trid3d 0.2.0 → 0.3.1

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/trid/index.d.ts CHANGED
@@ -91,6 +91,8 @@ export type TextureSource = CanvasImageSource;
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  /** How an object's faces look. Objects without one are drawn as wireframes. */
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  export interface Material {
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+ /** A name: `exportOBJ` / `exportMTL` write it as the material's name (`usemtl` / `newmtl`) */
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+ name?: string;
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  /** Face color, any CSS color (default: the scene's color, or white with a texture) */
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  fill?: string;
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  /** Darken faces that turn away from the light (default true) */
@@ -106,6 +108,11 @@ export interface Material {
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  smooth?: boolean | number;
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  /** Image drawn on the faces (needs texture coordinates). `fill` tints it. */
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  texture?: TextureSource;
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+ /**
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+ * Read the texture again every frame (default: only videos). For a canvas redrawn every
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+ * frame; for one redrawn now and then, call `updateTexture(canvas)` instead.
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+ */
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+ liveTexture?: boolean;
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  /** Keep texture pixels sharp instead of smoothing them (default false) */
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  pixelated?: boolean;
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  /** Effects applied in order, like `[toon(), rim()]` */
@@ -129,12 +136,22 @@ export type MappingType = "uv" | "planar" | "box" | "sphere" | "cylinder";
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  */
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  export type Mapping = MappingType | { type: MappingType; axis?: "x" | "y" | "z" };
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- /** What you pass to `scene.add`. Missing transform fields get defaults. */
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+ /**
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+ * What you pass to `scene.add`. Missing transform fields get defaults.
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+ * Give it `children` to make a group (and leave out `mesh` for a group that only holds them).
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+ */
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  export interface SceneObjectInput {
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- mesh: Mesh;
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+ /** What's drawn. Leave it out for a group that only holds `children` */
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+ mesh?: Mesh;
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  pos?: Vec3;
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  rot?: Vec3;
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  scale?: Vec3;
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+ /** Objects placed relative to this one: they move, turn and scale with it. Read every frame */
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+ children?: SceneObjectInput[];
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+ /** Set to false to hide this object and everything under it (default true) */
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+ visible?: boolean;
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+ /** A name, used by `exportOBJ` and handy for finding objects */
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+ name?: string;
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  /** Wireframe color (default: the scene's color) */
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  color?: string;
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  /** Wireframe width (default: the scene's lineWidth) */
@@ -151,7 +168,12 @@ export interface SceneObjectInput {
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  * An object in a scene, after `scene.add` filled in its transform.
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  * Extra fields you add (like `{ mesh, name: "box" }`) are kept in the type.
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  */
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- export type SceneObject<T extends SceneObjectInput = SceneObjectInput> = T & Transform;
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+ export type SceneObject<T extends SceneObjectInput = SceneObjectInput> = T & Transform & {
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+ /** The group it's a child of, or null at the top. Kept up to date by the scene (not enumerable) */
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+ parent: SceneObject | null;
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+ /** World matrix from the last frame: parents' transforms × its own (not enumerable). See `worldMatrix` */
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+ world: Mat4;
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+ };
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  // ---------------------------------------------------------------------------
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  // Scene
@@ -298,7 +320,16 @@ export interface Point2 {
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  * Turns a flat outline in the XY plane into a solid `depth` thick along Z
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  * (default 0.2), centered on the origin. Either direction, concave is fine, no holes.
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  */
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- export function extrude(outline: Point2[], depth?: number): Mesh;
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+ export interface ExtrudeOptions {
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+ /** How much the edges between sides and front / back are cut, up to half the depth (default 0) */
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+ bevel?: number;
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+ /** Steps around a bevel: 1 = flat chamfer, more = rounded (default 1) */
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+ bevelSegments?: number;
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+ /** Size of the back compared to the front, around the outline's middle (default 1) */
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+ taper?: number;
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+ }
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+
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+ export function extrude(outline: Point2[], depth?: number, opts?: ExtrudeOptions): Mesh;
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  /** Cuts a counter-clockwise polygon into counter-clockwise triangles (ear clipping). */
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  export function triangulate(pts: Point2[]): number[][];
@@ -306,6 +337,53 @@ export function triangulate(pts: Point2[]): number[][];
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  /** Scales a mesh's vertices in place. Returns the same mesh. */
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  export function scaleMesh<M extends { vertices: Vec3[] }>(mesh: M, sx?: number, sy?: number, sz?: number): M;
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+ /** A transform to bake into a mesh; parts left out change nothing. A scene object fits. */
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+ export interface MeshTransform {
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+ pos?: Partial<Vec3>;
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+ rot?: Partial<Vec3>;
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+ scale?: Partial<Vec3>;
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+ }
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+
347
+ /** Deep copy of a mesh (vertices, edges, faces, UVs, normals, materials). */
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+ export function cloneMesh<M extends Mesh>(mesh: M): M;
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+
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+ /**
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+ * Bakes a transform into a mesh's vertices, in place (scale, rotate X→Y→Z, move).
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+ * Normals turn with it; a mirroring scale reverses the faces. Returns the same mesh.
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+ */
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+ export function transformMesh<M extends Mesh>(mesh: M, transform: MeshTransform): M;
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+
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+ /**
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+ * Moves every vertex to `fn(vertex, index)`, in place. Removes the mesh's own normals
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+ * (they no longer fit), so the renderers compute new ones. Returns the same mesh.
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+ */
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+ export function displaceMesh<M extends Mesh>(mesh: M, fn: (v: Vec3, index: number) => Vec3): M;
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+
362
+ export interface MergeOptions {
363
+ /** Faces of the i-th mesh use material i (default false: keep each mesh's faceMaterials) */
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+ materialPerMesh?: boolean;
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+ }
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+
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+ /**
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+ * Joins meshes into a new one, keeping faces, edges, UVs, normals and materials.
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+ * Scene objects in the list are merged where they stand (transform baked in).
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+ */
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+ export function mergeMeshes(items: (Mesh | SceneObjectInput)[], opts?: MergeOptions): Mesh;
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+
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+ /** A box around some geometry. */
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+ export interface Bounds {
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+ min: Vec3;
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+ max: Vec3;
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+ center: Vec3;
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+ size: Vec3;
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+ }
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+
381
+ /**
382
+ * The box around a mesh, a scene object, a list of them or a Scene (objects measured
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+ * where they stand). Null when there are no vertices.
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+ */
385
+ export function meshBounds(input: Mesh | SceneObjectInput | (Mesh | SceneObjectInput)[] | Scene): Bounds | null;
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+
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  // ---------------------------------------------------------------------------
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  // Renderers
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  // ---------------------------------------------------------------------------
@@ -338,6 +416,8 @@ export class CanvasRenderer implements Renderer {
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  export interface WebGLRendererOptions {
339
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  /** Smooth edges (default true) */
340
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  antialias?: boolean;
419
+ /** Free meshes and textures not drawn for this many frames (default 300, about 5 s). Infinity: never */
420
+ releaseAfter?: number;
341
421
  }
342
422
 
343
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  /** Draws a scene with WebGL and a depth buffer. */
@@ -349,7 +429,13 @@ export class WebGLRenderer implements Renderer {
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  /** The hidden canvas WebGL draws on. */
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  canvas: HTMLCanvasElement;
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  gl: WebGLRenderingContext | WebGL2RenderingContext;
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+ /** Frames a mesh or texture can go undrawn before it's freed (Infinity: never). */
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+ releaseAfter: number;
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+ /** What's on the graphics card right now. */
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+ readonly memory: { meshes: number; buffers: number; textures: number };
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  render(scene: Scene): void;
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+ /** Frees a mesh's buffers or a texture now; it's sent again if drawn again. */
438
+ release(item: Mesh | TextureSource): void;
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  /** Frees the graphics card memory. The renderer can't be used afterwards. */
354
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  dispose(): void;
355
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  }
@@ -535,15 +621,36 @@ export function newell(pts: Vec3[]): Vec3;
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621
  /** A mesh loaded from an OBJ file. Always has faces. */
536
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  export interface ObjMesh extends Mesh {
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  faces: number[][];
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- /** Material names from `usemtl` lines, when the file uses more than one */
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+ /** Material names from `usemtl` lines, in the order they first appear */
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  materialNames?: string[];
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+ /** The .mtl file the OBJ names (`mtllib`) */
627
+ mtllib?: string;
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+ /** With `loadOBJ(url, { materials: true })`: one material per `materialNames` entry, from the .mtl file */
629
+ materials?: Material[];
540
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  }
541
631
 
542
632
  export interface ObjOptions {
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  /** Center the model and scale it so its largest side is this long */
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  fit?: number;
635
+ /** `loadOBJ` only: also load the .mtl file and its textures into `mesh.materials` (default false) */
636
+ materials?: boolean;
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  }
546
638
 
639
+ /** A material from an MTL file. */
640
+ export interface MtlMaterial {
641
+ name: string;
642
+ /** "#rrggbb" from `Kd`, or "rgba(...)" when see-through */
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+ fill?: string;
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+ /** From `d` / `Tr`, 0 to 1 */
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+ opacity?: number;
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+ /** The texture's file name (`map_Kd`), relative to the .mtl file */
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+ textureFile?: string;
648
+ }
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+ /** Parses the text of an MTL file: materials by name. */
650
+ export function parseMTL(text: string): Record<string, MtlMaterial>;
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+ /** The materials of a parsed OBJ from its .mtl file (one per `materialNames` entry), textures loaded. */
652
+ export function loadMaterials(mesh: ObjMesh, base: URL | string): Promise<Material[]>;
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+
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  /** Parses the text of an OBJ file. */
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  export function parseOBJ(text: string, opts?: ObjOptions): ObjMesh;
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  /** Downloads an OBJ file and parses it. */
@@ -561,8 +668,15 @@ export function loadTexture(url: string): Promise<HTMLImageElement>;
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  export function textureReady(src: TextureSource | null | undefined): boolean;
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  /** Pixel size of a texture source. */
563
670
  export function textureSize(src: TextureSource): { w: number; h: number };
564
- /** Whether a source can change over time (canvas, video). */
565
- export function textureIsLive(src: TextureSource): boolean;
671
+ /** Whether a texture is read again every frame: videos, or any source whose material has `liveTexture: true`. */
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+ export function textureIsLive(src: TextureSource, material?: { liveTexture?: boolean }): boolean;
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+ /**
674
+ * Tells the renderers a texture changed (call it after drawing on a canvas used as a texture):
675
+ * it's read again once, on the next frame. Canvases are otherwise read only once.
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+ */
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+ export function updateTexture(src: TextureSource): void;
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+ /** How many times `updateTexture` was called for a source (0 when never). */
679
+ export function textureVersion(src: TextureSource): number;
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567
681
  // ---------------------------------------------------------------------------
568
682
  // Exporting
@@ -582,8 +696,37 @@ export interface ExportOBJOptions {
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  precision?: number;
583
697
  /** Comment at the top of the file; "" for none (default "Exported by Trid") */
584
698
  header?: string;
699
+ /** Link this .mtl file and name every material (the names `exportMTL` writes) */
700
+ mtllib?: string;
585
701
  }
586
702
 
703
+ /** A material description for `exportMTL`. */
704
+ export interface MtlDescription {
705
+ name: string;
706
+ fill?: string;
707
+ opacity?: number;
708
+ /** Texture file name */
709
+ texture?: string;
710
+ }
711
+
712
+ /** The materials an export names, with each texture's file name. */
713
+ export function objMaterials(
714
+ input: OBJExportable | OBJExportable[] | Scene,
715
+ opts?: { textureFile?: (name: string, texture: TextureSource) => string },
716
+ ): { name: string; material: Material | null; texture: TextureSource | null; file: string | null }[];
717
+ /** Writes an MTL file: for what `exportOBJ` takes (same names), or for plain descriptions. */
718
+ export function exportMTL(
719
+ input: OBJExportable | OBJExportable[] | Scene | MtlDescription[],
720
+ opts?: { textureFile?: (name: string, texture: TextureSource) => string; header?: string },
721
+ ): string;
722
+ /** A texture image as a PNG (or other) file. */
723
+ export function textureToBlob(src: TextureSource, type?: string): Promise<Blob>;
724
+ /** Every file of a model: name.obj, name.mtl and one PNG per texture. */
725
+ export function exportModel(
726
+ input: OBJExportable | OBJExportable[] | Scene,
727
+ opts?: { name?: string; obj?: ExportOBJOptions },
728
+ ): Promise<{ name: string; data: string | Blob }[]>;
729
+
587
730
  /** Something exportOBJ can write: a mesh, or an object placed in a scene. */
588
731
  export type OBJExportable = Mesh | (SceneObjectInput & Partial<Transform> & { name?: string });
589
732
 
@@ -754,6 +897,8 @@ export class OrbitCamera implements Tool {
754
897
  blockContextMenu: boolean;
755
898
  /** Places the camera from the target, distance, yaw and pitch. */
756
899
  apply(camera: Camera): void;
900
+ /** Restarts the auto-rotate wait, as if the user had just dragged (for tools that turn the camera). */
901
+ holdAutoRotate(): void;
757
902
  attach(scene: Scene): void;
758
903
  pointerDown(e: ToolPointerEvent): boolean;
759
904
  pointerMove(e: ToolPointerEvent, scene: Scene): void;
@@ -792,6 +937,10 @@ export interface DragObjectOptions {
792
937
  button?: number;
793
938
  /** Which objects can be dragged (default: those without `draggable: false`) */
794
939
  filter?: (obj: SceneObject) => boolean;
940
+ /** Pick by triangles instead of bounding boxes (default false, see `pickHit`) */
941
+ exact?: boolean;
942
+ /** Drag the top-level object (the whole group) of what was clicked (default false) */
943
+ root?: boolean;
795
944
  /** Called when an object is picked */
796
945
  onPick?: (obj: SceneObject) => void;
797
946
  /** Called each time the object moves */
@@ -805,6 +954,8 @@ export class DragObject implements Tool {
805
954
  constructor(opts?: DragObjectOptions);
806
955
  button: number;
807
956
  filter: (obj: SceneObject) => boolean;
957
+ exact: boolean;
958
+ root: boolean;
808
959
  onPick?: (obj: SceneObject) => void;
809
960
  onMove?: (obj: SceneObject) => void;
810
961
  onDrop?: (obj: SceneObject) => void;
@@ -821,6 +972,8 @@ export interface HoverHighlightOptions {
821
972
  color?: string;
822
973
  /** Which objects can be highlighted (default: those without `hoverable: false`) */
823
974
  filter?: (obj: SceneObject) => boolean;
975
+ /** Pick by triangles instead of bounding boxes (default false, see `pickHit`) */
976
+ exact?: boolean;
824
977
  /** Called when the hovered object changes */
825
978
  onChange?: (obj: SceneObject | null) => void;
826
979
  }
@@ -830,6 +983,7 @@ export class HoverHighlight implements Tool {
830
983
  constructor(opts?: HoverHighlightOptions);
831
984
  color: string;
832
985
  filter: (obj: SceneObject) => boolean;
986
+ exact: boolean;
833
987
  onChange?: (obj: SceneObject | null) => void;
834
988
  /** The object under the pointer, or null. */
835
989
  hovered: SceneObject | null;
@@ -897,6 +1051,97 @@ export class ObjUploader implements Tool {
897
1051
  draw(ctx: CanvasRenderingContext2D, scene: Scene): void;
898
1052
  }
899
1053
 
1054
+ export interface ViewGizmoOptions {
1055
+ /** Camera controls to turn (default: the scene's first OrbitCamera). Without one, it only shows the axes */
1056
+ orbit?: OrbitCamera;
1057
+ /** Where it sits (default "top-right") */
1058
+ corner?: "top-right" | "top-left" | "bottom-right" | "bottom-left";
1059
+ /** Radius in CSS pixels (default 42) */
1060
+ size?: number;
1061
+ /** Distance from the canvas corner in CSS pixels (default 14) */
1062
+ margin?: number | { x: number; y: number };
1063
+ /** Seconds the camera takes to turn to a clicked axis (default 0.35) */
1064
+ duration?: number;
1065
+ }
1066
+
1067
+ /**
1068
+ * The X, Y, Z axes in a corner, turning with the camera; click one to look along it.
1069
+ * Add it after the OrbitCamera.
1070
+ */
1071
+ export class ViewGizmo implements Tool {
1072
+ constructor(opts?: ViewGizmoOptions);
1073
+ orbit: OrbitCamera | null;
1074
+ corner: "top-right" | "top-left" | "bottom-right" | "bottom-left";
1075
+ size: number;
1076
+ margin: { x: number; y: number };
1077
+ duration: number;
1078
+ /** Hide or show the gizmo without removing the tool. */
1079
+ visible: boolean;
1080
+ /** Whether a canvas pixel is on the gizmo (as last drawn). */
1081
+ contains(x: number, y: number): boolean;
1082
+ /** Turns the camera smoothly to look at its target from `dir` ({ x: 0, y: 1, z: 0 }: from above). */
1083
+ lookAlong(dir: Vec3): void;
1084
+ attach(scene: Scene): void;
1085
+ detach(): void;
1086
+ pointerDown(e: ToolPointerEvent): boolean;
1087
+ update(dt: number, scene: Scene): void;
1088
+ draw(ctx: CanvasRenderingContext2D, scene: Scene): void;
1089
+ }
1090
+
1091
+ export type TransformMode = "move" | "rotate" | "scale";
1092
+
1093
+ /** A move, rotate or scale in world space, as `TransformGizmo` reports it. */
1094
+ export type TransformOp =
1095
+ | { mode: "move"; delta: Vec3 }
1096
+ /** A right-handed turn of `angle` radians around the unit `axis`, about `center` */
1097
+ | { mode: "rotate"; axis: Vec3; angle: number; center: Vec3 }
1098
+ /** `factor` about `center`: uniform when `axis` is null, otherwise along that unit axis */
1099
+ | { mode: "scale"; axis: Vec3 | null; factor: number; center: Vec3 };
1100
+
1101
+ export interface TransformGizmoOptions {
1102
+ /** Default "move" */
1103
+ mode?: TransformMode;
1104
+ /** Objects it edits (default none) */
1105
+ targets?: SceneObject[];
1106
+ /** Handle length in CSS pixels (default 70) */
1107
+ size?: number;
1108
+ /** Change the targets' transforms while dragging (default true) */
1109
+ apply?: boolean;
1110
+ /** A handle was grabbed */
1111
+ onGrab?: (targets: SceneObject[]) => void;
1112
+ /** While dragging: the operation since the grab */
1113
+ onChange?: (op: TransformOp, targets: SceneObject[]) => void;
1114
+ /** On release: the whole operation */
1115
+ onDrop?: (op: TransformOp, targets: SceneObject[]) => void;
1116
+ }
1117
+
1118
+ /**
1119
+ * Move arrows, rotate rings or scale handles on one or more objects, around their
1120
+ * shared center. Add it after the camera tool.
1121
+ */
1122
+ export class TransformGizmo implements Tool {
1123
+ constructor(opts?: TransformGizmoOptions);
1124
+ mode: TransformMode;
1125
+ targets: SceneObject[];
1126
+ size: number;
1127
+ apply: boolean;
1128
+ onGrab?: (targets: SceneObject[]) => void;
1129
+ onChange?: (op: TransformOp, targets: SceneObject[]) => void;
1130
+ onDrop?: (op: TransformOp, targets: SceneObject[]) => void;
1131
+ /** Hide the handles (and ignore clicks) without removing the tool. */
1132
+ visible: boolean;
1133
+ /** True while a handle is being dragged. */
1134
+ readonly dragging: boolean;
1135
+ /** Middle of the targets' bounding box in world space, or null. */
1136
+ center(): Vec3 | null;
1137
+ draw(ctx: CanvasRenderingContext2D, scene: Scene): void;
1138
+ pointerDown(e: ToolPointerEvent, scene: Scene): boolean;
1139
+ pointerMove(e: ToolPointerEvent, scene: Scene): void;
1140
+ pointerUp(): void;
1141
+ pointerLeave(scene: Scene): void;
1142
+ detach(scene: Scene): void;
1143
+ }
1144
+
900
1145
  export interface ScreenBox {
901
1146
  minX: number;
902
1147
  minY: number;
@@ -909,9 +1154,31 @@ export function pick(
909
1154
  scene: Scene,
910
1155
  x: number,
911
1156
  y: number,
912
- opts?: { filter?: (obj: SceneObject) => boolean; padding?: number },
1157
+ opts?: { filter?: (obj: SceneObject) => boolean; padding?: number; exact?: boolean },
913
1158
  ): SceneObject | null;
914
1159
 
1160
+ /** What `pickHit` found. */
1161
+ export interface PickHit {
1162
+ object: SceneObject;
1163
+ /** Index in `mesh.faces`, or -1 for a line of a wireframe */
1164
+ face: number;
1165
+ /** Distance in front of the camera */
1166
+ depth: number;
1167
+ /** The object, then its groups up to the top: `[part, group, ..., root]` */
1168
+ path: SceneObject[];
1169
+ }
1170
+
1171
+ /**
1172
+ * Exact picking: the nearest object whose triangles (or, without faces, lines
1173
+ * within `padding` pixels) are under a canvas pixel.
1174
+ */
1175
+ export function pickHit(
1176
+ scene: Scene,
1177
+ x: number,
1178
+ y: number,
1179
+ opts?: { filter?: (obj: SceneObject) => boolean; padding?: number; objects?: SceneObject[] },
1180
+ ): PickHit | null;
1181
+
915
1182
  /** Screen-space bounding box of an object, or null if it's all behind the camera. */
916
1183
  export function screenBounds(scene: Scene, obj: SceneObject): ScreenBox | null;
917
1184
 
@@ -945,6 +1212,8 @@ export function drawInstance(
945
1212
  h: number,
946
1213
  color: string,
947
1214
  lineWidth?: number,
1215
+ /** World matrix to place it with (e.g. `obj.world` inside a group); default: its own transform */
1216
+ world?: Mat4,
948
1217
  ): void;
949
1218
  /** Turns edge definitions into pairs of vertex indices. */
950
1219
  export function edgeSegments(edges?: number[][]): Generator<[number, number]>;
@@ -986,3 +1255,145 @@ export function rotateXYZ(p: Vec3, rot: Vec3): Vec3;
986
1255
  export function project(p: Vec3, fov?: number, aspect?: number): Vec2;
987
1256
  /** Normalized coordinates to canvas pixels. */
988
1257
  export function screen(p: Vec2, w: number, h: number): Vec2;
1258
+
1259
+ // ---------------------------------------------------------------------------
1260
+ // Rotations
1261
+ // ---------------------------------------------------------------------------
1262
+
1263
+ /** 3×3 matrix, row-major (m[row][col]), applied as M · v. */
1264
+ export type Mat3 = [[number, number, number], [number, number, number], [number, number, number]];
1265
+
1266
+ /** The matrix `rotateXYZ(p, rot)` applies. */
1267
+ export function matFromEuler(rot: Vec3): Mat3;
1268
+ /** Angles for `rotateXYZ` (an object's `rot`) from a rotation matrix; the inverse of `matFromEuler`. */
1269
+ export function eulerFromMat(m: Mat3): Vec3;
1270
+ /** A right-handed turn of `angle` radians around a unit `axis`. */
1271
+ export function matFromAxisAngle(axis: Vec3, angle: number): Mat3;
1272
+ /** Matrix product a · b (b is applied first). */
1273
+ export function mulMat(a: Mat3, b: Mat3): Mat3;
1274
+ /** m · v */
1275
+ export function mulVec(m: Mat3, v: Vec3): Vec3;
1276
+ /** Applies a world-space move / rotate / scale to a transform and returns the new one. */
1277
+ export function applyTransformOp(t: Transform, op: TransformOp): Transform;
1278
+
1279
+ // ---------------------------------------------------------------------------
1280
+ // Procedural textures
1281
+ // ---------------------------------------------------------------------------
1282
+
1283
+ export type TextureStyle = "noise" | "marble" | "wood" | "bricks" | "checker" | "bark" | "spots" | "stripes" | "solid";
1284
+ /** The built-in styles of `makeTexture`. */
1285
+ export const TEXTURE_STYLES: TextureStyle[];
1286
+
1287
+ export interface MakeTextureOptions {
1288
+ /** Width and height in pixels (default 256) */
1289
+ size?: number;
1290
+ /** [first, second]: hex, rgb() / rgba(), CSS names or [r, g, b, a?] (default: suits the style) */
1291
+ colors?: (string | number[])[];
1292
+ /** How many times the pattern repeats across, a whole number (default 4) */
1293
+ scale?: number;
1294
+ /** Another whole number gives another texture of the same style (default 0) */
1295
+ seed?: number;
1296
+ /** Fine speckles on top, 0 to 1 (default 0) */
1297
+ grain?: number;
1298
+ /** Paint into this canvas instead of a new one (calls `updateTexture` for you) */
1299
+ canvas?: HTMLCanvasElement | OffscreenCanvas;
1300
+ }
1301
+
1302
+ /**
1303
+ * Paints a seamless procedural texture on a canvas. `style` is a built-in style, or
1304
+ * `(u, v) => t` (0: first color, 1: second).
1305
+ */
1306
+ export function makeTexture(
1307
+ style?: TextureStyle | ((u: number, v: number) => number),
1308
+ opts?: MakeTextureOptions,
1309
+ ): HTMLCanvasElement | OffscreenCanvas;
1310
+ /** The pixels of a procedural texture (RGBA, top row first), without a canvas. */
1311
+ export function texturePixels(
1312
+ style?: TextureStyle | ((u: number, v: number) => number),
1313
+ opts?: Omit<MakeTextureOptions, "canvas">,
1314
+ ): { width: number; height: number; data: Uint8ClampedArray };
1315
+ /** [r, g, b, a] (0..255, a 0..1) from a color string or array. */
1316
+ export function colorBytes(color: string | number[]): [number, number, number, number];
1317
+
1318
+ // ---------------------------------------------------------------------------
1319
+ // Groups (scene graph)
1320
+ // ---------------------------------------------------------------------------
1321
+
1322
+ /**
1323
+ * Every visible object of a scene (or of objects and their subtrees), parents first,
1324
+ * with `parent` and `world` set. Groups without a mesh are included.
1325
+ */
1326
+ export function worldObjects(input: Scene | SceneObjectInput | SceneObjectInput[]): SceneObject[];
1327
+ /** An object's world matrix right now, from its transform and its parents'. */
1328
+ export function worldMatrix(obj: SceneObjectInput): Mat4;
1329
+ /** Where an object's origin is in the world right now. */
1330
+ export function worldPosition(obj: SceneObjectInput): Vec3;
1331
+ /** The chain from an object up to the top: `[obj, parent, ..., root]`. */
1332
+ export function ancestors(obj: SceneObject): SceneObject[];
1333
+ /**
1334
+ * Calls `fn(obj, world, parent)` for every visible object under some roots, parents first,
1335
+ * without changing anything. `baseOf(root)` is the matrix a root goes under (null: none).
1336
+ */
1337
+ export function forEachPlaced(
1338
+ roots: SceneObjectInput[],
1339
+ baseOf: (root: SceneObjectInput) => Mat4 | null,
1340
+ fn: (obj: SceneObjectInput, world: Mat4, parent: SceneObjectInput | null) => void,
1341
+ ): void;
1342
+
1343
+ // ---------------------------------------------------------------------------
1344
+ // Matrices
1345
+ // ---------------------------------------------------------------------------
1346
+
1347
+ /** 4×4 transform matrix, 16 numbers in column-major order (`m[col * 4 + row]`), like WebGL. */
1348
+ export type Mat4 = number[];
1349
+
1350
+ /** The identity matrix. */
1351
+ export function identityMat4(): Mat4;
1352
+ /** The matrix of a transform: scale, rotate X → Y → Z, then move. */
1353
+ export function mat4FromTransform(t: MeshTransform): Mat4;
1354
+ /** a · b (b applied first): a child's world matrix is `mulMat4(parentWorld, childLocal)`. */
1355
+ export function mulMat4(a: Mat4, b: Mat4): Mat4;
1356
+ /** Inverse of a transform matrix (identity if it flattens space). */
1357
+ export function invertMat4(m: Mat4): Mat4;
1358
+ /** Determinant of the 3×3 part: < 0 when the matrix mirrors. */
1359
+ export function determinantMat4(m: Mat4): number;
1360
+ /** A point through a matrix. */
1361
+ export function transformPoint(m: Mat4, p: Vec3): Vec3;
1362
+ /** A direction or offset through a matrix (not moved). */
1363
+ export function transformDirection(m: Mat4, v: Vec3): Vec3;
1364
+ /** The 3×3 normal matrix (inverse transpose), column-major. */
1365
+ export function normalMatrix(m: Mat4): number[];
1366
+ /** A normal through a normal matrix, unit length. */
1367
+ export function transformNormal(nm: number[], n: Vec3): Vec3;
1368
+ /** A world-space `TransformOp` in a parent's space, for objects inside groups. */
1369
+ export function transformOpToLocal(op: TransformOp, parentWorld: Mat4): TransformOp;
1370
+
1371
+ // ---------------------------------------------------------------------------
1372
+ // Random numbers and noise
1373
+ // ---------------------------------------------------------------------------
1374
+
1375
+ /** A seeded random generator (mulberry32): each call returns the next number in [0, 1). */
1376
+ export function rng(seed?: number): () => number;
1377
+
1378
+ export interface NoiseOptions {
1379
+ /** Whole number; another seed gives other noise (default 0) */
1380
+ seed?: number;
1381
+ /** Repeat every this many units, a whole number, for seamless textures (default 0: never) */
1382
+ period?: number;
1383
+ }
1384
+
1385
+ export interface FbmOptions extends NoiseOptions {
1386
+ /** Layers of detail (default 5) */
1387
+ octaves?: number;
1388
+ /** Strength of each layer compared to the one before (default 0.5) */
1389
+ gain?: number;
1390
+ }
1391
+
1392
+ /** Smooth 2D value noise in [0, 1). */
1393
+ export function noise2(x: number, y: number, opts?: NoiseOptions): number;
1394
+ /** Smooth 3D value noise in [0, 1). */
1395
+ export function noise3(x: number, y: number, z: number, opts?: NoiseOptions): number;
1396
+ /** Fractal 2D noise: octaves of noise2, each twice as fine. About [0, 1), averaging 0.5. */
1397
+ export function fbm2(x: number, y: number, opts?: FbmOptions): number;
1398
+ /** Fractal 3D noise: octaves of noise3, each twice as fine. About [0, 1), averaging 0.5. */
1399
+ export function fbm3(x: number, y: number, z: number, opts?: FbmOptions): number;
package/trid/index.js CHANGED
@@ -11,9 +11,11 @@
11
11
 
12
12
  // Scene
13
13
  export { Scene } from "./scene.js";
14
+ export { worldObjects, worldMatrix, worldPosition, ancestors, forEachPlaced } from "./sceneGraph.js";
14
15
 
15
16
  // Shapes and meshes
16
17
  export { makeShape, scaleMesh, lathe, extrude, triangulate } from "./render/shapes.js";
18
+ export { cloneMesh, transformMesh, displaceMesh, mergeMeshes, meshBounds } from "./render/meshUtils.js";
17
19
 
18
20
  // Renderers
19
21
  export { CanvasRenderer, DEFAULT_LIGHT, DEFAULT_AMBIENT, materialsOf } from "./render/canvasRenderer.js";
@@ -25,6 +27,9 @@ export {
25
27
  buildEffects, effectsKey, uniformType, SURFACE_GLSL,
26
28
  } from "./render/effects.js";
27
29
 
30
+ // Procedural textures
31
+ export { makeTexture, texturePixels, colorBytes, TEXTURE_STYLES } from "./render/proceduralTextures.js";
32
+
28
33
  // Texture mapping
29
34
  export { computeUVs, mapUVs, uvsFor, uvTransform, applyUVTransform, mappingOf, mappingKey, MAPPINGS } from "./render/uvMapping.js";
30
35
 
@@ -32,17 +37,20 @@ export { computeUVs, mapUVs, uvsFor, uvTransform, applyUVTransform, mappingOf, m
32
37
  export { cornerNormals, creaseOf, newell, DEFAULT_CREASE } from "./render/normals.js";
33
38
 
34
39
  // Loading files
35
- export { parseOBJ, loadOBJ, readOBJFile, pickOBJFile, fitMesh } from "./loaders/obj.js";
36
- export { loadTexture, textureReady, textureSize, textureIsLive } from "./loaders/texture.js";
40
+ export { parseOBJ, loadOBJ, loadMaterials, readOBJFile, pickOBJFile, fitMesh } from "./loaders/obj.js";
41
+ export { parseMTL } from "./loaders/mtl.js";
42
+ export { loadTexture, textureReady, textureSize, textureIsLive, updateTexture, textureVersion } from "./loaders/texture.js";
37
43
 
38
44
  // Exporting
39
45
  export { exportOBJ } from "./export/obj.js";
46
+ export { exportMTL, objMaterials, exportModel, textureToBlob } from "./export/mtl.js";
40
47
  export { screenshot, record, download } from "./export/capture.js";
41
48
 
42
49
  // Tools
43
50
  export {
44
51
  OrbitCamera, FlyCamera, DragObject, HoverHighlight, FpsMeter, ObjUploader,
45
- ToolManager, pick, screenBounds, worldPerPixel,
52
+ ViewGizmo, TransformGizmo,
53
+ ToolManager, pick, pickHit, screenBounds, worldPerPixel,
46
54
  } from "./tools/index.js";
47
55
 
48
56
  // Drawing and the frame loop
@@ -58,3 +66,11 @@ export {
58
66
  DEFAULT_FOV, DEFAULT_NEAR,
59
67
  } from "./math/transform.js";
60
68
  export { project, screen } from "./math/projection.js";
69
+ export { matFromEuler, eulerFromMat, matFromAxisAngle, mulMat, mulVec, applyTransformOp } from "./math/rotation.js";
70
+ export {
71
+ identityMat4, mat4FromTransform, mulMat4, invertMat4, determinantMat4,
72
+ transformPoint, transformDirection, normalMatrix, transformNormal, transformOpToLocal,
73
+ } from "./math/matrix.js";
74
+
75
+ // Random numbers and noise
76
+ export { rng, noise2, noise3, fbm2, fbm3 } from "./math/noise.js";