three-stdlib 2.15.2 → 2.16.1

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Files changed (1218) hide show
  1. package/BufferGeometryUtils-1a7a235c.js +655 -0
  2. package/BufferGeometryUtils-971dfde3.js +1 -0
  3. package/Nodes-4f766d71.js +471 -0
  4. package/Nodes-9aa16d74.js +1 -0
  5. package/animation/AnimationClipCreator.cjs.js +1 -0
  6. package/animation/AnimationClipCreator.js +52 -32
  7. package/animation/CCDIKSolver.cjs.js +1 -0
  8. package/animation/CCDIKSolver.js +275 -207
  9. package/animation/MMDAnimationHelper.cjs.js +1 -0
  10. package/animation/MMDAnimationHelper.js +341 -150
  11. package/animation/MMDPhysics.cjs.js +1 -0
  12. package/animation/MMDPhysics.js +361 -154
  13. package/cameras/CinematicCamera.cjs.js +1 -0
  14. package/cameras/CinematicCamera.js +77 -67
  15. package/controls/ArcballControls.cjs.js +1 -0
  16. package/controls/ArcballControls.js +1449 -544
  17. package/controls/DeviceOrientationControls.cjs.js +1 -0
  18. package/controls/DeviceOrientationControls.js +97 -52
  19. package/controls/DragControls.cjs.js +1 -0
  20. package/controls/DragControls.js +187 -85
  21. package/controls/FirstPersonControls.cjs.js +1 -0
  22. package/controls/FirstPersonControls.js +193 -123
  23. package/controls/FlyControls.cjs.js +1 -0
  24. package/controls/FlyControls.js +152 -82
  25. package/controls/OrbitControls.cjs.js +1 -0
  26. package/controls/OrbitControls.js +481 -232
  27. package/controls/PointerLockControls.cjs.js +1 -0
  28. package/controls/PointerLockControls.js +99 -63
  29. package/controls/TrackballControls.cjs.js +1 -0
  30. package/controls/TrackballControls.js +383 -211
  31. package/controls/TransformControls.cjs.js +1 -0
  32. package/controls/TransformControls.js +782 -575
  33. package/controls/experimental/CameraControls.cjs.js +1 -0
  34. package/controls/experimental/CameraControls.js +609 -329
  35. package/csm/CSM.cjs.js +1 -0
  36. package/csm/CSM.js +108 -47
  37. package/csm/CSMFrustum.cjs.js +1 -0
  38. package/csm/CSMFrustum.js +29 -14
  39. package/csm/CSMHelper.cjs.js +1 -0
  40. package/csm/CSMHelper.js +34 -20
  41. package/csm/CSMShader.cjs.js +1 -0
  42. package/csm/CSMShader.js +11 -7
  43. package/curves/CurveExtras.cjs.js +1 -0
  44. package/curves/CurveExtras.js +115 -73
  45. package/curves/NURBSCurve.cjs.js +1 -0
  46. package/curves/NURBSCurve.js +43 -15
  47. package/curves/NURBSSurface.cjs.js +1 -0
  48. package/curves/NURBSSurface.js +27 -11
  49. package/curves/NURBSUtils.cjs.js +1 -0
  50. package/curves/NURBSUtils.js +203 -54
  51. package/custom.d.cjs.js +1 -0
  52. package/{shaders/types.mjs → custom.d.js} +0 -0
  53. package/deprecated/Geometry.cjs.js +1 -0
  54. package/deprecated/Geometry.js +486 -191
  55. package/effects/AnaglyphEffect.cjs.js +1 -0
  56. package/effects/AnaglyphEffect.js +60 -95
  57. package/effects/AsciiEffect.cjs.js +1 -0
  58. package/effects/AsciiEffect.js +110 -80
  59. package/effects/OutlineEffect.cjs.js +1 -0
  60. package/effects/OutlineEffect.js +204 -121
  61. package/effects/ParallaxBarrierEffect.cjs.js +1 -0
  62. package/effects/ParallaxBarrierEffect.js +38 -39
  63. package/effects/PeppersGhostEffect.cjs.js +1 -0
  64. package/effects/PeppersGhostEffect.js +68 -19
  65. package/effects/StereoEffect.cjs.js +1 -0
  66. package/effects/StereoEffect.js +16 -12
  67. package/environments/RoomEnvironment.cjs.js +1 -0
  68. package/environments/RoomEnvironment.js +47 -52
  69. package/exporters/ColladaExporter.cjs.js +1 -0
  70. package/exporters/ColladaExporter.js +241 -115
  71. package/exporters/DRACOExporter.cjs.js +1 -0
  72. package/exporters/DRACOExporter.js +121 -67
  73. package/exporters/GLTFExporter.cjs.js +1 -0
  74. package/exporters/GLTFExporter.js +1014 -463
  75. package/exporters/MMDExporter.cjs.js +1 -0
  76. package/exporters/MMDExporter.js +102 -44
  77. package/exporters/OBJExporter.cjs.js +1 -0
  78. package/exporters/OBJExporter.js +140 -78
  79. package/exporters/PLYExporter.cjs.js +1 -0
  80. package/exporters/PLYExporter.js +154 -93
  81. package/exporters/STLExporter.cjs.js +1 -0
  82. package/exporters/STLExporter.js +81 -30
  83. package/exporters/USDZExporter.cjs.js +1 -0
  84. package/exporters/USDZExporter.js +144 -84
  85. package/geometries/BoxLineGeometry.cjs.js +1 -0
  86. package/geometries/BoxLineGeometry.js +14 -7
  87. package/geometries/ConvexGeometry.cjs.js +1 -0
  88. package/geometries/ConvexGeometry.js +23 -14
  89. package/geometries/DecalGeometry.cjs.js +1 -0
  90. package/geometries/DecalGeometry.js +162 -108
  91. package/geometries/LightningStrike.cjs.js +1 -0
  92. package/geometries/LightningStrike.js +294 -101
  93. package/geometries/ParametricGeometries.cjs.js +1 -0
  94. package/geometries/ParametricGeometries.js +76 -26
  95. package/geometries/ParametricGeometry.cjs.js +1 -0
  96. package/geometries/ParametricGeometry.js +48 -24
  97. package/geometries/RoundedBoxGeometry.cjs.js +1 -0
  98. package/geometries/RoundedBoxGeometry.js +64 -33
  99. package/geometries/TeapotGeometry.cjs.js +1 -0
  100. package/geometries/TeapotGeometry.js +174 -1434
  101. package/geometries/TextGeometry.cjs.js +1 -0
  102. package/geometries/TextGeometry.js +17 -9
  103. package/helpers/LightProbeHelper.cjs.js +1 -0
  104. package/helpers/LightProbeHelper.js +21 -53
  105. package/helpers/PositionalAudioHelper.cjs.js +1 -0
  106. package/helpers/PositionalAudioHelper.js +30 -23
  107. package/helpers/RectAreaLightHelper.cjs.js +1 -0
  108. package/helpers/RectAreaLightHelper.js +33 -17
  109. package/helpers/VertexNormalsHelper.cjs.js +1 -0
  110. package/helpers/VertexNormalsHelper.js +41 -20
  111. package/helpers/VertexTangentsHelper.cjs.js +1 -0
  112. package/helpers/VertexTangentsHelper.js +36 -18
  113. package/index.cjs.js +1 -0
  114. package/index.js +333 -968
  115. package/interactive/InteractiveGroup.cjs.js +1 -0
  116. package/interactive/InteractiveGroup.d.ts +5 -0
  117. package/interactive/InteractiveGroup.js +87 -0
  118. package/interactive/SelectionBox.cjs.js +1 -0
  119. package/interactive/SelectionBox.js +46 -31
  120. package/interactive/SelectionHelper.cjs.js +1 -0
  121. package/interactive/SelectionHelper.js +21 -16
  122. package/libs/MeshoptDecoder.cjs.js +1 -0
  123. package/libs/MeshoptDecoder.js +58 -147
  124. package/libs/MotionControllers.cjs.js +1 -0
  125. package/libs/MotionControllers.js +208 -66
  126. package/lights/LightProbeGenerator.cjs.js +1 -0
  127. package/lights/LightProbeGenerator.js +96 -40
  128. package/lights/RectAreaLightUniformsLib.cjs.js +1 -0
  129. package/lights/RectAreaLightUniformsLib.js +9 -32842
  130. package/lines/Line2.cjs.js +1 -0
  131. package/lines/Line2.js +12 -9
  132. package/lines/LineGeometry.cjs.js +1 -0
  133. package/lines/LineGeometry.js +19 -7
  134. package/lines/LineMaterial.cjs.js +1 -0
  135. package/lines/LineMaterial.js +89 -51
  136. package/lines/LineSegments2.cjs.js +1 -0
  137. package/lines/LineSegments2.js +165 -56
  138. package/lines/LineSegmentsGeometry.cjs.js +1 -0
  139. package/lines/LineSegmentsGeometry.js +71 -29
  140. package/lines/Wireframe.cjs.js +1 -0
  141. package/lines/Wireframe.js +29 -15
  142. package/lines/WireframeGeometry2.cjs.js +1 -0
  143. package/lines/WireframeGeometry2.js +9 -8
  144. package/loaders/3DMLoader.cjs.js +1 -0
  145. package/loaders/3DMLoader.js +469 -234
  146. package/loaders/3MFLoader.cjs.js +1 -0
  147. package/loaders/3MFLoader.js +555 -340
  148. package/loaders/AMFLoader.cjs.js +1 -0
  149. package/loaders/AMFLoader.js +219 -114
  150. package/loaders/AssimpLoader.cjs.js +1 -0
  151. package/loaders/AssimpLoader.js +725 -328
  152. package/loaders/BVHLoader.cjs.js +1 -0
  153. package/loaders/BVHLoader.js +200 -94
  154. package/loaders/BasisTextureLoader.cjs.js +1 -0
  155. package/loaders/BasisTextureLoader.js +357 -229
  156. package/loaders/ColladaLoader.cjs.js +1 -0
  157. package/loaders/ColladaLoader.js +1522 -932
  158. package/loaders/DDSLoader.cjs.js +1 -0
  159. package/loaders/DDSLoader.js +108 -42
  160. package/loaders/DRACOLoader.cjs.js +1 -0
  161. package/loaders/DRACOLoader.js +210 -103
  162. package/loaders/EXRLoader.cjs.js +1 -0
  163. package/loaders/EXRLoader.js +809 -461
  164. package/loaders/FBXLoader.cjs.js +1 -0
  165. package/loaders/FBXLoader.js +1397 -842
  166. package/loaders/FontLoader.cjs.js +1 -0
  167. package/loaders/FontLoader.js +66 -33
  168. package/loaders/GCodeLoader.cjs.js +1 -0
  169. package/loaders/GCodeLoader.js +111 -63
  170. package/loaders/GLTFLoader.cjs.js +1 -0
  171. package/loaders/GLTFLoader.js +1484 -771
  172. package/loaders/HDRCubeTextureLoader.cjs.js +1 -0
  173. package/loaders/HDRCubeTextureLoader.js +50 -45
  174. package/loaders/KMZLoader.cjs.js +1 -0
  175. package/loaders/KMZLoader.js +55 -42
  176. package/loaders/KTX2Loader.cjs.js +1 -0
  177. package/loaders/KTX2Loader.js +362 -229
  178. package/loaders/KTXLoader.cjs.js +1 -0
  179. package/loaders/KTXLoader.js +99 -37
  180. package/loaders/LDrawLoader.cjs.js +1 -0
  181. package/loaders/LDrawLoader.js +746 -313
  182. package/loaders/LUT3dlLoader.cjs.js +1 -0
  183. package/loaders/LUT3dlLoader.js +62 -50
  184. package/loaders/LUTCubeLoader.cjs.js +1 -0
  185. package/loaders/LUTCubeLoader.js +56 -45
  186. package/loaders/LWOLoader.cjs.js +1 -0
  187. package/loaders/LWOLoader.js +339 -227
  188. package/loaders/LottieLoader.cjs.js +1 -0
  189. package/loaders/LottieLoader.js +38 -36
  190. package/loaders/MD2Loader.cjs.js +1 -0
  191. package/loaders/MD2Loader.js +91 -248
  192. package/loaders/MDDLoader.cjs.js +1 -0
  193. package/loaders/MDDLoader.js +45 -25
  194. package/loaders/MMDLoader.cjs.js +1 -0
  195. package/loaders/MMDLoader.js +795 -359
  196. package/loaders/MTLLoader.cjs.js +1 -0
  197. package/loaders/MTLLoader.js +201 -91
  198. package/loaders/NRRDLoader.cjs.js +1 -0
  199. package/loaders/NRRDLoader.js +263 -182
  200. package/loaders/NodeMaterialLoader.cjs.js +1 -0
  201. package/loaders/NodeMaterialLoader.js +14 -121
  202. package/loaders/OBJLoader.cjs.js +1 -0
  203. package/loaders/OBJLoader.js +283 -161
  204. package/loaders/PCDLoader.cjs.js +1 -0
  205. package/loaders/PCDLoader.js +164 -145
  206. package/loaders/PDBLoader.cjs.js +1 -0
  207. package/loaders/PDBLoader.js +63 -45
  208. package/loaders/PLYLoader.cjs.js +1 -0
  209. package/loaders/PLYLoader.js +203 -106
  210. package/loaders/PRWMLoader.cjs.js +1 -0
  211. package/loaders/PRWMLoader.js +110 -73
  212. package/loaders/PVRLoader.cjs.js +1 -0
  213. package/loaders/PVRLoader.js +93 -32
  214. package/loaders/RGBELoader.cjs.js +1 -0
  215. package/loaders/RGBELoader.js +233 -96
  216. package/loaders/RGBMLoader.cjs.js +1 -0
  217. package/loaders/RGBMLoader.js +514 -344
  218. package/loaders/STLLoader.cjs.js +1 -0
  219. package/loaders/STLLoader.js +165 -59
  220. package/loaders/SVGLoader.cjs.js +1 -0
  221. package/loaders/SVGLoader.js +851 -481
  222. package/loaders/TDSLoader.cjs.js +1 -0
  223. package/loaders/TDSLoader.js +527 -137
  224. package/loaders/TGALoader.cjs.js +1 -0
  225. package/loaders/TGALoader.js +205 -94
  226. package/loaders/TTFLoader.cjs.js +1 -0
  227. package/loaders/TTFLoader.js +79 -58
  228. package/loaders/TiltLoader.cjs.js +1 -0
  229. package/loaders/TiltLoader.js +167 -129
  230. package/loaders/VOXLoader.cjs.js +1 -0
  231. package/loaders/VOXLoader.js +84 -320
  232. package/loaders/VRMLLoader.cjs.js +1 -0
  233. package/loaders/VRMLLoader.js +1268 -786
  234. package/loaders/VRMLoader.cjs.js +1 -0
  235. package/loaders/VRMLoader.js +31 -23
  236. package/loaders/VTKLoader.cjs.js +1 -0
  237. package/loaders/VTKLoader.js +407 -219
  238. package/loaders/XLoader.cjs.js +1 -0
  239. package/loaders/XLoader.js +1259 -1083
  240. package/loaders/XYZLoader.cjs.js +1 -0
  241. package/loaders/XYZLoader.js +34 -28
  242. package/loaders/lwo/IFFParser.cjs.js +1 -0
  243. package/loaders/lwo/IFFParser.js +492 -238
  244. package/loaders/lwo/LWO2Parser.cjs.js +1 -0
  245. package/loaders/lwo/LWO2Parser.js +279 -176
  246. package/loaders/lwo/LWO3Parser.cjs.js +1 -0
  247. package/loaders/lwo/LWO3Parser.js +247 -160
  248. package/math/Capsule.cjs.js +1 -0
  249. package/math/Capsule.js +43 -56
  250. package/math/ColorConverter.cjs.js +1 -0
  251. package/math/ColorConverter.js +32 -18
  252. package/math/ConvexHull.cjs.js +1 -0
  253. package/math/ConvexHull.js +357 -97
  254. package/math/ImprovedNoise.cjs.js +1 -0
  255. package/math/ImprovedNoise.js +32 -282
  256. package/math/Lut.cjs.js +1 -0
  257. package/math/Lut.js +35 -51
  258. package/math/MeshSurfaceSampler.cjs.js +1 -0
  259. package/math/MeshSurfaceSampler.js +68 -25
  260. package/math/OBB.cjs.js +1 -0
  261. package/math/OBB.js +152 -91
  262. package/math/Octree.cjs.js +1 -0
  263. package/math/Octree.js +139 -76
  264. package/math/SimplexNoise.cjs.js +1 -0
  265. package/math/SimplexNoise.js +238 -217
  266. package/misc/ConvexObjectBreaker.cjs.js +1 -0
  267. package/misc/ConvexObjectBreaker.js +185 -79
  268. package/misc/GPUComputationRenderer.cjs.js +1 -0
  269. package/misc/GPUComputationRenderer.js +194 -69
  270. package/misc/Gyroscope.cjs.js +1 -0
  271. package/misc/Gyroscope.js +22 -16
  272. package/misc/MD2Character.cjs.js +1 -0
  273. package/misc/MD2Character.js +74 -52
  274. package/misc/MD2CharacterComplex.cjs.js +1 -0
  275. package/misc/MD2CharacterComplex.js +163 -112
  276. package/misc/MorphAnimMesh.cjs.js +1 -0
  277. package/misc/MorphAnimMesh.js +28 -20
  278. package/misc/MorphBlendMesh.cjs.js +1 -0
  279. package/misc/MorphBlendMesh.js +69 -45
  280. package/misc/ProgressiveLightmap.cjs.js +1 -0
  281. package/misc/ProgressiveLightmap.js +187 -70
  282. package/misc/RollerCoaster.cjs.js +1 -0
  283. package/misc/RollerCoaster.js +135 -106
  284. package/misc/TubePainter.cjs.js +1 -0
  285. package/misc/TubePainter.js +92 -74
  286. package/misc/Volume.cjs.js +1 -0
  287. package/misc/Volume.js +270 -108
  288. package/misc/VolumeSlice.cjs.js +1 -0
  289. package/misc/VolumeSlice.js +122 -34
  290. package/misc/WebGL.cjs.js +1 -0
  291. package/misc/WebGL.js +34 -37
  292. package/modifiers/CurveModifier.cjs.js +1 -0
  293. package/modifiers/CurveModifier.js +151 -46
  294. package/modifiers/EdgeSplitModifier.cjs.js +1 -0
  295. package/modifiers/EdgeSplitModifier.js +90 -46
  296. package/modifiers/SimplifyModifier.cjs.js +1 -0
  297. package/modifiers/SimplifyModifier.js +202 -77
  298. package/modifiers/TessellateModifier.cjs.js +1 -0
  299. package/modifiers/TessellateModifier.js +90 -65
  300. package/nodes/Nodes.cjs.js +1 -0
  301. package/nodes/Nodes.js +140 -274
  302. package/nodes/ShaderNode.cjs.js +1 -0
  303. package/nodes/ShaderNode.js +196 -296
  304. package/nodes/accessors/BufferNode.cjs.js +1 -0
  305. package/nodes/accessors/BufferNode.js +8 -4
  306. package/nodes/accessors/CameraNode.cjs.js +1 -0
  307. package/nodes/accessors/CameraNode.js +25 -20
  308. package/nodes/accessors/CubeTextureNode.cjs.js +1 -0
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  310. package/nodes/accessors/MaterialNode.cjs.js +1 -0
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  312. package/nodes/accessors/MaterialReferenceNode.cjs.js +1 -0
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  314. package/nodes/accessors/ModelNode.cjs.js +1 -0
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  1135. package/renderers/webgpu/WebGPUTextureRenderer.mjs +0 -23
  1136. package/renderers/webgpu/WebGPUTextureUtils.mjs +0 -98
  1137. package/renderers/webgpu/WebGPUTextures.mjs +0 -484
  1138. package/renderers/webgpu/WebGPUUniform.mjs +0 -81
  1139. package/renderers/webgpu/WebGPUUniformsGroup.mjs +0 -176
  1140. package/renderers/webgpu/constants.mjs +0 -230
  1141. package/renderers/webgpu/nodes/ShaderLib.mjs +0 -42
  1142. package/renderers/webgpu/nodes/WebGPUNodeBuilder.mjs +0 -165
  1143. package/renderers/webgpu/nodes/WebGPUNodeUniform.mjs +0 -73
  1144. package/renderers/webgpu/nodes/WebGPUNodeUniformsGroup.mjs +0 -15
  1145. package/renderers/webgpu/nodes/WebGPUNodes.mjs +0 -40
  1146. package/shaders/ACESFilmicToneMappingShader.mjs +0 -48
  1147. package/shaders/AfterimageShader.mjs +0 -32
  1148. package/shaders/BasicShader.mjs +0 -12
  1149. package/shaders/BleachBypassShader.mjs +0 -35
  1150. package/shaders/BlendShader.mjs +0 -30
  1151. package/shaders/BokehShader.mjs +0 -106
  1152. package/shaders/BokehShader2.mjs +0 -269
  1153. package/shaders/BrightnessContrastShader.mjs +0 -32
  1154. package/shaders/ColorCorrectionShader.mjs +0 -30
  1155. package/shaders/ColorifyShader.mjs +0 -28
  1156. package/shaders/ConvolutionShader.mjs +0 -55
  1157. package/shaders/CopyShader.mjs +0 -25
  1158. package/shaders/DOFMipMapShader.mjs +0 -32
  1159. package/shaders/DepthLimitedBlurShader.mjs +0 -114
  1160. package/shaders/DigitalGlitch.mjs +0 -78
  1161. package/shaders/DotScreenShader.mjs +0 -39
  1162. package/shaders/FXAAShader.mjs +0 -1098
  1163. package/shaders/FilmShader.mjs +0 -42
  1164. package/shaders/FocusShader.mjs +0 -55
  1165. package/shaders/FreiChenShader.mjs +0 -61
  1166. package/shaders/FresnelShader.mjs +0 -47
  1167. package/shaders/GammaCorrectionShader.mjs +0 -23
  1168. package/shaders/GodRaysShader.mjs +0 -146
  1169. package/shaders/HalftoneShader.mjs +0 -212
  1170. package/shaders/HorizontalBlurShader.mjs +0 -43
  1171. package/shaders/HorizontalTiltShiftShader.mjs +0 -37
  1172. package/shaders/HueSaturationShader.mjs +0 -41
  1173. package/shaders/KaleidoShader.mjs +0 -34
  1174. package/shaders/LuminosityHighPassShader.mjs +0 -37
  1175. package/shaders/LuminosityShader.mjs +0 -25
  1176. package/shaders/MirrorShader.mjs +0 -35
  1177. package/shaders/NormalMapShader.mjs +0 -31
  1178. package/shaders/ParallaxShader.mjs +0 -113
  1179. package/shaders/PixelShader.mjs +0 -28
  1180. package/shaders/RGBShiftShader.mjs +0 -30
  1181. package/shaders/SAOShader.mjs +0 -144
  1182. package/shaders/SMAAShader.mjs +0 -272
  1183. package/shaders/SSAOShader.mjs +0 -172
  1184. package/shaders/SSRShader.mjs +0 -324
  1185. package/shaders/SepiaShader.mjs +0 -29
  1186. package/shaders/SobelOperatorShader.mjs +0 -44
  1187. package/shaders/SubsurfaceScatteringShader.mjs +0 -59
  1188. package/shaders/TechnicolorShader.mjs +0 -24
  1189. package/shaders/ToneMapShader.mjs +0 -48
  1190. package/shaders/ToonShader.mjs +0 -188
  1191. package/shaders/TriangleBlurShader.mjs +0 -36
  1192. package/shaders/UnpackDepthRGBAShader.mjs +0 -26
  1193. package/shaders/VerticalBlurShader.mjs +0 -44
  1194. package/shaders/VerticalTiltShiftShader.mjs +0 -37
  1195. package/shaders/VignetteShader.mjs +0 -28
  1196. package/shaders/VolumeShader.mjs +0 -178
  1197. package/shaders/WaterRefractionShader.mjs +0 -57
  1198. package/textures/FlakesTexture.mjs +0 -30
  1199. package/types/helpers.mjs +0 -4
  1200. package/utils/BufferGeometryUtils.mjs +0 -570
  1201. package/utils/GeometryCompressionUtils.mjs +0 -547
  1202. package/utils/GeometryUtils.mjs +0 -108
  1203. package/utils/RoughnessMipmapper.mjs +0 -213
  1204. package/utils/SceneUtils.mjs +0 -36
  1205. package/utils/ShadowMapViewer.mjs +0 -114
  1206. package/utils/SkeletonUtils.mjs +0 -292
  1207. package/utils/UVsDebug.mjs +0 -85
  1208. package/utils/WorkerPool.mjs +0 -62
  1209. package/webxr/ARButton.mjs +0 -119
  1210. package/webxr/OculusHandModel.mjs +0 -71
  1211. package/webxr/OculusHandPointerModel.mjs +0 -207
  1212. package/webxr/Text2D.mjs +0 -31
  1213. package/webxr/VRButton.mjs +0 -105
  1214. package/webxr/XRControllerModelFactory.mjs +0 -146
  1215. package/webxr/XREstimatedLight.mjs +0 -126
  1216. package/webxr/XRHandMeshModel.mjs +0 -73
  1217. package/webxr/XRHandModelFactory.mjs +0 -61
  1218. package/webxr/XRHandPrimitiveModel.mjs +0 -68
@@ -1,26 +1,28 @@
1
- "use strict";
2
- Object.defineProperties(exports, { __esModule: { value: true }, [Symbol.toStringTag]: { value: "Module" } });
3
- const THREE = require("three");
4
- var MorphBlendMesh = function(geometry, material) {
5
- THREE.Mesh.call(this, geometry, material);
1
+ import { Mesh, MathUtils } from 'three';
2
+
3
+ var MorphBlendMesh = function (geometry, material) {
4
+ Mesh.call(this, geometry, material);
6
5
  this.animationsMap = {};
7
- this.animationsList = [];
6
+ this.animationsList = []; // prepare default animation
7
+ // (all frames played together in 1 second)
8
+
8
9
  var numFrames = Object.keys(this.morphTargetDictionary).length;
9
- var name = "__default";
10
+ var name = '__default';
10
11
  var startFrame = 0;
11
12
  var endFrame = numFrames - 1;
12
13
  var fps = numFrames / 1;
13
14
  this.createAnimation(name, startFrame, endFrame, fps);
14
15
  this.setAnimationWeight(name, 1);
15
16
  };
16
- MorphBlendMesh.prototype = Object.assign(Object.create(THREE.Mesh.prototype), {
17
+
18
+ MorphBlendMesh.prototype = Object.assign(Object.create(Mesh.prototype), {
17
19
  constructor: MorphBlendMesh,
18
- createAnimation: function(name, start, end, fps) {
20
+ createAnimation: function (name, start, end, fps) {
19
21
  var animation = {
20
- start,
21
- end,
22
+ start: start,
23
+ end: end,
22
24
  length: end - start + 1,
23
- fps,
25
+ fps: fps,
24
26
  duration: (end - start) / fps,
25
27
  lastFrame: 0,
26
28
  currentFrame: 0,
@@ -34,117 +36,136 @@ MorphBlendMesh.prototype = Object.assign(Object.create(THREE.Mesh.prototype), {
34
36
  this.animationsMap[name] = animation;
35
37
  this.animationsList.push(animation);
36
38
  },
37
- autoCreateAnimations: function(fps) {
39
+ autoCreateAnimations: function (fps) {
38
40
  var pattern = /([a-z]+)_?(\d+)/i;
39
- var firstAnimation, frameRanges = {};
41
+ var firstAnimation,
42
+ frameRanges = {};
40
43
  var i = 0;
44
+
41
45
  for (let key in this.morphTargetDictionary) {
42
46
  var chunks = key.match(pattern);
47
+
43
48
  if (chunks && chunks.length > 1) {
44
49
  var name = chunks[1];
45
- if (!frameRanges[name])
46
- frameRanges[name] = { start: Infinity, end: -Infinity };
50
+ if (!frameRanges[name]) frameRanges[name] = {
51
+ start: Infinity,
52
+ end: -Infinity
53
+ };
47
54
  var range = frameRanges[name];
48
- if (i < range.start)
49
- range.start = i;
50
- if (i > range.end)
51
- range.end = i;
52
- if (!firstAnimation)
53
- firstAnimation = name;
55
+ if (i < range.start) range.start = i;
56
+ if (i > range.end) range.end = i;
57
+ if (!firstAnimation) firstAnimation = name;
54
58
  }
59
+
55
60
  i++;
56
61
  }
57
- for (let name2 in frameRanges) {
58
- var range = frameRanges[name2];
59
- this.createAnimation(name2, range.start, range.end, fps);
62
+
63
+ for (let name in frameRanges) {
64
+ var range = frameRanges[name];
65
+ this.createAnimation(name, range.start, range.end, fps);
60
66
  }
67
+
61
68
  this.firstAnimation = firstAnimation;
62
69
  },
63
- setAnimationDirectionForward: function(name) {
70
+ setAnimationDirectionForward: function (name) {
64
71
  var animation = this.animationsMap[name];
72
+
65
73
  if (animation) {
66
74
  animation.direction = 1;
67
75
  animation.directionBackwards = false;
68
76
  }
69
77
  },
70
- setAnimationDirectionBackward: function(name) {
78
+ setAnimationDirectionBackward: function (name) {
71
79
  var animation = this.animationsMap[name];
80
+
72
81
  if (animation) {
73
82
  animation.direction = -1;
74
83
  animation.directionBackwards = true;
75
84
  }
76
85
  },
77
- setAnimationFPS: function(name, fps) {
86
+ setAnimationFPS: function (name, fps) {
78
87
  var animation = this.animationsMap[name];
88
+
79
89
  if (animation) {
80
90
  animation.fps = fps;
81
91
  animation.duration = (animation.end - animation.start) / animation.fps;
82
92
  }
83
93
  },
84
- setAnimationDuration: function(name, duration) {
94
+ setAnimationDuration: function (name, duration) {
85
95
  var animation = this.animationsMap[name];
96
+
86
97
  if (animation) {
87
98
  animation.duration = duration;
88
99
  animation.fps = (animation.end - animation.start) / animation.duration;
89
100
  }
90
101
  },
91
- setAnimationWeight: function(name, weight) {
102
+ setAnimationWeight: function (name, weight) {
92
103
  var animation = this.animationsMap[name];
104
+
93
105
  if (animation) {
94
106
  animation.weight = weight;
95
107
  }
96
108
  },
97
- setAnimationTime: function(name, time) {
109
+ setAnimationTime: function (name, time) {
98
110
  var animation = this.animationsMap[name];
111
+
99
112
  if (animation) {
100
113
  animation.time = time;
101
114
  }
102
115
  },
103
- getAnimationTime: function(name) {
116
+ getAnimationTime: function (name) {
104
117
  var time = 0;
105
118
  var animation = this.animationsMap[name];
119
+
106
120
  if (animation) {
107
121
  time = animation.time;
108
122
  }
123
+
109
124
  return time;
110
125
  },
111
- getAnimationDuration: function(name) {
126
+ getAnimationDuration: function (name) {
112
127
  var duration = -1;
113
128
  var animation = this.animationsMap[name];
129
+
114
130
  if (animation) {
115
131
  duration = animation.duration;
116
132
  }
133
+
117
134
  return duration;
118
135
  },
119
- playAnimation: function(name) {
136
+ playAnimation: function (name) {
120
137
  var animation = this.animationsMap[name];
138
+
121
139
  if (animation) {
122
140
  animation.time = 0;
123
141
  animation.active = true;
124
142
  } else {
125
- console.warn("THREE.MorphBlendMesh: animation[" + name + "] undefined in .playAnimation()");
143
+ console.warn('THREE.MorphBlendMesh: animation[' + name + '] undefined in .playAnimation()');
126
144
  }
127
145
  },
128
- stopAnimation: function(name) {
146
+ stopAnimation: function (name) {
129
147
  var animation = this.animationsMap[name];
148
+
130
149
  if (animation) {
131
150
  animation.active = false;
132
151
  }
133
152
  },
134
- update: function(delta) {
153
+ update: function (delta) {
135
154
  for (let i = 0, il = this.animationsList.length; i < il; i++) {
136
155
  var animation = this.animationsList[i];
137
- if (!animation.active)
138
- continue;
156
+ if (!animation.active) continue;
139
157
  var frameTime = animation.duration / animation.length;
140
158
  animation.time += animation.direction * delta;
159
+
141
160
  if (animation.mirroredLoop) {
142
161
  if (animation.time > animation.duration || animation.time < 0) {
143
162
  animation.direction *= -1;
163
+
144
164
  if (animation.time > animation.duration) {
145
165
  animation.time = animation.duration;
146
166
  animation.directionBackwards = true;
147
167
  }
168
+
148
169
  if (animation.time < 0) {
149
170
  animation.time = 0;
150
171
  animation.directionBackwards = false;
@@ -152,11 +173,12 @@ MorphBlendMesh.prototype = Object.assign(Object.create(THREE.Mesh.prototype), {
152
173
  }
153
174
  } else {
154
175
  animation.time = animation.time % animation.duration;
155
- if (animation.time < 0)
156
- animation.time += animation.duration;
176
+ if (animation.time < 0) animation.time += animation.duration;
157
177
  }
158
- var keyframe = animation.start + THREE.MathUtils.clamp(Math.floor(animation.time / frameTime), 0, animation.length - 1);
178
+
179
+ var keyframe = animation.start + MathUtils.clamp(Math.floor(animation.time / frameTime), 0, animation.length - 1);
159
180
  var weight = animation.weight;
181
+
160
182
  if (keyframe !== animation.currentFrame) {
161
183
  this.morphTargetInfluences[animation.lastFrame] = 0;
162
184
  this.morphTargetInfluences[animation.currentFrame] = 1 * weight;
@@ -164,9 +186,10 @@ MorphBlendMesh.prototype = Object.assign(Object.create(THREE.Mesh.prototype), {
164
186
  animation.lastFrame = animation.currentFrame;
165
187
  animation.currentFrame = keyframe;
166
188
  }
189
+
167
190
  var mix = animation.time % frameTime / frameTime;
168
- if (animation.directionBackwards)
169
- mix = 1 - mix;
191
+ if (animation.directionBackwards) mix = 1 - mix;
192
+
170
193
  if (animation.currentFrame !== animation.lastFrame) {
171
194
  this.morphTargetInfluences[animation.currentFrame] = mix * weight;
172
195
  this.morphTargetInfluences[animation.lastFrame] = (1 - mix) * weight;
@@ -176,4 +199,5 @@ MorphBlendMesh.prototype = Object.assign(Object.create(THREE.Mesh.prototype), {
176
199
  }
177
200
  }
178
201
  });
179
- exports.MorphBlendMesh = MorphBlendMesh;
202
+
203
+ export { MorphBlendMesh };
@@ -0,0 +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.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)}};
@@ -1,147 +1,255 @@
1
- "use strict";
2
- Object.defineProperties(exports, { __esModule: { value: true }, [Symbol.toStringTag]: { value: "Module" } });
3
- const THREE = require("three");
4
- const potpack = require("potpack");
5
- const _interopDefaultLegacy = (e) => e && typeof e === "object" && "default" in e ? e : { default: e };
6
- const potpack__default = /* @__PURE__ */ _interopDefaultLegacy(potpack);
1
+ import { Scene, WebGLRenderTarget, FloatType, MeshPhongMaterial, MeshBasicMaterial, DoubleSide, PlaneGeometry, Mesh } from 'three';
2
+ import potpack from 'potpack';
3
+
4
+ /**
5
+ * Progressive Light Map Accumulator, by [zalo](https://github.com/zalo/)
6
+ *
7
+ * To use, simply construct a `ProgressiveLightMap` object,
8
+ * `plmap.addObjectsToLightMap(object)` an array of semi-static
9
+ * objects and lights to the class once, and then call
10
+ * `plmap.update(camera)` every frame to begin accumulating
11
+ * lighting samples.
12
+ *
13
+ * This should begin accumulating lightmaps which apply to
14
+ * your objects, so you can start jittering lighting to achieve
15
+ * the texture-space effect you're looking for.
16
+ *
17
+ * @param {WebGLRenderer} renderer A WebGL Rendering Context
18
+ * @param {number} res The side-long dimension of you total lightmap
19
+ */
20
+
7
21
  class ProgressiveLightMap {
8
22
  constructor(renderer, res = 1024) {
9
23
  this.renderer = renderer;
10
24
  this.res = res;
11
25
  this.lightMapContainers = [];
12
26
  this.compiled = false;
13
- this.scene = new THREE.Scene();
27
+ this.scene = new Scene();
14
28
  this.scene.background = null;
15
- this.tinyTarget = new THREE.WebGLRenderTarget(1, 1);
29
+ this.tinyTarget = new WebGLRenderTarget(1, 1);
16
30
  this.buffer1Active = false;
17
31
  this.firstUpdate = true;
18
- this.warned = false;
19
- const format = /(Android|iPad|iPhone|iPod)/g.test(navigator.userAgent) ? alfFloatType : THREE.FloatType;
20
- this.progressiveLightMap1 = new THREE.WebGLRenderTarget(this.res, this.res, { type: format });
21
- this.progressiveLightMap2 = new THREE.WebGLRenderTarget(this.res, this.res, { type: format });
22
- this.uvMat = new THREE.MeshPhongMaterial();
32
+ this.warned = false; // Create the Progressive LightMap Texture
33
+
34
+ const format = /(Android|iPad|iPhone|iPod)/g.test(navigator.userAgent) ? alfFloatType : FloatType;
35
+ this.progressiveLightMap1 = new WebGLRenderTarget(this.res, this.res, {
36
+ type: format
37
+ });
38
+ this.progressiveLightMap2 = new WebGLRenderTarget(this.res, this.res, {
39
+ type: format
40
+ }); // Inject some spicy new logic into a standard phong material
41
+
42
+ this.uvMat = new MeshPhongMaterial();
23
43
  this.uvMat.uniforms = {};
24
- this.uvMat.onBeforeCompile = (shader) => {
25
- shader.vertexShader = "#define USE_LIGHTMAP\n" + shader.vertexShader.slice(0, -1) + " gl_Position = vec4((uv2 - 0.5) * 2.0, 1.0, 1.0); }";
26
- const bodyStart = shader.fragmentShader.indexOf("void main() {");
27
- shader.fragmentShader = "varying vec2 vUv2;\n" + shader.fragmentShader.slice(0, bodyStart) + " uniform sampler2D previousShadowMap;\n uniform float averagingWindow;\n" + shader.fragmentShader.slice(bodyStart - 1, -1) + `
28
- vec3 texelOld = texture2D(previousShadowMap, vUv2).rgb;
44
+
45
+ this.uvMat.onBeforeCompile = shader => {
46
+ // Vertex Shader: Set Vertex Positions to the Unwrapped UV Positions
47
+ shader.vertexShader = '#define USE_LIGHTMAP\n' + shader.vertexShader.slice(0, -1) + ' gl_Position = vec4((uv2 - 0.5) * 2.0, 1.0, 1.0); }'; // Fragment Shader: Set Pixels to average in the Previous frame's Shadows
48
+
49
+ const bodyStart = shader.fragmentShader.indexOf('void main() {');
50
+ shader.fragmentShader = 'varying vec2 vUv2;\n' + shader.fragmentShader.slice(0, bodyStart) + ' uniform sampler2D previousShadowMap;\n uniform float averagingWindow;\n' + shader.fragmentShader.slice(bodyStart - 1, -1) + `\nvec3 texelOld = texture2D(previousShadowMap, vUv2).rgb;
29
51
  gl_FragColor.rgb = mix(texelOld, gl_FragColor.rgb, 1.0/averagingWindow);
30
- }`;
31
- shader.uniforms.previousShadowMap = { value: this.progressiveLightMap1.texture };
32
- shader.uniforms.averagingWindow = { value: 100 };
33
- this.uvMat.uniforms = shader.uniforms;
52
+ }`; // Set the Previous Frame's Texture Buffer and Averaging Window
53
+
54
+ shader.uniforms.previousShadowMap = {
55
+ value: this.progressiveLightMap1.texture
56
+ };
57
+ shader.uniforms.averagingWindow = {
58
+ value: 100
59
+ };
60
+ this.uvMat.uniforms = shader.uniforms; // Set the new Shader to this
61
+
34
62
  this.uvMat.userData.shader = shader;
35
63
  this.compiled = true;
36
64
  };
37
65
  }
66
+ /**
67
+ * Sets these objects' materials' lightmaps and modifies their uv2's.
68
+ * @param {Object3D} objects An array of objects and lights to set up your lightmap.
69
+ */
70
+
71
+
38
72
  addObjectsToLightMap(objects) {
73
+ // Prepare list of UV bounding boxes for packing later...
39
74
  this.uv_boxes = [];
40
75
  const padding = 3 / this.res;
76
+
41
77
  for (let ob = 0; ob < objects.length; ob++) {
42
- const object = objects[ob];
78
+ const object = objects[ob]; // If this object is a light, simply add it to the internal scene
79
+
43
80
  if (object.isLight) {
44
81
  this.scene.attach(object);
45
82
  continue;
46
83
  }
47
- if (!object.geometry.hasAttribute("uv")) {
48
- console.warn("All lightmap objects need UVs!");
84
+
85
+ if (!object.geometry.hasAttribute('uv')) {
86
+ console.warn('All lightmap objects need UVs!');
49
87
  continue;
50
88
  }
89
+
51
90
  if (this.blurringPlane == null) {
52
91
  this._initializeBlurPlane(this.res, this.progressiveLightMap1);
53
- }
92
+ } // Apply the lightmap to the object
93
+
94
+
54
95
  object.material.lightMap = this.progressiveLightMap2.texture;
55
96
  object.material.dithering = true;
56
97
  object.castShadow = true;
57
98
  object.receiveShadow = true;
58
- object.renderOrder = 1e3 + ob;
59
- this.uv_boxes.push({ w: 1 + padding * 2, h: 1 + padding * 2, index: ob });
60
- this.lightMapContainers.push({ basicMat: object.material, object });
99
+ object.renderOrder = 1000 + ob; // Prepare UV boxes for potpack
100
+ // TODO: Size these by object surface area
101
+
102
+ this.uv_boxes.push({
103
+ w: 1 + padding * 2,
104
+ h: 1 + padding * 2,
105
+ index: ob
106
+ });
107
+ this.lightMapContainers.push({
108
+ basicMat: object.material,
109
+ object: object
110
+ });
61
111
  this.compiled = false;
62
- }
63
- const dimensions = potpack__default.default(this.uv_boxes);
64
- this.uv_boxes.forEach((box) => {
65
- const uv2 = objects[box.index].geometry.getAttribute("uv").clone();
112
+ } // Pack the objects' lightmap UVs into the same global space
113
+
114
+
115
+ const dimensions = potpack(this.uv_boxes);
116
+ this.uv_boxes.forEach(box => {
117
+ const uv2 = objects[box.index].geometry.getAttribute('uv').clone();
118
+
66
119
  for (let i = 0; i < uv2.array.length; i += uv2.itemSize) {
67
120
  uv2.array[i] = (uv2.array[i] + box.x + padding) / dimensions.w;
68
121
  uv2.array[i + 1] = (uv2.array[i + 1] + box.y + padding) / dimensions.h;
69
122
  }
70
- objects[box.index].geometry.setAttribute("uv2", uv2);
71
- objects[box.index].geometry.getAttribute("uv2").needsUpdate = true;
123
+
124
+ objects[box.index].geometry.setAttribute('uv2', uv2);
125
+ objects[box.index].geometry.getAttribute('uv2').needsUpdate = true;
72
126
  });
73
127
  }
128
+ /**
129
+ * This function renders each mesh one at a time into their respective surface maps
130
+ * @param {Camera} camera Standard Rendering Camera
131
+ * @param {number} blendWindow When >1, samples will accumulate over time.
132
+ * @param {boolean} blurEdges Whether to fix UV Edges via blurring
133
+ */
134
+
135
+
74
136
  update(camera, blendWindow = 100, blurEdges = true) {
75
137
  if (this.blurringPlane == null) {
76
138
  return;
77
- }
78
- const oldTarget = this.renderer.getRenderTarget();
79
- this.blurringPlane.visible = blurEdges;
139
+ } // Store the original Render Target
140
+
141
+
142
+ const oldTarget = this.renderer.getRenderTarget(); // The blurring plane applies blur to the seams of the lightmap
143
+
144
+ this.blurringPlane.visible = blurEdges; // Steal the Object3D from the real world to our special dimension
145
+
80
146
  for (let l = 0; l < this.lightMapContainers.length; l++) {
81
147
  this.lightMapContainers[l].object.oldScene = this.lightMapContainers[l].object.parent;
82
148
  this.scene.attach(this.lightMapContainers[l].object);
83
- }
149
+ } // Render once normally to initialize everything
150
+
151
+
84
152
  if (this.firstUpdate) {
85
- this.renderer.setRenderTarget(this.tinyTarget);
153
+ this.renderer.setRenderTarget(this.tinyTarget); // Tiny for Speed
154
+
86
155
  this.renderer.render(this.scene, camera);
87
156
  this.firstUpdate = false;
88
- }
157
+ } // Set each object's material to the UV Unwrapped Surface Mapping Version
158
+
159
+
89
160
  for (let l = 0; l < this.lightMapContainers.length; l++) {
90
- this.uvMat.uniforms.averagingWindow = { value: blendWindow };
161
+ this.uvMat.uniforms.averagingWindow = {
162
+ value: blendWindow
163
+ };
91
164
  this.lightMapContainers[l].object.material = this.uvMat;
92
165
  this.lightMapContainers[l].object.oldFrustumCulled = this.lightMapContainers[l].object.frustumCulled;
93
166
  this.lightMapContainers[l].object.frustumCulled = false;
94
- }
167
+ } // Ping-pong two surface buffers for reading/writing
168
+
169
+
95
170
  const activeMap = this.buffer1Active ? this.progressiveLightMap1 : this.progressiveLightMap2;
96
- const inactiveMap = this.buffer1Active ? this.progressiveLightMap2 : this.progressiveLightMap1;
171
+ const inactiveMap = this.buffer1Active ? this.progressiveLightMap2 : this.progressiveLightMap1; // Render the object's surface maps
172
+
97
173
  this.renderer.setRenderTarget(activeMap);
98
- this.uvMat.uniforms.previousShadowMap = { value: inactiveMap.texture };
99
- this.blurringPlane.material.uniforms.previousShadowMap = { value: inactiveMap.texture };
174
+ this.uvMat.uniforms.previousShadowMap = {
175
+ value: inactiveMap.texture
176
+ };
177
+ this.blurringPlane.material.uniforms.previousShadowMap = {
178
+ value: inactiveMap.texture
179
+ };
100
180
  this.buffer1Active = !this.buffer1Active;
101
- this.renderer.render(this.scene, camera);
181
+ this.renderer.render(this.scene, camera); // Restore the object's Real-time Material and add it back to the original world
182
+
102
183
  for (let l = 0; l < this.lightMapContainers.length; l++) {
103
184
  this.lightMapContainers[l].object.frustumCulled = this.lightMapContainers[l].object.oldFrustumCulled;
104
185
  this.lightMapContainers[l].object.material = this.lightMapContainers[l].basicMat;
105
186
  this.lightMapContainers[l].object.oldScene.attach(this.lightMapContainers[l].object);
106
- }
187
+ } // Restore the original Render Target
188
+
189
+
107
190
  this.renderer.setRenderTarget(oldTarget);
108
191
  }
109
- showDebugLightmap(visible, position = void 0) {
192
+ /** DEBUG
193
+ * Draw the lightmap in the main scene. Call this after adding the objects to it.
194
+ * @param {boolean} visible Whether the debug plane should be visible
195
+ * @param {Vector3} position Where the debug plane should be drawn
196
+ */
197
+
198
+
199
+ showDebugLightmap(visible, position = undefined) {
110
200
  if (this.lightMapContainers.length == 0) {
111
201
  if (!this.warned) {
112
- console.warn("Call this after adding the objects!");
202
+ console.warn('Call this after adding the objects!');
113
203
  this.warned = true;
114
204
  }
205
+
115
206
  return;
116
207
  }
208
+
117
209
  if (this.labelMesh == null) {
118
- this.labelMaterial = new THREE.MeshBasicMaterial({
210
+ this.labelMaterial = new MeshBasicMaterial({
119
211
  map: this.progressiveLightMap1.texture,
120
- side: THREE.DoubleSide
212
+ side: DoubleSide
121
213
  });
122
- this.labelPlane = new THREE.PlaneGeometry(100, 100);
123
- this.labelMesh = new THREE.Mesh(this.labelPlane, this.labelMaterial);
214
+ this.labelPlane = new PlaneGeometry(100, 100);
215
+ this.labelMesh = new Mesh(this.labelPlane, this.labelMaterial);
124
216
  this.labelMesh.position.y = 250;
125
217
  this.lightMapContainers[0].object.parent.add(this.labelMesh);
126
218
  }
127
- if (position != void 0) {
219
+
220
+ if (position != undefined) {
128
221
  this.labelMesh.position.copy(position);
129
222
  }
223
+
130
224
  this.labelMesh.visible = visible;
131
225
  }
226
+ /**
227
+ * INTERNAL Creates the Blurring Plane
228
+ * @param {number} res The square resolution of this object's lightMap.
229
+ * @param {WebGLRenderTexture} lightMap The lightmap to initialize the plane with.
230
+ */
231
+
232
+
132
233
  _initializeBlurPlane(res, lightMap = null) {
133
- const blurMaterial = new THREE.MeshBasicMaterial();
234
+ const blurMaterial = new MeshBasicMaterial();
134
235
  blurMaterial.uniforms = {
135
- previousShadowMap: { value: null },
136
- pixelOffset: { value: 1 / res },
236
+ previousShadowMap: {
237
+ value: null
238
+ },
239
+ pixelOffset: {
240
+ value: 1.0 / res
241
+ },
137
242
  polygonOffset: true,
138
243
  polygonOffsetFactor: -1,
139
- polygonOffsetUnits: 3
244
+ polygonOffsetUnits: 3.0
140
245
  };
141
- blurMaterial.onBeforeCompile = (shader) => {
142
- shader.vertexShader = "#define USE_UV\n" + shader.vertexShader.slice(0, -1) + " gl_Position = vec4((uv - 0.5) * 2.0, 1.0, 1.0); }";
143
- const bodyStart = shader.fragmentShader.indexOf("void main() {");
144
- shader.fragmentShader = "#define USE_UV\n" + shader.fragmentShader.slice(0, bodyStart) + " uniform sampler2D previousShadowMap;\n uniform float pixelOffset;\n" + shader.fragmentShader.slice(bodyStart - 1, -1) + ` gl_FragColor.rgb = (
246
+
247
+ blurMaterial.onBeforeCompile = shader => {
248
+ // Vertex Shader: Set Vertex Positions to the Unwrapped UV Positions
249
+ shader.vertexShader = '#define USE_UV\n' + shader.vertexShader.slice(0, -1) + ' gl_Position = vec4((uv - 0.5) * 2.0, 1.0, 1.0); }'; // Fragment Shader: Set Pixels to 9-tap box blur the current frame's Shadows
250
+
251
+ const bodyStart = shader.fragmentShader.indexOf('void main() {');
252
+ shader.fragmentShader = '#define USE_UV\n' + shader.fragmentShader.slice(0, bodyStart) + ' uniform sampler2D previousShadowMap;\n uniform float pixelOffset;\n' + shader.fragmentShader.slice(bodyStart - 1, -1) + ` gl_FragColor.rgb = (
145
253
  texture2D(previousShadowMap, vUv + vec2( pixelOffset, 0.0 )).rgb +
146
254
  texture2D(previousShadowMap, vUv + vec2( 0.0 , pixelOffset)).rgb +
147
255
  texture2D(previousShadowMap, vUv + vec2( 0.0 , -pixelOffset)).rgb +
@@ -150,19 +258,28 @@ vec3 texelOld = texture2D(previousShadowMap, vUv2).rgb;
150
258
  texture2D(previousShadowMap, vUv + vec2(-pixelOffset, pixelOffset)).rgb +
151
259
  texture2D(previousShadowMap, vUv + vec2( pixelOffset, -pixelOffset)).rgb +
152
260
  texture2D(previousShadowMap, vUv + vec2(-pixelOffset, -pixelOffset)).rgb)/8.0;
153
- }`;
154
- shader.uniforms.previousShadowMap = { value: lightMap.texture };
155
- shader.uniforms.pixelOffset = { value: 0.5 / res };
156
- blurMaterial.uniforms = shader.uniforms;
261
+ }`; // Set the LightMap Accumulation Buffer
262
+
263
+ shader.uniforms.previousShadowMap = {
264
+ value: lightMap.texture
265
+ };
266
+ shader.uniforms.pixelOffset = {
267
+ value: 0.5 / res
268
+ };
269
+ blurMaterial.uniforms = shader.uniforms; // Set the new Shader to this
270
+
157
271
  blurMaterial.userData.shader = shader;
158
272
  this.compiled = true;
159
273
  };
160
- this.blurringPlane = new THREE.Mesh(new THREE.PlaneGeometry(1, 1), blurMaterial);
161
- this.blurringPlane.name = "Blurring Plane";
274
+
275
+ this.blurringPlane = new Mesh(new PlaneGeometry(1, 1), blurMaterial);
276
+ this.blurringPlane.name = 'Blurring Plane';
162
277
  this.blurringPlane.frustumCulled = false;
163
278
  this.blurringPlane.renderOrder = 0;
164
279
  this.blurringPlane.material.depthWrite = false;
165
280
  this.scene.add(this.blurringPlane);
166
281
  }
282
+
167
283
  }
168
- exports.ProgressiveLightMap = ProgressiveLightMap;
284
+
285
+ export { ProgressiveLightMap };
@@ -0,0 +1 @@
1
+ "use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e=require("three"),t=function(t,r){e.BufferGeometry.call(this);var o=[],n=[],a=[],p=[1,1,1],s=[1,1,0],u=new e.Vector3(0,1,0),y=new e.Vector3,c=new e.Vector3,i=new e.Quaternion,h=new e.Quaternion;h.setFromAxisAngle(u,Math.PI/2);var l=new e.Vector3,w=new e.Vector3;w.copy(t.getPointAt(0));var d=[new e.Vector3(-.225,0,0),new e.Vector3(0,-.05,0),new e.Vector3(0,-.175,0),new e.Vector3(0,-.05,0),new e.Vector3(.225,0,0),new e.Vector3(0,-.175,0)],f=2*Math.PI,V=5,x=[];for(let t=0;t<V;t++){var z=t/V*f;x.push(new e.Vector3(.06*Math.sin(z),.06*Math.cos(z),0))}V=6;var A=[];for(let t=0;t<V;t++){z=t/V*f;A.push(new e.Vector3(.025*Math.sin(z),.025*Math.cos(z),0))}var m=new e.Vector3,Q=new e.Vector3;function M(e,t){Q.set(0,0,-1).applyQuaternion(i);for(let r=0;r<e.length;r++)m.copy(e[r]),m.applyQuaternion(i),m.add(l),o.push(m.x,m.y,m.z),n.push(Q.x,Q.y,Q.z),a.push(t[0],t[1],t[2]);Q.set(0,0,1).applyQuaternion(i);for(let r=e.length-1;r>=0;r--)m.copy(e[r]),m.applyQuaternion(i),m.add(l),o.push(m.x,m.y,m.z),n.push(Q.x,Q.y,Q.z),a.push(t[0],t[1],t[2])}var v=new e.Vector3,b=new e.Vector3,B=new e.Vector3,g=new e.Vector3,G=new e.Vector3,P=new e.Vector3,F=new e.Vector3,I=new e.Vector3;function j(e,t,r){for(let u=0,y=e.length;u<y;u++){var p=e[u],s=e[(u+1)%y];v.copy(p).add(t),v.applyQuaternion(i),v.add(l),b.copy(s).add(t),b.applyQuaternion(i),b.add(l),B.copy(s).add(t),B.applyQuaternion(h),B.add(w),g.copy(p).add(t),g.applyQuaternion(h),g.add(w),o.push(v.x,v.y,v.z),o.push(b.x,b.y,b.z),o.push(g.x,g.y,g.z),o.push(b.x,b.y,b.z),o.push(B.x,B.y,B.z),o.push(g.x,g.y,g.z),G.copy(p),G.applyQuaternion(i),G.normalize(),P.copy(s),P.applyQuaternion(i),P.normalize(),F.copy(s),F.applyQuaternion(h),F.normalize(),I.copy(p),I.applyQuaternion(h),I.normalize(),n.push(G.x,G.y,G.z),n.push(P.x,P.y,P.z),n.push(I.x,I.y,I.z),n.push(P.x,P.y,P.z),n.push(F.x,F.y,F.z),n.push(I.x,I.y,I.z),a.push(r[0],r[1],r[2]),a.push(r[0],r[1],r[2]),a.push(r[0],r[1],r[2]),a.push(r[0],r[1],r[2]),a.push(r[0],r[1],r[2]),a.push(r[0],r[1],r[2])}}var O=new e.Vector3;for(let e=1;e<=r;e++){l.copy(t.getPointAt(e/r)),u.set(0,1,0),y.subVectors(l,w).normalize(),c.crossVectors(u,y).normalize(),u.crossVectors(y,c);z=Math.atan2(y.x,y.z);i.setFromAxisAngle(u,z),e%2==0&&M(d,s),j(x,O.set(0,-.125,0),s),j(A,O.set(.2,0,0),p),j(A,O.set(-.2,0,0),p),w.copy(l),h.copy(i)}this.setAttribute("position",new e.BufferAttribute(new Float32Array(o),3)),this.setAttribute("normal",new e.BufferAttribute(new Float32Array(n),3)),this.setAttribute("color",new e.BufferAttribute(new Float32Array(a),3))};t.prototype=Object.create(e.BufferGeometry.prototype);var r=function(t,r){e.BufferGeometry.call(this);var o=[],n=[],a=new e.Quaternion,p=new e.Vector3(0,1,0),s=new e.Vector3,u=new e.Vector3,y=[new e.Vector3(0,.05,-.05),new e.Vector3(0,.05,.05),new e.Vector3(0,-.05,0)],c=[new e.Vector3(-.05,0,.05),new e.Vector3(-.05,0,-.05),new e.Vector3(.05,0,0)],i=[new e.Vector3(.05,0,-.05),new e.Vector3(.05,0,.05),new e.Vector3(-.05,0,0)],h=new e.Vector3,l=new e.Vector3,w=new e.Vector3,d=new e.Vector3,f=new e.Vector3,V=new e.Vector3,x=new e.Vector3,z=new e.Vector3;function A(e,t,r){for(let u=0,y=e.length;u<y;u++){var p=e[u],s=e[(u+1)%y];h.copy(p),h.applyQuaternion(a),h.add(t),l.copy(s),l.applyQuaternion(a),l.add(t),w.copy(s),w.applyQuaternion(a),w.add(r),d.copy(p),d.applyQuaternion(a),d.add(r),o.push(h.x,h.y,h.z),o.push(l.x,l.y,l.z),o.push(d.x,d.y,d.z),o.push(l.x,l.y,l.z),o.push(w.x,w.y,w.z),o.push(d.x,d.y,d.z),f.copy(p),f.applyQuaternion(a),f.normalize(),V.copy(s),V.applyQuaternion(a),V.normalize(),x.copy(s),x.applyQuaternion(a),x.normalize(),z.copy(p),z.applyQuaternion(a),z.normalize(),n.push(f.x,f.y,f.z),n.push(V.x,V.y,V.z),n.push(z.x,z.y,z.z),n.push(V.x,V.y,V.z),n.push(x.x,x.y,x.z),n.push(z.x,z.y,z.z)}}var m=new e.Vector3,Q=new e.Vector3;for(let e=1;e<=r;e++){s.copy(t.getPointAt(e/r)),u.copy(t.getTangentAt(e/r));var M=Math.atan2(u.x,u.z);a.setFromAxisAngle(p,M),s.y>10?(m.set(-.75,-.35,0),m.applyQuaternion(a),m.add(s),Q.set(.75,-.35,0),Q.applyQuaternion(a),Q.add(s),A(y,m,Q),m.set(-.7,-.3,0),m.applyQuaternion(a),m.add(s),Q.set(-.7,-s.y,0),Q.applyQuaternion(a),Q.add(s),A(c,m,Q),m.set(.7,-.3,0),m.applyQuaternion(a),m.add(s),Q.set(.7,-s.y,0),Q.applyQuaternion(a),Q.add(s),A(i,m,Q)):(m.set(0,-.2,0),m.applyQuaternion(a),m.add(s),Q.set(0,-s.y,0),Q.applyQuaternion(a),Q.add(s),A(i,m,Q))}this.setAttribute("position",new e.BufferAttribute(new Float32Array(o),3)),this.setAttribute("normal",new e.BufferAttribute(new Float32Array(n),3))};r.prototype=Object.create(e.BufferGeometry.prototype);var o=function(t,r){e.BufferGeometry.call(this);var o=[],n=new e.Vector3(0,1,0),a=new e.Vector3,p=new e.Quaternion,s=new e.Quaternion;s.setFromAxisAngle(n,Math.PI/2);var u=new e.Vector3,y=new e.Vector3;y.copy(t.getPointAt(0)),y.y=0;var c=new e.Vector3,i=new e.Vector3,h=new e.Vector3,l=new e.Vector3;for(let e=1;e<=r;e++){u.copy(t.getPointAt(e/r)),u.y=0,a.subVectors(u,y);var w=Math.atan2(a.x,a.z);p.setFromAxisAngle(n,w),c.set(-.3,0,0),c.applyQuaternion(p),c.add(u),i.set(.3,0,0),i.applyQuaternion(p),i.add(u),h.set(.3,0,0),h.applyQuaternion(s),h.add(y),l.set(-.3,0,0),l.applyQuaternion(s),l.add(y),o.push(c.x,c.y,c.z),o.push(i.x,i.y,i.z),o.push(l.x,l.y,l.z),o.push(i.x,i.y,i.z),o.push(h.x,h.y,h.z),o.push(l.x,l.y,l.z),y.copy(u),s.copy(p)}this.setAttribute("position",new e.BufferAttribute(new Float32Array(o),3))};o.prototype=Object.create(e.BufferGeometry.prototype);var n=function(){e.BufferGeometry.call(this);var t=[];for(let e=0;e<100;e++){var r=800*Math.random()-400,o=50*Math.random()+50,n=800*Math.random()-400,a=40*Math.random()+20;t.push(r-a,o,n-a),t.push(r+a,o,n-a),t.push(r-a,o,n+a),t.push(r+a,o,n-a),t.push(r+a,o,n+a),t.push(r-a,o,n+a)}this.setAttribute("position",new e.BufferAttribute(new Float32Array(t),3))};n.prototype=Object.create(e.BufferGeometry.prototype);var a=function(t){e.BufferGeometry.call(this);var r=[],o=[],n=new e.Raycaster;n.ray.direction.set(0,-1,0);for(let e=0;e<2e3;e++){var a=500*Math.random()-250,p=500*Math.random()-250;n.ray.origin.set(a,50,p);var s=n.intersectObject(t);if(0!==s.length){var u=s[0].point.y,y=5*Math.random()+.5,c=Math.random()*Math.PI*2;r.push(a+Math.sin(c),u,p+Math.cos(c)),r.push(a,u+y,p),r.push(a+Math.sin(c+Math.PI),u,p+Math.cos(c+Math.PI)),c+=Math.PI/2,r.push(a+Math.sin(c),u,p+Math.cos(c)),r.push(a,u+y,p),r.push(a+Math.sin(c+Math.PI),u,p+Math.cos(c+Math.PI));var i=.1*Math.random();for(let e=0;e<6;e++)o.push(.2+i,.4+i,0)}}this.setAttribute("position",new e.BufferAttribute(new Float32Array(r),3)),this.setAttribute("color",new e.BufferAttribute(new Float32Array(o),3))};a.prototype=Object.create(e.BufferGeometry.prototype),exports.RollerCoasterGeometry=t,exports.RollerCoasterLiftersGeometry=r,exports.RollerCoasterShadowGeometry=o,exports.SkyGeometry=n,exports.TreesGeometry=a;