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gltf-bounding-box

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gltf-bounding-box - npm Package Compare versions

Comparing version 0.3.1 to 0.4.1

2

package.json
{
"name": "gltf-bounding-box",
"version": "0.3.1",
"version": "0.4.1",
"description": "Computes the global bounding box of a gltf model",

@@ -5,0 +5,0 @@ "main": "dist/index.js",

@@ -5,3 +5,3 @@ import gltf2BoundingBox from './gltf2-bounding-box';

computeBoundings(glb, { precision } = {}) {
computeBoundings(glb, options) {
// Extract json chunk

@@ -17,3 +17,3 @@ const jsonChunkLength = glb.readUInt32LE(12);

return gltf2BoundingBox.computeBoundings(gltf, [binChunkData], { precision });
return gltf2BoundingBox.computeBoundings(gltf, [binChunkData], options);
},

@@ -20,0 +20,0 @@

@@ -9,3 +9,3 @@ import { Matrix } from 'matrixmath';

computeBoundings(gltf, { precision } = {}) {
computeBoundings(gltf, { precision, ceilDimensions } = {}) {
// get all the points and retrieve min max

@@ -19,12 +19,13 @@ const boundings = this.getMeshesTransformMatrices(gltf.nodes, gltf).reduce((acc, point) => {

// Return the dimensions of the bounding box
const dimensionsRound = ceilDimensions === true ? precise.ceil : precise.round;
const res = {
dimensions: {
width: precise.round(boundings.max[0] - boundings.min[0], precision),
depth: precise.round(boundings.max[2] - boundings.min[2], precision),
height: precise.round(boundings.max[1] - boundings.min[1], precision),
width: dimensionsRound(boundings.max[0] - boundings.min[0], precision),
depth: dimensionsRound(boundings.max[2] - boundings.min[2], precision),
height: dimensionsRound(boundings.max[1] - boundings.min[1], precision),
},
center: {
x: precise.round((boundings.max[0] + boundings.min[0]), precision) / 2,
y: precise.round((boundings.max[2] + boundings.min[2]), precision) / 2,
z: precise.round((boundings.max[1] + boundings.min[1]), precision) / 2,
x: precise.round((boundings.max[0] + boundings.min[0]) / 2, precision + 1),
y: precise.round((boundings.max[2] + boundings.min[2]) / 2, precision + 1),
z: precise.round((boundings.max[1] + boundings.min[1]) / 2, precision + 1),
},

@@ -31,0 +32,0 @@ };

@@ -9,3 +9,3 @@ import { Matrix } from 'matrixmath';

computeBoundings(gltf, buffers=[], { precision } = {}) {
computeBoundings(gltf, buffers=[], { precision, ceilDimensions } = {}) {
const boundings = this.getMeshesTransformMatrices(gltf.nodes, gltf, buffers).reduce((acc, point) => {

@@ -18,12 +18,13 @@ acc.min = acc.min.map((elt, i) => elt < point[i] ? elt : point[i]);

// Return the dimensions of the bounding box
const dimensionRound = ceilDimensions ? precise.ceil : precise.round;
const res = {
dimensions: {
width: precise.round(boundings.max[0] - boundings.min[0], precision),
depth: precise.round(boundings.max[2] - boundings.min[2], precision),
height: precise.round(boundings.max[1] - boundings.min[1], precision),
width: dimensionRound(boundings.max[0] - boundings.min[0], precision),
depth: dimensionRound(boundings.max[2] - boundings.min[2], precision),
height: dimensionRound(boundings.max[1] - boundings.min[1], precision),
},
center: {
x: precise.round((boundings.max[0] + boundings.min[0]), precision) / 2,
y: precise.round((boundings.max[2] + boundings.min[2]), precision) / 2,
z: precise.round((boundings.max[1] + boundings.min[1]), precision) / 2,
x: precise.round((boundings.max[0] + boundings.min[0]) / 2, precision + 1),
y: precise.round((boundings.max[2] + boundings.min[2]) / 2, precision + 1),
z: precise.round((boundings.max[1] + boundings.min[1]) / 2, precision + 1),
},

@@ -30,0 +31,0 @@ };

@@ -12,5 +12,9 @@ import gltf1BoundingBox from './gltf1-bounding-box';

* @param {number} options.precision boundings precision, number of decimals.
* @param {boolean} options.ceilDimensions ceil bounding box dimensions to prevent it of being smaller than the actual object.
*/
computeBoundings(gltf, buffers = [], options) {
options = Object.assign({ precision: 0 }, options)
options = Object.assign({
precision: 0,
ceilDimensions: false,
}, options)
if (Boolean(gltf.readUInt32LE)) {

@@ -17,0 +21,0 @@ const version = gltf.readUInt32LE(4);

@@ -8,12 +8,18 @@ const precise = {

* @return {Number} the rounded number
*
* If precision is not 0, the number is rounded using ceil to avoid having a bbox smaller than the actual object.
*/
round(number, precision = 0) {
round(number, precision) {
return precise._operation(Math.round, number, precision);
},
ceil(number, precision = 0) {
return precise._operation(Math.ceil, number, precision);
},
_operation(operation, number, precision = 0) {
if (precision === 0) {
return Math.round(number);
return operation(number);
}
const factor = Math.pow(10, precision);
const tempNumber = number * factor;
const roundedTempNumber = Math.ceil(tempNumber);
const roundedTempNumber = operation(tempNumber);
return roundedTempNumber / factor;

@@ -20,0 +26,0 @@ }

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