@meimu/mutracer 0.1.5 → 0.3.0

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 (590) hide show
  1. package/LICENSES/Classroom-CC0.txt +121 -0
  2. package/README.md +10 -7
  3. package/THIRD_PARTY_NOTICES.md +13 -8
  4. package/dist/assets/bvh.worker.js +1 -1
  5. package/dist/mutracer.umd.js +12316 -9228
  6. package/docs/api.md +232 -21
  7. package/docs/caustics.md +80 -0
  8. package/docs/denoising.md +30 -15
  9. package/docs/materials.md +6 -5
  10. package/docs/performance.md +5 -2
  11. package/docs/progressive-rendering.md +73 -1
  12. package/docs/technical/continuous-spectrum.md +93 -0
  13. package/docs/threejs.md +14 -5
  14. package/docs/updates.md +46 -2
  15. package/docs/viewer-checklist.md +65 -0
  16. package/docs/viewer.md +15 -8
  17. package/lib/Display.d.ts +13 -2
  18. package/lib/Display.js +28 -7
  19. package/lib/Display.js.map +1 -1
  20. package/lib/Engine.d.ts +4 -0
  21. package/lib/Engine.js +99 -37
  22. package/lib/Engine.js.map +1 -1
  23. package/lib/Render.d.ts +98 -15
  24. package/lib/Render.js +275 -27
  25. package/lib/Render.js.map +1 -1
  26. package/lib/RenderLoop.d.ts +11 -1
  27. package/lib/RenderLoop.js +120 -15
  28. package/lib/RenderLoop.js.map +1 -1
  29. package/lib/main.d.ts +6 -3
  30. package/lib/main.js +1 -0
  31. package/lib/main.js.map +1 -1
  32. package/lib/math/access.d.ts +4 -0
  33. package/lib/math/access.js +10 -0
  34. package/lib/math/access.js.map +1 -0
  35. package/lib/math/mat3.d.ts +4 -0
  36. package/lib/math/mat3.js +54 -0
  37. package/lib/math/mat3.js.map +1 -0
  38. package/lib/math/mat4.d.ts +19 -0
  39. package/lib/math/mat4.js +413 -0
  40. package/lib/math/mat4.js.map +1 -0
  41. package/lib/math/storage.d.ts +6 -0
  42. package/lib/math/storage.js +22 -0
  43. package/lib/math/storage.js.map +1 -0
  44. package/lib/math/types.d.ts +3 -0
  45. package/lib/math/types.js +2 -0
  46. package/lib/math/types.js.map +1 -0
  47. package/lib/math/vec2.d.ts +13 -0
  48. package/lib/math/vec2.js +52 -0
  49. package/lib/math/vec2.js.map +1 -0
  50. package/lib/math/vec3.d.ts +23 -0
  51. package/lib/math/vec3.js +139 -0
  52. package/lib/math/vec3.js.map +1 -0
  53. package/lib/math.d.ts +5 -17
  54. package/lib/math.js +5 -55
  55. package/lib/math.js.map +1 -1
  56. package/lib/oidn.d.ts +1 -1
  57. package/lib/oidn.js +4 -2
  58. package/lib/oidn.js.map +1 -1
  59. package/lib/oidnBundledWeights.cdn.d.ts +2 -2
  60. package/lib/renderer/AovPrimitiveCache.d.ts +10 -0
  61. package/lib/renderer/AovPrimitiveCache.js +48 -0
  62. package/lib/renderer/AovPrimitiveCache.js.map +1 -0
  63. package/lib/renderer/Box3.d.ts +5 -0
  64. package/lib/renderer/Box3.js +9 -0
  65. package/lib/renderer/Box3.js.map +1 -0
  66. package/lib/renderer/GPUTraceQueue.d.ts +11 -0
  67. package/lib/renderer/GPUTraceQueue.js +33 -0
  68. package/lib/renderer/GPUTraceQueue.js.map +1 -0
  69. package/lib/renderer/MaterialData.d.ts +15 -0
  70. package/lib/renderer/MaterialData.js +61 -0
  71. package/lib/renderer/MaterialData.js.map +1 -0
  72. package/lib/renderer/MaterialTable.d.ts +11 -98
  73. package/lib/renderer/MaterialTable.js +34 -412
  74. package/lib/renderer/MaterialTable.js.map +1 -1
  75. package/lib/renderer/RenderingPipeline.d.ts +36 -13
  76. package/lib/renderer/RenderingPipeline.js +1 -17
  77. package/lib/renderer/RenderingPipeline.js.map +1 -1
  78. package/lib/renderer/TileRender.d.ts +0 -1
  79. package/lib/renderer/TileRender.js +14 -1
  80. package/lib/renderer/TileRender.js.map +1 -1
  81. package/lib/renderer/WGPUAov.d.ts +39 -0
  82. package/lib/renderer/WGPUAov.js +239 -0
  83. package/lib/renderer/WGPUAov.js.map +1 -0
  84. package/lib/renderer/WGPUBindlessMaterialData.d.ts +17 -0
  85. package/lib/renderer/WGPUBindlessMaterialData.js +48 -0
  86. package/lib/renderer/WGPUBindlessMaterialData.js.map +1 -0
  87. package/lib/renderer/WGPUBindlessTextures.d.ts +47 -0
  88. package/lib/renderer/WGPUBindlessTextures.js +180 -0
  89. package/lib/renderer/WGPUBindlessTextures.js.map +1 -0
  90. package/lib/renderer/WGPUBloomPass.js +17 -97
  91. package/lib/renderer/WGPUBloomPass.js.map +1 -1
  92. package/lib/renderer/WGPUCausticLightPass.d.ts +48 -0
  93. package/lib/renderer/WGPUCausticLightPass.js +217 -0
  94. package/lib/renderer/WGPUCausticLightPass.js.map +1 -0
  95. package/lib/renderer/WGPUComputePass.d.ts +1 -1
  96. package/lib/renderer/WGPUComputePass.js.map +1 -1
  97. package/lib/renderer/WGPUEnvMapDistribution.d.ts +12 -0
  98. package/lib/renderer/WGPUEnvMapDistribution.js +150 -0
  99. package/lib/renderer/WGPUEnvMapDistribution.js.map +1 -0
  100. package/lib/renderer/WGPUFullQuadPass.js +10 -9
  101. package/lib/renderer/WGPUFullQuadPass.js.map +1 -1
  102. package/lib/renderer/WGPUJNLMDenoiser.d.ts +1 -20
  103. package/lib/renderer/WGPUJNLMDenoiser.js +4 -267
  104. package/lib/renderer/WGPUJNLMDenoiser.js.map +1 -1
  105. package/lib/renderer/WGPUPhotonMap.d.ts +37 -0
  106. package/lib/renderer/WGPUPhotonMap.js +191 -0
  107. package/lib/renderer/WGPUPhotonMap.js.map +1 -0
  108. package/lib/renderer/WGPURayTraceOutput.d.ts +13 -1
  109. package/lib/renderer/WGPURayTraceOutput.js +132 -29
  110. package/lib/renderer/WGPURayTraceOutput.js.map +1 -1
  111. package/lib/renderer/WGPURayTracePass.d.ts +83 -56
  112. package/lib/renderer/WGPURayTracePass.js +884 -837
  113. package/lib/renderer/WGPURayTracePass.js.map +1 -1
  114. package/lib/renderer/WGPURenderingPipeline.d.ts +5 -3
  115. package/lib/renderer/WGPURenderingPipeline.js +297 -82
  116. package/lib/renderer/WGPURenderingPipeline.js.map +1 -1
  117. package/lib/renderer/WGPUShaderCache.d.ts +2 -2
  118. package/lib/renderer/WGPUShaderCache.js +10 -5
  119. package/lib/renderer/WGPUShaderCache.js.map +1 -1
  120. package/lib/renderer/WGPUShaderCapabilities.d.ts +10 -0
  121. package/lib/renderer/WGPUShaderCapabilities.js +54 -0
  122. package/lib/renderer/WGPUShaderCapabilities.js.map +1 -0
  123. package/lib/renderer/WGPUSkyBaker.d.ts +13 -0
  124. package/lib/renderer/WGPUSkyBaker.js +85 -0
  125. package/lib/renderer/WGPUSkyBaker.js.map +1 -0
  126. package/lib/renderer/WebGLAov.d.ts +41 -0
  127. package/lib/renderer/WebGLAov.js +106 -0
  128. package/lib/renderer/WebGLAov.js.map +1 -0
  129. package/lib/renderer/WebGLFullQuadPass.d.ts +7 -4
  130. package/lib/renderer/WebGLFullQuadPass.js +22 -2
  131. package/lib/renderer/WebGLFullQuadPass.js.map +1 -1
  132. package/lib/renderer/WebGLJNLMDenoiser.d.ts +1 -1
  133. package/lib/renderer/WebGLJNLMDenoiser.js +83 -74
  134. package/lib/renderer/WebGLJNLMDenoiser.js.map +1 -1
  135. package/lib/renderer/WebGLRayTraceOutputPass.js +7 -4
  136. package/lib/renderer/WebGLRayTraceOutputPass.js.map +1 -1
  137. package/lib/renderer/WebGLRayTracePass.d.ts +18 -3
  138. package/lib/renderer/WebGLRayTracePass.js +121 -9
  139. package/lib/renderer/WebGLRayTracePass.js.map +1 -1
  140. package/lib/renderer/WebGLRenderingPipeline.js +126 -22
  141. package/lib/renderer/WebGLRenderingPipeline.js.map +1 -1
  142. package/lib/renderer/WebGLSkyBaker.d.ts +39 -0
  143. package/lib/renderer/WebGLSkyBaker.js +422 -0
  144. package/lib/renderer/WebGLSkyBaker.js.map +1 -0
  145. package/lib/renderer/WebGLSkySource.d.ts +9 -0
  146. package/lib/renderer/WebGLSkySource.js +28 -0
  147. package/lib/renderer/WebGLSkySource.js.map +1 -0
  148. package/lib/renderer/accumulationTarget.d.ts +6 -0
  149. package/lib/renderer/accumulationTarget.js.map +1 -1
  150. package/lib/renderer/aov.d.ts +42 -0
  151. package/lib/renderer/aov.js +50 -0
  152. package/lib/renderer/aov.js.map +1 -0
  153. package/lib/renderer/aovDisplay.d.ts +14 -0
  154. package/lib/renderer/aovDisplay.js +32 -0
  155. package/lib/renderer/aovDisplay.js.map +1 -0
  156. package/lib/renderer/aovScene.d.ts +21 -0
  157. package/lib/renderer/aovScene.js +139 -0
  158. package/lib/renderer/aovScene.js.map +1 -0
  159. package/lib/renderer/binnedSahBvh.js +2 -1
  160. package/lib/renderer/binnedSahBvh.js.map +1 -1
  161. package/lib/renderer/bvhAccel.d.ts +20 -10
  162. package/lib/renderer/bvhAccel.js +168 -58
  163. package/lib/renderer/bvhAccel.js.map +1 -1
  164. package/lib/renderer/bvhWorkerBuild.d.ts +1 -0
  165. package/lib/renderer/cameraSnapshot.js +2 -1
  166. package/lib/renderer/cameraSnapshot.js.map +1 -1
  167. package/lib/renderer/cameraUniform.d.ts +2 -0
  168. package/lib/renderer/cameraUniform.js +12 -0
  169. package/lib/renderer/cameraUniform.js.map +1 -0
  170. package/lib/renderer/causticDiagnostics.d.ts +31 -0
  171. package/lib/renderer/causticDiagnostics.js +5 -0
  172. package/lib/renderer/causticDiagnostics.js.map +1 -0
  173. package/lib/renderer/causticEmission.d.ts +10 -0
  174. package/lib/renderer/causticEmission.js +40 -0
  175. package/lib/renderer/causticEmission.js.map +1 -0
  176. package/lib/renderer/causticUniform.d.ts +12 -0
  177. package/lib/renderer/causticUniform.js +22 -0
  178. package/lib/renderer/causticUniform.js.map +1 -0
  179. package/lib/renderer/caustics.d.ts +16 -0
  180. package/lib/renderer/caustics.js +93 -0
  181. package/lib/renderer/caustics.js.map +1 -0
  182. package/lib/renderer/committedScene.js +4 -0
  183. package/lib/renderer/committedScene.js.map +1 -1
  184. package/lib/renderer/denoiser.d.ts +3 -11
  185. package/lib/renderer/denoiser.js.map +1 -1
  186. package/lib/renderer/depthQuery.js +4 -1
  187. package/lib/renderer/depthQuery.js.map +1 -1
  188. package/lib/renderer/displacementPreparation.d.ts +11 -0
  189. package/lib/renderer/displacementPreparation.js +351 -0
  190. package/lib/renderer/displacementPreparation.js.map +1 -0
  191. package/lib/renderer/displacementRange.d.ts +1 -0
  192. package/lib/renderer/displacementRange.js +9 -0
  193. package/lib/renderer/displacementRange.js.map +1 -0
  194. package/lib/renderer/displayParityDiagnostics.d.ts +11 -0
  195. package/lib/renderer/displayParityDiagnostics.js +2 -0
  196. package/lib/renderer/displayParityDiagnostics.js.map +1 -0
  197. package/lib/renderer/envMapCreation.d.ts +9 -8
  198. package/lib/renderer/envMapCreation.js +36 -12
  199. package/lib/renderer/envMapCreation.js.map +1 -1
  200. package/lib/renderer/envMapDistribution.d.ts +12 -2
  201. package/lib/renderer/envMapDistribution.js +43 -34
  202. package/lib/renderer/envMapDistribution.js.map +1 -1
  203. package/lib/renderer/geometryBvhBounds.d.ts +4 -0
  204. package/lib/renderer/geometryBvhBounds.js +82 -0
  205. package/lib/renderer/geometryBvhBounds.js.map +1 -0
  206. package/lib/renderer/geometryUpdateState.d.ts +32 -0
  207. package/lib/renderer/geometryUpdateState.js +2 -0
  208. package/lib/renderer/geometryUpdateState.js.map +1 -0
  209. package/lib/renderer/geometryUpdates.d.ts +17 -9
  210. package/lib/renderer/geometryUpdates.js +92 -33
  211. package/lib/renderer/geometryUpdates.js.map +1 -1
  212. package/lib/renderer/glsl/aovDisplay.frag.d.ts +3 -0
  213. package/lib/renderer/glsl/aovDisplay.frag.js +54 -0
  214. package/lib/renderer/glsl/aovDisplay.frag.js.map +1 -0
  215. package/lib/renderer/glsl/aovReflectance.glsl.d.ts +2 -0
  216. package/lib/renderer/glsl/aovReflectance.glsl.js +87 -0
  217. package/lib/renderer/glsl/aovReflectance.glsl.js.map +1 -0
  218. package/lib/renderer/glsl/aovReflectanceSamples.glsl.d.ts +2 -0
  219. package/lib/renderer/glsl/aovReflectanceSamples.glsl.js +135 -0
  220. package/lib/renderer/glsl/aovReflectanceSamples.glsl.js.map +1 -0
  221. package/lib/renderer/glsl/aovTrace.frag.d.ts +2 -0
  222. package/lib/renderer/glsl/aovTrace.frag.js +121 -0
  223. package/lib/renderer/glsl/aovTrace.frag.js.map +1 -0
  224. package/lib/renderer/glsl/chunks/cameraRay.glsl.js +12 -12
  225. package/lib/renderer/glsl/chunks/emissiveLight.glsl.d.ts +2 -0
  226. package/lib/renderer/glsl/chunks/emissiveLight.glsl.js +35 -0
  227. package/lib/renderer/glsl/chunks/emissiveLight.glsl.js.map +1 -0
  228. package/lib/renderer/glsl/chunks/envMap.glsl.js +73 -67
  229. package/lib/renderer/glsl/chunks/envMap.glsl.js.map +1 -1
  230. package/lib/renderer/glsl/chunks/intersect.glsl.js +432 -434
  231. package/lib/renderer/glsl/chunks/intersect.glsl.js.map +1 -1
  232. package/lib/renderer/glsl/chunks/materialBuffer.glsl.d.ts +1 -0
  233. package/lib/renderer/glsl/chunks/materialBuffer.glsl.js +160 -157
  234. package/lib/renderer/glsl/chunks/materialBuffer.glsl.js.map +1 -1
  235. package/lib/renderer/glsl/chunks/openPbrBsdf.glsl.js +802 -802
  236. package/lib/renderer/glsl/chunks/rand.glsl.js +3 -3
  237. package/lib/renderer/glsl/chunks/random.glsl.js +6 -6
  238. package/lib/renderer/glsl/chunks/rayTraceCore.glsl.d.ts +1 -0
  239. package/lib/renderer/glsl/chunks/rayTraceCore.glsl.js +72 -67
  240. package/lib/renderer/glsl/chunks/rayTraceCore.glsl.js.map +1 -1
  241. package/lib/renderer/glsl/chunks/sampleLight.glsl.js +94 -76
  242. package/lib/renderer/glsl/chunks/sampleLight.glsl.js.map +1 -1
  243. package/lib/renderer/glsl/chunks/sampleMaterial.glsl.d.ts +1 -0
  244. package/lib/renderer/glsl/chunks/sampleMaterial.glsl.js +143 -120
  245. package/lib/renderer/glsl/chunks/sampleMaterial.glsl.js.map +1 -1
  246. package/lib/renderer/glsl/chunks/sampleShadowCatcher.glsl.js +21 -18
  247. package/lib/renderer/glsl/chunks/sampleShadowCatcher.glsl.js.map +1 -1
  248. package/lib/renderer/glsl/chunks/sampling.glsl.js +91 -94
  249. package/lib/renderer/glsl/chunks/sampling.glsl.js.map +1 -1
  250. package/lib/renderer/glsl/chunks/sobol.glsl.js +79 -79
  251. package/lib/renderer/glsl/chunks/textureLinear.glsl.js +5 -5
  252. package/lib/renderer/glsl/chunks/uvProjection.glsl.js +12 -12
  253. package/lib/renderer/glsl/chunks/uvProjection.glsl.js.map +1 -1
  254. package/lib/renderer/glsl/depthQuery.frag.js +7 -7
  255. package/lib/renderer/glsl/normalizeRayTraceOutput.frag.js +17 -9
  256. package/lib/renderer/glsl/normalizeRayTraceOutput.frag.js.map +1 -1
  257. package/lib/renderer/glsl/rayTrace.frag.d.ts +1 -1
  258. package/lib/renderer/glsl/rayTrace.frag.js +271 -248
  259. package/lib/renderer/glsl/rayTrace.frag.js.map +1 -1
  260. package/lib/renderer/glsl/shadowCatcher.frag.js +37 -32
  261. package/lib/renderer/glsl/shadowCatcher.frag.js.map +1 -1
  262. package/lib/renderer/glsl/webglPipeline.frag.js +65 -60
  263. package/lib/renderer/glsl/webglPipeline.frag.js.map +1 -1
  264. package/lib/renderer/lightConstants.d.ts +10 -0
  265. package/lib/renderer/lightConstants.js +11 -0
  266. package/lib/renderer/lightConstants.js.map +1 -0
  267. package/lib/renderer/lightCore.d.ts +12 -0
  268. package/lib/renderer/lightCore.js +13 -0
  269. package/lib/renderer/lightCore.js.map +1 -0
  270. package/lib/renderer/lightSampling.d.ts +22 -18
  271. package/lib/renderer/lightSampling.js +135 -62
  272. package/lib/renderer/lightSampling.js.map +1 -1
  273. package/lib/renderer/lightsData.d.ts +21 -0
  274. package/lib/renderer/lightsData.js +192 -0
  275. package/lib/renderer/lightsData.js.map +1 -0
  276. package/lib/renderer/lightsUtil.d.ts +3 -26
  277. package/lib/renderer/lightsUtil.js +3 -153
  278. package/lib/renderer/lightsUtil.js.map +1 -1
  279. package/lib/renderer/materialBufferData.d.ts +70 -0
  280. package/lib/renderer/materialBufferData.js +2 -0
  281. package/lib/renderer/materialBufferData.js.map +1 -0
  282. package/lib/renderer/materialConstants.d.ts +11 -0
  283. package/lib/renderer/materialConstants.js +11 -0
  284. package/lib/renderer/materialConstants.js.map +1 -1
  285. package/lib/renderer/materialCore.d.ts +8 -0
  286. package/lib/renderer/materialCore.js +9 -0
  287. package/lib/renderer/materialCore.js.map +1 -0
  288. package/lib/renderer/materialEmission.d.ts +2 -2
  289. package/lib/renderer/materialEmission.js +3 -3
  290. package/lib/renderer/materialEmission.js.map +1 -1
  291. package/lib/renderer/materialLayout.d.ts +2 -101
  292. package/lib/renderer/materialLayout.js +110 -172
  293. package/lib/renderer/materialLayout.js.map +1 -1
  294. package/lib/renderer/materialLayoutSchema.d.ts +26 -0
  295. package/lib/renderer/materialLayoutSchema.js +172 -0
  296. package/lib/renderer/materialLayoutSchema.js.map +1 -0
  297. package/lib/renderer/materialParams.d.ts +69 -0
  298. package/lib/renderer/materialParams.js +272 -0
  299. package/lib/renderer/materialParams.js.map +1 -0
  300. package/lib/renderer/materialTextureSlots.d.ts +14 -324
  301. package/lib/renderer/materialTextureSlots.js +21 -8
  302. package/lib/renderer/materialTextureSlots.js.map +1 -1
  303. package/lib/renderer/materialTextures.d.ts +6 -0
  304. package/lib/renderer/{texturesFromMaterials.js → materialTextures.js} +1 -2
  305. package/lib/renderer/materialTextures.js.map +1 -0
  306. package/lib/renderer/mergeMeshesToGeometry.js +6 -147
  307. package/lib/renderer/mergeMeshesToGeometry.js.map +1 -1
  308. package/lib/renderer/meshInstances.d.ts +4 -21
  309. package/lib/renderer/meshInstances.js +10 -56
  310. package/lib/renderer/meshInstances.js.map +1 -1
  311. package/lib/renderer/oidnNetwork.d.ts +2 -2
  312. package/lib/renderer/oidnNetwork.js +1 -1
  313. package/lib/renderer/oidnNetwork.js.map +1 -1
  314. package/lib/renderer/openPbrEnergyLut.js +850 -846
  315. package/lib/renderer/openPbrEnergyLut.js.map +1 -1
  316. package/lib/renderer/ownedDenoiser.d.ts +9 -0
  317. package/lib/renderer/ownedDenoiser.js +2 -0
  318. package/lib/renderer/ownedDenoiser.js.map +1 -0
  319. package/lib/renderer/packedMeshInstances.d.ts +23 -0
  320. package/lib/renderer/packedMeshInstances.js +80 -0
  321. package/lib/renderer/packedMeshInstances.js.map +1 -0
  322. package/lib/renderer/prepareMeshBVH.d.ts +12 -47
  323. package/lib/renderer/prepareMeshBVH.js +21 -642
  324. package/lib/renderer/prepareMeshBVH.js.map +1 -1
  325. package/lib/renderer/proceduralEnvironmentPower.d.ts +3 -0
  326. package/lib/renderer/proceduralEnvironmentPower.js +8 -0
  327. package/lib/renderer/proceduralEnvironmentPower.js.map +1 -0
  328. package/lib/renderer/progressiveScheduler.d.ts +1 -0
  329. package/lib/renderer/progressiveScheduler.js +7 -3
  330. package/lib/renderer/progressiveScheduler.js.map +1 -1
  331. package/lib/renderer/renderPipeline.d.ts +4 -1
  332. package/lib/renderer/renderPipeline.js.map +1 -1
  333. package/lib/renderer/renderingLimits.d.ts +9 -0
  334. package/lib/renderer/renderingLimits.js +18 -0
  335. package/lib/renderer/renderingLimits.js.map +1 -0
  336. package/lib/renderer/researchTransport.d.ts +31 -0
  337. package/lib/renderer/researchTransport.js +5 -0
  338. package/lib/renderer/researchTransport.js.map +1 -0
  339. package/lib/renderer/sceneAssembly.d.ts +73 -0
  340. package/lib/renderer/sceneAssembly.js +109 -0
  341. package/lib/renderer/sceneAssembly.js.map +1 -0
  342. package/lib/renderer/sceneChangeCore.d.ts +39 -0
  343. package/lib/renderer/sceneChangeCore.js +307 -0
  344. package/lib/renderer/sceneChangeCore.js.map +1 -0
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{ vec3 } from '../math.js';\nimport Geometry, { Attribute } from '../scene/Geometry.js';\nimport { generateVertexNormals, updateBoundingBox } from './geometry.js';\n\n/** Unit sphere (radius 1) centered at the origin, with normals and UVs. */\nexport function createSphereGeometry(\n phiSegments: number = 40,\n thetaSegments: number = 20,\n\n phiStart = 0,\n phiLength = Math.PI * 2,\n thetaStart = 0,\n thetaLength = Math.PI\n) {\n const positions: number[] = [];\n const uvs: number[] = [];\n const normals: number[] = [];\n const faces: number[] = [];\n\n const radius = 1;\n const divider = 1 / radius;\n for (let j = 0; j <= thetaSegments; j++) {\n for (let i = 0; i <= phiSegments; i++) {\n const u = i / phiSegments;\n const v = j / thetaSegments;\n\n // X axis is inverted so texture can be mapped from left to right\n const x =\n -radius *\n Math.cos(phiStart + u * phiLength) *\n Math.sin(thetaStart + v * thetaLength);\n const y = radius * Math.cos(thetaStart + v * thetaLength);\n const z =\n radius *\n Math.sin(phiStart + u * phiLength) *\n Math.sin(thetaStart + v * thetaLength);\n\n positions.push(x, y, z);\n uvs.push(u, v);\n normals.push(x * divider, y * divider, z * divider);\n }\n }\n\n let i1, i2, i3, i4;\n\n const len = phiSegments + 1;\n\n let n = 0;\n for (let j = 0; j < thetaSegments; j++) {\n for (let i = 0; i < phiSegments; i++) {\n i2 = j * len + i;\n i1 = j * len + i + 1;\n i4 = (j + 1) * len + i + 1;\n i3 = (j + 1) * len + i;\n\n faces[n++] = i1;\n faces[n++] = i2;\n faces[n++] = i4;\n\n faces[n++] = i2;\n faces[n++] = i3;\n faces[n++] = i4;\n }\n }\n const geo = new Geometry({\n uv: new Attribute(new Float32Array(uvs), 2),\n position: new Attribute(new Float32Array(positions), 3),\n normal: new Attribute(new Float32Array(normals), 3),\n indices: new Attribute(new Uint32Array(faces), 1)\n });\n vec3.set(geo.boundingBox.min, -1, -1, -1);\n vec3.set(geo.boundingBox.max, 1, 1, 1);\n return geo;\n}\n\n/**\n * 2x2 plane centered at the origin. `horizontal` lies in XZ facing +Y,\n * `vertical` lies in XY facing +Z.\n */\nexport function createPlaneGeometry(\n widthSegments = 1,\n heightSegments = 1,\n orient: 'horizontal' | 'vertical' = 'horizontal'\n) {\n const positions: number[] = [];\n const uvs: number[] = [];\n const normals: number[] = [];\n const faces: number[] = [];\n const isVertical = orient === 'vertical';\n\n for (let y = 0; y <= heightSegments; y++) {\n const t = y / heightSegments;\n for (let x = 0; x <= widthSegments; x++) {\n const s = x / widthSegments;\n\n if (isVertical) {\n positions.push(2 * s - 1, 2 * t - 1, 0);\n if (normals) {\n normals.push(0, 0, 1);\n }\n } else {\n positions.push(2 * t - 1, 0, 2 * s - 1);\n if (normals) {\n normals.push(0, 1, 0);\n }\n }\n if (uvs) {\n uvs.push(s, t);\n }\n if (x < widthSegments && y < heightSegments) {\n const i = x + y * (widthSegments + 1);\n faces.push(i, i + 1, i + widthSegments + 1);\n faces.push(i + widthSegments + 1, i + 1, i + widthSegments + 2);\n }\n }\n }\n\n const geo = new Geometry({\n uv: new Attribute(new Float32Array(uvs), 2),\n position: new Attribute(new Float32Array(positions), 3),\n normal: new Attribute(new Float32Array(normals), 3),\n indices: new Attribute(new Uint32Array(faces), 1)\n });\n\n if (isVertical) {\n vec3.set(geo.boundingBox.min, -1, -1, 0);\n vec3.set(geo.boundingBox.max, 1, 1, 0);\n } else {\n vec3.set(geo.boundingBox.min, -1, 0, -1);\n vec3.set(geo.boundingBox.max, 1, 0, 1);\n }\n return geo;\n}\n\n/** 2x2x2 cube centered at the origin. */\nexport function createCubeGeometry(\n widthSegments: number = 1,\n heightSegments: number = 1,\n depthSegments: number = 1\n) {\n const faces: number[] = [];\n const positions: number[] = [];\n const normals: number[] = [];\n const uvs: number[] = [];\n\n // helper variables\n\n let offset = 0;\n\n const w = 1;\n const h = 1;\n const d = 1;\n\n // build each side of the box geometry\n\n buildPlane(2, 1, 0, -1, -1, d, h, w, depthSegments, heightSegments); // px\n buildPlane(2, 1, 0, 1, -1, d, h, -w, depthSegments, heightSegments); // nx\n buildPlane(0, 2, 1, 1, 1, w, d, h, widthSegments, depthSegments); // py\n buildPlane(0, 2, 1, 1, -1, w, d, -h, widthSegments, depthSegments); // ny\n buildPlane(0, 1, 2, 1, -1, w, h, d, widthSegments, heightSegments); // pz\n buildPlane(0, 1, 2, -1, -1, w, h, -d, widthSegments, heightSegments); // nz\n\n // build geometry\n\n function buildPlane(\n u: 0 | 1 | 2,\n v: 0 | 1 | 2,\n w: 0 | 1 | 2,\n udir: number,\n vdir: number,\n width: number,\n height: number,\n depth: number,\n gridX: number,\n gridY: number\n ) {\n const segmentWidth = width / gridX;\n const segmentHeight = height / gridY;\n\n const widthHalf = width / 2;\n const heightHalf = height / 2;\n const depthHalf = depth / 2;\n\n const gridX1 = gridX + 1;\n const gridY1 = gridY + 1;\n\n let vertexCounter = 0;\n\n const vector = vec3.create();\n\n // generate positions, normals and uvs\n\n for (let iy = 0; iy < gridY1; iy++) {\n const y = iy * segmentHeight - heightHalf;\n\n for (let ix = 0; ix < gridX1; ix++) {\n const x = ix * segmentWidth - widthHalf;\n\n vector[u] = x * udir;\n vector[v] = y * vdir;\n vector[w] = depthHalf;\n\n positions.push(vector[0], vector[1], vector[2]);\n\n vector[u] = 0;\n vector[v] = 0;\n vector[w] = depth > 0 ? 1 : -1;\n\n normals.push(vector[0], vector[1], vector[2]);\n\n uvs.push(ix / gridX);\n uvs.push(1 - iy / gridY);\n\n vertexCounter += 1;\n }\n }\n\n // indices\n\n // 1. you need three indices to draw a single face\n // 2. a single segment consists of two faces\n // 3. so we need to generate six (2*3) indices per segment\n\n for (let iy = 0; iy < gridY; iy++) {\n for (let ix = 0; ix < gridX; ix++) {\n const a = offset + ix + gridX1 * iy;\n const b = offset + ix + gridX1 * (iy + 1);\n const c = offset + (ix + 1) + gridX1 * (iy + 1);\n const d = offset + (ix + 1) + gridX1 * iy;\n\n // faces\n faces.push(a, b, d);\n faces.push(b, c, d);\n }\n }\n\n offset += vertexCounter;\n }\n\n const geo = new Geometry({\n uv: new Attribute(new Float32Array(uvs), 2),\n position: new Attribute(new Float32Array(positions), 3),\n normal: new Attribute(new Float32Array(normals), 3),\n indices: new Attribute(new Uint32Array(faces), 1)\n });\n vec3.set(geo.boundingBox.min, -1, -1, -1);\n vec3.set(geo.boundingBox.max, 1, 1, 1);\n return geo;\n}\n\n/**\n * Studio backdrop (\"infinity cove\"): a floor that curves up into a back wall.\n * `curveSize` is the fraction of the profile taken by the bend.\n */\nexport function createCurvePlaneGeometry(curveSize = 0.2) {\n const faces = [];\n const positions = [];\n // Set width segments to 1 may have weired bands in ray tracing.\n const widthSegments = 5;\n const heightSegments = 200;\n const texcoords = [];\n const curveRadius = (curveSize / Math.PI) * 2;\n const planeSize = (1 - curveSize) / 2;\n\n let mm = 0;\n for (let m = 0; m <= heightSegments; m++) {\n // TODO t is stretched\n let y, z;\n let t = m / heightSegments;\n\n // Skip the plane part to reduce the number of vertices.\n if (\n (t > 0 && t <= planeSize - 1 / heightSegments) ||\n (t >= planeSize + curveSize + 1 / heightSegments && t < 1)\n ) {\n continue;\n }\n\n if (t <= planeSize) {\n y = 0;\n z = curveRadius + planeSize - t;\n } else if (t >= planeSize + curveSize) {\n y = t - planeSize - curveSize + curveRadius;\n z = 0;\n } else {\n const rad = (((t - planeSize) / curveSize) * Math.PI) / 2;\n y = (1 - Math.cos(rad)) * curveRadius;\n z = (1 - Math.sin(rad)) * curveRadius;\n }\n\n for (let n = 0; n <= widthSegments; n++) {\n const s = n / widthSegments;\n const x = 2 * s - 1;\n positions.push([x, y * 2, z * 2]);\n texcoords.push([s, t]);\n if (n < widthSegments && m < heightSegments) {\n const i = n + mm * (widthSegments + 1);\n faces.push([i, i + 1, i + widthSegments + 1]);\n faces.push([i + widthSegments + 1, i + 1, i + widthSegments + 2]);\n }\n }\n mm++;\n }\n const geo = new Geometry({\n uv: new Attribute(new Float32Array(texcoords.flat()), 2),\n position: new Attribute(new Float32Array(positions.flat()), 3),\n indices: new Attribute(new Uint32Array(faces.flat()), 1)\n });\n updateBoundingBox(geo);\n generateVertexNormals(geo);\n return geo;\n}\n"]}
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{ vec3 } from '../math.js';\nimport Geometry, { Attribute } from '../scene/Geometry.js';\nimport { generateVertexNormals, updateBoundingBox } from './geometry.js';\n\n/** Unit sphere (radius 1) centered at the origin, with normals and UVs. */\nexport function createSphereGeometry(\n phiSegments: number = 40,\n thetaSegments: number = 20,\n\n phiStart = 0,\n phiLength = Math.PI * 2,\n thetaStart = 0,\n thetaLength = Math.PI\n) {\n const positions: number[] = [];\n const uvs: number[] = [];\n const normals: number[] = [];\n const faces: number[] = [];\n\n const radius = 1;\n const divider = 1 / radius;\n for (let j = 0; j <= thetaSegments; j++) {\n for (let i = 0; i <= phiSegments; i++) {\n const u = i / phiSegments;\n const v = j / thetaSegments;\n\n // X axis is inverted so texture can be mapped from left to right\n const x =\n -radius *\n Math.cos(phiStart + u * phiLength) *\n Math.sin(thetaStart + v * thetaLength);\n const y = radius * Math.cos(thetaStart + v * thetaLength);\n const z =\n radius *\n Math.sin(phiStart + u * phiLength) *\n Math.sin(thetaStart + v * thetaLength);\n\n positions.push(x, y, z);\n uvs.push(u, v);\n normals.push(x * divider, y * divider, z * divider);\n }\n }\n\n let i1, i2, i3, i4;\n\n const len = phiSegments + 1;\n\n let n = 0;\n for (let j = 0; j < thetaSegments; j++) {\n for (let i = 0; i < phiSegments; i++) {\n i2 = j * len + i;\n i1 = j * len + i + 1;\n i4 = (j + 1) * len + i + 1;\n i3 = (j + 1) * len + i;\n\n faces[n++] = i1;\n faces[n++] = i2;\n faces[n++] = i4;\n\n faces[n++] = i2;\n faces[n++] = i3;\n faces[n++] = i4;\n }\n }\n const geo = new Geometry({\n uv: new Attribute(new Float32Array(uvs), 2),\n position: new Attribute(new Float32Array(positions), 3),\n normal: new Attribute(new Float32Array(normals), 3),\n indices: new Attribute(new Uint32Array(faces), 1)\n });\n vec3.set(geo.boundingBox.min, -1, -1, -1);\n vec3.set(geo.boundingBox.max, 1, 1, 1);\n return geo;\n}\n\n/**\n * 2x2 plane centered at the origin. `horizontal` lies in XZ facing +Y,\n * `vertical` lies in XY facing +Z.\n */\nexport function createPlaneGeometry(\n widthSegments = 1,\n heightSegments = 1,\n orient: 'horizontal' | 'vertical' = 'horizontal'\n) {\n const positions: number[] = [];\n const uvs: number[] = [];\n const normals: number[] = [];\n const faces: number[] = [];\n const isVertical = orient === 'vertical';\n\n for (let y = 0; y <= heightSegments; y++) {\n const t = y / heightSegments;\n for (let x = 0; x <= widthSegments; x++) {\n const s = x / widthSegments;\n\n if (isVertical) {\n positions.push(2 * s - 1, 2 * t - 1, 0);\n if (normals) {\n normals.push(0, 0, 1);\n }\n } else {\n positions.push(2 * t - 1, 0, 2 * s - 1);\n if (normals) {\n normals.push(0, 1, 0);\n }\n }\n if (uvs) {\n uvs.push(s, t);\n }\n if (x < widthSegments && y < heightSegments) {\n const i = x + y * (widthSegments + 1);\n faces.push(i, i + 1, i + widthSegments + 1);\n faces.push(i + widthSegments + 1, i + 1, i + widthSegments + 2);\n }\n }\n }\n\n const geo = new Geometry({\n uv: new Attribute(new Float32Array(uvs), 2),\n position: new Attribute(new Float32Array(positions), 3),\n normal: new Attribute(new Float32Array(normals), 3),\n indices: new Attribute(new Uint32Array(faces), 1)\n });\n\n if (isVertical) {\n vec3.set(geo.boundingBox.min, -1, -1, 0);\n vec3.set(geo.boundingBox.max, 1, 1, 0);\n } else {\n vec3.set(geo.boundingBox.min, -1, 0, -1);\n vec3.set(geo.boundingBox.max, 1, 0, 1);\n }\n return geo;\n}\n\n/** 2x2x2 cube centered at the origin. */\nexport function createCubeGeometry(\n widthSegments: number = 1,\n heightSegments: number = 1,\n depthSegments: number = 1\n) {\n const faces: number[] = [];\n const positions: number[] = [];\n const normals: number[] = [];\n const uvs: number[] = [];\n\n // helper variables\n\n let offset = 0;\n\n const w = 1;\n const h = 1;\n const d = 1;\n\n // build each side of the box geometry\n\n buildPlane(2, 1, 0, -1, -1, d, h, w, depthSegments, heightSegments); // px\n buildPlane(2, 1, 0, 1, -1, d, h, -w, depthSegments, heightSegments); // nx\n buildPlane(0, 2, 1, 1, 1, w, d, h, widthSegments, depthSegments); // py\n buildPlane(0, 2, 1, 1, -1, w, d, -h, widthSegments, depthSegments); // ny\n buildPlane(0, 1, 2, 1, -1, w, h, d, widthSegments, heightSegments); // pz\n buildPlane(0, 1, 2, -1, -1, w, h, -d, widthSegments, heightSegments); // nz\n\n // build geometry\n\n function buildPlane(\n u: 0 | 1 | 2,\n v: 0 | 1 | 2,\n w: 0 | 1 | 2,\n udir: number,\n vdir: number,\n width: number,\n height: number,\n depth: number,\n gridX: number,\n gridY: number\n ) {\n const segmentWidth = width / gridX;\n const segmentHeight = height / gridY;\n\n const widthHalf = width / 2;\n const heightHalf = height / 2;\n const depthHalf = depth / 2;\n\n const gridX1 = gridX + 1;\n const gridY1 = gridY + 1;\n\n let vertexCounter = 0;\n\n const vector = vec3.create();\n\n // generate positions, normals and uvs\n\n for (let iy = 0; iy < gridY1; iy++) {\n const y = iy * segmentHeight - heightHalf;\n\n for (let ix = 0; ix < gridX1; ix++) {\n const x = ix * segmentWidth - widthHalf;\n\n vector[u] = x * udir;\n vector[v] = y * vdir;\n vector[w] = depthHalf;\n\n positions.push(vector[0], vector[1], vector[2]);\n\n vector[u] = 0;\n vector[v] = 0;\n vector[w] = depth > 0 ? 1 : -1;\n\n normals.push(vector[0], vector[1], vector[2]);\n\n uvs.push(ix / gridX);\n uvs.push(1 - iy / gridY);\n\n vertexCounter += 1;\n }\n }\n\n // indices\n\n // 1. you need three indices to draw a single face\n // 2. a single segment consists of two faces\n // 3. so we need to generate six (2*3) indices per segment\n\n for (let iy = 0; iy < gridY; iy++) {\n for (let ix = 0; ix < gridX; ix++) {\n const a = offset + ix + gridX1 * iy;\n const b = offset + ix + gridX1 * (iy + 1);\n const c = offset + (ix + 1) + gridX1 * (iy + 1);\n const d = offset + (ix + 1) + gridX1 * iy;\n\n // faces\n faces.push(a, b, d);\n faces.push(b, c, d);\n }\n }\n\n offset += vertexCounter;\n }\n\n const geo = new Geometry({\n uv: new Attribute(new Float32Array(uvs), 2),\n position: new Attribute(new Float32Array(positions), 3),\n normal: new Attribute(new Float32Array(normals), 3),\n indices: new Attribute(new Uint32Array(faces), 1)\n });\n vec3.set(geo.boundingBox.min, -1, -1, -1);\n vec3.set(geo.boundingBox.max, 1, 1, 1);\n return geo;\n}\n\n/**\n * Studio backdrop (\"infinity cove\"): a floor that curves up into a back wall.\n * `curveSize` is the fraction of the profile taken by the bend.\n */\nexport function createCurvePlaneGeometry(curveSize = 0.2) {\n const faces: number[] = [];\n const positions: number[] = [];\n // Set width segments to 1 may have weired bands in ray tracing.\n const widthSegments = 5;\n const heightSegments = 200;\n const texcoords: number[] = [];\n const curveRadius = (curveSize / Math.PI) * 2;\n const planeSize = (1 - curveSize) / 2;\n\n let mm = 0;\n for (let m = 0; m <= heightSegments; m++) {\n // TODO t is stretched\n let y, z;\n let t = m / heightSegments;\n\n // Skip the plane part to reduce the number of vertices.\n if (\n (t > 0 && t <= planeSize - 1 / heightSegments) ||\n (t >= planeSize + curveSize + 1 / heightSegments && t < 1)\n ) {\n continue;\n }\n\n if (t <= planeSize) {\n y = 0;\n z = curveRadius + planeSize - t;\n } else if (t >= planeSize + curveSize) {\n y = t - planeSize - curveSize + curveRadius;\n z = 0;\n } else {\n const rad = (((t - planeSize) / curveSize) * Math.PI) / 2;\n y = (1 - Math.cos(rad)) * curveRadius;\n z = (1 - Math.sin(rad)) * curveRadius;\n }\n\n for (let n = 0; n <= widthSegments; n++) {\n const s = n / widthSegments;\n const x = 2 * s - 1;\n positions.push(x, y * 2, z * 2);\n texcoords.push(s, t);\n if (n < widthSegments && m < heightSegments) {\n const i = n + mm * (widthSegments + 1);\n faces.push(i, i + 1, i + widthSegments + 1);\n faces.push(i + widthSegments + 1, i + 1, i + widthSegments + 2);\n }\n }\n mm++;\n }\n const geo = new Geometry({\n uv: new Attribute(new Float32Array(texcoords), 2),\n position: new Attribute(new Float32Array(positions), 3),\n indices: new Attribute(new Uint32Array(faces), 1)\n });\n updateBoundingBox(geo);\n generateVertexNormals(geo);\n return geo;\n}\n"]}
@@ -4,10 +4,13 @@ import type Engine from '../Engine.js';
4
4
  import type * as THREE from 'three';
5
5
  import Mesh from '../scene/Mesh.js';
6
6
  import OpenPBRMaterial from '../scene/OpenPBRMaterial.js';
7
+ import Texture from '../scene/Texture.js';
7
8
  import Camera from '../scene/Camera.js';
8
- import { Scene, SceneLight } from '../scene/Scene.js';
9
+ import type { Scene, SceneLight } from '../scene/Scene.js';
9
10
  /** Options for one-shot conversion and persistent Three.js synchronization. */
10
11
  export interface FromTHREESceneOptions {
12
+ /** Override scene.environment with a MuTracer equirectangular texture or ProceduralSky. Default undefined uses the Three.js environment. Intensity and rotation still use the Three.js scene values. */
13
+ environment?: Texture;
11
14
  /** Custom material conversion. Default undefined uses built-in conversion; returning null skips every mesh using this material. THREESync invokes once per source material identity/version, so the result cannot depend on a particular mesh. Returned materials are caller-owned; engine.update detects parameter edits. */
12
15
  convertMaterial?(material: THREE.Material): OpenPBRMaterial | null | undefined;
13
16
  /** Custom light conversion. Default undefined uses built-in conversion; returning null skips this light. THREESync invokes once per source light identity and numeric userData.mutracerVersion (default undefined, never rerun). Returned lights are retained by identity and remain caller-owned. */
@@ -281,7 +281,7 @@ function convertMaterial(threeMaterial, textureCache) {
281
281
  }
282
282
  const dispersion = Number(physicalMaterial.dispersion);
283
283
  material.transmissionDispersionScale = Number.isFinite(dispersion)
284
- ? Math.min(1, Math.max(0, dispersion))
284
+ ? Math.max(0, dispersion)
285
285
  : 0;
286
286
  const realtimeIridescence = physicalMaterial;
287
287
  material.thinFilmThickness = Math.min(20, Math.max(0, (realtimeIridescence.iridescenceThicknessRange?.[1] ?? 500) / 1000));
@@ -372,7 +372,7 @@ function convertMaterial(threeMaterial, textureCache) {
372
372
  material.specularColor = color(openPbr.specularColor, material.specularColor);
373
373
  material.transmissionScatter = color(openPbr.transmissionScatter, material.transmissionScatter);
374
374
  material.transmissionScatterAnisotropy = finite(openPbr.transmissionScatterAnisotropy, material.transmissionScatterAnisotropy, -0.95, 0.95);
375
- material.transmissionDispersionScale = finite(openPbr.transmissionDispersionScale, material.transmissionDispersionScale);
375
+ material.transmissionDispersionScale = finite(openPbr.transmissionDispersionScale, material.transmissionDispersionScale, 0, Infinity);
376
376
  material.transmissionDispersionAbbeNumber = finite(openPbr.transmissionDispersionAbbeNumber, material.transmissionDispersionAbbeNumber, 1, 100);
377
377
  material.subsurfaceWeight = finite(openPbr.subsurfaceWeight, material.subsurfaceWeight);
378
378
  material.subsurfaceColor = color(openPbr.subsurfaceColor, material.subsurfaceColor);
@@ -1008,16 +1008,17 @@ function convertScene(scene, options, store) {
1008
1008
  }
1009
1009
  });
1010
1010
  const threeEnvironment = scene.environment;
1011
- const environmentMap = convertDataTexture(threeEnvironment, store.equirectTextures);
1012
- const environmentLight = threeEnvironment && environmentMap
1013
- ? retainLight(store, threeEnvironment, new EnvironmentLight({ map: environmentMap, intensity: scene.environmentIntensity }))
1011
+ const environmentMap = options.environment ?? convertDataTexture(threeEnvironment, store.equirectTextures);
1012
+ const environmentSource = options.environment ?? threeEnvironment;
1013
+ const environmentLight = environmentSource && environmentMap
1014
+ ? retainLight(store, environmentSource, new EnvironmentLight({ map: environmentMap, intensity: scene.environmentIntensity }))
1014
1015
  : undefined;
1015
1016
  if (environmentLight) {
1016
1017
  environmentLight.transform = scene.matrix.clone().makeRotationFromEuler(scene.environmentRotation).elements.slice();
1017
1018
  lights.push(environmentLight);
1018
1019
  }
1019
1020
  const grounded = scene.userData.mutracerGroundedSkybox;
1020
- const groundedTexture = grounded && convertDataTexture(grounded.texture, store.equirectTextures);
1021
+ const groundedTexture = grounded && (grounded.texture instanceof Texture ? grounded.texture : convertDataTexture(grounded.texture, store.equirectTextures));
1021
1022
  const hideEnvironmentBackground = scene.userData.mutracerHiddenBackground === true;
1022
1023
  let background = hideEnvironmentBackground
1023
1024
  ? [0, 0, 0, 0]
@@ -1039,12 +1040,24 @@ function convertScene(scene, options, store) {
1039
1040
  ? environmentLight.map
1040
1041
  : convertDataTexture(scene.background, store.equirectTextures)
1041
1042
  : undefined;
1043
+ // Grounded skyboxes own their level-ground yaw and intensity; Three.js
1044
+ // backgroundRotation and backgroundIntensity apply only to the explicit
1045
+ // equirectangular background.
1046
+ const rotation = scene.backgroundRotation;
1047
+ const rotated = !!rotation && (rotation.x !== 0 || rotation.y !== 0 || rotation.z !== 0);
1048
+ const intensity = scene.backgroundIntensity ?? 1;
1049
+ if (background instanceof Texture && (rotated || intensity !== 1)) {
1050
+ background = { type: 'Equirect', map: background,
1051
+ transform: rotated ? scene.matrix.clone().makeRotationFromEuler(rotation).elements.slice() : undefined,
1052
+ intensity: intensity !== 1 ? intensity : undefined };
1053
+ }
1042
1054
  const oldBackground = store.background;
1043
1055
  if (Array.isArray(background) && Array.isArray(oldBackground) && snapshotsEqual(background, oldBackground)) {
1044
1056
  background = oldBackground;
1045
1057
  }
1046
1058
  else if (background && oldBackground && !Array.isArray(background) && !Array.isArray(oldBackground)
1047
- && !(background instanceof Texture) && !(oldBackground instanceof Texture)) {
1059
+ && !(background instanceof Texture) && !(oldBackground instanceof Texture)
1060
+ && background.type === oldBackground.type) {
1048
1061
  // Compare by values, ignoring the newly constructed wrapper's identity.
1049
1062
  if (snapshotsEqual(snapshotFields(background).slice(1), snapshotFields(oldBackground).slice(1)))
1050
1063
  background = oldBackground;