@hology/core 0.0.134 → 0.0.135

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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,EAAiB,MAAM,OAAO,CAAC;AAEtJ,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;CAmC/E"}
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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"}
@@ -1,4 +1,4 @@
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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)}}/*
2
2
  * Copyright (©) 2025 Hology Interactive AB. All rights reserved.
3
3
  * See the LICENSE.md file for details.
4
4
  */
package/dist/rendering.js CHANGED
@@ -1,4 +1,4 @@
1
- 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";P.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,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: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=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)}/*
1
+ 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)}/*
2
2
  * Copyright (©) 2025 Hology Interactive AB. All rights reserved.
3
3
  * See the LICENSE.md file for details.
4
4
  */
@@ -1 +1 @@
1
- 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@@ -1,4 +1,4 @@
1
- import{__decorate as e,__metadata as t}from"tslib";import{ConvexPolyhedronCollisionShape as a}from"@hology/core";import{Subject as s}from"rxjs";import*as r from"three";import{BoxGeometry as i,Color as n,Euler as o,Fog as l,FogExp2 as c,Group as h,Material as d,Matrix4 as m,Mesh as p,MeshLambertMaterial as u,MeshPhongMaterial as f,MeshStandardMaterial as y,Object3D as g,PointLight as w,Quaternion as v,Scene as b,Texture as A,Vector2 as S,Vector3 as M,Vector4 as j}from"three";import x,{SpriteRenderer as P}from"@hology/nebula";import{bool as I,BooleanNode as D,float as C,FloatNode as E,NodeShaderMaterial as V,rgb as O,RgbNode as N,Texture2dLookupNode as k,textureSampler2d as F,vec2 as z,Vec2Node as T,vec3 as _,Vec3Node as B,vec4 as W}from"three-shader-graph";import{Service as L}from"typedi";import{VfxActor as $}from"../effects/vfx/vfx-actor.js";import{VisualEffect as R}from"../effects/vfx/vfx-param.js";import{BaseActor as G}from"../gameplay/actors/actor.js";import U from"../gameplay/actors/builtin/index.js";import{PhysicsBodyType as J,withInjectionContext as H}from"../gameplay/index.js";import{RenderingView as q}from"../rendering.js";import{Sampler2DNode as X}from"../shader-nodes/index.js";import{LambertShader as Y}from"../shader/builtin/lambert-shader.js";import{LandscapeCompositeShader as Z}from"../shader/builtin/landscape-composite-shader";import{LandscapeShader as Q}from"../shader/builtin/landscape-shader.js";import{StandardShader as K}from"../shader/builtin/standard-shader.js";import{UnlitShader as ee}from"../shader/builtin/unlit-shader.js";import{extractShaderParameters as te}from"../shader/parameter.js";import{ArrayMap as ae,groupBy as se}from"../utils/collections.js";import{iterateMaterials as re}from"../utils/materials.js";import{filterChildrenShallow as ie,filterSceneShallow as ne,findFirstVisibleObject as oe}from"../utils/three/traverse.js";import{AssetMeshInstance as le,AssetResourceLoader as ce}from"./asset-resource-loader.js";import{isCollisionMesh as he}from"./collision/collision-shape-import.js";import{BoxCollisionShape as de,PhysicalShapeMesh as me}from"./collision/collision-shape.js";import{LandscapeManager as pe}from"./landscape/landscape-manager.js";import{initLandscape as ue}from"./landscape/landscape.js";import{SectionGrid as fe,smoothNormalsCrossMeshes as ye}from"./landscape/utils.js";import{createGrassFoliageMaterial as ge}from"./materials/grass-foliage.js";import{createGrassMaterial as we}from"./materials/grass.js";import{getMaterialAttribute as ve}from"./materials/utils/material-painting.js";import{createWaterMaterial as be}from"./materials/water.js";import{SerializedParamType as Ae}from"./model.js";import{ShapeLibrary as Se,ShapeLibraryKeys as Me}from"./objects/shapes.js";import{ambientLightName as je,createSky as xe,defaultSkyMaterial as Pe}from"./sky.js";import{Curve2 as Ie}from"../utils/curve.js";import{DecalUnlitShader as De}from"../shader/builtin/decal-unlit-shader.js";import{DecalStandardShader as Ce}from"../shader/builtin/decal-standard-shader.js";import{ColorLayer as Ee,defaultValueColorLayer as Ve,defaultValueMaskLayer as Oe,MaskLayer as Ne}from"../shader/color-layer.js";import{LayeredShader as ke}from"../shader/builtin/layered-shader";import{isColorLayerSerialized as Fe}from"../shader/color-layer";import{FogVolume as ze}from"../rendering/fog/fog-volume-actor.js";import{UnscaledSprite as Te}from"../utils/three/unscaled-sprite.js";import{ToonShader as _e}from"../shader/builtin/toon-shader.js";const Be={};export const shapeDefaultColor="#aaaaaa";export class SceneMaterializerLoader{constructor(e,t,a){this.dataProvider=e,this.assetsService=t,this.assetManagerService=a}get(e,t){return new We(e,this.dataProvider,this.assetsService,this.assetManagerService,t,[],[],{create:()=>null,initActor:async()=>{}})}}let We=class{constructor(e,t,a,i,n,o,l,c){this.scene=e,this.dataProvider=t,this.assetsService=a,this.assetManagerService=i,this.renderingView=n,this.shaders=o,this.actorTypes=l,this.actorProvider=c,this.objectMap=new Map,this.sceneObjectMap=new Map,this.components=[],this.landscapeManagers=[],this.materializedActors=new Map,this.inEditor=!0,this.updated$=new s,this.removed$=new s,this.error$=new s,this.editorActorParamSnapshot=new Map,this.assets=new Map,this._canBeInstancedCache=new Map,this._originalMaterials=new Map,this.pmremGeneratorResults=new WeakMap,this.prefabInstanceChain=[],this.geometryCache=new Map,this.collisionShapeCache=new Map,this.originalFog=null,t.onCreate((e=>this.update(e))),t.onUpdate((e=>this.update(e))),t.onRemove((e=>this.remove(e))),this.createAssetSubscription=a.onCreate.subscribe((e=>{this.assets.set(e.id,e)})),this.updateSubscription=a.onUpdate.subscribe((async t=>{this.assets.set(t.id,t),"material"==t.type?e.traverse((e=>{if(e instanceof r.Mesh)if(Array.isArray(e.material))for(let a=0;a<e.material.length;a++)this.refreshMaterial(e,e.material[a],t,a);else this.refreshMaterial(e,e.material,t)})):"mesh"==t.type?(this.findByAssetId(t.id).forEach((e=>{this.remove(e.userData.src),this.materializeAndInitActor(e.userData.src)})),this.landscapeManagers.forEach((e=>{const a=e.source?.grass?.layers?.some((e=>e.meshes.some((e=>e.assetId===t.id))));a&&e.queueRefreshScatter(this.renderingView?.camera.position??new M,!0)}))):"prefab"===t.type?this.findByAssetId(t.id).forEach((e=>{const t=e.userData.src;this.remove(t),this.materializeAndInitActor(t)})):"vfx"===t.type&&this.dataProvider.getObjects().forEach((e=>{Ye(e,((e,a)=>{"vfx"===e.type&&e.assetId===t.id&&(this.remove(e),this.materializeAndInitActor(e))}))}))}))}async refreshMaterial(e,t,a,s){const r=t?.userData?.assetId;if(r!==a.id){const e=this.assets.get(r);let t=!1;if(null!=e)for(const s of Object.values(e.material.shaderParams)){if(s.type===Ae.Material&&s.value===a.id){t=!0;break}if(s.type===Ae.Array&&"element"in s&&s.element===Ae.Material&&s.value.includes(a.id)){t=!0;break}}if(!t)return}const i=await materialFromAsset(this.assets.get(r),this.renderingView,this.assetsService,this.assetManagerService,this.shaders,!1),n=i.userData;i.userData=t.userData,i.userData.hasBloom=n.hasBloom,i.userData.reflective=n.reflective,i.userData.outlineParameters=n.outlineParameters,null!=s?Ke(e.material[s],i)||(e.material[s]=i):Ke(e.material,i)||(e.material=i)}getTopLevelActors(){return Array.from(this.materializedActors.entries()).filter((([e,t])=>!e.includes("/"))).map((([,e])=>e))}get actorInstances(){return Array.from(this.materializedActors.values())}async initTextures(){const e=[];if(await Promise.all(this.dataProvider.getObjects().filter((e=>"shape_mesh"===e.type||"asset_mesh"===e.type)).filter((e=>null!=e.materialAssignments)).flatMap((e=>e.materialAssignments)).map((async t=>{const a=this.assets.get(t.materialId);if(null!=a)for(const t of Object.values(a.material.shaderParams))if(t.type===Ae.Texture&&"string"==typeof t.value){const a=this.assets.get(t.value),s=await this.assetManagerService.getTexture(a);null!=s&&e.push(s)}}))),0!==e.length){console.log(`Initializing ${e.length} textures`),console.time("Init textures");for(const t of e)this.renderingView.renderer.initTexture(t);console.timeEnd("Init textures")}}async prefetchAssets(){const e=Array.from(new Set(this.dataProvider.getObjects().filter((e=>null!=e.assetId&&"asset_mesh"==e.type)).filter((e=>e.assetId))));await Promise.all(e.map((e=>this.assetsService.getAsset(e.assetId).then((e=>{if(null!=e)return this.assetManagerService.getMesh(e)}))))),this.initTextures()}async init(){await this.preInit(),$e.clear(),await this.prefetchAssets(),await Promise.all(this.dataProvider.getObjects().map((e=>this.materialize(e)))),await this.initActorsPostInit()}initActorsPostInit(e=this.getTopLevelActors(),t){const a=e.map((async e=>{const a=e.object.userData.src??e.object.userData._src;if("vfx"===a.type)return Promise.resolve();const s=await this.assetsService.getAsset(a.assetId),r={...s?.actor?.params??{},...a.actor?.params??{}},i=null!=t?new Map(Array.from(this.materializedActors.entries()).filter((([e,a])=>e.startsWith(t.sceneObjectChain.join("/"))&&e.split("/").length-1===t.sceneObjectChain.length)).map((([e,t])=>[e.split("/").pop(),t]))):this.materializedActors;for(const t of a.actor.innerParams??[])await this.applyActorComponentParams(e,t.path.slice(),t.params,i);const n=await prepareClassParameters(r,e.constructor,this.assetsService,this.assetManagerService,i,this.renderingView,this.shaders,this.actorProvider);Object.assign(e,n);try{return await this.actorProvider.initActor(e)}catch(e){console.error(`Failed to initiate actor (name="${a.name}", id=${a.id})`,e)}}));return Promise.all(a)}addVfxChildActors(e,t=e){}async applyActorComponentParams(e,t,a,s){const r=t.length,i=t.shift();if(0==r){const t=await prepareClassParameters(a,null,this.assetsService,this.assetManagerService,s,this.renderingView,this.shaders);for(const[a,s]of Object.entries(t))null!=s&&(e[a]=s)}else null!=e[i]&&await this.applyActorComponentParams(e[i],t,a,s)}canObjectBeInstanced(e){return e.physics?.type!==J.dynamic&&"sky"!==e.type&&"global_fog"!==e.type&&"world_env"!==e.type}async canAssetBeInstanced(e){if(!this._canBeInstancedCache.has(e.assetId)){const t=await this.createFromAsset(e);if(null==t)return!1;const a=[];t.traverse((e=>{!he(e)&&e.isMesh&&a.push(e)}));const s=1==a.length&&0==a[0].children.length,r=a[0]instanceof p&&null!=a[0].geometry.morphAttributes&&Object.keys(a[0].geometry.morphAttributes).length>0,i=!0;this._canBeInstancedCache.set(e.assetId,s&&i&&!r)}return this._canBeInstancedCache.get(e.assetId)}async preInit(){this.renderingView?.onLoop((()=>{null!=this.sky&&this.renderingView.camera.getWorldPosition(this.sky.position)})),this.assetsService.getAssets().then((e=>{for(const t of e)this.assets.set(t.id,t)}))}shouldBeMaterialized(e){if(null!=this.detailTier&&"asset_mesh"===e.type&&null!=e.assetId){const t=this.assets.get(e.assetId);if(null!=t){const e=t.mesh?.detailTier;if(null!=e)return e<=this.detailTier}}return!0}async initWithInstancing(){await this.preInit(),await this.prefetchAssets();const e=[],t=new ae,s=new ae;for(const a of this.dataProvider.getObjects())await Ye(a,(async(a,r,i)=>{if(!this.shouldBeMaterialized(a))return;const o="asset_mesh"==a.type&&this.canObjectBeInstanced(a)&&await this.canAssetBeInstanced(a),l="shape_mesh"===a.type&&"landscape"!==a.shape&&a.physics?.type!==J.dynamic;if(o||l){if(r&&r.children?.length>0){const e=r.children.findIndex((e=>e.id===a.id));e>=0&&r.children.splice(e,1)}if(l){let e=a.shape+JSON.stringify(a.shapeParams??{})+a.castShadow+a.receiveShadow;const t=a.materialAssignments?.at(0)?.materialId,r=null!=t?this.assets.get(t):null;let o=null;if(null!=r&&"shader"!==r.material.type){if(e+=r.material.type+r.material.shader,null!=r.material.shaderParams){if(e+=Object.entries(r.material.shaderParams).filter((([e,t])=>"color"!=e)).map((e=>JSON.stringify(e))).join(),null!=r.material.shaderParams.color){const e=r.material.shaderParams.color;e.type===Ae.Color&&null!=e.value&&(o=new n(e.value))}}}else e+=t;s.push(e,{object:{...a,parentTransform:i},color:o})}else{const e=a.assetId+JSON.stringify(a.materialAssignments??[]);t.push(e,{...a,parentTransform:i})}}else null==r&&e.push({...a,parentTransform:i})}));for(const e of t.values()){if(0==e.length)continue;const t=await this.createFromAsset(e[0]);if(null==t)continue;const s=await this.createInstancedMesh(e,t),r=new le;r.add(s),r.userData.src=e[0],t instanceof le&&(r.collisionShapes=t.collisionShapes),r.collisionShapes.forEach((e=>{e instanceof a&&e.mesh instanceof p&&(e.mesh=e.mesh.geometry)})),r.castShadow=!1,r.receiveShadow=!1,this.scene.add(r)}for(const e of s.values()){if(0==e.length)continue;const t=e[0].object,a=await this.createFromShape(t),s=oe(a,(e=>!he(e)&&null!=e.geometry)),i=s.material.clone();null!=e[0].color&&null!=i.color&&(i.color=new n(16777215));const l=s.geometry;let c,h;!(i instanceof V)?(c=new r.BatchedMesh(e.length,l.getAttribute("position").count,l.index.count,i),c.perObjectFrustumCulled=!0,h=c.addGeometry(l)):c=new r.InstancedMesh(l,i,e.length),c.castShadow=a.castShadow??!0,c.receiveShadow=s.receiveShadow??!0;for(let t=0;t<e.length;t++){const a=e[t],s=(new r.Matrix4).compose((new M).fromArray(a.object.position),(new v).setFromEuler((new o).fromArray(a.object.rotation)),(new M).fromArray(a.object.scale)),i=(new m).copy(a.object.parentTransform).multiply(s);let n;n=c instanceof r.BatchedMesh?c.addInstance(h):t,c.setMatrixAt(n,i),null!=a.color&&c.setColorAt(n,a.color)}for(let t=0;t<e.length;t++){const s=e[t],r=new le;r.userData.src=e[0],a instanceof me&&(r.collisionShapes=[a.collisionShape]),r.castShadow=!1,r.receiveShadow=!1,this.scene.add(r),r.add(c),null==c.userData.hasCollision&&(c.userData.hasCollision=[]),c.userData.hasCollision[t]=!!s.object.collisionDetection}}await Promise.all(e.map((e=>this.materialize(e)))),await this.initActorsPostInit()}async createInstancedMesh(e,t){const a=oe(t,(e=>!he(e)&&null!=e.geometry)),s=await this.assetsService.getAsset(e[0].assetId);await this.applyMaterials(t,Ze(e[0].materialAssignments,s.materialAssignments)),a.updateMatrix();const i=a.geometry.clone(),n=a.material;let l,c;if(!(n instanceof V)&&i.groups.length<2&&(!Array.isArray(n)||1==n.length)){const t=Array.isArray(n)?n[0]:n,a=i.getAttribute("position").count;l=new r.BatchedMesh(e.length,a,null!=i.index?i.index.count:a,t),l.perObjectFrustumCulled=!0,c=l.addGeometry(i)}else l=new r.InstancedMesh(i,n,e.length);for(let t=0;t<e.length;t++){let s=t;l instanceof r.BatchedMesh&&(s=l.addInstance(c));const i=(new r.Matrix4).compose((new M).fromArray(e[t].position),(new v).setFromEuler((new o).fromArray(e[t].rotation)),(new M).fromArray(e[t].scale)),n=(new m).copy(e[t].parentTransform).multiply(i).multiply(a.matrixWorld);l.setMatrixAt(s,n),null==l.userData.hasCollision&&(l.userData.hasCollision=[]),l.userData.hasCollision[t]=!!e[t].collisionDetection}if(l.castShadow=e[0].castShadow??s.castShadow??!0,l.receiveShadow=e[0].receiveShadow??s.receiveShadow??!0,a.material instanceof d&&l.castShadow&&l.receiveShadow)if(Array.isArray(n))for(const e of n)e.side=r.FrontSide;else n.side=r.FrontSide;return l}remove(e){if(console.log("Remove scene object",e),"global_fog"==e.type)return void(this.scene.fog=this.originalFog);if("world_env"===e.type)this.resetWorldEnv(),this.worldEnvObj=null;else if("actor"==e.type||"vfx"===e.type){const t=this.materializedActors.get(e.id);null!=t?(t.disposed.next(!0),t.onEndPlay()):console.warn("Failed to remove actor",e)}else"prefab"===e.type&&this.materializedActors.forEach(((t,a)=>{a.startsWith(e.id)&&(t.disposed.next(!0),t.onEndPlay()),this.materializedActors.delete(a)}));const t=this.sceneObjectMap.get(e.id);t?.parent.remove(t),this.sceneObjectMap.delete(e.id),this.components.filter((t=>t.object.userData.src?.id===e.id)).forEach((e=>this.components.splice(this.components.indexOf(e,1)))),this.landscapeManagers.filter((t=>t.source.id===e.id)).forEach((e=>{e.clear(),e.stop(),this.landscapeManagers.splice(this.landscapeManagers.indexOf(e,1))})),this.removed$.next({object:t,source:e})}deleteSceneObject(e){const t=this.sceneObjectMap.get(e.id);if(this.scene.remove(t),"landscape"==e.type){const t=this.landscapeManagers.findIndex((t=>t.source.id===e.id));if(t>-1){const e=this.landscapeManagers.splice(t,1)[0];e.clear(),e.stop()}}}findByAssetId(e){return ne(this.scene,(t=>t.userData.src?.assetId==e),(e=>null!=e.userData.src))}applyMaterials(e,t){return null==t?Promise.resolve([]):Promise.all(t.filter((e=>"null"!==e.materialId)).map((t=>this.applyMaterial(e,t))))}async applyMaterial(e,t){await applyMaterial(e,t,(e=>{const t=this.assets.get(e);if(null!=t)try{return materialFromAsset(t,this.renderingView,this.assetsService,this.assetManagerService,this.shaders)}catch(e){console.error("Failed to apply material",e)}}),this._originalMaterials)}unapplyMaterials(e){e.traverse((async e=>{if(e instanceof p)if(e.material instanceof Array)for(let t=0;t<e.material.length;t++)e.material[t]=this._originalMaterials.get(e.id+"#"+t)??e.material[t];else e.material=this._originalMaterials.get(e.id)??e.material}))}updateActors(e){console.log("update actors"),this.actorTypes=e;const t=new Set(Object.values(U));ne(this.scene,(e=>e.userData.src?.id&&"actor"===e.userData.src.type&&this.materializedActors.has(e.userData.src?.id)&&!t.has(e.userData.src.actor.type))).forEach((async e=>{this.remove(e.userData.src),await this.materializeAndInitActor(e.userData.src)}))}updateShaders(e){this.shaders=e;for(const[e,t]of $e.entries())t.userData.customShaderName&&$e.delete(e);this.landscapeManagers.forEach((t=>t.updateShaders(e))),ne(this.scene,(e=>!0)).forEach((e=>{e.traverse((async e=>{if(e instanceof p)if(Array.isArray(e.material))for(let t=0;t<e.material.length;t++){const a=e.material[t].userData?.customShaderName;if(null!=a){const a=this.assets.get(e.material[t].userData.assetId);this.refreshMaterial(e,e.material[t],a,t)}}else{const t=e.material.userData?.customShaderName;if(null!=t){const t=this.assets.get(e.material.userData.assetId);this.refreshMaterial(e,e.material,t)}}}))}))}async update(e){if("sky"===e.type&&null!=this.sky&&null!=this.sky.parent)return void this.updateSky(e);if("world_env"===e.type&&null!=this.worldEnvObj)return void this.updateWorldEnv(e);const t=this.sceneObjectMap.get(e.id);if(t){let s=!1;if(t.traverseAncestors((e=>{"_hology_transform_group"===e.name&&(s=!0)})),!s){const a=this.findParent(e);null!=a&&a.uuid!=t.uuid?a.attach(t):console.error("Parent is wrong")}if("prefab"!==e.type&&"group"!==e.type){this.unapplyMaterials(t);this.inEditor&&e.hidden&&!1?t.traverse((e=>{e instanceof p&&(e.material.wireframe=!0)})):t.traverse((e=>{e instanceof p&&(e.material.wireframe=!1)}))}if("asset_mesh"===e.type){const a=this.assets.get(e.assetId);Ze(e.materialAssignments,a.materialAssignments).forEach((e=>this.applyMaterial(t,e)))}else"shape_mesh"===e.type&&this.applyMaterials(t,e.materialAssignments);if(s||(null!=e.position&&t.position.fromArray(e.position),null!=e.scale&&t.scale.fromArray(e.scale),null!=e.rotation&&t.rotation.fromArray(e.rotation)),this.applyVertexMaterials(e,t),"light"==e.type)if("point"==e.light.type){const a=t;a.color=new n(e.light.point.color),a.intensity=e.light.point.intensity,a.decay=e.light.point.decay,a.castShadow=e.light.point.castShadow,a.distance=Math.max(e.light.point.distance,0)}else"directional"===e.light.type?this.applyDirectionalLight(e.light.directional):"ambient"===e.light.type&&this.applyDirectionalAmbientLight(t,e.light.ambient);else if("landscape"===e.shape){const a=this.landscapeManagers.find((t=>t.source.id===e.id)).source.landscape.options.density!==e.landscape.options.density;if(this.inEditor&&a){this.remove(e);const t=await this.materializeAndInitActor(e);return void this.updated$.next({object:t,source:e})}this.applyHeightMaps(t,e.landscape.heightMaps),this.inEditor&&this.landscapeManagers.filter((t=>t.source.id===e.id)).forEach((t=>{t.updateSource(e),t.queueRefreshScatter(this.renderingView.camera.position,!0,(e=>!0))}))}else if("global_fog"===e.type){const t=(this.scene.fog instanceof c?"density":"linear")!==e.fog.type;this.scene.fog=qe(e.fog),t&&(a=this.scene).traverse((e=>{if(e instanceof p){const t=e.material;t instanceof V&&(a.fog instanceof l?(t.uniforms.fogFar.value=a.fog.far,t.uniforms.fogNear.value=a.fog.near):a.fog instanceof c&&(t.uniforms.density={value:a.fog.density}),t.needsUpdate=!0,t.uniformsNeedUpdate=!0)}})),this.fixFogColor()}else if("actor"===e.type){if(this.materializedActors.has(e.id)){const t=this.materializedActors.get(e.id);if(t instanceof ze){const a=await prepareClassParameters(e.actor.params,null,this.assetsService,this.assetManagerService,this.materializedActors,this.renderingView,[],this.actorProvider);return void Object.assign(t,a)}const a=this.editorActorParamSnapshot.get(e.id);null!=a&&a===JSON.stringify(e.actor)||s||(this.remove(e),await this.materializeAndInitActor(e))}}else if("shape_mesh"===e.type){const a=await this.createMeshByShape(e.shape,t.material,e.shapeParams);t instanceof me&&(t.geometry=a.geometry,t.collisionShape=a.collisionShape)}("asset_mesh"===e.type||"shape_mesh"===e.type&&"landscape"!==e.shape)&&Le(t,e.castShadow,e.receiveShadow),e.name&&e.name.length>0&&(t.name=e.name),this.updated$.next({object:t,source:e})}else{const t=await this.materializeAndInitActor(e);this.updated$.next({object:t,source:e})}var a;this.renderingView.renderer.shadowMap.needsUpdate=!0}async materializeAndInitActor(e,t=this.findParent(e)){const a=await this.materialize(e,t);return Ye(e,(async e=>{if("actor"===e.type){const t=this.materializedActors.get(e.id);null!=t?await this.initActorsPostInit([t]):console.error(`Something went wrong when creating actor ${e.id}`)}})),a}findParent(e){const t=this.dataProvider.getObjects().flatMap((t=>t.id===e.id?null:ie(t,(t=>t.children?.some((t=>t.id===e.id))),(()=>!0))))[0];return null==t?this.scene:null!=t?ne(this.scene,(e=>e.userData?.src?.id===t.id),(e=>null!=e.userData?.src))[0]:void 0}fixFogColor(){!0===this.renderingView.options.enableOutlines&&(this.scene.fog.color=new n(this.scene.fog.color))}findMeshWithGeometry(e){let t;return e.traverse((e=>{e instanceof p&&e.geometry&&(t=e)})),t}applyVertexMaterials(e,t){if(null==e.vertexMaterials||0===e.vertexMaterials.length)return;let a=1;for(const t of e.vertexMaterials)a=Math.max(t.w.length,a);const s=se(e.vertexMaterials,(e=>e.m));t.traverse((e=>{if(e instanceof p){if(null==e.geometry)return;if(et(ve(e,0,!1)),a>0){et(ve(e,0,!1))}}}));const r=new Set;for(const[e,i]of s.entries()){const s=null!=e?t.getObjectByName(e):this.findMeshWithGeometry(t);let n=!1;if(null==s||null==s.geometry)return void console.warn(`Failed to apply vertex materials on mesh with name "${e}"`);const o=ve(s,0,!0);et(o);for(const e of i)o.setX(e.i,e.w[0]??0),o.setY(e.i,e.w[1]??0),o.setZ(e.i,e.w[2]??0),o.setW(e.i,e.w[3]??0),n=!0;if(a>0){const e=ve(s,4,!0);et(e);for(const t of i)e.setX(t.i,t.w[4]??0),e.setY(t.i,t.w[5]??0),e.setZ(t.i,t.w[6]??0),e.setW(t.i,t.w[7]??0),e.needsUpdate=!0,n=!0}n&&r.add(e)}this.inEditor&&this.landscapeManagers.filter((t=>t.source.id===e.id)).forEach((e=>e.queueRefreshScatter(this.renderingView.camera.position,!0,(e=>r.has(e.name)))))}async materialize(e,t,a=!1,s){if(!this.shouldBeMaterialized(e))return;let r,n;switch(e.type){case"asset_mesh":r=await this.createFromAsset(e);break;case"shape_mesh":r=await this.createFromShape(e);break;case"light":r=await this.createLight(e);break;case"particles":r=await this.createParticleSystem(e),e.collisionDetection=!1;break;case"global_fog":this.scene.fog=qe(e.fog),this.fixFogColor(),r=new h;break;case"sky":this.sky=xe(),this.updateSky(e),r=this.sky;break;case"world_env":this.updateWorldEnv(e),r=new h,this.worldEnvObj=r;break;case"actor":({object:r,actor:n}=await this.createFromActor(e,s));break;case"group":r=new h;break;case"prefab":r=await this.createFromPrefab(e,s);break;case"vfx":r=await this.createFromVfx(e,s);break;default:if(this.inEditor)throw new Error("unknown type "+e.type);console.warn(`Failed to materialize object. Unknown type '${e.type}'. This might be because the hology/core library is not compatible with the editor version.`)}if(null!=r){if(e.name&&e.name.length>0&&(r.name=e.name),null!=e.position&&r.position.fromArray(e.position),null!=e.scale&&r.scale.fromArray(e.scale),null!=e.rotation&&r.rotation.fromArray(e.rotation),a?r.userData._src=e:r.userData.src=e,null!=n&&(r.userData.actor=n),this.inEditor,this.inEditor){let e=null;r instanceof me&&(e=function(e){if(e instanceof de)return new p(new i(...e.offset.toArray()),Xe);return null}(r.collisionShape)),null!=e&&(e.layers.disable(0),e.layers.enable(18),e.scale.multiplyScalar(1.1),r.add(e))}if(this.objectMap.set(r.uuid,e),this.sceneObjectMap.set(e.id,r),e.physics?.type!==J.dynamic||null==t||this.inEditor?null==t?this.scene.add(r):t?.add(r):(t.add(r),r.getWorldPosition(r.position),r.getWorldQuaternion(r.quaternion),r.getWorldScale(r.scale),this.scene?.attach(r)),null!=e.children&&await Promise.all(e.children?.map((e=>this.materialize(e,r,a)))),this.inEditor||"asset_mesh"!=e.type&&"shape_mesh"!==e.type||"landscape"===e.shape||null!=e.physics?.type&&e.physics.type==J.dynamic||He(r),null!=this.renderingView)return this.renderingView.renderer.shadowMap.needsUpdate=!0,r;console.warn("RenderingView not found in materializer. No idea what called this")}}updateWorldEnv(e){this.renderingView.aoPass.enabled=e.worldEnv.ao.enabled,this.renderingView.aoPass.blendIntensity=e.worldEnv.ao.blendIntensity,this.renderingView.aoPass.updateGtaoMaterial(e.worldEnv.ao),this.renderingView.aoPass.output=!0===e.worldEnv.ao.onlyAO?5:0;const t=e.worldEnv.toneMapping;null!=t&&(this.renderingView.renderer.toneMapping=t.mapping??0,this.renderingView.renderer.toneMappingExposure=t.exposure??1);const a=e.worldEnv.environment;null!=a&&null!=a.textureId?this.assetManagerService.getTexture(this.assets.get(a.textureId)).then((e=>{null==this.pmremGenerator&&(this.pmremGenerator=new r.PMREMGenerator(this.renderingView.renderer),this.pmremGenerator.compileEquirectangularShader()),this.pmremGeneratorResults.has(e)||this.pmremGeneratorResults.set(e,this.pmremGenerator.fromEquirectangular(e).texture);const t=this.pmremGeneratorResults.get(e);this.renderingView.scene.environment=t,this.renderingView.scene.environmentIntensity=a.intensity??1})):this.renderingView.scene.environment=null}resetWorldEnv(){this.renderingView.aoPass.enabled=!1,this.renderingView.aoPass.blendIntensity=1,this.renderingView.aoPass.output=0,this.renderingView.renderer.toneMapping=0,this.renderingView.renderer.toneMappingExposure=1}async updateSky(e){if(null==e?.sky?.materialId)return void(this.sky.material=Pe);const t=await this.assetsService.getAsset(e.sky.materialId),a=await materialFromAsset(t,this.renderingView,this.assetsService,this.assetManagerService,this.shaders,!1);a.side=r.BackSide,(a instanceof y||a instanceof r.MeshBasicMaterial||a instanceof r.ShaderMaterial)&&(a.fog=!1),null!=this.sky?this.sky.material=a:console.warn("No sky has been created")}async createComponent(e,t,a,s){const r=new Be[a.path+"/"+a.className],i=t.id+s;r.id=i,r.object=e;for(const e of a.params)null!=e.value&&(r[e.name]=e.value);return this.components.push(r),i}async createFromActor(e,t){const a=this.actorTypes.find((t=>t.name===e.actor?.type))?.type??U[e.actor?.type];if(null==a)return{object:null,actor:null};this.inEditor&&this.editorActorParamSnapshot.set(e.id,JSON.stringify(e.actor));const s=await this.actorProvider.create(a,(new M).fromArray(e.position),(new o).fromArray(e.rotation),!0);return this.materializedActors.set(this.getNestedActorId(e.id,t),s),{object:s?.object,actor:s}}getNestedActorId(e,t){return null!=t?t.sceneObjectChain.join("/")+"/"+e:e}async createFromVfx(e,t){const a=await this.assetsService.getAsset(e.assetId);null==a&&console.error("Could not find asset",e);const s=await this.actorProvider.create($,(new M).fromArray(e.position),(new o).fromArray(e.rotation),!1);try{await s.fromAsset(a)}catch(e){return console.error("Failed to create VFX asset",e),null}return s.play(),this.materializedActors.set(this.getNestedActorId(e.id,t),s),null!=s&&(s.object.userData.actor=s),s?.object}async createFromShape(e){const t=this.inEditor&&e.hidden;let a;if("landscape"==e.shape)a=this.createLandscape(e),a.traverse((e=>{e instanceof p&&this._originalMaterials.set(e.id,e.material)}));else{let s=new y({name:"Default",color:new n("#aaaaaa"),visible:this.inEditor||!e.hidden,wireframe:!!t});const r=await this.createMeshByShape(e.shape,s,e.shapeParams);r.castShadow=e.castShadow??!0,r.receiveShadow=e.castShadow??!1,e.collisionDetection||(r.collisionShape=null),r.physics=e.physics,a=r,this._originalMaterials.set(a.id,r.material),a.traverse((e=>{}))}return t||(await Promise.all((e.materialAssignments??[]).filter((e=>null!=e.materialId)).map((e=>this.applyMaterial(a,e)))),this.applyVertexMaterials(e,a)),a}createLandscape(e){const t=e.landscape?.options;if(null==t)return console.error(`No landscape options exist on scene object ${e.id} ${e.name}`),new h;const a=ue(e.landscape.options);this.applyHeightMaps(a,e.landscape.heightMaps,!0);const s=new pe(e,this.renderingView,a,this.assetManagerService,this.assetsService,this.shaders,(t=>{(e.materialAssignments??[]).filter((e=>null!=e.materialId)).forEach((e=>this.applyMaterial(t,e)))}));return this.landscapeManagers.push(s),s.refreshGeometry(),a}applyHeightMaps(e,t,a=!1){const s=new fe(e.sections);for(const e of t??[]){const t=s.find(e.x,e.y);if(!t)return;const a=t.geometry.getAttribute("position");for(const t of e.points)a.setY(t.i,t.y);a.needsUpdate=!0}const r=e.sections;r.forEach((e=>{e.geometry.computeBoundsTree(),e.geometry.computeVertexNormals()})),this.inEditor&&!a||setTimeout((()=>ye(r)),50)}async createMeshByShape(e,t,a={}){if("landscape"!==e&&Me.includes(e)){const s=await prepareShapeParameters(a??{}),r=e+JSON.stringify(a);if(!this.geometryCache.has(r)){const t=Se[e].geometry(s);t.computeTangents(),this.geometryCache.set(r,t)}this.collisionShapeCache.has(r)||this.collisionShapeCache.set(r,Se[e].collision(s));return new me(this.geometryCache.get(r),t,this.collisionShapeCache.get(r))}if(this.inEditor)throw new Error(`Unsupported shape '${e}'`);console.warn(`Failed to create shape. Unsupported shape '${e}'. This might be because the hology/core library is not compatible with the editor version.`)}async createFromAsset(e){const t=await this.assetsService.getAsset(e.assetId);if(null==t)return void console.warn(`Can not find asset with id ${e.assetId} and name ${e.name}`);let{scene:a}=await this.assetManagerService.getMesh(t,{mergeGeomtries:!0});Ze(e.materialAssignments,t.materialAssignments).forEach((e=>this.applyMaterial(a,e)));const s=e.receiveShadow??!!t.receiveShadow??!0,r=e.castShadow??!!t.castShadow??!1;return a.receiveShadow=s,Le(a,r,s),e.collisionDetection||(a.collisionShapes=[]),null!=e.physics&&!0!==this.inEditor&&(a.physics=e.physics),this.applyVertexMaterials(e,a),a.traverse((e=>{e instanceof p&&"computeBoundsTree"in e.geometry&&null==e.geometry.boundsTree&&e.geometry.computeBoundsTree()})),a}async createFromPrefab(e,t){const a=await this.assetsService.getAsset(e.assetId);if(null==a)return void console.warn(`Can not find asset with id ${e.assetId} and name ${e.name}`);null==t&&(t={sceneObjectChain:[]}),t.sceneObjectChain.push(e.id);const{object:s}=await this.createFromPrefabAsset(a,t);return t.sceneObjectChain.pop(),s}async createFromPrefabAsset(e,t){const a=new h;await Promise.all(e.prefab.objects.filter((e=>"global_fog"!==e.type&&"world_env"!==e.type)).map((e=>this.materialize(e,a,!0,structuredClone(t)))));const s=t.sceneObjectChain.join("/"),r=Array.from(this.materializedActors.entries()).filter((([e,a])=>e.startsWith(s)&&e.split("/").length-1===t.sceneObjectChain.length)).map((([,e])=>e));r.forEach((e=>{a.add(e.object)})),this.initActorsPostInit(r,structuredClone(t));const i=Array.from(this.materializedActors.entries()).filter((([e,t])=>e.startsWith(s))).map((([,e])=>e));return{object:a,actors:i}}async createParticleSystem(e){const t=await this.assetsService.getAsset(e.assetId),a=new g;return await x.fromJSONAsync(t.particleSystem,r).then((e=>{const t=new P(a,r);e.addRenderer(t),this.renderingView.onLoop((t=>e.update()))})),a}async createLight(e){if("point"===e.light.type){const t=new w(e.light.point.color,e.light.point.intensity,e.light.point.distance,e.light.point.decay);if(t.castShadow=e.light.point.castShadow??!0,this.inEditor){const e=(new r.TextureLoader).load("assets/light-bulb-icon.webp"),a=new r.SpriteMaterial({map:e,alphaTest:.5}),s=new Te(a);s.scale.multiplyScalar(.6),t.add(s)}return t}return"directional"===e.light.type?(this.applyDirectionalLight(e.light.directional),new h):"ambient"===e.light.type?(this.applyDirectionalAmbientLight(null,e.light.ambient),new h):void 0}applyDirectionalAmbientLight(e,t){const a=this.scene.children.find((e=>e.name===je));null!=a?(a.intensity=t.intensity,a.color.set(t.color),a.groundColor.set(t.color)):console.warn("Couldn't find ambient light")}applyDirectionalLight(e){for(const t of this.renderingView.csm.lights)t.intensity=e.intensity,t.color.set(e.color),t.castShadow=e.castShadow;this.renderingView.csm.lightDirection.fromArray(e.direction).normalize()}dispose(){this.updateSubscription.unsubscribe(),this.createAssetSubscription.unsubscribe(),this.materializedActors.forEach((e=>e.disposed.next(!0))),this.materializedActors.clear()}};We=e([L(),t("design:paramtypes",[b,Object,Object,ce,q,Array,Array,Object])],We);export{We as SceneMaterializer};function Le(e,t,a){e.castShadow=t,e.receiveShadow=a,e.traverse((e=>{e.castShadow=t,e.receiveShadow=a}))}const $e=new Map,Re=new Map,Ge=new u({color:16711935}),Ue=new Map;export async function materialFromAsset(e,t,a,s,r,i=!0){const n=JSON.stringify(e.material);return i&&$e.has(n)?$e.get(n):i&&Re.has(n)?await Re.get(n):Re.set(n,_materialFromAsset(n,e,t,a,s,r,i)).get(n)}export async function _materialFromAsset(e,t,a,s,i,o,l=!0){const c={opacity:t.material.params.opacity,map:null,emissive:t.material.params.emissive??null,metalness:t.material.params.metalness??0,flatShading:t.material.params.flatShading??!1,color:new n(t.material.params.color),transparent:null!=t.material.params.opacity&&t.material.params.opacity<1},h={};if(null!=t.material.params.map){const e=t.material.params.map,a=await s.getAsset(e);null!=a&&(c.map=await i.getTexture(a))}let d;switch(t.material.type){case"phong":d=new f({...c,...h});break;case"water":d=be(c,a);break;case"grassFoliage":d=ge({color:c.color,map:c.map},a);break;case"grass":d=we({...c,colorTwo:new n(t.material.params.colorTwo),colorThree:new n(t.material.params.colorThree)},a);break;case"standard":case"unlit":case"toon":case"layered":case"lambert":case"shader":case"landscape":case"landscape-composite":case"decal-unlit":case"decal-standard":const e={standard:K,lambert:Y,unlit:ee,toon:_e,layered:ke,landscape:Q,"landscape-composite":Z,"decal-unlit":De,"decal-standard":Ce}[t.material.type]??o.find((e=>e.name==t.material.shader))?.type;if(e){try{let r=new e;const n=await prepareClassParameters(t.material?.shaderParams??{},e,s,i,null,a,o);Object.assign(r,n),d=r.build()}catch(e){console.log("Shader runtime error: "+e),Ue.has(t.material.shader)||Ue.set(t.material.shader,Ge.clone()),d=Ue.get(t.material.shader)}d.userData.customShaderName=t.material.shader}else console.warn("Missing shader implementation with name "+t.material.shader),d=Ge;break;default:throw new Error("Unsupported material type"+t.material.type)}return a?.csm.setupMaterial(d),null!=a&&$e.set(e,d),d.side=t.material.side??d.side??r.FrontSide,d.transparent=(t.material.transparent??c.transparent??!1)||d.transparent,d.alphaTest=t.material.alphaTest??d.alphaTest??0,t.material.bloom&&(d.userData.hasBloom=!0),t.material.reflective&&(d.userData.reflective=!0),!0===t.material.outlines&&(d.userData.outlineParameters={},null!=t.material.outlineParams&&(null!=t.material.outlineParams.color&&(d.userData.outlineParameters.color=new n(t.material.outlineParams.color).toArray()),null!=t.material.outlineParams.thickness&&(d.userData.outlineParameters.thickness=t.material.outlineParams.thickness))),d.userData.assetId=t.id,Re.delete(e),d}export async function prepareClassParameters(e,t,a,s,r,i,n,o){const l={};for(const[t,c]of Object.entries(e)){const e=await Je(c,a,s,r,i,n,o);null!=e&&(l[t]=e)}return l}export async function prepareShapeParameters(e){const t={};for(const[a,s]of Object.entries(e)){const e=await Je(s,null,null,null);null!=e&&(t[a]=e)}return t}async function Je(e,t,a,s,r,i,l,c=e.value,h=e.type){if(null==e||null==c||""===c)return null;switch(h){case Ae.Array:if(Array.isArray(c)&&"element"in e)return await Promise.all(c.map((n=>Je(e,t,a,s,r,i,l,n,e.element))));break;case Ae.Number:case Ae.FloatNode:let h="string"==typeof c?parseFloat(c):c;return e.type===Ae.FloatNode?C(h):h;case Ae.Texture:return await a.getTexture(await t.getAsset(c));case Ae.Sampler2DNode:return F(await a.getTexture(await t.getAsset(c)));case Ae.Boolean:return c;case Ae.BooleanNode:return I(c);case Ae.Vector2:case Ae.Vec2Node:if("object"==typeof c){const t=c instanceof Array?(new S).fromArray(c):new S(c.x,c.y);return e.type===Ae.Vec2Node?z(t):t}return null;case Ae.Vector3:case Ae.Vec3Node:if("object"==typeof c){const t=c instanceof Array?(new M).fromArray(c):new M(c.x,c.y,c.z);return e.type===Ae.Vec3Node?_(t):t}return null;case Ae.Color:case Ae.RgbNode:const d=new n(c);return e.type===Ae.RgbNode?O(d):d;case Ae.String:return c;case Ae.BaseActor:const m=c;return null==s&&console.warn("Class parameters can not be prepared as actors are not passed in"),s?.get(m);case Ae.Euler:const p=c;return(new o).fromArray(p);case Ae.Object3D:return(await a.getMesh(await t.getAsset(c))).scene;case Ae.Material:return await materialFromAsset(await t.getAsset(c),r,t,a,i);case Ae.AudioBuffer:return await a.getAudio(await t.getAsset(c));case Ae.VisualEffect:const u=await t.getAsset(c);if(null==l){console.error("Can not create instance of visual effect because missing actor provider");break}if("vfx"in u)return new R(l,u);console.error("Using a non-vfx asset for visual effect parameter");break;case Ae.Curve:return Ie.decode(c);case Ae.ColorLayer:case Ae.MaskLayer:if(Fe(c)){const e=await Ee.decode(c,(async e=>await a.getTexture(await t.getAsset(e)))),s=await prepareClassParameters(c.params,null,t,a);return Object.assign(e,s),e}return console.warn("Expecting color layer but got",c),null}return null}function He(e){e.updateWorldMatrix(!0,!0),e.updateMatrix(),e.traverse((e=>{e.matrixAutoUpdate=!1,e.matrixWorldNeedsUpdate=!1}));const t=e.updateMatrixWorld;e.updateMatrixWorld=function(){t.apply(e),e.updateMatrixWorld=function(){}}}function qe(e){return"linear"===e.type?new l(new n(e.color),e.near??100,e.far??1e3):"density"===e.type?new c(e.color,e.density):void console.warn("Invalid fog type",e)}const Xe=new y({color:4229780});async function Ye(e,t,a,s){null==s&&(s=(new m).identity()),await t(e,a,s);const i=s.clone().multiply(function(e,t){if(null==e.position||null==e.rotation||null==e.scale)return t.identity();return t.compose((new M).fromArray(e.position),(new v).setFromEuler((new o).fromArray(e.rotation)),(new M).fromArray(e.scale))}(e,new r.Matrix4));return Promise.all((e.children??[]).map((a=>Ye(a,t,e,i))))}export function toSerializedParamType(e){const t=e.constructor.prototype;return t instanceof Number||e===Number?Ae.Number:t instanceof E||"function"==typeof e.prototype.isFloat?Ae.FloatNode:t instanceof A||e===A||e.isTexture?Ae.Texture:t instanceof X||e===k?Ae.Sampler2DNode:t instanceof Boolean||e===Boolean?Ae.Boolean:t instanceof D?Ae.BooleanNode:t instanceof n||e==n?Ae.Color:t instanceof N||"function"==typeof e.prototype.isRgb?Ae.RgbNode:t instanceof S||e==S?Ae.Vector2:t instanceof T||"function"==typeof e.prototype.isVec2?Ae.Vec2Node:t instanceof M||e==M?Ae.Vector3:t instanceof B||"function"==typeof e.prototype.isVec3?Ae.Vec3Node:t instanceof String||e===String?Ae.String:t instanceof G||e==G||e.prototype instanceof G||e.prototype==G?Ae.BaseActor:t instanceof o||e==o?Ae.Euler:t instanceof g||e==g?Ae.Object3D:t instanceof d||e==d?Ae.Material:t instanceof AudioBuffer||e==AudioBuffer?Ae.AudioBuffer:t instanceof R||e==R?Ae.VisualEffect:t instanceof Ie||e==Ie?Ae.Curve:t instanceof Ee||e==Ee?Ae.ColorLayer:t instanceof Ne||e==Ne?Ae.MaskLayer:void console.warn("Failed to map parameter type to serialized version",{type:e})}export function prepareCustomParams(e,t,a={}){return Object.fromEntries(e.map((e=>[e.name,{type:e.options.array?Ae.Array:toSerializedParamType(e.type),...e.options.array?{element:toSerializedParamType(e.type)}:{},value:t[e.name]?.value??(!0!==e.options.array?a[e.name]??customParameterDefaultValueByType.get(toSerializedParamType(e.type)):[])}])))}export function prepareCustomParamsFromType(e,t,a=null){const s=te(e);if(0===s.length)return{};let r;null!=a?H(a,(()=>{r=a.get(e)})):r=new e;const i={};for(const e of s){const t=r[e.name];if(null!=t&&!0!==e.options.array){const a=serializeCustomParameter(e.type,t);null!=a&&(i[e.name]=a)}}return prepareCustomParams(s,t,i)}export function serializeCustomParameter(e,t){function a(){console.error("Failed to serialize value",{type:e,value:t})}switch(e){case Number:case Boolean:return t;case S:return t instanceof S?t.toArray():void a();case M:return t instanceof M?t.toArray():void a();case j:return t instanceof j?t.toArray():void a();case n:return t instanceof n?"#"+t.getHexString():"string"==typeof t?t:"number"==typeof t?"#"+new n(t).getHexString():void a();case String:return t;case o:return t instanceof o?t.toArray():void a()}}function Ze(e,t){return function(e,t,a){const s=[],r=new Set;for(const i of[...e??[],...t??[]]){const e=a(i);r.has(e)||(r.add(e),s.push(i))}return s}((e??[]).filter((e=>Qe(e.materialId))),(t??[]).filter((e=>Qe(e.materialId))),(e=>e.color+e.name))}function Qe(e){return"null"!=e&&null!=e}export const customParameterDefaultValueByType=new Map([[Ae.RgbNode,"#000000"],[Ae.Color,"#000000"],[Ae.Vector4,[0,0,0,0]],[Ae.Vec4Node,[0,0,0,0]],[Ae.Vector3,[0,0,0]],[Ae.Vec3Node,[0,0,0]],[Ae.Vector2,[0,0]],[Ae.Vec2Node,[0,0]],[Ae.Euler,[0,0,0,"XYZ"]],[Ae.Array,[]],[Ae.ColorLayer,Ve],[Ae.MaskLayer,Oe]]);export function applyMaterial(e,t,a,s){const i=[];return e.traverse((async e=>{if(e instanceof p||e.isMesh||e instanceof r.SkinnedMesh||e.isSkinnedMesh)for(const t of re(e.material))t.hasOwnProperty("color")&&i.push(e)})),Promise.all(i.map((async e=>{if(e.material instanceof Array)for(let r=0;r<e.material.length;r++){const i=e.material[r];if(null==i.color||!(i.color instanceof n))continue;const o="#"+i.color.getHexString(),l=i.name;if(o===t.color&&(i.name===t.name||null==t.name)||e.userData["originalColor_"+r]===t.color&&e.userData["originalMaterialName_"+r]===t.name){const i=await a(t.materialId),n=e.material[r];null!=i&&n.id!=i.id&&(e.material[r]=i,e.userData["originalColor_"+r]=e.userData["originalColor_"+r]??o,e.userData["originalMaterialName_"+r]=e.userData["originalMaterialName_"+r]??l,null!=s&&s.set(e.id+"#"+r,n))}}else if("color"in e.material){const r="#"+e.material.color.getHexString(),i=e.material.name;if(r===t.color&&(e.material.name===t.name||null==t.name)||e.userData.originalColor===t.color&&e.userData.originalName===t.name){const n=await a(t.materialId),o=e.material;null!=n&&(e.material=n,e.userData.originalColor=e.userData.originalColor??r,e.userData.originalMaterialName=e.userData.originalMaterialName??i,null!=s&&(s.has(e.id)||s.set(e.id,o)))}}})))}function Ke(e,t){if(e instanceof r.ShaderMaterial&&t instanceof r.ShaderMaterial){return e.fragmentShader+e.vertexShader==t.fragmentShader+t.vertexShader&&function(e,t){if(e instanceof r.ShaderMaterial&&t instanceof r.ShaderMaterial){for(const a in e.uniforms){if(null==t.uniforms[a])return!1;if(t.uniforms[a].value!==e.uniforms[a].value)return!1}return!0}return!1}(e,t)}return!1}function et(e){if(null!=e){for(let t=0;t<e.array.length;t++)e.setX(t,0);e.needsUpdate=!0}}/*
1
+ import{__decorate as e,__metadata as t}from"tslib";import{ConvexPolyhedronCollisionShape as a}from"@hology/core";import{Subject as s}from"rxjs";import*as r from"three";import{BoxGeometry as i,Color as n,Euler as o,Fog as l,FogExp2 as c,Group as h,Material as d,Matrix4 as m,Mesh as p,MeshLambertMaterial as u,MeshPhongMaterial as f,MeshStandardMaterial as y,Object3D as g,PointLight as w,Quaternion as v,Scene as b,Texture as A,Vector2 as S,Vector3 as M,Vector4 as j}from"three";import x,{SpriteRenderer as P}from"@hology/nebula";import{bool as I,BooleanNode as D,float as C,FloatNode as E,NodeShaderMaterial as V,rgb as O,RgbNode as N,Texture2dLookupNode as k,textureSampler2d as F,vec2 as z,Vec2Node as T,vec3 as _,Vec3Node as B,vec4 as W}from"three-shader-graph";import{Service as L}from"typedi";import{VfxActor as $}from"../effects/vfx/vfx-actor.js";import{VisualEffect as R}from"../effects/vfx/vfx-param.js";import{BaseActor as G}from"../gameplay/actors/actor.js";import U from"../gameplay/actors/builtin/index.js";import{PhysicsBodyType as J,ThreeBlendingMode as H,withInjectionContext as q}from"../gameplay/index.js";import{RenderingView as X}from"../rendering.js";import{Sampler2DNode as Y}from"../shader-nodes/index.js";import{LambertShader as Z}from"../shader/builtin/lambert-shader.js";import{LandscapeCompositeShader as Q}from"../shader/builtin/landscape-composite-shader";import{LandscapeShader as K}from"../shader/builtin/landscape-shader.js";import{StandardShader as ee}from"../shader/builtin/standard-shader.js";import{UnlitShader as te}from"../shader/builtin/unlit-shader.js";import{extractShaderParameters as ae}from"../shader/parameter.js";import{ArrayMap as se,groupBy as re}from"../utils/collections.js";import{iterateMaterials as ie}from"../utils/materials.js";import{filterChildrenShallow as ne,filterSceneShallow as oe,findFirstVisibleObject as le}from"../utils/three/traverse.js";import{AssetMeshInstance as ce,AssetResourceLoader as he}from"./asset-resource-loader.js";import{isCollisionMesh as de}from"./collision/collision-shape-import.js";import{BoxCollisionShape as me,PhysicalShapeMesh as pe}from"./collision/collision-shape.js";import{LandscapeManager as ue}from"./landscape/landscape-manager.js";import{initLandscape as fe}from"./landscape/landscape.js";import{SectionGrid as ye,smoothNormalsCrossMeshes as ge}from"./landscape/utils.js";import{createGrassFoliageMaterial as we}from"./materials/grass-foliage.js";import{createGrassMaterial as ve}from"./materials/grass.js";import{getMaterialAttribute as be}from"./materials/utils/material-painting.js";import{createWaterMaterial as Ae}from"./materials/water.js";import{SerializedParamType as Se}from"./model.js";import{ShapeLibrary as Me,ShapeLibraryKeys as je}from"./objects/shapes.js";import{ambientLightName as xe,createSky as Pe,defaultSkyMaterial as Ie}from"./sky.js";import{Curve2 as De}from"../utils/curve.js";import{DecalUnlitShader as Ce}from"../shader/builtin/decal-unlit-shader.js";import{DecalStandardShader as Ee}from"../shader/builtin/decal-standard-shader.js";import{ColorLayer as Ve,defaultValueColorLayer as Oe,defaultValueMaskLayer as Ne,MaskLayer as ke}from"../shader/color-layer.js";import{LayeredShader as Fe}from"../shader/builtin/layered-shader";import{isColorLayerSerialized as ze}from"../shader/color-layer";import{FogVolume as Te}from"../rendering/fog/fog-volume-actor.js";import{UnscaledSprite as _e}from"../utils/three/unscaled-sprite.js";import{ToonShader as Be}from"../shader/builtin/toon-shader.js";const We={};export const shapeDefaultColor="#aaaaaa";export class SceneMaterializerLoader{constructor(e,t,a){this.dataProvider=e,this.assetsService=t,this.assetManagerService=a}get(e,t){return new Le(e,this.dataProvider,this.assetsService,this.assetManagerService,t,[],[],{create:()=>null,initActor:async()=>{}})}}let Le=class{constructor(e,t,a,i,n,o,l,c){this.scene=e,this.dataProvider=t,this.assetsService=a,this.assetManagerService=i,this.renderingView=n,this.shaders=o,this.actorTypes=l,this.actorProvider=c,this.objectMap=new Map,this.sceneObjectMap=new Map,this.components=[],this.landscapeManagers=[],this.materializedActors=new Map,this.inEditor=!0,this.updated$=new s,this.removed$=new s,this.error$=new s,this.editorActorParamSnapshot=new Map,this.assets=new Map,this._canBeInstancedCache=new Map,this._originalMaterials=new Map,this.pmremGeneratorResults=new WeakMap,this.prefabInstanceChain=[],this.geometryCache=new Map,this.collisionShapeCache=new Map,this.originalFog=null,t.onCreate((e=>this.update(e))),t.onUpdate((e=>this.update(e))),t.onRemove((e=>this.remove(e))),this.createAssetSubscription=a.onCreate.subscribe((e=>{this.assets.set(e.id,e)})),this.updateSubscription=a.onUpdate.subscribe((async t=>{this.assets.set(t.id,t),"material"==t.type?e.traverse((e=>{if(e instanceof r.Mesh)if(Array.isArray(e.material))for(let a=0;a<e.material.length;a++)this.refreshMaterial(e,e.material[a],t,a);else this.refreshMaterial(e,e.material,t)})):"mesh"==t.type?(this.findByAssetId(t.id).forEach((e=>{this.remove(e.userData.src),this.materializeAndInitActor(e.userData.src)})),this.landscapeManagers.forEach((e=>{const a=e.source?.grass?.layers?.some((e=>e.meshes.some((e=>e.assetId===t.id))));a&&e.queueRefreshScatter(this.renderingView?.camera.position??new M,!0)}))):"prefab"===t.type?this.findByAssetId(t.id).forEach((e=>{const t=e.userData.src;this.remove(t),this.materializeAndInitActor(t)})):"vfx"===t.type&&this.dataProvider.getObjects().forEach((e=>{Ze(e,((e,a)=>{"vfx"===e.type&&e.assetId===t.id&&(this.remove(e),this.materializeAndInitActor(e))}))}))}))}async refreshMaterial(e,t,a,s){const r=t?.userData?.assetId;if(r!==a.id){const e=this.assets.get(r);let t=!1;if(null!=e)for(const s of Object.values(e.material.shaderParams)){if(s.type===Se.Material&&s.value===a.id){t=!0;break}if(s.type===Se.Array&&"element"in s&&s.element===Se.Material&&s.value.includes(a.id)){t=!0;break}}if(!t)return}const i=await materialFromAsset(this.assets.get(r),this.renderingView,this.assetsService,this.assetManagerService,this.shaders,!1),n=i.userData;i.userData=t.userData,i.userData.hasBloom=n.hasBloom,i.userData.reflective=n.reflective,i.userData.outlineParameters=n.outlineParameters,null!=s?et(e.material[s],i)||(e.material[s]=i):et(e.material,i)||(e.material=i)}getTopLevelActors(){return Array.from(this.materializedActors.entries()).filter((([e,t])=>!e.includes("/"))).map((([,e])=>e))}get actorInstances(){return Array.from(this.materializedActors.values())}async initTextures(){const e=[];if(await Promise.all(this.dataProvider.getObjects().filter((e=>"shape_mesh"===e.type||"asset_mesh"===e.type)).filter((e=>null!=e.materialAssignments)).flatMap((e=>e.materialAssignments)).map((async t=>{const a=this.assets.get(t.materialId);if(null!=a)for(const t of Object.values(a.material.shaderParams))if(t.type===Se.Texture&&"string"==typeof t.value){const a=this.assets.get(t.value),s=await this.assetManagerService.getTexture(a);null!=s&&e.push(s)}}))),0!==e.length){console.log(`Initializing ${e.length} textures`),console.time("Init textures");for(const t of e)this.renderingView.renderer.initTexture(t);console.timeEnd("Init textures")}}async prefetchAssets(){const e=Array.from(new Set(this.dataProvider.getObjects().filter((e=>null!=e.assetId&&"asset_mesh"==e.type)).filter((e=>e.assetId))));await Promise.all(e.map((e=>this.assetsService.getAsset(e.assetId).then((e=>{if(null!=e)return this.assetManagerService.getMesh(e)}))))),this.initTextures()}async init(){await this.preInit(),Re.clear(),await this.prefetchAssets(),await Promise.all(this.dataProvider.getObjects().map((e=>this.materialize(e)))),await this.initActorsPostInit()}initActorsPostInit(e=this.getTopLevelActors(),t){const a=e.map((async e=>{const a=e.object.userData.src??e.object.userData._src;if("vfx"===a.type)return Promise.resolve();const s=await this.assetsService.getAsset(a.assetId),r={...s?.actor?.params??{},...a.actor?.params??{}},i=null!=t?new Map(Array.from(this.materializedActors.entries()).filter((([e,a])=>e.startsWith(t.sceneObjectChain.join("/"))&&e.split("/").length-1===t.sceneObjectChain.length)).map((([e,t])=>[e.split("/").pop(),t]))):this.materializedActors;for(const t of a.actor.innerParams??[])await this.applyActorComponentParams(e,t.path.slice(),t.params,i);const n=await prepareClassParameters(r,e.constructor,this.assetsService,this.assetManagerService,i,this.renderingView,this.shaders,this.actorProvider);Object.assign(e,n);try{return await this.actorProvider.initActor(e)}catch(e){console.error(`Failed to initiate actor (name="${a.name}", id=${a.id})`,e)}}));return Promise.all(a)}addVfxChildActors(e,t=e){}async applyActorComponentParams(e,t,a,s){const r=t.length,i=t.shift();if(0==r){const t=await prepareClassParameters(a,null,this.assetsService,this.assetManagerService,s,this.renderingView,this.shaders);for(const[a,s]of Object.entries(t))null!=s&&(e[a]=s)}else null!=e[i]&&await this.applyActorComponentParams(e[i],t,a,s)}canObjectBeInstanced(e){return e.physics?.type!==J.dynamic&&"sky"!==e.type&&"global_fog"!==e.type&&"world_env"!==e.type}async canAssetBeInstanced(e){if(!this._canBeInstancedCache.has(e.assetId)){const t=await this.createFromAsset(e);if(null==t)return!1;const a=[];t.traverse((e=>{!de(e)&&e.isMesh&&a.push(e)}));const s=1==a.length&&0==a[0].children.length,r=a[0]instanceof p&&null!=a[0].geometry.morphAttributes&&Object.keys(a[0].geometry.morphAttributes).length>0,i=!0;this._canBeInstancedCache.set(e.assetId,s&&i&&!r)}return this._canBeInstancedCache.get(e.assetId)}async preInit(){this.renderingView?.onLoop((()=>{null!=this.sky&&this.renderingView.camera.getWorldPosition(this.sky.position)})),this.assetsService.getAssets().then((e=>{for(const t of e)this.assets.set(t.id,t)}))}shouldBeMaterialized(e){if(null!=this.detailTier&&"asset_mesh"===e.type&&null!=e.assetId){const t=this.assets.get(e.assetId);if(null!=t){const e=t.mesh?.detailTier;if(null!=e)return e<=this.detailTier}}return!0}async initWithInstancing(){await this.preInit(),await this.prefetchAssets();const e=[],t=new se,s=new se;for(const a of this.dataProvider.getObjects())await Ze(a,(async(a,r,i)=>{if(!this.shouldBeMaterialized(a))return;const o="asset_mesh"==a.type&&this.canObjectBeInstanced(a)&&await this.canAssetBeInstanced(a),l="shape_mesh"===a.type&&"landscape"!==a.shape&&a.physics?.type!==J.dynamic;if(o||l){if(r&&r.children?.length>0){const e=r.children.findIndex((e=>e.id===a.id));e>=0&&r.children.splice(e,1)}if(l){let e=a.shape+JSON.stringify(a.shapeParams??{})+a.castShadow+a.receiveShadow;const t=a.materialAssignments?.at(0)?.materialId,r=null!=t?this.assets.get(t):null;let o=null;if(null!=r&&"shader"!==r.material.type){if(e+=r.material.type+r.material.shader,null!=r.material.shaderParams){if(e+=Object.entries(r.material.shaderParams).filter((([e,t])=>"color"!=e)).map((e=>JSON.stringify(e))).join(),null!=r.material.shaderParams.color){const e=r.material.shaderParams.color;e.type===Se.Color&&null!=e.value&&(o=new n(e.value))}}}else e+=t;s.push(e,{object:{...a,parentTransform:i},color:o})}else{const e=a.assetId+JSON.stringify(a.materialAssignments??[]);t.push(e,{...a,parentTransform:i})}}else null==r&&e.push({...a,parentTransform:i})}));for(const e of t.values()){if(0==e.length)continue;const t=await this.createFromAsset(e[0]);if(null==t)continue;const s=await this.createInstancedMesh(e,t),r=new ce;r.add(s),r.userData.src=e[0],t instanceof ce&&(r.collisionShapes=t.collisionShapes),r.collisionShapes.forEach((e=>{e instanceof a&&e.mesh instanceof p&&(e.mesh=e.mesh.geometry)})),r.castShadow=!1,r.receiveShadow=!1,this.scene.add(r)}for(const e of s.values()){if(0==e.length)continue;const t=e[0].object,a=await this.createFromShape(t),s=le(a,(e=>!de(e)&&null!=e.geometry)),i=s.material.clone();null!=e[0].color&&null!=i.color&&(i.color=new n(16777215));const l=s.geometry;let c,h;!(i instanceof V)?(c=new r.BatchedMesh(e.length,l.getAttribute("position").count,l.index.count,i),c.perObjectFrustumCulled=!0,h=c.addGeometry(l)):c=new r.InstancedMesh(l,i,e.length),c.castShadow=a.castShadow??!0,c.receiveShadow=s.receiveShadow??!0;for(let t=0;t<e.length;t++){const a=e[t],s=(new r.Matrix4).compose((new M).fromArray(a.object.position),(new v).setFromEuler((new o).fromArray(a.object.rotation)),(new M).fromArray(a.object.scale)),i=(new m).copy(a.object.parentTransform).multiply(s);let n;n=c instanceof r.BatchedMesh?c.addInstance(h):t,c.setMatrixAt(n,i),null!=a.color&&c.setColorAt(n,a.color)}for(let t=0;t<e.length;t++){const s=e[t],r=new ce;r.userData.src=e[0],a instanceof pe&&(r.collisionShapes=[a.collisionShape]),r.castShadow=!1,r.receiveShadow=!1,this.scene.add(r),r.add(c),null==c.userData.hasCollision&&(c.userData.hasCollision=[]),c.userData.hasCollision[t]=!!s.object.collisionDetection}}await Promise.all(e.map((e=>this.materialize(e)))),await this.initActorsPostInit()}async createInstancedMesh(e,t){const a=le(t,(e=>!de(e)&&null!=e.geometry)),s=await this.assetsService.getAsset(e[0].assetId);await this.applyMaterials(t,Qe(e[0].materialAssignments,s.materialAssignments)),a.updateMatrix();const i=a.geometry.clone(),n=a.material;let l,c;if(!(n instanceof V)&&i.groups.length<2&&(!Array.isArray(n)||1==n.length)){const t=Array.isArray(n)?n[0]:n,a=i.getAttribute("position").count;l=new r.BatchedMesh(e.length,a,null!=i.index?i.index.count:a,t),l.perObjectFrustumCulled=!0,c=l.addGeometry(i)}else l=new r.InstancedMesh(i,n,e.length);for(let t=0;t<e.length;t++){let s=t;l instanceof r.BatchedMesh&&(s=l.addInstance(c));const i=(new r.Matrix4).compose((new M).fromArray(e[t].position),(new v).setFromEuler((new o).fromArray(e[t].rotation)),(new M).fromArray(e[t].scale)),n=(new m).copy(e[t].parentTransform).multiply(i).multiply(a.matrixWorld);l.setMatrixAt(s,n),null==l.userData.hasCollision&&(l.userData.hasCollision=[]),l.userData.hasCollision[t]=!!e[t].collisionDetection}if(l.castShadow=e[0].castShadow??s.castShadow??!0,l.receiveShadow=e[0].receiveShadow??s.receiveShadow??!0,a.material instanceof d&&l.castShadow&&l.receiveShadow)if(Array.isArray(n))for(const e of n)e.side=r.FrontSide;else n.side=r.FrontSide;return l}remove(e){if(console.log("Remove scene object",e),"global_fog"==e.type)return void(this.scene.fog=this.originalFog);if("world_env"===e.type)this.resetWorldEnv(),this.worldEnvObj=null;else if("actor"==e.type||"vfx"===e.type){const t=this.materializedActors.get(e.id);null!=t?(t.disposed.next(!0),t.onEndPlay()):console.warn("Failed to remove actor",e)}else"prefab"===e.type&&this.materializedActors.forEach(((t,a)=>{a.startsWith(e.id)&&(t.disposed.next(!0),t.onEndPlay()),this.materializedActors.delete(a)}));const t=this.sceneObjectMap.get(e.id);t?.parent.remove(t),this.sceneObjectMap.delete(e.id),this.components.filter((t=>t.object.userData.src?.id===e.id)).forEach((e=>this.components.splice(this.components.indexOf(e,1)))),this.landscapeManagers.filter((t=>t.source.id===e.id)).forEach((e=>{e.clear(),e.stop(),this.landscapeManagers.splice(this.landscapeManagers.indexOf(e,1))})),this.removed$.next({object:t,source:e})}deleteSceneObject(e){const t=this.sceneObjectMap.get(e.id);if(this.scene.remove(t),"landscape"==e.type){const t=this.landscapeManagers.findIndex((t=>t.source.id===e.id));if(t>-1){const e=this.landscapeManagers.splice(t,1)[0];e.clear(),e.stop()}}}findByAssetId(e){return oe(this.scene,(t=>t.userData.src?.assetId==e),(e=>null!=e.userData.src))}applyMaterials(e,t){return null==t?Promise.resolve([]):Promise.all(t.filter((e=>"null"!==e.materialId)).map((t=>this.applyMaterial(e,t))))}async applyMaterial(e,t){await applyMaterial(e,t,(e=>{const t=this.assets.get(e);if(null!=t)try{return materialFromAsset(t,this.renderingView,this.assetsService,this.assetManagerService,this.shaders)}catch(e){console.error("Failed to apply material",e)}}),this._originalMaterials)}unapplyMaterials(e){e.traverse((async e=>{if(e instanceof p)if(e.material instanceof Array)for(let t=0;t<e.material.length;t++)e.material[t]=this._originalMaterials.get(e.id+"#"+t)??e.material[t];else e.material=this._originalMaterials.get(e.id)??e.material}))}updateActors(e){console.log("update actors"),this.actorTypes=e;const t=new Set(Object.values(U));oe(this.scene,(e=>e.userData.src?.id&&"actor"===e.userData.src.type&&this.materializedActors.has(e.userData.src?.id)&&!t.has(e.userData.src.actor.type))).forEach((async e=>{this.remove(e.userData.src),await this.materializeAndInitActor(e.userData.src)}))}updateShaders(e){this.shaders=e;for(const[e,t]of Re.entries())t.userData.customShaderName&&Re.delete(e);this.landscapeManagers.forEach((t=>t.updateShaders(e))),oe(this.scene,(e=>!0)).forEach((e=>{e.traverse((async e=>{if(e instanceof p)if(Array.isArray(e.material))for(let t=0;t<e.material.length;t++){const a=e.material[t].userData?.customShaderName;if(null!=a){const a=this.assets.get(e.material[t].userData.assetId);this.refreshMaterial(e,e.material[t],a,t)}}else{const t=e.material.userData?.customShaderName;if(null!=t){const t=this.assets.get(e.material.userData.assetId);this.refreshMaterial(e,e.material,t)}}}))}))}async update(e){if("sky"===e.type&&null!=this.sky&&null!=this.sky.parent)return void this.updateSky(e);if("world_env"===e.type&&null!=this.worldEnvObj)return void this.updateWorldEnv(e);const t=this.sceneObjectMap.get(e.id);if(t){let s=!1;if(t.traverseAncestors((e=>{"_hology_transform_group"===e.name&&(s=!0)})),!s){const a=this.findParent(e);null!=a&&a.uuid!=t.uuid?a.attach(t):console.error("Parent is wrong")}if("prefab"!==e.type&&"group"!==e.type){this.unapplyMaterials(t);this.inEditor&&e.hidden&&!1?t.traverse((e=>{e instanceof p&&(e.material.wireframe=!0)})):t.traverse((e=>{e instanceof p&&(e.material.wireframe=!1)}))}if("asset_mesh"===e.type){const a=this.assets.get(e.assetId);Qe(e.materialAssignments,a.materialAssignments).forEach((e=>this.applyMaterial(t,e)))}else"shape_mesh"===e.type&&this.applyMaterials(t,e.materialAssignments);if(s||(null!=e.position&&t.position.fromArray(e.position),null!=e.scale&&t.scale.fromArray(e.scale),null!=e.rotation&&t.rotation.fromArray(e.rotation)),this.applyVertexMaterials(e,t),"light"==e.type)if("point"==e.light.type){const a=t;a.color=new n(e.light.point.color),a.intensity=e.light.point.intensity,a.decay=e.light.point.decay,a.castShadow=e.light.point.castShadow,a.distance=Math.max(e.light.point.distance,0)}else"directional"===e.light.type?this.applyDirectionalLight(e.light.directional,e):"ambient"===e.light.type&&this.applyDirectionalAmbientLight(t,e.light.ambient,e);else if("landscape"===e.shape){const a=this.landscapeManagers.find((t=>t.source.id===e.id)).source.landscape.options.density!==e.landscape.options.density;if(this.inEditor&&a){this.remove(e);const t=await this.materializeAndInitActor(e);return void this.updated$.next({object:t,source:e})}this.applyHeightMaps(t,e.landscape.heightMaps),this.inEditor&&this.landscapeManagers.filter((t=>t.source.id===e.id)).forEach((t=>{t.updateSource(e),t.queueRefreshScatter(this.renderingView.camera.position,!0,(e=>!0))}))}else if("global_fog"===e.type){const t=(this.scene.fog instanceof c?"density":"linear")!==e.fog.type;this.scene.fog=Xe(e.fog),t&&(a=this.scene).traverse((e=>{if(e instanceof p){const t=e.material;t instanceof V&&(a.fog instanceof l?(t.uniforms.fogFar.value=a.fog.far,t.uniforms.fogNear.value=a.fog.near):a.fog instanceof c&&(t.uniforms.density={value:a.fog.density}),t.needsUpdate=!0,t.uniformsNeedUpdate=!0)}})),this.fixFogColor()}else if("actor"===e.type){if(this.materializedActors.has(e.id)){const t=this.materializedActors.get(e.id);if(t instanceof Te){const a=await prepareClassParameters(e.actor.params,null,this.assetsService,this.assetManagerService,this.materializedActors,this.renderingView,[],this.actorProvider);return void Object.assign(t,a)}const a=this.editorActorParamSnapshot.get(e.id);null!=a&&a===JSON.stringify(e.actor)||s||(this.remove(e),await this.materializeAndInitActor(e))}}else if("shape_mesh"===e.type){const a=await this.createMeshByShape(e.shape,t.material,e.shapeParams);t instanceof pe&&(t.geometry=a.geometry,t.collisionShape=a.collisionShape)}("asset_mesh"===e.type||"shape_mesh"===e.type&&"landscape"!==e.shape)&&$e(t,e.castShadow,e.receiveShadow),e.name&&e.name.length>0&&(t.name=e.name),this.updated$.next({object:t,source:e})}else{const t=await this.materializeAndInitActor(e);this.updated$.next({object:t,source:e})}var a;this.renderingView.renderer.shadowMap.needsUpdate=!0}async materializeAndInitActor(e,t=this.findParent(e)){const a=await this.materialize(e,t);return Ze(e,(async e=>{if("actor"===e.type){const t=this.materializedActors.get(e.id);null!=t?await this.initActorsPostInit([t]):console.error(`Something went wrong when creating actor ${e.id}`)}})),a}findParent(e){const t=this.dataProvider.getObjects().flatMap((t=>t.id===e.id?null:ne(t,(t=>t.children?.some((t=>t.id===e.id))),(()=>!0))))[0];return null==t?this.scene:null!=t?oe(this.scene,(e=>e.userData?.src?.id===t.id),(e=>null!=e.userData?.src))[0]:void 0}fixFogColor(){!0===this.renderingView.options.enableOutlines&&(this.scene.fog.color=new n(this.scene.fog.color))}findMeshWithGeometry(e){let t;return e.traverse((e=>{e instanceof p&&e.geometry&&(t=e)})),t}applyVertexMaterials(e,t){if(null==e.vertexMaterials||0===e.vertexMaterials.length)return;let a=1;for(const t of e.vertexMaterials)a=Math.max(t.w.length,a);const s=re(e.vertexMaterials,(e=>e.m));t.traverse((e=>{if(e instanceof p){if(null==e.geometry)return;if(tt(be(e,0,!1)),a>0){tt(be(e,0,!1))}}}));const r=new Set;for(const[e,i]of s.entries()){const s=null!=e?t.getObjectByName(e):this.findMeshWithGeometry(t);let n=!1;if(null==s||null==s.geometry)return void console.warn(`Failed to apply vertex materials on mesh with name "${e}"`);const o=be(s,0,!0);tt(o);for(const e of i)o.setX(e.i,e.w[0]??0),o.setY(e.i,e.w[1]??0),o.setZ(e.i,e.w[2]??0),o.setW(e.i,e.w[3]??0),n=!0;if(a>0){const e=be(s,4,!0);tt(e);for(const t of i)e.setX(t.i,t.w[4]??0),e.setY(t.i,t.w[5]??0),e.setZ(t.i,t.w[6]??0),e.setW(t.i,t.w[7]??0),e.needsUpdate=!0,n=!0}n&&r.add(e)}this.inEditor&&this.landscapeManagers.filter((t=>t.source.id===e.id)).forEach((e=>e.queueRefreshScatter(this.renderingView.camera.position,!0,(e=>r.has(e.name)))))}async materialize(e,t,a=!1,s){if(!this.shouldBeMaterialized(e))return;let r,n;switch(e.type){case"asset_mesh":r=await this.createFromAsset(e);break;case"shape_mesh":r=await this.createFromShape(e);break;case"light":r=await this.createLight(e);break;case"particles":r=await this.createParticleSystem(e),e.collisionDetection=!1;break;case"global_fog":this.scene.fog=Xe(e.fog),this.fixFogColor(),r=new h;break;case"sky":this.sky=Pe(),this.updateSky(e),r=this.sky;break;case"world_env":this.updateWorldEnv(e),r=new h,this.worldEnvObj=r;break;case"actor":({object:r,actor:n}=await this.createFromActor(e,s));break;case"group":r=new h;break;case"prefab":r=await this.createFromPrefab(e,s);break;case"vfx":r=await this.createFromVfx(e,s);break;default:if(this.inEditor)throw new Error("unknown type "+e.type);console.warn(`Failed to materialize object. Unknown type '${e.type}'. This might be because the hology/core library is not compatible with the editor version.`)}if(null!=r){if(e.name&&e.name.length>0&&(r.name=e.name),null!=e.position&&r.position.fromArray(e.position),null!=e.scale&&r.scale.fromArray(e.scale),null!=e.rotation&&r.rotation.fromArray(e.rotation),a?r.userData._src=e:r.userData.src=e,null!=n&&(r.userData.actor=n),this.inEditor,this.inEditor){let e=null;r instanceof pe&&(e=function(e){if(e instanceof me)return new p(new i(...e.offset.toArray()),Ye);return null}(r.collisionShape)),null!=e&&(e.layers.disable(0),e.layers.enable(18),e.scale.multiplyScalar(1.1),r.add(e))}if(this.objectMap.set(r.uuid,e),this.sceneObjectMap.set(e.id,r),e.physics?.type!==J.dynamic||null==t||this.inEditor?null==t?this.scene.add(r):t?.add(r):(t.add(r),r.getWorldPosition(r.position),r.getWorldQuaternion(r.quaternion),r.getWorldScale(r.scale),this.scene?.attach(r)),null!=e.children&&await Promise.all(e.children?.map((e=>this.materialize(e,r,a)))),this.inEditor||"asset_mesh"!=e.type&&"shape_mesh"!==e.type||"landscape"===e.shape||null!=e.physics?.type&&e.physics.type==J.dynamic||qe(r),null!=this.renderingView)return this.renderingView.renderer.shadowMap.needsUpdate=!0,r;console.warn("RenderingView not found in materializer. No idea what called this")}}updateWorldEnv(e){this.renderingView.aoPass.enabled=e.worldEnv.ao.enabled,this.renderingView.aoPass.blendIntensity=e.worldEnv.ao.blendIntensity,this.renderingView.aoPass.updateGtaoMaterial(e.worldEnv.ao),this.renderingView.aoPass.output=!0===e.worldEnv.ao.onlyAO?5:0;const t=e.worldEnv.toneMapping;null!=t&&(this.renderingView.renderer.toneMapping=t.mapping??0,this.renderingView.renderer.toneMappingExposure=t.exposure??1);const a=e.worldEnv.environment;null!=a&&null!=a.textureId?this.assetManagerService.getTexture(this.assets.get(a.textureId)).then((e=>{null==this.pmremGenerator&&(this.pmremGenerator=new r.PMREMGenerator(this.renderingView.renderer),this.pmremGenerator.compileEquirectangularShader()),this.pmremGeneratorResults.has(e)||this.pmremGeneratorResults.set(e,this.pmremGenerator.fromEquirectangular(e).texture);const t=this.pmremGeneratorResults.get(e);this.renderingView.scene.environment=t,this.renderingView.scene.environmentIntensity=a.intensity??1})):this.renderingView.scene.environment=null}resetWorldEnv(){this.renderingView.aoPass.enabled=!1,this.renderingView.aoPass.blendIntensity=1,this.renderingView.aoPass.output=0,this.renderingView.renderer.toneMapping=0,this.renderingView.renderer.toneMappingExposure=1}async updateSky(e){if(null==e?.sky?.materialId)return void(this.sky.material=Ie);const t=await this.assetsService.getAsset(e.sky.materialId),a=await materialFromAsset(t,this.renderingView,this.assetsService,this.assetManagerService,this.shaders,!1);a.side=r.BackSide,(a instanceof y||a instanceof r.MeshBasicMaterial||a instanceof r.ShaderMaterial)&&(a.fog=!1),null!=this.sky?this.sky.material=a:console.warn("No sky has been created")}async createComponent(e,t,a,s){const r=new We[a.path+"/"+a.className],i=t.id+s;r.id=i,r.object=e;for(const e of a.params)null!=e.value&&(r[e.name]=e.value);return this.components.push(r),i}async createFromActor(e,t){const a=this.actorTypes.find((t=>t.name===e.actor?.type))?.type??U[e.actor?.type];if(null==a)return{object:null,actor:null};this.inEditor&&this.editorActorParamSnapshot.set(e.id,JSON.stringify(e.actor));const s=await this.actorProvider.create(a,(new M).fromArray(e.position),(new o).fromArray(e.rotation),!0);return this.materializedActors.set(this.getNestedActorId(e.id,t),s),{object:s?.object,actor:s}}getNestedActorId(e,t){return null!=t?t.sceneObjectChain.join("/")+"/"+e:e}async createFromVfx(e,t){const a=await this.assetsService.getAsset(e.assetId);null==a&&console.error("Could not find asset",e);const s=await this.actorProvider.create($,(new M).fromArray(e.position),(new o).fromArray(e.rotation),!1);try{await s.fromAsset(a)}catch(e){return console.error("Failed to create VFX asset",e),null}return s.play(),this.materializedActors.set(this.getNestedActorId(e.id,t),s),null!=s&&(s.object.userData.actor=s),s?.object}async createFromShape(e){const t=this.inEditor&&e.hidden;let a;if("landscape"==e.shape)a=this.createLandscape(e),a.traverse((e=>{e instanceof p&&this._originalMaterials.set(e.id,e.material)}));else{let s=new y({name:"Default",color:new n("#aaaaaa"),visible:this.inEditor||!e.hidden,wireframe:!!t});const r=await this.createMeshByShape(e.shape,s,e.shapeParams);r.castShadow=e.castShadow??!0,r.receiveShadow=e.castShadow??!1,e.collisionDetection||(r.collisionShape=null),r.physics=e.physics,a=r,this._originalMaterials.set(a.id,r.material),a.traverse((e=>{}))}return t||(await Promise.all((e.materialAssignments??[]).filter((e=>null!=e.materialId)).map((e=>this.applyMaterial(a,e)))),this.applyVertexMaterials(e,a)),a}createLandscape(e){const t=e.landscape?.options;if(null==t)return console.error(`No landscape options exist on scene object ${e.id} ${e.name}`),new h;const a=fe(e.landscape.options);this.applyHeightMaps(a,e.landscape.heightMaps,!0);const s=new ue(e,this.renderingView,a,this.assetManagerService,this.assetsService,this.shaders,(t=>{(e.materialAssignments??[]).filter((e=>null!=e.materialId)).forEach((e=>this.applyMaterial(t,e)))}));return this.landscapeManagers.push(s),s.refreshGeometry(),a}applyHeightMaps(e,t,a=!1){const s=new ye(e.sections);for(const e of t??[]){const t=s.find(e.x,e.y);if(!t)return;const a=t.geometry.getAttribute("position");for(const t of e.points)a.setY(t.i,t.y);a.needsUpdate=!0}const r=e.sections;r.forEach((e=>{e.geometry.computeBoundsTree(),e.geometry.computeVertexNormals()})),this.inEditor&&!a||setTimeout((()=>ge(r)),50)}async createMeshByShape(e,t,a={}){if("landscape"!==e&&je.includes(e)){const s=await prepareShapeParameters(a??{}),r=e+JSON.stringify(a);if(!this.geometryCache.has(r)){const t=Me[e].geometry(s);t.computeTangents(),this.geometryCache.set(r,t)}this.collisionShapeCache.has(r)||this.collisionShapeCache.set(r,Me[e].collision(s));return new pe(this.geometryCache.get(r),t,this.collisionShapeCache.get(r))}if(this.inEditor)throw new Error(`Unsupported shape '${e}'`);console.warn(`Failed to create shape. Unsupported shape '${e}'. This might be because the hology/core library is not compatible with the editor version.`)}async createFromAsset(e){const t=await this.assetsService.getAsset(e.assetId);if(null==t)return void console.warn(`Can not find asset with id ${e.assetId} and name ${e.name}`);let{scene:a}=await this.assetManagerService.getMesh(t,{mergeGeomtries:!0});Qe(e.materialAssignments,t.materialAssignments).forEach((e=>this.applyMaterial(a,e)));const s=e.receiveShadow??!!t.receiveShadow??!0,r=e.castShadow??!!t.castShadow??!1;return a.receiveShadow=s,$e(a,r,s),e.collisionDetection||(a.collisionShapes=[]),null!=e.physics&&!0!==this.inEditor&&(a.physics=e.physics),this.applyVertexMaterials(e,a),a.traverse((e=>{e instanceof p&&"computeBoundsTree"in e.geometry&&null==e.geometry.boundsTree&&e.geometry.computeBoundsTree()})),a}async createFromPrefab(e,t){const a=await this.assetsService.getAsset(e.assetId);if(null==a)return void console.warn(`Can not find asset with id ${e.assetId} and name ${e.name}`);null==t&&(t={sceneObjectChain:[]}),t.sceneObjectChain.push(e.id);const{object:s}=await this.createFromPrefabAsset(a,t);return t.sceneObjectChain.pop(),s}async createFromPrefabAsset(e,t){const a=new h;await Promise.all(e.prefab.objects.filter((e=>"global_fog"!==e.type&&"world_env"!==e.type)).map((e=>this.materialize(e,a,!0,structuredClone(t)))));const s=t.sceneObjectChain.join("/"),r=Array.from(this.materializedActors.entries()).filter((([e,a])=>e.startsWith(s)&&e.split("/").length-1===t.sceneObjectChain.length)).map((([,e])=>e));r.forEach((e=>{a.add(e.object)})),this.initActorsPostInit(r,structuredClone(t));const i=Array.from(this.materializedActors.entries()).filter((([e,t])=>e.startsWith(s))).map((([,e])=>e));return{object:a,actors:i}}async createParticleSystem(e){const t=await this.assetsService.getAsset(e.assetId),a=new g;return await x.fromJSONAsync(t.particleSystem,r).then((e=>{const t=new P(a,r);e.addRenderer(t),this.renderingView.onLoop((t=>e.update()))})),a}async createLight(e){if("point"===e.light.type){const t=new w(e.light.point.color,e.light.point.intensity,e.light.point.distance,e.light.point.decay);if(t.castShadow=e.light.point.castShadow??!0,this.inEditor){const e=(new r.TextureLoader).load("assets/light-bulb-icon.webp"),a=new r.SpriteMaterial({map:e,alphaTest:.5}),s=new _e(a);s.scale.multiplyScalar(.6),t.add(s)}return t}return"directional"===e.light.type?(this.applyDirectionalLight(e.light.directional,e),new h):"ambient"===e.light.type?(this.applyDirectionalAmbientLight(null,e.light.ambient,e),new h):void 0}applyDirectionalAmbientLight(e,t,a){const s=this.scene.children.find((e=>e.name===xe));null!=s?(s.intensity=t.intensity,s.color.set(t.color),s.groundColor.set(t.color),s.userData.src=a):console.warn("Couldn't find ambient light")}applyDirectionalLight(e,t){for(const a of this.renderingView.csm.lights)a.intensity=e.intensity,a.color.set(e.color),a.castShadow=e.castShadow,a.userData.src=t;this.renderingView.csm.lightDirection.fromArray(e.direction).normalize()}dispose(){this.updateSubscription.unsubscribe(),this.createAssetSubscription.unsubscribe(),this.materializedActors.forEach((e=>e.disposed.next(!0))),this.materializedActors.clear()}};Le=e([L(),t("design:paramtypes",[b,Object,Object,he,X,Array,Array,Object])],Le);export{Le as SceneMaterializer};function $e(e,t,a){e.castShadow=t,e.receiveShadow=a,e.traverse((e=>{e.castShadow=t,e.receiveShadow=a}))}const Re=new Map,Ge=new Map,Ue=new u({color:16711935}),Je=new Map;export async function materialFromAsset(e,t,a,s,r,i=!0){const n=JSON.stringify(e.material);return i&&Re.has(n)?Re.get(n):i&&Ge.has(n)?await Ge.get(n):Ge.set(n,_materialFromAsset(n,e,t,a,s,r,i)).get(n)}export async function _materialFromAsset(e,t,a,s,i,o,l=!0){const c={opacity:t.material.params.opacity,map:null,emissive:t.material.params.emissive??null,metalness:t.material.params.metalness??0,flatShading:t.material.params.flatShading??!1,color:new n(t.material.params.color),transparent:null!=t.material.params.opacity&&t.material.params.opacity<1},h={};if(null!=t.material.params.map){const e=t.material.params.map,a=await s.getAsset(e);null!=a&&(c.map=await i.getTexture(a))}let d;switch(t.material.type){case"phong":d=new f({...c,...h});break;case"water":d=Ae(c,a);break;case"grassFoliage":d=we({color:c.color,map:c.map},a);break;case"grass":d=ve({...c,colorTwo:new n(t.material.params.colorTwo),colorThree:new n(t.material.params.colorThree)},a);break;case"standard":case"unlit":case"toon":case"layered":case"lambert":case"shader":case"landscape":case"landscape-composite":case"decal-unlit":case"decal-standard":const e={standard:ee,lambert:Z,unlit:te,toon:Be,layered:Fe,landscape:K,"landscape-composite":Q,"decal-unlit":Ce,"decal-standard":Ee}[t.material.type]??o.find((e=>e.name==t.material.shader))?.type;if(e){try{let r=new e;const n=await prepareClassParameters(t.material?.shaderParams??{},e,s,i,null,a,o);Object.assign(r,n),d=r.build()}catch(e){console.log("Shader runtime error: "+e),Je.has(t.material.shader)||Je.set(t.material.shader,Ue.clone()),d=Je.get(t.material.shader)}d.userData.customShaderName=t.material.shader}else console.warn("Missing shader implementation with name "+t.material.shader),d=Ue;break;default:throw new Error("Unsupported material type"+t.material.type)}return a?.csm.setupMaterial(d),null!=a&&Re.set(e,d),d.side=t.material.side??d.side??r.FrontSide,d.transparent=(t.material.transparent??c.transparent??!1)||d.transparent,d.alphaTest=t.material.alphaTest??d.alphaTest??0,null!=t.material.blending&&(d.blending=H[t.material.blending]??r.NormalBlending),t.material.bloom&&(d.userData.hasBloom=!0),t.material.reflective&&(d.userData.reflective=!0),!0===t.material.outlines&&(d.userData.outlineParameters={},null!=t.material.outlineParams&&(null!=t.material.outlineParams.color&&(d.userData.outlineParameters.color=new n(t.material.outlineParams.color).toArray()),null!=t.material.outlineParams.thickness&&(d.userData.outlineParameters.thickness=t.material.outlineParams.thickness))),d.userData.assetId=t.id,Ge.delete(e),d}export async function prepareClassParameters(e,t,a,s,r,i,n,o){const l={};for(const[t,c]of Object.entries(e)){const e=await He(c,a,s,r,i,n,o);null!=e&&(l[t]=e)}return l}export async function prepareShapeParameters(e){const t={};for(const[a,s]of Object.entries(e)){const e=await He(s,null,null,null);null!=e&&(t[a]=e)}return t}async function He(e,t,a,s,r,i,l,c=e.value,h=e.type){if(null==e||null==c||""===c)return null;switch(h){case Se.Array:if(Array.isArray(c)&&"element"in e)return await Promise.all(c.map((n=>He(e,t,a,s,r,i,l,n,e.element))));break;case Se.Number:case Se.FloatNode:let h="string"==typeof c?parseFloat(c):c;return e.type===Se.FloatNode?C(h):h;case Se.Texture:return await a.getTexture(await t.getAsset(c));case Se.Sampler2DNode:return F(await a.getTexture(await t.getAsset(c)));case Se.Boolean:return c;case Se.BooleanNode:return I(c);case Se.Vector2:case Se.Vec2Node:if("object"==typeof c){const t=c instanceof Array?(new S).fromArray(c):new S(c.x,c.y);return e.type===Se.Vec2Node?z(t):t}return null;case Se.Vector3:case Se.Vec3Node:if("object"==typeof c){const t=c instanceof Array?(new M).fromArray(c):new M(c.x,c.y,c.z);return e.type===Se.Vec3Node?_(t):t}return null;case Se.Color:case Se.RgbNode:const d=new n(c);return e.type===Se.RgbNode?O(d):d;case Se.String:return c;case Se.BaseActor:const m=c;return null==s&&console.warn("Class parameters can not be prepared as actors are not passed in"),s?.get(m);case Se.Euler:const p=c;return(new o).fromArray(p);case Se.Object3D:return(await a.getMesh(await t.getAsset(c))).scene;case Se.Material:return await materialFromAsset(await t.getAsset(c),r,t,a,i);case Se.AudioBuffer:return await a.getAudio(await t.getAsset(c));case Se.VisualEffect:const u=await t.getAsset(c);if(null==l){console.error("Can not create instance of visual effect because missing actor provider");break}if("vfx"in u)return new R(l,u);console.error("Using a non-vfx asset for visual effect parameter");break;case Se.Curve:return De.decode(c);case Se.ColorLayer:case Se.MaskLayer:if(ze(c)){const e=await Ve.decode(c,(async e=>await a.getTexture(await t.getAsset(e)))),s=await prepareClassParameters(c.params,null,t,a);return Object.assign(e,s),e}return console.warn("Expecting color layer but got",c),null}return null}function qe(e){e.updateWorldMatrix(!0,!0),e.updateMatrix(),e.traverse((e=>{e.matrixAutoUpdate=!1,e.matrixWorldNeedsUpdate=!1}));const t=e.updateMatrixWorld;e.updateMatrixWorld=function(){t.apply(e),e.updateMatrixWorld=function(){}}}function Xe(e){return"linear"===e.type?new l(new n(e.color),e.near??100,e.far??1e3):"density"===e.type?new c(e.color,e.density):void console.warn("Invalid fog type",e)}const Ye=new y({color:4229780});async function Ze(e,t,a,s){null==s&&(s=(new m).identity()),await t(e,a,s);const i=s.clone().multiply(function(e,t){if(null==e.position||null==e.rotation||null==e.scale)return t.identity();return t.compose((new M).fromArray(e.position),(new v).setFromEuler((new o).fromArray(e.rotation)),(new M).fromArray(e.scale))}(e,new r.Matrix4));return Promise.all((e.children??[]).map((a=>Ze(a,t,e,i))))}export function toSerializedParamType(e){const t=e.constructor.prototype;return t instanceof Number||e===Number?Se.Number:t instanceof E||"function"==typeof e.prototype.isFloat?Se.FloatNode:t instanceof A||e===A||e.isTexture?Se.Texture:t instanceof Y||e===k?Se.Sampler2DNode:t instanceof Boolean||e===Boolean?Se.Boolean:t instanceof D?Se.BooleanNode:t instanceof n||e==n?Se.Color:t instanceof N||"function"==typeof e.prototype.isRgb?Se.RgbNode:t instanceof S||e==S?Se.Vector2:t instanceof T||"function"==typeof e.prototype.isVec2?Se.Vec2Node:t instanceof M||e==M?Se.Vector3:t instanceof B||"function"==typeof e.prototype.isVec3?Se.Vec3Node:t instanceof String||e===String?Se.String:t instanceof G||e==G||e.prototype instanceof G||e.prototype==G?Se.BaseActor:t instanceof o||e==o?Se.Euler:t instanceof g||e==g?Se.Object3D:t instanceof d||e==d?Se.Material:t instanceof AudioBuffer||e==AudioBuffer?Se.AudioBuffer:t instanceof R||e==R?Se.VisualEffect:t instanceof De||e==De?Se.Curve:t instanceof Ve||e==Ve?Se.ColorLayer:t instanceof ke||e==ke?Se.MaskLayer:void console.warn("Failed to map parameter type to serialized version",{type:e})}export function prepareCustomParams(e,t,a={}){return Object.fromEntries(e.map((e=>[e.name,{type:e.options.array?Se.Array:toSerializedParamType(e.type),...e.options.array?{element:toSerializedParamType(e.type)}:{},value:t[e.name]?.value??(!0!==e.options.array?a[e.name]??customParameterDefaultValueByType.get(toSerializedParamType(e.type)):[])}])))}export function prepareCustomParamsFromType(e,t,a=null){const s=ae(e);if(0===s.length)return{};let r;null!=a?q(a,(()=>{r=a.get(e)})):r=new e;const i={};for(const e of s){const t=r[e.name];if(null!=t&&!0!==e.options.array){const a=serializeCustomParameter(e.type,t);null!=a&&(i[e.name]=a)}}return prepareCustomParams(s,t,i)}export function serializeCustomParameter(e,t){function a(){console.error("Failed to serialize value",{type:e,value:t})}switch(e){case Number:case Boolean:return t;case S:return t instanceof S?t.toArray():void a();case M:return t instanceof M?t.toArray():void a();case j:return t instanceof j?t.toArray():void a();case n:return t instanceof n?"#"+t.getHexString():"string"==typeof t?t:"number"==typeof t?"#"+new n(t).getHexString():void a();case String:return t;case o:return t instanceof o?t.toArray():void a()}}function Qe(e,t){return function(e,t,a){const s=[],r=new Set;for(const i of[...e??[],...t??[]]){const e=a(i);r.has(e)||(r.add(e),s.push(i))}return s}((e??[]).filter((e=>Ke(e.materialId))),(t??[]).filter((e=>Ke(e.materialId))),(e=>e.color+e.name))}function Ke(e){return"null"!=e&&null!=e}export const customParameterDefaultValueByType=new Map([[Se.RgbNode,"#000000"],[Se.Color,"#000000"],[Se.Vector4,[0,0,0,0]],[Se.Vec4Node,[0,0,0,0]],[Se.Vector3,[0,0,0]],[Se.Vec3Node,[0,0,0]],[Se.Vector2,[0,0]],[Se.Vec2Node,[0,0]],[Se.Euler,[0,0,0,"XYZ"]],[Se.Array,[]],[Se.ColorLayer,Oe],[Se.MaskLayer,Ne]]);export function applyMaterial(e,t,a,s){const i=[];return e.traverse((async e=>{if(e instanceof p||e.isMesh||e instanceof r.SkinnedMesh||e.isSkinnedMesh)for(const t of ie(e.material))t.hasOwnProperty("color")&&i.push(e)})),Promise.all(i.map((async e=>{if(e.material instanceof Array)for(let r=0;r<e.material.length;r++){const i=e.material[r];if(null==i.color||!(i.color instanceof n))continue;const o="#"+i.color.getHexString(),l=i.name;if(o===t.color&&(i.name===t.name||null==t.name)||e.userData["originalColor_"+r]===t.color&&e.userData["originalMaterialName_"+r]===t.name){const i=await a(t.materialId),n=e.material[r];null!=i&&n.id!=i.id&&(e.material[r]=i,e.userData["originalColor_"+r]=e.userData["originalColor_"+r]??o,e.userData["originalMaterialName_"+r]=e.userData["originalMaterialName_"+r]??l,null!=s&&s.set(e.id+"#"+r,n))}}else if("color"in e.material){const r="#"+e.material.color.getHexString(),i=e.material.name;if(r===t.color&&(e.material.name===t.name||null==t.name)||e.userData.originalColor===t.color&&e.userData.originalName===t.name){const n=await a(t.materialId),o=e.material;null!=n&&(e.material=n,e.userData.originalColor=e.userData.originalColor??r,e.userData.originalMaterialName=e.userData.originalMaterialName??i,null!=s&&(s.has(e.id)||s.set(e.id,o)))}}})))}function et(e,t){if(e instanceof r.ShaderMaterial&&t instanceof r.ShaderMaterial){return e.fragmentShader+e.vertexShader==t.fragmentShader+t.vertexShader&&function(e,t){if(e instanceof r.ShaderMaterial&&t instanceof r.ShaderMaterial){for(const a in e.uniforms){if(null==t.uniforms[a])return!1;if(t.uniforms[a].value!==e.uniforms[a].value)return!1}return!0}return!1}(e,t)}return!1}function tt(e){if(null!=e){for(let t=0;t<e.array.length;t++)e.setX(t,0);e.needsUpdate=!0}}/*
2
2
  * Copyright (©) 2025 Hology Interactive AB. All rights reserved.
3
3
  * See the LICENSE.md file for details.
4
4
  */
@@ -1,9 +1,9 @@
1
- import { AttachedComponent, ActorSettings, SceneObject } from './materializer.js';
1
+ import { Side } from 'three';
2
2
  import { ParticleSystemConfig } from '../effects/particles/particle-system-config.js';
3
+ import { BlendingMode, VfxAssetData } from '../effects/vfx/vfx-asset.js';
3
4
  import { LandscapeInitOptions } from '../scene/landscape/landscape.js';
5
+ import { ActorSettings, AttachedComponent, SceneObject } from './materializer.js';
4
6
  import { LibraryShapeType } from './objects/shapes.js';
5
- import { Side } from 'three';
6
- import { VfxAssetData } from '../effects/vfx/vfx-asset.js';
7
7
  export type AssetType = 'mesh' | 'material' | 'shape' | 'particles' | 'light' | 'texture' | 'actor' | 'audio' | 'prefab' | 'vfx';
8
8
  export type ShapeType = LibraryShapeType | 'landscape';
9
9
  export type LightType = 'point' | 'directional' | 'ambient';
@@ -79,6 +79,7 @@ export type Asset = {
79
79
  side: Side;
80
80
  transparent?: boolean;
81
81
  alphaTest?: number;
82
+ blending?: BlendingMode;
82
83
  params: Partial<MaterialParameters>;
83
84
  shaderParams?: Record<string, CustomParamValue>;
84
85
  shader?: string;
@@ -1 +1 @@
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@@ -1,4 +1,4 @@
1
- import"reflect-metadata";import{reflect as t,decorateProperty as e}from"@plumier/reflect";import{ArrayMap as r}from"../utils/collections.js";Symbol("format");class o{constructor(t){this.options=t,this.isParameterDecorator=!0}}new Map;const a=new r;export function Parameter(t){return function(r,n,c){if(null!=r){a.push(r.constructor,{name:n,options:t??{}});try{e(new o(t))(r,n,c)}catch(t){console.warn("Failed to decorate method ",r,n,c)}}}}export function extractShaderParameters(t){return a.get(t).map((({name:e,options:r})=>{const o=Reflect.getMetadata("design:type",t.prototype,e),a=r.type??o;return r.array=o===Array,{name:e,type:a,options:r}}))}export function ParameterCategory(t){}/*
1
+ import"reflect-metadata";import{reflect as t,decorateProperty as e}from"@plumier/reflect";import{ArrayMap as r}from"../utils/collections.js";Symbol("format");class o{constructor(t){this.options=t,this.isParameterDecorator=!0}}new Map;const a=new r;export function Parameter(t){return function(r,n,c){if(null!=r){a.push(r.constructor,{name:n,options:t??{}});try{e(new o(t))(r,n,c)}catch(t){console.warn("Failed to decorate method ",r,n,c)}}}}export function extractShaderParameters(t){if(null==t)return[];const e=a.get(t).map((({name:e,options:r})=>{const o=Reflect.getMetadata("design:type",t.prototype,e),a=r.type??o;return r.array=o===Array,{name:e,type:a,options:r}}));return[...extractShaderParameters(Object.getPrototypeOf(t)),...e]}export function ParameterCategory(t){}/*
2
2
  * Copyright (©) 2025 Hology Interactive AB. All rights reserved.
3
3
  * See the LICENSE.md file for details.
4
4
  */
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@hology/core",
3
- "version": "0.0.134",
3
+ "version": "0.0.135",
4
4
  "description": "",
5
5
  "main": "dist/index.js",
6
6
  "type": "module",
@@ -168,7 +168,7 @@
168
168
  "dependencies": {
169
169
  "@babel/runtime": "^7.24.8",
170
170
  "@dimforge/rapier3d-compat": "^0.14.0",
171
- "@hology/nebula": "^0.0.134",
171
+ "@hology/nebula": "^0.0.135",
172
172
  "@plumier/reflect": "^1.1.0",
173
173
  "@recast-navigation/three": "0.39.0",
174
174
  "recast-navigation": "0.39.0",