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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@@ -1,220 +0,0 @@
1
- import { Mesh, Color, PerspectiveCamera, Plane, Matrix4, WebGLRenderTarget, ShaderMaterial, UniformsUtils, Vector3, Quaternion, Vector4 } from 'three';
2
-
3
- class Refractor extends Mesh {
4
- constructor(geometry, options = {}) {
5
- super(geometry);
6
- this.type = 'Refractor';
7
- const scope = this;
8
- const color = options.color !== undefined ? new Color(options.color) : new Color(0x7f7f7f);
9
- const textureWidth = options.textureWidth || 512;
10
- const textureHeight = options.textureHeight || 512;
11
- const clipBias = options.clipBias || 0;
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- const shader = options.shader || Refractor.RefractorShader; //
13
-
14
- const virtualCamera = new PerspectiveCamera();
15
- virtualCamera.matrixAutoUpdate = false;
16
- virtualCamera.userData.refractor = true; //
17
-
18
- const refractorPlane = new Plane();
19
- const textureMatrix = new Matrix4(); // render target
20
-
21
- const renderTarget = new WebGLRenderTarget(textureWidth, textureHeight); // material
22
-
23
- this.material = new ShaderMaterial({
24
- uniforms: UniformsUtils.clone(shader.uniforms),
25
- vertexShader: shader.vertexShader,
26
- fragmentShader: shader.fragmentShader,
27
- transparent: true // ensures, refractors are drawn from farthest to closest
28
-
29
- });
30
- this.material.uniforms['color'].value = color;
31
- this.material.uniforms['tDiffuse'].value = renderTarget.texture;
32
- this.material.uniforms['textureMatrix'].value = textureMatrix; // functions
33
-
34
- const visible = function () {
35
- const refractorWorldPosition = new Vector3();
36
- const cameraWorldPosition = new Vector3();
37
- const rotationMatrix = new Matrix4();
38
- const view = new Vector3();
39
- const normal = new Vector3();
40
- return function visible(camera) {
41
- refractorWorldPosition.setFromMatrixPosition(scope.matrixWorld);
42
- cameraWorldPosition.setFromMatrixPosition(camera.matrixWorld);
43
- view.subVectors(refractorWorldPosition, cameraWorldPosition);
44
- rotationMatrix.extractRotation(scope.matrixWorld);
45
- normal.set(0, 0, 1);
46
- normal.applyMatrix4(rotationMatrix);
47
- return view.dot(normal) < 0;
48
- };
49
- }();
50
-
51
- const updateRefractorPlane = function () {
52
- const normal = new Vector3();
53
- const position = new Vector3();
54
- const quaternion = new Quaternion();
55
- const scale = new Vector3();
56
- return function updateRefractorPlane() {
57
- scope.matrixWorld.decompose(position, quaternion, scale);
58
- normal.set(0, 0, 1).applyQuaternion(quaternion).normalize(); // flip the normal because we want to cull everything above the plane
59
-
60
- normal.negate();
61
- refractorPlane.setFromNormalAndCoplanarPoint(normal, position);
62
- };
63
- }();
64
-
65
- const updateVirtualCamera = function () {
66
- const clipPlane = new Plane();
67
- const clipVector = new Vector4();
68
- const q = new Vector4();
69
- return function updateVirtualCamera(camera) {
70
- virtualCamera.matrixWorld.copy(camera.matrixWorld);
71
- virtualCamera.matrixWorldInverse.copy(virtualCamera.matrixWorld).invert();
72
- virtualCamera.projectionMatrix.copy(camera.projectionMatrix);
73
- virtualCamera.far = camera.far; // used in WebGLBackground
74
- // The following code creates an oblique view frustum for clipping.
75
- // see: Lengyel, Eric. “Oblique View Frustum Depth Projection and Clipping”.
76
- // Journal of Game Development, Vol. 1, No. 2 (2005), Charles River Media, pp. 5–16
77
-
78
- clipPlane.copy(refractorPlane);
79
- clipPlane.applyMatrix4(virtualCamera.matrixWorldInverse);
80
- clipVector.set(clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.constant); // calculate the clip-space corner point opposite the clipping plane and
81
- // transform it into camera space by multiplying it by the inverse of the projection matrix
82
-
83
- const projectionMatrix = virtualCamera.projectionMatrix;
84
- q.x = (Math.sign(clipVector.x) + projectionMatrix.elements[8]) / projectionMatrix.elements[0];
85
- q.y = (Math.sign(clipVector.y) + projectionMatrix.elements[9]) / projectionMatrix.elements[5];
86
- q.z = -1.0;
87
- q.w = (1.0 + projectionMatrix.elements[10]) / projectionMatrix.elements[14]; // calculate the scaled plane vector
88
-
89
- clipVector.multiplyScalar(2.0 / clipVector.dot(q)); // replacing the third row of the projection matrix
90
-
91
- projectionMatrix.elements[2] = clipVector.x;
92
- projectionMatrix.elements[6] = clipVector.y;
93
- projectionMatrix.elements[10] = clipVector.z + 1.0 - clipBias;
94
- projectionMatrix.elements[14] = clipVector.w;
95
- };
96
- }(); // This will update the texture matrix that is used for projective texture mapping in the shader.
97
- // see: http://developer.download.nvidia.com/assets/gamedev/docs/projective_texture_mapping.pdf
98
-
99
-
100
- function updateTextureMatrix(camera) {
101
- // this matrix does range mapping to [ 0, 1 ]
102
- textureMatrix.set(0.5, 0.0, 0.0, 0.5, 0.0, 0.5, 0.0, 0.5, 0.0, 0.0, 0.5, 0.5, 0.0, 0.0, 0.0, 1.0); // we use "Object Linear Texgen", so we need to multiply the texture matrix T
103
- // (matrix above) with the projection and view matrix of the virtual camera
104
- // and the model matrix of the refractor
105
-
106
- textureMatrix.multiply(camera.projectionMatrix);
107
- textureMatrix.multiply(camera.matrixWorldInverse);
108
- textureMatrix.multiply(scope.matrixWorld);
109
- } //
110
-
111
-
112
- function render(renderer, scene, camera) {
113
- scope.visible = false;
114
- const currentRenderTarget = renderer.getRenderTarget();
115
- const currentXrEnabled = renderer.xr.enabled;
116
- const currentShadowAutoUpdate = renderer.shadowMap.autoUpdate;
117
- renderer.xr.enabled = false; // avoid camera modification
118
-
119
- renderer.shadowMap.autoUpdate = false; // avoid re-computing shadows
120
-
121
- renderer.setRenderTarget(renderTarget);
122
- if (renderer.autoClear === false) renderer.clear();
123
- renderer.render(scene, virtualCamera);
124
- renderer.xr.enabled = currentXrEnabled;
125
- renderer.shadowMap.autoUpdate = currentShadowAutoUpdate;
126
- renderer.setRenderTarget(currentRenderTarget); // restore viewport
127
-
128
- const viewport = camera.viewport;
129
-
130
- if (viewport !== undefined) {
131
- renderer.state.viewport(viewport);
132
- }
133
-
134
- scope.visible = true;
135
- } //
136
-
137
-
138
- this.onBeforeRender = function (renderer, scene, camera) {
139
- // Render
140
- if ('colorSpace' in renderTarget.texture) renderTarget.texture.colorSpace = renderer.outputColorSpace;else renderTarget.texture.encoding = renderer.outputEncoding; // ensure refractors are rendered only once per frame
141
-
142
- if (camera.userData.refractor === true) return; // avoid rendering when the refractor is viewed from behind
143
-
144
- if (!visible(camera) === true) return; // update
145
-
146
- updateRefractorPlane();
147
- updateTextureMatrix(camera);
148
- updateVirtualCamera(camera);
149
- render(renderer, scene, camera);
150
- };
151
-
152
- this.getRenderTarget = function () {
153
- return renderTarget;
154
- };
155
-
156
- this.dispose = function () {
157
- renderTarget.dispose();
158
- scope.material.dispose();
159
- };
160
- }
161
-
162
- }
163
-
164
- Refractor.prototype.isRefractor = true;
165
- Refractor.RefractorShader = {
166
- uniforms: {
167
- color: {
168
- value: null
169
- },
170
- tDiffuse: {
171
- value: null
172
- },
173
- textureMatrix: {
174
- value: null
175
- }
176
- },
177
- vertexShader:
178
- /* glsl */
179
- `
180
-
181
- uniform mat4 textureMatrix;
182
-
183
- varying vec4 vUv;
184
-
185
- void main() {
186
-
187
- vUv = textureMatrix * vec4( position, 1.0 );
188
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
189
-
190
- }`,
191
- fragmentShader:
192
- /* glsl */
193
- `
194
-
195
- uniform vec3 color;
196
- uniform sampler2D tDiffuse;
197
-
198
- varying vec4 vUv;
199
-
200
- float blendOverlay( float base, float blend ) {
201
-
202
- return( base < 0.5 ? ( 2.0 * base * blend ) : ( 1.0 - 2.0 * ( 1.0 - base ) * ( 1.0 - blend ) ) );
203
-
204
- }
205
-
206
- vec3 blendOverlay( vec3 base, vec3 blend ) {
207
-
208
- return vec3( blendOverlay( base.r, blend.r ), blendOverlay( base.g, blend.g ), blendOverlay( base.b, blend.b ) );
209
-
210
- }
211
-
212
- void main() {
213
-
214
- vec4 base = texture2DProj( tDiffuse, vUv );
215
- gl_FragColor = vec4( blendOverlay( base.rgb, color ), 1.0 );
216
-
217
- }`
218
- };
219
-
220
- export { Refractor };
@@ -1 +0,0 @@
1
- "use strict";Object.defineProperty(exports,"__esModule",{value:!0});var t=require("three");const r=new t.Matrix4;class a extends t.Mesh{constructor(r){const a=new t.MeshBasicMaterial({color:0,transparent:!0,opacity:.6,depthWrite:!1});super(r.geometry,a),this.meshMatrix=r.matrixWorld,this.frustumCulled=!1,this.matrixAutoUpdate=!1}update(t,a){const e=t.normal.x*a.x+t.normal.y*a.y+t.normal.z*a.z+-t.constant*a.w,o=r.elements;o[0]=e-a.x*t.normal.x,o[4]=-a.x*t.normal.y,o[8]=-a.x*t.normal.z,o[12]=-a.x*-t.constant,o[1]=-a.y*t.normal.x,o[5]=e-a.y*t.normal.y,o[9]=-a.y*t.normal.z,o[13]=-a.y*-t.constant,o[2]=-a.z*t.normal.x,o[6]=-a.z*t.normal.y,o[10]=e-a.z*t.normal.z,o[14]=-a.z*-t.constant,o[3]=-a.w*t.normal.x,o[7]=-a.w*t.normal.y,o[11]=-a.w*t.normal.z,o[15]=e-a.w*-t.constant,this.matrix.multiplyMatrices(r,this.meshMatrix)}}a.prototype.isShadowMesh=!0,exports.ShadowMesh=a;
@@ -1,7 +0,0 @@
1
- import { Mesh, Plane, Vector4 } from 'three';
2
-
3
- export class ShadowMesh extends Mesh {
4
- constructor();
5
-
6
- update(plane: Plane, lightPosition4D: Vector4): void;
7
- }
@@ -1,50 +0,0 @@
1
- import { Matrix4, Mesh, MeshBasicMaterial } from 'three';
2
-
3
- /**
4
- * A shadow Mesh that follows a shadow-casting Mesh in the scene, but is confined to a single plane.
5
- */
6
-
7
- const _shadowMatrix = new Matrix4();
8
-
9
- class ShadowMesh extends Mesh {
10
- constructor(mesh) {
11
- const shadowMaterial = new MeshBasicMaterial({
12
- color: 0x000000,
13
- transparent: true,
14
- opacity: 0.6,
15
- depthWrite: false
16
- });
17
- super(mesh.geometry, shadowMaterial);
18
- this.meshMatrix = mesh.matrixWorld;
19
- this.frustumCulled = false;
20
- this.matrixAutoUpdate = false;
21
- }
22
-
23
- update(plane, lightPosition4D) {
24
- // based on https://www.opengl.org/archives/resources/features/StencilTalk/tsld021.htm
25
- const dot = plane.normal.x * lightPosition4D.x + plane.normal.y * lightPosition4D.y + plane.normal.z * lightPosition4D.z + -plane.constant * lightPosition4D.w;
26
- const sme = _shadowMatrix.elements;
27
- sme[0] = dot - lightPosition4D.x * plane.normal.x;
28
- sme[4] = -lightPosition4D.x * plane.normal.y;
29
- sme[8] = -lightPosition4D.x * plane.normal.z;
30
- sme[12] = -lightPosition4D.x * -plane.constant;
31
- sme[1] = -lightPosition4D.y * plane.normal.x;
32
- sme[5] = dot - lightPosition4D.y * plane.normal.y;
33
- sme[9] = -lightPosition4D.y * plane.normal.z;
34
- sme[13] = -lightPosition4D.y * -plane.constant;
35
- sme[2] = -lightPosition4D.z * plane.normal.x;
36
- sme[6] = -lightPosition4D.z * plane.normal.y;
37
- sme[10] = dot - lightPosition4D.z * plane.normal.z;
38
- sme[14] = -lightPosition4D.z * -plane.constant;
39
- sme[3] = -lightPosition4D.w * plane.normal.x;
40
- sme[7] = -lightPosition4D.w * plane.normal.y;
41
- sme[11] = -lightPosition4D.w * plane.normal.z;
42
- sme[15] = dot - lightPosition4D.w * -plane.constant;
43
- this.matrix.multiplyMatrices(_shadowMatrix, this.meshMatrix);
44
- }
45
-
46
- }
47
-
48
- ShadowMesh.prototype.isShadowMesh = true;
49
-
50
- export { ShadowMesh };
@@ -1 +0,0 @@
1
- "use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e=require("@babel/runtime/helpers/defineProperty"),t=require("three");function o(e){return e&&"object"==typeof e&&"default"in e?e:{default:e}}var a=o(e);class i extends t.Mesh{constructor(){super(new t.BoxGeometry(1,1,1),i.material)}}a.default(i,"SkyShader",{uniforms:{turbidity:{value:2},rayleigh:{value:1},mieCoefficient:{value:.005},mieDirectionalG:{value:.8},sunPosition:{value:new t.Vector3},up:{value:new t.Vector3(0,1,0)}},vertexShader:["uniform vec3 sunPosition;","uniform float rayleigh;","uniform float turbidity;","uniform float mieCoefficient;","uniform vec3 up;","varying vec3 vWorldPosition;","varying vec3 vSunDirection;","varying float vSunfade;","varying vec3 vBetaR;","varying vec3 vBetaM;","varying float vSunE;","const float e = 2.71828182845904523536028747135266249775724709369995957;","const float pi = 3.141592653589793238462643383279502884197169;","const vec3 lambda = vec3( 680E-9, 550E-9, 450E-9 );","const vec3 totalRayleigh = vec3( 5.804542996261093E-6, 1.3562911419845635E-5, 3.0265902468824876E-5 );","const float v = 4.0;","const vec3 K = vec3( 0.686, 0.678, 0.666 );","const vec3 MieConst = vec3( 1.8399918514433978E14, 2.7798023919660528E14, 4.0790479543861094E14 );","const float cutoffAngle = 1.6110731556870734;","const float steepness = 1.5;","const float EE = 1000.0;","float sunIntensity( float zenithAngleCos ) {","\tzenithAngleCos = clamp( zenithAngleCos, -1.0, 1.0 );","\treturn EE * max( 0.0, 1.0 - pow( e, -( ( cutoffAngle - acos( zenithAngleCos ) ) / steepness ) ) );","}","vec3 totalMie( float T ) {","\tfloat c = ( 0.2 * T ) * 10E-18;","\treturn 0.434 * c * MieConst;","}","void main() {","\tvec4 worldPosition = modelMatrix * vec4( position, 1.0 );","\tvWorldPosition = worldPosition.xyz;","\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );","\tgl_Position.z = gl_Position.w;","\tvSunDirection = normalize( sunPosition );","\tvSunE = sunIntensity( dot( vSunDirection, up ) );","\tvSunfade = 1.0 - clamp( 1.0 - exp( ( sunPosition.y / 450000.0 ) ), 0.0, 1.0 );","\tfloat rayleighCoefficient = rayleigh - ( 1.0 * ( 1.0 - vSunfade ) );","\tvBetaR = totalRayleigh * rayleighCoefficient;","\tvBetaM = totalMie( turbidity ) * mieCoefficient;","}"].join("\n"),fragmentShader:["varying vec3 vWorldPosition;","varying vec3 vSunDirection;","varying float vSunfade;","varying vec3 vBetaR;","varying vec3 vBetaM;","varying float vSunE;","uniform float mieDirectionalG;","uniform vec3 up;","const vec3 cameraPos = vec3( 0.0, 0.0, 0.0 );","const float pi = 3.141592653589793238462643383279502884197169;","const float n = 1.0003;","const float N = 2.545E25;","const float rayleighZenithLength = 8.4E3;","const float mieZenithLength = 1.25E3;","const float sunAngularDiameterCos = 0.999956676946448443553574619906976478926848692873900859324;","const float THREE_OVER_SIXTEENPI = 0.05968310365946075;","const float ONE_OVER_FOURPI = 0.07957747154594767;","float rayleighPhase( float cosTheta ) {","\treturn THREE_OVER_SIXTEENPI * ( 1.0 + pow( cosTheta, 2.0 ) );","}","float hgPhase( float cosTheta, float g ) {","\tfloat g2 = pow( g, 2.0 );","\tfloat inverse = 1.0 / pow( 1.0 - 2.0 * g * cosTheta + g2, 1.5 );","\treturn ONE_OVER_FOURPI * ( ( 1.0 - g2 ) * inverse );","}","void main() {","\tvec3 direction = normalize( vWorldPosition - cameraPos );","\tfloat zenithAngle = acos( max( 0.0, dot( up, direction ) ) );","\tfloat inverse = 1.0 / ( cos( zenithAngle ) + 0.15 * pow( 93.885 - ( ( zenithAngle * 180.0 ) / pi ), -1.253 ) );","\tfloat sR = rayleighZenithLength * inverse;","\tfloat sM = mieZenithLength * inverse;","\tvec3 Fex = exp( -( vBetaR * sR + vBetaM * sM ) );","\tfloat cosTheta = dot( direction, vSunDirection );","\tfloat rPhase = rayleighPhase( cosTheta * 0.5 + 0.5 );","\tvec3 betaRTheta = vBetaR * rPhase;","\tfloat mPhase = hgPhase( cosTheta, mieDirectionalG );","\tvec3 betaMTheta = vBetaM * mPhase;","\tvec3 Lin = pow( vSunE * ( ( betaRTheta + betaMTheta ) / ( vBetaR + vBetaM ) ) * ( 1.0 - Fex ), vec3( 1.5 ) );","\tLin *= mix( vec3( 1.0 ), pow( vSunE * ( ( betaRTheta + betaMTheta ) / ( vBetaR + vBetaM ) ) * Fex, vec3( 1.0 / 2.0 ) ), clamp( pow( 1.0 - dot( up, vSunDirection ), 5.0 ), 0.0, 1.0 ) );","\tfloat theta = acos( direction.y ); // elevation --\x3e y-axis, [-pi/2, pi/2]","\tfloat phi = atan( direction.z, direction.x ); // azimuth --\x3e x-axis [-pi/2, pi/2]","\tvec2 uv = vec2( phi, theta ) / vec2( 2.0 * pi, pi ) + vec2( 0.5, 0.0 );","\tvec3 L0 = vec3( 0.1 ) * Fex;","\tfloat sundisk = smoothstep( sunAngularDiameterCos, sunAngularDiameterCos + 0.00002, cosTheta );","\tL0 += ( vSunE * 19000.0 * Fex ) * sundisk;","\tvec3 texColor = ( Lin + L0 ) * 0.04 + vec3( 0.0, 0.0003, 0.00075 );","\tvec3 retColor = pow( texColor, vec3( 1.0 / ( 1.2 + ( 1.2 * vSunfade ) ) ) );","\tgl_FragColor = vec4( retColor, 1.0 );","#include <tonemapping_fragment>","#include <encodings_fragment>","}"].join("\n")}),a.default(i,"material",new t.ShaderMaterial({name:"SkyShader",fragmentShader:i.SkyShader.fragmentShader,vertexShader:i.SkyShader.vertexShader,uniforms:t.UniformsUtils.clone(i.SkyShader.uniforms),side:t.BackSide,depthWrite:!1})),exports.Sky=i;
package/objects/Sky.d.ts DELETED
@@ -1,30 +0,0 @@
1
- import { Mesh, ShaderMaterial, Vector3 } from 'three';
2
- declare class Sky extends Mesh {
3
- constructor();
4
- static SkyShader: {
5
- uniforms: {
6
- turbidity: {
7
- value: number;
8
- };
9
- rayleigh: {
10
- value: number;
11
- };
12
- mieCoefficient: {
13
- value: number;
14
- };
15
- mieDirectionalG: {
16
- value: number;
17
- };
18
- sunPosition: {
19
- value: Vector3;
20
- };
21
- up: {
22
- value: Vector3;
23
- };
24
- };
25
- vertexShader: string;
26
- fragmentShader: string;
27
- };
28
- static material: ShaderMaterial;
29
- }
30
- export { Sky };
package/objects/Sky.js DELETED
@@ -1,85 +0,0 @@
1
- import _defineProperty from '@babel/runtime/helpers/esm/defineProperty';
2
- import { Mesh, BoxGeometry, Vector3, ShaderMaterial, UniformsUtils, BackSide } from 'three';
3
-
4
- /**
5
- * Based on "A Practical Analytic Model for Daylight"
6
- * aka The Preetham Model, the de facto standard analytic skydome model
7
- * https://www.researchgate.net/publication/220720443_A_Practical_Analytic_Model_for_Daylight
8
- *
9
- * First implemented by Simon Wallner
10
- * http://www.simonwallner.at/projects/atmospheric-scattering
11
- *
12
- * Improved by Martin Upitis
13
- * http://blenderartists.org/forum/showthread.php?245954-preethams-sky-impementation-HDR
14
- *
15
- * Three.js integration by zz85 http://twitter.com/blurspline
16
- */
17
-
18
- class Sky extends Mesh {
19
- constructor() {
20
- super(new BoxGeometry(1, 1, 1), Sky.material);
21
- }
22
-
23
- }
24
-
25
- _defineProperty(Sky, "SkyShader", {
26
- uniforms: {
27
- turbidity: {
28
- value: 2
29
- },
30
- rayleigh: {
31
- value: 1
32
- },
33
- mieCoefficient: {
34
- value: 0.005
35
- },
36
- mieDirectionalG: {
37
- value: 0.8
38
- },
39
- sunPosition: {
40
- value: new Vector3()
41
- },
42
- up: {
43
- value: new Vector3(0, 1, 0)
44
- }
45
- },
46
- vertexShader: ['uniform vec3 sunPosition;', 'uniform float rayleigh;', 'uniform float turbidity;', 'uniform float mieCoefficient;', 'uniform vec3 up;', 'varying vec3 vWorldPosition;', 'varying vec3 vSunDirection;', 'varying float vSunfade;', 'varying vec3 vBetaR;', 'varying vec3 vBetaM;', 'varying float vSunE;', // constants for atmospheric scattering
47
- 'const float e = 2.71828182845904523536028747135266249775724709369995957;', 'const float pi = 3.141592653589793238462643383279502884197169;', // wavelength of used primaries, according to preetham
48
- 'const vec3 lambda = vec3( 680E-9, 550E-9, 450E-9 );', // this pre-calcuation replaces older TotalRayleigh(vec3 lambda) function:
49
- // (8.0 * pow(pi, 3.0) * pow(pow(n, 2.0) - 1.0, 2.0) * (6.0 + 3.0 * pn)) / (3.0 * N * pow(lambda, vec3(4.0)) * (6.0 - 7.0 * pn))
50
- 'const vec3 totalRayleigh = vec3( 5.804542996261093E-6, 1.3562911419845635E-5, 3.0265902468824876E-5 );', // mie stuff
51
- // K coefficient for the primaries
52
- 'const float v = 4.0;', 'const vec3 K = vec3( 0.686, 0.678, 0.666 );', // MieConst = pi * pow( ( 2.0 * pi ) / lambda, vec3( v - 2.0 ) ) * K
53
- 'const vec3 MieConst = vec3( 1.8399918514433978E14, 2.7798023919660528E14, 4.0790479543861094E14 );', // earth shadow hack
54
- // cutoffAngle = pi / 1.95;
55
- 'const float cutoffAngle = 1.6110731556870734;', 'const float steepness = 1.5;', 'const float EE = 1000.0;', 'float sunIntensity( float zenithAngleCos ) {', ' zenithAngleCos = clamp( zenithAngleCos, -1.0, 1.0 );', ' return EE * max( 0.0, 1.0 - pow( e, -( ( cutoffAngle - acos( zenithAngleCos ) ) / steepness ) ) );', '}', 'vec3 totalMie( float T ) {', ' float c = ( 0.2 * T ) * 10E-18;', ' return 0.434 * c * MieConst;', '}', 'void main() {', ' vec4 worldPosition = modelMatrix * vec4( position, 1.0 );', ' vWorldPosition = worldPosition.xyz;', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', ' gl_Position.z = gl_Position.w;', // set z to camera.far
56
- ' vSunDirection = normalize( sunPosition );', ' vSunE = sunIntensity( dot( vSunDirection, up ) );', ' vSunfade = 1.0 - clamp( 1.0 - exp( ( sunPosition.y / 450000.0 ) ), 0.0, 1.0 );', ' float rayleighCoefficient = rayleigh - ( 1.0 * ( 1.0 - vSunfade ) );', // extinction (absorbtion + out scattering)
57
- // rayleigh coefficients
58
- ' vBetaR = totalRayleigh * rayleighCoefficient;', // mie coefficients
59
- ' vBetaM = totalMie( turbidity ) * mieCoefficient;', '}'].join('\n'),
60
- fragmentShader: ['varying vec3 vWorldPosition;', 'varying vec3 vSunDirection;', 'varying float vSunfade;', 'varying vec3 vBetaR;', 'varying vec3 vBetaM;', 'varying float vSunE;', 'uniform float mieDirectionalG;', 'uniform vec3 up;', 'const vec3 cameraPos = vec3( 0.0, 0.0, 0.0 );', // constants for atmospheric scattering
61
- 'const float pi = 3.141592653589793238462643383279502884197169;', 'const float n = 1.0003;', // refractive index of air
62
- 'const float N = 2.545E25;', // number of molecules per unit volume for air at 288.15K and 1013mb (sea level -45 celsius)
63
- // optical length at zenith for molecules
64
- 'const float rayleighZenithLength = 8.4E3;', 'const float mieZenithLength = 1.25E3;', // 66 arc seconds -> degrees, and the cosine of that
65
- 'const float sunAngularDiameterCos = 0.999956676946448443553574619906976478926848692873900859324;', // 3.0 / ( 16.0 * pi )
66
- 'const float THREE_OVER_SIXTEENPI = 0.05968310365946075;', // 1.0 / ( 4.0 * pi )
67
- 'const float ONE_OVER_FOURPI = 0.07957747154594767;', 'float rayleighPhase( float cosTheta ) {', ' return THREE_OVER_SIXTEENPI * ( 1.0 + pow( cosTheta, 2.0 ) );', '}', 'float hgPhase( float cosTheta, float g ) {', ' float g2 = pow( g, 2.0 );', ' float inverse = 1.0 / pow( 1.0 - 2.0 * g * cosTheta + g2, 1.5 );', ' return ONE_OVER_FOURPI * ( ( 1.0 - g2 ) * inverse );', '}', 'void main() {', ' vec3 direction = normalize( vWorldPosition - cameraPos );', // optical length
68
- // cutoff angle at 90 to avoid singularity in next formula.
69
- ' float zenithAngle = acos( max( 0.0, dot( up, direction ) ) );', ' float inverse = 1.0 / ( cos( zenithAngle ) + 0.15 * pow( 93.885 - ( ( zenithAngle * 180.0 ) / pi ), -1.253 ) );', ' float sR = rayleighZenithLength * inverse;', ' float sM = mieZenithLength * inverse;', // combined extinction factor
70
- ' vec3 Fex = exp( -( vBetaR * sR + vBetaM * sM ) );', // in scattering
71
- ' float cosTheta = dot( direction, vSunDirection );', ' float rPhase = rayleighPhase( cosTheta * 0.5 + 0.5 );', ' vec3 betaRTheta = vBetaR * rPhase;', ' float mPhase = hgPhase( cosTheta, mieDirectionalG );', ' vec3 betaMTheta = vBetaM * mPhase;', ' vec3 Lin = pow( vSunE * ( ( betaRTheta + betaMTheta ) / ( vBetaR + vBetaM ) ) * ( 1.0 - Fex ), vec3( 1.5 ) );', ' Lin *= mix( vec3( 1.0 ), pow( vSunE * ( ( betaRTheta + betaMTheta ) / ( vBetaR + vBetaM ) ) * Fex, vec3( 1.0 / 2.0 ) ), clamp( pow( 1.0 - dot( up, vSunDirection ), 5.0 ), 0.0, 1.0 ) );', // nightsky
72
- ' float theta = acos( direction.y ); // elevation --> y-axis, [-pi/2, pi/2]', ' float phi = atan( direction.z, direction.x ); // azimuth --> x-axis [-pi/2, pi/2]', ' vec2 uv = vec2( phi, theta ) / vec2( 2.0 * pi, pi ) + vec2( 0.5, 0.0 );', ' vec3 L0 = vec3( 0.1 ) * Fex;', // composition + solar disc
73
- ' float sundisk = smoothstep( sunAngularDiameterCos, sunAngularDiameterCos + 0.00002, cosTheta );', ' L0 += ( vSunE * 19000.0 * Fex ) * sundisk;', ' vec3 texColor = ( Lin + L0 ) * 0.04 + vec3( 0.0, 0.0003, 0.00075 );', ' vec3 retColor = pow( texColor, vec3( 1.0 / ( 1.2 + ( 1.2 * vSunfade ) ) ) );', ' gl_FragColor = vec4( retColor, 1.0 );', '#include <tonemapping_fragment>', '#include <encodings_fragment>', '}'].join('\n')
74
- });
75
-
76
- _defineProperty(Sky, "material", new ShaderMaterial({
77
- name: 'SkyShader',
78
- fragmentShader: Sky.SkyShader.fragmentShader,
79
- vertexShader: Sky.SkyShader.vertexShader,
80
- uniforms: UniformsUtils.clone(Sky.SkyShader.uniforms),
81
- side: BackSide,
82
- depthWrite: false
83
- }));
84
-
85
- export { Sky };
@@ -1 +0,0 @@
1
- "use strict";Object.defineProperty(exports,"__esModule",{value:!0});var t=require("three");class e extends t.Mesh{constructor(e,r={}){super(e);const o=this,n=void 0!==r.textureWidth?r.textureWidth:512,i=void 0!==r.textureHeight?r.textureHeight:512,a=void 0!==r.clipBias?r.clipBias:0,l=void 0!==r.alpha?r.alpha:1,s=void 0!==r.time?r.time:0,u=void 0!==r.waterNormals?r.waterNormals:null,c=void 0!==r.sunDirection?r.sunDirection:new t.Vector3(.70707,.70707,0),m=new t.Color(void 0!==r.sunColor?r.sunColor:16777215),d=new t.Color(void 0!==r.waterColor?r.waterColor:8355711),v=void 0!==r.eye?r.eye:new t.Vector3(0,0,0),f=void 0!==r.distortionScale?r.distortionScale:20,p=void 0!==r.side?r.side:t.FrontSide,x=void 0!==r.fog&&r.fog,g=new t.Plane,w=new t.Vector3,h=new t.Vector3,y=new t.Vector3,C=new t.Matrix4,M=new t.Vector3(0,0,-1),S=new t.Vector4,_=new t.Vector3,b=new t.Vector3,D=new t.Vector4,P=new t.Matrix4,V=new t.PerspectiveCamera,z=new t.WebGLRenderTarget(n,i),L={uniforms:t.UniformsUtils.merge([t.UniformsLib.fog,t.UniformsLib.lights,{normalSampler:{value:null},mirrorSampler:{value:null},alpha:{value:1},time:{value:0},size:{value:1},distortionScale:{value:20},textureMatrix:{value:new t.Matrix4},sunColor:{value:new t.Color(8355711)},sunDirection:{value:new t.Vector3(.70707,.70707,0)},eye:{value:new t.Vector3},waterColor:{value:new t.Color(5592405)}}]),vertexShader:"\n\t\t\t\tuniform mat4 textureMatrix;\n\t\t\t\tuniform float time;\n\n\t\t\t\tvarying vec4 mirrorCoord;\n\t\t\t\tvarying vec4 worldPosition;\n\n\t\t\t\t#include <common>\n\t\t\t\t#include <fog_pars_vertex>\n\t\t\t\t#include <shadowmap_pars_vertex>\n\t\t\t\t#include <logdepthbuf_pars_vertex>\n\n\t\t\t\tvoid main() {\n\t\t\t\t\tmirrorCoord = modelMatrix * vec4( position, 1.0 );\n\t\t\t\t\tworldPosition = mirrorCoord.xyzw;\n\t\t\t\t\tmirrorCoord = textureMatrix * mirrorCoord;\n\t\t\t\t\tvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\n\t\t\t\t\tgl_Position = projectionMatrix * mvPosition;\n\n\t\t\t\t#include <beginnormal_vertex>\n\t\t\t\t#include <defaultnormal_vertex>\n\t\t\t\t#include <logdepthbuf_vertex>\n\t\t\t\t#include <fog_vertex>\n\t\t\t\t#include <shadowmap_vertex>\n\t\t\t}",fragmentShader:"\n\t\t\t\tuniform sampler2D mirrorSampler;\n\t\t\t\tuniform float alpha;\n\t\t\t\tuniform float time;\n\t\t\t\tuniform float size;\n\t\t\t\tuniform float distortionScale;\n\t\t\t\tuniform sampler2D normalSampler;\n\t\t\t\tuniform vec3 sunColor;\n\t\t\t\tuniform vec3 sunDirection;\n\t\t\t\tuniform vec3 eye;\n\t\t\t\tuniform vec3 waterColor;\n\n\t\t\t\tvarying vec4 mirrorCoord;\n\t\t\t\tvarying vec4 worldPosition;\n\n\t\t\t\tvec4 getNoise( vec2 uv ) {\n\t\t\t\t\tvec2 uv0 = ( uv / 103.0 ) + vec2(time / 17.0, time / 29.0);\n\t\t\t\t\tvec2 uv1 = uv / 107.0-vec2( time / -19.0, time / 31.0 );\n\t\t\t\t\tvec2 uv2 = uv / vec2( 8907.0, 9803.0 ) + vec2( time / 101.0, time / 97.0 );\n\t\t\t\t\tvec2 uv3 = uv / vec2( 1091.0, 1027.0 ) - vec2( time / 109.0, time / -113.0 );\n\t\t\t\t\tvec4 noise = texture2D( normalSampler, uv0 ) +\n\t\t\t\t\t\ttexture2D( normalSampler, uv1 ) +\n\t\t\t\t\t\ttexture2D( normalSampler, uv2 ) +\n\t\t\t\t\t\ttexture2D( normalSampler, uv3 );\n\t\t\t\t\treturn noise * 0.5 - 1.0;\n\t\t\t\t}\n\n\t\t\t\tvoid sunLight( const vec3 surfaceNormal, const vec3 eyeDirection, float shiny, float spec, float diffuse, inout vec3 diffuseColor, inout vec3 specularColor ) {\n\t\t\t\t\tvec3 reflection = normalize( reflect( -sunDirection, surfaceNormal ) );\n\t\t\t\t\tfloat direction = max( 0.0, dot( eyeDirection, reflection ) );\n\t\t\t\t\tspecularColor += pow( direction, shiny ) * sunColor * spec;\n\t\t\t\t\tdiffuseColor += max( dot( sunDirection, surfaceNormal ), 0.0 ) * sunColor * diffuse;\n\t\t\t\t}\n\n\t\t\t\t#include <common>\n\t\t\t\t#include <packing>\n\t\t\t\t#include <bsdfs>\n\t\t\t\t#include <fog_pars_fragment>\n\t\t\t\t#include <logdepthbuf_pars_fragment>\n\t\t\t\t#include <lights_pars_begin>\n\t\t\t\t#include <shadowmap_pars_fragment>\n\t\t\t\t#include <shadowmask_pars_fragment>\n\n\t\t\t\tvoid main() {\n\n\t\t\t\t\t#include <logdepthbuf_fragment>\n\t\t\t\t\tvec4 noise = getNoise( worldPosition.xz * size );\n\t\t\t\t\tvec3 surfaceNormal = normalize( noise.xzy * vec3( 1.5, 1.0, 1.5 ) );\n\n\t\t\t\t\tvec3 diffuseLight = vec3(0.0);\n\t\t\t\t\tvec3 specularLight = vec3(0.0);\n\n\t\t\t\t\tvec3 worldToEye = eye-worldPosition.xyz;\n\t\t\t\t\tvec3 eyeDirection = normalize( worldToEye );\n\t\t\t\t\tsunLight( surfaceNormal, eyeDirection, 100.0, 2.0, 0.5, diffuseLight, specularLight );\n\n\t\t\t\t\tfloat distance = length(worldToEye);\n\n\t\t\t\t\tvec2 distortion = surfaceNormal.xz * ( 0.001 + 1.0 / distance ) * distortionScale;\n\t\t\t\t\tvec3 reflectionSample = vec3( texture2D( mirrorSampler, mirrorCoord.xy / mirrorCoord.w + distortion ) );\n\n\t\t\t\t\tfloat theta = max( dot( eyeDirection, surfaceNormal ), 0.0 );\n\t\t\t\t\tfloat rf0 = 0.3;\n\t\t\t\t\tfloat reflectance = rf0 + ( 1.0 - rf0 ) * pow( ( 1.0 - theta ), 5.0 );\n\t\t\t\t\tvec3 scatter = max( 0.0, dot( surfaceNormal, eyeDirection ) ) * waterColor;\n\t\t\t\t\tvec3 albedo = mix( ( sunColor * diffuseLight * 0.3 + scatter ) * getShadowMask(), ( vec3( 0.1 ) + reflectionSample * 0.9 + reflectionSample * specularLight ), reflectance);\n\t\t\t\t\tvec3 outgoingLight = albedo;\n\t\t\t\t\tgl_FragColor = vec4( outgoingLight, alpha );\n\n\t\t\t\t\t#include <tonemapping_fragment>\n\t\t\t\t\t#include <fog_fragment>\n\t\t\t\t}"},N=new t.ShaderMaterial({fragmentShader:L.fragmentShader,vertexShader:L.vertexShader,uniforms:t.UniformsUtils.clone(L.uniforms),lights:!0,side:p,fog:x});N.uniforms.mirrorSampler.value=z.texture,N.uniforms.textureMatrix.value=P,N.uniforms.alpha.value=l,N.uniforms.time.value=s,N.uniforms.normalSampler.value=u,N.uniforms.sunColor.value=m,N.uniforms.waterColor.value=d,N.uniforms.sunDirection.value=c,N.uniforms.distortionScale.value=f,N.uniforms.eye.value=v,o.material=N,o.onBeforeRender=function(t,e,r){if(h.setFromMatrixPosition(o.matrixWorld),y.setFromMatrixPosition(r.matrixWorld),C.extractRotation(o.matrixWorld),w.set(0,0,1),w.applyMatrix4(C),_.subVectors(h,y),_.dot(w)>0)return;_.reflect(w).negate(),_.add(h),C.extractRotation(r.matrixWorld),M.set(0,0,-1),M.applyMatrix4(C),M.add(y),b.subVectors(h,M),b.reflect(w).negate(),b.add(h),V.position.copy(_),V.up.set(0,1,0),V.up.applyMatrix4(C),V.up.reflect(w),V.lookAt(b),V.far=r.far,V.updateMatrixWorld(),V.projectionMatrix.copy(r.projectionMatrix),P.set(.5,0,0,.5,0,.5,0,.5,0,0,.5,.5,0,0,0,1),P.multiply(V.projectionMatrix),P.multiply(V.matrixWorldInverse),g.setFromNormalAndCoplanarPoint(w,h),g.applyMatrix4(V.matrixWorldInverse),S.set(g.normal.x,g.normal.y,g.normal.z,g.constant);const n=V.projectionMatrix;D.x=(Math.sign(S.x)+n.elements[8])/n.elements[0],D.y=(Math.sign(S.y)+n.elements[9])/n.elements[5],D.z=-1,D.w=(1+n.elements[10])/n.elements[14],S.multiplyScalar(2/S.dot(D)),n.elements[2]=S.x,n.elements[6]=S.y,n.elements[10]=S.z+1-a,n.elements[14]=S.w,v.setFromMatrixPosition(r.matrixWorld);const i=t.getRenderTarget(),l=t.xr.enabled,s=t.shadowMap.autoUpdate;o.visible=!1,t.xr.enabled=!1,t.shadowMap.autoUpdate=!1,t.setRenderTarget(z),t.state.buffers.depth.setMask(!0),!1===t.autoClear&&t.clear(),t.render(e,V),o.visible=!0,t.xr.enabled=l,t.shadowMap.autoUpdate=s,t.setRenderTarget(i);const u=r.viewport;void 0!==u&&t.state.viewport(u)}}}e.prototype.isWater=!0,exports.Water=e;
@@ -1,22 +0,0 @@
1
- import { BufferGeometry, ColorRepresentation, Mesh, ShaderMaterial, Side, Texture, Vector3 } from 'three';
2
-
3
- export interface WaterOptions {
4
- textureWidth?: number;
5
- textureHeight?: number;
6
- clipBias?: number;
7
- alpha?: number;
8
- time?: number;
9
- waterNormals?: Texture;
10
- sunDirection?: Vector3;
11
- sunColor?: ColorRepresentation;
12
- waterColor?: ColorRepresentation;
13
- eye?: Vector3;
14
- distortionScale?: number;
15
- side?: Side;
16
- fog?: boolean;
17
- }
18
-
19
- export class Water extends Mesh {
20
- material: ShaderMaterial;
21
- constructor(geometry: BufferGeometry, options: WaterOptions);
22
- }