angular-three-soba 4.0.0-next.9 → 4.0.0-next.91
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/abstractions/README.md +1 -1
- package/abstractions/lib/catmull-rom-line.d.ts +16 -15
- package/abstractions/lib/edges.d.ts +17 -15
- package/abstractions/lib/text-3d.d.ts +1 -1
- package/abstractions/lib/text.d.ts +5 -1
- package/cameras/lib/camera-content.d.ts +1 -2
- package/cameras/lib/cube-camera.d.ts +2 -2
- package/cameras/lib/orthographic-camera.d.ts +6 -5
- package/cameras/lib/perspective-camera.d.ts +2 -5
- package/controls/README.md +28 -28
- package/controls/index.d.ts +1 -0
- package/controls/lib/camera-controls.d.ts +1 -1
- package/controls/lib/orbit-controls.d.ts +11 -6
- package/controls/lib/trackball-controls.d.ts +27 -0
- package/fesm2022/angular-three-soba-abstractions.mjs +87 -47
- package/fesm2022/angular-three-soba-abstractions.mjs.map +1 -1
- package/fesm2022/angular-three-soba-cameras.mjs +61 -37
- package/fesm2022/angular-three-soba-cameras.mjs.map +1 -1
- package/fesm2022/angular-three-soba-controls.mjs +128 -36
- package/fesm2022/angular-three-soba-controls.mjs.map +1 -1
- package/fesm2022/angular-three-soba-gizmos.mjs +124 -86
- package/fesm2022/angular-three-soba-gizmos.mjs.map +1 -1
- package/fesm2022/angular-three-soba-loaders.mjs +3 -3
- package/fesm2022/angular-three-soba-materials.mjs +82 -86
- package/fesm2022/angular-three-soba-materials.mjs.map +1 -1
- package/fesm2022/angular-three-soba-misc.mjs +55 -48
- package/fesm2022/angular-three-soba-misc.mjs.map +1 -1
- package/fesm2022/angular-three-soba-performances.mjs +152 -35
- package/fesm2022/angular-three-soba-performances.mjs.map +1 -1
- package/fesm2022/angular-three-soba-shaders.mjs.map +1 -1
- package/fesm2022/angular-three-soba-staging.mjs +183 -144
- package/fesm2022/angular-three-soba-staging.mjs.map +1 -1
- package/fesm2022/angular-three-soba-stats.mjs +3 -3
- package/gizmos/lib/gizmo-helper/gizmo-helper.d.ts +4 -3
- package/loaders/README.md +39 -39
- package/materials/lib/mesh-transmission-material.d.ts +4 -4
- package/misc/README.md +16 -16
- package/misc/lib/deprecated.d.ts +0 -6
- package/misc/lib/depth-buffer.d.ts +1 -1
- package/misc/lib/fbo.d.ts +1 -3
- package/misc/lib/html/html-content.d.ts +2 -2
- package/misc/lib/html/html.d.ts +4 -4
- package/package.json +6 -6
- package/performances/index.d.ts +1 -0
- package/performances/lib/adaptive-dpr.d.ts +1 -1
- package/performances/lib/bvh.d.ts +49 -0
- package/shaders/lib/mesh-refraction-material.d.ts +2 -2
- package/staging/lib/caustics.d.ts +3 -3
- package/staging/lib/environment/inject-environment.d.ts +1 -2
- package/staging/lib/render-texture.d.ts +5 -4
- package/staging/lib/stage.d.ts +12 -11
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{"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 < 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 = THREE.DynamicDrawUsage;\n}\n","import { NgtThreeElement } from 'angular-three';\nimport * as THREE from '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] = 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+
{"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/bvh.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 { booleanAttribute, 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, { transform: booleanAttribute });\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\tDestroyRef,\n\teffect,\n\tElementRef,\n\tinject,\n\tinput,\n\tsignal,\n\tuntracked,\n\tviewChild,\n} from '@angular/core';\nimport { extend, injectStore, is, NgtThreeElements, omit, pick } from 'angular-three';\nimport { mergeInputs } from 'ngxtension/inject-inputs';\nimport * as THREE from 'three';\nimport { Group } from 'three';\nimport { acceleratedRaycast, computeBoundsTree, disposeBoundsTree, SAH, SplitStrategy } from 'three-mesh-bvh';\n\nexport type NgtsBVHOptions = Partial<NgtThreeElements['ngt-group']> & {\n\t/**Enabled, default: true */\n\tenabled: boolean;\n\t/** Use .raycastFirst to retrieve hits which is generally faster, default: false */\n\tfirstHitOnly: boolean;\n\t/** Split strategy, default: SAH (slowest to construct, fastest runtime, least memory) */\n\tstrategy: SplitStrategy;\n\t/** Print out warnings encountered during tree construction, default: false */\n\tverbose: boolean;\n\t/** If true then the bounding box for the geometry is set once the BVH has been constructed, default: true */\n\tsetBoundingBox: boolean;\n\t/** The maximum depth to allow the tree to build to, default: 40 */\n\tmaxDepth: number;\n\t/** The number of triangles to aim for in a leaf node, default: 10 */\n\tmaxLeafTris: number;\n\n\t/** If false then an index buffer is created if it does not exist and is rearranged */\n\t/** to hold the bvh structure. If false then a separate buffer is created to store the */\n\t/** structure and the index buffer (or lack thereof) is retained. This can be used */\n\t/** when the existing index layout is important or groups are being used so a */\n\t/** single BVH hierarchy can be created to improve performance. */\n\t/** default: false */\n\t/** Note: This setting is experimental */\n\tindirect?: boolean;\n};\n\nconst defaultOptions: NgtsBVHOptions = {\n\tenabled: true,\n\tfirstHitOnly: false,\n\tstrategy: SAH,\n\tverbose: false,\n\tsetBoundingBox: true,\n\tmaxDepth: 40,\n\tmaxLeafTris: 10,\n\tindirect: false,\n};\n\n@Component({\n\tselector: 'ngts-bvh',\n\ttemplate: `\n\t\t<ngt-group #group [parameters]=\"parameters()\">\n\t\t\t<ng-content />\n\t\t</ngt-group>\n\t`,\n\tschemas: [CUSTOM_ELEMENTS_SCHEMA],\n\tchangeDetection: ChangeDetectionStrategy.OnPush,\n})\nexport class NgtsBVH {\n\toptions = input(defaultOptions, { transform: mergeInputs(defaultOptions) });\n\tprotected parameters = omit(this.options, [\n\t\t'enabled',\n\t\t'firstHitOnly',\n\t\t'strategy',\n\t\t'verbose',\n\t\t'setBoundingBox',\n\t\t'maxDepth',\n\t\t'maxLeafTris',\n\t\t'indirect',\n\t]);\n\n\tgroupRef = viewChild.required<ElementRef<THREE.Group>>('group');\n\n\tprivate store = injectStore();\n\n\tprivate enabled = pick(this.options, 'enabled');\n\tprivate firstHitOnly = pick(this.options, 'firstHitOnly');\n\tprivate strategy = pick(this.options, 'strategy');\n\tprivate verbose = pick(this.options, 'verbose');\n\tprivate setBoundingBox = pick(this.options, 'setBoundingBox');\n\tprivate maxDepth = pick(this.options, 'maxDepth');\n\tprivate maxLeafTris = pick(this.options, 'maxLeafTris');\n\tprivate indirect = pick(this.options, 'indirect');\n\n\tprivate reset = signal(Math.random());\n\tprivate retryMap = new Map();\n\tprivate MAX_RETRIES = 3;\n\n\tconstructor() {\n\t\textend({ Group });\n\n\t\teffect((onCleanup) => {\n\t\t\tconst enabled = this.enabled();\n\t\t\tif (!enabled) return;\n\n\t\t\tconst group = this.groupRef().nativeElement;\n\n\t\t\t// track reset\n\t\t\tthis.reset();\n\n\t\t\t// Hijacking the raycast method to do it for individual meshes is not an option as it would\n\t\t\t// This can only safely work if the component is used once, but there is no alternative.\n\t\t\t// cost too much memory ...\n\t\t\tconst [firstHitOnly, strategy, verbose, setBoundingBox, maxDepth, maxLeafTris, indirect, raycaster] = [\n\t\t\t\tuntracked(this.firstHitOnly),\n\t\t\t\tuntracked(this.strategy),\n\t\t\t\tuntracked(this.verbose),\n\t\t\t\tuntracked(this.setBoundingBox),\n\t\t\t\tuntracked(this.maxDepth),\n\t\t\t\tuntracked(this.maxLeafTris),\n\t\t\t\tuntracked(this.indirect),\n\t\t\t\tthis.store.snapshot.raycaster,\n\t\t\t];\n\n\t\t\tconst options = { strategy, verbose, setBoundingBox, maxDepth, maxLeafTris, indirect };\n\t\t\traycaster.firstHitOnly = firstHitOnly;\n\n\t\t\tlet timeoutId: ReturnType<typeof setTimeout> | undefined;\n\t\t\tgroup.traverse((child) => {\n\t\t\t\tif (\n\t\t\t\t\tis.three<THREE.Mesh>(child, 'isMesh') &&\n\t\t\t\t\t!child.geometry.boundsTree &&\n\t\t\t\t\tchild.raycast === THREE.Mesh.prototype.raycast\n\t\t\t\t) {\n\t\t\t\t\tconst geometry = child.geometry;\n\t\t\t\t\tconst retryCount = this.retryMap.get(child) ?? 0;\n\t\t\t\t\t// retry 3 times\n\t\t\t\t\tif (!Object.keys(geometry.attributes).length && retryCount <= this.MAX_RETRIES) {\n\t\t\t\t\t\tthis.retryMap.set(child, retryCount + 1);\n\t\t\t\t\t\ttimeoutId = setTimeout(() => {\n\t\t\t\t\t\t\tthis.reset.set(Math.random());\n\t\t\t\t\t\t});\n\t\t\t\t\t\treturn;\n\t\t\t\t\t}\n\n\t\t\t\t\tchild.raycast = acceleratedRaycast;\n\t\t\t\t\tchild.geometry.computeBoundsTree = computeBoundsTree;\n\t\t\t\t\tchild.geometry.disposeBoundsTree = disposeBoundsTree;\n\t\t\t\t\tchild.geometry.computeBoundsTree(options);\n\t\t\t\t}\n\t\t\t});\n\n\t\t\tonCleanup(() => {\n\t\t\t\ttimeoutId && clearTimeout(timeoutId);\n\n\t\t\t\tdelete raycaster.firstHitOnly;\n\t\t\t\tgroup.traverse((child) => {\n\t\t\t\t\tif (is.three<THREE.Mesh>(child, 'isMesh') && child.geometry.boundsTree) {\n\t\t\t\t\t\tchild.geometry.disposeBoundsTree();\n\t\t\t\t\t\tchild.raycast = THREE.Mesh.prototype.raycast;\n\t\t\t\t\t}\n\t\t\t\t});\n\t\t\t});\n\t\t});\n\n\t\tinject(DestroyRef).onDestroy(() => {\n\t\t\tthis.retryMap.clear();\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 < 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 = THREE.DynamicDrawUsage;\n}\n","import { NgtThreeElement } from 'angular-three';\nimport * as THREE from '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. Do not edit.\n */\n\nexport * from 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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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{"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 ${\n\t\t\t!isWebGL2\n\t\t\t\t? `#extension GL_OES_standard_derivatives : enable\\n#include <${opaque_fragment}>`\n\t\t\t\t: `#include <${opaque_fragment}>`\n\t\t}\n vec2 cxy = 2.0 * gl_PointCoord - 1.0;\n float r = dot(cxy, cxy);\n float delta = fwidth(r);\n float mask = 1.0 - smoothstep(1.0 - delta, 1.0 + delta, r);\n gl_FragColor = vec4(gl_FragColor.rgb, mask * gl_FragColor.a );\n #include <tonemapping_fragment>\n #include <${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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