@directivegames/genesys.js 3.1.24

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Files changed (1501) hide show
  1. package/README.md +123 -0
  2. package/assets/animation-profiles/mixamo.skeleton-profile.json +63 -0
  3. package/assets/animation-profiles/rigify.skeleton-profile.json +61 -0
  4. package/assets/character/SKM_SB_MediumHuman.glb +0 -0
  5. package/assets/character/config/AnimationStateMachineComponent.md +107 -0
  6. package/assets/character/config/mannequin-anim.json +53 -0
  7. package/assets/character/mannequin.glb +0 -0
  8. package/assets/character/mannequinG.glb +0 -0
  9. package/assets/default.genesys-scene +194 -0
  10. package/assets/models/PickupActors/SM_Pickup_Health.glb +0 -0
  11. package/assets/models/PickupActors/SM_Pickup_Station.glb +0 -0
  12. package/assets/models/SM_Capsule.glb +0 -0
  13. package/assets/models/SM_ChamferCube.glb +0 -0
  14. package/assets/models/SM_Cone.glb +0 -0
  15. package/assets/models/SM_Cube.glb +0 -0
  16. package/assets/models/SM_Cylinder.glb +0 -0
  17. package/assets/models/SM_Plane.glb +0 -0
  18. package/assets/models/SM_Pyramid.glb +0 -0
  19. package/assets/models/SM_Sphere.glb +0 -0
  20. package/assets/models/SM_Torus.glb +0 -0
  21. package/assets/models/SM_Wedge.glb +0 -0
  22. package/assets/models/Weapons/SM_ShotGun_01.glb +0 -0
  23. package/assets/models/demo/Characters/Knightdude.glb +0 -0
  24. package/assets/models/demo/Characters/Spacedude.glb +0 -0
  25. package/assets/models/demo/LowPoly/SM_Bush01.glb +0 -0
  26. package/assets/models/demo/LowPoly/SM_Bush02.glb +0 -0
  27. package/assets/models/demo/LowPoly/SM_Flower01.glb +0 -0
  28. package/assets/models/demo/LowPoly/SM_Flower02.glb +0 -0
  29. package/assets/models/demo/LowPoly/SM_Flower03.glb +0 -0
  30. package/assets/models/demo/LowPoly/SM_GeneratedLandscape.glb +0 -0
  31. package/assets/models/demo/LowPoly/SM_Grass01.glb +0 -0
  32. package/assets/models/demo/LowPoly/SM_Grass02.glb +0 -0
  33. package/assets/models/demo/LowPoly/SM_Grass03.glb +0 -0
  34. package/assets/models/demo/LowPoly/SM_Mushroom01.glb +0 -0
  35. package/assets/models/demo/LowPoly/SM_Mushroom02.glb +0 -0
  36. package/assets/models/demo/LowPoly/SM_MushroomCluster01.glb +0 -0
  37. package/assets/models/demo/LowPoly/SM_MushroomCluster02.glb +0 -0
  38. package/assets/models/demo/LowPoly/SM_Rock01.glb +0 -0
  39. package/assets/models/demo/LowPoly/SM_Rock02.glb +0 -0
  40. package/assets/models/demo/LowPoly/SM_Rock03.glb +0 -0
  41. package/assets/models/demo/LowPoly/SM_Rock04.glb +0 -0
  42. package/assets/models/demo/LowPoly/SM_Tree01.glb +0 -0
  43. package/assets/models/demo/LowPoly/SM_Tree02.glb +0 -0
  44. package/assets/models/demo/LowPoly/SM_Tree03.glb +0 -0
  45. package/assets/models/demo/LowPoly/SM_Tree04.glb +0 -0
  46. package/assets/models/demo/LowPoly/SM_TreeStump.glb +0 -0
  47. package/assets/models/demo/LowPoly/SM_TreeTrunk.glb +0 -0
  48. package/assets/models/demo/LowPoly/low_poly_ship_wreck.glb +0 -0
  49. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block.glb +0 -0
  50. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Dirt.glb +0 -0
  51. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Grass02.glb +0 -0
  52. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Grass02Patch.glb +0 -0
  53. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Gravel.glb +0 -0
  54. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Lava.glb +0 -0
  55. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_LavaStone.glb +0 -0
  56. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Sand.glb +0 -0
  57. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Stone.glb +0 -0
  58. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_StoneA.glb +0 -0
  59. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_StoneC.glb +0 -0
  60. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Wall.glb +0 -0
  61. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Water.glb +0 -0
  62. package/assets/models/demo/SandboxAsset/Characters/SKM_Arachnids_Large_Spider.glb +0 -0
  63. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Adventurer_F01.glb +0 -0
  64. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Adventurer_M01.glb +0 -0
  65. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Aviator_F01.glb +0 -0
  66. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Aviator_M01.glb +0 -0
  67. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Aztec_F01.glb +0 -0
  68. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Aztec_M01.glb +0 -0
  69. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_MediumHuman.glb +0 -0
  70. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Shaman.glb +0 -0
  71. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Cloud_01.glb +0 -0
  72. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Cloud_02.glb +0 -0
  73. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Cloud_03.glb +0 -0
  74. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Cloud_04.glb +0 -0
  75. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_01.glb +0 -0
  76. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_02.glb +0 -0
  77. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_03.glb +0 -0
  78. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_04.glb +0 -0
  79. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_05.glb +0 -0
  80. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_06.glb +0 -0
  81. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_07.glb +0 -0
  82. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_SmallCloud01.glb +0 -0
  83. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_SmallCloud_02.glb +0 -0
  84. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_AztecStatue.glb +0 -0
  85. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Claypot_01.glb +0 -0
  86. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Claypot_02.glb +0 -0
  87. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Claypot_03.glb +0 -0
  88. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Claypot_Broken_01.glb +0 -0
  89. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Claypot_Broken_02.glb +0 -0
  90. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Crystal_Calendar_01.glb +0 -0
  91. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Crystal_Calendar_02.glb +0 -0
  92. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Crystal_Skull.glb +0 -0
  93. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Goldpile_01.glb +0 -0
  94. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Goldpile_02.glb +0 -0
  95. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Rubble_Skeleton_01.glb +0 -0
  96. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_TreasureChest.glb +0 -0
  97. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_TreasureChestSmall.glb +0 -0
  98. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Wall_Deco_01.glb +0 -0
  99. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_AngledWall.glb +0 -0
  100. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Arch.glb +0 -0
  101. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Beams.glb +0 -0
  102. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Beams02.glb +0 -0
  103. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Corner.glb +0 -0
  104. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_CornerB.glb +0 -0
  105. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Floor.glb +0 -0
  106. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Floor2.glb +0 -0
  107. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Floor3.glb +0 -0
  108. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_GrowingTree.glb +0 -0
  109. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_HalfFloor.glb +0 -0
  110. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_IronBucket.glb +0 -0
  111. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Pillar.glb +0 -0
  112. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Railing.glb +0 -0
  113. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_RoofWindow.glb +0 -0
  114. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Stairs01.glb +0 -0
  115. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Statue.glb +0 -0
  116. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Wall.glb +0 -0
  117. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Wall02.glb +0 -0
  118. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Wall03.glb +0 -0
  119. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Wall03B.glb +0 -0
  120. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Wall04.glb +0 -0
  121. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_WallB.glb +0 -0
  122. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_WallTrim.glb +0 -0
  123. package/assets/models/demo/SandboxAsset/Floors/SM_SB_Floor_01.glb +0 -0
  124. package/assets/models/demo/SandboxAsset/Floors/SM_SB_Floor_02.glb +0 -0
  125. package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower01_ColorA.glb +0 -0
  126. package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower01_ColorB.glb +0 -0
  127. package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower02_ColorA.glb +0 -0
  128. package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower02_ColorB.glb +0 -0
  129. package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower03_ColorA.glb +0 -0
  130. package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower03_ColorB.glb +0 -0
  131. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Beach_Grass.glb +0 -0
  132. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Birgaradier_Tree.glb +0 -0
  133. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Cactus_Long.glb +0 -0
  134. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_ElephantEar01.glb +0 -0
  135. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Fern01.glb +0 -0
  136. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_GrassPatch.glb +0 -0
  137. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Growing_Plant.glb +0 -0
  138. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Leaf_bush01.glb +0 -0
  139. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Middle_Moss.glb +0 -0
  140. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Oracle_Tree.glb +0 -0
  141. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Plant01.glb +0 -0
  142. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Tree01.glb +0 -0
  143. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_plant.glb +0 -0
  144. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_Arrow_large_01.glb +0 -0
  145. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_Arrow_large_02.glb +0 -0
  146. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_HangingBridgeEnd_01.glb +0 -0
  147. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_HangingBridgeEnd_02.glb +0 -0
  148. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_HangingBridgeMiddle.glb +0 -0
  149. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_MovingPlatform_01.glb +0 -0
  150. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_MovingWall.glb +0 -0
  151. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_ObsidianTrap.glb +0 -0
  152. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_Scull_Arrowshooter01.glb +0 -0
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  154. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_Snakepit.glb +0 -0
  155. package/assets/models/demo/SandboxAsset/Rocks/SM_SB_Rock01.glb +0 -0
  156. package/assets/models/demo/SandboxAsset/Rocks/SM_SB_Rock02.glb +0 -0
  157. package/assets/models/demo/SandboxAsset/Slides/SM_SB_Slide_Corner_L.glb +0 -0
  158. package/assets/models/demo/SandboxAsset/Slides/SM_SB_Slide_Corner_R.glb +0 -0
  159. package/assets/models/demo/SandboxAsset/Slides/SM_SB_Slide_Edge.glb +0 -0
  160. package/assets/models/demo/SandboxAsset/Slides/SM_SB_Slide_End01.glb +0 -0
  161. package/assets/models/demo/SandboxAsset/Slides/SM_SB_Slide_Module.glb +0 -0
  162. package/assets/models/demo/SandboxAsset/Trees/SM_SB_CaribbeanPine_01.glb +0 -0
  163. package/assets/models/demo/SandboxAsset/Trees/SM_SB_CaribbeanPine_02.glb +0 -0
  164. package/assets/models/demo/SandboxAsset/Trees/SM_SB_CoconutTree01.glb +0 -0
  165. package/assets/models/demo/SandboxAsset/Trees/SM_SB_CoconutTree02.glb +0 -0
  166. package/assets/models/demo/SandboxAsset/Trees/SM_SB_KapokTree_01.glb +0 -0
  167. package/assets/models/demo/SandboxAsset/Trees/SM_SB_KapokTree_02.glb +0 -0
  168. package/assets/models/demo/SandboxAsset/Trees/SM_SB_QueenPalm_01.glb +0 -0
  169. package/assets/models/demo/SandboxAsset/Trees/SM_SB_QueenPalm_02.glb +0 -0
  170. package/assets/models/demo/SandboxAsset/Trees/SM_SB_TreeTrunk.glb +0 -0
  171. package/assets/models/demo/SandboxAsset/Trims/SM_SB_TrimA.glb +0 -0
  172. package/assets/models/demo/SandboxAsset/Trims/SM_SB_TrimB.glb +0 -0
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  181. package/assets/models/demo/SandboxAsset/Walls/SM_SB_Aztec_Wall_01.glb +0 -0
  182. package/assets/models/demo/SandboxAsset/Walls/SM_SB_Aztec_Wall_02.glb +0 -0
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  196. package/assets/prefabs/actors/demo_health_pickup.prefab.json +114 -0
  197. package/assets/prefabs/actors/demo_health_pickup_spawner.prefab.json +102 -0
  198. package/assets/prefabs/actors/test.prefab.json +87 -0
  199. package/assets/shaders/M_Anisotropy_Brushed.material.json +89 -0
  200. package/assets/shaders/M_Anisotropy_Radial.material.json +55 -0
  201. package/assets/shaders/M_Chrome.material.json +18 -0
  202. package/assets/shaders/M_Emissive_Blue.material.json +26 -0
  203. package/assets/shaders/M_Glass_Frosted.material.json +24 -0
  204. package/assets/shaders/M_Glass_ThinFilm.material.json +23 -0
  205. package/assets/shaders/M_Glossy_Grey.material.json +20 -0
  206. package/assets/shaders/M_Matte_White.material.json +20 -0
  207. package/assets/shaders/M_Metal_Anisotropic_Gold.material.json +31 -0
  208. package/assets/shaders/M_Metal_Anisotropic_Silver.material.json +31 -0
  209. package/assets/shaders/M_Metal_Brushed.material.json +61 -0
  210. package/assets/shaders/M_Paint_Clearcoat.material.json +28 -0
  211. package/assets/shaders/M_Stone_Mossy.material.json +153 -0
  212. package/assets/shaders/M_Stone_Mossy_Snow.material.json +151 -0
  213. package/assets/shaders/M_Toon_Anime.material.json +49 -0
  214. package/assets/shaders/M_Toon_Anime_5Step.material.json +45 -0
  215. package/assets/shaders/M_Toon_Cel.material.json +49 -0
  216. package/assets/shaders/M_Transmission.material.json +42 -0
  217. package/assets/shaders/M_Velvet_Blue.material.json +33 -0
  218. package/assets/shaders/M_Velvet_Purple.material.json +30 -0
  219. package/assets/shaders/M_Velvet_Red.material.json +33 -0
  220. package/assets/shaders/M_Wax_SSSLite.material.json +55 -0
  221. package/assets/shaders/matcap/M_Matcap_Blue.material.json +27 -0
  222. package/assets/shaders/matcap/M_Matcap_Rainbow.material.json +26 -0
  223. package/assets/shaders/matcap/M_Matcap_White.material.json +28 -0
  224. package/assets/sounds/birds.mp3 +0 -0
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  227. package/assets/sounds/laser.mp3 +0 -0
  228. package/assets/sounds/pickup.mp3 +0 -0
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  236. package/assets/textures/T_Grid_01.texture.json +7 -0
  237. package/assets/textures/T_Metal_Brushed_Normal.png +0 -0
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  247. package/assets/textures/T_Toon_Anime_4Step.png +0 -0
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@@ -0,0 +1,389 @@
1
+ import * as THREE from 'three';
2
+ import { SceneComponent } from '../components/SceneComponent.js';
3
+ /** An edge outline effect based on toon shaders. */
4
+ export class EdgeOutlineEffect {
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+ constructor(renderer, parameters = {}) {
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+ Object.defineProperty(this, "enabled", {
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+ enumerable: true,
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+ configurable: true,
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+ writable: true,
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+ value: true
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+ });
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+ Object.defineProperty(this, "renderer", {
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+ enumerable: true,
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+ configurable: true,
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+ writable: true,
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+ value: void 0
17
+ });
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+ Object.defineProperty(this, "cache", {
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+ enumerable: true,
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+ configurable: true,
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+ writable: true,
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+ value: {}
23
+ });
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+ Object.defineProperty(this, "originalMaterials", {
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+ enumerable: true,
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+ configurable: true,
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+ writable: true,
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+ value: {}
29
+ });
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+ Object.defineProperty(this, "originalOnBeforeRenders", {
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+ enumerable: true,
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+ configurable: true,
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+ writable: true,
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+ value: {}
35
+ });
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+ Object.defineProperty(this, "removeThresholdCount", {
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+ enumerable: true,
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+ configurable: true,
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+ writable: true,
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+ value: 60
41
+ });
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+ Object.defineProperty(this, "defaultThickness", {
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+ enumerable: true,
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+ configurable: true,
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+ writable: true,
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+ value: void 0
47
+ });
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+ Object.defineProperty(this, "defaultColor", {
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+ enumerable: true,
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+ configurable: true,
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+ writable: true,
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+ value: void 0
53
+ });
54
+ Object.defineProperty(this, "defaultAlpha", {
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+ enumerable: true,
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+ configurable: true,
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+ writable: true,
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+ value: void 0
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+ });
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+ Object.defineProperty(this, "defaultKeepAlive", {
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+ enumerable: true,
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+ configurable: true,
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+ writable: true,
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+ value: void 0
65
+ });
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+ Object.defineProperty(this, "selection", {
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+ enumerable: true,
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+ configurable: true,
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+ writable: true,
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+ value: new Set()
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+ });
72
+ Object.defineProperty(this, "setOutlineMaterial", {
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+ enumerable: true,
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+ configurable: true,
75
+ writable: true,
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+ value: (object) => {
77
+ if (!this.isCompatible(object))
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+ return;
79
+ if (Array.isArray(object.material)) {
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+ for (let i = 0; i < object.material.length; i++) {
81
+ object.material[i] = this.getOutlineMaterial(object.material[i]);
82
+ }
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+ }
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+ else {
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+ object.material = this.getOutlineMaterial(object.material);
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+ }
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+ this.originalOnBeforeRenders[object.uuid] = object.onBeforeRender;
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+ object.onBeforeRender = this.onBeforeRender;
89
+ }
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+ });
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+ Object.defineProperty(this, "restoreOriginalMaterial", {
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+ enumerable: true,
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+ configurable: true,
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+ writable: true,
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+ value: (object) => {
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+ if (!this.isCompatible(object))
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+ return;
98
+ if (Array.isArray(object.material)) {
99
+ for (let i = 0; i < object.material.length; i++) {
100
+ object.material[i] = this.originalMaterials[object.material[i].uuid];
101
+ }
102
+ }
103
+ else {
104
+ object.material = this.originalMaterials[object.material.uuid];
105
+ }
106
+ object.onBeforeRender = this.originalOnBeforeRenders[object.uuid];
107
+ }
108
+ });
109
+ Object.defineProperty(this, "onBeforeRender", {
110
+ enumerable: true,
111
+ configurable: true,
112
+ writable: true,
113
+ value: (_renderer, _scene, _camera, _geometry, material) => {
114
+ const originalMaterial = this.originalMaterials[material.uuid];
115
+ if (!originalMaterial)
116
+ return;
117
+ this.updateUniforms(material, originalMaterial);
118
+ }
119
+ });
120
+ this.renderer = renderer;
121
+ this.defaultThickness = parameters.defaultThickness ?? 5.0; // In pixels
122
+ this.defaultColor = new THREE.Color().fromArray(parameters.defaultColor ?? [1, 1, 1]);
123
+ this.defaultAlpha = parameters.defaultAlpha ?? 1.0;
124
+ this.defaultKeepAlive = parameters.defaultKeepAlive ?? false;
125
+ }
126
+ createMaterial() {
127
+ const uniformsOutline = {
128
+ outlineThickness: { value: this.defaultThickness },
129
+ outlineColor: { value: this.defaultColor.clone() },
130
+ outlineAlpha: { value: this.defaultAlpha },
131
+ viewport: { value: new THREE.Vector2(1024, 1024) }
132
+ };
133
+ const vertexShader = [
134
+ '#include <common>',
135
+ '#include <uv_pars_vertex>',
136
+ '#include <displacementmap_pars_vertex>',
137
+ '#include <morphtarget_pars_vertex>',
138
+ '#include <skinning_pars_vertex>',
139
+ '#include <logdepthbuf_pars_vertex>',
140
+ '#include <clipping_planes_pars_vertex>',
141
+ 'uniform float outlineThickness;',
142
+ 'uniform vec2 viewport;',
143
+ 'vec4 calculateOutline( vec4 pos, vec3 normal, vec4 skinned ) {',
144
+ ' // Calculate screen-space thickness',
145
+ ' float aspect = viewport.x / viewport.y;',
146
+ ' vec2 aspectVec = vec2(aspect, 1.0);',
147
+ ' float thickness = outlineThickness / viewport.y;',
148
+ ' ',
149
+ ' vec4 pos2 = projectionMatrix * modelViewMatrix * vec4( skinned.xyz + normal, 1.0 );',
150
+ ' ',
151
+ ' // Calculate screen-space normal direction',
152
+ ' vec2 dir = normalize((pos.xy / pos.w - pos2.xy / pos2.w) * aspectVec);',
153
+ ' ',
154
+ ' // Apply screen-space offset',
155
+ ' vec2 offset = dir * thickness * pos.w;',
156
+ ' offset /= aspectVec;',
157
+ ' ',
158
+ ' return vec4(pos.xy + offset, pos.zw);',
159
+ '}',
160
+ 'void main() {',
161
+ ' #include <uv_vertex>',
162
+ ' #include <beginnormal_vertex>',
163
+ ' #include <morphnormal_vertex>',
164
+ ' #include <skinbase_vertex>',
165
+ ' #include <skinnormal_vertex>',
166
+ ' #include <begin_vertex>',
167
+ ' #include <morphtarget_vertex>',
168
+ ' #include <skinning_vertex>',
169
+ ' #include <displacementmap_vertex>',
170
+ ' #include <project_vertex>',
171
+ ' vec3 outlineNormal = - objectNormal;',
172
+ ' gl_Position = calculateOutline( gl_Position, outlineNormal, vec4( transformed, 1.0 ) );',
173
+ ' #include <logdepthbuf_vertex>',
174
+ ' #include <clipping_planes_vertex>',
175
+ '}',
176
+ ].join('\n');
177
+ const fragmentShader = [
178
+ '#include <common>',
179
+ '#include <logdepthbuf_pars_fragment>',
180
+ '#include <clipping_planes_pars_fragment>',
181
+ 'uniform vec3 outlineColor;',
182
+ 'uniform float outlineAlpha;',
183
+ 'void main() {',
184
+ ' #include <clipping_planes_fragment>',
185
+ ' #include <logdepthbuf_fragment>',
186
+ ' // Output color directly without tone mapping or color space conversion',
187
+ ' gl_FragColor = vec4( outlineColor, outlineAlpha );',
188
+ ' #include <premultiplied_alpha_fragment>',
189
+ '}'
190
+ ].join('\n');
191
+ return new THREE.ShaderMaterial({
192
+ name: 'EdgeOutlineEffect',
193
+ uniforms: THREE.UniformsUtils.merge([
194
+ THREE.UniformsLib['displacementmap'],
195
+ uniformsOutline
196
+ ]),
197
+ vertexShader,
198
+ fragmentShader,
199
+ side: THREE.BackSide,
200
+ toneMapped: false,
201
+ fog: false,
202
+ depthWrite: false,
203
+ depthTest: true // Default to depth test enabled, can be overridden per-render
204
+ });
205
+ }
206
+ getOutlineMaterialFromCache(originalMaterial) {
207
+ let data = this.cache[originalMaterial.uuid];
208
+ if (!data) {
209
+ data = {
210
+ material: this.createMaterial(),
211
+ used: true,
212
+ keepAlive: this.defaultKeepAlive,
213
+ count: 0
214
+ };
215
+ this.cache[originalMaterial.uuid] = data;
216
+ }
217
+ data.used = true;
218
+ return data.material;
219
+ }
220
+ getOutlineMaterial(originalMaterial) {
221
+ const outlineMaterial = this.getOutlineMaterialFromCache(originalMaterial);
222
+ this.originalMaterials[outlineMaterial.uuid] = originalMaterial;
223
+ this.updateOutlineMaterial(outlineMaterial, originalMaterial);
224
+ return outlineMaterial;
225
+ }
226
+ isCompatible(object) {
227
+ const geometry = object.geometry;
228
+ const hasNormals = geometry?.attributes?.normal !== undefined;
229
+ return object.isMesh === true && object.material !== undefined && hasNormals === true;
230
+ }
231
+ updateUniforms(material, originalMaterial) {
232
+ const outlineParameters = originalMaterial.userData?.outlineParameters;
233
+ material.uniforms.outlineAlpha.value = originalMaterial.opacity;
234
+ if (outlineParameters) {
235
+ if (outlineParameters.thickness !== undefined)
236
+ material.uniforms.outlineThickness.value = outlineParameters.thickness;
237
+ if (outlineParameters.color !== undefined)
238
+ material.uniforms.outlineColor.value.fromArray(outlineParameters.color);
239
+ if (outlineParameters.alpha !== undefined)
240
+ material.uniforms.outlineAlpha.value = outlineParameters.alpha;
241
+ }
242
+ if (originalMaterial.displacementMap) {
243
+ material.uniforms.displacementMap.value = originalMaterial.displacementMap;
244
+ material.uniforms.displacementScale.value = originalMaterial.displacementScale;
245
+ material.uniforms.displacementBias.value = originalMaterial.displacementBias;
246
+ }
247
+ }
248
+ updateOutlineMaterial(material, originalMaterial) {
249
+ if (material.name === 'invisible')
250
+ return;
251
+ const outlineParameters = originalMaterial.userData?.outlineParameters;
252
+ material.fog = false;
253
+ material.toneMapped = false;
254
+ material.premultipliedAlpha = originalMaterial.premultipliedAlpha;
255
+ const matAny = material;
256
+ matAny.displacementMap = originalMaterial.displacementMap;
257
+ if (outlineParameters) {
258
+ if (originalMaterial.visible === false) {
259
+ material.visible = false;
260
+ }
261
+ else {
262
+ material.visible = outlineParameters.visible ?? true;
263
+ }
264
+ material.transparent = (outlineParameters.alpha !== undefined && outlineParameters.alpha < 1.0) ? true : originalMaterial.transparent;
265
+ if (outlineParameters.keepAlive !== undefined)
266
+ this.cache[originalMaterial.uuid].keepAlive = outlineParameters.keepAlive;
267
+ }
268
+ else {
269
+ material.transparent = originalMaterial.transparent;
270
+ material.visible = originalMaterial.visible;
271
+ }
272
+ if (originalMaterial.wireframe === true || originalMaterial.depthTest === false)
273
+ material.visible = false;
274
+ if (originalMaterial.clippingPlanes) {
275
+ material.clipping = true;
276
+ material.clippingPlanes = originalMaterial.clippingPlanes;
277
+ material.clipIntersection = originalMaterial.clipIntersection;
278
+ material.clipShadows = originalMaterial.clipShadows;
279
+ }
280
+ material.version = originalMaterial.version;
281
+ }
282
+ cleanupCache() {
283
+ let keys = Object.keys(this.originalMaterials);
284
+ for (let i = 0; i < keys.length; i++) {
285
+ delete this.originalMaterials[keys[i]];
286
+ }
287
+ keys = Object.keys(this.originalOnBeforeRenders);
288
+ for (let i = 0; i < keys.length; i++) {
289
+ delete this.originalOnBeforeRenders[keys[i]];
290
+ }
291
+ keys = Object.keys(this.cache);
292
+ for (let i = 0; i < keys.length; i++) {
293
+ const key = keys[i];
294
+ if (this.cache[key].used === false) {
295
+ this.cache[key].count++;
296
+ if (this.cache[key].keepAlive === false && this.cache[key].count > this.removeThresholdCount) {
297
+ delete this.cache[key];
298
+ }
299
+ }
300
+ else {
301
+ this.cache[key].used = false;
302
+ this.cache[key].count = 0;
303
+ }
304
+ }
305
+ }
306
+ renderOutline(scene, camera) {
307
+ // Early exit if no objects are selected or camera is undefined
308
+ if (this.selection.size === 0 || !camera) {
309
+ return;
310
+ }
311
+ const currentAutoClear = this.renderer.autoClear;
312
+ const currentToneMapping = this.renderer.toneMapping;
313
+ const currentToneMappingExposure = this.renderer.toneMappingExposure;
314
+ // Don't clear color or depth; we rely on an existing depth buffer
315
+ this.renderer.autoClear = false;
316
+ this.renderer.toneMapping = THREE.NoToneMapping;
317
+ this.renderer.toneMappingExposure = 1.0;
318
+ // Get current viewport size
319
+ const size = this.renderer.getDrawingBufferSize(new THREE.Vector2());
320
+ // Render outline (backside only) for each selected object on top of existing scene
321
+ this.selection.forEach(object => {
322
+ object.traverse(this.setOutlineMaterial);
323
+ // Update viewport uniform for all materials
324
+ object.traverse((child) => {
325
+ if (child.material) {
326
+ const materials = Array.isArray(child.material) ? child.material : [child.material];
327
+ materials.forEach((mat) => {
328
+ if (mat.uniforms?.viewport) {
329
+ mat.uniforms.viewport.value.set(size.x, size.y);
330
+ }
331
+ });
332
+ }
333
+ });
334
+ this.renderer.render(object, camera);
335
+ object.traverse(this.restoreOriginalMaterial);
336
+ });
337
+ this.cleanupCache();
338
+ this.renderer.autoClear = currentAutoClear;
339
+ this.renderer.toneMapping = currentToneMapping;
340
+ this.renderer.toneMappingExposure = currentToneMappingExposure;
341
+ }
342
+ addSelectedActors(actors) {
343
+ for (const actor of actors) {
344
+ this.addSelectedActor(actor);
345
+ }
346
+ return this;
347
+ }
348
+ addSelectedActor(actor) {
349
+ const sceneObjects = actor.getComponents(SceneComponent);
350
+ for (const sceneObject of sceneObjects) {
351
+ sceneObject.traverse((child) => {
352
+ if (child instanceof THREE.Mesh) {
353
+ this.selection.add(child);
354
+ }
355
+ });
356
+ }
357
+ return this;
358
+ }
359
+ removeSelectedActors(actors) {
360
+ for (const actor of actors) {
361
+ this.removeSelectedActor(actor);
362
+ }
363
+ return this;
364
+ }
365
+ removeSelectedActor(actor) {
366
+ const sceneObjects = actor.getComponents(SceneComponent);
367
+ for (const sceneObject of sceneObjects) {
368
+ sceneObject.traverse((child) => {
369
+ if (child instanceof THREE.Mesh) {
370
+ this.selection.delete(child);
371
+ }
372
+ });
373
+ }
374
+ return this;
375
+ }
376
+ clearSelection() {
377
+ this.selection.clear();
378
+ }
379
+ dispose() {
380
+ this.clearSelection();
381
+ for (const key in this.cache) {
382
+ this.cache[key].material.dispose();
383
+ }
384
+ this.cache = {};
385
+ this.originalMaterials = {};
386
+ this.originalOnBeforeRenders = {};
387
+ }
388
+ }
389
+ //# 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@@ -0,0 +1,274 @@
1
+ import { SMAAPreset, ToneMappingMode } from 'postprocessing';
2
+ import * as THREE from 'three';
3
+ export { ToneMappingMode, SMAAPreset };
4
+ import { EdgeOutlineEffect } from './EdgeOutlineEffect.js';
5
+ import type { Effect } from 'postprocessing';
6
+ export type { EdgeOutlineEffectOptions } from './EdgeOutlineEffect.js';
7
+ export declare enum PostProcessPass {
8
+ ObjectOutline = "objectOutline",
9
+ EdgeOutline = "edgeOutline",
10
+ Bloom = "bloom",
11
+ SMAA = "smaa",
12
+ ToneMapping = "toneMapping"
13
+ }
14
+ export interface BaseEffectConfig {
15
+ type: PostProcessPass;
16
+ enabled?: boolean;
17
+ }
18
+ /** Configuration for the Bloom post-process effect. */
19
+ export interface BloomEffectConfig extends BaseEffectConfig {
20
+ type: PostProcessPass.Bloom;
21
+ /** Bloom intensity (strength of the bloom effect). */
22
+ intensity?: number;
23
+ /** Luminance threshold for bloom (minimum brightness to bloom). */
24
+ luminanceThreshold?: number;
25
+ /** Luminance smoothing (softness of the threshold). */
26
+ luminanceSmoothing?: number;
27
+ /** Whether to use mipmap blur for bloom. */
28
+ mipmapBlur?: boolean;
29
+ /** Blur radius for mipmap blur. */
30
+ radius?: number;
31
+ /** Number of MIP levels for blur. */
32
+ levels?: number;
33
+ /** If true, background is ignored for bloom. */
34
+ ignoreBackground?: boolean;
35
+ }
36
+ export interface ObjectOutlineEffectConfig extends BaseEffectConfig {
37
+ type: PostProcessPass.ObjectOutline;
38
+ /** Edge thickness in pixels (1.0 = 1px, 2.0 = 2px, etc.) */
39
+ edgeThickness?: number;
40
+ /** Edge brightness multiplier (typically 50-100 for bright outlines due to tone mapping) */
41
+ edgeIntensity?: number;
42
+ /** Edge color in hex format (e.g., 0xffffff for white) */
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+ visibleEdgeColor?: number;
44
+ }
45
+ export interface EdgeOutlineEffectConfig extends BaseEffectConfig {
46
+ type: PostProcessPass.EdgeOutline;
47
+ thickness?: number;
48
+ color?: number;
49
+ alpha?: number;
50
+ }
51
+ export interface SMAAEffectConfig extends BaseEffectConfig {
52
+ type: PostProcessPass.SMAA;
53
+ preset?: SMAAPreset;
54
+ }
55
+ export interface ToneMappingEffectConfig extends BaseEffectConfig {
56
+ type: PostProcessPass.ToneMapping;
57
+ mode?: ToneMappingMode;
58
+ exposure?: number;
59
+ /** Resolution of the luminance texture. Must be a power of two. Only affects adaptive tone mapping. */
60
+ resolution?: number;
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+ /** White point for Reinhard2 operators. */
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+ whitePoint?: number;
63
+ /** Middle grey factor for Reinhard2 operators. */
64
+ middleGrey?: number;
65
+ /** Minimum luminance. Prevents very high exposure in dark scenes. Only affects adaptive tone mapping. */
66
+ minLuminance?: number;
67
+ /** Average luminance. Used for non-adaptive Reinhard operator. */
68
+ averageLuminance?: number;
69
+ /** Luminance adaptation rate. Only affects adaptive tone mapping. */
70
+ adaptationRate?: number;
71
+ }
72
+ export type EffectConfig = BloomEffectConfig | ObjectOutlineEffectConfig | EdgeOutlineEffectConfig | SMAAEffectConfig | ToneMappingEffectConfig;
73
+ export interface PostProcessConfiguration {
74
+ effects: EffectConfig[];
75
+ }
76
+ export declare const DEFAULT_CONFIGS: {
77
+ objectOutline: ObjectOutlineEffectConfig;
78
+ edgeOutline: EdgeOutlineEffectConfig;
79
+ bloom: BloomEffectConfig;
80
+ smaa: SMAAEffectConfig;
81
+ toneMapping: ToneMappingEffectConfig;
82
+ };
83
+ /**
84
+ * PostProcessManager handles post-processing effects for rendering.
85
+ *
86
+ * Provides methods to configure various post-processing effects like bloom, tone mapping,
87
+ * SMAA anti-aliasing, and outline effects. Supports both complete configuration replacement
88
+ * and incremental updates. Also allows globally enabling/disabling all post-processing.
89
+ *
90
+ * @example
91
+ * ```typescript
92
+ * // Basic setup with bloom and tone mapping
93
+ * const config: PostProcessConfiguration = {
94
+ * effects: [
95
+ * {
96
+ * type: PostProcessPass.Bloom,
97
+ * enabled: true,
98
+ * intensity: 1.5,
99
+ * luminanceThreshold: 0.4
100
+ * },
101
+ * {
102
+ * type: PostProcessPass.ToneMapping,
103
+ * enabled: true,
104
+ * mode: ToneMappingMode.ACES_FILMIC,
105
+ * exposure: 1.2
106
+ * }
107
+ * ]
108
+ * };
109
+ *
110
+ * // Set complete configuration (resets to defaults first)
111
+ * postProcessManager.setConfiguration(config);
112
+ *
113
+ * // Update specific effects (merges with current)
114
+ * postProcessManager.updateConfiguration({
115
+ * effects: [
116
+ * { type: PostProcessPass.Bloom, intensity: 2.0 }
117
+ * ]
118
+ * });
119
+ *
120
+ * // Configure individual effects
121
+ * postProcessManager.configureEffect(PostProcessPass.Bloom, {
122
+ * enabled: true,
123
+ * intensity: 1.8,
124
+ * luminanceThreshold: 0.3
125
+ * });
126
+ *
127
+ * // Enable/disable passes
128
+ * postProcessManager.enablePasses(PostProcessPass.Bloom, PostProcessPass.SMAA);
129
+ * postProcessManager.disablePasses(PostProcessPass.ObjectOutline);
130
+ *
131
+ * // Globally enable/disable all post-processing
132
+ * postProcessManager.setPostProcessingEnabled(false); // Disables all post-processing
133
+ * postProcessManager.setPostProcessingEnabled(true); // Re-enables post-processing
134
+ *
135
+ * // Get current configuration
136
+ * const currentConfig = postProcessManager.getAllConfigurations();
137
+ * ```
138
+ *
139
+ * ## Method Differences
140
+ *
141
+ * ### setConfiguration()
142
+ * - Resets to DEFAULT_CONFIG first
143
+ * - Then applies provided configuration
144
+ * - Result: Clean slate with only specified effects
145
+ * - **Use case**: Loading saved worlds, switching presets
146
+ *
147
+ * ### updateConfiguration()
148
+ * - Merges with current configuration
149
+ * - Preserves existing effects
150
+ * - Updates/adds only specified effects
151
+ * - **Use case**: Settings panels, gameplay adjustments
152
+ *
153
+ * ### configure()
154
+ * - Same as updateConfiguration()
155
+ * - Kept for backward compatibility
156
+ *
157
+ * ## Usage Examples
158
+ *
159
+ * ```typescript
160
+ * // Loading a saved world (complete replacement with defaults as base)
161
+ * postProcessManager.setConfiguration(savedConfig);
162
+ *
163
+ * // Player toggles bloom in settings (incremental update)
164
+ * postProcessManager.updateConfiguration({
165
+ * effects: [{ type: PostProcessPass.Bloom, enabled: !bloomEnabled }]
166
+ * });
167
+ *
168
+ * // Switching to cinematic preset (complete replacement)
169
+ * postProcessManager.setConfiguration(cinematicPreset);
170
+ *
171
+ * // Adjusting exposure during gameplay (incremental update)
172
+ * postProcessManager.updateConfiguration({
173
+ * effects: [{ type: PostProcessPass.ToneMapping, exposure: newExposure }]
174
+ * });
175
+ *
176
+ * // Fine-tuning individual effect properties
177
+ * postProcessManager.configureEffect(PostProcessPass.Bloom, {
178
+ * intensity: 1.2,
179
+ * luminanceThreshold: 0.5,
180
+ * radius: 0.9
181
+ * });
182
+ * ```
183
+ */
184
+ export declare class PostProcessManager {
185
+ private lastRenderer;
186
+ private lastScene;
187
+ private lastCamera;
188
+ private lastWindowSize;
189
+ private composer;
190
+ private effects;
191
+ private useCameraVisibilityLayers;
192
+ private configuration;
193
+ private effectsInitialized;
194
+ private postProcessingEnabled;
195
+ readonly hiddenObjects: Set<THREE.Object3D>;
196
+ private edgeOutlineEffect;
197
+ private renderPass;
198
+ private hasCompletedFirstRender;
199
+ private layerFilteredObjects;
200
+ private layersDirty;
201
+ private tempHiddenObjects;
202
+ private cameraLayersMask;
203
+ private edgeOutlineEnabledCache;
204
+ private cachedHasAnyEnabledPasses;
205
+ private boundOriginalRender;
206
+ private depthPrepassMaterial;
207
+ constructor(config?: PostProcessConfiguration);
208
+ private initializeDefaults;
209
+ /** Apply tone mapping exposure to renderer */
210
+ private applyToneMappingExposure;
211
+ /** Apply tone mapping mode and exposure to renderer (used when post-processing is disabled) */
212
+ private applyToneMappingToRenderer;
213
+ /** Configure specific effect settings */
214
+ configureEffect<T extends EffectConfig>(passType: PostProcessPass, config: Partial<T>): void;
215
+ /** Get current configuration for an effect */
216
+ getEffectConfig(passType: PostProcessPass): EffectConfig | null;
217
+ /** Set multiple effect configurations at once */
218
+ configure(config: PostProcessConfiguration): void;
219
+ /** Set post-processing configuration (merges with defaults) */
220
+ setConfiguration(config: PostProcessConfiguration): void;
221
+ /** Update post-processing configuration (merges with current) */
222
+ updateConfiguration(config: PostProcessConfiguration): void;
223
+ /** Get all current configurations */
224
+ getAllConfigurations(): PostProcessConfiguration;
225
+ renderScene(renderer: THREE.WebGLRenderer, scene: THREE.Scene, camera: THREE.Camera, windowSize: {
226
+ width: number;
227
+ height: number;
228
+ }): void;
229
+ enablePasses(...passes: PostProcessPass[]): void;
230
+ disablePasses(...passes: PostProcessPass[]): void;
231
+ getEffectFromPass<T extends Effect>(pass: PostProcessPass, type: new (...args: any[]) => T): T | null;
232
+ isPassEnabled(pass: PostProcessPass): boolean;
233
+ /** Sets whether the RenderPass should use camera visibility layers */
234
+ setUseCameraVisibilityLayers(enabled: boolean): void;
235
+ /** Gets whether the RenderPass uses camera visibility layers */
236
+ getUseCameraVisibilityLayers(): boolean;
237
+ /** Update cached layer-filtered objects (only called when dirty) */
238
+ private updateLayerFilteredObjects;
239
+ /** Mark layer cache as dirty (call when scene graph changes) */
240
+ invalidateLayerCache(): void;
241
+ /** Update cached enabled states to avoid Map lookups in hot path */
242
+ private updateEnabledStatesCache;
243
+ /** Sets whether post-processing is enabled globally */
244
+ setPostProcessingEnabled(enabled: boolean): void;
245
+ /** Gets whether post-processing is enabled globally */
246
+ getPostProcessingEnabled(): boolean;
247
+ /** Get the EdgeOutline effect instance */
248
+ getEdgeOutlineEffect(): EdgeOutlineEffect | null;
249
+ /** Render a depth-only prepass into the current framebuffer without affecting color */
250
+ private renderDepthPrepass;
251
+ destroy(): void;
252
+ /** Initialize the effect composer and all effects once */
253
+ private initializeComposer;
254
+ /** Initialize the EdgeOutline effect */
255
+ private initializeEdgeOutline;
256
+ /** Convert hex color to RGB array */
257
+ private hexToRgbArray;
258
+ /** Enable/disable effect passes based on configuration */
259
+ private syncPassEnabled;
260
+ /** Update renderToScreen flags to ensure the last enabled pass renders to screen */
261
+ private updateRenderToScreen;
262
+ /** Check if any passes are enabled */
263
+ private hasAnyEnabledPasses;
264
+ /** Create the render pass once */
265
+ private createRenderPass;
266
+ /** Create all effects once and add them to the composer */
267
+ private createAllEffects;
268
+ /** Update an effect's configuration without recreating it */
269
+ private updateEffectConfig;
270
+ private createEffectFromConfig;
271
+ /** Apply configuration to an existing effect without recreating it */
272
+ private applyConfigToEffect;
273
+ private clearResources;
274
+ }