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Build next-level interactive web applications.

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var __esDecorate = (this && this.__esDecorate) || function (ctor, descriptorIn, decorators, contextIn, initializers, extraInitializers) { function accept(f) { if (f !== void 0 && typeof f !== "function") throw new TypeError("Function expected"); return f; } var kind = contextIn.kind, key = kind === "getter" ? "get" : kind === "setter" ? "set" : "value"; var target = !descriptorIn && ctor ? contextIn["static"] ? ctor : ctor.prototype : null; var descriptor = descriptorIn || (target ? Object.getOwnPropertyDescriptor(target, contextIn.name) : {}); var _, done = false; for (var i = decorators.length - 1; i >= 0; i--) { var context = {}; for (var p in contextIn) context[p] = p === "access" ? {} : contextIn[p]; for (var p in contextIn.access) context.access[p] = contextIn.access[p]; context.addInitializer = function (f) { if (done) throw new TypeError("Cannot add initializers after decoration has completed"); extraInitializers.push(accept(f || null)); }; var result = (0, decorators[i])(kind === "accessor" ? { get: descriptor.get, set: descriptor.set } : descriptor[key], context); if (kind === "accessor") { if (result === void 0) continue; if (result === null || typeof result !== "object") throw new TypeError("Object expected"); if (_ = accept(result.get)) descriptor.get = _; if (_ = accept(result.set)) descriptor.set = _; if (_ = accept(result.init)) initializers.unshift(_); } else if (_ = accept(result)) { if (kind === "field") initializers.unshift(_); else descriptor[key] = _; } } if (target) Object.defineProperty(target, contextIn.name, descriptor); done = true; }; var __runInitializers = (this && this.__runInitializers) || function (thisArg, initializers, value) { var useValue = arguments.length > 2; for (var i = 0; i < initializers.length; i++) { value = useValue ? initializers[i].call(thisArg, value) : initializers[i].call(thisArg); } return useValue ? value : void 0; }; import { signal } from 'classy-solid'; import { behavior } from '../Behavior.js'; import { RenderableBehavior } from '../RenderableBehavior.js'; import { Mesh } from '../../meshes/Mesh.js'; import { Points } from '../../meshes/Points.js'; import { InstancedMesh } from '../../meshes/InstancedMesh.js'; import { Line } from '../../meshes/Line.js'; /** * @class MeshBehavior * * @extends RenderableBehavior */ let MeshBehavior = (() => { let _classDecorators = [behavior]; let _classDescriptor; let _classExtraInitializers = []; let _classThis; let _classSuper = RenderableBehavior; let _meshComponent_decorators; let _meshComponent_initializers = []; let _meshComponent_extraInitializers = []; var MeshBehavior = class extends _classSuper { static { _classThis = this; } static { const _metadata = typeof Symbol === "function" && Symbol.metadata ? Object.create(_classSuper[Symbol.metadata] ?? null) : void 0; _meshComponent_decorators = [signal]; __esDecorate(null, null, _meshComponent_decorators, { kind: "field", name: "meshComponent", static: false, private: false, access: { has: obj => "meshComponent" in obj, get: obj => obj.meshComponent, set: (obj, value) => { obj.meshComponent = value; } }, metadata: _metadata }, _meshComponent_initializers, _meshComponent_extraInitializers); __esDecorate(null, _classDescriptor = { value: _classThis }, _classDecorators, { kind: "class", name: _classThis.name, metadata: _metadata }, null, _classExtraInitializers); MeshBehavior = _classThis = _classDescriptor.value; if (_metadata) Object.defineProperty(_classThis, Symbol.metadata, { enumerable: true, configurable: true, writable: true, value: _metadata }); __runInitializers(_classThis, _classExtraInitializers); } requiredElementType() { // At the moment, a "mesh" behavior can be used on Mesh, Points, or anything that has a geometry and a material. // XXX An alternative to using arrays with multiple types is we could branch the class // hierarchy to avoid arrays/unions. return [Mesh, Points, InstancedMesh, Line]; } /** * @protected * @method _createComponent - * Subclasses override this to create either a Material or a BufferGeometry. * It is reactive, any reactive dependencies used in here will cause * re-creation of the instance. Use `untrack` for cases where a dependency * should not re-create the instance (in that case an additional effect may * update the instance instead, while in other cases constructing a new * object is the only (or easier) way). * * @returns {BufferGeometry | Material} */ _createComponent() { throw new Error('`_createComponent()` is not implemented by subclass.'); } /** * The component that this behavior manages, either a Material, or a * BufferGeometry. */ meshComponent = __runInitializers(this, _meshComponent_initializers, null); constructor() { super(...arguments); __runInitializers(this, _meshComponent_extraInitializers); } }; return MeshBehavior = _classThis; })(); export { MeshBehavior }; //# sourceMappingURL=MeshBehavior.js.map