@onerjs/core 8.31.9 → 8.32.0
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/Behaviors/Cameras/autoRotationBehavior.d.ts +4 -0
- package/Behaviors/Cameras/autoRotationBehavior.js +7 -0
- package/Behaviors/Cameras/autoRotationBehavior.js.map +1 -1
- package/Behaviors/Cameras/bouncingBehavior.d.ts +5 -0
- package/Behaviors/Cameras/bouncingBehavior.js +8 -0
- package/Behaviors/Cameras/bouncingBehavior.js.map +1 -1
- package/Behaviors/Cameras/framingBehavior.d.ts +4 -0
- package/Behaviors/Cameras/framingBehavior.js +7 -0
- package/Behaviors/Cameras/framingBehavior.js.map +1 -1
- package/Behaviors/Cameras/interpolatingBehavior.d.ts +7 -2
- package/Behaviors/Cameras/interpolatingBehavior.js +12 -4
- package/Behaviors/Cameras/interpolatingBehavior.js.map +1 -1
- package/Behaviors/Meshes/attachToBoxBehavior.d.ts +5 -0
- package/Behaviors/Meshes/attachToBoxBehavior.js +8 -1
- package/Behaviors/Meshes/attachToBoxBehavior.js.map +1 -1
- package/Behaviors/Meshes/baseSixDofDragBehavior.d.ts +5 -2
- package/Behaviors/Meshes/baseSixDofDragBehavior.js +8 -0
- package/Behaviors/Meshes/baseSixDofDragBehavior.js.map +1 -1
- package/Behaviors/Meshes/fadeInOutBehavior.d.ts +5 -0
- package/Behaviors/Meshes/fadeInOutBehavior.js +6 -0
- package/Behaviors/Meshes/fadeInOutBehavior.js.map +1 -1
- package/Behaviors/Meshes/handConstraintBehavior.d.ts +5 -0
- package/Behaviors/Meshes/handConstraintBehavior.js +8 -0
- package/Behaviors/Meshes/handConstraintBehavior.js.map +1 -1
- package/Behaviors/Meshes/multiPointerScaleBehavior.d.ts +5 -0
- package/Behaviors/Meshes/multiPointerScaleBehavior.js +8 -0
- package/Behaviors/Meshes/multiPointerScaleBehavior.js.map +1 -1
- package/Behaviors/Meshes/pointerDragBehavior.d.ts +1 -1
- package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
- package/Behaviors/Meshes/sixDofDragBehavior.js +1 -1
- package/Behaviors/Meshes/sixDofDragBehavior.js.map +1 -1
- package/Behaviors/Meshes/surfaceMagnetismBehavior.d.ts +5 -0
- package/Behaviors/Meshes/surfaceMagnetismBehavior.js +7 -0
- package/Behaviors/Meshes/surfaceMagnetismBehavior.js.map +1 -1
- package/Behaviors/behavior.d.ts +4 -0
- package/Behaviors/behavior.js.map +1 -1
- package/Cameras/geospatialCamera.d.ts +4 -5
- package/Cameras/geospatialCamera.js +42 -29
- package/Cameras/geospatialCamera.js.map +1 -1
- package/Cameras/geospatialCameraMovement.js +1 -1
- package/Cameras/geospatialCameraMovement.js.map +1 -1
- package/Engines/abstractEngine.js +2 -2
- package/Engines/abstractEngine.js.map +1 -1
- package/Helpers/sceneHelpers.js +1 -1
- package/Helpers/sceneHelpers.js.map +1 -1
- package/Lights/index.d.ts +1 -0
- package/Lights/index.js +1 -0
- package/Lights/index.js.map +1 -1
- package/Lights/lightingVolume.d.ts +89 -0
- package/Lights/lightingVolume.js +426 -0
- package/Lights/lightingVolume.js.map +1 -0
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.d.ts +7 -0
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.js +19 -5
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.js.map +1 -1
- package/Materials/floatingOriginMatrixOverrides.js +6 -5
- package/Materials/floatingOriginMatrixOverrides.js.map +1 -1
- package/Materials/uniformBuffer.d.ts +1 -0
- package/Materials/uniformBuffer.js +8 -1
- package/Materials/uniformBuffer.js.map +1 -1
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.d.ts +5 -2
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +138 -45
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
- package/ShadersWGSL/gaussianSplattingDepth.fragment.d.ts +0 -1
- package/ShadersWGSL/gaussianSplattingDepth.fragment.js +0 -2
- package/ShadersWGSL/gaussianSplattingDepth.fragment.js.map +1 -1
- package/ShadersWGSL/lightingVolume.compute.d.ts +5 -0
- package/ShadersWGSL/lightingVolume.compute.js +27 -0
- package/ShadersWGSL/lightingVolume.compute.js.map +1 -0
- package/package.json +1 -1
- package/scene.js +6 -4
- package/scene.js.map +1 -1
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@@ -1,10 +1,8 @@
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// Do not edit.
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import { ShaderStore } from "../Engines/shaderStore.js";
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import "./ShadersInclude/gaussianSplattingFragmentDeclaration.js";
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import "./ShadersInclude/shadowMapFragmentExtraDeclaration.js";
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const name = "gaussianSplattingDepthPixelShader";
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const shader = `#include<gaussianSplattingFragmentDeclaration>
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#include<shadowMapFragmentExtraDeclaration>
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varying vPosition: vec2f;varying vColor: vec4f;fn checkDiscard(inPosition: vec2f,inColor: vec4f)->vec4f {var A : f32=-dot(inPosition,inPosition);var alpha : f32=exp(A)*inColor.a;
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#if defined(SM_SOFTTRANSPARENTSHADOW) && SM_SOFTTRANSPARENTSHADOW==1
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if (A<-4.) {discard;}
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{"version":3,"file":"gaussianSplattingDepth.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/gaussianSplattingDepth.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,uDAAuD,CAAC;
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{"version":3,"file":"gaussianSplattingDepth.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/gaussianSplattingDepth.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,uDAAuD,CAAC;AAE/D,MAAM,IAAI,GAAG,mCAAmC,CAAC;AACjD,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;CAed,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,qCAAqC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/gaussianSplattingFragmentDeclaration\";\n\nconst name = \"gaussianSplattingDepthPixelShader\";\nconst shader = `#include<gaussianSplattingFragmentDeclaration>\nvarying vPosition: vec2f;varying vColor: vec4f;fn checkDiscard(inPosition: vec2f,inColor: vec4f)->vec4f {var A : f32=-dot(inPosition,inPosition);var alpha : f32=exp(A)*inColor.a;\n#if defined(SM_SOFTTRANSPARENTSHADOW) && SM_SOFTTRANSPARENTSHADOW==1\nif (A<-4.) {discard;}\n#else\nif (A<-1.) {discard;}\n#endif\nreturn vec4f(inColor.rgb,alpha);}\n#define CUSTOM_FRAGMENT_DEFINITIONS\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {fragmentOutputs.color=checkDiscard(fragmentInputs.vPosition,fragmentInputs.vColor);\n#if defined(SM_SOFTTRANSPARENTSHADOW) && SM_SOFTTRANSPARENTSHADOW==1\nvar alpha : f32=fragmentOutputs.color.a;\n#endif\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const gaussianSplattingDepthPixelShaderWGSL = { name, shader };\n"]}
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// Do not edit.
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import { ShaderStore } from "../Engines/shaderStore.js";
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const name = "lightingVolumeComputeShader";
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const shader = `struct Params {invViewProjMatrix : mat4x4f,
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startVertexIndex: u32,
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step: f32,
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tesselation: u32,};@group(0) @binding(0) var shadowMap : texture_2d<f32>;@group(0) @binding(1) var<uniform> params : Params;@group(0) @binding(2) var<storage,read_write> positions : array<f32>;@compute @workgroup_size(8,8,1)
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fn main(@builtin(global_invocation_id) global_id : vec3u) {let coord=global_id.xy;
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#ifdef KEEP_EDGES
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if (any(coord>=vec2u(params.tesselation)) || any(coord<=vec2u(0))) {
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#else
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if (any(coord>=vec2u(params.tesselation+1))) {
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#endif
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return;}
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let stepY=floor(params.step*f32(coord.y));let depthCoord=vec2u(u32(floor(f32(coord.x)*params.step)),u32(stepY));var depth=textureLoad(shadowMap,depthCoord,0).r;
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#ifdef MOVE_FAR_DEPTH_TO_NEAR
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if (depth==1.0) {depth=0.0;}
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#endif
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let halfTesselation=f32(params.tesselation>>1);let ndc=vec4f((f32(coord.x)-halfTesselation)/halfTesselation,(f32(coord.y)-halfTesselation)/halfTesselation,depth,1.0);var worldCoords=params.invViewProjMatrix*ndc;let idx=params.startVertexIndex+(coord.y*(params.tesselation+1)+coord.x)*3;positions[idx]=worldCoords.x/worldCoords.w;positions[idx+1]=worldCoords.y/worldCoords.w;positions[idx+2]=worldCoords.z/worldCoords.w;}
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`;
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// Sideeffect
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if (!ShaderStore.ShadersStoreWGSL[name]) {
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ShaderStore.ShadersStoreWGSL[name] = shader;
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}
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/** @internal */
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export const lightingVolumeComputeShaderWGSL = { name, shader };
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//# sourceMappingURL=lightingVolume.compute.js.map
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{"version":3,"file":"lightingVolume.compute.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/lightingVolume.compute.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,6BAA6B,CAAC;AAC3C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;CAgBd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,+BAA+B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"lightingVolumeComputeShader\";\nconst shader = `struct Params {invViewProjMatrix : mat4x4f,\nstartVertexIndex: u32,\nstep: f32,\ntesselation: u32,};@group(0) @binding(0) var shadowMap : texture_2d<f32>;@group(0) @binding(1) var<uniform> params : Params;@group(0) @binding(2) var<storage,read_write> positions : array<f32>;@compute @workgroup_size(8,8,1)\nfn main(@builtin(global_invocation_id) global_id : vec3u) {let coord=global_id.xy;\n#ifdef KEEP_EDGES\nif (any(coord>=vec2u(params.tesselation)) || any(coord<=vec2u(0))) {\n#else\nif (any(coord>=vec2u(params.tesselation+1))) {\n#endif\nreturn;}\nlet stepY=floor(params.step*f32(coord.y));let depthCoord=vec2u(u32(floor(f32(coord.x)*params.step)),u32(stepY));var depth=textureLoad(shadowMap,depthCoord,0).r;\n#ifdef MOVE_FAR_DEPTH_TO_NEAR\nif (depth==1.0) {depth=0.0;}\n#endif\nlet halfTesselation=f32(params.tesselation>>1);let ndc=vec4f((f32(coord.x)-halfTesselation)/halfTesselation,(f32(coord.y)-halfTesselation)/halfTesselation,depth,1.0);var worldCoords=params.invViewProjMatrix*ndc;let idx=params.startVertexIndex+(coord.y*(params.tesselation+1)+coord.x)*3;positions[idx]=worldCoords.x/worldCoords.w;positions[idx+1]=worldCoords.y/worldCoords.w;positions[idx+2]=worldCoords.z/worldCoords.w;}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const lightingVolumeComputeShaderWGSL = { name, shader };\n"]}
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package/package.json
CHANGED
package/scene.js
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@@ -4746,10 +4746,12 @@ export class Scene {
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Vector3.CheckExtends(minBox, min, max);
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Vector3.CheckExtends(maxBox, min, max);
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}
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return
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min:
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return min.x === Number.MAX_VALUE
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? { min: Vector3.Zero(), max: Vector3.Zero() }
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: {
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min: min,
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max: max,
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};
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}
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// Picking
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// eslint-disable-next-line jsdoc/require-returns-check
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