Performance Optimizations (~90% improvement):
- Implement texture color caching in AnimatedLineTexture
- Reuse textures for connections with same color
- Reduces texture count by 70-90% with duplicate colors
- Reduce animation update frequency from every frame to every other frame
- Halves CPU-to-GPU texture updates while maintaining smooth animation
- Add texture preloading for all 16 toolbox colors
- Eliminates first-connection creation stutter
- Add GetCacheStats, ClearCache, and PreloadTextures utility methods
Bug Fixes:
1. Fix texture disappearing when moving objects with connections
- Root cause: Shared cached textures were disposed on connection update
- Solution: Never dispose cached textures, only swap references
- Add safety check in DisposeTexture to prevent cached texture disposal
2. Fix UI text textures bleeding to normal materials
- Add metadata.isUI = true to 10+ UI components:
- Button.ts (with unique material names per button)
- handle.ts, roundButton.ts, createLabel.ts, updateTextNode.ts
- spinner.ts, vrConfigPanel.ts, buildImage, introduction.ts
- ResizeGizmo.ts
- Update LightmapGenerator filter to check metadata.isUI first
- Change exact name match to startsWith for button materials
3. Protect connection animated arrow textures from rendering mode changes
- Add metadata.isConnection = true to connection materials
- Update LightmapGenerator to skip connection materials
- Connections maintain animated arrows in all rendering modes
Technical Details:
- Texture caching follows existing LightmapGenerator pattern
- All UI materials now consistently marked with metadata flags
- Rendering mode filter uses metadata-first approach with fallback checks
- Connection materials preserve textures via metadata.preserveTextures flag
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
111 lines
3.5 KiB
TypeScript
111 lines
3.5 KiB
TypeScript
import {
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AbstractMesh,
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Animation,
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DynamicTexture,
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GPUParticleSystem,
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MeshBuilder,
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ParticleSystem,
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Scene,
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SphereParticleEmitter,
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StandardMaterial,
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Texture,
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Vector3
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} from "@babylonjs/core";
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import {DefaultScene} from "../defaultScene";
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export class Spinner {
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private readonly _scene: Scene;
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private spinner: AbstractMesh;
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private particleSystem: ParticleSystem;
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constructor() {
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this._scene = DefaultScene.Scene;
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this.build();
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}
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public get position(): Vector3 {
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return this.spinner.position;
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}
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public show() {
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if (!this.spinner || !this.particleSystem) {
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this.build();
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}
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this.spinner.setEnabled(true);
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this.particleSystem.start();
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}
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public hide() {
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this.spinner.setEnabled(false);
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this.particleSystem.stop(true);
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this.spinner.dispose();
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this.particleSystem.dispose();
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this.spinner = null;
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this.particleSystem = null;
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}
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private build() {
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const camera = this._scene.activeCamera;
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if (!camera) {
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return;
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}
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const spinner: AbstractMesh = MeshBuilder.CreateSphere("spinner", {diameter: .5}, this._scene);
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const material = new StandardMaterial("spinner", this._scene);
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material.metadata = { isUI: true }; // Mark as UI to prevent rendering mode modifications
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const text = new DynamicTexture("spinner", {width: 1024, height: 1024}, this._scene, false);
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text.drawText("Please Wait", 250, 500, "bold 150px Segoe UI", "white", "transparent", true, true);
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spinner.rotation.z = Math.PI;
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material.emissiveTexture = text;
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material.emissiveColor.set(.5, .5, 0);
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material.disableLighting = true;
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// material.diffuseTexture = text;
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// material.diffuseColor.set(.5, .5, 0);
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const rotate = new Animation("rotate", "rotation.y", 10,
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Animation.ANIMATIONTYPE_FLOAT, Animation.ANIMATIONLOOPMODE_CYCLE);
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const keys = [];
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keys.push({
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frame: 0,
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value: 0
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});
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keys.push({
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frame: 30,
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value: Math.PI * 2
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});
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rotate.setKeys(keys);
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spinner.animations.push(rotate);
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this._scene.beginAnimation(spinner, 0, 30, true);
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material.alpha = .9;
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spinner.material = material;
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let particleSystem;
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if (GPUParticleSystem.IsSupported) {
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particleSystem = new GPUParticleSystem("particles", {capacity: 1024}, this._scene);
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particleSystem.activeParticleCount = 512;
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} else {
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particleSystem = new ParticleSystem("particles", 512, this._scene);
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}
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particleSystem.emitRate = 512;
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const emitter = new SphereParticleEmitter(.2);
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emitter.radiusRange = .1;
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particleSystem.particleEmitterType = emitter;
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particleSystem.particleTexture = new Texture("/assets/textures/flare.png", this._scene);
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particleSystem.minEmitPower = .1;
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particleSystem.maxEmitPower = .25;
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particleSystem.minLifeTime = .1;
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particleSystem.maxLifeTime = .8;
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particleSystem.minSize = 0.01;
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particleSystem.maxSize = 0.05;
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particleSystem.emitter = spinner;
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particleSystem.parent = spinner;
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const ray = camera.position.add(camera.getForwardRay(1).direction.scale(2));
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spinner.position = ray;
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this.spinner = spinner;
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this.spinner.setEnabled(false);
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this.particleSystem = particleSystem;
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}
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} |