rayzee 8.6.0 → 8.7.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
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2
  "name": "rayzee",
3
- "version": "8.6.0",
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+ "version": "8.7.0",
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  "type": "module",
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  "description": "Real-time WebGPU path tracing engine built on Three.js",
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  "main": "dist/rayzee.umd.js",
@@ -45,12 +45,13 @@ const config = {
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  // AI upscaler ONNX model base URL. Quality presets resolve relative paths against this.
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  upscalerModelBaseUrl: 'https://huggingface.co/notaneimu/onnx-image-models/resolve/main/',
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47
 
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- // DLSS runtime bundle. A plain script the host serves, not a module: it installs
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- // `globalThis.DLSSRuntime`, so it cannot be imported and the host must publish it somewhere.
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- dlssRuntimeUrl: '/dlss/dlss-runtime.js',
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+ // Neural post-pass runtime. A plain script the host serves, not a module: it installs
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+ // `globalThis.NeuralRuntime`, so it cannot be imported and the host must publish it somewhere.
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+ neuralRuntimeUrl: '/neural/neural-runtime.js',
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51
 
52
- // Base for the DLSS weight manifests the runtime fetches (`generated/...` beneath this).
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- dlssAssetBaseUrl: 'https://pub-6e048ff014374f11bef33d76b6c2b5ef.r2.dev/v1',
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+ // Base for the neural weight manifests the runtime fetches (`generated/...` beneath this). No
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+ // default: the weights are not redistributable, so a host supplies its own copy.
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+ neuralAssetBaseUrl: null,
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  // Prefix used when the engine writes to client-side stores (IndexedDB, etc).
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  // Set to a unique value to avoid collisions when multiple apps embed the engine on the same origin.
@@ -688,6 +688,14 @@ export class OIDNDenoiser extends EventDispatcher {
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  this._computeInputScale( device, width * height );
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  this._applyColorScale( device, width * height );
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690
 
691
+ // A final denoise is shown tile by tile, so the tiles still to come must show this render
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+ // rather than the blank or previous-view picture the output holds between runs.
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+ if ( ! continuous && ! this._hasOutput ) {
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+
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+ this._unpackToTexture( this._gpuInputBuffers.color, width, { x: 0, y: 0, width, height }, false );
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+
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+ }
698
+
691
699
  // Pass GPU storage buffers to oidn-web (GPUBuffer path, well-tested)
692
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  const config = {
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  color: { data: this._gpuInputBuffers.color, width, height },
@@ -996,11 +1004,12 @@ export class OIDNDenoiser extends EventDispatcher {
996
1004
  /**
997
1005
  * Writes a rectangle of the denoised buffer into the output picture, on the card.
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  *
999
- * @param {GPUBuffer} src - denoised rgba32float, full image
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+ * @param {GPUBuffer} src - rgba32float, full image, scaled by the input autoexposure
1000
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  * @param {number} srcWidth
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1009
  * @param {{x: number, y: number, width: number, height: number}} rect
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+ * @param {boolean} [denoised=true] - false for the raw render laid under a tiled run
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1011
  */
1003
- _unpackToTexture( src, srcWidth, rect ) {
1012
+ _unpackToTexture( src, srcWidth, rect, denoised = true ) {
1004
1013
 
1005
1014
  const device = this.gpuDevice;
1006
1015
  if ( ! device || ! this._ensureScalePipelines( device ) ) return;
@@ -1047,7 +1056,7 @@ export class OIDNDenoiser extends EventDispatcher {
1047
1056
  // Set here rather than when the run resolves: 'end' is dispatched from execute()'s
1048
1057
  // finally, which runs first, so a listener that waits for the run would see the very
1049
1058
  // first denoise as having produced nothing.
1050
- this._hasOutput = true;
1059
+ if ( denoised ) this._hasOutput = true;
1051
1060
 
1052
1061
  } finally {
1053
1062
 
@@ -1060,8 +1069,7 @@ export class OIDNDenoiser extends EventDispatcher {
1060
1069
 
1061
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  /**
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  * Promise wrapper around tileExecute for the GPU path. Each tile is written straight into the
1063
- * output picture on the card, so there is nothing to await between a tile finishing and it
1064
- * being visible.
1072
+ * output picture on the card; 'tileProgress' is what puts it on screen.
1065
1073
  */
1066
1074
  _executeWithAbortGPU( config, continuous = false ) {
1067
1075
 
@@ -1,7 +1,7 @@
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  import { WebGPURenderer, RectAreaLightNode, SRGBColorSpace, LinearSRGBColorSpace } from 'three/webgpu';
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  import { texture as _tslTexture, cubeTexture as _tslCubeTexture } from 'three/tsl';
3
3
  import {
4
- Scene, EventDispatcher, Box3
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+ Scene, EventDispatcher, Box3, Vector3
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5
  } from 'three';
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  import { RectAreaLightTexturesLib } from 'three/addons/lights/RectAreaLightTexturesLib.js';
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  import { SceneHelpers } from './SceneHelpers.js';
@@ -195,6 +195,7 @@ export class PathTracerApp extends EventDispatcher {
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  this.assetLoader = null;
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  this._sdf = null;
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  this._animRefitInFlight = false;
198
+ this._emittersMoved = false;
198
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  // Max material-texture dimension (longest edge); applied on each scene build.
199
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  this._maxTextureSize = DEFAULT_STATE.maxTextureSize;
200
201
 
@@ -1165,6 +1166,7 @@ export class PathTracerApp extends EventDispatcher {
1165
1166
  // Stop any running animation before rebuilding scene data
1166
1167
  this.animationManager.dispose();
1167
1168
  this._animRefitInFlight = false;
1169
+ this._emittersMoved = false;
1168
1170
 
1169
1171
  // Tag the primary (replace-loaded) model so it appears in the scene-object list.
1170
1172
  this._tagPrimarySceneObject();
@@ -1654,6 +1656,95 @@ export class PathTracerApp extends EventDispatcher {
1654
1656
 
1655
1657
  }
1656
1658
 
1659
+ /** Apply a pose from AnimationManager: placements, visibility, and a followed camera. @private */
1660
+ _applyAnimationPose( { meshIndices, visibilityChanged, cameras } ) {
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+
1662
+ if ( ! this._sdf?.instanceTable ) return;
1663
+ let changed = false;
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+
1665
+ if ( meshIndices.length > 0 ) {
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+
1667
+ this._sdf.updateMeshTransforms( meshIndices );
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+ this.stages.pathTracer?.updateBufferRanges( [], [ this._sdf.computeTLASDirtyRange() ] );
1669
+ if ( this._sdf.movesEmitters( meshIndices ) ) {
1670
+
1671
+ this._emittersMoved = true;
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+ // Deferred while playing: the rebuild uploads a scene-sized map, and sampling
1673
+ // already reads each emitter through its placement.
1674
+ if ( ! this.animationManager.isPlaying ) this._refreshMovedEmitters();
1675
+
1676
+ }
1677
+
1678
+ changed = true;
1679
+
1680
+ }
1681
+
1682
+ if ( visibilityChanged ) {
1683
+
1684
+ this.stages.pathTracer?.updateAllMeshVisibility();
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+ this._refreshEmissiveForVisibility();
1686
+ changed = true;
1687
+
1688
+ }
1689
+
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+ if ( cameras.length > 0 && this._followAnimatedCamera( cameras ) ) changed = true;
1691
+
1692
+ if ( changed ) this.reset();
1693
+
1694
+ }
1695
+
1696
+ /** @private */
1697
+ _refreshMovedEmitters() {
1698
+
1699
+ if ( ! this._emittersMoved ) return;
1700
+ this._emittersMoved = false;
1701
+ this._uploadEmissivePayload( this._sdf?.refreshEmissiveTransforms() ?? null );
1702
+
1703
+ }
1704
+
1705
+ /**
1706
+ * Move the view with the selected camera's animated original — the camera list holds copies.
1707
+ * @returns {boolean} whether the view moved
1708
+ * @private
1709
+ */
1710
+ _followAnimatedCamera( cameras ) {
1711
+
1712
+ const cm = this.cameraManager;
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+ const selected = cm.currentCameraIndex > 0 ? cm.cameras[ cm.currentCameraIndex ] : null;
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+ const uuid = selected?.userData?.__rayzeeSourceUuid;
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+ const source = uuid && cameras.find( c => c.uuid === uuid );
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+ if ( ! source ) return false;
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+
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+ source.updateWorldMatrix( true, false );
1719
+ const worldScale = new Vector3();
1720
+ source.matrixWorld.decompose( selected.position, selected.quaternion, worldScale );
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+ // Only the mirror survives.
1722
+ selected.scale.set( Math.sign( worldScale.x ) || 1, Math.sign( worldScale.y ) || 1, Math.sign( worldScale.z ) || 1 );
1723
+ if ( source.isPerspectiveCamera ) selected.fov = source.fov;
1724
+
1725
+ const camera = cm.camera;
1726
+ const controls = cm.controls;
1727
+ const distance = controls ? controls.target.distanceTo( camera.position ) : 0;
1728
+
1729
+ camera.position.copy( selected.position );
1730
+ camera.quaternion.copy( selected.quaternion );
1731
+ camera.scale.copy( selected.scale );
1732
+ if ( camera.isPerspectiveCamera && selected.isPerspectiveCamera ) camera.fov = selected.fov;
1733
+ camera.updateProjectionMatrix();
1734
+ camera.updateMatrixWorld( true );
1735
+
1736
+ // Pivot ahead at the same distance, so controls.update() keeps the pose.
1737
+ if ( controls ) {
1738
+
1739
+ const forward = new Vector3( 0, 0, - 1 ).applyQuaternion( camera.quaternion );
1740
+ controls.target.copy( camera.position ).addScaledVector( forward, distance || 1 );
1741
+
1742
+ }
1743
+
1744
+ return true;
1745
+
1746
+ }
1747
+
1657
1748
  /**
1658
1749
  * Apply new transforms for objects that moved, without touching their geometry.
1659
1750
  *
@@ -2873,10 +2964,11 @@ export class PathTracerApp extends EventDispatcher {
2873
2964
  const table = this._sdf?.instanceTable;
2874
2965
  if ( ! table ) return;
2875
2966
 
2967
+ // The emitter list names meshes, the table placements.
2876
2968
  const hidden = new Set();
2877
2969
  for ( let i = 0; i < table.count; i ++ ) {
2878
2970
 
2879
- if ( table.isSet[ i ] && ! table.visible[ i ] ) hidden.add( i );
2971
+ if ( table.isSet[ i ] && ! table.visible[ i ] ) hidden.add( table.sourceMesh[ i ] );
2880
2972
 
2881
2973
  }
2882
2974
 
@@ -3410,6 +3502,7 @@ export class PathTracerApp extends EventDispatcher {
3410
3502
 
3411
3503
  // Animation lifecycle → wake + refit flag
3412
3504
  this.animationManager.wakeCallback = () => this.wake();
3505
+ this.animationManager.applyPoseCallback = ( pose ) => this._applyAnimationPose( pose );
3413
3506
  this._forwardEvents( this.animationManager, [
3414
3507
  EngineEvents.ANIMATION_STARTED,
3415
3508
  EngineEvents.ANIMATION_PAUSED,
@@ -3418,6 +3511,7 @@ export class PathTracerApp extends EventDispatcher {
3418
3511
  this._addTrackedListener( this.animationManager, EngineEvents.ANIMATION_PAUSED, () => {
3419
3512
 
3420
3513
  this._animRefitInFlight = false;
3514
+ this._refreshMovedEmitters();
3421
3515
 
3422
3516
  } );
3423
3517
  this._addTrackedListener( this.animationManager, EngineEvents.ANIMATION_STOPPED, () => {
@@ -3538,6 +3632,7 @@ export class PathTracerApp extends EventDispatcher {
3538
3632
  this.animationManager.onFinished = () => {
3539
3633
 
3540
3634
  this._animRefitInFlight = false;
3635
+ this._refreshMovedEmitters();
3541
3636
  this.dispatchEvent( { type: EngineEvents.ANIMATION_FINISHED } );
3542
3637
 
3543
3638
  };
@@ -787,10 +787,11 @@ export class AssetLoader extends EventDispatcher {
787
787
  };
788
788
 
789
789
  const pbrtStart = performance.now();
790
- const { group, environment, report, warnings, meshCount, entryPath: loadedEntry, candidates,
791
- parseMs, buildMs, triangleCount, placementCount, mergedShapes, skippedForBudget,
790
+ const { group, environment, animations, report, warnings, meshCount, entryPath: loadedEntry, candidates,
791
+ frames, parseMs, buildMs, triangleCount, placementCount, mergedShapes, skippedForBudget,
792
792
  droppedNoTemplate } = await loadPBRTScene( {
793
793
  vfs: zip, source, entryPath, plyParser, imageFromBytes, envFromBytes,
794
+ animation: options.animation,
794
795
  maxTriangles: options.maxTriangles,
795
796
  maxPlacements: options.maxPlacements,
796
797
  mergeShapesAbove: options.mergeShapesAbove,
@@ -802,15 +803,17 @@ export class AssetLoader extends EventDispatcher {
802
803
  // SceneProcessor.performanceMetrics.
803
804
  this.lastPBRTStats = {
804
805
  parseMs, buildMs, loaderMs: performance.now() - pbrtStart,
805
- triangleCount, placementCount, mergedShapes, skippedForBudget, droppedNoTemplate, meshCount
806
+ triangleCount, placementCount, mergedShapes, skippedForBudget, droppedNoTemplate, meshCount,
807
+ frames: frames?.length ?? 1
806
808
  };
807
809
 
808
- // An archive can hold several independent scenes (transparent-machines ships five
809
- // animation frames). Only one is loaded, so name it and the alternatives rather
810
- // than leave the user comparing against a reference of a different scene.
811
- if ( candidates.length > 1 ) {
810
+ // An archive can hold several independent scenes (bistro ships three views). Only one is
811
+ // loaded, so name it and the alternatives rather than leave the user comparing against a
812
+ // reference of a different scene. A frame sequence loads whole, as its animation.
813
+ const loaded = new Set( frames ?? [ loadedEntry ] );
814
+ const others = candidates.filter( p => ! loaded.has( p ) );
815
+ if ( others.length > 0 ) {
812
816
 
813
- const others = candidates.filter( p => p !== loadedEntry );
814
817
  console.warn( `PBRT archive holds ${candidates.length} scenes; loaded "${loadedEntry}". Others: ${others.join( ', ' )}` );
815
818
  this._issues?.record(
816
819
  ISSUE_CODES.ASSET_AMBIGUOUS_ENTRY,
@@ -849,6 +852,7 @@ export class AssetLoader extends EventDispatcher {
849
852
  group.name = loadedEntry || filename;
850
853
  this.releaseTargetModel();
851
854
  this.targetModel = group;
855
+ this.animations = animations ?? [];
852
856
 
853
857
  // The light's own orientation and `scale` are already baked into the texture, so the
854
858
  // scene is only correct at rotation 0 / intensity 1 — pinned, whatever the host's defaults.
@@ -2032,6 +2036,8 @@ export class AssetLoader extends EventDispatcher {
2032
2036
 
2033
2037
  // Clone the camera to avoid modifying the original
2034
2038
  const camera = object.clone();
2039
+ // The clip animates the original; this lets the copy follow it.
2040
+ camera.userData.__rayzeeSourceUuid = object.uuid;
2035
2041
 
2036
2042
  // Apply world transforms — cameras may be children of
2037
2043
  // transformed nodes, so local position/quaternion != world.
@@ -72,6 +72,7 @@ export class EmissiveTriangleBuilder {
72
72
  extractEmissiveTriangles( triangleData, materials, triangleCount, table = null ) {
73
73
 
74
74
  this.emissiveTriangles = [];
75
+ this._emissiveMeshes = null;
75
76
  this.totalEmissivePower = 0;
76
77
  this._totalTriangleCount = triangleCount;
77
78
 
@@ -172,6 +173,7 @@ export class EmissiveTriangleBuilder {
172
173
  triangleIndex: i,
173
174
  materialIndex: materialIndex,
174
175
  meshIndex: meshIndex,
176
+ sideSign,
175
177
  instanceLeaf: hasInstance ? table.tlasLeafIndex[ placement ] : - 1,
176
178
  power: power,
177
179
  area: area,
@@ -203,6 +205,74 @@ export class EmissiveTriangleBuilder {
203
205
 
204
206
  }
205
207
 
208
+ /** Mesh indices owning at least one emissive triangle. */
209
+ get emissiveMeshes() {
210
+
211
+ return this._emissiveMeshes ??= new Set( this.emissiveTriangles.map( t => t.meshIndex ) );
212
+
213
+ }
214
+
215
+ /**
216
+ * Re-measure every emitter at its placement's current matrix. Call buildLightBVH() after.
217
+ * @param {Uint32Array|object} triangleData - packed triangle records, flat or chunked
218
+ * @param {import('./InstanceTable.js').InstanceTable} table
219
+ */
220
+ refreshTransforms( triangleData, table ) {
221
+
222
+ const chunked = triangleData && triangleData.chunks ? triangleData : null;
223
+ const chunkedF = chunked ? chunked.viewAs( Float32Array ) : null;
224
+ const flatF = chunked ? null : new Float32Array( triangleData.buffer, triangleData.byteOffset, triangleData.length );
225
+ const FLOATS_PER_TRIANGLE = TRIANGLE_DATA_LAYOUT.FLOATS_PER_TRIANGLE;
226
+ const m = table.world;
227
+
228
+ this.totalEmissivePower = 0;
229
+
230
+ for ( const tri of this.emissiveTriangles ) {
231
+
232
+ const f = chunked ? chunkedF.chunkFor( tri.triangleIndex ) : flatF;
233
+ const b = chunked ? chunked.baseOf( tri.triangleIndex ) : tri.triangleIndex * FLOATS_PER_TRIANGLE;
234
+ const v = [ f[ b ], f[ b + 1 ], f[ b + 2 ], f[ b + 4 ], f[ b + 5 ], f[ b + 6 ], f[ b + 8 ], f[ b + 9 ], f[ b + 10 ] ];
235
+
236
+ // As extraction resolves it.
237
+ const placement = table.placementRunOf?.( tri.meshIndex )?.start ?? - 1;
238
+ if ( placement >= 0 && table.isSet[ placement ] ) {
239
+
240
+ const o = placement * 16;
241
+ for ( let k = 0; k < 9; k += 3 ) {
242
+
243
+ const x = v[ k ], y = v[ k + 1 ], z = v[ k + 2 ];
244
+ v[ k ] = m[ o ] * x + m[ o + 4 ] * y + m[ o + 8 ] * z + m[ o + 12 ];
245
+ v[ k + 1 ] = m[ o + 1 ] * x + m[ o + 5 ] * y + m[ o + 9 ] * z + m[ o + 13 ];
246
+ v[ k + 2 ] = m[ o + 2 ] * x + m[ o + 6 ] * y + m[ o + 10 ] * z + m[ o + 14 ];
247
+
248
+ }
249
+
250
+ }
251
+
252
+ const [ v0x, v0y, v0z, v1x, v1y, v1z, v2x, v2y, v2z ] = v;
253
+ const area = this._calculateTriangleArea( v0x, v0y, v0z, v1x, v1y, v1z, v2x, v2y, v2z );
254
+ const e = tri.emissive;
255
+ tri.power = ( 0.2126 * e.r + 0.7152 * e.g + 0.0722 * e.b ) * tri.emissiveIntensity * area;
256
+ tri.area = area;
257
+
258
+ const nx = ( v1y - v0y ) * ( v2z - v0z ) - ( v1z - v0z ) * ( v2y - v0y );
259
+ const ny = ( v1z - v0z ) * ( v2x - v0x ) - ( v1x - v0x ) * ( v2z - v0z );
260
+ const nz = ( v1x - v0x ) * ( v2y - v0y ) - ( v1y - v0y ) * ( v2x - v0x );
261
+ const nl = ( Math.sqrt( nx * nx + ny * ny + nz * nz ) || 1 ) / tri.sideSign;
262
+ tri.nx = nx / nl; tri.ny = ny / nl; tri.nz = nz / nl;
263
+
264
+ tri.cx = ( v0x + v1x + v2x ) / 3; tri.cy = ( v0y + v1y + v2y ) / 3; tri.cz = ( v0z + v1z + v2z ) / 3;
265
+ tri.bMinX = Math.min( v0x, v1x, v2x ); tri.bMinY = Math.min( v0y, v1y, v2y ); tri.bMinZ = Math.min( v0z, v1z, v2z );
266
+ tri.bMaxX = Math.max( v0x, v1x, v2x ); tri.bMaxY = Math.max( v0y, v1y, v2y ); tri.bMaxZ = Math.max( v0z, v1z, v2z );
267
+
268
+ this.totalEmissivePower += tri.power;
269
+
270
+ }
271
+
272
+ this._buildDataArrays();
273
+
274
+ }
275
+
206
276
  /**
207
277
  * Calculate triangle area using cross product
208
278
  */