@chocozhang/three-model-render 1.0.4 → 1.0.5

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
@@ -1 +1 @@
1
- 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@@ -21,38 +21,6 @@ function _interopNamespaceDefault(e) {
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  var THREE__namespace = /*#__PURE__*/_interopNamespaceDefault(THREE);
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- /******************************************************************************
25
- Copyright (c) Microsoft Corporation.
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-
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- Permission to use, copy, modify, and/or distribute this software for any
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- purpose with or without fee is hereby granted.
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-
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- THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH
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- REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY
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- AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,
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- INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM
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- LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
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- OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
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- PERFORMANCE OF THIS SOFTWARE.
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- ***************************************************************************** */
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- /* global Reflect, Promise, SuppressedError, Symbol, Iterator */
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-
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-
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- function __awaiter(thisArg, _arguments, P, generator) {
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- function adopt(value) { return value instanceof P ? value : new P(function (resolve) { resolve(value); }); }
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- return new (P || (P = Promise))(function (resolve, reject) {
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- function fulfilled(value) { try { step(generator.next(value)); } catch (e) { reject(e); } }
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- function rejected(value) { try { step(generator["throw"](value)); } catch (e) { reject(e); } }
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- function step(result) { result.done ? resolve(result.value) : adopt(result.value).then(fulfilled, rejected); }
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- step((generator = generator.apply(thisArg, _arguments || [])).next());
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- });
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- }
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-
51
- typeof SuppressedError === "function" ? SuppressedError : function (error, suppressed, message) {
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- var e = new Error(message);
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- return e.name = "SuppressedError", e.error = error, e.suppressed = suppressed, e;
54
- };
55
-
56
24
  /**
57
25
  * @file exploder.ts
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26
  * @description
@@ -119,205 +87,197 @@ class GroupExploder {
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87
  * @param newSet The new set of meshes
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88
  * @param contextId Optional context ID to distinguish business scenarios
121
89
  */
122
- setMeshes(newSet, options) {
123
- return __awaiter(this, void 0, void 0, function* () {
124
- var _a, _b;
125
- const autoRestorePrev = (_a = options === null || options === void 0 ? void 0 : options.autoRestorePrev) !== null && _a !== void 0 ? _a : true;
126
- const restoreDuration = (_b = options === null || options === void 0 ? void 0 : options.restoreDuration) !== null && _b !== void 0 ? _b : 300;
127
- this.log(`setMeshes called. newSetSize=${newSet ? newSet.size : 0}, autoRestorePrev=${autoRestorePrev}`);
128
- // If the newSet is null and currentSet is null -> nothing
129
- if (!newSet && !this.currentSet) {
130
- this.log('setMeshes: both newSet and currentSet are null, nothing to do');
131
- return;
132
- }
133
- // If both exist and are the same reference, we still must detect content changes.
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- const sameReference = this.currentSet === newSet;
135
- // Prepare prevSet snapshot (we copy current to prev)
136
- if (this.currentSet) {
137
- this.prevSet = this.currentSet;
138
- this.prevStateMap = new Map(this.stateMap);
139
- this.log(`setMeshes: backed up current->prev prevSetSize=${this.prevSet.size}`);
140
- }
141
- else {
142
- this.prevSet = null;
143
- this.prevStateMap = new Map();
144
- }
145
- // If we used to be exploded and need to restore prevSet, do that first (await)
146
- if (this.prevSet && autoRestorePrev && this.isExploded) {
147
- this.log('setMeshes: need to restore prevSet before applying newSet');
148
- yield this.restoreSet(this.prevSet, this.prevStateMap, restoreDuration, { debug: true });
149
- this.log('setMeshes: prevSet restore done');
150
- this.prevStateMap.clear();
151
- this.prevSet = null;
152
- }
153
- // Now register newSet: we clear and rebuild stateMap carefully.
154
- // But we must handle the case where caller reuses same Set object and just mutated elements.
155
- // We will compute additions and removals.
156
- const oldSet = this.currentSet;
157
- this.currentSet = newSet;
158
- // If newSet is null -> simply clear stateMap
159
- if (!this.currentSet) {
160
- this.stateMap.clear();
161
- this.log('setMeshes: newSet is null -> cleared stateMap');
162
- this.isExploded = false;
90
+ async setMeshes(newSet, options) {
91
+ const autoRestorePrev = options?.autoRestorePrev ?? true;
92
+ const restoreDuration = options?.restoreDuration ?? 300;
93
+ this.log(`setMeshes called. newSetSize=${newSet ? newSet.size : 0}, autoRestorePrev=${autoRestorePrev}`);
94
+ // If the newSet is null and currentSet is null -> nothing
95
+ if (!newSet && !this.currentSet) {
96
+ this.log('setMeshes: both newSet and currentSet are null, nothing to do');
97
+ return;
98
+ }
99
+ // If both exist and are the same reference, we still must detect content changes.
100
+ const sameReference = this.currentSet === newSet;
101
+ // Prepare prevSet snapshot (we copy current to prev)
102
+ if (this.currentSet) {
103
+ this.prevSet = this.currentSet;
104
+ this.prevStateMap = new Map(this.stateMap);
105
+ this.log(`setMeshes: backed up current->prev prevSetSize=${this.prevSet.size}`);
106
+ }
107
+ else {
108
+ this.prevSet = null;
109
+ this.prevStateMap = new Map();
110
+ }
111
+ // If we used to be exploded and need to restore prevSet, do that first (await)
112
+ if (this.prevSet && autoRestorePrev && this.isExploded) {
113
+ this.log('setMeshes: need to restore prevSet before applying newSet');
114
+ await this.restoreSet(this.prevSet, this.prevStateMap, restoreDuration, { debug: true });
115
+ this.log('setMeshes: prevSet restore done');
116
+ this.prevStateMap.clear();
117
+ this.prevSet = null;
118
+ }
119
+ // Now register newSet: we clear and rebuild stateMap carefully.
120
+ // But we must handle the case where caller reuses same Set object and just mutated elements.
121
+ // We will compute additions and removals.
122
+ const oldSet = this.currentSet;
123
+ this.currentSet = newSet;
124
+ // If newSet is null -> simply clear stateMap
125
+ if (!this.currentSet) {
126
+ this.stateMap.clear();
127
+ this.log('setMeshes: newSet is null -> cleared stateMap');
128
+ this.isExploded = false;
129
+ return;
130
+ }
131
+ // If we have oldSet (could be same reference) then compute diffs
132
+ if (oldSet) {
133
+ // If same reference but size or content differs -> handle diffs
134
+ const wasSameRef = sameReference;
135
+ let added = [];
136
+ let removed = [];
137
+ // Build maps of membership
138
+ const oldMembers = new Set(Array.from(oldSet));
139
+ const newMembers = new Set(Array.from(this.currentSet));
140
+ // find removals
141
+ oldMembers.forEach((m) => {
142
+ if (!newMembers.has(m))
143
+ removed.push(m);
144
+ });
145
+ // find additions
146
+ newMembers.forEach((m) => {
147
+ if (!oldMembers.has(m))
148
+ added.push(m);
149
+ });
150
+ if (wasSameRef && added.length === 0 && removed.length === 0) {
151
+ // truly identical (no content changes)
152
+ this.log('setMeshes: same reference and identical contents -> nothing to update');
163
153
  return;
164
154
  }
165
- // If we have oldSet (could be same reference) then compute diffs
166
- if (oldSet) {
167
- // If same reference but size or content differs -> handle diffs
168
- const wasSameRef = sameReference;
169
- let added = [];
170
- let removed = [];
171
- // Build maps of membership
172
- const oldMembers = new Set(Array.from(oldSet));
173
- const newMembers = new Set(Array.from(this.currentSet));
174
- // find removals
175
- oldMembers.forEach((m) => {
176
- if (!newMembers.has(m))
177
- removed.push(m);
178
- });
179
- // find additions
180
- newMembers.forEach((m) => {
181
- if (!oldMembers.has(m))
182
- added.push(m);
183
- });
184
- if (wasSameRef && added.length === 0 && removed.length === 0) {
185
- // truly identical (no content changes)
186
- this.log('setMeshes: same reference and identical contents -> nothing to update');
187
- return;
155
+ this.log(`setMeshes: diff detected -> added=${added.length}, removed=${removed.length}`);
156
+ // Remove snapshots for removed meshes
157
+ removed.forEach((m) => {
158
+ if (this.stateMap.has(m)) {
159
+ this.stateMap.delete(m);
188
160
  }
189
- this.log(`setMeshes: diff detected -> added=${added.length}, removed=${removed.length}`);
190
- // Remove snapshots for removed meshes
191
- removed.forEach((m) => {
192
- if (this.stateMap.has(m)) {
193
- this.stateMap.delete(m);
194
- }
195
- });
196
- // Ensure snapshots exist for current set members (create for newly added meshes)
197
- yield this.ensureSnapshotsForSet(this.currentSet);
198
- this.log(`setMeshes: after diff handling, stateMap size=${this.stateMap.size}`);
199
- this.isExploded = false;
200
- return;
201
- }
202
- else {
203
- // no oldSet -> brand new registration
204
- this.stateMap.clear();
205
- yield this.ensureSnapshotsForSet(this.currentSet);
206
- this.log(`setMeshes: recorded stateMap entries for newSet size=${this.stateMap.size}`);
207
- this.isExploded = false;
208
- return;
209
- }
210
- });
161
+ });
162
+ // Ensure snapshots exist for current set members (create for newly added meshes)
163
+ await this.ensureSnapshotsForSet(this.currentSet);
164
+ this.log(`setMeshes: after diff handling, stateMap size=${this.stateMap.size}`);
165
+ this.isExploded = false;
166
+ return;
167
+ }
168
+ else {
169
+ // no oldSet -> brand new registration
170
+ this.stateMap.clear();
171
+ await this.ensureSnapshotsForSet(this.currentSet);
172
+ this.log(`setMeshes: recorded stateMap entries for newSet size=${this.stateMap.size}`);
173
+ this.isExploded = false;
174
+ return;
175
+ }
211
176
  }
212
177
  /**
213
178
  * ensureSnapshotsForSet: for each mesh in set, ensure stateMap has an entry.
214
179
  * If missing, record current matrixWorld as originalMatrixWorld (best-effort).
215
180
  */
216
- ensureSnapshotsForSet(set) {
217
- return __awaiter(this, void 0, void 0, function* () {
218
- set.forEach((m) => {
181
+ async ensureSnapshotsForSet(set) {
182
+ set.forEach((m) => {
183
+ try {
184
+ m.updateMatrixWorld(true);
185
+ }
186
+ catch { }
187
+ if (!this.stateMap.has(m)) {
219
188
  try {
220
- m.updateMatrixWorld(true);
189
+ this.stateMap.set(m, {
190
+ originalParent: m.parent || null,
191
+ originalMatrixWorld: (m.matrixWorld && m.matrixWorld.clone()) || new THREE__namespace.Matrix4().copy(m.matrix),
192
+ });
193
+ // Also store in userData for extra resilience
194
+ m.userData.__originalMatrixWorld = this.stateMap.get(m).originalMatrixWorld.clone();
221
195
  }
222
- catch (_a) { }
223
- if (!this.stateMap.has(m)) {
224
- try {
225
- this.stateMap.set(m, {
226
- originalParent: m.parent || null,
227
- originalMatrixWorld: (m.matrixWorld && m.matrixWorld.clone()) || new THREE__namespace.Matrix4().copy(m.matrix),
228
- });
229
- // Also store in userData for extra resilience
230
- m.userData.__originalMatrixWorld = this.stateMap.get(m).originalMatrixWorld.clone();
231
- }
232
- catch (e) {
233
- this.log(`ensureSnapshotsForSet: failed to snapshot mesh ${m.name || m.id}: ${e.message}`);
234
- }
196
+ catch (e) {
197
+ this.log(`ensureSnapshotsForSet: failed to snapshot mesh ${m.name || m.id}: ${e.message}`);
235
198
  }
236
- });
199
+ }
237
200
  });
238
201
  }
239
202
  /**
240
203
  * explode: compute targets first, compute targetBound using targets + mesh radii,
241
204
  * animate camera to that targetBound, then animate meshes to targets.
242
205
  */
243
- explode(opts) {
244
- return __awaiter(this, void 0, void 0, function* () {
245
- var _a;
246
- if (!this.currentSet || this.currentSet.size === 0) {
247
- this.log('explode: empty currentSet, nothing to do');
248
- return;
206
+ async explode(opts) {
207
+ if (!this.currentSet || this.currentSet.size === 0) {
208
+ this.log('explode: empty currentSet, nothing to do');
209
+ return;
210
+ }
211
+ const { spacing = 2, duration = 1000, lift = 0.5, cameraPadding = 1.5, mode = 'spiral', dimOthers = { enabled: true, opacity: 0.25 }, debug = false, } = opts || {};
212
+ this.log(`explode called. setSize=${this.currentSet.size}, mode=${mode}, spacing=${spacing}, duration=${duration}, lift=${lift}, dim=${dimOthers.enabled}`);
213
+ this.cancelAnimations();
214
+ const meshes = Array.from(this.currentSet);
215
+ // ensure snapshots exist for any meshes that may have been added after initial registration
216
+ await this.ensureSnapshotsForSet(this.currentSet);
217
+ // compute center/radius from current meshes (fallback)
218
+ const initial = this.computeBoundingSphereForMeshes(meshes);
219
+ const center = initial.center;
220
+ const baseRadius = Math.max(1, initial.radius);
221
+ this.log(`explode: initial center=${center.toArray().map((n) => n.toFixed(3))}, baseRadius=${baseRadius.toFixed(3)}`);
222
+ // compute targets (pure calculation)
223
+ const targets = this.computeTargetsByMode(meshes, center, baseRadius + spacing, { lift, mode });
224
+ this.log(`explode: computed ${targets.length} target positions`);
225
+ // compute target-based bounding sphere (targets + per-mesh radius)
226
+ const targetBound = this.computeBoundingSphereForPositionsAndMeshes(targets, meshes);
227
+ this.log(`explode: targetBound center=${targetBound.center.toArray().map((n) => n.toFixed(3))}, radius=${targetBound.radius.toFixed(3)}`);
228
+ await this.animateCameraToFit(targetBound.center, targetBound.radius, { duration: Math.min(600, duration), padding: cameraPadding });
229
+ this.log('explode: camera animation to target bound completed');
230
+ // apply dim if needed with context id
231
+ const contextId = dimOthers?.enabled ? this.applyDimToOthers(meshes, dimOthers.opacity ?? 0.25, { debug }) : null;
232
+ if (contextId)
233
+ this.log(`explode: applied dim for context ${contextId}`);
234
+ // capture starts after camera move
235
+ const starts = meshes.map((m) => {
236
+ const v = new THREE__namespace.Vector3();
237
+ try {
238
+ m.getWorldPosition(v);
249
239
  }
250
- const { spacing = 2, duration = 1000, lift = 0.5, cameraPadding = 1.5, mode = 'spiral', dimOthers = { enabled: true, opacity: 0.25 }, debug = false, } = opts || {};
251
- this.log(`explode called. setSize=${this.currentSet.size}, mode=${mode}, spacing=${spacing}, duration=${duration}, lift=${lift}, dim=${dimOthers.enabled}`);
252
- this.cancelAnimations();
253
- const meshes = Array.from(this.currentSet);
254
- // ensure snapshots exist for any meshes that may have been added after initial registration
255
- yield this.ensureSnapshotsForSet(this.currentSet);
256
- // compute center/radius from current meshes (fallback)
257
- const initial = this.computeBoundingSphereForMeshes(meshes);
258
- const center = initial.center;
259
- const baseRadius = Math.max(1, initial.radius);
260
- this.log(`explode: initial center=${center.toArray().map((n) => n.toFixed(3))}, baseRadius=${baseRadius.toFixed(3)}`);
261
- // compute targets (pure calculation)
262
- const targets = this.computeTargetsByMode(meshes, center, baseRadius + spacing, { lift, mode });
263
- this.log(`explode: computed ${targets.length} target positions`);
264
- // compute target-based bounding sphere (targets + per-mesh radius)
265
- const targetBound = this.computeBoundingSphereForPositionsAndMeshes(targets, meshes);
266
- this.log(`explode: targetBound center=${targetBound.center.toArray().map((n) => n.toFixed(3))}, radius=${targetBound.radius.toFixed(3)}`);
267
- yield this.animateCameraToFit(targetBound.center, targetBound.radius, { duration: Math.min(600, duration), padding: cameraPadding });
268
- this.log('explode: camera animation to target bound completed');
269
- // apply dim if needed with context id
270
- const contextId = (dimOthers === null || dimOthers === void 0 ? void 0 : dimOthers.enabled) ? this.applyDimToOthers(meshes, (_a = dimOthers.opacity) !== null && _a !== void 0 ? _a : 0.25, { debug }) : null;
271
- if (contextId)
272
- this.log(`explode: applied dim for context ${contextId}`);
273
- // capture starts after camera move
274
- const starts = meshes.map((m) => {
275
- const v = new THREE__namespace.Vector3();
276
- try {
277
- m.getWorldPosition(v);
278
- }
279
- catch (_a) {
280
- // fallback to originalMatrixWorld if available
281
- const st = this.stateMap.get(m);
282
- if (st)
283
- v.setFromMatrixPosition(st.originalMatrixWorld);
284
- }
285
- return v;
286
- });
287
- const startTime = performance.now();
288
- const total = Math.max(1, duration);
289
- const tick = (now) => {
290
- const t = Math.min(1, (now - startTime) / total);
291
- const eased = easeInOutQuad(t);
292
- for (let i = 0; i < meshes.length; i++) {
293
- const m = meshes[i];
294
- const s = starts[i];
295
- const tar = targets[i];
296
- const cur = s.clone().lerp(tar, eased);
297
- if (m.parent) {
298
- const local = cur.clone();
299
- m.parent.worldToLocal(local);
300
- m.position.copy(local);
301
- }
302
- else {
303
- m.position.copy(cur);
304
- }
305
- m.updateMatrix();
306
- }
307
- if (this.controls && typeof this.controls.update === 'function')
308
- this.controls.update();
309
- if (t < 1) {
310
- this.animId = requestAnimationFrame(tick);
240
+ catch {
241
+ // fallback to originalMatrixWorld if available
242
+ const st = this.stateMap.get(m);
243
+ if (st)
244
+ v.setFromMatrixPosition(st.originalMatrixWorld);
245
+ }
246
+ return v;
247
+ });
248
+ const startTime = performance.now();
249
+ const total = Math.max(1, duration);
250
+ const tick = (now) => {
251
+ const t = Math.min(1, (now - startTime) / total);
252
+ const eased = easeInOutQuad(t);
253
+ for (let i = 0; i < meshes.length; i++) {
254
+ const m = meshes[i];
255
+ const s = starts[i];
256
+ const tar = targets[i];
257
+ const cur = s.clone().lerp(tar, eased);
258
+ if (m.parent) {
259
+ const local = cur.clone();
260
+ m.parent.worldToLocal(local);
261
+ m.position.copy(local);
311
262
  }
312
263
  else {
313
- this.animId = null;
314
- this.isExploded = true;
315
- this.log(`explode: completed. contextId=${contextId !== null && contextId !== void 0 ? contextId : 'none'}`);
264
+ m.position.copy(cur);
316
265
  }
317
- };
318
- this.animId = requestAnimationFrame(tick);
319
- return;
320
- });
266
+ m.updateMatrix();
267
+ }
268
+ if (this.controls && typeof this.controls.update === 'function')
269
+ this.controls.update();
270
+ if (t < 1) {
271
+ this.animId = requestAnimationFrame(tick);
272
+ }
273
+ else {
274
+ this.animId = null;
275
+ this.isExploded = true;
276
+ this.log(`explode: completed. contextId=${contextId ?? 'none'}`);
277
+ }
278
+ };
279
+ this.animId = requestAnimationFrame(tick);
280
+ return;
321
281
  }
322
282
  /**
323
283
  * Restore all exploded meshes to their original transform:
@@ -340,7 +300,7 @@ class GroupExploder {
340
300
  */
341
301
  restoreSet(set, stateMap, duration = 400, opts) {
342
302
  if (!set || set.size === 0) {
343
- if (opts === null || opts === void 0 ? void 0 : opts.debug)
303
+ if (opts?.debug)
344
304
  this.log('restoreSet: empty set, nothing to restore');
345
305
  return Promise.resolve();
346
306
  }
@@ -353,12 +313,12 @@ class GroupExploder {
353
313
  try {
354
314
  m.updateMatrixWorld(true);
355
315
  }
356
- catch (_a) { }
316
+ catch { }
357
317
  const s = new THREE__namespace.Vector3();
358
318
  try {
359
319
  m.getWorldPosition(s);
360
320
  }
361
- catch (_b) {
321
+ catch {
362
322
  s.set(0, 0, 0);
363
323
  }
364
324
  starts.push(s);
@@ -456,7 +416,7 @@ class GroupExploder {
456
416
  });
457
417
  }
458
418
  // material dim with context id
459
- applyDimToOthers(explodingMeshes, opacity = 0.25, opts) {
419
+ applyDimToOthers(explodingMeshes, opacity = 0.25, _opts) {
460
420
  const contextId = `ctx_${Date.now()}_${Math.floor(Math.random() * 10000)}`;
461
421
  const explodingSet = new Set(explodingMeshes);
462
422
  const touched = new Set();
@@ -467,11 +427,10 @@ class GroupExploder {
467
427
  if (explodingSet.has(mesh))
468
428
  return;
469
429
  const applyMat = (mat) => {
470
- var _a;
471
430
  if (!this.materialSnaps.has(mat)) {
472
431
  this.materialSnaps.set(mat, {
473
432
  transparent: !!mat.transparent,
474
- opacity: (_a = mat.opacity) !== null && _a !== void 0 ? _a : 1,
433
+ opacity: mat.opacity ?? 1,
475
434
  depthWrite: mat.depthWrite,
476
435
  });
477
436
  }
@@ -498,7 +457,7 @@ class GroupExploder {
498
457
  return contextId;
499
458
  }
500
459
  // clean contexts for meshes (restore materials whose contexts are removed)
501
- cleanContextsForMeshes(meshes) {
460
+ cleanContextsForMeshes(_meshes) {
502
461
  // conservative strategy: for each context we created, delete it and restore materials accordingly
503
462
  for (const [contextId, mats] of Array.from(this.contextMaterials.entries())) {
504
463
  mats.forEach((mat) => {
@@ -612,7 +571,7 @@ class GroupExploder {
612
571
  }
613
572
  }
614
573
  }
615
- catch (_a) {
574
+ catch {
616
575
  radius = 0;
617
576
  }
618
577
  if (!isFinite(radius) || radius < 0 || radius > 1e8)
@@ -635,10 +594,9 @@ class GroupExploder {
635
594
  }
636
595
  // computeTargetsByMode (unchanged logic but pure function)
637
596
  computeTargetsByMode(meshes, center, baseRadius, opts) {
638
- var _a, _b;
639
597
  const n = meshes.length;
640
- const lift = (_a = opts.lift) !== null && _a !== void 0 ? _a : 0.5;
641
- const mode = (_b = opts.mode) !== null && _b !== void 0 ? _b : 'ring';
598
+ const lift = opts.lift ?? 0.5;
599
+ const mode = opts.mode ?? 'ring';
642
600
  const targets = [];
643
601
  if (mode === 'ring') {
644
602
  for (let i = 0; i < n; i++) {
@@ -680,9 +638,8 @@ class GroupExploder {
680
638
  return targets;
681
639
  }
682
640
  animateCameraToFit(targetCenter, targetRadius, opts) {
683
- var _a, _b, _c, _d;
684
- const duration = (_a = opts === null || opts === void 0 ? void 0 : opts.duration) !== null && _a !== void 0 ? _a : 600;
685
- const padding = (_b = opts === null || opts === void 0 ? void 0 : opts.padding) !== null && _b !== void 0 ? _b : 1.5;
641
+ const duration = opts?.duration ?? 600;
642
+ const padding = opts?.padding ?? 1.5;
686
643
  if (!(this.camera instanceof THREE__namespace.PerspectiveCamera)) {
687
644
  if (this.controls && this.controls.target) {
688
645
  // Fallback for non-PerspectiveCamera
@@ -694,14 +651,13 @@ class GroupExploder {
694
651
  const endPos = endTarget.clone().add(dir.multiplyScalar(dist));
695
652
  const startTime = performance.now();
696
653
  const tick = (now) => {
697
- var _a;
698
654
  const t = Math.min(1, (now - startTime) / duration);
699
655
  const k = easeInOutQuad(t);
700
656
  if (this.controls && this.controls.target) {
701
657
  this.controls.target.lerpVectors(startTarget, endTarget, k);
702
658
  }
703
659
  this.camera.position.lerpVectors(startPos, endPos, k);
704
- if ((_a = this.controls) === null || _a === void 0 ? void 0 : _a.update)
660
+ if (this.controls?.update)
705
661
  this.controls.update();
706
662
  if (t < 1) {
707
663
  this.cameraAnimId = requestAnimationFrame(tick);
@@ -724,8 +680,8 @@ class GroupExploder {
724
680
  const distH = targetRadius / Math.sin(Math.min(fov, fov * aspect) / 2); // approximate
725
681
  const dist = Math.max(distV, distH) * padding;
726
682
  const startPos = this.camera.position.clone();
727
- const startTarget = ((_c = this.controls) === null || _c === void 0 ? void 0 : _c.target) ? this.controls.target.clone() : new THREE__namespace.Vector3(); // assumption
728
- if (!((_d = this.controls) === null || _d === void 0 ? void 0 : _d.target)) {
683
+ const startTarget = this.controls?.target ? this.controls.target.clone() : new THREE__namespace.Vector3(); // assumption
684
+ if (!this.controls?.target) {
729
685
  this.camera.getWorldDirection(startTarget);
730
686
  startTarget.add(startPos);
731
687
  }
@@ -738,13 +694,12 @@ class GroupExploder {
738
694
  return new Promise((resolve) => {
739
695
  const startTime = performance.now();
740
696
  const tick = (now) => {
741
- var _a, _b;
742
697
  const t = Math.min(1, (now - startTime) / duration);
743
698
  const k = easeInOutQuad(t);
744
699
  this.camera.position.lerpVectors(startPos, endPos, k);
745
700
  if (this.controls && this.controls.target) {
746
701
  this.controls.target.lerpVectors(startTarget, endTarget, k);
747
- (_b = (_a = this.controls).update) === null || _b === void 0 ? void 0 : _b.call(_a);
702
+ this.controls.update?.();
748
703
  }
749
704
  else {
750
705
  this.camera.lookAt(endTarget); // simple lookAt if no controls