three-stdlib 2.13.1 → 2.14.2
Sign up to get free protection for your applications and to get access to all the features.
- package/{Nodes-607e9ed8.js → Nodes-4f766d71.js} +0 -0
- package/{Nodes-627a8bdf.js → Nodes-9aa16d74.js} +0 -0
- package/geometries/TextGeometry.cjs.js +1 -1
- package/geometries/TextGeometry.d.ts +2 -0
- package/geometries/TextGeometry.js +6 -1
- package/index.cjs.js +1 -1
- package/lines/Line2.cjs.js +1 -1
- package/lines/Line2.d.ts +7 -5
- package/lines/Line2.js +2 -5
- package/lines/LineGeometry.cjs.js +1 -1
- package/lines/LineGeometry.d.ts +6 -8
- package/lines/LineGeometry.js +28 -39
- package/lines/LineMaterial.cjs.js +1 -1
- package/lines/LineMaterial.d.ts +23 -19
- package/lines/LineMaterial.js +263 -107
- package/lines/LineSegments2.cjs.js +1 -1
- package/lines/LineSegments2.d.ts +12 -20
- package/lines/LineSegments2.js +272 -125
- package/lines/LineSegmentsGeometry.cjs.js +1 -1
- package/lines/LineSegmentsGeometry.d.ts +18 -16
- package/lines/LineSegmentsGeometry.js +30 -40
- package/lines/Wireframe.cjs.js +1 -1
- package/lines/Wireframe.js +39 -39
- package/lines/WireframeGeometry2.cjs.js +1 -1
- package/lines/WireframeGeometry2.js +8 -9
- package/loaders/FontLoader.cjs.js +1 -1
- package/loaders/FontLoader.d.ts +5 -1
- package/loaders/FontLoader.js +10 -5
- package/loaders/KTX2Loader.cjs.js +1 -1
- package/loaders/KTX2Loader.js +493 -102
- package/loaders/NodeMaterialLoader.cjs.js +1 -1
- package/loaders/RGBMLoader.js +248 -177
- package/nodes/Nodes.cjs.js +1 -1
- package/nodes/core/NodeBuilder.js +5 -1
- package/nodes/loaders/NodeLoader.cjs.js +1 -1
- package/nodes/loaders/NodeObjectLoader.cjs.js +1 -1
- package/package.json +2 -2
- package/utils/WorkerPool.cjs.js +1 -0
- package/utils/WorkerPool.js +82 -0
package/lines/Line2.cjs.js
CHANGED
@@ -1 +1 @@
|
|
1
|
-
"use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e=require("
|
1
|
+
"use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e=require("./LineSegments2.cjs.js"),r=require("./LineGeometry.cjs.js"),s=require("./LineMaterial.cjs.js");require("three"),require("./LineSegmentsGeometry.cjs.js");class i extends e.LineSegments2{constructor(e=new r.LineGeometry,i=new s.LineMaterial({color:16777215*Math.random()})){super(e,i),this.isLine2=!0,this.type="Line2"}}exports.Line2=i;
|
package/lines/Line2.d.ts
CHANGED
@@ -1,9 +1,11 @@
|
|
1
|
-
import { LineSegments2 } from './LineSegments2';
|
2
1
|
import { LineGeometry } from './LineGeometry';
|
2
|
+
import { LineSegments2 } from './LineSegments2';
|
3
3
|
import { LineMaterial } from './LineMaterial';
|
4
|
-
|
5
|
-
|
6
|
-
|
4
|
+
|
5
|
+
export class Line2 extends LineSegments2 {
|
6
|
+
geometry: LineGeometry;
|
7
|
+
material: LineMaterial;
|
8
|
+
|
7
9
|
constructor(geometry?: LineGeometry, material?: LineMaterial);
|
10
|
+
readonly isLine2: true;
|
8
11
|
}
|
9
|
-
export { Line2 };
|
package/lines/Line2.js
CHANGED
@@ -1,4 +1,3 @@
|
|
1
|
-
import _defineProperty from '@babel/runtime/helpers/esm/defineProperty';
|
2
1
|
import { LineSegments2 } from './LineSegments2.js';
|
3
2
|
import { LineGeometry } from './LineGeometry.js';
|
4
3
|
import { LineMaterial } from './LineMaterial.js';
|
@@ -8,10 +7,8 @@ class Line2 extends LineSegments2 {
|
|
8
7
|
color: Math.random() * 0xffffff
|
9
8
|
})) {
|
10
9
|
super(geometry, material);
|
11
|
-
|
12
|
-
|
13
|
-
|
14
|
-
_defineProperty(this, "isLine2", true);
|
10
|
+
this.isLine2 = true;
|
11
|
+
this.type = 'Line2';
|
15
12
|
}
|
16
13
|
|
17
14
|
}
|
@@ -1 +1 @@
|
|
1
|
-
"use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e=require("
|
1
|
+
"use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e=require("./LineSegmentsGeometry.cjs.js");require("three");class t extends e.LineSegmentsGeometry{constructor(){super(),this.isLineGeometry=!0,this.type="LineGeometry"}setPositions(e){const t=e.length-3,s=new Float32Array(2*t);for(let r=0;r<t;r+=3)s[2*r]=e[r],s[2*r+1]=e[r+1],s[2*r+2]=e[r+2],s[2*r+3]=e[r+3],s[2*r+4]=e[r+4],s[2*r+5]=e[r+5];return super.setPositions(s),this}setColors(e){const t=e.length-3,s=new Float32Array(2*t);for(let r=0;r<t;r+=3)s[2*r]=e[r],s[2*r+1]=e[r+1],s[2*r+2]=e[r+2],s[2*r+3]=e[r+3],s[2*r+4]=e[r+4],s[2*r+5]=e[r+5];return super.setColors(s),this}fromLine(e){const t=e.geometry;return this.setPositions(t.attributes.position.array),this}}exports.LineGeometry=t;
|
package/lines/LineGeometry.d.ts
CHANGED
@@ -1,12 +1,10 @@
|
|
1
1
|
import { Line } from 'three';
|
2
|
+
|
2
3
|
import { LineSegmentsGeometry } from './LineSegmentsGeometry';
|
3
|
-
|
4
|
-
|
5
|
-
private isLineGeometry;
|
4
|
+
|
5
|
+
export class LineGeometry extends LineSegmentsGeometry {
|
6
6
|
constructor();
|
7
|
-
|
8
|
-
|
9
|
-
fromLine
|
10
|
-
copy: () => this;
|
7
|
+
readonly isLineGeometry: true;
|
8
|
+
|
9
|
+
fromLine(line: Line): this;
|
11
10
|
}
|
12
|
-
export { LineGeometry };
|
package/lines/LineGeometry.js
CHANGED
@@ -1,47 +1,10 @@
|
|
1
|
-
import _defineProperty from '@babel/runtime/helpers/esm/defineProperty';
|
2
1
|
import { LineSegmentsGeometry } from './LineSegmentsGeometry.js';
|
3
2
|
|
4
3
|
class LineGeometry extends LineSegmentsGeometry {
|
5
4
|
constructor() {
|
6
5
|
super();
|
7
|
-
|
8
|
-
|
9
|
-
|
10
|
-
_defineProperty(this, "isLineGeometry", true);
|
11
|
-
|
12
|
-
_defineProperty(this, "setColors", array => {
|
13
|
-
// converts [ r1, g1, b1, r2, g2, b2, ... ] to pairs format
|
14
|
-
const length = array.length - 3;
|
15
|
-
const colors = new Float32Array(2 * length);
|
16
|
-
|
17
|
-
for (let i = 0; i < length; i += 3) {
|
18
|
-
colors[2 * i] = array[i];
|
19
|
-
colors[2 * i + 1] = array[i + 1];
|
20
|
-
colors[2 * i + 2] = array[i + 2];
|
21
|
-
colors[2 * i + 3] = array[i + 3];
|
22
|
-
colors[2 * i + 4] = array[i + 4];
|
23
|
-
colors[2 * i + 5] = array[i + 5];
|
24
|
-
}
|
25
|
-
|
26
|
-
super.setColors(colors);
|
27
|
-
return this;
|
28
|
-
});
|
29
|
-
|
30
|
-
_defineProperty(this, "fromLine", line => {
|
31
|
-
const geometry = line.geometry;
|
32
|
-
|
33
|
-
if (geometry.isBufferGeometry) {
|
34
|
-
this.setPositions(Array.from(geometry.attributes.position.array)); // assumes non-indexed
|
35
|
-
} // set colors, maybe
|
36
|
-
|
37
|
-
|
38
|
-
return this;
|
39
|
-
});
|
40
|
-
|
41
|
-
_defineProperty(this, "copy", () => {
|
42
|
-
// todo
|
43
|
-
return this;
|
44
|
-
});
|
6
|
+
this.isLineGeometry = true;
|
7
|
+
this.type = 'LineGeometry';
|
45
8
|
}
|
46
9
|
|
47
10
|
setPositions(array) {
|
@@ -62,6 +25,32 @@ class LineGeometry extends LineSegmentsGeometry {
|
|
62
25
|
return this;
|
63
26
|
}
|
64
27
|
|
28
|
+
setColors(array) {
|
29
|
+
// converts [ r1, g1, b1, r2, g2, b2, ... ] to pairs format
|
30
|
+
const length = array.length - 3;
|
31
|
+
const colors = new Float32Array(2 * length);
|
32
|
+
|
33
|
+
for (let i = 0; i < length; i += 3) {
|
34
|
+
colors[2 * i] = array[i];
|
35
|
+
colors[2 * i + 1] = array[i + 1];
|
36
|
+
colors[2 * i + 2] = array[i + 2];
|
37
|
+
colors[2 * i + 3] = array[i + 3];
|
38
|
+
colors[2 * i + 4] = array[i + 4];
|
39
|
+
colors[2 * i + 5] = array[i + 5];
|
40
|
+
}
|
41
|
+
|
42
|
+
super.setColors(colors);
|
43
|
+
return this;
|
44
|
+
}
|
45
|
+
|
46
|
+
fromLine(line) {
|
47
|
+
const geometry = line.geometry;
|
48
|
+
this.setPositions(geometry.attributes.position.array); // assumes non-indexed
|
49
|
+
// set colors, maybe
|
50
|
+
|
51
|
+
return this;
|
52
|
+
}
|
53
|
+
|
65
54
|
}
|
66
55
|
|
67
56
|
export { LineGeometry };
|
@@ -1 +1 @@
|
|
1
|
-
"use strict";Object.defineProperty(exports,"__esModule",{value:!0});var t=require("@babel/runtime/helpers/defineProperty"),n=require("three");function e(t){return t&&"object"==typeof t&&"default"in t?t:{default:t}}var i=e(t);const a={linewidth:{value:1},resolution:{value:new n.Vector2(1,1)},dashScale:{value:1},dashSize:{value:1},dashOffset:{value:0},gapSize:{value:1},opacity:{value:1}};n.ShaderLib.line={uniforms:n.UniformsUtils.merge([n.UniformsLib.common,n.UniformsLib.fog,a]),vertexShader:"\n\t\t#include <common>\n\t\t#include <color_pars_vertex>\n\t\t#include <fog_pars_vertex>\n\t\t#include <logdepthbuf_pars_vertex>\n\t\t#include <clipping_planes_pars_vertex>\n\n\t\tuniform float linewidth;\n\t\tuniform vec2 resolution;\n\n\t\tattribute vec3 instanceStart;\n\t\tattribute vec3 instanceEnd;\n\n\t\tattribute vec3 instanceColorStart;\n\t\tattribute vec3 instanceColorEnd;\n\n\t\tvarying vec2 vUv;\n\n\t\t#ifdef USE_DASH\n\n\t\t\tuniform float dashScale;\n\t\t\tattribute float instanceDistanceStart;\n\t\t\tattribute float instanceDistanceEnd;\n\t\t\tvarying float vLineDistance;\n\n\t\t#endif\n\n\t\tvoid trimSegment( const in vec4 start, inout vec4 end ) {\n\n\t\t\t// trim end segment so it terminates between the camera plane and the near plane\n\n\t\t\t// conservative estimate of the near plane\n\t\t\tfloat a = projectionMatrix[ 2 ][ 2 ]; // 3nd entry in 3th column\n\t\t\tfloat b = projectionMatrix[ 3 ][ 2 ]; // 3nd entry in 4th column\n\t\t\tfloat nearEstimate = - 0.5 * b / a;\n\n\t\t\tfloat alpha = ( nearEstimate - start.z ) / ( end.z - start.z );\n\n\t\t\tend.xyz = mix( start.xyz, end.xyz, alpha );\n\n\t\t}\n\n\t\tvoid main() {\n\n\t\t\t#ifdef USE_COLOR\n\n\t\t\t\tvColor.xyz = ( position.y < 0.5 ) ? instanceColorStart : instanceColorEnd;\n\n\t\t\t#endif\n\n\t\t\t#ifdef USE_DASH\n\n\t\t\t\tvLineDistance = ( position.y < 0.5 ) ? dashScale * instanceDistanceStart : dashScale * instanceDistanceEnd;\n\n\t\t\t#endif\n\n\t\t\tfloat aspect = resolution.x / resolution.y;\n\n\t\t\tvUv = uv;\n\n\t\t\t// camera space\n\t\t\tvec4 start = modelViewMatrix * vec4( instanceStart, 1.0 );\n\t\t\tvec4 end = modelViewMatrix * vec4( instanceEnd, 1.0 );\n\n\t\t\t// special case for perspective projection, and segments that terminate either in, or behind, the camera plane\n\t\t\t// clearly the gpu firmware has a way of addressing this issue when projecting into ndc space\n\t\t\t// but we need to perform ndc-space calculations in the shader, so we must address this issue directly\n\t\t\t// perhaps there is a more elegant solution -- WestLangley\n\n\t\t\tbool perspective = ( projectionMatrix[ 2 ][ 3 ] == - 1.0 ); // 4th entry in the 3rd column\n\n\t\t\tif ( perspective ) {\n\n\t\t\t\tif ( start.z < 0.0 && end.z >= 0.0 ) {\n\n\t\t\t\t\ttrimSegment( start, end );\n\n\t\t\t\t} else if ( end.z < 0.0 && start.z >= 0.0 ) {\n\n\t\t\t\t\ttrimSegment( end, start );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// clip space\n\t\t\tvec4 clipStart = projectionMatrix * start;\n\t\t\tvec4 clipEnd = projectionMatrix * end;\n\n\t\t\t// ndc space\n\t\t\tvec2 ndcStart = clipStart.xy / clipStart.w;\n\t\t\tvec2 ndcEnd = clipEnd.xy / clipEnd.w;\n\n\t\t\t// direction\n\t\t\tvec2 dir = ndcEnd - ndcStart;\n\n\t\t\t// account for clip-space aspect ratio\n\t\t\tdir.x *= aspect;\n\t\t\tdir = normalize( dir );\n\n\t\t\t// perpendicular to dir\n\t\t\tvec2 offset = vec2( dir.y, - dir.x );\n\n\t\t\t// undo aspect ratio adjustment\n\t\t\tdir.x /= aspect;\n\t\t\toffset.x /= aspect;\n\n\t\t\t// sign flip\n\t\t\tif ( position.x < 0.0 ) offset *= - 1.0;\n\n\t\t\t// endcaps\n\t\t\tif ( position.y < 0.0 ) {\n\n\t\t\t\toffset += - dir;\n\n\t\t\t} else if ( position.y > 1.0 ) {\n\n\t\t\t\toffset += dir;\n\n\t\t\t}\n\n\t\t\t// adjust for linewidth\n\t\t\toffset *= linewidth;\n\n\t\t\t// adjust for clip-space to screen-space conversion // maybe resolution should be based on viewport ...\n\t\t\toffset /= resolution.y;\n\n\t\t\t// select end\n\t\t\tvec4 clip = ( position.y < 0.5 ) ? clipStart : clipEnd;\n\n\t\t\t// back to clip space\n\t\t\toffset *= clip.w;\n\n\t\t\tclip.xy += offset;\n\n\t\t\tgl_Position = clip;\n\n\t\t\tvec4 mvPosition = ( position.y < 0.5 ) ? start : end; // this is an approximation\n\n\t\t\t#include <logdepthbuf_vertex>\n\t\t\t#include <clipping_planes_vertex>\n\t\t\t#include <fog_vertex>\n\n\t\t}\n\t\t",fragmentShader:"\n\t\tuniform vec3 diffuse;\n\t\tuniform float opacity;\n\n\t\t#ifdef USE_DASH\n\n\t\t\tuniform float dashSize;\n\t\t\tuniform float dashOffset;\n\t\t\tuniform float gapSize;\n\n\t\t#endif\n\n\t\tvarying float vLineDistance;\n\n\t\t#include <common>\n\t\t#include <color_pars_fragment>\n\t\t#include <fog_pars_fragment>\n\t\t#include <logdepthbuf_pars_fragment>\n\t\t#include <clipping_planes_pars_fragment>\n\n\t\tvarying vec2 vUv;\n\n\t\tvoid main() {\n\n\t\t\t#include <clipping_planes_fragment>\n\n\t\t\t#ifdef USE_DASH\n\n\t\t\t\tif ( vUv.y < - 1.0 || vUv.y > 1.0 ) discard; // discard endcaps\n\n\t\t\t\tif ( mod( vLineDistance + dashOffset, dashSize + gapSize ) > dashSize ) discard; // todo - FIX\n\n\t\t\t#endif\n\n\t\t\tfloat alpha = opacity;\n\n\t\t\t#ifdef ALPHA_TO_COVERAGE\n\n\t\t\t// artifacts appear on some hardware if a derivative is taken within a conditional\n\t\t\tfloat a = vUv.x;\n\t\t\tfloat b = ( vUv.y > 0.0 ) ? vUv.y - 1.0 : vUv.y + 1.0;\n\t\t\tfloat len2 = a * a + b * b;\n\t\t\tfloat dlen = fwidth( len2 );\n\n\t\t\tif ( abs( vUv.y ) > 1.0 ) {\n\n\t\t\t\talpha = 1.0 - smoothstep( 1.0 - dlen, 1.0 + dlen, len2 );\n\n\t\t\t}\n\n\t\t\t#else\n\n\t\t\tif ( abs( vUv.y ) > 1.0 ) {\n\n\t\t\t\tfloat a = vUv.x;\n\t\t\t\tfloat b = ( vUv.y > 0.0 ) ? vUv.y - 1.0 : vUv.y + 1.0;\n\t\t\t\tfloat len2 = a * a + b * b;\n\n\t\t\t\tif ( len2 > 1.0 ) discard;\n\n\t\t\t}\n\n\t\t\t#endif\n\n\t\t\tvec4 diffuseColor = vec4( diffuse, alpha );\n\n\t\t\t#include <logdepthbuf_fragment>\n\t\t\t#include <color_fragment>\n\n\t\t\tgl_FragColor = vec4( diffuseColor.rgb, alpha );\n\n\t\t\t#include <tonemapping_fragment>\n\t\t\t#include <encodings_fragment>\n\t\t\t#include <fog_fragment>\n\t\t\t#include <premultiplied_alpha_fragment>\n\n\t\t}\n\t\t"};class s extends n.ShaderMaterial{constructor(t={}){super({uniforms:n.UniformsUtils.clone(n.ShaderLib.line.uniforms),vertexShader:n.ShaderLib.line.vertexShader,fragmentShader:n.ShaderLib.line.fragmentShader,clipping:!0}),i.default(this,"isLineMaterial",!0),i.default(this,"dashed",!1),i.default(this,"color",new n.Color(0)),i.default(this,"lineWidth",0),i.default(this,"dashScale",0),i.default(this,"dashOffset",0),i.default(this,"dashSize",0),i.default(this,"opacity",0),i.default(this,"resolution",new n.Vector2),i.default(this,"alphaToCoverage",!1),Object.defineProperties(this,{color:{enumerable:!0,get:function(){return this.uniforms.diffuse.value},set:function(t){const e=new n.Color(t);this.uniforms.diffuse.value=e.getHex()}},linewidth:{enumerable:!0,get:function(){return this.uniforms.linewidth.value},set:function(t){this.uniforms.linewidth.value=t}},dashScale:{enumerable:!0,get:function(){return this.uniforms.dashScale.value},set:function(t){this.uniforms.dashScale.value=t}},dashSize:{enumerable:!0,get:function(){return this.uniforms.dashSize.value},set:function(t){this.uniforms.dashSize.value=t}},dashOffset:{enumerable:!0,get:function(){return this.uniforms.dashOffset.value},set:function(t){this.uniforms.dashOffset.value=t}},gapSize:{enumerable:!0,get:function(){return this.uniforms.gapSize.value},set:function(t){this.uniforms.gapSize.value=t}},opacity:{enumerable:!0,get:function(){return this.uniforms.opacity.value},set:function(t){this.uniforms.opacity.value=t}},resolution:{enumerable:!0,get:function(){return this.uniforms.resolution.value},set:function(t){this.uniforms.resolution.value.copy(t)}},alphaToCoverage:{enumerable:!0,get:function(){return Boolean("ALPHA_TO_COVERAGE"in this.defines)},set:function(t){Boolean(t)!==Boolean("ALPHA_TO_COVERAGE"in this.defines)&&(this.needsUpdate=!0),t?(this.defines.ALPHA_TO_COVERAGE="",this.extensions.derivatives=!0):(delete this.defines.ALPHA_TO_COVERAGE,this.extensions.derivatives=!1)}},dashed:{enumerable:!0,get:function(){return Boolean("USE_DASH"in this.defines)},set:function(t){Boolean(t)!==Boolean("USE_DASH"in this.defines)&&(this.needsUpdate=!0),t?this.defines.USE_DASH="":delete this.defines.USE_DASH}}}),this.setValues(t)}}exports.LineMaterial=s;
|
1
|
+
"use strict";Object.defineProperty(exports,"__esModule",{value:!0});var t=require("three");t.UniformsLib.line={worldUnits:{value:1},linewidth:{value:1},resolution:{value:new t.Vector2(1,1)},dashOffset:{value:0},dashScale:{value:1},dashSize:{value:1},gapSize:{value:1}},t.ShaderLib.line={uniforms:t.UniformsUtils.merge([t.UniformsLib.common,t.UniformsLib.fog,t.UniformsLib.line]),vertexShader:"\n\t\t#include <common>\n\t\t#include <color_pars_vertex>\n\t\t#include <fog_pars_vertex>\n\t\t#include <logdepthbuf_pars_vertex>\n\t\t#include <clipping_planes_pars_vertex>\n\n\t\tuniform float linewidth;\n\t\tuniform vec2 resolution;\n\n\t\tattribute vec3 instanceStart;\n\t\tattribute vec3 instanceEnd;\n\n\t\tattribute vec3 instanceColorStart;\n\t\tattribute vec3 instanceColorEnd;\n\n\t\t#ifdef WORLD_UNITS\n\n\t\t\tvarying vec4 worldPos;\n\t\t\tvarying vec3 worldStart;\n\t\t\tvarying vec3 worldEnd;\n\n\t\t\t#ifdef USE_DASH\n\n\t\t\t\tvarying vec2 vUv;\n\n\t\t\t#endif\n\n\t\t#else\n\n\t\t\tvarying vec2 vUv;\n\n\t\t#endif\n\n\t\t#ifdef USE_DASH\n\n\t\t\tuniform float dashScale;\n\t\t\tattribute float instanceDistanceStart;\n\t\t\tattribute float instanceDistanceEnd;\n\t\t\tvarying float vLineDistance;\n\n\t\t#endif\n\n\t\tvoid trimSegment( const in vec4 start, inout vec4 end ) {\n\n\t\t\t// trim end segment so it terminates between the camera plane and the near plane\n\n\t\t\t// conservative estimate of the near plane\n\t\t\tfloat a = projectionMatrix[ 2 ][ 2 ]; // 3nd entry in 3th column\n\t\t\tfloat b = projectionMatrix[ 3 ][ 2 ]; // 3nd entry in 4th column\n\t\t\tfloat nearEstimate = - 0.5 * b / a;\n\n\t\t\tfloat alpha = ( nearEstimate - start.z ) / ( end.z - start.z );\n\n\t\t\tend.xyz = mix( start.xyz, end.xyz, alpha );\n\n\t\t}\n\n\t\tvoid main() {\n\n\t\t\t#ifdef USE_COLOR\n\n\t\t\t\tvColor.xyz = ( position.y < 0.5 ) ? instanceColorStart : instanceColorEnd;\n\n\t\t\t#endif\n\n\t\t\t#ifdef USE_DASH\n\n\t\t\t\tvLineDistance = ( position.y < 0.5 ) ? dashScale * instanceDistanceStart : dashScale * instanceDistanceEnd;\n\t\t\t\tvUv = uv;\n\n\t\t\t#endif\n\n\t\t\tfloat aspect = resolution.x / resolution.y;\n\n\t\t\t// camera space\n\t\t\tvec4 start = modelViewMatrix * vec4( instanceStart, 1.0 );\n\t\t\tvec4 end = modelViewMatrix * vec4( instanceEnd, 1.0 );\n\n\t\t\t#ifdef WORLD_UNITS\n\n\t\t\t\tworldStart = start.xyz;\n\t\t\t\tworldEnd = end.xyz;\n\n\t\t\t#else\n\n\t\t\t\tvUv = uv;\n\n\t\t\t#endif\n\n\t\t\t// special case for perspective projection, and segments that terminate either in, or behind, the camera plane\n\t\t\t// clearly the gpu firmware has a way of addressing this issue when projecting into ndc space\n\t\t\t// but we need to perform ndc-space calculations in the shader, so we must address this issue directly\n\t\t\t// perhaps there is a more elegant solution -- WestLangley\n\n\t\t\tbool perspective = ( projectionMatrix[ 2 ][ 3 ] == - 1.0 ); // 4th entry in the 3rd column\n\n\t\t\tif ( perspective ) {\n\n\t\t\t\tif ( start.z < 0.0 && end.z >= 0.0 ) {\n\n\t\t\t\t\ttrimSegment( start, end );\n\n\t\t\t\t} else if ( end.z < 0.0 && start.z >= 0.0 ) {\n\n\t\t\t\t\ttrimSegment( end, start );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// clip space\n\t\t\tvec4 clipStart = projectionMatrix * start;\n\t\t\tvec4 clipEnd = projectionMatrix * end;\n\n\t\t\t// ndc space\n\t\t\tvec3 ndcStart = clipStart.xyz / clipStart.w;\n\t\t\tvec3 ndcEnd = clipEnd.xyz / clipEnd.w;\n\n\t\t\t// direction\n\t\t\tvec2 dir = ndcEnd.xy - ndcStart.xy;\n\n\t\t\t// account for clip-space aspect ratio\n\t\t\tdir.x *= aspect;\n\t\t\tdir = normalize( dir );\n\n\t\t\t#ifdef WORLD_UNITS\n\n\t\t\t\t// get the offset direction as perpendicular to the view vector\n\t\t\t\tvec3 worldDir = normalize( end.xyz - start.xyz );\n\t\t\t\tvec3 offset;\n\t\t\t\tif ( position.y < 0.5 ) {\n\n\t\t\t\t\toffset = normalize( cross( start.xyz, worldDir ) );\n\n\t\t\t\t} else {\n\n\t\t\t\t\toffset = normalize( cross( end.xyz, worldDir ) );\n\n\t\t\t\t}\n\n\t\t\t\t// sign flip\n\t\t\t\tif ( position.x < 0.0 ) offset *= - 1.0;\n\n\t\t\t\tfloat forwardOffset = dot( worldDir, vec3( 0.0, 0.0, 1.0 ) );\n\n\t\t\t\t// don't extend the line if we're rendering dashes because we\n\t\t\t\t// won't be rendering the endcaps\n\t\t\t\t#ifndef USE_DASH\n\n\t\t\t\t\t// extend the line bounds to encompass endcaps\n\t\t\t\t\tstart.xyz += - worldDir * linewidth * 0.5;\n\t\t\t\t\tend.xyz += worldDir * linewidth * 0.5;\n\n\t\t\t\t\t// shift the position of the quad so it hugs the forward edge of the line\n\t\t\t\t\toffset.xy -= dir * forwardOffset;\n\t\t\t\t\toffset.z += 0.5;\n\n\t\t\t\t#endif\n\n\t\t\t\t// endcaps\n\t\t\t\tif ( position.y > 1.0 || position.y < 0.0 ) {\n\n\t\t\t\t\toffset.xy += dir * 2.0 * forwardOffset;\n\n\t\t\t\t}\n\n\t\t\t\t// adjust for linewidth\n\t\t\t\toffset *= linewidth * 0.5;\n\n\t\t\t\t// set the world position\n\t\t\t\tworldPos = ( position.y < 0.5 ) ? start : end;\n\t\t\t\tworldPos.xyz += offset;\n\n\t\t\t\t// project the worldpos\n\t\t\t\tvec4 clip = projectionMatrix * worldPos;\n\n\t\t\t\t// shift the depth of the projected points so the line\n\t\t\t\t// segments overlap neatly\n\t\t\t\tvec3 clipPose = ( position.y < 0.5 ) ? ndcStart : ndcEnd;\n\t\t\t\tclip.z = clipPose.z * clip.w;\n\n\t\t\t#else\n\n\t\t\t\tvec2 offset = vec2( dir.y, - dir.x );\n\t\t\t\t// undo aspect ratio adjustment\n\t\t\t\tdir.x /= aspect;\n\t\t\t\toffset.x /= aspect;\n\n\t\t\t\t// sign flip\n\t\t\t\tif ( position.x < 0.0 ) offset *= - 1.0;\n\n\t\t\t\t// endcaps\n\t\t\t\tif ( position.y < 0.0 ) {\n\n\t\t\t\t\toffset += - dir;\n\n\t\t\t\t} else if ( position.y > 1.0 ) {\n\n\t\t\t\t\toffset += dir;\n\n\t\t\t\t}\n\n\t\t\t\t// adjust for linewidth\n\t\t\t\toffset *= linewidth;\n\n\t\t\t\t// adjust for clip-space to screen-space conversion // maybe resolution should be based on viewport ...\n\t\t\t\toffset /= resolution.y;\n\n\t\t\t\t// select end\n\t\t\t\tvec4 clip = ( position.y < 0.5 ) ? clipStart : clipEnd;\n\n\t\t\t\t// back to clip space\n\t\t\t\toffset *= clip.w;\n\n\t\t\t\tclip.xy += offset;\n\n\t\t\t#endif\n\n\t\t\tgl_Position = clip;\n\n\t\t\tvec4 mvPosition = ( position.y < 0.5 ) ? start : end; // this is an approximation\n\n\t\t\t#include <logdepthbuf_vertex>\n\t\t\t#include <clipping_planes_vertex>\n\t\t\t#include <fog_vertex>\n\n\t\t}\n\t\t",fragmentShader:"\n\t\tuniform vec3 diffuse;\n\t\tuniform float opacity;\n\t\tuniform float linewidth;\n\n\t\t#ifdef USE_DASH\n\n\t\t\tuniform float dashOffset;\n\t\t\tuniform float dashSize;\n\t\t\tuniform float gapSize;\n\n\t\t#endif\n\n\t\tvarying float vLineDistance;\n\n\t\t#ifdef WORLD_UNITS\n\n\t\t\tvarying vec4 worldPos;\n\t\t\tvarying vec3 worldStart;\n\t\t\tvarying vec3 worldEnd;\n\n\t\t\t#ifdef USE_DASH\n\n\t\t\t\tvarying vec2 vUv;\n\n\t\t\t#endif\n\n\t\t#else\n\n\t\t\tvarying vec2 vUv;\n\n\t\t#endif\n\n\t\t#include <common>\n\t\t#include <color_pars_fragment>\n\t\t#include <fog_pars_fragment>\n\t\t#include <logdepthbuf_pars_fragment>\n\t\t#include <clipping_planes_pars_fragment>\n\n\t\tvec2 closestLineToLine(vec3 p1, vec3 p2, vec3 p3, vec3 p4) {\n\n\t\t\tfloat mua;\n\t\t\tfloat mub;\n\n\t\t\tvec3 p13 = p1 - p3;\n\t\t\tvec3 p43 = p4 - p3;\n\n\t\t\tvec3 p21 = p2 - p1;\n\n\t\t\tfloat d1343 = dot( p13, p43 );\n\t\t\tfloat d4321 = dot( p43, p21 );\n\t\t\tfloat d1321 = dot( p13, p21 );\n\t\t\tfloat d4343 = dot( p43, p43 );\n\t\t\tfloat d2121 = dot( p21, p21 );\n\n\t\t\tfloat denom = d2121 * d4343 - d4321 * d4321;\n\n\t\t\tfloat numer = d1343 * d4321 - d1321 * d4343;\n\n\t\t\tmua = numer / denom;\n\t\t\tmua = clamp( mua, 0.0, 1.0 );\n\t\t\tmub = ( d1343 + d4321 * ( mua ) ) / d4343;\n\t\t\tmub = clamp( mub, 0.0, 1.0 );\n\n\t\t\treturn vec2( mua, mub );\n\n\t\t}\n\n\t\tvoid main() {\n\n\t\t\t#include <clipping_planes_fragment>\n\n\t\t\t#ifdef USE_DASH\n\n\t\t\t\tif ( vUv.y < - 1.0 || vUv.y > 1.0 ) discard; // discard endcaps\n\n\t\t\t\tif ( mod( vLineDistance + dashOffset, dashSize + gapSize ) > dashSize ) discard; // todo - FIX\n\n\t\t\t#endif\n\n\t\t\tfloat alpha = opacity;\n\n\t\t\t#ifdef WORLD_UNITS\n\n\t\t\t\t// Find the closest points on the view ray and the line segment\n\t\t\t\tvec3 rayEnd = normalize( worldPos.xyz ) * 1e5;\n\t\t\t\tvec3 lineDir = worldEnd - worldStart;\n\t\t\t\tvec2 params = closestLineToLine( worldStart, worldEnd, vec3( 0.0, 0.0, 0.0 ), rayEnd );\n\n\t\t\t\tvec3 p1 = worldStart + lineDir * params.x;\n\t\t\t\tvec3 p2 = rayEnd * params.y;\n\t\t\t\tvec3 delta = p1 - p2;\n\t\t\t\tfloat len = length( delta );\n\t\t\t\tfloat norm = len / linewidth;\n\n\t\t\t\t#ifndef USE_DASH\n\n\t\t\t\t\t#ifdef USE_ALPHA_TO_COVERAGE\n\n\t\t\t\t\t\tfloat dnorm = fwidth( norm );\n\t\t\t\t\t\talpha = 1.0 - smoothstep( 0.5 - dnorm, 0.5 + dnorm, norm );\n\n\t\t\t\t\t#else\n\n\t\t\t\t\t\tif ( norm > 0.5 ) {\n\n\t\t\t\t\t\t\tdiscard;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t#endif\n\n\t\t\t\t#endif\n\n\t\t\t#else\n\n\t\t\t\t#ifdef USE_ALPHA_TO_COVERAGE\n\n\t\t\t\t\t// artifacts appear on some hardware if a derivative is taken within a conditional\n\t\t\t\t\tfloat a = vUv.x;\n\t\t\t\t\tfloat b = ( vUv.y > 0.0 ) ? vUv.y - 1.0 : vUv.y + 1.0;\n\t\t\t\t\tfloat len2 = a * a + b * b;\n\t\t\t\t\tfloat dlen = fwidth( len2 );\n\n\t\t\t\t\tif ( abs( vUv.y ) > 1.0 ) {\n\n\t\t\t\t\t\talpha = 1.0 - smoothstep( 1.0 - dlen, 1.0 + dlen, len2 );\n\n\t\t\t\t\t}\n\n\t\t\t\t#else\n\n\t\t\t\t\tif ( abs( vUv.y ) > 1.0 ) {\n\n\t\t\t\t\t\tfloat a = vUv.x;\n\t\t\t\t\t\tfloat b = ( vUv.y > 0.0 ) ? vUv.y - 1.0 : vUv.y + 1.0;\n\t\t\t\t\t\tfloat len2 = a * a + b * b;\n\n\t\t\t\t\t\tif ( len2 > 1.0 ) discard;\n\n\t\t\t\t\t}\n\n\t\t\t\t#endif\n\n\t\t\t#endif\n\n\t\t\tvec4 diffuseColor = vec4( diffuse, alpha );\n\n\t\t\t#include <logdepthbuf_fragment>\n\t\t\t#include <color_fragment>\n\n\t\t\tgl_FragColor = vec4( diffuseColor.rgb, alpha );\n\n\t\t\t#include <tonemapping_fragment>\n\t\t\t#include <encodings_fragment>\n\t\t\t#include <fog_fragment>\n\t\t\t#include <premultiplied_alpha_fragment>\n\n\t\t}\n\t\t"};class n extends t.ShaderMaterial{constructor(n){super({type:"LineMaterial",uniforms:t.UniformsUtils.clone(t.ShaderLib.line.uniforms),vertexShader:t.ShaderLib.line.vertexShader,fragmentShader:t.ShaderLib.line.fragmentShader,clipping:!0}),this.isLineMaterial=!0,Object.defineProperties(this,{color:{enumerable:!0,get:function(){return this.uniforms.diffuse.value},set:function(t){this.uniforms.diffuse.value=t}},worldUnits:{enumerable:!0,get:function(){return"WORLD_UNITS"in this.defines},set:function(t){!0===t?this.defines.WORLD_UNITS="":delete this.defines.WORLD_UNITS}},linewidth:{enumerable:!0,get:function(){return this.uniforms.linewidth.value},set:function(t){this.uniforms.linewidth.value=t}},dashed:{enumerable:!0,get:function(){return Boolean("USE_DASH"in this.defines)},set(t){Boolean(t)!==Boolean("USE_DASH"in this.defines)&&(this.needsUpdate=!0),!0===t?this.defines.USE_DASH="":delete this.defines.USE_DASH}},dashScale:{enumerable:!0,get:function(){return this.uniforms.dashScale.value},set:function(t){this.uniforms.dashScale.value=t}},dashSize:{enumerable:!0,get:function(){return this.uniforms.dashSize.value},set:function(t){this.uniforms.dashSize.value=t}},dashOffset:{enumerable:!0,get:function(){return this.uniforms.dashOffset.value},set:function(t){this.uniforms.dashOffset.value=t}},gapSize:{enumerable:!0,get:function(){return this.uniforms.gapSize.value},set:function(t){this.uniforms.gapSize.value=t}},opacity:{enumerable:!0,get:function(){return this.uniforms.opacity.value},set:function(t){this.uniforms.opacity.value=t}},resolution:{enumerable:!0,get:function(){return this.uniforms.resolution.value},set:function(t){this.uniforms.resolution.value.copy(t)}},alphaToCoverage:{enumerable:!0,get:function(){return Boolean("USE_ALPHA_TO_COVERAGE"in this.defines)},set:function(t){Boolean(t)!==Boolean("USE_ALPHA_TO_COVERAGE"in this.defines)&&(this.needsUpdate=!0),!0===t?(this.defines.USE_ALPHA_TO_COVERAGE="",this.extensions.derivatives=!0):(delete this.defines.USE_ALPHA_TO_COVERAGE,this.extensions.derivatives=!1)}}}),this.setValues(n)}}exports.LineMaterial=n;
|
package/lines/LineMaterial.d.ts
CHANGED
@@ -1,27 +1,31 @@
|
|
1
|
-
import { ShaderMaterial, Vector2
|
2
|
-
|
3
|
-
export
|
4
|
-
|
5
|
-
color?:
|
6
|
-
dashed?: boolean;
|
7
|
-
|
8
|
-
|
9
|
-
|
10
|
-
gapSize?: number;
|
11
|
-
linewidth?: number;
|
12
|
-
resolution?: Vector2;
|
1
|
+
import { Color, MaterialParameters, ShaderMaterial, Vector2 } from 'three';
|
2
|
+
|
3
|
+
export interface LineMaterialParameters extends MaterialParameters {
|
4
|
+
alphaToCoverage?: boolean | undefined;
|
5
|
+
color?: number | undefined;
|
6
|
+
dashed?: boolean | undefined;
|
7
|
+
dashScale?: number | undefined;
|
8
|
+
dashSize?: number | undefined;
|
9
|
+
dashOffset?: number | undefined;
|
10
|
+
gapSize?: number | undefined;
|
11
|
+
linewidth?: number | undefined;
|
12
|
+
resolution?: Vector2 | undefined;
|
13
|
+
wireframe?: boolean | undefined;
|
14
|
+
worldUnits?: boolean | undefined;
|
13
15
|
}
|
14
|
-
|
15
|
-
|
16
|
-
|
16
|
+
|
17
|
+
export class LineMaterial extends ShaderMaterial {
|
18
|
+
constructor(parameters?: LineMaterialParameters);
|
17
19
|
color: Color;
|
18
|
-
|
20
|
+
dashed: boolean;
|
19
21
|
dashScale: number;
|
20
|
-
dashOffset: number;
|
21
22
|
dashSize: number;
|
23
|
+
dashOffset: number;
|
24
|
+
gapSize: number;
|
22
25
|
opacity: number;
|
26
|
+
readonly isLineMaterial: true;
|
27
|
+
linewidth: number;
|
23
28
|
resolution: Vector2;
|
24
29
|
alphaToCoverage: boolean;
|
25
|
-
|
30
|
+
worldUnits: boolean;
|
26
31
|
}
|
27
|
-
export { LineMaterial };
|