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 +0,0 @@
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- "use strict";Object.defineProperty(exports,"__esModule",{value:!0});var t=require("three"),e={compressNormals:function(e,r){e.geometry||console.error("Mesh must contain geometry. ");const a=e.geometry.attributes.normal;if(a||console.error("Geometry must contain normal attribute. "),a.isPacked)return;3!=a.itemSize&&console.error("normal.itemSize is not 3, which cannot be encoded. ");const o=a.array,i=a.count;let s;if("DEFAULT"==r){s=new Uint8Array(3*i);for(let t=0;t<o.length;t+=3){const e=this.EncodingFuncs.defaultEncode(o[t],o[t+1],o[t+2],1);s[t+0]=e[0],s[t+1]=e[1],s[t+2]=e[2]}e.geometry.setAttribute("normal",new t.BufferAttribute(s,3,!0)),e.geometry.attributes.normal.bytes=1*s.length}else if("OCT1Byte"==r){s=new Int8Array(2*i);for(let t=0;t<o.length;t+=3){const e=this.EncodingFuncs.octEncodeBest(o[t],o[t+1],o[t+2],1);s[t/3*2+0]=e[0],s[t/3*2+1]=e[1]}e.geometry.setAttribute("normal",new t.BufferAttribute(s,2,!0)),e.geometry.attributes.normal.bytes=1*s.length}else if("OCT2Byte"==r){s=new Int16Array(2*i);for(let t=0;t<o.length;t+=3){const e=this.EncodingFuncs.octEncodeBest(o[t],o[t+1],o[t+2],2);s[t/3*2+0]=e[0],s[t/3*2+1]=e[1]}e.geometry.setAttribute("normal",new t.BufferAttribute(s,2,!0)),e.geometry.attributes.normal.bytes=2*s.length}else if("ANGLES"==r){s=new Uint16Array(2*i);for(let t=0;t<o.length;t+=3){const e=this.EncodingFuncs.anglesEncode(o[t],o[t+1],o[t+2]);s[t/3*2+0]=e[0],s[t/3*2+1]=e[1]}e.geometry.setAttribute("normal",new t.BufferAttribute(s,2,!0)),e.geometry.attributes.normal.bytes=2*s.length}else console.error("Unrecognized encoding method, should be `DEFAULT` or `ANGLES` or `OCT`. ");e.geometry.attributes.normal.needsUpdate=!0,e.geometry.attributes.normal.isPacked=!0,e.geometry.attributes.normal.packingMethod=r,e.material instanceof n||(e.material=(new n).copy(e.material)),"ANGLES"==r&&(e.material.defines.USE_PACKED_NORMAL=0),"OCT1Byte"==r&&(e.material.defines.USE_PACKED_NORMAL=1),"OCT2Byte"==r&&(e.material.defines.USE_PACKED_NORMAL=1),"DEFAULT"==r&&(e.material.defines.USE_PACKED_NORMAL=2)},compressPositions:function(e){e.geometry||console.error("Mesh must contain geometry. ");const r=e.geometry.attributes.position;if(r||console.error("Geometry must contain position attribute. "),r.isPacked)return;3!=r.itemSize&&console.error("position.itemSize is not 3, which cannot be packed. ");const a=r.array,o=this.EncodingFuncs.quantizedEncode(a,2),i=o.quantized,s=o.decodeMat;null==e.geometry.boundingBox&&e.geometry.computeBoundingBox(),null==e.geometry.boundingSphere&&e.geometry.computeBoundingSphere(),e.geometry.setAttribute("position",new t.BufferAttribute(i,3)),e.geometry.attributes.position.isPacked=!0,e.geometry.attributes.position.needsUpdate=!0,e.geometry.attributes.position.bytes=2*i.length,e.material instanceof n||(e.material=(new n).copy(e.material)),e.material.defines.USE_PACKED_POSITION=0,e.material.uniforms.quantizeMatPos.value=s,e.material.uniforms.quantizeMatPos.needsUpdate=!0},compressUvs:function(e){e.geometry||console.error("Mesh must contain geometry property. ");const r=e.geometry.attributes.uv;if(r||console.error("Geometry must contain uv attribute. "),r.isPacked)return;const a={min:1/0,max:-1/0},o=r.array;for(let t=0;t<o.length;t++)a.min=Math.min(a.min,o[t]),a.max=Math.max(a.max,o[t]);let i;if(a.min>=-1&&a.max<=1){i=new Uint16Array(o.length);for(let t=0;t<o.length;t+=2){const e=this.EncodingFuncs.defaultEncode(o[t],o[t+1],0,2);i[t]=e[0],i[t+1]=e[1]}e.geometry.setAttribute("uv",new t.BufferAttribute(i,2,!0)),e.geometry.attributes.uv.isPacked=!0,e.geometry.attributes.uv.needsUpdate=!0,e.geometry.attributes.uv.bytes=2*i.length,e.material instanceof n||(e.material=(new n).copy(e.material)),e.material.defines.USE_PACKED_UV=0}else i=this.EncodingFuncs.quantizedEncodeUV(o,2),e.geometry.setAttribute("uv",new t.BufferAttribute(i.quantized,2)),e.geometry.attributes.uv.isPacked=!0,e.geometry.attributes.uv.needsUpdate=!0,e.geometry.attributes.uv.bytes=2*i.quantized.length,e.material instanceof n||(e.material=(new n).copy(e.material)),e.material.defines.USE_PACKED_UV=1,e.material.uniforms.quantizeMatUV.value=i.decodeMat,e.material.uniforms.quantizeMatUV.needsUpdate=!0},EncodingFuncs:{defaultEncode:function(t,e,n,r){if(1==r){const r=Math.round(.5*(t+1)*255),a=Math.round(.5*(e+1)*255),o=Math.round(.5*(n+1)*255);return new Uint8Array([r,a,o])}if(2==r){const r=Math.round(.5*(t+1)*65535),a=Math.round(.5*(e+1)*65535),o=Math.round(.5*(n+1)*65535);return new Uint16Array([r,a,o])}console.error("number of bytes must be 1 or 2")},defaultDecode:function(t,e){return 1==e?[t[0]/255*2-1,t[1]/255*2-1,t[2]/255*2-1]:2==e?[t[0]/65535*2-1,t[1]/65535*2-1,t[2]/65535*2-1]:void console.error("number of bytes must be 1 or 2")},anglesEncode:function(t,e,n){const r=parseInt(.5*(1+Math.atan2(e,t)/Math.PI)*65535),a=parseInt(.5*(1+n)*65535);return new Uint16Array([r,a])},octEncodeBest:function(t,e,n,r){var a,o,i,s,h;return i=a=u(t,e,n,"floor","floor"),o=d(a),h=m(t,e,n,o),o=d(a=u(t,e,n,"ceil","floor")),(s=m(t,e,n,o))>h&&(i=a,h=s),o=d(a=u(t,e,n,"floor","ceil")),(s=m(t,e,n,o))>h&&(i=a,h=s),o=d(a=u(t,e,n,"ceil","ceil")),(s=m(t,e,n,o))>h&&(i=a),i;function u(t,e,a,o,i){var s=t/(Math.abs(t)+Math.abs(e)+Math.abs(a)),h=e/(Math.abs(t)+Math.abs(e)+Math.abs(a));if(n<0){var u=(1-Math.abs(h))*(s>=0?1:-1),d=(1-Math.abs(s))*(h>=0?1:-1);s=u,h=d;var m=1-Math.abs(s)-Math.abs(h);m>0&&(m+=.001,s+=s>0?m/2:-m/2,h+=h>0?m/2:-m/2)}return 1==r?new Int8Array([Math[o](127.5*s+(s<0?1:0)),Math[i](127.5*h+(h<0?1:0))]):2==r?new Int16Array([Math[o](32767.5*s+(s<0?1:0)),Math[i](32767.5*h+(h<0?1:0))]):void 0}function d(t){var e=t[0],n=t[1];1==r?(e/=e<0?127:128,n/=n<0?127:128):2==r&&(e/=e<0?32767:32768,n/=n<0?32767:32768);var a=1-Math.abs(e)-Math.abs(n);if(a<0){var o=e;e=(1-Math.abs(n))*(e>=0?1:-1),n=(1-Math.abs(o))*(n>=0?1:-1)}var i=Math.sqrt(e*e+n*n+a*a);return[e/i,n/i,a/i]}function m(t,e,n,r){return t*r[0]+e*r[1]+n*r[2]}},quantizedEncode:function(e,n){let r,a;1==n?(r=new Uint8Array(e.length),a=255):2==n?(r=new Uint16Array(e.length),a=65535):console.error("number of bytes error! ");const o=new t.Matrix4,i=new Float32Array(3),s=new Float32Array(3);i[0]=i[1]=i[2]=Number.MAX_VALUE,s[0]=s[1]=s[2]=-Number.MAX_VALUE;for(let t=0;t<e.length;t+=3)i[0]=Math.min(i[0],e[t+0]),i[1]=Math.min(i[1],e[t+1]),i[2]=Math.min(i[2],e[t+2]),s[0]=Math.max(s[0],e[t+0]),s[1]=Math.max(s[1],e[t+1]),s[2]=Math.max(s[2],e[t+2]);o.scale(new t.Vector3((s[0]-i[0])/a,(s[1]-i[1])/a,(s[2]-i[2])/a)),o.elements[12]=i[0],o.elements[13]=i[1],o.elements[14]=i[2],o.transpose();const h=new Float32Array([s[0]!==i[0]?a/(s[0]-i[0]):0,s[1]!==i[1]?a/(s[1]-i[1]):0,s[2]!==i[2]?a/(s[2]-i[2]):0]);for(let t=0;t<e.length;t+=3)r[t+0]=Math.floor((e[t+0]-i[0])*h[0]),r[t+1]=Math.floor((e[t+1]-i[1])*h[1]),r[t+2]=Math.floor((e[t+2]-i[2])*h[2]);return{quantized:r,decodeMat:o}},quantizedEncodeUV:function(e,n){let r,a;1==n?(r=new Uint8Array(e.length),a=255):2==n?(r=new Uint16Array(e.length),a=65535):console.error("number of bytes error! ");const o=new t.Matrix3,i=new Float32Array(2),s=new Float32Array(2);i[0]=i[1]=Number.MAX_VALUE,s[0]=s[1]=-Number.MAX_VALUE;for(let t=0;t<e.length;t+=2)i[0]=Math.min(i[0],e[t+0]),i[1]=Math.min(i[1],e[t+1]),s[0]=Math.max(s[0],e[t+0]),s[1]=Math.max(s[1],e[t+1]);o.scale((s[0]-i[0])/a,(s[1]-i[1])/a),o.elements[6]=i[0],o.elements[7]=i[1],o.transpose();const h=new Float32Array([s[0]!==i[0]?a/(s[0]-i[0]):0,s[1]!==i[1]?a/(s[1]-i[1]):0]);for(let t=0;t<e.length;t+=2)r[t+0]=Math.floor((e[t+0]-i[0])*h[0]),r[t+1]=Math.floor((e[t+1]-i[1])*h[1]);return{quantized:r,decodeMat:o}}}};class n extends t.MeshPhongMaterial{constructor(e){super(),this.defines={},this.type="PackedPhongMaterial",this.uniforms=t.UniformsUtils.merge([t.ShaderLib.phong.uniforms,{quantizeMatPos:{value:null},quantizeMatUV:{value:null}}]),this.vertexShader=["#define PHONG","varying vec3 vViewPosition;","#ifndef FLAT_SHADED","varying vec3 vNormal;","#endif",t.ShaderChunk.common,t.ShaderChunk.uv_pars_vertex,t.ShaderChunk.uv2_pars_vertex,t.ShaderChunk.displacementmap_pars_vertex,t.ShaderChunk.envmap_pars_vertex,t.ShaderChunk.color_pars_vertex,t.ShaderChunk.fog_pars_vertex,t.ShaderChunk.morphtarget_pars_vertex,t.ShaderChunk.skinning_pars_vertex,t.ShaderChunk.shadowmap_pars_vertex,t.ShaderChunk.logdepthbuf_pars_vertex,t.ShaderChunk.clipping_planes_pars_vertex,"#ifdef USE_PACKED_NORMAL\n\t\t\t\t\t#if USE_PACKED_NORMAL == 0\n\t\t\t\t\t\tvec3 decodeNormal(vec3 packedNormal)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tfloat x = packedNormal.x * 2.0 - 1.0;\n\t\t\t\t\t\t\tfloat y = packedNormal.y * 2.0 - 1.0;\n\t\t\t\t\t\t\tvec2 scth = vec2(sin(x * PI), cos(x * PI));\n\t\t\t\t\t\t\tvec2 scphi = vec2(sqrt(1.0 - y * y), y);\n\t\t\t\t\t\t\treturn normalize( vec3(scth.y * scphi.x, scth.x * scphi.x, scphi.y) );\n\t\t\t\t\t\t}\n\t\t\t\t\t#endif\n\n\t\t\t\t\t#if USE_PACKED_NORMAL == 1\n\t\t\t\t\t\tvec3 decodeNormal(vec3 packedNormal)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tvec3 v = vec3(packedNormal.xy, 1.0 - abs(packedNormal.x) - abs(packedNormal.y));\n\t\t\t\t\t\t\tif (v.z < 0.0)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tv.xy = (1.0 - abs(v.yx)) * vec2((v.x >= 0.0) ? +1.0 : -1.0, (v.y >= 0.0) ? +1.0 : -1.0);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\treturn normalize(v);\n\t\t\t\t\t\t}\n\t\t\t\t\t#endif\n\n\t\t\t\t\t#if USE_PACKED_NORMAL == 2\n\t\t\t\t\t\tvec3 decodeNormal(vec3 packedNormal)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tvec3 v = (packedNormal * 2.0) - 1.0;\n\t\t\t\t\t\t\treturn normalize(v);\n\t\t\t\t\t\t}\n\t\t\t\t\t#endif\n\t\t\t\t#endif","#ifdef USE_PACKED_POSITION\n\t\t\t\t\t#if USE_PACKED_POSITION == 0\n\t\t\t\t\t\tuniform mat4 quantizeMatPos;\n\t\t\t\t\t#endif\n\t\t\t\t#endif","#ifdef USE_PACKED_UV\n\t\t\t\t\t#if USE_PACKED_UV == 1\n\t\t\t\t\t\tuniform mat3 quantizeMatUV;\n\t\t\t\t\t#endif\n\t\t\t\t#endif","#ifdef USE_PACKED_UV\n\t\t\t\t\t#if USE_PACKED_UV == 0\n\t\t\t\t\t\tvec2 decodeUV(vec2 packedUV)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tvec2 uv = (packedUV * 2.0) - 1.0;\n\t\t\t\t\t\t\treturn uv;\n\t\t\t\t\t\t}\n\t\t\t\t\t#endif\n\n\t\t\t\t\t#if USE_PACKED_UV == 1\n\t\t\t\t\t\tvec2 decodeUV(vec2 packedUV)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tvec2 uv = ( vec3(packedUV, 1.0) * quantizeMatUV ).xy;\n\t\t\t\t\t\t\treturn uv;\n\t\t\t\t\t\t}\n\t\t\t\t\t#endif\n\t\t\t\t#endif","void main() {",t.ShaderChunk.uv_vertex,"#ifdef USE_UV\n\t\t\t\t\t#ifdef USE_PACKED_UV\n\t\t\t\t\t\tvUv = decodeUV(vUv);\n\t\t\t\t\t#endif\n\t\t\t\t#endif",t.ShaderChunk.uv2_vertex,t.ShaderChunk.color_vertex,t.ShaderChunk.beginnormal_vertex,"#ifdef USE_PACKED_NORMAL\n\t\t\t\t\tobjectNormal = decodeNormal(objectNormal);\n\t\t\t\t#endif\n\n\t\t\t\t#ifdef USE_TANGENT\n\t\t\t\t\tvec3 objectTangent = vec3( tangent.xyz );\n\t\t\t\t#endif\n\t\t\t\t",t.ShaderChunk.morphnormal_vertex,t.ShaderChunk.skinbase_vertex,t.ShaderChunk.skinnormal_vertex,t.ShaderChunk.defaultnormal_vertex,"#ifndef FLAT_SHADED","\tvNormal = normalize( transformedNormal );","#endif",t.ShaderChunk.begin_vertex,"#ifdef USE_PACKED_POSITION\n\t\t\t\t\t#if USE_PACKED_POSITION == 0\n\t\t\t\t\t\ttransformed = ( vec4(transformed, 1.0) * quantizeMatPos ).xyz;\n\t\t\t\t\t#endif\n\t\t\t\t#endif",t.ShaderChunk.morphtarget_vertex,t.ShaderChunk.skinning_vertex,t.ShaderChunk.displacementmap_vertex,t.ShaderChunk.project_vertex,t.ShaderChunk.logdepthbuf_vertex,t.ShaderChunk.clipping_planes_vertex,"vViewPosition = - mvPosition.xyz;",t.ShaderChunk.worldpos_vertex,t.ShaderChunk.envmap_vertex,t.ShaderChunk.shadowmap_vertex,t.ShaderChunk.fog_vertex,"}"].join("\n"),this.fragmentShader=["#define PHONG","uniform vec3 diffuse;","uniform vec3 emissive;","uniform vec3 specular;","uniform float shininess;","uniform float opacity;",t.ShaderChunk.common,t.ShaderChunk.packing,t.ShaderChunk.dithering_pars_fragment,t.ShaderChunk.color_pars_fragment,t.ShaderChunk.uv_pars_fragment,t.ShaderChunk.uv2_pars_fragment,t.ShaderChunk.map_pars_fragment,t.ShaderChunk.alphamap_pars_fragment,t.ShaderChunk.aomap_pars_fragment,t.ShaderChunk.lightmap_pars_fragment,t.ShaderChunk.emissivemap_pars_fragment,t.ShaderChunk.envmap_common_pars_fragment,t.ShaderChunk.envmap_pars_fragment,t.ShaderChunk.cube_uv_reflection_fragment,t.ShaderChunk.fog_pars_fragment,t.ShaderChunk.bsdfs,t.ShaderChunk.lights_pars_begin,t.ShaderChunk.lights_phong_pars_fragment,t.ShaderChunk.shadowmap_pars_fragment,t.ShaderChunk.bumpmap_pars_fragment,t.ShaderChunk.normalmap_pars_fragment,t.ShaderChunk.specularmap_pars_fragment,t.ShaderChunk.logdepthbuf_pars_fragment,t.ShaderChunk.clipping_planes_pars_fragment,"void main() {",t.ShaderChunk.clipping_planes_fragment,"vec4 diffuseColor = vec4( diffuse, opacity );","ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );","vec3 totalEmissiveRadiance = emissive;",t.ShaderChunk.logdepthbuf_fragment,t.ShaderChunk.map_fragment,t.ShaderChunk.color_fragment,t.ShaderChunk.alphamap_fragment,t.ShaderChunk.alphatest_fragment,t.ShaderChunk.specularmap_fragment,t.ShaderChunk.normal_fragment_begin,t.ShaderChunk.normal_fragment_maps,t.ShaderChunk.emissivemap_fragment,t.ShaderChunk.lights_phong_fragment,t.ShaderChunk.lights_fragment_begin,t.ShaderChunk.lights_fragment_maps,t.ShaderChunk.lights_fragment_end,t.ShaderChunk.aomap_fragment,"vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;",t.ShaderChunk.envmap_fragment,"gl_FragColor = vec4( outgoingLight, diffuseColor.a );",t.ShaderChunk.tonemapping_fragment,t.ShaderChunk.encodings_fragment,t.ShaderChunk.fog_fragment,t.ShaderChunk.premultiplied_alpha_fragment,t.ShaderChunk.dithering_fragment,"}"].join("\n"),this.setValues(e)}}exports.GeometryCompressionUtils=e,exports.PackedPhongMaterial=n;
@@ -1,7 +0,0 @@
1
- import { Mesh } from 'three';
2
-
3
- export namespace GeometryCompressionUtils {
4
- function compressNormals(mesh: Mesh, encodeMethod: string): void;
5
- function compressPositions(mesh: Mesh): void;
6
- function compressUvs(mesh: Mesh): void;
7
- }
@@ -1,545 +0,0 @@
1
- import { BufferAttribute, Matrix4, Vector3, Matrix3, MeshPhongMaterial, UniformsUtils, ShaderLib, ShaderChunk } from 'three';
2
-
3
- /**
4
- * Octahedron and Quantization encodings based on work by:
5
- *
6
- * @link https://github.com/tsherif/mesh-quantization-example
7
- *
8
- */
9
- var GeometryCompressionUtils = {
10
- /**
11
- * Make the input mesh.geometry's normal attribute encoded and compressed by 3 different methods.
12
- * Also will change the mesh.material to `PackedPhongMaterial` which let the vertex shader program decode the normal data.
13
- *
14
- * @param {THREE.Mesh} mesh
15
- * @param {String} encodeMethod "DEFAULT" || "OCT1Byte" || "OCT2Byte" || "ANGLES"
16
- *
17
- */
18
- compressNormals: function (mesh, encodeMethod) {
19
- if (!mesh.geometry) {
20
- console.error('Mesh must contain geometry. ');
21
- }
22
-
23
- const normal = mesh.geometry.attributes.normal;
24
-
25
- if (!normal) {
26
- console.error('Geometry must contain normal attribute. ');
27
- }
28
-
29
- if (normal.isPacked) return;
30
-
31
- if (normal.itemSize != 3) {
32
- console.error('normal.itemSize is not 3, which cannot be encoded. ');
33
- }
34
-
35
- const array = normal.array;
36
- const count = normal.count;
37
- let result;
38
-
39
- if (encodeMethod == 'DEFAULT') {
40
- // TODO: Add 1 byte to the result, making the encoded length to be 4 bytes.
41
- result = new Uint8Array(count * 3);
42
-
43
- for (let idx = 0; idx < array.length; idx += 3) {
44
- const encoded = this.EncodingFuncs.defaultEncode(array[idx], array[idx + 1], array[idx + 2], 1);
45
- result[idx + 0] = encoded[0];
46
- result[idx + 1] = encoded[1];
47
- result[idx + 2] = encoded[2];
48
- }
49
-
50
- mesh.geometry.setAttribute('normal', new BufferAttribute(result, 3, true));
51
- mesh.geometry.attributes.normal.bytes = result.length * 1;
52
- } else if (encodeMethod == 'OCT1Byte') {
53
- /**
54
- * It is not recommended to use 1-byte octahedron normals encoding unless you want to extremely reduce the memory usage
55
- * As it makes vertex data not aligned to a 4 byte boundary which may harm some WebGL implementations and sometimes the normal distortion is visible
56
- * Please refer to @zeux 's comments in https://github.com/mrdoob/three.js/pull/18208
57
- */
58
- result = new Int8Array(count * 2);
59
-
60
- for (let idx = 0; idx < array.length; idx += 3) {
61
- const encoded = this.EncodingFuncs.octEncodeBest(array[idx], array[idx + 1], array[idx + 2], 1);
62
- result[idx / 3 * 2 + 0] = encoded[0];
63
- result[idx / 3 * 2 + 1] = encoded[1];
64
- }
65
-
66
- mesh.geometry.setAttribute('normal', new BufferAttribute(result, 2, true));
67
- mesh.geometry.attributes.normal.bytes = result.length * 1;
68
- } else if (encodeMethod == 'OCT2Byte') {
69
- result = new Int16Array(count * 2);
70
-
71
- for (let idx = 0; idx < array.length; idx += 3) {
72
- const encoded = this.EncodingFuncs.octEncodeBest(array[idx], array[idx + 1], array[idx + 2], 2);
73
- result[idx / 3 * 2 + 0] = encoded[0];
74
- result[idx / 3 * 2 + 1] = encoded[1];
75
- }
76
-
77
- mesh.geometry.setAttribute('normal', new BufferAttribute(result, 2, true));
78
- mesh.geometry.attributes.normal.bytes = result.length * 2;
79
- } else if (encodeMethod == 'ANGLES') {
80
- result = new Uint16Array(count * 2);
81
-
82
- for (let idx = 0; idx < array.length; idx += 3) {
83
- const encoded = this.EncodingFuncs.anglesEncode(array[idx], array[idx + 1], array[idx + 2]);
84
- result[idx / 3 * 2 + 0] = encoded[0];
85
- result[idx / 3 * 2 + 1] = encoded[1];
86
- }
87
-
88
- mesh.geometry.setAttribute('normal', new BufferAttribute(result, 2, true));
89
- mesh.geometry.attributes.normal.bytes = result.length * 2;
90
- } else {
91
- console.error('Unrecognized encoding method, should be `DEFAULT` or `ANGLES` or `OCT`. ');
92
- }
93
-
94
- mesh.geometry.attributes.normal.needsUpdate = true;
95
- mesh.geometry.attributes.normal.isPacked = true;
96
- mesh.geometry.attributes.normal.packingMethod = encodeMethod; // modify material
97
-
98
- if (!(mesh.material instanceof PackedPhongMaterial)) {
99
- mesh.material = new PackedPhongMaterial().copy(mesh.material);
100
- }
101
-
102
- if (encodeMethod == 'ANGLES') {
103
- mesh.material.defines.USE_PACKED_NORMAL = 0;
104
- }
105
-
106
- if (encodeMethod == 'OCT1Byte') {
107
- mesh.material.defines.USE_PACKED_NORMAL = 1;
108
- }
109
-
110
- if (encodeMethod == 'OCT2Byte') {
111
- mesh.material.defines.USE_PACKED_NORMAL = 1;
112
- }
113
-
114
- if (encodeMethod == 'DEFAULT') {
115
- mesh.material.defines.USE_PACKED_NORMAL = 2;
116
- }
117
- },
118
-
119
- /**
120
- * Make the input mesh.geometry's position attribute encoded and compressed.
121
- * Also will change the mesh.material to `PackedPhongMaterial` which let the vertex shader program decode the position data.
122
- *
123
- * @param {THREE.Mesh} mesh
124
- *
125
- */
126
- compressPositions: function (mesh) {
127
- if (!mesh.geometry) {
128
- console.error('Mesh must contain geometry. ');
129
- }
130
-
131
- const position = mesh.geometry.attributes.position;
132
-
133
- if (!position) {
134
- console.error('Geometry must contain position attribute. ');
135
- }
136
-
137
- if (position.isPacked) return;
138
-
139
- if (position.itemSize != 3) {
140
- console.error('position.itemSize is not 3, which cannot be packed. ');
141
- }
142
-
143
- const array = position.array;
144
- const encodingBytes = 2;
145
- const result = this.EncodingFuncs.quantizedEncode(array, encodingBytes);
146
- const quantized = result.quantized;
147
- const decodeMat = result.decodeMat; // IMPORTANT: calculate original geometry bounding info first, before updating packed positions
148
-
149
- if (mesh.geometry.boundingBox == null) mesh.geometry.computeBoundingBox();
150
- if (mesh.geometry.boundingSphere == null) mesh.geometry.computeBoundingSphere();
151
- mesh.geometry.setAttribute('position', new BufferAttribute(quantized, 3));
152
- mesh.geometry.attributes.position.isPacked = true;
153
- mesh.geometry.attributes.position.needsUpdate = true;
154
- mesh.geometry.attributes.position.bytes = quantized.length * encodingBytes; // modify material
155
-
156
- if (!(mesh.material instanceof PackedPhongMaterial)) {
157
- mesh.material = new PackedPhongMaterial().copy(mesh.material);
158
- }
159
-
160
- mesh.material.defines.USE_PACKED_POSITION = 0;
161
- mesh.material.uniforms.quantizeMatPos.value = decodeMat;
162
- mesh.material.uniforms.quantizeMatPos.needsUpdate = true;
163
- },
164
-
165
- /**
166
- * Make the input mesh.geometry's uv attribute encoded and compressed.
167
- * Also will change the mesh.material to `PackedPhongMaterial` which let the vertex shader program decode the uv data.
168
- *
169
- * @param {THREE.Mesh} mesh
170
- *
171
- */
172
- compressUvs: function (mesh) {
173
- if (!mesh.geometry) {
174
- console.error('Mesh must contain geometry property. ');
175
- }
176
-
177
- const uvs = mesh.geometry.attributes.uv;
178
-
179
- if (!uvs) {
180
- console.error('Geometry must contain uv attribute. ');
181
- }
182
-
183
- if (uvs.isPacked) return;
184
- const range = {
185
- min: Infinity,
186
- max: -Infinity
187
- };
188
- const array = uvs.array;
189
-
190
- for (let i = 0; i < array.length; i++) {
191
- range.min = Math.min(range.min, array[i]);
192
- range.max = Math.max(range.max, array[i]);
193
- }
194
-
195
- let result;
196
-
197
- if (range.min >= -1.0 && range.max <= 1.0) {
198
- // use default encoding method
199
- result = new Uint16Array(array.length);
200
-
201
- for (let i = 0; i < array.length; i += 2) {
202
- const encoded = this.EncodingFuncs.defaultEncode(array[i], array[i + 1], 0, 2);
203
- result[i] = encoded[0];
204
- result[i + 1] = encoded[1];
205
- }
206
-
207
- mesh.geometry.setAttribute('uv', new BufferAttribute(result, 2, true));
208
- mesh.geometry.attributes.uv.isPacked = true;
209
- mesh.geometry.attributes.uv.needsUpdate = true;
210
- mesh.geometry.attributes.uv.bytes = result.length * 2;
211
-
212
- if (!(mesh.material instanceof PackedPhongMaterial)) {
213
- mesh.material = new PackedPhongMaterial().copy(mesh.material);
214
- }
215
-
216
- mesh.material.defines.USE_PACKED_UV = 0;
217
- } else {
218
- // use quantized encoding method
219
- result = this.EncodingFuncs.quantizedEncodeUV(array, 2);
220
- mesh.geometry.setAttribute('uv', new BufferAttribute(result.quantized, 2));
221
- mesh.geometry.attributes.uv.isPacked = true;
222
- mesh.geometry.attributes.uv.needsUpdate = true;
223
- mesh.geometry.attributes.uv.bytes = result.quantized.length * 2;
224
-
225
- if (!(mesh.material instanceof PackedPhongMaterial)) {
226
- mesh.material = new PackedPhongMaterial().copy(mesh.material);
227
- }
228
-
229
- mesh.material.defines.USE_PACKED_UV = 1;
230
- mesh.material.uniforms.quantizeMatUV.value = result.decodeMat;
231
- mesh.material.uniforms.quantizeMatUV.needsUpdate = true;
232
- }
233
- },
234
- EncodingFuncs: {
235
- defaultEncode: function (x, y, z, bytes) {
236
- if (bytes == 1) {
237
- const tmpx = Math.round((x + 1) * 0.5 * 255);
238
- const tmpy = Math.round((y + 1) * 0.5 * 255);
239
- const tmpz = Math.round((z + 1) * 0.5 * 255);
240
- return new Uint8Array([tmpx, tmpy, tmpz]);
241
- } else if (bytes == 2) {
242
- const tmpx = Math.round((x + 1) * 0.5 * 65535);
243
- const tmpy = Math.round((y + 1) * 0.5 * 65535);
244
- const tmpz = Math.round((z + 1) * 0.5 * 65535);
245
- return new Uint16Array([tmpx, tmpy, tmpz]);
246
- } else {
247
- console.error('number of bytes must be 1 or 2');
248
- }
249
- },
250
- defaultDecode: function (array, bytes) {
251
- if (bytes == 1) {
252
- return [array[0] / 255 * 2.0 - 1.0, array[1] / 255 * 2.0 - 1.0, array[2] / 255 * 2.0 - 1.0];
253
- } else if (bytes == 2) {
254
- return [array[0] / 65535 * 2.0 - 1.0, array[1] / 65535 * 2.0 - 1.0, array[2] / 65535 * 2.0 - 1.0];
255
- } else {
256
- console.error('number of bytes must be 1 or 2');
257
- }
258
- },
259
- // for `Angles` encoding
260
- anglesEncode: function (x, y, z) {
261
- const normal0 = parseInt(0.5 * (1.0 + Math.atan2(y, x) / Math.PI) * 65535);
262
- const normal1 = parseInt(0.5 * (1.0 + z) * 65535);
263
- return new Uint16Array([normal0, normal1]);
264
- },
265
- // for `Octahedron` encoding
266
- octEncodeBest: function (x, y, z, bytes) {
267
- var oct, dec, best, currentCos, bestCos; // Test various combinations of ceil and floor
268
- // to minimize rounding errors
269
-
270
- best = oct = octEncodeVec3(x, y, z, 'floor', 'floor');
271
- dec = octDecodeVec2(oct);
272
- bestCos = dot(x, y, z, dec);
273
- oct = octEncodeVec3(x, y, z, 'ceil', 'floor');
274
- dec = octDecodeVec2(oct);
275
- currentCos = dot(x, y, z, dec);
276
-
277
- if (currentCos > bestCos) {
278
- best = oct;
279
- bestCos = currentCos;
280
- }
281
-
282
- oct = octEncodeVec3(x, y, z, 'floor', 'ceil');
283
- dec = octDecodeVec2(oct);
284
- currentCos = dot(x, y, z, dec);
285
-
286
- if (currentCos > bestCos) {
287
- best = oct;
288
- bestCos = currentCos;
289
- }
290
-
291
- oct = octEncodeVec3(x, y, z, 'ceil', 'ceil');
292
- dec = octDecodeVec2(oct);
293
- currentCos = dot(x, y, z, dec);
294
-
295
- if (currentCos > bestCos) {
296
- best = oct;
297
- }
298
-
299
- return best;
300
-
301
- function octEncodeVec3(x0, y0, z0, xfunc, yfunc) {
302
- var x = x0 / (Math.abs(x0) + Math.abs(y0) + Math.abs(z0));
303
- var y = y0 / (Math.abs(x0) + Math.abs(y0) + Math.abs(z0));
304
-
305
- if (z < 0) {
306
- var tempx = (1 - Math.abs(y)) * (x >= 0 ? 1 : -1);
307
- var tempy = (1 - Math.abs(x)) * (y >= 0 ? 1 : -1);
308
- x = tempx;
309
- y = tempy;
310
- var diff = 1 - Math.abs(x) - Math.abs(y);
311
-
312
- if (diff > 0) {
313
- diff += 0.001;
314
- x += x > 0 ? diff / 2 : -diff / 2;
315
- y += y > 0 ? diff / 2 : -diff / 2;
316
- }
317
- }
318
-
319
- if (bytes == 1) {
320
- return new Int8Array([Math[xfunc](x * 127.5 + (x < 0 ? 1 : 0)), Math[yfunc](y * 127.5 + (y < 0 ? 1 : 0))]);
321
- }
322
-
323
- if (bytes == 2) {
324
- return new Int16Array([Math[xfunc](x * 32767.5 + (x < 0 ? 1 : 0)), Math[yfunc](y * 32767.5 + (y < 0 ? 1 : 0))]);
325
- }
326
- }
327
-
328
- function octDecodeVec2(oct) {
329
- var x = oct[0];
330
- var y = oct[1];
331
-
332
- if (bytes == 1) {
333
- x /= x < 0 ? 127 : 128;
334
- y /= y < 0 ? 127 : 128;
335
- } else if (bytes == 2) {
336
- x /= x < 0 ? 32767 : 32768;
337
- y /= y < 0 ? 32767 : 32768;
338
- }
339
-
340
- var z = 1 - Math.abs(x) - Math.abs(y);
341
-
342
- if (z < 0) {
343
- var tmpx = x;
344
- x = (1 - Math.abs(y)) * (x >= 0 ? 1 : -1);
345
- y = (1 - Math.abs(tmpx)) * (y >= 0 ? 1 : -1);
346
- }
347
-
348
- var length = Math.sqrt(x * x + y * y + z * z);
349
- return [x / length, y / length, z / length];
350
- }
351
-
352
- function dot(x, y, z, vec3) {
353
- return x * vec3[0] + y * vec3[1] + z * vec3[2];
354
- }
355
- },
356
- quantizedEncode: function (array, bytes) {
357
- let quantized, segments;
358
-
359
- if (bytes == 1) {
360
- quantized = new Uint8Array(array.length);
361
- segments = 255;
362
- } else if (bytes == 2) {
363
- quantized = new Uint16Array(array.length);
364
- segments = 65535;
365
- } else {
366
- console.error('number of bytes error! ');
367
- }
368
-
369
- const decodeMat = new Matrix4();
370
- const min = new Float32Array(3);
371
- const max = new Float32Array(3);
372
- min[0] = min[1] = min[2] = Number.MAX_VALUE;
373
- max[0] = max[1] = max[2] = -Number.MAX_VALUE;
374
-
375
- for (let i = 0; i < array.length; i += 3) {
376
- min[0] = Math.min(min[0], array[i + 0]);
377
- min[1] = Math.min(min[1], array[i + 1]);
378
- min[2] = Math.min(min[2], array[i + 2]);
379
- max[0] = Math.max(max[0], array[i + 0]);
380
- max[1] = Math.max(max[1], array[i + 1]);
381
- max[2] = Math.max(max[2], array[i + 2]);
382
- }
383
-
384
- decodeMat.scale(new Vector3((max[0] - min[0]) / segments, (max[1] - min[1]) / segments, (max[2] - min[2]) / segments));
385
- decodeMat.elements[12] = min[0];
386
- decodeMat.elements[13] = min[1];
387
- decodeMat.elements[14] = min[2];
388
- decodeMat.transpose();
389
- const multiplier = new Float32Array([max[0] !== min[0] ? segments / (max[0] - min[0]) : 0, max[1] !== min[1] ? segments / (max[1] - min[1]) : 0, max[2] !== min[2] ? segments / (max[2] - min[2]) : 0]);
390
-
391
- for (let i = 0; i < array.length; i += 3) {
392
- quantized[i + 0] = Math.floor((array[i + 0] - min[0]) * multiplier[0]);
393
- quantized[i + 1] = Math.floor((array[i + 1] - min[1]) * multiplier[1]);
394
- quantized[i + 2] = Math.floor((array[i + 2] - min[2]) * multiplier[2]);
395
- }
396
-
397
- return {
398
- quantized: quantized,
399
- decodeMat: decodeMat
400
- };
401
- },
402
- quantizedEncodeUV: function (array, bytes) {
403
- let quantized, segments;
404
-
405
- if (bytes == 1) {
406
- quantized = new Uint8Array(array.length);
407
- segments = 255;
408
- } else if (bytes == 2) {
409
- quantized = new Uint16Array(array.length);
410
- segments = 65535;
411
- } else {
412
- console.error('number of bytes error! ');
413
- }
414
-
415
- const decodeMat = new Matrix3();
416
- const min = new Float32Array(2);
417
- const max = new Float32Array(2);
418
- min[0] = min[1] = Number.MAX_VALUE;
419
- max[0] = max[1] = -Number.MAX_VALUE;
420
-
421
- for (let i = 0; i < array.length; i += 2) {
422
- min[0] = Math.min(min[0], array[i + 0]);
423
- min[1] = Math.min(min[1], array[i + 1]);
424
- max[0] = Math.max(max[0], array[i + 0]);
425
- max[1] = Math.max(max[1], array[i + 1]);
426
- }
427
-
428
- decodeMat.scale((max[0] - min[0]) / segments, (max[1] - min[1]) / segments);
429
- decodeMat.elements[6] = min[0];
430
- decodeMat.elements[7] = min[1];
431
- decodeMat.transpose();
432
- const multiplier = new Float32Array([max[0] !== min[0] ? segments / (max[0] - min[0]) : 0, max[1] !== min[1] ? segments / (max[1] - min[1]) : 0]);
433
-
434
- for (let i = 0; i < array.length; i += 2) {
435
- quantized[i + 0] = Math.floor((array[i + 0] - min[0]) * multiplier[0]);
436
- quantized[i + 1] = Math.floor((array[i + 1] - min[1]) * multiplier[1]);
437
- }
438
-
439
- return {
440
- quantized: quantized,
441
- decodeMat: decodeMat
442
- };
443
- }
444
- }
445
- };
446
- /**
447
- * `PackedPhongMaterial` inherited from THREE.MeshPhongMaterial
448
- *
449
- * @param {Object} parameters
450
- */
451
-
452
- class PackedPhongMaterial extends MeshPhongMaterial {
453
- constructor(parameters) {
454
- super();
455
- this.defines = {};
456
- this.type = 'PackedPhongMaterial';
457
- this.uniforms = UniformsUtils.merge([ShaderLib.phong.uniforms, {
458
- quantizeMatPos: {
459
- value: null
460
- },
461
- quantizeMatUV: {
462
- value: null
463
- }
464
- }]);
465
- this.vertexShader = ['#define PHONG', 'varying vec3 vViewPosition;', '#ifndef FLAT_SHADED', 'varying vec3 vNormal;', '#endif', ShaderChunk.common, ShaderChunk.uv_pars_vertex, ShaderChunk.uv2_pars_vertex, ShaderChunk.displacementmap_pars_vertex, ShaderChunk.envmap_pars_vertex, ShaderChunk.color_pars_vertex, ShaderChunk.fog_pars_vertex, ShaderChunk.morphtarget_pars_vertex, ShaderChunk.skinning_pars_vertex, ShaderChunk.shadowmap_pars_vertex, ShaderChunk.logdepthbuf_pars_vertex, ShaderChunk.clipping_planes_pars_vertex, `#ifdef USE_PACKED_NORMAL
466
- #if USE_PACKED_NORMAL == 0
467
- vec3 decodeNormal(vec3 packedNormal)
468
- {
469
- float x = packedNormal.x * 2.0 - 1.0;
470
- float y = packedNormal.y * 2.0 - 1.0;
471
- vec2 scth = vec2(sin(x * PI), cos(x * PI));
472
- vec2 scphi = vec2(sqrt(1.0 - y * y), y);
473
- return normalize( vec3(scth.y * scphi.x, scth.x * scphi.x, scphi.y) );
474
- }
475
- #endif
476
-
477
- #if USE_PACKED_NORMAL == 1
478
- vec3 decodeNormal(vec3 packedNormal)
479
- {
480
- vec3 v = vec3(packedNormal.xy, 1.0 - abs(packedNormal.x) - abs(packedNormal.y));
481
- if (v.z < 0.0)
482
- {
483
- v.xy = (1.0 - abs(v.yx)) * vec2((v.x >= 0.0) ? +1.0 : -1.0, (v.y >= 0.0) ? +1.0 : -1.0);
484
- }
485
- return normalize(v);
486
- }
487
- #endif
488
-
489
- #if USE_PACKED_NORMAL == 2
490
- vec3 decodeNormal(vec3 packedNormal)
491
- {
492
- vec3 v = (packedNormal * 2.0) - 1.0;
493
- return normalize(v);
494
- }
495
- #endif
496
- #endif`, `#ifdef USE_PACKED_POSITION
497
- #if USE_PACKED_POSITION == 0
498
- uniform mat4 quantizeMatPos;
499
- #endif
500
- #endif`, `#ifdef USE_PACKED_UV
501
- #if USE_PACKED_UV == 1
502
- uniform mat3 quantizeMatUV;
503
- #endif
504
- #endif`, `#ifdef USE_PACKED_UV
505
- #if USE_PACKED_UV == 0
506
- vec2 decodeUV(vec2 packedUV)
507
- {
508
- vec2 uv = (packedUV * 2.0) - 1.0;
509
- return uv;
510
- }
511
- #endif
512
-
513
- #if USE_PACKED_UV == 1
514
- vec2 decodeUV(vec2 packedUV)
515
- {
516
- vec2 uv = ( vec3(packedUV, 1.0) * quantizeMatUV ).xy;
517
- return uv;
518
- }
519
- #endif
520
- #endif`, 'void main() {', ShaderChunk.uv_vertex, `#ifdef USE_UV
521
- #ifdef USE_PACKED_UV
522
- vUv = decodeUV(vUv);
523
- #endif
524
- #endif`, ShaderChunk.uv2_vertex, ShaderChunk.color_vertex, ShaderChunk.beginnormal_vertex, `#ifdef USE_PACKED_NORMAL
525
- objectNormal = decodeNormal(objectNormal);
526
- #endif
527
-
528
- #ifdef USE_TANGENT
529
- vec3 objectTangent = vec3( tangent.xyz );
530
- #endif
531
- `, ShaderChunk.morphnormal_vertex, ShaderChunk.skinbase_vertex, ShaderChunk.skinnormal_vertex, ShaderChunk.defaultnormal_vertex, '#ifndef FLAT_SHADED', ' vNormal = normalize( transformedNormal );', '#endif', ShaderChunk.begin_vertex, `#ifdef USE_PACKED_POSITION
532
- #if USE_PACKED_POSITION == 0
533
- transformed = ( vec4(transformed, 1.0) * quantizeMatPos ).xyz;
534
- #endif
535
- #endif`, ShaderChunk.morphtarget_vertex, ShaderChunk.skinning_vertex, ShaderChunk.displacementmap_vertex, ShaderChunk.project_vertex, ShaderChunk.logdepthbuf_vertex, ShaderChunk.clipping_planes_vertex, 'vViewPosition = - mvPosition.xyz;', ShaderChunk.worldpos_vertex, ShaderChunk.envmap_vertex, ShaderChunk.shadowmap_vertex, ShaderChunk.fog_vertex, '}'].join('\n'); // Use the original MeshPhongMaterial's fragmentShader.
536
-
537
- this.fragmentShader = ['#define PHONG', 'uniform vec3 diffuse;', 'uniform vec3 emissive;', 'uniform vec3 specular;', 'uniform float shininess;', 'uniform float opacity;', ShaderChunk.common, ShaderChunk.packing, ShaderChunk.dithering_pars_fragment, ShaderChunk.color_pars_fragment, ShaderChunk.uv_pars_fragment, ShaderChunk.uv2_pars_fragment, ShaderChunk.map_pars_fragment, ShaderChunk.alphamap_pars_fragment, ShaderChunk.aomap_pars_fragment, ShaderChunk.lightmap_pars_fragment, ShaderChunk.emissivemap_pars_fragment, ShaderChunk.envmap_common_pars_fragment, ShaderChunk.envmap_pars_fragment, ShaderChunk.cube_uv_reflection_fragment, ShaderChunk.fog_pars_fragment, ShaderChunk.bsdfs, ShaderChunk.lights_pars_begin, ShaderChunk.lights_phong_pars_fragment, ShaderChunk.shadowmap_pars_fragment, ShaderChunk.bumpmap_pars_fragment, ShaderChunk.normalmap_pars_fragment, ShaderChunk.specularmap_pars_fragment, ShaderChunk.logdepthbuf_pars_fragment, ShaderChunk.clipping_planes_pars_fragment, 'void main() {', ShaderChunk.clipping_planes_fragment, 'vec4 diffuseColor = vec4( diffuse, opacity );', 'ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );', 'vec3 totalEmissiveRadiance = emissive;', ShaderChunk.logdepthbuf_fragment, ShaderChunk.map_fragment, ShaderChunk.color_fragment, ShaderChunk.alphamap_fragment, ShaderChunk.alphatest_fragment, ShaderChunk.specularmap_fragment, ShaderChunk.normal_fragment_begin, ShaderChunk.normal_fragment_maps, ShaderChunk.emissivemap_fragment, // accumulation
538
- ShaderChunk.lights_phong_fragment, ShaderChunk.lights_fragment_begin, ShaderChunk.lights_fragment_maps, ShaderChunk.lights_fragment_end, // modulation
539
- ShaderChunk.aomap_fragment, 'vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;', ShaderChunk.envmap_fragment, 'gl_FragColor = vec4( outgoingLight, diffuseColor.a );', ShaderChunk.tonemapping_fragment, ShaderChunk.encodings_fragment, ShaderChunk.fog_fragment, ShaderChunk.premultiplied_alpha_fragment, ShaderChunk.dithering_fragment, '}'].join('\n');
540
- this.setValues(parameters);
541
- }
542
-
543
- }
544
-
545
- export { GeometryCompressionUtils, PackedPhongMaterial };
@@ -1 +0,0 @@
1
- "use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e=require("three");const r=(t=new e.Vector3(0,0,0),p=10,o=1,y=0,n=1,s=2,a=3)=>{const l=p/2,c=[new e.Vector3(t.x-l,t.y,t.z-l),new e.Vector3(t.x-l,t.y,t.z+l),new e.Vector3(t.x+l,t.y,t.z+l),new e.Vector3(t.x+l,t.y,t.z-l)],u=[c[y],c[n],c[s],c[a]];if(0<=--o){const e=[];return Array.prototype.push.apply(e,r(u[0],l,o,y,a,s,n)),Array.prototype.push.apply(e,r(u[1],l,o,y,n,s,a)),Array.prototype.push.apply(e,r(u[2],l,o,y,n,s,a)),Array.prototype.push.apply(e,r(u[3],l,o,s,n,y,a)),e}return u},t=(r=new e.Vector3(0,0,0),p=10,o=1,y=0,n=1,s=2,a=3,l=4,c=5,u=6,h=7)=>{const A=p/2,i=[new e.Vector3(r.x-A,r.y+A,r.z-A),new e.Vector3(r.x-A,r.y+A,r.z+A),new e.Vector3(r.x-A,r.y-A,r.z+A),new e.Vector3(r.x-A,r.y-A,r.z-A),new e.Vector3(r.x+A,r.y-A,r.z-A),new e.Vector3(r.x+A,r.y-A,r.z+A),new e.Vector3(r.x+A,r.y+A,r.z+A),new e.Vector3(r.x+A,r.y+A,r.z-A)],x=[i[y],i[n],i[s],i[a],i[l],i[c],i[u],i[h]];if(--o>=0){const e=[];return Array.prototype.push.apply(e,t(x[0],A,o,y,a,l,h,u,c,s,n)),Array.prototype.push.apply(e,t(x[1],A,o,y,h,u,n,s,c,l,a)),Array.prototype.push.apply(e,t(x[2],A,o,y,h,u,n,s,c,l,a)),Array.prototype.push.apply(e,t(x[3],A,o,s,a,y,n,u,h,l,c)),Array.prototype.push.apply(e,t(x[4],A,o,s,a,y,n,u,h,l,c)),Array.prototype.push.apply(e,t(x[5],A,o,l,a,s,c,u,n,y,h)),Array.prototype.push.apply(e,t(x[6],A,o,l,a,s,c,u,n,y,h)),Array.prototype.push.apply(e,t(x[7],A,o,u,c,s,n,y,a,l,h)),e}return x},p={hilbert3D:t,gosper:(e=1)=>function(e){let r=0,t=0,p=0;const o=[0,0,0],y=e.fractal;for(let n=0,s=y.length;n<s;n++){const s=y[n];"+"===s?p+=e.angle:"-"===s?p-=e.angle:"F"===s&&(r+=e.size*Math.cos(p),t+=-e.size*Math.sin(p),o.push(r,t,0))}return o}({fractal:function(e){let r="",t=e.axiom;for(let p=0,o=e.steps;0<=o?p<o:p>o;0<=o?p++:p--){r="";for(let p=0,o=t.length;p<o;p++){const o=t[p];o in e.rules?r+=e.rules[o]:r+=o}t=r}return r}({axiom:"A",steps:4,rules:{A:"A+BF++BF-FA--FAFA-BF+",B:"-FA+BFBF++BF+FA--FA-B"}}),size:e,angle:Math.PI/3}),hilbert2D:r};exports.GeometryUtils=p;
@@ -1,6 +0,0 @@
1
- import { Vector3 } from 'three';
2
- export declare const GeometryUtils: {
3
- hilbert3D: (center?: Vector3, size?: number, iterations?: number, v0?: number, v1?: number, v2?: number, v3?: number, v4?: number, v5?: number, v6?: number, v7?: number) => Vector3[];
4
- gosper: (size?: number) => number[];
5
- hilbert2D: (center?: Vector3, size?: number, iterations?: number, v0?: number, v1?: number, v2?: number, v3?: number) => Vector3[];
6
- };