angular-three-soba 3.0.0 → 3.2.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (51) hide show
  1. package/abstractions/lib/catmull-rom-line.d.ts +218 -218
  2. package/abstractions/lib/edges.d.ts +245 -245
  3. package/abstractions/lib/grid.d.ts +42 -42
  4. package/abstractions/lib/line.d.ts +2 -2
  5. package/abstractions/lib/prism-geometry.d.ts +2 -2
  6. package/abstractions/lib/rounded-box.d.ts +1 -1
  7. package/abstractions/lib/text-3d.d.ts +44 -44
  8. package/abstractions/lib/text.d.ts +1 -1
  9. package/controls/README.md +28 -29
  10. package/controls/lib/camera-controls.d.ts +1 -1
  11. package/controls/lib/orbit-controls.d.ts +1 -1
  12. package/fesm2022/angular-three-soba-abstractions.mjs +1 -3
  13. package/fesm2022/angular-three-soba-abstractions.mjs.map +1 -1
  14. package/fesm2022/angular-three-soba-cameras.mjs +1 -1
  15. package/fesm2022/angular-three-soba-cameras.mjs.map +1 -1
  16. package/fesm2022/angular-three-soba-controls.mjs +1 -3
  17. package/fesm2022/angular-three-soba-controls.mjs.map +1 -1
  18. package/fesm2022/angular-three-soba-gizmos.mjs +1 -3
  19. package/fesm2022/angular-three-soba-gizmos.mjs.map +1 -1
  20. package/fesm2022/angular-three-soba-loaders.mjs +20 -30
  21. package/fesm2022/angular-three-soba-loaders.mjs.map +1 -1
  22. package/fesm2022/angular-three-soba-materials.mjs +2 -2
  23. package/fesm2022/angular-three-soba-materials.mjs.map +1 -1
  24. package/fesm2022/angular-three-soba-misc.mjs +9 -17
  25. package/fesm2022/angular-three-soba-misc.mjs.map +1 -1
  26. package/fesm2022/angular-three-soba-performances.mjs +2 -8
  27. package/fesm2022/angular-three-soba-performances.mjs.map +1 -1
  28. package/fesm2022/angular-three-soba-staging.mjs +45 -61
  29. package/fesm2022/angular-three-soba-staging.mjs.map +1 -1
  30. package/fesm2022/angular-three-soba-stats.mjs +1 -4
  31. package/fesm2022/angular-three-soba-stats.mjs.map +1 -1
  32. package/loaders/README.md +39 -40
  33. package/materials/lib/custom-shader-material.d.ts +2 -2
  34. package/materials/lib/mesh-portal-material.d.ts +24 -24
  35. package/materials/lib/mesh-refraction-material.d.ts +3 -3
  36. package/materials/lib/mesh-transmission-material.d.ts +1 -1
  37. package/misc/lib/computed-attribute.d.ts +6 -6
  38. package/misc/lib/decal.d.ts +1 -1
  39. package/misc/lib/html/html.d.ts +1 -1
  40. package/misc/lib/sampler.d.ts +1 -1
  41. package/package.json +5 -5
  42. package/performances/lib/instances/instances.d.ts +7 -7
  43. package/performances/lib/points/points.d.ts +15 -15
  44. package/performances/lib/segments/segments.d.ts +1 -1
  45. package/staging/lib/accumulative-shadows.d.ts +1 -1
  46. package/staging/lib/caustics.d.ts +1 -1
  47. package/staging/lib/center.d.ts +2 -2
  48. package/staging/lib/contact-shadows.d.ts +1 -1
  49. package/staging/lib/lightformer.d.ts +1 -1
  50. package/staging/lib/mask.d.ts +1 -1
  51. package/staging/lib/sky.d.ts +1 -1
@@ -1 +1 @@
1
- {"version":3,"file":"angular-three-soba-misc.mjs","sources":["../../../../libs/soba/misc/src/lib/animations.ts","../../../../libs/soba/misc/src/lib/bake-shadows.ts","../../../../libs/soba/misc/src/lib/computed-attribute.ts","../../../../libs/soba/misc/src/lib/constants.ts","../../../../libs/soba/misc/src/lib/decal.ts","../../../../libs/soba/misc/src/lib/deprecated.ts","../../../../libs/soba/misc/src/lib/fbo.ts","../../../../libs/soba/misc/src/lib/depth-buffer.ts","../../../../libs/soba/misc/src/lib/html/html.ts","../../../../libs/soba/misc/src/lib/html/utils.ts","../../../../libs/soba/misc/src/lib/html/html-content.ts","../../../../libs/soba/misc/src/lib/intersect.ts","../../../../libs/soba/misc/src/lib/preload.ts","../../../../libs/soba/misc/src/lib/sampler.ts","../../../../libs/soba/misc/src/lib/scale-factor.ts","../../../../libs/soba/misc/src/angular-three-soba-misc.ts"],"sourcesContent":["import { computed, effect, ElementRef, Injector, isSignal, Signal, signal, untracked } from '@angular/core';\nimport { injectBeforeRender, resolveRef } from 'angular-three';\nimport { assertInjector } from 'ngxtension/assert-injector';\nimport { AnimationAction, AnimationClip, AnimationMixer, Object3D } from 'three';\n\n/**\n * name: any to allow consumers to pass in type-safe animation clips\n */\ntype NgtsAnimationClipWithoutName = Omit<AnimationClip, 'name'> & { name: any };\nexport type NgtsAnimationClip = Omit<NgtsAnimationClipWithoutName, 'clone'> & { clone: () => NgtsAnimationClip };\nexport type NgtsAnimationClips<TAnimationNames extends string> = {\n\t[Name in TAnimationNames]: Omit<NgtsAnimationClip, 'name'> & { name: Name };\n}[TAnimationNames];\nexport type NgtsAnimationApi<T extends NgtsAnimationClip> = {\n\tready: Signal<boolean>;\n\tclips: T[];\n\tmixer: AnimationMixer;\n\tnames: T['name'][];\n\tactions: { [key in T['name']]: AnimationAction | null };\n};\n\nexport type NgtsAnimation<TAnimation extends NgtsAnimationClip = NgtsAnimationClip> =\n\t| TAnimation[]\n\t| { animations: TAnimation[] };\n\n/**\n * Use afterNextRender\n */\nexport function injectAnimations<TAnimation extends NgtsAnimationClip>(\n\tanimations: () => NgtsAnimation<TAnimation> | undefined | null,\n\tobject: ElementRef<Object3D> | Object3D | (() => ElementRef<Object3D> | Object3D | undefined | null),\n\t{ injector }: { injector?: Injector } = {},\n) {\n\treturn assertInjector(injectAnimations, injector, () => {\n\t\tconst mixer = new AnimationMixer(null!);\n\t\tinjectBeforeRender(({ delta }) => {\n\t\t\tif (!mixer.getRoot()) return;\n\t\t\tmixer.update(delta);\n\t\t});\n\n\t\tlet cached = {} as Record<string, AnimationAction>;\n\t\tconst actions = {} as NgtsAnimationApi<TAnimation>['actions'];\n\t\tconst clips = [] as NgtsAnimationApi<TAnimation>['clips'];\n\t\tconst names = [] as NgtsAnimationApi<TAnimation>['names'];\n\n\t\tconst actualObject = computed(() => {\n\t\t\tif (isSignal(object) || typeof object === 'function') {\n\t\t\t\treturn resolveRef(object());\n\t\t\t}\n\n\t\t\treturn resolveRef(object);\n\t\t});\n\n\t\tconst ready = signal(false);\n\n\t\teffect((onCleanup) => {\n\t\t\tconst obj = actualObject() as Object3D | undefined;\n\t\t\tif (!obj) return;\n\t\t\tObject.assign(mixer, { _root: obj });\n\n\t\t\tconst maybeAnimationClips = animations();\n\t\t\tif (!maybeAnimationClips) return;\n\n\t\t\tconst animationClips = Array.isArray(maybeAnimationClips) ? maybeAnimationClips : maybeAnimationClips.animations;\n\n\t\t\tfor (let i = 0; i < animationClips.length; i++) {\n\t\t\t\tconst clip = animationClips[i];\n\n\t\t\t\tnames.push(clip.name);\n\t\t\t\tclips.push(clip);\n\n\t\t\t\tif (!actions[clip.name as TAnimation['name']]) {\n\t\t\t\t\tObject.defineProperty(actions, clip.name, {\n\t\t\t\t\t\tenumerable: true,\n\t\t\t\t\t\tget: () => {\n\t\t\t\t\t\t\tif (!cached[clip.name]) {\n\t\t\t\t\t\t\t\tcached[clip.name] = mixer.clipAction(clip, obj);\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\treturn cached[clip.name];\n\t\t\t\t\t\t},\n\t\t\t\t\t});\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tuntracked(() => {\n\t\t\t\tif (!ready()) {\n\t\t\t\t\tready.set(true);\n\t\t\t\t}\n\t\t\t});\n\n\t\t\tonCleanup(() => {\n\t\t\t\t// clear cached\n\t\t\t\tcached = {};\n\t\t\t\t// stop all actions\n\t\t\t\tmixer.stopAllAction();\n\t\t\t\t// uncache actions\n\t\t\t\tObject.values(actions).forEach((action) => {\n\t\t\t\t\tmixer.uncacheAction(action as AnimationClip, obj);\n\t\t\t\t});\n\t\t\t});\n\t\t});\n\n\t\treturn { clips, mixer, actions, names, ready };\n\t});\n}\n","import { Directive, effect } from '@angular/core';\nimport { injectStore } from 'angular-three';\n\n@Directive({ standalone: true, selector: 'ngts-bake-shadows' })\nexport class NgtsBakeShadows {\n\tconstructor() {\n\t\tconst store = injectStore();\n\t\tconst gl = store.select('gl');\n\t\teffect((onCleanup) => {\n\t\t\tconst _gl = gl();\n\t\t\t_gl.shadowMap.autoUpdate = false;\n\t\t\t_gl.shadowMap.needsUpdate = true;\n\t\t\tonCleanup(() => {\n\t\t\t\t_gl.shadowMap.autoUpdate = _gl.shadowMap.needsUpdate = true;\n\t\t\t});\n\t\t});\n\t}\n}\n","import {\n\tCUSTOM_ELEMENTS_SCHEMA,\n\tChangeDetectionStrategy,\n\tComponent,\n\tElementRef,\n\teffect,\n\tinput,\n\tviewChild,\n} from '@angular/core';\nimport { NgtArgs, NgtBufferAttribute, getLocalState } from 'angular-three';\nimport { BufferAttribute, BufferGeometry } from 'three';\n\n@Component({\n\tselector: 'ngts-computed-attribute',\n\ttemplate: `\n\t\t<ngt-primitive #attribute *args=\"[bufferAttribute]\" [attach]=\"['attributes', name()]\" [parameters]=\"options()\">\n\t\t\t<ng-content />\n\t\t</ngt-primitive>\n\t`,\n\tschemas: [CUSTOM_ELEMENTS_SCHEMA],\n\tchangeDetection: ChangeDetectionStrategy.OnPush,\n\timports: [NgtArgs],\n})\n/**\n * Used exclusively as a child of a BufferGeometry.\n * Computes the BufferAttribute by calling the `compute` function\n * and attaches the attribute to the geometry.\n */\nexport class NgtsComputedAttribute {\n\tcompute = input.required<(geometry: BufferGeometry) => BufferAttribute>();\n\tname = input.required<string>();\n\toptions = input({} as Partial<NgtBufferAttribute>);\n\n\tbufferAttribute = new BufferAttribute(new Float32Array(0), 1);\n\tattributeRef = viewChild<ElementRef<BufferAttribute>>('attribute');\n\n\tconstructor() {\n\t\teffect(() => {\n\t\t\tconst bufferAttribute = this.attributeRef()?.nativeElement;\n\t\t\tif (!bufferAttribute) return;\n\n\t\t\tconst localState = getLocalState(bufferAttribute);\n\t\t\tif (!localState) return;\n\n\t\t\tconst geometry = ((bufferAttribute as any).parent as BufferGeometry) ?? localState.parent();\n\n\t\t\tconst attribute = this.compute()(geometry);\n\t\t\tbufferAttribute.copy(attribute);\n\t\t});\n\t}\n}\n","import { REVISION } from 'three';\n\nexport function getVersion() {\n\treturn parseInt(REVISION.replace(/\\D+/g, ''));\n}\n","import {\n\tChangeDetectionStrategy,\n\tComponent,\n\tCUSTOM_ELEMENTS_SCHEMA,\n\teffect,\n\tElementRef,\n\tinput,\n\tviewChild,\n} from '@angular/core';\nimport { applyProps, extend, getLocalState, NgtMesh, omit, pick, resolveRef } from 'angular-three';\nimport { mergeInputs } from 'ngxtension/inject-inputs';\nimport { AxesHelper, BoxGeometry, Euler, Mesh, MeshNormalMaterial, Object3D, Texture, Vector3 } from 'three';\nimport { DecalGeometry } from 'three-stdlib';\n\nexport interface NgtsDecalOptions extends Partial<NgtMesh> {\n\tpolygonOffsetFactor: number;\n\tdepthTest: boolean;\n\tdebug: boolean;\n\tmap?: Texture | null;\n}\n\nconst defaultOptions: NgtsDecalOptions = {\n\tpolygonOffsetFactor: -10,\n\tdebug: false,\n\tdepthTest: false,\n};\n\n@Component({\n\tselector: 'ngts-decal',\n\tstandalone: true,\n\ttemplate: `\n\t\t<ngt-mesh #mesh [parameters]=\"parameters()\">\n\t\t\t<ngt-value [rawValue]=\"true\" attach=\"material.transparent\" />\n\t\t\t<ngt-value [rawValue]=\"true\" attach=\"material.polygonOffset\" />\n\t\t\t<ngt-value [rawValue]=\"map()\" attach=\"material.map\" />\n\n\t\t\t<ng-content>\n\t\t\t\t<!-- we only want to pass through these material properties if they don't use a custom material -->\n\t\t\t\t<ngt-value [rawValue]=\"polygonOffsetFactor()\" attach=\"material.polygonOffsetFactor\" />\n\t\t\t\t<ngt-value [rawValue]=\"depthTest()\" attach=\"material.depthTest\" />\n\t\t\t</ng-content>\n\n\t\t\t@if (debug()) {\n\t\t\t\t<ngt-mesh #helper>\n\t\t\t\t\t<ngt-box-geometry />\n\t\t\t\t\t<ngt-mesh-normal-material [wireframe]=\"true\" />\n\t\t\t\t\t<ngt-axes-helper />\n\t\t\t\t</ngt-mesh>\n\t\t\t}\n\t\t</ngt-mesh>\n\t`,\n\tschemas: [CUSTOM_ELEMENTS_SCHEMA],\n\tchangeDetection: ChangeDetectionStrategy.OnPush,\n})\nexport class NgtsDecal {\n\tmesh = input<ElementRef<Mesh> | Mesh | null>();\n\toptions = input(defaultOptions, { transform: mergeInputs(defaultOptions) });\n\tparameters = omit(this.options, [\n\t\t'debug',\n\t\t'map',\n\t\t'depthTest',\n\t\t'polygonOffsetFactor',\n\t\t'position',\n\t\t'scale',\n\t\t'rotation',\n\t]);\n\n\tmeshRef = viewChild.required<ElementRef<Mesh>>('mesh');\n\thelperRef = viewChild<ElementRef<Mesh>>('helper');\n\n\tprotected map = pick(this.options, 'map');\n\tprotected depthTest = pick(this.options, 'depthTest');\n\tprotected polygonOffsetFactor = pick(this.options, 'polygonOffsetFactor');\n\tprotected debug = pick(this.options, 'debug');\n\tprivate position = pick(this.options, 'position');\n\tprivate rotation = pick(this.options, 'rotation');\n\tprivate scale = pick(this.options, 'scale');\n\n\tconstructor() {\n\t\textend({ Mesh, BoxGeometry, MeshNormalMaterial, AxesHelper });\n\n\t\teffect((onCleanup) => {\n\t\t\tconst thisMesh = this.meshRef().nativeElement;\n\t\t\tconst localState = getLocalState(thisMesh);\n\t\t\tif (!localState) return;\n\n\t\t\tconst parent = resolveRef(this.mesh()) || localState.parent();\n\n\t\t\tif (parent && !(parent as Mesh).isMesh) {\n\t\t\t\tthrow new Error('<ngts-decal> must have a Mesh as parent or specify its \"mesh\" input');\n\t\t\t}\n\n\t\t\tif (!parent) return;\n\n\t\t\tconst parentLocalState = getLocalState(parent);\n\t\t\tif (!parentLocalState) return;\n\n\t\t\t// track parent's children\n\t\t\tconst parentNonObjects = parentLocalState.nonObjects();\n\t\t\tif (!parentNonObjects || !parentNonObjects.length) {\n\t\t\t\treturn;\n\t\t\t}\n\n\t\t\t// if parent geometry doesn't have its attributes populated properly, we skip\n\t\t\tif (!parent.geometry?.attributes?.['position']) {\n\t\t\t\treturn;\n\t\t\t}\n\n\t\t\tconst [position, rotation, scale] = [this.position(), this.rotation(), this.scale()];\n\t\t\tconst state = { position: new Vector3(), rotation: new Euler(), scale: new Vector3(1, 1, 1) };\n\n\t\t\tapplyProps(state, { position, scale });\n\n\t\t\t// zero out the parents matrix world for this operation\n\t\t\tconst matrixWorld = parent.matrixWorld.clone();\n\t\t\tparent.matrixWorld.identity();\n\n\t\t\tif (!rotation || typeof rotation === 'number') {\n\t\t\t\tconst o = new Object3D();\n\t\t\t\to.position.copy(state.position);\n\t\t\t\to.lookAt(parent.position);\n\t\t\t\tif (typeof rotation === 'number') o.rotateZ(rotation);\n\t\t\t\tapplyProps(state, { rotation: o.rotation });\n\t\t\t} else {\n\t\t\t\tapplyProps(state, { rotation });\n\t\t\t}\n\n\t\t\tthisMesh.geometry = new DecalGeometry(parent, state.position, state.rotation, state.scale);\n\t\t\tconst helper = this.helperRef()?.nativeElement;\n\t\t\tif (helper) {\n\t\t\t\tapplyProps(helper, state);\n\t\t\t\t// Prevent the helpers from blocking rays\n\t\t\t\thelper.traverse((child) => (child.raycast = () => null));\n\t\t\t}\n\n\t\t\t// Reset parents matrix-world\n\t\t\tparent.matrixWorld = matrixWorld;\n\n\t\t\tonCleanup(() => {\n\t\t\t\tthisMesh.geometry.dispose();\n\t\t\t});\n\t\t});\n\t}\n}\n","import { BufferAttribute } from 'three';\n\n/**\n * NOTE: Sets `BufferAttribute.updateRange` since r159.\n */\nexport const setUpdateRange = (attribute: BufferAttribute, updateRange: { offset: number; count: number }): void => {\n\tif ('updateRanges' in attribute) {\n\t\t// attribute.updateRanges[0] = updateRange;\n\t\tattribute.addUpdateRange(updateRange.offset, updateRange.count);\n\t} else {\n\t\tObject.assign(attribute, { updateRange });\n\t}\n};\n\nexport const LinearEncoding = 3000;\nexport const sRGBEncoding = 3001;\n\n/**\n * NOTE: TextureEncoding was deprecated in r152, and removed in r162.\n */\nexport type TextureEncoding = typeof LinearEncoding | typeof sRGBEncoding;\n","import {\n\tDestroyRef,\n\tDirective,\n\tEmbeddedViewRef,\n\tInjector,\n\tTemplateRef,\n\tViewContainerRef,\n\tcomputed,\n\teffect,\n\tinject,\n\tinput,\n\tuntracked,\n} from '@angular/core';\nimport { injectStore } from 'angular-three';\nimport { assertInjector } from 'ngxtension/assert-injector';\nimport {\n\tColorSpace,\n\tDepthTexture,\n\tFloatType,\n\tHalfFloatType,\n\tLinearFilter,\n\tMagnificationTextureFilter,\n\tMinificationTextureFilter,\n\tTextureDataType,\n\tWebGLRenderTarget,\n\tWrapping,\n} from 'three';\nimport { TextureEncoding } from './deprecated';\n\ninterface FBOSettings {\n\t/** Defines the count of MSAA samples. Can only be used with WebGL 2. Default: 0 */\n\tsamples?: number;\n\t/** If set, the scene depth will be rendered into buffer.depthTexture. Default: false */\n\tdepth?: boolean;\n\n\t// WebGLRenderTargetOptions => RenderTargetOptions\n\twrapS?: Wrapping | undefined;\n\twrapT?: Wrapping | undefined;\n\tmagFilter?: MagnificationTextureFilter | undefined;\n\tminFilter?: MinificationTextureFilter | undefined;\n\tformat?: number | undefined; // RGBAFormat;\n\ttype?: TextureDataType | undefined; // UnsignedByteType;\n\tanisotropy?: number | undefined; // 1;\n\tdepthBuffer?: boolean | undefined; // true;\n\tstencilBuffer?: boolean | undefined; // false;\n\tgenerateMipmaps?: boolean | undefined; // true;\n\tdepthTexture?: DepthTexture | undefined;\n\tencoding?: TextureEncoding | undefined;\n\tcolorSpace?: ColorSpace | undefined;\n}\n\nexport interface NgtsFBOParams {\n\twidth?: number | FBOSettings;\n\theight?: number;\n\tsettings?: FBOSettings;\n}\n\nexport function injectFBO(params: () => NgtsFBOParams = () => ({}), { injector }: { injector?: Injector } = {}) {\n\treturn assertInjector(injectFBO, injector, () => {\n\t\tconst store = injectStore();\n\t\tconst size = store.select('size');\n\t\tconst viewport = store.select('viewport');\n\n\t\tconst width = computed(() => {\n\t\t\tconst { width } = params();\n\t\t\treturn typeof width === 'number' ? width : size().width * viewport().dpr;\n\t\t});\n\t\tconst height = computed(() => {\n\t\t\tconst { height } = params();\n\t\t\treturn typeof height === 'number' ? height : size().height * viewport().dpr;\n\t\t});\n\t\tconst settings = computed(() => {\n\t\t\tconst { width, settings } = params();\n\t\t\tconst _settings = (typeof width === 'number' ? settings : (width as FBOSettings)) || {};\n\t\t\tif (_settings.samples === undefined) {\n\t\t\t\t_settings.samples = 0;\n\t\t\t}\n\t\t\treturn _settings;\n\t\t});\n\n\t\tconst target = computed(() => {\n\t\t\tconst [{ samples = 0, depth, ...targetSettings }, _width, _height] = [\n\t\t\t\tuntracked(settings),\n\t\t\t\tuntracked(width),\n\t\t\t\tuntracked(height),\n\t\t\t];\n\t\t\tconst target = new WebGLRenderTarget(_width, _height, {\n\t\t\t\tminFilter: LinearFilter,\n\t\t\t\tmagFilter: LinearFilter,\n\t\t\t\ttype: HalfFloatType,\n\t\t\t\t...targetSettings,\n\t\t\t});\n\n\t\t\tif (depth) {\n\t\t\t\ttarget.depthTexture = new DepthTexture(_width, _height, FloatType);\n\t\t\t}\n\n\t\t\ttarget.samples = samples;\n\t\t\treturn target;\n\t\t});\n\n\t\teffect(() => {\n\t\t\tconst [{ samples = 0 }, _width, _height, _target] = [settings(), width(), height(), target()];\n\t\t\t_target.setSize(_width, _height);\n\t\t\tif (samples) _target.samples = samples;\n\t\t});\n\n\t\tinject(DestroyRef).onDestroy(() => target().dispose());\n\n\t\treturn target;\n\t});\n}\n\n@Directive({ selector: 'ng-template[fbo]', standalone: true })\nexport class NgtsFBO {\n\tfbo = input({} as { width: NgtsFBOParams['width']; height: NgtsFBOParams['height'] } & FBOSettings);\n\n\tprivate template = inject(TemplateRef);\n\tprivate viewContainerRef = inject(ViewContainerRef);\n\n\tconstructor() {\n\t\tlet ref: EmbeddedViewRef<{ $implicit: ReturnType<typeof injectFBO> }>;\n\n\t\tconst fboTarget = injectFBO(() => {\n\t\t\tconst { width, height, ...settings } = this.fbo();\n\t\t\treturn { width, height, settings };\n\t\t});\n\n\t\teffect(() => {\n\t\t\t// TODO: double check if we need untracked\n\t\t\tuntracked(() => {\n\t\t\t\tref = this.viewContainerRef.createEmbeddedView(this.template, { $implicit: fboTarget });\n\t\t\t\tref.detectChanges();\n\t\t\t});\n\t\t});\n\n\t\tinject(DestroyRef).onDestroy(() => {\n\t\t\tref?.destroy();\n\t\t});\n\t}\n\n\tstatic ngTemplateContextGuard(_: NgtsFBO, ctx: unknown): ctx is { $implicit: ReturnType<typeof injectFBO> } {\n\t\treturn true;\n\t}\n}\n","import { computed, Injector } from '@angular/core';\nimport { injectBeforeRender, injectStore, pick } from 'angular-three';\nimport { assertInjector } from 'ngxtension/assert-injector';\nimport { DepthFormat, DepthTexture, UnsignedShortType } from 'three';\nimport { injectFBO } from './fbo';\n\nexport function injectDepthBuffer(\n\tparams: () => { size?: number; frames?: number } = () => ({}),\n\t{ injector }: { injector?: Injector } = {},\n) {\n\treturn assertInjector(injectDepthBuffer, injector, () => {\n\t\tconst size = computed(() => params().size || 256);\n\t\tconst frames = computed(() => params().frames || Infinity);\n\n\t\tconst store = injectStore();\n\t\tconst width = store.select('size', 'width');\n\t\tconst height = store.select('size', 'height');\n\t\tconst dpr = store.select('viewport', 'dpr');\n\n\t\tconst w = computed(() => size() || width() * dpr());\n\t\tconst h = computed(() => size() || height() * dpr());\n\n\t\tconst depthConfig = computed(() => {\n\t\t\tconst depthTexture = new DepthTexture(w(), h());\n\t\t\tdepthTexture.format = DepthFormat;\n\t\t\tdepthTexture.type = UnsignedShortType;\n\t\t\treturn { depthTexture };\n\t\t});\n\n\t\tconst depthFBO = injectFBO(() => ({ width: w(), height: h(), settings: depthConfig() }));\n\n\t\tlet count = 0;\n\t\tinjectBeforeRender(({ gl, scene, camera }) => {\n\t\t\tif (frames() === Infinity || count < frames()) {\n\t\t\t\tgl.setRenderTarget(depthFBO());\n\t\t\t\tgl.render(scene, camera);\n\t\t\t\tgl.setRenderTarget(null);\n\t\t\t\tcount++;\n\t\t\t}\n\t\t});\n\n\t\treturn pick(depthFBO, 'depthTexture');\n\t});\n}\n","import {\n\tChangeDetectionStrategy,\n\tComponent,\n\tcomputed,\n\tCUSTOM_ELEMENTS_SCHEMA,\n\tElementRef,\n\tinput,\n\tviewChild,\n} from '@angular/core';\nimport { extend, is, NgtGroup, omit, pick } from 'angular-three';\nimport { mergeInputs } from 'ngxtension/inject-inputs';\nimport { DoubleSide, Group, Mesh, Object3D, PlaneGeometry, ShaderMaterial } from 'three';\n\nexport interface NgtsHTMLOptions extends Partial<NgtGroup> {\n\tocclude: ElementRef<Object3D>[] | Object3D[] | boolean | 'raycast' | 'blending';\n\ttransform: boolean;\n\tcastShadow: boolean;\n\treceiveShadow: boolean;\n}\n\nconst defaultHtmlOptions: NgtsHTMLOptions = {\n\tocclude: false,\n\ttransform: false,\n\tcastShadow: false,\n\treceiveShadow: false,\n};\n\n@Component({\n\tselector: 'ngts-html',\n\tstandalone: true,\n\ttemplate: `\n\t\t<ngt-group #group [parameters]=\"parameters()\">\n\t\t\t@if (occlude() && !isRaycastOcclusion()) {\n\t\t\t\t<ngt-mesh #occlusionMesh [castShadow]=\"castShadow()\" [receiveShadow]=\"receiveShadow()\">\n\t\t\t\t\t<ng-content select=\"[data-occlusion-geometry]\">\n\t\t\t\t\t\t<ngt-plane-geometry #occlusionGeometry />\n\t\t\t\t\t</ng-content>\n\t\t\t\t\t<ng-content select=\"[data-occlusion-material]\">\n\t\t\t\t\t\t<ngt-shader-material\n\t\t\t\t\t\t\t[side]=\"DoubleSide\"\n\t\t\t\t\t\t\t[vertexShader]=\"vertexShader()\"\n\t\t\t\t\t\t\t[fragmentShader]=\"fragmentShader()\"\n\t\t\t\t\t\t/>\n\t\t\t\t\t</ng-content>\n\t\t\t\t</ngt-mesh>\n\t\t\t}\n\t\t</ngt-group>\n\n\t\t<ng-content />\n\t`,\n\tschemas: [CUSTOM_ELEMENTS_SCHEMA],\n\tchangeDetection: ChangeDetectionStrategy.OnPush,\n})\nexport class NgtsHTML {\n\toptions = input(defaultHtmlOptions, { transform: mergeInputs(defaultHtmlOptions) });\n\tparameters = omit(this.options, ['occlude', 'castShadow', 'receiveShadow', 'transform']);\n\n\tgroupRef = viewChild.required<ElementRef<Group>>('group');\n\tocclusionMeshRef = viewChild<ElementRef<Mesh>>('occlusionMesh');\n\tocclusionGeometryRef = viewChild<ElementRef<PlaneGeometry>>('occlusionGeometry');\n\n\tocclude = pick(this.options, 'occlude');\n\ttransform = pick(this.options, 'transform');\n\tcastShadow = pick(this.options, 'castShadow');\n\treceiveShadow = pick(this.options, 'receiveShadow');\n\tscale = pick(this.options, 'scale');\n\n\tisRaycastOcclusion = computed(() => {\n\t\tconst occlude = this.occlude();\n\t\treturn (occlude && occlude !== 'blending') || (Array.isArray(occlude) && occlude.length && is.ref(occlude[0]));\n\t});\n\n\tprivate shaders = computed(() => {\n\t\tconst transform = this.transform();\n\t\tconst vertexShader = !transform\n\t\t\t? /* language=glsl glsl */ `\n /*\n This shader is from the THREE's SpriteMaterial.\n We need to turn the backing plane into a Sprite\n (make it always face the camera) if \"transfrom\"\n is false.\n */\n #include <common>\n\n void main() {\n vec2 center = vec2(0., 1.);\n float rotation = 0.0;\n\n // This is somewhat arbitrary, but it seems to work well\n // Need to figure out how to derive this dynamically if it even matters\n float size = 0.03;\n\n vec4 mvPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );\n vec2 scale;\n scale.x = length( vec3( modelMatrix[ 0 ].x, modelMatrix[ 0 ].y, modelMatrix[ 0 ].z ) );\n scale.y = length( vec3( modelMatrix[ 1 ].x, modelMatrix[ 1 ].y, modelMatrix[ 1 ].z ) );\n\n bool isPerspective = isPerspectiveMatrix( projectionMatrix );\n if ( isPerspective ) scale *= - mvPosition.z;\n\n vec2 alignedPosition = ( position.xy - ( center - vec2( 0.5 ) ) ) * scale * size;\n vec2 rotatedPosition;\n rotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;\n rotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;\n mvPosition.xy += rotatedPosition;\n\n gl_Position = projectionMatrix * mvPosition;\n }\n `\n\t\t\t: undefined;\n\n\t\tconst fragmentShader = /* language=glsl glsl */ `\n void main() {\n gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);\n }\n `;\n\n\t\treturn { vertexShader, fragmentShader };\n\t});\n\n\tvertexShader = pick(this.shaders, 'vertexShader');\n\tfragmentShader = pick(this.shaders, 'fragmentShader');\n\n\tconstructor() {\n\t\textend({ Group, Mesh, PlaneGeometry, ShaderMaterial });\n\t}\n\n\tprotected readonly DoubleSide = DoubleSide;\n}\n","import { Camera, Matrix4, Object3D, OrthographicCamera, PerspectiveCamera, Raycaster, Vector2, Vector3 } from 'three';\n\nconst v1 = new Vector3();\nconst v2 = new Vector3();\nconst v3 = new Vector3();\nconst v4 = new Vector2();\n\nexport function defaultCalculatePosition(el: Object3D, camera: Camera, size: { width: number; height: number }) {\n\tconst objectPos = v1.setFromMatrixPosition(el.matrixWorld);\n\tobjectPos.project(camera);\n\tconst widthHalf = size.width / 2;\n\tconst heightHalf = size.height / 2;\n\treturn [objectPos.x * widthHalf + widthHalf, -(objectPos.y * heightHalf) + heightHalf];\n}\n\nexport type CalculatePosition = typeof defaultCalculatePosition;\n\nexport function isObjectBehindCamera(el: Object3D, camera: Camera) {\n\tconst objectPos = v1.setFromMatrixPosition(el.matrixWorld);\n\tconst cameraPos = v2.setFromMatrixPosition(camera.matrixWorld);\n\tconst deltaCamObj = objectPos.sub(cameraPos);\n\tconst camDir = camera.getWorldDirection(v3);\n\treturn deltaCamObj.angleTo(camDir) > Math.PI / 2;\n}\n\nexport function isObjectVisible(el: Object3D, camera: Camera, raycaster: Raycaster, occlude: Object3D[]) {\n\tconst elPos = v1.setFromMatrixPosition(el.matrixWorld);\n\tconst screenPos = elPos.clone();\n\tscreenPos.project(camera);\n\tv4.set(screenPos.x, screenPos.y);\n\traycaster.setFromCamera(v4, camera);\n\tconst intersects = raycaster.intersectObjects(occlude, true);\n\tif (intersects.length) {\n\t\tconst intersectionDistance = intersects[0].distance;\n\t\tconst pointDistance = elPos.distanceTo(raycaster.ray.origin);\n\t\treturn pointDistance < intersectionDistance;\n\t}\n\treturn true;\n}\n\nexport function objectScale(el: Object3D, camera: Camera) {\n\tif (camera instanceof OrthographicCamera) return camera.zoom;\n\tif (camera instanceof PerspectiveCamera) {\n\t\tconst objectPos = v1.setFromMatrixPosition(el.matrixWorld);\n\t\tconst cameraPos = v2.setFromMatrixPosition(camera.matrixWorld);\n\t\tconst vFOV = (camera.fov * Math.PI) / 180;\n\t\tconst dist = objectPos.distanceTo(cameraPos);\n\t\tconst scaleFOV = 2 * Math.tan(vFOV / 2) * dist;\n\t\treturn 1 / scaleFOV;\n\t}\n\treturn 1;\n}\n\nexport function objectZIndex(el: Object3D, camera: Camera, zIndexRange: Array<number>) {\n\tif (camera instanceof PerspectiveCamera || camera instanceof OrthographicCamera) {\n\t\tconst objectPos = v1.setFromMatrixPosition(el.matrixWorld);\n\t\tconst cameraPos = v2.setFromMatrixPosition(camera.matrixWorld);\n\t\tconst dist = objectPos.distanceTo(cameraPos);\n\t\tconst A = (zIndexRange[1] - zIndexRange[0]) / (camera.far - camera.near);\n\t\tconst B = zIndexRange[1] - A * camera.far;\n\t\treturn Math.round(A * dist + B);\n\t}\n\treturn undefined;\n}\n\nexport function epsilon(value: number) {\n\treturn Math.abs(value) < 1e-10 ? 0 : value;\n}\n\nexport function getCSSMatrix(matrix: Matrix4, multipliers: number[], prepend = '') {\n\tlet matrix3d = 'matrix3d(';\n\tfor (let i = 0; i !== 16; i++) {\n\t\tmatrix3d += epsilon(multipliers[i] * matrix.elements[i]) + (i !== 15 ? ',' : ')');\n\t}\n\treturn prepend + matrix3d;\n}\n\nexport const getCameraCSSMatrix = ((multipliers: number[]) => {\n\treturn (matrix: Matrix4) => getCSSMatrix(matrix, multipliers);\n})([1, -1, 1, 1, 1, -1, 1, 1, 1, -1, 1, 1, 1, -1, 1, 1]);\n\nexport const getObjectCSSMatrix = ((scaleMultipliers: (n: number) => number[]) => {\n\treturn (matrix: Matrix4, factor: number) => getCSSMatrix(matrix, scaleMultipliers(factor), 'translate(-50%,-50%)');\n})((f: number) => [1 / f, 1 / f, 1 / f, 1, -1 / f, -1 / f, -1 / f, -1, 1 / f, 1 / f, 1 / f, 1, 1, 1, 1, 1]);\n","import { NgTemplateOutlet } from '@angular/common';\nimport {\n\tChangeDetectionStrategy,\n\tComponent,\n\tcomputed,\n\teffect,\n\tElementRef,\n\tinject,\n\tinput,\n\toutput,\n\tRenderer2,\n\tuntracked,\n\tviewChild,\n} from '@angular/core';\nimport { injectBeforeRender, NgtHTML, pick, resolveRef } from 'angular-three';\nimport { mergeInputs } from 'ngxtension/inject-inputs';\nimport { Object3D, OrthographicCamera, Vector3 } from 'three';\nimport { NgtsHTML } from './html';\nimport {\n\tCalculatePosition,\n\tdefaultCalculatePosition,\n\tepsilon,\n\tgetCameraCSSMatrix,\n\tgetObjectCSSMatrix,\n\tisObjectBehindCamera,\n\tisObjectVisible,\n\tobjectScale,\n\tobjectZIndex,\n} from './utils';\n\ntype PointerEventsProperties =\n\t| 'auto'\n\t| 'none'\n\t| 'visiblePainted'\n\t| 'visibleFill'\n\t| 'visibleStroke'\n\t| 'visible'\n\t| 'painted'\n\t| 'fill'\n\t| 'stroke'\n\t| 'all'\n\t| 'inherit';\n\nexport interface NgtsHTMLContentOptions {\n\teps: number;\n\tzIndexRange: [number, number];\n\tcenter: boolean;\n\tprepend: boolean;\n\tfullscreen: boolean;\n\tcontainerClass: string;\n\tcontainerStyle: Partial<CSSStyleDeclaration>;\n\tpointerEvents: PointerEventsProperties;\n\tcalculatePosition: CalculatePosition;\n\tsprite: boolean;\n\tdistanceFactor?: number;\n\tparent?: HTMLElement | ElementRef<HTMLElement>;\n}\n\nconst defaultHtmlContentOptions: NgtsHTMLContentOptions = {\n\teps: 0.001,\n\tzIndexRange: [16777271, 0],\n\tpointerEvents: 'auto',\n\tcalculatePosition: defaultCalculatePosition,\n\tcontainerClass: '',\n\tcontainerStyle: {},\n\tcenter: false,\n\tprepend: false,\n\tfullscreen: false,\n\tsprite: false,\n};\n\n@Component({\n\tselector: '[ngtsHTMLContent]',\n\ttemplate: `\n\t\t@if (html.transform()) {\n\t\t\t<div\n\t\t\t\t#transformOuter\n\t\t\t\tstyle=\"position: absolute; top: 0; left: 0; transform-style: preserve-3d; pointer-events: none;\"\n\t\t\t\t[style.width.px]=\"size().width\"\n\t\t\t\t[style.height.px]=\"size().height\"\n\t\t\t>\n\t\t\t\t<div #transformInner style=\"position: absolute\" [style.pointer-events]=\"pointerEvents()\">\n\t\t\t\t\t<div #container [class]=\"containerClass()\" [style]=\"containerStyle()\">\n\t\t\t\t\t\t<ng-container [ngTemplateOutlet]=\"content\" />\n\t\t\t\t\t</div>\n\t\t\t\t</div>\n\t\t\t</div>\n\t\t} @else {\n\t\t\t<div\n\t\t\t\t#container\n\t\t\t\tstyle=\"position:absolute\"\n\t\t\t\t[style.transform]=\"center() ? 'translate3d(-50%,-50%,0)' : 'none'\"\n\t\t\t\t[style.top]=\"fullscreen() ? -size().height / 2 + 'px' : 'unset'\"\n\t\t\t\t[style.left]=\"fullscreen() ? -size().width / 2 + 'px' : 'unset'\"\n\t\t\t\t[style.width]=\"fullscreen() ? size().width : 'unset'\"\n\t\t\t\t[style.height]=\"fullscreen() ? size().height : 'unset'\"\n\t\t\t\t[class]=\"containerClass()\"\n\t\t\t\t[style]=\"containerStyle()\"\n\t\t\t>\n\t\t\t\t<ng-container [ngTemplateOutlet]=\"content\" />\n\t\t\t</div>\n\t\t}\n\n\t\t<ng-template #content>\n\t\t\t<ng-content />\n\t\t</ng-template>\n\t`,\n\tchangeDetection: ChangeDetectionStrategy.OnPush,\n\timports: [NgTemplateOutlet],\n\thost: { 'data-ngts-html-content': '' },\n})\nexport class NgtsHTMLContent extends NgtHTML {\n\toptions = input(defaultHtmlContentOptions, {\n\t\ttransform: mergeInputs(defaultHtmlContentOptions),\n\t\talias: 'ngtsHTMLContent',\n\t});\n\toccluded = output<boolean>();\n\n\thtml = inject(NgtsHTML);\n\n\ttransformOuterRef = viewChild<ElementRef<HTMLDivElement>>('transformOuter');\n\ttransformInnerRef = viewChild<ElementRef<HTMLDivElement>>('transformInner');\n\tcontainerRef = viewChild<ElementRef<HTMLDivElement>>('container');\n\n\tprivate gl = this.store.select('gl');\n\tprivate events = this.store.select('events');\n\tprivate camera = this.store.select('camera');\n\tprivate scene = this.store.select('scene');\n\tprotected size = this.store.select('size');\n\n\tprivate parent = pick(this.options, 'parent');\n\tprivate zIndexRange = pick(this.options, 'zIndexRange');\n\tprivate calculatePosition = pick(this.options, 'calculatePosition');\n\tprivate prepend = pick(this.options, 'prepend');\n\tprotected center = pick(this.options, 'center');\n\tprotected fullscreen = pick(this.options, 'fullscreen');\n\tprotected pointerEvents = pick(this.options, 'pointerEvents');\n\tprotected containerClass = pick(this.options, 'containerClass');\n\tprotected containerStyle = pick(this.options, 'containerStyle');\n\n\tprivate target = computed(() => {\n\t\tconst parent = resolveRef(this.parent());\n\t\tif (parent) return parent;\n\t\treturn (this.events().connected || this.gl().domElement.parentNode) as HTMLElement;\n\t});\n\n\tconstructor() {\n\t\tsuper();\n\n\t\tconst renderer = inject(Renderer2);\n\n\t\tlet isMeshSizeSet = false;\n\n\t\teffect(() => {\n\t\t\tconst [occlude, canvasEl, zIndexRange] = [\n\t\t\t\tthis.html.occlude(),\n\t\t\t\tuntracked(this.gl).domElement,\n\t\t\t\tuntracked(this.zIndexRange),\n\t\t\t];\n\n\t\t\tif (occlude && occlude === 'blending') {\n\t\t\t\trenderer.setStyle(canvasEl, 'z-index', `${Math.floor(zIndexRange[0] / 2)}`);\n\t\t\t\trenderer.setStyle(canvasEl, 'position', 'absolute');\n\t\t\t\trenderer.setStyle(canvasEl, 'pointer-events', 'none');\n\t\t\t} else {\n\t\t\t\trenderer.removeStyle(canvasEl, 'z-index');\n\t\t\t\trenderer.removeStyle(canvasEl, 'position');\n\t\t\t\trenderer.removeStyle(canvasEl, 'pointer-events');\n\t\t\t}\n\t\t});\n\n\t\teffect((onCleanup) => {\n\t\t\tconst [transform, target, hostEl, prepend, scene, calculatePosition, group, size, camera] = [\n\t\t\t\tthis.html.transform(),\n\t\t\t\tthis.target(),\n\t\t\t\tthis.host.nativeElement,\n\t\t\t\tuntracked(this.prepend),\n\t\t\t\tuntracked(this.scene),\n\t\t\t\tuntracked(this.calculatePosition),\n\t\t\t\tuntracked(this.html.groupRef).nativeElement,\n\t\t\t\tuntracked(this.size),\n\t\t\t\tuntracked(this.camera),\n\t\t\t];\n\n\t\t\tscene.updateMatrixWorld();\n\t\t\trenderer.setStyle(hostEl, 'position', 'absolute');\n\t\t\trenderer.setStyle(hostEl, 'top', '0');\n\t\t\trenderer.setStyle(hostEl, 'left', '0');\n\n\t\t\tif (transform) {\n\t\t\t\trenderer.setStyle(hostEl, 'pointer-events', 'none');\n\t\t\t\trenderer.setStyle(hostEl, 'overflow', 'hidden');\n\t\t\t\trenderer.removeStyle(hostEl, 'transform');\n\t\t\t\trenderer.removeStyle(hostEl, 'transform-origin');\n\t\t\t} else {\n\t\t\t\tconst vec = calculatePosition(group, camera, size);\n\t\t\t\trenderer.setStyle(hostEl, 'transform', `translate3d(${vec[0]}px,${vec[1]}px,0)`);\n\t\t\t\trenderer.setStyle(hostEl, 'transform-origin', '0 0');\n\t\t\t\trenderer.removeStyle(hostEl, 'pointer-events');\n\t\t\t\trenderer.removeStyle(hostEl, 'overflow');\n\t\t\t}\n\n\t\t\tif (prepend) target.prepend(hostEl);\n\t\t\telse target.appendChild(hostEl);\n\n\t\t\tonCleanup(() => {\n\t\t\t\tif (target) target.removeChild(hostEl);\n\t\t\t});\n\t\t});\n\n\t\teffect(() => {\n\t\t\tconst _ = [this.options(), this.html.options()];\n\t\t\tisMeshSizeSet = false;\n\t\t});\n\n\t\tlet visible = true;\n\t\tlet oldZoom = 0;\n\t\tlet oldPosition = [0, 0];\n\n\t\tinjectBeforeRender(({ camera: rootCamera }) => {\n\t\t\tconst [\n\t\t\t\thostEl,\n\t\t\t\ttransformOuterEl,\n\t\t\t\ttransformInnerEl,\n\t\t\t\tgroup,\n\t\t\t\tocclusionMesh,\n\t\t\t\tocclusionGeometry,\n\t\t\t\tisRaycastOcclusion,\n\t\t\t\t{ camera, size, viewport, raycaster, scene },\n\t\t\t\t{ calculatePosition, eps, zIndexRange, sprite, distanceFactor },\n\t\t\t\t{ transform, occlude, scale },\n\t\t\t] = [\n\t\t\t\tthis.host.nativeElement,\n\t\t\t\tthis.transformOuterRef()?.nativeElement,\n\t\t\t\tthis.transformInnerRef()?.nativeElement,\n\t\t\t\tthis.html.groupRef().nativeElement,\n\t\t\t\tthis.html.occlusionMeshRef()?.nativeElement,\n\t\t\t\tthis.html.occlusionGeometryRef()?.nativeElement,\n\t\t\t\tthis.html.isRaycastOcclusion(),\n\t\t\t\tthis.store.snapshot,\n\t\t\t\tthis.options(),\n\t\t\t\tthis.html.options(),\n\t\t\t];\n\n\t\t\tif (group) {\n\t\t\t\tcamera.updateMatrixWorld();\n\t\t\t\tgroup.updateWorldMatrix(true, false);\n\t\t\t\tconst vec = transform ? oldPosition : calculatePosition(group, camera, size);\n\n\t\t\t\tif (\n\t\t\t\t\ttransform ||\n\t\t\t\t\tMath.abs(oldZoom - camera.zoom) > eps ||\n\t\t\t\t\tMath.abs(oldPosition[0] - vec[0]) > eps ||\n\t\t\t\t\tMath.abs(oldPosition[1] - vec[1]) > eps\n\t\t\t\t) {\n\t\t\t\t\tconst isBehindCamera = isObjectBehindCamera(group, camera);\n\t\t\t\t\tlet raytraceTarget: null | undefined | boolean | Object3D[] = false;\n\n\t\t\t\t\tif (isRaycastOcclusion) {\n\t\t\t\t\t\tif (Array.isArray(occlude)) {\n\t\t\t\t\t\t\traytraceTarget = occlude.map((item) => resolveRef(item)) as Object3D[];\n\t\t\t\t\t\t} else if (occlude !== 'blending') {\n\t\t\t\t\t\t\traytraceTarget = [scene];\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\n\t\t\t\t\tconst previouslyVisible = visible;\n\t\t\t\t\tif (raytraceTarget) {\n\t\t\t\t\t\tconst isVisible = isObjectVisible(group, camera, raycaster, raytraceTarget);\n\t\t\t\t\t\tvisible = isVisible && !isBehindCamera;\n\t\t\t\t\t} else {\n\t\t\t\t\t\tvisible = !isBehindCamera;\n\t\t\t\t\t}\n\n\t\t\t\t\tif (previouslyVisible !== visible) {\n\t\t\t\t\t\tif (this.occluded['listeners']) this.occluded.emit(!visible);\n\t\t\t\t\t\telse renderer.setStyle(hostEl, 'display', visible ? 'block' : 'none');\n\t\t\t\t\t}\n\n\t\t\t\t\tconst halfRange = Math.floor(zIndexRange[0] / 2);\n\t\t\t\t\tconst zRange = occlude\n\t\t\t\t\t\t? isRaycastOcclusion //\n\t\t\t\t\t\t\t? [zIndexRange[0], halfRange]\n\t\t\t\t\t\t\t: [halfRange - 1, 0]\n\t\t\t\t\t\t: zIndexRange;\n\n\t\t\t\t\trenderer.setStyle(hostEl, 'z-index', `${objectZIndex(group, camera, zRange)}`);\n\n\t\t\t\t\tif (transform) {\n\t\t\t\t\t\tconst [widthHalf, heightHalf] = [size.width / 2, size.height / 2];\n\t\t\t\t\t\tconst fov = camera.projectionMatrix.elements[5] * heightHalf;\n\t\t\t\t\t\tconst { isOrthographicCamera, top, left, bottom, right } = camera as OrthographicCamera;\n\t\t\t\t\t\tconst cameraMatrix = getCameraCSSMatrix(camera.matrixWorldInverse);\n\t\t\t\t\t\tconst cameraTransform = isOrthographicCamera\n\t\t\t\t\t\t\t? `scale(${fov})translate(${epsilon(-(right + left) / 2)}px,${epsilon((top + bottom) / 2)}px)`\n\t\t\t\t\t\t\t: `translateZ(${fov}px)`;\n\t\t\t\t\t\tlet matrix = group.matrixWorld;\n\t\t\t\t\t\tif (sprite) {\n\t\t\t\t\t\t\tmatrix = camera.matrixWorldInverse.clone().transpose().copyPosition(matrix).scale(group.scale);\n\t\t\t\t\t\t\tmatrix.elements[3] = matrix.elements[7] = matrix.elements[11] = 0;\n\t\t\t\t\t\t\tmatrix.elements[15] = 1;\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\trenderer.setStyle(hostEl, 'width', size.width + 'px');\n\t\t\t\t\t\trenderer.setStyle(hostEl, 'height', size.height + 'px');\n\t\t\t\t\t\trenderer.setStyle(hostEl, 'perspective', isOrthographicCamera ? '' : `${fov}px`);\n\n\t\t\t\t\t\tif (transformOuterEl && transformInnerEl) {\n\t\t\t\t\t\t\trenderer.setStyle(\n\t\t\t\t\t\t\t\ttransformOuterEl,\n\t\t\t\t\t\t\t\t'transform',\n\t\t\t\t\t\t\t\t`${cameraTransform}${cameraMatrix}translate(${widthHalf}px,${heightHalf}px)`,\n\t\t\t\t\t\t\t);\n\t\t\t\t\t\t\trenderer.setStyle(\n\t\t\t\t\t\t\t\ttransformInnerEl,\n\t\t\t\t\t\t\t\t'transform',\n\t\t\t\t\t\t\t\tgetObjectCSSMatrix(matrix, 1 / ((distanceFactor || 10) / 400)),\n\t\t\t\t\t\t\t);\n\t\t\t\t\t\t}\n\t\t\t\t\t} else {\n\t\t\t\t\t\tconst scale = distanceFactor === undefined ? 1 : objectScale(group, camera) * distanceFactor;\n\t\t\t\t\t\trenderer.setStyle(hostEl, 'transform', `translate3d(${vec[0]}px,${vec[1]}px,0) scale(${scale})`);\n\t\t\t\t\t}\n\t\t\t\t\toldPosition = vec;\n\t\t\t\t\toldZoom = camera.zoom;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tif (!isRaycastOcclusion && occlusionMesh && !isMeshSizeSet) {\n\t\t\t\tif (transform) {\n\t\t\t\t\tif (transformOuterEl) {\n\t\t\t\t\t\tconst el = transformOuterEl.children[0];\n\n\t\t\t\t\t\tif (el?.clientWidth && el?.clientHeight) {\n\t\t\t\t\t\t\tconst { isOrthographicCamera } = camera as OrthographicCamera;\n\n\t\t\t\t\t\t\tif (isOrthographicCamera || occlusionGeometry) {\n\t\t\t\t\t\t\t\tif (scale) {\n\t\t\t\t\t\t\t\t\tif (!Array.isArray(scale)) {\n\t\t\t\t\t\t\t\t\t\tocclusionMesh.scale.setScalar(1 / (scale as number));\n\t\t\t\t\t\t\t\t\t} else if (scale instanceof Vector3) {\n\t\t\t\t\t\t\t\t\t\tocclusionMesh.scale.copy(scale.clone().divideScalar(1));\n\t\t\t\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\t\t\t\tocclusionMesh.scale.set(1 / scale[0], 1 / scale[1], 1 / scale[2]);\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\t\tconst ratio = (distanceFactor || 10) / 400;\n\t\t\t\t\t\t\t\tconst w = el.clientWidth * ratio;\n\t\t\t\t\t\t\t\tconst h = el.clientHeight * ratio;\n\n\t\t\t\t\t\t\t\tocclusionMesh.scale.set(w, h, 1);\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tisMeshSizeSet = true;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t} else {\n\t\t\t\t\tconst ele = hostEl.children[0];\n\n\t\t\t\t\tif (ele?.clientWidth && ele?.clientHeight) {\n\t\t\t\t\t\tconst ratio = 1 / viewport.factor;\n\t\t\t\t\t\tconst w = ele.clientWidth * ratio;\n\t\t\t\t\t\tconst h = ele.clientHeight * ratio;\n\n\t\t\t\t\t\tocclusionMesh.scale.set(w, h, 1);\n\n\t\t\t\t\t\tisMeshSizeSet = true;\n\t\t\t\t\t}\n\n\t\t\t\t\tocclusionMesh.lookAt(rootCamera.position);\n\t\t\t\t}\n\t\t\t}\n\t\t});\n\t}\n}\n","import { Directive, effect, ElementRef, inject, Injector, model, signal, WritableSignal } from '@angular/core';\nimport { addAfterEffect, addEffect, resolveRef } from 'angular-three';\nimport { assertInjector } from 'ngxtension/assert-injector';\nimport { Object3D } from 'three';\n\nexport function injectIntersect<TObject extends Object3D>(\n\tobject: () => ElementRef<TObject> | TObject | undefined | null,\n\t{ injector, source = signal(false) }: { injector?: Injector; source?: WritableSignal<boolean> } = {},\n) {\n\treturn assertInjector(injectIntersect, injector, () => {\n\t\tlet check = false;\n\t\tlet temp = false;\n\n\t\teffect((onCleanup) => {\n\t\t\tconst obj = resolveRef(object());\n\t\t\tif (!obj) return;\n\n\t\t\t// Stamp out frustum check pre-emptively\n\t\t\tconst unsub1 = addEffect(() => {\n\t\t\t\tcheck = false;\n\t\t\t\treturn true;\n\t\t\t});\n\n\t\t\t// If the object is inside the frustum three will call onRender\n\t\t\tconst oldOnRender = obj.onBeforeRender.bind(obj);\n\t\t\tobj.onBeforeRender = () => (check = true);\n\n\t\t\t// Compare the check value against the temp value, if it differs set state\n\t\t\tconst unsub2 = addAfterEffect(() => {\n\t\t\t\tif (check !== temp) source.set((temp = check));\n\t\t\t\treturn true;\n\t\t\t});\n\n\t\t\tonCleanup(() => {\n\t\t\t\tobj.onBeforeRender = oldOnRender;\n\t\t\t\tunsub1();\n\t\t\t\tunsub2();\n\t\t\t});\n\t\t});\n\n\t\treturn source.asReadonly();\n\t});\n}\n\n@Directive({ standalone: true, selector: '[intersect]' })\nexport class NgtsIntersect {\n\tintersect = model(false);\n\n\tconstructor() {\n\t\tconst host = inject<ElementRef<Object3D>>(ElementRef);\n\t\tinjectIntersect(() => host, { source: this.intersect });\n\t}\n}\n","import { computed, Directive, effect, ElementRef, model } from '@angular/core';\nimport { injectStore, resolveRef } from 'angular-three';\nimport { Camera, CubeCamera, Object3D, WebGLCubeRenderTarget } from 'three';\n\n@Directive({ selector: 'ngts-preload', standalone: true })\nexport class NgtsPreload {\n\tall = model<boolean>();\n\tscene = model<Object3D | ElementRef<Object3D>>();\n\tcamera = model<Camera | ElementRef<Camera>>();\n\n\tprivate store = injectStore();\n\tprivate gl = this.store.select('gl');\n\tprivate defaultScene = this.store.select('scene');\n\tprivate defaultCamera = this.store.select('camera');\n\n\tprivate trueScene = computed(() => {\n\t\tconst scene = this.scene();\n\t\tif (scene) return resolveRef(scene);\n\t\treturn this.defaultScene();\n\t});\n\tprivate trueCamera = computed(() => {\n\t\tconst camera = this.camera();\n\t\tif (camera) return resolveRef(camera);\n\t\treturn this.defaultCamera();\n\t});\n\n\tconstructor() {\n\t\teffect(() => {\n\t\t\tconst invisible: Object3D[] = [];\n\n\t\t\tconst [all, scene, camera, gl] = [this.all(), this.trueScene(), this.trueCamera(), this.gl()];\n\n\t\t\tif (!scene || !camera) return;\n\n\t\t\tif (all) {\n\t\t\t\t// Find all invisible objects, store and then flip them\n\t\t\t\tscene.traverse((object) => {\n\t\t\t\t\tif (!object.visible) {\n\t\t\t\t\t\tinvisible.push(object);\n\t\t\t\t\t\tobject.visible = true;\n\t\t\t\t\t}\n\t\t\t\t});\n\t\t\t}\n\n\t\t\t// Now compile the scene\n\t\t\tgl.compile(scene, camera);\n\n\t\t\t// And for good measure, hit it with a cube camera\n\t\t\tconst cubeRenderTarget = new WebGLCubeRenderTarget(128);\n\t\t\tconst cubeCamera = new CubeCamera(0.01, 100000, cubeRenderTarget);\n\t\t\tcubeCamera.update(gl, scene);\n\t\t\tcubeRenderTarget.dispose();\n\n\t\t\t// Flips these objects back\n\t\t\tinvisible.forEach((object) => (object.visible = false));\n\t\t});\n\t}\n}\n","import {\n\tChangeDetectionStrategy,\n\tComponent,\n\tcomputed,\n\tCUSTOM_ELEMENTS_SCHEMA,\n\teffect,\n\tElementRef,\n\tInjector,\n\tinput,\n\tviewChild,\n} from '@angular/core';\nimport { checkUpdate, extend, getLocalState, NgtGroup, omit, pick, resolveRef } from 'angular-three';\nimport { assertInjector } from 'ngxtension/assert-injector';\nimport { mergeInputs } from 'ngxtension/inject-inputs';\nimport { BufferGeometry, Color, Group, InstancedBufferAttribute, InstancedMesh, Mesh, Object3D, Vector3 } from 'three';\nimport { MeshSurfaceSampler } from 'three-stdlib';\n\ninterface SamplePayload {\n\t/**\n\t * The position of the sample.\n\t */\n\tposition: Vector3;\n\t/**\n\t * The normal of the mesh at the sampled position.\n\t */\n\tnormal: Vector3;\n\t/**\n\t * The vertex color of the mesh at the sampled position.\n\t */\n\tcolor: Color;\n}\n\nexport type TransformFn = (payload: TransformPayload, i: number) => void;\n\ninterface TransformPayload extends SamplePayload {\n\t/**\n\t * The dummy object used to transform each instance.\n\t * This object's matrix will be updated after transforming & it will be used\n\t * to set the instance's matrix.\n\t */\n\tdummy: Object3D;\n\t/**\n\t * The mesh that's initially passed to the sampler.\n\t * Use this if you need to apply transforms from your mesh to your instances\n\t * or if you need to grab attributes from the geometry.\n\t */\n\tsampledMesh: Mesh;\n}\n\nexport function injectSurfaceSampler(\n\tmesh: () => ElementRef<Mesh> | Mesh | null | undefined,\n\toptions: () => {\n\t\tcount?: number;\n\t\ttransform?: TransformFn;\n\t\tweight?: string;\n\t\tinstanceMesh?: ElementRef<InstancedMesh> | InstancedMesh | null;\n\t} = () => ({}),\n\t{ injector }: { injector?: Injector } = {},\n) {\n\treturn assertInjector(injectSurfaceSampler, injector, () => {\n\t\tconst initialBufferAttribute = (() => {\n\t\t\tconst arr = Array.from({ length: options().count ?? 16 }, () => [\n\t\t\t\t1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1,\n\t\t\t]).flat();\n\t\t\treturn new InstancedBufferAttribute(Float32Array.from(arr), 16);\n\t\t})();\n\n\t\treturn computed(() => {\n\t\t\tconst currentMesh = resolveRef(mesh());\n\t\t\tif (!currentMesh) return initialBufferAttribute;\n\n\t\t\tconst localState = getLocalState(currentMesh);\n\t\t\tif (!localState) return initialBufferAttribute;\n\n\t\t\tconst nonObjects = localState.nonObjects();\n\t\t\tif (\n\t\t\t\t!nonObjects ||\n\t\t\t\t!nonObjects.length ||\n\t\t\t\tnonObjects.every((nonObject) => !(nonObject as BufferGeometry).isBufferGeometry)\n\t\t\t) {\n\t\t\t\treturn initialBufferAttribute;\n\t\t\t}\n\n\t\t\tconst sampler = new MeshSurfaceSampler(currentMesh);\n\t\t\tconst { weight, count = 16, transform, instanceMesh } = options();\n\n\t\t\tif (weight) {\n\t\t\t\tsampler.setWeightAttribute(weight);\n\t\t\t}\n\n\t\t\tsampler.build();\n\n\t\t\tconst position = new Vector3();\n\t\t\tconst normal = new Vector3();\n\t\t\tconst color = new Color();\n\t\t\tconst dummy = new Object3D();\n\t\t\tconst instance = resolveRef(instanceMesh);\n\n\t\t\tcurrentMesh.updateMatrixWorld(true);\n\n\t\t\tfor (let i = 0; i < count; i++) {\n\t\t\t\tsampler.sample(position, normal, color);\n\n\t\t\t\tif (typeof transform === 'function') {\n\t\t\t\t\ttransform({ dummy, sampledMesh: currentMesh, position, normal, color }, i);\n\t\t\t\t} else {\n\t\t\t\t\tdummy.position.copy(position);\n\t\t\t\t}\n\n\t\t\t\tdummy.updateMatrix();\n\n\t\t\t\tif (instance) {\n\t\t\t\t\tinstance.setMatrixAt(i, dummy.matrix);\n\t\t\t\t}\n\n\t\t\t\tdummy.matrix.toArray(initialBufferAttribute.array, i * 16);\n\t\t\t}\n\n\t\t\tif (instance) {\n\t\t\t\tcheckUpdate(instance.instanceMatrix);\n\t\t\t}\n\n\t\t\tcheckUpdate(initialBufferAttribute);\n\n\t\t\treturn new InstancedBufferAttribute(initialBufferAttribute.array, initialBufferAttribute.itemSize).copy(\n\t\t\t\tinitialBufferAttribute,\n\t\t\t);\n\t\t});\n\t});\n}\n\nexport interface NgtsSamplerOptions extends Partial<NgtGroup> {\n\t/**\n\t * The NAME of the weight attribute to use when sampling.\n\t *\n\t * @see https://threejs.org/docs/#examples/en/math/MeshSurfaceSampler.setWeightAttribute\n\t */\n\tweight?: string;\n\t/**\n\t * Transformation to be applied to each instance.\n\t * Receives a dummy object3D with all the sampled data ( @see TransformPayload ).\n\t * It should mutate `transformPayload.dummy`.\n\t *\n\t * @see ( @todo add link to example )\n\t *\n\t * There is no need to update the dummy's matrix\n\t */\n\ttransform?: TransformFn;\n\tcount: number;\n}\n\nconst defaultOptions: NgtsSamplerOptions = {\n\tcount: 16,\n};\n\n@Component({\n\tselector: 'ngts-sampler',\n\tstandalone: true,\n\ttemplate: `\n\t\t<ngt-group #group [parameters]=\"parameters()\">\n\t\t\t<ng-content />\n\t\t</ngt-group>\n\t`,\n\tschemas: [CUSTOM_ELEMENTS_SCHEMA],\n\tchangeDetection: ChangeDetectionStrategy.OnPush,\n})\nexport class NgtsSampler {\n\tmesh = input<ElementRef<Mesh> | Mesh | null>(null);\n\tinstances = input<ElementRef<InstancedMesh> | InstancedMesh | null>(null);\n\toptions = input(defaultOptions, { transform: mergeInputs(defaultOptions) });\n\tparameters = omit(this.options, ['weight', 'transform', 'count']);\n\n\t// NOTE: this could have been a viewChild.required, but we need to _try_ to consume\n\t// this Signal earlier than when a viewChild.required would resolve.\n\tgroupRef = viewChild<ElementRef<Group>>('group');\n\n\tconstructor() {\n\t\textend({ Group });\n\n\t\tconst sampleState = computed(() => {\n\t\t\tconst group = this.groupRef()?.nativeElement;\n\t\t\tconst localState = getLocalState(group);\n\t\t\tif (!localState) return { mesh: null, instanced: null };\n\n\t\t\tconst [mesh, instances] = [resolveRef(this.mesh()), resolveRef(this.instances())];\n\t\t\tconst objects = localState.objects();\n\n\t\t\treturn {\n\t\t\t\tmesh: mesh ?? (objects.find((c) => c.type === 'Mesh') as Mesh),\n\t\t\t\tinstanced:\n\t\t\t\t\tinstances ?? (objects.find((c) => !!Object.getOwnPropertyDescriptor(c, 'instanceMatrix')) as InstancedMesh),\n\t\t\t};\n\t\t});\n\n\t\tconst meshToSample = pick(sampleState, 'mesh');\n\t\tconst instancedToSample = pick(sampleState, 'instanced');\n\n\t\t// NOTE: because injectSurfaceSampler returns a computed, we need to consume\n\t\t// this computed in a Reactive Context (an effect) to ensure the inner logic of\n\t\t// injectSurfaceSampler is run properly.\n\t\tconst sampler = injectSurfaceSampler(meshToSample, () => ({\n\t\t\tcount: this.options().count,\n\t\t\ttransform: this.options().transform,\n\t\t\tweight: this.options().weight,\n\t\t\tinstanceMesh: instancedToSample(),\n\t\t}));\n\t\teffect(sampler);\n\t}\n}\n","import { NgtSize } from 'angular-three';\nimport { Camera, Vector3 } from 'three';\n\nconst tV0 = new Vector3();\nconst tV1 = new Vector3();\nconst tV2 = new Vector3();\n\nfunction getPoint2(point3: Vector3, camera: Camera, size: NgtSize) {\n\tconst widthHalf = size.width / 2;\n\tconst heightHalf = size.height / 2;\n\tcamera.updateMatrixWorld(false);\n\tconst vector = point3.project(camera);\n\tvector.x = vector.x * widthHalf + widthHalf;\n\tvector.y = -(vector.y * heightHalf) + heightHalf;\n\treturn vector;\n}\n\nfunction getPoint3(point2: Vector3, camera: Camera, size: NgtSize, zValue: number = 1) {\n\tconst vector = tV0.set((point2.x / size.width) * 2 - 1, -(point2.y / size.height) * 2 + 1, zValue);\n\tvector.unproject(camera);\n\treturn vector;\n}\n\nexport function calculateScaleFactor(point3: Vector3, radiusPx: number, camera: Camera, size: NgtSize) {\n\tconst point2 = getPoint2(tV2.copy(point3), camera, size);\n\tlet scale = 0;\n\tfor (let i = 0; i < 2; ++i) {\n\t\tconst point2off = tV1.copy(point2).setComponent(i, point2.getComponent(i) + radiusPx);\n\t\tconst point3off = getPoint3(point2off, camera, size, point2off.z);\n\t\tscale = Math.max(scale, point3.distanceTo(point3off));\n\t}\n\treturn scale;\n}\n","/**\n * Generated bundle index. Do not edit.\n */\n\nexport * from 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+ {"version":3,"file":"angular-three-soba-misc.mjs","sources":["../../../../libs/soba/misc/src/lib/animations.ts","../../../../libs/soba/misc/src/lib/bake-shadows.ts","../../../../libs/soba/misc/src/lib/computed-attribute.ts","../../../../libs/soba/misc/src/lib/constants.ts","../../../../libs/soba/misc/src/lib/decal.ts","../../../../libs/soba/misc/src/lib/deprecated.ts","../../../../libs/soba/misc/src/lib/fbo.ts","../../../../libs/soba/misc/src/lib/depth-buffer.ts","../../../../libs/soba/misc/src/lib/html/html.ts","../../../../libs/soba/misc/src/lib/html/utils.ts","../../../../libs/soba/misc/src/lib/html/html-content.ts","../../../../libs/soba/misc/src/lib/intersect.ts","../../../../libs/soba/misc/src/lib/preload.ts","../../../../libs/soba/misc/src/lib/sampler.ts","../../../../libs/soba/misc/src/lib/scale-factor.ts","../../../../libs/soba/misc/src/angular-three-soba-misc.ts"],"sourcesContent":["import { computed, effect, ElementRef, Injector, isSignal, Signal, signal, untracked } from '@angular/core';\nimport { injectBeforeRender, resolveRef } from 'angular-three';\nimport { assertInjector } from 'ngxtension/assert-injector';\nimport { AnimationAction, AnimationClip, AnimationMixer, Object3D } from 'three';\n\n/**\n * name: any to allow consumers to pass in type-safe animation clips\n */\ntype NgtsAnimationClipWithoutName = Omit<AnimationClip, 'name'> & { name: any };\nexport type NgtsAnimationClip = Omit<NgtsAnimationClipWithoutName, 'clone'> & { clone: () => NgtsAnimationClip };\nexport type NgtsAnimationClips<TAnimationNames extends string> = {\n\t[Name in TAnimationNames]: Omit<NgtsAnimationClip, 'name'> & { name: Name };\n}[TAnimationNames];\nexport type NgtsAnimationApi<T extends NgtsAnimationClip> = {\n\tready: Signal<boolean>;\n\tclips: T[];\n\tmixer: AnimationMixer;\n\tnames: T['name'][];\n\tactions: { [key in T['name']]: AnimationAction | null };\n};\n\nexport type NgtsAnimation<TAnimation extends NgtsAnimationClip = NgtsAnimationClip> =\n\t| TAnimation[]\n\t| { animations: TAnimation[] };\n\n/**\n * Use afterNextRender\n */\nexport function injectAnimations<TAnimation extends NgtsAnimationClip>(\n\tanimations: () => NgtsAnimation<TAnimation> | undefined | null,\n\tobject: ElementRef<Object3D> | Object3D | (() => ElementRef<Object3D> | Object3D | undefined | null),\n\t{ injector }: { injector?: Injector } = {},\n) {\n\treturn assertInjector(injectAnimations, injector, () => {\n\t\tconst mixer = new AnimationMixer(null!);\n\t\tinjectBeforeRender(({ delta }) => {\n\t\t\tif (!mixer.getRoot()) return;\n\t\t\tmixer.update(delta);\n\t\t});\n\n\t\tlet cached = {} as Record<string, AnimationAction>;\n\t\tconst actions = {} as NgtsAnimationApi<TAnimation>['actions'];\n\t\tconst clips = [] as NgtsAnimationApi<TAnimation>['clips'];\n\t\tconst names = [] as NgtsAnimationApi<TAnimation>['names'];\n\n\t\tconst actualObject = computed(() => {\n\t\t\tif (isSignal(object) || typeof object === 'function') {\n\t\t\t\treturn resolveRef(object());\n\t\t\t}\n\n\t\t\treturn resolveRef(object);\n\t\t});\n\n\t\tconst ready = signal(false);\n\n\t\teffect((onCleanup) => {\n\t\t\tconst obj = actualObject() as Object3D | undefined;\n\t\t\tif (!obj) return;\n\t\t\tObject.assign(mixer, { _root: obj });\n\n\t\t\tconst maybeAnimationClips = animations();\n\t\t\tif (!maybeAnimationClips) return;\n\n\t\t\tconst animationClips = Array.isArray(maybeAnimationClips) ? maybeAnimationClips : maybeAnimationClips.animations;\n\n\t\t\tfor (let i = 0; i < animationClips.length; i++) {\n\t\t\t\tconst clip = animationClips[i];\n\n\t\t\t\tnames.push(clip.name);\n\t\t\t\tclips.push(clip);\n\n\t\t\t\tif (!actions[clip.name as TAnimation['name']]) {\n\t\t\t\t\tObject.defineProperty(actions, clip.name, {\n\t\t\t\t\t\tenumerable: true,\n\t\t\t\t\t\tget: () => {\n\t\t\t\t\t\t\tif (!cached[clip.name]) {\n\t\t\t\t\t\t\t\tcached[clip.name] = mixer.clipAction(clip, obj);\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\treturn cached[clip.name];\n\t\t\t\t\t\t},\n\t\t\t\t\t});\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tif (!untracked(ready)) {\n\t\t\t\tready.set(true);\n\t\t\t}\n\n\t\t\tonCleanup(() => {\n\t\t\t\t// clear cached\n\t\t\t\tcached = {};\n\t\t\t\t// stop all actions\n\t\t\t\tmixer.stopAllAction();\n\t\t\t\t// uncache actions\n\t\t\t\tObject.values(actions).forEach((action) => {\n\t\t\t\t\tmixer.uncacheAction(action as AnimationClip, obj);\n\t\t\t\t});\n\t\t\t});\n\t\t});\n\n\t\treturn { clips, mixer, actions, names, ready };\n\t});\n}\n","import { Directive, effect } from '@angular/core';\nimport { injectStore } from 'angular-three';\n\n@Directive({ selector: 'ngts-bake-shadows' })\nexport class NgtsBakeShadows {\n\tconstructor() {\n\t\tconst store = injectStore();\n\t\tconst gl = store.select('gl');\n\t\teffect((onCleanup) => {\n\t\t\tconst _gl = gl();\n\t\t\t_gl.shadowMap.autoUpdate = false;\n\t\t\t_gl.shadowMap.needsUpdate = true;\n\t\t\tonCleanup(() => {\n\t\t\t\t_gl.shadowMap.autoUpdate = _gl.shadowMap.needsUpdate = true;\n\t\t\t});\n\t\t});\n\t}\n}\n","import {\n\tCUSTOM_ELEMENTS_SCHEMA,\n\tChangeDetectionStrategy,\n\tComponent,\n\tElementRef,\n\teffect,\n\tinput,\n\tviewChild,\n} from '@angular/core';\nimport { NgtArgs, NgtBufferAttribute, getLocalState } from 'angular-three';\nimport { BufferAttribute, BufferGeometry } from 'three';\n\n@Component({\n\tselector: 'ngts-computed-attribute',\n\ttemplate: `\n\t\t<ngt-primitive #attribute *args=\"[bufferAttribute]\" [attach]=\"['attributes', name()]\" [parameters]=\"options()\">\n\t\t\t<ng-content />\n\t\t</ngt-primitive>\n\t`,\n\tschemas: [CUSTOM_ELEMENTS_SCHEMA],\n\tchangeDetection: ChangeDetectionStrategy.OnPush,\n\timports: [NgtArgs],\n})\n/**\n * Used exclusively as a child of a BufferGeometry.\n * Computes the BufferAttribute by calling the `compute` function\n * and attaches the attribute to the geometry.\n */\nexport class NgtsComputedAttribute {\n\tcompute = input.required<(geometry: BufferGeometry) => BufferAttribute>();\n\tname = input.required<string>();\n\toptions = input({} as Partial<NgtBufferAttribute>);\n\n\tbufferAttribute = new BufferAttribute(new Float32Array(0), 1);\n\tattributeRef = viewChild<ElementRef<BufferAttribute>>('attribute');\n\n\tconstructor() {\n\t\teffect(() => {\n\t\t\tconst bufferAttribute = this.attributeRef()?.nativeElement;\n\t\t\tif (!bufferAttribute) return;\n\n\t\t\tconst localState = getLocalState(bufferAttribute);\n\t\t\tif (!localState) return;\n\n\t\t\tconst geometry = ((bufferAttribute as any).parent as BufferGeometry) ?? localState.parent();\n\n\t\t\tconst attribute = this.compute()(geometry);\n\t\t\tbufferAttribute.copy(attribute);\n\t\t});\n\t}\n}\n","import { REVISION } from 'three';\n\nexport function getVersion() {\n\treturn parseInt(REVISION.replace(/\\D+/g, ''));\n}\n","import {\n\tChangeDetectionStrategy,\n\tComponent,\n\tCUSTOM_ELEMENTS_SCHEMA,\n\teffect,\n\tElementRef,\n\tinput,\n\tviewChild,\n} from '@angular/core';\nimport { applyProps, extend, getLocalState, NgtMesh, omit, pick, resolveRef } from 'angular-three';\nimport { mergeInputs } from 'ngxtension/inject-inputs';\nimport { AxesHelper, BoxGeometry, Euler, Mesh, MeshNormalMaterial, Object3D, Texture, Vector3 } from 'three';\nimport { DecalGeometry } from 'three-stdlib';\n\nexport interface NgtsDecalOptions extends Partial<NgtMesh> {\n\tpolygonOffsetFactor: number;\n\tdepthTest: boolean;\n\tdebug: boolean;\n\tmap?: Texture | null;\n}\n\nconst defaultOptions: NgtsDecalOptions = {\n\tpolygonOffsetFactor: -10,\n\tdebug: false,\n\tdepthTest: false,\n};\n\n@Component({\n\tselector: 'ngts-decal',\n\ttemplate: `\n\t\t<ngt-mesh #mesh [parameters]=\"parameters()\">\n\t\t\t<ngt-value [rawValue]=\"true\" attach=\"material.transparent\" />\n\t\t\t<ngt-value [rawValue]=\"true\" attach=\"material.polygonOffset\" />\n\t\t\t<ngt-value [rawValue]=\"map()\" attach=\"material.map\" />\n\n\t\t\t<ng-content>\n\t\t\t\t<!-- we only want to pass through these material properties if they don't use a custom material -->\n\t\t\t\t<ngt-value [rawValue]=\"polygonOffsetFactor()\" attach=\"material.polygonOffsetFactor\" />\n\t\t\t\t<ngt-value [rawValue]=\"depthTest()\" attach=\"material.depthTest\" />\n\t\t\t</ng-content>\n\n\t\t\t@if (debug()) {\n\t\t\t\t<ngt-mesh #helper>\n\t\t\t\t\t<ngt-box-geometry />\n\t\t\t\t\t<ngt-mesh-normal-material [wireframe]=\"true\" />\n\t\t\t\t\t<ngt-axes-helper />\n\t\t\t\t</ngt-mesh>\n\t\t\t}\n\t\t</ngt-mesh>\n\t`,\n\tschemas: [CUSTOM_ELEMENTS_SCHEMA],\n\tchangeDetection: ChangeDetectionStrategy.OnPush,\n})\nexport class NgtsDecal {\n\tmesh = input<ElementRef<Mesh> | Mesh | null>();\n\toptions = input(defaultOptions, { transform: mergeInputs(defaultOptions) });\n\tparameters = omit(this.options, [\n\t\t'debug',\n\t\t'map',\n\t\t'depthTest',\n\t\t'polygonOffsetFactor',\n\t\t'position',\n\t\t'scale',\n\t\t'rotation',\n\t]);\n\n\tmeshRef = viewChild.required<ElementRef<Mesh>>('mesh');\n\thelperRef = viewChild<ElementRef<Mesh>>('helper');\n\n\tprotected map = pick(this.options, 'map');\n\tprotected depthTest = pick(this.options, 'depthTest');\n\tprotected polygonOffsetFactor = pick(this.options, 'polygonOffsetFactor');\n\tprotected debug = pick(this.options, 'debug');\n\tprivate position = pick(this.options, 'position');\n\tprivate rotation = pick(this.options, 'rotation');\n\tprivate scale = pick(this.options, 'scale');\n\n\tconstructor() {\n\t\textend({ Mesh, BoxGeometry, MeshNormalMaterial, AxesHelper });\n\n\t\teffect((onCleanup) => {\n\t\t\tconst thisMesh = this.meshRef().nativeElement;\n\t\t\tconst localState = getLocalState(thisMesh);\n\t\t\tif (!localState) return;\n\n\t\t\tconst parent = resolveRef(this.mesh()) || localState.parent();\n\n\t\t\tif (parent && !(parent as Mesh).isMesh) {\n\t\t\t\tthrow new Error('<ngts-decal> must have a Mesh as parent or specify its \"mesh\" input');\n\t\t\t}\n\n\t\t\tif (!parent) return;\n\n\t\t\tconst parentLocalState = getLocalState(parent);\n\t\t\tif (!parentLocalState) return;\n\n\t\t\t// track parent's children\n\t\t\tconst parentNonObjects = parentLocalState.nonObjects();\n\t\t\tif (!parentNonObjects || !parentNonObjects.length) {\n\t\t\t\treturn;\n\t\t\t}\n\n\t\t\t// if parent geometry doesn't have its attributes populated properly, we skip\n\t\t\tif (!parent.geometry?.attributes?.['position']) {\n\t\t\t\treturn;\n\t\t\t}\n\n\t\t\tconst [position, rotation, scale] = [this.position(), this.rotation(), this.scale()];\n\t\t\tconst state = { position: new Vector3(), rotation: new Euler(), scale: new Vector3(1, 1, 1) };\n\n\t\t\tapplyProps(state, { position, scale });\n\n\t\t\t// zero out the parents matrix world for this operation\n\t\t\tconst matrixWorld = parent.matrixWorld.clone();\n\t\t\tparent.matrixWorld.identity();\n\n\t\t\tif (!rotation || typeof rotation === 'number') {\n\t\t\t\tconst o = new Object3D();\n\t\t\t\to.position.copy(state.position);\n\t\t\t\to.lookAt(parent.position);\n\t\t\t\tif (typeof rotation === 'number') o.rotateZ(rotation);\n\t\t\t\tapplyProps(state, { rotation: o.rotation });\n\t\t\t} else {\n\t\t\t\tapplyProps(state, { rotation });\n\t\t\t}\n\n\t\t\tthisMesh.geometry = new DecalGeometry(parent, state.position, state.rotation, state.scale);\n\t\t\tconst helper = this.helperRef()?.nativeElement;\n\t\t\tif (helper) {\n\t\t\t\tapplyProps(helper, state);\n\t\t\t\t// Prevent the helpers from blocking rays\n\t\t\t\thelper.traverse((child) => (child.raycast = () => null));\n\t\t\t}\n\n\t\t\t// Reset parents matrix-world\n\t\t\tparent.matrixWorld = matrixWorld;\n\n\t\t\tonCleanup(() => {\n\t\t\t\tthisMesh.geometry.dispose();\n\t\t\t});\n\t\t});\n\t}\n}\n","import { BufferAttribute } from 'three';\n\n/**\n * NOTE: Sets `BufferAttribute.updateRange` since r159.\n */\nexport const setUpdateRange = (attribute: BufferAttribute, updateRange: { offset: number; count: number }): void => {\n\tif ('updateRanges' in attribute) {\n\t\t// attribute.updateRanges[0] = updateRange;\n\t\tattribute.addUpdateRange(updateRange.offset, updateRange.count);\n\t} else {\n\t\tObject.assign(attribute, { updateRange });\n\t}\n};\n\nexport const LinearEncoding = 3000;\nexport const sRGBEncoding = 3001;\n\n/**\n * NOTE: TextureEncoding was deprecated in r152, and removed in r162.\n */\nexport type TextureEncoding = typeof LinearEncoding | typeof sRGBEncoding;\n","import {\n\tDestroyRef,\n\tDirective,\n\tEmbeddedViewRef,\n\tInjector,\n\tTemplateRef,\n\tViewContainerRef,\n\tcomputed,\n\teffect,\n\tinject,\n\tinput,\n\tuntracked,\n} from '@angular/core';\nimport { injectStore } from 'angular-three';\nimport { assertInjector } from 'ngxtension/assert-injector';\nimport {\n\tColorSpace,\n\tDepthTexture,\n\tFloatType,\n\tHalfFloatType,\n\tLinearFilter,\n\tMagnificationTextureFilter,\n\tMinificationTextureFilter,\n\tTextureDataType,\n\tWebGLRenderTarget,\n\tWrapping,\n} from 'three';\nimport { TextureEncoding } from './deprecated';\n\ninterface FBOSettings {\n\t/** Defines the count of MSAA samples. Can only be used with WebGL 2. Default: 0 */\n\tsamples?: number;\n\t/** If set, the scene depth will be rendered into buffer.depthTexture. Default: false */\n\tdepth?: boolean;\n\n\t// WebGLRenderTargetOptions => RenderTargetOptions\n\twrapS?: Wrapping | undefined;\n\twrapT?: Wrapping | undefined;\n\tmagFilter?: MagnificationTextureFilter | undefined;\n\tminFilter?: MinificationTextureFilter | undefined;\n\tformat?: number | undefined; // RGBAFormat;\n\ttype?: TextureDataType | undefined; // UnsignedByteType;\n\tanisotropy?: number | undefined; // 1;\n\tdepthBuffer?: boolean | undefined; // true;\n\tstencilBuffer?: boolean | undefined; // false;\n\tgenerateMipmaps?: boolean | undefined; // true;\n\tdepthTexture?: DepthTexture | undefined;\n\tencoding?: TextureEncoding | undefined;\n\tcolorSpace?: ColorSpace | undefined;\n}\n\nexport interface NgtsFBOParams {\n\twidth?: number | FBOSettings;\n\theight?: number;\n\tsettings?: FBOSettings;\n}\n\nexport function injectFBO(params: () => NgtsFBOParams = () => ({}), { injector }: { injector?: Injector } = {}) {\n\treturn assertInjector(injectFBO, injector, () => {\n\t\tconst store = injectStore();\n\t\tconst size = store.select('size');\n\t\tconst viewport = store.select('viewport');\n\n\t\tconst width = computed(() => {\n\t\t\tconst { width } = params();\n\t\t\treturn typeof width === 'number' ? width : size().width * viewport().dpr;\n\t\t});\n\t\tconst height = computed(() => {\n\t\t\tconst { height } = params();\n\t\t\treturn typeof height === 'number' ? height : size().height * viewport().dpr;\n\t\t});\n\t\tconst settings = computed(() => {\n\t\t\tconst { width, settings } = params();\n\t\t\tconst _settings = (typeof width === 'number' ? settings : (width as FBOSettings)) || {};\n\t\t\tif (_settings.samples === undefined) {\n\t\t\t\t_settings.samples = 0;\n\t\t\t}\n\t\t\treturn _settings;\n\t\t});\n\n\t\tconst target = computed(() => {\n\t\t\tconst [{ samples = 0, depth, ...targetSettings }, _width, _height] = [\n\t\t\t\tuntracked(settings),\n\t\t\t\tuntracked(width),\n\t\t\t\tuntracked(height),\n\t\t\t];\n\t\t\tconst target = new WebGLRenderTarget(_width, _height, {\n\t\t\t\tminFilter: LinearFilter,\n\t\t\t\tmagFilter: LinearFilter,\n\t\t\t\ttype: HalfFloatType,\n\t\t\t\t...targetSettings,\n\t\t\t});\n\n\t\t\tif (depth) {\n\t\t\t\ttarget.depthTexture = new DepthTexture(_width, _height, FloatType);\n\t\t\t}\n\n\t\t\ttarget.samples = samples;\n\t\t\treturn target;\n\t\t});\n\n\t\teffect(() => {\n\t\t\tconst [{ samples = 0 }, _width, _height, _target] = [settings(), width(), height(), target()];\n\t\t\t_target.setSize(_width, _height);\n\t\t\tif (samples) _target.samples = samples;\n\t\t});\n\n\t\tinject(DestroyRef).onDestroy(() => target().dispose());\n\n\t\treturn target;\n\t});\n}\n\n@Directive({ selector: 'ng-template[fbo]' })\nexport class NgtsFBO {\n\tfbo = input({} as { width: NgtsFBOParams['width']; height: NgtsFBOParams['height'] } & FBOSettings);\n\n\tprivate template = inject(TemplateRef);\n\tprivate viewContainerRef = inject(ViewContainerRef);\n\n\tconstructor() {\n\t\tlet ref: EmbeddedViewRef<{ $implicit: ReturnType<typeof injectFBO> }>;\n\n\t\tconst fboTarget = injectFBO(() => {\n\t\t\tconst { width, height, ...settings } = this.fbo();\n\t\t\treturn { width, height, settings };\n\t\t});\n\n\t\teffect(() => {\n\t\t\tref = this.viewContainerRef.createEmbeddedView(this.template, { $implicit: fboTarget });\n\t\t\tref.detectChanges();\n\t\t});\n\n\t\tinject(DestroyRef).onDestroy(() => {\n\t\t\tref?.destroy();\n\t\t});\n\t}\n\n\tstatic ngTemplateContextGuard(_: NgtsFBO, ctx: unknown): ctx is { $implicit: ReturnType<typeof injectFBO> } {\n\t\treturn true;\n\t}\n}\n","import { computed, Injector } from '@angular/core';\nimport { injectBeforeRender, injectStore, pick } from 'angular-three';\nimport { assertInjector } from 'ngxtension/assert-injector';\nimport { DepthFormat, DepthTexture, UnsignedShortType } from 'three';\nimport { injectFBO } from './fbo';\n\nexport function injectDepthBuffer(\n\tparams: () => { size?: number; frames?: number } = () => ({}),\n\t{ injector }: { injector?: Injector } = {},\n) {\n\treturn assertInjector(injectDepthBuffer, injector, () => {\n\t\tconst size = computed(() => params().size || 256);\n\t\tconst frames = computed(() => params().frames || Infinity);\n\n\t\tconst store = injectStore();\n\t\tconst width = store.select('size', 'width');\n\t\tconst height = store.select('size', 'height');\n\t\tconst dpr = store.select('viewport', 'dpr');\n\n\t\tconst w = computed(() => size() || width() * dpr());\n\t\tconst h = computed(() => size() || height() * dpr());\n\n\t\tconst depthConfig = computed(() => {\n\t\t\tconst depthTexture = new DepthTexture(w(), h());\n\t\t\tdepthTexture.format = DepthFormat;\n\t\t\tdepthTexture.type = UnsignedShortType;\n\t\t\treturn { depthTexture };\n\t\t});\n\n\t\tconst depthFBO = injectFBO(() => ({ width: w(), height: h(), settings: depthConfig() }));\n\n\t\tlet count = 0;\n\t\tinjectBeforeRender(({ gl, scene, camera }) => {\n\t\t\tif (frames() === Infinity || count < frames()) {\n\t\t\t\tgl.setRenderTarget(depthFBO());\n\t\t\t\tgl.render(scene, camera);\n\t\t\t\tgl.setRenderTarget(null);\n\t\t\t\tcount++;\n\t\t\t}\n\t\t});\n\n\t\treturn pick(depthFBO, 'depthTexture');\n\t});\n}\n","import {\n\tChangeDetectionStrategy,\n\tComponent,\n\tcomputed,\n\tCUSTOM_ELEMENTS_SCHEMA,\n\tElementRef,\n\tinput,\n\tviewChild,\n} from '@angular/core';\nimport { extend, is, NgtGroup, omit, pick } from 'angular-three';\nimport { mergeInputs } from 'ngxtension/inject-inputs';\nimport { DoubleSide, Group, Mesh, Object3D, PlaneGeometry, ShaderMaterial } from 'three';\n\nexport interface NgtsHTMLOptions extends Partial<NgtGroup> {\n\tocclude: ElementRef<Object3D>[] | Object3D[] | boolean | 'raycast' | 'blending';\n\ttransform: boolean;\n\tcastShadow: boolean;\n\treceiveShadow: boolean;\n}\n\nconst defaultHtmlOptions: NgtsHTMLOptions = {\n\tocclude: false,\n\ttransform: false,\n\tcastShadow: false,\n\treceiveShadow: false,\n};\n\n@Component({\n\tselector: 'ngts-html',\n\ttemplate: `\n\t\t<ngt-group #group [parameters]=\"parameters()\">\n\t\t\t@if (occlude() && !isRaycastOcclusion()) {\n\t\t\t\t<ngt-mesh #occlusionMesh [castShadow]=\"castShadow()\" [receiveShadow]=\"receiveShadow()\">\n\t\t\t\t\t<ng-content select=\"[data-occlusion-geometry]\">\n\t\t\t\t\t\t<ngt-plane-geometry #occlusionGeometry />\n\t\t\t\t\t</ng-content>\n\t\t\t\t\t<ng-content select=\"[data-occlusion-material]\">\n\t\t\t\t\t\t<ngt-shader-material\n\t\t\t\t\t\t\t[side]=\"DoubleSide\"\n\t\t\t\t\t\t\t[vertexShader]=\"vertexShader()\"\n\t\t\t\t\t\t\t[fragmentShader]=\"fragmentShader()\"\n\t\t\t\t\t\t/>\n\t\t\t\t\t</ng-content>\n\t\t\t\t</ngt-mesh>\n\t\t\t}\n\t\t</ngt-group>\n\n\t\t<ng-content />\n\t`,\n\tschemas: [CUSTOM_ELEMENTS_SCHEMA],\n\tchangeDetection: ChangeDetectionStrategy.OnPush,\n})\nexport class NgtsHTML {\n\toptions = input(defaultHtmlOptions, { transform: mergeInputs(defaultHtmlOptions) });\n\tparameters = omit(this.options, ['occlude', 'castShadow', 'receiveShadow', 'transform']);\n\n\tgroupRef = viewChild.required<ElementRef<Group>>('group');\n\tocclusionMeshRef = viewChild<ElementRef<Mesh>>('occlusionMesh');\n\tocclusionGeometryRef = viewChild<ElementRef<PlaneGeometry>>('occlusionGeometry');\n\n\tocclude = pick(this.options, 'occlude');\n\ttransform = pick(this.options, 'transform');\n\tcastShadow = pick(this.options, 'castShadow');\n\treceiveShadow = pick(this.options, 'receiveShadow');\n\tscale = pick(this.options, 'scale');\n\n\tisRaycastOcclusion = computed(() => {\n\t\tconst occlude = this.occlude();\n\t\treturn (occlude && occlude !== 'blending') || (Array.isArray(occlude) && occlude.length && is.ref(occlude[0]));\n\t});\n\n\tprivate shaders = computed(() => {\n\t\tconst transform = this.transform();\n\t\tconst vertexShader = !transform\n\t\t\t? /* language=glsl glsl */ `\n /*\n This shader is from the THREE's SpriteMaterial.\n We need to turn the backing plane into a Sprite\n (make it always face the camera) if \"transfrom\"\n is false.\n */\n #include <common>\n\n void main() {\n vec2 center = vec2(0., 1.);\n float rotation = 0.0;\n\n // This is somewhat arbitrary, but it seems to work well\n // Need to figure out how to derive this dynamically if it even matters\n float size = 0.03;\n\n vec4 mvPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );\n vec2 scale;\n scale.x = length( vec3( modelMatrix[ 0 ].x, modelMatrix[ 0 ].y, modelMatrix[ 0 ].z ) );\n scale.y = length( vec3( modelMatrix[ 1 ].x, modelMatrix[ 1 ].y, modelMatrix[ 1 ].z ) );\n\n bool isPerspective = isPerspectiveMatrix( projectionMatrix );\n if ( isPerspective ) scale *= - mvPosition.z;\n\n vec2 alignedPosition = ( position.xy - ( center - vec2( 0.5 ) ) ) * scale * size;\n vec2 rotatedPosition;\n rotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;\n rotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;\n mvPosition.xy += rotatedPosition;\n\n gl_Position = projectionMatrix * mvPosition;\n }\n `\n\t\t\t: undefined;\n\n\t\tconst fragmentShader = /* language=glsl glsl */ `\n void main() {\n gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);\n }\n `;\n\n\t\treturn { vertexShader, fragmentShader };\n\t});\n\n\tvertexShader = pick(this.shaders, 'vertexShader');\n\tfragmentShader = pick(this.shaders, 'fragmentShader');\n\n\tconstructor() {\n\t\textend({ Group, Mesh, PlaneGeometry, ShaderMaterial });\n\t}\n\n\tprotected readonly DoubleSide = DoubleSide;\n}\n","import { Camera, Matrix4, Object3D, OrthographicCamera, PerspectiveCamera, Raycaster, Vector2, Vector3 } from 'three';\n\nconst v1 = new Vector3();\nconst v2 = new Vector3();\nconst v3 = new Vector3();\nconst v4 = new Vector2();\n\nexport function defaultCalculatePosition(el: Object3D, camera: Camera, size: { width: number; height: number }) {\n\tconst objectPos = v1.setFromMatrixPosition(el.matrixWorld);\n\tobjectPos.project(camera);\n\tconst widthHalf = size.width / 2;\n\tconst heightHalf = size.height / 2;\n\treturn [objectPos.x * widthHalf + widthHalf, -(objectPos.y * heightHalf) + heightHalf];\n}\n\nexport type CalculatePosition = typeof defaultCalculatePosition;\n\nexport function isObjectBehindCamera(el: Object3D, camera: Camera) {\n\tconst objectPos = v1.setFromMatrixPosition(el.matrixWorld);\n\tconst cameraPos = v2.setFromMatrixPosition(camera.matrixWorld);\n\tconst deltaCamObj = objectPos.sub(cameraPos);\n\tconst camDir = camera.getWorldDirection(v3);\n\treturn deltaCamObj.angleTo(camDir) > Math.PI / 2;\n}\n\nexport function isObjectVisible(el: Object3D, camera: Camera, raycaster: Raycaster, occlude: Object3D[]) {\n\tconst elPos = v1.setFromMatrixPosition(el.matrixWorld);\n\tconst screenPos = elPos.clone();\n\tscreenPos.project(camera);\n\tv4.set(screenPos.x, screenPos.y);\n\traycaster.setFromCamera(v4, camera);\n\tconst intersects = raycaster.intersectObjects(occlude, true);\n\tif (intersects.length) {\n\t\tconst intersectionDistance = intersects[0].distance;\n\t\tconst pointDistance = elPos.distanceTo(raycaster.ray.origin);\n\t\treturn pointDistance < intersectionDistance;\n\t}\n\treturn true;\n}\n\nexport function objectScale(el: Object3D, camera: Camera) {\n\tif (camera instanceof OrthographicCamera) return camera.zoom;\n\tif (camera instanceof PerspectiveCamera) {\n\t\tconst objectPos = v1.setFromMatrixPosition(el.matrixWorld);\n\t\tconst cameraPos = v2.setFromMatrixPosition(camera.matrixWorld);\n\t\tconst vFOV = (camera.fov * Math.PI) / 180;\n\t\tconst dist = objectPos.distanceTo(cameraPos);\n\t\tconst scaleFOV = 2 * Math.tan(vFOV / 2) * dist;\n\t\treturn 1 / scaleFOV;\n\t}\n\treturn 1;\n}\n\nexport function objectZIndex(el: Object3D, camera: Camera, zIndexRange: Array<number>) {\n\tif (camera instanceof PerspectiveCamera || camera instanceof OrthographicCamera) {\n\t\tconst objectPos = v1.setFromMatrixPosition(el.matrixWorld);\n\t\tconst cameraPos = v2.setFromMatrixPosition(camera.matrixWorld);\n\t\tconst dist = objectPos.distanceTo(cameraPos);\n\t\tconst A = (zIndexRange[1] - zIndexRange[0]) / (camera.far - camera.near);\n\t\tconst B = zIndexRange[1] - A * camera.far;\n\t\treturn Math.round(A * dist + B);\n\t}\n\treturn undefined;\n}\n\nexport function epsilon(value: number) {\n\treturn Math.abs(value) < 1e-10 ? 0 : value;\n}\n\nexport function getCSSMatrix(matrix: Matrix4, multipliers: number[], prepend = '') {\n\tlet matrix3d = 'matrix3d(';\n\tfor (let i = 0; i !== 16; i++) {\n\t\tmatrix3d += epsilon(multipliers[i] * matrix.elements[i]) + (i !== 15 ? ',' : ')');\n\t}\n\treturn prepend + matrix3d;\n}\n\nexport const getCameraCSSMatrix = ((multipliers: number[]) => {\n\treturn (matrix: Matrix4) => getCSSMatrix(matrix, multipliers);\n})([1, -1, 1, 1, 1, -1, 1, 1, 1, -1, 1, 1, 1, -1, 1, 1]);\n\nexport const getObjectCSSMatrix = ((scaleMultipliers: (n: number) => number[]) => {\n\treturn (matrix: Matrix4, factor: number) => getCSSMatrix(matrix, scaleMultipliers(factor), 'translate(-50%,-50%)');\n})((f: number) => [1 / f, 1 / f, 1 / f, 1, -1 / f, -1 / f, -1 / f, -1, 1 / f, 1 / f, 1 / f, 1, 1, 1, 1, 1]);\n","import { NgTemplateOutlet } from '@angular/common';\nimport {\n\tChangeDetectionStrategy,\n\tComponent,\n\tcomputed,\n\teffect,\n\tElementRef,\n\tinject,\n\tinput,\n\toutput,\n\tRenderer2,\n\tuntracked,\n\tviewChild,\n} from '@angular/core';\nimport { injectBeforeRender, NgtHTML, pick, resolveRef } from 'angular-three';\nimport { mergeInputs } from 'ngxtension/inject-inputs';\nimport { Object3D, OrthographicCamera, Vector3 } from 'three';\nimport { NgtsHTML } from './html';\nimport {\n\tCalculatePosition,\n\tdefaultCalculatePosition,\n\tepsilon,\n\tgetCameraCSSMatrix,\n\tgetObjectCSSMatrix,\n\tisObjectBehindCamera,\n\tisObjectVisible,\n\tobjectScale,\n\tobjectZIndex,\n} from './utils';\n\ntype PointerEventsProperties =\n\t| 'auto'\n\t| 'none'\n\t| 'visiblePainted'\n\t| 'visibleFill'\n\t| 'visibleStroke'\n\t| 'visible'\n\t| 'painted'\n\t| 'fill'\n\t| 'stroke'\n\t| 'all'\n\t| 'inherit';\n\nexport interface NgtsHTMLContentOptions {\n\teps: number;\n\tzIndexRange: [number, number];\n\tcenter: boolean;\n\tprepend: boolean;\n\tfullscreen: boolean;\n\tcontainerClass: string;\n\tcontainerStyle: Partial<CSSStyleDeclaration>;\n\tpointerEvents: PointerEventsProperties;\n\tcalculatePosition: CalculatePosition;\n\tsprite: boolean;\n\tdistanceFactor?: number;\n\tparent?: HTMLElement | ElementRef<HTMLElement>;\n}\n\nconst defaultHtmlContentOptions: NgtsHTMLContentOptions = {\n\teps: 0.001,\n\tzIndexRange: [16777271, 0],\n\tpointerEvents: 'auto',\n\tcalculatePosition: defaultCalculatePosition,\n\tcontainerClass: '',\n\tcontainerStyle: {},\n\tcenter: false,\n\tprepend: false,\n\tfullscreen: false,\n\tsprite: false,\n};\n\n@Component({\n\tselector: '[ngtsHTMLContent]',\n\ttemplate: `\n\t\t@if (html.transform()) {\n\t\t\t<div\n\t\t\t\t#transformOuter\n\t\t\t\tstyle=\"position: absolute; top: 0; left: 0; transform-style: preserve-3d; pointer-events: none;\"\n\t\t\t\t[style.width.px]=\"size().width\"\n\t\t\t\t[style.height.px]=\"size().height\"\n\t\t\t>\n\t\t\t\t<div #transformInner style=\"position: absolute\" [style.pointer-events]=\"pointerEvents()\">\n\t\t\t\t\t<div #container [class]=\"containerClass()\" [style]=\"containerStyle()\">\n\t\t\t\t\t\t<ng-container [ngTemplateOutlet]=\"content\" />\n\t\t\t\t\t</div>\n\t\t\t\t</div>\n\t\t\t</div>\n\t\t} @else {\n\t\t\t<div\n\t\t\t\t#container\n\t\t\t\tstyle=\"position:absolute\"\n\t\t\t\t[style.transform]=\"center() ? 'translate3d(-50%,-50%,0)' : 'none'\"\n\t\t\t\t[style.top]=\"fullscreen() ? -size().height / 2 + 'px' : 'unset'\"\n\t\t\t\t[style.left]=\"fullscreen() ? -size().width / 2 + 'px' : 'unset'\"\n\t\t\t\t[style.width]=\"fullscreen() ? size().width : 'unset'\"\n\t\t\t\t[style.height]=\"fullscreen() ? size().height : 'unset'\"\n\t\t\t\t[class]=\"containerClass()\"\n\t\t\t\t[style]=\"containerStyle()\"\n\t\t\t>\n\t\t\t\t<ng-container [ngTemplateOutlet]=\"content\" />\n\t\t\t</div>\n\t\t}\n\n\t\t<ng-template #content>\n\t\t\t<ng-content />\n\t\t</ng-template>\n\t`,\n\tchangeDetection: ChangeDetectionStrategy.OnPush,\n\timports: [NgTemplateOutlet],\n\thost: { 'data-ngts-html-content': '' },\n})\nexport class NgtsHTMLContent extends NgtHTML {\n\toptions = input(defaultHtmlContentOptions, {\n\t\ttransform: mergeInputs(defaultHtmlContentOptions),\n\t\talias: 'ngtsHTMLContent',\n\t});\n\toccluded = output<boolean>();\n\n\thtml = inject(NgtsHTML);\n\n\ttransformOuterRef = viewChild<ElementRef<HTMLDivElement>>('transformOuter');\n\ttransformInnerRef = viewChild<ElementRef<HTMLDivElement>>('transformInner');\n\tcontainerRef = viewChild<ElementRef<HTMLDivElement>>('container');\n\n\tprivate gl = this.store.select('gl');\n\tprivate events = this.store.select('events');\n\tprivate camera = this.store.select('camera');\n\tprivate scene = this.store.select('scene');\n\tprotected size = this.store.select('size');\n\n\tprivate parent = pick(this.options, 'parent');\n\tprivate zIndexRange = pick(this.options, 'zIndexRange');\n\tprivate calculatePosition = pick(this.options, 'calculatePosition');\n\tprivate prepend = pick(this.options, 'prepend');\n\tprotected center = pick(this.options, 'center');\n\tprotected fullscreen = pick(this.options, 'fullscreen');\n\tprotected pointerEvents = pick(this.options, 'pointerEvents');\n\tprotected containerClass = pick(this.options, 'containerClass');\n\tprotected containerStyle = pick(this.options, 'containerStyle');\n\n\tprivate target = computed(() => {\n\t\tconst parent = resolveRef(this.parent());\n\t\tif (parent) return parent;\n\t\treturn (this.events().connected || this.gl().domElement.parentNode) as HTMLElement;\n\t});\n\n\tconstructor() {\n\t\tsuper();\n\n\t\tconst renderer = inject(Renderer2);\n\n\t\tlet isMeshSizeSet = false;\n\n\t\teffect(() => {\n\t\t\tconst [occlude, canvasEl, zIndexRange] = [\n\t\t\t\tthis.html.occlude(),\n\t\t\t\tuntracked(this.gl).domElement,\n\t\t\t\tuntracked(this.zIndexRange),\n\t\t\t];\n\n\t\t\tif (occlude && occlude === 'blending') {\n\t\t\t\trenderer.setStyle(canvasEl, 'z-index', `${Math.floor(zIndexRange[0] / 2)}`);\n\t\t\t\trenderer.setStyle(canvasEl, 'position', 'absolute');\n\t\t\t\trenderer.setStyle(canvasEl, 'pointer-events', 'none');\n\t\t\t} else {\n\t\t\t\trenderer.removeStyle(canvasEl, 'z-index');\n\t\t\t\trenderer.removeStyle(canvasEl, 'position');\n\t\t\t\trenderer.removeStyle(canvasEl, 'pointer-events');\n\t\t\t}\n\t\t});\n\n\t\teffect((onCleanup) => {\n\t\t\tconst [transform, target, hostEl, prepend, scene, calculatePosition, group, size, camera] = [\n\t\t\t\tthis.html.transform(),\n\t\t\t\tthis.target(),\n\t\t\t\tthis.host.nativeElement,\n\t\t\t\tuntracked(this.prepend),\n\t\t\t\tuntracked(this.scene),\n\t\t\t\tuntracked(this.calculatePosition),\n\t\t\t\tuntracked(this.html.groupRef).nativeElement,\n\t\t\t\tuntracked(this.size),\n\t\t\t\tuntracked(this.camera),\n\t\t\t];\n\n\t\t\tscene.updateMatrixWorld();\n\t\t\trenderer.setStyle(hostEl, 'position', 'absolute');\n\t\t\trenderer.setStyle(hostEl, 'top', '0');\n\t\t\trenderer.setStyle(hostEl, 'left', '0');\n\n\t\t\tif (transform) {\n\t\t\t\trenderer.setStyle(hostEl, 'pointer-events', 'none');\n\t\t\t\trenderer.setStyle(hostEl, 'overflow', 'hidden');\n\t\t\t\trenderer.removeStyle(hostEl, 'transform');\n\t\t\t\trenderer.removeStyle(hostEl, 'transform-origin');\n\t\t\t} else {\n\t\t\t\tconst vec = calculatePosition(group, camera, size);\n\t\t\t\trenderer.setStyle(hostEl, 'transform', `translate3d(${vec[0]}px,${vec[1]}px,0)`);\n\t\t\t\trenderer.setStyle(hostEl, 'transform-origin', '0 0');\n\t\t\t\trenderer.removeStyle(hostEl, 'pointer-events');\n\t\t\t\trenderer.removeStyle(hostEl, 'overflow');\n\t\t\t}\n\n\t\t\tif (prepend) target.prepend(hostEl);\n\t\t\telse target.appendChild(hostEl);\n\n\t\t\tonCleanup(() => {\n\t\t\t\tif (target) target.removeChild(hostEl);\n\t\t\t});\n\t\t});\n\n\t\teffect(() => {\n\t\t\tconst _ = [this.options(), this.html.options()];\n\t\t\tisMeshSizeSet = false;\n\t\t});\n\n\t\tlet visible = true;\n\t\tlet oldZoom = 0;\n\t\tlet oldPosition = [0, 0];\n\n\t\tinjectBeforeRender(({ camera: rootCamera }) => {\n\t\t\tconst [\n\t\t\t\thostEl,\n\t\t\t\ttransformOuterEl,\n\t\t\t\ttransformInnerEl,\n\t\t\t\tgroup,\n\t\t\t\tocclusionMesh,\n\t\t\t\tocclusionGeometry,\n\t\t\t\tisRaycastOcclusion,\n\t\t\t\t{ camera, size, viewport, raycaster, scene },\n\t\t\t\t{ calculatePosition, eps, zIndexRange, sprite, distanceFactor },\n\t\t\t\t{ transform, occlude, scale },\n\t\t\t] = [\n\t\t\t\tthis.host.nativeElement,\n\t\t\t\tthis.transformOuterRef()?.nativeElement,\n\t\t\t\tthis.transformInnerRef()?.nativeElement,\n\t\t\t\tthis.html.groupRef().nativeElement,\n\t\t\t\tthis.html.occlusionMeshRef()?.nativeElement,\n\t\t\t\tthis.html.occlusionGeometryRef()?.nativeElement,\n\t\t\t\tthis.html.isRaycastOcclusion(),\n\t\t\t\tthis.store.snapshot,\n\t\t\t\tthis.options(),\n\t\t\t\tthis.html.options(),\n\t\t\t];\n\n\t\t\tif (group) {\n\t\t\t\tcamera.updateMatrixWorld();\n\t\t\t\tgroup.updateWorldMatrix(true, false);\n\t\t\t\tconst vec = transform ? oldPosition : calculatePosition(group, camera, size);\n\n\t\t\t\tif (\n\t\t\t\t\ttransform ||\n\t\t\t\t\tMath.abs(oldZoom - camera.zoom) > eps ||\n\t\t\t\t\tMath.abs(oldPosition[0] - vec[0]) > eps ||\n\t\t\t\t\tMath.abs(oldPosition[1] - vec[1]) > eps\n\t\t\t\t) {\n\t\t\t\t\tconst isBehindCamera = isObjectBehindCamera(group, camera);\n\t\t\t\t\tlet raytraceTarget: null | undefined | boolean | Object3D[] = false;\n\n\t\t\t\t\tif (isRaycastOcclusion) {\n\t\t\t\t\t\tif (Array.isArray(occlude)) {\n\t\t\t\t\t\t\traytraceTarget = occlude.map((item) => resolveRef(item)) as Object3D[];\n\t\t\t\t\t\t} else if (occlude !== 'blending') {\n\t\t\t\t\t\t\traytraceTarget = [scene];\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\n\t\t\t\t\tconst previouslyVisible = visible;\n\t\t\t\t\tif (raytraceTarget) {\n\t\t\t\t\t\tconst isVisible = isObjectVisible(group, camera, raycaster, raytraceTarget);\n\t\t\t\t\t\tvisible = isVisible && !isBehindCamera;\n\t\t\t\t\t} else {\n\t\t\t\t\t\tvisible = !isBehindCamera;\n\t\t\t\t\t}\n\n\t\t\t\t\tif (previouslyVisible !== visible) {\n\t\t\t\t\t\tif (this.occluded['listeners']) this.occluded.emit(!visible);\n\t\t\t\t\t\telse renderer.setStyle(hostEl, 'display', visible ? 'block' : 'none');\n\t\t\t\t\t}\n\n\t\t\t\t\tconst halfRange = Math.floor(zIndexRange[0] / 2);\n\t\t\t\t\tconst zRange = occlude\n\t\t\t\t\t\t? isRaycastOcclusion //\n\t\t\t\t\t\t\t? [zIndexRange[0], halfRange]\n\t\t\t\t\t\t\t: [halfRange - 1, 0]\n\t\t\t\t\t\t: zIndexRange;\n\n\t\t\t\t\trenderer.setStyle(hostEl, 'z-index', `${objectZIndex(group, camera, zRange)}`);\n\n\t\t\t\t\tif (transform) {\n\t\t\t\t\t\tconst [widthHalf, heightHalf] = [size.width / 2, size.height / 2];\n\t\t\t\t\t\tconst fov = camera.projectionMatrix.elements[5] * heightHalf;\n\t\t\t\t\t\tconst { isOrthographicCamera, top, left, bottom, right } = camera as OrthographicCamera;\n\t\t\t\t\t\tconst cameraMatrix = getCameraCSSMatrix(camera.matrixWorldInverse);\n\t\t\t\t\t\tconst cameraTransform = isOrthographicCamera\n\t\t\t\t\t\t\t? `scale(${fov})translate(${epsilon(-(right + left) / 2)}px,${epsilon((top + bottom) / 2)}px)`\n\t\t\t\t\t\t\t: `translateZ(${fov}px)`;\n\t\t\t\t\t\tlet matrix = group.matrixWorld;\n\t\t\t\t\t\tif (sprite) {\n\t\t\t\t\t\t\tmatrix = camera.matrixWorldInverse.clone().transpose().copyPosition(matrix).scale(group.scale);\n\t\t\t\t\t\t\tmatrix.elements[3] = matrix.elements[7] = matrix.elements[11] = 0;\n\t\t\t\t\t\t\tmatrix.elements[15] = 1;\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\trenderer.setStyle(hostEl, 'width', size.width + 'px');\n\t\t\t\t\t\trenderer.setStyle(hostEl, 'height', size.height + 'px');\n\t\t\t\t\t\trenderer.setStyle(hostEl, 'perspective', isOrthographicCamera ? '' : `${fov}px`);\n\n\t\t\t\t\t\tif (transformOuterEl && transformInnerEl) {\n\t\t\t\t\t\t\trenderer.setStyle(\n\t\t\t\t\t\t\t\ttransformOuterEl,\n\t\t\t\t\t\t\t\t'transform',\n\t\t\t\t\t\t\t\t`${cameraTransform}${cameraMatrix}translate(${widthHalf}px,${heightHalf}px)`,\n\t\t\t\t\t\t\t);\n\t\t\t\t\t\t\trenderer.setStyle(\n\t\t\t\t\t\t\t\ttransformInnerEl,\n\t\t\t\t\t\t\t\t'transform',\n\t\t\t\t\t\t\t\tgetObjectCSSMatrix(matrix, 1 / ((distanceFactor || 10) / 400)),\n\t\t\t\t\t\t\t);\n\t\t\t\t\t\t}\n\t\t\t\t\t} else {\n\t\t\t\t\t\tconst scale = distanceFactor === undefined ? 1 : objectScale(group, camera) * distanceFactor;\n\t\t\t\t\t\trenderer.setStyle(hostEl, 'transform', `translate3d(${vec[0]}px,${vec[1]}px,0) scale(${scale})`);\n\t\t\t\t\t}\n\t\t\t\t\toldPosition = vec;\n\t\t\t\t\toldZoom = camera.zoom;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tif (!isRaycastOcclusion && occlusionMesh && !isMeshSizeSet) {\n\t\t\t\tif (transform) {\n\t\t\t\t\tif (transformOuterEl) {\n\t\t\t\t\t\tconst el = transformOuterEl.children[0];\n\n\t\t\t\t\t\tif (el?.clientWidth && el?.clientHeight) {\n\t\t\t\t\t\t\tconst { isOrthographicCamera } = camera as OrthographicCamera;\n\n\t\t\t\t\t\t\tif (isOrthographicCamera || occlusionGeometry) {\n\t\t\t\t\t\t\t\tif (scale) {\n\t\t\t\t\t\t\t\t\tif (!Array.isArray(scale)) {\n\t\t\t\t\t\t\t\t\t\tocclusionMesh.scale.setScalar(1 / (scale as number));\n\t\t\t\t\t\t\t\t\t} else if (scale instanceof Vector3) {\n\t\t\t\t\t\t\t\t\t\tocclusionMesh.scale.copy(scale.clone().divideScalar(1));\n\t\t\t\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\t\t\t\tocclusionMesh.scale.set(1 / scale[0], 1 / scale[1], 1 / scale[2]);\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\t\tconst ratio = (distanceFactor || 10) / 400;\n\t\t\t\t\t\t\t\tconst w = el.clientWidth * ratio;\n\t\t\t\t\t\t\t\tconst h = el.clientHeight * ratio;\n\n\t\t\t\t\t\t\t\tocclusionMesh.scale.set(w, h, 1);\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tisMeshSizeSet = true;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t} else {\n\t\t\t\t\tconst ele = hostEl.children[0];\n\n\t\t\t\t\tif (ele?.clientWidth && ele?.clientHeight) {\n\t\t\t\t\t\tconst ratio = 1 / viewport.factor;\n\t\t\t\t\t\tconst w = ele.clientWidth * ratio;\n\t\t\t\t\t\tconst h = ele.clientHeight * ratio;\n\n\t\t\t\t\t\tocclusionMesh.scale.set(w, h, 1);\n\n\t\t\t\t\t\tisMeshSizeSet = true;\n\t\t\t\t\t}\n\n\t\t\t\t\tocclusionMesh.lookAt(rootCamera.position);\n\t\t\t\t}\n\t\t\t}\n\t\t});\n\t}\n}\n","import { Directive, effect, ElementRef, inject, Injector, model, signal, WritableSignal } from '@angular/core';\nimport { addAfterEffect, addEffect, resolveRef } from 'angular-three';\nimport { assertInjector } from 'ngxtension/assert-injector';\nimport { Object3D } from 'three';\n\nexport function injectIntersect<TObject extends Object3D>(\n\tobject: () => ElementRef<TObject> | TObject | undefined | null,\n\t{ injector, source = signal(false) }: { injector?: Injector; source?: WritableSignal<boolean> } = {},\n) {\n\treturn assertInjector(injectIntersect, injector, () => {\n\t\tlet check = false;\n\t\tlet temp = false;\n\n\t\teffect((onCleanup) => {\n\t\t\tconst obj = resolveRef(object());\n\t\t\tif (!obj) return;\n\n\t\t\t// Stamp out frustum check pre-emptively\n\t\t\tconst unsub1 = addEffect(() => {\n\t\t\t\tcheck = false;\n\t\t\t\treturn true;\n\t\t\t});\n\n\t\t\t// If the object is inside the frustum three will call onRender\n\t\t\tconst oldOnRender = obj.onBeforeRender.bind(obj);\n\t\t\tobj.onBeforeRender = () => (check = true);\n\n\t\t\t// Compare the check value against the temp value, if it differs set state\n\t\t\tconst unsub2 = addAfterEffect(() => {\n\t\t\t\tif (check !== temp) source.set((temp = check));\n\t\t\t\treturn true;\n\t\t\t});\n\n\t\t\tonCleanup(() => {\n\t\t\t\tobj.onBeforeRender = oldOnRender;\n\t\t\t\tunsub1();\n\t\t\t\tunsub2();\n\t\t\t});\n\t\t});\n\n\t\treturn source.asReadonly();\n\t});\n}\n\n@Directive({ selector: '[intersect]' })\nexport class NgtsIntersect {\n\tintersect = model(false);\n\n\tconstructor() {\n\t\tconst host = inject<ElementRef<Object3D>>(ElementRef);\n\t\tinjectIntersect(() => host, { source: this.intersect });\n\t}\n}\n","import { computed, Directive, effect, ElementRef, model } from '@angular/core';\nimport { injectStore, resolveRef } from 'angular-three';\nimport { Camera, CubeCamera, Object3D, WebGLCubeRenderTarget } from 'three';\n\n@Directive({ selector: 'ngts-preload' })\nexport class NgtsPreload {\n\tall = model<boolean>();\n\tscene = model<Object3D | ElementRef<Object3D>>();\n\tcamera = model<Camera | ElementRef<Camera>>();\n\n\tprivate store = injectStore();\n\tprivate gl = this.store.select('gl');\n\tprivate defaultScene = this.store.select('scene');\n\tprivate defaultCamera = this.store.select('camera');\n\n\tprivate trueScene = computed(() => {\n\t\tconst scene = this.scene();\n\t\tif (scene) return resolveRef(scene);\n\t\treturn this.defaultScene();\n\t});\n\tprivate trueCamera = computed(() => {\n\t\tconst camera = this.camera();\n\t\tif (camera) return resolveRef(camera);\n\t\treturn this.defaultCamera();\n\t});\n\n\tconstructor() {\n\t\teffect(() => {\n\t\t\tconst invisible: Object3D[] = [];\n\n\t\t\tconst [all, scene, camera, gl] = [this.all(), this.trueScene(), this.trueCamera(), this.gl()];\n\n\t\t\tif (!scene || !camera) return;\n\n\t\t\tif (all) {\n\t\t\t\t// Find all invisible objects, store and then flip them\n\t\t\t\tscene.traverse((object) => {\n\t\t\t\t\tif (!object.visible) {\n\t\t\t\t\t\tinvisible.push(object);\n\t\t\t\t\t\tobject.visible = true;\n\t\t\t\t\t}\n\t\t\t\t});\n\t\t\t}\n\n\t\t\t// Now compile the scene\n\t\t\tgl.compile(scene, camera);\n\n\t\t\t// And for good measure, hit it with a cube camera\n\t\t\tconst cubeRenderTarget = new WebGLCubeRenderTarget(128);\n\t\t\tconst cubeCamera = new CubeCamera(0.01, 100000, cubeRenderTarget);\n\t\t\tcubeCamera.update(gl, scene);\n\t\t\tcubeRenderTarget.dispose();\n\n\t\t\t// Flips these objects back\n\t\t\tinvisible.forEach((object) => (object.visible = false));\n\t\t});\n\t}\n}\n","import {\n\tChangeDetectionStrategy,\n\tComponent,\n\tcomputed,\n\tCUSTOM_ELEMENTS_SCHEMA,\n\teffect,\n\tElementRef,\n\tInjector,\n\tinput,\n\tviewChild,\n} from '@angular/core';\nimport { checkUpdate, extend, getLocalState, NgtGroup, omit, pick, resolveRef } from 'angular-three';\nimport { assertInjector } from 'ngxtension/assert-injector';\nimport { mergeInputs } from 'ngxtension/inject-inputs';\nimport { BufferGeometry, Color, Group, InstancedBufferAttribute, InstancedMesh, Mesh, Object3D, Vector3 } from 'three';\nimport { MeshSurfaceSampler } from 'three-stdlib';\n\ninterface SamplePayload {\n\t/**\n\t * The position of the sample.\n\t */\n\tposition: Vector3;\n\t/**\n\t * The normal of the mesh at the sampled position.\n\t */\n\tnormal: Vector3;\n\t/**\n\t * The vertex color of the mesh at the sampled position.\n\t */\n\tcolor: Color;\n}\n\nexport type TransformFn = (payload: TransformPayload, i: number) => void;\n\ninterface TransformPayload extends SamplePayload {\n\t/**\n\t * The dummy object used to transform each instance.\n\t * This object's matrix will be updated after transforming & it will be used\n\t * to set the instance's matrix.\n\t */\n\tdummy: Object3D;\n\t/**\n\t * The mesh that's initially passed to the sampler.\n\t * Use this if you need to apply transforms from your mesh to your instances\n\t * or if you need to grab attributes from the geometry.\n\t */\n\tsampledMesh: Mesh;\n}\n\nexport function injectSurfaceSampler(\n\tmesh: () => ElementRef<Mesh> | Mesh | null | undefined,\n\toptions: () => {\n\t\tcount?: number;\n\t\ttransform?: TransformFn;\n\t\tweight?: string;\n\t\tinstanceMesh?: ElementRef<InstancedMesh> | InstancedMesh | null;\n\t} = () => ({}),\n\t{ injector }: { injector?: Injector } = {},\n) {\n\treturn assertInjector(injectSurfaceSampler, injector, () => {\n\t\tconst initialBufferAttribute = (() => {\n\t\t\tconst arr = Array.from({ length: options().count ?? 16 }, () => [\n\t\t\t\t1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1,\n\t\t\t]).flat();\n\t\t\treturn new InstancedBufferAttribute(Float32Array.from(arr), 16);\n\t\t})();\n\n\t\treturn computed(() => {\n\t\t\tconst currentMesh = resolveRef(mesh());\n\t\t\tif (!currentMesh) return initialBufferAttribute;\n\n\t\t\tconst localState = getLocalState(currentMesh);\n\t\t\tif (!localState) return initialBufferAttribute;\n\n\t\t\tconst nonObjects = localState.nonObjects();\n\t\t\tif (\n\t\t\t\t!nonObjects ||\n\t\t\t\t!nonObjects.length ||\n\t\t\t\tnonObjects.every((nonObject) => !(nonObject as BufferGeometry).isBufferGeometry)\n\t\t\t) {\n\t\t\t\treturn initialBufferAttribute;\n\t\t\t}\n\n\t\t\tconst sampler = new MeshSurfaceSampler(currentMesh);\n\t\t\tconst { weight, count = 16, transform, instanceMesh } = options();\n\n\t\t\tif (weight) {\n\t\t\t\tsampler.setWeightAttribute(weight);\n\t\t\t}\n\n\t\t\tsampler.build();\n\n\t\t\tconst position = new Vector3();\n\t\t\tconst normal = new Vector3();\n\t\t\tconst color = new Color();\n\t\t\tconst dummy = new Object3D();\n\t\t\tconst instance = resolveRef(instanceMesh);\n\n\t\t\tcurrentMesh.updateMatrixWorld(true);\n\n\t\t\tfor (let i = 0; i < count; i++) {\n\t\t\t\tsampler.sample(position, normal, color);\n\n\t\t\t\tif (typeof transform === 'function') {\n\t\t\t\t\ttransform({ dummy, sampledMesh: currentMesh, position, normal, color }, i);\n\t\t\t\t} else {\n\t\t\t\t\tdummy.position.copy(position);\n\t\t\t\t}\n\n\t\t\t\tdummy.updateMatrix();\n\n\t\t\t\tif (instance) {\n\t\t\t\t\tinstance.setMatrixAt(i, dummy.matrix);\n\t\t\t\t}\n\n\t\t\t\tdummy.matrix.toArray(initialBufferAttribute.array, i * 16);\n\t\t\t}\n\n\t\t\tif (instance) {\n\t\t\t\tcheckUpdate(instance.instanceMatrix);\n\t\t\t}\n\n\t\t\tcheckUpdate(initialBufferAttribute);\n\n\t\t\treturn new InstancedBufferAttribute(initialBufferAttribute.array, initialBufferAttribute.itemSize).copy(\n\t\t\t\tinitialBufferAttribute,\n\t\t\t);\n\t\t});\n\t});\n}\n\nexport interface NgtsSamplerOptions extends Partial<NgtGroup> {\n\t/**\n\t * The NAME of the weight attribute to use when sampling.\n\t *\n\t * @see https://threejs.org/docs/#examples/en/math/MeshSurfaceSampler.setWeightAttribute\n\t */\n\tweight?: string;\n\t/**\n\t * Transformation to be applied to each instance.\n\t * Receives a dummy object3D with all the sampled data ( @see TransformPayload ).\n\t * It should mutate `transformPayload.dummy`.\n\t *\n\t * @see ( @todo add link to example )\n\t *\n\t * There is no need to update the dummy's matrix\n\t */\n\ttransform?: TransformFn;\n\tcount: number;\n}\n\nconst defaultOptions: NgtsSamplerOptions = {\n\tcount: 16,\n};\n\n@Component({\n\tselector: 'ngts-sampler',\n\ttemplate: `\n\t\t<ngt-group #group [parameters]=\"parameters()\">\n\t\t\t<ng-content />\n\t\t</ngt-group>\n\t`,\n\tschemas: [CUSTOM_ELEMENTS_SCHEMA],\n\tchangeDetection: ChangeDetectionStrategy.OnPush,\n})\nexport class NgtsSampler {\n\tmesh = input<ElementRef<Mesh> | Mesh | null>(null);\n\tinstances = input<ElementRef<InstancedMesh> | InstancedMesh | null>(null);\n\toptions = input(defaultOptions, { transform: mergeInputs(defaultOptions) });\n\tparameters = omit(this.options, ['weight', 'transform', 'count']);\n\n\t// NOTE: this could have been a viewChild.required, but we need to _try_ to consume\n\t// this Signal earlier than when a viewChild.required would resolve.\n\tgroupRef = viewChild<ElementRef<Group>>('group');\n\n\tconstructor() {\n\t\textend({ Group });\n\n\t\tconst sampleState = computed(() => {\n\t\t\tconst group = this.groupRef()?.nativeElement;\n\t\t\tconst localState = getLocalState(group);\n\t\t\tif (!localState) return { mesh: null, instanced: null };\n\n\t\t\tconst [mesh, instances] = [resolveRef(this.mesh()), resolveRef(this.instances())];\n\t\t\tconst objects = localState.objects();\n\n\t\t\treturn {\n\t\t\t\tmesh: mesh ?? (objects.find((c) => c.type === 'Mesh') as Mesh),\n\t\t\t\tinstanced:\n\t\t\t\t\tinstances ?? 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@@ -46,7 +46,7 @@ class NgtsAdaptiveDpr {
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  }
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  i0.ɵɵngDeclareClassMetadata({ minVersion: "12.0.0", version: "19.0.5", ngImport: i0, type: NgtsAdaptiveDpr, decorators: [{
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  type: Directive,
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- args: [{ selector: 'ngts-adaptive-dpr', standalone: true }]
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+ args: [{ selector: 'ngts-adaptive-dpr' }]
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  }], ctorParameters: () => [] });
51
51
 
52
52
  class NgtsAdaptiveEvents {
@@ -67,7 +67,7 @@ class NgtsAdaptiveEvents {
67
67
  }
68
68
  i0.ɵɵngDeclareClassMetadata({ minVersion: "12.0.0", version: "19.0.5", ngImport: i0, type: NgtsAdaptiveEvents, decorators: [{
69
69
  type: Directive,
70
- args: [{ standalone: true, selector: 'ngts-adaptive-events' }]
70
+ args: [{ selector: 'ngts-adaptive-events' }]
71
71
  }], ctorParameters: () => [] });
72
72
 
73
73
  const defaultOptions$1 = {
@@ -107,7 +107,6 @@ i0.ɵɵngDeclareClassMetadata({ minVersion: "12.0.0", version: "19.0.5", ngImpor
107
107
  type: Component,
108
108
  args: [{
109
109
  selector: 'ngts-detailed',
110
- standalone: true,
111
110
  template: `
112
111
  <ngt-lOD #lod [parameters]="parameters()">
113
112
  <ng-content />
@@ -195,7 +194,6 @@ i0.ɵɵngDeclareClassMetadata({ minVersion: "12.0.0", version: "19.0.5", ngImpor
195
194
  type: Component,
196
195
  args: [{
197
196
  selector: 'ngts-instance',
198
- standalone: true,
199
197
  template: `
200
198
  <ngt-position-mesh #positionMesh [instance]="instances.instancedMeshRef()" [parameters]="options()">
201
199
  <ng-content />
@@ -408,7 +406,6 @@ i0.ɵɵngDeclareClassMetadata({ minVersion: "12.0.0", version: "19.0.5", ngImpor
408
406
  type: Component,
409
407
  args: [{
410
408
  selector: 'ngts-point',
411
- standalone: true,
412
409
  template: `
413
410
  <ngt-position-point #positionPoint [parameters]="options()" [instance]="points.pointsRef()">
414
411
  <ng-content />
@@ -478,7 +475,6 @@ i0.ɵɵngDeclareClassMetadata({ minVersion: "12.0.0", version: "19.0.5", ngImpor
478
475
  type: Component,
479
476
  args: [{
480
477
  selector: 'ngts-points-buffer',
481
- standalone: true,
482
478
  template: `
483
479
  <ngt-points #points [parameters]="options()">
484
480
  <ngt-buffer-geometry>
@@ -612,7 +608,6 @@ i0.ɵɵngDeclareClassMetadata({ minVersion: "12.0.0", version: "19.0.5", ngImpor
612
608
  type: Component,
613
609
  args: [{
614
610
  selector: 'ngts-points-instances',
615
- standalone: true,
616
611
  template: `
617
612
  <ngt-points
618
613
  #points
@@ -684,7 +679,6 @@ i0.ɵɵngDeclareClassMetadata({ minVersion: "12.0.0", version: "19.0.5", ngImpor
684
679
  type: Component,
685
680
  args: [{
686
681
  selector: 'ngts-segment',
687
- standalone: true,
688
682
  template: `
689
683
  <ngt-segment-object #segment [color]="color()" [start]="normalizedStart()" [end]="normalizedEnd()" />
690
684
  `,