three-stdlib 2.22.5 → 2.22.7

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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
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  75. package/curves/NURBSSurface.cjs.js +0 -1
  76. package/curves/NURBSSurface.d.ts +0 -13
  77. package/curves/NURBSSurface.js +0 -44
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  79. package/curves/NURBSUtils.d.ts +0 -22
  80. package/curves/NURBSUtils.js +0 -375
  81. package/custom.d.cjs.js +0 -1
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  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
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  101. package/effects/StereoEffect.cjs.js +0 -1
  102. package/effects/StereoEffect.d.ts +0 -9
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  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
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  109. package/exporters/ColladaExporter.js +0 -425
  110. package/exporters/DRACOExporter.cjs.js +0 -1
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  116. package/exporters/MMDExporter.cjs.js +0 -1
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  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
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  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
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  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
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  182. package/interactive/SelectionBox.cjs.js +0 -1
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  185. package/interactive/SelectionHelper.cjs.js +0 -1
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  188. package/libs/MeshoptDecoder.cjs.js +0 -1
  189. package/libs/MeshoptDecoder.d.ts +0 -12
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  191. package/libs/MotionControllers.cjs.js +0 -1
  192. package/libs/MotionControllers.d.ts +0 -132
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  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
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  203. package/lines/LineGeometry.cjs.js +0 -1
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  215. package/lines/Wireframe.cjs.js +0 -1
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  221. package/loaders/3DMLoader.cjs.js +0 -1
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@@ -1,73 +0,0 @@
1
- import * as THREE from 'three';
2
-
3
- var camera, scene, renderer, group;
4
-
5
- function init(canvas, width, height, pixelRatio, path) {
6
- camera = new THREE.PerspectiveCamera(40, width / height, 1, 1000);
7
- camera.position.z = 200;
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- scene = new THREE.Scene();
9
- scene.fog = new THREE.Fog(0x444466, 100, 400);
10
- scene.background = new THREE.Color(0x444466);
11
- group = new THREE.Group();
12
- scene.add(group); // we don't use ImageLoader since it has a DOM dependency (HTML5 image element)
13
-
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- var loader = new THREE.ImageBitmapLoader().setPath(path);
15
- loader.setOptions({
16
- imageOrientation: 'flipY'
17
- });
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- loader.load('textures/matcaps/matcap-porcelain-white.jpg', function (imageBitmap) {
19
- var texture = new THREE.CanvasTexture(imageBitmap);
20
- var geometry = new THREE.IcosahedronGeometry(5, 8);
21
- var materials = [new THREE.MeshMatcapMaterial({
22
- color: 0xaa24df,
23
- matcap: texture
24
- }), new THREE.MeshMatcapMaterial({
25
- color: 0x605d90,
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- matcap: texture
27
- }), new THREE.MeshMatcapMaterial({
28
- color: 0xe04a3f,
29
- matcap: texture
30
- }), new THREE.MeshMatcapMaterial({
31
- color: 0xe30456,
32
- matcap: texture
33
- })];
34
-
35
- for (let i = 0; i < 100; i++) {
36
- var material = materials[i % materials.length];
37
- var mesh = new THREE.Mesh(geometry, material);
38
- mesh.position.x = random() * 200 - 100;
39
- mesh.position.y = random() * 200 - 100;
40
- mesh.position.z = random() * 200 - 100;
41
- mesh.scale.setScalar(random() + 1);
42
- group.add(mesh);
43
- }
44
-
45
- renderer = new THREE.WebGLRenderer({
46
- antialias: true,
47
- canvas: canvas
48
- });
49
- renderer.setPixelRatio(pixelRatio);
50
- renderer.setSize(width, height, false);
51
- animate();
52
- });
53
- }
54
-
55
- function animate() {
56
- // group.rotation.x = Date.now() / 4000;
57
- group.rotation.y = -Date.now() / 4000;
58
- renderer.render(scene, camera);
59
-
60
- if (self.requestAnimationFrame) {
61
- self.requestAnimationFrame(animate);
62
- }
63
- } // PRNG
64
-
65
-
66
- var seed = 1;
67
-
68
- function random() {
69
- var x = Math.sin(seed++) * 10000;
70
- return x - Math.floor(x);
71
- }
72
-
73
- export default init;
@@ -1 +0,0 @@
1
- "use strict";function t(t,e,n,o){const i=e.x(),s=e.y(),r=e.z(),a=e.w(),c=i+i,d=s+s,l=r+r,u=i*c,w=i*d,y=i*l,f=s*d,g=s*l,b=r*l,h=a*c,m=a*d,p=a*l;n[o+0]=1-(f+b),n[o+1]=w+p,n[o+2]=y-m,n[o+3]=0,n[o+4]=w-p,n[o+5]=1-(u+b),n[o+6]=g+h,n[o+7]=0,n[o+8]=y+m,n[o+9]=g-h,n[o+10]=1-(u+f),n[o+11]=0,n[o+12]=t.x(),n[o+13]=t.y(),n[o+14]=t.z(),n[o+15]=1}Object.defineProperty(exports,"__esModule",{value:!0}),exports.AmmoPhysics=async function(){if("Ammo"in window==!1)return void console.error("AmmoPhysics: Couldn't find Ammo.js");const e=await Ammo(),n=new e.btDefaultCollisionConfiguration,o=new e.btCollisionDispatcher(n),i=new e.btDbvtBroadphase,s=new e.btSequentialImpulseConstraintSolver,r=new e.btDiscreteDynamicsWorld(o,i,s,n);r.setGravity(new e.btVector3(0,-9.8,0));const a=new e.btTransform,c=[],d=new WeakMap;let l=0;return setInterval((function(){const e=performance.now();if(l>0){const t=(e-l)/1e3;r.stepSimulation(t,10)}l=e;for(let e=0,n=c.length;e<n;e++){const n=c[e];if(n.isInstancedMesh){const e=n.instanceMatrix.array,o=d.get(n);for(let n=0;n<o.length;n++){o[n].getMotionState().getWorldTransform(a);t(a.getOrigin(),a.getRotation(),e,16*n)}n.instanceMatrix.needsUpdate=!0}else if(n.isMesh){d.get(n).getMotionState().getWorldTransform(a);const t=a.getOrigin(),e=a.getRotation();n.position.set(t.x(),t.y(),t.z()),n.quaternion.set(e.x(),e.y(),e.z(),e.w())}}}),1e3/60),{addMesh:function(t,n=0){const o=function(t){const n=t.parameters;if("BoxGeometry"===t.type){const t=void 0!==n.width?n.width/2:.5,o=void 0!==n.height?n.height/2:.5,i=void 0!==n.depth?n.depth/2:.5,s=new e.btBoxShape(new e.btVector3(t,o,i));return s.setMargin(.05),s}if("SphereGeometry"===t.type||"IcosahedronGeometry"===t.type){const t=void 0!==n.radius?n.radius:1,o=new e.btSphereShape(t);return o.setMargin(.05),o}return null}(t.geometry);null!==o&&(t.isInstancedMesh?function(t,n,o){const i=t.instanceMatrix.array,s=[];for(let a=0;a<t.count;a++){const t=16*a,c=new e.btTransform;c.setFromOpenGLMatrix(i.slice(t,t+16));const d=new e.btDefaultMotionState(c),l=new e.btVector3(0,0,0);o.calculateLocalInertia(n,l);const u=new e.btRigidBodyConstructionInfo(n,d,o,l),w=new e.btRigidBody(u);r.addRigidBody(w),s.push(w)}n>0&&(t.instanceMatrix.setUsage(35048),c.push(t),d.set(t,s))}(t,n,o):t.isMesh&&function(t,n,o){const i=t.position,s=t.quaternion,a=new e.btTransform;a.setIdentity(),a.setOrigin(new e.btVector3(i.x,i.y,i.z)),a.setRotation(new e.btQuaternion(s.x,s.y,s.z,s.w));const l=new e.btDefaultMotionState(a),u=new e.btVector3(0,0,0);o.calculateLocalInertia(n,u);const w=new e.btRigidBodyConstructionInfo(n,l,o,u),y=new e.btRigidBody(w);r.addRigidBody(y),n>0&&(c.push(t),d.set(t,y))}(t,n,o))},setMeshPosition:function(t,n,o=0){if(t.isInstancedMesh){const i=d.get(t)[o];i.setAngularVelocity(new e.btVector3(0,0,0)),i.setLinearVelocity(new e.btVector3(0,0,0)),a.setIdentity(),a.setOrigin(new e.btVector3(n.x,n.y,n.z)),i.setWorldTransform(a)}else if(t.isMesh){const o=d.get(t);o.setAngularVelocity(new e.btVector3(0,0,0)),o.setLinearVelocity(new e.btVector3(0,0,0)),a.setIdentity(),a.setOrigin(new e.btVector3(n.x,n.y,n.z)),o.setWorldTransform(a)}}}};
@@ -1,7 +0,0 @@
1
- import { Mesh, Vector3 } from 'three';
2
-
3
- export class AmmoPhysics {
4
- constructor();
5
- addMesh(mesh: Mesh, mass: number): void;
6
- setMeshPosition(mesh: Mesh, position: Vector3, index: number): void;
7
- }
@@ -1,206 +0,0 @@
1
- async function AmmoPhysics() {
2
- if ('Ammo' in window === false) {
3
- console.error("AmmoPhysics: Couldn't find Ammo.js");
4
- return;
5
- }
6
-
7
- const AmmoLib = await Ammo(); // eslint-disable-line no-undef
8
-
9
- const frameRate = 60;
10
- const collisionConfiguration = new AmmoLib.btDefaultCollisionConfiguration();
11
- const dispatcher = new AmmoLib.btCollisionDispatcher(collisionConfiguration);
12
- const broadphase = new AmmoLib.btDbvtBroadphase();
13
- const solver = new AmmoLib.btSequentialImpulseConstraintSolver();
14
- const world = new AmmoLib.btDiscreteDynamicsWorld(dispatcher, broadphase, solver, collisionConfiguration);
15
- world.setGravity(new AmmoLib.btVector3(0, -9.8, 0));
16
- const worldTransform = new AmmoLib.btTransform(); //
17
-
18
- function getShape(geometry) {
19
- const parameters = geometry.parameters; // TODO change type to is*
20
-
21
- if (geometry.type === 'BoxGeometry') {
22
- const sx = parameters.width !== undefined ? parameters.width / 2 : 0.5;
23
- const sy = parameters.height !== undefined ? parameters.height / 2 : 0.5;
24
- const sz = parameters.depth !== undefined ? parameters.depth / 2 : 0.5;
25
- const shape = new AmmoLib.btBoxShape(new AmmoLib.btVector3(sx, sy, sz));
26
- shape.setMargin(0.05);
27
- return shape;
28
- } else if (geometry.type === 'SphereGeometry' || geometry.type === 'IcosahedronGeometry') {
29
- const radius = parameters.radius !== undefined ? parameters.radius : 1;
30
- const shape = new AmmoLib.btSphereShape(radius);
31
- shape.setMargin(0.05);
32
- return shape;
33
- }
34
-
35
- return null;
36
- }
37
-
38
- const meshes = [];
39
- const meshMap = new WeakMap();
40
-
41
- function addMesh(mesh, mass = 0) {
42
- const shape = getShape(mesh.geometry);
43
-
44
- if (shape !== null) {
45
- if (mesh.isInstancedMesh) {
46
- handleInstancedMesh(mesh, mass, shape);
47
- } else if (mesh.isMesh) {
48
- handleMesh(mesh, mass, shape);
49
- }
50
- }
51
- }
52
-
53
- function handleMesh(mesh, mass, shape) {
54
- const position = mesh.position;
55
- const quaternion = mesh.quaternion;
56
- const transform = new AmmoLib.btTransform();
57
- transform.setIdentity();
58
- transform.setOrigin(new AmmoLib.btVector3(position.x, position.y, position.z));
59
- transform.setRotation(new AmmoLib.btQuaternion(quaternion.x, quaternion.y, quaternion.z, quaternion.w));
60
- const motionState = new AmmoLib.btDefaultMotionState(transform);
61
- const localInertia = new AmmoLib.btVector3(0, 0, 0);
62
- shape.calculateLocalInertia(mass, localInertia);
63
- const rbInfo = new AmmoLib.btRigidBodyConstructionInfo(mass, motionState, shape, localInertia);
64
- const body = new AmmoLib.btRigidBody(rbInfo); // body.setFriction( 4 );
65
-
66
- world.addRigidBody(body);
67
-
68
- if (mass > 0) {
69
- meshes.push(mesh);
70
- meshMap.set(mesh, body);
71
- }
72
- }
73
-
74
- function handleInstancedMesh(mesh, mass, shape) {
75
- const array = mesh.instanceMatrix.array;
76
- const bodies = [];
77
-
78
- for (let i = 0; i < mesh.count; i++) {
79
- const index = i * 16;
80
- const transform = new AmmoLib.btTransform();
81
- transform.setFromOpenGLMatrix(array.slice(index, index + 16));
82
- const motionState = new AmmoLib.btDefaultMotionState(transform);
83
- const localInertia = new AmmoLib.btVector3(0, 0, 0);
84
- shape.calculateLocalInertia(mass, localInertia);
85
- const rbInfo = new AmmoLib.btRigidBodyConstructionInfo(mass, motionState, shape, localInertia);
86
- const body = new AmmoLib.btRigidBody(rbInfo);
87
- world.addRigidBody(body);
88
- bodies.push(body);
89
- }
90
-
91
- if (mass > 0) {
92
- mesh.instanceMatrix.setUsage(35048); // THREE.DynamicDrawUsage = 35048
93
-
94
- meshes.push(mesh);
95
- meshMap.set(mesh, bodies);
96
- }
97
- } //
98
-
99
-
100
- function setMeshPosition(mesh, position, index = 0) {
101
- if (mesh.isInstancedMesh) {
102
- const bodies = meshMap.get(mesh);
103
- const body = bodies[index];
104
- body.setAngularVelocity(new AmmoLib.btVector3(0, 0, 0));
105
- body.setLinearVelocity(new AmmoLib.btVector3(0, 0, 0));
106
- worldTransform.setIdentity();
107
- worldTransform.setOrigin(new AmmoLib.btVector3(position.x, position.y, position.z));
108
- body.setWorldTransform(worldTransform);
109
- } else if (mesh.isMesh) {
110
- const body = meshMap.get(mesh);
111
- body.setAngularVelocity(new AmmoLib.btVector3(0, 0, 0));
112
- body.setLinearVelocity(new AmmoLib.btVector3(0, 0, 0));
113
- worldTransform.setIdentity();
114
- worldTransform.setOrigin(new AmmoLib.btVector3(position.x, position.y, position.z));
115
- body.setWorldTransform(worldTransform);
116
- }
117
- } //
118
-
119
-
120
- let lastTime = 0;
121
-
122
- function step() {
123
- const time = performance.now();
124
-
125
- if (lastTime > 0) {
126
- const delta = (time - lastTime) / 1000; // console.time( 'world.step' );
127
-
128
- world.stepSimulation(delta, 10); // console.timeEnd( 'world.step' );
129
- }
130
-
131
- lastTime = time; //
132
-
133
- for (let i = 0, l = meshes.length; i < l; i++) {
134
- const mesh = meshes[i];
135
-
136
- if (mesh.isInstancedMesh) {
137
- const array = mesh.instanceMatrix.array;
138
- const bodies = meshMap.get(mesh);
139
-
140
- for (let j = 0; j < bodies.length; j++) {
141
- const body = bodies[j];
142
- const motionState = body.getMotionState();
143
- motionState.getWorldTransform(worldTransform);
144
- const position = worldTransform.getOrigin();
145
- const quaternion = worldTransform.getRotation();
146
- compose(position, quaternion, array, j * 16);
147
- }
148
-
149
- mesh.instanceMatrix.needsUpdate = true;
150
- } else if (mesh.isMesh) {
151
- const body = meshMap.get(mesh);
152
- const motionState = body.getMotionState();
153
- motionState.getWorldTransform(worldTransform);
154
- const position = worldTransform.getOrigin();
155
- const quaternion = worldTransform.getRotation();
156
- mesh.position.set(position.x(), position.y(), position.z());
157
- mesh.quaternion.set(quaternion.x(), quaternion.y(), quaternion.z(), quaternion.w());
158
- }
159
- }
160
- } // animate
161
-
162
-
163
- setInterval(step, 1000 / frameRate);
164
- return {
165
- addMesh: addMesh,
166
- setMeshPosition: setMeshPosition // addCompoundMesh
167
-
168
- };
169
- }
170
-
171
- function compose(position, quaternion, array, index) {
172
- const x = quaternion.x(),
173
- y = quaternion.y(),
174
- z = quaternion.z(),
175
- w = quaternion.w();
176
- const x2 = x + x,
177
- y2 = y + y,
178
- z2 = z + z;
179
- const xx = x * x2,
180
- xy = x * y2,
181
- xz = x * z2;
182
- const yy = y * y2,
183
- yz = y * z2,
184
- zz = z * z2;
185
- const wx = w * x2,
186
- wy = w * y2,
187
- wz = w * z2;
188
- array[index + 0] = 1 - (yy + zz);
189
- array[index + 1] = xy + wz;
190
- array[index + 2] = xz - wy;
191
- array[index + 3] = 0;
192
- array[index + 4] = xy - wz;
193
- array[index + 5] = 1 - (xx + zz);
194
- array[index + 6] = yz + wx;
195
- array[index + 7] = 0;
196
- array[index + 8] = xz + wy;
197
- array[index + 9] = yz - wx;
198
- array[index + 10] = 1 - (xx + yy);
199
- array[index + 11] = 0;
200
- array[index + 12] = position.x();
201
- array[index + 13] = position.y();
202
- array[index + 14] = position.z();
203
- array[index + 15] = 1;
204
- }
205
-
206
- export { AmmoPhysics };
@@ -1 +0,0 @@
1
- "use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e=require("three"),i=require("./Pass.cjs.js"),a=require("../shaders/CopyShader.cjs.js"),t=require("../shaders/LuminosityShader.cjs.js"),n=require("../shaders/ToneMapShader.cjs.js");require("@babel/runtime/helpers/defineProperty");var r=function(r,s){this.resolution=void 0!==s?s:256,this.needsInit=!0,this.adaptive=void 0===r||!!r,this.luminanceRT=null,this.previousLuminanceRT=null,this.currentLuminanceRT=null,void 0===a.CopyShader&&console.error("THREE.AdaptiveToneMappingPass relies on CopyShader");var u=a.CopyShader;this.copyUniforms=e.UniformsUtils.clone(u.uniforms),this.materialCopy=new e.ShaderMaterial({uniforms:this.copyUniforms,vertexShader:u.vertexShader,fragmentShader:u.fragmentShader,blending:e.NoBlending,depthTest:!1}),void 0===t.LuminosityShader&&console.error("THREE.AdaptiveToneMappingPass relies on LuminosityShader"),this.materialLuminance=new e.ShaderMaterial({uniforms:e.UniformsUtils.clone(t.LuminosityShader.uniforms),vertexShader:t.LuminosityShader.vertexShader,fragmentShader:t.LuminosityShader.fragmentShader,blending:e.NoBlending}),this.adaptLuminanceShader={defines:{MIP_LEVEL_1X1:(Math.log(this.resolution)/Math.log(2)).toFixed(1)},uniforms:{lastLum:{value:null},currentLum:{value:null},minLuminance:{value:.01},delta:{value:.016},tau:{value:1}},vertexShader:["varying vec2 vUv;","void main() {","\tvUv = uv;","\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );","}"].join("\n"),fragmentShader:["varying vec2 vUv;","uniform sampler2D lastLum;","uniform sampler2D currentLum;","uniform float minLuminance;","uniform float delta;","uniform float tau;","void main() {","\tvec4 lastLum = texture2D( lastLum, vUv, MIP_LEVEL_1X1 );","\tvec4 currentLum = texture2D( currentLum, vUv, MIP_LEVEL_1X1 );","\tfloat fLastLum = max( minLuminance, lastLum.r );","\tfloat fCurrentLum = max( minLuminance, currentLum.r );","\tfCurrentLum *= fCurrentLum;","\tfloat fAdaptedLum = fLastLum + (fCurrentLum - fLastLum) * (1.0 - exp(-delta * tau));","\tgl_FragColor.r = fAdaptedLum;","}"].join("\n")},this.materialAdaptiveLum=new e.ShaderMaterial({uniforms:e.UniformsUtils.clone(this.adaptLuminanceShader.uniforms),vertexShader:this.adaptLuminanceShader.vertexShader,fragmentShader:this.adaptLuminanceShader.fragmentShader,defines:Object.assign({},this.adaptLuminanceShader.defines),blending:e.NoBlending}),void 0===n.ToneMapShader&&console.error("THREE.AdaptiveToneMappingPass relies on ToneMapShader"),this.materialToneMap=new e.ShaderMaterial({uniforms:e.UniformsUtils.clone(n.ToneMapShader.uniforms),vertexShader:n.ToneMapShader.vertexShader,fragmentShader:n.ToneMapShader.fragmentShader,blending:e.NoBlending}),this.fsQuad=new i.FullScreenQuad(null)};r.prototype=Object.assign(Object.create(i.Pass.prototype),{constructor:r,render:function(e,i,a,t){this.needsInit&&(this.reset(e),this.luminanceRT.texture.type=a.texture.type,this.previousLuminanceRT.texture.type=a.texture.type,this.currentLuminanceRT.texture.type=a.texture.type,this.needsInit=!1),this.adaptive&&(this.fsQuad.material=this.materialLuminance,this.materialLuminance.uniforms.tDiffuse.value=a.texture,e.setRenderTarget(this.currentLuminanceRT),this.fsQuad.render(e),this.fsQuad.material=this.materialAdaptiveLum,this.materialAdaptiveLum.uniforms.delta.value=t,this.materialAdaptiveLum.uniforms.lastLum.value=this.previousLuminanceRT.texture,this.materialAdaptiveLum.uniforms.currentLum.value=this.currentLuminanceRT.texture,e.setRenderTarget(this.luminanceRT),this.fsQuad.render(e),this.fsQuad.material=this.materialCopy,this.copyUniforms.tDiffuse.value=this.luminanceRT.texture,e.setRenderTarget(this.previousLuminanceRT),this.fsQuad.render(e)),this.fsQuad.material=this.materialToneMap,this.materialToneMap.uniforms.tDiffuse.value=a.texture,this.renderToScreen?(e.setRenderTarget(null),this.fsQuad.render(e)):(e.setRenderTarget(i),this.clear&&e.clear(),this.fsQuad.render(e))},reset:function(){this.luminanceRT&&this.luminanceRT.dispose(),this.currentLuminanceRT&&this.currentLuminanceRT.dispose(),this.previousLuminanceRT&&this.previousLuminanceRT.dispose();var i={minFilter:e.LinearFilter,magFilter:e.LinearFilter,format:e.RGBAFormat};this.luminanceRT=new e.WebGLRenderTarget(this.resolution,this.resolution,i),this.luminanceRT.texture.name="AdaptiveToneMappingPass.l",this.luminanceRT.texture.generateMipmaps=!1,this.previousLuminanceRT=new e.WebGLRenderTarget(this.resolution,this.resolution,i),this.previousLuminanceRT.texture.name="AdaptiveToneMappingPass.pl",this.previousLuminanceRT.texture.generateMipmaps=!1,i.minFilter=e.LinearMipmapLinearFilter,i.generateMipmaps=!0,this.currentLuminanceRT=new e.WebGLRenderTarget(this.resolution,this.resolution,i),this.currentLuminanceRT.texture.name="AdaptiveToneMappingPass.cl",this.adaptive&&(this.materialToneMap.defines.ADAPTED_LUMINANCE="",this.materialToneMap.uniforms.luminanceMap.value=this.luminanceRT.texture),this.fsQuad.material=new e.MeshBasicMaterial({color:7829367}),this.materialLuminance.needsUpdate=!0,this.materialAdaptiveLum.needsUpdate=!0,this.materialToneMap.needsUpdate=!0},setAdaptive:function(e){e?(this.adaptive=!0,this.materialToneMap.defines.ADAPTED_LUMINANCE="",this.materialToneMap.uniforms.luminanceMap.value=this.luminanceRT.texture):(this.adaptive=!1,delete this.materialToneMap.defines.ADAPTED_LUMINANCE,this.materialToneMap.uniforms.luminanceMap.value=null),this.materialToneMap.needsUpdate=!0},setAdaptionRate:function(e){e&&(this.materialAdaptiveLum.uniforms.tau.value=Math.abs(e))},setMinLuminance:function(e){e&&(this.materialToneMap.uniforms.minLuminance.value=e,this.materialAdaptiveLum.uniforms.minLuminance.value=e)},setMaxLuminance:function(e){e&&(this.materialToneMap.uniforms.maxLuminance.value=e)},setAverageLuminance:function(e){e&&(this.materialToneMap.uniforms.averageLuminance.value=e)},setMiddleGrey:function(e){e&&(this.materialToneMap.uniforms.middleGrey.value=e)},dispose:function(){this.luminanceRT&&this.luminanceRT.dispose(),this.previousLuminanceRT&&this.previousLuminanceRT.dispose(),this.currentLuminanceRT&&this.currentLuminanceRT.dispose(),this.materialLuminance&&this.materialLuminance.dispose(),this.materialAdaptiveLum&&this.materialAdaptiveLum.dispose(),this.materialCopy&&this.materialCopy.dispose(),this.materialToneMap&&this.materialToneMap.dispose()}}),exports.AdaptiveToneMappingPass=r;
@@ -1,29 +0,0 @@
1
- import { WebGLRenderTarget, ShaderMaterial } from 'three';
2
-
3
- import { Pass } from './Pass';
4
-
5
- export class AdaptiveToneMappingPass extends Pass {
6
- constructor(adaptive?: boolean, resolution?: number);
7
- adaptive: boolean;
8
- resolution: number;
9
- needsInit: number;
10
- luminanceRT: WebGLRenderTarget;
11
- previousLuminanceRT: WebGLRenderTarget;
12
- currentLuminanceRT: WebGLRenderTarget;
13
- copyUniforms: object;
14
- materialCopy: ShaderMaterial;
15
- materialLuminance: ShaderMaterial;
16
- adaptLuminanceShader: object;
17
- materialAdaptiveLum: ShaderMaterial;
18
- materialToneMap: ShaderMaterial;
19
- fsQuad: object;
20
-
21
- reset(): void;
22
- setAdaptive(adaptive: boolean): void;
23
- setAdaptionRate(rate: number): void;
24
- setMinLuminance(minLum: number): void;
25
- setMaxLuminance(maxLum: number): void;
26
- setAverageLuminance(avgLum: number): void;
27
- setMiddleGrey(middleGrey: number): void;
28
- dispose(): void;
29
- }
@@ -1,247 +0,0 @@
1
- import { UniformsUtils, ShaderMaterial, NoBlending, WebGLRenderTarget, LinearMipmapLinearFilter, MeshBasicMaterial, LinearFilter, RGBAFormat } from 'three';
2
- import { FullScreenQuad, Pass } from './Pass.js';
3
- import { CopyShader } from '../shaders/CopyShader.js';
4
- import { LuminosityShader } from '../shaders/LuminosityShader.js';
5
- import { ToneMapShader } from '../shaders/ToneMapShader.js';
6
-
7
- /**
8
- * Generate a texture that represents the luminosity of the current scene, adapted over time
9
- * to simulate the optic nerve responding to the amount of light it is receiving.
10
- * Based on a GDC2007 presentation by Wolfgang Engel titled "Post-Processing Pipeline"
11
- *
12
- * Full-screen tone-mapping shader based on http://www.graphics.cornell.edu/~jaf/publications/sig02_paper.pdf
13
- */
14
-
15
- var AdaptiveToneMappingPass = function (adaptive, resolution) {
16
- this.resolution = resolution !== undefined ? resolution : 256;
17
- this.needsInit = true;
18
- this.adaptive = adaptive !== undefined ? !!adaptive : true;
19
- this.luminanceRT = null;
20
- this.previousLuminanceRT = null;
21
- this.currentLuminanceRT = null;
22
- if (CopyShader === undefined) console.error('THREE.AdaptiveToneMappingPass relies on CopyShader');
23
- var copyShader = CopyShader;
24
- this.copyUniforms = UniformsUtils.clone(copyShader.uniforms);
25
- this.materialCopy = new ShaderMaterial({
26
- uniforms: this.copyUniforms,
27
- vertexShader: copyShader.vertexShader,
28
- fragmentShader: copyShader.fragmentShader,
29
- blending: NoBlending,
30
- depthTest: false
31
- });
32
- if (LuminosityShader === undefined) console.error('THREE.AdaptiveToneMappingPass relies on LuminosityShader');
33
- this.materialLuminance = new ShaderMaterial({
34
- uniforms: UniformsUtils.clone(LuminosityShader.uniforms),
35
- vertexShader: LuminosityShader.vertexShader,
36
- fragmentShader: LuminosityShader.fragmentShader,
37
- blending: NoBlending
38
- });
39
- this.adaptLuminanceShader = {
40
- defines: {
41
- MIP_LEVEL_1X1: (Math.log(this.resolution) / Math.log(2.0)).toFixed(1)
42
- },
43
- uniforms: {
44
- lastLum: {
45
- value: null
46
- },
47
- currentLum: {
48
- value: null
49
- },
50
- minLuminance: {
51
- value: 0.01
52
- },
53
- delta: {
54
- value: 0.016
55
- },
56
- tau: {
57
- value: 1.0
58
- }
59
- },
60
- vertexShader: ['varying vec2 vUv;', 'void main() {', ' vUv = uv;', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', '}'].join('\n'),
61
- fragmentShader: ['varying vec2 vUv;', 'uniform sampler2D lastLum;', 'uniform sampler2D currentLum;', 'uniform float minLuminance;', 'uniform float delta;', 'uniform float tau;', 'void main() {', ' vec4 lastLum = texture2D( lastLum, vUv, MIP_LEVEL_1X1 );', ' vec4 currentLum = texture2D( currentLum, vUv, MIP_LEVEL_1X1 );', ' float fLastLum = max( minLuminance, lastLum.r );', ' float fCurrentLum = max( minLuminance, currentLum.r );', //The adaption seems to work better in extreme lighting differences
62
- //if the input luminance is squared.
63
- ' fCurrentLum *= fCurrentLum;', // Adapt the luminance using Pattanaik's technique
64
- ' float fAdaptedLum = fLastLum + (fCurrentLum - fLastLum) * (1.0 - exp(-delta * tau));', // "fAdaptedLum = sqrt(fAdaptedLum);",
65
- ' gl_FragColor.r = fAdaptedLum;', '}'].join('\n')
66
- };
67
- this.materialAdaptiveLum = new ShaderMaterial({
68
- uniforms: UniformsUtils.clone(this.adaptLuminanceShader.uniforms),
69
- vertexShader: this.adaptLuminanceShader.vertexShader,
70
- fragmentShader: this.adaptLuminanceShader.fragmentShader,
71
- defines: Object.assign({}, this.adaptLuminanceShader.defines),
72
- blending: NoBlending
73
- });
74
- if (ToneMapShader === undefined) console.error('THREE.AdaptiveToneMappingPass relies on ToneMapShader');
75
- this.materialToneMap = new ShaderMaterial({
76
- uniforms: UniformsUtils.clone(ToneMapShader.uniforms),
77
- vertexShader: ToneMapShader.vertexShader,
78
- fragmentShader: ToneMapShader.fragmentShader,
79
- blending: NoBlending
80
- });
81
- this.fsQuad = new FullScreenQuad(null);
82
- };
83
-
84
- AdaptiveToneMappingPass.prototype = Object.assign(Object.create(Pass.prototype), {
85
- constructor: AdaptiveToneMappingPass,
86
- render: function (renderer, writeBuffer, readBuffer, deltaTime
87
- /*, maskActive*/
88
- ) {
89
- if (this.needsInit) {
90
- this.reset(renderer);
91
- this.luminanceRT.texture.type = readBuffer.texture.type;
92
- this.previousLuminanceRT.texture.type = readBuffer.texture.type;
93
- this.currentLuminanceRT.texture.type = readBuffer.texture.type;
94
- this.needsInit = false;
95
- }
96
-
97
- if (this.adaptive) {
98
- //Render the luminance of the current scene into a render target with mipmapping enabled
99
- this.fsQuad.material = this.materialLuminance;
100
- this.materialLuminance.uniforms.tDiffuse.value = readBuffer.texture;
101
- renderer.setRenderTarget(this.currentLuminanceRT);
102
- this.fsQuad.render(renderer); //Use the new luminance values, the previous luminance and the frame delta to
103
- //adapt the luminance over time.
104
-
105
- this.fsQuad.material = this.materialAdaptiveLum;
106
- this.materialAdaptiveLum.uniforms.delta.value = deltaTime;
107
- this.materialAdaptiveLum.uniforms.lastLum.value = this.previousLuminanceRT.texture;
108
- this.materialAdaptiveLum.uniforms.currentLum.value = this.currentLuminanceRT.texture;
109
- renderer.setRenderTarget(this.luminanceRT);
110
- this.fsQuad.render(renderer); //Copy the new adapted luminance value so that it can be used by the next frame.
111
-
112
- this.fsQuad.material = this.materialCopy;
113
- this.copyUniforms.tDiffuse.value = this.luminanceRT.texture;
114
- renderer.setRenderTarget(this.previousLuminanceRT);
115
- this.fsQuad.render(renderer);
116
- }
117
-
118
- this.fsQuad.material = this.materialToneMap;
119
- this.materialToneMap.uniforms.tDiffuse.value = readBuffer.texture;
120
-
121
- if (this.renderToScreen) {
122
- renderer.setRenderTarget(null);
123
- this.fsQuad.render(renderer);
124
- } else {
125
- renderer.setRenderTarget(writeBuffer);
126
- if (this.clear) renderer.clear();
127
- this.fsQuad.render(renderer);
128
- }
129
- },
130
- reset: function () {
131
- // render targets
132
- if (this.luminanceRT) {
133
- this.luminanceRT.dispose();
134
- }
135
-
136
- if (this.currentLuminanceRT) {
137
- this.currentLuminanceRT.dispose();
138
- }
139
-
140
- if (this.previousLuminanceRT) {
141
- this.previousLuminanceRT.dispose();
142
- }
143
-
144
- var pars = {
145
- minFilter: LinearFilter,
146
- magFilter: LinearFilter,
147
- format: RGBAFormat
148
- }; // was RGB format. changed to RGBA format. see discussion in #8415 / #8450
149
-
150
- this.luminanceRT = new WebGLRenderTarget(this.resolution, this.resolution, pars);
151
- this.luminanceRT.texture.name = 'AdaptiveToneMappingPass.l';
152
- this.luminanceRT.texture.generateMipmaps = false;
153
- this.previousLuminanceRT = new WebGLRenderTarget(this.resolution, this.resolution, pars);
154
- this.previousLuminanceRT.texture.name = 'AdaptiveToneMappingPass.pl';
155
- this.previousLuminanceRT.texture.generateMipmaps = false; // We only need mipmapping for the current luminosity because we want a down-sampled version to sample in our adaptive shader
156
-
157
- pars.minFilter = LinearMipmapLinearFilter;
158
- pars.generateMipmaps = true;
159
- this.currentLuminanceRT = new WebGLRenderTarget(this.resolution, this.resolution, pars);
160
- this.currentLuminanceRT.texture.name = 'AdaptiveToneMappingPass.cl';
161
-
162
- if (this.adaptive) {
163
- this.materialToneMap.defines['ADAPTED_LUMINANCE'] = '';
164
- this.materialToneMap.uniforms.luminanceMap.value = this.luminanceRT.texture;
165
- } //Put something in the adaptive luminance texture so that the scene can render initially
166
-
167
-
168
- this.fsQuad.material = new MeshBasicMaterial({
169
- color: 0x777777
170
- });
171
- this.materialLuminance.needsUpdate = true;
172
- this.materialAdaptiveLum.needsUpdate = true;
173
- this.materialToneMap.needsUpdate = true; // renderer.render( this.scene, this.camera, this.luminanceRT );
174
- // renderer.render( this.scene, this.camera, this.previousLuminanceRT );
175
- // renderer.render( this.scene, this.camera, this.currentLuminanceRT );
176
- },
177
- setAdaptive: function (adaptive) {
178
- if (adaptive) {
179
- this.adaptive = true;
180
- this.materialToneMap.defines['ADAPTED_LUMINANCE'] = '';
181
- this.materialToneMap.uniforms.luminanceMap.value = this.luminanceRT.texture;
182
- } else {
183
- this.adaptive = false;
184
- delete this.materialToneMap.defines['ADAPTED_LUMINANCE'];
185
- this.materialToneMap.uniforms.luminanceMap.value = null;
186
- }
187
-
188
- this.materialToneMap.needsUpdate = true;
189
- },
190
- setAdaptionRate: function (rate) {
191
- if (rate) {
192
- this.materialAdaptiveLum.uniforms.tau.value = Math.abs(rate);
193
- }
194
- },
195
- setMinLuminance: function (minLum) {
196
- if (minLum) {
197
- this.materialToneMap.uniforms.minLuminance.value = minLum;
198
- this.materialAdaptiveLum.uniforms.minLuminance.value = minLum;
199
- }
200
- },
201
- setMaxLuminance: function (maxLum) {
202
- if (maxLum) {
203
- this.materialToneMap.uniforms.maxLuminance.value = maxLum;
204
- }
205
- },
206
- setAverageLuminance: function (avgLum) {
207
- if (avgLum) {
208
- this.materialToneMap.uniforms.averageLuminance.value = avgLum;
209
- }
210
- },
211
- setMiddleGrey: function (middleGrey) {
212
- if (middleGrey) {
213
- this.materialToneMap.uniforms.middleGrey.value = middleGrey;
214
- }
215
- },
216
- dispose: function () {
217
- if (this.luminanceRT) {
218
- this.luminanceRT.dispose();
219
- }
220
-
221
- if (this.previousLuminanceRT) {
222
- this.previousLuminanceRT.dispose();
223
- }
224
-
225
- if (this.currentLuminanceRT) {
226
- this.currentLuminanceRT.dispose();
227
- }
228
-
229
- if (this.materialLuminance) {
230
- this.materialLuminance.dispose();
231
- }
232
-
233
- if (this.materialAdaptiveLum) {
234
- this.materialAdaptiveLum.dispose();
235
- }
236
-
237
- if (this.materialCopy) {
238
- this.materialCopy.dispose();
239
- }
240
-
241
- if (this.materialToneMap) {
242
- this.materialToneMap.dispose();
243
- }
244
- }
245
- });
246
-
247
- export { AdaptiveToneMappingPass };
@@ -1 +0,0 @@
1
- "use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e=require("@babel/runtime/helpers/defineProperty"),t=require("three"),r=require("./Pass.cjs.js"),i=require("../shaders/AfterimageShader.cjs.js");function s(e){return e&&"object"==typeof e&&"default"in e?e:{default:e}}var a=s(e);class d extends r.Pass{constructor(e=.96,s=i.AfterimageShader){super(),a.default(this,"shader",void 0),a.default(this,"uniforms",void 0),a.default(this,"textureComp",void 0),a.default(this,"textureOld",void 0),a.default(this,"shaderMaterial",void 0),a.default(this,"compFsQuad",void 0),a.default(this,"copyFsQuad",void 0),this.shader=s,this.uniforms=t.UniformsUtils.clone(s.uniforms),this.uniforms.damp.value=e,this.textureComp=new t.WebGLRenderTarget(window.innerWidth,window.innerHeight,{minFilter:t.LinearFilter,magFilter:t.NearestFilter,format:t.RGBAFormat}),this.textureOld=new t.WebGLRenderTarget(window.innerWidth,window.innerHeight,{minFilter:t.LinearFilter,magFilter:t.NearestFilter,format:t.RGBAFormat}),this.shaderMaterial=new t.ShaderMaterial({uniforms:this.uniforms,vertexShader:this.shader.vertexShader,fragmentShader:this.shader.fragmentShader}),this.compFsQuad=new r.FullScreenQuad(this.shaderMaterial);let d=new t.MeshBasicMaterial;this.copyFsQuad=new r.FullScreenQuad(d)}render(e,t,r){this.uniforms.tOld.value=this.textureOld.texture,this.uniforms.tNew.value=r.texture,e.setRenderTarget(this.textureComp),this.compFsQuad.render(e),this.copyFsQuad.material.map=this.textureComp.texture,this.renderToScreen?(e.setRenderTarget(null),this.copyFsQuad.render(e)):(e.setRenderTarget(t),this.clear&&e.clear(),this.copyFsQuad.render(e));let i=this.textureOld;this.textureOld=this.textureComp,this.textureComp=i}setSize(e,t){this.textureComp.setSize(e,t),this.textureOld.setSize(e,t)}}exports.AfterimagePass=d;
@@ -1,15 +0,0 @@
1
- import { MeshBasicMaterial, WebGLRenderer, ShaderMaterial, WebGLRenderTarget } from 'three';
2
- import { Pass, FullScreenQuad } from './Pass';
3
- declare class AfterimagePass extends Pass {
4
- shader: import("../shaders/AfterimageShader").IAfterimageShader;
5
- uniforms: any;
6
- textureComp: WebGLRenderTarget;
7
- textureOld: WebGLRenderTarget;
8
- shaderMaterial: ShaderMaterial;
9
- compFsQuad: FullScreenQuad<ShaderMaterial>;
10
- copyFsQuad: FullScreenQuad<MeshBasicMaterial>;
11
- constructor(damp?: number, shader?: import("../shaders/AfterimageShader").IAfterimageShader);
12
- render(renderer: WebGLRenderer, writeBuffer: WebGLRenderTarget, readBuffer: WebGLRenderTarget): void;
13
- setSize(width: number, height: number): void;
14
- }
15
- export { AfterimagePass };