three-base 2.0.142 → 2.0.145

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (227) hide show
  1. package/DirectionalLight.d.ts +6 -6
  2. package/DirectionalLight.js +68 -68
  3. package/EventMap.d.ts +103 -103
  4. package/EventMap.js +17 -17
  5. package/EventMesh.d.ts +18 -18
  6. package/EventMesh.js +59 -59
  7. package/ExtrudeMesh.d.ts +112 -112
  8. package/ExtrudeMesh.js +342 -342
  9. package/FPScontrol.d.ts +511 -511
  10. package/FPScontrol.js +1799 -1799
  11. package/FPScontrol.ts +1855 -1855
  12. package/Fire/Fire.d.ts +28 -28
  13. package/Fire/Fire.js +80 -80
  14. package/Fire/FireGeometry.d.ts +9 -9
  15. package/Fire/FireGeometry.js +40 -40
  16. package/Fire/FireMaterial.d.ts +28 -28
  17. package/Fire/FireMaterial.js +32 -32
  18. package/Fire/index.d.ts +2 -2
  19. package/Fire/index.js +2 -2
  20. package/GLTFDracoLoader.d.ts +71 -71
  21. package/GLTFDracoLoader.js +266 -266
  22. package/GLTFDracoLoader.ts +1 -1
  23. package/Grass/Grass.d.ts +8 -8
  24. package/Grass/Grass.js +38 -38
  25. package/Grass/index.d.ts +2 -2
  26. package/Grass/index.js +2 -2
  27. package/Ground1/Ground1.d.ts +10 -10
  28. package/Ground1/Ground1.js +71 -71
  29. package/Ground1/index.d.ts +1 -1
  30. package/Ground1/index.js +1 -1
  31. package/MeshBase.d.ts +36 -36
  32. package/MeshBase.js +247 -247
  33. package/Mirror.d.ts +25 -25
  34. package/Mirror.js +143 -143
  35. package/MktMesh/MktMesh.d.ts +301 -291
  36. package/MktMesh/MktMesh.js +1064 -1045
  37. package/MktMesh/MktMesh.ts +32 -11
  38. package/MktMesh/assetUrl.d.ts +59 -35
  39. package/MktMesh/assetUrl.js +154 -69
  40. package/MktMesh/assetUrl.ts +155 -69
  41. package/MktMesh/mktMappingShader.d.ts +12 -12
  42. package/MktMesh/mktMappingShader.js +138 -138
  43. package/MktMesh/mktMappingShader.ts +139 -139
  44. package/MktMesh/mktShader.d.ts +263 -263
  45. package/MktMesh/mktShader.js +1236 -1236
  46. package/MktMesh/mktShader.ts +1344 -1344
  47. package/MktMesh/panoBitmapTexture.d.ts +25 -25
  48. package/MktMesh/panoBitmapTexture.js +52 -52
  49. package/MktMesh/panoBitmapTexture.ts +54 -54
  50. package/MktMesh/panoSlotBind.d.ts +29 -29
  51. package/MktMesh/panoSlotBind.js +106 -106
  52. package/MktMesh/panoSlotBind.ts +153 -153
  53. package/MktMesh/panoSlotRoster.d.ts +22 -22
  54. package/MktMesh/panoSlotRoster.js +169 -169
  55. package/MktMesh/panoSlotRoster.ts +168 -168
  56. package/MktMesh/panoTileStitcher.d.ts +119 -119
  57. package/MktMesh/panoTileStitcher.js +529 -529
  58. package/MktMesh/panoTileStitcher.ts +616 -616
  59. package/MktMesh/types.d.ts +75 -75
  60. package/MktMesh/types.js +1 -1
  61. package/MktMesh/wallCapTessellate.d.ts +33 -33
  62. package/MktMesh/wallCapTessellate.js +97 -97
  63. package/MktMesh/wallCapTessellate.ts +68 -68
  64. package/PipeMesh/PathGeometry.d.ts +44 -44
  65. package/PipeMesh/PathGeometry.js +307 -307
  66. package/PipeMesh/PathPoint.d.ts +17 -17
  67. package/PipeMesh/PathPoint.js +31 -31
  68. package/PipeMesh/PathPointList.d.ts +31 -31
  69. package/PipeMesh/PathPointList.js +209 -209
  70. package/PipeMesh/PathTubeGeometry.d.ts +25 -25
  71. package/PipeMesh/PathTubeGeometry.js +130 -130
  72. package/PipeMesh/PipeMesh.d.ts +25 -25
  73. package/PipeMesh/PipeMesh.js +63 -63
  74. package/PipeMesh/index.d.ts +1 -1
  75. package/PipeMesh/index.js +1 -1
  76. package/PlaneModal1/PlaneModal1.d.ts +34 -34
  77. package/PlaneModal1/PlaneModal1.js +109 -109
  78. package/PlaneModal1/index.d.ts +1 -1
  79. package/PlaneModal1/index.js +1 -1
  80. package/PlaneText.d.ts +27 -27
  81. package/PlaneText.js +35 -35
  82. package/PlaneWithHtml.d.ts +13 -13
  83. package/PlaneWithHtml.js +64 -64
  84. package/PointLight/PointLight.d.ts +13 -13
  85. package/PointLight/PointLight.js +64 -64
  86. package/PointLight/index.d.ts +1 -1
  87. package/PointLight/index.js +1 -1
  88. package/Sky/Sky.d.ts +9 -9
  89. package/Sky/Sky.js +22 -22
  90. package/Sky/index.d.ts +1 -1
  91. package/Sky/index.js +1 -1
  92. package/SpotLight.d.ts +6 -6
  93. package/SpotLight.js +72 -72
  94. package/SpriteModal1/SpriteModal1.d.ts +33 -33
  95. package/SpriteModal1/SpriteModal1.js +116 -116
  96. package/SpriteModal1/index.d.ts +1 -1
  97. package/SpriteModal1/index.js +1 -1
  98. package/SpriteText.d.ts +46 -46
  99. package/SpriteText.js +176 -176
  100. package/SpriteText2.d.ts +48 -48
  101. package/SpriteText2.js +223 -223
  102. package/SpriteText3.d.ts +86 -86
  103. package/SpriteText3.js +517 -517
  104. package/SpriteText3.ts +599 -599
  105. package/SpriteWithHtml.d.ts +9 -9
  106. package/SpriteWithHtml.js +44 -44
  107. package/Text3D/Text3D.d.ts +20 -20
  108. package/Text3D/Text3D.js +58 -58
  109. package/Text3D/fontController.d.ts +60 -60
  110. package/Text3D/fontController.js +166 -166
  111. package/Text3D/index.d.ts +1 -1
  112. package/Text3D/index.js +1 -1
  113. package/ThreeBase.d.ts +248 -248
  114. package/ThreeBase.js +1202 -1202
  115. package/ThreeBase.ts +1314 -1314
  116. package/ThreeMouse.d.ts +53 -54
  117. package/ThreeMouse.js +453 -453
  118. package/Transition.d.ts +45 -45
  119. package/Transition.js +209 -209
  120. package/Water/Water.d.ts +5 -5
  121. package/Water/Water.js +44 -44
  122. package/Water/index.d.ts +2 -2
  123. package/Water/index.js +2 -2
  124. package/WaterFlow/FloatingDuck.d.ts +88 -88
  125. package/WaterFlow/FloatingDuck.js +307 -307
  126. package/WaterFlow/FloatingDuck.ts +445 -445
  127. package/WaterFlow/GPUFluidSimulation.d.ts +56 -56
  128. package/WaterFlow/GPUFluidSimulation.js +781 -781
  129. package/WaterFlow/GPUFluidSimulation.ts +827 -827
  130. package/WaterFlow/ReservoirSystem.d.ts +106 -106
  131. package/WaterFlow/ReservoirSystem.js +611 -611
  132. package/WaterFlow/ReservoirSystem.ts +754 -754
  133. package/WaterFlow/SPHField.d.ts +35 -35
  134. package/WaterFlow/SPHField.js +203 -203
  135. package/WaterFlow/SPHField.ts +228 -228
  136. package/WaterFlow/ScreenSpaceFluidPass.d.ts +69 -69
  137. package/WaterFlow/ScreenSpaceFluidPass.js +728 -728
  138. package/WaterFlow/ScreenSpaceFluidPass.ts +789 -789
  139. package/WaterFlow/ShallowWaterSurface.d.ts +45 -45
  140. package/WaterFlow/ShallowWaterSurface.js +438 -438
  141. package/WaterFlow/ShallowWaterSurface.ts +510 -510
  142. package/WaterFlow/WaterFlow.d.ts +87 -87
  143. package/WaterFlow/WaterFlow.js +171 -171
  144. package/WaterFlow/WaterFlow.ts +219 -219
  145. package/WaterFlow/types.d.ts +161 -161
  146. package/WaterFlow/types.js +1 -1
  147. package/WaterFlow/types.ts +189 -189
  148. package/WaterFlow/waterFlowPass.d.ts +3 -3
  149. package/WaterFlow/waterFlowPass.js +20 -20
  150. package/WaterFlow/waterFlowPass.ts +40 -40
  151. package/collisionOBB.d.ts +42 -42
  152. package/collisionOBB.js +112 -112
  153. package/collisionOBB.ts +108 -108
  154. package/declare.d.ts +25 -25
  155. package/index.d.ts +1 -1
  156. package/index.js +1 -1
  157. package/instanced/InstancedBatch.d.ts +57 -57
  158. package/instanced/InstancedBatch.js +348 -348
  159. package/instanced/InstancedBatch.ts +406 -406
  160. package/instanced/InstancedChild.d.ts +174 -174
  161. package/instanced/InstancedChild.js +264 -264
  162. package/instanced/InstancedChild.ts +327 -327
  163. package/instanced/InstancedGroup.d.ts +43 -43
  164. package/instanced/InstancedGroup.js +126 -126
  165. package/instanced/InstancedGroup.ts +137 -137
  166. package/instanced/InstancedMeshBase.d.ts +38 -38
  167. package/instanced/InstancedMeshBase.js +282 -282
  168. package/instanced/InstancedTemplate.d.ts +46 -46
  169. package/instanced/InstancedTemplate.js +125 -125
  170. package/keyControls.d.ts +29 -30
  171. package/keyControls.js +101 -101
  172. package/lensflare/LensFlare.d.ts +39 -39
  173. package/lensflare/LensFlare.js +284 -284
  174. package/package.json +6 -1
  175. package/pass/bloom_pass.d.ts +2 -2
  176. package/pass/bloom_pass.js +174 -174
  177. package/pass/cover_pass.d.ts +2 -2
  178. package/pass/cover_pass.js +108 -108
  179. package/pass/debugDepthState.d.ts +20 -20
  180. package/pass/debugDepthState.js +9 -9
  181. package/pass/debugDepthState.ts +22 -22
  182. package/pass/depthTestBias.d.ts +12 -12
  183. package/pass/depthTestBias.js +12 -12
  184. package/pass/depthTestBias.ts +12 -12
  185. package/pass/effectUserData.d.ts +27 -27
  186. package/pass/effectUserData.js +1 -1
  187. package/pass/effectUserData.ts +46 -46
  188. package/pass/frosted_glass_pass.d.ts +2 -2
  189. package/pass/frosted_glass_pass.js +150 -150
  190. package/pass/fsQuad.d.ts +9 -9
  191. package/pass/fsQuad.js +28 -28
  192. package/pass/glow_pass.d.ts +2 -2
  193. package/pass/glow_pass.js +350 -350
  194. package/pass/screen_bloom_pass.d.ts +11 -11
  195. package/pass/screen_bloom_pass.js +136 -136
  196. package/pass/ssao_pass.d.ts +88 -88
  197. package/pass/ssao_pass.js +799 -799
  198. package/pass/ssao_pass.ts +918 -918
  199. package/pass/stroke_pass.d.ts +2 -2
  200. package/pass/stroke_pass.js +267 -267
  201. package/shaders/FXAAShaderMaterial.d.ts +3 -3
  202. package/shaders/FXAAShaderMaterial.js +20 -20
  203. package/shaders/baseDepthVisShader.d.ts +11 -11
  204. package/shaders/baseDepthVisShader.js +36 -36
  205. package/shaders/baseDepthVisShader.ts +36 -36
  206. package/shaders/baseTextureToRenderShader.d.ts +2 -2
  207. package/shaders/baseTextureToRenderShader.js +19 -19
  208. package/shaders/copyShader.d.ts +3 -3
  209. package/shaders/copyShader.js +13 -13
  210. package/shaders/debugDepthCompareShader.d.ts +14 -14
  211. package/shaders/debugDepthCompareShader.js +49 -49
  212. package/shaders/debugDepthCompareShader.ts +50 -50
  213. package/shaders/debugDepthJudgeShader.d.ts +18 -18
  214. package/shaders/debugDepthJudgeShader.js +52 -52
  215. package/shaders/debugDepthJudgeShader.ts +54 -54
  216. package/shaders/debugExcludedShader.d.ts +13 -13
  217. package/shaders/debugExcludedShader.js +46 -46
  218. package/shaders/debugExcludedShader.ts +48 -48
  219. package/spriteTextBg.d.ts +1 -1
  220. package/spriteTextBg.js +20 -20
  221. package/spriteTextBg.ts +20 -20
  222. package/threeLoader.d.ts +35 -35
  223. package/threeLoader.js +518 -518
  224. package/threeUtils.d.ts +53 -53
  225. package/threeUtils.js +329 -329
  226. package/types.d.ts +2 -2
  227. package/types.js +6 -6
@@ -1,31 +1,31 @@
1
- import { Vector3 } from 'three/src/math/Vector3';
2
- /**
3
- * PathPoint
4
- */
5
- class PathPoint {
6
- pos = new Vector3();
7
- dir = new Vector3();
8
- right = new Vector3();
9
- up = new Vector3(); // normal
10
- dist = 0; // distance from start
11
- widthScale = 1; // for corner
12
- sharp = false; // marks as sharp corner
13
- constructor() { }
14
- lerpPathPoints(p1, p2, alpha) {
15
- this.pos.lerpVectors(p1.pos, p2.pos, alpha);
16
- this.dir.lerpVectors(p1.dir, p2.dir, alpha);
17
- this.up.lerpVectors(p1.up, p2.up, alpha);
18
- this.right.lerpVectors(p1.right, p2.right, alpha);
19
- this.dist = (p2.dist - p1.dist) * alpha + p1.dist;
20
- this.widthScale = (p2.widthScale - p1.widthScale) * alpha + p1.widthScale;
21
- }
22
- copy(source) {
23
- this.pos.copy(source.pos);
24
- this.dir.copy(source.dir);
25
- this.up.copy(source.up);
26
- this.right.copy(source.right);
27
- this.dist = source.dist;
28
- this.widthScale = source.widthScale;
29
- }
30
- }
31
- export { PathPoint };
1
+ import { Vector3 } from 'three/src/math/Vector3';
2
+ /**
3
+ * PathPoint
4
+ */
5
+ class PathPoint {
6
+ pos = new Vector3();
7
+ dir = new Vector3();
8
+ right = new Vector3();
9
+ up = new Vector3(); // normal
10
+ dist = 0; // distance from start
11
+ widthScale = 1; // for corner
12
+ sharp = false; // marks as sharp corner
13
+ constructor() { }
14
+ lerpPathPoints(p1, p2, alpha) {
15
+ this.pos.lerpVectors(p1.pos, p2.pos, alpha);
16
+ this.dir.lerpVectors(p1.dir, p2.dir, alpha);
17
+ this.up.lerpVectors(p1.up, p2.up, alpha);
18
+ this.right.lerpVectors(p1.right, p2.right, alpha);
19
+ this.dist = (p2.dist - p1.dist) * alpha + p1.dist;
20
+ this.widthScale = (p2.widthScale - p1.widthScale) * alpha + p1.widthScale;
21
+ }
22
+ copy(source) {
23
+ this.pos.copy(source.pos);
24
+ this.dir.copy(source.dir);
25
+ this.up.copy(source.up);
26
+ this.right.copy(source.right);
27
+ this.dist = source.dist;
28
+ this.widthScale = source.widthScale;
29
+ }
30
+ }
31
+ export { PathPoint };
@@ -1,31 +1,31 @@
1
- import { Vector3 } from 'three/src/math/Vector3.js';
2
- import { PathPoint } from './PathPoint.js';
3
- /**
4
- * PathPointList
5
- * input points to generate a PathPoint list
6
- */
7
- declare class PathPointList {
8
- array: Array<PathPoint>;
9
- count: number;
10
- constructor();
11
- /**
12
- * Set points
13
- * @param {Vector3[]} points key points array
14
- * @param {number} cornerRadius? the corner radius. set 0 to disable round corner. default is 0.1
15
- * @param {number} cornerSplit? the corner split. default is 10.
16
- * @param {number} up? force up. default is auto up (calculate by tangent).
17
- * @param {boolean} close? close path. default is false.
18
- */
19
- set(points: Array<Vector3>, cornerRadius?: number, cornerSplit?: number, up?: Vector3, close?: boolean): void;
20
- /**
21
- * Get distance of this path
22
- * @return {number}
23
- */
24
- distance(): number;
25
- _getByIndex(index: number): PathPoint;
26
- _start(current: Vector3, next: Vector3, up?: Vector3): void;
27
- _end(current: Vector3): void;
28
- _corner(current: Vector3, next: Vector3, cornerRadius: number, cornerSplit: number, up?: Vector3): void;
29
- _sharpCorner(current: Vector3, next: Vector3, up?: Vector3, dirType?: 0 | 1 | 2, sharp?: boolean): void;
30
- }
31
- export { PathPointList };
1
+ import { Vector3 } from 'three/src/math/Vector3.js';
2
+ import { PathPoint } from './PathPoint.js';
3
+ /**
4
+ * PathPointList
5
+ * input points to generate a PathPoint list
6
+ */
7
+ declare class PathPointList {
8
+ array: Array<PathPoint>;
9
+ count: number;
10
+ constructor();
11
+ /**
12
+ * Set points
13
+ * @param {Vector3[]} points key points array
14
+ * @param {number} cornerRadius? the corner radius. set 0 to disable round corner. default is 0.1
15
+ * @param {number} cornerSplit? the corner split. default is 10.
16
+ * @param {number} up? force up. default is auto up (calculate by tangent).
17
+ * @param {boolean} close? close path. default is false.
18
+ */
19
+ set(points: Array<Vector3>, cornerRadius?: number, cornerSplit?: number, up?: Vector3, close?: boolean): void;
20
+ /**
21
+ * Get distance of this path
22
+ * @return {number}
23
+ */
24
+ distance(): number;
25
+ _getByIndex(index: number): PathPoint;
26
+ _start(current: Vector3, next: Vector3, up?: Vector3): void;
27
+ _end(current: Vector3): void;
28
+ _corner(current: Vector3, next: Vector3, cornerRadius: number, cornerSplit: number, up?: Vector3): void;
29
+ _sharpCorner(current: Vector3, next: Vector3, up?: Vector3, dirType?: 0 | 1 | 2, sharp?: boolean): void;
30
+ }
31
+ export { PathPointList };
@@ -1,209 +1,209 @@
1
- import { Vector3 } from 'three/src/math/Vector3.js';
2
- import { PathPoint } from './PathPoint.js';
3
- import { Matrix4 } from 'three/src/math/Matrix4.js';
4
- import { QuadraticBezierCurve3 } from 'three/src/extras/curves/QuadraticBezierCurve3.js';
5
- const helpVec3_1 = new Vector3();
6
- const helpVec3_2 = new Vector3();
7
- const helpVec3_3 = new Vector3();
8
- const helpMat4 = new Matrix4();
9
- const helpCurve = new QuadraticBezierCurve3(new Vector3(), new Vector3(), new Vector3());
10
- function _getCornerBezierCurve(last, current, next, cornerRadius, firstCorner, out) {
11
- const lastDir = helpVec3_1.subVectors(current, last);
12
- const nextDir = helpVec3_2.subVectors(next, current);
13
- const lastDirLength = lastDir.length();
14
- const nextDirLength = nextDir.length();
15
- lastDir.normalize();
16
- nextDir.normalize();
17
- // cornerRadius can not bigger then lineDistance / 2, auto fix this
18
- const v0Dist = Math.min((firstCorner ? lastDirLength / 2 : lastDirLength) * 0.999999, cornerRadius);
19
- out.v0.copy(current).sub(lastDir.multiplyScalar(v0Dist));
20
- out.v1.copy(current);
21
- const v2Dist = Math.min((nextDirLength / 2) * 0.999999, cornerRadius);
22
- out.v2.copy(current).add(nextDir.multiplyScalar(v2Dist));
23
- return out;
24
- }
25
- /**
26
- * PathPointList
27
- * input points to generate a PathPoint list
28
- */
29
- class PathPointList {
30
- array = []; // path point array
31
- count = 0;
32
- constructor() { }
33
- /**
34
- * Set points
35
- * @param {Vector3[]} points key points array
36
- * @param {number} cornerRadius? the corner radius. set 0 to disable round corner. default is 0.1
37
- * @param {number} cornerSplit? the corner split. default is 10.
38
- * @param {number} up? force up. default is auto up (calculate by tangent).
39
- * @param {boolean} close? close path. default is false.
40
- */
41
- set(points, cornerRadius = 0.1, cornerSplit = 10, up, close = false) {
42
- points = points.slice(0);
43
- if (points.length < 2) {
44
- console.warn('PathPointList: points length less than 2.');
45
- this.count = 0;
46
- return;
47
- }
48
- // Auto close
49
- if (close && !points[0].equals(points[points.length - 1])) {
50
- points.push(new Vector3().copy(points[0]));
51
- }
52
- // Generate path point list
53
- for (let i = 0, l = points.length; i < l; i++) {
54
- if (i === 0) {
55
- this._start(points[i], points[i + 1], up);
56
- }
57
- else if (i === l - 1) {
58
- if (close) {
59
- // Connect end point and start point
60
- this._corner(points[i], points[1], cornerRadius, cornerSplit, up);
61
- // Fix start point
62
- const dist = this.array[0].dist; // should not copy dist
63
- this.array[0].copy(this.array[this.count - 1]);
64
- this.array[0].dist = dist;
65
- }
66
- else {
67
- this._end(points[i]);
68
- }
69
- }
70
- else {
71
- this._corner(points[i], points[i + 1], cornerRadius, cornerSplit, up);
72
- }
73
- }
74
- }
75
- /**
76
- * Get distance of this path
77
- * @return {number}
78
- */
79
- distance() {
80
- if (this.count > 0) {
81
- return this.array[this.count - 1].dist;
82
- }
83
- return 0;
84
- }
85
- _getByIndex(index) {
86
- if (!this.array[index]) {
87
- this.array[index] = new PathPoint();
88
- }
89
- return this.array[index];
90
- }
91
- _start(current, next, up) {
92
- this.count = 0;
93
- const point = this._getByIndex(this.count);
94
- point.pos.copy(current);
95
- point.dir.subVectors(next, current);
96
- // init start up dir
97
- if (up) {
98
- point.up.copy(up);
99
- }
100
- else {
101
- // select an initial normal vector perpendicular to the first tangent vector
102
- let min = Number.MAX_VALUE;
103
- const tx = Math.abs(point.dir.x);
104
- const ty = Math.abs(point.dir.y);
105
- const tz = Math.abs(point.dir.z);
106
- if (tx < min) {
107
- min = tx;
108
- point.up.set(1, 0, 0);
109
- }
110
- if (ty < min) {
111
- min = ty;
112
- point.up.set(0, 1, 0);
113
- }
114
- if (tz < min) {
115
- min = tz;
116
- point.up.set(0, 0, 1);
117
- }
118
- }
119
- point.right.crossVectors(point.dir, point.up).normalize();
120
- point.up.crossVectors(point.right, point.dir).normalize();
121
- point.dist = 0;
122
- point.widthScale = 1;
123
- point.sharp = false;
124
- point.dir.normalize();
125
- this.count++;
126
- }
127
- _end(current) {
128
- const lastPoint = this.array[this.count - 1];
129
- const point = this._getByIndex(this.count);
130
- point.pos.copy(current);
131
- point.dir.subVectors(current, lastPoint.pos);
132
- const dist = point.dir.length();
133
- point.dir.normalize();
134
- point.up.copy(lastPoint.up); // copy last up
135
- const vec = helpVec3_1.crossVectors(lastPoint.dir, point.dir);
136
- if (vec.length() > Number.EPSILON) {
137
- vec.normalize();
138
- const theta = Math.acos(Math.min(Math.max(lastPoint.dir.dot(point.dir), -1), 1)); // clamp for floating pt errors
139
- point.up.applyMatrix4(helpMat4.makeRotationAxis(vec, theta));
140
- }
141
- point.right.crossVectors(point.dir, point.up).normalize();
142
- point.dist = lastPoint.dist + dist;
143
- point.widthScale = 1;
144
- point.sharp = false;
145
- this.count++;
146
- }
147
- _corner(current, next, cornerRadius, cornerSplit, up) {
148
- if (cornerRadius > 0 && cornerSplit > 0) {
149
- const lastPoint = this.array[this.count - 1];
150
- const curve = _getCornerBezierCurve(lastPoint.pos, current, next, cornerRadius, this.count - 1 === 0, helpCurve);
151
- const samplerPoints = curve.getPoints(cornerSplit);
152
- for (let f = 0; f < cornerSplit; f++) {
153
- this._sharpCorner(samplerPoints[f], samplerPoints[f + 1], up, f === 0 ? 1 : 0);
154
- }
155
- if (!samplerPoints[cornerSplit].equals(next)) {
156
- this._sharpCorner(samplerPoints[cornerSplit], next, up, 2);
157
- }
158
- }
159
- else {
160
- this._sharpCorner(current, next, up, 0, true);
161
- }
162
- }
163
- // dirType: 0 - use middle dir / 1 - use last dir / 2- use next dir
164
- _sharpCorner(current, next, up, dirType = 0, sharp = false) {
165
- const lastPoint = this.array[this.count - 1];
166
- const point = this._getByIndex(this.count);
167
- const lastDir = helpVec3_1.subVectors(current, lastPoint.pos);
168
- const nextDir = helpVec3_2.subVectors(next, current);
169
- const lastDirLength = lastDir.length();
170
- lastDir.normalize();
171
- nextDir.normalize();
172
- point.pos.copy(current);
173
- if (dirType === 1) {
174
- point.dir.copy(lastDir);
175
- }
176
- else if (dirType === 2) {
177
- point.dir.copy(nextDir);
178
- }
179
- else {
180
- point.dir.addVectors(lastDir, nextDir);
181
- point.dir.normalize();
182
- }
183
- if (up) {
184
- if (point.dir.dot(up) === 1) {
185
- point.right.crossVectors(nextDir, up).normalize();
186
- }
187
- else {
188
- point.right.crossVectors(point.dir, up).normalize();
189
- }
190
- point.up.crossVectors(point.right, point.dir).normalize();
191
- }
192
- else {
193
- point.up.copy(lastPoint.up);
194
- const vec = helpVec3_3.crossVectors(lastPoint.dir, point.dir);
195
- if (vec.length() > Number.EPSILON) {
196
- vec.normalize();
197
- const theta = Math.acos(Math.min(Math.max(lastPoint.dir.dot(point.dir), -1), 1)); // clamp for floating pt errors
198
- point.up.applyMatrix4(helpMat4.makeRotationAxis(vec, theta));
199
- }
200
- point.right.crossVectors(point.dir, point.up).normalize();
201
- }
202
- point.dist = lastPoint.dist + lastDirLength;
203
- const _cos = lastDir.dot(nextDir);
204
- point.widthScale = Math.min(1 / Math.sqrt((1 + _cos) / 2), 1.415) || 1;
205
- point.sharp = Math.abs(_cos - 1) > 0.05 && sharp;
206
- this.count++;
207
- }
208
- }
209
- export { PathPointList };
1
+ import { Vector3 } from 'three/src/math/Vector3.js';
2
+ import { PathPoint } from './PathPoint.js';
3
+ import { Matrix4 } from 'three/src/math/Matrix4.js';
4
+ import { QuadraticBezierCurve3 } from 'three/src/extras/curves/QuadraticBezierCurve3.js';
5
+ const helpVec3_1 = new Vector3();
6
+ const helpVec3_2 = new Vector3();
7
+ const helpVec3_3 = new Vector3();
8
+ const helpMat4 = new Matrix4();
9
+ const helpCurve = new QuadraticBezierCurve3(new Vector3(), new Vector3(), new Vector3());
10
+ function _getCornerBezierCurve(last, current, next, cornerRadius, firstCorner, out) {
11
+ const lastDir = helpVec3_1.subVectors(current, last);
12
+ const nextDir = helpVec3_2.subVectors(next, current);
13
+ const lastDirLength = lastDir.length();
14
+ const nextDirLength = nextDir.length();
15
+ lastDir.normalize();
16
+ nextDir.normalize();
17
+ // cornerRadius can not bigger then lineDistance / 2, auto fix this
18
+ const v0Dist = Math.min((firstCorner ? lastDirLength / 2 : lastDirLength) * 0.999999, cornerRadius);
19
+ out.v0.copy(current).sub(lastDir.multiplyScalar(v0Dist));
20
+ out.v1.copy(current);
21
+ const v2Dist = Math.min((nextDirLength / 2) * 0.999999, cornerRadius);
22
+ out.v2.copy(current).add(nextDir.multiplyScalar(v2Dist));
23
+ return out;
24
+ }
25
+ /**
26
+ * PathPointList
27
+ * input points to generate a PathPoint list
28
+ */
29
+ class PathPointList {
30
+ array = []; // path point array
31
+ count = 0;
32
+ constructor() { }
33
+ /**
34
+ * Set points
35
+ * @param {Vector3[]} points key points array
36
+ * @param {number} cornerRadius? the corner radius. set 0 to disable round corner. default is 0.1
37
+ * @param {number} cornerSplit? the corner split. default is 10.
38
+ * @param {number} up? force up. default is auto up (calculate by tangent).
39
+ * @param {boolean} close? close path. default is false.
40
+ */
41
+ set(points, cornerRadius = 0.1, cornerSplit = 10, up, close = false) {
42
+ points = points.slice(0);
43
+ if (points.length < 2) {
44
+ console.warn('PathPointList: points length less than 2.');
45
+ this.count = 0;
46
+ return;
47
+ }
48
+ // Auto close
49
+ if (close && !points[0].equals(points[points.length - 1])) {
50
+ points.push(new Vector3().copy(points[0]));
51
+ }
52
+ // Generate path point list
53
+ for (let i = 0, l = points.length; i < l; i++) {
54
+ if (i === 0) {
55
+ this._start(points[i], points[i + 1], up);
56
+ }
57
+ else if (i === l - 1) {
58
+ if (close) {
59
+ // Connect end point and start point
60
+ this._corner(points[i], points[1], cornerRadius, cornerSplit, up);
61
+ // Fix start point
62
+ const dist = this.array[0].dist; // should not copy dist
63
+ this.array[0].copy(this.array[this.count - 1]);
64
+ this.array[0].dist = dist;
65
+ }
66
+ else {
67
+ this._end(points[i]);
68
+ }
69
+ }
70
+ else {
71
+ this._corner(points[i], points[i + 1], cornerRadius, cornerSplit, up);
72
+ }
73
+ }
74
+ }
75
+ /**
76
+ * Get distance of this path
77
+ * @return {number}
78
+ */
79
+ distance() {
80
+ if (this.count > 0) {
81
+ return this.array[this.count - 1].dist;
82
+ }
83
+ return 0;
84
+ }
85
+ _getByIndex(index) {
86
+ if (!this.array[index]) {
87
+ this.array[index] = new PathPoint();
88
+ }
89
+ return this.array[index];
90
+ }
91
+ _start(current, next, up) {
92
+ this.count = 0;
93
+ const point = this._getByIndex(this.count);
94
+ point.pos.copy(current);
95
+ point.dir.subVectors(next, current);
96
+ // init start up dir
97
+ if (up) {
98
+ point.up.copy(up);
99
+ }
100
+ else {
101
+ // select an initial normal vector perpendicular to the first tangent vector
102
+ let min = Number.MAX_VALUE;
103
+ const tx = Math.abs(point.dir.x);
104
+ const ty = Math.abs(point.dir.y);
105
+ const tz = Math.abs(point.dir.z);
106
+ if (tx < min) {
107
+ min = tx;
108
+ point.up.set(1, 0, 0);
109
+ }
110
+ if (ty < min) {
111
+ min = ty;
112
+ point.up.set(0, 1, 0);
113
+ }
114
+ if (tz < min) {
115
+ min = tz;
116
+ point.up.set(0, 0, 1);
117
+ }
118
+ }
119
+ point.right.crossVectors(point.dir, point.up).normalize();
120
+ point.up.crossVectors(point.right, point.dir).normalize();
121
+ point.dist = 0;
122
+ point.widthScale = 1;
123
+ point.sharp = false;
124
+ point.dir.normalize();
125
+ this.count++;
126
+ }
127
+ _end(current) {
128
+ const lastPoint = this.array[this.count - 1];
129
+ const point = this._getByIndex(this.count);
130
+ point.pos.copy(current);
131
+ point.dir.subVectors(current, lastPoint.pos);
132
+ const dist = point.dir.length();
133
+ point.dir.normalize();
134
+ point.up.copy(lastPoint.up); // copy last up
135
+ const vec = helpVec3_1.crossVectors(lastPoint.dir, point.dir);
136
+ if (vec.length() > Number.EPSILON) {
137
+ vec.normalize();
138
+ const theta = Math.acos(Math.min(Math.max(lastPoint.dir.dot(point.dir), -1), 1)); // clamp for floating pt errors
139
+ point.up.applyMatrix4(helpMat4.makeRotationAxis(vec, theta));
140
+ }
141
+ point.right.crossVectors(point.dir, point.up).normalize();
142
+ point.dist = lastPoint.dist + dist;
143
+ point.widthScale = 1;
144
+ point.sharp = false;
145
+ this.count++;
146
+ }
147
+ _corner(current, next, cornerRadius, cornerSplit, up) {
148
+ if (cornerRadius > 0 && cornerSplit > 0) {
149
+ const lastPoint = this.array[this.count - 1];
150
+ const curve = _getCornerBezierCurve(lastPoint.pos, current, next, cornerRadius, this.count - 1 === 0, helpCurve);
151
+ const samplerPoints = curve.getPoints(cornerSplit);
152
+ for (let f = 0; f < cornerSplit; f++) {
153
+ this._sharpCorner(samplerPoints[f], samplerPoints[f + 1], up, f === 0 ? 1 : 0);
154
+ }
155
+ if (!samplerPoints[cornerSplit].equals(next)) {
156
+ this._sharpCorner(samplerPoints[cornerSplit], next, up, 2);
157
+ }
158
+ }
159
+ else {
160
+ this._sharpCorner(current, next, up, 0, true);
161
+ }
162
+ }
163
+ // dirType: 0 - use middle dir / 1 - use last dir / 2- use next dir
164
+ _sharpCorner(current, next, up, dirType = 0, sharp = false) {
165
+ const lastPoint = this.array[this.count - 1];
166
+ const point = this._getByIndex(this.count);
167
+ const lastDir = helpVec3_1.subVectors(current, lastPoint.pos);
168
+ const nextDir = helpVec3_2.subVectors(next, current);
169
+ const lastDirLength = lastDir.length();
170
+ lastDir.normalize();
171
+ nextDir.normalize();
172
+ point.pos.copy(current);
173
+ if (dirType === 1) {
174
+ point.dir.copy(lastDir);
175
+ }
176
+ else if (dirType === 2) {
177
+ point.dir.copy(nextDir);
178
+ }
179
+ else {
180
+ point.dir.addVectors(lastDir, nextDir);
181
+ point.dir.normalize();
182
+ }
183
+ if (up) {
184
+ if (point.dir.dot(up) === 1) {
185
+ point.right.crossVectors(nextDir, up).normalize();
186
+ }
187
+ else {
188
+ point.right.crossVectors(point.dir, up).normalize();
189
+ }
190
+ point.up.crossVectors(point.right, point.dir).normalize();
191
+ }
192
+ else {
193
+ point.up.copy(lastPoint.up);
194
+ const vec = helpVec3_3.crossVectors(lastPoint.dir, point.dir);
195
+ if (vec.length() > Number.EPSILON) {
196
+ vec.normalize();
197
+ const theta = Math.acos(Math.min(Math.max(lastPoint.dir.dot(point.dir), -1), 1)); // clamp for floating pt errors
198
+ point.up.applyMatrix4(helpMat4.makeRotationAxis(vec, theta));
199
+ }
200
+ point.right.crossVectors(point.dir, point.up).normalize();
201
+ }
202
+ point.dist = lastPoint.dist + lastDirLength;
203
+ const _cos = lastDir.dot(nextDir);
204
+ point.widthScale = Math.min(1 / Math.sqrt((1 + _cos) / 2), 1.415) || 1;
205
+ point.sharp = Math.abs(_cos - 1) > 0.05 && sharp;
206
+ this.count++;
207
+ }
208
+ }
209
+ export { PathPointList };
@@ -1,25 +1,25 @@
1
- import { Usage } from 'three/src/constants.js';
2
- import { PathGeometry, type Options, type PathGeometryParam } from './PathGeometry.js';
3
- import type { PathPointList } from './PathPointList.js';
4
- /**
5
- * PathTubeGeometry
6
- */
7
- declare class PathTubeGeometry extends PathGeometry {
8
- /**
9
- * @param {Object|Number} initData - If initData is number, geometry init by empty data and set it as the max vertex. If initData is Object, it contains pathPointList and options.
10
- * @param {Boolean} [generateUv2=false]
11
- */
12
- constructor(initData: PathGeometryParam, generateUv2?: boolean);
13
- _initByData(pathPointList: PathPointList, options: Options, usage: Usage, generateUv2: boolean): void;
14
- /**
15
- * Update geometry by PathPointList instance
16
- * @param {PathPointList} pathPointList
17
- * @param {Object} options
18
- * @param {Number} [options.radius=0.1]
19
- * @param {Number} [options.progress=1]
20
- * @param {Boolean} [options.radialSegments=8]
21
- * @param {String} [options.startRad=0]
22
- */
23
- update(pathPointList: PathPointList, options: Options): void;
24
- }
25
- export { PathTubeGeometry };
1
+ import { Usage } from 'three/src/constants.js';
2
+ import { PathGeometry, type Options, type PathGeometryParam } from './PathGeometry.js';
3
+ import type { PathPointList } from './PathPointList.js';
4
+ /**
5
+ * PathTubeGeometry
6
+ */
7
+ declare class PathTubeGeometry extends PathGeometry {
8
+ /**
9
+ * @param {Object|Number} initData - If initData is number, geometry init by empty data and set it as the max vertex. If initData is Object, it contains pathPointList and options.
10
+ * @param {Boolean} [generateUv2=false]
11
+ */
12
+ constructor(initData: PathGeometryParam, generateUv2?: boolean);
13
+ _initByData(pathPointList: PathPointList, options: Options, usage: Usage, generateUv2: boolean): void;
14
+ /**
15
+ * Update geometry by PathPointList instance
16
+ * @param {PathPointList} pathPointList
17
+ * @param {Object} options
18
+ * @param {Number} [options.radius=0.1]
19
+ * @param {Number} [options.progress=1]
20
+ * @param {Boolean} [options.radialSegments=8]
21
+ * @param {String} [options.startRad=0]
22
+ */
23
+ update(pathPointList: PathPointList, options: Options): void;
24
+ }
25
+ export { PathTubeGeometry };