@roomle/web-sdk 5.1.0-alpha.4 → 5.1.0-alpha.6

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (137) hide show
  1. package/lib/{BufferGeometry-Bl5whHAB.mjs → BufferGeometry-CxlpBjLq.mjs} +192 -195
  2. package/lib/BufferGeometry-CxlpBjLq.mjs.map +1 -0
  3. package/lib/ConfiguratorKernel.wasm +0 -0
  4. package/lib/{GLTFExporter-yQ7mMauu.mjs → GLTFExporter-DeNw0qAI.mjs} +86 -80
  5. package/lib/GLTFExporter-DeNw0qAI.mjs.map +1 -0
  6. package/lib/GaussianBlurNode-BR1cKBsX.mjs +65 -0
  7. package/lib/GaussianBlurNode-BR1cKBsX.mjs.map +1 -0
  8. package/lib/{Object3D-BHdngbxB.mjs → Object3D-CALIQdg1.mjs} +142 -59
  9. package/lib/Object3D-CALIQdg1.mjs.map +1 -0
  10. package/lib/{Pass-DLiMLT5k.mjs → Pass-DCljS3Z-.mjs} +4 -4
  11. package/lib/{Pass-DLiMLT5k.mjs.map → Pass-DCljS3Z-.mjs.map} +1 -1
  12. package/lib/{PointLightHelper-CuPSBuDU.mjs → PointLightHelper-C_0CYp7R.mjs} +35 -32
  13. package/lib/PointLightHelper-C_0CYp7R.mjs.map +1 -0
  14. package/lib/RoomleCore.wasm +0 -0
  15. package/lib/RoomleToolsCore.wasm +0 -0
  16. package/lib/{SpotLightHelper-m-Rh8vGU.mjs → SpotLightHelper-UUIHn43T.mjs} +22 -19
  17. package/lib/SpotLightHelper-UUIHn43T.mjs.map +1 -0
  18. package/lib/{USDZExporter-MdkuT226.mjs → USDZExporter-BBNw7Hey.mjs} +6 -3
  19. package/lib/USDZExporter-BBNw7Hey.mjs.map +1 -0
  20. package/lib/{Vector4-C7TlIAyy.mjs → Vector4-BOcWTZJI.mjs} +2 -2
  21. package/lib/Vector4-BOcWTZJI.mjs.map +1 -0
  22. package/lib/{api-Bznmr-xZ.mjs → api-ClfVJAUd.mjs} +2 -2
  23. package/lib/{api-Bznmr-xZ.mjs.map → api-ClfVJAUd.mjs.map} +1 -1
  24. package/lib/asset-loader.worker-CzI1oyTY.mjs.map +1 -1
  25. package/lib/{banana-for-scale-DpKXNBt_.mjs → banana-for-scale-Cf41yXTl.mjs} +3 -3
  26. package/lib/{banana-for-scale-DpKXNBt_.mjs.map → banana-for-scale-Cf41yXTl.mjs.map} +1 -1
  27. package/lib/budgeteer.sw-D80jTmYa.mjs.map +1 -1
  28. package/lib/{common-utils-DbL4tku0.mjs → common-utils-OTJQGohe.mjs} +3 -3
  29. package/lib/common-utils-OTJQGohe.mjs.map +1 -0
  30. package/lib/{component-dimensioning-BaUqwqYJ.mjs → component-dimensioning-yPK46Y5o.mjs} +26 -26
  31. package/lib/{component-dimensioning-BaUqwqYJ.mjs.map → component-dimensioning-yPK46Y5o.mjs.map} +1 -1
  32. package/lib/{component-raycast-helper-4i8b4E5B.mjs → component-raycast-helper-CnpnRaFg.mjs} +15 -15
  33. package/lib/{component-raycast-helper-4i8b4E5B.mjs.map → component-raycast-helper-CnpnRaFg.mjs.map} +1 -1
  34. package/lib/{configurator-CDw_c6tB.mjs → configurator-BM31Kt-5.mjs} +4 -4
  35. package/lib/{configurator-CDw_c6tB.mjs.map → configurator-BM31Kt-5.mjs.map} +1 -1
  36. package/lib/configurator-CRQg04Bp.mjs +2 -0
  37. package/lib/{continuous-drawing-helper-DqHIR_qF.mjs → continuous-drawing-helper-CTfGRTfH.mjs} +3 -3
  38. package/lib/{continuous-drawing-helper-DqHIR_qF.mjs.map → continuous-drawing-helper-CTfGRTfH.mjs.map} +1 -1
  39. package/lib/dimensioning-helper-CQlesi-m.mjs +2 -0
  40. package/lib/{dimensioning-helper-CGPjS2hW.mjs → dimensioning-helper-DSlkLDmx.mjs} +42 -36
  41. package/lib/dimensioning-helper-DSlkLDmx.mjs.map +1 -0
  42. package/lib/{glb-viewer-B-Zr743e.mjs → glb-viewer-B2si39v2.mjs} +33 -33
  43. package/lib/{glb-viewer-B-Zr743e.mjs.map → glb-viewer-B2si39v2.mjs.map} +1 -1
  44. package/lib/glb-viewer-DWybhP87.mjs +2 -0
  45. package/lib/{highlight-coordinator-4gkjde82.mjs → highlight-coordinator-DU6oFunq.mjs} +6 -6
  46. package/lib/{highlight-coordinator-4gkjde82.mjs.map → highlight-coordinator-DU6oFunq.mjs.map} +1 -1
  47. package/lib/{homag-intelligence-D7S7r-Gc.mjs → homag-intelligence-CSBo-iks.mjs} +3 -3
  48. package/lib/{homag-intelligence-D7S7r-Gc.mjs.map → homag-intelligence-CSBo-iks.mjs.map} +1 -1
  49. package/lib/{hosek-wilkie-sky-iMar2iw-.mjs → hosek-wilkie-sky-DmTvnxMA.mjs} +33 -33
  50. package/lib/{hosek-wilkie-sky-iMar2iw-.mjs.map → hosek-wilkie-sky-DmTvnxMA.mjs.map} +1 -1
  51. package/lib/{imos-ix-poc-export-helper-CyGqK7nu.mjs → imos-ix-poc-export-helper-BGN97m8W.mjs} +3 -3
  52. package/lib/{imos-ix-poc-export-helper-CyGqK7nu.mjs.map → imos-ix-poc-export-helper-BGN97m8W.mjs.map} +1 -1
  53. package/lib/kernel-BWfRHWkW.mjs.map +1 -1
  54. package/lib/{kernel-utils-BvatnA7U.mjs → kernel-utils-BYKmP0mf.mjs} +13 -13
  55. package/lib/{kernel-utils-BvatnA7U.mjs.map → kernel-utils-BYKmP0mf.mjs.map} +1 -1
  56. package/lib/{material-viewer-CTsSfTfL.mjs → material-viewer-C2Pj4-II.mjs} +18 -18
  57. package/lib/{material-viewer-CTsSfTfL.mjs.map → material-viewer-C2Pj4-II.mjs.map} +1 -1
  58. package/lib/{packages-BXAZEcKa.mjs → packages-C0xavGqP.mjs} +5 -5
  59. package/lib/{packages-BXAZEcKa.mjs.map → packages-C0xavGqP.mjs.map} +1 -1
  60. package/lib/{planner-jvLAnYww.mjs → planner-C1KkZRGk.mjs} +3 -3
  61. package/lib/{planner-jvLAnYww.mjs.map → planner-C1KkZRGk.mjs.map} +1 -1
  62. package/lib/planner-DJE5aZXG.mjs +2 -0
  63. package/lib/{plugin-system-CRaC04G5.mjs → plugin-system-CPf99Zkf.mjs} +2 -2
  64. package/lib/{plugin-system-CRaC04G5.mjs.map → plugin-system-CPf99Zkf.mjs.map} +1 -1
  65. package/lib/{render-cache-DCPIQbO1.mjs → render-cache-CPppt7Rd.mjs} +5 -5
  66. package/lib/{render-cache-DCPIQbO1.mjs.map → render-cache-CPppt7Rd.mjs.map} +1 -1
  67. package/lib/{render-order-BPF2wDMw.mjs → render-order-a0QAbB7Q.mjs} +2 -2
  68. package/lib/{render-order-BPF2wDMw.mjs.map → render-order-a0QAbB7Q.mjs.map} +1 -1
  69. package/lib/roomle-headless.d.ts +13 -11
  70. package/lib/roomle-headless.js +14 -14
  71. package/lib/{roomle-renderer-Ato6RMrd.mjs → roomle-renderer-UJINLYxS.mjs} +2 -2
  72. package/lib/{roomle-renderer-Ato6RMrd.mjs.map → roomle-renderer-UJINLYxS.mjs.map} +1 -1
  73. package/lib/{roomle-sdk-CBwhwX_e.mjs → roomle-sdk-BhHLCbgP.mjs} +1747 -1729
  74. package/lib/roomle-sdk-BhHLCbgP.mjs.map +1 -0
  75. package/lib/roomle-sdk.d.ts +13 -11
  76. package/lib/roomle-sdk.js +7 -7
  77. package/lib/{roomle-webgpu-renderer-BfZKcXSz.mjs → roomle-webgpu-renderer-BSvxbopA.mjs} +900 -707
  78. package/lib/roomle-webgpu-renderer-BSvxbopA.mjs.map +1 -0
  79. package/lib/{scene-renderer-BHYZac3H.mjs → scene-renderer--DzrpIl_.mjs} +309 -309
  80. package/lib/{scene-renderer-BHYZac3H.mjs.map → scene-renderer--DzrpIl_.mjs.map} +1 -1
  81. package/lib/{script-loader-CvnG6LgL.mjs → script-loader-BHniYj5b.mjs} +2 -2
  82. package/lib/{script-loader-CvnG6LgL.mjs.map → script-loader-BHniYj5b.mjs.map} +1 -1
  83. package/lib/{shading-settings-BBhR7KcS.mjs → shading-settings-6v-7O_Sz.mjs} +49 -49
  84. package/lib/{shading-settings-BBhR7KcS.mjs.map → shading-settings-6v-7O_Sz.mjs.map} +1 -1
  85. package/lib/src-6KtBPZXp.mjs +2 -0
  86. package/lib/{src-HhklrVDg.mjs → src-Dg0wYIom.mjs} +150 -150
  87. package/lib/{src-HhklrVDg.mjs.map → src-Dg0wYIom.mjs.map} +1 -1
  88. package/lib/static/roomle-core-hsc/node_modules/roomle-core-hsc/package.json +1 -1
  89. package/lib/static/roomle-core-hsc/node_modules/roomle-core-hsc/src/embind/configuratorCoreInterface.d.ts +4 -1
  90. package/lib/static/roomle-core-hsc/node_modules/roomle-core-hsc/src/embind/plannerCoreInterface.d.ts +5 -0
  91. package/lib/static/roomle-core-hsc/node_modules/roomle-core-hsc/wasm_modern/ConfiguratorKernel.wasm +0 -0
  92. package/lib/static/roomle-core-hsc/node_modules/roomle-core-hsc/wasm_modern/RoomleCore.wasm +0 -0
  93. package/lib/static/roomle-core-hsc/node_modules/roomle-core-hsc/wasm_modern/RoomleToolsCore.wasm +0 -0
  94. package/lib/{stats-helper-PndcZCzL.mjs → stats-helper-DYjPPDnz.mjs} +2 -2
  95. package/lib/{stats-helper-PndcZCzL.mjs.map → stats-helper-DYjPPDnz.mjs.map} +1 -1
  96. package/lib/{three.core-0KaTx8dm.mjs → three.core-BTUCraWz.mjs} +976 -884
  97. package/lib/three.core-BTUCraWz.mjs.map +1 -0
  98. package/lib/{three.module-dym6j3lO.mjs → three.module-DUSFrLM6.mjs} +1789 -1739
  99. package/lib/three.module-DUSFrLM6.mjs.map +1 -0
  100. package/lib/three.tsl-De6A-G56.mjs +158 -0
  101. package/lib/three.tsl-De6A-G56.mjs.map +1 -0
  102. package/lib/three.tsl-DtfvggFX.mjs +2 -0
  103. package/lib/three.webgpu-B1OhMci_.mjs +3 -0
  104. package/lib/{three.webgpu-D3nSEIjD.mjs → three.webgpu-wPiwbpFM.mjs} +5806 -4926
  105. package/lib/three.webgpu-wPiwbpFM.mjs.map +1 -0
  106. package/lib/{threejs-utils-v1uOvccg.mjs → threejs-utils-lVSsgAiQ.mjs} +68 -68
  107. package/lib/{threejs-utils-v1uOvccg.mjs.map → threejs-utils-lVSsgAiQ.mjs.map} +1 -1
  108. package/lib/{tools-core-B29U-88K.mjs → tools-core-QUdVgS4n.mjs} +3 -3
  109. package/lib/{tools-core-B29U-88K.mjs.map → tools-core-QUdVgS4n.mjs.map} +1 -1
  110. package/lib/{webgpu-BHAP6BLI.mjs → webgpu-BxYJfBjz.mjs} +555 -555
  111. package/lib/{webgpu-BHAP6BLI.mjs.map → webgpu-BxYJfBjz.mjs.map} +1 -1
  112. package/package.json +5 -5
  113. package/lib/BufferGeometry-Bl5whHAB.mjs.map +0 -1
  114. package/lib/GLTFExporter-yQ7mMauu.mjs.map +0 -1
  115. package/lib/GaussianBlurNode-DNBEf5-n.mjs +0 -59
  116. package/lib/GaussianBlurNode-DNBEf5-n.mjs.map +0 -1
  117. package/lib/Object3D-BHdngbxB.mjs.map +0 -1
  118. package/lib/PointLightHelper-CuPSBuDU.mjs.map +0 -1
  119. package/lib/SpotLightHelper-m-Rh8vGU.mjs.map +0 -1
  120. package/lib/USDZExporter-MdkuT226.mjs.map +0 -1
  121. package/lib/Vector4-C7TlIAyy.mjs.map +0 -1
  122. package/lib/common-utils-DbL4tku0.mjs.map +0 -1
  123. package/lib/configurator-BYQdWEvf.mjs +0 -2
  124. package/lib/dimensioning-helper-CGPjS2hW.mjs.map +0 -1
  125. package/lib/dimensioning-helper-VndKlIXS.mjs +0 -2
  126. package/lib/glb-viewer-Bd5Xn6Oq.mjs +0 -2
  127. package/lib/planner-DMk3T4ts.mjs +0 -2
  128. package/lib/roomle-sdk-CBwhwX_e.mjs.map +0 -1
  129. package/lib/roomle-webgpu-renderer-BfZKcXSz.mjs.map +0 -1
  130. package/lib/src-Bbq3Hqzn.mjs +0 -2
  131. package/lib/three.core-0KaTx8dm.mjs.map +0 -1
  132. package/lib/three.module-dym6j3lO.mjs.map +0 -1
  133. package/lib/three.tsl-BTc4fg8T.mjs +0 -2
  134. package/lib/three.tsl-Cf0-sCqB.mjs +0 -152
  135. package/lib/three.tsl-Cf0-sCqB.mjs.map +0 -1
  136. package/lib/three.webgpu-ClICiWlK.mjs +0 -3
  137. package/lib/three.webgpu-D3nSEIjD.mjs.map +0 -1
@@ -1,5 +1,5 @@
1
1
  import { n as e, r as t, t as n } from "./decorate-Bl-JF_YY.mjs";
2
- import { U as r, it as i } from "./roomle-sdk-CBwhwX_e.mjs";
2
+ import { U as r, it as i } from "./roomle-sdk-BhHLCbgP.mjs";
3
3
  //#region ../../node_modules/roomle-core-hsc/wasm_modern/ConfiguratorKernel.wasm?no-inline?url
4
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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 = {
5
5
  configurator: {
@@ -83,4 +83,4 @@ n([t, e("design:type", Object)], _.prototype, "_singlePromiseFactory", void 0);
83
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  //#endregion
84
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  export { p as n, _ as t };
85
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- //# sourceMappingURL=script-loader-CvnG6LgL.mjs.map
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+ //# sourceMappingURL=script-loader-BHniYj5b.mjs.map
@@ -1 +1 @@
1
- {"version":3,"file":"script-loader-CvnG6LgL.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___ewJD0zO9$SsiDvawfmAUw__\"","export default \"__VITE_ASSET__2$LtLFQdS6IeO$uJxLxRJQ__\"","export default \"__VITE_ASSET__rN_1li4k2aIbHGs0zKW8QQ__\"","export default \"__VITE_ASSET__U2YZxvNlcnuoWcGKwa9Wsw__\"","export default \"__VITE_ASSET__m8R6TgWxwop2r_xOIPNRtg__\"","export default \"__VITE_ASSET__gOpBNSELCNdnM_yZlyA5OQ__\"","// @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 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1
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}\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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@@ -1,23 +1,23 @@
1
- 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-0KaTx8dm.mjs";
2
- import { t as b } from "./Pass-DLiMLT5k.mjs";
3
- import { h as x } from "./common-utils-DbL4tku0.mjs";
1
+ import { Ai as e, Di as t, Dn as n, Ei as r, Gr as i, Jt as a, Kn as o, Pr as s, Ti as c, V as l, Wr as u, _i as d, an as f, cn as p, f as m, gi as h, kn as g, sn as _, w as v, xn as y } from "./three.core-BTUCraWz.mjs";
2
+ import { t as b } from "./Pass-DCljS3Z-.mjs";
3
+ import { h as x } from "./common-utils-OTJQGohe.mjs";
4
4
  //#region packages/common-core/src/webgl/renderer/shader-utility.ts
5
5
  var S = {
6
6
  uniforms: {
7
7
  tDiffuse: { value: null },
8
- colorTransform: { value: new _() },
9
- colorBase: { value: new y(0, 0, 0, 0) },
8
+ colorTransform: { value: new p() },
9
+ colorBase: { value: new t(0, 0, 0, 0) },
10
10
  multiplyChannels: { value: 0 },
11
- uvTransform: { value: new m() }
11
+ uvTransform: { value: new _() }
12
12
  },
13
13
  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 }",
14
14
  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 }"
15
- }, 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);
16
- 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);
17
- 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 = {
15
+ }, C = new p(), w = new p().set(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0), T = new p().set(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0), E = new p().set(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1);
16
+ new p().set(0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1), new p().set(0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 1);
17
+ var D = new p().set(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1), O = new t(0, 0, 0, 0), k = new t(0, 0, 0, 1), A = new _(), ee = new _().set(1, 0, 0, 0, -1, 1, 0, 0, 1), j = {
18
18
  DEFAULT: "default",
19
19
  ADDITIVE: "additive"
20
- }, M = class extends c {
20
+ }, M = class extends i {
21
21
  constructor(e, t = j.ADDITIVE, n = !1, r = !1) {
22
22
  let i = t === j.ADDITIVE ? {
23
23
  blendSrc: 208,
@@ -47,19 +47,19 @@ var D = new _().set(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1), O = new y(0
47
47
  }, N = {
48
48
  uniforms: {
49
49
  tDiffuse: { value: null },
50
- rangeMin: { value: new s(1 / 512, 1 / 512) },
51
- rangeMax: { value: new s(1 / 512, 1 / 512) }
50
+ rangeMin: { value: new c(1 / 512, 1 / 512) },
51
+ rangeMax: { value: new c(1 / 512, 1 / 512) }
52
52
  },
53
53
  vertexShader: "\n varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n }",
54
54
  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 }"
55
55
  };
56
- new s(.1, .9), new s(.1, .9);
57
- 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 {
56
+ new c(.1, .9), new c(.1, .9);
57
+ 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 i {
58
58
  static {
59
59
  this._linearDepthShader = {
60
60
  uniforms: {
61
61
  tDepth: { value: null },
62
- depthFilter: { value: new y(1, 0, 0, 0) },
62
+ depthFilter: { value: new t(1, 0, 0, 0) },
63
63
  cameraNear: { value: .1 },
64
64
  cameraFar: { value: 1 }
65
65
  },
@@ -786,15 +786,15 @@ var P = "varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position
786
786
  e.aspect = i / a, e.fov = f.radToDeg(Math.atan2(a, n) * 2), e.near = n, e.far = r, e.updateProjectionMatrix();
787
787
  }, L = class {
788
788
  constructor() {
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);
789
+ this.bounds = new m(new r(-1, -1, -1), new r(1, 1, 1)), this.size = new r(2, 2, 2), this.center = new r(0, 0, 0), this.maxSceneDistanceFromCenter = Math.sqrt(3), this.maxSceneDistanceFrom0 = Math.sqrt(3);
790
790
  }
791
- updateFromBox(t) {
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();
791
+ updateFromBox(e) {
792
+ this.bounds !== e && this.bounds.copy(e), this.bounds.getSize(this.size), this.bounds.getCenter(this.center), this.maxSceneDistanceFromCenter = this.size.length() / 2, this.maxSceneDistanceFrom0 = new r(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();
793
793
  }
794
794
  updateCameraViewVolumeFromBounds(e) {
795
795
  e.updateMatrixWorld();
796
796
  let t = this.bounds.clone().applyMatrix4(e.matrixWorldInverse);
797
- e instanceof n ? ne(e, t) : e instanceof o && re(e, t);
797
+ e instanceof n ? ne(e, t) : e instanceof g && re(e, t);
798
798
  }
799
799
  getNearAndFarForPerspectiveCamera(e, t = 1) {
800
800
  let n = e.clone().sub(this.center).length();
@@ -815,17 +815,17 @@ var P = "varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position
815
815
  a++, i--;
816
816
  }
817
817
  return r;
818
- }, B = (t) => {
819
- 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);
820
- for (let r = 0; r < o; ++r) {
821
- let a = i[r], c = 2 * Math.PI * a / o, l = new e(Math.cos(c), Math.sin(c), 0).normalize();
822
- 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;
818
+ }, B = (e) => {
819
+ let t = new I(), n = Math.floor(e) % 2 == 0 ? Math.floor(e) + 1 : Math.floor(e), i = z(n), a = i.length, o = new Uint8Array(a * 4);
820
+ for (let n = 0; n < a; ++n) {
821
+ let s = i[n], c = 2 * Math.PI * s / a, l = new r(Math.cos(c), Math.sin(c), 0).normalize();
822
+ o[n * 4] = (l.x * .5 + .5) * 255, o[n * 4 + 1] = (l.y * .5 + .5) * 255, o[n * 4 + 2] = 127, o[n * 4 + 3] = (t.noise(n / e, n % e) * .5 + .5) * 255;
823
823
  }
824
- let c = new l(s, r, r);
825
- return c.wrapS = a, c.wrapT = a, c.needsUpdate = !0, c;
824
+ let c = new l(o, n, n);
825
+ return c.wrapS = s, c.wrapT = s, c.needsUpdate = !0, c;
826
826
  }, V = class {
827
827
  constructor() {
828
- 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();
828
+ this._originalClearColor = new v(), this._originalClearAlpha = 0, this._originalAutoClear = !1, this._originalRenderTarget = null, this._screenSpaceQuad = new b(void 0), this._emptyScene = new u(), this._defaultCamera = new g();
829
829
  }
830
830
  renderWithOverrideMaterial(e, t, n, r, i, a, o) {
831
831
  this._backup(e), this._prepareRenderer(e, i, a, o);
@@ -852,7 +852,7 @@ var P = "varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position
852
852
  }
853
853
  }, ie = class {
854
854
  constructor(e, t) {
855
- this._passRenderer = t?.passRenderer ?? new V(), this._blurMaterial = new c(e ?? N), this._blurMaterial.depthTest = !1;
855
+ this._passRenderer = t?.passRenderer ?? new V(), this._blurMaterial = new i(e ?? N), this._blurMaterial.depthTest = !1;
856
856
  }
857
857
  dispose() {
858
858
  this._blurMaterial.dispose();
@@ -880,13 +880,13 @@ var P = "varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position
880
880
  r += `vec4(${i.x}, ${i.y}, ${i.z}, ${i.w})${t < e - 1 ? "," : ")"}`;
881
881
  }
882
882
  return r;
883
- }, ae = (e, t) => {
884
- let n = [];
885
- for (let r = 0; r < e; r++) {
886
- 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;
887
- u = .1 + .9 * u, n.push(new y(s, c, a, u));
883
+ }, ae = (e, n) => {
884
+ let r = [];
885
+ for (let i = 0; i < e; i++) {
886
+ let a = i * Math.PI * (3 - Math.sqrt(5)), o = .01 + i / (e - 1) * .99, s = n ? Math.sqrt(1 - o * o) : 1 - o, c = Math.cos(a) * s, l = Math.sin(a) * s, u = Math.floor(e / 4), d = 1 - (Math.floor(i / 4) + i % 4 * u) / e;
887
+ d = .1 + .9 * d, r.push(new t(c, l, o, d));
888
888
  }
889
- return n;
889
+ return r;
890
890
  }, K = {
891
891
  name: "AOShader",
892
892
  defines: {
@@ -907,20 +907,20 @@ var P = "varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position
907
907
  tNormal: { value: null },
908
908
  tDepth: { value: null },
909
909
  tNoise: { value: null },
910
- resolution: { value: new s() },
910
+ resolution: { value: new c() },
911
911
  cameraNear: { value: null },
912
912
  cameraFar: { value: null },
913
- cameraProjectionMatrix: { value: new _() },
914
- cameraProjectionMatrixInverse: { value: new _() },
915
- cameraWorldMatrix: { value: new _() },
913
+ cameraProjectionMatrix: { value: new p() },
914
+ cameraProjectionMatrixInverse: { value: new p() },
915
+ cameraWorldMatrix: { value: new p() },
916
916
  radius: { value: 1 },
917
917
  distanceExponent: { value: 1 },
918
918
  thickness: { value: 1 },
919
919
  distanceFallOff: { value: 1 },
920
920
  bias: { value: .001 },
921
921
  scale: { value: 1 },
922
- sceneBoxMin: { value: new e(-1, -1, -1) },
923
- sceneBoxMax: { value: new e(1, 1, 1) }
922
+ sceneBoxMin: { value: new r(-1, -1, -1) },
923
+ sceneBoxMax: { value: new r(1, 1, 1) }
924
924
  },
925
925
  vertexShader: "\n\n varying vec2 vUv;\n\n void main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n }",
926
926
  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 }"
@@ -939,8 +939,8 @@ var P = "varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position
939
939
  get texture() {
940
940
  return this._renderTarget ? this._renderTarget?.texture : null;
941
941
  }
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);
942
+ constructor(e, t, n, 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 m(new r(-1, -1, -1), new r(1, 1, 1)), this._sceneScale = 1, this._width = e, this._height = t, this._samples = n, 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);
944
944
  }
945
945
  _getNoiseTexture(e = 64) {
946
946
  if (!this._noiseTexture) {
@@ -949,7 +949,7 @@ var P = "varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position
949
949
  let a = r, o = i;
950
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;
951
951
  }
952
- this._noiseTexture = new l(n, e, e, r, p), this._noiseTexture.wrapS = a, this._noiseTexture.wrapT = a, this._noiseTexture.needsUpdate = !0;
952
+ this._noiseTexture = new l(n, e, e, o, d), this._noiseTexture.wrapS = s, this._noiseTexture.wrapT = s, this._noiseTexture.needsUpdate = !0;
953
953
  }
954
954
  return this._noiseTexture;
955
955
  }
@@ -958,7 +958,7 @@ var P = "varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position
958
958
  return this._aoMaterial || (this._aoMaterial = this._newAoMaterial(), n = !0), n && (this._updateShader(this._aoMaterial, e), this._aoMaterial.needsUpdate = !0), this._updateUniforms(this._aoMaterial, e, n), this._aoMaterial;
959
959
  }
960
960
  _newAoMaterial() {
961
- let e = new c({
961
+ let e = new i({
962
962
  defines: Object.assign({}, K.defines),
963
963
  uniforms: h.clone(K.uniforms),
964
964
  vertexShader: K.vertexShader,
@@ -978,10 +978,10 @@ var P = "varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position
978
978
  e.uniforms.cameraNear.value = a.near, e.uniforms.cameraFar.value = a.far, n && (e.uniforms.radius.value = this.parameters.radius * r, e.uniforms.distanceExponent.value = this.parameters.distanceExponent, e.uniforms.thickness.value = this.parameters.thickness * r, e.uniforms.distanceFallOff.value = this.parameters.distanceFallOff, e.uniforms.scale.value = this.parameters.scale, this._sceneClipBox && (e.uniforms.sceneBoxMin.value.copy(this._sceneClipBox.min), e.uniforms.sceneBoxMax.value.copy(this._sceneClipBox.max)));
979
979
  }
980
980
  _getRenderTargets() {
981
- return this._renderTarget ||= new t(this._width, this._height, {
981
+ return this._renderTarget ||= new e(this._width, this._height, {
982
982
  samples: this._samples,
983
- magFilter: this._samples > 1 ? g : u,
984
- minFilter: this._samples > 1 ? g : u
983
+ magFilter: this._samples > 1 ? a : y,
984
+ minFilter: this._samples > 1 ? a : y
985
985
  }), this._renderTarget;
986
986
  }
987
987
  dispose() {
@@ -991,7 +991,7 @@ var P = "varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position
991
991
  this._width = e, this._height = t, this._renderTarget?.setSize(e, t), this.needsUpdate = !0;
992
992
  }
993
993
  updateBounds(e, t) {
994
- this._sceneClipBox = new d().copy(e), this._sceneScale = t ?? 1, this.needsUpdate = !0;
994
+ this._sceneClipBox = new m().copy(e), this._sceneScale = t ?? 1, this.needsUpdate = !0;
995
995
  }
996
996
  updateParameters(e) {
997
997
  for (let t in e) this.parameters.hasOwnProperty(t) && (this.parameters[t] = e[t], this.needsUpdate = !0);
@@ -1060,4 +1060,4 @@ var P = "varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position
1060
1060
  //#endregion
1061
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 };
1062
1062
 
1063
- //# sourceMappingURL=shading-settings-BBhR7KcS.mjs.map
1063
+ //# sourceMappingURL=shading-settings-6v-7O_Sz.mjs.map