@needle-tools/three 0.154.2 → 0.160.2

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 (957) hide show
  1. package/LICENSE +21 -21
  2. package/README.md +86 -84
  3. package/build/three.cjs +53679 -51654
  4. package/build/three.module.js +53263 -51253
  5. package/build/three.module.min.js +6 -6
  6. package/examples/fonts/LICENSE +13 -13
  7. package/examples/fonts/README.md +11 -11
  8. package/examples/fonts/droid/NOTICE +190 -190
  9. package/examples/fonts/droid/README.txt +18 -18
  10. package/examples/fonts/ttf/README.md +9 -9
  11. package/examples/jsm/Addons.js +294 -0
  12. package/examples/jsm/animation/AnimationClipCreator.js +116 -116
  13. package/examples/jsm/animation/CCDIKSolver.js +482 -482
  14. package/examples/jsm/animation/MMDAnimationHelper.js +1207 -1207
  15. package/examples/jsm/animation/MMDPhysics.js +1406 -1406
  16. package/examples/jsm/cameras/CinematicCamera.js +208 -208
  17. package/examples/jsm/capabilities/WebGL.js +108 -91
  18. package/examples/jsm/capabilities/WebGPU.js +57 -53
  19. package/examples/jsm/controls/ArcballControls.js +3224 -3224
  20. package/examples/jsm/controls/DragControls.js +221 -220
  21. package/examples/jsm/controls/FirstPersonControls.js +325 -325
  22. package/examples/jsm/controls/FlyControls.js +326 -300
  23. package/examples/jsm/controls/MapControls.js +28 -28
  24. package/examples/jsm/controls/OrbitControls.js +1521 -1279
  25. package/examples/jsm/controls/PointerLockControls.js +162 -162
  26. package/examples/jsm/controls/TrackballControls.js +828 -828
  27. package/examples/jsm/controls/TransformControls.js +1573 -1557
  28. package/examples/jsm/csm/CSM.js +384 -384
  29. package/examples/jsm/csm/CSMFrustum.js +152 -152
  30. package/examples/jsm/csm/CSMHelper.js +193 -193
  31. package/examples/jsm/csm/CSMShader.js +295 -252
  32. package/examples/jsm/curves/CurveExtras.js +422 -422
  33. package/examples/jsm/curves/NURBSCurve.js +80 -80
  34. package/examples/jsm/curves/NURBSSurface.js +52 -52
  35. package/examples/jsm/curves/NURBSUtils.js +487 -487
  36. package/examples/jsm/effects/AnaglyphEffect.js +154 -154
  37. package/examples/jsm/effects/AsciiEffect.js +263 -263
  38. package/examples/jsm/effects/OutlineEffect.js +539 -539
  39. package/examples/jsm/effects/ParallaxBarrierEffect.js +119 -119
  40. package/examples/jsm/effects/PeppersGhostEffect.js +153 -153
  41. package/examples/jsm/effects/StereoEffect.js +55 -55
  42. package/examples/jsm/environments/DebugEnvironment.js +52 -52
  43. package/examples/jsm/environments/RoomEnvironment.js +148 -148
  44. package/examples/jsm/exporters/DRACOExporter.js +267 -267
  45. package/examples/jsm/exporters/EXRExporter.js +579 -501
  46. package/examples/jsm/exporters/GLTFExporter.js +3311 -3163
  47. package/examples/jsm/exporters/KTX2Exporter.js +292 -292
  48. package/examples/jsm/exporters/MMDExporter.js +217 -217
  49. package/examples/jsm/exporters/OBJExporter.js +284 -284
  50. package/examples/jsm/exporters/PLYExporter.js +528 -528
  51. package/examples/jsm/exporters/STLExporter.js +199 -199
  52. package/examples/jsm/exporters/USDZExporter.js +720 -710
  53. package/examples/jsm/geometries/BoxLineGeometry.js +69 -69
  54. package/examples/jsm/geometries/ConvexGeometry.js +53 -53
  55. package/examples/jsm/geometries/DecalGeometry.js +356 -356
  56. package/examples/jsm/geometries/InstancedPointsGeometry.js +174 -0
  57. package/examples/jsm/geometries/ParametricGeometries.js +254 -254
  58. package/examples/jsm/geometries/ParametricGeometry.js +139 -139
  59. package/examples/jsm/geometries/RoundedBoxGeometry.js +155 -155
  60. package/examples/jsm/geometries/SDFGeometryGenerator.js +144 -0
  61. package/examples/jsm/geometries/TeapotGeometry.js +704 -704
  62. package/examples/jsm/geometries/TextGeometry.js +57 -57
  63. package/examples/jsm/helpers/LightProbeHelper.js +130 -130
  64. package/examples/jsm/helpers/OctreeHelper.js +73 -73
  65. package/examples/jsm/helpers/PositionalAudioHelper.js +109 -109
  66. package/examples/jsm/helpers/RectAreaLightHelper.js +85 -85
  67. package/examples/jsm/helpers/TextureHelper.js +237 -0
  68. package/examples/jsm/helpers/VertexNormalsHelper.js +96 -96
  69. package/examples/jsm/helpers/VertexTangentsHelper.js +88 -88
  70. package/examples/jsm/helpers/ViewHelper.js +333 -333
  71. package/examples/jsm/interactive/HTMLMesh.js +572 -565
  72. package/examples/jsm/interactive/InteractiveGroup.js +116 -116
  73. package/examples/jsm/interactive/SelectionBox.js +227 -227
  74. package/examples/jsm/interactive/SelectionHelper.js +104 -97
  75. package/examples/jsm/libs/ammo.wasm.js +822 -822
  76. package/examples/jsm/libs/basis/README.md +46 -46
  77. package/examples/jsm/libs/basis/basis_transcoder.js +21 -21
  78. package/examples/jsm/libs/chevrotain.module.min.js +141 -141
  79. package/examples/jsm/libs/draco/README.md +32 -32
  80. package/examples/jsm/libs/draco/draco_decoder.js +34 -34
  81. package/examples/jsm/libs/draco/draco_encoder.js +33 -33
  82. package/examples/jsm/libs/draco/draco_wasm_wrapper.js +117 -117
  83. package/examples/jsm/libs/draco/gltf/draco_decoder.js +33 -33
  84. package/examples/jsm/libs/draco/gltf/draco_encoder.js +33 -33
  85. package/examples/jsm/libs/draco/gltf/draco_wasm_wrapper.js +116 -116
  86. package/examples/jsm/libs/ecsy.module.js +1792 -1792
  87. package/examples/jsm/libs/fflate.module.js +2474 -2474
  88. package/examples/jsm/libs/ktx-parse.module.js +1 -1
  89. package/examples/jsm/libs/lil-gui.module.min.js +8 -8
  90. package/examples/jsm/libs/lottie_canvas.module.js +14849 -14844
  91. package/examples/jsm/libs/meshopt_decoder.module.js +178 -178
  92. package/examples/jsm/libs/mikktspace.module.js +128 -128
  93. package/examples/jsm/libs/mmdparser.module.js +11530 -11530
  94. package/examples/jsm/libs/motion-controllers.module.js +397 -397
  95. package/examples/jsm/libs/opentype.module.js +14506 -14568
  96. package/examples/jsm/libs/potpack.module.js +124 -124
  97. package/examples/jsm/libs/rhino3dm/rhino3dm.js +8743 -21
  98. package/examples/jsm/libs/rhino3dm/rhino3dm.module.js +8748 -15
  99. package/examples/jsm/libs/rhino3dm/rhino3dm.wasm +0 -0
  100. package/examples/jsm/libs/stats.module.js +167 -167
  101. package/examples/jsm/libs/surfaceNet.js +201 -0
  102. package/examples/jsm/libs/tween.module.js +858 -803
  103. package/examples/jsm/libs/utif.module.js +1664 -1578
  104. package/examples/jsm/libs/zstddec.module.js +1 -1
  105. package/examples/jsm/lights/IESSpotLight.js +25 -25
  106. package/examples/jsm/lights/LightProbeGenerator.js +286 -252
  107. package/examples/jsm/lights/RectAreaLightUniformsLib.js +79 -79
  108. package/examples/jsm/lines/Line2.js +19 -19
  109. package/examples/jsm/lines/LineGeometry.js +79 -79
  110. package/examples/jsm/lines/LineMaterial.js +619 -702
  111. package/examples/jsm/lines/LineSegments2.js +361 -361
  112. package/examples/jsm/lines/LineSegmentsGeometry.js +241 -241
  113. package/examples/jsm/lines/Wireframe.js +56 -56
  114. package/examples/jsm/lines/WireframeGeometry2.js +24 -24
  115. package/examples/jsm/loaders/3DMLoader.js +1772 -1497
  116. package/examples/jsm/loaders/3MFLoader.js +1478 -1478
  117. package/examples/jsm/loaders/AMFLoader.js +521 -521
  118. package/examples/jsm/loaders/BVHLoader.js +437 -437
  119. package/examples/jsm/loaders/ColladaLoader.js +4116 -4122
  120. package/examples/jsm/loaders/DDSLoader.js +318 -274
  121. package/examples/jsm/loaders/DRACOLoader.js +613 -612
  122. package/examples/jsm/loaders/EXRLoader.js +2309 -2309
  123. package/examples/jsm/loaders/FBXLoader.js +4314 -4142
  124. package/examples/jsm/loaders/FontLoader.js +183 -183
  125. package/examples/jsm/loaders/GCodeLoader.js +261 -261
  126. package/examples/jsm/loaders/GLTFLoader.js +4666 -4579
  127. package/examples/jsm/loaders/GLTFLoaderAnimationPointer.js +719 -683
  128. package/examples/jsm/loaders/HDRCubeTextureLoader.js +115 -115
  129. package/examples/jsm/loaders/IESLoader.js +337 -337
  130. package/examples/jsm/loaders/KMZLoader.js +130 -130
  131. package/examples/jsm/loaders/KTX2Loader.js +932 -868
  132. package/examples/jsm/loaders/KTXLoader.js +176 -176
  133. package/examples/jsm/loaders/LDrawLoader.js +2470 -2464
  134. package/examples/jsm/loaders/LUT3dlLoader.js +183 -151
  135. package/examples/jsm/loaders/LUTCubeLoader.js +167 -153
  136. package/examples/jsm/loaders/LUTImageLoader.js +163 -0
  137. package/examples/jsm/loaders/LWOLoader.js +1052 -1052
  138. package/examples/jsm/loaders/LogLuvLoader.js +606 -606
  139. package/examples/jsm/loaders/LottieLoader.js +77 -77
  140. package/examples/jsm/loaders/MD2Loader.js +399 -399
  141. package/examples/jsm/loaders/MDDLoader.js +102 -102
  142. package/examples/jsm/loaders/MMDLoader.js +2276 -2273
  143. package/examples/jsm/loaders/MTLLoader.js +567 -567
  144. package/examples/jsm/loaders/MaterialXLoader.js +852 -734
  145. package/examples/jsm/loaders/NRRDLoader.js +686 -699
  146. package/examples/jsm/loaders/OBJLoader.js +905 -905
  147. package/examples/jsm/loaders/PCDLoader.js +467 -467
  148. package/examples/jsm/loaders/PDBLoader.js +232 -232
  149. package/examples/jsm/loaders/PLYLoader.js +771 -771
  150. package/examples/jsm/loaders/PVRLoader.js +251 -251
  151. package/examples/jsm/loaders/RGBELoader.js +450 -468
  152. package/examples/jsm/loaders/RGBMLoader.js +1065 -1065
  153. package/examples/jsm/loaders/STLLoader.js +410 -403
  154. package/examples/jsm/loaders/SVGLoader.js +3173 -3172
  155. package/examples/jsm/loaders/TDSLoader.js +1124 -1124
  156. package/examples/jsm/loaders/TGALoader.js +517 -517
  157. package/examples/jsm/loaders/TIFFLoader.js +36 -36
  158. package/examples/jsm/loaders/TTFLoader.js +214 -214
  159. package/examples/jsm/loaders/TiltLoader.js +520 -520
  160. package/examples/jsm/loaders/USDZLoader.js +822 -633
  161. package/examples/jsm/loaders/VOXLoader.js +311 -311
  162. package/examples/jsm/loaders/VRMLLoader.js +3533 -3533
  163. package/examples/jsm/loaders/VTKLoader.js +1163 -1163
  164. package/examples/jsm/loaders/XYZLoader.js +106 -106
  165. package/examples/jsm/loaders/lwo/IFFParser.js +1214 -1218
  166. package/examples/jsm/loaders/lwo/LWO2Parser.js +414 -414
  167. package/examples/jsm/loaders/lwo/LWO3Parser.js +373 -373
  168. package/examples/jsm/materials/MeshGouraudMaterial.js +426 -420
  169. package/examples/jsm/materials/MeshPostProcessingMaterial.js +144 -0
  170. package/examples/jsm/math/Capsule.js +82 -137
  171. package/examples/jsm/math/ColorConverter.js +36 -36
  172. package/examples/jsm/math/ConvexHull.js +1271 -1271
  173. package/examples/jsm/math/ImprovedNoise.js +71 -71
  174. package/examples/jsm/math/Lut.js +204 -204
  175. package/examples/jsm/math/MeshSurfaceSampler.js +250 -250
  176. package/examples/jsm/math/OBB.js +423 -423
  177. package/examples/jsm/math/Octree.js +540 -462
  178. package/examples/jsm/math/SimplexNoise.js +444 -444
  179. package/examples/jsm/misc/ConvexObjectBreaker.js +519 -519
  180. package/examples/jsm/misc/GPUComputationRenderer.js +446 -455
  181. package/examples/jsm/misc/Gyroscope.js +66 -66
  182. package/examples/jsm/misc/MD2Character.js +276 -276
  183. package/examples/jsm/misc/MD2CharacterComplex.js +576 -576
  184. package/examples/jsm/misc/MorphAnimMesh.js +75 -75
  185. package/examples/jsm/misc/MorphBlendMesh.js +322 -322
  186. package/examples/jsm/misc/ProgressiveLightMap.js +323 -323
  187. package/examples/jsm/misc/RollerCoaster.js +566 -566
  188. package/examples/jsm/misc/Timer.js +119 -0
  189. package/examples/jsm/misc/TubePainter.js +202 -205
  190. package/examples/jsm/misc/Volume.js +473 -475
  191. package/examples/jsm/misc/VolumeSlice.js +229 -229
  192. package/examples/jsm/modifiers/CurveModifier.js +344 -326
  193. package/examples/jsm/modifiers/EdgeSplitModifier.js +279 -279
  194. package/examples/jsm/modifiers/SimplifyModifier.js +617 -525
  195. package/examples/jsm/modifiers/TessellateModifier.js +307 -307
  196. package/examples/jsm/nodes/Nodes.js +189 -172
  197. package/examples/jsm/nodes/accessors/BitangentNode.js +89 -89
  198. package/examples/jsm/nodes/accessors/BufferAttributeNode.js +127 -99
  199. package/examples/jsm/nodes/accessors/BufferNode.js +30 -30
  200. package/examples/jsm/nodes/accessors/CameraNode.js +120 -98
  201. package/examples/jsm/nodes/accessors/CubeTextureNode.js +61 -101
  202. package/examples/jsm/nodes/accessors/InstanceNode.js +71 -71
  203. package/examples/jsm/nodes/accessors/InstancedPointsMaterialNode.js +21 -0
  204. package/examples/jsm/nodes/accessors/MaterialNode.js +314 -277
  205. package/examples/jsm/nodes/accessors/MaterialReferenceNode.js +51 -39
  206. package/examples/jsm/nodes/accessors/ModelNode.js +33 -34
  207. package/examples/jsm/nodes/accessors/ModelViewProjectionNode.js +39 -29
  208. package/examples/jsm/nodes/accessors/MorphNode.js +245 -70
  209. package/examples/jsm/nodes/accessors/NormalNode.js +96 -96
  210. package/examples/jsm/nodes/accessors/Object3DNode.js +150 -150
  211. package/examples/jsm/nodes/accessors/PointUVNode.js +26 -26
  212. package/examples/jsm/nodes/accessors/PositionNode.js +104 -104
  213. package/examples/jsm/nodes/accessors/ReferenceNode.js +102 -72
  214. package/examples/jsm/nodes/accessors/ReflectVectorNode.js +35 -35
  215. package/examples/jsm/nodes/accessors/SceneNode.js +52 -46
  216. package/examples/jsm/nodes/accessors/SkinningNode.js +103 -93
  217. package/examples/jsm/nodes/accessors/StorageBufferNode.js +54 -27
  218. package/examples/jsm/nodes/accessors/TangentNode.js +103 -103
  219. package/examples/jsm/nodes/accessors/TextureBicubicNode.js +94 -94
  220. package/examples/jsm/nodes/accessors/TextureNode.js +367 -230
  221. package/examples/jsm/nodes/accessors/TextureSizeNode.js +35 -35
  222. package/examples/jsm/nodes/accessors/TextureStoreNode.js +82 -0
  223. package/examples/jsm/nodes/accessors/UVNode.js +47 -47
  224. package/examples/jsm/nodes/accessors/UserDataNode.js +29 -29
  225. package/examples/jsm/nodes/accessors/VertexColorNode.js +70 -0
  226. package/examples/jsm/nodes/code/CodeNode.js +78 -78
  227. package/examples/jsm/nodes/code/ExpressionNode.js +37 -37
  228. package/examples/jsm/nodes/code/FunctionCallNode.js +96 -96
  229. package/examples/jsm/nodes/code/FunctionNode.js +138 -127
  230. package/examples/jsm/nodes/code/ScriptableNode.js +488 -488
  231. package/examples/jsm/nodes/code/ScriptableValueNode.js +167 -167
  232. package/examples/jsm/nodes/core/ArrayUniformNode.js +26 -26
  233. package/examples/jsm/nodes/core/AssignNode.js +72 -0
  234. package/examples/jsm/nodes/core/AttributeNode.js +108 -102
  235. package/examples/jsm/nodes/core/BypassNode.js +45 -45
  236. package/examples/jsm/nodes/core/CacheNode.js +49 -46
  237. package/examples/jsm/nodes/core/ConstNode.js +32 -32
  238. package/examples/jsm/nodes/core/ContextNode.js +61 -61
  239. package/examples/jsm/nodes/core/IndexNode.js +66 -66
  240. package/examples/jsm/nodes/core/InputNode.js +83 -83
  241. package/examples/jsm/nodes/core/LightingModel.js +17 -17
  242. package/examples/jsm/nodes/core/Node.js +483 -445
  243. package/examples/jsm/nodes/core/NodeAttribute.js +15 -15
  244. package/examples/jsm/nodes/core/NodeBuilder.js +1267 -1016
  245. package/examples/jsm/nodes/core/NodeCache.js +26 -26
  246. package/examples/jsm/nodes/core/NodeCode.js +15 -15
  247. package/examples/jsm/nodes/core/NodeFrame.js +135 -110
  248. package/examples/jsm/nodes/core/NodeFunction.js +22 -22
  249. package/examples/jsm/nodes/core/NodeFunctionInput.js +17 -17
  250. package/examples/jsm/nodes/core/NodeKeywords.js +80 -80
  251. package/examples/jsm/nodes/core/NodeParser.js +11 -11
  252. package/examples/jsm/nodes/core/NodeUniform.js +40 -28
  253. package/examples/jsm/nodes/core/NodeUtils.js +210 -212
  254. package/examples/jsm/nodes/core/NodeVar.js +14 -14
  255. package/examples/jsm/nodes/core/NodeVarying.js +17 -17
  256. package/examples/jsm/nodes/core/OutputStructNode.js +62 -0
  257. package/examples/jsm/nodes/core/ParameterNode.js +33 -0
  258. package/examples/jsm/nodes/core/PropertyNode.js +72 -57
  259. package/examples/jsm/nodes/core/StackNode.js +89 -99
  260. package/examples/jsm/nodes/core/StructTypeNode.js +24 -0
  261. package/examples/jsm/nodes/core/TempNode.js +58 -58
  262. package/examples/jsm/nodes/core/UniformGroup.js +13 -0
  263. package/examples/jsm/nodes/core/UniformGroupNode.js +36 -0
  264. package/examples/jsm/nodes/core/UniformNode.js +80 -61
  265. package/examples/jsm/nodes/core/VarNode.js +60 -87
  266. package/examples/jsm/nodes/core/VaryingNode.js +65 -69
  267. package/examples/jsm/nodes/core/constants.js +27 -27
  268. package/examples/jsm/nodes/display/AfterImageNode.js +134 -0
  269. package/examples/jsm/nodes/display/BlendModeNode.js +99 -99
  270. package/examples/jsm/nodes/display/BumpMapNode.js +99 -0
  271. package/examples/jsm/nodes/display/ColorAdjustmentNode.js +96 -100
  272. package/examples/jsm/nodes/display/ColorSpaceNode.js +108 -108
  273. package/examples/jsm/nodes/display/FrontFacingNode.js +27 -27
  274. package/examples/jsm/nodes/display/GaussianBlurNode.js +177 -0
  275. package/examples/jsm/nodes/display/NormalMapNode.js +108 -106
  276. package/examples/jsm/nodes/display/PassNode.js +182 -0
  277. package/examples/jsm/nodes/display/PosterizeNode.js +32 -32
  278. package/examples/jsm/nodes/display/ToneMappingNode.js +184 -141
  279. package/examples/jsm/nodes/display/ViewportDepthNode.js +97 -69
  280. package/examples/jsm/nodes/display/ViewportDepthTextureNode.js +31 -34
  281. package/examples/jsm/nodes/display/ViewportNode.js +134 -115
  282. package/examples/jsm/nodes/display/ViewportSharedTextureNode.js +31 -31
  283. package/examples/jsm/nodes/display/ViewportTextureNode.js +75 -75
  284. package/examples/jsm/nodes/fog/FogExp2Node.js +35 -35
  285. package/examples/jsm/nodes/fog/FogNode.js +38 -37
  286. package/examples/jsm/nodes/fog/FogRangeNode.js +34 -34
  287. package/examples/jsm/nodes/functions/BSDF/BRDF_GGX.js +40 -32
  288. package/examples/jsm/nodes/functions/BSDF/BRDF_Lambert.js +9 -9
  289. package/examples/jsm/nodes/functions/BSDF/BRDF_Sheen.js +57 -43
  290. package/examples/jsm/nodes/functions/BSDF/DFGApprox.js +30 -29
  291. package/examples/jsm/nodes/functions/BSDF/D_GGX.js +23 -18
  292. package/examples/jsm/nodes/functions/BSDF/EnvironmentBRDF.js +13 -13
  293. package/examples/jsm/nodes/functions/BSDF/F_Schlick.js +16 -16
  294. package/examples/jsm/nodes/functions/BSDF/Schlick_to_F0.js +21 -0
  295. package/examples/jsm/nodes/functions/BSDF/V_GGX_SmithCorrelated.js +28 -20
  296. package/examples/jsm/nodes/functions/PhongLightingModel.js +67 -28
  297. package/examples/jsm/nodes/functions/PhysicalLightingModel.js +393 -204
  298. package/examples/jsm/nodes/functions/material/getGeometryRoughness.js +13 -13
  299. package/examples/jsm/nodes/functions/material/getRoughness.js +18 -18
  300. package/examples/jsm/nodes/geometry/RangeNode.js +104 -104
  301. package/examples/jsm/nodes/gpgpu/ComputeNode.js +85 -72
  302. package/examples/jsm/nodes/lighting/AONode.js +27 -27
  303. package/examples/jsm/nodes/lighting/AmbientLightNode.js +27 -27
  304. package/examples/jsm/nodes/lighting/AnalyticLightNode.js +238 -146
  305. package/examples/jsm/nodes/lighting/DirectionalLightNode.js +40 -43
  306. package/examples/jsm/nodes/lighting/EnvironmentNode.js +181 -181
  307. package/examples/jsm/nodes/lighting/HemisphereLightNode.js +55 -55
  308. package/examples/jsm/nodes/lighting/IESSpotLightNode.js +39 -39
  309. package/examples/jsm/nodes/lighting/LightNode.js +57 -57
  310. package/examples/jsm/nodes/lighting/LightUtils.js +17 -17
  311. package/examples/jsm/nodes/lighting/LightingContextNode.js +66 -99
  312. package/examples/jsm/nodes/lighting/LightingNode.js +21 -21
  313. package/examples/jsm/nodes/lighting/LightsNode.js +188 -128
  314. package/examples/jsm/nodes/lighting/PointLightNode.js +68 -71
  315. package/examples/jsm/nodes/lighting/SpotLightNode.js +89 -92
  316. package/examples/jsm/nodes/loaders/NodeLoader.js +108 -108
  317. package/examples/jsm/nodes/loaders/NodeMaterialLoader.js +59 -59
  318. package/examples/jsm/nodes/loaders/NodeObjectLoader.js +70 -70
  319. package/examples/jsm/nodes/materials/InstancedPointsNodeMaterial.js +162 -0
  320. package/examples/jsm/nodes/materials/Line2NodeMaterial.js +436 -0
  321. package/examples/jsm/nodes/materials/LineBasicNodeMaterial.js +28 -28
  322. package/examples/jsm/nodes/materials/LineDashedNodeMaterial.js +54 -0
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  329. package/examples/jsm/nodes/materials/MeshSSSNodeMaterial.js +84 -0
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  347. package/examples/jsm/nodes/shadernode/ShaderNode.js +625 -420
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  471. package/examples/jsm/renderers/{webgl → webgl-legacy}/nodes/WebGLNodeBuilder.js +794 -764
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@@ -1,702 +1,619 @@
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- /**
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- * parameters = {
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- * color: <hex>,
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- * linewidth: <float>,
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- * dashed: <boolean>,
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- * dashScale: <float>,
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- * dashSize: <float>,
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- * dashOffset: <float>,
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- * gapSize: <float>,
10
- * resolution: <Vector2>, // to be set by renderer
11
- * }
12
- */
13
-
14
- import {
15
- ShaderLib,
16
- ShaderMaterial,
17
- UniformsLib,
18
- UniformsUtils,
19
- Vector2
20
- } from 'three';
21
-
22
-
23
- UniformsLib.line = {
24
-
25
- worldUnits: { value: 1 },
26
- linewidth: { value: 1 },
27
- resolution: { value: new Vector2( 1, 1 ) },
28
- dashOffset: { value: 0 },
29
- dashScale: { value: 1 },
30
- dashSize: { value: 1 },
31
- gapSize: { value: 1 } // todo FIX - maybe change to totalSize
32
-
33
- };
34
-
35
- ShaderLib[ 'line' ] = {
36
-
37
- uniforms: UniformsUtils.merge( [
38
- UniformsLib.common,
39
- UniformsLib.fog,
40
- UniformsLib.line
41
- ] ),
42
-
43
- vertexShader:
44
- /* glsl */`
45
- #include <common>
46
- #include <color_pars_vertex>
47
- #include <fog_pars_vertex>
48
- #include <logdepthbuf_pars_vertex>
49
- #include <clipping_planes_pars_vertex>
50
-
51
- uniform float linewidth;
52
- uniform vec2 resolution;
53
-
54
- attribute vec3 instanceStart;
55
- attribute vec3 instanceEnd;
56
-
57
- attribute vec3 instanceColorStart;
58
- attribute vec3 instanceColorEnd;
59
-
60
- #ifdef WORLD_UNITS
61
-
62
- varying vec4 worldPos;
63
- varying vec3 worldStart;
64
- varying vec3 worldEnd;
65
-
66
- #ifdef USE_DASH
67
-
68
- varying vec2 vUv;
69
-
70
- #endif
71
-
72
- #else
73
-
74
- varying vec2 vUv;
75
-
76
- #endif
77
-
78
- #ifdef USE_DASH
79
-
80
- uniform float dashScale;
81
- attribute float instanceDistanceStart;
82
- attribute float instanceDistanceEnd;
83
- varying float vLineDistance;
84
-
85
- #endif
86
-
87
- void trimSegment( const in vec4 start, inout vec4 end ) {
88
-
89
- // trim end segment so it terminates between the camera plane and the near plane
90
-
91
- // conservative estimate of the near plane
92
- float a = projectionMatrix[ 2 ][ 2 ]; // 3nd entry in 3th column
93
- float b = projectionMatrix[ 3 ][ 2 ]; // 3nd entry in 4th column
94
- float nearEstimate = - 0.5 * b / a;
95
-
96
- float alpha = ( nearEstimate - start.z ) / ( end.z - start.z );
97
-
98
- end.xyz = mix( start.xyz, end.xyz, alpha );
99
-
100
- }
101
-
102
- void main() {
103
-
104
- #ifdef USE_COLOR
105
-
106
- vColor.xyz = ( position.y < 0.5 ) ? instanceColorStart : instanceColorEnd;
107
-
108
- #endif
109
-
110
- #ifdef USE_DASH
111
-
112
- vLineDistance = ( position.y < 0.5 ) ? dashScale * instanceDistanceStart : dashScale * instanceDistanceEnd;
113
- vUv = uv;
114
-
115
- #endif
116
-
117
- float aspect = resolution.x / resolution.y;
118
-
119
- // camera space
120
- vec4 start = modelViewMatrix * vec4( instanceStart, 1.0 );
121
- vec4 end = modelViewMatrix * vec4( instanceEnd, 1.0 );
122
-
123
- #ifdef WORLD_UNITS
124
-
125
- worldStart = start.xyz;
126
- worldEnd = end.xyz;
127
-
128
- #else
129
-
130
- vUv = uv;
131
-
132
- #endif
133
-
134
- // special case for perspective projection, and segments that terminate either in, or behind, the camera plane
135
- // clearly the gpu firmware has a way of addressing this issue when projecting into ndc space
136
- // but we need to perform ndc-space calculations in the shader, so we must address this issue directly
137
- // perhaps there is a more elegant solution -- WestLangley
138
-
139
- bool perspective = ( projectionMatrix[ 2 ][ 3 ] == - 1.0 ); // 4th entry in the 3rd column
140
-
141
- if ( perspective ) {
142
-
143
- if ( start.z < 0.0 && end.z >= 0.0 ) {
144
-
145
- trimSegment( start, end );
146
-
147
- } else if ( end.z < 0.0 && start.z >= 0.0 ) {
148
-
149
- trimSegment( end, start );
150
-
151
- }
152
-
153
- }
154
-
155
- // clip space
156
- vec4 clipStart = projectionMatrix * start;
157
- vec4 clipEnd = projectionMatrix * end;
158
-
159
- // ndc space
160
- vec3 ndcStart = clipStart.xyz / clipStart.w;
161
- vec3 ndcEnd = clipEnd.xyz / clipEnd.w;
162
-
163
- // direction
164
- vec2 dir = ndcEnd.xy - ndcStart.xy;
165
-
166
- // account for clip-space aspect ratio
167
- dir.x *= aspect;
168
- dir = normalize( dir );
169
-
170
- #ifdef WORLD_UNITS
171
-
172
- // get the offset direction as perpendicular to the view vector
173
- vec3 worldDir = normalize( end.xyz - start.xyz );
174
- vec3 offset;
175
- if ( position.y < 0.5 ) {
176
-
177
- offset = normalize( cross( start.xyz, worldDir ) );
178
-
179
- } else {
180
-
181
- offset = normalize( cross( end.xyz, worldDir ) );
182
-
183
- }
184
-
185
- // sign flip
186
- if ( position.x < 0.0 ) offset *= - 1.0;
187
-
188
- float forwardOffset = dot( worldDir, vec3( 0.0, 0.0, 1.0 ) );
189
-
190
- // don't extend the line if we're rendering dashes because we
191
- // won't be rendering the endcaps
192
- #ifndef USE_DASH
193
-
194
- // extend the line bounds to encompass endcaps
195
- start.xyz += - worldDir * linewidth * 0.5;
196
- end.xyz += worldDir * linewidth * 0.5;
197
-
198
- // shift the position of the quad so it hugs the forward edge of the line
199
- offset.xy -= dir * forwardOffset;
200
- offset.z += 0.5;
201
-
202
- #endif
203
-
204
- // endcaps
205
- if ( position.y > 1.0 || position.y < 0.0 ) {
206
-
207
- offset.xy += dir * 2.0 * forwardOffset;
208
-
209
- }
210
-
211
- // adjust for linewidth
212
- offset *= linewidth * 0.5;
213
-
214
- // set the world position
215
- worldPos = ( position.y < 0.5 ) ? start : end;
216
- worldPos.xyz += offset;
217
-
218
- // project the worldpos
219
- vec4 clip = projectionMatrix * worldPos;
220
-
221
- // shift the depth of the projected points so the line
222
- // segments overlap neatly
223
- vec3 clipPose = ( position.y < 0.5 ) ? ndcStart : ndcEnd;
224
- clip.z = clipPose.z * clip.w;
225
-
226
- #else
227
-
228
- vec2 offset = vec2( dir.y, - dir.x );
229
- // undo aspect ratio adjustment
230
- dir.x /= aspect;
231
- offset.x /= aspect;
232
-
233
- // sign flip
234
- if ( position.x < 0.0 ) offset *= - 1.0;
235
-
236
- // endcaps
237
- if ( position.y < 0.0 ) {
238
-
239
- offset += - dir;
240
-
241
- } else if ( position.y > 1.0 ) {
242
-
243
- offset += dir;
244
-
245
- }
246
-
247
- // adjust for linewidth
248
- offset *= linewidth;
249
-
250
- // adjust for clip-space to screen-space conversion // maybe resolution should be based on viewport ...
251
- offset /= resolution.y;
252
-
253
- // select end
254
- vec4 clip = ( position.y < 0.5 ) ? clipStart : clipEnd;
255
-
256
- // back to clip space
257
- offset *= clip.w;
258
-
259
- clip.xy += offset;
260
-
261
- #endif
262
-
263
- gl_Position = clip;
264
-
265
- vec4 mvPosition = ( position.y < 0.5 ) ? start : end; // this is an approximation
266
-
267
- #include <logdepthbuf_vertex>
268
- #include <clipping_planes_vertex>
269
- #include <fog_vertex>
270
-
271
- }
272
- `,
273
-
274
- fragmentShader:
275
- /* glsl */`
276
- uniform vec3 diffuse;
277
- uniform float opacity;
278
- uniform float linewidth;
279
-
280
- #ifdef USE_DASH
281
-
282
- uniform float dashOffset;
283
- uniform float dashSize;
284
- uniform float gapSize;
285
-
286
- #endif
287
-
288
- varying float vLineDistance;
289
-
290
- #ifdef WORLD_UNITS
291
-
292
- varying vec4 worldPos;
293
- varying vec3 worldStart;
294
- varying vec3 worldEnd;
295
-
296
- #ifdef USE_DASH
297
-
298
- varying vec2 vUv;
299
-
300
- #endif
301
-
302
- #else
303
-
304
- varying vec2 vUv;
305
-
306
- #endif
307
-
308
- #include <common>
309
- #include <color_pars_fragment>
310
- #include <fog_pars_fragment>
311
- #include <logdepthbuf_pars_fragment>
312
- #include <clipping_planes_pars_fragment>
313
-
314
- vec2 closestLineToLine(vec3 p1, vec3 p2, vec3 p3, vec3 p4) {
315
-
316
- float mua;
317
- float mub;
318
-
319
- vec3 p13 = p1 - p3;
320
- vec3 p43 = p4 - p3;
321
-
322
- vec3 p21 = p2 - p1;
323
-
324
- float d1343 = dot( p13, p43 );
325
- float d4321 = dot( p43, p21 );
326
- float d1321 = dot( p13, p21 );
327
- float d4343 = dot( p43, p43 );
328
- float d2121 = dot( p21, p21 );
329
-
330
- float denom = d2121 * d4343 - d4321 * d4321;
331
-
332
- float numer = d1343 * d4321 - d1321 * d4343;
333
-
334
- mua = numer / denom;
335
- mua = clamp( mua, 0.0, 1.0 );
336
- mub = ( d1343 + d4321 * ( mua ) ) / d4343;
337
- mub = clamp( mub, 0.0, 1.0 );
338
-
339
- return vec2( mua, mub );
340
-
341
- }
342
-
343
- void main() {
344
-
345
- #include <clipping_planes_fragment>
346
-
347
- #ifdef USE_DASH
348
-
349
- if ( vUv.y < - 1.0 || vUv.y > 1.0 ) discard; // discard endcaps
350
-
351
- if ( mod( vLineDistance + dashOffset, dashSize + gapSize ) > dashSize ) discard; // todo - FIX
352
-
353
- #endif
354
-
355
- float alpha = opacity;
356
-
357
- #ifdef WORLD_UNITS
358
-
359
- // Find the closest points on the view ray and the line segment
360
- vec3 rayEnd = normalize( worldPos.xyz ) * 1e5;
361
- vec3 lineDir = worldEnd - worldStart;
362
- vec2 params = closestLineToLine( worldStart, worldEnd, vec3( 0.0, 0.0, 0.0 ), rayEnd );
363
-
364
- vec3 p1 = worldStart + lineDir * params.x;
365
- vec3 p2 = rayEnd * params.y;
366
- vec3 delta = p1 - p2;
367
- float len = length( delta );
368
- float norm = len / linewidth;
369
-
370
- #ifndef USE_DASH
371
-
372
- #ifdef USE_ALPHA_TO_COVERAGE
373
-
374
- float dnorm = fwidth( norm );
375
- alpha = 1.0 - smoothstep( 0.5 - dnorm, 0.5 + dnorm, norm );
376
-
377
- #else
378
-
379
- if ( norm > 0.5 ) {
380
-
381
- discard;
382
-
383
- }
384
-
385
- #endif
386
-
387
- #endif
388
-
389
- #else
390
-
391
- #ifdef USE_ALPHA_TO_COVERAGE
392
-
393
- // artifacts appear on some hardware if a derivative is taken within a conditional
394
- float a = vUv.x;
395
- float b = ( vUv.y > 0.0 ) ? vUv.y - 1.0 : vUv.y + 1.0;
396
- float len2 = a * a + b * b;
397
- float dlen = fwidth( len2 );
398
-
399
- if ( abs( vUv.y ) > 1.0 ) {
400
-
401
- alpha = 1.0 - smoothstep( 1.0 - dlen, 1.0 + dlen, len2 );
402
-
403
- }
404
-
405
- #else
406
-
407
- if ( abs( vUv.y ) > 1.0 ) {
408
-
409
- float a = vUv.x;
410
- float b = ( vUv.y > 0.0 ) ? vUv.y - 1.0 : vUv.y + 1.0;
411
- float len2 = a * a + b * b;
412
-
413
- if ( len2 > 1.0 ) discard;
414
-
415
- }
416
-
417
- #endif
418
-
419
- #endif
420
-
421
- vec4 diffuseColor = vec4( diffuse, alpha );
422
-
423
- #include <logdepthbuf_fragment>
424
- #include <color_fragment>
425
-
426
- gl_FragColor = vec4( diffuseColor.rgb, alpha );
427
-
428
- #include <tonemapping_fragment>
429
- #include <colorspace_fragment>
430
- #include <fog_fragment>
431
- #include <premultiplied_alpha_fragment>
432
-
433
- }
434
- `
435
- };
436
-
437
- class LineMaterial extends ShaderMaterial {
438
-
439
- constructor( parameters ) {
440
-
441
- super( {
442
-
443
- type: 'LineMaterial',
444
-
445
- uniforms: UniformsUtils.clone( ShaderLib[ 'line' ].uniforms ),
446
-
447
- vertexShader: ShaderLib[ 'line' ].vertexShader,
448
- fragmentShader: ShaderLib[ 'line' ].fragmentShader,
449
-
450
- clipping: true // required for clipping support
451
-
452
- } );
453
-
454
- this.isLineMaterial = true;
455
-
456
- Object.defineProperties( this, {
457
-
458
- color: {
459
-
460
- enumerable: true,
461
-
462
- get: function () {
463
-
464
- return this.uniforms.diffuse.value;
465
-
466
- },
467
-
468
- set: function ( value ) {
469
-
470
- this.uniforms.diffuse.value = value;
471
-
472
- }
473
-
474
- },
475
-
476
- worldUnits: {
477
-
478
- enumerable: true,
479
-
480
- get: function () {
481
-
482
- return 'WORLD_UNITS' in this.defines;
483
-
484
- },
485
-
486
- set: function ( value ) {
487
-
488
- if ( value === true ) {
489
-
490
- this.defines.WORLD_UNITS = '';
491
-
492
- } else {
493
-
494
- delete this.defines.WORLD_UNITS;
495
-
496
- }
497
-
498
- }
499
-
500
- },
501
-
502
- linewidth: {
503
-
504
- enumerable: true,
505
-
506
- get: function () {
507
-
508
- return this.uniforms.linewidth.value;
509
-
510
- },
511
-
512
- set: function ( value ) {
513
-
514
- this.uniforms.linewidth.value = value;
515
-
516
- }
517
-
518
- },
519
-
520
- dashed: {
521
-
522
- enumerable: true,
523
-
524
- get: function () {
525
-
526
- return Boolean( 'USE_DASH' in this.defines );
527
-
528
- },
529
-
530
- set( value ) {
531
-
532
- if ( Boolean( value ) !== Boolean( 'USE_DASH' in this.defines ) ) {
533
-
534
- this.needsUpdate = true;
535
-
536
- }
537
-
538
- if ( value === true ) {
539
-
540
- this.defines.USE_DASH = '';
541
-
542
- } else {
543
-
544
- delete this.defines.USE_DASH;
545
-
546
- }
547
-
548
- }
549
-
550
- },
551
-
552
- dashScale: {
553
-
554
- enumerable: true,
555
-
556
- get: function () {
557
-
558
- return this.uniforms.dashScale.value;
559
-
560
- },
561
-
562
- set: function ( value ) {
563
-
564
- this.uniforms.dashScale.value = value;
565
-
566
- }
567
-
568
- },
569
-
570
- dashSize: {
571
-
572
- enumerable: true,
573
-
574
- get: function () {
575
-
576
- return this.uniforms.dashSize.value;
577
-
578
- },
579
-
580
- set: function ( value ) {
581
-
582
- this.uniforms.dashSize.value = value;
583
-
584
- }
585
-
586
- },
587
-
588
- dashOffset: {
589
-
590
- enumerable: true,
591
-
592
- get: function () {
593
-
594
- return this.uniforms.dashOffset.value;
595
-
596
- },
597
-
598
- set: function ( value ) {
599
-
600
- this.uniforms.dashOffset.value = value;
601
-
602
- }
603
-
604
- },
605
-
606
- gapSize: {
607
-
608
- enumerable: true,
609
-
610
- get: function () {
611
-
612
- return this.uniforms.gapSize.value;
613
-
614
- },
615
-
616
- set: function ( value ) {
617
-
618
- this.uniforms.gapSize.value = value;
619
-
620
- }
621
-
622
- },
623
-
624
- opacity: {
625
-
626
- enumerable: true,
627
-
628
- get: function () {
629
-
630
- return this.uniforms.opacity.value;
631
-
632
- },
633
-
634
- set: function ( value ) {
635
-
636
- this.uniforms.opacity.value = value;
637
-
638
- }
639
-
640
- },
641
-
642
- resolution: {
643
-
644
- enumerable: true,
645
-
646
- get: function () {
647
-
648
- return this.uniforms.resolution.value;
649
-
650
- },
651
-
652
- set: function ( value ) {
653
-
654
- this.uniforms.resolution.value.copy( value );
655
-
656
- }
657
-
658
- },
659
-
660
- alphaToCoverage: {
661
-
662
- enumerable: true,
663
-
664
- get: function () {
665
-
666
- return Boolean( 'USE_ALPHA_TO_COVERAGE' in this.defines );
667
-
668
- },
669
-
670
- set: function ( value ) {
671
-
672
- if ( Boolean( value ) !== Boolean( 'USE_ALPHA_TO_COVERAGE' in this.defines ) ) {
673
-
674
- this.needsUpdate = true;
675
-
676
- }
677
-
678
- if ( value === true ) {
679
-
680
- this.defines.USE_ALPHA_TO_COVERAGE = '';
681
- this.extensions.derivatives = true;
682
-
683
- } else {
684
-
685
- delete this.defines.USE_ALPHA_TO_COVERAGE;
686
- this.extensions.derivatives = false;
687
-
688
- }
689
-
690
- }
691
-
692
- }
693
-
694
- } );
695
-
696
- this.setValues( parameters );
697
-
698
- }
699
-
700
- }
701
-
702
- export { LineMaterial };
1
+ /**
2
+ * parameters = {
3
+ * color: <hex>,
4
+ * linewidth: <float>,
5
+ * dashed: <boolean>,
6
+ * dashScale: <float>,
7
+ * dashSize: <float>,
8
+ * dashOffset: <float>,
9
+ * gapSize: <float>,
10
+ * resolution: <Vector2>, // to be set by renderer
11
+ * }
12
+ */
13
+
14
+ import {
15
+ ShaderLib,
16
+ ShaderMaterial,
17
+ UniformsLib,
18
+ UniformsUtils,
19
+ Vector2
20
+ } from 'three';
21
+
22
+
23
+ UniformsLib.line = {
24
+
25
+ worldUnits: { value: 1 },
26
+ linewidth: { value: 1 },
27
+ resolution: { value: new Vector2( 1, 1 ) },
28
+ dashOffset: { value: 0 },
29
+ dashScale: { value: 1 },
30
+ dashSize: { value: 1 },
31
+ gapSize: { value: 1 } // todo FIX - maybe change to totalSize
32
+
33
+ };
34
+
35
+ ShaderLib[ 'line' ] = {
36
+
37
+ uniforms: UniformsUtils.merge( [
38
+ UniformsLib.common,
39
+ UniformsLib.fog,
40
+ UniformsLib.line
41
+ ] ),
42
+
43
+ vertexShader:
44
+ /* glsl */`
45
+ #include <common>
46
+ #include <color_pars_vertex>
47
+ #include <fog_pars_vertex>
48
+ #include <logdepthbuf_pars_vertex>
49
+ #include <clipping_planes_pars_vertex>
50
+
51
+ uniform float linewidth;
52
+ uniform vec2 resolution;
53
+
54
+ attribute vec3 instanceStart;
55
+ attribute vec3 instanceEnd;
56
+
57
+ attribute vec3 instanceColorStart;
58
+ attribute vec3 instanceColorEnd;
59
+
60
+ #ifdef WORLD_UNITS
61
+
62
+ varying vec4 worldPos;
63
+ varying vec3 worldStart;
64
+ varying vec3 worldEnd;
65
+
66
+ #ifdef USE_DASH
67
+
68
+ varying vec2 vUv;
69
+
70
+ #endif
71
+
72
+ #else
73
+
74
+ varying vec2 vUv;
75
+
76
+ #endif
77
+
78
+ #ifdef USE_DASH
79
+
80
+ uniform float dashScale;
81
+ attribute float instanceDistanceStart;
82
+ attribute float instanceDistanceEnd;
83
+ varying float vLineDistance;
84
+
85
+ #endif
86
+
87
+ void trimSegment( const in vec4 start, inout vec4 end ) {
88
+
89
+ // trim end segment so it terminates between the camera plane and the near plane
90
+
91
+ // conservative estimate of the near plane
92
+ float a = projectionMatrix[ 2 ][ 2 ]; // 3nd entry in 3th column
93
+ float b = projectionMatrix[ 3 ][ 2 ]; // 3nd entry in 4th column
94
+ float nearEstimate = - 0.5 * b / a;
95
+
96
+ float alpha = ( nearEstimate - start.z ) / ( end.z - start.z );
97
+
98
+ end.xyz = mix( start.xyz, end.xyz, alpha );
99
+
100
+ }
101
+
102
+ void main() {
103
+
104
+ #ifdef USE_COLOR
105
+
106
+ vColor.xyz = ( position.y < 0.5 ) ? instanceColorStart : instanceColorEnd;
107
+
108
+ #endif
109
+
110
+ #ifdef USE_DASH
111
+
112
+ vLineDistance = ( position.y < 0.5 ) ? dashScale * instanceDistanceStart : dashScale * instanceDistanceEnd;
113
+ vUv = uv;
114
+
115
+ #endif
116
+
117
+ float aspect = resolution.x / resolution.y;
118
+
119
+ // camera space
120
+ vec4 start = modelViewMatrix * vec4( instanceStart, 1.0 );
121
+ vec4 end = modelViewMatrix * vec4( instanceEnd, 1.0 );
122
+
123
+ #ifdef WORLD_UNITS
124
+
125
+ worldStart = start.xyz;
126
+ worldEnd = end.xyz;
127
+
128
+ #else
129
+
130
+ vUv = uv;
131
+
132
+ #endif
133
+
134
+ // special case for perspective projection, and segments that terminate either in, or behind, the camera plane
135
+ // clearly the gpu firmware has a way of addressing this issue when projecting into ndc space
136
+ // but we need to perform ndc-space calculations in the shader, so we must address this issue directly
137
+ // perhaps there is a more elegant solution -- WestLangley
138
+
139
+ bool perspective = ( projectionMatrix[ 2 ][ 3 ] == - 1.0 ); // 4th entry in the 3rd column
140
+
141
+ if ( perspective ) {
142
+
143
+ if ( start.z < 0.0 && end.z >= 0.0 ) {
144
+
145
+ trimSegment( start, end );
146
+
147
+ } else if ( end.z < 0.0 && start.z >= 0.0 ) {
148
+
149
+ trimSegment( end, start );
150
+
151
+ }
152
+
153
+ }
154
+
155
+ // clip space
156
+ vec4 clipStart = projectionMatrix * start;
157
+ vec4 clipEnd = projectionMatrix * end;
158
+
159
+ // ndc space
160
+ vec3 ndcStart = clipStart.xyz / clipStart.w;
161
+ vec3 ndcEnd = clipEnd.xyz / clipEnd.w;
162
+
163
+ // direction
164
+ vec2 dir = ndcEnd.xy - ndcStart.xy;
165
+
166
+ // account for clip-space aspect ratio
167
+ dir.x *= aspect;
168
+ dir = normalize( dir );
169
+
170
+ #ifdef WORLD_UNITS
171
+
172
+ vec3 worldDir = normalize( end.xyz - start.xyz );
173
+ vec3 tmpFwd = normalize( mix( start.xyz, end.xyz, 0.5 ) );
174
+ vec3 worldUp = normalize( cross( worldDir, tmpFwd ) );
175
+ vec3 worldFwd = cross( worldDir, worldUp );
176
+ worldPos = position.y < 0.5 ? start: end;
177
+
178
+ // height offset
179
+ float hw = linewidth * 0.5;
180
+ worldPos.xyz += position.x < 0.0 ? hw * worldUp : - hw * worldUp;
181
+
182
+ // don't extend the line if we're rendering dashes because we
183
+ // won't be rendering the endcaps
184
+ #ifndef USE_DASH
185
+
186
+ // cap extension
187
+ worldPos.xyz += position.y < 0.5 ? - hw * worldDir : hw * worldDir;
188
+
189
+ // add width to the box
190
+ worldPos.xyz += worldFwd * hw;
191
+
192
+ // endcaps
193
+ if ( position.y > 1.0 || position.y < 0.0 ) {
194
+
195
+ worldPos.xyz -= worldFwd * 2.0 * hw;
196
+
197
+ }
198
+
199
+ #endif
200
+
201
+ // project the worldpos
202
+ vec4 clip = projectionMatrix * worldPos;
203
+
204
+ // shift the depth of the projected points so the line
205
+ // segments overlap neatly
206
+ vec3 clipPose = ( position.y < 0.5 ) ? ndcStart : ndcEnd;
207
+ clip.z = clipPose.z * clip.w;
208
+
209
+ #else
210
+
211
+ vec2 offset = vec2( dir.y, - dir.x );
212
+ // undo aspect ratio adjustment
213
+ dir.x /= aspect;
214
+ offset.x /= aspect;
215
+
216
+ // sign flip
217
+ if ( position.x < 0.0 ) offset *= - 1.0;
218
+
219
+ // endcaps
220
+ if ( position.y < 0.0 ) {
221
+
222
+ offset += - dir;
223
+
224
+ } else if ( position.y > 1.0 ) {
225
+
226
+ offset += dir;
227
+
228
+ }
229
+
230
+ // adjust for linewidth
231
+ offset *= linewidth;
232
+
233
+ // adjust for clip-space to screen-space conversion // maybe resolution should be based on viewport ...
234
+ offset /= resolution.y;
235
+
236
+ // select end
237
+ vec4 clip = ( position.y < 0.5 ) ? clipStart : clipEnd;
238
+
239
+ // back to clip space
240
+ offset *= clip.w;
241
+
242
+ clip.xy += offset;
243
+
244
+ #endif
245
+
246
+ gl_Position = clip;
247
+
248
+ vec4 mvPosition = ( position.y < 0.5 ) ? start : end; // this is an approximation
249
+
250
+ #include <logdepthbuf_vertex>
251
+ #include <clipping_planes_vertex>
252
+ #include <fog_vertex>
253
+
254
+ }
255
+ `,
256
+
257
+ fragmentShader:
258
+ /* glsl */`
259
+ uniform vec3 diffuse;
260
+ uniform float opacity;
261
+ uniform float linewidth;
262
+
263
+ #ifdef USE_DASH
264
+
265
+ uniform float dashOffset;
266
+ uniform float dashSize;
267
+ uniform float gapSize;
268
+
269
+ #endif
270
+
271
+ varying float vLineDistance;
272
+
273
+ #ifdef WORLD_UNITS
274
+
275
+ varying vec4 worldPos;
276
+ varying vec3 worldStart;
277
+ varying vec3 worldEnd;
278
+
279
+ #ifdef USE_DASH
280
+
281
+ varying vec2 vUv;
282
+
283
+ #endif
284
+
285
+ #else
286
+
287
+ varying vec2 vUv;
288
+
289
+ #endif
290
+
291
+ #include <common>
292
+ #include <color_pars_fragment>
293
+ #include <fog_pars_fragment>
294
+ #include <logdepthbuf_pars_fragment>
295
+ #include <clipping_planes_pars_fragment>
296
+
297
+ vec2 closestLineToLine(vec3 p1, vec3 p2, vec3 p3, vec3 p4) {
298
+
299
+ float mua;
300
+ float mub;
301
+
302
+ vec3 p13 = p1 - p3;
303
+ vec3 p43 = p4 - p3;
304
+
305
+ vec3 p21 = p2 - p1;
306
+
307
+ float d1343 = dot( p13, p43 );
308
+ float d4321 = dot( p43, p21 );
309
+ float d1321 = dot( p13, p21 );
310
+ float d4343 = dot( p43, p43 );
311
+ float d2121 = dot( p21, p21 );
312
+
313
+ float denom = d2121 * d4343 - d4321 * d4321;
314
+
315
+ float numer = d1343 * d4321 - d1321 * d4343;
316
+
317
+ mua = numer / denom;
318
+ mua = clamp( mua, 0.0, 1.0 );
319
+ mub = ( d1343 + d4321 * ( mua ) ) / d4343;
320
+ mub = clamp( mub, 0.0, 1.0 );
321
+
322
+ return vec2( mua, mub );
323
+
324
+ }
325
+
326
+ void main() {
327
+
328
+ #include <clipping_planes_fragment>
329
+
330
+ #ifdef USE_DASH
331
+
332
+ if ( vUv.y < - 1.0 || vUv.y > 1.0 ) discard; // discard endcaps
333
+
334
+ if ( mod( vLineDistance + dashOffset, dashSize + gapSize ) > dashSize ) discard; // todo - FIX
335
+
336
+ #endif
337
+
338
+ float alpha = opacity;
339
+
340
+ #ifdef WORLD_UNITS
341
+
342
+ // Find the closest points on the view ray and the line segment
343
+ vec3 rayEnd = normalize( worldPos.xyz ) * 1e5;
344
+ vec3 lineDir = worldEnd - worldStart;
345
+ vec2 params = closestLineToLine( worldStart, worldEnd, vec3( 0.0, 0.0, 0.0 ), rayEnd );
346
+
347
+ vec3 p1 = worldStart + lineDir * params.x;
348
+ vec3 p2 = rayEnd * params.y;
349
+ vec3 delta = p1 - p2;
350
+ float len = length( delta );
351
+ float norm = len / linewidth;
352
+
353
+ #ifndef USE_DASH
354
+
355
+ #ifdef USE_ALPHA_TO_COVERAGE
356
+
357
+ float dnorm = fwidth( norm );
358
+ alpha = 1.0 - smoothstep( 0.5 - dnorm, 0.5 + dnorm, norm );
359
+
360
+ #else
361
+
362
+ if ( norm > 0.5 ) {
363
+
364
+ discard;
365
+
366
+ }
367
+
368
+ #endif
369
+
370
+ #endif
371
+
372
+ #else
373
+
374
+ #ifdef USE_ALPHA_TO_COVERAGE
375
+
376
+ // artifacts appear on some hardware if a derivative is taken within a conditional
377
+ float a = vUv.x;
378
+ float b = ( vUv.y > 0.0 ) ? vUv.y - 1.0 : vUv.y + 1.0;
379
+ float len2 = a * a + b * b;
380
+ float dlen = fwidth( len2 );
381
+
382
+ if ( abs( vUv.y ) > 1.0 ) {
383
+
384
+ alpha = 1.0 - smoothstep( 1.0 - dlen, 1.0 + dlen, len2 );
385
+
386
+ }
387
+
388
+ #else
389
+
390
+ if ( abs( vUv.y ) > 1.0 ) {
391
+
392
+ float a = vUv.x;
393
+ float b = ( vUv.y > 0.0 ) ? vUv.y - 1.0 : vUv.y + 1.0;
394
+ float len2 = a * a + b * b;
395
+
396
+ if ( len2 > 1.0 ) discard;
397
+
398
+ }
399
+
400
+ #endif
401
+
402
+ #endif
403
+
404
+ vec4 diffuseColor = vec4( diffuse, alpha );
405
+
406
+ #include <logdepthbuf_fragment>
407
+ #include <color_fragment>
408
+
409
+ gl_FragColor = vec4( diffuseColor.rgb, alpha );
410
+
411
+ #include <tonemapping_fragment>
412
+ #include <colorspace_fragment>
413
+ #include <fog_fragment>
414
+ #include <premultiplied_alpha_fragment>
415
+
416
+ }
417
+ `
418
+ };
419
+
420
+ class LineMaterial extends ShaderMaterial {
421
+
422
+ constructor( parameters ) {
423
+
424
+ super( {
425
+
426
+ type: 'LineMaterial',
427
+
428
+ uniforms: UniformsUtils.clone( ShaderLib[ 'line' ].uniforms ),
429
+
430
+ vertexShader: ShaderLib[ 'line' ].vertexShader,
431
+ fragmentShader: ShaderLib[ 'line' ].fragmentShader,
432
+
433
+ clipping: true // required for clipping support
434
+
435
+ } );
436
+
437
+ this.isLineMaterial = true;
438
+
439
+ this.setValues( parameters );
440
+
441
+ }
442
+
443
+ get color() {
444
+
445
+ return this.uniforms.diffuse.value;
446
+
447
+ }
448
+
449
+ set color( value ) {
450
+
451
+ this.uniforms.diffuse.value = value;
452
+
453
+ }
454
+
455
+ get worldUnits() {
456
+
457
+ return 'WORLD_UNITS' in this.defines;
458
+
459
+ }
460
+
461
+ set worldUnits( value ) {
462
+
463
+ if ( value === true ) {
464
+
465
+ this.defines.WORLD_UNITS = '';
466
+
467
+ } else {
468
+
469
+ delete this.defines.WORLD_UNITS;
470
+
471
+ }
472
+
473
+ }
474
+
475
+ get linewidth() {
476
+
477
+ return this.uniforms.linewidth.value;
478
+
479
+ }
480
+
481
+ set linewidth( value ) {
482
+
483
+ if ( ! this.uniforms.linewidth ) return;
484
+ this.uniforms.linewidth.value = value;
485
+
486
+ }
487
+
488
+ get dashed() {
489
+
490
+ return 'USE_DASH' in this.defines;
491
+
492
+ }
493
+
494
+ set dashed( value ) {
495
+
496
+ if ( ( value === true ) !== this.dashed ) {
497
+
498
+ this.needsUpdate = true;
499
+
500
+ }
501
+
502
+ if ( value === true ) {
503
+
504
+ this.defines.USE_DASH = '';
505
+
506
+ } else {
507
+
508
+ delete this.defines.USE_DASH;
509
+
510
+ }
511
+
512
+ }
513
+
514
+ get dashScale() {
515
+
516
+ return this.uniforms.dashScale.value;
517
+
518
+ }
519
+
520
+ set dashScale( value ) {
521
+
522
+ this.uniforms.dashScale.value = value;
523
+
524
+ }
525
+
526
+ get dashSize() {
527
+
528
+ return this.uniforms.dashSize.value;
529
+
530
+ }
531
+
532
+ set dashSize( value ) {
533
+
534
+ this.uniforms.dashSize.value = value;
535
+
536
+ }
537
+
538
+ get dashOffset() {
539
+
540
+ return this.uniforms.dashOffset.value;
541
+
542
+ }
543
+
544
+ set dashOffset( value ) {
545
+
546
+ this.uniforms.dashOffset.value = value;
547
+
548
+ }
549
+
550
+ get gapSize() {
551
+
552
+ return this.uniforms.gapSize.value;
553
+
554
+ }
555
+
556
+ set gapSize( value ) {
557
+
558
+ this.uniforms.gapSize.value = value;
559
+
560
+ }
561
+
562
+ get opacity() {
563
+
564
+ return this.uniforms.opacity.value;
565
+
566
+ }
567
+
568
+ set opacity( value ) {
569
+
570
+ if ( ! this.uniforms ) return;
571
+ this.uniforms.opacity.value = value;
572
+
573
+ }
574
+
575
+ get resolution() {
576
+
577
+ return this.uniforms.resolution.value;
578
+
579
+ }
580
+
581
+ set resolution( value ) {
582
+
583
+ this.uniforms.resolution.value.copy( value );
584
+
585
+ }
586
+
587
+ get alphaToCoverage() {
588
+
589
+ return 'USE_ALPHA_TO_COVERAGE' in this.defines;
590
+
591
+ }
592
+
593
+ set alphaToCoverage( value ) {
594
+
595
+ if ( ! this.defines ) return;
596
+
597
+ if ( ( value === true ) !== this.alphaToCoverage ) {
598
+
599
+ this.needsUpdate = true;
600
+
601
+ }
602
+
603
+ if ( value === true ) {
604
+
605
+ this.defines.USE_ALPHA_TO_COVERAGE = '';
606
+ this.extensions.derivatives = true;
607
+
608
+ } else {
609
+
610
+ delete this.defines.USE_ALPHA_TO_COVERAGE;
611
+ this.extensions.derivatives = false;
612
+
613
+ }
614
+
615
+ }
616
+
617
+ }
618
+
619
+ export { LineMaterial };