* @minimum 0
* @maximum Infinity
* @step 50
*/
shadowMaxZ = 1000;
/**
* Shadow min Z
* @default 0.1
* @minimum 0
* @maximum Infinity
* @step 50
*/
shadowMinZ = 0.1;
}
export class ActiveCameraDto {
constructor(camera?: BABYLON.Camera) {
if (camera !== undefined) { this.camera = camera; }
}
/**
* Camera to activate
* @default undefined
*/
camera: BABYLON.Camera;
}
export class UseRightHandedSystemDto {
constructor(use?: boolean) {
if (use !== undefined) { this.use = use; }
}
/** Indicates to use right handed system
* @default true
*/
use = true;
}
export class DirectionalLightDto {
constructor(direction?: Base.Vector3, intensity?: number, diffuse?: Base.Color, specular?: Base.Color, shadowGeneratorMapSize?: number, enableShadows?: boolean, shadowDarkness?: number, shadowUsePercentageCloserFiltering?: boolean, shadowContactHardeningLightSizeUVRatio?: number, shadowBias?: number, shadowNormalBias?: number, shadowMaxZ?: number, shadowMinZ?: number) {
if (direction !== undefined) { this.direction = direction; }
if (intensity !== undefined) { this.intensity = intensity; }
if (diffuse !== undefined) { this.diffuse = diffuse; }
if (specular !== undefined) { this.specular = specular; }
if (shadowGeneratorMapSize !== undefined) { this.shadowGeneratorMapSize = shadowGeneratorMapSize; }
if (enableShadows !== undefined) { this.enableShadows = enableShadows; }
if (shadowDarkness !== undefined) { this.shadowDarkness = shadowDarkness; }
if (shadowUsePercentageCloserFiltering !== undefined) { this.shadowUsePercentageCloserFiltering = shadowUsePercentageCloserFiltering; }
if (shadowContactHardeningLightSizeUVRatio !== undefined) { this.shadowContactHardeningLightSizeUVRatio = shadowContactHardeningLightSizeUVRatio; }
if (shadowBias !== undefined) { this.shadowBias = shadowBias; }
if (shadowNormalBias !== undefined) { this.shadowNormalBias = shadowNormalBias; }
if (shadowMaxZ !== undefined) { this.shadowMaxZ = shadowMaxZ; }
if (shadowMinZ !== undefined) { this.shadowMinZ = shadowMinZ; }
}
/**
* Direction of the directional light
* @default [-100, -100, -100]
*/
direction: Base.Vector3 = [-100, -100, -100];
/**
* Intensity of the point light, value between 0 and 1
* @default 0.5
* @minimum 0
* @maximum Infinity
* @step 0.1
*/
intensity = 0.5;
/**
* Diffuse colour of the point light
* @default #ffffff
*/
diffuse: Base.Color = "#ffffff";
/**
* Specular colour of the point light
* @default #ffffff
*/
specular: Base.Color = "#ffffff";
/**
* The map size for shadow generator texture if shadows are enabled
* @default 1024
* @minimum 0
* @maximum Infinity
* @step 1
*/
shadowGeneratorMapSize? = 1024;
/**
* Enables shadows
* @default true
*/
enableShadows? = true;
/**
* Shadow darkness
* @default 0
* @minimum 0
* @maximum 1
* @step 0.1
*/
shadowDarkness? = 0;
/**
* Use percentage closer filtering
* @default true
*/
shadowUsePercentageCloserFiltering = true;
/**
* Shadow contact hardening light size UV ratio - only applies if usePercentageCloserFiltering is true
* @default 0.2
* @minimum 0
* @maximum Infinity
* @step 0.1
*/
shadowContactHardeningLightSizeUVRatio = 0.2;
/**
* Shadow bias
* @default 0.0001
* @minimum 0
* @maximum Infinity
* @step 0.00001
*/
shadowBias = 0.0001;
/**
* Shadow normal bias
* @default 0.002
* @minimum 0
* @maximum Infinity
* @step 0.0001
*/
shadowNormalBias = 0.002;
/**
* Shadow max Z
* @default 1000
* @minimum 0
* @maximum Infinity
* @step 50
*/
shadowMaxZ = 1000;
/**
* Shadow min Z
* @default 0
* @minimum 0
* @maximum Infinity
* @step 50
*/
shadowMinZ = 0;
}
export class CameraConfigurationDto {
constructor(position?: Base.Point3, lookAt?: Base.Point3, lowerRadiusLimit?: number, upperRadiusLimit?: number, lowerAlphaLimit?: number, upperAlphaLimit?: number, lowerBetaLimit?: number, upperBetaLimit?: number, angularSensibilityX?: number, angularSensibilityY?: number, maxZ?: number, panningSensibility?: number, wheelPrecision?: number) {
if (position !== undefined) { this.position = position; }
if (lookAt !== undefined) { this.lookAt = lookAt; }
if (lowerRadiusLimit !== undefined) { this.lowerRadiusLimit = lowerRadiusLimit; }
if (upperRadiusLimit !== undefined) { this.upperRadiusLimit = upperRadiusLimit; }
if (lowerAlphaLimit !== undefined) { this.lowerAlphaLimit = lowerAlphaLimit; }
if (upperAlphaLimit !== undefined) { this.upperAlphaLimit = upperAlphaLimit; }
if (lowerBetaLimit !== undefined) { this.lowerBetaLimit = lowerBetaLimit; }
if (upperBetaLimit !== undefined) { this.upperBetaLimit = upperBetaLimit; }
if (angularSensibilityX !== undefined) { this.angularSensibilityX = angularSensibilityX; }
if (angularSensibilityY !== undefined) { this.angularSensibilityY = angularSensibilityY; }
if (maxZ !== undefined) { this.maxZ = maxZ; }
if (panningSensibility !== undefined) { this.panningSensibility = panningSensibility; }
if (wheelPrecision !== undefined) { this.wheelPrecision = wheelPrecision; }
}
/**
* Position of the point light
* @default [10, 10, 10]
*
*/
position: Base.Point3 = [10, 10, 10];
/**
* Look at
*/
lookAt: Base.Point3 = [0, 0, 0];
/**
* Lower radius limit - how close can the camera be to the target
* @default undefined
* @minimum -Infinity
* @maximum Infinity
* @step 1
* @optional true
*/
lowerRadiusLimit;
/**
* Upper radius limit - how far can the camera be from the target
* @default undefined
* @minimum -Infinity
* @maximum Infinity
* @step 1
* @optional true
*/
upperRadiusLimit;
/**
* Lower alpha limit - camera rotation along the longitudinal (horizontal) axis in degrees.
* @default undefined
* @minimum -360
* @maximum 360
* @step 1
* @optional true
*/
lowerAlphaLimit;
/**
* Upper alpha limit - camera rotation along the longitudinal (horizontal) axis in degrees.
* @default undefined
* @minimum -360
* @maximum 360
* @step 1
* @optional true
*/
upperAlphaLimit;
/**
* Lower beta limit - camera rotation along the latitudinal (vertical) axis in degrees. This is counted from the top down, where 0 is looking from top straight down.
* @default 1
* @minimum -360
* @maximum 360
* @step 1
*/
lowerBetaLimit = 1;
/**
* Upper beta limit - camera rotation along the longitudinal (vertical) axis in degrees. This is counted from the top down, where 180 is looking from bottom straight up.
* @default 179
* @minimum -360
* @maximum 360
* @step 1
*/
upperBetaLimit = 179;
/**
* Angular sensibility along x (horizontal) axis of the camera. The lower this number, the faster the camera will move.
* @default 1000
* @minimum 0
* @maximum Infinity
* @step 10
*/
angularSensibilityX = 1000;
/**
* Angular sensibility along y (vertical) axis of the camera. The lower this number, the faster the camera will move.
* @default 1000
* @minimum 0
* @maximum Infinity
* @step 10
*/
angularSensibilityY = 1000;
/**
* Change how far the camera can see
* @default 1000
* @minimum 0
* @maximum Infinity
* @step 1
*/
maxZ = 1000;
/**
* Panning sensibility. If large units are used for the model, this number needs to get smaller
* @default 1000
* @minimum 0
* @maximum Infinity
* @step 0.1
*/
panningSensibility = 1000;
/**
* Zoom precision of the wheel. If large units are used, this number needs to get smaller
* @default 3
* @minimum 0
* @maximum Infinity
* @step 0.1
*/
wheelPrecision = 3;
}
export class SkyboxDto {
constructor(skybox?: Base.skyboxEnum, size?: number, blur?: number, environmentIntensity?: number) {
if (skybox !== undefined) { this.skybox = skybox; }
if (size !== undefined) { this.size = size; }
if (blur !== undefined) { this.blur = blur; }
if (environmentIntensity !== undefined) { this.environmentIntensity = environmentIntensity; }
}
/**
* Skybox type
* @default clearSky
*/
skybox: Base.skyboxEnum = Base.skyboxEnum.clearSky;
/**
* Skybox size
* @default 1000
* @minimum 0
* @maximum Infinity
* @step 10
*/
size = 1000;
/**
* Identifies if skybox texture should affect scene environment
* @default 0.1
* @minimum 0
* @maximum Infinity
* @step 0.1
*/
blur = 0.1;
/**
* Identifies if skybox texture should affect scene environment
* @default 0.7
* @minimum 0
* @maximum Infinity
* @step 0.1
*/
environmentIntensity = 0.7;
}
export class PointerDto {
statement_update: () => void;
}
export class FogDto {
constructor(mode?: Base.fogModeEnum, color?: Base.Color, density?: number, start?: number, end?: number) {
if (mode !== undefined) { this.mode = mode; }
if (color !== undefined) { this.color = color; }
if (density !== undefined) { this.density = density; }
if (start !== undefined) { this.start = start; }
if (end !== undefined) { this.end = end; }
}
/**
* Fog mode
* @default none
*/
mode: Base.fogModeEnum;
/**
* Fog color
* @default #ffffff
*/
color: Base.Color = "#ffffff";
/**
* Fog density
* @default 0.1
* @minimum 0
* @maximum Infinity
* @step 0.1
*/
density = 0.1;
/**
* Fog start
* @default 0
* @minimum 0
* @maximum Infinity
* @step 1
*/
start: number;
/**
* Fog end
* @default 1000
* @minimum 0
* @maximum Infinity
* @step 1
*/
end: number;
}
}