@displayxr/inline3d 1.10.1 → 1.12.0

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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';