@solidrt/3d 0.0.48 → 0.0.49

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@@ -21,7 +21,7 @@ import {
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  setVisible,
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  } from "./scene.ts"
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  import type { ShaderParams } from "@solidrt/core/gpu"
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- import type { Mesh as MeshNode, Scene as SceneHandle, SceneNode } from "./scene.ts"
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+ import type { Mesh as MeshNode, Scene as SceneHandle, SceneNode, ScenePointerEvent } from "./scene.ts"
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  import type { Geometry } from "./geometry.ts"
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  import type { Material } from "./material.ts"
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  import type { Quat, Vec3 } from "./math.ts"
@@ -48,7 +48,24 @@ export type TransformProps = {
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  visible?: boolean
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  }
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- function syncNode(node: SceneNode, props: TransformProps): void {
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+ /**
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+ * Mesh pointer events, the element vocabulary one tree deeper: the nearest
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+ * hit mesh receives the event, down/move/up bubble to ancestor Groups
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+ * (stopPropagation stops the walk), enter/leave pair on the mesh alone.
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+ * Events flow while the element showing the scene carries scene.handlers -
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+ * the built-in <Scene> leaf does (opt out with events={false}); an `output`
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+ * leaf spreads them itself.
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+ */
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+ export type PointerEventProps = {
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+ onPointerDown?: (event: ScenePointerEvent) => void
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+ onPointerMove?: (event: ScenePointerEvent) => void
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+ onPointerUp?: (event: ScenePointerEvent) => void
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+ /** Meshes only: a Group never receives enter/leave. */
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+ onPointerEnter?: (event: ScenePointerEvent) => void
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+ onPointerLeave?: (event: ScenePointerEvent) => void
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+ }
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+
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+ function syncNode(node: SceneNode, props: TransformProps & PointerEventProps): void {
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  createEffect(
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  () => [props.position, props.rotation, props.quaternion, props.scale, props.visible] as const,
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  ([position, rotation, quaternion, scale, visible]) => {
@@ -56,6 +73,16 @@ function syncNode(node: SceneNode, props: TransformProps): void {
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  setVisible(node, visible !== false)
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  },
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  )
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+ createEffect(
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+ () => [props.onPointerDown, props.onPointerMove, props.onPointerUp, props.onPointerEnter, props.onPointerLeave] as const,
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+ ([down, move, up, enter, leave]) => {
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+ node.onPointerDown = down
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+ node.onPointerMove = move
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+ node.onPointerUp = up
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+ node.onPointerEnter = enter
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+ node.onPointerLeave = leave
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+ },
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+ )
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  }
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  export type SceneProps = {
@@ -64,6 +91,12 @@ export type SceneProps = {
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  width: number
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  height: number
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  clearColor?: [number, number, number, number]
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+ /** Fragment GLSL drawn behind the meshes, inside the scene's own pass
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+ * (scene.setBackground): vUV/iResolution/fragColor contract, so a
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+ * createShaderTexture backdrop ports verbatim. Reactive - swapping the
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+ * source replaces the background; undefined removes it. Three's
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+ * `scene.background = color` is `clearColor` here. */
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+ background?: string
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  label?: string
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  ref?: (scene: SceneHandle) => void
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  /**
@@ -72,8 +105,16 @@ export type SceneProps = {
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  * leaf - a `<d-texture>`, a leaf carrying paint/pointer/layout props, or
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  * a post-effect chain (a shader target sampling the id; created in the
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  * callback it disposes with the Scene). Return null to render no leaf.
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+ * Mesh pointer events then need the scene's handlers on your leaf:
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+ * `<texture src={texture} {...useScene().scene.handlers} />`.
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  */
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  output?: (texture: TextureId) => Element
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+ /**
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+ * Mesh pointer events (default on): the built-in leaf carries
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+ * scene.handlers, so Mesh/Group onPointer* props receive events. `false`
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+ * detaches them - the leaf then costs no pointer routing at all.
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+ */
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+ events?: boolean
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  }
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  /**
@@ -91,14 +132,27 @@ export let Scene: ParentComponent<SceneProps> = props => {
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  () => [props.width, props.height] as const,
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  ([w, h]) => scene.setSize(w, h),
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  )
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+ createEffect(
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+ () => props.background,
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+ b => scene.setBackground(b ?? null),
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+ )
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  untrack(() => props.ref)?.(scene)
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  let output = untrack(() => props.output)
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+ let events = untrack(() => props.events) !== false
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  return (
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  <SceneContext value={{ scene, parent: scene.root }}>
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  {output ? (
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  untrack(() => output(scene.texture))
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  ) : (
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- <texture src={scene.texture} width={props.width} height={props.height} />
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+ <texture
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+ src={scene.texture}
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+ width={props.width}
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+ height={props.height}
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+ onPointerDown={events ? scene.handlers.onPointerDown : undefined}
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+ onPointerMove={events ? scene.handlers.onPointerMove : undefined}
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+ onPointerUp={events ? scene.handlers.onPointerUp : undefined}
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+ onPointerLeave={events ? scene.handlers.onPointerLeave : undefined}
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+ />
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  )}
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  {props.children}
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  </SceneContext>
@@ -106,7 +160,7 @@ export let Scene: ParentComponent<SceneProps> = props => {
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  }
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  /** A transform node: children inherit its position/rotation/scale. */
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- export let Group: ParentComponent<TransformProps & { ref?: (node: SceneNode) => void }> = props => {
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+ export let Group: ParentComponent<TransformProps & PointerEventProps & { ref?: (node: SceneNode) => void }> = props => {
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  let ctx = useContext(SceneContext)
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  let node = createGroup()
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  add(ctx.parent, node)
@@ -116,7 +170,7 @@ export let Group: ParentComponent<TransformProps & { ref?: (node: SceneNode) =>
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  return <SceneContext value={{ scene: ctx.scene, parent: node }}>{props.children}</SceneContext>
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  }
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- export type MeshProps = TransformProps & {
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+ export type MeshProps = TransformProps & PointerEventProps & {
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  geometry: Geometry
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  material: Material
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  /** Per-mesh uniforms for a custom material (setMeshParams as a prop).
package/src/geometry.ts CHANGED
@@ -63,6 +63,35 @@ export type Geometry = {
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  label?: string
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  _buffer?: BufferId
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  _index?: BufferId
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+ _bounds?: Float32Array
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+ }
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+
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+ /**
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+ * The geometry's LOCAL axis-aligned bounds as [minX, minY, minZ, maxX,
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+ * maxY, maxZ], computed from the vertices on first use and cached (like
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+ * the GPU buffers, geometry is treated as immutable after creation).
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+ * Picking's narrowphase volume; a flat geometry legitimately has zero
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+ * extent on an axis. An empty geometry yields a zero box at the origin.
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+ */
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+ export function geometryBounds(geometry: Geometry): Float32Array {
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+ let bounds = geometry._bounds
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+ if (bounds === undefined) {
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+ bounds = new Float32Array([Infinity, Infinity, Infinity, -Infinity, -Infinity, -Infinity])
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+ let v = geometry.vertices
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+ let stride = geometry.layout === "colored" ? COLORED_FLOATS : FLOATS_PER_VERTEX
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+ for (let i = 0; i + 2 < v.length; i += stride) {
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+ let x = v[i]!, y = v[i + 1]!, z = v[i + 2]!
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+ if (x < bounds[0]!) bounds[0] = x
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+ if (y < bounds[1]!) bounds[1] = y
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+ if (z < bounds[2]!) bounds[2] = z
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+ if (x > bounds[3]!) bounds[3] = x
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+ if (y > bounds[4]!) bounds[4] = y
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+ if (z > bounds[5]!) bounds[5] = z
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+ }
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+ if (bounds[0]! > bounds[3]!) bounds.fill(0)
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+ geometry._bounds = bounds
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+ }
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+ return bounds
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  }
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  /** The geometry's GPU buffers, created on first use and cached on it,
package/src/index.ts CHANGED
@@ -6,7 +6,7 @@
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  // PerspectiveCamera) on top. See AGENTS.md for the model and the traps.
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  export { add, createGroup, createMesh, createScene, getRotation, lookAt, remove, setGeometry, setMaterial, setMeshParams, setTransform, setVisible, worldPosition } from "./scene.ts"
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- export type { CameraUpdate, Mesh as MeshNode, Scene as SceneHandle, SceneNode, SceneOptions, TransformUpdate } from "./scene.ts"
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+ export type { CameraUpdate, Hit, Mesh as MeshNode, Scene as SceneHandle, SceneHandlers, SceneNode, SceneOptions, ScenePointerEvent, TransformUpdate } from "./scene.ts"
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  export { box, circle, cone, cylinder, disposeGeometry, fillColors, plane, ring, sphere, torus, torusKnot, withColors, FLOATS_PER_VERTEX, VERTEX_LAYOUTS } from "./geometry.ts"
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  export type { ColorFill, Geometry, VertexLayout } from "./geometry.ts"
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  export { fillet, roundRect, shape, triangulate } from "./profile.ts"
@@ -16,7 +16,7 @@ export type { PathFrames, PathPoint, SweepPath } from "./sweep.ts"
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  export { shaderMaterial, unlit } from "./material.ts"
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  export type { Material, ShaderMaterialOptions, UnlitOptions } from "./material.ts"
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  export { Group, Mesh, PerspectiveCamera, Scene, useScene } from "./components.tsx"
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- export type { MeshProps, PerspectiveCameraProps, SceneProps, TransformProps } from "./components.tsx"
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+ export type { MeshProps, PerspectiveCameraProps, PointerEventProps, SceneProps, TransformProps } from "./components.tsx"
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  export { createOrbitCamera } from "./orbit.ts"
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  export type { OrbitCamera, OrbitCameraOptions, OrbitPose } from "./orbit.ts"
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  // math's lookAt (the camera view matrix) stays on the /math subpath: the
package/src/material.ts CHANGED
@@ -144,6 +144,43 @@ function needsHeader(source: string): boolean {
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  return !source.trimStart().startsWith("#version")
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  }
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+ // The scene-background pass (scene.setBackground). The vertex stage is the
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+ // engine's own attributeless fullscreen triangle (gl_VertexID, no vertex
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+ // buffer), emitting the SAME vUV the shader-target contract provides: 0..1
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+ // with origin at the displayed top-left - so a backdrop fragment written
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+ // for createShaderTexture ports verbatim.
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+ const BACKGROUND_VERTEX = glsl`
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+ out vec2 vUV;
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+ void main() {
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+ vec2 p = vec2(float((gl_VertexID << 1) & 2), float(gl_VertexID & 2));
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+ vUV = p;
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+ gl_Position = vec4(p * 2.0 - 1.0, 0.0, 1.0);
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+ }
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+ `
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+
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+ // Pipeline fragments get no vUV from the engine preamble (a pipeline's
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+ // varyings are its own), so the background slot injects the full
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+ // shader-target fragment contract itself: vUV, fragColor, iResolution.
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+ const BACKGROUND_FRAGMENT_PREAMBLE =
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+ "#version 300 es\nprecision highp float;\nin vec2 vUV;\nout vec4 fragColor;\nuniform vec2 iResolution;\n"
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+
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+ /** The scene's background pipeline (internal - reached via
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+ * scene.setBackground): depth-free, attributeless, drawn as entry zero of
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+ * the scene pass. */
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+ export function backgroundPipeline(fragment: string, label: string): { pipeline: RenderPipelineId; program: ProgramId } {
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+ let vs = compileShader("vertex", BACKGROUND_VERTEX, { header: true })
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+ let fs = compileShader(
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+ "fragment",
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+ needsHeader(fragment) ? BACKGROUND_FRAGMENT_PREAMBLE + fragment : fragment,
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+ { header: false },
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+ )
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+ let program = linkProgram(vs, fs, { label })
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+ destroyShader(vs)
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+ destroyShader(fs)
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+ let pipeline = createRenderPipeline(program, { label })
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+ return { pipeline, program }
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+ }
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+
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  export type ShaderMaterialOptions = {
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  /**
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  * Vertex stage GLSL. MUST declare and use `uniform mat4 uModel` (the
package/src/math.ts CHANGED
@@ -57,6 +57,48 @@ export function transformPoint(out: Vec4, m: Mat4, p: Vec3): Vec4 {
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  return out
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  }
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+ /**
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+ * Transform a DIRECTION by m's upper 3x3 (w = 0: rotation and scale apply,
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+ * translation does not). The ray-direction counterpart of transformPoint.
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+ */
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+ export function transformVector(out: Vec3, m: Mat4, v: Vec3): Vec3 {
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+ let x = v[0], y = v[1], z = v[2]
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+ out[0] = m[0] * x + m[4] * y + m[8] * z
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+ out[1] = m[1] * x + m[5] * y + m[9] * z
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+ out[2] = m[2] * x + m[6] * y + m[10] * z
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+ return out
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+ }
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+
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+ /**
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+ * Invert an AFFINE matrix - a world or local matrix whose bottom row is
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+ * 0,0,0,1, NOT a projection: the upper 3x3 inverts by cofactors and the
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+ * translation is pulled back through it. Picking's world-to-local step.
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+ * `out` may alias `m`. A degenerate (zero-scale) matrix yields the raw
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+ * cofactors instead of NaNs, the same policy as normalMatrix.
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+ */
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+ export function invertAffine(out: Mat4, m: Mat4): Mat4 {
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+ let a = m[0], b = m[4], c = m[8]
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+ let d = m[1], e = m[5], f = m[9]
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+ let g = m[2], h = m[6], i = m[10]
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+ let tx = m[12], ty = m[13], tz = m[14]
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+ let c00 = e * i - f * h
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+ let c01 = f * g - d * i
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+ let c02 = d * h - e * g
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+ let det = a * c00 + b * c01 + c * c02
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+ let s = 1 / (det || 1)
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+ let r00 = c00 * s, r01 = (c * h - b * i) * s, r02 = (b * f - c * e) * s
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+ let r10 = c01 * s, r11 = (a * i - c * g) * s, r12 = (c * d - a * f) * s
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+ let r20 = c02 * s, r21 = (b * g - a * h) * s, r22 = (a * e - b * d) * s
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+ out[0] = r00; out[1] = r10; out[2] = r20; out[3] = 0
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+ out[4] = r01; out[5] = r11; out[6] = r21; out[7] = 0
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+ out[8] = r02; out[9] = r12; out[10] = r22; out[11] = 0
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+ out[12] = -(r00 * tx + r01 * ty + r02 * tz)
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+ out[13] = -(r10 * tx + r11 * ty + r12 * tz)
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+ out[14] = -(r20 * tx + r21 * ty + r22 * tz)
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+ out[15] = 1
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+ return out
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+ }
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+
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  /** out = a * b (column vectors: b applies first). out may alias a or b. */
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  export function multiply(out: Mat4, a: Mat4, b: Mat4): Mat4 {
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  let a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3]