@ifc-lite/renderer 1.14.6 → 1.14.8
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/dist/pipeline.js
CHANGED
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@@ -541,13 +541,13 @@ export class InstancedRenderPipeline {
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let hemisphereFactor = N.y * 0.5 + 0.5;
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let ambient = mix(groundColor, skyColor, hemisphereFactor) * 0.25;
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//
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let NdotL =
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let wrap = 0.3;
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// Two-sided sun light so inner faces (I-beam channels) stay visible
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let NdotL = abs(dot(N, sunLight));
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let wrap = 0.3;
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let diffuseSun = max((NdotL + wrap) / (1.0 + wrap), 0.0) * 0.55;
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// Fill light -
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let NdotFill =
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// Fill light - two-sided
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let NdotFill = abs(dot(N, fillLight));
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let diffuseFill = NdotFill * 0.15;
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// Rim light for edge definition
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@@ -3,5 +3,5 @@
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* Features: PBR lighting, section plane clipping, selection highlight,
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* glass fresnel, ACES tone mapping, screen-space edge enhancement.
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*/
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export declare const mainShaderSource = "\n struct Uniforms {\n viewProj: mat4x4<f32>,\n model: mat4x4<f32>,\n baseColor: vec4<f32>,\n metallicRoughness: vec2<f32>, // x = metallic, y = roughness\n _padding1: vec2<f32>,\n sectionPlane: vec4<f32>, // xyz = plane normal, w = plane distance\n flags: vec4<u32>, // x = isSelected, y = sectionEnabled, z = edgeEnabled, w = edgeIntensityMilli\n }\n @binding(0) @group(0) var<uniform> uniforms: Uniforms;\n\n struct VertexInput {\n @location(0) position: vec3<f32>,\n @location(1) normal: vec3<f32>,\n @location(2) entityId: u32,\n }\n\n struct VertexOutput {\n @builtin(position) position: vec4<f32>,\n @location(0) worldPos: vec3<f32>,\n @location(1) normal: vec3<f32>,\n @location(2) @interpolate(flat) entityId: u32,\n @location(3) viewPos: vec3<f32>, // For edge detection\n }\n\n @vertex\n fn vs_main(input: VertexInput, @builtin(instance_index) instanceIndex: u32) -> VertexOutput {\n var output: VertexOutput;\n let worldPos = uniforms.model * vec4<f32>(input.position, 1.0);\n output.position = uniforms.viewProj * worldPos;\n // Anti z-fighting: deterministic depth nudge per entity.\n // Knuth multiplicative hash spreads sequential IDs across 0-255\n // so coplanar faces from different entities always get distinct depths.\n // At 1e-6 per step the max world-space offset is <3mm at 10m \u2014 invisible.\n let zHash = (input.entityId * 2654435761u) & 255u;\n output.position.z *= 1.0 + f32(zHash) * 1e-6;\n output.worldPos = worldPos.xyz;\n output.normal = normalize((uniforms.model * vec4<f32>(input.normal, 0.0)).xyz);\n output.entityId = input.entityId;\n // Store view-space position for edge detection\n output.viewPos = (uniforms.viewProj * worldPos).xyz;\n return output;\n }\n\n // PBR helper functions\n fn fresnelSchlick(cosTheta: f32, F0: vec3<f32>) -> vec3<f32> {\n return F0 + (1.0 - F0) * pow(clamp(1.0 - cosTheta, 0.0, 1.0), 5.0);\n }\n\n fn distributionGGX(NdotH: f32, roughness: f32) -> f32 {\n let a = roughness * roughness;\n let a2 = a * a;\n let NdotH2 = NdotH * NdotH;\n let num = a2;\n let denomBase = (NdotH2 * (a2 - 1.0) + 1.0);\n let denom = 3.14159265 * denomBase * denomBase;\n return num / max(denom, 0.0000001);\n }\n\n fn geometrySchlickGGX(NdotV: f32, roughness: f32) -> f32 {\n let r = (roughness + 1.0);\n let k = (r * r) / 8.0;\n let num = NdotV;\n let denom = NdotV * (1.0 - k) + k;\n return num / max(denom, 0.0000001);\n }\n\n fn geometrySmith(NdotV: f32, NdotL: f32, roughness: f32) -> f32 {\n let ggx2 = geometrySchlickGGX(NdotV, roughness);\n let ggx1 = geometrySchlickGGX(NdotL, roughness);\n return ggx1 * ggx2;\n }\n\n fn encodeId24(id: u32) -> vec4<f32> {\n let r = f32((id >> 16u) & 255u) / 255.0;\n let g = f32((id >> 8u) & 255u) / 255.0;\n let b = f32(id & 255u) / 255.0;\n return vec4<f32>(r, g, b, 1.0);\n }\n\n struct FragmentOutput {\n @location(0) color: vec4<f32>,\n @location(1) objectIdEncoded: vec4<f32>,\n }\n\n @fragment\n fn fs_main(input: VertexOutput) -> FragmentOutput {\n // Section plane clipping - discard fragments ABOVE the plane\n // For Down axis (normal +Y), keeps everything below cut height (look down into building)\n if (uniforms.flags.y == 1u) {\n let planeNormal = uniforms.sectionPlane.xyz;\n let planeDistance = uniforms.sectionPlane.w;\n let distToPlane = dot(input.worldPos, planeNormal) - planeDistance;\n if (distToPlane > 0.0) {\n discard;\n }\n }\n\n let N = normalize(input.normal);\n\n // Enhanced lighting with multiple sources\n let sunLight = normalize(vec3<f32>(0.5, 1.0, 0.3)); // Main directional light\n let fillLight = normalize(vec3<f32>(-0.5, 0.3, -0.3)); // Fill light\n let rimLight = normalize(vec3<f32>(0.0, 0.2, -1.0)); // Rim light for edge definition\n\n // Hemisphere ambient - reduced for less washed-out look\n let skyColor = vec3<f32>(0.3, 0.35, 0.4); // Darker sky\n let groundColor = vec3<f32>(0.15, 0.1, 0.08); // Darker ground\n let hemisphereFactor = N.y * 0.5 + 0.5;\n let ambient = mix(groundColor, skyColor, hemisphereFactor) * 0.25;\n\n // Main sun light - reduced intensity, tighter wrap for more contrast\n let NdotL = max(dot(N, sunLight), 0.0);\n let wrap = 0.3; // Tighter wrap for more contrast\n let diffuseSun = max((NdotL + wrap) / (1.0 + wrap), 0.0) * 0.55;\n\n // Fill light - reduced\n let NdotFill = max(dot(N, fillLight), 0.0);\n let diffuseFill = NdotFill * 0.15;\n\n // Rim light for edge definition\n let NdotRim = max(dot(N, rimLight), 0.0);\n let rim = pow(NdotRim, 4.0) * 0.15;\n\n var baseColor = uniforms.baseColor.rgb;\n\n // Detect if the color is close to white/gray (low saturation)\n let baseGray = dot(baseColor, vec3<f32>(0.299, 0.587, 0.114));\n let baseSaturation = length(baseColor - vec3<f32>(baseGray)) / max(baseGray, 0.001);\n let isWhiteish = 1.0 - smoothstep(0.0, 0.3, baseSaturation);\n\n // Darken whites/grays more to reduce washed-out appearance\n baseColor = mix(baseColor, baseColor * 0.7, isWhiteish * 0.4);\n\n // Combine all lighting\n var color = baseColor * (ambient + diffuseSun + diffuseFill + rim);\n\n // Selection highlight - add glow/fresnel effect\n if (uniforms.flags.x == 1u) {\n let V = normalize(-input.worldPos);\n let NdotV = max(dot(N, V), 0.0);\n let fresnel = pow(1.0 - NdotV, 2.0);\n let highlightColor = vec3<f32>(0.3, 0.6, 1.0);\n color = mix(color, highlightColor, fresnel * 0.5 + 0.2);\n }\n\n // Beautiful fresnel effect for transparent materials (glass)\n // Skip when selected \u2014 the glass shine and desaturation wash out the\n // blue highlight, making it appear white instead of blue.\n // Also force alpha to 1.0 for selected objects so the highlight is\n // fully opaque (the selection pipeline has no alpha blending).\n var finalAlpha = select(uniforms.baseColor.a, 1.0, uniforms.flags.x == 1u);\n if (finalAlpha < 0.99 && uniforms.flags.x != 1u) {\n // Calculate view direction for fresnel\n let V = normalize(-input.worldPos);\n let NdotV = max(dot(N, V), 0.0);\n\n // Enhanced fresnel effect - stronger at edges (grazing angles)\n // Using Schlick's approximation for realistic glass reflection\n let fresnelPower = 1.5; // Higher = softer edge reflections\n let fresnel = pow(1.0 - NdotV, fresnelPower);\n\n // Glass reflection tint (sky/environment reflection at edges)\n let reflectionTint = vec3<f32>(0.92, 0.96, 1.0); // Cool sky reflection\n let reflectionStrength = fresnel * 0.6; // Strong edge reflections\n\n // Mix in reflection tint at edges\n color = mix(color, color * reflectionTint, reflectionStrength);\n\n // Add realistic glass shine - brighter at edges where light reflects\n let glassShine = fresnel * 0.12;\n color += glassShine;\n\n // Slight desaturation at edges (glass reflects environment, not just color)\n let edgeDesaturation = fresnel * 0.25;\n let gray = dot(color, vec3<f32>(0.299, 0.587, 0.114));\n color = mix(color, vec3<f32>(gray), edgeDesaturation);\n\n // Make glass more transparent (reduce opacity by 30%)\n finalAlpha = finalAlpha * 0.7;\n }\n\n // Exposure adjustment - darken overall\n color *= 0.85;\n\n // Contrast enhancement\n color = (color - 0.5) * 1.15 + 0.5;\n color = max(color, vec3<f32>(0.0));\n\n // Saturation boost - stronger for colored surfaces, less for whites\n let gray = dot(color, vec3<f32>(0.299, 0.587, 0.114));\n let satBoost = mix(1.4, 1.1, isWhiteish); // More saturation for colored surfaces\n color = mix(vec3<f32>(gray), color, satBoost);\n\n // ACES filmic tone mapping\n let a = 2.51;\n let b = 0.03;\n let c = 2.43;\n let d = 0.59;\n let e = 0.14;\n color = clamp((color * (a * color + b)) / (color * (c * color + d) + e), vec3<f32>(0.0), vec3<f32>(1.0));\n\n // Subtle edge enhancement using screen-space derivatives\n let depthGradient = length(vec2<f32>(\n dpdx(input.viewPos.z),\n dpdy(input.viewPos.z)\n ));\n let normalGradient = length(vec2<f32>(\n length(dpdx(input.normal)),\n length(dpdy(input.normal))\n ));\n\n if (uniforms.flags.z == 1u) {\n let edgeFactor = smoothstep(0.0, 0.1, depthGradient * 10.0 + normalGradient * 5.0);\n let edgeIntensity = f32(uniforms.flags.w) / 1000.0;\n let edgeDarkenStrength = clamp(0.25 * edgeIntensity, 0.0, 0.85);\n let edgeDarken = mix(1.0, 1.0 - edgeDarkenStrength, edgeFactor);\n color *= edgeDarken;\n }\n\n // Gamma correction\n color = pow(color, vec3<f32>(1.0 / 2.2));\n\n var out: FragmentOutput;\n out.color = vec4<f32>(color, finalAlpha);\n out.objectIdEncoded = encodeId24(input.entityId);\n return out;\n }\n ";
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export declare const mainShaderSource = "\n struct Uniforms {\n viewProj: mat4x4<f32>,\n model: mat4x4<f32>,\n baseColor: vec4<f32>,\n metallicRoughness: vec2<f32>, // x = metallic, y = roughness\n _padding1: vec2<f32>,\n sectionPlane: vec4<f32>, // xyz = plane normal, w = plane distance\n flags: vec4<u32>, // x = isSelected, y = sectionEnabled, z = edgeEnabled, w = edgeIntensityMilli\n }\n @binding(0) @group(0) var<uniform> uniforms: Uniforms;\n\n struct VertexInput {\n @location(0) position: vec3<f32>,\n @location(1) normal: vec3<f32>,\n @location(2) entityId: u32,\n }\n\n struct VertexOutput {\n @builtin(position) position: vec4<f32>,\n @location(0) worldPos: vec3<f32>,\n @location(1) normal: vec3<f32>,\n @location(2) @interpolate(flat) entityId: u32,\n @location(3) viewPos: vec3<f32>, // For edge detection\n }\n\n @vertex\n fn vs_main(input: VertexInput, @builtin(instance_index) instanceIndex: u32) -> VertexOutput {\n var output: VertexOutput;\n let worldPos = uniforms.model * vec4<f32>(input.position, 1.0);\n output.position = uniforms.viewProj * worldPos;\n // Anti z-fighting: deterministic depth nudge per entity.\n // Knuth multiplicative hash spreads sequential IDs across 0-255\n // so coplanar faces from different entities always get distinct depths.\n // At 1e-6 per step the max world-space offset is <3mm at 10m \u2014 invisible.\n let zHash = (input.entityId * 2654435761u) & 255u;\n output.position.z *= 1.0 + f32(zHash) * 1e-6;\n output.worldPos = worldPos.xyz;\n output.normal = normalize((uniforms.model * vec4<f32>(input.normal, 0.0)).xyz);\n output.entityId = input.entityId;\n // Store view-space position for edge detection\n output.viewPos = (uniforms.viewProj * worldPos).xyz;\n return output;\n }\n\n // PBR helper functions\n fn fresnelSchlick(cosTheta: f32, F0: vec3<f32>) -> vec3<f32> {\n return F0 + (1.0 - F0) * pow(clamp(1.0 - cosTheta, 0.0, 1.0), 5.0);\n }\n\n fn distributionGGX(NdotH: f32, roughness: f32) -> f32 {\n let a = roughness * roughness;\n let a2 = a * a;\n let NdotH2 = NdotH * NdotH;\n let num = a2;\n let denomBase = (NdotH2 * (a2 - 1.0) + 1.0);\n let denom = 3.14159265 * denomBase * denomBase;\n return num / max(denom, 0.0000001);\n }\n\n fn geometrySchlickGGX(NdotV: f32, roughness: f32) -> f32 {\n let r = (roughness + 1.0);\n let k = (r * r) / 8.0;\n let num = NdotV;\n let denom = NdotV * (1.0 - k) + k;\n return num / max(denom, 0.0000001);\n }\n\n fn geometrySmith(NdotV: f32, NdotL: f32, roughness: f32) -> f32 {\n let ggx2 = geometrySchlickGGX(NdotV, roughness);\n let ggx1 = geometrySchlickGGX(NdotL, roughness);\n return ggx1 * ggx2;\n }\n\n fn encodeId24(id: u32) -> vec4<f32> {\n let r = f32((id >> 16u) & 255u) / 255.0;\n let g = f32((id >> 8u) & 255u) / 255.0;\n let b = f32(id & 255u) / 255.0;\n return vec4<f32>(r, g, b, 1.0);\n }\n\n struct FragmentOutput {\n @location(0) color: vec4<f32>,\n @location(1) objectIdEncoded: vec4<f32>,\n }\n\n @fragment\n fn fs_main(input: VertexOutput) -> FragmentOutput {\n // Section plane clipping - discard fragments ABOVE the plane\n // For Down axis (normal +Y), keeps everything below cut height (look down into building)\n if (uniforms.flags.y == 1u) {\n let planeNormal = uniforms.sectionPlane.xyz;\n let planeDistance = uniforms.sectionPlane.w;\n let distToPlane = dot(input.worldPos, planeNormal) - planeDistance;\n if (distToPlane > 0.0) {\n discard;\n }\n }\n\n let N = normalize(input.normal);\n\n // Enhanced lighting with multiple sources\n let sunLight = normalize(vec3<f32>(0.5, 1.0, 0.3)); // Main directional light\n let fillLight = normalize(vec3<f32>(-0.5, 0.3, -0.3)); // Fill light\n let rimLight = normalize(vec3<f32>(0.0, 0.2, -1.0)); // Rim light for edge definition\n\n // Hemisphere ambient - reduced for less washed-out look\n let skyColor = vec3<f32>(0.3, 0.35, 0.4); // Darker sky\n let groundColor = vec3<f32>(0.15, 0.1, 0.08); // Darker ground\n let hemisphereFactor = N.y * 0.5 + 0.5;\n let ambient = mix(groundColor, skyColor, hemisphereFactor) * 0.25;\n\n // Two-sided sun light so inner faces (I-beam channels) stay visible\n let NdotL = abs(dot(N, sunLight));\n let wrap = 0.3;\n let diffuseSun = max((NdotL + wrap) / (1.0 + wrap), 0.0) * 0.55;\n\n // Fill light - two-sided\n let NdotFill = abs(dot(N, fillLight));\n let diffuseFill = NdotFill * 0.15;\n\n // Rim light for edge definition\n let NdotRim = max(dot(N, rimLight), 0.0);\n let rim = pow(NdotRim, 4.0) * 0.15;\n\n var baseColor = uniforms.baseColor.rgb;\n\n // Detect if the color is close to white/gray (low saturation)\n let baseGray = dot(baseColor, vec3<f32>(0.299, 0.587, 0.114));\n let baseSaturation = length(baseColor - vec3<f32>(baseGray)) / max(baseGray, 0.001);\n let isWhiteish = 1.0 - smoothstep(0.0, 0.3, baseSaturation);\n\n // Darken whites/grays more to reduce washed-out appearance\n baseColor = mix(baseColor, baseColor * 0.7, isWhiteish * 0.4);\n\n // Combine all lighting\n var color = baseColor * (ambient + diffuseSun + diffuseFill + rim);\n\n // Selection highlight - add glow/fresnel effect\n if (uniforms.flags.x == 1u) {\n let V = normalize(-input.worldPos);\n let NdotV = max(dot(N, V), 0.0);\n let fresnel = pow(1.0 - NdotV, 2.0);\n let highlightColor = vec3<f32>(0.3, 0.6, 1.0);\n color = mix(color, highlightColor, fresnel * 0.5 + 0.2);\n }\n\n // Beautiful fresnel effect for transparent materials (glass)\n // Skip when selected \u2014 the glass shine and desaturation wash out the\n // blue highlight, making it appear white instead of blue.\n // Also force alpha to 1.0 for selected objects so the highlight is\n // fully opaque (the selection pipeline has no alpha blending).\n var finalAlpha = select(uniforms.baseColor.a, 1.0, uniforms.flags.x == 1u);\n if (finalAlpha < 0.99 && uniforms.flags.x != 1u) {\n // Calculate view direction for fresnel\n let V = normalize(-input.worldPos);\n let NdotV = max(dot(N, V), 0.0);\n\n // Enhanced fresnel effect - stronger at edges (grazing angles)\n // Using Schlick's approximation for realistic glass reflection\n let fresnelPower = 1.5; // Higher = softer edge reflections\n let fresnel = pow(1.0 - NdotV, fresnelPower);\n\n // Glass reflection tint (sky/environment reflection at edges)\n let reflectionTint = vec3<f32>(0.92, 0.96, 1.0); // Cool sky reflection\n let reflectionStrength = fresnel * 0.6; // Strong edge reflections\n\n // Mix in reflection tint at edges\n color = mix(color, color * reflectionTint, reflectionStrength);\n\n // Add realistic glass shine - brighter at edges where light reflects\n let glassShine = fresnel * 0.12;\n color += glassShine;\n\n // Slight desaturation at edges (glass reflects environment, not just color)\n let edgeDesaturation = fresnel * 0.25;\n let gray = dot(color, vec3<f32>(0.299, 0.587, 0.114));\n color = mix(color, vec3<f32>(gray), edgeDesaturation);\n\n // Make glass more transparent (reduce opacity by 30%)\n finalAlpha = finalAlpha * 0.7;\n }\n\n // Exposure adjustment - darken overall\n color *= 0.85;\n\n // Contrast enhancement\n color = (color - 0.5) * 1.15 + 0.5;\n color = max(color, vec3<f32>(0.0));\n\n // Saturation boost - stronger for colored surfaces, less for whites\n let gray = dot(color, vec3<f32>(0.299, 0.587, 0.114));\n let satBoost = mix(1.4, 1.1, isWhiteish); // More saturation for colored surfaces\n color = mix(vec3<f32>(gray), color, satBoost);\n\n // ACES filmic tone mapping\n let a = 2.51;\n let b = 0.03;\n let c = 2.43;\n let d = 0.59;\n let e = 0.14;\n color = clamp((color * (a * color + b)) / (color * (c * color + d) + e), vec3<f32>(0.0), vec3<f32>(1.0));\n\n // Subtle edge enhancement using screen-space derivatives\n let depthGradient = length(vec2<f32>(\n dpdx(input.viewPos.z),\n dpdy(input.viewPos.z)\n ));\n let normalGradient = length(vec2<f32>(\n length(dpdx(input.normal)),\n length(dpdy(input.normal))\n ));\n\n if (uniforms.flags.z == 1u) {\n let edgeFactor = smoothstep(0.0, 0.1, depthGradient * 10.0 + normalGradient * 5.0);\n let edgeIntensity = f32(uniforms.flags.w) / 1000.0;\n let edgeDarkenStrength = clamp(0.25 * edgeIntensity, 0.0, 0.85);\n let edgeDarken = mix(1.0, 1.0 - edgeDarkenStrength, edgeFactor);\n color *= edgeDarken;\n }\n\n // Gamma correction\n color = pow(color, vec3<f32>(1.0 / 2.2));\n\n var out: FragmentOutput;\n out.color = vec4<f32>(color, finalAlpha);\n out.objectIdEncoded = encodeId24(input.entityId);\n return out;\n }\n ";
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//# sourceMappingURL=main.wgsl.d.ts.map
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{"version":3,"file":"main.wgsl.d.ts","sourceRoot":"","sources":["../../src/shaders/main.wgsl.ts"],"names":[],"mappings":"AAIA;;;;GAIG;AACH,eAAO,MAAM,gBAAgB
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{"version":3,"file":"main.wgsl.d.ts","sourceRoot":"","sources":["../../src/shaders/main.wgsl.ts"],"names":[],"mappings":"AAIA;;;;GAIG;AACH,eAAO,MAAM,gBAAgB,m4TAqOtB,CAAC"}
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@@ -118,13 +118,13 @@ export const mainShaderSource = `
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let hemisphereFactor = N.y * 0.5 + 0.5;
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let ambient = mix(groundColor, skyColor, hemisphereFactor) * 0.25;
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let NdotL =
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let wrap = 0.3;
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// Two-sided sun light so inner faces (I-beam channels) stay visible
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let NdotL = abs(dot(N, sunLight));
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let wrap = 0.3;
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let diffuseSun = max((NdotL + wrap) / (1.0 + wrap), 0.0) * 0.55;
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// Fill light -
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let NdotFill =
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// Fill light - two-sided
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let NdotFill = abs(dot(N, fillLight));
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let diffuseFill = NdotFill * 0.15;
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// Rim light for edge definition
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package/package.json
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{
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"name": "@ifc-lite/renderer",
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"version": "1.14.
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"version": "1.14.8",
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"description": "WebGPU renderer for IFC-Lite",
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"type": "module",
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"main": "./dist/index.js",
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}
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},
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"dependencies": {
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"@ifc-lite/geometry": "^1.
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"@ifc-lite/spatial": "^1.14.
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"@ifc-lite/wasm": "^1.
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"@ifc-lite/geometry": "^1.16.2",
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"@ifc-lite/spatial": "^1.14.5",
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"@ifc-lite/wasm": "^1.16.1"
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},
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"devDependencies": {
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"@webgpu/types": "^0.1.69",
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"README.md"
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],
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"scripts": {
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"build": "tsc",
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"dev": "tsc --watch"
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"build": "pnpm exec tsc",
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"dev": "pnpm exec tsc --watch"
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}
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}
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