Buckets:
| import { | |
| Box3, | |
| Color, | |
| DoubleSide, | |
| Frustum, | |
| Matrix3, | |
| Matrix4, | |
| Vector2, | |
| Vector3, | |
| Vector4 | |
| } from 'three'; | |
| class RenderableObject { | |
| constructor() { | |
| this.id = 0; | |
| this.object = null; | |
| this.z = 0; | |
| this.renderOrder = 0; | |
| } | |
| } | |
| // | |
| class RenderableFace { | |
| constructor() { | |
| this.id = 0; | |
| this.v1 = new RenderableVertex(); | |
| this.v2 = new RenderableVertex(); | |
| this.v3 = new RenderableVertex(); | |
| this.normalModel = new Vector3(); | |
| this.vertexNormalsModel = [ new Vector3(), new Vector3(), new Vector3() ]; | |
| this.vertexNormalsLength = 0; | |
| this.color = new Color(); | |
| this.material = null; | |
| this.uvs = [ new Vector2(), new Vector2(), new Vector2() ]; | |
| this.z = 0; | |
| this.renderOrder = 0; | |
| } | |
| } | |
| // | |
| class RenderableVertex { | |
| constructor() { | |
| this.position = new Vector3(); | |
| this.positionWorld = new Vector3(); | |
| this.positionScreen = new Vector4(); | |
| this.visible = true; | |
| } | |
| copy( vertex ) { | |
| this.positionWorld.copy( vertex.positionWorld ); | |
| this.positionScreen.copy( vertex.positionScreen ); | |
| } | |
| } | |
| // | |
| class RenderableLine { | |
| constructor() { | |
| this.id = 0; | |
| this.v1 = new RenderableVertex(); | |
| this.v2 = new RenderableVertex(); | |
| this.vertexColors = [ new Color(), new Color() ]; | |
| this.material = null; | |
| this.z = 0; | |
| this.renderOrder = 0; | |
| } | |
| } | |
| // | |
| class RenderableSprite { | |
| constructor() { | |
| this.id = 0; | |
| this.object = null; | |
| this.x = 0; | |
| this.y = 0; | |
| this.z = 0; | |
| this.rotation = 0; | |
| this.scale = new Vector2(); | |
| this.material = null; | |
| this.renderOrder = 0; | |
| } | |
| } | |
| /** | |
| * This class can project a given scene in 3D space into a 2D representation | |
| * used for rendering with a 2D API. `Projector` is currently used by {@link SVGRenderer} | |
| * and was previously used by the legacy `CanvasRenderer`. | |
| * | |
| * @three_import import { Projector } from 'three/addons/renderers/Projector.js'; | |
| */ | |
| class Projector { | |
| /** | |
| * Constructs a new projector. | |
| */ | |
| constructor() { | |
| let _object, _objectCount, _objectPoolLength = 0, | |
| _vertex, _vertexCount, _vertexPoolLength = 0, | |
| _face, _faceCount, _facePoolLength = 0, | |
| _line, _lineCount, _linePoolLength = 0, | |
| _sprite, _spriteCount, _spritePoolLength = 0, | |
| _modelMatrix; | |
| const | |
| _renderData = { objects: [], lights: [], elements: [] }, | |
| _vector3 = new Vector3(), | |
| _vector4 = new Vector4(), | |
| _clipBox = new Box3( new Vector3( - 1, - 1, - 1 ), new Vector3( 1, 1, 1 ) ), | |
| _boundingBox = new Box3(), | |
| _points3 = new Array( 3 ), | |
| _viewMatrix = new Matrix4(), | |
| _viewProjectionMatrix = new Matrix4(), | |
| _modelViewProjectionMatrix = new Matrix4(), | |
| _frustum = new Frustum(), | |
| _objectPool = [], _vertexPool = [], _facePool = [], _linePool = [], _spritePool = []; | |
| // | |
| function RenderList() { | |
| const normals = []; | |
| const colors = []; | |
| const uvs = []; | |
| let object = null; | |
| const normalMatrix = new Matrix3(); | |
| function setObject( value ) { | |
| object = value; | |
| normalMatrix.getNormalMatrix( object.matrixWorld ); | |
| normals.length = 0; | |
| colors.length = 0; | |
| uvs.length = 0; | |
| } | |
| function projectVertex( vertex ) { | |
| const position = vertex.position; | |
| const positionWorld = vertex.positionWorld; | |
| const positionScreen = vertex.positionScreen; | |
| positionWorld.copy( position ).applyMatrix4( _modelMatrix ); | |
| positionScreen.copy( positionWorld ).applyMatrix4( _viewProjectionMatrix ); | |
| const invW = 1 / positionScreen.w; | |
| positionScreen.x *= invW; | |
| positionScreen.y *= invW; | |
| positionScreen.z *= invW; | |
| vertex.visible = positionScreen.x >= - 1 && positionScreen.x <= 1 && | |
| positionScreen.y >= - 1 && positionScreen.y <= 1 && | |
| positionScreen.z >= - 1 && positionScreen.z <= 1; | |
| } | |
| function pushVertex( x, y, z ) { | |
| _vertex = getNextVertexInPool(); | |
| _vertex.position.set( x, y, z ); | |
| projectVertex( _vertex ); | |
| } | |
| function pushNormal( x, y, z ) { | |
| normals.push( x, y, z ); | |
| } | |
| function pushColor( r, g, b ) { | |
| colors.push( r, g, b ); | |
| } | |
| function pushUv( x, y ) { | |
| uvs.push( x, y ); | |
| } | |
| function checkTriangleVisibility( v1, v2, v3 ) { | |
| if ( v1.visible === true || v2.visible === true || v3.visible === true ) return true; | |
| _points3[ 0 ] = v1.positionScreen; | |
| _points3[ 1 ] = v2.positionScreen; | |
| _points3[ 2 ] = v3.positionScreen; | |
| return _clipBox.intersectsBox( _boundingBox.setFromPoints( _points3 ) ); | |
| } | |
| function checkBackfaceCulling( v1, v2, v3 ) { | |
| return ( ( v3.positionScreen.x - v1.positionScreen.x ) * | |
| ( v2.positionScreen.y - v1.positionScreen.y ) - | |
| ( v3.positionScreen.y - v1.positionScreen.y ) * | |
| ( v2.positionScreen.x - v1.positionScreen.x ) ) < 0; | |
| } | |
| function pushLine( a, b ) { | |
| const v1 = _vertexPool[ a ]; | |
| const v2 = _vertexPool[ b ]; | |
| // Clip | |
| v1.positionScreen.copy( v1.position ).applyMatrix4( _modelViewProjectionMatrix ); | |
| v2.positionScreen.copy( v2.position ).applyMatrix4( _modelViewProjectionMatrix ); | |
| if ( clipLine( v1.positionScreen, v2.positionScreen ) === true ) { | |
| // Perform the perspective divide | |
| v1.positionScreen.multiplyScalar( 1 / v1.positionScreen.w ); | |
| v2.positionScreen.multiplyScalar( 1 / v2.positionScreen.w ); | |
| _line = getNextLineInPool(); | |
| _line.id = object.id; | |
| _line.v1.copy( v1 ); | |
| _line.v2.copy( v2 ); | |
| _line.z = Math.max( v1.positionScreen.z, v2.positionScreen.z ); | |
| _line.renderOrder = object.renderOrder; | |
| _line.material = object.material; | |
| if ( object.material.vertexColors ) { | |
| _line.vertexColors[ 0 ].fromArray( colors, a * 3 ); | |
| _line.vertexColors[ 1 ].fromArray( colors, b * 3 ); | |
| } | |
| _renderData.elements.push( _line ); | |
| } | |
| } | |
| function pushTriangle( a, b, c, material ) { | |
| const v1 = _vertexPool[ a ]; | |
| const v2 = _vertexPool[ b ]; | |
| const v3 = _vertexPool[ c ]; | |
| if ( checkTriangleVisibility( v1, v2, v3 ) === false ) return; | |
| if ( material.side === DoubleSide || checkBackfaceCulling( v1, v2, v3 ) === true ) { | |
| _face = getNextFaceInPool(); | |
| _face.id = object.id; | |
| _face.v1.copy( v1 ); | |
| _face.v2.copy( v2 ); | |
| _face.v3.copy( v3 ); | |
| _face.z = ( v1.positionScreen.z + v2.positionScreen.z + v3.positionScreen.z ) / 3; | |
| _face.renderOrder = object.renderOrder; | |
| // face normal | |
| _vector3.subVectors( v3.position, v2.position ); | |
| _vector4.subVectors( v1.position, v2.position ); | |
| _vector3.cross( _vector4 ); | |
| _face.normalModel.copy( _vector3 ); | |
| _face.normalModel.applyMatrix3( normalMatrix ).normalize(); | |
| for ( let i = 0; i < 3; i ++ ) { | |
| const normal = _face.vertexNormalsModel[ i ]; | |
| normal.fromArray( normals, arguments[ i ] * 3 ); | |
| normal.applyMatrix3( normalMatrix ).normalize(); | |
| const uv = _face.uvs[ i ]; | |
| uv.fromArray( uvs, arguments[ i ] * 2 ); | |
| } | |
| _face.vertexNormalsLength = 3; | |
| _face.material = material; | |
| if ( material.vertexColors ) { | |
| _face.color.fromArray( colors, a * 3 ); | |
| } | |
| _renderData.elements.push( _face ); | |
| } | |
| } | |
| return { | |
| setObject: setObject, | |
| projectVertex: projectVertex, | |
| checkTriangleVisibility: checkTriangleVisibility, | |
| checkBackfaceCulling: checkBackfaceCulling, | |
| pushVertex: pushVertex, | |
| pushNormal: pushNormal, | |
| pushColor: pushColor, | |
| pushUv: pushUv, | |
| pushLine: pushLine, | |
| pushTriangle: pushTriangle | |
| }; | |
| } | |
| const renderList = new RenderList(); | |
| function projectObject( object ) { | |
| if ( object.visible === false ) return; | |
| if ( object.isLight ) { | |
| _renderData.lights.push( object ); | |
| } else if ( object.isMesh || object.isLine || object.isPoints ) { | |
| if ( object.material.visible === false ) return; | |
| if ( object.frustumCulled === true && _frustum.intersectsObject( object ) === false ) return; | |
| addObject( object ); | |
| } else if ( object.isSprite ) { | |
| if ( object.material.visible === false ) return; | |
| if ( object.frustumCulled === true && _frustum.intersectsSprite( object ) === false ) return; | |
| addObject( object ); | |
| } | |
| const children = object.children; | |
| for ( let i = 0, l = children.length; i < l; i ++ ) { | |
| projectObject( children[ i ] ); | |
| } | |
| } | |
| function addObject( object ) { | |
| _object = getNextObjectInPool(); | |
| _object.id = object.id; | |
| _object.object = object; | |
| _vector3.setFromMatrixPosition( object.matrixWorld ); | |
| _vector3.applyMatrix4( _viewProjectionMatrix ); | |
| _object.z = _vector3.z; | |
| _object.renderOrder = object.renderOrder; | |
| _renderData.objects.push( _object ); | |
| } | |
| /** | |
| * Projects the given scene in 3D space into a 2D representation. The result | |
| * is an object with renderable items. | |
| * | |
| * @param {Object3D} scene - A scene or any other type of 3D object. | |
| * @param {Camera} camera - The camera. | |
| * @param {boolean} sortObjects - Whether to sort objects or not. | |
| * @param {boolean} sortElements - Whether to sort elements (faces, lines and sprites) or not. | |
| * @return {{objects:Array<Objects>,lights:Array<Objects>,elements:Array<Objects>}} The projected scene as renderable objects. | |
| */ | |
| this.projectScene = function ( scene, camera, sortObjects, sortElements ) { | |
| _faceCount = 0; | |
| _lineCount = 0; | |
| _spriteCount = 0; | |
| _renderData.elements.length = 0; | |
| if ( scene.matrixWorldAutoUpdate === true ) scene.updateMatrixWorld(); | |
| if ( camera.parent === null && camera.matrixWorldAutoUpdate === true ) camera.updateMatrixWorld(); | |
| _viewMatrix.copy( camera.matrixWorldInverse ); | |
| _viewProjectionMatrix.multiplyMatrices( camera.projectionMatrix, _viewMatrix ); | |
| _frustum.setFromProjectionMatrix( _viewProjectionMatrix ); | |
| // | |
| _objectCount = 0; | |
| _renderData.objects.length = 0; | |
| _renderData.lights.length = 0; | |
| projectObject( scene ); | |
| if ( sortObjects === true ) { | |
| _renderData.objects.sort( painterSort ); | |
| } | |
| // | |
| const objects = _renderData.objects; | |
| for ( let o = 0, ol = objects.length; o < ol; o ++ ) { | |
| const object = objects[ o ].object; | |
| const geometry = object.geometry; | |
| renderList.setObject( object ); | |
| _modelMatrix = object.matrixWorld; | |
| _vertexCount = 0; | |
| if ( object.isMesh ) { | |
| let material = object.material; | |
| const isMultiMaterial = Array.isArray( material ); | |
| const attributes = geometry.attributes; | |
| const groups = geometry.groups; | |
| if ( attributes.position === undefined ) continue; | |
| const positions = attributes.position.array; | |
| for ( let i = 0, l = positions.length; i < l; i += 3 ) { | |
| let x = positions[ i ]; | |
| let y = positions[ i + 1 ]; | |
| let z = positions[ i + 2 ]; | |
| const morphTargets = geometry.morphAttributes.position; | |
| if ( morphTargets !== undefined ) { | |
| const morphTargetsRelative = geometry.morphTargetsRelative; | |
| const morphInfluences = object.morphTargetInfluences; | |
| for ( let t = 0, tl = morphTargets.length; t < tl; t ++ ) { | |
| const influence = morphInfluences[ t ]; | |
| if ( influence === 0 ) continue; | |
| const target = morphTargets[ t ]; | |
| if ( morphTargetsRelative ) { | |
| x += target.getX( i / 3 ) * influence; | |
| y += target.getY( i / 3 ) * influence; | |
| z += target.getZ( i / 3 ) * influence; | |
| } else { | |
| x += ( target.getX( i / 3 ) - positions[ i ] ) * influence; | |
| y += ( target.getY( i / 3 ) - positions[ i + 1 ] ) * influence; | |
| z += ( target.getZ( i / 3 ) - positions[ i + 2 ] ) * influence; | |
| } | |
| } | |
| } | |
| renderList.pushVertex( x, y, z ); | |
| } | |
| if ( attributes.normal !== undefined ) { | |
| const normals = attributes.normal.array; | |
| for ( let i = 0, l = normals.length; i < l; i += 3 ) { | |
| renderList.pushNormal( normals[ i ], normals[ i + 1 ], normals[ i + 2 ] ); | |
| } | |
| } | |
| if ( attributes.color !== undefined ) { | |
| const colors = attributes.color.array; | |
| for ( let i = 0, l = colors.length; i < l; i += 3 ) { | |
| renderList.pushColor( colors[ i ], colors[ i + 1 ], colors[ i + 2 ] ); | |
| } | |
| } | |
| if ( attributes.uv !== undefined ) { | |
| const uvs = attributes.uv.array; | |
| for ( let i = 0, l = uvs.length; i < l; i += 2 ) { | |
| renderList.pushUv( uvs[ i ], uvs[ i + 1 ] ); | |
| } | |
| } | |
| if ( geometry.index !== null ) { | |
| const indices = geometry.index.array; | |
| if ( groups.length > 0 ) { | |
| for ( let g = 0; g < groups.length; g ++ ) { | |
| const group = groups[ g ]; | |
| material = isMultiMaterial === true | |
| ? object.material[ group.materialIndex ] | |
| : object.material; | |
| if ( material === undefined ) continue; | |
| for ( let i = group.start, l = group.start + group.count; i < l; i += 3 ) { | |
| renderList.pushTriangle( indices[ i ], indices[ i + 1 ], indices[ i + 2 ], material ); | |
| } | |
| } | |
| } else { | |
| for ( let i = 0, l = indices.length; i < l; i += 3 ) { | |
| renderList.pushTriangle( indices[ i ], indices[ i + 1 ], indices[ i + 2 ], material ); | |
| } | |
| } | |
| } else { | |
| if ( groups.length > 0 ) { | |
| for ( let g = 0; g < groups.length; g ++ ) { | |
| const group = groups[ g ]; | |
| material = isMultiMaterial === true | |
| ? object.material[ group.materialIndex ] | |
| : object.material; | |
| if ( material === undefined ) continue; | |
| for ( let i = group.start, l = group.start + group.count; i < l; i += 3 ) { | |
| renderList.pushTriangle( i, i + 1, i + 2, material ); | |
| } | |
| } | |
| } else { | |
| for ( let i = 0, l = positions.length / 3; i < l; i += 3 ) { | |
| renderList.pushTriangle( i, i + 1, i + 2, material ); | |
| } | |
| } | |
| } | |
| } else if ( object.isLine ) { | |
| _modelViewProjectionMatrix.multiplyMatrices( _viewProjectionMatrix, _modelMatrix ); | |
| const attributes = geometry.attributes; | |
| if ( attributes.position !== undefined ) { | |
| const positions = attributes.position.array; | |
| for ( let i = 0, l = positions.length; i < l; i += 3 ) { | |
| renderList.pushVertex( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] ); | |
| } | |
| if ( attributes.color !== undefined ) { | |
| const colors = attributes.color.array; | |
| for ( let i = 0, l = colors.length; i < l; i += 3 ) { | |
| renderList.pushColor( colors[ i ], colors[ i + 1 ], colors[ i + 2 ] ); | |
| } | |
| } | |
| if ( geometry.index !== null ) { | |
| const indices = geometry.index.array; | |
| for ( let i = 0, l = indices.length; i < l; i += 2 ) { | |
| renderList.pushLine( indices[ i ], indices[ i + 1 ] ); | |
| } | |
| } else { | |
| const step = object.isLineSegments ? 2 : 1; | |
| for ( let i = 0, l = ( positions.length / 3 ) - 1; i < l; i += step ) { | |
| renderList.pushLine( i, i + 1 ); | |
| } | |
| } | |
| } | |
| } else if ( object.isPoints ) { | |
| _modelViewProjectionMatrix.multiplyMatrices( _viewProjectionMatrix, _modelMatrix ); | |
| const attributes = geometry.attributes; | |
| if ( attributes.position !== undefined ) { | |
| const positions = attributes.position.array; | |
| for ( let i = 0, l = positions.length; i < l; i += 3 ) { | |
| _vector4.set( positions[ i ], positions[ i + 1 ], positions[ i + 2 ], 1 ); | |
| _vector4.applyMatrix4( _modelViewProjectionMatrix ); | |
| pushPoint( _vector4, object, camera ); | |
| } | |
| } | |
| } else if ( object.isSprite ) { | |
| object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld ); | |
| _vector4.set( _modelMatrix.elements[ 12 ], _modelMatrix.elements[ 13 ], _modelMatrix.elements[ 14 ], 1 ); | |
| _vector4.applyMatrix4( _viewProjectionMatrix ); | |
| pushPoint( _vector4, object, camera ); | |
| } | |
| } | |
| if ( sortElements === true ) { | |
| _renderData.elements.sort( painterSort ); | |
| } | |
| return _renderData; | |
| }; | |
| function pushPoint( _vector4, object, camera ) { | |
| const invW = 1 / _vector4.w; | |
| _vector4.z *= invW; | |
| if ( _vector4.z >= - 1 && _vector4.z <= 1 ) { | |
| _sprite = getNextSpriteInPool(); | |
| _sprite.id = object.id; | |
| _sprite.x = _vector4.x * invW; | |
| _sprite.y = _vector4.y * invW; | |
| _sprite.z = _vector4.z; | |
| _sprite.renderOrder = object.renderOrder; | |
| _sprite.object = object; | |
| _sprite.rotation = object.rotation; | |
| _sprite.scale.x = object.scale.x * Math.abs( _sprite.x - ( _vector4.x + camera.projectionMatrix.elements[ 0 ] ) / ( _vector4.w + camera.projectionMatrix.elements[ 12 ] ) ); | |
| _sprite.scale.y = object.scale.y * Math.abs( _sprite.y - ( _vector4.y + camera.projectionMatrix.elements[ 5 ] ) / ( _vector4.w + camera.projectionMatrix.elements[ 13 ] ) ); | |
| _sprite.material = object.material; | |
| _renderData.elements.push( _sprite ); | |
| } | |
| } | |
| // Pools | |
| function getNextObjectInPool() { | |
| if ( _objectCount === _objectPoolLength ) { | |
| const object = new RenderableObject(); | |
| _objectPool.push( object ); | |
| _objectPoolLength ++; | |
| _objectCount ++; | |
| return object; | |
| } | |
| return _objectPool[ _objectCount ++ ]; | |
| } | |
| function getNextVertexInPool() { | |
| if ( _vertexCount === _vertexPoolLength ) { | |
| const vertex = new RenderableVertex(); | |
| _vertexPool.push( vertex ); | |
| _vertexPoolLength ++; | |
| _vertexCount ++; | |
| return vertex; | |
| } | |
| return _vertexPool[ _vertexCount ++ ]; | |
| } | |
| function getNextFaceInPool() { | |
| if ( _faceCount === _facePoolLength ) { | |
| const face = new RenderableFace(); | |
| _facePool.push( face ); | |
| _facePoolLength ++; | |
| _faceCount ++; | |
| return face; | |
| } | |
| return _facePool[ _faceCount ++ ]; | |
| } | |
| function getNextLineInPool() { | |
| if ( _lineCount === _linePoolLength ) { | |
| const line = new RenderableLine(); | |
| _linePool.push( line ); | |
| _linePoolLength ++; | |
| _lineCount ++; | |
| return line; | |
| } | |
| return _linePool[ _lineCount ++ ]; | |
| } | |
| function getNextSpriteInPool() { | |
| if ( _spriteCount === _spritePoolLength ) { | |
| const sprite = new RenderableSprite(); | |
| _spritePool.push( sprite ); | |
| _spritePoolLength ++; | |
| _spriteCount ++; | |
| return sprite; | |
| } | |
| return _spritePool[ _spriteCount ++ ]; | |
| } | |
| // | |
| function painterSort( a, b ) { | |
| if ( a.renderOrder !== b.renderOrder ) { | |
| return a.renderOrder - b.renderOrder; | |
| } else if ( a.z !== b.z ) { | |
| return b.z - a.z; | |
| } else if ( a.id !== b.id ) { | |
| return a.id - b.id; | |
| } else { | |
| return 0; | |
| } | |
| } | |
| function clipLine( s1, s2 ) { | |
| let alpha1 = 0, alpha2 = 1; | |
| // Calculate the boundary coordinate of each vertex for the near and far clip planes, | |
| // Z = -1 and Z = +1, respectively. | |
| const bc1near = s1.z + s1.w, | |
| bc2near = s2.z + s2.w, | |
| bc1far = - s1.z + s1.w, | |
| bc2far = - s2.z + s2.w; | |
| if ( bc1near >= 0 && bc2near >= 0 && bc1far >= 0 && bc2far >= 0 ) { | |
| // Both vertices lie entirely within all clip planes. | |
| return true; | |
| } else if ( ( bc1near < 0 && bc2near < 0 ) || ( bc1far < 0 && bc2far < 0 ) ) { | |
| // Both vertices lie entirely outside one of the clip planes. | |
| return false; | |
| } else { | |
| // The line segment spans at least one clip plane. | |
| if ( bc1near < 0 ) { | |
| // v1 lies outside the near plane, v2 inside | |
| alpha1 = Math.max( alpha1, bc1near / ( bc1near - bc2near ) ); | |
| } else if ( bc2near < 0 ) { | |
| // v2 lies outside the near plane, v1 inside | |
| alpha2 = Math.min( alpha2, bc1near / ( bc1near - bc2near ) ); | |
| } | |
| if ( bc1far < 0 ) { | |
| // v1 lies outside the far plane, v2 inside | |
| alpha1 = Math.max( alpha1, bc1far / ( bc1far - bc2far ) ); | |
| } else if ( bc2far < 0 ) { | |
| // v2 lies outside the far plane, v2 inside | |
| alpha2 = Math.min( alpha2, bc1far / ( bc1far - bc2far ) ); | |
| } | |
| if ( alpha2 < alpha1 ) { | |
| // The line segment spans two boundaries, but is outside both of them. | |
| // (This can't happen when we're only clipping against just near/far but good | |
| // to leave the check here for future usage if other clip planes are added.) | |
| return false; | |
| } else { | |
| // Update the s1 and s2 vertices to match the clipped line segment. | |
| s1.lerp( s2, alpha1 ); | |
| s2.lerp( s1, 1 - alpha2 ); | |
| return true; | |
| } | |
| } | |
| } | |
| } | |
| } | |
| export { RenderableObject, RenderableFace, RenderableVertex, RenderableLine, RenderableSprite, Projector }; | |
Xet Storage Details
- Size:
- 20.3 kB
- Xet hash:
- 2b1197bc0c9846e37c56b0b802b939a20ef0b46aa6c8bf0e7a499f0204854cec
·
Xet efficiently stores files, intelligently splitting them into unique chunks and accelerating uploads and downloads. More info.