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
package/csm/CSM.cjs.js ADDED
@@ -0,0 +1 @@
1
+ "use strict";Object.defineProperty(exports,"__esModule",{value:!0});var t=require("three"),e=require("./CSMFrustum.cjs.js"),s=require("./CSMShader.cjs.js");const a=new t.Matrix4,i=new e.CSMFrustum,r=new t.Vector3,h=new t.Box3,n=[],o=[];exports.CSM=class{constructor(s){s=s||{},this.camera=s.camera,this.parent=s.parent,this.cascades=s.cascades||3,this.maxFar=s.maxFar||1e5,this.mode=s.mode||"practical",this.shadowMapSize=s.shadowMapSize||2048,this.shadowBias=s.shadowBias||1e-6,this.lightDirection=s.lightDirection||new t.Vector3(1,-1,1).normalize(),this.lightIntensity=s.lightIntensity||1,this.lightNear=s.lightNear||1,this.lightFar=s.lightFar||2e3,this.lightMargin=s.lightMargin||200,this.customSplitsCallback=s.customSplitsCallback,this.fade=!1,this.mainFrustum=new e.CSMFrustum,this.frustums=[],this.breaks=[],this.lights=[],this.shaders=new Map,this.createLights(),this.updateFrustums(),this.injectInclude()}createLights(){for(let e=0;e<this.cascades;e++){const e=new t.DirectionalLight(16777215,this.lightIntensity);e.castShadow=!0,e.shadow.mapSize.width=this.shadowMapSize,e.shadow.mapSize.height=this.shadowMapSize,e.shadow.camera.near=this.lightNear,e.shadow.camera.far=this.lightFar,e.shadow.bias=this.shadowBias,this.parent.add(e),this.parent.add(e.target),this.lights.push(e)}}initCascades(){const t=this.camera;t.updateProjectionMatrix(),this.mainFrustum.setFromProjectionMatrix(t.projectionMatrix,this.maxFar),this.mainFrustum.split(this.breaks,this.frustums)}updateShadowBounds(){const t=this.frustums;for(let e=0;e<t.length;e++){const t=this.lights[e].shadow.camera,s=this.frustums[e],a=s.vertices.near,i=s.vertices.far,r=i[0];let h;h=r.distanceTo(i[2])>r.distanceTo(a[2])?i[2]:a[2];let n=r.distanceTo(h);if(this.fade){const t=this.camera,e=Math.max(t.far,this.maxFar),a=s.vertices.far[0].z/(e-t.near);n+=.25*Math.pow(a,2)*(e-t.near)}t.left=-n/2,t.right=n/2,t.top=n/2,t.bottom=-n/2,t.updateProjectionMatrix()}}getBreaks(){const e=this.camera,s=Math.min(e.far,this.maxFar);switch(this.breaks.length=0,this.mode){case"uniform":a(this.cascades,e.near,s,this.breaks);break;case"logarithmic":i(this.cascades,e.near,s,this.breaks);break;case"practical":!function(e,s,r,h,c){n.length=0,o.length=0,i(e,s,r,o),a(e,s,r,n);for(let s=1;s<e;s++)c.push(t.MathUtils.lerp(n[s-1],o[s-1],h));c.push(1)}(this.cascades,e.near,s,.5,this.breaks);break;case"custom":void 0===this.customSplitsCallback&&console.error("CSM: Custom split scheme callback not defined."),this.customSplitsCallback(this.cascades,e.near,s,this.breaks)}function a(t,e,s,a){for(let i=1;i<t;i++)a.push((e+(s-e)*i/t)/s);a.push(1)}function i(t,e,s,a){for(let i=1;i<t;i++)a.push(e*(s/e)**(i/t)/s);a.push(1)}}update(){const t=this.camera,e=this.frustums;for(let s=0;s<e.length;s++){const n=this.lights[s],o=n.shadow.camera,c=(o.right-o.left)/this.shadowMapSize,d=(o.top-o.bottom)/this.shadowMapSize;n.shadow.camera.updateMatrixWorld(!0),a.multiplyMatrices(n.shadow.camera.matrixWorldInverse,t.matrixWorld),e[s].toSpace(a,i);const l=i.vertices.near,u=i.vertices.far;h.makeEmpty();for(let t=0;t<4;t++)h.expandByPoint(l[t]),h.expandByPoint(u[t]);h.getCenter(r),r.z=h.max.z+this.lightMargin,r.x=Math.floor(r.x/c)*c,r.y=Math.floor(r.y/d)*d,r.applyMatrix4(n.shadow.camera.matrixWorld),n.position.copy(r),n.target.position.copy(r),n.target.position.x+=this.lightDirection.x,n.target.position.y+=this.lightDirection.y,n.target.position.z+=this.lightDirection.z}}injectInclude(){t.ShaderChunk.lights_fragment_begin=s.CSMShader.lights_fragment_begin,t.ShaderChunk.lights_pars_begin=s.CSMShader.lights_pars_begin}setupMaterial(t){t.defines=t.defines||{},t.defines.USE_CSM=1,t.defines.CSM_CASCADES=this.cascades,this.fade&&(t.defines.CSM_FADE="");const e=[],s=this,a=this.shaders;t.onBeforeCompile=function(i){const r=Math.min(s.camera.far,s.maxFar);s.getExtendedBreaks(e),i.uniforms.CSM_cascades={value:e},i.uniforms.cameraNear={value:s.camera.near},i.uniforms.shadowFar={value:r},a.set(t,i)},a.set(t,null)}updateUniforms(){const t=Math.min(this.camera.far,this.maxFar);this.shaders.forEach((function(e,s){if(null!==e){const s=e.uniforms;this.getExtendedBreaks(s.CSM_cascades.value),s.cameraNear.value=this.camera.near,s.shadowFar.value=t}!this.fade&&"CSM_FADE"in s.defines?(delete s.defines.CSM_FADE,s.needsUpdate=!0):this.fade&&!("CSM_FADE"in s.defines)&&(s.defines.CSM_FADE="",s.needsUpdate=!0)}),this)}getExtendedBreaks(e){for(;e.length<this.breaks.length;)e.push(new t.Vector2);e.length=this.breaks.length;for(let t=0;t<this.cascades;t++){const s=this.breaks[t],a=this.breaks[t-1]||0;e[t].x=a,e[t].y=s}}updateFrustums(){this.getBreaks(),this.initCascades(),this.updateShadowBounds(),this.updateUniforms()}remove(){for(let t=0;t<this.lights.length;t++)this.parent.remove(this.lights[t])}dispose(){const t=this.shaders;t.forEach((function(t,e){delete e.onBeforeCompile,delete e.defines.USE_CSM,delete e.defines.CSM_CASCADES,delete e.defines.CSM_FADE,null!==t&&(delete t.uniforms.CSM_cascades,delete t.uniforms.cameraNear,delete t.uniforms.shadowFar),e.needsUpdate=!0})),t.clear()}};
package/csm/CSM.js CHANGED
@@ -1,12 +1,15 @@
1
- "use strict";
2
- Object.defineProperties(exports, { __esModule: { value: true }, [Symbol.toStringTag]: { value: "Module" } });
3
- const THREE = require("three");
4
- const CSMFrustum = require("./CSMFrustum.js");
5
- const CSMShader = require("./CSMShader.js");
6
- const _cameraToLightMatrix = new THREE.Matrix4();
7
- const _lightSpaceFrustum = new CSMFrustum.CSMFrustum();
8
- const _center = new THREE.Vector3();
9
- const _bbox = new THREE.Box3();
1
+ import { Matrix4, Vector3, Box3, DirectionalLight, MathUtils, ShaderChunk, Vector2 } from 'three';
2
+ import { CSMFrustum } from './CSMFrustum.js';
3
+ import { CSMShader } from './CSMShader.js';
4
+
5
+ const _cameraToLightMatrix = new Matrix4();
6
+
7
+ const _lightSpaceFrustum = new CSMFrustum();
8
+
9
+ const _center = new Vector3();
10
+
11
+ const _bbox = new Box3();
12
+
10
13
  const _uniformArray = [];
11
14
  const _logArray = [];
12
15
  class CSM {
@@ -15,29 +18,30 @@ class CSM {
15
18
  this.camera = data.camera;
16
19
  this.parent = data.parent;
17
20
  this.cascades = data.cascades || 3;
18
- this.maxFar = data.maxFar || 1e5;
19
- this.mode = data.mode || "practical";
21
+ this.maxFar = data.maxFar || 100000;
22
+ this.mode = data.mode || 'practical';
20
23
  this.shadowMapSize = data.shadowMapSize || 2048;
21
- this.shadowBias = data.shadowBias || 1e-6;
22
- this.lightDirection = data.lightDirection || new THREE.Vector3(1, -1, 1).normalize();
24
+ this.shadowBias = data.shadowBias || 0.000001;
25
+ this.lightDirection = data.lightDirection || new Vector3(1, -1, 1).normalize();
23
26
  this.lightIntensity = data.lightIntensity || 1;
24
27
  this.lightNear = data.lightNear || 1;
25
- this.lightFar = data.lightFar || 2e3;
28
+ this.lightFar = data.lightFar || 2000;
26
29
  this.lightMargin = data.lightMargin || 200;
27
30
  this.customSplitsCallback = data.customSplitsCallback;
28
31
  this.fade = false;
29
- this.mainFrustum = new CSMFrustum.CSMFrustum();
32
+ this.mainFrustum = new CSMFrustum();
30
33
  this.frustums = [];
31
34
  this.breaks = [];
32
35
  this.lights = [];
33
- this.shaders = /* @__PURE__ */ new Map();
36
+ this.shaders = new Map();
34
37
  this.createLights();
35
38
  this.updateFrustums();
36
39
  this.injectInclude();
37
40
  }
41
+
38
42
  createLights() {
39
43
  for (let i = 0; i < this.cascades; i++) {
40
- const light = new THREE.DirectionalLight(16777215, this.lightIntensity);
44
+ const light = new DirectionalLight(0xffffff, this.lightIntensity);
41
45
  light.castShadow = true;
42
46
  light.shadow.mapSize.width = this.shadowMapSize;
43
47
  light.shadow.mapSize.height = this.shadowMapSize;
@@ -49,35 +53,46 @@ class CSM {
49
53
  this.lights.push(light);
50
54
  }
51
55
  }
56
+
52
57
  initCascades() {
53
58
  const camera = this.camera;
54
59
  camera.updateProjectionMatrix();
55
60
  this.mainFrustum.setFromProjectionMatrix(camera.projectionMatrix, this.maxFar);
56
61
  this.mainFrustum.split(this.breaks, this.frustums);
57
62
  }
63
+
58
64
  updateShadowBounds() {
59
65
  const frustums = this.frustums;
66
+
60
67
  for (let i = 0; i < frustums.length; i++) {
61
68
  const light = this.lights[i];
62
69
  const shadowCam = light.shadow.camera;
63
- const frustum = this.frustums[i];
70
+ const frustum = this.frustums[i]; // Get the two points that represent that furthest points on the frustum assuming
71
+ // that's either the diagonal across the far plane or the diagonal across the whole
72
+ // frustum itself.
73
+
64
74
  const nearVerts = frustum.vertices.near;
65
75
  const farVerts = frustum.vertices.far;
66
76
  const point1 = farVerts[0];
67
77
  let point2;
78
+
68
79
  if (point1.distanceTo(farVerts[2]) > point1.distanceTo(nearVerts[2])) {
69
80
  point2 = farVerts[2];
70
81
  } else {
71
82
  point2 = nearVerts[2];
72
83
  }
84
+
73
85
  let squaredBBWidth = point1.distanceTo(point2);
86
+
74
87
  if (this.fade) {
88
+ // expand the shadow extents by the fade margin if fade is enabled.
75
89
  const camera = this.camera;
76
90
  const far = Math.max(camera.far, this.maxFar);
77
91
  const linearDepth = frustum.vertices.far[0].z / (far - camera.near);
78
- const margin = 0.25 * Math.pow(linearDepth, 2) * (far - camera.near);
92
+ const margin = 0.25 * Math.pow(linearDepth, 2.0) * (far - camera.near);
79
93
  squaredBBWidth += margin;
80
94
  }
95
+
81
96
  shadowCam.left = -squaredBBWidth / 2;
82
97
  shadowCam.right = squaredBBWidth / 2;
83
98
  shadowCam.top = squaredBBWidth / 2;
@@ -85,72 +100,94 @@ class CSM {
85
100
  shadowCam.updateProjectionMatrix();
86
101
  }
87
102
  }
103
+
88
104
  getBreaks() {
89
105
  const camera = this.camera;
90
106
  const far = Math.min(camera.far, this.maxFar);
91
107
  this.breaks.length = 0;
108
+
92
109
  switch (this.mode) {
93
- case "uniform":
110
+ case 'uniform':
94
111
  uniformSplit(this.cascades, camera.near, far, this.breaks);
95
112
  break;
96
- case "logarithmic":
113
+
114
+ case 'logarithmic':
97
115
  logarithmicSplit(this.cascades, camera.near, far, this.breaks);
98
116
  break;
99
- case "practical":
117
+
118
+ case 'practical':
100
119
  practicalSplit(this.cascades, camera.near, far, 0.5, this.breaks);
101
120
  break;
102
- case "custom":
103
- if (this.customSplitsCallback === void 0)
104
- console.error("CSM: Custom split scheme callback not defined.");
121
+
122
+ case 'custom':
123
+ if (this.customSplitsCallback === undefined) console.error('CSM: Custom split scheme callback not defined.');
105
124
  this.customSplitsCallback(this.cascades, camera.near, far, this.breaks);
106
125
  break;
107
126
  }
108
- function uniformSplit(amount, near, far2, target) {
127
+
128
+ function uniformSplit(amount, near, far, target) {
109
129
  for (let i = 1; i < amount; i++) {
110
- target.push((near + (far2 - near) * i / amount) / far2);
130
+ target.push((near + (far - near) * i / amount) / far);
111
131
  }
132
+
112
133
  target.push(1);
113
134
  }
114
- function logarithmicSplit(amount, near, far2, target) {
135
+
136
+ function logarithmicSplit(amount, near, far, target) {
115
137
  for (let i = 1; i < amount; i++) {
116
- target.push(near * (far2 / near) ** (i / amount) / far2);
138
+ target.push(near * (far / near) ** (i / amount) / far);
117
139
  }
140
+
118
141
  target.push(1);
119
142
  }
120
- function practicalSplit(amount, near, far2, lambda, target) {
143
+
144
+ function practicalSplit(amount, near, far, lambda, target) {
121
145
  _uniformArray.length = 0;
122
146
  _logArray.length = 0;
123
- logarithmicSplit(amount, near, far2, _logArray);
124
- uniformSplit(amount, near, far2, _uniformArray);
147
+ logarithmicSplit(amount, near, far, _logArray);
148
+ uniformSplit(amount, near, far, _uniformArray);
149
+
125
150
  for (let i = 1; i < amount; i++) {
126
- target.push(THREE.MathUtils.lerp(_uniformArray[i - 1], _logArray[i - 1], lambda));
151
+ target.push(MathUtils.lerp(_uniformArray[i - 1], _logArray[i - 1], lambda));
127
152
  }
153
+
128
154
  target.push(1);
129
155
  }
130
156
  }
157
+
131
158
  update() {
132
159
  const camera = this.camera;
133
160
  const frustums = this.frustums;
161
+
134
162
  for (let i = 0; i < frustums.length; i++) {
135
163
  const light = this.lights[i];
136
164
  const shadowCam = light.shadow.camera;
137
165
  const texelWidth = (shadowCam.right - shadowCam.left) / this.shadowMapSize;
138
166
  const texelHeight = (shadowCam.top - shadowCam.bottom) / this.shadowMapSize;
139
167
  light.shadow.camera.updateMatrixWorld(true);
168
+
140
169
  _cameraToLightMatrix.multiplyMatrices(light.shadow.camera.matrixWorldInverse, camera.matrixWorld);
170
+
141
171
  frustums[i].toSpace(_cameraToLightMatrix, _lightSpaceFrustum);
142
172
  const nearVerts = _lightSpaceFrustum.vertices.near;
143
173
  const farVerts = _lightSpaceFrustum.vertices.far;
174
+
144
175
  _bbox.makeEmpty();
176
+
145
177
  for (let j = 0; j < 4; j++) {
146
178
  _bbox.expandByPoint(nearVerts[j]);
179
+
147
180
  _bbox.expandByPoint(farVerts[j]);
148
181
  }
182
+
149
183
  _bbox.getCenter(_center);
184
+
150
185
  _center.z = _bbox.max.z + this.lightMargin;
151
186
  _center.x = Math.floor(_center.x / texelWidth) * texelWidth;
152
187
  _center.y = Math.floor(_center.y / texelHeight) * texelHeight;
188
+
153
189
  _center.applyMatrix4(light.shadow.camera.matrixWorld);
190
+
154
191
  light.position.copy(_center);
155
192
  light.target.position.copy(_center);
156
193
  light.target.position.x += this.lightDirection.x;
@@ -158,54 +195,71 @@ class CSM {
158
195
  light.target.position.z += this.lightDirection.z;
159
196
  }
160
197
  }
198
+
161
199
  injectInclude() {
162
- THREE.ShaderChunk.lights_fragment_begin = CSMShader.CSMShader.lights_fragment_begin;
163
- THREE.ShaderChunk.lights_pars_begin = CSMShader.CSMShader.lights_pars_begin;
200
+ ShaderChunk.lights_fragment_begin = CSMShader.lights_fragment_begin;
201
+ ShaderChunk.lights_pars_begin = CSMShader.lights_pars_begin;
164
202
  }
203
+
165
204
  setupMaterial(material) {
166
205
  material.defines = material.defines || {};
167
206
  material.defines.USE_CSM = 1;
168
207
  material.defines.CSM_CASCADES = this.cascades;
208
+
169
209
  if (this.fade) {
170
- material.defines.CSM_FADE = "";
210
+ material.defines.CSM_FADE = '';
171
211
  }
212
+
172
213
  const breaksVec2 = [];
173
214
  const scope = this;
174
215
  const shaders = this.shaders;
175
- material.onBeforeCompile = function(shader) {
216
+
217
+ material.onBeforeCompile = function (shader) {
176
218
  const far = Math.min(scope.camera.far, scope.maxFar);
177
219
  scope.getExtendedBreaks(breaksVec2);
178
- shader.uniforms.CSM_cascades = { value: breaksVec2 };
179
- shader.uniforms.cameraNear = { value: scope.camera.near };
180
- shader.uniforms.shadowFar = { value: far };
220
+ shader.uniforms.CSM_cascades = {
221
+ value: breaksVec2
222
+ };
223
+ shader.uniforms.cameraNear = {
224
+ value: scope.camera.near
225
+ };
226
+ shader.uniforms.shadowFar = {
227
+ value: far
228
+ };
181
229
  shaders.set(material, shader);
182
230
  };
231
+
183
232
  shaders.set(material, null);
184
233
  }
234
+
185
235
  updateUniforms() {
186
236
  const far = Math.min(this.camera.far, this.maxFar);
187
237
  const shaders = this.shaders;
188
- shaders.forEach(function(shader, material) {
238
+ shaders.forEach(function (shader, material) {
189
239
  if (shader !== null) {
190
240
  const uniforms = shader.uniforms;
191
241
  this.getExtendedBreaks(uniforms.CSM_cascades.value);
192
242
  uniforms.cameraNear.value = this.camera.near;
193
243
  uniforms.shadowFar.value = far;
194
244
  }
195
- if (!this.fade && "CSM_FADE" in material.defines) {
245
+
246
+ if (!this.fade && 'CSM_FADE' in material.defines) {
196
247
  delete material.defines.CSM_FADE;
197
248
  material.needsUpdate = true;
198
- } else if (this.fade && !("CSM_FADE" in material.defines)) {
199
- material.defines.CSM_FADE = "";
249
+ } else if (this.fade && !('CSM_FADE' in material.defines)) {
250
+ material.defines.CSM_FADE = '';
200
251
  material.needsUpdate = true;
201
252
  }
202
253
  }, this);
203
254
  }
255
+
204
256
  getExtendedBreaks(target) {
205
257
  while (target.length < this.breaks.length) {
206
- target.push(new THREE.Vector2());
258
+ target.push(new Vector2());
207
259
  }
260
+
208
261
  target.length = this.breaks.length;
262
+
209
263
  for (let i = 0; i < this.cascades; i++) {
210
264
  const amount = this.breaks[i];
211
265
  const prev = this.breaks[i - 1] || 0;
@@ -213,32 +267,39 @@ class CSM {
213
267
  target[i].y = amount;
214
268
  }
215
269
  }
270
+
216
271
  updateFrustums() {
217
272
  this.getBreaks();
218
273
  this.initCascades();
219
274
  this.updateShadowBounds();
220
275
  this.updateUniforms();
221
276
  }
277
+
222
278
  remove() {
223
279
  for (let i = 0; i < this.lights.length; i++) {
224
280
  this.parent.remove(this.lights[i]);
225
281
  }
226
282
  }
283
+
227
284
  dispose() {
228
285
  const shaders = this.shaders;
229
- shaders.forEach(function(shader, material) {
286
+ shaders.forEach(function (shader, material) {
230
287
  delete material.onBeforeCompile;
231
288
  delete material.defines.USE_CSM;
232
289
  delete material.defines.CSM_CASCADES;
233
290
  delete material.defines.CSM_FADE;
291
+
234
292
  if (shader !== null) {
235
293
  delete shader.uniforms.CSM_cascades;
236
294
  delete shader.uniforms.cameraNear;
237
295
  delete shader.uniforms.shadowFar;
238
296
  }
297
+
239
298
  material.needsUpdate = true;
240
299
  });
241
300
  shaders.clear();
242
301
  }
302
+
243
303
  }
244
- exports.CSM = CSM;
304
+
305
+ export { CSM };
@@ -0,0 +1 @@
1
+ "use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e=require("three");const t=new e.Matrix4;class r{constructor(t){t=t||{},this.vertices={near:[new e.Vector3,new e.Vector3,new e.Vector3,new e.Vector3],far:[new e.Vector3,new e.Vector3,new e.Vector3,new e.Vector3]},void 0!==t.projectionMatrix&&this.setFromProjectionMatrix(t.projectionMatrix,t.maxFar||1e4)}setFromProjectionMatrix(e,r){const s=0===e.elements[11];return t.copy(e).invert(),this.vertices.near[0].set(1,1,-1),this.vertices.near[1].set(1,-1,-1),this.vertices.near[2].set(-1,-1,-1),this.vertices.near[3].set(-1,1,-1),this.vertices.near.forEach((function(e){e.applyMatrix4(t)})),this.vertices.far[0].set(1,1,1),this.vertices.far[1].set(1,-1,1),this.vertices.far[2].set(-1,-1,1),this.vertices.far[3].set(-1,1,1),this.vertices.far.forEach((function(e){e.applyMatrix4(t);const i=Math.abs(e.z);s?e.z*=Math.min(r/i,1):e.multiplyScalar(Math.min(r/i,1))})),this.vertices}split(e,t){for(;e.length>t.length;)t.push(new r);t.length=e.length;for(let r=0;r<e.length;r++){const s=t[r];if(0===r)for(let e=0;e<4;e++)s.vertices.near[e].copy(this.vertices.near[e]);else for(let t=0;t<4;t++)s.vertices.near[t].lerpVectors(this.vertices.near[t],this.vertices.far[t],e[r-1]);if(r===e.length-1)for(let e=0;e<4;e++)s.vertices.far[e].copy(this.vertices.far[e]);else for(let t=0;t<4;t++)s.vertices.far[t].lerpVectors(this.vertices.near[t],this.vertices.far[t],e[r])}}toSpace(e,t){for(let r=0;r<4;r++)t.vertices.near[r].copy(this.vertices.near[r]).applyMatrix4(e),t.vertices.far[r].copy(this.vertices.far[r]).applyMatrix4(e)}}exports.CSMFrustum=r;
package/csm/CSMFrustum.js CHANGED
@@ -1,50 +1,61 @@
1
- "use strict";
2
- Object.defineProperties(exports, { __esModule: { value: true }, [Symbol.toStringTag]: { value: "Module" } });
3
- const THREE = require("three");
4
- const inverseProjectionMatrix = new THREE.Matrix4();
1
+ import { Matrix4, Vector3 } from 'three';
2
+
3
+ const inverseProjectionMatrix = new Matrix4();
4
+
5
5
  class CSMFrustum {
6
6
  constructor(data) {
7
7
  data = data || {};
8
8
  this.vertices = {
9
- near: [new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3()],
10
- far: [new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3()]
9
+ near: [new Vector3(), new Vector3(), new Vector3(), new Vector3()],
10
+ far: [new Vector3(), new Vector3(), new Vector3(), new Vector3()]
11
11
  };
12
- if (data.projectionMatrix !== void 0) {
13
- this.setFromProjectionMatrix(data.projectionMatrix, data.maxFar || 1e4);
12
+
13
+ if (data.projectionMatrix !== undefined) {
14
+ this.setFromProjectionMatrix(data.projectionMatrix, data.maxFar || 10000);
14
15
  }
15
16
  }
17
+
16
18
  setFromProjectionMatrix(projectionMatrix, maxFar) {
17
19
  const isOrthographic = projectionMatrix.elements[2 * 4 + 3] === 0;
18
- inverseProjectionMatrix.copy(projectionMatrix).invert();
20
+ inverseProjectionMatrix.copy(projectionMatrix).invert(); // 3 --- 0 vertices.near/far order
21
+ // | |
22
+ // 2 --- 1
23
+ // clip space spans from [-1, 1]
24
+
19
25
  this.vertices.near[0].set(1, 1, -1);
20
26
  this.vertices.near[1].set(1, -1, -1);
21
27
  this.vertices.near[2].set(-1, -1, -1);
22
28
  this.vertices.near[3].set(-1, 1, -1);
23
- this.vertices.near.forEach(function(v) {
29
+ this.vertices.near.forEach(function (v) {
24
30
  v.applyMatrix4(inverseProjectionMatrix);
25
31
  });
26
32
  this.vertices.far[0].set(1, 1, 1);
27
33
  this.vertices.far[1].set(1, -1, 1);
28
34
  this.vertices.far[2].set(-1, -1, 1);
29
35
  this.vertices.far[3].set(-1, 1, 1);
30
- this.vertices.far.forEach(function(v) {
36
+ this.vertices.far.forEach(function (v) {
31
37
  v.applyMatrix4(inverseProjectionMatrix);
32
38
  const absZ = Math.abs(v.z);
39
+
33
40
  if (isOrthographic) {
34
- v.z *= Math.min(maxFar / absZ, 1);
41
+ v.z *= Math.min(maxFar / absZ, 1.0);
35
42
  } else {
36
- v.multiplyScalar(Math.min(maxFar / absZ, 1));
43
+ v.multiplyScalar(Math.min(maxFar / absZ, 1.0));
37
44
  }
38
45
  });
39
46
  return this.vertices;
40
47
  }
48
+
41
49
  split(breaks, target) {
42
50
  while (breaks.length > target.length) {
43
51
  target.push(new CSMFrustum());
44
52
  }
53
+
45
54
  target.length = breaks.length;
55
+
46
56
  for (let i = 0; i < breaks.length; i++) {
47
57
  const cascade = target[i];
58
+
48
59
  if (i === 0) {
49
60
  for (let j = 0; j < 4; j++) {
50
61
  cascade.vertices.near[j].copy(this.vertices.near[j]);
@@ -54,6 +65,7 @@ class CSMFrustum {
54
65
  cascade.vertices.near[j].lerpVectors(this.vertices.near[j], this.vertices.far[j], breaks[i - 1]);
55
66
  }
56
67
  }
68
+
57
69
  if (i === breaks.length - 1) {
58
70
  for (let j = 0; j < 4; j++) {
59
71
  cascade.vertices.far[j].copy(this.vertices.far[j]);
@@ -65,11 +77,14 @@ class CSMFrustum {
65
77
  }
66
78
  }
67
79
  }
80
+
68
81
  toSpace(cameraMatrix, target) {
69
82
  for (let i = 0; i < 4; i++) {
70
83
  target.vertices.near[i].copy(this.vertices.near[i]).applyMatrix4(cameraMatrix);
71
84
  target.vertices.far[i].copy(this.vertices.far[i]).applyMatrix4(cameraMatrix);
72
85
  }
73
86
  }
87
+
74
88
  }
75
- exports.CSMFrustum = CSMFrustum;
89
+
90
+ export { CSMFrustum };
@@ -0,0 +1 @@
1
+ "use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e=require("three");class s extends e.Group{constructor(s){super(),this.csm=s,this.displayFrustum=!0,this.displayPlanes=!0,this.displayShadowBounds=!0;const t=new Uint16Array([0,1,1,2,2,3,3,0,4,5,5,6,6,7,7,4,0,4,1,5,2,6,3,7]),i=new Float32Array(24),a=new e.BufferGeometry;a.setIndex(new e.BufferAttribute(t,1)),a.setAttribute("position",new e.BufferAttribute(i,3,!1));const o=new e.LineSegments(a,new e.LineBasicMaterial);this.add(o),this.frustumLines=o,this.cascadeLines=[],this.cascadePlanes=[],this.shadowLines=[]}updateVisibility(){const e=this.displayFrustum,s=this.displayPlanes,t=this.displayShadowBounds,i=this.frustumLines,a=this.cascadeLines,o=this.cascadePlanes,n=this.shadowLines;for(let i=0,r=a.length;i<r;i++){const r=a[i],c=o[i],h=n[i];r.visible=e,c.visible=e&&s,h.visible=t}i.visible=e}update(){const s=this.csm,t=s.camera,i=s.cascades,a=s.mainFrustum,o=s.frustums,n=s.lights,r=this.frustumLines.geometry.getAttribute("position"),c=this.cascadeLines,h=this.cascadePlanes,p=this.shadowLines;for(this.position.copy(t.position),this.quaternion.copy(t.quaternion),this.scale.copy(t.scale),this.updateMatrixWorld(!0);c.length>i;)this.remove(c.pop()),this.remove(h.pop()),this.remove(p.pop());for(;c.length<i;){const s=new e.Box3Helper(new e.Box3,16777215),t=new e.MeshBasicMaterial({transparent:!0,opacity:.1,depthWrite:!1,side:e.DoubleSide}),i=new e.Mesh(new e.PlaneGeometry,t),a=new e.Group,o=new e.Box3Helper(new e.Box3,16776960);a.add(o),this.add(s),this.add(i),this.add(a),c.push(s),h.push(i),p.push(a)}for(let e=0;e<i;e++){const s=o[e],t=n[e].shadow.camera,i=s.vertices.far,a=c[e],r=h[e],d=p[e],l=d.children[0];a.box.min.copy(i[2]),a.box.max.copy(i[0]),a.box.max.z+=1e-4,r.position.addVectors(i[0],i[2]),r.position.multiplyScalar(.5),r.scale.subVectors(i[0],i[2]),r.scale.z=1e-4,this.remove(d),d.position.copy(t.position),d.quaternion.copy(t.quaternion),d.scale.copy(t.scale),d.updateMatrixWorld(!0),this.attach(d),l.box.min.set(t.bottom,t.left,-t.far),l.box.max.set(t.top,t.right,-t.near)}const d=a.vertices.near,l=a.vertices.far;r.setXYZ(0,l[0].x,l[0].y,l[0].z),r.setXYZ(1,l[3].x,l[3].y,l[3].z),r.setXYZ(2,l[2].x,l[2].y,l[2].z),r.setXYZ(3,l[1].x,l[1].y,l[1].z),r.setXYZ(4,d[0].x,d[0].y,d[0].z),r.setXYZ(5,d[3].x,d[3].y,d[3].z),r.setXYZ(6,d[2].x,d[2].y,d[2].z),r.setXYZ(7,d[1].x,d[1].y,d[1].z),r.needsUpdate=!0}}exports.CSMHelper=s;
package/csm/CSMHelper.js CHANGED
@@ -1,7 +1,6 @@
1
- "use strict";
2
- Object.defineProperties(exports, { __esModule: { value: true }, [Symbol.toStringTag]: { value: "Module" } });
3
- const THREE = require("three");
4
- class CSMHelper extends THREE.Group {
1
+ import { Group, BufferGeometry, BufferAttribute, LineSegments, LineBasicMaterial, Box3Helper, Box3, MeshBasicMaterial, DoubleSide, Mesh, PlaneGeometry } from 'three';
2
+
3
+ class CSMHelper extends Group {
5
4
  constructor(csm) {
6
5
  super();
7
6
  this.csm = csm;
@@ -10,16 +9,17 @@ class CSMHelper extends THREE.Group {
10
9
  this.displayShadowBounds = true;
11
10
  const indices = new Uint16Array([0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7]);
12
11
  const positions = new Float32Array(24);
13
- const frustumGeometry = new THREE.BufferGeometry();
14
- frustumGeometry.setIndex(new THREE.BufferAttribute(indices, 1));
15
- frustumGeometry.setAttribute("position", new THREE.BufferAttribute(positions, 3, false));
16
- const frustumLines = new THREE.LineSegments(frustumGeometry, new THREE.LineBasicMaterial());
12
+ const frustumGeometry = new BufferGeometry();
13
+ frustumGeometry.setIndex(new BufferAttribute(indices, 1));
14
+ frustumGeometry.setAttribute('position', new BufferAttribute(positions, 3, false));
15
+ const frustumLines = new LineSegments(frustumGeometry, new LineBasicMaterial());
17
16
  this.add(frustumLines);
18
17
  this.frustumLines = frustumLines;
19
18
  this.cascadeLines = [];
20
19
  this.cascadePlanes = [];
21
20
  this.shadowLines = [];
22
21
  }
22
+
23
23
  updateVisibility() {
24
24
  const displayFrustum = this.displayFrustum;
25
25
  const displayPlanes = this.displayPlanes;
@@ -28,6 +28,7 @@ class CSMHelper extends THREE.Group {
28
28
  const cascadeLines = this.cascadeLines;
29
29
  const cascadePlanes = this.cascadePlanes;
30
30
  const shadowLines = this.shadowLines;
31
+
31
32
  for (let i = 0, l = cascadeLines.length; i < l; i++) {
32
33
  const cascadeLine = cascadeLines[i];
33
34
  const cascadePlane = cascadePlanes[i];
@@ -36,8 +37,10 @@ class CSMHelper extends THREE.Group {
36
37
  cascadePlane.visible = displayFrustum && displayPlanes;
37
38
  shadowLineGroup.visible = displayShadowBounds;
38
39
  }
40
+
39
41
  frustumLines.visible = displayFrustum;
40
42
  }
43
+
41
44
  update() {
42
45
  const csm = this.csm;
43
46
  const camera = csm.camera;
@@ -46,7 +49,7 @@ class CSMHelper extends THREE.Group {
46
49
  const frustums = csm.frustums;
47
50
  const lights = csm.lights;
48
51
  const frustumLines = this.frustumLines;
49
- const frustumLinePositions = frustumLines.geometry.getAttribute("position");
52
+ const frustumLinePositions = frustumLines.geometry.getAttribute('position');
50
53
  const cascadeLines = this.cascadeLines;
51
54
  const cascadePlanes = this.cascadePlanes;
52
55
  const shadowLines = this.shadowLines;
@@ -54,17 +57,24 @@ class CSMHelper extends THREE.Group {
54
57
  this.quaternion.copy(camera.quaternion);
55
58
  this.scale.copy(camera.scale);
56
59
  this.updateMatrixWorld(true);
60
+
57
61
  while (cascadeLines.length > cascades) {
58
62
  this.remove(cascadeLines.pop());
59
63
  this.remove(cascadePlanes.pop());
60
64
  this.remove(shadowLines.pop());
61
65
  }
66
+
62
67
  while (cascadeLines.length < cascades) {
63
- const cascadeLine = new THREE.Box3Helper(new THREE.Box3(), 16777215);
64
- const planeMat = new THREE.MeshBasicMaterial({ transparent: true, opacity: 0.1, depthWrite: false, side: THREE.DoubleSide });
65
- const cascadePlane = new THREE.Mesh(new THREE.PlaneGeometry(), planeMat);
66
- const shadowLineGroup = new THREE.Group();
67
- const shadowLine = new THREE.Box3Helper(new THREE.Box3(), 16776960);
68
+ const cascadeLine = new Box3Helper(new Box3(), 0xffffff);
69
+ const planeMat = new MeshBasicMaterial({
70
+ transparent: true,
71
+ opacity: 0.1,
72
+ depthWrite: false,
73
+ side: DoubleSide
74
+ });
75
+ const cascadePlane = new Mesh(new PlaneGeometry(), planeMat);
76
+ const shadowLineGroup = new Group();
77
+ const shadowLine = new Box3Helper(new Box3(), 0xffff00);
68
78
  shadowLineGroup.add(shadowLine);
69
79
  this.add(cascadeLine);
70
80
  this.add(cascadePlane);
@@ -73,21 +83,22 @@ class CSMHelper extends THREE.Group {
73
83
  cascadePlanes.push(cascadePlane);
74
84
  shadowLines.push(shadowLineGroup);
75
85
  }
86
+
76
87
  for (let i = 0; i < cascades; i++) {
77
88
  const frustum = frustums[i];
78
89
  const light = lights[i];
79
90
  const shadowCam = light.shadow.camera;
80
- const farVerts2 = frustum.vertices.far;
91
+ const farVerts = frustum.vertices.far;
81
92
  const cascadeLine = cascadeLines[i];
82
93
  const cascadePlane = cascadePlanes[i];
83
94
  const shadowLineGroup = shadowLines[i];
84
95
  const shadowLine = shadowLineGroup.children[0];
85
- cascadeLine.box.min.copy(farVerts2[2]);
86
- cascadeLine.box.max.copy(farVerts2[0]);
96
+ cascadeLine.box.min.copy(farVerts[2]);
97
+ cascadeLine.box.max.copy(farVerts[0]);
87
98
  cascadeLine.box.max.z += 1e-4;
88
- cascadePlane.position.addVectors(farVerts2[0], farVerts2[2]);
99
+ cascadePlane.position.addVectors(farVerts[0], farVerts[2]);
89
100
  cascadePlane.position.multiplyScalar(0.5);
90
- cascadePlane.scale.subVectors(farVerts2[0], farVerts2[2]);
101
+ cascadePlane.scale.subVectors(farVerts[0], farVerts[2]);
91
102
  cascadePlane.scale.z = 1e-4;
92
103
  this.remove(shadowLineGroup);
93
104
  shadowLineGroup.position.copy(shadowCam.position);
@@ -98,6 +109,7 @@ class CSMHelper extends THREE.Group {
98
109
  shadowLine.box.min.set(shadowCam.bottom, shadowCam.left, -shadowCam.far);
99
110
  shadowLine.box.max.set(shadowCam.top, shadowCam.right, -shadowCam.near);
100
111
  }
112
+
101
113
  const nearVerts = mainFrustum.vertices.near;
102
114
  const farVerts = mainFrustum.vertices.far;
103
115
  frustumLinePositions.setXYZ(0, farVerts[0].x, farVerts[0].y, farVerts[0].z);
@@ -110,5 +122,7 @@ class CSMHelper extends THREE.Group {
110
122
  frustumLinePositions.setXYZ(7, nearVerts[1].x, nearVerts[1].y, nearVerts[1].z);
111
123
  frustumLinePositions.needsUpdate = true;
112
124
  }
125
+
113
126
  }
114
- exports.CSMHelper = CSMHelper;
127
+
128
+ export { CSMHelper };
@@ -0,0 +1 @@
1
+ "use strict";Object.defineProperty(exports,"__esModule",{value:!0});const t={lights_fragment_begin:"\nGeometricContext geometry;\n\ngeometry.position = - vViewPosition;\ngeometry.normal = normal;\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );\n\n#ifdef CLEARCOAT\n\n\tgeometry.clearcoatNormal = clearcoatNormal;\n\n#endif\n\nIncidentLight directLight;\n\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n\n\tPointLight pointLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLightShadow pointLightShadow;\n\t#endif\n\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\n\t\tpointLight = pointLights[ i ];\n\n\t\tgetPointLightInfo( pointLight, geometry, directLight );\n\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )\n\t\tpointLightShadow = pointLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;\n\t\t#endif\n\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\n\t}\n\t#pragma unroll_loop_end\n\n#endif\n\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n\n\tSpotLight spotLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLightShadow;\n\t#endif\n\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\n\t\tspotLight = spotLights[ i ];\n\n\t\tgetSpotLightInfo( spotLight, geometry, directLight );\n\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\tspotLightShadow = spotLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\n\t}\n\t#pragma unroll_loop_end\n\n#endif\n\n#if ( NUM_DIR_LIGHTS > 0) && defined( RE_Direct ) && defined( USE_CSM ) && defined( CSM_CASCADES )\n\n\tDirectionalLight directionalLight;\n\tfloat linearDepth = (vViewPosition.z) / (shadowFar - cameraNear);\n\t#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLightShadow;\n\t#endif\n\n\t#if defined( USE_SHADOWMAP ) && defined( CSM_FADE )\n\tvec2 cascade;\n\tfloat cascadeCenter;\n\tfloat closestEdge;\n\tfloat margin;\n\tfloat csmx;\n\tfloat csmy;\n\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tgetDirectionalLightInfo( directionalLight, geometry, directLight );\n\n\t \t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\n\t\t\t// NOTE: Depth gets larger away from the camera.\n\t\t\t// cascade.x is closer, cascade.y is further\n\t\t\tcascade = CSM_cascades[ i ];\n\t\t\tcascadeCenter = ( cascade.x + cascade.y ) / 2.0;\n\t\t\tclosestEdge = linearDepth < cascadeCenter ? cascade.x : cascade.y;\n\t\t\tmargin = 0.25 * pow( closestEdge, 2.0 );\n\t\t\tcsmx = cascade.x - margin / 2.0;\n\t\t\tcsmy = cascade.y + margin / 2.0;\n\t\t\tif( linearDepth >= csmx && ( linearDepth < csmy || UNROLLED_LOOP_INDEX == CSM_CASCADES - 1 ) ) {\n\n\t\t\t\tfloat dist = min( linearDepth - csmx, csmy - linearDepth );\n\t\t\t\tfloat ratio = clamp( dist / margin, 0.0, 1.0 );\n\n\t\t\t\tvec3 prevColor = directLight.color;\n\t\t\t\tdirectionalLightShadow = directionalLightShadows[ i ];\n\t\t\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\n\t\t\t\tbool shouldFadeLastCascade = UNROLLED_LOOP_INDEX == CSM_CASCADES - 1 && linearDepth > cascadeCenter;\n\t\t\t\tdirectLight.color = mix( prevColor, directLight.color, shouldFadeLastCascade ? ratio : 1.0 );\n\n\t\t\t\tReflectedLight prevLight = reflectedLight;\n\t\t\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\n\t\t\t\tbool shouldBlend = UNROLLED_LOOP_INDEX != CSM_CASCADES - 1 || UNROLLED_LOOP_INDEX == CSM_CASCADES - 1 && linearDepth < cascadeCenter;\n\t\t\t\tfloat blendRatio = shouldBlend ? ratio : 1.0;\n\n\t\t\t\treflectedLight.directDiffuse = mix( prevLight.directDiffuse, reflectedLight.directDiffuse, blendRatio );\n\t\t\t\treflectedLight.directSpecular = mix( prevLight.directSpecular, reflectedLight.directSpecular, blendRatio );\n\t\t\t\treflectedLight.indirectDiffuse = mix( prevLight.indirectDiffuse, reflectedLight.indirectDiffuse, blendRatio );\n\t\t\t\treflectedLight.indirectSpecular = mix( prevLight.indirectSpecular, reflectedLight.indirectSpecular, blendRatio );\n\n\t\t\t}\n\t \t#endif\n\n\t}\n\t#pragma unroll_loop_end\n\t#else\n\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\n\t\t\tdirectionalLight = directionalLights[ i ];\n\t\t\tgetDirectionalLightInfo( directionalLight, geometry, directLight );\n\n\t\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\n\n\t\t\tdirectionalLightShadow = directionalLightShadows[ i ];\n\t\t\tif(linearDepth >= CSM_cascades[UNROLLED_LOOP_INDEX].x && linearDepth < CSM_cascades[UNROLLED_LOOP_INDEX].y) directLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\n\t\t\tif(linearDepth >= CSM_cascades[UNROLLED_LOOP_INDEX].x && (linearDepth < CSM_cascades[UNROLLED_LOOP_INDEX].y || UNROLLED_LOOP_INDEX == CSM_CASCADES - 1)) RE_Direct( directLight, geometry, material, reflectedLight );\n\n\t\t\t#endif\n\n\t\t}\n\t\t#pragma unroll_loop_end\n\n\t#endif\n\n\t#if ( NUM_DIR_LIGHTS > NUM_DIR_LIGHT_SHADOWS)\n\t\t// compute the lights not casting shadows (if any)\n\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = NUM_DIR_LIGHT_SHADOWS; i < NUM_DIR_LIGHTS; i ++ ) {\n\n\t\t\tdirectionalLight = directionalLights[ i ];\n\n\t\t\tgetDirectionalLightInfo( directionalLight, geometry, directLight );\n\n\t\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\n\t\t}\n\t\t#pragma unroll_loop_end\n\n\t#endif\n\n#endif\n\n\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct ) && !defined( USE_CSM ) && !defined( CSM_CASCADES )\n\n\tDirectionalLight directionalLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLightShadow;\n\t#endif\n\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\n\t\tdirectionalLight = directionalLights[ i ];\n\n\t\tgetDirectionalLightInfo( directionalLight, geometry, directLight );\n\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\n\t\tdirectionalLightShadow = directionalLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\n\t}\n\t#pragma unroll_loop_end\n\n#endif\n\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n\n\tRectAreaLight rectAreaLight;\n\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\n\n\t\trectAreaLight = rectAreaLights[ i ];\n\t\tRE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );\n\n\t}\n\t#pragma unroll_loop_end\n\n#endif\n\n#if defined( RE_IndirectDiffuse )\n\n\tvec3 iblIrradiance = vec3( 0.0 );\n\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\n\tirradiance += getLightProbeIrradiance( lightProbe, geometry.normal );\n\n\t#if ( NUM_HEMI_LIGHTS > 0 )\n\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\n\t\t\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry.normal );\n\n\t\t}\n\t\t#pragma unroll_loop_end\n\n\t#endif\n\n#endif\n\n#if defined( RE_IndirectSpecular )\n\n\tvec3 radiance = vec3( 0.0 );\n\tvec3 clearcoatRadiance = vec3( 0.0 );\n\n#endif\n",lights_pars_begin:"\n#if defined( USE_CSM ) && defined( CSM_CASCADES )\nuniform vec2 CSM_cascades[CSM_CASCADES];\nuniform float cameraNear;\nuniform float shadowFar;\n#endif\n\t"+require("three").ShaderChunk.lights_pars_begin};exports.CSMShader=t;
package/csm/CSMShader.js CHANGED
@@ -1,8 +1,9 @@
1
- "use strict";
2
- Object.defineProperties(exports, { __esModule: { value: true }, [Symbol.toStringTag]: { value: "Module" } });
3
- const THREE = require("three");
1
+ import { ShaderChunk } from 'three';
2
+
4
3
  const CSMShader = {
5
- lights_fragment_begin: `
4
+ lights_fragment_begin:
5
+ /* glsl */
6
+ `
6
7
  GeometricContext geometry;
7
8
 
8
9
  geometry.position = - vViewPosition;
@@ -240,12 +241,15 @@ IncidentLight directLight;
240
241
 
241
242
  #endif
242
243
  `,
243
- lights_pars_begin: `
244
+ lights_pars_begin:
245
+ /* glsl */
246
+ `
244
247
  #if defined( USE_CSM ) && defined( CSM_CASCADES )
245
248
  uniform vec2 CSM_cascades[CSM_CASCADES];
246
249
  uniform float cameraNear;
247
250
  uniform float shadowFar;
248
251
  #endif
249
- ` + THREE.ShaderChunk.lights_pars_begin
252
+ ` + ShaderChunk.lights_pars_begin
250
253
  };
251
- exports.CSMShader = CSMShader;
254
+
255
+ export { CSMShader };