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Comparing version 0.12.0 to 0.13.0

publish/camera/2d/camera.2d.follow.d.ts

4

package.json
{
"name": "aura",
"version": "0.12.0",
"version": "0.13.0",
"author": "optionallychained",

@@ -36,3 +36,3 @@ "license": "MIT",

"engine:publish": "tsc --project ./tsconfig.publish.json",
"prepublishOnly": "npm run docs:deploy && npm run engine:dist && npm run engine:publish"
"prepublishOnly": "npm run engine:dist && npm run engine:publish"
},

@@ -39,0 +39,0 @@ "devDependencies": {

@@ -10,3 +10,3 @@ "use strict";

exports.BOX = new geometry_1.Geometry({
name: 'box_2d',
name: 'box',
vertices: Float32Array.from([

@@ -13,0 +13,0 @@ -0.5, -0.5,

export * from './box.geometry.2d';
export * from './circle.geometry.2d';
export * from './f.geometry.2d';
export * from './hexagon.geometry.2d';
export * from './line.geometry.2d';
export * from './octagon.geometry.2d';
export * from './pentagon.geometry.2d';
export * from './point.geometry.2d';
export * from './polygon.geometry.2d';
export * from './triangle.geometry.2d';
export * from './triangleright.geometry.2d';
export * as Wireframe from './wireframe';

@@ -15,5 +15,12 @@ "use strict";

__exportStar(require("./box.geometry.2d"), exports);
__exportStar(require("./circle.geometry.2d"), exports);
__exportStar(require("./f.geometry.2d"), exports);
__exportStar(require("./hexagon.geometry.2d"), exports);
__exportStar(require("./line.geometry.2d"), exports);
__exportStar(require("./octagon.geometry.2d"), exports);
__exportStar(require("./pentagon.geometry.2d"), exports);
__exportStar(require("./point.geometry.2d"), exports);
__exportStar(require("./polygon.geometry.2d"), exports);
__exportStar(require("./triangle.geometry.2d"), exports);
__exportStar(require("./triangleright.geometry.2d"), exports);
exports.Wireframe = require("./wireframe");

@@ -10,3 +10,3 @@ "use strict";

exports.LINE = new geometry_1.Geometry({
name: 'line_2d',
name: 'line',
vertices: Float32Array.from([

@@ -20,6 +20,4 @@ -0.5, 0,

textureCoordinates: Float32Array.from([
// TODO janky, do we want texture coordinates for lines?
0, 0,
1, 0
// TODO consider whether or not texcoords make sense for lines
])
});

@@ -10,3 +10,3 @@ "use strict";

exports.POINT = new geometry_1.Geometry({
name: 'point_2d',
name: 'point',
vertices: Float32Array.from([

@@ -19,5 +19,4 @@ 0, 0

textureCoordinates: Float32Array.from([
// TODO janky, do we want texture coordinates for points?
0.5, 0.5
// TODO consider whether or not texcoords make sense for points
])
});
import { Geometry } from '../geometry';
/**
* Built-in 2D Triangle Geometry, setting out the information required to render triangles
*/
export declare const TRIANGLE: Geometry;

@@ -7,10 +7,11 @@ "use strict";

/**
* Built-in 2D Triangle Geometry, setting out the information required to render triangles
* Built-in 2D Triangle Geometry, setting out the information required to render equilateral triangles
*/
var h = Math.sqrt(3) / 4;
exports.TRIANGLE = new geometry_1.Geometry({
name: 'triangle_2d',
name: 'triangle_equilateral',
vertices: Float32Array.from([
-0.5, -0.5,
0.5, -0.5,
0, 0.5
-0.5, -h,
0.5, -h,
0, h,
]),

@@ -17,0 +18,0 @@ vertexSize: 2,

import { Geometry } from '../../geometry';
/**
* Built-in 2D Wireframe box Geometry, setting out the information required to render wireframe quads
* Built-in 2D Wireframe Box Geometry, setting out the information required to render wireframe quads
*/
export declare const BOX: Geometry;

@@ -7,6 +7,6 @@ "use strict";

/**
* Built-in 2D Wireframe box Geometry, setting out the information required to render wireframe quads
* Built-in 2D Wireframe Box Geometry, setting out the information required to render wireframe quads
*/
exports.BOX = new geometry_1.Geometry({
name: 'box_2d_wireframe',
name: 'box_wireframe',
vertices: Float32Array.from([

@@ -22,8 +22,4 @@ -0.5, -0.5,

textureCoordinates: Float32Array.from([
// TODO janky...do we even want texturing for wireframes?
0, 0,
1, 0,
1, 1,
0, 1
// TODO consider whether or not texcoords make sense for lines
])
});
export * from './box.wireframe.geometry.2d';
export * from './circle.wireframe.geometry.2d';
export * from './f.wireframe.geometry.2d';
export * from './hexagon.wireframe.geometry.2d';
export * from './octagon.wireframe.geometry.2d';
export * from './pentagon.wireframe.geometry.2d';
export * from './polygon.wireframe.geometry.2d';
export * from './triangle.wireframe.geometry.2d';
export * from './triangleright.wireframe.geometry.2d';

@@ -14,2 +14,9 @@ "use strict";

__exportStar(require("./box.wireframe.geometry.2d"), exports);
__exportStar(require("./circle.wireframe.geometry.2d"), exports);
__exportStar(require("./f.wireframe.geometry.2d"), exports);
__exportStar(require("./hexagon.wireframe.geometry.2d"), exports);
__exportStar(require("./octagon.wireframe.geometry.2d"), exports);
__exportStar(require("./pentagon.wireframe.geometry.2d"), exports);
__exportStar(require("./polygon.wireframe.geometry.2d"), exports);
__exportStar(require("./triangle.wireframe.geometry.2d"), exports);
__exportStar(require("./triangleright.wireframe.geometry.2d"), exports);
import { Geometry } from '../../geometry';
/**
* Built-in 2D Wireframe Triangle Geometry, setting out the information required to render wireframe triangles
*/
export declare const TRIANGLE: Geometry;

@@ -7,10 +7,11 @@ "use strict";

/**
* Built-in 2D Wireframe Triangle Geometry, setting out the information required to render wireframe triangles
* Built-in 2D Wireframe Triangle Geometry, setting out the information required to render wireframe equilateral triangles
*/
var h = Math.sqrt(3) / 4;
exports.TRIANGLE = new geometry_1.Geometry({
name: 'triangle_2d_wireframe',
name: 'triangle_equilateral_wireframe',
vertices: Float32Array.from([
-0.5, -0.5,
0.5, -0.5,
0, 0.5
-0.5, -h,
0.5, -h,
0, h
]),

@@ -21,7 +22,4 @@ vertexSize: 2,

textureCoordinates: Float32Array.from([
// TODO janky...do we even want texturing for wireframes?
0, 0,
1, 0,
0.5, 1
// TODO consider whether or not texcoords make sense for lines
])
});

@@ -10,3 +10,3 @@ "use strict";

exports.BOX = new geometry_1.Geometry({
name: 'box_3d',
name: 'box',
vertices: Float32Array.from([

@@ -28,8 +28,8 @@ // front face

// back face
0.5, -0.5, -0.5,
-0.5, -0.5, -0.5,
-0.5, 0.5, -0.5,
-0.5, 0.5, -0.5,
0.5, 0.5, -0.5,
0.5, -0.5, -0.5,
0.5, 0.5, -0.5,
0.5, 0.5, -0.5,
-0.5, 0.5, -0.5,
-0.5, -0.5, -0.5,
// top face

@@ -43,15 +43,15 @@ -0.5, 0.5, 0.5,

// right face
0.5, -0.5, 0.5,
0.5, -0.5, -0.5,
0.5, 0.5, -0.5,
0.5, 0.5, -0.5,
0.5, 0.5, 0.5,
0.5, -0.5, 0.5,
0.5, 0.5, 0.5,
0.5, 0.5, 0.5,
0.5, 0.5, -0.5,
0.5, -0.5, -0.5,
// bottom face
0.5, -0.5, 0.5,
-0.5, -0.5, 0.5,
0.5, -0.5, 0.5,
-0.5, -0.5, -0.5,
-0.5, -0.5, -0.5,
0.5, -0.5, -0.5,
0.5, -0.5, -0.5,
-0.5, -0.5, -0.5,
-0.5, -0.5, 0.5
0.5, -0.5, 0.5
]),

@@ -58,0 +58,0 @@ vertexSize: 3,

export * from './box.geometry.3d';
export * from './f.geometry.3d';
export * from './line.geometry.3d';
export * from './octahedron.geometry.3d';
export * from './point.geometry.3d';
export * from './prismHexagonal.geometry.3d';
export * from './prismTriangular.geometry.3d';
export * from './pyramidSquare.geometry.3d';
export * from './pyramidHexagonal.geometry.3d';
export * from './tetrahedron.geometry.3d';
export * as Wireframe from './wireframe';

@@ -15,4 +15,11 @@ "use strict";

__exportStar(require("./box.geometry.3d"), exports);
__exportStar(require("./f.geometry.3d"), exports);
__exportStar(require("./line.geometry.3d"), exports);
__exportStar(require("./octahedron.geometry.3d"), exports);
__exportStar(require("./point.geometry.3d"), exports);
__exportStar(require("./prismHexagonal.geometry.3d"), exports);
__exportStar(require("./prismTriangular.geometry.3d"), exports);
__exportStar(require("./pyramidSquare.geometry.3d"), exports);
__exportStar(require("./pyramidHexagonal.geometry.3d"), exports);
__exportStar(require("./tetrahedron.geometry.3d"), exports);
exports.Wireframe = require("./wireframe");

@@ -10,3 +10,3 @@ "use strict";

exports.LINE = new geometry_1.Geometry({
name: 'line_3d',
name: 'line',
vertices: Float32Array.from([

@@ -20,6 +20,4 @@ -0.5, 0, 0,

textureCoordinates: Float32Array.from([
// TODO janky, do we want texture coordinates for lines?
0, 0,
1, 0
// TODO consider whether or not texcoords make sense for lines
])
});

@@ -10,3 +10,3 @@ "use strict";

exports.POINT = new geometry_1.Geometry({
name: 'point_3d',
name: 'point',
vertices: Float32Array.from([

@@ -19,5 +19,4 @@ 0, 0, 0

textureCoordinates: Float32Array.from([
// TODO janky, do we want texture coordinates for points?
0.5, 0.5
// TODO consider whether or not texcoords make sense for points
])
});

@@ -10,3 +10,3 @@ "use strict";

exports.BOX = new geometry_1.Geometry({
name: 'box_3d_wireframe',
name: 'box_wireframe',
vertices: Float32Array.from([

@@ -48,34 +48,4 @@ // front face

textureCoordinates: Float32Array.from([
// TODO janky...do we even want texturing for wireframes?
// front face
0, 0,
1, 0,
1, 0,
1, 1,
1, 1,
0, 1,
0, 1,
0, 0,
// back face
0, 0,
1, 0,
1, 0,
1, 1,
1, 1,
0, 1,
0, 1,
0, 0,
// bottom left connector
0, 0,
1, 0,
// bottom right connector
0, 0,
1, 0,
// top right connector
0, 1,
1, 1,
// top left connector
0, 1,
1, 1
// TODO consider whether or not texcoords make sense for lines
])
});
export * from './box.wireframe.geometry.3d';
export * from './f.wireframe.geometry.3d';
export * from './octahedron.wireframe.geometry.3d';
export * from './prismHexagonal.wireframe.geometry';
export * from './prismTriangular.wireframe.geometry.3d';
export * from './pyramidHexagonal.wireframe.geometry.3d';
export * from './pyramidSquare.wireframe.geometry.3d';
export * from './tetrahedron.wireframe.geometry.3d';

@@ -14,1 +14,8 @@ "use strict";

__exportStar(require("./box.wireframe.geometry.3d"), exports);
__exportStar(require("./f.wireframe.geometry.3d"), exports);
__exportStar(require("./octahedron.wireframe.geometry.3d"), exports);
__exportStar(require("./prismHexagonal.wireframe.geometry"), exports);
__exportStar(require("./prismTriangular.wireframe.geometry.3d"), exports);
__exportStar(require("./pyramidHexagonal.wireframe.geometry.3d"), exports);
__exportStar(require("./pyramidSquare.wireframe.geometry.3d"), exports);
__exportStar(require("./tetrahedron.wireframe.geometry.3d"), exports);

@@ -80,2 +80,5 @@ "use strict";

get: function () {
// TODO consider making texcoords optional alongside thoughts on validity of point + line texture sampling
// associated thinking: if texcoords become optional, an implicit constraint is placed upon Entity construction which may be
// difficult to communicate or enforce (Texture Components only compatible with Models/Geometries with texcoords)
return this.config.textureCoordinates;

@@ -82,0 +85,0 @@ },

@@ -83,9 +83,6 @@ import { Game } from '../core';

/**
* Rendering mode switching routine; receives a State's rendering mode, indicating a transition towards either 2D or 3D rendering, and
* configures WebGL to render in the mode if it's different than the last one
* Extra WebGL state configuation for specific 2D and 3D related state
*
* Effectively allows a Game to comprise both 2D and 3D States
*
* @param mode the mode to switch to
// */
* // TODO make this configurable
*/
setRenderingMode(mode: '2D' | '3D'): void;

@@ -105,5 +102,5 @@ /**

/**
* Internal-use one-time WebGL configuration routine; set flags and enable features once at application initialisation
* One-time WebGL global state configuration, where configurations apply to both 2D and 3D rendering modes
*
* // TODO make this configurable and expand its utility
* // TODO make this configurable
*/

@@ -110,0 +107,0 @@ private init;

@@ -236,9 +236,6 @@ "use strict";

/**
* Rendering mode switching routine; receives a State's rendering mode, indicating a transition towards either 2D or 3D rendering, and
* configures WebGL to render in the mode if it's different than the last one
* Extra WebGL state configuation for specific 2D and 3D related state
*
* Effectively allows a Game to comprise both 2D and 3D States
*
* @param mode the mode to switch to
// */
* // TODO make this configurable
*/
Renderer.prototype.setRenderingMode = function (mode) {

@@ -249,2 +246,3 @@ var gl = this.gl;

gl.depthFunc(gl.LESS);
gl.enable(gl.CULL_FACE);
}

@@ -344,5 +342,5 @@ this.mode = mode;

/**
* Internal-use one-time WebGL configuration routine; set flags and enable features once at application initialisation
* One-time WebGL global state configuration, where configurations apply to both 2D and 3D rendering modes
*
* // TODO make this configurable and expand its utility
* // TODO make this configurable
*/

@@ -349,0 +347,0 @@ Renderer.prototype.init = function () {

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