meshwriter-cudu 3.0.0 → 3.0.3

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.
@@ -1,6 +1,6 @@
1
1
  /**
2
- * Plugin that applies scene fog to text materials by modifying
3
- * the final fragment color before output.
2
+ * Plugin that applies scene fog to text materials uniformly.
3
+ * Handles fog for both diffuse and emissive components in one pass.
4
4
  */
5
5
  export class TextFogPlugin extends MaterialPluginBase {
6
6
  /**
@@ -14,19 +14,45 @@ export class TextFogPlugin extends MaterialPluginBase {
14
14
  * @param {import('@babylonjs/core/Meshes/mesh').Mesh} mesh
15
15
  */
16
16
  prepareDefines(defines: object, scene: import("@babylonjs/core/scene").Scene, mesh: import("@babylonjs/core/Meshes/mesh").Mesh): void;
17
+ /**
18
+ * Define our own fog uniforms since material.fogEnabled = false
19
+ * means Babylon's built-in fog uniforms won't be available
20
+ */
17
21
  getUniforms(): {
18
- ubo: any[];
22
+ ubo: {
23
+ name: string;
24
+ size: number;
25
+ type: string;
26
+ }[];
27
+ vertex: string;
28
+ fragment: string;
19
29
  };
30
+ /**
31
+ * Bind fog values from the scene to our custom uniforms
32
+ * @param {import('@babylonjs/core/Materials/uniformBuffer').UniformBuffer} uniformBuffer
33
+ * @param {import('@babylonjs/core/scene').Scene} scene
34
+ * @param {import('@babylonjs/core/Engines/engine').Engine} engine
35
+ * @param {import('@babylonjs/core/Meshes/subMesh').SubMesh} subMesh
36
+ */
37
+ bindForSubMesh(uniformBuffer: import("@babylonjs/core/Materials/uniformBuffer").UniformBuffer, scene: import("@babylonjs/core/scene").Scene, engine: import("@babylonjs/core/Engines/engine").Engine, subMesh: import("@babylonjs/core/Meshes/subMesh").SubMesh): void;
20
38
  /**
21
39
  * Clean up the plugin
22
40
  */
23
41
  dispose(): void;
24
42
  /**
25
- * Inject shader code to apply fog to emissive color
43
+ * Inject shader code to calculate fog distance and apply fog blending
26
44
  * @param {string} shaderType - 'vertex' or 'fragment'
27
45
  */
28
46
  getCustomCode(shaderType: string): {
47
+ CUSTOM_VERTEX_DEFINITIONS: string;
48
+ CUSTOM_VERTEX_MAIN_END: string;
49
+ CUSTOM_FRAGMENT_DEFINITIONS?: undefined;
50
+ CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR?: undefined;
51
+ } | {
52
+ CUSTOM_FRAGMENT_DEFINITIONS: string;
29
53
  CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR: string;
54
+ CUSTOM_VERTEX_DEFINITIONS?: undefined;
55
+ CUSTOM_VERTEX_MAIN_END?: undefined;
30
56
  };
31
57
  }
32
58
  import { MaterialPluginBase } from './babylonImports.js';
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "meshwriter-cudu",
3
- "version": "3.0.0",
3
+ "version": "3.0.3",
4
4
  "description": "Modern 3D text rendering for Babylon.js with variable font weights and accessibility features",
5
5
  "type": "module",
6
6
  "main": "./dist/meshwriter.cjs.js",
@@ -40,7 +40,10 @@
40
40
  "typescript",
41
41
  "esm"
42
42
  ],
43
- "authors": ["Brian T Button","Cullen Dudas"],
43
+ "authors": [
44
+ "Brian T Button",
45
+ "Cullen Dudas"
46
+ ],
44
47
  "license": "MIT",
45
48
  "peerDependencies": {
46
49
  "@babylonjs/core": ">=6.0.0",
@@ -56,7 +59,7 @@
56
59
  },
57
60
  "devDependencies": {
58
61
  "@babylonjs/core": "^8.0.0",
59
- "@rollup/plugin-commonjs": "^28.0.0",
62
+ "@rollup/plugin-commonjs": "^29.0.0",
60
63
  "@rollup/plugin-node-resolve": "^16.0.0",
61
64
  "@rollup/plugin-terser": "^0.4.0",
62
65
  "earcut": "^3.0.2",
package/src/fogPlugin.js CHANGED
@@ -1,16 +1,19 @@
1
1
  /**
2
- * TextFogPlugin - MaterialPluginBase that applies fog to emissive color
2
+ * TextFogPlugin - MaterialPluginBase that applies fog to text materials
3
3
  *
4
- * Babylon's standard fog only affects diffuse/ambient channels.
5
- * This plugin recalculates fog blending for the final color output,
6
- * ensuring emissive text fades properly with distance fog.
4
+ * Since we disable Babylon's built-in fog (material.fogEnabled = false) to avoid
5
+ * double-fogging of diffuse colors, this plugin handles ALL fog application.
6
+ * It supplies its own uniforms and varyings to calculate fog distance and blend.
7
+ *
8
+ * This ensures text (with emissive colors) fades into fog at the same rate as
9
+ * terrain (which uses only diffuse colors with standard fog).
7
10
  */
8
11
 
9
12
  import { MaterialPluginBase } from './babylonImports.js';
10
13
 
11
14
  /**
12
- * Plugin that applies scene fog to text materials by modifying
13
- * the final fragment color before output.
15
+ * Plugin that applies scene fog to text materials uniformly.
16
+ * Handles fog for both diffuse and emissive components in one pass.
14
17
  */
15
18
  export class TextFogPlugin extends MaterialPluginBase {
16
19
  /**
@@ -31,6 +34,7 @@ export class TextFogPlugin extends MaterialPluginBase {
31
34
  */
32
35
  prepareDefines(defines, scene, mesh) {
33
36
  // Enable when scene has any fog mode set (1=LINEAR, 2=EXP, 3=EXP2)
37
+ // This is independent of material.fogEnabled since we handle fog ourselves
34
38
  defines['MESHWRITER_TEXT_FOG'] = scene.fogMode !== 0;
35
39
  }
36
40
 
@@ -38,10 +42,45 @@ export class TextFogPlugin extends MaterialPluginBase {
38
42
  return 'TextFogPlugin';
39
43
  }
40
44
 
45
+ /**
46
+ * Define our own fog uniforms since material.fogEnabled = false
47
+ * means Babylon's built-in fog uniforms won't be available
48
+ */
41
49
  getUniforms() {
42
- // We use Babylon's built-in fog uniforms (vFogInfos, vFogColor)
43
- // which are already available in the standard material
44
- return { ubo: [] };
50
+ return {
51
+ ubo: [
52
+ { name: 'textFogInfos', size: 4, type: 'vec4' },
53
+ { name: 'textFogColor', size: 3, type: 'vec3' }
54
+ ],
55
+ vertex: '',
56
+ fragment: ''
57
+ };
58
+ }
59
+
60
+ /**
61
+ * Bind fog values from the scene to our custom uniforms
62
+ * @param {import('@babylonjs/core/Materials/uniformBuffer').UniformBuffer} uniformBuffer
63
+ * @param {import('@babylonjs/core/scene').Scene} scene
64
+ * @param {import('@babylonjs/core/Engines/engine').Engine} engine
65
+ * @param {import('@babylonjs/core/Meshes/subMesh').SubMesh} subMesh
66
+ */
67
+ bindForSubMesh(uniformBuffer, scene, engine, subMesh) {
68
+ if (scene.fogMode === 0) return;
69
+
70
+ // textFogInfos: x=fogMode, y=fogStart, z=fogEnd, w=fogDensity
71
+ uniformBuffer.updateFloat4(
72
+ 'textFogInfos',
73
+ scene.fogMode,
74
+ scene.fogStart,
75
+ scene.fogEnd,
76
+ scene.fogDensity
77
+ );
78
+
79
+ // textFogColor: RGB color of the fog
80
+ uniformBuffer.updateColor3(
81
+ 'textFogColor',
82
+ scene.fogColor
83
+ );
45
84
  }
46
85
 
47
86
  /**
@@ -52,47 +91,69 @@ export class TextFogPlugin extends MaterialPluginBase {
52
91
  }
53
92
 
54
93
  /**
55
- * Inject shader code to apply fog to emissive color
94
+ * Inject shader code to calculate fog distance and apply fog blending
56
95
  * @param {string} shaderType - 'vertex' or 'fragment'
57
96
  */
58
97
  getCustomCode(shaderType) {
98
+ if (shaderType === 'vertex') {
99
+ return {
100
+ // Declare our varying for fog distance
101
+ 'CUSTOM_VERTEX_DEFINITIONS': `
102
+ #ifdef MESHWRITER_TEXT_FOG
103
+ varying vec3 textFogDistance;
104
+ #endif
105
+ `,
106
+ // Calculate fog distance in view space at end of vertex shader
107
+ // finalWorld and positionUpdated are Babylon's built-in variables
108
+ 'CUSTOM_VERTEX_MAIN_END': `
109
+ #ifdef MESHWRITER_TEXT_FOG
110
+ vec4 textWorldPos = finalWorld * vec4(positionUpdated, 1.0);
111
+ textFogDistance = (view * textWorldPos).xyz;
112
+ #endif
113
+ `
114
+ };
115
+ }
116
+
59
117
  if (shaderType === 'fragment') {
60
118
  return {
61
- // This injection point runs just before gl_FragColor is finalized
62
- // At this point, standard fog has been applied to diffuse/ambient
63
- // but emissive contribution bypasses fog, so we re-apply fog
64
- // to the entire output to properly fade text into fog
119
+ // Declare uniforms and varying in fragment shader
120
+ 'CUSTOM_FRAGMENT_DEFINITIONS': `
121
+ #ifdef MESHWRITER_TEXT_FOG
122
+ uniform vec4 textFogInfos;
123
+ uniform vec3 textFogColor;
124
+ varying vec3 textFogDistance;
125
+ #endif
126
+ `,
127
+ // Apply fog to the entire fragment color before final output
128
+ // This runs just before gl_FragColor is set
65
129
  'CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR': `
66
130
  #ifdef MESHWRITER_TEXT_FOG
67
- #ifdef FOG
68
- // Recalculate fog for the full fragment color including emissive
69
- // vFogInfos: x=fogMode, y=fogStart, z=fogEnd, w=fogDensity
70
- // vFogColor: fog RGB color
71
- // vFogDistance: vec3 distance from camera (set by vertex shader)
131
+ // textFogInfos: x=fogMode, y=fogStart, z=fogEnd, w=fogDensity
132
+ // Fog modes: 1=LINEAR, 2=EXP, 3=EXP2
72
133
 
73
134
  float textFogFactor = 1.0;
74
- float textFogDist = length(vFogDistance);
135
+ float textFogDist = length(textFogDistance);
75
136
 
76
- if (FOGMODE_LINEAR == vFogInfos.x) {
137
+ if (textFogInfos.x == 1.0) {
77
138
  // Linear fog: factor = (end - dist) / (end - start)
78
- textFogFactor = clamp((vFogInfos.z - textFogDist) / (vFogInfos.z - vFogInfos.y), 0.0, 1.0);
79
- } else if (FOGMODE_EXP == vFogInfos.x) {
139
+ textFogFactor = clamp((textFogInfos.z - textFogDist) / (textFogInfos.z - textFogInfos.y), 0.0, 1.0);
140
+ } else if (textFogInfos.x == 2.0) {
80
141
  // Exponential fog: factor = exp(-dist * density)
81
- textFogFactor = clamp(exp(-textFogDist * vFogInfos.w), 0.0, 1.0);
82
- } else if (FOGMODE_EXP2 == vFogInfos.x) {
142
+ textFogFactor = clamp(exp(-textFogDist * textFogInfos.w), 0.0, 1.0);
143
+ } else if (textFogInfos.x == 3.0) {
83
144
  // Exponential squared fog: factor = exp(-(dist * density)^2)
84
- float fogDistDensity = textFogDist * vFogInfos.w;
145
+ float fogDistDensity = textFogDist * textFogInfos.w;
85
146
  textFogFactor = clamp(exp(-fogDistDensity * fogDistDensity), 0.0, 1.0);
86
147
  }
87
148
 
88
- // Blend the entire fragment (including emissive) toward fog color
149
+ // Blend the entire fragment (diffuse + emissive) toward fog color
89
150
  // textFogFactor: 1.0 = no fog (full color), 0.0 = full fog
90
- color.rgb = mix(vFogColor, color.rgb, textFogFactor);
151
+ color.rgb = mix(textFogColor, color.rgb, textFogFactor);
91
152
  #endif
92
- #endif
93
- `,
153
+ `
94
154
  };
95
155
  }
156
+
96
157
  return null;
97
158
  }
98
159
  }
package/src/material.js CHANGED
@@ -61,15 +61,17 @@ export function makeMaterial(scene, letters, emissive, ambient, specular, diffus
61
61
  // Emissive-only materials should be self-lit and not affected by fog
62
62
  if (emissiveOnly) {
63
63
  material.fogEnabled = false;
64
+ } else if (fogEnabled) {
65
+ // IMPORTANT: Disable Babylon's built-in fog when using TextFogPlugin.
66
+ // Built-in fog only affects diffuse/ambient, not emissive.
67
+ // If we left fogEnabled=true, diffuse would be fogged twice (once by Babylon,
68
+ // once by the plugin), while emissive would only be fogged once by the plugin.
69
+ // By disabling built-in fog and handling ALL fog in the plugin, we get uniform
70
+ // fog application to the entire fragment (matching terrain behavior).
71
+ material.fogEnabled = false;
72
+ material._textFogPlugin = new TextFogPlugin(material);
64
73
  } else {
65
- material.fogEnabled = fogEnabled;
66
- // Attach fog plugin to properly blend emissive color with fog
67
- // Babylon's standard fog only affects diffuse/ambient, not emissive.
68
- // The plugin re-fogs the entire fragment output so emissive fades properly.
69
- // (The slight double-fog on diffuse/ambient is negligible since text is primarily emissive)
70
- if (fogEnabled) {
71
- material._textFogPlugin = new TextFogPlugin(material);
72
- }
74
+ material.fogEnabled = false;
73
75
  }
74
76
 
75
77
  return material;
@@ -95,7 +97,8 @@ export function makeFaceMaterial(scene, letters, emissive, opac, fogEnabled = tr
95
97
  material.disableLighting = true;
96
98
  material.alpha = opac;
97
99
  material.backFaceCulling = false;
98
- material.fogEnabled = fogEnabled;
100
+ // Disable Babylon's built-in fog - TextFogPlugin handles all fog uniformly
101
+ material.fogEnabled = false;
99
102
  if (fogEnabled) {
100
103
  material._textFogPlugin = new TextFogPlugin(material);
101
104
  }
package/dist/index.d.ts DELETED
@@ -1,295 +0,0 @@
1
- /**
2
- * MeshWriter Type Declarations
3
- * Provides TypeScript types for MeshWriter library
4
- *
5
- * Requires: @babylonjs/core (peer dependency)
6
- */
7
-
8
- import type { Scene } from '@babylonjs/core/scene';
9
- import type { Mesh } from '@babylonjs/core/Meshes/mesh';
10
- import type { StandardMaterial } from '@babylonjs/core/Materials/standardMaterial';
11
- import type { SolidParticleSystem } from '@babylonjs/core/Particles/solidParticleSystem';
12
- import type { Vector2 } from '@babylonjs/core/Maths/math.vector';
13
-
14
- // ============ Options & Configuration Types ============
15
-
16
- /** Position configuration for text placement */
17
- export interface MeshWriterPosition {
18
- x?: number;
19
- y?: number;
20
- z?: number;
21
- }
22
-
23
- /** Color configuration for material properties */
24
- export interface MeshWriterColors {
25
- diffuse?: string;
26
- specular?: string;
27
- ambient?: string;
28
- emissive?: string;
29
- }
30
-
31
- /** Options for creating text with MeshWriter */
32
- export interface MeshWriterOptions {
33
- /** Position of the text in 3D space */
34
- position?: MeshWriterPosition;
35
- /** Material color properties */
36
- colors?: MeshWriterColors;
37
- /** Font family name (must be registered first) */
38
- 'font-family'?: string;
39
- /** Text anchor point */
40
- anchor?: 'left' | 'right' | 'center';
41
- /** Height of letters in world units */
42
- 'letter-height'?: number;
43
- /** Thickness (depth) of letters in world units */
44
- 'letter-thickness'?: number;
45
- /** Emissive color as hex string (e.g., "#FF0000") */
46
- color?: string;
47
- /** Material alpha/transparency (0-1) */
48
- alpha?: number;
49
- /** If true, disables lighting (only emissive color shows) - gives self-lit appearance */
50
- 'emissive-only'?: boolean;
51
- /** If true, the material is affected by scene fog (default: true) */
52
- 'fog-enabled'?: boolean;
53
- }
54
-
55
- /** Babylon namespace subset used for CSG injection */
56
- export interface BabylonCSGNamespace {
57
- CSG?: unknown;
58
- CSG2?: unknown;
59
- InitializeCSG2Async?: () => void | Promise<void>;
60
- IsCSG2Ready?: () => boolean;
61
- }
62
-
63
- /** Preferences for initializing MeshWriter */
64
- export interface MeshWriterPreferences {
65
- /** Default font family name */
66
- defaultFont?: string;
67
- /** Scale factor for all text */
68
- scale?: number;
69
- /** Origin point for mesh positioning */
70
- meshOrigin?: 'letterCenter' | 'fontOrigin';
71
- /** Enable debug logging */
72
- debug?: boolean;
73
- /** Babylon namespace providing CSG helpers (used for ES module builds) */
74
- babylon?: BabylonCSGNamespace;
75
- }
76
-
77
- // ============ Instance Types ============
78
-
79
- /** A text instance created by MeshWriter */
80
- export interface MeshWriterInstance {
81
- /** Get the SolidParticleSystem containing letter meshes */
82
- getSPS(): SolidParticleSystem | undefined;
83
- /** Get the combined mesh containing all letters */
84
- getMesh(): Mesh | undefined;
85
- /** Get the material applied to the text */
86
- getMaterial(): StandardMaterial;
87
- /** Get the X offset for anchoring */
88
- getOffsetX(): number;
89
- /** Get bounding boxes for each letter */
90
- getLettersBoxes(): number[][];
91
- /** Get origin positions for each letter */
92
- getLettersOrigins(): number[][];
93
- /** Get or set the emissive color */
94
- color(c?: string): string;
95
- /** Get or set the alpha value */
96
- alpha(a?: number): number;
97
- /** Update the emissive color */
98
- setColor(color: string): void;
99
- /** Update the alpha value */
100
- setAlpha(alpha: number): void;
101
- /** Temporarily override alpha */
102
- overrideAlpha(alpha: number): void;
103
- /** Reset alpha to original value */
104
- resetAlpha(): void;
105
- /** Get the center position of a letter by index */
106
- getLetterCenter(ix: number): Vector2;
107
- /** Check if this instance has been disposed */
108
- isDisposed(): boolean;
109
- /** Dispose of all meshes and materials */
110
- dispose(): void;
111
- }
112
-
113
- /** Constructor function returned by MeshWriter factory */
114
- export interface MeshWriterConstructor {
115
- new (letters: string, options?: MeshWriterOptions): MeshWriterInstance;
116
- (letters: string, options?: MeshWriterOptions): MeshWriterInstance;
117
- }
118
-
119
- // ============ Font Types ============
120
-
121
- /** Individual glyph specification */
122
- export interface GlyphSpec {
123
- /** Compressed shape command strings (pre-decompression) */
124
- sC?: string[];
125
- /** Compressed hole command strings - array of holes, each hole is array of command strings */
126
- hC?: string[][];
127
- /** Decompressed shape commands (post-decompression, internal use) */
128
- shapeCmds?: number[][][];
129
- /** Decompressed hole commands (post-decompression, internal use) */
130
- holeCmds?: number[][][][];
131
- /** Minimum X coordinate of bounding box */
132
- xMin: number;
133
- /** Maximum X coordinate of bounding box */
134
- xMax: number;
135
- /** Minimum Y coordinate of bounding box */
136
- yMin: number;
137
- /** Maximum Y coordinate of bounding box */
138
- yMax: number;
139
- /** Character advance width */
140
- wdth: number;
141
- /** X coordinate scale factor (optional) */
142
- xFactor?: number;
143
- /** Y coordinate scale factor (optional) */
144
- yFactor?: number;
145
- /** X coordinate shift (optional) */
146
- xShift?: number;
147
- /** Y coordinate shift (optional) */
148
- yShift?: number;
149
- /** Per-glyph reverse shape override (optional) */
150
- reverseShape?: boolean;
151
- /** Per-glyph reverse hole override (optional) */
152
- reverseHole?: boolean;
153
- }
154
-
155
- /** Font specification object containing glyph data */
156
- export interface FontSpec {
157
- /** Whether to reverse hole winding (default for all glyphs) */
158
- reverseHoles: boolean;
159
- /** Whether to reverse shape winding (default for all glyphs) */
160
- reverseShapes: boolean;
161
- /** Character glyph data - indexed by character */
162
- [character: string]: GlyphSpec | boolean;
163
- }
164
-
165
- /**
166
- * Function that creates font spec from codeList encoder
167
- * @deprecated Use FontSpec directly instead of FontFactory
168
- */
169
- export type FontFactory = (codeList: (list: number[][]) => string) => FontSpec;
170
-
171
- /** Font data - either a FontSpec object or a FontFactory function (legacy) */
172
- export type FontData = FontSpec | FontFactory;
173
-
174
- // ============ Main API Types ============
175
-
176
- /** CSG version used for boolean operations */
177
- export type CSGVersion = 'CSG' | 'CSG2' | null;
178
-
179
- /** MeshWriter static API */
180
- export interface MeshWriterStatic {
181
- /**
182
- * Create a MeshWriter constructor asynchronously (required for Babylon 8+)
183
- * Initializes CSG2 before returning
184
- */
185
- createAsync(scene: Scene, preferences?: MeshWriterPreferences): Promise<MeshWriterConstructor>;
186
-
187
- /**
188
- * Create a MeshWriter constructor synchronously (legacy, Babylon < 7.31)
189
- * @deprecated Use createAsync for Babylon 8+
190
- */
191
- create(scene: Scene, preferences?: MeshWriterPreferences): MeshWriterConstructor;
192
-
193
- /** Check if CSG is initialized and ready */
194
- isReady(): boolean;
195
-
196
- /** Get the CSG version being used */
197
- getCSGVersion(): CSGVersion;
198
-
199
- /** Set a custom CSG2 initializer function */
200
- setCSGInitializer(init: () => void | Promise<void>): void;
201
-
202
- /** Set a custom CSG ready check function */
203
- setCSGReadyCheck(check: () => boolean): void;
204
-
205
- /** Register a callback to run when CSG is ready */
206
- onCSGReady(callback: () => void): void;
207
-
208
- /** Manually mark CSG as ready */
209
- markCSGReady(): void;
210
- /** Initialize the internal CSG module with Babylon helpers */
211
- initCSGModule(babylon: BabylonCSGNamespace): void;
212
-
213
- /** Register a font for use with MeshWriter */
214
- registerFont(name: string, fontData: FontData): void;
215
-
216
- /** Register multiple font aliases pointing to the same font */
217
- registerFontAliases(targetName: string, ...aliases: string[]): void;
218
-
219
- /** Get a registered font by name */
220
- getFont(name: string): FontSpec | undefined;
221
-
222
- /** Check if a font is registered */
223
- isFontRegistered(name: string): boolean;
224
-
225
- /** Encode font coordinates to compressed string */
226
- codeList(list: number[][]): string;
227
-
228
- /** Decode compressed string to font coordinates */
229
- decodeList(encoded: string): number[][];
230
- }
231
-
232
- // ============ Exports ============
233
-
234
- /** Main MeshWriter object with all static methods */
235
- export const MeshWriter: MeshWriterStatic;
236
-
237
- /** Create a MeshWriter constructor asynchronously */
238
- export function createMeshWriterAsync(scene: Scene, preferences?: MeshWriterPreferences): Promise<MeshWriterConstructor>;
239
-
240
- /** Create a MeshWriter constructor synchronously (legacy) */
241
- export function createMeshWriter(scene: Scene, preferences?: MeshWriterPreferences): MeshWriterConstructor;
242
-
243
- /** Check if CSG is initialized and ready */
244
- export function isCSGReady(): boolean;
245
-
246
- /** Get the CSG version being used */
247
- export function getCSGVersion(): CSGVersion;
248
-
249
- /** Set a custom CSG2 initializer function */
250
- export function setCSGInitializer(init: () => void | Promise<void>): void;
251
-
252
- /** Set a custom CSG ready check function */
253
- export function setCSGReadyCheck(check: () => boolean): void;
254
-
255
- /** Register a callback to run when CSG is ready */
256
- export function onCSGReady(callback: () => void): void;
257
-
258
- /** Manually mark CSG as ready */
259
- export function markCSGReady(): void;
260
-
261
- /** Register a font for use with MeshWriter */
262
- export function registerFont(name: string, fontData: FontData): void;
263
-
264
- /** Register multiple font aliases */
265
- export function registerFontAliases(targetName: string, ...aliases: string[]): void;
266
-
267
- /** Get a registered font by name */
268
- export function getFont(name: string): FontSpec | undefined;
269
-
270
- /** Check if a font is registered */
271
- export function isFontRegistered(name: string): boolean;
272
-
273
- /** Encode font coordinates to compressed string */
274
- export function codeList(list: number[][]): string;
275
-
276
- /** Decode compressed string to font coordinates */
277
- export function decodeList(encoded: string): number[][];
278
-
279
- /** Get list of registered font names */
280
- export function getRegisteredFonts(): string[];
281
-
282
- /** Unregister a font (primarily for testing) */
283
- export function unregisterFont(name: string): void;
284
-
285
- /** Clear all registered fonts (primarily for testing) */
286
- export function clearFonts(): void;
287
-
288
- /** Encode font coordinates (alias of codeList) */
289
- export function encodeFontData(list: number[][]): string;
290
-
291
- /** Decode font coordinates (alias of decodeList) */
292
- export function decodeFontData(encoded: string): number[][];
293
-
294
- /** Initialize the internal CSG module with Babylon helpers */
295
- export function initCSGModule(babylon: BabylonCSGNamespace): void;
@@ -1,56 +0,0 @@
1
- /**
2
- * Create a cache key for a glyph at a specific weight
3
- * @param {number} weight - Font weight value
4
- * @param {string} char - Character
5
- * @returns {string} - Cache key
6
- */
7
- export function createGlyphCacheKey(weight: number, char: string): string;
8
- /**
9
- * MeshWriter Variable Font Cache
10
- * LRU cache for variable font glyphs to prevent memory bloat
11
- */
12
- /**
13
- * LRU Cache for glyph specifications
14
- * Prevents memory bloat when using many weight variations
15
- */
16
- export class GlyphCache {
17
- /**
18
- * Create a new glyph cache
19
- * @param {number} [maxSize=5000] - Maximum number of cached entries
20
- */
21
- constructor(maxSize?: number);
22
- _maxSize: number;
23
- _cache: Map<any, any>;
24
- /**
25
- * Get a cached value (moves it to most recently used)
26
- * @param {string} key - Cache key
27
- * @returns {*} - Cached value or undefined
28
- */
29
- get(key: string): any;
30
- /**
31
- * Set a cache value (evicts oldest if at capacity)
32
- * @param {string} key - Cache key
33
- * @param {*} value - Value to cache
34
- */
35
- set(key: string, value: any): void;
36
- /**
37
- * Check if key exists in cache
38
- * @param {string} key - Cache key
39
- * @returns {boolean}
40
- */
41
- has(key: string): boolean;
42
- /**
43
- * Clear all cached entries
44
- */
45
- clear(): void;
46
- /**
47
- * Get current cache size
48
- * @returns {number}
49
- */
50
- get size(): number;
51
- /**
52
- * Get maximum cache size
53
- * @returns {number}
54
- */
55
- get maxSize(): number;
56
- }
@@ -1,21 +0,0 @@
1
- /**
2
- * MeshWriter Variable Font Converter
3
- * Converts fontkit glyph paths to MeshWriter FontSpec format at runtime
4
- */
5
- /**
6
- * Convert fontkit glyph to MeshWriter GlyphSpec
7
- * @param {object} glyph - fontkit glyph object
8
- * @param {number} [scale=1] - Scale factor
9
- * @returns {object|null} - GlyphSpec with shapeCmds/holeCmds, or null if empty
10
- */
11
- export function convertFontkitGlyphToSpec(glyph: object, scale?: number): object | null;
12
- /**
13
- * Extract kerning pairs from fontkit font for given character set
14
- * @param {object} font - fontkit font object
15
- * @param {string} charset - Characters to extract kerning for
16
- * @param {number} [scale=1] - Scale factor
17
- * @returns {object} - Kerning table mapping "char1,char2" to adjustment value
18
- */
19
- export function extractFontkitKerningPairs(font: object, charset: string, scale?: number): object;
20
- export function convertGlyphToSpec(glyph: any, scale?: number): any;
21
- export function extractKerningPairs(font: any, charset: any, scale?: number): any;