three-stdlib 2.22.5 → 2.22.7

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (1091) hide show
  1. package/LICENSE +1 -1
  2. package/README.md +0 -2
  3. package/package.json +34 -14
  4. package/BufferGeometryUtils-903f7ecb.js +0 -1
  5. package/BufferGeometryUtils-f2288d1c.js +0 -740
  6. package/Nodes-2106b101.js +0 -352
  7. package/Nodes-8947ba9a.js +0 -1
  8. package/_polyfill/CompressedArrayTexture.cjs.js +0 -1
  9. package/_polyfill/CompressedArrayTexture.js +0 -13
  10. package/_polyfill/Data3DTexture.cjs.js +0 -1
  11. package/_polyfill/Data3DTexture.js +0 -23
  12. package/animation/AnimationClipCreator.cjs.js +0 -1
  13. package/animation/AnimationClipCreator.d.ts +0 -12
  14. package/animation/AnimationClipCreator.js +0 -77
  15. package/animation/CCDIKSolver.cjs.js +0 -1
  16. package/animation/CCDIKSolver.d.ts +0 -25
  17. package/animation/CCDIKSolver.js +0 -304
  18. package/animation/MMDAnimationHelper.cjs.js +0 -1
  19. package/animation/MMDAnimationHelper.d.ts +0 -103
  20. package/animation/MMDAnimationHelper.js +0 -705
  21. package/animation/MMDPhysics.cjs.js +0 -1
  22. package/animation/MMDPhysics.d.ts +0 -119
  23. package/animation/MMDPhysics.js +0 -976
  24. package/cameras/CinematicCamera.cjs.js +0 -1
  25. package/cameras/CinematicCamera.d.ts +0 -41
  26. package/cameras/CinematicCamera.js +0 -139
  27. package/controls/ArcballControls.cjs.js +0 -1
  28. package/controls/ArcballControls.d.ts +0 -161
  29. package/controls/ArcballControls.js +0 -2642
  30. package/controls/DeviceOrientationControls.cjs.js +0 -1
  31. package/controls/DeviceOrientationControls.d.ts +0 -24
  32. package/controls/DeviceOrientationControls.js +0 -119
  33. package/controls/DragControls.cjs.js +0 -1
  34. package/controls/DragControls.d.ts +0 -34
  35. package/controls/DragControls.js +0 -274
  36. package/controls/FirstPersonControls.cjs.js +0 -1
  37. package/controls/FirstPersonControls.d.ts +0 -48
  38. package/controls/FirstPersonControls.js +0 -290
  39. package/controls/FlyControls.cjs.js +0 -1
  40. package/controls/FlyControls.d.ts +0 -32
  41. package/controls/FlyControls.js +0 -309
  42. package/controls/OrbitControls.cjs.js +0 -1
  43. package/controls/OrbitControls.d.ts +0 -63
  44. package/controls/OrbitControls.js +0 -980
  45. package/controls/PointerLockControls.cjs.js +0 -1
  46. package/controls/PointerLockControls.d.ts +0 -24
  47. package/controls/PointerLockControls.js +0 -135
  48. package/controls/TrackballControls.cjs.js +0 -1
  49. package/controls/TrackballControls.d.ts +0 -95
  50. package/controls/TrackballControls.js +0 -653
  51. package/controls/TransformControls.cjs.js +0 -1
  52. package/controls/TransformControls.d.ts +0 -151
  53. package/controls/TransformControls.js +0 -1275
  54. package/controls/experimental/CameraControls.cjs.js +0 -1
  55. package/controls/experimental/CameraControls.d.ts +0 -170
  56. package/controls/experimental/CameraControls.js +0 -953
  57. package/csm/CSM.cjs.js +0 -1
  58. package/csm/CSM.d.ts +0 -61
  59. package/csm/CSM.js +0 -305
  60. package/csm/CSMFrustum.cjs.js +0 -1
  61. package/csm/CSMFrustum.d.ts +0 -19
  62. package/csm/CSMFrustum.js +0 -90
  63. package/csm/CSMHelper.cjs.js +0 -1
  64. package/csm/CSMHelper.d.ts +0 -26
  65. package/csm/CSMHelper.js +0 -128
  66. package/csm/CSMShader.cjs.js +0 -1
  67. package/csm/CSMShader.d.ts +0 -4
  68. package/csm/CSMShader.js +0 -255
  69. package/curves/CurveExtras.cjs.js +0 -1
  70. package/curves/CurveExtras.d.ts +0 -68
  71. package/curves/CurveExtras.js +0 -266
  72. package/curves/NURBSCurve.cjs.js +0 -1
  73. package/curves/NURBSCurve.d.ts +0 -11
  74. package/curves/NURBSCurve.js +0 -63
  75. package/curves/NURBSSurface.cjs.js +0 -1
  76. package/curves/NURBSSurface.d.ts +0 -13
  77. package/curves/NURBSSurface.js +0 -44
  78. package/curves/NURBSUtils.cjs.js +0 -1
  79. package/curves/NURBSUtils.d.ts +0 -22
  80. package/curves/NURBSUtils.js +0 -375
  81. package/custom.d.cjs.js +0 -1
  82. package/custom.d.js +0 -1
  83. package/deprecated/Geometry.cjs.js +0 -1
  84. package/deprecated/Geometry.d.ts +0 -342
  85. package/deprecated/Geometry.js +0 -1261
  86. package/effects/AnaglyphEffect.cjs.js +0 -1
  87. package/effects/AnaglyphEffect.d.ts +0 -11
  88. package/effects/AnaglyphEffect.js +0 -85
  89. package/effects/AsciiEffect.cjs.js +0 -1
  90. package/effects/AsciiEffect.d.ts +0 -18
  91. package/effects/AsciiEffect.js +0 -203
  92. package/effects/OutlineEffect.cjs.js +0 -1
  93. package/effects/OutlineEffect.d.ts +0 -28
  94. package/effects/OutlineEffect.js +0 -378
  95. package/effects/ParallaxBarrierEffect.cjs.js +0 -1
  96. package/effects/ParallaxBarrierEffect.d.ts +0 -8
  97. package/effects/ParallaxBarrierEffect.js +0 -63
  98. package/effects/PeppersGhostEffect.cjs.js +0 -1
  99. package/effects/PeppersGhostEffect.d.ts +0 -10
  100. package/effects/PeppersGhostEffect.js +0 -134
  101. package/effects/StereoEffect.cjs.js +0 -1
  102. package/effects/StereoEffect.d.ts +0 -9
  103. package/effects/StereoEffect.js +0 -36
  104. package/environments/RoomEnvironment.cjs.js +0 -1
  105. package/environments/RoomEnvironment.d.ts +0 -5
  106. package/environments/RoomEnvironment.js +0 -92
  107. package/exporters/ColladaExporter.cjs.js +0 -1
  108. package/exporters/ColladaExporter.d.ts +0 -39
  109. package/exporters/ColladaExporter.js +0 -425
  110. package/exporters/DRACOExporter.cjs.js +0 -1
  111. package/exporters/DRACOExporter.d.ts +0 -23
  112. package/exporters/DRACOExporter.js +0 -186
  113. package/exporters/GLTFExporter.cjs.js +0 -1
  114. package/exporters/GLTFExporter.d.ts +0 -270
  115. package/exporters/GLTFExporter.js +0 -1932
  116. package/exporters/MMDExporter.cjs.js +0 -1
  117. package/exporters/MMDExporter.d.ts +0 -8
  118. package/exporters/MMDExporter.js +0 -160
  119. package/exporters/OBJExporter.cjs.js +0 -1
  120. package/exporters/OBJExporter.d.ts +0 -18
  121. package/exporters/OBJExporter.js +0 -228
  122. package/exporters/PLYExporter.cjs.js +0 -1
  123. package/exporters/PLYExporter.d.ts +0 -11
  124. package/exporters/PLYExporter.js +0 -339
  125. package/exporters/STLExporter.cjs.js +0 -1
  126. package/exporters/STLExporter.d.ts +0 -23
  127. package/exporters/STLExporter.js +0 -180
  128. package/exporters/USDZExporter.cjs.js +0 -1
  129. package/exporters/USDZExporter.d.ts +0 -27
  130. package/exporters/USDZExporter.js +0 -388
  131. package/geometries/BoxLineGeometry.cjs.js +0 -1
  132. package/geometries/BoxLineGeometry.d.ts +0 -12
  133. package/geometries/BoxLineGeometry.js +0 -52
  134. package/geometries/ConvexGeometry.cjs.js +0 -1
  135. package/geometries/ConvexGeometry.d.ts +0 -5
  136. package/geometries/ConvexGeometry.js +0 -38
  137. package/geometries/DecalGeometry.cjs.js +0 -1
  138. package/geometries/DecalGeometry.d.ts +0 -10
  139. package/geometries/DecalGeometry.js +0 -238
  140. package/geometries/LightningStrike.cjs.js +0 -1
  141. package/geometries/LightningStrike.d.ts +0 -108
  142. package/geometries/LightningStrike.js +0 -740
  143. package/geometries/ParametricGeometries.cjs.js +0 -1
  144. package/geometries/ParametricGeometries.d.ts +0 -32
  145. package/geometries/ParametricGeometries.js +0 -179
  146. package/geometries/ParametricGeometry.cjs.js +0 -1
  147. package/geometries/ParametricGeometry.d.ts +0 -18
  148. package/geometries/ParametricGeometry.js +0 -87
  149. package/geometries/RoundedBoxGeometry.cjs.js +0 -1
  150. package/geometries/RoundedBoxGeometry.d.ts +0 -5
  151. package/geometries/RoundedBoxGeometry.js +0 -122
  152. package/geometries/TeapotGeometry.cjs.js +0 -1
  153. package/geometries/TeapotGeometry.d.ts +0 -13
  154. package/geometries/TeapotGeometry.js +0 -297
  155. package/geometries/TextGeometry.cjs.js +0 -1
  156. package/geometries/TextGeometry.d.ts +0 -18
  157. package/geometries/TextGeometry.js +0 -37
  158. package/helpers/LightProbeHelper.cjs.js +0 -1
  159. package/helpers/LightProbeHelper.d.ts +0 -10
  160. package/helpers/LightProbeHelper.js +0 -40
  161. package/helpers/PositionalAudioHelper.cjs.js +0 -1
  162. package/helpers/PositionalAudioHelper.d.ts +0 -13
  163. package/helpers/PositionalAudioHelper.js +0 -75
  164. package/helpers/RectAreaLightHelper.cjs.js +0 -1
  165. package/helpers/RectAreaLightHelper.d.ts +0 -10
  166. package/helpers/RectAreaLightHelper.js +0 -60
  167. package/helpers/VertexNormalsHelper.cjs.js +0 -1
  168. package/helpers/VertexNormalsHelper.d.ts +0 -10
  169. package/helpers/VertexNormalsHelper.js +0 -75
  170. package/helpers/VertexTangentsHelper.cjs.js +0 -1
  171. package/helpers/VertexTangentsHelper.d.ts +0 -10
  172. package/helpers/VertexTangentsHelper.js +0 -63
  173. package/index.cjs.js +0 -1
  174. package/index.d.ts +0 -254
  175. package/index.js +0 -337
  176. package/interactive/HTMLMesh.cjs.js +0 -1
  177. package/interactive/HTMLMesh.d.ts +0 -6
  178. package/interactive/HTMLMesh.js +0 -406
  179. package/interactive/InteractiveGroup.cjs.js +0 -1
  180. package/interactive/InteractiveGroup.d.ts +0 -5
  181. package/interactive/InteractiveGroup.js +0 -87
  182. package/interactive/SelectionBox.cjs.js +0 -1
  183. package/interactive/SelectionBox.d.ts +0 -15
  184. package/interactive/SelectionBox.js +0 -152
  185. package/interactive/SelectionHelper.cjs.js +0 -1
  186. package/interactive/SelectionHelper.d.ts +0 -17
  187. package/interactive/SelectionHelper.js +0 -59
  188. package/libs/MeshoptDecoder.cjs.js +0 -1
  189. package/libs/MeshoptDecoder.d.ts +0 -12
  190. package/libs/MeshoptDecoder.js +0 -124
  191. package/libs/MotionControllers.cjs.js +0 -1
  192. package/libs/MotionControllers.d.ts +0 -132
  193. package/libs/MotionControllers.js +0 -455
  194. package/lights/LightProbeGenerator.cjs.js +0 -1
  195. package/lights/LightProbeGenerator.d.ts +0 -6
  196. package/lights/LightProbeGenerator.js +0 -200
  197. package/lights/RectAreaLightUniformsLib.cjs.js +0 -1
  198. package/lights/RectAreaLightUniformsLib.d.ts +0 -3
  199. package/lights/RectAreaLightUniformsLib.js +0 -9
  200. package/lines/Line2.cjs.js +0 -1
  201. package/lines/Line2.d.ts +0 -11
  202. package/lines/Line2.js +0 -16
  203. package/lines/LineGeometry.cjs.js +0 -1
  204. package/lines/LineGeometry.d.ts +0 -10
  205. package/lines/LineGeometry.js +0 -56
  206. package/lines/LineMaterial.cjs.js +0 -1
  207. package/lines/LineMaterial.d.ts +0 -31
  208. package/lines/LineMaterial.js +0 -577
  209. package/lines/LineSegments2.cjs.js +0 -1
  210. package/lines/LineSegments2.d.ts +0 -14
  211. package/lines/LineSegments2.js +0 -311
  212. package/lines/LineSegmentsGeometry.cjs.js +0 -1
  213. package/lines/LineSegmentsGeometry.d.ts +0 -23
  214. package/lines/LineSegmentsGeometry.js +0 -166
  215. package/lines/Wireframe.cjs.js +0 -1
  216. package/lines/Wireframe.d.ts +0 -11
  217. package/lines/Wireframe.js +0 -45
  218. package/lines/WireframeGeometry2.cjs.js +0 -1
  219. package/lines/WireframeGeometry2.d.ts +0 -8
  220. package/lines/WireframeGeometry2.js +0 -14
  221. package/loaders/3DMLoader.cjs.js +0 -1
  222. package/loaders/3DMLoader.d.ts +0 -17
  223. package/loaders/3DMLoader.js +0 -1037
  224. package/loaders/3MFLoader.cjs.js +0 -1
  225. package/loaders/3MFLoader.d.ts +0 -16
  226. package/loaders/3MFLoader.js +0 -1053
  227. package/loaders/AMFLoader.cjs.js +0 -1
  228. package/loaders/AMFLoader.d.ts +0 -14
  229. package/loaders/AMFLoader.js +0 -389
  230. package/loaders/AssimpLoader.cjs.js +0 -1
  231. package/loaders/AssimpLoader.js +0 -1793
  232. package/loaders/BVHLoader.cjs.js +0 -1
  233. package/loaders/BVHLoader.d.ts +0 -21
  234. package/loaders/BVHLoader.js +0 -313
  235. package/loaders/BasisTextureLoader.cjs.js +0 -1
  236. package/loaders/BasisTextureLoader.d.ts +0 -32
  237. package/loaders/BasisTextureLoader.js +0 -602
  238. package/loaders/ColladaLoader.cjs.js +0 -1
  239. package/loaders/ColladaLoader.d.ts +0 -20
  240. package/loaders/ColladaLoader.js +0 -2993
  241. package/loaders/DDSLoader.cjs.js +0 -1
  242. package/loaders/DDSLoader.d.ts +0 -16
  243. package/loaders/DDSLoader.js +0 -214
  244. package/loaders/DRACOLoader.cjs.js +0 -1
  245. package/loaders/DRACOLoader.d.ts +0 -18
  246. package/loaders/DRACOLoader.js +0 -447
  247. package/loaders/EXRLoader.cjs.js +0 -1
  248. package/loaders/EXRLoader.d.ts +0 -18
  249. package/loaders/EXRLoader.js +0 -1699
  250. package/loaders/FBXLoader.cjs.js +0 -1
  251. package/loaders/FBXLoader.d.ts +0 -14
  252. package/loaders/FBXLoader.js +0 -2917
  253. package/loaders/FontLoader.cjs.js +0 -1
  254. package/loaders/FontLoader.d.ts +0 -36
  255. package/loaders/FontLoader.js +0 -144
  256. package/loaders/GCodeLoader.cjs.js +0 -1
  257. package/loaders/GCodeLoader.d.ts +0 -15
  258. package/loaders/GCodeLoader.js +0 -189
  259. package/loaders/GLTFLoader.cjs.js +0 -1
  260. package/loaders/GLTFLoader.d.ts +0 -151
  261. package/loaders/GLTFLoader.js +0 -3136
  262. package/loaders/HDRCubeTextureLoader.cjs.js +0 -1
  263. package/loaders/HDRCubeTextureLoader.d.ts +0 -18
  264. package/loaders/HDRCubeTextureLoader.js +0 -77
  265. package/loaders/KMZLoader.cjs.js +0 -1
  266. package/loaders/KMZLoader.d.ts +0 -16
  267. package/loaders/KMZLoader.js +0 -88
  268. package/loaders/KTX2Loader.cjs.js +0 -1
  269. package/loaders/KTX2Loader.d.ts +0 -16
  270. package/loaders/KTX2Loader.js +0 -596
  271. package/loaders/KTXLoader.cjs.js +0 -1
  272. package/loaders/KTXLoader.d.ts +0 -16
  273. package/loaders/KTXLoader.js +0 -149
  274. package/loaders/LDrawLoader.cjs.js +0 -1
  275. package/loaders/LDrawLoader.d.ts +0 -26
  276. package/loaders/LDrawLoader.js +0 -1842
  277. package/loaders/LUT3dlLoader.cjs.js +0 -1
  278. package/loaders/LUT3dlLoader.d.ts +0 -20
  279. package/loaders/LUT3dlLoader.js +0 -115
  280. package/loaders/LUTCubeLoader.cjs.js +0 -1
  281. package/loaders/LUTCubeLoader.d.ts +0 -23
  282. package/loaders/LUTCubeLoader.js +0 -118
  283. package/loaders/LWOLoader.cjs.js +0 -1
  284. package/loaders/LWOLoader.d.ts +0 -26
  285. package/loaders/LWOLoader.js +0 -737
  286. package/loaders/LottieLoader.cjs.js +0 -1
  287. package/loaders/LottieLoader.d.ts +0 -15
  288. package/loaders/LottieLoader.js +0 -49
  289. package/loaders/MD2Loader.cjs.js +0 -1
  290. package/loaders/MD2Loader.d.ts +0 -14
  291. package/loaders/MD2Loader.js +0 -202
  292. package/loaders/MDDLoader.cjs.js +0 -1
  293. package/loaders/MDDLoader.d.ts +0 -19
  294. package/loaders/MDDLoader.js +0 -78
  295. package/loaders/MMDLoader.cjs.js +0 -1
  296. package/loaders/MMDLoader.d.ts +0 -63
  297. package/loaders/MMDLoader.js +0 -1434
  298. package/loaders/MTLLoader.cjs.js +0 -1
  299. package/loaders/MTLLoader.d.ts +0 -112
  300. package/loaders/MTLLoader.js +0 -390
  301. package/loaders/NRRDLoader.cjs.js +0 -1
  302. package/loaders/NRRDLoader.d.ts +0 -21
  303. package/loaders/NRRDLoader.js +0 -482
  304. package/loaders/NodeMaterialLoader.cjs.js +0 -1
  305. package/loaders/NodeMaterialLoader.js +0 -39
  306. package/loaders/OBJLoader.cjs.js +0 -1
  307. package/loaders/OBJLoader.d.ts +0 -17
  308. package/loaders/OBJLoader.js +0 -609
  309. package/loaders/PCDLoader.cjs.js +0 -1
  310. package/loaders/PCDLoader.d.ts +0 -15
  311. package/loaders/PCDLoader.js +0 -267
  312. package/loaders/PDBLoader.cjs.js +0 -1
  313. package/loaders/PDBLoader.d.ts +0 -22
  314. package/loaders/PDBLoader.js +0 -264
  315. package/loaders/PLYLoader.cjs.js +0 -1
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  317. package/loaders/PLYLoader.js +0 -414
  318. package/loaders/PRWMLoader.cjs.js +0 -1
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  321. package/loaders/PVRLoader.cjs.js +0 -1
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  324. package/loaders/RGBELoader.cjs.js +0 -1
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  327. package/loaders/RGBMLoader.cjs.js +0 -1
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  329. package/loaders/RGBMLoader.js +0 -1168
  330. package/loaders/STLLoader.cjs.js +0 -1
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  333. package/loaders/SVGLoader.cjs.js +0 -1
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  336. package/loaders/TDSLoader.cjs.js +0 -1
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  339. package/loaders/TGALoader.cjs.js +0 -1
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  345. package/loaders/TiltLoader.cjs.js +0 -1
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  348. package/loaders/VOXLoader.cjs.js +0 -1
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  351. package/loaders/VRMLLoader.cjs.js +0 -1
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  355. package/loaders/VRMLoader.js +0 -46
  356. package/loaders/VTKLoader.cjs.js +0 -1
  357. package/loaders/VTKLoader.d.ts +0 -14
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  359. package/loaders/XLoader.cjs.js +0 -1
  360. package/loaders/XLoader.js +0 -1434
  361. package/loaders/XYZLoader.cjs.js +0 -1
  362. package/loaders/XYZLoader.d.ts +0 -14
  363. package/loaders/XYZLoader.js +0 -66
  364. package/loaders/lwo/IFFParser.cjs.js +0 -1
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  366. package/loaders/lwo/LWO2Parser.cjs.js +0 -1
  367. package/loaders/lwo/LWO2Parser.js +0 -430
  368. package/loaders/lwo/LWO3Parser.cjs.js +0 -1
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  370. package/math/Capsule.cjs.js +0 -1
  371. package/math/Capsule.d.ts +0 -27
  372. package/math/Capsule.js +0 -87
  373. package/math/ColorConverter.cjs.js +0 -1
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  380. package/math/ImprovedNoise.d.ts +0 -4
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@@ -1,39 +0,0 @@
1
- import Node from '../core/Node.js';
2
- import ConstNode from '../core/ConstNode.js';
3
- import UVNode from '../accessors/UVNode.js';
4
- import MathNode from '../math/MathNode.js';
5
- import OperatorNode from '../math/OperatorNode.js';
6
- import SplitNode from './SplitNode.js';
7
- import JoinNode from './JoinNode.js';
8
-
9
- class SpriteSheetUVNode extends Node {
10
- constructor(countNode, uvNode = new UVNode(), frameNode = new ConstNode(0)) {
11
- super('vec2');
12
- this.countNode = countNode;
13
- this.uvNode = uvNode;
14
- this.frameNode = frameNode;
15
- }
16
-
17
- generate(builder) {
18
- const count = this.countNode;
19
- const uv = this.uvNode;
20
- const frame = this.frameNode;
21
- const one = new ConstNode(1);
22
- const width = new SplitNode(count, 'x');
23
- const height = new SplitNode(count, 'y');
24
- const total = new OperatorNode('*', width, height);
25
- const roundFrame = new MathNode(MathNode.FLOOR, new MathNode(MathNode.MOD, frame, total));
26
- const frameNum = new OperatorNode('+', roundFrame, one);
27
- const cell = new MathNode(MathNode.MOD, roundFrame, width);
28
- const row = new MathNode(MathNode.CEIL, new OperatorNode('/', frameNum, width));
29
- const rowInv = new OperatorNode('-', height, row);
30
- const scale = new OperatorNode('/', one, count);
31
- const uvFrameOffset = new JoinNode([new OperatorNode('*', cell, new SplitNode(scale, 'x')), new OperatorNode('*', rowInv, new SplitNode(scale, 'y'))]);
32
- const uvScale = new OperatorNode('*', uv, scale);
33
- const uvFrame = new OperatorNode('+', uvScale, uvFrameOffset);
34
- return uvFrame.build(builder, this.getNodeType(builder));
35
- }
36
-
37
- }
38
-
39
- export default SpriteSheetUVNode;
@@ -1 +0,0 @@
1
- "use strict";var e=require("@babel/runtime/helpers/defineProperty"),s=require("../core/UniformNode.cjs.js"),r=require("../core/constants.cjs.js");function t(e){return e&&"object"==typeof e&&"default"in e?e:{default:e}}require("../core/InputNode.cjs.js"),require("../core/Node.cjs.js"),require("../core/NodeUtils.cjs.js"),require("three");var i=t(e);class a extends s{constructor(e=a.LOCAL){super(0),this.scope=e,this.scale=1,this.updateType=r.NodeUpdateType.Frame}update(e){const s=this.scope,r=this.scale;s===a.LOCAL?this.value+=e.deltaTime*r:this.value=s===a.DELTA?e.deltaTime*r:e.time*r}serialize(e){super.serialize(e),e.scope=this.scope,e.scale=this.scale}deserialize(e){super.deserialize(e),this.scope=e.scope,this.scale=e.scale}}i.default(a,"LOCAL","local"),i.default(a,"GLOBAL","global"),i.default(a,"DELTA","delta"),module.exports=a;
@@ -1,47 +0,0 @@
1
- import _defineProperty from '@babel/runtime/helpers/esm/defineProperty';
2
- import UniformNode from '../core/UniformNode.js';
3
- import { NodeUpdateType } from '../core/constants.js';
4
-
5
- class TimerNode extends UniformNode {
6
- constructor(scope = TimerNode.LOCAL) {
7
- super(0);
8
- this.scope = scope;
9
- this.scale = 1;
10
- this.updateType = NodeUpdateType.Frame;
11
- }
12
-
13
- update(frame) {
14
- const scope = this.scope;
15
- const scale = this.scale;
16
-
17
- if (scope === TimerNode.LOCAL) {
18
- this.value += frame.deltaTime * scale;
19
- } else if (scope === TimerNode.DELTA) {
20
- this.value = frame.deltaTime * scale;
21
- } else {
22
- // global
23
- this.value = frame.time * scale;
24
- }
25
- }
26
-
27
- serialize(data) {
28
- super.serialize(data);
29
- data.scope = this.scope;
30
- data.scale = this.scale;
31
- }
32
-
33
- deserialize(data) {
34
- super.deserialize(data);
35
- this.scope = data.scope;
36
- this.scale = data.scale;
37
- }
38
-
39
- }
40
-
41
- _defineProperty(TimerNode, "LOCAL", 'local');
42
-
43
- _defineProperty(TimerNode, "GLOBAL", 'global');
44
-
45
- _defineProperty(TimerNode, "DELTA", 'delta');
46
-
47
- export default TimerNode;
@@ -1 +0,0 @@
1
- "use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e=require("three");class n extends e.Mesh{constructor(n,o){var t,r;const i=(a=n)&&a.isCubeTexture;var a;const c=(null!=(t=i?null===(r=n.image[0])||void 0===r?void 0:r.width:n.image.width)?t:1024)/4,s=Math.floor(Math.log2(c)),l=Math.pow(2,s),d=[i?"#define ENVMAP_TYPE_CUBE":"","#define CUBEUV_TEXEL_WIDTH "+1/(3*Math.max(l,112)),"#define CUBEUV_TEXEL_HEIGHT "+1/(4*l),`#define CUBEUV_MAX_MIP ${s}.0`].join("\n")+"\n #define ENVMAP_TYPE_CUBE_UV\n varying vec3 vWorldPosition;\n uniform float radius;\n uniform float height;\n uniform float angle;\n #ifdef ENVMAP_TYPE_CUBE\n uniform samplerCube map;\n #else\n uniform sampler2D map;\n #endif\n // From: https://www.shadertoy.com/view/4tsBD7\n float diskIntersectWithBackFaceCulling( vec3 ro, vec3 rd, vec3 c, vec3 n, float r ) \n {\n float d = dot ( rd, n );\n \n if( d > 0.0 ) { return 1e6; }\n \n vec3 o = ro - c;\n float t = - dot( n, o ) / d;\n vec3 q = o + rd * t;\n \n return ( dot( q, q ) < r * r ) ? t : 1e6;\n }\n // From: https://www.iquilezles.org/www/articles/intersectors/intersectors.htm\n float sphereIntersect( vec3 ro, vec3 rd, vec3 ce, float ra ) \n {\n vec3 oc = ro - ce;\n float b = dot( oc, rd );\n float c = dot( oc, oc ) - ra * ra;\n float h = b * b - c;\n \n if( h < 0.0 ) { return -1.0; }\n \n h = sqrt( h );\n \n return - b + h;\n }\n vec3 project() \n {\n vec3 p = normalize( vWorldPosition );\n vec3 camPos = cameraPosition;\n camPos.y -= height;\n float intersection = sphereIntersect( camPos, p, vec3( 0.0 ), radius );\n if( intersection > 0.0 ) {\n \n vec3 h = vec3( 0.0, - height, 0.0 );\n float intersection2 = diskIntersectWithBackFaceCulling( camPos, p, h, vec3( 0.0, 1.0, 0.0 ), radius );\n p = ( camPos + min( intersection, intersection2 ) * p ) / radius;\n } else {\n p = vec3( 0.0, 1.0, 0.0 );\n }\n return p;\n }\n #include <common>\n #include <cube_uv_reflection_fragment>\n void main() \n {\n vec3 projectedWorldPosition = project();\n \n #ifdef ENVMAP_TYPE_CUBE\n vec3 outcolor = textureCube( map, projectedWorldPosition ).rgb;\n #else\n vec3 direction = normalize( projectedWorldPosition );\n vec2 uv = equirectUv( direction );\n vec3 outcolor = texture2D( map, uv ).rgb;\n #endif\n gl_FragColor = vec4( outcolor, 1.0 );\n #include <tonemapping_fragment>\n #include <encodings_fragment>\n }\n ",u={map:{value:n},height:{value:(null==o?void 0:o.height)||15},radius:{value:(null==o?void 0:o.radius)||100}};super(new e.IcosahedronGeometry(1,16),new e.ShaderMaterial({uniforms:u,fragmentShader:d,vertexShader:"\n varying vec3 vWorldPosition;\n void main() \n {\n vec4 worldPosition = ( modelMatrix * vec4( position, 1.0 ) );\n vWorldPosition = worldPosition.xyz;\n \n gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n }\n ",side:e.DoubleSide}))}set radius(e){this.material.uniforms.radius.value=e}get radius(){return this.material.uniforms.radius.value}set height(e){this.material.uniforms.height.value=e}get height(){return this.material.uniforms.height.value}}exports.GroundProjectedEnv=n;
@@ -1,12 +0,0 @@
1
- import { Mesh, ShaderMaterial, Texture, CubeTexture, BufferGeometry } from 'three';
2
- export interface GroundProjectedEnvParameters {
3
- height?: number;
4
- radius?: number;
5
- }
6
- export declare class GroundProjectedEnv extends Mesh<BufferGeometry, ShaderMaterial> {
7
- constructor(texture: CubeTexture | Texture, options?: GroundProjectedEnvParameters);
8
- set radius(radius: number);
9
- get radius(): number;
10
- set height(height: number);
11
- get height(): number;
12
- }
@@ -1,145 +0,0 @@
1
- import { Mesh, IcosahedronGeometry, ShaderMaterial, DoubleSide } from 'three';
2
-
3
- const isCubeTexture = def => def && def.isCubeTexture;
4
-
5
- class GroundProjectedEnv extends Mesh {
6
- constructor(texture, options) {
7
- var _ref, _texture$image$;
8
-
9
- const isCubeMap = isCubeTexture(texture);
10
- const w = (_ref = isCubeMap ? (_texture$image$ = texture.image[0]) === null || _texture$image$ === void 0 ? void 0 : _texture$image$.width : texture.image.width) != null ? _ref : 1024;
11
- const cubeSize = w / 4;
12
-
13
- const _lodMax = Math.floor(Math.log2(cubeSize));
14
-
15
- const _cubeSize = Math.pow(2, _lodMax);
16
-
17
- const width = 3 * Math.max(_cubeSize, 16 * 7);
18
- const height = 4 * _cubeSize;
19
- const defines = [isCubeMap ? '#define ENVMAP_TYPE_CUBE' : '', `#define CUBEUV_TEXEL_WIDTH ${1.0 / width}`, `#define CUBEUV_TEXEL_HEIGHT ${1.0 / height}`, `#define CUBEUV_MAX_MIP ${_lodMax}.0`];
20
- const vertexShader =
21
- /* glsl */
22
- `
23
- varying vec3 vWorldPosition;
24
- void main()
25
- {
26
- vec4 worldPosition = ( modelMatrix * vec4( position, 1.0 ) );
27
- vWorldPosition = worldPosition.xyz;
28
-
29
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
30
- }
31
- `;
32
- const fragmentShader = defines.join('\n') +
33
- /* glsl */
34
- `
35
- #define ENVMAP_TYPE_CUBE_UV
36
- varying vec3 vWorldPosition;
37
- uniform float radius;
38
- uniform float height;
39
- uniform float angle;
40
- #ifdef ENVMAP_TYPE_CUBE
41
- uniform samplerCube map;
42
- #else
43
- uniform sampler2D map;
44
- #endif
45
- // From: https://www.shadertoy.com/view/4tsBD7
46
- float diskIntersectWithBackFaceCulling( vec3 ro, vec3 rd, vec3 c, vec3 n, float r )
47
- {
48
- float d = dot ( rd, n );
49
-
50
- if( d > 0.0 ) { return 1e6; }
51
-
52
- vec3 o = ro - c;
53
- float t = - dot( n, o ) / d;
54
- vec3 q = o + rd * t;
55
-
56
- return ( dot( q, q ) < r * r ) ? t : 1e6;
57
- }
58
- // From: https://www.iquilezles.org/www/articles/intersectors/intersectors.htm
59
- float sphereIntersect( vec3 ro, vec3 rd, vec3 ce, float ra )
60
- {
61
- vec3 oc = ro - ce;
62
- float b = dot( oc, rd );
63
- float c = dot( oc, oc ) - ra * ra;
64
- float h = b * b - c;
65
-
66
- if( h < 0.0 ) { return -1.0; }
67
-
68
- h = sqrt( h );
69
-
70
- return - b + h;
71
- }
72
- vec3 project()
73
- {
74
- vec3 p = normalize( vWorldPosition );
75
- vec3 camPos = cameraPosition;
76
- camPos.y -= height;
77
- float intersection = sphereIntersect( camPos, p, vec3( 0.0 ), radius );
78
- if( intersection > 0.0 ) {
79
-
80
- vec3 h = vec3( 0.0, - height, 0.0 );
81
- float intersection2 = diskIntersectWithBackFaceCulling( camPos, p, h, vec3( 0.0, 1.0, 0.0 ), radius );
82
- p = ( camPos + min( intersection, intersection2 ) * p ) / radius;
83
- } else {
84
- p = vec3( 0.0, 1.0, 0.0 );
85
- }
86
- return p;
87
- }
88
- #include <common>
89
- #include <cube_uv_reflection_fragment>
90
- void main()
91
- {
92
- vec3 projectedWorldPosition = project();
93
-
94
- #ifdef ENVMAP_TYPE_CUBE
95
- vec3 outcolor = textureCube( map, projectedWorldPosition ).rgb;
96
- #else
97
- vec3 direction = normalize( projectedWorldPosition );
98
- vec2 uv = equirectUv( direction );
99
- vec3 outcolor = texture2D( map, uv ).rgb;
100
- #endif
101
- gl_FragColor = vec4( outcolor, 1.0 );
102
- #include <tonemapping_fragment>
103
- #include <encodings_fragment>
104
- }
105
- `;
106
- const uniforms = {
107
- map: {
108
- value: texture
109
- },
110
- height: {
111
- value: (options === null || options === void 0 ? void 0 : options.height) || 15
112
- },
113
- radius: {
114
- value: (options === null || options === void 0 ? void 0 : options.radius) || 100
115
- }
116
- };
117
- const geometry = new IcosahedronGeometry(1, 16);
118
- const material = new ShaderMaterial({
119
- uniforms,
120
- fragmentShader,
121
- vertexShader,
122
- side: DoubleSide
123
- });
124
- super(geometry, material);
125
- }
126
-
127
- set radius(radius) {
128
- this.material.uniforms.radius.value = radius;
129
- }
130
-
131
- get radius() {
132
- return this.material.uniforms.radius.value;
133
- }
134
-
135
- set height(height) {
136
- this.material.uniforms.height.value = height;
137
- }
138
-
139
- get height() {
140
- return this.material.uniforms.height.value;
141
- }
142
-
143
- }
144
-
145
- export { GroundProjectedEnv };
@@ -1 +0,0 @@
1
- "use strict";Object.defineProperty(exports,"__esModule",{value:!0});var t=require("three");class e extends t.Mesh{constructor(){super(e.Geometry,new t.MeshBasicMaterial({opacity:0,transparent:!0})),this.type="Lensflare",this.frustumCulled=!1,this.renderOrder=1/0;const i=new t.Vector3,r=new t.Vector3,o=new t.DataTexture(new Uint8Array(768),16,16,t.RGBAFormat);o.minFilter=t.NearestFilter,o.magFilter=t.NearestFilter,o.wrapS=t.ClampToEdgeWrapping,o.wrapT=t.ClampToEdgeWrapping;const s=new t.DataTexture(new Uint8Array(768),16,16,t.RGBAFormat);s.minFilter=t.NearestFilter,s.magFilter=t.NearestFilter,s.wrapS=t.ClampToEdgeWrapping,s.wrapT=t.ClampToEdgeWrapping;const a=e.Geometry,l=new t.RawShaderMaterial({uniforms:{scale:{value:null},screenPosition:{value:null}},vertexShader:"\n\n\t\t\t\tprecision highp float;\n\n\t\t\t\tuniform vec3 screenPosition;\n\t\t\t\tuniform vec2 scale;\n\n\t\t\t\tattribute vec3 position;\n\n\t\t\t\tvoid main() {\n\n\t\t\t\t\tgl_Position = vec4( position.xy * scale + screenPosition.xy, screenPosition.z, 1.0 );\n\n\t\t\t\t}",fragmentShader:"\n\n\t\t\t\tprecision highp float;\n\n\t\t\t\tvoid main() {\n\n\t\t\t\t\tgl_FragColor = vec4( 1.0, 0.0, 1.0, 1.0 );\n\n\t\t\t\t}",depthTest:!0,depthWrite:!1,transparent:!1}),c=new t.RawShaderMaterial({uniforms:{map:{value:o},scale:{value:null},screenPosition:{value:null}},vertexShader:"\n\n\t\t\t\tprecision highp float;\n\n\t\t\t\tuniform vec3 screenPosition;\n\t\t\t\tuniform vec2 scale;\n\n\t\t\t\tattribute vec3 position;\n\t\t\t\tattribute vec2 uv;\n\n\t\t\t\tvarying vec2 vUV;\n\n\t\t\t\tvoid main() {\n\n\t\t\t\t\tvUV = uv;\n\n\t\t\t\t\tgl_Position = vec4( position.xy * scale + screenPosition.xy, screenPosition.z, 1.0 );\n\n\t\t\t\t}",fragmentShader:"\n\n\t\t\t\tprecision highp float;\n\n\t\t\t\tuniform sampler2D map;\n\n\t\t\t\tvarying vec2 vUV;\n\n\t\t\t\tvoid main() {\n\n\t\t\t\t\tgl_FragColor = texture2D( map, vUV );\n\n\t\t\t\t}",depthTest:!1,depthWrite:!1,transparent:!1}),u=new t.Mesh(a,l),v=[],p=n.Shader,d=new t.RawShaderMaterial({uniforms:{map:{value:null},occlusionMap:{value:s},color:{value:new t.Color(16777215)},scale:{value:new t.Vector2},screenPosition:{value:new t.Vector3}},vertexShader:p.vertexShader,fragmentShader:p.fragmentShader,blending:t.AdditiveBlending,transparent:!0,depthWrite:!1}),m=new t.Mesh(a,d);this.addElement=function(t){v.push(t)};const f=new t.Vector2,y=new t.Vector2,x=new t.Box2,h=new t.Vector4;this.onBeforeRender=function(t,e,n){t.getCurrentViewport(h);const p=h.w/h.z,g=h.z/2,w=h.w/2;let b=16/h.w;if(f.set(b*p,b),x.min.set(h.x,h.y),x.max.set(h.x+(h.z-16),h.y+(h.w-16)),r.setFromMatrixPosition(this.matrixWorld),r.applyMatrix4(n.matrixWorldInverse),!(r.z>0)&&(i.copy(r).applyMatrix4(n.projectionMatrix),y.x=h.x+i.x*g+g-8,y.y=h.y+i.y*w+w-8,x.containsPoint(y))){t.copyFramebufferToTexture(y,o);let e=l.uniforms;e.scale.value=f,e.screenPosition.value=i,t.renderBufferDirect(n,null,a,l,u,null),t.copyFramebufferToTexture(y,s),e=c.uniforms,e.scale.value=f,e.screenPosition.value=i,t.renderBufferDirect(n,null,a,c,u,null);const r=2*-i.x,p=2*-i.y;for(let e=0,o=v.length;e<o;e++){const o=v[e],s=d.uniforms;s.color.value.copy(o.color),s.map.value=o.texture,s.screenPosition.value.x=i.x+r*o.distance,s.screenPosition.value.y=i.y+p*o.distance,b=o.size/h.w;const l=h.w/h.z;s.scale.value.set(b*l,b),d.uniformsNeedUpdate=!0,t.renderBufferDirect(n,null,a,d,m,null)}}},this.dispose=function(){l.dispose(),c.dispose(),d.dispose(),o.dispose(),s.dispose();for(let t=0,e=v.length;t<e;t++)v[t].texture.dispose()}}}e.prototype.isLensflare=!0;class n{constructor(e,n=1,i=0,r=new t.Color(16777215)){this.texture=e,this.size=n,this.distance=i,this.color=r}}n.Shader={uniforms:{map:{value:null},occlusionMap:{value:null},color:{value:null},scale:{value:null},screenPosition:{value:null}},vertexShader:"\n\n\t\tprecision highp float;\n\n\t\tuniform vec3 screenPosition;\n\t\tuniform vec2 scale;\n\n\t\tuniform sampler2D occlusionMap;\n\n\t\tattribute vec3 position;\n\t\tattribute vec2 uv;\n\n\t\tvarying vec2 vUV;\n\t\tvarying float vVisibility;\n\n\t\tvoid main() {\n\n\t\t\tvUV = uv;\n\n\t\t\tvec2 pos = position.xy;\n\n\t\t\tvec4 visibility = texture2D( occlusionMap, vec2( 0.1, 0.1 ) );\n\t\t\tvisibility += texture2D( occlusionMap, vec2( 0.5, 0.1 ) );\n\t\t\tvisibility += texture2D( occlusionMap, vec2( 0.9, 0.1 ) );\n\t\t\tvisibility += texture2D( occlusionMap, vec2( 0.9, 0.5 ) );\n\t\t\tvisibility += texture2D( occlusionMap, vec2( 0.9, 0.9 ) );\n\t\t\tvisibility += texture2D( occlusionMap, vec2( 0.5, 0.9 ) );\n\t\t\tvisibility += texture2D( occlusionMap, vec2( 0.1, 0.9 ) );\n\t\t\tvisibility += texture2D( occlusionMap, vec2( 0.1, 0.5 ) );\n\t\t\tvisibility += texture2D( occlusionMap, vec2( 0.5, 0.5 ) );\n\n\t\t\tvVisibility = visibility.r / 9.0;\n\t\t\tvVisibility *= 1.0 - visibility.g / 9.0;\n\t\t\tvVisibility *= visibility.b / 9.0;\n\n\t\t\tgl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );\n\n\t\t}",fragmentShader:"\n\n\t\tprecision highp float;\n\n\t\tuniform sampler2D map;\n\t\tuniform vec3 color;\n\n\t\tvarying vec2 vUV;\n\t\tvarying float vVisibility;\n\n\t\tvoid main() {\n\n\t\t\tvec4 texture = texture2D( map, vUV );\n\t\t\ttexture.a *= vVisibility;\n\t\t\tgl_FragColor = texture;\n\t\t\tgl_FragColor.rgb *= color;\n\n\t\t}"},e.Geometry=function(){const e=new t.BufferGeometry,n=new Float32Array([-1,-1,0,0,0,1,-1,0,1,0,1,1,0,1,1,-1,1,0,0,1]),i=new t.InterleavedBuffer(n,5);return e.setIndex([0,1,2,0,2,3]),e.setAttribute("position",new t.InterleavedBufferAttribute(i,3,0,!1)),e.setAttribute("uv",new t.InterleavedBufferAttribute(i,2,3,!1)),e}(),exports.Lensflare=e,exports.LensflareElement=n;
@@ -1,17 +0,0 @@
1
- import { Mesh, Texture, Color } from 'three';
2
-
3
- export class LensflareElement {
4
- constructor(texture: Texture, size?: number, distance?: number, color?: Color);
5
- texture: Texture;
6
- size: number;
7
- distance: number;
8
- color: Color;
9
- }
10
-
11
- export class Lensflare extends Mesh {
12
- constructor();
13
- readonly isLensflare: true;
14
-
15
- addElement(element: LensflareElement): void;
16
- dispose(): void;
17
- }
@@ -1,332 +0,0 @@
1
- import { Mesh, MeshBasicMaterial, Vector3, DataTexture, RGBAFormat, NearestFilter, ClampToEdgeWrapping, RawShaderMaterial, Color, Vector2, AdditiveBlending, Box2, Vector4, BufferGeometry, InterleavedBuffer, InterleavedBufferAttribute } from 'three';
2
-
3
- class Lensflare extends Mesh {
4
- constructor() {
5
- super(Lensflare.Geometry, new MeshBasicMaterial({
6
- opacity: 0,
7
- transparent: true
8
- }));
9
- this.type = 'Lensflare';
10
- this.frustumCulled = false;
11
- this.renderOrder = Infinity; //
12
-
13
- const positionScreen = new Vector3();
14
- const positionView = new Vector3(); // textures
15
-
16
- const tempMap = new DataTexture(new Uint8Array(16 * 16 * 3), 16, 16, RGBAFormat);
17
- tempMap.minFilter = NearestFilter;
18
- tempMap.magFilter = NearestFilter;
19
- tempMap.wrapS = ClampToEdgeWrapping;
20
- tempMap.wrapT = ClampToEdgeWrapping;
21
- const occlusionMap = new DataTexture(new Uint8Array(16 * 16 * 3), 16, 16, RGBAFormat);
22
- occlusionMap.minFilter = NearestFilter;
23
- occlusionMap.magFilter = NearestFilter;
24
- occlusionMap.wrapS = ClampToEdgeWrapping;
25
- occlusionMap.wrapT = ClampToEdgeWrapping; // material
26
-
27
- const geometry = Lensflare.Geometry;
28
- const material1a = new RawShaderMaterial({
29
- uniforms: {
30
- scale: {
31
- value: null
32
- },
33
- screenPosition: {
34
- value: null
35
- }
36
- },
37
- vertexShader:
38
- /* glsl */
39
- `
40
-
41
- precision highp float;
42
-
43
- uniform vec3 screenPosition;
44
- uniform vec2 scale;
45
-
46
- attribute vec3 position;
47
-
48
- void main() {
49
-
50
- gl_Position = vec4( position.xy * scale + screenPosition.xy, screenPosition.z, 1.0 );
51
-
52
- }`,
53
- fragmentShader:
54
- /* glsl */
55
- `
56
-
57
- precision highp float;
58
-
59
- void main() {
60
-
61
- gl_FragColor = vec4( 1.0, 0.0, 1.0, 1.0 );
62
-
63
- }`,
64
- depthTest: true,
65
- depthWrite: false,
66
- transparent: false
67
- });
68
- const material1b = new RawShaderMaterial({
69
- uniforms: {
70
- map: {
71
- value: tempMap
72
- },
73
- scale: {
74
- value: null
75
- },
76
- screenPosition: {
77
- value: null
78
- }
79
- },
80
- vertexShader:
81
- /* glsl */
82
- `
83
-
84
- precision highp float;
85
-
86
- uniform vec3 screenPosition;
87
- uniform vec2 scale;
88
-
89
- attribute vec3 position;
90
- attribute vec2 uv;
91
-
92
- varying vec2 vUV;
93
-
94
- void main() {
95
-
96
- vUV = uv;
97
-
98
- gl_Position = vec4( position.xy * scale + screenPosition.xy, screenPosition.z, 1.0 );
99
-
100
- }`,
101
- fragmentShader:
102
- /* glsl */
103
- `
104
-
105
- precision highp float;
106
-
107
- uniform sampler2D map;
108
-
109
- varying vec2 vUV;
110
-
111
- void main() {
112
-
113
- gl_FragColor = texture2D( map, vUV );
114
-
115
- }`,
116
- depthTest: false,
117
- depthWrite: false,
118
- transparent: false
119
- }); // the following object is used for occlusionMap generation
120
-
121
- const mesh1 = new Mesh(geometry, material1a); //
122
-
123
- const elements = [];
124
- const shader = LensflareElement.Shader;
125
- const material2 = new RawShaderMaterial({
126
- uniforms: {
127
- map: {
128
- value: null
129
- },
130
- occlusionMap: {
131
- value: occlusionMap
132
- },
133
- color: {
134
- value: new Color(0xffffff)
135
- },
136
- scale: {
137
- value: new Vector2()
138
- },
139
- screenPosition: {
140
- value: new Vector3()
141
- }
142
- },
143
- vertexShader: shader.vertexShader,
144
- fragmentShader: shader.fragmentShader,
145
- blending: AdditiveBlending,
146
- transparent: true,
147
- depthWrite: false
148
- });
149
- const mesh2 = new Mesh(geometry, material2);
150
-
151
- this.addElement = function (element) {
152
- elements.push(element);
153
- }; //
154
-
155
-
156
- const scale = new Vector2();
157
- const screenPositionPixels = new Vector2();
158
- const validArea = new Box2();
159
- const viewport = new Vector4();
160
-
161
- this.onBeforeRender = function (renderer, scene, camera) {
162
- renderer.getCurrentViewport(viewport);
163
- const invAspect = viewport.w / viewport.z;
164
- const halfViewportWidth = viewport.z / 2.0;
165
- const halfViewportHeight = viewport.w / 2.0;
166
- let size = 16 / viewport.w;
167
- scale.set(size * invAspect, size);
168
- validArea.min.set(viewport.x, viewport.y);
169
- validArea.max.set(viewport.x + (viewport.z - 16), viewport.y + (viewport.w - 16)); // calculate position in screen space
170
-
171
- positionView.setFromMatrixPosition(this.matrixWorld);
172
- positionView.applyMatrix4(camera.matrixWorldInverse);
173
- if (positionView.z > 0) return; // lensflare is behind the camera
174
-
175
- positionScreen.copy(positionView).applyMatrix4(camera.projectionMatrix); // horizontal and vertical coordinate of the lower left corner of the pixels to copy
176
-
177
- screenPositionPixels.x = viewport.x + positionScreen.x * halfViewportWidth + halfViewportWidth - 8;
178
- screenPositionPixels.y = viewport.y + positionScreen.y * halfViewportHeight + halfViewportHeight - 8; // screen cull
179
-
180
- if (validArea.containsPoint(screenPositionPixels)) {
181
- // save current RGB to temp texture
182
- renderer.copyFramebufferToTexture(screenPositionPixels, tempMap); // render pink quad
183
-
184
- let uniforms = material1a.uniforms;
185
- uniforms['scale'].value = scale;
186
- uniforms['screenPosition'].value = positionScreen;
187
- renderer.renderBufferDirect(camera, null, geometry, material1a, mesh1, null); // copy result to occlusionMap
188
-
189
- renderer.copyFramebufferToTexture(screenPositionPixels, occlusionMap); // restore graphics
190
-
191
- uniforms = material1b.uniforms;
192
- uniforms['scale'].value = scale;
193
- uniforms['screenPosition'].value = positionScreen;
194
- renderer.renderBufferDirect(camera, null, geometry, material1b, mesh1, null); // render elements
195
-
196
- const vecX = -positionScreen.x * 2;
197
- const vecY = -positionScreen.y * 2;
198
-
199
- for (let i = 0, l = elements.length; i < l; i++) {
200
- const element = elements[i];
201
- const uniforms = material2.uniforms;
202
- uniforms['color'].value.copy(element.color);
203
- uniforms['map'].value = element.texture;
204
- uniforms['screenPosition'].value.x = positionScreen.x + vecX * element.distance;
205
- uniforms['screenPosition'].value.y = positionScreen.y + vecY * element.distance;
206
- size = element.size / viewport.w;
207
- const invAspect = viewport.w / viewport.z;
208
- uniforms['scale'].value.set(size * invAspect, size);
209
- material2.uniformsNeedUpdate = true;
210
- renderer.renderBufferDirect(camera, null, geometry, material2, mesh2, null);
211
- }
212
- }
213
- };
214
-
215
- this.dispose = function () {
216
- material1a.dispose();
217
- material1b.dispose();
218
- material2.dispose();
219
- tempMap.dispose();
220
- occlusionMap.dispose();
221
-
222
- for (let i = 0, l = elements.length; i < l; i++) {
223
- elements[i].texture.dispose();
224
- }
225
- };
226
- }
227
-
228
- }
229
-
230
- Lensflare.prototype.isLensflare = true; //
231
-
232
- class LensflareElement {
233
- constructor(texture, size = 1, distance = 0, color = new Color(0xffffff)) {
234
- this.texture = texture;
235
- this.size = size;
236
- this.distance = distance;
237
- this.color = color;
238
- }
239
-
240
- }
241
-
242
- LensflareElement.Shader = {
243
- uniforms: {
244
- map: {
245
- value: null
246
- },
247
- occlusionMap: {
248
- value: null
249
- },
250
- color: {
251
- value: null
252
- },
253
- scale: {
254
- value: null
255
- },
256
- screenPosition: {
257
- value: null
258
- }
259
- },
260
- vertexShader:
261
- /* glsl */
262
- `
263
-
264
- precision highp float;
265
-
266
- uniform vec3 screenPosition;
267
- uniform vec2 scale;
268
-
269
- uniform sampler2D occlusionMap;
270
-
271
- attribute vec3 position;
272
- attribute vec2 uv;
273
-
274
- varying vec2 vUV;
275
- varying float vVisibility;
276
-
277
- void main() {
278
-
279
- vUV = uv;
280
-
281
- vec2 pos = position.xy;
282
-
283
- vec4 visibility = texture2D( occlusionMap, vec2( 0.1, 0.1 ) );
284
- visibility += texture2D( occlusionMap, vec2( 0.5, 0.1 ) );
285
- visibility += texture2D( occlusionMap, vec2( 0.9, 0.1 ) );
286
- visibility += texture2D( occlusionMap, vec2( 0.9, 0.5 ) );
287
- visibility += texture2D( occlusionMap, vec2( 0.9, 0.9 ) );
288
- visibility += texture2D( occlusionMap, vec2( 0.5, 0.9 ) );
289
- visibility += texture2D( occlusionMap, vec2( 0.1, 0.9 ) );
290
- visibility += texture2D( occlusionMap, vec2( 0.1, 0.5 ) );
291
- visibility += texture2D( occlusionMap, vec2( 0.5, 0.5 ) );
292
-
293
- vVisibility = visibility.r / 9.0;
294
- vVisibility *= 1.0 - visibility.g / 9.0;
295
- vVisibility *= visibility.b / 9.0;
296
-
297
- gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );
298
-
299
- }`,
300
- fragmentShader:
301
- /* glsl */
302
- `
303
-
304
- precision highp float;
305
-
306
- uniform sampler2D map;
307
- uniform vec3 color;
308
-
309
- varying vec2 vUV;
310
- varying float vVisibility;
311
-
312
- void main() {
313
-
314
- vec4 texture = texture2D( map, vUV );
315
- texture.a *= vVisibility;
316
- gl_FragColor = texture;
317
- gl_FragColor.rgb *= color;
318
-
319
- }`
320
- };
321
-
322
- Lensflare.Geometry = function () {
323
- const geometry = new BufferGeometry();
324
- const float32Array = new Float32Array([-1, -1, 0, 0, 0, 1, -1, 0, 1, 0, 1, 1, 0, 1, 1, -1, 1, 0, 0, 1]);
325
- const interleavedBuffer = new InterleavedBuffer(float32Array, 5);
326
- geometry.setIndex([0, 1, 2, 0, 2, 3]);
327
- geometry.setAttribute('position', new InterleavedBufferAttribute(interleavedBuffer, 3, 0, false));
328
- geometry.setAttribute('uv', new InterleavedBufferAttribute(interleavedBuffer, 2, 3, false));
329
- return geometry;
330
- }();
331
-
332
- export { Lensflare, LensflareElement };
@@ -1 +0,0 @@
1
- "use strict";Object.defineProperty(exports,"__esModule",{value:!0});var i=require("three"),t=require("../geometries/LightningStrike.cjs.js");require("../math/SimplexNoise.cjs.js"),require("@babel/runtime/helpers/defineProperty");class n extends i.Object3D{constructor(n={}){super(),this.stormParams=n,n.size=void 0!==n.size?n.size:1e3,n.minHeight=void 0!==n.minHeight?n.minHeight:80,n.maxHeight=void 0!==n.maxHeight?n.maxHeight:100,n.maxSlope=void 0!==n.maxSlope?n.maxSlope:1.1,n.maxLightnings=void 0!==n.maxLightnings?n.maxLightnings:3,n.lightningMinPeriod=void 0!==n.lightningMinPeriod?n.lightningMinPeriod:3,n.lightningMaxPeriod=void 0!==n.lightningMaxPeriod?n.lightningMaxPeriod:7,n.lightningMinDuration=void 0!==n.lightningMinDuration?n.lightningMinDuration:1,n.lightningMaxDuration=void 0!==n.lightningMaxDuration?n.lightningMaxDuration:2.5,this.lightningParameters=t.LightningStrike.copyParameters(n.lightningParameters,n.lightningParameters),this.lightningParameters.isEternal=!1,this.lightningMaterial=void 0!==n.lightningMaterial?n.lightningMaterial:new i.MeshBasicMaterial({color:11599871}),void 0!==n.onRayPosition?this.onRayPosition=n.onRayPosition:this.onRayPosition=function(t,s){s.set((Math.random()-.5)*n.size,0,(Math.random()-.5)*n.size);const e=i.MathUtils.lerp(n.minHeight,n.maxHeight,Math.random());t.set(n.maxSlope*(2*Math.random()-1),1,n.maxSlope*(2*Math.random()-1)).multiplyScalar(e).add(s)},this.onLightningDown=n.onLightningDown,this.inited=!1,this.nextLightningTime=0,this.lightningsMeshes=[],this.deadLightningsMeshes=[];for(let n=0;n<this.stormParams.maxLightnings;n++){const n=new t.LightningStrike(t.LightningStrike.copyParameters({},this.lightningParameters)),s=new i.Mesh(n,this.lightningMaterial);this.deadLightningsMeshes.push(s)}}update(n){if(this.inited||(this.nextLightningTime=this.getNextLightningTime(n)*Math.random(),this.inited=!0),n>=this.nextLightningTime){const s=this.deadLightningsMeshes.pop();if(s){const e=t.LightningStrike.copyParameters(s.geometry.rayParameters,this.lightningParameters);e.birthTime=n,e.deathTime=n+i.MathUtils.lerp(this.stormParams.lightningMinDuration,this.stormParams.lightningMaxDuration,Math.random()),this.onRayPosition(e.sourceOffset,e.destOffset),e.noiseSeed=Math.random(),this.add(s),this.lightningsMeshes.push(s)}this.nextLightningTime=this.getNextLightningTime(n)}let s=0,e=this.lightningsMeshes.length;for(;s<e;){const i=this.lightningsMeshes[s],a=i.geometry,h=a.state;a.update(n),h===t.LightningStrike.RAY_PROPAGATING&&a.state>h&&this.onLightningDown&&this.onLightningDown(a),a.state===t.LightningStrike.RAY_EXTINGUISHED?(this.lightningsMeshes.splice(this.lightningsMeshes.indexOf(i),1),this.deadLightningsMeshes.push(i),this.remove(i),e--):s++}}getNextLightningTime(t){return t+i.MathUtils.lerp(this.stormParams.lightningMinPeriod,this.stormParams.lightningMaxPeriod,Math.random())/(this.stormParams.maxLightnings+1)}copy(i){return super.copy(i),this.stormParams.size=i.stormParams.size,this.stormParams.minHeight=i.stormParams.minHeight,this.stormParams.maxHeight=i.stormParams.maxHeight,this.stormParams.maxSlope=i.stormParams.maxSlope,this.stormParams.maxLightnings=i.stormParams.maxLightnings,this.stormParams.lightningMinPeriod=i.stormParams.lightningMinPeriod,this.stormParams.lightningMaxPeriod=i.stormParams.lightningMaxPeriod,this.stormParams.lightningMinDuration=i.stormParams.lightningMinDuration,this.stormParams.lightningMaxDuration=i.stormParams.lightningMaxDuration,this.lightningParameters=t.LightningStrike.copyParameters({},i.lightningParameters),this.lightningMaterial=i.stormParams.lightningMaterial,this.onLightningDown=i.onLightningDown,this}clone(){return new this.constructor(this.stormParams).copy(this)}}n.prototype.isLightningStorm=!0,exports.LightningStorm=n;
@@ -1,32 +0,0 @@
1
- import { Material, Vector3 } from 'three';
2
-
3
- import { LightningStrike, RayParameters } from '../geometries/LightningStrike';
4
-
5
- export interface StormParams {
6
- size?: number;
7
- minHeight?: number;
8
- maxHeight?: number;
9
- maxSlope?: number;
10
-
11
- maxLightnings?: number;
12
-
13
- lightningMinPeriod?: number;
14
- lightningMaxPeriod?: number;
15
- lightningMinDuration?: number;
16
- lightningMaxDuration?: number;
17
-
18
- lightningParameters?: RayParameters;
19
- lightningMaterial?: Material;
20
-
21
- isEternal?: boolean;
22
-
23
- onRayPosition?: (source: Vector3, dest: Vector3) => void;
24
- onLightningDown?: (lightning: LightningStrike) => void;
25
- }
26
-
27
- export class LightningStorm {
28
- constructor(stormParams?: StormParams);
29
- update(time: number): void;
30
- copy(source: LightningStorm): LightningStorm;
31
- clone(): this;
32
- }