@hology/core 0.0.133 → 0.0.135
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.
- package/dist/csm.d.ts +5 -0
- package/dist/csm.d.ts.map +1 -1
- package/dist/csm.js +1 -1
- package/dist/gameplay/actors/actor.d.ts +0 -1
- package/dist/gameplay/actors/actor.d.ts.map +1 -1
- package/dist/gameplay/actors/builtin/components/character/character-movement.d.ts.map +1 -1
- package/dist/gameplay/actors/builtin/components/character/character-movement.js +1 -1
- package/dist/gameplay/actors/camera/third-person-camera-component.d.ts +3 -0
- package/dist/gameplay/actors/camera/third-person-camera-component.d.ts.map +1 -1
- package/dist/gameplay/actors/camera/third-person-camera-component.js +1 -1
- package/dist/rendering/fog/volumetric-fog-pass.d.ts.map +1 -1
- package/dist/rendering/fog/volumetric-fog-pass.js +1 -1
- package/dist/rendering/outline-effect.d.ts.map +1 -1
- package/dist/rendering/outline-effect.js +1 -1
- package/dist/rendering.d.ts.map +1 -1
- package/dist/rendering.js +1 -1
- package/dist/scene/asset-resource-loader.d.ts.map +1 -1
- package/dist/scene/asset-resource-loader.js +1 -1
- package/dist/scene/landscape/landscape-manager.d.ts.map +1 -1
- package/dist/scene/landscape/landscape-manager.js +1 -1
- package/dist/scene/materializer.d.ts.map +1 -1
- package/dist/scene/materializer.js +1 -1
- package/dist/scene/model.d.ts +4 -3
- package/dist/scene/model.d.ts.map +1 -1
- package/dist/shader/builtin/standard-shader.d.ts +24 -1
- package/dist/shader/builtin/standard-shader.d.ts.map +1 -1
- package/dist/shader/builtin/standard-shader.js +1 -1
- package/dist/shader/parameter.d.ts.map +1 -1
- package/dist/shader/parameter.js +1 -1
- package/package.json +2 -2
- package/tsconfig.tsbuildinfo +1 -1
package/dist/csm.d.ts
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@@ -4,6 +4,11 @@ import * as THREE from 'three';
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export declare const CSMUtil: {
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renderingView: RenderingView;
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onBeforeCompile(material: Material, shader: THREE.WebGLProgramParametersWithUniforms): void;
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/**
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* Override the setupMaterial function so that we can ensure
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* we all any existing onBeforeCompile function as well.
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*/
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patchSetupMaterial(): void;
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patchThreeAdd(): void;
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};
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export declare const CSMShader: {
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package/dist/csm.d.ts.map
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{"version":3,"file":"csm.d.ts","sourceRoot":"","sources":["../src/csm.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,QAAQ,EAAE,MAAM,OAAO,CAAC;AACjC,OAAO,EAAE,aAAa,EAAE,MAAM,gBAAgB,CAAC;AAC/C,OAAO,KAAK,KAAK,MAAM,OAAO,CAAC;
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{"version":3,"file":"csm.d.ts","sourceRoot":"","sources":["../src/csm.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,QAAQ,EAAE,MAAM,OAAO,CAAC;AACjC,OAAO,EAAE,aAAa,EAAE,MAAM,gBAAgB,CAAC;AAC/C,OAAO,KAAK,KAAK,MAAM,OAAO,CAAC;AAiB/B,eAAO,MAAM,OAAO;mBACM,aAAa;8BACX,QAAQ,UAAU,KAAK,CAAC,kCAAkC;IAerF;;;OAGG;;;CA+FH,CAAA;AAOD,eAAO,MAAM,SAAS;;;CAkSrB,CAAC"}
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package/dist/csm.js
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import*as t from"three";const e={add:t.Object3D.prototype.add,attach:t.Object3D.prototype.attach},i=new WeakMap,n=new WeakMap;export const CSMUtil=new class{constructor(){this.renderingView=null}onBeforeCompile(e,i){e.defines=e.defines||{},e.defines.USE_CSM=1,e.defines.CSM_CASCADES=this.renderingView.csm.cascades;const n=this.renderingView.camera instanceof t.PerspectiveCamera?this.renderingView.camera.far:Number.MAX_SAFE_INTEGER,a=this.renderingView.camera instanceof t.PerspectiveCamera?this.renderingView.camera.near:0,o=Math.min(n,this.renderingView.csm.maxFar),r=[];this.renderingView.csm.getExtendedBreaks(r),i.uniforms.CSM_cascades={value:r},i.uniforms.cameraNear={value:a},i.uniforms.shadowFar={value:o}}patchThreeAdd(){const a=this.renderingView;i.set(a.scene,a.csm);for(const[a,o]of Object.entries(e))t.Object3D.prototype[a]=function(...e){let a=this;for(;null!=a.parent;)a=a.parent;const r=a,d=i.get(r);if(null==d)return o.apply(this,arguments),this;n.has(r)||n.set(r,new WeakSet);const c=n.get(r);function h(t){t&&!c.has(t)&&(c.add(t),d?.setupMaterial(t))}return e.forEach((e=>e?.traverse((e=>{if(e instanceof t.Mesh||e instanceof t.SkinnedMesh)if(e.material instanceof Array)for(const t of e.material)h(t);else h(e.material)})))),o.apply(this,arguments),this}}};import{ShaderChunk as a}from"three";a.lights_pars_begin;export const CSMShader={lights_fragment_begin:"\nvec3 geometryPosition = - vViewPosition;\nvec3 geometryNormal = normal;\nvec3 geometryViewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );\n\nvec3 geometryClearcoatNormal = vec3( 0.0 );\n\n#ifdef USE_CLEARCOAT\n\n\tgeometryClearcoatNormal = clearcoatNormal;\n\n#endif\n\n#ifdef USE_IRIDESCENCE\n\tfloat dotNVi = saturate( dot( normal, geometryViewDir ) );\n\tif ( material.iridescenceThickness == 0.0 ) {\n\t\tmaterial.iridescence = 0.0;\n\t} else {\n\t\tmaterial.iridescence = saturate( material.iridescence );\n\t}\n\tif ( material.iridescence > 0.0 ) {\n\t\tmaterial.iridescenceFresnel = evalIridescence( 1.0, material.iridescenceIOR, dotNVi, material.iridescenceThickness, material.specularColor );\n\t\t// Iridescence F0 approximation\n\t\tmaterial.iridescenceF0 = Schlick_to_F0( material.iridescenceFresnel, 1.0, dotNVi );\n\t}\n#endif\n\nIncidentLight directLight;\n\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n\n\tPointLight pointLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLightShadow pointLightShadow;\n\t#endif\n\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\n\t\tpointLight = pointLights[ i ];\n\n\t\tgetPointLightInfo( pointLight, geometryPosition, directLight );\n\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )\n\t\tpointLightShadow = pointLightShadows[ i ];\n\t\tdirectLight.color *= ( directLight.visible && receiveShadow ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowIntensity, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;\n\t\t#endif\n\n\t\tRE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n\n\t}\n\t#pragma unroll_loop_end\n\n#endif\n\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n\n\tSpotLight spotLight;\n \tvec4 spotColor;\n\tvec3 spotLightCoord;\n\tbool inSpotLightMap;\n\n\t#if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLightShadow;\n\t#endif\n\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\n\t\tspotLight = spotLights[ i ];\n\n\t\tgetSpotLightInfo( spotLight, geometryPosition, directLight );\n\n \t\t// spot lights are ordered [shadows with maps, shadows without maps, maps without shadows, none]\n\t\t#if ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS )\n\t\t#define SPOT_LIGHT_MAP_INDEX UNROLLED_LOOP_INDEX\n\t\t#elif ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\t#define SPOT_LIGHT_MAP_INDEX NUM_SPOT_LIGHT_MAPS\n\t\t#else\n\t\t#define SPOT_LIGHT_MAP_INDEX ( UNROLLED_LOOP_INDEX - NUM_SPOT_LIGHT_SHADOWS + NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS )\n\t\t#endif\n\t\t#if ( SPOT_LIGHT_MAP_INDEX < NUM_SPOT_LIGHT_MAPS )\n\t\t\tspotLightCoord = vSpotLightCoord[ i ].xyz / vSpotLightCoord[ i ].w;\n\t\t\tinSpotLightMap = all( lessThan( abs( spotLightCoord * 2. - 1. ), vec3( 1.0 ) ) );\n\t\t\tspotColor = texture2D( spotLightMap[ SPOT_LIGHT_MAP_INDEX ], spotLightCoord.xy );\n\t\t\tdirectLight.color = inSpotLightMap ? directLight.color * spotColor.rgb : directLight.color;\n\t\t#endif\n\t\t#undef SPOT_LIGHT_MAP_INDEX\n\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\tspotLightShadow = spotLightShadows[ i ];\n\t\tdirectLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowIntensity, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotLightCoord[ i ] ) : 1.0;\n\n\t\t#endif\n\n\t\tRE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n\n\t}\n\t#pragma unroll_loop_end\n\n#endif\n\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct ) && defined( USE_CSM ) && defined( CSM_CASCADES )\n\n\tDirectionalLight directionalLight;\n\tfloat linearDepth = (vViewPosition.z) / (shadowFar - cameraNear);\n\t#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLightShadow;\n\t#endif\n\n\t#if defined( USE_SHADOWMAP ) && defined( CSM_FADE )\n\t\tvec2 cascade;\n\t\tfloat cascadeCenter;\n\t\tfloat closestEdge;\n\t\tfloat margin;\n\t\tfloat csmx;\n\t\tfloat csmy;\n\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\n\t\t\tdirectionalLight = directionalLights[ i ];\n\t\t\tgetDirectionalLightInfo( directionalLight, directLight );\n\n\t\t\t#if ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\n\t\t\t\t// NOTE: Depth gets larger away from the camera.\n\t\t\t\t// cascade.x is closer, cascade.y is further\n\t\t\t\tcascade = CSM_cascades[ i ];\n\t\t\t\tcascadeCenter = ( cascade.x + cascade.y ) / 2.0;\n\t\t\t\tclosestEdge = linearDepth < cascadeCenter ? cascade.x : cascade.y;\n\t\t\t\tmargin = 0.25 * pow( closestEdge, 2.0 );\n\t\t\t\tcsmx = cascade.x - margin / 2.0;\n\t\t\t\tcsmy = cascade.y + margin / 2.0;\n\t\t\t\tif( linearDepth >= csmx && ( linearDepth < csmy || UNROLLED_LOOP_INDEX == CSM_CASCADES - 1 ) ) {\n\n\t\t\t\t\tfloat dist = min( linearDepth - csmx, csmy - linearDepth );\n\t\t\t\t\tfloat ratio = clamp( dist / margin, 0.0, 1.0 );\n\n\t\t\t\t\tvec3 prevColor = directLight.color;\n\t\t\t\t\tdirectionalLightShadow = directionalLightShadows[ i ];\n\t\t\t\t\tdirectLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowIntensity, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\n\t\t\t\t\tbool shouldFadeLastCascade = UNROLLED_LOOP_INDEX == CSM_CASCADES - 1 && linearDepth > cascadeCenter;\n\t\t\t\t\tdirectLight.color = mix( prevColor, directLight.color, shouldFadeLastCascade ? ratio : 1.0 );\n\n\t\t\t\t\tReflectedLight prevLight = reflectedLight;\n\t\t\t\t\tRE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n\n\t\t\t\t\tbool shouldBlend = UNROLLED_LOOP_INDEX != CSM_CASCADES - 1 || UNROLLED_LOOP_INDEX == CSM_CASCADES - 1 && linearDepth < cascadeCenter;\n\t\t\t\t\tfloat blendRatio = shouldBlend ? ratio : 1.0;\n\n\t\t\t\t\treflectedLight.directDiffuse = mix( prevLight.directDiffuse, reflectedLight.directDiffuse, blendRatio );\n\t\t\t\t\treflectedLight.directSpecular = mix( prevLight.directSpecular, reflectedLight.directSpecular, blendRatio );\n\t\t\t\t\treflectedLight.indirectDiffuse = mix( prevLight.indirectDiffuse, reflectedLight.indirectDiffuse, blendRatio );\n\t\t\t\t\treflectedLight.indirectSpecular = mix( prevLight.indirectSpecular, reflectedLight.indirectSpecular, blendRatio );\n\n\t\t\t\t}\n\t\t\t#endif\n\n\t\t}\n\t\t#pragma unroll_loop_end\n\t#elif defined (USE_SHADOWMAP)\n\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\n\t\t\tdirectionalLight = directionalLights[ i ];\n\t\t\tgetDirectionalLightInfo( directionalLight, directLight );\n\n\t\t\t#if ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\n\n\t\t\t\tdirectionalLightShadow = directionalLightShadows[ i ];\n\t\t\t\tif(linearDepth >= CSM_cascades[UNROLLED_LOOP_INDEX].x && linearDepth < CSM_cascades[UNROLLED_LOOP_INDEX].y) directLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowIntensity, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\n\t\t\t\tif(linearDepth >= CSM_cascades[UNROLLED_LOOP_INDEX].x && (linearDepth < CSM_cascades[UNROLLED_LOOP_INDEX].y || UNROLLED_LOOP_INDEX == CSM_CASCADES - 1)) RE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n\n\t\t\t#endif\n\n\t\t}\n\t\t#pragma unroll_loop_end\n\n\t#elif ( NUM_DIR_LIGHT_SHADOWS > 0 )\n\t\t// note: no loop here - all CSM lights are in fact one light only\n\t\tgetDirectionalLightInfo( directionalLights[0], directLight );\n\t\tRE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n\n\t#endif\n\n\t#if ( NUM_DIR_LIGHTS > NUM_DIR_LIGHT_SHADOWS)\n\t\t// compute the lights not casting shadows (if any)\n\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = NUM_DIR_LIGHT_SHADOWS; i < NUM_DIR_LIGHTS; i ++ ) {\n\n\t\t\tdirectionalLight = directionalLights[ i ];\n\n\t\t\tgetDirectionalLightInfo( directionalLight, directLight );\n\n\t\t\tRE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n\n\t\t}\n\t\t#pragma unroll_loop_end\n\n\t#endif\n\n#endif\n\n\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct ) && !defined( USE_CSM ) && !defined( CSM_CASCADES )\n\n\tDirectionalLight directionalLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLightShadow;\n\t#endif\n\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\n\t\tdirectionalLight = directionalLights[ i ];\n\n\t\tgetDirectionalLightInfo( directionalLight, directLight );\n\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\n\t\tdirectionalLightShadow = directionalLightShadows[ i ];\n\t\tdirectLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowIntensity, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\n\t\tRE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n\n\t}\n\t#pragma unroll_loop_end\n\n#endif\n\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n\n\tRectAreaLight rectAreaLight;\n\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\n\n\t\trectAreaLight = rectAreaLights[ i ];\n\t\tRE_Direct_RectArea( rectAreaLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n\n\t}\n\t#pragma unroll_loop_end\n\n#endif\n\n#if defined( RE_IndirectDiffuse )\n\n\tvec3 iblIrradiance = vec3( 0.0 );\n\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\n\t#if defined( USE_LIGHT_PROBES )\n\n\t\tirradiance += getLightProbeIrradiance( lightProbe, geometryNormal );\n\n\t#endif\n\n\t#if ( NUM_HEMI_LIGHTS > 0 )\n\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\n\t\t\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometryNormal );\n\n\t\t}\n\t\t#pragma unroll_loop_end\n\n\t#endif\n\n#endif\n\n#if defined( RE_IndirectSpecular )\n\n\tvec3 radiance = vec3( 0.0 );\n\tvec3 clearcoatRadiance = vec3( 0.0 );\n\n#endif\n",lights_pars_begin:"\n#if defined( USE_CSM ) && defined( CSM_CASCADES )\nuniform vec2 CSM_cascades[CSM_CASCADES];\nuniform float cameraNear;\nuniform float shadowFar;\n#endif\n\t"+a.lights_pars_begin};/*
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import*as t from"three";import{ShaderChunk as e}from"three";import{CSM as i}from"three/examples/jsm/csm/CSM.js";const n={add:t.Object3D.prototype.add,attach:t.Object3D.prototype.attach},a=new WeakMap,o=new WeakMap;let r=new WeakSet;export const CSMUtil=new class{constructor(){this.renderingView=null}onBeforeCompile(e,i){e.defines=e.defines||{},e.defines.USE_CSM=1,e.defines.CSM_CASCADES=this.renderingView.csm.cascades;const n=this.renderingView.camera instanceof t.PerspectiveCamera?this.renderingView.camera.far:Number.MAX_SAFE_INTEGER,a=this.renderingView.camera instanceof t.PerspectiveCamera?this.renderingView.camera.near:0,o=Math.min(n,this.renderingView.csm.maxFar),r=[];this.renderingView.csm.getExtendedBreaks(r),i.uniforms.CSM_cascades={value:r},i.uniforms.cameraNear={value:a},i.uniforms.shadowFar={value:o}}patchSetupMaterial(){i.prototype.setupMaterial=function(t){if(r.has(t))return;r.add(t),t.defines=t.defines||{},t.defines.USE_CSM=1,t.defines.CSM_CASCADES=this.cascades,this.fade&&(t.defines.CSM_FADE="");const e=[],i=this,n=this.shaders,a=t.onBeforeCompile;t.onBeforeCompile=function(o,r){a.call(t,o,r);const d=Math.min(i.camera.far,i.maxFar);i.getExtendedBreaks(e),o.uniforms.CSM_cascades={value:e},o.uniforms.cameraNear={value:i.camera.near},o.uniforms.shadowFar={value:d},n.set(t,o)},n.set(t,null)}}patchThreeAdd(){const e=this.renderingView;a.set(e.scene,e.csm);for(const[e,i]of Object.entries(n))t.Object3D.prototype[e]=function(...e){let n=this;for(;null!=n.parent;)n=n.parent;const r=n,d=a.get(r);if(null==d)return i.apply(this,arguments),this;o.has(r)||o.set(r,new WeakSet);const c=o.get(r);function h(t){t&&!c.has(t)&&(c.add(t),d?.setupMaterial(t))}return e.forEach((e=>e?.traverse((e=>{if(e instanceof t.Mesh||e instanceof t.SkinnedMesh)if(e.material instanceof Array)for(const t of e.material)h(t);else h(e.material)})))),i.apply(this,arguments),this}}};e.lights_pars_begin;export const CSMShader={lights_fragment_begin:"\nvec3 geometryPosition = - vViewPosition;\nvec3 geometryNormal = normal;\nvec3 geometryViewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );\n\nvec3 geometryClearcoatNormal = vec3( 0.0 );\n\n#ifdef USE_CLEARCOAT\n\n\tgeometryClearcoatNormal = clearcoatNormal;\n\n#endif\n\n#ifdef USE_IRIDESCENCE\n\tfloat dotNVi = saturate( dot( normal, geometryViewDir ) );\n\tif ( material.iridescenceThickness == 0.0 ) {\n\t\tmaterial.iridescence = 0.0;\n\t} else {\n\t\tmaterial.iridescence = saturate( material.iridescence );\n\t}\n\tif ( material.iridescence > 0.0 ) {\n\t\tmaterial.iridescenceFresnel = evalIridescence( 1.0, material.iridescenceIOR, dotNVi, material.iridescenceThickness, material.specularColor );\n\t\t// Iridescence F0 approximation\n\t\tmaterial.iridescenceF0 = Schlick_to_F0( material.iridescenceFresnel, 1.0, dotNVi );\n\t}\n#endif\n\nIncidentLight directLight;\n\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n\n\tPointLight pointLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLightShadow pointLightShadow;\n\t#endif\n\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\n\t\tpointLight = pointLights[ i ];\n\n\t\tgetPointLightInfo( pointLight, geometryPosition, directLight );\n\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )\n\t\tpointLightShadow = pointLightShadows[ i ];\n\t\tdirectLight.color *= ( directLight.visible && receiveShadow ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowIntensity, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;\n\t\t#endif\n\n\t\tRE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n\n\t}\n\t#pragma unroll_loop_end\n\n#endif\n\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n\n\tSpotLight spotLight;\n \tvec4 spotColor;\n\tvec3 spotLightCoord;\n\tbool inSpotLightMap;\n\n\t#if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLightShadow;\n\t#endif\n\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\n\t\tspotLight = spotLights[ i ];\n\n\t\tgetSpotLightInfo( spotLight, geometryPosition, directLight );\n\n \t\t// spot lights are ordered [shadows with maps, shadows without maps, maps without shadows, none]\n\t\t#if ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS )\n\t\t#define SPOT_LIGHT_MAP_INDEX UNROLLED_LOOP_INDEX\n\t\t#elif ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\t#define SPOT_LIGHT_MAP_INDEX NUM_SPOT_LIGHT_MAPS\n\t\t#else\n\t\t#define SPOT_LIGHT_MAP_INDEX ( UNROLLED_LOOP_INDEX - NUM_SPOT_LIGHT_SHADOWS + NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS )\n\t\t#endif\n\t\t#if ( SPOT_LIGHT_MAP_INDEX < NUM_SPOT_LIGHT_MAPS )\n\t\t\tspotLightCoord = vSpotLightCoord[ i ].xyz / vSpotLightCoord[ i ].w;\n\t\t\tinSpotLightMap = all( lessThan( abs( spotLightCoord * 2. - 1. ), vec3( 1.0 ) ) );\n\t\t\tspotColor = texture2D( spotLightMap[ SPOT_LIGHT_MAP_INDEX ], spotLightCoord.xy );\n\t\t\tdirectLight.color = inSpotLightMap ? directLight.color * spotColor.rgb : directLight.color;\n\t\t#endif\n\t\t#undef SPOT_LIGHT_MAP_INDEX\n\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\tspotLightShadow = spotLightShadows[ i ];\n\t\tdirectLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowIntensity, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotLightCoord[ i ] ) : 1.0;\n\n\t\t#endif\n\n\t\tRE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n\n\t}\n\t#pragma unroll_loop_end\n\n#endif\n\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct ) && defined( USE_CSM ) && defined( CSM_CASCADES )\n\n\tDirectionalLight directionalLight;\n\tfloat linearDepth = (vViewPosition.z) / (shadowFar - cameraNear);\n\t#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLightShadow;\n\t#endif\n\n\t#if defined( USE_SHADOWMAP ) && defined( CSM_FADE )\n\t\tvec2 cascade;\n\t\tfloat cascadeCenter;\n\t\tfloat closestEdge;\n\t\tfloat margin;\n\t\tfloat csmx;\n\t\tfloat csmy;\n\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\n\t\t\tdirectionalLight = directionalLights[ i ];\n\t\t\tgetDirectionalLightInfo( directionalLight, directLight );\n\n\t\t\t#if ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\n\t\t\t\t// NOTE: Depth gets larger away from the camera.\n\t\t\t\t// cascade.x is closer, cascade.y is further\n\t\t\t\tcascade = CSM_cascades[ i ];\n\t\t\t\tcascadeCenter = ( cascade.x + cascade.y ) / 2.0;\n\t\t\t\tclosestEdge = linearDepth < cascadeCenter ? cascade.x : cascade.y;\n\t\t\t\tmargin = 0.25 * pow( closestEdge, 2.0 );\n\t\t\t\tcsmx = cascade.x - margin / 2.0;\n\t\t\t\tcsmy = cascade.y + margin / 2.0;\n\t\t\t\tif( linearDepth >= csmx && ( linearDepth < csmy || UNROLLED_LOOP_INDEX == CSM_CASCADES - 1 ) ) {\n\n\t\t\t\t\tfloat dist = min( linearDepth - csmx, csmy - linearDepth );\n\t\t\t\t\tfloat ratio = clamp( dist / margin, 0.0, 1.0 );\n\n\t\t\t\t\tvec3 prevColor = directLight.color;\n\t\t\t\t\tdirectionalLightShadow = directionalLightShadows[ i ];\n\t\t\t\t\tdirectLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowIntensity, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\n\t\t\t\t\tbool shouldFadeLastCascade = UNROLLED_LOOP_INDEX == CSM_CASCADES - 1 && linearDepth > cascadeCenter;\n\t\t\t\t\tdirectLight.color = mix( prevColor, directLight.color, shouldFadeLastCascade ? ratio : 1.0 );\n\n\t\t\t\t\tReflectedLight prevLight = reflectedLight;\n\t\t\t\t\tRE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n\n\t\t\t\t\tbool shouldBlend = UNROLLED_LOOP_INDEX != CSM_CASCADES - 1 || UNROLLED_LOOP_INDEX == CSM_CASCADES - 1 && linearDepth < cascadeCenter;\n\t\t\t\t\tfloat blendRatio = shouldBlend ? ratio : 1.0;\n\n\t\t\t\t\treflectedLight.directDiffuse = mix( prevLight.directDiffuse, reflectedLight.directDiffuse, blendRatio );\n\t\t\t\t\treflectedLight.directSpecular = mix( prevLight.directSpecular, reflectedLight.directSpecular, blendRatio );\n\t\t\t\t\treflectedLight.indirectDiffuse = mix( prevLight.indirectDiffuse, reflectedLight.indirectDiffuse, blendRatio );\n\t\t\t\t\treflectedLight.indirectSpecular = mix( prevLight.indirectSpecular, reflectedLight.indirectSpecular, blendRatio );\n\n\t\t\t\t}\n\t\t\t#endif\n\n\t\t}\n\t\t#pragma unroll_loop_end\n\t#elif defined (USE_SHADOWMAP)\n\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\n\t\t\tdirectionalLight = directionalLights[ i ];\n\t\t\tgetDirectionalLightInfo( directionalLight, directLight );\n\n\t\t\t#if ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\n\n\t\t\t\tdirectionalLightShadow = directionalLightShadows[ i ];\n\t\t\t\tif(linearDepth >= CSM_cascades[UNROLLED_LOOP_INDEX].x && linearDepth < CSM_cascades[UNROLLED_LOOP_INDEX].y) directLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowIntensity, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\n\t\t\t\tif(linearDepth >= CSM_cascades[UNROLLED_LOOP_INDEX].x && (linearDepth < CSM_cascades[UNROLLED_LOOP_INDEX].y || UNROLLED_LOOP_INDEX == CSM_CASCADES - 1)) RE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n\n\t\t\t#endif\n\n\t\t}\n\t\t#pragma unroll_loop_end\n\n\t#elif ( NUM_DIR_LIGHT_SHADOWS > 0 )\n\t\t// note: no loop here - all CSM lights are in fact one light only\n\t\tgetDirectionalLightInfo( directionalLights[0], directLight );\n\t\tRE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n\n\t#endif\n\n\t#if ( NUM_DIR_LIGHTS > NUM_DIR_LIGHT_SHADOWS)\n\t\t// compute the lights not casting shadows (if any)\n\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = NUM_DIR_LIGHT_SHADOWS; i < NUM_DIR_LIGHTS; i ++ ) {\n\n\t\t\tdirectionalLight = directionalLights[ i ];\n\n\t\t\tgetDirectionalLightInfo( directionalLight, directLight );\n\n\t\t\tRE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n\n\t\t}\n\t\t#pragma unroll_loop_end\n\n\t#endif\n\n#endif\n\n\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct ) && !defined( USE_CSM ) && !defined( CSM_CASCADES )\n\n\tDirectionalLight directionalLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLightShadow;\n\t#endif\n\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\n\t\tdirectionalLight = directionalLights[ i ];\n\n\t\tgetDirectionalLightInfo( directionalLight, directLight );\n\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\n\t\tdirectionalLightShadow = directionalLightShadows[ i ];\n\t\tdirectLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowIntensity, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\n\t\tRE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n\n\t}\n\t#pragma unroll_loop_end\n\n#endif\n\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n\n\tRectAreaLight rectAreaLight;\n\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\n\n\t\trectAreaLight = rectAreaLights[ i ];\n\t\tRE_Direct_RectArea( rectAreaLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n\n\t}\n\t#pragma unroll_loop_end\n\n#endif\n\n#if defined( RE_IndirectDiffuse )\n\n\tvec3 iblIrradiance = vec3( 0.0 );\n\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\n\t#if defined( USE_LIGHT_PROBES )\n\n\t\tirradiance += getLightProbeIrradiance( lightProbe, geometryNormal );\n\n\t#endif\n\n\t#if ( NUM_HEMI_LIGHTS > 0 )\n\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\n\t\t\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometryNormal );\n\n\t\t}\n\t\t#pragma unroll_loop_end\n\n\t#endif\n\n#endif\n\n#if defined( RE_IndirectSpecular )\n\n\tvec3 radiance = vec3( 0.0 );\n\tvec3 clearcoatRadiance = vec3( 0.0 );\n\n#endif\n",lights_pars_begin:"\n#if defined( USE_CSM ) && defined( CSM_CASCADES )\nuniform vec2 CSM_cascades[CSM_CASCADES];\nuniform float cameraNear;\nuniform float shadowFar;\n#endif\n\t"+e.lights_pars_begin};/*
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{"version":3,"file":"character-movement.d.ts","sourceRoot":"","sources":["../../../../../../src/gameplay/actors/builtin/components/character/character-movement.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,WAAW,EAAE,SAAS,EAAE,aAAa,EAAE,MAAM,wCAAwC,CAAC;AAC/F,OAAO,EAAgC,aAAa,EAAiB,MAAM,4DAA4D,CAAC;AACxI,OAAO,EAAoB,OAAO,EAAwB,eAAe,EAAE,MAAM,OAAO,CAAC;AACzF,OAAO,EAAE,cAAc,EAAa,MAAM,uBAAuB,CAAC;AAClE,OAAO,EAAE,qBAAqB,EAAE,MAAM,YAAY,CAAC;AAkBnD,qBACa,0BAA2B,SAAQ,cAAc;IA0D9C,OAAO,CAAC,aAAa;IAvDjC,QAAQ,CAAC,cAAc,YAAkB;IACzC,QAAQ,CAAC,SAAS,cAAoB;IACtC,QAAQ,CAAC,WAAW,cAAoB;IACxC,QAAQ,CAAC,aAAa,gBAAsB;IAGrC,eAAe,SAAI;IAGnB,QAAQ,SAAI;IACZ,iBAAiB,SAAI;IACrB,cAAc,SAAK;IACnB,YAAY,SAAI;IAChB,sBAAsB,SAAK;IAC3B,oBAAoB,UAAQ;IAC5B,eAAe,EAAE,MAAM,CAAO;IAC9B,cAAc,EAAE,MAAM,CAAI;IAC1B,cAAc,EAAE,MAAM,CAAK;IAC3B,SAAS,UAAQ;IACjB,IAAI,SAAK;IACT,YAAY,UAAO;IACnB,kBAAkB,SAAyB;IAC3C,kBAAkB,SAAyB;IAC3C,4BAA4B,UAAO;IAC1C,oCAAoC;IAC7B,kBAAkB,UAAQ;IACjC,IAAW,gBAAgB,IACW,MAAM,CADuB;IACnE,IAAW,gBAAgB,CAAC,QAAQ,EAAE,MAAM,EAA4G;IACxJ,IAAW,sBAAsB,IAAI,OAAO,CAAmD;IAC/F,IAAW,sBAAsB,CAAC,OAAO,EAAE,OAAO,EAA8F;IAChJ,IAAW,iBAAiB,IACY,MAAM,CADuB;IACrE,IAAW,iBAAiB,CAAC,SAAS,EAAE,MAAM,EAA4G;IAC1J,IAAW,YAAY,IACW,MAAM,CAD2B;IACnE,IAAW,YAAY,CAAC,QAAQ,EAAE,MAAM,EAA0C;IAClF,IAAW,MAAM,CAAC,QAAQ,EAAE,MAAM,EAAiC;IACnE,IAAW,MAAM,IADW,MAAM,CACa;IAC/C,IAAW,iBAAiB,CAAC,MAAM,EAAE,MAAM,EAA0C;IACrF,IAAW,iBAAiB,IADS,MAAM,CAC0B;IAErE;;;;OAIG;IACI,OAAO,UAAO;IAGrB,QAAQ,CAAC,QAAQ,UAAgB;IACjC,IAAI,wBAAgC;IACpC,WAAW,UAAQ;IACnB,WAAW,UAAQ;IAEnB,OAAO,CAAC,EAAE,CAA8B;IACxC,OAAO,CAAC,aAAa,CAAsB;gBAEvB,aAAa,EAAE,aAAa;IAOhD,OAAO,CAAC,eAAe,CAAQ;IAC/B,OAAO,CAAC,qBAAqB,CAAwB;IAErD;;;OAGG;IACI,yBAAyB,UAAQ;IAExC,mEAAmE;IAC5D,cAAc,UAAO;IAE5B,OAAO,CAAC,OAAO,CAAgB;IAE/B;;OAEG;IACI,cAAc,SAAI;IAEzB,MAAM,IAAI,IAAI,GAAG,OAAO,CAAC,IAAI,CAAC;IAqY9B;;;;OAIG;IACI,YAAY,CAAC,OAAO,EAAE,OAAO;IAIpC,OAAO,CAAC,cAAc;IActB,OAAO,CAAC,gBAAgB,CAAiB;IAClC,mBAAmB,CAAC,MAAM,EAAE,eAAe;IAUlD,OAAO,CAAC,gBAAgB;IAMxB,OAAO,CAAC,MAAM;IAKP,mBAAmB;IAI1B,OAAO,CAAC,aAAa;IAkBrB,IAAW,UAAU,YAEpB;IAED,OAAO,CAAC,oBAAoB;IAO5B,OAAO,CAAC,IAAI;IA8BZ,OAAO,CAAC,eAAe;IAWvB,OAAO,CAAC,WAAW;CAQtB"}
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import{__decorate as t,__metadata as e}from"tslib";import{ActionInput as i,AxisInput as o,RotationInput as s}from"../../../../../gameplay/input/index.js";import{PhysicsSystem as n,RayTestResult as r}from"../../../../../gameplay/services/physics/physics-system.js";import{MathUtils as a,Vector3 as c,ArrowHelper as l}from"three";import{ActorComponent as h,Component as p}from"../../../component.js";import{CharacterMovementMode as m}from"./modes.js";import{CapsuleCollisionShape as u}from"../../../../../scene/collision/collision-shape.js";import{takeUntil as d}from"rxjs";import{PhysicsBodyType as y}from"../../../../services/physics/physics-system.js";import g from"@dimforge/rapier3d-compat";import{RootMotionClip as f}from"../../../../../gameplay/animation/root-motion.js";import*as S from"three";import{clamp as w}from"../../../../../utils/math.js";const v=new c,M=new c,x=1/30,T=131070;let
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import{__decorate as t,__metadata as e}from"tslib";import{ActionInput as i,AxisInput as o,RotationInput as s}from"../../../../../gameplay/input/index.js";import{PhysicsSystem as n,RayTestResult as r}from"../../../../../gameplay/services/physics/physics-system.js";import{MathUtils as a,Vector3 as c,ArrowHelper as l}from"three";import{ActorComponent as h,Component as p}from"../../../component.js";import{CharacterMovementMode as m}from"./modes.js";import{CapsuleCollisionShape as u}from"../../../../../scene/collision/collision-shape.js";import{takeUntil as d}from"rxjs";import{PhysicsBodyType as y}from"../../../../services/physics/physics-system.js";import g from"@dimforge/rapier3d-compat";import{RootMotionClip as f}from"../../../../../gameplay/animation/root-motion.js";import*as S from"three";import{clamp as w}from"../../../../../utils/math.js";const v=new c,M=new c,x=1/30,T=131070;let b=class extends h{get autoStepMinWidth(){return this.cc.autostepMinWidth()}set autoStepMinWidth(t){this.cc.enableAutostep(this.cc.autostepMaxHeight(),t,this.cc.autostepIncludesDynamicBodies())}get autoStepDynamicObjects(){return this.cc.autostepIncludesDynamicBodies()}set autoStepDynamicObjects(t){this.cc.enableAutostep(this.cc.autostepMaxHeight(),this.cc.autostepMinWidth(),t)}get autoStepMaxHeight(){return this.cc.autostepMaxHeight()}set autoStepMaxHeight(t){this.cc.enableAutostep(t,this.cc.autostepMinWidth(),this.cc.autostepIncludesDynamicBodies())}get snapToGround(){return this.cc.snapToGroundDistance()}set snapToGround(t){this.cc.enableSnapToGround(t)}set offset(t){this.cc.setOffset(t)}get offset(){return this.cc.offset()}set normalNudgeFactor(t){this.cc.setNormalNudgeFactor(t)}get normalNudgeFactor(){return this.cc.normalNudgeFactor()}constructor(t){super(),this.physicsSystem=t,this.directionInput=new o,this.jumpInput=new i,this.sprintInput=new i,this.rotationInput=new s,this.horizontalSpeed=0,this.maxSpeed=8,this.maxSpeedBackwards=8,this.maxSpeedSprint=12,this.jumpVelocity=7,this.fallingMovementControl=.5,this.fallingReorientation=!1,this.gravityOverride=null,this.colliderHeight=2,this.colliderRadius=.5,this.jumpInAir=!1,this.mass=50,this.allowSliding=!0,this.minSlopeSlideAngle=a.degToRad(70),this.maxSlopeClimbAngle=a.degToRad(70),this.applyImpulsesToDynamicBodies=!0,this.characterCollision=!1,this.enabled=!0,this.velocity=new c,this.mode=m.walking,this.isSprinting=!1,this.pressedJump=!1,this.rayTestResult=new r,this.resetRootMotion=!1,this.rotateToMovementDirection=!1,this.smoothRotation=!0,this.impulse=new c,this.impulseDamping=2;const e=this.cc=this.physicsSystem.getCharacterController(.1);e.enableSnapToGround(.1),e.enableAutostep(0,.1,!1)}onInit(){const t=this.cc;t.setApplyImpulsesToDynamicBodies(this.applyImpulsesToDynamicBodies),t.setMinSlopeSlideAngle(this.minSlopeSlideAngle),t.setMaxSlopeClimbAngle(this.maxSlopeClimbAngle),t.setCharacterMass(this.mass),t.setSlideEnabled(this.allowSliding),this.physicsSystem.addActor(this.actor,[this.createCollisionShape()],{mass:0,type:y.kinematic,continousCollisionDetection:!1,friction:0,restitution:.5,ignoreForNavMesh:!0}),this.rotationInput.rotation.copy(this.actor.rotation);let e=this.rotationInput.rotation.y;const i=new c,o=new c,s=new c,n=new c(0,0,1),r=new c,l=new c,h=new c;let p=0,u=null;const g=new c,b=new c,j=new c,C=new c,R=new c,D=new c,k=this.characterCollision?null:T;let q=this.rotateToMovementDirection;this.physicsSystem.beforeStep.pipe(d(this.disposed)).subscribe((d=>{if(this.checkGrounded(d),!this.enabled)return;if(null!=this.rootMotionAction){if(this.rootMotionAction.getClip()instanceof f){const t=this.rootMotionInterpolant;this.resetRootMotion&&(g.fromArray(t.evaluate(0)),this.resetRootMotion=!1),C.fromArray(t.evaluate(this.rootMotionAction.time)),b.subVectors(C,g),g.copy(C),this.rootMotionAction.getRoot().getWorldScale(j),b.multiply(j)}}d>x&&(d=x);const y=null!=this.rootMotionAction&&this.rootMotionAction.enabled&&0!=b.length();this.pressedJump=this.jumpInput.activated,this.isSprinting=this.sprintInput.activated;const T=q!==this.rotateToMovementDirection;let B=this.rotationInput.rotation.y-e;T&&(this.actor.object.quaternion.setFromEuler(H.set(0,this.rotationInput.rotation.y,0)),q?this.actor.object.quaternion.setFromEuler(H.set(0,this.rotationInput.rotation.y,0)):(B=0,e=this.rotationInput.rotation.y,n.set(0,0,1)),q=this.rotateToMovementDirection),s.copy(this.actor.position),r.set(-this.directionInput.vector.x,0,this.directionInput.vector.y).normalize();const W=!this.rotateToMovementDirection&&r.z<0?this.maxSpeedBackwards:this.isSprinting?this.maxSpeedSprint:this.maxSpeed;if(h.set(0,0,0),this.rotateToMovementDirection){if(r.lengthSq()>0){this.smoothRotation?(P=r,Q=11*d,O=D,(N=n).normalize(),P.normalize(),G.setFromUnitVectors(N,P),F.identity(),F.slerp(G,Q),O.copy(N).applyQuaternion(F)):D.copy(r),G.setFromUnitVectors(n.clone().normalize(),D.clone().normalize()),n.copy(D);const t=(B%(2*Math.PI)+3*Math.PI)%(2*Math.PI)-Math.PI,i=Math.abs(t),o=this.smoothRotation?w(10*d*t,-i,i):t;E.setFromEuler(H.set(0,o,0)),G.multiply(E),this.actor.object.applyQuaternion(G),h.copy(this.actor.object.getWorldDirection(V).normalize()),e+=o}}else e+=B,this.actor.object.quaternion.multiply(G.setFromEuler(H.set(0,B,0))),r.lengthSq()>0&&h.copy(r).applyQuaternion(this.actor.object.quaternion).normalize();var N,P,Q,O;if(R.set(0,0,0),this.rayTestResult.hasHit&&null!=this.rayTestResult.actor&&this.physicsSystem.getLinearVelocity(this.rayTestResult.actor,R),this.mode===m.walking?(0!==h.lengthSq()?(p=Math.min(W,p),p=a.lerp(p,W,4*d)):p=0,l.copy(h).multiplyScalar(p),this.pressedJump&&(this.mode=m.falling,this.velocity.copy(l),this.velocity.y=this.jumpVelocity),l.y=d*this.getEffectiveGravity(),l.add(R)):this.mode===m.falling&&(this.pressedJump&&this.jumpInAir&&(this.mode=m.falling,this.velocity.copy(l),this.velocity.y=this.jumpVelocity),this.velocity.y+=d*this.getEffectiveGravity(),l.copy(this.velocity),l.addScaledVector(h,this.fallingMovementControl),this.fallingReorientation&&l.applyAxisAngle(new c(0,1,0),B)),this.impulse.lengthSq()>.1){const t=Math.min(1,this.impulse.length()/5);l.x=a.lerp(l.x,this.impulse.x,t),l.z=a.lerp(l.z,this.impulse.z,t),l.y+=this.impulse.y;const e=Math.exp(-this.impulseDamping*d);this.impulse.x*=e,this.impulse.y>0?this.impulse.y+=d*this.getEffectiveGravity():this.impulse.y*=e,this.impulse.z*=e}else this.impulse.set(0,0,0);if(o.copy(l).normalize(),i.copy(l),l.length(),y?(b.applyQuaternion(this.actor.quaternion),b.y+=d*this.getEffectiveGravity(),v.copy(b)):v.copy(l).multiplyScalar(d),this.isGrounded&&this.mode===m.walking&&(this.rayTestResult.distance>t.offset()||(v.y=Math.max(0,R.y*d)),this.physicsSystem.getActorComputedMovement(this.actor,t,v,k),t.computedCollision(0,z),null!=z&&null!=z.normal1)){const e=(new S.Vector3).copy(z.normal1);Math.acos(e.dot(A))>t.maxSlopeClimbAngle()&&(v.y=.016*this.getEffectiveGravity()*.5)}M.copy(this.physicsSystem.getActorComputedMovement(this.actor,t,v,k)),this.physicsSystem.setNextKinematicTranslation(this.actor,M);let J=function(t){if(t.numComputedCollisions()>0){const e=t.computedCollision(0);I.x=e.normal2.x,I.y=e.normal2.y,I.z=e.normal2.z;const i=I.angleTo(A);I.x=e.normal1.x,I.y=e.normal1.y,I.z=e.normal1.z;const o=I.angleTo(A);return!(i<100)&&o>t.minSlopeSlideAngle()}return!1}(t);y||this.isGrounded&&!J||this.mode!==m.falling&&(null==u?u=performance.now():performance.now()-u>100&&(this.mode=m.falling,this.velocity.copy(i))),this.isGrounded&&this.velocity.y<=0&&(this.mode,m.falling,this.mode=m.walking,this.velocity.y=0,u=null),this.mode,m.walking,this.horizontalSpeed=p}))}applyImpulse(t){this.impulse.add(t)}debugDirection(){const t=new l(v,this.actor.position,1,65280);this.actor.object.parent.add(t),setTimeout((()=>{t.removeFromParent()}),30);const e=new l(M,this.actor.position,1,16711680);this.actor.object.parent.add(e),setTimeout((()=>{e.removeFromParent()}),30)}setRootMotionAction(t){const e=t?.getClip();if(e instanceof f){this.rootMotionAction=t,this.resetRootMotion=!0;const i=[];this.rootMotionInterpolant=e.motionTrack.InterpolantFactoryMethodSmooth(i)}}getWallDirection(t,e){const i=t.clone().negate().cross(A);return i.dot(e)<0?i.negate():i}moveTo(t){this.actor.position.copy(t),this.physicsSystem.updateActorTransform(this.actor)}getEffectiveGravity(){return this.gravityOverride??this.physicsSystem.getGravity().y}checkGrounded(t){this.colliderHeight,this.colliderRadius;D.y=-.05,this.physicsSystem.rayTest(j.addVectors(this.actor.position,R.set(0,this.offset,0)),C.addVectors(this.actor.position,D),this.rayTestResult,{excludeActor:this.actor,excludeTriggers:!0})}get isGrounded(){return this.rayTestResult.hasHit||this.cc.computedGrounded()}createCollisionShape(){const t=new u(this.colliderHeight,this.colliderRadius);return t.offset.y=this.colliderRadius+this.colliderHeight/2+this.offset,t.collisionGroup=T,t}step(t){}performMovement(t){}arrowHelper(t,e,i){const o=new l(t.clone().normalize(),e,1,i);this.actor.object.parent.add(o),setTimeout((()=>{o.removeFromParent()}),30)}};b=t([p({inEditor:!1}),e("design:paramtypes",[n])],b);export{b as CharacterMovementComponent};const A=new c(0,1,0),I=new c;const j=new c,C=new c,R=new c(0,1,0),D=new c(0,-.1,0),z=(new c(0,-1,0),new g.CharacterCollision),G=new S.Quaternion,F=new S.Quaternion,E=new S.Quaternion,H=new S.Euler,V=new S.Vector3;/*
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* See the LICENSE.md file for details.
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*/
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onLateUpdate(deltaTime: number): void;
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/** @deprecated Use ThirdPersonCameraComponent. No difference just renamed */
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{"version":3,"file":"third-person-camera-component.d.ts","sourceRoot":"","sources":["../../../../src/gameplay/actors/camera/third-person-camera-component.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,cAAc,EAA6B,MAAM,iBAAiB,CAAC;AAE5E,OAAO,EAAqB,iBAAiB,
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{"version":3,"file":"third-person-camera-component.d.ts","sourceRoot":"","sources":["../../../../src/gameplay/actors/camera/third-person-camera-component.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,cAAc,EAA6B,MAAM,iBAAiB,CAAC;AAE5E,OAAO,EAAqB,iBAAiB,EAAW,MAAM,OAAO,CAAC;AACtE,OAAO,EAAE,cAAc,EAAE,MAAM,0BAA0B,CAAC;AAC1D,OAAO,EAAE,YAAY,EAAE,uBAAuB,EAAiB,MAAM,sBAAsB,CAAC;AAC5F,OAAO,EAAE,aAAa,EAAiB,MAAM,0CAA0C,CAAC;AAWxF;;;GAGG;AACH,qBACa,0BAA2B,SAAQ,cAAc;IAiChD,OAAO,CAAC,cAAc;IAAkB,OAAO,CAAC,aAAa;IA/BzE,OAAO,CAAC,MAAM,CAA6F;IACvF,IAAI,EAAE,MAAM,CAAc;IAC1B,GAAG,EAAE,MAAM,CAAa;IACxB,SAAS,EAAE,MAAM,CAAqB;IACnD,MAAM,EAAE,iBAAiB,CAA0E;IAEnG,QAAQ,EAAE,MAAM,CAAI;IACpB,WAAW,EAAE,MAAM,CAAM;IACzB,WAAW,SAAgB;IAC3B,MAAM,SAAI;IACV,OAAO,SAAK;IACZ,OAAO,SAAM;IACb,YAAY,EAAE,OAAO,CAAO;IAC5B,eAAe,SAAI;IAE1B,OAAO,CAAC,oBAAoB,CAAK;IACjC,OAAO,CAAC,kBAAkB,CAA4C;IAEtE,SAAgB,aAAa,0BAAwD;IACrF,SAAgB,SAAS,eAA4B;IAErD,OAAO,CAAC,QAAQ,CAAC,MAAM,CAAgB;IAEvC,OAAO,CAAC,QAAQ,CAAC,YAAY,CAA2C;IAEjE,WAAW,UAAO;IAEzB,OAAO,CAAC,KAAK,CAAgB;IAEtB,SAAS,UAAQ;gBAEJ,cAAc,EAAE,cAAc,EAAU,aAAa,EAAE,aAAa;IAEjF,aAAa,UAAQ;IAE5B,OAAO,CAAC,eAAe,CAAQ;IAE/B,OAAO,CAAC,iBAAiB,CAAI;IAEvB,MAAM,IAAI,OAAO,CAAC,IAAI,CAAC;IAatB,QAAQ;IAwBR,YAAY,CAAC,SAAS,EAAE,MAAM,GAAG,IAAI;IAO5C,OAAO,KAAK,OAAO,GAElB;IAED,OAAO,CAAC,MAAM,CAAqB;IAC5B,UAAU;IAkBjB,OAAO,CAAC,wBAAwB,CAAO;IAEhC,UAAU;IAOjB,OAAO,CAAC,WAAW,CAIlB;IAED,OAAO,CAAC,SAAS,CAIhB;IAED,OAAO,CAAC,mBAAmB,CAK1B;IAGD,OAAO,CAAC,eAAe;IA8BvB,OAAO,CAAC,iBAAiB;IA0CzB,OAAO,CAAC,iBAAiB;IAazB,OAAO,CAAC,oBAAoB;IAkC5B,OAAO,CAAC,UAAU,CAAgB;CACnC;AAgBD,8EAA8E;AAC9E,qBAAa,yBAA0B,SAAQ,0BAA0B;CAAG"}
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import{__decorate as t,__metadata as e}from"tslib";import{ActorComponent as i,Component as s}from"../component.js";import{Vector3 as o,MathUtils as n,PerspectiveCamera as
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import{__decorate as t,__metadata as e}from"tslib";import{ActorComponent as i,Component as s}from"../component.js";import{Vector3 as o,MathUtils as n,PerspectiveCamera as h,Object3D as r}from"three";import{ViewController as a}from"../../services/render.js";import{DecimalInput as c,RestrictedRotationInput as d}from"../../input/index.js";import{PhysicsSystem as l,RayTestResult as m}from"../../services/physics/physics-system.js";import{Parameter as p}from"../../../shader/parameter.js";import{World as f}from"../../services/world.js";import{inject as u}from"../../inject.js";import{ease as v}from"@hology/nebula";const w=void 0!==window&&/Android|webOS|iPhone|iPad|iPod|BlackBerry|IEMobile|Opera Mini/i.test(navigator.userAgent);let k=class extends i{constructor(t,e){super(),this.viewController=t,this.physicsSystem=e,this.aspect=this.viewController.htmlElement.clientWidth/this.viewController.htmlElement.clientHeight,this.near=.5,this.far=500,this.viewAngle=w?30:45,this.camera=new h(this.viewAngle,this.aspect,this.near,this.far),this.distance=9,this.minDistance=1.5,this.maxDistance=this.distance,this.height=3,this.offsetX=-1,this.offsetZ=1.5,this.autoActivate=!0,this.bounceBackSpeed=5,this.collisionCheckRadius=.5,this.restrictedDistance=Math.max(this.distance,this.maxDistance),this.rotationInput=new d(-Math.PI/4,Math.PI/2-.7),this.zoomInput=new c(1,0,1),this.offset=new o,this.lookAtOffset=new o(this.offsetX,0,this.offsetZ),this.fixedBehind=!0,this.world=u(f),this.activated=!1,this.isMouseLocked=!1,this.prevFixedBehind=!1,this.blendDurationLeft=0,this.canvas=null,this.pointerLockInactivatedAt=null,this.onMouseDown=t=>{this.isMouseLocked||"mouse"!==t.pointerType||this.hideCursor()},this.onKeyDown=t=>{"Escape"===t.key&&this.showCursor()},this.onPointerLockChange=()=>{null!=document.pointerLockElement||null!=document.mozPointerLockElement||this.showCursor()},this.prevLookAt=new o}async onInit(){this.prevFixedBehind=this.fixedBehind,this.world.scene.add(this.camera),this.rotationInput.rotation.copy(this.actor.rotation),this.restrictedDistance=Math.max(this.distance,this.maxDistance),this.lookAtOffset.set(this.offsetX,0,this.offsetZ),this.autoActivate&&this.activate()}activate(){this.activated=!0,this.viewController.setCamera(this.camera);const t=this.element;null!=document.body.requestPointerLock&&(t.addEventListener("pointerdown",this.onMouseDown),t.addEventListener("keydown",this.onKeyDown),document.addEventListener("pointerlockchange",this.onPointerLockChange,!1),this.disposed.subscribe((()=>{t.removeEventListener("pointerdown",this.onMouseDown),t.removeEventListener("keydown",this.onKeyDown),document.removeEventListener("pointerlockchange",this.onPointerLockChange,!1)})))}onLateUpdate(t){this.activated&&this.setFromRotation(t)}get element(){return this.viewController.htmlElement}hideCursor(){null!=this.pointerLockInactivatedAt&&performance.now()-this.pointerLockInactivatedAt<1600||(this.element.style.cursor="none",null==this.canvas&&(this.canvas=this.element.getElementsByTagName("canvas")[0]),this.canvas&&(this.canvas.requestPointerLock(),this.isMouseLocked=!0))}showCursor(){this.pointerLockInactivatedAt=performance.now(),this.element.style.cursor="default",window.document.exitPointerLock(),this.isMouseLocked=!1}setFromRotation(t){this.lookAtOffset.set(this.offsetX,0,this.offsetZ),this.fixedBehind!==this.prevFixedBehind?(this.blendDurationLeft=1,this.prevFixedBehind=this.fixedBehind):this.blendDurationLeft>0&&(this.blendDurationLeft-=t),this.checkForCollision(t);const e=n.clamp(Math.min(this.restrictedDistance,this.distance),Math.min(this.minDistance,this.restrictedDistance),Math.max(this.distance*this.zoomInput.value,this.minDistance)),i=Math.cos(this.rotationInput.rotation.x)*e,s=this.fixedBehind?0:this.rotationInput.rotation.y;this.offset.x=Math.sin(-s)*i,this.offset.y=Math.sin(this.rotationInput.rotation.x)*e+2,this.offset.z=Math.cos(-s)*-i,this.fixedBehind&&this.offset.add(this.lookAtOffset),this.updateCameraPosition()}checkForCollision(t){const e=this.getLookAtPosition(),i=x;let s=!1,o=this.distance;const h=new m,r=this.camera.getWorldPosition(A);for(let t=-1;t<=1;t++){const n=g.subVectors(r,e);i.copy(r).add(n.multiplyScalar(1.2)),i.x+=t*this.collisionCheckRadius,this.physicsSystem.rayTest(e,i,h,{debugLifetime:0,excludeActor:this.actor,excludeTriggers:!0}),h.hasHit&&h.distance<this.distance&&(o=Math.min(h.distance,o),s||(s=h.hasHit))}s||(this.restrictedDistance=n.lerp(this.restrictedDistance,this.distance,n.clamp(this.bounceBackSpeed*t,0,1)))}getLookAtPosition(){const t=L;return t.set(0,0,0),t.y=this.height,this.fixedBehind&&t.add(this.lookAtOffset),t.applyMatrix4(this.actor.object.matrixWorld),t}updateCameraPosition(){this.fixedBehind?(y.position.set(this.offset.x,this.offset.y,this.offset.z),y.rotation.set(0,0,0),y.scale.set(1,1,1),y.applyMatrix4(this.actor.object.matrix)):y.position.copy(this.actor.position).add(this.offset);const t=v.easeInOutCubic(1-this.blendDurationLeft);this.blendDurationLeft>0?this.camera.position.lerp(y.position,t):this.camera.position.copy(y.position);const e=this.getLookAtPosition();this.blendDurationLeft>0?(this.prevLookAt.lerp(e,t),this.camera.lookAt(this.prevLookAt)):(this.camera.lookAt(e),this.prevLookAt.copy(e))}};t([p(),e("design:type",Number)],k.prototype,"near",void 0),t([p(),e("design:type",Number)],k.prototype,"far",void 0),t([p(),e("design:type",Number)],k.prototype,"viewAngle",void 0),k=t([s(),e("design:paramtypes",[a,l])],k);export{k as ThirdPersonCameraComponent};const y=new r,L=new o,x=new o,g=(new o,new o),A=new o;export class ThirdPartyCameraComponent extends k{}/*
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{"version":3,"file":"volumetric-fog-pass.d.ts","sourceRoot":"","sources":["../../../src/rendering/fog/volumetric-fog-pass.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,MAAM,EAA0C,YAAY,EAAE,KAAK,EAAW,aAAa,EAAE,iBAAiB,
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{"version":3,"file":"volumetric-fog-pass.d.ts","sourceRoot":"","sources":["../../../src/rendering/fog/volumetric-fog-pass.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,MAAM,EAA0C,YAAY,EAAE,KAAK,EAAW,aAAa,EAAE,iBAAiB,EAAE,MAAM,OAAO,CAAC;AACvI,OAAO,EAAE,UAAU,EAAE,MAAM,cAAc,CAAC;AAC1C,OAAO,EAAE,GAAG,EAAE,MAAM,8BAA8B,CAAC;AA4VnD,qBAAa,iBAAkB,SAAQ,UAAU;;IAW/C,MAAM,CAAC,QAAQ,EAAE,aAAa,EAAE,WAAW,EAAE,iBAAiB,EAAE,UAAU,EAAE,iBAAiB,GAAG,IAAI;IAOpG,OAAO,CAAC,YAAY,CAAsD;IAE1E,OAAO,CAAC,iBAAiB;IA2BzB,OAAO,CAAC,qBAAqB;IAc7B,OAAO,CAAC,mBAAmB;IAkC3B,OAAO,CAAC,eAAe,CAAiB;IACxC,OAAO,CAAC,kBAAkB,CAAiB;IAE3C,MAAM,CAAC,MAAM,EAAE,MAAM,EAAE,iBAAiB,EAAE,YAAY,EAAE,GAAG,EAAE,GAAG,EAAE,KAAK,EAAE,KAAK;CA+C/E"}
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import{Matrix4 as e,PerspectiveCamera as t,PointLight as n,Vector3 as i}from"three";import{ShaderPass as a}from"three-stdlib";import{FogVolumeObject as o}from"./fog-volume-object";const r=new i;export class VolumetricFogPass extends a{constructor(){super({defines:{PERSPECTIVE_CAMERA:1,NUM_FOG_VOLUMES:0,MAX_POINT_LIGHTS:8},uniforms:{tDepth:{value:null},tDiffuse:{value:null},cameraPos:{value:new i},cameraMatrix:{value:new e},invProjection:{value:new e},fogVolumes:{value:[]},stepCount:{value:30},cameraNear:{value:null},cameraFar:{value:null},nearMinDistance:{value:3},pointLights:{value:new Array(8).fill(null).map((()=>({color:new i(0,0,0),distance:0,position:new i})))},activePointLightCount:{value:0},directionalLight:{value:{direction:new i(0,-1,1).normalize(),color:new i(1,1,1)}},ambientLight:{value:new i(1,1,1).multiplyScalar(1.35)},directionalShadowMatrix:{value:new e},directionalShadowMap:{value:null}},vertexShader:"\n varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4(position,1.0);\n }\n ",fragmentShader:"\n #define STEP_COUNT 100\n\n #if MAX_POINT_LIGHTS > 0\n struct PointLight {\n\t\t\tvec3 position;\n vec3 color;\n float distance;\n\t\t};\n #endif\n\n struct DirectionalLight {\n vec3 color; // pre multiplied with intensity\n vec3 direction; // should point *from the light*, normalized\n };\n\n struct FogVolume {\n vec3 sphereCenter;\n float sphereRadius;\n float baseDensity;\n float heightFalloff;\n float heightOffset;\n float scatteringDistribution;\n vec3 albedo;\n };\n\n varying vec2 vUv;\n uniform sampler2D tDiffuse;\n uniform vec3 cameraPos;\n\n uniform float stepCount;\n uniform float nearMinDistance;\n\n uniform mat4 cameraMatrix;\n uniform mat4 invProjection;\n uniform sampler2D tDepth;\n\t\tuniform float cameraNear;\n\t\tuniform float cameraFar;\n \n uniform DirectionalLight directionalLight;\n\n uniform mat4 directionalShadowMatrix;\n uniform sampler2D directionalShadowMap;\n\n uniform vec3 ambientLight;\n\n #if NUM_FOG_VOLUMES > 0\n uniform FogVolume fogVolumes[ NUM_FOG_VOLUMES ];\n #endif\n #if MAX_POINT_LIGHTS > 0\n uniform PointLight pointLights[ MAX_POINT_LIGHTS ];\n uniform int activePointLightCount;\n #endif\n\n #include <packing>\n\n // Ray-sphere intersection\n bool intersectSphere(vec3 rayOrigin, vec3 rayDir, vec3 sphereCenter, float sphereRadius, out float t0, out float t1) {\n // Vector from ray origin to sphere center\n vec3 L = rayOrigin - sphereCenter;\n float a = dot(rayDir, rayDir); // should be 1 if rayDir is normalized\n float b = 2.0 * dot(rayDir, L);\n float c = dot(L, L) - sphereRadius * sphereRadius;\n \n float discriminant = b * b - 4.0 * a * c;\n if (discriminant < 0.0) {\n return false; // no intersection\n }\n \n float sqrtD = sqrt(discriminant);\n t0 = (-b - sqrtD) / (2.0 * a);\n t1 = (-b + sqrtD) / (2.0 * a);\n \n // Make sure t0 <= t1\n if (t0 > t1) {\n float tmp = t0;\n t0 = t1;\n t1 = tmp;\n }\n return true;\n }\n\n float getLinearDepth( const in vec2 uv ) {\n\n float fragCoordZ = texture2D( tDepth, uv ).x;\n return perspectiveDepthToViewZ( fragCoordZ, cameraNear, cameraFar );\n\n\t\t}\n\n float linearizeDepth(float depth) {\n float z = depth * 2.0 - 1.0; // back to NDC (-1..1)\n return (2.0 * cameraNear * cameraFar) / (cameraFar + cameraNear - z * (cameraFar - cameraNear));\n }\n\n\n\n float texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n return step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\n }\n\n vec3 calcDirectionalLight(vec3 p, vec3 rayDir, float g, DirectionalLight dirLight) {\n vec3 toLight = dirLight.direction; // direction from sample point to light\n float cosTheta = dot(toLight, -rayDir); // angle between view ray and light\n cosTheta = clamp(cosTheta, -1.0, 1.0); // keep it safe\n\n // phase function (Henyey-Greenstein or isotropic)\n float denom = 1.0 + g*g - 2.0*g*cosTheta;\n float phase = (1.0 - g*g) / (4.0 * 3.14159265 * pow(denom, 1.5));\n phase *= 3.0 * 3.14159265; // scale to total energy\n\n vec4 shadowCoord = directionalShadowMatrix * vec4(p, 1.0);\n shadowCoord.xyz /= shadowCoord.w; // perspective divide\n\n float bias = 0.0; \n float inShadow = texture2DCompare(directionalShadowMap, shadowCoord.xy, shadowCoord.z - bias);\n\n return dirLight.color * phase * inShadow;\n }\n\n vec3 calcPointLight(vec3 p, vec3 rayDir, float g, PointLight pointLight) {\n vec3 lightPos = pointLight.position;\n vec3 lightColor = pointLight.color;\n float lightRadius = pointLight.distance;\n\n vec3 L = normalize(lightPos - p);\n float lightDist = length(lightPos - p);\n \n float attenuation = clamp(1.0 - lightDist / lightRadius, 0.0, 1.0);\n attenuation *= attenuation; // smoother falloff\n attenuation /= (1.0 + lightDist*lightDist); // inverse-square style\n\n attenuation *= 4.0 * 3.14159; // Manually scaled to match point light intensity\n // float attenuation = 1.0 / (4.0 * 3.14159 * lightDist * lightDist);\n\n\n float cosTheta = dot(L, -rayDir); // angle between light and view ray\n float phase = (1.0 - g*g) / pow(1.0 + g*g - 2.0*g*cosTheta, 1.5);\n phase *= 0.25 / 3.14159; // normalize\n\n // Intensity is part of color\n vec3 light = lightColor * attenuation * phase;\n return light;\n }\n\n void main() {\n // reconstruct ray in world space\n vec2 ndc = vUv * 2.0 - 1.0;\n vec4 nearPoint = invProjection * vec4(ndc, -1.0, 1.0);\n nearPoint /= nearPoint.w;\n vec4 farPoint = invProjection * vec4(ndc, 1.0, 1.0);\n farPoint /= farPoint.w;\n\n vec3 rayOrigin = cameraPos;\n vec3 rayDir = normalize(farPoint.xyz - cameraPos);\n\n float sceneDepth = -getLinearDepth(vUv); // in view space\n\n // vec4 scenePosView = invProjection * vec4(ndc, sceneDepth * 2.0 - 1.0, 1.0);\n // scenePosView /= scenePosView.w;\n\n // distance from camera to surface\n // float sceneDist = length(scenePosView.xyz - cameraPosition);\n\n vec3 albedo = vec3(214.0, 206.0, 154.0) / 255.0; // Should be a parameter\n\n vec3 transmittance = vec3(1.0);\n vec3 inscatter = vec3(0.0);\n\n #if NUM_FOG_VOLUMES > 0\n for (int v = 0; v < NUM_FOG_VOLUMES; v++) {\n FogVolume volume = fogVolumes[v];\n vec3 sphereCenter = volume.sphereCenter;\n float sphereRadius = volume.sphereRadius;\n float heightFalloff = volume.heightFalloff;\n float heightOffset = volume.heightOffset;\n float baseDensity = volume.baseDensity;\n float g = volume.scatteringDistribution;\n for (int i = 0; i < STEP_COUNT; i++) {\n float t0, t1;\n if (!intersectSphere(rayOrigin, rayDir, sphereCenter, sphereRadius, t0, t1) || t1 <= 0.0) {\n continue;\n }\n // if camera inside sphere\n t0 = max(t0, 0.0);\n float stepSize = (t1 - t0) / float(STEP_COUNT);\n \n float t = t0 + float(i) * stepSize;\n vec3 p = rayOrigin + rayDir * t;\n\n float geomDelta = sceneDepth - t; // how far fog sample is from hitting geometry\n float fade = clamp(geomDelta, 0.0, 1.0); \n // float fade = clamp((sceneDepth - t) / 0.1, 0.0, 1.0);\n\n float closeFade = smoothstep(0.0, 0.3, (t - nearMinDistance) / t);\n float edgeFade = clamp(sphereRadius - length(p - sphereCenter), 0.0, 1.0);\n\n // density with exponential height falloff\n float h = p.y - (sphereCenter.y + heightOffset);\n float heightFactor = clamp(exp(-h * heightFalloff), 0.0, 1.0);\n float density = baseDensity * heightFactor * fade * closeFade * edgeFade;\n\n\n vec3 light = vec3(0.0); // simple white light\n\n #if MAX_POINT_LIGHTS > 0\n for (int pi = 0; pi < activePointLightCount; pi++) {\n light += calcPointLight(p, rayDir, g, pointLights[pi]);\n } \n #endif\n\n light += calcDirectionalLight(p, rayDir, g, directionalLight);\n\n // Ambient \n light += ambientLight / 12.0;\n\n light *= volume.albedo;\n\n inscatter += transmittance * light * density * stepSize;\n transmittance *= exp(-density * stepSize);\n }\n }\n #endif\n\n float alpha = 1.0 - transmittance.r;\n // inscatter += ambientLight * alpha;\n\n vec3 sceneCol = texture2D(tDiffuse, vUv).rgb;\n vec3 color = sceneCol * transmittance + inscatter;\n\n gl_FragColor = vec4(color, alpha);\n }\n "}),this.volumesCache=new WeakMap,this._viewProjection=new e,this._invViewProjection=new e,this.material.onBeforeCompile=e=>{console.log("compile material",e)}}render(e,t,n){super.render(e,t,n)}getVolumeUniforms(e){let t=this.volumesCache.get(e);return null==t&&(t={albedo:new i,baseDensity:e.baseDensity,heightFalloff:e.heightFalloff,heightOffset:e.heightOffset,scatteringDistribution:e.scatteringDistribution,sphereRadius:1,sphereCenter:new i},this.volumesCache.set(e,t)),e.object.getWorldPosition(t.sphereCenter),e.object.getWorldScale(r),t.sphereRadius=5*r.x,t.albedo.set(e.albedo.r,e.albedo.g,e.albedo.b),t.baseDensity=e.baseDensity,t.heightFalloff=e.heightFalloff,t.heightOffset=e.heightOffset,t.scatteringDistribution=e.scatteringDistribution,t}getPointLightUniforms(e){const t={position:new i,color:new i,distance:0};return e.getWorldPosition(t.position),t.color.set(e.color.r,e.color.g,e.color.b).multiplyScalar(e.intensity),t.distance=void 0!==e.distance&&e.distance>0?e.distance:1,t}updateArrayUniforms(e){const t=this.material.uniforms.fogVolumes.value;let i=0;const a=this.material.uniforms.pointLights.value;let r=0;e.traverseVisible((e=>{if(e instanceof o){const n=e.volume,a=this.getVolumeUniforms(n);t[i]=a,i++}else if(e instanceof n&&r<a.length){const t=this.getPointLightUniforms(e);a[r].position.copy(t.position),a[r].color.copy(t.color),a[r].distance=t.distance,r++}})),this.material.uniforms.activePointLightCount.value=r,this.material.defines.NUM_FOG_VOLUMES!==i&&(this.material.needsUpdate=!0,this.material.uniformsNeedUpdate=!0),this.material.defines.NUM_FOG_VOLUMES=i}update(e,n,a,o){if(this.updateArrayUniforms(o),this.enabled=0!=this.material.defines.NUM_FOG_VOLUMES,!this.enabled)return;null==this.uniforms.cameraPosition&&(this.uniforms.cameraPos={value:new i}),this.uniforms.cameraPos.value.copy(e.position),this._viewProjection.multiplyMatrices(e.projectionMatrix,e.matrixWorldInverse),this.uniforms.invProjection.value.copy(this._invViewProjection.copy(this._viewProjection).invert()),this.uniforms.tDepth.value=n.depthTexture,e instanceof t&&(this.uniforms.cameraNear.value=e.near,this.uniforms.cameraFar.value=e.far),this.uniforms.directionalLight.value.direction=a.lightDirection,this.uniforms.directionalLight.value.color.set(1,1,1).multiplyScalar(a.lightIntensity);const r=a.lights[0];r&&r.shadow&&r.castShadow&&(this.uniforms.directionalShadowMap.value=r.shadow.map?.texture,this.uniforms.directionalShadowMatrix.value=r.shadow.matrix)}}/*
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import{Matrix4 as e,PerspectiveCamera as t,PointLight as n,Vector3 as i}from"three";import{ShaderPass as a}from"three-stdlib";import{ambientLightName as o}from"../../scene/sky.js";import{FogVolumeObject as r}from"./fog-volume-object";const s=new i;export class VolumetricFogPass extends a{constructor(){super({defines:{PERSPECTIVE_CAMERA:1,NUM_FOG_VOLUMES:0,MAX_POINT_LIGHTS:8},uniforms:{tDepth:{value:null},tDiffuse:{value:null},cameraPos:{value:new i},cameraMatrix:{value:new e},invProjection:{value:new e},fogVolumes:{value:[]},stepCount:{value:30},cameraNear:{value:null},cameraFar:{value:null},nearMinDistance:{value:3},pointLights:{value:new Array(8).fill(null).map((()=>({color:new i(0,0,0),distance:0,position:new i})))},activePointLightCount:{value:0},directionalLight:{value:{direction:new i(0,-1,1).normalize(),color:new i(1,1,1)}},ambientLight:{value:new i(1,1,1).multiplyScalar(1.35)},directionalShadowMatrix:{value:new e},directionalShadowMap:{value:null}},vertexShader:"\n varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4(position,1.0);\n }\n ",fragmentShader:"\n #define STEP_COUNT 100\n\n #if MAX_POINT_LIGHTS > 0\n struct PointLight {\n\t\t\tvec3 position;\n vec3 color;\n float distance;\n\t\t};\n #endif\n\n struct DirectionalLight {\n vec3 color; // pre multiplied with intensity\n vec3 direction; // should point *from the light*, normalized\n };\n\n struct FogVolume {\n vec3 sphereCenter;\n float sphereRadius;\n float baseDensity;\n float heightFalloff;\n float heightOffset;\n float scatteringDistribution;\n vec3 albedo;\n };\n\n varying vec2 vUv;\n uniform sampler2D tDiffuse;\n uniform vec3 cameraPos;\n\n uniform float stepCount;\n uniform float nearMinDistance;\n\n uniform mat4 cameraMatrix;\n uniform mat4 invProjection;\n uniform sampler2D tDepth;\n\t\tuniform float cameraNear;\n\t\tuniform float cameraFar;\n \n uniform DirectionalLight directionalLight;\n\n uniform mat4 directionalShadowMatrix;\n uniform sampler2D directionalShadowMap;\n\n uniform vec3 ambientLight;\n\n #if NUM_FOG_VOLUMES > 0\n uniform FogVolume fogVolumes[ NUM_FOG_VOLUMES ];\n #endif\n #if MAX_POINT_LIGHTS > 0\n uniform PointLight pointLights[ MAX_POINT_LIGHTS ];\n uniform int activePointLightCount;\n #endif\n\n #include <packing>\n\n // Ray-sphere intersection\n bool intersectSphere(vec3 rayOrigin, vec3 rayDir, vec3 sphereCenter, float sphereRadius, out float t0, out float t1) {\n // Vector from ray origin to sphere center\n vec3 L = rayOrigin - sphereCenter;\n float a = dot(rayDir, rayDir); // should be 1 if rayDir is normalized\n float b = 2.0 * dot(rayDir, L);\n float c = dot(L, L) - sphereRadius * sphereRadius;\n \n float discriminant = b * b - 4.0 * a * c;\n if (discriminant < 0.0) {\n return false; // no intersection\n }\n \n float sqrtD = sqrt(discriminant);\n t0 = (-b - sqrtD) / (2.0 * a);\n t1 = (-b + sqrtD) / (2.0 * a);\n \n // Make sure t0 <= t1\n if (t0 > t1) {\n float tmp = t0;\n t0 = t1;\n t1 = tmp;\n }\n return true;\n }\n\n float getLinearDepth( const in vec2 uv ) {\n\n float fragCoordZ = texture2D( tDepth, uv ).x;\n return perspectiveDepthToViewZ( fragCoordZ, cameraNear, cameraFar );\n\n\t\t}\n\n float linearizeDepth(float depth) {\n float z = depth * 2.0 - 1.0; // back to NDC (-1..1)\n return (2.0 * cameraNear * cameraFar) / (cameraFar + cameraNear - z * (cameraFar - cameraNear));\n }\n\n\n\n float texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n return step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\n }\n\n vec3 calcDirectionalLight(vec3 p, vec3 rayDir, float g, DirectionalLight dirLight) {\n vec3 toLight = dirLight.direction; // direction from sample point to light\n float cosTheta = dot(toLight, -rayDir); // angle between view ray and light\n cosTheta = clamp(cosTheta, -1.0, 1.0); // keep it safe\n\n // phase function (Henyey-Greenstein or isotropic)\n float denom = 1.0 + g*g - 2.0*g*cosTheta;\n float phase = (1.0 - g*g) / (4.0 * 3.14159265 * pow(denom, 1.5));\n phase *= 3.0 * 3.14159265; // scale to total energy\n\n vec4 shadowCoord = directionalShadowMatrix * vec4(p, 1.0);\n shadowCoord.xyz /= shadowCoord.w; // perspective divide\n\n float bias = 0.0; \n float inShadow = texture2DCompare(directionalShadowMap, shadowCoord.xy, shadowCoord.z - bias);\n\n return dirLight.color * phase * inShadow;\n }\n\n vec3 calcPointLight(vec3 p, vec3 rayDir, float g, PointLight pointLight) {\n vec3 lightPos = pointLight.position;\n vec3 lightColor = pointLight.color;\n float lightRadius = pointLight.distance;\n\n vec3 L = normalize(lightPos - p);\n float lightDist = length(lightPos - p);\n \n float attenuation = clamp(1.0 - lightDist / lightRadius, 0.0, 1.0);\n attenuation *= attenuation; // smoother falloff\n attenuation /= (1.0 + lightDist*lightDist); // inverse-square style\n\n attenuation *= 4.0 * 3.14159; // Manually scaled to match point light intensity\n // float attenuation = 1.0 / (4.0 * 3.14159 * lightDist * lightDist);\n\n\n float cosTheta = dot(L, -rayDir); // angle between light and view ray\n float phase = (1.0 - g*g) / pow(1.0 + g*g - 2.0*g*cosTheta, 1.5);\n phase *= 0.25 / 3.14159; // normalize\n\n // Intensity is part of color\n vec3 light = lightColor * attenuation * phase;\n return light;\n }\n\n void main() {\n // reconstruct ray in world space\n vec2 ndc = vUv * 2.0 - 1.0;\n vec4 nearPoint = invProjection * vec4(ndc, -1.0, 1.0);\n nearPoint /= nearPoint.w;\n vec4 farPoint = invProjection * vec4(ndc, 1.0, 1.0);\n farPoint /= farPoint.w;\n\n vec3 rayOrigin = cameraPos;\n vec3 rayDir = normalize(farPoint.xyz - cameraPos);\n\n float sceneDepth = -getLinearDepth(vUv); // in view space\n\n // vec4 scenePosView = invProjection * vec4(ndc, sceneDepth * 2.0 - 1.0, 1.0);\n // scenePosView /= scenePosView.w;\n\n // distance from camera to surface\n // float sceneDist = length(scenePosView.xyz - cameraPosition);\n\n vec3 albedo = vec3(214.0, 206.0, 154.0) / 255.0; // Should be a parameter\n\n vec3 transmittance = vec3(1.0);\n vec3 inscatter = vec3(0.0);\n\n #if NUM_FOG_VOLUMES > 0\n for (int v = 0; v < NUM_FOG_VOLUMES; v++) {\n FogVolume volume = fogVolumes[v];\n vec3 sphereCenter = volume.sphereCenter;\n float sphereRadius = volume.sphereRadius;\n float heightFalloff = volume.heightFalloff;\n float heightOffset = volume.heightOffset;\n float baseDensity = volume.baseDensity;\n float g = volume.scatteringDistribution;\n for (int i = 0; i < STEP_COUNT; i++) {\n float t0, t1;\n if (!intersectSphere(rayOrigin, rayDir, sphereCenter, sphereRadius, t0, t1) || t1 <= 0.0) {\n continue;\n }\n // if camera inside sphere\n t0 = max(t0, 0.0);\n float stepSize = (t1 - t0) / float(STEP_COUNT);\n \n float t = t0 + float(i) * stepSize;\n vec3 p = rayOrigin + rayDir * t;\n\n float geomDelta = sceneDepth - t; // how far fog sample is from hitting geometry\n float fade = clamp(geomDelta, 0.0, 1.0); \n // float fade = clamp((sceneDepth - t) / 0.1, 0.0, 1.0);\n\n float closeFade = smoothstep(0.0, 0.3, (t - nearMinDistance) / t);\n float edgeFade = clamp(sphereRadius - length(p - sphereCenter), 0.0, 1.0);\n\n // density with exponential height falloff\n float h = p.y - (sphereCenter.y + heightOffset);\n float heightFactor = clamp(exp(-h * heightFalloff), 0.0, 1.0);\n float density = baseDensity * heightFactor * fade * closeFade * edgeFade;\n\n\n vec3 light = vec3(0.0); // simple white light\n\n #if MAX_POINT_LIGHTS > 0\n for (int pi = 0; pi < activePointLightCount; pi++) {\n light += calcPointLight(p, rayDir, g, pointLights[pi]);\n } \n #endif\n\n light += calcDirectionalLight(p, rayDir, g, directionalLight);\n\n // Ambient \n light += ambientLight / 12.0;\n\n light *= volume.albedo;\n\n inscatter += transmittance * light * density * stepSize;\n transmittance *= exp(-density * stepSize);\n }\n }\n #endif\n\n float alpha = 1.0 - transmittance.r;\n // inscatter += ambientLight * alpha;\n\n vec3 sceneCol = texture2D(tDiffuse, vUv).rgb;\n vec3 color = sceneCol * transmittance + inscatter;\n\n gl_FragColor = vec4(color, alpha);\n }\n "}),this.volumesCache=new WeakMap,this._viewProjection=new e,this._invViewProjection=new e,this.material.onBeforeCompile=e=>{console.log("compile material",e)}}render(e,t,n){super.render(e,t,n)}getVolumeUniforms(e){let t=this.volumesCache.get(e);return null==t&&(t={albedo:new i,baseDensity:e.baseDensity,heightFalloff:e.heightFalloff,heightOffset:e.heightOffset,scatteringDistribution:e.scatteringDistribution,sphereRadius:1,sphereCenter:new i},this.volumesCache.set(e,t)),e.object.getWorldPosition(t.sphereCenter),e.object.getWorldScale(s),t.sphereRadius=5*s.x,t.albedo.set(e.albedo.r,e.albedo.g,e.albedo.b),t.baseDensity=e.baseDensity,t.heightFalloff=e.heightFalloff,t.heightOffset=e.heightOffset,t.scatteringDistribution=e.scatteringDistribution,t}getPointLightUniforms(e){const t={position:new i,color:new i,distance:0};return e.getWorldPosition(t.position),t.color.set(e.color.r,e.color.g,e.color.b).multiplyScalar(e.intensity),t.distance=void 0!==e.distance&&e.distance>0?e.distance:1,t}updateArrayUniforms(e){const t=this.material.uniforms.fogVolumes.value;let i=0;const a=this.material.uniforms.pointLights.value;let o=0;e.traverseVisible((e=>{if(e instanceof r){const n=e.volume,a=this.getVolumeUniforms(n);t[i]=a,i++}else if(e instanceof n&&o<a.length){const t=this.getPointLightUniforms(e);a[o].position.copy(t.position),a[o].color.copy(t.color),a[o].distance=t.distance,o++}})),this.material.uniforms.activePointLightCount.value=o,this.material.defines.NUM_FOG_VOLUMES!==i&&(this.material.needsUpdate=!0,this.material.uniformsNeedUpdate=!0),this.material.defines.NUM_FOG_VOLUMES=i}update(e,n,a,r){if(this.updateArrayUniforms(r),this.enabled=0!=this.material.defines.NUM_FOG_VOLUMES,!this.enabled)return;null==this.uniforms.cameraPosition&&(this.uniforms.cameraPos={value:new i}),this.uniforms.cameraPos.value.copy(e.position),this._viewProjection.multiplyMatrices(e.projectionMatrix,e.matrixWorldInverse),this.uniforms.invProjection.value.copy(this._invViewProjection.copy(this._viewProjection).invert()),this.uniforms.tDepth.value=n.depthTexture,e instanceof t&&(this.uniforms.cameraNear.value=e.near,this.uniforms.cameraFar.value=e.far),this.uniforms.directionalLight.value.direction=a.lightDirection,this.uniforms.directionalLight.value.color.set(1,1,1).multiplyScalar(a.lightIntensity);const s=a.lights[0];s&&s.shadow&&s.castShadow&&s.visible&&(this.uniforms.directionalShadowMap.value=s.shadow.map?.texture,this.uniforms.directionalShadowMatrix.value=s.shadow.matrix),s&&!s.visible?this.uniforms.directionalLight.value.color.set(0,0,0):this.uniforms.directionalLight.value.color.set(s.color.r,s.color.g,s.color.b).multiplyScalar(a.lightIntensity);const l=r.children.find((e=>e.name===o));null!=l&&l.visible?this.uniforms.ambientLight.value.set(l.color.r,l.color.g,l.color.b).multiplyScalar(l.intensity):this.uniforms.ambientLight.value.set(0,0,0)}}/*
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{"version":3,"file":"outline-effect.d.ts","sourceRoot":"","sources":["../../src/rendering/outline-effect.js"],"names":[],"mappings":"AAYA;;;;;;;;;;;;;;;GAeG;AACH;IAEC;;;;;OAKG;IACH,sBAHW,aAAa,
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{"version":3,"file":"outline-effect.d.ts","sourceRoot":"","sources":["../../src/rendering/outline-effect.js"],"names":[],"mappings":"AAYA;;;;;;;;;;;;;;;GAeG;AACH;IAEC;;;;;OAKG;IACH,sBAHW,aAAa,mBAoTvB;IA/SA,yBAA4B;IAE5B,iBAAmB;IAoInB,qCAAoC;IAqCpC,mDAA4C;IAyB5C,+DAAoC;IA+GrC;;;;OAIG;IACH,cAHW,QAAQ,QA0ClB;CACD;+BA5XM,OAAO;yBAAP,OAAO"}
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import{BackSide as e,Color as i,ShaderMaterial as t,UniformsLib as n,UniformsUtils as a,Object3D as l,Mesh as r,InstancedMesh as o,BatchedMesh as s}from"three";export class OutlineEffect{constructor(l,r={}){this.applied=new WeakSet,this.enabled=!0;const o=void 0!==r.defaultThickness?r.defaultThickness:.003,s=(new i).fromArray(void 0!==r.defaultColor?r.defaultColor:[0,0,0]),u=void 0!==r.defaultAlpha?r.defaultAlpha:1,p=void 0!==r.defaultKeepAlive&&r.defaultKeepAlive,c={},d={},m={outlineThickness:{value:o},outlineColor:{value:s},outlineAlpha:{value:u}},v=["#include <common>","#include <uv_pars_vertex>","#include <displacementmap_pars_vertex>","#include <fog_pars_vertex>","#include <morphtarget_pars_vertex>","#include <skinning_pars_vertex>","#include <logdepthbuf_pars_vertex>","#include <clipping_planes_pars_vertex>","uniform float outlineThickness;","vec4 calculateOutline( vec4 pos, vec3 normal, vec4 skinned ) {","\tfloat thickness = outlineThickness;","\tconst float ratio = 1.0;","\tvec4 pos2 = projectionMatrix * modelViewMatrix * vec4( skinned.xyz + normal, 1.0 );"," float viewDistance = length((modelViewMatrix * vec4(skinned.xyz, 1.0)).xyz);"," float scale = pow(viewDistance, 0.5); // sqrt, or any exponent","\tvec4 norm = normalize( pos - pos2 );","\treturn pos + norm * thickness * scale * ratio;","}","void main() {","\t#include <uv_vertex>","\t#include <beginnormal_vertex>","\t#include <morphnormal_vertex>","\t#include <skinbase_vertex>","\t#include <skinnormal_vertex>","\t#include <begin_vertex>","\t#include <morphtarget_vertex>","\t#include <skinning_vertex>","\t#include <displacementmap_vertex>","\t#include <project_vertex>","\tvec3 outlineNormal = - objectNormal;","\tgl_Position = calculateOutline( gl_Position, outlineNormal, vec4( transformed, 1.0 ) );","\t#include <logdepthbuf_vertex>","\t#include <clipping_planes_vertex>","\t#include <fog_vertex>","}"].join("\n"),f=["#include <common>","#include <fog_pars_fragment>","#include <logdepthbuf_pars_fragment>","#include <clipping_planes_pars_fragment>","uniform vec3 outlineColor;","uniform float outlineAlpha;","void main() {","\t#include <clipping_planes_fragment>","\t#include <logdepthbuf_fragment>","\tgl_FragColor = vec4( outlineColor, outlineAlpha );","\t#include <tonemapping_fragment>","\t#include <colorspace_fragment>","\t#include <fog_fragment>","\t#include <premultiplied_alpha_fragment>","}"].join("\n");function h(){return new t({type:"OutlineEffect",uniforms:a.merge([n.fog,n.displacementmap,m]),vertexShader:v,fragmentShader:f,side:e,depthTest:!0,depthWrite:!1,transparent:!0})}this.createMaterial=h,this.getOutlineMaterial=function(e){const i=function(e){let i=c[e.uuid];return void 0===i&&(i={material:h(),used:!0,keepAlive:p,count:0},c[e.uuid]=i),i.used=!0,i.material}(e);return d[i.uuid]=e,function(e,i){if("invisible"===e.name)return;const t=i.userData.outlineParameters;e.fog=i.fog,e.toneMapped=i.toneMapped,e.premultipliedAlpha=i.premultipliedAlpha,e.displacementMap=i.displacementMap,void 0!==t?(!1===i.visible?e.visible=!1:e.visible=void 0===t.visible||t.visible,e.transparent=void 0!==t.alpha&&t.alpha<1||i.transparent,void 0!==t.keepAlive&&(c[i.uuid].keepAlive=t.keepAlive)):(e.transparent=i.transparent,e.visible=i.visible);!0!==i.wireframe&&!1!==i.depthTest||(e.visible=!1);i.clippingPlanes&&(e.clipping=!0,e.clippingPlanes=i.clippingPlanes,e.clipIntersection=i.clipIntersection,e.clipShadows=i.clipShadows);e.version=i.version}(i,e),i},this.updateUniforms=function(e,i){const t=i.userData.outlineParameters;e.uniforms.outlineAlpha.value=i.opacity,void 0!==t&&(void 0!==t.thickness&&(e.uniforms.outlineThickness.value=t.thickness),void 0!==t.color&&e.uniforms.outlineColor.value.fromArray(t.color),void 0!==t.alpha&&(e.uniforms.outlineAlpha.value=t.alpha)),i.displacementMap&&(e.uniforms.displacementMap.value=i.displacementMap,e.uniforms.displacementScale.value=i.displacementScale,e.uniforms.displacementBias.value=i.displacementBias)}}apply(e){if(!(e instanceof r)||e instanceof s||e instanceof o)return;if(this.applied.has(e))return;this.applied.add(e);const i=e.onAfterRender;e.onAfterRender=(t,n,a,l,r,o)=>{i(t,n,a,l,r);let s=!1;if(Array.isArray(r)?s=r.some((e=>e&&e.userData&&e.userData.outlineParameters)):r&&r.userData&&r.userData.outlineParameters&&(s=!0),!s)return;const u=e.material,p=this.getOutlineMaterial(u);e.material=p,this.updateUniforms(p,r),t.renderBufferDirect(a,n,l,p,e,o),e.material=u}}}/*
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import{BackSide as e,Color as i,ShaderMaterial as t,UniformsLib as n,UniformsUtils as a,Object3D as l,Mesh as r,InstancedMesh as o,BatchedMesh as s}from"three";export class OutlineEffect{constructor(l,r={}){this.applied=new WeakSet,this.enabled=!0;const o=void 0!==r.defaultThickness?r.defaultThickness:.003,s=(new i).fromArray(void 0!==r.defaultColor?r.defaultColor:[0,0,0]),u=void 0!==r.defaultAlpha?r.defaultAlpha:1,p=void 0!==r.defaultKeepAlive&&r.defaultKeepAlive,c={},d={},m={outlineThickness:{value:o},outlineColor:{value:s},outlineAlpha:{value:u}},v=["#include <common>","#include <uv_pars_vertex>","#include <displacementmap_pars_vertex>","#include <fog_pars_vertex>","#include <morphtarget_pars_vertex>","#include <skinning_pars_vertex>","#include <logdepthbuf_pars_vertex>","#include <clipping_planes_pars_vertex>","uniform float outlineThickness;","vec4 calculateOutline( vec4 pos, vec3 normal, vec4 skinned ) {","\tfloat thickness = outlineThickness;","\tconst float ratio = 1.0;","\tvec4 pos2 = projectionMatrix * modelViewMatrix * vec4( skinned.xyz + normal, 1.0 );"," float viewDistance = length((modelViewMatrix * vec4(skinned.xyz, 1.0)).xyz);"," float scale = pow(viewDistance, 0.5); // sqrt, or any exponent","\tvec4 norm = normalize( pos - pos2 );","\treturn pos + norm * thickness * scale * ratio;","}","void main() {","\t#include <uv_vertex>","\t#include <beginnormal_vertex>","\t#include <morphnormal_vertex>","\t#include <skinbase_vertex>","\t#include <skinnormal_vertex>","\t#include <begin_vertex>","\t#include <morphtarget_vertex>","\t#include <skinning_vertex>","\t#include <displacementmap_vertex>","\t#include <project_vertex>","\tvec3 outlineNormal = - objectNormal;","\tgl_Position = calculateOutline( gl_Position, outlineNormal, vec4( transformed, 1.0 ) );","\t#include <logdepthbuf_vertex>","\t#include <clipping_planes_vertex>","\t#include <fog_vertex>","}"].join("\n"),f=["#include <common>","#include <fog_pars_fragment>","#include <logdepthbuf_pars_fragment>","#include <clipping_planes_pars_fragment>","uniform vec3 outlineColor;","uniform float outlineAlpha;","void main() {","\t#include <clipping_planes_fragment>","\t#include <logdepthbuf_fragment>","\tgl_FragColor = vec4( outlineColor, outlineAlpha );","\t#include <tonemapping_fragment>","\t#include <colorspace_fragment>","\t#include <fog_fragment>","\t#include <premultiplied_alpha_fragment>","}"].join("\n");function h(){return new t({type:"OutlineEffect",uniforms:a.merge([n.fog,n.displacementmap,m]),vertexShader:v,fragmentShader:f,side:e,depthTest:!0,depthWrite:!1,transparent:!0})}this.createMaterial=h,this.getOutlineMaterial=function(e){const i=function(e){let i=c[e.uuid];return void 0===i&&(i={material:h(),used:!0,keepAlive:p,count:0},c[e.uuid]=i),i.used=!0,i.material}(e);return d[i.uuid]=e,function(e,i){Array.isArray(i)&&(i=i[0]);if("invisible"===e.name)return;const t=i.userData.outlineParameters;e.fog=i.fog,e.toneMapped=i.toneMapped,e.premultipliedAlpha=i.premultipliedAlpha,e.displacementMap=i.displacementMap,void 0!==t?(!1===i.visible?e.visible=!1:e.visible=void 0===t.visible||t.visible,e.transparent=void 0!==t.alpha&&t.alpha<1||i.transparent,void 0!==t.keepAlive&&(c[i.uuid].keepAlive=t.keepAlive)):(e.transparent=i.transparent,e.visible=i.visible);!0!==i.wireframe&&!1!==i.depthTest||(e.visible=!1);i.clippingPlanes&&(e.clipping=!0,e.clippingPlanes=i.clippingPlanes,e.clipIntersection=i.clipIntersection,e.clipShadows=i.clipShadows);e.version=i.version}(i,e),i},this.updateUniforms=function(e,i){const t=i.userData.outlineParameters;e.uniforms.outlineAlpha.value=i.opacity,void 0!==t&&(void 0!==t.thickness&&(e.uniforms.outlineThickness.value=t.thickness),void 0!==t.color&&e.uniforms.outlineColor.value.fromArray(t.color),void 0!==t.alpha&&(e.uniforms.outlineAlpha.value=t.alpha)),i.displacementMap&&(e.uniforms.displacementMap.value=i.displacementMap,e.uniforms.displacementScale.value=i.displacementScale,e.uniforms.displacementBias.value=i.displacementBias)}}apply(e){if(!(e instanceof r)||e instanceof s||e instanceof o)return;if(this.applied.has(e))return;this.applied.add(e);const i=e.onAfterRender;e.onAfterRender=(t,n,a,l,r,o)=>{i(t,n,a,l,r);let s=!1;if(Array.isArray(r)?s=r.some((e=>e&&e.userData&&e.userData.outlineParameters)):r&&r.userData&&r.userData.outlineParameters&&(s=!0),!s)return;const u=e.material,p=this.getOutlineMaterial(u);e.material=p,this.updateUniforms(p,r),t.renderBufferDirect(a,n,l,p,e,o),e.material=u}}}/*
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{"version":3,"file":"rendering.d.ts","sourceRoot":"","sources":["../src/rendering.ts"],"names":[],"mappings":"AAAA,OAAO,KAAK,KAAK,MAAM,OAAO,CAAC;AAC/B,OAAO,EACL,MAAM,EAKN,QAAQ,EAIR,aAAa,EACb,iBAAiB,EAClB,MAAM,OAAO,CAAC;AACf,OAAO,EAA0E,UAAU,EAA6B,MAAM,cAAc,CAAC;AAM7I,OAAO,EAAE,GAAG,EAAE,MAAM,+BAA+B,CAAC;AAEpD,OAAO,EAAE,QAAQ,EAAE,MAAM,+CAA+C,CAAC;AAazE,OAAO,EAAE,WAAW,EAAE,MAAM,+BAA+B,CAAC;AAE5D,OAAO,EAAE,KAAK,mBAAmB,EAAE,KAAK,iBAAiB,EAAE,MAAM,wDAAwD,CAAC;
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+
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package/dist/rendering.js
CHANGED
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var e;import{__decorate as t,__metadata as s}from"tslib";import*as i from"three";import{Color as r,Material as n,Matrix4 as a,Mesh as o,PerspectiveCamera as l,ShaderChunk as h,ShaderMaterial as d}from"three";import{EffectComposer as c,FXAAShader as p,GammaCorrectionShader as u,LUTPass as m,RenderPass as g,ShaderPass as f,UnrealBloomPass as v,VRButton as x}from"three-stdlib";import{CSMShader as b,CSMUtil as P}from"./csm.js";import{NodeShaderMaterial as T}from"three-shader-graph";import{Reflector as y}from"three-stdlib";import{BokehPass as w,OutputPass as M}from"three/examples/jsm/Addons.js";import{CSM as R}from"three/examples/jsm/csm/CSM.js";import S from"three/examples/jsm/libs/stats.module.js";import{GTAOPass as C}from"three/examples/jsm/postprocessing/GTAOPass.js";import{Service as F}from"typedi";import{depthUniformName as D,farUniformName as I,nearUniformName as A,resolutionUniformName as E,supportsDepthTextureExtension as W}from"./shader-nodes/depth.js";import{elapsedTimeUniformName as B}from"./shader-nodes/time.js";import{sceneMapUniformName as j}from"./shader-nodes/scene-sample.js";import{DepthPass as H}from"./utils/three/depth-pass.js";import{GPUStatsPanel as U}from"./utils/three/gpu-stats-panel.js";import{OutlinePass as O}from"./utils/three/outline-pass.js";import{findFirstVisibleObject as V}from"./utils/three/traverse.js";import{clamp as L}from"./utils/math.js";import{ColorPass as k}from"./rendering/color-pass.js";import{SSRPass as z}from"./rendering/ssr/SSRPass.js";import{SSRShader as _}from"./rendering/ssr/SSRShader.js";import{VolumetricFogPass as N}from"./rendering/fog/volumetric-fog-pass.js";import{OutlineEffect as G}from"./rendering/outline-effect.js";const q=document.createElement("div");q.style.position="absolute",q.style.left="50%",q.style.top="50%",q.style.color="black",q.style.zIndex="999";(new i.Layers).set(9);const X=new i.MeshBasicMaterial({color:"black"}),Y=new i.MeshDepthMaterial;Y.depthPacking=i.RGBADepthPacking,Y.blending=i.NoBlending,Y.side=i.DoubleSide;const Q=/Android|webOS|iPhone|iPad|iPod|BlackBerry|IEMobile|Opera Mini/i.test(navigator.userAgent);let K=e=class{setPaused(e){this.paused=e}resizeRender(){this.previousClientWith===this.container.clientWidth&&this.previousClientHeight===this.container.clientHeight||0!==this.container.clientWidth&&0!==this.container.clientHeight&&(this.previousClientWith=this.container.clientWidth,this.previousClientHeight=this.container.clientHeight,this.camera instanceof l&&(this.camera.aspect=this.container.clientWidth/this.container.clientHeight,this.camera.updateProjectionMatrix()),this.renderer.setPixelRatio(Math.min(this.maxPixelRatio,window.devicePixelRatio)*this.resolutionScale),this.renderer.setSize(this.container.clientWidth,this.container.clientHeight),this.composer.setSize(this.container.clientWidth*this.resolutionScale,this.container.clientHeight*this.resolutionScale),this.bloomComposer.setSize(this.container.clientWidth*this.resolutionScale,this.container.clientHeight*this.resolutionScale),this.dofPass.setSize(this.container.clientWidth*this.resolutionScale,this.container.clientHeight*this.resolutionScale),this.aoMaskDepthRenderTarget.dispose(),this.aoMaskDepthRenderTarget=e.createAOMaskDepthRenderTarget(this.renderer,this.container),this.aoPass.blendMaterial.uniforms.tDepth.value=this.aoMaskDepthRenderTarget.depthTexture,this.depthRenderTarget.dispose(),this.depthRenderTarget=e.createDepthRenderTarget(this.renderer,this.container),this.sceneColorRenderTarget.dispose(),this.sceneColorRenderTarget=e.createSceneColorRenderTarget(this.renderer,this.container))}addPostProcessVolume(e){if(0===this.postProcessVolumes.length)this.postProcessVolumes.push(e);else{let t=!1;for(let s=0;s<this.postProcessVolumes.length;s++)if(e.priority<this.postProcessVolumes[s].priority){this.postProcessVolumes.splice(s,0,e),t=!0;break}t||this.postProcessVolumes.push(e)}}removePostProcessVolume(e){const t=this.postProcessVolumes.indexOf(e);t>-1&&this.postProcessVolumes.splice(t,1)}constructor(t,s={}){this.container=t,this.options=s,this.windowVisible=!0,this.running=!0,this.paused=!1,this.fpsCap=null,this.postProcessVolumes=[],this.postProcessSettings={},this.resolutionScale=Q?.5:1,this.maxPixelRatio=Q?1:window.devicePixelRatio,this.onResize=()=>{if(this.resizeRender(),!this.paused)try{this.render()}catch(e){}},this.onVisiblityChane=()=>{this.windowVisible=!document.hidden},this.isDepthTextureExtensionSupported=!1,this.onLoopCallbacks=[],this.stats=new S,this._showStats=!0,this.insetHeight=200,this.insetWidth=this.insetHeight*(16/9),this.insetOffsetY=250,this.insetMargin=10,this.maxInsetCameras=4,this.overlayCameras=new Set,this.prevClearColor=new r,this.hadBloom=!1,this.bloomStoredMaterials={},this.bloomHidden=[],null!=s.maxPixelRatio&&(this.maxPixelRatio=s.maxPixelRatio),window.renderer=this.renderer=new i.WebGLRenderer({antialias:!0,powerPreference:"high-performance"}),this.scene=new i.Scene,this.scene.matrixWorldAutoUpdate=!0,this.renderer.setPixelRatio(Math.min(this.maxPixelRatio,window.devicePixelRatio)*this.resolutionScale),this.renderer.setSize(t.clientWidth,t.clientHeight),this.renderer.xr.enabled=this.options.enableXR??!1,!0===this.options.enableXR&&document.body.appendChild(x.createButton(this.renderer));const n=new G(this.renderer,{defaultThickness:.005,defaultColor:[0,0,0],defaultAlpha:1,defaultKeepAlive:!0});this.outlineEffect=n,this.composer=new c(this.renderer);var a=(t.clientWidth||1)/(t.clientHeight||1);const o=new i.PerspectiveCamera(45,a,.5,800);o.layers.enable(19),this.setCamera(o),this.renderer.shadowMap.enabled=!0,this.renderer.shadowMap.type=i.PCFSoftShadowMap,this.renderer.shadowMap.autoUpdate=s.shadows?.autoUpdate??!1,this.renderer.outputColorSpace=i.SRGBColorSpace,this.renderer.toneMapping=i.NoToneMapping,this.renderer.toneMappingExposure=1,this.renderer.gammaFactor=1.4,P.renderingView=this,P.patchThreeAdd(),this.isDepthTextureExtensionSupported=W(this.renderer),t.replaceChildren(this.renderer.domElement),this.setupEventListeners(),this.depthRenderTarget=e.createDepthRenderTarget(this.renderer,this.container),this.aoMaskDepthRenderTarget=e.createAOMaskDepthRenderTarget(this.renderer,this.container),this.sceneColorRenderTarget=e.createSceneColorRenderTarget(this.renderer,this.container);const l=new g(this.scene,this.camera);this.composer.addPass(l);const h=new v(new i.Vector2(t.clientWidth,t.clientHeight),1.5,.4,.85);h.threshold=1,h.strength=.9,h.radius=.5,this.bloomPass=h;const d=new C(this.scene,this.camera,t.clientWidth,t.clientWidth);d.blendMaterial.uniforms.tDepth={value:this.aoMaskDepthRenderTarget.depthTexture},d.blendMaterial.uniforms.tAODepth={value:d.depthTexture},d.blendMaterial.fragmentShader="\n uniform float intensity;\n uniform sampler2D tDiffuse;\n uniform sampler2D tDepth;\n uniform sampler2D tAODepth;\n varying vec2 vUv;\n\n void main() {\n vec4 texel = texture2D( tDiffuse, vUv );\n float d = textureLod(tDepth, vUv.xy, 0.0).x;\n float d2 = textureLod(tAODepth, vUv.xy, 0.0).x;\n\n float depth = 2.0 * 1.0 * 500.0 / (500.0 + 1.0 - (2.0 * d - 1.0) * (500.0 - 1.0));\n gl_FragColor = vec4(mix(vec3(1.), texel.rgb, d2 > d ? 0.0 : intensity), texel.a);\n }\n ",d.output=C.OUTPUT.Default,d.enabled=!1,this.aoPass=d,_.fragmentShader=_.fragmentShader.replace("if(metalness==0.) return;","if(metalness<0.1) return;");const b=new z({renderer:this.renderer,scene:this.scene,camera:this.camera,groundReflector:null,selects:[]});b.output=z.OUTPUT.Default,b.blur=!0,b.fresnel=!1,b.distanceAttenuation=!0,b.maxDistance=50,b.selective=!0,b.bouncing=!1,b.opacity=.4,b.enabled=!1!==this.options?.reflection?.enabled,this.ssrPass=b,this.composer.addPass(b),!1!==this.options.ao?.enabled&&this.composer.addPass(d),this.renderer.info.autoReset=!1;const T=new c(this.renderer);T.renderToScreen=!1,T.addPass(l),T.addPass(h),this.bloomComposer=T,Q||(T.renderTarget2.texture.type=i.HalfFloatType,this.composer.renderTarget1.texture.type=i.HalfFloatType);const y=new f(new i.ShaderMaterial({uniforms:{baseTexture:{value:null},bloomTexture:{value:T.renderTarget2.texture}},vertexShader:"\n varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n }",fragmentShader:"\n uniform sampler2D baseTexture;\n uniform sampler2D bloomTexture;\n varying vec2 vUv;\n void main() {\n gl_FragColor = ( texture2D( baseTexture, vUv ) + vec4( 1.0 ) * texture2D( bloomTexture, vUv ) );\n }",defines:{}}),"baseTexture");y.needsSwap=!0,!1!==this.options.bloom?.enabled&&this.composer.addPass(y),this.volumetricFogPass=new N,this.composer.addPass(this.volumetricFogPass),this.volumetricFogPass.enabled=!0,this.dofPass=new w(this.scene,this.camera,{focus:1,aperture:.025,maxblur:.01}),this.dofPass.enabled=!1,this.composer.addPass(this.dofPass);const R=new k;this.colorPass=R,R.vignetteEnabled=!1,this.outlinePass=new O(new i.Vector2(t.clientWidth,t.clientHeight),this.scene,this.camera),this.outlinePass.edgeGlow=0,this.outlinePass.edgeThickness=1.5,this.outlinePass.edgeStrength=5,this.outlinePass.clear=!1,this.outlinePass.enabled=!1,this.composer.addPass(this.outlinePass);const F=new f(p);F.uniforms.resolution.value.set(1/t.clientWidth,1/t.clientHeight),this.composer.addPass(F),this.fxaaPass=F,this.fxaaPass.enabled=!1,!0===s.enableOutlines&&this.setEnableOutlines(!0),new f(u).clear=!1,this.fixStatsStyle(),this.lutPass=new m({}),this.lutPass.enabled=!1,this.composer.addPass(this.lutPass);const D=new M;this.composer.addPass(D)}fixStatsStyle(){const e=this.stats.dom;e.style.position="absolute";const t=e.getElementsByTagName("canvas");for(let e=0;e<t.length;e++)t.item(e).style.display="inline-block"}setEnableOutlines(e){this.outlinePass.enabled=e,this.fxaaPass.enabled=e}setCamera(e){this.camera=e,this.composer.passes.forEach((t=>{t instanceof g?t.camera=e:t instanceof O?t.renderCamera=e:(t instanceof H||t instanceof C)&&(t.camera=e)})),this.ssrPass&&(this.ssrPass.camera=e),this.aoPass&&(this.aoPass.camera=e),null==this.csm?(this.csm=new R({maxFar:500,lightFar:250,lightMargin:20,cascades:4,shadowMapSize:2048,lightDirection:new i.Vector3(.5,-1,-.6).normalize(),lightIntensity:.5*Math.PI,camera:this.camera,parent:this.scene}),h.lights_fragment_begin=b.lights_fragment_begin):(this.csm.camera=this.camera,this.camera instanceof l&&(this.csm.maxFar=this.camera.far)),this.csm.updateFrustums()}setSelectedObjects(e){if(null==this.outlinePass)return;const t=new Map;for(const s of e)t.set(s.uuid,s);for(const s of e)s.traverse((e=>{e.uuid!==s.uuid&&t.has(e.uuid)&&t.delete(e.uuid)}));this.outlinePass.selectedObjects=Array.from(t.values())}static createDepthRenderTarget(e,t){var s=!!e.extensions.get("WEBGL_depth_texture");const r=new i.WebGLRenderTarget(t.clientWidth*e.getPixelRatio(),t.clientHeight*e.getPixelRatio());return r.texture.minFilter=i.NearestFilter,r.texture.magFilter=i.NearestFilter,r.texture.type=i.FloatType,r.texture.generateMipmaps=!1,r.stencilBuffer=!1,!0===s&&(r.depthTexture=new i.DepthTexture(128,128),r.depthTexture.type=i.UnsignedShortType,r.depthTexture.minFilter=i.NearestFilter,r.depthTexture.magFilter=i.NearestFilter),r}static createAOMaskDepthRenderTarget(e,t){const s=new i.WebGLRenderTarget(t.clientWidth*e.getPixelRatio(),t.clientHeight*e.getPixelRatio(),{type:i.HalfFloatType});return s.texture.minFilter=i.NearestFilter,s.texture.magFilter=i.NearestFilter,s.texture.generateMipmaps=!1,s.stencilBuffer=!1,s.depthTexture=new i.DepthTexture(128,128),s.depthTexture.type=i.UnsignedInt248Type,s.depthTexture.minFilter=i.NearestFilter,s.depthTexture.magFilter=i.NearestFilter,s}static createSceneColorRenderTarget(e,t){const s=new i.WebGLRenderTarget(t.clientWidth*e.getPixelRatio()*.5,t.clientHeight*e.getPixelRatio()*.5,{format:i.RGBAFormat,colorSpace:i.SRGBColorSpace,stencilBuffer:!1});return s.texture.minFilter=i.LinearFilter,s.texture.magFilter=i.LinearFilter,s.texture.generateMipmaps=!1,s}setupEventListeners(){window.addEventListener("resize",this.onResize),window.addEventListener("orientationchange",this.onResize),document.addEventListener("visibilitychange",this.onVisiblityChane)}stop(){this.running=!1,window.removeEventListener("resize",this.onResize),window.removeEventListener("orientationchange",this.onResize),document.removeEventListener("visibilitychange",this.onVisiblityChane),this.onLoopCallbacks=[],this.renderer.dispose(),this.depthRenderTarget.dispose(),this.aoMaskDepthRenderTarget.dispose(),this.sceneColorRenderTarget.dispose(),this.csm.dispose(),this.container.replaceChildren(),this.volumetricFogPass.dispose()}onLoop(e){this.onLoopCallbacks.push(e)}removeOnLoop(e){const t=this.onLoopCallbacks.find(e);t>=0&&this.onLoopCallbacks.splice(t,1)}set showStats(e){this._showStats=e,this._showStats&&!this.container.contains(this.stats.dom)?this.container.appendChild(this.stats.dom):!this._showStats&&this.container.contains(this.stats.dom)&&this.container.removeChild(this.stats.dom)}get showStats(){return this._showStats}applyEnvMap(e){null!=this.scene.environment&&e instanceof T&&(null==e.uniforms.envMap&&(e.uniforms.envMap={value:this.scene.environment}),null==e.uniforms.envMapIntensity&&(e.uniforms.envMapIntensity={value:1}),e.uniforms.envMap.value=this.scene.environment,e.uniforms.envMapIntensity.value=this.scene.environmentIntensity,e.envMap=this.scene.environment)}loop(e,t=!1){const s=this.stats,r=s.addPanel(new S.Panel("Calls","#83f","#002")),l=s.addPanel(new S.Panel("Triangles","#c32","#002"));let h;navigator.userAgent.includes("Chrome")&&navigator.userAgent.includes("HologyEngine")&&(h=new U(this.renderer.getContext()),s.addPanel(h)),this.showStats=t;let d=10,c=1e3;const p=()=>{const e=this.renderer.info.render.calls;e>d&&(d=e,setTimeout((()=>d=10),5e3)),r.update(e,d);const t=this.renderer.info.render.triangles;t>c&&(c=t,setTimeout((()=>c=1e3),5e3)),l.update(t,c)};performance.now();i.Ray.prototype.intersectTriangle;const u=[],m=[],g=[];let f=0;const v=new a,x=new a,b=t=>{const r=this.renderer.getContext();if(this.paused&&this.running&&r.drawingBufferHeight>1)return void setTimeout((()=>b(t)),500);this.renderer.clear(),this.applyPostProcessSettings(),this.renderer.autoClear=!1,this.renderer.clear(),this.renderer.setViewport(0,0,this.container.clientWidth,this.container.clientHeight),this.camera,s.begin();let a=(t*=.001)-f;if(f=t,v.copy(this.camera.matrixWorld),a>1){let t=a;for(;t>.05;)e(Z),t-=Z;e(t)}else e(a);this.onLoopCallbacks.forEach((e=>e(a))),this.camera?.updateMatrixWorld(),x.copy(this.camera.matrixWorld),x.equals(v)||(this.renderer.shadowMap.needsUpdate=!0),this.resizeRender(),u.length=0,m.length=0,g.length=0;const l=ee;if(se.multiplyMatrices(this.camera.projectionMatrix,this.camera.matrixWorldInverse),l.setFromProjectionMatrix(se),this.scene.traverseVisible((e=>{if(null!=this.scene.environment&&(e instanceof o||e instanceof i.Sprite)&&function(e,t){if(Array.isArray(e.material))for(const s of e.material)t(s);else null!=e.material&&t(e.material)}(e,(e=>this.applyEnvMap(e))),this.outlineEffect.apply(e),(e instanceof o||e instanceof i.Sprite)&&this.initResolutionUniform(e.material),(e instanceof o||e instanceof i.Sprite)&&e.visible&&(e.material?.userData?.water||e.material?.uniforms&&null!=e.material?.uniforms[D])&&isObjectInFrustum(e,l)?(e.visible=!1,u.push(e),this.initDepthUniform(e.material),e.renderOrder=100):e instanceof y&&(e.visible=!1,m.push(e)),(e instanceof o||e instanceof i.Sprite)&&e.material?.uniforms&&null!=e.material?.uniforms[j]&&isObjectInFrustum(e,l)?(e.visible=!1,g.push(e),e.material.uniforms[j].value=this.sceneColorRenderTarget.texture):(e instanceof o||e instanceof i.Sprite)&&function(e){if(e.material instanceof n)return e.material.transparent||e.material.alphaTest>0;if(Array.isArray(e.material))for(const t of e.material)if(t.transparent||t.alphaTest>0)return!0}(e)&&(e.visible=!1,e.layers.enable(5),m.push(e)),e instanceof o&&e.material?.uniforms&&null!=e.material?.uniforms[B])e.material.uniforms[B].value=t;else if(e instanceof o&&Array.isArray(e.material))for(const s of e.material)s.uniforms&&null!=s.uniforms[B]&&(s.uniforms[B].value=t)})),u.length>0){if(this.scene.overrideMaterial=Y,this.renderer.setRenderTarget(this.depthRenderTarget),!this.paused&&null!=this.camera)try{this.renderer.clear(),this.renderer.render(this.scene,this.camera)}catch(e){console.warn(e)}this.renderer.setRenderTarget(null),this.scene.overrideMaterial=null}if(g.length>0){if(this.renderer.setRenderTarget(this.sceneColorRenderTarget),!this.paused&&null!=this.camera)try{this.renderer.clear(!0,!0,!1);try{this.renderer.render(this.scene,this.camera)}catch(e){}}catch(e){console.warn("Error rendering scene color:",e)}this.renderer.setRenderTarget(null)}if(u.forEach((e=>e.visible=!0)),m.forEach((e=>e.visible=!0)),g.forEach((e=>e.visible=!0)),this.aoPass.enabled){if(this.scene.overrideMaterial=Y,this.camera.layers.set(5),this.renderer.setRenderTarget(this.aoMaskDepthRenderTarget),!this.paused&&null!=this.camera)try{this.renderer.clear(),this.renderer.render(this.scene,this.camera)}catch(e){console.warn(e)}this.camera.layers.enableAll(),this.renderer.setRenderTarget(null),this.scene.overrideMaterial=null}this.ssrPass&&(this.ssrPass.elapsedTime=t),this.volumetricFogPass&&this.volumetricFogPass.update(this.camera,this.ssrPass.beautyRenderTarget,this.csm,this.scene);try{!this.paused&&this.running&&(this.showStats&&h?.startQuery(),this.render(a),this.showStats&&h?.endQuery(),this.showStats&&p(),this.renderer.info.reset(),this.renderOverlay())}catch(e){console.warn(e)}s.end(),this.csm?.update(),this.running&&!0!==this.options.enableXR&&(this.fpsCap?setTimeout((()=>{requestAnimationFrame(b)}),1e3/this.fpsCap):requestAnimationFrame(b))};!0===this.options.enableXR?this.renderer.setAnimationLoop(b):requestAnimationFrame(b)}applyPostProcessSettings(){if(0==this.postProcessVolumes.length)return;var e;(e=this.postProcessSettings).tonemapMapping=void 0,e.tonemapExposure=1,e.envIntensity=1,e.envTexture=void 0,e.vignetteIntensity=0,e.colorTint=new i.Color("white"),e.colorTintIntensity=0,e.depthFocus=void 0,e.depthAperture=void 0,e.depthMaxBlur=void 0,e.temperature=6500,e.temperatureTint=0,e.lut=void 0,e.lutIntensity=0;const t=this.postProcessSettings;let s,r=!1,n=!1,a=!1;const o=this.camera?.position;if(null==o)return;let h=[];for(const e of this.postProcessVolumes){if(!$(e.object))continue;let l=e.blendWeight??1;const d=e.distanceToPoint(o);d>e.blendRadius||(e.blendRadius>0&&(l*=L(1-d/e.blendRadius,0,1)),l>1&&(l=1),l>0&&(h.push(e),void 0!==e.settings.tonemapMapping&&(t.tonemapMapping=e.settings.tonemapMapping),void 0!==e.settings.tonemapExposure&&(t.tonemapExposure=i.MathUtils.lerp(t.tonemapExposure,e.settings.tonemapExposure,l)),void 0!==e.settings.envTexture&&(t.envTexture=e.settings.envTexture),void 0!==e.settings.envIntensity&&(t.envIntensity=i.MathUtils.lerp(t.envIntensity,e.settings.envIntensity,l)),void 0!==e.settings.vignetteIntensity&&(t.vignetteIntensity=i.MathUtils.lerp(t.vignetteIntensity,e.settings.vignetteIntensity,l),n=!0),void 0!==e.settings.colorTint&&void 0!==e.settings.colorTintIntensity&&e.settings.colorTintIntensity>0&&(t.colorTint=t.colorTint.lerp(e.settings.colorTint,l)),void 0!==e.settings.colorTintIntensity&&(t.colorTintIntensity=i.MathUtils.lerp(t.colorTintIntensity,e.settings.colorTintIntensity,l)),void 0!==e.settings.depthFocus&&(r=!0,t.depthFocus=void 0!==t.depthFocus?i.MathUtils.lerp(t.depthFocus,e.settings.depthFocus,l):e.settings.depthFocus),void 0!==e.settings.depthAperture&&(r=!0,t.depthAperture=void 0!==t.depthAperture?i.MathUtils.lerp(t.depthAperture,e.settings.depthAperture,l):e.settings.depthAperture),void 0!==e.settings.depthMaxBlur&&(r=!0,t.depthMaxBlur=void 0!==t.depthMaxBlur?i.MathUtils.lerp(t.depthMaxBlur,e.settings.depthMaxBlur,l):e.settings.depthMaxBlur),void 0!==e.settings.temperature&&(t.temperature=i.MathUtils.lerp(t.temperature,e.settings.temperature,l)),void 0!==e.settings.temperatureTint&&(t.temperatureTint=i.MathUtils.lerp(t.temperatureTint,e.settings.temperatureTint,l)),void 0!==e.settings.lut&&(s=e.settings.lut,a=!0),void 0!==e.settings.lutIntensity&&(t.lutIntensity=i.MathUtils.lerp(t.lutIntensity,e.settings.lutIntensity,l),a=!0)))}this.renderer.toneMapping=t.tonemapMapping??i.NoToneMapping,this.renderer.toneMappingExposure=t.tonemapExposure,this.scene.environment=t.envTexture,this.scene.environmentIntensity=t.envIntensity,this.colorPass.vignetteIntensity=t.vignetteIntensity,this.colorPass.vignetteEnabled=n,this.colorPass.colorTint=t.colorTint,this.colorPass.colorTintIntensity=t.colorTintIntensity,r&&this.camera instanceof l?(this.dofPass.enabled=!0,void 0!==t.depthFocus&&(this.dofPass.uniforms.focus.value=t.depthFocus),void 0!==t.depthAperture&&(this.dofPass.uniforms.aperture.value=t.depthAperture),void 0!==t.depthMaxBlur&&(this.dofPass.uniforms.maxblur.value=t.depthMaxBlur)):this.dofPass.enabled=!1,this.colorPass.temperature=t.temperature,this.colorPass.temperatureTint=t.temperatureTint,this.lutPass.enabled=a,a&&(null!=s&&(s.flipY=!0,s.generateMipmaps=!1),this.lutPass.lut=s,this.lutPass.intensity=t.lutIntensity)}renderOverlay(){const e=Array.from(this.overlayCameras.values()).slice(0,this.maxInsetCameras),t=this.container.clientWidth/2,s=e.length*this.insetWidth+(e.length-1)*this.insetMargin;for(let i=0;i<e.length;i++)this.renderer.clearDepth(),this.renderer.setViewport(t-s/2+this.insetWidth*i+this.insetMargin*i,this.insetOffsetY,this.insetWidth,this.insetHeight),this.renderer.render(this.scene,e[i])}addOverlayCamera(e){this.overlayCameras.add(e)}clearOverlayCameras(){this.overlayCameras.clear()}removeOverlayCamera(e){this.overlayCameras.delete(e)}render(e){if(0===this.composer.renderTarget1.width||0===this.composer.renderTarget1.height)return;if(0===this.composer.renderTarget2.width||0===this.composer.renderTarget2.height)return;let t=!1;if(this.ssrPass.enabled&&!1!==this.options?.reflection?.enabled){const e=this.ssrPass.selects??[];e.length=0,this.scene.traverseVisible((t=>{t instanceof o&&!0===t.material.userData?.reflective&&e.push(t)})),this.ssrPass.selects=e,0==e.length&&!1===this.volumetricFogPass.enabled&&(this.ssrPass.enabled=!1),t=!0}else!1===this.volumetricFogPass.enabled&&(this.ssrPass.enabled=!1,t=!0);if(!1!==this.options.bloom?.enabled){const e=this.hasBloom();if(e||this.hadBloom){const e=this.scene.fog;this.scene.fog=null;const t=this.renderer.getClearColor(this.prevClearColor);this.renderer.setClearColor(0),this.scene.traverseVisible((e=>this.darkenNonBloomed(e)));try{this.bloomComposer.render()}catch(e){J||(console.error(e),J=!0)}this.scene.traverse((e=>this.restoreMaterial(e))),this.bloomHidden.forEach((e=>e.visible=!0)),this.bloomHidden.length=0,this.renderer.setClearColor(t),this.scene.fog=e}this.hadBloom=e}this.composer.render(e),t&&(this.ssrPass.enabled=!0)}hasBloom(){return null!=V(this.scene,(e=>e instanceof o&&!0===e.material?.userData?.hasBloom))}darkenNonBloomed(e){if((e instanceof o||e instanceof i.Sprite||e instanceof i.Line)&&e.visible&&(null==e.material.userData||!0!==e.material.userData.hasBloom)){if(e.material?.id===X.id)return;this.bloomStoredMaterials[e.uuid]=e.material,!0!==e.material.transparent?e.material=X:e.visible=!1}else"TransformControlsPlane"!==e.type&&"TransformControlsGizmo"!==e.type||(e.visible=!1,this.bloomHidden.push(e))}restoreMaterial(e){this.bloomStoredMaterials[e.uuid]&&(e.material=this.bloomStoredMaterials[e.uuid],delete this.bloomStoredMaterials[e.uuid],e.visible=!0)}initDepthUniform(e){e instanceof d&&(e.uniforms[D].value=this.isDepthTextureExtensionSupported?this.depthRenderTarget.depthTexture:this.depthRenderTarget.texture,this.camera instanceof l&&(null!=e.uniforms[A]&&(e.uniforms[A].value=this.camera.near),null!=e.uniforms[I]&&(e.uniforms[I].value=this.camera.far)))}initResolutionUniform(e){e instanceof d&&null!=e.uniforms[E]&&e.uniforms[E].value.set(this.container.clientWidth*this.renderer.getPixelRatio(),this.container.clientHeight*this.renderer.getPixelRatio())}};K=e=t([F(),s("design:paramtypes",[HTMLElement,Object])],K);export{K as RenderingView};let J=!1;export function setRenderingPaused(e){null!=window.editor?.viewer?.renderingView&&(window.editor.viewer.renderingView.paused=e)}const Z=.05;function $(e){let t=e;for(;t;){if(!1===t.visible)return!1;t=t.parent}return!0}C.prototype.overrideVisibility=function(){const e=this.scene,t=this._visibilityCache;e.traverse((function(e){if(t.set(e,e.visible),(e.isPoints||e.isLine||e.isTransformControls)&&(e.visible=!1),null!=e.material){let t=!1;if(Array.isArray(e.material)){for(const s of e.material)if(null!=s.alphaTest&&s.alphaTest>0){t=!0;break}}else null!=e.material.alphaTest&&e.material.alphaTest>0&&(t=!0);t&&(e.visible=!1)}}))};const ee=new i.Frustum,te=new i.Box3,se=new i.Matrix4;export function isObjectInFrustum(e,t){const s=te.setFromObject(e);return t.intersectsBox(s)}/*
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var e;import{__decorate as t,__metadata as s}from"tslib";import*as i from"three";import{Color as r,Material as n,Matrix4 as a,Mesh as o,PerspectiveCamera as l,ShaderChunk as h,ShaderMaterial as d}from"three";import{EffectComposer as c,FXAAShader as p,GammaCorrectionShader as u,LUTPass as m,RenderPass as g,ShaderPass as f,UnrealBloomPass as v,VRButton as x}from"three-stdlib";import{CSMShader as P,CSMUtil as b}from"./csm.js";import{NodeShaderMaterial as T}from"three-shader-graph";import{Reflector as y}from"three-stdlib";import{BokehPass as w,OutputPass as M}from"three/examples/jsm/Addons.js";import{CSM as R}from"three/examples/jsm/csm/CSM.js";import S from"three/examples/jsm/libs/stats.module.js";import{GTAOPass as C}from"three/examples/jsm/postprocessing/GTAOPass.js";import{Service as F}from"typedi";import{depthUniformName as D,farUniformName as I,nearUniformName as A,resolutionUniformName as E,supportsDepthTextureExtension as W}from"./shader-nodes/depth.js";import{elapsedTimeUniformName as B}from"./shader-nodes/time.js";import{sceneMapUniformName as j}from"./shader-nodes/scene-sample.js";import{DepthPass as H}from"./utils/three/depth-pass.js";import{GPUStatsPanel as U}from"./utils/three/gpu-stats-panel.js";import{OutlinePass as O}from"./utils/three/outline-pass.js";import{findFirstVisibleObject as V}from"./utils/three/traverse.js";import{clamp as L}from"./utils/math.js";import{ColorPass as k}from"./rendering/color-pass.js";import{SSRPass as z}from"./rendering/ssr/SSRPass.js";import{SSRShader as _}from"./rendering/ssr/SSRShader.js";import{VolumetricFogPass as N}from"./rendering/fog/volumetric-fog-pass.js";import{OutlineEffect as G}from"./rendering/outline-effect.js";b.patchSetupMaterial();const q=document.createElement("div");q.style.position="absolute",q.style.left="50%",q.style.top="50%",q.style.color="black",q.style.zIndex="999";(new i.Layers).set(9);const X=new i.MeshBasicMaterial({color:"black"}),Y=new i.MeshDepthMaterial;Y.depthPacking=i.RGBADepthPacking,Y.blending=i.NoBlending,Y.side=i.DoubleSide;const Q=/Android|webOS|iPhone|iPad|iPod|BlackBerry|IEMobile|Opera Mini/i.test(navigator.userAgent);let K=e=class{setPaused(e){this.paused=e}resizeRender(){this.previousClientWith===this.container.clientWidth&&this.previousClientHeight===this.container.clientHeight||0!==this.container.clientWidth&&0!==this.container.clientHeight&&(this.previousClientWith=this.container.clientWidth,this.previousClientHeight=this.container.clientHeight,this.camera instanceof l&&(this.camera.aspect=this.container.clientWidth/this.container.clientHeight,this.camera.updateProjectionMatrix()),this.renderer.setPixelRatio(Math.min(this.maxPixelRatio,window.devicePixelRatio)*this.resolutionScale),this.renderer.setSize(this.container.clientWidth,this.container.clientHeight),this.composer.setSize(this.container.clientWidth*this.resolutionScale,this.container.clientHeight*this.resolutionScale),this.bloomComposer.setSize(this.container.clientWidth*this.resolutionScale,this.container.clientHeight*this.resolutionScale),this.dofPass.setSize(this.container.clientWidth*this.resolutionScale,this.container.clientHeight*this.resolutionScale),this.aoMaskDepthRenderTarget.dispose(),this.aoMaskDepthRenderTarget=e.createAOMaskDepthRenderTarget(this.renderer,this.container),this.aoPass.blendMaterial.uniforms.tDepth.value=this.aoMaskDepthRenderTarget.depthTexture,this.depthRenderTarget.dispose(),this.depthRenderTarget=e.createDepthRenderTarget(this.renderer,this.container),this.sceneColorRenderTarget.dispose(),this.sceneColorRenderTarget=e.createSceneColorRenderTarget(this.renderer,this.container))}addPostProcessVolume(e){if(0===this.postProcessVolumes.length)this.postProcessVolumes.push(e);else{let t=!1;for(let s=0;s<this.postProcessVolumes.length;s++)if(e.priority<this.postProcessVolumes[s].priority){this.postProcessVolumes.splice(s,0,e),t=!0;break}t||this.postProcessVolumes.push(e)}}removePostProcessVolume(e){const t=this.postProcessVolumes.indexOf(e);t>-1&&this.postProcessVolumes.splice(t,1)}constructor(t,s={}){this.container=t,this.options=s,this.windowVisible=!0,this.running=!0,this.paused=!1,this.fpsCap=null,this.postProcessVolumes=[],this.postProcessSettings={},this.resolutionScale=Q?.5:1,this.maxPixelRatio=Q?1:window.devicePixelRatio,this.onResize=()=>{if(this.resizeRender(),!this.paused)try{this.render()}catch(e){}},this.onVisiblityChane=()=>{this.windowVisible=!document.hidden},this.isDepthTextureExtensionSupported=!1,this.onLoopCallbacks=[],this.stats=new S,this._showStats=!0,this.insetHeight=200,this.insetWidth=this.insetHeight*(16/9),this.insetOffsetY=250,this.insetMargin=10,this.maxInsetCameras=4,this.overlayCameras=new Set,this.prevClearColor=new r,this.hadBloom=!1,this.bloomStoredMaterials={},this.bloomHidden=[],null!=s.maxPixelRatio&&(this.maxPixelRatio=s.maxPixelRatio),window.renderer=this.renderer=new i.WebGLRenderer({antialias:!0,powerPreference:"high-performance"}),this.scene=new i.Scene,this.scene.matrixWorldAutoUpdate=!0,this.renderer.setPixelRatio(Math.min(this.maxPixelRatio,window.devicePixelRatio)*this.resolutionScale),this.renderer.setSize(t.clientWidth,t.clientHeight),this.renderer.xr.enabled=this.options.enableXR??!1,!0===this.options.enableXR&&document.body.appendChild(x.createButton(this.renderer));const n=new G(this.renderer,{defaultThickness:.005,defaultColor:[0,0,0],defaultAlpha:1,defaultKeepAlive:!0});this.outlineEffect=n,this.composer=new c(this.renderer);var a=(t.clientWidth||1)/(t.clientHeight||1);const o=new i.PerspectiveCamera(45,a,.5,800);o.layers.enable(19),this.setCamera(o),this.renderer.shadowMap.enabled=!0,this.renderer.shadowMap.type=i.PCFSoftShadowMap,this.renderer.shadowMap.autoUpdate=s.shadows?.autoUpdate??!1,this.renderer.outputColorSpace=i.SRGBColorSpace,this.renderer.toneMapping=i.NoToneMapping,this.renderer.toneMappingExposure=1,this.renderer.gammaFactor=1.4,b.renderingView=this,b.patchThreeAdd(),this.isDepthTextureExtensionSupported=W(this.renderer),t.replaceChildren(this.renderer.domElement),this.setupEventListeners(),this.depthRenderTarget=e.createDepthRenderTarget(this.renderer,this.container),this.aoMaskDepthRenderTarget=e.createAOMaskDepthRenderTarget(this.renderer,this.container),this.sceneColorRenderTarget=e.createSceneColorRenderTarget(this.renderer,this.container);const l=new g(this.scene,this.camera);this.composer.addPass(l);const h=new v(new i.Vector2(t.clientWidth,t.clientHeight),1.5,.4,.85);h.threshold=1,h.strength=.9,h.radius=.5,this.bloomPass=h;const d=new C(this.scene,this.camera,t.clientWidth,t.clientWidth);d.blendMaterial.uniforms.tDepth={value:this.aoMaskDepthRenderTarget.depthTexture},d.blendMaterial.uniforms.tAODepth={value:d.depthTexture},d.blendMaterial.fragmentShader="\n uniform float intensity;\n uniform sampler2D tDiffuse;\n uniform sampler2D tDepth;\n uniform sampler2D tAODepth;\n varying vec2 vUv;\n\n void main() {\n vec4 texel = texture2D( tDiffuse, vUv );\n float d = textureLod(tDepth, vUv.xy, 0.0).x;\n float d2 = textureLod(tAODepth, vUv.xy, 0.0).x;\n\n float depth = 2.0 * 1.0 * 500.0 / (500.0 + 1.0 - (2.0 * d - 1.0) * (500.0 - 1.0));\n gl_FragColor = vec4(mix(vec3(1.), texel.rgb, d2 > d ? 0.0 : intensity), texel.a);\n }\n ",d.output=C.OUTPUT.Default,d.enabled=!1,this.aoPass=d,_.fragmentShader=_.fragmentShader.replace("if(metalness==0.) return;","if(metalness<0.1) return;");const P=new z({renderer:this.renderer,scene:this.scene,camera:this.camera,groundReflector:null,selects:[]});P.output=z.OUTPUT.Default,P.blur=!0,P.fresnel=!1,P.distanceAttenuation=!0,P.maxDistance=50,P.selective=!0,P.bouncing=!1,P.opacity=.4,P.enabled=!1!==this.options?.reflection?.enabled,this.ssrPass=P,this.composer.addPass(P),!1!==this.options.ao?.enabled&&this.composer.addPass(d),this.renderer.info.autoReset=!1;const T=new c(this.renderer);T.renderToScreen=!1,T.addPass(l),T.addPass(h),this.bloomComposer=T,Q||(T.renderTarget2.texture.type=i.HalfFloatType,this.composer.renderTarget1.texture.type=i.HalfFloatType);const y=new f(new i.ShaderMaterial({uniforms:{baseTexture:{value:null},bloomTexture:{value:T.renderTarget2.texture}},vertexShader:"\n varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n }",fragmentShader:"\n uniform sampler2D baseTexture;\n uniform sampler2D bloomTexture;\n varying vec2 vUv;\n void main() {\n gl_FragColor = ( texture2D( baseTexture, vUv ) + vec4( 1.0 ) * texture2D( bloomTexture, vUv ) );\n }",defines:{}}),"baseTexture");y.needsSwap=!0,!1!==this.options.bloom?.enabled&&this.composer.addPass(y),this.volumetricFogPass=new N,this.composer.addPass(this.volumetricFogPass),this.volumetricFogPass.enabled=!0,this.dofPass=new w(this.scene,this.camera,{focus:1,aperture:.025,maxblur:.01}),this.dofPass.enabled=!1,this.composer.addPass(this.dofPass);const R=new k;this.composer.addPass(R),this.colorPass=R,R.vignetteEnabled=!1,this.outlinePass=new O(new i.Vector2(t.clientWidth,t.clientHeight),this.scene,this.camera),this.outlinePass.edgeGlow=0,this.outlinePass.edgeThickness=1.5,this.outlinePass.edgeStrength=5,this.outlinePass.clear=!1,this.outlinePass.enabled=!1,this.composer.addPass(this.outlinePass);const F=new f(p);F.uniforms.resolution.value.set(1/t.clientWidth,1/t.clientHeight),this.composer.addPass(F),this.fxaaPass=F,this.fxaaPass.enabled=!1,!0===s.enableOutlines&&this.setEnableOutlines(!0),new f(u).clear=!1,this.fixStatsStyle(),this.lutPass=new m({}),this.lutPass.enabled=!1,this.composer.addPass(this.lutPass);const D=new M;this.composer.addPass(D)}fixStatsStyle(){const e=this.stats.dom;e.style.position="absolute";const t=e.getElementsByTagName("canvas");for(let e=0;e<t.length;e++)t.item(e).style.display="inline-block"}setEnableOutlines(e){this.outlinePass.enabled=e,this.fxaaPass.enabled=e}setCamera(e){this.camera=e,this.composer.passes.forEach((t=>{t instanceof g?t.camera=e:t instanceof O?t.renderCamera=e:(t instanceof H||t instanceof C)&&(t.camera=e)})),this.ssrPass&&(this.ssrPass.camera=e),this.aoPass&&(this.aoPass.camera=e),null==this.csm?(this.csm=new R({maxFar:500,lightFar:250,lightMargin:20,cascades:Q?2:4,shadowMapSize:2048*(Q?.5:1),lightDirection:new i.Vector3(.5,-1,-.6).normalize(),lightIntensity:.5*Math.PI,camera:this.camera,parent:this.scene}),h.lights_fragment_begin=P.lights_fragment_begin):(this.csm.camera=this.camera,this.camera instanceof l&&(this.csm.maxFar=this.camera.far)),this.csm.updateFrustums()}setSelectedObjects(e){if(null==this.outlinePass)return;const t=new Map;for(const s of e)t.set(s.uuid,s);for(const s of e)s.traverse((e=>{e.uuid!==s.uuid&&t.has(e.uuid)&&t.delete(e.uuid)}));this.outlinePass.selectedObjects=Array.from(t.values())}static createDepthRenderTarget(e,t){var s=!!e.extensions.get("WEBGL_depth_texture");const r=new i.WebGLRenderTarget(t.clientWidth*e.getPixelRatio(),t.clientHeight*e.getPixelRatio());return r.texture.minFilter=i.NearestFilter,r.texture.magFilter=i.NearestFilter,r.texture.type=i.FloatType,r.texture.generateMipmaps=!1,r.stencilBuffer=!1,!0===s&&(r.depthTexture=new i.DepthTexture(128,128),r.depthTexture.type=i.UnsignedShortType,r.depthTexture.minFilter=i.NearestFilter,r.depthTexture.magFilter=i.NearestFilter),r}static createAOMaskDepthRenderTarget(e,t){const s=new i.WebGLRenderTarget(t.clientWidth*e.getPixelRatio(),t.clientHeight*e.getPixelRatio(),{type:i.HalfFloatType});return s.texture.minFilter=i.NearestFilter,s.texture.magFilter=i.NearestFilter,s.texture.generateMipmaps=!1,s.stencilBuffer=!1,s.depthTexture=new i.DepthTexture(128,128),s.depthTexture.type=i.UnsignedInt248Type,s.depthTexture.minFilter=i.NearestFilter,s.depthTexture.magFilter=i.NearestFilter,s}static createSceneColorRenderTarget(e,t){const s=new i.WebGLRenderTarget(t.clientWidth*e.getPixelRatio()*.5,t.clientHeight*e.getPixelRatio()*.5,{format:i.RGBAFormat,colorSpace:i.SRGBColorSpace,stencilBuffer:!1});return s.texture.minFilter=i.LinearFilter,s.texture.magFilter=i.LinearFilter,s.texture.generateMipmaps=!1,s}setupEventListeners(){window.addEventListener("resize",this.onResize),window.addEventListener("orientationchange",this.onResize),document.addEventListener("visibilitychange",this.onVisiblityChane)}stop(){this.running=!1,window.removeEventListener("resize",this.onResize),window.removeEventListener("orientationchange",this.onResize),document.removeEventListener("visibilitychange",this.onVisiblityChane),this.onLoopCallbacks=[],this.renderer.dispose(),this.depthRenderTarget.dispose(),this.aoMaskDepthRenderTarget.dispose(),this.sceneColorRenderTarget.dispose(),this.csm.dispose(),this.container.replaceChildren(),this.volumetricFogPass.dispose()}onLoop(e){this.onLoopCallbacks.push(e)}removeOnLoop(e){const t=this.onLoopCallbacks.find(e);t>=0&&this.onLoopCallbacks.splice(t,1)}set showStats(e){this._showStats=e,this._showStats&&!this.container.contains(this.stats.dom)?this.container.appendChild(this.stats.dom):!this._showStats&&this.container.contains(this.stats.dom)&&this.container.removeChild(this.stats.dom)}get showStats(){return this._showStats}applyEnvMap(e){null!=this.scene.environment&&e instanceof T&&(null==e.uniforms.envMap&&(e.uniforms.envMap={value:this.scene.environment}),null==e.uniforms.envMapIntensity&&(e.uniforms.envMapIntensity={value:1}),e.uniforms.envMap.value=this.scene.environment,e.uniforms.envMapIntensity.value=this.scene.environmentIntensity,e.envMap=this.scene.environment)}loop(e,t=!1){const s=this.stats,r=s.addPanel(new S.Panel("Calls","#83f","#002")),l=s.addPanel(new S.Panel("Triangles","#c32","#002"));let h;navigator.userAgent.includes("Chrome")&&navigator.userAgent.includes("HologyEngine")&&(h=new U(this.renderer.getContext()),s.addPanel(h)),this.showStats=t;let d=10,c=1e3;const p=()=>{const e=this.renderer.info.render.calls;e>d&&(d=e,setTimeout((()=>d=10),5e3)),r.update(e,d);const t=this.renderer.info.render.triangles;t>c&&(c=t,setTimeout((()=>c=1e3),5e3)),l.update(t,c)};performance.now();i.Ray.prototype.intersectTriangle;const u=[],m=[],g=[];let f=0;const v=new a,x=new a,P=t=>{const r=this.renderer.getContext();if(this.paused&&this.running&&r.drawingBufferHeight>1)return void setTimeout((()=>P(t)),500);this.renderer.clear(),this.applyPostProcessSettings(),this.renderer.autoClear=!1,this.renderer.clear(),this.renderer.setViewport(0,0,this.container.clientWidth,this.container.clientHeight),this.camera,s.begin();let a=(t*=.001)-f;if(f=t,v.copy(this.camera.matrixWorld),a>1){let t=a;for(;t>.05;)e(Z),t-=Z;e(t)}else e(a);this.onLoopCallbacks.forEach((e=>e(a))),this.camera?.updateMatrixWorld(),x.copy(this.camera.matrixWorld),x.equals(v)||(this.renderer.shadowMap.needsUpdate=!0),this.resizeRender(),u.length=0,m.length=0,g.length=0;const l=ee;if(se.multiplyMatrices(this.camera.projectionMatrix,this.camera.matrixWorldInverse),l.setFromProjectionMatrix(se),this.scene.traverseVisible((e=>{if(null!=this.scene.environment&&(e instanceof o||e instanceof i.Sprite)&&function(e,t){if(Array.isArray(e.material))for(const s of e.material)t(s);else null!=e.material&&t(e.material)}(e,(e=>this.applyEnvMap(e))),this.outlineEffect.apply(e),(e instanceof o||e instanceof i.Sprite)&&this.initResolutionUniform(e.material),(e instanceof o||e instanceof i.Sprite)&&e.visible&&(e.material?.userData?.water||e.material?.uniforms&&null!=e.material?.uniforms[D])&&isObjectInFrustum(e,l)?(e.visible=!1,u.push(e),this.initDepthUniform(e.material),e.renderOrder=100):e instanceof y&&(e.visible=!1,m.push(e)),(e instanceof o||e instanceof i.Sprite)&&e.material?.uniforms&&null!=e.material?.uniforms[j]&&isObjectInFrustum(e,l)?(e.visible=!1,g.push(e),e.material.uniforms[j].value=this.sceneColorRenderTarget.texture):(e instanceof o||e instanceof i.Sprite)&&function(e){if(e.material instanceof n)return e.material.transparent||e.material.alphaTest>0;if(Array.isArray(e.material))for(const t of e.material)if(t.transparent||t.alphaTest>0)return!0}(e)&&(e.visible=!1,e.layers.enable(5),m.push(e)),e instanceof o&&e.material?.uniforms&&null!=e.material?.uniforms[B])e.material.uniforms[B].value=t;else if(e instanceof o&&Array.isArray(e.material))for(const s of e.material)s.uniforms&&null!=s.uniforms[B]&&(s.uniforms[B].value=t)})),u.length>0){if(this.scene.overrideMaterial=Y,this.renderer.setRenderTarget(this.depthRenderTarget),!this.paused&&null!=this.camera)try{this.renderer.clear(),this.renderer.render(this.scene,this.camera)}catch(e){console.warn(e)}this.renderer.setRenderTarget(null),this.scene.overrideMaterial=null}if(g.length>0){if(this.renderer.setRenderTarget(this.sceneColorRenderTarget),!this.paused&&null!=this.camera)try{this.renderer.clear(!0,!0,!1);try{this.renderer.render(this.scene,this.camera)}catch(e){}}catch(e){console.warn("Error rendering scene color:",e)}this.renderer.setRenderTarget(null)}if(u.forEach((e=>e.visible=!0)),m.forEach((e=>e.visible=!0)),g.forEach((e=>e.visible=!0)),this.aoPass.enabled){if(this.scene.overrideMaterial=Y,this.camera.layers.set(5),this.renderer.setRenderTarget(this.aoMaskDepthRenderTarget),!this.paused&&null!=this.camera)try{this.renderer.clear(),this.renderer.render(this.scene,this.camera)}catch(e){console.warn(e)}this.camera.layers.enableAll(),this.renderer.setRenderTarget(null),this.scene.overrideMaterial=null}this.ssrPass&&(this.ssrPass.elapsedTime=t),this.volumetricFogPass&&this.volumetricFogPass.update(this.camera,this.ssrPass.beautyRenderTarget,this.csm,this.scene);try{!this.paused&&this.running&&(this.showStats&&h?.startQuery(),this.render(a),this.showStats&&h?.endQuery(),this.showStats&&p(),this.renderer.info.reset(),this.renderOverlay())}catch(e){console.warn(e)}s.end(),this.csm?.update(),this.running&&!0!==this.options.enableXR&&(this.fpsCap?setTimeout((()=>{requestAnimationFrame(P)}),1e3/this.fpsCap):requestAnimationFrame(P))};!0===this.options.enableXR?this.renderer.setAnimationLoop(P):requestAnimationFrame(P)}applyPostProcessSettings(){if(0==this.postProcessVolumes.length)return;var e;(e=this.postProcessSettings).tonemapMapping=void 0,e.tonemapExposure=1,e.envIntensity=1,e.envTexture=void 0,e.vignetteIntensity=0,e.colorTint=new i.Color("white"),e.colorTintIntensity=0,e.depthFocus=void 0,e.depthAperture=void 0,e.depthMaxBlur=void 0,e.temperature=6500,e.temperatureTint=0,e.lut=void 0,e.lutIntensity=0;const t=this.postProcessSettings;let s,r=!1,n=!1,a=!1;const o=this.camera?.position;if(null==o)return;let h=[];for(const e of this.postProcessVolumes){if(!$(e.object))continue;let l=e.blendWeight??1;const d=e.distanceToPoint(o);d>e.blendRadius||(e.blendRadius>0&&(l*=L(1-d/e.blendRadius,0,1)),l>1&&(l=1),l>0&&(h.push(e),void 0!==e.settings.tonemapMapping&&(t.tonemapMapping=e.settings.tonemapMapping),void 0!==e.settings.tonemapExposure&&(t.tonemapExposure=i.MathUtils.lerp(t.tonemapExposure,e.settings.tonemapExposure,l)),void 0!==e.settings.envTexture&&(t.envTexture=e.settings.envTexture),void 0!==e.settings.envIntensity&&(t.envIntensity=i.MathUtils.lerp(t.envIntensity,e.settings.envIntensity,l)),void 0!==e.settings.vignetteIntensity&&(t.vignetteIntensity=i.MathUtils.lerp(t.vignetteIntensity,e.settings.vignetteIntensity,l),n=!0),void 0!==e.settings.colorTint&&void 0!==e.settings.colorTintIntensity&&e.settings.colorTintIntensity>0&&(t.colorTint=t.colorTint.lerp(e.settings.colorTint,l)),void 0!==e.settings.colorTintIntensity&&(t.colorTintIntensity=i.MathUtils.lerp(t.colorTintIntensity,e.settings.colorTintIntensity,l)),void 0!==e.settings.depthFocus&&(r=!0,t.depthFocus=void 0!==t.depthFocus?i.MathUtils.lerp(t.depthFocus,e.settings.depthFocus,l):e.settings.depthFocus),void 0!==e.settings.depthAperture&&(r=!0,t.depthAperture=void 0!==t.depthAperture?i.MathUtils.lerp(t.depthAperture,e.settings.depthAperture,l):e.settings.depthAperture),void 0!==e.settings.depthMaxBlur&&(r=!0,t.depthMaxBlur=void 0!==t.depthMaxBlur?i.MathUtils.lerp(t.depthMaxBlur,e.settings.depthMaxBlur,l):e.settings.depthMaxBlur),void 0!==e.settings.temperature&&(t.temperature=i.MathUtils.lerp(t.temperature,e.settings.temperature,l)),void 0!==e.settings.temperatureTint&&(t.temperatureTint=i.MathUtils.lerp(t.temperatureTint,e.settings.temperatureTint,l)),void 0!==e.settings.lut&&(s=e.settings.lut,a=!0),void 0!==e.settings.lutIntensity&&(t.lutIntensity=i.MathUtils.lerp(t.lutIntensity,e.settings.lutIntensity,l),a=!0)))}this.renderer.toneMapping=t.tonemapMapping??i.NoToneMapping,this.renderer.toneMappingExposure=t.tonemapExposure,this.scene.environment=t.envTexture,this.scene.environmentIntensity=t.envIntensity,this.colorPass.vignetteIntensity=t.vignetteIntensity,this.colorPass.vignetteEnabled=n,this.colorPass.colorTint=t.colorTint,this.colorPass.colorTintIntensity=t.colorTintIntensity,r&&this.camera instanceof l?(this.dofPass.enabled=!0,void 0!==t.depthFocus&&(this.dofPass.uniforms.focus.value=t.depthFocus),void 0!==t.depthAperture&&(this.dofPass.uniforms.aperture.value=t.depthAperture),void 0!==t.depthMaxBlur&&(this.dofPass.uniforms.maxblur.value=t.depthMaxBlur)):this.dofPass.enabled=!1,this.colorPass.temperature=t.temperature,this.colorPass.temperatureTint=t.temperatureTint,this.lutPass.enabled=a,a&&(null!=s&&(s.flipY=!0,s.generateMipmaps=!1),this.lutPass.lut=s,this.lutPass.intensity=t.lutIntensity)}renderOverlay(){const e=Array.from(this.overlayCameras.values()).slice(0,this.maxInsetCameras),t=this.container.clientWidth/2,s=e.length*this.insetWidth+(e.length-1)*this.insetMargin;for(let i=0;i<e.length;i++)this.renderer.clearDepth(),this.renderer.setViewport(t-s/2+this.insetWidth*i+this.insetMargin*i,this.insetOffsetY,this.insetWidth,this.insetHeight),this.renderer.render(this.scene,e[i])}addOverlayCamera(e){this.overlayCameras.add(e)}clearOverlayCameras(){this.overlayCameras.clear()}removeOverlayCamera(e){this.overlayCameras.delete(e)}render(e){if(0===this.composer.renderTarget1.width||0===this.composer.renderTarget1.height)return;if(0===this.composer.renderTarget2.width||0===this.composer.renderTarget2.height)return;let t=!1;if(this.ssrPass.enabled&&!1!==this.options?.reflection?.enabled){const e=this.ssrPass.selects??[];e.length=0,this.scene.traverseVisible((t=>{t instanceof o&&!0===t.material.userData?.reflective&&e.push(t)})),this.ssrPass.selects=e,0==e.length&&!1===this.volumetricFogPass.enabled&&(this.ssrPass.enabled=!1),t=!0}else!1===this.volumetricFogPass.enabled&&(this.ssrPass.enabled=!1,t=!0);if(!1!==this.options.bloom?.enabled){const e=this.hasBloom();if(e||this.hadBloom){const e=this.scene.fog;this.scene.fog=null;const t=this.renderer.getClearColor(this.prevClearColor);this.renderer.setClearColor(0),this.scene.traverseVisible((e=>this.darkenNonBloomed(e)));try{this.bloomComposer.render()}catch(e){J||(console.error(e),J=!0)}this.scene.traverse((e=>this.restoreMaterial(e))),this.bloomHidden.forEach((e=>e.visible=!0)),this.bloomHidden.length=0,this.renderer.setClearColor(t),this.scene.fog=e}this.hadBloom=e}this.composer.render(e),t&&(this.ssrPass.enabled=!0)}hasBloom(){return null!=V(this.scene,(e=>e instanceof o&&!0===e.material?.userData?.hasBloom))}darkenNonBloomed(e){if((e instanceof o||e instanceof i.Sprite||e instanceof i.Line)&&e.visible&&(null==e.material.userData||!0!==e.material.userData.hasBloom)){if(e.material?.id===X.id)return;this.bloomStoredMaterials[e.uuid]=e.material,!0!==e.material.transparent?e.material=X:e.visible=!1}else"TransformControlsPlane"!==e.type&&"TransformControlsGizmo"!==e.type||(e.visible=!1,this.bloomHidden.push(e))}restoreMaterial(e){this.bloomStoredMaterials[e.uuid]&&(e.material=this.bloomStoredMaterials[e.uuid],delete this.bloomStoredMaterials[e.uuid],e.visible=!0)}initDepthUniform(e){e instanceof d&&(e.uniforms[D].value=this.isDepthTextureExtensionSupported?this.depthRenderTarget.depthTexture:this.depthRenderTarget.texture,this.camera instanceof l&&(null!=e.uniforms[A]&&(e.uniforms[A].value=this.camera.near),null!=e.uniforms[I]&&(e.uniforms[I].value=this.camera.far)))}initResolutionUniform(e){e instanceof d&&null!=e.uniforms[E]&&e.uniforms[E].value.set(this.container.clientWidth*this.renderer.getPixelRatio(),this.container.clientHeight*this.renderer.getPixelRatio())}};K=e=t([F(),s("design:paramtypes",[HTMLElement,Object])],K);export{K as RenderingView};let J=!1;export function setRenderingPaused(e){null!=window.editor?.viewer?.renderingView&&(window.editor.viewer.renderingView.paused=e)}const Z=.05;function $(e){let t=e;for(;t;){if(!1===t.visible)return!1;t=t.parent}return!0}C.prototype.overrideVisibility=function(){const e=this.scene,t=this._visibilityCache;e.traverse((function(e){if(t.set(e,e.visible),(e.isPoints||e.isLine||e.isTransformControls)&&(e.visible=!1),null!=e.material){let t=!1;if(Array.isArray(e.material)){for(const s of e.material)if(null!=s.alphaTest&&s.alphaTest>0){t=!0;break}}else null!=e.material.alphaTest&&e.material.alphaTest>0&&(t=!0);t&&(e.visible=!1)}}))};const ee=new i.Frustum,te=new i.Box3,se=new i.Matrix4;export function isObjectInFrustum(e,t){const s=te.setFromObject(e);return t.intersectsBox(s)}/*
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* Copyright (©) 2025 Hology Interactive AB. All rights reserved.
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3
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* See the LICENSE.md file for details.
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*/
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@@ -1 +1 @@
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{"version":3,"file":"asset-resource-loader.d.ts","sourceRoot":"","sources":["../../src/scene/asset-resource-loader.ts"],"names":[],"mappings":"AAAA,OAAO,EAA6G,QAAQ,EAAE,OAAO,EAA+B,MAAM,OAAO,CAAC;AAIlL,OAAO,EAAE,KAAK,EAAY,MAAM,YAAY,CAAC;AAG7C,OAAO,EAAE,cAAc,EAAE,MAAM,gCAAgC,CAAC;AAEhE,OAAO,KAAK,KAAK,MAAM,OAAO,CAAC;AAE/B,OAAO,EAAE,0BAA0B,EAAE,MAAM,mBAAmB,CAAC;AAW/D,qBAAa,mBAAmB;IAC9B,OAAO,CAAC,QAAQ,CAAQ;IACxB,OAAO,CAAC,KAAK,CAAgC;IAC7C,OAAO,CAAC,YAAY,CAA6B;IACjD,OAAO,CAAC,cAAc,CAAuB;IAC7C,OAAO,CAAC,SAAS,CAAmE;IAEpF,OAAO,CAAC,SAAS,CAAsC;IACvD,OAAO,CAAC,SAAS,CAAsC;IACvD,OAAO,CAAC,aAAa,CAAyC;IAC9D,OAAO,CAAC,SAAS,CAAqC;IACtD,OAAO,CAAC,SAAS,CAAqC;IACtD,OAAO,CAAC,UAAU,CAAyC;IAC3D,OAAO,CAAC,SAAS,CAA0C;IAC3D,OAAO,CAAC,UAAU,CAAsC;IACxD,OAAO,CAAC,cAAc,CAAmD;IACzE,OAAO,CAAC,WAAW,CAAuC;IAC1D,OAAO,CAAC,eAAe,CAAQ;IAE/B,SAAS,CAAC,OAAO,CAAC,KAAK,EAAE,OAAO;IAIhC,OAAO,CAAC,SAAS,CAAgB;IACjC,OAAO,CAAC,KAAK,CAAiC;;IAIvC,QAAQ,CAAC,QAAQ,EAAE,KAAK,CAAC,aAAa;IActC,UAAU,CAAC,IAAI,EAAE,MAAM;IAK9B,OAAO,CAAC,MAAM;IAUD,UAAU,CAAC,KAAK,EAAE,KAAK,GAAG,OAAO,CAAC,OAAO,GAAC,IAAI,CAAC;
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+
{"version":3,"file":"asset-resource-loader.d.ts","sourceRoot":"","sources":["../../src/scene/asset-resource-loader.ts"],"names":[],"mappings":"AAAA,OAAO,EAA6G,QAAQ,EAAE,OAAO,EAA+B,MAAM,OAAO,CAAC;AAIlL,OAAO,EAAE,KAAK,EAAY,MAAM,YAAY,CAAC;AAG7C,OAAO,EAAE,cAAc,EAAE,MAAM,gCAAgC,CAAC;AAEhE,OAAO,KAAK,KAAK,MAAM,OAAO,CAAC;AAE/B,OAAO,EAAE,0BAA0B,EAAE,MAAM,mBAAmB,CAAC;AAW/D,qBAAa,mBAAmB;IAC9B,OAAO,CAAC,QAAQ,CAAQ;IACxB,OAAO,CAAC,KAAK,CAAgC;IAC7C,OAAO,CAAC,YAAY,CAA6B;IACjD,OAAO,CAAC,cAAc,CAAuB;IAC7C,OAAO,CAAC,SAAS,CAAmE;IAEpF,OAAO,CAAC,SAAS,CAAsC;IACvD,OAAO,CAAC,SAAS,CAAsC;IACvD,OAAO,CAAC,aAAa,CAAyC;IAC9D,OAAO,CAAC,SAAS,CAAqC;IACtD,OAAO,CAAC,SAAS,CAAqC;IACtD,OAAO,CAAC,UAAU,CAAyC;IAC3D,OAAO,CAAC,SAAS,CAA0C;IAC3D,OAAO,CAAC,UAAU,CAAsC;IACxD,OAAO,CAAC,cAAc,CAAmD;IACzE,OAAO,CAAC,WAAW,CAAuC;IAC1D,OAAO,CAAC,eAAe,CAAQ;IAE/B,SAAS,CAAC,OAAO,CAAC,KAAK,EAAE,OAAO;IAIhC,OAAO,CAAC,SAAS,CAAgB;IACjC,OAAO,CAAC,KAAK,CAAiC;;IAIvC,QAAQ,CAAC,QAAQ,EAAE,KAAK,CAAC,aAAa;IActC,UAAU,CAAC,IAAI,EAAE,MAAM;IAK9B,OAAO,CAAC,MAAM;IAUD,UAAU,CAAC,KAAK,EAAE,KAAK,GAAG,OAAO,CAAC,OAAO,GAAC,IAAI,CAAC;IAgE5D,OAAO,CAAC,iBAAiB;IAclB,UAAU,CAAC,KAAK,EAAE,KAAK;IAU9B,OAAO,CAAC,gBAAgB,CAAyC;IACpD,OAAO,CAAC,KAAK,EAAE,KAAK,EAAE,OAAO,CAAC,EAAE,cAAc,GAAG,OAAO,CAAC,UAAU,CAAC;IAuDjF,OAAO,CAAC,iBAAiB,CAAa;IACzB,QAAQ,CAAC,KAAK,EAAE,KAAK,GAAG,OAAO,CAAC,WAAW,CAAC;IAiBzD,OAAO,CAAC,mBAAmB,CAAsC;IACjE,OAAO,CAAC,sBAAsB;YAShB,QAAQ;IAyBtB,OAAO,CAAC,eAAe,CAAoB;IAC3C,OAAO,CAAC,kBAAkB;YAyEZ,WAAW;CAkC1B;AAgBD,MAAM,WAAW,UAAU;IACzB,KAAK,EAAE,iBAAiB,CAAC;IACzB,UAAU,EAAE,KAAK,CAAC,aAAa,EAAE,CAAA;CAClC;AAED,qBAAa,iBAAkB,SAAQ,QAAQ;IAC7C,eAAe,CAAC,EAAE,cAAc,EAAE,CAAA;IAClC,OAAO,CAAC,EAAE,0BAA0B,CAAA;CACrC;AAED,wBAAgB,cAAc,CAAC,IAAI,EAAE,MAAM,GAAG,MAAM,CAInD;AAiFD,MAAM,MAAM,cAAc,GAAG;IAC3B;;;;OAIG;IACH,cAAc,EAAE,OAAO,CAAA;CACxB,CAAA"}
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import{AudioLoader as e,BufferGeometry as t,Group as s,LoadingManager as a,Mesh as i,Object3D as r,TextureLoader as n}from"three";import{GLTFLoader as o,MTLLoader as h,OBJLoader as l,DRACOLoader as c,LUTCubeLoader as d}from"three-stdlib";import{FBXLoader as u}from"three-stdlib";import{cloneMesh as
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import{AudioLoader as e,BufferGeometry as t,Group as s,LoadingManager as a,Mesh as i,Object3D as r,TextureLoader as n}from"three";import{GLTFLoader as o,MTLLoader as h,OBJLoader as l,DRACOLoader as c,LUTCubeLoader as d}from"three-stdlib";import{FBXLoader as u}from"three-stdlib";import{cloneMesh as p}from"../utils/mesh.js";import{pathJoin as m}from"../utils/files.js";import{Subject as f,firstValueFrom as g}from"rxjs";import{importCollisionShapes as w,isCollisionMesh as y}from"./collision/collision-shape-import.js";import*as x from"three";import{iterateMaterials as L}from"../utils/materials.js";import{BufferGeometryUtils as M,EXRLoader as b,KTX2Loader as A,TGALoader as R,UltraHDRLoader as S}from"three/examples/jsm/Addons.js";const C=new c;C.setDecoderConfig({type:"js"}),C.setDecoderPath("/assets/draco/");const v=["glb","gltf","fbx","obj"];export class AssetResourceLoader{onError(e){console.error(e)}constructor(){this.cache=new Map,this.textureCache=new Map,this.loadingManager=new a,this.glbLoader=new o(this.loadingManager).setDRACOLoader(C),this.fbxLoader=new u(this.loadingManager),this.objLoader=new l(this.loadingManager),this.textureLoader=new n(this.loadingManager),this.tgaLoader=new R(this.loadingManager),this.exrLoader=new b(this.loadingManager),this.cubeLoader=new d(this.loadingManager),this.hdrLoader=new S(this.loadingManager),this.ktx2Loader=new A(this.loadingManager),this._textureLoader=new x.ImageBitmapLoader(this.loadingManager),this.audioLoader=new e(this.loadingManager),this.initialisedKtx2=!1,this.makeReady=new f,this.ready=g(this.makeReady),this.asyncMeshResults=new Map,this.asyncAudioResults=new Map,this.collisionShapeCache=new Map,this.optimizedMeshes=new Set}initKtx2(e){this.initialisedKtx2=!0;null!=getElectronArg("windowId")||import.meta.url.includes(".vite")?this.ktx2Loader.setTranscoderPath("/assets/basis/"):this.ktx2Loader.setTranscoderPath(new URL("../assets/basis/",import.meta.url).href),this.ktx2Loader.detectSupport(e)}setDataDir(e){this.basePath=m(e,"asset-resources"),this.makeReady.next(!0)}getUri(e){const t=getElectronArg("windowId");return null!=t||import.meta.url.includes(".vite")?m(this.basePath,e)+(null!=t?`?windowId=${t}`:""):new URL(m("..",this.basePath,e),import.meta.url).href}async getTexture(e){if(null==e||null==e.fileKey)return null;if(await this.ready,this.textureCache.has(e.id)){const t=this.textureCache.get(e.id);null!=e.texture&&(t.flipY!==e.texture?.flipY?(t.needsUpdate=!0,t.flipY=e.texture?.flipY??!0):t.wrapS!==T(e.texture?.wrapS)?(t.needsUpdate=!0,t.wrapS=T(e.texture?.wrapS)):t.wrapT!==T(e.texture?.wrapT)&&(t.wrapT=T(e.texture?.wrapT),t.needsUpdate=!0))}else try{await this._getTextureLoader(e.fileKey).loadAsync(this.getUri(e.fileKey)).then((t=>(t.texture3D?t=t.texture3D:(t.wrapS=T(e.texture?.wrapS),t.wrapT=T(e.texture?.wrapT),t.flipY=e.texture?.flipY??!0),this.textureCache.set(e.id,t),t)))}catch(t){return console.warn("Failed to load texture "+e.name,t),null}return this.textureCache.get(e.id)}_getTextureLoader(e){return e?.toLowerCase().endsWith(".tga")?this.tgaLoader:e?.toLowerCase().endsWith(".ktx2")?this.ktx2Loader:e?.toLowerCase().endsWith(".exr")?this.exrLoader:e?.toLowerCase().endsWith(".cube")?this.cubeLoader:this.textureLoader}clearCache(e){"mesh"===e.type&&Array.from(this.cache.keys()).forEach((t=>{t.startsWith(e.fileKey)&&this.cache.delete(t)}))}async getMesh(e,t){if(await this.ready,null==e)return console.error("No asset was provided"),{scene:new s,animations:[]};if(!v.includes(e.fileFormat?.toLowerCase()))return console.error("Unsupported mesh file format "+e.fileFormat,e),{scene:new s,animations:[]};const a=e.fileKey+(!0===t?.mergeGeomtries?"1":"0");if(!this.cache.has(a))try{this.asyncMeshResults.has(a)||this.asyncMeshResults.set(a,this.loadMesh(e).finally((()=>this.asyncMeshResults.delete(a)))),this.cache.set(a,await this.asyncMeshResults.get(a))}catch(e){return this.onError(e),{scene:new s,animations:[]}}const r=this.cache.get(a).scene,n=this.computeCollisionShapes(e,r);!0===t?.mergeGeomtries&&this.optimizeDrawGroups(r);const o=p(r),h=this.cache.get(a).animations;o.traverse((e=>{e instanceof i&&e.material instanceof Array&&(e.material=e.material.slice())}));const l=new AssetMeshInstance;l.add(o),l.collisionShapes=n,l.animations=h;const c=e.receiveShadow??!0,d=e.castShadow??!1;return o.traverse((e=>{e.castShadow=d,e.receiveShadow=c})),{scene:l,animations:h}}async getAudio(e){await this.ready;const t=e.fileKey;if(this.asyncAudioResults.has(t))return await this.asyncAudioResults.get(t);const s=this.audioLoader.loadAsync(this.getUri(e.fileKey)).finally((()=>{setTimeout((()=>{this.asyncAudioResults.delete(t)}),1e3)}));return this.asyncAudioResults.set(t,s),s}computeCollisionShapes(e,t){const s=e.id+e.mesh?.collisions?.shapeType;return this.collisionShapeCache.has(s)||this.collisionShapeCache.set(s,w(t,e)),this.collisionShapeCache.get(s)}async loadMesh(e){return await this.ready,await this.loadByAsset(e).then((e=>(e.scene.traverse((e=>{y(e)&&(e.visible=!1)})),e.scene=function(e,t){let s=!1;if(t.traverseVisible((e=>{k.test(e.name)&&(s=!0)})),!s)return t;const a=new x.LOD,i=[t];for(;i.length>0;){const e=i.shift(),t=e.name.match(k);if(null!=t){const s=parseInt(t[1]);0===s?a.addLevel(e,0):console.warn(`Skipping LOD level ${s} for now as LOD is not fully supported`)}else i.push(...e.children)}return a}(0,e.scene),e)))}optimizeDrawGroups(e){if(this.optimizedMeshes.has(e.uuid))return;this.optimizedMeshes.add(e.uuid);let s=!0,a=0,r=0;if(e.traverse((e=>{if(e instanceof i&&e.geometry instanceof t&&!y(e)){a++;const t=Object.keys(e.geometry.attributes).length;t!==r&&0!==r&&(s=!1),r=t}else(e instanceof x.SkinnedMesh||e instanceof x.Bone)&&(s=!1)})),a>1&&s){const s=[],a=[],r=[];e.updateWorldMatrix(!0,!0),e.traverse((e=>{e instanceof i&&e.geometry instanceof t&&!y(e)&&!Array.isArray(e.material)&&(e.updateWorldMatrix(!0,!0),s.push(e.geometry.clone().applyMatrix4(e.matrixWorld)),a.push(e.material),r.push(e))}));for(const e of r)e.removeFromParent();const n=M.mergeGeometries(s,!0),o=[];let h=0;e:for(const e of a){for(const t of o)if(t.m.id===e.id){t.indices.push(h),h++;continue e}o.push({m:e,indices:[h]}),h++}let l=0;for(const e of o){for(const t of e.indices)n.groups[t].materialIndex=l;l++}e.add(new i(n,o.map((e=>e.m))))}e.traverse((e=>{if(e instanceof i&&e.geometry instanceof t){const t=e.geometry;Array.isArray(e.material)&&t.groups.length>1&&t.groups.length>e.material.length&&M.mergeGroups(t)}}))}async loadByAsset(e){this.fbxLoader;const t=this.getUri(e.fileKey);switch(e.fileFormat){case"glb":case"gltf":return this.glbLoader.loadAsync(t).then((e=>({scene:e.scene,animations:e.animations})));case"fbx":return this.fbxLoader.loadAsync(t).then((e=>({scene:e,animations:e.animations})));case"obj":if(null!=e.materialLib){const t=new h;t.materialOptions={normalizeRGB:!1};const s=await t.loadAsync(this.getUri(e.materialLib));this.objLoader.setMaterials(s)}return this.objLoader.loadAsync(t).then((e=>(j(e),e))).then((e=>({scene:e,animations:e.animations})))}}}function j(e){if(e instanceof i)for(const t of L(e.material))t instanceof x.MeshPhongMaterial&&!t.color.isLinear&&(t.color.isLinear=!0);e.children?.forEach(j)}export class AssetMeshInstance extends r{}export function getElectronArg(e){const t=`--${e}=`,s=window.process?.argv.find((e=>e.startsWith(t)));return s?.substring(t.length)}function T(e){switch(e){case"clamp":return x.ClampToEdgeWrapping;case"repeat":return x.RepeatWrapping;case"mirror":return x.MirroredRepeatWrapping}return x.RepeatWrapping}new x.Matrix4;const k=/_LOD(\d+)$/;/*
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* See the LICENSE.md file for details.
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