three-stdlib 2.22.7 → 2.22.9
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- package/dist/_polyfill/CompressedArrayTexture.js +12 -0
- package/dist/_polyfill/CompressedArrayTexture.mjs +12 -0
- package/dist/_polyfill/Data3DTexture.js +17 -0
- package/dist/_polyfill/Data3DTexture.mjs +17 -0
- package/dist/animation/AnimationClipCreator.d.ts +12 -0
- package/dist/animation/AnimationClipCreator.js +57 -0
- package/dist/animation/AnimationClipCreator.mjs +57 -0
- package/dist/animation/CCDIKSolver.d.ts +25 -0
- package/dist/animation/CCDIKSolver.js +224 -0
- package/dist/animation/CCDIKSolver.mjs +224 -0
- package/dist/animation/MMDAnimationHelper.d.ts +93 -0
- package/dist/animation/MMDAnimationHelper.js +590 -0
- package/dist/animation/MMDAnimationHelper.mjs +590 -0
- package/dist/animation/MMDPhysics.d.ts +114 -0
- package/dist/animation/MMDPhysics.js +819 -0
- package/dist/animation/MMDPhysics.mjs +819 -0
- package/dist/cameras/CinematicCamera.d.ts +34 -0
- package/dist/cameras/CinematicCamera.js +131 -0
- package/dist/cameras/CinematicCamera.mjs +131 -0
- package/dist/controls/ArcballControls.d.ts +374 -0
- package/dist/controls/ArcballControls.js +2039 -0
- package/dist/controls/ArcballControls.mjs +2039 -0
- package/dist/controls/DeviceOrientationControls.d.ts +27 -0
- package/dist/controls/DeviceOrientationControls.js +84 -0
- package/dist/controls/DeviceOrientationControls.mjs +84 -0
- package/dist/controls/DragControls.d.ts +34 -0
- package/dist/controls/DragControls.js +182 -0
- package/dist/controls/DragControls.mjs +182 -0
- package/dist/controls/FirstPersonControls.d.ts +48 -0
- package/dist/controls/FirstPersonControls.js +229 -0
- package/dist/controls/FirstPersonControls.mjs +229 -0
- package/dist/controls/FlyControls.d.ts +32 -0
- package/dist/controls/FlyControls.js +248 -0
- package/dist/controls/FlyControls.mjs +248 -0
- package/dist/controls/OrbitControls.d.ts +63 -0
- package/dist/controls/OrbitControls.js +781 -0
- package/dist/controls/OrbitControls.mjs +781 -0
- package/dist/controls/PointerLockControls.d.ts +24 -0
- package/dist/controls/PointerLockControls.js +103 -0
- package/dist/controls/PointerLockControls.mjs +103 -0
- package/dist/controls/TrackballControls.d.ts +95 -0
- package/dist/controls/TrackballControls.js +502 -0
- package/dist/controls/TrackballControls.mjs +502 -0
- package/dist/controls/TransformControls.d.ts +151 -0
- package/dist/controls/TransformControls.js +1089 -0
- package/dist/controls/TransformControls.mjs +1089 -0
- package/dist/controls/experimental/CameraControls.d.ts +212 -0
- package/dist/controls/experimental/CameraControls.js +736 -0
- package/dist/controls/experimental/CameraControls.mjs +736 -0
- package/dist/csm/CSM.d.ts +61 -0
- package/dist/csm/CSM.js +244 -0
- package/dist/csm/CSM.mjs +244 -0
- package/dist/csm/CSMFrustum.d.ts +19 -0
- package/dist/csm/CSMFrustum.js +75 -0
- package/dist/csm/CSMFrustum.mjs +75 -0
- package/dist/csm/CSMHelper.d.ts +26 -0
- package/dist/csm/CSMHelper.js +114 -0
- package/dist/csm/CSMHelper.mjs +114 -0
- package/dist/csm/CSMShader.d.ts +4 -0
- package/dist/csm/CSMShader.js +257 -0
- package/dist/csm/CSMShader.mjs +257 -0
- package/dist/curves/CurveExtras.d.ts +68 -0
- package/dist/curves/CurveExtras.js +224 -0
- package/dist/curves/CurveExtras.mjs +224 -0
- package/dist/curves/NURBSCurve.d.ts +11 -0
- package/dist/curves/NURBSCurve.js +35 -0
- package/dist/curves/NURBSCurve.mjs +35 -0
- package/dist/curves/NURBSSurface.d.ts +13 -0
- package/dist/curves/NURBSSurface.js +28 -0
- package/dist/curves/NURBSSurface.mjs +28 -0
- package/dist/curves/NURBSUtils.d.ts +22 -0
- package/dist/curves/NURBSUtils.js +226 -0
- package/dist/curves/NURBSUtils.mjs +226 -0
- package/dist/custom.d.ts +5 -0
- package/dist/deprecated/Geometry.d.ts +342 -0
- package/dist/deprecated/Geometry.js +971 -0
- package/dist/deprecated/Geometry.mjs +971 -0
- package/dist/effects/AnaglyphEffect.d.ts +11 -0
- package/dist/effects/AnaglyphEffect.js +121 -0
- package/dist/effects/AnaglyphEffect.mjs +121 -0
- package/dist/effects/AsciiEffect.d.ts +18 -0
- package/dist/effects/AsciiEffect.js +173 -0
- package/dist/effects/AsciiEffect.mjs +173 -0
- package/dist/effects/OutlineEffect.d.ts +28 -0
- package/dist/effects/OutlineEffect.js +298 -0
- package/dist/effects/OutlineEffect.mjs +298 -0
- package/dist/effects/ParallaxBarrierEffect.d.ts +8 -0
- package/dist/effects/ParallaxBarrierEffect.js +64 -0
- package/dist/effects/ParallaxBarrierEffect.mjs +64 -0
- package/dist/effects/PeppersGhostEffect.d.ts +10 -0
- package/dist/effects/PeppersGhostEffect.js +85 -0
- package/dist/effects/PeppersGhostEffect.mjs +85 -0
- package/dist/effects/StereoEffect.d.ts +9 -0
- package/dist/effects/StereoEffect.js +32 -0
- package/dist/effects/StereoEffect.mjs +32 -0
- package/dist/environments/RoomEnvironment.d.ts +5 -0
- package/dist/environments/RoomEnvironment.js +95 -0
- package/dist/environments/RoomEnvironment.mjs +78 -0
- package/dist/exporters/ColladaExporter.d.ts +50 -0
- package/dist/exporters/ColladaExporter.js +331 -0
- package/dist/exporters/ColladaExporter.mjs +331 -0
- package/dist/exporters/DRACOExporter.d.ts +23 -0
- package/dist/exporters/DRACOExporter.js +141 -0
- package/dist/exporters/DRACOExporter.mjs +141 -0
- package/dist/exporters/GLTFExporter.d.ts +446 -0
- package/dist/exporters/GLTFExporter.js +1575 -0
- package/dist/exporters/GLTFExporter.mjs +1575 -0
- package/dist/exporters/MMDExporter.d.ts +12 -0
- package/dist/exporters/MMDExporter.js +131 -0
- package/dist/exporters/MMDExporter.mjs +131 -0
- package/dist/exporters/OBJExporter.d.ts +18 -0
- package/dist/exporters/OBJExporter.js +181 -0
- package/dist/exporters/OBJExporter.mjs +181 -0
- package/dist/exporters/PLYExporter.d.ts +23 -0
- package/dist/exporters/PLYExporter.js +280 -0
- package/dist/exporters/PLYExporter.mjs +280 -0
- package/dist/exporters/STLExporter.d.ts +31 -0
- package/dist/exporters/STLExporter.js +146 -0
- package/dist/exporters/STLExporter.mjs +146 -0
- package/dist/exporters/USDZExporter.d.ts +27 -0
- package/dist/exporters/USDZExporter.js +340 -0
- package/dist/exporters/USDZExporter.mjs +340 -0
- package/dist/geometries/BoxLineGeometry.d.ts +12 -0
- package/dist/geometries/BoxLineGeometry.js +45 -0
- package/dist/geometries/BoxLineGeometry.mjs +45 -0
- package/dist/geometries/ConvexGeometry.d.ts +5 -0
- package/dist/geometries/ConvexGeometry.js +29 -0
- package/dist/geometries/ConvexGeometry.mjs +29 -0
- package/dist/geometries/DecalGeometry.d.ts +10 -0
- package/dist/geometries/DecalGeometry.js +184 -0
- package/dist/geometries/DecalGeometry.mjs +184 -0
- package/dist/geometries/LightningStrike.d.ts +108 -0
- package/dist/geometries/LightningStrike.js +548 -0
- package/dist/geometries/LightningStrike.mjs +548 -0
- package/dist/geometries/ParametricGeometries.d.ts +26 -0
- package/dist/geometries/ParametricGeometries.js +129 -0
- package/dist/geometries/ParametricGeometries.mjs +129 -0
- package/dist/geometries/ParametricGeometry.d.ts +18 -0
- package/dist/geometries/ParametricGeometry.js +63 -0
- package/dist/geometries/ParametricGeometry.mjs +63 -0
- package/dist/geometries/RoundedBoxGeometry.d.ts +5 -0
- package/dist/geometries/RoundedBoxGeometry.js +91 -0
- package/dist/geometries/RoundedBoxGeometry.mjs +91 -0
- package/dist/geometries/TeapotGeometry.d.ts +13 -0
- package/dist/geometries/TeapotGeometry.js +1563 -0
- package/dist/geometries/TeapotGeometry.mjs +1563 -0
- package/dist/geometries/TextGeometry.d.ts +18 -0
- package/dist/geometries/TextGeometry.js +27 -0
- package/dist/geometries/TextGeometry.mjs +27 -0
- package/dist/helpers/LightProbeHelper.d.ts +10 -0
- package/dist/helpers/LightProbeHelper.js +73 -0
- package/dist/helpers/LightProbeHelper.mjs +73 -0
- package/dist/helpers/PositionalAudioHelper.d.ts +13 -0
- package/dist/helpers/PositionalAudioHelper.js +68 -0
- package/dist/helpers/PositionalAudioHelper.mjs +68 -0
- package/dist/helpers/RectAreaLightHelper.d.ts +10 -0
- package/dist/helpers/RectAreaLightHelper.js +44 -0
- package/dist/helpers/RectAreaLightHelper.mjs +44 -0
- package/dist/helpers/VertexNormalsHelper.d.ts +10 -0
- package/dist/helpers/VertexNormalsHelper.js +54 -0
- package/dist/helpers/VertexNormalsHelper.mjs +54 -0
- package/dist/helpers/VertexTangentsHelper.d.ts +10 -0
- package/dist/helpers/VertexTangentsHelper.js +45 -0
- package/dist/helpers/VertexTangentsHelper.mjs +45 -0
- package/dist/index.d.ts +325 -0
- package/dist/index.js +978 -0
- package/dist/index.mjs +978 -0
- package/dist/interactive/HTMLMesh.d.ts +6 -0
- package/dist/interactive/HTMLMesh.js +325 -0
- package/dist/interactive/HTMLMesh.mjs +325 -0
- package/dist/interactive/InteractiveGroup.d.ts +5 -0
- package/dist/interactive/InteractiveGroup.js +68 -0
- package/dist/interactive/InteractiveGroup.mjs +68 -0
- package/dist/interactive/SelectionBox.d.ts +15 -0
- package/dist/interactive/SelectionBox.js +137 -0
- package/dist/interactive/SelectionBox.mjs +137 -0
- package/dist/interactive/SelectionHelper.d.ts +17 -0
- package/dist/interactive/SelectionHelper.js +54 -0
- package/dist/interactive/SelectionHelper.mjs +54 -0
- package/dist/libs/MeshoptDecoder.d.ts +12 -0
- package/dist/libs/MeshoptDecoder.js +221 -0
- package/dist/libs/MeshoptDecoder.mjs +221 -0
- package/dist/libs/MotionControllers.d.ts +175 -0
- package/dist/libs/MotionControllers.js +325 -0
- package/dist/libs/MotionControllers.mjs +325 -0
- package/dist/lights/LightProbeGenerator.d.ts +6 -0
- package/dist/lights/LightProbeGenerator.js +145 -0
- package/dist/lights/LightProbeGenerator.mjs +145 -0
- package/dist/lights/RectAreaLightUniformsLib.d.ts +3 -0
- package/dist/lights/RectAreaLightUniformsLib.js +32842 -0
- package/dist/lights/RectAreaLightUniformsLib.mjs +32842 -0
- package/dist/lines/Line2.d.ts +11 -0
- package/dist/lines/Line2.js +13 -0
- package/dist/lines/Line2.mjs +13 -0
- package/dist/lines/LineGeometry.d.ts +10 -0
- package/dist/lines/LineGeometry.js +44 -0
- package/dist/lines/LineGeometry.mjs +44 -0
- package/dist/lines/LineMaterial.d.ts +31 -0
- package/dist/lines/LineMaterial.js +547 -0
- package/dist/lines/LineMaterial.mjs +547 -0
- package/dist/lines/LineSegments2.d.ts +14 -0
- package/dist/lines/LineSegments2.js +203 -0
- package/dist/lines/LineSegments2.mjs +203 -0
- package/dist/lines/LineSegmentsGeometry.d.ts +16 -0
- package/dist/lines/LineSegmentsGeometry.js +124 -0
- package/dist/lines/LineSegmentsGeometry.mjs +124 -0
- package/dist/lines/Wireframe.d.ts +11 -0
- package/dist/lines/Wireframe.js +32 -0
- package/dist/lines/Wireframe.mjs +32 -0
- package/dist/lines/WireframeGeometry2.d.ts +8 -0
- package/dist/lines/WireframeGeometry2.js +13 -0
- package/dist/lines/WireframeGeometry2.mjs +13 -0
- package/dist/loaders/3DMLoader.d.ts +17 -0
- package/dist/loaders/3DMLoader.js +803 -0
- package/dist/loaders/3DMLoader.mjs +803 -0
- package/dist/loaders/3MFLoader.d.ts +16 -0
- package/dist/loaders/3MFLoader.js +854 -0
- package/dist/loaders/3MFLoader.mjs +854 -0
- package/dist/loaders/AMFLoader.d.ts +14 -0
- package/dist/loaders/AMFLoader.js +284 -0
- package/dist/loaders/AMFLoader.mjs +284 -0
- package/dist/loaders/AssimpLoader.js +1396 -0
- package/dist/loaders/AssimpLoader.mjs +1396 -0
- package/dist/loaders/BVHLoader.d.ts +21 -0
- package/dist/loaders/BVHLoader.js +207 -0
- package/dist/loaders/BVHLoader.mjs +207 -0
- package/dist/loaders/BasisTextureLoader.d.ts +32 -0
- package/dist/loaders/BasisTextureLoader.js +480 -0
- package/dist/loaders/BasisTextureLoader.mjs +480 -0
- package/dist/loaders/ColladaLoader.d.ts +20 -0
- package/dist/loaders/ColladaLoader.js +2405 -0
- package/dist/loaders/ColladaLoader.mjs +2405 -0
- package/dist/loaders/DDSLoader.d.ts +16 -0
- package/dist/loaders/DDSLoader.js +148 -0
- package/dist/loaders/DDSLoader.mjs +148 -0
- package/dist/loaders/DRACOLoader.d.ts +18 -0
- package/dist/loaders/DRACOLoader.js +341 -0
- package/dist/loaders/DRACOLoader.mjs +341 -0
- package/dist/loaders/EXRLoader.d.ts +18 -0
- package/dist/loaders/EXRLoader.js +1354 -0
- package/dist/loaders/EXRLoader.mjs +1354 -0
- package/dist/loaders/FBXLoader.d.ts +14 -0
- package/dist/loaders/FBXLoader.js +2457 -0
- package/dist/loaders/FBXLoader.mjs +2457 -0
- package/dist/loaders/FontLoader.d.ts +36 -0
- package/dist/loaders/FontLoader.js +120 -0
- package/dist/loaders/FontLoader.mjs +120 -0
- package/dist/loaders/GCodeLoader.d.ts +15 -0
- package/dist/loaders/GCodeLoader.js +141 -0
- package/dist/loaders/GCodeLoader.mjs +141 -0
- package/dist/loaders/GLTFLoader.d.ts +153 -0
- package/dist/loaders/GLTFLoader.js +2459 -0
- package/dist/loaders/GLTFLoader.mjs +2459 -0
- package/dist/loaders/HDRCubeTextureLoader.d.ts +18 -0
- package/dist/loaders/HDRCubeTextureLoader.js +75 -0
- package/dist/loaders/HDRCubeTextureLoader.mjs +75 -0
- package/dist/loaders/KMZLoader.d.ts +16 -0
- package/dist/loaders/KMZLoader.js +75 -0
- package/dist/loaders/KMZLoader.mjs +75 -0
- package/dist/loaders/KTX2Loader.d.ts +16 -0
- package/dist/loaders/KTX2Loader.js +461 -0
- package/dist/loaders/KTX2Loader.mjs +461 -0
- package/dist/loaders/KTXLoader.d.ts +16 -0
- package/dist/loaders/KTXLoader.js +93 -0
- package/dist/loaders/KTXLoader.mjs +93 -0
- package/dist/loaders/LDrawLoader.d.ts +26 -0
- package/dist/loaders/LDrawLoader.js +1424 -0
- package/dist/loaders/LDrawLoader.mjs +1424 -0
- package/dist/loaders/LUT3dlLoader.d.ts +20 -0
- package/dist/loaders/LUT3dlLoader.js +103 -0
- package/dist/loaders/LUT3dlLoader.mjs +103 -0
- package/dist/loaders/LUTCubeLoader.d.ts +23 -0
- package/dist/loaders/LUTCubeLoader.js +107 -0
- package/dist/loaders/LUTCubeLoader.mjs +107 -0
- package/dist/loaders/LWOLoader.d.ts +26 -0
- package/dist/loaders/LWOLoader.js +645 -0
- package/dist/loaders/LWOLoader.mjs +645 -0
- package/dist/loaders/LottieLoader.d.ts +15 -0
- package/dist/loaders/LottieLoader.js +47 -0
- package/dist/loaders/LottieLoader.mjs +47 -0
- package/dist/loaders/MD2Loader.d.ts +14 -0
- package/dist/loaders/MD2Loader.js +359 -0
- package/dist/loaders/MD2Loader.mjs +359 -0
- package/dist/loaders/MDDLoader.d.ts +19 -0
- package/dist/loaders/MDDLoader.js +58 -0
- package/dist/loaders/MDDLoader.mjs +58 -0
- package/dist/loaders/MMDLoader.d.ts +63 -0
- package/dist/loaders/MMDLoader.js +1121 -0
- package/dist/loaders/MMDLoader.mjs +1121 -0
- package/dist/loaders/MTLLoader.d.ts +100 -0
- package/dist/loaders/MTLLoader.js +304 -0
- package/dist/loaders/MTLLoader.mjs +304 -0
- package/dist/loaders/NRRDLoader.d.ts +21 -0
- package/dist/loaders/NRRDLoader.js +401 -0
- package/dist/loaders/NRRDLoader.mjs +401 -0
- package/dist/loaders/NodeMaterialLoader.js +146 -0
- package/dist/loaders/NodeMaterialLoader.mjs +146 -0
- package/dist/loaders/OBJLoader.d.ts +17 -0
- package/dist/loaders/OBJLoader.js +487 -0
- package/dist/loaders/OBJLoader.mjs +487 -0
- package/dist/loaders/PCDLoader.d.ts +15 -0
- package/dist/loaders/PCDLoader.js +248 -0
- package/dist/loaders/PCDLoader.mjs +248 -0
- package/dist/loaders/PDBLoader.d.ts +22 -0
- package/dist/loaders/PDBLoader.js +247 -0
- package/dist/loaders/PDBLoader.mjs +247 -0
- package/dist/loaders/PLYLoader.d.ts +16 -0
- package/dist/loaders/PLYLoader.js +317 -0
- package/dist/loaders/PLYLoader.mjs +317 -0
- package/dist/loaders/PRWMLoader.d.ts +16 -0
- package/dist/loaders/PRWMLoader.js +160 -0
- package/dist/loaders/PRWMLoader.mjs +160 -0
- package/dist/loaders/PVRLoader.d.ts +16 -0
- package/dist/loaders/PVRLoader.js +131 -0
- package/dist/loaders/PVRLoader.mjs +131 -0
- package/dist/loaders/RGBELoader.d.ts +20 -0
- package/dist/loaders/RGBELoader.js +252 -0
- package/dist/loaders/RGBELoader.mjs +252 -0
- package/dist/loaders/RGBMLoader.d.ts +32 -0
- package/dist/loaders/RGBMLoader.js +998 -0
- package/dist/loaders/RGBMLoader.mjs +998 -0
- package/dist/loaders/STLLoader.d.ts +14 -0
- package/dist/loaders/STLLoader.js +190 -0
- package/dist/loaders/STLLoader.mjs +190 -0
- package/dist/loaders/SVGLoader.d.ts +63 -0
- package/dist/loaders/SVGLoader.js +1712 -0
- package/dist/loaders/SVGLoader.mjs +1712 -0
- package/dist/loaders/TDSLoader.d.ts +42 -0
- package/dist/loaders/TDSLoader.js +650 -0
- package/dist/loaders/TDSLoader.mjs +650 -0
- package/dist/loaders/TGALoader.d.ts +14 -0
- package/dist/loaders/TGALoader.js +285 -0
- package/dist/loaders/TGALoader.mjs +285 -0
- package/dist/loaders/TTFLoader.d.ts +15 -0
- package/dist/loaders/TTFLoader.js +131 -0
- package/dist/loaders/TTFLoader.mjs +131 -0
- package/dist/loaders/TiltLoader.d.ts +14 -0
- package/dist/loaders/TiltLoader.js +373 -0
- package/dist/loaders/TiltLoader.mjs +373 -0
- package/dist/loaders/VOXLoader.d.ts +28 -0
- package/dist/loaders/VOXLoader.js +432 -0
- package/dist/loaders/VOXLoader.mjs +432 -0
- package/dist/loaders/VRMLLoader.d.ts +14 -0
- package/dist/loaders/VRMLLoader.js +2105 -0
- package/dist/loaders/VRMLLoader.mjs +2105 -0
- package/dist/loaders/VRMLoader.js +38 -0
- package/dist/loaders/VRMLoader.mjs +38 -0
- package/dist/loaders/VTKLoader.d.ts +14 -0
- package/dist/loaders/VTKLoader.js +648 -0
- package/dist/loaders/VTKLoader.mjs +648 -0
- package/dist/loaders/XLoader.js +1258 -0
- package/dist/loaders/XLoader.mjs +1258 -0
- package/dist/loaders/XYZLoader.d.ts +14 -0
- package/dist/loaders/XYZLoader.js +60 -0
- package/dist/loaders/XYZLoader.mjs +60 -0
- package/dist/loaders/lwo/IFFParser.js +749 -0
- package/dist/loaders/lwo/IFFParser.mjs +749 -0
- package/dist/loaders/lwo/LWO2Parser.js +327 -0
- package/dist/loaders/lwo/LWO2Parser.mjs +327 -0
- package/dist/loaders/lwo/LWO3Parser.js +298 -0
- package/dist/loaders/lwo/LWO3Parser.mjs +298 -0
- package/dist/math/Capsule.d.ts +27 -0
- package/dist/math/Capsule.js +100 -0
- package/dist/math/Capsule.mjs +100 -0
- package/dist/math/ColorConverter.d.ts +21 -0
- package/dist/math/ColorConverter.js +52 -0
- package/dist/math/ColorConverter.mjs +52 -0
- package/dist/math/ConvexHull.d.ts +89 -0
- package/dist/math/ConvexHull.js +597 -0
- package/dist/math/ConvexHull.mjs +597 -0
- package/dist/math/ImprovedNoise.d.ts +4 -0
- package/dist/math/ImprovedNoise.js +302 -0
- package/dist/math/ImprovedNoise.mjs +302 -0
- package/dist/math/Lut.d.ts +27 -0
- package/dist/math/Lut.js +135 -0
- package/dist/math/Lut.mjs +135 -0
- package/dist/math/MeshSurfaceSampler.d.ts +15 -0
- package/dist/math/MeshSurfaceSampler.js +107 -0
- package/dist/math/MeshSurfaceSampler.mjs +107 -0
- package/dist/math/OBB.d.ts +24 -0
- package/dist/math/OBB.js +262 -0
- package/dist/math/OBB.mjs +262 -0
- package/dist/math/Octree.d.ts +24 -0
- package/dist/math/Octree.js +278 -0
- package/dist/math/Octree.mjs +278 -0
- package/dist/math/SimplexNoise.d.ts +21 -0
- package/dist/math/SimplexNoise.js +440 -0
- package/dist/math/SimplexNoise.mjs +440 -0
- package/dist/misc/ConvexObjectBreaker.d.ts +25 -0
- package/dist/misc/ConvexObjectBreaker.js +298 -0
- package/dist/misc/ConvexObjectBreaker.mjs +298 -0
- package/dist/misc/GPUComputationRenderer.d.ts +52 -0
- package/dist/misc/GPUComputationRenderer.js +171 -0
- package/dist/misc/GPUComputationRenderer.mjs +171 -0
- package/dist/misc/Gyroscope.d.ts +5 -0
- package/dist/misc/Gyroscope.js +35 -0
- package/dist/misc/Gyroscope.mjs +35 -0
- package/dist/misc/MD2Character.d.ts +33 -0
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- package/package.json +1 -1
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const VolumeRenderShader1 = {
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uniforms: {
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u_size: { value: new THREE.Vector3(1, 1, 1) },
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" const vec4 diffuse_color = vec4(0.8, 0.2, 0.2, 1.0);",
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" void cast_mip(vec3 start_loc, vec3 step, int nsteps, vec3 view_ray);",
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// Normalize clipping plane info
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// Calculate unit vector pointing in the view direction through this fragment.
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" float distance = dot(nearpos - v_position, view_ray);",
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" distance = max(distance, min((-0.5 - v_position.x) / view_ray.x,",
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" (u_size.x - 0.5 - v_position.x) / view_ray.x));",
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" distance = max(distance, min((-0.5 - v_position.y) / view_ray.y,",
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" (u_size.y - 0.5 - v_position.y) / view_ray.y));",
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" distance = max(distance, min((-0.5 - v_position.z) / view_ray.z,",
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" int nsteps = int(-distance / relative_step_size + 0.5);",
|
84
|
+
" if ( nsteps < 1 )",
|
85
|
+
" discard;",
|
86
|
+
// Get starting location and step vector in texture coordinates
|
87
|
+
" vec3 step = ((v_position - front) / u_size) / float(nsteps);",
|
88
|
+
" vec3 start_loc = front / u_size;",
|
89
|
+
// For testing: show the number of steps. This helps to establish
|
90
|
+
// whether the rays are correctly oriented
|
91
|
+
//'gl_FragColor = vec4(0.0, float(nsteps) / 1.0 / u_size.x, 1.0, 1.0);',
|
92
|
+
//'return;',
|
93
|
+
" if (u_renderstyle == 0)",
|
94
|
+
" cast_mip(start_loc, step, nsteps, view_ray);",
|
95
|
+
" else if (u_renderstyle == 1)",
|
96
|
+
" cast_iso(start_loc, step, nsteps, view_ray);",
|
97
|
+
" if (gl_FragColor.a < 0.05)",
|
98
|
+
" discard;",
|
99
|
+
" }",
|
100
|
+
" float sample1(vec3 texcoords) {",
|
101
|
+
" /* Sample float value from a 3D texture. Assumes intensity data. */",
|
102
|
+
" return texture(u_data, texcoords.xyz).r;",
|
103
|
+
" }",
|
104
|
+
" vec4 apply_colormap(float val) {",
|
105
|
+
" val = (val - u_clim[0]) / (u_clim[1] - u_clim[0]);",
|
106
|
+
" return texture2D(u_cmdata, vec2(val, 0.5));",
|
107
|
+
" }",
|
108
|
+
" void cast_mip(vec3 start_loc, vec3 step, int nsteps, vec3 view_ray) {",
|
109
|
+
" float max_val = -1e6;",
|
110
|
+
" int max_i = 100;",
|
111
|
+
" vec3 loc = start_loc;",
|
112
|
+
// Enter the raycasting loop. In WebGL 1 the loop index cannot be compared with
|
113
|
+
// non-constant expression. So we use a hard-coded max, and an additional condition
|
114
|
+
// inside the loop.
|
115
|
+
" for (int iter=0; iter<MAX_STEPS; iter++) {",
|
116
|
+
" if (iter >= nsteps)",
|
117
|
+
" break;",
|
118
|
+
// Sample from the 3D texture
|
119
|
+
" float val = sample1(loc);",
|
120
|
+
// Apply MIP operation
|
121
|
+
" if (val > max_val) {",
|
122
|
+
" max_val = val;",
|
123
|
+
" max_i = iter;",
|
124
|
+
" }",
|
125
|
+
// Advance location deeper into the volume
|
126
|
+
" loc += step;",
|
127
|
+
" }",
|
128
|
+
// Refine location, gives crispier images
|
129
|
+
" vec3 iloc = start_loc + step * (float(max_i) - 0.5);",
|
130
|
+
" vec3 istep = step / float(REFINEMENT_STEPS);",
|
131
|
+
" for (int i=0; i<REFINEMENT_STEPS; i++) {",
|
132
|
+
" max_val = max(max_val, sample1(iloc));",
|
133
|
+
" iloc += istep;",
|
134
|
+
" }",
|
135
|
+
// Resolve final color
|
136
|
+
" gl_FragColor = apply_colormap(max_val);",
|
137
|
+
" }",
|
138
|
+
" void cast_iso(vec3 start_loc, vec3 step, int nsteps, vec3 view_ray) {",
|
139
|
+
" gl_FragColor = vec4(0.0); // init transparent",
|
140
|
+
" vec4 color3 = vec4(0.0); // final color",
|
141
|
+
" vec3 dstep = 1.5 / u_size; // step to sample derivative",
|
142
|
+
" vec3 loc = start_loc;",
|
143
|
+
" float low_threshold = u_renderthreshold - 0.02 * (u_clim[1] - u_clim[0]);",
|
144
|
+
// Enter the raycasting loop. In WebGL 1 the loop index cannot be compared with
|
145
|
+
// non-constant expression. So we use a hard-coded max, and an additional condition
|
146
|
+
// inside the loop.
|
147
|
+
" for (int iter=0; iter<MAX_STEPS; iter++) {",
|
148
|
+
" if (iter >= nsteps)",
|
149
|
+
" break;",
|
150
|
+
// Sample from the 3D texture
|
151
|
+
" float val = sample1(loc);",
|
152
|
+
" if (val > low_threshold) {",
|
153
|
+
// Take the last interval in smaller steps
|
154
|
+
" vec3 iloc = loc - 0.5 * step;",
|
155
|
+
" vec3 istep = step / float(REFINEMENT_STEPS);",
|
156
|
+
" for (int i=0; i<REFINEMENT_STEPS; i++) {",
|
157
|
+
" val = sample1(iloc);",
|
158
|
+
" if (val > u_renderthreshold) {",
|
159
|
+
" gl_FragColor = add_lighting(val, iloc, dstep, view_ray);",
|
160
|
+
" return;",
|
161
|
+
" }",
|
162
|
+
" iloc += istep;",
|
163
|
+
" }",
|
164
|
+
" }",
|
165
|
+
// Advance location deeper into the volume
|
166
|
+
" loc += step;",
|
167
|
+
" }",
|
168
|
+
" }",
|
169
|
+
" vec4 add_lighting(float val, vec3 loc, vec3 step, vec3 view_ray)",
|
170
|
+
" {",
|
171
|
+
// Calculate color by incorporating lighting
|
172
|
+
// View direction
|
173
|
+
" vec3 V = normalize(view_ray);",
|
174
|
+
// calculate normal vector from gradient
|
175
|
+
" vec3 N;",
|
176
|
+
" float val1, val2;",
|
177
|
+
" val1 = sample1(loc + vec3(-step[0], 0.0, 0.0));",
|
178
|
+
" val2 = sample1(loc + vec3(+step[0], 0.0, 0.0));",
|
179
|
+
" N[0] = val1 - val2;",
|
180
|
+
" val = max(max(val1, val2), val);",
|
181
|
+
" val1 = sample1(loc + vec3(0.0, -step[1], 0.0));",
|
182
|
+
" val2 = sample1(loc + vec3(0.0, +step[1], 0.0));",
|
183
|
+
" N[1] = val1 - val2;",
|
184
|
+
" val = max(max(val1, val2), val);",
|
185
|
+
" val1 = sample1(loc + vec3(0.0, 0.0, -step[2]));",
|
186
|
+
" val2 = sample1(loc + vec3(0.0, 0.0, +step[2]));",
|
187
|
+
" N[2] = val1 - val2;",
|
188
|
+
" val = max(max(val1, val2), val);",
|
189
|
+
" float gm = length(N); // gradient magnitude",
|
190
|
+
" N = normalize(N);",
|
191
|
+
// Flip normal so it points towards viewer
|
192
|
+
" float Nselect = float(dot(N, V) > 0.0);",
|
193
|
+
" N = (2.0 * Nselect - 1.0) * N; // == Nselect * N - (1.0-Nselect)*N;",
|
194
|
+
// Init colors
|
195
|
+
" vec4 ambient_color = vec4(0.0, 0.0, 0.0, 0.0);",
|
196
|
+
" vec4 diffuse_color = vec4(0.0, 0.0, 0.0, 0.0);",
|
197
|
+
" vec4 specular_color = vec4(0.0, 0.0, 0.0, 0.0);",
|
198
|
+
// note: could allow multiple lights
|
199
|
+
" for (int i=0; i<1; i++)",
|
200
|
+
" {",
|
201
|
+
// Get light direction (make sure to prevent zero devision)
|
202
|
+
" vec3 L = normalize(view_ray); //lightDirs[i];",
|
203
|
+
" float lightEnabled = float( length(L) > 0.0 );",
|
204
|
+
" L = normalize(L + (1.0 - lightEnabled));",
|
205
|
+
// Calculate lighting properties
|
206
|
+
" float lambertTerm = clamp(dot(N, L), 0.0, 1.0);",
|
207
|
+
" vec3 H = normalize(L+V); // Halfway vector",
|
208
|
+
" float specularTerm = pow(max(dot(H, N), 0.0), shininess);",
|
209
|
+
// Calculate mask
|
210
|
+
" float mask1 = lightEnabled;",
|
211
|
+
// Calculate colors
|
212
|
+
" ambient_color += mask1 * ambient_color; // * gl_LightSource[i].ambient;",
|
213
|
+
" diffuse_color += mask1 * lambertTerm;",
|
214
|
+
" specular_color += mask1 * specularTerm * specular_color;",
|
215
|
+
" }",
|
216
|
+
// Calculate final color by componing different components
|
217
|
+
" vec4 final_color;",
|
218
|
+
" vec4 color = apply_colormap(val);",
|
219
|
+
" final_color = color * (ambient_color + diffuse_color) + specular_color;",
|
220
|
+
" final_color.a = color.a;",
|
221
|
+
" return final_color;",
|
222
|
+
" }"
|
223
|
+
].join("\n")
|
224
|
+
};
|
225
|
+
exports.VolumeRenderShader1 = VolumeRenderShader1;
|
@@ -0,0 +1,225 @@
|
|
1
|
+
import { Vector3, Vector2 } from "three";
|
2
|
+
const VolumeRenderShader1 = {
|
3
|
+
uniforms: {
|
4
|
+
u_size: { value: new Vector3(1, 1, 1) },
|
5
|
+
u_renderstyle: { value: 0 },
|
6
|
+
u_renderthreshold: { value: 0.5 },
|
7
|
+
u_clim: { value: new Vector2(1, 1) },
|
8
|
+
u_data: { value: null },
|
9
|
+
u_cmdata: { value: null }
|
10
|
+
},
|
11
|
+
vertexShader: [
|
12
|
+
" varying vec4 v_nearpos;",
|
13
|
+
" varying vec4 v_farpos;",
|
14
|
+
" varying vec3 v_position;",
|
15
|
+
" void main() {",
|
16
|
+
// Prepare transforms to map to "camera view". See also:
|
17
|
+
// https://threejs.org/docs/#api/renderers/webgl/WebGLProgram
|
18
|
+
" mat4 viewtransformf = modelViewMatrix;",
|
19
|
+
" mat4 viewtransformi = inverse(modelViewMatrix);",
|
20
|
+
// Project local vertex coordinate to camera position. Then do a step
|
21
|
+
// backward (in cam coords) to the near clipping plane, and project back. Do
|
22
|
+
// the same for the far clipping plane. This gives us all the information we
|
23
|
+
// need to calculate the ray and truncate it to the viewing cone.
|
24
|
+
" vec4 position4 = vec4(position, 1.0);",
|
25
|
+
" vec4 pos_in_cam = viewtransformf * position4;",
|
26
|
+
// Intersection of ray and near clipping plane (z = -1 in clip coords)
|
27
|
+
" pos_in_cam.z = -pos_in_cam.w;",
|
28
|
+
" v_nearpos = viewtransformi * pos_in_cam;",
|
29
|
+
// Intersection of ray and far clipping plane (z = +1 in clip coords)
|
30
|
+
" pos_in_cam.z = pos_in_cam.w;",
|
31
|
+
" v_farpos = viewtransformi * pos_in_cam;",
|
32
|
+
// Set varyings and output pos
|
33
|
+
" v_position = position;",
|
34
|
+
" gl_Position = projectionMatrix * viewMatrix * modelMatrix * position4;",
|
35
|
+
" }"
|
36
|
+
].join("\n"),
|
37
|
+
fragmentShader: [
|
38
|
+
" precision highp float;",
|
39
|
+
" precision mediump sampler3D;",
|
40
|
+
" uniform vec3 u_size;",
|
41
|
+
" uniform int u_renderstyle;",
|
42
|
+
" uniform float u_renderthreshold;",
|
43
|
+
" uniform vec2 u_clim;",
|
44
|
+
" uniform sampler3D u_data;",
|
45
|
+
" uniform sampler2D u_cmdata;",
|
46
|
+
" varying vec3 v_position;",
|
47
|
+
" varying vec4 v_nearpos;",
|
48
|
+
" varying vec4 v_farpos;",
|
49
|
+
// The maximum distance through our rendering volume is sqrt(3).
|
50
|
+
" const int MAX_STEPS = 887; // 887 for 512^3, 1774 for 1024^3",
|
51
|
+
" const int REFINEMENT_STEPS = 4;",
|
52
|
+
" const float relative_step_size = 1.0;",
|
53
|
+
" const vec4 ambient_color = vec4(0.2, 0.4, 0.2, 1.0);",
|
54
|
+
" const vec4 diffuse_color = vec4(0.8, 0.2, 0.2, 1.0);",
|
55
|
+
" const vec4 specular_color = vec4(1.0, 1.0, 1.0, 1.0);",
|
56
|
+
" const float shininess = 40.0;",
|
57
|
+
" void cast_mip(vec3 start_loc, vec3 step, int nsteps, vec3 view_ray);",
|
58
|
+
" void cast_iso(vec3 start_loc, vec3 step, int nsteps, vec3 view_ray);",
|
59
|
+
" float sample1(vec3 texcoords);",
|
60
|
+
" vec4 apply_colormap(float val);",
|
61
|
+
" vec4 add_lighting(float val, vec3 loc, vec3 step, vec3 view_ray);",
|
62
|
+
" void main() {",
|
63
|
+
// Normalize clipping plane info
|
64
|
+
" vec3 farpos = v_farpos.xyz / v_farpos.w;",
|
65
|
+
" vec3 nearpos = v_nearpos.xyz / v_nearpos.w;",
|
66
|
+
// Calculate unit vector pointing in the view direction through this fragment.
|
67
|
+
" vec3 view_ray = normalize(nearpos.xyz - farpos.xyz);",
|
68
|
+
// Compute the (negative) distance to the front surface or near clipping plane.
|
69
|
+
// v_position is the back face of the cuboid, so the initial distance calculated in the dot
|
70
|
+
// product below is the distance from near clip plane to the back of the cuboid
|
71
|
+
" float distance = dot(nearpos - v_position, view_ray);",
|
72
|
+
" distance = max(distance, min((-0.5 - v_position.x) / view_ray.x,",
|
73
|
+
" (u_size.x - 0.5 - v_position.x) / view_ray.x));",
|
74
|
+
" distance = max(distance, min((-0.5 - v_position.y) / view_ray.y,",
|
75
|
+
" (u_size.y - 0.5 - v_position.y) / view_ray.y));",
|
76
|
+
" distance = max(distance, min((-0.5 - v_position.z) / view_ray.z,",
|
77
|
+
" (u_size.z - 0.5 - v_position.z) / view_ray.z));",
|
78
|
+
// Now we have the starting position on the front surface
|
79
|
+
" vec3 front = v_position + view_ray * distance;",
|
80
|
+
// Decide how many steps to take
|
81
|
+
" int nsteps = int(-distance / relative_step_size + 0.5);",
|
82
|
+
" if ( nsteps < 1 )",
|
83
|
+
" discard;",
|
84
|
+
// Get starting location and step vector in texture coordinates
|
85
|
+
" vec3 step = ((v_position - front) / u_size) / float(nsteps);",
|
86
|
+
" vec3 start_loc = front / u_size;",
|
87
|
+
// For testing: show the number of steps. This helps to establish
|
88
|
+
// whether the rays are correctly oriented
|
89
|
+
//'gl_FragColor = vec4(0.0, float(nsteps) / 1.0 / u_size.x, 1.0, 1.0);',
|
90
|
+
//'return;',
|
91
|
+
" if (u_renderstyle == 0)",
|
92
|
+
" cast_mip(start_loc, step, nsteps, view_ray);",
|
93
|
+
" else if (u_renderstyle == 1)",
|
94
|
+
" cast_iso(start_loc, step, nsteps, view_ray);",
|
95
|
+
" if (gl_FragColor.a < 0.05)",
|
96
|
+
" discard;",
|
97
|
+
" }",
|
98
|
+
" float sample1(vec3 texcoords) {",
|
99
|
+
" /* Sample float value from a 3D texture. Assumes intensity data. */",
|
100
|
+
" return texture(u_data, texcoords.xyz).r;",
|
101
|
+
" }",
|
102
|
+
" vec4 apply_colormap(float val) {",
|
103
|
+
" val = (val - u_clim[0]) / (u_clim[1] - u_clim[0]);",
|
104
|
+
" return texture2D(u_cmdata, vec2(val, 0.5));",
|
105
|
+
" }",
|
106
|
+
" void cast_mip(vec3 start_loc, vec3 step, int nsteps, vec3 view_ray) {",
|
107
|
+
" float max_val = -1e6;",
|
108
|
+
" int max_i = 100;",
|
109
|
+
" vec3 loc = start_loc;",
|
110
|
+
// Enter the raycasting loop. In WebGL 1 the loop index cannot be compared with
|
111
|
+
// non-constant expression. So we use a hard-coded max, and an additional condition
|
112
|
+
// inside the loop.
|
113
|
+
" for (int iter=0; iter<MAX_STEPS; iter++) {",
|
114
|
+
" if (iter >= nsteps)",
|
115
|
+
" break;",
|
116
|
+
// Sample from the 3D texture
|
117
|
+
" float val = sample1(loc);",
|
118
|
+
// Apply MIP operation
|
119
|
+
" if (val > max_val) {",
|
120
|
+
" max_val = val;",
|
121
|
+
" max_i = iter;",
|
122
|
+
" }",
|
123
|
+
// Advance location deeper into the volume
|
124
|
+
" loc += step;",
|
125
|
+
" }",
|
126
|
+
// Refine location, gives crispier images
|
127
|
+
" vec3 iloc = start_loc + step * (float(max_i) - 0.5);",
|
128
|
+
" vec3 istep = step / float(REFINEMENT_STEPS);",
|
129
|
+
" for (int i=0; i<REFINEMENT_STEPS; i++) {",
|
130
|
+
" max_val = max(max_val, sample1(iloc));",
|
131
|
+
" iloc += istep;",
|
132
|
+
" }",
|
133
|
+
// Resolve final color
|
134
|
+
" gl_FragColor = apply_colormap(max_val);",
|
135
|
+
" }",
|
136
|
+
" void cast_iso(vec3 start_loc, vec3 step, int nsteps, vec3 view_ray) {",
|
137
|
+
" gl_FragColor = vec4(0.0); // init transparent",
|
138
|
+
" vec4 color3 = vec4(0.0); // final color",
|
139
|
+
" vec3 dstep = 1.5 / u_size; // step to sample derivative",
|
140
|
+
" vec3 loc = start_loc;",
|
141
|
+
" float low_threshold = u_renderthreshold - 0.02 * (u_clim[1] - u_clim[0]);",
|
142
|
+
// Enter the raycasting loop. In WebGL 1 the loop index cannot be compared with
|
143
|
+
// non-constant expression. So we use a hard-coded max, and an additional condition
|
144
|
+
// inside the loop.
|
145
|
+
" for (int iter=0; iter<MAX_STEPS; iter++) {",
|
146
|
+
" if (iter >= nsteps)",
|
147
|
+
" break;",
|
148
|
+
// Sample from the 3D texture
|
149
|
+
" float val = sample1(loc);",
|
150
|
+
" if (val > low_threshold) {",
|
151
|
+
// Take the last interval in smaller steps
|
152
|
+
" vec3 iloc = loc - 0.5 * step;",
|
153
|
+
" vec3 istep = step / float(REFINEMENT_STEPS);",
|
154
|
+
" for (int i=0; i<REFINEMENT_STEPS; i++) {",
|
155
|
+
" val = sample1(iloc);",
|
156
|
+
" if (val > u_renderthreshold) {",
|
157
|
+
" gl_FragColor = add_lighting(val, iloc, dstep, view_ray);",
|
158
|
+
" return;",
|
159
|
+
" }",
|
160
|
+
" iloc += istep;",
|
161
|
+
" }",
|
162
|
+
" }",
|
163
|
+
// Advance location deeper into the volume
|
164
|
+
" loc += step;",
|
165
|
+
" }",
|
166
|
+
" }",
|
167
|
+
" vec4 add_lighting(float val, vec3 loc, vec3 step, vec3 view_ray)",
|
168
|
+
" {",
|
169
|
+
// Calculate color by incorporating lighting
|
170
|
+
// View direction
|
171
|
+
" vec3 V = normalize(view_ray);",
|
172
|
+
// calculate normal vector from gradient
|
173
|
+
" vec3 N;",
|
174
|
+
" float val1, val2;",
|
175
|
+
" val1 = sample1(loc + vec3(-step[0], 0.0, 0.0));",
|
176
|
+
" val2 = sample1(loc + vec3(+step[0], 0.0, 0.0));",
|
177
|
+
" N[0] = val1 - val2;",
|
178
|
+
" val = max(max(val1, val2), val);",
|
179
|
+
" val1 = sample1(loc + vec3(0.0, -step[1], 0.0));",
|
180
|
+
" val2 = sample1(loc + vec3(0.0, +step[1], 0.0));",
|
181
|
+
" N[1] = val1 - val2;",
|
182
|
+
" val = max(max(val1, val2), val);",
|
183
|
+
" val1 = sample1(loc + vec3(0.0, 0.0, -step[2]));",
|
184
|
+
" val2 = sample1(loc + vec3(0.0, 0.0, +step[2]));",
|
185
|
+
" N[2] = val1 - val2;",
|
186
|
+
" val = max(max(val1, val2), val);",
|
187
|
+
" float gm = length(N); // gradient magnitude",
|
188
|
+
" N = normalize(N);",
|
189
|
+
// Flip normal so it points towards viewer
|
190
|
+
" float Nselect = float(dot(N, V) > 0.0);",
|
191
|
+
" N = (2.0 * Nselect - 1.0) * N; // == Nselect * N - (1.0-Nselect)*N;",
|
192
|
+
// Init colors
|
193
|
+
" vec4 ambient_color = vec4(0.0, 0.0, 0.0, 0.0);",
|
194
|
+
" vec4 diffuse_color = vec4(0.0, 0.0, 0.0, 0.0);",
|
195
|
+
" vec4 specular_color = vec4(0.0, 0.0, 0.0, 0.0);",
|
196
|
+
// note: could allow multiple lights
|
197
|
+
" for (int i=0; i<1; i++)",
|
198
|
+
" {",
|
199
|
+
// Get light direction (make sure to prevent zero devision)
|
200
|
+
" vec3 L = normalize(view_ray); //lightDirs[i];",
|
201
|
+
" float lightEnabled = float( length(L) > 0.0 );",
|
202
|
+
" L = normalize(L + (1.0 - lightEnabled));",
|
203
|
+
// Calculate lighting properties
|
204
|
+
" float lambertTerm = clamp(dot(N, L), 0.0, 1.0);",
|
205
|
+
" vec3 H = normalize(L+V); // Halfway vector",
|
206
|
+
" float specularTerm = pow(max(dot(H, N), 0.0), shininess);",
|
207
|
+
// Calculate mask
|
208
|
+
" float mask1 = lightEnabled;",
|
209
|
+
// Calculate colors
|
210
|
+
" ambient_color += mask1 * ambient_color; // * gl_LightSource[i].ambient;",
|
211
|
+
" diffuse_color += mask1 * lambertTerm;",
|
212
|
+
" specular_color += mask1 * specularTerm * specular_color;",
|
213
|
+
" }",
|
214
|
+
// Calculate final color by componing different components
|
215
|
+
" vec4 final_color;",
|
216
|
+
" vec4 color = apply_colormap(val);",
|
217
|
+
" final_color = color * (ambient_color + diffuse_color) + specular_color;",
|
218
|
+
" final_color.a = color.a;",
|
219
|
+
" return final_color;",
|
220
|
+
" }"
|
221
|
+
].join("\n")
|
222
|
+
};
|
223
|
+
export {
|
224
|
+
VolumeRenderShader1
|
225
|
+
};
|
@@ -0,0 +1,21 @@
|
|
1
|
+
export declare const WaterRefractionShader: {
|
2
|
+
uniforms: {
|
3
|
+
color: {
|
4
|
+
value: null;
|
5
|
+
};
|
6
|
+
time: {
|
7
|
+
value: number;
|
8
|
+
};
|
9
|
+
tDiffuse: {
|
10
|
+
value: null;
|
11
|
+
};
|
12
|
+
tDudv: {
|
13
|
+
value: null;
|
14
|
+
};
|
15
|
+
textureMatrix: {
|
16
|
+
value: null;
|
17
|
+
};
|
18
|
+
};
|
19
|
+
vertexShader: string;
|
20
|
+
fragmentShader: string;
|
21
|
+
};
|
@@ -0,0 +1,59 @@
|
|
1
|
+
"use strict";
|
2
|
+
Object.defineProperty(exports, Symbol.toStringTag, { value: "Module" });
|
3
|
+
const WaterRefractionShader = {
|
4
|
+
uniforms: {
|
5
|
+
color: {
|
6
|
+
value: null
|
7
|
+
},
|
8
|
+
time: {
|
9
|
+
value: 0
|
10
|
+
},
|
11
|
+
tDiffuse: {
|
12
|
+
value: null
|
13
|
+
},
|
14
|
+
tDudv: {
|
15
|
+
value: null
|
16
|
+
},
|
17
|
+
textureMatrix: {
|
18
|
+
value: null
|
19
|
+
}
|
20
|
+
},
|
21
|
+
vertexShader: [
|
22
|
+
"uniform mat4 textureMatrix;",
|
23
|
+
"varying vec2 vUv;",
|
24
|
+
"varying vec4 vUvRefraction;",
|
25
|
+
"void main() {",
|
26
|
+
" vUv = uv;",
|
27
|
+
" vUvRefraction = textureMatrix * vec4( position, 1.0 );",
|
28
|
+
" gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
|
29
|
+
"}"
|
30
|
+
].join("\n"),
|
31
|
+
fragmentShader: [
|
32
|
+
"uniform vec3 color;",
|
33
|
+
"uniform float time;",
|
34
|
+
"uniform sampler2D tDiffuse;",
|
35
|
+
"uniform sampler2D tDudv;",
|
36
|
+
"varying vec2 vUv;",
|
37
|
+
"varying vec4 vUvRefraction;",
|
38
|
+
"float blendOverlay( float base, float blend ) {",
|
39
|
+
" return( base < 0.5 ? ( 2.0 * base * blend ) : ( 1.0 - 2.0 * ( 1.0 - base ) * ( 1.0 - blend ) ) );",
|
40
|
+
"}",
|
41
|
+
"vec3 blendOverlay( vec3 base, vec3 blend ) {",
|
42
|
+
" return vec3( blendOverlay( base.r, blend.r ), blendOverlay( base.g, blend.g ),blendOverlay( base.b, blend.b ) );",
|
43
|
+
"}",
|
44
|
+
"void main() {",
|
45
|
+
" float waveStrength = 0.1;",
|
46
|
+
" float waveSpeed = 0.03;",
|
47
|
+
// simple distortion (ripple) via dudv map (see https://www.youtube.com/watch?v=6B7IF6GOu7s)
|
48
|
+
" vec2 distortedUv = texture2D( tDudv, vec2( vUv.x + time * waveSpeed, vUv.y ) ).rg * waveStrength;",
|
49
|
+
" distortedUv = vUv.xy + vec2( distortedUv.x, distortedUv.y + time * waveSpeed );",
|
50
|
+
" vec2 distortion = ( texture2D( tDudv, distortedUv ).rg * 2.0 - 1.0 ) * waveStrength;",
|
51
|
+
// new uv coords
|
52
|
+
" vec4 uv = vec4( vUvRefraction );",
|
53
|
+
" uv.xy += distortion;",
|
54
|
+
" vec4 base = texture2DProj( tDiffuse, uv );",
|
55
|
+
" gl_FragColor = vec4( blendOverlay( base.rgb, color ), 1.0 );",
|
56
|
+
"}"
|
57
|
+
].join("\n")
|
58
|
+
};
|
59
|
+
exports.WaterRefractionShader = WaterRefractionShader;
|
@@ -0,0 +1,59 @@
|
|
1
|
+
const WaterRefractionShader = {
|
2
|
+
uniforms: {
|
3
|
+
color: {
|
4
|
+
value: null
|
5
|
+
},
|
6
|
+
time: {
|
7
|
+
value: 0
|
8
|
+
},
|
9
|
+
tDiffuse: {
|
10
|
+
value: null
|
11
|
+
},
|
12
|
+
tDudv: {
|
13
|
+
value: null
|
14
|
+
},
|
15
|
+
textureMatrix: {
|
16
|
+
value: null
|
17
|
+
}
|
18
|
+
},
|
19
|
+
vertexShader: [
|
20
|
+
"uniform mat4 textureMatrix;",
|
21
|
+
"varying vec2 vUv;",
|
22
|
+
"varying vec4 vUvRefraction;",
|
23
|
+
"void main() {",
|
24
|
+
" vUv = uv;",
|
25
|
+
" vUvRefraction = textureMatrix * vec4( position, 1.0 );",
|
26
|
+
" gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
|
27
|
+
"}"
|
28
|
+
].join("\n"),
|
29
|
+
fragmentShader: [
|
30
|
+
"uniform vec3 color;",
|
31
|
+
"uniform float time;",
|
32
|
+
"uniform sampler2D tDiffuse;",
|
33
|
+
"uniform sampler2D tDudv;",
|
34
|
+
"varying vec2 vUv;",
|
35
|
+
"varying vec4 vUvRefraction;",
|
36
|
+
"float blendOverlay( float base, float blend ) {",
|
37
|
+
" return( base < 0.5 ? ( 2.0 * base * blend ) : ( 1.0 - 2.0 * ( 1.0 - base ) * ( 1.0 - blend ) ) );",
|
38
|
+
"}",
|
39
|
+
"vec3 blendOverlay( vec3 base, vec3 blend ) {",
|
40
|
+
" return vec3( blendOverlay( base.r, blend.r ), blendOverlay( base.g, blend.g ),blendOverlay( base.b, blend.b ) );",
|
41
|
+
"}",
|
42
|
+
"void main() {",
|
43
|
+
" float waveStrength = 0.1;",
|
44
|
+
" float waveSpeed = 0.03;",
|
45
|
+
// simple distortion (ripple) via dudv map (see https://www.youtube.com/watch?v=6B7IF6GOu7s)
|
46
|
+
" vec2 distortedUv = texture2D( tDudv, vec2( vUv.x + time * waveSpeed, vUv.y ) ).rg * waveStrength;",
|
47
|
+
" distortedUv = vUv.xy + vec2( distortedUv.x, distortedUv.y + time * waveSpeed );",
|
48
|
+
" vec2 distortion = ( texture2D( tDudv, distortedUv ).rg * 2.0 - 1.0 ) * waveStrength;",
|
49
|
+
// new uv coords
|
50
|
+
" vec4 uv = vec4( vUvRefraction );",
|
51
|
+
" uv.xy += distortion;",
|
52
|
+
" vec4 base = texture2DProj( tDiffuse, uv );",
|
53
|
+
" gl_FragColor = vec4( blendOverlay( base.rgb, color ), 1.0 );",
|
54
|
+
"}"
|
55
|
+
].join("\n")
|
56
|
+
};
|
57
|
+
export {
|
58
|
+
WaterRefractionShader
|
59
|
+
};
|
@@ -0,0 +1,14 @@
|
|
1
|
+
import type { IUniform, Shader } from 'three';
|
2
|
+
declare type Defines = {
|
3
|
+
[key: string]: boolean | number | string;
|
4
|
+
};
|
5
|
+
declare type Uniforms = {
|
6
|
+
[key: string]: IUniform;
|
7
|
+
};
|
8
|
+
export interface IShader<U extends Uniforms, D extends Defines | undefined = undefined> extends Shader {
|
9
|
+
defines?: D;
|
10
|
+
fragmentShader: string;
|
11
|
+
uniforms: U;
|
12
|
+
vertexShader: string;
|
13
|
+
}
|
14
|
+
export {};
|
@@ -0,0 +1 @@
|
|
1
|
+
"use strict";
|
@@ -0,0 +1 @@
|
|
1
|
+
|
@@ -0,0 +1,30 @@
|
|
1
|
+
"use strict";
|
2
|
+
Object.defineProperty(exports, Symbol.toStringTag, { value: "Module" });
|
3
|
+
class FlakesTexture {
|
4
|
+
constructor(width = 512, height = 512) {
|
5
|
+
const canvas = document.createElement("canvas");
|
6
|
+
canvas.width = width;
|
7
|
+
canvas.height = height;
|
8
|
+
const context = canvas.getContext("2d");
|
9
|
+
context.fillStyle = "rgb(127,127,255)";
|
10
|
+
context.fillRect(0, 0, width, height);
|
11
|
+
for (let i = 0; i < 4e3; i++) {
|
12
|
+
const x = Math.random() * width;
|
13
|
+
const y = Math.random() * height;
|
14
|
+
const r = Math.random() * 3 + 3;
|
15
|
+
let nx = Math.random() * 2 - 1;
|
16
|
+
let ny = Math.random() * 2 - 1;
|
17
|
+
let nz = 1.5;
|
18
|
+
const l = Math.sqrt(nx * nx + ny * ny + nz * nz);
|
19
|
+
nx /= l;
|
20
|
+
ny /= l;
|
21
|
+
nz /= l;
|
22
|
+
context.fillStyle = "rgb(" + (nx * 127 + 127) + "," + (ny * 127 + 127) + "," + nz * 255 + ")";
|
23
|
+
context.beginPath();
|
24
|
+
context.arc(x, y, r, 0, Math.PI * 2);
|
25
|
+
context.fill();
|
26
|
+
}
|
27
|
+
return canvas;
|
28
|
+
}
|
29
|
+
}
|
30
|
+
exports.FlakesTexture = FlakesTexture;
|