@needle-tools/three 0.162.2 → 0.162.3

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 (955) hide show
  1. package/LICENSE +21 -21
  2. package/README.md +86 -86
  3. package/build/three.cjs +53266 -53266
  4. package/build/three.module.js +53266 -53266
  5. package/examples/fonts/LICENSE +13 -13
  6. package/examples/fonts/README.md +11 -11
  7. package/examples/fonts/droid/NOTICE +190 -190
  8. package/examples/fonts/droid/README.txt +18 -18
  9. package/examples/fonts/ttf/README.md +9 -9
  10. package/examples/jsm/Addons.js +295 -295
  11. package/examples/jsm/animation/AnimationClipCreator.js +116 -116
  12. package/examples/jsm/animation/CCDIKSolver.js +482 -482
  13. package/examples/jsm/animation/MMDAnimationHelper.js +1207 -1207
  14. package/examples/jsm/animation/MMDPhysics.js +1406 -1406
  15. package/examples/jsm/cameras/CinematicCamera.js +208 -208
  16. package/examples/jsm/capabilities/WebGL.js +108 -108
  17. package/examples/jsm/capabilities/WebGPU.js +57 -57
  18. package/examples/jsm/controls/ArcballControls.js +3224 -3224
  19. package/examples/jsm/controls/DragControls.js +282 -282
  20. package/examples/jsm/controls/FirstPersonControls.js +325 -325
  21. package/examples/jsm/controls/FlyControls.js +326 -326
  22. package/examples/jsm/controls/MapControls.js +28 -28
  23. package/examples/jsm/controls/OrbitControls.js +1548 -1548
  24. package/examples/jsm/controls/PointerLockControls.js +162 -162
  25. package/examples/jsm/controls/TrackballControls.js +828 -828
  26. package/examples/jsm/controls/TransformControls.js +1573 -1573
  27. package/examples/jsm/csm/CSM.js +384 -384
  28. package/examples/jsm/csm/CSMFrustum.js +152 -152
  29. package/examples/jsm/csm/CSMHelper.js +193 -193
  30. package/examples/jsm/csm/CSMShader.js +295 -295
  31. package/examples/jsm/curves/CurveExtras.js +422 -422
  32. package/examples/jsm/curves/NURBSCurve.js +80 -80
  33. package/examples/jsm/curves/NURBSSurface.js +52 -52
  34. package/examples/jsm/curves/NURBSUtils.js +542 -542
  35. package/examples/jsm/curves/NURBSVolume.js +62 -62
  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 -579
  46. package/examples/jsm/exporters/GLTFExporter.js +3322 -3321
  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 -720
  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 -174
  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 -144
  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 -237
  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 -572
  72. package/examples/jsm/interactive/InteractiveGroup.js +106 -106
  73. package/examples/jsm/interactive/SelectionBox.js +227 -227
  74. package/examples/jsm/interactive/SelectionHelper.js +104 -104
  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 -14849
  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 -14506
  96. package/examples/jsm/libs/potpack.module.js +124 -124
  97. package/examples/jsm/libs/rhino3dm/rhino3dm.js +21 -21
  98. package/examples/jsm/libs/rhino3dm/rhino3dm.module.js +15 -15
  99. package/examples/jsm/libs/stats.module.js +167 -167
  100. package/examples/jsm/libs/surfaceNet.js +200 -200
  101. package/examples/jsm/libs/tween.module.js +876 -876
  102. package/examples/jsm/libs/utif.module.js +1664 -1664
  103. package/examples/jsm/libs/zstddec.module.js +1 -1
  104. package/examples/jsm/lights/IESSpotLight.js +25 -25
  105. package/examples/jsm/lights/LightProbeGenerator.js +286 -286
  106. package/examples/jsm/lights/RectAreaLightUniformsLib.js +79 -79
  107. package/examples/jsm/lines/Line2.js +19 -19
  108. package/examples/jsm/lines/LineGeometry.js +79 -79
  109. package/examples/jsm/lines/LineMaterial.js +619 -619
  110. package/examples/jsm/lines/LineSegments2.js +361 -361
  111. package/examples/jsm/lines/LineSegmentsGeometry.js +241 -241
  112. package/examples/jsm/lines/Wireframe.js +56 -56
  113. package/examples/jsm/lines/WireframeGeometry2.js +24 -24
  114. package/examples/jsm/loaders/3DMLoader.js +1764 -1764
  115. package/examples/jsm/loaders/3MFLoader.js +1478 -1478
  116. package/examples/jsm/loaders/AMFLoader.js +521 -521
  117. package/examples/jsm/loaders/BVHLoader.js +437 -437
  118. package/examples/jsm/loaders/ColladaLoader.js +4116 -4116
  119. package/examples/jsm/loaders/DDSLoader.js +318 -318
  120. package/examples/jsm/loaders/DRACOLoader.js +613 -613
  121. package/examples/jsm/loaders/EXRLoader.js +2309 -2309
  122. package/examples/jsm/loaders/FBXLoader.js +4314 -4314
  123. package/examples/jsm/loaders/FontLoader.js +183 -183
  124. package/examples/jsm/loaders/GCodeLoader.js +261 -261
  125. package/examples/jsm/loaders/GLTFLoader.js +4666 -4666
  126. package/examples/jsm/loaders/GLTFLoaderAnimationPointer.js +729 -729
  127. package/examples/jsm/loaders/HDRCubeTextureLoader.js +115 -115
  128. package/examples/jsm/loaders/IESLoader.js +337 -337
  129. package/examples/jsm/loaders/KMZLoader.js +130 -130
  130. package/examples/jsm/loaders/KTX2Loader.js +932 -932
  131. package/examples/jsm/loaders/KTXLoader.js +176 -176
  132. package/examples/jsm/loaders/LDrawLoader.js +2470 -2470
  133. package/examples/jsm/loaders/LUT3dlLoader.js +183 -183
  134. package/examples/jsm/loaders/LUTCubeLoader.js +167 -167
  135. package/examples/jsm/loaders/LUTImageLoader.js +163 -163
  136. package/examples/jsm/loaders/LWOLoader.js +1052 -1052
  137. package/examples/jsm/loaders/LogLuvLoader.js +606 -606
  138. package/examples/jsm/loaders/LottieLoader.js +77 -77
  139. package/examples/jsm/loaders/MD2Loader.js +399 -399
  140. package/examples/jsm/loaders/MDDLoader.js +102 -102
  141. package/examples/jsm/loaders/MMDLoader.js +2276 -2276
  142. package/examples/jsm/loaders/MTLLoader.js +567 -567
  143. package/examples/jsm/loaders/MaterialXLoader.js +852 -852
  144. package/examples/jsm/loaders/NRRDLoader.js +686 -686
  145. package/examples/jsm/loaders/OBJLoader.js +905 -905
  146. package/examples/jsm/loaders/PCDLoader.js +467 -467
  147. package/examples/jsm/loaders/PDBLoader.js +232 -232
  148. package/examples/jsm/loaders/PLYLoader.js +771 -771
  149. package/examples/jsm/loaders/PVRLoader.js +251 -251
  150. package/examples/jsm/loaders/RGBELoader.js +450 -450
  151. package/examples/jsm/loaders/RGBMLoader.js +1065 -1065
  152. package/examples/jsm/loaders/STLLoader.js +410 -410
  153. package/examples/jsm/loaders/SVGLoader.js +3173 -3173
  154. package/examples/jsm/loaders/TDSLoader.js +1124 -1124
  155. package/examples/jsm/loaders/TGALoader.js +517 -517
  156. package/examples/jsm/loaders/TIFFLoader.js +36 -36
  157. package/examples/jsm/loaders/TTFLoader.js +214 -214
  158. package/examples/jsm/loaders/TiltLoader.js +520 -520
  159. package/examples/jsm/loaders/USDZLoader.js +822 -822
  160. package/examples/jsm/loaders/VOXLoader.js +318 -318
  161. package/examples/jsm/loaders/VRMLLoader.js +3537 -3537
  162. package/examples/jsm/loaders/VTKLoader.js +1163 -1163
  163. package/examples/jsm/loaders/XYZLoader.js +106 -106
  164. package/examples/jsm/loaders/lwo/IFFParser.js +1214 -1214
  165. package/examples/jsm/loaders/lwo/LWO2Parser.js +414 -414
  166. package/examples/jsm/loaders/lwo/LWO3Parser.js +373 -373
  167. package/examples/jsm/materials/MeshGouraudMaterial.js +426 -426
  168. package/examples/jsm/materials/MeshPostProcessingMaterial.js +144 -144
  169. package/examples/jsm/math/Capsule.js +82 -82
  170. package/examples/jsm/math/ColorConverter.js +36 -36
  171. package/examples/jsm/math/ConvexHull.js +1271 -1271
  172. package/examples/jsm/math/ImprovedNoise.js +71 -71
  173. package/examples/jsm/math/Lut.js +204 -204
  174. package/examples/jsm/math/MeshSurfaceSampler.js +250 -250
  175. package/examples/jsm/math/OBB.js +423 -423
  176. package/examples/jsm/math/Octree.js +540 -540
  177. package/examples/jsm/math/SimplexNoise.js +444 -444
  178. package/examples/jsm/misc/ConvexObjectBreaker.js +519 -519
  179. package/examples/jsm/misc/GPUComputationRenderer.js +446 -446
  180. package/examples/jsm/misc/Gyroscope.js +66 -66
  181. package/examples/jsm/misc/MD2Character.js +276 -276
  182. package/examples/jsm/misc/MD2CharacterComplex.js +576 -576
  183. package/examples/jsm/misc/MorphAnimMesh.js +75 -75
  184. package/examples/jsm/misc/MorphBlendMesh.js +322 -322
  185. package/examples/jsm/misc/ProgressiveLightMap.js +324 -324
  186. package/examples/jsm/misc/RollerCoaster.js +566 -566
  187. package/examples/jsm/misc/Timer.js +128 -128
  188. package/examples/jsm/misc/TubePainter.js +202 -202
  189. package/examples/jsm/misc/Volume.js +473 -473
  190. package/examples/jsm/misc/VolumeSlice.js +229 -229
  191. package/examples/jsm/modifiers/CurveModifier.js +344 -344
  192. package/examples/jsm/modifiers/EdgeSplitModifier.js +279 -279
  193. package/examples/jsm/modifiers/SimplifyModifier.js +617 -617
  194. package/examples/jsm/modifiers/TessellateModifier.js +307 -307
  195. package/examples/jsm/nodes/Nodes.js +195 -195
  196. package/examples/jsm/nodes/accessors/AccessorsUtils.js +10 -10
  197. package/examples/jsm/nodes/accessors/BitangentNode.js +89 -89
  198. package/examples/jsm/nodes/accessors/BufferAttributeNode.js +127 -127
  199. package/examples/jsm/nodes/accessors/BufferNode.js +30 -30
  200. package/examples/jsm/nodes/accessors/CameraNode.js +119 -119
  201. package/examples/jsm/nodes/accessors/ClippingNode.js +144 -144
  202. package/examples/jsm/nodes/accessors/CubeTextureNode.js +61 -61
  203. package/examples/jsm/nodes/accessors/InstanceNode.js +71 -71
  204. package/examples/jsm/nodes/accessors/InstancedPointsMaterialNode.js +21 -21
  205. package/examples/jsm/nodes/accessors/MaterialNode.js +314 -314
  206. package/examples/jsm/nodes/accessors/MaterialReferenceNode.js +41 -41
  207. package/examples/jsm/nodes/accessors/ModelNode.js +33 -33
  208. package/examples/jsm/nodes/accessors/ModelViewProjectionNode.js +39 -39
  209. package/examples/jsm/nodes/accessors/MorphNode.js +245 -245
  210. package/examples/jsm/nodes/accessors/NormalNode.js +96 -96
  211. package/examples/jsm/nodes/accessors/Object3DNode.js +150 -150
  212. package/examples/jsm/nodes/accessors/PointUVNode.js +26 -26
  213. package/examples/jsm/nodes/accessors/PositionNode.js +104 -104
  214. package/examples/jsm/nodes/accessors/ReferenceNode.js +160 -160
  215. package/examples/jsm/nodes/accessors/ReflectVectorNode.js +35 -35
  216. package/examples/jsm/nodes/accessors/SceneNode.js +52 -52
  217. package/examples/jsm/nodes/accessors/SkinningNode.js +124 -124
  218. package/examples/jsm/nodes/accessors/StorageBufferNode.js +72 -72
  219. package/examples/jsm/nodes/accessors/TangentNode.js +109 -109
  220. package/examples/jsm/nodes/accessors/TextureBicubicNode.js +94 -94
  221. package/examples/jsm/nodes/accessors/TextureNode.js +367 -367
  222. package/examples/jsm/nodes/accessors/TextureSizeNode.js +35 -35
  223. package/examples/jsm/nodes/accessors/TextureStoreNode.js +82 -82
  224. package/examples/jsm/nodes/accessors/UVNode.js +47 -47
  225. package/examples/jsm/nodes/accessors/UniformsNode.js +140 -140
  226. package/examples/jsm/nodes/accessors/UserDataNode.js +29 -29
  227. package/examples/jsm/nodes/accessors/VertexColorNode.js +70 -70
  228. package/examples/jsm/nodes/code/CodeNode.js +84 -84
  229. package/examples/jsm/nodes/code/ExpressionNode.js +37 -37
  230. package/examples/jsm/nodes/code/FunctionCallNode.js +96 -96
  231. package/examples/jsm/nodes/code/FunctionNode.js +138 -138
  232. package/examples/jsm/nodes/code/ScriptableNode.js +488 -488
  233. package/examples/jsm/nodes/code/ScriptableValueNode.js +167 -167
  234. package/examples/jsm/nodes/core/AssignNode.js +128 -128
  235. package/examples/jsm/nodes/core/AttributeNode.js +108 -108
  236. package/examples/jsm/nodes/core/BypassNode.js +45 -45
  237. package/examples/jsm/nodes/core/CacheNode.js +49 -49
  238. package/examples/jsm/nodes/core/ConstNode.js +32 -32
  239. package/examples/jsm/nodes/core/ContextNode.js +61 -61
  240. package/examples/jsm/nodes/core/IndexNode.js +66 -66
  241. package/examples/jsm/nodes/core/InputNode.js +83 -83
  242. package/examples/jsm/nodes/core/LightingModel.js +17 -17
  243. package/examples/jsm/nodes/core/Node.js +493 -493
  244. package/examples/jsm/nodes/core/NodeAttribute.js +15 -15
  245. package/examples/jsm/nodes/core/NodeBuilder.js +1250 -1250
  246. package/examples/jsm/nodes/core/NodeCache.js +26 -26
  247. package/examples/jsm/nodes/core/NodeCode.js +15 -15
  248. package/examples/jsm/nodes/core/NodeFrame.js +143 -143
  249. package/examples/jsm/nodes/core/NodeFunction.js +22 -22
  250. package/examples/jsm/nodes/core/NodeFunctionInput.js +17 -17
  251. package/examples/jsm/nodes/core/NodeKeywords.js +80 -80
  252. package/examples/jsm/nodes/core/NodeParser.js +11 -11
  253. package/examples/jsm/nodes/core/NodeUniform.js +40 -40
  254. package/examples/jsm/nodes/core/NodeUtils.js +210 -210
  255. package/examples/jsm/nodes/core/NodeVar.js +14 -14
  256. package/examples/jsm/nodes/core/NodeVarying.js +17 -17
  257. package/examples/jsm/nodes/core/OutputStructNode.js +62 -62
  258. package/examples/jsm/nodes/core/ParameterNode.js +33 -33
  259. package/examples/jsm/nodes/core/PropertyNode.js +72 -72
  260. package/examples/jsm/nodes/core/StackNode.js +89 -89
  261. package/examples/jsm/nodes/core/StructTypeNode.js +24 -24
  262. package/examples/jsm/nodes/core/TempNode.js +58 -58
  263. package/examples/jsm/nodes/core/UniformGroup.js +13 -13
  264. package/examples/jsm/nodes/core/UniformGroupNode.js +36 -36
  265. package/examples/jsm/nodes/core/UniformNode.js +80 -80
  266. package/examples/jsm/nodes/core/VarNode.js +60 -60
  267. package/examples/jsm/nodes/core/VaryingNode.js +65 -65
  268. package/examples/jsm/nodes/core/constants.js +28 -28
  269. package/examples/jsm/nodes/display/AfterImageNode.js +148 -148
  270. package/examples/jsm/nodes/display/AnamorphicNode.js +148 -148
  271. package/examples/jsm/nodes/display/BlendModeNode.js +128 -128
  272. package/examples/jsm/nodes/display/BumpMapNode.js +99 -99
  273. package/examples/jsm/nodes/display/ColorAdjustmentNode.js +99 -99
  274. package/examples/jsm/nodes/display/ColorSpaceNode.js +108 -108
  275. package/examples/jsm/nodes/display/FrontFacingNode.js +27 -27
  276. package/examples/jsm/nodes/display/GaussianBlurNode.js +190 -190
  277. package/examples/jsm/nodes/display/NormalMapNode.js +106 -106
  278. package/examples/jsm/nodes/display/PassNode.js +183 -183
  279. package/examples/jsm/nodes/display/PosterizeNode.js +32 -32
  280. package/examples/jsm/nodes/display/ToneMappingNode.js +184 -184
  281. package/examples/jsm/nodes/display/ViewportDepthNode.js +97 -97
  282. package/examples/jsm/nodes/display/ViewportDepthTextureNode.js +31 -31
  283. package/examples/jsm/nodes/display/ViewportNode.js +134 -134
  284. package/examples/jsm/nodes/display/ViewportSharedTextureNode.js +31 -31
  285. package/examples/jsm/nodes/display/ViewportTextureNode.js +75 -75
  286. package/examples/jsm/nodes/fog/FogExp2Node.js +35 -35
  287. package/examples/jsm/nodes/fog/FogNode.js +38 -38
  288. package/examples/jsm/nodes/fog/FogRangeNode.js +34 -34
  289. package/examples/jsm/nodes/functions/BSDF/BRDF_GGX.js +40 -40
  290. package/examples/jsm/nodes/functions/BSDF/BRDF_Lambert.js +9 -9
  291. package/examples/jsm/nodes/functions/BSDF/BRDF_Sheen.js +57 -57
  292. package/examples/jsm/nodes/functions/BSDF/DFGApprox.js +30 -30
  293. package/examples/jsm/nodes/functions/BSDF/D_GGX.js +23 -23
  294. package/examples/jsm/nodes/functions/BSDF/EnvironmentBRDF.js +13 -13
  295. package/examples/jsm/nodes/functions/BSDF/F_Schlick.js +16 -16
  296. package/examples/jsm/nodes/functions/BSDF/Schlick_to_F0.js +21 -21
  297. package/examples/jsm/nodes/functions/BSDF/V_GGX_SmithCorrelated.js +28 -28
  298. package/examples/jsm/nodes/functions/PhongLightingModel.js +67 -67
  299. package/examples/jsm/nodes/functions/PhysicalLightingModel.js +393 -393
  300. package/examples/jsm/nodes/functions/material/getGeometryRoughness.js +13 -13
  301. package/examples/jsm/nodes/functions/material/getRoughness.js +18 -18
  302. package/examples/jsm/nodes/geometry/RangeNode.js +104 -104
  303. package/examples/jsm/nodes/gpgpu/ComputeNode.js +85 -85
  304. package/examples/jsm/nodes/lighting/AONode.js +27 -27
  305. package/examples/jsm/nodes/lighting/AmbientLightNode.js +27 -27
  306. package/examples/jsm/nodes/lighting/AnalyticLightNode.js +241 -241
  307. package/examples/jsm/nodes/lighting/DirectionalLightNode.js +40 -40
  308. package/examples/jsm/nodes/lighting/EnvironmentNode.js +181 -181
  309. package/examples/jsm/nodes/lighting/HemisphereLightNode.js +55 -55
  310. package/examples/jsm/nodes/lighting/IESSpotLightNode.js +39 -39
  311. package/examples/jsm/nodes/lighting/LightNode.js +57 -57
  312. package/examples/jsm/nodes/lighting/LightUtils.js +17 -17
  313. package/examples/jsm/nodes/lighting/LightingContextNode.js +66 -66
  314. package/examples/jsm/nodes/lighting/LightingNode.js +21 -21
  315. package/examples/jsm/nodes/lighting/LightsNode.js +188 -188
  316. package/examples/jsm/nodes/lighting/PointLightNode.js +68 -68
  317. package/examples/jsm/nodes/lighting/SpotLightNode.js +89 -89
  318. package/examples/jsm/nodes/loaders/NodeLoader.js +108 -108
  319. package/examples/jsm/nodes/loaders/NodeMaterialLoader.js +59 -59
  320. package/examples/jsm/nodes/loaders/NodeObjectLoader.js +70 -70
  321. package/examples/jsm/nodes/materials/InstancedPointsNodeMaterial.js +162 -162
  322. package/examples/jsm/nodes/materials/Line2NodeMaterial.js +436 -436
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@@ -1,321 +1,321 @@
1
- import {
2
- Color,
3
- Vector3
4
- } from 'three';
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-
6
- /**
7
- * God-rays (crepuscular rays)
8
- *
9
- * Similar implementation to the one used by Crytek for CryEngine 2 [Sousa2008].
10
- * Blurs a mask generated from the depth map along radial lines emanating from the light
11
- * source. The blur repeatedly applies a blur filter of increasing support but constant
12
- * sample count to produce a blur filter with large support.
13
- *
14
- * My implementation performs 3 passes, similar to the implementation from Sousa. I found
15
- * just 6 samples per pass produced acceptible results. The blur is applied three times,
16
- * with decreasing filter support. The result is equivalent to a single pass with
17
- * 6*6*6 = 216 samples.
18
- *
19
- * References:
20
- *
21
- * Sousa2008 - Crysis Next Gen Effects, GDC2008, http://www.crytek.com/sites/default/files/GDC08_SousaT_CrysisEffects.ppt
22
- */
23
-
24
- const GodRaysDepthMaskShader = {
25
-
26
- name: 'GodRaysDepthMaskShader',
27
-
28
- uniforms: {
29
-
30
- tInput: {
31
- value: null
32
- }
33
-
34
- },
35
-
36
- vertexShader: /* glsl */`
37
-
38
- varying vec2 vUv;
39
-
40
- void main() {
41
-
42
- vUv = uv;
43
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
44
-
45
- }`,
46
-
47
- fragmentShader: /* glsl */`
48
-
49
- varying vec2 vUv;
50
-
51
- uniform sampler2D tInput;
52
-
53
- void main() {
54
-
55
- gl_FragColor = vec4( 1.0 ) - texture2D( tInput, vUv );
56
-
57
- }`
58
-
59
- };
60
-
61
-
62
- /**
63
- * The god-ray generation shader.
64
- *
65
- * First pass:
66
- *
67
- * The depth map is blurred along radial lines towards the "sun". The
68
- * output is written to a temporary render target (I used a 1/4 sized
69
- * target).
70
- *
71
- * Pass two & three:
72
- *
73
- * The results of the previous pass are re-blurred, each time with a
74
- * decreased distance between samples.
75
- */
76
-
77
- const GodRaysGenerateShader = {
78
-
79
- name: 'GodRaysGenerateShader',
80
-
81
- uniforms: {
82
-
83
- tInput: {
84
- value: null
85
- },
86
- fStepSize: {
87
- value: 1.0
88
- },
89
- vSunPositionScreenSpace: {
90
- value: new Vector3()
91
- }
92
-
93
- },
94
-
95
- vertexShader: /* glsl */`
96
-
97
- varying vec2 vUv;
98
-
99
- void main() {
100
-
101
- vUv = uv;
102
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
103
-
104
- }`,
105
-
106
- fragmentShader: /* glsl */`
107
-
108
- #define TAPS_PER_PASS 6.0
109
-
110
- varying vec2 vUv;
111
-
112
- uniform sampler2D tInput;
113
-
114
- uniform vec3 vSunPositionScreenSpace;
115
- uniform float fStepSize; // filter step size
116
-
117
- void main() {
118
-
119
- // delta from current pixel to "sun" position
120
-
121
- vec2 delta = vSunPositionScreenSpace.xy - vUv;
122
- float dist = length( delta );
123
-
124
- // Step vector (uv space)
125
-
126
- vec2 stepv = fStepSize * delta / dist;
127
-
128
- // Number of iterations between pixel and sun
129
-
130
- float iters = dist/fStepSize;
131
-
132
- vec2 uv = vUv.xy;
133
- float col = 0.0;
134
-
135
- // This breaks ANGLE in Chrome 22
136
- // - see http://code.google.com/p/chromium/issues/detail?id=153105
137
-
138
- /*
139
- // Unrolling didnt do much on my hardware (ATI Mobility Radeon 3450),
140
- // so i've just left the loop
141
-
142
- "for ( float i = 0.0; i < TAPS_PER_PASS; i += 1.0 ) {",
143
-
144
- // Accumulate samples, making sure we dont walk past the light source.
145
-
146
- // The check for uv.y < 1 would not be necessary with "border" UV wrap
147
- // mode, with a black border color. I don't think this is currently
148
- // exposed by three.js. As a result there might be artifacts when the
149
- // sun is to the left, right or bottom of screen as these cases are
150
- // not specifically handled.
151
-
152
- " col += ( i <= iters && uv.y < 1.0 ? texture2D( tInput, uv ).r : 0.0 );",
153
- " uv += stepv;",
154
-
155
- "}",
156
- */
157
-
158
- // Unrolling loop manually makes it work in ANGLE
159
-
160
- float f = min( 1.0, max( vSunPositionScreenSpace.z / 1000.0, 0.0 ) ); // used to fade out godrays
161
-
162
- if ( 0.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;
163
- uv += stepv;
164
-
165
- if ( 1.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;
166
- uv += stepv;
167
-
168
- if ( 2.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;
169
- uv += stepv;
170
-
171
- if ( 3.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;
172
- uv += stepv;
173
-
174
- if ( 4.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;
175
- uv += stepv;
176
-
177
- if ( 5.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;
178
- uv += stepv;
179
-
180
- // Should technically be dividing by 'iters but 'TAPS_PER_PASS' smooths out
181
- // objectionable artifacts, in particular near the sun position. The side
182
- // effect is that the result is darker than it should be around the sun, as
183
- // TAPS_PER_PASS is greater than the number of samples actually accumulated.
184
- // When the result is inverted (in the shader 'godrays_combine this produces
185
- // a slight bright spot at the position of the sun, even when it is occluded.
186
-
187
- gl_FragColor = vec4( col/TAPS_PER_PASS );
188
- gl_FragColor.a = 1.0;
189
-
190
- }`
191
-
192
- };
193
-
194
- /**
195
- * Additively applies god rays from texture tGodRays to a background (tColors).
196
- * fGodRayIntensity attenuates the god rays.
197
- */
198
-
199
- const GodRaysCombineShader = {
200
-
201
- name: 'GodRaysCombineShader',
202
-
203
- uniforms: {
204
-
205
- tColors: {
206
- value: null
207
- },
208
-
209
- tGodRays: {
210
- value: null
211
- },
212
-
213
- fGodRayIntensity: {
214
- value: 0.69
215
- }
216
-
217
- },
218
-
219
- vertexShader: /* glsl */`
220
-
221
- varying vec2 vUv;
222
-
223
- void main() {
224
-
225
- vUv = uv;
226
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
227
-
228
- }`,
229
-
230
- fragmentShader: /* glsl */`
231
-
232
- varying vec2 vUv;
233
-
234
- uniform sampler2D tColors;
235
- uniform sampler2D tGodRays;
236
-
237
- uniform float fGodRayIntensity;
238
-
239
- void main() {
240
-
241
- // Since THREE.MeshDepthMaterial renders foreground objects white and background
242
- // objects black, the god-rays will be white streaks. Therefore value is inverted
243
- // before being combined with tColors
244
-
245
- gl_FragColor = texture2D( tColors, vUv ) + fGodRayIntensity * vec4( 1.0 - texture2D( tGodRays, vUv ).r );
246
- gl_FragColor.a = 1.0;
247
-
248
- }`
249
-
250
- };
251
-
252
-
253
- /**
254
- * A dodgy sun/sky shader. Makes a bright spot at the sun location. Would be
255
- * cheaper/faster/simpler to implement this as a simple sun sprite.
256
- */
257
-
258
- const GodRaysFakeSunShader = {
259
-
260
- name: 'GodRaysFakeSunShader',
261
-
262
- uniforms: {
263
-
264
- vSunPositionScreenSpace: {
265
- value: new Vector3()
266
- },
267
-
268
- fAspect: {
269
- value: 1.0
270
- },
271
-
272
- sunColor: {
273
- value: new Color( 0xffee00 )
274
- },
275
-
276
- bgColor: {
277
- value: new Color( 0x000000 )
278
- }
279
-
280
- },
281
-
282
- vertexShader: /* glsl */`
283
-
284
- varying vec2 vUv;
285
-
286
- void main() {
287
-
288
- vUv = uv;
289
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
290
-
291
- }`,
292
-
293
- fragmentShader: /* glsl */`
294
-
295
- varying vec2 vUv;
296
-
297
- uniform vec3 vSunPositionScreenSpace;
298
- uniform float fAspect;
299
-
300
- uniform vec3 sunColor;
301
- uniform vec3 bgColor;
302
-
303
- void main() {
304
-
305
- vec2 diff = vUv - vSunPositionScreenSpace.xy;
306
-
307
- // Correct for aspect ratio
308
-
309
- diff.x *= fAspect;
310
-
311
- float prop = clamp( length( diff ) / 0.5, 0.0, 1.0 );
312
- prop = 0.35 * pow( 1.0 - prop, 3.0 );
313
-
314
- gl_FragColor.xyz = ( vSunPositionScreenSpace.z > 0.0 ) ? mix( sunColor, bgColor, 1.0 - prop ) : bgColor;
315
- gl_FragColor.w = 1.0;
316
-
317
- }`
318
-
319
- };
320
-
321
- export { GodRaysDepthMaskShader, GodRaysGenerateShader, GodRaysCombineShader, GodRaysFakeSunShader };
1
+ import {
2
+ Color,
3
+ Vector3
4
+ } from 'three';
5
+
6
+ /**
7
+ * God-rays (crepuscular rays)
8
+ *
9
+ * Similar implementation to the one used by Crytek for CryEngine 2 [Sousa2008].
10
+ * Blurs a mask generated from the depth map along radial lines emanating from the light
11
+ * source. The blur repeatedly applies a blur filter of increasing support but constant
12
+ * sample count to produce a blur filter with large support.
13
+ *
14
+ * My implementation performs 3 passes, similar to the implementation from Sousa. I found
15
+ * just 6 samples per pass produced acceptible results. The blur is applied three times,
16
+ * with decreasing filter support. The result is equivalent to a single pass with
17
+ * 6*6*6 = 216 samples.
18
+ *
19
+ * References:
20
+ *
21
+ * Sousa2008 - Crysis Next Gen Effects, GDC2008, http://www.crytek.com/sites/default/files/GDC08_SousaT_CrysisEffects.ppt
22
+ */
23
+
24
+ const GodRaysDepthMaskShader = {
25
+
26
+ name: 'GodRaysDepthMaskShader',
27
+
28
+ uniforms: {
29
+
30
+ tInput: {
31
+ value: null
32
+ }
33
+
34
+ },
35
+
36
+ vertexShader: /* glsl */`
37
+
38
+ varying vec2 vUv;
39
+
40
+ void main() {
41
+
42
+ vUv = uv;
43
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
44
+
45
+ }`,
46
+
47
+ fragmentShader: /* glsl */`
48
+
49
+ varying vec2 vUv;
50
+
51
+ uniform sampler2D tInput;
52
+
53
+ void main() {
54
+
55
+ gl_FragColor = vec4( 1.0 ) - texture2D( tInput, vUv );
56
+
57
+ }`
58
+
59
+ };
60
+
61
+
62
+ /**
63
+ * The god-ray generation shader.
64
+ *
65
+ * First pass:
66
+ *
67
+ * The depth map is blurred along radial lines towards the "sun". The
68
+ * output is written to a temporary render target (I used a 1/4 sized
69
+ * target).
70
+ *
71
+ * Pass two & three:
72
+ *
73
+ * The results of the previous pass are re-blurred, each time with a
74
+ * decreased distance between samples.
75
+ */
76
+
77
+ const GodRaysGenerateShader = {
78
+
79
+ name: 'GodRaysGenerateShader',
80
+
81
+ uniforms: {
82
+
83
+ tInput: {
84
+ value: null
85
+ },
86
+ fStepSize: {
87
+ value: 1.0
88
+ },
89
+ vSunPositionScreenSpace: {
90
+ value: new Vector3()
91
+ }
92
+
93
+ },
94
+
95
+ vertexShader: /* glsl */`
96
+
97
+ varying vec2 vUv;
98
+
99
+ void main() {
100
+
101
+ vUv = uv;
102
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
103
+
104
+ }`,
105
+
106
+ fragmentShader: /* glsl */`
107
+
108
+ #define TAPS_PER_PASS 6.0
109
+
110
+ varying vec2 vUv;
111
+
112
+ uniform sampler2D tInput;
113
+
114
+ uniform vec3 vSunPositionScreenSpace;
115
+ uniform float fStepSize; // filter step size
116
+
117
+ void main() {
118
+
119
+ // delta from current pixel to "sun" position
120
+
121
+ vec2 delta = vSunPositionScreenSpace.xy - vUv;
122
+ float dist = length( delta );
123
+
124
+ // Step vector (uv space)
125
+
126
+ vec2 stepv = fStepSize * delta / dist;
127
+
128
+ // Number of iterations between pixel and sun
129
+
130
+ float iters = dist/fStepSize;
131
+
132
+ vec2 uv = vUv.xy;
133
+ float col = 0.0;
134
+
135
+ // This breaks ANGLE in Chrome 22
136
+ // - see http://code.google.com/p/chromium/issues/detail?id=153105
137
+
138
+ /*
139
+ // Unrolling didnt do much on my hardware (ATI Mobility Radeon 3450),
140
+ // so i've just left the loop
141
+
142
+ "for ( float i = 0.0; i < TAPS_PER_PASS; i += 1.0 ) {",
143
+
144
+ // Accumulate samples, making sure we dont walk past the light source.
145
+
146
+ // The check for uv.y < 1 would not be necessary with "border" UV wrap
147
+ // mode, with a black border color. I don't think this is currently
148
+ // exposed by three.js. As a result there might be artifacts when the
149
+ // sun is to the left, right or bottom of screen as these cases are
150
+ // not specifically handled.
151
+
152
+ " col += ( i <= iters && uv.y < 1.0 ? texture2D( tInput, uv ).r : 0.0 );",
153
+ " uv += stepv;",
154
+
155
+ "}",
156
+ */
157
+
158
+ // Unrolling loop manually makes it work in ANGLE
159
+
160
+ float f = min( 1.0, max( vSunPositionScreenSpace.z / 1000.0, 0.0 ) ); // used to fade out godrays
161
+
162
+ if ( 0.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;
163
+ uv += stepv;
164
+
165
+ if ( 1.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;
166
+ uv += stepv;
167
+
168
+ if ( 2.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;
169
+ uv += stepv;
170
+
171
+ if ( 3.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;
172
+ uv += stepv;
173
+
174
+ if ( 4.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;
175
+ uv += stepv;
176
+
177
+ if ( 5.0 <= iters && uv.y < 1.0 ) col += texture2D( tInput, uv ).r * f;
178
+ uv += stepv;
179
+
180
+ // Should technically be dividing by 'iters but 'TAPS_PER_PASS' smooths out
181
+ // objectionable artifacts, in particular near the sun position. The side
182
+ // effect is that the result is darker than it should be around the sun, as
183
+ // TAPS_PER_PASS is greater than the number of samples actually accumulated.
184
+ // When the result is inverted (in the shader 'godrays_combine this produces
185
+ // a slight bright spot at the position of the sun, even when it is occluded.
186
+
187
+ gl_FragColor = vec4( col/TAPS_PER_PASS );
188
+ gl_FragColor.a = 1.0;
189
+
190
+ }`
191
+
192
+ };
193
+
194
+ /**
195
+ * Additively applies god rays from texture tGodRays to a background (tColors).
196
+ * fGodRayIntensity attenuates the god rays.
197
+ */
198
+
199
+ const GodRaysCombineShader = {
200
+
201
+ name: 'GodRaysCombineShader',
202
+
203
+ uniforms: {
204
+
205
+ tColors: {
206
+ value: null
207
+ },
208
+
209
+ tGodRays: {
210
+ value: null
211
+ },
212
+
213
+ fGodRayIntensity: {
214
+ value: 0.69
215
+ }
216
+
217
+ },
218
+
219
+ vertexShader: /* glsl */`
220
+
221
+ varying vec2 vUv;
222
+
223
+ void main() {
224
+
225
+ vUv = uv;
226
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
227
+
228
+ }`,
229
+
230
+ fragmentShader: /* glsl */`
231
+
232
+ varying vec2 vUv;
233
+
234
+ uniform sampler2D tColors;
235
+ uniform sampler2D tGodRays;
236
+
237
+ uniform float fGodRayIntensity;
238
+
239
+ void main() {
240
+
241
+ // Since THREE.MeshDepthMaterial renders foreground objects white and background
242
+ // objects black, the god-rays will be white streaks. Therefore value is inverted
243
+ // before being combined with tColors
244
+
245
+ gl_FragColor = texture2D( tColors, vUv ) + fGodRayIntensity * vec4( 1.0 - texture2D( tGodRays, vUv ).r );
246
+ gl_FragColor.a = 1.0;
247
+
248
+ }`
249
+
250
+ };
251
+
252
+
253
+ /**
254
+ * A dodgy sun/sky shader. Makes a bright spot at the sun location. Would be
255
+ * cheaper/faster/simpler to implement this as a simple sun sprite.
256
+ */
257
+
258
+ const GodRaysFakeSunShader = {
259
+
260
+ name: 'GodRaysFakeSunShader',
261
+
262
+ uniforms: {
263
+
264
+ vSunPositionScreenSpace: {
265
+ value: new Vector3()
266
+ },
267
+
268
+ fAspect: {
269
+ value: 1.0
270
+ },
271
+
272
+ sunColor: {
273
+ value: new Color( 0xffee00 )
274
+ },
275
+
276
+ bgColor: {
277
+ value: new Color( 0x000000 )
278
+ }
279
+
280
+ },
281
+
282
+ vertexShader: /* glsl */`
283
+
284
+ varying vec2 vUv;
285
+
286
+ void main() {
287
+
288
+ vUv = uv;
289
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
290
+
291
+ }`,
292
+
293
+ fragmentShader: /* glsl */`
294
+
295
+ varying vec2 vUv;
296
+
297
+ uniform vec3 vSunPositionScreenSpace;
298
+ uniform float fAspect;
299
+
300
+ uniform vec3 sunColor;
301
+ uniform vec3 bgColor;
302
+
303
+ void main() {
304
+
305
+ vec2 diff = vUv - vSunPositionScreenSpace.xy;
306
+
307
+ // Correct for aspect ratio
308
+
309
+ diff.x *= fAspect;
310
+
311
+ float prop = clamp( length( diff ) / 0.5, 0.0, 1.0 );
312
+ prop = 0.35 * pow( 1.0 - prop, 3.0 );
313
+
314
+ gl_FragColor.xyz = ( vSunPositionScreenSpace.z > 0.0 ) ? mix( sunColor, bgColor, 1.0 - prop ) : bgColor;
315
+ gl_FragColor.w = 1.0;
316
+
317
+ }`
318
+
319
+ };
320
+
321
+ export { GodRaysDepthMaskShader, GodRaysGenerateShader, GodRaysCombineShader, GodRaysFakeSunShader };