basilisk-engine 0.2.7__cp310-cp310-macosx_11_0_arm64.whl
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- basilisk/__init__.py +1 -0
- basilisk/basilisk.cpython-310-darwin.so +0 -0
- basilisk/basilisk.pyi +536 -0
- basilisk/shaders/default.frag +15 -0
- basilisk/shaders/default.vert +19 -0
- basilisk/shaders/default2D.frag +11 -0
- basilisk/shaders/default2D.vert +16 -0
- basilisk/shaders/frame.frag +11 -0
- basilisk/shaders/frame.vert +11 -0
- basilisk/shaders/include/material.glsl +52 -0
- basilisk/shaders/include/texture.glsl +11 -0
- basilisk/shaders/instance.frag +30 -0
- basilisk/shaders/instance.vert +27 -0
- basilisk/shaders/instance2D.frag +14 -0
- basilisk/shaders/instance2D.vert +20 -0
- basilisk/shaders/test.frag +15 -0
- basilisk/shaders/test.vert +11 -0
- basilisk_engine-0.2.7.dist-info/METADATA +86 -0
- basilisk_engine-0.2.7.dist-info/RECORD +28 -0
- basilisk_engine-0.2.7.dist-info/WHEEL +6 -0
- include/GLFW/glfw3.h +5912 -0
- include/GLFW/glfw3native.h +628 -0
- lib/cmake/glfw3/glfw3Config.cmake +1 -0
- lib/cmake/glfw3/glfw3ConfigVersion.cmake +65 -0
- lib/cmake/glfw3/glfw3Targets-release.cmake +19 -0
- lib/cmake/glfw3/glfw3Targets.cmake +107 -0
- lib/libglfw3.a +0 -0
- lib/pkgconfig/glfw3.pc +13 -0
basilisk/__init__.py
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from .basilisk import *
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basilisk/basilisk.pyi
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"""
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pybind11 example plugin
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"""
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from __future__ import annotations
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import collections.abc
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import glm
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import typing
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import typing_extensions
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__all__: list[str] = ['Collider', 'Contact', 'EBO', 'Edges', 'Engine', 'FBO', 'FeaturePair', 'Force', 'Frame', 'Image', 'Joint', 'Manifold', 'Material', 'Mesh', 'Motor', 'Node', 'Node2D', 'Rigid', 'Scene', 'Shader', 'Solver', 'Spring', 'VAO', 'VBO']
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class Collider:
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def __init__(self, solver: Solver, vertices: collections.abc.Sequence[glm.vec2]) -> None:
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...
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def getArea(self) -> float:
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...
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def getBaseMoment(self) -> float:
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...
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def getBaseRadius(self) -> float:
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...
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def getCOM(self) -> glm.vec2:
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def getGC(self) -> glm.vec2:
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...
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def getHalfDim(self) -> glm.vec2:
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...
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def getMass(self, arg0: glm.vec2, arg1: typing.SupportsFloat) -> float:
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...
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def getMoment(self, arg0: glm.vec2, arg1: typing.SupportsFloat) -> float:
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...
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def getRadius(self, arg0: glm.vec2) -> float:
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...
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def getVertices(self) -> list[glm.vec2]:
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...
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def setArea(self, arg0: typing.SupportsFloat) -> None:
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...
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def setBaseMoment(self, arg0: typing.SupportsFloat) -> None:
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...
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def setCOM(self, arg0: glm.vec2) -> None:
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...
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def setGC(self, arg0: glm.vec2) -> None:
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...
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def setHalfDim(self, arg0: glm.vec2) -> None:
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...
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def setVertices(self, arg0: collections.abc.Sequence[glm.vec2]) -> None:
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...
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class Contact:
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C0: glm.vec2
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feature: ...
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normal: glm.vec2
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rA: glm.vec2
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rB: glm.vec2
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stick: bool
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class EBO:
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def __init__(self, data: collections.abc.Sequence[typing.SupportsInt], drawType: typing.SupportsInt = 35044) -> None:
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...
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def bind(self) -> None:
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...
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def getSize(self) -> int:
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...
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def unbind(self) -> None:
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...
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def write(self, data: typing_extensions.CapsuleType, size: typing.SupportsInt, offset: typing.SupportsInt) -> None:
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...
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class Edges:
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inEdge1: str
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inEdge2: str
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outEdge1: str
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outEdge2: str
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class Engine:
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def __init__(self, width: typing.SupportsInt, height: typing.SupportsInt, title: str, autoMouseGrab: bool = True) -> None:
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...
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def getFrame(self) -> ...:
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...
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def getKeyboard(self) -> ...:
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...
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def getMouse(self) -> ...:
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...
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def getResourceServer(self) -> ...:
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...
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def getWindow(self) -> ...:
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...
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def isRunning(self) -> bool:
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...
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def render(self) -> None:
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...
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def setResolution(self, width: typing.SupportsInt, height: typing.SupportsInt) -> None:
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...
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def update(self) -> None:
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...
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def useContext(self) -> None:
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class FBO:
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def __init__(self, width: typing.SupportsInt, height: typing.SupportsInt, components: typing.SupportsInt) -> None:
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def bind(self) -> None:
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def clear(self, r: typing.SupportsFloat, g: typing.SupportsFloat, b: typing.SupportsFloat, a: typing.SupportsFloat) -> None:
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...
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def getDepthID(self) -> int:
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def getHeight(self) -> int:
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def getID(self) -> int:
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def getTextureID(self) -> int:
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def getWidth(self) -> int:
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def unbind(self) -> None:
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class FeaturePair:
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e: ...
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@property
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def value(self) -> int:
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@value.setter
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def value(self, arg0: typing.SupportsInt) -> None:
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class Force:
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def disable(self) -> None:
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...
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def getBodyA(self) -> Rigid:
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...
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def getBodyB(self) -> Rigid:
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def getC(self, arg0: typing.SupportsInt) -> float:
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def getFmax(self, arg0: typing.SupportsInt) -> float:
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def getFmin(self, arg0: typing.SupportsInt) -> float:
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def getFracture(self, arg0: typing.SupportsInt) -> float:
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...
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def getH(self, arg0: typing.SupportsInt, arg1: Rigid) -> ...:
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...
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def getJ(self, arg0: typing.SupportsInt, arg1: Rigid) -> glm.vec3:
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def getLambda(self, arg0: typing.SupportsInt) -> float:
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def getNext(self) -> Force:
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def getNextA(self) -> Force:
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def getNextB(self) -> Force:
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def getPenalty(self, arg0: typing.SupportsInt) -> float:
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def getPrev(self) -> Force:
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def getPrevA(self) -> Force:
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def getPrevB(self) -> Force:
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def getSolver(self) -> Solver:
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def getStiffness(self, arg0: typing.SupportsInt) -> float:
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class Frame:
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def __init__(self, engine: Engine, width: typing.SupportsInt, height: typing.SupportsInt) -> None:
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def clear(self, r: typing.SupportsFloat, g: typing.SupportsFloat, b: typing.SupportsFloat, a: typing.SupportsFloat) -> None:
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def getAspectRatio(self) -> float:
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def getEBO(self) -> EBO:
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def getFBO(self) -> FBO:
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def getHeight(self) -> int:
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def getRenderHeight(self) -> int:
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def getRenderWidth(self) -> int:
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def getShader(self) -> Shader:
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def getVAO(self) -> VAO:
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def getVBO(self) -> VBO:
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def getWidth(self) -> int:
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@typing.overload
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def render(self) -> None:
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...
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@typing.overload
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def render(self, x: typing.SupportsInt, y: typing.SupportsInt, width: typing.SupportsInt, height: typing.SupportsInt) -> None:
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def use(self) -> None:
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class Image:
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def __init__(self, file: str) -> None:
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def getData(self) -> int:
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def getHeight(self) -> int:
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def getWidth(self) -> int:
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class Joint(Force):
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def __init__(self, solver: Solver, bodyA: Rigid, bodyB: Rigid, rA: glm.vec2, rB: glm.vec2, stiffness: glm.vec3 = ..., fracture: typing.SupportsFloat = ...) -> None:
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def getC0(self) -> glm.vec3:
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def getRA(self) -> glm.vec2:
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def getRB(self) -> glm.vec2:
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def getRestAngle(self) -> float:
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def getTorqueArm(self) -> float:
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def setC0(self, arg0: glm.vec3) -> None:
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def setRA(self, arg0: glm.vec2) -> None:
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def setRB(self, arg0: glm.vec2) -> None:
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def setRestAngle(self, arg0: typing.SupportsFloat) -> None:
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def setTorqueArm(self, arg0: typing.SupportsFloat) -> None:
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class Manifold(Force):
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@staticmethod
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def collide(bodyA: Rigid, bodyB: Rigid, contacts: Contact) -> int:
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...
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def __init__(self, solver: Solver, bodyA: Rigid, bodyB: Rigid) -> None:
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...
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def getContact(self, arg0: typing.SupportsInt) -> Contact:
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def getContactRef(self, arg0: typing.SupportsInt) -> Contact:
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def getFriction(self) -> float:
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def getNumContacts(self) -> int:
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class Material:
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def __init__(self, color: glm.vec3 = ..., albedo: Image = None, normal: Image = None) -> None:
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def getAlbedo(self) -> Image:
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def getColor(self) -> glm.vec3:
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def getNormal(self) -> Image:
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class Mesh:
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def __init__(self, modelPath: str, generateUV: bool = False, generateNormals: bool = False) -> None:
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def get_indices(self) -> list[int]:
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def get_vertices(self) -> list[float]:
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class Motor(Force):
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def __init__(self, solver: Solver, bodyA: Rigid, bodyB: Rigid, speed: typing.SupportsFloat, maxTorque: typing.SupportsFloat) -> None:
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def getSpeed(self) -> float:
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def setSpeed(self, arg0: typing.SupportsFloat) -> None:
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class Node:
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@typing.overload
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def __init__(self, scene: Scene, mesh: ... = None, material: ... = None, position: glm.vec3 = ..., rotation: glm.quat = ..., scale: glm.vec3 = ...) -> None:
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@typing.overload
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def __init__(self, parent: Node, mesh: ... = None, material: ... = None, position: glm.vec3 = ..., rotation: glm.quat = ..., scale: glm.vec3 = ...) -> None:
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@typing.overload
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def __init__(self, scene: Scene, parent: Node) -> None:
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def setPosition(self, position: glm.vec3) -> None:
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def setRotation(self, rotation: glm.quat) -> None:
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def setScale(self, scale: glm.vec3) -> None:
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class Node2D:
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@typing.overload
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def __init__(self, scene: ..., mesh: Mesh, material: Material, position: glm.vec2, rotation: typing.SupportsFloat, scale: glm.vec2, velocity: glm.vec3, collider: ..., density: typing.SupportsFloat, friction: typing.SupportsFloat) -> None:
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...
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@typing.overload
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def __init__(self, parent: Node2D, mesh: Mesh, material: Material, position: glm.vec2, rotation: typing.SupportsFloat, scale: glm.vec2, velocity: glm.vec3, collider: ..., density: typing.SupportsFloat, friction: typing.SupportsFloat) -> None:
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...
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@typing.overload
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def __init__(self, arg0: ..., arg1: Node2D) -> None:
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...
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@typing.overload
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def setPosition(self, arg0: glm.vec2) -> None:
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...
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288
|
+
@typing.overload
|
|
289
|
+
def setPosition(self, arg0: glm.vec3) -> None:
|
|
290
|
+
...
|
|
291
|
+
def setRotation(self, arg0: typing.SupportsFloat) -> None:
|
|
292
|
+
...
|
|
293
|
+
def setScale(self, arg0: glm.vec2) -> None:
|
|
294
|
+
...
|
|
295
|
+
def setVelocity(self, arg0: glm.vec3) -> None:
|
|
296
|
+
...
|
|
297
|
+
class Rigid:
|
|
298
|
+
def __init__(self, solver: Solver, node: Node2D, collider: Collider, position: glm.vec3, size: glm.vec2, density: typing.SupportsFloat, friction: typing.SupportsFloat, velocity: glm.vec3) -> None:
|
|
299
|
+
...
|
|
300
|
+
def constrainedTo(self, arg0: Rigid) -> bool:
|
|
301
|
+
...
|
|
302
|
+
def getAABB(self) -> tuple[glm.vec2, glm.vec2]:
|
|
303
|
+
...
|
|
304
|
+
def getCollider(self) -> Collider:
|
|
305
|
+
...
|
|
306
|
+
def getColor(self) -> int:
|
|
307
|
+
...
|
|
308
|
+
def getDegree(self) -> int:
|
|
309
|
+
...
|
|
310
|
+
def getDensity(self) -> float:
|
|
311
|
+
...
|
|
312
|
+
def getForces(self) -> ...:
|
|
313
|
+
...
|
|
314
|
+
def getFriction(self) -> float:
|
|
315
|
+
...
|
|
316
|
+
def getIndex(self) -> int:
|
|
317
|
+
...
|
|
318
|
+
def getInertial(self) -> glm.vec3:
|
|
319
|
+
...
|
|
320
|
+
def getInitial(self) -> glm.vec3:
|
|
321
|
+
...
|
|
322
|
+
def getMass(self) -> float:
|
|
323
|
+
...
|
|
324
|
+
def getMoment(self) -> float:
|
|
325
|
+
...
|
|
326
|
+
def getNext(self) -> Rigid:
|
|
327
|
+
...
|
|
328
|
+
def getNextUnusedColor(self) -> int:
|
|
329
|
+
...
|
|
330
|
+
def getNode(self) -> Node2D:
|
|
331
|
+
...
|
|
332
|
+
def getPosition(self) -> glm.vec3:
|
|
333
|
+
...
|
|
334
|
+
def getPrev(self) -> Rigid:
|
|
335
|
+
...
|
|
336
|
+
def getPrevVelocity(self) -> glm.vec3:
|
|
337
|
+
...
|
|
338
|
+
def getRadius(self) -> float:
|
|
339
|
+
...
|
|
340
|
+
def getSatur(self) -> int:
|
|
341
|
+
...
|
|
342
|
+
def getSize(self) -> glm.vec2:
|
|
343
|
+
...
|
|
344
|
+
def getSolver(self) -> Solver:
|
|
345
|
+
...
|
|
346
|
+
def getVel(self) -> glm.vec3:
|
|
347
|
+
...
|
|
348
|
+
def getVelocity(self) -> glm.vec3:
|
|
349
|
+
...
|
|
350
|
+
def incrSatur(self) -> None:
|
|
351
|
+
...
|
|
352
|
+
def insert(self, arg0: ...) -> None:
|
|
353
|
+
...
|
|
354
|
+
def isColorUsed(self, arg0: typing.SupportsInt) -> bool:
|
|
355
|
+
...
|
|
356
|
+
def isColored(self) -> bool:
|
|
357
|
+
...
|
|
358
|
+
def remove(self, arg0: ...) -> None:
|
|
359
|
+
...
|
|
360
|
+
def reserveColors(self, arg0: typing.SupportsInt) -> None:
|
|
361
|
+
...
|
|
362
|
+
def resetColoring(self) -> None:
|
|
363
|
+
...
|
|
364
|
+
def setCollider(self, arg0: Collider) -> None:
|
|
365
|
+
...
|
|
366
|
+
def setFriction(self, arg0: typing.SupportsFloat) -> None:
|
|
367
|
+
...
|
|
368
|
+
def setInertial(self, arg0: glm.vec3) -> None:
|
|
369
|
+
...
|
|
370
|
+
def setInitial(self, arg0: glm.vec3) -> None:
|
|
371
|
+
...
|
|
372
|
+
def setMass(self, arg0: typing.SupportsFloat) -> None:
|
|
373
|
+
...
|
|
374
|
+
def setMoment(self, arg0: typing.SupportsFloat) -> None:
|
|
375
|
+
...
|
|
376
|
+
def setNode(self, arg0: Node2D) -> None:
|
|
377
|
+
...
|
|
378
|
+
def setPosition(self, arg0: glm.vec3) -> None:
|
|
379
|
+
...
|
|
380
|
+
def setPrevVelocity(self, arg0: glm.vec3) -> None:
|
|
381
|
+
...
|
|
382
|
+
def setRadius(self, arg0: typing.SupportsFloat) -> None:
|
|
383
|
+
...
|
|
384
|
+
def setScale(self, arg0: glm.vec2) -> None:
|
|
385
|
+
...
|
|
386
|
+
def setVelocity(self, arg0: glm.vec3) -> None:
|
|
387
|
+
...
|
|
388
|
+
def useColor(self, arg0: typing.SupportsInt) -> None:
|
|
389
|
+
...
|
|
390
|
+
def verifyColoring(self) -> bool:
|
|
391
|
+
...
|
|
392
|
+
class Scene:
|
|
393
|
+
def __init__(self, engine: Engine) -> None:
|
|
394
|
+
...
|
|
395
|
+
def getCamera(self) -> ...:
|
|
396
|
+
...
|
|
397
|
+
def getShader(self) -> ...:
|
|
398
|
+
...
|
|
399
|
+
def render(self) -> None:
|
|
400
|
+
...
|
|
401
|
+
def setCamera(self, camera: ...) -> None:
|
|
402
|
+
...
|
|
403
|
+
def update(self) -> None:
|
|
404
|
+
...
|
|
405
|
+
class Shader:
|
|
406
|
+
@staticmethod
|
|
407
|
+
@typing.overload
|
|
408
|
+
def setUniform(*args, **kwargs) -> None:
|
|
409
|
+
...
|
|
410
|
+
def __init__(self, vertexPath: str, fragmentPath: str) -> None:
|
|
411
|
+
...
|
|
412
|
+
@typing.overload
|
|
413
|
+
def bind(self, name: str, texture: ..., slot: typing.SupportsInt) -> None:
|
|
414
|
+
...
|
|
415
|
+
@typing.overload
|
|
416
|
+
def bind(self, name: str, textureArray: ..., slot: typing.SupportsInt) -> None:
|
|
417
|
+
...
|
|
418
|
+
@typing.overload
|
|
419
|
+
def bind(self, name: str, tbo: ..., slot: typing.SupportsInt) -> None:
|
|
420
|
+
...
|
|
421
|
+
@typing.overload
|
|
422
|
+
def bind(self, name: str, fbo: ..., slot: typing.SupportsInt) -> None:
|
|
423
|
+
...
|
|
424
|
+
def getAttributes(self) -> ...:
|
|
425
|
+
...
|
|
426
|
+
def getStride(self) -> int:
|
|
427
|
+
...
|
|
428
|
+
def getUniformLocation(self, name: str) -> int:
|
|
429
|
+
...
|
|
430
|
+
@typing.overload
|
|
431
|
+
def setUniform(self, name: str, value: typing.SupportsFloat) -> None:
|
|
432
|
+
...
|
|
433
|
+
@typing.overload
|
|
434
|
+
def setUniform(self, name: str, value: typing.SupportsFloat) -> None:
|
|
435
|
+
...
|
|
436
|
+
@typing.overload
|
|
437
|
+
def setUniform(self, name: str, value: typing.SupportsInt) -> None:
|
|
438
|
+
...
|
|
439
|
+
@typing.overload
|
|
440
|
+
def setUniform(self, name: str, value: glm.vec3) -> None:
|
|
441
|
+
...
|
|
442
|
+
def use(self) -> None:
|
|
443
|
+
...
|
|
444
|
+
class Solver:
|
|
445
|
+
@staticmethod
|
|
446
|
+
def setGravity(*args, **kwargs) -> None:
|
|
447
|
+
...
|
|
448
|
+
def __init__(self) -> None:
|
|
449
|
+
...
|
|
450
|
+
def getAlpha(self) -> float:
|
|
451
|
+
...
|
|
452
|
+
def getBeta(self) -> float:
|
|
453
|
+
...
|
|
454
|
+
def getDt(self) -> float:
|
|
455
|
+
...
|
|
456
|
+
def getGamma(self) -> float:
|
|
457
|
+
...
|
|
458
|
+
def getGravity(self) -> ...:
|
|
459
|
+
...
|
|
460
|
+
def getIterations(self) -> int:
|
|
461
|
+
...
|
|
462
|
+
def getNumForces(self) -> int:
|
|
463
|
+
...
|
|
464
|
+
def getNumRigids(self) -> int:
|
|
465
|
+
...
|
|
466
|
+
def getPostStabilize(self) -> bool:
|
|
467
|
+
...
|
|
468
|
+
@typing.overload
|
|
469
|
+
def insert(self, arg0: ...) -> None:
|
|
470
|
+
...
|
|
471
|
+
@typing.overload
|
|
472
|
+
def insert(self, arg0: ...) -> None:
|
|
473
|
+
...
|
|
474
|
+
@typing.overload
|
|
475
|
+
def remove(self, arg0: ...) -> None:
|
|
476
|
+
...
|
|
477
|
+
@typing.overload
|
|
478
|
+
def remove(self, arg0: ...) -> None:
|
|
479
|
+
...
|
|
480
|
+
def setAlpha(self, arg0: typing.SupportsFloat) -> None:
|
|
481
|
+
...
|
|
482
|
+
def setBeta(self, arg0: typing.SupportsFloat) -> None:
|
|
483
|
+
...
|
|
484
|
+
def setDt(self, arg0: typing.SupportsFloat) -> None:
|
|
485
|
+
...
|
|
486
|
+
def setGamma(self, arg0: typing.SupportsFloat) -> None:
|
|
487
|
+
...
|
|
488
|
+
def setIterations(self, arg0: typing.SupportsInt) -> None:
|
|
489
|
+
...
|
|
490
|
+
def setPostStabilize(self, arg0: bool) -> None:
|
|
491
|
+
...
|
|
492
|
+
class Spring(Force):
|
|
493
|
+
def __init__(self, solver: Solver, bodyA: Rigid, bodyB: Rigid, rA: glm.vec2, rB: glm.vec2, stiffness: typing.SupportsFloat, rest: typing.SupportsFloat = -1.0) -> None:
|
|
494
|
+
...
|
|
495
|
+
def getRA(self) -> glm.vec2:
|
|
496
|
+
...
|
|
497
|
+
def getRB(self) -> glm.vec2:
|
|
498
|
+
...
|
|
499
|
+
def getRest(self) -> float:
|
|
500
|
+
...
|
|
501
|
+
def setRA(self, arg0: glm.vec2) -> None:
|
|
502
|
+
...
|
|
503
|
+
def setRB(self, arg0: glm.vec2) -> None:
|
|
504
|
+
...
|
|
505
|
+
def setRest(self, arg0: typing.SupportsFloat) -> None:
|
|
506
|
+
...
|
|
507
|
+
class VAO:
|
|
508
|
+
def __init__(self, shader: Shader, vertices: VBO, indices: EBO) -> None:
|
|
509
|
+
...
|
|
510
|
+
def bind(self) -> None:
|
|
511
|
+
...
|
|
512
|
+
def bindAttribute(self, location: typing.SupportsInt, count: typing.SupportsInt, dataType: typing.SupportsInt, stride: typing.SupportsInt, offset: typing.SupportsInt, divisor: typing.SupportsInt) -> None:
|
|
513
|
+
...
|
|
514
|
+
def bindAttributes(self, attribs: ..., std: ..., std: ..., std: ..., std: ..., std: ..., divisor: typing.SupportsInt) -> None:
|
|
515
|
+
...
|
|
516
|
+
@typing.overload
|
|
517
|
+
def bindBuffer(self, buffer: VBO, attribs: ..., std: ..., std: ..., std: ..., std: ..., std: ..., divisor: typing.SupportsInt) -> None:
|
|
518
|
+
...
|
|
519
|
+
@typing.overload
|
|
520
|
+
def bindBuffer(self, buffer: VBO, indices: EBO, attribs: ..., std: ..., std: ..., std: ..., std: ..., std: ..., divisor: typing.SupportsInt) -> None:
|
|
521
|
+
...
|
|
522
|
+
def render(self, instanceCount: typing.SupportsInt) -> None:
|
|
523
|
+
...
|
|
524
|
+
class VBO:
|
|
525
|
+
@typing.overload
|
|
526
|
+
def __init__(self, data: typing_extensions.CapsuleType, size: typing.SupportsInt, drawType: typing.SupportsInt) -> None:
|
|
527
|
+
...
|
|
528
|
+
@typing.overload
|
|
529
|
+
def __init__(self, data: collections.abc.Sequence[typing.SupportsFloat], drawType: typing.SupportsInt = 35044) -> None:
|
|
530
|
+
...
|
|
531
|
+
def bind(self) -> None:
|
|
532
|
+
...
|
|
533
|
+
def getSize(self) -> int:
|
|
534
|
+
...
|
|
535
|
+
def unbind(self) -> None:
|
|
536
|
+
...
|
|
@@ -0,0 +1,15 @@
|
|
|
1
|
+
#version 330 core
|
|
2
|
+
|
|
3
|
+
in vec3 normal;
|
|
4
|
+
in vec2 uv;
|
|
5
|
+
|
|
6
|
+
uniform sampler2D uTexture;
|
|
7
|
+
|
|
8
|
+
out vec4 fragColor;
|
|
9
|
+
|
|
10
|
+
void main() {
|
|
11
|
+
vec3 globalLight = normalize(vec3(.5, 1, .25));
|
|
12
|
+
float brightness = (dot(normal, globalLight) + 1) / 2;
|
|
13
|
+
|
|
14
|
+
fragColor = brightness * texture(uTexture, uv);
|
|
15
|
+
}
|
|
@@ -0,0 +1,19 @@
|
|
|
1
|
+
#version 330 core
|
|
2
|
+
|
|
3
|
+
layout (location = 0) in vec3 vPosition;
|
|
4
|
+
layout (location = 1) in vec2 vUV;
|
|
5
|
+
layout (location = 2) in vec3 vNormal;
|
|
6
|
+
|
|
7
|
+
uniform mat4 uModel;
|
|
8
|
+
uniform mat4 uView;
|
|
9
|
+
uniform mat4 uProjection;
|
|
10
|
+
|
|
11
|
+
out vec2 uv;
|
|
12
|
+
out vec3 normal;
|
|
13
|
+
|
|
14
|
+
void main() {
|
|
15
|
+
normal = vNormal;
|
|
16
|
+
uv = vUV;
|
|
17
|
+
|
|
18
|
+
gl_Position = uProjection * uView * uModel * vec4(vPosition, 1.0);
|
|
19
|
+
}
|
|
@@ -0,0 +1,16 @@
|
|
|
1
|
+
#version 330 core
|
|
2
|
+
|
|
3
|
+
layout (location = 0) in vec3 vPosition;
|
|
4
|
+
layout (location = 1) in vec2 vUV;
|
|
5
|
+
|
|
6
|
+
|
|
7
|
+
uniform mat4 uModel;
|
|
8
|
+
uniform mat4 uView;
|
|
9
|
+
uniform mat4 uProjection;
|
|
10
|
+
|
|
11
|
+
out vec2 uv;
|
|
12
|
+
|
|
13
|
+
void main() {
|
|
14
|
+
uv = vUV;
|
|
15
|
+
gl_Position = uProjection * uView * uModel * vec4(vPosition, 1.0);
|
|
16
|
+
}
|
|
@@ -0,0 +1,52 @@
|
|
|
1
|
+
#version 330
|
|
2
|
+
|
|
3
|
+
uniform samplerBuffer materials;
|
|
4
|
+
|
|
5
|
+
struct Material {
|
|
6
|
+
vec3 color;
|
|
7
|
+
|
|
8
|
+
uint albedoArray;
|
|
9
|
+
uint albedoIndex;
|
|
10
|
+
uint normalArray;
|
|
11
|
+
uint normalIndex;
|
|
12
|
+
|
|
13
|
+
float roughness;
|
|
14
|
+
float subsurface;
|
|
15
|
+
float sheen;
|
|
16
|
+
float sheenTint;
|
|
17
|
+
float anisotropic;
|
|
18
|
+
float specular;
|
|
19
|
+
float metallicness;
|
|
20
|
+
float clearcoat;
|
|
21
|
+
float clearcoatGloss;
|
|
22
|
+
};
|
|
23
|
+
|
|
24
|
+
Material getMaterial(int index) {
|
|
25
|
+
Material m;
|
|
26
|
+
|
|
27
|
+
int N = 4; // N = (number of floats per material / 4)
|
|
28
|
+
int base = index * N;
|
|
29
|
+
|
|
30
|
+
vec4 v0 = texelFetch(materials, base + 0);
|
|
31
|
+
vec4 v1 = texelFetch(materials, base + 1);
|
|
32
|
+
vec4 v2 = texelFetch(materials, base + 2);
|
|
33
|
+
vec4 v3 = texelFetch(materials, base + 3);
|
|
34
|
+
|
|
35
|
+
// Unpack to struct fields:
|
|
36
|
+
m.color = v0.rgb;
|
|
37
|
+
m.albedoArray = floatBitsToUint(v0.a);
|
|
38
|
+
m.albedoIndex = floatBitsToUint(v1.x);
|
|
39
|
+
m.normalArray = floatBitsToUint(v1.y);
|
|
40
|
+
m.normalIndex = floatBitsToUint(v1.z);
|
|
41
|
+
m.roughness = v1.w;
|
|
42
|
+
m.subsurface = v2.x;
|
|
43
|
+
m.sheen = v2.y;
|
|
44
|
+
m.sheenTint = v2.z;
|
|
45
|
+
m.anisotropic = v2.w;
|
|
46
|
+
m.specular = v3.x;
|
|
47
|
+
m.metallicness = v3.y;
|
|
48
|
+
m.clearcoat = v3.z;
|
|
49
|
+
m.clearcoatGloss= v3.w;
|
|
50
|
+
|
|
51
|
+
return m;
|
|
52
|
+
}
|
|
@@ -0,0 +1,11 @@
|
|
|
1
|
+
#include "material.glsl"
|
|
2
|
+
|
|
3
|
+
struct textArray {
|
|
4
|
+
sampler2DArray array;
|
|
5
|
+
};
|
|
6
|
+
|
|
7
|
+
uniform textArray textureArrays[4];
|
|
8
|
+
|
|
9
|
+
vec4 getTextureValue(Material material, vec2 uv) {
|
|
10
|
+
return texture(textureArrays[material.albedoArray].array, vec3(uv, material.albedoIndex));
|
|
11
|
+
}
|