three-cad-viewer 4.1.2 → 4.3.0

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Files changed (58) hide show
  1. package/Readme.md +12 -5
  2. package/dist/camera/camera.d.ts +14 -2
  3. package/dist/core/studio-manager.d.ts +90 -0
  4. package/dist/core/types.d.ts +239 -9
  5. package/dist/core/viewer-state.d.ts +28 -2
  6. package/dist/core/viewer.d.ts +200 -6
  7. package/dist/index.d.ts +7 -2
  8. package/dist/rendering/environment.d.ts +239 -0
  9. package/dist/rendering/light-detection.d.ts +44 -0
  10. package/dist/rendering/material-factory.d.ts +77 -2
  11. package/dist/rendering/material-presets.d.ts +32 -0
  12. package/dist/rendering/room-environment.d.ts +13 -0
  13. package/dist/rendering/studio-composer.d.ts +130 -0
  14. package/dist/rendering/studio-floor.d.ts +53 -0
  15. package/dist/rendering/texture-cache.d.ts +100 -0
  16. package/dist/rendering/triplanar.d.ts +37 -0
  17. package/dist/scene/animation.d.ts +1 -1
  18. package/dist/scene/clipping.d.ts +31 -0
  19. package/dist/scene/nestedgroup.d.ts +63 -27
  20. package/dist/scene/objectgroup.d.ts +47 -0
  21. package/dist/three-cad-viewer.css +339 -29
  22. package/dist/three-cad-viewer.esm.js +26944 -11874
  23. package/dist/three-cad-viewer.esm.js.map +1 -1
  24. package/dist/three-cad-viewer.esm.min.js +10 -4
  25. package/dist/three-cad-viewer.js +26863 -11787
  26. package/dist/three-cad-viewer.min.js +10 -4
  27. package/dist/ui/display.d.ts +147 -0
  28. package/dist/utils/decode-instances.d.ts +60 -0
  29. package/dist/utils/utils.d.ts +10 -0
  30. package/package.json +4 -2
  31. package/src/_version.ts +1 -1
  32. package/src/camera/camera.ts +27 -10
  33. package/src/core/studio-manager.ts +652 -0
  34. package/src/core/types.ts +302 -9
  35. package/src/core/viewer-state.ts +84 -4
  36. package/src/core/viewer.ts +453 -22
  37. package/src/index.ts +24 -1
  38. package/src/rendering/environment.ts +840 -0
  39. package/src/rendering/light-detection.ts +327 -0
  40. package/src/rendering/material-factory.ts +458 -2
  41. package/src/rendering/material-presets.ts +289 -0
  42. package/src/rendering/raycast.ts +2 -2
  43. package/src/rendering/room-environment.ts +192 -0
  44. package/src/rendering/studio-composer.ts +577 -0
  45. package/src/rendering/studio-floor.ts +108 -0
  46. package/src/rendering/texture-cache.ts +319 -0
  47. package/src/rendering/triplanar.ts +329 -0
  48. package/src/scene/animation.ts +3 -2
  49. package/src/scene/clipping.ts +59 -0
  50. package/src/scene/nestedgroup.ts +392 -0
  51. package/src/scene/objectgroup.ts +186 -11
  52. package/src/scene/orientation.ts +12 -0
  53. package/src/scene/render-shape.ts +55 -21
  54. package/src/types/n8ao.d.ts +28 -0
  55. package/src/ui/display.ts +1032 -27
  56. package/src/ui/index.html +181 -44
  57. package/src/utils/decode-instances.ts +233 -0
  58. package/src/utils/utils.ts +33 -20
@@ -0,0 +1,319 @@
1
+ import * as THREE from "three";
2
+ import { gpuTracker } from "../utils/gpu-tracker.js";
3
+ import { logger } from "../utils/logger.js";
4
+
5
+ // =============================================================================
6
+ // Constants
7
+ // =============================================================================
8
+
9
+ /**
10
+ * Texture fields that carry sRGB color data.
11
+ *
12
+ * When a texture is used for one of these roles, its `colorSpace` must be set
13
+ * to `SRGBColorSpace` so Three.js applies the sRGB-to-linear decode on
14
+ * sampling. All other texture roles (normal, metallic-roughness, occlusion,
15
+ * thickness, transmission, roughness maps) remain `LinearSRGBColorSpace`.
16
+ */
17
+ const SRGB_TEXTURE_ROLES = new Set([
18
+ "baseColorTexture",
19
+ "emissiveTexture",
20
+ "sheenColorTexture",
21
+ "specularColorTexture",
22
+ ]);
23
+
24
+ /**
25
+ * Three.js MeshPhysicalMaterial map property names that carry sRGB color data.
26
+ *
27
+ * Used by threejs-materials integration where texture params use Three.js property
28
+ * names directly (e.g., "map", "emissiveMap") instead of MaterialAppearance
29
+ * role names (e.g., "baseColorTexture", "emissiveTexture").
30
+ */
31
+ const THREEJS_SRGB_MAPS = new Set([
32
+ "map",
33
+ "emissiveMap",
34
+ "sheenColorMap",
35
+ "specularColorMap",
36
+ ]);
37
+
38
+ // =============================================================================
39
+ // TextureCache
40
+ // =============================================================================
41
+
42
+ /**
43
+ * Manages loading, caching, and lifecycle of all Studio mode textures.
44
+ *
45
+ * The TextureCache is the **sole owner** of all THREE.Texture objects used by
46
+ * Studio mode. Materials reference textures but never dispose them directly.
47
+ * Only TextureCache.dispose() / disposeFull() disposes GPU texture resources.
48
+ *
49
+ * Resolution order for texture reference strings:
50
+ * 1. `data:` prefix -- treat as data URI, load directly
51
+ * 2. Otherwise -- treat as URL, resolve relative to HTML page
52
+ *
53
+ * Features:
54
+ * - In-flight promise deduplication (no duplicate loads for the same key)
55
+ * - Correct colorSpace assignment per texture semantic role
56
+ * - GPU resource tracking via gpuTracker
57
+ */
58
+ class TextureCache {
59
+ /** Textures cache (disposed on clear/dispose, rebuilt per shape data) */
60
+ private _cache: Map<string, THREE.Texture> = new Map();
61
+
62
+ /** In-flight load promises keyed by cache key */
63
+ private _inflight: Map<string, Promise<THREE.Texture>> = new Map();
64
+
65
+ /** THREE.TextureLoader instance (created lazily) */
66
+ private _textureLoader: THREE.TextureLoader | null = null;
67
+
68
+ /** Whether this cache has been fully disposed */
69
+ private _disposed = false;
70
+
71
+ // ---------------------------------------------------------------------------
72
+ // Public API
73
+ // ---------------------------------------------------------------------------
74
+
75
+ /**
76
+ * Resolve a texture reference string and return a cached or newly loaded
77
+ * THREE.Texture with the correct colorSpace set.
78
+ *
79
+ * @param ref - Texture reference string (table key, data URI, or URL)
80
+ * @param textureRole - The texture role name (MaterialAppearance field name or proxy role)
81
+ * (e.g. "baseColorTexture", "normalTexture"). Used to determine colorSpace.
82
+ * @returns The resolved THREE.Texture, or null if the reference is invalid
83
+ * or loading fails
84
+ */
85
+ async get(
86
+ ref: string,
87
+ textureRole: string,
88
+ ): Promise<THREE.Texture | null> {
89
+ if (this._disposed) {
90
+ logger.warn("TextureCache.get() called after dispose");
91
+ return null;
92
+ }
93
+
94
+ if (!ref) {
95
+ return null;
96
+ }
97
+
98
+ // Determine the target color space based on the texture role
99
+ const colorSpace = SRGB_TEXTURE_ROLES.has(textureRole)
100
+ ? THREE.SRGBColorSpace
101
+ : THREE.LinearSRGBColorSpace;
102
+
103
+ // 1. data: prefix (data URI)
104
+ if (ref.startsWith("data:")) {
105
+ return this._getFromDataUri(ref, colorSpace);
106
+ }
107
+
108
+ // 2. URL (relative to HTML page)
109
+ return this._getFromUrl(ref, colorSpace);
110
+ }
111
+
112
+ /**
113
+ * Dispose textures (called on viewer.clear() when shape data is replaced).
114
+ *
115
+ * Disposes all textures in the cache and clears in-flight promises.
116
+ */
117
+ dispose(): void {
118
+ for (const [key, texture] of this._cache) {
119
+ gpuTracker.untrack("texture", texture);
120
+ texture.dispose();
121
+ logger.debug(`Disposed texture: ${key}`);
122
+ }
123
+ this._cache.clear();
124
+
125
+ // Clear in-flight promises (they may resolve but won't be used)
126
+ this._inflight.clear();
127
+ }
128
+
129
+ /**
130
+ * Dispose all textures.
131
+ *
132
+ * Called on viewer.dispose() when the viewer is fully torn down.
133
+ * After this call, the TextureCache cannot be used again.
134
+ */
135
+ disposeFull(): void {
136
+ this._disposed = true;
137
+ this.dispose();
138
+ this._textureLoader = null;
139
+ logger.debug("TextureCache fully disposed");
140
+ }
141
+
142
+ // ---------------------------------------------------------------------------
143
+ // Private: Data URI loading
144
+ // ---------------------------------------------------------------------------
145
+
146
+ /**
147
+ * Load a texture from a data URI string.
148
+ */
149
+ private async _getFromDataUri(
150
+ dataUri: string,
151
+ colorSpace: THREE.ColorSpace,
152
+ ): Promise<THREE.Texture | null> {
153
+ // Use the data URI itself as the cache key
154
+ const cacheKey = dataUri;
155
+
156
+ const cached = this._cache.get(cacheKey);
157
+ if (cached) {
158
+ cached.colorSpace = colorSpace;
159
+ return cached;
160
+ }
161
+
162
+ const inflight = this._inflight.get(cacheKey);
163
+ if (inflight) {
164
+ const texture = await inflight;
165
+ texture.colorSpace = colorSpace;
166
+ return texture;
167
+ }
168
+
169
+ return this._loadAndCache(cacheKey, dataUri, colorSpace);
170
+ }
171
+
172
+ // ---------------------------------------------------------------------------
173
+ // Private: URL loading
174
+ // ---------------------------------------------------------------------------
175
+
176
+ /**
177
+ * Load a texture from a URL (resolved relative to the HTML page).
178
+ */
179
+ private async _getFromUrl(
180
+ url: string,
181
+ colorSpace: THREE.ColorSpace,
182
+ ): Promise<THREE.Texture | null> {
183
+ const cached = this._cache.get(url);
184
+ if (cached) {
185
+ cached.colorSpace = colorSpace;
186
+ return cached;
187
+ }
188
+
189
+ const inflight = this._inflight.get(url);
190
+ if (inflight) {
191
+ const texture = await inflight;
192
+ texture.colorSpace = colorSpace;
193
+ return texture;
194
+ }
195
+
196
+ return this._loadAndCache(url, url, colorSpace);
197
+ }
198
+
199
+ // ---------------------------------------------------------------------------
200
+ // Private: Core loading
201
+ // ---------------------------------------------------------------------------
202
+
203
+ /**
204
+ * Load a texture from a source (URL or data URI), cache it, and return it.
205
+ *
206
+ * Deduplicates in-flight loads for the same cache key.
207
+ *
208
+ * @param cacheKey - Key for the user cache
209
+ * @param source - URL or data URI to load from
210
+ * @param colorSpace - Color space to assign to the loaded texture
211
+ * @returns The loaded texture, or null on failure
212
+ */
213
+ private async _loadAndCache(
214
+ cacheKey: string,
215
+ source: string,
216
+ colorSpace: THREE.ColorSpace,
217
+ ): Promise<THREE.Texture | null> {
218
+ const promise = this._doLoad(source, colorSpace);
219
+ this._inflight.set(cacheKey, promise);
220
+
221
+ try {
222
+ const texture = await promise;
223
+
224
+ // Check if disposed while loading:
225
+ // - disposeFull() sets _disposed
226
+ // - dispose() clears _inflight (so our entry is gone)
227
+ if (this._disposed || !this._inflight.has(cacheKey)) {
228
+ texture.dispose();
229
+ return null;
230
+ }
231
+
232
+ // Cache and track
233
+ this._cache.set(cacheKey, texture);
234
+ const label = cacheKey.startsWith("data:")
235
+ ? `Texture (data URI, ${cacheKey.length} chars)`
236
+ : `Texture: ${cacheKey}`;
237
+ gpuTracker.trackTexture(texture, label);
238
+ logger.debug(`Loaded and cached texture: ${label}`);
239
+
240
+ return texture;
241
+ } catch (error) {
242
+ if (this._disposed) return null;
243
+
244
+ const displayKey = cacheKey.startsWith("data:")
245
+ ? `data URI (${cacheKey.length} chars)`
246
+ : cacheKey;
247
+ logger.warn(
248
+ `Failed to load texture "${displayKey}":`,
249
+ error instanceof Error ? error.message : error,
250
+ );
251
+ return null;
252
+ } finally {
253
+ this._inflight.delete(cacheKey);
254
+ }
255
+ }
256
+
257
+ /**
258
+ * Perform the actual texture load via THREE.TextureLoader.
259
+ *
260
+ * THREE.TextureLoader handles both URLs and data URIs.
261
+ */
262
+ private _doLoad(
263
+ source: string,
264
+ colorSpace: THREE.ColorSpace,
265
+ ): Promise<THREE.Texture> {
266
+ const loader = this._ensureTextureLoader();
267
+
268
+ return new Promise<THREE.Texture>((resolve, reject) => {
269
+ loader.load(
270
+ source,
271
+ (texture) => {
272
+ texture.colorSpace = colorSpace;
273
+ texture.wrapS = THREE.RepeatWrapping;
274
+ texture.wrapT = THREE.RepeatWrapping;
275
+ resolve(texture);
276
+ },
277
+ undefined, // onProgress (not used)
278
+ (error) => {
279
+ reject(
280
+ error instanceof Error
281
+ ? error
282
+ : new Error(`Texture load failed: ${source.substring(0, 100)}`),
283
+ );
284
+ },
285
+ );
286
+ });
287
+ }
288
+
289
+ // ---------------------------------------------------------------------------
290
+ // Private: Utilities
291
+ // ---------------------------------------------------------------------------
292
+
293
+ /**
294
+ * Get or create the THREE.TextureLoader (lazy initialization).
295
+ */
296
+ private _ensureTextureLoader(): THREE.TextureLoader {
297
+ if (!this._textureLoader) {
298
+ this._textureLoader = new THREE.TextureLoader();
299
+ logger.debug("Created TextureLoader");
300
+ }
301
+ return this._textureLoader;
302
+ }
303
+
304
+ }
305
+
306
+ /**
307
+ * Get the correct color space for a Three.js material map property name.
308
+ *
309
+ * sRGB maps (color data): map, emissiveMap, sheenColorMap, specularColorMap
310
+ * Linear maps (non-color data): everything else (normalMap, roughnessMap, etc.)
311
+ *
312
+ * @param mapName - Three.js material property name (e.g., "map", "normalMap")
313
+ * @returns THREE.SRGBColorSpace or THREE.LinearSRGBColorSpace
314
+ */
315
+ function getColorSpaceForMap(mapName: string): THREE.ColorSpace {
316
+ return THREEJS_SRGB_MAPS.has(mapName) ? THREE.SRGBColorSpace : THREE.LinearSRGBColorSpace;
317
+ }
318
+
319
+ export { TextureCache, SRGB_TEXTURE_ROLES, getColorSpaceForMap };
@@ -0,0 +1,329 @@
1
+ /**
2
+ * Triplanar texture mapping for MeshPhysicalMaterial.
3
+ *
4
+ * Replaces standard UV-based texture sampling with model-space triplanar
5
+ * projection via `material.onBeforeCompile`. Eliminates seams on curved
6
+ * surfaces (cylinders, cones, etc.) and maintains uniform texture scale
7
+ * regardless of object proportions.
8
+ *
9
+ * All coordinates are in **model space** to match the geometry's bounding box.
10
+ * `transformed` (model-space position) and `objectNormal` (model-space normal)
11
+ * are used — NOT the view-space `transformedNormal`.
12
+ *
13
+ * NOTE: `onBeforeCompile` receives shaders BEFORE `#include` resolution.
14
+ * Therefore we replace `#include <chunk_name>` directives with inline GLSL
15
+ * that uses triplanar sampling, rather than replacing expanded texture2D calls.
16
+ *
17
+ * Handles: map, normalMap, roughnessMap, metalnessMap, emissiveMap, aoMap,
18
+ * clearcoatNormalMap, alphaMap.
19
+ */
20
+
21
+ import * as THREE from "three";
22
+
23
+ // ---------------------------------------------------------------------------
24
+ // GLSL: Varyings (shared between vertex & fragment)
25
+ // ---------------------------------------------------------------------------
26
+
27
+ const TRIPLANAR_VARYINGS = /* glsl */ `
28
+ varying vec3 vTriplanarPos;
29
+ varying vec3 vTriplanarNormal;
30
+ `;
31
+
32
+ // ---------------------------------------------------------------------------
33
+ // GLSL: Fragment header (uniforms + helper functions)
34
+ // ---------------------------------------------------------------------------
35
+
36
+ const TRIPLANAR_FRAGMENT_HEADER = /* glsl */ `
37
+ varying vec3 vTriplanarPos;
38
+ varying vec3 vTriplanarNormal;
39
+ uniform vec3 triplanarOffset;
40
+ uniform float triplanarScale;
41
+ uniform vec2 triplanarRepeat;
42
+
43
+ // normalMatrix is only declared in the fragment shader for object-space
44
+ // normal maps. We need it for triplanar tangent-space normal mapping too.
45
+ #ifndef USE_NORMALMAP_OBJECTSPACE
46
+ uniform mat3 normalMatrix;
47
+ #endif
48
+
49
+ // --- Global triplanar state (computed once, reused by all samples) ---
50
+ vec2 tri_uvX, tri_uvY, tri_uvZ;
51
+ vec3 tri_blend;
52
+
53
+ // Initialize global triplanar UVs and blend weights from varyings.
54
+ // Must be called before any texture sampling.
55
+ void initTriplanarUVs() {
56
+ tri_blend = abs(vTriplanarNormal);
57
+ tri_blend = pow(tri_blend, vec3(3.0));
58
+ tri_blend /= (tri_blend.x + tri_blend.y + tri_blend.z);
59
+ vec3 p = (vTriplanarPos - triplanarOffset) * triplanarScale;
60
+ vec2 r = triplanarRepeat;
61
+ tri_uvX = p.yz * r;
62
+ tri_uvY = p.xz * r;
63
+ tri_uvZ = p.xy * r;
64
+ }
65
+
66
+ // Sample a texture using the global triplanar UVs and blend weights.
67
+ vec4 triplanarSample(sampler2D tex) {
68
+ return texture2D(tex, tri_uvX) * tri_blend.x
69
+ + texture2D(tex, tri_uvY) * tri_blend.y
70
+ + texture2D(tex, tri_uvZ) * tri_blend.z;
71
+ }
72
+
73
+ // Surface-gradient triplanar normal mapping.
74
+ // Instead of constructing full 3D normals per axis (which creates faceted
75
+ // shading at axis boundaries), we extract the tangent-space perturbation (xy)
76
+ // from each axis sample, project it into model space as a gradient, blend
77
+ // the gradients, and add to the geometric normal. Gradients blend smoothly.
78
+ // Ref: Morten Mikkelsen, "Surface Gradient Based Bump Mapping Framework"
79
+ //
80
+ // normalScale is declared in normalmap_pars_fragment (after this header),
81
+ // so we accept it as a parameter to avoid forward-reference errors.
82
+ vec3 triplanarNormal(sampler2D normalTex, vec2 nScale) {
83
+ vec3 N = vTriplanarNormal;
84
+
85
+ // Sample tangent-space normals for each projection axis
86
+ vec3 tnX = texture2D(normalTex, tri_uvX).xyz * 2.0 - 1.0;
87
+ vec3 tnY = texture2D(normalTex, tri_uvY).xyz * 2.0 - 1.0;
88
+ vec3 tnZ = texture2D(normalTex, tri_uvZ).xyz * 2.0 - 1.0;
89
+
90
+ // Apply normal scale to perturbation components
91
+ tnX.xy *= nScale;
92
+ tnY.xy *= nScale;
93
+ tnZ.xy *= nScale;
94
+
95
+ // Project each tangent-space perturbation (xy) into model space.
96
+ // X proj: UV=(y,z) -> tangent=(0,1,0), bitangent=(0,0,1) -> grad=(0, tx, ty)
97
+ // Y proj: UV=(x,z) -> tangent=(1,0,0), bitangent=(0,0,1) -> grad=(tx, 0, ty)
98
+ // Z proj: UV=(x,y) -> tangent=(1,0,0), bitangent=(0,1,0) -> grad=(tx, ty, 0)
99
+ vec3 surfGrad =
100
+ vec3(0.0, tnX.x, tnX.y) * tri_blend.x +
101
+ vec3(tnY.x, 0.0, tnY.y) * tri_blend.y +
102
+ vec3(tnZ.x, tnZ.y, 0.0) * tri_blend.z;
103
+
104
+ return normalize(N + surfGrad);
105
+ }
106
+ `;
107
+
108
+ // ---------------------------------------------------------------------------
109
+ // GLSL: UV initialization injection
110
+ // ---------------------------------------------------------------------------
111
+
112
+ /**
113
+ * Injected after #include <logdepthbuf_fragment>.
114
+ * This is the earliest reliable point in the fragment shader before any
115
+ * texture sampling. Initializes global triplanar UVs.
116
+ */
117
+ const UV_INIT = /* glsl */ `
118
+ #include <logdepthbuf_fragment>
119
+ initTriplanarUVs();
120
+ `;
121
+
122
+ // ---------------------------------------------------------------------------
123
+ // GLSL: Replacement chunks (inline GLSL replacing #include directives)
124
+ // ---------------------------------------------------------------------------
125
+
126
+ /** Replaces #include <map_fragment> */
127
+ const MAP_FRAGMENT = /* glsl */ `
128
+ #ifdef USE_MAP
129
+ vec4 sampledDiffuseColor = triplanarSample( map );
130
+ #ifdef DECODE_VIDEO_TEXTURE
131
+ sampledDiffuseColor = sRGBTransferEOTF( sampledDiffuseColor );
132
+ #endif
133
+ diffuseColor *= sampledDiffuseColor;
134
+ #endif
135
+ `;
136
+
137
+ /** Replaces #include <roughnessmap_fragment> */
138
+ const ROUGHNESSMAP_FRAGMENT = /* glsl */ `
139
+ float roughnessFactor = roughness;
140
+ #ifdef USE_ROUGHNESSMAP
141
+ vec4 texelRoughness = triplanarSample( roughnessMap );
142
+ roughnessFactor *= texelRoughness.g;
143
+ #endif
144
+ `;
145
+
146
+ /** Replaces #include <metalnessmap_fragment> */
147
+ const METALNESSMAP_FRAGMENT = /* glsl */ `
148
+ float metalnessFactor = metalness;
149
+ #ifdef USE_METALNESSMAP
150
+ vec4 texelMetalness = triplanarSample( metalnessMap );
151
+ metalnessFactor *= texelMetalness.b;
152
+ #endif
153
+ `;
154
+
155
+ /** Replaces #include <emissivemap_fragment> */
156
+ const EMISSIVEMAP_FRAGMENT = /* glsl */ `
157
+ #ifdef USE_EMISSIVEMAP
158
+ vec4 emissiveColor = triplanarSample( emissiveMap );
159
+ #ifdef DECODE_VIDEO_TEXTURE_EMISSIVE
160
+ emissiveColor = sRGBTransferEOTF( emissiveColor );
161
+ #endif
162
+ totalEmissiveRadiance *= emissiveColor.rgb;
163
+ #endif
164
+ `;
165
+
166
+ /** Replaces #include <aomap_fragment> */
167
+ const AOMAP_FRAGMENT = /* glsl */ `
168
+ #ifdef USE_AOMAP
169
+ float ambientOcclusion = ( triplanarSample( aoMap ).r - 1.0 ) * aoMapIntensity + 1.0;
170
+ reflectedLight.indirectDiffuse *= ambientOcclusion;
171
+ #if defined( USE_CLEARCOAT )
172
+ clearcoatSpecularIndirect *= ambientOcclusion;
173
+ #endif
174
+ #if defined( USE_SHEEN )
175
+ sheenSpecularIndirect *= ambientOcclusion;
176
+ #endif
177
+ #if defined( USE_ENVMAP ) && defined( STANDARD )
178
+ float dotNV = saturate( dot( geometryNormal, geometryViewDir ) );
179
+ reflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.roughness );
180
+ #endif
181
+ #endif
182
+ `;
183
+
184
+ /**
185
+ * Replaces #include <normal_fragment_maps>.
186
+ * Object-space and bumpmap paths kept as-is.
187
+ * Tangent-space path: triplanar normal mapping samples the normal map 3x
188
+ * (one per projection axis), swizzles each to model space, blends, and
189
+ * transforms to view space via normalMatrix.
190
+ */
191
+ const NORMAL_FRAGMENT_MAPS = /* glsl */ `
192
+ #ifdef USE_NORMALMAP_OBJECTSPACE
193
+ normal = texture2D( normalMap, vNormalMapUv ).xyz * 2.0 - 1.0;
194
+ #ifdef FLIP_SIDED
195
+ normal = - normal;
196
+ #endif
197
+ #ifdef DOUBLE_SIDED
198
+ normal = normal * faceDirection;
199
+ #endif
200
+ normal = normalize( normalMatrix * normal );
201
+
202
+ #elif defined( USE_NORMALMAP_TANGENTSPACE )
203
+ // Triplanar normal mapping: sample normal map 3x (one per projection axis),
204
+ // swizzle each to model space, blend, and transform to view space.
205
+ normal = normalize(normalMatrix * triplanarNormal(normalMap, normalScale));
206
+
207
+ #elif defined( USE_BUMPMAP )
208
+ normal = perturbNormalArb( - vViewPosition, normal, dHdxy_fwd(), faceDirection );
209
+
210
+ #endif
211
+ `;
212
+
213
+ /**
214
+ * Replaces #include <clearcoat_normal_fragment_maps>.
215
+ * Triplanar clearcoat normal mapping using surface gradient blending.
216
+ */
217
+ const CLEARCOAT_NORMAL_FRAGMENT_MAPS = /* glsl */ `
218
+ #ifdef USE_CLEARCOAT_NORMALMAP
219
+ // Reuse triplanarNormal with clearcoat normal map and scale
220
+ vec3 clearcoatModelNormal = triplanarNormal(clearcoatNormalMap, clearcoatNormalScale);
221
+ clearcoatNormal = normalize(normalMatrix * clearcoatModelNormal);
222
+ #endif
223
+ `;
224
+
225
+ /** Replaces #include <alphamap_fragment> */
226
+ const ALPHAMAP_FRAGMENT = /* glsl */ `
227
+ #ifdef USE_ALPHAMAP
228
+ diffuseColor.a *= triplanarSample( alphaMap ).g;
229
+ #endif
230
+ `;
231
+
232
+ // ---------------------------------------------------------------------------
233
+ // Chunk replacement table
234
+ // ---------------------------------------------------------------------------
235
+
236
+ /** Fragment shader chunk replacements */
237
+ const FRAGMENT_CHUNK_REPLACEMENTS: [string, string][] = [
238
+ ["#include <logdepthbuf_fragment>", UV_INIT],
239
+ ["#include <map_fragment>", MAP_FRAGMENT],
240
+ ["#include <roughnessmap_fragment>", ROUGHNESSMAP_FRAGMENT],
241
+ ["#include <metalnessmap_fragment>", METALNESSMAP_FRAGMENT],
242
+ ["#include <emissivemap_fragment>", EMISSIVEMAP_FRAGMENT],
243
+ ["#include <aomap_fragment>", AOMAP_FRAGMENT],
244
+ ["#include <normal_fragment_maps>", NORMAL_FRAGMENT_MAPS],
245
+ ["#include <clearcoat_normal_fragment_maps>", CLEARCOAT_NORMAL_FRAGMENT_MAPS],
246
+ ["#include <alphamap_fragment>", ALPHAMAP_FRAGMENT],
247
+ ];
248
+
249
+ // ---------------------------------------------------------------------------
250
+ // Public API
251
+ // ---------------------------------------------------------------------------
252
+
253
+ /**
254
+ * Apply triplanar texture mapping to a MeshPhysicalMaterial.
255
+ *
256
+ * Modifies the material's shader via `onBeforeCompile` so that all texture
257
+ * lookups use model-space triplanar projection instead of UV coordinates.
258
+ * The material should be a **clone** (not shared) because `onBeforeCompile`
259
+ * and `customProgramCacheKey` are set on it.
260
+ *
261
+ * Bounding box of the geometry determines coordinate normalization: the
262
+ * texture tiles once across the largest dimension with uniform scale,
263
+ * preserving aspect ratio. `textureRepeat` on the material's textures
264
+ * (if set) is respected via the triplanarRepeat uniform.
265
+ *
266
+ * @param material - Material clone to modify
267
+ * @param geometry - Geometry for bounding box computation
268
+ */
269
+ export function applyTriplanarMapping(
270
+ material: THREE.MeshPhysicalMaterial,
271
+ geometry: THREE.BufferGeometry,
272
+ ): void {
273
+ // Compute bounding box for coordinate normalization (model space)
274
+ geometry.computeBoundingBox();
275
+ const bb = geometry.boundingBox!;
276
+ const size = new THREE.Vector3();
277
+ bb.getSize(size);
278
+ const maxDim = Math.max(size.x, size.y, size.z, 1e-6);
279
+
280
+ // Uniform values (captured by closure, per-object)
281
+ const offset = bb.min.clone();
282
+ const scale = 1.0 / maxDim;
283
+
284
+ // Read texture repeat from the material's map (all textures share same repeat)
285
+ const repeat = material.map?.repeat?.clone() ?? new THREE.Vector2(1, 1);
286
+
287
+ material.onBeforeCompile = (shader) => {
288
+ // Custom uniforms
289
+ shader.uniforms.triplanarOffset = { value: offset };
290
+ shader.uniforms.triplanarScale = { value: scale };
291
+ shader.uniforms.triplanarRepeat = { value: repeat };
292
+
293
+ // --- Vertex shader ---
294
+ // Declare varyings
295
+ shader.vertexShader = shader.vertexShader.replace(
296
+ "#include <common>",
297
+ `#include <common>\n${TRIPLANAR_VARYINGS}`,
298
+ );
299
+
300
+ // Pass model-space position and normal to fragment shader.
301
+ // `transformed` = model-space position (after morphing, before view transform)
302
+ // `objectNormal` = model-space normal (before normalMatrix)
303
+ // Both match the geometry's bounding box coordinate space.
304
+ shader.vertexShader = shader.vertexShader.replace(
305
+ "#include <worldpos_vertex>",
306
+ `#include <worldpos_vertex>
307
+ vTriplanarPos = transformed;
308
+ vTriplanarNormal = normalize(objectNormal);`,
309
+ );
310
+
311
+ // --- Fragment shader ---
312
+ // Inject varyings, uniforms, and the triplanarSample helper
313
+ shader.fragmentShader = shader.fragmentShader.replace(
314
+ "#include <common>",
315
+ `#include <common>\n${TRIPLANAR_FRAGMENT_HEADER}`,
316
+ );
317
+
318
+ // Replace texture-sampling #include chunks with triplanar versions
319
+ for (const [from, to] of FRAGMENT_CHUNK_REPLACEMENTS) {
320
+ shader.fragmentShader = shader.fragmentShader.replace(from, to);
321
+ }
322
+ };
323
+
324
+ // All triplanar materials share the same compiled WebGL program
325
+ // (uniform values differ per instance). Appended to Three.js's standard
326
+ // program cache key, so materials with different maps/flags still get
327
+ // separate programs.
328
+ material.customProgramCacheKey = () => "triplanar";
329
+ }
@@ -30,7 +30,7 @@ class Animation {
30
30
  mixer: THREE.AnimationMixer | null;
31
31
  clip: THREE.AnimationClip | null;
32
32
  clipAction: THREE.AnimationAction | null;
33
- clock: THREE.Clock;
33
+ clock: THREE.Timer;
34
34
  duration: number | null;
35
35
  speed: number | null;
36
36
  repeat: boolean | null;
@@ -47,7 +47,7 @@ class Animation {
47
47
  this.mixer = null;
48
48
  this.clip = null;
49
49
  this.clipAction = null;
50
- this.clock = new THREE.Clock();
50
+ this.clock = new THREE.Timer();
51
51
  this.duration = null;
52
52
  this._backup = null;
53
53
  this.root = null;
@@ -334,6 +334,7 @@ class Animation {
334
334
  */
335
335
  update(): void {
336
336
  if (this.mixer) {
337
+ this.clock.update();
337
338
  this.mixer.update(this.clock.getDelta());
338
339
  }
339
340
  }