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gpu-curtains

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gpu-curtains is a 3D WebGPU rendering engine. It can be used as a standalone 3D engine, but also includes extra classes focused on mapping 3d objects to DOM elements; It allows users to synchronize values such as position, sizing, or scale between them.

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import { Light } from './Light.mjs'; import { Vec3 } from '../../math/Vec3.mjs'; import { PointShadow } from '../shadows/PointShadow.mjs'; var __typeError = (msg) => { throw TypeError(msg); }; var __accessCheck = (obj, member, msg) => member.has(obj) || __typeError("Cannot " + msg); var __privateGet = (obj, member, getter) => (__accessCheck(obj, member, "read from private field"), getter ? getter.call(obj) : member.get(obj)); var __privateAdd = (obj, member, value) => member.has(obj) ? __typeError("Cannot add the same private member more than once") : member instanceof WeakSet ? member.add(obj) : member.set(obj, value); var __privateSet = (obj, member, value, setter) => (__accessCheck(obj, member, "write to private field"), member.set(obj, value), value); var _range; class PointLight extends Light { /** * PointLight constructor * @param renderer - {@link CameraRenderer} or {@link GPUCurtains} used to create this {@link PointLight}. * @param parameters - {@link PointLightBaseParams} used to create this {@link PointLight}. */ constructor(renderer, { label = "PointLight", color = new Vec3(1), intensity = 1, position = new Vec3(), range = 0, shadow = null } = {}) { const type = "pointLights"; super(renderer, { label, color, intensity, type }); /** @ignore */ __privateAdd(this, _range); this.options = { ...this.options, position, range, shadow }; this.position.copy(position); this.range = range; this.parent = this.renderer.scene; this.shadow = new PointShadow(this.renderer, { autoRender: false, // will be set by calling cast() light: this }); if (shadow) { this.shadow.cast(shadow); } } /** * Set or reset this {@link PointLight} {@link CameraRenderer}. * @param renderer - New {@link CameraRenderer} or {@link GPUCurtains} instance to use. */ setRenderer(renderer) { super.setRenderer(renderer); if (this.shadow) { this.shadow.setRenderer(renderer); } } /** * Resend all properties to the {@link CameraRenderer} corresponding {@link core/bindings/BufferBinding.BufferBinding | BufferBinding}. Called when the maximum number of {@link PointLight} has been overflowed or when updating the {@link PointLight} {@link renderer}. * @param resetShadow - Whether to reset the {@link PointLight} shadow if any. Set to `true` when the {@link renderer} number of {@link PointLight} has been overflown, `false` when the {@link renderer} has been changed (since the shadow will reset itself). */ reset(resetShadow = true) { super.reset(); this.onPropertyChanged("range", this.range); this.onPropertyChanged("position", this.actualPosition); if (this.shadow && resetShadow) { this.shadow.reset(); } } /** * Get this {@link PointLight} intensity. * @returns - The {@link PointLight} intensity. */ get intensity() { return super.intensity; } /** * Set this {@link PointLight} intensity and clear shadow if intensity is `0`. * @param value - The new {@link PointLight} intensity. */ set intensity(value) { super.intensity = value; if (this.shadow && this.shadow.isActive && !value) { this.shadow.clearDepthTexture(); } } /** * Get this {@link PointLight} range. * @returns - The {@link PointLight} range. */ get range() { return __privateGet(this, _range); } /** * Set this {@link PointLight} range and update the {@link CameraRenderer} corresponding {@link core/bindings/BufferBinding.BufferBinding | BufferBinding}. * @param value - The new {@link PointLight} range. */ set range(value) { __privateSet(this, _range, Math.max(0, value)); this.onPropertyChanged("range", this.range); if (this.shadow && this.range !== 0) { this.shadow.camera.far = this.range; } } /** * Set the {@link PointLight} position based on the {@link worldMatrix} translation. */ setPosition() { this.onPropertyChanged("position", this.actualPosition); if (this.shadow) { this.shadow.setPosition(); } } /** * If the {@link modelMatrix | model matrix} has been updated, set the new position from the {@link worldMatrix} translation. */ updateMatrixStack() { super.updateMatrixStack(); if (this.matricesNeedUpdate) { this.setPosition(); } } /** * Tell the {@link renderer} that the maximum number of {@link PointLight} has been overflown. * @param lightsType - {@link type} of this light. */ onMaxLightOverflow(lightsType) { super.onMaxLightOverflow(lightsType); this.shadow?.setRendererBinding(); } /** * Destroy this {@link PointLight} and associated {@link PointShadow}. */ destroy() { super.destroy(); this.shadow?.destroy(); } } _range = new WeakMap(); export { PointLight };