@google/model-viewer
Version:
Easily display interactive 3D models on the web and in AR!
8 lines (7 loc) • 1.88 kB
TypeScript
export declare const getDirectionChunk = "\nvec3 getDirection(vec2 uv, float face) {\n uv = 2.0 * uv - 1.0;\n vec3 direction = vec3(uv, 1.0);\n if (face == 0.0) {\n direction = direction.zyx;\n direction.z *= -1.0;\n } else if (face == 1.0) {\n direction = direction.xzy;\n direction.z *= -1.0;\n } else if (face == 3.0) {\n direction = direction.zyx;\n direction.x *= -1.0;\n } else if (face == 4.0) {\n direction = direction.xzy;\n direction.y *= -1.0;\n } else if (face == 5.0) {\n direction.xz *= -1.0;\n }\n return direction;\n}\n";
export declare const getFaceChunk = "\nfloat getFace(vec3 direction) {\n vec3 absDirection = abs(direction);\n float face = -1.0;\n if (absDirection.x > absDirection.z) {\n if (absDirection.x > absDirection.y)\n face = direction.x > 0.0 ? 0.0 : 3.0;\n else\n face = direction.y > 0.0 ? 1.0 : 4.0;\n } else {\n if (absDirection.z > absDirection.y)\n face = direction.z > 0.0 ? 2.0 : 5.0;\n else\n face = direction.y > 0.0 ? 1.0 : 4.0;\n }\n return face;\n}\n";
export declare const getUVChunk = "\nvec2 getUV(vec3 direction, float face) {\n vec2 uv;\n if (face == 0.0) {\n uv = vec2(-direction.z, direction.y) / abs(direction.x);\n } else if (face == 1.0) {\n uv = vec2(direction.x, -direction.z) / abs(direction.y);\n } else if (face == 2.0) {\n uv = direction.xy / abs(direction.z);\n } else if (face == 3.0) {\n uv = vec2(direction.z, direction.y) / abs(direction.x);\n } else if (face == 4.0) {\n uv = direction.xz / abs(direction.y);\n } else {\n uv = vec2(-direction.x, direction.y) / abs(direction.z);\n }\n return 0.5 * (uv + 1.0);\n}\n";
export declare const encodings: {
[x: number]: number;
};
export declare const texelIO: string;