@configura/babylon-view 1.3.0-alpha.1 → 1.3.0-alpha.2

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (115) hide show
  1. package/LICENSE +201 -201
  2. package/README.md +1 -1
  3. package/dist/animation/AnimatableObject.d.ts +8 -8
  4. package/dist/animation/AnimatableObject.js +3 -3
  5. package/dist/animation/animator/Animator.d.ts +33 -33
  6. package/dist/animation/animator/Animator.js +58 -58
  7. package/dist/animation/animator/AnimatorEasing.d.ts +16 -16
  8. package/dist/animation/animator/AnimatorEasing.js +31 -31
  9. package/dist/animation/animator/AnimatorEasingMatrix.d.ts +14 -14
  10. package/dist/animation/animator/AnimatorEasingMatrix.js +16 -16
  11. package/dist/animation/animator/AnimatorHighlight.d.ts +16 -16
  12. package/dist/animation/animator/AnimatorHighlight.js +32 -32
  13. package/dist/animation/animator/AnimatorPointToPoint.d.ts +8 -8
  14. package/dist/animation/animator/AnimatorPointToPoint.js +14 -14
  15. package/dist/animation/animator/AnimatorQueue.d.ts +13 -13
  16. package/dist/animation/animator/AnimatorQueue.js +57 -57
  17. package/dist/animation/animator/AnimatorScale.d.ts +8 -8
  18. package/dist/animation/animator/AnimatorScale.js +13 -13
  19. package/dist/animation/animator/AnimatorSpin.d.ts +10 -10
  20. package/dist/animation/animator/AnimatorSpin.js +13 -13
  21. package/dist/animation/animator/EasingFunctions.d.ts +35 -35
  22. package/dist/animation/animator/EasingFunctions.js +137 -137
  23. package/dist/animation/coordinator/Coordinator.d.ts +28 -28
  24. package/dist/animation/coordinator/Coordinator.js +47 -47
  25. package/dist/animation/coordinator/CoordinatorDropAndSpin.d.ts +22 -22
  26. package/dist/animation/coordinator/CoordinatorDropAndSpin.js +133 -133
  27. package/dist/animation/coordinator/CoordinatorIdentity.d.ts +11 -11
  28. package/dist/animation/coordinator/CoordinatorIdentity.js +12 -12
  29. package/dist/animation/coordinator/CoordinatorNodeQueues.d.ts +18 -18
  30. package/dist/animation/coordinator/CoordinatorNodeQueues.js +50 -50
  31. package/dist/animation/coordinator/CoordinatorPulse.d.ts +21 -21
  32. package/dist/animation/coordinator/CoordinatorPulse.js +47 -47
  33. package/dist/animation/coordinator/CoordinatorPulseBounce.d.ts +14 -14
  34. package/dist/animation/coordinator/CoordinatorPulseBounce.js +40 -40
  35. package/dist/animation/coordinator/CoordinatorPulseHighlight.d.ts +13 -13
  36. package/dist/animation/coordinator/CoordinatorPulseHighlight.js +34 -34
  37. package/dist/animation/coordinator/CoordinatorPulseInflate.d.ts +14 -14
  38. package/dist/animation/coordinator/CoordinatorPulseInflate.js +30 -30
  39. package/dist/camera/CameraCreator.d.ts +5 -5
  40. package/dist/camera/CameraCreator.js +4 -4
  41. package/dist/camera/CfgArcRotateCameraPointersInput.d.ts +10 -10
  42. package/dist/camera/CfgArcRotateCameraPointersInput.js +262 -262
  43. package/dist/camera/CfgOrbitalCamera.d.ts +68 -64
  44. package/dist/camera/CfgOrbitalCamera.js +250 -233
  45. package/dist/camera/CfgOrbitalCameraControlProps.d.ts +6 -6
  46. package/dist/camera/CfgOrbitalCameraControlProps.js +3 -3
  47. package/dist/camera/GradingApplier.d.ts +3 -3
  48. package/dist/camera/GradingApplier.js +48 -48
  49. package/dist/engine/EngineCreator.d.ts +3 -3
  50. package/dist/engine/EngineCreator.js +10 -10
  51. package/dist/geometry/CfgGeometry.d.ts +12 -12
  52. package/dist/geometry/CfgGeometry.js +117 -117
  53. package/dist/geometry/CfgMesh.d.ts +7 -7
  54. package/dist/geometry/CfgMesh.js +8 -8
  55. package/dist/geometry/geoSplitter.d.ts +8 -8
  56. package/dist/geometry/geoSplitter.js +192 -192
  57. package/dist/index.d.ts +13 -13
  58. package/dist/index.js +13 -13
  59. package/dist/light/CfgDirectionalLight.d.ts +8 -8
  60. package/dist/light/CfgDirectionalLight.js +18 -18
  61. package/dist/light/CfgHemisphericLight.d.ts +7 -7
  62. package/dist/light/CfgHemisphericLight.js +17 -17
  63. package/dist/light/CfgPointLight.d.ts +8 -8
  64. package/dist/light/CfgPointLight.js +18 -18
  65. package/dist/light/DefaultLightRig.d.ts +19 -19
  66. package/dist/light/DefaultLightRig.js +77 -77
  67. package/dist/light/LightRigCreator.d.ts +9 -9
  68. package/dist/light/LightRigCreator.js +3 -3
  69. package/dist/material/CfgMaterial.d.ts +53 -53
  70. package/dist/material/CfgMaterial.js +454 -454
  71. package/dist/material/DummyMaterialCreator.d.ts +4 -4
  72. package/dist/material/DummyMaterialCreator.js +15 -15
  73. package/dist/material/material.d.ts +18 -18
  74. package/dist/material/material.js +128 -128
  75. package/dist/material/texture.d.ts +14 -14
  76. package/dist/material/texture.js +304 -304
  77. package/dist/nodes/CfgContentRootNode.d.ts +19 -19
  78. package/dist/nodes/CfgContentRootNode.js +75 -75
  79. package/dist/nodes/CfgDeferredMeshNode.d.ts +48 -48
  80. package/dist/nodes/CfgDeferredMeshNode.js +347 -347
  81. package/dist/nodes/CfgProductNode.d.ts +61 -61
  82. package/dist/nodes/CfgProductNode.js +486 -486
  83. package/dist/nodes/CfgSymNode.d.ts +42 -42
  84. package/dist/nodes/CfgSymNode.js +216 -216
  85. package/dist/nodes/CfgSymRootNode.d.ts +33 -33
  86. package/dist/nodes/CfgSymRootNode.js +175 -175
  87. package/dist/nodes/CfgTransformNode.d.ts +29 -29
  88. package/dist/nodes/CfgTransformNode.js +81 -81
  89. package/dist/scene/SceneCreator.d.ts +6 -6
  90. package/dist/scene/SceneCreator.js +22 -22
  91. package/dist/utilities/CfgBoundingBox.d.ts +16 -16
  92. package/dist/utilities/CfgBoundingBox.js +64 -64
  93. package/dist/utilities/utilities3D.d.ts +26 -26
  94. package/dist/utilities/utilities3D.js +187 -187
  95. package/dist/utilities/utilitiesColor.d.ts +18 -18
  96. package/dist/utilities/utilitiesColor.js +48 -48
  97. package/dist/utilities/utilitiesImage.d.ts +6 -6
  98. package/dist/utilities/utilitiesImage.js +107 -107
  99. package/dist/utilities/utilitiesSymRootIdentifier.d.ts +5 -5
  100. package/dist/utilities/utilitiesSymRootIdentifier.js +20 -20
  101. package/dist/view/BaseView.d.ts +70 -70
  102. package/dist/view/BaseView.js +291 -291
  103. package/dist/view/BaseViewConfiguration.d.ts +32 -32
  104. package/dist/view/BaseViewConfiguration.js +8 -8
  105. package/dist/view/RenderEnv.d.ts +38 -38
  106. package/dist/view/RenderEnv.js +7 -7
  107. package/dist/view/SingleProductDefaultCameraView.d.ts +33 -33
  108. package/dist/view/SingleProductDefaultCameraView.js +141 -140
  109. package/dist/view/SingleProductDefaultCameraViewConfiguration.d.ts +46 -44
  110. package/dist/view/SingleProductDefaultCameraViewConfiguration.js +11 -11
  111. package/dist/view/SingleProductView.d.ts +42 -42
  112. package/dist/view/SingleProductView.js +205 -205
  113. package/dist/view/SingleProductViewConfiguration.d.ts +32 -32
  114. package/dist/view/SingleProductViewConfiguration.js +19 -19
  115. package/package.json +5 -5
@@ -1,192 +1,192 @@
1
- import { VertexBuffer } from "@babylonjs/core/Meshes/buffer.js";
2
- // Will try to split the geometry along planes on the xy, yz and xz-planes for
3
- // a total of maximum 8 groups. If a triangle straddles a plane those groups
4
- // will be merged
5
- export function splitIndexQuick(logger, geo) {
6
- const indexArray = geo.getIndices();
7
- if (!indexArray) {
8
- logger.info("No index array, could not try split geo");
9
- return;
10
- }
11
- const indexCount = geo.getTotalIndices();
12
- if (indexCount === 0) {
13
- logger.warn("Empty geo index");
14
- return;
15
- }
16
- const positionArray = geo.getVerticesData(VertexBuffer.PositionKind);
17
- if (!positionArray) {
18
- logger.info("No position array, could not try split geo");
19
- return;
20
- }
21
- // Three axis, so max potential resultGroups 2^3
22
- const resultGroups = [[], [], [], [], [], [], [], []];
23
- for (let triIndex = 0; triIndex < indexCount; triIndex += 3) {
24
- const belongsInGroups = [];
25
- // For each triangle
26
- for (let i = triIndex; i < triIndex + 3; i++) {
27
- const offset = indexArray[i] * 3;
28
- let belongsIndex = 0;
29
- for (let c = 0; c < 3; c++) {
30
- belongsIndex += 0 <= positionArray[offset + c] ? 1 << c : 0;
31
- }
32
- if (!belongsInGroups.some((g) => g === belongsIndex)) {
33
- belongsInGroups.push(belongsIndex);
34
- }
35
- }
36
- const targetGroup = resultGroups[belongsInGroups[0]];
37
- // Merge groups straddled by this triangle (if needed)
38
- for (let i = 1; i < belongsInGroups.length; i++) {
39
- const resultGroupIndex = belongsInGroups[i];
40
- const otherGroup = resultGroups[resultGroupIndex];
41
- // Let this position in the result groups array point to the same group as they share
42
- // at least one triangle
43
- if (targetGroup !== otherGroup) {
44
- // The group can be in multiple positions
45
- let j = resultGroups.length;
46
- while (j--) {
47
- if (otherGroup === resultGroups[j]) {
48
- resultGroups[j] = targetGroup;
49
- }
50
- }
51
- const otherGroupLength = otherGroup.length;
52
- for (let j = 0; j < otherGroupLength; j++) {
53
- targetGroup.push(otherGroup[j]);
54
- }
55
- }
56
- }
57
- for (let i = triIndex; i < triIndex + 3; i++) {
58
- targetGroup.push(indexArray[i]);
59
- }
60
- }
61
- // Filter so that we only get one instance of each group and no empty groups
62
- let i = resultGroups.length;
63
- while (i--) {
64
- const group = resultGroups[i];
65
- if (group.length === 0) {
66
- resultGroups.splice(i, 1);
67
- continue;
68
- }
69
- let j = i;
70
- while (j--) {
71
- if (group === resultGroups[j]) {
72
- resultGroups.splice(i, 1);
73
- break;
74
- }
75
- }
76
- }
77
- return resultGroups;
78
- }
79
- export function splitIndexComplete(logger, geo, conf) {
80
- const { maxProgressGroups, maxFinalGroups, acceptCoordinateMatch } = conf;
81
- const indexArray = geo.getIndices();
82
- if (!indexArray) {
83
- logger.info("No index array, could not try split geo");
84
- return;
85
- }
86
- const indexCount = geo.getTotalIndices();
87
- if (indexCount === 0) {
88
- logger.warn("Empty geo index");
89
- return;
90
- }
91
- const positionArray = geo.getVerticesData(VertexBuffer.PositionKind);
92
- if (!positionArray) {
93
- logger.info("No position array, could not try split geo");
94
- return;
95
- }
96
- const resultGroups = [];
97
- let targetGroup;
98
- // Loop over each triangle in the index
99
- for (let triIndex = 0; triIndex < indexCount; triIndex += 3) {
100
- // Groups that neighbor this triangle
101
- const intersectingGroupIndices = [];
102
- const resultGroupsCount = resultGroups.length;
103
- if (maxProgressGroups < resultGroupsCount) {
104
- logger.info(`Geo split into too many groups while in progress`, `(max allowed ${maxProgressGroups})`);
105
- return;
106
- }
107
- // Loop over each group.
108
- for (let resultGroupIndex = 0; resultGroupIndex < resultGroupsCount; resultGroupIndex++) {
109
- const group = resultGroups[resultGroupIndex];
110
- const groupLength = group.length;
111
- let found = false;
112
- // For nodes in the current triangle
113
- for (let i = triIndex; i < triIndex + 3; i++) {
114
- let j = groupLength;
115
- // Loop backwards through indices in the group. Backwards since it's likely new
116
- // nodes will be close to previous ones
117
- while (j--) {
118
- if (indexArray[i] === group[j]) {
119
- intersectingGroupIndices.push(resultGroupIndex);
120
- found = true;
121
- break;
122
- }
123
- }
124
- if (found) {
125
- break;
126
- }
127
- }
128
- if (!found && acceptCoordinateMatch) {
129
- // For nodes in the current triangle
130
- for (let i = triIndex; i < triIndex + 3; i++) {
131
- let j = groupLength;
132
- // Loop backwards through indices in the group. Backwards since it's likely new
133
- // nodes will be close to previous ones
134
- while (j--) {
135
- const offset1 = indexArray[i] * 3;
136
- const offset2 = group[j] * 3;
137
- let c = 3;
138
- while (c--) {
139
- if (positionArray[offset1 + c] !== positionArray[offset2 + c]) {
140
- break;
141
- }
142
- }
143
- if (c === -1) {
144
- intersectingGroupIndices.push(resultGroupIndex);
145
- found = true;
146
- break;
147
- }
148
- }
149
- if (found) {
150
- break;
151
- }
152
- }
153
- }
154
- }
155
- targetGroup = undefined;
156
- const intersectingGroupIndicesCount = intersectingGroupIndices.length;
157
- if (intersectingGroupIndicesCount === 0) {
158
- // The triangle is not adjacent to any existing node in any group
159
- targetGroup = [];
160
- resultGroups.push(targetGroup);
161
- }
162
- else {
163
- let i = intersectingGroupIndicesCount - 1;
164
- // Pick one (probably not important which one) to merge the other groups into. If this
165
- // was the only one it will skip the loop
166
- targetGroup = resultGroups[intersectingGroupIndices[i]];
167
- // The nodes are sorted in ascending order. So we back through to nodes to allow us to
168
- // use splice without disturbing unbroken ground.
169
- while (i--) {
170
- // Move all nodes to the target group and remove this one, as the latest triangle
171
- // is adjacent to both
172
- const resultGroupIndex = intersectingGroupIndices[i];
173
- const group = resultGroups[resultGroupIndex];
174
- resultGroups.splice(resultGroupIndex, 1);
175
- const resultGroupCount = group.length;
176
- for (let j = 0; j < resultGroupCount; j++) {
177
- targetGroup.push(group[j]);
178
- }
179
- }
180
- }
181
- // Add the latest triangle to the target group
182
- for (let i = triIndex; i < triIndex + 3; i++) {
183
- targetGroup.push(indexArray[i]);
184
- }
185
- }
186
- const resultGroupsCount = resultGroups.length;
187
- if (resultGroupsCount > maxFinalGroups) {
188
- logger.info(`Geo split into too many final groups`, `(actual ${resultGroupsCount}, max allowed ${maxFinalGroups})`);
189
- return;
190
- }
191
- return resultGroups;
192
- }
1
+ import { VertexBuffer } from "@babylonjs/core/Meshes/buffer.js";
2
+ // Will try to split the geometry along planes on the xy, yz and xz-planes for
3
+ // a total of maximum 8 groups. If a triangle straddles a plane those groups
4
+ // will be merged
5
+ export function splitIndexQuick(logger, geo) {
6
+ const indexArray = geo.getIndices();
7
+ if (!indexArray) {
8
+ logger.info("No index array, could not try split geo");
9
+ return;
10
+ }
11
+ const indexCount = geo.getTotalIndices();
12
+ if (indexCount === 0) {
13
+ logger.warn("Empty geo index");
14
+ return;
15
+ }
16
+ const positionArray = geo.getVerticesData(VertexBuffer.PositionKind);
17
+ if (!positionArray) {
18
+ logger.info("No position array, could not try split geo");
19
+ return;
20
+ }
21
+ // Three axis, so max potential resultGroups 2^3
22
+ const resultGroups = [[], [], [], [], [], [], [], []];
23
+ for (let triIndex = 0; triIndex < indexCount; triIndex += 3) {
24
+ const belongsInGroups = [];
25
+ // For each triangle
26
+ for (let i = triIndex; i < triIndex + 3; i++) {
27
+ const offset = indexArray[i] * 3;
28
+ let belongsIndex = 0;
29
+ for (let c = 0; c < 3; c++) {
30
+ belongsIndex += 0 <= positionArray[offset + c] ? 1 << c : 0;
31
+ }
32
+ if (!belongsInGroups.some((g) => g === belongsIndex)) {
33
+ belongsInGroups.push(belongsIndex);
34
+ }
35
+ }
36
+ const targetGroup = resultGroups[belongsInGroups[0]];
37
+ // Merge groups straddled by this triangle (if needed)
38
+ for (let i = 1; i < belongsInGroups.length; i++) {
39
+ const resultGroupIndex = belongsInGroups[i];
40
+ const otherGroup = resultGroups[resultGroupIndex];
41
+ // Let this position in the result groups array point to the same group as they share
42
+ // at least one triangle
43
+ if (targetGroup !== otherGroup) {
44
+ // The group can be in multiple positions
45
+ let j = resultGroups.length;
46
+ while (j--) {
47
+ if (otherGroup === resultGroups[j]) {
48
+ resultGroups[j] = targetGroup;
49
+ }
50
+ }
51
+ const otherGroupLength = otherGroup.length;
52
+ for (let j = 0; j < otherGroupLength; j++) {
53
+ targetGroup.push(otherGroup[j]);
54
+ }
55
+ }
56
+ }
57
+ for (let i = triIndex; i < triIndex + 3; i++) {
58
+ targetGroup.push(indexArray[i]);
59
+ }
60
+ }
61
+ // Filter so that we only get one instance of each group and no empty groups
62
+ let i = resultGroups.length;
63
+ while (i--) {
64
+ const group = resultGroups[i];
65
+ if (group.length === 0) {
66
+ resultGroups.splice(i, 1);
67
+ continue;
68
+ }
69
+ let j = i;
70
+ while (j--) {
71
+ if (group === resultGroups[j]) {
72
+ resultGroups.splice(i, 1);
73
+ break;
74
+ }
75
+ }
76
+ }
77
+ return resultGroups;
78
+ }
79
+ export function splitIndexComplete(logger, geo, conf) {
80
+ const { maxProgressGroups, maxFinalGroups, acceptCoordinateMatch } = conf;
81
+ const indexArray = geo.getIndices();
82
+ if (!indexArray) {
83
+ logger.info("No index array, could not try split geo");
84
+ return;
85
+ }
86
+ const indexCount = geo.getTotalIndices();
87
+ if (indexCount === 0) {
88
+ logger.warn("Empty geo index");
89
+ return;
90
+ }
91
+ const positionArray = geo.getVerticesData(VertexBuffer.PositionKind);
92
+ if (!positionArray) {
93
+ logger.info("No position array, could not try split geo");
94
+ return;
95
+ }
96
+ const resultGroups = [];
97
+ let targetGroup;
98
+ // Loop over each triangle in the index
99
+ for (let triIndex = 0; triIndex < indexCount; triIndex += 3) {
100
+ // Groups that neighbor this triangle
101
+ const intersectingGroupIndices = [];
102
+ const resultGroupsCount = resultGroups.length;
103
+ if (maxProgressGroups < resultGroupsCount) {
104
+ logger.info(`Geo split into too many groups while in progress`, `(max allowed ${maxProgressGroups})`);
105
+ return;
106
+ }
107
+ // Loop over each group.
108
+ for (let resultGroupIndex = 0; resultGroupIndex < resultGroupsCount; resultGroupIndex++) {
109
+ const group = resultGroups[resultGroupIndex];
110
+ const groupLength = group.length;
111
+ let found = false;
112
+ // For nodes in the current triangle
113
+ for (let i = triIndex; i < triIndex + 3; i++) {
114
+ let j = groupLength;
115
+ // Loop backwards through indices in the group. Backwards since it's likely new
116
+ // nodes will be close to previous ones
117
+ while (j--) {
118
+ if (indexArray[i] === group[j]) {
119
+ intersectingGroupIndices.push(resultGroupIndex);
120
+ found = true;
121
+ break;
122
+ }
123
+ }
124
+ if (found) {
125
+ break;
126
+ }
127
+ }
128
+ if (!found && acceptCoordinateMatch) {
129
+ // For nodes in the current triangle
130
+ for (let i = triIndex; i < triIndex + 3; i++) {
131
+ let j = groupLength;
132
+ // Loop backwards through indices in the group. Backwards since it's likely new
133
+ // nodes will be close to previous ones
134
+ while (j--) {
135
+ const offset1 = indexArray[i] * 3;
136
+ const offset2 = group[j] * 3;
137
+ let c = 3;
138
+ while (c--) {
139
+ if (positionArray[offset1 + c] !== positionArray[offset2 + c]) {
140
+ break;
141
+ }
142
+ }
143
+ if (c === -1) {
144
+ intersectingGroupIndices.push(resultGroupIndex);
145
+ found = true;
146
+ break;
147
+ }
148
+ }
149
+ if (found) {
150
+ break;
151
+ }
152
+ }
153
+ }
154
+ }
155
+ targetGroup = undefined;
156
+ const intersectingGroupIndicesCount = intersectingGroupIndices.length;
157
+ if (intersectingGroupIndicesCount === 0) {
158
+ // The triangle is not adjacent to any existing node in any group
159
+ targetGroup = [];
160
+ resultGroups.push(targetGroup);
161
+ }
162
+ else {
163
+ let i = intersectingGroupIndicesCount - 1;
164
+ // Pick one (probably not important which one) to merge the other groups into. If this
165
+ // was the only one it will skip the loop
166
+ targetGroup = resultGroups[intersectingGroupIndices[i]];
167
+ // The nodes are sorted in ascending order. So we back through to nodes to allow us to
168
+ // use splice without disturbing unbroken ground.
169
+ while (i--) {
170
+ // Move all nodes to the target group and remove this one, as the latest triangle
171
+ // is adjacent to both
172
+ const resultGroupIndex = intersectingGroupIndices[i];
173
+ const group = resultGroups[resultGroupIndex];
174
+ resultGroups.splice(resultGroupIndex, 1);
175
+ const resultGroupCount = group.length;
176
+ for (let j = 0; j < resultGroupCount; j++) {
177
+ targetGroup.push(group[j]);
178
+ }
179
+ }
180
+ }
181
+ // Add the latest triangle to the target group
182
+ for (let i = triIndex; i < triIndex + 3; i++) {
183
+ targetGroup.push(indexArray[i]);
184
+ }
185
+ }
186
+ const resultGroupsCount = resultGroups.length;
187
+ if (resultGroupsCount > maxFinalGroups) {
188
+ logger.info(`Geo split into too many final groups`, `(actual ${resultGroupsCount}, max allowed ${maxFinalGroups})`);
189
+ return;
190
+ }
191
+ return resultGroups;
192
+ }
package/dist/index.d.ts CHANGED
@@ -1,14 +1,14 @@
1
- export * from "./animation/coordinator/CoordinatorDropAndSpin.js";
2
- export * from "./animation/coordinator/CoordinatorPulseBounce.js";
3
- export * from "./animation/coordinator/CoordinatorPulseHighlight.js";
4
- export * from "./animation/coordinator/CoordinatorPulseInflate.js";
5
- export * from "./camera/CfgOrbitalCameraControlProps.js";
6
- export * from "./utilities/utilities3D.js";
7
- export * from "./view/BaseView.js";
8
- export * from "./view/BaseViewConfiguration.js";
9
- export * from "./view/RenderEnv.js";
10
- export * from "./view/SingleProductDefaultCameraView.js";
11
- export * from "./view/SingleProductDefaultCameraViewConfiguration.js";
12
- export * from "./view/SingleProductView.js";
13
- export * from "./view/SingleProductViewConfiguration.js";
1
+ export * from "./animation/coordinator/CoordinatorDropAndSpin.js";
2
+ export * from "./animation/coordinator/CoordinatorPulseBounce.js";
3
+ export * from "./animation/coordinator/CoordinatorPulseHighlight.js";
4
+ export * from "./animation/coordinator/CoordinatorPulseInflate.js";
5
+ export * from "./camera/CfgOrbitalCameraControlProps.js";
6
+ export * from "./utilities/utilities3D.js";
7
+ export * from "./view/BaseView.js";
8
+ export * from "./view/BaseViewConfiguration.js";
9
+ export * from "./view/RenderEnv.js";
10
+ export * from "./view/SingleProductDefaultCameraView.js";
11
+ export * from "./view/SingleProductDefaultCameraViewConfiguration.js";
12
+ export * from "./view/SingleProductView.js";
13
+ export * from "./view/SingleProductViewConfiguration.js";
14
14
  //# sourceMappingURL=index.d.ts.map
package/dist/index.js CHANGED
@@ -1,13 +1,13 @@
1
- export * from "./animation/coordinator/CoordinatorDropAndSpin.js";
2
- export * from "./animation/coordinator/CoordinatorPulseBounce.js";
3
- export * from "./animation/coordinator/CoordinatorPulseHighlight.js";
4
- export * from "./animation/coordinator/CoordinatorPulseInflate.js";
5
- export * from "./camera/CfgOrbitalCameraControlProps.js";
6
- export * from "./utilities/utilities3D.js";
7
- export * from "./view/BaseView.js";
8
- export * from "./view/BaseViewConfiguration.js";
9
- export * from "./view/RenderEnv.js";
10
- export * from "./view/SingleProductDefaultCameraView.js";
11
- export * from "./view/SingleProductDefaultCameraViewConfiguration.js";
12
- export * from "./view/SingleProductView.js";
13
- export * from "./view/SingleProductViewConfiguration.js";
1
+ export * from "./animation/coordinator/CoordinatorDropAndSpin.js";
2
+ export * from "./animation/coordinator/CoordinatorPulseBounce.js";
3
+ export * from "./animation/coordinator/CoordinatorPulseHighlight.js";
4
+ export * from "./animation/coordinator/CoordinatorPulseInflate.js";
5
+ export * from "./camera/CfgOrbitalCameraControlProps.js";
6
+ export * from "./utilities/utilities3D.js";
7
+ export * from "./view/BaseView.js";
8
+ export * from "./view/BaseViewConfiguration.js";
9
+ export * from "./view/RenderEnv.js";
10
+ export * from "./view/SingleProductDefaultCameraView.js";
11
+ export * from "./view/SingleProductDefaultCameraViewConfiguration.js";
12
+ export * from "./view/SingleProductView.js";
13
+ export * from "./view/SingleProductViewConfiguration.js";
@@ -1,9 +1,9 @@
1
- import { DirectionalLight } from "@babylonjs/core/Lights/directionalLight.js";
2
- import { Color3 } from "@babylonjs/core/Maths/math.color.js";
3
- import { Vector3 } from "@babylonjs/core/Maths/math.vector.js";
4
- import { Node } from "@babylonjs/core/node.js";
5
- import { Scene } from "@babylonjs/core/scene.js";
6
- export declare class CfgDirectionalLight extends DirectionalLight {
7
- constructor(name: string, scene: Scene, parent?: Node, direction?: Vector3, color?: Color3 | string | number, intensity?: number);
8
- }
1
+ import { DirectionalLight } from "@babylonjs/core/Lights/directionalLight.js";
2
+ import { Color3 } from "@babylonjs/core/Maths/math.color.js";
3
+ import { Vector3 } from "@babylonjs/core/Maths/math.vector.js";
4
+ import { Node } from "@babylonjs/core/node.js";
5
+ import { Scene } from "@babylonjs/core/scene.js";
6
+ export declare class CfgDirectionalLight extends DirectionalLight {
7
+ constructor(name: string, scene: Scene, parent?: Node, direction?: Vector3, color?: Color3 | string | number, intensity?: number);
8
+ }
9
9
  //# sourceMappingURL=CfgDirectionalLight.d.ts.map
@@ -1,18 +1,18 @@
1
- import { DirectionalLight } from "@babylonjs/core/Lights/directionalLight.js";
2
- import { Vector3 } from "@babylonjs/core/Maths/math.vector.js";
3
- import { toColor3 } from "../utilities/utilitiesColor.js";
4
- export class CfgDirectionalLight extends DirectionalLight {
5
- constructor(name, scene, parent, direction, color, intensity) {
6
- if (direction === undefined) {
7
- direction = Vector3.Down();
8
- }
9
- super(name, direction, scene);
10
- if (parent) {
11
- this.parent = parent;
12
- }
13
- this.specular = this.diffuse = toColor3(color);
14
- if (intensity !== undefined) {
15
- this.intensity = intensity;
16
- }
17
- }
18
- }
1
+ import { DirectionalLight } from "@babylonjs/core/Lights/directionalLight.js";
2
+ import { Vector3 } from "@babylonjs/core/Maths/math.vector.js";
3
+ import { toColor3 } from "../utilities/utilitiesColor.js";
4
+ export class CfgDirectionalLight extends DirectionalLight {
5
+ constructor(name, scene, parent, direction, color, intensity) {
6
+ if (direction === undefined) {
7
+ direction = Vector3.Down();
8
+ }
9
+ super(name, direction, scene);
10
+ if (parent) {
11
+ this.parent = parent;
12
+ }
13
+ this.specular = this.diffuse = toColor3(color);
14
+ if (intensity !== undefined) {
15
+ this.intensity = intensity;
16
+ }
17
+ }
18
+ }
@@ -1,8 +1,8 @@
1
- import { HemisphericLight } from "@babylonjs/core/Lights/hemisphericLight.js";
2
- import { Color3 } from "@babylonjs/core/Maths/math.color.js";
3
- import { Node } from "@babylonjs/core/node.js";
4
- import { Scene } from "@babylonjs/core/scene.js";
5
- export declare class CfgHemisphericLight extends HemisphericLight {
6
- constructor(name: string, scene: Scene, parent?: Node, color?: Color3 | string | number, intensity?: number);
7
- }
1
+ import { HemisphericLight } from "@babylonjs/core/Lights/hemisphericLight.js";
2
+ import { Color3 } from "@babylonjs/core/Maths/math.color.js";
3
+ import { Node } from "@babylonjs/core/node.js";
4
+ import { Scene } from "@babylonjs/core/scene.js";
5
+ export declare class CfgHemisphericLight extends HemisphericLight {
6
+ constructor(name: string, scene: Scene, parent?: Node, color?: Color3 | string | number, intensity?: number);
7
+ }
8
8
  //# sourceMappingURL=CfgHemisphericLight.d.ts.map
@@ -1,17 +1,17 @@
1
- import { HemisphericLight } from "@babylonjs/core/Lights/hemisphericLight.js";
2
- import { Color3 } from "@babylonjs/core/Maths/math.color.js";
3
- import { Vector3 } from "@babylonjs/core/Maths/math.vector.js";
4
- import { toColor3 } from "../utilities/utilitiesColor.js";
5
- export class CfgHemisphericLight extends HemisphericLight {
6
- constructor(name, scene, parent, color, intensity) {
7
- super(name, new Vector3(0, 0, 1), scene);
8
- if (parent) {
9
- this.parent = parent;
10
- }
11
- this.groundColor = Color3.Black();
12
- this.specular = this.diffuse = toColor3(color);
13
- if (intensity !== undefined) {
14
- this.intensity = intensity;
15
- }
16
- }
17
- }
1
+ import { HemisphericLight } from "@babylonjs/core/Lights/hemisphericLight.js";
2
+ import { Color3 } from "@babylonjs/core/Maths/math.color.js";
3
+ import { Vector3 } from "@babylonjs/core/Maths/math.vector.js";
4
+ import { toColor3 } from "../utilities/utilitiesColor.js";
5
+ export class CfgHemisphericLight extends HemisphericLight {
6
+ constructor(name, scene, parent, color, intensity) {
7
+ super(name, new Vector3(0, 0, 1), scene);
8
+ if (parent) {
9
+ this.parent = parent;
10
+ }
11
+ this.groundColor = Color3.Black();
12
+ this.specular = this.diffuse = toColor3(color);
13
+ if (intensity !== undefined) {
14
+ this.intensity = intensity;
15
+ }
16
+ }
17
+ }
@@ -1,9 +1,9 @@
1
- import { PointLight } from "@babylonjs/core/Lights/pointLight.js";
2
- import { Color3 } from "@babylonjs/core/Maths/math.color.js";
3
- import { Vector3 } from "@babylonjs/core/Maths/math.vector.js";
4
- import { Node } from "@babylonjs/core/node.js";
5
- import { Scene } from "@babylonjs/core/scene.js";
6
- export declare class CfgPointLight extends PointLight {
7
- constructor(name: string, scene: Scene, parent?: Node, position?: Vector3, color?: Color3 | string | number, intensity?: number);
8
- }
1
+ import { PointLight } from "@babylonjs/core/Lights/pointLight.js";
2
+ import { Color3 } from "@babylonjs/core/Maths/math.color.js";
3
+ import { Vector3 } from "@babylonjs/core/Maths/math.vector.js";
4
+ import { Node } from "@babylonjs/core/node.js";
5
+ import { Scene } from "@babylonjs/core/scene.js";
6
+ export declare class CfgPointLight extends PointLight {
7
+ constructor(name: string, scene: Scene, parent?: Node, position?: Vector3, color?: Color3 | string | number, intensity?: number);
8
+ }
9
9
  //# sourceMappingURL=CfgPointLight.d.ts.map
@@ -1,18 +1,18 @@
1
- import { PointLight } from "@babylonjs/core/Lights/pointLight.js";
2
- import { Vector3 } from "@babylonjs/core/Maths/math.vector.js";
3
- import { toColor3 } from "../utilities/utilitiesColor.js";
4
- export class CfgPointLight extends PointLight {
5
- constructor(name, scene, parent, position, color, intensity) {
6
- if (position === undefined) {
7
- position = Vector3.Zero();
8
- }
9
- super(name, position, scene);
10
- if (parent) {
11
- this.parent = parent;
12
- }
13
- this.specular = this.diffuse = toColor3(color);
14
- if (intensity !== undefined) {
15
- this.intensity = intensity;
16
- }
17
- }
18
- }
1
+ import { PointLight } from "@babylonjs/core/Lights/pointLight.js";
2
+ import { Vector3 } from "@babylonjs/core/Maths/math.vector.js";
3
+ import { toColor3 } from "../utilities/utilitiesColor.js";
4
+ export class CfgPointLight extends PointLight {
5
+ constructor(name, scene, parent, position, color, intensity) {
6
+ if (position === undefined) {
7
+ position = Vector3.Zero();
8
+ }
9
+ super(name, position, scene);
10
+ if (parent) {
11
+ this.parent = parent;
12
+ }
13
+ this.specular = this.diffuse = toColor3(color);
14
+ if (intensity !== undefined) {
15
+ this.intensity = intensity;
16
+ }
17
+ }
18
+ }
@@ -1,20 +1,20 @@
1
- import { Node } from "@babylonjs/core/node.js";
2
- import { Scene } from "@babylonjs/core/scene.js";
3
- import { LightRig, LightRigCreator } from "./LightRigCreator.js";
4
- export declare const getDefaultLightRigCreator: (relativeToCamera: boolean) => LightRigCreator;
5
- export declare class DefaultLightRig extends LightRig {
6
- private _allLights;
7
- private _allPointLights;
8
- private _defaultIntensities;
9
- private _dimLevel;
10
- get dimLevel(): number;
11
- set dimLevel(v: number);
12
- private _scale;
13
- get scale(): number;
14
- set scale(v: number);
15
- private applyDimLevel;
16
- private applyScale;
17
- constructor(scene: Scene, target: Node | undefined);
18
- get lightCount(): number;
19
- }
1
+ import { Node } from "@babylonjs/core/node.js";
2
+ import { Scene } from "@babylonjs/core/scene.js";
3
+ import { LightRig, LightRigCreator } from "./LightRigCreator.js";
4
+ export declare const getDefaultLightRigCreator: (relativeToCamera: boolean) => LightRigCreator;
5
+ export declare class DefaultLightRig extends LightRig {
6
+ private _allLights;
7
+ private _allPointLights;
8
+ private _defaultIntensities;
9
+ private _dimLevel;
10
+ get dimLevel(): number;
11
+ set dimLevel(v: number);
12
+ private _scale;
13
+ get scale(): number;
14
+ set scale(v: number);
15
+ private applyDimLevel;
16
+ private applyScale;
17
+ constructor(scene: Scene, target: Node | undefined);
18
+ get lightCount(): number;
19
+ }
20
20
  //# sourceMappingURL=DefaultLightRig.d.ts.map