@displayxr/inline3d 1.10.1 → 1.12.0
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.
- package/CHANGELOG.md +90 -0
- package/README.md +27 -5
- package/js/inline3d-model-entry.js +242 -0
- package/js/inline3d-model-playcanvas.js +754 -0
- package/js/inline3d-playcanvas-engine.js +77 -0
- package/js/inline3d-splat-playcanvas.js +345 -22
- package/js/inline3d-splat-shared.js +121 -0
- package/js/inline3d-splat.js +56 -2
- package/model.d.ts +109 -30
- package/package.json +15 -3
- package/splat.d.ts +68 -0
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// inline3d-playcanvas-engine.js — the slice of `playcanvas` the SDK's two PlayCanvas backends use,
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// as NAMED re-exports.
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//
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// Internal. ./model and ./splat import THIS module (dynamically) instead of `import('playcanvas')`.
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// A dynamic import of the package hands back its whole namespace, and a bundler cannot know which
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// members a namespace object will be asked for — so it keeps all of them: the full engine
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// (physics, UI, audio, particles, XR, the WebGPU backend …) lands in the page's bundle. Naming
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// the members here is what lets a bundler drop everything else. The page's own `import … from
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// 'playcanvas'` still resolves to the SAME module instance, so entities a page adds under
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// `handle.engine.root` are the engine's own types.
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//
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// Adding an engine member to either adapter? Add it here too; test/playcanvas-engine.test.mjs
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// fails on a `pc.X` the adapters read that this list does not export.
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export {
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// app + device
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AppBase,
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AppOptions,
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createGraphicsDevice,
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DEVICETYPE_WEBGL2,
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RESOLUTION_FIXED,
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// component systems + resource handlers (PLAYCANVAS_SYSTEMS / PLAYCANVAS_HANDLERS)
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CameraComponentSystem,
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GSplatComponentSystem,
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RenderComponentSystem,
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LightComponentSystem,
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AnimComponentSystem,
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TextureHandler,
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GSplatHandler,
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ContainerHandler,
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// scene graph + cameras
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Entity,
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GraphNode,
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Camera,
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RenderView,
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Asset,
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Color,
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Vec4,
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Quat,
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LAYERID_SKYBOX,
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LAYERID_UI,
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// materials / meshes (the edge feather)
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Mesh,
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MeshInstance,
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ShaderMaterial,
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BlendState,
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BLENDEQUATION_ADD,
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BLENDMODE_SRC_ALPHA,
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BLENDMODE_ZERO,
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CULLFACE_NONE,
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SEMANTIC_POSITION,
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SEMANTIC_TEXCOORD0,
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ShaderChunks,
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SHADERLANGUAGE_GLSL,
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// splats
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WORKBUFFER_UPDATE_ALWAYS,
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WORKBUFFER_UPDATE_ONCE,
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// tone mapping (TONE_MAPPINGS)
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TONEMAP_NONE,
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TONEMAP_LINEAR,
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TONEMAP_NEUTRAL,
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TONEMAP_ACES,
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TONEMAP_ACES2,
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TONEMAP_FILMIC,
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TONEMAP_HEJL,
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// lighting (./model)
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Texture,
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EnvLighting,
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PIXELFORMAT_RGBA8,
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TEXTURETYPE_RGBE,
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TEXTUREPROJECTION_EQUIRECT,
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ADDRESS_REPEAT,
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ADDRESS_CLAMP_TO_EDGE,
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// compressed glTF (./model)
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dracoInitialize,
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basisInitialize,
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version,
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} from 'playcanvas';
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