angular-three-soba 3.6.1 → 4.0.0-next.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (109) hide show
  1. package/abstractions/lib/billboard.d.ts +6 -6
  2. package/abstractions/lib/catmull-rom-line.d.ts +173 -563
  3. package/abstractions/lib/cubic-bezier-line.d.ts +7 -7
  4. package/abstractions/lib/edges.d.ts +171 -747
  5. package/abstractions/lib/gradient-texture.d.ts +8 -8
  6. package/abstractions/lib/grid.d.ts +24 -292
  7. package/abstractions/lib/helper.d.ts +5 -5
  8. package/abstractions/lib/line.d.ts +11 -12
  9. package/abstractions/lib/prism-geometry.d.ts +12 -12
  10. package/abstractions/lib/quadratic-bezier-line.d.ts +7 -7
  11. package/abstractions/lib/rounded-box.d.ts +8 -8
  12. package/abstractions/lib/text-3d.d.ts +14 -293
  13. package/abstractions/lib/text.d.ts +12 -13
  14. package/cameras/lib/camera-content.d.ts +2 -2
  15. package/cameras/lib/cube-camera.d.ts +12 -12
  16. package/cameras/lib/orthographic-camera.d.ts +11 -11
  17. package/cameras/lib/perspective-camera.d.ts +10 -10
  18. package/controls/lib/camera-controls.d.ts +1 -6
  19. package/controls/lib/orbit-controls.d.ts +6 -10
  20. package/controls/lib/scroll-controls.d.ts +8 -14
  21. package/fesm2022/angular-three-soba-abstractions.mjs +75 -52
  22. package/fesm2022/angular-three-soba-abstractions.mjs.map +1 -1
  23. package/fesm2022/angular-three-soba-cameras.mjs +18 -20
  24. package/fesm2022/angular-three-soba-cameras.mjs.map +1 -1
  25. package/fesm2022/angular-three-soba-controls.mjs +65 -65
  26. package/fesm2022/angular-three-soba-controls.mjs.map +1 -1
  27. package/fesm2022/angular-three-soba-gizmos.mjs +185 -194
  28. package/fesm2022/angular-three-soba-gizmos.mjs.map +1 -1
  29. package/fesm2022/angular-three-soba-loaders.mjs +21 -16
  30. package/fesm2022/angular-three-soba-loaders.mjs.map +1 -1
  31. package/fesm2022/angular-three-soba-materials.mjs +90 -93
  32. package/fesm2022/angular-three-soba-materials.mjs.map +1 -1
  33. package/fesm2022/angular-three-soba-misc.mjs +282 -279
  34. package/fesm2022/angular-three-soba-misc.mjs.map +1 -1
  35. package/fesm2022/angular-three-soba-performances.mjs +51 -56
  36. package/fesm2022/angular-three-soba-performances.mjs.map +1 -1
  37. package/fesm2022/angular-three-soba-shaders.mjs +5 -6
  38. package/fesm2022/angular-three-soba-shaders.mjs.map +1 -1
  39. package/fesm2022/angular-three-soba-staging.mjs +253 -277
  40. package/fesm2022/angular-three-soba-staging.mjs.map +1 -1
  41. package/fesm2022/angular-three-soba-stats.mjs +3 -4
  42. package/fesm2022/angular-three-soba-stats.mjs.map +1 -1
  43. package/gizmos/lib/gizmo-helper/gizmo-helper.d.ts +12 -15
  44. package/gizmos/lib/gizmo-helper/gizmo-viewcube.d.ts +5 -6
  45. package/gizmos/lib/gizmo-helper/gizmo-viewport.d.ts +8 -9
  46. package/gizmos/lib/pivot-controls/axis-arrow.d.ts +11 -13
  47. package/gizmos/lib/pivot-controls/axis-rotator.d.ts +11 -12
  48. package/gizmos/lib/pivot-controls/pivot-controls.d.ts +28 -29
  49. package/gizmos/lib/pivot-controls/plane-slider.d.ts +12 -13
  50. package/gizmos/lib/pivot-controls/scaling-sphere.d.ts +12 -14
  51. package/gizmos/lib/transform-controls.d.ts +15 -20
  52. package/loaders/lib/loader.d.ts +10 -11
  53. package/loaders/lib/texture-loader.d.ts +3 -3
  54. package/materials/lib/custom-shader-material.d.ts +3 -3
  55. package/materials/lib/mesh-distort-material.d.ts +3 -3
  56. package/materials/lib/mesh-portal-material.d.ts +19 -118
  57. package/materials/lib/mesh-reflector-material.d.ts +4 -5
  58. package/materials/lib/mesh-refraction-material.d.ts +13 -14
  59. package/materials/lib/mesh-transmission-material.d.ts +14 -14
  60. package/materials/lib/mesh-wobble-material.d.ts +4 -4
  61. package/materials/lib/point-material.d.ts +3 -3
  62. package/misc/lib/animations.d.ts +12 -12
  63. package/misc/lib/computed-attribute.d.ts +5 -48
  64. package/misc/lib/decal.d.ts +9 -9
  65. package/misc/lib/deprecated.d.ts +2 -2
  66. package/misc/lib/depth-buffer.d.ts +2 -2
  67. package/misc/lib/fbo.d.ts +9 -9
  68. package/misc/lib/html/html-content.d.ts +5 -7
  69. package/misc/lib/html/html.d.ts +15 -14
  70. package/misc/lib/html/utils.d.ts +9 -9
  71. package/misc/lib/intersect.d.ts +2 -2
  72. package/misc/lib/preload.d.ts +3 -6
  73. package/misc/lib/sampler.d.ts +22 -21
  74. package/misc/lib/scale-factor.d.ts +2 -2
  75. package/package.json +141 -141
  76. package/performances/lib/detailed.d.ts +5 -5
  77. package/performances/lib/instances/instances.d.ts +8 -96
  78. package/performances/lib/instances/position-mesh.d.ts +8 -8
  79. package/performances/lib/points/points.d.ts +10 -188
  80. package/performances/lib/points/position-point.d.ts +8 -8
  81. package/performances/lib/segments/segment-object.d.ts +6 -6
  82. package/performances/lib/segments/segments.d.ts +34 -35
  83. package/shaders/lib/grid-material.d.ts +16 -16
  84. package/shaders/lib/mesh-refraction-material.d.ts +2 -2
  85. package/shaders/lib/point-material.d.ts +5 -5
  86. package/staging/lib/accumulative-shadows.d.ts +21 -25
  87. package/staging/lib/backdrop.d.ts +8 -8
  88. package/staging/lib/bb-anchor.d.ts +5 -5
  89. package/staging/lib/bounds.d.ts +13 -17
  90. package/staging/lib/camera-shake.d.ts +0 -2
  91. package/staging/lib/caustics.d.ts +11 -11
  92. package/staging/lib/center.d.ts +10 -350
  93. package/staging/lib/contact-shadows.d.ts +17 -16
  94. package/staging/lib/environment/environment.d.ts +13 -15
  95. package/staging/lib/environment/inject-environment.d.ts +3 -3
  96. package/staging/lib/float.d.ts +5 -5
  97. package/staging/lib/lightformer.d.ts +11 -290
  98. package/staging/lib/mask.d.ts +8 -10
  99. package/staging/lib/matcap-texture.d.ts +5 -5
  100. package/staging/lib/normal-texture.d.ts +5 -5
  101. package/staging/lib/randomized-lights.d.ts +13 -13
  102. package/staging/lib/render-texture.d.ts +21 -17
  103. package/staging/lib/sky.d.ts +13 -13
  104. package/staging/lib/spot-light.d.ts +39 -39
  105. package/staging/lib/stage.d.ts +108 -278
  106. package/vanilla-exports/index.d.ts +6 -7
  107. package/LICENSE +0 -21
  108. package/metadata.json +0 -1
  109. package/web-types.json +0 -1
@@ -1,8 +1,9 @@
1
1
  import * as i0 from '@angular/core';
2
2
  import { input, effect, untracked, inject, DestroyRef, Directive, viewChild, Component, CUSTOM_ELEMENTS_SCHEMA, ChangeDetectionStrategy, computed } from '@angular/core';
3
- import { injectStore, omit, pick, extend, getLocalState, injectBeforeRender, resolveRef, checkUpdate, vector3, NgtArgs } from 'angular-three';
3
+ import { injectStore, omit, pick, extend, getInstanceState, injectBeforeRender, resolveRef, checkUpdate, vector3, NgtArgs } from 'angular-three';
4
4
  import { mergeInputs } from 'ngxtension/inject-inputs';
5
- import { LOD, Matrix4, Mesh, Group, Color, Material, Vector3, Quaternion, DynamicDrawUsage, InstancedMesh, InstancedBufferAttribute, Ray, Sphere, Points, BufferAttribute, BufferGeometry, Vector2 } from 'three';
5
+ import * as THREE from 'three';
6
+ import { LOD, InstancedMesh, InstancedBufferAttribute, Points, BufferAttribute, BufferGeometry } from 'three';
6
7
  import { setUpdateRange } from 'angular-three-soba/misc';
7
8
  import { Line2, LineMaterial, LineSegmentsGeometry } from 'three-stdlib';
8
9
 
@@ -10,33 +11,28 @@ class NgtsAdaptiveDpr {
10
11
  constructor() {
11
12
  this.pixelated = input(false);
12
13
  const store = injectStore();
13
- const gl = store.select('gl');
14
- const active = store.select('internal', 'active');
15
- const current = store.select('performance', 'current');
16
- const initialDpr = store.select('viewport', 'initialDpr');
17
- const setDpr = store.select('setDpr');
18
14
  effect(() => {
19
- const [_current, pixelated, domElement, _setDpr, _initialDpr] = [
20
- current(),
15
+ const [current, pixelated, domElement, setDpr, initialDpr] = [
16
+ store.performance.current(),
21
17
  untracked(this.pixelated),
22
- untracked(gl).domElement,
23
- untracked(setDpr),
24
- untracked(initialDpr),
18
+ store.snapshot.gl.domElement,
19
+ store.snapshot.setDpr,
20
+ store.snapshot.viewport.initialDpr,
25
21
  ];
26
- _setDpr(_current * _initialDpr);
22
+ setDpr(current * initialDpr);
27
23
  if (pixelated && domElement)
28
- domElement.style.imageRendering = _current === 1 ? 'auto' : 'pixelated';
24
+ domElement.style.imageRendering = current === 1 ? 'auto' : 'pixelated';
29
25
  });
30
26
  inject(DestroyRef).onDestroy(() => {
31
- const [domElement, _active, _setDpr, _initialDpr, pixelated] = [
32
- untracked(gl).domElement,
33
- untracked(active),
34
- untracked(setDpr),
35
- untracked(initialDpr),
27
+ const [domElement, active, setDpr, initialDpr, pixelated] = [
28
+ store.snapshot.gl.domElement,
29
+ store.snapshot.internal.active,
30
+ store.snapshot.setDpr,
31
+ store.snapshot.viewport.initialDpr,
36
32
  untracked(this.pixelated),
37
33
  ];
38
- if (_active)
39
- _setDpr(_initialDpr);
34
+ if (active)
35
+ setDpr(initialDpr);
40
36
  if (pixelated && domElement)
41
37
  domElement.style.imageRendering = 'auto';
42
38
  });
@@ -52,11 +48,10 @@ i0.ɵɵngDeclareClassMetadata({ minVersion: "12.0.0", version: "19.0.6", ngImpor
52
48
  class NgtsAdaptiveEvents {
53
49
  constructor() {
54
50
  const store = injectStore();
55
- const current = store.select('performance', 'current');
56
51
  const currentEnabled = store.snapshot.events.enabled;
57
52
  effect((onCleanup) => {
58
- const _current = current();
59
- onCleanup(() => store.snapshot.setEvents({ enabled: _current === 1 }));
53
+ const current = store.performance.current();
54
+ onCleanup(() => store.snapshot.setEvents({ enabled: current === 1 }));
60
55
  });
61
56
  inject(DestroyRef).onDestroy(() => {
62
57
  store.snapshot.setEvents({ enabled: currentEnabled });
@@ -83,10 +78,10 @@ class NgtsDetailed {
83
78
  extend({ LOD });
84
79
  effect(() => {
85
80
  const lod = this.lodRef().nativeElement;
86
- const localState = getLocalState(lod);
87
- if (!localState)
81
+ const instanceState = getInstanceState(lod);
82
+ if (!instanceState)
88
83
  return;
89
- const [, distances, hysteresis] = [localState.objects(), this.distances(), this.hysteresis()];
84
+ const [, distances, hysteresis] = [instanceState.objects(), this.distances(), this.hysteresis()];
90
85
  lod.levels.length = 0;
91
86
  lod.children.forEach((object, index) => {
92
87
  lod.levels.push({ object, distance: distances[index], hysteresis });
@@ -117,14 +112,14 @@ i0.ɵɵngDeclareClassMetadata({ minVersion: "12.0.0", version: "19.0.6", ngImpor
117
112
  }]
118
113
  }], ctorParameters: () => [] });
119
114
 
120
- const _instanceLocalMatrix = new Matrix4();
121
- const _instanceWorldMatrix = new Matrix4();
115
+ const _instanceLocalMatrix = new THREE.Matrix4();
116
+ const _instanceWorldMatrix = new THREE.Matrix4();
122
117
  const _instanceIntersects = [];
123
- const _mesh = new Mesh();
124
- class PositionMesh extends Group {
118
+ const _mesh = new THREE.Mesh();
119
+ class PositionMesh extends THREE.Group {
125
120
  constructor() {
126
121
  super();
127
- this.color = new Color('white');
122
+ this.color = new THREE.Color('white');
128
123
  this.instance = undefined;
129
124
  }
130
125
  // This will allow the virtual instance have bounds
@@ -150,7 +145,7 @@ class PositionMesh extends Group {
150
145
  // the mesh represents this single instance
151
146
  _mesh.matrixWorld = _instanceWorldMatrix;
152
147
  // raycast side according to instance material
153
- if (parent.material instanceof Material)
148
+ if (parent.material instanceof THREE.Material)
154
149
  _mesh.material.side = parent.material.side;
155
150
  else
156
151
  _mesh.material.side = parent.material[0].side;
@@ -166,12 +161,12 @@ class PositionMesh extends Group {
166
161
  }
167
162
  }
168
163
 
169
- const parentMatrix$1 = new Matrix4();
170
- const instanceMatrix = new Matrix4();
171
- const tempMatrix = new Matrix4();
172
- const translation = new Vector3();
173
- const rotation = new Quaternion();
174
- const scale = new Vector3();
164
+ const parentMatrix$1 = new THREE.Matrix4();
165
+ const instanceMatrix = new THREE.Matrix4();
166
+ const tempMatrix = new THREE.Matrix4();
167
+ const translation = new THREE.Vector3();
168
+ const rotation = new THREE.Quaternion();
169
+ const scale = new THREE.Vector3();
175
170
  class NgtsInstance {
176
171
  constructor() {
177
172
  this.options = input({});
@@ -209,7 +204,7 @@ const defaultOptions = {
209
204
  };
210
205
  class NgtsInstances {
211
206
  constructor() {
212
- this.DynamicDrawUsage = DynamicDrawUsage;
207
+ this.DynamicDrawUsage = THREE.DynamicDrawUsage;
213
208
  this.options = input(defaultOptions, { transform: mergeInputs(defaultOptions) });
214
209
  this.parameters = omit(this.options, ['limit', 'frames', 'range']);
215
210
  this.instancedMeshRef = viewChild.required('instancedMesh');
@@ -333,15 +328,15 @@ i0.ɵɵngDeclareClassMetadata({ minVersion: "12.0.0", version: "19.0.6", ngImpor
333
328
  }]
334
329
  }], ctorParameters: () => [] });
335
330
 
336
- const _inverseMatrix = new Matrix4();
337
- const _ray = new Ray();
338
- const _sphere = new Sphere();
339
- const _position = new Vector3();
340
- class PositionPoint extends Group {
331
+ const _inverseMatrix = new THREE.Matrix4();
332
+ const _ray = new THREE.Ray();
333
+ const _sphere = new THREE.Sphere();
334
+ const _position = new THREE.Vector3();
335
+ class PositionPoint extends THREE.Group {
341
336
  constructor() {
342
337
  super();
343
338
  this.size = 0;
344
- this.color = new Color('white');
339
+ this.color = new THREE.Color('white');
345
340
  this.instance = undefined;
346
341
  }
347
342
  // This will allow the virtual instance have bounds
@@ -366,14 +361,14 @@ class PositionPoint extends Group {
366
361
  const localThresholdSq = localThreshold * localThreshold;
367
362
  const rayPointDistanceSq = _ray.distanceSqToPoint(this.position);
368
363
  if (rayPointDistanceSq < localThresholdSq) {
369
- const intersectPoint = new Vector3();
364
+ const intersectPoint = new THREE.Vector3();
370
365
  _ray.closestPointToPoint(this.position, intersectPoint);
371
366
  intersectPoint.applyMatrix4(this.matrixWorld);
372
367
  const distance = raycaster.ray.origin.distanceTo(intersectPoint);
373
368
  if (distance < raycaster.near || distance > raycaster.far)
374
369
  return;
375
370
  intersects.push({
376
- distance: distance,
371
+ distance,
377
372
  distanceToRay: Math.sqrt(rayPointDistanceSq),
378
373
  point: intersectPoint,
379
374
  index: instanceId,
@@ -423,7 +418,7 @@ class NgtsPointsBuffer {
423
418
  this.stride = input(3);
424
419
  this.options = input({});
425
420
  this.pointsRef = viewChild.required('points');
426
- this.DynamicDrawUsage = DynamicDrawUsage;
421
+ this.DynamicDrawUsage = THREE.DynamicDrawUsage;
427
422
  extend({ Points, BufferAttribute, BufferGeometry });
428
423
  injectBeforeRender(() => {
429
424
  const points = this.pointsRef()?.nativeElement;
@@ -511,8 +506,8 @@ i0.ɵɵngDeclareClassMetadata({ minVersion: "12.0.0", version: "19.0.6", ngImpor
511
506
  changeDetection: ChangeDetectionStrategy.OnPush,
512
507
  }]
513
508
  }], ctorParameters: () => [] });
514
- const parentMatrix = new Matrix4();
515
- const position = new Vector3();
509
+ const parentMatrix = new THREE.Matrix4();
510
+ const position = new THREE.Vector3();
516
511
  const defaultInstancesOptions = { limit: 1000 };
517
512
  class NgtsPointsInstances {
518
513
  constructor() {
@@ -529,7 +524,7 @@ class NgtsPointsInstances {
529
524
  };
530
525
  });
531
526
  this.positionPoints = [];
532
- this.DynamicDrawUsage = DynamicDrawUsage;
527
+ this.DynamicDrawUsage = THREE.DynamicDrawUsage;
533
528
  extend({ Points, BufferAttribute, BufferGeometry });
534
529
  effect(() => {
535
530
  const points = this.pointsRef()?.nativeElement;
@@ -649,9 +644,9 @@ i0.ɵɵngDeclareClassMetadata({ minVersion: "12.0.0", version: "19.0.6", ngImpor
649
644
 
650
645
  class SegmentObject {
651
646
  constructor() {
652
- this.color = new Color('white');
653
- this.start = new Vector3(0, 0, 0);
654
- this.end = new Vector3(0, 0, 0);
647
+ this.color = new THREE.Color('white');
648
+ this.start = new THREE.Vector3(0, 0, 0);
649
+ this.end = new THREE.Vector3(0, 0, 0);
655
650
  }
656
651
  }
657
652
 
@@ -701,7 +696,7 @@ class NgtsSegments {
701
696
  this.line = new Line2();
702
697
  this.material = new LineMaterial();
703
698
  this.geometry = new LineSegmentsGeometry();
704
- this.resolution = new Vector2(512, 512);
699
+ this.resolution = new THREE.Vector2(512, 512);
705
700
  this.materialParameters = computed(() => ({
706
701
  vertexColors: true,
707
702
  resolution: this.resolution,
@@ -1 +1 @@
1
- {"version":3,"file":"angular-three-soba-performances.mjs","sources":["../../../../libs/soba/performances/src/lib/adaptive-dpr.ts","../../../../libs/soba/performances/src/lib/adaptive-events.ts","../../../../libs/soba/performances/src/lib/detailed.ts","../../../../libs/soba/performances/src/lib/instances/position-mesh.ts","../../../../libs/soba/performances/src/lib/instances/instances.ts","../../../../libs/soba/performances/src/lib/points/position-point.ts","../../../../libs/soba/performances/src/lib/points/points.ts","../../../../libs/soba/performances/src/lib/segments/segment-object.ts","../../../../libs/soba/performances/src/lib/segments/segments.ts","../../../../libs/soba/performances/src/angular-three-soba-performances.ts"],"sourcesContent":["import { DestroyRef, Directive, effect, inject, input, untracked } from '@angular/core';\nimport { injectStore } from 'angular-three';\n\n@Directive({ selector: 'ngts-adaptive-dpr' })\nexport class NgtsAdaptiveDpr {\n\tpixelated = input(false);\n\n\tconstructor() {\n\t\tconst store = injectStore();\n\t\tconst gl = store.select('gl');\n\t\tconst active = store.select('internal', 'active');\n\t\tconst current = store.select('performance', 'current');\n\t\tconst initialDpr = store.select('viewport', 'initialDpr');\n\t\tconst setDpr = store.select('setDpr');\n\n\t\teffect(() => {\n\t\t\tconst [_current, pixelated, domElement, _setDpr, _initialDpr] = [\n\t\t\t\tcurrent(),\n\t\t\t\tuntracked(this.pixelated),\n\t\t\t\tuntracked(gl).domElement,\n\t\t\t\tuntracked(setDpr),\n\t\t\t\tuntracked(initialDpr),\n\t\t\t];\n\n\t\t\t_setDpr(_current * _initialDpr);\n\t\t\tif (pixelated && domElement) domElement.style.imageRendering = _current === 1 ? 'auto' : 'pixelated';\n\t\t});\n\n\t\tinject(DestroyRef).onDestroy(() => {\n\t\t\tconst [domElement, _active, _setDpr, _initialDpr, pixelated] = [\n\t\t\t\tuntracked(gl).domElement,\n\t\t\t\tuntracked(active),\n\t\t\t\tuntracked(setDpr),\n\t\t\t\tuntracked(initialDpr),\n\t\t\t\tuntracked(this.pixelated),\n\t\t\t];\n\n\t\t\tif (_active) _setDpr(_initialDpr);\n\t\t\tif (pixelated && domElement) domElement.style.imageRendering = 'auto';\n\t\t});\n\t}\n}\n","import { DestroyRef, Directive, effect, inject } from '@angular/core';\nimport { injectStore } from 'angular-three';\n\n@Directive({ selector: 'ngts-adaptive-events' })\nexport class NgtsAdaptiveEvents {\n\tconstructor() {\n\t\tconst store = injectStore();\n\t\tconst current = store.select('performance', 'current');\n\t\tconst currentEnabled = store.snapshot.events.enabled;\n\n\t\teffect((onCleanup) => {\n\t\t\tconst _current = current();\n\t\t\tonCleanup(() => store.snapshot.setEvents({ enabled: _current === 1 }));\n\t\t});\n\n\t\tinject(DestroyRef).onDestroy(() => {\n\t\t\tstore.snapshot.setEvents({ enabled: currentEnabled });\n\t\t});\n\t}\n}\n","import {\n\tChangeDetectionStrategy,\n\tComponent,\n\tCUSTOM_ELEMENTS_SCHEMA,\n\teffect,\n\tElementRef,\n\tinput,\n\tviewChild,\n} from '@angular/core';\nimport { extend, getLocalState, injectBeforeRender, NgtLOD, omit, pick } from 'angular-three';\nimport { mergeInputs } from 'ngxtension/inject-inputs';\nimport { LOD } from 'three';\n\nexport interface NgtsDetailedOptions extends Partial<NgtLOD> {\n\thysteresis: number;\n}\n\nconst defaultOptions: NgtsDetailedOptions = {\n\thysteresis: 0,\n};\n\n@Component({\n\tselector: 'ngts-detailed',\n\ttemplate: `\n\t\t<ngt-lOD #lod [parameters]=\"parameters()\">\n\t\t\t<ng-content />\n\t\t</ngt-lOD>\n\t`,\n\tschemas: [CUSTOM_ELEMENTS_SCHEMA],\n\tchangeDetection: ChangeDetectionStrategy.OnPush,\n})\nexport class NgtsDetailed {\n\tdistances = input.required<number[]>();\n\toptions = input(defaultOptions, { transform: mergeInputs(defaultOptions) });\n\tparameters = omit(this.options, ['hysteresis']);\n\n\tlodRef = viewChild.required<ElementRef<LOD>>('lod');\n\tprivate hysteresis = pick(this.options, 'hysteresis');\n\n\tconstructor() {\n\t\textend({ LOD });\n\n\t\teffect(() => {\n\t\t\tconst lod = this.lodRef().nativeElement;\n\t\t\tconst localState = getLocalState(lod);\n\t\t\tif (!localState) return;\n\t\t\tconst [, distances, hysteresis] = [localState.objects(), this.distances(), this.hysteresis()];\n\t\t\tlod.levels.length = 0;\n\t\t\tlod.children.forEach((object, index) => {\n\t\t\t\tlod.levels.push({ object, distance: distances[index], hysteresis });\n\t\t\t});\n\t\t});\n\n\t\tinjectBeforeRender(({ camera }) => {\n\t\t\tthis.lodRef().nativeElement.update(camera);\n\t\t});\n\t}\n}\n","import { ElementRef } from '@angular/core';\nimport { NgtObject3DNode, resolveRef } from 'angular-three';\nimport {\n\tBufferGeometry,\n\tColor,\n\tGroup,\n\tInstancedMesh,\n\tIntersection,\n\tMaterial,\n\tMatrix4,\n\tMesh,\n\tMeshBasicMaterial,\n\tRaycaster,\n} from 'three';\n\nexport type NgtPositionMesh = NgtObject3DNode<PositionMesh, typeof PositionMesh>;\n\nconst _instanceLocalMatrix = new Matrix4();\nconst _instanceWorldMatrix = new Matrix4();\nconst _instanceIntersects: Intersection[] = [];\nconst _mesh = new Mesh<BufferGeometry, MeshBasicMaterial>();\n\nexport class PositionMesh extends Group {\n\tcolor: Color;\n\tinstance: ElementRef<InstancedMesh> | InstancedMesh | null | undefined;\n\n\tconstructor() {\n\t\tsuper();\n\t\tthis.color = new Color('white');\n\t\tthis.instance = undefined;\n\t}\n\n\t// This will allow the virtual instance have bounds\n\tget geometry() {\n\t\treturn resolveRef(this.instance)?.geometry;\n\t}\n\n\t// And this will allow the virtual instance to receive events\n\toverride raycast(raycaster: Raycaster, intersects: Intersection[]) {\n\t\tconst parent = resolveRef(this.instance);\n\t\tif (!parent) return;\n\t\tif (!parent.geometry || !parent.material) return;\n\t\t_mesh.geometry = parent.geometry;\n\t\tconst matrixWorld = parent.matrixWorld;\n\t\tconst instanceId = parent.userData['instances'].indexOf(this);\n\t\t// If the instance wasn't found or exceeds the parents draw range, bail out\n\t\tif (instanceId === -1 || instanceId > parent.count) return;\n\t\t// calculate the world matrix for each instance\n\t\tparent.getMatrixAt(instanceId, _instanceLocalMatrix);\n\t\t_instanceWorldMatrix.multiplyMatrices(matrixWorld, _instanceLocalMatrix);\n\t\t// the mesh represents this single instance\n\t\t_mesh.matrixWorld = _instanceWorldMatrix;\n\t\t// raycast side according to instance material\n\t\tif (parent.material instanceof Material) _mesh.material.side = parent.material.side;\n\t\telse _mesh.material.side = parent.material[0].side;\n\t\t_mesh.raycast(raycaster, _instanceIntersects);\n\t\t// process the result of raycast\n\t\tfor (let i = 0, l = _instanceIntersects.length; i < l; i++) {\n\t\t\tconst intersect = _instanceIntersects[i];\n\t\t\tintersect.instanceId = instanceId;\n\t\t\tintersect.object = this;\n\t\t\tintersects.push(intersect);\n\t\t}\n\t\t_instanceIntersects.length = 0;\n\t}\n}\n\ndeclare global {\n\tinterface HTMLElementTagNameMap {\n\t\t/**\n\t\t * @extends ngt-group\n\t\t * @rawOptions instance|color\n\t\t */\n\t\t'ngt-position-mesh': NgtPositionMesh;\n\t}\n}\n","import {\n\tChangeDetectionStrategy,\n\tComponent,\n\tcomputed,\n\tCUSTOM_ELEMENTS_SCHEMA,\n\teffect,\n\tElementRef,\n\tinject,\n\tinput,\n\tviewChild,\n} from '@angular/core';\nimport { checkUpdate, extend, injectBeforeRender, NgtInstancedMesh, omit, pick, resolveRef } from 'angular-three';\nimport { setUpdateRange } from 'angular-three-soba/misc';\nimport { mergeInputs } from 'ngxtension/inject-inputs';\nimport { DynamicDrawUsage, InstancedBufferAttribute, InstancedMesh, Matrix4, Quaternion, Vector3 } from 'three';\nimport { NgtPositionMesh, PositionMesh } from './position-mesh';\n\nconst parentMatrix = new Matrix4();\nconst instanceMatrix = new Matrix4();\nconst tempMatrix = new Matrix4();\nconst translation = new Vector3();\nconst rotation = new Quaternion();\nconst scale = new Vector3();\n\n@Component({\n\tselector: 'ngts-instance',\n\ttemplate: `\n\t\t<ngt-position-mesh #positionMesh [instance]=\"instances.instancedMeshRef()\" [parameters]=\"options()\">\n\t\t\t<ng-content />\n\t\t</ngt-position-mesh>\n\t`,\n\tschemas: [CUSTOM_ELEMENTS_SCHEMA],\n\tchangeDetection: ChangeDetectionStrategy.OnPush,\n})\nexport class NgtsInstance {\n\toptions = input({} as Partial<NgtPositionMesh>);\n\n\tinstances = inject(NgtsInstances);\n\n\tpositionMeshRef = viewChild.required<ElementRef<PositionMesh>>('positionMesh');\n\n\tconstructor() {\n\t\textend({ PositionMesh });\n\n\t\teffect((onCleanup) => {\n\t\t\tconst cleanup = this.instances.subscribe(this.positionMeshRef().nativeElement);\n\t\t\tonCleanup(() => cleanup());\n\t\t});\n\t}\n}\n\nexport interface NgtsInstancesOptions extends Partial<NgtInstancedMesh> {\n\trange?: number;\n\tlimit: number;\n\tframes: number;\n}\n\nconst defaultOptions: NgtsInstancesOptions = {\n\tlimit: 1000,\n\tframes: Infinity,\n};\n\n@Component({\n\tselector: 'ngts-instances',\n\ttemplate: `\n\t\t<ngt-instanced-mesh\n\t\t\t#instancedMesh\n\t\t\t[userData]=\"{ instances }\"\n\t\t\t[matrixAutoUpdate]=\"false\"\n\t\t\t[raycast]=\"null\"\n\t\t\t[parameters]=\"parameters()\"\n\t\t>\n\t\t\t<ngt-instanced-buffer-attribute\n\t\t\t\tattach=\"instanceMatrix\"\n\t\t\t\t[usage]=\"DynamicDrawUsage\"\n\t\t\t\t[count]=\"buffers().matrices.length / 16\"\n\t\t\t\t[array]=\"buffers().matrices\"\n\t\t\t\t[itemSize]=\"16\"\n\t\t\t/>\n\t\t\t<ngt-instanced-buffer-attribute\n\t\t\t\tattach=\"instanceColor\"\n\t\t\t\t[usage]=\"DynamicDrawUsage\"\n\t\t\t\t[count]=\"buffers().colors.length / 3\"\n\t\t\t\t[array]=\"buffers().colors\"\n\t\t\t\t[itemSize]=\"3\"\n\t\t\t/>\n\t\t\t<ng-content />\n\t\t</ngt-instanced-mesh>\n\t`,\n\tschemas: [CUSTOM_ELEMENTS_SCHEMA],\n\tchangeDetection: ChangeDetectionStrategy.OnPush,\n})\nexport class NgtsInstances {\n\tprotected readonly DynamicDrawUsage = DynamicDrawUsage;\n\n\toptions = input(defaultOptions, { transform: mergeInputs(defaultOptions) });\n\tprotected parameters = omit(this.options, ['limit', 'frames', 'range']);\n\n\tinstancedMeshRef = viewChild.required<ElementRef<InstancedMesh>>('instancedMesh');\n\n\tprivate limit = pick(this.options, 'limit');\n\n\tprotected buffers = computed(() => {\n\t\tconst limit = this.limit();\n\t\tconst matrices = new Float32Array(limit * 16);\n\n\t\tfor (let i = 0; i < limit; i++) {\n\t\t\ttempMatrix.identity().toArray(matrices, i * 16);\n\t\t}\n\n\t\tconst colors = new Float32Array([...Array.from({ length: limit * 3 }, () => 1)]);\n\t\treturn { matrices, colors };\n\t});\n\n\tinstances: Array<ElementRef<PositionMesh> | PositionMesh> = [];\n\n\tconstructor() {\n\t\textend({ InstancedMesh, InstancedBufferAttribute });\n\n\t\teffect(() => {\n\t\t\tconst instancedMesh = this.instancedMeshRef()?.nativeElement;\n\t\t\tif (!instancedMesh) return;\n\t\t\tcheckUpdate(instancedMesh.instanceMatrix);\n\t\t});\n\n\t\tlet iterations = 0;\n\t\tlet count = 0;\n\n\t\tinjectBeforeRender(() => {\n\t\t\tconst instancedMesh = this.instancedMeshRef()?.nativeElement;\n\t\t\tif (!instancedMesh) return;\n\t\t\tconst { frames, limit, range } = this.options();\n\t\t\tconst { matrices, colors } = this.buffers();\n\t\t\tif (frames === Infinity || iterations < frames) {\n\t\t\t\tinstancedMesh.updateMatrix();\n\t\t\t\tinstancedMesh.updateMatrixWorld();\n\t\t\t\tparentMatrix.copy(instancedMesh.matrixWorld).invert();\n\n\t\t\t\tcount = Math.min(limit, range !== undefined ? range : limit, this.instances.length);\n\t\t\t\tinstancedMesh.count = count;\n\t\t\t\tsetUpdateRange(instancedMesh.instanceMatrix, { offset: 0, count: count * 16 });\n\t\t\t\tif (instancedMesh.instanceColor) {\n\t\t\t\t\tsetUpdateRange(instancedMesh.instanceColor, { offset: 0, count: count * 3 });\n\t\t\t\t}\n\n\t\t\t\tfor (let i = 0; i < this.instances.length; i++) {\n\t\t\t\t\tconst instance = resolveRef(this.instances[i]);\n\t\t\t\t\tif (instance) {\n\t\t\t\t\t\t// Multiply the inverse of the InstancedMesh world matrix or else\n\t\t\t\t\t\t// Instances will be double-transformed if <Instances> isn't at identity\n\t\t\t\t\t\tinstance.matrixWorld.decompose(translation, rotation, scale);\n\t\t\t\t\t\tinstanceMatrix.compose(translation, rotation, scale).premultiply(parentMatrix);\n\t\t\t\t\t\tinstanceMatrix.toArray(matrices, i * 16);\n\t\t\t\t\t\tcheckUpdate(instancedMesh.instanceMatrix);\n\t\t\t\t\t\tinstance.color.toArray(colors, i * 3);\n\t\t\t\t\t\tcheckUpdate(instancedMesh.instanceColor);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\titerations++;\n\t\t\t}\n\t\t});\n\t}\n\n\tsubscribe(ref: ElementRef<PositionMesh> | PositionMesh) {\n\t\tthis.instances.push(ref);\n\t\treturn () => {\n\t\t\tthis.instances = this.instances.filter((i) => i !== ref);\n\t\t};\n\t}\n}\n","import { ElementRef } from '@angular/core';\nimport { NgtObject3DNode, resolveRef } from 'angular-three';\nimport { Color, Group, Intersection, Matrix4, Points, Ray, Raycaster, Sphere, Vector3 } from 'three';\n\nexport type NgtPositionPoint = NgtObject3DNode<PositionPoint, typeof PositionPoint>;\n\nconst _inverseMatrix = new Matrix4();\nconst _ray = new Ray();\nconst _sphere = new Sphere();\nconst _position = new Vector3();\n\nexport class PositionPoint extends Group {\n\tsize: number;\n\tcolor: Color;\n\tinstance: ElementRef<Points> | Points | null | undefined;\n\n\tconstructor() {\n\t\tsuper();\n\t\tthis.size = 0;\n\t\tthis.color = new Color('white');\n\t\tthis.instance = undefined;\n\t}\n\n\t// This will allow the virtual instance have bounds\n\tget geometry() {\n\t\treturn resolveRef(this.instance)?.geometry;\n\t}\n\n\toverride raycast(raycaster: Raycaster, intersects: Intersection[]) {\n\t\tconst parent = resolveRef(this.instance);\n\t\tif (!parent || !parent.geometry) return;\n\t\tconst instanceId = parent.userData['instances'].indexOf(this);\n\t\t// If the instance wasn't found or exceeds the parents draw range, bail out\n\t\tif (instanceId === -1 || instanceId > parent.geometry.drawRange.count) return;\n\n\t\tconst threshold = raycaster.params.Points?.threshold ?? 1;\n\t\t_sphere.set(this.getWorldPosition(_position), threshold);\n\t\tif (raycaster.ray.intersectsSphere(_sphere) === false) return;\n\n\t\t_inverseMatrix.copy(parent.matrixWorld).invert();\n\t\t_ray.copy(raycaster.ray).applyMatrix4(_inverseMatrix);\n\n\t\tconst localThreshold = threshold / ((this.scale.x + this.scale.y + this.scale.z) / 3);\n\t\tconst localThresholdSq = localThreshold * localThreshold;\n\t\tconst rayPointDistanceSq = _ray.distanceSqToPoint(this.position);\n\n\t\tif (rayPointDistanceSq < localThresholdSq) {\n\t\t\tconst intersectPoint = new Vector3();\n\t\t\t_ray.closestPointToPoint(this.position, intersectPoint);\n\t\t\tintersectPoint.applyMatrix4(this.matrixWorld);\n\t\t\tconst distance = raycaster.ray.origin.distanceTo(intersectPoint);\n\t\t\tif (distance < raycaster.near || distance > raycaster.far) return;\n\t\t\tintersects.push({\n\t\t\t\tdistance: distance,\n\t\t\t\tdistanceToRay: Math.sqrt(rayPointDistanceSq),\n\t\t\t\tpoint: intersectPoint,\n\t\t\t\tindex: instanceId,\n\t\t\t\tface: null,\n\t\t\t\tobject: this,\n\t\t\t});\n\t\t}\n\t}\n}\n\ndeclare global {\n\tinterface HTMLElementTagNameMap {\n\t\t/**\n\t\t * @extends ngt-group\n\t\t * @rawOptions instance|color|size\n\t\t */\n\t\t'ngt-position-point': NgtPositionPoint;\n\t}\n}\n","import {\n\tChangeDetectionStrategy,\n\tComponent,\n\tcomputed,\n\tCUSTOM_ELEMENTS_SCHEMA,\n\teffect,\n\tElementRef,\n\tinject,\n\tinput,\n\tviewChild,\n} from '@angular/core';\nimport { checkUpdate, extend, injectBeforeRender, NgtPoints, omit, pick, resolveRef } from 'angular-three';\nimport { mergeInputs } from 'ngxtension/inject-inputs';\nimport { BufferAttribute, BufferGeometry, DynamicDrawUsage, Matrix4, Points, Vector3 } from 'three';\nimport { NgtPositionPoint, PositionPoint } from './position-point';\n\n@Component({\n\tselector: 'ngts-point',\n\ttemplate: `\n\t\t<ngt-position-point #positionPoint [parameters]=\"options()\" [instance]=\"points.pointsRef()\">\n\t\t\t<ng-content />\n\t\t</ngt-position-point>\n\t`,\n\tschemas: [CUSTOM_ELEMENTS_SCHEMA],\n\tchangeDetection: ChangeDetectionStrategy.OnPush,\n})\nexport class NgtsPoint {\n\toptions = input({} as Partial<NgtPositionPoint>);\n\n\tpositionPointRef = viewChild.required<ElementRef<PositionPoint>>('positionPoint');\n\n\tpoints = inject(NgtsPointsInstances);\n\n\tconstructor() {\n\t\textend({ PositionPoint });\n\n\t\teffect((onCleanup) => {\n\t\t\tconst cleanUp = this.points.subscribe(this.positionPointRef().nativeElement);\n\t\t\tonCleanup(() => cleanUp());\n\t\t});\n\t}\n}\n\n@Component({\n\tselector: 'ngts-points-buffer',\n\ttemplate: `\n\t\t<ngt-points #points [parameters]=\"options()\">\n\t\t\t<ngt-buffer-geometry>\n\t\t\t\t<ngt-buffer-attribute\n\t\t\t\t\tattach=\"attributes.position\"\n\t\t\t\t\t[count]=\"positions().length / stride()\"\n\t\t\t\t\t[array]=\"positions()\"\n\t\t\t\t\t[itemSize]=\"stride()\"\n\t\t\t\t\t[usage]=\"DynamicDrawUsage\"\n\t\t\t\t/>\n\t\t\t\t@if (colors(); as colors) {\n\t\t\t\t\t<ngt-buffer-attribute\n\t\t\t\t\t\tattach=\"attributes.color\"\n\t\t\t\t\t\t[count]=\"colors.length / stride()\"\n\t\t\t\t\t\t[array]=\"colors\"\n\t\t\t\t\t\t[itemSize]=\"3\"\n\t\t\t\t\t\t[usage]=\"DynamicDrawUsage\"\n\t\t\t\t\t/>\n\t\t\t\t}\n\t\t\t\t@if (sizes(); as sizes) {\n\t\t\t\t\t<ngt-buffer-attribute\n\t\t\t\t\t\tattach=\"attributes.size\"\n\t\t\t\t\t\t[count]=\"sizes.length / stride()\"\n\t\t\t\t\t\t[array]=\"sizes\"\n\t\t\t\t\t\t[itemSize]=\"1\"\n\t\t\t\t\t\t[usage]=\"DynamicDrawUsage\"\n\t\t\t\t\t/>\n\t\t\t\t}\n\t\t\t</ngt-buffer-geometry>\n\t\t\t<ng-content />\n\t\t</ngt-points>\n\t`,\n\tschemas: [CUSTOM_ELEMENTS_SCHEMA],\n\tchangeDetection: ChangeDetectionStrategy.OnPush,\n})\nexport class NgtsPointsBuffer {\n\tpositions = input.required<Float32Array>();\n\tcolors = input<Float32Array>();\n\tsizes = input<Float32Array>();\n\tstride = input<2 | 3>(3);\n\toptions = input({} as Partial<NgtPositionPoint>);\n\n\tpointsRef = viewChild.required<ElementRef<Points>>('points');\n\n\tconstructor() {\n\t\textend({ Points, BufferAttribute, BufferGeometry });\n\n\t\tinjectBeforeRender(() => {\n\t\t\tconst points = this.pointsRef()?.nativeElement;\n\t\t\tif (!points) return;\n\n\t\t\tconst attributes = points.geometry.attributes;\n\t\t\tcheckUpdate(attributes['position']);\n\t\t\tif (this.colors()) checkUpdate(attributes['color']);\n\t\t\tif (this.sizes()) checkUpdate(attributes['size']);\n\t\t});\n\t}\n\n\tprotected readonly DynamicDrawUsage = DynamicDrawUsage;\n}\n\nconst parentMatrix = new Matrix4();\nconst position = new Vector3();\n\nexport interface NgtsPointsInstancesOptions extends Partial<NgtPoints> {\n\trange?: number;\n\tlimit: number;\n}\n\nconst defaultInstancesOptions: NgtsPointsInstancesOptions = { limit: 1000 };\n\n@Component({\n\tselector: 'ngts-points-instances',\n\ttemplate: `\n\t\t<ngt-points\n\t\t\t#points\n\t\t\t[userData]=\"{ instances: positionPoints }\"\n\t\t\t[matrixAutoUpdate]=\"false\"\n\t\t\t[raycast]=\"null\"\n\t\t\t[parameters]=\"parameters()\"\n\t\t>\n\t\t\t<ngt-buffer-geometry>\n\t\t\t\t<ngt-buffer-attribute\n\t\t\t\t\tattach=\"attributes.position\"\n\t\t\t\t\t[count]=\"buffers().positions.length / 3\"\n\t\t\t\t\t[array]=\"buffers().positions\"\n\t\t\t\t\t[itemSize]=\"3\"\n\t\t\t\t\t[usage]=\"DynamicDrawUsage\"\n\t\t\t\t/>\n\t\t\t\t<ngt-buffer-attribute\n\t\t\t\t\tattach=\"attributes.color\"\n\t\t\t\t\t[count]=\"buffers().colors.length / 3\"\n\t\t\t\t\t[array]=\"buffers().colors\"\n\t\t\t\t\t[itemSize]=\"3\"\n\t\t\t\t\t[usage]=\"DynamicDrawUsage\"\n\t\t\t\t/>\n\t\t\t\t<ngt-buffer-attribute\n\t\t\t\t\tattach=\"attributes.size\"\n\t\t\t\t\t[count]=\"buffers().sizes.length\"\n\t\t\t\t\t[array]=\"buffers().sizes\"\n\t\t\t\t\t[itemSize]=\"1\"\n\t\t\t\t\t[usage]=\"DynamicDrawUsage\"\n\t\t\t\t/>\n\t\t\t</ngt-buffer-geometry>\n\t\t\t<ng-content />\n\t\t</ngt-points>\n\t`,\n\tschemas: [CUSTOM_ELEMENTS_SCHEMA],\n\tchangeDetection: ChangeDetectionStrategy.OnPush,\n})\nexport class NgtsPointsInstances {\n\toptions = input(defaultInstancesOptions, { transform: mergeInputs(defaultInstancesOptions) });\n\tparameters = omit(this.options, ['limit', 'range']);\n\n\tpointsRef = viewChild.required<ElementRef<Points>>('points');\n\n\tprivate limit = pick(this.options, 'limit');\n\n\tbuffers = computed(() => {\n\t\tconst limit = this.limit();\n\n\t\treturn {\n\t\t\tpositions: new Float32Array(limit * 3),\n\t\t\tcolors: Float32Array.from({ length: limit * 3 }, () => 1),\n\t\t\tsizes: Float32Array.from({ length: limit }, () => 1),\n\t\t};\n\t});\n\n\tpositionPoints: Array<ElementRef<PositionPoint> | PositionPoint> = [];\n\n\tconstructor() {\n\t\textend({ Points, BufferAttribute, BufferGeometry });\n\n\t\teffect(() => {\n\t\t\tconst points = this.pointsRef()?.nativeElement;\n\t\t\tif (!points) return;\n\t\t\tcheckUpdate(points.geometry.attributes['position']);\n\t\t});\n\n\t\tinjectBeforeRender(() => {\n\t\t\tconst points = this.pointsRef()?.nativeElement;\n\t\t\tif (!points) return;\n\n\t\t\tconst { limit, range } = this.options();\n\t\t\tconst { positions, sizes, colors } = this.buffers();\n\n\t\t\tpoints.updateMatrix();\n\t\t\tpoints.updateMatrixWorld();\n\t\t\tparentMatrix.copy(points.matrixWorld).invert();\n\n\t\t\tpoints.geometry.drawRange.count = Math.min(\n\t\t\t\tlimit,\n\t\t\t\trange !== undefined ? range : limit,\n\t\t\t\tthis.positionPoints.length,\n\t\t\t);\n\n\t\t\tfor (let i = 0; i < this.positionPoints.length; i++) {\n\t\t\t\tconst positionPoint = resolveRef(this.positionPoints[i]);\n\t\t\t\tif (positionPoint) {\n\t\t\t\t\tpositionPoint.getWorldPosition(position).applyMatrix4(parentMatrix);\n\t\t\t\t\tposition.toArray(positions, i * 3);\n\t\t\t\t\tcheckUpdate(points.geometry.attributes['position']);\n\n\t\t\t\t\tpositionPoint.matrixWorldNeedsUpdate = true;\n\t\t\t\t\tpositionPoint.color.toArray(colors, i * 3);\n\t\t\t\t\tcheckUpdate(points.geometry.attributes['color']);\n\n\t\t\t\t\tsizes.set([positionPoint.size], i);\n\t\t\t\t\tcheckUpdate(points.geometry.attributes['size']);\n\t\t\t\t}\n\t\t\t}\n\t\t});\n\t}\n\n\tsubscribe(ref: ElementRef<PositionPoint> | PositionPoint) {\n\t\tthis.positionPoints.push(ref);\n\t\treturn () => {\n\t\t\tthis.positionPoints = this.positionPoints.filter((p) => p !== ref);\n\t\t};\n\t}\n\n\tprotected readonly DynamicDrawUsage = DynamicDrawUsage;\n}\n","import { NgtNode } from 'angular-three';\nimport { Color, Vector3 } from 'three';\n\nexport type NgtSegmentObject = NgtNode<SegmentObject, typeof SegmentObject>;\n\nexport class SegmentObject {\n\tcolor: Color;\n\tstart: Vector3;\n\tend: Vector3;\n\n\tconstructor() {\n\t\tthis.color = new Color('white');\n\t\tthis.start = new Vector3(0, 0, 0);\n\t\tthis.end = new Vector3(0, 0, 0);\n\t}\n}\n\ndeclare global {\n\tinterface HTMLElementTagNameMap {\n\t\t/**\n\t\t * @rawOptions start|color|end\n\t\t */\n\t\t'ngt-segment-object': NgtSegmentObject;\n\t}\n}\n","import {\n\tChangeDetectionStrategy,\n\tComponent,\n\tcomputed,\n\tCUSTOM_ELEMENTS_SCHEMA,\n\teffect,\n\tElementRef,\n\tinject,\n\tinput,\n\tviewChild,\n} from '@angular/core';\nimport { extend, injectBeforeRender, NgtArgs, NgtVector3, omit, pick, resolveRef, vector3 } from 'angular-three';\nimport { mergeInputs } from 'ngxtension/inject-inputs';\nimport { ColorRepresentation, Vector2 } from 'three';\nimport { Line2, LineMaterial, LineMaterialParameters, LineSegmentsGeometry } from 'three-stdlib';\nimport { SegmentObject } from './segment-object';\n\n@Component({\n\tselector: 'ngts-segment',\n\ttemplate: `\n\t\t<ngt-segment-object #segment [color]=\"color()\" [start]=\"normalizedStart()\" [end]=\"normalizedEnd()\" />\n\t`,\n\tschemas: [CUSTOM_ELEMENTS_SCHEMA],\n\tchangeDetection: ChangeDetectionStrategy.OnPush,\n})\nexport class NgtsSegment {\n\tstart = input.required<NgtVector3>();\n\tend = input.required<NgtVector3>();\n\tcolor = input<ColorRepresentation>();\n\n\tnormalizedStart = vector3(this.start);\n\tnormalizedEnd = vector3(this.end);\n\n\tsegmentRef = viewChild.required<ElementRef<SegmentObject>>('segment');\n\n\tsegments = inject(NgtsSegments);\n\n\tconstructor() {\n\t\textend({ SegmentObject });\n\n\t\teffect((onCleanup) => {\n\t\t\tconst cleanUp = this.segments.subscribe(this.segmentRef());\n\t\t\tonCleanup(() => cleanUp());\n\t\t});\n\t}\n}\n\nexport interface NgtsSegmentsOptions extends LineMaterialParameters {\n\tlimit: number;\n\tlineWidth: number;\n}\n\nconst defaultSegmentsOptions: NgtsSegmentsOptions = {\n\tlimit: 1000,\n\tlineWidth: 1.0,\n};\n\n@Component({\n\tselector: 'ngts-segments',\n\ttemplate: `\n\t\t<ngt-primitive #line *args=\"[line]\">\n\t\t\t<ngt-primitive *args=\"[geometry]\" attach=\"geometry\" />\n\t\t\t<ngt-primitive *args=\"[material]\" attach=\"material\" [parameters]=\"materialParameters()\" />\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})\nexport class NgtsSegments {\n\toptions = input(defaultSegmentsOptions, { transform: mergeInputs(defaultSegmentsOptions) });\n\tparameters = omit(this.options, ['limit', 'lineWidth']);\n\n\tprivate lineWidth = pick(this.options, 'lineWidth');\n\tprivate limit = pick(this.options, 'limit');\n\n\tlineRef = viewChild<ElementRef<Line2>>('line');\n\n\tsegments: Array<ElementRef<SegmentObject> | SegmentObject> = [];\n\n\tline = new Line2();\n\tmaterial = new LineMaterial();\n\tgeometry = new LineSegmentsGeometry();\n\tresolution = new Vector2(512, 512);\n\n\tmaterialParameters = computed(() => ({\n\t\tvertexColors: true,\n\t\tresolution: this.resolution,\n\t\tlinewidth: this.lineWidth(),\n\t\t...this.parameters(),\n\t}));\n\n\tpositions = computed(() => {\n\t\tconst limit = this.limit();\n\t\treturn Array.from({ length: limit * 6 }, () => 0);\n\t});\n\tcolors = computed(() => {\n\t\tconst limit = this.limit();\n\t\treturn Array.from({ length: limit * 6 }, () => 0);\n\t});\n\n\tconstructor() {\n\t\tinjectBeforeRender(() => {\n\t\t\tconst [limit, positions, colors] = [this.limit(), this.positions(), this.colors()];\n\n\t\t\tfor (let i = 0; i < limit; i++) {\n\t\t\t\tconst segment = resolveRef(this.segments[i]);\n\t\t\t\tif (segment) {\n\t\t\t\t\tpositions[i * 6 + 0] = segment.start.x;\n\t\t\t\t\tpositions[i * 6 + 1] = segment.start.y;\n\t\t\t\t\tpositions[i * 6 + 2] = segment.start.z;\n\n\t\t\t\t\tpositions[i * 6 + 3] = segment.end.x;\n\t\t\t\t\tpositions[i * 6 + 4] = segment.end.y;\n\t\t\t\t\tpositions[i * 6 + 5] = segment.end.z;\n\n\t\t\t\t\tcolors[i * 6 + 0] = segment.color.r;\n\t\t\t\t\tcolors[i * 6 + 1] = segment.color.g;\n\t\t\t\t\tcolors[i * 6 + 2] = segment.color.b;\n\n\t\t\t\t\tcolors[i * 6 + 3] = segment.color.r;\n\t\t\t\t\tcolors[i * 6 + 4] = segment.color.g;\n\t\t\t\t\tcolors[i * 6 + 5] = segment.color.b;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tthis.geometry.setColors(colors);\n\t\t\tthis.geometry.setPositions(positions);\n\t\t\tthis.line.computeLineDistances();\n\t\t});\n\t}\n\n\tsubscribe(ref: ElementRef<SegmentObject> | SegmentObject) 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1
+ {"version":3,"file":"angular-three-soba-performances.mjs","sources":["../../../../libs/soba/performances/src/lib/adaptive-dpr.ts","../../../../libs/soba/performances/src/lib/adaptive-events.ts","../../../../libs/soba/performances/src/lib/detailed.ts","../../../../libs/soba/performances/src/lib/instances/position-mesh.ts","../../../../libs/soba/performances/src/lib/instances/instances.ts","../../../../libs/soba/performances/src/lib/points/position-point.ts","../../../../libs/soba/performances/src/lib/points/points.ts","../../../../libs/soba/performances/src/lib/segments/segment-object.ts","../../../../libs/soba/performances/src/lib/segments/segments.ts","../../../../libs/soba/performances/src/angular-three-soba-performances.ts"],"sourcesContent":["import { DestroyRef, Directive, effect, inject, input, untracked } from '@angular/core';\nimport { injectStore } from 'angular-three';\n\n@Directive({ selector: 'ngts-adaptive-dpr' })\nexport class NgtsAdaptiveDpr {\n\tpixelated = input(false);\n\n\tconstructor() {\n\t\tconst store = injectStore();\n\n\t\teffect(() => {\n\t\t\tconst [current, pixelated, domElement, setDpr, initialDpr] = [\n\t\t\t\tstore.performance.current(),\n\t\t\t\tuntracked(this.pixelated),\n\t\t\t\tstore.snapshot.gl.domElement,\n\t\t\t\tstore.snapshot.setDpr,\n\t\t\t\tstore.snapshot.viewport.initialDpr,\n\t\t\t];\n\n\t\t\tsetDpr(current * initialDpr);\n\t\t\tif (pixelated && domElement) domElement.style.imageRendering = current === 1 ? 'auto' : 'pixelated';\n\t\t});\n\n\t\tinject(DestroyRef).onDestroy(() => {\n\t\t\tconst [domElement, active, setDpr, initialDpr, pixelated] = [\n\t\t\t\tstore.snapshot.gl.domElement,\n\t\t\t\tstore.snapshot.internal.active,\n\t\t\t\tstore.snapshot.setDpr,\n\t\t\t\tstore.snapshot.viewport.initialDpr,\n\t\t\t\tuntracked(this.pixelated),\n\t\t\t];\n\n\t\t\tif (active) setDpr(initialDpr);\n\t\t\tif (pixelated && domElement) domElement.style.imageRendering = 'auto';\n\t\t});\n\t}\n}\n","import { DestroyRef, Directive, effect, inject } from '@angular/core';\nimport { injectStore } from 'angular-three';\n\n@Directive({ selector: 'ngts-adaptive-events' })\nexport class NgtsAdaptiveEvents {\n\tconstructor() {\n\t\tconst store = injectStore();\n\t\tconst currentEnabled = store.snapshot.events.enabled;\n\n\t\teffect((onCleanup) => {\n\t\t\tconst current = store.performance.current();\n\t\t\tonCleanup(() => store.snapshot.setEvents({ enabled: current === 1 }));\n\t\t});\n\n\t\tinject(DestroyRef).onDestroy(() => {\n\t\t\tstore.snapshot.setEvents({ enabled: currentEnabled });\n\t\t});\n\t}\n}\n","import {\n\tChangeDetectionStrategy,\n\tComponent,\n\tCUSTOM_ELEMENTS_SCHEMA,\n\teffect,\n\tElementRef,\n\tinput,\n\tviewChild,\n} from '@angular/core';\nimport { extend, getInstanceState, injectBeforeRender, NgtThreeElements, omit, pick } from 'angular-three';\nimport { mergeInputs } from 'ngxtension/inject-inputs';\nimport * as THREE from 'three';\nimport { LOD } from 'three';\n\nexport interface NgtsDetailedOptions extends Partial<NgtThreeElements['ngt-lOD']> {\n\thysteresis: number;\n}\n\nconst defaultOptions: NgtsDetailedOptions = {\n\thysteresis: 0,\n};\n\n@Component({\n\tselector: 'ngts-detailed',\n\ttemplate: `\n\t\t<ngt-lOD #lod [parameters]=\"parameters()\">\n\t\t\t<ng-content />\n\t\t</ngt-lOD>\n\t`,\n\tschemas: [CUSTOM_ELEMENTS_SCHEMA],\n\tchangeDetection: ChangeDetectionStrategy.OnPush,\n})\nexport class NgtsDetailed {\n\tdistances = input.required<number[]>();\n\toptions = input(defaultOptions, { transform: mergeInputs(defaultOptions) });\n\tprotected parameters = omit(this.options, ['hysteresis']);\n\n\tlodRef = viewChild.required<ElementRef<THREE.LOD>>('lod');\n\tprivate hysteresis = pick(this.options, 'hysteresis');\n\n\tconstructor() {\n\t\textend({ LOD });\n\n\t\teffect(() => {\n\t\t\tconst lod = this.lodRef().nativeElement;\n\t\t\tconst instanceState = getInstanceState(lod);\n\t\t\tif (!instanceState) return;\n\t\t\tconst [, distances, hysteresis] = [instanceState.objects(), this.distances(), this.hysteresis()];\n\t\t\tlod.levels.length = 0;\n\t\t\tlod.children.forEach((object, index) => {\n\t\t\t\tlod.levels.push({ object, distance: distances[index], hysteresis });\n\t\t\t});\n\t\t});\n\n\t\tinjectBeforeRender(({ camera }) => {\n\t\t\tthis.lodRef().nativeElement.update(camera);\n\t\t});\n\t}\n}\n","import { ElementRef } from '@angular/core';\nimport { NgtThreeElement, resolveRef } from 'angular-three';\nimport * as THREE from 'three';\n\nexport type NgtPositionMesh = NgtThreeElement<typeof PositionMesh>;\n\nconst _instanceLocalMatrix = new THREE.Matrix4();\nconst _instanceWorldMatrix = new THREE.Matrix4();\nconst _instanceIntersects: THREE.Intersection[] = [];\nconst _mesh = new THREE.Mesh<THREE.BufferGeometry, THREE.MeshBasicMaterial>();\n\nexport class PositionMesh extends THREE.Group {\n\tcolor: THREE.Color;\n\tinstance: ElementRef<THREE.InstancedMesh> | THREE.InstancedMesh | null | undefined;\n\n\tconstructor() {\n\t\tsuper();\n\t\tthis.color = new THREE.Color('white');\n\t\tthis.instance = undefined;\n\t}\n\n\t// This will allow the virtual instance have bounds\n\tget geometry() {\n\t\treturn resolveRef(this.instance)?.geometry;\n\t}\n\n\t// And this will allow the virtual instance to receive events\n\toverride raycast(raycaster: THREE.Raycaster, intersects: THREE.Intersection[]) {\n\t\tconst parent = resolveRef(this.instance);\n\t\tif (!parent) return;\n\t\tif (!parent.geometry || !parent.material) return;\n\t\t_mesh.geometry = parent.geometry;\n\t\tconst matrixWorld = parent.matrixWorld;\n\t\tconst instanceId = parent.userData['instances'].indexOf(this);\n\t\t// If the instance wasn't found or exceeds the parents draw range, bail out\n\t\tif (instanceId === -1 || instanceId > parent.count) return;\n\t\t// calculate the world matrix for each instance\n\t\tparent.getMatrixAt(instanceId, _instanceLocalMatrix);\n\t\t_instanceWorldMatrix.multiplyMatrices(matrixWorld, _instanceLocalMatrix);\n\t\t// the mesh represents this single instance\n\t\t_mesh.matrixWorld = _instanceWorldMatrix;\n\t\t// raycast side according to instance material\n\t\tif (parent.material instanceof THREE.Material) _mesh.material.side = parent.material.side;\n\t\telse _mesh.material.side = parent.material[0].side;\n\t\t_mesh.raycast(raycaster, _instanceIntersects);\n\t\t// process the result of raycast\n\t\tfor (let i = 0, l = _instanceIntersects.length; i < l; i++) {\n\t\t\tconst intersect = _instanceIntersects[i];\n\t\t\tintersect.instanceId = instanceId;\n\t\t\tintersect.object = this;\n\t\t\tintersects.push(intersect);\n\t\t}\n\t\t_instanceIntersects.length = 0;\n\t}\n}\n\ndeclare global {\n\tinterface HTMLElementTagNameMap {\n\t\t/**\n\t\t * @extends ngt-group\n\t\t * @rawOptions instance|color\n\t\t */\n\t\t'ngt-position-mesh': NgtPositionMesh;\n\t}\n}\n","import {\n\tChangeDetectionStrategy,\n\tComponent,\n\tcomputed,\n\tCUSTOM_ELEMENTS_SCHEMA,\n\teffect,\n\tElementRef,\n\tinject,\n\tinput,\n\tviewChild,\n} from '@angular/core';\nimport { checkUpdate, extend, injectBeforeRender, NgtThreeElements, omit, pick, resolveRef } from 'angular-three';\nimport { setUpdateRange } from 'angular-three-soba/misc';\nimport { mergeInputs } from 'ngxtension/inject-inputs';\nimport * as THREE from 'three';\nimport { InstancedBufferAttribute, InstancedMesh } from 'three';\nimport { NgtPositionMesh, PositionMesh } from './position-mesh';\n\nconst parentMatrix = new THREE.Matrix4();\nconst instanceMatrix = new THREE.Matrix4();\nconst tempMatrix = new THREE.Matrix4();\nconst translation = new THREE.Vector3();\nconst rotation = new THREE.Quaternion();\nconst scale = new THREE.Vector3();\n\n@Component({\n\tselector: 'ngts-instance',\n\ttemplate: `\n\t\t<ngt-position-mesh #positionMesh [instance]=\"instances.instancedMeshRef()\" [parameters]=\"options()\">\n\t\t\t<ng-content />\n\t\t</ngt-position-mesh>\n\t`,\n\tschemas: [CUSTOM_ELEMENTS_SCHEMA],\n\tchangeDetection: ChangeDetectionStrategy.OnPush,\n})\nexport class NgtsInstance {\n\toptions = input({} as Partial<NgtPositionMesh>);\n\n\tprotected instances = inject(NgtsInstances);\n\n\tpositionMeshRef = viewChild.required<ElementRef<PositionMesh>>('positionMesh');\n\n\tconstructor() {\n\t\textend({ PositionMesh });\n\n\t\teffect((onCleanup) => {\n\t\t\tconst cleanup = this.instances.subscribe(this.positionMeshRef().nativeElement);\n\t\t\tonCleanup(() => cleanup());\n\t\t});\n\t}\n}\n\nexport interface NgtsInstancesOptions extends Partial<NgtThreeElements['ngt-instanced-mesh']> {\n\trange?: number;\n\tlimit: number;\n\tframes: number;\n}\n\nconst defaultOptions: NgtsInstancesOptions = {\n\tlimit: 1000,\n\tframes: Infinity,\n};\n\n@Component({\n\tselector: 'ngts-instances',\n\ttemplate: `\n\t\t<ngt-instanced-mesh\n\t\t\t#instancedMesh\n\t\t\t[userData]=\"{ instances }\"\n\t\t\t[matrixAutoUpdate]=\"false\"\n\t\t\t[raycast]=\"null\"\n\t\t\t[parameters]=\"parameters()\"\n\t\t>\n\t\t\t<ngt-instanced-buffer-attribute\n\t\t\t\tattach=\"instanceMatrix\"\n\t\t\t\t[usage]=\"DynamicDrawUsage\"\n\t\t\t\t[count]=\"buffers().matrices.length / 16\"\n\t\t\t\t[array]=\"buffers().matrices\"\n\t\t\t\t[itemSize]=\"16\"\n\t\t\t/>\n\t\t\t<ngt-instanced-buffer-attribute\n\t\t\t\tattach=\"instanceColor\"\n\t\t\t\t[usage]=\"DynamicDrawUsage\"\n\t\t\t\t[count]=\"buffers().colors.length / 3\"\n\t\t\t\t[array]=\"buffers().colors\"\n\t\t\t\t[itemSize]=\"3\"\n\t\t\t/>\n\t\t\t<ng-content />\n\t\t</ngt-instanced-mesh>\n\t`,\n\tschemas: [CUSTOM_ELEMENTS_SCHEMA],\n\tchangeDetection: ChangeDetectionStrategy.OnPush,\n})\nexport class NgtsInstances {\n\tprotected readonly DynamicDrawUsage = THREE.DynamicDrawUsage;\n\n\toptions = input(defaultOptions, { transform: mergeInputs(defaultOptions) });\n\tprotected parameters = omit(this.options, ['limit', 'frames', 'range']);\n\n\tinstancedMeshRef = viewChild.required<ElementRef<THREE.InstancedMesh>>('instancedMesh');\n\n\tprivate limit = pick(this.options, 'limit');\n\n\tprotected buffers = computed(() => {\n\t\tconst limit = this.limit();\n\t\tconst matrices = new Float32Array(limit * 16);\n\n\t\tfor (let i = 0; i < limit; i++) {\n\t\t\ttempMatrix.identity().toArray(matrices, i * 16);\n\t\t}\n\n\t\tconst colors = new Float32Array([...Array.from({ length: limit * 3 }, () => 1)]);\n\t\treturn { matrices, colors };\n\t});\n\n\tinstances: Array<ElementRef<PositionMesh> | PositionMesh> = [];\n\n\tconstructor() {\n\t\textend({ InstancedMesh, InstancedBufferAttribute });\n\n\t\teffect(() => {\n\t\t\tconst instancedMesh = this.instancedMeshRef()?.nativeElement;\n\t\t\tif (!instancedMesh) return;\n\t\t\tcheckUpdate(instancedMesh.instanceMatrix);\n\t\t});\n\n\t\tlet iterations = 0;\n\t\tlet count = 0;\n\n\t\tinjectBeforeRender(() => {\n\t\t\tconst instancedMesh = this.instancedMeshRef()?.nativeElement;\n\t\t\tif (!instancedMesh) return;\n\t\t\tconst { frames, limit, range } = this.options();\n\t\t\tconst { matrices, colors } = this.buffers();\n\t\t\tif (frames === Infinity || iterations < frames) {\n\t\t\t\tinstancedMesh.updateMatrix();\n\t\t\t\tinstancedMesh.updateMatrixWorld();\n\t\t\t\tparentMatrix.copy(instancedMesh.matrixWorld).invert();\n\n\t\t\t\tcount = Math.min(limit, range !== undefined ? range : limit, this.instances.length);\n\t\t\t\tinstancedMesh.count = count;\n\t\t\t\tsetUpdateRange(instancedMesh.instanceMatrix, { offset: 0, count: count * 16 });\n\t\t\t\tif (instancedMesh.instanceColor) {\n\t\t\t\t\tsetUpdateRange(instancedMesh.instanceColor, { offset: 0, count: count * 3 });\n\t\t\t\t}\n\n\t\t\t\tfor (let i = 0; i < this.instances.length; i++) {\n\t\t\t\t\tconst instance = resolveRef(this.instances[i]);\n\t\t\t\t\tif (instance) {\n\t\t\t\t\t\t// Multiply the inverse of the InstancedMesh world matrix or else\n\t\t\t\t\t\t// Instances will be double-transformed if <Instances> isn't at identity\n\t\t\t\t\t\tinstance.matrixWorld.decompose(translation, rotation, scale);\n\t\t\t\t\t\tinstanceMatrix.compose(translation, rotation, scale).premultiply(parentMatrix);\n\t\t\t\t\t\tinstanceMatrix.toArray(matrices, i * 16);\n\t\t\t\t\t\tcheckUpdate(instancedMesh.instanceMatrix);\n\t\t\t\t\t\tinstance.color.toArray(colors, i * 3);\n\t\t\t\t\t\tcheckUpdate(instancedMesh.instanceColor);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\titerations++;\n\t\t\t}\n\t\t});\n\t}\n\n\tsubscribe(ref: ElementRef<PositionMesh> | PositionMesh) {\n\t\tthis.instances.push(ref);\n\t\treturn () => {\n\t\t\tthis.instances = this.instances.filter((i) => i !== ref);\n\t\t};\n\t}\n}\n","import { ElementRef } from '@angular/core';\nimport { NgtThreeElement, resolveRef } from 'angular-three';\nimport * as THREE from 'three';\n\nexport type NgtPositionPoint = NgtThreeElement<typeof PositionPoint>;\n\nconst _inverseMatrix = new THREE.Matrix4();\nconst _ray = new THREE.Ray();\nconst _sphere = new THREE.Sphere();\nconst _position = new THREE.Vector3();\n\nexport class PositionPoint extends THREE.Group {\n\tsize: number;\n\tcolor: THREE.Color;\n\tinstance: ElementRef<THREE.Points> | THREE.Points | null | undefined;\n\n\tconstructor() {\n\t\tsuper();\n\t\tthis.size = 0;\n\t\tthis.color = new THREE.Color('white');\n\t\tthis.instance = undefined;\n\t}\n\n\t// This will allow the virtual instance have bounds\n\tget geometry() {\n\t\treturn resolveRef(this.instance)?.geometry;\n\t}\n\n\toverride raycast(raycaster: THREE.Raycaster, intersects: THREE.Intersection[]) {\n\t\tconst parent = resolveRef(this.instance);\n\t\tif (!parent || !parent.geometry) return;\n\t\tconst instanceId = parent.userData['instances'].indexOf(this);\n\t\t// If the instance wasn't found or exceeds the parents draw range, bail out\n\t\tif (instanceId === -1 || instanceId > parent.geometry.drawRange.count) return;\n\n\t\tconst threshold = raycaster.params.Points?.threshold ?? 1;\n\t\t_sphere.set(this.getWorldPosition(_position), threshold);\n\t\tif (raycaster.ray.intersectsSphere(_sphere) === false) return;\n\n\t\t_inverseMatrix.copy(parent.matrixWorld).invert();\n\t\t_ray.copy(raycaster.ray).applyMatrix4(_inverseMatrix);\n\n\t\tconst localThreshold = threshold / ((this.scale.x + this.scale.y + this.scale.z) / 3);\n\t\tconst localThresholdSq = localThreshold * localThreshold;\n\t\tconst rayPointDistanceSq = _ray.distanceSqToPoint(this.position);\n\n\t\tif (rayPointDistanceSq < localThresholdSq) {\n\t\t\tconst intersectPoint = new THREE.Vector3();\n\t\t\t_ray.closestPointToPoint(this.position, intersectPoint);\n\t\t\tintersectPoint.applyMatrix4(this.matrixWorld);\n\t\t\tconst distance = raycaster.ray.origin.distanceTo(intersectPoint);\n\t\t\tif (distance < raycaster.near || distance > raycaster.far) return;\n\t\t\tintersects.push({\n\t\t\t\tdistance,\n\t\t\t\tdistanceToRay: Math.sqrt(rayPointDistanceSq),\n\t\t\t\tpoint: intersectPoint,\n\t\t\t\tindex: instanceId,\n\t\t\t\tface: null,\n\t\t\t\tobject: this,\n\t\t\t});\n\t\t}\n\t}\n}\n\ndeclare global {\n\tinterface HTMLElementTagNameMap {\n\t\t/**\n\t\t * @extends ngt-group\n\t\t * @rawOptions instance|color|size\n\t\t */\n\t\t'ngt-position-point': NgtPositionPoint;\n\t}\n}\n","import {\n\tChangeDetectionStrategy,\n\tComponent,\n\tcomputed,\n\tCUSTOM_ELEMENTS_SCHEMA,\n\teffect,\n\tElementRef,\n\tinject,\n\tinput,\n\tviewChild,\n} from '@angular/core';\nimport { checkUpdate, extend, injectBeforeRender, NgtThreeElements, omit, pick, resolveRef } from 'angular-three';\nimport { mergeInputs } from 'ngxtension/inject-inputs';\nimport * as THREE from 'three';\nimport { BufferAttribute, BufferGeometry, Points } from 'three';\nimport { NgtPositionPoint, PositionPoint } from './position-point';\n\n@Component({\n\tselector: 'ngts-point',\n\ttemplate: `\n\t\t<ngt-position-point #positionPoint [parameters]=\"options()\" [instance]=\"points.pointsRef()\">\n\t\t\t<ng-content />\n\t\t</ngt-position-point>\n\t`,\n\tschemas: [CUSTOM_ELEMENTS_SCHEMA],\n\tchangeDetection: ChangeDetectionStrategy.OnPush,\n})\nexport class NgtsPoint {\n\toptions = input({} as Partial<NgtPositionPoint>);\n\n\tpositionPointRef = viewChild.required<ElementRef<PositionPoint>>('positionPoint');\n\n\tprotected points = inject(NgtsPointsInstances);\n\n\tconstructor() {\n\t\textend({ PositionPoint });\n\n\t\teffect((onCleanup) => {\n\t\t\tconst cleanUp = this.points.subscribe(this.positionPointRef().nativeElement);\n\t\t\tonCleanup(() => cleanUp());\n\t\t});\n\t}\n}\n\n@Component({\n\tselector: 'ngts-points-buffer',\n\ttemplate: `\n\t\t<ngt-points #points [parameters]=\"options()\">\n\t\t\t<ngt-buffer-geometry>\n\t\t\t\t<ngt-buffer-attribute\n\t\t\t\t\tattach=\"attributes.position\"\n\t\t\t\t\t[count]=\"positions().length / stride()\"\n\t\t\t\t\t[array]=\"positions()\"\n\t\t\t\t\t[itemSize]=\"stride()\"\n\t\t\t\t\t[usage]=\"DynamicDrawUsage\"\n\t\t\t\t/>\n\t\t\t\t@if (colors(); as colors) {\n\t\t\t\t\t<ngt-buffer-attribute\n\t\t\t\t\t\tattach=\"attributes.color\"\n\t\t\t\t\t\t[count]=\"colors.length / stride()\"\n\t\t\t\t\t\t[array]=\"colors\"\n\t\t\t\t\t\t[itemSize]=\"3\"\n\t\t\t\t\t\t[usage]=\"DynamicDrawUsage\"\n\t\t\t\t\t/>\n\t\t\t\t}\n\t\t\t\t@if (sizes(); as sizes) {\n\t\t\t\t\t<ngt-buffer-attribute\n\t\t\t\t\t\tattach=\"attributes.size\"\n\t\t\t\t\t\t[count]=\"sizes.length / stride()\"\n\t\t\t\t\t\t[array]=\"sizes\"\n\t\t\t\t\t\t[itemSize]=\"1\"\n\t\t\t\t\t\t[usage]=\"DynamicDrawUsage\"\n\t\t\t\t\t/>\n\t\t\t\t}\n\t\t\t</ngt-buffer-geometry>\n\t\t\t<ng-content />\n\t\t</ngt-points>\n\t`,\n\tschemas: [CUSTOM_ELEMENTS_SCHEMA],\n\tchangeDetection: ChangeDetectionStrategy.OnPush,\n})\nexport class NgtsPointsBuffer {\n\tpositions = input.required<Float32Array>();\n\tcolors = input<Float32Array>();\n\tsizes = input<Float32Array>();\n\tstride = input<2 | 3>(3);\n\toptions = input({} as Partial<NgtPositionPoint>);\n\n\tpointsRef = viewChild.required<ElementRef<THREE.Points>>('points');\n\n\tconstructor() {\n\t\textend({ Points, BufferAttribute, BufferGeometry });\n\n\t\tinjectBeforeRender(() => {\n\t\t\tconst points = this.pointsRef()?.nativeElement;\n\t\t\tif (!points) return;\n\n\t\t\tconst attributes = points.geometry.attributes;\n\t\t\tcheckUpdate(attributes['position']);\n\t\t\tif (this.colors()) checkUpdate(attributes['color']);\n\t\t\tif (this.sizes()) checkUpdate(attributes['size']);\n\t\t});\n\t}\n\n\tprotected readonly DynamicDrawUsage = THREE.DynamicDrawUsage;\n}\n\nconst parentMatrix = new THREE.Matrix4();\nconst position = new THREE.Vector3();\n\nexport interface NgtsPointsInstancesOptions extends Partial<NgtThreeElements['ngt-points']> {\n\trange?: number;\n\tlimit: number;\n}\n\nconst defaultInstancesOptions: NgtsPointsInstancesOptions = { limit: 1000 };\n\n@Component({\n\tselector: 'ngts-points-instances',\n\ttemplate: `\n\t\t<ngt-points\n\t\t\t#points\n\t\t\t[userData]=\"{ instances: positionPoints }\"\n\t\t\t[matrixAutoUpdate]=\"false\"\n\t\t\t[raycast]=\"null\"\n\t\t\t[parameters]=\"parameters()\"\n\t\t>\n\t\t\t<ngt-buffer-geometry>\n\t\t\t\t<ngt-buffer-attribute\n\t\t\t\t\tattach=\"attributes.position\"\n\t\t\t\t\t[count]=\"buffers().positions.length / 3\"\n\t\t\t\t\t[array]=\"buffers().positions\"\n\t\t\t\t\t[itemSize]=\"3\"\n\t\t\t\t\t[usage]=\"DynamicDrawUsage\"\n\t\t\t\t/>\n\t\t\t\t<ngt-buffer-attribute\n\t\t\t\t\tattach=\"attributes.color\"\n\t\t\t\t\t[count]=\"buffers().colors.length / 3\"\n\t\t\t\t\t[array]=\"buffers().colors\"\n\t\t\t\t\t[itemSize]=\"3\"\n\t\t\t\t\t[usage]=\"DynamicDrawUsage\"\n\t\t\t\t/>\n\t\t\t\t<ngt-buffer-attribute\n\t\t\t\t\tattach=\"attributes.size\"\n\t\t\t\t\t[count]=\"buffers().sizes.length\"\n\t\t\t\t\t[array]=\"buffers().sizes\"\n\t\t\t\t\t[itemSize]=\"1\"\n\t\t\t\t\t[usage]=\"DynamicDrawUsage\"\n\t\t\t\t/>\n\t\t\t</ngt-buffer-geometry>\n\t\t\t<ng-content />\n\t\t</ngt-points>\n\t`,\n\tschemas: [CUSTOM_ELEMENTS_SCHEMA],\n\tchangeDetection: ChangeDetectionStrategy.OnPush,\n})\nexport class NgtsPointsInstances {\n\toptions = input(defaultInstancesOptions, { transform: mergeInputs(defaultInstancesOptions) });\n\tparameters = omit(this.options, ['limit', 'range']);\n\n\tpointsRef = viewChild.required<ElementRef<THREE.Points>>('points');\n\n\tprivate limit = pick(this.options, 'limit');\n\n\tbuffers = computed(() => {\n\t\tconst limit = this.limit();\n\n\t\treturn {\n\t\t\tpositions: new Float32Array(limit * 3),\n\t\t\tcolors: Float32Array.from({ length: limit * 3 }, () => 1),\n\t\t\tsizes: Float32Array.from({ length: limit }, () => 1),\n\t\t};\n\t});\n\n\tpositionPoints: Array<ElementRef<PositionPoint> | PositionPoint> = [];\n\n\tconstructor() {\n\t\textend({ Points, BufferAttribute, BufferGeometry });\n\n\t\teffect(() => {\n\t\t\tconst points = this.pointsRef()?.nativeElement;\n\t\t\tif (!points) return;\n\t\t\tcheckUpdate(points.geometry.attributes['position']);\n\t\t});\n\n\t\tinjectBeforeRender(() => {\n\t\t\tconst points = this.pointsRef()?.nativeElement;\n\t\t\tif (!points) return;\n\n\t\t\tconst { limit, range } = this.options();\n\t\t\tconst { positions, sizes, colors } = this.buffers();\n\n\t\t\tpoints.updateMatrix();\n\t\t\tpoints.updateMatrixWorld();\n\t\t\tparentMatrix.copy(points.matrixWorld).invert();\n\n\t\t\tpoints.geometry.drawRange.count = Math.min(\n\t\t\t\tlimit,\n\t\t\t\trange !== undefined ? range : limit,\n\t\t\t\tthis.positionPoints.length,\n\t\t\t);\n\n\t\t\tfor (let i = 0; i < 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'three';\n\nexport type NgtSegmentObject = NgtThreeElement<typeof SegmentObject>;\n\nexport class SegmentObject {\n\tcolor: THREE.Color;\n\tstart: THREE.Vector3;\n\tend: THREE.Vector3;\n\n\tconstructor() {\n\t\tthis.color = new THREE.Color('white');\n\t\tthis.start = new THREE.Vector3(0, 0, 0);\n\t\tthis.end = new THREE.Vector3(0, 0, 0);\n\t}\n}\n\ndeclare global {\n\tinterface HTMLElementTagNameMap {\n\t\t/**\n\t\t * @rawOptions start|color|end\n\t\t */\n\t\t'ngt-segment-object': NgtSegmentObject;\n\t}\n}\n","import {\n\tChangeDetectionStrategy,\n\tComponent,\n\tcomputed,\n\tCUSTOM_ELEMENTS_SCHEMA,\n\teffect,\n\tElementRef,\n\tinject,\n\tinput,\n\tviewChild,\n} from '@angular/core';\nimport { extend, injectBeforeRender, NgtArgs, NgtVector3, omit, pick, resolveRef, vector3 } from 'angular-three';\nimport { mergeInputs } from 'ngxtension/inject-inputs';\nimport * as THREE from 'three';\nimport { Line2, LineMaterial, LineMaterialParameters, LineSegmentsGeometry } from 'three-stdlib';\nimport { SegmentObject } from './segment-object';\n\n@Component({\n\tselector: 'ngts-segment',\n\ttemplate: `\n\t\t<ngt-segment-object #segment [color]=\"color()\" [start]=\"normalizedStart()\" [end]=\"normalizedEnd()\" />\n\t`,\n\tschemas: [CUSTOM_ELEMENTS_SCHEMA],\n\tchangeDetection: ChangeDetectionStrategy.OnPush,\n})\nexport class NgtsSegment {\n\tstart = input.required<NgtVector3>();\n\tend = input.required<NgtVector3>();\n\tcolor = input<THREE.ColorRepresentation>();\n\n\tprotected normalizedStart = vector3(this.start);\n\tprotected normalizedEnd = vector3(this.end);\n\n\tsegmentRef = viewChild.required<ElementRef<SegmentObject>>('segment');\n\n\tprivate segments = inject(NgtsSegments);\n\n\tconstructor() {\n\t\textend({ SegmentObject });\n\n\t\teffect((onCleanup) => {\n\t\t\tconst cleanUp = this.segments.subscribe(this.segmentRef());\n\t\t\tonCleanup(() => cleanUp());\n\t\t});\n\t}\n}\n\nexport interface NgtsSegmentsOptions extends LineMaterialParameters {\n\tlimit: number;\n\tlineWidth: number;\n}\n\nconst defaultSegmentsOptions: NgtsSegmentsOptions = {\n\tlimit: 1000,\n\tlineWidth: 1.0,\n};\n\n@Component({\n\tselector: 'ngts-segments',\n\ttemplate: `\n\t\t<ngt-primitive #line *args=\"[line]\">\n\t\t\t<ngt-primitive *args=\"[geometry]\" attach=\"geometry\" />\n\t\t\t<ngt-primitive *args=\"[material]\" attach=\"material\" [parameters]=\"materialParameters()\" />\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})\nexport class NgtsSegments {\n\toptions = input(defaultSegmentsOptions, { transform: mergeInputs(defaultSegmentsOptions) });\n\tprivate parameters = omit(this.options, ['limit', 'lineWidth']);\n\n\tprivate lineWidth = pick(this.options, 'lineWidth');\n\tprivate limit = pick(this.options, 'limit');\n\n\tlineRef = viewChild<ElementRef<Line2>>('line');\n\n\tsegments: Array<ElementRef<SegmentObject> | SegmentObject> = [];\n\n\tprotected line = new Line2();\n\tprotected material = new LineMaterial();\n\tprotected geometry = new LineSegmentsGeometry();\n\tprivate resolution = new THREE.Vector2(512, 512);\n\n\tprotected materialParameters = computed(() => ({\n\t\tvertexColors: true,\n\t\tresolution: this.resolution,\n\t\tlinewidth: this.lineWidth(),\n\t\t...this.parameters(),\n\t}));\n\n\tprivate positions = computed(() => {\n\t\tconst limit = this.limit();\n\t\treturn Array.from({ length: limit * 6 }, () => 0);\n\t});\n\n\tprivate colors = computed(() => {\n\t\tconst limit = this.limit();\n\t\treturn Array.from({ length: limit * 6 }, () => 0);\n\t});\n\n\tconstructor() {\n\t\tinjectBeforeRender(() => {\n\t\t\tconst [limit, positions, colors] = [this.limit(), this.positions(), this.colors()];\n\n\t\t\tfor (let i = 0; i < limit; i++) {\n\t\t\t\tconst segment = resolveRef(this.segments[i]);\n\t\t\t\tif (segment) {\n\t\t\t\t\tpositions[i * 6 + 0] = segment.start.x;\n\t\t\t\t\tpositions[i * 6 + 1] = segment.start.y;\n\t\t\t\t\tpositions[i * 6 + 2] = segment.start.z;\n\n\t\t\t\t\tpositions[i * 6 + 3] = segment.end.x;\n\t\t\t\t\tpositions[i * 6 + 4] = segment.end.y;\n\t\t\t\t\tpositions[i * 6 + 5] = segment.end.z;\n\n\t\t\t\t\tcolors[i * 6 + 0] = segment.color.r;\n\t\t\t\t\tcolors[i * 6 + 1] = segment.color.g;\n\t\t\t\t\tcolors[i * 6 + 2] = segment.color.b;\n\n\t\t\t\t\tcolors[i * 6 + 3] = segment.color.r;\n\t\t\t\t\tcolors[i * 6 + 4] = segment.color.g;\n\t\t\t\t\tcolors[i * 6 + 5] = segment.color.b;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tthis.geometry.setColors(colors);\n\t\t\tthis.geometry.setPositions(positions);\n\t\t\tthis.line.computeLineDistances();\n\t\t});\n\t}\n\n\tsubscribe(ref: ElementRef<SegmentObject> | SegmentObject) {\n\t\tthis.segments.push(ref);\n\t\treturn () => {\n\t\t\tthis.segments = this.segments.filter((i) => i !== ref);\n\t\t};\n\t}\n}\n","/**\n * Generated bundle index. 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@@ -1,7 +1,6 @@
1
1
  import { getVersion } from 'angular-three-soba/misc';
2
2
  import { shaderMaterial } from 'angular-three-soba/vanilla-exports';
3
3
  import * as THREE from 'three';
4
- import { Color, Vector3, PointsMaterial } from 'three';
5
4
  import { MeshBVHUniformStruct, shaderStructs, shaderIntersectFunction } from 'three-mesh-bvh';
6
5
 
7
6
  const GridMaterial = shaderMaterial({
@@ -12,12 +11,12 @@ const GridMaterial = shaderMaterial({
12
11
  fadeFrom: 1,
13
12
  cellThickness: 0.5,
14
13
  sectionThickness: 1,
15
- cellColor: new Color(),
16
- sectionColor: new Color(),
14
+ cellColor: new THREE.Color(),
15
+ sectionColor: new THREE.Color(),
17
16
  infiniteGrid: false,
18
17
  followCamera: false,
19
- worldCamProjPosition: new Vector3(),
20
- worldPlanePosition: new Vector3(),
18
+ worldCamProjPosition: new THREE.Vector3(),
19
+ worldPlanePosition: new THREE.Vector3(),
21
20
  },
22
21
  /* language=glsl glsl */ `
23
22
  varying vec3 localPosition;
@@ -242,7 +241,7 @@ const MeshRefractionMaterial = shaderMaterial({
242
241
  }`);
243
242
 
244
243
  const opaque_fragment = getVersion() >= 154 ? 'opaque_fragment' : 'output_fragment';
245
- class PointMaterial extends PointsMaterial {
244
+ class PointMaterial extends THREE.PointsMaterial {
246
245
  constructor(props) {
247
246
  super(props);
248
247
  this.onBeforeCompile = (shader, renderer) => {
@@ -1 +1 @@
1
- {"version":3,"file":"angular-three-soba-shaders.mjs","sources":["../../../../libs/soba/shaders/src/lib/grid-material.ts","../../../../libs/soba/shaders/src/lib/mesh-refraction-material.ts","../../../../libs/soba/shaders/src/lib/point-material.ts","../../../../libs/soba/shaders/src/angular-three-soba-shaders.ts"],"sourcesContent":["import { NgtMaterial } from 'angular-three';\nimport { getVersion } from 'angular-three-soba/misc';\nimport { shaderMaterial } from 'angular-three-soba/vanilla-exports';\nimport { Color, ColorRepresentation, Side, Vector3 } from 'three';\n\nexport interface GridMaterialOptions {\n\t/** Cell size, default: 0.5 */\n\tcellSize: number;\n\t/** Cell thickness, default: 0.5 */\n\tcellThickness: number;\n\t/** Cell color, default: black */\n\tcellColor: ColorRepresentation;\n\t/** Section size, default: 1 */\n\tsectionSize: number;\n\t/** Section thickness, default: 1 */\n\tsectionThickness: number;\n\t/** Section color, default: #2080ff */\n\tsectionColor: ColorRepresentation;\n\t/** Follow camera, default: false */\n\tfollowCamera: boolean;\n\t/** Display the grid infinitely, default: false */\n\tinfiniteGrid: boolean;\n\t/** Fade distance, default: 100 */\n\tfadeDistance: number;\n\t/** Fade strength, default: 1 */\n\tfadeStrength: number;\n\t/** Fade from camera (1) or origin (0), or somewhere in between, default: camera */\n\tfadeFrom: number;\n\t/** Material side, default: THREE.BackSide */\n\tside: Side;\n}\n\nexport const GridMaterial = shaderMaterial(\n\t{\n\t\tcellSize: 0.5,\n\t\tsectionSize: 1,\n\t\tfadeDistance: 100,\n\t\tfadeStrength: 1,\n\t\tfadeFrom: 1,\n\t\tcellThickness: 0.5,\n\t\tsectionThickness: 1,\n\t\tcellColor: new Color(),\n\t\tsectionColor: new Color(),\n\t\tinfiniteGrid: false,\n\t\tfollowCamera: false,\n\t\tworldCamProjPosition: new Vector3(),\n\t\tworldPlanePosition: new Vector3(),\n\t},\n\t/* language=glsl glsl */ `\n varying vec3 localPosition;\n varying vec4 worldPosition;\n\n uniform vec3 worldCamProjPosition;\n uniform vec3 worldPlanePosition;\n uniform float fadeDistance;\n uniform bool infiniteGrid;\n uniform bool followCamera;\n\n void main() {\n localPosition = position.xzy;\n if (infiniteGrid) localPosition *= 1.0 + fadeDistance;\n\n worldPosition = modelMatrix * vec4(localPosition, 1.0);\n if (followCamera) {\n worldPosition.xyz += (worldCamProjPosition - worldPlanePosition);\n localPosition = (inverse(modelMatrix) * worldPosition).xyz;\n }\n\n gl_Position = projectionMatrix * viewMatrix * worldPosition;\n }\n `,\n\t/* language=glsl glsl */ `\n varying vec3 localPosition;\n varying vec4 worldPosition;\n\n uniform vec3 worldCamProjPosition;\n uniform float cellSize;\n uniform float sectionSize;\n uniform vec3 cellColor;\n uniform vec3 sectionColor;\n uniform float fadeDistance;\n uniform float fadeStrength;\n uniform float fadeFrom;\n uniform float cellThickness;\n uniform float sectionThickness;\n\n float getGrid(float size, float thickness) {\n vec2 r = localPosition.xz / size;\n vec2 grid = abs(fract(r - 0.5) - 0.5) / fwidth(r);\n float line = min(grid.x, grid.y) + 1.0 - thickness;\n return 1.0 - min(line, 1.0);\n }\n\n void main() {\n float g1 = getGrid(cellSize, cellThickness);\n float g2 = getGrid(sectionSize, sectionThickness);\n\n vec3 from = worldCamProjPosition*vec3(fadeFrom);\n float dist = distance(from, worldPosition.xyz);\n float d = 1.0 - min(dist / fadeDistance, 1.0);\n vec3 color = mix(cellColor, sectionColor, min(1.0, sectionThickness * g2));\n\n gl_FragColor = vec4(color, (g1 + g2) * pow(d, fadeStrength));\n gl_FragColor.a = mix(0.75 * gl_FragColor.a, gl_FragColor.a, g2);\n if (gl_FragColor.a <= 0.0) discard;\n\n #include <tonemapping_fragment>\n #include <${getVersion() >= 154 ? 'colorspace_fragment' : 'encodings_fragment'}>\n }\n `,\n);\n\nexport type NgtGridMaterial = NgtMaterial<InstanceType<typeof GridMaterial>, [GridMaterialOptions]>;\n\ndeclare global {\n\tinterface HTMLElementTagNameMap {\n\t\t/**\n\t\t * @extends ngt-shader-material\n\t\t * @options GridMaterialOptions\n\t\t */\n\t\t'ngt-grid-material': NgtGridMaterial;\n\t}\n}\n","import { getVersion } from 'angular-three-soba/misc';\nimport { shaderMaterial } from 'angular-three-soba/vanilla-exports';\nimport * as THREE from 'three';\nimport { MeshBVHUniformStruct, shaderIntersectFunction, shaderStructs } from 'three-mesh-bvh';\n\nexport const MeshRefractionMaterial = shaderMaterial(\n\t{\n\t\tenvMap: null,\n\t\tbounces: 3,\n\t\tior: 2.4,\n\t\tcorrectMips: true,\n\t\taberrationStrength: 0.01,\n\t\tfresnel: 0,\n\t\t// @ts-expect-error - UniformValue from pmndrs/vanilla does not include MeshBVHUniformStruct\n\t\tbvh: new MeshBVHUniformStruct(),\n\t\tcolor: new THREE.Color('white'),\n\t\topacity: 1,\n\t\tresolution: new THREE.Vector2(),\n\t\tviewMatrixInverse: new THREE.Matrix4(),\n\t\tprojectionMatrixInverse: new THREE.Matrix4(),\n\t},\n\t/* language=glsl glsl */ `\n uniform mat4 viewMatrixInverse;\n\n varying vec3 vWorldPosition;\n varying vec3 vNormal;\n varying mat4 vModelMatrixInverse;\n\n #include <color_pars_vertex>\n\n void main() {\n #include <color_vertex>\n\n vec4 transformedNormal = vec4(normal, 0.0);\n vec4 transformedPosition = vec4(position, 1.0);\n #ifdef USE_INSTANCING\n transformedNormal = instanceMatrix * transformedNormal;\n transformedPosition = instanceMatrix * transformedPosition;\n #endif\n\n #ifdef USE_INSTANCING\n vModelMatrixInverse = inverse(modelMatrix * instanceMatrix);\n #else\n vModelMatrixInverse = inverse(modelMatrix);\n #endif\n\n vWorldPosition = (modelMatrix * transformedPosition).xyz;\n vNormal = normalize((viewMatrixInverse * vec4(normalMatrix * transformedNormal.xyz, 0.0)).xyz);\n gl_Position = projectionMatrix * viewMatrix * modelMatrix * transformedPosition;\n }`,\n\t/* language=glsl glsl */ `\n #define ENVMAP_TYPE_CUBE_UV\n precision highp isampler2D;\n precision highp usampler2D;\n varying vec3 vWorldPosition;\n varying vec3 vNormal;\n varying mat4 vModelMatrixInverse;\n\n #include <color_pars_fragment>\n\n #ifdef ENVMAP_TYPE_CUBEM\n uniform samplerCube envMap;\n #else\n uniform sampler2D envMap;\n #endif\n\n uniform float bounces;\n ${shaderStructs}\n ${shaderIntersectFunction}\n uniform BVH bvh;\n uniform float ior;\n uniform bool correctMips;\n uniform vec2 resolution;\n uniform float fresnel;\n uniform mat4 modelMatrix;\n uniform mat4 projectionMatrixInverse;\n uniform mat4 viewMatrixInverse;\n uniform float aberrationStrength;\n uniform vec3 color;\n uniform float opacity;\n\n float fresnelFunc(vec3 viewDirection, vec3 worldNormal) {\n return pow( 1.0 + dot( viewDirection, worldNormal), 10.0 );\n }\n\n vec3 totalInternalReflection(vec3 ro, vec3 rd, vec3 normal, float ior, mat4 modelMatrixInverse) {\n vec3 rayOrigin = ro;\n vec3 rayDirection = rd;\n rayDirection = refract(rayDirection, normal, 1.0 / ior);\n rayOrigin = vWorldPosition + rayDirection * 0.001;\n rayOrigin = (modelMatrixInverse * vec4(rayOrigin, 1.0)).xyz;\n rayDirection = normalize((modelMatrixInverse * vec4(rayDirection, 0.0)).xyz);\n for(float i = 0.0; i < bounces; i++) {\n uvec4 faceIndices = uvec4( 0u );\n vec3 faceNormal = vec3( 0.0, 0.0, 1.0 );\n vec3 barycoord = vec3( 0.0 );\n float side = 1.0;\n float dist = 0.0;\n bvhIntersectFirstHit( bvh, rayOrigin, rayDirection, faceIndices, faceNormal, barycoord, side, dist );\n vec3 hitPos = rayOrigin + rayDirection * max(dist - 0.001, 0.0);\n vec3 tempDir = refract(rayDirection, faceNormal, ior);\n if (length(tempDir) != 0.0) {\n rayDirection = tempDir;\n break;\n }\n rayDirection = reflect(rayDirection, faceNormal);\n rayOrigin = hitPos + rayDirection * 0.01;\n }\n rayDirection = normalize((modelMatrix * vec4(rayDirection, 0.0)).xyz);\n return rayDirection;\n }\n\n #include <common>\n #include <cube_uv_reflection_fragment>\n\n #ifdef ENVMAP_TYPE_CUBEM\n vec4 textureGradient(samplerCube envMap, vec3 rayDirection, vec3 directionCamPerfect) {\n return textureGrad(envMap, rayDirection, dFdx(correctMips ? directionCamPerfect: rayDirection), dFdy(correctMips ? directionCamPerfect: rayDirection));\n }\n #else\n vec4 textureGradient(sampler2D envMap, vec3 rayDirection, vec3 directionCamPerfect) {\n vec2 uvv = equirectUv( rayDirection );\n vec2 smoothUv = equirectUv( directionCamPerfect );\n return textureGrad(envMap, uvv, dFdx(correctMips ? smoothUv : uvv), dFdy(correctMips ? smoothUv : uvv));\n }\n #endif\n\n void main() {\n vec2 uv = gl_FragCoord.xy / resolution;\n vec3 directionCamPerfect = (projectionMatrixInverse * vec4(uv * 2.0 - 1.0, 0.0, 1.0)).xyz;\n directionCamPerfect = (viewMatrixInverse * vec4(directionCamPerfect, 0.0)).xyz;\n directionCamPerfect = normalize(directionCamPerfect);\n vec3 normal = vNormal;\n vec3 rayOrigin = cameraPosition;\n vec3 rayDirection = normalize(vWorldPosition - cameraPosition);\n\n vec4 diffuseColor = vec4(color, opacity);\n #include <color_fragment>\n\n #ifdef CHROMATIC_ABERRATIONS\n vec3 rayDirectionG = totalInternalReflection(rayOrigin, rayDirection, normal, max(ior, 1.0), vModelMatrixInverse);\n #ifdef FAST_CHROMA\n vec3 rayDirectionR = normalize(rayDirectionG + 1.0 * vec3(aberrationStrength / 2.0));\n vec3 rayDirectionB = normalize(rayDirectionG - 1.0 * vec3(aberrationStrength / 2.0));\n #else\n vec3 rayDirectionR = totalInternalReflection(rayOrigin, rayDirection, normal, max(ior * (1.0 - aberrationStrength), 1.0), vModelMatrixInverse);\n vec3 rayDirectionB = totalInternalReflection(rayOrigin, rayDirection, normal, max(ior * (1.0 + aberrationStrength), 1.0), vModelMatrixInverse);\n #endif\n float finalColorR = textureGradient(envMap, rayDirectionR, directionCamPerfect).r;\n float finalColorG = textureGradient(envMap, rayDirectionG, directionCamPerfect).g;\n float finalColorB = textureGradient(envMap, rayDirectionB, directionCamPerfect).b;\n diffuseColor.rgb *= vec3(finalColorR, finalColorG, finalColorB);\n #else\n rayDirection = totalInternalReflection(rayOrigin, rayDirection, normal, max(ior, 1.0), vModelMatrixInverse);\n diffuseColor.rgb *= textureGradient(envMap, rayDirection, directionCamPerfect).rgb;\n #endif\n\n vec3 viewDirection = normalize(vWorldPosition - cameraPosition);\n float nFresnel = fresnelFunc(viewDirection, normal) * fresnel;\n gl_FragColor = vec4(mix(diffuseColor.rgb, vec3(1.0), nFresnel), diffuseColor.a);\n\n #include <tonemapping_fragment>\n #include <${getVersion() >= 154 ? 'colorspace_fragment' : 'encodings_fragment'}>\n }`,\n);\n","import { NgtMaterial } from 'angular-three';\nimport { getVersion } from 'angular-three-soba/misc';\nimport { PointsMaterial, PointsMaterialParameters } from 'three';\n\nconst opaque_fragment = getVersion() >= 154 ? 'opaque_fragment' : 'output_fragment';\n\nexport class PointMaterial extends PointsMaterial {\n\tconstructor(props: PointsMaterialParameters) {\n\t\tsuper(props);\n\t\tthis.onBeforeCompile = (shader, renderer) => {\n\t\t\tconst { isWebGL2 } = renderer.capabilities;\n\t\t\tshader.fragmentShader = shader.fragmentShader.replace(\n\t\t\t\t`#include <${opaque_fragment}>`,\n\t\t\t\t`\n ${\n\t\t\t\t\t!isWebGL2\n\t\t\t\t\t\t? `#extension GL_OES_standard_derivatives : enable\\n#include <${opaque_fragment}>`\n\t\t\t\t\t\t: `#include <${opaque_fragment}>`\n\t\t\t\t}\n vec2 cxy = 2.0 * gl_PointCoord - 1.0;\n float r = dot(cxy, cxy);\n float delta = fwidth(r);\n float mask = 1.0 - smoothstep(1.0 - delta, 1.0 + delta, r);\n gl_FragColor = vec4(gl_FragColor.rgb, mask * gl_FragColor.a );\n #include <tonemapping_fragment>\n #include <${getVersion() >= 154 ? 'colorspace_fragment' : 'encodings_fragment'}>\n `,\n\t\t\t);\n\t\t};\n\t}\n}\n\nexport type NgtPointMaterial = NgtMaterial<PointMaterial, [PointsMaterialParameters]>;\n\ndeclare global {\n\tinterface HTMLElementTagNameMap {\n\t\t/**\n\t\t * @extends ngt-points-material\n\t\t */\n\t\t'ngt-point-material': NgtPointMaterial;\n\t}\n}\n","/**\n * Generated bundle index. 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+ {"version":3,"file":"angular-three-soba-shaders.mjs","sources":["../../../../libs/soba/shaders/src/lib/grid-material.ts","../../../../libs/soba/shaders/src/lib/mesh-refraction-material.ts","../../../../libs/soba/shaders/src/lib/point-material.ts","../../../../libs/soba/shaders/src/angular-three-soba-shaders.ts"],"sourcesContent":["import { NgtThreeElement } from 'angular-three';\nimport { getVersion } from 'angular-three-soba/misc';\nimport { shaderMaterial } from 'angular-three-soba/vanilla-exports';\nimport * as THREE from 'three';\n\nexport interface GridMaterialOptions {\n\t/** Cell size, default: 0.5 */\n\tcellSize: number;\n\t/** Cell thickness, default: 0.5 */\n\tcellThickness: number;\n\t/** Cell color, default: black */\n\tcellColor: THREE.ColorRepresentation;\n\t/** Section size, default: 1 */\n\tsectionSize: number;\n\t/** Section thickness, default: 1 */\n\tsectionThickness: number;\n\t/** Section color, default: #2080ff */\n\tsectionColor: THREE.ColorRepresentation;\n\t/** Follow camera, default: false */\n\tfollowCamera: boolean;\n\t/** Display the grid infinitely, default: false */\n\tinfiniteGrid: boolean;\n\t/** Fade distance, default: 100 */\n\tfadeDistance: number;\n\t/** Fade strength, default: 1 */\n\tfadeStrength: number;\n\t/** Fade from camera (1) or origin (0), or somewhere in between, default: camera */\n\tfadeFrom: number;\n\t/** Material side, default: THREE.BackSide */\n\tside: THREE.Side;\n}\n\nexport const GridMaterial = shaderMaterial(\n\t{\n\t\tcellSize: 0.5,\n\t\tsectionSize: 1,\n\t\tfadeDistance: 100,\n\t\tfadeStrength: 1,\n\t\tfadeFrom: 1,\n\t\tcellThickness: 0.5,\n\t\tsectionThickness: 1,\n\t\tcellColor: new THREE.Color(),\n\t\tsectionColor: new THREE.Color(),\n\t\tinfiniteGrid: false,\n\t\tfollowCamera: false,\n\t\tworldCamProjPosition: new THREE.Vector3(),\n\t\tworldPlanePosition: new THREE.Vector3(),\n\t},\n\t/* language=glsl glsl */ `\n varying vec3 localPosition;\n varying vec4 worldPosition;\n\n uniform vec3 worldCamProjPosition;\n uniform vec3 worldPlanePosition;\n uniform float fadeDistance;\n uniform bool infiniteGrid;\n uniform bool followCamera;\n\n void main() {\n localPosition = position.xzy;\n if (infiniteGrid) localPosition *= 1.0 + fadeDistance;\n\n worldPosition = modelMatrix * vec4(localPosition, 1.0);\n if (followCamera) {\n worldPosition.xyz += (worldCamProjPosition - worldPlanePosition);\n localPosition = (inverse(modelMatrix) * worldPosition).xyz;\n }\n\n gl_Position = projectionMatrix * viewMatrix * worldPosition;\n }\n `,\n\t/* language=glsl glsl */ `\n varying vec3 localPosition;\n varying vec4 worldPosition;\n\n uniform vec3 worldCamProjPosition;\n uniform float cellSize;\n uniform float sectionSize;\n uniform vec3 cellColor;\n uniform vec3 sectionColor;\n uniform float fadeDistance;\n uniform float fadeStrength;\n uniform float fadeFrom;\n uniform float cellThickness;\n uniform float sectionThickness;\n\n float getGrid(float size, float thickness) {\n vec2 r = localPosition.xz / size;\n vec2 grid = abs(fract(r - 0.5) - 0.5) / fwidth(r);\n float line = min(grid.x, grid.y) + 1.0 - thickness;\n return 1.0 - min(line, 1.0);\n }\n\n void main() {\n float g1 = getGrid(cellSize, cellThickness);\n float g2 = getGrid(sectionSize, sectionThickness);\n\n vec3 from = worldCamProjPosition*vec3(fadeFrom);\n float dist = distance(from, worldPosition.xyz);\n float d = 1.0 - min(dist / fadeDistance, 1.0);\n vec3 color = mix(cellColor, sectionColor, min(1.0, sectionThickness * g2));\n\n gl_FragColor = vec4(color, (g1 + g2) * pow(d, fadeStrength));\n gl_FragColor.a = mix(0.75 * gl_FragColor.a, gl_FragColor.a, g2);\n if (gl_FragColor.a <= 0.0) discard;\n\n #include <tonemapping_fragment>\n #include <${getVersion() >= 154 ? 'colorspace_fragment' : 'encodings_fragment'}>\n }\n `,\n);\n\nexport type NgtGridMaterial = NgtThreeElement<typeof GridMaterial>;\n\ndeclare global {\n\tinterface HTMLElementTagNameMap {\n\t\t/**\n\t\t * @extends ngt-shader-material\n\t\t * @options GridMaterialOptions\n\t\t */\n\t\t'ngt-grid-material': NgtGridMaterial;\n\t}\n}\n","import { getVersion } from 'angular-three-soba/misc';\nimport { shaderMaterial } from 'angular-three-soba/vanilla-exports';\nimport * as THREE from 'three';\nimport { MeshBVHUniformStruct, shaderIntersectFunction, shaderStructs } from 'three-mesh-bvh';\n\nexport const MeshRefractionMaterial = shaderMaterial(\n\t{\n\t\tenvMap: null,\n\t\tbounces: 3,\n\t\tior: 2.4,\n\t\tcorrectMips: true,\n\t\taberrationStrength: 0.01,\n\t\tfresnel: 0,\n\t\t// @ts-expect-error - UniformValue from pmndrs/vanilla does not include MeshBVHUniformStruct\n\t\tbvh: new MeshBVHUniformStruct(),\n\t\tcolor: new THREE.Color('white'),\n\t\topacity: 1,\n\t\tresolution: new THREE.Vector2(),\n\t\tviewMatrixInverse: new THREE.Matrix4(),\n\t\tprojectionMatrixInverse: new THREE.Matrix4(),\n\t},\n\t/* language=glsl glsl */ `\n uniform mat4 viewMatrixInverse;\n\n varying vec3 vWorldPosition;\n varying vec3 vNormal;\n varying mat4 vModelMatrixInverse;\n\n #include <color_pars_vertex>\n\n void main() {\n #include <color_vertex>\n\n vec4 transformedNormal = vec4(normal, 0.0);\n vec4 transformedPosition = vec4(position, 1.0);\n #ifdef USE_INSTANCING\n transformedNormal = instanceMatrix * transformedNormal;\n transformedPosition = instanceMatrix * transformedPosition;\n #endif\n\n #ifdef USE_INSTANCING\n vModelMatrixInverse = inverse(modelMatrix * instanceMatrix);\n #else\n vModelMatrixInverse = inverse(modelMatrix);\n #endif\n\n vWorldPosition = (modelMatrix * transformedPosition).xyz;\n vNormal = normalize((viewMatrixInverse * vec4(normalMatrix * transformedNormal.xyz, 0.0)).xyz);\n gl_Position = projectionMatrix * viewMatrix * modelMatrix * transformedPosition;\n }`,\n\t/* language=glsl glsl */ `\n #define ENVMAP_TYPE_CUBE_UV\n precision highp isampler2D;\n precision highp usampler2D;\n varying vec3 vWorldPosition;\n varying vec3 vNormal;\n varying mat4 vModelMatrixInverse;\n\n #include <color_pars_fragment>\n\n #ifdef ENVMAP_TYPE_CUBEM\n uniform samplerCube envMap;\n #else\n uniform sampler2D envMap;\n #endif\n\n uniform float bounces;\n ${shaderStructs}\n ${shaderIntersectFunction}\n uniform BVH bvh;\n uniform float ior;\n uniform bool correctMips;\n uniform vec2 resolution;\n uniform float fresnel;\n uniform mat4 modelMatrix;\n uniform mat4 projectionMatrixInverse;\n uniform mat4 viewMatrixInverse;\n uniform float aberrationStrength;\n uniform vec3 color;\n uniform float opacity;\n\n float fresnelFunc(vec3 viewDirection, vec3 worldNormal) {\n return pow( 1.0 + dot( viewDirection, worldNormal), 10.0 );\n }\n\n vec3 totalInternalReflection(vec3 ro, vec3 rd, vec3 normal, float ior, mat4 modelMatrixInverse) {\n vec3 rayOrigin = ro;\n vec3 rayDirection = rd;\n rayDirection = refract(rayDirection, normal, 1.0 / ior);\n rayOrigin = vWorldPosition + rayDirection * 0.001;\n rayOrigin = (modelMatrixInverse * vec4(rayOrigin, 1.0)).xyz;\n rayDirection = normalize((modelMatrixInverse * vec4(rayDirection, 0.0)).xyz);\n for(float i = 0.0; i < bounces; i++) {\n uvec4 faceIndices = uvec4( 0u );\n vec3 faceNormal = vec3( 0.0, 0.0, 1.0 );\n vec3 barycoord = vec3( 0.0 );\n float side = 1.0;\n float dist = 0.0;\n bvhIntersectFirstHit( bvh, rayOrigin, rayDirection, faceIndices, faceNormal, barycoord, side, dist );\n vec3 hitPos = rayOrigin + rayDirection * max(dist - 0.001, 0.0);\n vec3 tempDir = refract(rayDirection, faceNormal, ior);\n if (length(tempDir) != 0.0) {\n rayDirection = tempDir;\n break;\n }\n rayDirection = reflect(rayDirection, faceNormal);\n rayOrigin = hitPos + rayDirection * 0.01;\n }\n rayDirection = normalize((modelMatrix * vec4(rayDirection, 0.0)).xyz);\n return rayDirection;\n }\n\n #include <common>\n #include <cube_uv_reflection_fragment>\n\n #ifdef ENVMAP_TYPE_CUBEM\n vec4 textureGradient(samplerCube envMap, vec3 rayDirection, vec3 directionCamPerfect) {\n return textureGrad(envMap, rayDirection, dFdx(correctMips ? directionCamPerfect: rayDirection), dFdy(correctMips ? directionCamPerfect: rayDirection));\n }\n #else\n vec4 textureGradient(sampler2D envMap, vec3 rayDirection, vec3 directionCamPerfect) {\n vec2 uvv = equirectUv( rayDirection );\n vec2 smoothUv = equirectUv( directionCamPerfect );\n return textureGrad(envMap, uvv, dFdx(correctMips ? smoothUv : uvv), dFdy(correctMips ? smoothUv : uvv));\n }\n #endif\n\n void main() {\n vec2 uv = gl_FragCoord.xy / resolution;\n vec3 directionCamPerfect = (projectionMatrixInverse * vec4(uv * 2.0 - 1.0, 0.0, 1.0)).xyz;\n directionCamPerfect = (viewMatrixInverse * vec4(directionCamPerfect, 0.0)).xyz;\n directionCamPerfect = normalize(directionCamPerfect);\n vec3 normal = vNormal;\n vec3 rayOrigin = cameraPosition;\n vec3 rayDirection = normalize(vWorldPosition - cameraPosition);\n\n vec4 diffuseColor = vec4(color, opacity);\n #include <color_fragment>\n\n #ifdef CHROMATIC_ABERRATIONS\n vec3 rayDirectionG = totalInternalReflection(rayOrigin, rayDirection, normal, max(ior, 1.0), vModelMatrixInverse);\n #ifdef FAST_CHROMA\n vec3 rayDirectionR = normalize(rayDirectionG + 1.0 * vec3(aberrationStrength / 2.0));\n vec3 rayDirectionB = normalize(rayDirectionG - 1.0 * vec3(aberrationStrength / 2.0));\n #else\n vec3 rayDirectionR = totalInternalReflection(rayOrigin, rayDirection, normal, max(ior * (1.0 - aberrationStrength), 1.0), vModelMatrixInverse);\n vec3 rayDirectionB = totalInternalReflection(rayOrigin, rayDirection, normal, max(ior * (1.0 + aberrationStrength), 1.0), vModelMatrixInverse);\n #endif\n float finalColorR = textureGradient(envMap, rayDirectionR, directionCamPerfect).r;\n float finalColorG = textureGradient(envMap, rayDirectionG, directionCamPerfect).g;\n float finalColorB = textureGradient(envMap, rayDirectionB, directionCamPerfect).b;\n diffuseColor.rgb *= vec3(finalColorR, finalColorG, finalColorB);\n #else\n rayDirection = totalInternalReflection(rayOrigin, rayDirection, normal, max(ior, 1.0), vModelMatrixInverse);\n diffuseColor.rgb *= textureGradient(envMap, rayDirection, directionCamPerfect).rgb;\n #endif\n\n vec3 viewDirection = normalize(vWorldPosition - cameraPosition);\n float nFresnel = fresnelFunc(viewDirection, normal) * fresnel;\n gl_FragColor = vec4(mix(diffuseColor.rgb, vec3(1.0), nFresnel), diffuseColor.a);\n\n #include <tonemapping_fragment>\n #include <${getVersion() >= 154 ? 'colorspace_fragment' : 'encodings_fragment'}>\n }`,\n);\n","import { NgtThreeElement } from 'angular-three';\nimport { getVersion } from 'angular-three-soba/misc';\nimport * as THREE from 'three';\n\nconst opaque_fragment = getVersion() >= 154 ? 'opaque_fragment' : 'output_fragment';\n\nexport class PointMaterial extends THREE.PointsMaterial {\n\tconstructor(props: THREE.PointsMaterialParameters) {\n\t\tsuper(props);\n\t\tthis.onBeforeCompile = (shader, renderer) => {\n\t\t\tconst { isWebGL2 } = renderer.capabilities;\n\t\t\tshader.fragmentShader = shader.fragmentShader.replace(\n\t\t\t\t`#include <${opaque_fragment}>`,\n\t\t\t\t`\n ${\n\t\t\t\t\t!isWebGL2\n\t\t\t\t\t\t? `#extension GL_OES_standard_derivatives : enable\\n#include <${opaque_fragment}>`\n\t\t\t\t\t\t: `#include <${opaque_fragment}>`\n\t\t\t\t}\n vec2 cxy = 2.0 * gl_PointCoord - 1.0;\n float r = dot(cxy, cxy);\n float delta = fwidth(r);\n float mask = 1.0 - smoothstep(1.0 - delta, 1.0 + delta, r);\n gl_FragColor = vec4(gl_FragColor.rgb, mask * gl_FragColor.a );\n #include <tonemapping_fragment>\n #include <${getVersion() >= 154 ? 'colorspace_fragment' : 'encodings_fragment'}>\n `,\n\t\t\t);\n\t\t};\n\t}\n}\n\nexport type NgtPointMaterial = NgtThreeElement<typeof PointMaterial>;\n\ndeclare global {\n\tinterface HTMLElementTagNameMap {\n\t\t/**\n\t\t * @extends ngt-points-material\n\t\t */\n\t\t'ngt-point-material': NgtPointMaterial;\n\t}\n}\n","/**\n * Generated bundle index. 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