@spiffcommerce/preview 3.6.2-rc.5 → 3.6.2-rc.6

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.
Files changed (490) hide show
  1. package/dist/index.esm.js +79094 -9
  2. package/dist/index.umd.js +54 -54
  3. package/package.json +2 -3
  4. package/dist/lib/assetCache.esm.js +0 -21
  5. package/dist/lib/configuration.esm.js +0 -98
  6. package/dist/lib/core.esm.js +0 -417
  7. package/dist/lib/dynamicTexture.esm.js +0 -51
  8. package/dist/lib/glbLoaderExtensions.esm.js +0 -137
  9. package/dist/lib/glowLayerManager.esm.js +0 -19
  10. package/dist/lib/guid.esm.js +0 -7
  11. package/dist/lib/material.esm.js +0 -50
  12. package/dist/lib/modelContainer.esm.js +0 -351
  13. package/dist/lib/productAnimations.esm.js +0 -123
  14. package/dist/lib/productCamera.esm.js +0 -113
  15. package/dist/lib/renderConstants.esm.js +0 -103
  16. package/dist/lib/renderingPipeline.esm.js +0 -99
  17. package/dist/lib/types.esm.js +0 -5
  18. package/dist/lib/variants.esm.js +0 -112
  19. package/dist/node_modules/@babylonjs/core/Actions/abstractActionManager.esm.js +0 -41
  20. package/dist/node_modules/@babylonjs/core/Actions/action.esm.js +0 -122
  21. package/dist/node_modules/@babylonjs/core/Actions/actionEvent.esm.js +0 -59
  22. package/dist/node_modules/@babylonjs/core/Actions/actionManager.esm.js +0 -335
  23. package/dist/node_modules/@babylonjs/core/Actions/condition.esm.js +0 -193
  24. package/dist/node_modules/@babylonjs/core/Actions/directActions.esm.js +0 -354
  25. package/dist/node_modules/@babylonjs/core/Animations/animatable.esm.js +0 -478
  26. package/dist/node_modules/@babylonjs/core/Animations/animation.esm.js +0 -866
  27. package/dist/node_modules/@babylonjs/core/Animations/animationEvent.esm.js +0 -18
  28. package/dist/node_modules/@babylonjs/core/Animations/animationGroup.esm.js +0 -470
  29. package/dist/node_modules/@babylonjs/core/Animations/animationKey.esm.js +0 -7
  30. package/dist/node_modules/@babylonjs/core/Animations/animationRange.esm.js +0 -21
  31. package/dist/node_modules/@babylonjs/core/Animations/easing.esm.js +0 -93
  32. package/dist/node_modules/@babylonjs/core/Animations/runtimeAnimation.esm.js +0 -281
  33. package/dist/node_modules/@babylonjs/core/Audio/sound.esm.js +0 -568
  34. package/dist/node_modules/@babylonjs/core/Audio/weightedsound.esm.js +0 -117
  35. package/dist/node_modules/@babylonjs/core/Behaviors/Cameras/autoRotationBehavior.esm.js +0 -145
  36. package/dist/node_modules/@babylonjs/core/Behaviors/Cameras/bouncingBehavior.esm.js +0 -93
  37. package/dist/node_modules/@babylonjs/core/Behaviors/Cameras/framingBehavior.esm.js +0 -295
  38. package/dist/node_modules/@babylonjs/core/Bones/bone.esm.js +0 -701
  39. package/dist/node_modules/@babylonjs/core/Bones/skeleton.esm.js +0 -478
  40. package/dist/node_modules/@babylonjs/core/Buffers/buffer.esm.js +0 -433
  41. package/dist/node_modules/@babylonjs/core/Buffers/dataBuffer.esm.js +0 -18
  42. package/dist/node_modules/@babylonjs/core/Cameras/Inputs/BaseCameraMouseWheelInput.esm.js +0 -67
  43. package/dist/node_modules/@babylonjs/core/Cameras/Inputs/BaseCameraPointersInput.esm.js +0 -191
  44. package/dist/node_modules/@babylonjs/core/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.esm.js +0 -93
  45. package/dist/node_modules/@babylonjs/core/Cameras/Inputs/arcRotateCameraMouseWheelInput.esm.js +0 -119
  46. package/dist/node_modules/@babylonjs/core/Cameras/Inputs/arcRotateCameraPointersInput.esm.js +0 -119
  47. package/dist/node_modules/@babylonjs/core/Cameras/Inputs/freeCameraKeyboardMoveInput.esm.js +0 -108
  48. package/dist/node_modules/@babylonjs/core/Cameras/Inputs/freeCameraMouseInput.esm.js +0 -114
  49. package/dist/node_modules/@babylonjs/core/Cameras/Inputs/freeCameraMouseWheelInput.esm.js +0 -249
  50. package/dist/node_modules/@babylonjs/core/Cameras/Inputs/freeCameraTouchInput.esm.js +0 -103
  51. package/dist/node_modules/@babylonjs/core/Cameras/arcRotateCamera.esm.js +0 -589
  52. package/dist/node_modules/@babylonjs/core/Cameras/arcRotateCameraInputsManager.esm.js +0 -37
  53. package/dist/node_modules/@babylonjs/core/Cameras/camera.esm.js +0 -686
  54. package/dist/node_modules/@babylonjs/core/Cameras/cameraInputsManager.esm.js +0 -147
  55. package/dist/node_modules/@babylonjs/core/Cameras/freeCamera.esm.js +0 -236
  56. package/dist/node_modules/@babylonjs/core/Cameras/freeCameraInputsManager.esm.js +0 -66
  57. package/dist/node_modules/@babylonjs/core/Cameras/targetCamera.esm.js +0 -214
  58. package/dist/node_modules/@babylonjs/core/Collisions/intersectionInfo.esm.js +0 -8
  59. package/dist/node_modules/@babylonjs/core/Collisions/meshCollisionData.esm.js +0 -9
  60. package/dist/node_modules/@babylonjs/core/Collisions/pickingInfo.esm.js +0 -59
  61. package/dist/node_modules/@babylonjs/core/Compat/compatibilityOptions.esm.js +0 -6
  62. package/dist/node_modules/@babylonjs/core/Culling/boundingBox.esm.js +0 -174
  63. package/dist/node_modules/@babylonjs/core/Culling/boundingInfo.esm.js +0 -159
  64. package/dist/node_modules/@babylonjs/core/Culling/boundingSphere.esm.js +0 -114
  65. package/dist/node_modules/@babylonjs/core/DeviceInput/InputDevices/deviceEnums.esm.js +0 -37
  66. package/dist/node_modules/@babylonjs/core/DeviceInput/InputDevices/deviceSource.esm.js +0 -23
  67. package/dist/node_modules/@babylonjs/core/DeviceInput/InputDevices/deviceSourceManager.esm.js +0 -106
  68. package/dist/node_modules/@babylonjs/core/DeviceInput/eventFactory.esm.js +0 -118
  69. package/dist/node_modules/@babylonjs/core/DeviceInput/internalDeviceSourceManager.esm.js +0 -46
  70. package/dist/node_modules/@babylonjs/core/DeviceInput/nativeDeviceInputSystem.esm.js +0 -50
  71. package/dist/node_modules/@babylonjs/core/DeviceInput/webDeviceInputSystem.esm.js +0 -354
  72. package/dist/node_modules/@babylonjs/core/Engines/Extensions/engine.alpha.esm.js +0 -101
  73. package/dist/node_modules/@babylonjs/core/Engines/Extensions/engine.cubeTexture.esm.js +0 -103
  74. package/dist/node_modules/@babylonjs/core/Engines/Extensions/engine.dynamicBuffer.esm.js +0 -11
  75. package/dist/node_modules/@babylonjs/core/Engines/Extensions/engine.dynamicTexture.esm.js +0 -14
  76. package/dist/node_modules/@babylonjs/core/Engines/Extensions/engine.multiRender.esm.js +0 -111
  77. package/dist/node_modules/@babylonjs/core/Engines/Extensions/engine.rawTexture.esm.js +0 -109
  78. package/dist/node_modules/@babylonjs/core/Engines/Extensions/engine.readTexture.esm.js +0 -76
  79. package/dist/node_modules/@babylonjs/core/Engines/Extensions/engine.renderTarget.esm.js +0 -69
  80. package/dist/node_modules/@babylonjs/core/Engines/Extensions/engine.renderTargetCube.esm.js +0 -15
  81. package/dist/node_modules/@babylonjs/core/Engines/Extensions/engine.uniformBuffer.esm.js +0 -29
  82. package/dist/node_modules/@babylonjs/core/Engines/Extensions/engine.views.esm.js +0 -85
  83. package/dist/node_modules/@babylonjs/core/Engines/Processors/Expressions/Operators/shaderDefineAndOperator.esm.js +0 -9
  84. package/dist/node_modules/@babylonjs/core/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator.esm.js +0 -36
  85. package/dist/node_modules/@babylonjs/core/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator.esm.js +0 -13
  86. package/dist/node_modules/@babylonjs/core/Engines/Processors/Expressions/Operators/shaderDefineOrOperator.esm.js +0 -9
  87. package/dist/node_modules/@babylonjs/core/Engines/Processors/Expressions/shaderDefineExpression.esm.js +0 -88
  88. package/dist/node_modules/@babylonjs/core/Engines/Processors/shaderCodeConditionNode.esm.js +0 -14
  89. package/dist/node_modules/@babylonjs/core/Engines/Processors/shaderCodeCursor.esm.js +0 -44
  90. package/dist/node_modules/@babylonjs/core/Engines/Processors/shaderCodeNode.esm.js +0 -31
  91. package/dist/node_modules/@babylonjs/core/Engines/Processors/shaderCodeTestNode.esm.js +0 -9
  92. package/dist/node_modules/@babylonjs/core/Engines/Processors/shaderProcessor.esm.js +0 -230
  93. package/dist/node_modules/@babylonjs/core/Engines/WebGL/webGL2ShaderProcessors.esm.js +0 -30
  94. package/dist/node_modules/@babylonjs/core/Engines/WebGL/webGLHardwareTexture.esm.js +0 -34
  95. package/dist/node_modules/@babylonjs/core/Engines/WebGL/webGLPipelineContext.esm.js +0 -388
  96. package/dist/node_modules/@babylonjs/core/Engines/WebGL/webGLRenderTargetWrapper.esm.js +0 -87
  97. package/dist/node_modules/@babylonjs/core/Engines/WebGL/webGLShaderProcessors.esm.js +0 -16
  98. package/dist/node_modules/@babylonjs/core/Engines/constants.esm.js +0 -254
  99. package/dist/node_modules/@babylonjs/core/Engines/engine.esm.js +0 -1120
  100. package/dist/node_modules/@babylonjs/core/Engines/engineStore.esm.js +0 -23
  101. package/dist/node_modules/@babylonjs/core/Engines/nullEngine.esm.js +0 -697
  102. package/dist/node_modules/@babylonjs/core/Engines/performanceConfigurator.esm.js +0 -22
  103. package/dist/node_modules/@babylonjs/core/Engines/renderTargetWrapper.esm.js +0 -273
  104. package/dist/node_modules/@babylonjs/core/Engines/shaderStore.esm.js +0 -36
  105. package/dist/node_modules/@babylonjs/core/Engines/thinEngine.esm.js +0 -2921
  106. package/dist/node_modules/@babylonjs/core/Events/deviceInputEvents.esm.js +0 -13
  107. package/dist/node_modules/@babylonjs/core/Events/keyboardEvents.esm.js +0 -41
  108. package/dist/node_modules/@babylonjs/core/Events/pointerEvents.esm.js +0 -63
  109. package/dist/node_modules/@babylonjs/core/Inputs/pointerPickingConfiguration.esm.js +0 -8
  110. package/dist/node_modules/@babylonjs/core/Inputs/scene.inputManager.esm.js +0 -418
  111. package/dist/node_modules/@babylonjs/core/Layers/effectLayer.esm.js +0 -437
  112. package/dist/node_modules/@babylonjs/core/Layers/effectLayerSceneComponent.esm.js +0 -141
  113. package/dist/node_modules/@babylonjs/core/Layers/glowLayer.esm.js +0 -343
  114. package/dist/node_modules/@babylonjs/core/Layers/highlightLayer.esm.js +0 -396
  115. package/dist/node_modules/@babylonjs/core/Lights/directionalLight.esm.js +0 -224
  116. package/dist/node_modules/@babylonjs/core/Lights/hemisphericLight.esm.js +0 -92
  117. package/dist/node_modules/@babylonjs/core/Lights/light.esm.js +0 -476
  118. package/dist/node_modules/@babylonjs/core/Lights/lightConstants.esm.js +0 -30
  119. package/dist/node_modules/@babylonjs/core/Lights/pointLight.esm.js +0 -153
  120. package/dist/node_modules/@babylonjs/core/Lights/shadowLight.esm.js +0 -196
  121. package/dist/node_modules/@babylonjs/core/Lights/spotLight.esm.js +0 -287
  122. package/dist/node_modules/@babylonjs/core/Loading/sceneLoader.esm.js +0 -551
  123. package/dist/node_modules/@babylonjs/core/Loading/sceneLoaderFlags.esm.js +0 -48
  124. package/dist/node_modules/@babylonjs/core/Materials/PBR/pbrAnisotropicConfiguration.esm.js +0 -112
  125. package/dist/node_modules/@babylonjs/core/Materials/PBR/pbrBRDFConfiguration.esm.js +0 -48
  126. package/dist/node_modules/@babylonjs/core/Materials/PBR/pbrBaseMaterial.esm.js +0 -568
  127. package/dist/node_modules/@babylonjs/core/Materials/PBR/pbrClearCoatConfiguration.esm.js +0 -139
  128. package/dist/node_modules/@babylonjs/core/Materials/PBR/pbrIridescenceConfiguration.esm.js +0 -97
  129. package/dist/node_modules/@babylonjs/core/Materials/PBR/pbrMaterial.esm.js +0 -496
  130. package/dist/node_modules/@babylonjs/core/Materials/PBR/pbrSheenConfiguration.esm.js +0 -106
  131. package/dist/node_modules/@babylonjs/core/Materials/PBR/pbrSubSurfaceConfiguration.esm.js +0 -270
  132. package/dist/node_modules/@babylonjs/core/Materials/Textures/Filtering/hdrFiltering.esm.js +0 -103
  133. package/dist/node_modules/@babylonjs/core/Materials/Textures/Loaders/ddsTextureLoader.esm.js +0 -53
  134. package/dist/node_modules/@babylonjs/core/Materials/Textures/Loaders/envTextureLoader.esm.js +0 -51
  135. package/dist/node_modules/@babylonjs/core/Materials/Textures/Loaders/ktxTextureLoader.esm.js +0 -81
  136. package/dist/node_modules/@babylonjs/core/Materials/Textures/baseTexture.esm.js +0 -542
  137. package/dist/node_modules/@babylonjs/core/Materials/Textures/baseTexture.polynomial.esm.js +0 -23
  138. package/dist/node_modules/@babylonjs/core/Materials/Textures/cubeTexture.esm.js +0 -244
  139. package/dist/node_modules/@babylonjs/core/Materials/Textures/dynamicTexture.esm.js +0 -134
  140. package/dist/node_modules/@babylonjs/core/Materials/Textures/equiRectangularCubeTexture.esm.js +0 -89
  141. package/dist/node_modules/@babylonjs/core/Materials/Textures/hdrCubeTexture.esm.js +0 -175
  142. package/dist/node_modules/@babylonjs/core/Materials/Textures/internalTexture.esm.js +0 -150
  143. package/dist/node_modules/@babylonjs/core/Materials/Textures/ktx2decoderTypes.esm.js +0 -17
  144. package/dist/node_modules/@babylonjs/core/Materials/Textures/mirrorTexture.esm.js +0 -138
  145. package/dist/node_modules/@babylonjs/core/Materials/Textures/multiRenderTarget.esm.js +0 -223
  146. package/dist/node_modules/@babylonjs/core/Materials/Textures/rawCubeTexture.esm.js +0 -58
  147. package/dist/node_modules/@babylonjs/core/Materials/Textures/rawTexture.esm.js +0 -156
  148. package/dist/node_modules/@babylonjs/core/Materials/Textures/rawTexture2DArray.esm.js +0 -53
  149. package/dist/node_modules/@babylonjs/core/Materials/Textures/renderTargetTexture.esm.js +0 -605
  150. package/dist/node_modules/@babylonjs/core/Materials/Textures/texture.esm.js +0 -421
  151. package/dist/node_modules/@babylonjs/core/Materials/Textures/textureSampler.esm.js +0 -101
  152. package/dist/node_modules/@babylonjs/core/Materials/Textures/thinTexture.esm.js +0 -170
  153. package/dist/node_modules/@babylonjs/core/Materials/clipPlaneMaterialHelper.esm.js +0 -28
  154. package/dist/node_modules/@babylonjs/core/Materials/colorCurves.esm.js +0 -397
  155. package/dist/node_modules/@babylonjs/core/Materials/drawWrapper.esm.js +0 -22
  156. package/dist/node_modules/@babylonjs/core/Materials/effect.esm.js +0 -890
  157. package/dist/node_modules/@babylonjs/core/Materials/effectFallbacks.esm.js +0 -73
  158. package/dist/node_modules/@babylonjs/core/Materials/effectRenderer.esm.js +0 -132
  159. package/dist/node_modules/@babylonjs/core/Materials/imageProcessingConfiguration.esm.js +0 -428
  160. package/dist/node_modules/@babylonjs/core/Materials/material.detailMapConfiguration.esm.js +0 -90
  161. package/dist/node_modules/@babylonjs/core/Materials/material.esm.js +0 -906
  162. package/dist/node_modules/@babylonjs/core/Materials/materialDefines.esm.js +0 -161
  163. package/dist/node_modules/@babylonjs/core/Materials/materialFlags.esm.js +0 -226
  164. package/dist/node_modules/@babylonjs/core/Materials/materialHelper.esm.js +0 -501
  165. package/dist/node_modules/@babylonjs/core/Materials/materialPluginBase.esm.js +0 -226
  166. package/dist/node_modules/@babylonjs/core/Materials/materialPluginEvent.esm.js +0 -7
  167. package/dist/node_modules/@babylonjs/core/Materials/materialPluginManager.esm.js +0 -212
  168. package/dist/node_modules/@babylonjs/core/Materials/materialStencilState.esm.js +0 -145
  169. package/dist/node_modules/@babylonjs/core/Materials/multiMaterial.esm.js +0 -164
  170. package/dist/node_modules/@babylonjs/core/Materials/prePassConfiguration.esm.js +0 -38
  171. package/dist/node_modules/@babylonjs/core/Materials/pushMaterial.esm.js +0 -48
  172. package/dist/node_modules/@babylonjs/core/Materials/shaderLanguage.esm.js +0 -7
  173. package/dist/node_modules/@babylonjs/core/Materials/shaderMaterial.esm.js +0 -838
  174. package/dist/node_modules/@babylonjs/core/Materials/standardMaterial.esm.js +0 -934
  175. package/dist/node_modules/@babylonjs/core/Materials/uniformBuffer.esm.js +0 -541
  176. package/dist/node_modules/@babylonjs/core/Maths/math.axis.esm.js +0 -19
  177. package/dist/node_modules/@babylonjs/core/Maths/math.color.esm.js +0 -903
  178. package/dist/node_modules/@babylonjs/core/Maths/math.constants.esm.js +0 -6
  179. package/dist/node_modules/@babylonjs/core/Maths/math.frustum.esm.js +0 -91
  180. package/dist/node_modules/@babylonjs/core/Maths/math.functions.esm.js +0 -43
  181. package/dist/node_modules/@babylonjs/core/Maths/math.path.esm.js +0 -9
  182. package/dist/node_modules/@babylonjs/core/Maths/math.plane.esm.js +0 -145
  183. package/dist/node_modules/@babylonjs/core/Maths/math.scalar.esm.js +0 -284
  184. package/dist/node_modules/@babylonjs/core/Maths/math.size.esm.js +0 -124
  185. package/dist/node_modules/@babylonjs/core/Maths/math.vector.esm.js +0 -4915
  186. package/dist/node_modules/@babylonjs/core/Maths/math.viewport.esm.js +0 -41
  187. package/dist/node_modules/@babylonjs/core/Maths/sphericalPolynomial.esm.js +0 -177
  188. package/dist/node_modules/@babylonjs/core/Meshes/Builders/boxBuilder.esm.js +0 -260
  189. package/dist/node_modules/@babylonjs/core/Meshes/Compression/dracoCompression.esm.js +0 -233
  190. package/dist/node_modules/@babylonjs/core/Meshes/Compression/meshoptCompression.esm.js +0 -47
  191. package/dist/node_modules/@babylonjs/core/Meshes/WebGL/webGLDataBuffer.esm.js +0 -12
  192. package/dist/node_modules/@babylonjs/core/Meshes/abstractMesh.esm.js +0 -1448
  193. package/dist/node_modules/@babylonjs/core/Meshes/geometry.esm.js +0 -729
  194. package/dist/node_modules/@babylonjs/core/Meshes/instancedMesh.esm.js +0 -455
  195. package/dist/node_modules/@babylonjs/core/Meshes/mesh.esm.js +0 -2526
  196. package/dist/node_modules/@babylonjs/core/Meshes/mesh.vertexData.esm.js +0 -865
  197. package/dist/node_modules/@babylonjs/core/Meshes/meshLODLevel.esm.js +0 -13
  198. package/dist/node_modules/@babylonjs/core/Meshes/subMesh.esm.js +0 -422
  199. package/dist/node_modules/@babylonjs/core/Meshes/thinInstanceMesh.esm.js +0 -129
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  201. package/dist/node_modules/@babylonjs/core/Misc/HighDynamicRange/cubemapToSphericalPolynomial.esm.js +0 -111
  202. package/dist/node_modules/@babylonjs/core/Misc/HighDynamicRange/hdr.esm.js +0 -122
  203. package/dist/node_modules/@babylonjs/core/Misc/HighDynamicRange/panoramaToCubemap.esm.js +0 -78
  204. package/dist/node_modules/@babylonjs/core/Misc/andOrNotEvaluator.esm.js +0 -41
  205. package/dist/node_modules/@babylonjs/core/Misc/arrayTools.esm.js +0 -52
  206. package/dist/node_modules/@babylonjs/core/Misc/assetsManager.esm.js +0 -561
  207. package/dist/node_modules/@babylonjs/core/Misc/brdfTextureTools.esm.js +0 -31
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  209. package/dist/node_modules/@babylonjs/core/Misc/coroutine.esm.js +0 -53
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  219. package/dist/node_modules/@babylonjs/core/Misc/error.esm.js +0 -40
  220. package/dist/node_modules/@babylonjs/core/Misc/fileTools.esm.js +0 -339
  221. package/dist/node_modules/@babylonjs/core/Misc/filesInputStore.esm.js +0 -6
  222. package/dist/node_modules/@babylonjs/core/Misc/guid.esm.js +0 -9
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  452. package/dist/node_modules/@babylonjs/loaders/glTF/1.0/glTFBinaryExtension.esm.js +0 -37
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  454. package/dist/node_modules/@babylonjs/loaders/glTF/1.0/glTFLoaderInterfaces.esm.js +0 -42
  455. package/dist/node_modules/@babylonjs/loaders/glTF/1.0/glTFLoaderUtils.esm.js +0 -195
  456. package/dist/node_modules/@babylonjs/loaders/glTF/1.0/glTFMaterialsCommonExtension.esm.js +0 -75
  457. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/EXT_lights_image_based.esm.js +0 -77
  458. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/EXT_mesh_gpu_instancing.esm.js +0 -53
  459. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/EXT_meshopt_compression.esm.js +0 -31
  460. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/EXT_texture_webp.esm.js +0 -29
  461. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/ExtrasAsMetadata.esm.js +0 -47
  462. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/KHR_animation_pointer.data.esm.js +0 -173
  463. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/KHR_animation_pointer.esm.js +0 -82
  464. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/KHR_draco_mesh_compression.esm.js +0 -68
  465. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/KHR_lights_punctual.esm.js +0 -60
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  467. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/KHR_materials_clearcoat.esm.js +0 -42
  468. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/KHR_materials_emissive_strength.esm.js +0 -32
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  473. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/KHR_materials_specular.esm.js +0 -41
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  478. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/KHR_materials_volume.esm.js +0 -40
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  482. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/KHR_xmp_json_ld.esm.js +0 -31
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  485. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/MSFT_minecraftMesh.esm.js +0 -29
  486. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/MSFT_sRGBFactors.esm.js +0 -29
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  488. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/glTFLoaderAnimation.esm.js +0 -66
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  490. package/dist/node_modules/@babylonjs/loaders/glTF/glTFValidation.esm.js +0 -81
@@ -1,92 +0,0 @@
1
- import { __decorate as s } from "../tslib.es6.esm.js";
2
- import { serializeAsColor3 as a, serializeAsVector3 as u } from "../Misc/decorators.esm.js";
3
- import { Vector3 as o, Matrix as d } from "../Maths/math.vector.esm.js";
4
- import { Color3 as h } from "../Maths/math.color.esm.js";
5
- import { Node as m } from "../node.esm.js";
6
- import { Light as f } from "./light.esm.js";
7
- m.AddNodeConstructor("Light_Type_3", (n, r) => () => new e(n, o.Zero(), r));
8
- class e extends f {
9
- /**
10
- * Creates a HemisphericLight object in the scene according to the passed direction (Vector3).
11
- * The HemisphericLight simulates the ambient environment light, so the passed direction is the light reflection direction, not the incoming direction.
12
- * The HemisphericLight can't cast shadows.
13
- * Documentation : https://doc.babylonjs.com/features/featuresDeepDive/lights/lights_introduction
14
- * @param name The friendly name of the light
15
- * @param direction The direction of the light reflection
16
- * @param scene The scene the light belongs to
17
- */
18
- constructor(r, i, t) {
19
- super(r, t), this.groundColor = new h(0, 0, 0), this.direction = i || o.Up();
20
- }
21
- _buildUniformLayout() {
22
- this._uniformBuffer.addUniform("vLightData", 4), this._uniformBuffer.addUniform("vLightDiffuse", 4), this._uniformBuffer.addUniform("vLightSpecular", 4), this._uniformBuffer.addUniform("vLightGround", 3), this._uniformBuffer.addUniform("shadowsInfo", 3), this._uniformBuffer.addUniform("depthValues", 2), this._uniformBuffer.create();
23
- }
24
- /**
25
- * Returns the string "HemisphericLight".
26
- * @returns The class name
27
- */
28
- getClassName() {
29
- return "HemisphericLight";
30
- }
31
- /**
32
- * Sets the HemisphericLight direction towards the passed target (Vector3).
33
- * Returns the updated direction.
34
- * @param target The target the direction should point to
35
- * @returns The computed direction
36
- */
37
- setDirectionToTarget(r) {
38
- return this.direction = o.Normalize(r.subtract(o.Zero())), this.direction;
39
- }
40
- /**
41
- * Returns the shadow generator associated to the light.
42
- * @returns Always null for hemispheric lights because it does not support shadows.
43
- */
44
- getShadowGenerator() {
45
- return null;
46
- }
47
- /**
48
- * Sets the passed Effect object with the HemisphericLight normalized direction and color and the passed name (string).
49
- * @param _effect The effect to update
50
- * @param lightIndex The index of the light in the effect to update
51
- * @returns The hemispheric light
52
- */
53
- transferToEffect(r, i) {
54
- const t = o.Normalize(this.direction);
55
- return this._uniformBuffer.updateFloat4("vLightData", t.x, t.y, t.z, 0, i), this._uniformBuffer.updateColor3("vLightGround", this.groundColor.scale(this.intensity), i), this;
56
- }
57
- transferToNodeMaterialEffect(r, i) {
58
- const t = o.Normalize(this.direction);
59
- return r.setFloat3(i, t.x, t.y, t.z), this;
60
- }
61
- /**
62
- * Computes the world matrix of the node
63
- * @returns the world matrix
64
- */
65
- computeWorldMatrix() {
66
- return this._worldMatrix || (this._worldMatrix = d.Identity()), this._worldMatrix;
67
- }
68
- /**
69
- * Returns the integer 3.
70
- * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
71
- */
72
- getTypeID() {
73
- return f.LIGHTTYPEID_HEMISPHERICLIGHT;
74
- }
75
- /**
76
- * Prepares the list of defines specific to the light type.
77
- * @param defines the list of defines
78
- * @param lightIndex defines the index of the light for the effect
79
- */
80
- prepareLightSpecificDefines(r, i) {
81
- r["HEMILIGHT" + i] = !0;
82
- }
83
- }
84
- s([
85
- a()
86
- ], e.prototype, "groundColor", void 0);
87
- s([
88
- u()
89
- ], e.prototype, "direction", void 0);
90
- export {
91
- e as HemisphericLight
92
- };
@@ -1,476 +0,0 @@
1
- import { __decorate as h } from "../tslib.es6.esm.js";
2
- import { SerializationHelper as c, serializeAsColor3 as M, serialize as d, expandToProperty as y } from "../Misc/decorators.esm.js";
3
- import { Vector3 as E } from "../Maths/math.vector.esm.js";
4
- import { Color3 as _, TmpColors as I } from "../Maths/math.color.esm.js";
5
- import { Node as T } from "../node.esm.js";
6
- import { UniformBuffer as p } from "../Materials/uniformBuffer.esm.js";
7
- import { GetClass as S } from "../Misc/typeStore.esm.js";
8
- import { LightConstants as r } from "./lightConstants.esm.js";
9
- class t extends T {
10
- /**
11
- * Defines how far from the source the light is impacting in scene units.
12
- * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
13
- */
14
- get range() {
15
- return this._range;
16
- }
17
- /**
18
- * Defines how far from the source the light is impacting in scene units.
19
- * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
20
- */
21
- set range(e) {
22
- this._range = e, this._inverseSquaredRange = 1 / (this.range * this.range);
23
- }
24
- /**
25
- * Gets the photometric scale used to interpret the intensity.
26
- * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
27
- */
28
- get intensityMode() {
29
- return this._intensityMode;
30
- }
31
- /**
32
- * Sets the photometric scale used to interpret the intensity.
33
- * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
34
- */
35
- set intensityMode(e) {
36
- this._intensityMode = e, this._computePhotometricScale();
37
- }
38
- /**
39
- * Gets the light radius used by PBR Materials to simulate soft area lights.
40
- */
41
- get radius() {
42
- return this._radius;
43
- }
44
- /**
45
- * sets the light radius used by PBR Materials to simulate soft area lights.
46
- */
47
- set radius(e) {
48
- this._radius = e, this._computePhotometricScale();
49
- }
50
- /**
51
- * Gets whether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
52
- * the current shadow generator.
53
- */
54
- get shadowEnabled() {
55
- return this._shadowEnabled;
56
- }
57
- /**
58
- * Sets whether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
59
- * the current shadow generator.
60
- */
61
- set shadowEnabled(e) {
62
- this._shadowEnabled !== e && (this._shadowEnabled = e, this._markMeshesAsLightDirty());
63
- }
64
- /**
65
- * Gets the only meshes impacted by this light.
66
- */
67
- get includedOnlyMeshes() {
68
- return this._includedOnlyMeshes;
69
- }
70
- /**
71
- * Sets the only meshes impacted by this light.
72
- */
73
- set includedOnlyMeshes(e) {
74
- this._includedOnlyMeshes = e, this._hookArrayForIncludedOnly(e);
75
- }
76
- /**
77
- * Gets the meshes not impacted by this light.
78
- */
79
- get excludedMeshes() {
80
- return this._excludedMeshes;
81
- }
82
- /**
83
- * Sets the meshes not impacted by this light.
84
- */
85
- set excludedMeshes(e) {
86
- this._excludedMeshes = e, this._hookArrayForExcluded(e);
87
- }
88
- /**
89
- * Gets the layer id use to find what meshes are not impacted by the light.
90
- * Inactive if 0
91
- */
92
- get excludeWithLayerMask() {
93
- return this._excludeWithLayerMask;
94
- }
95
- /**
96
- * Sets the layer id use to find what meshes are not impacted by the light.
97
- * Inactive if 0
98
- */
99
- set excludeWithLayerMask(e) {
100
- this._excludeWithLayerMask = e, this._resyncMeshes();
101
- }
102
- /**
103
- * Gets the layer id use to find what meshes are impacted by the light.
104
- * Inactive if 0
105
- */
106
- get includeOnlyWithLayerMask() {
107
- return this._includeOnlyWithLayerMask;
108
- }
109
- /**
110
- * Sets the layer id use to find what meshes are impacted by the light.
111
- * Inactive if 0
112
- */
113
- set includeOnlyWithLayerMask(e) {
114
- this._includeOnlyWithLayerMask = e, this._resyncMeshes();
115
- }
116
- /**
117
- * Gets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
118
- */
119
- get lightmapMode() {
120
- return this._lightmapMode;
121
- }
122
- /**
123
- * Sets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
124
- */
125
- set lightmapMode(e) {
126
- this._lightmapMode !== e && (this._lightmapMode = e, this._markMeshesAsLightDirty());
127
- }
128
- /**
129
- * Creates a Light object in the scene.
130
- * Documentation : https://doc.babylonjs.com/features/featuresDeepDive/lights/lights_introduction
131
- * @param name The friendly name of the light
132
- * @param scene The scene the light belongs too
133
- */
134
- constructor(e, i) {
135
- super(e, i), this.diffuse = new _(1, 1, 1), this.specular = new _(1, 1, 1), this.falloffType = t.FALLOFF_DEFAULT, this.intensity = 1, this._range = Number.MAX_VALUE, this._inverseSquaredRange = 0, this._photometricScale = 1, this._intensityMode = t.INTENSITYMODE_AUTOMATIC, this._radius = 1e-5, this.renderPriority = 0, this._shadowEnabled = !0, this._excludeWithLayerMask = 0, this._includeOnlyWithLayerMask = 0, this._lightmapMode = 0, this._shadowGenerators = null, this._excludedMeshesIds = new Array(), this._includedOnlyMeshesIds = new Array(), this._isLight = !0, this.getScene().addLight(this), this._uniformBuffer = new p(this.getScene().getEngine(), void 0, void 0, e), this._buildUniformLayout(), this.includedOnlyMeshes = new Array(), this.excludedMeshes = new Array(), this._resyncMeshes();
136
- }
137
- /**
138
- * Sets the passed Effect "effect" with the Light textures.
139
- * @param effect The effect to update
140
- * @param lightIndex The index of the light in the effect to update
141
- * @returns The light
142
- */
143
- // eslint-disable-next-line @typescript-eslint/no-unused-vars
144
- transferTexturesToEffect(e, i) {
145
- return this;
146
- }
147
- /**
148
- * Binds the lights information from the scene to the effect for the given mesh.
149
- * @param lightIndex Light index
150
- * @param scene The scene where the light belongs to
151
- * @param effect The effect we are binding the data to
152
- * @param useSpecular Defines if specular is supported
153
- * @param receiveShadows Defines if the effect (mesh) we bind the light for receives shadows
154
- */
155
- _bindLight(e, i, n, s, o = !0) {
156
- var a;
157
- const l = e.toString();
158
- let f = !1;
159
- if (this._uniformBuffer.bindToEffect(n, "Light" + l), this._renderId !== i.getRenderId() || this._lastUseSpecular !== s || !this._uniformBuffer.useUbo) {
160
- this._renderId = i.getRenderId(), this._lastUseSpecular = s;
161
- const u = this.getScaledIntensity();
162
- this.transferToEffect(n, l), this.diffuse.scaleToRef(u, I.Color3[0]), this._uniformBuffer.updateColor4("vLightDiffuse", I.Color3[0], this.range, l), s && (this.specular.scaleToRef(u, I.Color3[1]), this._uniformBuffer.updateColor4("vLightSpecular", I.Color3[1], this.radius, l)), f = !0;
163
- }
164
- if (this.transferTexturesToEffect(n, l), i.shadowsEnabled && this.shadowEnabled && o) {
165
- const u = (a = this.getShadowGenerator(i.activeCamera)) !== null && a !== void 0 ? a : this.getShadowGenerator();
166
- u && (u.bindShadowLight(l, n), f = !0);
167
- }
168
- f ? this._uniformBuffer.update() : this._uniformBuffer.bindUniformBuffer();
169
- }
170
- /**
171
- * Returns the string "Light".
172
- * @returns the class name
173
- */
174
- getClassName() {
175
- return "Light";
176
- }
177
- /**
178
- * Converts the light information to a readable string for debug purpose.
179
- * @param fullDetails Supports for multiple levels of logging within scene loading
180
- * @returns the human readable light info
181
- */
182
- toString(e) {
183
- let i = "Name: " + this.name;
184
- if (i += ", type: " + ["Point", "Directional", "Spot", "Hemispheric"][this.getTypeID()], this.animations)
185
- for (let n = 0; n < this.animations.length; n++)
186
- i += ", animation[0]: " + this.animations[n].toString(e);
187
- return i;
188
- }
189
- /** @internal */
190
- _syncParentEnabledState() {
191
- super._syncParentEnabledState(), this.isDisposed() || this._resyncMeshes();
192
- }
193
- /**
194
- * Set the enabled state of this node.
195
- * @param value - the new enabled state
196
- */
197
- setEnabled(e) {
198
- super.setEnabled(e), this._resyncMeshes();
199
- }
200
- /**
201
- * Returns the Light associated shadow generator if any.
202
- * @param camera Camera for which the shadow generator should be retrieved (default: null). If null, retrieves the default shadow generator
203
- * @returns the associated shadow generator.
204
- */
205
- getShadowGenerator(e = null) {
206
- var i;
207
- return this._shadowGenerators === null ? null : (i = this._shadowGenerators.get(e)) !== null && i !== void 0 ? i : null;
208
- }
209
- /**
210
- * Returns all the shadow generators associated to this light
211
- * @returns
212
- */
213
- getShadowGenerators() {
214
- return this._shadowGenerators;
215
- }
216
- /**
217
- * Returns a Vector3, the absolute light position in the World.
218
- * @returns the world space position of the light
219
- */
220
- getAbsolutePosition() {
221
- return E.Zero();
222
- }
223
- /**
224
- * Specifies if the light will affect the passed mesh.
225
- * @param mesh The mesh to test against the light
226
- * @returns true the mesh is affected otherwise, false.
227
- */
228
- canAffectMesh(e) {
229
- return e ? !(this.includedOnlyMeshes && this.includedOnlyMeshes.length > 0 && this.includedOnlyMeshes.indexOf(e) === -1 || this.excludedMeshes && this.excludedMeshes.length > 0 && this.excludedMeshes.indexOf(e) !== -1 || this.includeOnlyWithLayerMask !== 0 && !(this.includeOnlyWithLayerMask & e.layerMask) || this.excludeWithLayerMask !== 0 && this.excludeWithLayerMask & e.layerMask) : !0;
230
- }
231
- /**
232
- * Releases resources associated with this node.
233
- * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
234
- * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
235
- */
236
- dispose(e, i = !1) {
237
- if (this._shadowGenerators) {
238
- const n = this._shadowGenerators.values();
239
- for (let s = n.next(); s.done !== !0; s = n.next())
240
- s.value.dispose();
241
- this._shadowGenerators = null;
242
- }
243
- if (this.getScene().stopAnimation(this), this._parentContainer) {
244
- const n = this._parentContainer.lights.indexOf(this);
245
- n > -1 && this._parentContainer.lights.splice(n, 1), this._parentContainer = null;
246
- }
247
- for (const n of this.getScene().meshes)
248
- n._removeLightSource(this, !0);
249
- this._uniformBuffer.dispose(), this.getScene().removeLight(this), super.dispose(e, i);
250
- }
251
- /**
252
- * Returns the light type ID (integer).
253
- * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
254
- */
255
- getTypeID() {
256
- return 0;
257
- }
258
- /**
259
- * Returns the intensity scaled by the Photometric Scale according to the light type and intensity mode.
260
- * @returns the scaled intensity in intensity mode unit
261
- */
262
- getScaledIntensity() {
263
- return this._photometricScale * this.intensity;
264
- }
265
- /**
266
- * Returns a new Light object, named "name", from the current one.
267
- * @param name The name of the cloned light
268
- * @param newParent The parent of this light, if it has one
269
- * @returns the new created light
270
- */
271
- clone(e, i = null) {
272
- const n = t.GetConstructorFromName(this.getTypeID(), e, this.getScene());
273
- if (!n)
274
- return null;
275
- const s = c.Clone(n, this);
276
- return e && (s.name = e), i && (s.parent = i), s.setEnabled(this.isEnabled()), this.onClonedObservable.notifyObservers(s), s;
277
- }
278
- /**
279
- * Serializes the current light into a Serialization object.
280
- * @returns the serialized object.
281
- */
282
- serialize() {
283
- const e = c.Serialize(this);
284
- return e.uniqueId = this.uniqueId, e.type = this.getTypeID(), this.parent && this.parent._serializeAsParent(e), this.excludedMeshes.length > 0 && (e.excludedMeshesIds = [], this.excludedMeshes.forEach((i) => {
285
- e.excludedMeshesIds.push(i.id);
286
- })), this.includedOnlyMeshes.length > 0 && (e.includedOnlyMeshesIds = [], this.includedOnlyMeshes.forEach((i) => {
287
- e.includedOnlyMeshesIds.push(i.id);
288
- })), c.AppendSerializedAnimations(this, e), e.ranges = this.serializeAnimationRanges(), e.isEnabled = this.isEnabled(), e;
289
- }
290
- /**
291
- * Creates a new typed light from the passed type (integer) : point light = 0, directional light = 1, spot light = 2, hemispheric light = 3.
292
- * This new light is named "name" and added to the passed scene.
293
- * @param type Type according to the types available in Light.LIGHTTYPEID_x
294
- * @param name The friendly name of the light
295
- * @param scene The scene the new light will belong to
296
- * @returns the constructor function
297
- */
298
- static GetConstructorFromName(e, i, n) {
299
- const s = T.Construct("Light_Type_" + e, i, n);
300
- return s || null;
301
- }
302
- /**
303
- * Parses the passed "parsedLight" and returns a new instanced Light from this parsing.
304
- * @param parsedLight The JSON representation of the light
305
- * @param scene The scene to create the parsed light in
306
- * @returns the created light after parsing
307
- */
308
- static Parse(e, i) {
309
- const n = t.GetConstructorFromName(e.type, e.name, i);
310
- if (!n)
311
- return null;
312
- const s = c.Parse(n, e, i);
313
- if (e.excludedMeshesIds && (s._excludedMeshesIds = e.excludedMeshesIds), e.includedOnlyMeshesIds && (s._includedOnlyMeshesIds = e.includedOnlyMeshesIds), e.parentId !== void 0 && (s._waitingParentId = e.parentId), e.parentInstanceIndex !== void 0 && (s._waitingParentInstanceIndex = e.parentInstanceIndex), e.falloffType !== void 0 && (s.falloffType = e.falloffType), e.lightmapMode !== void 0 && (s.lightmapMode = e.lightmapMode), e.animations) {
314
- for (let o = 0; o < e.animations.length; o++) {
315
- const a = e.animations[o], l = S("BABYLON.Animation");
316
- l && s.animations.push(l.Parse(a));
317
- }
318
- T.ParseAnimationRanges(s, e, i);
319
- }
320
- return e.autoAnimate && i.beginAnimation(s, e.autoAnimateFrom, e.autoAnimateTo, e.autoAnimateLoop, e.autoAnimateSpeed || 1), e.isEnabled !== void 0 && s.setEnabled(e.isEnabled), s;
321
- }
322
- _hookArrayForExcluded(e) {
323
- const i = e.push;
324
- e.push = (...s) => {
325
- const o = i.apply(e, s);
326
- for (const a of s)
327
- a._resyncLightSource(this);
328
- return o;
329
- };
330
- const n = e.splice;
331
- e.splice = (s, o) => {
332
- const a = n.apply(e, [s, o]);
333
- for (const l of a)
334
- l._resyncLightSource(this);
335
- return a;
336
- };
337
- for (const s of e)
338
- s._resyncLightSource(this);
339
- }
340
- _hookArrayForIncludedOnly(e) {
341
- const i = e.push;
342
- e.push = (...s) => {
343
- const o = i.apply(e, s);
344
- return this._resyncMeshes(), o;
345
- };
346
- const n = e.splice;
347
- e.splice = (s, o) => {
348
- const a = n.apply(e, [s, o]);
349
- return this._resyncMeshes(), a;
350
- }, this._resyncMeshes();
351
- }
352
- _resyncMeshes() {
353
- for (const e of this.getScene().meshes)
354
- e._resyncLightSource(this);
355
- }
356
- /**
357
- * Forces the meshes to update their light related information in their rendering used effects
358
- * @internal Internal Use Only
359
- */
360
- _markMeshesAsLightDirty() {
361
- for (const e of this.getScene().meshes)
362
- e.lightSources.indexOf(this) !== -1 && e._markSubMeshesAsLightDirty();
363
- }
364
- /**
365
- * Recomputes the cached photometric scale if needed.
366
- */
367
- _computePhotometricScale() {
368
- this._photometricScale = this._getPhotometricScale(), this.getScene().resetCachedMaterial();
369
- }
370
- /**
371
- * Returns the Photometric Scale according to the light type and intensity mode.
372
- */
373
- _getPhotometricScale() {
374
- let e = 0;
375
- const i = this.getTypeID();
376
- let n = this.intensityMode;
377
- switch (n === t.INTENSITYMODE_AUTOMATIC && (i === t.LIGHTTYPEID_DIRECTIONALLIGHT ? n = t.INTENSITYMODE_ILLUMINANCE : n = t.INTENSITYMODE_LUMINOUSINTENSITY), i) {
378
- case t.LIGHTTYPEID_POINTLIGHT:
379
- case t.LIGHTTYPEID_SPOTLIGHT:
380
- switch (n) {
381
- case t.INTENSITYMODE_LUMINOUSPOWER:
382
- e = 1 / (4 * Math.PI);
383
- break;
384
- case t.INTENSITYMODE_LUMINOUSINTENSITY:
385
- e = 1;
386
- break;
387
- case t.INTENSITYMODE_LUMINANCE:
388
- e = this.radius * this.radius;
389
- break;
390
- }
391
- break;
392
- case t.LIGHTTYPEID_DIRECTIONALLIGHT:
393
- switch (n) {
394
- case t.INTENSITYMODE_ILLUMINANCE:
395
- e = 1;
396
- break;
397
- case t.INTENSITYMODE_LUMINANCE: {
398
- let s = this.radius;
399
- s = Math.max(s, 1e-3), e = 2 * Math.PI * (1 - Math.cos(s));
400
- break;
401
- }
402
- }
403
- break;
404
- case t.LIGHTTYPEID_HEMISPHERICLIGHT:
405
- e = 1;
406
- break;
407
- }
408
- return e;
409
- }
410
- /**
411
- * Reorder the light in the scene according to their defined priority.
412
- * @internal Internal Use Only
413
- */
414
- _reorderLightsInScene() {
415
- const e = this.getScene();
416
- this._renderPriority != 0 && (e.requireLightSorting = !0), this.getScene().sortLightsByPriority();
417
- }
418
- }
419
- t.FALLOFF_DEFAULT = r.FALLOFF_DEFAULT;
420
- t.FALLOFF_PHYSICAL = r.FALLOFF_PHYSICAL;
421
- t.FALLOFF_GLTF = r.FALLOFF_GLTF;
422
- t.FALLOFF_STANDARD = r.FALLOFF_STANDARD;
423
- t.LIGHTMAP_DEFAULT = r.LIGHTMAP_DEFAULT;
424
- t.LIGHTMAP_SPECULAR = r.LIGHTMAP_SPECULAR;
425
- t.LIGHTMAP_SHADOWSONLY = r.LIGHTMAP_SHADOWSONLY;
426
- t.INTENSITYMODE_AUTOMATIC = r.INTENSITYMODE_AUTOMATIC;
427
- t.INTENSITYMODE_LUMINOUSPOWER = r.INTENSITYMODE_LUMINOUSPOWER;
428
- t.INTENSITYMODE_LUMINOUSINTENSITY = r.INTENSITYMODE_LUMINOUSINTENSITY;
429
- t.INTENSITYMODE_ILLUMINANCE = r.INTENSITYMODE_ILLUMINANCE;
430
- t.INTENSITYMODE_LUMINANCE = r.INTENSITYMODE_LUMINANCE;
431
- t.LIGHTTYPEID_POINTLIGHT = r.LIGHTTYPEID_POINTLIGHT;
432
- t.LIGHTTYPEID_DIRECTIONALLIGHT = r.LIGHTTYPEID_DIRECTIONALLIGHT;
433
- t.LIGHTTYPEID_SPOTLIGHT = r.LIGHTTYPEID_SPOTLIGHT;
434
- t.LIGHTTYPEID_HEMISPHERICLIGHT = r.LIGHTTYPEID_HEMISPHERICLIGHT;
435
- h([
436
- M()
437
- ], t.prototype, "diffuse", void 0);
438
- h([
439
- M()
440
- ], t.prototype, "specular", void 0);
441
- h([
442
- d()
443
- ], t.prototype, "falloffType", void 0);
444
- h([
445
- d()
446
- ], t.prototype, "intensity", void 0);
447
- h([
448
- d()
449
- ], t.prototype, "range", null);
450
- h([
451
- d()
452
- ], t.prototype, "intensityMode", null);
453
- h([
454
- d()
455
- ], t.prototype, "radius", null);
456
- h([
457
- d()
458
- ], t.prototype, "_renderPriority", void 0);
459
- h([
460
- y("_reorderLightsInScene")
461
- ], t.prototype, "renderPriority", void 0);
462
- h([
463
- d("shadowEnabled")
464
- ], t.prototype, "_shadowEnabled", void 0);
465
- h([
466
- d("excludeWithLayerMask")
467
- ], t.prototype, "_excludeWithLayerMask", void 0);
468
- h([
469
- d("includeOnlyWithLayerMask")
470
- ], t.prototype, "_includeOnlyWithLayerMask", void 0);
471
- h([
472
- d("lightmapMode")
473
- ], t.prototype, "_lightmapMode", void 0);
474
- export {
475
- t as Light
476
- };
@@ -1,30 +0,0 @@
1
- class I {
2
- /**
3
- * Sort function to order lights for rendering.
4
- * @param a First Light object to compare to second.
5
- * @param b Second Light object to compare first.
6
- * @returns -1 to reduce's a's index relative to be, 0 for no change, 1 to increase a's index relative to b.
7
- */
8
- static CompareLightsPriority(T, L) {
9
- return T.shadowEnabled !== L.shadowEnabled ? (L.shadowEnabled ? 1 : 0) - (T.shadowEnabled ? 1 : 0) : L.renderPriority - T.renderPriority;
10
- }
11
- }
12
- I.FALLOFF_DEFAULT = 0;
13
- I.FALLOFF_PHYSICAL = 1;
14
- I.FALLOFF_GLTF = 2;
15
- I.FALLOFF_STANDARD = 3;
16
- I.LIGHTMAP_DEFAULT = 0;
17
- I.LIGHTMAP_SPECULAR = 1;
18
- I.LIGHTMAP_SHADOWSONLY = 2;
19
- I.INTENSITYMODE_AUTOMATIC = 0;
20
- I.INTENSITYMODE_LUMINOUSPOWER = 1;
21
- I.INTENSITYMODE_LUMINOUSINTENSITY = 2;
22
- I.INTENSITYMODE_ILLUMINANCE = 3;
23
- I.INTENSITYMODE_LUMINANCE = 4;
24
- I.LIGHTTYPEID_POINTLIGHT = 0;
25
- I.LIGHTTYPEID_DIRECTIONALLIGHT = 1;
26
- I.LIGHTTYPEID_SPOTLIGHT = 2;
27
- I.LIGHTTYPEID_HEMISPHERICLIGHT = 3;
28
- export {
29
- I as LightConstants
30
- };