lecodes-sdk 2.4.4 → 2.4.6
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.
- package/dist/types/gl/Light.d.ts +11 -4
- package/dist/types/runtime/app.d.ts +14 -0
- package/dist/types/version.d.ts +1 -1
- package/dist/types.json +1 -1
- package/package.json +1 -1
- package/src/animate/tween/Timeline.ts +175 -175
- package/src/bridges/app.d.ts +8 -1
- package/src/core/Aspect.ts +55 -14
- package/src/g2/Scene2D.ts +1 -1
- package/src/gl/CameraPlace.ts +52 -52
- package/src/gl/Light.ts +274 -257
- package/src/gl/Mesh.ts +120 -120
- package/src/gl/Scene.ts +1 -1
- package/src/gl/scenarios.ts +291 -291
- package/src/runtime/app.ts +14 -0
- package/src/version.ts +1 -1
- package/tests/helpers/phases.ts +9 -8
package/src/gl/Mesh.ts
CHANGED
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@@ -1,120 +1,120 @@
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// A renderable 3D node from raw geometry — the primitive shapes (box/sphere/cylinder/capsule/plane) and
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// Mesh.from for a custom Geometry. A GLB import is a different kind: see Model.load.
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import { cx, cy, cz, type Vec3Like } from "../math/vec"
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import {
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Geometry,
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type CapsuleOptions,
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type CylinderOptions,
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type PlaneOptions,
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type SphereOptions,
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} from "./Geometry"
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import { Material } from "./Material"
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import { Node } from "./Node"
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/** Common transform/render options every primitive factory accepts. */
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export type MeshOptions = {
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material?: Material
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position?: Vec3Like
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eulerAngles?: Vec3Like
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scale?: Vec3Like | number
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name?: string
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castShadows?: boolean
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receiveShadows?: boolean
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/** Coarse draw order, 0 (first) … 7 (last); default 4. See `Mesh.renderPriority`. */
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renderPriority?: number
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}
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export class Mesh extends Node {
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private _geometry?: Geometry
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constructor(geometry?: Geometry, material?: Material) {
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super()
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if (geometry) {
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const mat = material ?? Material.unlit()
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this._geometry = geometry
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this._materials = [ mat ]
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_creator.setMesh(this.id, Material.idOf(mat), geometry.vertices, geometry.normals, geometry.indices, geometry.uv, geometry._meshKind, geometry.uv1, geometry.colors)
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}
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}
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override get geometry(): Geometry | undefined { return this._geometry }
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/** Replace the geometry in place — the node, its transform and its material stay, the vertex and
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* index buffers are rebuilt. What an editor overlay or a debug drawer redraws with. */
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setGeometry(geometry: Geometry): this {
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this._geometry = geometry
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_creator.setMesh(this.id, Material.idOf(this._materials![0]!), geometry.vertices, geometry.normals, geometry.indices, geometry.uv, geometry._meshKind, geometry.uv1, geometry.colors)
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// the host rebuilds the renderable for a new geometry (creator-gl createMesh destroys + builds), which
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// resets its priority / culling / shadow flags to the defaults — an overlay redrawn every frame lost its
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// renderPriority 7 after one frame and hid inside the model. What was set on this mesh is set again.
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if (this._renderPriority !== undefined) this.renderPriority = this._renderPriority
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if (this._culling !== undefined) this.culling = this._culling
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if (this._castShadows !== undefined) this.castShadows = this._castShadows
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if (this._receiveShadows !== undefined) this.receiveShadows = this._receiveShadows
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return this
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}
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private _renderPriority?: number
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private _culling?: boolean
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private _castShadows?: boolean
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private _receiveShadows?: boolean
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/** A Mesh always carries a material (slot 0) — see Node.setMaterial for the slot API. */
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override get material(): Material { return this._materials![0]! }
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override set material(m: Material) { this.setMaterial(m, 0) }
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set culling(v: boolean) { this._culling = v; _creator.setCulling(this.id, v) }
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/** Coarse draw order within the frame: 0 draws first, 7 last, 4 is the default (Filament's
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* renderable priority; within one priority opaque draws sort front-to-back, blended back-to-front).
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* Something drawn over the scene with `Material.depthTest = false` goes in 7, so nothing drawn
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* after it can cover it. Write-only; a host that predates the call ignores it. */
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set renderPriority(v: number) {
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this._renderPriority = v
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if (_creator.setRenderPriority) _creator.setRenderPriority(this.id, Math.max(0, Math.min(7, Math.round(v))))
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else if (!Mesh._warnedPriority) { Mesh._warnedPriority = true; console.warn("[mesh] this host has no setRenderPriority — renderPriority ignored") }
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}
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private static _warnedPriority = false
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set castShadows(v: boolean) { this._castShadows = v; _creator.setCastShadows(this.id, v) }
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set receiveShadows(v: boolean) { this._receiveShadows = v; _creator.setReceiveShadows(this.id, v) }
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// --- factories ---
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static box(options: MeshOptions & { size?: Vec3Like | number } = {}): Mesh {
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// the size goes into the geometry (not a scale after): the lightmap chart is laid out per face area
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return apply(new Mesh(Geometry.box(options.size ?? 1), options.material), options)
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}
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static sphere(options: MeshOptions & SphereOptions = {}): Mesh {
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return apply(new Mesh(Geometry.sphere(options), options.material), options)
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}
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static cylinder(options: MeshOptions & CylinderOptions = {}): Mesh {
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return apply(new Mesh(Geometry.cylinder(options), options.material), options)
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}
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/** A capsule along Y (`radius`, `length` between the cap centres) — a character's or a collider's shape in one mesh. */
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static capsule(options: MeshOptions & CapsuleOptions = {}): Mesh {
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return apply(new Mesh(Geometry.capsule(options), options.material), options)
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}
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static plane(options: MeshOptions & PlaneOptions = {}): Mesh {
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return apply(new Mesh(Geometry.plane(options), options.material), options)
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}
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/** Wrap a custom Geometry. */
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static from(geometry: Geometry, options: MeshOptions = {}): Mesh {
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return apply(new Mesh(geometry, options.material), options)
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}
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}
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const sizeToVec = (s: Vec3Like | number): [number, number, number] => (typeof s === "number" ? [ s, s, s ] : [ cx(s), cy(s), cz(s) ])
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const apply = (mesh: Mesh, o: MeshOptions): Mesh => {
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if (o.position) mesh.position = o.position
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if (o.eulerAngles) mesh.eulerAngles = o.eulerAngles
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if (o.scale !== undefined) mesh.scale = typeof o.scale === "number" ? [ o.scale, o.scale, o.scale ] : o.scale
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if (o.name !== undefined) mesh.name = o.name
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if (o.castShadows !== undefined) mesh.castShadows = o.castShadows
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if (o.receiveShadows !== undefined) mesh.receiveShadows = o.receiveShadows
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if (o.renderPriority !== undefined) mesh.renderPriority = o.renderPriority
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return mesh
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}
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// A renderable 3D node from raw geometry — the primitive shapes (box/sphere/cylinder/capsule/plane) and
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// Mesh.from for a custom Geometry. A GLB import is a different kind: see Model.load.
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import { cx, cy, cz, type Vec3Like } from "../math/vec"
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import {
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Geometry,
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type CapsuleOptions,
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type CylinderOptions,
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type PlaneOptions,
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type SphereOptions,
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} from "./Geometry"
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import { Material } from "./Material"
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import { Node } from "./Node"
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/** Common transform/render options every primitive factory accepts. */
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export type MeshOptions = {
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material?: Material
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position?: Vec3Like
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eulerAngles?: Vec3Like
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scale?: Vec3Like | number
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name?: string
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castShadows?: boolean
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receiveShadows?: boolean
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/** Coarse draw order, 0 (first) … 7 (last); default 4. See `Mesh.renderPriority`. */
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renderPriority?: number
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}
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export class Mesh extends Node {
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private _geometry?: Geometry
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constructor(geometry?: Geometry, material?: Material) {
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super()
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if (geometry) {
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const mat = material ?? Material.unlit()
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this._geometry = geometry
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this._materials = [ mat ]
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_creator.setMesh(this.id, Material.idOf(mat), geometry.vertices, geometry.normals, geometry.indices, geometry.uv, geometry._meshKind, geometry.uv1, geometry.colors)
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}
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}
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override get geometry(): Geometry | undefined { return this._geometry }
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/** Replace the geometry in place — the node, its transform and its material stay, the vertex and
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* index buffers are rebuilt. What an editor overlay or a debug drawer redraws with. */
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setGeometry(geometry: Geometry): this {
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this._geometry = geometry
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_creator.setMesh(this.id, Material.idOf(this._materials![0]!), geometry.vertices, geometry.normals, geometry.indices, geometry.uv, geometry._meshKind, geometry.uv1, geometry.colors)
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// the host rebuilds the renderable for a new geometry (creator-gl createMesh destroys + builds), which
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// resets its priority / culling / shadow flags to the defaults — an overlay redrawn every frame lost its
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// renderPriority 7 after one frame and hid inside the model. What was set on this mesh is set again.
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if (this._renderPriority !== undefined) this.renderPriority = this._renderPriority
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if (this._culling !== undefined) this.culling = this._culling
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if (this._castShadows !== undefined) this.castShadows = this._castShadows
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if (this._receiveShadows !== undefined) this.receiveShadows = this._receiveShadows
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return this
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}
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private _renderPriority?: number
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private _culling?: boolean
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private _castShadows?: boolean
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private _receiveShadows?: boolean
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/** A Mesh always carries a material (slot 0) — see Node.setMaterial for the slot API. */
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override get material(): Material { return this._materials![0]! }
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override set material(m: Material) { this.setMaterial(m, 0) }
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set culling(v: boolean) { this._culling = v; _creator.setCulling(this.id, v) }
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/** Coarse draw order within the frame: 0 draws first, 7 last, 4 is the default (Filament's
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* renderable priority; within one priority opaque draws sort front-to-back, blended back-to-front).
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* Something drawn over the scene with `Material.depthTest = false` goes in 7, so nothing drawn
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* after it can cover it. Write-only; a host that predates the call ignores it. */
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set renderPriority(v: number) {
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this._renderPriority = v
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if (_creator.setRenderPriority) _creator.setRenderPriority(this.id, Math.max(0, Math.min(7, Math.round(v))))
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else if (!Mesh._warnedPriority) { Mesh._warnedPriority = true; console.warn("[mesh] this host has no setRenderPriority — renderPriority ignored") }
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}
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private static _warnedPriority = false
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set castShadows(v: boolean) { this._castShadows = v; _creator.setCastShadows(this.id, v) }
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set receiveShadows(v: boolean) { this._receiveShadows = v; _creator.setReceiveShadows(this.id, v) }
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// --- factories ---
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static box(options: MeshOptions & { size?: Vec3Like | number } = {}): Mesh {
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// the size goes into the geometry (not a scale after): the lightmap chart is laid out per face area
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return apply(new Mesh(Geometry.box(options.size ?? 1), options.material), options)
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}
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static sphere(options: MeshOptions & SphereOptions = {}): Mesh {
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return apply(new Mesh(Geometry.sphere(options), options.material), options)
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}
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static cylinder(options: MeshOptions & CylinderOptions = {}): Mesh {
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return apply(new Mesh(Geometry.cylinder(options), options.material), options)
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}
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/** A capsule along Y (`radius`, `length` between the cap centres) — a character's or a collider's shape in one mesh. */
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static capsule(options: MeshOptions & CapsuleOptions = {}): Mesh {
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return apply(new Mesh(Geometry.capsule(options), options.material), options)
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}
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static plane(options: MeshOptions & PlaneOptions = {}): Mesh {
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return apply(new Mesh(Geometry.plane(options), options.material), options)
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}
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/** Wrap a custom Geometry. */
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static from(geometry: Geometry, options: MeshOptions = {}): Mesh {
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return apply(new Mesh(geometry, options.material), options)
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}
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}
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const sizeToVec = (s: Vec3Like | number): [number, number, number] => (typeof s === "number" ? [ s, s, s ] : [ cx(s), cy(s), cz(s) ])
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const apply = (mesh: Mesh, o: MeshOptions): Mesh => {
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if (o.position) mesh.position = o.position
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if (o.eulerAngles) mesh.eulerAngles = o.eulerAngles
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if (o.scale !== undefined) mesh.scale = typeof o.scale === "number" ? [ o.scale, o.scale, o.scale ] : o.scale
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if (o.name !== undefined) mesh.name = o.name
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if (o.castShadows !== undefined) mesh.castShadows = o.castShadows
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if (o.receiveShadows !== undefined) mesh.receiveShadows = o.receiveShadows
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if (o.renderPriority !== undefined) mesh.renderPriority = o.renderPriority
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return mesh
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}
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package/src/gl/Scene.ts
CHANGED
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@@ -164,7 +164,7 @@ const installRenderSyncedFrames = (): void => {
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if (typeof _creator.setFixedUpdate !== "function") return false
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_creator.setFixedUpdate(fixed)
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return true
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})
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}, () => Presentable.current instanceof Scene) // this engine drives the phases while a 3D scene is on show
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// Time.scale / Time.paused reach the engine's own clocks (physics, animators, particles) through
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// setTimeScale; a host without it keeps running its sims at wall-clock speed (feature-detected).
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_installTimeScale((scale) => { _creator.setTimeScale?.(scale) })
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