three-stdlib 2.28.11 → 2.29.0

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Files changed (68) hide show
  1. package/controls/ArcballControls.cjs.map +1 -1
  2. package/controls/ArcballControls.js.map +1 -1
  3. package/controls/DeviceOrientationControls.cjs.map +1 -1
  4. package/controls/DeviceOrientationControls.js.map +1 -1
  5. package/controls/DragControls.cjs.map +1 -1
  6. package/controls/DragControls.js.map +1 -1
  7. package/controls/FlyControls.cjs +1 -1
  8. package/controls/FlyControls.cjs.map +1 -1
  9. package/controls/FlyControls.js +1 -1
  10. package/controls/FlyControls.js.map +1 -1
  11. package/controls/OrbitControls.cjs.map +1 -1
  12. package/controls/OrbitControls.js.map +1 -1
  13. package/controls/PointerLockControls.cjs.map +1 -1
  14. package/controls/PointerLockControls.js.map +1 -1
  15. package/controls/TrackballControls.cjs +0 -2
  16. package/controls/TrackballControls.cjs.map +1 -1
  17. package/controls/TrackballControls.js +0 -2
  18. package/controls/TrackballControls.js.map +1 -1
  19. package/controls/TransformControls.cjs +2 -2
  20. package/controls/TransformControls.cjs.map +1 -1
  21. package/controls/TransformControls.js +2 -2
  22. package/controls/TransformControls.js.map +1 -1
  23. package/controls/experimental/CameraControls.cjs.map +1 -1
  24. package/controls/experimental/CameraControls.js.map +1 -1
  25. package/lines/LineGeometry.cjs +23 -10
  26. package/lines/LineGeometry.cjs.map +1 -1
  27. package/lines/LineGeometry.js +23 -10
  28. package/lines/LineGeometry.js.map +1 -1
  29. package/lines/LineMaterial.cjs +29 -11
  30. package/lines/LineMaterial.cjs.map +1 -1
  31. package/lines/LineMaterial.js +29 -11
  32. package/lines/LineMaterial.js.map +1 -1
  33. package/lines/LineSegmentsGeometry.cjs +4 -4
  34. package/lines/LineSegmentsGeometry.cjs.map +1 -1
  35. package/lines/LineSegmentsGeometry.d.ts +1 -1
  36. package/lines/LineSegmentsGeometry.js +4 -4
  37. package/lines/LineSegmentsGeometry.js.map +1 -1
  38. package/loaders/FontLoader.cjs.map +1 -1
  39. package/loaders/FontLoader.js.map +1 -1
  40. package/loaders/HDRCubeTextureLoader.cjs +3 -1
  41. package/loaders/HDRCubeTextureLoader.cjs.map +1 -1
  42. package/loaders/HDRCubeTextureLoader.d.ts +1 -1
  43. package/loaders/HDRCubeTextureLoader.js +3 -1
  44. package/loaders/HDRCubeTextureLoader.js.map +1 -1
  45. package/modifiers/CurveModifier.cjs.map +1 -1
  46. package/modifiers/CurveModifier.js.map +1 -1
  47. package/modifiers/TessellateModifier.cjs.map +1 -1
  48. package/modifiers/TessellateModifier.js.map +1 -1
  49. package/package.json +1 -1
  50. package/postprocessing/BloomPass.cjs.map +1 -1
  51. package/postprocessing/BloomPass.d.ts +16 -3
  52. package/postprocessing/BloomPass.js.map +1 -1
  53. package/postprocessing/DotScreenPass.cjs.map +1 -1
  54. package/postprocessing/DotScreenPass.d.ts +3 -2
  55. package/postprocessing/DotScreenPass.js.map +1 -1
  56. package/postprocessing/FilmPass.cjs.map +1 -1
  57. package/postprocessing/FilmPass.d.ts +3 -2
  58. package/postprocessing/FilmPass.js.map +1 -1
  59. package/postprocessing/GlitchPass.cjs.map +1 -1
  60. package/postprocessing/GlitchPass.d.ts +3 -2
  61. package/postprocessing/GlitchPass.js.map +1 -1
  62. package/postprocessing/WaterPass.cjs +2 -2
  63. package/postprocessing/WaterPass.cjs.map +1 -1
  64. package/postprocessing/WaterPass.d.ts +7 -2
  65. package/postprocessing/WaterPass.js +3 -3
  66. package/postprocessing/WaterPass.js.map +1 -1
  67. package/webxr/OculusHandModel.cjs.map +1 -1
  68. package/webxr/OculusHandModel.js.map +1 -1
@@ -25,7 +25,6 @@ class LineMaterial extends THREE.ShaderMaterial {
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  /* glsl */
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  `
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  #include <common>
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- #include <color_pars_vertex>
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  #include <fog_pars_vertex>
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  #include <logdepthbuf_pars_vertex>
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  #include <clipping_planes_pars_vertex>
@@ -36,8 +35,15 @@ class LineMaterial extends THREE.ShaderMaterial {
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  attribute vec3 instanceStart;
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  attribute vec3 instanceEnd;
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- attribute vec3 instanceColorStart;
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- attribute vec3 instanceColorEnd;
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+ #ifdef USE_LINE_COLOR_ALPHA
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+ varying vec4 vLineColor;
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+ attribute vec4 instanceColorStart;
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+ attribute vec4 instanceColorEnd;
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+ #else
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+ varying vec3 vLineColor;
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+ attribute vec3 instanceColorStart;
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+ attribute vec3 instanceColorEnd;
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+ #endif
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  #ifdef WORLD_UNITS
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@@ -83,11 +89,7 @@ class LineMaterial extends THREE.ShaderMaterial {
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  void main() {
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- #ifdef USE_COLOR
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-
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- vColor.xyz = ( position.y < 0.5 ) ? instanceColorStart : instanceColorEnd;
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-
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- #endif
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+ vLineColor = ( position.y < 0.5 ) ? instanceColorStart : instanceColorEnd;
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  #ifdef USE_DASH
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@@ -289,11 +291,16 @@ class LineMaterial extends THREE.ShaderMaterial {
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  #endif
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  #include <common>
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- #include <color_pars_fragment>
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  #include <fog_pars_fragment>
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  #include <logdepthbuf_pars_fragment>
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  #include <clipping_planes_pars_fragment>
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+ #ifdef USE_LINE_COLOR_ALPHA
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+ varying vec4 vLineColor;
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+ #else
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+ varying vec3 vLineColor;
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+ #endif
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+
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  vec2 closestLineToLine(vec3 p1, vec3 p2, vec3 p3, vec3 p4) {
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  float mua;
@@ -402,11 +409,15 @@ class LineMaterial extends THREE.ShaderMaterial {
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  #endif
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  vec4 diffuseColor = vec4( diffuse, alpha );
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+ #ifdef USE_LINE_COLOR_ALPHA
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+ diffuseColor *= vLineColor;
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+ #else
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+ diffuseColor.rgb *= vLineColor;
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+ #endif
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  #include <logdepthbuf_fragment>
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- #include <color_fragment>
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- gl_FragColor = vec4( diffuseColor.rgb, alpha );
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+ gl_FragColor = diffuseColor;
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  #include <tonemapping_fragment>
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  #include <${parseInt(THREE.REVISION.replace(/\D+/g, "")) >= 154 ? "colorspace_fragment" : "encodings_fragment"}>
@@ -420,6 +431,13 @@ class LineMaterial extends THREE.ShaderMaterial {
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  // required for clipping support
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  });
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  this.isLineMaterial = true;
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+ this.onBeforeCompile = function() {
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+ if (this.transparent) {
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+ this.defines.USE_LINE_COLOR_ALPHA = "1";
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+ } else {
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+ delete this.defines.USE_LINE_COLOR_ALPHA;
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+ }
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+ };
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  Object.defineProperties(this, {
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  color: {
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  enumerable: true,
@@ -1 +1 @@
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- {"version":3,"file":"LineMaterial.cjs","sources":["../../src/lines/LineMaterial.js"],"sourcesContent":["/**\n * parameters = {\n * color: <hex>,\n * linewidth: <float>,\n * dashed: <boolean>,\n * dashScale: <float>,\n * dashSize: <float>,\n * dashOffset: <float>,\n * gapSize: <float>,\n * resolution: <Vector2>, // to be set by renderer\n * }\n */\n\nimport { ShaderMaterial, UniformsLib, UniformsUtils, Vector2, REVISION } from 'three'\n\nclass LineMaterial extends ShaderMaterial {\n constructor(parameters) {\n super({\n type: 'LineMaterial',\n\n uniforms: UniformsUtils.clone(\n UniformsUtils.merge([\n UniformsLib.common,\n UniformsLib.fog,\n {\n worldUnits: { value: 1 },\n linewidth: { value: 1 },\n resolution: { value: new Vector2(1, 1) },\n dashOffset: { value: 0 },\n dashScale: { value: 1 },\n dashSize: { value: 1 },\n gapSize: { value: 1 }, // todo FIX - maybe change to totalSize\n },\n ]),\n ),\n\n vertexShader: /* glsl */ `\n\t\t\t\t#include <common>\n\t\t\t\t#include <color_pars_vertex>\n\t\t\t\t#include <fog_pars_vertex>\n\t\t\t\t#include <logdepthbuf_pars_vertex>\n\t\t\t\t#include <clipping_planes_pars_vertex>\n\n\t\t\t\tuniform float linewidth;\n\t\t\t\tuniform vec2 resolution;\n\n\t\t\t\tattribute vec3 instanceStart;\n\t\t\t\tattribute vec3 instanceEnd;\n\n\t\t\t\tattribute vec3 instanceColorStart;\n\t\t\t\tattribute vec3 instanceColorEnd;\n\n\t\t\t\t#ifdef WORLD_UNITS\n\n\t\t\t\t\tvarying vec4 worldPos;\n\t\t\t\t\tvarying vec3 worldStart;\n\t\t\t\t\tvarying vec3 worldEnd;\n\n\t\t\t\t\t#ifdef USE_DASH\n\n\t\t\t\t\t\tvarying vec2 vUv;\n\n\t\t\t\t\t#endif\n\n\t\t\t\t#else\n\n\t\t\t\t\tvarying vec2 vUv;\n\n\t\t\t\t#endif\n\n\t\t\t\t#ifdef USE_DASH\n\n\t\t\t\t\tuniform float dashScale;\n\t\t\t\t\tattribute float instanceDistanceStart;\n\t\t\t\t\tattribute float instanceDistanceEnd;\n\t\t\t\t\tvarying float vLineDistance;\n\n\t\t\t\t#endif\n\n\t\t\t\tvoid trimSegment( const in vec4 start, inout vec4 end ) {\n\n\t\t\t\t\t// trim end segment so it terminates between the camera plane and the near plane\n\n\t\t\t\t\t// conservative estimate of the near plane\n\t\t\t\t\tfloat a = projectionMatrix[ 2 ][ 2 ]; // 3nd entry in 3th column\n\t\t\t\t\tfloat b = projectionMatrix[ 3 ][ 2 ]; // 3nd entry in 4th column\n\t\t\t\t\tfloat nearEstimate = - 0.5 * b / a;\n\n\t\t\t\t\tfloat alpha = ( nearEstimate - start.z ) / ( end.z - start.z );\n\n\t\t\t\t\tend.xyz = mix( start.xyz, end.xyz, alpha );\n\n\t\t\t\t}\n\n\t\t\t\tvoid main() {\n\n\t\t\t\t\t#ifdef USE_COLOR\n\n\t\t\t\t\t\tvColor.xyz = ( position.y < 0.5 ) ? instanceColorStart : instanceColorEnd;\n\n\t\t\t\t\t#endif\n\n\t\t\t\t\t#ifdef USE_DASH\n\n\t\t\t\t\t\tvLineDistance = ( position.y < 0.5 ) ? dashScale * instanceDistanceStart : dashScale * instanceDistanceEnd;\n\t\t\t\t\t\tvUv = uv;\n\n\t\t\t\t\t#endif\n\n\t\t\t\t\tfloat aspect = resolution.x / resolution.y;\n\n\t\t\t\t\t// camera space\n\t\t\t\t\tvec4 start = modelViewMatrix * vec4( instanceStart, 1.0 );\n\t\t\t\t\tvec4 end = modelViewMatrix * vec4( instanceEnd, 1.0 );\n\n\t\t\t\t\t#ifdef WORLD_UNITS\n\n\t\t\t\t\t\tworldStart = start.xyz;\n\t\t\t\t\t\tworldEnd = end.xyz;\n\n\t\t\t\t\t#else\n\n\t\t\t\t\t\tvUv = uv;\n\n\t\t\t\t\t#endif\n\n\t\t\t\t\t// special case for perspective projection, and segments that terminate either in, or behind, the camera plane\n\t\t\t\t\t// clearly the gpu firmware has a way of addressing this issue when projecting into ndc space\n\t\t\t\t\t// but we need to perform ndc-space calculations in the shader, so we must address this issue directly\n\t\t\t\t\t// perhaps there is a more elegant solution -- WestLangley\n\n\t\t\t\t\tbool perspective = ( projectionMatrix[ 2 ][ 3 ] == - 1.0 ); // 4th entry in the 3rd column\n\n\t\t\t\t\tif ( perspective ) {\n\n\t\t\t\t\t\tif ( start.z < 0.0 && end.z >= 0.0 ) {\n\n\t\t\t\t\t\t\ttrimSegment( start, end );\n\n\t\t\t\t\t\t} else if ( end.z < 0.0 && start.z >= 0.0 ) {\n\n\t\t\t\t\t\t\ttrimSegment( end, start );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\t// clip space\n\t\t\t\t\tvec4 clipStart = projectionMatrix * start;\n\t\t\t\t\tvec4 clipEnd = projectionMatrix * end;\n\n\t\t\t\t\t// ndc space\n\t\t\t\t\tvec3 ndcStart = clipStart.xyz / clipStart.w;\n\t\t\t\t\tvec3 ndcEnd = clipEnd.xyz / clipEnd.w;\n\n\t\t\t\t\t// direction\n\t\t\t\t\tvec2 dir = ndcEnd.xy - ndcStart.xy;\n\n\t\t\t\t\t// account for clip-space aspect ratio\n\t\t\t\t\tdir.x *= aspect;\n\t\t\t\t\tdir = normalize( dir );\n\n\t\t\t\t\t#ifdef WORLD_UNITS\n\n\t\t\t\t\t\t// get the offset direction as perpendicular to the view vector\n\t\t\t\t\t\tvec3 worldDir = normalize( end.xyz - start.xyz );\n\t\t\t\t\t\tvec3 offset;\n\t\t\t\t\t\tif ( position.y < 0.5 ) {\n\n\t\t\t\t\t\t\toffset = normalize( cross( start.xyz, worldDir ) );\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\toffset = normalize( cross( end.xyz, worldDir ) );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\t// sign flip\n\t\t\t\t\t\tif ( position.x < 0.0 ) offset *= - 1.0;\n\n\t\t\t\t\t\tfloat forwardOffset = dot( worldDir, vec3( 0.0, 0.0, 1.0 ) );\n\n\t\t\t\t\t\t// don't extend the line if we're rendering dashes because we\n\t\t\t\t\t\t// won't be rendering the endcaps\n\t\t\t\t\t\t#ifndef USE_DASH\n\n\t\t\t\t\t\t\t// extend the line bounds to encompass endcaps\n\t\t\t\t\t\t\tstart.xyz += - worldDir * linewidth * 0.5;\n\t\t\t\t\t\t\tend.xyz += worldDir * linewidth * 0.5;\n\n\t\t\t\t\t\t\t// shift the position of the quad so it hugs the forward edge of the line\n\t\t\t\t\t\t\toffset.xy -= dir * forwardOffset;\n\t\t\t\t\t\t\toffset.z += 0.5;\n\n\t\t\t\t\t\t#endif\n\n\t\t\t\t\t\t// endcaps\n\t\t\t\t\t\tif ( position.y > 1.0 || position.y < 0.0 ) {\n\n\t\t\t\t\t\t\toffset.xy += dir * 2.0 * forwardOffset;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\t// adjust for linewidth\n\t\t\t\t\t\toffset *= linewidth * 0.5;\n\n\t\t\t\t\t\t// set the world position\n\t\t\t\t\t\tworldPos = ( position.y < 0.5 ) ? start : end;\n\t\t\t\t\t\tworldPos.xyz += offset;\n\n\t\t\t\t\t\t// project the worldpos\n\t\t\t\t\t\tvec4 clip = projectionMatrix * worldPos;\n\n\t\t\t\t\t\t// shift the depth of the projected points so the line\n\t\t\t\t\t\t// segments overlap neatly\n\t\t\t\t\t\tvec3 clipPose = ( position.y < 0.5 ) ? ndcStart : ndcEnd;\n\t\t\t\t\t\tclip.z = clipPose.z * clip.w;\n\n\t\t\t\t\t#else\n\n\t\t\t\t\t\tvec2 offset = vec2( dir.y, - dir.x );\n\t\t\t\t\t\t// undo aspect ratio adjustment\n\t\t\t\t\t\tdir.x /= aspect;\n\t\t\t\t\t\toffset.x /= aspect;\n\n\t\t\t\t\t\t// sign flip\n\t\t\t\t\t\tif ( position.x < 0.0 ) offset *= - 1.0;\n\n\t\t\t\t\t\t// endcaps\n\t\t\t\t\t\tif ( position.y < 0.0 ) {\n\n\t\t\t\t\t\t\toffset += - dir;\n\n\t\t\t\t\t\t} else if ( position.y > 1.0 ) {\n\n\t\t\t\t\t\t\toffset += dir;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\t// adjust for linewidth\n\t\t\t\t\t\toffset *= linewidth;\n\n\t\t\t\t\t\t// adjust for clip-space to screen-space conversion // maybe resolution should be based on viewport ...\n\t\t\t\t\t\toffset /= resolution.y;\n\n\t\t\t\t\t\t// select end\n\t\t\t\t\t\tvec4 clip = ( position.y < 0.5 ) ? clipStart : clipEnd;\n\n\t\t\t\t\t\t// back to clip space\n\t\t\t\t\t\toffset *= clip.w;\n\n\t\t\t\t\t\tclip.xy += offset;\n\n\t\t\t\t\t#endif\n\n\t\t\t\t\tgl_Position = clip;\n\n\t\t\t\t\tvec4 mvPosition = ( position.y < 0.5 ) ? start : end; // this is an approximation\n\n\t\t\t\t\t#include <logdepthbuf_vertex>\n\t\t\t\t\t#include <clipping_planes_vertex>\n\t\t\t\t\t#include <fog_vertex>\n\n\t\t\t\t}\n\t\t\t`,\n fragmentShader: /* glsl */ `\n\t\t\t\tuniform vec3 diffuse;\n\t\t\t\tuniform float opacity;\n\t\t\t\tuniform float linewidth;\n\n\t\t\t\t#ifdef USE_DASH\n\n\t\t\t\t\tuniform float dashOffset;\n\t\t\t\t\tuniform float dashSize;\n\t\t\t\t\tuniform float gapSize;\n\n\t\t\t\t#endif\n\n\t\t\t\tvarying float vLineDistance;\n\n\t\t\t\t#ifdef WORLD_UNITS\n\n\t\t\t\t\tvarying vec4 worldPos;\n\t\t\t\t\tvarying vec3 worldStart;\n\t\t\t\t\tvarying vec3 worldEnd;\n\n\t\t\t\t\t#ifdef USE_DASH\n\n\t\t\t\t\t\tvarying vec2 vUv;\n\n\t\t\t\t\t#endif\n\n\t\t\t\t#else\n\n\t\t\t\t\tvarying vec2 vUv;\n\n\t\t\t\t#endif\n\n\t\t\t\t#include <common>\n\t\t\t\t#include <color_pars_fragment>\n\t\t\t\t#include <fog_pars_fragment>\n\t\t\t\t#include <logdepthbuf_pars_fragment>\n\t\t\t\t#include <clipping_planes_pars_fragment>\n\n\t\t\t\tvec2 closestLineToLine(vec3 p1, vec3 p2, vec3 p3, vec3 p4) {\n\n\t\t\t\t\tfloat mua;\n\t\t\t\t\tfloat mub;\n\n\t\t\t\t\tvec3 p13 = p1 - p3;\n\t\t\t\t\tvec3 p43 = p4 - p3;\n\n\t\t\t\t\tvec3 p21 = p2 - p1;\n\n\t\t\t\t\tfloat d1343 = dot( p13, p43 );\n\t\t\t\t\tfloat d4321 = dot( p43, p21 );\n\t\t\t\t\tfloat d1321 = dot( p13, p21 );\n\t\t\t\t\tfloat d4343 = dot( p43, p43 );\n\t\t\t\t\tfloat d2121 = dot( p21, p21 );\n\n\t\t\t\t\tfloat denom = d2121 * d4343 - d4321 * d4321;\n\n\t\t\t\t\tfloat numer = d1343 * d4321 - d1321 * d4343;\n\n\t\t\t\t\tmua = numer / denom;\n\t\t\t\t\tmua = clamp( mua, 0.0, 1.0 );\n\t\t\t\t\tmub = ( d1343 + d4321 * ( mua ) ) / d4343;\n\t\t\t\t\tmub = clamp( mub, 0.0, 1.0 );\n\n\t\t\t\t\treturn vec2( mua, mub );\n\n\t\t\t\t}\n\n\t\t\t\tvoid main() {\n\n\t\t\t\t\t#include <clipping_planes_fragment>\n\n\t\t\t\t\t#ifdef USE_DASH\n\n\t\t\t\t\t\tif ( vUv.y < - 1.0 || vUv.y > 1.0 ) discard; // discard endcaps\n\n\t\t\t\t\t\tif ( mod( vLineDistance + dashOffset, dashSize + gapSize ) > dashSize ) discard; // todo - FIX\n\n\t\t\t\t\t#endif\n\n\t\t\t\t\tfloat alpha = opacity;\n\n\t\t\t\t\t#ifdef WORLD_UNITS\n\n\t\t\t\t\t\t// Find the closest points on the view ray and the line segment\n\t\t\t\t\t\tvec3 rayEnd = normalize( worldPos.xyz ) * 1e5;\n\t\t\t\t\t\tvec3 lineDir = worldEnd - worldStart;\n\t\t\t\t\t\tvec2 params = closestLineToLine( worldStart, worldEnd, vec3( 0.0, 0.0, 0.0 ), rayEnd );\n\n\t\t\t\t\t\tvec3 p1 = worldStart + lineDir * params.x;\n\t\t\t\t\t\tvec3 p2 = rayEnd * params.y;\n\t\t\t\t\t\tvec3 delta = p1 - p2;\n\t\t\t\t\t\tfloat len = length( delta );\n\t\t\t\t\t\tfloat norm = len / linewidth;\n\n\t\t\t\t\t\t#ifndef USE_DASH\n\n\t\t\t\t\t\t\t#ifdef USE_ALPHA_TO_COVERAGE\n\n\t\t\t\t\t\t\t\tfloat dnorm = fwidth( norm );\n\t\t\t\t\t\t\t\talpha = 1.0 - smoothstep( 0.5 - dnorm, 0.5 + dnorm, norm );\n\n\t\t\t\t\t\t\t#else\n\n\t\t\t\t\t\t\t\tif ( norm > 0.5 ) {\n\n\t\t\t\t\t\t\t\t\tdiscard;\n\n\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t#endif\n\n\t\t\t\t\t\t#endif\n\n\t\t\t\t\t#else\n\n\t\t\t\t\t\t#ifdef USE_ALPHA_TO_COVERAGE\n\n\t\t\t\t\t\t\t// artifacts appear on some hardware if a derivative is taken within a conditional\n\t\t\t\t\t\t\tfloat a = vUv.x;\n\t\t\t\t\t\t\tfloat b = ( vUv.y > 0.0 ) ? 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1
+ {"version":3,"file":"LineMaterial.cjs","sources":["../../src/lines/LineMaterial.js"],"sourcesContent":["/**\n * parameters = {\n * color: <hex>,\n * linewidth: <float>,\n * dashed: <boolean>,\n * dashScale: <float>,\n * dashSize: <float>,\n * dashOffset: <float>,\n * gapSize: <float>,\n * resolution: <Vector2>, // to be set by renderer\n * }\n */\n\nimport { ShaderMaterial, UniformsLib, UniformsUtils, Vector2, REVISION } from 'three'\n\nclass LineMaterial extends ShaderMaterial {\n constructor(parameters) {\n super({\n type: 'LineMaterial',\n\n uniforms: UniformsUtils.clone(\n UniformsUtils.merge([\n UniformsLib.common,\n UniformsLib.fog,\n {\n worldUnits: { value: 1 },\n linewidth: { value: 1 },\n resolution: { value: new Vector2(1, 1) },\n dashOffset: { value: 0 },\n dashScale: { value: 1 },\n dashSize: { value: 1 },\n gapSize: { value: 1 }, // todo FIX - maybe change to totalSize\n },\n ]),\n ),\n\n vertexShader: /* glsl */ `\n\t\t\t\t#include <common>\n\t\t\t\t#include <fog_pars_vertex>\n\t\t\t\t#include <logdepthbuf_pars_vertex>\n\t\t\t\t#include <clipping_planes_pars_vertex>\n\n\t\t\t\tuniform float linewidth;\n\t\t\t\tuniform vec2 resolution;\n\n\t\t\t\tattribute vec3 instanceStart;\n\t\t\t\tattribute vec3 instanceEnd;\n\n\t\t\t\t#ifdef USE_LINE_COLOR_ALPHA\n\t\t\t\t\tvarying vec4 vLineColor;\n\t\t\t\t\tattribute vec4 instanceColorStart;\n\t\t\t\t\tattribute vec4 instanceColorEnd;\n\t\t\t\t#else\n\t\t\t\t\tvarying vec3 vLineColor;\n\t\t\t\t\tattribute vec3 instanceColorStart;\n\t\t\t\t\tattribute vec3 instanceColorEnd;\n\t\t\t\t#endif\n\n\t\t\t\t#ifdef WORLD_UNITS\n\n\t\t\t\t\tvarying vec4 worldPos;\n\t\t\t\t\tvarying vec3 worldStart;\n\t\t\t\t\tvarying vec3 worldEnd;\n\n\t\t\t\t\t#ifdef USE_DASH\n\n\t\t\t\t\t\tvarying vec2 vUv;\n\n\t\t\t\t\t#endif\n\n\t\t\t\t#else\n\n\t\t\t\t\tvarying vec2 vUv;\n\n\t\t\t\t#endif\n\n\t\t\t\t#ifdef USE_DASH\n\n\t\t\t\t\tuniform float dashScale;\n\t\t\t\t\tattribute float instanceDistanceStart;\n\t\t\t\t\tattribute float instanceDistanceEnd;\n\t\t\t\t\tvarying float vLineDistance;\n\n\t\t\t\t#endif\n\n\t\t\t\tvoid trimSegment( const in vec4 start, inout vec4 end ) {\n\n\t\t\t\t\t// trim end segment so it terminates between the camera plane and the near plane\n\n\t\t\t\t\t// conservative estimate of the near plane\n\t\t\t\t\tfloat a = projectionMatrix[ 2 ][ 2 ]; // 3nd entry in 3th column\n\t\t\t\t\tfloat b = projectionMatrix[ 3 ][ 2 ]; // 3nd entry in 4th column\n\t\t\t\t\tfloat nearEstimate = - 0.5 * b / a;\n\n\t\t\t\t\tfloat alpha = ( nearEstimate - start.z ) / ( end.z - start.z );\n\n\t\t\t\t\tend.xyz = mix( start.xyz, end.xyz, alpha );\n\n\t\t\t\t}\n\n\t\t\t\tvoid main() {\n\n\t\t\t\t\tvLineColor = ( position.y < 0.5 ) ? instanceColorStart : instanceColorEnd;\n\n\t\t\t\t\t#ifdef USE_DASH\n\n\t\t\t\t\t\tvLineDistance = ( position.y < 0.5 ) ? dashScale * instanceDistanceStart : dashScale * instanceDistanceEnd;\n\t\t\t\t\t\tvUv = uv;\n\n\t\t\t\t\t#endif\n\n\t\t\t\t\tfloat aspect = resolution.x / resolution.y;\n\n\t\t\t\t\t// camera space\n\t\t\t\t\tvec4 start = modelViewMatrix * vec4( instanceStart, 1.0 );\n\t\t\t\t\tvec4 end = modelViewMatrix * vec4( instanceEnd, 1.0 );\n\n\t\t\t\t\t#ifdef WORLD_UNITS\n\n\t\t\t\t\t\tworldStart = start.xyz;\n\t\t\t\t\t\tworldEnd = end.xyz;\n\n\t\t\t\t\t#else\n\n\t\t\t\t\t\tvUv = uv;\n\n\t\t\t\t\t#endif\n\n\t\t\t\t\t// special case for perspective projection, and segments that terminate either in, or behind, the camera plane\n\t\t\t\t\t// clearly the gpu firmware has a way of addressing this issue when projecting into ndc space\n\t\t\t\t\t// but we need to perform ndc-space calculations in the shader, so we must address this issue directly\n\t\t\t\t\t// perhaps there is a more elegant solution -- WestLangley\n\n\t\t\t\t\tbool perspective = ( projectionMatrix[ 2 ][ 3 ] == - 1.0 ); // 4th entry in the 3rd column\n\n\t\t\t\t\tif ( perspective ) {\n\n\t\t\t\t\t\tif ( start.z < 0.0 && end.z >= 0.0 ) {\n\n\t\t\t\t\t\t\ttrimSegment( start, end );\n\n\t\t\t\t\t\t} else if ( end.z < 0.0 && start.z >= 0.0 ) {\n\n\t\t\t\t\t\t\ttrimSegment( end, start );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\t// clip space\n\t\t\t\t\tvec4 clipStart = projectionMatrix * start;\n\t\t\t\t\tvec4 clipEnd = projectionMatrix * end;\n\n\t\t\t\t\t// ndc space\n\t\t\t\t\tvec3 ndcStart = clipStart.xyz / clipStart.w;\n\t\t\t\t\tvec3 ndcEnd = clipEnd.xyz / clipEnd.w;\n\n\t\t\t\t\t// direction\n\t\t\t\t\tvec2 dir = ndcEnd.xy - ndcStart.xy;\n\n\t\t\t\t\t// account for clip-space aspect ratio\n\t\t\t\t\tdir.x *= aspect;\n\t\t\t\t\tdir = normalize( dir );\n\n\t\t\t\t\t#ifdef WORLD_UNITS\n\n\t\t\t\t\t\t// get the offset direction as perpendicular to the view vector\n\t\t\t\t\t\tvec3 worldDir = normalize( end.xyz - start.xyz );\n\t\t\t\t\t\tvec3 offset;\n\t\t\t\t\t\tif ( position.y < 0.5 ) {\n\n\t\t\t\t\t\t\toffset = normalize( cross( start.xyz, worldDir ) );\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\toffset = normalize( cross( end.xyz, worldDir ) );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\t// sign flip\n\t\t\t\t\t\tif ( position.x < 0.0 ) offset *= - 1.0;\n\n\t\t\t\t\t\tfloat forwardOffset = dot( worldDir, vec3( 0.0, 0.0, 1.0 ) );\n\n\t\t\t\t\t\t// don't extend the line if we're rendering dashes because we\n\t\t\t\t\t\t// won't be rendering the endcaps\n\t\t\t\t\t\t#ifndef USE_DASH\n\n\t\t\t\t\t\t\t// extend the line bounds to encompass endcaps\n\t\t\t\t\t\t\tstart.xyz += - worldDir * linewidth * 0.5;\n\t\t\t\t\t\t\tend.xyz += worldDir * linewidth * 0.5;\n\n\t\t\t\t\t\t\t// shift the position of the quad so it hugs the forward edge of the line\n\t\t\t\t\t\t\toffset.xy -= dir * forwardOffset;\n\t\t\t\t\t\t\toffset.z += 0.5;\n\n\t\t\t\t\t\t#endif\n\n\t\t\t\t\t\t// endcaps\n\t\t\t\t\t\tif ( position.y > 1.0 || position.y < 0.0 ) {\n\n\t\t\t\t\t\t\toffset.xy += dir * 2.0 * forwardOffset;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\t// adjust for linewidth\n\t\t\t\t\t\toffset *= linewidth * 0.5;\n\n\t\t\t\t\t\t// set the world position\n\t\t\t\t\t\tworldPos = ( position.y < 0.5 ) ? start : end;\n\t\t\t\t\t\tworldPos.xyz += offset;\n\n\t\t\t\t\t\t// project the worldpos\n\t\t\t\t\t\tvec4 clip = projectionMatrix * worldPos;\n\n\t\t\t\t\t\t// shift the depth of the projected points so the line\n\t\t\t\t\t\t// segments overlap neatly\n\t\t\t\t\t\tvec3 clipPose = ( position.y < 0.5 ) ? ndcStart : ndcEnd;\n\t\t\t\t\t\tclip.z = clipPose.z * clip.w;\n\n\t\t\t\t\t#else\n\n\t\t\t\t\t\tvec2 offset = vec2( dir.y, - dir.x );\n\t\t\t\t\t\t// undo aspect ratio adjustment\n\t\t\t\t\t\tdir.x /= aspect;\n\t\t\t\t\t\toffset.x /= aspect;\n\n\t\t\t\t\t\t// sign flip\n\t\t\t\t\t\tif ( position.x < 0.0 ) offset *= - 1.0;\n\n\t\t\t\t\t\t// endcaps\n\t\t\t\t\t\tif ( position.y < 0.0 ) {\n\n\t\t\t\t\t\t\toffset += - dir;\n\n\t\t\t\t\t\t} else if ( position.y > 1.0 ) {\n\n\t\t\t\t\t\t\toffset += dir;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\t// adjust for linewidth\n\t\t\t\t\t\toffset *= linewidth;\n\n\t\t\t\t\t\t// adjust for clip-space to screen-space conversion // maybe resolution should be based on viewport ...\n\t\t\t\t\t\toffset /= resolution.y;\n\n\t\t\t\t\t\t// select end\n\t\t\t\t\t\tvec4 clip = ( position.y < 0.5 ) ? clipStart : clipEnd;\n\n\t\t\t\t\t\t// back to clip space\n\t\t\t\t\t\toffset *= clip.w;\n\n\t\t\t\t\t\tclip.xy += offset;\n\n\t\t\t\t\t#endif\n\n\t\t\t\t\tgl_Position = clip;\n\n\t\t\t\t\tvec4 mvPosition = ( position.y < 0.5 ) ? start : end; // this is an approximation\n\n\t\t\t\t\t#include <logdepthbuf_vertex>\n\t\t\t\t\t#include <clipping_planes_vertex>\n\t\t\t\t\t#include <fog_vertex>\n\n\t\t\t\t}\n\t\t\t`,\n fragmentShader: /* glsl */ `\n\t\t\t\tuniform vec3 diffuse;\n\t\t\t\tuniform float opacity;\n\t\t\t\tuniform float linewidth;\n\n\t\t\t\t#ifdef USE_DASH\n\n\t\t\t\t\tuniform float dashOffset;\n\t\t\t\t\tuniform float dashSize;\n\t\t\t\t\tuniform float gapSize;\n\n\t\t\t\t#endif\n\n\t\t\t\tvarying float vLineDistance;\n\n\t\t\t\t#ifdef WORLD_UNITS\n\n\t\t\t\t\tvarying vec4 worldPos;\n\t\t\t\t\tvarying vec3 worldStart;\n\t\t\t\t\tvarying vec3 worldEnd;\n\n\t\t\t\t\t#ifdef USE_DASH\n\n\t\t\t\t\t\tvarying vec2 vUv;\n\n\t\t\t\t\t#endif\n\n\t\t\t\t#else\n\n\t\t\t\t\tvarying vec2 vUv;\n\n\t\t\t\t#endif\n\n\t\t\t\t#include <common>\n\t\t\t\t#include <fog_pars_fragment>\n\t\t\t\t#include <logdepthbuf_pars_fragment>\n\t\t\t\t#include <clipping_planes_pars_fragment>\n\n\t\t\t\t#ifdef USE_LINE_COLOR_ALPHA\n\t\t\t\t\tvarying vec4 vLineColor;\n\t\t\t\t#else\n\t\t\t\t\tvarying vec3 vLineColor;\n\t\t\t\t#endif\n\n\t\t\t\tvec2 closestLineToLine(vec3 p1, vec3 p2, vec3 p3, vec3 p4) {\n\n\t\t\t\t\tfloat mua;\n\t\t\t\t\tfloat mub;\n\n\t\t\t\t\tvec3 p13 = p1 - p3;\n\t\t\t\t\tvec3 p43 = p4 - p3;\n\n\t\t\t\t\tvec3 p21 = p2 - p1;\n\n\t\t\t\t\tfloat d1343 = dot( p13, p43 );\n\t\t\t\t\tfloat d4321 = dot( p43, p21 );\n\t\t\t\t\tfloat d1321 = dot( p13, p21 );\n\t\t\t\t\tfloat d4343 = dot( p43, p43 );\n\t\t\t\t\tfloat d2121 = dot( p21, p21 );\n\n\t\t\t\t\tfloat denom = d2121 * d4343 - d4321 * d4321;\n\n\t\t\t\t\tfloat numer = d1343 * d4321 - d1321 * d4343;\n\n\t\t\t\t\tmua = numer / denom;\n\t\t\t\t\tmua = clamp( mua, 0.0, 1.0 );\n\t\t\t\t\tmub = ( d1343 + d4321 * ( mua ) ) / d4343;\n\t\t\t\t\tmub = clamp( mub, 0.0, 1.0 );\n\n\t\t\t\t\treturn vec2( mua, mub );\n\n\t\t\t\t}\n\n\t\t\t\tvoid main() {\n\n\t\t\t\t\t#include <clipping_planes_fragment>\n\n\t\t\t\t\t#ifdef USE_DASH\n\n\t\t\t\t\t\tif ( vUv.y < - 1.0 || vUv.y > 1.0 ) discard; // discard endcaps\n\n\t\t\t\t\t\tif ( mod( vLineDistance + dashOffset, dashSize + gapSize ) > dashSize ) discard; // todo - FIX\n\n\t\t\t\t\t#endif\n\n\t\t\t\t\tfloat alpha = opacity;\n\n\t\t\t\t\t#ifdef WORLD_UNITS\n\n\t\t\t\t\t\t// Find the closest points on the view ray and the line segment\n\t\t\t\t\t\tvec3 rayEnd = normalize( worldPos.xyz ) * 1e5;\n\t\t\t\t\t\tvec3 lineDir = worldEnd - worldStart;\n\t\t\t\t\t\tvec2 params = closestLineToLine( worldStart, worldEnd, vec3( 0.0, 0.0, 0.0 ), rayEnd );\n\n\t\t\t\t\t\tvec3 p1 = worldStart + lineDir * params.x;\n\t\t\t\t\t\tvec3 p2 = rayEnd * params.y;\n\t\t\t\t\t\tvec3 delta = p1 - p2;\n\t\t\t\t\t\tfloat len = length( delta );\n\t\t\t\t\t\tfloat norm = len / linewidth;\n\n\t\t\t\t\t\t#ifndef USE_DASH\n\n\t\t\t\t\t\t\t#ifdef USE_ALPHA_TO_COVERAGE\n\n\t\t\t\t\t\t\t\tfloat dnorm = fwidth( norm );\n\t\t\t\t\t\t\t\talpha = 1.0 - smoothstep( 0.5 - dnorm, 0.5 + dnorm, norm );\n\n\t\t\t\t\t\t\t#else\n\n\t\t\t\t\t\t\t\tif ( norm > 0.5 ) {\n\n\t\t\t\t\t\t\t\t\tdiscard;\n\n\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t#endif\n\n\t\t\t\t\t\t#endif\n\n\t\t\t\t\t#else\n\n\t\t\t\t\t\t#ifdef USE_ALPHA_TO_COVERAGE\n\n\t\t\t\t\t\t\t// artifacts appear on some hardware if a derivative is taken within a conditional\n\t\t\t\t\t\t\tfloat a = vUv.x;\n\t\t\t\t\t\t\tfloat b = ( vUv.y > 0.0 ) ? vUv.y - 1.0 : vUv.y + 1.0;\n\t\t\t\t\t\t\tfloat len2 = a * a + b * b;\n\t\t\t\t\t\t\tfloat dlen = fwidth( len2 );\n\n\t\t\t\t\t\t\tif ( abs( vUv.y ) > 1.0 ) {\n\n\t\t\t\t\t\t\t\talpha = 1.0 - smoothstep( 1.0 - dlen, 1.0 + dlen, len2 );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t#else\n\n\t\t\t\t\t\t\tif ( abs( vUv.y ) > 1.0 ) {\n\n\t\t\t\t\t\t\t\tfloat a = vUv.x;\n\t\t\t\t\t\t\t\tfloat b = ( vUv.y > 0.0 ) ? vUv.y - 1.0 : vUv.y + 1.0;\n\t\t\t\t\t\t\t\tfloat len2 = a * a + b * b;\n\n\t\t\t\t\t\t\t\tif ( len2 > 1.0 ) discard;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t#endif\n\n\t\t\t\t\t#endif\n\n\t\t\t\t\tvec4 diffuseColor = vec4( diffuse, alpha );\n\t\t\t\t\t#ifdef USE_LINE_COLOR_ALPHA\n\t\t\t\t\t\tdiffuseColor *= vLineColor;\n\t\t\t\t\t#else\n\t\t\t\t\t\tdiffuseColor.rgb *= vLineColor;\n\t\t\t\t\t#endif\n\n\t\t\t\t\t#include <logdepthbuf_fragment>\n\n\t\t\t\t\tgl_FragColor = diffuseColor;\n\n\t\t\t\t\t#include <tonemapping_fragment>\n\t\t\t\t\t#include <${parseInt(REVISION.replace(/\\D+/g, '')) >= 154 ? 'colorspace_fragment' : 'encodings_fragment'}>\n\t\t\t\t\t#include <fog_fragment>\n\t\t\t\t\t#include <premultiplied_alpha_fragment>\n\n\t\t\t\t}\n\t\t\t`,\n clipping: true, // required for clipping support\n })\n\n this.isLineMaterial = true\n\n this.onBeforeCompile = function () {\n if (this.transparent) {\n this.defines.USE_LINE_COLOR_ALPHA = '1'\n } else {\n delete this.defines.USE_LINE_COLOR_ALPHA\n }\n }\n\n Object.defineProperties(this, {\n color: {\n enumerable: true,\n\n get: function () {\n return this.uniforms.diffuse.value\n },\n\n set: function (value) {\n this.uniforms.diffuse.value = value\n },\n },\n\n worldUnits: {\n enumerable: true,\n\n get: function () {\n return 'WORLD_UNITS' in this.defines\n },\n\n set: function (value) {\n if (value === true) {\n this.defines.WORLD_UNITS = ''\n } else {\n delete this.defines.WORLD_UNITS\n }\n },\n },\n\n linewidth: {\n enumerable: true,\n\n get: function () {\n return this.uniforms.linewidth.value\n },\n\n set: function (value) {\n this.uniforms.linewidth.value = value\n },\n },\n\n dashed: {\n enumerable: true,\n\n get: function () {\n return Boolean('USE_DASH' in this.defines)\n },\n\n set(value) {\n if (Boolean(value) !== Boolean('USE_DASH' in this.defines)) {\n this.needsUpdate = true\n }\n\n if (value === true) {\n this.defines.USE_DASH = ''\n } else {\n delete this.defines.USE_DASH\n }\n },\n },\n\n dashScale: {\n enumerable: true,\n\n get: function () {\n return this.uniforms.dashScale.value\n },\n\n set: function (value) {\n this.uniforms.dashScale.value = value\n },\n },\n\n dashSize: {\n enumerable: true,\n\n get: function () {\n return this.uniforms.dashSize.value\n },\n\n set: function (value) {\n this.uniforms.dashSize.value = value\n },\n },\n\n dashOffset: {\n enumerable: true,\n\n get: function () {\n return this.uniforms.dashOffset.value\n },\n\n set: function (value) {\n this.uniforms.dashOffset.value = value\n },\n },\n\n gapSize: {\n enumerable: true,\n\n get: function () {\n return this.uniforms.gapSize.value\n },\n\n set: function (value) {\n this.uniforms.gapSize.value = value\n },\n },\n\n opacity: {\n enumerable: true,\n\n get: function () {\n return this.uniforms.opacity.value\n },\n\n set: function (value) {\n this.uniforms.opacity.value = value\n },\n },\n\n resolution: {\n enumerable: true,\n\n get: function () {\n return this.uniforms.resolution.value\n },\n\n set: function (value) {\n this.uniforms.resolution.value.copy(value)\n },\n },\n\n alphaToCoverage: {\n enumerable: true,\n\n get: function () {\n return Boolean('USE_ALPHA_TO_COVERAGE' in this.defines)\n },\n\n set: function (value) {\n if (Boolean(value) !== Boolean('USE_ALPHA_TO_COVERAGE' in this.defines)) {\n this.needsUpdate = true\n }\n\n if (value === true) {\n this.defines.USE_ALPHA_TO_COVERAGE = ''\n this.extensions.derivatives = true\n } else {\n delete this.defines.USE_ALPHA_TO_COVERAGE\n this.extensions.derivatives = false\n }\n },\n },\n })\n\n this.setValues(parameters)\n }\n}\n\nexport { LineMaterial 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@@ -23,7 +23,6 @@ class LineMaterial extends ShaderMaterial {
23
23
  /* glsl */
24
24
  `
25
25
  #include <common>
26
- #include <color_pars_vertex>
27
26
  #include <fog_pars_vertex>
28
27
  #include <logdepthbuf_pars_vertex>
29
28
  #include <clipping_planes_pars_vertex>
@@ -34,8 +33,15 @@ class LineMaterial extends ShaderMaterial {
34
33
  attribute vec3 instanceStart;
35
34
  attribute vec3 instanceEnd;
36
35
 
37
- attribute vec3 instanceColorStart;
38
- attribute vec3 instanceColorEnd;
36
+ #ifdef USE_LINE_COLOR_ALPHA
37
+ varying vec4 vLineColor;
38
+ attribute vec4 instanceColorStart;
39
+ attribute vec4 instanceColorEnd;
40
+ #else
41
+ varying vec3 vLineColor;
42
+ attribute vec3 instanceColorStart;
43
+ attribute vec3 instanceColorEnd;
44
+ #endif
39
45
 
40
46
  #ifdef WORLD_UNITS
41
47
 
@@ -81,11 +87,7 @@ class LineMaterial extends ShaderMaterial {
81
87
 
82
88
  void main() {
83
89
 
84
- #ifdef USE_COLOR
85
-
86
- vColor.xyz = ( position.y < 0.5 ) ? instanceColorStart : instanceColorEnd;
87
-
88
- #endif
90
+ vLineColor = ( position.y < 0.5 ) ? instanceColorStart : instanceColorEnd;
89
91
 
90
92
  #ifdef USE_DASH
91
93
 
@@ -287,11 +289,16 @@ class LineMaterial extends ShaderMaterial {
287
289
  #endif
288
290
 
289
291
  #include <common>
290
- #include <color_pars_fragment>
291
292
  #include <fog_pars_fragment>
292
293
  #include <logdepthbuf_pars_fragment>
293
294
  #include <clipping_planes_pars_fragment>
294
295
 
296
+ #ifdef USE_LINE_COLOR_ALPHA
297
+ varying vec4 vLineColor;
298
+ #else
299
+ varying vec3 vLineColor;
300
+ #endif
301
+
295
302
  vec2 closestLineToLine(vec3 p1, vec3 p2, vec3 p3, vec3 p4) {
296
303
 
297
304
  float mua;
@@ -400,11 +407,15 @@ class LineMaterial extends ShaderMaterial {
400
407
  #endif
401
408
 
402
409
  vec4 diffuseColor = vec4( diffuse, alpha );
410
+ #ifdef USE_LINE_COLOR_ALPHA
411
+ diffuseColor *= vLineColor;
412
+ #else
413
+ diffuseColor.rgb *= vLineColor;
414
+ #endif
403
415
 
404
416
  #include <logdepthbuf_fragment>
405
- #include <color_fragment>
406
417
 
407
- gl_FragColor = vec4( diffuseColor.rgb, alpha );
418
+ gl_FragColor = diffuseColor;
408
419
 
409
420
  #include <tonemapping_fragment>
410
421
  #include <${parseInt(REVISION.replace(/\D+/g, "")) >= 154 ? "colorspace_fragment" : "encodings_fragment"}>
@@ -418,6 +429,13 @@ class LineMaterial extends ShaderMaterial {
418
429
  // required for clipping support
419
430
  });
420
431
  this.isLineMaterial = true;
432
+ this.onBeforeCompile = function() {
433
+ if (this.transparent) {
434
+ this.defines.USE_LINE_COLOR_ALPHA = "1";
435
+ } else {
436
+ delete this.defines.USE_LINE_COLOR_ALPHA;
437
+ }
438
+ };
421
439
  Object.defineProperties(this, {
422
440
  color: {
423
441
  enumerable: true,
@@ -1 +1 @@
1
- {"version":3,"file":"LineMaterial.js","sources":["../../src/lines/LineMaterial.js"],"sourcesContent":["/**\n * parameters = {\n * color: <hex>,\n * linewidth: <float>,\n * dashed: <boolean>,\n * dashScale: <float>,\n * dashSize: <float>,\n * dashOffset: <float>,\n * gapSize: <float>,\n * resolution: <Vector2>, // to be set by renderer\n * }\n */\n\nimport { ShaderMaterial, UniformsLib, UniformsUtils, Vector2, REVISION } from 'three'\n\nclass LineMaterial extends ShaderMaterial {\n constructor(parameters) {\n super({\n type: 'LineMaterial',\n\n uniforms: UniformsUtils.clone(\n UniformsUtils.merge([\n UniformsLib.common,\n UniformsLib.fog,\n {\n worldUnits: { value: 1 },\n linewidth: { value: 1 },\n resolution: { value: new Vector2(1, 1) },\n dashOffset: { value: 0 },\n dashScale: { value: 1 },\n dashSize: { value: 1 },\n gapSize: { value: 1 }, // todo FIX - maybe change to totalSize\n },\n ]),\n ),\n\n vertexShader: /* glsl */ `\n\t\t\t\t#include <common>\n\t\t\t\t#include <color_pars_vertex>\n\t\t\t\t#include <fog_pars_vertex>\n\t\t\t\t#include <logdepthbuf_pars_vertex>\n\t\t\t\t#include <clipping_planes_pars_vertex>\n\n\t\t\t\tuniform float linewidth;\n\t\t\t\tuniform vec2 resolution;\n\n\t\t\t\tattribute vec3 instanceStart;\n\t\t\t\tattribute vec3 instanceEnd;\n\n\t\t\t\tattribute vec3 instanceColorStart;\n\t\t\t\tattribute vec3 instanceColorEnd;\n\n\t\t\t\t#ifdef WORLD_UNITS\n\n\t\t\t\t\tvarying vec4 worldPos;\n\t\t\t\t\tvarying vec3 worldStart;\n\t\t\t\t\tvarying vec3 worldEnd;\n\n\t\t\t\t\t#ifdef USE_DASH\n\n\t\t\t\t\t\tvarying vec2 vUv;\n\n\t\t\t\t\t#endif\n\n\t\t\t\t#else\n\n\t\t\t\t\tvarying vec2 vUv;\n\n\t\t\t\t#endif\n\n\t\t\t\t#ifdef USE_DASH\n\n\t\t\t\t\tuniform float dashScale;\n\t\t\t\t\tattribute float instanceDistanceStart;\n\t\t\t\t\tattribute float instanceDistanceEnd;\n\t\t\t\t\tvarying float vLineDistance;\n\n\t\t\t\t#endif\n\n\t\t\t\tvoid trimSegment( const in vec4 start, inout vec4 end ) {\n\n\t\t\t\t\t// trim end segment so it terminates between the camera plane and the near plane\n\n\t\t\t\t\t// conservative estimate of the near plane\n\t\t\t\t\tfloat a = projectionMatrix[ 2 ][ 2 ]; // 3nd entry in 3th column\n\t\t\t\t\tfloat b = projectionMatrix[ 3 ][ 2 ]; // 3nd entry in 4th column\n\t\t\t\t\tfloat nearEstimate = - 0.5 * b / a;\n\n\t\t\t\t\tfloat alpha = ( nearEstimate - start.z ) / ( end.z - start.z );\n\n\t\t\t\t\tend.xyz = mix( start.xyz, end.xyz, alpha );\n\n\t\t\t\t}\n\n\t\t\t\tvoid main() {\n\n\t\t\t\t\t#ifdef USE_COLOR\n\n\t\t\t\t\t\tvColor.xyz = ( position.y < 0.5 ) ? instanceColorStart : instanceColorEnd;\n\n\t\t\t\t\t#endif\n\n\t\t\t\t\t#ifdef USE_DASH\n\n\t\t\t\t\t\tvLineDistance = ( position.y < 0.5 ) ? dashScale * instanceDistanceStart : dashScale * instanceDistanceEnd;\n\t\t\t\t\t\tvUv = uv;\n\n\t\t\t\t\t#endif\n\n\t\t\t\t\tfloat aspect = resolution.x / resolution.y;\n\n\t\t\t\t\t// camera space\n\t\t\t\t\tvec4 start = modelViewMatrix * vec4( instanceStart, 1.0 );\n\t\t\t\t\tvec4 end = modelViewMatrix * vec4( instanceEnd, 1.0 );\n\n\t\t\t\t\t#ifdef WORLD_UNITS\n\n\t\t\t\t\t\tworldStart = start.xyz;\n\t\t\t\t\t\tworldEnd = end.xyz;\n\n\t\t\t\t\t#else\n\n\t\t\t\t\t\tvUv = uv;\n\n\t\t\t\t\t#endif\n\n\t\t\t\t\t// special case for perspective projection, and segments that terminate either in, or behind, the camera plane\n\t\t\t\t\t// clearly the gpu firmware has a way of addressing this issue when projecting into ndc space\n\t\t\t\t\t// but we need to perform ndc-space calculations in the shader, so we must address this issue directly\n\t\t\t\t\t// perhaps there is a more elegant solution -- WestLangley\n\n\t\t\t\t\tbool perspective = ( projectionMatrix[ 2 ][ 3 ] == - 1.0 ); // 4th entry in the 3rd column\n\n\t\t\t\t\tif ( perspective ) {\n\n\t\t\t\t\t\tif ( start.z < 0.0 && end.z >= 0.0 ) {\n\n\t\t\t\t\t\t\ttrimSegment( start, end );\n\n\t\t\t\t\t\t} else if ( end.z < 0.0 && start.z >= 0.0 ) {\n\n\t\t\t\t\t\t\ttrimSegment( end, start );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\t// clip space\n\t\t\t\t\tvec4 clipStart = projectionMatrix * start;\n\t\t\t\t\tvec4 clipEnd = projectionMatrix * end;\n\n\t\t\t\t\t// ndc space\n\t\t\t\t\tvec3 ndcStart = clipStart.xyz / clipStart.w;\n\t\t\t\t\tvec3 ndcEnd = clipEnd.xyz / clipEnd.w;\n\n\t\t\t\t\t// direction\n\t\t\t\t\tvec2 dir = ndcEnd.xy - ndcStart.xy;\n\n\t\t\t\t\t// account for clip-space aspect ratio\n\t\t\t\t\tdir.x *= aspect;\n\t\t\t\t\tdir = normalize( dir );\n\n\t\t\t\t\t#ifdef WORLD_UNITS\n\n\t\t\t\t\t\t// get the offset direction as perpendicular to the view vector\n\t\t\t\t\t\tvec3 worldDir = normalize( end.xyz - start.xyz );\n\t\t\t\t\t\tvec3 offset;\n\t\t\t\t\t\tif ( position.y < 0.5 ) {\n\n\t\t\t\t\t\t\toffset = normalize( cross( start.xyz, worldDir ) );\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\toffset = normalize( cross( end.xyz, worldDir ) );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\t// sign flip\n\t\t\t\t\t\tif ( position.x < 0.0 ) offset *= - 1.0;\n\n\t\t\t\t\t\tfloat forwardOffset = dot( worldDir, vec3( 0.0, 0.0, 1.0 ) );\n\n\t\t\t\t\t\t// don't extend the line if we're rendering dashes because we\n\t\t\t\t\t\t// won't be rendering the endcaps\n\t\t\t\t\t\t#ifndef USE_DASH\n\n\t\t\t\t\t\t\t// extend the line bounds to encompass endcaps\n\t\t\t\t\t\t\tstart.xyz += - worldDir * linewidth * 0.5;\n\t\t\t\t\t\t\tend.xyz += worldDir * linewidth * 0.5;\n\n\t\t\t\t\t\t\t// shift the position of the quad so it hugs the forward edge of the line\n\t\t\t\t\t\t\toffset.xy -= dir * forwardOffset;\n\t\t\t\t\t\t\toffset.z += 0.5;\n\n\t\t\t\t\t\t#endif\n\n\t\t\t\t\t\t// endcaps\n\t\t\t\t\t\tif ( position.y > 1.0 || position.y < 0.0 ) {\n\n\t\t\t\t\t\t\toffset.xy += dir * 2.0 * forwardOffset;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\t// adjust for linewidth\n\t\t\t\t\t\toffset *= linewidth * 0.5;\n\n\t\t\t\t\t\t// set the world position\n\t\t\t\t\t\tworldPos = ( position.y < 0.5 ) ? start : end;\n\t\t\t\t\t\tworldPos.xyz += offset;\n\n\t\t\t\t\t\t// project the worldpos\n\t\t\t\t\t\tvec4 clip = projectionMatrix * worldPos;\n\n\t\t\t\t\t\t// shift the depth of the projected points so the line\n\t\t\t\t\t\t// segments overlap neatly\n\t\t\t\t\t\tvec3 clipPose = ( position.y < 0.5 ) ? ndcStart : ndcEnd;\n\t\t\t\t\t\tclip.z = clipPose.z * clip.w;\n\n\t\t\t\t\t#else\n\n\t\t\t\t\t\tvec2 offset = vec2( dir.y, - dir.x );\n\t\t\t\t\t\t// undo aspect ratio adjustment\n\t\t\t\t\t\tdir.x /= aspect;\n\t\t\t\t\t\toffset.x /= aspect;\n\n\t\t\t\t\t\t// sign flip\n\t\t\t\t\t\tif ( position.x < 0.0 ) offset *= - 1.0;\n\n\t\t\t\t\t\t// endcaps\n\t\t\t\t\t\tif ( position.y < 0.0 ) {\n\n\t\t\t\t\t\t\toffset += - dir;\n\n\t\t\t\t\t\t} else if ( position.y > 1.0 ) {\n\n\t\t\t\t\t\t\toffset += dir;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\t// adjust for linewidth\n\t\t\t\t\t\toffset *= linewidth;\n\n\t\t\t\t\t\t// adjust for clip-space to screen-space conversion // maybe resolution should be based on viewport ...\n\t\t\t\t\t\toffset /= resolution.y;\n\n\t\t\t\t\t\t// select end\n\t\t\t\t\t\tvec4 clip = ( position.y < 0.5 ) ? clipStart : clipEnd;\n\n\t\t\t\t\t\t// back to clip space\n\t\t\t\t\t\toffset *= clip.w;\n\n\t\t\t\t\t\tclip.xy += offset;\n\n\t\t\t\t\t#endif\n\n\t\t\t\t\tgl_Position = clip;\n\n\t\t\t\t\tvec4 mvPosition = ( position.y < 0.5 ) ? start : end; // this is an approximation\n\n\t\t\t\t\t#include <logdepthbuf_vertex>\n\t\t\t\t\t#include <clipping_planes_vertex>\n\t\t\t\t\t#include <fog_vertex>\n\n\t\t\t\t}\n\t\t\t`,\n fragmentShader: /* glsl */ `\n\t\t\t\tuniform vec3 diffuse;\n\t\t\t\tuniform float opacity;\n\t\t\t\tuniform float linewidth;\n\n\t\t\t\t#ifdef USE_DASH\n\n\t\t\t\t\tuniform float dashOffset;\n\t\t\t\t\tuniform float dashSize;\n\t\t\t\t\tuniform float gapSize;\n\n\t\t\t\t#endif\n\n\t\t\t\tvarying float vLineDistance;\n\n\t\t\t\t#ifdef WORLD_UNITS\n\n\t\t\t\t\tvarying vec4 worldPos;\n\t\t\t\t\tvarying vec3 worldStart;\n\t\t\t\t\tvarying vec3 worldEnd;\n\n\t\t\t\t\t#ifdef USE_DASH\n\n\t\t\t\t\t\tvarying vec2 vUv;\n\n\t\t\t\t\t#endif\n\n\t\t\t\t#else\n\n\t\t\t\t\tvarying vec2 vUv;\n\n\t\t\t\t#endif\n\n\t\t\t\t#include <common>\n\t\t\t\t#include <color_pars_fragment>\n\t\t\t\t#include <fog_pars_fragment>\n\t\t\t\t#include <logdepthbuf_pars_fragment>\n\t\t\t\t#include <clipping_planes_pars_fragment>\n\n\t\t\t\tvec2 closestLineToLine(vec3 p1, vec3 p2, vec3 p3, vec3 p4) {\n\n\t\t\t\t\tfloat mua;\n\t\t\t\t\tfloat mub;\n\n\t\t\t\t\tvec3 p13 = p1 - p3;\n\t\t\t\t\tvec3 p43 = p4 - p3;\n\n\t\t\t\t\tvec3 p21 = p2 - p1;\n\n\t\t\t\t\tfloat d1343 = dot( p13, p43 );\n\t\t\t\t\tfloat d4321 = dot( p43, p21 );\n\t\t\t\t\tfloat d1321 = dot( p13, p21 );\n\t\t\t\t\tfloat d4343 = dot( p43, p43 );\n\t\t\t\t\tfloat d2121 = dot( p21, p21 );\n\n\t\t\t\t\tfloat denom = d2121 * d4343 - d4321 * d4321;\n\n\t\t\t\t\tfloat numer = d1343 * d4321 - d1321 * d4343;\n\n\t\t\t\t\tmua = numer / denom;\n\t\t\t\t\tmua = clamp( mua, 0.0, 1.0 );\n\t\t\t\t\tmub = ( d1343 + d4321 * ( mua ) ) / d4343;\n\t\t\t\t\tmub = clamp( mub, 0.0, 1.0 );\n\n\t\t\t\t\treturn vec2( mua, mub );\n\n\t\t\t\t}\n\n\t\t\t\tvoid main() {\n\n\t\t\t\t\t#include <clipping_planes_fragment>\n\n\t\t\t\t\t#ifdef USE_DASH\n\n\t\t\t\t\t\tif ( vUv.y < - 1.0 || vUv.y > 1.0 ) discard; // discard endcaps\n\n\t\t\t\t\t\tif ( mod( vLineDistance + dashOffset, dashSize + gapSize ) > dashSize ) discard; // todo - FIX\n\n\t\t\t\t\t#endif\n\n\t\t\t\t\tfloat alpha = opacity;\n\n\t\t\t\t\t#ifdef WORLD_UNITS\n\n\t\t\t\t\t\t// Find the closest points on the view ray and the line segment\n\t\t\t\t\t\tvec3 rayEnd = normalize( worldPos.xyz ) * 1e5;\n\t\t\t\t\t\tvec3 lineDir = worldEnd - worldStart;\n\t\t\t\t\t\tvec2 params = closestLineToLine( worldStart, worldEnd, vec3( 0.0, 0.0, 0.0 ), rayEnd );\n\n\t\t\t\t\t\tvec3 p1 = worldStart + lineDir * params.x;\n\t\t\t\t\t\tvec3 p2 = rayEnd * params.y;\n\t\t\t\t\t\tvec3 delta = p1 - p2;\n\t\t\t\t\t\tfloat len = length( delta );\n\t\t\t\t\t\tfloat norm = len / linewidth;\n\n\t\t\t\t\t\t#ifndef USE_DASH\n\n\t\t\t\t\t\t\t#ifdef USE_ALPHA_TO_COVERAGE\n\n\t\t\t\t\t\t\t\tfloat dnorm = fwidth( norm );\n\t\t\t\t\t\t\t\talpha = 1.0 - smoothstep( 0.5 - dnorm, 0.5 + dnorm, norm );\n\n\t\t\t\t\t\t\t#else\n\n\t\t\t\t\t\t\t\tif ( norm > 0.5 ) {\n\n\t\t\t\t\t\t\t\t\tdiscard;\n\n\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t#endif\n\n\t\t\t\t\t\t#endif\n\n\t\t\t\t\t#else\n\n\t\t\t\t\t\t#ifdef USE_ALPHA_TO_COVERAGE\n\n\t\t\t\t\t\t\t// artifacts appear on some hardware if a derivative is taken within a conditional\n\t\t\t\t\t\t\tfloat a = vUv.x;\n\t\t\t\t\t\t\tfloat b = ( vUv.y > 0.0 ) ? vUv.y - 1.0 : vUv.y + 1.0;\n\t\t\t\t\t\t\tfloat len2 = a * a + b * b;\n\t\t\t\t\t\t\tfloat dlen = fwidth( len2 );\n\n\t\t\t\t\t\t\tif ( abs( vUv.y ) > 1.0 ) {\n\n\t\t\t\t\t\t\t\talpha = 1.0 - smoothstep( 1.0 - dlen, 1.0 + dlen, len2 );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t#else\n\n\t\t\t\t\t\t\tif ( abs( vUv.y ) > 1.0 ) {\n\n\t\t\t\t\t\t\t\tfloat a = vUv.x;\n\t\t\t\t\t\t\t\tfloat b = ( vUv.y > 0.0 ) ? vUv.y - 1.0 : vUv.y + 1.0;\n\t\t\t\t\t\t\t\tfloat len2 = a * a + b * b;\n\n\t\t\t\t\t\t\t\tif ( len2 > 1.0 ) discard;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t#endif\n\n\t\t\t\t\t#endif\n\n\t\t\t\t\tvec4 diffuseColor = vec4( diffuse, alpha );\n\n\t\t\t\t\t#include <logdepthbuf_fragment>\n\t\t\t\t\t#include <color_fragment>\n\n\t\t\t\t\tgl_FragColor = vec4( diffuseColor.rgb, alpha );\n\n\t\t\t\t\t#include <tonemapping_fragment>\n\t\t\t\t\t#include <${parseInt(REVISION.replace(/\\D+/g, '')) >= 154 ? 'colorspace_fragment' : 'encodings_fragment'}>\n\t\t\t\t\t#include <fog_fragment>\n\t\t\t\t\t#include <premultiplied_alpha_fragment>\n\n\t\t\t\t}\n\t\t\t`,\n clipping: true, // required for clipping support\n })\n\n this.isLineMaterial = true\n\n Object.defineProperties(this, {\n color: {\n enumerable: true,\n\n get: function () {\n return this.uniforms.diffuse.value\n },\n\n set: function (value) {\n this.uniforms.diffuse.value = value\n },\n },\n\n worldUnits: {\n enumerable: true,\n\n get: function () {\n return 'WORLD_UNITS' in this.defines\n },\n\n set: function (value) {\n if (value === true) {\n this.defines.WORLD_UNITS = ''\n } else {\n delete this.defines.WORLD_UNITS\n }\n },\n },\n\n linewidth: {\n enumerable: true,\n\n get: function () {\n return this.uniforms.linewidth.value\n },\n\n set: function (value) {\n this.uniforms.linewidth.value = value\n },\n },\n\n dashed: {\n enumerable: true,\n\n get: function () {\n return Boolean('USE_DASH' in this.defines)\n },\n\n set(value) {\n if (Boolean(value) !== Boolean('USE_DASH' in this.defines)) {\n this.needsUpdate = true\n }\n\n if (value === true) {\n this.defines.USE_DASH = ''\n } else {\n delete this.defines.USE_DASH\n }\n },\n },\n\n dashScale: {\n enumerable: true,\n\n get: function () {\n return this.uniforms.dashScale.value\n },\n\n set: function (value) {\n this.uniforms.dashScale.value = value\n },\n },\n\n dashSize: {\n enumerable: true,\n\n get: function () {\n return this.uniforms.dashSize.value\n },\n\n set: function (value) {\n this.uniforms.dashSize.value = value\n },\n },\n\n dashOffset: {\n enumerable: true,\n\n get: function () {\n return this.uniforms.dashOffset.value\n },\n\n set: function (value) {\n this.uniforms.dashOffset.value = value\n },\n },\n\n gapSize: {\n enumerable: true,\n\n get: function () {\n return this.uniforms.gapSize.value\n },\n\n set: function (value) {\n this.uniforms.gapSize.value = value\n },\n },\n\n opacity: {\n enumerable: true,\n\n get: function () {\n return this.uniforms.opacity.value\n },\n\n set: function (value) {\n this.uniforms.opacity.value = value\n },\n },\n\n resolution: {\n enumerable: true,\n\n get: function () {\n return this.uniforms.resolution.value\n },\n\n set: function (value) {\n this.uniforms.resolution.value.copy(value)\n },\n },\n\n alphaToCoverage: {\n enumerable: true,\n\n get: function () {\n return Boolean('USE_ALPHA_TO_COVERAGE' in this.defines)\n },\n\n set: function (value) {\n if (Boolean(value) !== Boolean('USE_ALPHA_TO_COVERAGE' in this.defines)) {\n this.needsUpdate = true\n }\n\n if (value === true) {\n this.defines.USE_ALPHA_TO_COVERAGE = ''\n this.extensions.derivatives = true\n } else {\n delete this.defines.USE_ALPHA_TO_COVERAGE\n this.extensions.derivatives = false\n }\n },\n },\n })\n\n this.setValues(parameters)\n }\n}\n\nexport { LineMaterial 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+ {"version":3,"file":"LineMaterial.js","sources":["../../src/lines/LineMaterial.js"],"sourcesContent":["/**\n * parameters = {\n * color: <hex>,\n * linewidth: <float>,\n * dashed: <boolean>,\n * dashScale: <float>,\n * dashSize: <float>,\n * dashOffset: <float>,\n * gapSize: <float>,\n * resolution: <Vector2>, // to be set by renderer\n * }\n */\n\nimport { ShaderMaterial, UniformsLib, UniformsUtils, Vector2, REVISION } from 'three'\n\nclass LineMaterial extends ShaderMaterial {\n constructor(parameters) {\n super({\n type: 'LineMaterial',\n\n uniforms: UniformsUtils.clone(\n UniformsUtils.merge([\n UniformsLib.common,\n UniformsLib.fog,\n {\n worldUnits: { value: 1 },\n linewidth: { value: 1 },\n resolution: { value: new Vector2(1, 1) },\n dashOffset: { value: 0 },\n dashScale: { value: 1 },\n dashSize: { value: 1 },\n gapSize: { value: 1 }, // todo FIX - maybe change to totalSize\n },\n ]),\n ),\n\n vertexShader: /* glsl */ `\n\t\t\t\t#include <common>\n\t\t\t\t#include <fog_pars_vertex>\n\t\t\t\t#include <logdepthbuf_pars_vertex>\n\t\t\t\t#include <clipping_planes_pars_vertex>\n\n\t\t\t\tuniform float linewidth;\n\t\t\t\tuniform vec2 resolution;\n\n\t\t\t\tattribute vec3 instanceStart;\n\t\t\t\tattribute vec3 instanceEnd;\n\n\t\t\t\t#ifdef USE_LINE_COLOR_ALPHA\n\t\t\t\t\tvarying vec4 vLineColor;\n\t\t\t\t\tattribute vec4 instanceColorStart;\n\t\t\t\t\tattribute vec4 instanceColorEnd;\n\t\t\t\t#else\n\t\t\t\t\tvarying vec3 vLineColor;\n\t\t\t\t\tattribute vec3 instanceColorStart;\n\t\t\t\t\tattribute vec3 instanceColorEnd;\n\t\t\t\t#endif\n\n\t\t\t\t#ifdef WORLD_UNITS\n\n\t\t\t\t\tvarying vec4 worldPos;\n\t\t\t\t\tvarying vec3 worldStart;\n\t\t\t\t\tvarying vec3 worldEnd;\n\n\t\t\t\t\t#ifdef USE_DASH\n\n\t\t\t\t\t\tvarying vec2 vUv;\n\n\t\t\t\t\t#endif\n\n\t\t\t\t#else\n\n\t\t\t\t\tvarying vec2 vUv;\n\n\t\t\t\t#endif\n\n\t\t\t\t#ifdef USE_DASH\n\n\t\t\t\t\tuniform float dashScale;\n\t\t\t\t\tattribute float instanceDistanceStart;\n\t\t\t\t\tattribute float instanceDistanceEnd;\n\t\t\t\t\tvarying float vLineDistance;\n\n\t\t\t\t#endif\n\n\t\t\t\tvoid trimSegment( const in vec4 start, inout vec4 end ) {\n\n\t\t\t\t\t// trim end segment so it terminates between the camera plane and the near plane\n\n\t\t\t\t\t// conservative estimate of the near plane\n\t\t\t\t\tfloat a = projectionMatrix[ 2 ][ 2 ]; // 3nd entry in 3th column\n\t\t\t\t\tfloat b = projectionMatrix[ 3 ][ 2 ]; // 3nd entry in 4th column\n\t\t\t\t\tfloat nearEstimate = - 0.5 * b / a;\n\n\t\t\t\t\tfloat alpha = ( nearEstimate - start.z ) / ( end.z - start.z );\n\n\t\t\t\t\tend.xyz = mix( start.xyz, end.xyz, alpha );\n\n\t\t\t\t}\n\n\t\t\t\tvoid main() {\n\n\t\t\t\t\tvLineColor = ( position.y < 0.5 ) ? instanceColorStart : instanceColorEnd;\n\n\t\t\t\t\t#ifdef USE_DASH\n\n\t\t\t\t\t\tvLineDistance = ( position.y < 0.5 ) ? dashScale * instanceDistanceStart : dashScale * instanceDistanceEnd;\n\t\t\t\t\t\tvUv = uv;\n\n\t\t\t\t\t#endif\n\n\t\t\t\t\tfloat aspect = resolution.x / resolution.y;\n\n\t\t\t\t\t// camera space\n\t\t\t\t\tvec4 start = modelViewMatrix * vec4( instanceStart, 1.0 );\n\t\t\t\t\tvec4 end = modelViewMatrix * vec4( instanceEnd, 1.0 );\n\n\t\t\t\t\t#ifdef WORLD_UNITS\n\n\t\t\t\t\t\tworldStart = start.xyz;\n\t\t\t\t\t\tworldEnd = end.xyz;\n\n\t\t\t\t\t#else\n\n\t\t\t\t\t\tvUv = uv;\n\n\t\t\t\t\t#endif\n\n\t\t\t\t\t// special case for perspective projection, and segments that terminate either in, or behind, the camera plane\n\t\t\t\t\t// clearly the gpu firmware has a way of addressing this issue when projecting into ndc space\n\t\t\t\t\t// but we need to perform ndc-space calculations in the shader, so we must address this issue directly\n\t\t\t\t\t// perhaps there is a more elegant solution -- WestLangley\n\n\t\t\t\t\tbool perspective = ( projectionMatrix[ 2 ][ 3 ] == - 1.0 ); // 4th entry in the 3rd column\n\n\t\t\t\t\tif ( perspective ) {\n\n\t\t\t\t\t\tif ( start.z < 0.0 && end.z >= 0.0 ) {\n\n\t\t\t\t\t\t\ttrimSegment( start, end );\n\n\t\t\t\t\t\t} else if ( end.z < 0.0 && start.z >= 0.0 ) {\n\n\t\t\t\t\t\t\ttrimSegment( end, start );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\t// clip space\n\t\t\t\t\tvec4 clipStart = projectionMatrix * start;\n\t\t\t\t\tvec4 clipEnd = projectionMatrix * end;\n\n\t\t\t\t\t// ndc space\n\t\t\t\t\tvec3 ndcStart = clipStart.xyz / clipStart.w;\n\t\t\t\t\tvec3 ndcEnd = clipEnd.xyz / clipEnd.w;\n\n\t\t\t\t\t// direction\n\t\t\t\t\tvec2 dir = ndcEnd.xy - ndcStart.xy;\n\n\t\t\t\t\t// account for clip-space aspect ratio\n\t\t\t\t\tdir.x *= aspect;\n\t\t\t\t\tdir = normalize( dir );\n\n\t\t\t\t\t#ifdef WORLD_UNITS\n\n\t\t\t\t\t\t// get the offset direction as perpendicular to the view vector\n\t\t\t\t\t\tvec3 worldDir = normalize( end.xyz - start.xyz );\n\t\t\t\t\t\tvec3 offset;\n\t\t\t\t\t\tif ( position.y < 0.5 ) {\n\n\t\t\t\t\t\t\toffset = normalize( cross( start.xyz, worldDir ) );\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\toffset = normalize( cross( end.xyz, worldDir ) );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\t// sign flip\n\t\t\t\t\t\tif ( position.x < 0.0 ) offset *= - 1.0;\n\n\t\t\t\t\t\tfloat forwardOffset = dot( worldDir, vec3( 0.0, 0.0, 1.0 ) );\n\n\t\t\t\t\t\t// don't extend the line if we're rendering dashes because we\n\t\t\t\t\t\t// won't be rendering the endcaps\n\t\t\t\t\t\t#ifndef USE_DASH\n\n\t\t\t\t\t\t\t// extend the line bounds to encompass endcaps\n\t\t\t\t\t\t\tstart.xyz += - worldDir * linewidth * 0.5;\n\t\t\t\t\t\t\tend.xyz += worldDir * linewidth * 0.5;\n\n\t\t\t\t\t\t\t// shift the position of the quad so it hugs the forward edge of the line\n\t\t\t\t\t\t\toffset.xy -= dir * forwardOffset;\n\t\t\t\t\t\t\toffset.z += 0.5;\n\n\t\t\t\t\t\t#endif\n\n\t\t\t\t\t\t// endcaps\n\t\t\t\t\t\tif ( position.y > 1.0 || position.y < 0.0 ) {\n\n\t\t\t\t\t\t\toffset.xy += dir * 2.0 * forwardOffset;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\t// adjust for linewidth\n\t\t\t\t\t\toffset *= linewidth * 0.5;\n\n\t\t\t\t\t\t// set the world position\n\t\t\t\t\t\tworldPos = ( position.y < 0.5 ) ? start : end;\n\t\t\t\t\t\tworldPos.xyz += offset;\n\n\t\t\t\t\t\t// project the worldpos\n\t\t\t\t\t\tvec4 clip = projectionMatrix * worldPos;\n\n\t\t\t\t\t\t// shift the depth of the projected points so the line\n\t\t\t\t\t\t// segments overlap neatly\n\t\t\t\t\t\tvec3 clipPose = ( position.y < 0.5 ) ? ndcStart : ndcEnd;\n\t\t\t\t\t\tclip.z = clipPose.z * clip.w;\n\n\t\t\t\t\t#else\n\n\t\t\t\t\t\tvec2 offset = vec2( dir.y, - dir.x );\n\t\t\t\t\t\t// undo aspect ratio adjustment\n\t\t\t\t\t\tdir.x /= aspect;\n\t\t\t\t\t\toffset.x /= aspect;\n\n\t\t\t\t\t\t// sign flip\n\t\t\t\t\t\tif ( position.x < 0.0 ) offset *= - 1.0;\n\n\t\t\t\t\t\t// endcaps\n\t\t\t\t\t\tif ( position.y < 0.0 ) {\n\n\t\t\t\t\t\t\toffset += - dir;\n\n\t\t\t\t\t\t} else if ( position.y > 1.0 ) {\n\n\t\t\t\t\t\t\toffset += dir;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\t// adjust for linewidth\n\t\t\t\t\t\toffset *= linewidth;\n\n\t\t\t\t\t\t// adjust for clip-space to screen-space conversion // maybe resolution should be based on viewport ...\n\t\t\t\t\t\toffset /= resolution.y;\n\n\t\t\t\t\t\t// select end\n\t\t\t\t\t\tvec4 clip = ( position.y < 0.5 ) ? clipStart : clipEnd;\n\n\t\t\t\t\t\t// back to clip space\n\t\t\t\t\t\toffset *= clip.w;\n\n\t\t\t\t\t\tclip.xy += offset;\n\n\t\t\t\t\t#endif\n\n\t\t\t\t\tgl_Position = clip;\n\n\t\t\t\t\tvec4 mvPosition = ( position.y < 0.5 ) ? start : end; // this is an approximation\n\n\t\t\t\t\t#include <logdepthbuf_vertex>\n\t\t\t\t\t#include <clipping_planes_vertex>\n\t\t\t\t\t#include <fog_vertex>\n\n\t\t\t\t}\n\t\t\t`,\n fragmentShader: /* glsl */ `\n\t\t\t\tuniform vec3 diffuse;\n\t\t\t\tuniform float opacity;\n\t\t\t\tuniform float linewidth;\n\n\t\t\t\t#ifdef USE_DASH\n\n\t\t\t\t\tuniform float dashOffset;\n\t\t\t\t\tuniform float dashSize;\n\t\t\t\t\tuniform float gapSize;\n\n\t\t\t\t#endif\n\n\t\t\t\tvarying float vLineDistance;\n\n\t\t\t\t#ifdef WORLD_UNITS\n\n\t\t\t\t\tvarying vec4 worldPos;\n\t\t\t\t\tvarying vec3 worldStart;\n\t\t\t\t\tvarying vec3 worldEnd;\n\n\t\t\t\t\t#ifdef USE_DASH\n\n\t\t\t\t\t\tvarying vec2 vUv;\n\n\t\t\t\t\t#endif\n\n\t\t\t\t#else\n\n\t\t\t\t\tvarying vec2 vUv;\n\n\t\t\t\t#endif\n\n\t\t\t\t#include <common>\n\t\t\t\t#include <fog_pars_fragment>\n\t\t\t\t#include <logdepthbuf_pars_fragment>\n\t\t\t\t#include <clipping_planes_pars_fragment>\n\n\t\t\t\t#ifdef USE_LINE_COLOR_ALPHA\n\t\t\t\t\tvarying vec4 vLineColor;\n\t\t\t\t#else\n\t\t\t\t\tvarying vec3 vLineColor;\n\t\t\t\t#endif\n\n\t\t\t\tvec2 closestLineToLine(vec3 p1, vec3 p2, vec3 p3, vec3 p4) {\n\n\t\t\t\t\tfloat mua;\n\t\t\t\t\tfloat mub;\n\n\t\t\t\t\tvec3 p13 = p1 - p3;\n\t\t\t\t\tvec3 p43 = p4 - p3;\n\n\t\t\t\t\tvec3 p21 = p2 - p1;\n\n\t\t\t\t\tfloat d1343 = dot( p13, p43 );\n\t\t\t\t\tfloat d4321 = dot( p43, p21 );\n\t\t\t\t\tfloat d1321 = dot( p13, p21 );\n\t\t\t\t\tfloat d4343 = dot( p43, p43 );\n\t\t\t\t\tfloat d2121 = dot( p21, p21 );\n\n\t\t\t\t\tfloat denom = d2121 * d4343 - d4321 * d4321;\n\n\t\t\t\t\tfloat numer = d1343 * d4321 - d1321 * d4343;\n\n\t\t\t\t\tmua = numer / denom;\n\t\t\t\t\tmua = clamp( mua, 0.0, 1.0 );\n\t\t\t\t\tmub = ( d1343 + d4321 * ( mua ) ) / d4343;\n\t\t\t\t\tmub = clamp( mub, 0.0, 1.0 );\n\n\t\t\t\t\treturn vec2( mua, mub );\n\n\t\t\t\t}\n\n\t\t\t\tvoid main() {\n\n\t\t\t\t\t#include <clipping_planes_fragment>\n\n\t\t\t\t\t#ifdef USE_DASH\n\n\t\t\t\t\t\tif ( vUv.y < - 1.0 || vUv.y > 1.0 ) discard; // discard endcaps\n\n\t\t\t\t\t\tif ( mod( vLineDistance + dashOffset, dashSize + gapSize ) > dashSize ) discard; // todo - FIX\n\n\t\t\t\t\t#endif\n\n\t\t\t\t\tfloat alpha = opacity;\n\n\t\t\t\t\t#ifdef WORLD_UNITS\n\n\t\t\t\t\t\t// Find the closest points on the view ray and the line segment\n\t\t\t\t\t\tvec3 rayEnd = normalize( worldPos.xyz ) * 1e5;\n\t\t\t\t\t\tvec3 lineDir = worldEnd - worldStart;\n\t\t\t\t\t\tvec2 params = closestLineToLine( worldStart, worldEnd, vec3( 0.0, 0.0, 0.0 ), rayEnd );\n\n\t\t\t\t\t\tvec3 p1 = worldStart + lineDir * params.x;\n\t\t\t\t\t\tvec3 p2 = rayEnd * params.y;\n\t\t\t\t\t\tvec3 delta = p1 - p2;\n\t\t\t\t\t\tfloat len = length( delta );\n\t\t\t\t\t\tfloat norm = len / linewidth;\n\n\t\t\t\t\t\t#ifndef USE_DASH\n\n\t\t\t\t\t\t\t#ifdef USE_ALPHA_TO_COVERAGE\n\n\t\t\t\t\t\t\t\tfloat dnorm = fwidth( norm );\n\t\t\t\t\t\t\t\talpha = 1.0 - smoothstep( 0.5 - dnorm, 0.5 + dnorm, norm );\n\n\t\t\t\t\t\t\t#else\n\n\t\t\t\t\t\t\t\tif ( norm > 0.5 ) {\n\n\t\t\t\t\t\t\t\t\tdiscard;\n\n\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t#endif\n\n\t\t\t\t\t\t#endif\n\n\t\t\t\t\t#else\n\n\t\t\t\t\t\t#ifdef USE_ALPHA_TO_COVERAGE\n\n\t\t\t\t\t\t\t// artifacts appear on some hardware if a derivative is taken within a conditional\n\t\t\t\t\t\t\tfloat a = vUv.x;\n\t\t\t\t\t\t\tfloat b = ( vUv.y > 0.0 ) ? vUv.y - 1.0 : vUv.y + 1.0;\n\t\t\t\t\t\t\tfloat len2 = a * a + b * b;\n\t\t\t\t\t\t\tfloat dlen = fwidth( len2 );\n\n\t\t\t\t\t\t\tif ( abs( vUv.y ) > 1.0 ) {\n\n\t\t\t\t\t\t\t\talpha = 1.0 - smoothstep( 1.0 - dlen, 1.0 + dlen, len2 );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t#else\n\n\t\t\t\t\t\t\tif ( abs( vUv.y ) > 1.0 ) {\n\n\t\t\t\t\t\t\t\tfloat a = vUv.x;\n\t\t\t\t\t\t\t\tfloat b = ( vUv.y > 0.0 ) ? vUv.y - 1.0 : vUv.y + 1.0;\n\t\t\t\t\t\t\t\tfloat len2 = a * a + b * b;\n\n\t\t\t\t\t\t\t\tif ( len2 > 1.0 ) discard;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t#endif\n\n\t\t\t\t\t#endif\n\n\t\t\t\t\tvec4 diffuseColor = vec4( diffuse, alpha );\n\t\t\t\t\t#ifdef USE_LINE_COLOR_ALPHA\n\t\t\t\t\t\tdiffuseColor *= vLineColor;\n\t\t\t\t\t#else\n\t\t\t\t\t\tdiffuseColor.rgb *= vLineColor;\n\t\t\t\t\t#endif\n\n\t\t\t\t\t#include <logdepthbuf_fragment>\n\n\t\t\t\t\tgl_FragColor = diffuseColor;\n\n\t\t\t\t\t#include <tonemapping_fragment>\n\t\t\t\t\t#include <${parseInt(REVISION.replace(/\\D+/g, '')) >= 154 ? 'colorspace_fragment' : 'encodings_fragment'}>\n\t\t\t\t\t#include <fog_fragment>\n\t\t\t\t\t#include <premultiplied_alpha_fragment>\n\n\t\t\t\t}\n\t\t\t`,\n clipping: true, // required for clipping support\n })\n\n this.isLineMaterial = true\n\n this.onBeforeCompile = function () {\n if (this.transparent) {\n this.defines.USE_LINE_COLOR_ALPHA = '1'\n } else {\n delete this.defines.USE_LINE_COLOR_ALPHA\n }\n }\n\n Object.defineProperties(this, {\n color: {\n enumerable: true,\n\n get: function () {\n return this.uniforms.diffuse.value\n },\n\n set: function (value) {\n this.uniforms.diffuse.value = value\n },\n },\n\n worldUnits: {\n enumerable: true,\n\n get: function () {\n return 'WORLD_UNITS' in this.defines\n },\n\n set: function (value) {\n if (value === true) {\n this.defines.WORLD_UNITS = ''\n } else {\n delete this.defines.WORLD_UNITS\n }\n },\n },\n\n linewidth: {\n enumerable: true,\n\n get: function () {\n return this.uniforms.linewidth.value\n },\n\n set: function (value) {\n this.uniforms.linewidth.value = value\n },\n },\n\n dashed: {\n enumerable: true,\n\n get: function () {\n return Boolean('USE_DASH' in this.defines)\n },\n\n set(value) {\n if (Boolean(value) !== Boolean('USE_DASH' in this.defines)) {\n this.needsUpdate = true\n }\n\n if (value === true) {\n this.defines.USE_DASH = ''\n } else {\n delete this.defines.USE_DASH\n }\n },\n },\n\n dashScale: {\n enumerable: true,\n\n get: function () {\n return this.uniforms.dashScale.value\n },\n\n set: function (value) {\n this.uniforms.dashScale.value = value\n },\n },\n\n dashSize: {\n enumerable: true,\n\n get: function () {\n return this.uniforms.dashSize.value\n },\n\n set: function (value) {\n this.uniforms.dashSize.value = value\n },\n },\n\n dashOffset: {\n enumerable: true,\n\n get: function () {\n return this.uniforms.dashOffset.value\n },\n\n set: function (value) {\n this.uniforms.dashOffset.value = value\n },\n },\n\n gapSize: {\n enumerable: true,\n\n get: function () {\n return this.uniforms.gapSize.value\n },\n\n set: function (value) {\n this.uniforms.gapSize.value = value\n },\n },\n\n opacity: {\n enumerable: true,\n\n get: function () {\n return this.uniforms.opacity.value\n },\n\n set: function (value) {\n this.uniforms.opacity.value = value\n },\n },\n\n resolution: {\n enumerable: true,\n\n get: function () {\n return this.uniforms.resolution.value\n },\n\n set: function (value) {\n this.uniforms.resolution.value.copy(value)\n },\n },\n\n alphaToCoverage: {\n enumerable: true,\n\n get: function () {\n return Boolean('USE_ALPHA_TO_COVERAGE' in this.defines)\n },\n\n set: function (value) {\n if (Boolean(value) !== Boolean('USE_ALPHA_TO_COVERAGE' in this.defines)) {\n this.needsUpdate = true\n }\n\n if (value === true) {\n this.defines.USE_ALPHA_TO_COVERAGE = ''\n this.extensions.derivatives = true\n } else {\n delete this.defines.USE_ALPHA_TO_COVERAGE\n this.extensions.derivatives = false\n }\n },\n },\n })\n\n this.setValues(parameters)\n }\n}\n\nexport { LineMaterial 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@@ -45,16 +45,16 @@ class LineSegmentsGeometry extends THREE.InstancedBufferGeometry {
45
45
  this.computeBoundingSphere();
46
46
  return this;
47
47
  }
48
- setColors(array) {
48
+ setColors(array, itemSize = 3) {
49
49
  let colors;
50
50
  if (array instanceof Float32Array) {
51
51
  colors = array;
52
52
  } else if (Array.isArray(array)) {
53
53
  colors = new Float32Array(array);
54
54
  }
55
- const instanceColorBuffer = new THREE.InstancedInterleavedBuffer(colors, 6, 1);
56
- this.setAttribute("instanceColorStart", new THREE.InterleavedBufferAttribute(instanceColorBuffer, 3, 0));
57
- this.setAttribute("instanceColorEnd", new THREE.InterleavedBufferAttribute(instanceColorBuffer, 3, 3));
55
+ const instanceColorBuffer = new THREE.InstancedInterleavedBuffer(colors, itemSize * 2, 1);
56
+ this.setAttribute("instanceColorStart", new THREE.InterleavedBufferAttribute(instanceColorBuffer, itemSize, 0));
57
+ this.setAttribute("instanceColorEnd", new THREE.InterleavedBufferAttribute(instanceColorBuffer, itemSize, 3));
58
58
  return this;
59
59
  }
60
60
  fromWireframeGeometry(geometry) {
@@ -1 +1 @@
1
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+ {"version":3,"file":"LineSegmentsGeometry.cjs","sources":["../../src/lines/LineSegmentsGeometry.js"],"sourcesContent":["import {\n Box3,\n Float32BufferAttribute,\n InstancedBufferGeometry,\n InstancedInterleavedBuffer,\n InterleavedBufferAttribute,\n Sphere,\n Vector3,\n WireframeGeometry,\n} from 'three'\n\nconst _box = new Box3()\nconst _vector = new Vector3()\n\nclass LineSegmentsGeometry extends InstancedBufferGeometry {\n constructor() {\n super()\n\n this.isLineSegmentsGeometry = true\n\n this.type = 'LineSegmentsGeometry'\n\n const positions = [-1, 2, 0, 1, 2, 0, -1, 1, 0, 1, 1, 0, -1, 0, 0, 1, 0, 0, -1, -1, 0, 1, -1, 0]\n const uvs = [-1, 2, 1, 2, -1, 1, 1, 1, -1, -1, 1, -1, -1, -2, 1, -2]\n const index = [0, 2, 1, 2, 3, 1, 2, 4, 3, 4, 5, 3, 4, 6, 5, 6, 7, 5]\n\n this.setIndex(index)\n this.setAttribute('position', new Float32BufferAttribute(positions, 3))\n this.setAttribute('uv', new Float32BufferAttribute(uvs, 2))\n }\n\n applyMatrix4(matrix) {\n const start = this.attributes.instanceStart\n const end = this.attributes.instanceEnd\n\n if (start !== undefined) {\n start.applyMatrix4(matrix)\n\n end.applyMatrix4(matrix)\n\n start.needsUpdate = true\n }\n\n if (this.boundingBox !== null) {\n this.computeBoundingBox()\n }\n\n if (this.boundingSphere !== null) {\n this.computeBoundingSphere()\n }\n\n return this\n }\n\n setPositions(array) {\n let lineSegments\n\n if (array instanceof Float32Array) {\n lineSegments = array\n } else if (Array.isArray(array)) {\n lineSegments = new Float32Array(array)\n }\n\n const instanceBuffer = new InstancedInterleavedBuffer(lineSegments, 6, 1) // xyz, xyz\n\n this.setAttribute('instanceStart', new InterleavedBufferAttribute(instanceBuffer, 3, 0)) // xyz\n this.setAttribute('instanceEnd', new InterleavedBufferAttribute(instanceBuffer, 3, 3)) // xyz\n\n //\n\n this.computeBoundingBox()\n this.computeBoundingSphere()\n\n return this\n }\n\n setColors(array, itemSize = 3) {\n let colors\n\n if (array instanceof Float32Array) {\n colors = array\n } else if (Array.isArray(array)) {\n colors = new Float32Array(array)\n }\n\n const instanceColorBuffer = new InstancedInterleavedBuffer(colors, itemSize * 2, 1) // rgb(a), rgb(a)\n\n this.setAttribute('instanceColorStart', new InterleavedBufferAttribute(instanceColorBuffer, itemSize, 0)) // rgb(a)\n this.setAttribute('instanceColorEnd', new InterleavedBufferAttribute(instanceColorBuffer, itemSize, 3)) // rgb(a)\n\n return this\n }\n\n fromWireframeGeometry(geometry) {\n this.setPositions(geometry.attributes.position.array)\n\n return this\n }\n\n fromEdgesGeometry(geometry) {\n this.setPositions(geometry.attributes.position.array)\n\n return this\n }\n\n fromMesh(mesh) {\n this.fromWireframeGeometry(new WireframeGeometry(mesh.geometry))\n\n // set colors, maybe\n\n return this\n }\n\n fromLineSegments(lineSegments) {\n const geometry = lineSegments.geometry\n\n this.setPositions(geometry.attributes.position.array) // assumes non-indexed\n\n // set colors, maybe\n\n return this\n }\n\n computeBoundingBox() {\n if (this.boundingBox === null) {\n this.boundingBox = new Box3()\n }\n\n const start = this.attributes.instanceStart\n const end = this.attributes.instanceEnd\n\n if (start !== undefined && end !== undefined) {\n this.boundingBox.setFromBufferAttribute(start)\n\n _box.setFromBufferAttribute(end)\n\n this.boundingBox.union(_box)\n }\n }\n\n computeBoundingSphere() {\n if (this.boundingSphere === null) {\n this.boundingSphere = new Sphere()\n }\n\n if (this.boundingBox === null) {\n this.computeBoundingBox()\n }\n\n const start = this.attributes.instanceStart\n const end = this.attributes.instanceEnd\n\n if (start !== undefined && end !== undefined) {\n const center = this.boundingSphere.center\n\n this.boundingBox.getCenter(center)\n\n let maxRadiusSq = 0\n\n for (let i = 0, il = start.count; i < il; i++) {\n _vector.fromBufferAttribute(start, i)\n maxRadiusSq = Math.max(maxRadiusSq, center.distanceToSquared(_vector))\n\n _vector.fromBufferAttribute(end, i)\n maxRadiusSq = Math.max(maxRadiusSq, center.distanceToSquared(_vector))\n }\n\n this.boundingSphere.radius = Math.sqrt(maxRadiusSq)\n\n if (isNaN(this.boundingSphere.radius)) {\n console.error(\n 'THREE.LineSegmentsGeometry.computeBoundingSphere(): Computed radius is NaN. 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@@ -11,6 +11,6 @@ export class LineSegmentsGeometry extends InstancedBufferGeometry {
11
11
  fromLineSegments(lineSegments: LineSegments): this
12
12
  fromMesh(mesh: Mesh): this
13
13
  fromWireframeGeometry(geometry: WireframeGeometry): this
14
- setColors(array: number[] | Float32Array): this
14
+ setColors(array: number[] | Float32Array, itemSize?: 3 | 4): this
15
15
  setPositions(array: number[] | Float32Array): this
16
16
  }
@@ -43,16 +43,16 @@ class LineSegmentsGeometry extends InstancedBufferGeometry {
43
43
  this.computeBoundingSphere();
44
44
  return this;
45
45
  }
46
- setColors(array) {
46
+ setColors(array, itemSize = 3) {
47
47
  let colors;
48
48
  if (array instanceof Float32Array) {
49
49
  colors = array;
50
50
  } else if (Array.isArray(array)) {
51
51
  colors = new Float32Array(array);
52
52
  }
53
- const instanceColorBuffer = new InstancedInterleavedBuffer(colors, 6, 1);
54
- this.setAttribute("instanceColorStart", new InterleavedBufferAttribute(instanceColorBuffer, 3, 0));
55
- this.setAttribute("instanceColorEnd", new InterleavedBufferAttribute(instanceColorBuffer, 3, 3));
53
+ const instanceColorBuffer = new InstancedInterleavedBuffer(colors, itemSize * 2, 1);
54
+ this.setAttribute("instanceColorStart", new InterleavedBufferAttribute(instanceColorBuffer, itemSize, 0));
55
+ this.setAttribute("instanceColorEnd", new InterleavedBufferAttribute(instanceColorBuffer, itemSize, 3));
56
56
  return this;
57
57
  }
58
58
  fromWireframeGeometry(geometry) {
@@ -1 +1 @@
1
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- {"version":3,"file":"FontLoader.cjs","sources":["../../src/loaders/FontLoader.ts"],"sourcesContent":["import { Loader, FileLoader, ShapePath } from 'three'\n\nimport type { LoadingManager, Shape } from 'three'\n\ntype Options = {\n lineHeight: number\n letterSpacing: number\n}\n\nexport class FontLoader extends Loader {\n constructor(manager?: LoadingManager) {\n super(manager)\n }\n\n public load(\n url: string,\n onLoad?: (responseFont: Font) => void,\n onProgress?: (event: ProgressEvent) => void,\n onError?: (event: ErrorEvent) => void,\n ): void {\n const loader = new FileLoader(this.manager)\n\n loader.setPath(this.path)\n loader.setRequestHeader(this.requestHeader)\n loader.setWithCredentials(this.withCredentials)\n\n loader.load(\n url,\n (response) => {\n if (typeof response !== 'string') throw new Error('unsupported data type')\n\n const json = JSON.parse(response)\n\n const font = this.parse(json)\n\n if (onLoad) onLoad(font)\n },\n onProgress,\n onError,\n )\n }\n\n loadAsync(url: string, onProgress?: (event: ProgressEvent) => void): Promise<Font> {\n // @ts-ignore\n return super.loadAsync(url, onProgress)\n }\n\n public parse(json: FontData): Font {\n return new Font(json)\n }\n}\n\ntype Glyph = {\n _cachedOutline: string[]\n ha: number\n o: string\n}\n\ntype FontData = {\n boundingBox: { yMax: number; yMin: number }\n familyName: string\n glyphs: { [k: string]: Glyph }\n resolution: number\n underlineThickness: number\n}\n\nexport class Font {\n public data: FontData\n public static isFont: true\n public static type: 'Font'\n\n constructor(data: FontData) {\n this.data = data\n }\n\n public generateShapes(text: string, size = 100, _options?: Partial<Options>): Shape[] {\n const shapes: Shape[] = []\n const options = { letterSpacing: 0, lineHeight: 1, ..._options }\n const paths = createPaths(text, size, this.data, options)\n for (let p = 0, pl = paths.length; p < pl; p++) {\n Array.prototype.push.apply(shapes, paths[p].toShapes(false))\n }\n return shapes\n }\n}\n\nfunction createPaths(text: string, size: number, data: FontData, options: Options): ShapePath[] {\n const chars = Array.from(text)\n const scale = size / data.resolution\n const line_height = (data.boundingBox.yMax - data.boundingBox.yMin + data.underlineThickness) * scale\n\n const paths: ShapePath[] = []\n\n let offsetX = 0,\n offsetY = 0\n\n for (let i = 0; i < chars.length; i++) {\n const char = chars[i]\n\n if (char === '\\n') {\n offsetX = 0\n offsetY -= line_height * options.lineHeight\n } else {\n const ret = createPath(char, scale, offsetX, offsetY, data)\n if (ret) {\n offsetX += ret.offsetX + options.letterSpacing\n paths.push(ret.path)\n }\n }\n }\n\n return paths\n}\n\nfunction createPath(\n char: string,\n scale: number,\n offsetX: number,\n offsetY: number,\n data: FontData,\n): { offsetX: number; path: ShapePath } | undefined {\n const glyph = data.glyphs[char] || data.glyphs['?']\n\n if (!glyph) {\n console.error('THREE.Font: character \"' + char + '\" does not exists in font family ' + data.familyName + '.')\n return\n }\n\n const path = new ShapePath()\n\n let x, y, cpx, cpy, cpx1, cpy1, cpx2, cpy2\n\n if (glyph.o) {\n const outline = glyph._cachedOutline || (glyph._cachedOutline = glyph.o.split(' '))\n\n for (let i = 0, l = outline.length; i < l; ) {\n const action = outline[i++]\n\n switch (action) {\n case 'm': // moveTo\n x = parseInt(outline[i++]) * scale + offsetX\n y = parseInt(outline[i++]) * scale + offsetY\n\n path.moveTo(x, y)\n\n break\n\n case 'l': // lineTo\n x = parseInt(outline[i++]) * scale + offsetX\n y = parseInt(outline[i++]) * scale + offsetY\n\n path.lineTo(x, y)\n\n break\n\n case 'q': // quadraticCurveTo\n cpx = parseInt(outline[i++]) * scale + offsetX\n cpy = parseInt(outline[i++]) * scale + offsetY\n cpx1 = parseInt(outline[i++]) * scale + offsetX\n cpy1 = parseInt(outline[i++]) * scale + offsetY\n\n path.quadraticCurveTo(cpx1, cpy1, cpx, cpy)\n\n break\n\n case 'b': // bezierCurveTo\n cpx = parseInt(outline[i++]) * scale + offsetX\n cpy = parseInt(outline[i++]) * scale + offsetY\n cpx1 = parseInt(outline[i++]) * scale + offsetX\n cpy1 = parseInt(outline[i++]) * scale + offsetY\n cpx2 = parseInt(outline[i++]) * scale + offsetX\n cpy2 = parseInt(outline[i++]) * scale + offsetY\n\n path.bezierCurveTo(cpx1, cpy1, cpx2, cpy2, cpx, cpy)\n\n break\n }\n }\n }\n\n return { offsetX: glyph.ha * scale, path }\n}\n"],"names":["Loader","FileLoader","ShapePath"],"mappings":";;;;;;;;;AASO,MAAM,mBAAmBA,MAAAA,OAAO;AAAA,EACrC,YAAY,SAA0B;AACpC,UAAM,OAAO;AAAA,EACf;AAAA,EAEO,KACL,KACA,QACA,YACA,SACM;AACN,UAAM,SAAS,IAAIC,MAAAA,WAAW,KAAK,OAAO;AAEnC,WAAA,QAAQ,KAAK,IAAI;AACjB,WAAA,iBAAiB,KAAK,aAAa;AACnC,WAAA,mBAAmB,KAAK,eAAe;AAEvC,WAAA;AAAA,MACL;AAAA,MACA,CAAC,aAAa;AACZ,YAAI,OAAO,aAAa;AAAgB,gBAAA,IAAI,MAAM,uBAAuB;AAEnE,cAAA,OAAO,KAAK,MAAM,QAAQ;AAE1B,cAAA,OAAO,KAAK,MAAM,IAAI;AAExB,YAAA;AAAQ,iBAAO,IAAI;AAAA,MACzB;AAAA,MACA;AAAA,MACA;AAAA,IAAA;AAAA,EAEJ;AAAA,EAEA,UAAU,KAAa,YAA4D;AAE1E,WAAA,MAAM,UAAU,KAAK,UAAU;AAAA,EACxC;AAAA,EAEO,MAAM,MAAsB;AAC1B,WAAA,IAAI,KAAK,IAAI;AAAA,EACtB;AACF;AAgBO,MAAM,KAAK;AAAA,EAKhB,YAAY,MAAgB;AAJrB;AAKL,SAAK,OAAO;AAAA,EACd;AAAA,EAEO,eAAe,MAAc,OAAO,KAAK,UAAsC;AACpF,UAAM,SAAkB,CAAA;AACxB,UAAM,UAAU,EAAE,eAAe,GAAG,YAAY,GAAG,GAAG;AACtD,UAAM,QAAQ,YAAY,MAAM,MAAM,KAAK,MAAM,OAAO;AACxD,aAAS,IAAI,GAAG,KAAK,MAAM,QAAQ,IAAI,IAAI,KAAK;AACxC,YAAA,UAAU,KAAK,MAAM,QAAQ,MAAM,CAAC,EAAE,SAAS,KAAK,CAAC;AAAA,IAC7D;AACO,WAAA;AAAA,EACT;AACF;AAhBE,cAFW,MAEG;AACd,cAHW,MAGG;AAiBhB,SAAS,YAAY,MAAc,MAAc,MAAgB,SAA+B;AACxF,QAAA,QAAQ,MAAM,KAAK,IAAI;AACvB,QAAA,QAAQ,OAAO,KAAK;AACpB,QAAA,eAAe,KAAK,YAAY,OAAO,KAAK,YAAY,OAAO,KAAK,sBAAsB;AAEhG,QAAM,QAAqB,CAAA;AAEvB,MAAA,UAAU,GACZ,UAAU;AAEZ,WAAS,IAAI,GAAG,IAAI,MAAM,QAAQ,KAAK;AAC/B,UAAA,OAAO,MAAM,CAAC;AAEpB,QAAI,SAAS,MAAM;AACP,gBAAA;AACV,iBAAW,cAAc,QAAQ;AAAA,IAAA,OAC5B;AACL,YAAM,MAAM,WAAW,MAAM,OAAO,SAAS,SAAS,IAAI;AAC1D,UAAI,KAAK;AACI,mBAAA,IAAI,UAAU,QAAQ;AAC3B,cAAA,KAAK,IAAI,IAAI;AAAA,MACrB;AAAA,IACF;AAAA,EACF;AAEO,SAAA;AACT;AAEA,SAAS,WACP,MACA,OACA,SACA,SACA,MACkD;AAClD,QAAM,QAAQ,KAAK,OAAO,IAAI,KAAK,KAAK,OAAO,GAAG;AAElD,MAAI,CAAC,OAAO;AACV,YAAQ,MAAM,4BAA4B,OAAO,sCAAsC,KAAK,aAAa,GAAG;AAC5G;AAAA,EACF;AAEM,QAAA,OAAO,IAAIC,MAAAA;AAEjB,MAAI,GAAG,GAAG,KAAK,KAAK,MAAM,MAAM,MAAM;AAEtC,MAAI,MAAM,GAAG;AACL,UAAA,UAAU,MAAM,mBAAmB,MAAM,iBAAiB,MAAM,EAAE,MAAM,GAAG;AAEjF,aAAS,IAAI,GAAG,IAAI,QAAQ,QAAQ,IAAI,KAAK;AACrC,YAAA,SAAS,QAAQ,GAAG;AAE1B,cAAQ,QAAQ;AAAA,QACd,KAAK;AACH,cAAI,SAAS,QAAQ,GAAG,CAAC,IAAI,QAAQ;AACrC,cAAI,SAAS,QAAQ,GAAG,CAAC,IAAI,QAAQ;AAEhC,eAAA,OAAO,GAAG,CAAC;AAEhB;AAAA,QAEF,KAAK;AACH,cAAI,SAAS,QAAQ,GAAG,CAAC,IAAI,QAAQ;AACrC,cAAI,SAAS,QAAQ,GAAG,CAAC,IAAI,QAAQ;AAEhC,eAAA,OAAO,GAAG,CAAC;AAEhB;AAAA,QAEF,KAAK;AACH,gBAAM,SAAS,QAAQ,GAAG,CAAC,IAAI,QAAQ;AACvC,gBAAM,SAAS,QAAQ,GAAG,CAAC,IAAI,QAAQ;AACvC,iBAAO,SAAS,QAAQ,GAAG,CAAC,IAAI,QAAQ;AACxC,iBAAO,SAAS,QAAQ,GAAG,CAAC,IAAI,QAAQ;AAExC,eAAK,iBAAiB,MAAM,MAAM,KAAK,GAAG;AAE1C;AAAA,QAEF,KAAK;AACH,gBAAM,SAAS,QAAQ,GAAG,CAAC,IAAI,QAAQ;AACvC,gBAAM,SAAS,QAAQ,GAAG,CAAC,IAAI,QAAQ;AACvC,iBAAO,SAAS,QAAQ,GAAG,CAAC,IAAI,QAAQ;AACxC,iBAAO,SAAS,QAAQ,GAAG,CAAC,IAAI,QAAQ;AACxC,iBAAO,SAAS,QAAQ,GAAG,CAAC,IAAI,QAAQ;AACxC,iBAAO,SAAS,QAAQ,GAAG,CAAC,IAAI,QAAQ;AAExC,eAAK,cAAc,MAAM,MAAM,MAAM,MAAM,KAAK,GAAG;AAEnD;AAAA,MACJ;AAAA,IACF;AAAA,EACF;AAEA,SAAO,EAAE,SAAS,MAAM,KAAK,OAAO,KAAK;AAC3C;;;"}
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+ {"version":3,"file":"FontLoader.cjs","sources":["../../src/loaders/FontLoader.ts"],"sourcesContent":["import { Loader, FileLoader, ShapePath } from 'three'\n\nimport type { LoadingManager, Shape } from 'three'\n\ntype Options = {\n lineHeight: number\n letterSpacing: number\n}\n\nexport class FontLoader extends Loader {\n constructor(manager?: LoadingManager) {\n super(manager)\n }\n\n public load(\n url: string,\n onLoad?: (responseFont: Font) => void,\n onProgress?: (event: ProgressEvent) => void,\n onError?: (event: ErrorEvent) => void,\n ): void {\n const loader = new FileLoader(this.manager)\n\n loader.setPath(this.path)\n loader.setRequestHeader(this.requestHeader)\n loader.setWithCredentials(this.withCredentials)\n\n loader.load(\n url,\n (response) => {\n if (typeof response !== 'string') throw new Error('unsupported data type')\n\n const json = JSON.parse(response)\n\n const font = this.parse(json)\n\n if (onLoad) onLoad(font)\n },\n onProgress,\n onError as (event: unknown) => void,\n )\n }\n\n loadAsync(url: string, onProgress?: (event: ProgressEvent) => void): Promise<Font> {\n // @ts-ignore\n return super.loadAsync(url, onProgress)\n }\n\n public parse(json: FontData): Font {\n return new Font(json)\n }\n}\n\ntype Glyph = {\n _cachedOutline: string[]\n ha: number\n o: string\n}\n\ntype FontData = {\n boundingBox: { yMax: number; yMin: number }\n familyName: string\n glyphs: { [k: string]: Glyph }\n resolution: number\n underlineThickness: number\n}\n\nexport class Font {\n public data: FontData\n public static isFont: true\n public static type: 'Font'\n\n constructor(data: FontData) {\n this.data = data\n }\n\n public generateShapes(text: string, size = 100, _options?: Partial<Options>): Shape[] {\n const shapes: Shape[] = []\n const options = { letterSpacing: 0, lineHeight: 1, ..._options }\n const paths = createPaths(text, size, this.data, options)\n for (let p = 0, pl = paths.length; p < pl; p++) {\n Array.prototype.push.apply(shapes, paths[p].toShapes(false))\n }\n return shapes\n }\n}\n\nfunction createPaths(text: string, size: number, data: FontData, options: Options): ShapePath[] {\n const chars = Array.from(text)\n const scale = size / data.resolution\n const line_height = (data.boundingBox.yMax - data.boundingBox.yMin + data.underlineThickness) * scale\n\n const paths: ShapePath[] = []\n\n let offsetX = 0,\n offsetY = 0\n\n for (let i = 0; i < chars.length; i++) {\n const char = chars[i]\n\n if (char === '\\n') {\n offsetX = 0\n offsetY -= line_height * options.lineHeight\n } else {\n const ret = createPath(char, scale, offsetX, offsetY, data)\n if (ret) {\n offsetX += ret.offsetX + options.letterSpacing\n paths.push(ret.path)\n }\n }\n }\n\n return paths\n}\n\nfunction createPath(\n char: string,\n scale: number,\n offsetX: number,\n offsetY: number,\n data: FontData,\n): { offsetX: number; path: ShapePath } | undefined {\n const glyph = data.glyphs[char] || data.glyphs['?']\n\n if (!glyph) {\n console.error('THREE.Font: character \"' + char + '\" does not exists in font family ' + data.familyName + '.')\n return\n }\n\n const path = new ShapePath()\n\n let x, y, cpx, cpy, cpx1, cpy1, cpx2, cpy2\n\n if (glyph.o) {\n const outline = glyph._cachedOutline || (glyph._cachedOutline = glyph.o.split(' '))\n\n for (let i = 0, l = outline.length; i < l; ) {\n const action = outline[i++]\n\n switch (action) {\n case 'm': // moveTo\n x = parseInt(outline[i++]) * scale + offsetX\n y = parseInt(outline[i++]) * scale + offsetY\n\n path.moveTo(x, y)\n\n break\n\n case 'l': // lineTo\n x = parseInt(outline[i++]) * scale + offsetX\n y = parseInt(outline[i++]) * scale + offsetY\n\n path.lineTo(x, y)\n\n break\n\n case 'q': // quadraticCurveTo\n cpx = parseInt(outline[i++]) * scale + offsetX\n cpy = parseInt(outline[i++]) * scale + offsetY\n cpx1 = parseInt(outline[i++]) * scale + offsetX\n cpy1 = parseInt(outline[i++]) * scale + offsetY\n\n path.quadraticCurveTo(cpx1, cpy1, cpx, cpy)\n\n break\n\n case 'b': // bezierCurveTo\n cpx = parseInt(outline[i++]) * scale + offsetX\n cpy = parseInt(outline[i++]) * scale + offsetY\n cpx1 = parseInt(outline[i++]) * scale + offsetX\n cpy1 = parseInt(outline[i++]) * scale + offsetY\n cpx2 = parseInt(outline[i++]) * scale + offsetX\n cpy2 = parseInt(outline[i++]) * scale + offsetY\n\n path.bezierCurveTo(cpx1, cpy1, cpx2, cpy2, cpx, cpy)\n\n break\n }\n }\n }\n\n return { offsetX: glyph.ha * scale, path }\n}\n"],"names":["Loader","FileLoader","ShapePath"],"mappings":";;;;;;;;;AASO,MAAM,mBAAmBA,MAAAA,OAAO;AAAA,EACrC,YAAY,SAA0B;AACpC,UAAM,OAAO;AAAA,EACf;AAAA,EAEO,KACL,KACA,QACA,YACA,SACM;AACN,UAAM,SAAS,IAAIC,MAAAA,WAAW,KAAK,OAAO;AAEnC,WAAA,QAAQ,KAAK,IAAI;AACjB,WAAA,iBAAiB,KAAK,aAAa;AACnC,WAAA,mBAAmB,KAAK,eAAe;AAEvC,WAAA;AAAA,MACL;AAAA,MACA,CAAC,aAAa;AACZ,YAAI,OAAO,aAAa;AAAgB,gBAAA,IAAI,MAAM,uBAAuB;AAEnE,cAAA,OAAO,KAAK,MAAM,QAAQ;AAE1B,cAAA,OAAO,KAAK,MAAM,IAAI;AAExB,YAAA;AAAQ,iBAAO,IAAI;AAAA,MACzB;AAAA,MACA;AAAA,MACA;AAAA,IAAA;AAAA,EAEJ;AAAA,EAEA,UAAU,KAAa,YAA4D;AAE1E,WAAA,MAAM,UAAU,KAAK,UAAU;AAAA,EACxC;AAAA,EAEO,MAAM,MAAsB;AAC1B,WAAA,IAAI,KAAK,IAAI;AAAA,EACtB;AACF;AAgBO,MAAM,KAAK;AAAA,EAKhB,YAAY,MAAgB;AAJrB;AAKL,SAAK,OAAO;AAAA,EACd;AAAA,EAEO,eAAe,MAAc,OAAO,KAAK,UAAsC;AACpF,UAAM,SAAkB,CAAA;AACxB,UAAM,UAAU,EAAE,eAAe,GAAG,YAAY,GAAG,GAAG;AACtD,UAAM,QAAQ,YAAY,MAAM,MAAM,KAAK,MAAM,OAAO;AACxD,aAAS,IAAI,GAAG,KAAK,MAAM,QAAQ,IAAI,IAAI,KAAK;AACxC,YAAA,UAAU,KAAK,MAAM,QAAQ,MAAM,CAAC,EAAE,SAAS,KAAK,CAAC;AAAA,IAC7D;AACO,WAAA;AAAA,EACT;AACF;AAhBE,cAFW,MAEG;AACd,cAHW,MAGG;AAiBhB,SAAS,YAAY,MAAc,MAAc,MAAgB,SAA+B;AACxF,QAAA,QAAQ,MAAM,KAAK,IAAI;AACvB,QAAA,QAAQ,OAAO,KAAK;AACpB,QAAA,eAAe,KAAK,YAAY,OAAO,KAAK,YAAY,OAAO,KAAK,sBAAsB;AAEhG,QAAM,QAAqB,CAAA;AAEvB,MAAA,UAAU,GACZ,UAAU;AAEZ,WAAS,IAAI,GAAG,IAAI,MAAM,QAAQ,KAAK;AAC/B,UAAA,OAAO,MAAM,CAAC;AAEpB,QAAI,SAAS,MAAM;AACP,gBAAA;AACV,iBAAW,cAAc,QAAQ;AAAA,IAAA,OAC5B;AACL,YAAM,MAAM,WAAW,MAAM,OAAO,SAAS,SAAS,IAAI;AAC1D,UAAI,KAAK;AACI,mBAAA,IAAI,UAAU,QAAQ;AAC3B,cAAA,KAAK,IAAI,IAAI;AAAA,MACrB;AAAA,IACF;AAAA,EACF;AAEO,SAAA;AACT;AAEA,SAAS,WACP,MACA,OACA,SACA,SACA,MACkD;AAClD,QAAM,QAAQ,KAAK,OAAO,IAAI,KAAK,KAAK,OAAO,GAAG;AAElD,MAAI,CAAC,OAAO;AACV,YAAQ,MAAM,4BAA4B,OAAO,sCAAsC,KAAK,aAAa,GAAG;AAC5G;AAAA,EACF;AAEM,QAAA,OAAO,IAAIC,MAAAA;AAEjB,MAAI,GAAG,GAAG,KAAK,KAAK,MAAM,MAAM,MAAM;AAEtC,MAAI,MAAM,GAAG;AACL,UAAA,UAAU,MAAM,mBAAmB,MAAM,iBAAiB,MAAM,EAAE,MAAM,GAAG;AAEjF,aAAS,IAAI,GAAG,IAAI,QAAQ,QAAQ,IAAI,KAAK;AACrC,YAAA,SAAS,QAAQ,GAAG;AAE1B,cAAQ,QAAQ;AAAA,QACd,KAAK;AACH,cAAI,SAAS,QAAQ,GAAG,CAAC,IAAI,QAAQ;AACrC,cAAI,SAAS,QAAQ,GAAG,CAAC,IAAI,QAAQ;AAEhC,eAAA,OAAO,GAAG,CAAC;AAEhB;AAAA,QAEF,KAAK;AACH,cAAI,SAAS,QAAQ,GAAG,CAAC,IAAI,QAAQ;AACrC,cAAI,SAAS,QAAQ,GAAG,CAAC,IAAI,QAAQ;AAEhC,eAAA,OAAO,GAAG,CAAC;AAEhB;AAAA,QAEF,KAAK;AACH,gBAAM,SAAS,QAAQ,GAAG,CAAC,IAAI,QAAQ;AACvC,gBAAM,SAAS,QAAQ,GAAG,CAAC,IAAI,QAAQ;AACvC,iBAAO,SAAS,QAAQ,GAAG,CAAC,IAAI,QAAQ;AACxC,iBAAO,SAAS,QAAQ,GAAG,CAAC,IAAI,QAAQ;AAExC,eAAK,iBAAiB,MAAM,MAAM,KAAK,GAAG;AAE1C;AAAA,QAEF,KAAK;AACH,gBAAM,SAAS,QAAQ,GAAG,CAAC,IAAI,QAAQ;AACvC,gBAAM,SAAS,QAAQ,GAAG,CAAC,IAAI,QAAQ;AACvC,iBAAO,SAAS,QAAQ,GAAG,CAAC,IAAI,QAAQ;AACxC,iBAAO,SAAS,QAAQ,GAAG,CAAC,IAAI,QAAQ;AACxC,iBAAO,SAAS,QAAQ,GAAG,CAAC,IAAI,QAAQ;AACxC,iBAAO,SAAS,QAAQ,GAAG,CAAC,IAAI,QAAQ;AAExC,eAAK,cAAc,MAAM,MAAM,MAAM,MAAM,KAAK,GAAG;AAEnD;AAAA,MACJ;AAAA,IACF;AAAA,EACF;AAEA,SAAO,EAAE,SAAS,MAAM,KAAK,OAAO,KAAK;AAC3C;;;"}
@@ -1 +1 @@
1
- {"version":3,"file":"FontLoader.js","sources":["../../src/loaders/FontLoader.ts"],"sourcesContent":["import { Loader, FileLoader, ShapePath } from 'three'\n\nimport type { LoadingManager, Shape } from 'three'\n\ntype Options = {\n lineHeight: number\n letterSpacing: number\n}\n\nexport class FontLoader extends Loader {\n constructor(manager?: LoadingManager) {\n super(manager)\n }\n\n public load(\n url: string,\n onLoad?: (responseFont: Font) => void,\n onProgress?: (event: ProgressEvent) => void,\n onError?: (event: ErrorEvent) => void,\n ): void {\n const loader = new FileLoader(this.manager)\n\n loader.setPath(this.path)\n loader.setRequestHeader(this.requestHeader)\n loader.setWithCredentials(this.withCredentials)\n\n loader.load(\n url,\n (response) => {\n if (typeof response !== 'string') throw new Error('unsupported data type')\n\n const json = JSON.parse(response)\n\n const font = this.parse(json)\n\n if (onLoad) onLoad(font)\n },\n onProgress,\n onError,\n )\n }\n\n loadAsync(url: string, onProgress?: (event: ProgressEvent) => void): Promise<Font> {\n // @ts-ignore\n return super.loadAsync(url, onProgress)\n }\n\n public parse(json: FontData): Font {\n return new Font(json)\n }\n}\n\ntype Glyph = {\n _cachedOutline: string[]\n ha: number\n o: string\n}\n\ntype FontData = {\n boundingBox: { yMax: number; yMin: number }\n familyName: string\n glyphs: { [k: string]: Glyph }\n resolution: number\n underlineThickness: number\n}\n\nexport class Font {\n public data: FontData\n public static isFont: true\n public static type: 'Font'\n\n constructor(data: FontData) {\n this.data = data\n }\n\n public generateShapes(text: string, size = 100, _options?: Partial<Options>): Shape[] {\n const shapes: Shape[] = []\n const options = { letterSpacing: 0, lineHeight: 1, ..._options }\n const paths = createPaths(text, size, this.data, options)\n for (let p = 0, pl = paths.length; p < pl; p++) {\n Array.prototype.push.apply(shapes, paths[p].toShapes(false))\n }\n return shapes\n }\n}\n\nfunction createPaths(text: string, size: number, data: FontData, options: Options): ShapePath[] {\n const chars = Array.from(text)\n const scale = size / data.resolution\n const line_height = (data.boundingBox.yMax - data.boundingBox.yMin + data.underlineThickness) * scale\n\n const paths: ShapePath[] = []\n\n let offsetX = 0,\n offsetY = 0\n\n for (let i = 0; i < chars.length; i++) {\n const char = chars[i]\n\n if (char === '\\n') {\n offsetX = 0\n offsetY -= line_height * options.lineHeight\n } else {\n const ret = createPath(char, scale, offsetX, offsetY, data)\n if (ret) {\n offsetX += ret.offsetX + options.letterSpacing\n paths.push(ret.path)\n }\n }\n }\n\n return paths\n}\n\nfunction createPath(\n char: string,\n scale: number,\n offsetX: number,\n offsetY: number,\n data: FontData,\n): { offsetX: number; path: ShapePath } | undefined {\n const glyph = data.glyphs[char] || data.glyphs['?']\n\n if (!glyph) {\n console.error('THREE.Font: character \"' + char + '\" does not exists in font family ' + data.familyName + '.')\n return\n }\n\n const path = new ShapePath()\n\n let x, y, cpx, cpy, cpx1, cpy1, cpx2, cpy2\n\n if (glyph.o) {\n const outline = glyph._cachedOutline || (glyph._cachedOutline = glyph.o.split(' '))\n\n for (let i = 0, l = outline.length; i < l; ) {\n const action = outline[i++]\n\n switch (action) {\n case 'm': // moveTo\n x = parseInt(outline[i++]) * scale + offsetX\n y = parseInt(outline[i++]) * scale + offsetY\n\n path.moveTo(x, y)\n\n break\n\n case 'l': // lineTo\n x = parseInt(outline[i++]) * scale + offsetX\n y = parseInt(outline[i++]) * scale + offsetY\n\n path.lineTo(x, y)\n\n break\n\n case 'q': // quadraticCurveTo\n cpx = parseInt(outline[i++]) * scale + offsetX\n cpy = parseInt(outline[i++]) * scale + offsetY\n cpx1 = parseInt(outline[i++]) * scale + offsetX\n cpy1 = parseInt(outline[i++]) * scale + offsetY\n\n path.quadraticCurveTo(cpx1, cpy1, cpx, cpy)\n\n break\n\n case 'b': // bezierCurveTo\n cpx = parseInt(outline[i++]) * scale + offsetX\n cpy = parseInt(outline[i++]) * scale + offsetY\n cpx1 = parseInt(outline[i++]) * scale + offsetX\n cpy1 = parseInt(outline[i++]) * scale + offsetY\n cpx2 = parseInt(outline[i++]) * scale + offsetX\n cpy2 = parseInt(outline[i++]) * scale + offsetY\n\n path.bezierCurveTo(cpx1, cpy1, cpx2, cpy2, cpx, cpy)\n\n break\n }\n }\n }\n\n return { offsetX: glyph.ha * scale, path }\n}\n"],"names":[],"mappings":";;;;;;;AASO,MAAM,mBAAmB,OAAO;AAAA,EACrC,YAAY,SAA0B;AACpC,UAAM,OAAO;AAAA,EACf;AAAA,EAEO,KACL,KACA,QACA,YACA,SACM;AACN,UAAM,SAAS,IAAI,WAAW,KAAK,OAAO;AAEnC,WAAA,QAAQ,KAAK,IAAI;AACjB,WAAA,iBAAiB,KAAK,aAAa;AACnC,WAAA,mBAAmB,KAAK,eAAe;AAEvC,WAAA;AAAA,MACL;AAAA,MACA,CAAC,aAAa;AACZ,YAAI,OAAO,aAAa;AAAgB,gBAAA,IAAI,MAAM,uBAAuB;AAEnE,cAAA,OAAO,KAAK,MAAM,QAAQ;AAE1B,cAAA,OAAO,KAAK,MAAM,IAAI;AAExB,YAAA;AAAQ,iBAAO,IAAI;AAAA,MACzB;AAAA,MACA;AAAA,MACA;AAAA,IAAA;AAAA,EAEJ;AAAA,EAEA,UAAU,KAAa,YAA4D;AAE1E,WAAA,MAAM,UAAU,KAAK,UAAU;AAAA,EACxC;AAAA,EAEO,MAAM,MAAsB;AAC1B,WAAA,IAAI,KAAK,IAAI;AAAA,EACtB;AACF;AAgBO,MAAM,KAAK;AAAA,EAKhB,YAAY,MAAgB;AAJrB;AAKL,SAAK,OAAO;AAAA,EACd;AAAA,EAEO,eAAe,MAAc,OAAO,KAAK,UAAsC;AACpF,UAAM,SAAkB,CAAA;AACxB,UAAM,UAAU,EAAE,eAAe,GAAG,YAAY,GAAG,GAAG;AACtD,UAAM,QAAQ,YAAY,MAAM,MAAM,KAAK,MAAM,OAAO;AACxD,aAAS,IAAI,GAAG,KAAK,MAAM,QAAQ,IAAI,IAAI,KAAK;AACxC,YAAA,UAAU,KAAK,MAAM,QAAQ,MAAM,CAAC,EAAE,SAAS,KAAK,CAAC;AAAA,IAC7D;AACO,WAAA;AAAA,EACT;AACF;AAhBE,cAFW,MAEG;AACd,cAHW,MAGG;AAiBhB,SAAS,YAAY,MAAc,MAAc,MAAgB,SAA+B;AACxF,QAAA,QAAQ,MAAM,KAAK,IAAI;AACvB,QAAA,QAAQ,OAAO,KAAK;AACpB,QAAA,eAAe,KAAK,YAAY,OAAO,KAAK,YAAY,OAAO,KAAK,sBAAsB;AAEhG,QAAM,QAAqB,CAAA;AAEvB,MAAA,UAAU,GACZ,UAAU;AAEZ,WAAS,IAAI,GAAG,IAAI,MAAM,QAAQ,KAAK;AAC/B,UAAA,OAAO,MAAM,CAAC;AAEpB,QAAI,SAAS,MAAM;AACP,gBAAA;AACV,iBAAW,cAAc,QAAQ;AAAA,IAAA,OAC5B;AACL,YAAM,MAAM,WAAW,MAAM,OAAO,SAAS,SAAS,IAAI;AAC1D,UAAI,KAAK;AACI,mBAAA,IAAI,UAAU,QAAQ;AAC3B,cAAA,KAAK,IAAI,IAAI;AAAA,MACrB;AAAA,IACF;AAAA,EACF;AAEO,SAAA;AACT;AAEA,SAAS,WACP,MACA,OACA,SACA,SACA,MACkD;AAClD,QAAM,QAAQ,KAAK,OAAO,IAAI,KAAK,KAAK,OAAO,GAAG;AAElD,MAAI,CAAC,OAAO;AACV,YAAQ,MAAM,4BAA4B,OAAO,sCAAsC,KAAK,aAAa,GAAG;AAC5G;AAAA,EACF;AAEM,QAAA,OAAO,IAAI;AAEjB,MAAI,GAAG,GAAG,KAAK,KAAK,MAAM,MAAM,MAAM;AAEtC,MAAI,MAAM,GAAG;AACL,UAAA,UAAU,MAAM,mBAAmB,MAAM,iBAAiB,MAAM,EAAE,MAAM,GAAG;AAEjF,aAAS,IAAI,GAAG,IAAI,QAAQ,QAAQ,IAAI,KAAK;AACrC,YAAA,SAAS,QAAQ,GAAG;AAE1B,cAAQ,QAAQ;AAAA,QACd,KAAK;AACH,cAAI,SAAS,QAAQ,GAAG,CAAC,IAAI,QAAQ;AACrC,cAAI,SAAS,QAAQ,GAAG,CAAC,IAAI,QAAQ;AAEhC,eAAA,OAAO,GAAG,CAAC;AAEhB;AAAA,QAEF,KAAK;AACH,cAAI,SAAS,QAAQ,GAAG,CAAC,IAAI,QAAQ;AACrC,cAAI,SAAS,QAAQ,GAAG,CAAC,IAAI,QAAQ;AAEhC,eAAA,OAAO,GAAG,CAAC;AAEhB;AAAA,QAEF,KAAK;AACH,gBAAM,SAAS,QAAQ,GAAG,CAAC,IAAI,QAAQ;AACvC,gBAAM,SAAS,QAAQ,GAAG,CAAC,IAAI,QAAQ;AACvC,iBAAO,SAAS,QAAQ,GAAG,CAAC,IAAI,QAAQ;AACxC,iBAAO,SAAS,QAAQ,GAAG,CAAC,IAAI,QAAQ;AAExC,eAAK,iBAAiB,MAAM,MAAM,KAAK,GAAG;AAE1C;AAAA,QAEF,KAAK;AACH,gBAAM,SAAS,QAAQ,GAAG,CAAC,IAAI,QAAQ;AACvC,gBAAM,SAAS,QAAQ,GAAG,CAAC,IAAI,QAAQ;AACvC,iBAAO,SAAS,QAAQ,GAAG,CAAC,IAAI,QAAQ;AACxC,iBAAO,SAAS,QAAQ,GAAG,CAAC,IAAI,QAAQ;AACxC,iBAAO,SAAS,QAAQ,GAAG,CAAC,IAAI,QAAQ;AACxC,iBAAO,SAAS,QAAQ,GAAG,CAAC,IAAI,QAAQ;AAExC,eAAK,cAAc,MAAM,MAAM,MAAM,MAAM,KAAK,GAAG;AAEnD;AAAA,MACJ;AAAA,IACF;AAAA,EACF;AAEA,SAAO,EAAE,SAAS,MAAM,KAAK,OAAO,KAAK;AAC3C;"}
1
+ {"version":3,"file":"FontLoader.js","sources":["../../src/loaders/FontLoader.ts"],"sourcesContent":["import { Loader, FileLoader, ShapePath } from 'three'\n\nimport type { LoadingManager, Shape } from 'three'\n\ntype Options = {\n lineHeight: number\n letterSpacing: number\n}\n\nexport class FontLoader extends Loader {\n constructor(manager?: LoadingManager) {\n super(manager)\n }\n\n public load(\n url: string,\n onLoad?: (responseFont: Font) => void,\n onProgress?: (event: ProgressEvent) => void,\n onError?: (event: ErrorEvent) => void,\n ): void {\n const loader = new FileLoader(this.manager)\n\n loader.setPath(this.path)\n loader.setRequestHeader(this.requestHeader)\n loader.setWithCredentials(this.withCredentials)\n\n loader.load(\n url,\n (response) => {\n if (typeof response !== 'string') throw new Error('unsupported data type')\n\n const json = JSON.parse(response)\n\n const font = this.parse(json)\n\n if (onLoad) onLoad(font)\n },\n onProgress,\n onError as (event: unknown) => void,\n )\n }\n\n loadAsync(url: string, onProgress?: (event: ProgressEvent) => void): Promise<Font> {\n // @ts-ignore\n return super.loadAsync(url, onProgress)\n }\n\n public parse(json: FontData): Font {\n return new Font(json)\n }\n}\n\ntype Glyph = {\n _cachedOutline: string[]\n ha: number\n o: string\n}\n\ntype FontData = {\n boundingBox: { yMax: number; yMin: number }\n familyName: string\n glyphs: { [k: string]: Glyph }\n resolution: number\n underlineThickness: number\n}\n\nexport class Font {\n public data: FontData\n public static isFont: true\n public static type: 'Font'\n\n constructor(data: FontData) {\n this.data = data\n }\n\n public generateShapes(text: string, size = 100, _options?: Partial<Options>): Shape[] {\n const shapes: Shape[] = []\n const options = { letterSpacing: 0, lineHeight: 1, ..._options }\n const paths = createPaths(text, size, this.data, options)\n for (let p = 0, pl = paths.length; p < pl; p++) {\n Array.prototype.push.apply(shapes, paths[p].toShapes(false))\n }\n return shapes\n }\n}\n\nfunction createPaths(text: string, size: number, data: FontData, options: Options): ShapePath[] {\n const chars = Array.from(text)\n const scale = size / data.resolution\n const line_height = (data.boundingBox.yMax - data.boundingBox.yMin + data.underlineThickness) * scale\n\n const paths: ShapePath[] = []\n\n let offsetX = 0,\n offsetY = 0\n\n for (let i = 0; i < chars.length; i++) {\n const char = chars[i]\n\n if (char === '\\n') {\n offsetX = 0\n offsetY -= line_height * options.lineHeight\n } else {\n const ret = createPath(char, scale, offsetX, offsetY, data)\n if (ret) {\n offsetX += ret.offsetX + options.letterSpacing\n paths.push(ret.path)\n }\n }\n }\n\n return paths\n}\n\nfunction createPath(\n char: string,\n scale: number,\n offsetX: number,\n offsetY: number,\n data: FontData,\n): { offsetX: number; path: ShapePath } | undefined {\n const glyph = data.glyphs[char] || data.glyphs['?']\n\n if (!glyph) {\n console.error('THREE.Font: character \"' + char + '\" does not exists in font family ' + data.familyName + '.')\n return\n }\n\n const path = new ShapePath()\n\n let x, y, cpx, cpy, cpx1, cpy1, cpx2, cpy2\n\n if (glyph.o) {\n const outline = glyph._cachedOutline || (glyph._cachedOutline = glyph.o.split(' '))\n\n for (let i = 0, l = outline.length; i < l; ) {\n const action = outline[i++]\n\n switch (action) {\n case 'm': // moveTo\n x = parseInt(outline[i++]) * scale + offsetX\n y = parseInt(outline[i++]) * scale + offsetY\n\n path.moveTo(x, y)\n\n break\n\n case 'l': // lineTo\n x = parseInt(outline[i++]) * scale + offsetX\n y = parseInt(outline[i++]) * scale + offsetY\n\n path.lineTo(x, y)\n\n break\n\n case 'q': // quadraticCurveTo\n cpx = parseInt(outline[i++]) * scale + offsetX\n cpy = parseInt(outline[i++]) * scale + offsetY\n cpx1 = parseInt(outline[i++]) * scale + offsetX\n cpy1 = parseInt(outline[i++]) * scale + offsetY\n\n path.quadraticCurveTo(cpx1, cpy1, cpx, cpy)\n\n break\n\n case 'b': // bezierCurveTo\n cpx = parseInt(outline[i++]) * scale + offsetX\n cpy = parseInt(outline[i++]) * scale + offsetY\n cpx1 = parseInt(outline[i++]) * scale + offsetX\n cpy1 = parseInt(outline[i++]) * scale + offsetY\n cpx2 = parseInt(outline[i++]) * scale + offsetX\n cpy2 = parseInt(outline[i++]) * scale + offsetY\n\n path.bezierCurveTo(cpx1, cpy1, cpx2, cpy2, cpx, cpy)\n\n break\n }\n }\n }\n\n return { offsetX: glyph.ha * scale, path }\n}\n"],"names":[],"mappings":";;;;;;;AASO,MAAM,mBAAmB,OAAO;AAAA,EACrC,YAAY,SAA0B;AACpC,UAAM,OAAO;AAAA,EACf;AAAA,EAEO,KACL,KACA,QACA,YACA,SACM;AACN,UAAM,SAAS,IAAI,WAAW,KAAK,OAAO;AAEnC,WAAA,QAAQ,KAAK,IAAI;AACjB,WAAA,iBAAiB,KAAK,aAAa;AACnC,WAAA,mBAAmB,KAAK,eAAe;AAEvC,WAAA;AAAA,MACL;AAAA,MACA,CAAC,aAAa;AACZ,YAAI,OAAO,aAAa;AAAgB,gBAAA,IAAI,MAAM,uBAAuB;AAEnE,cAAA,OAAO,KAAK,MAAM,QAAQ;AAE1B,cAAA,OAAO,KAAK,MAAM,IAAI;AAExB,YAAA;AAAQ,iBAAO,IAAI;AAAA,MACzB;AAAA,MACA;AAAA,MACA;AAAA,IAAA;AAAA,EAEJ;AAAA,EAEA,UAAU,KAAa,YAA4D;AAE1E,WAAA,MAAM,UAAU,KAAK,UAAU;AAAA,EACxC;AAAA,EAEO,MAAM,MAAsB;AAC1B,WAAA,IAAI,KAAK,IAAI;AAAA,EACtB;AACF;AAgBO,MAAM,KAAK;AAAA,EAKhB,YAAY,MAAgB;AAJrB;AAKL,SAAK,OAAO;AAAA,EACd;AAAA,EAEO,eAAe,MAAc,OAAO,KAAK,UAAsC;AACpF,UAAM,SAAkB,CAAA;AACxB,UAAM,UAAU,EAAE,eAAe,GAAG,YAAY,GAAG,GAAG;AACtD,UAAM,QAAQ,YAAY,MAAM,MAAM,KAAK,MAAM,OAAO;AACxD,aAAS,IAAI,GAAG,KAAK,MAAM,QAAQ,IAAI,IAAI,KAAK;AACxC,YAAA,UAAU,KAAK,MAAM,QAAQ,MAAM,CAAC,EAAE,SAAS,KAAK,CAAC;AAAA,IAC7D;AACO,WAAA;AAAA,EACT;AACF;AAhBE,cAFW,MAEG;AACd,cAHW,MAGG;AAiBhB,SAAS,YAAY,MAAc,MAAc,MAAgB,SAA+B;AACxF,QAAA,QAAQ,MAAM,KAAK,IAAI;AACvB,QAAA,QAAQ,OAAO,KAAK;AACpB,QAAA,eAAe,KAAK,YAAY,OAAO,KAAK,YAAY,OAAO,KAAK,sBAAsB;AAEhG,QAAM,QAAqB,CAAA;AAEvB,MAAA,UAAU,GACZ,UAAU;AAEZ,WAAS,IAAI,GAAG,IAAI,MAAM,QAAQ,KAAK;AAC/B,UAAA,OAAO,MAAM,CAAC;AAEpB,QAAI,SAAS,MAAM;AACP,gBAAA;AACV,iBAAW,cAAc,QAAQ;AAAA,IAAA,OAC5B;AACL,YAAM,MAAM,WAAW,MAAM,OAAO,SAAS,SAAS,IAAI;AAC1D,UAAI,KAAK;AACI,mBAAA,IAAI,UAAU,QAAQ;AAC3B,cAAA,KAAK,IAAI,IAAI;AAAA,MACrB;AAAA,IACF;AAAA,EACF;AAEO,SAAA;AACT;AAEA,SAAS,WACP,MACA,OACA,SACA,SACA,MACkD;AAClD,QAAM,QAAQ,KAAK,OAAO,IAAI,KAAK,KAAK,OAAO,GAAG;AAElD,MAAI,CAAC,OAAO;AACV,YAAQ,MAAM,4BAA4B,OAAO,sCAAsC,KAAK,aAAa,GAAG;AAC5G;AAAA,EACF;AAEM,QAAA,OAAO,IAAI;AAEjB,MAAI,GAAG,GAAG,KAAK,KAAK,MAAM,MAAM,MAAM;AAEtC,MAAI,MAAM,GAAG;AACL,UAAA,UAAU,MAAM,mBAAmB,MAAM,iBAAiB,MAAM,EAAE,MAAM,GAAG;AAEjF,aAAS,IAAI,GAAG,IAAI,QAAQ,QAAQ,IAAI,KAAK;AACrC,YAAA,SAAS,QAAQ,GAAG;AAE1B,cAAQ,QAAQ;AAAA,QACd,KAAK;AACH,cAAI,SAAS,QAAQ,GAAG,CAAC,IAAI,QAAQ;AACrC,cAAI,SAAS,QAAQ,GAAG,CAAC,IAAI,QAAQ;AAEhC,eAAA,OAAO,GAAG,CAAC;AAEhB;AAAA,QAEF,KAAK;AACH,cAAI,SAAS,QAAQ,GAAG,CAAC,IAAI,QAAQ;AACrC,cAAI,SAAS,QAAQ,GAAG,CAAC,IAAI,QAAQ;AAEhC,eAAA,OAAO,GAAG,CAAC;AAEhB;AAAA,QAEF,KAAK;AACH,gBAAM,SAAS,QAAQ,GAAG,CAAC,IAAI,QAAQ;AACvC,gBAAM,SAAS,QAAQ,GAAG,CAAC,IAAI,QAAQ;AACvC,iBAAO,SAAS,QAAQ,GAAG,CAAC,IAAI,QAAQ;AACxC,iBAAO,SAAS,QAAQ,GAAG,CAAC,IAAI,QAAQ;AAExC,eAAK,iBAAiB,MAAM,MAAM,KAAK,GAAG;AAE1C;AAAA,QAEF,KAAK;AACH,gBAAM,SAAS,QAAQ,GAAG,CAAC,IAAI,QAAQ;AACvC,gBAAM,SAAS,QAAQ,GAAG,CAAC,IAAI,QAAQ;AACvC,iBAAO,SAAS,QAAQ,GAAG,CAAC,IAAI,QAAQ;AACxC,iBAAO,SAAS,QAAQ,GAAG,CAAC,IAAI,QAAQ;AACxC,iBAAO,SAAS,QAAQ,GAAG,CAAC,IAAI,QAAQ;AACxC,iBAAO,SAAS,QAAQ,GAAG,CAAC,IAAI,QAAQ;AAExC,eAAK,cAAc,MAAM,MAAM,MAAM,MAAM,KAAK,GAAG;AAEnD;AAAA,MACJ;AAAA,IACF;AAAA,EACF;AAEA,SAAO,EAAE,SAAS,MAAM,KAAK,OAAO,KAAK;AAC3C;"}
@@ -9,7 +9,9 @@ class HDRCubeTextureLoader extends THREE.Loader {
9
9
  this.type = THREE.HalfFloatType;
10
10
  }
11
11
  load(urls, onLoad, onProgress, onError) {
12
- if (!Array.isArray(urls)) {
12
+ if (typeof urls === "string") {
13
+ urls = [urls];
14
+ } else if (!Array.isArray(urls)) {
13
15
  console.warn("THREE.HDRCubeTextureLoader signature has changed. Use .setDataType() instead.");
14
16
  this.setDataType(urls);
15
17
  urls = onLoad;