orbix-engine 1.0.0
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/dist/orbix.d.ts +1460 -0
- package/dist/orbix.esm.js +283 -0
- package/dist/orbix.js +61783 -0
- package/dist/orbix.min.js +3 -0
- package/package.json +43 -0
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/**
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* Orbix Engine — ES Module Wrapper
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*
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* Browser CDN usage:
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* <script type="module">
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* import Orbix, { Mesh, BoxGeometry, Shader } from './dist/orbix.esm.js';
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* Orbix.ready().then(() => { ... });
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* </script>
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*
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* npm usage (after bundling orbix.js as a dependency):
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* import Orbix from 'orbix';
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*
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* NOTE: This wrapper injects orbix.js as a classic script (it sets globals
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* needed by the Hydra Class system). All exports are lazily resolved after load.
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*/
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// eslint-disable-next-line no-undef
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function _loadOrbix() {
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return new Promise(function(resolve, reject) {
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if (window.Orbix && window.ORBIX_ENGINE && window.ORBIX_ENGINE._ready) {
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return resolve(window.Orbix);
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}
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var script = document.createElement('script');
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// Adjust path if hosting from a different location
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script.src = (typeof __orbixSrc !== 'undefined') ? __orbixSrc : './orbix.js';
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script.onerror = function() { reject(new Error('Orbix: failed to load orbix.js')); };
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script.onload = function() {
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if (window.ORBIX_ENGINE && window.ORBIX_ENGINE._ready) {
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resolve(window.Orbix);
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} else if (window.Orbix) {
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window.Orbix.ready().then(function() { resolve(window.Orbix); }).catch(reject);
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} else {
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reject(new Error('Orbix: script loaded but window.Orbix not set'));
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}
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};
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document.head.appendChild(script);
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});
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}
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// Top-level await — resolves once the engine is fully booted
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const Orbix = await _loadOrbix();
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export default Orbix;
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// ── Named exports — available after load ──────────────────────────────────
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export const {
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ready, check, supported,
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createScene, createShader, createPhysicalShader, loadGeometry,
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getTexture, getRepeatTexture,
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createFluid, createMouseFluid, createAntimatter, createMeshBatch, createNukePass,
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onRender, define, tween,
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VERSION, ORIGINAL
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} = Orbix;
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// Framework
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export const Class = window.Class;
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export const Inherit = window.Inherit;
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// Math
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export const Vector2 = window.Vector2;
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export const Vector3 = window.Vector3;
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export const Vector4 = window.Vector4;
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export const Matrix3 = window.Matrix3;
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export const Matrix4 = window.Matrix4;
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export const Quaternion= window.Quaternion;
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export const Euler = window.Euler;
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export const Color = window.Color;
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export const Box3 = window.Box3;
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export const Sphere = window.Sphere;
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export const Plane = window.Plane;
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export const Ray = window.Ray;
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export const Frustum = window.Frustum;
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export const MathUtils = Orbix.MathUtils;
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// 3D Objects
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export const Object3D = window.Object3D;
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export const Group = window.Group;
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export const Mesh = window.Mesh;
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export const Points = window.Points;
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export const Line3D = window.Line3D;
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export const Scene = window.Scene;
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// Geometry
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export const Geometry = window.Geometry;
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export const GeometryAttribute = window.GeometryAttribute;
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export const PlaneGeometry = window.PlaneGeometry;
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export const BoxGeometry = window.BoxGeometry;
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export const SphereGeometry = window.SphereGeometry;
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export const CylinderGeometry = window.CylinderGeometry;
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export const IcosahedronGeometry= window.IcosahedronGeometry;
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export const SplineGen = window.SplineGen;
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export const SplineLoader = window.SplineLoader;
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export const GLTFLoader = window.GLTFLoader;
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export const GeomThread = window.GeomThread;
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export const DracoThread = window.DracoThread;
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// Shaders
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export const Shader = window.Shader;
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export const Shaders = window.Shaders;
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export const ShaderChunk = window.ShaderChunk;
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export const ShaderVariants = window.ShaderVariants;
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export const PBRShader = window.PBRShader;
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export const LitMaterial = window.LitMaterial;
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// Textures
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export const Texture = window.Texture;
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export const RenderTarget = window.RenderTarget;
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export const MultiRenderTarget= window.MultiRenderTarget;
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export const Utils3D = window.Utils3D;
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export const RTPool = window.RTPool;
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// Cameras
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export const Camera = window.Camera;
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export const PerspectiveCamera = window.PerspectiveCamera;
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export const OrthographicCamera= window.OrthographicCamera;
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export const GazeCamera = window.GazeCamera;
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export const ScreenProjection = window.ScreenProjection;
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// World & Rendering
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export const World = window.World;
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export const Render = window.Render;
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export const Renderer = window.Renderer;
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export const RenderManager = window.RenderManager;
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// Lighting
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export const Light = window.Light;
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export const Lighting = window.Lighting;
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export const ShadowLight = window.ShadowLight;
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export const LightVolume = window.LightVolume;
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export const AreaLightUtil= window.AreaLightUtil;
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// Post-Processing
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export const Nuke = window.Nuke;
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export const NukePass = window.NukePass;
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export const BlitPass = window.BlitPass;
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export const FXAA = window.FXAA;
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// Effects
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export const HydraBloom = window.HydraBloom;
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export const UnrealBloom = window.UnrealBloom;
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export const VolumetricLight = window.VolumetricLight;
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export const HydraLensStreak = window.HydraLensStreak;
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export const Mirror = window.Mirror;
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export const SnapshotFrame = window.SnapshotFrame;
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export const SnapshotFramePingPong = window.SnapshotFramePingPong;
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// Fluid
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export const Fluid = window.Fluid;
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export const FluidScene = window.FluidScene;
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export const FluidLayer = window.FluidLayer;
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export const MouseFluid = window.MouseFluid;
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// Particles
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export const Antimatter = window.Antimatter;
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export const AntimatterAttribute = window.AntimatterAttribute;
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export const AntimatterFBO = window.AntimatterFBO;
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export const AntimatterPass = window.AntimatterPass;
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export const AntimatterSpawn = window.AntimatterSpawn;
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export const AntimatterUtil = window.AntimatterUtil;
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export const Proton = window.Proton;
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export const ProtonPresets = window.ProtonPresets;
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export const ProtonTubes = window.ProtonTubes;
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export const SplineParticles = window.SplineParticles;
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export const SplineParticlesStatic= window.SplineParticlesStatic;
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export const ParticleDistributor = window.ParticleDistributor;
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// Instancing
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export const MeshBatch = window.MeshBatch;
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export const MeshMerge = window.MeshMerge;
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export const InstanceMesh = window.InstanceMesh;
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// Text
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export const Text3D = window.Text3D;
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export const GLText = window.GLText;
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export const GLTextGeometry = window.GLTextGeometry;
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export const GLScreenProjection = window.GLScreenProjection;
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// Interaction
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export const Mouse = window.Mouse;
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export const Interaction = window.Interaction;
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export const Interaction3D = window.Interaction3D;
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export const Raycaster = window.Raycaster;
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export const Scroll = window.Scroll;
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export const ScrollController = window.ScrollController;
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export const Keyboard = window.Keyboard;
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export const VelocityTracker= window.VelocityTracker;
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// Animation
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export const TweenManager = window.TweenManager;
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export const TweenTimeline = window.TweenTimeline;
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export const FrameTween = window.FrameTween;
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export const CSSTransition = window.CSSTransition;
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export const HierarchyAnimation = window.HierarchyAnimation;
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export const LayerAnimation = window.LayerAnimation;
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// Audio
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export const Audio3D = window.Audio3D;
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export const Audio3DLayer = window.Audio3DLayer;
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export const Audio3DResonance= window.Audio3DResonance;
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export const SFXController = window.SFXController;
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export const GlobalAudio3D = window.GlobalAudio3D;
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export const WebAudio = window.WebAudio;
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// Video
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export const Video = window.Video;
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export const VideoTexture = window.VideoTexture;
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export const VideoTextureColorParser = window.VideoTextureColorParser;
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export const Webcam = window.Webcam;
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// GLUI / DOM
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export const GLUI = window.GLUI;
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export const Stage = window.Stage;
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export const HydraCSS = window.HydraCSS;
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export const PushState = window.PushState;
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export const Router = window.Router;
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export const DOMTemplate = window.DOMTemplate;
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// Scene Layout
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export const SceneLayout = window.SceneLayout;
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export const Frag3D = window.Frag3D;
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export const FragFXScene = window.FragFXScene;
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export const FXSceneCompositor = window.FXSceneCompositor;
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export const Initializer3D = window.Initializer3D;
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// VR / AR / XR
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export const XRConfig = window.XRConfig;
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export const XRDeviceManager = window.XRDeviceManager;
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export const VRCamera = window.VRCamera;
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export const VRRenderer = window.VRRenderer;
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export const ARCamera = window.ARCamera;
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export const ARRenderer = window.ARRenderer;
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export const ARUtils = window.ARUtils;
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export const VRInput = window.VRInput;
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export const UserInput = window.UserInput;
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export const UserInputMouseTouch = window.UserInputMouseTouch;
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// State / Misc
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export const AppState = window.AppState;
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export const Device = window.Device;
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export const Events = window.Events;
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export const Timer = window.Timer;
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export const Assets = window.Assets;
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export const AssetLoader = window.AssetLoader;
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export const GPU = window.GPU;
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export const Performance = window.Performance;
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export const Dev = window.Dev;
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export const Thread = window.Thread;
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export const Camera = window.Camera;
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export const PerspectiveCamera = window.PerspectiveCamera;
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export const OrthographicCamera = window.OrthographicCamera;
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// Rendering
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export const World = window.World;
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export const RenderManager = window.RenderManager;
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export const Render = window.Render;
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// Post-processing
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export const Nuke = window.Nuke;
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export const NukePass = window.NukePass;
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// Effects
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export const Fluid = window.Fluid;
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export const MouseFluid = window.MouseFluid;
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export const Antimatter = window.Antimatter;
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// Interaction
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export const Mouse = window.Mouse;
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export const Interaction3D = window.Interaction3D;
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export const Raycaster = window.Raycaster;
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// Animation
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export const TweenManager = window.TweenManager;
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// UI
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export const GLUI = window.GLUI;
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export const Stage = window.Stage;
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// Framework
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export const Component = window.Component;
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export const Events = window.Events;
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export const Timer = window.Timer;
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export const Device = window.Device;
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export const Assets = window.Assets;
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export const AssetLoader = window.AssetLoader;
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