three-stdlib 2.15.1 → 2.16.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (1218) hide show
  1. package/animation/AnimationClipCreator.js +32 -52
  2. package/animation/AnimationClipCreator.mjs +57 -0
  3. package/animation/CCDIKSolver.js +196 -302
  4. package/animation/CCDIKSolver.mjs +223 -0
  5. package/animation/MMDAnimationHelper.js +150 -341
  6. package/animation/MMDAnimationHelper.mjs +514 -0
  7. package/animation/MMDPhysics.js +154 -361
  8. package/animation/MMDPhysics.mjs +769 -0
  9. package/cameras/CinematicCamera.js +67 -77
  10. package/cameras/CinematicCamera.mjs +129 -0
  11. package/controls/ArcballControls.js +544 -1449
  12. package/controls/ArcballControls.mjs +1737 -0
  13. package/controls/DeviceOrientationControls.js +52 -97
  14. package/controls/DeviceOrientationControls.mjs +74 -0
  15. package/controls/DragControls.js +85 -187
  16. package/controls/DragControls.mjs +172 -0
  17. package/controls/FirstPersonControls.js +123 -193
  18. package/controls/FirstPersonControls.mjs +220 -0
  19. package/controls/FlyControls.js +82 -152
  20. package/controls/FlyControls.mjs +239 -0
  21. package/controls/OrbitControls.js +232 -481
  22. package/controls/OrbitControls.mjs +731 -0
  23. package/controls/PointerLockControls.js +63 -99
  24. package/controls/PointerLockControls.mjs +88 -0
  25. package/controls/TrackballControls.js +211 -383
  26. package/controls/TrackballControls.mjs +481 -0
  27. package/controls/TransformControls.js +575 -782
  28. package/controls/TransformControls.mjs +1068 -0
  29. package/controls/experimental/CameraControls.js +329 -609
  30. package/controls/experimental/CameraControls.mjs +673 -0
  31. package/csm/CSM.js +47 -108
  32. package/csm/CSM.mjs +244 -0
  33. package/csm/CSMFrustum.js +14 -29
  34. package/csm/CSMFrustum.mjs +75 -0
  35. package/csm/CSMHelper.js +20 -34
  36. package/csm/CSMHelper.mjs +114 -0
  37. package/csm/CSMShader.js +7 -11
  38. package/csm/CSMShader.mjs +251 -0
  39. package/curves/CurveExtras.js +73 -115
  40. package/curves/CurveExtras.mjs +224 -0
  41. package/curves/NURBSCurve.js +15 -43
  42. package/curves/NURBSCurve.mjs +35 -0
  43. package/curves/NURBSSurface.js +11 -27
  44. package/curves/NURBSSurface.mjs +28 -0
  45. package/curves/NURBSUtils.js +54 -203
  46. package/curves/NURBSUtils.mjs +226 -0
  47. package/deprecated/Geometry.js +191 -486
  48. package/deprecated/Geometry.mjs +966 -0
  49. package/effects/AnaglyphEffect.js +95 -60
  50. package/effects/AnaglyphEffect.mjs +120 -0
  51. package/effects/AsciiEffect.js +80 -110
  52. package/effects/AsciiEffect.mjs +173 -0
  53. package/effects/OutlineEffect.js +121 -204
  54. package/effects/OutlineEffect.mjs +295 -0
  55. package/effects/ParallaxBarrierEffect.js +39 -38
  56. package/effects/ParallaxBarrierEffect.mjs +64 -0
  57. package/effects/PeppersGhostEffect.js +19 -68
  58. package/effects/PeppersGhostEffect.mjs +85 -0
  59. package/effects/StereoEffect.js +12 -16
  60. package/effects/StereoEffect.mjs +32 -0
  61. package/environments/RoomEnvironment.js +52 -47
  62. package/environments/RoomEnvironment.mjs +78 -0
  63. package/exporters/ColladaExporter.js +115 -241
  64. package/exporters/ColladaExporter.mjs +299 -0
  65. package/exporters/DRACOExporter.js +67 -121
  66. package/exporters/DRACOExporter.mjs +132 -0
  67. package/exporters/GLTFExporter.js +463 -1014
  68. package/exporters/GLTFExporter.mjs +1381 -0
  69. package/exporters/MMDExporter.js +44 -102
  70. package/exporters/MMDExporter.mjs +102 -0
  71. package/exporters/OBJExporter.js +78 -140
  72. package/exporters/OBJExporter.mjs +166 -0
  73. package/exporters/PLYExporter.js +93 -154
  74. package/exporters/PLYExporter.mjs +278 -0
  75. package/exporters/STLExporter.js +30 -81
  76. package/exporters/STLExporter.mjs +129 -0
  77. package/exporters/USDZExporter.js +84 -144
  78. package/exporters/USDZExporter.mjs +328 -0
  79. package/geometries/BoxLineGeometry.js +7 -14
  80. package/geometries/BoxLineGeometry.mjs +45 -0
  81. package/geometries/ConvexGeometry.js +14 -23
  82. package/geometries/ConvexGeometry.mjs +29 -0
  83. package/geometries/DecalGeometry.js +108 -162
  84. package/geometries/DecalGeometry.mjs +184 -0
  85. package/geometries/LightningStrike.js +101 -294
  86. package/geometries/LightningStrike.mjs +547 -0
  87. package/geometries/ParametricGeometries.js +26 -76
  88. package/geometries/ParametricGeometries.mjs +129 -0
  89. package/geometries/ParametricGeometry.js +24 -48
  90. package/geometries/ParametricGeometry.mjs +63 -0
  91. package/geometries/RoundedBoxGeometry.js +33 -64
  92. package/geometries/RoundedBoxGeometry.mjs +91 -0
  93. package/geometries/TeapotGeometry.js +1434 -174
  94. package/geometries/TeapotGeometry.mjs +1557 -0
  95. package/geometries/TextGeometry.js +9 -17
  96. package/geometries/TextGeometry.mjs +23 -0
  97. package/helpers/LightProbeHelper.js +53 -21
  98. package/helpers/LightProbeHelper.mjs +72 -0
  99. package/helpers/PositionalAudioHelper.js +23 -30
  100. package/helpers/PositionalAudioHelper.mjs +68 -0
  101. package/helpers/RectAreaLightHelper.js +17 -33
  102. package/helpers/RectAreaLightHelper.mjs +44 -0
  103. package/helpers/VertexNormalsHelper.js +20 -41
  104. package/helpers/VertexNormalsHelper.mjs +54 -0
  105. package/helpers/VertexTangentsHelper.js +18 -36
  106. package/helpers/VertexTangentsHelper.mjs +45 -0
  107. package/index.js +969 -333
  108. package/index.mjs +969 -0
  109. package/interactive/SelectionBox.js +31 -46
  110. package/interactive/SelectionBox.mjs +137 -0
  111. package/interactive/SelectionHelper.js +16 -21
  112. package/interactive/SelectionHelper.mjs +54 -0
  113. package/libs/MeshoptDecoder.js +147 -58
  114. package/libs/MeshoptDecoder.mjs +210 -0
  115. package/libs/MotionControllers.js +66 -208
  116. package/libs/MotionControllers.mjs +261 -0
  117. package/lights/LightProbeGenerator.js +40 -96
  118. package/lights/LightProbeGenerator.mjs +145 -0
  119. package/lights/RectAreaLightUniformsLib.js +32842 -9
  120. package/lights/RectAreaLightUniformsLib.mjs +32842 -0
  121. package/lines/Line2.js +9 -12
  122. package/lines/Line2.mjs +13 -0
  123. package/lines/LineGeometry.js +7 -19
  124. package/lines/LineGeometry.mjs +44 -0
  125. package/lines/LineMaterial.js +51 -89
  126. package/lines/LineMaterial.mjs +539 -0
  127. package/lines/LineSegments2.js +56 -165
  128. package/lines/LineSegments2.mjs +202 -0
  129. package/lines/LineSegmentsGeometry.js +29 -71
  130. package/lines/LineSegmentsGeometry.mjs +124 -0
  131. package/lines/Wireframe.js +15 -29
  132. package/lines/Wireframe.mjs +31 -0
  133. package/lines/WireframeGeometry2.js +8 -9
  134. package/lines/WireframeGeometry2.mjs +13 -0
  135. package/loaders/3DMLoader.js +234 -469
  136. package/loaders/3DMLoader.mjs +802 -0
  137. package/loaders/3MFLoader.js +340 -555
  138. package/loaders/3MFLoader.mjs +837 -0
  139. package/loaders/AMFLoader.js +114 -219
  140. package/loaders/AMFLoader.mjs +284 -0
  141. package/loaders/AssimpLoader.js +328 -725
  142. package/loaders/AssimpLoader.mjs +1396 -0
  143. package/loaders/BVHLoader.js +94 -200
  144. package/loaders/BVHLoader.mjs +207 -0
  145. package/loaders/BasisTextureLoader.js +229 -357
  146. package/loaders/BasisTextureLoader.mjs +474 -0
  147. package/loaders/ColladaLoader.js +932 -1522
  148. package/loaders/ColladaLoader.mjs +2403 -0
  149. package/loaders/DDSLoader.js +42 -108
  150. package/loaders/DDSLoader.mjs +148 -0
  151. package/loaders/DRACOLoader.js +103 -210
  152. package/loaders/DRACOLoader.mjs +340 -0
  153. package/loaders/EXRLoader.js +461 -809
  154. package/loaders/EXRLoader.mjs +1351 -0
  155. package/loaders/FBXLoader.js +842 -1397
  156. package/loaders/FBXLoader.mjs +2362 -0
  157. package/loaders/FontLoader.js +33 -66
  158. package/loaders/FontLoader.mjs +111 -0
  159. package/loaders/GCodeLoader.js +63 -111
  160. package/loaders/GCodeLoader.mjs +141 -0
  161. package/loaders/GLTFLoader.js +771 -1484
  162. package/loaders/GLTFLoader.mjs +2316 -0
  163. package/loaders/HDRCubeTextureLoader.js +45 -50
  164. package/loaders/HDRCubeTextureLoader.mjs +77 -0
  165. package/loaders/KMZLoader.js +42 -55
  166. package/loaders/KMZLoader.mjs +75 -0
  167. package/loaders/KTX2Loader.js +229 -362
  168. package/loaders/KTX2Loader.mjs +427 -0
  169. package/loaders/KTXLoader.js +37 -99
  170. package/loaders/KTXLoader.mjs +87 -0
  171. package/loaders/LDrawLoader.js +313 -746
  172. package/loaders/LDrawLoader.mjs +1409 -0
  173. package/loaders/LUT3dlLoader.js +50 -62
  174. package/loaders/LUT3dlLoader.mjs +100 -0
  175. package/loaders/LUTCubeLoader.js +45 -56
  176. package/loaders/LUTCubeLoader.mjs +104 -0
  177. package/loaders/LWOLoader.js +227 -339
  178. package/loaders/LWOLoader.mjs +625 -0
  179. package/loaders/LottieLoader.js +36 -38
  180. package/loaders/LottieLoader.mjs +47 -0
  181. package/loaders/MD2Loader.js +248 -91
  182. package/loaders/MD2Loader.mjs +359 -0
  183. package/loaders/MDDLoader.js +25 -45
  184. package/loaders/MDDLoader.mjs +58 -0
  185. package/loaders/MMDLoader.js +359 -795
  186. package/loaders/MMDLoader.mjs +998 -0
  187. package/loaders/MTLLoader.js +91 -201
  188. package/loaders/MTLLoader.mjs +280 -0
  189. package/loaders/NRRDLoader.js +182 -263
  190. package/loaders/NRRDLoader.mjs +401 -0
  191. package/loaders/NodeMaterialLoader.js +121 -14
  192. package/loaders/NodeMaterialLoader.mjs +146 -0
  193. package/loaders/OBJLoader.js +161 -283
  194. package/loaders/OBJLoader.mjs +487 -0
  195. package/loaders/PCDLoader.js +145 -164
  196. package/loaders/PCDLoader.mjs +248 -0
  197. package/loaders/PDBLoader.js +45 -63
  198. package/loaders/PDBLoader.mjs +246 -0
  199. package/loaders/PLYLoader.js +106 -203
  200. package/loaders/PLYLoader.mjs +317 -0
  201. package/loaders/PRWMLoader.js +73 -110
  202. package/loaders/PRWMLoader.mjs +160 -0
  203. package/loaders/PVRLoader.js +32 -93
  204. package/loaders/PVRLoader.mjs +131 -0
  205. package/loaders/RGBELoader.js +96 -233
  206. package/loaders/RGBELoader.mjs +244 -0
  207. package/loaders/RGBMLoader.js +344 -514
  208. package/loaders/RGBMLoader.mjs +998 -0
  209. package/loaders/STLLoader.js +59 -165
  210. package/loaders/STLLoader.mjs +190 -0
  211. package/loaders/SVGLoader.js +481 -851
  212. package/loaders/SVGLoader.mjs +1709 -0
  213. package/loaders/TDSLoader.js +137 -527
  214. package/loaders/TDSLoader.mjs +480 -0
  215. package/loaders/TGALoader.js +94 -205
  216. package/loaders/TGALoader.mjs +285 -0
  217. package/loaders/TTFLoader.js +58 -79
  218. package/loaders/TTFLoader.mjs +131 -0
  219. package/loaders/TiltLoader.js +129 -167
  220. package/loaders/TiltLoader.mjs +373 -0
  221. package/loaders/VOXLoader.js +320 -84
  222. package/loaders/VOXLoader.mjs +431 -0
  223. package/loaders/VRMLLoader.js +786 -1268
  224. package/loaders/VRMLLoader.mjs +2093 -0
  225. package/loaders/VRMLoader.js +23 -31
  226. package/loaders/VRMLoader.mjs +38 -0
  227. package/loaders/VTKLoader.js +219 -407
  228. package/loaders/VTKLoader.mjs +646 -0
  229. package/loaders/XLoader.js +1083 -1259
  230. package/loaders/XLoader.mjs +1258 -0
  231. package/loaders/XYZLoader.js +28 -34
  232. package/loaders/XYZLoader.mjs +60 -0
  233. package/loaders/lwo/IFFParser.js +238 -492
  234. package/loaders/lwo/IFFParser.mjs +697 -0
  235. package/loaders/lwo/LWO2Parser.js +176 -279
  236. package/loaders/lwo/LWO2Parser.mjs +327 -0
  237. package/loaders/lwo/LWO3Parser.js +160 -247
  238. package/loaders/lwo/LWO3Parser.mjs +298 -0
  239. package/math/Capsule.js +56 -43
  240. package/math/Capsule.mjs +100 -0
  241. package/math/ColorConverter.js +18 -32
  242. package/math/ColorConverter.mjs +51 -0
  243. package/math/ConvexHull.js +97 -357
  244. package/math/ConvexHull.mjs +574 -0
  245. package/math/ImprovedNoise.js +282 -32
  246. package/math/ImprovedNoise.mjs +302 -0
  247. package/math/Lut.js +51 -35
  248. package/math/Lut.mjs +135 -0
  249. package/math/MeshSurfaceSampler.js +25 -68
  250. package/math/MeshSurfaceSampler.mjs +107 -0
  251. package/math/OBB.js +91 -152
  252. package/math/OBB.mjs +235 -0
  253. package/math/Octree.js +76 -139
  254. package/math/Octree.mjs +278 -0
  255. package/math/SimplexNoise.js +217 -238
  256. package/math/SimplexNoise.mjs +425 -0
  257. package/misc/ConvexObjectBreaker.js +79 -185
  258. package/misc/ConvexObjectBreaker.mjs +292 -0
  259. package/misc/GPUComputationRenderer.js +69 -194
  260. package/misc/GPUComputationRenderer.mjs +171 -0
  261. package/misc/Gyroscope.js +16 -22
  262. package/misc/Gyroscope.mjs +35 -0
  263. package/misc/MD2Character.js +52 -74
  264. package/misc/MD2Character.mjs +162 -0
  265. package/misc/MD2CharacterComplex.js +112 -163
  266. package/misc/MD2CharacterComplex.mjs +328 -0
  267. package/misc/MorphAnimMesh.js +20 -28
  268. package/misc/MorphAnimMesh.mjs +40 -0
  269. package/misc/MorphBlendMesh.js +45 -69
  270. package/misc/MorphBlendMesh.mjs +179 -0
  271. package/misc/ProgressiveLightmap.js +70 -187
  272. package/misc/ProgressiveLightmap.mjs +166 -0
  273. package/misc/RollerCoaster.js +106 -135
  274. package/misc/RollerCoaster.mjs +346 -0
  275. package/misc/TubePainter.js +74 -92
  276. package/misc/TubePainter.mjs +123 -0
  277. package/misc/Volume.js +108 -270
  278. package/misc/Volume.mjs +244 -0
  279. package/misc/VolumeSlice.js +34 -122
  280. package/misc/VolumeSlice.mjs +106 -0
  281. package/misc/WebGL.js +37 -34
  282. package/misc/WebGL.mjs +74 -0
  283. package/modifiers/CurveModifier.js +46 -151
  284. package/modifiers/CurveModifier.mjs +182 -0
  285. package/modifiers/EdgeSplitModifier.js +46 -90
  286. package/modifiers/EdgeSplitModifier.mjs +162 -0
  287. package/modifiers/SimplifyModifier.js +77 -202
  288. package/modifiers/SimplifyModifier.mjs +282 -0
  289. package/modifiers/TessellateModifier.js +65 -90
  290. package/modifiers/TessellateModifier.mjs +206 -0
  291. package/nodes/Nodes.js +274 -140
  292. package/nodes/Nodes.mjs +400 -0
  293. package/nodes/ShaderNode.js +296 -196
  294. package/nodes/ShaderNode.mjs +408 -0
  295. package/nodes/accessors/BufferNode.js +4 -8
  296. package/nodes/accessors/BufferNode.mjs +15 -0
  297. package/nodes/accessors/CameraNode.js +20 -25
  298. package/nodes/accessors/CameraNode.mjs +44 -0
  299. package/nodes/accessors/CubeTextureNode.js +14 -26
  300. package/nodes/accessors/CubeTextureNode.mjs +42 -0
  301. package/nodes/accessors/MaterialNode.js +43 -53
  302. package/nodes/accessors/MaterialNode.mjs +71 -0
  303. package/nodes/accessors/MaterialReferenceNode.js +3 -6
  304. package/nodes/accessors/MaterialReferenceNode.mjs +14 -0
  305. package/nodes/accessors/ModelNode.js +3 -5
  306. package/nodes/accessors/ModelNode.mjs +9 -0
  307. package/nodes/accessors/ModelViewProjectionNode.js +14 -13
  308. package/nodes/accessors/ModelViewProjectionNode.mjs +24 -0
  309. package/nodes/accessors/NormalNode.js +40 -39
  310. package/nodes/accessors/NormalNode.mjs +62 -0
  311. package/nodes/accessors/Object3DNode.js +40 -50
  312. package/nodes/accessors/Object3DNode.mjs +76 -0
  313. package/nodes/accessors/PointUVNode.js +5 -9
  314. package/nodes/accessors/PointUVNode.mjs +13 -0
  315. package/nodes/accessors/PositionNode.js +42 -41
  316. package/nodes/accessors/PositionNode.mjs +65 -0
  317. package/nodes/accessors/ReferenceNode.js +10 -17
  318. package/nodes/accessors/ReferenceNode.mjs +37 -0
  319. package/nodes/accessors/ReflectNode.js +23 -26
  320. package/nodes/accessors/ReflectNode.mjs +43 -0
  321. package/nodes/accessors/SkinningNode.js +46 -48
  322. package/nodes/accessors/SkinningNode.mjs +58 -0
  323. package/nodes/accessors/TextureNode.js +14 -29
  324. package/nodes/accessors/TextureNode.mjs +54 -0
  325. package/nodes/accessors/UVNode.js +5 -11
  326. package/nodes/accessors/UVNode.mjs +23 -0
  327. package/nodes/core/ArrayUniformNode.js +3 -7
  328. package/nodes/core/ArrayUniformNode.mjs +14 -0
  329. package/nodes/core/AttributeNode.js +5 -12
  330. package/nodes/core/AttributeNode.mjs +30 -0
  331. package/nodes/core/BypassNode.js +5 -12
  332. package/nodes/core/BypassNode.mjs +22 -0
  333. package/nodes/core/CodeNode.js +4 -12
  334. package/nodes/core/CodeNode.mjs +28 -0
  335. package/nodes/core/ConstNode.js +3 -7
  336. package/nodes/core/ConstNode.mjs +14 -0
  337. package/nodes/core/ContextNode.js +3 -8
  338. package/nodes/core/ContextNode.mjs +22 -0
  339. package/nodes/core/ExpressionNode.js +5 -9
  340. package/nodes/core/ExpressionNode.mjs +19 -0
  341. package/nodes/core/FunctionCallNode.js +6 -15
  342. package/nodes/core/FunctionCallNode.mjs +37 -0
  343. package/nodes/core/FunctionNode.js +10 -25
  344. package/nodes/core/FunctionNode.mjs +56 -0
  345. package/nodes/core/InputNode.js +12 -23
  346. package/nodes/core/InputNode.mjs +38 -0
  347. package/nodes/core/Node.js +35 -75
  348. package/nodes/core/Node.mjs +139 -0
  349. package/nodes/core/NodeAttribute.js +2 -4
  350. package/nodes/core/NodeAttribute.mjs +10 -0
  351. package/nodes/core/NodeBuilder.js +110 -224
  352. package/nodes/core/NodeBuilder.mjs +395 -0
  353. package/nodes/core/NodeCode.js +4 -7
  354. package/nodes/core/NodeCode.mjs +11 -0
  355. package/nodes/core/NodeFrame.js +9 -12
  356. package/nodes/core/NodeFrame.mjs +35 -0
  357. package/nodes/core/NodeFunctionInput.js +3 -5
  358. package/nodes/core/NodeFunctionInput.mjs +13 -0
  359. package/nodes/core/NodeKeywords.js +5 -16
  360. package/nodes/core/NodeKeywords.mjs +44 -0
  361. package/nodes/core/NodeUniform.js +3 -7
  362. package/nodes/core/NodeUniform.mjs +18 -0
  363. package/nodes/core/NodeUtils.js +39 -43
  364. package/nodes/core/NodeUtils.mjs +57 -0
  365. package/nodes/core/NodeVar.js +2 -4
  366. package/nodes/core/NodeVar.mjs +10 -0
  367. package/nodes/core/NodeVary.js +2 -4
  368. package/nodes/core/NodeVary.mjs +10 -0
  369. package/nodes/core/PropertyNode.js +4 -10
  370. package/nodes/core/PropertyNode.mjs +21 -0
  371. package/nodes/core/TempNode.js +5 -11
  372. package/nodes/core/TempNode.mjs +25 -0
  373. package/nodes/core/UniformNode.js +4 -10
  374. package/nodes/core/UniformNode.mjs +23 -0
  375. package/nodes/core/VarNode.js +3 -11
  376. package/nodes/core/VarNode.mjs +31 -0
  377. package/nodes/core/VaryNode.js +6 -15
  378. package/nodes/core/VaryNode.mjs +30 -0
  379. package/nodes/core/constants.js +20 -7
  380. package/nodes/core/constants.mjs +24 -0
  381. package/nodes/display/ColorSpaceNode.js +34 -38
  382. package/nodes/display/ColorSpaceNode.mjs +63 -0
  383. package/nodes/display/NormalMapNode.js +35 -53
  384. package/nodes/display/NormalMapNode.mjs +54 -0
  385. package/nodes/fog/FogNode.js +5 -9
  386. package/nodes/fog/FogNode.mjs +15 -0
  387. package/nodes/fog/FogRangeNode.js +5 -9
  388. package/nodes/fog/FogRangeNode.mjs +17 -0
  389. package/nodes/functions/BSDFs.js +61 -118
  390. package/nodes/functions/BSDFs.mjs +64 -0
  391. package/nodes/lights/LightContextNode.js +14 -23
  392. package/nodes/lights/LightContextNode.mjs +35 -0
  393. package/nodes/lights/LightNode.js +27 -31
  394. package/nodes/lights/LightNode.mjs +58 -0
  395. package/nodes/lights/LightsNode.js +9 -28
  396. package/nodes/lights/LightsNode.mjs +59 -0
  397. package/nodes/loaders/NodeLoader.js +27 -42
  398. package/nodes/loaders/NodeLoader.mjs +66 -0
  399. package/nodes/loaders/NodeMaterialLoader.js +4 -10
  400. package/nodes/loaders/NodeMaterialLoader.mjs +24 -0
  401. package/nodes/loaders/NodeObjectLoader.js +9 -19
  402. package/nodes/loaders/NodeObjectLoader.mjs +40 -0
  403. package/nodes/materials/LineBasicNodeMaterial.js +5 -10
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  1137. package/renderers/webgpu/nodes/WebGPUNodes.cjs.js +0 -1
  1138. package/shaders/ACESFilmicToneMappingShader.cjs.js +0 -1
  1139. package/shaders/AfterimageShader.cjs.js +0 -1
  1140. package/shaders/BasicShader.cjs.js +0 -1
  1141. package/shaders/BleachBypassShader.cjs.js +0 -1
  1142. package/shaders/BlendShader.cjs.js +0 -1
  1143. package/shaders/BokehShader.cjs.js +0 -1
  1144. package/shaders/BokehShader2.cjs.js +0 -1
  1145. package/shaders/BrightnessContrastShader.cjs.js +0 -1
  1146. package/shaders/ColorCorrectionShader.cjs.js +0 -1
  1147. package/shaders/ColorifyShader.cjs.js +0 -1
  1148. package/shaders/ConvolutionShader.cjs.js +0 -1
  1149. package/shaders/CopyShader.cjs.js +0 -1
  1150. package/shaders/DOFMipMapShader.cjs.js +0 -1
  1151. package/shaders/DepthLimitedBlurShader.cjs.js +0 -1
  1152. package/shaders/DigitalGlitch.cjs.js +0 -1
  1153. package/shaders/DotScreenShader.cjs.js +0 -1
  1154. package/shaders/FXAAShader.cjs.js +0 -1
  1155. package/shaders/FilmShader.cjs.js +0 -1
  1156. package/shaders/FocusShader.cjs.js +0 -1
  1157. package/shaders/FreiChenShader.cjs.js +0 -1
  1158. package/shaders/FresnelShader.cjs.js +0 -1
  1159. package/shaders/GammaCorrectionShader.cjs.js +0 -1
  1160. package/shaders/GodRaysShader.cjs.js +0 -1
  1161. package/shaders/HalftoneShader.cjs.js +0 -1
  1162. package/shaders/HorizontalBlurShader.cjs.js +0 -1
  1163. package/shaders/HorizontalTiltShiftShader.cjs.js +0 -1
  1164. package/shaders/HueSaturationShader.cjs.js +0 -1
  1165. package/shaders/KaleidoShader.cjs.js +0 -1
  1166. package/shaders/LuminosityHighPassShader.cjs.js +0 -1
  1167. package/shaders/LuminosityShader.cjs.js +0 -1
  1168. package/shaders/MirrorShader.cjs.js +0 -1
  1169. package/shaders/NormalMapShader.cjs.js +0 -1
  1170. package/shaders/ParallaxShader.cjs.js +0 -1
  1171. package/shaders/PixelShader.cjs.js +0 -1
  1172. package/shaders/RGBShiftShader.cjs.js +0 -1
  1173. package/shaders/SAOShader.cjs.js +0 -1
  1174. package/shaders/SMAAShader.cjs.js +0 -1
  1175. package/shaders/SSAOShader.cjs.js +0 -1
  1176. package/shaders/SSRShader.cjs.js +0 -1
  1177. package/shaders/SepiaShader.cjs.js +0 -1
  1178. package/shaders/SobelOperatorShader.cjs.js +0 -1
  1179. package/shaders/SubsurfaceScatteringShader.cjs.js +0 -1
  1180. package/shaders/TechnicolorShader.cjs.js +0 -1
  1181. package/shaders/ToneMapShader.cjs.js +0 -1
  1182. package/shaders/ToonShader.cjs.js +0 -1
  1183. package/shaders/TriangleBlurShader.cjs.js +0 -1
  1184. package/shaders/UnpackDepthRGBAShader.cjs.js +0 -1
  1185. package/shaders/VerticalBlurShader.cjs.js +0 -1
  1186. package/shaders/VerticalTiltShiftShader.cjs.js +0 -1
  1187. package/shaders/VignetteShader.cjs.js +0 -1
  1188. package/shaders/VolumeShader.cjs.js +0 -1
  1189. package/shaders/WaterRefractionShader.cjs.js +0 -1
  1190. package/shaders/types.cjs.js +0 -1
  1191. package/textures/FlakesTexture.cjs.js +0 -1
  1192. package/types/helpers.cjs.js +0 -1
  1193. package/types/shared.cjs.js +0 -1
  1194. package/types/shared.js +0 -1
  1195. package/types/utils.cjs.js +0 -1
  1196. package/types/utils.js +0 -1
  1197. package/utils/BufferGeometryUtils.cjs.js +0 -1
  1198. package/utils/GeometryCompressionUtils.cjs.js +0 -1
  1199. package/utils/GeometryUtils.cjs.js +0 -1
  1200. package/utils/LDrawUtils.cjs.js +0 -1
  1201. package/utils/LDrawUtils.d.ts +0 -5
  1202. package/utils/LDrawUtils.js +0 -144
  1203. package/utils/RoughnessMipmapper.cjs.js +0 -1
  1204. package/utils/SceneUtils.cjs.js +0 -1
  1205. package/utils/ShadowMapViewer.cjs.js +0 -1
  1206. package/utils/SkeletonUtils.cjs.js +0 -1
  1207. package/utils/UVsDebug.cjs.js +0 -1
  1208. package/utils/WorkerPool.cjs.js +0 -1
  1209. package/webxr/ARButton.cjs.js +0 -1
  1210. package/webxr/OculusHandModel.cjs.js +0 -1
  1211. package/webxr/OculusHandPointerModel.cjs.js +0 -1
  1212. package/webxr/Text2D.cjs.js +0 -1
  1213. package/webxr/VRButton.cjs.js +0 -1
  1214. package/webxr/XRControllerModelFactory.cjs.js +0 -1
  1215. package/webxr/XREstimatedLight.cjs.js +0 -1
  1216. package/webxr/XRHandMeshModel.cjs.js +0 -1
  1217. package/webxr/XRHandModelFactory.cjs.js +0 -1
  1218. package/webxr/XRHandPrimitiveModel.cjs.js +0 -1
package/objects/Sky.js CHANGED
@@ -1,85 +1,124 @@
1
- import _defineProperty from '@babel/runtime/helpers/esm/defineProperty';
2
- import { Mesh, BoxGeometry, Vector3, ShaderMaterial, UniformsUtils, BackSide } from 'three';
3
-
4
- /**
5
- * Based on "A Practical Analytic Model for Daylight"
6
- * aka The Preetham Model, the de facto standard analytic skydome model
7
- * https://www.researchgate.net/publication/220720443_A_Practical_Analytic_Model_for_Daylight
8
- *
9
- * First implemented by Simon Wallner
10
- * http://www.simonwallner.at/projects/atmospheric-scattering
11
- *
12
- * Improved by Martin Upitis
13
- * http://blenderartists.org/forum/showthread.php?245954-preethams-sky-impementation-HDR
14
- *
15
- * Three.js integration by zz85 http://twitter.com/blurspline
16
- */
17
-
18
- class Sky extends Mesh {
1
+ "use strict";
2
+ Object.defineProperties(exports, { __esModule: { value: true }, [Symbol.toStringTag]: { value: "Module" } });
3
+ const THREE = require("three");
4
+ const _Sky = class extends THREE.Mesh {
19
5
  constructor() {
20
- super(new BoxGeometry(1, 1, 1), Sky.material);
6
+ super(new THREE.BoxGeometry(1, 1, 1), _Sky.material);
21
7
  }
22
-
23
- }
24
-
25
- _defineProperty(Sky, "SkyShader", {
8
+ };
9
+ let Sky = _Sky;
10
+ Sky.SkyShader = {
26
11
  uniforms: {
27
- turbidity: {
28
- value: 2
29
- },
30
- rayleigh: {
31
- value: 1
32
- },
33
- mieCoefficient: {
34
- value: 0.005
35
- },
36
- mieDirectionalG: {
37
- value: 0.8
38
- },
39
- sunPosition: {
40
- value: new Vector3()
41
- },
42
- up: {
43
- value: new Vector3(0, 1, 0)
44
- }
12
+ turbidity: { value: 2 },
13
+ rayleigh: { value: 1 },
14
+ mieCoefficient: { value: 5e-3 },
15
+ mieDirectionalG: { value: 0.8 },
16
+ sunPosition: { value: new THREE.Vector3() },
17
+ up: { value: new THREE.Vector3(0, 1, 0) }
45
18
  },
46
- vertexShader: ['uniform vec3 sunPosition;', 'uniform float rayleigh;', 'uniform float turbidity;', 'uniform float mieCoefficient;', 'uniform vec3 up;', 'varying vec3 vWorldPosition;', 'varying vec3 vSunDirection;', 'varying float vSunfade;', 'varying vec3 vBetaR;', 'varying vec3 vBetaM;', 'varying float vSunE;', // constants for atmospheric scattering
47
- 'const float e = 2.71828182845904523536028747135266249775724709369995957;', 'const float pi = 3.141592653589793238462643383279502884197169;', // wavelength of used primaries, according to preetham
48
- 'const vec3 lambda = vec3( 680E-9, 550E-9, 450E-9 );', // this pre-calcuation replaces older TotalRayleigh(vec3 lambda) function:
49
- // (8.0 * pow(pi, 3.0) * pow(pow(n, 2.0) - 1.0, 2.0) * (6.0 + 3.0 * pn)) / (3.0 * N * pow(lambda, vec3(4.0)) * (6.0 - 7.0 * pn))
50
- 'const vec3 totalRayleigh = vec3( 5.804542996261093E-6, 1.3562911419845635E-5, 3.0265902468824876E-5 );', // mie stuff
51
- // K coefficient for the primaries
52
- 'const float v = 4.0;', 'const vec3 K = vec3( 0.686, 0.678, 0.666 );', // MieConst = pi * pow( ( 2.0 * pi ) / lambda, vec3( v - 2.0 ) ) * K
53
- 'const vec3 MieConst = vec3( 1.8399918514433978E14, 2.7798023919660528E14, 4.0790479543861094E14 );', // earth shadow hack
54
- // cutoffAngle = pi / 1.95;
55
- 'const float cutoffAngle = 1.6110731556870734;', 'const float steepness = 1.5;', 'const float EE = 1000.0;', 'float sunIntensity( float zenithAngleCos ) {', ' zenithAngleCos = clamp( zenithAngleCos, -1.0, 1.0 );', ' return EE * max( 0.0, 1.0 - pow( e, -( ( cutoffAngle - acos( zenithAngleCos ) ) / steepness ) ) );', '}', 'vec3 totalMie( float T ) {', ' float c = ( 0.2 * T ) * 10E-18;', ' return 0.434 * c * MieConst;', '}', 'void main() {', ' vec4 worldPosition = modelMatrix * vec4( position, 1.0 );', ' vWorldPosition = worldPosition.xyz;', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', ' gl_Position.z = gl_Position.w;', // set z to camera.far
56
- ' vSunDirection = normalize( sunPosition );', ' vSunE = sunIntensity( dot( vSunDirection, up ) );', ' vSunfade = 1.0 - clamp( 1.0 - exp( ( sunPosition.y / 450000.0 ) ), 0.0, 1.0 );', ' float rayleighCoefficient = rayleigh - ( 1.0 * ( 1.0 - vSunfade ) );', // extinction (absorbtion + out scattering)
57
- // rayleigh coefficients
58
- ' vBetaR = totalRayleigh * rayleighCoefficient;', // mie coefficients
59
- ' vBetaM = totalMie( turbidity ) * mieCoefficient;', '}'].join('\n'),
60
- fragmentShader: ['varying vec3 vWorldPosition;', 'varying vec3 vSunDirection;', 'varying float vSunfade;', 'varying vec3 vBetaR;', 'varying vec3 vBetaM;', 'varying float vSunE;', 'uniform float mieDirectionalG;', 'uniform vec3 up;', 'const vec3 cameraPos = vec3( 0.0, 0.0, 0.0 );', // constants for atmospheric scattering
61
- 'const float pi = 3.141592653589793238462643383279502884197169;', 'const float n = 1.0003;', // refractive index of air
62
- 'const float N = 2.545E25;', // number of molecules per unit volume for air at 288.15K and 1013mb (sea level -45 celsius)
63
- // optical length at zenith for molecules
64
- 'const float rayleighZenithLength = 8.4E3;', 'const float mieZenithLength = 1.25E3;', // 66 arc seconds -> degrees, and the cosine of that
65
- 'const float sunAngularDiameterCos = 0.999956676946448443553574619906976478926848692873900859324;', // 3.0 / ( 16.0 * pi )
66
- 'const float THREE_OVER_SIXTEENPI = 0.05968310365946075;', // 1.0 / ( 4.0 * pi )
67
- 'const float ONE_OVER_FOURPI = 0.07957747154594767;', 'float rayleighPhase( float cosTheta ) {', ' return THREE_OVER_SIXTEENPI * ( 1.0 + pow( cosTheta, 2.0 ) );', '}', 'float hgPhase( float cosTheta, float g ) {', ' float g2 = pow( g, 2.0 );', ' float inverse = 1.0 / pow( 1.0 - 2.0 * g * cosTheta + g2, 1.5 );', ' return ONE_OVER_FOURPI * ( ( 1.0 - g2 ) * inverse );', '}', 'void main() {', ' vec3 direction = normalize( vWorldPosition - cameraPos );', // optical length
68
- // cutoff angle at 90 to avoid singularity in next formula.
69
- ' float zenithAngle = acos( max( 0.0, dot( up, direction ) ) );', ' float inverse = 1.0 / ( cos( zenithAngle ) + 0.15 * pow( 93.885 - ( ( zenithAngle * 180.0 ) / pi ), -1.253 ) );', ' float sR = rayleighZenithLength * inverse;', ' float sM = mieZenithLength * inverse;', // combined extinction factor
70
- ' vec3 Fex = exp( -( vBetaR * sR + vBetaM * sM ) );', // in scattering
71
- ' float cosTheta = dot( direction, vSunDirection );', ' float rPhase = rayleighPhase( cosTheta * 0.5 + 0.5 );', ' vec3 betaRTheta = vBetaR * rPhase;', ' float mPhase = hgPhase( cosTheta, mieDirectionalG );', ' vec3 betaMTheta = vBetaM * mPhase;', ' vec3 Lin = pow( vSunE * ( ( betaRTheta + betaMTheta ) / ( vBetaR + vBetaM ) ) * ( 1.0 - Fex ), vec3( 1.5 ) );', ' Lin *= mix( vec3( 1.0 ), pow( vSunE * ( ( betaRTheta + betaMTheta ) / ( vBetaR + vBetaM ) ) * Fex, vec3( 1.0 / 2.0 ) ), clamp( pow( 1.0 - dot( up, vSunDirection ), 5.0 ), 0.0, 1.0 ) );', // nightsky
72
- ' float theta = acos( direction.y ); // elevation --> y-axis, [-pi/2, pi/2]', ' float phi = atan( direction.z, direction.x ); // azimuth --> x-axis [-pi/2, pi/2]', ' vec2 uv = vec2( phi, theta ) / vec2( 2.0 * pi, pi ) + vec2( 0.5, 0.0 );', ' vec3 L0 = vec3( 0.1 ) * Fex;', // composition + solar disc
73
- ' float sundisk = smoothstep( sunAngularDiameterCos, sunAngularDiameterCos + 0.00002, cosTheta );', ' L0 += ( vSunE * 19000.0 * Fex ) * sundisk;', ' vec3 texColor = ( Lin + L0 ) * 0.04 + vec3( 0.0, 0.0003, 0.00075 );', ' vec3 retColor = pow( texColor, vec3( 1.0 / ( 1.2 + ( 1.2 * vSunfade ) ) ) );', ' gl_FragColor = vec4( retColor, 1.0 );', '#include <tonemapping_fragment>', '#include <encodings_fragment>', '}'].join('\n')
74
- });
75
-
76
- _defineProperty(Sky, "material", new ShaderMaterial({
77
- name: 'SkyShader',
78
- fragmentShader: Sky.SkyShader.fragmentShader,
79
- vertexShader: Sky.SkyShader.vertexShader,
80
- uniforms: UniformsUtils.clone(Sky.SkyShader.uniforms),
81
- side: BackSide,
19
+ vertexShader: [
20
+ "uniform vec3 sunPosition;",
21
+ "uniform float rayleigh;",
22
+ "uniform float turbidity;",
23
+ "uniform float mieCoefficient;",
24
+ "uniform vec3 up;",
25
+ "varying vec3 vWorldPosition;",
26
+ "varying vec3 vSunDirection;",
27
+ "varying float vSunfade;",
28
+ "varying vec3 vBetaR;",
29
+ "varying vec3 vBetaM;",
30
+ "varying float vSunE;",
31
+ "const float e = 2.71828182845904523536028747135266249775724709369995957;",
32
+ "const float pi = 3.141592653589793238462643383279502884197169;",
33
+ "const vec3 lambda = vec3( 680E-9, 550E-9, 450E-9 );",
34
+ "const vec3 totalRayleigh = vec3( 5.804542996261093E-6, 1.3562911419845635E-5, 3.0265902468824876E-5 );",
35
+ "const float v = 4.0;",
36
+ "const vec3 K = vec3( 0.686, 0.678, 0.666 );",
37
+ "const vec3 MieConst = vec3( 1.8399918514433978E14, 2.7798023919660528E14, 4.0790479543861094E14 );",
38
+ "const float cutoffAngle = 1.6110731556870734;",
39
+ "const float steepness = 1.5;",
40
+ "const float EE = 1000.0;",
41
+ "float sunIntensity( float zenithAngleCos ) {",
42
+ " zenithAngleCos = clamp( zenithAngleCos, -1.0, 1.0 );",
43
+ " return EE * max( 0.0, 1.0 - pow( e, -( ( cutoffAngle - acos( zenithAngleCos ) ) / steepness ) ) );",
44
+ "}",
45
+ "vec3 totalMie( float T ) {",
46
+ " float c = ( 0.2 * T ) * 10E-18;",
47
+ " return 0.434 * c * MieConst;",
48
+ "}",
49
+ "void main() {",
50
+ " vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
51
+ " vWorldPosition = worldPosition.xyz;",
52
+ " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
53
+ " gl_Position.z = gl_Position.w;",
54
+ " vSunDirection = normalize( sunPosition );",
55
+ " vSunE = sunIntensity( dot( vSunDirection, up ) );",
56
+ " vSunfade = 1.0 - clamp( 1.0 - exp( ( sunPosition.y / 450000.0 ) ), 0.0, 1.0 );",
57
+ " float rayleighCoefficient = rayleigh - ( 1.0 * ( 1.0 - vSunfade ) );",
58
+ " vBetaR = totalRayleigh * rayleighCoefficient;",
59
+ " vBetaM = totalMie( turbidity ) * mieCoefficient;",
60
+ "}"
61
+ ].join("\n"),
62
+ fragmentShader: [
63
+ "varying vec3 vWorldPosition;",
64
+ "varying vec3 vSunDirection;",
65
+ "varying float vSunfade;",
66
+ "varying vec3 vBetaR;",
67
+ "varying vec3 vBetaM;",
68
+ "varying float vSunE;",
69
+ "uniform float mieDirectionalG;",
70
+ "uniform vec3 up;",
71
+ "const vec3 cameraPos = vec3( 0.0, 0.0, 0.0 );",
72
+ "const float pi = 3.141592653589793238462643383279502884197169;",
73
+ "const float n = 1.0003;",
74
+ "const float N = 2.545E25;",
75
+ "const float rayleighZenithLength = 8.4E3;",
76
+ "const float mieZenithLength = 1.25E3;",
77
+ "const float sunAngularDiameterCos = 0.999956676946448443553574619906976478926848692873900859324;",
78
+ "const float THREE_OVER_SIXTEENPI = 0.05968310365946075;",
79
+ "const float ONE_OVER_FOURPI = 0.07957747154594767;",
80
+ "float rayleighPhase( float cosTheta ) {",
81
+ " return THREE_OVER_SIXTEENPI * ( 1.0 + pow( cosTheta, 2.0 ) );",
82
+ "}",
83
+ "float hgPhase( float cosTheta, float g ) {",
84
+ " float g2 = pow( g, 2.0 );",
85
+ " float inverse = 1.0 / pow( 1.0 - 2.0 * g * cosTheta + g2, 1.5 );",
86
+ " return ONE_OVER_FOURPI * ( ( 1.0 - g2 ) * inverse );",
87
+ "}",
88
+ "void main() {",
89
+ " vec3 direction = normalize( vWorldPosition - cameraPos );",
90
+ " float zenithAngle = acos( max( 0.0, dot( up, direction ) ) );",
91
+ " float inverse = 1.0 / ( cos( zenithAngle ) + 0.15 * pow( 93.885 - ( ( zenithAngle * 180.0 ) / pi ), -1.253 ) );",
92
+ " float sR = rayleighZenithLength * inverse;",
93
+ " float sM = mieZenithLength * inverse;",
94
+ " vec3 Fex = exp( -( vBetaR * sR + vBetaM * sM ) );",
95
+ " float cosTheta = dot( direction, vSunDirection );",
96
+ " float rPhase = rayleighPhase( cosTheta * 0.5 + 0.5 );",
97
+ " vec3 betaRTheta = vBetaR * rPhase;",
98
+ " float mPhase = hgPhase( cosTheta, mieDirectionalG );",
99
+ " vec3 betaMTheta = vBetaM * mPhase;",
100
+ " vec3 Lin = pow( vSunE * ( ( betaRTheta + betaMTheta ) / ( vBetaR + vBetaM ) ) * ( 1.0 - Fex ), vec3( 1.5 ) );",
101
+ " Lin *= mix( vec3( 1.0 ), pow( vSunE * ( ( betaRTheta + betaMTheta ) / ( vBetaR + vBetaM ) ) * Fex, vec3( 1.0 / 2.0 ) ), clamp( pow( 1.0 - dot( up, vSunDirection ), 5.0 ), 0.0, 1.0 ) );",
102
+ " float theta = acos( direction.y ); // elevation --> y-axis, [-pi/2, pi/2]",
103
+ " float phi = atan( direction.z, direction.x ); // azimuth --> x-axis [-pi/2, pi/2]",
104
+ " vec2 uv = vec2( phi, theta ) / vec2( 2.0 * pi, pi ) + vec2( 0.5, 0.0 );",
105
+ " vec3 L0 = vec3( 0.1 ) * Fex;",
106
+ " float sundisk = smoothstep( sunAngularDiameterCos, sunAngularDiameterCos + 0.00002, cosTheta );",
107
+ " L0 += ( vSunE * 19000.0 * Fex ) * sundisk;",
108
+ " vec3 texColor = ( Lin + L0 ) * 0.04 + vec3( 0.0, 0.0003, 0.00075 );",
109
+ " vec3 retColor = pow( texColor, vec3( 1.0 / ( 1.2 + ( 1.2 * vSunfade ) ) ) );",
110
+ " gl_FragColor = vec4( retColor, 1.0 );",
111
+ "#include <tonemapping_fragment>",
112
+ "#include <encodings_fragment>",
113
+ "}"
114
+ ].join("\n")
115
+ };
116
+ Sky.material = new THREE.ShaderMaterial({
117
+ name: "SkyShader",
118
+ fragmentShader: _Sky.SkyShader.fragmentShader,
119
+ vertexShader: _Sky.SkyShader.vertexShader,
120
+ uniforms: THREE.UniformsUtils.clone(_Sky.SkyShader.uniforms),
121
+ side: THREE.BackSide,
82
122
  depthWrite: false
83
- }));
84
-
85
- export { Sky };
123
+ });
124
+ exports.Sky = Sky;
@@ -0,0 +1,124 @@
1
+ import { Mesh, BoxGeometry, Vector3, ShaderMaterial, UniformsUtils, BackSide } from "three";
2
+ const _Sky = class extends Mesh {
3
+ constructor() {
4
+ super(new BoxGeometry(1, 1, 1), _Sky.material);
5
+ }
6
+ };
7
+ let Sky = _Sky;
8
+ Sky.SkyShader = {
9
+ uniforms: {
10
+ turbidity: { value: 2 },
11
+ rayleigh: { value: 1 },
12
+ mieCoefficient: { value: 5e-3 },
13
+ mieDirectionalG: { value: 0.8 },
14
+ sunPosition: { value: new Vector3() },
15
+ up: { value: new Vector3(0, 1, 0) }
16
+ },
17
+ vertexShader: [
18
+ "uniform vec3 sunPosition;",
19
+ "uniform float rayleigh;",
20
+ "uniform float turbidity;",
21
+ "uniform float mieCoefficient;",
22
+ "uniform vec3 up;",
23
+ "varying vec3 vWorldPosition;",
24
+ "varying vec3 vSunDirection;",
25
+ "varying float vSunfade;",
26
+ "varying vec3 vBetaR;",
27
+ "varying vec3 vBetaM;",
28
+ "varying float vSunE;",
29
+ "const float e = 2.71828182845904523536028747135266249775724709369995957;",
30
+ "const float pi = 3.141592653589793238462643383279502884197169;",
31
+ "const vec3 lambda = vec3( 680E-9, 550E-9, 450E-9 );",
32
+ "const vec3 totalRayleigh = vec3( 5.804542996261093E-6, 1.3562911419845635E-5, 3.0265902468824876E-5 );",
33
+ "const float v = 4.0;",
34
+ "const vec3 K = vec3( 0.686, 0.678, 0.666 );",
35
+ "const vec3 MieConst = vec3( 1.8399918514433978E14, 2.7798023919660528E14, 4.0790479543861094E14 );",
36
+ "const float cutoffAngle = 1.6110731556870734;",
37
+ "const float steepness = 1.5;",
38
+ "const float EE = 1000.0;",
39
+ "float sunIntensity( float zenithAngleCos ) {",
40
+ " zenithAngleCos = clamp( zenithAngleCos, -1.0, 1.0 );",
41
+ " return EE * max( 0.0, 1.0 - pow( e, -( ( cutoffAngle - acos( zenithAngleCos ) ) / steepness ) ) );",
42
+ "}",
43
+ "vec3 totalMie( float T ) {",
44
+ " float c = ( 0.2 * T ) * 10E-18;",
45
+ " return 0.434 * c * MieConst;",
46
+ "}",
47
+ "void main() {",
48
+ " vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
49
+ " vWorldPosition = worldPosition.xyz;",
50
+ " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
51
+ " gl_Position.z = gl_Position.w;",
52
+ " vSunDirection = normalize( sunPosition );",
53
+ " vSunE = sunIntensity( dot( vSunDirection, up ) );",
54
+ " vSunfade = 1.0 - clamp( 1.0 - exp( ( sunPosition.y / 450000.0 ) ), 0.0, 1.0 );",
55
+ " float rayleighCoefficient = rayleigh - ( 1.0 * ( 1.0 - vSunfade ) );",
56
+ " vBetaR = totalRayleigh * rayleighCoefficient;",
57
+ " vBetaM = totalMie( turbidity ) * mieCoefficient;",
58
+ "}"
59
+ ].join("\n"),
60
+ fragmentShader: [
61
+ "varying vec3 vWorldPosition;",
62
+ "varying vec3 vSunDirection;",
63
+ "varying float vSunfade;",
64
+ "varying vec3 vBetaR;",
65
+ "varying vec3 vBetaM;",
66
+ "varying float vSunE;",
67
+ "uniform float mieDirectionalG;",
68
+ "uniform vec3 up;",
69
+ "const vec3 cameraPos = vec3( 0.0, 0.0, 0.0 );",
70
+ "const float pi = 3.141592653589793238462643383279502884197169;",
71
+ "const float n = 1.0003;",
72
+ "const float N = 2.545E25;",
73
+ "const float rayleighZenithLength = 8.4E3;",
74
+ "const float mieZenithLength = 1.25E3;",
75
+ "const float sunAngularDiameterCos = 0.999956676946448443553574619906976478926848692873900859324;",
76
+ "const float THREE_OVER_SIXTEENPI = 0.05968310365946075;",
77
+ "const float ONE_OVER_FOURPI = 0.07957747154594767;",
78
+ "float rayleighPhase( float cosTheta ) {",
79
+ " return THREE_OVER_SIXTEENPI * ( 1.0 + pow( cosTheta, 2.0 ) );",
80
+ "}",
81
+ "float hgPhase( float cosTheta, float g ) {",
82
+ " float g2 = pow( g, 2.0 );",
83
+ " float inverse = 1.0 / pow( 1.0 - 2.0 * g * cosTheta + g2, 1.5 );",
84
+ " return ONE_OVER_FOURPI * ( ( 1.0 - g2 ) * inverse );",
85
+ "}",
86
+ "void main() {",
87
+ " vec3 direction = normalize( vWorldPosition - cameraPos );",
88
+ " float zenithAngle = acos( max( 0.0, dot( up, direction ) ) );",
89
+ " float inverse = 1.0 / ( cos( zenithAngle ) + 0.15 * pow( 93.885 - ( ( zenithAngle * 180.0 ) / pi ), -1.253 ) );",
90
+ " float sR = rayleighZenithLength * inverse;",
91
+ " float sM = mieZenithLength * inverse;",
92
+ " vec3 Fex = exp( -( vBetaR * sR + vBetaM * sM ) );",
93
+ " float cosTheta = dot( direction, vSunDirection );",
94
+ " float rPhase = rayleighPhase( cosTheta * 0.5 + 0.5 );",
95
+ " vec3 betaRTheta = vBetaR * rPhase;",
96
+ " float mPhase = hgPhase( cosTheta, mieDirectionalG );",
97
+ " vec3 betaMTheta = vBetaM * mPhase;",
98
+ " vec3 Lin = pow( vSunE * ( ( betaRTheta + betaMTheta ) / ( vBetaR + vBetaM ) ) * ( 1.0 - Fex ), vec3( 1.5 ) );",
99
+ " Lin *= mix( vec3( 1.0 ), pow( vSunE * ( ( betaRTheta + betaMTheta ) / ( vBetaR + vBetaM ) ) * Fex, vec3( 1.0 / 2.0 ) ), clamp( pow( 1.0 - dot( up, vSunDirection ), 5.0 ), 0.0, 1.0 ) );",
100
+ " float theta = acos( direction.y ); // elevation --> y-axis, [-pi/2, pi/2]",
101
+ " float phi = atan( direction.z, direction.x ); // azimuth --> x-axis [-pi/2, pi/2]",
102
+ " vec2 uv = vec2( phi, theta ) / vec2( 2.0 * pi, pi ) + vec2( 0.5, 0.0 );",
103
+ " vec3 L0 = vec3( 0.1 ) * Fex;",
104
+ " float sundisk = smoothstep( sunAngularDiameterCos, sunAngularDiameterCos + 0.00002, cosTheta );",
105
+ " L0 += ( vSunE * 19000.0 * Fex ) * sundisk;",
106
+ " vec3 texColor = ( Lin + L0 ) * 0.04 + vec3( 0.0, 0.0003, 0.00075 );",
107
+ " vec3 retColor = pow( texColor, vec3( 1.0 / ( 1.2 + ( 1.2 * vSunfade ) ) ) );",
108
+ " gl_FragColor = vec4( retColor, 1.0 );",
109
+ "#include <tonemapping_fragment>",
110
+ "#include <encodings_fragment>",
111
+ "}"
112
+ ].join("\n")
113
+ };
114
+ Sky.material = new ShaderMaterial({
115
+ name: "SkyShader",
116
+ fragmentShader: _Sky.SkyShader.fragmentShader,
117
+ vertexShader: _Sky.SkyShader.vertexShader,
118
+ uniforms: UniformsUtils.clone(_Sky.SkyShader.uniforms),
119
+ side: BackSide,
120
+ depthWrite: false
121
+ });
122
+ export {
123
+ Sky
124
+ };
package/objects/Water.js CHANGED
@@ -1,82 +1,55 @@
1
- import { Mesh, Vector3, Color, FrontSide, Plane, Matrix4, Vector4, PerspectiveCamera, WebGLRenderTarget, UniformsUtils, UniformsLib, ShaderMaterial } from 'three';
2
-
3
- /**
4
- * Work based on :
5
- * https://github.com/Slayvin: Flat mirror for three.js
6
- * https://home.adelphi.edu/~stemkoski/ : An implementation of water shader based on the flat mirror
7
- * http://29a.ch/ && http://29a.ch/slides/2012/webglwater/ : Water shader explanations in WebGL
8
- */
9
-
10
- class Water extends Mesh {
1
+ "use strict";
2
+ Object.defineProperties(exports, { __esModule: { value: true }, [Symbol.toStringTag]: { value: "Module" } });
3
+ const THREE = require("three");
4
+ class Water extends THREE.Mesh {
11
5
  constructor(geometry, options = {}) {
12
6
  super(geometry);
13
7
  const scope = this;
14
- const textureWidth = options.textureWidth !== undefined ? options.textureWidth : 512;
15
- const textureHeight = options.textureHeight !== undefined ? options.textureHeight : 512;
16
- const clipBias = options.clipBias !== undefined ? options.clipBias : 0.0;
17
- const alpha = options.alpha !== undefined ? options.alpha : 1.0;
18
- const time = options.time !== undefined ? options.time : 0.0;
19
- const normalSampler = options.waterNormals !== undefined ? options.waterNormals : null;
20
- const sunDirection = options.sunDirection !== undefined ? options.sunDirection : new Vector3(0.70707, 0.70707, 0.0);
21
- const sunColor = new Color(options.sunColor !== undefined ? options.sunColor : 0xffffff);
22
- const waterColor = new Color(options.waterColor !== undefined ? options.waterColor : 0x7f7f7f);
23
- const eye = options.eye !== undefined ? options.eye : new Vector3(0, 0, 0);
24
- const distortionScale = options.distortionScale !== undefined ? options.distortionScale : 20.0;
25
- const side = options.side !== undefined ? options.side : FrontSide;
26
- const fog = options.fog !== undefined ? options.fog : false; //
27
-
28
- const mirrorPlane = new Plane();
29
- const normal = new Vector3();
30
- const mirrorWorldPosition = new Vector3();
31
- const cameraWorldPosition = new Vector3();
32
- const rotationMatrix = new Matrix4();
33
- const lookAtPosition = new Vector3(0, 0, -1);
34
- const clipPlane = new Vector4();
35
- const view = new Vector3();
36
- const target = new Vector3();
37
- const q = new Vector4();
38
- const textureMatrix = new Matrix4();
39
- const mirrorCamera = new PerspectiveCamera();
40
- const renderTarget = new WebGLRenderTarget(textureWidth, textureHeight);
8
+ const textureWidth = options.textureWidth !== void 0 ? options.textureWidth : 512;
9
+ const textureHeight = options.textureHeight !== void 0 ? options.textureHeight : 512;
10
+ const clipBias = options.clipBias !== void 0 ? options.clipBias : 0;
11
+ const alpha = options.alpha !== void 0 ? options.alpha : 1;
12
+ const time = options.time !== void 0 ? options.time : 0;
13
+ const normalSampler = options.waterNormals !== void 0 ? options.waterNormals : null;
14
+ const sunDirection = options.sunDirection !== void 0 ? options.sunDirection : new THREE.Vector3(0.70707, 0.70707, 0);
15
+ const sunColor = new THREE.Color(options.sunColor !== void 0 ? options.sunColor : 16777215);
16
+ const waterColor = new THREE.Color(options.waterColor !== void 0 ? options.waterColor : 8355711);
17
+ const eye = options.eye !== void 0 ? options.eye : new THREE.Vector3(0, 0, 0);
18
+ const distortionScale = options.distortionScale !== void 0 ? options.distortionScale : 20;
19
+ const side = options.side !== void 0 ? options.side : THREE.FrontSide;
20
+ const fog = options.fog !== void 0 ? options.fog : false;
21
+ const mirrorPlane = new THREE.Plane();
22
+ const normal = new THREE.Vector3();
23
+ const mirrorWorldPosition = new THREE.Vector3();
24
+ const cameraWorldPosition = new THREE.Vector3();
25
+ const rotationMatrix = new THREE.Matrix4();
26
+ const lookAtPosition = new THREE.Vector3(0, 0, -1);
27
+ const clipPlane = new THREE.Vector4();
28
+ const view = new THREE.Vector3();
29
+ const target = new THREE.Vector3();
30
+ const q = new THREE.Vector4();
31
+ const textureMatrix = new THREE.Matrix4();
32
+ const mirrorCamera = new THREE.PerspectiveCamera();
33
+ const renderTarget = new THREE.WebGLRenderTarget(textureWidth, textureHeight);
41
34
  const mirrorShader = {
42
- uniforms: UniformsUtils.merge([UniformsLib['fog'], UniformsLib['lights'], {
43
- normalSampler: {
44
- value: null
45
- },
46
- mirrorSampler: {
47
- value: null
48
- },
49
- alpha: {
50
- value: 1.0
51
- },
52
- time: {
53
- value: 0.0
54
- },
55
- size: {
56
- value: 1.0
57
- },
58
- distortionScale: {
59
- value: 20.0
60
- },
61
- textureMatrix: {
62
- value: new Matrix4()
63
- },
64
- sunColor: {
65
- value: new Color(0x7f7f7f)
66
- },
67
- sunDirection: {
68
- value: new Vector3(0.70707, 0.70707, 0)
69
- },
70
- eye: {
71
- value: new Vector3()
72
- },
73
- waterColor: {
74
- value: new Color(0x555555)
35
+ uniforms: THREE.UniformsUtils.merge([
36
+ THREE.UniformsLib["fog"],
37
+ THREE.UniformsLib["lights"],
38
+ {
39
+ normalSampler: { value: null },
40
+ mirrorSampler: { value: null },
41
+ alpha: { value: 1 },
42
+ time: { value: 0 },
43
+ size: { value: 1 },
44
+ distortionScale: { value: 20 },
45
+ textureMatrix: { value: new THREE.Matrix4() },
46
+ sunColor: { value: new THREE.Color(8355711) },
47
+ sunDirection: { value: new THREE.Vector3(0.70707, 0.70707, 0) },
48
+ eye: { value: new THREE.Vector3() },
49
+ waterColor: { value: new THREE.Color(5592405) }
75
50
  }
76
- }]),
77
- vertexShader:
78
- /* glsl */
79
- `
51
+ ]),
52
+ vertexShader: `
80
53
  uniform mat4 textureMatrix;
81
54
  uniform float time;
82
55
 
@@ -101,9 +74,7 @@ class Water extends Mesh {
101
74
  #include <fog_vertex>
102
75
  #include <shadowmap_vertex>
103
76
  }`,
104
- fragmentShader:
105
- /* glsl */
106
- `
77
+ fragmentShader: `
107
78
  uniform sampler2D mirrorSampler;
108
79
  uniform float alpha;
109
80
  uniform float time;
@@ -176,35 +147,34 @@ class Water extends Mesh {
176
147
  #include <fog_fragment>
177
148
  }`
178
149
  };
179
- const material = new ShaderMaterial({
150
+ const material = new THREE.ShaderMaterial({
180
151
  fragmentShader: mirrorShader.fragmentShader,
181
152
  vertexShader: mirrorShader.vertexShader,
182
- uniforms: UniformsUtils.clone(mirrorShader.uniforms),
153
+ uniforms: THREE.UniformsUtils.clone(mirrorShader.uniforms),
183
154
  lights: true,
184
- side: side,
185
- fog: fog
155
+ side,
156
+ fog
186
157
  });
187
- material.uniforms['mirrorSampler'].value = renderTarget.texture;
188
- material.uniforms['textureMatrix'].value = textureMatrix;
189
- material.uniforms['alpha'].value = alpha;
190
- material.uniforms['time'].value = time;
191
- material.uniforms['normalSampler'].value = normalSampler;
192
- material.uniforms['sunColor'].value = sunColor;
193
- material.uniforms['waterColor'].value = waterColor;
194
- material.uniforms['sunDirection'].value = sunDirection;
195
- material.uniforms['distortionScale'].value = distortionScale;
196
- material.uniforms['eye'].value = eye;
158
+ material.uniforms["mirrorSampler"].value = renderTarget.texture;
159
+ material.uniforms["textureMatrix"].value = textureMatrix;
160
+ material.uniforms["alpha"].value = alpha;
161
+ material.uniforms["time"].value = time;
162
+ material.uniforms["normalSampler"].value = normalSampler;
163
+ material.uniforms["sunColor"].value = sunColor;
164
+ material.uniforms["waterColor"].value = waterColor;
165
+ material.uniforms["sunDirection"].value = sunDirection;
166
+ material.uniforms["distortionScale"].value = distortionScale;
167
+ material.uniforms["eye"].value = eye;
197
168
  scope.material = material;
198
-
199
- scope.onBeforeRender = function (renderer, scene, camera) {
169
+ scope.onBeforeRender = function(renderer, scene, camera) {
200
170
  mirrorWorldPosition.setFromMatrixPosition(scope.matrixWorld);
201
171
  cameraWorldPosition.setFromMatrixPosition(camera.matrixWorld);
202
172
  rotationMatrix.extractRotation(scope.matrixWorld);
203
173
  normal.set(0, 0, 1);
204
174
  normal.applyMatrix4(rotationMatrix);
205
- view.subVectors(mirrorWorldPosition, cameraWorldPosition); // Avoid rendering when mirror is facing away
206
-
207
- if (view.dot(normal) > 0) return;
175
+ view.subVectors(mirrorWorldPosition, cameraWorldPosition);
176
+ if (view.dot(normal) > 0)
177
+ return;
208
178
  view.reflect(normal).negate();
209
179
  view.add(mirrorWorldPosition);
210
180
  rotationMatrix.extractRotation(camera.matrixWorld);
@@ -219,61 +189,47 @@ class Water extends Mesh {
219
189
  mirrorCamera.up.applyMatrix4(rotationMatrix);
220
190
  mirrorCamera.up.reflect(normal);
221
191
  mirrorCamera.lookAt(target);
222
- mirrorCamera.far = camera.far; // Used in WebGLBackground
223
-
192
+ mirrorCamera.far = camera.far;
224
193
  mirrorCamera.updateMatrixWorld();
225
- mirrorCamera.projectionMatrix.copy(camera.projectionMatrix); // Update the texture matrix
226
-
227
- textureMatrix.set(0.5, 0.0, 0.0, 0.5, 0.0, 0.5, 0.0, 0.5, 0.0, 0.0, 0.5, 0.5, 0.0, 0.0, 0.0, 1.0);
194
+ mirrorCamera.projectionMatrix.copy(camera.projectionMatrix);
195
+ textureMatrix.set(0.5, 0, 0, 0.5, 0, 0.5, 0, 0.5, 0, 0, 0.5, 0.5, 0, 0, 0, 1);
228
196
  textureMatrix.multiply(mirrorCamera.projectionMatrix);
229
- textureMatrix.multiply(mirrorCamera.matrixWorldInverse); // Now update projection matrix with new clip plane, implementing code from: http://www.terathon.com/code/oblique.html
230
- // Paper explaining this technique: http://www.terathon.com/lengyel/Lengyel-Oblique.pdf
231
-
197
+ textureMatrix.multiply(mirrorCamera.matrixWorldInverse);
232
198
  mirrorPlane.setFromNormalAndCoplanarPoint(normal, mirrorWorldPosition);
233
199
  mirrorPlane.applyMatrix4(mirrorCamera.matrixWorldInverse);
234
200
  clipPlane.set(mirrorPlane.normal.x, mirrorPlane.normal.y, mirrorPlane.normal.z, mirrorPlane.constant);
235
201
  const projectionMatrix = mirrorCamera.projectionMatrix;
236
202
  q.x = (Math.sign(clipPlane.x) + projectionMatrix.elements[8]) / projectionMatrix.elements[0];
237
203
  q.y = (Math.sign(clipPlane.y) + projectionMatrix.elements[9]) / projectionMatrix.elements[5];
238
- q.z = -1.0;
239
- q.w = (1.0 + projectionMatrix.elements[10]) / projectionMatrix.elements[14]; // Calculate the scaled plane vector
240
-
241
- clipPlane.multiplyScalar(2.0 / clipPlane.dot(q)); // Replacing the third row of the projection matrix
242
-
204
+ q.z = -1;
205
+ q.w = (1 + projectionMatrix.elements[10]) / projectionMatrix.elements[14];
206
+ clipPlane.multiplyScalar(2 / clipPlane.dot(q));
243
207
  projectionMatrix.elements[2] = clipPlane.x;
244
208
  projectionMatrix.elements[6] = clipPlane.y;
245
- projectionMatrix.elements[10] = clipPlane.z + 1.0 - clipBias;
209
+ projectionMatrix.elements[10] = clipPlane.z + 1 - clipBias;
246
210
  projectionMatrix.elements[14] = clipPlane.w;
247
- eye.setFromMatrixPosition(camera.matrixWorld); // Render
248
-
211
+ eye.setFromMatrixPosition(camera.matrixWorld);
249
212
  const currentRenderTarget = renderer.getRenderTarget();
250
213
  const currentXrEnabled = renderer.xr.enabled;
251
214
  const currentShadowAutoUpdate = renderer.shadowMap.autoUpdate;
252
215
  scope.visible = false;
253
- renderer.xr.enabled = false; // Avoid camera modification and recursion
254
-
255
- renderer.shadowMap.autoUpdate = false; // Avoid re-computing shadows
256
-
216
+ renderer.xr.enabled = false;
217
+ renderer.shadowMap.autoUpdate = false;
257
218
  renderer.setRenderTarget(renderTarget);
258
- renderer.state.buffers.depth.setMask(true); // make sure the depth buffer is writable so it can be properly cleared, see #18897
259
-
260
- if (renderer.autoClear === false) renderer.clear();
219
+ renderer.state.buffers.depth.setMask(true);
220
+ if (renderer.autoClear === false)
221
+ renderer.clear();
261
222
  renderer.render(scene, mirrorCamera);
262
223
  scope.visible = true;
263
224
  renderer.xr.enabled = currentXrEnabled;
264
225
  renderer.shadowMap.autoUpdate = currentShadowAutoUpdate;
265
- renderer.setRenderTarget(currentRenderTarget); // Restore viewport
266
-
226
+ renderer.setRenderTarget(currentRenderTarget);
267
227
  const viewport = camera.viewport;
268
-
269
- if (viewport !== undefined) {
228
+ if (viewport !== void 0) {
270
229
  renderer.state.viewport(viewport);
271
230
  }
272
231
  };
273
232
  }
274
-
275
233
  }
276
-
277
234
  Water.prototype.isWater = true;
278
-
279
- export { Water };
235
+ exports.Water = Water;