trid3d 0.0.0-stage → 0.1.0

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package/LICENSE ADDED
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+ MIT License
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+
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+ Copyright (c) 2026 ZachR622
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+
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+ Permission is hereby granted, free of charge, to any person obtaining a copy
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+ of this software and associated documentation files (the "Software"), to deal
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+ in the Software without restriction, including without limitation the rights
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+ to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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+ copies of the Software, and to permit persons to whom the Software is
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+ furnished to do so, subject to the following conditions:
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+
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+ The above copyright notice and this permission notice shall be included in all
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+ copies or substantial portions of the Software.
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+
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+ THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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+ IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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+ FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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+ AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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+ LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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+ OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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+ SOFTWARE.
package/README.md CHANGED
@@ -1,3 +1,103 @@
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- # Temporary Holding Version
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+ <p align="center">
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+ <img src="docs/public/logo.svg" width="96" alt="Trid logo">
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+ </p>
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- This version is a temporary placeholder for this package. An operational version to replace this has been submitted for review and is awaiting a staged release.
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+ <h1 align="center">Trid</h1>
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+
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+ <p align="center">A small 3D library for the HTML canvas. No dependencies, no build step.</p>
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+
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+ ---
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+
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+ Trid gives you a scene, a camera, shapes, model loading and mouse/keyboard tools, all in plain ES modules you can drop next to your page.
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+
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+ > **Status:** early. Objects can be wireframes or filled and shaded; textures and shaders are on the way.
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+
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+ ## Features
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+
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+ - **Scene** — holds a canvas, a camera and your objects, and runs the frame loop for you.
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+ - **Shapes** — cubes, boxes and spheres built in, or any mesh you define as vertices and edges.
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+ - **Filled faces** — give an object a `material` to fill and shade its faces, flat or smooth, with one directional light.
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+ - **Textures** — images, canvases or videos on faces, with texture coordinates from built-in shapes and OBJ files.
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+ - **Effects** — stack shader effects like toon, rim and edge glow, gradients and fog on a material, or write your own in GLSL.
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+ - **Two renderers** — the canvas 2D context by default, or `WebGLRenderer` for exact depth and big models, with the same scene code.
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+ - **OBJ files** — load models from a URL, or let users drop their own `.obj` files on the canvas.
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+ - **Camera** — position, yaw, pitch and field of view, with near-plane clipping.
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+ - **Tools** — orbit and fly cameras, object dragging, hover highlight, an FPS meter and an OBJ uploader, one line each. Writing your own is a plain object with a few methods.
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+ - **Pure math** — every transform and projection step is exported, so you can use the pipeline piece by piece.
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+
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+ ## Install
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+
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+ ```sh
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+ npm install trid3d
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+ ```
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+
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+ No bundler? Use the CDN with an import map, or copy the `trid/` folder next to your page and import `./trid/index.js`:
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+
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+ ```html
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+ <script type="importmap">
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+ { "imports": { "trid3d": "https://cdn.jsdelivr.net/npm/trid3d@0.1/trid/index.js" } }
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+ </script>
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+ ```
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+
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+ ## Quick start
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+
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+ ```html
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+ <canvas id="canvas"></canvas>
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+ <script type="module" src="main.js"></script>
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+ ```
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+
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+ ```js
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+ // main.js
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+ import { Scene, makeShape, OrbitCamera } from "trid3d";
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+
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+ const scene = new Scene(document.getElementById("canvas"), { width: 800, height: 400 });
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+ const cube = scene.add({ mesh: makeShape("cube"), color: "#E9806E" }); // wireframe
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+ const ball = scene.add({ mesh: makeShape("sphere"), material: { fill: "#8ab4f8" } }); // filled and shaded
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+ ball.pos.x = 0.8;
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+
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+ scene.use(new OrbitCamera()); // drag to orbit, scroll to zoom
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+ scene.start((dt) => (cube.rot.y += dt));
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+ ```
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+
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+ Without a bundler, serve the folder (`python3 -m http.server`) instead of opening the file directly: browsers block module imports from `file://` pages.
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+
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+ ### Loading a model
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+
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+ ```js
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+ import { loadOBJ } from "trid3d";
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+
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+ const mesh = await loadOBJ("models/teapot.obj", { fit: 1 }); // centered, 1 unit wide
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+ scene.add({ mesh });
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+ ```
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+
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+ Or let users load their own: `scene.use(new ObjUploader())` accepts dropped `.obj` files, and `uploader.open()` shows a file dialog.
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+
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+ ## Project layout
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+
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+ | Folder | Content |
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+ | --- | --- |
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+ | `trid/index.js` | Entry file: exports everything (`"trid3d"`) |
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+ | `trid/scene.js` | The `Scene` class |
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+ | `trid/math/` | Transforms, camera directions, projection |
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+ | `trid/render/` | Renderers (Canvas 2D, WebGL), effects, shapes, drawing, frame loop |
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+ | `trid/loaders/` | OBJ and texture loading |
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+ | `trid/tools/` | Camera, object and overlay tools |
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+ | `docs/` | Documentation site with live demos |
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+
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+ ## Documentation
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+
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+ The docs explain every class, option and function, with live demos. To run them locally (Node 18+):
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+
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+ ```sh
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+ npm install
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+ npm run docs:dev
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+ ```
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+
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+ See [`docs/README.md`](docs/README.md) for building and editing the docs.
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+
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+ ## Roadmap
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+
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+ - **More shapes** — cylinder, cone, torus, plane/grid
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+ - **More tools** — rotate/scale objects with the mouse, selection outline
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+ - **Parent/child transforms** — e.g. a moon orbiting a planet
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+ - **Tests** for the math functions
package/package.json CHANGED
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  {
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  "name": "trid3d",
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- "version": "0.0.0-stage",
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- "stub": true,
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- "description": "Temporary package placeholder for staged publishing"
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- }
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+ "version": "0.1.0",
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+ "description": "A small 3D library for the HTML canvas: wireframes, filled and smooth faces, textures and shader effects, drawn with Canvas 2D or WebGL. No dependencies.",
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+ "keywords": [
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+ "3d",
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+ "canvas",
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+ "webgl",
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+ "wireframe",
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+ "renderer",
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+ "obj",
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+ "shader"
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+ ],
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+ "license": "MIT",
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+ "author": "ZachR622",
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+ "repository": {
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+ "type": "git",
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+ "url": "git+https://github.com/ZachR622/Trid.git"
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+ },
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+ "homepage": "https://github.com/ZachR622/Trid#readme",
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+ "bugs": {
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+ "url": "https://github.com/ZachR622/Trid/issues"
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+ },
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+ "type": "module",
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+ "main": "./trid/index.js",
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+ "module": "./trid/index.js",
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+ "exports": {
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+ ".": "./trid/index.js",
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+ "./*": "./trid/*"
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+ },
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+ "files": [
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+ "trid"
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+ ],
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+ "sideEffects": false,
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+ "scripts": {
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+ "docs:dev": "vitepress dev docs",
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+ "docs:build": "vitepress build docs",
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+ "docs:preview": "vitepress preview docs"
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+ },
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+ "devDependencies": {
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+ "vitepress": "^1.6.4"
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+ }
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+ }
package/trid/index.js ADDED
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+ /**
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+ * Trid: a small 3D library for the HTML canvas.
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+ *
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+ * Everything the library offers, from one file:
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+ *
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+ * import { Scene, makeShape, OrbitCamera } from "trid3d"; // with npm
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+ * import { Scene, makeShape, OrbitCamera } from "./trid/index.js"; // with the folder
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+ *
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+ * The individual modules can still be imported directly.
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+ */
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+
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+ // Scene
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+ export { Scene } from "./scene.js";
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+
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+ // Shapes and meshes
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+ export { makeShape, scaleMesh } from "./render/shapes.js";
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+
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+ // Renderers
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+ export { CanvasRenderer, DEFAULT_LIGHT, DEFAULT_AMBIENT } from "./render/canvasRenderer.js";
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+ export { WebGLRenderer, DEFAULT_FAR } from "./render/webglRenderer.js";
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+
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+ // Effects
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+ export {
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+ toon, rim, edgeGlow, unlit, gradient, fog,
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+ buildEffects, effectsKey, uniformType, SURFACE_GLSL,
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+ } from "./render/effects.js";
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+
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+ // Normals (smooth shading)
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+ export { cornerNormals, creaseOf, newell, DEFAULT_CREASE } from "./render/normals.js";
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+
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+ // Loading files
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+ export { parseOBJ, loadOBJ, readOBJFile, pickOBJFile, fitMesh } from "./loaders/obj.js";
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+ export { loadTexture, textureReady, textureSize, textureIsLive } from "./loaders/texture.js";
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+
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+ // Tools
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+ export {
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+ OrbitCamera, FlyCamera, DragObject, HoverHighlight, FpsMeter, ObjUploader,
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+ ToolManager, pick, screenBounds, worldPerPixel,
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+ } from "./tools/index.js";
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+
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+ // Drawing and the frame loop
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+ export { clear, point, line, drawWireframe, drawInstance, edgeSegments } from "./render/draw.js";
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+ export { loop } from "./render/loop.js";
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+ export { parseColor } from "./render/color.js";
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+
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+ // Math
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+ export {
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+ localToWorld, worldToCamera, cameraToScreen, worldToScreen,
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+ cameraForward, cameraRight, cameraUp, clipNear,
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+ scale, translate, rotateX, rotateY, rotateZ, rotateXYZ,
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+ DEFAULT_FOV, DEFAULT_NEAR,
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+ } from "./math/transform.js";
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+ export { project, screen } from "./math/projection.js";
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+ /**
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+ * Wavefront OBJ loading.
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+ *
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+ * Reads vertex positions (`v`), texture coordinates (`vt`), normals
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+ * (`vn`), faces (`f`) and polylines (`l`). Everything else (materials,
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+ * groups) is ignored for now.
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+ *
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+ * OBJ files are right-handed with +Z toward the viewer. Trid is
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+ * left-handed with the camera looking down +Z, so Z is flipped on
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+ * load: a model that faces you in Blender faces you in Trid too.
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+ */
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+
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+ /**
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+ * @typedef {Object} ObjMesh
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+ * @property {{x:number,y:number,z:number}[]} vertices
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+ * @property {number[][]} edges - Unique edges as [a, b] pairs, ready to draw
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+ * @property {number[][]} faces - Polygons as vertex index lists
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+ * @property {{x:number,y:number,z:number}[]} [normals] - Normals from the file (`vn`), if any
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+ * @property {(number[]|null)[]} [faceNormals] - For each face, the normal index of each corner
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+ * (null when the file gives none for that face). Used by smooth shading.
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+ * @property {{u:number,v:number}[]} [uvs] - Texture coordinates from the file (`vt`), if any
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+ * @property {(number[]|null)[]} [faceUVs] - For each face, the texture coordinate index of
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+ * each corner (null when the file gives none for that face). Used by textures.
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+ *
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+ * @typedef {Object} ObjOptions
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+ * @property {number} [fit] - If set, center the model on the origin and scale it
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+ * so its largest side is this long. Handy because OBJ files come in any size.
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+ */
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+
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+ /**
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+ * Parses the text of an OBJ file into a mesh.
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+ *
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+ * @param {string} text - Contents of a .obj file
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+ * @param {ObjOptions} [opts]
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+ * @returns {ObjMesh}
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+ * @throws {Error} If a face or line points at a vertex that doesn't exist
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+ */
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+ export function parseOBJ(text, { fit } = {}) {
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+ const vertices = [];
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+ const faces = [];
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+ const lines = [];
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+ const normals = [];
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+ const faceNormals = []; // per face: normal index of each corner, or null
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+ const uvs = [];
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+ const faceUVs = []; // per face: texture coordinate index of each corner, or null
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+
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+ const src = text.split(/\r?\n/);
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+
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+ for (let n = 0; n < src.length; n++) {
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+ const line = src[n].trim();
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+
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+ if (line === "" || line[0] === "#") continue;
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+
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+ const parts = line.split(/\s+/);
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+ const kind = parts[0];
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+
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+ if (kind === "v") {
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+ vertices.push({ x: +(parts[1] ?? 0), y: +(parts[2] ?? 0), z: -(parts[3] ?? 0) });
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+ } else if (kind === "vt") {
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+ uvs.push({ u: +(parts[1] ?? 0), v: +(parts[2] ?? 0) });
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+ } else if (kind === "vn") {
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+ normals.push({ x: +(parts[1] ?? 0), y: +(parts[2] ?? 0), z: -(parts[3] ?? 0) });
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+ } else if (kind === "f" || kind === "l") {
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+ // "7", "7/1", "7//3", "7/1/3" all point at vertex 7. Negative = counted from the end.
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+ const ids = parts.slice(1).map((p) => {
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+ const i = parseInt(p, 10);
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+ const idx = i < 0 ? vertices.length + i : i - 1;
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+ if (!Number.isInteger(idx) || idx < 0 || idx >= vertices.length) {
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+ throw new Error(`OBJ line ${n + 1}: bad vertex index "${p}"`);
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+ }
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+ return idx;
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+ });
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+ if (kind === "f" && ids.length >= 3) {
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+ faces.push(ids.reverse()); // flipping Z flips the winding
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+ // "7//3" and "7/1/3": the third number is the corner's normal
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+ const ns = parts.slice(1).map((p) => {
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+ const s = p.split("/")[2];
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+ if (!s) return -1;
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+ const i = parseInt(s, 10);
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+ const idx = i < 0 ? normals.length + i : i - 1;
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+ return idx >= 0 && idx < normals.length ? idx : -1;
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+ });
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+ faceNormals.push(ns.includes(-1) ? null : ns.reverse());
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+ // "7/1" and "7/1/3": the second number is the corner's texture coordinate
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+ const ts = parts.slice(1).map((p) => {
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+ const s = p.split("/")[1];
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+ if (!s) return -1;
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+ const i = parseInt(s, 10);
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+ const idx = i < 0 ? uvs.length + i : i - 1;
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+ return idx >= 0 && idx < uvs.length ? idx : -1;
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+ });
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+ faceUVs.push(ts.includes(-1) ? null : ts.reverse());
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+ } else if (kind === "l" && ids.length >= 2) lines.push(ids);
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+ }
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+ }
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+
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+ const seen = new Set();
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+ const edges = [];
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+ const addEdge = (a, b) => {
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+ if (a === b) return;
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+
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+ // (2 to the power of 32) = 4294967296
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+ // The parser uses it to turn an edge into a single number
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+ const key = a < b ? a * 4294967296 + b : b * 4294967296 + a;
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+
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+ if (seen.has(key)) return;
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+
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+ seen.add(key);
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+ edges.push([a, b]);
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+ };
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+
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+ for (const f of faces) {
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+ for (let i = 0; i < f.length; i++) addEdge(f[i], f[(i + 1) % f.length]);
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+ }
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+ for (const l of lines) {
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+ for (let i = 0; i < l.length - 1; i++) addEdge(l[i], l[i + 1]);
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+ }
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+
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+ const mesh = { vertices, edges, faces };
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+ // Normals from the file, used by smooth shading
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+ if (faceNormals.some((n) => n)) {
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+ mesh.normals = normals;
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+ mesh.faceNormals = faceNormals;
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+ }
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+ // Texture coordinates from the file
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+ if (faceUVs.some((t) => t)) {
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+ mesh.uvs = uvs;
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+ mesh.faceUVs = faceUVs;
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+ }
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+ if (fit != null) fitMesh(mesh, fit);
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+ return mesh;
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+ }
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+
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+ /**
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+ * Centers a mesh on the origin and scales it so its largest side is `size`.
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+ * Changes the mesh in place.
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+ *
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+ * @param {{ vertices:{x:number,y:number,z:number}[] }} mesh
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+ * @param {number} [size=1]
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+ * @returns The same mesh
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+ */
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+ export function fitMesh(mesh, size = 1) {
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+ const vs = mesh.vertices;
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+ if (vs.length === 0) return mesh;
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+
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+ const min = { x: Infinity, y: Infinity, z: Infinity };
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+ const max = { x: -Infinity, y: -Infinity, z: -Infinity };
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+ for (const v of vs) {
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+ for (const k of ["x", "y", "z"]) {
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+ if (v[k] < min[k]) min[k] = v[k];
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+ if (v[k] > max[k]) max[k] = v[k];
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+ }
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+ }
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+
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+ const cx = (min.x + max.x) / 2, cy = (min.y + max.y) / 2, cz = (min.z + max.z) / 2;
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+ const largest = Math.max(max.x - min.x, max.y - min.y, max.z - min.z);
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+ const s = largest > 0 ? size / largest : 1;
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+
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+ for (const v of vs) {
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+ v.x = (v.x - cx) * s;
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+ v.y = (v.y - cy) * s;
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+ v.z = (v.z - cz) * s;
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+ }
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+ return mesh;
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+ }
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+
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+ /**
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+ * Downloads an OBJ file and parses it.
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+ *
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+ * @param {string} url
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+ * @param {ObjOptions} [opts]
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+ * @returns {Promise<ObjMesh>}
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+ */
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+ export async function loadOBJ(url, opts) {
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+ const res = await fetch(url);
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+ if (!res.ok) throw new Error(`Could not load ${url} (${res.status})`);
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+ return parseOBJ(await res.text(), opts);
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+ }
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+
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+ /**
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+ * Parses an OBJ file the user picked or dropped (a `File` or `Blob`).
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+ *
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+ * @param {Blob} file
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+ * @param {ObjOptions} [opts]
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+ * @returns {Promise<ObjMesh>}
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+ */
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+ export async function readOBJFile(file, opts) {
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+ return parseOBJ(await file.text(), opts);
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+ }
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+
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+ /**
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+ * Opens the browser's file dialog for .obj files.
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+ * Must be called from a user action, like a button click.
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+ *
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+ * @returns {Promise<File|null>} The chosen file, or null if the dialog was cancelled
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+ */
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+ export function pickOBJFile() {
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+ return new Promise((resolve) => {
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+ const input = document.createElement("input");
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+ input.type = "file";
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+ input.accept = ".obj";
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+ input.addEventListener("change", () => resolve(input.files?.[0] ?? null));
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+ input.addEventListener("cancel", () => resolve(null));
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+ input.click();
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+ });
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+ }
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+ /**
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+ * Textures: images drawn on faces.
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+ *
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+ * A material's `texture` can be anything the canvas can draw:
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+ * an `<img>`, a `<canvas>`, a `<video>` or an `ImageBitmap`.
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+ * Canvases and videos are read again every frame, so they can change.
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+ */
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+
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+ /**
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+ * Loads an image to use as a texture.
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+ *
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+ * @param {string} url
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+ * @returns {Promise<HTMLImageElement>} The image, fully loaded
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+ * @throws {Error} If the image can't be loaded
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+ *
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+ * @example
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+ * const crate = await loadTexture("textures/crate.png");
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+ * scene.add({ mesh: makeShape("cube"), material: { texture: crate } });
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+ */
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+ export function loadTexture(url) {
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+ return new Promise((resolve, reject) => {
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+ const img = new Image();
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+ // Lets WebGL use images from other sites when they allow it (CORS)
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+ img.crossOrigin = "anonymous";
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+ img.onload = () => resolve(img);
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+ img.onerror = () => reject(new Error(`Could not load texture ${url}`));
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+ img.src = url;
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+ });
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+ }
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+
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+ /** Whether a texture source has pixels to draw yet. */
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+ export function textureReady(src) {
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+ if (!src) return false;
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+ if (typeof HTMLImageElement !== "undefined" && src instanceof HTMLImageElement) {
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+ return src.complete && src.naturalWidth > 0;
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+ }
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+ if (typeof HTMLVideoElement !== "undefined" && src instanceof HTMLVideoElement) {
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+ return src.readyState >= 2;
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+ }
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+ return (src.width ?? 0) > 0 && (src.height ?? 0) > 0;
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+ }
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+
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+ /** Pixel size of a texture source. */
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+ export function textureSize(src) {
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+ return {
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+ w: src.naturalWidth || src.videoWidth || src.width || 0,
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+ h: src.naturalHeight || src.videoHeight || src.height || 0,
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+ };
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+ }
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+
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+ /** Whether a source can change over time (canvas, video), so it's read every frame. */
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+ export function textureIsLive(src) {
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+ return (typeof HTMLCanvasElement !== "undefined" && src instanceof HTMLCanvasElement)
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+ || (typeof HTMLVideoElement !== "undefined" && src instanceof HTMLVideoElement)
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+ || (typeof OffscreenCanvas !== "undefined" && src instanceof OffscreenCanvas);
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+ }
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+ /**
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+ * Converts normalized device coordinates (-1 to +1)
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+ * into actual screen (pixel) coordinates.
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+ *
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+ * Normalized space:
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+ * x: -1 (left) -> +1 (right)
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+ * y: -1 (bottom)-> +1 (top)
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+ *
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+ * Canvas space:
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+ * x: 0 -> width
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+ * y: 0 -> height (top-down)
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+ *
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+ * @param {{x:number, y:number}} p - Normalized 2D point
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+ * @param {number} w - Canvas width
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+ * @param {number} h - Canvas height
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+ * @returns {{x:number, y:number}} Screen-space point
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+ */
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+ export function screen(p, w, h) {
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+ return {
20
+ x: (p.x + 1) / 2 * w,
21
+ y: (1 - (p.y + 1) / 2) * h,
22
+ };
23
+ }
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+
25
+ /**
26
+ * Projects a 3D point onto a 2D plane using
27
+ * a perspective projection.
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+ *
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+ * The result is in normalized device coordinates (-1 to +1).
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+ * `fov` is the vertical field of view; X is divided by `aspect`
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+ * so shapes are not stretched on non-square canvases.
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+ *
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+ * NOTE:
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+ * - z must be > 0 (in front of the camera)
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+ * - smaller z => appears larger
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+ * - larger z => appears smaller
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+ *
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+ * @param {{x:number, y:number, z:number}} p - 3D point (camera space)
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+ * @param {number} fov - Vertical field of view in radians (default: 90°)
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+ * @param {number} aspect - Canvas width / height (default: 1)
41
+ * @returns {{x:number, y:number}} 2D projected point
42
+ */
43
+ export function project(p, fov = Math.PI / 2, aspect = 1) {
44
+ const f = 1 / Math.tan(fov / 2);
45
+ return {
46
+ x: (p.x * f) / (p.z * aspect),
47
+ y: (p.y * f) / p.z,
48
+ };
49
+ }