@shopware-ag/dive 1.18.5-beta.2 → 1.18.5
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +1 -1
- package/build/dive.cjs +3856 -1
- package/build/dive.cjs.map +1 -1
- package/build/dive.js +24728 -6
- package/build/dive.js.map +1 -1
- package/build/src/ar/arquicklook/ARQuickLook.d.ts +2 -3
- package/build/src/com/Communication.d.ts +1 -4
- package/build/src/module/Module.d.ts +8 -0
- package/package.json +2 -2
- package/src/ar/arquicklook/ARQuickLook.ts +75 -48
- package/src/ar/arquicklook/__test__/ARQuickLook.test.ts +45 -80
- package/src/ar/sceneviewer/__test__/SceneViewer.test.ts +0 -12
- package/src/com/Communication.ts +17 -84
- package/src/com/__test__/Communication.test.ts +43 -16
- package/src/module/Module.ts +45 -0
- package/src/module/__test__/Module.test.ts +54 -0
- package/build/AR-B-g0updz.js +0 -1450
- package/build/AR-B-g0updz.js.map +0 -1
- package/build/AR-BWQebw6-.cjs +0 -153
- package/build/AR-BWQebw6-.cjs.map +0 -1
- package/build/IO-BgiJzKrU.js +0 -1257
- package/build/IO-BgiJzKrU.js.map +0 -1
- package/build/IO-CuYml7Y5.cjs +0 -2
- package/build/IO-CuYml7Y5.cjs.map +0 -1
- package/build/MediaCreator-4zmvmUWH.js +0 -22
- package/build/MediaCreator-4zmvmUWH.js.map +0 -1
- package/build/MediaCreator-BNxZVYyZ.cjs +0 -2
- package/build/MediaCreator-BNxZVYyZ.cjs.map +0 -1
- package/build/TextureUtils-CxpuVgwF.js +0 -38
- package/build/TextureUtils-CxpuVgwF.js.map +0 -1
- package/build/TextureUtils-DNG-yR77.cjs +0 -19
- package/build/TextureUtils-DNG-yR77.cjs.map +0 -1
- package/build/dive-Mi8g8Khn.js +0 -24852
- package/build/dive-Mi8g8Khn.js.map +0 -1
- package/build/dive-_-yiZbhn.cjs +0 -3857
- package/build/dive-_-yiZbhn.cjs.map +0 -1
package/build/AR-B-g0updz.js.map
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{"version":3,"file":"AR-B-g0updz.js","sources":["../src/helper/isInterface/implementsInterface.ts","../src/helper/findInterface/findInterface.ts","../node_modules/three/examples/jsm/libs/fflate.module.js","../node_modules/three/examples/jsm/exporters/USDZExporter.js","../src/exporters/usdz/USDZExporter.ts","../src/ar/arquicklook/ARQuickLook.ts","../src/ar/webxr/overlay/Overlay.ts","../src/ar/webxr/crosshair/WebXRCrosshair.ts","../src/ar/webxr/raycaster/ar/WebXRRaycasterAR.ts","../src/ar/webxr/raycaster/three/WebXRRaycasterTHREE.ts","../src/events/EventExecutor.ts","../src/ar/webxr/raycaster/WebXRRaycaster.ts","../src/ar/webxr/origin/WebXROrigin.ts","../src/ar/webxr/touchscreencontrols/WebXRTouchscreenControls.ts","../src/ar/webxr/controller/WebXRController.ts","../src/ar/webxr/WebXR.ts","../src/ar/sceneviewer/SceneViewer.ts","../src/ar/AR.ts"],"sourcesContent":["import { type Object3D } from 'three';\n\nexport function implementsInterface<T>(\n object: Object3D | null | undefined,\n discriminator: string,\n): object is Object3D & T {\n if (!object) return false;\n return discriminator in object;\n}\n","import { implementsInterface } from '../isInterface/implementsInterface';\nimport { type Object3D } from 'three';\n\nexport function findInterface<T>(\n object: Object3D | null | undefined,\n discriminator: string,\n): (Object3D & T) | undefined {\n if (!object) return undefined;\n\n if (implementsInterface<T>(object, discriminator)) return object;\n\n return findInterface<T>(object.parent, discriminator);\n}\n","/*!\nfflate - fast JavaScript compression/decompression\n<https://101arrowz.github.io/fflate>\nLicensed under MIT. https://github.com/101arrowz/fflate/blob/master/LICENSE\nversion 0.8.2\n*/\n\n// DEFLATE is a complex format; to read this code, you should probably check the RFC first:\n// https://tools.ietf.org/html/rfc1951\n// You may also wish to take a look at the guide I made about this program:\n// https://gist.github.com/101arrowz/253f31eb5abc3d9275ab943003ffecad\n// Some of the following code is similar to that of UZIP.js:\n// https://github.com/photopea/UZIP.js\n// However, the vast majority of the codebase has diverged from UZIP.js to increase performance and reduce bundle size.\n// Sometimes 0 will appear where -1 would be more appropriate. This is because using a uint\n// is better for memory in most engines (I *think*).\nvar ch2 = {};\nvar wk = (function (c, id, msg, transfer, cb) {\n var w = new Worker(ch2[id] || (ch2[id] = URL.createObjectURL(new Blob([\n c + ';addEventListener(\"error\",function(e){e=e.error;postMessage({$e$:[e.message,e.code,e.stack]})})'\n ], { type: 'text/javascript' }))));\n w.onmessage = function (e) {\n var d = e.data, ed = d.$e$;\n if (ed) {\n var err = new Error(ed[0]);\n err['code'] = ed[1];\n err.stack = ed[2];\n cb(err, null);\n }\n else\n cb(null, d);\n };\n w.postMessage(msg, transfer);\n return w;\n});\n\n// aliases for shorter compressed code (most minifers don't do this)\nvar u8 = Uint8Array, u16 = Uint16Array, i32 = Int32Array;\n// fixed length extra bits\nvar fleb = new u8([0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 2, 2, 2, 2, 3, 3, 3, 3, 4, 4, 4, 4, 5, 5, 5, 5, 0, /* unused */ 0, 0, /* impossible */ 0]);\n// fixed distance extra bits\nvar fdeb = new u8([0, 0, 0, 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 7, 7, 8, 8, 9, 9, 10, 10, 11, 11, 12, 12, 13, 13, /* unused */ 0, 0]);\n// code length index map\nvar clim = new u8([16, 17, 18, 0, 8, 7, 9, 6, 10, 5, 11, 4, 12, 3, 13, 2, 14, 1, 15]);\n// get base, reverse index map from extra bits\nvar freb = function (eb, start) {\n var b = new u16(31);\n for (var i = 0; i < 31; ++i) {\n b[i] = start += 1 << eb[i - 1];\n }\n // numbers here are at max 18 bits\n var r = new i32(b[30]);\n for (var i = 1; i < 30; ++i) {\n for (var j = b[i]; j < b[i + 1]; ++j) {\n r[j] = ((j - b[i]) << 5) | i;\n }\n }\n return { b: b, r: r };\n};\nvar _a = freb(fleb, 2), fl = _a.b, revfl = _a.r;\n// we can ignore the fact that the other numbers are wrong; they never happen anyway\nfl[28] = 258, revfl[258] = 28;\nvar _b = freb(fdeb, 0), fd = _b.b, revfd = _b.r;\n// map of value to reverse (assuming 16 bits)\nvar rev = new u16(32768);\nfor (var i = 0; i < 32768; ++i) {\n // reverse table algorithm from SO\n var x = ((i & 0xAAAA) >> 1) | ((i & 0x5555) << 1);\n x = ((x & 0xCCCC) >> 2) | ((x & 0x3333) << 2);\n x = ((x & 0xF0F0) >> 4) | ((x & 0x0F0F) << 4);\n rev[i] = (((x & 0xFF00) >> 8) | ((x & 0x00FF) << 8)) >> 1;\n}\n// create huffman tree from u8 \"map\": index -> code length for code index\n// mb (max bits) must be at most 15\n// TODO: optimize/split up?\nvar hMap = (function (cd, mb, r) {\n var s = cd.length;\n // index\n var i = 0;\n // u16 \"map\": index -> # of codes with bit length = index\n var l = new u16(mb);\n // length of cd must be 288 (total # of codes)\n for (; i < s; ++i) {\n if (cd[i])\n ++l[cd[i] - 1];\n }\n // u16 \"map\": index -> minimum code for bit length = index\n var le = new u16(mb);\n for (i = 1; i < mb; ++i) {\n le[i] = (le[i - 1] + l[i - 1]) << 1;\n }\n var co;\n if (r) {\n // u16 \"map\": index -> number of actual bits, symbol for code\n co = new u16(1 << mb);\n // bits to remove for reverser\n var rvb = 15 - mb;\n for (i = 0; i < s; ++i) {\n // ignore 0 lengths\n if (cd[i]) {\n // num encoding both symbol and bits read\n var sv = (i << 4) | cd[i];\n // free bits\n var r_1 = mb - cd[i];\n // start value\n var v = le[cd[i] - 1]++ << r_1;\n // m is end value\n for (var m = v | ((1 << r_1) - 1); v <= m; ++v) {\n // every 16 bit value starting with the code yields the same result\n co[rev[v] >> rvb] = sv;\n }\n }\n }\n }\n else {\n co = new u16(s);\n for (i = 0; i < s; ++i) {\n if (cd[i]) {\n co[i] = rev[le[cd[i] - 1]++] >> (15 - cd[i]);\n }\n }\n }\n return co;\n});\n// fixed length tree\nvar flt = new u8(288);\nfor (var i = 0; i < 144; ++i)\n flt[i] = 8;\nfor (var i = 144; i < 256; ++i)\n flt[i] = 9;\nfor (var i = 256; i < 280; ++i)\n flt[i] = 7;\nfor (var i = 280; i < 288; ++i)\n flt[i] = 8;\n// fixed distance tree\nvar fdt = new u8(32);\nfor (var i = 0; i < 32; ++i)\n fdt[i] = 5;\n// fixed length map\nvar flm = /*#__PURE__*/ hMap(flt, 9, 0), flrm = /*#__PURE__*/ hMap(flt, 9, 1);\n// fixed distance map\nvar fdm = /*#__PURE__*/ hMap(fdt, 5, 0), fdrm = /*#__PURE__*/ hMap(fdt, 5, 1);\n// find max of array\nvar max = function (a) {\n var m = a[0];\n for (var i = 1; i < a.length; ++i) {\n if (a[i] > m)\n m = a[i];\n }\n return m;\n};\n// read d, starting at bit p and mask with m\nvar bits = function (d, p, m) {\n var o = (p / 8) | 0;\n return ((d[o] | (d[o + 1] << 8)) >> (p & 7)) & m;\n};\n// read d, starting at bit p continuing for at least 16 bits\nvar bits16 = function (d, p) {\n var o = (p / 8) | 0;\n return ((d[o] | (d[o + 1] << 8) | (d[o + 2] << 16)) >> (p & 7));\n};\n// get end of byte\nvar shft = function (p) { return ((p + 7) / 8) | 0; };\n// typed array slice - allows garbage collector to free original reference,\n// while being more compatible than .slice\nvar slc = function (v, s, e) {\n if (s == null || s < 0)\n s = 0;\n if (e == null || e > v.length)\n e = v.length;\n // can't use .constructor in case user-supplied\n return new u8(v.subarray(s, e));\n};\n/**\n * Codes for errors generated within this library\n */\nexport var FlateErrorCode = {\n UnexpectedEOF: 0,\n InvalidBlockType: 1,\n InvalidLengthLiteral: 2,\n InvalidDistance: 3,\n StreamFinished: 4,\n NoStreamHandler: 5,\n InvalidHeader: 6,\n NoCallback: 7,\n InvalidUTF8: 8,\n ExtraFieldTooLong: 9,\n InvalidDate: 10,\n FilenameTooLong: 11,\n StreamFinishing: 12,\n InvalidZipData: 13,\n UnknownCompressionMethod: 14\n};\n// error codes\nvar ec = [\n 'unexpected EOF',\n 'invalid block type',\n 'invalid length/literal',\n 'invalid distance',\n 'stream finished',\n 'no stream handler',\n ,\n 'no callback',\n 'invalid UTF-8 data',\n 'extra field too long',\n 'date not in range 1980-2099',\n 'filename too long',\n 'stream finishing',\n 'invalid zip data'\n // determined by unknown compression method\n];\n;\nvar err = function (ind, msg, nt) {\n var e = new Error(msg || ec[ind]);\n e.code = ind;\n if (Error.captureStackTrace)\n Error.captureStackTrace(e, err);\n if (!nt)\n throw e;\n return e;\n};\n// expands raw DEFLATE data\nvar inflt = function (dat, st, buf, dict) {\n // source length dict length\n var sl = dat.length, dl = dict ? dict.length : 0;\n if (!sl || st.f && !st.l)\n return buf || new u8(0);\n var noBuf = !buf;\n // have to estimate size\n var resize = noBuf || st.i != 2;\n // no state\n var noSt = st.i;\n // Assumes roughly 33% compression ratio average\n if (noBuf)\n buf = new u8(sl * 3);\n // ensure buffer can fit at least l elements\n var cbuf = function (l) {\n var bl = buf.length;\n // need to increase size to fit\n if (l > bl) {\n // Double or set to necessary, whichever is greater\n var nbuf = new u8(Math.max(bl * 2, l));\n nbuf.set(buf);\n buf = nbuf;\n }\n };\n // last chunk bitpos bytes\n var final = st.f || 0, pos = st.p || 0, bt = st.b || 0, lm = st.l, dm = st.d, lbt = st.m, dbt = st.n;\n // total bits\n var tbts = sl * 8;\n do {\n if (!lm) {\n // BFINAL - this is only 1 when last chunk is next\n final = bits(dat, pos, 1);\n // type: 0 = no compression, 1 = fixed huffman, 2 = dynamic huffman\n var type = bits(dat, pos + 1, 3);\n pos += 3;\n if (!type) {\n // go to end of byte boundary\n var s = shft(pos) + 4, l = dat[s - 4] | (dat[s - 3] << 8), t = s + l;\n if (t > sl) {\n if (noSt)\n err(0);\n break;\n }\n // ensure size\n if (resize)\n cbuf(bt + l);\n // Copy over uncompressed data\n buf.set(dat.subarray(s, t), bt);\n // Get new bitpos, update byte count\n st.b = bt += l, st.p = pos = t * 8, st.f = final;\n continue;\n }\n else if (type == 1)\n lm = flrm, dm = fdrm, lbt = 9, dbt = 5;\n else if (type == 2) {\n // literal lengths\n var hLit = bits(dat, pos, 31) + 257, hcLen = bits(dat, pos + 10, 15) + 4;\n var tl = hLit + bits(dat, pos + 5, 31) + 1;\n pos += 14;\n // length+distance tree\n var ldt = new u8(tl);\n // code length tree\n var clt = new u8(19);\n for (var i = 0; i < hcLen; ++i) {\n // use index map to get real code\n clt[clim[i]] = bits(dat, pos + i * 3, 7);\n }\n pos += hcLen * 3;\n // code lengths bits\n var clb = max(clt), clbmsk = (1 << clb) - 1;\n // code lengths map\n var clm = hMap(clt, clb, 1);\n for (var i = 0; i < tl;) {\n var r = clm[bits(dat, pos, clbmsk)];\n // bits read\n pos += r & 15;\n // symbol\n var s = r >> 4;\n // code length to copy\n if (s < 16) {\n ldt[i++] = s;\n }\n else {\n // copy count\n var c = 0, n = 0;\n if (s == 16)\n n = 3 + bits(dat, pos, 3), pos += 2, c = ldt[i - 1];\n else if (s == 17)\n n = 3 + bits(dat, pos, 7), pos += 3;\n else if (s == 18)\n n = 11 + bits(dat, pos, 127), pos += 7;\n while (n--)\n ldt[i++] = c;\n }\n }\n // length tree distance tree\n var lt = ldt.subarray(0, hLit), dt = ldt.subarray(hLit);\n // max length bits\n lbt = max(lt);\n // max dist bits\n dbt = max(dt);\n lm = hMap(lt, lbt, 1);\n dm = hMap(dt, dbt, 1);\n }\n else\n err(1);\n if (pos > tbts) {\n if (noSt)\n err(0);\n break;\n }\n }\n // Make sure the buffer can hold this + the largest possible addition\n // Maximum chunk size (practically, theoretically infinite) is 2^17\n if (resize)\n cbuf(bt + 131072);\n var lms = (1 << lbt) - 1, dms = (1 << dbt) - 1;\n var lpos = pos;\n for (;; lpos = pos) {\n // bits read, code\n var c = lm[bits16(dat, pos) & lms], sym = c >> 4;\n pos += c & 15;\n if (pos > tbts) {\n if (noSt)\n err(0);\n break;\n }\n if (!c)\n err(2);\n if (sym < 256)\n buf[bt++] = sym;\n else if (sym == 256) {\n lpos = pos, lm = null;\n break;\n }\n else {\n var add = sym - 254;\n // no extra bits needed if less\n if (sym > 264) {\n // index\n var i = sym - 257, b = fleb[i];\n add = bits(dat, pos, (1 << b) - 1) + fl[i];\n pos += b;\n }\n // dist\n var d = dm[bits16(dat, pos) & dms], dsym = d >> 4;\n if (!d)\n err(3);\n pos += d & 15;\n var dt = fd[dsym];\n if (dsym > 3) {\n var b = fdeb[dsym];\n dt += bits16(dat, pos) & (1 << b) - 1, pos += b;\n }\n if (pos > tbts) {\n if (noSt)\n err(0);\n break;\n }\n if (resize)\n cbuf(bt + 131072);\n var end = bt + add;\n if (bt < dt) {\n var shift = dl - dt, dend = Math.min(dt, end);\n if (shift + bt < 0)\n err(3);\n for (; bt < dend; ++bt)\n buf[bt] = dict[shift + bt];\n }\n for (; bt < end; ++bt)\n buf[bt] = buf[bt - dt];\n }\n }\n st.l = lm, st.p = lpos, st.b = bt, st.f = final;\n if (lm)\n final = 1, st.m = lbt, st.d = dm, st.n = dbt;\n } while (!final);\n // don't reallocate for streams or user buffers\n return bt != buf.length && noBuf ? slc(buf, 0, bt) : buf.subarray(0, bt);\n};\n// starting at p, write the minimum number of bits that can hold v to d\nvar wbits = function (d, p, v) {\n v <<= p & 7;\n var o = (p / 8) | 0;\n d[o] |= v;\n d[o + 1] |= v >> 8;\n};\n// starting at p, write the minimum number of bits (>8) that can hold v to d\nvar wbits16 = function (d, p, v) {\n v <<= p & 7;\n var o = (p / 8) | 0;\n d[o] |= v;\n d[o + 1] |= v >> 8;\n d[o + 2] |= v >> 16;\n};\n// creates code lengths from a frequency table\nvar hTree = function (d, mb) {\n // Need extra info to make a tree\n var t = [];\n for (var i = 0; i < d.length; ++i) {\n if (d[i])\n t.push({ s: i, f: d[i] });\n }\n var s = t.length;\n var t2 = t.slice();\n if (!s)\n return { t: et, l: 0 };\n if (s == 1) {\n var v = new u8(t[0].s + 1);\n v[t[0].s] = 1;\n return { t: v, l: 1 };\n }\n t.sort(function (a, b) { return a.f - b.f; });\n // after i2 reaches last ind, will be stopped\n // freq must be greater than largest possible number of symbols\n t.push({ s: -1, f: 25001 });\n var l = t[0], r = t[1], i0 = 0, i1 = 1, i2 = 2;\n t[0] = { s: -1, f: l.f + r.f, l: l, r: r };\n // efficient algorithm from UZIP.js\n // i0 is lookbehind, i2 is lookahead - after processing two low-freq\n // symbols that combined have high freq, will start processing i2 (high-freq,\n // non-composite) symbols instead\n // see https://reddit.com/r/photopea/comments/ikekht/uzipjs_questions/\n while (i1 != s - 1) {\n l = t[t[i0].f < t[i2].f ? i0++ : i2++];\n r = t[i0 != i1 && t[i0].f < t[i2].f ? i0++ : i2++];\n t[i1++] = { s: -1, f: l.f + r.f, l: l, r: r };\n }\n var maxSym = t2[0].s;\n for (var i = 1; i < s; ++i) {\n if (t2[i].s > maxSym)\n maxSym = t2[i].s;\n }\n // code lengths\n var tr = new u16(maxSym + 1);\n // max bits in tree\n var mbt = ln(t[i1 - 1], tr, 0);\n if (mbt > mb) {\n // more algorithms from UZIP.js\n // TODO: find out how this code works (debt)\n // ind debt\n var i = 0, dt = 0;\n // left cost\n var lft = mbt - mb, cst = 1 << lft;\n t2.sort(function (a, b) { return tr[b.s] - tr[a.s] || a.f - b.f; });\n for (; i < s; ++i) {\n var i2_1 = t2[i].s;\n if (tr[i2_1] > mb) {\n dt += cst - (1 << (mbt - tr[i2_1]));\n tr[i2_1] = mb;\n }\n else\n break;\n }\n dt >>= lft;\n while (dt > 0) {\n var i2_2 = t2[i].s;\n if (tr[i2_2] < mb)\n dt -= 1 << (mb - tr[i2_2]++ - 1);\n else\n ++i;\n }\n for (; i >= 0 && dt; --i) {\n var i2_3 = t2[i].s;\n if (tr[i2_3] == mb) {\n --tr[i2_3];\n ++dt;\n }\n }\n mbt = mb;\n }\n return { t: new u8(tr), l: mbt };\n};\n// get the max length and assign length codes\nvar ln = function (n, l, d) {\n return n.s == -1\n ? Math.max(ln(n.l, l, d + 1), ln(n.r, l, d + 1))\n : (l[n.s] = d);\n};\n// length codes generation\nvar lc = function (c) {\n var s = c.length;\n // Note that the semicolon was intentional\n while (s && !c[--s])\n ;\n var cl = new u16(++s);\n // ind num streak\n var cli = 0, cln = c[0], cls = 1;\n var w = function (v) { cl[cli++] = v; };\n for (var i = 1; i <= s; ++i) {\n if (c[i] == cln && i != s)\n ++cls;\n else {\n if (!cln && cls > 2) {\n for (; cls > 138; cls -= 138)\n w(32754);\n if (cls > 2) {\n w(cls > 10 ? ((cls - 11) << 5) | 28690 : ((cls - 3) << 5) | 12305);\n cls = 0;\n }\n }\n else if (cls > 3) {\n w(cln), --cls;\n for (; cls > 6; cls -= 6)\n w(8304);\n if (cls > 2)\n w(((cls - 3) << 5) | 8208), cls = 0;\n }\n while (cls--)\n w(cln);\n cls = 1;\n cln = c[i];\n }\n }\n return { c: cl.subarray(0, cli), n: s };\n};\n// calculate the length of output from tree, code lengths\nvar clen = function (cf, cl) {\n var l = 0;\n for (var i = 0; i < cl.length; ++i)\n l += cf[i] * cl[i];\n return l;\n};\n// writes a fixed block\n// returns the new bit pos\nvar wfblk = function (out, pos, dat) {\n // no need to write 00 as type: TypedArray defaults to 0\n var s = dat.length;\n var o = shft(pos + 2);\n out[o] = s & 255;\n out[o + 1] = s >> 8;\n out[o + 2] = out[o] ^ 255;\n out[o + 3] = out[o + 1] ^ 255;\n for (var i = 0; i < s; ++i)\n out[o + i + 4] = dat[i];\n return (o + 4 + s) * 8;\n};\n// writes a block\nvar wblk = function (dat, out, final, syms, lf, df, eb, li, bs, bl, p) {\n wbits(out, p++, final);\n ++lf[256];\n var _a = hTree(lf, 15), dlt = _a.t, mlb = _a.l;\n var _b = hTree(df, 15), ddt = _b.t, mdb = _b.l;\n var _c = lc(dlt), lclt = _c.c, nlc = _c.n;\n var _d = lc(ddt), lcdt = _d.c, ndc = _d.n;\n var lcfreq = new u16(19);\n for (var i = 0; i < lclt.length; ++i)\n ++lcfreq[lclt[i] & 31];\n for (var i = 0; i < lcdt.length; ++i)\n ++lcfreq[lcdt[i] & 31];\n var _e = hTree(lcfreq, 7), lct = _e.t, mlcb = _e.l;\n var nlcc = 19;\n for (; nlcc > 4 && !lct[clim[nlcc - 1]]; --nlcc)\n ;\n var flen = (bl + 5) << 3;\n var ftlen = clen(lf, flt) + clen(df, fdt) + eb;\n var dtlen = clen(lf, dlt) + clen(df, ddt) + eb + 14 + 3 * nlcc + clen(lcfreq, lct) + 2 * lcfreq[16] + 3 * lcfreq[17] + 7 * lcfreq[18];\n if (bs >= 0 && flen <= ftlen && flen <= dtlen)\n return wfblk(out, p, dat.subarray(bs, bs + bl));\n var lm, ll, dm, dl;\n wbits(out, p, 1 + (dtlen < ftlen)), p += 2;\n if (dtlen < ftlen) {\n lm = hMap(dlt, mlb, 0), ll = dlt, dm = hMap(ddt, mdb, 0), dl = ddt;\n var llm = hMap(lct, mlcb, 0);\n wbits(out, p, nlc - 257);\n wbits(out, p + 5, ndc - 1);\n wbits(out, p + 10, nlcc - 4);\n p += 14;\n for (var i = 0; i < nlcc; ++i)\n wbits(out, p + 3 * i, lct[clim[i]]);\n p += 3 * nlcc;\n var lcts = [lclt, lcdt];\n for (var it = 0; it < 2; ++it) {\n var clct = lcts[it];\n for (var i = 0; i < clct.length; ++i) {\n var len = clct[i] & 31;\n wbits(out, p, llm[len]), p += lct[len];\n if (len > 15)\n wbits(out, p, (clct[i] >> 5) & 127), p += clct[i] >> 12;\n }\n }\n }\n else {\n lm = flm, ll = flt, dm = fdm, dl = fdt;\n }\n for (var i = 0; i < li; ++i) {\n var sym = syms[i];\n if (sym > 255) {\n var len = (sym >> 18) & 31;\n wbits16(out, p, lm[len + 257]), p += ll[len + 257];\n if (len > 7)\n wbits(out, p, (sym >> 23) & 31), p += fleb[len];\n var dst = sym & 31;\n wbits16(out, p, dm[dst]), p += dl[dst];\n if (dst > 3)\n wbits16(out, p, (sym >> 5) & 8191), p += fdeb[dst];\n }\n else {\n wbits16(out, p, lm[sym]), p += ll[sym];\n }\n }\n wbits16(out, p, lm[256]);\n return p + ll[256];\n};\n// deflate options (nice << 13) | chain\nvar deo = /*#__PURE__*/ new i32([65540, 131080, 131088, 131104, 262176, 1048704, 1048832, 2114560, 2117632]);\n// empty\nvar et = /*#__PURE__*/ new u8(0);\n// compresses data into a raw DEFLATE buffer\nvar dflt = function (dat, lvl, plvl, pre, post, st) {\n var s = st.z || dat.length;\n var o = new u8(pre + s + 5 * (1 + Math.ceil(s / 7000)) + post);\n // writing to this writes to the output buffer\n var w = o.subarray(pre, o.length - post);\n var lst = st.l;\n var pos = (st.r || 0) & 7;\n if (lvl) {\n if (pos)\n w[0] = st.r >> 3;\n var opt = deo[lvl - 1];\n var n = opt >> 13, c = opt & 8191;\n var msk_1 = (1 << plvl) - 1;\n // prev 2-byte val map curr 2-byte val map\n var prev = st.p || new u16(32768), head = st.h || new u16(msk_1 + 1);\n var bs1_1 = Math.ceil(plvl / 3), bs2_1 = 2 * bs1_1;\n var hsh = function (i) { return (dat[i] ^ (dat[i + 1] << bs1_1) ^ (dat[i + 2] << bs2_1)) & msk_1; };\n // 24576 is an arbitrary number of maximum symbols per block\n // 424 buffer for last block\n var syms = new i32(25000);\n // length/literal freq distance freq\n var lf = new u16(288), df = new u16(32);\n // l/lcnt exbits index l/lind waitdx blkpos\n var lc_1 = 0, eb = 0, i = st.i || 0, li = 0, wi = st.w || 0, bs = 0;\n for (; i + 2 < s; ++i) {\n // hash value\n var hv = hsh(i);\n // index mod 32768 previous index mod\n var imod = i & 32767, pimod = head[hv];\n prev[imod] = pimod;\n head[hv] = imod;\n // We always should modify head and prev, but only add symbols if\n // this data is not yet processed (\"wait\" for wait index)\n if (wi <= i) {\n // bytes remaining\n var rem = s - i;\n if ((lc_1 > 7000 || li > 24576) && (rem > 423 || !lst)) {\n pos = wblk(dat, w, 0, syms, lf, df, eb, li, bs, i - bs, pos);\n li = lc_1 = eb = 0, bs = i;\n for (var j = 0; j < 286; ++j)\n lf[j] = 0;\n for (var j = 0; j < 30; ++j)\n df[j] = 0;\n }\n // len dist chain\n var l = 2, d = 0, ch_1 = c, dif = imod - pimod & 32767;\n if (rem > 2 && hv == hsh(i - dif)) {\n var maxn = Math.min(n, rem) - 1;\n var maxd = Math.min(32767, i);\n // max possible length\n // not capped at dif because decompressors implement \"rolling\" index population\n var ml = Math.min(258, rem);\n while (dif <= maxd && --ch_1 && imod != pimod) {\n if (dat[i + l] == dat[i + l - dif]) {\n var nl = 0;\n for (; nl < ml && dat[i + nl] == dat[i + nl - dif]; ++nl)\n ;\n if (nl > l) {\n l = nl, d = dif;\n // break out early when we reach \"nice\" (we are satisfied enough)\n if (nl > maxn)\n break;\n // now, find the rarest 2-byte sequence within this\n // length of literals and search for that instead.\n // Much faster than just using the start\n var mmd = Math.min(dif, nl - 2);\n var md = 0;\n for (var j = 0; j < mmd; ++j) {\n var ti = i - dif + j & 32767;\n var pti = prev[ti];\n var cd = ti - pti & 32767;\n if (cd > md)\n md = cd, pimod = ti;\n }\n }\n }\n // check the previous match\n imod = pimod, pimod = prev[imod];\n dif += imod - pimod & 32767;\n }\n }\n // d will be nonzero only when a match was found\n if (d) {\n // store both dist and len data in one int32\n // Make sure this is recognized as a len/dist with 28th bit (2^28)\n syms[li++] = 268435456 | (revfl[l] << 18) | revfd[d];\n var lin = revfl[l] & 31, din = revfd[d] & 31;\n eb += fleb[lin] + fdeb[din];\n ++lf[257 + lin];\n ++df[din];\n wi = i + l;\n ++lc_1;\n }\n else {\n syms[li++] = dat[i];\n ++lf[dat[i]];\n }\n }\n }\n for (i = Math.max(i, wi); i < s; ++i) {\n syms[li++] = dat[i];\n ++lf[dat[i]];\n }\n pos = wblk(dat, w, lst, syms, lf, df, eb, li, bs, i - bs, pos);\n if (!lst) {\n st.r = (pos & 7) | w[(pos / 8) | 0] << 3;\n // shft(pos) now 1 less if pos & 7 != 0\n pos -= 7;\n st.h = head, st.p = prev, st.i = i, st.w = wi;\n }\n }\n else {\n for (var i = st.w || 0; i < s + lst; i += 65535) {\n // end\n var e = i + 65535;\n if (e >= s) {\n // write final block\n w[(pos / 8) | 0] = lst;\n e = s;\n }\n pos = wfblk(w, pos + 1, dat.subarray(i, e));\n }\n st.i = s;\n }\n return slc(o, 0, pre + shft(pos) + post);\n};\n// CRC32 table\nvar crct = /*#__PURE__*/ (function () {\n var t = new Int32Array(256);\n for (var i = 0; i < 256; ++i) {\n var c = i, k = 9;\n while (--k)\n c = ((c & 1) && -306674912) ^ (c >>> 1);\n t[i] = c;\n }\n return t;\n})();\n// CRC32\nvar crc = function () {\n var c = -1;\n return {\n p: function (d) {\n // closures have awful performance\n var cr = c;\n for (var i = 0; i < d.length; ++i)\n cr = crct[(cr & 255) ^ d[i]] ^ (cr >>> 8);\n c = cr;\n },\n d: function () { return ~c; }\n };\n};\n// Adler32\nvar adler = function () {\n var a = 1, b = 0;\n return {\n p: function (d) {\n // closures have awful performance\n var n = a, m = b;\n var l = d.length | 0;\n for (var i = 0; i != l;) {\n var e = Math.min(i + 2655, l);\n for (; i < e; ++i)\n m += n += d[i];\n n = (n & 65535) + 15 * (n >> 16), m = (m & 65535) + 15 * (m >> 16);\n }\n a = n, b = m;\n },\n d: function () {\n a %= 65521, b %= 65521;\n return (a & 255) << 24 | (a & 0xFF00) << 8 | (b & 255) << 8 | (b >> 8);\n }\n };\n};\n;\n// deflate with opts\nvar dopt = function (dat, opt, pre, post, st) {\n if (!st) {\n st = { l: 1 };\n if (opt.dictionary) {\n var dict = opt.dictionary.subarray(-32768);\n var newDat = new u8(dict.length + dat.length);\n newDat.set(dict);\n newDat.set(dat, dict.length);\n dat = newDat;\n st.w = dict.length;\n }\n }\n return dflt(dat, opt.level == null ? 6 : opt.level, opt.mem == null ? (st.l ? Math.ceil(Math.max(8, Math.min(13, Math.log(dat.length))) * 1.5) : 20) : (12 + opt.mem), pre, post, st);\n};\n// Walmart object spread\nvar mrg = function (a, b) {\n var o = {};\n for (var k in a)\n o[k] = a[k];\n for (var k in b)\n o[k] = b[k];\n return o;\n};\n// worker clone\n// This is possibly the craziest part of the entire codebase, despite how simple it may seem.\n// The only parameter to this function is a closure that returns an array of variables outside of the function scope.\n// We're going to try to figure out the variable names used in the closure as strings because that is crucial for workerization.\n// We will return an object mapping of true variable name to value (basically, the current scope as a JS object).\n// The reason we can't just use the original variable names is minifiers mangling the toplevel scope.\n// This took me three weeks to figure out how to do.\nvar wcln = function (fn, fnStr, td) {\n var dt = fn();\n var st = fn.toString();\n var ks = st.slice(st.indexOf('[') + 1, st.lastIndexOf(']')).replace(/\\s+/g, '').split(',');\n for (var i = 0; i < dt.length; ++i) {\n var v = dt[i], k = ks[i];\n if (typeof v == 'function') {\n fnStr += ';' + k + '=';\n var st_1 = v.toString();\n if (v.prototype) {\n // for global objects\n if (st_1.indexOf('[native code]') != -1) {\n var spInd = st_1.indexOf(' ', 8) + 1;\n fnStr += st_1.slice(spInd, st_1.indexOf('(', spInd));\n }\n else {\n fnStr += st_1;\n for (var t in v.prototype)\n fnStr += ';' + k + '.prototype.' + t + '=' + v.prototype[t].toString();\n }\n }\n else\n fnStr += st_1;\n }\n else\n td[k] = v;\n }\n return fnStr;\n};\nvar ch = [];\n// clone bufs\nvar cbfs = function (v) {\n var tl = [];\n for (var k in v) {\n if (v[k].buffer) {\n tl.push((v[k] = new v[k].constructor(v[k])).buffer);\n }\n }\n return tl;\n};\n// use a worker to execute code\nvar wrkr = function (fns, init, id, cb) {\n if (!ch[id]) {\n var fnStr = '', td_1 = {}, m = fns.length - 1;\n for (var i = 0; i < m; ++i)\n fnStr = wcln(fns[i], fnStr, td_1);\n ch[id] = { c: wcln(fns[m], fnStr, td_1), e: td_1 };\n }\n var td = mrg({}, ch[id].e);\n return wk(ch[id].c + ';onmessage=function(e){for(var k in e.data)self[k]=e.data[k];onmessage=' + init.toString() + '}', id, td, cbfs(td), cb);\n};\n// base async inflate fn\nvar bInflt = function () { return [u8, u16, i32, fleb, fdeb, clim, fl, fd, flrm, fdrm, rev, ec, hMap, max, bits, bits16, shft, slc, err, inflt, inflateSync, pbf, gopt]; };\nvar bDflt = function () { return [u8, u16, i32, fleb, fdeb, clim, revfl, revfd, flm, flt, fdm, fdt, rev, deo, et, hMap, wbits, wbits16, hTree, ln, lc, clen, wfblk, wblk, shft, slc, dflt, dopt, deflateSync, pbf]; };\n// gzip extra\nvar gze = function () { return [gzh, gzhl, wbytes, crc, crct]; };\n// gunzip extra\nvar guze = function () { return [gzs, gzl]; };\n// zlib extra\nvar zle = function () { return [zlh, wbytes, adler]; };\n// unzlib extra\nvar zule = function () { return [zls]; };\n// post buf\nvar pbf = function (msg) { return postMessage(msg, [msg.buffer]); };\n// get opts\nvar gopt = function (o) { return o && {\n out: o.size && new u8(o.size),\n dictionary: o.dictionary\n}; };\n// async helper\nvar cbify = function (dat, opts, fns, init, id, cb) {\n var w = wrkr(fns, init, id, function (err, dat) {\n w.terminate();\n cb(err, dat);\n });\n w.postMessage([dat, opts], opts.consume ? [dat.buffer] : []);\n return function () { w.terminate(); };\n};\n// auto stream\nvar astrm = function (strm) {\n strm.ondata = function (dat, final) { return postMessage([dat, final], [dat.buffer]); };\n return function (ev) {\n if (ev.data.length) {\n strm.push(ev.data[0], ev.data[1]);\n postMessage([ev.data[0].length]);\n }\n else\n strm.flush();\n };\n};\n// async stream attach\nvar astrmify = function (fns, strm, opts, init, id, flush, ext) {\n var t;\n var w = wrkr(fns, init, id, function (err, dat) {\n if (err)\n w.terminate(), strm.ondata.call(strm, err);\n else if (!Array.isArray(dat))\n ext(dat);\n else if (dat.length == 1) {\n strm.queuedSize -= dat[0];\n if (strm.ondrain)\n strm.ondrain(dat[0]);\n }\n else {\n if (dat[1])\n w.terminate();\n strm.ondata.call(strm, err, dat[0], dat[1]);\n }\n });\n w.postMessage(opts);\n strm.queuedSize = 0;\n strm.push = function (d, f) {\n if (!strm.ondata)\n err(5);\n if (t)\n strm.ondata(err(4, 0, 1), null, !!f);\n strm.queuedSize += d.length;\n w.postMessage([d, t = f], [d.buffer]);\n };\n strm.terminate = function () { w.terminate(); };\n if (flush) {\n strm.flush = function () { w.postMessage([]); };\n }\n};\n// read 2 bytes\nvar b2 = function (d, b) { return d[b] | (d[b + 1] << 8); };\n// read 4 bytes\nvar b4 = function (d, b) { return (d[b] | (d[b + 1] << 8) | (d[b + 2] << 16) | (d[b + 3] << 24)) >>> 0; };\nvar b8 = function (d, b) { return b4(d, b) + (b4(d, b + 4) * 4294967296); };\n// write bytes\nvar wbytes = function (d, b, v) {\n for (; v; ++b)\n d[b] = v, v >>>= 8;\n};\n// gzip header\nvar gzh = function (c, o) {\n var fn = o.filename;\n c[0] = 31, c[1] = 139, c[2] = 8, c[8] = o.level < 2 ? 4 : o.level == 9 ? 2 : 0, c[9] = 3; // assume Unix\n if (o.mtime != 0)\n wbytes(c, 4, Math.floor(new Date(o.mtime || Date.now()) / 1000));\n if (fn) {\n c[3] = 8;\n for (var i = 0; i <= fn.length; ++i)\n c[i + 10] = fn.charCodeAt(i);\n }\n};\n// gzip footer: -8 to -4 = CRC, -4 to -0 is length\n// gzip start\nvar gzs = function (d) {\n if (d[0] != 31 || d[1] != 139 || d[2] != 8)\n err(6, 'invalid gzip data');\n var flg = d[3];\n var st = 10;\n if (flg & 4)\n st += (d[10] | d[11] << 8) + 2;\n for (var zs = (flg >> 3 & 1) + (flg >> 4 & 1); zs > 0; zs -= !d[st++])\n ;\n return st + (flg & 2);\n};\n// gzip length\nvar gzl = function (d) {\n var l = d.length;\n return (d[l - 4] | d[l - 3] << 8 | d[l - 2] << 16 | d[l - 1] << 24) >>> 0;\n};\n// gzip header length\nvar gzhl = function (o) { return 10 + (o.filename ? o.filename.length + 1 : 0); };\n// zlib header\nvar zlh = function (c, o) {\n var lv = o.level, fl = lv == 0 ? 0 : lv < 6 ? 1 : lv == 9 ? 3 : 2;\n c[0] = 120, c[1] = (fl << 6) | (o.dictionary && 32);\n c[1] |= 31 - ((c[0] << 8) | c[1]) % 31;\n if (o.dictionary) {\n var h = adler();\n h.p(o.dictionary);\n wbytes(c, 2, h.d());\n }\n};\n// zlib start\nvar zls = function (d, dict) {\n if ((d[0] & 15) != 8 || (d[0] >> 4) > 7 || ((d[0] << 8 | d[1]) % 31))\n err(6, 'invalid zlib data');\n if ((d[1] >> 5 & 1) == +!dict)\n err(6, 'invalid zlib data: ' + (d[1] & 32 ? 'need' : 'unexpected') + ' dictionary');\n return (d[1] >> 3 & 4) + 2;\n};\nfunction StrmOpt(opts, cb) {\n if (typeof opts == 'function')\n cb = opts, opts = {};\n this.ondata = cb;\n return opts;\n}\n/**\n * Streaming DEFLATE compression\n */\nvar Deflate = /*#__PURE__*/ (function () {\n function Deflate(opts, cb) {\n if (typeof opts == 'function')\n cb = opts, opts = {};\n this.ondata = cb;\n this.o = opts || {};\n this.s = { l: 0, i: 32768, w: 32768, z: 32768 };\n // Buffer length must always be 0 mod 32768 for index calculations to be correct when modifying head and prev\n // 98304 = 32768 (lookback) + 65536 (common chunk size)\n this.b = new u8(98304);\n if (this.o.dictionary) {\n var dict = this.o.dictionary.subarray(-32768);\n this.b.set(dict, 32768 - dict.length);\n this.s.i = 32768 - dict.length;\n }\n }\n Deflate.prototype.p = function (c, f) {\n this.ondata(dopt(c, this.o, 0, 0, this.s), f);\n };\n /**\n * Pushes a chunk to be deflated\n * @param chunk The chunk to push\n * @param final Whether this is the last chunk\n */\n Deflate.prototype.push = function (chunk, final) {\n if (!this.ondata)\n err(5);\n if (this.s.l)\n err(4);\n var endLen = chunk.length + this.s.z;\n if (endLen > this.b.length) {\n if (endLen > 2 * this.b.length - 32768) {\n var newBuf = new u8(endLen & -32768);\n newBuf.set(this.b.subarray(0, this.s.z));\n this.b = newBuf;\n }\n var split = this.b.length - this.s.z;\n this.b.set(chunk.subarray(0, split), this.s.z);\n this.s.z = this.b.length;\n this.p(this.b, false);\n this.b.set(this.b.subarray(-32768));\n this.b.set(chunk.subarray(split), 32768);\n this.s.z = chunk.length - split + 32768;\n this.s.i = 32766, this.s.w = 32768;\n }\n else {\n this.b.set(chunk, this.s.z);\n this.s.z += chunk.length;\n }\n this.s.l = final & 1;\n if (this.s.z > this.s.w + 8191 || final) {\n this.p(this.b, final || false);\n this.s.w = this.s.i, this.s.i -= 2;\n }\n };\n /**\n * Flushes buffered uncompressed data. Useful to immediately retrieve the\n * deflated output for small inputs.\n */\n Deflate.prototype.flush = function () {\n if (!this.ondata)\n err(5);\n if (this.s.l)\n err(4);\n this.p(this.b, false);\n this.s.w = this.s.i, this.s.i -= 2;\n };\n return Deflate;\n}());\nexport { Deflate };\n/**\n * Asynchronous streaming DEFLATE compression\n */\nvar AsyncDeflate = /*#__PURE__*/ (function () {\n function AsyncDeflate(opts, cb) {\n astrmify([\n bDflt,\n function () { return [astrm, Deflate]; }\n ], this, StrmOpt.call(this, opts, cb), function (ev) {\n var strm = new Deflate(ev.data);\n onmessage = astrm(strm);\n }, 6, 1);\n }\n return AsyncDeflate;\n}());\nexport { AsyncDeflate };\nexport function deflate(data, opts, cb) {\n if (!cb)\n cb = opts, opts = {};\n if (typeof cb != 'function')\n err(7);\n return cbify(data, opts, [\n bDflt,\n ], function (ev) { return pbf(deflateSync(ev.data[0], ev.data[1])); }, 0, cb);\n}\n/**\n * Compresses data with DEFLATE without any wrapper\n * @param data The data to compress\n * @param opts The compression options\n * @returns The deflated version of the data\n */\nexport function deflateSync(data, opts) {\n return dopt(data, opts || {}, 0, 0);\n}\n/**\n * Streaming DEFLATE decompression\n */\nvar Inflate = /*#__PURE__*/ (function () {\n function Inflate(opts, cb) {\n // no StrmOpt here to avoid adding to workerizer\n if (typeof opts == 'function')\n cb = opts, opts = {};\n this.ondata = cb;\n var dict = opts && opts.dictionary && opts.dictionary.subarray(-32768);\n this.s = { i: 0, b: dict ? dict.length : 0 };\n this.o = new u8(32768);\n this.p = new u8(0);\n if (dict)\n this.o.set(dict);\n }\n Inflate.prototype.e = function (c) {\n if (!this.ondata)\n err(5);\n if (this.d)\n err(4);\n if (!this.p.length)\n this.p = c;\n else if (c.length) {\n var n = new u8(this.p.length + c.length);\n n.set(this.p), n.set(c, this.p.length), this.p = n;\n }\n };\n Inflate.prototype.c = function (final) {\n this.s.i = +(this.d = final || false);\n var bts = this.s.b;\n var dt = inflt(this.p, this.s, this.o);\n this.ondata(slc(dt, bts, this.s.b), this.d);\n this.o = slc(dt, this.s.b - 32768), this.s.b = this.o.length;\n this.p = slc(this.p, (this.s.p / 8) | 0), this.s.p &= 7;\n };\n /**\n * Pushes a chunk to be inflated\n * @param chunk The chunk to push\n * @param final Whether this is the final chunk\n */\n Inflate.prototype.push = function (chunk, final) {\n this.e(chunk), this.c(final);\n };\n return Inflate;\n}());\nexport { Inflate };\n/**\n * Asynchronous streaming DEFLATE decompression\n */\nvar AsyncInflate = /*#__PURE__*/ (function () {\n function AsyncInflate(opts, cb) {\n astrmify([\n bInflt,\n function () { return [astrm, Inflate]; }\n ], this, StrmOpt.call(this, opts, cb), function (ev) {\n var strm = new Inflate(ev.data);\n onmessage = astrm(strm);\n }, 7, 0);\n }\n return AsyncInflate;\n}());\nexport { AsyncInflate };\nexport function inflate(data, opts, cb) {\n if (!cb)\n cb = opts, opts = {};\n if (typeof cb != 'function')\n err(7);\n return cbify(data, opts, [\n bInflt\n ], function (ev) { return pbf(inflateSync(ev.data[0], gopt(ev.data[1]))); }, 1, cb);\n}\n/**\n * Expands DEFLATE data with no wrapper\n * @param data The data to decompress\n * @param opts The decompression options\n * @returns The decompressed version of the data\n */\nexport function inflateSync(data, opts) {\n return inflt(data, { i: 2 }, opts && opts.out, opts && opts.dictionary);\n}\n// before you yell at me for not just using extends, my reason is that TS inheritance is hard to workerize.\n/**\n * Streaming GZIP compression\n */\nvar Gzip = /*#__PURE__*/ (function () {\n function Gzip(opts, cb) {\n this.c = crc();\n this.l = 0;\n this.v = 1;\n Deflate.call(this, opts, cb);\n }\n /**\n * Pushes a chunk to be GZIPped\n * @param chunk The chunk to push\n * @param final Whether this is the last chunk\n */\n Gzip.prototype.push = function (chunk, final) {\n this.c.p(chunk);\n this.l += chunk.length;\n Deflate.prototype.push.call(this, chunk, final);\n };\n Gzip.prototype.p = function (c, f) {\n var raw = dopt(c, this.o, this.v && gzhl(this.o), f && 8, this.s);\n if (this.v)\n gzh(raw, this.o), this.v = 0;\n if (f)\n wbytes(raw, raw.length - 8, this.c.d()), wbytes(raw, raw.length - 4, this.l);\n this.ondata(raw, f);\n };\n /**\n * Flushes buffered uncompressed data. Useful to immediately retrieve the\n * GZIPped output for small inputs.\n */\n Gzip.prototype.flush = function () {\n Deflate.prototype.flush.call(this);\n };\n return Gzip;\n}());\nexport { Gzip };\n/**\n * Asynchronous streaming GZIP compression\n */\nvar AsyncGzip = /*#__PURE__*/ (function () {\n function AsyncGzip(opts, cb) {\n astrmify([\n bDflt,\n gze,\n function () { return [astrm, Deflate, Gzip]; }\n ], this, StrmOpt.call(this, opts, cb), function (ev) {\n var strm = new Gzip(ev.data);\n onmessage = astrm(strm);\n }, 8, 1);\n }\n return AsyncGzip;\n}());\nexport { AsyncGzip };\nexport function gzip(data, opts, cb) {\n if (!cb)\n cb = opts, opts = {};\n if (typeof cb != 'function')\n err(7);\n return cbify(data, opts, [\n bDflt,\n gze,\n function () { return [gzipSync]; }\n ], function (ev) { return pbf(gzipSync(ev.data[0], ev.data[1])); }, 2, cb);\n}\n/**\n * Compresses data with GZIP\n * @param data The data to compress\n * @param opts The compression options\n * @returns The gzipped version of the data\n */\nexport function gzipSync(data, opts) {\n if (!opts)\n opts = {};\n var c = crc(), l = data.length;\n c.p(data);\n var d = dopt(data, opts, gzhl(opts), 8), s = d.length;\n return gzh(d, opts), wbytes(d, s - 8, c.d()), wbytes(d, s - 4, l), d;\n}\n/**\n * Streaming single or multi-member GZIP decompression\n */\nvar Gunzip = /*#__PURE__*/ (function () {\n function Gunzip(opts, cb) {\n this.v = 1;\n this.r = 0;\n Inflate.call(this, opts, cb);\n }\n /**\n * Pushes a chunk to be GUNZIPped\n * @param chunk The chunk to push\n * @param final Whether this is the last chunk\n */\n Gunzip.prototype.push = function (chunk, final) {\n Inflate.prototype.e.call(this, chunk);\n this.r += chunk.length;\n if (this.v) {\n var p = this.p.subarray(this.v - 1);\n var s = p.length > 3 ? gzs(p) : 4;\n if (s > p.length) {\n if (!final)\n return;\n }\n else if (this.v > 1 && this.onmember) {\n this.onmember(this.r - p.length);\n }\n this.p = p.subarray(s), this.v = 0;\n }\n // necessary to prevent TS from using the closure value\n // This allows for workerization to function correctly\n Inflate.prototype.c.call(this, final);\n // process concatenated GZIP\n if (this.s.f && !this.s.l && !final) {\n this.v = shft(this.s.p) + 9;\n this.s = { i: 0 };\n this.o = new u8(0);\n this.push(new u8(0), final);\n }\n };\n return Gunzip;\n}());\nexport { Gunzip };\n/**\n * Asynchronous streaming single or multi-member GZIP decompression\n */\nvar AsyncGunzip = /*#__PURE__*/ (function () {\n function AsyncGunzip(opts, cb) {\n var _this = this;\n astrmify([\n bInflt,\n guze,\n function () { return [astrm, Inflate, Gunzip]; }\n ], this, StrmOpt.call(this, opts, cb), function (ev) {\n var strm = new Gunzip(ev.data);\n strm.onmember = function (offset) { return postMessage(offset); };\n onmessage = astrm(strm);\n }, 9, 0, function (offset) { return _this.onmember && _this.onmember(offset); });\n }\n return AsyncGunzip;\n}());\nexport { AsyncGunzip };\nexport function gunzip(data, opts, cb) {\n if (!cb)\n cb = opts, opts = {};\n if (typeof cb != 'function')\n err(7);\n return cbify(data, opts, [\n bInflt,\n guze,\n function () { return [gunzipSync]; }\n ], function (ev) { return pbf(gunzipSync(ev.data[0], ev.data[1])); }, 3, cb);\n}\n/**\n * Expands GZIP data\n * @param data The data to decompress\n * @param opts The decompression options\n * @returns The decompressed version of the data\n */\nexport function gunzipSync(data, opts) {\n var st = gzs(data);\n if (st + 8 > data.length)\n err(6, 'invalid gzip data');\n return inflt(data.subarray(st, -8), { i: 2 }, opts && opts.out || new u8(gzl(data)), opts && opts.dictionary);\n}\n/**\n * Streaming Zlib compression\n */\nvar Zlib = /*#__PURE__*/ (function () {\n function Zlib(opts, cb) {\n this.c = adler();\n this.v = 1;\n Deflate.call(this, opts, cb);\n }\n /**\n * Pushes a chunk to be zlibbed\n * @param chunk The chunk to push\n * @param final Whether this is the last chunk\n */\n Zlib.prototype.push = function (chunk, final) {\n this.c.p(chunk);\n Deflate.prototype.push.call(this, chunk, final);\n };\n Zlib.prototype.p = function (c, f) {\n var raw = dopt(c, this.o, this.v && (this.o.dictionary ? 6 : 2), f && 4, this.s);\n if (this.v)\n zlh(raw, this.o), this.v = 0;\n if (f)\n wbytes(raw, raw.length - 4, this.c.d());\n this.ondata(raw, f);\n };\n /**\n * Flushes buffered uncompressed data. Useful to immediately retrieve the\n * zlibbed output for small inputs.\n */\n Zlib.prototype.flush = function () {\n Deflate.prototype.flush.call(this);\n };\n return Zlib;\n}());\nexport { Zlib };\n/**\n * Asynchronous streaming Zlib compression\n */\nvar AsyncZlib = /*#__PURE__*/ (function () {\n function AsyncZlib(opts, cb) {\n astrmify([\n bDflt,\n zle,\n function () { return [astrm, Deflate, Zlib]; }\n ], this, StrmOpt.call(this, opts, cb), function (ev) {\n var strm = new Zlib(ev.data);\n onmessage = astrm(strm);\n }, 10, 1);\n }\n return AsyncZlib;\n}());\nexport { AsyncZlib };\nexport function zlib(data, opts, cb) {\n if (!cb)\n cb = opts, opts = {};\n if (typeof cb != 'function')\n err(7);\n return cbify(data, opts, [\n bDflt,\n zle,\n function () { return [zlibSync]; }\n ], function (ev) { return pbf(zlibSync(ev.data[0], ev.data[1])); }, 4, cb);\n}\n/**\n * Compress data with Zlib\n * @param data The data to compress\n * @param opts The compression options\n * @returns The zlib-compressed version of the data\n */\nexport function zlibSync(data, opts) {\n if (!opts)\n opts = {};\n var a = adler();\n a.p(data);\n var d = dopt(data, opts, opts.dictionary ? 6 : 2, 4);\n return zlh(d, opts), wbytes(d, d.length - 4, a.d()), d;\n}\n/**\n * Streaming Zlib decompression\n */\nvar Unzlib = /*#__PURE__*/ (function () {\n function Unzlib(opts, cb) {\n Inflate.call(this, opts, cb);\n this.v = opts && opts.dictionary ? 2 : 1;\n }\n /**\n * Pushes a chunk to be unzlibbed\n * @param chunk The chunk to push\n * @param final Whether this is the last chunk\n */\n Unzlib.prototype.push = function (chunk, final) {\n Inflate.prototype.e.call(this, chunk);\n if (this.v) {\n if (this.p.length < 6 && !final)\n return;\n this.p = this.p.subarray(zls(this.p, this.v - 1)), this.v = 0;\n }\n if (final) {\n if (this.p.length < 4)\n err(6, 'invalid zlib data');\n this.p = this.p.subarray(0, -4);\n }\n // necessary to prevent TS from using the closure value\n // This allows for workerization to function correctly\n Inflate.prototype.c.call(this, final);\n };\n return Unzlib;\n}());\nexport { Unzlib };\n/**\n * Asynchronous streaming Zlib decompression\n */\nvar AsyncUnzlib = /*#__PURE__*/ (function () {\n function AsyncUnzlib(opts, cb) {\n astrmify([\n bInflt,\n zule,\n function () { return [astrm, Inflate, Unzlib]; }\n ], this, StrmOpt.call(this, opts, cb), function (ev) {\n var strm = new Unzlib(ev.data);\n onmessage = astrm(strm);\n }, 11, 0);\n }\n return AsyncUnzlib;\n}());\nexport { AsyncUnzlib };\nexport function unzlib(data, opts, cb) {\n if (!cb)\n cb = opts, opts = {};\n if (typeof cb != 'function')\n err(7);\n return cbify(data, opts, [\n bInflt,\n zule,\n function () { return [unzlibSync]; }\n ], function (ev) { return pbf(unzlibSync(ev.data[0], gopt(ev.data[1]))); }, 5, cb);\n}\n/**\n * Expands Zlib data\n * @param data The data to decompress\n * @param opts The decompression options\n * @returns The decompressed version of the data\n */\nexport function unzlibSync(data, opts) {\n return inflt(data.subarray(zls(data, opts && opts.dictionary), -4), { i: 2 }, opts && opts.out, opts && opts.dictionary);\n}\n// Default algorithm for compression (used because having a known output size allows faster decompression)\nexport { gzip as compress, AsyncGzip as AsyncCompress };\nexport { gzipSync as compressSync, Gzip as Compress };\n/**\n * Streaming GZIP, Zlib, or raw DEFLATE decompression\n */\nvar Decompress = /*#__PURE__*/ (function () {\n function Decompress(opts, cb) {\n this.o = StrmOpt.call(this, opts, cb) || {};\n this.G = Gunzip;\n this.I = Inflate;\n this.Z = Unzlib;\n }\n // init substream\n // overriden by AsyncDecompress\n Decompress.prototype.i = function () {\n var _this = this;\n this.s.ondata = function (dat, final) {\n _this.ondata(dat, final);\n };\n };\n /**\n * Pushes a chunk to be decompressed\n * @param chunk The chunk to push\n * @param final Whether this is the last chunk\n */\n Decompress.prototype.push = function (chunk, final) {\n if (!this.ondata)\n err(5);\n if (!this.s) {\n if (this.p && this.p.length) {\n var n = new u8(this.p.length + chunk.length);\n n.set(this.p), n.set(chunk, this.p.length);\n }\n else\n this.p = chunk;\n if (this.p.length > 2) {\n this.s = (this.p[0] == 31 && this.p[1] == 139 && this.p[2] == 8)\n ? new this.G(this.o)\n : ((this.p[0] & 15) != 8 || (this.p[0] >> 4) > 7 || ((this.p[0] << 8 | this.p[1]) % 31))\n ? new this.I(this.o)\n : new this.Z(this.o);\n this.i();\n this.s.push(this.p, final);\n this.p = null;\n }\n }\n else\n this.s.push(chunk, final);\n };\n return Decompress;\n}());\nexport { Decompress };\n/**\n * Asynchronous streaming GZIP, Zlib, or raw DEFLATE decompression\n */\nvar AsyncDecompress = /*#__PURE__*/ (function () {\n function AsyncDecompress(opts, cb) {\n Decompress.call(this, opts, cb);\n this.queuedSize = 0;\n this.G = AsyncGunzip;\n this.I = AsyncInflate;\n this.Z = AsyncUnzlib;\n }\n AsyncDecompress.prototype.i = function () {\n var _this = this;\n this.s.ondata = function (err, dat, final) {\n _this.ondata(err, dat, final);\n };\n this.s.ondrain = function (size) {\n _this.queuedSize -= size;\n if (_this.ondrain)\n _this.ondrain(size);\n };\n };\n /**\n * Pushes a chunk to be decompressed\n * @param chunk The chunk to push\n * @param final Whether this is the last chunk\n */\n AsyncDecompress.prototype.push = function (chunk, final) {\n this.queuedSize += chunk.length;\n Decompress.prototype.push.call(this, chunk, final);\n };\n return AsyncDecompress;\n}());\nexport { AsyncDecompress };\nexport function decompress(data, opts, cb) {\n if (!cb)\n cb = opts, opts = {};\n if (typeof cb != 'function')\n err(7);\n return (data[0] == 31 && data[1] == 139 && data[2] == 8)\n ? gunzip(data, opts, cb)\n : ((data[0] & 15) != 8 || (data[0] >> 4) > 7 || ((data[0] << 8 | data[1]) % 31))\n ? inflate(data, opts, cb)\n : unzlib(data, opts, cb);\n}\n/**\n * Expands compressed GZIP, Zlib, or raw DEFLATE data, automatically detecting the format\n * @param data The data to decompress\n * @param opts The decompression options\n * @returns The decompressed version of the data\n */\nexport function decompressSync(data, opts) {\n return (data[0] == 31 && data[1] == 139 && data[2] == 8)\n ? gunzipSync(data, opts)\n : ((data[0] & 15) != 8 || (data[0] >> 4) > 7 || ((data[0] << 8 | data[1]) % 31))\n ? inflateSync(data, opts)\n : unzlibSync(data, opts);\n}\n// flatten a directory structure\nvar fltn = function (d, p, t, o) {\n for (var k in d) {\n var val = d[k], n = p + k, op = o;\n if (Array.isArray(val))\n op = mrg(o, val[1]), val = val[0];\n if (val instanceof u8)\n t[n] = [val, op];\n else {\n t[n += '/'] = [new u8(0), op];\n fltn(val, n, t, o);\n }\n }\n};\n// text encoder\nvar te = typeof TextEncoder != 'undefined' && /*#__PURE__*/ new TextEncoder();\n// text decoder\nvar td = typeof TextDecoder != 'undefined' && /*#__PURE__*/ new TextDecoder();\n// text decoder stream\nvar tds = 0;\ntry {\n td.decode(et, { stream: true });\n tds = 1;\n}\ncatch (e) { }\n// decode UTF8\nvar dutf8 = function (d) {\n for (var r = '', i = 0;;) {\n var c = d[i++];\n var eb = (c > 127) + (c > 223) + (c > 239);\n if (i + eb > d.length)\n return { s: r, r: slc(d, i - 1) };\n if (!eb)\n r += String.fromCharCode(c);\n else if (eb == 3) {\n c = ((c & 15) << 18 | (d[i++] & 63) << 12 | (d[i++] & 63) << 6 | (d[i++] & 63)) - 65536,\n r += String.fromCharCode(55296 | (c >> 10), 56320 | (c & 1023));\n }\n else if (eb & 1)\n r += String.fromCharCode((c & 31) << 6 | (d[i++] & 63));\n else\n r += String.fromCharCode((c & 15) << 12 | (d[i++] & 63) << 6 | (d[i++] & 63));\n }\n};\n/**\n * Streaming UTF-8 decoding\n */\nvar DecodeUTF8 = /*#__PURE__*/ (function () {\n /**\n * Creates a UTF-8 decoding stream\n * @param cb The callback to call whenever data is decoded\n */\n function DecodeUTF8(cb) {\n this.ondata = cb;\n if (tds)\n this.t = new TextDecoder();\n else\n this.p = et;\n }\n /**\n * Pushes a chunk to be decoded from UTF-8 binary\n * @param chunk The chunk to push\n * @param final Whether this is the last chunk\n */\n DecodeUTF8.prototype.push = function (chunk, final) {\n if (!this.ondata)\n err(5);\n final = !!final;\n if (this.t) {\n this.ondata(this.t.decode(chunk, { stream: true }), final);\n if (final) {\n if (this.t.decode().length)\n err(8);\n this.t = null;\n }\n return;\n }\n if (!this.p)\n err(4);\n var dat = new u8(this.p.length + chunk.length);\n dat.set(this.p);\n dat.set(chunk, this.p.length);\n var _a = dutf8(dat), s = _a.s, r = _a.r;\n if (final) {\n if (r.length)\n err(8);\n this.p = null;\n }\n else\n this.p = r;\n this.ondata(s, final);\n };\n return DecodeUTF8;\n}());\nexport { DecodeUTF8 };\n/**\n * Streaming UTF-8 encoding\n */\nvar EncodeUTF8 = /*#__PURE__*/ (function () {\n /**\n * Creates a UTF-8 decoding stream\n * @param cb The callback to call whenever data is encoded\n */\n function EncodeUTF8(cb) {\n this.ondata = cb;\n }\n /**\n * Pushes a chunk to be encoded to UTF-8\n * @param chunk The string data to push\n * @param final Whether this is the last chunk\n */\n EncodeUTF8.prototype.push = function (chunk, final) {\n if (!this.ondata)\n err(5);\n if (this.d)\n err(4);\n this.ondata(strToU8(chunk), this.d = final || false);\n };\n return EncodeUTF8;\n}());\nexport { EncodeUTF8 };\n/**\n * Converts a string into a Uint8Array for use with compression/decompression methods\n * @param str The string to encode\n * @param latin1 Whether or not to interpret the data as Latin-1. This should\n * not need to be true unless decoding a binary string.\n * @returns The string encoded in UTF-8/Latin-1 binary\n */\nexport function strToU8(str, latin1) {\n if (latin1) {\n var ar_1 = new u8(str.length);\n for (var i = 0; i < str.length; ++i)\n ar_1[i] = str.charCodeAt(i);\n return ar_1;\n }\n if (te)\n return te.encode(str);\n var l = str.length;\n var ar = new u8(str.length + (str.length >> 1));\n var ai = 0;\n var w = function (v) { ar[ai++] = v; };\n for (var i = 0; i < l; ++i) {\n if (ai + 5 > ar.length) {\n var n = new u8(ai + 8 + ((l - i) << 1));\n n.set(ar);\n ar = n;\n }\n var c = str.charCodeAt(i);\n if (c < 128 || latin1)\n w(c);\n else if (c < 2048)\n w(192 | (c >> 6)), w(128 | (c & 63));\n else if (c > 55295 && c < 57344)\n c = 65536 + (c & 1023 << 10) | (str.charCodeAt(++i) & 1023),\n w(240 | (c >> 18)), w(128 | ((c >> 12) & 63)), w(128 | ((c >> 6) & 63)), w(128 | (c & 63));\n else\n w(224 | (c >> 12)), w(128 | ((c >> 6) & 63)), w(128 | (c & 63));\n }\n return slc(ar, 0, ai);\n}\n/**\n * Converts a Uint8Array to a string\n * @param dat The data to decode to string\n * @param latin1 Whether or not to interpret the data as Latin-1. This should\n * not need to be true unless encoding to binary string.\n * @returns The original UTF-8/Latin-1 string\n */\nexport function strFromU8(dat, latin1) {\n if (latin1) {\n var r = '';\n for (var i = 0; i < dat.length; i += 16384)\n r += String.fromCharCode.apply(null, dat.subarray(i, i + 16384));\n return r;\n }\n else if (td) {\n return td.decode(dat);\n }\n else {\n var _a = dutf8(dat), s = _a.s, r = _a.r;\n if (r.length)\n err(8);\n return s;\n }\n}\n;\n// deflate bit flag\nvar dbf = function (l) { return l == 1 ? 3 : l < 6 ? 2 : l == 9 ? 1 : 0; };\n// skip local zip header\nvar slzh = function (d, b) { return b + 30 + b2(d, b + 26) + b2(d, b + 28); };\n// read zip header\nvar zh = function (d, b, z) {\n var fnl = b2(d, b + 28), fn = strFromU8(d.subarray(b + 46, b + 46 + fnl), !(b2(d, b + 8) & 2048)), es = b + 46 + fnl, bs = b4(d, b + 20);\n var _a = z && bs == 4294967295 ? z64e(d, es) : [bs, b4(d, b + 24), b4(d, b + 42)], sc = _a[0], su = _a[1], off = _a[2];\n return [b2(d, b + 10), sc, su, fn, es + b2(d, b + 30) + b2(d, b + 32), off];\n};\n// read zip64 extra field\nvar z64e = function (d, b) {\n for (; b2(d, b) != 1; b += 4 + b2(d, b + 2))\n ;\n return [b8(d, b + 12), b8(d, b + 4), b8(d, b + 20)];\n};\n// extra field length\nvar exfl = function (ex) {\n var le = 0;\n if (ex) {\n for (var k in ex) {\n var l = ex[k].length;\n if (l > 65535)\n err(9);\n le += l + 4;\n }\n }\n return le;\n};\n// write zip header\nvar wzh = function (d, b, f, fn, u, c, ce, co) {\n var fl = fn.length, ex = f.extra, col = co && co.length;\n var exl = exfl(ex);\n wbytes(d, b, ce != null ? 0x2014B50 : 0x4034B50), b += 4;\n if (ce != null)\n d[b++] = 20, d[b++] = f.os;\n d[b] = 20, b += 2; // spec compliance? what's that?\n d[b++] = (f.flag << 1) | (c < 0 && 8), d[b++] = u && 8;\n d[b++] = f.compression & 255, d[b++] = f.compression >> 8;\n var dt = new Date(f.mtime == null ? Date.now() : f.mtime), y = dt.getFullYear() - 1980;\n if (y < 0 || y > 119)\n err(10);\n wbytes(d, b, (y << 25) | ((dt.getMonth() + 1) << 21) | (dt.getDate() << 16) | (dt.getHours() << 11) | (dt.getMinutes() << 5) | (dt.getSeconds() >> 1)), b += 4;\n if (c != -1) {\n wbytes(d, b, f.crc);\n wbytes(d, b + 4, c < 0 ? -c - 2 : c);\n wbytes(d, b + 8, f.size);\n }\n wbytes(d, b + 12, fl);\n wbytes(d, b + 14, exl), b += 16;\n if (ce != null) {\n wbytes(d, b, col);\n wbytes(d, b + 6, f.attrs);\n wbytes(d, b + 10, ce), b += 14;\n }\n d.set(fn, b);\n b += fl;\n if (exl) {\n for (var k in ex) {\n var exf = ex[k], l = exf.length;\n wbytes(d, b, +k);\n wbytes(d, b + 2, l);\n d.set(exf, b + 4), b += 4 + l;\n }\n }\n if (col)\n d.set(co, b), b += col;\n return b;\n};\n// write zip footer (end of central directory)\nvar wzf = function (o, b, c, d, e) {\n wbytes(o, b, 0x6054B50); // skip disk\n wbytes(o, b + 8, c);\n wbytes(o, b + 10, c);\n wbytes(o, b + 12, d);\n wbytes(o, b + 16, e);\n};\n/**\n * A pass-through stream to keep data uncompressed in a ZIP archive.\n */\nvar ZipPassThrough = /*#__PURE__*/ (function () {\n /**\n * Creates a pass-through stream that can be added to ZIP archives\n * @param filename The filename to associate with this data stream\n */\n function ZipPassThrough(filename) {\n this.filename = filename;\n this.c = crc();\n this.size = 0;\n this.compression = 0;\n }\n /**\n * Processes a chunk and pushes to the output stream. You can override this\n * method in a subclass for custom behavior, but by default this passes\n * the data through. You must call this.ondata(err, chunk, final) at some\n * point in this method.\n * @param chunk The chunk to process\n * @param final Whether this is the last chunk\n */\n ZipPassThrough.prototype.process = function (chunk, final) {\n this.ondata(null, chunk, final);\n };\n /**\n * Pushes a chunk to be added. If you are subclassing this with a custom\n * compression algorithm, note that you must push data from the source\n * file only, pre-compression.\n * @param chunk The chunk to push\n * @param final Whether this is the last chunk\n */\n ZipPassThrough.prototype.push = function (chunk, final) {\n if (!this.ondata)\n err(5);\n this.c.p(chunk);\n this.size += chunk.length;\n if (final)\n this.crc = this.c.d();\n this.process(chunk, final || false);\n };\n return ZipPassThrough;\n}());\nexport { ZipPassThrough };\n// I don't extend because TypeScript extension adds 1kB of runtime bloat\n/**\n * Streaming DEFLATE compression for ZIP archives. Prefer using AsyncZipDeflate\n * for better performance\n */\nvar ZipDeflate = /*#__PURE__*/ (function () {\n /**\n * Creates a DEFLATE stream that can be added to ZIP archives\n * @param filename The filename to associate with this data stream\n * @param opts The compression options\n */\n function ZipDeflate(filename, opts) {\n var _this = this;\n if (!opts)\n opts = {};\n ZipPassThrough.call(this, filename);\n this.d = new Deflate(opts, function (dat, final) {\n _this.ondata(null, dat, final);\n });\n this.compression = 8;\n this.flag = dbf(opts.level);\n }\n ZipDeflate.prototype.process = function (chunk, final) {\n try {\n this.d.push(chunk, final);\n }\n catch (e) {\n this.ondata(e, null, final);\n }\n };\n /**\n * Pushes a chunk to be deflated\n * @param chunk The chunk to push\n * @param final Whether this is the last chunk\n */\n ZipDeflate.prototype.push = function (chunk, final) {\n ZipPassThrough.prototype.push.call(this, chunk, final);\n };\n return ZipDeflate;\n}());\nexport { ZipDeflate };\n/**\n * Asynchronous streaming DEFLATE compression for ZIP archives\n */\nvar AsyncZipDeflate = /*#__PURE__*/ (function () {\n /**\n * Creates an asynchronous DEFLATE stream that can be added to ZIP archives\n * @param filename The filename to associate with this data stream\n * @param opts The compression options\n */\n function AsyncZipDeflate(filename, opts) {\n var _this = this;\n if (!opts)\n opts = {};\n ZipPassThrough.call(this, filename);\n this.d = new AsyncDeflate(opts, function (err, dat, final) {\n _this.ondata(err, dat, final);\n });\n this.compression = 8;\n this.flag = dbf(opts.level);\n this.terminate = this.d.terminate;\n }\n AsyncZipDeflate.prototype.process = function (chunk, final) {\n this.d.push(chunk, final);\n };\n /**\n * Pushes a chunk to be deflated\n * @param chunk The chunk to push\n * @param final Whether this is the last chunk\n */\n AsyncZipDeflate.prototype.push = function (chunk, final) {\n ZipPassThrough.prototype.push.call(this, chunk, final);\n };\n return AsyncZipDeflate;\n}());\nexport { AsyncZipDeflate };\n// TODO: Better tree shaking\n/**\n * A zippable archive to which files can incrementally be added\n */\nvar Zip = /*#__PURE__*/ (function () {\n /**\n * Creates an empty ZIP archive to which files can be added\n * @param cb The callback to call whenever data for the generated ZIP archive\n * is available\n */\n function Zip(cb) {\n this.ondata = cb;\n this.u = [];\n this.d = 1;\n }\n /**\n * Adds a file to the ZIP archive\n * @param file The file stream to add\n */\n Zip.prototype.add = function (file) {\n var _this = this;\n if (!this.ondata)\n err(5);\n // finishing or finished\n if (this.d & 2)\n this.ondata(err(4 + (this.d & 1) * 8, 0, 1), null, false);\n else {\n var f = strToU8(file.filename), fl_1 = f.length;\n var com = file.comment, o = com && strToU8(com);\n var u = fl_1 != file.filename.length || (o && (com.length != o.length));\n var hl_1 = fl_1 + exfl(file.extra) + 30;\n if (fl_1 > 65535)\n this.ondata(err(11, 0, 1), null, false);\n var header = new u8(hl_1);\n wzh(header, 0, file, f, u, -1);\n var chks_1 = [header];\n var pAll_1 = function () {\n for (var _i = 0, chks_2 = chks_1; _i < chks_2.length; _i++) {\n var chk = chks_2[_i];\n _this.ondata(null, chk, false);\n }\n chks_1 = [];\n };\n var tr_1 = this.d;\n this.d = 0;\n var ind_1 = this.u.length;\n var uf_1 = mrg(file, {\n f: f,\n u: u,\n o: o,\n t: function () {\n if (file.terminate)\n file.terminate();\n },\n r: function () {\n pAll_1();\n if (tr_1) {\n var nxt = _this.u[ind_1 + 1];\n if (nxt)\n nxt.r();\n else\n _this.d = 1;\n }\n tr_1 = 1;\n }\n });\n var cl_1 = 0;\n file.ondata = function (err, dat, final) {\n if (err) {\n _this.ondata(err, dat, final);\n _this.terminate();\n }\n else {\n cl_1 += dat.length;\n chks_1.push(dat);\n if (final) {\n var dd = new u8(16);\n wbytes(dd, 0, 0x8074B50);\n wbytes(dd, 4, file.crc);\n wbytes(dd, 8, cl_1);\n wbytes(dd, 12, file.size);\n chks_1.push(dd);\n uf_1.c = cl_1, uf_1.b = hl_1 + cl_1 + 16, uf_1.crc = file.crc, uf_1.size = file.size;\n if (tr_1)\n uf_1.r();\n tr_1 = 1;\n }\n else if (tr_1)\n pAll_1();\n }\n };\n this.u.push(uf_1);\n }\n };\n /**\n * Ends the process of adding files and prepares to emit the final chunks.\n * This *must* be called after adding all desired files for the resulting\n * ZIP file to work properly.\n */\n Zip.prototype.end = function () {\n var _this = this;\n if (this.d & 2) {\n this.ondata(err(4 + (this.d & 1) * 8, 0, 1), null, true);\n return;\n }\n if (this.d)\n this.e();\n else\n this.u.push({\n r: function () {\n if (!(_this.d & 1))\n return;\n _this.u.splice(-1, 1);\n _this.e();\n },\n t: function () { }\n });\n this.d = 3;\n };\n Zip.prototype.e = function () {\n var bt = 0, l = 0, tl = 0;\n for (var _i = 0, _a = this.u; _i < _a.length; _i++) {\n var f = _a[_i];\n tl += 46 + f.f.length + exfl(f.extra) + (f.o ? f.o.length : 0);\n }\n var out = new u8(tl + 22);\n for (var _b = 0, _c = this.u; _b < _c.length; _b++) {\n var f = _c[_b];\n wzh(out, bt, f, f.f, f.u, -f.c - 2, l, f.o);\n bt += 46 + f.f.length + exfl(f.extra) + (f.o ? f.o.length : 0), l += f.b;\n }\n wzf(out, bt, this.u.length, tl, l);\n this.ondata(null, out, true);\n this.d = 2;\n };\n /**\n * A method to terminate any internal workers used by the stream. Subsequent\n * calls to add() will fail.\n */\n Zip.prototype.terminate = function () {\n for (var _i = 0, _a = this.u; _i < _a.length; _i++) {\n var f = _a[_i];\n f.t();\n }\n this.d = 2;\n };\n return Zip;\n}());\nexport { Zip };\nexport function zip(data, opts, cb) {\n if (!cb)\n cb = opts, opts = {};\n if (typeof cb != 'function')\n err(7);\n var r = {};\n fltn(data, '', r, opts);\n var k = Object.keys(r);\n var lft = k.length, o = 0, tot = 0;\n var slft = lft, files = new Array(lft);\n var term = [];\n var tAll = function () {\n for (var i = 0; i < term.length; ++i)\n term[i]();\n };\n var cbd = function (a, b) {\n mt(function () { cb(a, b); });\n };\n mt(function () { cbd = cb; });\n var cbf = function () {\n var out = new u8(tot + 22), oe = o, cdl = tot - o;\n tot = 0;\n for (var i = 0; i < slft; ++i) {\n var f = files[i];\n try {\n var l = f.c.length;\n wzh(out, tot, f, f.f, f.u, l);\n var badd = 30 + f.f.length + exfl(f.extra);\n var loc = tot + badd;\n out.set(f.c, loc);\n wzh(out, o, f, f.f, f.u, l, tot, f.m), o += 16 + badd + (f.m ? f.m.length : 0), tot = loc + l;\n }\n catch (e) {\n return cbd(e, null);\n }\n }\n wzf(out, o, files.length, cdl, oe);\n cbd(null, out);\n };\n if (!lft)\n cbf();\n var _loop_1 = function (i) {\n var fn = k[i];\n var _a = r[fn], file = _a[0], p = _a[1];\n var c = crc(), size = file.length;\n c.p(file);\n var f = strToU8(fn), s = f.length;\n var com = p.comment, m = com && strToU8(com), ms = m && m.length;\n var exl = exfl(p.extra);\n var compression = p.level == 0 ? 0 : 8;\n var cbl = function (e, d) {\n if (e) {\n tAll();\n cbd(e, null);\n }\n else {\n var l = d.length;\n files[i] = mrg(p, {\n size: size,\n crc: c.d(),\n c: d,\n f: f,\n m: m,\n u: s != fn.length || (m && (com.length != ms)),\n compression: compression\n });\n o += 30 + s + exl + l;\n tot += 76 + 2 * (s + exl) + (ms || 0) + l;\n if (!--lft)\n cbf();\n }\n };\n if (s > 65535)\n cbl(err(11, 0, 1), null);\n if (!compression)\n cbl(null, file);\n else if (size < 160000) {\n try {\n cbl(null, deflateSync(file, p));\n }\n catch (e) {\n cbl(e, null);\n }\n }\n else\n term.push(deflate(file, p, cbl));\n };\n // Cannot use lft because it can decrease\n for (var i = 0; i < slft; ++i) {\n _loop_1(i);\n }\n return tAll;\n}\n/**\n * Synchronously creates a ZIP file. Prefer using `zip` for better performance\n * with more than one file.\n * @param data The directory structure for the ZIP archive\n * @param opts The main options, merged with per-file options\n * @returns The generated ZIP archive\n */\nexport function zipSync(data, opts) {\n if (!opts)\n opts = {};\n var r = {};\n var files = [];\n fltn(data, '', r, opts);\n var o = 0;\n var tot = 0;\n for (var fn in r) {\n var _a = r[fn], file = _a[0], p = _a[1];\n var compression = p.level == 0 ? 0 : 8;\n var f = strToU8(fn), s = f.length;\n var com = p.comment, m = com && strToU8(com), ms = m && m.length;\n var exl = exfl(p.extra);\n if (s > 65535)\n err(11);\n var d = compression ? deflateSync(file, p) : file, l = d.length;\n var c = crc();\n c.p(file);\n files.push(mrg(p, {\n size: file.length,\n crc: c.d(),\n c: d,\n f: f,\n m: m,\n u: s != fn.length || (m && (com.length != ms)),\n o: o,\n compression: compression\n }));\n o += 30 + s + exl + l;\n tot += 76 + 2 * (s + exl) + (ms || 0) + l;\n }\n var out = new u8(tot + 22), oe = o, cdl = tot - o;\n for (var i = 0; i < files.length; ++i) {\n var f = files[i];\n wzh(out, f.o, f, f.f, f.u, f.c.length);\n var badd = 30 + f.f.length + exfl(f.extra);\n out.set(f.c, f.o + badd);\n wzh(out, o, f, f.f, f.u, f.c.length, f.o, f.m), o += 16 + badd + (f.m ? f.m.length : 0);\n }\n wzf(out, o, files.length, cdl, oe);\n return out;\n}\n/**\n * Streaming pass-through decompression for ZIP archives\n */\nvar UnzipPassThrough = /*#__PURE__*/ (function () {\n function UnzipPassThrough() {\n }\n UnzipPassThrough.prototype.push = function (data, final) {\n this.ondata(null, data, final);\n };\n UnzipPassThrough.compression = 0;\n return UnzipPassThrough;\n}());\nexport { UnzipPassThrough };\n/**\n * Streaming DEFLATE decompression for ZIP archives. Prefer AsyncZipInflate for\n * better performance.\n */\nvar UnzipInflate = /*#__PURE__*/ (function () {\n /**\n * Creates a DEFLATE decompression that can be used in ZIP archives\n */\n function UnzipInflate() {\n var _this = this;\n this.i = new Inflate(function (dat, final) {\n _this.ondata(null, dat, final);\n });\n }\n UnzipInflate.prototype.push = function (data, final) {\n try {\n this.i.push(data, final);\n }\n catch (e) {\n this.ondata(e, null, final);\n }\n };\n UnzipInflate.compression = 8;\n return UnzipInflate;\n}());\nexport { UnzipInflate };\n/**\n * Asynchronous streaming DEFLATE decompression for ZIP archives\n */\nvar AsyncUnzipInflate = /*#__PURE__*/ (function () {\n /**\n * Creates a DEFLATE decompression that can be used in ZIP archives\n */\n function AsyncUnzipInflate(_, sz) {\n var _this = this;\n if (sz < 320000) {\n this.i = new Inflate(function (dat, final) {\n _this.ondata(null, dat, final);\n });\n }\n else {\n this.i = new AsyncInflate(function (err, dat, final) {\n _this.ondata(err, dat, final);\n });\n this.terminate = this.i.terminate;\n }\n }\n AsyncUnzipInflate.prototype.push = function (data, final) {\n if (this.i.terminate)\n data = slc(data, 0);\n this.i.push(data, final);\n };\n AsyncUnzipInflate.compression = 8;\n return AsyncUnzipInflate;\n}());\nexport { AsyncUnzipInflate };\n/**\n * A ZIP archive decompression stream that emits files as they are discovered\n */\nvar Unzip = /*#__PURE__*/ (function () {\n /**\n * Creates a ZIP decompression stream\n * @param cb The callback to call whenever a file in the ZIP archive is found\n */\n function Unzip(cb) {\n this.onfile = cb;\n this.k = [];\n this.o = {\n 0: UnzipPassThrough\n };\n this.p = et;\n }\n /**\n * Pushes a chunk to be unzipped\n * @param chunk The chunk to push\n * @param final Whether this is the last chunk\n */\n Unzip.prototype.push = function (chunk, final) {\n var _this = this;\n if (!this.onfile)\n err(5);\n if (!this.p)\n err(4);\n if (this.c > 0) {\n var len = Math.min(this.c, chunk.length);\n var toAdd = chunk.subarray(0, len);\n this.c -= len;\n if (this.d)\n this.d.push(toAdd, !this.c);\n else\n this.k[0].push(toAdd);\n chunk = chunk.subarray(len);\n if (chunk.length)\n return this.push(chunk, final);\n }\n else {\n var f = 0, i = 0, is = void 0, buf = void 0;\n if (!this.p.length)\n buf = chunk;\n else if (!chunk.length)\n buf = this.p;\n else {\n buf = new u8(this.p.length + chunk.length);\n buf.set(this.p), buf.set(chunk, this.p.length);\n }\n var l = buf.length, oc = this.c, add = oc && this.d;\n var _loop_2 = function () {\n var _a;\n var sig = b4(buf, i);\n if (sig == 0x4034B50) {\n f = 1, is = i;\n this_1.d = null;\n this_1.c = 0;\n var bf = b2(buf, i + 6), cmp_1 = b2(buf, i + 8), u = bf & 2048, dd = bf & 8, fnl = b2(buf, i + 26), es = b2(buf, i + 28);\n if (l > i + 30 + fnl + es) {\n var chks_3 = [];\n this_1.k.unshift(chks_3);\n f = 2;\n var sc_1 = b4(buf, i + 18), su_1 = b4(buf, i + 22);\n var fn_1 = strFromU8(buf.subarray(i + 30, i += 30 + fnl), !u);\n if (sc_1 == 4294967295) {\n _a = dd ? [-2] : z64e(buf, i), sc_1 = _a[0], su_1 = _a[1];\n }\n else if (dd)\n sc_1 = -1;\n i += es;\n this_1.c = sc_1;\n var d_1;\n var file_1 = {\n name: fn_1,\n compression: cmp_1,\n start: function () {\n if (!file_1.ondata)\n err(5);\n if (!sc_1)\n file_1.ondata(null, et, true);\n else {\n var ctr = _this.o[cmp_1];\n if (!ctr)\n file_1.ondata(err(14, 'unknown compression type ' + cmp_1, 1), null, false);\n d_1 = sc_1 < 0 ? new ctr(fn_1) : new ctr(fn_1, sc_1, su_1);\n d_1.ondata = function (err, dat, final) { file_1.ondata(err, dat, final); };\n for (var _i = 0, chks_4 = chks_3; _i < chks_4.length; _i++) {\n var dat = chks_4[_i];\n d_1.push(dat, false);\n }\n if (_this.k[0] == chks_3 && _this.c)\n _this.d = d_1;\n else\n d_1.push(et, true);\n }\n },\n terminate: function () {\n if (d_1 && d_1.terminate)\n d_1.terminate();\n }\n };\n if (sc_1 >= 0)\n file_1.size = sc_1, file_1.originalSize = su_1;\n this_1.onfile(file_1);\n }\n return \"break\";\n }\n else if (oc) {\n if (sig == 0x8074B50) {\n is = i += 12 + (oc == -2 && 8), f = 3, this_1.c = 0;\n return \"break\";\n }\n else if (sig == 0x2014B50) {\n is = i -= 4, f = 3, this_1.c = 0;\n return \"break\";\n }\n }\n };\n var this_1 = this;\n for (; i < l - 4; ++i) {\n var state_1 = _loop_2();\n if (state_1 === \"break\")\n break;\n }\n this.p = et;\n if (oc < 0) {\n var dat = f ? buf.subarray(0, is - 12 - (oc == -2 && 8) - (b4(buf, is - 16) == 0x8074B50 && 4)) : buf.subarray(0, i);\n if (add)\n add.push(dat, !!f);\n else\n this.k[+(f == 2)].push(dat);\n }\n if (f & 2)\n return this.push(buf.subarray(i), final);\n this.p = buf.subarray(i);\n }\n if (final) {\n if (this.c)\n err(13);\n this.p = null;\n }\n };\n /**\n * Registers a decoder with the stream, allowing for files compressed with\n * the compression type provided to be expanded correctly\n * @param decoder The decoder constructor\n */\n Unzip.prototype.register = function (decoder) {\n this.o[decoder.compression] = decoder;\n };\n return Unzip;\n}());\nexport { Unzip };\nvar mt = typeof queueMicrotask == 'function' ? queueMicrotask : typeof setTimeout == 'function' ? setTimeout : function (fn) { fn(); };\nexport function unzip(data, opts, cb) {\n if (!cb)\n cb = opts, opts = {};\n if (typeof cb != 'function')\n err(7);\n var term = [];\n var tAll = function () {\n for (var i = 0; i < term.length; ++i)\n term[i]();\n };\n var files = {};\n var cbd = function (a, b) {\n mt(function () { cb(a, b); });\n };\n mt(function () { cbd = cb; });\n var e = data.length - 22;\n for (; b4(data, e) != 0x6054B50; --e) {\n if (!e || data.length - e > 65558) {\n cbd(err(13, 0, 1), null);\n return tAll;\n }\n }\n ;\n var lft = b2(data, e + 8);\n if (lft) {\n var c = lft;\n var o = b4(data, e + 16);\n var z = o == 4294967295 || c == 65535;\n if (z) {\n var ze = b4(data, e - 12);\n z = b4(data, ze) == 0x6064B50;\n if (z) {\n c = lft = b4(data, ze + 32);\n o = b4(data, ze + 48);\n }\n }\n var fltr = opts && opts.filter;\n var _loop_3 = function (i) {\n var _a = zh(data, o, z), c_1 = _a[0], sc = _a[1], su = _a[2], fn = _a[3], no = _a[4], off = _a[5], b = slzh(data, off);\n o = no;\n var cbl = function (e, d) {\n if (e) {\n tAll();\n cbd(e, null);\n }\n else {\n if (d)\n files[fn] = d;\n if (!--lft)\n cbd(null, files);\n }\n };\n if (!fltr || fltr({\n name: fn,\n size: sc,\n originalSize: su,\n compression: c_1\n })) {\n if (!c_1)\n cbl(null, slc(data, b, b + sc));\n else if (c_1 == 8) {\n var infl = data.subarray(b, b + sc);\n // Synchronously decompress under 512KB, or barely-compressed data\n if (su < 524288 || sc > 0.8 * su) {\n try {\n cbl(null, inflateSync(infl, { out: new u8(su) }));\n }\n catch (e) {\n cbl(e, null);\n }\n }\n else\n term.push(inflate(infl, { size: su }, cbl));\n }\n else\n cbl(err(14, 'unknown compression type ' + c_1, 1), null);\n }\n else\n cbl(null, null);\n };\n for (var i = 0; i < c; ++i) {\n _loop_3(i);\n }\n }\n else\n cbd(null, {});\n return tAll;\n}\n/**\n * Synchronously decompresses a ZIP archive. Prefer using `unzip` for better\n * performance with more than one file.\n * @param data The raw compressed ZIP file\n * @param opts The ZIP extraction options\n * @returns The decompressed files\n */\nexport function unzipSync(data, opts) {\n var files = {};\n var e = data.length - 22;\n for (; b4(data, e) != 0x6054B50; --e) {\n if (!e || data.length - e > 65558)\n err(13);\n }\n ;\n var c = b2(data, e + 8);\n if (!c)\n return {};\n var o = b4(data, e + 16);\n var z = o == 4294967295 || c == 65535;\n if (z) {\n var ze = b4(data, e - 12);\n z = b4(data, ze) == 0x6064B50;\n if (z) {\n c = b4(data, ze + 32);\n o = b4(data, ze + 48);\n }\n }\n var fltr = opts && opts.filter;\n for (var i = 0; i < c; ++i) {\n var _a = zh(data, o, z), c_2 = _a[0], sc = _a[1], su = _a[2], fn = _a[3], no = _a[4], off = _a[5], b = slzh(data, off);\n o = no;\n if (!fltr || fltr({\n name: fn,\n size: sc,\n originalSize: su,\n compression: c_2\n })) {\n if (!c_2)\n files[fn] = slc(data, b, b + sc);\n else if (c_2 == 8)\n files[fn] = inflateSync(data.subarray(b, b + sc), { out: new u8(su) });\n else\n err(14, 'unknown compression type ' + c_2);\n }\n }\n return files;\n}\n","import {\n\tNoColorSpace,\n\tDoubleSide,\n} from 'three';\n\nimport {\n\tstrToU8,\n\tzipSync,\n} from '../libs/fflate.module.js';\n\nimport { decompress } from './../utils/TextureUtils.js';\n\nclass USDZExporter {\n\n\tasync parse( scene, options = {} ) {\n\n\t\toptions = Object.assign( {\n\t\t\tar: {\n\t\t\t\tanchoring: { type: 'plane' },\n\t\t\t\tplaneAnchoring: { alignment: 'horizontal' }\n\t\t\t},\n\t\t\tquickLookCompatible: false,\n\t\t\tmaxTextureSize: 1024,\n\t\t}, options );\n\n\t\tconst files = {};\n\t\tconst modelFileName = 'model.usda';\n\n\t\t// model file should be first in USDZ archive so we init it here\n\t\tfiles[ modelFileName ] = null;\n\n\t\tlet output = buildHeader();\n\n\t\toutput += buildSceneStart( options );\n\n\t\tconst materials = {};\n\t\tconst textures = {};\n\n\t\tscene.traverseVisible( ( object ) => {\n\n\t\t\tif ( object.isMesh ) {\n\n\t\t\t\tconst geometry = object.geometry;\n\t\t\t\tconst material = object.material;\n\n\t\t\t\tif ( material.isMeshStandardMaterial ) {\n\n\t\t\t\t\tconst geometryFileName = 'geometries/Geometry_' + geometry.id + '.usda';\n\n\t\t\t\t\tif ( ! ( geometryFileName in files ) ) {\n\n\t\t\t\t\t\tconst meshObject = buildMeshObject( geometry );\n\t\t\t\t\t\tfiles[ geometryFileName ] = buildUSDFileAsString( meshObject );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( ! ( material.uuid in materials ) ) {\n\n\t\t\t\t\t\tmaterials[ material.uuid ] = material;\n\n\t\t\t\t\t}\n\n\t\t\t\t\toutput += buildXform( object, geometry, material );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.warn( 'THREE.USDZExporter: Unsupported material type (USDZ only supports MeshStandardMaterial)', object );\n\n\t\t\t\t}\n\n\t\t\t} else if ( object.isCamera ) {\n\n\t\t\t\toutput += buildCamera( object );\n\n\t\t\t}\n\n\t\t} );\n\n\n\t\toutput += buildSceneEnd();\n\n\t\toutput += buildMaterials( materials, textures, options.quickLookCompatible );\n\n\t\tfiles[ modelFileName ] = strToU8( output );\n\t\toutput = null;\n\n\t\tfor ( const id in textures ) {\n\n\t\t\tlet texture = textures[ id ];\n\n\t\t\tif ( texture.isCompressedTexture === true ) {\n\n\t\t\t\ttexture = decompress( texture );\n\n\t\t\t}\n\n\t\t\tconst canvas = imageToCanvas( texture.image, texture.flipY, options.maxTextureSize );\n\t\t\tconst blob = await new Promise( resolve => canvas.toBlob( resolve, 'image/png', 1 ) );\n\n\t\t\tfiles[ `textures/Texture_${ id }.png` ] = new Uint8Array( await blob.arrayBuffer() );\n\n\t\t}\n\n\t\t// 64 byte alignment\n\t\t// https://github.com/101arrowz/fflate/issues/39#issuecomment-777263109\n\n\t\tlet offset = 0;\n\n\t\tfor ( const filename in files ) {\n\n\t\t\tconst file = files[ filename ];\n\t\t\tconst headerSize = 34 + filename.length;\n\n\t\t\toffset += headerSize;\n\n\t\t\tconst offsetMod64 = offset & 63;\n\n\t\t\tif ( offsetMod64 !== 4 ) {\n\n\t\t\t\tconst padLength = 64 - offsetMod64;\n\t\t\t\tconst padding = new Uint8Array( padLength );\n\n\t\t\t\tfiles[ filename ] = [ file, { extra: { 12345: padding } } ];\n\n\t\t\t}\n\n\t\t\toffset = file.length;\n\n\t\t}\n\n\t\treturn zipSync( files, { level: 0 } );\n\n\t}\n\n}\n\nfunction imageToCanvas( image, flipY, maxTextureSize ) {\n\n\tif ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||\n\t\t( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||\n\t\t( typeof OffscreenCanvas !== 'undefined' && image instanceof OffscreenCanvas ) ||\n\t\t( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {\n\n\t\tconst scale = maxTextureSize / Math.max( image.width, image.height );\n\n\t\tconst canvas = document.createElement( 'canvas' );\n\t\tcanvas.width = image.width * Math.min( 1, scale );\n\t\tcanvas.height = image.height * Math.min( 1, scale );\n\n\t\tconst context = canvas.getContext( '2d' );\n\n\t\t// TODO: We should be able to do this in the UsdTransform2d?\n\n\t\tif ( flipY === true ) {\n\n\t\t\tcontext.translate( 0, canvas.height );\n\t\t\tcontext.scale( 1, - 1 );\n\n\t\t}\n\n\t\tcontext.drawImage( image, 0, 0, canvas.width, canvas.height );\n\n\t\treturn canvas;\n\n\t} else {\n\n\t\tthrow new Error( 'THREE.USDZExporter: No valid image data found. Unable to process texture.' );\n\n\t}\n\n}\n\n//\n\nconst PRECISION = 7;\n\nfunction buildHeader() {\n\n\treturn `#usda 1.0\n(\n\tcustomLayerData = {\n\t\tstring creator = \"Three.js USDZExporter\"\n\t}\n\tdefaultPrim = \"Root\"\n\tmetersPerUnit = 1\n\tupAxis = \"Y\"\n)\n\n`;\n\n}\n\nfunction buildSceneStart( options ) {\n\n\treturn `def Xform \"Root\"\n{\n\tdef Scope \"Scenes\" (\n\t\tkind = \"sceneLibrary\"\n\t)\n\t{\n\t\tdef Xform \"Scene\" (\n\t\t\tcustomData = {\n\t\t\t\tbool preliminary_collidesWithEnvironment = 0\n\t\t\t\tstring sceneName = \"Scene\"\n\t\t\t}\n\t\t\tsceneName = \"Scene\"\n\t\t)\n\t\t{\n\t\ttoken preliminary:anchoring:type = \"${options.ar.anchoring.type}\"\n\t\ttoken preliminary:planeAnchoring:alignment = \"${options.ar.planeAnchoring.alignment}\"\n\n`;\n\n}\n\nfunction buildSceneEnd() {\n\n\treturn `\n\t\t}\n\t}\n}\n\n`;\n\n}\n\nfunction buildUSDFileAsString( dataToInsert ) {\n\n\tlet output = buildHeader();\n\toutput += dataToInsert;\n\treturn strToU8( output );\n\n}\n\n// Xform\n\nfunction buildXform( object, geometry, material ) {\n\n\tconst name = 'Object_' + object.id;\n\tconst transform = buildMatrix( object.matrixWorld );\n\n\tif ( object.matrixWorld.determinant() < 0 ) {\n\n\t\tconsole.warn( 'THREE.USDZExporter: USDZ does not support negative scales', object );\n\n\t}\n\n\treturn `def Xform \"${ name }\" (\n\tprepend references = @./geometries/Geometry_${ geometry.id }.usda@</Geometry>\n\tprepend apiSchemas = [\"MaterialBindingAPI\"]\n)\n{\n\tmatrix4d xformOp:transform = ${ transform }\n\tuniform token[] xformOpOrder = [\"xformOp:transform\"]\n\n\trel material:binding = </Materials/Material_${ material.id }>\n}\n\n`;\n\n}\n\nfunction buildMatrix( matrix ) {\n\n\tconst array = matrix.elements;\n\n\treturn `( ${ buildMatrixRow( array, 0 ) }, ${ buildMatrixRow( array, 4 ) }, ${ buildMatrixRow( array, 8 ) }, ${ buildMatrixRow( array, 12 ) } )`;\n\n}\n\nfunction buildMatrixRow( array, offset ) {\n\n\treturn `(${ array[ offset + 0 ] }, ${ array[ offset + 1 ] }, ${ array[ offset + 2 ] }, ${ array[ offset + 3 ] })`;\n\n}\n\n// Mesh\n\nfunction buildMeshObject( geometry ) {\n\n\tconst mesh = buildMesh( geometry );\n\treturn `\ndef \"Geometry\"\n{\n${mesh}\n}\n`;\n\n}\n\nfunction buildMesh( geometry ) {\n\n\tconst name = 'Geometry';\n\tconst attributes = geometry.attributes;\n\tconst count = attributes.position.count;\n\n\treturn `\n\tdef Mesh \"${ name }\"\n\t{\n\t\tint[] faceVertexCounts = [${ buildMeshVertexCount( geometry ) }]\n\t\tint[] faceVertexIndices = [${ buildMeshVertexIndices( geometry ) }]\n\t\tnormal3f[] normals = [${ buildVector3Array( attributes.normal, count )}] (\n\t\t\tinterpolation = \"vertex\"\n\t\t)\n\t\tpoint3f[] points = [${ buildVector3Array( attributes.position, count )}]\n${ buildPrimvars( attributes ) }\n\t\tuniform token subdivisionScheme = \"none\"\n\t}\n`;\n\n}\n\nfunction buildMeshVertexCount( geometry ) {\n\n\tconst count = geometry.index !== null ? geometry.index.count : geometry.attributes.position.count;\n\n\treturn Array( count / 3 ).fill( 3 ).join( ', ' );\n\n}\n\nfunction buildMeshVertexIndices( geometry ) {\n\n\tconst index = geometry.index;\n\tconst array = [];\n\n\tif ( index !== null ) {\n\n\t\tfor ( let i = 0; i < index.count; i ++ ) {\n\n\t\t\tarray.push( index.getX( i ) );\n\n\t\t}\n\n\t} else {\n\n\t\tconst length = geometry.attributes.position.count;\n\n\t\tfor ( let i = 0; i < length; i ++ ) {\n\n\t\t\tarray.push( i );\n\n\t\t}\n\n\t}\n\n\treturn array.join( ', ' );\n\n}\n\nfunction buildVector3Array( attribute, count ) {\n\n\tif ( attribute === undefined ) {\n\n\t\tconsole.warn( 'USDZExporter: Normals missing.' );\n\t\treturn Array( count ).fill( '(0, 0, 0)' ).join( ', ' );\n\n\t}\n\n\tconst array = [];\n\n\tfor ( let i = 0; i < attribute.count; i ++ ) {\n\n\t\tconst x = attribute.getX( i );\n\t\tconst y = attribute.getY( i );\n\t\tconst z = attribute.getZ( i );\n\n\t\tarray.push( `(${ x.toPrecision( PRECISION ) }, ${ y.toPrecision( PRECISION ) }, ${ z.toPrecision( PRECISION ) })` );\n\n\t}\n\n\treturn array.join( ', ' );\n\n}\n\nfunction buildVector2Array( attribute ) {\n\n\tconst array = [];\n\n\tfor ( let i = 0; i < attribute.count; i ++ ) {\n\n\t\tconst x = attribute.getX( i );\n\t\tconst y = attribute.getY( i );\n\n\t\tarray.push( `(${ x.toPrecision( PRECISION ) }, ${ 1 - y.toPrecision( PRECISION ) })` );\n\n\t}\n\n\treturn array.join( ', ' );\n\n}\n\nfunction buildPrimvars( attributes ) {\n\n\tlet string = '';\n\n\tfor ( let i = 0; i < 4; i ++ ) {\n\n\t\tconst id = ( i > 0 ? i : '' );\n\t\tconst attribute = attributes[ 'uv' + id ];\n\n\t\tif ( attribute !== undefined ) {\n\n\t\t\tstring += `\n\t\ttexCoord2f[] primvars:st${ id } = [${ buildVector2Array( attribute )}] (\n\t\t\tinterpolation = \"vertex\"\n\t\t)`;\n\n\t\t}\n\n\t}\n\n\t// vertex colors\n\n\tconst colorAttribute = attributes.color;\n\n\tif ( colorAttribute !== undefined ) {\n\n\t\tconst count = colorAttribute.count;\n\n\t\tstring += `\n\tcolor3f[] primvars:displayColor = [${buildVector3Array( colorAttribute, count )}] (\n\t\tinterpolation = \"vertex\"\n\t\t)`;\n\n\t}\n\n\treturn string;\n\n}\n\n// Materials\n\nfunction buildMaterials( materials, textures, quickLookCompatible = false ) {\n\n\tconst array = [];\n\n\tfor ( const uuid in materials ) {\n\n\t\tconst material = materials[ uuid ];\n\n\t\tarray.push( buildMaterial( material, textures, quickLookCompatible ) );\n\n\t}\n\n\treturn `def \"Materials\"\n{\n${ array.join( '' ) }\n}\n\n`;\n\n}\n\nfunction buildMaterial( material, textures, quickLookCompatible = false ) {\n\n\t// https://graphics.pixar.com/usd/docs/UsdPreviewSurface-Proposal.html\n\n\tconst pad = '\t\t\t';\n\tconst inputs = [];\n\tconst samplers = [];\n\n\tfunction buildTexture( texture, mapType, color ) {\n\n\t\tconst id = texture.source.id + '_' + texture.flipY;\n\n\t\ttextures[ id ] = texture;\n\n\t\tconst uv = texture.channel > 0 ? 'st' + texture.channel : 'st';\n\n\t\tconst WRAPPINGS = {\n\t\t\t1000: 'repeat', // RepeatWrapping\n\t\t\t1001: 'clamp', // ClampToEdgeWrapping\n\t\t\t1002: 'mirror' // MirroredRepeatWrapping\n\t\t};\n\n\t\tconst repeat = texture.repeat.clone();\n\t\tconst offset = texture.offset.clone();\n\t\tconst rotation = texture.rotation;\n\n\t\t// rotation is around the wrong point. after rotation we need to shift offset again so that we're rotating around the right spot\n\t\tconst xRotationOffset = Math.sin( rotation );\n\t\tconst yRotationOffset = Math.cos( rotation );\n\n\t\t// texture coordinates start in the opposite corner, need to correct\n\t\toffset.y = 1 - offset.y - repeat.y;\n\n\t\t// turns out QuickLook is buggy and interprets texture repeat inverted/applies operations in a different order.\n\t\t// Apple Feedback: \tFB10036297 and FB11442287\n\t\tif ( quickLookCompatible ) {\n\n\t\t\t// This is NOT correct yet in QuickLook, but comes close for a range of models.\n\t\t\t// It becomes more incorrect the bigger the offset is\n\n\t\t\toffset.x = offset.x / repeat.x;\n\t\t\toffset.y = offset.y / repeat.y;\n\n\t\t\toffset.x += xRotationOffset / repeat.x;\n\t\t\toffset.y += yRotationOffset - 1;\n\n\t\t} else {\n\n\t\t\t// results match glTF results exactly. verified correct in usdview.\n\t\t\toffset.x += xRotationOffset * repeat.x;\n\t\t\toffset.y += ( 1 - yRotationOffset ) * repeat.y;\n\n\t\t}\n\n\t\treturn `\n\t\tdef Shader \"PrimvarReader_${ mapType }\"\n\t\t{\n\t\t\tuniform token info:id = \"UsdPrimvarReader_float2\"\n\t\t\tfloat2 inputs:fallback = (0.0, 0.0)\n\t\t\ttoken inputs:varname = \"${ uv }\"\n\t\t\tfloat2 outputs:result\n\t\t}\n\n\t\tdef Shader \"Transform2d_${ mapType }\"\n\t\t{\n\t\t\tuniform token info:id = \"UsdTransform2d\"\n\t\t\ttoken inputs:in.connect = </Materials/Material_${ material.id }/PrimvarReader_${ mapType }.outputs:result>\n\t\t\tfloat inputs:rotation = ${ ( rotation * ( 180 / Math.PI ) ).toFixed( PRECISION ) }\n\t\t\tfloat2 inputs:scale = ${ buildVector2( repeat ) }\n\t\t\tfloat2 inputs:translation = ${ buildVector2( offset ) }\n\t\t\tfloat2 outputs:result\n\t\t}\n\n\t\tdef Shader \"Texture_${ texture.id }_${ mapType }\"\n\t\t{\n\t\t\tuniform token info:id = \"UsdUVTexture\"\n\t\t\tasset inputs:file = @textures/Texture_${ id }.png@\n\t\t\tfloat2 inputs:st.connect = </Materials/Material_${ material.id }/Transform2d_${ mapType }.outputs:result>\n\t\t\t${ color !== undefined ? 'float4 inputs:scale = ' + buildColor4( color ) : '' }\n\t\t\ttoken inputs:sourceColorSpace = \"${ texture.colorSpace === NoColorSpace ? 'raw' : 'sRGB' }\"\n\t\t\ttoken inputs:wrapS = \"${ WRAPPINGS[ texture.wrapS ] }\"\n\t\t\ttoken inputs:wrapT = \"${ WRAPPINGS[ texture.wrapT ] }\"\n\t\t\tfloat outputs:r\n\t\t\tfloat outputs:g\n\t\t\tfloat outputs:b\n\t\t\tfloat3 outputs:rgb\n\t\t\t${ material.transparent || material.alphaTest > 0.0 ? 'float outputs:a' : '' }\n\t\t}`;\n\n\t}\n\n\n\tif ( material.side === DoubleSide ) {\n\n\t\tconsole.warn( 'THREE.USDZExporter: USDZ does not support double sided materials', material );\n\n\t}\n\n\tif ( material.map !== null ) {\n\n\t\tinputs.push( `${ pad }color3f inputs:diffuseColor.connect = </Materials/Material_${ material.id }/Texture_${ material.map.id }_diffuse.outputs:rgb>` );\n\n\t\tif ( material.transparent ) {\n\n\t\t\tinputs.push( `${ pad }float inputs:opacity.connect = </Materials/Material_${ material.id }/Texture_${ material.map.id }_diffuse.outputs:a>` );\n\n\t\t} else if ( material.alphaTest > 0.0 ) {\n\n\t\t\tinputs.push( `${ pad }float inputs:opacity.connect = </Materials/Material_${ material.id }/Texture_${ material.map.id }_diffuse.outputs:a>` );\n\t\t\tinputs.push( `${ pad }float inputs:opacityThreshold = ${material.alphaTest}` );\n\n\t\t}\n\n\t\tsamplers.push( buildTexture( material.map, 'diffuse', material.color ) );\n\n\t} else {\n\n\t\tinputs.push( `${ pad }color3f inputs:diffuseColor = ${ buildColor( material.color ) }` );\n\n\t}\n\n\tif ( material.emissiveMap !== null ) {\n\n\t\tinputs.push( `${ pad }color3f inputs:emissiveColor.connect = </Materials/Material_${ material.id }/Texture_${ material.emissiveMap.id }_emissive.outputs:rgb>` );\n\n\t\tsamplers.push( buildTexture( material.emissiveMap, 'emissive' ) );\n\n\t} else if ( material.emissive.getHex() > 0 ) {\n\n\t\tinputs.push( `${ pad }color3f inputs:emissiveColor = ${ buildColor( material.emissive ) }` );\n\n\t}\n\n\tif ( material.normalMap !== null ) {\n\n\t\tinputs.push( `${ pad }normal3f inputs:normal.connect = </Materials/Material_${ material.id }/Texture_${ material.normalMap.id }_normal.outputs:rgb>` );\n\n\t\tsamplers.push( buildTexture( material.normalMap, 'normal' ) );\n\n\t}\n\n\tif ( material.aoMap !== null ) {\n\n\t\tinputs.push( `${ pad }float inputs:occlusion.connect = </Materials/Material_${ material.id }/Texture_${ material.aoMap.id }_occlusion.outputs:r>` );\n\n\t\tsamplers.push( buildTexture( material.aoMap, 'occlusion' ) );\n\n\t}\n\n\tif ( material.roughnessMap !== null && material.roughness === 1 ) {\n\n\t\tinputs.push( `${ pad }float inputs:roughness.connect = </Materials/Material_${ material.id }/Texture_${ material.roughnessMap.id }_roughness.outputs:g>` );\n\n\t\tsamplers.push( buildTexture( material.roughnessMap, 'roughness' ) );\n\n\t} else {\n\n\t\tinputs.push( `${ pad }float inputs:roughness = ${ material.roughness }` );\n\n\t}\n\n\tif ( material.metalnessMap !== null && material.metalness === 1 ) {\n\n\t\tinputs.push( `${ pad }float inputs:metallic.connect = </Materials/Material_${ material.id }/Texture_${ material.metalnessMap.id }_metallic.outputs:b>` );\n\n\t\tsamplers.push( buildTexture( material.metalnessMap, 'metallic' ) );\n\n\t} else {\n\n\t\tinputs.push( `${ pad }float inputs:metallic = ${ material.metalness }` );\n\n\t}\n\n\tif ( material.alphaMap !== null ) {\n\n\t\tinputs.push( `${pad}float inputs:opacity.connect = </Materials/Material_${material.id}/Texture_${material.alphaMap.id}_opacity.outputs:r>` );\n\t\tinputs.push( `${pad}float inputs:opacityThreshold = 0.0001` );\n\n\t\tsamplers.push( buildTexture( material.alphaMap, 'opacity' ) );\n\n\t} else {\n\n\t\tinputs.push( `${pad}float inputs:opacity = ${material.opacity}` );\n\n\t}\n\n\tif ( material.isMeshPhysicalMaterial ) {\n\n\t\tinputs.push( `${ pad }float inputs:clearcoat = ${ material.clearcoat }` );\n\t\tinputs.push( `${ pad }float inputs:clearcoatRoughness = ${ material.clearcoatRoughness }` );\n\t\tinputs.push( `${ pad }float inputs:ior = ${ material.ior }` );\n\n\t}\n\n\treturn `\n\tdef Material \"Material_${ material.id }\"\n\t{\n\t\tdef Shader \"PreviewSurface\"\n\t\t{\n\t\t\tuniform token info:id = \"UsdPreviewSurface\"\n${ inputs.join( '\\n' ) }\n\t\t\tint inputs:useSpecularWorkflow = 0\n\t\t\ttoken outputs:surface\n\t\t}\n\n\t\ttoken outputs:surface.connect = </Materials/Material_${ material.id }/PreviewSurface.outputs:surface>\n\n${ samplers.join( '\\n' ) }\n\n\t}\n`;\n\n}\n\nfunction buildColor( color ) {\n\n\treturn `(${ color.r }, ${ color.g }, ${ color.b })`;\n\n}\n\nfunction buildColor4( color ) {\n\n\treturn `(${ color.r }, ${ color.g }, ${ color.b }, 1.0)`;\n\n}\n\nfunction buildVector2( vector ) {\n\n\treturn `(${ vector.x }, ${ vector.y })`;\n\n}\n\n\nfunction buildCamera( camera ) {\n\n\tconst name = camera.name ? camera.name : 'Camera_' + camera.id;\n\n\tconst transform = buildMatrix( camera.matrixWorld );\n\n\tif ( camera.matrixWorld.determinant() < 0 ) {\n\n\t\tconsole.warn( 'THREE.USDZExporter: USDZ does not support negative scales', camera );\n\n\t}\n\n\tif ( camera.isOrthographicCamera ) {\n\n\t\treturn `def Camera \"${name}\"\n\t\t{\n\t\t\tmatrix4d xformOp:transform = ${ transform }\n\t\t\tuniform token[] xformOpOrder = [\"xformOp:transform\"]\n\n\t\t\tfloat2 clippingRange = (${ camera.near.toPrecision( PRECISION ) }, ${ camera.far.toPrecision( PRECISION ) })\n\t\t\tfloat horizontalAperture = ${ ( ( Math.abs( camera.left ) + Math.abs( camera.right ) ) * 10 ).toPrecision( PRECISION ) }\n\t\t\tfloat verticalAperture = ${ ( ( Math.abs( camera.top ) + Math.abs( camera.bottom ) ) * 10 ).toPrecision( PRECISION ) }\n\t\t\ttoken projection = \"orthographic\"\n\t\t}\n\t\n\t`;\n\n\t} else {\n\n\t\treturn `def Camera \"${name}\"\n\t\t{\n\t\t\tmatrix4d xformOp:transform = ${ transform }\n\t\t\tuniform token[] xformOpOrder = [\"xformOp:transform\"]\n\n\t\t\tfloat2 clippingRange = (${ camera.near.toPrecision( PRECISION ) }, ${ camera.far.toPrecision( PRECISION ) })\n\t\t\tfloat focalLength = ${ camera.getFocalLength().toPrecision( PRECISION ) }\n\t\t\tfloat focusDistance = ${ camera.focus.toPrecision( PRECISION ) }\n\t\t\tfloat horizontalAperture = ${ camera.getFilmWidth().toPrecision( PRECISION ) }\n\t\t\ttoken projection = \"perspective\"\n\t\t\tfloat verticalAperture = ${ camera.getFilmHeight().toPrecision( PRECISION ) }\n\t\t}\n\t\n\t`;\n\n\t}\n\n}\n\nexport { USDZExporter };\n","import { Object3D } from 'three';\nimport {\n USDZExporter,\n USDZExporterOptions,\n} from 'three/examples/jsm/exporters/USDZExporter';\n\nexport type DIVEUSDZExporterOptions = USDZExporterOptions & {\n ar?: {\n anchoring: { type: 'plane' | 'image' | 'face' | 'none' }; // source: https://developer.apple.com/documentation/realitykit/preliminary-anchoring-type\n planeAnchoring: { alignment: 'horizontal' | 'vertical' | 'any' }; // source: https://developer.apple.com/documentation/realitykit/preliminary-planeanchoring-alignment\n };\n};\n\nexport class DIVEUSDZExporter extends USDZExporter {\n public parse(\n scene: Object3D,\n options?: DIVEUSDZExporterOptions,\n ): Promise<Uint8Array> {\n return super.parse(scene, options);\n }\n}\n","import { Object3D } from 'three';\nimport { DIVEUSDZExporter } from '../../exporters/usdz/USDZExporter';\nimport { type DIVEScene } from '../../scene/Scene';\nimport { type DIVEAROptions } from '../AR';\n\nexport class DIVEARQuickLook {\n private static _usdzExporter: DIVEUSDZExporter = new DIVEUSDZExporter();\n\n public static Launch(\n scene: DIVEScene,\n options?: DIVEAROptions,\n ): Promise<void> {\n // create node to build usdz from\n const quickLookScene = new Object3D();\n\n // extract models from scene\n const rootCopy = scene.Root.clone(true);\n\n quickLookScene.add(...rootCopy.children);\n\n // launch ARQuickLook\n return this.launchARFromNode(quickLookScene, options);\n }\n\n private static extractModels(scene: DIVEScene): Object3D[] {\n // extract models\n return scene.Root.children;\n }\n\n private static launchARFromNode(\n node: Object3D,\n options?: DIVEAROptions,\n ): Promise<void> {\n // bundle USDZ\n return this._usdzExporter\n .parse(node, {\n quickLookCompatible: true,\n ar: {\n anchoring: { type: 'plane' },\n planeAnchoring: {\n alignment:\n options?.arPlacement === 'vertical'\n ? 'vertical'\n : 'horizontal',\n },\n },\n })\n .then((usdz: Uint8Array) => {\n // create blob\n const blob = new Blob([usdz], { type: 'model/vnd.usdz+zip' });\n let url = URL.createObjectURL(blob);\n\n if (options?.arScale === 'fixed') {\n url = url.concat('#allowsContentScaling=0');\n }\n\n // launch ARQuickLook\n const a = document.createElement('a');\n a.innerHTML = '<picture></picture>'; // This is actually needed so the viewer opens instantly\n a.rel = 'ar';\n a.href = url;\n a.download = 'scene.usdz';\n a.click();\n });\n }\n}\n","export class Overlay {\n private _element: HTMLDivElement;\n public get Element(): HTMLDivElement {\n return this._element;\n }\n\n private _closeButton: SVGSVGElement;\n public get CloseButton(): SVGSVGElement {\n return this._closeButton;\n }\n\n constructor() {\n // create div\n this._element = document.createElement('div');\n\n // create and append close button to overlay\n this._closeButton = this.createCloseButton();\n this._element.appendChild(this._closeButton);\n\n // append overlay to body\n document.body.appendChild(this._element);\n }\n\n private createCloseButton(): SVGSVGElement {\n // create svg path\n const path = document.createElementNS(\n 'http://www.w3.org/2000/svg',\n 'path',\n );\n path.setAttribute('d', 'M 12,12 L 28,28 M 28,12 12,28');\n path.setAttribute('stroke', '#fff');\n path.setAttribute('stroke-width', '2');\n\n // create svg\n const svg = document.createElementNS(\n 'http://www.w3.org/2000/svg',\n 'svg',\n );\n svg.setAttribute('width', '38');\n svg.setAttribute('height', '38');\n svg.style.position = 'absolute';\n svg.style.right = '20px';\n svg.style.top = '20px';\n\n // append path to svg\n svg.appendChild(path);\n\n return svg;\n }\n}\n","import { Mesh, MeshBasicMaterial, Object3D, RingGeometry } from 'three';\n\nexport class DIVEWebXRCrosshair extends Object3D {\n public set mesh(mesh: Mesh | undefined) {\n this.clear();\n\n if (mesh) {\n this.add(mesh);\n }\n }\n\n constructor(mesh?: Mesh) {\n super();\n\n if (mesh) {\n this.mesh = mesh;\n } else {\n this.UseDefaultMesh();\n }\n\n this.matrixAutoUpdate = false;\n\n return this;\n }\n\n public UseDefaultMesh(): void {\n const geometry = new RingGeometry(0.08, 0.1, 32).rotateX(-Math.PI / 2);\n const material = new MeshBasicMaterial();\n this.mesh = new Mesh(geometry, material);\n }\n\n public UpdateFromPose(pose: XRPose): void {\n this.matrix.fromArray(pose.transform.matrix);\n }\n}\n","import { Matrix4, Vector3 } from 'three';\nimport { type DIVERenderer } from '../../../../renderer/Renderer';\nimport { type DIVEHitResult } from '../WebXRRaycaster';\n\nexport class DIVEWebXRRaycasterAR {\n private _session: XRSession;\n private _renderer: DIVERenderer;\n\n private _transientHitTestSource: XRTransientInputHitTestSource | undefined;\n private _referenceSpaceBuffer: XRReferenceSpace | null = null;\n\n private _requesting: boolean = false;\n private _initialized: boolean = false;\n\n private _hitMatrixBuffer: Matrix4;\n\n constructor(session: XRSession, renderer: DIVERenderer) {\n this._session = session;\n this._renderer = renderer;\n\n this._hitMatrixBuffer = new Matrix4();\n }\n\n public Dispose(): void {\n this._transientHitTestSource?.cancel();\n this._transientHitTestSource = undefined;\n\n this._initialized = false;\n }\n\n public async Init(): Promise<this> {\n if (!this._session) {\n console.error(\n 'DIVEWebXRRaycaster: No session set in Init()! Aborting initialization...',\n );\n return Promise.reject();\n }\n\n if (this._requesting) {\n console.error(\n 'DIVEWebXRRaycaster: Currently initializing! Aborting initialization...',\n );\n return Promise.reject();\n }\n\n if (this._initialized) {\n console.error(\n 'DIVEWebXRRaycaster: Already initialized! Aborting initialization...',\n );\n return Promise.reject();\n }\n\n this._requesting = true;\n this._transientHitTestSource = await this._session\n .requestHitTestSourceForTransientInput!({\n profile: 'generic-touchscreen',\n });\n this._referenceSpaceBuffer = this._renderer.xr.getReferenceSpace();\n this._requesting = false;\n\n if (!this._transientHitTestSource) {\n return Promise.reject();\n }\n\n this._initialized = true;\n\n console.log('DIVEWebXRRaycasterAR: Initialized');\n\n return Promise.resolve(this);\n }\n\n public GetIntersections(frame: XRFrame): DIVEHitResult[] {\n if (!this._transientHitTestSource) return [];\n\n const touches = frame.getHitTestResultsForTransientInput(\n this._transientHitTestSource,\n );\n if (touches.length === 0) return [];\n\n const hits = touches.map((touch: XRTransientInputHitTestResult) => {\n if (!this._referenceSpaceBuffer) return undefined;\n if (!touch.results[0]) return undefined;\n if (!touch.results[0].getPose) return undefined;\n\n const pose = touch.results[0].getPose(this._referenceSpaceBuffer);\n if (!pose) return undefined;\n\n this._hitMatrixBuffer.fromArray(pose.transform.matrix);\n const position = new Vector3().setFromMatrixPosition(\n this._hitMatrixBuffer,\n );\n\n return {\n point: position,\n matrix: this._hitMatrixBuffer,\n object: undefined,\n };\n });\n\n return hits.filter((hit) => hit !== undefined) as DIVEHitResult[];\n }\n}\n","import {\n type Intersection,\n type Mesh,\n Raycaster,\n type XRTargetRaySpace,\n} from 'three';\nimport { type DIVERenderer } from '../../../../renderer/Renderer';\nimport { type DIVEScene } from '../../../../scene/Scene';\nimport { type DIVEHitResult } from '../WebXRRaycaster';\n\nexport class DIVEWebXRRaycasterTHREE {\n private _renderer: DIVERenderer;\n private _scene: DIVEScene;\n\n private _controller: XRTargetRaySpace;\n\n // internal raycaster\n private _raycaster: Raycaster = new Raycaster();\n\n constructor(renderer: DIVERenderer, scene: DIVEScene) {\n this._renderer = renderer;\n this._scene = scene;\n\n this._controller = this._renderer.xr.getController(0);\n }\n\n public async Init(): Promise<this> {\n console.log('DIVEWebXRRaycasterTHREE: Initialized');\n return Promise.resolve(this);\n }\n\n public GetIntersections(): DIVEHitResult[] {\n this._controller.updateMatrixWorld();\n this._raycaster.setFromXRController(this._controller);\n const intersections = this._raycaster.intersectObjects(\n this._scene.XRRoot.XRModelRoot.children,\n );\n\n if (intersections.length === 0) return [];\n\n return intersections.map((intersection: Intersection) => {\n return {\n point: intersection.point,\n matrix: intersection.object.matrixWorld,\n object: intersection.object as Mesh,\n };\n });\n }\n}\n","export class DIVEEventExecutor<T> {\n private _listeners: Map<keyof T, ((payload: T[keyof T]) => void)[]> =\n new Map();\n\n public Subscribe<S extends keyof T>(\n type: S,\n listener: (payload: T[S]) => void,\n ): () => boolean {\n if (!this._listeners.get(type)) this._listeners.set(type, []);\n\n this._listeners\n .get(type)!\n .push(listener as (payload: T[keyof T]) => void);\n\n return () => {\n const listenerArray = this._listeners.get(type);\n if (!listenerArray) return false;\n\n const existingIndex = listenerArray.findIndex(\n (entry) => entry === listener,\n );\n if (existingIndex === -1) return false;\n\n listenerArray.splice(existingIndex, 1);\n return true;\n };\n }\n\n protected dispatch<S extends keyof T>(type: S, payload?: T[S]): void {\n const listenerArray = this._listeners.get(type);\n if (!listenerArray) return;\n\n listenerArray.forEach((listener) => listener(payload as T[S]));\n }\n}\n","import { Matrix4, Mesh, Vector3 } from 'three';\nimport { DIVERenderer } from '../../../renderer/Renderer';\nimport { DIVEWebXRRaycasterAR } from './ar/WebXRRaycasterAR';\nimport { DIVEWebXRRaycasterTHREE } from './three/WebXRRaycasterTHREE';\nimport { DIVEScene } from '../../../scene/Scene';\nimport { DIVEEventExecutor } from '../../../events/EventExecutor';\n\n/**\n * object is undefined when AR world is hit.\n */\nexport type DIVEHitResult = {\n point: Vector3;\n matrix: Matrix4;\n object?: Mesh;\n};\n\nexport type DIVEWebXRRaycasterEvents = {\n AR_HIT_FOUND: {\n hit: DIVEHitResult;\n };\n AR_HIT_LOST: undefined;\n SCENE_HIT_FOUND: {\n hit: DIVEHitResult;\n };\n SCENE_HIT_LOST: undefined;\n};\n\nexport class DIVEWebXRRaycaster extends DIVEEventExecutor<DIVEWebXRRaycasterEvents> {\n private _session: XRSession;\n\n private _initialized: boolean = false;\n\n private _threeRaycaster: DIVEWebXRRaycasterTHREE;\n private _arRaycaster: DIVEWebXRRaycasterAR;\n\n private _arHitResultBuffer: DIVEHitResult[] = [];\n private _sceneHitResultBuffer: DIVEHitResult[] = [];\n\n // buffers\n private _hasHit: boolean = false;\n\n constructor(session: XRSession, renderer: DIVERenderer, scene: DIVEScene) {\n super();\n\n this._session = session;\n\n this._threeRaycaster = new DIVEWebXRRaycasterTHREE(renderer, scene);\n this._arRaycaster = new DIVEWebXRRaycasterAR(session, renderer);\n }\n\n public Dispose(): void {\n // dispose code here\n this._initialized = false;\n }\n\n public async Init(): Promise<this> {\n if (!this._session) {\n console.error(\n 'DIVEWebXRRaycaster: No session set in Init()! Aborting initialization...',\n );\n return Promise.reject();\n }\n\n if (this._initialized) {\n console.error(\n 'DIVEWebXRRaycaster: Already initialized! Aborting initialization...',\n );\n return Promise.reject();\n }\n\n await this._threeRaycaster.Init();\n await this._arRaycaster.Init();\n\n console.log('DIVEWebXRRaycaster: Initialized');\n\n this._initialized = true;\n\n return Promise.resolve(this);\n }\n\n public GetARIntersections(frame: XRFrame): DIVEHitResult[] {\n // check for ar hits\n this._arHitResultBuffer = this._arRaycaster.GetIntersections(frame);\n if (this._arHitResultBuffer.length > 0) {\n // hit found\n this.onARHitFound(this._arHitResultBuffer[0]);\n } else {\n // hit nothing\n this.onARHitLost();\n }\n return this._arHitResultBuffer;\n }\n\n public GetSceneIntersections(): DIVEHitResult[] {\n // check for scene hits\n this._sceneHitResultBuffer = this._threeRaycaster.GetIntersections();\n if (this._sceneHitResultBuffer.length > 0) {\n // scene hit found\n this.onSceneHitFound(this._sceneHitResultBuffer[0]);\n // early return to prevent ar raycaster from overriding scene hit\n } else {\n // scene hit nothing\n this.onSceneHitLost();\n }\n return this._sceneHitResultBuffer;\n }\n\n private onARHitFound(hit: DIVEHitResult): void {\n this._hasHit = true;\n this.dispatch('AR_HIT_FOUND', { hit });\n }\n\n private onARHitLost(): void {\n if (!this._hasHit) return;\n\n this._hasHit = false;\n this.dispatch('AR_HIT_LOST');\n }\n\n private onSceneHitFound(hit: DIVEHitResult): void {\n this._hasHit = true;\n this.dispatch('SCENE_HIT_FOUND', { hit });\n }\n\n private onSceneHitLost(): void {\n if (!this._hasHit) return;\n\n this._hasHit = false;\n this.dispatch('SCENE_HIT_LOST');\n }\n}\n","import { Matrix4, Quaternion, Vector3 } from 'three';\nimport { DIVERenderer } from '../../../renderer/Renderer';\n\nexport class DIVEWebXROrigin {\n private _renderer: DIVERenderer;\n private _session: XRSession;\n\n private _requesting: boolean;\n private _initialized: boolean;\n\n private _referenceSpaceBuffer: XRReferenceSpace | null;\n private _hitTestSource: XRHitTestSource | null;\n\n private _entityTypes: XRHitTestTrackableType[];\n\n private _hitTestResultBuffer: XRHitTestResult[];\n private _raycastHitCounter: number = 0;\n\n private _originSet: Promise<void>;\n private _originSetResolve: (value: void) => void = () => {};\n public get originSet(): Promise<void> {\n return this._originSet;\n }\n\n private _matrix: Matrix4;\n public get matrix(): Matrix4 {\n return this._matrix;\n }\n private set matrix(value: Matrix4) {\n this._matrix = value;\n this._matrix.decompose(this._position, this._quaternion, this._scale);\n }\n\n private _position: Vector3;\n public get position(): Vector3 {\n return this._position;\n }\n\n private _quaternion: Quaternion;\n public get quaternion(): Quaternion {\n return this._quaternion;\n }\n\n private _scale: Vector3;\n public get scale(): Vector3 {\n return this._scale;\n }\n\n constructor(\n session: XRSession,\n renderer: DIVERenderer,\n entityTypes?: XRHitTestTrackableType[],\n ) {\n this._renderer = renderer;\n this._session = session;\n\n this._originSet = new Promise<void>((resolve) => {\n this._originSetResolve = resolve;\n });\n\n this._requesting = false;\n this._initialized = false;\n\n this._referenceSpaceBuffer = null;\n this._hitTestSource = null;\n\n this._entityTypes = entityTypes || ['plane'];\n\n this._hitTestResultBuffer = [];\n\n // set up promises and executors\n this._matrix = new Matrix4();\n this._position = new Vector3();\n this._quaternion = new Quaternion();\n this._scale = new Vector3();\n\n // when origin is set, decompose matrix into position, quaternion and scale\n this._originSet.then(() => {\n // decompose matrix into position, quaternion and scale\n this._matrix.decompose(\n this._position,\n this._quaternion,\n this._scale,\n );\n });\n }\n\n public async Init(): Promise<this> {\n if (this._initialized) {\n return Promise.resolve(this);\n }\n\n if (!this._session) {\n console.error(\n 'DIVEWebXROrigin: No session set in Init()! Aborting initialization...',\n );\n return Promise.reject();\n }\n\n if (this._requesting) {\n console.error(\n 'DIVEWebXROrigin: Currently initializing! Aborting initialization...',\n );\n return Promise.reject();\n }\n\n this._requesting = true;\n const referenceSpace =\n await this._session.requestReferenceSpace('viewer');\n this._hitTestSource =\n (await this._session.requestHitTestSource!({\n space: referenceSpace,\n entityTypes: this._entityTypes,\n })) || null;\n this._requesting = false;\n\n if (!this._hitTestSource) {\n return Promise.reject();\n }\n\n this._initialized = true;\n\n return Promise.resolve(this);\n }\n\n public Dispose(): void {\n this._initialized = false;\n this._requesting = false;\n\n this._hitTestSource?.cancel();\n\n this._hitTestSource = null;\n this._hitTestResultBuffer = [];\n\n this._matrix = new Matrix4();\n this._position = new Vector3();\n this._quaternion = new Quaternion();\n this._scale = new Vector3();\n }\n\n public Update(frame: XRFrame): void {\n if (!this._initialized) return;\n\n if (!this._hitTestSource) {\n throw new Error(\n 'DIVEWebXRRaycaster: Critical Error: HitTestSource not available but WebXROrigin is initialized!',\n );\n }\n\n // get hit test results\n this._hitTestResultBuffer = frame.getHitTestResults(\n this._hitTestSource,\n );\n if (this._hitTestResultBuffer.length > 0) {\n // hit found\n this._referenceSpaceBuffer = this._renderer.xr.getReferenceSpace();\n\n // if there is no reference space, hit will be counted as lost for this frame\n if (!this._referenceSpaceBuffer) {\n this.onHitLost();\n return;\n }\n\n const pose = this._hitTestResultBuffer[0].getPose(\n this._referenceSpaceBuffer,\n );\n if (!pose) {\n this.onHitLost();\n return;\n }\n\n this.onHitFound(pose);\n } else {\n this.onHitLost();\n }\n }\n\n private onHitFound(pose: XRPose): void {\n this._raycastHitCounter++;\n\n this.matrix.fromArray(pose.transform.matrix);\n\n // we have to wait for a certain amount of frames to make sure the origin is set\n if (this._raycastHitCounter > 50) {\n this._originSetResolve();\n }\n }\n\n private onHitLost(): void {\n this._raycastHitCounter = 0;\n }\n}\n","import { Vector2 } from 'three';\nimport { DIVEEventExecutor } from '../../../events/EventExecutor';\n\nexport type DIVETouchscreenEvents = {\n TOUCH_START: {\n touches: {\n current: Vector2;\n }[];\n touchCount: number;\n };\n TOUCH_MOVE: {\n touches: {\n current: Vector2;\n delta: Vector2;\n }[];\n touchCount: number;\n };\n TOUCH_END: {\n touches: {\n current: Vector2;\n }[];\n touchCount: number;\n };\n ROTATE_START: {\n current: number;\n };\n ROTATE_MOVE: {\n current: number;\n delta: number;\n };\n ROTATE_END: {\n current: number;\n };\n PINCH_START: {\n current: number;\n };\n PINCH_MOVE: {\n current: number;\n delta: number;\n };\n PINCH_END: {\n current: number;\n };\n};\n\ntype DIVETouch = {\n start: Vector2;\n current: Vector2;\n delta: Vector2;\n};\n\nexport class DIVEWebXRTouchscreenControls extends DIVEEventExecutor<DIVETouchscreenEvents> {\n // general members\n private _session: XRSession;\n\n // touch members\n private _touchCount: number = 0;\n private _touches: DIVETouch[] = [];\n\n // rotate members\n private _handleRotateStarted: boolean = false;\n private _handleRotateMoved: boolean = false;\n private _handleRotateEnded: boolean = false;\n\n private _startAngle: number = 0;\n private _lastAngle: number = 0;\n private _angleDelta: number = 0;\n\n // scale members\n private _handlePinchStarted: boolean = false;\n private _handlePinchMoved: boolean = false;\n private _handlePinchEnded: boolean = false;\n\n private _scaleDistanceStart: number = 0;\n private _currentDistance: number = 1;\n private _deltaDistance: number = 0;\n\n constructor(session: XRSession) {\n super();\n\n this._session = session;\n\n this._touches = [\n {\n start: new Vector2(),\n current: new Vector2(),\n delta: new Vector2(),\n },\n {\n start: new Vector2(),\n current: new Vector2(),\n delta: new Vector2(),\n },\n ];\n\n this._handleRotateStarted = false;\n\n window.addEventListener('touchstart', (e: TouchEvent) =>\n this.onTouchStart(e),\n );\n window.addEventListener('touchmove', (e: TouchEvent) =>\n this.onTouchMove(e),\n );\n window.addEventListener('touchend', (e: TouchEvent) =>\n this.onTouchEnd(e),\n );\n\n this._session.addEventListener('selectstart', () =>\n this.onSessionSelectStart(),\n );\n this._session.addEventListener('selectend', () =>\n this.onSessionSelectEnd(),\n );\n }\n\n public Dispose(): void {\n window.removeEventListener('touchstart', (e: TouchEvent) =>\n this.onTouchStart(e),\n );\n window.removeEventListener('touchmove', (e: TouchEvent) =>\n this.onTouchMove(e),\n );\n window.removeEventListener('touchend', (e: TouchEvent) =>\n this.onTouchEnd(e),\n );\n\n this._session.removeEventListener('selectstart', () =>\n this.onSessionSelectStart(),\n );\n this._session.removeEventListener('selectend', () =>\n this.onSessionSelectEnd(),\n );\n }\n\n private onTouchStart(event: TouchEvent): void {\n this._touchCount = event.touches.length;\n\n this._touches[0].start.set(\n event.touches[0].clientX,\n event.touches[0].clientY,\n );\n this._touches[0].current.set(\n event.touches[0].clientX,\n event.touches[0].clientY,\n );\n this._touches[0].delta.set(0, 0);\n\n if (this._touchCount > 1) {\n this._touches[1].start.set(\n event.touches[1].clientX,\n event.touches[1].clientY,\n );\n this._touches[1].current.set(\n event.touches[1].clientX,\n event.touches[1].clientY,\n );\n this._touches[1].delta.set(0, 0);\n }\n\n if (this._touchCount === 2) {\n this.handleRotateStart();\n this.handlePinchStart();\n }\n\n if (this._handleRotateStarted) {\n this.dispatch('ROTATE_START', {\n current: 0,\n });\n this._handleRotateStarted = false;\n }\n\n if (this._handlePinchStarted) {\n this.dispatch('PINCH_START', {\n current: 0,\n });\n this._handlePinchStarted = false;\n }\n }\n\n private onTouchMove(event: TouchEvent): void {\n this._touchCount = event.touches.length;\n\n this._touches[0].start.set(\n event.touches[0].clientX,\n event.touches[0].clientY,\n );\n this._touches[0].current.set(\n event.touches[0].clientX,\n event.touches[0].clientY,\n );\n this._touches[0].delta.copy(\n this._touches[0].current.clone().sub(this._touches[0].start),\n );\n\n if (this._touchCount > 1) {\n this._touches[1].start.set(\n event.touches[1].clientX,\n event.touches[1].clientY,\n );\n this._touches[1].current.set(\n event.touches[1].clientX,\n event.touches[1].clientY,\n );\n this._touches[1].delta.copy(\n this._touches[1].current.clone().sub(this._touches[1].start),\n );\n }\n\n if (this._touchCount === 2) {\n this.handleRotateMoved();\n this.handlePinchMoved();\n }\n\n if (this._touchCount === 1) {\n this.dispatch('TOUCH_MOVE', {\n touches: [\n {\n current: this._touches[0].current.clone(),\n delta: this._touches[0].delta.clone(),\n },\n {\n current: this._touches[1].current.clone(),\n delta: this._touches[1].delta.clone(),\n },\n ],\n touchCount: this._touchCount,\n });\n }\n\n if (this._touchCount === 2) {\n if (this._handleRotateMoved) {\n this.dispatch('ROTATE_MOVE', {\n current: this._lastAngle,\n delta: this._angleDelta,\n });\n this._handleRotateMoved = false;\n }\n\n if (this._handlePinchMoved) {\n this.dispatch('PINCH_MOVE', {\n current: this._currentDistance,\n delta: this._deltaDistance,\n });\n this._handlePinchMoved = false;\n }\n }\n }\n\n private onTouchEnd(event: TouchEvent): void {\n this._touchCount = event.touches.length;\n\n if (this._touchCount === 0) {\n this._touches[0].start.set(0, 0);\n this._touches[0].current.set(0, 0);\n this._touches[0].delta.set(0, 0);\n }\n\n if (this._touchCount === 1) {\n this.handleRotateEnded();\n this.handlePinchEnded();\n\n this._touches[1].start.set(0, 0);\n this._touches[1].current.set(0, 0);\n this._touches[1].delta.set(0, 0);\n }\n\n if (this._handleRotateEnded) {\n this.dispatch('ROTATE_END', {\n current: this._lastAngle,\n });\n this._handleRotateEnded = false;\n }\n\n if (this._handlePinchEnded) {\n this.dispatch('PINCH_END', {\n current: this._currentDistance,\n });\n this._handlePinchEnded = false;\n }\n }\n\n private onSessionSelectStart(): void {\n this.dispatch('TOUCH_START', {\n touches: [\n {\n current: this._touches[0].current.clone(),\n },\n {\n current: this._touches[1].current.clone(),\n },\n ],\n touchCount: this._touchCount,\n });\n }\n\n private onSessionSelectEnd(): void {\n this.dispatch('TOUCH_END', {\n touches: [\n {\n current: this._touches[0].current.clone(),\n },\n {\n current: this._touches[1].current.clone(),\n },\n ],\n touchCount: this._touchCount,\n });\n }\n\n // rotation handler\n private handleRotateStart(): void {\n this._handleRotateStarted = true;\n this._startAngle = this._touches[1].start\n .clone()\n .sub(this._touches[0].current)\n .angle();\n }\n\n private handleRotateMoved(): void {\n this._handleRotateMoved = true;\n const currentAngle = this._touches[1].current\n .clone()\n .sub(this._touches[0].current)\n .angle();\n this._angleDelta = currentAngle - this._startAngle;\n this._lastAngle = this._angleDelta * -1;\n }\n\n private handleRotateEnded(): void {\n this._handleRotateEnded = true;\n }\n\n // pinch handler\n private handlePinchStart(): void {\n this._handlePinchStarted = true;\n\n this._scaleDistanceStart = this._touches[1].start.distanceTo(\n this._touches[0].current,\n );\n }\n\n private handlePinchMoved(): void {\n this._handlePinchMoved = true;\n\n const beforeDistance = this._currentDistance;\n const distance = this._touches[1].current.distanceTo(\n this._touches[0].current,\n );\n this._currentDistance = distance / this._scaleDistanceStart;\n this._deltaDistance = this._currentDistance - beforeDistance;\n }\n\n private handlePinchEnded(): void {\n this._handlePinchEnded = true;\n }\n}\n","import {\n Matrix4,\n Mesh,\n Object3D,\n Quaternion,\n Vector3,\n WebXRArrayCamera,\n} from 'three';\nimport { DIVERenderer } from '../../../renderer/Renderer';\nimport { DIVEScene } from '../../../scene/Scene';\nimport { DIVEWebXRCrosshair } from '../crosshair/WebXRCrosshair';\nimport { DIVEWebXRRaycaster } from '../raycaster/WebXRRaycaster';\nimport { DIVEWebXROrigin } from '../origin/WebXROrigin';\nimport {\n DIVETouchscreenEvents,\n DIVEWebXRTouchscreenControls,\n} from '../touchscreencontrols/WebXRTouchscreenControls';\nimport { type DIVEMovable } from '../.././../interface/Movable';\nimport { findInterface } from '../../../helper/findInterface/findInterface';\n\nexport class DIVEWebXRController extends Object3D {\n // general members\n private _renderer: DIVERenderer;\n private _scene: DIVEScene;\n private _session: XRSession;\n\n private _frameBuffer: XRFrame | null = null;\n\n // raycaster members\n private _xrRaycaster: DIVEWebXRRaycaster;\n private _origin: DIVEWebXROrigin;\n\n // crosshair\n private _crosshair: DIVEWebXRCrosshair;\n\n // controller members\n private _touchscreenControls: DIVEWebXRTouchscreenControls;\n private _handNodeInitialPosition = new Vector3();\n private _xrCamera: WebXRArrayCamera;\n private _placed: boolean = false;\n\n // grabbing\n private _grabbedObject: Object3D | null = null;\n private _arHitPosition: Vector3 = new Vector3();\n private _arHitQuaternion: Quaternion = new Quaternion();\n private _arHitScale: Vector3 = new Vector3(1, 1, 1);\n\n // grabbing position\n private _initialObjectPosition: Vector3 | null = null;\n private _initialRaycastHit: Vector3 | null = null;\n private _deltaRaycastHit: Vector3 = new Vector3();\n\n // grabbing rotation\n private _touchQuaterion: Quaternion = new Quaternion();\n\n // grabbing scale\n private _touchScale: number = 1;\n private _scaleThreshold: number = 0.1;\n\n constructor(session: XRSession, renderer: DIVERenderer, scene: DIVEScene) {\n super();\n\n this._renderer = renderer;\n this._scene = scene;\n this._session = session;\n\n this._xrRaycaster = new DIVEWebXRRaycaster(session, renderer, scene);\n this._origin = new DIVEWebXROrigin(this._session, this._renderer, [\n 'plane',\n ]);\n\n this._crosshair = new DIVEWebXRCrosshair();\n this._crosshair.visible = false;\n\n this._xrCamera = this._renderer.xr.getCamera();\n\n this._scene.XRRoot.XRHandNode.position.set(0, -0.05, -0.25);\n this._handNodeInitialPosition =\n this._scene.XRRoot.XRHandNode.position.clone();\n\n this._touchscreenControls = new DIVEWebXRTouchscreenControls(\n this._session,\n );\n\n // translating\n this._touchscreenControls.Subscribe('TOUCH_START', () =>\n this.onTouchStart(),\n );\n this._touchscreenControls.Subscribe('TOUCH_MOVE', () =>\n this.onTouchMove(),\n );\n this._touchscreenControls.Subscribe('TOUCH_END', (p) =>\n this.onTouchEnd(p),\n );\n\n // rotating\n this._touchscreenControls.Subscribe('ROTATE_START', () =>\n this.onRotateStart(),\n );\n this._touchscreenControls.Subscribe('ROTATE_MOVE', (p) =>\n this.onRotateMove(p),\n );\n\n // scaling\n this._touchscreenControls.Subscribe('PINCH_START', () =>\n this.onPinchStart(),\n );\n this._touchscreenControls.Subscribe('PINCH_MOVE', (p) =>\n this.onPinchMove(p),\n );\n }\n\n public async Init(): Promise<this> {\n this.prepareScene();\n\n await this.initOrigin();\n await this.initRaycaster();\n\n return Promise.resolve(this);\n }\n\n public Dispose(): void {\n this.restoreScene();\n\n this._origin.Dispose();\n this._xrRaycaster.Dispose();\n\n // reset placement members\n this._placed = false;\n }\n\n public Update(frame: XRFrame): void {\n this._frameBuffer = frame;\n\n if (!this._placed) {\n this.updateHandNode();\n\n if (this._origin) {\n this._origin.Update(frame);\n }\n }\n }\n\n private updateHandNode(): void {\n this._xrCamera.updateMatrixWorld();\n this._scene.XRRoot.XRHandNode.position.copy(\n this._handNodeInitialPosition\n .clone()\n .applyMatrix4(this._xrCamera.matrixWorld),\n );\n this._scene.XRRoot.XRHandNode.quaternion.setFromRotationMatrix(\n this._xrCamera.matrixWorld,\n );\n }\n\n // placement\n private async initOrigin(): Promise<void> {\n // initialize origin\n this._origin = await this._origin.Init();\n\n // set resolve callback: place objects at origin when it is set\n this._origin.originSet.then(() => {\n this.placeObjects(this._origin.matrix);\n });\n }\n\n private placeObjects(matrix: Matrix4): void {\n this._scene.XRRoot.XRModelRoot.matrix.copy(matrix);\n\n // we are copying children to a new array to keep the original array intact\n [...this._scene.XRRoot.XRHandNode.children].forEach((child) => {\n this._scene.XRRoot.XRModelRoot.add(child);\n });\n this._placed = true;\n }\n\n // grabbing\n private updateObject(): void {\n if (!this._grabbedObject) return;\n\n this._grabbedObject.position.copy(this._arHitPosition);\n this._grabbedObject.quaternion.copy(\n this._arHitQuaternion.clone().multiply(this._touchQuaterion),\n );\n this._grabbedObject.scale.copy(\n new Vector3(\n this._touchScale,\n this._touchScale,\n this._touchScale,\n ).multiply(this._arHitScale),\n );\n }\n\n private onTouchStart(): void {\n const sceneHits = this._xrRaycaster.GetSceneIntersections();\n console.log('sceneHits', sceneHits);\n if (sceneHits.length === 0) return;\n if (!sceneHits[0].object) return;\n\n const moveable = findInterface<DIVEMovable>(\n sceneHits[0].object,\n 'isMovable',\n );\n if (!moveable) return;\n\n this._grabbedObject = moveable;\n }\n\n private onTouchMove(): void {\n // raycast ar\n if (!this._frameBuffer) return;\n if (!this._grabbedObject) return;\n\n const intersections = this._xrRaycaster.GetARIntersections(\n this._frameBuffer,\n );\n if (intersections.length === 0) {\n this._crosshair.visible = false;\n return;\n }\n\n const hit = intersections[0];\n\n this._crosshair.visible = true;\n this._crosshair.matrix.copy(hit.matrix);\n\n if (!this._grabbedObject) return;\n\n // if initial values have been reset by TOUCH_END event then set them again\n if (!this._initialObjectPosition || !this._initialRaycastHit) {\n this._initialObjectPosition = this._grabbedObject.position.clone();\n this._initialRaycastHit = hit.point.clone();\n }\n\n // decompose hit matrix to apply hit matrix to object\n hit.matrix.decompose(\n this._arHitPosition,\n this._arHitQuaternion,\n this._arHitScale,\n );\n\n // calculate raycast hit delta\n this._deltaRaycastHit.copy(\n hit.point.clone().sub(this._initialRaycastHit),\n );\n\n // apply moved raycast delta to actual object position\n this._arHitPosition.copy(\n this._initialObjectPosition.clone().add(this._deltaRaycastHit),\n );\n\n console.log('arHitPosition', this._arHitPosition);\n\n this.updateObject();\n }\n\n private onTouchEnd(payload: DIVETouchscreenEvents['TOUCH_END']): void {\n if (payload.touchCount === 0) {\n this._crosshair.visible = false;\n\n // reset grab\n this._initialObjectPosition = null;\n this._initialRaycastHit = null;\n this._grabbedObject = null;\n }\n }\n\n private _startTouchQuaternion: Quaternion = new Quaternion();\n private onRotateStart(): void {\n this._startTouchQuaternion = this._touchQuaterion.clone();\n }\n\n private onRotateMove(payload: DIVETouchscreenEvents['ROTATE_MOVE']): void {\n this._touchQuaterion.setFromAxisAngle(\n new Vector3(0, -1, 0),\n payload.delta * 3,\n );\n this._touchQuaterion.multiply(this._startTouchQuaternion);\n this.updateObject();\n }\n\n private _startTouchScale: number = 1;\n private onPinchStart(): void {\n this._startTouchScale = this._touchScale;\n }\n\n private onPinchMove(payload: DIVETouchscreenEvents['PINCH_MOVE']): void {\n this._touchScale = this._startTouchScale * payload.current;\n this.updateObject();\n }\n\n // prepare & cleanup scene\n private prepareScene(): void {\n this._scene.XRRoot.XRModelRoot.matrixAutoUpdate = false;\n\n // initialize crosshair\n this._scene.add(this._crosshair);\n\n // hang current scene children to hand node\n const children: Object3D[] = [];\n this._scene.Root.children.forEach((child) => {\n const clone = child.clone();\n clone.layers.enableAll();\n clone.traverse((obj) => {\n obj.layers.enableAll();\n if (obj instanceof Mesh) {\n obj.scale.set(0.1, 0.1, 0.1);\n }\n });\n clone.position.set(0, 0, 0);\n children.push(clone);\n });\n this._scene.XRRoot.XRHandNode.add(...children);\n }\n\n private restoreScene(): void {\n this._scene.remove(this._crosshair);\n\n // clear hand node and remove attached models\n this._scene.XRRoot.XRHandNode.clear();\n this._scene.XRRoot.XRModelRoot.clear();\n\n this._scene.XRRoot.XRModelRoot.matrixAutoUpdate = true;\n }\n\n // raycast\n private async initRaycaster(): Promise<void> {\n // initialize raycaster\n await this._xrRaycaster.Init();\n\n // check if successful\n if (!this._xrRaycaster) {\n console.error(\n 'Raycaster not initialized successfully. Aborting WebXR...',\n );\n this.Dispose();\n return Promise.reject();\n }\n }\n}\n","import { Vector3 } from 'three';\nimport DIVEOrbitControls from '../../controls/OrbitControls';\nimport { type DIVERenderer } from '../../renderer/Renderer';\nimport { type DIVEScene } from '../../scene/Scene';\nimport { Overlay } from './overlay/Overlay';\nimport { DIVEWebXRController } from './controller/WebXRController';\n\nexport class DIVEWebXR {\n // general members\n private static _renderer: DIVERenderer;\n private static _scene: DIVEScene;\n private static _controller: DIVEOrbitControls;\n\n // camera reset members\n private static _cameraPosition: Vector3;\n private static _cameraTarget: Vector3;\n\n // render loop members\n private static _renderCallbackId: string | null = null;\n\n // setup members\n private static _session: XRSession | null = null;\n private static _referenceSpaceType: XRReferenceSpaceType = 'local';\n private static _overlay: Overlay | null = null;\n private static _options = {\n requiredFeatures: [\n 'local',\n 'hit-test',\n ],\n optionalFeatures: [\n 'light-estimation',\n 'local-floor',\n 'dom-overlay',\n 'depth-sensing',\n ],\n depthSensing: {\n usagePreference: ['gpu-optimized'],\n dataFormatPreference: [],\n },\n domOverlay: { root: {} as HTMLElement },\n };\n\n private static _xrController: DIVEWebXRController | null = null;\n\n public static async Launch(\n renderer: DIVERenderer,\n scene: DIVEScene,\n controller: DIVEOrbitControls,\n ): Promise<void> {\n this._renderer = renderer;\n this._scene = scene;\n this._controller = controller;\n\n // setting camera reset values\n this._cameraPosition = this._controller.object.position.clone();\n this._cameraTarget = this._controller.target.clone();\n\n if (!navigator.xr) {\n console.error('WebXR not supported');\n return Promise.reject();\n }\n\n // setup current instance\n this._renderer.xr.enabled = true;\n this._scene.InitXR(renderer);\n\n // creating overlay\n if (!DIVEWebXR._overlay) {\n const overlay = new Overlay();\n DIVEWebXR._overlay = overlay;\n }\n DIVEWebXR._options.domOverlay = { root: DIVEWebXR._overlay.Element };\n\n // request session\n const session = await navigator.xr.requestSession(\n 'immersive-ar',\n this._options,\n );\n session.addEventListener('end', () => {\n this._onSessionEnded();\n });\n\n // build up session\n renderer.xr.setReferenceSpaceType(this._referenceSpaceType);\n await renderer.xr.setSession(session);\n DIVEWebXR._overlay.Element.style.display = '';\n this._session = session;\n\n // add end session event listener\n DIVEWebXR._overlay.CloseButton.addEventListener('click', () =>\n this.End(),\n );\n\n // start session\n await this._onSessionStarted();\n\n return Promise.resolve();\n }\n\n public static Update(_time: DOMHighResTimeStamp, frame: XRFrame): void {\n if (!this._session) return;\n\n if (this._xrController) {\n this._xrController.Update(frame);\n }\n }\n\n public static End(): void {\n if (!this._session) return;\n this._session.end();\n }\n\n private static async _onSessionStarted(): Promise<void> {\n if (!this._session) return;\n\n // add update callback to render loop\n this._renderCallbackId = this._renderer.AddPreRenderCallback(\n (time: DOMHighResTimeStamp, frame: XRFrame) => {\n this.Update(time, frame);\n },\n );\n\n this._xrController = new DIVEWebXRController(\n this._session,\n this._renderer,\n this._scene,\n );\n await this._xrController.Init().catch(() => {\n this.End();\n });\n\n return Promise.resolve();\n }\n\n private static _onSessionEnded(): void {\n if (!this._session) return;\n\n if (this._xrController) {\n this._xrController.Dispose();\n }\n\n // remove Update() callback\n if (this._renderCallbackId) {\n this._renderer.RemovePreRenderCallback(this._renderCallbackId);\n this._renderCallbackId = null;\n }\n\n // disable XR on renderer to restore canvas rendering\n this._renderer.xr.enabled = false;\n\n // resize renderer\n const canvasWrapper = this._renderer.domElement.parentElement;\n if (canvasWrapper) {\n const { clientWidth, clientHeight } = canvasWrapper;\n this._renderer.OnResize(clientWidth, clientHeight);\n\n // resize camera\n this._controller.object.OnResize(clientWidth, clientHeight);\n }\n\n // reset camera\n this._controller.object.position.copy(this._cameraPosition);\n this._controller.target.copy(this._cameraTarget);\n\n // reset camera values\n this._cameraPosition.set(0, 0, 0);\n this._cameraTarget.set(0, 0, 0);\n\n // dispose xr scene\n this._scene.DisposeXR();\n\n this._session.removeEventListener('end', this._onSessionEnded);\n DIVEWebXR._overlay!.Element.style.display = 'none';\n this._session = null;\n }\n}\n","import { type DIVEScene } from '../../scene/Scene';\nimport { type DIVEAROptions } from '../AR';\n\nexport class DIVESceneViewer {\n public static Launch(scene: DIVEScene, options?: DIVEAROptions): void {\n // find url in scene (first object found that has a set uri)\n const url = this.findSceneViewerSrc(scene);\n\n // launch SceneViewer\n this.launchSceneViewer(url, options);\n }\n\n private static launchSceneViewer(\n url: string,\n options?: DIVEAROptions,\n ): void {\n const anchor = document.createElement('a');\n const noArViewerSigil = '#model-viewer-no-ar-fallback';\n\n const location = self.location.toString();\n const locationUrl = new URL(location);\n const modelUrl = new URL(url, location);\n const params = new URLSearchParams(modelUrl.search);\n\n locationUrl.hash = noArViewerSigil;\n\n // modelUrl can contain title/link/sound etc.\n params.set('mode', 'ar_only');\n\n if (options?.arScale === 'fixed') {\n params.set('resizable', 'false');\n }\n\n if (options?.arPlacement === 'vertical') {\n params.set('enable_vertical_placement', 'true');\n }\n\n // will be added later if needed\n // if (params.has('sound')) {\n // const soundUrl = new URL(params.get('sound')!, location);\n // params.set('sound', soundUrl.toString());\n // }\n // if 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