@meimu/mutracer 0.0.0-stage → 0.1.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (536) hide show
  1. package/LICENSE +21 -0
  2. package/LICENSES/Apache-2.0.txt +202 -0
  3. package/LICENSES/GLSL-PathTracer-MIT.txt +21 -0
  4. package/LICENSES/GlMatrix-MIT.txt +19 -0
  5. package/LICENSES/KinoBloom-MIT.txt +21 -0
  6. package/LICENSES/OIDNWeb-MIT.txt +21 -0
  7. package/LICENSES/Octicons-MIT.txt +21 -0
  8. package/LICENSES/RayTracingRenderer-MIT.txt +21 -0
  9. package/LICENSES/TinyBVH-MIT.txt +21 -0
  10. package/LICENSES/WebGPUUtils-MIT.txt +21 -0
  11. package/LICENSES/ZetaRay-MIT.txt +21 -0
  12. package/README.md +240 -2
  13. package/THIRD_PARTY_NOTICES.md +160 -0
  14. package/dist/assets/bvh.worker.js +1 -0
  15. package/dist/mutracer.umd.js +14360 -0
  16. package/docs/api.md +394 -0
  17. package/docs/bvh.md +141 -0
  18. package/docs/denoising.md +301 -0
  19. package/docs/getting-started.md +308 -0
  20. package/docs/materials.md +281 -0
  21. package/docs/performance.md +85 -0
  22. package/docs/post-processing.md +87 -0
  23. package/docs/progressive-rendering.md +160 -0
  24. package/docs/sampling.md +40 -0
  25. package/docs/threejs.md +274 -0
  26. package/docs/todo.md +61 -0
  27. package/docs/updates.md +208 -0
  28. package/lib/Display.d.ts +72 -0
  29. package/lib/Display.js +123 -0
  30. package/lib/Display.js.map +1 -0
  31. package/lib/Engine.d.ts +161 -0
  32. package/lib/Engine.js +681 -0
  33. package/lib/Engine.js.map +1 -0
  34. package/lib/Render.d.ts +265 -0
  35. package/lib/Render.js +742 -0
  36. package/lib/Render.js.map +1 -0
  37. package/lib/RenderLoop.d.ts +79 -0
  38. package/lib/RenderLoop.js +236 -0
  39. package/lib/RenderLoop.js.map +1 -0
  40. package/lib/Sync.d.ts +19 -0
  41. package/lib/Sync.js +19 -0
  42. package/lib/Sync.js.map +1 -0
  43. package/lib/constants.d.ts +2 -0
  44. package/lib/constants.js +3 -0
  45. package/lib/constants.js.map +1 -0
  46. package/lib/main.d.ts +56 -0
  47. package/lib/main.js +43 -0
  48. package/lib/main.js.map +1 -0
  49. package/lib/math.d.ts +23 -0
  50. package/lib/math.js +56 -0
  51. package/lib/math.js.map +1 -0
  52. package/lib/oidn.d.ts +45 -0
  53. package/lib/oidn.js +42 -0
  54. package/lib/oidn.js.map +1 -0
  55. package/lib/oidnBundledWeights.cdn.d.ts +2 -0
  56. package/lib/oidnBundledWeights.cdn.js +5 -0
  57. package/lib/oidnBundledWeights.cdn.js.map +1 -0
  58. package/lib/oidnBundledWeights.d.ts +2 -0
  59. package/lib/oidnBundledWeights.js +4 -0
  60. package/lib/oidnBundledWeights.js.map +1 -0
  61. package/lib/renderer/DisplayPostProcess.d.ts +14 -0
  62. package/lib/renderer/DisplayPostProcess.js +41 -0
  63. package/lib/renderer/DisplayPostProcess.js.map +1 -0
  64. package/lib/renderer/MaterialTable.d.ts +119 -0
  65. package/lib/renderer/MaterialTable.js +550 -0
  66. package/lib/renderer/MaterialTable.js.map +1 -0
  67. package/lib/renderer/OfflineAdaptiveSampling.d.ts +47 -0
  68. package/lib/renderer/OfflineAdaptiveSampling.js +36 -0
  69. package/lib/renderer/OfflineAdaptiveSampling.js.map +1 -0
  70. package/lib/renderer/RenderingPipeline.d.ts +232 -0
  71. package/lib/renderer/RenderingPipeline.js +18 -0
  72. package/lib/renderer/RenderingPipeline.js.map +1 -0
  73. package/lib/renderer/ScratchPool.d.ts +13 -0
  74. package/lib/renderer/ScratchPool.js +21 -0
  75. package/lib/renderer/ScratchPool.js.map +1 -0
  76. package/lib/renderer/TileRender.d.ts +44 -0
  77. package/lib/renderer/TileRender.js +283 -0
  78. package/lib/renderer/TileRender.js.map +1 -0
  79. package/lib/renderer/WGPUBloomPass.d.ts +17 -0
  80. package/lib/renderer/WGPUBloomPass.js +243 -0
  81. package/lib/renderer/WGPUBloomPass.js.map +1 -0
  82. package/lib/renderer/WGPUCanvasSurface.d.ts +21 -0
  83. package/lib/renderer/WGPUCanvasSurface.js +48 -0
  84. package/lib/renderer/WGPUCanvasSurface.js.map +1 -0
  85. package/lib/renderer/WGPUComputePass.d.ts +73 -0
  86. package/lib/renderer/WGPUComputePass.js +317 -0
  87. package/lib/renderer/WGPUComputePass.js.map +1 -0
  88. package/lib/renderer/WGPUFullQuadPass.d.ts +73 -0
  89. package/lib/renderer/WGPUFullQuadPass.js +389 -0
  90. package/lib/renderer/WGPUFullQuadPass.js.map +1 -0
  91. package/lib/renderer/WGPUHDRPeakMeter.d.ts +19 -0
  92. package/lib/renderer/WGPUHDRPeakMeter.js +112 -0
  93. package/lib/renderer/WGPUHDRPeakMeter.js.map +1 -0
  94. package/lib/renderer/WGPUJNLMDenoiser.d.ts +61 -0
  95. package/lib/renderer/WGPUJNLMDenoiser.js +412 -0
  96. package/lib/renderer/WGPUJNLMDenoiser.js.map +1 -0
  97. package/lib/renderer/WGPURayTraceOutput.d.ts +44 -0
  98. package/lib/renderer/WGPURayTraceOutput.js +368 -0
  99. package/lib/renderer/WGPURayTraceOutput.js.map +1 -0
  100. package/lib/renderer/WGPURayTracePass.d.ts +284 -0
  101. package/lib/renderer/WGPURayTracePass.js +2323 -0
  102. package/lib/renderer/WGPURayTracePass.js.map +1 -0
  103. package/lib/renderer/WGPURenderingPipeline.d.ts +9 -0
  104. package/lib/renderer/WGPURenderingPipeline.js +1448 -0
  105. package/lib/renderer/WGPURenderingPipeline.js.map +1 -0
  106. package/lib/renderer/WGPUSceneFeatures.d.ts +3 -0
  107. package/lib/renderer/WGPUSceneFeatures.js +20 -0
  108. package/lib/renderer/WGPUSceneFeatures.js.map +1 -0
  109. package/lib/renderer/WGPUScratchBuffer.d.ts +9 -0
  110. package/lib/renderer/WGPUScratchBuffer.js +21 -0
  111. package/lib/renderer/WGPUScratchBuffer.js.map +1 -0
  112. package/lib/renderer/WGPUScratchTexture.d.ts +10 -0
  113. package/lib/renderer/WGPUScratchTexture.js +27 -0
  114. package/lib/renderer/WGPUScratchTexture.js.map +1 -0
  115. package/lib/renderer/WGPUShaderCache.d.ts +26 -0
  116. package/lib/renderer/WGPUShaderCache.js +103 -0
  117. package/lib/renderer/WGPUShaderCache.js.map +1 -0
  118. package/lib/renderer/WebGLBloomPass.d.ts +18 -0
  119. package/lib/renderer/WebGLBloomPass.js +113 -0
  120. package/lib/renderer/WebGLBloomPass.js.map +1 -0
  121. package/lib/renderer/WebGLFullQuadPass.d.ts +65 -0
  122. package/lib/renderer/WebGLFullQuadPass.js +208 -0
  123. package/lib/renderer/WebGLFullQuadPass.js.map +1 -0
  124. package/lib/renderer/WebGLJNLMDenoiser.d.ts +32 -0
  125. package/lib/renderer/WebGLJNLMDenoiser.js +328 -0
  126. package/lib/renderer/WebGLJNLMDenoiser.js.map +1 -0
  127. package/lib/renderer/WebGLRayTraceOutputPass.d.ts +20 -0
  128. package/lib/renderer/WebGLRayTraceOutputPass.js +106 -0
  129. package/lib/renderer/WebGLRayTraceOutputPass.js.map +1 -0
  130. package/lib/renderer/WebGLRayTracePass.d.ts +142 -0
  131. package/lib/renderer/WebGLRayTracePass.js +845 -0
  132. package/lib/renderer/WebGLRayTracePass.js.map +1 -0
  133. package/lib/renderer/WebGLReadback.d.ts +4 -0
  134. package/lib/renderer/WebGLReadback.js +75 -0
  135. package/lib/renderer/WebGLReadback.js.map +1 -0
  136. package/lib/renderer/WebGLRenderingPipeline.d.ts +4 -0
  137. package/lib/renderer/WebGLRenderingPipeline.js +510 -0
  138. package/lib/renderer/WebGLRenderingPipeline.js.map +1 -0
  139. package/lib/renderer/WebGLScratchCopy.d.ts +10 -0
  140. package/lib/renderer/WebGLScratchCopy.js +27 -0
  141. package/lib/renderer/WebGLScratchCopy.js.map +1 -0
  142. package/lib/renderer/accumulationTarget.d.ts +26 -0
  143. package/lib/renderer/accumulationTarget.js +2 -0
  144. package/lib/renderer/accumulationTarget.js.map +1 -0
  145. package/lib/renderer/binnedSahBvh.d.ts +31 -0
  146. package/lib/renderer/binnedSahBvh.js +263 -0
  147. package/lib/renderer/binnedSahBvh.js.map +1 -0
  148. package/lib/renderer/bvh.worker.d.ts +1 -0
  149. package/lib/renderer/bvh.worker.js +16 -0
  150. package/lib/renderer/bvh.worker.js.map +1 -0
  151. package/lib/renderer/bvhAccel.d.ts +81 -0
  152. package/lib/renderer/bvhAccel.js +621 -0
  153. package/lib/renderer/bvhAccel.js.map +1 -0
  154. package/lib/renderer/bvhWorkerBuild.d.ts +12 -0
  155. package/lib/renderer/bvhWorkerBuild.js +17 -0
  156. package/lib/renderer/bvhWorkerBuild.js.map +1 -0
  157. package/lib/renderer/bvhWorkerClient.d.ts +57 -0
  158. package/lib/renderer/bvhWorkerClient.js +166 -0
  159. package/lib/renderer/bvhWorkerClient.js.map +1 -0
  160. package/lib/renderer/cameraLens.d.ts +5 -0
  161. package/lib/renderer/cameraLens.js +15 -0
  162. package/lib/renderer/cameraLens.js.map +1 -0
  163. package/lib/renderer/cameraSnapshot.d.ts +3 -0
  164. package/lib/renderer/cameraSnapshot.js +7 -0
  165. package/lib/renderer/cameraSnapshot.js.map +1 -0
  166. package/lib/renderer/committedScene.d.ts +13 -0
  167. package/lib/renderer/committedScene.js +126 -0
  168. package/lib/renderer/committedScene.js.map +1 -0
  169. package/lib/renderer/dataTextureUtil.d.ts +32 -0
  170. package/lib/renderer/dataTextureUtil.js +46 -0
  171. package/lib/renderer/dataTextureUtil.js.map +1 -0
  172. package/lib/renderer/denoiser.d.ts +65 -0
  173. package/lib/renderer/denoiser.js +2 -0
  174. package/lib/renderer/denoiser.js.map +1 -0
  175. package/lib/renderer/depthQuery.d.ts +14 -0
  176. package/lib/renderer/depthQuery.js +14 -0
  177. package/lib/renderer/depthQuery.js.map +1 -0
  178. package/lib/renderer/deviceRequirements.d.ts +23 -0
  179. package/lib/renderer/deviceRequirements.js +50 -0
  180. package/lib/renderer/deviceRequirements.js.map +1 -0
  181. package/lib/renderer/envMapCreation.d.ts +10 -0
  182. package/lib/renderer/envMapCreation.js +96 -0
  183. package/lib/renderer/envMapCreation.js.map +1 -0
  184. package/lib/renderer/envMapDistribution.d.ts +9 -0
  185. package/lib/renderer/envMapDistribution.js +107 -0
  186. package/lib/renderer/envMapDistribution.js.map +1 -0
  187. package/lib/renderer/float16.d.ts +1 -0
  188. package/lib/renderer/float16.js +19 -0
  189. package/lib/renderer/float16.js.map +1 -0
  190. package/lib/renderer/geometryBvh.d.ts +11 -0
  191. package/lib/renderer/geometryBvh.js +24 -0
  192. package/lib/renderer/geometryBvh.js.map +1 -0
  193. package/lib/renderer/geometryUpdates.d.ts +28 -0
  194. package/lib/renderer/geometryUpdates.js +131 -0
  195. package/lib/renderer/geometryUpdates.js.map +1 -0
  196. package/lib/renderer/glsl/chunks/cameraRay.glsl.d.ts +2 -0
  197. package/lib/renderer/glsl/chunks/cameraRay.glsl.js +37 -0
  198. package/lib/renderer/glsl/chunks/cameraRay.glsl.js.map +1 -0
  199. package/lib/renderer/glsl/chunks/common.glsl.d.ts +2 -0
  200. package/lib/renderer/glsl/chunks/common.glsl.js +17 -0
  201. package/lib/renderer/glsl/chunks/common.glsl.js.map +1 -0
  202. package/lib/renderer/glsl/chunks/envMap.glsl.d.ts +2 -0
  203. package/lib/renderer/glsl/chunks/envMap.glsl.js +192 -0
  204. package/lib/renderer/glsl/chunks/envMap.glsl.js.map +1 -0
  205. package/lib/renderer/glsl/chunks/intersect.glsl.d.ts +2 -0
  206. package/lib/renderer/glsl/chunks/intersect.glsl.js +1091 -0
  207. package/lib/renderer/glsl/chunks/intersect.glsl.js.map +1 -0
  208. package/lib/renderer/glsl/chunks/materialBuffer.glsl.d.ts +2 -0
  209. package/lib/renderer/glsl/chunks/materialBuffer.glsl.js +371 -0
  210. package/lib/renderer/glsl/chunks/materialBuffer.glsl.js.map +1 -0
  211. package/lib/renderer/glsl/chunks/openPbrBsdf.glsl.d.ts +2 -0
  212. package/lib/renderer/glsl/chunks/openPbrBsdf.glsl.js +1767 -0
  213. package/lib/renderer/glsl/chunks/openPbrBsdf.glsl.js.map +1 -0
  214. package/lib/renderer/glsl/chunks/rand.glsl.d.ts +2 -0
  215. package/lib/renderer/glsl/chunks/rand.glsl.js +26 -0
  216. package/lib/renderer/glsl/chunks/rand.glsl.js.map +1 -0
  217. package/lib/renderer/glsl/chunks/random.glsl.d.ts +2 -0
  218. package/lib/renderer/glsl/chunks/random.glsl.js +27 -0
  219. package/lib/renderer/glsl/chunks/random.glsl.js.map +1 -0
  220. package/lib/renderer/glsl/chunks/rayTraceCore.glsl.d.ts +2 -0
  221. package/lib/renderer/glsl/chunks/rayTraceCore.glsl.js +287 -0
  222. package/lib/renderer/glsl/chunks/rayTraceCore.glsl.js.map +1 -0
  223. package/lib/renderer/glsl/chunks/sampleLight.glsl.d.ts +2 -0
  224. package/lib/renderer/glsl/chunks/sampleLight.glsl.js +254 -0
  225. package/lib/renderer/glsl/chunks/sampleLight.glsl.js.map +1 -0
  226. package/lib/renderer/glsl/chunks/sampleMaterial.glsl.d.ts +2 -0
  227. package/lib/renderer/glsl/chunks/sampleMaterial.glsl.js +279 -0
  228. package/lib/renderer/glsl/chunks/sampleMaterial.glsl.js.map +1 -0
  229. package/lib/renderer/glsl/chunks/sampleShadowCatcher.glsl.d.ts +2 -0
  230. package/lib/renderer/glsl/chunks/sampleShadowCatcher.glsl.js +48 -0
  231. package/lib/renderer/glsl/chunks/sampleShadowCatcher.glsl.js.map +1 -0
  232. package/lib/renderer/glsl/chunks/sampling.glsl.d.ts +2 -0
  233. package/lib/renderer/glsl/chunks/sampling.glsl.js +194 -0
  234. package/lib/renderer/glsl/chunks/sampling.glsl.js.map +1 -0
  235. package/lib/renderer/glsl/chunks/sobol.glsl.d.ts +2 -0
  236. package/lib/renderer/glsl/chunks/sobol.glsl.js +170 -0
  237. package/lib/renderer/glsl/chunks/sobol.glsl.js.map +1 -0
  238. package/lib/renderer/glsl/chunks/textureLinear.glsl.d.ts +2 -0
  239. package/lib/renderer/glsl/chunks/textureLinear.glsl.js +27 -0
  240. package/lib/renderer/glsl/chunks/textureLinear.glsl.js.map +1 -0
  241. package/lib/renderer/glsl/chunks/uvProjection.glsl.d.ts +2 -0
  242. package/lib/renderer/glsl/chunks/uvProjection.glsl.js +72 -0
  243. package/lib/renderer/glsl/chunks/uvProjection.glsl.js.map +1 -0
  244. package/lib/renderer/glsl/depthQuery.frag.d.ts +3 -0
  245. package/lib/renderer/glsl/depthQuery.frag.js +55 -0
  246. package/lib/renderer/glsl/depthQuery.frag.js.map +1 -0
  247. package/lib/renderer/glsl/normalizeRayTraceOutput.frag.d.ts +6 -0
  248. package/lib/renderer/glsl/normalizeRayTraceOutput.frag.js +46 -0
  249. package/lib/renderer/glsl/normalizeRayTraceOutput.frag.js.map +1 -0
  250. package/lib/renderer/glsl/rayTrace.frag.d.ts +2 -0
  251. package/lib/renderer/glsl/rayTrace.frag.js +623 -0
  252. package/lib/renderer/glsl/rayTrace.frag.js.map +1 -0
  253. package/lib/renderer/glsl/shadowCatcher.frag.d.ts +3 -0
  254. package/lib/renderer/glsl/shadowCatcher.frag.js +119 -0
  255. package/lib/renderer/glsl/shadowCatcher.frag.js.map +1 -0
  256. package/lib/renderer/glsl/webglPipeline.frag.d.ts +4 -0
  257. package/lib/renderer/glsl/webglPipeline.frag.js +208 -0
  258. package/lib/renderer/glsl/webglPipeline.frag.js.map +1 -0
  259. package/lib/renderer/gpuMemory.d.ts +2 -0
  260. package/lib/renderer/gpuMemory.js +10 -0
  261. package/lib/renderer/gpuMemory.js.map +1 -0
  262. package/lib/renderer/halton.d.ts +1 -0
  263. package/lib/renderer/halton.js +15 -0
  264. package/lib/renderer/halton.js.map +1 -0
  265. package/lib/renderer/jnlm.d.ts +85 -0
  266. package/lib/renderer/jnlm.js +87 -0
  267. package/lib/renderer/jnlm.js.map +1 -0
  268. package/lib/renderer/lightSampling.d.ts +75 -0
  269. package/lib/renderer/lightSampling.js +305 -0
  270. package/lib/renderer/lightSampling.js.map +1 -0
  271. package/lib/renderer/lightsUtil.d.ts +26 -0
  272. package/lib/renderer/lightsUtil.js +154 -0
  273. package/lib/renderer/lightsUtil.js.map +1 -0
  274. package/lib/renderer/materialChanges.d.ts +13 -0
  275. package/lib/renderer/materialChanges.js +59 -0
  276. package/lib/renderer/materialChanges.js.map +1 -0
  277. package/lib/renderer/materialComparison.generated.d.ts +5 -0
  278. package/lib/renderer/materialComparison.generated.js +655 -0
  279. package/lib/renderer/materialComparison.generated.js.map +1 -0
  280. package/lib/renderer/materialConstants.d.ts +6 -0
  281. package/lib/renderer/materialConstants.js +3 -0
  282. package/lib/renderer/materialConstants.js.map +1 -0
  283. package/lib/renderer/materialEmission.d.ts +9 -0
  284. package/lib/renderer/materialEmission.js +21 -0
  285. package/lib/renderer/materialEmission.js.map +1 -0
  286. package/lib/renderer/materialIndices.d.ts +7 -0
  287. package/lib/renderer/materialIndices.js +34 -0
  288. package/lib/renderer/materialIndices.js.map +1 -0
  289. package/lib/renderer/materialLayout.d.ts +102 -0
  290. package/lib/renderer/materialLayout.js +189 -0
  291. package/lib/renderer/materialLayout.js.map +1 -0
  292. package/lib/renderer/materialTextureSlots.d.ts +537 -0
  293. package/lib/renderer/materialTextureSlots.js +219 -0
  294. package/lib/renderer/materialTextureSlots.js.map +1 -0
  295. package/lib/renderer/mergeMeshesToGeometry.d.ts +8 -0
  296. package/lib/renderer/mergeMeshesToGeometry.js +236 -0
  297. package/lib/renderer/mergeMeshesToGeometry.js.map +1 -0
  298. package/lib/renderer/meshInstances.d.ts +23 -0
  299. package/lib/renderer/meshInstances.js +66 -0
  300. package/lib/renderer/meshInstances.js.map +1 -0
  301. package/lib/renderer/meshMembership.d.ts +10 -0
  302. package/lib/renderer/meshMembership.js +72 -0
  303. package/lib/renderer/meshMembership.js.map +1 -0
  304. package/lib/renderer/oidnNetwork.d.ts +20 -0
  305. package/lib/renderer/oidnNetwork.js +123 -0
  306. package/lib/renderer/oidnNetwork.js.map +1 -0
  307. package/lib/renderer/openPbrEnergyLut.d.ts +32 -0
  308. package/lib/renderer/openPbrEnergyLut.js +965 -0
  309. package/lib/renderer/openPbrEnergyLut.js.map +1 -0
  310. package/lib/renderer/pathLimits.d.ts +4 -0
  311. package/lib/renderer/pathLimits.js +7 -0
  312. package/lib/renderer/pathLimits.js.map +1 -0
  313. package/lib/renderer/prepareMeshBVH.d.ts +110 -0
  314. package/lib/renderer/prepareMeshBVH.js +857 -0
  315. package/lib/renderer/prepareMeshBVH.js.map +1 -0
  316. package/lib/renderer/progressiveScheduler.d.ts +11 -0
  317. package/lib/renderer/progressiveScheduler.js +19 -0
  318. package/lib/renderer/progressiveScheduler.js.map +1 -0
  319. package/lib/renderer/renderPipeline.d.ts +57 -0
  320. package/lib/renderer/renderPipeline.js +49 -0
  321. package/lib/renderer/renderPipeline.js.map +1 -0
  322. package/lib/renderer/sampling.d.ts +10 -0
  323. package/lib/renderer/sampling.js +28 -0
  324. package/lib/renderer/sampling.js.map +1 -0
  325. package/lib/renderer/sceneChangeDetector.d.ts +29 -0
  326. package/lib/renderer/sceneChangeDetector.js +232 -0
  327. package/lib/renderer/sceneChangeDetector.js.map +1 -0
  328. package/lib/renderer/sceneLightChanges.d.ts +14 -0
  329. package/lib/renderer/sceneLightChanges.js +34 -0
  330. package/lib/renderer/sceneLightChanges.js.map +1 -0
  331. package/lib/renderer/scratchSampling.d.ts +3 -0
  332. package/lib/renderer/scratchSampling.js +39 -0
  333. package/lib/renderer/scratchSampling.js.map +1 -0
  334. package/lib/renderer/shader.d.ts +37 -0
  335. package/lib/renderer/shader.js +41 -0
  336. package/lib/renderer/shader.js.map +1 -0
  337. package/lib/renderer/staticBvhPreparation.d.ts +24 -0
  338. package/lib/renderer/staticBvhPreparation.js +116 -0
  339. package/lib/renderer/staticBvhPreparation.js.map +1 -0
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{ vec3 } from '../math.js';\nimport Geometry, { Attribute } from '../scene/Geometry.js';\n\n/** Computes smooth, area-weighted vertex normals into `geometry.normal`. */\nexport function generateVertexNormals(geometry: Geometry) {\n if (!geometry.vertexCount) {\n return;\n }\n\n const indices = geometry.indices?.array;\n const positions = geometry.position.array!;\n const normals = new Float32Array(positions.length);\n geometry.normal = new Attribute(normals, 3);\n\n const p1 = vec3.create();\n const p2 = vec3.create();\n const p3 = vec3.create();\n\n const v21 = vec3.create();\n const v32 = vec3.create();\n\n const n = vec3.create();\n\n const len = indices ? indices.length : geometry.vertexCount;\n let i1, i2, i3;\n for (let f = 0; f < len; ) {\n if (indices) {\n i1 = indices[f++];\n i2 = indices[f++];\n i3 = indices[f++];\n } else {\n i1 = f++;\n i2 = f++;\n i3 = f++;\n }\n\n vec3.set(\n p1,\n positions[i1 * 3],\n positions[i1 * 3 + 1],\n positions[i1 * 3 + 2]\n );\n vec3.set(\n p2,\n positions[i2 * 3],\n positions[i2 * 3 + 1],\n positions[i2 * 3 + 2]\n );\n vec3.set(\n p3,\n positions[i3 * 3],\n positions[i3 * 3 + 1],\n positions[i3 * 3 + 2]\n );\n\n vec3.sub(v21, p1, p2);\n vec3.sub(v32, p2, p3);\n vec3.cross(n, v21, v32);\n // Already be weighted by the triangle area\n for (let i = 0; i < 3; i++) {\n normals[i1 * 3 + i] = normals[i1 * 3 + i] + n[i];\n normals[i2 * 3 + i] = normals[i2 * 3 + i] + n[i];\n normals[i3 * 3 + i] = normals[i3 * 3 + i] + n[i];\n }\n }\n\n for (let i = 0; i < normals.length; ) {\n vec3.set(n, normals[i], normals[i + 1], normals[i + 2]);\n vec3.normalize(n, n);\n normals[i++] = n[0];\n normals[i++] = n[1];\n normals[i++] = n[2];\n }\n}\n\n/**\n * Splits indexed vertices where incident faces exceed the requested dihedral\n * angle, then generates normals for the resulting smoothing groups. This is\n * useful after displacement because a single indexed vertex cannot represent\n * both sides of a hard edge with different normals.\n */\nexport function generateCreasedVertexNormals(\n geometry: Geometry,\n creaseAngleDegrees = 180\n) {\n const indices = geometry.indices?.array;\n const positions = geometry.position?.array;\n if (!indices || !positions || !indices.length || !positions.length) {\n generateVertexNormals(geometry);\n return;\n }\n const creaseAngle = Math.min(Math.max(creaseAngleDegrees, 0), 180);\n if (creaseAngle >= 179.999) {\n generateVertexNormals(geometry);\n return;\n }\n\n interface NormalGroup {\n vertexIndex: number;\n sumX: number;\n sumY: number;\n sumZ: number;\n }\n const originalVertexCount = geometry.vertexCount;\n const groups = Array.from(\n { length: originalVertexCount },\n () => [] as NormalGroup[]\n );\n const generatedIndices = new Uint32Array(indices.length);\n const generatedPositions = Array.from(positions);\n const generatedUvs = geometry.uv ? Array.from(geometry.uv.array) : undefined;\n const generatedColors = geometry.color\n ? Array.from(geometry.color.array)\n : undefined;\n const generatedMaterialIndices = geometry.materialIndex\n ? Array.from(geometry.materialIndex.array)\n : undefined;\n let generatedVertexCount = originalVertexCount;\n const cosineThreshold = Math.cos((creaseAngle * Math.PI) / 180);\n\n const duplicateAttribute = (\n target: number[] | undefined,\n sourceIndex: number,\n itemSize: number\n ) => {\n if (!target) return;\n const offset = sourceIndex * itemSize;\n for (let component = 0; component < itemSize; component++) {\n target.push(target[offset + component]);\n }\n };\n\n for (let offset = 0; offset + 2 < indices.length; offset += 3) {\n const i0 = indices[offset];\n const i1 = indices[offset + 1];\n const i2 = indices[offset + 2];\n const ax = positions[i1 * 3] - positions[i0 * 3];\n const ay = positions[i1 * 3 + 1] - positions[i0 * 3 + 1];\n const az = positions[i1 * 3 + 2] - positions[i0 * 3 + 2];\n const bx = positions[i2 * 3] - positions[i0 * 3];\n const by = positions[i2 * 3 + 1] - positions[i0 * 3 + 1];\n const bz = positions[i2 * 3 + 2] - positions[i0 * 3 + 2];\n const faceX = ay * bz - az * by;\n const faceY = az * bx - ax * bz;\n const faceZ = ax * by - ay * bx;\n const faceLength = Math.hypot(faceX, faceY, faceZ);\n const unitX = faceLength > 1e-12 ? faceX / faceLength : 0;\n const unitY = faceLength > 1e-12 ? faceY / faceLength : 0;\n const unitZ = faceLength > 1e-12 ? faceZ / faceLength : 1;\n\n [i0, i1, i2].forEach((sourceIndex, corner) => {\n const vertexGroups = groups[sourceIndex];\n let selected: NormalGroup | undefined;\n let selectedDot = -Infinity;\n for (const group of vertexGroups) {\n const groupLength = Math.hypot(group.sumX, group.sumY, group.sumZ);\n const dot = groupLength > 1e-12\n ? (unitX * group.sumX + unitY * group.sumY + unitZ * group.sumZ) /\n groupLength\n : 1;\n if (dot >= cosineThreshold && dot > selectedDot) {\n selected = group;\n selectedDot = dot;\n }\n }\n if (!selected) {\n const vertexIndex = vertexGroups.length === 0\n ? sourceIndex\n : generatedVertexCount++;\n if (vertexIndex !== sourceIndex) {\n duplicateAttribute(generatedPositions, sourceIndex, 3);\n duplicateAttribute(\n generatedUvs,\n sourceIndex,\n geometry.uv?.itemSize ?? 2\n );\n duplicateAttribute(\n generatedColors,\n sourceIndex,\n geometry.color?.itemSize ?? 3\n );\n duplicateAttribute(\n generatedMaterialIndices,\n sourceIndex,\n geometry.materialIndex?.itemSize ?? 1\n );\n }\n selected = {\n vertexIndex,\n sumX: 0,\n sumY: 0,\n sumZ: 0\n };\n vertexGroups.push(selected);\n }\n selected.sumX += faceX;\n selected.sumY += faceY;\n selected.sumZ += faceZ;\n generatedIndices[offset + corner] = selected.vertexIndex;\n });\n }\n\n geometry.position = new Attribute(new Float32Array(generatedPositions), 3);\n geometry.indices = new Attribute(generatedIndices, 1);\n geometry.uv = generatedUvs\n ? new Attribute(new Float32Array(generatedUvs), geometry.uv!.itemSize)\n : undefined;\n geometry.color = generatedColors\n ? new Attribute(new Float32Array(generatedColors), geometry.color!.itemSize)\n : undefined;\n geometry.materialIndex = generatedMaterialIndices\n ? new Attribute(\n new Int32Array(generatedMaterialIndices),\n geometry.materialIndex!.itemSize\n )\n : undefined;\n geometry.tangent = undefined;\n generateVertexNormals(geometry);\n}\n\nconst generatedVertexTangents = new WeakSet<Attribute<Float32Array>>();\n/** @internal Distinguishes derivative fallback from an authored XYZ tangent. */\nexport function hasGeneratedVertexTangents(geometry: Geometry) {\n return !!geometry.tangent && generatedVertexTangents.has(geometry.tangent);\n}\n\n/** Generate a UV-aligned tangent for meshes that do not provide one. */\nexport function generateVertexTangents(geometry: Geometry) {\n if (!geometry.position || !geometry.uv || !geometry.normal) return;\n const count = geometry.vertexCount;\n if (!count) return;\n const tangents = new Float32Array(count * 3);\n computeVertexTangents(geometry, new Float32Array(count * 3), tangents);\n geometry.tangent = new Attribute(tangents, 3);\n generatedVertexTangents.add(geometry.tangent);\n}\n\nconst dynamicTangentScratch = new WeakMap<Geometry, Float32Array>();\n/** @internal Refreshes generated tangents while retaining the attribute and scratch arrays. */\nexport function updateDynamicTangents(geometry: Geometry) {\n if (!geometry.position || !geometry.uv || !geometry.normal) return;\n const count = geometry.vertexCount;\n if (!count) return;\n let accumulated = dynamicTangentScratch.get(geometry);\n if (accumulated?.length !== count * 3) {\n accumulated = new Float32Array(count * 3); dynamicTangentScratch.set(geometry, accumulated);\n }\n if (geometry.tangent?.array.length !== count * 3) geometry.tangent = new Attribute(new Float32Array(count * 3), 3);\n computeVertexTangents(geometry, accumulated, geometry.tangent.array);\n generatedVertexTangents.add(geometry.tangent);\n}\n\nfunction computeVertexTangents(geometry: Geometry, accumulated: Float32Array, tangents: Float32Array) {\n const uvs = geometry.uv?.array;\n const normals = geometry.normal?.array;\n const positions = geometry.position?.array;\n if (!uvs || !normals || !positions || !geometry.vertexCount) {\n return;\n }\n\n const vertexCount = geometry.vertexCount;\n accumulated.fill(0);\n const indices = geometry.indices?.array;\n const count = indices?.length ?? vertexCount;\n\n for (let offset = 0; offset + 2 < count; offset += 3) {\n const i0 = indices ? indices[offset] : offset;\n const i1 = indices ? indices[offset + 1] : offset + 1;\n const i2 = indices ? indices[offset + 2] : offset + 2;\n const x1 = positions[i1 * 3] - positions[i0 * 3];\n const y1 = positions[i1 * 3 + 1] - positions[i0 * 3 + 1];\n const z1 = positions[i1 * 3 + 2] - positions[i0 * 3 + 2];\n const x2 = positions[i2 * 3] - positions[i0 * 3];\n const y2 = positions[i2 * 3 + 1] - positions[i0 * 3 + 1];\n const z2 = positions[i2 * 3 + 2] - positions[i0 * 3 + 2];\n const s1 = uvs[i1 * 2] - uvs[i0 * 2];\n const t1 = uvs[i1 * 2 + 1] - uvs[i0 * 2 + 1];\n const s2 = uvs[i2 * 2] - uvs[i0 * 2];\n const t2 = uvs[i2 * 2 + 1] - uvs[i0 * 2 + 1];\n const determinant = s1 * t2 - s2 * t1;\n if (Math.abs(determinant) < 1e-12) continue;\n const inverse = 1 / determinant;\n const tx = (x1 * t2 - x2 * t1) * inverse;\n const ty = (y1 * t2 - y2 * t1) * inverse;\n const tz = (z1 * t2 - z2 * t1) * inverse;\n for (let corner = 0; corner < 3; corner++) {\n const index = corner === 0 ? i0 : corner === 1 ? i1 : i2;\n accumulated[index * 3] += tx;\n accumulated[index * 3 + 1] += ty;\n accumulated[index * 3 + 2] += tz;\n }\n }\n\n\n for (let index = 0; index < vertexCount; index++) {\n const base = index * 3;\n const nx = normals[base];\n const ny = normals[base + 1];\n const nz = normals[base + 2];\n const projection = accumulated[base] * nx\n + accumulated[base + 1] * ny\n + accumulated[base + 2] * nz;\n let tx = accumulated[base] - nx * projection;\n let ty = accumulated[base + 1] - ny * projection;\n let tz = accumulated[base + 2] - nz * projection;\n const length = Math.hypot(tx, ty, tz);\n if (length > 1e-8) {\n tx /= length;\n ty /= length;\n tz /= length;\n } else {\n tx = ty = tz = 0;\n }\n tangents[base] = tx;\n tangents[base + 1] = ty;\n tangents[base + 2] = tz;\n }\n\n}\n\nexport function updateBoundingBox(geometry: Geometry) {\n const posArr = geometry.position.array;\n const min = geometry.boundingBox.min;\n const max = geometry.boundingBox.max;\n if (posArr && posArr.length) {\n vec3.set(min, posArr[0], posArr[1], posArr[2]);\n vec3.set(max, posArr[0], posArr[1], posArr[2]);\n for (let i = 3; i < posArr.length; ) {\n const x = posArr[i++];\n const y = posArr[i++];\n const z = posArr[i++];\n if (x < min[0]) {\n min[0] = x;\n }\n if (y < min[1]) {\n min[1] = y;\n }\n if (z < min[2]) {\n min[2] = z;\n }\n\n if (x > max[0]) {\n max[0] = x;\n }\n if (y > max[1]) {\n max[1] = y;\n }\n if (z > max[2]) {\n max[2] = z;\n }\n }\n }\n}\n"]}
@@ -0,0 +1,7 @@
1
+ import Texture from '../scene/Texture.js';
2
+ export declare function parseRGBE(arrayBuffer: ArrayBuffer, exposure?: number): Texture | undefined;
3
+ /**
4
+ * Loads a Radiance `.hdr` (RGBE) image as a linear float {@link Texture},
5
+ * e.g. for an {@link EnvironmentLight}. `exposure` scales the values.
6
+ */
7
+ export declare function loadRGBE(url: string, exposure?: number): Promise<Texture | undefined>;
@@ -0,0 +1,168 @@
1
+ import Texture from '../scene/Texture.js';
2
+ const toChar = String.fromCharCode;
3
+ const MINELEN = 8;
4
+ const MAXELEN = 0x7fff;
5
+ function setToPixels(rgbe, buffer, offset, exposure) {
6
+ if (rgbe[3] > 0) {
7
+ const f = Math.pow(2.0, rgbe[3] - 128 - 8 + exposure);
8
+ buffer[offset + 0] = rgbe[0] * f;
9
+ buffer[offset + 1] = rgbe[1] * f;
10
+ buffer[offset + 2] = rgbe[2] * f;
11
+ }
12
+ else {
13
+ buffer[offset + 0] = 0;
14
+ buffer[offset + 1] = 0;
15
+ buffer[offset + 2] = 0;
16
+ }
17
+ buffer[offset + 3] = 1.0;
18
+ return buffer;
19
+ }
20
+ function uint82string(array, offset, size) {
21
+ let str = '';
22
+ for (let i = offset; i < size; i++) {
23
+ str += toChar(array[i]);
24
+ }
25
+ return str;
26
+ }
27
+ function copyrgbe(s, t) {
28
+ t[0] = s[0];
29
+ t[1] = s[1];
30
+ t[2] = s[2];
31
+ t[3] = s[3];
32
+ }
33
+ function oldReadColors(scan, buffer, offset, xmax) {
34
+ let rshift = 0, x = 0, len = xmax;
35
+ while (len > 0) {
36
+ scan[x][0] = buffer[offset++];
37
+ scan[x][1] = buffer[offset++];
38
+ scan[x][2] = buffer[offset++];
39
+ scan[x][3] = buffer[offset++];
40
+ if (scan[x][0] === 1 && scan[x][1] === 1 && scan[x][2] === 1) {
41
+ // exp is count of repeated pixels
42
+ for (let i = (scan[x][3] << rshift) >>> 0; i > 0; i--) {
43
+ copyrgbe(scan[x - 1], scan[x]);
44
+ x++;
45
+ len--;
46
+ }
47
+ rshift += 8;
48
+ }
49
+ else {
50
+ x++;
51
+ len--;
52
+ rshift = 0;
53
+ }
54
+ }
55
+ return offset;
56
+ }
57
+ function readColors(scan, buffer, offset, xmax) {
58
+ if (xmax < MINELEN || xmax > MAXELEN) {
59
+ return oldReadColors(scan, buffer, offset, xmax);
60
+ }
61
+ let i = buffer[offset++];
62
+ if (i != 2) {
63
+ return oldReadColors(scan, buffer, offset - 1, xmax);
64
+ }
65
+ scan[0][1] = buffer[offset++];
66
+ scan[0][2] = buffer[offset++];
67
+ i = buffer[offset++];
68
+ if ((((scan[0][2] << 8) >>> 0) | i) >>> 0 !== xmax) {
69
+ return null;
70
+ }
71
+ for (let i = 0; i < 4; i++) {
72
+ for (let x = 0; x < xmax;) {
73
+ let code = buffer[offset++];
74
+ if (code > 128) {
75
+ code = (code & 127) >>> 0;
76
+ const val = buffer[offset++];
77
+ while (code--) {
78
+ scan[x++][i] = val;
79
+ }
80
+ }
81
+ else {
82
+ while (code--) {
83
+ scan[x++][i] = buffer[offset++];
84
+ }
85
+ }
86
+ }
87
+ }
88
+ return offset;
89
+ }
90
+ // http://www.graphics.cornell.edu/~bjw/rgbe.html
91
+ // Blender source
92
+ // http://radsite.lbl.gov/radiance/refer/Notes/picture_format.html
93
+ export function parseRGBE(arrayBuffer, exposure = 0) {
94
+ const data = new Uint8Array(arrayBuffer);
95
+ const size = data.length;
96
+ if (uint82string(data, 0, 2) !== '#?') {
97
+ return;
98
+ }
99
+ let i;
100
+ // find empty line, next line is resolution info
101
+ for (i = 2; i < size; i++) {
102
+ if (toChar(data[i]) === '\n' && toChar(data[i + 1]) === '\n') {
103
+ break;
104
+ }
105
+ }
106
+ if (i >= size) {
107
+ // not found
108
+ return;
109
+ }
110
+ // find resolution info line
111
+ i += 2;
112
+ let str = '';
113
+ for (; i < size; i++) {
114
+ const _char = toChar(data[i]);
115
+ if (_char === '\n') {
116
+ break;
117
+ }
118
+ str += _char;
119
+ }
120
+ // -Y M +X N
121
+ const tmp = str.split(' ');
122
+ const height = parseInt(tmp[1]);
123
+ const width = parseInt(tmp[3]);
124
+ if (!width || !height) {
125
+ return;
126
+ }
127
+ // read and decode actual data
128
+ let offset = i + 1;
129
+ const scanline = [];
130
+ // memzero
131
+ for (let x = 0; x < width; x++) {
132
+ scanline[x] = [];
133
+ for (let j = 0; j < 4; j++) {
134
+ scanline[x][j] = 0;
135
+ }
136
+ }
137
+ const pixels = new Float32Array(width * height * 4);
138
+ let offset2 = 0;
139
+ for (let y = 0; y < height; y++) {
140
+ offset = readColors(scanline, data, offset, width);
141
+ if (!offset) {
142
+ return;
143
+ }
144
+ for (let x = 0; x < width; x++) {
145
+ setToPixels(scanline[x], pixels, offset2, exposure);
146
+ offset2 += 4;
147
+ }
148
+ }
149
+ // HALF_FLOAT can't use Float32Array
150
+ // texture.type = constants.FLOAT;
151
+ return new Texture({
152
+ data: pixels,
153
+ width,
154
+ height
155
+ });
156
+ }
157
+ /**
158
+ * Loads a Radiance `.hdr` (RGBE) image as a linear float {@link Texture},
159
+ * e.g. for an {@link EnvironmentLight}. `exposure` scales the values.
160
+ */
161
+ export function loadRGBE(url, exposure) {
162
+ return fetch(url)
163
+ .then((res) => res.arrayBuffer())
164
+ .then((ab) => {
165
+ return parseRGBE(ab, exposure);
166
+ });
167
+ }
168
+ //# sourceMappingURL=loadRGBE.js.map
@@ -0,0 +1 @@
1
+ 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Texture from '../scene/Texture.js';\n\nconst toChar = String.fromCharCode;\n\nconst MINELEN = 8;\nconst MAXELEN = 0x7fff;\n\nfunction setToPixels(\n rgbe: number[],\n buffer: Float32Array,\n offset: number,\n exposure: number\n) {\n if (rgbe[3] > 0) {\n const f = Math.pow(2.0, rgbe[3] - 128 - 8 + exposure);\n buffer[offset + 0] = rgbe[0] * f;\n buffer[offset + 1] = rgbe[1] * f;\n buffer[offset + 2] = rgbe[2] * f;\n } else {\n buffer[offset + 0] = 0;\n buffer[offset + 1] = 0;\n buffer[offset + 2] = 0;\n }\n buffer[offset + 3] = 1.0;\n return buffer;\n}\nfunction uint82string(array: Uint8Array, offset: number, size: number) {\n let str = '';\n for (let i = offset; i < size; i++) {\n str += toChar(array[i]);\n }\n return str;\n}\n\nfunction copyrgbe(s: number[], t: number[]) {\n t[0] = s[0];\n t[1] = s[1];\n t[2] = s[2];\n t[3] = s[3];\n}\n\nfunction oldReadColors(\n scan: number[][],\n buffer: Uint8Array,\n offset: number,\n xmax: number\n) {\n let rshift = 0,\n x = 0,\n len = xmax;\n while (len > 0) {\n scan[x][0] = buffer[offset++];\n scan[x][1] = buffer[offset++];\n scan[x][2] = buffer[offset++];\n scan[x][3] = buffer[offset++];\n if (scan[x][0] === 1 && scan[x][1] === 1 && scan[x][2] === 1) {\n // exp is count of repeated pixels\n for (let i = (scan[x][3] << rshift) >>> 0; i > 0; i--) {\n copyrgbe(scan[x - 1], scan[x]);\n x++;\n len--;\n }\n rshift += 8;\n } else {\n x++;\n len--;\n rshift = 0;\n }\n }\n return offset;\n}\n\nfunction readColors(\n scan: number[][],\n buffer: Uint8Array,\n offset: number,\n xmax: number\n) {\n if (xmax < MINELEN || xmax > MAXELEN) {\n return oldReadColors(scan, buffer, offset, xmax);\n }\n let i = buffer[offset++];\n if (i != 2) {\n return oldReadColors(scan, buffer, offset - 1, xmax);\n }\n scan[0][1] = buffer[offset++];\n scan[0][2] = buffer[offset++];\n\n i = buffer[offset++];\n if ((((scan[0][2] << 8) >>> 0) | i) >>> 0 !== xmax) {\n return null;\n }\n for (let i = 0; i < 4; i++) {\n for (let x = 0; x < xmax; ) {\n let code = buffer[offset++];\n if (code > 128) {\n code = (code & 127) >>> 0;\n const val = buffer[offset++];\n while (code--) {\n scan[x++][i] = val;\n }\n } else {\n while (code--) {\n scan[x++][i] = buffer[offset++];\n }\n }\n }\n }\n return offset;\n}\n\n// http://www.graphics.cornell.edu/~bjw/rgbe.html\n// Blender source\n// http://radsite.lbl.gov/radiance/refer/Notes/picture_format.html\nexport function parseRGBE(\n arrayBuffer: ArrayBuffer,\n exposure = 0\n): Texture | undefined {\n const data = new Uint8Array(arrayBuffer);\n const size = data.length;\n if (uint82string(data, 0, 2) !== '#?') {\n return;\n }\n let i;\n // find empty line, next line is resolution info\n for (i = 2; i < size; i++) {\n if (toChar(data[i]) === '\\n' && toChar(data[i + 1]) === '\\n') {\n break;\n }\n }\n if (i >= size) {\n // not found\n return;\n }\n // find resolution info line\n i += 2;\n let str = '';\n for (; i < size; i++) {\n const _char = toChar(data[i]);\n if (_char === '\\n') {\n break;\n }\n str += _char;\n }\n // -Y M +X N\n const tmp = str.split(' ');\n const height = parseInt(tmp[1]);\n const width = parseInt(tmp[3]);\n if (!width || !height) {\n return;\n }\n\n // read and decode actual data\n let offset: number | null = i + 1;\n const scanline: number[][] = [];\n // memzero\n for (let x = 0; x < width; x++) {\n scanline[x] = [];\n for (let j = 0; j < 4; j++) {\n scanline[x][j] = 0;\n }\n }\n const pixels = new Float32Array(width * height * 4);\n let offset2 = 0;\n for (let y = 0; y < height; y++) {\n offset = readColors(scanline, data, offset, width);\n if (!offset) {\n return;\n }\n for (let x = 0; x < width; x++) {\n setToPixels(scanline[x], pixels, offset2, exposure);\n offset2 += 4;\n }\n }\n\n // HALF_FLOAT can't use Float32Array\n // texture.type = constants.FLOAT;\n return new Texture({\n data: pixels,\n width,\n height\n });\n}\n\n/**\n * Loads a Radiance `.hdr` (RGBE) image as a linear float {@link Texture},\n * e.g. for an {@link EnvironmentLight}. `exposure` scales the values.\n */\nexport function loadRGBE(url: string, exposure?: number) {\n return fetch(url)\n .then((res) => res.arrayBuffer())\n .then((ab) => {\n return parseRGBE(ab, exposure);\n });\n}\n"]}
@@ -0,0 +1,8 @@
1
+ import { mat4, vec3 } from '../math.js';
2
+ export declare function transformBoundingBox(out: {
3
+ min: vec3.Vec3Array;
4
+ max: vec3.Vec3Array;
5
+ }, source: {
6
+ min: vec3.Vec3Array;
7
+ max: vec3.Vec3Array;
8
+ }, m: mat4.Mat4Array): void;
@@ -0,0 +1,64 @@
1
+ import { vec3 } from '../math.js';
2
+ const xa = vec3.create();
3
+ const xb = vec3.create();
4
+ const ya = vec3.create();
5
+ const yb = vec3.create();
6
+ const za = vec3.create();
7
+ const zb = vec3.create();
8
+ const mathMin = Math.min;
9
+ const mathMax = Math.max;
10
+ export function transformBoundingBox(out, source, m) {
11
+ let min = source.min;
12
+ let max = source.max;
13
+ xa[0] = m[0] * min[0];
14
+ xa[1] = m[1] * min[0];
15
+ xa[2] = m[2] * min[0];
16
+ xb[0] = m[0] * max[0];
17
+ xb[1] = m[1] * max[0];
18
+ xb[2] = m[2] * max[0];
19
+ ya[0] = m[4] * min[1];
20
+ ya[1] = m[5] * min[1];
21
+ ya[2] = m[6] * min[1];
22
+ yb[0] = m[4] * max[1];
23
+ yb[1] = m[5] * max[1];
24
+ yb[2] = m[6] * max[1];
25
+ za[0] = m[8] * min[2];
26
+ za[1] = m[9] * min[2];
27
+ za[2] = m[10] * min[2];
28
+ zb[0] = m[8] * max[2];
29
+ zb[1] = m[9] * max[2];
30
+ zb[2] = m[10] * max[2];
31
+ min = out.min;
32
+ max = out.max;
33
+ min[0] =
34
+ mathMin(xa[0], xb[0]) +
35
+ mathMin(ya[0], yb[0]) +
36
+ mathMin(za[0], zb[0]) +
37
+ m[12];
38
+ min[1] =
39
+ mathMin(xa[1], xb[1]) +
40
+ mathMin(ya[1], yb[1]) +
41
+ mathMin(za[1], zb[1]) +
42
+ m[13];
43
+ min[2] =
44
+ mathMin(xa[2], xb[2]) +
45
+ mathMin(ya[2], yb[2]) +
46
+ mathMin(za[2], zb[2]) +
47
+ m[14];
48
+ max[0] =
49
+ mathMax(xa[0], xb[0]) +
50
+ mathMax(ya[0], yb[0]) +
51
+ mathMax(za[0], zb[0]) +
52
+ m[12];
53
+ max[1] =
54
+ mathMax(xa[1], xb[1]) +
55
+ mathMax(ya[1], yb[1]) +
56
+ mathMax(za[1], zb[1]) +
57
+ m[13];
58
+ max[2] =
59
+ mathMax(xa[2], xb[2]) +
60
+ mathMax(ya[2], yb[2]) +
61
+ mathMax(za[2], zb[2]) +
62
+ m[14];
63
+ }
64
+ //# sourceMappingURL=math.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"math.js","sourceRoot":"","sources":["../../src/util/math.ts"],"names":[],"mappings":"AAAA,OAAO,EAAQ,IAAI,EAAE,MAAM,YAAY,CAAC;AAExC,MAAM,EAAE,GAAG,IAAI,CAAC,MAAM,EAAE,CAAC;AACzB,MAAM,EAAE,GAAG,IAAI,CAAC,MAAM,EAAE,CAAC;AACzB,MAAM,EAAE,GAAG,IAAI,CAAC,MAAM,EAAE,CAAC;AACzB,MAAM,EAAE,GAAG,IAAI,CAAC,MAAM,EAAE,CAAC;AACzB,MAAM,EAAE,GAAG,IAAI,CAAC,MAAM,EAAE,CAAC;AACzB,MAAM,EAAE,GAAG,IAAI,CAAC,MAAM,EAAE,CAAC;AACzB,MAAM,OAAO,GAAG,IAAI,CAAC,GAAG,CAAC;AACzB,MAAM,OAAO,GAAG,IAAI,CAAC,GAAG,CAAC;AACzB,MAAM,UAAU,oBAAoB,CAClC,GAGC,EACD,MAAoD,EACpD,CAAiB;IAEjB,IAAI,GAAG,GAAG,MAAM,CAAC,GAAG,CAAC;IACrB,IAAI,GAAG,GAAG,MAAM,CAAC,GAAG,CAAC;IACrB,EAAE,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,GAAG,GAAG,CAAC,CAAC,CAAC,CAAC;IACtB,EAAE,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,GAAG,GAAG,CAAC,CAAC,CAAC,CAAC;IACtB,EAAE,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,GAAG,GAAG,CAAC,CAAC,CAAC,CAAC;IACtB,EAAE,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,GAAG,GAAG,CAAC,CAAC,CAAC,CAAC;IACtB,EAAE,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,GAAG,GAAG,CAAC,CAAC,CAAC,CAAC;IACtB,EAAE,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,GAAG,GAAG,CAAC,CAAC,CAAC,CAAC;IAEtB,EAAE,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,GAAG,GAAG,CAAC,CAAC,CAAC,CAAC;IACtB,EAAE,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,GAAG,GAAG,CAAC,CAAC,CAAC,CAAC;IACtB,EAAE,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,GAAG,GAAG,CAAC,CAAC,CAAC,CAAC;IACtB,EAAE,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,GAAG,GAAG,CAAC,CAAC,CAAC,CAAC;IACtB,EAAE,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,GAAG,GAAG,CAAC,CAAC,CAAC,CAAC;IACtB,EAAE,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,GAAG,GAAG,CAAC,CAAC,CAAC,CAAC;IAEtB,EAAE,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,GAAG,GAAG,CAAC,CAAC,CAAC,CAAC;IACtB,EAAE,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,GAAG,GAAG,CAAC,CAAC,CAAC,CAAC;IACtB,EAAE,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,EAAE,CAAC,GAAG,GAAG,CAAC,CAAC,CAAC,CAAC;IACvB,EAAE,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,GAAG,GAAG,CAAC,CAAC,CAAC,CAAC;IACtB,EAAE,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,GAAG,GAAG,CAAC,CAAC,CAAC,CAAC;IACtB,EAAE,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,EAAE,CAAC,GAAG,GAAG,CAAC,CAAC,CAAC,CAAC;IAEvB,GAAG,GAAG,GAAG,CAAC,GAAG,CAAC;IACd,GAAG,GAAG,GAAG,CAAC,GAAG,CAAC;IACd,GAAG,CAAC,CAAC,CAAC;QACJ,OAAO,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,CAAC;YACrB,OAAO,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,CAAC;YACrB,OAAO,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,CAAC;YACrB,CAAC,CAAC,EAAE,CAAC,CAAC;IACR,GAAG,CAAC,CAAC,CAAC;QACJ,OAAO,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,CAAC;YACrB,OAAO,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,CAAC;YACrB,OAAO,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,CAAC;YACrB,CAAC,CAAC,EAAE,CAAC,CAAC;IACR,GAAG,CAAC,CAAC,CAAC;QACJ,OAAO,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,CAAC;YACrB,OAAO,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,CAAC;YACrB,OAAO,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,CAAC;YACrB,CAAC,CAAC,EAAE,CAAC,CAAC;IAER,GAAG,CAAC,CAAC,CAAC;QACJ,OAAO,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,CAAC;YACrB,OAAO,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,CAAC;YACrB,OAAO,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,CAAC;YACrB,CAAC,CAAC,EAAE,CAAC,CAAC;IACR,GAAG,CAAC,CAAC,CAAC;QACJ,OAAO,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,CAAC;YACrB,OAAO,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,CAAC;YACrB,OAAO,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,CAAC;YACrB,CAAC,CAAC,EAAE,CAAC,CAAC;IACR,GAAG,CAAC,CAAC,CAAC;QACJ,OAAO,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,CAAC;YACrB,OAAO,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,CAAC;YACrB,OAAO,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,CAAC;YACrB,CAAC,CAAC,EAAE,CAAC,CAAC;AACV,CAAC","sourcesContent":["import { mat4, vec3 } from '../math.js';\n\nconst xa = vec3.create();\nconst xb = vec3.create();\nconst ya = vec3.create();\nconst yb = vec3.create();\nconst za = vec3.create();\nconst zb = vec3.create();\nconst mathMin = Math.min;\nconst mathMax = Math.max;\nexport function transformBoundingBox(\n out: {\n min: vec3.Vec3Array;\n max: vec3.Vec3Array;\n },\n source: { min: vec3.Vec3Array; max: vec3.Vec3Array },\n m: mat4.Mat4Array\n) {\n let min = source.min;\n let max = source.max;\n xa[0] = m[0] * min[0];\n xa[1] = m[1] * min[0];\n xa[2] = m[2] * min[0];\n xb[0] = m[0] * max[0];\n xb[1] = m[1] * max[0];\n xb[2] = m[2] * max[0];\n\n ya[0] = m[4] * min[1];\n ya[1] = m[5] * min[1];\n ya[2] = m[6] * min[1];\n yb[0] = m[4] * max[1];\n yb[1] = m[5] * max[1];\n yb[2] = m[6] * max[1];\n\n za[0] = m[8] * min[2];\n za[1] = m[9] * min[2];\n za[2] = m[10] * min[2];\n zb[0] = m[8] * max[2];\n zb[1] = m[9] * max[2];\n zb[2] = m[10] * max[2];\n\n min = out.min;\n max = out.max;\n min[0] =\n mathMin(xa[0], xb[0]) +\n mathMin(ya[0], yb[0]) +\n mathMin(za[0], zb[0]) +\n m[12];\n min[1] =\n mathMin(xa[1], xb[1]) +\n mathMin(ya[1], yb[1]) +\n mathMin(za[1], zb[1]) +\n m[13];\n min[2] =\n mathMin(xa[2], xb[2]) +\n mathMin(ya[2], yb[2]) +\n mathMin(za[2], zb[2]) +\n m[14];\n\n max[0] =\n mathMax(xa[0], xb[0]) +\n mathMax(ya[0], yb[0]) +\n mathMax(za[0], zb[0]) +\n m[12];\n max[1] =\n mathMax(xa[1], xb[1]) +\n mathMax(ya[1], yb[1]) +\n mathMax(za[1], zb[1]) +\n m[13];\n max[2] =\n mathMax(xa[2], xb[2]) +\n mathMax(ya[2], yb[2]) +\n mathMax(za[2], zb[2]) +\n m[14];\n}\n"]}
@@ -0,0 +1,7 @@
1
+ import type { Vec3 } from '../types.js';
2
+ import type Mesh from '../scene/Mesh.js';
3
+ /** World-space axis-aligned bounding box `{ min, max }` of the meshes. */
4
+ export declare function computeMeshesBoundingBox(meshes: Mesh[]): {
5
+ min: Vec3;
6
+ max: Vec3;
7
+ };
@@ -0,0 +1,20 @@
1
+ import { vec3 } from '../math.js';
2
+ import { transformBoundingBox } from './math.js';
3
+ /** World-space axis-aligned bounding box `{ min, max }` of the meshes. */
4
+ export function computeMeshesBoundingBox(meshes) {
5
+ const totalBoundingBox = {
6
+ min: vec3.fromValues(Infinity, Infinity, Infinity),
7
+ max: vec3.fromValues(-Infinity, -Infinity, -Infinity)
8
+ };
9
+ const worldBoundingBox = {
10
+ min: vec3.create(),
11
+ max: vec3.create()
12
+ };
13
+ meshes.forEach((mesh) => {
14
+ transformBoundingBox(worldBoundingBox, mesh.geometry.boundingBox, mesh.transform);
15
+ vec3.min(totalBoundingBox.min, totalBoundingBox.min, worldBoundingBox.min);
16
+ vec3.max(totalBoundingBox.max, totalBoundingBox.max, worldBoundingBox.max);
17
+ });
18
+ return totalBoundingBox;
19
+ }
20
+ //# sourceMappingURL=mesh.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"mesh.js","sourceRoot":"","sources":["../../src/util/mesh.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,IAAI,EAAE,MAAM,YAAY,CAAC;AAElC,OAAO,EAAE,oBAAoB,EAAE,MAAM,WAAW,CAAC;AAEjD,0EAA0E;AAC1E,MAAM,UAAU,wBAAwB,CAAC,MAAc;IACrD,MAAM,gBAAgB,GAAG;QACvB,GAAG,EAAE,IAAI,CAAC,UAAU,CAAC,QAAQ,EAAE,QAAQ,EAAE,QAAQ,CAAC;QAClD,GAAG,EAAE,IAAI,CAAC,UAAU,CAAC,CAAC,QAAQ,EAAE,CAAC,QAAQ,EAAE,CAAC,QAAQ,CAAC;KACtD,CAAC;IACF,MAAM,gBAAgB,GAAG;QACvB,GAAG,EAAE,IAAI,CAAC,MAAM,EAAE;QAClB,GAAG,EAAE,IAAI,CAAC,MAAM,EAAE;KACnB,CAAC;IAEF,MAAM,CAAC,OAAO,CAAC,CAAC,IAAI,EAAE,EAAE;QACtB,oBAAoB,CAClB,gBAAgB,EAChB,IAAI,CAAC,QAAQ,CAAC,WAAW,EACzB,IAAI,CAAC,SAAS,CACf,CAAC;QACF,IAAI,CAAC,GAAG,CAAC,gBAAgB,CAAC,GAAG,EAAE,gBAAgB,CAAC,GAAG,EAAE,gBAAgB,CAAC,GAAG,CAAC,CAAC;QAC3E,IAAI,CAAC,GAAG,CAAC,gBAAgB,CAAC,GAAG,EAAE,gBAAgB,CAAC,GAAG,EAAE,gBAAgB,CAAC,GAAG,CAAC,CAAC;IAC7E,CAAC,CAAC,CAAC;IAEH,OAAO,gBAAgB,CAAC;AAC1B,CAAC","sourcesContent":["import type { Vec3 } from '../types.js';\nimport { vec3 } from '../math.js';\nimport type Mesh from '../scene/Mesh.js';\nimport { transformBoundingBox } from './math.js';\n\n/** World-space axis-aligned bounding box `{ min, max }` of the meshes. */\nexport function computeMeshesBoundingBox(meshes: Mesh[]): { min: Vec3; max: Vec3 } {\n const totalBoundingBox = {\n min: vec3.fromValues(Infinity, Infinity, Infinity),\n max: vec3.fromValues(-Infinity, -Infinity, -Infinity)\n };\n const worldBoundingBox = {\n min: vec3.create(),\n max: vec3.create()\n };\n\n meshes.forEach((mesh) => {\n transformBoundingBox(\n worldBoundingBox,\n mesh.geometry.boundingBox,\n mesh.transform\n );\n vec3.min(totalBoundingBox.min, totalBoundingBox.min, worldBoundingBox.min);\n vec3.max(totalBoundingBox.max, totalBoundingBox.max, worldBoundingBox.max);\n });\n\n return totalBoundingBox;\n}\n"]}
@@ -0,0 +1,20 @@
1
+ import type * as THREE from 'three';
2
+ export declare function isDeformingMesh(mesh: THREE.Mesh): boolean;
3
+ /** One reusable evaluator per mesh, since skeletons may share a BufferGeometry. */
4
+ export declare class THREEDeformation {
5
+ readonly geometry: THREE.BufferGeometry;
6
+ readonly position: Float32Array;
7
+ readonly normal?: Float32Array;
8
+ readonly tangent?: Float32Array;
9
+ private _accepted;
10
+ private _next;
11
+ private _bones;
12
+ private _boundBones;
13
+ private _temporary;
14
+ private _skin;
15
+ private _vector;
16
+ private _initialized;
17
+ constructor(geometry: THREE.BufferGeometry);
18
+ matches(geometry: THREE.BufferGeometry): boolean;
19
+ update(mesh: THREE.Mesh): boolean;
20
+ }
@@ -0,0 +1,218 @@
1
+ import { mat4 } from '../math.js';
2
+ const attributes = ['position', 'normal', 'tangent', 'skinIndex', 'skinWeight'];
3
+ /** Decode storage directly, including interleaved offsets and normalized integers. */
4
+ function reader(attribute) {
5
+ const interleaved = attribute;
6
+ const array = interleaved.isInterleavedBufferAttribute ? interleaved.data.array : attribute.array;
7
+ const stride = interleaved.isInterleavedBufferAttribute ? interleaved.data.stride : attribute.itemSize;
8
+ const offset = interleaved.isInterleavedBufferAttribute ? interleaved.offset : 0;
9
+ if (!attribute.normalized && !attribute.isFloat16BufferAttribute) {
10
+ return { array, stride, offset };
11
+ }
12
+ const decoded = new Float64Array(attribute.count * attribute.itemSize);
13
+ let divisor = 1, signed = false;
14
+ if (attribute.normalized) {
15
+ if (array instanceof Uint8Array || array instanceof Uint8ClampedArray)
16
+ divisor = 255;
17
+ else if (array instanceof Uint16Array)
18
+ divisor = 65535;
19
+ else if (array instanceof Uint32Array)
20
+ divisor = 4294967295;
21
+ else if (array instanceof Int8Array) {
22
+ divisor = 127;
23
+ signed = true;
24
+ }
25
+ else if (array instanceof Int16Array) {
26
+ divisor = 32767;
27
+ signed = true;
28
+ }
29
+ else if (array instanceof Int32Array) {
30
+ divisor = 2147483647;
31
+ signed = true;
32
+ }
33
+ }
34
+ const half = attribute.isFloat16BufferAttribute;
35
+ for (let i = 0; i < attribute.count; i++)
36
+ for (let c = 0; c < attribute.itemSize; c++) {
37
+ let value = array[i * stride + offset + c];
38
+ if (half) {
39
+ const exponent = (value >> 10) & 31, fraction = value & 1023, sign = value & 32768 ? -1 : 1;
40
+ value = sign * (exponent === 31 ? fraction ? NaN : Infinity :
41
+ exponent === 0 ? fraction * 2 ** -24 : (1 + fraction / 1024) * 2 ** (exponent - 15));
42
+ }
43
+ value /= divisor;
44
+ decoded[i * attribute.itemSize + c] = signed ? Math.max(-1, value) : value;
45
+ }
46
+ return { array: decoded, stride: attribute.itemSize, offset: 0 };
47
+ }
48
+ function read(attribute, vertex, component) {
49
+ return attribute.array[vertex * attribute.stride + attribute.offset + component];
50
+ }
51
+ export function isDeformingMesh(mesh) {
52
+ return !!mesh.isSkinnedMesh || !!mesh.morphTargetInfluences &&
53
+ (!!mesh.geometry.morphAttributes.position?.length || !!mesh.geometry.morphAttributes.normal?.length);
54
+ }
55
+ /** One reusable evaluator per mesh, since skeletons may share a BufferGeometry. */
56
+ export class THREEDeformation {
57
+ geometry;
58
+ position;
59
+ normal;
60
+ tangent;
61
+ _accepted = [];
62
+ _next = [];
63
+ _bones = new Float32Array(0);
64
+ _boundBones = new Float64Array(0);
65
+ _temporary = new Float64Array(16);
66
+ _skin = new Float64Array(16);
67
+ _vector = new Float64Array(3);
68
+ _initialized = false;
69
+ constructor(geometry) {
70
+ this.geometry = geometry;
71
+ const count = geometry.attributes.position.count;
72
+ this.position = new Float32Array(count * 3);
73
+ if (geometry.attributes.normal)
74
+ this.normal = new Float32Array(count * 3);
75
+ if (geometry.attributes.tangent)
76
+ this.tangent = new Float32Array(count * Math.min(4, geometry.attributes.tangent.itemSize));
77
+ }
78
+ matches(geometry) {
79
+ return this.geometry === geometry && this.position.length === geometry.attributes.position.count * 3 &&
80
+ !!this.normal === !!geometry.attributes.normal && !!this.tangent === !!geometry.attributes.tangent &&
81
+ (!this.tangent || this.tangent.length === geometry.attributes.position.count * Math.min(4, geometry.attributes.tangent.itemSize));
82
+ }
83
+ update(mesh) {
84
+ const geometry = mesh.geometry, skinned = mesh;
85
+ if (skinned.isSkinnedMesh)
86
+ skinned.skeleton.update();
87
+ const next = this._next;
88
+ next.length = 0;
89
+ next.push(geometry, geometry.morphTargetsRelative);
90
+ const capture = (attribute) => {
91
+ if (!attribute) {
92
+ next.push(undefined);
93
+ return;
94
+ }
95
+ const interleaved = attribute;
96
+ const buffer = interleaved.isInterleavedBufferAttribute ? interleaved.data : attribute;
97
+ next.push(attribute, buffer.array, buffer.version, attribute.count, attribute.itemSize, attribute.normalized, interleaved.offset, interleaved.data?.stride);
98
+ };
99
+ for (const name of attributes)
100
+ capture(geometry.getAttribute(name));
101
+ for (const name of ['position', 'normal']) {
102
+ const morphs = geometry.morphAttributes[name];
103
+ next.push(morphs?.length);
104
+ if (morphs)
105
+ for (const attribute of morphs)
106
+ capture(attribute);
107
+ }
108
+ const influences = mesh.morphTargetInfluences;
109
+ next.push(influences?.length);
110
+ if (influences)
111
+ for (const influence of influences)
112
+ next.push(influence);
113
+ if (skinned.isSkinnedMesh) {
114
+ next.push(skinned.skeleton, skinned.skeleton.boneMatrices.length);
115
+ for (const value of skinned.bindMatrix.elements)
116
+ next.push(value);
117
+ for (const value of skinned.bindMatrixInverse.elements)
118
+ next.push(value);
119
+ }
120
+ const boneMatrices = skinned.isSkinnedMesh ? skinned.skeleton.boneMatrices : undefined;
121
+ let bonesChanged = !!boneMatrices && boneMatrices.length !== this._bones.length;
122
+ if (boneMatrices && !bonesChanged)
123
+ for (let i = 0; i < boneMatrices.length; i++) {
124
+ if (!Object.is(boneMatrices[i], this._bones[i])) {
125
+ bonesChanged = true;
126
+ break;
127
+ }
128
+ }
129
+ if (this._initialized && !bonesChanged && next.length === this._accepted.length && next.every((v, i) => Object.is(v, this._accepted[i])))
130
+ return false;
131
+ const position = reader(geometry.getAttribute('position'));
132
+ const normal = this.normal && reader(geometry.getAttribute('normal'));
133
+ const tangent = this.tangent && reader(geometry.getAttribute('tangent'));
134
+ const indices = boneMatrices && reader(geometry.getAttribute('skinIndex'));
135
+ const weights = boneMatrices && reader(geometry.getAttribute('skinWeight'));
136
+ const positionMorphs = geometry.morphAttributes.position?.map(reader);
137
+ const normalMorphs = geometry.morphAttributes.normal?.map(reader);
138
+ if (boneMatrices) {
139
+ if (this._bones.length !== boneMatrices.length) {
140
+ this._bones = new Float32Array(boneMatrices.length);
141
+ this._boundBones = new Float64Array(boneMatrices.length);
142
+ }
143
+ this._bones.set(boneMatrices);
144
+ for (let bone = 0; bone < boneMatrices.length; bone += 16) {
145
+ mat4.multiply(this._temporary, boneMatrices.subarray(bone, bone + 16), skinned.bindMatrix.elements);
146
+ mat4.multiply(this._boundBones.subarray(bone, bone + 16), skinned.bindMatrixInverse.elements, this._temporary);
147
+ }
148
+ }
149
+ const morphVector = (base, morphs, vertex) => {
150
+ for (let component = 0; component < 3; component++) {
151
+ const b = read(base, vertex, component);
152
+ let value = b;
153
+ if (influences && morphs)
154
+ for (let target = 0; target < morphs.length; target++) {
155
+ const weight = influences[target] ?? 0;
156
+ if (weight)
157
+ value += weight * (read(morphs[target], vertex, component) - (geometry.morphTargetsRelative ? 0 : b));
158
+ }
159
+ this._vector[component] = value;
160
+ }
161
+ };
162
+ const write = (target, vertex, position, size = 3) => {
163
+ let x = this._vector[0], y = this._vector[1], z = this._vector[2];
164
+ if (skinned.isSkinnedMesh) {
165
+ const matrix = this._skin;
166
+ const tx = matrix[0] * x + matrix[4] * y + matrix[8] * z + (position ? matrix[12] : 0);
167
+ const ty = matrix[1] * x + matrix[5] * y + matrix[9] * z + (position ? matrix[13] : 0);
168
+ const tz = matrix[2] * x + matrix[6] * y + matrix[10] * z + (position ? matrix[14] : 0);
169
+ x = tx;
170
+ y = ty;
171
+ z = tz;
172
+ if (!position) {
173
+ const length = Math.hypot(x, y, z);
174
+ if (length) {
175
+ x /= length;
176
+ y /= length;
177
+ z /= length;
178
+ }
179
+ }
180
+ }
181
+ target[vertex * size] = x;
182
+ target[vertex * size + 1] = y;
183
+ target[vertex * size + 2] = z;
184
+ };
185
+ for (let vertex = 0; vertex < this.position.length / 3; vertex++) {
186
+ if (skinned.isSkinnedMesh) {
187
+ this._skin.fill(0);
188
+ for (let component = 0; component < 4; component++) {
189
+ const bone = read(indices, vertex, component), weight = read(weights, vertex, component);
190
+ if (!weight)
191
+ continue;
192
+ const start = bone * 16;
193
+ for (let i = 0; i < 16; i++)
194
+ this._skin[i] += weight * this._boundBones[start + i];
195
+ }
196
+ }
197
+ morphVector(position, positionMorphs, vertex);
198
+ write(this.position, vertex, true);
199
+ if (this.normal) {
200
+ morphVector(normal, normalMorphs, vertex);
201
+ write(this.normal, vertex, false);
202
+ }
203
+ if (this.tangent) {
204
+ for (let component = 0; component < 3; component++)
205
+ this._vector[component] = read(tangent, vertex, component);
206
+ const size = this.tangent.length / (this.position.length / 3);
207
+ write(this.tangent, vertex, false, size);
208
+ if (size === 4)
209
+ this.tangent[vertex * 4 + 3] = read(tangent, vertex, 3);
210
+ }
211
+ }
212
+ this._next = this._accepted;
213
+ this._accepted = next;
214
+ this._initialized = true;
215
+ return true;
216
+ }
217
+ }
218
+ //# sourceMappingURL=threeDeformation.js.map