three-stdlib 2.12.0 → 2.13.1

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package/index.d.ts CHANGED
@@ -104,6 +104,7 @@ export * from './objects/ReflectorRTT';
104
104
  export * from './objects/ReflectorForSSRPass';
105
105
  export * from './objects/Sky';
106
106
  export * from './objects/Water2';
107
+ export * from './objects/GroundProjectedEnv';
107
108
  export * from './utils/SceneUtils';
108
109
  export * from './utils/UVsDebug';
109
110
  export * from './utils/GeometryUtils';
package/index.js CHANGED
@@ -50,6 +50,7 @@ export { ReflectorRTT } from './objects/ReflectorRTT.js';
50
50
  export { ReflectorForSSRPass } from './objects/ReflectorForSSRPass.js';
51
51
  export { Sky } from './objects/Sky.js';
52
52
  export { Water2 } from './objects/Water2.js';
53
+ export { GroundProjectedEnv } from './objects/GroundProjectedEnv.js';
53
54
  export { SceneUtils } from './utils/SceneUtils.js';
54
55
  export { UVsDebug } from './utils/UVsDebug.js';
55
56
  export { GeometryUtils } from './utils/GeometryUtils.js';
@@ -1 +1 @@
1
- "use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e=require("three");function t(e){return e&&"object"==typeof e&&"default"in e?e:{default:e}}var i=t(require("potpack"));exports.ProgressiveLightMap=class{constructor(t,i=1024){this.renderer=t,this.res=i,this.lightMapContainers=[],this.compiled=!1,this.scene=new e.Scene,this.scene.background=null,this.tinyTarget=new e.WebGLRenderTarget(1,1),this.buffer1Active=!1,this.firstUpdate=!0,this.warned=!1;const r=/(Android|iPad|iPhone|iPod)/g.test(navigator.userAgent)?alfFloatType:e.FloatType;this.progressiveLightMap1=new e.WebGLRenderTarget(this.res,this.res,{type:r}),this.progressiveLightMap2=new e.WebGLRenderTarget(this.res,this.res,{type:r}),this.uvMat=new e.MeshPhongMaterial,this.uvMat.uniforms={},this.uvMat.onBeforeCompile=e=>{e.vertexShader="#define USE_LIGHTMAP\n"+e.vertexShader.slice(0,-1)+"\tgl_Position = vec4((uv2 - 0.5) * 2.0, 1.0, 1.0); }";const t=e.fragmentShader.indexOf("void main() {");e.fragmentShader="varying vec2 vUv2;\n"+e.fragmentShader.slice(0,t)+"\tuniform sampler2D previousShadowMap;\n\tuniform float averagingWindow;\n"+e.fragmentShader.slice(t-1,-1)+"\nvec3 texelOld = texture2D(previousShadowMap, vUv2).rgb;\n\t\t\t\tgl_FragColor.rgb = mix(texelOld, gl_FragColor.rgb, 1.0/averagingWindow);\n\t\t\t}",e.uniforms.previousShadowMap={value:this.progressiveLightMap1.texture},e.uniforms.averagingWindow={value:100},this.uvMat.uniforms=e.uniforms,this.uvMat.userData.shader=e,this.compiled=!0}}addObjectsToLightMap(e){this.uv_boxes=[];const t=3/this.res;for(let i=0;i<e.length;i++){const r=e[i];r.isLight?this.scene.attach(r):r.geometry.hasAttribute("uv")?(null==this.blurringPlane&&this._initializeBlurPlane(this.res,this.progressiveLightMap1),r.material.lightMap=this.progressiveLightMap2.texture,r.material.dithering=!0,r.castShadow=!0,r.receiveShadow=!0,r.renderOrder=1e3+i,this.uv_boxes.push({w:1+2*t,h:1+2*t,index:i}),this.lightMapContainers.push({basicMat:r.material,object:r}),this.compiled=!1):console.warn("All lightmap objects need UVs!")}const r=i.default(this.uv_boxes);this.uv_boxes.forEach((i=>{const s=e[i.index].geometry.getAttribute("uv").clone();for(let e=0;e<s.array.length;e+=s.itemSize)s.array[e]=(s.array[e]+i.x+t)/r.w,s.array[e+1]=(s.array[e+1]+i.y+t)/r.h;e[i.index].geometry.setAttribute("uv2",s),e[i.index].geometry.getAttribute("uv2").needsUpdate=!0}))}update(e,t=100,i=!0){if(null==this.blurringPlane)return;const r=this.renderer.getRenderTarget();this.blurringPlane.visible=i;for(let e=0;e<this.lightMapContainers.length;e++)this.lightMapContainers[e].object.oldScene=this.lightMapContainers[e].object.parent,this.scene.attach(this.lightMapContainers[e].object);this.firstUpdate&&(this.renderer.setRenderTarget(this.tinyTarget),this.renderer.render(this.scene,e),this.firstUpdate=!1);for(let e=0;e<this.lightMapContainers.length;e++)this.uvMat.uniforms.averagingWindow={value:t},this.lightMapContainers[e].object.material=this.uvMat,this.lightMapContainers[e].object.oldFrustumCulled=this.lightMapContainers[e].object.frustumCulled,this.lightMapContainers[e].object.frustumCulled=!1;const s=this.buffer1Active?this.progressiveLightMap1:this.progressiveLightMap2,a=this.buffer1Active?this.progressiveLightMap2:this.progressiveLightMap1;this.renderer.setRenderTarget(s),this.uvMat.uniforms.previousShadowMap={value:a.texture},this.blurringPlane.material.uniforms.previousShadowMap={value:a.texture},this.buffer1Active=!this.buffer1Active,this.renderer.render(this.scene,e);for(let e=0;e<this.lightMapContainers.length;e++)this.lightMapContainers[e].object.frustumCulled=this.lightMapContainers[e].object.oldFrustumCulled,this.lightMapContainers[e].object.material=this.lightMapContainers[e].basicMat,this.lightMapContainers[e].object.oldScene.attach(this.lightMapContainers[e].object);this.renderer.setRenderTarget(r)}showDebugLightmap(t,i){0!=this.lightMapContainers.length?(null==this.labelMesh&&(this.labelMaterial=new e.MeshBasicMaterial({map:this.progressiveLightMap1.texture,side:e.DoubleSide}),this.labelPlane=new e.PlaneGeometry(100,100),this.labelMesh=new e.Mesh(this.labelPlane,this.labelMaterial),this.labelMesh.position.y=250,this.lightMapContainers[0].object.parent.add(this.labelMesh)),null!=i&&this.labelMesh.position.copy(i),this.labelMesh.visible=t):this.warned||(console.warn("Call this after adding the objects!"),this.warned=!0)}_initializeBlurPlane(t,i=null){const r=new e.MeshBasicMaterial;r.uniforms={previousShadowMap:{value:null},pixelOffset:{value:1/t},polygonOffset:!0,polygonOffsetFactor:-1,polygonOffsetUnits:3},r.onBeforeCompile=e=>{e.vertexShader="#define USE_UV\n"+e.vertexShader.slice(0,-1)+"\tgl_Position = vec4((uv - 0.5) * 2.0, 1.0, 1.0); }";const s=e.fragmentShader.indexOf("void main() {");e.fragmentShader="#define USE_UV\n"+e.fragmentShader.slice(0,s)+"\tuniform sampler2D previousShadowMap;\n\tuniform float pixelOffset;\n"+e.fragmentShader.slice(s-1,-1)+"\tgl_FragColor.rgb = (\n\t\t\t texture2D(previousShadowMap, vUv + vec2( pixelOffset, 0.0 )).rgb +\n\t\t\t texture2D(previousShadowMap, vUv + vec2( 0.0 , pixelOffset)).rgb +\n\t\t\t texture2D(previousShadowMap, vUv + vec2( 0.0 , -pixelOffset)).rgb +\n\t\t\t texture2D(previousShadowMap, vUv + vec2(-pixelOffset, 0.0 )).rgb +\n\t\t\t texture2D(previousShadowMap, vUv + vec2( pixelOffset, pixelOffset)).rgb +\n\t\t\t texture2D(previousShadowMap, vUv + vec2(-pixelOffset, pixelOffset)).rgb +\n\t\t\t texture2D(previousShadowMap, vUv + vec2( pixelOffset, -pixelOffset)).rgb +\n\t\t\t texture2D(previousShadowMap, vUv + vec2(-pixelOffset, -pixelOffset)).rgb)/8.0;\n\t\t}",e.uniforms.previousShadowMap={value:i.texture},e.uniforms.pixelOffset={value:.5/t},r.uniforms=e.uniforms,r.userData.shader=e,this.compiled=!0},this.blurringPlane=new e.Mesh(new e.PlaneBufferGeometry(1,1),r),this.blurringPlane.name="Blurring Plane",this.blurringPlane.frustumCulled=!1,this.blurringPlane.renderOrder=0,this.blurringPlane.material.depthWrite=!1,this.scene.add(this.blurringPlane)}};
1
+ "use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e=require("three");function t(e){return e&&"object"==typeof e&&"default"in e?e:{default:e}}var i=t(require("potpack"));exports.ProgressiveLightMap=class{constructor(t,i=1024){this.renderer=t,this.res=i,this.lightMapContainers=[],this.compiled=!1,this.scene=new e.Scene,this.scene.background=null,this.tinyTarget=new e.WebGLRenderTarget(1,1),this.buffer1Active=!1,this.firstUpdate=!0,this.warned=!1;const r=/(Android|iPad|iPhone|iPod)/g.test(navigator.userAgent)?alfFloatType:e.FloatType;this.progressiveLightMap1=new e.WebGLRenderTarget(this.res,this.res,{type:r}),this.progressiveLightMap2=new e.WebGLRenderTarget(this.res,this.res,{type:r}),this.uvMat=new e.MeshPhongMaterial,this.uvMat.uniforms={},this.uvMat.onBeforeCompile=e=>{e.vertexShader="#define USE_LIGHTMAP\n"+e.vertexShader.slice(0,-1)+"\tgl_Position = vec4((uv2 - 0.5) * 2.0, 1.0, 1.0); }";const t=e.fragmentShader.indexOf("void main() {");e.fragmentShader="varying vec2 vUv2;\n"+e.fragmentShader.slice(0,t)+"\tuniform sampler2D previousShadowMap;\n\tuniform float averagingWindow;\n"+e.fragmentShader.slice(t-1,-1)+"\nvec3 texelOld = texture2D(previousShadowMap, vUv2).rgb;\n\t\t\t\tgl_FragColor.rgb = mix(texelOld, gl_FragColor.rgb, 1.0/averagingWindow);\n\t\t\t}",e.uniforms.previousShadowMap={value:this.progressiveLightMap1.texture},e.uniforms.averagingWindow={value:100},this.uvMat.uniforms=e.uniforms,this.uvMat.userData.shader=e,this.compiled=!0}}addObjectsToLightMap(e){this.uv_boxes=[];const t=3/this.res;for(let i=0;i<e.length;i++){const r=e[i];r.isLight?this.scene.attach(r):r.geometry.hasAttribute("uv")?(null==this.blurringPlane&&this._initializeBlurPlane(this.res,this.progressiveLightMap1),r.material.lightMap=this.progressiveLightMap2.texture,r.material.dithering=!0,r.castShadow=!0,r.receiveShadow=!0,r.renderOrder=1e3+i,this.uv_boxes.push({w:1+2*t,h:1+2*t,index:i}),this.lightMapContainers.push({basicMat:r.material,object:r}),this.compiled=!1):console.warn("All lightmap objects need UVs!")}const r=i.default(this.uv_boxes);this.uv_boxes.forEach((i=>{const s=e[i.index].geometry.getAttribute("uv").clone();for(let e=0;e<s.array.length;e+=s.itemSize)s.array[e]=(s.array[e]+i.x+t)/r.w,s.array[e+1]=(s.array[e+1]+i.y+t)/r.h;e[i.index].geometry.setAttribute("uv2",s),e[i.index].geometry.getAttribute("uv2").needsUpdate=!0}))}update(e,t=100,i=!0){if(null==this.blurringPlane)return;const r=this.renderer.getRenderTarget();this.blurringPlane.visible=i;for(let e=0;e<this.lightMapContainers.length;e++)this.lightMapContainers[e].object.oldScene=this.lightMapContainers[e].object.parent,this.scene.attach(this.lightMapContainers[e].object);this.firstUpdate&&(this.renderer.setRenderTarget(this.tinyTarget),this.renderer.render(this.scene,e),this.firstUpdate=!1);for(let e=0;e<this.lightMapContainers.length;e++)this.uvMat.uniforms.averagingWindow={value:t},this.lightMapContainers[e].object.material=this.uvMat,this.lightMapContainers[e].object.oldFrustumCulled=this.lightMapContainers[e].object.frustumCulled,this.lightMapContainers[e].object.frustumCulled=!1;const s=this.buffer1Active?this.progressiveLightMap1:this.progressiveLightMap2,a=this.buffer1Active?this.progressiveLightMap2:this.progressiveLightMap1;this.renderer.setRenderTarget(s),this.uvMat.uniforms.previousShadowMap={value:a.texture},this.blurringPlane.material.uniforms.previousShadowMap={value:a.texture},this.buffer1Active=!this.buffer1Active,this.renderer.render(this.scene,e);for(let e=0;e<this.lightMapContainers.length;e++)this.lightMapContainers[e].object.frustumCulled=this.lightMapContainers[e].object.oldFrustumCulled,this.lightMapContainers[e].object.material=this.lightMapContainers[e].basicMat,this.lightMapContainers[e].object.oldScene.attach(this.lightMapContainers[e].object);this.renderer.setRenderTarget(r)}showDebugLightmap(t,i){0!=this.lightMapContainers.length?(null==this.labelMesh&&(this.labelMaterial=new e.MeshBasicMaterial({map:this.progressiveLightMap1.texture,side:e.DoubleSide}),this.labelPlane=new e.PlaneGeometry(100,100),this.labelMesh=new e.Mesh(this.labelPlane,this.labelMaterial),this.labelMesh.position.y=250,this.lightMapContainers[0].object.parent.add(this.labelMesh)),null!=i&&this.labelMesh.position.copy(i),this.labelMesh.visible=t):this.warned||(console.warn("Call this after adding the objects!"),this.warned=!0)}_initializeBlurPlane(t,i=null){const r=new e.MeshBasicMaterial;r.uniforms={previousShadowMap:{value:null},pixelOffset:{value:1/t},polygonOffset:!0,polygonOffsetFactor:-1,polygonOffsetUnits:3},r.onBeforeCompile=e=>{e.vertexShader="#define USE_UV\n"+e.vertexShader.slice(0,-1)+"\tgl_Position = vec4((uv - 0.5) * 2.0, 1.0, 1.0); }";const s=e.fragmentShader.indexOf("void main() {");e.fragmentShader="#define USE_UV\n"+e.fragmentShader.slice(0,s)+"\tuniform sampler2D previousShadowMap;\n\tuniform float pixelOffset;\n"+e.fragmentShader.slice(s-1,-1)+"\tgl_FragColor.rgb = (\n\t\t\t texture2D(previousShadowMap, vUv + vec2( pixelOffset, 0.0 )).rgb +\n\t\t\t texture2D(previousShadowMap, vUv + vec2( 0.0 , pixelOffset)).rgb +\n\t\t\t texture2D(previousShadowMap, vUv + vec2( 0.0 , -pixelOffset)).rgb +\n\t\t\t texture2D(previousShadowMap, vUv + vec2(-pixelOffset, 0.0 )).rgb +\n\t\t\t texture2D(previousShadowMap, vUv + vec2( pixelOffset, pixelOffset)).rgb +\n\t\t\t texture2D(previousShadowMap, vUv + vec2(-pixelOffset, pixelOffset)).rgb +\n\t\t\t texture2D(previousShadowMap, vUv + vec2( pixelOffset, -pixelOffset)).rgb +\n\t\t\t texture2D(previousShadowMap, vUv + vec2(-pixelOffset, -pixelOffset)).rgb)/8.0;\n\t\t}",e.uniforms.previousShadowMap={value:i.texture},e.uniforms.pixelOffset={value:.5/t},r.uniforms=e.uniforms,r.userData.shader=e,this.compiled=!0},this.blurringPlane=new e.Mesh(new e.PlaneGeometry(1,1),r),this.blurringPlane.name="Blurring Plane",this.blurringPlane.frustumCulled=!1,this.blurringPlane.renderOrder=0,this.blurringPlane.material.depthWrite=!1,this.scene.add(this.blurringPlane)}};
@@ -1,4 +1,4 @@
1
- import { Scene, WebGLRenderTarget, FloatType, MeshPhongMaterial, MeshBasicMaterial, DoubleSide, PlaneGeometry, Mesh, PlaneBufferGeometry } from 'three';
1
+ import { Scene, WebGLRenderTarget, FloatType, MeshPhongMaterial, MeshBasicMaterial, DoubleSide, PlaneGeometry, Mesh } from 'three';
2
2
  import potpack from 'potpack';
3
3
 
4
4
  /**
@@ -272,7 +272,7 @@ class ProgressiveLightMap {
272
272
  this.compiled = true;
273
273
  };
274
274
 
275
- this.blurringPlane = new Mesh(new PlaneBufferGeometry(1, 1), blurMaterial);
275
+ this.blurringPlane = new Mesh(new PlaneGeometry(1, 1), blurMaterial);
276
276
  this.blurringPlane.name = 'Blurring Plane';
277
277
  this.blurringPlane.frustumCulled = false;
278
278
  this.blurringPlane.renderOrder = 0;
@@ -0,0 +1 @@
1
+ "use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e=require("three");class n extends e.Mesh{constructor(n,o){var t,r;const i=(a=n)&&a.isCubeTexture;var a;const c=(null!=(t=i?null===(r=n.image[0])||void 0===r?void 0:r.width:n.image.width)?t:1024)/4,s=Math.floor(Math.log2(c)),l=Math.pow(2,s),d=[i?"#define ENVMAP_TYPE_CUBE":"","#define CUBEUV_TEXEL_WIDTH "+1/(3*Math.max(l,112)),"#define CUBEUV_TEXEL_HEIGHT "+1/(4*l),`#define CUBEUV_MAX_MIP ${s}.0`].join("\n")+"\n #define ENVMAP_TYPE_CUBE_UV\n varying vec3 vWorldPosition;\n uniform float radius;\n uniform float height;\n uniform float angle;\n #ifdef ENVMAP_TYPE_CUBE\n uniform samplerCube map;\n #else\n uniform sampler2D map;\n #endif\n // From: https://www.shadertoy.com/view/4tsBD7\n float diskIntersectWithBackFaceCulling( vec3 ro, vec3 rd, vec3 c, vec3 n, float r ) \n {\n float d = dot ( rd, n );\n \n if( d > 0.0 ) { return 1e6; }\n \n vec3 o = ro - c;\n float t = - dot( n, o ) / d;\n vec3 q = o + rd * t;\n \n return ( dot( q, q ) < r * r ) ? t : 1e6;\n }\n // From: https://www.iquilezles.org/www/articles/intersectors/intersectors.htm\n float sphereIntersect( vec3 ro, vec3 rd, vec3 ce, float ra ) \n {\n vec3 oc = ro - ce;\n float b = dot( oc, rd );\n float c = dot( oc, oc ) - ra * ra;\n float h = b * b - c;\n \n if( h < 0.0 ) { return -1.0; }\n \n h = sqrt( h );\n \n return - b + h;\n }\n vec3 project() \n {\n vec3 p = normalize( vWorldPosition );\n vec3 camPos = cameraPosition;\n camPos.y -= height;\n float intersection = sphereIntersect( camPos, p, vec3( 0.0 ), radius );\n if( intersection > 0.0 ) {\n \n vec3 h = vec3( 0.0, - height, 0.0 );\n float intersection2 = diskIntersectWithBackFaceCulling( camPos, p, h, vec3( 0.0, 1.0, 0.0 ), radius );\n p = ( camPos + min( intersection, intersection2 ) * p ) / radius;\n } else {\n p = vec3( 0.0, 1.0, 0.0 );\n }\n return p;\n }\n #include <common>\n #include <cube_uv_reflection_fragment>\n void main() \n {\n vec3 projectedWorldPosition = project();\n \n #ifdef ENVMAP_TYPE_CUBE\n vec3 outcolor = textureCube( map, projectedWorldPosition ).rgb;\n #else\n vec3 direction = normalize( projectedWorldPosition );\n vec2 uv = equirectUv( direction );\n vec3 outcolor = texture2D( map, uv ).rgb;\n #endif\n gl_FragColor = vec4( outcolor, 1.0 );\n #include <tonemapping_fragment>\n #include <encodings_fragment>\n }\n ",u={map:{value:n},height:{value:(null==o?void 0:o.height)||15},radius:{value:(null==o?void 0:o.radius)||100}};super(new e.IcosahedronGeometry(1,16),new e.ShaderMaterial({uniforms:u,fragmentShader:d,vertexShader:"\n varying vec3 vWorldPosition;\n void main() \n {\n vec4 worldPosition = ( modelMatrix * vec4( position, 1.0 ) );\n vWorldPosition = worldPosition.xyz;\n \n gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n }\n ",side:e.DoubleSide}))}set radius(e){this.material.uniforms.radius.value=e}get radius(){return this.material.uniforms.radius.value}set height(e){this.material.uniforms.height.value=e}get height(){return this.material.uniforms.height.value}}exports.GroundProjectedEnv=n;
@@ -0,0 +1,12 @@
1
+ import { Mesh, ShaderMaterial, Texture, CubeTexture, BufferGeometry } from 'three';
2
+ export interface GroundProjectedEnvParameters {
3
+ height?: number;
4
+ radius?: number;
5
+ }
6
+ export declare class GroundProjectedEnv extends Mesh<BufferGeometry, ShaderMaterial> {
7
+ constructor(texture: CubeTexture | Texture, options?: GroundProjectedEnvParameters);
8
+ set radius(radius: number);
9
+ get radius(): number;
10
+ set height(height: number);
11
+ get height(): number;
12
+ }
@@ -0,0 +1,145 @@
1
+ import { Mesh, IcosahedronGeometry, ShaderMaterial, DoubleSide } from 'three';
2
+
3
+ const isCubeTexture = def => def && def.isCubeTexture;
4
+
5
+ class GroundProjectedEnv extends Mesh {
6
+ constructor(texture, options) {
7
+ var _ref, _texture$image$;
8
+
9
+ const isCubeMap = isCubeTexture(texture);
10
+ const w = (_ref = isCubeMap ? (_texture$image$ = texture.image[0]) === null || _texture$image$ === void 0 ? void 0 : _texture$image$.width : texture.image.width) != null ? _ref : 1024;
11
+ const cubeSize = w / 4;
12
+
13
+ const _lodMax = Math.floor(Math.log2(cubeSize));
14
+
15
+ const _cubeSize = Math.pow(2, _lodMax);
16
+
17
+ const width = 3 * Math.max(_cubeSize, 16 * 7);
18
+ const height = 4 * _cubeSize;
19
+ const defines = [isCubeMap ? '#define ENVMAP_TYPE_CUBE' : '', `#define CUBEUV_TEXEL_WIDTH ${1.0 / width}`, `#define CUBEUV_TEXEL_HEIGHT ${1.0 / height}`, `#define CUBEUV_MAX_MIP ${_lodMax}.0`];
20
+ const vertexShader =
21
+ /* glsl */
22
+ `
23
+ varying vec3 vWorldPosition;
24
+ void main()
25
+ {
26
+ vec4 worldPosition = ( modelMatrix * vec4( position, 1.0 ) );
27
+ vWorldPosition = worldPosition.xyz;
28
+
29
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
30
+ }
31
+ `;
32
+ const fragmentShader = defines.join('\n') +
33
+ /* glsl */
34
+ `
35
+ #define ENVMAP_TYPE_CUBE_UV
36
+ varying vec3 vWorldPosition;
37
+ uniform float radius;
38
+ uniform float height;
39
+ uniform float angle;
40
+ #ifdef ENVMAP_TYPE_CUBE
41
+ uniform samplerCube map;
42
+ #else
43
+ uniform sampler2D map;
44
+ #endif
45
+ // From: https://www.shadertoy.com/view/4tsBD7
46
+ float diskIntersectWithBackFaceCulling( vec3 ro, vec3 rd, vec3 c, vec3 n, float r )
47
+ {
48
+ float d = dot ( rd, n );
49
+
50
+ if( d > 0.0 ) { return 1e6; }
51
+
52
+ vec3 o = ro - c;
53
+ float t = - dot( n, o ) / d;
54
+ vec3 q = o + rd * t;
55
+
56
+ return ( dot( q, q ) < r * r ) ? t : 1e6;
57
+ }
58
+ // From: https://www.iquilezles.org/www/articles/intersectors/intersectors.htm
59
+ float sphereIntersect( vec3 ro, vec3 rd, vec3 ce, float ra )
60
+ {
61
+ vec3 oc = ro - ce;
62
+ float b = dot( oc, rd );
63
+ float c = dot( oc, oc ) - ra * ra;
64
+ float h = b * b - c;
65
+
66
+ if( h < 0.0 ) { return -1.0; }
67
+
68
+ h = sqrt( h );
69
+
70
+ return - b + h;
71
+ }
72
+ vec3 project()
73
+ {
74
+ vec3 p = normalize( vWorldPosition );
75
+ vec3 camPos = cameraPosition;
76
+ camPos.y -= height;
77
+ float intersection = sphereIntersect( camPos, p, vec3( 0.0 ), radius );
78
+ if( intersection > 0.0 ) {
79
+
80
+ vec3 h = vec3( 0.0, - height, 0.0 );
81
+ float intersection2 = diskIntersectWithBackFaceCulling( camPos, p, h, vec3( 0.0, 1.0, 0.0 ), radius );
82
+ p = ( camPos + min( intersection, intersection2 ) * p ) / radius;
83
+ } else {
84
+ p = vec3( 0.0, 1.0, 0.0 );
85
+ }
86
+ return p;
87
+ }
88
+ #include <common>
89
+ #include <cube_uv_reflection_fragment>
90
+ void main()
91
+ {
92
+ vec3 projectedWorldPosition = project();
93
+
94
+ #ifdef ENVMAP_TYPE_CUBE
95
+ vec3 outcolor = textureCube( map, projectedWorldPosition ).rgb;
96
+ #else
97
+ vec3 direction = normalize( projectedWorldPosition );
98
+ vec2 uv = equirectUv( direction );
99
+ vec3 outcolor = texture2D( map, uv ).rgb;
100
+ #endif
101
+ gl_FragColor = vec4( outcolor, 1.0 );
102
+ #include <tonemapping_fragment>
103
+ #include <encodings_fragment>
104
+ }
105
+ `;
106
+ const uniforms = {
107
+ map: {
108
+ value: texture
109
+ },
110
+ height: {
111
+ value: (options === null || options === void 0 ? void 0 : options.height) || 15
112
+ },
113
+ radius: {
114
+ value: (options === null || options === void 0 ? void 0 : options.radius) || 100
115
+ }
116
+ };
117
+ const geometry = new IcosahedronGeometry(1, 16);
118
+ const material = new ShaderMaterial({
119
+ uniforms,
120
+ fragmentShader,
121
+ vertexShader,
122
+ side: DoubleSide
123
+ });
124
+ super(geometry, material);
125
+ }
126
+
127
+ set radius(radius) {
128
+ this.material.uniforms.radius.value = radius;
129
+ }
130
+
131
+ get radius() {
132
+ return this.material.uniforms.radius.value;
133
+ }
134
+
135
+ set height(height) {
136
+ this.material.uniforms.height.value = height;
137
+ }
138
+
139
+ get height() {
140
+ return this.material.uniforms.height.value;
141
+ }
142
+
143
+ }
144
+
145
+ export { GroundProjectedEnv };
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "three-stdlib",
3
- "version": "2.12.0",
3
+ "version": "2.13.1",
4
4
  "private": false,
5
5
  "description": "stand-alone library of threejs examples",
6
6
  "main": "index.cjs.js",
@@ -1 +1 @@
1
- "use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e=require("@babel/runtime/helpers/defineProperty"),t=require("three"),o=require("./XRHandMeshModel.cjs.js");function n(e){return e&&"object"==typeof e&&"default"in e?e:{default:e}}require("../loaders/GLTFLoader.cjs.js");var r=n(e);class s extends t.Object3D{constructor(e,t){super(),r.default(this,"controller",void 0),r.default(this,"motionController",void 0),r.default(this,"envMap",void 0),r.default(this,"mesh",void 0),r.default(this,"xrInputSource",void 0),this.controller=e,this.motionController=null,this.envMap=null,this.mesh=null,this.xrInputSource=null,e.addEventListener("connected",(n=>{const r=n.data;r.hand&&!this.motionController&&(this.xrInputSource=r,this.motionController=new o.XRHandMeshModel(this,e,void 0,r.handedness,"left"===r.handedness?null==t?void 0:t[0]:null==t?void 0:t[1]))})),e.addEventListener("disconnected",(()=>{this.dispose()}))}updateMatrixWorld(e){super.updateMatrixWorld(e),this.motionController&&this.motionController.updateMesh()}getPointerPosition(){const e=this.controller.joints["index-finger-tip"];return e?e.position:null}intersectBoxObject(e){const o=this.getPointerPosition();if(o){const n=new t.Sphere(o,.01),r=(new t.Box3).setFromObject(e);return n.intersectsBox(r)}return!1}checkButton(e){this.intersectBoxObject(e)?e.onPress():e.onClear(),e.isPressed()&&e.whilePressed()}dispose(){this.clear(),this.motionController=null}}exports.OculusHandModel=s;
1
+ "use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e=require("@babel/runtime/helpers/defineProperty"),t=require("three"),o=require("./XRHandMeshModel.cjs.js");function r(e){return e&&"object"==typeof e&&"default"in e?e:{default:e}}require("../loaders/GLTFLoader.cjs.js");var n=r(e);class s extends t.Object3D{constructor(e,t,r){super(),n.default(this,"controller",void 0),n.default(this,"motionController",void 0),n.default(this,"envMap",void 0),n.default(this,"mesh",void 0),n.default(this,"xrInputSource",void 0),this.controller=e,this.motionController=null,this.envMap=null,this.mesh=null,this.xrInputSource=null,e.addEventListener("connected",(n=>{const s=n.data;s.hand&&!this.motionController&&(this.xrInputSource=s,this.motionController=new o.XRHandMeshModel(this,e,void 0,s.handedness,"left"===s.handedness?t:r))})),e.addEventListener("disconnected",(()=>{this.dispose()}))}updateMatrixWorld(e){super.updateMatrixWorld(e),this.motionController&&this.motionController.updateMesh()}getPointerPosition(){const e=this.controller.joints["index-finger-tip"];return e?e.position:null}intersectBoxObject(e){const o=this.getPointerPosition();if(o){const r=new t.Sphere(o,.01),n=(new t.Box3).setFromObject(e);return r.intersectsBox(n)}return!1}checkButton(e){this.intersectBoxObject(e)?e.onPress():e.onClear(),e.isPressed()&&e.whilePressed()}dispose(){this.clear(),this.motionController=null}}exports.OculusHandModel=s;
@@ -12,7 +12,7 @@ declare class OculusHandModel extends Object3D {
12
12
  envMap: Texture | null;
13
13
  mesh: Mesh | null;
14
14
  xrInputSource: XRInputSource | null;
15
- constructor(controller: Object3D, customModels?: string[]);
15
+ constructor(controller: Object3D, leftModelPath?: string, rightModelPath?: string);
16
16
  updateMatrixWorld(force?: boolean): void;
17
17
  getPointerPosition(): Vector3 | null;
18
18
  intersectBoxObject(boxObject: Object3D): boolean;
@@ -6,7 +6,7 @@ const TOUCH_RADIUS = 0.01;
6
6
  const POINTING_JOINT = 'index-finger-tip';
7
7
 
8
8
  class OculusHandModel extends Object3D {
9
- constructor(controller, customModels) {
9
+ constructor(controller, leftModelPath, rightModelPath) {
10
10
  super();
11
11
 
12
12
  _defineProperty(this, "controller", void 0);
@@ -29,7 +29,7 @@ class OculusHandModel extends Object3D {
29
29
 
30
30
  if (xrInputSource.hand && !this.motionController) {
31
31
  this.xrInputSource = xrInputSource;
32
- this.motionController = new XRHandMeshModel(this, controller, undefined, xrInputSource.handedness, xrInputSource.handedness === 'left' ? customModels === null || customModels === void 0 ? void 0 : customModels[0] : customModels === null || customModels === void 0 ? void 0 : customModels[1]);
32
+ this.motionController = new XRHandMeshModel(this, controller, undefined, xrInputSource.handedness, xrInputSource.handedness === 'left' ? leftModelPath : rightModelPath);
33
33
  }
34
34
  });
35
35
  controller.addEventListener('disconnected', () => {
@@ -3,7 +3,7 @@ declare class XRHandMeshModel {
3
3
  controller: Object3D;
4
4
  handModel: Object3D;
5
5
  bones: Object3D[];
6
- constructor(handModel: Object3D, controller: Object3D, path: string | undefined, handedness: string, customModel?: string);
6
+ constructor(handModel: Object3D, controller: Object3D, path: string | undefined, handedness: string, customModelPath?: string);
7
7
  updateMesh(): void;
8
8
  }
9
9
  export { XRHandMeshModel };
@@ -4,7 +4,7 @@ import { GLTFLoader } from '../loaders/GLTFLoader.js';
4
4
  const DEFAULT_HAND_PROFILE_PATH = 'https://cdn.jsdelivr.net/npm/@webxr-input-profiles/assets@1.0/dist/profiles/generic-hand/';
5
5
 
6
6
  class XRHandMeshModel {
7
- constructor(handModel, controller, path = DEFAULT_HAND_PROFILE_PATH, handedness, customModel) {
7
+ constructor(handModel, controller, path = DEFAULT_HAND_PROFILE_PATH, handedness, customModelPath) {
8
8
  _defineProperty(this, "controller", void 0);
9
9
 
10
10
  _defineProperty(this, "handModel", void 0);
@@ -15,8 +15,8 @@ class XRHandMeshModel {
15
15
  this.handModel = handModel;
16
16
  this.bones = [];
17
17
  const loader = new GLTFLoader();
18
- if (!customModel) loader.setPath(path);
19
- loader.load(customModel != null ? customModel : `${handedness}.glb`, gltf => {
18
+ if (!customModelPath) loader.setPath(path);
19
+ loader.load(customModelPath != null ? customModelPath : `${handedness}.glb`, gltf => {
20
20
  const object = gltf.scene.children[0];
21
21
  this.handModel.add(object);
22
22
  const mesh = object.getObjectByProperty('type', 'SkinnedMesh');