@driftengine/assets 3.61.0
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/LICENSE +202 -0
- package/NOTICE +9 -0
- package/README.md +9 -0
- package/dist/assetPath.d.ts +51 -0
- package/dist/assetPath.js +59 -0
- package/dist/coarseLevel.d.ts +94 -0
- package/dist/coarseLevel.js +606 -0
- package/dist/dds.d.ts +41 -0
- package/dist/dds.js +425 -0
- package/dist/drawKey.d.ts +64 -0
- package/dist/drawKey.js +42 -0
- package/dist/drftLoader.d.ts +420 -0
- package/dist/drftLoader.js +996 -0
- package/dist/drftTextures.d.ts +87 -0
- package/dist/drftTextures.js +138 -0
- package/dist/fbx.d.ts +86 -0
- package/dist/fbx.js +792 -0
- package/dist/fbxHarness.d.ts +68 -0
- package/dist/fbxHarness.js +185 -0
- package/dist/fbxInflate.d.ts +60 -0
- package/dist/fbxInflate.js +204 -0
- package/dist/fbxMaterial.d.ts +87 -0
- package/dist/fbxMaterial.js +345 -0
- package/dist/fbxRig.d.ts +130 -0
- package/dist/fbxRig.js +601 -0
- package/dist/gltf.d.ts +242 -0
- package/dist/gltf.js +904 -0
- package/dist/gltfAccessor.d.ts +2 -0
- package/dist/gltfAccessor.js +106 -0
- package/dist/gltfSkin.d.ts +32 -0
- package/dist/gltfSkin.js +144 -0
- package/dist/iesPhotometry.d.ts +44 -0
- package/dist/iesPhotometry.js +94 -0
- package/dist/imageInfo.d.ts +31 -0
- package/dist/imageInfo.js +119 -0
- package/dist/index.d.ts +58 -0
- package/dist/index.js +132 -0
- package/dist/kn5.d.ts +158 -0
- package/dist/kn5.js +557 -0
- package/dist/loadProgress.d.ts +118 -0
- package/dist/loadProgress.js +1 -0
- package/dist/localise.d.ts +35 -0
- package/dist/localise.js +253 -0
- package/dist/obj.d.ts +54 -0
- package/dist/obj.js +335 -0
- package/dist/orient.d.ts +104 -0
- package/dist/orient.js +241 -0
- package/dist/radianceHdr.d.ts +36 -0
- package/dist/radianceHdr.js +172 -0
- package/dist/readModel.d.ts +153 -0
- package/dist/readModel.js +386 -0
- package/dist/recognise.d.ts +38 -0
- package/dist/recognise.js +97 -0
- package/dist/stl.d.ts +22 -0
- package/dist/stl.js +131 -0
- package/dist/tangentOrder.d.ts +24 -0
- package/dist/tangentOrder.js +31 -0
- package/dist/threemf.d.ts +46 -0
- package/dist/threemf.js +254 -0
- package/dist/uploadBudget.d.ts +82 -0
- package/dist/uploadBudget.js +86 -0
- package/dist/usd.d.ts +49 -0
- package/dist/usd.js +542 -0
- package/dist/weld.d.ts +44 -0
- package/dist/weld.js +237 -0
- package/dist/zip.d.ts +35 -0
- package/dist/zip.js +110 -0
- package/package.json +61 -0
- package/src/assetPath.ts +79 -0
- package/src/coarseLevel.ts +720 -0
- package/src/dds.ts +507 -0
- package/src/drawKey.ts +91 -0
- package/src/drftLoader.ts +1197 -0
- package/src/drftTextures.ts +153 -0
- package/src/fbx.ts +934 -0
- package/src/fbxHarness.ts +215 -0
- package/src/fbxInflate.ts +258 -0
- package/src/fbxMaterial.ts +410 -0
- package/src/fbxRig.ts +652 -0
- package/src/gltf.ts +1161 -0
- package/src/gltfAccessor.ts +127 -0
- package/src/gltfSkin.ts +210 -0
- package/src/iesPhotometry.ts +136 -0
- package/src/imageInfo.ts +130 -0
- package/src/index.ts +162 -0
- package/src/kn5.ts +705 -0
- package/src/loadProgress.ts +131 -0
- package/src/localise.ts +275 -0
- package/src/obj.ts +386 -0
- package/src/orient.ts +262 -0
- package/src/radianceHdr.ts +195 -0
- package/src/readModel.ts +515 -0
- package/src/recognise.ts +124 -0
- package/src/stl.ts +147 -0
- package/src/tangentOrder.ts +32 -0
- package/src/threemf.ts +303 -0
- package/src/uploadBudget.ts +90 -0
- package/src/usd.ts +642 -0
- package/src/weld.ts +264 -0
- package/src/zip.ts +130 -0
package/LICENSE
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Copyright 2026 Drift Technologies
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package/NOTICE
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DriftEngine
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Copyright 2026 Drift Technologies
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This product includes software developed at Drift Technologies
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(https://github.com/drftrun/driftengine).
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Licensed under the Apache License, Version 2.0. Section 4(d) of that licence
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requires this NOTICE to be reproduced in any derivative work you distribute,
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in the source, the documentation, or a display generated by the work.
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package/README.md
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# @driftengine/assets
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Model readers for seven formats, and the streaming loader that uploads them.
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**Cost: 12.5 KB gzipped on top of core.** Measured by `scripts/size-gate.test.mjs`, which fails if it drifts more than
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3% — the number is a fact about the build rather than a claim in a document.
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Part of [DriftEngine](../../README.md). See [`docs/ARCHITECTURE.md`](../../docs/ARCHITECTURE.md)
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for how the packages divide, and why some features are compiled into core on demand instead.
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/**
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* Turning a path a model file wrote into paths worth trying. One responsibility: candidates.
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*
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* **No filesystem, no network, no opinion about either.** This is string work only, and it
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* exists because every format has the same problem and none of them solve it: a model names
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* its textures with a path that was true on the machine that exported it, and is true almost
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* nowhere else. Deciding *how* to look is the host's job, because only the host knows
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* whether it is reading a folder, a zip, a URL or a bundle somebody dragged in. Deciding
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* *what to look for* is the same everywhere, so it is written once, here.
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*
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* What goes wrong without it, from the asset this was built against:
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*
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* - `textures\carbon.jpg` uses backslashes, which are a path separator on one platform and
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* an ordinary filename character on the others.
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* - the absolute path beside it is `G:\SketchfabRipper_v1.18.0-b2\tools\blender-292\...`,
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16
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* a drive on somebody else's computer. Trying it cannot succeed and, on a host that maps
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17
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* unknown roots, is the one candidate that could succeed *wrongly*.
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* - the file may have been moved since export, so the basename alone, beside the model or
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* in the folder next to it, is worth trying after the declared path and never before it.
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*
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* Order matters and is the whole value: most specific first, so an asset carrying two
|
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* `wheel.jpg` files in different folders resolves each to its own rather than to whichever
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* the search happened to reach.
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+
*/
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25
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/**
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* A texture a model named, with its bytes when the model carried them inline.
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*
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* One type for both cases because the difference is the *format's* business and not the
|
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* baker's: glTF may embed an image in its binary chunk or in a data URI, and may equally
|
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* point at a file beside itself, while FBX and OBJ only ever name a path. A reader reports
|
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* whichever it has, and the resolver looks up only what arrived without bytes.
|
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+
*/
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export interface AssetReference {
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/** What the source called it. Used to address the texture later, and to find it now. */
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readonly name: string;
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/** Present when the model carried the image itself, so nothing needs resolving. */
|
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readonly bytes?: Uint8Array;
|
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+
}
|
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+
/** Everything after the last separator. */
|
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40
|
+
export declare function basenameOf(declared: string): string;
|
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+
/**
|
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* Paths to try for a reference, best first, relative to the folder holding the model.
|
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+
*
|
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+
* Deduplicated, because a texture declared as plain `carbon.jpg` would otherwise produce the
|
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+
* same candidate three times, and a host that logs its attempts would report three failures
|
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* for one missing file.
|
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+
*
|
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+
* `subfolders` are the conventional places a bundle puts its images. They are tried with the
|
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+
* basename only, and last, so they can never outrank a path the file actually stated.
|
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+
*/
|
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+
export declare function assetCandidates(declared: string, subfolders?: readonly string[]): string[];
|
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@@ -0,0 +1,59 @@
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1
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+
/**
|
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2
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+
* Turning a path a model file wrote into paths worth trying. One responsibility: candidates.
|
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3
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+
*
|
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4
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+
* **No filesystem, no network, no opinion about either.** This is string work only, and it
|
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5
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+
* exists because every format has the same problem and none of them solve it: a model names
|
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6
|
+
* its textures with a path that was true on the machine that exported it, and is true almost
|
|
7
|
+
* nowhere else. Deciding *how* to look is the host's job, because only the host knows
|
|
8
|
+
* whether it is reading a folder, a zip, a URL or a bundle somebody dragged in. Deciding
|
|
9
|
+
* *what to look for* is the same everywhere, so it is written once, here.
|
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10
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+
*
|
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11
|
+
* What goes wrong without it, from the asset this was built against:
|
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12
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+
*
|
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13
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+
* - `textures\carbon.jpg` uses backslashes, which are a path separator on one platform and
|
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14
|
+
* an ordinary filename character on the others.
|
|
15
|
+
* - the absolute path beside it is `G:\SketchfabRipper_v1.18.0-b2\tools\blender-292\...`,
|
|
16
|
+
* a drive on somebody else's computer. Trying it cannot succeed and, on a host that maps
|
|
17
|
+
* unknown roots, is the one candidate that could succeed *wrongly*.
|
|
18
|
+
* - the file may have been moved since export, so the basename alone, beside the model or
|
|
19
|
+
* in the folder next to it, is worth trying after the declared path and never before it.
|
|
20
|
+
*
|
|
21
|
+
* Order matters and is the whole value: most specific first, so an asset carrying two
|
|
22
|
+
* `wheel.jpg` files in different folders resolves each to its own rather than to whichever
|
|
23
|
+
* the search happened to reach.
|
|
24
|
+
*/
|
|
25
|
+
/** Backslashes to forward slashes, and any drive letter or leading root removed. */
|
|
26
|
+
function normalise(declared) {
|
|
27
|
+
const forward = declared.replace(/\\/g, '/');
|
|
28
|
+
/* `C:/x`, `//host/x` and `/x` are all absolute somewhere; keep only the part below them. */
|
|
29
|
+
return forward.replace(/^[a-zA-Z]:\//, '').replace(/^\/+/, '');
|
|
30
|
+
}
|
|
31
|
+
/** Everything after the last separator. */
|
|
32
|
+
export function basenameOf(declared) {
|
|
33
|
+
const normalised = normalise(declared);
|
|
34
|
+
return normalised.slice(normalised.lastIndexOf('/') + 1);
|
|
35
|
+
}
|
|
36
|
+
/**
|
|
37
|
+
* Paths to try for a reference, best first, relative to the folder holding the model.
|
|
38
|
+
*
|
|
39
|
+
* Deduplicated, because a texture declared as plain `carbon.jpg` would otherwise produce the
|
|
40
|
+
* same candidate three times, and a host that logs its attempts would report three failures
|
|
41
|
+
* for one missing file.
|
|
42
|
+
*
|
|
43
|
+
* `subfolders` are the conventional places a bundle puts its images. They are tried with the
|
|
44
|
+
* basename only, and last, so they can never outrank a path the file actually stated.
|
|
45
|
+
*/
|
|
46
|
+
export function assetCandidates(declared, subfolders = ['textures', 'Textures', 'tex', 'maps', 'images']) {
|
|
47
|
+
const normalised = normalise(declared);
|
|
48
|
+
if (normalised === '')
|
|
49
|
+
return [];
|
|
50
|
+
const base = basenameOf(declared);
|
|
51
|
+
const out = [normalised];
|
|
52
|
+
/* A declared path with folders in it may have lost them; the basename beside the model
|
|
53
|
+
is the single most common way an asset arrives after being repacked. */
|
|
54
|
+
if (base !== normalised)
|
|
55
|
+
out.push(base);
|
|
56
|
+
for (const folder of subfolders)
|
|
57
|
+
out.push(`${folder}/${base}`);
|
|
58
|
+
return [...new Set(out)];
|
|
59
|
+
}
|
|
@@ -0,0 +1,94 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* One coarse mesh standing in for a whole asset, so a load can start with an outline.
|
|
3
|
+
*
|
|
4
|
+
* docs/FORMAT.md §4.6 argues for this and states the two things that make it worth building:
|
|
5
|
+
* a coarse whole model has to *exist as geometry* before it can be drawn, so it is baked
|
|
6
|
+
* rather than derived at load; and **level 0 for the whole asset is worth more than level 0
|
|
7
|
+
* for each of 187 parts**, because a single decimated body reads as a car while 187 coarse
|
|
8
|
+
* fragments read as a mess. So this takes every mesh and returns exactly one.
|
|
9
|
+
*
|
|
10
|
+
* **The surface of an occupancy grid, not a cluster of vertices.** The first version of this
|
|
11
|
+
* clustered vertices onto a grid and connected three clusters wherever a source triangle
|
|
12
|
+
* spanned three cells, which is the classic Rossignac-Borrel decimation and was wrong for
|
|
13
|
+
* this job in a way that only showed on screen: nothing stops the three clusters of a
|
|
14
|
+
* triangle from lying on *different surfaces* of the model, so a car whose seats and engine
|
|
15
|
+
* bay share cells with its shell grew triangles straight through the bodywork. It was
|
|
16
|
+
* reported, correctly, as white cliffs.
|
|
17
|
+
*
|
|
18
|
+
* This marks every cell any surface passes through, then emits the boundary between the
|
|
19
|
+
* occupied cells and the empty ones. That boundary is **closed by construction** and cannot
|
|
20
|
+
* contain a triangle joining two sides of the model, because it is the outside of a solid
|
|
21
|
+
* rather than a decimation of a surface. Interior geometry disappears into cells that are
|
|
22
|
+
* already occupied, which is exactly what should happen to it in an outline.
|
|
23
|
+
*
|
|
24
|
+
* The blocky result is then pulled onto the model: each corner of the boundary sits at the
|
|
25
|
+
* average of the real surface inside the cells around it. So a cube grid becomes a shape
|
|
26
|
+
* that follows the car, at the resolution the caller asked for.
|
|
27
|
+
*
|
|
28
|
+
* Offline work in the baker, so it may allocate freely. Nothing here runs per frame.
|
|
29
|
+
*/
|
|
30
|
+
import type { MeshData } from '@driftengine/drft';
|
|
31
|
+
export interface CoarseLevelOptions {
|
|
32
|
+
/**
|
|
33
|
+
* Cells along the asset's longest axis. Higher is finer and larger.
|
|
34
|
+
*
|
|
35
|
+
* The whole point of the level is that it arrives before the model, so it is measured in
|
|
36
|
+
* kilobytes rather than in fidelity: at 40 a five-metre car resolves to about twelve
|
|
37
|
+
* centimetres, which is a recognisable car for a few hundred kilobytes against seventy
|
|
38
|
+
* megabytes of file.
|
|
39
|
+
*/
|
|
40
|
+
readonly cells?: number;
|
|
41
|
+
/**
|
|
42
|
+
* How far the outline is held below the surface, as a fraction of a cell.
|
|
43
|
+
*
|
|
44
|
+
* **This is what lets it stay on screen while the real parts land on top of it**, which is
|
|
45
|
+
* the reveal §4.6 describes: an outline, then its elements. A corner of the boundary sits at
|
|
46
|
+
* the average of the surface around it, so it is already close; this is the margin that
|
|
47
|
+
* keeps it from landing in the same plane as the part covering it and showing through in
|
|
48
|
+
* patches. Being a little inside the model costs nothing, because the model is about to
|
|
49
|
+
* cover it.
|
|
50
|
+
*/
|
|
51
|
+
readonly inset?: number;
|
|
52
|
+
}
|
|
53
|
+
/**
|
|
54
|
+
* The grid this uses when nobody names a resolution, exported because two other places used
|
|
55
|
+
* to carry their own copy of the number and disagreed with it.
|
|
56
|
+
*
|
|
57
|
+
* The baker printed 32 and the browser's converter passed nothing, so one path wrote an
|
|
58
|
+
* outline at 32 cells and the other at 40, and the same model taken through the two arrived
|
|
59
|
+
* differently for no stated reason. A default that callers restate is a default in name only.
|
|
60
|
+
*/
|
|
61
|
+
export declare const DEFAULT_COARSE_CELLS = 40;
|
|
62
|
+
/**
|
|
63
|
+
* Build the coarse level, or `null` when there is nothing to build one from.
|
|
64
|
+
*
|
|
65
|
+
* `null` rather than an empty mesh: an asset with no extent, or one whose geometry all falls
|
|
66
|
+
* inside a single cell, has no outline worth a chunk in the file, and every caller would
|
|
67
|
+
* otherwise have to check the vertex count to find that out.
|
|
68
|
+
*
|
|
69
|
+
* Whether the result is *worth writing* is a separate question with a separate answer:
|
|
70
|
+
* `isOutlineWorthWriting`.
|
|
71
|
+
*/
|
|
72
|
+
export declare function buildCoarseLevel(meshes: readonly MeshData[], options?: CoarseLevelOptions): MeshData | null;
|
|
73
|
+
/**
|
|
74
|
+
* Whether a built level is worth writing into a file as an outline.
|
|
75
|
+
*
|
|
76
|
+
* **A level of detail that is bigger than the model is not one.** The grid is a fixed number of
|
|
77
|
+
* cells across whatever it is given, so its cost follows the *shape* rather than the detail: four
|
|
78
|
+
* hand-written triangles come back as a 9,840-triangle shell, which is 308 KB of outline arriving
|
|
79
|
+
* ahead of a model measured in bytes. Everything an outline is for, being on screen before the
|
|
80
|
+
* geometry at a fraction of the download, is inverted.
|
|
81
|
+
*
|
|
82
|
+
* Found the day the default flipped from off to on, by a fixture. While an outline was asked for
|
|
83
|
+
* per asset by somebody who had looked, the case could not arise. A default has to hold for the
|
|
84
|
+
* assets nobody looks at, which is what makes it a default.
|
|
85
|
+
*
|
|
86
|
+
* **Separate from `buildCoarseLevel`, which stays a geometry function.** This is a budget, and a
|
|
87
|
+
* caller that wants the hull of a small mesh for some other purpose is entitled to it. It lives
|
|
88
|
+
* here rather than in the two callers because the baker and the browser's converter have to agree
|
|
89
|
+
* about what a file carries, and a rule stated twice is a rule until somebody edits one copy.
|
|
90
|
+
*
|
|
91
|
+
* Half rather than merely smaller: an outline that saves a few per cent is a chunk, an upload and
|
|
92
|
+
* a swap for no visible gain.
|
|
93
|
+
*/
|
|
94
|
+
export declare function isOutlineWorthWriting(level: MeshData, meshes: readonly MeshData[]): boolean;
|