@roomle/web-sdk 4.0.0 → 4.1.0-alpha.1
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/lib/{BufferGeometry-CnbfgBmz.mjs → BufferGeometry-DcRNeLZD.mjs} +2 -2
- package/lib/{BufferGeometry-CnbfgBmz.mjs.map → BufferGeometry-DcRNeLZD.mjs.map} +1 -1
- package/lib/{GLTFExporter-BxcjPMva.mjs → GLTFExporter-DdzTpCjW.mjs} +46 -46
- package/lib/{GLTFExporter-BxcjPMva.mjs.map → GLTFExporter-DdzTpCjW.mjs.map} +1 -1
- package/lib/{GaussianBlurNode-8gO-I1qG.mjs → GaussianBlurNode-CLuzhfDu.mjs} +19 -19
- package/lib/{GaussianBlurNode-8gO-I1qG.mjs.map → GaussianBlurNode-CLuzhfDu.mjs.map} +1 -1
- package/lib/{Object3D-DMaDdv-D.mjs → Object3D-CEXK2mMb.mjs} +1 -1
- package/lib/{Object3D-DMaDdv-D.mjs.map → Object3D-CEXK2mMb.mjs.map} +1 -1
- package/lib/Pass-C7MZilDW.mjs +53 -0
- package/lib/Pass-C7MZilDW.mjs.map +1 -0
- package/lib/{PointLightHelper-CahXSxiA.mjs → PointLightHelper-dDeo1kUI.mjs} +4 -4
- package/lib/{PointLightHelper-CahXSxiA.mjs.map → PointLightHelper-dDeo1kUI.mjs.map} +1 -1
- package/lib/{SpotLightHelper-BEqeYq1p.mjs → SpotLightHelper-BsMEPgVo.mjs} +3 -3
- package/lib/{SpotLightHelper-BEqeYq1p.mjs.map → SpotLightHelper-BsMEPgVo.mjs.map} +1 -1
- package/lib/{USDZExporter-ZZoG1mne.mjs → USDZExporter-BIDQSKG4.mjs} +3 -3
- package/lib/{USDZExporter-ZZoG1mne.mjs.map → USDZExporter-BIDQSKG4.mjs.map} +1 -1
- package/lib/{Vector4-BkA_VGid.mjs → Vector4-D-4p8rfn.mjs} +2 -2
- package/lib/{Vector4-BkA_VGid.mjs.map → Vector4-D-4p8rfn.mjs.map} +1 -1
- package/lib/{api-CUyBdNba.mjs → api-BEszDVqh.mjs} +10 -10
- package/lib/{api-CUyBdNba.mjs.map → api-BEszDVqh.mjs.map} +1 -1
- package/lib/{asset-loader.worker-C_5RQYHp.mjs → asset-loader.worker-eqHzNAwa.mjs} +1 -1
- package/lib/asset-loader.worker-eqHzNAwa.mjs.map +1 -0
- package/lib/{banana-for-scale-B77S3z9R.mjs → banana-for-scale-CiCouumi.mjs} +4 -4
- package/lib/{banana-for-scale-B77S3z9R.mjs.map → banana-for-scale-CiCouumi.mjs.map} +1 -1
- package/lib/{budgeteer.sw-DxeAvd0v.mjs → budgeteer.sw-BUMElkO1.mjs} +1 -1
- package/lib/budgeteer.sw-BUMElkO1.mjs.map +1 -0
- package/lib/{common-utils-BiOW17Ao.mjs → common-utils-CCzT4Gnn.mjs} +2 -2
- package/lib/{common-utils-BiOW17Ao.mjs.map → common-utils-CCzT4Gnn.mjs.map} +1 -1
- package/lib/{component-dimensioning-DPyPzSsa.mjs → component-dimensioning-DWEZ4jZg.mjs} +7 -7
- package/lib/{component-dimensioning-DPyPzSsa.mjs.map → component-dimensioning-DWEZ4jZg.mjs.map} +1 -1
- package/lib/{component-raycast-helper-RiQIybsX.mjs → component-raycast-helper-D2hyLpdX.mjs} +17 -17
- package/lib/{component-raycast-helper-RiQIybsX.mjs.map → component-raycast-helper-D2hyLpdX.mjs.map} +1 -1
- package/lib/configurator-BENT3shs.mjs +2 -0
- package/lib/{configurator-C_rsqn9l.mjs → configurator-BjLLdSf8.mjs} +16 -16
- package/lib/{configurator-C_rsqn9l.mjs.map → configurator-BjLLdSf8.mjs.map} +1 -1
- package/lib/{continuous-drawing-helper-C_Yc0uuv.mjs → continuous-drawing-helper-CCuU99Vh.mjs} +3 -3
- package/lib/{continuous-drawing-helper-C_Yc0uuv.mjs.map → continuous-drawing-helper-CCuU99Vh.mjs.map} +1 -1
- package/lib/{dat.gui.module-BLjoST8r.mjs → dat.gui.module-B2PXSbre.mjs} +1 -1
- package/lib/{dat.gui.module-BLjoST8r.mjs.map → dat.gui.module-B2PXSbre.mjs.map} +1 -1
- package/lib/{decorate-BAtqSPNS.mjs → decorate-CX1ZGuFY.mjs} +1 -1
- package/lib/{decorate-BAtqSPNS.mjs.map → decorate-CX1ZGuFY.mjs.map} +1 -1
- package/lib/{dimensioning-helper-D9oxGkry.mjs → dimensioning-helper-CjuQqjBn.mjs} +14 -14
- package/lib/{dimensioning-helper-D9oxGkry.mjs.map → dimensioning-helper-CjuQqjBn.mjs.map} +1 -1
- package/lib/dimensioning-helper-ImsWfczi.mjs +2 -0
- package/lib/{dist-DGov-RNo.mjs → dist-Blgk0vU0.mjs} +1 -1
- package/lib/{dist-DGov-RNo.mjs.map → dist-Blgk0vU0.mjs.map} +1 -1
- package/lib/{fflate.module-CTnSdWOb.mjs → fflate.module-DTkA0kF8.mjs} +1 -1
- package/lib/{fflate.module-CTnSdWOb.mjs.map → fflate.module-DTkA0kF8.mjs.map} +1 -1
- package/lib/{glb-viewer-A5vSLFZ5.mjs → glb-viewer-9Ata6ZNJ.mjs} +59 -45
- package/lib/glb-viewer-9Ata6ZNJ.mjs.map +1 -0
- package/lib/glb-viewer-CGqSGT38.mjs +2 -0
- package/lib/{highlight-coordinator-CZEJGeXA.mjs → highlight-coordinator-PyWNABN9.mjs} +3 -3
- package/lib/{highlight-coordinator-CZEJGeXA.mjs.map → highlight-coordinator-PyWNABN9.mjs.map} +1 -1
- package/lib/{homag-intelligence-BdCDX7LF.mjs → homag-intelligence-BNqPqVgE.mjs} +3 -3
- package/lib/{homag-intelligence-BdCDX7LF.mjs.map → homag-intelligence-BNqPqVgE.mjs.map} +1 -1
- package/lib/{imos-ix-poc-export-helper-CaXXDNvP.mjs → imos-ix-poc-export-helper-C1LfrtjM.mjs} +3 -3
- package/lib/{imos-ix-poc-export-helper-CaXXDNvP.mjs.map → imos-ix-poc-export-helper-C1LfrtjM.mjs.map} +1 -1
- package/lib/{kernel-utils-BYEsHVYJ.mjs → kernel-utils-Cn4evFqF.mjs} +2 -2
- package/lib/{kernel-utils-BYEsHVYJ.mjs.map → kernel-utils-Cn4evFqF.mjs.map} +1 -1
- package/lib/{layer-CIWL5ZW3.mjs → layer-DvZF9ur3.mjs} +1 -1
- package/lib/{layer-CIWL5ZW3.mjs.map → layer-DvZF9ur3.mjs.map} +1 -1
- package/lib/{main-BUl8iCi1.mjs → main-n3n3jdja.mjs} +1097 -1017
- package/lib/{main-BUl8iCi1.mjs.map → main-n3n3jdja.mjs.map} +1 -1
- package/lib/{material-viewer-C4SqVaGG.mjs → material-viewer-Cv5Awgwm.mjs} +24 -24
- package/lib/{material-viewer-C4SqVaGG.mjs.map → material-viewer-Cv5Awgwm.mjs.map} +1 -1
- package/lib/{packages-C9gO5mKk.mjs → packages-B3bi3adH.mjs} +5 -5
- package/lib/{packages-C9gO5mKk.mjs.map → packages-B3bi3adH.mjs.map} +1 -1
- package/lib/planner-DIT2VvMG.mjs +44 -0
- package/lib/{planner-t4QH26WW.mjs.map → planner-DIT2VvMG.mjs.map} +1 -1
- package/lib/planner-DaI8ZwEe.mjs +2 -0
- package/lib/{plugin-system-COZJdJH_.mjs → plugin-system-FuZpDWqv.mjs} +3 -3
- package/lib/{plugin-system-COZJdJH_.mjs.map → plugin-system-FuZpDWqv.mjs.map} +1 -1
- package/lib/roomle-headless-setup-CMHahWyC.mjs +612 -0
- package/lib/roomle-headless-setup-CMHahWyC.mjs.map +1 -0
- package/lib/roomle-headless.d.ts +113 -34
- package/lib/roomle-headless.js +433 -84
- package/lib/roomle-headless.js.map +1 -1
- package/lib/{roomle-renderer-DhLUaHJZ.mjs → roomle-renderer-BR0UKz2y.mjs} +2 -2
- package/lib/{roomle-renderer-DhLUaHJZ.mjs.map → roomle-renderer-BR0UKz2y.mjs.map} +1 -1
- package/lib/roomle-sdk.d.ts +37 -9
- package/lib/roomle-sdk.js +8 -8
- package/lib/{roomle-webgpu-renderer-CRGcdahn.mjs → roomle-webgpu-renderer-fOYJoKJU.mjs} +175 -173
- package/lib/roomle-webgpu-renderer-fOYJoKJU.mjs.map +1 -0
- package/lib/{scene-renderer-D5CfxCag.mjs → scene-renderer-CAzAJ4pS.mjs} +212 -211
- package/lib/{scene-renderer-D5CfxCag.mjs.map → scene-renderer-CAzAJ4pS.mjs.map} +1 -1
- package/lib/{script-loader-D6IuUFjw.mjs → script-loader-BAWHLt9q.mjs} +3 -3
- package/lib/{script-loader-D6IuUFjw.mjs.map → script-loader-BAWHLt9q.mjs.map} +1 -1
- package/lib/{shading-settings-BEMqEGzB.mjs → shading-settings-BPpgt0Fq.mjs} +101 -146
- package/lib/shading-settings-BPpgt0Fq.mjs.map +1 -0
- package/lib/{stats-helper-DAfbSToL.mjs → stats-helper-CqiTcJuc.mjs} +3 -3
- package/lib/{stats-helper-DAfbSToL.mjs.map → stats-helper-CqiTcJuc.mjs.map} +1 -1
- package/lib/{svgo.browser-DYieWzyw.mjs → svgo.browser-EB1zkPfG.mjs} +1 -1
- package/lib/{svgo.browser-DYieWzyw.mjs.map → svgo.browser-EB1zkPfG.mjs.map} +1 -1
- package/lib/{three.core-DjCexDCp.mjs → three.core-CmmDf_BZ.mjs} +73 -38
- package/lib/{three.core-DjCexDCp.mjs.map → three.core-CmmDf_BZ.mjs.map} +1 -1
- package/lib/{three.module-CuRNgijg.mjs → three.module-BkkLbA6n.mjs} +857 -857
- package/lib/{three.module-CuRNgijg.mjs.map → three.module-BkkLbA6n.mjs.map} +1 -1
- package/lib/three.tsl-8HwZJGJ8.mjs +2 -0
- package/lib/{three.tsl-BIBER8nk.mjs → three.tsl-Cw9IeeKW.mjs} +64 -52
- package/lib/{three.tsl-BIBER8nk.mjs.map → three.tsl-Cw9IeeKW.mjs.map} +1 -1
- package/lib/three.webgpu-Bw4_U6Q1.mjs +3 -0
- package/lib/{three.webgpu-Bz4Xtk0X.mjs → three.webgpu-DL5l_0xI.mjs} +1742 -1728
- package/lib/{three.webgpu-Bz4Xtk0X.mjs.map → three.webgpu-DL5l_0xI.mjs.map} +1 -1
- package/lib/{threejs-utils-Dpvg3Czz.mjs → threejs-utils-PRhv_eX3.mjs} +63 -63
- package/lib/{threejs-utils-Dpvg3Czz.mjs.map → threejs-utils-PRhv_eX3.mjs.map} +1 -1
- package/lib/{tools-core-BDOFf9le.mjs → tools-core-CmrXkw3J.mjs} +3 -3
- package/lib/{tools-core-BDOFf9le.mjs.map → tools-core-CmrXkw3J.mjs.map} +1 -1
- package/lib/webgpu-wkXAkJ6p.mjs +5084 -0
- package/lib/webgpu-wkXAkJ6p.mjs.map +1 -0
- package/lib/workers-YGDNEfpU.mjs +6 -0
- package/lib/{workers-DcgrO-z7.mjs.map → workers-YGDNEfpU.mjs.map} +1 -1
- package/package.json +5 -4
- package/lib/asset-loader.worker-C_5RQYHp.mjs.map +0 -1
- package/lib/budgeteer.sw-DxeAvd0v.mjs.map +0 -1
- package/lib/configurator-BBlZVIId.mjs +0 -2
- package/lib/dimensioning-helper-Bzf1sbpy.mjs +0 -2
- package/lib/glb-viewer-A5vSLFZ5.mjs.map +0 -1
- package/lib/glb-viewer-B4ILlvw0.mjs +0 -2
- package/lib/planner-49YwTdiA.mjs +0 -2
- package/lib/planner-t4QH26WW.mjs +0 -44
- package/lib/roomle-headless-setup-Cc8EAnVe.mjs +0 -1204
- package/lib/roomle-headless-setup-Cc8EAnVe.mjs.map +0 -1
- package/lib/roomle-webgpu-renderer-CRGcdahn.mjs.map +0 -1
- package/lib/shading-settings-BEMqEGzB.mjs.map +0 -1
- package/lib/three.tsl-Q-21y0pO.mjs +0 -2
- package/lib/three.webgpu-dtN0kDKB.mjs +0 -3
- package/lib/workers-DcgrO-z7.mjs +0 -6
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import { n as e, r as t, t as n } from "./decorate-
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//#region ../../node_modules/roomle-core-hsc/wasm_modern/ConfiguratorKernel.wasm?no-inline?url
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var a = "" + new URL("ConfiguratorKernel.wasm", import.meta.url).href, o = "" + new URL("ConfiguratorKernel.js", import.meta.url).href, s = "" + new URL("RoomleCore.wasm", import.meta.url).href, c = "" + new URL("RoomleCore.js", import.meta.url).href, l = "" + new URL("RoomleToolsCore.wasm", import.meta.url).href, u = "" + new URL("RoomleToolsCore.js", import.meta.url).href, d = {
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{"version":3,"file":"script-loader-D6IuUFjw.mjs","names":[],"sources":["../../../../node_modules/roomle-core-hsc/wasm_modern/ConfiguratorKernel.wasm?no-inline?url","../../../../node_modules/roomle-core-hsc/wasm_modern/ConfiguratorKernel.js?no-inline?url","../../../../node_modules/roomle-core-hsc/wasm_modern/RoomleCore.wasm?no-inline?url","../../../../node_modules/roomle-core-hsc/wasm_modern/RoomleCore.js?no-inline?url","../../../../node_modules/roomle-core-hsc/wasm_modern/RoomleToolsCore.wasm?no-inline?url","../../../../node_modules/roomle-core-hsc/wasm_modern/RoomleToolsCore.js?no-inline?url","../../packages/common-core/src/static-files/roomle-core.ts","../../packages/common-core/src/script-loader.ts"],"sourcesContent":["export default \"__VITE_ASSET__gOpBNSELCNdnM_yZlyA5OQ__\"","export default \"__VITE_ASSET__dJ$ULFcuzX43djbIEsCZPw__\"","export default \"__VITE_ASSET__ZoP2ebLT5e$hm8jPkF9mgA__\"","export default \"__VITE_ASSET__ykb1zIozoJBMq4UvQnlhcQ__\"","export default \"__VITE_ASSET__BjjUHagISQHtPWYmu3KuwQ__\"","export default \"__VITE_ASSET__6kssa3xCT2YlMpIbbRNP$Q__\"","// @ts-ignore -- Uses vite to reference files as URLs.\nimport CONFIGURATOR_WASM_MODERN_FILE_NAME from 'roomle-core-hsc/wasm_modern/ConfiguratorKernel.wasm?no-inline?url';\n// @ts-ignore -- Uses vite to reference files as URLs.\nimport CONFIGURATOR_LOADER_MODERN_FILE_NAME from 'roomle-core-hsc/wasm_modern/ConfiguratorKernel.js?no-inline?url';\n// @ts-ignore -- Uses vite to reference files as URLs.\nimport PLANNER_WASM_MODERN_FILE_NAME from 'roomle-core-hsc/wasm_modern/RoomleCore.wasm?no-inline?url';\n// @ts-ignore -- Uses vite to reference files as URLs.\nimport PLANNER_LOADER_MODERN_FILE_NAME from 'roomle-core-hsc/wasm_modern/RoomleCore.js?no-inline?url';\n// @ts-ignore -- Uses vite to reference files as URLs.\nimport TOOLS_CORE_WASM_MODERN_FILE_NAME from 'roomle-core-hsc/wasm_modern/RoomleToolsCore.wasm?no-inline?url';\n// @ts-ignore -- Uses vite to reference files as URLs.\nimport TOOLS_CORE_LOADER_MODERN_FILE_NAME from 'roomle-core-hsc/wasm_modern/RoomleToolsCore.js?no-inline?url';\n\nconst WASM_FILES: Record<string, { loader: string; wasm: string }> = {\n configurator: {\n loader: 'ConfiguratorKernel.js',\n wasm: 'ConfiguratorKernel.wasm',\n },\n planner: { loader: 'RoomleCore.js', wasm: 'RoomleCore.wasm' },\n tools: { loader: 'RoomleToolsCore.js', wasm: 'RoomleToolsCore.wasm' },\n};\n\n// The wasm paths returned by this function are specific to browsers (not headless):\nexport const getWasmPath = (type: 'configurator' | 'planner' | 'tools') => {\n if (type === 'planner') {\n return {\n wasm: PLANNER_WASM_MODERN_FILE_NAME,\n loader: PLANNER_LOADER_MODERN_FILE_NAME,\n };\n }\n if (type === 'tools') {\n return {\n wasm: TOOLS_CORE_WASM_MODERN_FILE_NAME,\n loader: TOOLS_CORE_LOADER_MODERN_FILE_NAME,\n };\n }\n return {\n wasm: CONFIGURATOR_WASM_MODERN_FILE_NAME,\n loader: CONFIGURATOR_LOADER_MODERN_FILE_NAME,\n };\n};\n\n// Resolve WASM module paths for headless (Node.js/Bun) mode.\n// Strategies (tried in order):\n// 1. import.meta.resolve('roomle-core-hsc/...') — works when running from\n// source in the monorepo where roomle-core-hsc is in node_modules, and\n// the module resolver can walk up to it from the current file's location.\n// 2. Files directly in the same directory as this bundle — works when the SDK\n// is consumed as a built package (dist/lib/), where vite-plugin-static-copy\n// places ConfiguratorKernel.wasm etc. alongside the bundle chunks.\n// 3. Legacy static/ subdirectory — kept as a final fallback for older dist\n// layouts where vite-plugin-static-copy targeted dist/lib/static/.\nexport const getHeadlessWasmPath = (\n type: 'configurator' | 'planner' | 'tools',\n): { loader: string; wasm: string } => {\n const entry = WASM_FILES[type];\n const moduleSpecifiers = {\n loader: `roomle-core-hsc/wasm_modern/${entry.loader}`,\n wasm: `roomle-core-hsc/wasm_modern/${entry.wasm}`,\n };\n\n const toPath = (url: string) =>\n url.startsWith('file://') ? url.slice(7) : url;\n\n // Strategy 1: resolve from node_modules (source / monorepo).\n // May fail when the consuming project's module resolver cannot reach\n // roomle-core-hsc (e.g. when web-sdk is installed via a file: reference\n // and symlink resolution stops before reaching the monorepo node_modules).\n try {\n return {\n loader: toPath(import.meta.resolve(moduleSpecifiers.loader)),\n wasm: toPath(import.meta.resolve(moduleSpecifiers.wasm)),\n };\n } catch {\n // roomle-core-hsc not reachable — fall through to bundle-relative lookup\n }\n\n // Strategy 2: files copied directly alongside the bundle (current dist layout).\n // vite-plugin-static-copy places ConfiguratorKernel.wasm / RoomleCore.wasm\n // etc. in dist/lib/ next to the JS chunks. import.meta.url of any chunk in\n // that directory has bundleDir = dist/lib/, so the files are found directly.\n const bundleDir = toPath(import.meta.url).replace(/\\/[^/]+$/, '');\n return {\n loader: `${bundleDir}/${entry.loader}`,\n wasm: `${bundleDir}/${entry.wasm}`,\n };\n};\n\nexport {\n CONFIGURATOR_WASM_MODERN_FILE_NAME,\n CONFIGURATOR_LOADER_MODERN_FILE_NAME,\n PLANNER_WASM_MODERN_FILE_NAME,\n PLANNER_LOADER_MODERN_FILE_NAME,\n TOOLS_CORE_WASM_MODERN_FILE_NAME,\n TOOLS_CORE_LOADER_MODERN_FILE_NAME,\n};\n","import Benchmark from './utils/benchmark';\nimport inject from './di/inject';\nimport type SinglePromiseFactory from './utils/single-promise-factory';\nimport { PROMISE_CATEGORY } from './utils/single-promise-factory';\nimport type { Context } from './di/context';\nimport { getWasmPath } from './static-files/roomle-core';\n\nlet _scriptCache: { [key: string]: boolean } = {};\nlet _idCache: { [key: string]: boolean } = {};\n\nfunction attachScript(\n url: string,\n options: { id: string },\n resolve: (value?: any) => void,\n reject: (error?: any) => void,\n) {\n if (_scriptCache[url]) {\n return resolve();\n }\n if (options.id && _idCache[options.id]) {\n return reject(\n new Error('There is already a script with ID \"' + options.id + '\"'),\n );\n }\n\n const mark = Benchmark.start('load_' + options.id.replace(/-/g, '_'));\n const element = document.createElement('script');\n element.async = false;\n element.src = url;\n element.id = options.id;\n element.onload = () => {\n _scriptCache[url] = true;\n _idCache[options.id] = true;\n Benchmark.end(mark);\n Object.defineProperty(resolve, 'name', { value: 'resolve-' + options.id });\n resolve();\n };\n element.onerror = (error) => {\n reject(error);\n };\n document.body.appendChild(element);\n}\n\nexport interface ScriptData {\n name: string;\n id: string;\n}\n\nexport default class ScriptLoader implements Context {\n public _creator_: string;\n\n @inject\n private _singlePromiseFactory: SinglePromiseFactory;\n\n constructor(creator: string) {\n this._creator_ = creator;\n }\n\n public fetch(url: string, options: { id: string }) {\n return this._singlePromiseFactory.create(\n PROMISE_CATEGORY.FETCH_SCRIPT,\n url,\n (resolve, reject) => {\n attachScript(url, options, resolve, reject);\n },\n );\n }\n\n public loadScripts(scripts: ScriptData[]) {\n const promises: any = [];\n scripts.forEach((script: any) => {\n let scriptLoadPromise = this.fetch(script.name, { id: script.id });\n promises.push(scriptLoadPromise);\n });\n return Promise.all(promises);\n }\n\n public resolveKernelPaths(type: 'configurator' | 'planner' | 'tools'): {\n wasm: string;\n loader: string;\n } {\n return getWasmPath(type);\n }\n\n public cleanUp() {\n for (let key in _idCache) {\n /* istanbul ignore else */\n if (_idCache.hasOwnProperty(key)) {\n const script = document.getElementById(key);\n if (script) {\n script.parentElement?.removeChild(script);\n }\n }\n }\n _scriptCache = {};\n _idCache = {};\n 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{"version":3,"file":"script-loader-BAWHLt9q.mjs","names":[],"sources":["../../../../node_modules/roomle-core-hsc/wasm_modern/ConfiguratorKernel.wasm?no-inline?url","../../../../node_modules/roomle-core-hsc/wasm_modern/ConfiguratorKernel.js?no-inline?url","../../../../node_modules/roomle-core-hsc/wasm_modern/RoomleCore.wasm?no-inline?url","../../../../node_modules/roomle-core-hsc/wasm_modern/RoomleCore.js?no-inline?url","../../../../node_modules/roomle-core-hsc/wasm_modern/RoomleToolsCore.wasm?no-inline?url","../../../../node_modules/roomle-core-hsc/wasm_modern/RoomleToolsCore.js?no-inline?url","../../packages/common-core/src/static-files/roomle-core.ts","../../packages/common-core/src/script-loader.ts"],"sourcesContent":["export default \"__VITE_ASSET__6MQCagmCrZzS5dHPKhXWKQ__\"","export default \"__VITE_ASSET__$oUiuAXR7gZMKRQU56HW2w__\"","export default \"__VITE_ASSET__pADEGV0e5Qot5ZhzD_GrLg__\"","export default \"__VITE_ASSET__6kssa3xCT2YlMpIbbRNP$Q__\"","export default \"__VITE_ASSET__U2YZxvNlcnuoWcGKwa9Wsw__\"","export default \"__VITE_ASSET__DUq8YoikZLXEejpNZ1KQvg__\"","// @ts-ignore -- Uses vite to reference files as URLs.\nimport CONFIGURATOR_WASM_MODERN_FILE_NAME from 'roomle-core-hsc/wasm_modern/ConfiguratorKernel.wasm?no-inline?url';\n// @ts-ignore -- Uses vite to reference files as URLs.\nimport CONFIGURATOR_LOADER_MODERN_FILE_NAME from 'roomle-core-hsc/wasm_modern/ConfiguratorKernel.js?no-inline?url';\n// @ts-ignore -- Uses vite to reference files as URLs.\nimport PLANNER_WASM_MODERN_FILE_NAME from 'roomle-core-hsc/wasm_modern/RoomleCore.wasm?no-inline?url';\n// @ts-ignore -- Uses vite to reference files as URLs.\nimport PLANNER_LOADER_MODERN_FILE_NAME from 'roomle-core-hsc/wasm_modern/RoomleCore.js?no-inline?url';\n// @ts-ignore -- Uses vite to reference files as URLs.\nimport TOOLS_CORE_WASM_MODERN_FILE_NAME from 'roomle-core-hsc/wasm_modern/RoomleToolsCore.wasm?no-inline?url';\n// @ts-ignore -- Uses vite to reference files as URLs.\nimport TOOLS_CORE_LOADER_MODERN_FILE_NAME from 'roomle-core-hsc/wasm_modern/RoomleToolsCore.js?no-inline?url';\n\nconst WASM_FILES: Record<string, { loader: string; wasm: string }> = {\n configurator: {\n loader: 'ConfiguratorKernel.js',\n wasm: 'ConfiguratorKernel.wasm',\n },\n planner: { loader: 'RoomleCore.js', wasm: 'RoomleCore.wasm' },\n tools: { loader: 'RoomleToolsCore.js', wasm: 'RoomleToolsCore.wasm' },\n};\n\n// The wasm paths returned by this function are specific to browsers (not headless):\nexport const getWasmPath = (type: 'configurator' | 'planner' | 'tools') => {\n if (type === 'planner') {\n return {\n wasm: PLANNER_WASM_MODERN_FILE_NAME,\n loader: PLANNER_LOADER_MODERN_FILE_NAME,\n };\n }\n if (type === 'tools') {\n return {\n wasm: TOOLS_CORE_WASM_MODERN_FILE_NAME,\n loader: TOOLS_CORE_LOADER_MODERN_FILE_NAME,\n };\n }\n return {\n wasm: CONFIGURATOR_WASM_MODERN_FILE_NAME,\n loader: CONFIGURATOR_LOADER_MODERN_FILE_NAME,\n };\n};\n\n// Resolve WASM module paths for headless (Node.js/Bun) mode.\n// Strategies (tried in order):\n// 1. import.meta.resolve('roomle-core-hsc/...') — works when running from\n// source in the monorepo where roomle-core-hsc is in node_modules, and\n// the module resolver can walk up to it from the current file's location.\n// 2. Files directly in the same directory as this bundle — works when the SDK\n// is consumed as a built package (dist/lib/), where vite-plugin-static-copy\n// places ConfiguratorKernel.wasm etc. alongside the bundle chunks.\n// 3. Legacy static/ subdirectory — kept as a final fallback for older dist\n// layouts where vite-plugin-static-copy targeted dist/lib/static/.\nexport const getHeadlessWasmPath = (\n type: 'configurator' | 'planner' | 'tools',\n): { loader: string; wasm: string } => {\n const entry = WASM_FILES[type];\n const moduleSpecifiers = {\n loader: `roomle-core-hsc/wasm_modern/${entry.loader}`,\n wasm: `roomle-core-hsc/wasm_modern/${entry.wasm}`,\n };\n\n const toPath = (url: string) =>\n url.startsWith('file://') ? url.slice(7) : url;\n\n // Strategy 1: resolve from node_modules (source / monorepo).\n // May fail when the consuming project's module resolver cannot reach\n // roomle-core-hsc (e.g. when web-sdk is installed via a file: reference\n // and symlink resolution stops before reaching the monorepo node_modules).\n try {\n return {\n loader: toPath(import.meta.resolve(moduleSpecifiers.loader)),\n wasm: toPath(import.meta.resolve(moduleSpecifiers.wasm)),\n };\n } catch {\n // roomle-core-hsc not reachable — fall through to bundle-relative lookup\n }\n\n // Strategy 2: files copied directly alongside the bundle (current dist layout).\n // vite-plugin-static-copy places ConfiguratorKernel.wasm / RoomleCore.wasm\n // etc. in dist/lib/ next to the JS chunks. import.meta.url of any chunk in\n // that directory has bundleDir = dist/lib/, so the files are found directly.\n const bundleDir = toPath(import.meta.url).replace(/\\/[^/]+$/, '');\n return {\n loader: `${bundleDir}/${entry.loader}`,\n wasm: `${bundleDir}/${entry.wasm}`,\n };\n};\n\nexport {\n CONFIGURATOR_WASM_MODERN_FILE_NAME,\n CONFIGURATOR_LOADER_MODERN_FILE_NAME,\n PLANNER_WASM_MODERN_FILE_NAME,\n PLANNER_LOADER_MODERN_FILE_NAME,\n TOOLS_CORE_WASM_MODERN_FILE_NAME,\n TOOLS_CORE_LOADER_MODERN_FILE_NAME,\n};\n","import Benchmark from './utils/benchmark';\nimport inject from './di/inject';\nimport type SinglePromiseFactory from './utils/single-promise-factory';\nimport { PROMISE_CATEGORY } from './utils/single-promise-factory';\nimport type { Context } from './di/context';\nimport { getWasmPath } from './static-files/roomle-core';\n\nlet _scriptCache: { [key: string]: boolean } = {};\nlet _idCache: { [key: string]: boolean } = {};\n\nfunction attachScript(\n url: string,\n options: { id: string },\n resolve: (value?: any) => void,\n reject: (error?: any) => void,\n) {\n if (_scriptCache[url]) {\n return resolve();\n }\n if (options.id && _idCache[options.id]) {\n return reject(\n new Error('There is already a script with ID \"' + options.id + '\"'),\n );\n }\n\n const mark = Benchmark.start('load_' + options.id.replace(/-/g, '_'));\n const element = document.createElement('script');\n element.async = false;\n element.src = url;\n element.id = options.id;\n element.onload = () => {\n _scriptCache[url] = true;\n _idCache[options.id] = true;\n Benchmark.end(mark);\n Object.defineProperty(resolve, 'name', { value: 'resolve-' + options.id });\n resolve();\n };\n element.onerror = (error) => {\n reject(error);\n };\n document.body.appendChild(element);\n}\n\nexport interface ScriptData {\n name: string;\n id: string;\n}\n\nexport default class ScriptLoader implements Context {\n public _creator_: string;\n\n @inject\n private _singlePromiseFactory: SinglePromiseFactory;\n\n constructor(creator: string) {\n this._creator_ = creator;\n }\n\n public fetch(url: string, options: { id: string }) {\n return this._singlePromiseFactory.create(\n PROMISE_CATEGORY.FETCH_SCRIPT,\n url,\n (resolve, reject) => {\n attachScript(url, options, resolve, reject);\n },\n );\n }\n\n public loadScripts(scripts: ScriptData[]) {\n const promises: any = [];\n scripts.forEach((script: any) => {\n let scriptLoadPromise = this.fetch(script.name, { id: script.id });\n promises.push(scriptLoadPromise);\n });\n return Promise.all(promises);\n }\n\n public resolveKernelPaths(type: 'configurator' | 'planner' | 'tools'): {\n wasm: string;\n loader: string;\n } {\n return getWasmPath(type);\n }\n\n public cleanUp() {\n for (let key in _idCache) {\n /* istanbul ignore else */\n if (_idCache.hasOwnProperty(key)) {\n const script = document.getElementById(key);\n if (script) {\n script.parentElement?.removeChild(script);\n }\n }\n }\n _scriptCache = {};\n _idCache = {};\n 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import { Ci as e, Di as t, En as n, Gn as r, Hr as i, Mr as a, On as o, Si as s, Ur as c, V as l, bn as u, f as d, in as f, mi as p, on as m, pi as h, qt as g, sn as _, w as v, wi as y } from "./three.core-CmmDf_BZ.mjs";
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vertexShader: "\n varying vec2 vUv;\n uniform mat3 uvTransform;\n\n void main() {\n vUv = (uvTransform * vec3(uv, 1.0)).xy;\n gl_Position = (projectionMatrix * modelViewMatrix * vec4(position, 1.0)).xyww;\n }",
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fragmentShader: "\n uniform sampler2D tDiffuse;\n uniform mat4 colorTransform;\n uniform vec4 colorBase;\n uniform float multiplyChannels;\n varying vec2 vUv;\n\n void main() {\n vec4 color = texture2D(tDiffuse, vUv);\n #if PREMULTIPLIED_ALPHA == 1\n if (color.a > 0.0) color.rgb /= color.a;\n #endif\n color = colorTransform * color + colorBase;\n color.rgb = mix(color.rgb, vec3(color.r * color.g * color.b), multiplyChannels);\n #if LINEAR_TO_SRGB == 1\n color.rgb = mix(color.rgb * 12.92, 1.055 * pow(color.rgb, vec3(0.41666)) - 0.055, step(0.0031308, color.rgb));\n #endif\n gl_FragColor = color;\n }"
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}, C = new _(), w = new _().set(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0), T = new _().set(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0), E = new _().set(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1);
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new _().set(0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1), new _().set(0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 1);
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var D = new _().set(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1), O = new y(0, 0, 0, 0), k = new y(0, 0, 0, 1), A = new m(), ee = new m().set(1, 0, 0, 0, -1, 1, 0, 0, 1), j = {
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@@ -43,22 +44,22 @@ var k = new y().set(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1), A = new e(0
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update(e) {
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return e?.texture !== void 0 && (this.uniforms.tDiffuse.value = e?.texture), e?.colorTransform !== void 0 && (this.uniforms.colorTransform.value = e?.colorTransform), e?.colorBase !== void 0 && (this.uniforms.colorBase.value = e?.colorBase), e?.multiplyChannels !== void 0 && (this.uniforms.multiplyChannels.value = e?.multiplyChannels), e?.uvTransform !== void 0 && (this.uniforms.uvTransform.value = e?.uvTransform), e?.blending !== void 0 && (this.blending = e?.blending), e?.blendSrc !== void 0 && (this.blendSrc = e?.blendSrc), e?.blendDst !== void 0 && (this.blendDst = e?.blendDst), e?.blendEquation !== void 0 && (this.blendEquation = e?.blendEquation), e?.blendSrcAlpha !== void 0 && (this.blendSrcAlpha = e?.blendSrcAlpha), e?.blendDstAlpha !== void 0 && (this.blendDstAlpha = e?.blendDstAlpha), e?.blendEquationAlpha !== void 0 && (this.blendEquationAlpha = e?.blendEquationAlpha), this;
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}
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},
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}, N = {
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uniforms: {
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tDiffuse: { value: null },
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rangeMin: { value: new
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rangeMax: { value: new
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rangeMin: { value: new s(1 / 512, 1 / 512) },
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rangeMax: { value: new s(1 / 512, 1 / 512) }
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},
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vertexShader: "\n varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n }",
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fragmentShader: "\n uniform sampler2D tDiffuse;\n uniform vec2 rangeMin;\n uniform vec2 rangeMax;\n varying vec2 vUv;\n\n void main() {\n vec4 baseColor = texture2D(tDiffuse, vUv);\n vec2 blur = mix(rangeMax, rangeMin, baseColor.a);\n vec4 sum = vec4( 0.0 );\n sum += texture2D(tDiffuse, vUv - 1.0 * blur) * 0.051;\n sum += texture2D(tDiffuse, vUv - 0.75 * blur) * 0.0918;\n sum += texture2D(tDiffuse, vUv - 0.5 * blur) * 0.12245;\n sum += texture2D(tDiffuse, vUv - 0.25 * blur) * 0.1531;\n sum += baseColor * 0.1633;\n sum += texture2D(tDiffuse, vUv + 0.25 * blur) * 0.1531;\n sum += texture2D(tDiffuse, vUv + 0.5 * blur) * 0.12245;\n sum += texture2D(tDiffuse, vUv + 0.75 * blur) * 0.0918;\n sum += texture2D(tDiffuse, vUv + 1.0 * blur) * 0.051;\n gl_FragColor = sum;\n }"
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};
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new
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var
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new s(.1, .9), new s(.1, .9);
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var P = "varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n }", F = "uniform sampler2D tDepth;\n uniform vec4 depthFilter;\n uniform float cameraNear;\n uniform float cameraFar;\n varying vec2 vUv;\n\n #include <packing>\n\n float getLinearDepth(const in vec2 screenPosition) {\n float fragCoordZ = dot(texture2D(tDepth, screenPosition), depthFilter);\n #if PERSPECTIVE_CAMERA == 1\n float viewZ = perspectiveDepthToViewZ(fragCoordZ, cameraNear, cameraFar);\n return viewZToOrthographicDepth(viewZ, cameraNear, cameraFar);\n #else\n return fragCoordZ;\n #endif\n }\n\n void main() {\n float depth = getLinearDepth(vUv);\n gl_FragColor = vec4(vec3(1.0 - depth), 1.0);\n }", te = class e extends c {
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static {
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this._linearDepthShader = {
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uniforms: {
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tDepth: { value: null },
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depthFilter: { value: new
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depthFilter: { value: new y(1, 0, 0, 0) },
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cameraNear: { value: .1 },
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cameraFar: { value: 1 }
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},
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@@ -66,18 +67,18 @@ var ee = "varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position
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PERSPECTIVE_CAMERA: 1,
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ALPHA_DEPTH: 0
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},
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vertexShader:
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fragmentShader:
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vertexShader: P,
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fragmentShader: F
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};
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}
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constructor(
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constructor(t) {
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super({
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defines: Object.assign({},
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uniforms:
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vertexShader:
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fragmentShader:
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defines: Object.assign({}, e._linearDepthShader.defines),
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uniforms: h.clone(e._linearDepthShader.uniforms),
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vertexShader: e._linearDepthShader.vertexShader,
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fragmentShader: e._linearDepthShader.fragmentShader,
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blending: 0
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}), this.update(
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}), this.update(t);
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}
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update(e) {
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if (e?.depthTexture !== void 0 && (this.uniforms.tDepth.value = e?.depthTexture), e?.camera !== void 0) {
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@@ -86,53 +87,7 @@ var ee = "varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position
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}
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return e?.depthFilter !== void 0 && (this.uniforms.depthFilter.value = e?.depthFilter), this;
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}
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},
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constructor() {
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this.isPass = !0, this.enabled = !0, this.needsSwap = !0, this.clear = !1, this.renderToScreen = !1;
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}
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setSize() {}
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render() {
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console.error("THREE.Pass: .render() must be implemented in derived pass.");
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}
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dispose() {}
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}, L = new n(-1, 1, 1, -1, 0, 1), R = new class extends m {
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constructor() {
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super(), this.setAttribute("position", new b([
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-1,
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3,
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0,
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-1,
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-1,
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0,
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3,
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-1,
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0
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], 3)), this.setAttribute("uv", new b([
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0,
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2,
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0,
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0,
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2,
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0
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], 2));
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}
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}(), z = class {
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constructor(e) {
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this._mesh = new d(R, e);
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}
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dispose() {
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this._mesh.geometry.dispose();
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}
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render(e) {
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e.render(this._mesh, L);
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}
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get material() {
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return this._mesh.material;
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}
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set material(e) {
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this._mesh.material = e;
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}
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}, B = class {
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+
}, I = class {
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constructor(e = Math) {
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this.grad3 = [
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[
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@@ -792,26 +747,26 @@ var ee = "varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position
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792
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noise3d(e, t, n) {
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let r, i, a, o, s = (e + t + n) * (1 / 3), c = Math.floor(e + s), l = Math.floor(t + s), u = Math.floor(n + s), d = 1 / 6, f = (c + l + u) * d, p = c - f, m = l - f, h = u - f, g = e - p, _ = t - m, v = n - h, y, b, x, S, C, w;
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794
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g >= _ ? _ >= v ? (y = 1, b = 0, x = 0, S = 1, C = 1, w = 0) : g >= v ? (y = 1, b = 0, x = 0, S = 1, C = 0, w = 1) : (y = 0, b = 0, x = 1, S = 1, C = 0, w = 1) : _ < v ? (y = 0, b = 0, x = 1, S = 0, C = 1, w = 1) : g < v ? (y = 0, b = 1, x = 0, S = 0, C = 1, w = 1) : (y = 0, b = 1, x = 0, S = 1, C = 1, w = 0);
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795
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let T = g - y + d, E = _ - b + d, D = v - x + d, O = g - S + 2 * d, k = _ - C + 2 * d, A = v - w + 2 * d,
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796
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-
L < 0 ? r = 0 : (L *= L, r = L * L * this._dot3(this.grad3[
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750
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+
let T = g - y + d, E = _ - b + d, D = v - x + d, O = g - S + 2 * d, k = _ - C + 2 * d, A = v - w + 2 * d, ee = g - 1 + 3 * d, j = _ - 1 + 3 * d, M = v - 1 + 3 * d, N = c & 255, P = l & 255, F = u & 255, te = this.perm[N + this.perm[P + this.perm[F]]] % 12, I = this.perm[N + y + this.perm[P + b + this.perm[F + x]]] % 12, ne = this.perm[N + S + this.perm[P + C + this.perm[F + w]]] % 12, re = this.perm[N + 1 + this.perm[P + 1 + this.perm[F + 1]]] % 12, L = .6 - g * g - _ * _ - v * v;
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751
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+
L < 0 ? r = 0 : (L *= L, r = L * L * this._dot3(this.grad3[te], g, _, v));
|
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797
752
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let R = .6 - T * T - E * E - D * D;
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798
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-
R < 0 ? i = 0 : (R *= R, i = R * R * this._dot3(this.grad3[
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753
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+
R < 0 ? i = 0 : (R *= R, i = R * R * this._dot3(this.grad3[I], T, E, D));
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799
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let z = .6 - O * O - k * k - A * A;
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800
755
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z < 0 ? a = 0 : (z *= z, a = z * z * this._dot3(this.grad3[ne], O, k, A));
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801
|
-
let B = .6 -
|
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802
|
-
return B < 0 ? o = 0 : (B *= B, o = B * B * this._dot3(this.grad3[re], j, M
|
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756
|
+
let B = .6 - ee * ee - j * j - M * M;
|
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757
|
+
return B < 0 ? o = 0 : (B *= B, o = B * B * this._dot3(this.grad3[re], ee, j, M)), 32 * (r + i + a + o);
|
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803
758
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}
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804
759
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noise4d(e, t, n, r) {
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805
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-
let i = this.grad4, a = this.simplex, o = this.perm, s = (Math.sqrt(5) - 1) / 4, c = (5 - Math.sqrt(5)) / 20, l, u, d, f, p, m = (e + t + n + r) * s, h = Math.floor(e + m), g = Math.floor(t + m), _ = Math.floor(n + m), v = Math.floor(r + m), y = (h + g + _ + v) * c, b = h - y, x = g - y, S = _ - y, C = v - y, w = e - b, T = t - x, E = n - S, D = r - C, O = w > T ? 32 : 0, k = w > E ? 16 : 0, A = T > E ? 8 : 0,
|
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806
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-
|
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807
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-
let ye = .6 -
|
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808
|
-
ye < 0 ? u = 0 : (ye *= ye, u = ye * ye * this._dot4(i[
|
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809
|
-
let be = .6 -
|
|
810
|
-
be < 0 ? d = 0 : (be *= be, d = be * be * this._dot4(i[
|
|
811
|
-
let xe = .6 -
|
|
812
|
-
xe < 0 ? f = 0 : (xe *= xe, f = xe * xe * this._dot4(i[
|
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813
|
-
let Se = .6 -
|
|
814
|
-
return Se < 0 ? p = 0 : (Se *= Se, p = Se * Se * this._dot4(i[
|
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760
|
+
let i = this.grad4, a = this.simplex, o = this.perm, s = (Math.sqrt(5) - 1) / 4, c = (5 - Math.sqrt(5)) / 20, l, u, d, f, p, m = (e + t + n + r) * s, h = Math.floor(e + m), g = Math.floor(t + m), _ = Math.floor(n + m), v = Math.floor(r + m), y = (h + g + _ + v) * c, b = h - y, x = g - y, S = _ - y, C = v - y, w = e - b, T = t - x, E = n - S, D = r - C, O = w > T ? 32 : 0, k = w > E ? 16 : 0, A = T > E ? 8 : 0, ee = w > D ? 4 : 0, j = T > D ? 2 : 0, M = E > D ? 1 : 0, N = O + k + A + ee + j + M, P = a[N][0] >= 3 ? 1 : 0, F = a[N][1] >= 3 ? 1 : 0, te = a[N][2] >= 3 ? 1 : 0, I = a[N][3] >= 3 ? 1 : 0, ne = a[N][0] >= 2 ? 1 : 0, re = a[N][1] >= 2 ? 1 : 0, L = a[N][2] >= 2 ? 1 : 0, R = a[N][3] >= 2 ? 1 : 0, z = a[N][0] >= 1 ? 1 : 0, B = a[N][1] >= 1 ? 1 : 0, V = a[N][2] >= 1 ? 1 : 0, ie = a[N][3] >= 1 ? 1 : 0, H = w - P + c, U = T - F + c, W = E - te + c, G = D - I + c, ae = w - ne + 2 * c, K = T - re + 2 * c, q = E - L + 2 * c, oe = D - R + 2 * c, J = w - z + 3 * c, se = T - B + 3 * c, ce = E - V + 3 * c, le = D - ie + 3 * c, ue = w - 1 + 4 * c, Y = T - 1 + 4 * c, de = E - 1 + 4 * c, fe = D - 1 + 4 * c, X = h & 255, Z = g & 255, Q = _ & 255, $ = v & 255, pe = o[X + o[Z + o[Q + o[$]]]] % 32, me = o[X + P + o[Z + F + o[Q + te + o[$ + I]]]] % 32, he = o[X + ne + o[Z + re + o[Q + L + o[$ + R]]]] % 32, ge = o[X + z + o[Z + B + o[Q + V + o[$ + ie]]]] % 32, _e = o[X + 1 + o[Z + 1 + o[Q + 1 + o[$ + 1]]]] % 32, ve = .6 - w * w - T * T - E * E - D * D;
|
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761
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+
ve < 0 ? l = 0 : (ve *= ve, l = ve * ve * this._dot4(i[pe], w, T, E, D));
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762
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+
let ye = .6 - H * H - U * U - W * W - G * G;
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763
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+
ye < 0 ? u = 0 : (ye *= ye, u = ye * ye * this._dot4(i[me], H, U, W, G));
|
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764
|
+
let be = .6 - ae * ae - K * K - q * q - oe * oe;
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765
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+
be < 0 ? d = 0 : (be *= be, d = be * be * this._dot4(i[he], ae, K, q, oe));
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766
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+
let xe = .6 - J * J - se * se - ce * ce - le * le;
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767
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+
xe < 0 ? f = 0 : (xe *= xe, f = xe * xe * this._dot4(i[ge], J, se, ce, le));
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768
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+
let Se = .6 - ue * ue - Y * Y - de * de - fe * fe;
|
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769
|
+
return Se < 0 ? p = 0 : (Se *= Se, p = Se * Se * this._dot4(i[_e], ue, Y, de, fe)), 27 * (l + u + d + f + p);
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815
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}
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816
771
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_dot(e, t, n) {
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817
772
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return e[0] * t + e[1] * n;
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@@ -822,35 +777,35 @@ var ee = "varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position
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822
777
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_dot4(e, t, n, r, i) {
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823
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return e[0] * t + e[1] * n + e[2] * r + e[3] * i;
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824
779
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}
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825
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-
},
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780
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+
}, ne = (e, t) => {
|
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826
781
|
e.left = t.min.x, e.right = t.max.x, e.bottom = t.min.y, e.top = t.max.y, e.near = Math.min(-t.min.z, -t.max.z), e.far = Math.max(-t.min.z, -t.max.z), e.updateProjectionMatrix();
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827
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-
},
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+
}, re = (e, t) => {
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let n = Math.min(-t.min.z, -t.max.z), r = Math.max(-t.min.z, -t.max.z);
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829
784
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if (n < .001) return;
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let i = Math.max(Math.abs(t.min.x), Math.abs(t.max.x)), a = Math.max(Math.abs(t.min.y), Math.abs(t.max.y));
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831
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e.aspect = i / a, e.fov =
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-
},
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+
e.aspect = i / a, e.fov = f.radToDeg(Math.atan2(a, n) * 2), e.near = n, e.far = r, e.updateProjectionMatrix();
|
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+
}, L = class {
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833
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constructor() {
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834
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-
this.bounds = new
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|
789
|
+
this.bounds = new d(new e(-1, -1, -1), new e(1, 1, 1)), this.size = new e(2, 2, 2), this.center = new e(0, 0, 0), this.maxSceneDistanceFromCenter = Math.sqrt(3), this.maxSceneDistanceFrom0 = Math.sqrt(3);
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835
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}
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836
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updateFromBox(
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837
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this.bounds !==
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791
|
+
updateFromBox(t) {
|
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792
|
+
this.bounds !== t && this.bounds.copy(t), this.bounds.getSize(this.size), this.bounds.getCenter(this.center), this.maxSceneDistanceFromCenter = this.size.length() / 2, this.maxSceneDistanceFrom0 = new e(Math.max(Math.abs(this.bounds.min.x), Math.abs(this.bounds.max.x)), Math.max(Math.abs(this.bounds.min.y), Math.abs(this.bounds.max.y)), Math.max(Math.abs(this.bounds.min.z), Math.abs(this.bounds.max.z))).length();
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838
793
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}
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839
794
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updateCameraViewVolumeFromBounds(e) {
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840
795
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e.updateMatrixWorld();
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841
796
|
let t = this.bounds.clone().applyMatrix4(e.matrixWorldInverse);
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842
|
-
e instanceof n ?
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797
|
+
e instanceof n ? ne(e, t) : e instanceof o && re(e, t);
|
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843
798
|
}
|
|
844
799
|
getNearAndFarForPerspectiveCamera(e, t = 1) {
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845
800
|
let n = e.clone().sub(this.center).length();
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846
801
|
return [Math.max(.01, n - this.maxSceneDistanceFromCenter - .01), n + this.maxSceneDistanceFromCenter * t + .01];
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847
802
|
}
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848
|
-
},
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803
|
+
}, R = class {
|
|
849
804
|
changed(e) {
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850
805
|
let t = !this._lastCameraProjection?.equals(e.projectionMatrix) || !this._lastCameraWorld?.equals(e.matrixWorld);
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851
806
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return this._lastCameraProjection = e.projectionMatrix?.clone(), this._lastCameraWorld = e.matrixWorld?.clone(), t;
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}
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-
},
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+
}, z = (e) => {
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let t = Math.floor(e) % 2 == 0 ? Math.floor(e) + 1 : Math.floor(e), n = t * t, r = Array(n).fill(0), i = Math.floor(t / 2), a = t - 1;
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for (let e = 1; e <= n;) {
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if (i === -1 && a === t ? (a = t - 2, i = 0) : (a === t && (a = 0), i < 0 && (i = t - 1)), r[i * t + a] !== 0) {
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@@ -860,17 +815,17 @@ var ee = "varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position
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a++, i--;
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}
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return r;
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-
},
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let
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for (let
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-
let a = r
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-
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818
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+
}, B = (t) => {
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+
let n = new I(), r = Math.floor(t) % 2 == 0 ? Math.floor(t) + 1 : Math.floor(t), i = z(r), o = i.length, s = new Uint8Array(o * 4);
|
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+
for (let r = 0; r < o; ++r) {
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let a = i[r], c = 2 * Math.PI * a / o, l = new e(Math.cos(c), Math.sin(c), 0).normalize();
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822
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s[r * 4] = (l.x * .5 + .5) * 255, s[r * 4 + 1] = (l.y * .5 + .5) * 255, s[r * 4 + 2] = 127, s[r * 4 + 3] = (n.noise(r / t, r % t) * .5 + .5) * 255;
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}
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let c = new l(
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let c = new l(s, r, r);
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return c.wrapS = a, c.wrapT = a, c.needsUpdate = !0, c;
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}, V = class {
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constructor() {
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873
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this._originalClearColor = new
|
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+
this._originalClearColor = new v(), this._originalClearAlpha = 0, this._originalAutoClear = !1, this._originalRenderTarget = null, this._screenSpaceQuad = new b(void 0), this._emptyScene = new i(), this._defaultCamera = new o();
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829
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}
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renderWithOverrideMaterial(e, t, n, r, i, a, o) {
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this._backup(e), this._prepareRenderer(e, i, a, o);
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@@ -895,9 +850,9 @@ var ee = "varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position
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_restore(e) {
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e.setClearColor(this._originalClearColor), e.setClearAlpha(this._originalClearAlpha), e.setRenderTarget(this._originalRenderTarget), e.autoClear = this._originalAutoClear;
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852
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}
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-
},
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853
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+
}, ie = class {
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899
854
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constructor(e, t) {
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900
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this._passRenderer = t?.passRenderer ?? new V(), this._blurMaterial = new c(e ??
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855
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+
this._passRenderer = t?.passRenderer ?? new V(), this._blurMaterial = new c(e ?? N), this._blurMaterial.depthTest = !1;
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856
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}
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dispose() {
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this._blurMaterial.dispose();
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@@ -919,19 +874,19 @@ var ee = "varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position
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HBAO: 3,
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GTAO: 4
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}, G = (e, t) => {
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let n =
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let n = ae(e, t), r = "vec4[SAMPLES](";
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for (let t = 0; t < e; t++) {
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let i = n[t];
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r += `vec4(${i.x}, ${i.y}, ${i.z}, ${i.w})${t < e - 1 ? "," : ")"}`;
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}
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return r;
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},
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let
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for (let
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let
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+
}, ae = (e, t) => {
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let n = [];
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+
for (let r = 0; r < e; r++) {
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+
let i = r * Math.PI * (3 - Math.sqrt(5)), a = .01 + r / (e - 1) * .99, o = t ? Math.sqrt(1 - a * a) : 1 - a, s = Math.cos(i) * o, c = Math.sin(i) * o, l = Math.floor(e / 4), u = 1 - (Math.floor(r / 4) + r % 4 * l) / e;
|
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887
|
+
u = .1 + .9 * u, n.push(new y(s, c, a, u));
|
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}
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return
|
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+
return n;
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}, K = {
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name: "AOShader",
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defines: {
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@@ -952,20 +907,20 @@ var ee = "varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position
|
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tNormal: { value: null },
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tDepth: { value: null },
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tNoise: { value: null },
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resolution: { value: new
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resolution: { value: new s() },
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cameraNear: { value: null },
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cameraFar: { value: null },
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cameraProjectionMatrix: { value: new
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cameraProjectionMatrixInverse: { value: new
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cameraWorldMatrix: { value: new
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+
cameraProjectionMatrix: { value: new _() },
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cameraProjectionMatrixInverse: { value: new _() },
|
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|
+
cameraWorldMatrix: { value: new _() },
|
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radius: { value: 1 },
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distanceExponent: { value: 1 },
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thickness: { value: 1 },
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distanceFallOff: { value: 1 },
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bias: { value: .001 },
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scale: { value: 1 },
|
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|
-
sceneBoxMin: { value: new
|
|
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|
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sceneBoxMax: { value: new
|
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922
|
+
sceneBoxMin: { value: new e(-1, -1, -1) },
|
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|
+
sceneBoxMax: { value: new e(1, 1, 1) }
|
|
969
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|
},
|
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925
|
vertexShader: "\n\n varying vec2 vUv;\n\n void main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n }",
|
|
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fragmentShader: "\n\n varying vec2 vUv;\n uniform highp sampler2D tNormal;\n uniform highp sampler2D tDepth;\n uniform sampler2D tNoise;\n uniform vec2 resolution;\n uniform float cameraNear;\n uniform float cameraFar;\n uniform mat4 cameraProjectionMatrix;\n uniform mat4 cameraProjectionMatrixInverse;\n uniform mat4 cameraWorldMatrix;\n uniform float radius;\n uniform float distanceExponent;\n uniform float thickness;\n uniform float distanceFallOff;\n uniform float bias;\n uniform float scale;\n #if SCENE_CLIP_BOX == 1\n uniform vec3 sceneBoxMin;\n uniform vec3 sceneBoxMax;\n #endif\n\n #include <common>\n #include <packing>\n\n #ifndef FRAGMENT_OUTPUT\n #define FRAGMENT_OUTPUT vec4(vec3(ao), 1.)\n #endif\n\n const vec4 sampleKernel[SAMPLES] = SAMPLE_VECTORS;\n\n vec3 getViewPosition(const in vec2 screenPosition, const in float depth) {\n vec4 clipSpacePosition = vec4(vec3(screenPosition, depth) * 2.0 - 1.0, 1.0);\n vec4 viewSpacePosition = cameraProjectionMatrixInverse * clipSpacePosition;\n return viewSpacePosition.xyz / viewSpacePosition.w;\n }\n\n float getDepth(const vec2 uv) {\n #if DEPTH_BUFFER_ANTIALIAS == 1\n vec2 size = vec2(textureSize(tDepth, 0));\n ivec2 p = ivec2(uv * size);\n float d0 = texelFetch(tDepth, p, 0).DEPTH_SWIZZLING;\n vec2 depth = vec2(d0, 1.0);\n float d1 = texelFetch(tDepth, p + ivec2(1, 0), 0).DEPTH_SWIZZLING;\n depth += vec2(d1, 1.0) * step(abs(d1 - d0), 0.1);\n float d2 = texelFetch(tDepth, p - ivec2(1, 0), 0).DEPTH_SWIZZLING;\n depth += vec2(d2, 1.0) * step(abs(d2 - d0), 0.1);\n float d3 = texelFetch(tDepth, p + ivec2(0, 1), 0).DEPTH_SWIZZLING;\n depth += vec2(d3, 1.0) * step(abs(d3 - d0), 0.1);\n float d4 = texelFetch(tDepth, p - ivec2(0, 1), 0).DEPTH_SWIZZLING;\n depth += vec2(d4, 1.0) * step(abs(d4 - d0), 0.1);\n return depth.x / depth.y;\n #else\n return textureLod(tDepth, uv.xy, 0.0).DEPTH_SWIZZLING;\n #endif\n }\n\n float fetchDepth(const ivec2 uv) {\n return texelFetch(tDepth, uv.xy, 0).DEPTH_SWIZZLING;\n }\n\n float getViewZ(const in float depth) {\n #if PERSPECTIVE_CAMERA == 1\n return perspectiveDepthToViewZ(depth, cameraNear, cameraFar);\n #else\n return orthographicDepthToViewZ(depth, cameraNear, cameraFar);\n #endif\n }\n\n vec3 computeNormalFromDepth(const vec2 uv) {\n vec2 size = vec2(textureSize(tDepth, 0));\n ivec2 p = ivec2(uv * size);\n float c0 = fetchDepth(p);\n float l2 = fetchDepth(p - ivec2(2, 0));\n float l1 = fetchDepth(p - ivec2(1, 0));\n float r1 = fetchDepth(p + ivec2(1, 0));\n float r2 = fetchDepth(p + ivec2(2, 0));\n float b2 = fetchDepth(p - ivec2(0, 2));\n float b1 = fetchDepth(p - ivec2(0, 1));\n float t1 = fetchDepth(p + ivec2(0, 1));\n float t2 = fetchDepth(p + ivec2(0, 2));\n float dl = abs((2.0 * l1 - l2) - c0);\n float dr = abs((2.0 * r1 - r2) - c0);\n float db = abs((2.0 * b1 - b2) - c0);\n float dt = abs((2.0 * t1 - t2) - c0);\n vec3 ce = getViewPosition(uv, c0).xyz;\n vec3 dpdx = (dl < dr) ? ce - getViewPosition((uv - vec2(1.0 / size.x, 0.0)), l1).xyz\n : -ce + getViewPosition((uv + vec2(1.0 / size.x, 0.0)), r1).xyz;\n vec3 dpdy = (db < dt) ? ce - getViewPosition((uv - vec2(0.0, 1.0 / size.y)), b1).xyz\n : -ce + getViewPosition((uv + vec2(0.0, 1.0 / size.y)), t1).xyz;\n return normalize(cross(dpdx, dpdy));\n }\n\n vec3 getViewNormal(const vec2 uv) {\n #if NORMAL_VECTOR_TYPE == 2\n return normalize(textureLod(tNormal, uv, 0.).rgb);\n #elif NORMAL_VECTOR_TYPE == 1\n return unpackRGBToNormal(textureLod(tNormal, uv, 0.).rgb);\n #else\n return computeNormalFromDepth(uv);\n #endif\n }\n\n vec3 getAntiAliasedViewNormal(const in vec2 screenPosition) {\n #if NORMAL_VECTOR_TYPE == 2\n #if NORMAL_VECTOR_ANTIALIAS == 1\n vec2 uv = screenPosition;\n vec2 size = vec2(textureSize(tNormal, 0));\n ivec2 p = ivec2(screenPosition * size);\n float c0 = texelFetch(tNormal, p, 0).a;\n float l2 = texelFetch(tNormal, p - ivec2(2, 0), 0).a;\n float l1 = texelFetch(tNormal, p - ivec2(1, 0), 0).a;\n float r1 = texelFetch(tNormal, p + ivec2(1, 0), 0).a;\n float r2 = texelFetch(tNormal, p + ivec2(2, 0), 0).a;\n float b2 = texelFetch(tNormal, p - ivec2(0, 2), 0).a;\n float b1 = texelFetch(tNormal, p - ivec2(0, 1), 0).a;\n float t1 = texelFetch(tNormal, p + ivec2(0, 1), 0).a;\n float t2 = texelFetch(tNormal, p + ivec2(0, 2), 0).a;\n float dl = abs((2.0 * l1 - l2) - c0);\n float dr = abs((2.0 * r1 - r2) - c0);\n float db = abs((2.0 * b1 - b2) - c0);\n float dt = abs((2.0 * t1 - t2) - c0);\n vec3 ce = getViewPosition(uv, c0).xyz;\n vec3 dpdx = (dl < dr) ? ce - getViewPosition((uv - vec2(1.0 / size.x, 0.0)), l1).xyz\n : -ce + getViewPosition((uv + vec2(1.0 / size.x, 0.0)), r1).xyz;\n vec3 dpdy = (db < dt) ? ce - getViewPosition((uv - vec2(0.0, 1.0 / size.y)), b1).xyz\n : -ce + getViewPosition((uv + vec2(0.0, 1.0 / size.y)), t1).xyz;\n return normalize(cross(dpdx, dpdy));\n #elif NORMAL_VECTOR_ANTIALIAS == 2\n vec2 size = vec2(textureSize(tNormal, 0));\n ivec2 p = ivec2(screenPosition * size);\n vec3 normalVector = texelFetch(tNormal, p, 0).xyz;\n normalVector += texelFetch(tNormal, p + ivec2(1, 0), 0).xyz;\n normalVector += texelFetch(tNormal, p - ivec2(1, 0), 0).xyz;\n normalVector += texelFetch(tNormal, p + ivec2(0, 1), 0).xyz;\n normalVector += texelFetch(tNormal, p - ivec2(0, 1), 0).xyz;\n return normalize(normalVector);\n #else\n return texture2D(tNormal, screenPosition).xyz;\n #endif\n #elif NORMAL_VECTOR_TYPE == 1\n return unpackRGBToNormal(textureLod(tNormal, screenPosition, 0.).rgb);\n #else\n return computeNormalFromDepth(screenPosition);\n #endif\n }\n\n vec3 getSceneUvAndDepth(vec3 sampleViewPos) {\n vec4 sampleClipPos = cameraProjectionMatrix * vec4(sampleViewPos, 1.);\n vec2 sampleUv = sampleClipPos.xy / sampleClipPos.w * 0.5 + 0.5;\n float sampleSceneDepth = getDepth(sampleUv);\n return vec3(sampleUv, sampleSceneDepth);\n }\n\n float sinusToPlane(vec3 pointOnPlane, vec3 planeNormal, vec3 point) {\n vec3 delta = point - pointOnPlane;\n float sinV = dot(planeNormal, normalize(delta));\n return sinV;\n }\n\n float getFallOff(float delta, float falloffDistance) {\n float fallOff = smoothstep(0., 1., 1. - distanceFallOff * abs(delta) / falloffDistance);\n return fallOff;\n }\n\n void main() {\n float depth = getDepth(vUv.xy);\n if (depth >= 1.0) {\n discard;\n return;\n }\n vec3 viewPos = getViewPosition(vUv, depth);\n vec3 viewNormal = getAntiAliasedViewNormal(vUv);\n\n float radiusToUse = radius;\n float distanceFalloffToUse = thickness;\n #if SCREEN_SPACE_RADIUS == 1\n float radiusScale = getViewPosition(vec2(0.5 + float(SCREEN_SPACE_RADIUS_SCALE) / resolution.x, 0.0), depth).x;\n radiusToUse *= radiusScale;\n distanceFalloffToUse *= radiusScale;\n #endif\n\n #if SCENE_CLIP_BOX == 1\n vec3 worldPos = (cameraWorldMatrix * vec4(viewPos, 1.0)).xyz;\n float boxDistance = length(max(vec3(0.0), max(sceneBoxMin - worldPos, worldPos - sceneBoxMax)));\n if (boxDistance > radiusToUse) {\n discard;\n return;\n }\n #endif\n\n vec2 noiseResolution = vec2(textureSize(tNoise, 0));\n vec2 noiseUv = vUv * resolution / noiseResolution;\n vec4 noiseTexel = textureLod(tNoise, noiseUv, 0.0);\n vec3 randomVec = noiseTexel.xyz * 2.0 - 1.0;\n\n #if NV_ALIGNED_SAMPLES == 1\n vec3 tangent = normalize(randomVec - viewNormal * dot(randomVec, viewNormal));\n vec3 bitangent = cross(viewNormal, tangent);\n mat3 kernelMatrix = mat3(tangent, bitangent, viewNormal);\n #else\n vec3 tangent = normalize(vec3(randomVec.xy, 0.));\n vec3 bitangent = vec3(-tangent.y, tangent.x, 0.);\n mat3 kernelMatrix = mat3(tangent, bitangent, vec3(0., 0., 1.));\n #endif\n\n #if AO_ALGORITHM == 4\n const int DIRECTIONS = SAMPLES < 30 ? 3 : 5;\n const int STEPS = (SAMPLES + DIRECTIONS - 1) / DIRECTIONS;\n #elif AO_ALGORITHM == 3\n const int DIRECTIONS = SAMPLES < 16 ? 3 : 5;\n const int STEPS = (SAMPLES + DIRECTIONS - 1) / DIRECTIONS;\n #else\n const int DIRECTIONS = SAMPLES;\n const int STEPS = 1;\n #endif\n\n float ao = 0.0, totalWeight = 0.0;\n for (int i = 0; i < DIRECTIONS; ++i) {\n\n #if AO_ALGORITHM == 4\n float angle = float(i) / float(DIRECTIONS) * PI;\n vec4 sampleDir = vec4(cos(angle), sin(angle), 0., 0.5 + 0.5 * noiseTexel.w);\n #elif AO_ALGORITHM == 3\n float angle = float(i) / float(DIRECTIONS) * 2. * PI;\n vec4 sampleDir = vec4(cos(angle), sin(angle), 0., 0.5 + 0.5 * noiseTexel.w);\n #else\n vec4 sampleDir = sampleKernel[i];\n #endif\n sampleDir.xyz = normalize(kernelMatrix * sampleDir.xyz);\n\n vec3 viewDir = normalize(-viewPos.xyz);\n vec3 sliceBitangent = normalize(cross(sampleDir.xyz, viewDir));\n vec3 sliceTangent = cross(sliceBitangent, viewDir);\n vec3 normalInSlice = normalize(viewNormal - sliceBitangent * dot(viewNormal, sliceBitangent));\n\n #if (AO_ALGORITHM == 3 || AO_ALGORITHM == 4)\n vec3 tangentToNormalInSlice = cross(normalInSlice, sliceBitangent);\n #if AO_ALGORITHM == 4\n vec2 cosHorizons = vec2(dot(viewDir, tangentToNormalInSlice), dot(viewDir, -tangentToNormalInSlice));\n #else\n vec2 cosHorizons = vec2(dot(viewDir, tangentToNormalInSlice));\n #endif\n for (int j = 0; j < STEPS; ++j) {\n vec3 sampleViewOffset = sampleDir.xyz * radiusToUse * sampleDir.w * pow(float(j + 1) / float(STEPS), distanceExponent);\n vec3 sampleViewPos = viewPos + sampleViewOffset;\n #else\n vec3 sampleViewPos = viewPos + sampleDir.xyz * radiusToUse * pow(sampleDir.w, distanceExponent);\n #endif\n\n vec3 sampleSceneUvDepth = getSceneUvAndDepth(sampleViewPos);\n vec3 sampleSceneViewPos = getViewPosition(sampleSceneUvDepth.xy, sampleSceneUvDepth.z);\n float sceneSampleDist = abs(sampleSceneViewPos.z);\n float sampleDist = abs(sampleViewPos.z);\n\n #if (AO_ALGORITHM == 3 || AO_ALGORITHM == 4)\n // HBAO || GTAO\n vec3 viewDelta = sampleSceneViewPos - viewPos;\n if (abs(viewDelta.z) < thickness) {\n vec2 clipRangeCheck = step(0., sampleSceneUvDepth.xy) * step(sampleSceneUvDepth.xy, vec2(1.));\n float sampleCosHorizon = dot(viewDir, normalize(viewDelta));\n cosHorizons.x += max(0., (sampleCosHorizon - cosHorizons.x) * mix(1., 2. / float(j + 2), distanceFallOff) * clipRangeCheck.x * clipRangeCheck.y);\n }\n #if AO_ALGORITHM == 4\n sampleSceneUvDepth = getSceneUvAndDepth(viewPos - sampleViewOffset);\n sampleSceneViewPos = getViewPosition(sampleSceneUvDepth.xy, sampleSceneUvDepth.z);\n viewDelta = sampleSceneViewPos - viewPos;\n if (abs(viewDelta.z) < thickness) {\n vec2 clipRangeCheck = step(0., sampleSceneUvDepth.xy) * step(sampleSceneUvDepth.xy, vec2(1.));\n float sampleCosHorizon = dot(viewDir, normalize(viewDelta));\n cosHorizons.y += max(0., (sampleCosHorizon - cosHorizons.y) * mix(1., 2. / float(j + 2), distanceFallOff) * clipRangeCheck.x * clipRangeCheck.y);\n }\n #endif\n #elif AO_ALGORITHM == 2\n // N8AO\n float weight = dot(viewNormal, sampleDir.xyz);\n float occlusion = weight * step(sceneSampleDist + bias, sampleDist);\n #elif AO_ALGORITHM == 1\n // SAO\n vec3 viewDelta = sampleSceneViewPos - viewPos;\n float minResolution = 0.; // ?\n float scaledViewDist = length( viewDelta ) / scale;\n float weight = 1.;\n float occlusion = max(0., (dot(viewNormal, viewDelta) - minResolution) / scaledViewDist - bias) / (1. + scaledViewDist * scaledViewDist );\n #else\n // SSAO\n float weight = 1.;\n float occlusion = step(sceneSampleDist + bias, sampleDist);\n #endif\n\n #if AO_ALGORITHM == 4\n }\n // GTAO\n vec2 sinHorizons = sqrt(1. - cosHorizons * cosHorizons);\n float nx = dot(normalInSlice, sliceTangent);\n float ny = dot(normalInSlice, viewDir);\n float nxb = 1. / 2. * (acos(cosHorizons.y) - acos(cosHorizons.x) + sinHorizons.x * cosHorizons.x - sinHorizons.y * cosHorizons.y);\n float nyb = 1. / 2. * (2. - cosHorizons.x * cosHorizons.x - cosHorizons.y * cosHorizons.y);\n float occlusion = nx * nxb + ny * nyb;\n ao += occlusion;\n }\n ao = clamp(ao / float(DIRECTIONS), 0., 1.);\n #elif AO_ALGORITHM == 3\n }\n totalWeight += 1.;\n ao += max(0., cosHorizons.x - max(0., cosHorizons.y));\n }\n ao /= totalWeight + 1. - step(0., totalWeight);\n ao = clamp(1. - ao, 0., 1.);\n #else\n\n float fallOff = getFallOff(sceneSampleDist - sampleDist, distanceFalloffToUse);\n occlusion *= fallOff;\n vec2 diff = (vUv - sampleSceneUvDepth.xy) * resolution;\n occlusion *= step(1., dot(diff, diff));\n vec2 clipRangeCheck = step(0., sampleSceneUvDepth.xy) * step(sampleSceneUvDepth.xy, vec2(1.));\n occlusion *= clipRangeCheck.x * clipRangeCheck.y;\n weight *= clipRangeCheck.x * clipRangeCheck.y;\n totalWeight += weight;\n ao += occlusion;\n }\n ao /= totalWeight + 1. - step(0., totalWeight);\n ao = clamp(1. - ao, 0., 1.);\n #endif\n\n #if SCENE_CLIP_BOX == 1\n ao = mix(ao, 1., smoothstep(0., radiusToUse, boxDistance));\n #endif\n #if AO_ALGORITHM != 1\n ao = pow(ao, scale);\n #endif\n gl_FragColor = FRAGMENT_OUTPUT;\n }"
|
|
@@ -980,21 +935,21 @@ var ee = "varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position
|
|
|
980
935
|
scale: 1,
|
|
981
936
|
bias: .01,
|
|
982
937
|
screenSpaceRadius: !1
|
|
983
|
-
},
|
|
938
|
+
}, oe = class {
|
|
984
939
|
get texture() {
|
|
985
940
|
return this._renderTarget ? this._renderTarget?.texture : null;
|
|
986
941
|
}
|
|
987
|
-
constructor(
|
|
988
|
-
this.needsUpdate = !0, this.parameters = { ...q }, this._width = 0, this._height = 0, this._samples = 0, this._gBufferAntiAliasing = !1, this._normalVectorSourceType = H.FLOAT_BUFFER_NORMAL, this._depthValueSourceType = U.NORMAL_VECTOR_ALPHA, this._modulateRedChannel = !1, this.depthTexture = null, this.normalTexture = null, this._noiseTexture = null, this._renderTarget = null, this._passRenderer = new V(), this._sceneClipBox = new
|
|
942
|
+
constructor(t, n, r, i, a) {
|
|
943
|
+
this.needsUpdate = !0, this.parameters = { ...q }, this._width = 0, this._height = 0, this._samples = 0, this._gBufferAntiAliasing = !1, this._normalVectorSourceType = H.FLOAT_BUFFER_NORMAL, this._depthValueSourceType = U.NORMAL_VECTOR_ALPHA, this._modulateRedChannel = !1, this.depthTexture = null, this.normalTexture = null, this._noiseTexture = null, this._renderTarget = null, this._passRenderer = new V(), this._sceneClipBox = new d(new e(-1, -1, -1), new e(1, 1, 1)), this._sceneScale = 1, this._width = t, this._height = n, this._samples = r, this._gBufferAntiAliasing = i, this._normalVectorSourceType = a?.normalVectorSourceType || H.FLOAT_BUFFER_NORMAL, this._depthValueSourceType = a?.depthValueSourceType || U.NORMAL_VECTOR_ALPHA, this._modulateRedChannel = a?.modulateRedChannel || !1, a?.aoParameters && (this.parameters = a.aoParameters), a && this.updateTextures(a);
|
|
989
944
|
}
|
|
990
945
|
_getNoiseTexture(e = 64) {
|
|
991
946
|
if (!this._noiseTexture) {
|
|
992
|
-
let t = new
|
|
947
|
+
let t = new I(), n = new Uint8Array(e * e * 4);
|
|
993
948
|
for (let r = 0; r < e; r++) for (let i = 0; i < e; i++) {
|
|
994
949
|
let a = r, o = i;
|
|
995
950
|
n[(r * e + i) * 4] = (t.noise(a, o) + 1) * 127.5, n[(r * e + i) * 4 + 1] = (t.noise(a + e, o) + 1) * 127.5, n[(r * e + i) * 4 + 2] = (t.noise(a, o + e) + 1) * 127.5, n[(r * e + i) * 4 + 3] = (t.noise(a + e, o + e) + 1) * 127.5;
|
|
996
951
|
}
|
|
997
|
-
this._noiseTexture = new l(n, e, e, r,
|
|
952
|
+
this._noiseTexture = new l(n, e, e, r, p), this._noiseTexture.wrapS = a, this._noiseTexture.wrapT = a, this._noiseTexture.needsUpdate = !0;
|
|
998
953
|
}
|
|
999
954
|
return this._noiseTexture;
|
|
1000
955
|
}
|
|
@@ -1005,13 +960,13 @@ var ee = "varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position
|
|
|
1005
960
|
_newAoMaterial() {
|
|
1006
961
|
let e = new c({
|
|
1007
962
|
defines: Object.assign({}, K.defines),
|
|
1008
|
-
uniforms:
|
|
963
|
+
uniforms: h.clone(K.uniforms),
|
|
1009
964
|
vertexShader: K.vertexShader,
|
|
1010
965
|
fragmentShader: K.fragmentShader,
|
|
1011
966
|
depthTest: !1,
|
|
1012
967
|
depthWrite: !1
|
|
1013
968
|
});
|
|
1014
|
-
return this._modulateRedChannel && (e.blending = 5, e.blendEquation = 103, e.blendEquationAlpha = null, e.blendSrc = 201, e.blendSrcAlpha = null, e.blendDst = 201, e.blendDstAlpha = null), e.defines.FRAGMENT_OUTPUT = this._modulateRedChannel ? "vec4(ao, 1., 1., 1.)" : void 0, e.uniforms.tNoise.value =
|
|
969
|
+
return this._modulateRedChannel && (e.blending = 5, e.blendEquation = 103, e.blendEquationAlpha = null, e.blendSrc = 201, e.blendSrcAlpha = null, e.blendDst = 201, e.blendDstAlpha = null), e.defines.FRAGMENT_OUTPUT = this._modulateRedChannel ? "vec4(ao, 1., 1., 1.)" : void 0, e.uniforms.tNoise.value = B(5), e;
|
|
1015
970
|
}
|
|
1016
971
|
_updateShader(e, t) {
|
|
1017
972
|
e.defines.PERSPECTIVE_CAMERA = t.isPerspectiveCamera ? 1 : 0, e.defines.SAMPLES = this.parameters.samples, e.defines.SAMPLE_VECTORS = G(this.parameters.samples, this.parameters.algorithm === W.SSAO), e.defines.NORMAL_VECTOR_TYPE = this._normalVectorSourceType === H.FLOAT_BUFFER_NORMAL ? 2 : 1, e.defines.DEPTH_SWIZZLING = this._depthValueSourceType === U.NORMAL_VECTOR_ALPHA ? "a" : "x", e.defines.AO_ALGORITHM = this.parameters.algorithm, e.defines.NV_ALIGNED_SAMPLES = this.parameters.algorithm === W.HBAO || this.parameters.algorithm === W.GTAO ? 0 : 1, e.defines.SCREEN_SPACE_RADIUS = this.parameters.screenSpaceRadius ? 1 : 0, e.defines.SCENE_CLIP_BOX = 1, e.defines.NORMAL_VECTOR_ANTIALIAS = this._gBufferAntiAliasing ? 2 : 0, e.defines.DEPTH_BUFFER_ANTIALIAS = this._gBufferAntiAliasing ? 1 : 0;
|
|
@@ -1025,8 +980,8 @@ var ee = "varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position
|
|
|
1025
980
|
_getRenderTargets() {
|
|
1026
981
|
return this._renderTarget ||= new t(this._width, this._height, {
|
|
1027
982
|
samples: this._samples,
|
|
1028
|
-
magFilter: this._samples > 1 ?
|
|
1029
|
-
minFilter: this._samples > 1 ?
|
|
983
|
+
magFilter: this._samples > 1 ? g : u,
|
|
984
|
+
minFilter: this._samples > 1 ? g : u
|
|
1030
985
|
}), this._renderTarget;
|
|
1031
986
|
}
|
|
1032
987
|
dispose() {
|
|
@@ -1036,7 +991,7 @@ var ee = "varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position
|
|
|
1036
991
|
this._width = e, this._height = t, this._renderTarget?.setSize(e, t), this.needsUpdate = !0;
|
|
1037
992
|
}
|
|
1038
993
|
updateBounds(e, t) {
|
|
1039
|
-
this._sceneClipBox = new
|
|
994
|
+
this._sceneClipBox = new d().copy(e), this._sceneScale = t ?? 1, this.needsUpdate = !0;
|
|
1040
995
|
}
|
|
1041
996
|
updateParameters(e) {
|
|
1042
997
|
for (let t in e) this.parameters.hasOwnProperty(t) && (this.parameters[t] = e[t], this.needsUpdate = !0);
|
|
@@ -1054,7 +1009,7 @@ var ee = "varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position
|
|
|
1054
1009
|
}, J = {
|
|
1055
1010
|
DEFAULT: "default",
|
|
1056
1011
|
BRIGHT: "bright"
|
|
1057
|
-
},
|
|
1012
|
+
}, se = {
|
|
1058
1013
|
shadowType: "PCFShadowMap",
|
|
1059
1014
|
shAndAoPassParameters: {
|
|
1060
1015
|
aoIntensity: .3,
|
|
@@ -1079,13 +1034,13 @@ var ee = "varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position
|
|
|
1079
1034
|
}
|
|
1080
1035
|
},
|
|
1081
1036
|
groundReflectionParameters: { brightness: .5 }
|
|
1082
|
-
},
|
|
1037
|
+
}, ce = (...e) => {
|
|
1083
1038
|
if (e.length === 0) return null;
|
|
1084
1039
|
if (e.length === 1) return e[0];
|
|
1085
1040
|
let t = e[0];
|
|
1086
|
-
for (let n = 1; n < e.length; n++) t =
|
|
1041
|
+
for (let n = 1; n < e.length; n++) t = x(t, e[n]);
|
|
1087
1042
|
return t;
|
|
1088
|
-
},
|
|
1043
|
+
}, le = (e) => e ? { groundReflectionParameters: { enabled: !1 } } : null, ue = (e) => !e || e === J.DEFAULT ? null : e === J.BRIGHT ? se : null, Y = (e) => Math.max(0, Math.min(1, e)), de = (e) => {
|
|
1089
1044
|
let t = {
|
|
1090
1045
|
shAndAoPassParameters: {
|
|
1091
1046
|
ao: {},
|
|
@@ -1094,15 +1049,15 @@ var ee = "varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position
|
|
|
1094
1049
|
groundReflectionParameters: {},
|
|
1095
1050
|
bakedGroundContactShadowParameters: {}
|
|
1096
1051
|
};
|
|
1097
|
-
return
|
|
1098
|
-
},
|
|
1099
|
-
t.aoIntensity !== void 0 && (e.shAndAoPassParameters.aoIntensity =
|
|
1100
|
-
},
|
|
1101
|
-
t.shBakedOnGround ? (e.bakedGroundContactShadowParameters.enabled = !0, e.shAndAoPassParameters.shadowIntensity = 0, t.shadowIntensity !== void 0 && (e.bakedGroundContactShadowParameters.opacity =
|
|
1102
|
-
},
|
|
1103
|
-
t.grReflectIntensity !== void 0 && (e.groundReflectionParameters.enabled = t.grReflectIntensity > 0, e.groundReflectionParameters.intensity =
|
|
1052
|
+
return fe(t, e), X(t, e), Z(t, e), t;
|
|
1053
|
+
}, fe = (e, t) => {
|
|
1054
|
+
t.aoIntensity !== void 0 && (e.shAndAoPassParameters.aoIntensity = Y(t.aoIntensity)), t.aoExtent !== void 0 && (e.shAndAoPassParameters.ao.radius = Y(t.aoExtent) * .3, e.shAndAoPassParameters.ao.thickness = .1 + Y(t.aoExtent) * .2);
|
|
1055
|
+
}, X = (e, t) => {
|
|
1056
|
+
t.shBakedOnGround ? (e.bakedGroundContactShadowParameters.enabled = !0, e.shAndAoPassParameters.shadowIntensity = 0, t.shadowIntensity !== void 0 && (e.bakedGroundContactShadowParameters.opacity = Y(t.shadowIntensity)), t.shadowIntensity !== void 0 && (e.bakedGroundContactShadowParameters.blurMax = Y(t.shadowIntensity) * .1, e.bakedGroundContactShadowParameters.blurMin = e.bakedGroundContactShadowParameters.blurMax * .01)) : (t.shBakedOnGround !== void 0 && (e.bakedGroundContactShadowParameters.enabled = !1), t.shadowIntensity !== void 0 && (e.shAndAoPassParameters.shadowIntensity = Y(t.shadowIntensity)), t.shadowSoftening !== void 0 && (e.shAndAoPassParameters.shadow.shadowRadius = .001 + Y(t.shadowSoftening) * .2));
|
|
1057
|
+
}, Z = (e, t) => {
|
|
1058
|
+
t.grReflectIntensity !== void 0 && (e.groundReflectionParameters.enabled = t.grReflectIntensity > 0, e.groundReflectionParameters.intensity = Y(t.grReflectIntensity)), t.grReflectFadeOut !== void 0 && (e.groundReflectionParameters.fadeOutDistance = (1 - Y(t.grReflectFadeOut)) * 4);
|
|
1104
1059
|
};
|
|
1105
1060
|
//#endregion
|
|
1106
|
-
export {
|
|
1061
|
+
export { ee as C, w as D, E, O, A as S, te as T, T as _, ce as a, M as b, W as c, ie as d, R as f, k as g, I as h, de as i, U as l, L as m, le as n, oe as o, V as p, ue as r, q as s, J as t, H as u, N as v, D as w, C as x, j as y };
|
|
1107
1062
|
|
|
1108
|
-
//# sourceMappingURL=shading-settings-
|
|
1063
|
+
//# sourceMappingURL=shading-settings-BPpgt0Fq.mjs.map
|