@polarfront-lab/ionian 1.0.5 → 1.0.7
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.
- package/dist/index.d.ts +166 -183
- package/dist/ionian.iife.js.map +1 -1
- package/dist/ionian.js.map +1 -1
- package/package.json +14 -18
- package/dist/ionian.umd.cjs +0 -7
- package/dist/ionian.umd.cjs.map +0 -1
package/dist/ionian.umd.cjs.map
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@@ -1 +0,0 @@
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{"version":3,"file":"ionian.umd.cjs","sources":["../src/easing.ts","../src/events/defaultEventEmitter.ts","../node_modules/.pnpm/mitt@3.0.1/node_modules/mitt/dist/mitt.mjs","../node_modules/.pnpm/comlink@4.4.2/node_modules/comlink/dist/esm/comlink.mjs","../node_modules/.pnpm/events@3.3.0/node_modules/events/events.js","../node_modules/.pnpm/generic-pool@3.9.0/node_modules/generic-pool/lib/PoolOptions.js","../node_modules/.pnpm/generic-pool@3.9.0/node_modules/generic-pool/lib/PoolDefaults.js","../node_modules/.pnpm/generic-pool@3.9.0/node_modules/generic-pool/lib/Deferred.js","../node_modules/.pnpm/generic-pool@3.9.0/node_modules/generic-pool/lib/ResourceRequest.js","../node_modules/.pnpm/generic-pool@3.9.0/node_modules/generic-pool/lib/errors.js","../node_modules/.pnpm/generic-pool@3.9.0/node_modules/generic-pool/lib/PooledResource.js","../node_modules/.pnpm/generic-pool@3.9.0/node_modules/generic-pool/lib/PooledResourceStateEnum.js","../node_modules/.pnpm/generic-pool@3.9.0/node_modules/generic-pool/lib/DefaultEvictor.js","../node_modules/.pnpm/generic-pool@3.9.0/node_modules/generic-pool/lib/DoublyLinkedList.js","../node_modules/.pnpm/generic-pool@3.9.0/node_modules/generic-pool/lib/DequeIterator.js","../node_modules/.pnpm/generic-pool@3.9.0/node_modules/generic-pool/lib/DoublyLinkedListIterator.js","../node_modules/.pnpm/generic-pool@3.9.0/node_modules/generic-pool/lib/Deque.js","../node_modules/.pnpm/generic-pool@3.9.0/node_modules/generic-pool/lib/PriorityQueue.js","../node_modules/.pnpm/generic-pool@3.9.0/node_modules/generic-pool/lib/Queue.js","../node_modules/.pnpm/generic-pool@3.9.0/node_modules/generic-pool/lib/Pool.js","../node_modules/.pnpm/generic-pool@3.9.0/node_modules/generic-pool/lib/factoryValidator.js","../node_modules/.pnpm/generic-pool@3.9.0/node_modules/generic-pool/lib/ResourceLoan.js","../node_modules/.pnpm/generic-pool@3.9.0/node_modules/generic-pool/lib/utils.js","../src/services/dataTexture/worker/workerPool.ts","../node_modules/.pnpm/generic-pool@3.9.0/node_modules/generic-pool/index.js","../src/utils.ts","../src/services/dataTexture/dataTextureService.ts","../src/services/instancedmesh/instancedMeshManager.ts","../src/services/instancedmesh/shaders/instanceVertexShader.ts","../src/services/instancedmesh/shaders/instanceFragmentShader.ts","../src/services/intersection/intersectionService.ts","../src/services/matcap/matcapService.ts","../node_modules/.pnpm/three@0.173.0/node_modules/three/examples/jsm/postprocessing/Pass.js","../node_modules/.pnpm/three@0.173.0/node_modules/three/examples/jsm/misc/GPUComputationRenderer.js","../src/services/simulation/simulationRenderer.ts","../src/services/simulation/shaders/simulationMixShader.ts","../src/services/simulation/shaders/simulationVelocityShader.ts","../src/services/simulation/shaders/simulationPositionShader.ts","../src/services/simulation/simulationRendererService.ts","../src/services/transition/transitionService.ts","../src/particlesEngine.ts"],"sourcesContent":["import { EasingFunction } from '@/types';\n\n/**\n * Linear easing function.\n */\nexport const linear: EasingFunction = (n: number) => n;\n","import { Events } from '@/events/topics';\nimport mitt from 'mitt';\n\nexport class DefaultEventEmitter implements EngineEventEmitter<Events> {\n private readonly emitter = mitt<Events>();\n\n emit<Key extends keyof Events>(type: Key, payload: Events[Key]): void {\n this.emitter.emit(type, payload);\n }\n\n off<Key extends keyof Events>(type: Key, handler?: (payload: Events[Key]) => void): void {\n this.emitter.off(type, handler);\n }\n\n on<Key extends keyof Events>(type: Key, handler: (payload: Events[Key]) => void): void {\n this.emitter.on(type, handler);\n }\n\n once<Key extends keyof Events>(type: Key, handler: (payload: Events[Key]) => void): void {\n this.emitter.on(type, (payload: Events[Key]) => {\n this.emitter.off(type, handler);\n handler(payload);\n });\n }\n\n dispose(): void {\n this.emitter.all.clear();\n }\n}\n","export default function(n){return{all:n=n||new Map,on:function(t,e){var i=n.get(t);i?i.push(e):n.set(t,[e])},off:function(t,e){var i=n.get(t);i&&(e?i.splice(i.indexOf(e)>>>0,1):n.set(t,[]))},emit:function(t,e){var i=n.get(t);i&&i.slice().map(function(n){n(e)}),(i=n.get(\"*\"))&&i.slice().map(function(n){n(t,e)})}}}\n//# sourceMappingURL=mitt.mjs.map\n","/**\n * @license\n * Copyright 2019 Google LLC\n * SPDX-License-Identifier: Apache-2.0\n */\nconst proxyMarker = Symbol(\"Comlink.proxy\");\nconst createEndpoint = Symbol(\"Comlink.endpoint\");\nconst releaseProxy = Symbol(\"Comlink.releaseProxy\");\nconst finalizer = Symbol(\"Comlink.finalizer\");\nconst throwMarker = Symbol(\"Comlink.thrown\");\nconst isObject = (val) => (typeof val === \"object\" && val !== null) || typeof val === \"function\";\n/**\n * Internal transfer handle to handle objects marked to proxy.\n */\nconst proxyTransferHandler = {\n canHandle: (val) => isObject(val) && val[proxyMarker],\n serialize(obj) {\n const { port1, port2 } = new MessageChannel();\n expose(obj, port1);\n return [port2, [port2]];\n },\n deserialize(port) {\n port.start();\n return wrap(port);\n },\n};\n/**\n * Internal transfer handler to handle thrown exceptions.\n */\nconst throwTransferHandler = {\n canHandle: (value) => isObject(value) && throwMarker in value,\n serialize({ value }) {\n let serialized;\n if (value instanceof Error) {\n serialized = {\n isError: true,\n value: {\n message: value.message,\n name: value.name,\n stack: value.stack,\n },\n };\n }\n else {\n serialized = { isError: false, value };\n }\n return [serialized, []];\n },\n deserialize(serialized) {\n if (serialized.isError) {\n throw Object.assign(new Error(serialized.value.message), serialized.value);\n }\n throw serialized.value;\n },\n};\n/**\n * Allows customizing the serialization of certain values.\n */\nconst transferHandlers = new Map([\n [\"proxy\", proxyTransferHandler],\n [\"throw\", throwTransferHandler],\n]);\nfunction isAllowedOrigin(allowedOrigins, origin) {\n for (const allowedOrigin of allowedOrigins) {\n if (origin === allowedOrigin || allowedOrigin === \"*\") {\n return true;\n }\n if (allowedOrigin instanceof RegExp && allowedOrigin.test(origin)) {\n return true;\n }\n }\n return false;\n}\nfunction expose(obj, ep = globalThis, allowedOrigins = [\"*\"]) {\n ep.addEventListener(\"message\", function callback(ev) {\n if (!ev || !ev.data) {\n return;\n }\n if (!isAllowedOrigin(allowedOrigins, ev.origin)) {\n console.warn(`Invalid origin '${ev.origin}' for comlink proxy`);\n return;\n }\n const { id, type, path } = Object.assign({ path: [] }, ev.data);\n const argumentList = (ev.data.argumentList || []).map(fromWireValue);\n let returnValue;\n try {\n const parent = path.slice(0, -1).reduce((obj, prop) => obj[prop], obj);\n const rawValue = path.reduce((obj, prop) => obj[prop], obj);\n switch (type) {\n case \"GET\" /* MessageType.GET */:\n {\n returnValue = rawValue;\n }\n break;\n case \"SET\" /* MessageType.SET */:\n {\n parent[path.slice(-1)[0]] = fromWireValue(ev.data.value);\n returnValue = true;\n }\n break;\n case \"APPLY\" /* MessageType.APPLY */:\n {\n returnValue = rawValue.apply(parent, argumentList);\n }\n break;\n case \"CONSTRUCT\" /* MessageType.CONSTRUCT */:\n {\n const value = new rawValue(...argumentList);\n returnValue = proxy(value);\n }\n break;\n case \"ENDPOINT\" /* MessageType.ENDPOINT */:\n {\n const { port1, port2 } = new MessageChannel();\n expose(obj, port2);\n returnValue = transfer(port1, [port1]);\n }\n break;\n case \"RELEASE\" /* MessageType.RELEASE */:\n {\n returnValue = undefined;\n }\n break;\n default:\n return;\n }\n }\n catch (value) {\n returnValue = { value, [throwMarker]: 0 };\n }\n Promise.resolve(returnValue)\n .catch((value) => {\n return { value, [throwMarker]: 0 };\n })\n .then((returnValue) => {\n const [wireValue, transferables] = toWireValue(returnValue);\n ep.postMessage(Object.assign(Object.assign({}, wireValue), { id }), transferables);\n if (type === \"RELEASE\" /* MessageType.RELEASE */) {\n // detach and deactive after sending release response above.\n ep.removeEventListener(\"message\", callback);\n closeEndPoint(ep);\n if (finalizer in obj && typeof obj[finalizer] === \"function\") {\n obj[finalizer]();\n }\n }\n })\n .catch((error) => {\n // Send Serialization Error To Caller\n const [wireValue, transferables] = toWireValue({\n value: new TypeError(\"Unserializable return value\"),\n [throwMarker]: 0,\n });\n ep.postMessage(Object.assign(Object.assign({}, wireValue), { id }), transferables);\n });\n });\n if (ep.start) {\n ep.start();\n }\n}\nfunction isMessagePort(endpoint) {\n return endpoint.constructor.name === \"MessagePort\";\n}\nfunction closeEndPoint(endpoint) {\n if (isMessagePort(endpoint))\n endpoint.close();\n}\nfunction wrap(ep, target) {\n const pendingListeners = new Map();\n ep.addEventListener(\"message\", function handleMessage(ev) {\n const { data } = ev;\n if (!data || !data.id) {\n return;\n }\n const resolver = pendingListeners.get(data.id);\n if (!resolver) {\n return;\n }\n try {\n resolver(data);\n }\n finally {\n pendingListeners.delete(data.id);\n }\n });\n return createProxy(ep, pendingListeners, [], target);\n}\nfunction throwIfProxyReleased(isReleased) {\n if (isReleased) {\n throw new Error(\"Proxy has been released and is not useable\");\n }\n}\nfunction releaseEndpoint(ep) {\n return requestResponseMessage(ep, new Map(), {\n type: \"RELEASE\" /* MessageType.RELEASE */,\n }).then(() => {\n closeEndPoint(ep);\n });\n}\nconst proxyCounter = new WeakMap();\nconst proxyFinalizers = \"FinalizationRegistry\" in globalThis &&\n new FinalizationRegistry((ep) => {\n const newCount = (proxyCounter.get(ep) || 0) - 1;\n proxyCounter.set(ep, newCount);\n if (newCount === 0) {\n releaseEndpoint(ep);\n }\n });\nfunction registerProxy(proxy, ep) {\n const newCount = (proxyCounter.get(ep) || 0) + 1;\n proxyCounter.set(ep, newCount);\n if (proxyFinalizers) {\n proxyFinalizers.register(proxy, ep, proxy);\n }\n}\nfunction unregisterProxy(proxy) {\n if (proxyFinalizers) {\n proxyFinalizers.unregister(proxy);\n }\n}\nfunction createProxy(ep, pendingListeners, path = [], target = function () { }) {\n let isProxyReleased = false;\n const proxy = new Proxy(target, {\n get(_target, prop) {\n throwIfProxyReleased(isProxyReleased);\n if (prop === releaseProxy) {\n return () => {\n unregisterProxy(proxy);\n releaseEndpoint(ep);\n pendingListeners.clear();\n isProxyReleased = true;\n };\n }\n if (prop === \"then\") {\n if (path.length === 0) {\n return { then: () => proxy };\n }\n const r = requestResponseMessage(ep, pendingListeners, {\n type: \"GET\" /* MessageType.GET */,\n path: path.map((p) => p.toString()),\n }).then(fromWireValue);\n return r.then.bind(r);\n }\n return createProxy(ep, pendingListeners, [...path, prop]);\n },\n set(_target, prop, rawValue) {\n throwIfProxyReleased(isProxyReleased);\n // FIXME: ES6 Proxy Handler `set` methods are supposed to return a\n // boolean. To show good will, we return true asynchronously ¯\\_(ツ)_/¯\n const [value, transferables] = toWireValue(rawValue);\n return requestResponseMessage(ep, pendingListeners, {\n type: \"SET\" /* MessageType.SET */,\n path: [...path, prop].map((p) => p.toString()),\n value,\n }, transferables).then(fromWireValue);\n },\n apply(_target, _thisArg, rawArgumentList) {\n throwIfProxyReleased(isProxyReleased);\n const last = path[path.length - 1];\n if (last === createEndpoint) {\n return requestResponseMessage(ep, pendingListeners, {\n type: \"ENDPOINT\" /* MessageType.ENDPOINT */,\n }).then(fromWireValue);\n }\n // We just pretend that `bind()` didn’t happen.\n if (last === \"bind\") {\n return createProxy(ep, pendingListeners, path.slice(0, -1));\n }\n const [argumentList, transferables] = processArguments(rawArgumentList);\n return requestResponseMessage(ep, pendingListeners, {\n type: \"APPLY\" /* MessageType.APPLY */,\n path: path.map((p) => p.toString()),\n argumentList,\n }, transferables).then(fromWireValue);\n },\n construct(_target, rawArgumentList) {\n throwIfProxyReleased(isProxyReleased);\n const [argumentList, transferables] = processArguments(rawArgumentList);\n return requestResponseMessage(ep, pendingListeners, {\n type: \"CONSTRUCT\" /* MessageType.CONSTRUCT */,\n path: path.map((p) => p.toString()),\n argumentList,\n }, transferables).then(fromWireValue);\n },\n });\n registerProxy(proxy, ep);\n return proxy;\n}\nfunction myFlat(arr) {\n return Array.prototype.concat.apply([], arr);\n}\nfunction processArguments(argumentList) {\n const processed = argumentList.map(toWireValue);\n return [processed.map((v) => v[0]), myFlat(processed.map((v) => v[1]))];\n}\nconst transferCache = new WeakMap();\nfunction transfer(obj, transfers) {\n transferCache.set(obj, transfers);\n return obj;\n}\nfunction proxy(obj) {\n return Object.assign(obj, { [proxyMarker]: true });\n}\nfunction windowEndpoint(w, context = globalThis, targetOrigin = \"*\") {\n return {\n postMessage: (msg, transferables) => w.postMessage(msg, targetOrigin, transferables),\n addEventListener: context.addEventListener.bind(context),\n removeEventListener: context.removeEventListener.bind(context),\n };\n}\nfunction toWireValue(value) {\n for (const [name, handler] of transferHandlers) {\n if (handler.canHandle(value)) {\n const [serializedValue, transferables] = handler.serialize(value);\n return [\n {\n type: \"HANDLER\" /* WireValueType.HANDLER */,\n name,\n value: serializedValue,\n },\n transferables,\n ];\n }\n }\n return [\n {\n type: \"RAW\" /* WireValueType.RAW */,\n value,\n },\n transferCache.get(value) || [],\n ];\n}\nfunction fromWireValue(value) {\n switch (value.type) {\n case \"HANDLER\" /* WireValueType.HANDLER */:\n return transferHandlers.get(value.name).deserialize(value.value);\n case \"RAW\" /* WireValueType.RAW */:\n return value.value;\n }\n}\nfunction requestResponseMessage(ep, pendingListeners, msg, transfers) {\n return new Promise((resolve) => {\n const id = generateUUID();\n pendingListeners.set(id, resolve);\n if (ep.start) {\n ep.start();\n }\n ep.postMessage(Object.assign({ id }, msg), transfers);\n });\n}\nfunction generateUUID() {\n return new Array(4)\n .fill(0)\n .map(() => Math.floor(Math.random() * Number.MAX_SAFE_INTEGER).toString(16))\n .join(\"-\");\n}\n\nexport { createEndpoint, expose, finalizer, proxy, proxyMarker, releaseProxy, transfer, transferHandlers, windowEndpoint, wrap };\n//# sourceMappingURL=comlink.mjs.map\n","// Copyright Joyent, Inc. and other Node contributors.\n//\n// Permission is hereby granted, free of charge, to any person obtaining a\n// copy of this software and associated documentation files (the\n// \"Software\"), to deal in the Software without restriction, including\n// without limitation the rights to use, copy, modify, merge, publish,\n// distribute, sublicense, and/or sell copies of the Software, and to permit\n// persons to whom the Software is furnished to do so, subject to the\n// following conditions:\n//\n// The above copyright notice and this permission notice shall be included\n// in all copies or substantial portions of the Software.\n//\n// THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS\n// OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF\n// MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN\n// NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,\n// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR\n// OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE\n// USE OR OTHER DEALINGS IN THE SOFTWARE.\n\n'use strict';\n\nvar R = typeof Reflect === 'object' ? Reflect : null\nvar ReflectApply = R && typeof R.apply === 'function'\n ? R.apply\n : function ReflectApply(target, receiver, args) {\n return Function.prototype.apply.call(target, receiver, args);\n }\n\nvar ReflectOwnKeys\nif (R && typeof R.ownKeys === 'function') {\n ReflectOwnKeys = R.ownKeys\n} else if (Object.getOwnPropertySymbols) {\n ReflectOwnKeys = function ReflectOwnKeys(target) {\n return Object.getOwnPropertyNames(target)\n .concat(Object.getOwnPropertySymbols(target));\n };\n} else {\n ReflectOwnKeys = function ReflectOwnKeys(target) {\n return Object.getOwnPropertyNames(target);\n };\n}\n\nfunction ProcessEmitWarning(warning) {\n if (console && console.warn) console.warn(warning);\n}\n\nvar NumberIsNaN = Number.isNaN || function NumberIsNaN(value) {\n return value !== value;\n}\n\nfunction EventEmitter() {\n EventEmitter.init.call(this);\n}\nmodule.exports = EventEmitter;\nmodule.exports.once = once;\n\n// Backwards-compat with node 0.10.x\nEventEmitter.EventEmitter = EventEmitter;\n\nEventEmitter.prototype._events = undefined;\nEventEmitter.prototype._eventsCount = 0;\nEventEmitter.prototype._maxListeners = undefined;\n\n// By default EventEmitters will print a warning if more than 10 listeners are\n// added to it. This is a useful default which helps finding memory leaks.\nvar defaultMaxListeners = 10;\n\nfunction checkListener(listener) {\n if (typeof listener !== 'function') {\n throw new TypeError('The \"listener\" argument must be of type Function. Received type ' + typeof listener);\n }\n}\n\nObject.defineProperty(EventEmitter, 'defaultMaxListeners', {\n enumerable: true,\n get: function() {\n return defaultMaxListeners;\n },\n set: function(arg) {\n if (typeof arg !== 'number' || arg < 0 || NumberIsNaN(arg)) {\n throw new RangeError('The value of \"defaultMaxListeners\" is out of range. It must be a non-negative number. Received ' + arg + '.');\n }\n defaultMaxListeners = arg;\n }\n});\n\nEventEmitter.init = function() {\n\n if (this._events === undefined ||\n this._events === Object.getPrototypeOf(this)._events) {\n this._events = Object.create(null);\n this._eventsCount = 0;\n }\n\n this._maxListeners = this._maxListeners || undefined;\n};\n\n// Obviously not all Emitters should be limited to 10. This function allows\n// that to be increased. Set to zero for unlimited.\nEventEmitter.prototype.setMaxListeners = function setMaxListeners(n) {\n if (typeof n !== 'number' || n < 0 || NumberIsNaN(n)) {\n throw new RangeError('The value of \"n\" is out of range. It must be a non-negative number. Received ' + n + '.');\n }\n this._maxListeners = n;\n return this;\n};\n\nfunction _getMaxListeners(that) {\n if (that._maxListeners === undefined)\n return EventEmitter.defaultMaxListeners;\n return that._maxListeners;\n}\n\nEventEmitter.prototype.getMaxListeners = function getMaxListeners() {\n return _getMaxListeners(this);\n};\n\nEventEmitter.prototype.emit = function emit(type) {\n var args = [];\n for (var i = 1; i < arguments.length; i++) args.push(arguments[i]);\n var doError = (type === 'error');\n\n var events = this._events;\n if (events !== undefined)\n doError = (doError && events.error === undefined);\n else if (!doError)\n return false;\n\n // If there is no 'error' event listener then throw.\n if (doError) {\n var er;\n if (args.length > 0)\n er = args[0];\n if (er instanceof Error) {\n // Note: The comments on the `throw` lines are intentional, they show\n // up in Node's output if this results in an unhandled exception.\n throw er; // Unhandled 'error' event\n }\n // At least give some kind of context to the user\n var err = new Error('Unhandled error.' + (er ? ' (' + er.message + ')' : ''));\n err.context = er;\n throw err; // Unhandled 'error' event\n }\n\n var handler = events[type];\n\n if (handler === undefined)\n return false;\n\n if (typeof handler === 'function') {\n ReflectApply(handler, this, args);\n } else {\n var len = handler.length;\n var listeners = arrayClone(handler, len);\n for (var i = 0; i < len; ++i)\n ReflectApply(listeners[i], this, args);\n }\n\n return true;\n};\n\nfunction _addListener(target, type, listener, prepend) {\n var m;\n var events;\n var existing;\n\n checkListener(listener);\n\n events = target._events;\n if (events === undefined) {\n events = target._events = Object.create(null);\n target._eventsCount = 0;\n } else {\n // To avoid recursion in the case that type === \"newListener\"! Before\n // adding it to the listeners, first emit \"newListener\".\n if (events.newListener !== undefined) {\n target.emit('newListener', type,\n listener.listener ? listener.listener : listener);\n\n // Re-assign `events` because a newListener handler could have caused the\n // this._events to be assigned to a new object\n events = target._events;\n }\n existing = events[type];\n }\n\n if (existing === undefined) {\n // Optimize the case of one listener. Don't need the extra array object.\n existing = events[type] = listener;\n ++target._eventsCount;\n } else {\n if (typeof existing === 'function') {\n // Adding the second element, need to change to array.\n existing = events[type] =\n prepend ? [listener, existing] : [existing, listener];\n // If we've already got an array, just append.\n } else if (prepend) {\n existing.unshift(listener);\n } else {\n existing.push(listener);\n }\n\n // Check for listener leak\n m = _getMaxListeners(target);\n if (m > 0 && existing.length > m && !existing.warned) {\n existing.warned = true;\n // No error code for this since it is a Warning\n // eslint-disable-next-line no-restricted-syntax\n var w = new Error('Possible EventEmitter memory leak detected. ' +\n existing.length + ' ' + String(type) + ' listeners ' +\n 'added. Use emitter.setMaxListeners() to ' +\n 'increase limit');\n w.name = 'MaxListenersExceededWarning';\n w.emitter = target;\n w.type = type;\n w.count = existing.length;\n ProcessEmitWarning(w);\n }\n }\n\n return target;\n}\n\nEventEmitter.prototype.addListener = function addListener(type, listener) {\n return _addListener(this, type, listener, false);\n};\n\nEventEmitter.prototype.on = EventEmitter.prototype.addListener;\n\nEventEmitter.prototype.prependListener =\n function prependListener(type, listener) {\n return _addListener(this, type, listener, true);\n };\n\nfunction onceWrapper() {\n if (!this.fired) {\n this.target.removeListener(this.type, this.wrapFn);\n this.fired = true;\n if (arguments.length === 0)\n return this.listener.call(this.target);\n return this.listener.apply(this.target, arguments);\n }\n}\n\nfunction _onceWrap(target, type, listener) {\n var state = { fired: false, wrapFn: undefined, target: target, type: type, listener: listener };\n var wrapped = onceWrapper.bind(state);\n wrapped.listener = listener;\n state.wrapFn = wrapped;\n return wrapped;\n}\n\nEventEmitter.prototype.once = function once(type, listener) {\n checkListener(listener);\n this.on(type, _onceWrap(this, type, listener));\n return this;\n};\n\nEventEmitter.prototype.prependOnceListener =\n function prependOnceListener(type, listener) {\n checkListener(listener);\n this.prependListener(type, _onceWrap(this, type, listener));\n return this;\n };\n\n// Emits a 'removeListener' event if and only if the listener was removed.\nEventEmitter.prototype.removeListener =\n function removeListener(type, listener) {\n var list, events, position, i, originalListener;\n\n checkListener(listener);\n\n events = this._events;\n if (events === undefined)\n return this;\n\n list = events[type];\n if (list === undefined)\n return this;\n\n if (list === listener || list.listener === listener) {\n if (--this._eventsCount === 0)\n this._events = Object.create(null);\n else {\n delete events[type];\n if (events.removeListener)\n this.emit('removeListener', type, list.listener || listener);\n }\n } else if (typeof list !== 'function') {\n position = -1;\n\n for (i = list.length - 1; i >= 0; i--) {\n if (list[i] === listener || list[i].listener === listener) {\n originalListener = list[i].listener;\n position = i;\n break;\n }\n }\n\n if (position < 0)\n return this;\n\n if (position === 0)\n list.shift();\n else {\n spliceOne(list, position);\n }\n\n if (list.length === 1)\n events[type] = list[0];\n\n if (events.removeListener !== undefined)\n this.emit('removeListener', type, originalListener || listener);\n }\n\n return this;\n };\n\nEventEmitter.prototype.off = EventEmitter.prototype.removeListener;\n\nEventEmitter.prototype.removeAllListeners =\n function removeAllListeners(type) {\n var listeners, events, i;\n\n events = this._events;\n if (events === undefined)\n return this;\n\n // not listening for removeListener, no need to emit\n if (events.removeListener === undefined) {\n if (arguments.length === 0) {\n this._events = Object.create(null);\n this._eventsCount = 0;\n } else if (events[type] !== undefined) {\n if (--this._eventsCount === 0)\n this._events = Object.create(null);\n else\n delete events[type];\n }\n return this;\n }\n\n // emit removeListener for all listeners on all events\n if (arguments.length === 0) {\n var keys = Object.keys(events);\n var key;\n for (i = 0; i < keys.length; ++i) {\n key = keys[i];\n if (key === 'removeListener') continue;\n this.removeAllListeners(key);\n }\n this.removeAllListeners('removeListener');\n this._events = Object.create(null);\n this._eventsCount = 0;\n return this;\n }\n\n listeners = events[type];\n\n if (typeof listeners === 'function') {\n this.removeListener(type, listeners);\n } else if (listeners !== undefined) {\n // LIFO order\n for (i = listeners.length - 1; i >= 0; i--) {\n this.removeListener(type, listeners[i]);\n }\n }\n\n return this;\n };\n\nfunction _listeners(target, type, unwrap) {\n var events = target._events;\n\n if (events === undefined)\n return [];\n\n var evlistener = events[type];\n if (evlistener === undefined)\n return [];\n\n if (typeof evlistener === 'function')\n return unwrap ? [evlistener.listener || evlistener] : [evlistener];\n\n return unwrap ?\n unwrapListeners(evlistener) : arrayClone(evlistener, evlistener.length);\n}\n\nEventEmitter.prototype.listeners = function listeners(type) {\n return _listeners(this, type, true);\n};\n\nEventEmitter.prototype.rawListeners = function rawListeners(type) {\n return _listeners(this, type, false);\n};\n\nEventEmitter.listenerCount = function(emitter, type) {\n if (typeof emitter.listenerCount === 'function') {\n return emitter.listenerCount(type);\n } else {\n return listenerCount.call(emitter, type);\n }\n};\n\nEventEmitter.prototype.listenerCount = listenerCount;\nfunction listenerCount(type) {\n var events = this._events;\n\n if (events !== undefined) {\n var evlistener = events[type];\n\n if (typeof evlistener === 'function') {\n return 1;\n } else if (evlistener !== undefined) {\n return evlistener.length;\n }\n }\n\n return 0;\n}\n\nEventEmitter.prototype.eventNames = function eventNames() {\n return this._eventsCount > 0 ? ReflectOwnKeys(this._events) : [];\n};\n\nfunction arrayClone(arr, n) {\n var copy = new Array(n);\n for (var i = 0; i < n; ++i)\n copy[i] = arr[i];\n return copy;\n}\n\nfunction spliceOne(list, index) {\n for (; index + 1 < list.length; index++)\n list[index] = list[index + 1];\n list.pop();\n}\n\nfunction unwrapListeners(arr) {\n var ret = new Array(arr.length);\n for (var i = 0; i < ret.length; ++i) {\n ret[i] = arr[i].listener || arr[i];\n }\n return ret;\n}\n\nfunction once(emitter, name) {\n return new Promise(function (resolve, reject) {\n function errorListener(err) {\n emitter.removeListener(name, resolver);\n reject(err);\n }\n\n function resolver() {\n if (typeof emitter.removeListener === 'function') {\n emitter.removeListener('error', errorListener);\n }\n resolve([].slice.call(arguments));\n };\n\n eventTargetAgnosticAddListener(emitter, name, resolver, { once: true });\n if (name !== 'error') {\n addErrorHandlerIfEventEmitter(emitter, errorListener, { once: true });\n }\n });\n}\n\nfunction addErrorHandlerIfEventEmitter(emitter, handler, flags) {\n if (typeof emitter.on === 'function') {\n eventTargetAgnosticAddListener(emitter, 'error', handler, flags);\n }\n}\n\nfunction eventTargetAgnosticAddListener(emitter, name, listener, flags) {\n if (typeof emitter.on === 'function') {\n if (flags.once) {\n emitter.once(name, listener);\n } else {\n emitter.on(name, listener);\n }\n } else if (typeof emitter.addEventListener === 'function') {\n // EventTarget does not have `error` event semantics like Node\n // EventEmitters, we do not listen for `error` events here.\n emitter.addEventListener(name, function wrapListener(arg) {\n // IE does not have builtin `{ once: true }` support so we\n // have to do it manually.\n if (flags.once) {\n emitter.removeEventListener(name, wrapListener);\n }\n listener(arg);\n });\n } else {\n throw new TypeError('The \"emitter\" argument must be of type EventEmitter. Received type ' + typeof emitter);\n }\n}\n","\"use strict\";\n\nconst PoolDefaults = require(\"./PoolDefaults\");\n\nclass PoolOptions {\n /**\n * @param {Object} opts\n * configuration for the pool\n * @param {Number} [opts.max=null]\n * Maximum number of items that can exist at the same time. Default: 1.\n * Any further acquire requests will be pushed to the waiting list.\n * @param {Number} [opts.min=null]\n * Minimum number of items in pool (including in-use). Default: 0.\n * When the pool is created, or a resource destroyed, this minimum will\n * be checked. If the pool resource count is below the minimum, a new\n * resource will be created and added to the pool.\n * @param {Number} [opts.maxWaitingClients=null]\n * maximum number of queued requests allowed after which acquire calls will be rejected\n * @param {Boolean} [opts.testOnBorrow=false]\n * should the pool validate resources before giving them to clients. Requires that\n * `factory.validate` is specified.\n * @param {Boolean} [opts.testOnReturn=false]\n * should the pool validate resources before returning them to the pool.\n * @param {Number} [opts.acquireTimeoutMillis=null]\n * Delay in milliseconds after which the an `acquire` call will fail. optional.\n * Default: undefined. Should be positive and non-zero\n * @param {Number} [opts.destroyTimeoutMillis=null]\n * Delay in milliseconds after which the an `destroy` call will fail, causing it to emit a factoryDestroyError event. optional.\n * Default: undefined. Should be positive and non-zero\n * @param {Number} [opts.priorityRange=1]\n * The range from 1 to be treated as a valid priority\n * @param {Boolean} [opts.fifo=true]\n * Sets whether the pool has LIFO (last in, first out) behaviour with respect to idle objects.\n * if false then pool has FIFO behaviour\n * @param {Boolean} [opts.autostart=true]\n * Should the pool start creating resources etc once the constructor is called\n * @param {Number} [opts.evictionRunIntervalMillis=0]\n * How often to run eviction checks. Default: 0 (does not run).\n * @param {Number} [opts.numTestsPerEvictionRun=3]\n * Number of resources to check each eviction run. Default: 3.\n * @param {Number} [opts.softIdleTimeoutMillis=-1]\n * amount of time an object may sit idle in the pool before it is eligible\n * for eviction by the idle object evictor (if any), with the extra condition\n * that at least \"min idle\" object instances remain in the pool. Default -1 (nothing can get evicted)\n * @param {Number} [opts.idleTimeoutMillis=30000]\n * the minimum amount of time that an object may sit idle in the pool before it is eligible for eviction\n * due to idle time. Supercedes \"softIdleTimeoutMillis\" Default: 30000\n * @param {typeof Promise} [opts.Promise=Promise]\n * What promise implementation should the pool use, defaults to native promises.\n */\n constructor(opts) {\n const poolDefaults = new PoolDefaults();\n\n opts = opts || {};\n\n this.fifo = typeof opts.fifo === \"boolean\" ? opts.fifo : poolDefaults.fifo;\n this.priorityRange = opts.priorityRange || poolDefaults.priorityRange;\n\n this.testOnBorrow =\n typeof opts.testOnBorrow === \"boolean\"\n ? opts.testOnBorrow\n : poolDefaults.testOnBorrow;\n this.testOnReturn =\n typeof opts.testOnReturn === \"boolean\"\n ? opts.testOnReturn\n : poolDefaults.testOnReturn;\n\n this.autostart =\n typeof opts.autostart === \"boolean\"\n ? opts.autostart\n : poolDefaults.autostart;\n\n if (opts.acquireTimeoutMillis) {\n // @ts-ignore\n this.acquireTimeoutMillis = parseInt(opts.acquireTimeoutMillis, 10);\n }\n\n if (opts.destroyTimeoutMillis) {\n // @ts-ignore\n this.destroyTimeoutMillis = parseInt(opts.destroyTimeoutMillis, 10);\n }\n\n if (opts.maxWaitingClients !== undefined) {\n // @ts-ignore\n this.maxWaitingClients = parseInt(opts.maxWaitingClients, 10);\n }\n\n // @ts-ignore\n this.max = parseInt(opts.max, 10);\n // @ts-ignore\n this.min = parseInt(opts.min, 10);\n\n this.max = Math.max(isNaN(this.max) ? 1 : this.max, 1);\n this.min = Math.min(isNaN(this.min) ? 0 : this.min, this.max);\n\n this.evictionRunIntervalMillis =\n opts.evictionRunIntervalMillis || poolDefaults.evictionRunIntervalMillis;\n this.numTestsPerEvictionRun =\n opts.numTestsPerEvictionRun || poolDefaults.numTestsPerEvictionRun;\n this.softIdleTimeoutMillis =\n opts.softIdleTimeoutMillis || poolDefaults.softIdleTimeoutMillis;\n this.idleTimeoutMillis =\n opts.idleTimeoutMillis || poolDefaults.idleTimeoutMillis;\n\n this.Promise = opts.Promise != null ? opts.Promise : poolDefaults.Promise;\n }\n}\n\nmodule.exports = PoolOptions;\n","\"use strict\";\n/**\n * Create the default settings used by the pool\n *\n * @class\n */\nclass PoolDefaults {\n constructor() {\n this.fifo = true;\n this.priorityRange = 1;\n\n this.testOnBorrow = false;\n this.testOnReturn = false;\n\n this.autostart = true;\n\n this.evictionRunIntervalMillis = 0;\n this.numTestsPerEvictionRun = 3;\n this.softIdleTimeoutMillis = -1;\n this.idleTimeoutMillis = 30000;\n\n // FIXME: no defaults!\n this.acquireTimeoutMillis = null;\n this.destroyTimeoutMillis = null;\n this.maxWaitingClients = null;\n\n this.min = null;\n this.max = null;\n // FIXME: this seems odd?\n this.Promise = Promise;\n }\n}\n\nmodule.exports = PoolDefaults;\n","\"use strict\";\n\n/**\n * This is apparently a bit like a Jquery deferred, hence the name\n */\n\nclass Deferred {\n constructor(Promise) {\n this._state = Deferred.PENDING;\n this._resolve = undefined;\n this._reject = undefined;\n\n this._promise = new Promise((resolve, reject) => {\n this._resolve = resolve;\n this._reject = reject;\n });\n }\n\n get state() {\n return this._state;\n }\n\n get promise() {\n return this._promise;\n }\n\n reject(reason) {\n if (this._state !== Deferred.PENDING) {\n return;\n }\n this._state = Deferred.REJECTED;\n this._reject(reason);\n }\n\n resolve(value) {\n if (this._state !== Deferred.PENDING) {\n return;\n }\n this._state = Deferred.FULFILLED;\n this._resolve(value);\n }\n}\n\n// TODO: should these really live here? or be a seperate 'state' enum\nDeferred.PENDING = \"PENDING\";\nDeferred.FULFILLED = \"FULFILLED\";\nDeferred.REJECTED = \"REJECTED\";\n\nmodule.exports = Deferred;\n","\"use strict\";\n\nconst Deferred = require(\"./Deferred\");\nconst errors = require(\"./errors\");\n\nfunction fbind(fn, ctx) {\n return function bound() {\n return fn.apply(ctx, arguments);\n };\n}\n\n/**\n * Wraps a users request for a resource\n * Basically a promise mashed in with a timeout\n * @private\n */\nclass ResourceRequest extends Deferred {\n /**\n * [constructor description]\n * @param {Number} ttl timeout\n */\n constructor(ttl, Promise) {\n super(Promise);\n this._creationTimestamp = Date.now();\n this._timeout = null;\n\n if (ttl !== undefined) {\n this.setTimeout(ttl);\n }\n }\n\n setTimeout(delay) {\n if (this._state !== ResourceRequest.PENDING) {\n return;\n }\n const ttl = parseInt(delay, 10);\n\n if (isNaN(ttl) || ttl <= 0) {\n throw new Error(\"delay must be a positive int\");\n }\n\n const age = Date.now() - this._creationTimestamp;\n\n if (this._timeout) {\n this.removeTimeout();\n }\n\n this._timeout = setTimeout(\n fbind(this._fireTimeout, this),\n Math.max(ttl - age, 0)\n );\n }\n\n removeTimeout() {\n if (this._timeout) {\n clearTimeout(this._timeout);\n }\n this._timeout = null;\n }\n\n _fireTimeout() {\n this.reject(new errors.TimeoutError(\"ResourceRequest timed out\"));\n }\n\n reject(reason) {\n this.removeTimeout();\n super.reject(reason);\n }\n\n resolve(value) {\n this.removeTimeout();\n super.resolve(value);\n }\n}\n\nmodule.exports = ResourceRequest;\n","\"use strict\";\n\nclass ExtendableError extends Error {\n constructor(message) {\n super(message);\n // @ts-ignore\n this.name = this.constructor.name;\n this.message = message;\n if (typeof Error.captureStackTrace === \"function\") {\n Error.captureStackTrace(this, this.constructor);\n } else {\n this.stack = new Error(message).stack;\n }\n }\n}\n\n/* eslint-disable no-useless-constructor */\nclass TimeoutError extends ExtendableError {\n constructor(m) {\n super(m);\n }\n}\n/* eslint-enable no-useless-constructor */\n\nmodule.exports = {\n TimeoutError: TimeoutError\n};\n","\"use strict\";\n\nconst PooledResourceStateEnum = require(\"./PooledResourceStateEnum\");\n\n/**\n * @class\n * @private\n */\nclass PooledResource {\n constructor(resource) {\n this.creationTime = Date.now();\n this.lastReturnTime = null;\n this.lastBorrowTime = null;\n this.lastIdleTime = null;\n this.obj = resource;\n this.state = PooledResourceStateEnum.IDLE;\n }\n\n // mark the resource as \"allocated\"\n allocate() {\n this.lastBorrowTime = Date.now();\n this.state = PooledResourceStateEnum.ALLOCATED;\n }\n\n // mark the resource as \"deallocated\"\n deallocate() {\n this.lastReturnTime = Date.now();\n this.state = PooledResourceStateEnum.IDLE;\n }\n\n invalidate() {\n this.state = PooledResourceStateEnum.INVALID;\n }\n\n test() {\n this.state = PooledResourceStateEnum.VALIDATION;\n }\n\n idle() {\n this.lastIdleTime = Date.now();\n this.state = PooledResourceStateEnum.IDLE;\n }\n\n returning() {\n this.state = PooledResourceStateEnum.RETURNING;\n }\n}\n\nmodule.exports = PooledResource;\n","\"use strict\";\n\nconst PooledResourceStateEnum = {\n ALLOCATED: \"ALLOCATED\", // In use\n IDLE: \"IDLE\", // In the queue, not in use.\n INVALID: \"INVALID\", // Failed validation\n RETURNING: \"RETURNING\", // Resource is in process of returning\n VALIDATION: \"VALIDATION\" // Currently being tested\n};\n\nmodule.exports = PooledResourceStateEnum;\n","\"use strict\";\n\nclass DefaultEvictor {\n evict(config, pooledResource, availableObjectsCount) {\n const idleTime = Date.now() - pooledResource.lastIdleTime;\n\n if (\n config.softIdleTimeoutMillis > 0 &&\n config.softIdleTimeoutMillis < idleTime &&\n config.min < availableObjectsCount\n ) {\n return true;\n }\n\n if (config.idleTimeoutMillis < idleTime) {\n return true;\n }\n\n return false;\n }\n}\n\nmodule.exports = DefaultEvictor;\n","\"use strict\";\n\n/**\n * A Doubly Linked List, because there aren't enough in the world...\n * this is pretty much a direct JS port of the one wikipedia\n * https://en.wikipedia.org/wiki/Doubly_linked_list\n *\n * For most usage 'insertBeginning' and 'insertEnd' should be enough\n *\n * nodes are expected to something like a POJSO like\n * {\n * prev: null,\n * next: null,\n * something: 'whatever you like'\n * }\n */\nclass DoublyLinkedList {\n constructor() {\n this.head = null;\n this.tail = null;\n this.length = 0;\n }\n\n insertBeginning(node) {\n if (this.head === null) {\n this.head = node;\n this.tail = node;\n node.prev = null;\n node.next = null;\n this.length++;\n } else {\n this.insertBefore(this.head, node);\n }\n }\n\n insertEnd(node) {\n if (this.tail === null) {\n this.insertBeginning(node);\n } else {\n this.insertAfter(this.tail, node);\n }\n }\n\n insertAfter(node, newNode) {\n newNode.prev = node;\n newNode.next = node.next;\n if (node.next === null) {\n this.tail = newNode;\n } else {\n node.next.prev = newNode;\n }\n node.next = newNode;\n this.length++;\n }\n\n insertBefore(node, newNode) {\n newNode.prev = node.prev;\n newNode.next = node;\n if (node.prev === null) {\n this.head = newNode;\n } else {\n node.prev.next = newNode;\n }\n node.prev = newNode;\n this.length++;\n }\n\n remove(node) {\n if (node.prev === null) {\n this.head = node.next;\n } else {\n node.prev.next = node.next;\n }\n if (node.next === null) {\n this.tail = node.prev;\n } else {\n node.next.prev = node.prev;\n }\n node.prev = null;\n node.next = null;\n this.length--;\n }\n\n // FIXME: this should not live here and has become a dumping ground...\n static createNode(data) {\n return {\n prev: null,\n next: null,\n data: data\n };\n }\n}\n\nmodule.exports = DoublyLinkedList;\n","\"use strict\";\n\nconst DoublyLinkedListIterator = require(\"./DoublyLinkedListIterator\");\n/**\n * Thin wrapper around an underlying DDL iterator\n */\nclass DequeIterator extends DoublyLinkedListIterator {\n next() {\n const result = super.next();\n\n // unwrap the node...\n if (result.value) {\n result.value = result.value.data;\n }\n\n return result;\n }\n}\n\nmodule.exports = DequeIterator;\n","\"use strict\";\n\n/**\n * Creates an interator for a DoublyLinkedList starting at the given node\n * It's internal cursor will remains relative to the last \"iterated\" node as that\n * node moves through the list until it either iterates to the end of the list,\n * or the the node it's tracking is removed from the list. Until the first 'next'\n * call it tracks the head/tail of the linked list. This means that one can create\n * an iterator on an empty list, then add nodes, and then the iterator will follow\n * those nodes. Because the DoublyLinkedList nodes don't track their owning \"list\" and\n * it's highly inefficient to walk the list for every iteration, the iterator won't know\n * if the node has been detached from one List and added to another list, or if the iterator\n *\n * The created object is an es6 compatible iterator\n */\nclass DoublyLinkedListIterator {\n /**\n * @param {Object} doublyLinkedList a node that is part of a doublyLinkedList\n * @param {Boolean} [reverse=false] is this a reverse iterator? default: false\n */\n constructor(doublyLinkedList, reverse) {\n this._list = doublyLinkedList;\n // NOTE: these key names are tied to the DoublyLinkedListIterator\n this._direction = reverse === true ? \"prev\" : \"next\";\n this._startPosition = reverse === true ? \"tail\" : \"head\";\n this._started = false;\n this._cursor = null;\n this._done = false;\n }\n\n _start() {\n this._cursor = this._list[this._startPosition];\n this._started = true;\n }\n\n _advanceCursor() {\n if (this._started === false) {\n this._started = true;\n this._cursor = this._list[this._startPosition];\n return;\n }\n this._cursor = this._cursor[this._direction];\n }\n\n reset() {\n this._done = false;\n this._started = false;\n this._cursor = null;\n }\n\n remove() {\n if (\n this._started === false ||\n this._done === true ||\n this._isCursorDetached()\n ) {\n return false;\n }\n this._list.remove(this._cursor);\n }\n\n next() {\n if (this._done === true) {\n return { done: true };\n }\n\n this._advanceCursor();\n\n // if there is no node at the cursor or the node at the cursor is no longer part of\n // a doubly linked list then we are done/finished/kaput\n if (this._cursor === null || this._isCursorDetached()) {\n this._done = true;\n return { done: true };\n }\n\n return {\n value: this._cursor,\n done: false\n };\n }\n\n /**\n * Is the node detached from a list?\n * NOTE: you can trick/bypass/confuse this check by removing a node from one DoublyLinkedList\n * and adding it to another.\n * TODO: We can make this smarter by checking the direction of travel and only checking\n * the required next/prev/head/tail rather than all of them\n * @return {Boolean} [description]\n */\n _isCursorDetached() {\n return (\n this._cursor.prev === null &&\n this._cursor.next === null &&\n this._list.tail !== this._cursor &&\n this._list.head !== this._cursor\n );\n }\n}\n\nmodule.exports = DoublyLinkedListIterator;\n","\"use strict\";\n\nconst DoublyLinkedList = require(\"./DoublyLinkedList\");\nconst DequeIterator = require(\"./DequeIterator\");\n/**\n * DoublyLinkedList backed double ended queue\n * implements just enough to keep the Pool\n */\nclass Deque {\n constructor() {\n this._list = new DoublyLinkedList();\n }\n\n /**\n * removes and returns the first element from the queue\n * @return {any} [description]\n */\n shift() {\n if (this.length === 0) {\n return undefined;\n }\n\n const node = this._list.head;\n this._list.remove(node);\n\n return node.data;\n }\n\n /**\n * adds one elemts to the beginning of the queue\n * @param {any} element [description]\n * @return {any} [description]\n */\n unshift(element) {\n const node = DoublyLinkedList.createNode(element);\n\n this._list.insertBeginning(node);\n }\n\n /**\n * adds one to the end of the queue\n * @param {any} element [description]\n * @return {any} [description]\n */\n push(element) {\n const node = DoublyLinkedList.createNode(element);\n\n this._list.insertEnd(node);\n }\n\n /**\n * removes and returns the last element from the queue\n */\n pop() {\n if (this.length === 0) {\n return undefined;\n }\n\n const node = this._list.tail;\n this._list.remove(node);\n\n return node.data;\n }\n\n [Symbol.iterator]() {\n return new DequeIterator(this._list);\n }\n\n iterator() {\n return new DequeIterator(this._list);\n }\n\n reverseIterator() {\n return new DequeIterator(this._list, true);\n }\n\n /**\n * get a reference to the item at the head of the queue\n * @return {any} [description]\n */\n get head() {\n if (this.length === 0) {\n return undefined;\n }\n const node = this._list.head;\n return node.data;\n }\n\n /**\n * get a reference to the item at the tail of the queue\n * @return {any} [description]\n */\n get tail() {\n if (this.length === 0) {\n return undefined;\n }\n const node = this._list.tail;\n return node.data;\n }\n\n get length() {\n return this._list.length;\n }\n}\n\nmodule.exports = Deque;\n","\"use strict\";\n\nconst Queue = require(\"./Queue\");\n\n/**\n * @class\n * @private\n */\nclass PriorityQueue {\n constructor(size) {\n this._size = Math.max(+size | 0, 1);\n /** @type {Queue[]} */\n this._slots = [];\n // initialize arrays to hold queue elements\n for (let i = 0; i < this._size; i++) {\n this._slots.push(new Queue());\n }\n }\n\n get length() {\n let _length = 0;\n for (let i = 0, slots = this._slots.length; i < slots; i++) {\n _length += this._slots[i].length;\n }\n return _length;\n }\n\n enqueue(obj, priority) {\n // Convert to integer with a default value of 0.\n priority = (priority && +priority | 0) || 0;\n\n if (priority) {\n if (priority < 0 || priority >= this._size) {\n priority = this._size - 1;\n // put obj at the end of the line\n }\n }\n this._slots[priority].push(obj);\n }\n\n dequeue() {\n for (let i = 0, sl = this._slots.length; i < sl; i += 1) {\n if (this._slots[i].length) {\n return this._slots[i].shift();\n }\n }\n return;\n }\n\n get head() {\n for (let i = 0, sl = this._slots.length; i < sl; i += 1) {\n if (this._slots[i].length > 0) {\n return this._slots[i].head;\n }\n }\n return;\n }\n\n get tail() {\n for (let i = this._slots.length - 1; i >= 0; i--) {\n if (this._slots[i].length > 0) {\n return this._slots[i].tail;\n }\n }\n return;\n }\n}\n\nmodule.exports = PriorityQueue;\n","\"use strict\";\n\nconst DoublyLinkedList = require(\"./DoublyLinkedList\");\nconst Deque = require(\"./Deque\");\n\n/**\n * Sort of a internal queue for holding the waiting\n * resource requets for a given \"priority\".\n * Also handles managing timeouts rejections on items (is this the best place for this?)\n * This is the last point where we know which queue a resourceRequest is in\n *\n */\nclass Queue extends Deque {\n /**\n * Adds the obj to the end of the list for this slot\n * we completely override the parent method because we need access to the\n * node for our rejection handler\n * @param {any} resourceRequest [description]\n */\n push(resourceRequest) {\n const node = DoublyLinkedList.createNode(resourceRequest);\n resourceRequest.promise.catch(this._createTimeoutRejectionHandler(node));\n this._list.insertEnd(node);\n }\n\n _createTimeoutRejectionHandler(node) {\n return reason => {\n if (reason.name === \"TimeoutError\") {\n this._list.remove(node);\n }\n };\n }\n}\n\nmodule.exports = Queue;\n","\"use strict\";\n\nconst EventEmitter = require(\"events\").EventEmitter;\n\nconst factoryValidator = require(\"./factoryValidator\");\nconst PoolOptions = require(\"./PoolOptions\");\nconst ResourceRequest = require(\"./ResourceRequest\");\nconst ResourceLoan = require(\"./ResourceLoan\");\nconst PooledResource = require(\"./PooledResource\");\nconst DefaultEvictor = require(\"./DefaultEvictor\");\nconst Deque = require(\"./Deque\");\nconst Deferred = require(\"./Deferred\");\nconst PriorityQueue = require(\"./PriorityQueue\");\nconst DequeIterator = require(\"./DequeIterator\");\n\nconst reflector = require(\"./utils\").reflector;\n\n/**\n * TODO: move me\n */\nconst FACTORY_CREATE_ERROR = \"factoryCreateError\";\nconst FACTORY_DESTROY_ERROR = \"factoryDestroyError\";\n\nclass Pool extends EventEmitter {\n /**\n * Generate an Object pool with a specified `factory` and `config`.\n *\n * @param {typeof DefaultEvictor} Evictor\n * @param {typeof Deque} Deque\n * @param {typeof PriorityQueue} PriorityQueue\n * @param {Object} factory\n * Factory to be used for generating and destroying the items.\n * @param {Function} factory.create\n * Should create the item to be acquired,\n * and call it's first callback argument with the generated item as it's argument.\n * @param {Function} factory.destroy\n * Should gently close any resources that the item is using.\n * Called before the items is destroyed.\n * @param {Function} factory.validate\n * Test if a resource is still valid .Should return a promise that resolves to a boolean, true if resource is still valid and false\n * If it should be removed from pool.\n * @param {Object} options\n */\n constructor(Evictor, Deque, PriorityQueue, factory, options) {\n super();\n\n factoryValidator(factory);\n\n this._config = new PoolOptions(options);\n\n // TODO: fix up this ugly glue-ing\n this._Promise = this._config.Promise;\n\n this._factory = factory;\n this._draining = false;\n this._started = false;\n /**\n * Holds waiting clients\n * @type {PriorityQueue}\n */\n this._waitingClientsQueue = new PriorityQueue(this._config.priorityRange);\n\n /**\n * Collection of promises for resource creation calls made by the pool to factory.create\n * @type {Set}\n */\n this._factoryCreateOperations = new Set();\n\n /**\n * Collection of promises for resource destruction calls made by the pool to factory.destroy\n * @type {Set}\n */\n this._factoryDestroyOperations = new Set();\n\n /**\n * A queue/stack of pooledResources awaiting acquisition\n * TODO: replace with LinkedList backed array\n * @type {Deque}\n */\n this._availableObjects = new Deque();\n\n /**\n * Collection of references for any resource that are undergoing validation before being acquired\n * @type {Set}\n */\n this._testOnBorrowResources = new Set();\n\n /**\n * Collection of references for any resource that are undergoing validation before being returned\n * @type {Set}\n */\n this._testOnReturnResources = new Set();\n\n /**\n * Collection of promises for any validations currently in process\n * @type {Set}\n */\n this._validationOperations = new Set();\n\n /**\n * All objects associated with this pool in any state (except destroyed)\n * @type {Set}\n */\n this._allObjects = new Set();\n\n /**\n * Loans keyed by the borrowed resource\n * @type {Map}\n */\n this._resourceLoans = new Map();\n\n /**\n * Infinitely looping iterator over available object\n * @type {DequeIterator}\n */\n this._evictionIterator = this._availableObjects.iterator();\n\n this._evictor = new Evictor();\n\n /**\n * handle for setTimeout for next eviction run\n * @type {(number|null)}\n */\n this._scheduledEviction = null;\n\n // create initial resources (if factory.min > 0)\n if (this._config.autostart === true) {\n this.start();\n }\n }\n\n _destroy(pooledResource) {\n // FIXME: do we need another state for \"in destruction\"?\n pooledResource.invalidate();\n this._allObjects.delete(pooledResource);\n // NOTE: this maybe very bad promise usage?\n const destroyPromise = this._factory.destroy(pooledResource.obj);\n const wrappedDestroyPromise = this._config.destroyTimeoutMillis\n ? this._Promise.resolve(this._applyDestroyTimeout(destroyPromise))\n : this._Promise.resolve(destroyPromise);\n\n this._trackOperation(\n wrappedDestroyPromise,\n this._factoryDestroyOperations\n ).catch(reason => {\n this.emit(FACTORY_DESTROY_ERROR, reason);\n });\n\n // TODO: maybe ensuring minimum pool size should live outside here\n this._ensureMinimum();\n }\n\n _applyDestroyTimeout(promise) {\n const timeoutPromise = new this._Promise((resolve, reject) => {\n setTimeout(() => {\n reject(new Error(\"destroy timed out\"));\n }, this._config.destroyTimeoutMillis).unref();\n });\n return this._Promise.race([timeoutPromise, promise]);\n }\n\n /**\n * Attempt to move an available resource into test and then onto a waiting client\n * @return {Boolean} could we move an available resource into test\n */\n _testOnBorrow() {\n if (this._availableObjects.length < 1) {\n return false;\n }\n\n const pooledResource = this._availableObjects.shift();\n // Mark the resource as in test\n pooledResource.test();\n this._testOnBorrowResources.add(pooledResource);\n const validationPromise = this._factory.validate(pooledResource.obj);\n const wrappedValidationPromise = this._Promise.resolve(validationPromise);\n\n this._trackOperation(\n wrappedValidationPromise,\n this._validationOperations\n ).then(isValid => {\n this._testOnBorrowResources.delete(pooledResource);\n\n if (isValid === false) {\n pooledResource.invalidate();\n this._destroy(pooledResource);\n this._dispense();\n return;\n }\n this._dispatchPooledResourceToNextWaitingClient(pooledResource);\n });\n\n return true;\n }\n\n /**\n * Attempt to move an available resource to a waiting client\n * @return {Boolean} [description]\n */\n _dispatchResource() {\n if (this._availableObjects.length < 1) {\n return false;\n }\n\n const pooledResource = this._availableObjects.shift();\n this._dispatchPooledResourceToNextWaitingClient(pooledResource);\n return false;\n }\n\n /**\n * Attempt to resolve an outstanding resource request using an available resource from\n * the pool, or creating new ones\n *\n * @private\n */\n _dispense() {\n /**\n * Local variables for ease of reading/writing\n * these don't (shouldn't) change across the execution of this fn\n */\n const numWaitingClients = this._waitingClientsQueue.length;\n\n // If there aren't any waiting requests then there is nothing to do\n // so lets short-circuit\n if (numWaitingClients < 1) {\n return;\n }\n\n const resourceShortfall =\n numWaitingClients - this._potentiallyAllocableResourceCount;\n\n const actualNumberOfResourcesToCreate = Math.min(\n this.spareResourceCapacity,\n resourceShortfall\n );\n for (let i = 0; actualNumberOfResourcesToCreate > i; i++) {\n this._createResource();\n }\n\n // If we are doing test-on-borrow see how many more resources need to be moved into test\n // to help satisfy waitingClients\n if (this._config.testOnBorrow === true) {\n // how many available resources do we need to shift into test\n const desiredNumberOfResourcesToMoveIntoTest =\n numWaitingClients - this._testOnBorrowResources.size;\n const actualNumberOfResourcesToMoveIntoTest = Math.min(\n this._availableObjects.length,\n desiredNumberOfResourcesToMoveIntoTest\n );\n for (let i = 0; actualNumberOfResourcesToMoveIntoTest > i; i++) {\n this._testOnBorrow();\n }\n }\n\n // if we aren't testing-on-borrow then lets try to allocate what we can\n if (this._config.testOnBorrow === false) {\n const actualNumberOfResourcesToDispatch = Math.min(\n this._availableObjects.length,\n numWaitingClients\n );\n for (let i = 0; actualNumberOfResourcesToDispatch > i; i++) {\n this._dispatchResource();\n }\n }\n }\n\n /**\n * Dispatches a pooledResource to the next waiting client (if any) else\n * puts the PooledResource back on the available list\n * @param {PooledResource} pooledResource [description]\n * @return {Boolean} [description]\n */\n _dispatchPooledResourceToNextWaitingClient(pooledResource) {\n const clientResourceRequest = this._waitingClientsQueue.dequeue();\n if (\n clientResourceRequest === undefined ||\n clientResourceRequest.state !== Deferred.PENDING\n ) {\n // While we were away either all the waiting clients timed out\n // or were somehow fulfilled. put our pooledResource back.\n this._addPooledResourceToAvailableObjects(pooledResource);\n // TODO: do need to trigger anything before we leave?\n return false;\n }\n const loan = new ResourceLoan(pooledResource, this._Promise);\n this._resourceLoans.set(pooledResource.obj, loan);\n pooledResource.allocate();\n clientResourceRequest.resolve(pooledResource.obj);\n return true;\n }\n\n /**\n * tracks on operation using given set\n * handles adding/removing from the set and resolve/rejects the value/reason\n * @param {Promise} operation\n * @param {Set} set Set holding operations\n * @return {Promise} Promise that resolves once operation has been removed from set\n */\n _trackOperation(operation, set) {\n set.add(operation);\n\n return operation.then(\n v => {\n set.delete(operation);\n return this._Promise.resolve(v);\n },\n e => {\n set.delete(operation);\n return this._Promise.reject(e);\n }\n );\n }\n\n /**\n * @private\n */\n _createResource() {\n // An attempt to create a resource\n const factoryPromise = this._factory.create();\n const wrappedFactoryPromise = this._Promise\n .resolve(factoryPromise)\n .then(resource => {\n const pooledResource = new PooledResource(resource);\n this._allObjects.add(pooledResource);\n this._addPooledResourceToAvailableObjects(pooledResource);\n });\n\n this._trackOperation(wrappedFactoryPromise, this._factoryCreateOperations)\n .then(() => {\n this._dispense();\n // Stop bluebird complaining about this side-effect only handler\n // - a promise was created in a handler but was not returned from it\n // https://goo.gl/rRqMUw\n return null;\n })\n .catch(reason => {\n this.emit(FACTORY_CREATE_ERROR, reason);\n this._dispense();\n });\n }\n\n /**\n * @private\n */\n _ensureMinimum() {\n if (this._draining === true) {\n return;\n }\n const minShortfall = this._config.min - this._count;\n for (let i = 0; i < minShortfall; i++) {\n this._createResource();\n }\n }\n\n _evict() {\n const testsToRun = Math.min(\n this._config.numTestsPerEvictionRun,\n this._availableObjects.length\n );\n const evictionConfig = {\n softIdleTimeoutMillis: this._config.softIdleTimeoutMillis,\n idleTimeoutMillis: this._config.idleTimeoutMillis,\n min: this._config.min\n };\n for (let testsHaveRun = 0; testsHaveRun < testsToRun; ) {\n const iterationResult = this._evictionIterator.next();\n\n // Safety check incase we could get stuck in infinite loop because we\n // somehow emptied the array after checking its length.\n if (iterationResult.done === true && this._availableObjects.length < 1) {\n this._evictionIterator.reset();\n return;\n }\n // If this happens it should just mean we reached the end of the\n // list and can reset the cursor.\n if (iterationResult.done === true && this._availableObjects.length > 0) {\n this._evictionIterator.reset();\n continue;\n }\n\n const resource = iterationResult.value;\n\n const shouldEvict = this._evictor.evict(\n evictionConfig,\n resource,\n this._availableObjects.length\n );\n testsHaveRun++;\n\n if (shouldEvict === true) {\n // take it out of the _availableObjects list\n this._evictionIterator.remove();\n this._destroy(resource);\n }\n }\n }\n\n _scheduleEvictorRun() {\n // Start eviction if set\n if (this._config.evictionRunIntervalMillis > 0) {\n // @ts-ignore\n this._scheduledEviction = setTimeout(() => {\n this._evict();\n this._scheduleEvictorRun();\n }, this._config.evictionRunIntervalMillis).unref();\n }\n }\n\n _descheduleEvictorRun() {\n if (this._scheduledEviction) {\n clearTimeout(this._scheduledEviction);\n }\n this._scheduledEviction = null;\n }\n\n start() {\n if (this._draining === true) {\n return;\n }\n if (this._started === true) {\n return;\n }\n this._started = true;\n this._scheduleEvictorRun();\n this._ensureMinimum();\n }\n\n /**\n * Request a new resource. The callback will be called,\n * when a new resource is available, passing the resource to the callback.\n * TODO: should we add a seperate \"acquireWithPriority\" function\n *\n * @param {Number} [priority=0]\n * Optional. Integer between 0 and (priorityRange - 1). Specifies the priority\n * of the caller if there are no available resources. Lower numbers mean higher\n * priority.\n *\n * @returns {Promise}\n */\n acquire(priority) {\n if (this._started === false && this._config.autostart === false) {\n this.start();\n }\n\n if (this._draining) {\n return this._Promise.reject(\n new Error(\"pool is draining and cannot accept work\")\n );\n }\n\n // TODO: should we defer this check till after this event loop incase \"the situation\" changes in the meantime\n if (\n this.spareResourceCapacity < 1 &&\n this._availableObjects.length < 1 &&\n this._config.maxWaitingClients !== undefined &&\n this._waitingClientsQueue.length >= this._config.maxWaitingClients\n ) {\n return this._Promise.reject(\n new Error(\"max waitingClients count exceeded\")\n );\n }\n\n const resourceRequest = new ResourceRequest(\n this._config.acquireTimeoutMillis,\n this._Promise\n );\n this._waitingClientsQueue.enqueue(resourceRequest, priority);\n this._dispense();\n\n return resourceRequest.promise;\n }\n\n /**\n * [use method, aquires a resource, passes the resource to a user supplied function and releases it]\n * @param {Function} fn [a function that accepts a resource and returns a promise that resolves/rejects once it has finished using the resource]\n * @return {Promise} [resolves once the resource is released to the pool]\n */\n use(fn, priority) {\n return this.acquire(priority).then(resource => {\n return fn(resource).then(\n result => {\n this.release(resource);\n return result;\n },\n err => {\n this.destroy(resource);\n throw err;\n }\n );\n });\n }\n\n /**\n * Check if resource is currently on loan from the pool\n *\n * @param {Function} resource\n * Resource for checking.\n *\n * @returns {Boolean}\n * True if resource belongs to this pool and false otherwise\n */\n isBorrowedResource(resource) {\n return this._resourceLoans.has(resource);\n }\n\n /**\n * Return the resource to the pool when it is no longer required.\n *\n * @param {Object} resource\n * The acquired object to be put back to the pool.\n */\n release(resource) {\n // check for an outstanding loan\n const loan = this._resourceLoans.get(resource);\n\n if (loan === undefined) {\n return this._Promise.reject(\n new Error(\"Resource not currently part of this pool\")\n );\n }\n\n this._resourceLoans.delete(resource);\n loan.resolve();\n const pooledResource = loan.pooledResource;\n\n pooledResource.deallocate();\n this._addPooledResourceToAvailableObjects(pooledResource);\n\n this._dispense();\n return this._Promise.resolve();\n }\n\n /**\n * Request the resource to be destroyed. The factory's destroy handler\n * will also be called.\n *\n * This should be called within an acquire() block as an alternative to release().\n *\n * @param {Object} resource\n * The acquired resource to be destoyed.\n */\n destroy(resource) {\n // check for an outstanding loan\n const loan = this._resourceLoans.get(resource);\n\n if (loan === undefined) {\n return this._Promise.reject(\n new Error(\"Resource not currently part of this pool\")\n );\n }\n\n this._resourceLoans.delete(resource);\n loan.resolve();\n const pooledResource = loan.pooledResource;\n\n pooledResource.deallocate();\n this._destroy(pooledResource);\n\n this._dispense();\n return this._Promise.resolve();\n }\n\n _addPooledResourceToAvailableObjects(pooledResource) {\n pooledResource.idle();\n if (this._config.fifo === true) {\n this._availableObjects.push(pooledResource);\n } else {\n this._availableObjects.unshift(pooledResource);\n }\n }\n\n /**\n * Disallow any new acquire calls and let the request backlog dissapate.\n * The Pool will no longer attempt to maintain a \"min\" number of resources\n * and will only make new resources on demand.\n * Resolves once all resource requests are fulfilled and all resources are returned to pool and available...\n * Should probably be called \"drain work\"\n * @returns {Promise}\n */\n drain() {\n this._draining = true;\n return this.__allResourceRequestsSettled()\n .then(() => {\n return this.__allResourcesReturned();\n })\n .then(() => {\n this._descheduleEvictorRun();\n });\n }\n\n __allResourceRequestsSettled() {\n if (this._waitingClientsQueue.length > 0) {\n // wait for last waiting client to be settled\n // FIXME: what if they can \"resolve\" out of order....?\n return reflector(this._waitingClientsQueue.tail.promise);\n }\n return this._Promise.resolve();\n }\n\n // FIXME: this is a horrific mess\n __allResourcesReturned() {\n const ps = Array.from(this._resourceLoans.values())\n .map(loan => loan.promise)\n .map(reflector);\n return this._Promise.all(ps);\n }\n\n /**\n * Forcibly destroys all available resources regardless of timeout. Intended to be\n * invoked as part of a drain. Does not prevent the creation of new\n * resources as a result of subsequent calls to acquire.\n *\n * Note that if factory.min > 0 and the pool isn't \"draining\", the pool will destroy all idle resources\n * in the pool, but replace them with newly created resources up to the\n * specified factory.min value. If this is not desired, set factory.min\n * to zero before calling clear()\n *\n */\n clear() {\n const reflectedCreatePromises = Array.from(\n this._factoryCreateOperations\n ).map(reflector);\n\n // wait for outstanding factory.create to complete\n return this._Promise.all(reflectedCreatePromises).then(() => {\n // Destroy existing resources\n // @ts-ignore\n for (const resource of this._availableObjects) {\n this._destroy(resource);\n }\n const reflectedDestroyPromises = Array.from(\n this._factoryDestroyOperations\n ).map(reflector);\n return reflector(this._Promise.all(reflectedDestroyPromises));\n });\n }\n\n /**\n * Waits until the pool is ready.\n * We define ready by checking if the current resource number is at least\n * the minimum number defined.\n * @returns {Promise} that resolves when the minimum number is ready.\n */\n ready() {\n return new this._Promise(resolve => {\n const isReady = () => {\n if (this.available >= this.min) {\n resolve();\n } else {\n setTimeout(isReady, 100);\n }\n };\n\n isReady();\n });\n }\n\n /**\n * How many resources are available to allocated\n * (includes resources that have not been tested and may faul validation)\n * NOTE: internal for now as the name is awful and might not be useful to anyone\n * @return {Number} number of resources the pool has to allocate\n */\n get _potentiallyAllocableResourceCount() {\n return (\n this._availableObjects.length +\n this._testOnBorrowResources.size +\n this._testOnReturnResources.size +\n this._factoryCreateOperations.size\n );\n }\n\n /**\n * The combined count of the currently created objects and those in the\n * process of being created\n * Does NOT include resources in the process of being destroyed\n * sort of legacy...\n * @return {Number}\n */\n get _count() {\n return this._allObjects.size + this._factoryCreateOperations.size;\n }\n\n /**\n * How many more resources does the pool have room for\n * @return {Number} number of resources the pool could create before hitting any limits\n */\n get spareResourceCapacity() {\n return (\n this._config.max -\n (this._allObjects.size + this._factoryCreateOperations.size)\n );\n }\n\n /**\n * see _count above\n * @return {Number} [description]\n */\n get size() {\n return this._count;\n }\n\n /**\n * number of available resources\n * @return {Number} [description]\n */\n get available() {\n return this._availableObjects.length;\n }\n\n /**\n * number of resources that are currently acquired\n * @return {Number} [description]\n */\n get borrowed() {\n return this._resourceLoans.size;\n }\n\n /**\n * number of waiting acquire calls\n * @return {Number} [description]\n */\n get pending() {\n return this._waitingClientsQueue.length;\n }\n\n /**\n * maximum size of the pool\n * @return {Number} [description]\n */\n get max() {\n return this._config.max;\n }\n\n /**\n * minimum size of the pool\n * @return {Number} [description]\n */\n get min() {\n return this._config.min;\n }\n}\n\nmodule.exports = Pool;\n","module.exports = function(factory) {\n if (typeof factory.create !== \"function\") {\n throw new TypeError(\"factory.create must be a function\");\n }\n\n if (typeof factory.destroy !== \"function\") {\n throw new TypeError(\"factory.destroy must be a function\");\n }\n\n if (\n typeof factory.validate !== \"undefined\" &&\n typeof factory.validate !== \"function\"\n ) {\n throw new TypeError(\"factory.validate must be a function\");\n }\n};\n","\"use strict\";\n\nconst Deferred = require(\"./Deferred\");\n\n/**\n * Plan is to maybe add tracking via Error objects\n * and other fun stuff!\n */\n\nclass ResourceLoan extends Deferred {\n /**\n *\n * @param {any} pooledResource the PooledResource this loan belongs to\n * @return {any} [description]\n */\n constructor(pooledResource, Promise) {\n super(Promise);\n this._creationTimestamp = Date.now();\n this.pooledResource = pooledResource;\n }\n\n reject() {\n /**\n * Loans can only be resolved at the moment\n */\n }\n}\n\nmodule.exports = ResourceLoan;\n","\"use strict\";\n\nfunction noop() {}\n\n/**\n * Reflects a promise but does not expose any\n * underlying value or rejection from that promise.\n * @param {Promise} promise [description]\n * @return {Promise} [description]\n */\nexports.reflector = function(promise) {\n return promise.then(noop, noop);\n};\n","import { MeshSamplerAPI } from '@/services/dataTexture/worker/meshSampler.worker';\nimport * as Comlink from 'comlink';\nimport genericPool from 'generic-pool';\n\nconst workerFactory: genericPool.Factory<Comlink.Remote<MeshSamplerAPI>> = {\n create: async () => {\n const workerPath = new URL('./meshSampler.worker.ts', import.meta.url);\n const worker = new Worker(workerPath, { type: 'module' });\n return Comlink.wrap<MeshSamplerAPI>(worker);\n },\n destroy: async (worker) => {\n return worker[Comlink.releaseProxy]();\n },\n};\n\nconst pool = genericPool.createPool(workerFactory, {\n max: navigator.hardwareConcurrency || 4,\n min: 2,\n});\n\nexport default pool;\n","const Pool = require(\"./lib/Pool\");\nconst Deque = require(\"./lib/Deque\");\nconst PriorityQueue = require(\"./lib/PriorityQueue\");\nconst DefaultEvictor = require(\"./lib/DefaultEvictor\");\nmodule.exports = {\n Pool: Pool,\n Deque: Deque,\n PriorityQueue: PriorityQueue,\n DefaultEvictor: DefaultEvictor,\n createPool: function(factory, config) {\n return new Pool(DefaultEvictor, Deque, PriorityQueue, factory, config);\n }\n};\n","import { AssetEntry, Assets } from '@/types';\nimport * as THREE from 'three';\n\n/**\n * Creates a new DataTexture from the given data and size.\n * @param data - The data for the texture.\n * @param size - The size of the texture.\n * @returns The created DataTexture.\n */\nexport function createDataTexture(data: Float32Array, size: number) {\n const texture = new THREE.DataTexture(data, size, size, THREE.RGBAFormat, THREE.FloatType);\n texture.needsUpdate = true;\n return texture;\n}\n\n/**\n * Creates a blank DataTexture with the given size.\n * @param size - The size of the texture.\n * @returns The created blank DataTexture.\n */\nexport function createBlankDataTexture(size: number) {\n return createDataTexture(new Float32Array(4 * size * size), size);\n}\n\n/**\n * Creates a DataTexture representing a sphere.\n * @param size - The size of the texture.\n * @returns The created DataTexture.\n */\nexport function createSpherePoints(size: number) {\n const data = new Float32Array(size * size * 4);\n for (let i = 0; i < size; i++) {\n for (let j = 0; j < size; j++) {\n const index = i * size + j;\n\n let theta = Math.random() * Math.PI * 2;\n let phi = Math.acos(Math.random() * 2 - 1);\n let x = Math.sin(phi) * Math.cos(theta);\n let y = Math.sin(phi) * Math.sin(theta);\n let z = Math.cos(phi);\n\n data[4 * index] = x;\n data[4 * index + 1] = y;\n data[4 * index + 2] = z;\n data[4 * index + 3] = (Math.random() - 0.5) * 0.01;\n }\n }\n\n return createDataTexture(data, size);\n}\n\n/**\n * Disposes of an object if it's disposable.\n * @param object - The object to dispose.\n */\nexport function disposeIfPossible(object: unknown) {\n if (typeof object === 'object' && object !== null && 'dispose' in object && typeof object['dispose'] === 'function') {\n object.dispose();\n }\n}\n\n/**\n * Disposes of assets.\n * @param assets - The assets to dispose.\n */\nexport function disposeAssets<T>(assets: Assets<T>) {\n assets.forEach((textures) => {\n textures.forEach((texture) => {\n disposeIfPossible(texture);\n });\n textures.clear();\n });\n assets.clear();\n}\n\n/**\n * Creates a copy of an AssetEntry or an array of AssetEntries.\n * @param source - The source to copy from.\n * @returns A map containing the copied entries.\n */\nexport function copyOf<T>(source?: AssetEntry<T> | AssetEntry<T>[]): Map<string, T> {\n const map = new Map<string, T>();\n if (source) {\n if (Array.isArray(source)) {\n source.forEach(({ id, item }) => map.set(id, item));\n } else {\n map.set(source.id, source.item);\n }\n }\n return map;\n}\n\nexport function clamp(value: number, min: number, max: number): number {\n value = Math.min(value, max);\n value = Math.max(value, min);\n return value;\n}\n","import { DefaultEventEmitter } from '@/events/defaultEventEmitter';\nimport pool from '@/services/dataTexture/worker/workerPool';\nimport { AssetEntry, MeshData, ServiceState } from '@/types';\nimport { copyOf, createDataTexture } from '@/utils';\nimport * as THREE from 'three';\n\n/**\n * DataTextureManager is responsible for managing data textures used for mesh sampling.\n */\nexport class DataTextureService {\n private textureSize: number;\n private meshes: Map<string, THREE.Mesh>;\n private dataTextures: Map<string, THREE.DataTexture>;\n private eventEmitter;\n\n /**\n * Creates a new DataTextureManager instance.\n * @param eventEmitter\n * @param textureSize\n * @param meshes Optional initial meshes.\n */\n constructor(eventEmitter: DefaultEventEmitter, textureSize: number, meshes?: AssetEntry<THREE.Mesh> | AssetEntry<THREE.Mesh>[]) {\n this.eventEmitter = eventEmitter;\n this.textureSize = textureSize;\n this.meshes = copyOf(meshes);\n this.dataTextures = new Map<string, THREE.DataTexture>();\n this.updateServiceState('ready');\n }\n\n /**\n * Registers a mesh.\n * @param id The ID of the mesh.\n * @param mesh The mesh to register.\n */\n async register(id: string, mesh: THREE.Mesh) {\n this.meshes.set(id, mesh);\n }\n\n setTextureSize(textureSize: number) {\n if (this.textureSize === textureSize) return;\n this.textureSize = textureSize;\n this.dataTextures.forEach((texture) => texture.dispose());\n this.dataTextures.clear();\n }\n\n getMesh(id: string): THREE.Mesh | undefined {\n return this.meshes.get(id);\n }\n\n /**\n * Gets the data texture for the specified mesh ID and current texture size.\n * Returns the fallback data texture if the specified mesh ID is not found.\n * @param id The ID of the mesh.\n * @returns The data texture, or undefined if not found and no fallback is available.\n */\n async getDataTexture(id: string): Promise<THREE.DataTexture> {\n return await this.prepareMesh(id);\n }\n\n /**\n * Prepares a mesh for sampling.\n * @param id The ID of the mesh to prepare.\n */\n async prepareMesh(id: string) {\n if (!this.meshes.has(id)) {\n throw new Error(`Mesh with id \"${id}\" does not exist.`);\n }\n\n const texture = this.dataTextures.get(id);\n if (texture) {\n return texture; // already prepared\n }\n\n const mesh = this.meshes.get(id)!;\n const meshData = parseMeshData(mesh);\n const worker = await pool.acquire();\n\n try {\n const data = await worker.sampleMesh(meshData, this.textureSize);\n const texture = createDataTexture(data, this.textureSize);\n texture.name = id;\n return texture;\n } finally {\n await pool.release(worker);\n }\n }\n\n async dispose() {\n this.meshes.clear();\n this.dataTextures.clear();\n this.updateServiceState('disposed');\n }\n\n private updateServiceState(serviceState: ServiceState) {\n this.eventEmitter.emit('serviceStateUpdated', { type: 'data-texture', state: serviceState });\n }\n}\n\n/**\n * Parses mesh data into a simplified format.\n * @param mesh The mesh to parse.\n * @returns The parsed mesh data.\n */\nfunction parseMeshData(mesh: THREE.Mesh): MeshData {\n return {\n position: mesh.geometry.attributes.position.array,\n normal: (mesh.geometry.attributes.normal as THREE.BufferAttribute)?.array,\n scale: { x: mesh.scale.x, y: mesh.scale.y, z: mesh.scale.z },\n };\n}\n","import * as THREE from 'three';\nimport { Vector3Like } from 'three';\nimport instanceFragmentShader from './shaders/instanceFragmentShader';\nimport instanceVertexShader from './shaders/instanceVertexShader';\n\n/**\n * InstancedMeshManager is responsible for managing instanced meshes.\n */\nexport class InstancedMeshManager {\n private size: number;\n private mesh: THREE.InstancedMesh;\n\n private readonly matcapMaterial: THREE.ShaderMaterial;\n private readonly fallbackMaterial: THREE.Material;\n private readonly fallbackGeometry: THREE.BufferGeometry;\n\n private materials: Map<string, THREE.Material>;\n private geometries: Map<string, THREE.BufferGeometry>;\n private uvRefsCache: Map<number, THREE.InstancedBufferAttribute>;\n\n private previousScale: Vector3Like;\n\n /**\n * Creates a new InstancedMeshManager instance.\n * @param initialSize The initial size of the instanced mesh.\n */\n constructor(initialSize: number) {\n this.size = initialSize;\n this.materials = new Map();\n this.geometries = new Map();\n this.uvRefsCache = new Map();\n\n this.previousScale = { x: 1, y: 1, z: 1 };\n\n this.matcapMaterial = new THREE.ShaderMaterial({\n uniforms: {\n uTime: { value: 0 },\n uProgress: { value: 0 },\n uTexture: { value: null },\n uVelocity: { value: null },\n uSourceMatcap: { value: null },\n uTargetMatcap: { value: null },\n },\n vertexShader: instanceVertexShader,\n fragmentShader: instanceFragmentShader,\n });\n\n this.fallbackMaterial = new THREE.MeshBasicMaterial({ color: 0xffffff });\n this.fallbackGeometry = new THREE.BoxGeometry(0.001, 0.001, 0.001);\n\n this.mesh = this.createInstancedMesh(initialSize, this.fallbackGeometry, this.fallbackMaterial);\n }\n\n /**\n * Gets the instanced mesh.\n * @returns The instanced mesh.\n */\n getMesh() {\n return this.mesh;\n }\n\n /**\n * Updates the instanced mesh.\n * @param elapsedTime The elapsed time.\n */\n update(elapsedTime: number) {\n const material = this.mesh.material;\n if (material instanceof THREE.ShaderMaterial || material instanceof THREE.RawShaderMaterial) {\n material.uniforms.uTime.value = elapsedTime;\n }\n }\n\n /**\n * Sets the matcap texture.\n * @param matcap The matcap texture to set.\n */\n setOriginMatcap(matcap: THREE.Texture) {\n console.log('set source matcap', matcap);\n this.matcapMaterial.uniforms.uSourceMatcap.value = matcap;\n }\n\n setDestinationMatcap(matcap: THREE.Texture) {\n console.log('set target matcap', matcap);\n this.matcapMaterial.uniforms.uTargetMatcap.value = matcap;\n }\n\n setProgress(float: number) {\n float = Math.max(0, float);\n float = Math.min(1, float);\n this.matcapMaterial.uniforms.uProgress.value = float;\n }\n\n setGeometrySize(size: THREE.Vector3Like) {\n this.mesh.geometry.scale(1 / this.previousScale.x, 1 / this.previousScale.y, 1 / this.previousScale.z);\n this.mesh.geometry.scale(size.x, size.y, size.z);\n this.previousScale = size;\n }\n\n /**\n * Use the matcap material for the instanced mesh.\n */\n useMatcapMaterial() {\n console.log('Using matcap material');\n this.mesh.material = this.matcapMaterial;\n }\n\n /**\n * Use the specified material for the instanced mesh.\n * @param id The ID of the material to use.\n */\n useMaterial(id: string) {\n const material = this.materials.get(id);\n if (material) {\n this.mesh.material = material;\n } else {\n console.warn(`material with id \"${id}\" not found`);\n }\n }\n\n /**\n * Use the specified geometry for the instanced mesh.\n * @param id The ID of the geometry to use.\n */\n useGeometry(id: string) {\n const geometry = this.geometries.get(id);\n if (geometry) {\n this.mesh.geometry = geometry;\n } else {\n console.warn(`geometry with id \"${id}\" not found`);\n }\n }\n\n /**\n * Updates the velocity texture.\n * @param texture The velocity texture to update with.\n */\n updateVelocityTexture(texture: THREE.Texture) {\n this.matcapMaterial.uniforms.uVelocity.value = texture;\n }\n\n /**\n * Updates the position texture.\n * @param texture The position texture to update with.\n */\n updatePositionTexture(texture: THREE.Texture) {\n this.matcapMaterial.uniforms.uTexture.value = texture;\n }\n\n /**\n * Resizes or replaces the instanced mesh.\n * @param size The new size of the instanced mesh.\n * @returns An object containing the updated mesh, the previous mesh, and a boolean indicating whether the mesh was updated.\n */\n resize(size: number): { current: THREE.InstancedMesh; previous: THREE.InstancedMesh } {\n if (this.size === size) return { current: this.mesh, previous: this.mesh };\n\n this.size = size;\n\n // create new instances since it is greater than the last known value\n const prev = this.mesh;\n\n this.mesh = this.createInstancedMesh(size, prev.geometry, prev.material);\n\n return { current: this.mesh, previous: prev };\n }\n\n /**\n * Disposes the resources used by the InstancedMeshManager.\n */\n dispose() {\n this.mesh.dispose();\n\n this.geometries.forEach((geometry) => geometry.dispose());\n this.materials.forEach((material) => material.dispose());\n\n this.uvRefsCache.clear();\n this.geometries.clear();\n this.materials.clear();\n }\n\n /**\n * Registers a geometry.\n * @param id The ID of the geometry to register.\n * @param geometry The geometry to register.\n */\n registerGeometry(id: string, geometry: THREE.BufferGeometry) {\n const previous = this.geometries.get(id);\n\n if (previous) {\n if (previous === geometry) {\n return;\n }\n console.log(`geometry with id \"${id}\" already exists. replacing...`);\n }\n\n // finally, we are attaching uvRefs.\n const uvRefs = this.getUVRefs(this.size);\n geometry.setAttribute('uvRef', uvRefs);\n\n this.geometries.set(id, geometry);\n\n if (this.mesh.geometry === previous) {\n this.mesh.geometry = geometry;\n }\n\n previous?.dispose();\n }\n\n /**\n * Registers a material.\n * @param id The ID of the material to register.\n * @param material The material to register.\n */\n registerMaterial(id: string, material: THREE.Material) {\n const previous = this.materials.get(id);\n if (previous) {\n if (previous === material) {\n return;\n }\n console.log(`material with id \"${id}\" already exists. replacing...`);\n }\n\n if (this.mesh.material === previous) {\n this.mesh.material = material;\n }\n\n this.materials.set(id, material);\n previous?.dispose();\n }\n\n /**\n * Gets the UV references for the specified size.\n * @param size The size for which to generate UV references.\n * @returns The UV references.\n */\n getUVRefs(size: number) {\n const cached = this.uvRefsCache.get(size);\n\n if (cached) {\n return cached;\n }\n\n const uvRefs = new Float32Array(size * size * 2);\n\n for (let i = 0; i < size; i++) {\n for (let j = 0; j < size; j++) {\n const index = i * size + j;\n uvRefs[2 * index] = j / (size - 1);\n uvRefs[2 * index + 1] = i / (size - 1);\n }\n }\n\n const attr = new THREE.InstancedBufferAttribute(uvRefs, 2);\n\n this.uvRefsCache.set(size, attr);\n return attr;\n }\n /**\n * Creates a new instanced mesh.\n * @param size The size of the instanced mesh.\n * @param geometry The geometry to use for the instanced mesh.\n * @param material The material to use for the instanced mesh.\n * @returns The created instanced mesh.\n */\n private createInstancedMesh(size: number, geometry: THREE.BufferGeometry, material: THREE.Material | THREE.Material[]) {\n geometry = geometry || this.fallbackGeometry;\n geometry.setAttribute('uvRef', this.getUVRefs(size));\n const count = size * size;\n return new THREE.InstancedMesh(geometry, material, count);\n }\n}\n","export default `\nvarying vec2 vUv;\nuniform sampler2D uTexture;\nuniform sampler2D uVelocity;\nuniform float uTime;\nvarying vec3 vNormal;\nattribute vec2 uvRef;\nvarying vec3 vViewPosition;\n\nvec3 rotate3D(vec3 v, vec3 vel) {\n vec3 pos = v;\n vec3 up = vec3(0, 1, 0);\n vec3 axis = normalize(cross(up, vel));\n float angle = acos(dot(up, normalize(vel)));\n pos = pos * cos(angle) + cross(axis, pos) * sin(angle) + axis * dot(axis, pos) * (1. - cos(angle));\n return pos;\n}\n\nvoid main() {\n vUv = uv;\n vNormal = normal;\n\n vec4 color = texture2D(uTexture, uvRef);\n vec4 velocity = texture2D(uVelocity, uvRef);\n vec3 pos = color.xyz;// apply the texture to the vertex distribution.\n\n vec3 localPosition = position.xyz;\n if (length (velocity.xyz) < 0.0001) {\n velocity.xyz = vec3(0.0, 0.0001, 0.0001);\n }\n localPosition.y *= max(1.0, length(velocity.xyz) * 1000.0);\n localPosition = rotate3D(localPosition, velocity.xyz);\n vNormal = rotate3D(normal, velocity.xyz);\n\n mat4 instanceMat = instanceMatrix;\n instanceMat[3].xyz = pos.xyz;\n\n // unlike the traditional mvMatrix * position, we need to additional multiplication with the instance matrix.\n vec4 modelViewPosition = modelViewMatrix * instanceMat * vec4(localPosition, 1.0);\n\n vViewPosition = - modelViewPosition.xyz;\n\n gl_Position = projectionMatrix * modelViewPosition;\n}\n`;\n","export default `\nvarying vec2 vUv;\nuniform sampler2D uTexture;\n\nuniform sampler2D uSourceMatcap;\nuniform sampler2D uTargetMatcap;\n\nuniform float uProgress;\nvarying vec3 vNormal;\nvarying vec3 vViewPosition;\nvoid main() {\n vec3 viewDir = normalize( vViewPosition );\n vec3 x = normalize( vec3( viewDir.z, 0.0, - viewDir.x ) );\n vec3 y = cross( viewDir, x );\n vec2 uv = vec2( dot( x, vNormal ), dot( y, vNormal ) ) * 0.495 + 0.5; // 0.495 to remove artifacts caused by undersized matcap disks\n\n vec4 sourceMatcap = texture2D( uSourceMatcap, uv );\n vec4 targetMatcap = texture2D( uTargetMatcap, uv );\n\n vec4 matcap = mix(sourceMatcap, targetMatcap, uProgress);\n gl_FragColor = matcap;\n}\n`;\n","import { DefaultEventEmitter, Events } from '@/events';\nimport * as THREE from 'three';\n\n/**\n * Service for calculating intersections between a ray and a morphed geometry.\n */\nexport class IntersectionService {\n private raycaster = new THREE.Raycaster();\n private mousePosition = new THREE.Vector2();\n private mouseEntered = false;\n private mousePositionChanged = false;\n\n private camera?: THREE.Camera;\n private originGeometry?: THREE.BufferGeometry;\n private destinationGeometry?: THREE.BufferGeometry;\n private progress: number = 0;\n private intersectionMesh = new THREE.Mesh();\n\n private geometryNeedsUpdate: boolean;\n private eventEmitter: EngineEventEmitter<Events>;\n\n private blendedGeometry?: THREE.BufferGeometry;\n private intersection?: THREE.Vector4;\n\n private lastKnownOriginMeshID?: string;\n private lastKnownDestinationMeshID?: string;\n\n /**\n * Creates a new IntersectionService instance.\n * @param eventEmitter The event emitter used for emitting events.\n * @param camera The camera used for raycasting.\n * @param originGeometry The origin geometry.\n * @param destinationGeometry The destination geometry.\n */\n constructor(eventEmitter: DefaultEventEmitter, camera?: THREE.Camera, originGeometry?: THREE.BufferGeometry, destinationGeometry?: THREE.BufferGeometry) {\n this.camera = camera;\n this.originGeometry = originGeometry;\n this.eventEmitter = eventEmitter;\n this.destinationGeometry = destinationGeometry;\n this.geometryNeedsUpdate = true;\n }\n\n /**\n * Set the camera used for raycasting.\n * @param camera\n */\n setCamera(camera: THREE.Camera) {\n this.camera = camera;\n }\n\n /**\n * Set the origin geometry.\n * @param source\n */\n setOriginGeometry(source: THREE.Mesh) {\n if (this.lastKnownOriginMeshID === source.uuid) return;\n // dispose the previous geometry\n if (this.originGeometry) this.originGeometry.dispose();\n\n this.lastKnownOriginMeshID = source.uuid;\n // we need to clone the geometry because we are going to modify it.\n this.originGeometry = source.geometry.clone();\n this.originGeometry.applyMatrix4(source.matrixWorld);\n this.geometryNeedsUpdate = true;\n }\n\n /**\n * Set the destination geometry.\n * @param source\n */\n setDestinationGeometry(source: THREE.Mesh) {\n if (this.lastKnownDestinationMeshID === source.uuid) return;\n // dispose the previous geometry\n if (this.destinationGeometry) this.destinationGeometry.dispose();\n\n this.lastKnownDestinationMeshID = source.uuid;\n // we need to clone the geometry because we are going to modify it.\n this.destinationGeometry = source.geometry.clone();\n this.destinationGeometry.applyMatrix4(source.matrixWorld);\n this.geometryNeedsUpdate = true;\n }\n\n /**\n * Set the progress of the morphing animation.\n * @param progress\n */\n setProgress(progress: number) {\n this.progress = progress;\n this.geometryNeedsUpdate = true;\n }\n\n /**\n * Set the mouse position.\n * @param mousePosition\n */\n setMousePosition(mousePosition?: THREE.Vector2Like) {\n if (mousePosition) {\n if (!this.mousePosition.equals(mousePosition)) {\n this.mousePosition.copy(mousePosition);\n this.mousePositionChanged = true;\n }\n this.mouseEntered = true;\n } else {\n this.mouseEntered = false;\n this.mousePositionChanged = false;\n }\n }\n\n /**\n * Calculate the intersection.\n * @returns The intersection point or undefined if no intersection was found.\n */\n calculate(): THREE.Vector4 | undefined {\n if (!this.camera) return;\n if (!this.mouseEntered) return;\n\n if (this.geometryNeedsUpdate) {\n this.geometryNeedsUpdate = false;\n this.blendedGeometry = this.getBlendedGeometry();\n this.mousePositionChanged = true;\n }\n\n if (this.mousePositionChanged) {\n this.mousePositionChanged = false;\n if (this.blendedGeometry) {\n this.intersection = this.getFirstIntersection(this.blendedGeometry, this.camera);\n } else {\n this.intersection = undefined;\n }\n }\n\n if (this.intersection) {\n this.eventEmitter.emit('interactionPositionUpdated', { position: this.intersection });\n } else {\n this.eventEmitter.emit('interactionPositionUpdated', { position: { x: 0, y: 0, z: 0, w: 0 } });\n }\n\n return this.intersection;\n }\n\n /**\n * Dispose the resources used by the IntersectionService.\n */\n dispose() {\n this.blendedGeometry?.dispose();\n this.intersectionMesh.geometry.dispose();\n }\n\n private getFirstIntersection(geometry: THREE.BufferGeometry, camera: THREE.Camera) {\n this.raycaster.setFromCamera(this.mousePosition, camera);\n this.intersectionMesh.geometry = geometry;\n const intersection = this.raycaster.intersectObject(this.intersectionMesh, false)[0];\n if (intersection) {\n return new THREE.Vector4(intersection.point.x, intersection.point.y, intersection.point.z, 1);\n }\n }\n\n private getBlendedGeometry() {\n if (this.progress === 0) {\n return this.originGeometry;\n }\n if (this.progress === 1) {\n return this.destinationGeometry;\n }\n\n if (!this.originGeometry || !this.destinationGeometry) {\n return;\n }\n\n if (this.originGeometry === this.destinationGeometry) {\n // if same, just return one of them\n return this.originGeometry;\n }\n\n return this.blendGeometry(this.originGeometry, this.destinationGeometry, this.progress);\n }\n\n private blendGeometry(from: THREE.BufferGeometry, to: THREE.BufferGeometry, progress: number): THREE.BufferGeometry {\n const blended = new THREE.BufferGeometry();\n const originPositions = from.attributes.position.array;\n const destinationPositions = to.attributes.position.array;\n const blendedPositions = new Float32Array(originPositions.length);\n\n for (let i = 0; i < originPositions.length; i += 3) {\n const originVert = new THREE.Vector3(originPositions[i], originPositions[i + 1], originPositions[i + 2]);\n const destinationVert = new THREE.Vector3(destinationPositions[i], destinationPositions[i + 1], destinationPositions[i + 2]);\n const blendedVert = new THREE.Vector3().lerpVectors(originVert, destinationVert, progress);\n\n blendedPositions[i] = blendedVert.x;\n blendedPositions[i + 1] = blendedVert.y;\n blendedPositions[i + 2] = blendedVert.z;\n }\n\n blended.setAttribute('position', new THREE.BufferAttribute(blendedPositions, 3));\n\n if (from.attributes.normal) blended.setAttribute('normal', from.attributes.normal.clone());\n if (from.attributes.uv) blended.setAttribute('uv', from.attributes.uv.clone());\n if (from.index) blended.setIndex(from.index.clone());\n\n return blended;\n }\n}\n","import { DefaultEventEmitter } from '@/events';\nimport { AssetEntry, ServiceState } from '@/types';\nimport * as THREE from 'three';\n\nexport class MatcapService {\n private readonly matcaps = new Map<string, THREE.Texture>();\n private readonly eventEmitter;\n private readonly fallbackMatcap = new THREE.DataTexture(new Uint8Array([127, 127, 127, 255]), 1, 1, THREE.RGBAFormat);\n\n constructor(eventEmitter: DefaultEventEmitter, matcaps?: AssetEntry<THREE.Texture>[]) {\n this.eventEmitter = eventEmitter;\n if (matcaps) {\n matcaps.forEach(({ id, item }) => this.setMatcap(id, item));\n }\n this.updateServiceState('ready');\n }\n\n getMatcap(id: string): THREE.Texture {\n const texture = this.matcaps.get(id);\n if (!texture) {\n this.eventEmitter.emit('invalidRequest', { message: `invalid matcap request: ${id}` });\n return this.fallbackMatcap;\n } else {\n return texture;\n }\n }\n\n setMatcap(id: string, texture: THREE.Texture): void {\n const previous = this.matcaps.get(id);\n if (previous === texture) return;\n\n this.matcaps.set(id, texture);\n\n if (previous) {\n this.eventEmitter.emit('matcapReplaced', { id });\n previous.dispose();\n } else {\n this.eventEmitter.emit('matcapRegistered', { id });\n }\n }\n\n dispose() {\n this.updateServiceState('disposed');\n this.matcaps.forEach((texture) => texture.dispose());\n this.matcaps.clear();\n }\n\n private updateServiceState(serviceState: ServiceState) {\n this.eventEmitter.emit('serviceStateUpdated', { type: 'matcap', state: serviceState });\n }\n}\n","import {\n\tBufferGeometry,\n\tFloat32BufferAttribute,\n\tOrthographicCamera,\n\tMesh\n} from 'three';\n\nclass Pass {\n\n\tconstructor() {\n\n\t\tthis.isPass = true;\n\n\t\t// if set to true, the pass is processed by the composer\n\t\tthis.enabled = true;\n\n\t\t// if set to true, the pass indicates to swap read and write buffer after rendering\n\t\tthis.needsSwap = true;\n\n\t\t// if set to true, the pass clears its buffer before rendering\n\t\tthis.clear = false;\n\n\t\t// if set to true, the result of the pass is rendered to screen. This is set automatically by EffectComposer.\n\t\tthis.renderToScreen = false;\n\n\t}\n\n\tsetSize( /* width, height */ ) {}\n\n\trender( /* renderer, writeBuffer, readBuffer, deltaTime, maskActive */ ) {\n\n\t\tconsole.error( 'THREE.Pass: .render() must be implemented in derived pass.' );\n\n\t}\n\n\tdispose() {}\n\n}\n\n// Helper for passes that need to fill the viewport with a single quad.\n\nconst _camera = new OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );\n\n// https://github.com/mrdoob/three.js/pull/21358\n\nclass FullscreenTriangleGeometry extends BufferGeometry {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( [ - 1, 3, 0, - 1, - 1, 0, 3, - 1, 0 ], 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( [ 0, 2, 0, 0, 2, 0 ], 2 ) );\n\n\t}\n\n}\n\nconst _geometry = new FullscreenTriangleGeometry();\n\nclass FullScreenQuad {\n\n\tconstructor( material ) {\n\n\t\tthis._mesh = new Mesh( _geometry, material );\n\n\t}\n\n\tdispose() {\n\n\t\tthis._mesh.geometry.dispose();\n\n\t}\n\n\trender( renderer ) {\n\n\t\trenderer.render( this._mesh, _camera );\n\n\t}\n\n\tget material() {\n\n\t\treturn this._mesh.material;\n\n\t}\n\n\tset material( value ) {\n\n\t\tthis._mesh.material = value;\n\n\t}\n\n}\n\nexport { Pass, FullScreenQuad };\n","import {\n\tClampToEdgeWrapping,\n\tDataTexture,\n\tFloatType,\n\tNearestFilter,\n\tRGBAFormat,\n\tShaderMaterial,\n\tWebGLRenderTarget\n} from 'three';\n\nimport { FullScreenQuad } from '../postprocessing/Pass.js';\n\n/**\n * GPUComputationRenderer, based on SimulationRenderer by zz85\n *\n * The GPUComputationRenderer uses the concept of variables. These variables are RGBA float textures that hold 4 floats\n * for each compute element (texel)\n *\n * Each variable has a fragment shader that defines the computation made to obtain the variable in question.\n * You can use as many variables you need, and make dependencies so you can use textures of other variables in the shader\n * (the sampler uniforms are added automatically) Most of the variables will need themselves as dependency.\n *\n * The renderer has actually two render targets per variable, to make ping-pong. Textures from the current frame are used\n * as inputs to render the textures of the next frame.\n *\n * The render targets of the variables can be used as input textures for your visualization shaders.\n *\n * Variable names should be valid identifiers and should not collide with THREE GLSL used identifiers.\n * a common approach could be to use 'texture' prefixing the variable name; i.e texturePosition, textureVelocity...\n *\n * The size of the computation (sizeX * sizeY) is defined as 'resolution' automatically in the shader. For example:\n * #DEFINE resolution vec2( 1024.0, 1024.0 )\n *\n * -------------\n *\n * Basic use:\n *\n * // Initialization...\n *\n * // Create computation renderer\n * const gpuCompute = new GPUComputationRenderer( 1024, 1024, renderer );\n *\n * // Create initial state float textures\n * const pos0 = gpuCompute.createTexture();\n * const vel0 = gpuCompute.createTexture();\n * // and fill in here the texture data...\n *\n * // Add texture variables\n * const velVar = gpuCompute.addVariable( \"textureVelocity\", fragmentShaderVel, vel0 );\n * const posVar = gpuCompute.addVariable( \"texturePosition\", fragmentShaderPos, pos0 );\n *\n * // Add variable dependencies\n * gpuCompute.setVariableDependencies( velVar, [ velVar, posVar ] );\n * gpuCompute.setVariableDependencies( posVar, [ velVar, posVar ] );\n *\n * // Add custom uniforms\n * velVar.material.uniforms.time = { value: 0.0 };\n *\n * // Check for completeness\n * const error = gpuCompute.init();\n * if ( error !== null ) {\n *\t\tconsole.error( error );\n * }\n *\n *\n * // In each frame...\n *\n * // Compute!\n * gpuCompute.compute();\n *\n * // Update texture uniforms in your visualization materials with the gpu renderer output\n * myMaterial.uniforms.myTexture.value = gpuCompute.getCurrentRenderTarget( posVar ).texture;\n *\n * // Do your rendering\n * renderer.render( myScene, myCamera );\n *\n * -------------\n *\n * Also, you can use utility functions to create ShaderMaterial and perform computations (rendering between textures)\n * Note that the shaders can have multiple input textures.\n *\n * const myFilter1 = gpuCompute.createShaderMaterial( myFilterFragmentShader1, { theTexture: { value: null } } );\n * const myFilter2 = gpuCompute.createShaderMaterial( myFilterFragmentShader2, { theTexture: { value: null } } );\n *\n * const inputTexture = gpuCompute.createTexture();\n *\n * // Fill in here inputTexture...\n *\n * myFilter1.uniforms.theTexture.value = inputTexture;\n *\n * const myRenderTarget = gpuCompute.createRenderTarget();\n * myFilter2.uniforms.theTexture.value = myRenderTarget.texture;\n *\n * const outputRenderTarget = gpuCompute.createRenderTarget();\n *\n * // Now use the output texture where you want:\n * myMaterial.uniforms.map.value = outputRenderTarget.texture;\n *\n * // And compute each frame, before rendering to screen:\n * gpuCompute.doRenderTarget( myFilter1, myRenderTarget );\n * gpuCompute.doRenderTarget( myFilter2, outputRenderTarget );\n */\n\nclass GPUComputationRenderer {\n\n\t/**\n\t * @param {Number} sizeX Computation problem size is always 2d: sizeX * sizeY elements.\n \t * @param {Number} sizeY Computation problem size is always 2d: sizeX * sizeY elements.\n \t * @param {WebGLRenderer} renderer The renderer\n\t */\n\tconstructor( sizeX, sizeY, renderer ) {\n\n\t\tthis.variables = [];\n\n\t\tthis.currentTextureIndex = 0;\n\n\t\tlet dataType = FloatType;\n\n\t\tconst passThruUniforms = {\n\t\t\tpassThruTexture: { value: null }\n\t\t};\n\n\t\tconst passThruShader = createShaderMaterial( getPassThroughFragmentShader(), passThruUniforms );\n\n\t\tconst quad = new FullScreenQuad( passThruShader );\n\n\t\tthis.setDataType = function ( type ) {\n\n\t\t\tdataType = type;\n\t\t\treturn this;\n\n\t\t};\n\n\t\tthis.addVariable = function ( variableName, computeFragmentShader, initialValueTexture ) {\n\n\t\t\tconst material = this.createShaderMaterial( computeFragmentShader );\n\n\t\t\tconst variable = {\n\t\t\t\tname: variableName,\n\t\t\t\tinitialValueTexture: initialValueTexture,\n\t\t\t\tmaterial: material,\n\t\t\t\tdependencies: null,\n\t\t\t\trenderTargets: [],\n\t\t\t\twrapS: null,\n\t\t\t\twrapT: null,\n\t\t\t\tminFilter: NearestFilter,\n\t\t\t\tmagFilter: NearestFilter\n\t\t\t};\n\n\t\t\tthis.variables.push( variable );\n\n\t\t\treturn variable;\n\n\t\t};\n\n\t\tthis.setVariableDependencies = function ( variable, dependencies ) {\n\n\t\t\tvariable.dependencies = dependencies;\n\n\t\t};\n\n\t\tthis.init = function () {\n\n\t\t\tif ( renderer.capabilities.maxVertexTextures === 0 ) {\n\n\t\t\t\treturn 'No support for vertex shader textures.';\n\n\t\t\t}\n\n\t\t\tfor ( let i = 0; i < this.variables.length; i ++ ) {\n\n\t\t\t\tconst variable = this.variables[ i ];\n\n\t\t\t\t// Creates rendertargets and initialize them with input texture\n\t\t\t\tvariable.renderTargets[ 0 ] = this.createRenderTarget( sizeX, sizeY, variable.wrapS, variable.wrapT, variable.minFilter, variable.magFilter );\n\t\t\t\tvariable.renderTargets[ 1 ] = this.createRenderTarget( sizeX, sizeY, variable.wrapS, variable.wrapT, variable.minFilter, variable.magFilter );\n\t\t\t\tthis.renderTexture( variable.initialValueTexture, variable.renderTargets[ 0 ] );\n\t\t\t\tthis.renderTexture( variable.initialValueTexture, variable.renderTargets[ 1 ] );\n\n\t\t\t\t// Adds dependencies uniforms to the ShaderMaterial\n\t\t\t\tconst material = variable.material;\n\t\t\t\tconst uniforms = material.uniforms;\n\n\t\t\t\tif ( variable.dependencies !== null ) {\n\n\t\t\t\t\tfor ( let d = 0; d < variable.dependencies.length; d ++ ) {\n\n\t\t\t\t\t\tconst depVar = variable.dependencies[ d ];\n\n\t\t\t\t\t\tif ( depVar.name !== variable.name ) {\n\n\t\t\t\t\t\t\t// Checks if variable exists\n\t\t\t\t\t\t\tlet found = false;\n\n\t\t\t\t\t\t\tfor ( let j = 0; j < this.variables.length; j ++ ) {\n\n\t\t\t\t\t\t\t\tif ( depVar.name === this.variables[ j ].name ) {\n\n\t\t\t\t\t\t\t\t\tfound = true;\n\t\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif ( ! found ) {\n\n\t\t\t\t\t\t\t\treturn 'Variable dependency not found. Variable=' + variable.name + ', dependency=' + depVar.name;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tuniforms[ depVar.name ] = { value: null };\n\n\t\t\t\t\t\tmaterial.fragmentShader = '\\nuniform sampler2D ' + depVar.name + ';\\n' + material.fragmentShader;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis.currentTextureIndex = 0;\n\n\t\t\treturn null;\n\n\t\t};\n\n\t\tthis.compute = function () {\n\n\t\t\tconst currentTextureIndex = this.currentTextureIndex;\n\t\t\tconst nextTextureIndex = this.currentTextureIndex === 0 ? 1 : 0;\n\n\t\t\tfor ( let i = 0, il = this.variables.length; i < il; i ++ ) {\n\n\t\t\t\tconst variable = this.variables[ i ];\n\n\t\t\t\t// Sets texture dependencies uniforms\n\t\t\t\tif ( variable.dependencies !== null ) {\n\n\t\t\t\t\tconst uniforms = variable.material.uniforms;\n\n\t\t\t\t\tfor ( let d = 0, dl = variable.dependencies.length; d < dl; d ++ ) {\n\n\t\t\t\t\t\tconst depVar = variable.dependencies[ d ];\n\n\t\t\t\t\t\tuniforms[ depVar.name ].value = depVar.renderTargets[ currentTextureIndex ].texture;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\t// Performs the computation for this variable\n\t\t\t\tthis.doRenderTarget( variable.material, variable.renderTargets[ nextTextureIndex ] );\n\n\t\t\t}\n\n\t\t\tthis.currentTextureIndex = nextTextureIndex;\n\n\t\t};\n\n\t\tthis.getCurrentRenderTarget = function ( variable ) {\n\n\t\t\treturn variable.renderTargets[ this.currentTextureIndex ];\n\n\t\t};\n\n\t\tthis.getAlternateRenderTarget = function ( variable ) {\n\n\t\t\treturn variable.renderTargets[ this.currentTextureIndex === 0 ? 1 : 0 ];\n\n\t\t};\n\n\t\tthis.dispose = function () {\n\n\t\t\tquad.dispose();\n\n\t\t\tconst variables = this.variables;\n\n\t\t\tfor ( let i = 0; i < variables.length; i ++ ) {\n\n\t\t\t\tconst variable = variables[ i ];\n\n\t\t\t\tif ( variable.initialValueTexture ) variable.initialValueTexture.dispose();\n\n\t\t\t\tconst renderTargets = variable.renderTargets;\n\n\t\t\t\tfor ( let j = 0; j < renderTargets.length; j ++ ) {\n\n\t\t\t\t\tconst renderTarget = renderTargets[ j ];\n\t\t\t\t\trenderTarget.dispose();\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t};\n\n\t\tfunction addResolutionDefine( materialShader ) {\n\n\t\t\tmaterialShader.defines.resolution = 'vec2( ' + sizeX.toFixed( 1 ) + ', ' + sizeY.toFixed( 1 ) + ' )';\n\n\t\t}\n\n\t\tthis.addResolutionDefine = addResolutionDefine;\n\n\n\t\t// The following functions can be used to compute things manually\n\n\t\tfunction createShaderMaterial( computeFragmentShader, uniforms ) {\n\n\t\t\tuniforms = uniforms || {};\n\n\t\t\tconst material = new ShaderMaterial( {\n\t\t\t\tname: 'GPUComputationShader',\n\t\t\t\tuniforms: uniforms,\n\t\t\t\tvertexShader: getPassThroughVertexShader(),\n\t\t\t\tfragmentShader: computeFragmentShader\n\t\t\t} );\n\n\t\t\taddResolutionDefine( material );\n\n\t\t\treturn material;\n\n\t\t}\n\n\t\tthis.createShaderMaterial = createShaderMaterial;\n\n\t\tthis.createRenderTarget = function ( sizeXTexture, sizeYTexture, wrapS, wrapT, minFilter, magFilter ) {\n\n\t\t\tsizeXTexture = sizeXTexture || sizeX;\n\t\t\tsizeYTexture = sizeYTexture || sizeY;\n\n\t\t\twrapS = wrapS || ClampToEdgeWrapping;\n\t\t\twrapT = wrapT || ClampToEdgeWrapping;\n\n\t\t\tminFilter = minFilter || NearestFilter;\n\t\t\tmagFilter = magFilter || NearestFilter;\n\n\t\t\tconst renderTarget = new WebGLRenderTarget( sizeXTexture, sizeYTexture, {\n\t\t\t\twrapS: wrapS,\n\t\t\t\twrapT: wrapT,\n\t\t\t\tminFilter: minFilter,\n\t\t\t\tmagFilter: magFilter,\n\t\t\t\tformat: RGBAFormat,\n\t\t\t\ttype: dataType,\n\t\t\t\tdepthBuffer: false\n\t\t\t} );\n\n\t\t\treturn renderTarget;\n\n\t\t};\n\n\t\tthis.createTexture = function () {\n\n\t\t\tconst data = new Float32Array( sizeX * sizeY * 4 );\n\t\t\tconst texture = new DataTexture( data, sizeX, sizeY, RGBAFormat, FloatType );\n\t\t\ttexture.needsUpdate = true;\n\t\t\treturn texture;\n\n\t\t};\n\n\t\tthis.renderTexture = function ( input, output ) {\n\n\t\t\t// Takes a texture, and render out in rendertarget\n\t\t\t// input = Texture\n\t\t\t// output = RenderTarget\n\n\t\t\tpassThruUniforms.passThruTexture.value = input;\n\n\t\t\tthis.doRenderTarget( passThruShader, output );\n\n\t\t\tpassThruUniforms.passThruTexture.value = null;\n\n\t\t};\n\n\t\tthis.doRenderTarget = function ( material, output ) {\n\n\t\t\tconst currentRenderTarget = renderer.getRenderTarget();\n\n\t\t\tconst currentXrEnabled = renderer.xr.enabled;\n\t\t\tconst currentShadowAutoUpdate = renderer.shadowMap.autoUpdate;\n\n\t\t\trenderer.xr.enabled = false; // Avoid camera modification\n\t\t\trenderer.shadowMap.autoUpdate = false; // Avoid re-computing shadows\n\t\t\tquad.material = material;\n\t\t\trenderer.setRenderTarget( output );\n\t\t\tquad.render( renderer );\n\t\t\tquad.material = passThruShader;\n\n\t\t\trenderer.xr.enabled = currentXrEnabled;\n\t\t\trenderer.shadowMap.autoUpdate = currentShadowAutoUpdate;\n\n\t\t\trenderer.setRenderTarget( currentRenderTarget );\n\n\t\t};\n\n\t\t// Shaders\n\n\t\tfunction getPassThroughVertexShader() {\n\n\t\t\treturn\t'void main()\t{\\n' +\n\t\t\t\t\t'\\n' +\n\t\t\t\t\t'\tgl_Position = vec4( position, 1.0 );\\n' +\n\t\t\t\t\t'\\n' +\n\t\t\t\t\t'}\\n';\n\n\t\t}\n\n\t\tfunction getPassThroughFragmentShader() {\n\n\t\t\treturn\t'uniform sampler2D passThruTexture;\\n' +\n\t\t\t\t\t'\\n' +\n\t\t\t\t\t'void main() {\\n' +\n\t\t\t\t\t'\\n' +\n\t\t\t\t\t'\tvec2 uv = gl_FragCoord.xy / resolution.xy;\\n' +\n\t\t\t\t\t'\\n' +\n\t\t\t\t\t'\tgl_FragColor = texture2D( passThruTexture, uv );\\n' +\n\t\t\t\t\t'\\n' +\n\t\t\t\t\t'}\\n';\n\n\t\t}\n\n\t}\n\n}\n\nexport { GPUComputationRenderer };\n","import { clamp, createBlankDataTexture, createSpherePoints } from '@/utils';\nimport * as THREE from 'three';\nimport { GPUComputationRenderer, Variable } from 'three/examples/jsm/misc/GPUComputationRenderer.js';\nimport mixShader from './shaders/simulationMixShader';\nimport positionShader from './shaders/simulationPositionShader';\nimport velocityShader from './shaders/simulationVelocityShader';\n\n/**\n * SimulationRenderer is responsible for running the particle simulation using the GPU.\n */\nexport class SimulationRenderer {\n gpuComputationRenderer: GPUComputationRenderer;\n webGLRenderer: THREE.WebGLRenderer;\n\n // calculations\n private readonly positionDataTexture: THREE.DataTexture;\n private readonly velocityDataTexture: THREE.DataTexture;\n\n // GPUComputationRenderer variables\n private readonly mixPositionsVar: Variable;\n private readonly velocityVar: Variable;\n private readonly positionVar: Variable;\n\n readonly interactionPosition: THREE.Vector4;\n\n private lastKnownPositionDataTexture: THREE.Texture;\n private lastKnownVelocityDataTexture: THREE.Texture;\n private lastKnownMixProgress: number;\n\n private readonly initialDataTexture: THREE.DataTexture;\n\n /**\n * Creates a new SimulationRenderer instance.\n * @param size The size of the simulation textures.\n * @param webGLRenderer The WebGL renderer.\n * @param initialPosition The initial position data texture. If not provided, a default sphere will be used.\n */\n constructor(size: number, webGLRenderer: THREE.WebGLRenderer, initialPosition?: THREE.DataTexture) {\n this.initialDataTexture = initialPosition ?? createSpherePoints(size);\n this.positionDataTexture = this.initialDataTexture;\n\n this.webGLRenderer = webGLRenderer;\n this.gpuComputationRenderer = new GPUComputationRenderer(size, size, this.webGLRenderer);\n this.lastKnownMixProgress = 0;\n\n if (!webGLRenderer.capabilities.isWebGL2) {\n this.gpuComputationRenderer.setDataType(THREE.HalfFloatType);\n }\n\n this.velocityDataTexture = createBlankDataTexture(size);\n this.interactionPosition = new THREE.Vector4(0, 0, 0, 0);\n\n // init gpgpu render target textures.\n this.mixPositionsVar = this.gpuComputationRenderer.addVariable('uMixedPosition', mixShader, this.positionDataTexture);\n this.velocityVar = this.gpuComputationRenderer.addVariable('uCurrentVelocity', velocityShader, this.velocityDataTexture);\n this.positionVar = this.gpuComputationRenderer.addVariable('uCurrentPosition', positionShader, this.positionDataTexture);\n\n // attach uniforms\n this.mixPositionsVar.material.uniforms.uProgress = { value: 0 };\n this.mixPositionsVar.material.uniforms.uPositionA = { value: this.initialDataTexture };\n this.mixPositionsVar.material.uniforms.uPositionB = { value: this.initialDataTexture };\n\n this.velocityVar.material.uniforms.uTime = { value: 0 };\n this.velocityVar.material.uniforms.uInteractionPosition = { value: this.interactionPosition };\n this.velocityVar.material.uniforms.uCurrentPosition = { value: this.positionDataTexture };\n this.velocityVar.material.uniforms.uTractionForce = { value: 0.1 };\n this.velocityVar.material.uniforms.uMaxRepelDistance = { value: 0.3 };\n\n this.positionVar.material.uniforms.uTime = { value: 0 };\n this.positionVar.material.uniforms.uProgress = { value: 0 };\n this.positionVar.material.uniforms.uTractionForce = { value: 0.1 };\n this.positionVar.material.uniforms.uInteractionPosition = { value: this.interactionPosition };\n this.positionVar.material.uniforms.uCurrentPosition = { value: this.positionDataTexture };\n\n this.gpuComputationRenderer.setVariableDependencies(this.positionVar, [this.velocityVar, this.positionVar, this.mixPositionsVar]);\n this.gpuComputationRenderer.setVariableDependencies(this.velocityVar, [this.velocityVar, this.positionVar, this.mixPositionsVar]);\n\n const err = this.gpuComputationRenderer.init();\n if (err) {\n throw new Error('failed to initialize SimulationRenderer: ' + err);\n }\n\n this.lastKnownVelocityDataTexture = this.getVelocityTexture();\n this.lastKnownPositionDataTexture = this.getPositionTexture();\n }\n\n /**\n * Sets the source data texture for morphing.\n * @param texture The source data texture.\n */\n setMorphSourceDataTexture(texture: THREE.DataTexture) {\n this.mixPositionsVar.material.uniforms.uPositionA.value = texture;\n }\n\n /**\n * Sets the destination data texture for morphing.\n * @param texture The destination data texture.\n */\n setMorphDestinationDataTexture(texture: THREE.DataTexture) {\n this.mixPositionsVar.material.uniforms.uPositionB.value = texture;\n }\n\n setMaxRepelDistance(distance: number) {\n this.velocityVar.material.uniforms.uMaxRepelDistance.value = distance;\n }\n\n /**\n * Sets the progress of the morphing animation.\n * @param progress The progress value, between 0 and 1.\n */\n setProgress(progress: number) {\n this.lastKnownMixProgress = clamp(progress, 0, 1);\n this.mixPositionsVar.material.uniforms.uProgress.value = this.lastKnownMixProgress;\n }\n\n setVelocityTractionForce(force: number) {\n this.velocityVar.material.uniforms.uTractionForce.value = force;\n }\n\n setPositionalTractionForce(force: number) {\n this.positionVar.material.uniforms.uTractionForce.value = force;\n }\n\n setInteractionPosition(position: THREE.Vector4Like) {\n this.interactionPosition.copy(position);\n }\n\n /**\n * Disposes the resources used by the simulation renderer.\n */\n dispose() {\n this.mixPositionsVar.renderTargets.forEach((rtt) => rtt.dispose());\n this.positionVar.renderTargets.forEach((rtt) => rtt.dispose());\n this.velocityVar.renderTargets.forEach((rtt) => rtt.dispose());\n\n this.positionDataTexture.dispose();\n this.velocityDataTexture.dispose();\n\n this.gpuComputationRenderer.dispose();\n }\n\n /**\n * Computes the next step of the simulation.\n * @param elapsedTime The elapsed time since the simulation started.\n */\n compute(elapsedTime: number) {\n this.velocityVar.material.uniforms.uTime.value = elapsedTime;\n this.positionVar.material.uniforms.uTime.value = elapsedTime;\n this.gpuComputationRenderer.compute();\n }\n\n /**\n * Gets the current velocity texture.\n * @returns The current velocity texture.\n */\n getVelocityTexture(): THREE.Texture {\n this.lastKnownVelocityDataTexture = this.gpuComputationRenderer.getCurrentRenderTarget(this.velocityVar).texture;\n return this.lastKnownVelocityDataTexture;\n }\n\n /**\n * Gets the current position texture.\n * @returns The current position texture.\n */\n getPositionTexture(): THREE.Texture {\n this.lastKnownPositionDataTexture = this.gpuComputationRenderer.getCurrentRenderTarget(this.positionVar).texture;\n return this.lastKnownPositionDataTexture;\n }\n}\n","export default `\nuniform sampler2D uPositionA;\nuniform sampler2D uPositionB;\nuniform float uProgress;\n\nvoid main() {\n vec2 uv = gl_FragCoord.xy / resolution.xy;\n vec3 positionA = texture2D(uPositionA, uv).xyz;\n vec3 positionB = texture2D(uPositionB, uv).xyz;\n vec3 mixedPosition = mix(positionA, positionB, uProgress);\n gl_FragColor = vec4(mixedPosition, 1.0);\n}\n`;\n","export default `\nuniform float uProgress;\nuniform vec4 uInteractionPosition;\nuniform float uTime;\nuniform float uTractionForce;\nuniform float uMaxRepelDistance;\n\nfloat rand(vec2 co) {\n return fract(sin(dot(co, vec2(12.9898, 78.233))) * 43758.5453);\n}\n\nvoid main() {\n vec2 uv = gl_FragCoord.xy / resolution.xy;\n float offset = rand(uv);\n\n vec3 position = texture2D(uCurrentPosition, uv).xyz;\n vec3 velocity = texture2D(uCurrentVelocity, uv).xyz;\n vec3 mixedPosition = texture2D(uMixedPosition, uv).xyz;\n\n velocity *= 0.9;\n\n // particle traction\n vec3 direction = normalize(mixedPosition - position); // direction vector\n float dist = length ( mixedPosition - position ); // distance from where it was supposed to be, and currently are.\n if (dist > 0.01) {\n position += direction * 0.1 * uTractionForce; // uTractionForce defaults to 0.1\n }\n\n // mouse repel force\n float pointerDistance = distance(position, uInteractionPosition.xyz);\n float mouseRepelModifier = clamp(uMaxRepelDistance - pointerDistance, 0.0, 1.0);\n float normalizedDistance = pointerDistance / uMaxRepelDistance;\n float repulsionStrength = (1.0 - normalizedDistance) * uInteractionPosition.w;\n direction = normalize(position - uInteractionPosition.xyz);\n velocity += (direction * 0.01 * repulsionStrength) * mouseRepelModifier;\n\n float lifespan = 20.0;\n float age = mod(uTime + lifespan * offset, lifespan);\n\n if (age < 0.1) {\n position.xyz = mixedPosition;\n }\n\n gl_FragColor = vec4(velocity, 1.0);\n}\n`;\n","export default `\nuniform float uProgress;\nuniform vec4 uInteractionPosition;\nuniform float uTime;\nuniform float uTractionForce;\n\nfloat rand(vec2 co) {\n return fract(sin(dot(co, vec2(12.9898, 78.233))) * 43758.5453);\n}\n\nvoid main() {\n\n // in GPGPU, we calculate the uv on each fragment shader, not using the static varying passed over from the v shader.\n vec2 uv = gl_FragCoord.xy / resolution.xy;\n float offset = rand(uv);\n\n vec3 position = texture2D(uCurrentPosition, uv).xyz;\n vec3 velocity = texture2D(uCurrentVelocity, uv).xyz;\n vec3 mixedPosition = texture2D(uMixedPosition, uv).xyz;\n\n // particle attraction to original position.\n vec3 direction = normalize(mixedPosition - position); // direction vector\n float dist = length ( mixedPosition - position ); // distance from where it was supposed to be, and currently are.\n\n if (dist > 0.01) {\n position = mix(position, mixedPosition, 0.1 * uTractionForce); // 0.1 ~ 0.001 (faster, slower)\n }\n\n position += velocity;\n gl_FragColor = vec4(position, 1.0);\n}\n`;\n","import { DefaultEventEmitter } from '@/events';\nimport { DataTextureEntry, ServiceState } from '@/types';\nimport * as THREE from 'three';\nimport { SimulationRenderer } from './simulationRenderer';\n\nexport class SimulationRendererService {\n private state!: ServiceState;\n private textureSize: number;\n private dataTextureTransitionProgress: number;\n private velocityTractionForce: number;\n private positionalTractionForce: number;\n\n private simulationRenderer;\n private webGLRenderer;\n private eventEmitter;\n\n private lastKnownVelocityDataTexture: THREE.Texture;\n private lastKnownPositionDataTexture: THREE.Texture;\n\n constructor(eventEmitter: DefaultEventEmitter, size: number, webGLRenderer: THREE.WebGLRenderer) {\n this.eventEmitter = eventEmitter;\n this.webGLRenderer = webGLRenderer;\n this.textureSize = size;\n this.dataTextureTransitionProgress = 0;\n this.velocityTractionForce = 0.1;\n this.positionalTractionForce = 0.1;\n\n this.updateServiceState('initializing');\n\n this.simulationRenderer = new SimulationRenderer(this.textureSize, this.webGLRenderer);\n this.lastKnownVelocityDataTexture = this.simulationRenderer.getVelocityTexture();\n this.lastKnownPositionDataTexture = this.simulationRenderer.getPositionTexture();\n\n this.updateServiceState('ready');\n }\n\n setTextureSize(size: number) {\n this.updateServiceState('initializing');\n this.simulationRenderer.dispose();\n this.textureSize = size;\n this.simulationRenderer = new SimulationRenderer(size, this.webGLRenderer);\n this.updateServiceState('ready');\n }\n\n setOriginDataTexture(entry: DataTextureEntry) {\n if (this.textureSize !== entry.textureSize) {\n this.eventEmitter.emit('invalidRequest', { message: `Texture size mismatch: ${entry.textureSize} vs ${this.textureSize}` });\n } else {\n this.simulationRenderer.setMorphSourceDataTexture(entry.dataTexture);\n }\n }\n\n setDestinationDataTexture(entry: DataTextureEntry) {\n if (this.textureSize !== entry.textureSize) {\n this.eventEmitter.emit('invalidRequest', { message: `Texture size mismatch: ${entry.textureSize} vs ${this.textureSize}` });\n } else {\n this.simulationRenderer.setMorphDestinationDataTexture(entry.dataTexture);\n }\n }\n\n setDataTextureTransitionProgress(progress: number) {\n this.dataTextureTransitionProgress = progress;\n this.simulationRenderer.setProgress(this.dataTextureTransitionProgress);\n }\n\n setVelocityTractionForce(force: number) {\n this.velocityTractionForce = force;\n this.simulationRenderer.setVelocityTractionForce(this.velocityTractionForce);\n }\n\n setPositionalTractionForce(force: number) {\n this.positionalTractionForce = force;\n this.simulationRenderer.setPositionalTractionForce(this.positionalTractionForce);\n }\n\n compute(elapsedTime: number) {\n this.simulationRenderer.compute(elapsedTime);\n }\n\n getVelocityTexture(): THREE.Texture {\n if (this.state === 'ready') this.lastKnownVelocityDataTexture = this.simulationRenderer.getVelocityTexture();\n return this.lastKnownVelocityDataTexture;\n }\n\n getPositionTexture(): THREE.Texture {\n if (this.state === 'ready') this.lastKnownPositionDataTexture = this.simulationRenderer.getPositionTexture();\n return this.lastKnownPositionDataTexture;\n }\n\n dispose() {\n this.updateServiceState('disposed');\n this.simulationRenderer.dispose();\n this.lastKnownVelocityDataTexture.dispose();\n this.lastKnownPositionDataTexture.dispose();\n }\n\n private updateServiceState(serviceState: ServiceState) {\n this.state = serviceState;\n this.eventEmitter.emit('serviceStateUpdated', { type: 'simulation', state: serviceState });\n }\n\n setInteractionPosition(position: THREE.Vector4Like) {\n this.simulationRenderer.setInteractionPosition(position);\n }\n\n setMaxRepelDistance(distance: number) {\n this.simulationRenderer.setMaxRepelDistance(distance);\n }\n}\n","import { DefaultEventEmitter } from '@/events';\nimport { TransitionDetail, TransitionOptions, TransitionType } from '@/types';\nimport { clamp } from '@/utils';\n\ntype ExecStatus = 'idle' | 'running';\n\ntype TransitionQueueItem = { cancelled: boolean; startTime?: number } & TransitionDetail & TransitionOptions;\ntype OngoingTransition = { startTime: number } & TransitionQueueItem;\n\nclass ExecutionStatusMap {\n private readonly execStatus = new Map<TransitionType, ExecStatus>();\n\n get(type: TransitionType): ExecStatus {\n const status = this.execStatus.get(type);\n if (!status) {\n this.execStatus.set(type, 'idle');\n return 'idle';\n }\n return status;\n }\n\n set(type: TransitionType, status: ExecStatus) {\n this.execStatus.set(type, status);\n }\n}\n\nexport class TransitionService {\n private readonly eventEmitter;\n private readonly transitions: Map<TransitionType, Array<TransitionQueueItem>> = new Map();\n private readonly execStatus: ExecutionStatusMap;\n private readonly ongoingTransitions: Map<TransitionType, OngoingTransition> = new Map();\n\n constructor(eventEmitter: DefaultEventEmitter) {\n this.eventEmitter = eventEmitter;\n this.execStatus = new ExecutionStatusMap();\n this.eventEmitter.on('transitionCancelled', this.handleTransitionCancelledEvent.bind(this));\n }\n\n /**\n * Enqueues a transition.\n * @param type - The type of transition.\n * @param transition - The transition details.\n * @param options - Optional transition options.\n */\n enqueue<T extends TransitionType>(type: T, transition: TransitionDetail, options: TransitionOptions = {}) {\n const transitionQueueItem: TransitionQueueItem = {\n ...transition,\n ...options,\n cancelled: false,\n duration: transition.duration * 0.001, // convert to seconds\n };\n this.getQueue(type).push(transitionQueueItem);\n }\n\n compute(elapsedTime: number) {\n this.transitions.forEach((queue, type) => {\n if (queue.length && !this.ongoingTransitions.has(type)) {\n const transition = queue.shift();\n if (transition) {\n this.ongoingTransitions.set(type, { ...transition, startTime: elapsedTime });\n transition.onTransitionBegin?.();\n }\n }\n });\n\n this.ongoingTransitions.forEach((transition, type) => {\n if (transition.cancelled) {\n transition.onTransitionCancelled?.();\n this.ongoingTransitions.delete(type);\n return;\n }\n\n const { startTime, duration, easing } = transition;\n\n const timeDistance = elapsedTime - startTime;\n const progress = clamp(easing(Math.min(1.0, timeDistance / duration)), 0.0, 1.0);\n\n this.emitTransitionProgress(type, progress);\n transition.onTransitionProgress?.(progress);\n\n if (progress >= 1) {\n this.emitTransitionFinished(type);\n transition.onTransitionFinished?.();\n this.ongoingTransitions.delete(type);\n }\n });\n }\n\n private getQueue(type: TransitionType): Array<TransitionQueueItem> {\n const queue = this.transitions.get(type);\n if (!queue) {\n this.transitions.set(type, []);\n return this.transitions.get(type) ?? [];\n }\n return queue;\n }\n\n private handleTransitionCancelledEvent({ type }: { type: TransitionType }) {\n const transitions = this.getQueue(type);\n while (transitions.length) transitions.pop();\n\n const ongoingTransition = this.ongoingTransitions.get(type);\n if (ongoingTransition) {\n ongoingTransition.cancelled = true;\n ongoingTransition.onTransitionCancelled?.();\n }\n }\n\n private emitTransitionProgress(type: TransitionType, progress: number) {\n this.eventEmitter.emit('transitionProgressed', { type, progress });\n }\n\n private emitTransitionFinished(type: TransitionType) {\n this.eventEmitter.emit('transitionFinished', { type });\n }\n}\n","import { linear } from '@/easing';\nimport { DefaultEventEmitter } from '@/events/defaultEventEmitter';\nimport { DataTextureService } from '@/services/dataTexture/dataTextureService';\nimport { InstancedMeshManager } from '@/services/instancedmesh/instancedMeshManager';\nimport { IntersectionService } from '@/services/intersection/intersectionService';\nimport { MatcapService } from '@/services/matcap/matcapService';\nimport { SimulationRendererService } from '@/services/simulation/simulationRendererService';\nimport { TransitionService } from '@/services/transition/transitionService';\nimport { AssetEntry, EasingFunction, ServiceState, ServiceType, TransitionType } from '@/types';\nimport { EngineState } from '@/types/state';\nimport * as THREE from 'three';\n\n/**\n * Parameters for creating a ParticlesEngine instance.\n */\ntype ParticlesEngineParameters = {\n textureSize: number;\n scene: THREE.Scene;\n renderer: THREE.WebGLRenderer;\n meshes?: AssetEntry<THREE.Mesh>[];\n matcaps?: AssetEntry<THREE.Texture>[];\n camera?: THREE.Camera;\n};\n\ntype ServiceStates = Record<ServiceType, ServiceState>;\n\n/**\n * The main class for the particle engine.\n */\nexport class ParticlesEngine {\n private simulationRendererService: SimulationRendererService;\n private eventEmitter: DefaultEventEmitter;\n private renderer: THREE.WebGLRenderer;\n\n private scene: THREE.Scene;\n private serviceStates: ServiceStates;\n\n // assets\n private dataTextureManager: DataTextureService;\n private matcapService: MatcapService;\n private instancedMeshManager: InstancedMeshManager;\n\n private transitionService: TransitionService;\n private engineState: EngineState;\n\n private intersectionService: IntersectionService;\n\n /**\n * Creates a new ParticlesEngine instance.\n * @param params The parameters for creating the instance.\n */\n constructor(params: ParticlesEngineParameters) {\n this.eventEmitter = new DefaultEventEmitter();\n this.serviceStates = this.initialServiceStates();\n this.eventEmitter.on('serviceStateUpdated', this.handleServiceStateUpdated.bind(this));\n\n this.scene = params.scene;\n this.renderer = params.renderer;\n this.engineState = this.initialEngineState(params.textureSize);\n this.transitionService = new TransitionService(this.eventEmitter);\n this.dataTextureManager = new DataTextureService(this.eventEmitter, params.textureSize, params.meshes);\n this.matcapService = new MatcapService(this.eventEmitter, params.matcaps);\n this.simulationRendererService = new SimulationRendererService(this.eventEmitter, params.textureSize, this.renderer);\n this.instancedMeshManager = new InstancedMeshManager(params.textureSize);\n this.instancedMeshManager.useMatcapMaterial();\n this.scene.add(this.instancedMeshManager.getMesh());\n\n this.intersectionService = new IntersectionService(this.eventEmitter, params.camera);\n\n this.eventEmitter.on('transitionProgressed', this.handleTransitionProgress.bind(this));\n this.eventEmitter.on('interactionPositionUpdated', this.handleInteractionPositionUpdated.bind(this));\n }\n\n /**\n * Renders the scene.\n * @param elapsedTime The elapsed time since the last frame.\n */\n\n render(elapsedTime: number) {\n this.intersectionService.calculate();\n this.transitionService.compute(elapsedTime);\n this.simulationRendererService.compute(elapsedTime);\n this.instancedMeshManager.update(elapsedTime);\n this.instancedMeshManager.updateVelocityTexture(this.simulationRendererService.getVelocityTexture());\n this.instancedMeshManager.updatePositionTexture(this.simulationRendererService.getPositionTexture());\n }\n\n setOriginDataTexture(meshID: string, override: boolean = false) {\n if (override) this.eventEmitter.emit('transitionCancelled', { type: 'data-texture' });\n this.dataTextureManager.getDataTexture(meshID).then((texture) => {\n this.engineState.originMeshID = meshID;\n this.simulationRendererService.setOriginDataTexture({\n dataTexture: texture,\n textureSize: this.engineState.textureSize,\n });\n this.intersectionService.setOriginGeometry(this.dataTextureManager.getMesh(meshID)!);\n });\n }\n\n setDestinationDataTexture(meshID: string, override: boolean = false) {\n if (override) this.eventEmitter.emit('transitionCancelled', { type: 'data-texture' });\n this.dataTextureManager.getDataTexture(meshID).then((texture) => {\n this.engineState.destinationMeshID = meshID;\n this.simulationRendererService.setDestinationDataTexture({\n dataTexture: texture,\n textureSize: this.engineState.textureSize,\n });\n this.intersectionService.setDestinationGeometry(this.dataTextureManager.getMesh(meshID)!);\n });\n }\n\n setDataTextureTransitionProgress(progress: number, override: boolean = false) {\n if (override) this.eventEmitter.emit('transitionCancelled', { type: 'data-texture' });\n this.engineState.dataTextureTransitionProgress = progress;\n this.simulationRendererService.setDataTextureTransitionProgress(progress);\n this.intersectionService.setProgress(progress);\n }\n\n setOriginMatcap(matcapID: string, override: boolean = false) {\n if (override) this.eventEmitter.emit('transitionCancelled', { type: 'matcap' });\n this.engineState.originMatcapID = matcapID;\n this.instancedMeshManager.setOriginMatcap(this.matcapService.getMatcap(matcapID));\n }\n\n setDestinationMatcap(matcapID: string, override: boolean = false) {\n if (override) this.eventEmitter.emit('transitionCancelled', { type: 'matcap' });\n this.engineState.destinationMatcapID = matcapID;\n this.instancedMeshManager.setDestinationMatcap(this.matcapService.getMatcap(matcapID));\n }\n\n setMatcapProgress(progress: number, override: boolean = false) {\n if (override) this.eventEmitter.emit('transitionCancelled', { type: 'matcap' });\n this.engineState.matcapTransitionProgress = progress;\n this.instancedMeshManager.setProgress(progress);\n }\n\n async setTextureSize(size: number) {\n this.engineState.textureSize = size;\n this.dataTextureManager.setTextureSize(size);\n this.simulationRendererService.setTextureSize(size);\n this.instancedMeshManager.resize(size);\n\n this.dataTextureManager\n .getDataTexture(this.engineState.originMeshID)\n .then((texture) => this.simulationRendererService.setOriginDataTexture({ dataTexture: texture, textureSize: size }));\n\n this.dataTextureManager.getDataTexture(this.engineState.destinationMeshID).then((texture) =>\n this.simulationRendererService.setDestinationDataTexture({\n dataTexture: texture,\n textureSize: size,\n }),\n );\n\n this.simulationRendererService.setDataTextureTransitionProgress(this.engineState.dataTextureTransitionProgress);\n this.simulationRendererService.setVelocityTractionForce(this.engineState.velocityTractionForce);\n this.simulationRendererService.setPositionalTractionForce(this.engineState.positionalTractionForce);\n\n this.instancedMeshManager.setOriginMatcap(this.matcapService.getMatcap(this.engineState.originMatcapID));\n this.instancedMeshManager.setDestinationMatcap(this.matcapService.getMatcap(this.engineState.destinationMatcapID));\n this.instancedMeshManager.setProgress(this.engineState.matcapTransitionProgress);\n this.instancedMeshManager.setGeometrySize(this.engineState.instanceGeometryScale);\n }\n\n setPointerPosition(position: THREE.Vector2Like) {\n this.engineState.pointerPosition = position;\n this.intersectionService.setMousePosition(position);\n }\n\n setGeometrySize(geometrySize: THREE.Vector3Like) {\n this.engineState.instanceGeometryScale = geometrySize;\n this.instancedMeshManager.setGeometrySize(geometrySize);\n }\n\n setVelocityTractionForce(force: number) {\n this.engineState.velocityTractionForce = force;\n this.simulationRendererService.setVelocityTractionForce(force);\n }\n\n setPositionalTractionForce(force: number) {\n this.engineState.positionalTractionForce = force;\n this.simulationRendererService.setPositionalTractionForce(force);\n }\n\n setMaxRepelDistance(distance: number) {\n this.engineState.maxRepelDistance = distance;\n this.simulationRendererService.setMaxRepelDistance(distance);\n }\n\n scheduleMeshTransition(originMeshID: string, destinationMeshID: string, easing: EasingFunction = linear, duration: number = 1000, override: boolean = false) {\n this.transitionService.enqueue(\n 'data-texture',\n { easing, duration },\n {\n onTransitionBegin: () => {\n this.setOriginDataTexture(originMeshID, override);\n this.setDestinationDataTexture(destinationMeshID, override);\n this.setDataTextureTransitionProgress(0);\n },\n },\n );\n }\n\n scheduleMatcapTransition(\n originMatcapID: string,\n destinationMatcapID: string,\n easing: EasingFunction = linear,\n duration: number = 1000,\n override: boolean = false,\n ) {\n this.transitionService.enqueue(\n 'matcap',\n { easing, duration },\n {\n onTransitionBegin: () => {\n this.setOriginMatcap(originMatcapID, override);\n this.setDestinationMatcap(destinationMatcapID, override);\n this.setMatcapProgress(0);\n },\n },\n );\n }\n\n handleServiceStateUpdated({ type, state }: { type: ServiceType; state: ServiceState }) {\n console.log('service state updated', type, state);\n this.serviceStates[type] = state;\n }\n /**\n * Disposes the resources used by the engine.\n */\n dispose() {\n this.scene.remove(this.instancedMeshManager.getMesh());\n this.matcapService.dispose();\n this.simulationRendererService.dispose();\n this.instancedMeshManager.dispose();\n this.intersectionService.dispose();\n this.dataTextureManager.dispose().then(() => console.log('engine disposed'));\n }\n\n private initialEngineState(textureSize: number): EngineState {\n return {\n textureSize,\n originMeshID: '',\n destinationMeshID: '',\n dataTextureTransitionProgress: 0,\n originMatcapID: '',\n destinationMatcapID: '',\n matcapTransitionProgress: 0,\n velocityTractionForce: 0.1,\n positionalTractionForce: 0.1,\n maxRepelDistance: 0.3,\n pointerPosition: { x: 0, y: 0 },\n instanceGeometryScale: { x: 1, y: 1, z: 1 },\n };\n }\n\n private initialServiceStates(): ServiceStates {\n return {\n 'data-texture': 'created',\n 'instanced-mesh': 'created',\n matcap: 'created',\n simulation: 'created',\n };\n }\n\n private handleTransitionProgress({ type, progress }: { type: TransitionType; progress: number }) {\n switch (type) {\n case 'data-texture':\n 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