@inweb/viewer-three
Version:
JavaScript library for rendering CAD and BIM files in a browser using Three.js
2,136 lines (1,920 loc) • 3.47 MB
JavaScript
(function (global, factory) {
typeof exports === 'object' && typeof module !== 'undefined' ? factory(exports) :
typeof define === 'function' && define.amd ? define(['exports'], factory) :
(global = typeof globalThis !== 'undefined' ? globalThis : global || self, factory((global.ODA = global.ODA || {}, global.ODA.Three = global.ODA.Three || {})));
})(this, (function (exports) { 'use strict';
class CommandsRegistry {
constructor() {
this._commands = new Map;
}
registerCommand(id, handler, description, thisArg) {
this._commands.set(id, {
id: id,
handler: handler,
thisArg: thisArg,
description: description
});
}
registerCommandAlias(id, alias) {
this.registerCommand(alias, ((viewer, ...args) => this.executeCommand(id, viewer, ...args)));
}
getCommand(id) {
return this._commands.get(id);
}
getCommands() {
const map = new Map;
this._commands.forEach(((value, key) => map.set(key, value)));
return map;
}
executeCommand(id, viewer, ...args) {
const command = this._commands.get(id);
if (!command) {
if (viewer) {
const isDraggerCommand = viewer.draggers.includes(id);
if (isDraggerCommand) return viewer.setActiveDragger(id);
}
console.warn(`Command '${id}' not found`);
return undefined;
}
const {handler: handler, thisArg: thisArg} = command;
const result = handler.apply(thisArg, [ viewer, ...args ]);
viewer === null || viewer === undefined ? undefined : viewer.emit({
type: "command",
data: id,
args: args
});
return result;
}
}
const _commandsRegistry = new Map;
function commandsRegistry(viewerType = "") {
let result = _commandsRegistry.get(viewerType);
if (!result) {
result = new CommandsRegistry;
_commandsRegistry.set(viewerType, result);
}
return result;
}
class Dragger {
constructor(viewer) {
this.name = "";
}
dispose() {}
}
class DraggersRegistry {
constructor() {
this._providers = new Map;
}
registerDragger(name, provider) {
this._providers.set(name, provider);
}
registerDraggerAlias(name, alias) {
const provider = this._providers.get(name);
if (provider) this.registerDragger(alias, (viewer => provider(viewer)));
}
getDraggers() {
const map = new Map;
this._providers.forEach(((value, key) => map.set(key, value)));
return map;
}
createDragger(name, viewer) {
const provider = this._providers.get(name);
if (!provider) return null;
const dragger = provider(viewer);
dragger.name = name;
return dragger;
}
}
const _draggersRegistry = new Map;
function draggersRegistry(viewerType = "") {
let result = _draggersRegistry.get(viewerType);
if (!result) {
result = new DraggersRegistry;
_draggersRegistry.set(viewerType, result);
}
return result;
}
class Component {
constructor(viewer) {
this.name = "";
}
dispose() {}
}
class Components {
constructor() {
this._providers = new Map;
}
registerComponent(name, provider) {
this._providers.set(name, provider);
}
registerComponentAlias(name, alias) {
const provider = this._providers.get(name);
if (provider) this.registerComponent(alias, (viewer => provider(viewer)));
}
getComponents() {
const map = new Map;
this._providers.forEach(((value, key) => map.set(key, value)));
return map;
}
createComponent(name, viewer) {
const provider = this._providers.get(name);
if (!provider) return null;
const component = provider(viewer);
component.name = name;
return component;
}
}
const _components = new Map;
function componentsRegistry(viewerType = "") {
let result = _components.get(viewerType);
if (!result) {
result = new Components;
_components.set(viewerType, result);
}
return result;
}
let Loader$1 = class Loader {
constructor() {
this.name = "";
this.abortController = new AbortController;
}
dispose() {
this.abortController.abort();
this.abortController = undefined;
}
isSupport(file, format) {
return false;
}
load(file, format, params) {
return Promise.resolve(this);
}
cancel() {
this.abortController.abort();
}
};
class Loaders {
constructor() {
this._providers = new Map;
}
registerLoader(name, provider) {
this._providers.set(name, provider);
}
getLoader(name) {
return this._providers.get(name);
}
getLoaders() {
const map = new Map;
this._providers.forEach(((value, key) => map.set(key, value)));
return map;
}
createLoader(viewer, file, format) {
let result = null;
this._providers.forEach(((provider, key) => {
const loader = provider(viewer);
if (loader.isSupport(file, format)) {
result = loader;
result.name = key;
}
}));
return result;
}
}
const _loaders = new Map;
function loadersRegistry(viewerType = "") {
let result = _loaders.get(viewerType);
if (!result) {
result = new Loaders;
_loaders.set(viewerType, result);
}
return result;
}
function defaultOptions() {
return {
showWCS: true,
cameraAnimation: true,
antialiasing: true,
groundShadow: false,
shadows: false,
cameraAxisXSpeed: 4,
cameraAxisYSpeed: 1,
ambientOcclusion: false,
enableStreamingMode: true,
enablePartialMode: false,
memoryLimit: 3294967296,
cuttingPlaneFillColor: {
red: 255,
green: 152,
blue: 0
},
edgesColor: {
r: 255,
g: 152,
b: 0
},
facesColor: {
r: 255,
g: 152,
b: 0
},
edgesVisibility: true,
edgesOverlap: true,
facesOverlap: false,
facesTransparancy: 200,
enableCustomHighlight: true,
sceneGraph: false,
edgeModel: true,
reverseZoomWheel: false,
enableZoomWheel: true,
enableGestures: true,
geometryType: "vsfx",
rulerUnit: "Default"
};
}
class Options {
constructor(emitter) {
this._emitter = emitter;
this._data = defaultOptions();
this.loadFromStorage();
}
static defaults() {
return defaultOptions();
}
notifierChangeEvent() {
console.warn("Options.notifierChangeEvent() has been deprecated since 25.3 and will be removed in a future release, use Options.change() instead.");
this.change();
}
change() {
if (this._emitter !== undefined) {
this.saveToStorage();
this._emitter.emit({
type: "optionschange",
data: this
});
}
}
saveToStorage() {
if (typeof window !== "undefined") try {
localStorage.setItem("od-client-settings", JSON.stringify(this.data));
} catch (error) {
console.error("Cannot save client settings.", error);
}
}
loadFromStorage() {
if (typeof window !== "undefined") try {
const item = localStorage.getItem("od-client-settings");
if (item) {
const data = JSON.parse(item);
this.data = {
...data
};
}
} catch (error) {
console.error("Cannot load client settings.", error);
}
}
resetToDefaults(fields) {
if (fields !== undefined) {
const defaults = Options.defaults();
const resetData = fields.reduce(((acc, field) => {
acc[field] = defaults[field];
return acc;
}), {});
this.data = {
...this.data,
...resetData
};
} else {
this.data = {
...this.data,
...Options.defaults()
};
}
}
get data() {
return this._data;
}
set data(value) {
const enablePartialMode = value.enableStreamingMode ? value.enablePartialMode : false;
const sceneGraph = enablePartialMode ? false : value.sceneGraph;
this._data = {
...Options.defaults(),
...this._data,
...value,
enablePartialMode: enablePartialMode,
sceneGraph: sceneGraph
};
this.change();
}
get showWCS() {
return this._data.showWCS;
}
set showWCS(value) {
this._data.showWCS = value;
this.change();
}
get cameraAnimation() {
return this._data.cameraAnimation;
}
set cameraAnimation(value) {
this._data.cameraAnimation = value;
this.change();
}
get antialiasing() {
return this._data.antialiasing;
}
set antialiasing(value) {
this._data.antialiasing = value;
this.change();
}
get groundShadow() {
return this._data.groundShadow;
}
set groundShadow(value) {
this._data.groundShadow = value;
this.change();
}
get shadows() {
return this._data.shadows;
}
set shadows(value) {
this._data.shadows = value;
this.change();
}
get cameraAxisXSpeed() {
return this._data.cameraAxisXSpeed;
}
set cameraAxisXSpeed(value) {
this._data.cameraAxisXSpeed = value;
this.change();
}
get cameraAxisYSpeed() {
return this._data.cameraAxisYSpeed;
}
set cameraAxisYSpeed(value) {
this.cameraAxisYSpeed = value;
this.change();
}
get ambientOcclusion() {
return this._data.ambientOcclusion;
}
set ambientOcclusion(value) {
this._data.ambientOcclusion = value;
this.change();
}
get enableStreamingMode() {
return this._data.enableStreamingMode;
}
set enableStreamingMode(value) {
this._data.enableStreamingMode = value;
if (!value) this._data.enablePartialMode = false;
this.change();
}
get enablePartialMode() {
return this._data.enablePartialMode;
}
set enablePartialMode(value) {
this._data.enablePartialMode = value;
if (value) {
this._data.enableStreamingMode = true;
this._data.sceneGraph = false;
}
this.change();
}
get memoryLimit() {
return this._data.memoryLimit;
}
set memoryLimit(value) {
this._data.memoryLimit = value;
this.change();
}
get cuttingPlaneFillColor() {
return this._data.cuttingPlaneFillColor;
}
set cuttingPlaneFillColor(value) {
this._data.cuttingPlaneFillColor = value;
this.change();
}
get edgesColor() {
return this._data.edgesColor;
}
set edgesColor(value) {
this._data.edgesColor = value;
this.change();
}
get facesColor() {
return this._data.facesColor;
}
set facesColor(value) {
this._data.facesColor = value;
this.change();
}
get edgesVisibility() {
return this._data.edgesVisibility;
}
set edgesVisibility(value) {
this._data.edgesVisibility = value;
this.change();
}
get edgesOverlap() {
return this._data.edgesOverlap;
}
set edgesOverlap(value) {
this._data.edgesOverlap = value;
this.change();
}
get facesOverlap() {
return this._data.facesOverlap;
}
set facesOverlap(value) {
this._data.facesOverlap = value;
this.change();
}
get facesTransparancy() {
return this._data.facesTransparancy;
}
set facesTransparancy(value) {
this._data.facesTransparancy = value;
this.change();
}
get enableCustomHighlight() {
return this._data.enableCustomHighlight;
}
set enableCustomHighlight(value) {
this._data.enableCustomHighlight = value;
this.change();
}
get sceneGraph() {
return this._data.sceneGraph;
}
set sceneGraph(value) {
this._data.sceneGraph = value;
if (value) this._data.enablePartialMode = false;
this.change();
}
get edgeModel() {
return Boolean(this._data.edgeModel);
}
set edgeModel(value) {
this._data.edgeModel = Boolean(value);
this.change();
}
get reverseZoomWheel() {
return this._data.reverseZoomWheel;
}
set reverseZoomWheel(value) {
this._data.reverseZoomWheel = !!value;
this.change();
}
get enableZoomWheel() {
return this._data.enableZoomWheel;
}
set enableZoomWheel(value) {
this._data.enableZoomWheel = !!value;
this.change();
}
get enableGestures() {
return this._data.enableGestures;
}
set enableGestures(value) {
this._data.enableGestures = !!value;
this.change();
}
get geometryType() {
return this._data.geometryType;
}
set geometryType(value) {
this._data.geometryType = value;
this.change();
}
get rulerUnit() {
return this._data.rulerUnit;
}
set rulerUnit(value) {
this._data.rulerUnit = value;
this.change();
}
}
const CanvasEvents = [ "click", "contextmenu", "dblclick", "mousedown", "mouseleave", "mousemove", "mouseup", "pointercancel", "pointerdown", "pointerleave", "pointermove", "pointerup", "touchcancel", "touchend", "touchmove", "touchstart", "wheel" ];
const CANVAS_EVENTS = CanvasEvents;
/**
* @license
* Copyright 2010-2025 Three.js Authors
* SPDX-License-Identifier: MIT
*/
const REVISION = '179';
/**
* Represents mouse buttons and interaction types in context of controls.
*
* @type {ConstantsMouse}
* @constant
*/
const MOUSE = { ROTATE: 0, DOLLY: 1, PAN: 2 };
/**
* Represents touch interaction types in context of controls.
*
* @type {ConstantsTouch}
* @constant
*/
const TOUCH = { ROTATE: 0, PAN: 1, DOLLY_PAN: 2, DOLLY_ROTATE: 3 };
/**
* Disables face culling.
*
* @type {number}
* @constant
*/
const CullFaceNone = 0;
/**
* Culls back faces.
*
* @type {number}
* @constant
*/
const CullFaceBack = 1;
/**
* Culls front faces.
*
* @type {number}
* @constant
*/
const CullFaceFront = 2;
/**
* Culls both front and back faces.
*
* @type {number}
* @constant
*/
const CullFaceFrontBack = 3;
/**
* Gives unfiltered shadow maps - fastest, but lowest quality.
*
* @type {number}
* @constant
*/
const BasicShadowMap = 0;
/**
* Filters shadow maps using the Percentage-Closer Filtering (PCF) algorithm.
*
* @type {number}
* @constant
*/
const PCFShadowMap = 1;
/**
* Filters shadow maps using the Percentage-Closer Filtering (PCF) algorithm with
* better soft shadows especially when using low-resolution shadow maps.
*
* @type {number}
* @constant
*/
const PCFSoftShadowMap = 2;
/**
* Filters shadow maps using the Variance Shadow Map (VSM) algorithm.
* When using VSMShadowMap all shadow receivers will also cast shadows.
*
* @type {number}
* @constant
*/
const VSMShadowMap = 3;
/**
* Only front faces are rendered.
*
* @type {number}
* @constant
*/
const FrontSide = 0;
/**
* Only back faces are rendered.
*
* @type {number}
* @constant
*/
const BackSide = 1;
/**
* Both front and back faces are rendered.
*
* @type {number}
* @constant
*/
const DoubleSide = 2;
/**
* No blending is performed which effectively disables
* alpha transparency.
*
* @type {number}
* @constant
*/
const NoBlending = 0;
/**
* The default blending.
*
* @type {number}
* @constant
*/
const NormalBlending = 1;
/**
* Represents additive blending.
*
* @type {number}
* @constant
*/
const AdditiveBlending = 2;
/**
* Represents subtractive blending.
*
* @type {number}
* @constant
*/
const SubtractiveBlending = 3;
/**
* Represents multiply blending.
*
* @type {number}
* @constant
*/
const MultiplyBlending = 4;
/**
* Represents custom blending.
*
* @type {number}
* @constant
*/
const CustomBlending = 5;
/**
* A `source + destination` blending equation.
*
* @type {number}
* @constant
*/
const AddEquation = 100;
/**
* A `source - destination` blending equation.
*
* @type {number}
* @constant
*/
const SubtractEquation = 101;
/**
* A `destination - source` blending equation.
*
* @type {number}
* @constant
*/
const ReverseSubtractEquation = 102;
/**
* A blend equation that uses the minimum of source and destination.
*
* @type {number}
* @constant
*/
const MinEquation = 103;
/**
* A blend equation that uses the maximum of source and destination.
*
* @type {number}
* @constant
*/
const MaxEquation = 104;
/**
* Multiplies all colors by `0`.
*
* @type {number}
* @constant
*/
const ZeroFactor = 200;
/**
* Multiplies all colors by `1`.
*
* @type {number}
* @constant
*/
const OneFactor = 201;
/**
* Multiplies all colors by the source colors.
*
* @type {number}
* @constant
*/
const SrcColorFactor = 202;
/**
* Multiplies all colors by `1` minus each source color.
*
* @type {number}
* @constant
*/
const OneMinusSrcColorFactor = 203;
/**
* Multiplies all colors by the source alpha value.
*
* @type {number}
* @constant
*/
const SrcAlphaFactor = 204;
/**
* Multiplies all colors by 1 minus the source alpha value.
*
* @type {number}
* @constant
*/
const OneMinusSrcAlphaFactor = 205;
/**
* Multiplies all colors by the destination alpha value.
*
* @type {number}
* @constant
*/
const DstAlphaFactor = 206;
/**
* Multiplies all colors by `1` minus the destination alpha value.
*
* @type {number}
* @constant
*/
const OneMinusDstAlphaFactor = 207;
/**
* Multiplies all colors by the destination color.
*
* @type {number}
* @constant
*/
const DstColorFactor = 208;
/**
* Multiplies all colors by `1` minus each destination color.
*
* @type {number}
* @constant
*/
const OneMinusDstColorFactor = 209;
/**
* Multiplies the RGB colors by the smaller of either the source alpha
* value or the value of `1` minus the destination alpha value. The alpha
* value is multiplied by `1`.
*
* @type {number}
* @constant
*/
const SrcAlphaSaturateFactor = 210;
/**
* Multiplies all colors by a constant color.
*
* @type {number}
* @constant
*/
const ConstantColorFactor = 211;
/**
* Multiplies all colors by `1` minus a constant color.
*
* @type {number}
* @constant
*/
const OneMinusConstantColorFactor = 212;
/**
* Multiplies all colors by a constant alpha value.
*
* @type {number}
* @constant
*/
const ConstantAlphaFactor = 213;
/**
* Multiplies all colors by 1 minus a constant alpha value.
*
* @type {number}
* @constant
*/
const OneMinusConstantAlphaFactor = 214;
/**
* Never pass.
*
* @type {number}
* @constant
*/
const NeverDepth = 0;
/**
* Always pass.
*
* @type {number}
* @constant
*/
const AlwaysDepth = 1;
/**
* Pass if the incoming value is less than the depth buffer value.
*
* @type {number}
* @constant
*/
const LessDepth = 2;
/**
* Pass if the incoming value is less than or equal to the depth buffer value.
*
* @type {number}
* @constant
*/
const LessEqualDepth = 3;
/**
* Pass if the incoming value equals the depth buffer value.
*
* @type {number}
* @constant
*/
const EqualDepth = 4;
/**
* Pass if the incoming value is greater than or equal to the depth buffer value.
*
* @type {number}
* @constant
*/
const GreaterEqualDepth = 5;
/**
* Pass if the incoming value is greater than the depth buffer value.
*
* @type {number}
* @constant
*/
const GreaterDepth = 6;
/**
* Pass if the incoming value is not equal to the depth buffer value.
*
* @type {number}
* @constant
*/
const NotEqualDepth = 7;
/**
* Multiplies the environment map color with the surface color.
*
* @type {number}
* @constant
*/
const MultiplyOperation = 0;
/**
* Uses reflectivity to blend between the two colors.
*
* @type {number}
* @constant
*/
const MixOperation = 1;
/**
* Adds the two colors.
*
* @type {number}
* @constant
*/
const AddOperation = 2;
/**
* No tone mapping is applied.
*
* @type {number}
* @constant
*/
const NoToneMapping = 0;
/**
* Linear tone mapping.
*
* @type {number}
* @constant
*/
const LinearToneMapping = 1;
/**
* Reinhard tone mapping.
*
* @type {number}
* @constant
*/
const ReinhardToneMapping = 2;
/**
* Cineon tone mapping.
*
* @type {number}
* @constant
*/
const CineonToneMapping = 3;
/**
* ACES Filmic tone mapping.
*
* @type {number}
* @constant
*/
const ACESFilmicToneMapping = 4;
/**
* Custom tone mapping.
*
* Expects a custom implementation by modifying shader code of the material's fragment shader.
*
* @type {number}
* @constant
*/
const CustomToneMapping = 5;
/**
* AgX tone mapping.
*
* @type {number}
* @constant
*/
const AgXToneMapping = 6;
/**
* Neutral tone mapping.
*
* Implementation based on the Khronos 3D Commerce Group standard tone mapping.
*
* @type {number}
* @constant
*/
const NeutralToneMapping = 7;
/**
* The skinned mesh shares the same world space as the skeleton.
*
* @type {string}
* @constant
*/
const AttachedBindMode = 'attached';
/**
* The skinned mesh does not share the same world space as the skeleton.
* This is useful when a skeleton is shared across multiple skinned meshes.
*
* @type {string}
* @constant
*/
const DetachedBindMode = 'detached';
/**
* Maps textures using the geometry's UV coordinates.
*
* @type {number}
* @constant
*/
const UVMapping = 300;
/**
* Reflection mapping for cube textures.
*
* @type {number}
* @constant
*/
const CubeReflectionMapping = 301;
/**
* Refraction mapping for cube textures.
*
* @type {number}
* @constant
*/
const CubeRefractionMapping = 302;
/**
* Reflection mapping for equirectangular textures.
*
* @type {number}
* @constant
*/
const EquirectangularReflectionMapping = 303;
/**
* Refraction mapping for equirectangular textures.
*
* @type {number}
* @constant
*/
const EquirectangularRefractionMapping = 304;
/**
* Reflection mapping for PMREM textures.
*
* @type {number}
* @constant
*/
const CubeUVReflectionMapping = 306;
/**
* The texture will simply repeat to infinity.
*
* @type {number}
* @constant
*/
const RepeatWrapping = 1000;
/**
* The last pixel of the texture stretches to the edge of the mesh.
*
* @type {number}
* @constant
*/
const ClampToEdgeWrapping = 1001;
/**
* The texture will repeats to infinity, mirroring on each repeat.
*
* @type {number}
* @constant
*/
const MirroredRepeatWrapping = 1002;
/**
* Returns the value of the texture element that is nearest (in Manhattan distance)
* to the specified texture coordinates.
*
* @type {number}
* @constant
*/
const NearestFilter = 1003;
/**
* Chooses the mipmap that most closely matches the size of the pixel being textured
* and uses the `NearestFilter` criterion (the texel nearest to the center of the pixel)
* to produce a texture value.
*
* @type {number}
* @constant
*/
const NearestMipmapNearestFilter = 1004;
const NearestMipMapNearestFilter = 1004; // legacy
/**
* Chooses the two mipmaps that most closely match the size of the pixel being textured and
* uses the `NearestFilter` criterion to produce a texture value from each mipmap.
* The final texture value is a weighted average of those two values.
*
* @type {number}
* @constant
*/
const NearestMipmapLinearFilter = 1005;
const NearestMipMapLinearFilter = 1005; // legacy
/**
* Returns the weighted average of the four texture elements that are closest to the specified
* texture coordinates, and can include items wrapped or repeated from other parts of a texture,
* depending on the values of `wrapS` and `wrapT`, and on the exact mapping.
*
* @type {number}
* @constant
*/
const LinearFilter = 1006;
/**
* Chooses the mipmap that most closely matches the size of the pixel being textured and uses
* the `LinearFilter` criterion (a weighted average of the four texels that are closest to the
* center of the pixel) to produce a texture value.
*
* @type {number}
* @constant
*/
const LinearMipmapNearestFilter = 1007;
const LinearMipMapNearestFilter = 1007; // legacy
/**
* Chooses the two mipmaps that most closely match the size of the pixel being textured and uses
* the `LinearFilter` criterion to produce a texture value from each mipmap. The final texture value
* is a weighted average of those two values.
*
* @type {number}
* @constant
*/
const LinearMipmapLinearFilter = 1008;
const LinearMipMapLinearFilter = 1008; // legacy
/**
* An unsigned byte data type for textures.
*
* @type {number}
* @constant
*/
const UnsignedByteType = 1009;
/**
* A byte data type for textures.
*
* @type {number}
* @constant
*/
const ByteType = 1010;
/**
* A short data type for textures.
*
* @type {number}
* @constant
*/
const ShortType = 1011;
/**
* An unsigned short data type for textures.
*
* @type {number}
* @constant
*/
const UnsignedShortType = 1012;
/**
* An int data type for textures.
*
* @type {number}
* @constant
*/
const IntType = 1013;
/**
* An unsigned int data type for textures.
*
* @type {number}
* @constant
*/
const UnsignedIntType = 1014;
/**
* A float data type for textures.
*
* @type {number}
* @constant
*/
const FloatType = 1015;
/**
* A half float data type for textures.
*
* @type {number}
* @constant
*/
const HalfFloatType = 1016;
/**
* An unsigned short 4_4_4_4 (packed) data type for textures.
*
* @type {number}
* @constant
*/
const UnsignedShort4444Type = 1017;
/**
* An unsigned short 5_5_5_1 (packed) data type for textures.
*
* @type {number}
* @constant
*/
const UnsignedShort5551Type = 1018;
/**
* An unsigned int 24_8 data type for textures.
*
* @type {number}
* @constant
*/
const UnsignedInt248Type = 1020;
/**
* An unsigned int 5_9_9_9 (packed) data type for textures.
*
* @type {number}
* @constant
*/
const UnsignedInt5999Type = 35902;
/**
* Discards the red, green and blue components and reads just the alpha component.
*
* @type {number}
* @constant
*/
const AlphaFormat = 1021;
/**
* Discards the alpha component and reads the red, green and blue component.
*
* @type {number}
* @constant
*/
const RGBFormat = 1022;
/**
* Reads the red, green, blue and alpha components.
*
* @type {number}
* @constant
*/
const RGBAFormat = 1023;
/**
* Reads each element as a single depth value, converts it to floating point, and clamps to the range `[0,1]`.
*
* @type {number}
* @constant
*/
const DepthFormat = 1026;
/**
* Reads each element is a pair of depth and stencil values. The depth component of the pair is interpreted as
* in `DepthFormat`. The stencil component is interpreted based on the depth + stencil internal format.
*
* @type {number}
* @constant
*/
const DepthStencilFormat = 1027;
/**
* Discards the green, blue and alpha components and reads just the red component.
*
* @type {number}
* @constant
*/
const RedFormat = 1028;
/**
* Discards the green, blue and alpha components and reads just the red component. The texels are read as integers instead of floating point.
*
* @type {number}
* @constant
*/
const RedIntegerFormat = 1029;
/**
* Discards the alpha, and blue components and reads the red, and green components.
*
* @type {number}
* @constant
*/
const RGFormat = 1030;
/**
* Discards the alpha, and blue components and reads the red, and green components. The texels are read as integers instead of floating point.
*
* @type {number}
* @constant
*/
const RGIntegerFormat = 1031;
/**
* Discards the alpha component and reads the red, green and blue component. The texels are read as integers instead of floating point.
*
* @type {number}
* @constant
*/
const RGBIntegerFormat = 1032;
/**
* Reads the red, green, blue and alpha components. The texels are read as integers instead of floating point.
*
* @type {number}
* @constant
*/
const RGBAIntegerFormat = 1033;
/**
* A DXT1-compressed image in an RGB image format.
*
* @type {number}
* @constant
*/
const RGB_S3TC_DXT1_Format = 33776;
/**
* A DXT1-compressed image in an RGB image format with a simple on/off alpha value.
*
* @type {number}
* @constant
*/
const RGBA_S3TC_DXT1_Format = 33777;
/**
* A DXT3-compressed image in an RGBA image format. Compared to a 32-bit RGBA texture, it offers 4:1 compression.
*
* @type {number}
* @constant
*/
const RGBA_S3TC_DXT3_Format = 33778;
/**
* A DXT5-compressed image in an RGBA image format. It also provides a 4:1 compression, but differs to the DXT3
* compression in how the alpha compression is done.
*
* @type {number}
* @constant
*/
const RGBA_S3TC_DXT5_Format = 33779;
/**
* PVRTC RGB compression in 4-bit mode. One block for each 4×4 pixels.
*
* @type {number}
* @constant
*/
const RGB_PVRTC_4BPPV1_Format = 35840;
/**
* PVRTC RGB compression in 2-bit mode. One block for each 8×4 pixels.
*
* @type {number}
* @constant
*/
const RGB_PVRTC_2BPPV1_Format = 35841;
/**
* PVRTC RGBA compression in 4-bit mode. One block for each 4×4 pixels.
*
* @type {number}
* @constant
*/
const RGBA_PVRTC_4BPPV1_Format = 35842;
/**
* PVRTC RGBA compression in 2-bit mode. One block for each 8×4 pixels.
*
* @type {number}
* @constant
*/
const RGBA_PVRTC_2BPPV1_Format = 35843;
/**
* ETC1 RGB format.
*
* @type {number}
* @constant
*/
const RGB_ETC1_Format = 36196;
/**
* ETC2 RGB format.
*
* @type {number}
* @constant
*/
const RGB_ETC2_Format = 37492;
/**
* ETC2 RGBA format.
*
* @type {number}
* @constant
*/
const RGBA_ETC2_EAC_Format = 37496;
/**
* ASTC RGBA 4x4 format.
*
* @type {number}
* @constant
*/
const RGBA_ASTC_4x4_Format = 37808;
/**
* ASTC RGBA 5x4 format.
*
* @type {number}
* @constant
*/
const RGBA_ASTC_5x4_Format = 37809;
/**
* ASTC RGBA 5x5 format.
*
* @type {number}
* @constant
*/
const RGBA_ASTC_5x5_Format = 37810;
/**
* ASTC RGBA 6x5 format.
*
* @type {number}
* @constant
*/
const RGBA_ASTC_6x5_Format = 37811;
/**
* ASTC RGBA 6x6 format.
*
* @type {number}
* @constant
*/
const RGBA_ASTC_6x6_Format = 37812;
/**
* ASTC RGBA 8x5 format.
*
* @type {number}
* @constant
*/
const RGBA_ASTC_8x5_Format = 37813;
/**
* ASTC RGBA 8x6 format.
*
* @type {number}
* @constant
*/
const RGBA_ASTC_8x6_Format = 37814;
/**
* ASTC RGBA 8x8 format.
*
* @type {number}
* @constant
*/
const RGBA_ASTC_8x8_Format = 37815;
/**
* ASTC RGBA 10x5 format.
*
* @type {number}
* @constant
*/
const RGBA_ASTC_10x5_Format = 37816;
/**
* ASTC RGBA 10x6 format.
*
* @type {number}
* @constant
*/
const RGBA_ASTC_10x6_Format = 37817;
/**
* ASTC RGBA 10x8 format.
*
* @type {number}
* @constant
*/
const RGBA_ASTC_10x8_Format = 37818;
/**
* ASTC RGBA 10x10 format.
*
* @type {number}
* @constant
*/
const RGBA_ASTC_10x10_Format = 37819;
/**
* ASTC RGBA 12x10 format.
*
* @type {number}
* @constant
*/
const RGBA_ASTC_12x10_Format = 37820;
/**
* ASTC RGBA 12x12 format.
*
* @type {number}
* @constant
*/
const RGBA_ASTC_12x12_Format = 37821;
/**
* BPTC RGBA format.
*
* @type {number}
* @constant
*/
const RGBA_BPTC_Format = 36492;
/**
* BPTC Signed RGB format.
*
* @type {number}
* @constant
*/
const RGB_BPTC_SIGNED_Format = 36494;
/**
* BPTC Unsigned RGB format.
*
* @type {number}
* @constant
*/
const RGB_BPTC_UNSIGNED_Format = 36495;
/**
* RGTC1 Red format.
*
* @type {number}
* @constant
*/
const RED_RGTC1_Format = 36283;
/**
* RGTC1 Signed Red format.
*
* @type {number}
* @constant
*/
const SIGNED_RED_RGTC1_Format = 36284;
/**
* RGTC2 Red Green format.
*
* @type {number}
* @constant
*/
const RED_GREEN_RGTC2_Format = 36285;
/**
* RGTC2 Signed Red Green format.
*
* @type {number}
* @constant
*/
const SIGNED_RED_GREEN_RGTC2_Format = 36286;
/**
* Animations are played once.
*
* @type {number}
* @constant
*/
const LoopOnce = 2200;
/**
* Animations are played with a chosen number of repetitions, each time jumping from
* the end of the clip directly to its beginning.
*
* @type {number}
* @constant
*/
const LoopRepeat = 2201;
/**
* Animations are played with a chosen number of repetitions, alternately playing forward
* and backward.
*
* @type {number}
* @constant
*/
const LoopPingPong = 2202;
/**
* Discrete interpolation mode for keyframe tracks.
*
* @type {number}
* @constant
*/
const InterpolateDiscrete = 2300;
/**
* Linear interpolation mode for keyframe tracks.
*
* @type {number}
* @constant
*/
const InterpolateLinear = 2301;
/**
* Smooth interpolation mode for keyframe tracks.
*
* @type {number}
* @constant
*/
const InterpolateSmooth = 2302;
/**
* Zero curvature ending for animations.
*
* @type {number}
* @constant
*/
const ZeroCurvatureEnding = 2400;
/**
* Zero slope ending for animations.
*
* @type {number}
* @constant
*/
const ZeroSlopeEnding = 2401;
/**
* Wrap around ending for animations.
*
* @type {number}
* @constant
*/
const WrapAroundEnding = 2402;
/**
* Default animation blend mode.
*
* @type {number}
* @constant
*/
const NormalAnimationBlendMode = 2500;
/**
* Additive animation blend mode. Can be used to layer motions on top of
* each other to build complex performances from smaller re-usable assets.
*
* @type {number}
* @constant
*/
const AdditiveAnimationBlendMode = 2501;
/**
* For every three vertices draw a single triangle.
*
* @type {number}
* @constant
*/
const TrianglesDrawMode = 0;
/**
* For each vertex draw a triangle from the last three vertices.
*
* @type {number}
* @constant
*/
const TriangleStripDrawMode = 1;
/**
* For each vertex draw a triangle from the first vertex and the last two vertices.
*
* @type {number}
* @constant
*/
const TriangleFanDrawMode = 2;
/**
* Basic depth packing.
*
* @type {number}
* @constant
*/
const BasicDepthPacking = 3200;
/**
* A depth value is packed into 32 bit RGBA.
*
* @type {number}
* @constant
*/
const RGBADepthPacking = 3201;
/**
* A depth value is packed into 24 bit RGB.
*
* @type {number}
* @constant
*/
const RGBDepthPacking = 3202;
/**
* A depth value is packed into 16 bit RG.
*
* @type {number}
* @constant
*/
const RGDepthPacking = 3203;
/**
* Normal information is relative to the underlying surface.
*
* @type {number}
* @constant
*/
const TangentSpaceNormalMap = 0;
/**
* Normal information is relative to the object orientation.
*
* @type {number}
* @constant
*/
const ObjectSpaceNormalMap = 1;
// Color space string identifiers, matching CSS Color Module Level 4 and WebGPU names where available.
/**
* No color space.
*
* @type {string}
* @constant
*/
const NoColorSpace = '';
/**
* sRGB color space.
*
* @type {string}
* @constant
*/
const SRGBColorSpace = 'srgb';
/**
* sRGB-linear color space.
*
* @type {string}
* @constant
*/
const LinearSRGBColorSpace = 'srgb-linear';
/**
* Linear transfer function.
*
* @type {string}
* @constant
*/
const LinearTransfer = 'linear';
/**
* sRGB transfer function.
*
* @type {string}
* @constant
*/
const SRGBTransfer = 'srgb';
/**
* Sets the stencil buffer value to `0`.
*
* @type {number}
* @constant
*/
const ZeroStencilOp = 0;
/**
* Keeps the current value.
*
* @type {number}
* @constant
*/
const KeepStencilOp = 7680;
/**
* Sets the stencil buffer value to the specified reference value.
*
* @type {number}
* @constant
*/
const ReplaceStencilOp = 7681;
/**
* Increments the current stencil buffer value. Clamps to the maximum representable unsigned value.
*
* @type {number}
* @constant
*/
const IncrementStencilOp = 7682;
/**
* Decrements the current stencil buffer value. Clamps to `0`.
*
* @type {number}
* @constant
*/
const DecrementStencilOp = 7683;
/**
* Increments the current stencil buffer value. Wraps stencil buffer value to zero when incrementing
* the maximum representable unsigned value.
*
* @type {number}
* @constant
*/
const IncrementWrapStencilOp = 34055;
/**
* Decrements the current stencil buffer value. Wraps stencil buffer value to the maximum representable
* unsigned value when decrementing a stencil buffer value of `0`.
*
* @type {number}
* @constant
*/
const DecrementWrapStencilOp = 34056;
/**
* Inverts the current stencil buffer value bitwise.
*
* @type {number}
* @constant
*/
const InvertStencilOp = 5386;
/**
* Will never return true.
*
* @type {number}
* @constant
*/
const NeverStencilFunc = 512;
/**
* Will return true if the stencil reference value is less than the current stencil value.
*
* @type {number}
* @constant
*/
const LessStencilFunc = 513;
/**
* Will return true if the stencil reference value is equal to the current stencil value.
*
* @type {number}
* @constant
*/
const EqualStencilFunc = 514;
/**
* Will return true if the stencil reference value is less than or equal to the current stencil value.
*
* @type {number}
* @constant
*/
const LessEqualStencilFunc = 515;
/**
* Will return true if the stencil reference value is greater than the current stencil value.
*
* @type {number}
* @constant
*/
const GreaterStencilFunc = 516;
/**
* Will return true if the stencil reference value is not equal to the current stencil value.
*
* @type {number}
* @constant
*/
const NotEqualStencilFunc = 517;
/**
* Will return true if the stencil reference value is greater than or equal to the current stencil value.
*
* @type {number}
* @constant
*/
const GreaterEqualStencilFunc = 518;
/**
* Will always return true.
*
* @type {number}
* @constant
*/
const AlwaysStencilFunc = 519;
/**
* Never pass.
*
* @type {number}
* @constant
*/
const NeverCompare = 512;
/**
* Pass if the incoming value is less than the texture value.
*
* @type {number}
* @constant
*/
const LessCompare = 513;
/**
* Pass if the incoming value equals the texture value.
*
* @type {number}
* @constant
*/
const EqualCompare = 514;
/**
* Pass if the incoming value is less than or equal to the texture value.
*
* @type {number}
* @constant
*/
const LessEqualCompare = 515;
/**
* Pass if the incoming value is greater than the texture value.
*
* @type {number}
* @constant
*/
const GreaterCompare = 516;
/**
* Pass if the incoming value is not equal to the texture value.
*
* @type {number}
* @constant
*/
const NotEqualCompare = 517;
/**
* Pass if the incoming value is greater than or equal to the texture value.
*
* @type {number}
* @constant
*/
const GreaterEqualCompare = 518;
/**
* Always pass.
*
* @type {number}
* @constant
*/
const AlwaysCompare = 519;
/**
* The contents are intended to be specified once by the application, and used many
* times as the source for drawing and image specification commands.
*
* @type {number}
* @constant
*/
const StaticDrawUsage = 35044;
/**
* The contents are intended to be respecified repeatedly by the application, and
* used many times as the source for drawing and image specification commands.
*
* @type {number}
* @constant
*/
const DynamicDrawUsage = 35048;
/**
* The contents are intended to be specified once by the application, and used at most
* a few times as the source for drawing and image specification commands.
*
* @type {number}
* @constant
*/
const StreamDrawUsage = 35040;
/**
* The contents are intended to be specified once by reading data from the 3D API, and queried
* many times by the application.
*
* @type {number}
* @constant
*/
const StaticReadUsage = 35045;
/**
* The contents are intended to be respecified repeatedly by reading data from the 3D API, and queried
* many times by the application.
*
* @type {number}
* @constant
*/
const DynamicReadUsage = 35049;
/**
* The contents are intended to be specified once by reading data from the 3D API, and queried at most
* a few times by the application
*
* @type {number}
* @constant
*/
const StreamReadUsage = 35041;
/**
* The contents are intended to be specified once by reading data from the 3D API, and used many times as
* the source for WebGL drawing and image specification commands.
*
* @type {number}
* @constant
*/
const StaticCopyUsage = 35046;
/**
* The contents are intended to be respecified repeatedly by reading data from the 3D API, and used many times
* as the source for WebGL drawing and image specification commands.
*
* @type {number}
* @constant
*/
const DynamicCopyUsage = 35050;
/**
* The contents are intended to be specified once by reading data from the 3D API, and used at most a few times
* as the source for WebGL drawing and image specification commands.
*
* @type {number}
* @constant
*/
const StreamCopyUsage = 35042;
/**
* GLSL 1 shader code.
*
* @type {string}
* @constant
*/
const GLSL1 = '100';
/**
* GLSL 3 shader code.
*
* @type {string}
* @constant
*/
const GLSL3 = '300 es';
/**
* WebGL coordinate system.
*
* @type {number}
* @constant
*/
const WebGLCoordinateSystem = 2000;
/**
* WebGPU coordinate system.
*
* @type {number}
* @constant
*/
const WebGPUCoordinateSystem = 2001;
/**
* Represents the different timestamp query types.
*
* @type {ConstantsTimestampQuery}
* @constant
*/
const TimestampQuery = {
COMPUTE: 'compute',
RENDER: 'render'
};
/**
* Represents mouse buttons and interaction types in context of controls.
*
* @type {ConstantsInterpolationSamplingType}
* @constant
*/
const InterpolationSamplingType = {
PERSPECTIVE: 'perspective',
LINEAR: 'linear',
FLAT: 'flat'
};
/**
* Represents the different interpolation sampling modes.
*
* @type {ConstantsInterpolationSamplingMode}
* @constant
*/
const InterpolationSamplingMode = {
NORMAL: 'normal',
CENTROI