@jdultra/threedtiles 14.0.1 → 14.0.2

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package/README.md CHANGED
@@ -4,7 +4,9 @@
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  # T H R E E D T I L E S : http://www.jdultra.com/
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- A faster 3DTiles viewer for three.js, now with OGC3DTiles 1.1 support
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+ A faster 3DTiles viewer for three.js, now with OGC3DTiles 1.1 support.
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+
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+ Oh, also it supports gaussian splats! ( currently via KHR_gaussian_splatting_compression_spz )
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  ## sample getting started projects
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  Getting started vanilla js:
@@ -15,7 +17,7 @@ GettingStarted RTF:
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  [app](https://www.jdultra.com/threedtiles/demos/gettingStartedRTF)
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  [code](https://www.jdultra.com/threedtiles/demos/gettingStartedRTF/threedtiles-gettingStarted-rtf.zip)
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- ## Demos
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+ ## Demos temporarily down because of digital vandalism
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  [Google Tiles overlay](https://www.jdultra.com/overlay/index.html)
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  overlay high quality meshes over google tiles with some shader magic to avoid overlap
@@ -82,7 +84,7 @@ It is discouraged to call the update functions outside the render loop in a setI
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  While that may work fine on desktop, mobile browsers tend to block an entire frame when a timeout triggers in it.
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- ## Mesh to 3DTiles Converter
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+ ## Mesh, Point-cloud and 3DGS to 3DTiles Converter
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  If you need to convert meshes to 3DTiles, from small assets to gigabytes of data, contact me for a trial on UltraMesh tool.
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  It works for all types of meshes: photogrametry, BIM, colored or textured meshes with a single texture atlas or many individual textures.
@@ -1,4 +1,4 @@
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- export class SplatsDecoder {
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+ export class GLTFTileDecoder {
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  constructor(gltfLoader: any, renderer: any);
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  gltfLoader: any;
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  renderer: any;
@@ -8,8 +8,7 @@ export class OBB {
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  * @constructor
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  * @memberof OBB
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  * @see OBB implementation source :contentReference[oaicite:0]{index=0}
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- */
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- constructor(values: number[]);
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+ */ constructor(values: number[]);
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  isOBB: boolean;
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  center: Vector3;
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  e1: Vector3;
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  * @returns {OBB} This instance for chaining.
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  * @memberof OBB
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  * @see OBB implementation source :contentReference[oaicite:3]{index=3}
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- */
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- applyMatrix4(matrix: THREE.Matrix4): OBB;
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+ */ applyMatrix4(matrix: THREE.Matrix4): OBB;
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  /**
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  * Compute the exact intersection point between a world-space ray and this OBB.
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  *
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  * @returns {?THREE.Vector3} `result` with the hit point, or `null` if no hit.
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  * @memberof OBB
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  * @see OBB implementation source :contentReference[oaicite:4]{index=4}
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- */
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- intersectRay(ray: THREE.Ray, result: THREE.Vector3): THREE.Vector3 | null;
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+ */ intersectRay(ray: THREE.Ray, result: THREE.Vector3): THREE.Vector3 | null;
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  /**
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  * Clamp a point to the surface or interior of the OBB (closest point query).
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  *
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  * @returns {boolean} `true` if any part of the OBB is inside or touching the plane.
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  * @memberof OBB
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  * @see OBB implementation source :contentReference[oaicite:9]{index=9}
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- */
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- insidePlane(plane: THREE.Plane): boolean;
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+ */ insidePlane(plane: THREE.Plane): boolean;
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  /**
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  * View-frustum culling test.
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  *
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  * @returns {number} Distance (≥ 0). Zero indicates the point is inside.
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  * @memberof OBB
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  * @see OBB implementation source :contentReference[oaicite:11]{index=11}
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- */
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- distanceToPoint(point: THREE.Vector3): number;
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+ */ distanceToPoint(point: THREE.Vector3): number;
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  /**
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  * Create a red wire-frame visual helper for debugging purposes.
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  *