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ecsy-babylon

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ecsy-babylon - npm Package Compare versions

Comparing version 0.4.2 to 0.5.0

14

CHANGELOG.md

@@ -0,1 +1,15 @@

## v0.5.0 (2020-09-21)
#### :boom: Breaking Change
* [#276](https://github.com/kaliber5/ecsy-babylon/pull/276) Don't add default camera to scene ([@simonihmig](https://github.com/simonihmig))
#### :rocket: Enhancement
* [#276](https://github.com/kaliber5/ecsy-babylon/pull/276) Don't add default camera to scene ([@simonihmig](https://github.com/simonihmig))
#### :bug: Bug Fix
* [#275](https://github.com/kaliber5/ecsy-babylon/pull/275) Fix actions not working when ray support has not been enabled due to tree-shaking ([@simonihmig](https://github.com/simonihmig))
#### Committers: 1
- Simon Ihmig ([@simonihmig](https://github.com/simonihmig))
## v0.4.2 (2020-09-16)

@@ -2,0 +16,0 @@

2

components/babylon-core.d.ts
import { Scene } from '@babylonjs/core/scene';
import { Engine } from '@babylonjs/core/Engines/engine';
import { Component, ComponentSchema, World } from 'ecsy';
import { Camera } from '@babylonjs/core/Cameras/camera';
import { ShadowGenerator } from '@babylonjs/core/Lights/Shadows/shadowGenerator';

@@ -9,3 +8,2 @@ export default class BabylonCore extends Component<BabylonCore> {

canvas: HTMLCanvasElement;
defaultCamera: Camera;
engine: Engine;

@@ -12,0 +10,0 @@ scene: Scene;

@@ -15,5 +15,2 @@ import { Component, Types } from 'ecsy';

},
defaultCamera: {
type: Types.Ref,
},
engine: {

@@ -20,0 +17,0 @@ type: Types.Ref,

@@ -12,2 +12,3 @@ import { Component, ComponentSchema } from 'ecsy';

fov?: number;
fovMode?: number;
static schema: ComponentSchema;

@@ -14,0 +15,0 @@ }

@@ -11,2 +11,3 @@ import { Component, Types } from 'ecsy';

fov: { type: Types.Number, default: undefined },
fovMode: { type: Types.Number, default: undefined },
};

@@ -13,0 +14,0 @@ export class AbstractTargetCamera extends Component {

{
"name": "ecsy-babylon",
"version": "0.4.2",
"version": "0.5.0",
"description": "",

@@ -5,0 +5,0 @@ "keywords": [],

import { Entity } from 'ecsy';
import { Action, Mesh } from '../components';
import SystemWithCore from '../-private/systems/with-core';
import '@babylonjs/core/Culling/ray';
export default class ActionSystem extends SystemWithCore {

@@ -5,0 +6,0 @@ execute(): void;

@@ -7,2 +7,3 @@ /* eslint-disable @typescript-eslint/no-non-null-assertion */

import { ExecuteCodeAction } from '@babylonjs/core/Actions/directActions';
import '@babylonjs/core/Culling/ray'; // this has a side effect of making the scene support picks/rays, see https://doc.babylonjs.com/features/es6_support#side-effects
const TRIGGER = {

@@ -9,0 +10,0 @@ pick: ActionManager.OnPickTrigger,

import { System } from 'ecsy';
import { BabylonCore } from '../components';
import { Scene } from '@babylonjs/core/scene';
import { Vector3 } from '@babylonjs/core/Maths/math.vector';
import { Engine } from '@babylonjs/core/Engines/engine';
import { FreeCamera } from '@babylonjs/core/Cameras/freeCamera';
export default class BabylonSystem extends System {

@@ -17,7 +15,8 @@ execute() {

core.scene = new Scene(core.engine);
core.defaultCamera = new FreeCamera('defaultCamera', new Vector3(0, 0, -10), core.scene);
core.defaultCamera.attachControl(core.canvas, false);
this.listener = function () {
this.engine.resize();
}.bind({ engine: core.engine });
// @todo do we really want to do this here? Or should we delegate the responsibility ot the consumer?
// For example the canvas might need to even react to resizing the canvas *element*, not just the
// while window, i.e. we would have to use a ResizeObserver
window.addEventListener('resize', this.listener);

@@ -24,0 +23,0 @@ const startTime = window.performance.now();

@@ -16,9 +16,10 @@ import { Camera, TransformNode } from '../components';

const { scene, canvas } = this.core;
const { value: instance } = entity.getComponent(Camera);
assert('Failed to add Camera, no camera instance found.', instance);
scene.activeCamera = instance;
scene.activeCamera.attachControl(canvas, false);
const { value: camera } = entity.getComponent(Camera);
assert('Failed to add Camera, no camera instance found.', camera);
scene.addCamera(camera);
scene.activeCamera = camera;
camera.attachControl(canvas, false);
const transformNodeComponent = entity.getComponent(TransformNode);
assert('TransformNode needed for cameras, add Parent component to fix', transformNodeComponent);
instance.parent = transformNodeComponent.value;
camera.parent = transformNodeComponent.value;
}

@@ -33,15 +34,6 @@ update(entity) {

remove(entity) {
var _a;
assert('CameraSystem needs BabylonCoreComponent', this.core);
const { scene, canvas, defaultCamera } = this.core;
const cameraComponent = entity.getRemovedComponent(Camera);
// TODO: We might need something smarter here in the future, what if there's multiple camera entities?
// set defaultCamera as current active camera if it exists
scene.activeCamera = defaultCamera || null;
if (scene.activeCamera) {
// restore control if there is still an active camera
scene.activeCamera.attachControl(canvas, false);
}
if (cameraComponent.value) {
cameraComponent.value.dispose();
}
(_a = cameraComponent.value) === null || _a === void 0 ? void 0 : _a.dispose();
}

@@ -48,0 +40,0 @@ }

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