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
@@ -1,220 +1,328 @@
1
- "use strict";
2
- Object.defineProperties(exports, { __esModule: { value: true }, [Symbol.toStringTag]: { value: "Module" } });
3
- const THREE = require("three");
4
- const Pass = require("./Pass.js");
5
- const CopyShader = require("../shaders/CopyShader.js");
6
- const LuminosityHighPassShader = require("../shaders/LuminosityHighPassShader.js");
7
- var UnrealBloomPass = function(resolution, strength, radius, threshold) {
8
- this.strength = strength !== void 0 ? strength : 1;
1
+ import { Vector2, Color, WebGLRenderTarget, UniformsUtils, ShaderMaterial, Vector3, AdditiveBlending, MeshBasicMaterial, LinearFilter, RGBAFormat } from 'three';
2
+ import { FullScreenQuad, Pass } from './Pass.js';
3
+ import { CopyShader } from '../shaders/CopyShader.js';
4
+ import { LuminosityHighPassShader } from '../shaders/LuminosityHighPassShader.js';
5
+
6
+ /**
7
+ * UnrealBloomPass is inspired by the bloom pass of Unreal Engine. It creates a
8
+ * mip map chain of bloom textures and blurs them with different radii. Because
9
+ * of the weighted combination of mips, and because larger blurs are done on
10
+ * higher mips, this effect provides good quality and performance.
11
+ *
12
+ * Reference:
13
+ * - https://docs.unrealengine.com/latest/INT/Engine/Rendering/PostProcessEffects/Bloom/
14
+ */
15
+
16
+ var UnrealBloomPass = function (resolution, strength, radius, threshold) {
17
+ this.strength = strength !== undefined ? strength : 1;
9
18
  this.radius = radius;
10
19
  this.threshold = threshold;
11
- this.resolution = resolution !== void 0 ? new THREE.Vector2(resolution.x, resolution.y) : new THREE.Vector2(256, 256);
12
- this.clearColor = new THREE.Color(0, 0, 0);
20
+ this.resolution = resolution !== undefined ? new Vector2(resolution.x, resolution.y) : new Vector2(256, 256); // create color only once here, reuse it later inside the render function
21
+
22
+ this.clearColor = new Color(0, 0, 0); // render targets
23
+
13
24
  var pars = {
14
- minFilter: THREE.LinearFilter,
15
- magFilter: THREE.LinearFilter,
16
- format: THREE.RGBAFormat
25
+ minFilter: LinearFilter,
26
+ magFilter: LinearFilter,
27
+ format: RGBAFormat
17
28
  };
18
29
  this.renderTargetsHorizontal = [];
19
30
  this.renderTargetsVertical = [];
20
31
  this.nMips = 5;
21
32
  var resx = Math.round(this.resolution.x / 2);
22
33
  var resy = Math.round(this.resolution.y / 2);
23
- this.renderTargetBright = new THREE.WebGLRenderTarget(resx, resy, pars);
24
- this.renderTargetBright.texture.name = "UnrealBloomPass.bright";
34
+ this.renderTargetBright = new WebGLRenderTarget(resx, resy, pars);
35
+ this.renderTargetBright.texture.name = 'UnrealBloomPass.bright';
25
36
  this.renderTargetBright.texture.generateMipmaps = false;
37
+
26
38
  for (let i = 0; i < this.nMips; i++) {
27
- var renderTargetHorizonal = new THREE.WebGLRenderTarget(resx, resy, pars);
28
- renderTargetHorizonal.texture.name = "UnrealBloomPass.h" + i;
39
+ var renderTargetHorizonal = new WebGLRenderTarget(resx, resy, pars);
40
+ renderTargetHorizonal.texture.name = 'UnrealBloomPass.h' + i;
29
41
  renderTargetHorizonal.texture.generateMipmaps = false;
30
42
  this.renderTargetsHorizontal.push(renderTargetHorizonal);
31
- var renderTargetVertical = new THREE.WebGLRenderTarget(resx, resy, pars);
32
- renderTargetVertical.texture.name = "UnrealBloomPass.v" + i;
43
+ var renderTargetVertical = new WebGLRenderTarget(resx, resy, pars);
44
+ renderTargetVertical.texture.name = 'UnrealBloomPass.v' + i;
33
45
  renderTargetVertical.texture.generateMipmaps = false;
34
46
  this.renderTargetsVertical.push(renderTargetVertical);
35
47
  resx = Math.round(resx / 2);
36
48
  resy = Math.round(resy / 2);
37
- }
38
- if (LuminosityHighPassShader.LuminosityHighPassShader === void 0)
39
- console.error("THREE.UnrealBloomPass relies on LuminosityHighPassShader");
40
- var highPassShader = LuminosityHighPassShader.LuminosityHighPassShader;
41
- this.highPassUniforms = THREE.UniformsUtils.clone(highPassShader.uniforms);
42
- this.highPassUniforms["luminosityThreshold"].value = threshold;
43
- this.highPassUniforms["smoothWidth"].value = 0.01;
44
- this.materialHighPassFilter = new THREE.ShaderMaterial({
49
+ } // luminosity high pass material
50
+
51
+
52
+ if (LuminosityHighPassShader === undefined) console.error('THREE.UnrealBloomPass relies on LuminosityHighPassShader');
53
+ var highPassShader = LuminosityHighPassShader;
54
+ this.highPassUniforms = UniformsUtils.clone(highPassShader.uniforms);
55
+ this.highPassUniforms['luminosityThreshold'].value = threshold;
56
+ this.highPassUniforms['smoothWidth'].value = 0.01;
57
+ this.materialHighPassFilter = new ShaderMaterial({
45
58
  uniforms: this.highPassUniforms,
46
59
  vertexShader: highPassShader.vertexShader,
47
60
  fragmentShader: highPassShader.fragmentShader,
48
61
  defines: {}
49
- });
62
+ }); // Gaussian Blur Materials
63
+
50
64
  this.separableBlurMaterials = [];
51
65
  var kernelSizeArray = [3, 5, 7, 9, 11];
52
66
  var resx = Math.round(this.resolution.x / 2);
53
67
  var resy = Math.round(this.resolution.y / 2);
68
+
54
69
  for (let i = 0; i < this.nMips; i++) {
55
70
  this.separableBlurMaterials.push(this.getSeperableBlurMaterial(kernelSizeArray[i]));
56
- this.separableBlurMaterials[i].uniforms["texSize"].value = new THREE.Vector2(resx, resy);
71
+ this.separableBlurMaterials[i].uniforms['texSize'].value = new Vector2(resx, resy);
57
72
  resx = Math.round(resx / 2);
58
73
  resy = Math.round(resy / 2);
59
- }
74
+ } // Composite material
75
+
76
+
60
77
  this.compositeMaterial = this.getCompositeMaterial(this.nMips);
61
- this.compositeMaterial.uniforms["blurTexture1"].value = this.renderTargetsVertical[0].texture;
62
- this.compositeMaterial.uniforms["blurTexture2"].value = this.renderTargetsVertical[1].texture;
63
- this.compositeMaterial.uniforms["blurTexture3"].value = this.renderTargetsVertical[2].texture;
64
- this.compositeMaterial.uniforms["blurTexture4"].value = this.renderTargetsVertical[3].texture;
65
- this.compositeMaterial.uniforms["blurTexture5"].value = this.renderTargetsVertical[4].texture;
66
- this.compositeMaterial.uniforms["bloomStrength"].value = strength;
67
- this.compositeMaterial.uniforms["bloomRadius"].value = 0.1;
78
+ this.compositeMaterial.uniforms['blurTexture1'].value = this.renderTargetsVertical[0].texture;
79
+ this.compositeMaterial.uniforms['blurTexture2'].value = this.renderTargetsVertical[1].texture;
80
+ this.compositeMaterial.uniforms['blurTexture3'].value = this.renderTargetsVertical[2].texture;
81
+ this.compositeMaterial.uniforms['blurTexture4'].value = this.renderTargetsVertical[3].texture;
82
+ this.compositeMaterial.uniforms['blurTexture5'].value = this.renderTargetsVertical[4].texture;
83
+ this.compositeMaterial.uniforms['bloomStrength'].value = strength;
84
+ this.compositeMaterial.uniforms['bloomRadius'].value = 0.1;
68
85
  this.compositeMaterial.needsUpdate = true;
69
- var bloomFactors = [1, 0.8, 0.6, 0.4, 0.2];
70
- this.compositeMaterial.uniforms["bloomFactors"].value = bloomFactors;
71
- this.bloomTintColors = [
72
- new THREE.Vector3(1, 1, 1),
73
- new THREE.Vector3(1, 1, 1),
74
- new THREE.Vector3(1, 1, 1),
75
- new THREE.Vector3(1, 1, 1),
76
- new THREE.Vector3(1, 1, 1)
77
- ];
78
- this.compositeMaterial.uniforms["bloomTintColors"].value = this.bloomTintColors;
79
- if (CopyShader.CopyShader === void 0) {
80
- console.error("THREE.UnrealBloomPass relies on CopyShader");
86
+ var bloomFactors = [1.0, 0.8, 0.6, 0.4, 0.2];
87
+ this.compositeMaterial.uniforms['bloomFactors'].value = bloomFactors;
88
+ this.bloomTintColors = [new Vector3(1, 1, 1), new Vector3(1, 1, 1), new Vector3(1, 1, 1), new Vector3(1, 1, 1), new Vector3(1, 1, 1)];
89
+ this.compositeMaterial.uniforms['bloomTintColors'].value = this.bloomTintColors; // copy material
90
+
91
+ if (CopyShader === undefined) {
92
+ console.error('THREE.UnrealBloomPass relies on CopyShader');
81
93
  }
82
- var copyShader = CopyShader.CopyShader;
83
- this.copyUniforms = THREE.UniformsUtils.clone(copyShader.uniforms);
84
- this.copyUniforms["opacity"].value = 1;
85
- this.materialCopy = new THREE.ShaderMaterial({
94
+
95
+ var copyShader = CopyShader;
96
+ this.copyUniforms = UniformsUtils.clone(copyShader.uniforms);
97
+ this.copyUniforms['opacity'].value = 1.0;
98
+ this.materialCopy = new ShaderMaterial({
86
99
  uniforms: this.copyUniforms,
87
100
  vertexShader: copyShader.vertexShader,
88
101
  fragmentShader: copyShader.fragmentShader,
89
- blending: THREE.AdditiveBlending,
102
+ blending: AdditiveBlending,
90
103
  depthTest: false,
91
104
  depthWrite: false,
92
105
  transparent: true
93
106
  });
94
107
  this.enabled = true;
95
108
  this.needsSwap = false;
96
- this._oldClearColor = new THREE.Color();
109
+ this._oldClearColor = new Color();
97
110
  this.oldClearAlpha = 1;
98
- this.basic = new THREE.MeshBasicMaterial();
99
- this.fsQuad = new Pass.FullScreenQuad(null);
111
+ this.basic = new MeshBasicMaterial();
112
+ this.fsQuad = new FullScreenQuad(null);
100
113
  };
101
- UnrealBloomPass.prototype = Object.assign(Object.create(Pass.Pass.prototype), {
114
+
115
+ UnrealBloomPass.prototype = Object.assign(Object.create(Pass.prototype), {
102
116
  constructor: UnrealBloomPass,
103
- dispose: function() {
117
+ dispose: function () {
104
118
  for (let i = 0; i < this.renderTargetsHorizontal.length; i++) {
105
119
  this.renderTargetsHorizontal[i].dispose();
106
120
  }
121
+
107
122
  for (let i = 0; i < this.renderTargetsVertical.length; i++) {
108
123
  this.renderTargetsVertical[i].dispose();
109
124
  }
125
+
110
126
  this.renderTargetBright.dispose();
111
127
  },
112
- setSize: function(width, height) {
128
+ setSize: function (width, height) {
113
129
  var resx = Math.round(width / 2);
114
130
  var resy = Math.round(height / 2);
115
131
  this.renderTargetBright.setSize(resx, resy);
132
+
116
133
  for (let i = 0; i < this.nMips; i++) {
117
134
  this.renderTargetsHorizontal[i].setSize(resx, resy);
118
135
  this.renderTargetsVertical[i].setSize(resx, resy);
119
- this.separableBlurMaterials[i].uniforms["texSize"].value = new THREE.Vector2(resx, resy);
136
+ this.separableBlurMaterials[i].uniforms['texSize'].value = new Vector2(resx, resy);
120
137
  resx = Math.round(resx / 2);
121
138
  resy = Math.round(resy / 2);
122
139
  }
123
140
  },
124
- render: function(renderer, writeBuffer, readBuffer, deltaTime, maskActive) {
141
+ render: function (renderer, writeBuffer, readBuffer, deltaTime, maskActive) {
125
142
  renderer.getClearColor(this._oldClearColor);
126
143
  this.oldClearAlpha = renderer.getClearAlpha();
127
144
  var oldAutoClear = renderer.autoClear;
128
145
  renderer.autoClear = false;
129
146
  renderer.setClearColor(this.clearColor, 0);
130
- if (maskActive)
131
- renderer.state.buffers.stencil.setTest(false);
147
+ if (maskActive) renderer.state.buffers.stencil.setTest(false); // Render input to screen
148
+
132
149
  if (this.renderToScreen) {
133
150
  this.fsQuad.material = this.basic;
134
151
  this.basic.map = readBuffer.texture;
135
152
  renderer.setRenderTarget(null);
136
153
  renderer.clear();
137
154
  this.fsQuad.render(renderer);
138
- }
139
- this.highPassUniforms["tDiffuse"].value = readBuffer.texture;
140
- this.highPassUniforms["luminosityThreshold"].value = this.threshold;
155
+ } // 1. Extract Bright Areas
156
+
157
+
158
+ this.highPassUniforms['tDiffuse'].value = readBuffer.texture;
159
+ this.highPassUniforms['luminosityThreshold'].value = this.threshold;
141
160
  this.fsQuad.material = this.materialHighPassFilter;
142
161
  renderer.setRenderTarget(this.renderTargetBright);
143
162
  renderer.clear();
144
- this.fsQuad.render(renderer);
163
+ this.fsQuad.render(renderer); // 2. Blur All the mips progressively
164
+
145
165
  var inputRenderTarget = this.renderTargetBright;
166
+
146
167
  for (let i = 0; i < this.nMips; i++) {
147
168
  this.fsQuad.material = this.separableBlurMaterials[i];
148
- this.separableBlurMaterials[i].uniforms["colorTexture"].value = inputRenderTarget.texture;
149
- this.separableBlurMaterials[i].uniforms["direction"].value = UnrealBloomPass.BlurDirectionX;
169
+ this.separableBlurMaterials[i].uniforms['colorTexture'].value = inputRenderTarget.texture;
170
+ this.separableBlurMaterials[i].uniforms['direction'].value = UnrealBloomPass.BlurDirectionX;
150
171
  renderer.setRenderTarget(this.renderTargetsHorizontal[i]);
151
172
  renderer.clear();
152
173
  this.fsQuad.render(renderer);
153
- this.separableBlurMaterials[i].uniforms["colorTexture"].value = this.renderTargetsHorizontal[i].texture;
154
- this.separableBlurMaterials[i].uniforms["direction"].value = UnrealBloomPass.BlurDirectionY;
174
+ this.separableBlurMaterials[i].uniforms['colorTexture'].value = this.renderTargetsHorizontal[i].texture;
175
+ this.separableBlurMaterials[i].uniforms['direction'].value = UnrealBloomPass.BlurDirectionY;
155
176
  renderer.setRenderTarget(this.renderTargetsVertical[i]);
156
177
  renderer.clear();
157
178
  this.fsQuad.render(renderer);
158
179
  inputRenderTarget = this.renderTargetsVertical[i];
159
- }
180
+ } // Composite All the mips
181
+
182
+
160
183
  this.fsQuad.material = this.compositeMaterial;
161
- this.compositeMaterial.uniforms["bloomStrength"].value = this.strength;
162
- this.compositeMaterial.uniforms["bloomRadius"].value = this.radius;
163
- this.compositeMaterial.uniforms["bloomTintColors"].value = this.bloomTintColors;
184
+ this.compositeMaterial.uniforms['bloomStrength'].value = this.strength;
185
+ this.compositeMaterial.uniforms['bloomRadius'].value = this.radius;
186
+ this.compositeMaterial.uniforms['bloomTintColors'].value = this.bloomTintColors;
164
187
  renderer.setRenderTarget(this.renderTargetsHorizontal[0]);
165
188
  renderer.clear();
166
- this.fsQuad.render(renderer);
189
+ this.fsQuad.render(renderer); // Blend it additively over the input texture
190
+
167
191
  this.fsQuad.material = this.materialCopy;
168
- this.copyUniforms["tDiffuse"].value = this.renderTargetsHorizontal[0].texture;
169
- if (maskActive)
170
- renderer.state.buffers.stencil.setTest(true);
192
+ this.copyUniforms['tDiffuse'].value = this.renderTargetsHorizontal[0].texture;
193
+ if (maskActive) renderer.state.buffers.stencil.setTest(true);
194
+
171
195
  if (this.renderToScreen) {
172
196
  renderer.setRenderTarget(null);
173
197
  this.fsQuad.render(renderer);
174
198
  } else {
175
199
  renderer.setRenderTarget(readBuffer);
176
200
  this.fsQuad.render(renderer);
177
- }
201
+ } // Restore renderer settings
202
+
203
+
178
204
  renderer.setClearColor(this._oldClearColor, this.oldClearAlpha);
179
205
  renderer.autoClear = oldAutoClear;
180
206
  },
181
- getSeperableBlurMaterial: function(kernelRadius) {
182
- return new THREE.ShaderMaterial({
207
+ getSeperableBlurMaterial: function (kernelRadius) {
208
+ return new ShaderMaterial({
183
209
  defines: {
184
210
  KERNEL_RADIUS: kernelRadius,
185
211
  SIGMA: kernelRadius
186
212
  },
187
213
  uniforms: {
188
- colorTexture: { value: null },
189
- texSize: { value: new THREE.Vector2(0.5, 0.5) },
190
- direction: { value: new THREE.Vector2(0.5, 0.5) }
214
+ colorTexture: {
215
+ value: null
216
+ },
217
+ texSize: {
218
+ value: new Vector2(0.5, 0.5)
219
+ },
220
+ direction: {
221
+ value: new Vector2(0.5, 0.5)
222
+ }
191
223
  },
192
- vertexShader: "varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n }",
193
- fragmentShader: "#include <common> varying vec2 vUv;\n uniform sampler2D colorTexture;\n uniform vec2 texSize; uniform vec2 direction; float gaussianPdf(in float x, in float sigma) { return 0.39894 * exp( -0.5 * x * x/( sigma * sigma))/sigma; } void main() {\n vec2 invSize = 1.0 / texSize; float fSigma = float(SIGMA); float weightSum = gaussianPdf(0.0, fSigma); vec3 diffuseSum = texture2D( colorTexture, vUv).rgb * weightSum; for( int i = 1; i < KERNEL_RADIUS; i ++ ) { float x = float(i); float w = gaussianPdf(x, fSigma); vec2 uvOffset = direction * invSize * x; vec3 sample1 = texture2D( colorTexture, vUv + uvOffset).rgb; vec3 sample2 = texture2D( colorTexture, vUv - uvOffset).rgb; diffuseSum += (sample1 + sample2) * w; weightSum += 2.0 * w; } gl_FragColor = vec4(diffuseSum/weightSum, 1.0);\n }"
224
+ vertexShader: 'varying vec2 vUv;\n\
225
+ void main() {\n\
226
+ vUv = uv;\n\
227
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\
228
+ }',
229
+ fragmentShader: '#include <common>\
230
+ varying vec2 vUv;\n\
231
+ uniform sampler2D colorTexture;\n\
232
+ uniform vec2 texSize;\
233
+ uniform vec2 direction;\
234
+ \
235
+ float gaussianPdf(in float x, in float sigma) {\
236
+ return 0.39894 * exp( -0.5 * x * x/( sigma * sigma))/sigma;\
237
+ }\
238
+ void main() {\n\
239
+ vec2 invSize = 1.0 / texSize;\
240
+ float fSigma = float(SIGMA);\
241
+ float weightSum = gaussianPdf(0.0, fSigma);\
242
+ vec3 diffuseSum = texture2D( colorTexture, vUv).rgb * weightSum;\
243
+ for( int i = 1; i < KERNEL_RADIUS; i ++ ) {\
244
+ float x = float(i);\
245
+ float w = gaussianPdf(x, fSigma);\
246
+ vec2 uvOffset = direction * invSize * x;\
247
+ vec3 sample1 = texture2D( colorTexture, vUv + uvOffset).rgb;\
248
+ vec3 sample2 = texture2D( colorTexture, vUv - uvOffset).rgb;\
249
+ diffuseSum += (sample1 + sample2) * w;\
250
+ weightSum += 2.0 * w;\
251
+ }\
252
+ gl_FragColor = vec4(diffuseSum/weightSum, 1.0);\n\
253
+ }'
194
254
  });
195
255
  },
196
- getCompositeMaterial: function(nMips) {
197
- return new THREE.ShaderMaterial({
256
+ getCompositeMaterial: function (nMips) {
257
+ return new ShaderMaterial({
198
258
  defines: {
199
259
  NUM_MIPS: nMips
200
260
  },
201
261
  uniforms: {
202
- blurTexture1: { value: null },
203
- blurTexture2: { value: null },
204
- blurTexture3: { value: null },
205
- blurTexture4: { value: null },
206
- blurTexture5: { value: null },
207
- dirtTexture: { value: null },
208
- bloomStrength: { value: 1 },
209
- bloomFactors: { value: null },
210
- bloomTintColors: { value: null },
211
- bloomRadius: { value: 0 }
262
+ blurTexture1: {
263
+ value: null
264
+ },
265
+ blurTexture2: {
266
+ value: null
267
+ },
268
+ blurTexture3: {
269
+ value: null
270
+ },
271
+ blurTexture4: {
272
+ value: null
273
+ },
274
+ blurTexture5: {
275
+ value: null
276
+ },
277
+ dirtTexture: {
278
+ value: null
279
+ },
280
+ bloomStrength: {
281
+ value: 1.0
282
+ },
283
+ bloomFactors: {
284
+ value: null
285
+ },
286
+ bloomTintColors: {
287
+ value: null
288
+ },
289
+ bloomRadius: {
290
+ value: 0.0
291
+ }
212
292
  },
213
- vertexShader: "varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n }",
214
- fragmentShader: "varying vec2 vUv; uniform sampler2D blurTexture1; uniform sampler2D blurTexture2; uniform sampler2D blurTexture3; uniform sampler2D blurTexture4; uniform sampler2D blurTexture5; uniform sampler2D dirtTexture; uniform float bloomStrength; uniform float bloomRadius; uniform float bloomFactors[NUM_MIPS]; uniform vec3 bloomTintColors[NUM_MIPS]; float lerpBloomFactor(const in float factor) { float mirrorFactor = 1.2 - factor; return mix(factor, mirrorFactor, bloomRadius); } void main() { gl_FragColor = bloomStrength * ( lerpBloomFactor(bloomFactors[0]) * vec4(bloomTintColors[0], 1.0) * texture2D(blurTexture1, vUv) + lerpBloomFactor(bloomFactors[1]) * vec4(bloomTintColors[1], 1.0) * texture2D(blurTexture2, vUv) + lerpBloomFactor(bloomFactors[2]) * vec4(bloomTintColors[2], 1.0) * texture2D(blurTexture3, vUv) + lerpBloomFactor(bloomFactors[3]) * vec4(bloomTintColors[3], 1.0) * texture2D(blurTexture4, vUv) + lerpBloomFactor(bloomFactors[4]) * vec4(bloomTintColors[4], 1.0) * texture2D(blurTexture5, vUv) ); }"
293
+ vertexShader: 'varying vec2 vUv;\n\
294
+ void main() {\n\
295
+ vUv = uv;\n\
296
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\
297
+ }',
298
+ fragmentShader: 'varying vec2 vUv;\
299
+ uniform sampler2D blurTexture1;\
300
+ uniform sampler2D blurTexture2;\
301
+ uniform sampler2D blurTexture3;\
302
+ uniform sampler2D blurTexture4;\
303
+ uniform sampler2D blurTexture5;\
304
+ uniform sampler2D dirtTexture;\
305
+ uniform float bloomStrength;\
306
+ uniform float bloomRadius;\
307
+ uniform float bloomFactors[NUM_MIPS];\
308
+ uniform vec3 bloomTintColors[NUM_MIPS];\
309
+ \
310
+ float lerpBloomFactor(const in float factor) { \
311
+ float mirrorFactor = 1.2 - factor;\
312
+ return mix(factor, mirrorFactor, bloomRadius);\
313
+ }\
314
+ \
315
+ void main() {\
316
+ gl_FragColor = bloomStrength * ( lerpBloomFactor(bloomFactors[0]) * vec4(bloomTintColors[0], 1.0) * texture2D(blurTexture1, vUv) + \
317
+ lerpBloomFactor(bloomFactors[1]) * vec4(bloomTintColors[1], 1.0) * texture2D(blurTexture2, vUv) + \
318
+ lerpBloomFactor(bloomFactors[2]) * vec4(bloomTintColors[2], 1.0) * texture2D(blurTexture3, vUv) + \
319
+ lerpBloomFactor(bloomFactors[3]) * vec4(bloomTintColors[3], 1.0) * texture2D(blurTexture4, vUv) + \
320
+ lerpBloomFactor(bloomFactors[4]) * vec4(bloomTintColors[4], 1.0) * texture2D(blurTexture5, vUv) );\
321
+ }'
215
322
  });
216
323
  }
217
324
  });
218
- UnrealBloomPass.BlurDirectionX = new THREE.Vector2(1, 0);
219
- UnrealBloomPass.BlurDirectionY = new THREE.Vector2(0, 1);
220
- exports.UnrealBloomPass = UnrealBloomPass;
325
+ UnrealBloomPass.BlurDirectionX = new Vector2(1.0, 0.0);
326
+ UnrealBloomPass.BlurDirectionY = new Vector2(0.0, 1.0);
327
+
328
+ export { UnrealBloomPass };
@@ -0,0 +1 @@
1
+ "use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e=require("three"),t=function(t){e.Object3D.call(this),this.element=t||document.createElement("div"),this.element.style.position="absolute",this.addEventListener("removed",(function(){this.traverse((function(e){e.element instanceof Element&&null!==e.element.parentNode&&e.element.parentNode.removeChild(e.element)}))}))};t.prototype=Object.assign(Object.create(e.Object3D.prototype),{constructor:t,copy:function(t,n){return e.Object3D.prototype.copy.call(this,t,n),this.element=t.element.cloneNode(!0),this}});exports.CSS2DObject=t,exports.CSS2DRenderer=function(){var n,r,o,i,a=this,s=new e.Vector3,l=new e.Matrix4,c=new e.Matrix4,d={objects:new WeakMap},u=document.createElement("div");u.style.overflow="hidden",this.domElement=u,this.getSize=function(){return{width:n,height:r}},this.setSize=function(e,t){o=(n=e)/2,i=(r=t)/2,u.style.width=e+"px",u.style.height=t+"px"};var p,m,h=function(e,n,r){if(e instanceof t){e.onBeforeRender(a,n,r),s.setFromMatrixPosition(e.matrixWorld),s.applyMatrix4(c);var l=e.element;l.style.transform="translate(-50%,-50%) translate("+(s.x*o+o)+"px,"+(-s.y*i+i)+"px)",l.style.display=e.visible&&s.z>=-1&&s.z<=1?"":"none";var p={distanceToCameraSquared:f(r,e)};d.objects.set(e,p),l.parentNode!==u&&u.appendChild(l),e.onAfterRender(a,n,r)}for(let t=0,o=e.children.length;t<o;t++)h(e.children[t],n,r)},f=(p=new e.Vector3,m=new e.Vector3,function(e,t){return p.setFromMatrixPosition(e.matrixWorld),m.setFromMatrixPosition(t.matrixWorld),p.distanceToSquared(m)}),x=function(e){var n=function(e){var n=[];return e.traverse((function(e){e instanceof t&&n.push(e)})),n}(e).sort((function(e,t){return d.objects.get(e).distanceToCameraSquared-d.objects.get(t).distanceToCameraSquared})),r=n.length;for(let e=0,t=n.length;e<t;e++)n[e].element.style.zIndex=r-e};this.render=function(e,t){!0===e.autoUpdate&&e.updateMatrixWorld(),null===t.parent&&t.updateMatrixWorld(),l.copy(t.matrixWorldInverse),c.multiplyMatrices(t.projectionMatrix,l),h(e,e,t),x(e)}};
@@ -1,112 +1,124 @@
1
- "use strict";
2
- Object.defineProperties(exports, { __esModule: { value: true }, [Symbol.toStringTag]: { value: "Module" } });
3
- const THREE = require("three");
4
- var CSS2DObject = function(element) {
5
- THREE.Object3D.call(this);
6
- this.element = element || document.createElement("div");
7
- this.element.style.position = "absolute";
8
- this.addEventListener("removed", function() {
9
- this.traverse(function(object) {
1
+ import { Object3D, Vector3, Matrix4 } from 'three';
2
+
3
+ var CSS2DObject = function (element) {
4
+ Object3D.call(this);
5
+ this.element = element || document.createElement('div');
6
+ this.element.style.position = 'absolute';
7
+ this.addEventListener('removed', function () {
8
+ this.traverse(function (object) {
10
9
  if (object.element instanceof Element && object.element.parentNode !== null) {
11
10
  object.element.parentNode.removeChild(object.element);
12
11
  }
13
12
  });
14
13
  });
15
14
  };
16
- CSS2DObject.prototype = Object.assign(Object.create(THREE.Object3D.prototype), {
15
+
16
+ CSS2DObject.prototype = Object.assign(Object.create(Object3D.prototype), {
17
17
  constructor: CSS2DObject,
18
- copy: function(source, recursive) {
19
- THREE.Object3D.prototype.copy.call(this, source, recursive);
18
+ copy: function (source, recursive) {
19
+ Object3D.prototype.copy.call(this, source, recursive);
20
20
  this.element = source.element.cloneNode(true);
21
21
  return this;
22
22
  }
23
- });
24
- var CSS2DRenderer = function() {
23
+ }); //
24
+
25
+ var CSS2DRenderer = function () {
25
26
  var _this = this;
27
+
26
28
  var _width, _height;
29
+
27
30
  var _widthHalf, _heightHalf;
28
- var vector = new THREE.Vector3();
29
- var viewMatrix = new THREE.Matrix4();
30
- var viewProjectionMatrix = new THREE.Matrix4();
31
+
32
+ var vector = new Vector3();
33
+ var viewMatrix = new Matrix4();
34
+ var viewProjectionMatrix = new Matrix4();
31
35
  var cache = {
32
- objects: /* @__PURE__ */ new WeakMap()
36
+ objects: new WeakMap()
33
37
  };
34
- var domElement = document.createElement("div");
35
- domElement.style.overflow = "hidden";
38
+ var domElement = document.createElement('div');
39
+ domElement.style.overflow = 'hidden';
36
40
  this.domElement = domElement;
37
- this.getSize = function() {
41
+
42
+ this.getSize = function () {
38
43
  return {
39
44
  width: _width,
40
45
  height: _height
41
46
  };
42
47
  };
43
- this.setSize = function(width, height) {
48
+
49
+ this.setSize = function (width, height) {
44
50
  _width = width;
45
51
  _height = height;
46
52
  _widthHalf = _width / 2;
47
53
  _heightHalf = _height / 2;
48
- domElement.style.width = width + "px";
49
- domElement.style.height = height + "px";
54
+ domElement.style.width = width + 'px';
55
+ domElement.style.height = height + 'px';
50
56
  };
51
- var renderObject = function(object, scene, camera) {
57
+
58
+ var renderObject = function (object, scene, camera) {
52
59
  if (object instanceof CSS2DObject) {
53
60
  object.onBeforeRender(_this, scene, camera);
54
61
  vector.setFromMatrixPosition(object.matrixWorld);
55
62
  vector.applyMatrix4(viewProjectionMatrix);
56
63
  var element = object.element;
57
- element.style.transform = "translate(-50%,-50%) translate(" + (vector.x * _widthHalf + _widthHalf) + "px," + (-vector.y * _heightHalf + _heightHalf) + "px)";
58
- element.style.display = object.visible && vector.z >= -1 && vector.z <= 1 ? "" : "none";
64
+ element.style.transform = 'translate(-50%,-50%) translate(' + (vector.x * _widthHalf + _widthHalf) + 'px,' + (-vector.y * _heightHalf + _heightHalf) + 'px)';
65
+ element.style.display = object.visible && vector.z >= -1 && vector.z <= 1 ? '' : 'none';
59
66
  var objectData = {
60
67
  distanceToCameraSquared: getDistanceToSquared(camera, object)
61
68
  };
62
69
  cache.objects.set(object, objectData);
70
+
63
71
  if (element.parentNode !== domElement) {
64
72
  domElement.appendChild(element);
65
73
  }
74
+
66
75
  object.onAfterRender(_this, scene, camera);
67
76
  }
77
+
68
78
  for (let i = 0, l = object.children.length; i < l; i++) {
69
79
  renderObject(object.children[i], scene, camera);
70
80
  }
71
81
  };
72
- var getDistanceToSquared = function() {
73
- var a = new THREE.Vector3();
74
- var b = new THREE.Vector3();
75
- return function(object1, object2) {
82
+
83
+ var getDistanceToSquared = function () {
84
+ var a = new Vector3();
85
+ var b = new Vector3();
86
+ return function (object1, object2) {
76
87
  a.setFromMatrixPosition(object1.matrixWorld);
77
88
  b.setFromMatrixPosition(object2.matrixWorld);
78
89
  return a.distanceToSquared(b);
79
90
  };
80
91
  }();
81
- var filterAndFlatten = function(scene) {
92
+
93
+ var filterAndFlatten = function (scene) {
82
94
  var result = [];
83
- scene.traverse(function(object) {
84
- if (object instanceof CSS2DObject)
85
- result.push(object);
95
+ scene.traverse(function (object) {
96
+ if (object instanceof CSS2DObject) result.push(object);
86
97
  });
87
98
  return result;
88
99
  };
89
- var zOrder = function(scene) {
90
- var sorted = filterAndFlatten(scene).sort(function(a, b) {
100
+
101
+ var zOrder = function (scene) {
102
+ var sorted = filterAndFlatten(scene).sort(function (a, b) {
91
103
  var distanceA = cache.objects.get(a).distanceToCameraSquared;
92
104
  var distanceB = cache.objects.get(b).distanceToCameraSquared;
93
105
  return distanceA - distanceB;
94
106
  });
95
107
  var zMax = sorted.length;
108
+
96
109
  for (let i = 0, l = sorted.length; i < l; i++) {
97
110
  sorted[i].element.style.zIndex = zMax - i;
98
111
  }
99
112
  };
100
- this.render = function(scene, camera) {
101
- if (scene.autoUpdate === true)
102
- scene.updateMatrixWorld();
103
- if (camera.parent === null)
104
- camera.updateMatrixWorld();
113
+
114
+ this.render = function (scene, camera) {
115
+ if (scene.autoUpdate === true) scene.updateMatrixWorld();
116
+ if (camera.parent === null) camera.updateMatrixWorld();
105
117
  viewMatrix.copy(camera.matrixWorldInverse);
106
118
  viewProjectionMatrix.multiplyMatrices(camera.projectionMatrix, viewMatrix);
107
119
  renderObject(scene, scene, camera);
108
120
  zOrder(scene);
109
121
  };
110
122
  };
111
- exports.CSS2DObject = CSS2DObject;
112
- exports.CSS2DRenderer = CSS2DRenderer;
123
+
124
+ export { CSS2DObject, CSS2DRenderer };
@@ -0,0 +1 @@
1
+ "use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e=require("three"),t=function(t){e.Object3D.call(this),this.element=t||document.createElement("div"),this.element.style.position="absolute",this.element.style.pointerEvents="auto",this.addEventListener("removed",(function(){this.traverse((function(e){e.element instanceof Element&&null!==e.element.parentNode&&e.element.parentNode.removeChild(e.element)}))}))};t.prototype=Object.assign(Object.create(e.Object3D.prototype),{constructor:t,copy:function(t,r){return e.Object3D.prototype.copy.call(this,t,r),this.element=t.element.cloneNode(!0),this}});var r=function(e){t.call(this,e)};(r.prototype=Object.create(t.prototype)).constructor=r;exports.CSS3DObject=t,exports.CSS3DRenderer=function(){var n,o,s,a,i=this,l=new e.Matrix4,c={camera:{fov:0,style:""},objects:new WeakMap},p=document.createElement("div");p.style.overflow="hidden",this.domElement=p;var d=document.createElement("div");function m(e){return Math.abs(e)<1e-10?0:e}function h(e){var t=e.elements;return"matrix3d("+m(t[0])+","+m(-t[1])+","+m(t[2])+","+m(t[3])+","+m(t[4])+","+m(-t[5])+","+m(t[6])+","+m(t[7])+","+m(t[8])+","+m(-t[9])+","+m(t[10])+","+m(t[11])+","+m(t[12])+","+m(-t[13])+","+m(t[14])+","+m(t[15])+")"}function u(e){var t=e.elements;return"translate(-50%,-50%)"+("matrix3d("+m(t[0])+","+m(t[1])+","+m(t[2])+","+m(t[3])+","+m(-t[4])+","+m(-t[5])+","+m(-t[6])+","+m(-t[7])+","+m(t[8])+","+m(t[9])+","+m(t[10])+","+m(t[11])+","+m(t[12])+","+m(t[13])+","+m(t[14])+","+m(t[15])+")")}function v(e,n,o,s){if(e instanceof t){var a;e.onBeforeRender(i,n,o),e instanceof r?(l.copy(o.matrixWorldInverse),l.transpose(),l.copyPosition(e.matrixWorld),l.scale(e.scale),l.elements[3]=0,l.elements[7]=0,l.elements[11]=0,l.elements[15]=1,a=u(l)):a=u(e.matrixWorld);var p=e.element,m=c.objects.get(e);if(void 0===m||m.style!==a){p.style.transform=a;var h={style:a};c.objects.set(e,h)}p.style.display=e.visible?"":"none",p.parentNode!==d&&d.appendChild(p),e.onAfterRender(i,n,o)}for(let t=0,r=e.children.length;t<r;t++)v(e.children[t],n,o)}d.style.transformStyle="preserve-3d",d.style.pointerEvents="none",p.appendChild(d),this.getSize=function(){return{width:n,height:o}},this.setSize=function(e,t){s=(n=e)/2,a=(o=t)/2,p.style.width=e+"px",p.style.height=t+"px",d.style.width=e+"px",d.style.height=t+"px"},this.render=function(e,t){var r=t.projectionMatrix.elements[5]*a;if(c.camera.fov!==r&&(p.style.perspective=t.isPerspectiveCamera?r+"px":"",c.camera.fov=r),!0===e.autoUpdate&&e.updateMatrixWorld(),null===t.parent&&t.updateMatrixWorld(),t.isOrthographicCamera)var n=-(t.right+t.left)/2,o=(t.top+t.bottom)/2;var i=(t.isOrthographicCamera?"scale("+r+")translate("+m(n)+"px,"+m(o)+"px)"+h(t.matrixWorldInverse):"translateZ("+r+"px)"+h(t.matrixWorldInverse))+"translate("+s+"px,"+a+"px)";c.camera.style!==i&&(d.style.transform=i,c.camera.style=i),v(e,e,t)}},exports.CSS3DSprite=r;