three-stdlib 2.12.0 → 2.13.1

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/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');