@scenography/engine 0.3.1 → 0.4.1
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/LICENSE +21 -0
- package/dist/index.cjs +159 -64
- package/dist/index.cjs.map +1 -1
- package/dist/index.d.cts +11 -1
- package/dist/index.d.mts +11 -1
- package/dist/index.mjs +159 -64
- package/dist/index.mjs.map +1 -1
- package/package.json +2 -2
package/dist/index.mjs
CHANGED
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@@ -64,6 +64,7 @@ const HIGHLIGHT_COLOR = "#ef4444";
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const HIGHLIGHT_THICKNESS = 1.5;
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const HIGHLIGHT_MARGIN = 1.5;
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const CLICK_SLOP = 4;
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+
const PICK_INTERVAL = 60;
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/**
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* Pointer picking for artworks: hovering a piece's click target (its label, or
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* the piece itself when it has none) draws a pulsing red frame and shows a
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@@ -85,6 +86,8 @@ var InteractionController = class {
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radii = /* @__PURE__ */ new Map();
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hovered = null;
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time = 0;
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pickElapsed = 0;
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pointerMoved = false;
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highlight = new Group();
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highlightMat = null;
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handlers = [];
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@@ -127,6 +130,7 @@ var InteractionController = class {
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const rect = this.canvas.getBoundingClientRect();
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this.pointer.set((e.clientX - rect.left) / rect.width * 2 - 1, -((e.clientY - rect.top) / rect.height) * 2 + 1);
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this.over = true;
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this.pointerMoved = true;
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}
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onMove(e) {
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this.setPointer(e);
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@@ -168,18 +172,38 @@ var InteractionController = class {
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}
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return null;
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}
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-
/**
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/**
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* Recompute hover state and animate the highlight. Call once per frame.
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* Hover picking is throttled: a full-scene raycast runs at most once every
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* `PICK_INTERVAL` ms, or immediately after the pointer moves. The camera can
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* move without the pointer, so the interval keeps hovering correct while
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* walking.
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*/
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update(deltaMs) {
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this.time += deltaMs;
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-
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-
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-
this.
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-
this.
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-
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-
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if (!this.over || !this.canInteract()) {
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this.pickElapsed = PICK_INTERVAL;
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this.pointerMoved = false;
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this.applyPick(null);
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} else {
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this.pickElapsed += deltaMs;
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if (this.pointerMoved) this.pickElapsed = PICK_INTERVAL;
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this.pointerMoved = false;
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if (this.pickElapsed >= PICK_INTERVAL) {
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this.pickElapsed = 0;
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this.applyPick(this.raycast());
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}
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}
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if (this.highlight.visible && this.highlightMat) this.highlightMat.opacity = .45 + .45 * (.5 + .5 * Math.sin(this.time / 320));
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}
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/** Swap the hovered piece, touching the canvas and the highlight only on change. */
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applyPick(pick) {
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if ((pick?.id ?? null) === this.hovered) return;
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this.hovered = pick?.id ?? null;
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this.canvas.style.cursor = pick ? "pointer" : "";
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if (pick) this.buildHighlight(pick);
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else this.highlight.visible = false;
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}
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clearHighlight() {
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for (const child of [...this.highlight.children]) {
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this.highlight.remove(child);
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@@ -478,8 +502,126 @@ const EDGES = "edges";
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*/
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const EYE_HEIGHT = "eyeHeight";
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//#endregion
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//#region src/builders/textureCache.ts
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/** Two surfaces can share a texture only at the same tiling and color space. */
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const textureKey = (src, repeat, srgb) => `${src}|${repeat[0]}x${repeat[1]}|${srgb ? "srgb" : "linear"}`;
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/** Tiling and color space of a texture; the image arrives later from the loader. */
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const configureTexture = (texture, repeat, srgb) => {
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texture.wrapS = RepeatWrapping;
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texture.wrapT = RepeatWrapping;
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texture.repeat.set(repeat[0], repeat[1]);
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texture.colorSpace = srgb ? SRGBColorSpace : NoColorSpace;
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};
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/**
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* Shares textures between materials: the same source at the same tiling and
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* color space becomes one texture, loaded once and uploaded to the GPU once.
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* Reference counted, so releasing a material keeps the texture alive while
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* another one still samples it.
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*/
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var TextureCache = class {
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source;
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entries = /* @__PURE__ */ new Map();
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owners = /* @__PURE__ */ new Map();
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constructor(source) {
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this.source = source;
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}
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/** The shared texture for a source, created on first use. */
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acquire(src, repeat, srgb) {
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const key = textureKey(src, repeat, srgb);
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const existing = this.entries.get(key);
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if (existing) {
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existing.refs += 1;
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return existing.texture;
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}
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const texture = this.source(src);
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configureTexture(texture, repeat, srgb);
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const entry = {
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key,
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texture,
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refs: 1
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};
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this.entries.set(key, entry);
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this.owners.set(texture, entry);
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return texture;
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}
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/** Drop one reference; the texture is disposed when the last one goes. */
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release(texture) {
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const entry = this.owners.get(texture);
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if (!entry) {
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texture.dispose();
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return;
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}
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entry.refs -= 1;
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if (entry.refs > 0) return;
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this.entries.delete(entry.key);
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this.owners.delete(texture);
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texture.dispose();
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}
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/** Textures currently shared. */
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get size() {
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return this.entries.size;
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}
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};
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//#endregion
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//#region src/builders/texture.ts
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const textureLoader = new TextureLoader();
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const cache = new TextureCache((src) => textureLoader.load(src));
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/**
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* Load one map into `material[slot]`. Textures are shared: every material that
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* samples the same source at the same tiling reuses one texture object. `.exr`
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* maps go through EXRLoader, imported on demand, and are not shared because
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* they resolve asynchronously.
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*/
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const loadMap = (material, slot, src, repeat, srgb) => {
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if (src.toLowerCase().endsWith(".exr")) {
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import("three/examples/jsm/loaders/EXRLoader.js").then(({ EXRLoader }) => {
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new EXRLoader().load(src, (texture) => {
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configureTexture(texture, repeat, srgb);
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texture.needsUpdate = true;
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material[slot] = texture;
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material.needsUpdate = true;
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});
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});
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return;
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}
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material[slot] = cache.acquire(src, repeat, srgb);
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};
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/**
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* Apply a `SurfaceTexture` to a standard material. Returns whether a second UV
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* set (`uv1`) is needed — three samples `aoMap` from it, so the geometry must
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* provide one.
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*/
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const applyTexture = (material, texture) => {
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const repeat = texture.repeat ?? [1, 1];
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loadMap(material, "map", texture.src, repeat, true);
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if (texture.normal) {
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loadMap(material, "normalMap", texture.normal, repeat, false);
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const scale = texture.normalScale ?? 1;
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material.normalScale = new Vector2(scale, scale);
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}
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if (texture.roughness) loadMap(material, "roughnessMap", texture.roughness, repeat, false);
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if (texture.ao) loadMap(material, "aoMap", texture.ao, repeat, false);
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material.needsUpdate = true;
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return texture.ao !== void 0;
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};
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/**
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* Release one reference to a texture assigned by `applyTexture`. Shared
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* textures stay alive while another material still samples them.
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*/
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const releaseTexture = (texture) => {
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cache.release(texture);
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};
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//#endregion
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//#region src/SceneManager.ts
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const TEXTURE_SLOTS = [
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"map",
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"normalMap",
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"roughnessMap",
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"aoMap",
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"metalnessMap"
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];
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const disposeObject = (object) => {
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const materials = /* @__PURE__ */ new Set();
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object.traverse((child) => {
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const video = child.userData?.video;
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if (video) {
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@@ -489,21 +631,18 @@ const disposeObject = (object) => {
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}
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const mesh = child;
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mesh.geometry?.dispose?.();
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const dispose = (m) => {
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const material = m;
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for (const slot of [
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"map",
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"normalMap",
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"roughnessMap",
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"aoMap",
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"metalnessMap"
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]) (material?.[slot])?.dispose?.();
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material?.dispose?.();
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};
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const material = mesh.material;
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if (Array.isArray(material)) material.
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else
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if (Array.isArray(material)) for (const entry of material) materials.add(entry);
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else if (material) materials.add(material);
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});
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for (const entry of materials) {
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const material = entry;
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for (const slot of TEXTURE_SLOTS) {
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const texture = material[slot];
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if (texture) releaseTexture(texture);
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}
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material.dispose?.();
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}
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};
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/**
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* Owns the live three.js scene graph and keeps it in sync with a `Scene`
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@@ -953,50 +1092,6 @@ function createGallery(scene, options) {
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};
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}
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//#endregion
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956
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-
//#region src/builders/texture.ts
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957
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const textureLoader = new TextureLoader();
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958
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/** Configure a loaded texture: tiling + color space (sRGB only for color maps). */
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959
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const configure = (tex, repeat, srgb) => {
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tex.wrapS = RepeatWrapping;
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tex.wrapT = RepeatWrapping;
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tex.repeat.set(repeat[0], repeat[1]);
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tex.colorSpace = srgb ? SRGBColorSpace : NoColorSpace;
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tex.needsUpdate = true;
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};
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/**
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* Load one map and assign it to `material[slot]` once ready. `.exr` maps go
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* through EXRLoader, imported on demand so it only ships in the bundle when a
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969
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* scene actually uses an EXR map; everything else uses the image loader.
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*/
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const loadMap = (material, slot, src, repeat, srgb) => {
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const assign = (tex) => {
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configure(tex, repeat, srgb);
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material[slot] = tex;
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material.needsUpdate = true;
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};
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if (src.toLowerCase().endsWith(".exr")) import("three/examples/jsm/loaders/EXRLoader.js").then(({ EXRLoader }) => {
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new EXRLoader().load(src, assign);
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});
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else textureLoader.load(src, assign);
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};
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/**
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* Apply a `SurfaceTexture` to a standard material. Returns whether a second UV
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984
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* set (`uv1`) is needed — three samples `aoMap` from it, so the geometry must
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* provide one.
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*/
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987
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const applyTexture = (material, texture) => {
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988
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const repeat = texture.repeat ?? [1, 1];
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989
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loadMap(material, "map", texture.src, repeat, true);
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990
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if (texture.normal) {
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991
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loadMap(material, "normalMap", texture.normal, repeat, false);
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const s = texture.normalScale ?? 1;
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material.normalScale = new Vector2(s, s);
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}
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if (texture.roughness) loadMap(material, "roughnessMap", texture.roughness, repeat, false);
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996
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if (texture.ao) loadMap(material, "aoMap", texture.ao, repeat, false);
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return texture.ao !== void 0;
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};
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//#endregion
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export { COLLIDERS, CapabilityRegistry, ControlSettings, DEFAULT_CONTROL_FLAGS, EDGES, EYE_HEIGHT, InputBus, InteractionController, MODE_PRESETS, ROAM_CONTROL, SceneManager, TERRAIN, applyMode, applyTexture, createGallery, isSystemPlugin, modeOf };
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//# sourceMappingURL=index.mjs.map
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