lume
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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 };
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