three-stdlib 2.28.3 → 2.28.5
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- package/objects/BatchedMesh.cjs +261 -117
- package/objects/BatchedMesh.cjs.map +1 -1
- package/objects/BatchedMesh.d.ts +20 -10
- package/objects/BatchedMesh.js +261 -117
- package/objects/BatchedMesh.js.map +1 -1
- package/package.json +1 -1
- package/renderers/CSS3DRenderer.cjs +3 -6
- package/renderers/CSS3DRenderer.cjs.map +1 -1
- package/renderers/CSS3DRenderer.js +3 -6
- package/renderers/CSS3DRenderer.js.map +1 -1
@@ -1 +1 @@
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{"version":3,"file":"BatchedMesh.js","sources":["../../src/objects/BatchedMesh.ts"],"sourcesContent":["import {\n Matrix4,\n Mesh,\n BufferGeometry,\n Material,\n DataTexture,\n IUniform,\n MathUtils,\n RGBAFormat,\n FloatType,\n BufferAttribute,\n} from 'three'\n\nconst _identityMatrix = new Matrix4()\nconst _zeroScaleMatrix = new Matrix4().set(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1)\n\n// Custom shaders\nconst batchingParsVertex = /* glsl */ `\n#ifdef BATCHING\n\tattribute float id;\n\tuniform highp sampler2D batchingTexture;\n\tuniform int batchingTextureSize;\n\tmat4 getBatchingMatrix( const in float i ) {\n\t\tfloat j = i * 4.0;\n\t\tfloat x = mod( j, float( batchingTextureSize ) );\n\t\tfloat y = floor( j / float( batchingTextureSize ) );\n\t\tfloat dx = 1.0 / float( batchingTextureSize );\n\t\tfloat dy = 1.0 / float( batchingTextureSize );\n\t\ty = dy * ( y + 0.5 );\n\t\tvec4 v1 = texture2D( batchingTexture, vec2( dx * ( x + 0.5 ), y ) );\n\t\tvec4 v2 = texture2D( batchingTexture, vec2( dx * ( x + 1.5 ), y ) );\n\t\tvec4 v3 = texture2D( batchingTexture, vec2( dx * ( x + 2.5 ), y ) );\n\t\tvec4 v4 = texture2D( batchingTexture, vec2( dx * ( x + 3.5 ), y ) );\n\t\treturn mat4( v1, v2, v3, v4 );\n\t}\n#endif\n`\n\nconst batchingbaseVertex = /* glsl */ `\n#ifdef BATCHING\n\tmat4 batchingMatrix = getBatchingMatrix( id );\n#endif\n`\n\nconst batchingnormalVertex = /* glsl */ `\n#ifdef BATCHING\n\tobjectNormal = vec4( batchingMatrix * vec4( objectNormal, 0.0 ) ).xyz;\n\t#ifdef USE_TANGENT\n\t\tobjectTangent = vec4( batchingMatrix * vec4( objectTangent, 0.0 ) ).xyz;\n\t#endif\n#endif\n`\n\nconst batchingVertex = /* glsl */ `\n#ifdef BATCHING\n\ttransformed = ( batchingMatrix * vec4( transformed, 1.0 ) ).xyz;\n#endif\n`\n\n// @TODO: SkinnedMesh support?\n// @TODO: Future work if needed. Move into the core. Can be optimized more with WEBGL_multi_draw.\n\nclass BatchedMesh extends Mesh<BufferGeometry, Material> {\n _vertexStarts: number[]\n _vertexCounts: number[]\n _indexStarts: number[]\n _indexCounts: number[]\n _visibles: boolean[]\n _alives: boolean[]\n _maxGeometryCount: number\n _maxVertexCount: number\n _maxIndexCount: number\n _geometryInitialized: boolean\n _geometryCount: number\n _vertexCount: number\n _indexCount: number\n _matrices: Matrix4[]\n _matricesArray: Float32Array | null\n _matricesTexture: DataTexture | null\n _matricesTextureSize: number | null\n _customUniforms: Record<string, IUniform>\n\n constructor(\n maxGeometryCount: number,\n maxVertexCount: number,\n maxIndexCount = maxVertexCount * 2,\n material?: Material,\n ) {\n super(new BufferGeometry(), material)\n\n this._vertexStarts = []\n this._vertexCounts = []\n this._indexStarts = []\n this._indexCounts = []\n\n this._visibles = []\n this._alives = []\n\n this._maxGeometryCount = maxGeometryCount\n this._maxVertexCount = maxVertexCount\n this._maxIndexCount = maxIndexCount\n\n this._geometryInitialized = false\n this._geometryCount = 0\n this._vertexCount = 0\n this._indexCount = 0\n\n // Local matrix per geometry by using data texture\n // @TODO: Support uniform parameter per geometry\n\n this._matrices = []\n this._matricesArray = null\n this._matricesTexture = null\n this._matricesTextureSize = null\n\n // @TODO: Calculate the entire binding box and make frustumCulled true\n this.frustumCulled = false\n\n this._customUniforms = {\n batchingTexture: { value: null },\n batchingTextureSize: { value: 0 },\n }\n\n this._initMatricesTexture()\n this._initShader()\n\n this.onBeforeRender = function () {\n if (this.material.defines) {\n this.material.defines.BATCHING = true\n }\n\n // @TODO: Implement frustum culling for each geometry\n }\n\n this.onAfterRender = function () {\n if (this.material.defines) {\n this.material.defines.BATCHING = false\n }\n }\n }\n\n _initMatricesTexture() {\n // layout (1 matrix = 4 pixels)\n // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)\n // with 8x8 pixel texture max 16 matrices * 4 pixels = (8 * 8)\n // 16x16 pixel texture max 64 matrices * 4 pixels = (16 * 16)\n // 32x32 pixel texture max 256 matrices * 4 pixels = (32 * 32)\n // 64x64 pixel texture max 1024 matrices * 4 pixels = (64 * 64)\n\n let size = Math.sqrt(this._maxGeometryCount * 4) // 4 pixels needed for 1 matrix\n size = MathUtils.ceilPowerOfTwo(size)\n size = Math.max(size, 4)\n\n const matricesArray = new Float32Array(size * size * 4) // 4 floats per RGBA pixel\n const matricesTexture = new DataTexture(matricesArray, size, size, RGBAFormat, FloatType)\n\n this._matricesArray = matricesArray\n this._matricesTexture = matricesTexture\n this._matricesTextureSize = size\n\n this._customUniforms.batchingTexture.value = this._matricesTexture\n this._customUniforms.batchingTextureSize.value = this._matricesTextureSize\n }\n\n _initShader() {\n const currentOnBeforeCompile = this.material.onBeforeCompile\n const customUniforms = this._customUniforms\n\n this.material.onBeforeCompile = function onBeforeCompile(parameters, renderer) {\n // Is this replacement stable across any materials?\n parameters.vertexShader = parameters.vertexShader\n .replace('#include <skinning_pars_vertex>', '#include <skinning_pars_vertex>\\n' + batchingParsVertex)\n .replace(\n '#include <skinnormal_vertex>',\n '#include <skinnormal_vertex>\\n' + batchingbaseVertex + batchingnormalVertex,\n )\n .replace('#include <skinning_vertex>', '#include <skinning_vertex>\\n' + batchingVertex)\n\n for (const uniformName in customUniforms) {\n parameters.uniforms[uniformName] = customUniforms[uniformName]\n }\n\n currentOnBeforeCompile.call(this, parameters, renderer)\n }\n\n this.material.defines = this.material.defines || {}\n this.material.defines.BATCHING = false\n }\n\n getGeometryCount() {\n return this._geometryCount\n }\n\n getVertexCount() {\n return this._vertexCount\n }\n\n getIndexCount() {\n return this._indexCount\n }\n\n applyGeometry(geometry: BufferGeometry) {\n // @TODO: geometry.groups support?\n // @TODO: geometry.drawRange support?\n // @TODO: geometry.mortphAttributes support?\n\n if (this._geometryCount >= this._maxGeometryCount) {\n // @TODO: Error handling\n }\n\n if (this._geometryInitialized === false) {\n for (const attributeName in geometry.attributes) {\n const srcAttribute = geometry.getAttribute(attributeName)\n const { array, itemSize, normalized } = srcAttribute\n\n const dstArray = new (array.constructor as Float32ArrayConstructor)(this._maxVertexCount * itemSize)\n const dstAttribute = new (srcAttribute.constructor as any)(dstArray, itemSize, normalized) as BufferAttribute\n\n // TODO: add usage in @types/three\n // @ts-ignore\n dstAttribute.setUsage(srcAttribute.usage)\n\n this.geometry.setAttribute(attributeName, dstAttribute)\n }\n\n if (geometry.getIndex() !== null) {\n const indexArray =\n this._maxVertexCount > 65536 ? new Uint32Array(this._maxIndexCount) : new Uint16Array(this._maxIndexCount)\n\n this.geometry.setIndex(new BufferAttribute(indexArray, 1))\n }\n\n const idArray =\n this._maxGeometryCount > 65536 ? new Uint32Array(this._maxVertexCount) : new Uint16Array(this._maxVertexCount)\n // @TODO: What if attribute name 'id' is already used?\n this.geometry.setAttribute('id', new BufferAttribute(idArray, 1))\n\n this._geometryInitialized = true\n } else {\n // @TODO: Check if geometry has the same attributes set\n }\n\n const hasIndex = this.geometry.getIndex() !== null\n const dstIndex = this.geometry.getIndex()\n const srcIndex = geometry.getIndex()\n\n // Assuming geometry has position attribute\n const srcPositionAttribute = geometry.getAttribute('position')\n\n this._vertexStarts.push(this._vertexCount)\n this._vertexCounts.push(srcPositionAttribute.count)\n\n if (hasIndex) {\n this._indexStarts.push(this._indexCount)\n this._indexCounts.push(srcIndex!.count)\n }\n\n this._visibles.push(true)\n this._alives.push(true)\n\n // @TODO: Error handling if exceeding maxVertexCount or maxIndexCount\n\n for (const attributeName in geometry.attributes) {\n const srcAttribute = geometry.getAttribute(attributeName)\n const dstAttribute = this.geometry.getAttribute(attributeName)\n ;(dstAttribute.array as Float32Array).set(srcAttribute.array, this._vertexCount * dstAttribute.itemSize)\n dstAttribute.needsUpdate = true\n }\n\n if (hasIndex) {\n for (let i = 0; i < srcIndex!.count; i++) {\n dstIndex!.setX(this._indexCount + i, this._vertexCount + srcIndex!.getX(i))\n }\n\n this._indexCount += srcIndex!.count\n dstIndex!.needsUpdate = true\n }\n\n const geometryId = this._geometryCount\n this._geometryCount++\n\n const idAttribute = this.geometry.getAttribute('id')\n\n for (let i = 0; i < srcPositionAttribute.count; i++) {\n idAttribute.setX(this._vertexCount + i, geometryId)\n }\n\n idAttribute.needsUpdate = true\n\n this._vertexCount += srcPositionAttribute.count\n\n this._matrices.push(new Matrix4())\n _identityMatrix.toArray(this._matricesArray ?? undefined, geometryId * 16)\n this._matricesTexture!.needsUpdate = true\n\n return geometryId\n }\n\n deleteGeometry(geometryId: number) {\n if (geometryId >= this._alives.length || this._alives[geometryId] === false) {\n return this\n }\n\n this._alives[geometryId] = false\n _zeroScaleMatrix.toArray(this._matricesArray!, geometryId * 16)\n this._matricesTexture!.needsUpdate = true\n\n // User needs to call optimize() to pack the data.\n\n return this\n }\n\n optimize() {\n // @TODO: Implement\n\n return this\n }\n\n setMatrixAt(geometryId: number, matrix: Matrix4) {\n // @TODO: Map geometryId to index of the arrays because\n // optimize() can make geometryId mismatch the index\n\n if (geometryId >= this._matrices.length || this._alives[geometryId] === false) {\n return this\n }\n\n this._matrices[geometryId].copy(matrix)\n\n if (this._visibles[geometryId] === true) {\n matrix.toArray(this._matricesArray!, geometryId * 16)\n this._matricesTexture!.needsUpdate = true\n }\n\n return this\n }\n\n getMatrixAt(geometryId: number, matrix: Matrix4) {\n if (geometryId >= this._matrices.length || this._alives[geometryId] === false) {\n return matrix\n }\n\n return matrix.copy(this._matrices[geometryId])\n }\n\n setVisibleAt(geometryId: number, visible: boolean) {\n if (geometryId >= this._visibles.length || this._alives[geometryId] === false) {\n return this\n }\n\n if (this._visibles[geometryId] === visible) {\n return this\n }\n\n if (visible === true) {\n this._matrices[geometryId].toArray(this._matricesArray!, geometryId * 16)\n } else {\n _zeroScaleMatrix.toArray(this._matricesArray!, geometryId * 16)\n }\n\n this._matricesTexture!.needsUpdate = true\n this._visibles[geometryId] = visible\n return this\n }\n\n getVisibleAt(geometryId: number) {\n if (geometryId >= this._visibles.length || this._alives[geometryId] 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{"version":3,"file":"BatchedMesh.js","sources":["../../src/objects/BatchedMesh.ts"],"sourcesContent":["import {\n Matrix4,\n BufferAttribute,\n InterleavedBufferAttribute,\n Mesh,\n BufferGeometry,\n Material,\n DataTexture,\n IUniform,\n MathUtils,\n RGBAFormat,\n FloatType,\n} from 'three'\n\nconst ID_ATTR_NAME = '_batch_id_'\nconst _identityMatrix = new Matrix4()\nconst _zeroScaleMatrix = new Matrix4().set(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1)\n\n// Custom shaders\nconst batchingParsVertex = /* glsl */ `\n#ifdef BATCHING\n\tattribute float ${ID_ATTR_NAME};\n\tuniform highp sampler2D batchingTexture;\n\tmat4 getBatchingMatrix( const in float i ) {\n\n\t\tint size = textureSize( batchingTexture, 0 ).x;\n\t\tint j = int( i ) * 4;\n\t\tint x = j % size;\n\t\tint y = j / size;\n\t\tvec4 v1 = texelFetch( batchingTexture, ivec2( x, y ), 0 );\n\t\tvec4 v2 = texelFetch( batchingTexture, ivec2( x + 1, y ), 0 );\n\t\tvec4 v3 = texelFetch( batchingTexture, ivec2( x + 2, y ), 0 );\n\t\tvec4 v4 = texelFetch( batchingTexture, ivec2( x + 3, y ), 0 );\n\t\treturn mat4( v1, v2, v3, v4 );\n\n\t}\n#endif\n`\n\nconst batchingbaseVertex = /* glsl */ `\n#ifdef BATCHING\n\tmat4 batchingMatrix = getBatchingMatrix( ${ID_ATTR_NAME} );\n#endif\n`\n\nconst batchingnormalVertex = /* glsl */ `\n#ifdef BATCHING\n\tobjectNormal = vec4( batchingMatrix * vec4( objectNormal, 0.0 ) ).xyz;\n\t#ifdef USE_TANGENT\n\t\tobjectTangent = vec4( batchingMatrix * vec4( objectTangent, 0.0 ) ).xyz;\n\t#endif\n#endif\n`\n\nconst batchingVertex = /* glsl */ `\n#ifdef BATCHING\n\ttransformed = ( batchingMatrix * vec4( transformed, 1.0 ) ).xyz;\n#endif\n`\n\n// @TODO: SkinnedMesh support?\n// @TODO: Future work if needed. Move into the core. Can be optimized more with WEBGL_multi_draw.\n\n// copies data from attribute \"src\" into \"target\" starting at \"targetOffset\"\nfunction copyAttributeData(\n src: BufferAttribute | InterleavedBufferAttribute,\n target: BufferAttribute | InterleavedBufferAttribute,\n targetOffset = 0,\n): void {\n const itemSize = target.itemSize\n if (\n (src as InterleavedBufferAttribute).isInterleavedBufferAttribute ||\n src.array.constructor !== target.array.constructor\n ) {\n // use the component getters and setters if the array data cannot\n // be copied directly\n const vertexCount = src.count\n for (let i = 0; i < vertexCount; i++) {\n for (let c = 0; c < itemSize; c++) {\n // @ts-ignore\n target.setComponent(i + targetOffset, c, src.getComponent(i, c))\n }\n }\n } else {\n // faster copy approach using typed array set function\n // @ts-ignore\n target.array.set(src.array, targetOffset * itemSize)\n }\n\n target.needsUpdate = true\n}\n\nclass BatchedMesh extends Mesh<BufferGeometry, Material> {\n _vertexStarts: number[]\n _vertexCounts: number[]\n _indexStarts: number[]\n _indexCounts: number[]\n _reservedRanges: { vertexStart: number; vertexCount: number; indexStart: number; indexCount: number }[]\n _visible: boolean[]\n _active: boolean[]\n _maxGeometryCount: number\n _maxVertexCount: number\n _maxIndexCount: number\n _geometryInitialized: boolean\n _geometryCount: number\n _matrices: Matrix4[]\n _matricesTexture: DataTexture | null\n _customUniforms: Record<string, IUniform>\n\n constructor(\n maxGeometryCount: number,\n maxVertexCount: number,\n maxIndexCount = maxVertexCount * 2,\n material?: Material,\n ) {\n super(new BufferGeometry(), material)\n\n this._vertexStarts = []\n this._vertexCounts = []\n this._indexStarts = []\n this._indexCounts = []\n this._reservedRanges = []\n\n this._visible = []\n this._active = []\n\n this._maxGeometryCount = maxGeometryCount\n this._maxVertexCount = maxVertexCount\n this._maxIndexCount = maxIndexCount\n\n this._geometryInitialized = false\n this._geometryCount = 0\n\n // Local matrix per geometry by using data texture\n // @TODO: Support uniform parameter per geometry\n\n this._matrices = []\n this._matricesTexture = null!\n\n // @TODO: Calculate the entire binding box and make frustumCulled true\n this.frustumCulled = false\n\n this._customUniforms = {\n batchingTexture: { value: null },\n }\n\n this._initMatricesTexture()\n this._initShader()\n\n this.onBeforeRender = function () {\n if (this.material.defines) {\n this.material.defines.BATCHING = true\n }\n\n // @TODO: Implement frustum culling for each geometry\n }\n\n this.onAfterRender = function () {\n if (this.material.defines) {\n this.material.defines.BATCHING = false\n }\n }\n }\n\n _initMatricesTexture(): void {\n // layout (1 matrix = 4 pixels)\n // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)\n // with 8x8 pixel texture max 16 matrices * 4 pixels = (8 * 8)\n // 16x16 pixel texture max 64 matrices * 4 pixels = (16 * 16)\n // 32x32 pixel texture max 256 matrices * 4 pixels = (32 * 32)\n // 64x64 pixel texture max 1024 matrices * 4 pixels = (64 * 64)\n\n let size = Math.sqrt(this._maxGeometryCount * 4) // 4 pixels needed for 1 matrix\n size = MathUtils.ceilPowerOfTwo(size)\n size = Math.max(size, 4)\n\n const matricesArray = new Float32Array(size * size * 4) // 4 floats per RGBA pixel\n const matricesTexture = new DataTexture(matricesArray, size, size, RGBAFormat, FloatType)\n\n this._matricesTexture = matricesTexture\n this._customUniforms.batchingTexture.value = this._matricesTexture\n }\n\n _initShader(): void {\n const material = this.material\n const currentOnBeforeCompile = material.onBeforeCompile\n const customUniforms = this._customUniforms\n\n material.onBeforeCompile = function onBeforeCompile(parameters, renderer) {\n // Is this replacement stable across any materials?\n parameters.vertexShader = parameters.vertexShader\n .replace('#include <skinning_pars_vertex>', '#include <skinning_pars_vertex>\\n' + batchingParsVertex)\n .replace('#include <uv_vertex>', '#include <uv_vertex>\\n' + batchingbaseVertex)\n .replace('#include <skinnormal_vertex>', '#include <skinnormal_vertex>\\n' + batchingnormalVertex)\n .replace('#include <skinning_vertex>', '#include <skinning_vertex>\\n' + batchingVertex)\n\n for (const uniformName in customUniforms) {\n parameters.uniforms[uniformName] = customUniforms[uniformName]\n }\n\n currentOnBeforeCompile.call(this, parameters, renderer)\n }\n\n material.defines = material.defines || {}\n material.defines.BATCHING = false\n }\n\n _initializeGeometry(reference: BufferGeometry): void {\n // @TODO: geometry.groups support?\n // @TODO: geometry.drawRange support?\n // @TODO: geometry.morphAttributes support?\n\n const geometry = this.geometry\n const maxVertexCount = this._maxVertexCount\n const maxGeometryCount = this._maxGeometryCount\n const maxIndexCount = this._maxIndexCount\n if (this._geometryInitialized === false) {\n for (const attributeName in reference.attributes) {\n const srcAttribute = reference.getAttribute(attributeName)\n const { array, itemSize, normalized } = srcAttribute\n\n const dstArray = new (array.constructor as Float32ArrayConstructor)(maxVertexCount * itemSize)\n const dstAttribute = new (srcAttribute.constructor as any)(dstArray, itemSize, normalized)\n\n // TODO: add usage in @types/three\n // @ts-ignore\n dstAttribute.setUsage(srcAttribute.usage)\n\n geometry.setAttribute(attributeName, dstAttribute)\n }\n\n if (reference.getIndex() !== null) {\n const indexArray = maxVertexCount > 65536 ? new Uint32Array(maxIndexCount) : new Uint16Array(maxIndexCount)\n\n geometry.setIndex(new BufferAttribute(indexArray, 1))\n }\n\n const idArray = maxGeometryCount > 65536 ? new Uint32Array(maxVertexCount) : new Uint16Array(maxVertexCount)\n geometry.setAttribute(ID_ATTR_NAME, new BufferAttribute(idArray, 1))\n\n this._geometryInitialized = true\n }\n }\n\n // Make sure the geometry is compatible with the existing combined geometry atributes\n _validateGeometry(geometry: BufferGeometry): void {\n // check that the geometry doesn't have a version of our reserved id attribute\n if (geometry.getAttribute(ID_ATTR_NAME)) {\n throw new Error(`BatchedMesh: Geometry cannot use attribute \"${ID_ATTR_NAME}\"`)\n }\n\n // check to ensure the geometries are using consistent attributes and indices\n const batchGeometry = this.geometry\n if (Boolean(geometry.getIndex()) !== Boolean(batchGeometry.getIndex())) {\n throw new Error('BatchedMesh: All geometries must consistently have \"index\".')\n }\n\n for (const attributeName in batchGeometry.attributes) {\n if (attributeName === ID_ATTR_NAME) {\n continue\n }\n\n if (!geometry.hasAttribute(attributeName)) {\n throw new Error(\n `BatchedMesh: Added geometry missing \"${attributeName}\". All geometries must have consistent attributes.`,\n )\n }\n\n const srcAttribute = geometry.getAttribute(attributeName)\n const dstAttribute = batchGeometry.getAttribute(attributeName)\n if (srcAttribute.itemSize !== dstAttribute.itemSize || srcAttribute.normalized !== dstAttribute.normalized) {\n throw new Error('BatchedMesh: All attributes must have a consistent itemSize and normalized value.')\n }\n }\n }\n\n getGeometryCount(): number {\n return this._geometryCount\n }\n\n getVertexCount(): number {\n const reservedRanges = this._reservedRanges\n if (reservedRanges.length === 0) {\n return 0\n } else {\n const finalRange = reservedRanges[reservedRanges.length - 1]\n return finalRange.vertexStart + finalRange.vertexCount\n }\n }\n\n getIndexCount(): number {\n const reservedRanges = this._reservedRanges\n const geometry = this.geometry\n if (geometry.getIndex() === null || reservedRanges.length === 0) {\n return 0\n } else {\n const finalRange = reservedRanges[reservedRanges.length - 1]\n return finalRange.indexStart + finalRange.indexCount\n }\n }\n\n addGeometry(geometry: BufferGeometry, vertexCount = -1, indexCount = -1): number {\n this._initializeGeometry(geometry)\n\n this._validateGeometry(geometry)\n\n // ensure we're not over geometry\n if (this._geometryCount >= this._maxGeometryCount) {\n throw new Error('BatchedMesh: Maximum geometry count reached.')\n }\n\n // get the necessary range fo the geometry\n const range = {\n vertexStart: -1,\n vertexCount: -1,\n indexStart: -1,\n indexCount: -1,\n }\n\n let lastRange = null\n const reservedRanges = this._reservedRanges\n if (this._geometryCount !== 0) {\n lastRange = reservedRanges[reservedRanges.length - 1]\n }\n\n if (vertexCount === -1) {\n range.vertexCount = geometry.getAttribute('position').count\n } else {\n range.vertexCount = vertexCount\n }\n\n if (lastRange === null) {\n range.vertexStart = 0\n } else {\n range.vertexStart = lastRange.vertexStart + lastRange.vertexCount\n }\n\n if (geometry.getIndex() !== null) {\n if (indexCount === -1) {\n range.indexCount = geometry.getIndex()!.count\n } else {\n range.indexCount = indexCount\n }\n\n if (lastRange === null) {\n range.indexStart = 0\n } else {\n range.indexStart = lastRange.indexStart + lastRange.indexCount\n }\n }\n\n if (\n (range.indexStart !== -1 && range.indexStart + range.indexCount > this._maxIndexCount) ||\n range.vertexStart + range.vertexCount > this._maxVertexCount\n ) {\n throw new Error('BatchedMesh: Reserved space request exceeds the maximum buffer size.')\n }\n\n const indexCounts = this._indexCounts\n const indexStarts = this._indexStarts\n const vertexCounts = this._vertexCounts\n const vertexStarts = this._vertexStarts\n\n const visible = this._visible\n const active = this._active\n const matricesTexture = this._matricesTexture\n const matrices = this._matrices\n const matricesArray = this._matricesTexture!.image.data\n\n // push new visibility states\n visible.push(true)\n active.push(true)\n\n // update id\n const geometryId = this._geometryCount\n this._geometryCount++\n\n // initialize matrix information\n matrices.push(new Matrix4())\n _identityMatrix.toArray(matricesArray, geometryId * 16)\n matricesTexture!.needsUpdate = true\n\n // add the reserved range\n reservedRanges.push(range)\n\n // push new geometry data range\n vertexStarts.push(range.vertexStart)\n vertexCounts.push(range.vertexCount)\n\n if (geometry.getIndex() !== null) {\n // push new index range\n indexStarts.push(range.indexCount)\n indexCounts.push(range.indexCount)\n }\n\n // set the id for the geometry\n const idAttribute = this.geometry.getAttribute(ID_ATTR_NAME)\n for (let i = 0; i < range.vertexCount; i++) {\n idAttribute.setX(range.vertexStart + i, geometryId)\n }\n\n idAttribute.needsUpdate = true\n\n // update the geometry\n this.setGeometryAt(geometryId, geometry)\n\n return geometryId\n }\n\n /**\n * @deprecated use `addGeometry` instead.\n */\n applyGeometry(geometry: BufferGeometry): number {\n return this.addGeometry(geometry)\n }\n\n setGeometryAt(id: number, geometry: BufferGeometry): number {\n if (id >= this._geometryCount) {\n throw new Error('BatchedMesh: Maximum geometry count reached.')\n }\n\n this._validateGeometry(geometry)\n\n const range = this._reservedRanges[id]\n if (\n (geometry.getIndex() !== null && geometry.getIndex()!.count > range.indexCount) ||\n geometry.attributes.position.count > range.vertexCount\n ) {\n throw new Error('BatchedMesh: Reserved space not large enough for provided geometry.')\n }\n\n // copy geometry over\n const batchGeometry = this.geometry\n const srcPositionAttribute = geometry.getAttribute('position')\n const hasIndex = batchGeometry.getIndex() !== null\n const dstIndex = batchGeometry.getIndex()!\n const srcIndex = geometry.getIndex()!\n\n // copy attribute data over\n const vertexStart = range.vertexStart\n const vertexCount = range.vertexCount\n for (const attributeName in batchGeometry.attributes) {\n if (attributeName === ID_ATTR_NAME) {\n continue\n }\n\n const srcAttribute = geometry.getAttribute(attributeName)\n const dstAttribute = batchGeometry.getAttribute(attributeName)\n copyAttributeData(srcAttribute, dstAttribute, vertexStart)\n\n // fill the rest in with zeroes\n const itemSize = srcAttribute.itemSize\n for (let i = srcAttribute.count, l = vertexCount; i < l; i++) {\n const index = vertexStart + i\n for (let c = 0; c < itemSize; c++) {\n // @ts-ignore\n dstAttribute.setComponent(index, c, 0)\n }\n }\n\n dstAttribute.needsUpdate = true\n }\n\n this._vertexCounts[id] = srcPositionAttribute.count\n\n if (hasIndex) {\n // fill the rest in with zeroes\n const indexStart = range.indexStart\n\n // copy index data over\n for (let i = 0; i < srcIndex.count; i++) {\n dstIndex.setX(indexStart + i, vertexStart + srcIndex.getX(i))\n }\n\n // fill the rest in with zeroes\n for (let i = srcIndex.count, l = range.indexCount; i < l; i++) {\n dstIndex.setX(indexStart + i, vertexStart)\n }\n\n dstIndex.needsUpdate = true\n this._indexCounts[id] = srcIndex.count\n }\n\n return id\n }\n\n deleteGeometry(geometryId: number): this {\n // Note: User needs to call optimize() afterward to pack the data.\n\n const active = this._active\n const matricesTexture = this._matricesTexture!\n const matricesArray = matricesTexture.image.data\n if (geometryId >= active.length || active[geometryId] === false) {\n return this\n }\n\n active[geometryId] = false\n _zeroScaleMatrix.toArray(matricesArray, geometryId * 16)\n matricesTexture!.needsUpdate = true\n\n return this\n }\n\n optimize(): never {\n throw new Error('BatchedMesh: Optimize function not implemented.')\n }\n\n setMatrixAt(geometryId: number, matrix: Matrix4): this {\n // @TODO: Map geometryId to index of the arrays because\n // optimize() can make geometryId mismatch the index\n\n const visible = this._visible\n const active = this._active\n const matricesTexture = this._matricesTexture!\n const matrices = this._matrices\n const matricesArray = matricesTexture.image.data\n if (geometryId >= matrices.length || active[geometryId] === false) {\n return this\n }\n\n if (visible[geometryId] === true) {\n matrix.toArray(matricesArray, geometryId * 16)\n matricesTexture.needsUpdate = true\n }\n\n matrices[geometryId].copy(matrix)\n\n return this\n }\n\n getMatrixAt(geometryId: number, matrix: Matrix4): Matrix4 {\n const matrices = this._matrices\n const active = this._active\n if (geometryId >= matrices.length || active[geometryId] === false) {\n return matrix\n }\n\n return matrix.copy(matrices[geometryId])\n }\n\n setVisibleAt(geometryId: number, value: boolean): this {\n const visible = this._visible\n const active = this._active\n const matricesTexture = this._matricesTexture!\n const matrices = this._matrices\n const matricesArray = matricesTexture.image.data\n\n // if the geometry is out of range, not active, or visibility state\n // does not change then return early\n if (geometryId >= visible.length || active[geometryId] === false || visible[geometryId] === value) {\n return this\n }\n\n // scale the matrix to zero if it's hidden\n if (value === true) {\n matrices[geometryId].toArray(matricesArray, geometryId * 16)\n } else {\n _zeroScaleMatrix.toArray(matricesArray, geometryId * 16)\n }\n\n matricesTexture.needsUpdate = true\n visible[geometryId] = value\n\n return this\n }\n\n getVisibleAt(geometryId: number): boolean {\n const visible = this._visible\n const active = this._active\n\n // return early if the geometry is out of range or not active\n if (geometryId >= visible.length || active[geometryId] === false) {\n return false\n }\n\n return visible[geometryId]\n }\n\n raycast(): void {\n console.warn('BatchedMesh: Raycast function not implemented.')\n }\n\n copy(): never {\n // super.copy( source );\n\n throw new Error('BatchedMesh: Copy function not implemented.')\n }\n\n toJSON(): never {\n throw new Error('BatchedMesh: toJSON function not implemented.')\n }\n\n dispose(): this {\n // Assuming the geometry is not shared with other meshes\n this.geometry.dispose()\n\n this._matricesTexture!.dispose()\n this._matricesTexture = null!\n\n return this\n }\n}\n\nexport { BatchedMesh 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|
package/package.json
CHANGED
@@ -47,7 +47,7 @@ class CSS3DRenderer {
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|
47
47
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let _width, _height;
|
48
48
|
let _widthHalf, _heightHalf;
|
49
49
|
const cache = {
|
50
|
-
camera: {
|
50
|
+
camera: { style: "" },
|
51
51
|
objects: /* @__PURE__ */ new WeakMap()
|
52
52
|
};
|
53
53
|
const domElement = parameters.element !== void 0 ? parameters.element : document.createElement("div");
|
@@ -68,10 +68,6 @@ class CSS3DRenderer {
|
|
68
68
|
};
|
69
69
|
this.render = function(scene, camera) {
|
70
70
|
const fov = camera.projectionMatrix.elements[5] * _heightHalf;
|
71
|
-
if (cache.camera.fov !== fov) {
|
72
|
-
viewElement.style.perspective = camera.isPerspectiveCamera ? fov + "px" : "";
|
73
|
-
cache.camera.fov = fov;
|
74
|
-
}
|
75
71
|
if (camera.view && camera.view.enabled) {
|
76
72
|
viewElement.style.transform = `translate( ${-camera.view.offsetX * (_width / camera.view.width)}px, ${-camera.view.offsetY * (_height / camera.view.height)}px )`;
|
77
73
|
viewElement.style.transform += `scale( ${camera.view.fullWidth / camera.view.width}, ${camera.view.fullHeight / camera.view.height} )`;
|
@@ -89,7 +85,8 @@ class CSS3DRenderer {
|
|
89
85
|
}
|
90
86
|
const scaleByViewOffset = camera.view && camera.view.enabled ? camera.view.height / camera.view.fullHeight : 1;
|
91
87
|
const cameraCSSMatrix = camera.isOrthographicCamera ? `scale( ${scaleByViewOffset} )scale(` + fov + ")translate(" + epsilon(tx) + "px," + epsilon(ty) + "px)" + getCameraCSSMatrix(camera.matrixWorldInverse) : `scale( ${scaleByViewOffset} )translateZ(` + fov + "px)" + getCameraCSSMatrix(camera.matrixWorldInverse);
|
92
|
-
const
|
88
|
+
const perspective = camera.isPerspectiveCamera ? "perspective(" + fov + "px) " : "";
|
89
|
+
const style = perspective + cameraCSSMatrix + "translate(" + _widthHalf + "px," + _heightHalf + "px)";
|
93
90
|
if (cache.camera.style !== style) {
|
94
91
|
cameraElement.style.transform = style;
|
95
92
|
cache.camera.style = style;
|
@@ -1 +1 @@
|
|
1
|
-
{"version":3,"file":"CSS3DRenderer.cjs","sources":["../../src/renderers/CSS3DRenderer.js"],"sourcesContent":["import { Matrix4, Object3D, Quaternion, Vector3 } from 'three'\n\n/**\n * Based on http://www.emagix.net/academic/mscs-project/item/camera-sync-with-css3-and-webgl-threejs\n */\n\nconst _position = new Vector3()\nconst _quaternion = new Quaternion()\nconst _scale = new Vector3()\n\nclass CSS3DObject extends Object3D {\n constructor(element = document.createElement('div')) {\n super()\n\n this.isCSS3DObject = true\n\n this.element = element\n this.element.style.position = 'absolute'\n this.element.style.pointerEvents = 'auto'\n this.element.style.userSelect = 'none'\n\n this.element.setAttribute('draggable', false)\n\n this.addEventListener('removed', function () {\n this.traverse(function (object) {\n if (object.element instanceof Element && object.element.parentNode !== null) {\n object.element.parentNode.removeChild(object.element)\n }\n })\n })\n }\n\n copy(source, recursive) {\n super.copy(source, recursive)\n\n this.element = source.element.cloneNode(true)\n\n return this\n }\n}\n\nclass CSS3DSprite extends CSS3DObject {\n constructor(element) {\n super(element)\n\n this.isCSS3DSprite = true\n\n this.rotation2D = 0\n }\n\n copy(source, recursive) {\n super.copy(source, recursive)\n\n this.rotation2D = source.rotation2D\n\n return this\n }\n}\n\n//\n\nconst _matrix = new Matrix4()\nconst _matrix2 = new Matrix4()\n\nclass CSS3DRenderer {\n constructor(parameters = {}) {\n const _this = this\n\n let _width, _height\n let _widthHalf, _heightHalf\n\n const cache = {\n camera: { fov: 0, style: '' },\n objects: new WeakMap(),\n }\n\n const domElement = parameters.element !== undefined ? parameters.element : document.createElement('div')\n\n domElement.style.overflow = 'hidden'\n\n this.domElement = domElement\n\n const viewElement = document.createElement('div')\n viewElement.style.transformOrigin = '0 0'\n viewElement.style.pointerEvents = 'none'\n domElement.appendChild(viewElement)\n\n const cameraElement = document.createElement('div')\n\n cameraElement.style.transformStyle = 'preserve-3d'\n\n viewElement.appendChild(cameraElement)\n\n this.getSize = function () {\n return {\n width: _width,\n height: _height,\n }\n }\n\n this.render = function (scene, camera) {\n const fov = camera.projectionMatrix.elements[5] * _heightHalf\n\n if (cache.camera.fov !== fov) {\n viewElement.style.perspective = camera.isPerspectiveCamera ? fov + 'px' : ''\n cache.camera.fov = fov\n }\n\n if (camera.view && camera.view.enabled) {\n // view offset\n viewElement.style.transform = `translate( ${-camera.view.offsetX * (_width / camera.view.width)}px, ${\n -camera.view.offsetY * (_height / camera.view.height)\n }px )`\n\n // view fullWidth and fullHeight, view width and height\n viewElement.style.transform += `scale( ${camera.view.fullWidth / camera.view.width}, ${\n camera.view.fullHeight / camera.view.height\n } )`\n } else {\n viewElement.style.transform = ''\n }\n\n if (scene.matrixWorldAutoUpdate === true) scene.updateMatrixWorld()\n if (camera.parent === null && camera.matrixWorldAutoUpdate === true) camera.updateMatrixWorld()\n\n let tx, ty\n\n if (camera.isOrthographicCamera) {\n tx = -(camera.right + camera.left) / 2\n ty = (camera.top + camera.bottom) / 2\n }\n\n const scaleByViewOffset = camera.view && camera.view.enabled ? camera.view.height / camera.view.fullHeight : 1\n const cameraCSSMatrix = camera.isOrthographicCamera\n ? `scale( ${scaleByViewOffset} )` +\n 'scale(' +\n fov +\n ')' +\n 'translate(' +\n epsilon(tx) +\n 'px,' +\n epsilon(ty) +\n 'px)' +\n getCameraCSSMatrix(camera.matrixWorldInverse)\n : `scale( ${scaleByViewOffset} )` + 'translateZ(' + fov + 'px)' + getCameraCSSMatrix(camera.matrixWorldInverse)\n\n const style = cameraCSSMatrix + 'translate(' + _widthHalf + 'px,' + _heightHalf + 'px)'\n\n if (cache.camera.style !== style) {\n cameraElement.style.transform = style\n\n cache.camera.style = style\n }\n\n renderObject(scene, scene, camera, cameraCSSMatrix)\n }\n\n this.setSize = function (width, height) {\n _width = width\n _height = height\n _widthHalf = _width / 2\n _heightHalf = _height / 2\n\n domElement.style.width = width + 'px'\n domElement.style.height = height + 'px'\n\n viewElement.style.width = width + 'px'\n viewElement.style.height = height + 'px'\n\n cameraElement.style.width = width + 'px'\n cameraElement.style.height = height + 'px'\n }\n\n function epsilon(value) {\n return Math.abs(value) < 1e-10 ? 0 : value\n }\n\n function getCameraCSSMatrix(matrix) {\n const elements = matrix.elements\n\n return (\n 'matrix3d(' +\n epsilon(elements[0]) +\n ',' +\n epsilon(-elements[1]) +\n ',' +\n epsilon(elements[2]) +\n ',' +\n epsilon(elements[3]) +\n ',' +\n epsilon(elements[4]) +\n ',' +\n epsilon(-elements[5]) +\n ',' +\n epsilon(elements[6]) +\n ',' +\n epsilon(elements[7]) +\n ',' +\n epsilon(elements[8]) +\n ',' +\n epsilon(-elements[9]) +\n ',' +\n epsilon(elements[10]) +\n ',' +\n epsilon(elements[11]) +\n ',' +\n epsilon(elements[12]) +\n ',' +\n epsilon(-elements[13]) +\n ',' +\n epsilon(elements[14]) +\n ',' +\n epsilon(elements[15]) +\n ')'\n )\n }\n\n function getObjectCSSMatrix(matrix) {\n const elements = matrix.elements\n const matrix3d =\n 'matrix3d(' +\n epsilon(elements[0]) +\n ',' +\n epsilon(elements[1]) +\n ',' +\n epsilon(elements[2]) +\n ',' +\n epsilon(elements[3]) +\n ',' +\n epsilon(-elements[4]) +\n ',' +\n epsilon(-elements[5]) +\n ',' +\n epsilon(-elements[6]) +\n ',' +\n epsilon(-elements[7]) +\n ',' +\n epsilon(elements[8]) +\n ',' +\n epsilon(elements[9]) +\n ',' +\n epsilon(elements[10]) +\n ',' +\n epsilon(elements[11]) +\n ',' +\n epsilon(elements[12]) +\n ',' +\n epsilon(elements[13]) +\n ',' +\n epsilon(elements[14]) +\n ',' +\n epsilon(elements[15]) +\n ')'\n\n return 'translate(-50%,-50%)' + matrix3d\n }\n\n function renderObject(object, scene, camera, cameraCSSMatrix) {\n if (object.isCSS3DObject) {\n const visible = object.visible === true && object.layers.test(camera.layers) === true\n object.element.style.display = visible === true ? '' : 'none'\n\n if (visible === true) {\n object.onBeforeRender(_this, scene, camera)\n\n let style\n\n if (object.isCSS3DSprite) {\n // http://swiftcoder.wordpress.com/2008/11/25/constructing-a-billboard-matrix/\n\n _matrix.copy(camera.matrixWorldInverse)\n _matrix.transpose()\n\n if (object.rotation2D !== 0) _matrix.multiply(_matrix2.makeRotationZ(object.rotation2D))\n\n object.matrixWorld.decompose(_position, _quaternion, _scale)\n _matrix.setPosition(_position)\n _matrix.scale(_scale)\n\n _matrix.elements[3] = 0\n _matrix.elements[7] = 0\n _matrix.elements[11] = 0\n _matrix.elements[15] = 1\n\n style = getObjectCSSMatrix(_matrix)\n } else {\n style = getObjectCSSMatrix(object.matrixWorld)\n }\n\n const element = object.element\n const cachedObject = cache.objects.get(object)\n\n if (cachedObject === undefined || cachedObject.style !== style) {\n element.style.transform = style\n\n const objectData = { style: style }\n cache.objects.set(object, objectData)\n }\n\n if 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{"version":3,"file":"CSS3DRenderer.cjs","sources":["../../src/renderers/CSS3DRenderer.js"],"sourcesContent":["import { Matrix4, Object3D, Quaternion, Vector3 } from 'three'\n\n/**\n * Based on http://www.emagix.net/academic/mscs-project/item/camera-sync-with-css3-and-webgl-threejs\n */\n\nconst _position = new Vector3()\nconst _quaternion = new Quaternion()\nconst _scale = new Vector3()\n\nclass CSS3DObject extends Object3D {\n constructor(element = document.createElement('div')) {\n super()\n\n this.isCSS3DObject = true\n\n this.element = element\n this.element.style.position = 'absolute'\n this.element.style.pointerEvents = 'auto'\n this.element.style.userSelect = 'none'\n\n this.element.setAttribute('draggable', false)\n\n this.addEventListener('removed', function () {\n this.traverse(function (object) {\n if (object.element instanceof Element && object.element.parentNode !== null) {\n object.element.parentNode.removeChild(object.element)\n }\n })\n })\n }\n\n copy(source, recursive) {\n super.copy(source, recursive)\n\n this.element = source.element.cloneNode(true)\n\n return this\n }\n}\n\nclass CSS3DSprite extends CSS3DObject {\n constructor(element) {\n super(element)\n\n this.isCSS3DSprite = true\n\n this.rotation2D = 0\n }\n\n copy(source, recursive) {\n super.copy(source, recursive)\n\n this.rotation2D = source.rotation2D\n\n return this\n }\n}\n\n//\n\nconst _matrix = new Matrix4()\nconst _matrix2 = new Matrix4()\n\nclass CSS3DRenderer {\n constructor(parameters = {}) {\n const _this = this\n\n let _width, _height\n let _widthHalf, _heightHalf\n\n const cache = {\n camera: { style: '' },\n objects: new WeakMap(),\n }\n\n const domElement = parameters.element !== undefined ? parameters.element : document.createElement('div')\n\n domElement.style.overflow = 'hidden'\n\n this.domElement = domElement\n\n const viewElement = document.createElement('div')\n viewElement.style.transformOrigin = '0 0'\n viewElement.style.pointerEvents = 'none'\n domElement.appendChild(viewElement)\n\n const cameraElement = document.createElement('div')\n\n cameraElement.style.transformStyle = 'preserve-3d'\n\n viewElement.appendChild(cameraElement)\n\n this.getSize = function () {\n return {\n width: _width,\n height: _height,\n }\n }\n\n this.render = function (scene, camera) {\n const fov = camera.projectionMatrix.elements[5] * _heightHalf\n\n if (camera.view && camera.view.enabled) {\n // view offset\n viewElement.style.transform = `translate( ${-camera.view.offsetX * (_width / camera.view.width)}px, ${\n -camera.view.offsetY * (_height / camera.view.height)\n }px )`\n\n // view fullWidth and fullHeight, view width and height\n viewElement.style.transform += `scale( ${camera.view.fullWidth / camera.view.width}, ${\n camera.view.fullHeight / camera.view.height\n } )`\n } else {\n viewElement.style.transform = ''\n }\n\n if (scene.matrixWorldAutoUpdate === true) scene.updateMatrixWorld()\n if (camera.parent === null && camera.matrixWorldAutoUpdate === true) camera.updateMatrixWorld()\n\n let tx, ty\n\n if (camera.isOrthographicCamera) {\n tx = -(camera.right + camera.left) / 2\n ty = (camera.top + camera.bottom) / 2\n }\n\n const scaleByViewOffset = camera.view && camera.view.enabled ? camera.view.height / camera.view.fullHeight : 1\n const cameraCSSMatrix = camera.isOrthographicCamera\n ? `scale( ${scaleByViewOffset} )` +\n 'scale(' +\n fov +\n ')' +\n 'translate(' +\n epsilon(tx) +\n 'px,' +\n epsilon(ty) +\n 'px)' +\n getCameraCSSMatrix(camera.matrixWorldInverse)\n : `scale( ${scaleByViewOffset} )` + 'translateZ(' + fov + 'px)' + getCameraCSSMatrix(camera.matrixWorldInverse)\n const perspective = camera.isPerspectiveCamera ? 'perspective(' + fov + 'px) ' : ''\n\n const style = perspective + cameraCSSMatrix + 'translate(' + _widthHalf + 'px,' + _heightHalf + 'px)'\n\n if (cache.camera.style !== style) {\n cameraElement.style.transform = style\n\n cache.camera.style = style\n }\n\n renderObject(scene, scene, camera, cameraCSSMatrix)\n }\n\n this.setSize = function (width, height) {\n _width = width\n _height = height\n _widthHalf = _width / 2\n _heightHalf = _height / 2\n\n domElement.style.width = width + 'px'\n domElement.style.height = height + 'px'\n\n viewElement.style.width = width + 'px'\n viewElement.style.height = height + 'px'\n\n cameraElement.style.width = width + 'px'\n cameraElement.style.height = height + 'px'\n }\n\n function epsilon(value) {\n return Math.abs(value) < 1e-10 ? 0 : value\n }\n\n function getCameraCSSMatrix(matrix) {\n const elements = matrix.elements\n\n return (\n 'matrix3d(' +\n epsilon(elements[0]) +\n ',' +\n epsilon(-elements[1]) +\n ',' +\n epsilon(elements[2]) +\n ',' +\n epsilon(elements[3]) +\n ',' +\n epsilon(elements[4]) +\n ',' +\n epsilon(-elements[5]) +\n ',' +\n epsilon(elements[6]) +\n ',' +\n epsilon(elements[7]) +\n ',' +\n epsilon(elements[8]) +\n ',' +\n epsilon(-elements[9]) +\n ',' +\n epsilon(elements[10]) +\n ',' +\n epsilon(elements[11]) +\n ',' +\n epsilon(elements[12]) +\n ',' +\n epsilon(-elements[13]) +\n ',' +\n epsilon(elements[14]) +\n ',' +\n epsilon(elements[15]) +\n ')'\n )\n }\n\n function getObjectCSSMatrix(matrix) {\n const elements = matrix.elements\n const matrix3d =\n 'matrix3d(' +\n epsilon(elements[0]) +\n ',' +\n epsilon(elements[1]) +\n ',' +\n epsilon(elements[2]) +\n ',' +\n epsilon(elements[3]) +\n ',' +\n epsilon(-elements[4]) +\n ',' +\n epsilon(-elements[5]) +\n ',' +\n epsilon(-elements[6]) +\n ',' +\n epsilon(-elements[7]) +\n ',' +\n epsilon(elements[8]) +\n ',' +\n epsilon(elements[9]) +\n ',' +\n epsilon(elements[10]) +\n ',' +\n epsilon(elements[11]) +\n ',' +\n epsilon(elements[12]) +\n ',' +\n epsilon(elements[13]) +\n ',' +\n epsilon(elements[14]) +\n ',' +\n epsilon(elements[15]) +\n ')'\n\n return 'translate(-50%,-50%)' + matrix3d\n }\n\n function renderObject(object, scene, camera, cameraCSSMatrix) {\n if (object.isCSS3DObject) {\n const visible = object.visible === true && object.layers.test(camera.layers) === true\n object.element.style.display = visible === true ? '' : 'none'\n\n if (visible === true) {\n object.onBeforeRender(_this, scene, camera)\n\n let style\n\n if (object.isCSS3DSprite) {\n // http://swiftcoder.wordpress.com/2008/11/25/constructing-a-billboard-matrix/\n\n _matrix.copy(camera.matrixWorldInverse)\n _matrix.transpose()\n\n if (object.rotation2D !== 0) _matrix.multiply(_matrix2.makeRotationZ(object.rotation2D))\n\n object.matrixWorld.decompose(_position, _quaternion, _scale)\n _matrix.setPosition(_position)\n _matrix.scale(_scale)\n\n _matrix.elements[3] = 0\n _matrix.elements[7] = 0\n _matrix.elements[11] = 0\n _matrix.elements[15] = 1\n\n style = getObjectCSSMatrix(_matrix)\n } else {\n style = getObjectCSSMatrix(object.matrixWorld)\n }\n\n const element = object.element\n const cachedObject = cache.objects.get(object)\n\n if (cachedObject === undefined || cachedObject.style !== style) {\n element.style.transform = style\n\n const objectData = { style: style }\n cache.objects.set(object, objectData)\n }\n\n if (element.parentNode !== cameraElement) {\n cameraElement.appendChild(element)\n }\n\n object.onAfterRender(_this, scene, camera)\n }\n }\n\n for (let i = 0, l = object.children.length; i < l; i++) {\n renderObject(object.children[i], scene, camera, cameraCSSMatrix)\n }\n }\n }\n}\n\nexport { CSS3DObject, CSS3DSprite, CSS3DRenderer 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const cache = {
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camera: {
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camera: { style: "" },
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objects: /* @__PURE__ */ new WeakMap()
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const domElement = parameters.element !== void 0 ? parameters.element : document.createElement("div");
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this.render = function(scene, camera) {
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viewElement.style.transform = `translate( ${-camera.view.offsetX * (_width / camera.view.width)}px, ${-camera.view.offsetY * (_height / camera.view.height)}px )`;
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viewElement.style.transform += `scale( ${camera.view.fullWidth / camera.view.width}, ${camera.view.fullHeight / camera.view.height} )`;
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const scaleByViewOffset = camera.view && camera.view.enabled ? camera.view.height / camera.view.fullHeight : 1;
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const cameraCSSMatrix = camera.isOrthographicCamera ? `scale( ${scaleByViewOffset} )scale(` + fov + ")translate(" + epsilon(tx) + "px," + epsilon(ty) + "px)" + getCameraCSSMatrix(camera.matrixWorldInverse) : `scale( ${scaleByViewOffset} )translateZ(` + fov + "px)" + getCameraCSSMatrix(camera.matrixWorldInverse);
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const perspective = camera.isPerspectiveCamera ? "perspective(" + fov + "px) " : "";
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{"version":3,"file":"CSS3DRenderer.js","sources":["../../src/renderers/CSS3DRenderer.js"],"sourcesContent":["import { Matrix4, Object3D, Quaternion, Vector3 } from 'three'\n\n/**\n * Based on http://www.emagix.net/academic/mscs-project/item/camera-sync-with-css3-and-webgl-threejs\n */\n\nconst _position = new Vector3()\nconst _quaternion = new Quaternion()\nconst _scale = new Vector3()\n\nclass CSS3DObject extends Object3D {\n constructor(element = document.createElement('div')) {\n super()\n\n this.isCSS3DObject = true\n\n this.element = element\n this.element.style.position = 'absolute'\n this.element.style.pointerEvents = 'auto'\n this.element.style.userSelect = 'none'\n\n this.element.setAttribute('draggable', false)\n\n this.addEventListener('removed', function () {\n this.traverse(function (object) {\n if (object.element instanceof Element && object.element.parentNode !== null) {\n object.element.parentNode.removeChild(object.element)\n }\n })\n })\n }\n\n copy(source, recursive) {\n super.copy(source, recursive)\n\n this.element = source.element.cloneNode(true)\n\n return this\n }\n}\n\nclass CSS3DSprite extends CSS3DObject {\n constructor(element) {\n super(element)\n\n this.isCSS3DSprite = true\n\n this.rotation2D = 0\n }\n\n copy(source, recursive) {\n super.copy(source, recursive)\n\n this.rotation2D = source.rotation2D\n\n return this\n }\n}\n\n//\n\nconst _matrix = new Matrix4()\nconst _matrix2 = new Matrix4()\n\nclass CSS3DRenderer {\n constructor(parameters = {}) {\n const _this = this\n\n let _width, _height\n let _widthHalf, _heightHalf\n\n const cache = {\n camera: { fov: 0, style: '' },\n objects: new WeakMap(),\n }\n\n const domElement = parameters.element !== undefined ? parameters.element : document.createElement('div')\n\n domElement.style.overflow = 'hidden'\n\n this.domElement = domElement\n\n const viewElement = document.createElement('div')\n viewElement.style.transformOrigin = '0 0'\n viewElement.style.pointerEvents = 'none'\n domElement.appendChild(viewElement)\n\n const cameraElement = document.createElement('div')\n\n cameraElement.style.transformStyle = 'preserve-3d'\n\n viewElement.appendChild(cameraElement)\n\n this.getSize = function () {\n return {\n width: _width,\n height: _height,\n }\n }\n\n this.render = function (scene, camera) {\n const fov = camera.projectionMatrix.elements[5] * _heightHalf\n\n if (cache.camera.fov !== fov) {\n viewElement.style.perspective = camera.isPerspectiveCamera ? fov + 'px' : ''\n cache.camera.fov = fov\n }\n\n if (camera.view && camera.view.enabled) {\n // view offset\n viewElement.style.transform = `translate( ${-camera.view.offsetX * (_width / camera.view.width)}px, ${\n -camera.view.offsetY * (_height / camera.view.height)\n }px )`\n\n // view fullWidth and fullHeight, view width and height\n viewElement.style.transform += `scale( ${camera.view.fullWidth / camera.view.width}, ${\n camera.view.fullHeight / camera.view.height\n } )`\n } else {\n viewElement.style.transform = ''\n }\n\n if (scene.matrixWorldAutoUpdate === true) scene.updateMatrixWorld()\n if (camera.parent === null && camera.matrixWorldAutoUpdate === true) camera.updateMatrixWorld()\n\n let tx, ty\n\n if (camera.isOrthographicCamera) {\n tx = -(camera.right + camera.left) / 2\n ty = (camera.top + camera.bottom) / 2\n }\n\n const scaleByViewOffset = camera.view && camera.view.enabled ? camera.view.height / camera.view.fullHeight : 1\n const cameraCSSMatrix = camera.isOrthographicCamera\n ? `scale( ${scaleByViewOffset} )` +\n 'scale(' +\n fov +\n ')' +\n 'translate(' +\n epsilon(tx) +\n 'px,' +\n epsilon(ty) +\n 'px)' +\n getCameraCSSMatrix(camera.matrixWorldInverse)\n : `scale( ${scaleByViewOffset} )` + 'translateZ(' + fov + 'px)' + getCameraCSSMatrix(camera.matrixWorldInverse)\n\n const style = cameraCSSMatrix + 'translate(' + _widthHalf + 'px,' + _heightHalf + 'px)'\n\n if (cache.camera.style !== style) {\n cameraElement.style.transform = style\n\n cache.camera.style = style\n }\n\n renderObject(scene, scene, camera, cameraCSSMatrix)\n }\n\n this.setSize = function (width, height) {\n _width = width\n _height = height\n _widthHalf = _width / 2\n _heightHalf = _height / 2\n\n domElement.style.width = width + 'px'\n domElement.style.height = height + 'px'\n\n viewElement.style.width = width + 'px'\n viewElement.style.height = height + 'px'\n\n cameraElement.style.width = width + 'px'\n cameraElement.style.height = height + 'px'\n }\n\n function epsilon(value) {\n return Math.abs(value) < 1e-10 ? 0 : value\n }\n\n function getCameraCSSMatrix(matrix) {\n const elements = matrix.elements\n\n return (\n 'matrix3d(' +\n epsilon(elements[0]) +\n ',' +\n epsilon(-elements[1]) +\n ',' +\n epsilon(elements[2]) +\n ',' +\n epsilon(elements[3]) +\n ',' +\n epsilon(elements[4]) +\n ',' +\n epsilon(-elements[5]) +\n ',' +\n epsilon(elements[6]) +\n ',' +\n epsilon(elements[7]) +\n ',' +\n epsilon(elements[8]) +\n ',' +\n epsilon(-elements[9]) +\n ',' +\n epsilon(elements[10]) +\n ',' +\n epsilon(elements[11]) +\n ',' +\n epsilon(elements[12]) +\n ',' +\n epsilon(-elements[13]) +\n ',' +\n epsilon(elements[14]) +\n ',' +\n epsilon(elements[15]) +\n ')'\n )\n }\n\n function getObjectCSSMatrix(matrix) {\n const elements = matrix.elements\n const matrix3d =\n 'matrix3d(' +\n epsilon(elements[0]) +\n ',' +\n epsilon(elements[1]) +\n ',' +\n epsilon(elements[2]) +\n ',' +\n epsilon(elements[3]) +\n ',' +\n epsilon(-elements[4]) +\n ',' +\n epsilon(-elements[5]) +\n ',' +\n epsilon(-elements[6]) +\n ',' +\n epsilon(-elements[7]) +\n ',' +\n epsilon(elements[8]) +\n ',' +\n epsilon(elements[9]) +\n ',' +\n epsilon(elements[10]) +\n ',' +\n epsilon(elements[11]) +\n ',' +\n epsilon(elements[12]) +\n ',' +\n epsilon(elements[13]) +\n ',' +\n epsilon(elements[14]) +\n ',' +\n epsilon(elements[15]) +\n ')'\n\n return 'translate(-50%,-50%)' + matrix3d\n }\n\n function renderObject(object, scene, camera, cameraCSSMatrix) {\n if (object.isCSS3DObject) {\n const visible = object.visible === true && object.layers.test(camera.layers) === true\n object.element.style.display = visible === true ? '' : 'none'\n\n if (visible === true) {\n object.onBeforeRender(_this, scene, camera)\n\n let style\n\n if (object.isCSS3DSprite) {\n // http://swiftcoder.wordpress.com/2008/11/25/constructing-a-billboard-matrix/\n\n _matrix.copy(camera.matrixWorldInverse)\n _matrix.transpose()\n\n if (object.rotation2D !== 0) _matrix.multiply(_matrix2.makeRotationZ(object.rotation2D))\n\n object.matrixWorld.decompose(_position, _quaternion, _scale)\n _matrix.setPosition(_position)\n _matrix.scale(_scale)\n\n _matrix.elements[3] = 0\n _matrix.elements[7] = 0\n _matrix.elements[11] = 0\n _matrix.elements[15] = 1\n\n style = getObjectCSSMatrix(_matrix)\n } else {\n style = getObjectCSSMatrix(object.matrixWorld)\n }\n\n const element = object.element\n const cachedObject = cache.objects.get(object)\n\n if (cachedObject === undefined || cachedObject.style !== style) {\n element.style.transform = style\n\n const objectData = { style: style }\n cache.objects.set(object, objectData)\n }\n\n if 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{"version":3,"file":"CSS3DRenderer.js","sources":["../../src/renderers/CSS3DRenderer.js"],"sourcesContent":["import { Matrix4, Object3D, Quaternion, Vector3 } from 'three'\n\n/**\n * Based on http://www.emagix.net/academic/mscs-project/item/camera-sync-with-css3-and-webgl-threejs\n */\n\nconst _position = new Vector3()\nconst _quaternion = new Quaternion()\nconst _scale = new Vector3()\n\nclass CSS3DObject extends Object3D {\n constructor(element = document.createElement('div')) {\n super()\n\n this.isCSS3DObject = true\n\n this.element = element\n this.element.style.position = 'absolute'\n this.element.style.pointerEvents = 'auto'\n this.element.style.userSelect = 'none'\n\n this.element.setAttribute('draggable', false)\n\n this.addEventListener('removed', function () {\n this.traverse(function (object) {\n if (object.element instanceof Element && object.element.parentNode !== null) {\n object.element.parentNode.removeChild(object.element)\n }\n })\n })\n }\n\n copy(source, recursive) {\n super.copy(source, recursive)\n\n this.element = source.element.cloneNode(true)\n\n return this\n }\n}\n\nclass CSS3DSprite extends CSS3DObject {\n constructor(element) {\n super(element)\n\n this.isCSS3DSprite = true\n\n this.rotation2D = 0\n }\n\n copy(source, recursive) {\n super.copy(source, recursive)\n\n this.rotation2D = source.rotation2D\n\n return this\n }\n}\n\n//\n\nconst _matrix = new Matrix4()\nconst _matrix2 = new Matrix4()\n\nclass CSS3DRenderer {\n constructor(parameters = {}) {\n const _this = this\n\n let _width, _height\n let _widthHalf, _heightHalf\n\n const cache = {\n camera: { style: '' },\n objects: new WeakMap(),\n }\n\n const domElement = parameters.element !== undefined ? parameters.element : document.createElement('div')\n\n domElement.style.overflow = 'hidden'\n\n this.domElement = domElement\n\n const viewElement = document.createElement('div')\n viewElement.style.transformOrigin = '0 0'\n viewElement.style.pointerEvents = 'none'\n domElement.appendChild(viewElement)\n\n const cameraElement = document.createElement('div')\n\n cameraElement.style.transformStyle = 'preserve-3d'\n\n viewElement.appendChild(cameraElement)\n\n this.getSize = function () {\n return {\n width: _width,\n height: _height,\n }\n }\n\n this.render = function (scene, camera) {\n const fov = camera.projectionMatrix.elements[5] * _heightHalf\n\n if (camera.view && camera.view.enabled) {\n // view offset\n viewElement.style.transform = `translate( ${-camera.view.offsetX * (_width / camera.view.width)}px, ${\n -camera.view.offsetY * (_height / camera.view.height)\n }px )`\n\n // view fullWidth and fullHeight, view width and height\n viewElement.style.transform += `scale( ${camera.view.fullWidth / camera.view.width}, ${\n camera.view.fullHeight / camera.view.height\n } )`\n } else {\n viewElement.style.transform = ''\n }\n\n if (scene.matrixWorldAutoUpdate === true) scene.updateMatrixWorld()\n if (camera.parent === null && camera.matrixWorldAutoUpdate === true) camera.updateMatrixWorld()\n\n let tx, ty\n\n if (camera.isOrthographicCamera) {\n tx = -(camera.right + camera.left) / 2\n ty = (camera.top + camera.bottom) / 2\n }\n\n const scaleByViewOffset = camera.view && camera.view.enabled ? camera.view.height / camera.view.fullHeight : 1\n const cameraCSSMatrix = camera.isOrthographicCamera\n ? `scale( ${scaleByViewOffset} )` +\n 'scale(' +\n fov +\n ')' +\n 'translate(' +\n epsilon(tx) +\n 'px,' +\n epsilon(ty) +\n 'px)' +\n getCameraCSSMatrix(camera.matrixWorldInverse)\n : `scale( ${scaleByViewOffset} )` + 'translateZ(' + fov + 'px)' + getCameraCSSMatrix(camera.matrixWorldInverse)\n const perspective = camera.isPerspectiveCamera ? 'perspective(' + fov + 'px) ' : ''\n\n const style = perspective + cameraCSSMatrix + 'translate(' + _widthHalf + 'px,' + _heightHalf + 'px)'\n\n if (cache.camera.style !== style) {\n cameraElement.style.transform = style\n\n cache.camera.style = style\n }\n\n renderObject(scene, scene, camera, cameraCSSMatrix)\n }\n\n this.setSize = function (width, height) {\n _width = width\n _height = height\n _widthHalf = _width / 2\n _heightHalf = _height / 2\n\n domElement.style.width = width + 'px'\n domElement.style.height = height + 'px'\n\n viewElement.style.width = width + 'px'\n viewElement.style.height = height + 'px'\n\n cameraElement.style.width = width + 'px'\n cameraElement.style.height = height + 'px'\n }\n\n function epsilon(value) {\n return Math.abs(value) < 1e-10 ? 0 : value\n }\n\n function getCameraCSSMatrix(matrix) {\n const elements = matrix.elements\n\n return (\n 'matrix3d(' +\n epsilon(elements[0]) +\n ',' +\n epsilon(-elements[1]) +\n ',' +\n epsilon(elements[2]) +\n ',' +\n epsilon(elements[3]) +\n ',' +\n epsilon(elements[4]) +\n ',' +\n epsilon(-elements[5]) +\n ',' +\n epsilon(elements[6]) +\n ',' +\n epsilon(elements[7]) +\n ',' +\n epsilon(elements[8]) +\n ',' +\n epsilon(-elements[9]) +\n ',' +\n epsilon(elements[10]) +\n ',' +\n epsilon(elements[11]) +\n ',' +\n epsilon(elements[12]) +\n ',' +\n epsilon(-elements[13]) +\n ',' +\n epsilon(elements[14]) +\n ',' +\n epsilon(elements[15]) +\n ')'\n )\n }\n\n function getObjectCSSMatrix(matrix) {\n const elements = matrix.elements\n const matrix3d =\n 'matrix3d(' +\n epsilon(elements[0]) +\n ',' +\n epsilon(elements[1]) +\n ',' +\n epsilon(elements[2]) +\n ',' +\n epsilon(elements[3]) +\n ',' +\n epsilon(-elements[4]) +\n ',' +\n epsilon(-elements[5]) +\n ',' +\n epsilon(-elements[6]) +\n ',' +\n epsilon(-elements[7]) +\n ',' +\n epsilon(elements[8]) +\n ',' +\n epsilon(elements[9]) +\n ',' +\n epsilon(elements[10]) +\n ',' +\n epsilon(elements[11]) +\n ',' +\n epsilon(elements[12]) +\n ',' +\n epsilon(elements[13]) +\n ',' +\n epsilon(elements[14]) +\n ',' +\n epsilon(elements[15]) +\n ')'\n\n return 'translate(-50%,-50%)' + matrix3d\n }\n\n function renderObject(object, scene, camera, cameraCSSMatrix) {\n if (object.isCSS3DObject) {\n const visible = object.visible === true && object.layers.test(camera.layers) === true\n object.element.style.display = visible === true ? '' : 'none'\n\n if (visible === true) {\n object.onBeforeRender(_this, scene, camera)\n\n let style\n\n if (object.isCSS3DSprite) {\n // http://swiftcoder.wordpress.com/2008/11/25/constructing-a-billboard-matrix/\n\n _matrix.copy(camera.matrixWorldInverse)\n _matrix.transpose()\n\n if (object.rotation2D !== 0) _matrix.multiply(_matrix2.makeRotationZ(object.rotation2D))\n\n object.matrixWorld.decompose(_position, _quaternion, _scale)\n _matrix.setPosition(_position)\n _matrix.scale(_scale)\n\n _matrix.elements[3] = 0\n _matrix.elements[7] = 0\n _matrix.elements[11] = 0\n _matrix.elements[15] = 1\n\n style = getObjectCSSMatrix(_matrix)\n } else {\n style = getObjectCSSMatrix(object.matrixWorld)\n }\n\n const element = object.element\n const cachedObject = cache.objects.get(object)\n\n if (cachedObject === undefined || cachedObject.style !== style) {\n element.style.transform = style\n\n const objectData = { style: style }\n cache.objects.set(object, objectData)\n }\n\n if (element.parentNode !== cameraElement) {\n cameraElement.appendChild(element)\n }\n\n object.onAfterRender(_this, scene, camera)\n }\n }\n\n for (let i = 0, l = object.children.length; i < l; i++) {\n renderObject(object.children[i], scene, camera, cameraCSSMatrix)\n }\n }\n }\n}\n\nexport { CSS3DObject, CSS3DSprite, CSS3DRenderer 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