@threlte/gltf 1.0.0-next.10 → 1.0.0-next.11

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package/CHANGELOG.md CHANGED
@@ -1,5 +1,11 @@
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  # @threlte/gltf
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+ ## 1.0.0-next.11
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+
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+ ### Minor Changes
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+
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+ - e91cc094: await instead of if clause for less if-blocks (helps with transitions)
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+
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  ## 1.0.0-next.10
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  ### Minor Changes
package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "@threlte/gltf",
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- "version": "1.0.0-next.10",
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+ "version": "1.0.0-next.11",
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  "description": "GLTF to Threlte converter",
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  "type": "module",
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  "keywords": [
@@ -149,24 +149,24 @@ function parse(fileName, gltf, options = {}) {
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  // Write out geometry first
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  if (obj.geometry) {
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- result += `geometry={$gltf.${node}.geometry} `
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+ result += `geometry={gltf.${node}.geometry} `
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  }
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  // Write out materials
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  if (obj.material) {
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  if (obj.material.name)
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- result += `material={$gltf.materials${sanitizeName(obj.material.name)}} `
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- else result += `material={$gltf.${node}.material} `
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+ result += `material={gltf.materials${sanitizeName(obj.material.name)}} `
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+ else result += `material={gltf.${node}.material} `
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  }
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- if (obj.skeleton) result += `skeleton={$gltf.${node}.skeleton} `
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+ if (obj.skeleton) result += `skeleton={gltf.${node}.skeleton} `
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  if (obj.visible === false) result += `visible={false} `
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  if (obj.castShadow === true) result += `castShadow `
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  if (obj.receiveShadow === true) result += `receiveShadow `
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  if (obj.morphTargetDictionary)
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- result += `morphTargetDictionary={$gltf.${node}.morphTargetDictionary} `
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+ result += `morphTargetDictionary={gltf.${node}.morphTargetDictionary} `
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  if (obj.morphTargetInfluences)
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- result += `morphTargetInfluences={$gltf.${node}.morphTargetInfluences} `
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+ result += `morphTargetInfluences={gltf.${node}.morphTargetInfluences} `
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  if (obj.intensity && rNbr(obj.intensity)) result += `intensity={${rNbr(obj.intensity)}} `
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  //if (obj.power && obj.power !== 4 * Math.PI) result += `power={${rNbr(obj.power)}} `
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  if (obj.angle && obj.angle !== Math.PI / 3) result += `angle={${rDeg(obj.angle)}} `
@@ -378,7 +378,7 @@ function parse(fileName, gltf, options = {}) {
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  // Bail out on lights and bones
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  if (type === 'bone') {
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- return `<T is={$gltf.${node}} />\n`
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+ return `<T is={gltf.${node}} />\n`
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  }
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  // Collect children
@@ -556,9 +556,13 @@ ${
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  </script>
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  <T is={ref} dispose={false} ${!options.isolated ? '{...$$restProps} bind:this={$component}' : ''}>
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- {#if $gltf}
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- ${scene}
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- {/if}
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+ {#await gltf}
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+ <slot name="fallback" />
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+ {:then gltf}
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+ ${scene}
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+ {:catch error}
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+ <slot name="error" {error} />
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+ {/await}
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  <slot {ref} />
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  </T>