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
@@ -0,0 +1 @@
1
+ "use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e=require("three");class t extends e.Mesh{constructor(r,n={}){super(r),this.type="Reflector";const a=this,o=void 0!==n.color?new e.Color(n.color):new e.Color(8355711),l=n.textureWidth||512,i=n.textureHeight||512,s=n.clipBias||0,d=n.shader||t.ReflectorShader,c=new e.Plane,u=new e.Vector3,p=new e.Vector3,m=new e.Vector3,x=new e.Matrix4,v=new e.Vector3(0,0,-1),f=new e.Vector4,b=new e.Vector3,g=new e.Vector3,h=new e.Vector4,M=new e.Matrix4,y=new e.PerspectiveCamera,w=new e.WebGLRenderTarget(l,i),R=new e.ShaderMaterial({uniforms:e.UniformsUtils.clone(d.uniforms),fragmentShader:d.fragmentShader,vertexShader:d.vertexShader});R.uniforms.tDiffuse.value=w.texture,R.uniforms.color.value=o,R.uniforms.textureMatrix.value=M,this.material=R,this.onBeforeRender=function(e,t,r){if(p.setFromMatrixPosition(a.matrixWorld),m.setFromMatrixPosition(r.matrixWorld),x.extractRotation(a.matrixWorld),u.set(0,0,1),u.applyMatrix4(x),b.subVectors(p,m),b.dot(u)>0)return;b.reflect(u).negate(),b.add(p),x.extractRotation(r.matrixWorld),v.set(0,0,-1),v.applyMatrix4(x),v.add(m),g.subVectors(p,v),g.reflect(u).negate(),g.add(p),y.position.copy(b),y.up.set(0,1,0),y.up.applyMatrix4(x),y.up.reflect(u),y.lookAt(g),y.far=r.far,y.updateMatrixWorld(),y.projectionMatrix.copy(r.projectionMatrix),M.set(.5,0,0,.5,0,.5,0,.5,0,0,.5,.5,0,0,0,1),M.multiply(y.projectionMatrix),M.multiply(y.matrixWorldInverse),M.multiply(a.matrixWorld),c.setFromNormalAndCoplanarPoint(u,p),c.applyMatrix4(y.matrixWorldInverse),f.set(c.normal.x,c.normal.y,c.normal.z,c.constant);const n=y.projectionMatrix;h.x=(Math.sign(f.x)+n.elements[8])/n.elements[0],h.y=(Math.sign(f.y)+n.elements[9])/n.elements[5],h.z=-1,h.w=(1+n.elements[10])/n.elements[14],f.multiplyScalar(2/f.dot(h)),n.elements[2]=f.x,n.elements[6]=f.y,n.elements[10]=f.z+1-s,n.elements[14]=f.w,w.texture.encoding=e.outputEncoding,a.visible=!1;const o=e.getRenderTarget(),l=e.xr.enabled,i=e.shadowMap.autoUpdate;e.xr.enabled=!1,e.shadowMap.autoUpdate=!1,e.setRenderTarget(w),e.state.buffers.depth.setMask(!0),!1===e.autoClear&&e.clear(),e.render(t,y),e.xr.enabled=l,e.shadowMap.autoUpdate=i,e.setRenderTarget(o);const d=r.viewport;void 0!==d&&e.state.viewport(d),a.visible=!0},this.getRenderTarget=function(){return w},this.dispose=function(){w.dispose(),a.material.dispose()}}}t.prototype.isReflector=!0,t.ReflectorShader={uniforms:{color:{value:null},tDiffuse:{value:null},textureMatrix:{value:null}},vertexShader:"\n\t\tuniform mat4 textureMatrix;\n\t\tvarying vec4 vUv;\n\n\t\t#include <common>\n\t\t#include <logdepthbuf_pars_vertex>\n\n\t\tvoid main() {\n\n\t\t\tvUv = textureMatrix * vec4( position, 1.0 );\n\n\t\t\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n\t\t\t#include <logdepthbuf_vertex>\n\n\t\t}",fragmentShader:"\n\t\tuniform vec3 color;\n\t\tuniform sampler2D tDiffuse;\n\t\tvarying vec4 vUv;\n\n\t\t#include <logdepthbuf_pars_fragment>\n\n\t\tfloat blendOverlay( float base, float blend ) {\n\n\t\t\treturn( base < 0.5 ? ( 2.0 * base * blend ) : ( 1.0 - 2.0 * ( 1.0 - base ) * ( 1.0 - blend ) ) );\n\n\t\t}\n\n\t\tvec3 blendOverlay( vec3 base, vec3 blend ) {\n\n\t\t\treturn vec3( blendOverlay( base.r, blend.r ), blendOverlay( base.g, blend.g ), blendOverlay( base.b, blend.b ) );\n\n\t\t}\n\n\t\tvoid main() {\n\n\t\t\t#include <logdepthbuf_fragment>\n\n\t\t\tvec4 base = texture2DProj( tDiffuse, vUv );\n\t\t\tgl_FragColor = vec4( blendOverlay( base.rgb, color ), 1.0 );\n\n\t\t}"},exports.Reflector=t;
@@ -1,47 +1,48 @@
1
- "use strict";
2
- Object.defineProperties(exports, { __esModule: { value: true }, [Symbol.toStringTag]: { value: "Module" } });
3
- const THREE = require("three");
4
- class Reflector extends THREE.Mesh {
1
+ import { Mesh, Color, Plane, Vector3, Matrix4, Vector4, PerspectiveCamera, WebGLRenderTarget, ShaderMaterial, UniformsUtils } from 'three';
2
+
3
+ class Reflector extends Mesh {
5
4
  constructor(geometry, options = {}) {
6
5
  super(geometry);
7
- this.type = "Reflector";
6
+ this.type = 'Reflector';
8
7
  const scope = this;
9
- const color = options.color !== void 0 ? new THREE.Color(options.color) : new THREE.Color(8355711);
8
+ const color = options.color !== undefined ? new Color(options.color) : new Color(0x7f7f7f);
10
9
  const textureWidth = options.textureWidth || 512;
11
10
  const textureHeight = options.textureHeight || 512;
12
11
  const clipBias = options.clipBias || 0;
13
- const shader = options.shader || Reflector.ReflectorShader;
14
- const reflectorPlane = new THREE.Plane();
15
- const normal = new THREE.Vector3();
16
- const reflectorWorldPosition = new THREE.Vector3();
17
- const cameraWorldPosition = new THREE.Vector3();
18
- const rotationMatrix = new THREE.Matrix4();
19
- const lookAtPosition = new THREE.Vector3(0, 0, -1);
20
- const clipPlane = new THREE.Vector4();
21
- const view = new THREE.Vector3();
22
- const target = new THREE.Vector3();
23
- const q = new THREE.Vector4();
24
- const textureMatrix = new THREE.Matrix4();
25
- const virtualCamera = new THREE.PerspectiveCamera();
26
- const renderTarget = new THREE.WebGLRenderTarget(textureWidth, textureHeight);
27
- const material = new THREE.ShaderMaterial({
28
- uniforms: THREE.UniformsUtils.clone(shader.uniforms),
12
+ const shader = options.shader || Reflector.ReflectorShader; //
13
+
14
+ const reflectorPlane = new Plane();
15
+ const normal = new Vector3();
16
+ const reflectorWorldPosition = new Vector3();
17
+ const cameraWorldPosition = new Vector3();
18
+ const rotationMatrix = new Matrix4();
19
+ const lookAtPosition = new Vector3(0, 0, -1);
20
+ const clipPlane = new Vector4();
21
+ const view = new Vector3();
22
+ const target = new Vector3();
23
+ const q = new Vector4();
24
+ const textureMatrix = new Matrix4();
25
+ const virtualCamera = new PerspectiveCamera();
26
+ const renderTarget = new WebGLRenderTarget(textureWidth, textureHeight);
27
+ const material = new ShaderMaterial({
28
+ uniforms: UniformsUtils.clone(shader.uniforms),
29
29
  fragmentShader: shader.fragmentShader,
30
30
  vertexShader: shader.vertexShader
31
31
  });
32
- material.uniforms["tDiffuse"].value = renderTarget.texture;
33
- material.uniforms["color"].value = color;
34
- material.uniforms["textureMatrix"].value = textureMatrix;
32
+ material.uniforms['tDiffuse'].value = renderTarget.texture;
33
+ material.uniforms['color'].value = color;
34
+ material.uniforms['textureMatrix'].value = textureMatrix;
35
35
  this.material = material;
36
- this.onBeforeRender = function(renderer, scene, camera) {
36
+
37
+ this.onBeforeRender = function (renderer, scene, camera) {
37
38
  reflectorWorldPosition.setFromMatrixPosition(scope.matrixWorld);
38
39
  cameraWorldPosition.setFromMatrixPosition(camera.matrixWorld);
39
40
  rotationMatrix.extractRotation(scope.matrixWorld);
40
41
  normal.set(0, 0, 1);
41
42
  normal.applyMatrix4(rotationMatrix);
42
- view.subVectors(reflectorWorldPosition, cameraWorldPosition);
43
- if (view.dot(normal) > 0)
44
- return;
43
+ view.subVectors(reflectorWorldPosition, cameraWorldPosition); // Avoid rendering when reflector is facing away
44
+
45
+ if (view.dot(normal) > 0) return;
45
46
  view.reflect(normal).negate();
46
47
  view.add(reflectorWorldPosition);
47
48
  rotationMatrix.extractRotation(camera.matrixWorld);
@@ -56,56 +57,72 @@ class Reflector extends THREE.Mesh {
56
57
  virtualCamera.up.applyMatrix4(rotationMatrix);
57
58
  virtualCamera.up.reflect(normal);
58
59
  virtualCamera.lookAt(target);
59
- virtualCamera.far = camera.far;
60
+ virtualCamera.far = camera.far; // Used in WebGLBackground
61
+
60
62
  virtualCamera.updateMatrixWorld();
61
- virtualCamera.projectionMatrix.copy(camera.projectionMatrix);
62
- textureMatrix.set(0.5, 0, 0, 0.5, 0, 0.5, 0, 0.5, 0, 0, 0.5, 0.5, 0, 0, 0, 1);
63
+ virtualCamera.projectionMatrix.copy(camera.projectionMatrix); // Update the texture matrix
64
+
65
+ textureMatrix.set(0.5, 0.0, 0.0, 0.5, 0.0, 0.5, 0.0, 0.5, 0.0, 0.0, 0.5, 0.5, 0.0, 0.0, 0.0, 1.0);
63
66
  textureMatrix.multiply(virtualCamera.projectionMatrix);
64
67
  textureMatrix.multiply(virtualCamera.matrixWorldInverse);
65
- textureMatrix.multiply(scope.matrixWorld);
68
+ textureMatrix.multiply(scope.matrixWorld); // Now update projection matrix with new clip plane, implementing code from: http://www.terathon.com/code/oblique.html
69
+ // Paper explaining this technique: http://www.terathon.com/lengyel/Lengyel-Oblique.pdf
70
+
66
71
  reflectorPlane.setFromNormalAndCoplanarPoint(normal, reflectorWorldPosition);
67
72
  reflectorPlane.applyMatrix4(virtualCamera.matrixWorldInverse);
68
73
  clipPlane.set(reflectorPlane.normal.x, reflectorPlane.normal.y, reflectorPlane.normal.z, reflectorPlane.constant);
69
74
  const projectionMatrix = virtualCamera.projectionMatrix;
70
75
  q.x = (Math.sign(clipPlane.x) + projectionMatrix.elements[8]) / projectionMatrix.elements[0];
71
76
  q.y = (Math.sign(clipPlane.y) + projectionMatrix.elements[9]) / projectionMatrix.elements[5];
72
- q.z = -1;
73
- q.w = (1 + projectionMatrix.elements[10]) / projectionMatrix.elements[14];
74
- clipPlane.multiplyScalar(2 / clipPlane.dot(q));
77
+ q.z = -1.0;
78
+ q.w = (1.0 + projectionMatrix.elements[10]) / projectionMatrix.elements[14]; // Calculate the scaled plane vector
79
+
80
+ clipPlane.multiplyScalar(2.0 / clipPlane.dot(q)); // Replacing the third row of the projection matrix
81
+
75
82
  projectionMatrix.elements[2] = clipPlane.x;
76
83
  projectionMatrix.elements[6] = clipPlane.y;
77
- projectionMatrix.elements[10] = clipPlane.z + 1 - clipBias;
78
- projectionMatrix.elements[14] = clipPlane.w;
84
+ projectionMatrix.elements[10] = clipPlane.z + 1.0 - clipBias;
85
+ projectionMatrix.elements[14] = clipPlane.w; // Render
86
+
79
87
  renderTarget.texture.encoding = renderer.outputEncoding;
80
88
  scope.visible = false;
81
89
  const currentRenderTarget = renderer.getRenderTarget();
82
90
  const currentXrEnabled = renderer.xr.enabled;
83
91
  const currentShadowAutoUpdate = renderer.shadowMap.autoUpdate;
84
- renderer.xr.enabled = false;
85
- renderer.shadowMap.autoUpdate = false;
92
+ renderer.xr.enabled = false; // Avoid camera modification
93
+
94
+ renderer.shadowMap.autoUpdate = false; // Avoid re-computing shadows
95
+
86
96
  renderer.setRenderTarget(renderTarget);
87
- renderer.state.buffers.depth.setMask(true);
88
- if (renderer.autoClear === false)
89
- renderer.clear();
97
+ renderer.state.buffers.depth.setMask(true); // make sure the depth buffer is writable so it can be properly cleared, see #18897
98
+
99
+ if (renderer.autoClear === false) renderer.clear();
90
100
  renderer.render(scene, virtualCamera);
91
101
  renderer.xr.enabled = currentXrEnabled;
92
102
  renderer.shadowMap.autoUpdate = currentShadowAutoUpdate;
93
- renderer.setRenderTarget(currentRenderTarget);
103
+ renderer.setRenderTarget(currentRenderTarget); // Restore viewport
104
+
94
105
  const viewport = camera.viewport;
95
- if (viewport !== void 0) {
106
+
107
+ if (viewport !== undefined) {
96
108
  renderer.state.viewport(viewport);
97
109
  }
110
+
98
111
  scope.visible = true;
99
112
  };
100
- this.getRenderTarget = function() {
113
+
114
+ this.getRenderTarget = function () {
101
115
  return renderTarget;
102
116
  };
103
- this.dispose = function() {
117
+
118
+ this.dispose = function () {
104
119
  renderTarget.dispose();
105
120
  scope.material.dispose();
106
121
  };
107
122
  }
123
+
108
124
  }
125
+
109
126
  Reflector.prototype.isReflector = true;
110
127
  Reflector.ReflectorShader = {
111
128
  uniforms: {
@@ -119,7 +136,9 @@ Reflector.ReflectorShader = {
119
136
  value: null
120
137
  }
121
138
  },
122
- vertexShader: `
139
+ vertexShader:
140
+ /* glsl */
141
+ `
123
142
  uniform mat4 textureMatrix;
124
143
  varying vec4 vUv;
125
144
 
@@ -135,7 +154,9 @@ Reflector.ReflectorShader = {
135
154
  #include <logdepthbuf_vertex>
136
155
 
137
156
  }`,
138
- fragmentShader: `
157
+ fragmentShader:
158
+ /* glsl */
159
+ `
139
160
  uniform vec3 color;
140
161
  uniform sampler2D tDiffuse;
141
162
  varying vec4 vUv;
@@ -163,4 +184,5 @@ Reflector.ReflectorShader = {
163
184
 
164
185
  }`
165
186
  };
166
- exports.Reflector = Reflector;
187
+
188
+ export { Reflector };
@@ -0,0 +1 @@
1
+ "use strict";Object.defineProperty(exports,"__esModule",{value:!0});var t=require("three");class e extends t.Mesh{constructor(r,a={}){super(r),this.type="ReflectorForSSRPass";const n=this,i=void 0!==a.color?new t.Color(a.color):new t.Color(8355711),o=a.textureWidth||512,l=a.textureHeight||512,s=a.clipBias||0,u=a.shader||e.ReflectorShader,c=!0===a.useDepthTexture,d=new t.Vector3(0,1,0),v=new t.Vector3,f=new t.Vector3;n.needsUpdate=!1,n.maxDistance=e.ReflectorShader.uniforms.maxDistance.value,n.opacity=e.ReflectorShader.uniforms.opacity.value,n.color=i,n.resolution=a.resolution||new t.Vector2(window.innerWidth,window.innerHeight),n._distanceAttenuation=e.ReflectorShader.defines.DISTANCE_ATTENUATION,Object.defineProperty(n,"distanceAttenuation",{get:()=>n._distanceAttenuation,set(t){n._distanceAttenuation!==t&&(n._distanceAttenuation=t,n.material.defines.DISTANCE_ATTENUATION=t,n.material.needsUpdate=!0)}}),n._fresnel=e.ReflectorShader.defines.FRESNEL,Object.defineProperty(n,"fresnel",{get:()=>n._fresnel,set(t){n._fresnel!==t&&(n._fresnel=t,n.material.defines.FRESNEL=t,n.material.needsUpdate=!0)}});const p=new t.Vector3,m=new t.Vector3,x=new t.Vector3,h=new t.Matrix4,w=new t.Vector3(0,0,-1),g=new t.Vector3,M=new t.Vector3,b=new t.Matrix4,y=new t.PerspectiveCamera;let C;c&&(C=new t.DepthTexture,C.type=t.UnsignedShortType,C.minFilter=t.NearestFilter,C.magFilter=t.NearestFilter);const P={depthTexture:c?C:null},D=new t.WebGLRenderTarget(o,l,P),S=new t.ShaderMaterial({transparent:c,defines:Object.assign({},e.ReflectorShader.defines,{useDepthTexture:c}),uniforms:t.UniformsUtils.clone(u.uniforms),fragmentShader:u.fragmentShader,vertexShader:u.vertexShader});S.uniforms.tDiffuse.value=D.texture,S.uniforms.color.value=n.color,S.uniforms.textureMatrix.value=b,c&&(S.uniforms.tDepth.value=D.depthTexture),this.material=S;const T=[new t.Plane(new t.Vector3(0,1,0),s)];this.doRender=function(t,e,r){if(S.uniforms.maxDistance.value=n.maxDistance,S.uniforms.color.value=n.color,S.uniforms.opacity.value=n.opacity,v.copy(r.position).normalize(),f.copy(v).reflect(d),S.uniforms.fresnelCoe.value=(v.dot(f)+1)/2,m.setFromMatrixPosition(n.matrixWorld),x.setFromMatrixPosition(r.matrixWorld),h.extractRotation(n.matrixWorld),p.set(0,0,1),p.applyMatrix4(h),g.subVectors(m,x),g.dot(p)>0)return;g.reflect(p).negate(),g.add(m),h.extractRotation(r.matrixWorld),w.set(0,0,-1),w.applyMatrix4(h),w.add(x),M.subVectors(m,w),M.reflect(p).negate(),M.add(m),y.position.copy(g),y.up.set(0,1,0),y.up.applyMatrix4(h),y.up.reflect(p),y.lookAt(M),y.far=r.far,y.updateMatrixWorld(),y.projectionMatrix.copy(r.projectionMatrix),S.uniforms.virtualCameraNear.value=r.near,S.uniforms.virtualCameraFar.value=r.far,S.uniforms.virtualCameraMatrixWorld.value=y.matrixWorld,S.uniforms.virtualCameraProjectionMatrix.value=r.projectionMatrix,S.uniforms.virtualCameraProjectionMatrixInverse.value=r.projectionMatrixInverse,S.uniforms.resolution.value=n.resolution,b.set(.5,0,0,.5,0,.5,0,.5,0,0,.5,.5,0,0,0,1),b.multiply(y.projectionMatrix),b.multiply(y.matrixWorldInverse),b.multiply(n.matrixWorld),D.texture.encoding=t.outputEncoding;const a=t.getRenderTarget(),i=t.xr.enabled,o=t.shadowMap.autoUpdate,l=t.clippingPlanes;t.xr.enabled=!1,t.shadowMap.autoUpdate=!1,t.clippingPlanes=T,t.setRenderTarget(D),t.state.buffers.depth.setMask(!0),!1===t.autoClear&&t.clear(),t.render(e,y),t.xr.enabled=i,t.shadowMap.autoUpdate=o,t.clippingPlanes=l,t.setRenderTarget(a);const s=r.viewport;void 0!==s&&t.state.viewport(s)},this.getRenderTarget=function(){return D}}}e.prototype.isReflectorForSSRPass=!0,e.ReflectorShader={defines:{DISTANCE_ATTENUATION:!0,FRESNEL:!0},uniforms:{color:{value:null},tDiffuse:{value:null},tDepth:{value:null},textureMatrix:{value:new t.Matrix4},maxDistance:{value:180},opacity:{value:.5},fresnelCoe:{value:null},virtualCameraNear:{value:null},virtualCameraFar:{value:null},virtualCameraProjectionMatrix:{value:new t.Matrix4},virtualCameraMatrixWorld:{value:new t.Matrix4},virtualCameraProjectionMatrixInverse:{value:new t.Matrix4},resolution:{value:new t.Vector2}},vertexShader:"\n\t\tuniform mat4 textureMatrix;\n\t\tvarying vec4 vUv;\n\n\t\tvoid main() {\n\n\t\t\tvUv = textureMatrix * vec4( position, 1.0 );\n\n\t\t\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n\t\t}",fragmentShader:"\n\t\tuniform vec3 color;\n\t\tuniform sampler2D tDiffuse;\n\t\tuniform sampler2D tDepth;\n\t\tuniform float maxDistance;\n\t\tuniform float opacity;\n\t\tuniform float fresnelCoe;\n\t\tuniform float virtualCameraNear;\n\t\tuniform float virtualCameraFar;\n\t\tuniform mat4 virtualCameraProjectionMatrix;\n\t\tuniform mat4 virtualCameraProjectionMatrixInverse;\n\t\tuniform mat4 virtualCameraMatrixWorld;\n\t\tuniform vec2 resolution;\n\t\tvarying vec4 vUv;\n\t\t#include <packing>\n\t\tfloat blendOverlay( float base, float blend ) {\n\t\t\treturn( base < 0.5 ? ( 2.0 * base * blend ) : ( 1.0 - 2.0 * ( 1.0 - base ) * ( 1.0 - blend ) ) );\n\t\t}\n\t\tvec3 blendOverlay( vec3 base, vec3 blend ) {\n\t\t\treturn vec3( blendOverlay( base.r, blend.r ), blendOverlay( base.g, blend.g ), blendOverlay( base.b, blend.b ) );\n\t\t}\n\t\tfloat getDepth( const in vec2 uv ) {\n\t\t\treturn texture2D( tDepth, uv ).x;\n\t\t}\n\t\tfloat getViewZ( const in float depth ) {\n\t\t\treturn perspectiveDepthToViewZ( depth, virtualCameraNear, virtualCameraFar );\n\t\t}\n\t\tvec3 getViewPosition( const in vec2 uv, const in float depth/*clip space*/, const in float clipW ) {\n\t\t\tvec4 clipPosition = vec4( ( vec3( uv, depth ) - 0.5 ) * 2.0, 1.0 );//ndc\n\t\t\tclipPosition *= clipW; //clip\n\t\t\treturn ( virtualCameraProjectionMatrixInverse * clipPosition ).xyz;//view\n\t\t}\n\t\tvoid main() {\n\t\t\tvec4 base = texture2DProj( tDiffuse, vUv );\n\t\t\t#ifdef useDepthTexture\n\t\t\t\tvec2 uv=(gl_FragCoord.xy-.5)/resolution.xy;\n\t\t\t\tuv.x=1.-uv.x;\n\t\t\t\tfloat depth = texture2DProj( tDepth, vUv ).r;\n\t\t\t\tfloat viewZ = getViewZ( depth );\n\t\t\t\tfloat clipW = virtualCameraProjectionMatrix[2][3] * viewZ+virtualCameraProjectionMatrix[3][3];\n\t\t\t\tvec3 viewPosition=getViewPosition( uv, depth, clipW );\n\t\t\t\tvec3 worldPosition=(virtualCameraMatrixWorld*vec4(viewPosition,1)).xyz;\n\t\t\t\tif(worldPosition.y>maxDistance) discard;\n\t\t\t\tfloat op=opacity;\n\t\t\t\t#ifdef DISTANCE_ATTENUATION\n\t\t\t\t\tfloat ratio=1.-(worldPosition.y/maxDistance);\n\t\t\t\t\tfloat attenuation=ratio*ratio;\n\t\t\t\t\top=opacity*attenuation;\n\t\t\t\t#endif\n\t\t\t\t#ifdef FRESNEL\n\t\t\t\t\top*=fresnelCoe;\n\t\t\t\t#endif\n\t\t\t\tgl_FragColor = vec4( blendOverlay( base.rgb, color ), op );\n\t\t\t#else\n\t\t\t\tgl_FragColor = vec4( blendOverlay( base.rgb, color ), 1.0 );\n\t\t\t#endif\n\t\t}\n\t"},exports.ReflectorForSSRPass=e;
@@ -1,104 +1,112 @@
1
- "use strict";
2
- Object.defineProperties(exports, { __esModule: { value: true }, [Symbol.toStringTag]: { value: "Module" } });
3
- const THREE = require("three");
4
- class ReflectorForSSRPass extends THREE.Mesh {
1
+ import { Mesh, Color, Vector3, Vector2, Matrix4, PerspectiveCamera, DepthTexture, UnsignedShortType, NearestFilter, WebGLRenderTarget, ShaderMaterial, UniformsUtils, Plane } from 'three';
2
+
3
+ class ReflectorForSSRPass extends Mesh {
5
4
  constructor(geometry, options = {}) {
6
5
  super(geometry);
7
- this.type = "ReflectorForSSRPass";
6
+ this.type = 'ReflectorForSSRPass';
8
7
  const scope = this;
9
- const color = options.color !== void 0 ? new THREE.Color(options.color) : new THREE.Color(8355711);
8
+ const color = options.color !== undefined ? new Color(options.color) : new Color(0x7f7f7f);
10
9
  const textureWidth = options.textureWidth || 512;
11
10
  const textureHeight = options.textureHeight || 512;
12
11
  const clipBias = options.clipBias || 0;
13
12
  const shader = options.shader || ReflectorForSSRPass.ReflectorShader;
14
13
  const useDepthTexture = options.useDepthTexture === true;
15
- const yAxis = new THREE.Vector3(0, 1, 0);
16
- const vecTemp0 = new THREE.Vector3();
17
- const vecTemp1 = new THREE.Vector3();
14
+ const yAxis = new Vector3(0, 1, 0);
15
+ const vecTemp0 = new Vector3();
16
+ const vecTemp1 = new Vector3(); //
17
+
18
18
  scope.needsUpdate = false;
19
19
  scope.maxDistance = ReflectorForSSRPass.ReflectorShader.uniforms.maxDistance.value;
20
20
  scope.opacity = ReflectorForSSRPass.ReflectorShader.uniforms.opacity.value;
21
21
  scope.color = color;
22
- scope.resolution = options.resolution || new THREE.Vector2(window.innerWidth, window.innerHeight);
22
+ scope.resolution = options.resolution || new Vector2(window.innerWidth, window.innerHeight);
23
23
  scope._distanceAttenuation = ReflectorForSSRPass.ReflectorShader.defines.DISTANCE_ATTENUATION;
24
- Object.defineProperty(scope, "distanceAttenuation", {
24
+ Object.defineProperty(scope, 'distanceAttenuation', {
25
25
  get() {
26
26
  return scope._distanceAttenuation;
27
27
  },
28
+
28
29
  set(val) {
29
- if (scope._distanceAttenuation === val)
30
- return;
30
+ if (scope._distanceAttenuation === val) return;
31
31
  scope._distanceAttenuation = val;
32
32
  scope.material.defines.DISTANCE_ATTENUATION = val;
33
33
  scope.material.needsUpdate = true;
34
34
  }
35
+
35
36
  });
36
37
  scope._fresnel = ReflectorForSSRPass.ReflectorShader.defines.FRESNEL;
37
- Object.defineProperty(scope, "fresnel", {
38
+ Object.defineProperty(scope, 'fresnel', {
38
39
  get() {
39
40
  return scope._fresnel;
40
41
  },
42
+
41
43
  set(val) {
42
- if (scope._fresnel === val)
43
- return;
44
+ if (scope._fresnel === val) return;
44
45
  scope._fresnel = val;
45
46
  scope.material.defines.FRESNEL = val;
46
47
  scope.material.needsUpdate = true;
47
48
  }
49
+
48
50
  });
49
- const normal = new THREE.Vector3();
50
- const reflectorWorldPosition = new THREE.Vector3();
51
- const cameraWorldPosition = new THREE.Vector3();
52
- const rotationMatrix = new THREE.Matrix4();
53
- const lookAtPosition = new THREE.Vector3(0, 0, -1);
54
- const view = new THREE.Vector3();
55
- const target = new THREE.Vector3();
56
- const textureMatrix = new THREE.Matrix4();
57
- const virtualCamera = new THREE.PerspectiveCamera();
51
+ const normal = new Vector3();
52
+ const reflectorWorldPosition = new Vector3();
53
+ const cameraWorldPosition = new Vector3();
54
+ const rotationMatrix = new Matrix4();
55
+ const lookAtPosition = new Vector3(0, 0, -1);
56
+ const view = new Vector3();
57
+ const target = new Vector3();
58
+ const textureMatrix = new Matrix4();
59
+ const virtualCamera = new PerspectiveCamera();
58
60
  let depthTexture;
61
+
59
62
  if (useDepthTexture) {
60
- depthTexture = new THREE.DepthTexture();
61
- depthTexture.type = THREE.UnsignedShortType;
62
- depthTexture.minFilter = THREE.NearestFilter;
63
- depthTexture.magFilter = THREE.NearestFilter;
63
+ depthTexture = new DepthTexture();
64
+ depthTexture.type = UnsignedShortType;
65
+ depthTexture.minFilter = NearestFilter;
66
+ depthTexture.magFilter = NearestFilter;
64
67
  }
68
+
65
69
  const parameters = {
66
70
  depthTexture: useDepthTexture ? depthTexture : null
67
71
  };
68
- const renderTarget = new THREE.WebGLRenderTarget(textureWidth, textureHeight, parameters);
69
- const material = new THREE.ShaderMaterial({
72
+ const renderTarget = new WebGLRenderTarget(textureWidth, textureHeight, parameters);
73
+ const material = new ShaderMaterial({
70
74
  transparent: useDepthTexture,
71
75
  defines: Object.assign({}, ReflectorForSSRPass.ReflectorShader.defines, {
72
76
  useDepthTexture
73
77
  }),
74
- uniforms: THREE.UniformsUtils.clone(shader.uniforms),
78
+ uniforms: UniformsUtils.clone(shader.uniforms),
75
79
  fragmentShader: shader.fragmentShader,
76
80
  vertexShader: shader.vertexShader
77
81
  });
78
- material.uniforms["tDiffuse"].value = renderTarget.texture;
79
- material.uniforms["color"].value = scope.color;
80
- material.uniforms["textureMatrix"].value = textureMatrix;
82
+ material.uniforms['tDiffuse'].value = renderTarget.texture;
83
+ material.uniforms['color'].value = scope.color;
84
+ material.uniforms['textureMatrix'].value = textureMatrix;
85
+
81
86
  if (useDepthTexture) {
82
- material.uniforms["tDepth"].value = renderTarget.depthTexture;
87
+ material.uniforms['tDepth'].value = renderTarget.depthTexture;
83
88
  }
89
+
84
90
  this.material = material;
85
- const globalPlane = new THREE.Plane(new THREE.Vector3(0, 1, 0), clipBias);
91
+ const globalPlane = new Plane(new Vector3(0, 1, 0), clipBias);
86
92
  const globalPlanes = [globalPlane];
87
- this.doRender = function(renderer, scene, camera) {
88
- material.uniforms["maxDistance"].value = scope.maxDistance;
89
- material.uniforms["color"].value = scope.color;
90
- material.uniforms["opacity"].value = scope.opacity;
93
+
94
+ this.doRender = function (renderer, scene, camera) {
95
+ material.uniforms['maxDistance'].value = scope.maxDistance;
96
+ material.uniforms['color'].value = scope.color;
97
+ material.uniforms['opacity'].value = scope.opacity;
91
98
  vecTemp0.copy(camera.position).normalize();
92
99
  vecTemp1.copy(vecTemp0).reflect(yAxis);
93
- material.uniforms["fresnelCoe"].value = (vecTemp0.dot(vecTemp1) + 1) / 2;
100
+ material.uniforms['fresnelCoe'].value = (vecTemp0.dot(vecTemp1) + 1) / 2; // TODO: Also need to use glsl viewPosition and viewNormal per pixel.
101
+
94
102
  reflectorWorldPosition.setFromMatrixPosition(scope.matrixWorld);
95
103
  cameraWorldPosition.setFromMatrixPosition(camera.matrixWorld);
96
104
  rotationMatrix.extractRotation(scope.matrixWorld);
97
105
  normal.set(0, 0, 1);
98
106
  normal.applyMatrix4(rotationMatrix);
99
- view.subVectors(reflectorWorldPosition, cameraWorldPosition);
100
- if (view.dot(normal) > 0)
101
- return;
107
+ view.subVectors(reflectorWorldPosition, cameraWorldPosition); // Avoid rendering when reflector is facing away
108
+
109
+ if (view.dot(normal) > 0) return;
102
110
  view.reflect(normal).negate();
103
111
  view.add(reflectorWorldPosition);
104
112
  rotationMatrix.extractRotation(camera.matrixWorld);
@@ -113,46 +121,58 @@ class ReflectorForSSRPass extends THREE.Mesh {
113
121
  virtualCamera.up.applyMatrix4(rotationMatrix);
114
122
  virtualCamera.up.reflect(normal);
115
123
  virtualCamera.lookAt(target);
116
- virtualCamera.far = camera.far;
124
+ virtualCamera.far = camera.far; // Used in WebGLBackground
125
+
117
126
  virtualCamera.updateMatrixWorld();
118
127
  virtualCamera.projectionMatrix.copy(camera.projectionMatrix);
119
- material.uniforms["virtualCameraNear"].value = camera.near;
120
- material.uniforms["virtualCameraFar"].value = camera.far;
121
- material.uniforms["virtualCameraMatrixWorld"].value = virtualCamera.matrixWorld;
122
- material.uniforms["virtualCameraProjectionMatrix"].value = camera.projectionMatrix;
123
- material.uniforms["virtualCameraProjectionMatrixInverse"].value = camera.projectionMatrixInverse;
124
- material.uniforms["resolution"].value = scope.resolution;
125
- textureMatrix.set(0.5, 0, 0, 0.5, 0, 0.5, 0, 0.5, 0, 0, 0.5, 0.5, 0, 0, 0, 1);
128
+ material.uniforms['virtualCameraNear'].value = camera.near;
129
+ material.uniforms['virtualCameraFar'].value = camera.far;
130
+ material.uniforms['virtualCameraMatrixWorld'].value = virtualCamera.matrixWorld;
131
+ material.uniforms['virtualCameraProjectionMatrix'].value = camera.projectionMatrix;
132
+ material.uniforms['virtualCameraProjectionMatrixInverse'].value = camera.projectionMatrixInverse;
133
+ material.uniforms['resolution'].value = scope.resolution; // Update the texture matrix
134
+
135
+ textureMatrix.set(0.5, 0.0, 0.0, 0.5, 0.0, 0.5, 0.0, 0.5, 0.0, 0.0, 0.5, 0.5, 0.0, 0.0, 0.0, 1.0);
126
136
  textureMatrix.multiply(virtualCamera.projectionMatrix);
127
137
  textureMatrix.multiply(virtualCamera.matrixWorldInverse);
128
- textureMatrix.multiply(scope.matrixWorld);
129
- renderTarget.texture.encoding = renderer.outputEncoding;
138
+ textureMatrix.multiply(scope.matrixWorld); // Render
139
+
140
+ renderTarget.texture.encoding = renderer.outputEncoding; // scope.visible = false;
141
+
130
142
  const currentRenderTarget = renderer.getRenderTarget();
131
143
  const currentXrEnabled = renderer.xr.enabled;
132
144
  const currentShadowAutoUpdate = renderer.shadowMap.autoUpdate;
133
145
  const currentClippingPlanes = renderer.clippingPlanes;
134
- renderer.xr.enabled = false;
135
- renderer.shadowMap.autoUpdate = false;
146
+ renderer.xr.enabled = false; // Avoid camera modification
147
+
148
+ renderer.shadowMap.autoUpdate = false; // Avoid re-computing shadows
149
+
136
150
  renderer.clippingPlanes = globalPlanes;
137
151
  renderer.setRenderTarget(renderTarget);
138
- renderer.state.buffers.depth.setMask(true);
139
- if (renderer.autoClear === false)
140
- renderer.clear();
152
+ renderer.state.buffers.depth.setMask(true); // make sure the depth buffer is writable so it can be properly cleared, see #18897
153
+
154
+ if (renderer.autoClear === false) renderer.clear();
141
155
  renderer.render(scene, virtualCamera);
142
156
  renderer.xr.enabled = currentXrEnabled;
143
157
  renderer.shadowMap.autoUpdate = currentShadowAutoUpdate;
144
158
  renderer.clippingPlanes = currentClippingPlanes;
145
- renderer.setRenderTarget(currentRenderTarget);
159
+ renderer.setRenderTarget(currentRenderTarget); // Restore viewport
160
+
146
161
  const viewport = camera.viewport;
147
- if (viewport !== void 0) {
162
+
163
+ if (viewport !== undefined) {
148
164
  renderer.state.viewport(viewport);
149
- }
165
+ } // scope.visible = true;
166
+
150
167
  };
151
- this.getRenderTarget = function() {
168
+
169
+ this.getRenderTarget = function () {
152
170
  return renderTarget;
153
171
  };
154
172
  }
173
+
155
174
  }
175
+
156
176
  ReflectorForSSRPass.prototype.isReflectorForSSRPass = true;
157
177
  ReflectorForSSRPass.ReflectorShader = {
158
178
  defines: {
@@ -160,21 +180,49 @@ ReflectorForSSRPass.ReflectorShader = {
160
180
  FRESNEL: true
161
181
  },
162
182
  uniforms: {
163
- color: { value: null },
164
- tDiffuse: { value: null },
165
- tDepth: { value: null },
166
- textureMatrix: { value: new THREE.Matrix4() },
167
- maxDistance: { value: 180 },
168
- opacity: { value: 0.5 },
169
- fresnelCoe: { value: null },
170
- virtualCameraNear: { value: null },
171
- virtualCameraFar: { value: null },
172
- virtualCameraProjectionMatrix: { value: new THREE.Matrix4() },
173
- virtualCameraMatrixWorld: { value: new THREE.Matrix4() },
174
- virtualCameraProjectionMatrixInverse: { value: new THREE.Matrix4() },
175
- resolution: { value: new THREE.Vector2() }
183
+ color: {
184
+ value: null
185
+ },
186
+ tDiffuse: {
187
+ value: null
188
+ },
189
+ tDepth: {
190
+ value: null
191
+ },
192
+ textureMatrix: {
193
+ value: new Matrix4()
194
+ },
195
+ maxDistance: {
196
+ value: 180
197
+ },
198
+ opacity: {
199
+ value: 0.5
200
+ },
201
+ fresnelCoe: {
202
+ value: null
203
+ },
204
+ virtualCameraNear: {
205
+ value: null
206
+ },
207
+ virtualCameraFar: {
208
+ value: null
209
+ },
210
+ virtualCameraProjectionMatrix: {
211
+ value: new Matrix4()
212
+ },
213
+ virtualCameraMatrixWorld: {
214
+ value: new Matrix4()
215
+ },
216
+ virtualCameraProjectionMatrixInverse: {
217
+ value: new Matrix4()
218
+ },
219
+ resolution: {
220
+ value: new Vector2()
221
+ }
176
222
  },
177
- vertexShader: `
223
+ vertexShader:
224
+ /* glsl */
225
+ `
178
226
  uniform mat4 textureMatrix;
179
227
  varying vec4 vUv;
180
228
 
@@ -185,7 +233,9 @@ ReflectorForSSRPass.ReflectorShader = {
185
233
  gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
186
234
 
187
235
  }`,
188
- fragmentShader: `
236
+ fragmentShader:
237
+ /* glsl */
238
+ `
189
239
  uniform vec3 color;
190
240
  uniform sampler2D tDiffuse;
191
241
  uniform sampler2D tDepth;
@@ -244,4 +294,5 @@ ReflectorForSSRPass.ReflectorShader = {
244
294
  }
245
295
  `
246
296
  };
247
- exports.ReflectorForSSRPass = ReflectorForSSRPass;
297
+
298
+ export { ReflectorForSSRPass };
@@ -0,0 +1 @@
1
+ "use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e=require("./Reflector.cjs.js");require("three");class r extends e.Reflector{constructor(e,r){super(e,r),this.geometry.setDrawRange(0,0)}}exports.ReflectorRTT=r;
@@ -1,10 +1,11 @@
1
- "use strict";
2
- Object.defineProperties(exports, { __esModule: { value: true }, [Symbol.toStringTag]: { value: "Module" } });
3
- const Reflector = require("./Reflector.js");
4
- class ReflectorRTT extends Reflector.Reflector {
1
+ import { Reflector } from './Reflector.js';
2
+
3
+ class ReflectorRTT extends Reflector {
5
4
  constructor(geometry, options) {
6
5
  super(geometry, options);
7
- this.geometry.setDrawRange(0, 0);
6
+ this.geometry.setDrawRange(0, 0); // avoid rendering geometry
8
7
  }
8
+
9
9
  }
10
- exports.ReflectorRTT = ReflectorRTT;
10
+
11
+ export { ReflectorRTT };
@@ -0,0 +1 @@
1
+ "use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e=require("three");class t extends e.Mesh{constructor(r,n={}){super(r),this.type="Refractor";const o=this,a=void 0!==n.color?new e.Color(n.color):new e.Color(8355711),i=n.textureWidth||512,l=n.textureHeight||512,s=n.clipBias||0,c=n.shader||t.RefractorShader,u=new e.PerspectiveCamera;u.matrixAutoUpdate=!1,u.userData.refractor=!0;const d=new e.Plane,m=new e.Matrix4,v=new e.WebGLRenderTarget(i,l);this.material=new e.ShaderMaterial({uniforms:e.UniformsUtils.clone(c.uniforms),vertexShader:c.vertexShader,fragmentShader:c.fragmentShader,transparent:!0}),this.material.uniforms.color.value=a,this.material.uniforms.tDiffuse.value=v.texture,this.material.uniforms.textureMatrix.value=m;const x=function(){const t=new e.Vector3,r=new e.Vector3,n=new e.Matrix4,a=new e.Vector3,i=new e.Vector3;return function(e){return t.setFromMatrixPosition(o.matrixWorld),r.setFromMatrixPosition(e.matrixWorld),a.subVectors(t,r),n.extractRotation(o.matrixWorld),i.set(0,0,1),i.applyMatrix4(n),a.dot(i)<0}}(),p=function(){const t=new e.Vector3,r=new e.Vector3,n=new e.Quaternion,a=new e.Vector3;return function(){o.matrixWorld.decompose(r,n,a),t.set(0,0,1).applyQuaternion(n).normalize(),t.negate(),d.setFromNormalAndCoplanarPoint(t,r)}}(),f=function(){const t=new e.Plane,r=new e.Vector4,n=new e.Vector4;return function(e){u.matrixWorld.copy(e.matrixWorld),u.matrixWorldInverse.copy(u.matrixWorld).invert(),u.projectionMatrix.copy(e.projectionMatrix),u.far=e.far,t.copy(d),t.applyMatrix4(u.matrixWorldInverse),r.set(t.normal.x,t.normal.y,t.normal.z,t.constant);const o=u.projectionMatrix;n.x=(Math.sign(r.x)+o.elements[8])/o.elements[0],n.y=(Math.sign(r.y)+o.elements[9])/o.elements[5],n.z=-1,n.w=(1+o.elements[10])/o.elements[14],r.multiplyScalar(2/r.dot(n)),o.elements[2]=r.x,o.elements[6]=r.y,o.elements[10]=r.z+1-s,o.elements[14]=r.w}}();this.onBeforeRender=function(e,t,r){v.texture.encoding=e.outputEncoding,!0!==r.userData.refractor&&!0!=!x(r)&&(p(),function(e){m.set(.5,0,0,.5,0,.5,0,.5,0,0,.5,.5,0,0,0,1),m.multiply(e.projectionMatrix),m.multiply(e.matrixWorldInverse),m.multiply(o.matrixWorld)}(r),f(r),function(e,t,r){o.visible=!1;const n=e.getRenderTarget(),a=e.xr.enabled,i=e.shadowMap.autoUpdate;e.xr.enabled=!1,e.shadowMap.autoUpdate=!1,e.setRenderTarget(v),!1===e.autoClear&&e.clear(),e.render(t,u),e.xr.enabled=a,e.shadowMap.autoUpdate=i,e.setRenderTarget(n);const l=r.viewport;void 0!==l&&e.state.viewport(l),o.visible=!0}(e,t,r))},this.getRenderTarget=function(){return v},this.dispose=function(){v.dispose(),o.material.dispose()}}}t.prototype.isRefractor=!0,t.RefractorShader={uniforms:{color:{value:null},tDiffuse:{value:null},textureMatrix:{value:null}},vertexShader:"\n\n\t\tuniform mat4 textureMatrix;\n\n\t\tvarying vec4 vUv;\n\n\t\tvoid main() {\n\n\t\t\tvUv = textureMatrix * vec4( position, 1.0 );\n\t\t\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n\t\t}",fragmentShader:"\n\n\t\tuniform vec3 color;\n\t\tuniform sampler2D tDiffuse;\n\n\t\tvarying vec4 vUv;\n\n\t\tfloat blendOverlay( float base, float blend ) {\n\n\t\t\treturn( base < 0.5 ? ( 2.0 * base * blend ) : ( 1.0 - 2.0 * ( 1.0 - base ) * ( 1.0 - blend ) ) );\n\n\t\t}\n\n\t\tvec3 blendOverlay( vec3 base, vec3 blend ) {\n\n\t\t\treturn vec3( blendOverlay( base.r, blend.r ), blendOverlay( base.g, blend.g ), blendOverlay( base.b, blend.b ) );\n\n\t\t}\n\n\t\tvoid main() {\n\n\t\t\tvec4 base = texture2DProj( tDiffuse, vUv );\n\t\t\tgl_FragColor = vec4( blendOverlay( base.rgb, color ), 1.0 );\n\n\t\t}"},exports.Refractor=t;