melonjs 19.9.1 → 20.1.0
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/README.md +25 -14
- package/build/application/application.d.ts +70 -16
- package/build/application/application.d.ts.map +1 -1
- package/build/application/defaultApplicationSettings.d.ts +2 -2
- package/build/application/settings.d.ts +150 -53
- package/build/application/settings.d.ts.map +1 -1
- package/build/camera/camera2d.d.ts +1 -1
- package/build/camera/camera2d.d.ts.map +1 -1
- package/build/camera/camera3d.d.ts +13 -11
- package/build/camera/camera3d.d.ts.map +1 -1
- package/build/camera/effects/fade_effect.d.ts.map +1 -1
- package/build/camera/effects/mask_effect.d.ts.map +1 -1
- package/build/const.d.ts +55 -26
- package/build/const.d.ts.map +1 -1
- package/build/geometries/box3d.d.ts +156 -0
- package/build/geometries/box3d.d.ts.map +1 -0
- package/build/index.d.ts +34 -24
- package/build/index.d.ts.map +1 -1
- package/build/index.js +22171 -8029
- package/build/index.js.map +4 -4
- package/build/lang/deprecated.d.ts +4 -4
- package/build/lang/deprecated.d.ts.map +1 -1
- package/build/level/gltf/GLTFModel.d.ts +4 -0
- package/build/level/gltf/GLTFModel.d.ts.map +1 -1
- package/build/level/gltf/GLTFScene.d.ts +42 -6
- package/build/level/gltf/GLTFScene.d.ts.map +1 -1
- package/build/level/gltf/srgb.d.ts +20 -0
- package/build/level/gltf/srgb.d.ts.map +1 -0
- package/build/level/level.d.ts +21 -2
- package/build/level/level.d.ts.map +1 -1
- package/build/lighting/light3d.d.ts +61 -13
- package/build/lighting/light3d.d.ts.map +1 -1
- package/build/loader/loader.d.ts +49 -21
- package/build/loader/loader.d.ts.map +1 -1
- package/build/loader/parsers/gltf.d.ts.map +1 -1
- package/build/loader/parsers/mtl.d.ts +18 -0
- package/build/loader/parsers/mtl.d.ts.map +1 -1
- package/build/loader/parsers/obj.d.ts +49 -0
- package/build/loader/parsers/obj.d.ts.map +1 -1
- package/build/loader/parsers/pbr.d.ts +63 -0
- package/build/loader/parsers/pbr.d.ts.map +1 -0
- package/build/loader/parsers/shader.d.ts +32 -24
- package/build/loader/parsers/shader.d.ts.map +1 -1
- package/build/physics/adapter.d.ts +86 -1
- package/build/physics/adapter.d.ts.map +1 -1
- package/build/physics/broadphase/octree.d.ts +35 -0
- package/build/physics/broadphase/octree.d.ts.map +1 -1
- package/build/physics/builtin/body.d.ts +123 -15
- package/build/physics/builtin/body.d.ts.map +1 -1
- package/build/physics/builtin/builtin-adapter.d.ts.map +1 -1
- package/build/physics/builtin/detector.d.ts +186 -1
- package/build/physics/builtin/detector.d.ts.map +1 -1
- package/build/physics/builtin/raycast.d.ts.map +1 -1
- package/build/physics/builtin/sat3d.d.ts +59 -0
- package/build/physics/builtin/sat3d.d.ts.map +1 -0
- package/build/physics/response.d.ts +32 -0
- package/build/physics/response.d.ts.map +1 -1
- package/build/physics/world.d.ts +1 -0
- package/build/physics/world.d.ts.map +1 -1
- package/build/renderable/container.d.ts +1 -0
- package/build/renderable/container.d.ts.map +1 -1
- package/build/renderable/groundshadow.d.ts +92 -0
- package/build/renderable/groundshadow.d.ts.map +1 -0
- package/build/renderable/instanced_mesh.d.ts +286 -0
- package/build/renderable/instanced_mesh.d.ts.map +1 -0
- package/build/renderable/mesh.d.ts +242 -23
- package/build/renderable/mesh.d.ts.map +1 -1
- package/build/renderable/renderable.d.ts +6 -4
- package/build/renderable/renderable.d.ts.map +1 -1
- package/build/renderable/sprite3d.d.ts +17 -6
- package/build/renderable/sprite3d.d.ts.map +1 -1
- package/build/renderable/text/text.d.ts.map +1 -1
- package/build/system/device.d.ts +11 -40
- package/build/system/device.d.ts.map +1 -1
- package/build/system/platform.d.ts +0 -16
- package/build/system/platform.d.ts.map +1 -1
- package/build/utils/utils.d.ts +2 -0
- package/build/utils/utils.d.ts.map +1 -1
- package/build/video/canvas/canvas_renderer.d.ts +22 -16
- package/build/video/canvas/canvas_renderer.d.ts.map +1 -1
- package/build/video/{webgl/effects → effects}/blur.d.ts +2 -2
- package/build/video/effects/blur.d.ts.map +1 -0
- package/build/video/{webgl/effects → effects}/chromaticAberration.d.ts +2 -2
- package/build/video/effects/chromaticAberration.d.ts.map +1 -0
- package/build/video/{webgl/effects → effects}/colorMatrix.d.ts +3 -3
- package/build/video/effects/colorMatrix.d.ts.map +1 -0
- package/build/video/{webgl/effects → effects}/desaturate.d.ts +1 -1
- package/build/video/effects/desaturate.d.ts.map +1 -0
- package/build/video/{webgl/effects → effects}/dissolve.d.ts +2 -2
- package/build/video/effects/dissolve.d.ts.map +1 -0
- package/build/video/{webgl/effects → effects}/dropShadow.d.ts +2 -2
- package/build/video/effects/dropShadow.d.ts.map +1 -0
- package/build/video/{webgl/effects → effects}/flash.d.ts +2 -2
- package/build/video/effects/flash.d.ts.map +1 -0
- package/build/video/{webgl/effects → effects}/glow.d.ts +2 -2
- package/build/video/effects/glow.d.ts.map +1 -0
- package/build/video/effects/glsl_realization.d.ts +18 -0
- package/build/video/effects/glsl_realization.d.ts.map +1 -0
- package/build/video/{webgl/effects → effects}/hologram.d.ts +2 -2
- package/build/video/effects/hologram.d.ts.map +1 -0
- package/build/video/{webgl/effects → effects}/invert.d.ts +1 -1
- package/build/video/effects/invert.d.ts.map +1 -0
- package/build/video/{webgl/effects → effects}/outline.d.ts +2 -2
- package/build/video/effects/outline.d.ts.map +1 -0
- package/build/video/{webgl/effects → effects}/pixelate.d.ts +2 -2
- package/build/video/effects/pixelate.d.ts.map +1 -0
- package/build/video/{webgl/effects → effects}/radialGradient.d.ts +3 -4
- package/build/video/effects/radialGradient.d.ts.map +1 -0
- package/build/video/{webgl/effects → effects}/scanline.d.ts +2 -2
- package/build/video/effects/scanline.d.ts.map +1 -0
- package/build/video/{webgl/effects → effects}/sepia.d.ts +1 -1
- package/build/video/effects/sepia.d.ts.map +1 -0
- package/build/video/{webgl → effects}/shadereffect.d.ts +133 -25
- package/build/video/effects/shadereffect.d.ts.map +1 -0
- package/build/video/{webgl/effects → effects}/shine.d.ts +2 -2
- package/build/video/effects/shine.d.ts.map +1 -0
- package/build/video/{webgl/effects → effects}/tintPulse.d.ts +2 -2
- package/build/video/effects/tintPulse.d.ts.map +1 -0
- package/build/video/{webgl/effects → effects}/vignette.d.ts +2 -2
- package/build/video/effects/vignette.d.ts.map +1 -0
- package/build/video/{webgl/effects → effects}/wave.d.ts +2 -2
- package/build/video/effects/wave.d.ts.map +1 -0
- package/build/video/effects/wgsl/layout.d.ts +28 -0
- package/build/video/effects/wgsl/layout.d.ts.map +1 -0
- package/build/video/effects/wgsl/parse.d.ts +9 -0
- package/build/video/effects/wgsl/parse.d.ts.map +1 -0
- package/build/video/effects/wgsl/scaffold.d.ts +43 -0
- package/build/video/effects/wgsl/scaffold.d.ts.map +1 -0
- package/build/video/effects/wgsl_realization.d.ts +83 -0
- package/build/video/effects/wgsl_realization.d.ts.map +1 -0
- package/build/video/gpu/batcher.d.ts +71 -0
- package/build/video/gpu/batcher.d.ts.map +1 -0
- package/build/video/gpu/instancerecord.d.ts +164 -0
- package/build/video/gpu/instancerecord.d.ts.map +1 -0
- package/build/video/gpu/meshchunk.d.ts +49 -0
- package/build/video/gpu/meshchunk.d.ts.map +1 -0
- package/build/video/gpu/meshvertex.d.ts +54 -0
- package/build/video/gpu/meshvertex.d.ts.map +1 -0
- package/build/video/gpu/primitives.d.ts +60 -0
- package/build/video/gpu/primitives.d.ts.map +1 -0
- package/build/video/gpu/quadcorners.d.ts +11 -0
- package/build/video/gpu/quadcorners.d.ts.map +1 -0
- package/build/video/gpu/textureslots.d.ts +122 -0
- package/build/video/gpu/textureslots.d.ts.map +1 -0
- package/build/video/gpu/texturestore.d.ts +139 -0
- package/build/video/gpu/texturestore.d.ts.map +1 -0
- package/build/video/gpu/topology.d.ts +43 -0
- package/build/video/gpu/topology.d.ts.map +1 -0
- package/build/video/gpu/vertexformat.d.ts +72 -0
- package/build/video/gpu/vertexformat.d.ts.map +1 -0
- package/build/video/gradient.d.ts +14 -5
- package/build/video/gradient.d.ts.map +1 -1
- package/build/video/renderer.d.ts +153 -8
- package/build/video/renderer.d.ts.map +1 -1
- package/build/video/rendertarget/canvasrendertarget.d.ts +7 -6
- package/build/video/rendertarget/canvasrendertarget.d.ts.map +1 -1
- package/build/video/rendertarget/render_target_pool.d.ts +2 -2
- package/build/video/rendertarget/render_target_pool.d.ts.map +1 -1
- package/build/video/rendertarget/webglrendertarget.d.ts +38 -2
- package/build/video/rendertarget/webglrendertarget.d.ts.map +1 -1
- package/build/video/rendertarget/webgpurendertarget.d.ts +83 -0
- package/build/video/rendertarget/webgpurendertarget.d.ts.map +1 -0
- package/build/video/texture/atlas.d.ts.map +1 -1
- package/build/video/texture/cache.d.ts +20 -2
- package/build/video/texture/cache.d.ts.map +1 -1
- package/build/video/texture/noise_texture2d.d.ts +2 -2
- package/build/video/utils/autodetect.d.ts.map +1 -1
- package/build/video/video.d.ts +1 -55
- package/build/video/video.d.ts.map +1 -1
- package/build/video/webgl/batchers/batcher.d.ts +132 -35
- package/build/video/webgl/batchers/batcher.d.ts.map +1 -1
- package/build/video/webgl/batchers/lit_mesh_batcher.d.ts +14 -0
- package/build/video/webgl/batchers/lit_mesh_batcher.d.ts.map +1 -1
- package/build/video/webgl/batchers/lit_quad_batcher.d.ts +63 -36
- package/build/video/webgl/batchers/lit_quad_batcher.d.ts.map +1 -1
- package/build/video/webgl/batchers/material_batcher.d.ts +29 -20
- package/build/video/webgl/batchers/material_batcher.d.ts.map +1 -1
- package/build/video/webgl/batchers/mesh_batcher.d.ts +308 -14
- package/build/video/webgl/batchers/mesh_batcher.d.ts.map +1 -1
- package/build/video/webgl/batchers/primitive_batcher.d.ts +2 -2
- package/build/video/webgl/batchers/primitive_batcher.d.ts.map +1 -1
- package/build/video/webgl/batchers/quad_batcher.d.ts +0 -2
- package/build/video/webgl/batchers/quad_batcher.d.ts.map +1 -1
- package/build/video/webgl/buffer/index.d.ts +1 -1
- package/build/video/webgl/buffer/instance_buffer.d.ts +54 -0
- package/build/video/webgl/buffer/instance_buffer.d.ts.map +1 -0
- package/build/video/webgl/buffer/retained_geometry.d.ts +83 -0
- package/build/video/webgl/buffer/retained_geometry.d.ts.map +1 -0
- package/build/video/webgl/buffer/uniformblock.d.ts +81 -0
- package/build/video/webgl/buffer/uniformblock.d.ts.map +1 -0
- package/build/video/webgl/buffer/vertexstate.d.ts +101 -0
- package/build/video/webgl/buffer/vertexstate.d.ts.map +1 -0
- package/build/video/webgl/glshader.d.ts +101 -8
- package/build/video/webgl/glshader.d.ts.map +1 -1
- package/build/video/webgl/lighting/constants.d.ts +20 -8
- package/build/video/webgl/lighting/constants.d.ts.map +1 -1
- package/build/video/webgl/lighting/pack.d.ts +1 -1
- package/build/video/webgl/lighting/pack3d.d.ts +27 -11
- package/build/video/webgl/lighting/pack3d.d.ts.map +1 -1
- package/build/video/webgl/lighting/std140.d.ts +110 -0
- package/build/video/webgl/lighting/std140.d.ts.map +1 -0
- package/build/video/webgl/shaders/multitexture-lit.d.ts +7 -3
- package/build/video/webgl/shaders/multitexture-lit.d.ts.map +1 -1
- package/build/video/webgl/texture/store.d.ts +52 -0
- package/build/video/webgl/texture/store.d.ts.map +1 -0
- package/build/video/webgl/utils/maxtextures.d.ts +37 -0
- package/build/video/webgl/utils/maxtextures.d.ts.map +1 -0
- package/build/video/webgl/utils/samplercache.d.ts +69 -0
- package/build/video/webgl/utils/samplercache.d.ts.map +1 -0
- package/build/video/webgl/utils/string.d.ts +16 -0
- package/build/video/webgl/utils/string.d.ts.map +1 -1
- package/build/video/webgl/utils/topology.d.ts +24 -0
- package/build/video/webgl/utils/topology.d.ts.map +1 -0
- package/build/video/webgl/utils/vertexformat.d.ts +27 -0
- package/build/video/webgl/utils/vertexformat.d.ts.map +1 -0
- package/build/video/webgl/webgl_renderer.d.ts +148 -30
- package/build/video/webgl/webgl_renderer.d.ts.map +1 -1
- package/build/video/webgpu/batchers/lit_mesh_batcher.d.ts +40 -0
- package/build/video/webgpu/batchers/lit_mesh_batcher.d.ts.map +1 -0
- package/build/video/webgpu/batchers/lit_quad_batcher.d.ts +82 -0
- package/build/video/webgpu/batchers/lit_quad_batcher.d.ts.map +1 -0
- package/build/video/webgpu/batchers/mesh_batcher.d.ts +301 -0
- package/build/video/webgpu/batchers/mesh_batcher.d.ts.map +1 -0
- package/build/video/webgpu/batchers/primitive_batcher.d.ts +39 -0
- package/build/video/webgpu/batchers/primitive_batcher.d.ts.map +1 -0
- package/build/video/webgpu/batchers/quad_batcher.d.ts +143 -0
- package/build/video/webgpu/batchers/quad_batcher.d.ts.map +1 -0
- package/build/video/webgpu/batchers/webgpu_batcher.d.ts +70 -0
- package/build/video/webgpu/batchers/webgpu_batcher.d.ts.map +1 -0
- package/build/video/webgpu/buffer/arena.d.ts +64 -0
- package/build/video/webgpu/buffer/arena.d.ts.map +1 -0
- package/build/video/webgpu/buffer/instance_buffer.d.ts +65 -0
- package/build/video/webgpu/buffer/instance_buffer.d.ts.map +1 -0
- package/build/video/webgpu/buffer/retained_geometry.d.ts +55 -0
- package/build/video/webgpu/buffer/retained_geometry.d.ts.map +1 -0
- package/build/video/webgpu/buffer/uniformring.d.ts +68 -0
- package/build/video/webgpu/buffer/uniformring.d.ts.map +1 -0
- package/build/video/webgpu/effect_binding.d.ts +17 -0
- package/build/video/webgpu/effect_binding.d.ts.map +1 -0
- package/build/video/webgpu/pipeline/bindgroups.d.ts +36 -0
- package/build/video/webgpu/pipeline/bindgroups.d.ts.map +1 -0
- package/build/video/webgpu/pipeline/cache.d.ts +173 -0
- package/build/video/webgpu/pipeline/cache.d.ts.map +1 -0
- package/build/video/webgpu/renderers/tmxlayer/orthogonal.d.ts +90 -0
- package/build/video/webgpu/renderers/tmxlayer/orthogonal.d.ts.map +1 -0
- package/build/video/webgpu/shaders/mesh-instanced.d.ts +60 -0
- package/build/video/webgpu/shaders/mesh-instanced.d.ts.map +1 -0
- package/build/video/webgpu/texture/compressed.d.ts +33 -0
- package/build/video/webgpu/texture/compressed.d.ts.map +1 -0
- package/build/video/webgpu/texture/frametexture.d.ts +65 -0
- package/build/video/webgpu/texture/frametexture.d.ts.map +1 -0
- package/build/video/webgpu/texture/store.d.ts +149 -0
- package/build/video/webgpu/texture/store.d.ts.map +1 -0
- package/build/video/webgpu/webgpu_renderer.d.ts +536 -0
- package/build/video/webgpu/webgpu_renderer.d.ts.map +1 -0
- package/package.json +2 -2
- package/build/video/webgl/effects/blur.d.ts.map +0 -1
- package/build/video/webgl/effects/chromaticAberration.d.ts.map +0 -1
- package/build/video/webgl/effects/colorMatrix.d.ts.map +0 -1
- package/build/video/webgl/effects/desaturate.d.ts.map +0 -1
- package/build/video/webgl/effects/dissolve.d.ts.map +0 -1
- package/build/video/webgl/effects/dropShadow.d.ts.map +0 -1
- package/build/video/webgl/effects/flash.d.ts.map +0 -1
- package/build/video/webgl/effects/glow.d.ts.map +0 -1
- package/build/video/webgl/effects/hologram.d.ts.map +0 -1
- package/build/video/webgl/effects/invert.d.ts.map +0 -1
- package/build/video/webgl/effects/outline.d.ts.map +0 -1
- package/build/video/webgl/effects/pixelate.d.ts.map +0 -1
- package/build/video/webgl/effects/radialGradient.d.ts.map +0 -1
- package/build/video/webgl/effects/scanline.d.ts.map +0 -1
- package/build/video/webgl/effects/sepia.d.ts.map +0 -1
- package/build/video/webgl/effects/shine.d.ts.map +0 -1
- package/build/video/webgl/effects/tintPulse.d.ts.map +0 -1
- package/build/video/webgl/effects/vignette.d.ts.map +0 -1
- package/build/video/webgl/effects/wave.d.ts.map +0 -1
- package/build/video/webgl/shadereffect.d.ts.map +0 -1
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/**
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* A {@link Mesh} drawn many times from one copy of its geometry.
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*
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* five thousand geometries on the GPU, each re-uploaded when it changes. An
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* `InstancedMesh` uploads the geometry **once** and stamps out copies from a
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*
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* Every `Mesh` setting works unchanged — `model` + `material` from an OBJ,
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* raw `vertices`/`uvs`/`indices`, `lit`, `cullBackFaces`, `rightHanded`,
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*
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*
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*
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* Requires a GPU backend (`renderer.supportsInstancing`). Under the Canvas
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* // draw only the nearest 1200 — no re-upload, just a smaller draw
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* forest.visibleInstanceCount = 1200;
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* app.world.addChild(forest, 10);
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*/
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export default class InstancedMesh extends Mesh {
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/**
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* @param {number} x - the x coordinate of the group origin
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* @param {number} y - the y coordinate of the group origin
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* @param {object} settings - every {@link Mesh} setting, plus those below
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* @param {number} [settings.instanceCount=0] - number of instances to pre-allocate. Instances start at the group origin (identity transform) until placed; `addInstance` grows past this.
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* @param {boolean} [settings.instanceColors=false] - give each instance its own colour (16 bytes per instance), multiplied into the mesh tint
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* @param {boolean} [settings.instanceData=false] - give each instance an opaque `vec4` (16 bytes per instance). Read as emissive by the built-in lit shading, or as anything at all by a custom mesh shader.
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*/
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constructor(x: number, y: number, settings: {
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instanceCount?: number | undefined;
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instanceColors?: boolean | undefined;
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instanceData?: boolean | undefined;
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});
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/**
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* How this mesh's per-instance records are laid out — record width and
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* the offset of each opt-in slot. Consumed by the batchers to describe
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* the instance vertex buffer.
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* @type {object}
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* @ignore
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*/
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instanceLayout: object;
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/**
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* The packed instance records, `instanceLayout.floats` per instance.
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* Editable in place for bulk updates — announce those with
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* {@link InstancedMesh#needsInstanceUpdate} or
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* {@link InstancedMesh#markInstancesDirty}, since writing here bypasses
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* the setters that track the dirty range.
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* @type {Float32Array}
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*/
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instanceBuffer: Float32Array;
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/**
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* bumped whenever the buffer is reallocated, so a renderer holding a
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* GPU copy knows its capacity assumption is stale
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* @type {number}
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* @ignore
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*/
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_instanceVersion: number;
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/** @ignore */
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_instanceRevision: number;
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/** @ignore */
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_spanFromRevision: number;
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/** @ignore */
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_dirtyFirst: number;
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/** @ignore */
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_dirtyLast: number;
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/** @ignore */
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_instanceCount: number;
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/** @ignore */
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_visibleInstanceCount: number;
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/** @ignore */
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_cullRevision: number;
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set instanceCount(count: number);
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/**
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* How many instances this mesh holds.
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*
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* Growing pre-allocates the new records as identity transforms (an
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* unplaced instance sits at the group origin rather than collapsing onto
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* a zero matrix); shrinking keeps the allocation, so a count that
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* oscillates does not thrash it.
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* @type {number}
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*/
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get instanceCount(): number;
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set visibleInstanceCount(count: number);
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/**
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* How many instances are actually drawn, counted from the first.
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*
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* The cheap culling and level-of-detail knob: sort the instances by
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* distance once, then draw fewer of them by moving this single number —
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* no re-upload, no rebuild. Defaults to every instance (`-1`).
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* @type {number}
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* @example
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* forest.visibleInstanceCount = playerIsIndoors ? 0 : 1200;
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*/
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get visibleInstanceCount(): number;
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+
/**
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* Append an instance, growing the buffer as needed.
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* @param {Matrix3d} [transform] - where this instance sits, relative to the group. Defaults to the group origin.
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* @param {object} [options] - optional per-instance slots
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+
* @param {Color} [options.color] - instance colour (requires `instanceColors`)
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+
* @param {number[]} [options.data] - four numbers for the custom slot (requires `instanceData`)
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+
* @returns {number} the new instance's index
|
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+
*/
|
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|
+
addInstance(transform?: Matrix3d, options?: {
|
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|
+
color?: any;
|
|
141
|
+
data?: number[] | undefined;
|
|
142
|
+
}): number;
|
|
143
|
+
/**
|
|
144
|
+
* Remove an instance by moving the last one into its place.
|
|
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|
+
*
|
|
146
|
+
* Swapping is what keeps this O(1) instead of shifting every record after
|
|
147
|
+
* the hole — but it means **indices are not stable across a removal**: the
|
|
148
|
+
* instance that was last now answers to `index`. Callers holding indices
|
|
149
|
+
* must re-read them, or avoid removal in favour of
|
|
150
|
+
* {@link InstancedMesh#visibleInstanceCount}.
|
|
151
|
+
* @param {number} index - the instance to remove
|
|
152
|
+
*/
|
|
153
|
+
removeInstance(index: number): void;
|
|
154
|
+
/**
|
|
155
|
+
* Place one instance.
|
|
156
|
+
* @param {number} index - the instance to place
|
|
157
|
+
* @param {Matrix3d} transform - where it sits, relative to the group
|
|
158
|
+
*/
|
|
159
|
+
setInstance(index: number, transform: Matrix3d): void;
|
|
160
|
+
/**
|
|
161
|
+
* Read one instance's transform back.
|
|
162
|
+
* @param {number} index - the instance to read
|
|
163
|
+
* @param {Matrix3d} [out] - matrix to write into; a new one is allocated when omitted
|
|
164
|
+
* @returns {Matrix3d|undefined} the transform, or `undefined` for an out-of-range index
|
|
165
|
+
*/
|
|
166
|
+
getInstance(index: number, out?: Matrix3d): Matrix3d | undefined;
|
|
167
|
+
/**
|
|
168
|
+
* Set one instance's colour, multiplied into the mesh tint.
|
|
169
|
+
* @param {number} index - the instance to colour
|
|
170
|
+
* @param {Color} color - the instance colour
|
|
171
|
+
*/
|
|
172
|
+
setInstanceColor(index: number, color: Color): void;
|
|
173
|
+
/**
|
|
174
|
+
* Set one instance's custom `vec4`.
|
|
175
|
+
* @param {number} index - the instance to write
|
|
176
|
+
* @param {number} x - first component (emissive red, under the built-in lit shading)
|
|
177
|
+
* @param {number} y - second component
|
|
178
|
+
* @param {number} z - third component
|
|
179
|
+
* @param {number} [w=0] - fourth component
|
|
180
|
+
*/
|
|
181
|
+
setInstanceData(index: number, x: number, y: number, z: number, w?: number): void;
|
|
182
|
+
/**
|
|
183
|
+
* Announce that a span of instances was edited directly through
|
|
184
|
+
* {@link InstancedMesh#instanceBuffer}, so the next draw re-uploads it.
|
|
185
|
+
* The per-instance setters do this themselves.
|
|
186
|
+
* @param {number} first - first instance changed
|
|
187
|
+
* @param {number} count - how many
|
|
188
|
+
*/
|
|
189
|
+
markInstancesDirty(first: number, count: number): void;
|
|
190
|
+
/**
|
|
191
|
+
* Announce that the whole instance buffer was edited in place. The
|
|
192
|
+
* instancing counterpart of {@link Mesh#needsUpdate} — and, like it, a
|
|
193
|
+
* signal rather than a state, so it is write-only.
|
|
194
|
+
* @type {boolean}
|
|
195
|
+
* @example
|
|
196
|
+
* forest.instanceBuffer.set(myRecords);
|
|
197
|
+
* forest.needsInstanceUpdate = true;
|
|
198
|
+
*/
|
|
199
|
+
set needsInstanceUpdate(value: any);
|
|
200
|
+
/**
|
|
201
|
+
* The dirty span, in floats, as `[first, lastExclusive)`. Empty when
|
|
202
|
+
* nothing changed since the last upload.
|
|
203
|
+
* @returns {number[]} the span
|
|
204
|
+
* @ignore
|
|
205
|
+
*/
|
|
206
|
+
dirtyRange(): number[];
|
|
207
|
+
/**
|
|
208
|
+
* What one GPU buffer must upload to catch up, given the revision it last
|
|
209
|
+
* reached. Replaces a shared "clear the dirty flag" step, which the first
|
|
210
|
+
* consumer would drain out from under the second.
|
|
211
|
+
* @param {number} uploadedRevision - the revision that buffer holds
|
|
212
|
+
* @returns {object} `{first, count, full, revision}` — float span, or `full`
|
|
213
|
+
* @ignore
|
|
214
|
+
*/
|
|
215
|
+
instanceUpload(uploadedRevision: number): object;
|
|
216
|
+
/**
|
|
217
|
+
* Called by the batcher once the dirty span has been uploaded.
|
|
218
|
+
* @ignore
|
|
219
|
+
*/
|
|
220
|
+
clearInstanceDirty(): void;
|
|
221
|
+
/**
|
|
222
|
+
* The world-space bounding box of every instance, so the whole group
|
|
223
|
+
* frustum-culls as one object.
|
|
224
|
+
*
|
|
225
|
+
* Bounds the prototype geometry through each instance transform and then
|
|
226
|
+
* through the group placement — correct before the first draw, like the
|
|
227
|
+
* base implementation, and independent of what any draw left behind.
|
|
228
|
+
* @returns {AABB3d} the union of all instance bounds (reused instance)
|
|
229
|
+
*/
|
|
230
|
+
/**
|
|
231
|
+
* Resize the renderable's own 2D bounds box so it encloses every
|
|
232
|
+
* instance.
|
|
233
|
+
*
|
|
234
|
+
* This is what makes the group frustum-cull correctly. `Camera3d.isVisible`
|
|
235
|
+
* tests a sphere derived from `getBounds()` — the flat width/height box —
|
|
236
|
+
* **not** {@link InstancedMesh#getBounds3d}. Left at the prototype's size,
|
|
237
|
+
* a forest scattered over thousands of units presents a box a few tens of
|
|
238
|
+
* pixels across at the group origin: pan the camera just past that origin
|
|
239
|
+
* and every instance disappears at once, while still on screen.
|
|
240
|
+
* @ignore
|
|
241
|
+
*/
|
|
242
|
+
_refreshCullVolume(): any;
|
|
243
|
+
_cullRadius: number | undefined;
|
|
244
|
+
/**
|
|
245
|
+
* Draw the instanced mesh. Under a GPU backend this is one instanced
|
|
246
|
+
* draw call; the Canvas renderer has no instancing, so each instance is
|
|
247
|
+
* drawn through the ordinary mesh path instead.
|
|
248
|
+
* @param {CanvasRenderer|WebGLRenderer} renderer - a renderer instance
|
|
249
|
+
* @param {Camera2d} [viewport] - the camera rendering this frame
|
|
250
|
+
*/
|
|
251
|
+
draw(renderer: CanvasRenderer | WebGLRenderer, viewport?: Camera2d): void;
|
|
252
|
+
/**
|
|
253
|
+
* Fallback for renderers without instancing (Canvas): walk the instances
|
|
254
|
+
* and draw the prototype once per instance, composing the group and
|
|
255
|
+
* instance transforms by hand. Correct, and as slow as the uninstanced
|
|
256
|
+
* scene it replaces — the point is that a scene authored for instancing
|
|
257
|
+
* still renders everywhere.
|
|
258
|
+
* @param {CanvasRenderer} renderer - a renderer instance
|
|
259
|
+
* @param {Camera2d} [viewport] - the camera rendering this frame
|
|
260
|
+
* @ignore
|
|
261
|
+
*/
|
|
262
|
+
_drawInstancesIndividually(renderer: CanvasRenderer, viewport?: Camera2d): void;
|
|
263
|
+
/**
|
|
264
|
+
* Release the instance records along with the mesh.
|
|
265
|
+
* @ignore
|
|
266
|
+
*/
|
|
267
|
+
/**
|
|
268
|
+
* Draw a ground shadow for every visible instance — one call for the whole
|
|
269
|
+
* set, over the instance buffer the mesh itself just drew from (#1515).
|
|
270
|
+
*
|
|
271
|
+
* The group matrix is passed with its Y basis column zeroed and its
|
|
272
|
+
* translation Y set to the ground, so whatever Y the shadow vertex stage
|
|
273
|
+
* produces is flattened onto the floor. That is what lets the ground
|
|
274
|
+
* height reach the shader without a new uniform.
|
|
275
|
+
*
|
|
276
|
+
* One ground height serves the whole set — flat terrain. Per-instance
|
|
277
|
+
* ground height would have to ride the `instanceData` slot, which the
|
|
278
|
+
* built-in shading already reads as emissive.
|
|
279
|
+
* @param {WebGLRenderer} renderer - the active renderer
|
|
280
|
+
* @ignore
|
|
281
|
+
*/
|
|
282
|
+
_drawInstancedGroundShadow(renderer: WebGLRenderer): void;
|
|
283
|
+
}
|
|
284
|
+
import Mesh from "./mesh.js";
|
|
285
|
+
import { Matrix3d } from "../math/matrix3d.ts";
|
|
286
|
+
//# sourceMappingURL=instanced_mesh.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
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|