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feat(render/pass/mesh/material/core/shader): refactor vertexbuffer an…
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…d add model class

Refactor vertexbuffer and add model class to drive native webgpu
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junwei.gu committed Jun 29, 2023
1 parent 368fa84 commit 6626e3a
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Showing 56 changed files with 21,337 additions and 674 deletions.
791 changes: 528 additions & 263 deletions dist/index.js

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52 changes: 52 additions & 0 deletions example/lib/esm/common.js
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/**
* Common utilities
* @module glMatrix
*/
// Configuration Constants
export var EPSILON = 0.000001;
export var ARRAY_TYPE = typeof Float32Array !== "undefined" ? Float32Array : Array;
export var RANDOM = Math.random;
export var ANGLE_ORDER = "zyx";
/**
* Sets the type of array used when creating new vectors and matrices
*
* @param {Float32ArrayConstructor | ArrayConstructor} type Array type, such as Float32Array or Array
*/

export function setMatrixArrayType(type) {
ARRAY_TYPE = type;
}
var degree = Math.PI / 180;
/**
* Convert Degree To Radian
*
* @param {Number} a Angle in Degrees
*/

export function toRadian(a) {
return a * degree;
}
/**
* Tests whether or not the arguments have approximately the same value, within an absolute
* or relative tolerance of glMatrix.EPSILON (an absolute tolerance is used for values less
* than or equal to 1.0, and a relative tolerance is used for larger values)
*
* @param {Number} a The first number to test.
* @param {Number} b The second number to test.
* @returns {Boolean} True if the numbers are approximately equal, false otherwise.
*/

export function equals(a, b) {
return Math.abs(a - b) <= EPSILON * Math.max(1.0, Math.abs(a), Math.abs(b));
}
if (!Math.hypot)
Math.hypot = function () {
var y = 0,
i = arguments.length;

while (i--) {
y += arguments[i] * arguments[i];
}

return Math.sqrt(y);
};
11 changes: 11 additions & 0 deletions example/lib/esm/index.js
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import * as glMatrix from "./common.js";
import * as mat2 from "./mat2.js";
import * as mat2d from "./mat2d.js";
import * as mat3 from "./mat3.js";
import * as mat4 from "./mat4.js";
import * as quat from "./quat.js";
import * as quat2 from "./quat2.js";
import * as vec2 from "./vec2.js";
import * as vec3 from "./vec3.js";
import * as vec4 from "./vec4.js";
export { glMatrix, mat2, mat2d, mat3, mat4, quat, quat2, vec2, vec3, vec4 };
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