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playcanvas

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PlayCanvas WebGL game engine

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import { Vec3 } from '../../core/math/vec3.js'; import { Quat } from '../../core/math/quat.js'; import { Mat4 } from '../../core/math/mat4.js'; import { Tri } from '../../core/shape/tri.js'; import { Geometry } from '../../scene/geometry/geometry.js'; var tmpV1 = new Vec3(); var tmpV2 = new Vec3(); var tmpV3 = new Vec3(); class TriData { get transform() { return this._transform; } get priority() { return this._priority; } setTransform(pos, rot, scale) { if (pos === void 0) pos = new Vec3(); if (rot === void 0) rot = new Quat(); if (scale === void 0) scale = new Vec3(); this.transform.setTRS(pos, rot, scale); } fromGeometry(geometry) { if (!geometry || !(geometry instanceof Geometry)) { throw new Error('No geometry provided.'); } var _geometry_positions; var positions = (_geometry_positions = geometry.positions) != null ? _geometry_positions : []; var _geometry_indices; var indices = (_geometry_indices = geometry.indices) != null ? _geometry_indices : []; this.tris = []; for(var k = 0; k < indices.length; k += 3){ var i1 = indices[k]; var i2 = indices[k + 1]; var i3 = indices[k + 2]; tmpV1.set(positions[i1 * 3], positions[i1 * 3 + 1], positions[i1 * 3 + 2]); tmpV2.set(positions[i2 * 3], positions[i2 * 3 + 1], positions[i2 * 3 + 2]); tmpV3.set(positions[i3 * 3], positions[i3 * 3 + 1], positions[i3 * 3 + 2]); var tri = new Tri(tmpV1, tmpV2, tmpV3); this.tris.push(tri); } } constructor(geometry, priority = 0){ this._priority = 0; this._transform = new Mat4(); this.tris = []; this.fromGeometry(geometry); this._priority = priority; } } export { TriData };