super-three 0.162.0 → 0.164.0
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/build/three.cjs +847 -1226
- package/build/three.module.js +846 -1225
- package/build/three.module.min.js +2 -2
- package/examples/jsm/animation/CCDIKSolver.js +4 -2
- package/examples/jsm/controls/TransformControls.js +3 -3
- package/examples/jsm/exporters/GLTFExporter.js +66 -5
- package/examples/jsm/exporters/USDZExporter.js +22 -1
- package/examples/jsm/geometries/TextGeometry.js +10 -2
- package/examples/jsm/interactive/HTMLMesh.js +7 -9
- package/examples/jsm/libs/draco/README.md +2 -2
- package/examples/jsm/libs/fflate.module.js +694 -496
- package/examples/jsm/lines/LineMaterial.js +0 -2
- package/examples/jsm/loaders/3MFLoader.js +2 -0
- package/examples/jsm/loaders/EXRLoader.js +351 -97
- package/examples/jsm/loaders/FBXLoader.js +1 -1
- package/examples/jsm/loaders/GLTFLoader.js +59 -0
- package/examples/jsm/loaders/KTX2Loader.js +3 -10
- package/examples/jsm/loaders/LUT3dlLoader.js +0 -15
- package/examples/jsm/loaders/LUTCubeLoader.js +0 -14
- package/examples/jsm/loaders/LUTImageLoader.js +0 -14
- package/examples/jsm/loaders/RGBMLoader.js +16 -0
- package/examples/jsm/loaders/VRMLLoader.js +1 -1
- package/examples/jsm/loaders/lwo/IFFParser.js +8 -5
- package/examples/jsm/materials/MeshGouraudMaterial.js +7 -1
- package/examples/jsm/math/Octree.js +26 -20
- package/examples/jsm/misc/GPUComputationRenderer.js +0 -6
- package/examples/jsm/nodes/Nodes.js +10 -4
- package/examples/jsm/nodes/accessors/AccessorsUtils.js +16 -1
- package/examples/jsm/nodes/accessors/BatchNode.js +78 -0
- package/examples/jsm/nodes/accessors/ClippingNode.js +3 -2
- package/examples/jsm/nodes/accessors/InstanceNode.js +25 -2
- package/examples/jsm/nodes/accessors/MaterialNode.js +107 -3
- package/examples/jsm/nodes/accessors/MaterialReferenceNode.js +1 -1
- package/examples/jsm/nodes/accessors/MorphNode.js +13 -3
- package/examples/jsm/nodes/accessors/NormalNode.js +12 -2
- package/examples/jsm/nodes/accessors/ReferenceNode.js +1 -1
- package/examples/jsm/nodes/accessors/RendererReferenceNode.js +29 -0
- package/examples/jsm/nodes/accessors/StorageBufferNode.js +9 -0
- package/examples/jsm/nodes/accessors/TextureNode.js +51 -10
- package/examples/jsm/nodes/accessors/TextureSizeNode.js +1 -1
- package/examples/jsm/nodes/code/FunctionNode.js +0 -8
- package/examples/jsm/nodes/core/Node.js +63 -4
- package/examples/jsm/nodes/core/NodeBuilder.js +26 -25
- package/examples/jsm/nodes/core/NodeFrame.js +10 -10
- package/examples/jsm/nodes/core/NodeUtils.js +2 -2
- package/examples/jsm/nodes/core/OutputStructNode.js +2 -1
- package/examples/jsm/nodes/core/PropertyNode.js +10 -0
- package/examples/jsm/nodes/core/UniformNode.js +20 -0
- package/examples/jsm/nodes/display/BumpMapNode.js +7 -26
- package/examples/jsm/nodes/display/FrontFacingNode.js +13 -0
- package/examples/jsm/nodes/display/PassNode.js +17 -1
- package/examples/jsm/nodes/display/ToneMappingNode.js +8 -4
- package/examples/jsm/nodes/display/ViewportDepthNode.js +1 -1
- package/examples/jsm/nodes/display/ViewportNode.js +4 -2
- package/examples/jsm/nodes/display/ViewportSharedTextureNode.js +6 -0
- package/examples/jsm/nodes/display/ViewportTextureNode.js +4 -1
- package/examples/jsm/nodes/fog/FogExp2Node.js +4 -5
- package/examples/jsm/nodes/fog/FogNode.js +13 -3
- package/examples/jsm/nodes/fog/FogRangeNode.js +4 -3
- package/examples/jsm/nodes/functions/BSDF/BRDF_GGX.js +26 -7
- package/examples/jsm/nodes/functions/BSDF/D_GGX_Anisotropic.js +28 -0
- package/examples/jsm/nodes/functions/BSDF/V_GGX_SmithCorrelated.js +1 -3
- package/examples/jsm/nodes/functions/BSDF/V_GGX_SmithCorrelated_Anisotropic.js +29 -0
- package/examples/jsm/nodes/functions/PhongLightingModel.js +1 -1
- package/examples/jsm/nodes/functions/PhysicalLightingModel.js +164 -10
- package/examples/jsm/nodes/functions/ShadowMaskModel.js +31 -0
- package/examples/jsm/nodes/lighting/AnalyticLightNode.js +19 -5
- package/examples/jsm/nodes/lighting/DirectionalLightNode.js +2 -1
- package/examples/jsm/nodes/lighting/EnvironmentNode.js +22 -70
- package/examples/jsm/nodes/lighting/IrradianceNode.js +24 -0
- package/examples/jsm/nodes/lighting/LightsNode.js +11 -1
- package/examples/jsm/nodes/lighting/PointLightNode.js +2 -1
- package/examples/jsm/nodes/lighting/SpotLightNode.js +2 -1
- package/examples/jsm/nodes/materials/Line2NodeMaterial.js +10 -6
- package/examples/jsm/nodes/materials/Materials.js +1 -0
- package/examples/jsm/nodes/materials/MeshNormalNodeMaterial.js +0 -2
- package/examples/jsm/nodes/materials/MeshPhongNodeMaterial.js +2 -2
- package/examples/jsm/nodes/materials/MeshPhysicalNodeMaterial.js +76 -5
- package/examples/jsm/nodes/materials/MeshStandardNodeMaterial.js +11 -4
- package/examples/jsm/nodes/materials/NodeMaterial.js +55 -43
- package/examples/jsm/nodes/materials/ShadowNodeMaterial.js +34 -0
- package/examples/jsm/nodes/pmrem/PMREMNode.js +193 -0
- package/examples/jsm/nodes/pmrem/PMREMUtils.js +288 -0
- package/examples/jsm/nodes/shadernode/ShaderNode.js +3 -9
- package/examples/jsm/nodes/utils/EquirectUVNode.js +1 -1
- package/examples/jsm/objects/QuadMesh.js +7 -23
- package/examples/jsm/physics/JoltPhysics.js +281 -0
- package/examples/jsm/physics/RapierPhysics.js +4 -4
- package/examples/jsm/postprocessing/GlitchPass.js +0 -3
- package/examples/jsm/postprocessing/LUTPass.js +5 -71
- package/examples/jsm/postprocessing/RenderTransitionPass.js +193 -0
- package/examples/jsm/postprocessing/SAOPass.js +0 -1
- package/examples/jsm/postprocessing/SSAOPass.js +0 -3
- package/examples/jsm/renderers/common/Animation.js +3 -0
- package/examples/jsm/renderers/common/Background.js +8 -8
- package/examples/jsm/renderers/common/ClippingContext.js +1 -1
- package/examples/jsm/renderers/common/Info.js +11 -19
- package/examples/jsm/renderers/common/PostProcessing.js +12 -4
- package/examples/jsm/renderers/common/RenderContext.js +1 -1
- package/examples/jsm/renderers/common/RenderList.js +1 -1
- package/examples/jsm/renderers/common/RenderObject.js +47 -5
- package/examples/jsm/renderers/common/RenderObjects.js +1 -1
- package/examples/jsm/renderers/common/Renderer.js +153 -21
- package/examples/jsm/renderers/common/Textures.js +1 -1
- package/examples/jsm/renderers/common/extras/PMREMGenerator.js +773 -0
- package/examples/jsm/renderers/common/nodes/Nodes.js +34 -63
- package/examples/jsm/renderers/webgl/WebGLBackend.js +146 -36
- package/examples/jsm/renderers/webgl/WebGLBufferRenderer.js +145 -0
- package/examples/jsm/renderers/webgl/nodes/GLSLNodeBuilder.js +9 -3
- package/examples/jsm/renderers/webgl/utils/WebGLAttributeUtils.js +1 -1
- package/examples/jsm/renderers/webgl/utils/WebGLConstants.js +1 -0
- package/examples/jsm/renderers/webgl/utils/WebGLTextureUtils.js +64 -7
- package/examples/jsm/renderers/webgl/utils/WebGLUtils.js +6 -23
- package/examples/jsm/renderers/webgpu/WebGPUBackend.js +77 -60
- package/examples/jsm/renderers/webgpu/nodes/WGSLNodeBuilder.js +21 -4
- package/examples/jsm/renderers/webgpu/utils/WebGPUAttributeUtils.js +29 -1
- package/examples/jsm/renderers/webgpu/utils/WebGPUBindingUtils.js +18 -4
- package/examples/jsm/renderers/webgpu/utils/WebGPUTextureUtils.js +92 -18
- package/examples/jsm/transpiler/GLSLDecoder.js +1 -1
- package/examples/jsm/transpiler/ShaderToyDecoder.js +1 -1
- package/examples/jsm/utils/GPUStatsPanel.js +10 -45
- package/examples/jsm/utils/SceneUtils.js +60 -1
- package/examples/jsm/utils/TextureUtils.js +1 -1
- package/examples/jsm/webxr/OculusHandModel.js +3 -2
- package/examples/jsm/webxr/XRHandModelFactory.js +4 -2
- package/package.json +1 -1
- package/src/Three.js +0 -1
- package/src/animation/AnimationClip.js +1 -1
- package/src/constants.js +3 -3
- package/src/core/Object3D.js +10 -7
- package/src/core/RenderTarget.js +8 -0
- package/src/extras/PMREMGenerator.js +21 -11
- package/src/loaders/FileLoader.js +1 -1
- package/src/loaders/MaterialLoader.js +1 -0
- package/src/loaders/ObjectLoader.js +2 -0
- package/src/materials/Material.js +2 -0
- package/src/materials/MeshPhysicalMaterial.js +20 -0
- package/src/materials/ShaderMaterial.js +0 -4
- package/src/math/Spherical.js +4 -5
- package/src/objects/BatchedMesh.js +27 -3
- package/src/objects/InstancedMesh.js +10 -0
- package/src/objects/Line.js +66 -43
- package/src/renderers/WebGLRenderer.js +130 -158
- package/src/renderers/shaders/ShaderChunk/lights_physical_fragment.glsl.js +6 -0
- package/src/renderers/shaders/ShaderChunk/lights_physical_pars_fragment.glsl.js +1 -0
- package/src/renderers/shaders/ShaderChunk/logdepthbuf_fragment.glsl.js +2 -2
- package/src/renderers/shaders/ShaderChunk/logdepthbuf_pars_fragment.glsl.js +1 -1
- package/src/renderers/shaders/ShaderChunk/logdepthbuf_pars_vertex.glsl.js +2 -10
- package/src/renderers/shaders/ShaderChunk/logdepthbuf_vertex.glsl.js +2 -16
- package/src/renderers/shaders/ShaderChunk/shadowmap_pars_fragment.glsl.js +32 -22
- package/src/renderers/shaders/ShaderChunk/tonemapping_pars_fragment.glsl.js +17 -9
- package/src/renderers/shaders/ShaderChunk/transmission_fragment.glsl.js +1 -1
- package/src/renderers/shaders/ShaderChunk/transmission_pars_fragment.glsl.js +47 -13
- package/src/renderers/shaders/ShaderChunk.js +0 -2
- package/src/renderers/shaders/ShaderLib/meshphysical.glsl.js +4 -0
- package/src/renderers/shaders/ShaderLib.js +2 -1
- package/src/renderers/shaders/UniformsUtils.js +10 -1
- package/src/renderers/webgl/WebGLAttributes.js +6 -33
- package/src/renderers/webgl/WebGLBackground.js +18 -3
- package/src/renderers/webgl/WebGLBindingStates.js +14 -51
- package/src/renderers/webgl/WebGLBufferRenderer.js +35 -21
- package/src/renderers/webgl/WebGLCapabilities.js +35 -13
- package/src/renderers/webgl/WebGLCubeUVMaps.js +10 -6
- package/src/renderers/webgl/WebGLExtensions.js +4 -19
- package/src/renderers/webgl/WebGLIndexedBufferRenderer.js +35 -21
- package/src/renderers/webgl/WebGLLights.js +6 -32
- package/src/renderers/webgl/WebGLMaterials.js +8 -3
- package/src/renderers/webgl/WebGLMorphtargets.js +79 -217
- package/src/renderers/webgl/WebGLProgram.js +21 -52
- package/src/renderers/webgl/WebGLPrograms.js +24 -31
- package/src/renderers/webgl/WebGLRenderStates.js +13 -7
- package/src/renderers/webgl/WebGLShadowMap.js +25 -25
- package/src/renderers/webgl/WebGLState.js +15 -59
- package/src/renderers/webgl/WebGLTextures.js +138 -292
- package/src/renderers/webgl/WebGLUniformsGroups.js +1 -1
- package/src/renderers/webgl/WebGLUtils.js +9 -78
- package/src/renderers/webxr/WebXRDepthSensing.js +2 -3
- package/src/renderers/webxr/WebXRManager.js +4 -6
- package/src/scenes/Scene.js +7 -1
- package/src/textures/Texture.js +11 -1
- package/examples/jsm/nodes/utils/SpecularMIPLevelNode.js +0 -37
- package/examples/jsm/renderers/webgl-legacy/nodes/GLSL1NodeBuilder.js +0 -320
- package/examples/jsm/renderers/webgl-legacy/nodes/SlotNode.js +0 -26
- package/examples/jsm/renderers/webgl-legacy/nodes/WebGLNodeBuilder.js +0 -794
- package/examples/jsm/renderers/webgl-legacy/nodes/WebGLNodes.js +0 -51
- package/src/renderers/WebGL1Renderer.js +0 -7
- package/src/renderers/shaders/ShaderChunk/lightmap_fragment.glsl.js +0 -10
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import { tslFn, int, float, vec2, vec3, vec4, If } from '../shadernode/ShaderNode.js';
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import { cos, sin, abs, max, exp2, log2, clamp, fract, mix, floor, normalize, cross, all } from '../math/MathNode.js';
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import { mul } from '../math/OperatorNode.js';
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import { cond } from '../math/CondNode.js';
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import { loop, Break } from '../utils/LoopNode.js';
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// These defines must match with PMREMGenerator
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const cubeUV_r0 = float( 1.0 );
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const cubeUV_m0 = float( - 2.0 );
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const cubeUV_r1 = float( 0.8 );
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const cubeUV_m1 = float( - 1.0 );
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const cubeUV_r4 = float( 0.4 );
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const cubeUV_m4 = float( 2.0 );
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const cubeUV_r5 = float( 0.305 );
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const cubeUV_m5 = float( 3.0 );
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const cubeUV_r6 = float( 0.21 );
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const cubeUV_m6 = float( 4.0 );
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const cubeUV_minMipLevel = float( 4.0 );
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const cubeUV_minTileSize = float( 16.0 );
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// These shader functions convert between the UV coordinates of a single face of
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// sampling a textureCube (not generally normalized ).
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const getFace = tslFn( ( [ direction ] ) => {
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const absDirection = vec3( abs( direction ) ).toVar();
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const face = float( - 1.0 ).toVar();
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If( absDirection.x.greaterThan( absDirection.z ), () => {
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If( absDirection.x.greaterThan( absDirection.y ), () => {
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face.assign( cond( direction.x.greaterThan( 0.0 ), 0.0, 3.0 ) );
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} ).else( () => {
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face.assign( cond( direction.y.greaterThan( 0.0 ), 1.0, 4.0 ) );
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If( absDirection.z.greaterThan( absDirection.y ), () => {
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face.assign( cond( direction.z.greaterThan( 0.0 ), 2.0, 5.0 ) );
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} ).else( () => {
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face.assign( cond( direction.y.greaterThan( 0.0 ), 1.0, 4.0 ) );
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return face;
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} ).setLayout( {
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{ name: 'direction', type: 'vec3' }
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uv.assign( vec2( direction.z, direction.y ).div( abs( direction.x ) ) ); // pos x
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} ).elseif( face.equal( 1.0 ), () => {
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uv.assign( vec2( direction.x.negate(), direction.z.negate() ).div( abs( direction.y ) ) ); // pos y
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} ).elseif( face.equal( 2.0 ), () => {
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uv.assign( vec2( direction.x.negate(), direction.y ).div( abs( direction.z ) ) ); // pos z
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} ).elseif( face.equal( 3.0 ), () => {
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uv.assign( vec2( direction.z.negate(), direction.y ).div( abs( direction.x ) ) ); // neg x
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} ).elseif( face.equal( 4.0 ), () => {
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uv.assign( vec2( direction.x.negate(), direction.z ).div( abs( direction.y ) ) ); // neg y
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} ).else( () => {
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uv.assign( vec2( direction.x, direction.y ).div( abs( direction.z ) ) ); // neg z
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} ).setLayout( {
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name: 'getUV',
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{ name: 'direction', type: 'vec3' },
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If( roughness.greaterThanEqual( cubeUV_r1 ), () => {
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mip.assign( cubeUV_r0.sub( roughness ).mul( cubeUV_m1.sub( cubeUV_m0 ) ).div( cubeUV_r0.sub( cubeUV_r1 ) ).add( cubeUV_m0 ) );
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} ).elseif( roughness.greaterThanEqual( cubeUV_r4 ), () => {
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mip.assign( cubeUV_r1.sub( roughness ).mul( cubeUV_m4.sub( cubeUV_m1 ) ).div( cubeUV_r1.sub( cubeUV_r4 ) ).add( cubeUV_m1 ) );
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} ).elseif( roughness.greaterThanEqual( cubeUV_r5 ), () => {
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mip.assign( cubeUV_r4.sub( roughness ).mul( cubeUV_m5.sub( cubeUV_m4 ) ).div( cubeUV_r4.sub( cubeUV_r5 ) ).add( cubeUV_m4 ) );
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} ).elseif( roughness.greaterThanEqual( cubeUV_r6 ), () => {
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mip.assign( cubeUV_r5.sub( roughness ).mul( cubeUV_m6.sub( cubeUV_m5 ) ).div( cubeUV_r5.sub( cubeUV_r6 ) ).add( cubeUV_m5 ) );
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} ).else( () => {
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mip.assign( float( - 2.0 ).mul( log2( mul( 1.16, roughness ) ) ) ); // 1.16 = 1.79^0.25
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} );
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return mip;
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} ).setLayout( {
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name: 'roughnessToMip',
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type: 'float',
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inputs: [
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{ name: 'roughness', type: 'float' }
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]
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} );
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// RH coordinate system; PMREM face-indexing convention
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export const getDirection = tslFn( ( [ uv_immutable, face ] ) => {
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const uv = uv_immutable.toVar();
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uv.assign( mul( 2.0, uv ).sub( 1.0 ) );
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const direction = vec3( uv, 1.0 ).toVar();
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If( face.equal( 0.0 ), () => {
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direction.assign( direction.zyx ); // ( 1, v, u ) pos x
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} ).elseif( face.equal( 1.0 ), () => {
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direction.assign( direction.xzy );
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direction.xz.mulAssign( - 1.0 ); // ( -u, 1, -v ) pos y
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} ).elseif( face.equal( 2.0 ), () => {
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direction.x.mulAssign( - 1.0 ); // ( -u, v, 1 ) pos z
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} ).elseif( face.equal( 3.0 ), () => {
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direction.assign( direction.zyx );
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direction.xz.mulAssign( - 1.0 ); // ( -1, v, -u ) neg x
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} ).elseif( face.equal( 4.0 ), () => {
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direction.assign( direction.xzy );
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direction.xy.mulAssign( - 1.0 ); // ( -u, -1, v ) neg y
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} ).elseif( face.equal( 5.0 ), () => {
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direction.z.mulAssign( - 1.0 ); // ( u, v, -1 ) neg zS
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} );
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return direction;
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} ).setLayout( {
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name: 'getDirection',
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type: 'vec3',
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+
inputs: [
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{ name: 'uv', type: 'vec2' },
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{ name: 'face', type: 'float' }
|
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]
|
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+
} );
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+
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+
//
|
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+
|
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+
export const textureCubeUV = tslFn( ( [ envMap, sampleDir_immutable, roughness_immutable, CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP ] ) => {
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+
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const roughness = float( roughness_immutable );
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const sampleDir = vec3( sampleDir_immutable );
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+
|
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const mip = clamp( roughnessToMip( roughness ), cubeUV_m0, CUBEUV_MAX_MIP );
|
|
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|
+
const mipF = fract( mip );
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|
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const mipInt = floor( mip );
|
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|
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const color0 = vec3( bilinearCubeUV( envMap, sampleDir, mipInt, CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP ) ).toVar();
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+
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If( mipF.notEqual( 0.0 ), () => {
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+
|
|
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+
const color1 = vec3( bilinearCubeUV( envMap, sampleDir, mipInt.add( 1.0 ), CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP ) ).toVar();
|
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|
+
|
|
209
|
+
color0.assign( mix( color0, color1, mipF ) );
|
|
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|
+
|
|
211
|
+
} );
|
|
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|
+
|
|
213
|
+
return color0;
|
|
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|
+
|
|
215
|
+
} );
|
|
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|
+
|
|
217
|
+
const bilinearCubeUV = tslFn( ( [ envMap, direction_immutable, mipInt_immutable, CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP ] ) => {
|
|
218
|
+
|
|
219
|
+
const mipInt = float( mipInt_immutable ).toVar();
|
|
220
|
+
const direction = vec3( direction_immutable );
|
|
221
|
+
const face = float( getFace( direction ) ).toVar();
|
|
222
|
+
const filterInt = float( max( cubeUV_minMipLevel.sub( mipInt ), 0.0 ) ).toVar();
|
|
223
|
+
mipInt.assign( max( mipInt, cubeUV_minMipLevel ) );
|
|
224
|
+
const faceSize = float( exp2( mipInt ) ).toVar();
|
|
225
|
+
const uv = vec2( getUV( direction, face ).mul( faceSize.sub( 2.0 ) ).add( 1.0 ) ).toVar();
|
|
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|
+
|
|
227
|
+
If( face.greaterThan( 2.0 ), () => {
|
|
228
|
+
|
|
229
|
+
uv.y.addAssign( faceSize );
|
|
230
|
+
face.subAssign( 3.0 );
|
|
231
|
+
|
|
232
|
+
} );
|
|
233
|
+
|
|
234
|
+
uv.x.addAssign( face.mul( faceSize ) );
|
|
235
|
+
uv.x.addAssign( filterInt.mul( mul( 3.0, cubeUV_minTileSize ) ) );
|
|
236
|
+
uv.y.addAssign( mul( 4.0, exp2( CUBEUV_MAX_MIP ).sub( faceSize ) ) );
|
|
237
|
+
uv.x.mulAssign( CUBEUV_TEXEL_WIDTH );
|
|
238
|
+
uv.y.mulAssign( CUBEUV_TEXEL_HEIGHT );
|
|
239
|
+
|
|
240
|
+
return envMap.uv( uv ).grad( vec2(), vec2() ); // disable anisotropic filtering
|
|
241
|
+
|
|
242
|
+
} );
|
|
243
|
+
|
|
244
|
+
const getSample = tslFn( ( { envMap, mipInt, outputDirection, theta, axis, CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP } ) => {
|
|
245
|
+
|
|
246
|
+
const cosTheta = cos( theta );
|
|
247
|
+
|
|
248
|
+
// Rodrigues' axis-angle rotation
|
|
249
|
+
const sampleDirection = outputDirection.mul( cosTheta )
|
|
250
|
+
.add( axis.cross( outputDirection ).mul( sin( theta ) ) )
|
|
251
|
+
.add( axis.mul( axis.dot( outputDirection ).mul( cosTheta.oneMinus() ) ) );
|
|
252
|
+
|
|
253
|
+
return bilinearCubeUV( envMap, sampleDirection, mipInt, CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP );
|
|
254
|
+
|
|
255
|
+
} );
|
|
256
|
+
|
|
257
|
+
export const blur = tslFn( ( { n, latitudinal, poleAxis, outputDirection, weights, samples, dTheta, mipInt, envMap, CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP } ) => {
|
|
258
|
+
|
|
259
|
+
const axis = vec3( cond( latitudinal, poleAxis, cross( poleAxis, outputDirection ) ) ).toVar();
|
|
260
|
+
|
|
261
|
+
If( all( axis.equals( vec3( 0.0 ) ) ), () => {
|
|
262
|
+
|
|
263
|
+
axis.assign( vec3( outputDirection.z, 0.0, outputDirection.x.negate() ) );
|
|
264
|
+
|
|
265
|
+
} );
|
|
266
|
+
|
|
267
|
+
axis.assign( normalize( axis ) );
|
|
268
|
+
|
|
269
|
+
const gl_FragColor = vec3().toVar();
|
|
270
|
+
gl_FragColor.addAssign( weights.element( int( 0 ) ).mul( getSample( { theta: 0.0, axis, outputDirection, mipInt, envMap, CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP } ) ) );
|
|
271
|
+
|
|
272
|
+
loop( { start: int( 1 ), end: n }, ( { i } ) => {
|
|
273
|
+
|
|
274
|
+
If( i.greaterThanEqual( samples ), () => {
|
|
275
|
+
|
|
276
|
+
Break();
|
|
277
|
+
|
|
278
|
+
} );
|
|
279
|
+
|
|
280
|
+
const theta = float( dTheta.mul( float( i ) ) ).toVar();
|
|
281
|
+
gl_FragColor.addAssign( weights.element( i ).mul( getSample( { theta: theta.mul( - 1.0 ), axis, outputDirection, mipInt, envMap, CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP } ) ) );
|
|
282
|
+
gl_FragColor.addAssign( weights.element( i ).mul( getSample( { theta, axis, outputDirection, mipInt, envMap, CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP } ) ) );
|
|
283
|
+
|
|
284
|
+
} );
|
|
285
|
+
|
|
286
|
+
return vec4( gl_FragColor, 1 );
|
|
287
|
+
|
|
288
|
+
} );
|
|
@@ -456,6 +456,8 @@ const ConvertType = function ( type, cacheMap = null ) {
|
|
|
456
456
|
|
|
457
457
|
// exports
|
|
458
458
|
|
|
459
|
+
export const defined = ( value ) => value && value.value;
|
|
460
|
+
|
|
459
461
|
// utils
|
|
460
462
|
|
|
461
463
|
export const getConstNodeType = ( value ) => ( value !== undefined && value !== null ) ? ( value.nodeType || value.convertTo || ( typeof value === 'string' ? value : null ) ) : null;
|
|
@@ -474,14 +476,6 @@ export const nodeArray = ( val, altType = null ) => new ShaderNodeArray( val, al
|
|
|
474
476
|
export const nodeProxy = ( ...params ) => new ShaderNodeProxy( ...params );
|
|
475
477
|
export const nodeImmutable = ( ...params ) => new ShaderNodeImmutable( ...params );
|
|
476
478
|
|
|
477
|
-
export const shader = ( jsFunc ) => { // @deprecated, r154
|
|
478
|
-
|
|
479
|
-
console.warn( 'TSL: shader() is deprecated. Use tslFn() instead.' );
|
|
480
|
-
|
|
481
|
-
return new ShaderNode( jsFunc );
|
|
482
|
-
|
|
483
|
-
};
|
|
484
|
-
|
|
485
479
|
export const tslFn = ( jsFunc ) => {
|
|
486
480
|
|
|
487
481
|
const shaderNode = new ShaderNode( jsFunc );
|
|
@@ -555,7 +549,7 @@ addNodeElement( 'append', append );
|
|
|
555
549
|
export const color = new ConvertType( 'color' );
|
|
556
550
|
|
|
557
551
|
export const float = new ConvertType( 'float', cacheMaps.float );
|
|
558
|
-
export const int = new ConvertType( 'int', cacheMaps.
|
|
552
|
+
export const int = new ConvertType( 'int', cacheMaps.ints );
|
|
559
553
|
export const uint = new ConvertType( 'uint', cacheMaps.uint );
|
|
560
554
|
export const bool = new ConvertType( 'bool', cacheMaps.bool );
|
|
561
555
|
|
|
@@ -18,7 +18,7 @@ class EquirectUVNode extends TempNode {
|
|
|
18
18
|
const dir = this.dirNode;
|
|
19
19
|
|
|
20
20
|
const u = dir.z.atan2( dir.x ).mul( 1 / ( Math.PI * 2 ) ).add( 0.5 );
|
|
21
|
-
const v = dir.y.
|
|
21
|
+
const v = dir.y.clamp( - 1.0, 1.0 ).asin().mul( 1 / Math.PI ).add( 0.5 );
|
|
22
22
|
|
|
23
23
|
return vec2( u, v );
|
|
24
24
|
|
|
@@ -23,41 +23,25 @@ class QuadGeometry extends BufferGeometry {
|
|
|
23
23
|
|
|
24
24
|
const _geometry = new QuadGeometry();
|
|
25
25
|
|
|
26
|
-
class QuadMesh {
|
|
26
|
+
class QuadMesh extends Mesh {
|
|
27
27
|
|
|
28
28
|
constructor( material = null ) {
|
|
29
29
|
|
|
30
|
-
|
|
30
|
+
super( _geometry, material );
|
|
31
31
|
|
|
32
|
-
|
|
33
|
-
|
|
34
|
-
dispose() {
|
|
35
|
-
|
|
36
|
-
this._mesh.geometry.dispose();
|
|
37
|
-
|
|
38
|
-
}
|
|
39
|
-
|
|
40
|
-
async renderAsync( renderer ) {
|
|
41
|
-
|
|
42
|
-
await renderer.renderAsync( this._mesh, _camera );
|
|
43
|
-
|
|
44
|
-
}
|
|
45
|
-
|
|
46
|
-
get material() {
|
|
47
|
-
|
|
48
|
-
return this._mesh.material;
|
|
32
|
+
this.camera = _camera;
|
|
49
33
|
|
|
50
34
|
}
|
|
51
35
|
|
|
52
|
-
|
|
36
|
+
renderAsync( renderer ) {
|
|
53
37
|
|
|
54
|
-
|
|
38
|
+
return renderer.renderAsync( this, _camera );
|
|
55
39
|
|
|
56
40
|
}
|
|
57
41
|
|
|
58
|
-
|
|
42
|
+
render( renderer ) {
|
|
59
43
|
|
|
60
|
-
|
|
44
|
+
renderer.render( this, _camera );
|
|
61
45
|
|
|
62
46
|
}
|
|
63
47
|
|
|
@@ -0,0 +1,281 @@
|
|
|
1
|
+
import { Clock, Vector3, Quaternion, Matrix4 } from 'three';
|
|
2
|
+
|
|
3
|
+
const JOLT_PATH = 'https://cdn.jsdelivr.net/npm/jolt-physics@0.23.0/dist/jolt-physics.wasm-compat.js';
|
|
4
|
+
|
|
5
|
+
const frameRate = 60;
|
|
6
|
+
|
|
7
|
+
let Jolt = null;
|
|
8
|
+
|
|
9
|
+
function getShape( geometry ) {
|
|
10
|
+
|
|
11
|
+
const parameters = geometry.parameters;
|
|
12
|
+
|
|
13
|
+
// TODO change type to is*
|
|
14
|
+
|
|
15
|
+
if ( geometry.type === 'BoxGeometry' ) {
|
|
16
|
+
|
|
17
|
+
const sx = parameters.width !== undefined ? parameters.width / 2 : 0.5;
|
|
18
|
+
const sy = parameters.height !== undefined ? parameters.height / 2 : 0.5;
|
|
19
|
+
const sz = parameters.depth !== undefined ? parameters.depth / 2 : 0.5;
|
|
20
|
+
|
|
21
|
+
return new Jolt.BoxShape( new Jolt.Vec3( sx, sy, sz ), 0.05 * Math.min( sx, sy, sz ), null );
|
|
22
|
+
|
|
23
|
+
} else if ( geometry.type === 'SphereGeometry' || geometry.type === 'IcosahedronGeometry' ) {
|
|
24
|
+
|
|
25
|
+
const radius = parameters.radius !== undefined ? parameters.radius : 1;
|
|
26
|
+
|
|
27
|
+
return new Jolt.SphereShape( radius, null );
|
|
28
|
+
|
|
29
|
+
}
|
|
30
|
+
|
|
31
|
+
return null;
|
|
32
|
+
|
|
33
|
+
}
|
|
34
|
+
|
|
35
|
+
// Object layers
|
|
36
|
+
const LAYER_NON_MOVING = 0;
|
|
37
|
+
const LAYER_MOVING = 1;
|
|
38
|
+
const NUM_OBJECT_LAYERS = 2;
|
|
39
|
+
|
|
40
|
+
function setupCollisionFiltering( settings ) {
|
|
41
|
+
|
|
42
|
+
let objectFilter = new Jolt.ObjectLayerPairFilterTable( NUM_OBJECT_LAYERS );
|
|
43
|
+
objectFilter.EnableCollision( LAYER_NON_MOVING, LAYER_MOVING );
|
|
44
|
+
objectFilter.EnableCollision( LAYER_MOVING, LAYER_MOVING );
|
|
45
|
+
|
|
46
|
+
const BP_LAYER_NON_MOVING = new Jolt.BroadPhaseLayer( 0 );
|
|
47
|
+
const BP_LAYER_MOVING = new Jolt.BroadPhaseLayer( 1 );
|
|
48
|
+
const NUM_BROAD_PHASE_LAYERS = 2;
|
|
49
|
+
|
|
50
|
+
let bpInterface = new Jolt.BroadPhaseLayerInterfaceTable( NUM_OBJECT_LAYERS, NUM_BROAD_PHASE_LAYERS );
|
|
51
|
+
bpInterface.MapObjectToBroadPhaseLayer( LAYER_NON_MOVING, BP_LAYER_NON_MOVING );
|
|
52
|
+
bpInterface.MapObjectToBroadPhaseLayer( LAYER_MOVING, BP_LAYER_MOVING );
|
|
53
|
+
|
|
54
|
+
settings.mObjectLayerPairFilter = objectFilter;
|
|
55
|
+
settings.mBroadPhaseLayerInterface = bpInterface;
|
|
56
|
+
settings.mObjectVsBroadPhaseLayerFilter = new Jolt.ObjectVsBroadPhaseLayerFilterTable( settings.mBroadPhaseLayerInterface, NUM_BROAD_PHASE_LAYERS, settings.mObjectLayerPairFilter, NUM_OBJECT_LAYERS );
|
|
57
|
+
|
|
58
|
+
};
|
|
59
|
+
|
|
60
|
+
async function JoltPhysics() {
|
|
61
|
+
|
|
62
|
+
if ( Jolt === null ) {
|
|
63
|
+
|
|
64
|
+
const { default: initJolt } = await import( JOLT_PATH );
|
|
65
|
+
Jolt = await initJolt();
|
|
66
|
+
|
|
67
|
+
}
|
|
68
|
+
|
|
69
|
+
const settings = new Jolt.JoltSettings();
|
|
70
|
+
setupCollisionFiltering( settings );
|
|
71
|
+
|
|
72
|
+
const jolt = new Jolt.JoltInterface( settings );
|
|
73
|
+
Jolt.destroy( settings );
|
|
74
|
+
|
|
75
|
+
const physicsSystem = jolt.GetPhysicsSystem();
|
|
76
|
+
const bodyInterface = physicsSystem.GetBodyInterface();
|
|
77
|
+
|
|
78
|
+
const meshes = [];
|
|
79
|
+
const meshMap = new WeakMap();
|
|
80
|
+
|
|
81
|
+
const _position = new Vector3();
|
|
82
|
+
const _quaternion = new Quaternion();
|
|
83
|
+
const _scale = new Vector3( 1, 1, 1 );
|
|
84
|
+
|
|
85
|
+
const _matrix = new Matrix4();
|
|
86
|
+
|
|
87
|
+
function addScene( scene ) {
|
|
88
|
+
|
|
89
|
+
scene.traverse( function ( child ) {
|
|
90
|
+
|
|
91
|
+
if ( child.isMesh ) {
|
|
92
|
+
|
|
93
|
+
const physics = child.userData.physics;
|
|
94
|
+
|
|
95
|
+
if ( physics ) {
|
|
96
|
+
|
|
97
|
+
addMesh( child, physics.mass, physics.restitution );
|
|
98
|
+
|
|
99
|
+
}
|
|
100
|
+
|
|
101
|
+
}
|
|
102
|
+
|
|
103
|
+
} );
|
|
104
|
+
|
|
105
|
+
}
|
|
106
|
+
|
|
107
|
+
function addMesh( mesh, mass = 0, restitution = 0 ) {
|
|
108
|
+
|
|
109
|
+
const shape = getShape( mesh.geometry );
|
|
110
|
+
|
|
111
|
+
if ( shape === null ) return;
|
|
112
|
+
|
|
113
|
+
const body = mesh.isInstancedMesh
|
|
114
|
+
? createInstancedBody( mesh, mass, restitution, shape )
|
|
115
|
+
: createBody( mesh.position, mesh.quaternion, mass, restitution, shape );
|
|
116
|
+
|
|
117
|
+
if ( mass > 0 ) {
|
|
118
|
+
|
|
119
|
+
meshes.push( mesh );
|
|
120
|
+
meshMap.set( mesh, body );
|
|
121
|
+
|
|
122
|
+
}
|
|
123
|
+
|
|
124
|
+
}
|
|
125
|
+
|
|
126
|
+
function createInstancedBody( mesh, mass, restitution, shape ) {
|
|
127
|
+
|
|
128
|
+
const array = mesh.instanceMatrix.array;
|
|
129
|
+
|
|
130
|
+
const bodies = [];
|
|
131
|
+
|
|
132
|
+
for ( let i = 0; i < mesh.count; i ++ ) {
|
|
133
|
+
|
|
134
|
+
const position = _position.fromArray( array, i * 16 + 12 );
|
|
135
|
+
const quaternion = _quaternion.setFromRotationMatrix( _matrix.fromArray( array, i * 16 ) ); // TODO Copilot did this
|
|
136
|
+
bodies.push( createBody( position, quaternion, mass, restitution, shape ) );
|
|
137
|
+
|
|
138
|
+
}
|
|
139
|
+
|
|
140
|
+
return bodies;
|
|
141
|
+
|
|
142
|
+
}
|
|
143
|
+
|
|
144
|
+
function createBody( position, rotation, mass, restitution, shape ) {
|
|
145
|
+
|
|
146
|
+
const pos = new Jolt.Vec3( position.x, position.y, position.z );
|
|
147
|
+
const rot = new Jolt.Quat( rotation.x, rotation.y, rotation.z, rotation.w );
|
|
148
|
+
|
|
149
|
+
const motion = mass > 0 ? Jolt.EMotionType_Dynamic : Jolt.EMotionType_Static;
|
|
150
|
+
const layer = mass > 0 ? LAYER_MOVING : LAYER_NON_MOVING;
|
|
151
|
+
|
|
152
|
+
const creationSettings = new Jolt.BodyCreationSettings( shape, pos, rot, motion, layer );
|
|
153
|
+
creationSettings.mRestitution = restitution;
|
|
154
|
+
|
|
155
|
+
const body = bodyInterface.CreateBody( creationSettings );
|
|
156
|
+
|
|
157
|
+
bodyInterface.AddBody( body.GetID(), Jolt.EActivation_Activate );
|
|
158
|
+
|
|
159
|
+
Jolt.destroy( creationSettings );
|
|
160
|
+
|
|
161
|
+
return body;
|
|
162
|
+
|
|
163
|
+
}
|
|
164
|
+
|
|
165
|
+
function setMeshPosition( mesh, position, index = 0 ) {
|
|
166
|
+
|
|
167
|
+
if ( mesh.isInstancedMesh ) {
|
|
168
|
+
|
|
169
|
+
const bodies = meshMap.get( mesh );
|
|
170
|
+
|
|
171
|
+
const body = bodies[ index ];
|
|
172
|
+
|
|
173
|
+
bodyInterface.RemoveBody( body.GetID() );
|
|
174
|
+
bodyInterface.DestroyBody( body.GetID() );
|
|
175
|
+
|
|
176
|
+
const physics = mesh.userData.physics;
|
|
177
|
+
|
|
178
|
+
let shape = body.GetShape();
|
|
179
|
+
let body2 = createBody( position, { x: 0, y: 0, z: 0, w: 1 }, physics.mass, physics.restitution, shape );
|
|
180
|
+
|
|
181
|
+
bodies[ index ] = body2;
|
|
182
|
+
|
|
183
|
+
} else {
|
|
184
|
+
|
|
185
|
+
// TODO: Implement this
|
|
186
|
+
|
|
187
|
+
}
|
|
188
|
+
|
|
189
|
+
}
|
|
190
|
+
|
|
191
|
+
function setMeshVelocity( mesh, velocity, index = 0 ) {
|
|
192
|
+
|
|
193
|
+
/*
|
|
194
|
+
let body = meshMap.get( mesh );
|
|
195
|
+
|
|
196
|
+
if ( mesh.isInstancedMesh ) {
|
|
197
|
+
|
|
198
|
+
body = body[ index ];
|
|
199
|
+
|
|
200
|
+
}
|
|
201
|
+
|
|
202
|
+
body.setLinvel( velocity );
|
|
203
|
+
*/
|
|
204
|
+
|
|
205
|
+
}
|
|
206
|
+
|
|
207
|
+
//
|
|
208
|
+
|
|
209
|
+
const clock = new Clock();
|
|
210
|
+
|
|
211
|
+
function step() {
|
|
212
|
+
|
|
213
|
+
let deltaTime = clock.getDelta();
|
|
214
|
+
|
|
215
|
+
// Don't go below 30 Hz to prevent spiral of death
|
|
216
|
+
deltaTime = Math.min( deltaTime, 1.0 / 30.0 );
|
|
217
|
+
|
|
218
|
+
// When running below 55 Hz, do 2 steps instead of 1
|
|
219
|
+
const numSteps = deltaTime > 1.0 / 55.0 ? 2 : 1;
|
|
220
|
+
|
|
221
|
+
// Step the physics world
|
|
222
|
+
jolt.Step( deltaTime, numSteps );
|
|
223
|
+
|
|
224
|
+
//
|
|
225
|
+
|
|
226
|
+
for ( let i = 0, l = meshes.length; i < l; i ++ ) {
|
|
227
|
+
|
|
228
|
+
const mesh = meshes[ i ];
|
|
229
|
+
|
|
230
|
+
if ( mesh.isInstancedMesh ) {
|
|
231
|
+
|
|
232
|
+
const array = mesh.instanceMatrix.array;
|
|
233
|
+
const bodies = meshMap.get( mesh );
|
|
234
|
+
|
|
235
|
+
for ( let j = 0; j < bodies.length; j ++ ) {
|
|
236
|
+
|
|
237
|
+
const body = bodies[ j ];
|
|
238
|
+
|
|
239
|
+
const position = body.GetPosition();
|
|
240
|
+
const quaternion = body.GetRotation();
|
|
241
|
+
|
|
242
|
+
_position.set( position.GetX(), position.GetY(), position.GetZ() );
|
|
243
|
+
_quaternion.set( quaternion.GetX(), quaternion.GetY(), quaternion.GetZ(), quaternion.GetW() );
|
|
244
|
+
|
|
245
|
+
_matrix.compose( _position, _quaternion, _scale ).toArray( array, j * 16 );
|
|
246
|
+
|
|
247
|
+
}
|
|
248
|
+
|
|
249
|
+
mesh.instanceMatrix.needsUpdate = true;
|
|
250
|
+
mesh.computeBoundingSphere();
|
|
251
|
+
|
|
252
|
+
} else {
|
|
253
|
+
|
|
254
|
+
const body = meshMap.get( mesh );
|
|
255
|
+
|
|
256
|
+
const position = body.GetPosition();
|
|
257
|
+
const rotation = body.GetRotation();
|
|
258
|
+
|
|
259
|
+
mesh.position.set( position.GetX(), position.GetY(), position.GetZ() );
|
|
260
|
+
mesh.quaternion.set( rotation.GetX(), rotation.GetY(), rotation.GetZ(), rotation.GetW() );
|
|
261
|
+
|
|
262
|
+
}
|
|
263
|
+
|
|
264
|
+
}
|
|
265
|
+
|
|
266
|
+
}
|
|
267
|
+
|
|
268
|
+
// animate
|
|
269
|
+
|
|
270
|
+
setInterval( step, 1000 / frameRate );
|
|
271
|
+
|
|
272
|
+
return {
|
|
273
|
+
addScene: addScene,
|
|
274
|
+
addMesh: addMesh,
|
|
275
|
+
setMeshPosition: setMeshPosition,
|
|
276
|
+
setMeshVelocity: setMeshVelocity
|
|
277
|
+
};
|
|
278
|
+
|
|
279
|
+
}
|
|
280
|
+
|
|
281
|
+
export { JoltPhysics };
|
|
@@ -1,6 +1,6 @@
|
|
|
1
1
|
import { Clock, Vector3, Quaternion, Matrix4 } from 'three';
|
|
2
2
|
|
|
3
|
-
const RAPIER_PATH = 'https://cdn.skypack.dev/@dimforge/rapier3d-compat@0.
|
|
3
|
+
const RAPIER_PATH = 'https://cdn.skypack.dev/@dimforge/rapier3d-compat@0.12.0';
|
|
4
4
|
|
|
5
5
|
const frameRate = 60;
|
|
6
6
|
|
|
@@ -9,7 +9,7 @@ const ZERO = new Vector3();
|
|
|
9
9
|
|
|
10
10
|
let RAPIER = null;
|
|
11
11
|
|
|
12
|
-
function
|
|
12
|
+
function getShape( geometry ) {
|
|
13
13
|
|
|
14
14
|
const parameters = geometry.parameters;
|
|
15
15
|
|
|
@@ -43,7 +43,7 @@ async function RapierPhysics() {
|
|
|
43
43
|
|
|
44
44
|
}
|
|
45
45
|
|
|
46
|
-
// Docs: https://rapier.rs/docs/api/javascript/JavaScript3D/
|
|
46
|
+
// Docs: https://rapier.rs/docs/api/javascript/JavaScript3D/
|
|
47
47
|
|
|
48
48
|
const gravity = new Vector3( 0.0, - 9.81, 0.0 );
|
|
49
49
|
const world = new RAPIER.World( gravity );
|
|
@@ -77,7 +77,7 @@ async function RapierPhysics() {
|
|
|
77
77
|
|
|
78
78
|
function addMesh( mesh, mass = 0, restitution = 0 ) {
|
|
79
79
|
|
|
80
|
-
const shape =
|
|
80
|
+
const shape = getShape( mesh.geometry );
|
|
81
81
|
|
|
82
82
|
if ( shape === null ) return;
|
|
83
83
|
|
|
@@ -3,7 +3,6 @@ import {
|
|
|
3
3
|
FloatType,
|
|
4
4
|
MathUtils,
|
|
5
5
|
RedFormat,
|
|
6
|
-
LuminanceFormat,
|
|
7
6
|
ShaderMaterial,
|
|
8
7
|
UniformsUtils
|
|
9
8
|
} from 'three';
|
|
@@ -40,8 +39,6 @@ class GlitchPass extends Pass {
|
|
|
40
39
|
|
|
41
40
|
render( renderer, writeBuffer, readBuffer /*, deltaTime, maskActive */ ) {
|
|
42
41
|
|
|
43
|
-
if ( renderer.capabilities.isWebGL2 === false ) this.uniforms[ 'tDisp' ].value.format = LuminanceFormat;
|
|
44
|
-
|
|
45
42
|
this.uniforms[ 'tDiffuse' ].value = readBuffer.texture;
|
|
46
43
|
this.uniforms[ 'seed' ].value = Math.random();//default seeding
|
|
47
44
|
this.uniforms[ 'byp' ].value = 0;
|