@xeokit/xeokit-sdk 2.4.2-beta-41 → 2.4.2-beta-43

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/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "@xeokit/xeokit-sdk",
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- "version": "2.4.2-beta-41",
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+ "version": "2.4.2-beta-43",
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  "description": "Web Programming Toolkit for 3D/2D BIM and AEC Graphics",
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  "module": "./dist/xeokit-sdk.es.js",
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  "main": "./dist/xeokit-sdk.cjs.js",
@@ -39,7 +39,6 @@ import {geometryCompressionUtils} from "../math/geometryCompressionUtils.js";
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  import {SceneModelTransform} from "./SceneModelTransform";
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  const tempVec3a = math.vec3();
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- const tempMat4 = math.mat4();
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  const tempOBB3 = math.OBB3();
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@@ -35,15 +35,10 @@ const INDICES_EDGE_INDICES_ALIGNEMENT_SIZE = 8;
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  */
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  const MAX_OBJECT_UPDATES_IN_FRAME_WITHOUT_BATCHED_UPDATE = 10;
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- const tempVec4a = math.vec4([0, 0, 0, 1]);
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- const tempVec4b = math.vec4([0, 0, 0, 1]);
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- const tempVec4c = math.vec4([0, 0, 0, 1]);
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  const tempMat4a = new Float32Array(16);
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  const tempUint8Array4 = new Uint8Array(4);
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  const tempFloat32Array3 = new Float32Array(3);
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- const tempAABB3b = math.AABB3();
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-
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  let numLayers = 0;
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  const DEFAULT_MATRIX = math.identityMat4();
@@ -215,16 +210,6 @@ export class TrianglesDataTextureLayer {
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  //math.expandAABB3(portionAABB, subPortionAABB);
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  subPortionIds.push(subPortionId);
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  });
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- // const origin = this._state.origin;
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- // if (origin[0] !== 0 || origin[1] !== 0 || origin[2] !== 0) {
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- // portionAABB[0] += origin[0];
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- // portionAABB[1] += origin[1];
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- // portionAABB[2] += origin[2];
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- // portionAABB[3] += origin[0];
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- // portionAABB[4] += origin[1];
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- // portionAABB[5] += origin[2];
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- // }
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- // math.expandAABB3(this.aabb, portionAABB);
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  const portionId = this._portionToSubPortionsMap.length;
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  this._portionToSubPortionsMap.push(subPortionIds);
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  this.model.numPortions++;
@@ -322,10 +307,6 @@ export class TrianglesDataTextureLayer {
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  dataTextureRamStats.numberOfGeometries++;
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- // const aabb = math.collapseAABB3();
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- // math.expandAABB3Points3(aabb, bucket.positionsCompressed);
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- // geometryCompressionUtils.decompressAABB(aabb, portionCfg.positionsDecodeMatrix);
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-
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  const bucketGeometry = {
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  vertexBase,
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  numVertices,
@@ -333,7 +314,6 @@ export class TrianglesDataTextureLayer {
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  numEdges,
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  indicesBase,
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  edgeIndicesBase,
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- // aabb,
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  obb: null // Lazy-created in _createSubPortion if needed
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  };
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@@ -355,26 +335,6 @@ export class TrianglesDataTextureLayer {
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  buffer.perObjectPositionsDecodeMatrices.push(portionCfg.positionsDecodeMatrix);
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  buffer.perObjectInstancePositioningMatrices.push(meshMatrix || DEFAULT_MATRIX);
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- // if (meshMatrix) { // NB: SceneModel world matrix is used in shaders and SceneModelMesh.aabb
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- //
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- // if (!bucketGeometry.obb) {
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- // bucketGeometry.obb = math.AABB3ToOBB3(bucketGeometry.aabb);
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- // }
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- // const geometryOBB = bucketGeometry.obb;
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- // for (let i = 0, len = geometryOBB.length; i < len; i += 4) {
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- // tempVec4a[0] = geometryOBB[i + 0];
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- // tempVec4a[1] = geometryOBB[i + 1];
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- // tempVec4a[2] = geometryOBB[i + 2];
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- // tempVec4a[3] = 1.0;
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- // if (meshMatrix) {
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- // math.transformPoint4(meshMatrix, tempVec4a, tempVec4b);
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- // }
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- // math.expandAABB3Point3(subPortionAABB, tempVec4b);
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- // }
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- // } else {
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- // math.expandAABB3(subPortionAABB, bucketGeometry.aabb);
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- // }
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-
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  buffer.perObjectSolid.push(!!portionCfg.solid);
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  if (colors) {
@@ -503,13 +463,6 @@ export class TrianglesDataTextureLayer {
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  gl,
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  buffer.perObjectPositionsDecodeMatrices);
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- // const positionsCompressed = new Uint16Array(buffer.lenPositionsCompressed);
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- // for (let i = 0, j = 0, len = buffer.positionsCompressed.length; i < len; i++) {
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- // const pc = buffer.positionsCompressed[i];
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- // positionsCompressed.set(pc, j);
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- // j += pc.length;
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- // }
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-
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  textureState.texturePerVertexIdCoordinates = this._dataTextureGenerator.generateTextureForPositions(
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  gl,
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  buffer.positionsCompressed,
@@ -758,7 +711,6 @@ export class TrianglesDataTextureLayer {
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  * flags/flags2 set since the previous invocation of `_beginDeferredFlags`.
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  */
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  _uploadDeferredFlags() {
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- console.info("_uploadDeferredFlags")
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  this._deferredSetFlagsActive = false;
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  if (!this._deferredSetFlagsDirty) {
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  return;
@@ -952,7 +904,7 @@ export class TrianglesDataTextureLayer {
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  // Pick
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- let f3 = (visible && pickable) ? RENDER_PASSES.PICK : RENDER_PASSES.NOT_RENDERED;
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+ let f3 = (visible && (!culled) && pickable) ? RENDER_PASSES.PICK : RENDER_PASSES.NOT_RENDERED;
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  const textureState = this._dataTextureState;
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  const gl = this.model.scene.canvas.gl;
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  tempUint8Array4 [0] = f0;
@@ -8,11 +8,6 @@ import {getBatchingRenderers} from "./LinesBatchingRenderers.js";
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  import {LinesBatchingBuffer} from "./LinesBatchingBuffer.js";
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  import {quantizePositions} from "../../compression.js";
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- const tempVec4a = math.vec4([0, 0, 0, 1]);
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- const tempVec4b = math.vec4([0, 0, 0, 1]);
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- const tempVec4c = math.vec4([0, 0, 0, 1]);
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- const tempOBB3 = math.OBB3();
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-
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  /**
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  * @private
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  */
@@ -9,10 +9,6 @@ import {getInstancingRenderers} from "./LinesInstancingRenderers.js";
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  const tempUint8Vec4 = new Uint8Array(4);
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  const tempFloat32 = new Float32Array(1);
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- const tempVec4a = math.vec4([0, 0, 0, 1]);
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- const tempVec4b = math.vec4([0, 0, 0, 1]);
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- const tempVec4c = math.vec4([0, 0, 0, 1]);
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-
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  const tempVec3fa = new Float32Array(3);
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  const tempFloat32Vec4 = new Float32Array(4);
@@ -8,13 +8,6 @@ import {getPointsBatchingRenderers} from "./PointsBatchingRenderers.js";
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  import {PointsBatchingBuffer} from "./PointsBatchingBuffer.js";
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  import {quantizePositions} from "../../compression.js";
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- const tempVec3a = math.vec4();
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- const tempVec3b = math.vec4();
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- const tempVec4a = math.vec4([0, 0, 0, 1]);
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- const tempVec4b = math.vec4([0, 0, 0, 1]);
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- const tempVec4c = math.vec4([0, 0, 0, 1]);
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- const tempOBB3 = math.OBB3();
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-
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  /**
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  * @private
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  */
@@ -8,9 +8,6 @@ import {getPointsInstancingRenderers} from "./PointsInstancingRenderers.js";
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  const tempUint8Vec4 = new Uint8Array(4);
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  const tempFloat32 = new Float32Array(1);
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- const tempVec4a = math.vec4([0, 0, 0, 1]);
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- const tempVec4b = math.vec4([0, 0, 0, 1]);
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- const tempVec4c = math.vec4([0, 0, 0, 1]);
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  const tempVec3fa = new Float32Array(3);
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  const tempFloat32Vec4 = new Float32Array(4);
@@ -13,9 +13,6 @@ import {getSnapBatchingRenderers} from "../snapBatching/SnapBatchingRenderers.js
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  const tempMat4 = math.mat4();
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  const tempMat4b = math.mat4();
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  const tempVec4a = math.vec4([0, 0, 0, 1]);
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- const tempVec4b = math.vec4([0, 0, 0, 1]);
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- const tempVec4c = math.vec4([0, 0, 0, 1]);
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- const tempOBB3 = math.OBB3();
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  const tempVec3a = math.vec3();
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  const tempVec3b = math.vec3();
@@ -129,12 +126,6 @@ class TrianglesBatchingLayer {
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  this._state.origin.set(cfg.origin);
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  }
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- /**
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- * The axis-aligned World-space boundary of this TrianglesBatchingLayer's positions.
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- * @type {*|Float64Array}
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- */
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- this.aabb = math.collapseAABB3();
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-
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  /**
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  * When true, this layer contains solid triangle meshes, otherwise this layer contains surface triangle meshes
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  * @type {boolean}
@@ -7,11 +7,8 @@ import {ArrayBuf} from "../../../webgl/ArrayBuf.js";
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  import {getInstancingRenderers} from "./TrianglesInstancingRenderers.js";
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  import {getSnapInstancingRenderers} from "../snapInstancing/SnapInstancingRenderers.js";
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- const tempUint8Vec4 = new Uint8Array(4);
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  const tempFloat32 = new Float32Array(1);
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  const tempVec4a = math.vec4([0, 0, 0, 1]);
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- const tempVec4b = math.vec4([0, 0, 0, 1]);
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- const tempVec4c = math.vec4([0, 0, 0, 1]);
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  const tempVec3fa = new Float32Array(3);
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  const tempVec3a = math.vec3();