@prestyj/cli 5.27.0 → 5.28.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +7 -5
- package/assets/motion/BRAG-LICENSE +21 -0
- package/assets/motion/HYPERFRAMES-LICENSE +190 -0
- package/assets/motion/THIRD-PARTY.md +57 -0
- package/assets/motion/assets/music/README.md +20 -0
- package/assets/motion/assets/music/cues/happy-beats-business-moves-vol-1-by-ende-dot-app.music-cues.json +3846 -0
- package/assets/motion/assets/music/cues/happy-beats-business-moves-vol-1-by-ende-dot-app.music-cues.md +35 -0
- package/assets/motion/assets/music/cues/happy-beats-business-moves-vol-10-by-ende-dot-app.music-cues.json +1826 -0
- package/assets/motion/assets/music/cues/happy-beats-business-moves-vol-10-by-ende-dot-app.music-cues.md +35 -0
- package/assets/motion/assets/music/cues/happy-beats-business-moves-vol-11-by-ende-dot-app.music-cues.json +2266 -0
- package/assets/motion/assets/music/cues/happy-beats-business-moves-vol-11-by-ende-dot-app.music-cues.md +35 -0
- package/assets/motion/assets/music/cues/happy-beats-business-moves-vol-12-by-ende-dot-app.music-cues.json +2806 -0
- package/assets/motion/assets/music/cues/happy-beats-business-moves-vol-12-by-ende-dot-app.music-cues.md +35 -0
- package/assets/motion/assets/music/cues/happy-beats-business-moves-vol-9-by-ende-dot-app.music-cues.json +2796 -0
- package/assets/motion/assets/music/cues/happy-beats-business-moves-vol-9-by-ende-dot-app.music-cues.md +35 -0
- package/assets/motion/assets/music/happy-beats-business-moves-vol-1-by-ende-dot-app.mp3 +0 -0
- package/assets/motion/assets/music/happy-beats-business-moves-vol-10-by-ende-dot-app.mp3 +0 -0
- package/assets/motion/assets/music/happy-beats-business-moves-vol-11-by-ende-dot-app.mp3 +0 -0
- package/assets/motion/assets/music/happy-beats-business-moves-vol-12-by-ende-dot-app.mp3 +0 -0
- package/assets/motion/assets/music/happy-beats-business-moves-vol-9-by-ende-dot-app.mp3 +0 -0
- package/assets/motion/assets/sfx/casino/card-fan-1.ogg +0 -0
- package/assets/motion/assets/sfx/casino/card-fan-2.ogg +0 -0
- package/assets/motion/assets/sfx/casino/card-place-1.ogg +0 -0
- package/assets/motion/assets/sfx/casino/card-place-2.ogg +0 -0
- package/assets/motion/assets/sfx/casino/card-place-3.ogg +0 -0
- package/assets/motion/assets/sfx/casino/card-place-4.ogg +0 -0
- package/assets/motion/assets/sfx/casino/card-shove-1.ogg +0 -0
- package/assets/motion/assets/sfx/casino/card-shove-2.ogg +0 -0
- package/assets/motion/assets/sfx/casino/card-shove-3.ogg +0 -0
- package/assets/motion/assets/sfx/casino/card-shove-4.ogg +0 -0
- package/assets/motion/assets/sfx/casino/card-shuffle.ogg +0 -0
- package/assets/motion/assets/sfx/casino/card-slide-1.ogg +0 -0
- package/assets/motion/assets/sfx/casino/card-slide-2.ogg +0 -0
- package/assets/motion/assets/sfx/casino/card-slide-3.ogg +0 -0
- package/assets/motion/assets/sfx/casino/card-slide-4.ogg +0 -0
- package/assets/motion/assets/sfx/casino/card-slide-5.ogg +0 -0
- package/assets/motion/assets/sfx/casino/card-slide-6.ogg +0 -0
- package/assets/motion/assets/sfx/casino/card-slide-7.ogg +0 -0
- package/assets/motion/assets/sfx/casino/card-slide-8.ogg +0 -0
- package/assets/motion/assets/sfx/casino/cards-pack-open-1.ogg +0 -0
- package/assets/motion/assets/sfx/casino/cards-pack-open-2.ogg +0 -0
- package/assets/motion/assets/sfx/casino/chip-lay-1.ogg +0 -0
- package/assets/motion/assets/sfx/casino/chip-lay-2.ogg +0 -0
- package/assets/motion/assets/sfx/casino/chip-lay-3.ogg +0 -0
- package/assets/motion/assets/sfx/casino/chips-collide-1.ogg +0 -0
- package/assets/motion/assets/sfx/casino/chips-collide-2.ogg +0 -0
- package/assets/motion/assets/sfx/casino/chips-collide-3.ogg +0 -0
- package/assets/motion/assets/sfx/casino/chips-collide-4.ogg +0 -0
- package/assets/motion/assets/sfx/casino/chips-handle-1.ogg +0 -0
- package/assets/motion/assets/sfx/casino/chips-handle-2.ogg +0 -0
- package/assets/motion/assets/sfx/casino/chips-handle-3.ogg +0 -0
- package/assets/motion/assets/sfx/casino/chips-handle-4.ogg +0 -0
- package/assets/motion/assets/sfx/casino/chips-handle-6.ogg +0 -0
- package/assets/motion/assets/sfx/casino/chips-stack-1.ogg +0 -0
- package/assets/motion/assets/sfx/casino/chips-stack-2.ogg +0 -0
- package/assets/motion/assets/sfx/casino/chips-stack-3.ogg +0 -0
- package/assets/motion/assets/sfx/casino/chips-stack-4.ogg +0 -0
- package/assets/motion/assets/sfx/casino/chips-stack-5.ogg +0 -0
- package/assets/motion/assets/sfx/casino/chips-stack-6.ogg +0 -0
- package/assets/motion/assets/sfx/casino/dice-grab-1.ogg +0 -0
- package/assets/motion/assets/sfx/casino/dice-grab-2.ogg +0 -0
- package/assets/motion/assets/sfx/casino/dice-shake-1.ogg +0 -0
- package/assets/motion/assets/sfx/casino/dice-shake-2.ogg +0 -0
- package/assets/motion/assets/sfx/casino/dice-shake-3.ogg +0 -0
- package/assets/motion/assets/sfx/casino/dice-throw-1.ogg +0 -0
- package/assets/motion/assets/sfx/casino/dice-throw-2.ogg +0 -0
- package/assets/motion/assets/sfx/casino/dice-throw-3.ogg +0 -0
- package/assets/motion/assets/sfx/casino/die-throw-1.ogg +0 -0
- package/assets/motion/assets/sfx/casino/die-throw-2.ogg +0 -0
- package/assets/motion/assets/sfx/casino/die-throw-3.ogg +0 -0
- package/assets/motion/assets/sfx/casino/die-throw-4.ogg +0 -0
- package/assets/motion/assets/sfx/impact/footstep_carpet_000.ogg +0 -0
- package/assets/motion/assets/sfx/impact/footstep_carpet_003.ogg +0 -0
- package/assets/motion/assets/sfx/impact/footstep_carpet_004.ogg +0 -0
- package/assets/motion/assets/sfx/impact/footstep_concrete_000.ogg +0 -0
- package/assets/motion/assets/sfx/impact/footstep_concrete_001.ogg +0 -0
- package/assets/motion/assets/sfx/impact/footstep_concrete_002.ogg +0 -0
- package/assets/motion/assets/sfx/impact/footstep_concrete_003.ogg +0 -0
- package/assets/motion/assets/sfx/impact/footstep_concrete_004.ogg +0 -0
- package/assets/motion/assets/sfx/impact/footstep_grass_000.ogg +0 -0
- package/assets/motion/assets/sfx/impact/footstep_grass_001.ogg +0 -0
- package/assets/motion/assets/sfx/impact/footstep_grass_002.ogg +0 -0
- package/assets/motion/assets/sfx/impact/footstep_grass_003.ogg +0 -0
- package/assets/motion/assets/sfx/impact/footstep_grass_004.ogg +0 -0
- package/assets/motion/assets/sfx/impact/footstep_snow_000.ogg +0 -0
- package/assets/motion/assets/sfx/impact/footstep_snow_001.ogg +0 -0
- package/assets/motion/assets/sfx/impact/footstep_snow_002.ogg +0 -0
- package/assets/motion/assets/sfx/impact/footstep_snow_003.ogg +0 -0
- package/assets/motion/assets/sfx/impact/footstep_snow_004.ogg +0 -0
- package/assets/motion/assets/sfx/impact/footstep_wood_000.ogg +0 -0
- package/assets/motion/assets/sfx/impact/footstep_wood_001.ogg +0 -0
- package/assets/motion/assets/sfx/impact/footstep_wood_002.ogg +0 -0
- package/assets/motion/assets/sfx/impact/footstep_wood_003.ogg +0 -0
- package/assets/motion/assets/sfx/impact/footstep_wood_004.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactBell_heavy_000.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactBell_heavy_003.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactBell_heavy_004.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactGeneric_light_000.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactGeneric_light_001.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactGeneric_light_002.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactGeneric_light_003.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactGeneric_light_004.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactGlass_heavy_002.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactGlass_light_001.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactGlass_light_002.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactGlass_light_003.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactGlass_medium_000.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactGlass_medium_002.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactGlass_medium_004.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactMetal_heavy_000.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactMetal_heavy_002.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactMetal_heavy_004.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactMetal_light_002.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactMetal_light_003.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactMetal_medium_000.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactMetal_medium_001.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactMetal_medium_002.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactMetal_medium_003.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactMetal_medium_004.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactMining_001.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactPlank_medium_000.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactPlank_medium_001.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactPlank_medium_002.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactPlank_medium_003.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactPlank_medium_004.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactPlate_heavy_000.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactPlate_heavy_001.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactPlate_heavy_002.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactPlate_heavy_003.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactPlate_heavy_004.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactPlate_light_000.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactPlate_light_001.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactPlate_light_002.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactPlate_light_003.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactPlate_light_004.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactPlate_medium_000.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactPlate_medium_001.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactPlate_medium_002.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactPlate_medium_003.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactPlate_medium_004.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactPunch_heavy_000.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactPunch_heavy_001.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactPunch_heavy_002.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactPunch_heavy_003.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactPunch_heavy_004.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactPunch_medium_000.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactPunch_medium_001.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactPunch_medium_002.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactPunch_medium_003.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactPunch_medium_004.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactSoft_heavy_000.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactSoft_heavy_001.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactSoft_heavy_002.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactSoft_heavy_003.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactSoft_heavy_004.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactSoft_medium_000.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactSoft_medium_001.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactSoft_medium_002.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactSoft_medium_003.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactSoft_medium_004.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactTin_medium_000.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactTin_medium_001.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactTin_medium_002.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactTin_medium_003.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactTin_medium_004.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactWood_heavy_000.ogg +0 -0
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- package/assets/motion/assets/sfx/impact/impactWood_heavy_004.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactWood_light_000.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactWood_light_001.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactWood_light_002.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactWood_light_003.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactWood_light_004.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactWood_medium_000.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactWood_medium_001.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactWood_medium_002.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactWood_medium_003.ogg +0 -0
- package/assets/motion/assets/sfx/impact/impactWood_medium_004.ogg +0 -0
- package/assets/motion/assets/sfx/interface/bong_001.ogg +0 -0
- package/assets/motion/assets/sfx/interface/click_001.ogg +0 -0
- package/assets/motion/assets/sfx/interface/click_002.ogg +0 -0
- package/assets/motion/assets/sfx/interface/click_003.ogg +0 -0
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- package/assets/motion/assets/sfx/interface/click_005.ogg +0 -0
- package/assets/motion/assets/sfx/interface/drop_001.ogg +0 -0
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- package/assets/motion/assets/sfx/interface/drop_003.ogg +0 -0
- package/assets/motion/assets/sfx/interface/error_005.ogg +0 -0
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- package/assets/motion/assets/sfx/interface/glitch_002.ogg +0 -0
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- package/assets/motion/assets/sfx/interface/select_008.ogg +0 -0
- package/assets/motion/assets/sfx/interface/switch_001.ogg +0 -0
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- package/assets/motion/assets/sfx/interface/switch_007.ogg +0 -0
- package/assets/motion/assets/sfx/keyboard/keypress-001.wav +0 -0
- package/assets/motion/assets/sfx/keyboard/keypress-002.wav +0 -0
- package/assets/motion/assets/sfx/keyboard/keypress-003.wav +0 -0
- package/assets/motion/assets/sfx/keyboard/keypress-004.wav +0 -0
- package/assets/motion/assets/sfx/keyboard/keypress-005.wav +0 -0
- package/assets/motion/assets/sfx/keyboard/keypress-006.wav +0 -0
- package/assets/motion/assets/sfx/keyboard/keypress-007.wav +0 -0
- package/assets/motion/assets/sfx/keyboard/keypress-008.wav +0 -0
- package/assets/motion/assets/sfx/keyboard/keypress-009.wav +0 -0
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- package/assets/motion/bin/contact-sheet.mjs +87 -0
- package/assets/motion/bin/fonts.mjs +107 -0
- package/assets/motion/bin/hyperframes.mjs +122 -0
- package/assets/motion/bin/library.mjs +210 -0
- package/assets/motion/bin/media-binaries.mjs +49 -0
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- package/assets/motion/vendor/three/addons/geometries/RoundedBoxGeometry.js +216 -0
- package/assets/motion/vendor/three/addons/geometries/TextGeometry.js +84 -0
- package/assets/motion/vendor/three/addons/lights/RectAreaLightTexturesLib.js +127 -0
- package/assets/motion/vendor/three/addons/lights/RectAreaLightUniformsLib.js +40 -0
- package/assets/motion/vendor/three/addons/loaders/FontLoader.js +260 -0
- package/assets/motion/vendor/three/addons/loaders/GLTFLoader.js +4892 -0
- package/assets/motion/vendor/three/addons/loaders/HDRLoader.js +486 -0
- package/assets/motion/vendor/three/addons/loaders/SVGLoader.js +3267 -0
- package/assets/motion/vendor/three/addons/math/SimplexNoise.js +470 -0
- package/assets/motion/vendor/three/addons/objects/Reflector.js +338 -0
- package/assets/motion/vendor/three/addons/postprocessing/BokehPass.js +218 -0
- package/assets/motion/vendor/three/addons/postprocessing/EffectComposer.js +363 -0
- package/assets/motion/vendor/three/addons/postprocessing/FilmPass.js +113 -0
- package/assets/motion/vendor/three/addons/postprocessing/MaskPass.js +195 -0
- package/assets/motion/vendor/three/addons/postprocessing/OutputPass.js +139 -0
- package/assets/motion/vendor/three/addons/postprocessing/Pass.js +191 -0
- package/assets/motion/vendor/three/addons/postprocessing/RenderPass.js +183 -0
- package/assets/motion/vendor/three/addons/postprocessing/ShaderPass.js +135 -0
- package/assets/motion/vendor/three/addons/postprocessing/UnrealBloomPass.js +494 -0
- package/assets/motion/vendor/three/addons/renderers/CSS3DRenderer.js +454 -0
- package/assets/motion/vendor/three/addons/shaders/BokehShader.js +151 -0
- package/assets/motion/vendor/three/addons/shaders/CopyShader.js +52 -0
- package/assets/motion/vendor/three/addons/shaders/FilmShader.js +72 -0
- package/assets/motion/vendor/three/addons/shaders/LuminosityHighPassShader.js +68 -0
- package/assets/motion/vendor/three/addons/shaders/OutputShader.js +103 -0
- package/assets/motion/vendor/three/addons/utils/BufferGeometryUtils.js +1435 -0
- package/assets/motion/vendor/three/build/three.core.min.js +6 -0
- package/assets/motion/vendor/three/build/three.module.min.js +6 -0
- package/assets/motion/vendor/three/three.json +54 -0
- package/dist/app-sidecar-sessions.js +5 -0
- package/dist/app-sidecar-sessions.js.map +1 -1
- package/dist/app-sidecar.js +52 -16
- package/dist/app-sidecar.js.map +1 -1
- package/dist/cli.js +1 -1
- package/dist/cli.js.map +1 -1
- package/dist/core/agent-session.d.ts +26 -0
- package/dist/core/agent-session.js +116 -6
- package/dist/core/agent-session.js.map +1 -1
- package/dist/core/auth-providers.js +5 -5
- package/dist/core/auth-providers.js.map +1 -1
- package/dist/core/completion-review.d.ts +24 -0
- package/dist/core/completion-review.js +2 -0
- package/dist/core/completion-review.js.map +1 -0
- package/dist/core/context-limits.d.ts +6 -0
- package/dist/core/context-limits.js +8 -0
- package/dist/core/context-limits.js.map +1 -1
- package/dist/core/lsp/pool.d.ts +2 -0
- package/dist/core/lsp/pool.js +4 -0
- package/dist/core/lsp/pool.js.map +1 -1
- package/dist/core/network-guard.d.ts +2 -0
- package/dist/core/network-guard.js +37 -0
- package/dist/core/network-guard.js.map +1 -1
- package/dist/core/project-discovery.js +3 -0
- package/dist/core/project-discovery.js.map +1 -1
- package/dist/core/session-export.d.ts +2 -2
- package/dist/core/session-export.js +6 -2
- package/dist/core/session-export.js.map +1 -1
- package/dist/core/skills.d.ts +15 -0
- package/dist/core/skills.js +35 -1
- package/dist/core/skills.js.map +1 -1
- package/dist/core/verification-evidence.js +7 -2
- package/dist/core/verification-evidence.js.map +1 -1
- package/dist/motion-agent/motion-agent.d.ts +35 -0
- package/dist/motion-agent/motion-agent.js +117 -0
- package/dist/motion-agent/motion-agent.js.map +1 -0
- package/dist/motion-agent/motion-check-tool.d.ts +21 -0
- package/dist/motion-agent/motion-check-tool.js +206 -0
- package/dist/motion-agent/motion-check-tool.js.map +1 -0
- package/dist/motion-agent/motion-prompt.d.ts +2 -0
- package/dist/motion-agent/motion-prompt.js +48 -0
- package/dist/motion-agent/motion-prompt.js.map +1 -0
- package/dist/motion-agent/motion-review-coverage.d.ts +12 -0
- package/dist/motion-agent/motion-review-coverage.js +33 -0
- package/dist/motion-agent/motion-review-coverage.js.map +1 -0
- package/dist/motion-agent/motion-review-gate.d.ts +48 -0
- package/dist/motion-agent/motion-review-gate.js +88 -0
- package/dist/motion-agent/motion-review-gate.js.map +1 -0
- package/dist/motion-agent/motion-review-session.d.ts +65 -0
- package/dist/motion-agent/motion-review-session.js +418 -0
- package/dist/motion-agent/motion-review-session.js.map +1 -0
- package/dist/motion-agent/motion-review.d.ts +76 -0
- package/dist/motion-agent/motion-review.js +225 -0
- package/dist/motion-agent/motion-review.js.map +1 -0
- package/dist/motion-agent/motion-studio-context.d.ts +44 -0
- package/dist/motion-agent/motion-studio-context.js +65 -0
- package/dist/motion-agent/motion-studio-context.js.map +1 -0
- package/dist/system-prompt.d.ts +3 -0
- package/dist/system-prompt.js +5 -1
- package/dist/system-prompt.js.map +1 -1
- package/dist/tools/bash.js +2 -2
- package/dist/tools/bash.js.map +1 -1
- package/dist/tools/web-fetch.js +38 -32
- package/dist/tools/web-fetch.js.map +1 -1
- package/dist/tools/web-search.js +2 -2
- package/dist/tools/web-search.js.map +1 -1
- package/dist/ui/components/Footer.js +1 -2
- package/dist/ui/components/Footer.js.map +1 -1
- package/package.json +7 -4
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import {
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Color,
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Matrix4,
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Mesh,
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PerspectiveCamera,
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Plane,
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ShaderMaterial,
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UniformsUtils,
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Vector3,
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Vector4,
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WebGLRenderTarget,
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HalfFloatType
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} from 'three';
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/**
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* Can be used to create a flat, reflective surface like a mirror.
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*
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* Note that this class can only be used with {@link WebGLRenderer}.
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* When using {@link WebGPURenderer}, use {@link ReflectorNode}.
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*
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* ```js
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* const geometry = new THREE.PlaneGeometry( 100, 100 );
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*
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* const reflector = new Reflector( geometry, {
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* clipBias: 0.003,
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* textureWidth: window.innerWidth * window.devicePixelRatio,
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* textureHeight: window.innerHeight * window.devicePixelRatio,
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* color: 0xc1cbcb
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* } );
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*
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* scene.add( reflector );
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* ```
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*
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* @augments Mesh
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* @three_import import { Reflector } from 'three/addons/objects/Reflector.js';
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*/
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class Reflector extends Mesh {
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/**
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* Constructs a new reflector.
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*
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* @param {BufferGeometry} geometry - The reflector's geometry.
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* @param {Reflector~Options} [options] - The configuration options.
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*/
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constructor( geometry, options = {} ) {
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super( geometry );
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/**
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* This flag can be used for type testing.
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*
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* @type {boolean}
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* @readonly
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* @default true
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*/
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this.isReflector = true;
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this.type = 'Reflector';
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/**
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* Whether to force an update, no matter if the reflector
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* is in view or not.
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*
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* @type {boolean}
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* @default false
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*/
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this.forceUpdate = false;
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/**
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* The reflector's virtual camera. This is used to render
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* the scene from the mirror's point of view.
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*
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* @type {PerspectiveCamera}
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*/
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this.camera = new PerspectiveCamera();
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const scope = this;
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const color = ( options.color !== undefined ) ? new Color( options.color ) : new Color( 0x7F7F7F );
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const textureWidth = options.textureWidth || 512;
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const textureHeight = options.textureHeight || 512;
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const clipBias = options.clipBias || 0;
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const shader = options.shader || Reflector.ReflectorShader;
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const multisample = ( options.multisample !== undefined ) ? options.multisample : 4;
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//
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const reflectorPlane = new Plane();
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const normal = new Vector3();
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const reflectorWorldPosition = new Vector3();
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const cameraWorldPosition = new Vector3();
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const rotationMatrix = new Matrix4();
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const lookAtPosition = new Vector3( 0, 0, - 1 );
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const clipPlane = new Vector4();
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const view = new Vector3();
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const target = new Vector3();
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const q = new Vector4();
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const textureMatrix = new Matrix4();
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const virtualCamera = this.camera;
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const renderTarget = new WebGLRenderTarget( textureWidth, textureHeight, { samples: multisample, type: HalfFloatType } );
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const material = new ShaderMaterial( {
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name: ( shader.name !== undefined ) ? shader.name : 'unspecified',
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uniforms: UniformsUtils.clone( shader.uniforms ),
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fragmentShader: shader.fragmentShader,
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vertexShader: shader.vertexShader
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} );
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material.uniforms[ 'tDiffuse' ].value = renderTarget.texture;
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material.uniforms[ 'color' ].value = color;
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material.uniforms[ 'textureMatrix' ].value = textureMatrix;
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this.material = material;
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this.onBeforeRender = function ( renderer, scene, camera ) {
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reflectorWorldPosition.setFromMatrixPosition( scope.matrixWorld );
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cameraWorldPosition.setFromMatrixPosition( camera.matrixWorld );
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rotationMatrix.extractRotation( scope.matrixWorld );
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normal.set( 0, 0, 1 );
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normal.applyMatrix4( rotationMatrix );
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view.subVectors( reflectorWorldPosition, cameraWorldPosition );
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// Avoid rendering when reflector is facing away unless forcing an update
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const isFacingAway = view.dot( normal ) > 0;
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if ( isFacingAway === true && this.forceUpdate === false ) return;
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view.reflect( normal ).negate();
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view.add( reflectorWorldPosition );
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rotationMatrix.extractRotation( camera.matrixWorld );
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lookAtPosition.set( 0, 0, - 1 );
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lookAtPosition.applyMatrix4( rotationMatrix );
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lookAtPosition.add( cameraWorldPosition );
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target.subVectors( reflectorWorldPosition, lookAtPosition );
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target.reflect( normal ).negate();
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target.add( reflectorWorldPosition );
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virtualCamera.position.copy( view );
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virtualCamera.up.set( 0, 1, 0 );
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virtualCamera.up.applyMatrix4( rotationMatrix );
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virtualCamera.up.reflect( normal );
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virtualCamera.lookAt( target );
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virtualCamera.far = camera.far; // Used in WebGLBackground
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virtualCamera.updateMatrixWorld();
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virtualCamera.projectionMatrix.copy( camera.projectionMatrix );
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// Update the texture matrix
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textureMatrix.set(
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0.5, 0.0, 0.0, 0.5,
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0.0, 0.5, 0.0, 0.5,
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0.0, 0.0, 0.5, 0.5,
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0.0, 0.0, 0.0, 1.0
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);
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textureMatrix.multiply( virtualCamera.projectionMatrix );
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textureMatrix.multiply( virtualCamera.matrixWorldInverse );
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textureMatrix.multiply( scope.matrixWorld );
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// Now update projection matrix with new clip plane, implementing code from: http://www.terathon.com/code/oblique.html
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// Paper explaining this technique: http://www.terathon.com/lengyel/Lengyel-Oblique.pdf
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reflectorPlane.setFromNormalAndCoplanarPoint( normal, reflectorWorldPosition );
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reflectorPlane.applyMatrix4( virtualCamera.matrixWorldInverse );
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clipPlane.set( reflectorPlane.normal.x, reflectorPlane.normal.y, reflectorPlane.normal.z, reflectorPlane.constant );
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const projectionMatrix = virtualCamera.projectionMatrix;
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q.x = ( Math.sign( clipPlane.x ) + projectionMatrix.elements[ 8 ] ) / projectionMatrix.elements[ 0 ];
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q.y = ( Math.sign( clipPlane.y ) + projectionMatrix.elements[ 9 ] ) / projectionMatrix.elements[ 5 ];
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q.z = - 1.0;
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q.w = ( 1.0 + projectionMatrix.elements[ 10 ] ) / projectionMatrix.elements[ 14 ];
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// Calculate the scaled plane vector
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clipPlane.multiplyScalar( 2.0 / clipPlane.dot( q ) );
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// Replacing the third row of the projection matrix
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projectionMatrix.elements[ 2 ] = clipPlane.x;
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projectionMatrix.elements[ 6 ] = clipPlane.y;
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projectionMatrix.elements[ 10 ] = clipPlane.z + 1.0 - clipBias;
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projectionMatrix.elements[ 14 ] = clipPlane.w;
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// Render
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scope.visible = false;
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const currentRenderTarget = renderer.getRenderTarget();
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const currentXrEnabled = renderer.xr.enabled;
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const currentShadowAutoUpdate = renderer.shadowMap.autoUpdate;
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renderer.xr.enabled = false; // Avoid camera modification
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renderer.shadowMap.autoUpdate = false; // Avoid re-computing shadows
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renderer.setRenderTarget( renderTarget );
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renderer.state.buffers.depth.setMask( true ); // make sure the depth buffer is writable so it can be properly cleared, see #18897
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if ( renderer.autoClear === false ) renderer.clear();
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renderer.render( scene, virtualCamera );
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renderer.xr.enabled = currentXrEnabled;
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renderer.shadowMap.autoUpdate = currentShadowAutoUpdate;
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renderer.setRenderTarget( currentRenderTarget );
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// Restore viewport
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const viewport = camera.viewport;
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if ( viewport !== undefined ) {
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renderer.state.viewport( viewport );
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}
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scope.visible = true;
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this.forceUpdate = false;
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};
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/**
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* Returns the reflector's internal render target.
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*
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* @return {WebGLRenderTarget} The internal render target
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*/
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this.getRenderTarget = function () {
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return renderTarget;
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};
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/**
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* Frees the GPU-related resources allocated by this instance. Call this
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* method whenever this instance is no longer used in your app.
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*/
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this.dispose = function () {
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renderTarget.dispose();
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scope.material.dispose();
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};
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}
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Reflector.ReflectorShader = {
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name: 'ReflectorShader',
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uniforms: {
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'color': {
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value: null
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},
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'tDiffuse': {
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value: null
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},
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'textureMatrix': {
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value: null
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}
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},
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vertexShader: /* glsl */`
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uniform mat4 textureMatrix;
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varying vec4 vUv;
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#include <common>
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#include <logdepthbuf_pars_vertex>
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void main() {
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vUv = textureMatrix * vec4( position, 1.0 );
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+
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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+
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#include <logdepthbuf_vertex>
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+
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}`,
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fragmentShader: /* glsl */`
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uniform vec3 color;
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uniform sampler2D tDiffuse;
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varying vec4 vUv;
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+
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#include <logdepthbuf_pars_fragment>
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float blendOverlay( float base, float blend ) {
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return( base < 0.5 ? ( 2.0 * base * blend ) : ( 1.0 - 2.0 * ( 1.0 - base ) * ( 1.0 - blend ) ) );
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+
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}
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+
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+
vec3 blendOverlay( vec3 base, vec3 blend ) {
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+
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|
+
return vec3( blendOverlay( base.r, blend.r ), blendOverlay( base.g, blend.g ), blendOverlay( base.b, blend.b ) );
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|
+
|
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|
+
}
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|
+
|
|
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|
+
void main() {
|
|
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|
+
|
|
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|
+
#include <logdepthbuf_fragment>
|
|
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|
+
|
|
317
|
+
vec4 base = texture2DProj( tDiffuse, vUv );
|
|
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|
+
gl_FragColor = vec4( blendOverlay( base.rgb, color ), 1.0 );
|
|
319
|
+
|
|
320
|
+
#include <tonemapping_fragment>
|
|
321
|
+
#include <colorspace_fragment>
|
|
322
|
+
|
|
323
|
+
}`
|
|
324
|
+
};
|
|
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|
+
|
|
326
|
+
/**
|
|
327
|
+
* Constructor options of `Reflector`.
|
|
328
|
+
*
|
|
329
|
+
* @typedef {Object} Reflector~Options
|
|
330
|
+
* @property {number|Color|string} [color=0x7F7F7F] - The reflector's color.
|
|
331
|
+
* @property {number} [textureWidth=512] - The texture width. A higher value results in more clear reflections but is also more expensive.
|
|
332
|
+
* @property {number} [textureHeight=512] - The texture height. A higher value results in more clear reflections but is also more expensive.
|
|
333
|
+
* @property {number} [clipBias=0] - The clip bias.
|
|
334
|
+
* @property {Object} [shader] - Can be used to pass in a custom shader that defines how the reflective view is projected onto the reflector's geometry.
|
|
335
|
+
* @property {number} [multisample=4] - How many samples to use for MSAA. `0` disables MSAA.
|
|
336
|
+
**/
|
|
337
|
+
|
|
338
|
+
export { Reflector };
|
|
@@ -0,0 +1,218 @@
|
|
|
1
|
+
import {
|
|
2
|
+
Color,
|
|
3
|
+
HalfFloatType,
|
|
4
|
+
MeshDepthMaterial,
|
|
5
|
+
NearestFilter,
|
|
6
|
+
NoBlending,
|
|
7
|
+
RGBADepthPacking,
|
|
8
|
+
ShaderMaterial,
|
|
9
|
+
UniformsUtils,
|
|
10
|
+
WebGLRenderTarget
|
|
11
|
+
} from 'three';
|
|
12
|
+
import { Pass, FullScreenQuad } from './Pass.js';
|
|
13
|
+
import { BokehShader } from '../shaders/BokehShader.js';
|
|
14
|
+
|
|
15
|
+
/**
|
|
16
|
+
* Pass for creating depth of field (DOF) effect.
|
|
17
|
+
*
|
|
18
|
+
* ```js
|
|
19
|
+
* const bokehPass = new BokehPass( scene, camera, {
|
|
20
|
+
* focus: 500
|
|
21
|
+
* aperture: 5,
|
|
22
|
+
* maxblur: 0.01
|
|
23
|
+
* } );
|
|
24
|
+
* composer.addPass( bokehPass );
|
|
25
|
+
* ```
|
|
26
|
+
*
|
|
27
|
+
* @augments Pass
|
|
28
|
+
* @three_import import { BokehPass } from 'three/addons/postprocessing/BokehPass.js';
|
|
29
|
+
*/
|
|
30
|
+
class BokehPass extends Pass {
|
|
31
|
+
|
|
32
|
+
/**
|
|
33
|
+
* Constructs a new Bokeh pass.
|
|
34
|
+
*
|
|
35
|
+
* @param {Scene} scene - The scene to render the DOF for.
|
|
36
|
+
* @param {Camera} camera - The camera.
|
|
37
|
+
* @param {BokehPass~Options} params - The pass options.
|
|
38
|
+
*/
|
|
39
|
+
constructor( scene, camera, params ) {
|
|
40
|
+
|
|
41
|
+
super();
|
|
42
|
+
|
|
43
|
+
/**
|
|
44
|
+
* The scene to render the DOF for.
|
|
45
|
+
*
|
|
46
|
+
* @type {Scene}
|
|
47
|
+
*/
|
|
48
|
+
this.scene = scene;
|
|
49
|
+
|
|
50
|
+
/**
|
|
51
|
+
* The camera.
|
|
52
|
+
*
|
|
53
|
+
* @type {Camera}
|
|
54
|
+
*/
|
|
55
|
+
this.camera = camera;
|
|
56
|
+
|
|
57
|
+
const focus = ( params.focus !== undefined ) ? params.focus : 1.0;
|
|
58
|
+
const aperture = ( params.aperture !== undefined ) ? params.aperture : 0.025;
|
|
59
|
+
const maxblur = ( params.maxblur !== undefined ) ? params.maxblur : 1.0;
|
|
60
|
+
|
|
61
|
+
// render targets
|
|
62
|
+
|
|
63
|
+
this._renderTargetDepth = new WebGLRenderTarget( 1, 1, { // will be resized later
|
|
64
|
+
minFilter: NearestFilter,
|
|
65
|
+
magFilter: NearestFilter,
|
|
66
|
+
type: HalfFloatType
|
|
67
|
+
} );
|
|
68
|
+
|
|
69
|
+
this._renderTargetDepth.texture.name = 'BokehPass.depth';
|
|
70
|
+
|
|
71
|
+
// depth material
|
|
72
|
+
|
|
73
|
+
this._materialDepth = new MeshDepthMaterial();
|
|
74
|
+
this._materialDepth.depthPacking = RGBADepthPacking;
|
|
75
|
+
this._materialDepth.blending = NoBlending;
|
|
76
|
+
|
|
77
|
+
// bokeh material
|
|
78
|
+
|
|
79
|
+
const bokehUniforms = UniformsUtils.clone( BokehShader.uniforms );
|
|
80
|
+
|
|
81
|
+
bokehUniforms[ 'tDepth' ].value = this._renderTargetDepth.texture;
|
|
82
|
+
|
|
83
|
+
bokehUniforms[ 'focus' ].value = focus;
|
|
84
|
+
bokehUniforms[ 'aspect' ].value = camera.aspect;
|
|
85
|
+
bokehUniforms[ 'aperture' ].value = aperture;
|
|
86
|
+
bokehUniforms[ 'maxblur' ].value = maxblur;
|
|
87
|
+
bokehUniforms[ 'nearClip' ].value = camera.near;
|
|
88
|
+
bokehUniforms[ 'farClip' ].value = camera.far;
|
|
89
|
+
|
|
90
|
+
/**
|
|
91
|
+
* The pass bokeh material.
|
|
92
|
+
*
|
|
93
|
+
* @type {ShaderMaterial}
|
|
94
|
+
*/
|
|
95
|
+
this.materialBokeh = new ShaderMaterial( {
|
|
96
|
+
defines: Object.assign( {}, BokehShader.defines ),
|
|
97
|
+
uniforms: bokehUniforms,
|
|
98
|
+
vertexShader: BokehShader.vertexShader,
|
|
99
|
+
fragmentShader: BokehShader.fragmentShader
|
|
100
|
+
} );
|
|
101
|
+
|
|
102
|
+
/**
|
|
103
|
+
* The pass uniforms. Use this object if you want to update the
|
|
104
|
+
* `focus`, `aperture` or `maxblur` values at runtime.
|
|
105
|
+
*
|
|
106
|
+
* ```js
|
|
107
|
+
* pass.uniforms.focus.value = focus;
|
|
108
|
+
* pass.uniforms.aperture.value = aperture;
|
|
109
|
+
* pass.uniforms.maxblur.value = maxblur;
|
|
110
|
+
* ```
|
|
111
|
+
*
|
|
112
|
+
* @type {Object}
|
|
113
|
+
*/
|
|
114
|
+
this.uniforms = bokehUniforms;
|
|
115
|
+
|
|
116
|
+
// internals
|
|
117
|
+
|
|
118
|
+
this._fsQuad = new FullScreenQuad( this.materialBokeh );
|
|
119
|
+
|
|
120
|
+
this._oldClearColor = new Color();
|
|
121
|
+
|
|
122
|
+
}
|
|
123
|
+
|
|
124
|
+
/**
|
|
125
|
+
* Performs the Bokeh pass.
|
|
126
|
+
*
|
|
127
|
+
* @param {WebGLRenderer} renderer - The renderer.
|
|
128
|
+
* @param {WebGLRenderTarget} writeBuffer - The write buffer. This buffer is intended as the rendering
|
|
129
|
+
* destination for the pass.
|
|
130
|
+
* @param {WebGLRenderTarget} readBuffer - The read buffer. The pass can access the result from the
|
|
131
|
+
* previous pass from this buffer.
|
|
132
|
+
* @param {number} deltaTime - The delta time in seconds.
|
|
133
|
+
* @param {boolean} maskActive - Whether masking is active or not.
|
|
134
|
+
*/
|
|
135
|
+
render( renderer, writeBuffer, readBuffer/*, deltaTime, maskActive*/ ) {
|
|
136
|
+
|
|
137
|
+
// Render depth into texture
|
|
138
|
+
|
|
139
|
+
this.scene.overrideMaterial = this._materialDepth;
|
|
140
|
+
|
|
141
|
+
renderer.getClearColor( this._oldClearColor );
|
|
142
|
+
const oldClearAlpha = renderer.getClearAlpha();
|
|
143
|
+
const oldAutoClear = renderer.autoClear;
|
|
144
|
+
renderer.autoClear = false;
|
|
145
|
+
|
|
146
|
+
renderer.setClearColor( 0xffffff );
|
|
147
|
+
renderer.setClearAlpha( 1.0 );
|
|
148
|
+
renderer.setRenderTarget( this._renderTargetDepth );
|
|
149
|
+
renderer.clear();
|
|
150
|
+
renderer.render( this.scene, this.camera );
|
|
151
|
+
|
|
152
|
+
// Render bokeh composite
|
|
153
|
+
|
|
154
|
+
this.uniforms[ 'tColor' ].value = readBuffer.texture;
|
|
155
|
+
this.uniforms[ 'nearClip' ].value = this.camera.near;
|
|
156
|
+
this.uniforms[ 'farClip' ].value = this.camera.far;
|
|
157
|
+
|
|
158
|
+
if ( this.renderToScreen ) {
|
|
159
|
+
|
|
160
|
+
renderer.setRenderTarget( null );
|
|
161
|
+
this._fsQuad.render( renderer );
|
|
162
|
+
|
|
163
|
+
} else {
|
|
164
|
+
|
|
165
|
+
renderer.setRenderTarget( writeBuffer );
|
|
166
|
+
renderer.clear();
|
|
167
|
+
this._fsQuad.render( renderer );
|
|
168
|
+
|
|
169
|
+
}
|
|
170
|
+
|
|
171
|
+
this.scene.overrideMaterial = null;
|
|
172
|
+
renderer.setClearColor( this._oldClearColor );
|
|
173
|
+
renderer.setClearAlpha( oldClearAlpha );
|
|
174
|
+
renderer.autoClear = oldAutoClear;
|
|
175
|
+
|
|
176
|
+
}
|
|
177
|
+
|
|
178
|
+
/**
|
|
179
|
+
* Sets the size of the pass.
|
|
180
|
+
*
|
|
181
|
+
* @param {number} width - The width to set.
|
|
182
|
+
* @param {number} height - The height to set.
|
|
183
|
+
*/
|
|
184
|
+
setSize( width, height ) {
|
|
185
|
+
|
|
186
|
+
this.materialBokeh.uniforms[ 'aspect' ].value = width / height;
|
|
187
|
+
|
|
188
|
+
this._renderTargetDepth.setSize( width, height );
|
|
189
|
+
|
|
190
|
+
}
|
|
191
|
+
|
|
192
|
+
/**
|
|
193
|
+
* Frees the GPU-related resources allocated by this instance. Call this
|
|
194
|
+
* method whenever the pass is no longer used in your app.
|
|
195
|
+
*/
|
|
196
|
+
dispose() {
|
|
197
|
+
|
|
198
|
+
this._renderTargetDepth.dispose();
|
|
199
|
+
|
|
200
|
+
this._materialDepth.dispose();
|
|
201
|
+
this.materialBokeh.dispose();
|
|
202
|
+
|
|
203
|
+
this._fsQuad.dispose();
|
|
204
|
+
|
|
205
|
+
}
|
|
206
|
+
|
|
207
|
+
}
|
|
208
|
+
|
|
209
|
+
/**
|
|
210
|
+
* Constructor options of `BokehPass`.
|
|
211
|
+
*
|
|
212
|
+
* @typedef {Object} BokehPass~Options
|
|
213
|
+
* @property {number} [focus=1] - Defines the effect's focus which is the distance along the camera's look direction in world units.
|
|
214
|
+
* @property {number} [aperture=0.025] - Defines the effect's aperture.
|
|
215
|
+
* @property {number} [maxblur=1] - Defines the effect's maximum blur.
|
|
216
|
+
**/
|
|
217
|
+
|
|
218
|
+
export { BokehPass };
|