phoria2 1.1.0 → 1.3.0

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Files changed (81) hide show
  1. package/README.md +70 -13
  2. package/dist/bloom.js +4 -4
  3. package/dist/bloom.js.map +1 -1
  4. package/dist/charts.js +538 -508
  5. package/dist/charts.js.map +1 -1
  6. package/dist/core.js +4270 -3652
  7. package/dist/core.js.map +1 -1
  8. package/dist/edit.js +65 -65
  9. package/dist/edit.js.map +1 -1
  10. package/dist/explain.js +6 -2
  11. package/dist/explain.js.map +1 -1
  12. package/dist/gltf.js +116 -116
  13. package/dist/gltf.js.map +1 -1
  14. package/dist/keyboard.js +188 -0
  15. package/dist/keyboard.js.map +1 -0
  16. package/dist/motion.js +35 -35
  17. package/dist/motion.js.map +1 -1
  18. package/dist/particles.js +188 -115
  19. package/dist/particles.js.map +1 -1
  20. package/dist/passes.js +29 -29
  21. package/dist/passes.js.map +1 -1
  22. package/dist/phoria2.js +1 -1
  23. package/dist/picking.js +32 -16
  24. package/dist/picking.js.map +1 -1
  25. package/dist/snapshot.js +1 -1
  26. package/dist/tooltip.js +1 -1
  27. package/dist/types/OrbitControl.d.ts +6 -2
  28. package/dist/types/Raycaster.d.ts +10 -0
  29. package/dist/types/View.d.ts +70 -1
  30. package/dist/types/area.d.ts +18 -0
  31. package/dist/types/charts/Chart.d.ts +7 -0
  32. package/dist/types/explain.d.ts +3 -0
  33. package/dist/types/frame.d.ts +7 -0
  34. package/dist/types/geometry/Geometry.d.ts +24 -2
  35. package/dist/types/index.d.ts +2 -0
  36. package/dist/types/keyboard.d.ts +48 -0
  37. package/dist/types/labels.d.ts +4 -0
  38. package/dist/types/material/Material.d.ts +15 -0
  39. package/dist/types/material/Texture.d.ts +18 -2
  40. package/dist/types/particles/Emitter.d.ts +39 -2
  41. package/dist/types/scene/Node.d.ts +19 -14
  42. package/dist/types/scene/drawables.d.ts +54 -15
  43. package/dist/types/scene/lights.d.ts +16 -2
  44. package/dist/types/shadow.d.ts +2 -1
  45. package/dist/types/types.d.ts +14 -0
  46. package/dist/types/value/Color.d.ts +0 -4
  47. package/dist/types/value/Quat.d.ts +4 -2
  48. package/dist/types/webgl/resources.d.ts +12 -2
  49. package/dist/types/webgl/shaders.d.ts +7 -2
  50. package/llms-full.txt +106 -10
  51. package/package.json +4 -1
  52. package/schema/scene.schema.json +67 -1
  53. package/src/OrbitControl.js +7 -3
  54. package/src/Raycaster.js +58 -0
  55. package/src/View.js +220 -41
  56. package/src/area.js +131 -0
  57. package/src/charts/Chart.js +20 -2
  58. package/src/charts/marks.js +29 -2
  59. package/src/explain.js +6 -2
  60. package/src/frame.js +29 -9
  61. package/src/geometry/Geometry.js +32 -4
  62. package/src/index.js +1 -0
  63. package/src/keyboard.js +298 -0
  64. package/src/labels.js +4 -1
  65. package/src/material/Material.js +9 -2
  66. package/src/material/Texture.js +55 -2
  67. package/src/particles/Emitter.js +121 -10
  68. package/src/scene/Node.js +20 -9
  69. package/src/scene/Scene.js +2 -0
  70. package/src/scene/cameras.js +4 -1
  71. package/src/scene/drawables.js +115 -15
  72. package/src/scene/lights.js +40 -6
  73. package/src/shadow.js +27 -4
  74. package/src/types.js +6 -0
  75. package/src/value/Color.js +21 -0
  76. package/src/value/Quat.js +15 -6
  77. package/src/watch.js +14 -2
  78. package/src/webgl/WebGLRenderer.js +36 -5
  79. package/src/webgl/picking.js +22 -1
  80. package/src/webgl/resources.js +168 -14
  81. package/src/webgl/shaders.js +110 -11
@@ -1 +1 @@
1
- {"version":3,"file":"particles.js","names":["OPTIONS","HINTS","mat4.invert","fail","Vec3","checkOptions","invert","Material","describe","Geometry","checkNumber","Color","Node","Points","SPAWN_OPTIONS","OPTIONS$1","HINTS$1","DEFAULT_MATERIAL","tmpMat","Emitter","options","max","given","material","geometry","#max","#velocities","#ages","#lifetimes","#palette","#setBehaviour","#setSpawn","dt","known","key","#alive","#palettes","colorStops","v","s","spawn","saved","#saveSpawn","color","#spawnPalette","#paletteFor","origin","i","count","#spawn","#upload","#due","p","ages","lives","g","keep","hook","particle","#particle","age","#remove","i3","k","#paint","#followedOrigin","from","#lastOrigin","born","n","rest","t","o","randomInBall","dv","a","b","head","min","last","c","stops","x","f","world","owner","lifetimeRange","checkFollow","id","#paletteIds","range","list","r","y","z","OPTIONS","HINTS","Body"],"sources":["../src/particles/Emitter.js","../src/particles/Body.js"],"sourcesContent":["// A particle system as one Points node: particles are born at the emitter's origin, move under\n// velocity, gravity and drag, fade through a list of colours and die. The simulation runs in the\n// emitter's own update handler, so it follows the scene clock (frame-rate independent) and its\n// arrays go to the GPU as one buffer refill per frame.\nimport * as mat4 from '../math/mat4.js'\nimport { Geometry } from '../geometry/Geometry.js'\nimport { Material } from '../material/Material.js'\nimport { Points } from '../scene/drawables.js'\nimport { Node } from '../scene/Node.js'\nimport { Color } from '../value/Color.js'\nimport { Vec3 } from '../value/Vec3.js'\nimport { checkNumber, describe, fail } from '../validate.js'\n\n/** @import { MaterialOptions } from '../material/Material.js' */\n/** @import { NodeOptions } from '../scene/Node.js' */\n/** @import { ColorInput, Vec3Input } from '../types.js' */\n\n/**\n * A live particle, as passed to `onParticle`. Change `position` or `velocity` and the changes stick.\n * @typedef {object} Particle\n * @property {Vec3} position in the emitter's space\n * @property {Vec3} velocity units per second\n * @property {number} age seconds since birth\n * @property {number} lifetime seconds it lives for\n */\n\n/**\n * How particles are born. Each can also be passed to burst() for that burst alone.\n * @typedef {object} SpawnOptions\n * @property {Vec3Input} [origin] where particles start, in the emitter's space (default [0, 0, 0])\n * @property {number} [originSpread] start anywhere within this radius of the origin (default 0)\n * @property {Vec3Input} [velocity] starting velocity, units per second (default [0, 1, 0])\n * @property {number | Vec3Input} [velocitySpread] random extra velocity: a number spreads evenly in every\n * direction (a sphere - explosions), [x, y, z] spreads up to ± that much per axis (default 0)\n * @property {number | [number, number]} [lifetime] seconds, or a [min, max] range (default 1)\n * @property {ColorInput | ColorInput[]} [color] a colour, or colours each particle fades through over its\n * life - end on black to fade out with additive blending (default white)\n */\n\n/**\n * @typedef {NodeOptions & SpawnOptions & {\n * max?: number,\n * rate?: number,\n * gravity?: Vec3Input,\n * drag?: number,\n * follow?: Node | null,\n * material?: Material | MaterialOptions,\n * frustumCulled?: boolean,\n * renderOrder?: number,\n * onParticle?: ((p: Particle) => boolean | void) | null,\n * }} EmitterOptions\n * max: most live particles at once (default 1000). rate: particles born per second (default 100).\n * gravity: acceleration, e.g. [0, -9.8, 0] (default none). drag: share of velocity lost per second\n * (default 0). follow: a node whose position becomes the origin each frame - a trail that stays\n * behind it. onParticle: called for every live particle each frame after it moves; return false to\n * remove it (a particle hitting something).\n */\n\nconst SPAWN_OPTIONS = ['origin', 'originSpread', 'velocity', 'velocitySpread', 'lifetime', 'color']\nconst OPTIONS = [...Points.OPTIONS, ...SPAWN_OPTIONS,\n 'max', 'rate', 'gravity', 'drag', 'follow', 'onParticle']\nconst HINTS = {\n count: \"use 'max' for the most particles alive at once, 'rate' for how many are born per second\",\n lifetimeRnd: \"give 'lifetime' a [min, max] range\",\n velocityRnd: \"use 'velocitySpread'\",\n positionRnd: \"use 'originSpread'\",\n}\n// the look most particle effects want: glowing dots that don't hide each other\n/** @type {MaterialOptions} */\nconst DEFAULT_MATERIAL = { size: 0.1, vertexColors: true, blending: 'additive', depthWrite: false }\n\nconst tmpMat = new Float32Array(16)\n\n/**\n * Particles drawn as points. Add it to a scene and it runs itself.\n *\n * const sparks = scene.add(new Emitter({ rate: 200, velocitySpread: 2, gravity: [0, -9.8, 0], color: ['#ffd27f', '#000'] }))\n * sparks.burst(500, { velocitySpread: 8 })\n */\nexport class Emitter extends Points {\n static type = 'emitter'\n static get OPTIONS() { return OPTIONS }\n static get HINTS() { return { ...Points.HINTS, ...HINTS } }\n\n /** Particles born per second; 0 stops new ones (existing particles live out their lives). */\n rate = 100\n /** Acceleration on every particle, units per second². */\n gravity = new Vec3()\n /** Share of velocity lost per second. */\n drag = 0\n /** Where particles start, in the emitter's space. */\n origin = new Vec3()\n originSpread = 0\n velocity = new Vec3(0, 1, 0)\n /** @type {number | Vec3} */ velocitySpread = 0\n /** @type {[number, number]} */ lifetime = [1, 1]\n /** A node whose position becomes the origin each frame. @type {Node | null} */\n follow = null\n /** @type {((p: Particle) => boolean | void) | null} */\n onParticle = null\n\n #max\n #alive = 0\n #due = 0\n /** @type {Float32Array} */ #velocities\n /** @type {Float32Array} */ #ages\n /** @type {Float32Array} */ #lifetimes\n // Colour stop lists, sRGB like geometry colours. Palette 0 is the emitter's own colour; bursts with\n // their own colours add more, and each particle remembers which one it fades through.\n /** @type {number[][][]} */ #palettes = [[[1, 1, 1]]]\n /** @type {Map<string, number>} */ #paletteIds = new Map()\n /** @type {Uint8Array} */ #palette\n #spawnPalette = 0\n /** Last frame's origin, so a moving source leaves an even trail rather than clumps. */\n #lastOrigin = /** @type {Vec3 | null} */ (null)\n #particle = /** @type {Particle} */ ({ position: new Vec3(), velocity: new Vec3(), age: 0, lifetime: 0 })\n\n /** @param {EmitterOptions} [options] */\n constructor(options = {}) {\n if (/** @type {any} */ (options)?.geometry !== undefined) fail('Emitter', \"an Emitter makes its own geometry - size it with 'max'\")\n const max = options?.max ?? 1000\n if (!Number.isInteger(max) || max < 1) fail('Emitter', `'max' must be a whole number of 1 or more, got ${describe(max)}`)\n const given = options?.material\n if (given !== undefined && !(given instanceof Material) && (!given || typeof given !== 'object' || Array.isArray(given))) {\n fail('Emitter', `'material' is a Material or material options such as { size: 0.2 }, got ${describe(given)}`)\n }\n const material = given instanceof Material ? given : { ...DEFAULT_MATERIAL, ...given }\n const geometry = new Geometry({ positions: new Float32Array(max * 3), colors: new Float32Array(max * 3) })\n geometry.drawCount = 0\n super({ ...options, geometry, material })\n this.#max = max\n this.#velocities = new Float32Array(max * 3)\n this.#ages = new Float32Array(max)\n this.#lifetimes = new Float32Array(max)\n this.#palette = new Uint8Array(max)\n // particles spread anywhere, and stale slots would make bounds meaningless\n if (options.frustumCulled === undefined) this.frustumCulled = false\n\n this.#setBehaviour(options)\n this.#setSpawn(options)\n this.onUpdate((_, dt) => this.step(dt))\n }\n\n /**\n * Change several settings at once - a preset, say. Vectors are copied into the emitter's own,\n * so anything bound to `emitter.gravity` and friends stays bound. Live particles carry on.\n * @param {SpawnOptions & { rate?: number, gravity?: Vec3Input, drag?: number, follow?: Node | null,\n * onParticle?: ((p: Particle) => boolean | void) | null }} options\n * @returns {this}\n */\n set(options) {\n const known = [...SPAWN_OPTIONS, 'rate', 'gravity', 'drag', 'follow', 'onParticle']\n for (const key of Object.keys(options ?? {})) {\n if (!known.includes(key)) fail('Emitter', `set() doesn't take '${key}' - it takes ${known.join(', ')}`)\n }\n this.#setBehaviour(options)\n this.#setSpawn(options)\n return this\n }\n\n /** Most live particles at once. */\n get max() { return this.#max }\n\n /** Particles alive now. */\n get count() { return this.#alive }\n\n /** The colours particles fade through - one or several. @param {ColorInput | ColorInput[]} v */\n set color(v) { this.#palettes[0] = colorStops(v) }\n /** @returns {[number, number, number][]} */\n get color() { return /** @type {[number, number, number][]} */ (this.#palettes[0].map((s) => [...s])) }\n\n /**\n * Birth `count` particles at once - explosions, splashes. Options override the emitter's own\n * spawn settings for this burst only.\n * @param {number} count\n * @param {SpawnOptions} [options]\n * @returns {this}\n */\n burst(count, options = {}) {\n for (const key of Object.keys(options)) {\n if (!SPAWN_OPTIONS.includes(key)) fail('Emitter', `burst() doesn't take '${key}' - it takes ${SPAWN_OPTIONS.join(', ')}`)\n }\n const { color, ...spawn } = options\n const saved = this.#saveSpawn()\n this.#setSpawn(spawn)\n if (color !== undefined) this.#spawnPalette = this.#paletteFor(colorStops(color))\n const origin = this.origin.clone()\n for (let i = 0; i < count; i++) this.#spawn(origin, origin, 0)\n this.#setSpawn(saved)\n this.#spawnPalette = 0\n this.#upload()\n return this\n }\n\n /** Remove every particle. @returns {this} */\n clear() {\n this.#alive = 0\n this.#due = 0\n this.#upload()\n return this\n }\n\n /**\n * Advance the simulation by dt seconds. The emitter's update handler calls this each frame; call\n * it yourself only for an emitter outside a running scene.\n * @param {number} dt\n */\n step(dt) {\n if (dt <= 0) return\n const p = this.geometry.positions\n const v = this.#velocities, ages = this.#ages, lives = this.#lifetimes\n const g = this.gravity, keep = Math.exp(-this.drag * dt)\n const hook = this.onParticle, particle = this.#particle\n\n for (let i = 0; i < this.#alive;) {\n const age = ages[i] += dt\n if (age >= lives[i]) {\n this.#remove(i)\n continue\n }\n const i3 = i * 3\n for (let k = 0; k < 3; k++) {\n v[i3 + k] = (v[i3 + k] + g[k] * dt) * keep\n p[i3 + k] += v[i3 + k] * dt\n }\n this.#paint(i, age / lives[i])\n if (hook) {\n particle.position.set(p[i3], p[i3 + 1], p[i3 + 2])\n particle.velocity.set(v[i3], v[i3 + 1], v[i3 + 2])\n particle.age = age\n particle.lifetime = lives[i]\n if (hook(particle) === false) {\n this.#remove(i)\n continue\n }\n p.set(particle.position, i3)\n v.set(particle.velocity, i3)\n }\n i++\n }\n\n // new particles, spread along the path the origin took this frame\n const origin = this.#followedOrigin()\n const from = this.#lastOrigin ?? origin\n this.#due += this.rate * dt\n const born = Math.floor(this.#due)\n this.#due -= born\n for (let n = 0; n < born; n++) this.#spawn(from, origin, (n + Math.random()) / born * dt)\n this.#lastOrigin = origin.clone()\n this.#upload()\n }\n\n /** @internal @returns {Record<string, unknown>} */\n cloneOptions() {\n // an emitter makes its own geometry, so neither form carries it\n const rest = super.cloneOptions()\n delete rest.geometry\n return { ...rest, ...this.#saveSpawn(), max: this.#max, rate: this.rate, gravity: this.gravity.clone(),\n drag: this.drag, follow: this.follow, onParticle: this.onParticle, color: this.color }\n }\n\n /** @internal @returns {Record<string, unknown>} */\n jsonOptions() {\n const rest = super.jsonOptions()\n delete rest.geometry\n return { ...rest, max: this.#max, rate: this.rate, gravity: this.gravity.toArray(), drag: this.drag,\n origin: this.origin.toArray(), originSpread: this.originSpread, velocity: this.velocity.toArray(),\n velocitySpread: typeof this.velocitySpread === 'number' ? this.velocitySpread : this.velocitySpread.toArray(),\n lifetime: [...this.lifetime], color: this.#palettes[0].map((s) => new Color().setSRGB(s[0], s[1], s[2]).toJSON()) }\n }\n\n // birth one particle somewhere between a and b, already `head` seconds into its life\n /** @param {Vec3} a @param {Vec3} b @param {number} head */\n #spawn(a, b, head) {\n if (this.#alive >= this.#max) return\n const i = this.#alive++, i3 = i * 3\n const p = this.geometry.positions, v = this.#velocities\n const t = Math.random()\n const o = randomInBall(this.originSpread)\n const s = this.velocitySpread\n const dv = typeof s === 'number' ? randomInBall(s) : [(Math.random() * 2 - 1) * s[0], (Math.random() * 2 - 1) * s[1], (Math.random() * 2 - 1) * s[2]]\n for (let k = 0; k < 3; k++) {\n v[i3 + k] = this.velocity[k] + dv[k]\n p[i3 + k] = a[k] + (b[k] - a[k]) * t + o[k] + v[i3 + k] * head\n }\n const [min, max] = this.lifetime\n this.#lifetimes[i] = min + Math.random() * (max - min)\n this.#ages[i] = head\n this.#palette[i] = this.#spawnPalette\n this.#paint(i, head / this.#lifetimes[i])\n }\n\n // move the last particle into slot i\n /** @param {number} i */\n #remove(i) {\n const last = --this.#alive\n if (i === last) return\n const p = this.geometry.positions, c = /** @type {Float32Array} */ (this.geometry.colors), v = this.#velocities\n p.copyWithin(i * 3, last * 3, last * 3 + 3)\n c.copyWithin(i * 3, last * 3, last * 3 + 3)\n v.copyWithin(i * 3, last * 3, last * 3 + 3)\n this.#ages[i] = this.#ages[last]\n this.#lifetimes[i] = this.#lifetimes[last]\n this.#palette[i] = this.#palette[last]\n }\n\n /** @param {number} i @param {number} t 0-1 through its life */\n #paint(i, t) {\n const c = /** @type {Float32Array} */ (this.geometry.colors), stops = this.#palettes[this.#palette[i]]\n if (stops.length === 1) {\n c.set(stops[0], i * 3)\n return\n }\n const x = Math.min(Math.max(t, 0), 1) * (stops.length - 1)\n const s = Math.min(Math.floor(x), stops.length - 2), f = x - s\n const a = stops[s], b = stops[s + 1]\n c[i * 3] = a[0] + (b[0] - a[0]) * f\n c[i * 3 + 1] = a[1] + (b[1] - a[1]) * f\n c[i * 3 + 2] = a[2] + (b[2] - a[2]) * f\n }\n\n #upload() {\n this.geometry.drawCount = this.#alive\n this.geometry.needsUpdate()\n }\n\n /** The followed node's position in the emitter's space, or the origin. @returns {Vec3} */\n #followedOrigin() {\n if (!this.follow) return this.origin\n const world = this.follow.worldPosition\n if (!mat4.invert(tmpMat, this.worldMatrix)) return this.origin\n return this.origin.copy(world).applyMatrix4(tmpMat)\n }\n\n /** @param {SpawnOptions} o */\n #setSpawn(o) {\n const owner = 'Emitter'\n // vectors are copied in place, so references to them stay live\n if (o.origin !== undefined) this.origin.copy(o.origin, owner)\n if (o.originSpread !== undefined) this.originSpread = Math.max(0, checkNumber(owner, 'originSpread', o.originSpread))\n if (o.velocity !== undefined) this.velocity.copy(o.velocity, owner)\n if (o.velocitySpread !== undefined) {\n const s = o.velocitySpread\n if (typeof s === 'number') this.velocitySpread = checkNumber(owner, 'velocitySpread', s)\n else if (this.velocitySpread instanceof Vec3) this.velocitySpread.copy(s, owner)\n else this.velocitySpread = Vec3.fromInput(s, owner)\n }\n if (o.lifetime !== undefined) this.lifetime = lifetimeRange(o.lifetime)\n if (o.color !== undefined) this.#palettes[0] = colorStops(o.color)\n }\n\n /** @param {{ rate?: number, gravity?: Vec3Input, drag?: number, follow?: Node | null, onParticle?: ((p: Particle) => boolean | void) | null }} o */\n #setBehaviour(o) {\n const owner = 'Emitter'\n if (o.rate !== undefined) this.rate = Math.max(0, checkNumber(owner, 'rate', o.rate))\n if (o.gravity !== undefined) this.gravity.copy(o.gravity, owner)\n if (o.drag !== undefined) this.drag = Math.max(0, checkNumber(owner, 'drag', o.drag))\n if (o.follow !== undefined) this.follow = checkFollow(o.follow)\n if (o.onParticle !== undefined) this.onParticle = o.onParticle\n }\n\n /** The spawn settings other than colour, as options. @returns {SpawnOptions} */\n #saveSpawn() {\n return { origin: this.origin.clone(), originSpread: this.originSpread, velocity: this.velocity.clone(),\n velocitySpread: typeof this.velocitySpread === 'number' ? this.velocitySpread : this.velocitySpread.clone(),\n lifetime: /** @type {[number, number]} */ ([...this.lifetime]) }\n }\n\n // The palette id for a burst's colours, reused when the same colours come again. Ids are a byte\n // per particle, so past 255 distinct burst palettes the oldest is overwritten.\n /** @param {number[][]} stops @returns {number} */\n #paletteFor(stops) {\n const key = stops.flat().join()\n let id = this.#paletteIds.get(key)\n if (id === undefined) {\n id = this.#palettes.length < 256 ? this.#palettes.length : 1 + (this.#paletteIds.size % 255)\n for (const [k, v] of this.#paletteIds) if (v === id) this.#paletteIds.delete(k)\n this.#paletteIds.set(key, id)\n }\n this.#palettes[id] = stops\n return id\n }\n}\n\n/** @param {unknown} v @returns {Node | null} */\nfunction checkFollow(v) {\n if (v === null || v instanceof Node) return /** @type {Node | null} */ (v)\n return fail('Emitter', `'follow' must be a node, got ${describe(v)}`)\n}\n\n/** @param {number | [number, number]} v @returns {[number, number]} */\nfunction lifetimeRange(v) {\n const range = typeof v === 'number' ? [v, v] : v\n if (!Array.isArray(range) || range.length !== 2 || !range.every((n) => typeof n === 'number' && n > 0)) {\n fail('Emitter', `'lifetime' must be seconds above 0, or a [min, max] range, got ${describe(v)}`)\n }\n return [Math.min(range[0], range[1]), Math.max(range[0], range[1])]\n}\n\n/** @param {ColorInput | ColorInput[]} v @returns {number[][]} */\nfunction colorStops(v) {\n // a single [r, g, b] array is one colour, not three\n const list = Array.isArray(v) && !(v.length === 3 && v.every((n) => typeof n === 'number')) ? v : [v]\n if (!list.length) fail('Emitter', \"'color' needs at least one colour\")\n return list.map((c) => Color.fromInput(/** @type {ColorInput} */ (c), 'Emitter').toSRGB())\n}\n\n/** A random point within a ball of radius r, evenly spread. @param {number} r @returns {number[]} */\nfunction randomInBall(r) {\n if (!r) return [0, 0, 0]\n let x, y, z\n do {\n x = Math.random() * 2 - 1\n y = Math.random() * 2 - 1\n z = Math.random() * 2 - 1\n } while (x * x + y * y + z * z > 1)\n return [x * r, y * r, z * r]\n}\n","// Simple physics as a behaviour rather than a base class: any node moves with velocity, gravity\n// and drag once its body's update is attached - node.onUpdate(body.update).\nimport { Vec3 } from '../value/Vec3.js'\nimport { checkNumber, checkOptions } from '../validate.js'\n\n/** @import { Node } from '../scene/Node.js' */\n/** @import { Vec3Input } from '../types.js' */\n\n/**\n * @typedef {object} BodyOptions\n * @property {Vec3Input} [velocity] units per second (default [0, 0, 0])\n * @property {Vec3Input} [gravity] acceleration, e.g. [0, -9.8, 0] (default none)\n * @property {number} [drag] share of velocity lost per second (default 0)\n */\n\n/**\n * Velocity, gravity and drag for a node.\n *\n * const body = new Body({ velocity: [0, 20, 0], gravity: [0, -9.8, 0] })\n * rocket.onUpdate(body.update)\n */\nconst OPTIONS = ['velocity', 'gravity', 'drag']\nconst HINTS = {\n impulse: 'call body.impulse([x, y, z]) after creating it',\n mass: 'a Body has no mass - impulse() changes velocity directly',\n}\n\nexport class Body {\n /** The options it takes, and hints for names people reach for instead. */\n static OPTIONS = OPTIONS\n static HINTS = HINTS\n velocity = new Vec3()\n gravity = new Vec3()\n drag = 0\n\n /** @param {BodyOptions} [options] */\n constructor(options = {}) {\n checkOptions('Body', options, OPTIONS, HINTS)\n if (options.velocity !== undefined) this.velocity.copy(options.velocity, 'Body')\n if (options.gravity !== undefined) this.gravity.copy(options.gravity, 'Body')\n if (options.drag !== undefined) this.drag = Math.max(0, checkNumber('Body', 'drag', options.drag))\n }\n\n /** Add to the velocity at once - a kick. @param {Vec3Input} v @returns {this} */\n impulse(v) {\n this.velocity.add(Vec3.fromInput(v, 'Body'))\n return this\n }\n\n /**\n * Move a node one step. 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The simulation runs in the\n// emitter's own update handler, so it follows the scene clock (frame-rate independent) and its\n// arrays go to the GPU as one buffer refill per frame. Particles that grow, fade or turn give the\n// geometry per-point sizes, opacities or angles, and are drawn as squares.\nimport * as mat4 from '../math/mat4.js'\nimport { Geometry } from '../geometry/Geometry.js'\nimport { Material } from '../material/Material.js'\nimport { Points } from '../scene/drawables.js'\nimport { Node } from '../scene/Node.js'\nimport { Color } from '../value/Color.js'\nimport { Vec3 } from '../value/Vec3.js'\nimport { checkNumber, describe, fail } from '../validate.js'\n\n/** @import { MaterialOptions } from '../material/Material.js' */\n/** @import { NodeOptions } from '../scene/Node.js' */\n/** @import { ColorInput, Vec3Input } from '../types.js' */\n\n/**\n * A live particle, as passed to `onParticle`. Change `position` or `velocity` and the changes stick.\n * @typedef {object} Particle\n * @property {Vec3} position in the emitter's space\n * @property {Vec3} velocity units per second\n * @property {number} age seconds since birth\n * @property {number} lifetime seconds it lives for\n */\n\n/**\n * How particles are born. Each can also be passed to burst() for that burst alone.\n * @typedef {object} SpawnOptions\n * @property {Vec3Input} [origin] where particles start, in the emitter's space (default [0, 0, 0])\n * @property {number} [originSpread] start anywhere within this radius of the origin (default 0)\n * @property {Vec3Input} [velocity] starting velocity, units per second (default [0, 1, 0])\n * @property {number | Vec3Input} [velocitySpread] random extra velocity: a number spreads evenly in every\n * direction (a sphere - explosions), [x, y, z] spreads up to ± that much per axis (default 0)\n * @property {number | [number, number]} [lifetime] seconds, or a [min, max] range (default 1)\n * @property {ColorInput | ColorInput[]} [color] a colour, or colours each particle fades through over its\n * life - end on black to fade out with additive blending (default white)\n */\n\n/**\n * @typedef {NodeOptions & SpawnOptions & {\n * max?: number,\n * rate?: number,\n * gravity?: Vec3Input,\n * drag?: number,\n * follow?: Node | null,\n * material?: Material | MaterialOptions,\n * frustumCulled?: boolean,\n * renderOrder?: number,\n * onParticle?: ((p: Particle) => boolean | void) | null,\n * sort?: boolean,\n * } & LookOptions} EmitterOptions\n * max: most live particles at once (default 1000). rate: particles born per second (default 100).\n * gravity: acceleration, e.g. [0, -9.8, 0] (default none). drag: share of velocity lost per second\n * (default 0). follow: a node whose position becomes the origin each frame - a trail that stays\n * behind it. onParticle: called for every live particle each frame after it moves; return false to\n * remove it (a particle hitting something). sort: draw furthest first, for soft particles with\n * blending 'normal' (smoke) that would otherwise layer wrongly.\n */\n\n/**\n * How particles look over their lives, beyond colour.\n * @typedef {object} LookOptions\n * @property {number | number[]} [size] a multiple of the material's size, or several each particle goes\n * through over its life - [0.5, 3] for smoke that billows out (default 1)\n * @property {number} [sizeSpread] each particle's size varies by up to this share either way, 0-1 (default 0)\n * @property {number | number[]} [opacity] 0-1, or several each particle goes through - [0, 1, 0] fades in\n * and out (default 1)\n * @property {number | [number, number]} [spin] radians per second: a number turns each particle up to that\n * fast either way, [min, max] a range. Spinning particles start at a random angle (default 0)\n */\n\nconst SPAWN_OPTIONS = ['origin', 'originSpread', 'velocity', 'velocitySpread', 'lifetime', 'color']\nconst LOOK_OPTIONS = ['size', 'sizeSpread', 'opacity', 'spin']\nconst BEHAVIOUR_OPTIONS = ['rate', 'gravity', 'drag', 'follow', 'onParticle', ...LOOK_OPTIONS]\nconst OPTIONS = [...Points.OPTIONS, ...SPAWN_OPTIONS, 'max', ...BEHAVIOUR_OPTIONS]\nconst HINTS = {\n count: \"use 'max' for the most particles alive at once, 'rate' for how many are born per second\",\n lifetimeRnd: \"give 'lifetime' a [min, max] range\",\n velocityRnd: \"use 'velocitySpread'\",\n positionRnd: \"use 'originSpread'\",\n}\n// the look most particle effects want: glowing dots that don't hide each other\n/** @type {MaterialOptions} */\nconst DEFAULT_MATERIAL = { size: 0.1, vertexColors: true, blending: 'additive', depthWrite: false }\n\nconst tmpMat = new Float32Array(16)\n\n/**\n * Particles drawn as points. Add it to a scene and it runs itself.\n *\n * const sparks = scene.add(new Emitter({ rate: 200, velocitySpread: 2, gravity: [0, -9.8, 0], color: ['#ffd27f', '#000'] }))\n * sparks.burst(500, { velocitySpread: 8 })\n */\nexport class Emitter extends Points {\n static type = 'emitter'\n static get OPTIONS() { return OPTIONS }\n static get HINTS() { return { ...Points.HINTS, ...HINTS } }\n\n /** Particles born per second; 0 stops new ones (existing particles live out their lives). */\n rate = 100\n /** Acceleration on every particle, units per second². */\n gravity = new Vec3()\n /** Share of velocity lost per second. */\n drag = 0\n /** Where particles start, in the emitter's space. */\n origin = new Vec3()\n originSpread = 0\n velocity = new Vec3(0, 1, 0)\n /** @type {number | Vec3} */ velocitySpread = 0\n /** @type {[number, number]} */ lifetime = [1, 1]\n /** A node whose position becomes the origin each frame. @type {Node | null} */\n follow = null\n /** @type {((p: Particle) => boolean | void) | null} */\n onParticle = null\n\n #max\n #alive = 0\n #due = 0\n /** @type {Float32Array} */ #velocities\n /** @type {Float32Array} */ #ages\n /** @type {Float32Array} */ #lifetimes\n // Colour stop lists, sRGB like geometry colours. Palette 0 is the emitter's own colour; bursts with\n // their own colours add more, and each particle remembers which one it fades through.\n /** @type {number[][][]} */ #palettes = [[[1, 1, 1]]]\n /** @type {Map<string, number>} */ #paletteIds = new Map()\n /** @type {Uint8Array} */ #palette\n #spawnPalette = 0\n // the looks: stops over each particle's life, and each one's own size factor and turn rate\n /** @type {number[]} */ #size = [1]\n #sizeSpread = 0\n /** @type {number[]} */ #opacity = [1]\n /** @type {[number, number]} */ #spin = [0, 0]\n /** @type {Float32Array | null} */ #sizeFactors = null\n /** @type {Float32Array | null} */ #spins = null\n /** Last frame's origin, so a moving source leaves an even trail rather than clumps. */\n #lastOrigin = /** @type {Vec3 | null} */ (null)\n #particle = /** @type {Particle} */ ({ position: new Vec3(), velocity: new Vec3(), age: 0, lifetime: 0 })\n\n /** @param {EmitterOptions} [options] */\n constructor(options = {}) {\n if (/** @type {any} */ (options)?.geometry !== undefined) fail('Emitter', \"an Emitter makes its own geometry - size it with 'max'\")\n const max = options?.max ?? 1000\n if (!Number.isInteger(max) || max < 1) fail('Emitter', `'max' must be a whole number of 1 or more, got ${describe(max)}`)\n const given = options?.material\n if (given !== undefined && !(given instanceof Material) && (!given || typeof given !== 'object' || Array.isArray(given))) {\n fail('Emitter', `'material' is a Material or material options such as { size: 0.2 }, got ${describe(given)}`)\n }\n const material = given instanceof Material ? given : { ...DEFAULT_MATERIAL, ...given }\n const geometry = new Geometry({ positions: new Float32Array(max * 3), colors: new Float32Array(max * 3) })\n geometry.drawCount = 0\n super({ ...options, geometry, material })\n this.#max = max\n this.#velocities = new Float32Array(max * 3)\n this.#ages = new Float32Array(max)\n this.#lifetimes = new Float32Array(max)\n this.#palette = new Uint8Array(max)\n // particles spread anywhere, and stale slots would make bounds meaningless\n if (options.frustumCulled === undefined) this.frustumCulled = false\n\n this.#setBehaviour(options)\n this.#setSpawn(options)\n this.onUpdate((_, dt) => this.step(dt))\n }\n\n /**\n * Change several settings at once - a preset, say. Vectors are copied into the emitter's own,\n * so anything bound to `emitter.gravity` and friends stays bound. Live particles carry on.\n * @param {SpawnOptions & LookOptions & { rate?: number, gravity?: Vec3Input, drag?: number, follow?: Node | null,\n * onParticle?: ((p: Particle) => boolean | void) | null }} options\n * @returns {this}\n */\n set(options) {\n const known = [...SPAWN_OPTIONS, ...BEHAVIOUR_OPTIONS]\n for (const key of Object.keys(options ?? {})) {\n if (!known.includes(key)) fail('Emitter', `set() doesn't take '${key}' - it takes ${known.join(', ')}`)\n }\n this.#setBehaviour(options)\n this.#setSpawn(options)\n return this\n }\n\n /** Most live particles at once. */\n get max() { return this.#max }\n\n /** Particles alive now. */\n get count() { return this.#alive }\n\n /** The colours particles fade through - one or several. @param {ColorInput | ColorInput[]} v */\n set color(v) { this.#palettes[0] = colorStops(v) }\n /** @returns {[number, number, number][]} */\n get color() { return /** @type {[number, number, number][]} */ (this.#palettes[0].map((s) => [...s])) }\n\n /** Each particle's size over its life, as multiples of the material's. @param {number | number[]} v */\n set size(v) { this.#setLooks({ size: v }) }\n /** @returns {number[]} */\n get size() { return [...this.#size] }\n /** How much each particle's size varies, 0-1 either way. @param {number} v */\n set sizeSpread(v) { this.#setLooks({ sizeSpread: v }) }\n get sizeSpread() { return this.#sizeSpread }\n /** Each particle's opacity over its life. @param {number | number[]} v */\n set opacity(v) { this.#setLooks({ opacity: v }) }\n /** @returns {number[]} */\n get opacity() { return [...this.#opacity] }\n /** How fast particles turn, radians per second, as a [min, max] range. @param {number | [number, number]} v */\n set spin(v) { this.#setLooks({ spin: v }) }\n /** @returns {[number, number]} */\n get spin() { return [...this.#spin] }\n\n /**\n * Birth `count` particles at once - explosions, splashes. Options override the emitter's own\n * spawn settings for this burst only.\n * @param {number} count\n * @param {SpawnOptions} [options]\n * @returns {this}\n */\n burst(count, options = {}) {\n for (const key of Object.keys(options)) {\n if (!SPAWN_OPTIONS.includes(key)) fail('Emitter', `burst() doesn't take '${key}' - it takes ${SPAWN_OPTIONS.join(', ')}`)\n }\n const { color, ...spawn } = options\n const saved = this.#saveSpawn()\n this.#setSpawn(spawn)\n if (color !== undefined) this.#spawnPalette = this.#paletteFor(colorStops(color))\n const origin = this.origin.clone()\n for (let i = 0; i < count; i++) this.#spawn(origin, origin, 0)\n this.#setSpawn(saved)\n this.#spawnPalette = 0\n this.#upload()\n return this\n }\n\n /** Remove every particle. @returns {this} */\n clear() {\n this.#alive = 0\n this.#due = 0\n this.#upload()\n return this\n }\n\n /**\n * Advance the simulation by dt seconds. The emitter's update handler calls this each frame; call\n * it yourself only for an emitter outside a running scene.\n * @param {number} dt\n */\n step(dt) {\n if (dt <= 0) return\n const p = this.geometry.positions\n const v = this.#velocities, ages = this.#ages, lives = this.#lifetimes\n const g = this.gravity, keep = Math.exp(-this.drag * dt)\n const hook = this.onParticle, particle = this.#particle\n const angles = this.geometry.angles, spins = this.#spins\n\n for (let i = 0; i < this.#alive;) {\n const age = ages[i] += dt\n if (age >= lives[i]) {\n this.#remove(i)\n continue\n }\n const i3 = i * 3\n for (let k = 0; k < 3; k++) {\n v[i3 + k] = (v[i3 + k] + g[k] * dt) * keep\n p[i3 + k] += v[i3 + k] * dt\n }\n if (angles && spins) angles[i] += spins[i] * dt\n this.#paint(i, age / lives[i])\n if (hook) {\n particle.position.set(p[i3], p[i3 + 1], p[i3 + 2])\n particle.velocity.set(v[i3], v[i3 + 1], v[i3 + 2])\n particle.age = age\n particle.lifetime = lives[i]\n if (hook(particle) === false) {\n this.#remove(i)\n continue\n }\n p.set(particle.position, i3)\n v.set(particle.velocity, i3)\n }\n i++\n }\n\n // new particles, spread along the path the origin took this frame\n const origin = this.#followedOrigin()\n const from = this.#lastOrigin ?? origin\n this.#due += this.rate * dt\n const born = Math.floor(this.#due)\n this.#due -= born\n for (let n = 0; n < born; n++) this.#spawn(from, origin, (n + Math.random()) / born * dt)\n this.#lastOrigin = origin.clone()\n this.#upload()\n }\n\n /** @internal @returns {Record<string, unknown>} */\n cloneOptions() {\n // an emitter makes its own geometry, so neither form carries it\n const rest = super.cloneOptions()\n delete rest.geometry\n return { ...rest, ...this.#saveSpawn(), max: this.#max, rate: this.rate, gravity: this.gravity.clone(),\n drag: this.drag, follow: this.follow, onParticle: this.onParticle, color: this.color, ...this.#looks() }\n }\n\n /** @internal @returns {Record<string, unknown>} */\n jsonOptions() {\n const rest = super.jsonOptions()\n delete rest.geometry\n return { ...rest, max: this.#max, rate: this.rate, gravity: this.gravity.toArray(), drag: this.drag,\n origin: this.origin.toArray(), originSpread: this.originSpread, velocity: this.velocity.toArray(),\n velocitySpread: typeof this.velocitySpread === 'number' ? this.velocitySpread : this.velocitySpread.toArray(),\n lifetime: [...this.lifetime], color: this.#palettes[0].map((s) => new Color().setSRGB(s[0], s[1], s[2]).toJSON()),\n ...this.#looks() }\n }\n\n // birth one particle somewhere between a and b, already `head` seconds into its life\n /** @param {Vec3} a @param {Vec3} b @param {number} head */\n #spawn(a, b, head) {\n if (this.#alive >= this.#max) return\n const i = this.#alive++, i3 = i * 3\n const p = this.geometry.positions, v = this.#velocities\n const t = Math.random()\n const o = randomInBall(this.originSpread)\n const s = this.velocitySpread\n const dv = typeof s === 'number' ? randomInBall(s) : [(Math.random() * 2 - 1) * s[0], (Math.random() * 2 - 1) * s[1], (Math.random() * 2 - 1) * s[2]]\n for (let k = 0; k < 3; k++) {\n v[i3 + k] = this.velocity[k] + dv[k]\n p[i3 + k] = a[k] + (b[k] - a[k]) * t + o[k] + v[i3 + k] * head\n }\n const [min, max] = this.lifetime\n this.#lifetimes[i] = min + Math.random() * (max - min)\n this.#ages[i] = head\n this.#palette[i] = this.#spawnPalette\n if (this.#sizeFactors) this.#sizeFactors[i] = 1 + (Math.random() * 2 - 1) * this.#sizeSpread\n const angles = this.geometry.angles, spins = this.#spins\n if (angles && spins) {\n spins[i] = this.#spin[0] + Math.random() * (this.#spin[1] - this.#spin[0])\n angles[i] = Math.random() * Math.PI * 2 + spins[i] * head\n }\n this.#paint(i, head / this.#lifetimes[i])\n }\n\n // move the last particle into slot i\n /** @param {number} i */\n #remove(i) {\n const last = --this.#alive\n if (i === last) return\n const p = this.geometry.positions, c = /** @type {Float32Array} */ (this.geometry.colors), v = this.#velocities\n p.copyWithin(i * 3, last * 3, last * 3 + 3)\n c.copyWithin(i * 3, last * 3, last * 3 + 3)\n v.copyWithin(i * 3, last * 3, last * 3 + 3)\n this.#ages[i] = this.#ages[last]\n this.#lifetimes[i] = this.#lifetimes[last]\n this.#palette[i] = this.#palette[last]\n for (const a of [this.geometry.sizes, this.geometry.opacities, this.geometry.angles, this.#sizeFactors, this.#spins]) {\n if (a) a[i] = a[last]\n }\n }\n\n /** @param {number} i @param {number} t 0-1 through its life */\n #paint(i, t) {\n const { sizes, opacities } = this.geometry\n if (sizes) sizes[i] = along(this.#size, t) * (this.#sizeFactors ? this.#sizeFactors[i] : 1)\n if (opacities) opacities[i] = along(this.#opacity, t)\n const c = /** @type {Float32Array} */ (this.geometry.colors), stops = this.#palettes[this.#palette[i]]\n if (stops.length === 1) {\n c.set(stops[0], i * 3)\n return\n }\n const x = Math.min(Math.max(t, 0), 1) * (stops.length - 1)\n const s = Math.min(Math.floor(x), stops.length - 2), f = x - s\n const a = stops[s], b = stops[s + 1]\n c[i * 3] = a[0] + (b[0] - a[0]) * f\n c[i * 3 + 1] = a[1] + (b[1] - a[1]) * f\n c[i * 3 + 2] = a[2] + (b[2] - a[2]) * f\n }\n\n #upload() {\n this.geometry.drawCount = this.#alive\n this.geometry.needsUpdate()\n }\n\n /** The followed node's position in the emitter's space, or the origin. @returns {Vec3} */\n #followedOrigin() {\n if (!this.follow) return this.origin\n const world = this.follow.worldPosition\n if (!mat4.invert(tmpMat, this.worldMatrix)) return this.origin\n return this.origin.copy(world).applyMatrix4(tmpMat)\n }\n\n /** @param {SpawnOptions} o */\n #setSpawn(o) {\n const owner = 'Emitter'\n // vectors are copied in place, so references to them stay live\n if (o.origin !== undefined) this.origin.copy(o.origin, owner)\n if (o.originSpread !== undefined) this.originSpread = Math.max(0, checkNumber(owner, 'originSpread', o.originSpread))\n if (o.velocity !== undefined) this.velocity.copy(o.velocity, owner)\n if (o.velocitySpread !== undefined) {\n const s = o.velocitySpread\n if (typeof s === 'number') this.velocitySpread = checkNumber(owner, 'velocitySpread', s)\n else if (this.velocitySpread instanceof Vec3) this.velocitySpread.copy(s, owner)\n else this.velocitySpread = Vec3.fromInput(s, owner)\n }\n if (o.lifetime !== undefined) this.lifetime = lifetimeRange(o.lifetime)\n if (o.color !== undefined) this.#palettes[0] = colorStops(o.color)\n }\n\n /** @param {LookOptions & { rate?: number, gravity?: Vec3Input, drag?: number, follow?: Node | null, onParticle?: ((p: Particle) => boolean | void) | null }} o */\n #setBehaviour(o) {\n this.#setLooks(o)\n const owner = 'Emitter'\n if (o.rate !== undefined) this.rate = Math.max(0, checkNumber(owner, 'rate', o.rate))\n if (o.gravity !== undefined) this.gravity.copy(o.gravity, owner)\n if (o.drag !== undefined) this.drag = Math.max(0, checkNumber(owner, 'drag', o.drag))\n if (o.follow !== undefined) this.follow = checkFollow(o.follow)\n if (o.onParticle !== undefined) this.onParticle = o.onParticle\n }\n\n // Sizes, opacities and angles go on the geometry when first wanted (the points are then drawn as\n // squares) and stay; live particles get the plain values until they are next painted.\n /** @param {LookOptions} o */\n #setLooks(o) {\n const owner = 'Emitter', g = this.geometry, max = this.#max\n if (o.size !== undefined) this.#size = lookStops('size', o.size, Infinity)\n if (o.sizeSpread !== undefined) this.#sizeSpread = Math.min(Math.max(checkNumber(owner, 'sizeSpread', o.sizeSpread), 0), 1)\n if (o.opacity !== undefined) this.#opacity = lookStops('opacity', o.opacity, 1)\n if (o.spin !== undefined) this.#spin = spinRange(o.spin)\n const plain = (/** @type {number[]} */ stops) => stops.length === 1 && stops[0] === 1\n if (!g.sizes && (!plain(this.#size) || this.#sizeSpread)) g.sizes = new Float32Array(max).fill(1)\n if (!this.#sizeFactors && this.#sizeSpread) this.#sizeFactors = new Float32Array(max).fill(1)\n if (!g.opacities && !plain(this.#opacity)) g.opacities = new Float32Array(max).fill(1)\n if (!g.angles && (this.#spin[0] || this.#spin[1])) {\n g.angles = new Float32Array(max)\n this.#spins = new Float32Array(max)\n }\n }\n\n /** The looks, as options. @returns {LookOptions} */\n #looks() {\n return { size: unstop(this.#size), sizeSpread: this.#sizeSpread, opacity: unstop(this.#opacity),\n spin: /** @type {[number, number]} */ ([...this.#spin]) }\n }\n\n /** The spawn settings other than colour, as options. @returns {SpawnOptions} */\n #saveSpawn() {\n return { origin: this.origin.clone(), originSpread: this.originSpread, velocity: this.velocity.clone(),\n velocitySpread: typeof this.velocitySpread === 'number' ? this.velocitySpread : this.velocitySpread.clone(),\n lifetime: /** @type {[number, number]} */ ([...this.lifetime]) }\n }\n\n // The palette id for a burst's colours, reused when the same colours come again. Ids are a byte\n // per particle, so past 255 distinct burst palettes the oldest is overwritten.\n /** @param {number[][]} stops @returns {number} */\n #paletteFor(stops) {\n const key = stops.flat().join()\n let id = this.#paletteIds.get(key)\n if (id === undefined) {\n id = this.#palettes.length < 256 ? this.#palettes.length : 1 + (this.#paletteIds.size % 255)\n for (const [k, v] of this.#paletteIds) if (v === id) this.#paletteIds.delete(k)\n this.#paletteIds.set(key, id)\n }\n this.#palettes[id] = stops\n return id\n }\n}\n\n/** @param {unknown} v @returns {Node | null} */\nfunction checkFollow(v) {\n if (v === null || v instanceof Node) return /** @type {Node | null} */ (v)\n return fail('Emitter', `'follow' must be a node, got ${describe(v)}`)\n}\n\n/** @param {number | [number, number]} v @returns {[number, number]} */\nfunction lifetimeRange(v) {\n const range = typeof v === 'number' ? [v, v] : v\n if (!Array.isArray(range) || range.length !== 2 || !range.every((n) => typeof n === 'number' && n > 0)) {\n fail('Emitter', `'lifetime' must be seconds above 0, or a [min, max] range, got ${describe(v)}`)\n }\n return [Math.min(range[0], range[1]), Math.max(range[0], range[1])]\n}\n\n/** @param {string} name @param {number | number[]} v @param {number} most @returns {number[]} */\nfunction lookStops(name, v, most) {\n const list = Array.isArray(v) ? v : [v]\n if (!list.length || !list.every((n) => typeof n === 'number' && Number.isFinite(n) && n >= 0)) {\n fail('Emitter', `'${name}' must be a number of 0 or more, or a list of them a particle goes through, got ${describe(v)}`)\n }\n return list.map((n) => Math.min(n, most))\n}\n\n/** One stop as a number, several as a list. @param {number[]} stops @returns {number | number[]} */\nfunction unstop(stops) {\n return stops.length === 1 ? stops[0] : [...stops]\n}\n\n/** The value t (0-1) of the way through evenly spaced stops. @param {number[]} stops @param {number} t */\nfunction along(stops, t) {\n if (stops.length === 1) return stops[0]\n const x = Math.min(Math.max(t, 0), 1) * (stops.length - 1)\n const s = Math.min(Math.floor(x), stops.length - 2)\n return stops[s] + (stops[s + 1] - stops[s]) * (x - s)\n}\n\n/** @param {number | [number, number]} v @returns {[number, number]} */\nfunction spinRange(v) {\n const range = typeof v === 'number' ? [-Math.abs(v), Math.abs(v)] : v\n if (!Array.isArray(range) || range.length !== 2 || !range.every((n) => typeof n === 'number' && Number.isFinite(n))) {\n fail('Emitter', `'spin' must be radians per second, or a [min, max] range, got ${describe(v)}`)\n }\n return [Math.min(range[0], range[1]), Math.max(range[0], range[1])]\n}\n\n/** @param {ColorInput | ColorInput[]} v @returns {number[][]} */\nfunction colorStops(v) {\n // a single [r, g, b] array is one colour, not three\n const list = Array.isArray(v) && !(v.length === 3 && v.every((n) => typeof n === 'number')) ? v : [v]\n if (!list.length) fail('Emitter', \"'color' needs at least one colour\")\n return list.map((c) => Color.fromInput(/** @type {ColorInput} */ (c), 'Emitter').toSRGB())\n}\n\n/** A random point within a ball of radius r, evenly spread. @param {number} r @returns {number[]} */\nfunction randomInBall(r) {\n if (!r) return [0, 0, 0]\n let x, y, z\n do {\n x = Math.random() * 2 - 1\n y = Math.random() * 2 - 1\n z = Math.random() * 2 - 1\n } while (x * x + y * y + z * z > 1)\n return [x * r, y * r, z * r]\n}\n","// Simple physics as a behaviour rather than a base class: any node moves with velocity, gravity\n// and drag once its body's update is attached - node.onUpdate(body.update).\nimport { Vec3 } from '../value/Vec3.js'\nimport { checkNumber, checkOptions } from '../validate.js'\n\n/** @import { Node } from '../scene/Node.js' */\n/** @import { Vec3Input } from '../types.js' */\n\n/**\n * @typedef {object} BodyOptions\n * @property {Vec3Input} [velocity] units per second (default [0, 0, 0])\n * @property {Vec3Input} [gravity] acceleration, e.g. [0, -9.8, 0] (default none)\n * @property {number} [drag] share of velocity lost per second (default 0)\n */\n\n/**\n * Velocity, gravity and drag for a node.\n *\n * const body = new Body({ velocity: [0, 20, 0], gravity: [0, -9.8, 0] })\n * rocket.onUpdate(body.update)\n */\nconst OPTIONS = ['velocity', 'gravity', 'drag']\nconst HINTS = {\n impulse: 'call body.impulse([x, y, z]) after creating it',\n mass: 'a Body has no mass - impulse() changes velocity directly',\n}\n\nexport class Body {\n /** The options it takes, and hints for names people reach for instead. */\n static OPTIONS = OPTIONS\n static HINTS = HINTS\n velocity = new Vec3()\n gravity = new Vec3()\n drag = 0\n\n /** @param {BodyOptions} [options] */\n constructor(options = {}) {\n checkOptions('Body', options, OPTIONS, HINTS)\n if (options.velocity !== undefined) this.velocity.copy(options.velocity, 'Body')\n if (options.gravity !== undefined) this.gravity.copy(options.gravity, 'Body')\n if (options.drag !== undefined) this.drag = Math.max(0, checkNumber('Body', 'drag', options.drag))\n }\n\n /** Add to the velocity at once - a kick. @param {Vec3Input} v @returns {this} */\n impulse(v) {\n this.velocity.add(Vec3.fromInput(v, 'Body'))\n return this\n }\n\n /**\n * Move a node one step. 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package/dist/passes.js CHANGED
@@ -1,4 +1,4 @@
1
- import { A as e, D as t, Ft as n, I as r, It as i, M as a, Nt as o, O as s, P as c, bt as l, j as u, k as d, vt as f, yt as p } from "./core.js";
1
+ import { A as e, C as t, E as n, It as r, Lt as i, O as a, Pt as o, S as s, T as c, bt as l, w as u, x as d, xt as f, yt as p } from "./core.js";
2
2
  // src/irradiance.js
3
3
  function m({ data: e, width: t, height: n }) {
4
4
  let r = /* @__PURE__ */ new Float64Array(27), i = Math.max(1, Math.floor(t / 128)), a = Math.max(1, Math.floor(n / 64)), o = 2 * Math.PI * i / t, s = Math.PI * a / n;
@@ -56,9 +56,9 @@ uniform float uLod;
56
56
  uniform float uIntensity;
57
57
  uniform int uHdr;
58
58
  out vec4 fragColor;
59
- ${e}
60
59
  ${u}
61
- ${r}
60
+ ${c}
61
+ ${e}
62
62
  void main() {
63
63
  vec4 far = uInverseViewProjection * vec4(vUv * 2.0 - 1.0, 1.0, 1.0);
64
64
  vec3 d = normalize(far.xyz / far.w - uCameraPosition);
@@ -73,7 +73,7 @@ uniform float uRoughness;
73
73
  uniform float uSourceTexels;
74
74
  uniform float uCopyLod;
75
75
  out vec4 fragColor;
76
- ${u}
76
+ ${c}
77
77
  const float PI = 3.14159265359;
78
78
  const uint SAMPLES = 192u;
79
79
  vec2 hammersley(uint i) {
@@ -151,7 +151,7 @@ fragColor = widened(vUv);
151
151
  in vec2 vUv;
152
152
  uniform sampler2D uMask;
153
153
  out vec4 fragColor;
154
- ${e}
154
+ ${u}
155
155
  ${y}
156
156
  void main() {
157
157
  if (texture(uMask, vUv).a > 0.0) discard;
@@ -204,7 +204,7 @@ fragColor = found ? vec4(float(at + 32) / 255.0, 0.0, 0.0, 1.0) : vec4(0.0);
204
204
  in vec2 vUv;
205
205
  uniform sampler2D uNearest;
206
206
  out vec4 fragColor;
207
- ${e}
207
+ ${u}
208
208
  ${C}
209
209
  void main() {
210
210
  float here = texture(uCoverage, vUv).r;
@@ -229,7 +229,7 @@ float alpha = clamp(ring.a - nearest + 0.5, 0.0, 1.0) * (1.0 - here);
229
229
  if (alpha <= 0.0) discard;
230
230
  fragColor = vec4(linearToSrgb(ring.rgb) * alpha, alpha);
231
231
  }
232
- `, E = [c, _], D = [a, b], O = [a, x], k = [c, S], A = [a, w], j = [a, T], M = [c, d], N = [a, h], P = [a, g], F = 512, I = 6, L = class {
232
+ `, E = [a, _], D = [n, b], O = [n, x], k = [a, S], A = [n, w], j = [n, T], M = [a, t], N = [n, h], P = [n, g], F = 512, I = 6, L = class {
233
233
  #e = /* @__PURE__ */ new WeakMap();
234
234
  #t = null;
235
235
  #n = null;
@@ -269,17 +269,17 @@ fragColor = vec4(linearToSrgb(ring.rgb) * alpha, alpha);
269
269
  version: e.version
270
270
  }, this.#e.set(e, t), t;
271
271
  }
272
- background(e, t, r) {
272
+ background(e, t, n) {
273
273
  let i = this.gl, a = t.isHDR, s = a ? this.environment(t) : null;
274
274
  if (a && !s) return;
275
275
  let c = this.programs.ready("background", [], N);
276
276
  i.useProgram(c.program);
277
277
  let l = Math.min(Math.max(e.backgroundBlur, 0), 1);
278
- s ? (c.set("uBackground", l > 0 ? s.prefiltered : s.source), c.set("uLod", l * s.maxLod), c.set("uIntensity", e.environment === t ? e.environmentIntensity : 1)) : (c.set("uBackground", this.resources.texture(t)), c.set("uLod", l * 6), c.set("uIntensity", 1)), c.set("uHdr", +!!a), c.set("uExposure", r.exposure), c.set("uToneMapping", r.toneMapping), c.set("uInverseViewProjection", n(o(), e.camera.viewProjection)), c.set("uCameraPosition", e.camera.position), i.disable(i.DEPTH_TEST), i.disable(i.BLEND), i.disable(i.CULL_FACE), i.depthMask(!1), this.programs.drawFullscreen(), i.depthMask(!0), i.enable(i.DEPTH_TEST);
278
+ s ? (c.set("uBackground", l > 0 ? s.prefiltered : s.source), c.set("uLod", l * s.maxLod), c.set("uIntensity", e.environment === t ? e.environmentIntensity : 1)) : (c.set("uBackground", this.resources.texture(t)), c.set("uLod", l * 6), c.set("uIntensity", 1)), c.set("uHdr", +!!a), c.set("uExposure", n.exposure), c.set("uToneMapping", n.toneMapping), c.set("uInverseViewProjection", r(o(), e.camera.viewProjection)), c.set("uCameraPosition", e.camera.position), i.disable(i.DEPTH_TEST), i.disable(i.BLEND), i.disable(i.CULL_FACE), i.depthMask(!1), this.programs.drawFullscreen(), i.depthMask(!0), i.enable(i.DEPTH_TEST);
279
279
  }
280
280
  shadowMap(e) {
281
281
  let t = this.gl;
282
- this.#t ??= this.#l(p), t.bindFramebuffer(t.FRAMEBUFFER, this.#t.framebuffer), t.viewport(0, 0, p, p), this.#a(), this.#s(e.casters, e.viewProjection), this.#o();
282
+ this.#t ??= this.#l(l), t.bindFramebuffer(t.FRAMEBUFFER, this.#t.framebuffer), t.viewport(0, 0, l, l), this.#a(), this.#s(e.casters, e.viewProjection), this.#o();
283
283
  let n = new Float32Array([
284
284
  .5,
285
285
  0,
@@ -304,15 +304,15 @@ fragColor = vec4(linearToSrgb(ring.rgb) * alpha, alpha);
304
304
  texture: this.#t.texture,
305
305
  uniforms: {
306
306
  uShadowMatrix: i(/* @__PURE__ */ new Float32Array(16), n, e.viewProjection),
307
- uShadowTexel: 1 / p,
307
+ uShadowTexel: 1 / l,
308
308
  uShadowBias: e.texelSize * 1.5
309
309
  }
310
310
  };
311
311
  }
312
312
  spotShadowMaps(e) {
313
313
  let t = this.gl;
314
- this.#n ??= this.#l(l), t.bindFramebuffer(t.FRAMEBUFFER, this.#n.framebuffer), t.viewport(0, 0, l, l), this.#a();
315
- let n = /* @__PURE__ */ new Float32Array(64), r = /* @__PURE__ */ new Float32Array(16), a = /* @__PURE__ */ new Float32Array(4), o = l / 2;
314
+ this.#n ??= this.#l(f), t.bindFramebuffer(t.FRAMEBUFFER, this.#n.framebuffer), t.viewport(0, 0, f, f), this.#a();
315
+ let n = /* @__PURE__ */ new Float32Array(64), r = /* @__PURE__ */ new Float32Array(16), a = /* @__PURE__ */ new Float32Array(4), o = f / 2;
316
316
  for (let s of e) {
317
317
  let e = s.tile % 2, c = Math.floor(s.tile / 2);
318
318
  t.viewport(e * o, c * o, o, o), this.#s(s.casters, s.viewProjection);
@@ -349,14 +349,14 @@ fragColor = vec4(linearToSrgb(ring.rgb) * alpha, alpha);
349
349
  uSpotShadowMatrix: n,
350
350
  uSpotShadowTile: r,
351
351
  uSpotShadowBias: a,
352
- uSpotShadowTexel: 1 / l
352
+ uSpotShadowTexel: 1 / f
353
353
  }
354
354
  };
355
355
  }
356
356
  pointShadowMap(e) {
357
357
  let t = this.gl;
358
- return this.#r ??= this.#u(f), e.faces.forEach((e, n) => {
359
- t.bindFramebuffer(t.FRAMEBUFFER, this.#r.framebuffers[n]), t.viewport(0, 0, f, f), this.#a(), this.#s(e.casters, e.viewProjection);
358
+ return this.#r ??= this.#u(p), e.faces.forEach((e, n) => {
359
+ t.bindFramebuffer(t.FRAMEBUFFER, this.#r.framebuffers[n]), t.viewport(0, 0, p, p), this.#a(), this.#s(e.casters, e.viewProjection);
360
360
  }), this.#o(), {
361
361
  define: "POINT_SHADOW",
362
362
  sampler: "uPointShadowMap",
@@ -376,20 +376,20 @@ fragColor = vec4(linearToSrgb(ring.rgb) * alpha, alpha);
376
376
  let e = this.gl;
377
377
  e.disable(e.POLYGON_OFFSET_FILL), e.bindFramebuffer(e.FRAMEBUFFER, null);
378
378
  }
379
- #s(e, n) {
380
- let r = this.gl;
381
- for (let i of e) {
382
- let e = i.instances, a = e ? ["INSTANCED"] : [];
383
- i.clip && a.push("CLIP");
384
- let o = i.material, s = o.alphaTest > 0, c = s && !!o.map && o.triplanar > 0;
385
- s && a.push("ALPHA_TEST", ...o.map ? ["MAP"] : [], ...c ? ["TRIPLANAR"] : []), s && o.map?.uvSet === 1 && i.geometry.uvs2 && a.push("UV2", "uMapSet vUv2");
386
- let l = this.programs.ready("depth", a, M);
387
- if (r.useProgram(l.program), l.set("uViewProjection", n), l.set("uModel", i.worldMatrix), i.clip && l.set("uClipPlane", i.clip.plane), s) {
388
- l.set("uOpacity", o.opacity), l.set("uAlphaTest", o.alphaTest);
389
- let e = o.map;
390
- e && (l.set("uMapUv", t(e)), l.set("uMap", this.resources.texture(e))), c && l.set("uTriplanar", o.triplanar);
379
+ #s(e, t) {
380
+ let n = this.gl;
381
+ for (let r of e) {
382
+ let e = r.instances, i = e ? ["INSTANCED"] : [];
383
+ r.clip && i.push("CLIP");
384
+ let a = r.material, o = a.alphaTest > 0, s = o && !!a.map && a.triplanar > 0;
385
+ o && i.push("ALPHA_TEST", ...a.map ? ["MAP"] : [], ...s ? ["TRIPLANAR"] : []), o && a.map?.uvSet === 1 && r.geometry.uvs2 && i.push("UV2", "uMapSet vUv2");
386
+ let c = this.programs.ready("depth", i, M);
387
+ if (n.useProgram(c.program), c.set("uViewProjection", t), c.set("uModel", r.worldMatrix), r.clip && c.set("uClipPlane", r.clip.plane), o) {
388
+ c.set("uOpacity", a.opacity), c.set("uAlphaTest", a.alphaTest);
389
+ let e = a.map;
390
+ e && (c.set("uMapUv", d(e)), c.set("uMap", this.resources.texture(e))), s && c.set("uTriplanar", a.triplanar);
391
391
  }
392
- this.resources.drawTriangles(i.geometry, e);
392
+ this.resources.drawTriangles(r.geometry, e);
393
393
  }
394
394
  }
395
395
  outlineMask(e, t, n, r, i, a) {
@@ -1 +1 @@
1
- {"version":3,"file":"passes.js","names":["mat4.invert","mat4.create","mat4.multiply","COMMON","uvMatrix","invert","TONE_MAP","multiply","FULLSCREEN_VERTEX","create","CLIP","MESH_VERTEX","SPOT_ATLAS_SIZE","EQUIRECT","CLIP_ONLY_FRAGMENT","POINT_SHADOW_SIZE","SHADOW_MAP_SIZE","irradianceSH","sh","sx","width","sy","height","dPhi","dTheta","y","theta","sinT","dy","weight","x","phi","dx","dz","basis","i","k","w","data","norm","band","out","c","BACKGROUND_FRAGMENT","PREFILTER_FRAGMENT","OUTLINE_MASK_FRAGMENT","OUTLINE_MAX","WIDEN","OUTLINE_WIDEN_FRAGMENT","OUTLINE_COMPOSITE_FRAGMENT","OUTLINE_COVER_FRAGMENT","SMOOTH","OUTLINE_SMOOTH_WIDEN_FRAGMENT","OUTLINE_SMOOTH_COMPOSITE_FRAGMENT","OUTLINE_MASK","OUTLINE_WIDEN","OUTLINE_COMPOSITE","OUTLINE_COVER","OUTLINE_SMOOTH_WIDEN","OUTLINE_SMOOTH_COMPOSITE","DEPTH","BACKGROUND","PREFILTER","ENV_WIDTH","ENV_LEVELS","Passes","gl","programs","resources","#environments","#shadow","#spotShadow","#pointShadow","#outline","texture","env","e","image","source","#floatTexture","prefiltered","program","framebuffer","level","hdr","blur","frame","tone","#depthTarget","#beginDepth","#drawDepth","shadow","#endDepth","toTexture","matrices","tiles","bias","half","spot","spots","toTile","#depthCube","point","face","item","casters","instances","defines","material","cutout","triplanar","viewProjection","map","targets","#outlineTargets","smooth","radius","outline","outlines","px","pixelRatio","attachment","target","widen","t","buffer","make","format","msaa","samples","size","framebuffers","levels"],"sources":["../src/irradiance.js"],"sourcesContent":["// Diffuse light from an environment image, for the renderer: computed once per environment.\n\n/** @import { DataImage } from './material/Texture.js' */\n\n/**\n * Diffuse light from an equirectangular environment, as nine spherical harmonic coefficients (RGB\n * each, flattened), scaled so the shader evaluates them with plain polynomial terms and gets\n * irradiance divided by PI - the light a white matte surface facing that way reflects.\n * @param {DataImage} image linear RGBA floats\n * @returns {Float32Array} 27 numbers\n */\nexport function irradianceSH({ data, width, height }) {\n const sh = new Float64Array(27)\n // sample a grid of at most 128 x 64 - plenty for the lowest frequencies\n const sx = Math.max(1, Math.floor(width / 128)), sy = Math.max(1, Math.floor(height / 64))\n const dPhi = (2 * Math.PI * sx) / width, dTheta = (Math.PI * sy) / height\n for (let y = 0; y < height; y += sy) {\n const theta = ((y + 0.5 * sy) / height) * Math.PI\n const sinT = Math.sin(theta), dy = Math.cos(theta)\n const weight = dPhi * dTheta * sinT\n for (let x = 0; x < width; x += sx) {\n const phi = ((x + 0.5 * sx) / width - 0.5) * 2 * Math.PI\n const dx = Math.cos(phi) * sinT, dz = Math.sin(phi) * sinT\n const basis = [1, dy, dz, dx, dx * dy, dy * dz, 3 * dz * dz - 1, dx * dz, dx * dx - dy * dy]\n const i = (y * width + x) * 4\n for (let k = 0; k < 9; k++) {\n const w = basis[k] * weight\n sh[k * 3] += data[i] * w\n sh[k * 3 + 1] += data[i + 1] * w\n sh[k * 3 + 2] += data[i + 2] * w\n }\n }\n }\n // projection uses the normalised basis Y = norm * polynomial, and evaluation multiplies by the\n // cosine lobe's band factors (PI, 2PI/3, PI/4) and norm again; then divide by PI\n const norm = [0.282095, 0.488603, 0.488603, 0.488603, 1.092548, 1.092548, 0.315392, 1.092548, 0.546274]\n const band = [1, 2 / 3, 2 / 3, 2 / 3, 1 / 4, 1 / 4, 1 / 4, 1 / 4, 1 / 4]\n const out = new Float32Array(27)\n for (let k = 0; k < 9; k++) {\n for (let c = 0; c < 3; c++) out[k * 3 + c] = sh[k * 3 + c] * norm[k] * norm[k] * band[k]\n }\n return out\n}\n"],"mappings":";;AAWA,SAAgBiB,EAAa,EAAE,SAAM,UAAO,aAAU;CACpD,IAAMC,oBAAK,IAAI,aAAa,EAAE,GAExBC,IAAK,KAAK,IAAI,GAAG,KAAK,MAAMC,IAAQ,GAAG,CAAC,GAAGC,IAAK,KAAK,IAAI,GAAG,KAAK,MAAMC,IAAS,EAAE,CAAC,GACnFC,IAAQ,IAAI,KAAK,KAAKJ,IAAMC,GAAOI,IAAU,KAAK,KAAKH,IAAMC;CACnE,KAAK,IAAIG,IAAI,GAAGA,IAAIH,GAAQ,KAAKD,GAAI;EACnC,IAAMK,KAAUD,IAAI,KAAMJ,KAAMC,IAAU,KAAK,IACzCK,IAAO,KAAK,IAAID,CAAK,GAAGE,IAAK,KAAK,IAAIF,CAAK,GAC3CG,IAASN,IAAOC,IAASG;EAC/B,KAAK,IAAIG,IAAI,GAAGA,IAAIV,GAAO,KAAKD,GAAI;GAClC,IAAMY,MAAQD,IAAI,KAAMX,KAAMC,IAAQ,MAAO,IAAI,KAAK,IAChDY,IAAK,KAAK,IAAID,CAAG,IAAIJ,GAAMM,IAAK,KAAK,IAAIF,CAAG,IAAIJ,GAChDO,IAAQ;IAAC;IAAGN;IAAIK;IAAID;IAAIA,IAAKJ;IAAIA,IAAKK;IAAI,IAAIA,IAAKA,IAAK;IAAGD,IAAKC;IAAID,IAAKA,IAAKJ,IAAKA;GAAE,GACrFO,KAAKV,IAAIL,IAAQU,KAAK;GAC5B,KAAK,IAAIM,IAAI,GAAGA,IAAI,GAAG,KAAK;IAC1B,IAAMC,IAAIH,EAAME,KAAKP;IAGrB,AAFA,EAAGO,IAAI,MAAME,EAAKH,KAAKE,GACvB,EAAGD,IAAI,IAAI,MAAME,EAAKH,IAAI,KAAKE,GAC/B,EAAGD,IAAI,IAAI,MAAME,EAAKH,IAAI,KAAKE;GACjC;EACF;CACF;CAGA,IAAME,IAAO;EAAC;EAAU;EAAU;EAAU;EAAU;EAAU;EAAU;EAAU;EAAU;CAAQ,GAChGC,IAAO;EAAC;EAAG,IAAI;EAAG,IAAI;EAAG,IAAI;EAAG,IAAI;EAAG,IAAI;EAAG,IAAI;EAAG,IAAI;EAAG,IAAI;CAAC,GACjEC,oBAAM,IAAI,aAAa,EAAE;CAC/B,KAAK,IAAIL,IAAI,GAAGA,IAAI,GAAG,KACrB,KAAK,IAAIM,IAAI,GAAGA,IAAI,GAAG,KAAK,EAAIN,IAAI,IAAIM,KAAKxB,EAAGkB,IAAI,IAAIM,KAAKH,EAAKH,KAAKG,EAAKH,KAAKI,EAAKJ;CAExF,OAAOK;AACT"}
1
+ {"version":3,"file":"passes.js","names":["mat4.invert","mat4.create","mat4.multiply","TONE_MAP","CLIP_ONLY_FRAGMENT","FULLSCREEN_VERTEX","invert","multiply","MESH_VERTEX","create","CLIP","EQUIRECT","SHADOW_MAP_SIZE","COMMON","uvMatrix","SPOT_ATLAS_SIZE","POINT_SHADOW_SIZE","irradianceSH","sh","sx","width","sy","height","dPhi","dTheta","y","theta","sinT","dy","weight","x","phi","dx","dz","basis","i","k","w","data","norm","band","out","c","BACKGROUND_FRAGMENT","PREFILTER_FRAGMENT","OUTLINE_MASK_FRAGMENT","OUTLINE_MAX","WIDEN","OUTLINE_WIDEN_FRAGMENT","OUTLINE_COMPOSITE_FRAGMENT","OUTLINE_COVER_FRAGMENT","SMOOTH","OUTLINE_SMOOTH_WIDEN_FRAGMENT","OUTLINE_SMOOTH_COMPOSITE_FRAGMENT","OUTLINE_MASK","OUTLINE_WIDEN","OUTLINE_COMPOSITE","OUTLINE_COVER","OUTLINE_SMOOTH_WIDEN","OUTLINE_SMOOTH_COMPOSITE","DEPTH","BACKGROUND","PREFILTER","ENV_WIDTH","ENV_LEVELS","Passes","gl","programs","resources","#environments","#shadow","#spotShadow","#pointShadow","#outline","texture","env","e","image","source","#floatTexture","prefiltered","program","framebuffer","level","hdr","blur","frame","tone","#depthTarget","#beginDepth","#drawDepth","shadow","#endDepth","toTexture","matrices","tiles","bias","half","spot","spots","toTile","#depthCube","point","face","item","casters","instances","defines","material","cutout","triplanar","viewProjection","map","targets","#outlineTargets","smooth","radius","outline","outlines","px","pixelRatio","attachment","target","widen","t","buffer","make","format","msaa","samples","size","framebuffers","levels"],"sources":["../src/irradiance.js"],"sourcesContent":["// Diffuse light from an environment image, for the renderer: computed once per environment.\n\n/** @import { DataImage } from './material/Texture.js' */\n\n/**\n * Diffuse light from an equirectangular environment, as nine spherical harmonic coefficients (RGB\n * each, flattened), scaled so the shader evaluates them with plain polynomial terms and gets\n * irradiance divided by PI - the light a white matte surface facing that way reflects.\n * @param {DataImage} image linear RGBA floats\n * @returns {Float32Array} 27 numbers\n */\nexport function irradianceSH({ data, width, height }) {\n const sh = new Float64Array(27)\n // sample a grid of at most 128 x 64 - plenty for the lowest frequencies\n const sx = Math.max(1, Math.floor(width / 128)), sy = Math.max(1, Math.floor(height / 64))\n const dPhi = (2 * Math.PI * sx) / width, dTheta = (Math.PI * sy) / height\n for (let y = 0; y < height; y += sy) {\n const theta = ((y + 0.5 * sy) / height) * Math.PI\n const sinT = Math.sin(theta), dy = Math.cos(theta)\n const weight = dPhi * dTheta * sinT\n for (let x = 0; x < width; x += sx) {\n const phi = ((x + 0.5 * sx) / width - 0.5) * 2 * Math.PI\n const dx = Math.cos(phi) * sinT, dz = Math.sin(phi) * sinT\n const basis = [1, dy, dz, dx, dx * dy, dy * dz, 3 * dz * dz - 1, dx * dz, dx * dx - dy * dy]\n const i = (y * width + x) * 4\n for (let k = 0; k < 9; k++) {\n const w = basis[k] * weight\n sh[k * 3] += data[i] * w\n sh[k * 3 + 1] += data[i + 1] * w\n sh[k * 3 + 2] += data[i + 2] * w\n }\n }\n }\n // projection uses the normalised basis Y = norm * polynomial, and evaluation multiplies by the\n // cosine lobe's band factors (PI, 2PI/3, PI/4) and norm again; then divide by PI\n const norm = [0.282095, 0.488603, 0.488603, 0.488603, 1.092548, 1.092548, 0.315392, 1.092548, 0.546274]\n const band = [1, 2 / 3, 2 / 3, 2 / 3, 1 / 4, 1 / 4, 1 / 4, 1 / 4, 1 / 4]\n const out = new Float32Array(27)\n for (let k = 0; k < 9; k++) {\n for (let c = 0; c < 3; c++) out[k * 3 + c] = sh[k * 3 + c] * norm[k] * norm[k] * band[k]\n }\n return out\n}\n"],"mappings":";;AAWA,SAAgBiB,EAAa,EAAE,SAAM,UAAO,aAAU;CACpD,IAAMC,oBAAK,IAAI,aAAa,EAAE,GAExBC,IAAK,KAAK,IAAI,GAAG,KAAK,MAAMC,IAAQ,GAAG,CAAC,GAAGC,IAAK,KAAK,IAAI,GAAG,KAAK,MAAMC,IAAS,EAAE,CAAC,GACnFC,IAAQ,IAAI,KAAK,KAAKJ,IAAMC,GAAOI,IAAU,KAAK,KAAKH,IAAMC;CACnE,KAAK,IAAIG,IAAI,GAAGA,IAAIH,GAAQ,KAAKD,GAAI;EACnC,IAAMK,KAAUD,IAAI,KAAMJ,KAAMC,IAAU,KAAK,IACzCK,IAAO,KAAK,IAAID,CAAK,GAAGE,IAAK,KAAK,IAAIF,CAAK,GAC3CG,IAASN,IAAOC,IAASG;EAC/B,KAAK,IAAIG,IAAI,GAAGA,IAAIV,GAAO,KAAKD,GAAI;GAClC,IAAMY,MAAQD,IAAI,KAAMX,KAAMC,IAAQ,MAAO,IAAI,KAAK,IAChDY,IAAK,KAAK,IAAID,CAAG,IAAIJ,GAAMM,IAAK,KAAK,IAAIF,CAAG,IAAIJ,GAChDO,IAAQ;IAAC;IAAGN;IAAIK;IAAID;IAAIA,IAAKJ;IAAIA,IAAKK;IAAI,IAAIA,IAAKA,IAAK;IAAGD,IAAKC;IAAID,IAAKA,IAAKJ,IAAKA;GAAE,GACrFO,KAAKV,IAAIL,IAAQU,KAAK;GAC5B,KAAK,IAAIM,IAAI,GAAGA,IAAI,GAAG,KAAK;IAC1B,IAAMC,IAAIH,EAAME,KAAKP;IAGrB,AAFA,EAAGO,IAAI,MAAME,EAAKH,KAAKE,GACvB,EAAGD,IAAI,IAAI,MAAME,EAAKH,IAAI,KAAKE,GAC/B,EAAGD,IAAI,IAAI,MAAME,EAAKH,IAAI,KAAKE;GACjC;EACF;CACF;CAGA,IAAME,IAAO;EAAC;EAAU;EAAU;EAAU;EAAU;EAAU;EAAU;EAAU;EAAU;CAAQ,GAChGC,IAAO;EAAC;EAAG,IAAI;EAAG,IAAI;EAAG,IAAI;EAAG,IAAI;EAAG,IAAI;EAAG,IAAI;EAAG,IAAI;EAAG,IAAI;CAAC,GACjEC,oBAAM,IAAI,aAAa,EAAE;CAC/B,KAAK,IAAIL,IAAI,GAAGA,IAAI,GAAG,KACrB,KAAK,IAAIM,IAAI,GAAGA,IAAI,GAAG,KAAK,EAAIN,IAAI,IAAIM,KAAKxB,EAAGkB,IAAI,IAAIM,KAAKH,EAAKH,KAAKG,EAAKH,KAAKI,EAAKJ;CAExF,OAAOK;AACT"}
package/dist/phoria2.js CHANGED
@@ -1 +1 @@
1
- export { z as AmbientLight, xt as Box3, Q as CAMERA_PRESETS, et as Camera, gt as Clip, _t as Color, r as Curve, B as DirectionalLight, y as Drawable, st as Euler, K as Fog, R as Geometry, rt as Group, V as HemisphereLight, b as InstancedMesh, mt as LIGHT_LIMITS, x as Label, H as Light, S as Lines, St as Mat4, L as Material, C as Mesh, at as Node, ht as NullRenderer, pt as OrbitControl, tt as OrthographicCamera, nt as PerspectiveCamera, wt as PhoriaError, U as PointLight, w as Points, ot as Quat, X as Ray, Y as Raycaster, G as Scene, W as SpotLight, q as Texture, Ct as Vec3, T as View, E as WebGLRenderer, c as axes, l as box, $ as cameraPreset, t as create, i as curve, u as cylinder, d as edges, a as ellipse, f as extrude, o as fromPolygons, p as grid, m as icosphere, h as lathe, J as loadTexture, s as outline, g as plane, n as registerType, _ as sphere, v as torus } from "./core.js";
1
+ export { j as AmbientLight, St as Box3, H as CAMERA_PRESETS, W as Camera, _t as Clip, vt as Color, r as Curve, M as DirectionalLight, X as Drawable, gt as Euler, R as Fog, lt as Geometry, rt as Group, N as HemisphereLight, Z as InstancedMesh, J as LIGHT_LIMITS, Q as Label, P as Light, $ as Lines, Ct as Mat4, ot as Material, et as Mesh, at as Node, Y as NullRenderer, q as OrbitControl, G as OrthographicCamera, K as PerspectiveCamera, Tt as PhoriaError, F as PointLight, tt as Points, ut as Quat, B as Ray, z as Raycaster, L as Scene, I as SpotLight, st as Texture, wt as Vec3, y as View, b as WebGLRenderer, c as axes, l as box, U as cameraPreset, t as create, i as curve, u as cylinder, d as edges, a as ellipse, f as extrude, o as fromPolygons, p as grid, m as icosphere, h as lathe, ct as loadTexture, s as outline, g as plane, n as registerType, _ as sphere, v as torus } from "./core.js";
package/dist/picking.js CHANGED
@@ -1,29 +1,36 @@
1
- import { A as e, F as t, It as n, N as r, O as i, P as a, Pt as o } from "./core.js";
1
+ import { D as e, Ft as t, Lt as n, O as r, S as i, k as a, w as o } from "./core.js";
2
2
  // src/webgl/picking.js
3
3
  var s = 33, c = 4, l = `precision highp float;
4
4
  precision highp int;
5
5
  flat in uint vPickElement;
6
+ #ifdef SPRITES
7
+ in vec2 vUv;
8
+ #endif
6
9
  #ifdef CLIP
7
10
  in vec3 vWorldPosition;
8
11
  #endif
9
12
  uniform uint uPickId;
10
13
  layout(location = 0) out uvec4 pickOut;
11
- ${e}
14
+ ${o}
12
15
  ${i}
13
16
  void main() {
14
17
  #ifdef CLIP
15
18
  clipAway(vWorldPosition);
16
19
  #endif
17
20
  #ifdef ROUND
21
+ #ifdef SPRITES
22
+ vec2 p = vUv * 2.0 - 1.0;
23
+ #else
18
24
  vec2 p = gl_PointCoord * 2.0 - 1.0;
25
+ #endif
19
26
  if (dot(p, p) > 1.0) discard;
20
27
  #endif
21
28
  pickOut = uvec4(uPickId, vPickElement, floatBitsToUint(gl_FragCoord.z), 1u);
22
29
  }
23
30
  `, u = {
24
- mesh: [a, l],
25
- points: [t, l],
26
- lines: [r, l]
31
+ mesh: [r, l],
32
+ points: [a, l],
33
+ lines: [e, l]
27
34
  }, d = class {
28
35
  #e = null;
29
36
  #t = /* @__PURE__ */ new Uint32Array(4356);
@@ -120,19 +127,28 @@ pickOut = uvec4(uPickId, vPickElement, floatBitsToUint(gl_FragCoord.z), 1u);
120
127
  let e = this.gl;
121
128
  return this.#a = e.createBuffer(), e.bindBuffer(e.PIXEL_PACK_BUFFER, this.#a), e.bufferData(e.PIXEL_PACK_BUFFER, this.#t.byteLength, e.STREAM_READ), e.bindBuffer(e.PIXEL_PACK_BUFFER, null), this.#a;
122
129
  }
123
- #u(e, t, n, r, i) {
124
- let a = this.gl, { node: c, geometry: l, material: d, worldMatrix: f, instances: p } = e, m = c.drawMode, h = m === "points" ? "points" : m === "lines" ? "lines" : "mesh", g = ["PICK"];
125
- p && g.push("INSTANCED"), h === "points" && (d.sizeAttenuation && g.push("SIZE_ATTENUATION"), d.map || g.push("ROUND")), h === "mesh" && e.clip && g.push("CLIP");
126
- let _ = this.programs.ready(`pick-${h}`, g, u[h]);
127
- if (a.useProgram(_.program), _.set("uView", n.camera.view), _.set("uProjection", this.#n), _.set("uViewProjection", this.#r), _.set("uModel", f), _.set("uPickId", t), _.set("uHighlightIndex", -2), e.clip && _.set("uClipPlane", e.clip.plane), h === "lines") {
128
- a.disable(a.CULL_FACE), _.set("uResolution", [s, s]), _.set("uWidth", d.width * i), _.set("uNear", n.camera.near);
129
- let e = this.resources.lines(l);
130
- a.bindVertexArray(e.vao), a.drawArraysInstanced(a.TRIANGLE_STRIP, 0, 4, Math.min(e.count, Math.floor(l.drawnCount / 2)));
130
+ #u(e, n, r, i, a) {
131
+ let o = this.gl, { node: c, geometry: l, material: d, worldMatrix: f, instances: p } = e, m = c.drawMode, h = m === "points" ? "points" : m === "lines" ? "lines" : "mesh", g = ["PICK"];
132
+ p && g.push("INSTANCED");
133
+ let _ = h === "points" && c.drawsSprites;
134
+ h === "points" && (d.sizeAttenuation && g.push("SIZE_ATTENUATION"), d.map || g.push("ROUND"), _ && g.push("SPRITES")), h === "mesh" && e.clip && g.push("CLIP");
135
+ let v = this.programs.ready(`pick-${h}`, g, u[h]);
136
+ if (o.useProgram(v.program), v.set("uView", r.camera.view), v.set("uProjection", this.#n), v.set("uViewProjection", this.#r), v.set("uModel", f), v.set("uPickId", n), v.set("uHighlightIndex", -2), e.clip && v.set("uClipPlane", e.clip.plane), h === "lines") {
137
+ o.disable(o.CULL_FACE), v.set("uResolution", [s, s]), v.set("uWidth", d.width * a), v.set("uNear", r.camera.near);
138
+ let e = c.arrowBits ?? 0;
139
+ v.set("uArrows", e), v.set("uArrowSize", c.arrowPixels?.(d.width) * a || 0);
140
+ let t = this.resources.lines(l);
141
+ o.bindVertexArray(t.vao), o.drawArraysInstanced(o.TRIANGLES, 0, e ? 12 : 6, Math.min(t.count, Math.floor(l.drawnCount / 2)));
131
142
  } else if (h === "points") {
132
- a.disable(a.CULL_FACE), _.set("uSize", d.sizeAttenuation ? d.size : d.size * i), _.set("uScale", n.camera.projection[5] * r / 2);
143
+ if (o.disable(o.CULL_FACE), v.set("uSize", d.sizeAttenuation ? d.size : d.size * a), v.set("uScale", r.camera.projection[5] * i / 2), _) {
144
+ v.set("uResolution", [s, s]);
145
+ let e = this.resources.sprites(l);
146
+ o.bindVertexArray(e.vao), o.drawArraysInstanced(o.TRIANGLE_STRIP, 0, 4, e.count);
147
+ return;
148
+ }
133
149
  let e = this.resources.mesh(l, null, !1);
134
- a.bindVertexArray(e.vao), a.drawArrays(a.POINTS, 0, l.drawnVertices);
135
- } else _.set("uNormalMatrix", this.#i), d.depthTest ? a.enable(a.DEPTH_TEST) : a.disable(a.DEPTH_TEST), d.doubleSided || e.clip?.cap ? a.disable(a.CULL_FACE) : (a.enable(a.CULL_FACE), a.cullFace(a.BACK), a.frontFace(o(f) < 0 ? a.CW : a.CCW)), this.resources.drawTriangles(l, p);
150
+ o.bindVertexArray(e.vao), o.drawArrays(o.POINTS, 0, l.drawnVertices);
151
+ } else v.set("uNormalMatrix", this.#i), d.depthTest ? o.enable(o.DEPTH_TEST) : o.disable(o.DEPTH_TEST), d.doubleSided || e.clip?.cap ? o.disable(o.CULL_FACE) : (o.enable(o.CULL_FACE), o.cullFace(o.BACK), o.frontFace(t(f) < 0 ? o.CW : o.CCW)), this.resources.drawTriangles(l, p);
136
152
  }
137
153
  #d() {
138
154
  if (this.#e) return this.#e;
@@ -1 +1 @@
1
- {"version":3,"file":"picking.js","names":["mat4.determinant","COMMON","POINTS_VERTEX","multiply","LINES_VERTEX","CLIP","MESH_VERTEX","determinant","REGION","TOLERANCE","PICK_FRAGMENT","SOURCES","Picker","gl","programs","resources","#target","#pack","#waiting","region","#drawRegion","frame","x","y","width","height","pixelRatio","#pixels","#decode","buffer","#readBuffer","fence","poll","resolve","items","pickable","target","#ensureTarget","s","cx","cy","zoom","#projection","#viewProjection","#draw","item","i","p","at","py","px","best","bestX","bestY","bestD","dy","dx","d","o","id","depth","ndc","mode","node","kind","defines","instances","material","program","worldMatrix","buffers","geometry","#normal","color","framebuffer","seen","ok","n","v"],"sources":[],"mappings":""}
1
+ {"version":3,"file":"picking.js","names":["mat4.determinant","LINES_VERTEX","determinant","multiply","MESH_VERTEX","CLIP","POINTS_VERTEX","COMMON","REGION","TOLERANCE","PICK_FRAGMENT","SOURCES","Picker","gl","programs","resources","#target","#pack","#waiting","region","#drawRegion","frame","x","y","width","height","pixelRatio","#pixels","#decode","buffer","#readBuffer","fence","poll","resolve","items","pickable","target","#ensureTarget","s","cx","cy","zoom","#projection","#viewProjection","#draw","item","i","p","at","py","px","best","bestX","bestY","bestD","dy","dx","d","o","id","depth","ndc","mode","node","kind","defines","instances","sprites","material","program","worldMatrix","arrows","buffers","geometry","#normal","color","framebuffer","seen","ok","n","v"],"sources":[],"mappings":""}
package/dist/snapshot.js CHANGED
@@ -1,4 +1,4 @@
1
- import { wt as e } from "./core.js";
1
+ import { Tt as e } from "./core.js";
2
2
  // src/snapshot.js
3
3
  function t(t, n, { type: a = "image/png", quality: o, labels: s = !0 } = {}, c = []) {
4
4
  let l = t;
package/dist/tooltip.js CHANGED
@@ -1,4 +1,4 @@
1
- import { At as e, Ot as t } from "./core.js";
1
+ import { jt as e, kt as t } from "./core.js";
2
2
  // src/tooltip.js
3
3
  var n = "\n:where(.phoria-tooltip) { position: fixed; left: 0; top: 0; z-index: 1000; pointer-events: none; max-width: 320px;\n padding: 6px 10px; border-radius: 6px; background: rgba(20, 20, 24, 0.92); color: #fff;\n font: 12px/1.45 system-ui, sans-serif; box-shadow: 0 4px 16px rgba(0, 0, 0, 0.3); white-space: pre-line; }\n:where(.phoria-tooltip-title) { font-weight: 600; }\n:where(.phoria-tooltip-rows) { display: grid; grid-template-columns: auto auto; column-gap: 12px; }\n:where(.phoria-tooltip-rows > :nth-child(odd)) { opacity: 0.7; }\n:where(.phoria-tooltip-rows > :nth-child(even)) { text-align: right; font-variant-numeric: tabular-nums; }\n", r = 14, i = class {
4
4
  el;
@@ -134,8 +134,12 @@ export declare class OrbitControl {
134
134
  zoomAt(factor: number, x: number, y: number): void;
135
135
  /** Move the camera and target together by screen pixels; the scene follows the pointer. @param {number} dx @param {number} dy */
136
136
  panBy(dx: number, dy: number): void;
137
- /** Apply inertia and auto-rotate; the View calls this each frame. @param {number} dt seconds */
138
- update(dt: number): void;
137
+ /**
138
+ * Apply inertia and auto-rotate; the View calls this each frame.
139
+ * @param {number} dt seconds
140
+ * @param {boolean} [still] hold auto-rotation - the View passes its reducedMotion
141
+ */
142
+ update(dt: number, still?: boolean): void;
139
143
  /**
140
144
  * Let go of the gesture under way - for an app taking the pointer over, such as to drag
141
145
  * something across the scene. The camera stays where it is; the next press orbits as usual.
@@ -6,6 +6,16 @@ export type Cut = {
6
6
  plane: Float32Array;
7
7
  cap: boolean;
8
8
  };
9
+ export type Solid = {
10
+ node: any;
11
+ world: Float32Array;
12
+ instance: number | null;
13
+ cut: Cut | null;
14
+ x: number;
15
+ y: number;
16
+ z: number;
17
+ radius: number;
18
+ };
9
19
  export type Hit = {
10
20
  /**
11
21
  * what was hit