three-stdlib 2.16.0 → 2.16.2

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Files changed (1219) 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 +143 -64
  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.d.ts +5 -4
  25. package/controls/FlyControls.js +160 -90
  26. package/controls/OrbitControls.cjs.js +1 -0
  27. package/controls/OrbitControls.js +481 -232
  28. package/controls/PointerLockControls.cjs.js +1 -0
  29. package/controls/PointerLockControls.js +99 -63
  30. package/controls/TrackballControls.cjs.js +1 -0
  31. package/controls/TrackballControls.js +383 -211
  32. package/controls/TransformControls.cjs.js +1 -0
  33. package/controls/TransformControls.js +782 -575
  34. package/controls/experimental/CameraControls.cjs.js +1 -0
  35. package/controls/experimental/CameraControls.js +609 -329
  36. package/csm/CSM.cjs.js +1 -0
  37. package/csm/CSM.js +108 -47
  38. package/csm/CSMFrustum.cjs.js +1 -0
  39. package/csm/CSMFrustum.js +29 -14
  40. package/csm/CSMHelper.cjs.js +1 -0
  41. package/csm/CSMHelper.js +34 -20
  42. package/csm/CSMShader.cjs.js +1 -0
  43. package/csm/CSMShader.js +11 -7
  44. package/curves/CurveExtras.cjs.js +1 -0
  45. package/curves/CurveExtras.js +115 -73
  46. package/curves/NURBSCurve.cjs.js +1 -0
  47. package/curves/NURBSCurve.js +43 -15
  48. package/curves/NURBSSurface.cjs.js +1 -0
  49. package/curves/NURBSSurface.js +27 -11
  50. package/curves/NURBSUtils.cjs.js +1 -0
  51. package/curves/NURBSUtils.js +203 -54
  52. package/custom.d.cjs.js +1 -0
  53. package/{shaders/types.mjs → custom.d.js} +0 -0
  54. package/deprecated/Geometry.cjs.js +1 -0
  55. package/deprecated/Geometry.js +486 -191
  56. package/effects/AnaglyphEffect.cjs.js +1 -0
  57. package/effects/AnaglyphEffect.js +60 -95
  58. package/effects/AsciiEffect.cjs.js +1 -0
  59. package/effects/AsciiEffect.js +110 -80
  60. package/effects/OutlineEffect.cjs.js +1 -0
  61. package/effects/OutlineEffect.js +204 -121
  62. package/effects/ParallaxBarrierEffect.cjs.js +1 -0
  63. package/effects/ParallaxBarrierEffect.js +38 -39
  64. package/effects/PeppersGhostEffect.cjs.js +1 -0
  65. package/effects/PeppersGhostEffect.js +68 -19
  66. package/effects/StereoEffect.cjs.js +1 -0
  67. package/effects/StereoEffect.js +16 -12
  68. package/environments/RoomEnvironment.cjs.js +1 -0
  69. package/environments/RoomEnvironment.js +47 -52
  70. package/exporters/ColladaExporter.cjs.js +1 -0
  71. package/exporters/ColladaExporter.js +241 -115
  72. package/exporters/DRACOExporter.cjs.js +1 -0
  73. package/exporters/DRACOExporter.js +121 -67
  74. package/exporters/GLTFExporter.cjs.js +1 -0
  75. package/exporters/GLTFExporter.js +1014 -463
  76. package/exporters/MMDExporter.cjs.js +1 -0
  77. package/exporters/MMDExporter.js +102 -44
  78. package/exporters/OBJExporter.cjs.js +1 -0
  79. package/exporters/OBJExporter.js +140 -78
  80. package/exporters/PLYExporter.cjs.js +1 -0
  81. package/exporters/PLYExporter.js +154 -93
  82. package/exporters/STLExporter.cjs.js +1 -0
  83. package/exporters/STLExporter.js +81 -30
  84. package/exporters/USDZExporter.cjs.js +1 -0
  85. package/exporters/USDZExporter.js +144 -84
  86. package/geometries/BoxLineGeometry.cjs.js +1 -0
  87. package/geometries/BoxLineGeometry.js +14 -7
  88. package/geometries/ConvexGeometry.cjs.js +1 -0
  89. package/geometries/ConvexGeometry.js +23 -14
  90. package/geometries/DecalGeometry.cjs.js +1 -0
  91. package/geometries/DecalGeometry.js +162 -108
  92. package/geometries/LightningStrike.cjs.js +1 -0
  93. package/geometries/LightningStrike.js +294 -101
  94. package/geometries/ParametricGeometries.cjs.js +1 -0
  95. package/geometries/ParametricGeometries.js +76 -26
  96. package/geometries/ParametricGeometry.cjs.js +1 -0
  97. package/geometries/ParametricGeometry.js +48 -24
  98. package/geometries/RoundedBoxGeometry.cjs.js +1 -0
  99. package/geometries/RoundedBoxGeometry.js +64 -33
  100. package/geometries/TeapotGeometry.cjs.js +1 -0
  101. package/geometries/TeapotGeometry.js +174 -1434
  102. package/geometries/TextGeometry.cjs.js +1 -0
  103. package/geometries/TextGeometry.js +17 -9
  104. package/helpers/LightProbeHelper.cjs.js +1 -0
  105. package/helpers/LightProbeHelper.js +21 -53
  106. package/helpers/PositionalAudioHelper.cjs.js +1 -0
  107. package/helpers/PositionalAudioHelper.js +30 -23
  108. package/helpers/RectAreaLightHelper.cjs.js +1 -0
  109. package/helpers/RectAreaLightHelper.js +33 -17
  110. package/helpers/VertexNormalsHelper.cjs.js +1 -0
  111. package/helpers/VertexNormalsHelper.js +41 -20
  112. package/helpers/VertexTangentsHelper.cjs.js +1 -0
  113. package/helpers/VertexTangentsHelper.js +36 -18
  114. package/index.cjs.js +1 -0
  115. package/index.js +333 -969
  116. package/interactive/InteractiveGroup.cjs.js +1 -0
  117. package/interactive/InteractiveGroup.d.ts +5 -0
  118. package/interactive/InteractiveGroup.js +87 -0
  119. package/interactive/SelectionBox.cjs.js +1 -0
  120. package/interactive/SelectionBox.js +46 -31
  121. package/interactive/SelectionHelper.cjs.js +1 -0
  122. package/interactive/SelectionHelper.js +21 -16
  123. package/libs/MeshoptDecoder.cjs.js +1 -0
  124. package/libs/MeshoptDecoder.js +58 -147
  125. package/libs/MotionControllers.cjs.js +1 -0
  126. package/libs/MotionControllers.js +208 -66
  127. package/lights/LightProbeGenerator.cjs.js +1 -0
  128. package/lights/LightProbeGenerator.js +96 -40
  129. package/lights/RectAreaLightUniformsLib.cjs.js +1 -0
  130. package/lights/RectAreaLightUniformsLib.js +9 -32842
  131. package/lines/Line2.cjs.js +1 -0
  132. package/lines/Line2.js +12 -9
  133. package/lines/LineGeometry.cjs.js +1 -0
  134. package/lines/LineGeometry.js +19 -7
  135. package/lines/LineMaterial.cjs.js +1 -0
  136. package/lines/LineMaterial.js +89 -51
  137. package/lines/LineSegments2.cjs.js +1 -0
  138. package/lines/LineSegments2.js +165 -56
  139. package/lines/LineSegmentsGeometry.cjs.js +1 -0
  140. package/lines/LineSegmentsGeometry.js +71 -29
  141. package/lines/Wireframe.cjs.js +1 -0
  142. package/lines/Wireframe.js +29 -15
  143. package/lines/WireframeGeometry2.cjs.js +1 -0
  144. package/lines/WireframeGeometry2.js +9 -8
  145. package/loaders/3DMLoader.cjs.js +1 -0
  146. package/loaders/3DMLoader.js +469 -234
  147. package/loaders/3MFLoader.cjs.js +1 -0
  148. package/loaders/3MFLoader.js +555 -340
  149. package/loaders/AMFLoader.cjs.js +1 -0
  150. package/loaders/AMFLoader.js +219 -114
  151. package/loaders/AssimpLoader.cjs.js +1 -0
  152. package/loaders/AssimpLoader.js +725 -328
  153. package/loaders/BVHLoader.cjs.js +1 -0
  154. package/loaders/BVHLoader.js +200 -94
  155. package/loaders/BasisTextureLoader.cjs.js +1 -0
  156. package/loaders/BasisTextureLoader.js +357 -229
  157. package/loaders/ColladaLoader.cjs.js +1 -0
  158. package/loaders/ColladaLoader.js +1522 -932
  159. package/loaders/DDSLoader.cjs.js +1 -0
  160. package/loaders/DDSLoader.js +108 -42
  161. package/loaders/DRACOLoader.cjs.js +1 -0
  162. package/loaders/DRACOLoader.js +210 -103
  163. package/loaders/EXRLoader.cjs.js +1 -0
  164. package/loaders/EXRLoader.js +809 -461
  165. package/loaders/FBXLoader.cjs.js +1 -0
  166. package/loaders/FBXLoader.js +1397 -842
  167. package/loaders/FontLoader.cjs.js +1 -0
  168. package/loaders/FontLoader.js +66 -33
  169. package/loaders/GCodeLoader.cjs.js +1 -0
  170. package/loaders/GCodeLoader.js +111 -63
  171. package/loaders/GLTFLoader.cjs.js +1 -0
  172. package/loaders/GLTFLoader.js +1484 -771
  173. package/loaders/HDRCubeTextureLoader.cjs.js +1 -0
  174. package/loaders/HDRCubeTextureLoader.js +50 -45
  175. package/loaders/KMZLoader.cjs.js +1 -0
  176. package/loaders/KMZLoader.js +55 -42
  177. package/loaders/KTX2Loader.cjs.js +1 -0
  178. package/loaders/KTX2Loader.js +362 -229
  179. package/loaders/KTXLoader.cjs.js +1 -0
  180. package/loaders/KTXLoader.js +99 -37
  181. package/loaders/LDrawLoader.cjs.js +1 -0
  182. package/loaders/LDrawLoader.js +746 -313
  183. package/loaders/LUT3dlLoader.cjs.js +1 -0
  184. package/loaders/LUT3dlLoader.js +62 -50
  185. package/loaders/LUTCubeLoader.cjs.js +1 -0
  186. package/loaders/LUTCubeLoader.js +56 -45
  187. package/loaders/LWOLoader.cjs.js +1 -0
  188. package/loaders/LWOLoader.js +339 -227
  189. package/loaders/LottieLoader.cjs.js +1 -0
  190. package/loaders/LottieLoader.js +38 -36
  191. package/loaders/MD2Loader.cjs.js +1 -0
  192. package/loaders/MD2Loader.js +91 -248
  193. package/loaders/MDDLoader.cjs.js +1 -0
  194. package/loaders/MDDLoader.js +45 -25
  195. package/loaders/MMDLoader.cjs.js +1 -0
  196. package/loaders/MMDLoader.js +795 -359
  197. package/loaders/MTLLoader.cjs.js +1 -0
  198. package/loaders/MTLLoader.js +201 -91
  199. package/loaders/NRRDLoader.cjs.js +1 -0
  200. package/loaders/NRRDLoader.js +263 -182
  201. package/loaders/NodeMaterialLoader.cjs.js +1 -0
  202. package/loaders/NodeMaterialLoader.js +14 -121
  203. package/loaders/OBJLoader.cjs.js +1 -0
  204. package/loaders/OBJLoader.js +283 -161
  205. package/loaders/PCDLoader.cjs.js +1 -0
  206. package/loaders/PCDLoader.js +164 -145
  207. package/loaders/PDBLoader.cjs.js +1 -0
  208. package/loaders/PDBLoader.js +63 -45
  209. package/loaders/PLYLoader.cjs.js +1 -0
  210. package/loaders/PLYLoader.js +203 -106
  211. package/loaders/PRWMLoader.cjs.js +1 -0
  212. package/loaders/PRWMLoader.js +110 -73
  213. package/loaders/PVRLoader.cjs.js +1 -0
  214. package/loaders/PVRLoader.js +93 -32
  215. package/loaders/RGBELoader.cjs.js +1 -0
  216. package/loaders/RGBELoader.js +233 -96
  217. package/loaders/RGBMLoader.cjs.js +1 -0
  218. package/loaders/RGBMLoader.js +514 -344
  219. package/loaders/STLLoader.cjs.js +1 -0
  220. package/loaders/STLLoader.js +165 -59
  221. package/loaders/SVGLoader.cjs.js +1 -0
  222. package/loaders/SVGLoader.js +851 -481
  223. package/loaders/TDSLoader.cjs.js +1 -0
  224. package/loaders/TDSLoader.js +527 -137
  225. package/loaders/TGALoader.cjs.js +1 -0
  226. package/loaders/TGALoader.js +205 -94
  227. package/loaders/TTFLoader.cjs.js +1 -0
  228. package/loaders/TTFLoader.js +79 -58
  229. package/loaders/TiltLoader.cjs.js +1 -0
  230. package/loaders/TiltLoader.js +167 -129
  231. package/loaders/VOXLoader.cjs.js +1 -0
  232. package/loaders/VOXLoader.js +84 -320
  233. package/loaders/VRMLLoader.cjs.js +1 -0
  234. package/loaders/VRMLLoader.js +1268 -786
  235. package/loaders/VRMLoader.cjs.js +1 -0
  236. package/loaders/VRMLoader.js +31 -23
  237. package/loaders/VTKLoader.cjs.js +1 -0
  238. package/loaders/VTKLoader.js +407 -219
  239. package/loaders/XLoader.cjs.js +1 -0
  240. package/loaders/XLoader.js +1259 -1083
  241. package/loaders/XYZLoader.cjs.js +1 -0
  242. package/loaders/XYZLoader.js +34 -28
  243. package/loaders/lwo/IFFParser.cjs.js +1 -0
  244. package/loaders/lwo/IFFParser.js +492 -238
  245. package/loaders/lwo/LWO2Parser.cjs.js +1 -0
  246. package/loaders/lwo/LWO2Parser.js +279 -176
  247. package/loaders/lwo/LWO3Parser.cjs.js +1 -0
  248. package/loaders/lwo/LWO3Parser.js +247 -160
  249. package/math/Capsule.cjs.js +1 -0
  250. package/math/Capsule.js +43 -56
  251. package/math/ColorConverter.cjs.js +1 -0
  252. package/math/ColorConverter.js +32 -18
  253. package/math/ConvexHull.cjs.js +1 -0
  254. package/math/ConvexHull.js +357 -97
  255. package/math/ImprovedNoise.cjs.js +1 -0
  256. package/math/ImprovedNoise.js +32 -282
  257. package/math/Lut.cjs.js +1 -0
  258. package/math/Lut.js +35 -51
  259. package/math/MeshSurfaceSampler.cjs.js +1 -0
  260. package/math/MeshSurfaceSampler.js +68 -25
  261. package/math/OBB.cjs.js +1 -0
  262. package/math/OBB.js +152 -91
  263. package/math/Octree.cjs.js +1 -0
  264. package/math/Octree.js +139 -76
  265. package/math/SimplexNoise.cjs.js +1 -0
  266. package/math/SimplexNoise.js +238 -217
  267. package/misc/ConvexObjectBreaker.cjs.js +1 -0
  268. package/misc/ConvexObjectBreaker.js +185 -79
  269. package/misc/GPUComputationRenderer.cjs.js +1 -0
  270. package/misc/GPUComputationRenderer.js +194 -69
  271. package/misc/Gyroscope.cjs.js +1 -0
  272. package/misc/Gyroscope.js +22 -16
  273. package/misc/MD2Character.cjs.js +1 -0
  274. package/misc/MD2Character.js +74 -52
  275. package/misc/MD2CharacterComplex.cjs.js +1 -0
  276. package/misc/MD2CharacterComplex.js +163 -112
  277. package/misc/MorphAnimMesh.cjs.js +1 -0
  278. package/misc/MorphAnimMesh.js +28 -20
  279. package/misc/MorphBlendMesh.cjs.js +1 -0
  280. package/misc/MorphBlendMesh.js +69 -45
  281. package/misc/ProgressiveLightmap.cjs.js +1 -0
  282. package/misc/ProgressiveLightmap.js +187 -70
  283. package/misc/RollerCoaster.cjs.js +1 -0
  284. package/misc/RollerCoaster.js +135 -106
  285. package/misc/TubePainter.cjs.js +1 -0
  286. package/misc/TubePainter.js +92 -74
  287. package/misc/Volume.cjs.js +1 -0
  288. package/misc/Volume.js +270 -108
  289. package/misc/VolumeSlice.cjs.js +1 -0
  290. package/misc/VolumeSlice.js +122 -34
  291. package/misc/WebGL.cjs.js +1 -0
  292. package/misc/WebGL.js +34 -37
  293. package/modifiers/CurveModifier.cjs.js +1 -0
  294. package/modifiers/CurveModifier.js +151 -46
  295. package/modifiers/EdgeSplitModifier.cjs.js +1 -0
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  297. package/modifiers/SimplifyModifier.cjs.js +1 -0
  298. package/modifiers/SimplifyModifier.js +202 -77
  299. package/modifiers/TessellateModifier.cjs.js +1 -0
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  301. package/nodes/Nodes.cjs.js +1 -0
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  303. package/nodes/ShaderNode.cjs.js +1 -0
  304. package/nodes/ShaderNode.js +196 -296
  305. package/nodes/accessors/BufferNode.cjs.js +1 -0
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  307. package/nodes/accessors/CameraNode.cjs.js +1 -0
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  309. package/nodes/accessors/CubeTextureNode.cjs.js +1 -0
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  311. package/nodes/accessors/MaterialNode.cjs.js +1 -0
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  313. package/nodes/accessors/MaterialReferenceNode.cjs.js +1 -0
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  1135. package/renderers/webgpu/WebGPUStorageBuffer.mjs +0 -15
  1136. package/renderers/webgpu/WebGPUTextureRenderer.mjs +0 -23
  1137. package/renderers/webgpu/WebGPUTextureUtils.mjs +0 -98
  1138. package/renderers/webgpu/WebGPUTextures.mjs +0 -484
  1139. package/renderers/webgpu/WebGPUUniform.mjs +0 -81
  1140. package/renderers/webgpu/WebGPUUniformsGroup.mjs +0 -176
  1141. package/renderers/webgpu/constants.mjs +0 -230
  1142. package/renderers/webgpu/nodes/ShaderLib.mjs +0 -42
  1143. package/renderers/webgpu/nodes/WebGPUNodeBuilder.mjs +0 -165
  1144. package/renderers/webgpu/nodes/WebGPUNodeUniform.mjs +0 -73
  1145. package/renderers/webgpu/nodes/WebGPUNodeUniformsGroup.mjs +0 -15
  1146. package/renderers/webgpu/nodes/WebGPUNodes.mjs +0 -40
  1147. package/shaders/ACESFilmicToneMappingShader.mjs +0 -48
  1148. package/shaders/AfterimageShader.mjs +0 -32
  1149. package/shaders/BasicShader.mjs +0 -12
  1150. package/shaders/BleachBypassShader.mjs +0 -35
  1151. package/shaders/BlendShader.mjs +0 -30
  1152. package/shaders/BokehShader.mjs +0 -106
  1153. package/shaders/BokehShader2.mjs +0 -269
  1154. package/shaders/BrightnessContrastShader.mjs +0 -32
  1155. package/shaders/ColorCorrectionShader.mjs +0 -30
  1156. package/shaders/ColorifyShader.mjs +0 -28
  1157. package/shaders/ConvolutionShader.mjs +0 -55
  1158. package/shaders/CopyShader.mjs +0 -25
  1159. package/shaders/DOFMipMapShader.mjs +0 -32
  1160. package/shaders/DepthLimitedBlurShader.mjs +0 -114
  1161. package/shaders/DigitalGlitch.mjs +0 -78
  1162. package/shaders/DotScreenShader.mjs +0 -39
  1163. package/shaders/FXAAShader.mjs +0 -1098
  1164. package/shaders/FilmShader.mjs +0 -42
  1165. package/shaders/FocusShader.mjs +0 -55
  1166. package/shaders/FreiChenShader.mjs +0 -61
  1167. package/shaders/FresnelShader.mjs +0 -47
  1168. package/shaders/GammaCorrectionShader.mjs +0 -23
  1169. package/shaders/GodRaysShader.mjs +0 -146
  1170. package/shaders/HalftoneShader.mjs +0 -212
  1171. package/shaders/HorizontalBlurShader.mjs +0 -43
  1172. package/shaders/HorizontalTiltShiftShader.mjs +0 -37
  1173. package/shaders/HueSaturationShader.mjs +0 -41
  1174. package/shaders/KaleidoShader.mjs +0 -34
  1175. package/shaders/LuminosityHighPassShader.mjs +0 -37
  1176. package/shaders/LuminosityShader.mjs +0 -25
  1177. package/shaders/MirrorShader.mjs +0 -35
  1178. package/shaders/NormalMapShader.mjs +0 -31
  1179. package/shaders/ParallaxShader.mjs +0 -113
  1180. package/shaders/PixelShader.mjs +0 -28
  1181. package/shaders/RGBShiftShader.mjs +0 -30
  1182. package/shaders/SAOShader.mjs +0 -144
  1183. package/shaders/SMAAShader.mjs +0 -272
  1184. package/shaders/SSAOShader.mjs +0 -172
  1185. package/shaders/SSRShader.mjs +0 -324
  1186. package/shaders/SepiaShader.mjs +0 -29
  1187. package/shaders/SobelOperatorShader.mjs +0 -44
  1188. package/shaders/SubsurfaceScatteringShader.mjs +0 -59
  1189. package/shaders/TechnicolorShader.mjs +0 -24
  1190. package/shaders/ToneMapShader.mjs +0 -48
  1191. package/shaders/ToonShader.mjs +0 -188
  1192. package/shaders/TriangleBlurShader.mjs +0 -36
  1193. package/shaders/UnpackDepthRGBAShader.mjs +0 -26
  1194. package/shaders/VerticalBlurShader.mjs +0 -44
  1195. package/shaders/VerticalTiltShiftShader.mjs +0 -37
  1196. package/shaders/VignetteShader.mjs +0 -28
  1197. package/shaders/VolumeShader.mjs +0 -178
  1198. package/shaders/WaterRefractionShader.mjs +0 -57
  1199. package/textures/FlakesTexture.mjs +0 -30
  1200. package/types/helpers.mjs +0 -4
  1201. package/utils/BufferGeometryUtils.mjs +0 -570
  1202. package/utils/GeometryCompressionUtils.mjs +0 -547
  1203. package/utils/GeometryUtils.mjs +0 -108
  1204. package/utils/RoughnessMipmapper.mjs +0 -213
  1205. package/utils/SceneUtils.mjs +0 -36
  1206. package/utils/ShadowMapViewer.mjs +0 -114
  1207. package/utils/SkeletonUtils.mjs +0 -292
  1208. package/utils/UVsDebug.mjs +0 -85
  1209. package/utils/WorkerPool.mjs +0 -62
  1210. package/webxr/ARButton.mjs +0 -119
  1211. package/webxr/OculusHandModel.mjs +0 -71
  1212. package/webxr/OculusHandPointerModel.mjs +0 -207
  1213. package/webxr/Text2D.mjs +0 -31
  1214. package/webxr/VRButton.mjs +0 -105
  1215. package/webxr/XRControllerModelFactory.mjs +0 -146
  1216. package/webxr/XREstimatedLight.mjs +0 -126
  1217. package/webxr/XRHandMeshModel.mjs +0 -73
  1218. package/webxr/XRHandModelFactory.mjs +0 -61
  1219. package/webxr/XRHandPrimitiveModel.mjs +0 -68
@@ -1,171 +1,296 @@
1
- "use strict";
2
- Object.defineProperties(exports, { __esModule: { value: true }, [Symbol.toStringTag]: { value: "Module" } });
3
- const THREE = require("three");
4
- var GPUComputationRenderer = function(sizeX, sizeY, renderer) {
1
+ import { Scene, Camera, Mesh, PlaneGeometry, ShaderMaterial, WebGLRenderTarget, RGBAFormat, DataTexture, FloatType, NearestFilter, ClampToEdgeWrapping } from 'three';
2
+
3
+ /**
4
+ * GPUComputationRenderer, based on SimulationRenderer by zz85
5
+ *
6
+ * The GPUComputationRenderer uses the concept of variables. These variables are RGBA float textures that hold 4 floats
7
+ * for each compute element (texel)
8
+ *
9
+ * Each variable has a fragment shader that defines the computation made to obtain the variable in question.
10
+ * You can use as many variables you need, and make dependencies so you can use textures of other variables in the shader
11
+ * (the sampler uniforms are added automatically) Most of the variables will need themselves as dependency.
12
+ *
13
+ * The renderer has actually two render targets per variable, to make ping-pong. Textures from the current frame are used
14
+ * as inputs to render the textures of the next frame.
15
+ *
16
+ * The render targets of the variables can be used as input textures for your visualization shaders.
17
+ *
18
+ * Variable names should be valid identifiers and should not collide with THREE GLSL used identifiers.
19
+ * a common approach could be to use 'texture' prefixing the variable name; i.e texturePosition, textureVelocity...
20
+ *
21
+ * The size of the computation (sizeX * sizeY) is defined as 'resolution' automatically in the shader. For example:
22
+ * #DEFINE resolution vec2( 1024.0, 1024.0 )
23
+ *
24
+ * -------------
25
+ *
26
+ * Basic use:
27
+ *
28
+ * // Initialization...
29
+ *
30
+ * // Create computation renderer
31
+ * var gpuCompute = new GPUComputationRenderer( 1024, 1024, renderer );
32
+ *
33
+ * // Create initial state float textures
34
+ * var pos0 = gpuCompute.createTexture();
35
+ * var vel0 = gpuCompute.createTexture();
36
+ * // and fill in here the texture data...
37
+ *
38
+ * // Add texture variables
39
+ * var velVar = gpuCompute.addVariable( "textureVelocity", fragmentShaderVel, pos0 );
40
+ * var posVar = gpuCompute.addVariable( "texturePosition", fragmentShaderPos, vel0 );
41
+ *
42
+ * // Add variable dependencies
43
+ * gpuCompute.setVariableDependencies( velVar, [ velVar, posVar ] );
44
+ * gpuCompute.setVariableDependencies( posVar, [ velVar, posVar ] );
45
+ *
46
+ * // Add custom uniforms
47
+ * velVar.material.uniforms.time = { value: 0.0 };
48
+ *
49
+ * // Check for completeness
50
+ * var error = gpuCompute.init();
51
+ * if ( error !== null ) {
52
+ * console.error( error );
53
+ * }
54
+ *
55
+ *
56
+ * // In each frame...
57
+ *
58
+ * // Compute!
59
+ * gpuCompute.compute();
60
+ *
61
+ * // Update texture uniforms in your visualization materials with the gpu renderer output
62
+ * myMaterial.uniforms.myTexture.value = gpuCompute.getCurrentRenderTarget( posVar ).texture;
63
+ *
64
+ * // Do your rendering
65
+ * renderer.render( myScene, myCamera );
66
+ *
67
+ * -------------
68
+ *
69
+ * Also, you can use utility functions to create ShaderMaterial and perform computations (rendering between textures)
70
+ * Note that the shaders can have multiple input textures.
71
+ *
72
+ * var myFilter1 = gpuCompute.createShaderMaterial( myFilterFragmentShader1, { theTexture: { value: null } } );
73
+ * var myFilter2 = gpuCompute.createShaderMaterial( myFilterFragmentShader2, { theTexture: { value: null } } );
74
+ *
75
+ * var inputTexture = gpuCompute.createTexture();
76
+ *
77
+ * // Fill in here inputTexture...
78
+ *
79
+ * myFilter1.uniforms.theTexture.value = inputTexture;
80
+ *
81
+ * var myRenderTarget = gpuCompute.createRenderTarget();
82
+ * myFilter2.uniforms.theTexture.value = myRenderTarget.texture;
83
+ *
84
+ * var outputRenderTarget = gpuCompute.createRenderTarget();
85
+ *
86
+ * // Now use the output texture where you want:
87
+ * myMaterial.uniforms.map.value = outputRenderTarget.texture;
88
+ *
89
+ * // And compute each frame, before rendering to screen:
90
+ * gpuCompute.doRenderTarget( myFilter1, myRenderTarget );
91
+ * gpuCompute.doRenderTarget( myFilter2, outputRenderTarget );
92
+ *
93
+ *
94
+ *
95
+ * @param {int} sizeX Computation problem size is always 2d: sizeX * sizeY elements.
96
+ * @param {int} sizeY Computation problem size is always 2d: sizeX * sizeY elements.
97
+ * @param {WebGLRenderer} renderer The renderer
98
+ */
99
+
100
+ var GPUComputationRenderer = function (sizeX, sizeY, renderer) {
5
101
  this.variables = [];
6
102
  this.currentTextureIndex = 0;
7
- var dataType = THREE.FloatType;
8
- var scene = new THREE.Scene();
9
- var camera = new THREE.Camera();
103
+ var dataType = FloatType;
104
+ var scene = new Scene();
105
+ var camera = new Camera();
10
106
  camera.position.z = 1;
11
107
  var passThruUniforms = {
12
- passThruTexture: { value: null }
108
+ passThruTexture: {
109
+ value: null
110
+ }
13
111
  };
14
112
  var passThruShader = createShaderMaterial(getPassThroughFragmentShader(), passThruUniforms);
15
- var mesh = new THREE.Mesh(new THREE.PlaneGeometry(2, 2), passThruShader);
113
+ var mesh = new Mesh(new PlaneGeometry(2, 2), passThruShader);
16
114
  scene.add(mesh);
17
- this.setDataType = function(type) {
115
+
116
+ this.setDataType = function (type) {
18
117
  dataType = type;
19
118
  return this;
20
119
  };
21
- this.addVariable = function(variableName, computeFragmentShader, initialValueTexture) {
120
+
121
+ this.addVariable = function (variableName, computeFragmentShader, initialValueTexture) {
22
122
  var material = this.createShaderMaterial(computeFragmentShader);
23
123
  var variable = {
24
124
  name: variableName,
25
- initialValueTexture,
26
- material,
125
+ initialValueTexture: initialValueTexture,
126
+ material: material,
27
127
  dependencies: null,
28
128
  renderTargets: [],
29
129
  wrapS: null,
30
130
  wrapT: null,
31
- minFilter: THREE.NearestFilter,
32
- magFilter: THREE.NearestFilter
131
+ minFilter: NearestFilter,
132
+ magFilter: NearestFilter
33
133
  };
34
134
  this.variables.push(variable);
35
135
  return variable;
36
136
  };
37
- this.setVariableDependencies = function(variable, dependencies) {
137
+
138
+ this.setVariableDependencies = function (variable, dependencies) {
38
139
  variable.dependencies = dependencies;
39
140
  };
40
- this.init = function() {
41
- if (renderer.capabilities.isWebGL2 === false && renderer.extensions.has("OES_texture_float") === false) {
42
- return "No OES_texture_float support for float textures.";
141
+
142
+ this.init = function () {
143
+ if (renderer.capabilities.isWebGL2 === false && renderer.extensions.has('OES_texture_float') === false) {
144
+ return 'No OES_texture_float support for float textures.';
43
145
  }
146
+
44
147
  if (renderer.capabilities.maxVertexTextures === 0) {
45
- return "No support for vertex shader textures.";
148
+ return 'No support for vertex shader textures.';
46
149
  }
150
+
47
151
  for (let i = 0; i < this.variables.length; i++) {
48
- var variable = this.variables[i];
49
- variable.renderTargets[0] = this.createRenderTarget(
50
- sizeX,
51
- sizeY,
52
- variable.wrapS,
53
- variable.wrapT,
54
- variable.minFilter,
55
- variable.magFilter
56
- );
57
- variable.renderTargets[1] = this.createRenderTarget(
58
- sizeX,
59
- sizeY,
60
- variable.wrapS,
61
- variable.wrapT,
62
- variable.minFilter,
63
- variable.magFilter
64
- );
152
+ var variable = this.variables[i]; // Creates rendertargets and initialize them with input texture
153
+
154
+ variable.renderTargets[0] = this.createRenderTarget(sizeX, sizeY, variable.wrapS, variable.wrapT, variable.minFilter, variable.magFilter);
155
+ variable.renderTargets[1] = this.createRenderTarget(sizeX, sizeY, variable.wrapS, variable.wrapT, variable.minFilter, variable.magFilter);
65
156
  this.renderTexture(variable.initialValueTexture, variable.renderTargets[0]);
66
- this.renderTexture(variable.initialValueTexture, variable.renderTargets[1]);
157
+ this.renderTexture(variable.initialValueTexture, variable.renderTargets[1]); // Adds dependencies uniforms to the ShaderMaterial
158
+
67
159
  var material = variable.material;
68
160
  var uniforms = material.uniforms;
161
+
69
162
  if (variable.dependencies !== null) {
70
163
  for (let d = 0; d < variable.dependencies.length; d++) {
71
164
  var depVar = variable.dependencies[d];
165
+
72
166
  if (depVar.name !== variable.name) {
167
+ // Checks if variable exists
73
168
  var found = false;
169
+
74
170
  for (let j = 0; j < this.variables.length; j++) {
75
171
  if (depVar.name === this.variables[j].name) {
76
172
  found = true;
77
173
  break;
78
174
  }
79
175
  }
176
+
80
177
  if (!found) {
81
- return "Variable dependency not found. Variable=" + variable.name + ", dependency=" + depVar.name;
178
+ return 'Variable dependency not found. Variable=' + variable.name + ', dependency=' + depVar.name;
82
179
  }
83
180
  }
84
- uniforms[depVar.name] = { value: null };
85
- material.fragmentShader = "\nuniform sampler2D " + depVar.name + ";\n" + material.fragmentShader;
181
+
182
+ uniforms[depVar.name] = {
183
+ value: null
184
+ };
185
+ material.fragmentShader = '\nuniform sampler2D ' + depVar.name + ';\n' + material.fragmentShader;
86
186
  }
87
187
  }
88
188
  }
189
+
89
190
  this.currentTextureIndex = 0;
90
191
  return null;
91
192
  };
92
- this.compute = function() {
193
+
194
+ this.compute = function () {
93
195
  var currentTextureIndex = this.currentTextureIndex;
94
196
  var nextTextureIndex = this.currentTextureIndex === 0 ? 1 : 0;
197
+
95
198
  for (let i = 0, il = this.variables.length; i < il; i++) {
96
- var variable = this.variables[i];
199
+ var variable = this.variables[i]; // Sets texture dependencies uniforms
200
+
97
201
  if (variable.dependencies !== null) {
98
202
  var uniforms = variable.material.uniforms;
203
+
99
204
  for (let d = 0, dl = variable.dependencies.length; d < dl; d++) {
100
205
  var depVar = variable.dependencies[d];
101
206
  uniforms[depVar.name].value = depVar.renderTargets[currentTextureIndex].texture;
102
207
  }
103
- }
208
+ } // Performs the computation for this variable
209
+
210
+
104
211
  this.doRenderTarget(variable.material, variable.renderTargets[nextTextureIndex]);
105
212
  }
213
+
106
214
  this.currentTextureIndex = nextTextureIndex;
107
215
  };
108
- this.getCurrentRenderTarget = function(variable) {
216
+
217
+ this.getCurrentRenderTarget = function (variable) {
109
218
  return variable.renderTargets[this.currentTextureIndex];
110
219
  };
111
- this.getAlternateRenderTarget = function(variable) {
220
+
221
+ this.getAlternateRenderTarget = function (variable) {
112
222
  return variable.renderTargets[this.currentTextureIndex === 0 ? 1 : 0];
113
223
  };
224
+
114
225
  function addResolutionDefine(materialShader) {
115
- materialShader.defines.resolution = "vec2( " + sizeX.toFixed(1) + ", " + sizeY.toFixed(1) + " )";
226
+ materialShader.defines.resolution = 'vec2( ' + sizeX.toFixed(1) + ', ' + sizeY.toFixed(1) + ' )';
116
227
  }
117
- this.addResolutionDefine = addResolutionDefine;
228
+
229
+ this.addResolutionDefine = addResolutionDefine; // The following functions can be used to compute things manually
230
+
118
231
  function createShaderMaterial(computeFragmentShader, uniforms) {
119
232
  uniforms = uniforms || {};
120
- var material = new THREE.ShaderMaterial({
121
- uniforms,
233
+ var material = new ShaderMaterial({
234
+ uniforms: uniforms,
122
235
  vertexShader: getPassThroughVertexShader(),
123
236
  fragmentShader: computeFragmentShader
124
237
  });
125
238
  addResolutionDefine(material);
126
239
  return material;
127
240
  }
241
+
128
242
  this.createShaderMaterial = createShaderMaterial;
129
- this.createRenderTarget = function(sizeXTexture, sizeYTexture, wrapS, wrapT, minFilter, magFilter) {
243
+
244
+ this.createRenderTarget = function (sizeXTexture, sizeYTexture, wrapS, wrapT, minFilter, magFilter) {
130
245
  sizeXTexture = sizeXTexture || sizeX;
131
246
  sizeYTexture = sizeYTexture || sizeY;
132
- wrapS = wrapS || THREE.ClampToEdgeWrapping;
133
- wrapT = wrapT || THREE.ClampToEdgeWrapping;
134
- minFilter = minFilter || THREE.NearestFilter;
135
- magFilter = magFilter || THREE.NearestFilter;
136
- var renderTarget = new THREE.WebGLRenderTarget(sizeXTexture, sizeYTexture, {
137
- wrapS,
138
- wrapT,
139
- minFilter,
140
- magFilter,
141
- format: THREE.RGBAFormat,
247
+ wrapS = wrapS || ClampToEdgeWrapping;
248
+ wrapT = wrapT || ClampToEdgeWrapping;
249
+ minFilter = minFilter || NearestFilter;
250
+ magFilter = magFilter || NearestFilter;
251
+ var renderTarget = new WebGLRenderTarget(sizeXTexture, sizeYTexture, {
252
+ wrapS: wrapS,
253
+ wrapT: wrapT,
254
+ minFilter: minFilter,
255
+ magFilter: magFilter,
256
+ format: RGBAFormat,
142
257
  type: dataType,
143
258
  depthBuffer: false
144
259
  });
145
260
  return renderTarget;
146
261
  };
147
- this.createTexture = function() {
262
+
263
+ this.createTexture = function () {
148
264
  var data = new Float32Array(sizeX * sizeY * 4);
149
- return new THREE.DataTexture(data, sizeX, sizeY, THREE.RGBAFormat, THREE.FloatType);
265
+ return new DataTexture(data, sizeX, sizeY, RGBAFormat, FloatType);
150
266
  };
151
- this.renderTexture = function(input, output) {
267
+
268
+ this.renderTexture = function (input, output) {
269
+ // Takes a texture, and render out in rendertarget
270
+ // input = Texture
271
+ // output = RenderTarget
152
272
  passThruUniforms.passThruTexture.value = input;
153
273
  this.doRenderTarget(passThruShader, output);
154
274
  passThruUniforms.passThruTexture.value = null;
155
275
  };
156
- this.doRenderTarget = function(material, output) {
276
+
277
+ this.doRenderTarget = function (material, output) {
157
278
  var currentRenderTarget = renderer.getRenderTarget();
158
279
  mesh.material = material;
159
280
  renderer.setRenderTarget(output);
160
281
  renderer.render(scene, camera);
161
282
  mesh.material = passThruShader;
162
283
  renderer.setRenderTarget(currentRenderTarget);
163
- };
284
+ }; // Shaders
285
+
286
+
164
287
  function getPassThroughVertexShader() {
165
- return "void main() {\n\n gl_Position = vec4( position, 1.0 );\n\n}\n";
288
+ return 'void main() {\n' + '\n' + ' gl_Position = vec4( position, 1.0 );\n' + '\n' + '}\n';
166
289
  }
290
+
167
291
  function getPassThroughFragmentShader() {
168
- return "uniform sampler2D passThruTexture;\n\nvoid main() {\n\n vec2 uv = gl_FragCoord.xy / resolution.xy;\n\n gl_FragColor = texture2D( passThruTexture, uv );\n\n}\n";
292
+ return 'uniform sampler2D passThruTexture;\n' + '\n' + 'void main() {\n' + '\n' + ' vec2 uv = gl_FragCoord.xy / resolution.xy;\n' + '\n' + ' gl_FragColor = texture2D( passThruTexture, uv );\n' + '\n' + '}\n';
169
293
  }
170
294
  };
171
- exports.GPUComputationRenderer = GPUComputationRenderer;
295
+
296
+ export { GPUComputationRenderer };
@@ -0,0 +1 @@
1
+ "use strict";Object.defineProperty(exports,"__esModule",{value:!0});var t,e,r,i,o,a,s=require("three"),c=function(){s.Object3D.call(this)};(c.prototype=Object.create(s.Object3D.prototype)).constructor=c,c.prototype.updateMatrixWorld=(t=new s.Vector3,e=new s.Quaternion,r=new s.Vector3,i=new s.Vector3,o=new s.Quaternion,a=new s.Vector3,function(s){this.matrixAutoUpdate&&this.updateMatrix(),(this.matrixWorldNeedsUpdate||s)&&(null!==this.parent?(this.matrixWorld.multiplyMatrices(this.parent.matrixWorld,this.matrix),this.matrixWorld.decompose(i,o,a),this.matrix.decompose(t,e,r),this.matrixWorld.compose(i,e,a)):this.matrixWorld.copy(this.matrix),this.matrixWorldNeedsUpdate=!1,s=!0);for(let t=0,e=this.children.length;t<e;t++)this.children[t].updateMatrixWorld(s)}),exports.Gyroscope=c;
package/misc/Gyroscope.js CHANGED
@@ -1,20 +1,22 @@
1
- "use strict";
2
- Object.defineProperties(exports, { __esModule: { value: true }, [Symbol.toStringTag]: { value: "Module" } });
3
- const THREE = require("three");
4
- var Gyroscope = function() {
5
- THREE.Object3D.call(this);
1
+ import { Object3D, Vector3, Quaternion } from 'three';
2
+
3
+ var Gyroscope = function () {
4
+ Object3D.call(this);
6
5
  };
7
- Gyroscope.prototype = Object.create(THREE.Object3D.prototype);
6
+
7
+ Gyroscope.prototype = Object.create(Object3D.prototype);
8
8
  Gyroscope.prototype.constructor = Gyroscope;
9
- Gyroscope.prototype.updateMatrixWorld = function() {
10
- var translationObject = new THREE.Vector3();
11
- var quaternionObject = new THREE.Quaternion();
12
- var scaleObject = new THREE.Vector3();
13
- var translationWorld = new THREE.Vector3();
14
- var quaternionWorld = new THREE.Quaternion();
15
- var scaleWorld = new THREE.Vector3();
9
+
10
+ Gyroscope.prototype.updateMatrixWorld = function () {
11
+ var translationObject = new Vector3();
12
+ var quaternionObject = new Quaternion();
13
+ var scaleObject = new Vector3();
14
+ var translationWorld = new Vector3();
15
+ var quaternionWorld = new Quaternion();
16
+ var scaleWorld = new Vector3();
16
17
  return function updateMatrixWorld(force) {
17
- this.matrixAutoUpdate && this.updateMatrix();
18
+ this.matrixAutoUpdate && this.updateMatrix(); // update matrixWorld
19
+
18
20
  if (this.matrixWorldNeedsUpdate || force) {
19
21
  if (this.parent !== null) {
20
22
  this.matrixWorld.multiplyMatrices(this.parent.matrixWorld, this.matrix);
@@ -24,12 +26,16 @@ Gyroscope.prototype.updateMatrixWorld = function() {
24
26
  } else {
25
27
  this.matrixWorld.copy(this.matrix);
26
28
  }
29
+
27
30
  this.matrixWorldNeedsUpdate = false;
28
31
  force = true;
29
- }
32
+ } // update children
33
+
34
+
30
35
  for (let i = 0, l = this.children.length; i < l; i++) {
31
36
  this.children[i].updateMatrixWorld(force);
32
37
  }
33
38
  };
34
39
  }();
35
- exports.Gyroscope = Gyroscope;
40
+
41
+ export { Gyroscope };
@@ -0,0 +1 @@
1
+ "use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e=require("three"),t=require("../loaders/MD2Loader.cjs.js");exports.MD2Character=function(){var i=this;function s(t,i){var s=new e.TextureLoader,a=[];for(let n=0;n<i.length;n++)a[n]=s.load(t+i[n],o),a[n].mapping=e.UVMapping,a[n].name=i[n],a[n].encoding=e.sRGBEncoding;return a}function a(t,i){var s=new e.MeshLambertMaterial({color:16755200,wireframe:!0,morphTargets:!0,morphNormals:!0}),a=new e.MeshLambertMaterial({color:16777215,wireframe:!1,map:i,morphTargets:!0,morphNormals:!0}),o=new e.Mesh(t,a);return o.rotation.y=-Math.PI/2,o.castShadow=!0,o.receiveShadow=!0,o.materialTexture=a,o.materialWireframe=s,o}function o(){i.loadCounter-=1,0===i.loadCounter&&i.onLoadComplete()}this.scale=1,this.animationFPS=6,this.root=new e.Object3D,this.meshBody=null,this.meshWeapon=null,this.skinsBody=[],this.skinsWeapon=[],this.weapons=[],this.activeAnimation=null,this.mixer=null,this.onLoadComplete=function(){},this.loadCounter=0,this.loadParts=function(n){this.loadCounter=2*n.weapons.length+n.skins.length+1;var h=[];for(let e=0;e<n.weapons.length;e++)h[e]=n.weapons[e][1];this.skinsBody=s(n.baseUrl+"skins/",n.skins),this.skinsWeapon=s(n.baseUrl+"skins/",h);var r=new t.MD2Loader;r.load(n.baseUrl+n.body,(function(t){var s=new e.Box3;s.setFromBufferAttribute(t.attributes.position),i.root.position.y=-i.scale*s.min.y;var n=a(t,i.skinsBody[0]);n.scale.set(i.scale,i.scale,i.scale),i.root.add(n),i.meshBody=n,i.meshBody.clipOffset=0,i.activeAnimationClipName=n.geometry.animations[0].name,i.mixer=new e.AnimationMixer(n),o()}));var m=function(e,t){return function(s){var n=a(s,i.skinsWeapon[e]);n.scale.set(i.scale,i.scale,i.scale),n.visible=!1,n.name=t,i.root.add(n),i.weapons[e]=n,i.meshWeapon=n,o()}};for(let e=0;e<n.weapons.length;e++)r.load(n.baseUrl+n.weapons[e][0],m(e,n.weapons[e][0]))},this.setPlaybackRate=function(e){this.mixer.timeScale=0!==e?1/e:0},this.setWireframe=function(e){e?(this.meshBody&&(this.meshBody.material=this.meshBody.materialWireframe),this.meshWeapon&&(this.meshWeapon.material=this.meshWeapon.materialWireframe)):(this.meshBody&&(this.meshBody.material=this.meshBody.materialTexture),this.meshWeapon&&(this.meshWeapon.material=this.meshWeapon.materialTexture))},this.setSkin=function(e){this.meshBody&&!1===this.meshBody.material.wireframe&&(this.meshBody.material.map=this.skinsBody[e])},this.setWeapon=function(e){for(let e=0;e<this.weapons.length;e++)this.weapons[e].visible=!1;var t=this.weapons[e];t&&(t.visible=!0,this.meshWeapon=t,i.syncWeaponAnimation())},this.setAnimation=function(e){if(this.meshBody){this.meshBody.activeAction&&(this.meshBody.activeAction.stop(),this.meshBody.activeAction=null);var t=this.mixer.clipAction(e,this.meshBody);t&&(this.meshBody.activeAction=t.play())}i.activeClipName=e,i.syncWeaponAnimation()},this.syncWeaponAnimation=function(){var e=i.activeClipName;if(i.meshWeapon){this.meshWeapon.activeAction&&(this.meshWeapon.activeAction.stop(),this.meshWeapon.activeAction=null);var t=this.mixer.clipAction(e,this.meshWeapon);t&&(this.meshWeapon.activeAction=t.syncWith(this.meshBody.activeAction).play())}},this.update=function(e){this.mixer&&this.mixer.update(e)}};
@@ -1,12 +1,11 @@
1
- "use strict";
2
- Object.defineProperties(exports, { __esModule: { value: true }, [Symbol.toStringTag]: { value: "Module" } });
3
- const THREE = require("three");
4
- const MD2Loader = require("../loaders/MD2Loader.js");
5
- var MD2Character = function() {
1
+ import { Object3D, Box3, AnimationMixer, TextureLoader, UVMapping, sRGBEncoding, MeshLambertMaterial, Mesh } from 'three';
2
+ import { MD2Loader } from '../loaders/MD2Loader.js';
3
+
4
+ var MD2Character = function () {
6
5
  var scope = this;
7
6
  this.scale = 1;
8
7
  this.animationFPS = 6;
9
- this.root = new THREE.Object3D();
8
+ this.root = new Object3D();
10
9
  this.meshBody = null;
11
10
  this.meshWeapon = null;
12
11
  this.skinsBody = [];
@@ -14,19 +13,24 @@ var MD2Character = function() {
14
13
  this.weapons = [];
15
14
  this.activeAnimation = null;
16
15
  this.mixer = null;
17
- this.onLoadComplete = function() {
18
- };
16
+
17
+ this.onLoadComplete = function () {};
18
+
19
19
  this.loadCounter = 0;
20
- this.loadParts = function(config) {
20
+
21
+ this.loadParts = function (config) {
21
22
  this.loadCounter = config.weapons.length * 2 + config.skins.length + 1;
22
23
  var weaponsTextures = [];
23
- for (let i = 0; i < config.weapons.length; i++)
24
- weaponsTextures[i] = config.weapons[i][1];
25
- this.skinsBody = loadTextures(config.baseUrl + "skins/", config.skins);
26
- this.skinsWeapon = loadTextures(config.baseUrl + "skins/", weaponsTextures);
27
- var loader = new MD2Loader.MD2Loader();
28
- loader.load(config.baseUrl + config.body, function(geo) {
29
- var boundingBox = new THREE.Box3();
24
+
25
+ for (let i = 0; i < config.weapons.length; i++) weaponsTextures[i] = config.weapons[i][1]; // SKINS
26
+
27
+
28
+ this.skinsBody = loadTextures(config.baseUrl + 'skins/', config.skins);
29
+ this.skinsWeapon = loadTextures(config.baseUrl + 'skins/', weaponsTextures); // BODY
30
+
31
+ var loader = new MD2Loader();
32
+ loader.load(config.baseUrl + config.body, function (geo) {
33
+ var boundingBox = new Box3();
30
34
  boundingBox.setFromBufferAttribute(geo.attributes.position);
31
35
  scope.root.position.y = -scope.scale * boundingBox.min.y;
32
36
  var mesh = createPart(geo, scope.skinsBody[0]);
@@ -35,11 +39,12 @@ var MD2Character = function() {
35
39
  scope.meshBody = mesh;
36
40
  scope.meshBody.clipOffset = 0;
37
41
  scope.activeAnimationClipName = mesh.geometry.animations[0].name;
38
- scope.mixer = new THREE.AnimationMixer(mesh);
42
+ scope.mixer = new AnimationMixer(mesh);
39
43
  checkLoadingComplete();
40
- });
41
- var generateCallback = function(index, name) {
42
- return function(geo) {
44
+ }); // WEAPONS
45
+
46
+ var generateCallback = function (index, name) {
47
+ return function (geo) {
43
48
  var mesh = createPart(geo, scope.skinsWeapon[index]);
44
49
  mesh.scale.set(scope.scale, scope.scale, scope.scale);
45
50
  mesh.visible = false;
@@ -50,113 +55,130 @@ var MD2Character = function() {
50
55
  checkLoadingComplete();
51
56
  };
52
57
  };
58
+
53
59
  for (let i = 0; i < config.weapons.length; i++) {
54
60
  loader.load(config.baseUrl + config.weapons[i][0], generateCallback(i, config.weapons[i][0]));
55
61
  }
56
62
  };
57
- this.setPlaybackRate = function(rate) {
63
+
64
+ this.setPlaybackRate = function (rate) {
58
65
  if (rate !== 0) {
59
66
  this.mixer.timeScale = 1 / rate;
60
67
  } else {
61
68
  this.mixer.timeScale = 0;
62
69
  }
63
70
  };
64
- this.setWireframe = function(wireframeEnabled) {
71
+
72
+ this.setWireframe = function (wireframeEnabled) {
65
73
  if (wireframeEnabled) {
66
- if (this.meshBody)
67
- this.meshBody.material = this.meshBody.materialWireframe;
68
- if (this.meshWeapon)
69
- this.meshWeapon.material = this.meshWeapon.materialWireframe;
74
+ if (this.meshBody) this.meshBody.material = this.meshBody.materialWireframe;
75
+ if (this.meshWeapon) this.meshWeapon.material = this.meshWeapon.materialWireframe;
70
76
  } else {
71
- if (this.meshBody)
72
- this.meshBody.material = this.meshBody.materialTexture;
73
- if (this.meshWeapon)
74
- this.meshWeapon.material = this.meshWeapon.materialTexture;
77
+ if (this.meshBody) this.meshBody.material = this.meshBody.materialTexture;
78
+ if (this.meshWeapon) this.meshWeapon.material = this.meshWeapon.materialTexture;
75
79
  }
76
80
  };
77
- this.setSkin = function(index) {
81
+
82
+ this.setSkin = function (index) {
78
83
  if (this.meshBody && this.meshBody.material.wireframe === false) {
79
84
  this.meshBody.material.map = this.skinsBody[index];
80
85
  }
81
86
  };
82
- this.setWeapon = function(index) {
83
- for (let i = 0; i < this.weapons.length; i++)
84
- this.weapons[i].visible = false;
87
+
88
+ this.setWeapon = function (index) {
89
+ for (let i = 0; i < this.weapons.length; i++) this.weapons[i].visible = false;
90
+
85
91
  var activeWeapon = this.weapons[index];
92
+
86
93
  if (activeWeapon) {
87
94
  activeWeapon.visible = true;
88
95
  this.meshWeapon = activeWeapon;
89
96
  scope.syncWeaponAnimation();
90
97
  }
91
98
  };
92
- this.setAnimation = function(clipName) {
99
+
100
+ this.setAnimation = function (clipName) {
93
101
  if (this.meshBody) {
94
102
  if (this.meshBody.activeAction) {
95
103
  this.meshBody.activeAction.stop();
96
104
  this.meshBody.activeAction = null;
97
105
  }
106
+
98
107
  var action = this.mixer.clipAction(clipName, this.meshBody);
108
+
99
109
  if (action) {
100
110
  this.meshBody.activeAction = action.play();
101
111
  }
102
112
  }
113
+
103
114
  scope.activeClipName = clipName;
104
115
  scope.syncWeaponAnimation();
105
116
  };
106
- this.syncWeaponAnimation = function() {
117
+
118
+ this.syncWeaponAnimation = function () {
107
119
  var clipName = scope.activeClipName;
120
+
108
121
  if (scope.meshWeapon) {
109
122
  if (this.meshWeapon.activeAction) {
110
123
  this.meshWeapon.activeAction.stop();
111
124
  this.meshWeapon.activeAction = null;
112
125
  }
126
+
113
127
  var action = this.mixer.clipAction(clipName, this.meshWeapon);
128
+
114
129
  if (action) {
115
130
  this.meshWeapon.activeAction = action.syncWith(this.meshBody.activeAction).play();
116
131
  }
117
132
  }
118
133
  };
119
- this.update = function(delta) {
120
- if (this.mixer)
121
- this.mixer.update(delta);
134
+
135
+ this.update = function (delta) {
136
+ if (this.mixer) this.mixer.update(delta);
122
137
  };
138
+
123
139
  function loadTextures(baseUrl, textureUrls) {
124
- var textureLoader = new THREE.TextureLoader();
140
+ var textureLoader = new TextureLoader();
125
141
  var textures = [];
142
+
126
143
  for (let i = 0; i < textureUrls.length; i++) {
127
144
  textures[i] = textureLoader.load(baseUrl + textureUrls[i], checkLoadingComplete);
128
- textures[i].mapping = THREE.UVMapping;
145
+ textures[i].mapping = UVMapping;
129
146
  textures[i].name = textureUrls[i];
130
- textures[i].encoding = THREE.sRGBEncoding;
147
+ textures[i].encoding = sRGBEncoding;
131
148
  }
149
+
132
150
  return textures;
133
151
  }
152
+
134
153
  function createPart(geometry, skinMap) {
135
- var materialWireframe = new THREE.MeshLambertMaterial({
136
- color: 16755200,
154
+ var materialWireframe = new MeshLambertMaterial({
155
+ color: 0xffaa00,
137
156
  wireframe: true,
138
157
  morphTargets: true,
139
158
  morphNormals: true
140
159
  });
141
- var materialTexture = new THREE.MeshLambertMaterial({
142
- color: 16777215,
160
+ var materialTexture = new MeshLambertMaterial({
161
+ color: 0xffffff,
143
162
  wireframe: false,
144
163
  map: skinMap,
145
164
  morphTargets: true,
146
165
  morphNormals: true
147
- });
148
- var mesh = new THREE.Mesh(geometry, materialTexture);
166
+ }); //
167
+
168
+ var mesh = new Mesh(geometry, materialTexture);
149
169
  mesh.rotation.y = -Math.PI / 2;
150
170
  mesh.castShadow = true;
151
- mesh.receiveShadow = true;
171
+ mesh.receiveShadow = true; //
172
+
152
173
  mesh.materialTexture = materialTexture;
153
174
  mesh.materialWireframe = materialWireframe;
154
175
  return mesh;
155
176
  }
177
+
156
178
  function checkLoadingComplete() {
157
179
  scope.loadCounter -= 1;
158
- if (scope.loadCounter === 0)
159
- scope.onLoadComplete();
180
+ if (scope.loadCounter === 0) scope.onLoadComplete();
160
181
  }
161
182
  };
162
- exports.MD2Character = MD2Character;
183
+
184
+ export { MD2Character };