three-stdlib 2.35.3 → 2.35.4

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (514) hide show
  1. package/_polyfill/CapsuleGeometry.cjs +20 -17
  2. package/_polyfill/CapsuleGeometry.cjs.map +1 -1
  3. package/_polyfill/CapsuleGeometry.js +20 -17
  4. package/_polyfill/CapsuleGeometry.js.map +1 -1
  5. package/_polyfill/constants.cjs +1 -1
  6. package/_polyfill/constants.cjs.map +1 -1
  7. package/_polyfill/constants.js +1 -1
  8. package/_polyfill/constants.js.map +1 -1
  9. package/animation/AnimationClipCreator.cjs +13 -13
  10. package/animation/AnimationClipCreator.cjs.map +1 -1
  11. package/animation/AnimationClipCreator.js +13 -13
  12. package/animation/AnimationClipCreator.js.map +1 -1
  13. package/animation/CCDIKSolver.cjs +11 -11
  14. package/animation/CCDIKSolver.cjs.map +1 -1
  15. package/animation/CCDIKSolver.js +12 -12
  16. package/animation/CCDIKSolver.js.map +1 -1
  17. package/animation/MMDAnimationHelper.cjs +1 -1
  18. package/animation/MMDAnimationHelper.cjs.map +1 -1
  19. package/animation/MMDAnimationHelper.js +1 -1
  20. package/animation/MMDAnimationHelper.js.map +1 -1
  21. package/animation/MMDPhysics.cjs +4 -4
  22. package/animation/MMDPhysics.cjs.map +1 -1
  23. package/animation/MMDPhysics.js +4 -4
  24. package/animation/MMDPhysics.js.map +1 -1
  25. package/controls/ArcballControls.cjs +2 -2
  26. package/controls/ArcballControls.cjs.map +1 -1
  27. package/controls/ArcballControls.js +3 -3
  28. package/controls/ArcballControls.js.map +1 -1
  29. package/controls/FirstPersonControls.cjs +1 -1
  30. package/controls/FirstPersonControls.cjs.map +1 -1
  31. package/controls/FirstPersonControls.js +1 -1
  32. package/controls/FirstPersonControls.js.map +1 -1
  33. package/controls/OrbitControls.cjs +2 -2
  34. package/controls/OrbitControls.cjs.map +1 -1
  35. package/controls/OrbitControls.js +3 -3
  36. package/controls/OrbitControls.js.map +1 -1
  37. package/controls/PointerLockControls.cjs +2 -2
  38. package/controls/PointerLockControls.cjs.map +1 -1
  39. package/controls/PointerLockControls.js +3 -3
  40. package/controls/PointerLockControls.js.map +1 -1
  41. package/csm/CSM.cjs +4 -4
  42. package/csm/CSM.cjs.map +1 -1
  43. package/csm/CSM.js +5 -5
  44. package/csm/CSM.js.map +1 -1
  45. package/csm/CSMFrustum.cjs +1 -1
  46. package/csm/CSMFrustum.cjs.map +1 -1
  47. package/csm/CSMFrustum.js +2 -2
  48. package/csm/CSMFrustum.js.map +1 -1
  49. package/deprecated/Geometry.cjs +722 -715
  50. package/deprecated/Geometry.cjs.map +1 -1
  51. package/deprecated/Geometry.js +723 -716
  52. package/deprecated/Geometry.js.map +1 -1
  53. package/effects/AnaglyphEffect.cjs +2 -1
  54. package/effects/AnaglyphEffect.cjs.map +1 -1
  55. package/effects/AnaglyphEffect.js +3 -2
  56. package/effects/AnaglyphEffect.js.map +1 -1
  57. package/effects/OutlineEffect.cjs +2 -1
  58. package/effects/OutlineEffect.cjs.map +1 -1
  59. package/effects/OutlineEffect.js +3 -2
  60. package/effects/OutlineEffect.js.map +1 -1
  61. package/effects/ParallaxBarrierEffect.cjs +2 -1
  62. package/effects/ParallaxBarrierEffect.cjs.map +1 -1
  63. package/effects/ParallaxBarrierEffect.js +3 -2
  64. package/effects/ParallaxBarrierEffect.js.map +1 -1
  65. package/exporters/DRACOExporter.cjs +133 -122
  66. package/exporters/DRACOExporter.cjs.map +1 -1
  67. package/exporters/DRACOExporter.d.ts +23 -21
  68. package/exporters/DRACOExporter.js +133 -122
  69. package/exporters/DRACOExporter.js.map +1 -1
  70. package/exporters/GLTFExporter.cjs +170 -167
  71. package/exporters/GLTFExporter.cjs.map +1 -1
  72. package/exporters/GLTFExporter.js +170 -167
  73. package/exporters/GLTFExporter.js.map +1 -1
  74. package/geometries/LightningStrike.cjs +524 -515
  75. package/geometries/LightningStrike.cjs.map +1 -1
  76. package/geometries/LightningStrike.js +524 -515
  77. package/geometries/LightningStrike.js.map +1 -1
  78. package/geometries/RoundedBoxGeometry.cjs +1 -1
  79. package/geometries/RoundedBoxGeometry.cjs.map +1 -1
  80. package/geometries/RoundedBoxGeometry.js +2 -2
  81. package/geometries/RoundedBoxGeometry.js.map +1 -1
  82. package/helpers/RaycasterHelper.cjs +2 -2
  83. package/helpers/RaycasterHelper.cjs.map +1 -1
  84. package/helpers/RaycasterHelper.js +3 -3
  85. package/helpers/RaycasterHelper.js.map +1 -1
  86. package/helpers/VertexNormalsHelper.cjs +3 -3
  87. package/helpers/VertexNormalsHelper.cjs.map +1 -1
  88. package/helpers/VertexNormalsHelper.js +4 -4
  89. package/helpers/VertexNormalsHelper.js.map +1 -1
  90. package/helpers/VertexTangentsHelper.cjs +2 -2
  91. package/helpers/VertexTangentsHelper.cjs.map +1 -1
  92. package/helpers/VertexTangentsHelper.js +3 -3
  93. package/helpers/VertexTangentsHelper.js.map +1 -1
  94. package/interactive/InteractiveGroup.cjs +1 -1
  95. package/interactive/InteractiveGroup.cjs.map +1 -1
  96. package/interactive/InteractiveGroup.js +2 -2
  97. package/interactive/InteractiveGroup.js.map +1 -1
  98. package/interactive/SelectionBox.cjs +15 -15
  99. package/interactive/SelectionBox.cjs.map +1 -1
  100. package/interactive/SelectionBox.js +16 -16
  101. package/interactive/SelectionBox.js.map +1 -1
  102. package/libs/chevrotain.cjs +1 -1
  103. package/libs/chevrotain.cjs.map +1 -1
  104. package/libs/chevrotain.js +1 -1
  105. package/libs/chevrotain.js.map +1 -1
  106. package/libs/lottie.cjs +1 -1
  107. package/libs/lottie.cjs.map +1 -1
  108. package/libs/lottie.js +1 -1
  109. package/libs/lottie.js.map +1 -1
  110. package/libs/opentype.cjs +1 -1
  111. package/libs/opentype.cjs.map +1 -1
  112. package/libs/opentype.js +1 -1
  113. package/libs/opentype.js.map +1 -1
  114. package/lights/LightProbeGenerator.cjs +5 -5
  115. package/lights/LightProbeGenerator.cjs.map +1 -1
  116. package/lights/LightProbeGenerator.js +5 -5
  117. package/lights/LightProbeGenerator.js.map +1 -1
  118. package/lights/RectAreaLightUniformsLib.cjs +3 -3
  119. package/lights/RectAreaLightUniformsLib.cjs.map +1 -1
  120. package/lights/RectAreaLightUniformsLib.js +3 -3
  121. package/lights/RectAreaLightUniformsLib.js.map +1 -1
  122. package/lines/LineMaterial.cjs +2 -1
  123. package/lines/LineMaterial.cjs.map +1 -1
  124. package/lines/LineMaterial.js +3 -2
  125. package/lines/LineMaterial.js.map +1 -1
  126. package/lines/LineSegments2.cjs +13 -13
  127. package/lines/LineSegments2.cjs.map +1 -1
  128. package/lines/LineSegments2.js +14 -14
  129. package/lines/LineSegments2.js.map +1 -1
  130. package/lines/LineSegmentsGeometry.cjs +2 -2
  131. package/lines/LineSegmentsGeometry.cjs.map +1 -1
  132. package/lines/LineSegmentsGeometry.js +3 -3
  133. package/lines/LineSegmentsGeometry.js.map +1 -1
  134. package/lines/Wireframe.cjs +3 -3
  135. package/lines/Wireframe.cjs.map +1 -1
  136. package/lines/Wireframe.js +4 -4
  137. package/lines/Wireframe.js.map +1 -1
  138. package/loaders/BasisTextureLoader.cjs +441 -435
  139. package/loaders/BasisTextureLoader.cjs.map +1 -1
  140. package/loaders/BasisTextureLoader.js +441 -435
  141. package/loaders/BasisTextureLoader.js.map +1 -1
  142. package/loaders/EXRLoader.cjs +2 -1
  143. package/loaders/EXRLoader.cjs.map +1 -1
  144. package/loaders/EXRLoader.js +3 -2
  145. package/loaders/EXRLoader.js.map +1 -1
  146. package/loaders/FBXLoader.cjs +2 -2
  147. package/loaders/FBXLoader.cjs.map +1 -1
  148. package/loaders/FBXLoader.js +2 -2
  149. package/loaders/FBXLoader.js.map +1 -1
  150. package/loaders/FontLoader.cjs +2 -2
  151. package/loaders/FontLoader.cjs.map +1 -1
  152. package/loaders/FontLoader.d.ts +2 -2
  153. package/loaders/FontLoader.js +2 -2
  154. package/loaders/FontLoader.js.map +1 -1
  155. package/loaders/GLTFLoader.cjs +2 -2
  156. package/loaders/GLTFLoader.cjs.map +1 -1
  157. package/loaders/GLTFLoader.js +2 -2
  158. package/loaders/GLTFLoader.js.map +1 -1
  159. package/loaders/KTX2Loader.cjs +377 -374
  160. package/loaders/KTX2Loader.cjs.map +1 -1
  161. package/loaders/KTX2Loader.js +377 -374
  162. package/loaders/KTX2Loader.js.map +1 -1
  163. package/loaders/LDrawLoader.cjs +5 -4
  164. package/loaders/LDrawLoader.cjs.map +1 -1
  165. package/loaders/LDrawLoader.js +6 -5
  166. package/loaders/LDrawLoader.js.map +1 -1
  167. package/loaders/OBJLoader.cjs +5 -5
  168. package/loaders/OBJLoader.cjs.map +1 -1
  169. package/loaders/OBJLoader.js +6 -6
  170. package/loaders/OBJLoader.js.map +1 -1
  171. package/loaders/PRWMLoader.cjs +46 -43
  172. package/loaders/PRWMLoader.cjs.map +1 -1
  173. package/loaders/PRWMLoader.js +46 -43
  174. package/loaders/PRWMLoader.js.map +1 -1
  175. package/loaders/SVGLoader.cjs +1694 -1688
  176. package/loaders/SVGLoader.cjs.map +1 -1
  177. package/loaders/SVGLoader.js +1694 -1688
  178. package/loaders/SVGLoader.js.map +1 -1
  179. package/loaders/XLoader.cjs +1 -1
  180. package/loaders/XLoader.cjs.map +1 -1
  181. package/loaders/XLoader.js +1 -1
  182. package/loaders/XLoader.js.map +1 -1
  183. package/math/Capsule.cjs +3 -3
  184. package/math/Capsule.cjs.map +1 -1
  185. package/math/Capsule.js +3 -3
  186. package/math/Capsule.js.map +1 -1
  187. package/math/ColorConverter.cjs +9 -9
  188. package/math/ColorConverter.cjs.map +1 -1
  189. package/math/ColorConverter.js +9 -9
  190. package/math/ColorConverter.js.map +1 -1
  191. package/math/ConvexHull.cjs +53 -50
  192. package/math/ConvexHull.cjs.map +1 -1
  193. package/math/ConvexHull.js +53 -50
  194. package/math/ConvexHull.js.map +1 -1
  195. package/math/ImprovedNoise.cjs +1 -1
  196. package/math/ImprovedNoise.cjs.map +1 -1
  197. package/math/ImprovedNoise.js +1 -1
  198. package/math/ImprovedNoise.js.map +1 -1
  199. package/math/MeshSurfaceSampler.cjs +2 -2
  200. package/math/MeshSurfaceSampler.cjs.map +1 -1
  201. package/math/MeshSurfaceSampler.js +2 -2
  202. package/math/MeshSurfaceSampler.js.map +1 -1
  203. package/math/OBB.cjs +14 -14
  204. package/math/OBB.cjs.map +1 -1
  205. package/math/OBB.js +15 -15
  206. package/math/OBB.js.map +1 -1
  207. package/math/Octree.cjs +7 -7
  208. package/math/Octree.cjs.map +1 -1
  209. package/math/Octree.js +8 -8
  210. package/math/Octree.js.map +1 -1
  211. package/misc/ConvexObjectBreaker.cjs +271 -268
  212. package/misc/ConvexObjectBreaker.cjs.map +1 -1
  213. package/misc/ConvexObjectBreaker.js +272 -269
  214. package/misc/ConvexObjectBreaker.js.map +1 -1
  215. package/misc/Gyroscope.cjs +6 -6
  216. package/misc/Gyroscope.cjs.map +1 -1
  217. package/misc/Gyroscope.js +7 -7
  218. package/misc/Gyroscope.js.map +1 -1
  219. package/modifiers/CurveModifier.cjs +1 -1
  220. package/modifiers/CurveModifier.cjs.map +1 -1
  221. package/modifiers/CurveModifier.js +2 -2
  222. package/modifiers/CurveModifier.js.map +1 -1
  223. package/modifiers/SimplifyModifier.cjs +2 -2
  224. package/modifiers/SimplifyModifier.cjs.map +1 -1
  225. package/modifiers/SimplifyModifier.js +2 -2
  226. package/modifiers/SimplifyModifier.js.map +1 -1
  227. package/objects/BatchedMesh.cjs +2 -2
  228. package/objects/BatchedMesh.cjs.map +1 -1
  229. package/objects/BatchedMesh.js +3 -3
  230. package/objects/BatchedMesh.js.map +1 -1
  231. package/objects/GroundProjectedEnv.cjs +2 -1
  232. package/objects/GroundProjectedEnv.cjs.map +1 -1
  233. package/objects/GroundProjectedEnv.js +3 -2
  234. package/objects/GroundProjectedEnv.js.map +1 -1
  235. package/objects/Lensflare.cjs +209 -206
  236. package/objects/Lensflare.cjs.map +1 -1
  237. package/objects/Lensflare.js +209 -206
  238. package/objects/Lensflare.js.map +1 -1
  239. package/objects/Reflector.cjs +154 -146
  240. package/objects/Reflector.cjs.map +1 -1
  241. package/objects/Reflector.js +154 -146
  242. package/objects/Reflector.js.map +1 -1
  243. package/objects/ReflectorForSSRPass.cjs +183 -180
  244. package/objects/ReflectorForSSRPass.cjs.map +1 -1
  245. package/objects/ReflectorForSSRPass.js +183 -180
  246. package/objects/ReflectorForSSRPass.js.map +1 -1
  247. package/objects/Refractor.cjs +164 -161
  248. package/objects/Refractor.cjs.map +1 -1
  249. package/objects/Refractor.js +164 -161
  250. package/objects/Refractor.js.map +1 -1
  251. package/objects/ShadowMesh.cjs +1 -1
  252. package/objects/ShadowMesh.cjs.map +1 -1
  253. package/objects/ShadowMesh.js +2 -2
  254. package/objects/ShadowMesh.js.map +1 -1
  255. package/objects/Sky.cjs +35 -32
  256. package/objects/Sky.cjs.map +1 -1
  257. package/objects/Sky.d.ts +100 -6
  258. package/objects/Sky.js +35 -32
  259. package/objects/Sky.js.map +1 -1
  260. package/objects/Water.cjs +2 -1
  261. package/objects/Water.cjs.map +1 -1
  262. package/objects/Water.js +3 -2
  263. package/objects/Water.js.map +1 -1
  264. package/objects/Water2.cjs +143 -140
  265. package/objects/Water2.cjs.map +1 -1
  266. package/objects/Water2.js +143 -140
  267. package/objects/Water2.js.map +1 -1
  268. package/package.json +1 -1
  269. package/postprocessing/SAOPass.cjs +267 -264
  270. package/postprocessing/SAOPass.cjs.map +1 -1
  271. package/postprocessing/SAOPass.js +267 -264
  272. package/postprocessing/SAOPass.js.map +1 -1
  273. package/postprocessing/SSAOPass.cjs +253 -250
  274. package/postprocessing/SSAOPass.cjs.map +1 -1
  275. package/postprocessing/SSAOPass.js +253 -250
  276. package/postprocessing/SSAOPass.js.map +1 -1
  277. package/postprocessing/SSRPass.cjs +379 -376
  278. package/postprocessing/SSRPass.cjs.map +1 -1
  279. package/postprocessing/SSRPass.js +379 -376
  280. package/postprocessing/SSRPass.js.map +1 -1
  281. package/postprocessing/UnrealBloomPass.cjs +205 -202
  282. package/postprocessing/UnrealBloomPass.cjs.map +1 -1
  283. package/postprocessing/UnrealBloomPass.js +205 -202
  284. package/postprocessing/UnrealBloomPass.js.map +1 -1
  285. package/renderers/CSS2DRenderer.cjs +5 -5
  286. package/renderers/CSS2DRenderer.cjs.map +1 -1
  287. package/renderers/CSS2DRenderer.js +5 -5
  288. package/renderers/CSS2DRenderer.js.map +1 -1
  289. package/renderers/CSS3DRenderer.cjs +5 -5
  290. package/renderers/CSS3DRenderer.cjs.map +1 -1
  291. package/renderers/CSS3DRenderer.js +6 -6
  292. package/renderers/CSS3DRenderer.js.map +1 -1
  293. package/shaders/ACESFilmicToneMappingShader.cjs +71 -46
  294. package/shaders/ACESFilmicToneMappingShader.cjs.map +1 -1
  295. package/shaders/ACESFilmicToneMappingShader.js +71 -46
  296. package/shaders/ACESFilmicToneMappingShader.js.map +1 -1
  297. package/shaders/AfterimageShader.cjs +41 -22
  298. package/shaders/AfterimageShader.cjs.map +1 -1
  299. package/shaders/AfterimageShader.js +41 -22
  300. package/shaders/AfterimageShader.js.map +1 -1
  301. package/shaders/BasicShader.cjs +20 -6
  302. package/shaders/BasicShader.cjs.map +1 -1
  303. package/shaders/BasicShader.js +20 -6
  304. package/shaders/BasicShader.js.map +1 -1
  305. package/shaders/BleachBypassShader.cjs +46 -26
  306. package/shaders/BleachBypassShader.cjs.map +1 -1
  307. package/shaders/BleachBypassShader.js +46 -26
  308. package/shaders/BleachBypassShader.js.map +1 -1
  309. package/shaders/BlendShader.cjs +33 -19
  310. package/shaders/BlendShader.cjs.map +1 -1
  311. package/shaders/BlendShader.js +33 -19
  312. package/shaders/BlendShader.js.map +1 -1
  313. package/shaders/BokehShader.cjs +117 -90
  314. package/shaders/BokehShader.cjs.map +1 -1
  315. package/shaders/BokehShader.js +117 -90
  316. package/shaders/BokehShader.js.map +1 -1
  317. package/shaders/BokehShader2.cjs +333 -232
  318. package/shaders/BokehShader2.cjs.map +1 -1
  319. package/shaders/BokehShader2.js +333 -232
  320. package/shaders/BokehShader2.js.map +1 -1
  321. package/shaders/BrightnessContrastShader.cjs +38 -22
  322. package/shaders/BrightnessContrastShader.cjs.map +1 -1
  323. package/shaders/BrightnessContrastShader.js +38 -22
  324. package/shaders/BrightnessContrastShader.js.map +1 -1
  325. package/shaders/ColorCorrectionShader.cjs +35 -21
  326. package/shaders/ColorCorrectionShader.cjs.map +1 -1
  327. package/shaders/ColorCorrectionShader.js +35 -21
  328. package/shaders/ColorCorrectionShader.js.map +1 -1
  329. package/shaders/ColorifyShader.cjs +34 -19
  330. package/shaders/ColorifyShader.cjs.map +1 -1
  331. package/shaders/ColorifyShader.js +34 -19
  332. package/shaders/ColorifyShader.js.map +1 -1
  333. package/shaders/ConvolutionShader.cjs +43 -24
  334. package/shaders/ConvolutionShader.cjs.map +1 -1
  335. package/shaders/ConvolutionShader.js +43 -24
  336. package/shaders/ConvolutionShader.js.map +1 -1
  337. package/shaders/CopyShader.cjs +30 -16
  338. package/shaders/CopyShader.cjs.map +1 -1
  339. package/shaders/CopyShader.js +30 -16
  340. package/shaders/CopyShader.js.map +1 -1
  341. package/shaders/DOFMipMapShader.cjs +38 -21
  342. package/shaders/DOFMipMapShader.cjs.map +1 -1
  343. package/shaders/DOFMipMapShader.js +38 -21
  344. package/shaders/DOFMipMapShader.js.map +1 -1
  345. package/shaders/DepthLimitedBlurShader.cjs +98 -69
  346. package/shaders/DepthLimitedBlurShader.cjs.map +1 -1
  347. package/shaders/DepthLimitedBlurShader.js +98 -69
  348. package/shaders/DepthLimitedBlurShader.js.map +1 -1
  349. package/shaders/DigitalGlitch.cjs +70 -59
  350. package/shaders/DigitalGlitch.cjs.map +1 -1
  351. package/shaders/DigitalGlitch.js +70 -59
  352. package/shaders/DigitalGlitch.js.map +1 -1
  353. package/shaders/DotScreenShader.cjs +49 -28
  354. package/shaders/DotScreenShader.cjs.map +1 -1
  355. package/shaders/DotScreenShader.js +49 -28
  356. package/shaders/DotScreenShader.js.map +1 -1
  357. package/shaders/FXAAShader.cjs +1098 -1089
  358. package/shaders/FXAAShader.cjs.map +1 -1
  359. package/shaders/FXAAShader.js +1098 -1089
  360. package/shaders/FXAAShader.js.map +1 -1
  361. package/shaders/FilmShader.cjs +57 -29
  362. package/shaders/FilmShader.cjs.map +1 -1
  363. package/shaders/FilmShader.js +57 -29
  364. package/shaders/FilmShader.js.map +1 -1
  365. package/shaders/FocusShader.cjs +70 -43
  366. package/shaders/FocusShader.cjs.map +1 -1
  367. package/shaders/FocusShader.js +70 -43
  368. package/shaders/FocusShader.js.map +1 -1
  369. package/shaders/FreiChenShader.cjs +74 -53
  370. package/shaders/FreiChenShader.cjs.map +1 -1
  371. package/shaders/FreiChenShader.js +74 -53
  372. package/shaders/FreiChenShader.js.map +1 -1
  373. package/shaders/FresnelShader.cjs +55 -35
  374. package/shaders/FresnelShader.cjs.map +1 -1
  375. package/shaders/FresnelShader.js +55 -35
  376. package/shaders/FresnelShader.js.map +1 -1
  377. package/shaders/GammaCorrectionShader.cjs +33 -19
  378. package/shaders/GammaCorrectionShader.cjs.map +1 -1
  379. package/shaders/GammaCorrectionShader.js +33 -19
  380. package/shaders/GammaCorrectionShader.js.map +1 -1
  381. package/shaders/GodRaysShader.cjs +193 -116
  382. package/shaders/GodRaysShader.cjs.map +1 -1
  383. package/shaders/GodRaysShader.js +193 -116
  384. package/shaders/GodRaysShader.js.map +1 -1
  385. package/shaders/HalftoneShader.cjs +270 -192
  386. package/shaders/HalftoneShader.cjs.map +1 -1
  387. package/shaders/HalftoneShader.js +270 -192
  388. package/shaders/HalftoneShader.js.map +1 -1
  389. package/shaders/HorizontalTiltShiftShader.cjs +43 -27
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- {"version":3,"file":"LightningStrike.js","sources":["../../src/geometries/LightningStrike.js"],"sourcesContent":["import {\n BufferGeometry,\n DynamicDrawUsage,\n Float32BufferAttribute,\n MathUtils,\n Uint32BufferAttribute,\n Vector3,\n} from 'three'\nimport { SimplexNoise } from '../math/SimplexNoise'\n\n/**\n * @fileoverview LightningStrike object for creating lightning strikes and voltaic arcs.\n *\n *\n * Usage\n *\n * var myRay = new LightningStrike( paramsObject );\n * var myRayMesh = new THREE.Mesh( myRay, myMaterial );\n * scene.add( myRayMesh );\n * ...\n * myRay.update( currentTime );\n *\n * The \"currentTime\" can vary its rate, go forwards, backwards or even jump, but it cannot be negative.\n *\n * You should normally leave the ray position to (0, 0, 0). You should control it by changing the sourceOffset and destOffset parameters.\n *\n *\n * LightningStrike parameters\n *\n * The paramsObject can contain any of the following parameters.\n *\n * Legend:\n * 'LightningStrike' (also called 'ray'): An independent voltaic arc with its ramifications and defined with a set of parameters.\n * 'Subray': A ramification of the ray. It is not a LightningStrike object.\n * 'Segment': A linear segment piece of a subray.\n * 'Leaf segment': A ray segment which cannot be smaller.\n *\n *\n * The following parameters can be changed any time and if they vary smoothly, the ray form will also change smoothly:\n *\n * @param {Vector3} sourceOffset The point where the ray starts.\n *\n * @param {Vector3} destOffset The point where the ray ends.\n *\n * @param {double} timeScale The rate at wich the ray form changes in time. Default: 1\n *\n * @param {double} roughness From 0 to 1. The higher the value, the more wrinkled is the ray. Default: 0.9\n *\n * @param {double} straightness From 0 to 1. The higher the value, the more straight will be a subray path. Default: 0.7\n *\n * @param {Vector3} up0 Ray 'up' direction at the ray starting point. Must be normalized. It should be perpendicular to the ray forward direction but it doesn't matter much.\n *\n * @param {Vector3} up1 Like the up0 parameter but at the end of the ray. Must be normalized.\n *\n * @param {double} radius0 Radius of the main ray trunk at the start point. Default: 1\n *\n * @param {double} radius1 Radius of the main ray trunk at the end point. Default: 1\n *\n * @param {double} radius0Factor The radius0 of a subray is this factor times the radius0 of its parent subray. Default: 0.5\n *\n * @param {double} radius1Factor The radius1 of a subray is this factor times the radius1 of its parent subray. Default: 0.2\n *\n * @param {minRadius} Minimum value a subray radius0 or radius1 can get. Default: 0.1\n *\n *\n * The following parameters should not be changed after lightning creation. They can be changed but the ray will change its form abruptly:\n *\n * @param {boolean} isEternal If true the ray never extinguishes. Otherwise its life is controlled by the 'birthTime' and 'deathTime' parameters. Default: true if any of those two parameters is undefined.\n *\n * @param {double} birthTime The time at which the ray starts its life and begins propagating. Only if isEternal is false. Default: None.\n *\n * @param {double} deathTime The time at which the ray ends vanishing and its life. Only if isEternal is false. Default: None.\n *\n * @param {double} propagationTimeFactor From 0 to 1. Lifetime factor at which the ray ends propagating and enters the steady phase. For example, 0.1 means it is propagating 1/10 of its lifetime. Default: 0.1\n *\n * @param {double} vanishingTimeFactor From 0 to 1. Lifetime factor at which the ray ends the steady phase and begins vanishing. For example, 0.9 means it is vanishing 1/10 of its lifetime. Default: 0.9\n *\n * @param {double} subrayPeriod Subrays cycle periodically. This is their time period. Default: 4\n *\n * @param {double} subrayDutyCycle From 0 to 1. This is the fraction of time a subray is active. Default: 0.6\n *\n *\n * These parameters cannot change after lightning creation:\n *\n * @param {integer} maxIterations: Greater than 0. The number of ray's leaf segments is 2**maxIterations. Default: 9\n *\n * @param {boolean} isStatic Set to true only for rays which won't change over time and are not attached to moving objects (Rare case). It is used to set the vertex buffers non-dynamic. You can omit calling update() for these rays.\n *\n * @param {integer} ramification Greater than 0. Maximum number of child subrays a subray can have. Default: 5\n *\n * @param {integer} maxSubrayRecursion Greater than 0. Maximum level of recursion (subray descendant generations). Default: 3\n *\n * @param {double} recursionProbability From 0 to 1. The lower the value, the less chance each new generation of subrays has to generate new subrays. Default: 0.6\n *\n * @param {boolean} generateUVs If true, the ray geometry will have uv coordinates generated. u runs along the ray, and v across its perimeter. Default: false.\n *\n * @param {Object} randomGenerator Set here your random number generator which will seed the SimplexNoise and other decisions during ray tree creation.\n * It can be used to generate repeatable rays. For that, set also the noiseSeed parameter, and each ray created with that generator and seed pair will be identical in time.\n * The randomGenerator parameter should be an object with a random() function similar to Math.random, but seedable.\n * It must have also a getSeed() method, which returns the current seed, and a setSeed( seed ) method, which accepts as seed a fractional number from 0 to 1, as well as any other number.\n * The default value is an internal generator for some uses and Math.random for others (It is non-repeatable even if noiseSeed is supplied)\n *\n * @param {double} noiseSeed Seed used to make repeatable rays (see the randomGenerator)\n *\n * @param {function} onDecideSubrayCreation Set this to change the callback which decides subray creation. You can look at the default callback in the code (createDefaultSubrayCreationCallbacks)for more info.\n *\n * @param {function} onSubrayCreation This is another callback, more simple than the previous one. It can be used to adapt the form of subrays or other parameters once a subray has been created and initialized. It is used in the examples to adapt subrays to a sphere or to a plane.\n *\n *\n */\n\nclass LightningStrike extends BufferGeometry {\n // Ray states\n static RAY_INITIALIZED = 0\n static RAY_UNBORN = 1\n static RAY_PROPAGATING = 2\n static RAY_STEADY = 3\n static RAY_VANISHING = 4\n static RAY_EXTINGUISHED = 5\n\n static COS30DEG = Math.cos((30 * Math.PI) / 180)\n static SIN30DEG = Math.sin((30 * Math.PI) / 180)\n\n constructor(rayParameters = {}) {\n super()\n\n this.isLightningStrike = true\n\n this.type = 'LightningStrike'\n\n // Set parameters, and set undefined parameters to default values\n this.init(LightningStrike.copyParameters(rayParameters, rayParameters))\n\n // Creates and populates the mesh\n this.createMesh()\n }\n\n static createRandomGenerator() {\n const numSeeds = 2053\n const seeds = []\n\n for (let i = 0; i < numSeeds; i++) {\n seeds.push(Math.random())\n }\n\n const generator = {\n currentSeed: 0,\n\n random: function () {\n const value = seeds[generator.currentSeed]\n\n generator.currentSeed = (generator.currentSeed + 1) % numSeeds\n\n return value\n },\n\n getSeed: function () {\n return generator.currentSeed / numSeeds\n },\n\n setSeed: function (seed) {\n generator.currentSeed = Math.floor(seed * numSeeds) % numSeeds\n },\n }\n\n return generator\n }\n\n static copyParameters(dest = {}, source = {}) {\n const vecCopy = function (v) {\n if (source === dest) {\n return v\n } else {\n return v.clone()\n }\n }\n\n ;(dest.sourceOffset = source.sourceOffset !== undefined ? vecCopy(source.sourceOffset) : new Vector3(0, 100, 0)),\n (dest.destOffset = source.destOffset !== undefined ? vecCopy(source.destOffset) : new Vector3(0, 0, 0)),\n (dest.timeScale = source.timeScale !== undefined ? source.timeScale : 1),\n (dest.roughness = source.roughness !== undefined ? source.roughness : 0.9),\n (dest.straightness = source.straightness !== undefined ? source.straightness : 0.7),\n (dest.up0 = source.up0 !== undefined ? vecCopy(source.up0) : new Vector3(0, 0, 1))\n ;(dest.up1 = source.up1 !== undefined ? vecCopy(source.up1) : new Vector3(0, 0, 1)),\n (dest.radius0 = source.radius0 !== undefined ? source.radius0 : 1),\n (dest.radius1 = source.radius1 !== undefined ? source.radius1 : 1),\n (dest.radius0Factor = source.radius0Factor !== undefined ? source.radius0Factor : 0.5),\n (dest.radius1Factor = source.radius1Factor !== undefined ? source.radius1Factor : 0.2),\n (dest.minRadius = source.minRadius !== undefined ? source.minRadius : 0.2),\n // These parameters should not be changed after lightning creation. They can be changed but the ray will change its form abruptly:\n\n (dest.isEternal =\n source.isEternal !== undefined\n ? source.isEternal\n : source.birthTime === undefined || source.deathTime === undefined),\n (dest.birthTime = source.birthTime),\n (dest.deathTime = source.deathTime),\n (dest.propagationTimeFactor = source.propagationTimeFactor !== undefined ? source.propagationTimeFactor : 0.1),\n (dest.vanishingTimeFactor = source.vanishingTimeFactor !== undefined ? source.vanishingTimeFactor : 0.9),\n (dest.subrayPeriod = source.subrayPeriod !== undefined ? source.subrayPeriod : 4),\n (dest.subrayDutyCycle = source.subrayDutyCycle !== undefined ? source.subrayDutyCycle : 0.6)\n\n // These parameters cannot change after lightning creation:\n\n dest.maxIterations = source.maxIterations !== undefined ? source.maxIterations : 9\n dest.isStatic = source.isStatic !== undefined ? source.isStatic : false\n dest.ramification = source.ramification !== undefined ? source.ramification : 5\n dest.maxSubrayRecursion = source.maxSubrayRecursion !== undefined ? source.maxSubrayRecursion : 3\n dest.recursionProbability = source.recursionProbability !== undefined ? source.recursionProbability : 0.6\n dest.generateUVs = source.generateUVs !== undefined ? source.generateUVs : false\n ;(dest.randomGenerator = source.randomGenerator),\n (dest.noiseSeed = source.noiseSeed),\n (dest.onDecideSubrayCreation = source.onDecideSubrayCreation),\n (dest.onSubrayCreation = source.onSubrayCreation)\n\n return dest\n }\n\n update(time) {\n if (this.isStatic) return\n\n if (\n this.rayParameters.isEternal ||\n (this.rayParameters.birthTime <= time && time <= this.rayParameters.deathTime)\n ) {\n this.updateMesh(time)\n\n if (time < this.subrays[0].endPropagationTime) {\n this.state = LightningStrike.RAY_PROPAGATING\n } else if (time > this.subrays[0].beginVanishingTime) {\n this.state = LightningStrike.RAY_VANISHING\n } else {\n this.state = LightningStrike.RAY_STEADY\n }\n\n this.visible = true\n } else {\n this.visible = false\n\n if (time < this.rayParameters.birthTime) {\n this.state = LightningStrike.RAY_UNBORN\n } else {\n this.state = LightningStrike.RAY_EXTINGUISHED\n }\n }\n }\n\n init(rayParameters) {\n // Init all the state from the parameters\n\n this.rayParameters = rayParameters\n\n // These parameters cannot change after lightning creation:\n\n this.maxIterations = rayParameters.maxIterations !== undefined ? Math.floor(rayParameters.maxIterations) : 9\n rayParameters.maxIterations = this.maxIterations\n this.isStatic = rayParameters.isStatic !== undefined ? rayParameters.isStatic : false\n rayParameters.isStatic = this.isStatic\n this.ramification = rayParameters.ramification !== undefined ? Math.floor(rayParameters.ramification) : 5\n rayParameters.ramification = this.ramification\n this.maxSubrayRecursion =\n rayParameters.maxSubrayRecursion !== undefined ? Math.floor(rayParameters.maxSubrayRecursion) : 3\n rayParameters.maxSubrayRecursion = this.maxSubrayRecursion\n this.recursionProbability =\n rayParameters.recursionProbability !== undefined ? rayParameters.recursionProbability : 0.6\n rayParameters.recursionProbability = this.recursionProbability\n this.generateUVs = rayParameters.generateUVs !== undefined ? rayParameters.generateUVs : false\n rayParameters.generateUVs = this.generateUVs\n\n // Random generator\n if (rayParameters.randomGenerator !== undefined) {\n this.randomGenerator = rayParameters.randomGenerator\n this.seedGenerator = rayParameters.randomGenerator\n\n if (rayParameters.noiseSeed !== undefined) {\n this.seedGenerator.setSeed(rayParameters.noiseSeed)\n }\n } else {\n this.randomGenerator = LightningStrike.createRandomGenerator()\n this.seedGenerator = Math\n }\n\n // Ray creation callbacks\n if (rayParameters.onDecideSubrayCreation !== undefined) {\n this.onDecideSubrayCreation = rayParameters.onDecideSubrayCreation\n } else {\n this.createDefaultSubrayCreationCallbacks()\n\n if (rayParameters.onSubrayCreation !== undefined) {\n this.onSubrayCreation = rayParameters.onSubrayCreation\n }\n }\n\n // Internal state\n\n this.state = LightningStrike.RAY_INITIALIZED\n\n this.maxSubrays = Math.ceil(1 + Math.pow(this.ramification, Math.max(0, this.maxSubrayRecursion - 1)))\n rayParameters.maxSubrays = this.maxSubrays\n\n this.maxRaySegments = 2 * (1 << this.maxIterations)\n\n this.subrays = []\n\n for (let i = 0; i < this.maxSubrays; i++) {\n this.subrays.push(this.createSubray())\n }\n\n this.raySegments = []\n\n for (let i = 0; i < this.maxRaySegments; i++) {\n this.raySegments.push(this.createSegment())\n }\n\n this.time = 0\n this.timeFraction = 0\n this.currentSegmentCallback = null\n this.currentCreateTriangleVertices = this.generateUVs\n ? this.createTriangleVerticesWithUVs\n : this.createTriangleVerticesWithoutUVs\n this.numSubrays = 0\n this.currentSubray = null\n this.currentSegmentIndex = 0\n this.isInitialSegment = false\n this.subrayProbability = 0\n\n this.currentVertex = 0\n this.currentIndex = 0\n this.currentCoordinate = 0\n this.currentUVCoordinate = 0\n this.vertices = null\n this.uvs = null\n this.indices = null\n this.positionAttribute = null\n this.uvsAttribute = null\n\n this.simplexX = new SimplexNoise(this.seedGenerator)\n this.simplexY = new SimplexNoise(this.seedGenerator)\n this.simplexZ = new SimplexNoise(this.seedGenerator)\n\n // Temp vectors\n this.forwards = new Vector3()\n this.forwardsFill = new Vector3()\n this.side = new Vector3()\n this.down = new Vector3()\n this.middlePos = new Vector3()\n this.middleLinPos = new Vector3()\n this.newPos = new Vector3()\n this.vPos = new Vector3()\n this.cross1 = new Vector3()\n }\n\n createMesh() {\n const maxDrawableSegmentsPerSubRay = 1 << this.maxIterations\n\n const maxVerts = 3 * (maxDrawableSegmentsPerSubRay + 1) * this.maxSubrays\n const maxIndices = 18 * maxDrawableSegmentsPerSubRay * this.maxSubrays\n\n this.vertices = new Float32Array(maxVerts * 3)\n this.indices = new Uint32Array(maxIndices)\n\n if (this.generateUVs) {\n this.uvs = new Float32Array(maxVerts * 2)\n }\n\n // Populate the mesh\n this.fillMesh(0)\n\n this.setIndex(new Uint32BufferAttribute(this.indices, 1))\n\n this.positionAttribute = new Float32BufferAttribute(this.vertices, 3)\n this.setAttribute('position', this.positionAttribute)\n\n if (this.generateUVs) {\n this.uvsAttribute = new Float32BufferAttribute(new Float32Array(this.uvs), 2)\n this.setAttribute('uv', this.uvsAttribute)\n }\n\n if (!this.isStatic) {\n this.index.usage = DynamicDrawUsage\n this.positionAttribute.usage = DynamicDrawUsage\n\n if (this.generateUVs) {\n this.uvsAttribute.usage = DynamicDrawUsage\n }\n }\n\n // Store buffers for later modification\n this.vertices = this.positionAttribute.array\n this.indices = this.index.array\n\n if (this.generateUVs) {\n this.uvs = this.uvsAttribute.array\n }\n }\n\n updateMesh(time) {\n this.fillMesh(time)\n\n this.drawRange.count = this.currentIndex\n\n this.index.needsUpdate = true\n\n this.positionAttribute.needsUpdate = true\n\n if (this.generateUVs) {\n this.uvsAttribute.needsUpdate = true\n }\n }\n\n fillMesh(time) {\n const scope = this\n\n this.currentVertex = 0\n this.currentIndex = 0\n this.currentCoordinate = 0\n this.currentUVCoordinate = 0\n\n this.fractalRay(time, function fillVertices(segment) {\n const subray = scope.currentSubray\n\n if (time < subray.birthTime) {\n //&& ( ! this.rayParameters.isEternal || scope.currentSubray.recursion > 0 ) ) {\n\n return\n } else if (this.rayParameters.isEternal && scope.currentSubray.recursion == 0) {\n // Eternal rays don't propagate nor vanish, but its subrays do\n\n scope.createPrism(segment)\n\n scope.onDecideSubrayCreation(segment, scope)\n } else if (time < subray.endPropagationTime) {\n if (scope.timeFraction >= segment.fraction0 * subray.propagationTimeFactor) {\n // Ray propagation has arrived to this segment\n\n scope.createPrism(segment)\n\n scope.onDecideSubrayCreation(segment, scope)\n }\n } else if (time < subray.beginVanishingTime) {\n // Ray is steady (nor propagating nor vanishing)\n\n scope.createPrism(segment)\n\n scope.onDecideSubrayCreation(segment, scope)\n } else {\n if (scope.timeFraction <= subray.vanishingTimeFactor + segment.fraction1 * (1 - subray.vanishingTimeFactor)) {\n // Segment has not yet vanished\n\n scope.createPrism(segment)\n }\n\n scope.onDecideSubrayCreation(segment, scope)\n }\n })\n }\n\n addNewSubray(/*rayParameters*/) {\n return this.subrays[this.numSubrays++]\n }\n\n initSubray(subray, rayParameters) {\n subray.pos0.copy(rayParameters.sourceOffset)\n subray.pos1.copy(rayParameters.destOffset)\n subray.up0.copy(rayParameters.up0)\n subray.up1.copy(rayParameters.up1)\n subray.radius0 = rayParameters.radius0\n subray.radius1 = rayParameters.radius1\n subray.birthTime = rayParameters.birthTime\n subray.deathTime = rayParameters.deathTime\n subray.timeScale = rayParameters.timeScale\n subray.roughness = rayParameters.roughness\n subray.straightness = rayParameters.straightness\n subray.propagationTimeFactor = rayParameters.propagationTimeFactor\n subray.vanishingTimeFactor = rayParameters.vanishingTimeFactor\n\n subray.maxIterations = this.maxIterations\n subray.seed = rayParameters.noiseSeed !== undefined ? rayParameters.noiseSeed : 0\n subray.recursion = 0\n }\n\n fractalRay(time, segmentCallback) {\n this.time = time\n this.currentSegmentCallback = segmentCallback\n this.numSubrays = 0\n\n // Add the top level subray\n this.initSubray(this.addNewSubray(), this.rayParameters)\n\n // Process all subrays that are being generated until consuming all of them\n for (let subrayIndex = 0; subrayIndex < this.numSubrays; subrayIndex++) {\n const subray = this.subrays[subrayIndex]\n this.currentSubray = subray\n\n this.randomGenerator.setSeed(subray.seed)\n\n subray.endPropagationTime = MathUtils.lerp(subray.birthTime, subray.deathTime, subray.propagationTimeFactor)\n subray.beginVanishingTime = MathUtils.lerp(subray.deathTime, subray.birthTime, 1 - subray.vanishingTimeFactor)\n\n const random1 = this.randomGenerator.random\n subray.linPos0.set(random1(), random1(), random1()).multiplyScalar(1000)\n subray.linPos1.set(random1(), random1(), random1()).multiplyScalar(1000)\n\n this.timeFraction = (time - subray.birthTime) / (subray.deathTime - subray.birthTime)\n\n this.currentSegmentIndex = 0\n this.isInitialSegment = true\n\n const segment = this.getNewSegment()\n segment.iteration = 0\n segment.pos0.copy(subray.pos0)\n segment.pos1.copy(subray.pos1)\n segment.linPos0.copy(subray.linPos0)\n segment.linPos1.copy(subray.linPos1)\n segment.up0.copy(subray.up0)\n segment.up1.copy(subray.up1)\n segment.radius0 = subray.radius0\n segment.radius1 = subray.radius1\n segment.fraction0 = 0\n segment.fraction1 = 1\n segment.positionVariationFactor = 1 - subray.straightness\n\n this.subrayProbability =\n (this.ramification * Math.pow(this.recursionProbability, subray.recursion)) / (1 << subray.maxIterations)\n\n this.fractalRayRecursive(segment)\n }\n\n this.currentSegmentCallback = null\n this.currentSubray = null\n }\n\n fractalRayRecursive(segment) {\n // Leave recursion condition\n if (segment.iteration >= this.currentSubray.maxIterations) {\n this.currentSegmentCallback(segment)\n\n return\n }\n\n // Interpolation\n this.forwards.subVectors(segment.pos1, segment.pos0)\n let lForwards = this.forwards.length()\n\n if (lForwards < 0.000001) {\n this.forwards.set(0, 0, 0.01)\n lForwards = this.forwards.length()\n }\n\n const middleRadius = (segment.radius0 + segment.radius1) * 0.5\n const middleFraction = (segment.fraction0 + segment.fraction1) * 0.5\n\n const timeDimension = this.time * this.currentSubray.timeScale * Math.pow(2, segment.iteration)\n\n this.middlePos.lerpVectors(segment.pos0, segment.pos1, 0.5)\n this.middleLinPos.lerpVectors(segment.linPos0, segment.linPos1, 0.5)\n const p = this.middleLinPos\n\n // Noise\n this.newPos.set(\n this.simplexX.noise4d(p.x, p.y, p.z, timeDimension),\n this.simplexY.noise4d(p.x, p.y, p.z, timeDimension),\n this.simplexZ.noise4d(p.x, p.y, p.z, timeDimension),\n )\n\n this.newPos.multiplyScalar(segment.positionVariationFactor * lForwards)\n this.newPos.add(this.middlePos)\n\n // Recursion\n\n const newSegment1 = this.getNewSegment()\n newSegment1.pos0.copy(segment.pos0)\n newSegment1.pos1.copy(this.newPos)\n newSegment1.linPos0.copy(segment.linPos0)\n newSegment1.linPos1.copy(this.middleLinPos)\n newSegment1.up0.copy(segment.up0)\n newSegment1.up1.copy(segment.up1)\n newSegment1.radius0 = segment.radius0\n newSegment1.radius1 = middleRadius\n newSegment1.fraction0 = segment.fraction0\n newSegment1.fraction1 = middleFraction\n newSegment1.positionVariationFactor = segment.positionVariationFactor * this.currentSubray.roughness\n newSegment1.iteration = segment.iteration + 1\n\n const newSegment2 = this.getNewSegment()\n newSegment2.pos0.copy(this.newPos)\n newSegment2.pos1.copy(segment.pos1)\n newSegment2.linPos0.copy(this.middleLinPos)\n newSegment2.linPos1.copy(segment.linPos1)\n this.cross1.crossVectors(segment.up0, this.forwards.normalize())\n newSegment2.up0.crossVectors(this.forwards, this.cross1).normalize()\n newSegment2.up1.copy(segment.up1)\n newSegment2.radius0 = middleRadius\n newSegment2.radius1 = segment.radius1\n newSegment2.fraction0 = middleFraction\n newSegment2.fraction1 = segment.fraction1\n newSegment2.positionVariationFactor = segment.positionVariationFactor * this.currentSubray.roughness\n newSegment2.iteration = segment.iteration + 1\n\n this.fractalRayRecursive(newSegment1)\n\n this.fractalRayRecursive(newSegment2)\n }\n\n createPrism(segment) {\n // Creates one triangular prism and its vertices at the segment\n\n this.forwardsFill.subVectors(segment.pos1, segment.pos0).normalize()\n\n if (this.isInitialSegment) {\n this.currentCreateTriangleVertices(segment.pos0, segment.up0, this.forwardsFill, segment.radius0, 0)\n\n this.isInitialSegment = false\n }\n\n this.currentCreateTriangleVertices(segment.pos1, segment.up0, this.forwardsFill, segment.radius1, segment.fraction1)\n\n this.createPrismFaces()\n }\n\n createTriangleVerticesWithoutUVs(pos, up, forwards, radius) {\n // Create an equilateral triangle (only vertices)\n\n this.side.crossVectors(up, forwards).multiplyScalar(radius * LightningStrike.COS30DEG)\n this.down.copy(up).multiplyScalar(-radius * LightningStrike.SIN30DEG)\n\n const p = this.vPos\n const v = this.vertices\n\n p.copy(pos).sub(this.side).add(this.down)\n\n v[this.currentCoordinate++] = p.x\n v[this.currentCoordinate++] = p.y\n v[this.currentCoordinate++] = p.z\n\n p.copy(pos).add(this.side).add(this.down)\n\n v[this.currentCoordinate++] = p.x\n v[this.currentCoordinate++] = p.y\n v[this.currentCoordinate++] = p.z\n\n p.copy(up).multiplyScalar(radius).add(pos)\n\n v[this.currentCoordinate++] = p.x\n v[this.currentCoordinate++] = p.y\n v[this.currentCoordinate++] = p.z\n\n this.currentVertex += 3\n }\n\n createTriangleVerticesWithUVs(pos, up, forwards, radius, u) {\n // Create an equilateral triangle (only vertices)\n\n this.side.crossVectors(up, forwards).multiplyScalar(radius * LightningStrike.COS30DEG)\n this.down.copy(up).multiplyScalar(-radius * LightningStrike.SIN30DEG)\n\n const p = this.vPos\n const v = this.vertices\n const uv = this.uvs\n\n p.copy(pos).sub(this.side).add(this.down)\n\n v[this.currentCoordinate++] = p.x\n v[this.currentCoordinate++] = p.y\n v[this.currentCoordinate++] = p.z\n\n uv[this.currentUVCoordinate++] = u\n uv[this.currentUVCoordinate++] = 0\n\n p.copy(pos).add(this.side).add(this.down)\n\n v[this.currentCoordinate++] = p.x\n v[this.currentCoordinate++] = p.y\n v[this.currentCoordinate++] = p.z\n\n uv[this.currentUVCoordinate++] = u\n uv[this.currentUVCoordinate++] = 0.5\n\n p.copy(up).multiplyScalar(radius).add(pos)\n\n v[this.currentCoordinate++] = p.x\n v[this.currentCoordinate++] = p.y\n v[this.currentCoordinate++] = p.z\n\n uv[this.currentUVCoordinate++] = u\n uv[this.currentUVCoordinate++] = 1\n\n this.currentVertex += 3\n }\n\n createPrismFaces(vertex /*, index*/) {\n const indices = this.indices\n vertex = this.currentVertex - 6\n\n indices[this.currentIndex++] = vertex + 1\n indices[this.currentIndex++] = vertex + 2\n indices[this.currentIndex++] = vertex + 5\n indices[this.currentIndex++] = vertex + 1\n indices[this.currentIndex++] = vertex + 5\n indices[this.currentIndex++] = vertex + 4\n indices[this.currentIndex++] = vertex + 0\n indices[this.currentIndex++] = vertex + 1\n indices[this.currentIndex++] = vertex + 4\n indices[this.currentIndex++] = vertex + 0\n indices[this.currentIndex++] = vertex + 4\n indices[this.currentIndex++] = vertex + 3\n indices[this.currentIndex++] = vertex + 2\n indices[this.currentIndex++] = vertex + 0\n indices[this.currentIndex++] = vertex + 3\n indices[this.currentIndex++] = vertex + 2\n indices[this.currentIndex++] = vertex + 3\n indices[this.currentIndex++] = vertex + 5\n }\n\n createDefaultSubrayCreationCallbacks() {\n const random1 = this.randomGenerator.random\n\n this.onDecideSubrayCreation = function (segment, lightningStrike) {\n // Decide subrays creation at parent (sub)ray segment\n\n const subray = lightningStrike.currentSubray\n\n const period = lightningStrike.rayParameters.subrayPeriod\n const dutyCycle = lightningStrike.rayParameters.subrayDutyCycle\n\n const phase0 =\n lightningStrike.rayParameters.isEternal && subray.recursion == 0\n ? -random1() * period\n : MathUtils.lerp(subray.birthTime, subray.endPropagationTime, segment.fraction0) - random1() * period\n\n const phase = lightningStrike.time - phase0\n const currentCycle = Math.floor(phase / period)\n\n const childSubraySeed = random1() * (currentCycle + 1)\n\n const isActive = phase % period <= dutyCycle * period\n\n let probability = 0\n\n if (isActive) {\n probability = lightningStrike.subrayProbability\n // Distribution test: probability *= segment.fraction0 > 0.5 && segment.fraction0 < 0.9 ? 1 / 0.4 : 0;\n }\n\n if (\n subray.recursion < lightningStrike.maxSubrayRecursion &&\n lightningStrike.numSubrays < lightningStrike.maxSubrays &&\n random1() < probability\n ) {\n const childSubray = lightningStrike.addNewSubray()\n\n const parentSeed = lightningStrike.randomGenerator.getSeed()\n childSubray.seed = childSubraySeed\n lightningStrike.randomGenerator.setSeed(childSubraySeed)\n\n childSubray.recursion = subray.recursion + 1\n childSubray.maxIterations = Math.max(1, subray.maxIterations - 1)\n\n childSubray.linPos0.set(random1(), random1(), random1()).multiplyScalar(1000)\n childSubray.linPos1.set(random1(), random1(), random1()).multiplyScalar(1000)\n childSubray.up0.copy(subray.up0)\n childSubray.up1.copy(subray.up1)\n childSubray.radius0 = segment.radius0 * lightningStrike.rayParameters.radius0Factor\n childSubray.radius1 = Math.min(\n lightningStrike.rayParameters.minRadius,\n segment.radius1 * lightningStrike.rayParameters.radius1Factor,\n )\n\n childSubray.birthTime = phase0 + currentCycle * period\n childSubray.deathTime = childSubray.birthTime + period * dutyCycle\n\n if (!lightningStrike.rayParameters.isEternal && subray.recursion == 0) {\n childSubray.birthTime = Math.max(childSubray.birthTime, subray.birthTime)\n childSubray.deathTime = Math.min(childSubray.deathTime, subray.deathTime)\n }\n\n childSubray.timeScale = subray.timeScale * 2\n childSubray.roughness = subray.roughness\n childSubray.straightness = subray.straightness\n childSubray.propagationTimeFactor = subray.propagationTimeFactor\n childSubray.vanishingTimeFactor = subray.vanishingTimeFactor\n\n lightningStrike.onSubrayCreation(segment, subray, childSubray, lightningStrike)\n\n lightningStrike.randomGenerator.setSeed(parentSeed)\n }\n }\n\n const vec1Pos = new Vector3()\n const vec2Forward = new Vector3()\n const vec3Side = new Vector3()\n const vec4Up = new Vector3()\n\n this.onSubrayCreation = function (segment, parentSubray, childSubray, lightningStrike) {\n // Decide childSubray origin and destination positions (pos0 and pos1) and possibly other properties of childSubray\n\n // Just use the default cone position generator\n lightningStrike.subrayCylinderPosition(segment, parentSubray, childSubray, 0.5, 0.6, 0.2)\n }\n\n this.subrayConePosition = function (\n segment,\n parentSubray,\n childSubray,\n heightFactor,\n sideWidthFactor,\n minSideWidthFactor,\n ) {\n // Sets childSubray pos0 and pos1 in a cone\n\n childSubray.pos0.copy(segment.pos0)\n\n vec1Pos.subVectors(parentSubray.pos1, parentSubray.pos0)\n vec2Forward.copy(vec1Pos).normalize()\n vec1Pos.multiplyScalar(segment.fraction0 + (1 - segment.fraction0) * (random1() * heightFactor))\n const length = vec1Pos.length()\n vec3Side.crossVectors(parentSubray.up0, vec2Forward)\n const angle = 2 * Math.PI * random1()\n vec3Side.multiplyScalar(Math.cos(angle))\n vec4Up.copy(parentSubray.up0).multiplyScalar(Math.sin(angle))\n\n childSubray.pos1\n .copy(vec3Side)\n .add(vec4Up)\n .multiplyScalar(length * sideWidthFactor * (minSideWidthFactor + random1() * (1 - minSideWidthFactor)))\n .add(vec1Pos)\n .add(parentSubray.pos0)\n }\n\n this.subrayCylinderPosition = function (\n segment,\n parentSubray,\n childSubray,\n heightFactor,\n sideWidthFactor,\n minSideWidthFactor,\n ) {\n // Sets childSubray pos0 and pos1 in a cylinder\n\n childSubray.pos0.copy(segment.pos0)\n\n vec1Pos.subVectors(parentSubray.pos1, parentSubray.pos0)\n vec2Forward.copy(vec1Pos).normalize()\n vec1Pos.multiplyScalar(segment.fraction0 + (1 - segment.fraction0) * ((2 * random1() - 1) * heightFactor))\n const length = vec1Pos.length()\n vec3Side.crossVectors(parentSubray.up0, vec2Forward)\n const angle = 2 * Math.PI * random1()\n vec3Side.multiplyScalar(Math.cos(angle))\n vec4Up.copy(parentSubray.up0).multiplyScalar(Math.sin(angle))\n\n childSubray.pos1\n .copy(vec3Side)\n .add(vec4Up)\n .multiplyScalar(length * sideWidthFactor * (minSideWidthFactor + random1() * (1 - minSideWidthFactor)))\n .add(vec1Pos)\n .add(parentSubray.pos0)\n }\n }\n\n createSubray() {\n return {\n seed: 0,\n maxIterations: 0,\n recursion: 0,\n pos0: new Vector3(),\n pos1: new Vector3(),\n linPos0: new Vector3(),\n linPos1: new Vector3(),\n up0: new Vector3(),\n up1: new Vector3(),\n radius0: 0,\n radius1: 0,\n birthTime: 0,\n deathTime: 0,\n timeScale: 0,\n roughness: 0,\n straightness: 0,\n propagationTimeFactor: 0,\n vanishingTimeFactor: 0,\n endPropagationTime: 0,\n beginVanishingTime: 0,\n }\n }\n\n createSegment() {\n return {\n iteration: 0,\n pos0: new Vector3(),\n pos1: new Vector3(),\n linPos0: new Vector3(),\n linPos1: new Vector3(),\n up0: new Vector3(),\n up1: new Vector3(),\n radius0: 0,\n radius1: 0,\n fraction0: 0,\n fraction1: 0,\n positionVariationFactor: 0,\n }\n }\n\n getNewSegment() {\n return this.raySegments[this.currentSegmentIndex++]\n }\n\n copy(source) {\n super.copy(source)\n\n this.init(LightningStrike.copyParameters({}, source.rayParameters))\n\n return this\n }\n\n clone() {\n return new this.constructor(LightningStrike.copyParameters({}, this.rayParameters))\n }\n}\n\nexport { LightningStrike 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+ {"version":3,"file":"LightningStrike.js","sources":["../../src/geometries/LightningStrike.js"],"sourcesContent":["import {\n BufferGeometry,\n DynamicDrawUsage,\n Float32BufferAttribute,\n MathUtils,\n Uint32BufferAttribute,\n Vector3,\n} from 'three'\nimport { SimplexNoise } from '../math/SimplexNoise'\n\n/**\n * @fileoverview LightningStrike object for creating lightning strikes and voltaic arcs.\n *\n *\n * Usage\n *\n * var myRay = new LightningStrike( paramsObject );\n * var myRayMesh = new THREE.Mesh( myRay, myMaterial );\n * scene.add( myRayMesh );\n * ...\n * myRay.update( currentTime );\n *\n * The \"currentTime\" can vary its rate, go forwards, backwards or even jump, but it cannot be negative.\n *\n * You should normally leave the ray position to (0, 0, 0). You should control it by changing the sourceOffset and destOffset parameters.\n *\n *\n * LightningStrike parameters\n *\n * The paramsObject can contain any of the following parameters.\n *\n * Legend:\n * 'LightningStrike' (also called 'ray'): An independent voltaic arc with its ramifications and defined with a set of parameters.\n * 'Subray': A ramification of the ray. It is not a LightningStrike object.\n * 'Segment': A linear segment piece of a subray.\n * 'Leaf segment': A ray segment which cannot be smaller.\n *\n *\n * The following parameters can be changed any time and if they vary smoothly, the ray form will also change smoothly:\n *\n * @param {Vector3} sourceOffset The point where the ray starts.\n *\n * @param {Vector3} destOffset The point where the ray ends.\n *\n * @param {double} timeScale The rate at wich the ray form changes in time. Default: 1\n *\n * @param {double} roughness From 0 to 1. The higher the value, the more wrinkled is the ray. Default: 0.9\n *\n * @param {double} straightness From 0 to 1. The higher the value, the more straight will be a subray path. Default: 0.7\n *\n * @param {Vector3} up0 Ray 'up' direction at the ray starting point. Must be normalized. It should be perpendicular to the ray forward direction but it doesn't matter much.\n *\n * @param {Vector3} up1 Like the up0 parameter but at the end of the ray. Must be normalized.\n *\n * @param {double} radius0 Radius of the main ray trunk at the start point. Default: 1\n *\n * @param {double} radius1 Radius of the main ray trunk at the end point. Default: 1\n *\n * @param {double} radius0Factor The radius0 of a subray is this factor times the radius0 of its parent subray. Default: 0.5\n *\n * @param {double} radius1Factor The radius1 of a subray is this factor times the radius1 of its parent subray. Default: 0.2\n *\n * @param {minRadius} Minimum value a subray radius0 or radius1 can get. Default: 0.1\n *\n *\n * The following parameters should not be changed after lightning creation. They can be changed but the ray will change its form abruptly:\n *\n * @param {boolean} isEternal If true the ray never extinguishes. Otherwise its life is controlled by the 'birthTime' and 'deathTime' parameters. Default: true if any of those two parameters is undefined.\n *\n * @param {double} birthTime The time at which the ray starts its life and begins propagating. Only if isEternal is false. Default: None.\n *\n * @param {double} deathTime The time at which the ray ends vanishing and its life. Only if isEternal is false. Default: None.\n *\n * @param {double} propagationTimeFactor From 0 to 1. Lifetime factor at which the ray ends propagating and enters the steady phase. For example, 0.1 means it is propagating 1/10 of its lifetime. Default: 0.1\n *\n * @param {double} vanishingTimeFactor From 0 to 1. Lifetime factor at which the ray ends the steady phase and begins vanishing. For example, 0.9 means it is vanishing 1/10 of its lifetime. Default: 0.9\n *\n * @param {double} subrayPeriod Subrays cycle periodically. This is their time period. Default: 4\n *\n * @param {double} subrayDutyCycle From 0 to 1. This is the fraction of time a subray is active. Default: 0.6\n *\n *\n * These parameters cannot change after lightning creation:\n *\n * @param {integer} maxIterations: Greater than 0. The number of ray's leaf segments is 2**maxIterations. Default: 9\n *\n * @param {boolean} isStatic Set to true only for rays which won't change over time and are not attached to moving objects (Rare case). It is used to set the vertex buffers non-dynamic. You can omit calling update() for these rays.\n *\n * @param {integer} ramification Greater than 0. Maximum number of child subrays a subray can have. Default: 5\n *\n * @param {integer} maxSubrayRecursion Greater than 0. Maximum level of recursion (subray descendant generations). Default: 3\n *\n * @param {double} recursionProbability From 0 to 1. The lower the value, the less chance each new generation of subrays has to generate new subrays. Default: 0.6\n *\n * @param {boolean} generateUVs If true, the ray geometry will have uv coordinates generated. u runs along the ray, and v across its perimeter. Default: false.\n *\n * @param {Object} randomGenerator Set here your random number generator which will seed the SimplexNoise and other decisions during ray tree creation.\n * It can be used to generate repeatable rays. For that, set also the noiseSeed parameter, and each ray created with that generator and seed pair will be identical in time.\n * The randomGenerator parameter should be an object with a random() function similar to Math.random, but seedable.\n * It must have also a getSeed() method, which returns the current seed, and a setSeed( seed ) method, which accepts as seed a fractional number from 0 to 1, as well as any other number.\n * The default value is an internal generator for some uses and Math.random for others (It is non-repeatable even if noiseSeed is supplied)\n *\n * @param {double} noiseSeed Seed used to make repeatable rays (see the randomGenerator)\n *\n * @param {function} onDecideSubrayCreation Set this to change the callback which decides subray creation. You can look at the default callback in the code (createDefaultSubrayCreationCallbacks)for more info.\n *\n * @param {function} onSubrayCreation This is another callback, more simple than the previous one. It can be used to adapt the form of subrays or other parameters once a subray has been created and initialized. It is used in the examples to adapt subrays to a sphere or to a plane.\n *\n *\n */\n\nconst LightningStrike = /* @__PURE__ */ (() => {\n class LightningStrike extends BufferGeometry {\n // Ray states\n static RAY_INITIALIZED = 0\n static RAY_UNBORN = 1\n static RAY_PROPAGATING = 2\n static RAY_STEADY = 3\n static RAY_VANISHING = 4\n static RAY_EXTINGUISHED = 5\n\n static COS30DEG = Math.cos((30 * Math.PI) / 180)\n static SIN30DEG = Math.sin((30 * Math.PI) / 180)\n\n constructor(rayParameters = {}) {\n super()\n\n this.isLightningStrike = true\n\n this.type = 'LightningStrike'\n\n // Set parameters, and set undefined parameters to default values\n this.init(LightningStrike.copyParameters(rayParameters, rayParameters))\n\n // Creates and populates the mesh\n this.createMesh()\n }\n\n static createRandomGenerator() {\n const numSeeds = 2053\n const seeds = []\n\n for (let i = 0; i < numSeeds; i++) {\n seeds.push(Math.random())\n }\n\n const generator = {\n currentSeed: 0,\n\n random: function () {\n const value = seeds[generator.currentSeed]\n\n generator.currentSeed = (generator.currentSeed + 1) % numSeeds\n\n return value\n },\n\n getSeed: function () {\n return generator.currentSeed / numSeeds\n },\n\n setSeed: function (seed) {\n generator.currentSeed = Math.floor(seed * numSeeds) % numSeeds\n },\n }\n\n return generator\n }\n\n static copyParameters(dest = {}, source = {}) {\n const vecCopy = function (v) {\n if (source === dest) {\n return v\n } else {\n return v.clone()\n }\n }\n\n ;(dest.sourceOffset = source.sourceOffset !== undefined ? vecCopy(source.sourceOffset) : new Vector3(0, 100, 0)),\n (dest.destOffset = source.destOffset !== undefined ? vecCopy(source.destOffset) : new Vector3(0, 0, 0)),\n (dest.timeScale = source.timeScale !== undefined ? source.timeScale : 1),\n (dest.roughness = source.roughness !== undefined ? source.roughness : 0.9),\n (dest.straightness = source.straightness !== undefined ? source.straightness : 0.7),\n (dest.up0 = source.up0 !== undefined ? vecCopy(source.up0) : new Vector3(0, 0, 1))\n ;(dest.up1 = source.up1 !== undefined ? vecCopy(source.up1) : new Vector3(0, 0, 1)),\n (dest.radius0 = source.radius0 !== undefined ? source.radius0 : 1),\n (dest.radius1 = source.radius1 !== undefined ? source.radius1 : 1),\n (dest.radius0Factor = source.radius0Factor !== undefined ? source.radius0Factor : 0.5),\n (dest.radius1Factor = source.radius1Factor !== undefined ? source.radius1Factor : 0.2),\n (dest.minRadius = source.minRadius !== undefined ? source.minRadius : 0.2),\n // These parameters should not be changed after lightning creation. They can be changed but the ray will change its form abruptly:\n\n (dest.isEternal =\n source.isEternal !== undefined\n ? source.isEternal\n : source.birthTime === undefined || source.deathTime === undefined),\n (dest.birthTime = source.birthTime),\n (dest.deathTime = source.deathTime),\n (dest.propagationTimeFactor = source.propagationTimeFactor !== undefined ? source.propagationTimeFactor : 0.1),\n (dest.vanishingTimeFactor = source.vanishingTimeFactor !== undefined ? source.vanishingTimeFactor : 0.9),\n (dest.subrayPeriod = source.subrayPeriod !== undefined ? source.subrayPeriod : 4),\n (dest.subrayDutyCycle = source.subrayDutyCycle !== undefined ? source.subrayDutyCycle : 0.6)\n\n // These parameters cannot change after lightning creation:\n\n dest.maxIterations = source.maxIterations !== undefined ? source.maxIterations : 9\n dest.isStatic = source.isStatic !== undefined ? source.isStatic : false\n dest.ramification = source.ramification !== undefined ? source.ramification : 5\n dest.maxSubrayRecursion = source.maxSubrayRecursion !== undefined ? source.maxSubrayRecursion : 3\n dest.recursionProbability = source.recursionProbability !== undefined ? source.recursionProbability : 0.6\n dest.generateUVs = source.generateUVs !== undefined ? source.generateUVs : false\n ;(dest.randomGenerator = source.randomGenerator),\n (dest.noiseSeed = source.noiseSeed),\n (dest.onDecideSubrayCreation = source.onDecideSubrayCreation),\n (dest.onSubrayCreation = source.onSubrayCreation)\n\n return dest\n }\n\n update(time) {\n if (this.isStatic) return\n\n if (\n this.rayParameters.isEternal ||\n (this.rayParameters.birthTime <= time && time <= this.rayParameters.deathTime)\n ) {\n this.updateMesh(time)\n\n if (time < this.subrays[0].endPropagationTime) {\n this.state = LightningStrike.RAY_PROPAGATING\n } else if (time > this.subrays[0].beginVanishingTime) {\n this.state = LightningStrike.RAY_VANISHING\n } else {\n this.state = LightningStrike.RAY_STEADY\n }\n\n this.visible = true\n } else {\n this.visible = false\n\n if (time < this.rayParameters.birthTime) {\n this.state = LightningStrike.RAY_UNBORN\n } else {\n this.state = LightningStrike.RAY_EXTINGUISHED\n }\n }\n }\n\n init(rayParameters) {\n // Init all the state from the parameters\n\n this.rayParameters = rayParameters\n\n // These parameters cannot change after lightning creation:\n\n this.maxIterations = rayParameters.maxIterations !== undefined ? Math.floor(rayParameters.maxIterations) : 9\n rayParameters.maxIterations = this.maxIterations\n this.isStatic = rayParameters.isStatic !== undefined ? rayParameters.isStatic : false\n rayParameters.isStatic = this.isStatic\n this.ramification = rayParameters.ramification !== undefined ? Math.floor(rayParameters.ramification) : 5\n rayParameters.ramification = this.ramification\n this.maxSubrayRecursion =\n rayParameters.maxSubrayRecursion !== undefined ? Math.floor(rayParameters.maxSubrayRecursion) : 3\n rayParameters.maxSubrayRecursion = this.maxSubrayRecursion\n this.recursionProbability =\n rayParameters.recursionProbability !== undefined ? rayParameters.recursionProbability : 0.6\n rayParameters.recursionProbability = this.recursionProbability\n this.generateUVs = rayParameters.generateUVs !== undefined ? rayParameters.generateUVs : false\n rayParameters.generateUVs = this.generateUVs\n\n // Random generator\n if (rayParameters.randomGenerator !== undefined) {\n this.randomGenerator = rayParameters.randomGenerator\n this.seedGenerator = rayParameters.randomGenerator\n\n if (rayParameters.noiseSeed !== undefined) {\n this.seedGenerator.setSeed(rayParameters.noiseSeed)\n }\n } else {\n this.randomGenerator = LightningStrike.createRandomGenerator()\n this.seedGenerator = Math\n }\n\n // Ray creation callbacks\n if (rayParameters.onDecideSubrayCreation !== undefined) {\n this.onDecideSubrayCreation = rayParameters.onDecideSubrayCreation\n } else {\n this.createDefaultSubrayCreationCallbacks()\n\n if (rayParameters.onSubrayCreation !== undefined) {\n this.onSubrayCreation = rayParameters.onSubrayCreation\n }\n }\n\n // Internal state\n\n this.state = LightningStrike.RAY_INITIALIZED\n\n this.maxSubrays = Math.ceil(1 + Math.pow(this.ramification, Math.max(0, this.maxSubrayRecursion - 1)))\n rayParameters.maxSubrays = this.maxSubrays\n\n this.maxRaySegments = 2 * (1 << this.maxIterations)\n\n this.subrays = []\n\n for (let i = 0; i < this.maxSubrays; i++) {\n this.subrays.push(this.createSubray())\n }\n\n this.raySegments = []\n\n for (let i = 0; i < this.maxRaySegments; i++) {\n this.raySegments.push(this.createSegment())\n }\n\n this.time = 0\n this.timeFraction = 0\n this.currentSegmentCallback = null\n this.currentCreateTriangleVertices = this.generateUVs\n ? this.createTriangleVerticesWithUVs\n : this.createTriangleVerticesWithoutUVs\n this.numSubrays = 0\n this.currentSubray = null\n this.currentSegmentIndex = 0\n this.isInitialSegment = false\n this.subrayProbability = 0\n\n this.currentVertex = 0\n this.currentIndex = 0\n this.currentCoordinate = 0\n this.currentUVCoordinate = 0\n this.vertices = null\n this.uvs = null\n this.indices = null\n this.positionAttribute = null\n this.uvsAttribute = null\n\n this.simplexX = new SimplexNoise(this.seedGenerator)\n this.simplexY = new SimplexNoise(this.seedGenerator)\n this.simplexZ = new SimplexNoise(this.seedGenerator)\n\n // Temp vectors\n this.forwards = new Vector3()\n this.forwardsFill = new Vector3()\n this.side = new Vector3()\n this.down = new Vector3()\n this.middlePos = new Vector3()\n this.middleLinPos = new Vector3()\n this.newPos = new Vector3()\n this.vPos = new Vector3()\n this.cross1 = new Vector3()\n }\n\n createMesh() {\n const maxDrawableSegmentsPerSubRay = 1 << this.maxIterations\n\n const maxVerts = 3 * (maxDrawableSegmentsPerSubRay + 1) * this.maxSubrays\n const maxIndices = 18 * maxDrawableSegmentsPerSubRay * this.maxSubrays\n\n this.vertices = new Float32Array(maxVerts * 3)\n this.indices = new Uint32Array(maxIndices)\n\n if (this.generateUVs) {\n this.uvs = new Float32Array(maxVerts * 2)\n }\n\n // Populate the mesh\n this.fillMesh(0)\n\n this.setIndex(new Uint32BufferAttribute(this.indices, 1))\n\n this.positionAttribute = new Float32BufferAttribute(this.vertices, 3)\n this.setAttribute('position', this.positionAttribute)\n\n if (this.generateUVs) {\n this.uvsAttribute = new Float32BufferAttribute(new Float32Array(this.uvs), 2)\n this.setAttribute('uv', this.uvsAttribute)\n }\n\n if (!this.isStatic) {\n this.index.usage = DynamicDrawUsage\n this.positionAttribute.usage = DynamicDrawUsage\n\n if (this.generateUVs) {\n this.uvsAttribute.usage = DynamicDrawUsage\n }\n }\n\n // Store buffers for later modification\n this.vertices = this.positionAttribute.array\n this.indices = this.index.array\n\n if (this.generateUVs) {\n this.uvs = this.uvsAttribute.array\n }\n }\n\n updateMesh(time) {\n this.fillMesh(time)\n\n this.drawRange.count = this.currentIndex\n\n this.index.needsUpdate = true\n\n this.positionAttribute.needsUpdate = true\n\n if (this.generateUVs) {\n this.uvsAttribute.needsUpdate = true\n }\n }\n\n fillMesh(time) {\n const scope = this\n\n this.currentVertex = 0\n this.currentIndex = 0\n this.currentCoordinate = 0\n this.currentUVCoordinate = 0\n\n this.fractalRay(time, function fillVertices(segment) {\n const subray = scope.currentSubray\n\n if (time < subray.birthTime) {\n //&& ( ! this.rayParameters.isEternal || scope.currentSubray.recursion > 0 ) ) {\n\n return\n } else if (this.rayParameters.isEternal && scope.currentSubray.recursion == 0) {\n // Eternal rays don't propagate nor vanish, but its subrays do\n\n scope.createPrism(segment)\n\n scope.onDecideSubrayCreation(segment, scope)\n } else if (time < subray.endPropagationTime) {\n if (scope.timeFraction >= segment.fraction0 * subray.propagationTimeFactor) {\n // Ray propagation has arrived to this segment\n\n scope.createPrism(segment)\n\n scope.onDecideSubrayCreation(segment, scope)\n }\n } else if (time < subray.beginVanishingTime) {\n // Ray is steady (nor propagating nor vanishing)\n\n scope.createPrism(segment)\n\n scope.onDecideSubrayCreation(segment, scope)\n } else {\n if (scope.timeFraction <= subray.vanishingTimeFactor + segment.fraction1 * (1 - subray.vanishingTimeFactor)) {\n // Segment has not yet vanished\n\n scope.createPrism(segment)\n }\n\n scope.onDecideSubrayCreation(segment, scope)\n }\n })\n }\n\n addNewSubray(/*rayParameters*/) {\n return this.subrays[this.numSubrays++]\n }\n\n initSubray(subray, rayParameters) {\n subray.pos0.copy(rayParameters.sourceOffset)\n subray.pos1.copy(rayParameters.destOffset)\n subray.up0.copy(rayParameters.up0)\n subray.up1.copy(rayParameters.up1)\n subray.radius0 = rayParameters.radius0\n subray.radius1 = rayParameters.radius1\n subray.birthTime = rayParameters.birthTime\n subray.deathTime = rayParameters.deathTime\n subray.timeScale = rayParameters.timeScale\n subray.roughness = rayParameters.roughness\n subray.straightness = rayParameters.straightness\n subray.propagationTimeFactor = rayParameters.propagationTimeFactor\n subray.vanishingTimeFactor = rayParameters.vanishingTimeFactor\n\n subray.maxIterations = this.maxIterations\n subray.seed = rayParameters.noiseSeed !== undefined ? rayParameters.noiseSeed : 0\n subray.recursion = 0\n }\n\n fractalRay(time, segmentCallback) {\n this.time = time\n this.currentSegmentCallback = segmentCallback\n this.numSubrays = 0\n\n // Add the top level subray\n this.initSubray(this.addNewSubray(), this.rayParameters)\n\n // Process all subrays that are being generated until consuming all of them\n for (let subrayIndex = 0; subrayIndex < this.numSubrays; subrayIndex++) {\n const subray = this.subrays[subrayIndex]\n this.currentSubray = subray\n\n this.randomGenerator.setSeed(subray.seed)\n\n subray.endPropagationTime = MathUtils.lerp(subray.birthTime, subray.deathTime, subray.propagationTimeFactor)\n subray.beginVanishingTime = MathUtils.lerp(subray.deathTime, subray.birthTime, 1 - subray.vanishingTimeFactor)\n\n const random1 = this.randomGenerator.random\n subray.linPos0.set(random1(), random1(), random1()).multiplyScalar(1000)\n subray.linPos1.set(random1(), random1(), random1()).multiplyScalar(1000)\n\n this.timeFraction = (time - subray.birthTime) / (subray.deathTime - subray.birthTime)\n\n this.currentSegmentIndex = 0\n this.isInitialSegment = true\n\n const segment = this.getNewSegment()\n segment.iteration = 0\n segment.pos0.copy(subray.pos0)\n segment.pos1.copy(subray.pos1)\n segment.linPos0.copy(subray.linPos0)\n segment.linPos1.copy(subray.linPos1)\n segment.up0.copy(subray.up0)\n segment.up1.copy(subray.up1)\n segment.radius0 = subray.radius0\n segment.radius1 = subray.radius1\n segment.fraction0 = 0\n segment.fraction1 = 1\n segment.positionVariationFactor = 1 - subray.straightness\n\n this.subrayProbability =\n (this.ramification * Math.pow(this.recursionProbability, subray.recursion)) / (1 << subray.maxIterations)\n\n this.fractalRayRecursive(segment)\n }\n\n this.currentSegmentCallback = null\n this.currentSubray = null\n }\n\n fractalRayRecursive(segment) {\n // Leave recursion condition\n if (segment.iteration >= this.currentSubray.maxIterations) {\n this.currentSegmentCallback(segment)\n\n return\n }\n\n // Interpolation\n this.forwards.subVectors(segment.pos1, segment.pos0)\n let lForwards = this.forwards.length()\n\n if (lForwards < 0.000001) {\n this.forwards.set(0, 0, 0.01)\n lForwards = this.forwards.length()\n }\n\n const middleRadius = (segment.radius0 + segment.radius1) * 0.5\n const middleFraction = (segment.fraction0 + segment.fraction1) * 0.5\n\n const timeDimension = this.time * this.currentSubray.timeScale * Math.pow(2, segment.iteration)\n\n this.middlePos.lerpVectors(segment.pos0, segment.pos1, 0.5)\n this.middleLinPos.lerpVectors(segment.linPos0, segment.linPos1, 0.5)\n const p = this.middleLinPos\n\n // Noise\n this.newPos.set(\n this.simplexX.noise4d(p.x, p.y, p.z, timeDimension),\n this.simplexY.noise4d(p.x, p.y, p.z, timeDimension),\n this.simplexZ.noise4d(p.x, p.y, p.z, timeDimension),\n )\n\n this.newPos.multiplyScalar(segment.positionVariationFactor * lForwards)\n this.newPos.add(this.middlePos)\n\n // Recursion\n\n const newSegment1 = this.getNewSegment()\n newSegment1.pos0.copy(segment.pos0)\n newSegment1.pos1.copy(this.newPos)\n newSegment1.linPos0.copy(segment.linPos0)\n newSegment1.linPos1.copy(this.middleLinPos)\n newSegment1.up0.copy(segment.up0)\n newSegment1.up1.copy(segment.up1)\n newSegment1.radius0 = segment.radius0\n newSegment1.radius1 = middleRadius\n newSegment1.fraction0 = segment.fraction0\n newSegment1.fraction1 = middleFraction\n newSegment1.positionVariationFactor = segment.positionVariationFactor * this.currentSubray.roughness\n newSegment1.iteration = segment.iteration + 1\n\n const newSegment2 = this.getNewSegment()\n newSegment2.pos0.copy(this.newPos)\n newSegment2.pos1.copy(segment.pos1)\n newSegment2.linPos0.copy(this.middleLinPos)\n newSegment2.linPos1.copy(segment.linPos1)\n this.cross1.crossVectors(segment.up0, this.forwards.normalize())\n newSegment2.up0.crossVectors(this.forwards, this.cross1).normalize()\n newSegment2.up1.copy(segment.up1)\n newSegment2.radius0 = middleRadius\n newSegment2.radius1 = segment.radius1\n newSegment2.fraction0 = middleFraction\n newSegment2.fraction1 = segment.fraction1\n newSegment2.positionVariationFactor = segment.positionVariationFactor * this.currentSubray.roughness\n newSegment2.iteration = segment.iteration + 1\n\n this.fractalRayRecursive(newSegment1)\n\n this.fractalRayRecursive(newSegment2)\n }\n\n createPrism(segment) {\n // Creates one triangular prism and its vertices at the segment\n\n this.forwardsFill.subVectors(segment.pos1, segment.pos0).normalize()\n\n if (this.isInitialSegment) {\n this.currentCreateTriangleVertices(segment.pos0, segment.up0, this.forwardsFill, segment.radius0, 0)\n\n this.isInitialSegment = false\n }\n\n this.currentCreateTriangleVertices(\n segment.pos1,\n segment.up0,\n this.forwardsFill,\n segment.radius1,\n segment.fraction1,\n )\n\n this.createPrismFaces()\n }\n\n createTriangleVerticesWithoutUVs(pos, up, forwards, radius) {\n // Create an equilateral triangle (only vertices)\n\n this.side.crossVectors(up, forwards).multiplyScalar(radius * LightningStrike.COS30DEG)\n this.down.copy(up).multiplyScalar(-radius * LightningStrike.SIN30DEG)\n\n const p = this.vPos\n const v = this.vertices\n\n p.copy(pos).sub(this.side).add(this.down)\n\n v[this.currentCoordinate++] = p.x\n v[this.currentCoordinate++] = p.y\n v[this.currentCoordinate++] = p.z\n\n p.copy(pos).add(this.side).add(this.down)\n\n v[this.currentCoordinate++] = p.x\n v[this.currentCoordinate++] = p.y\n v[this.currentCoordinate++] = p.z\n\n p.copy(up).multiplyScalar(radius).add(pos)\n\n v[this.currentCoordinate++] = p.x\n v[this.currentCoordinate++] = p.y\n v[this.currentCoordinate++] = p.z\n\n this.currentVertex += 3\n }\n\n createTriangleVerticesWithUVs(pos, up, forwards, radius, u) {\n // Create an equilateral triangle (only vertices)\n\n this.side.crossVectors(up, forwards).multiplyScalar(radius * LightningStrike.COS30DEG)\n this.down.copy(up).multiplyScalar(-radius * LightningStrike.SIN30DEG)\n\n const p = this.vPos\n const v = this.vertices\n const uv = this.uvs\n\n p.copy(pos).sub(this.side).add(this.down)\n\n v[this.currentCoordinate++] = p.x\n v[this.currentCoordinate++] = p.y\n v[this.currentCoordinate++] = p.z\n\n uv[this.currentUVCoordinate++] = u\n uv[this.currentUVCoordinate++] = 0\n\n p.copy(pos).add(this.side).add(this.down)\n\n v[this.currentCoordinate++] = p.x\n v[this.currentCoordinate++] = p.y\n v[this.currentCoordinate++] = p.z\n\n uv[this.currentUVCoordinate++] = u\n uv[this.currentUVCoordinate++] = 0.5\n\n p.copy(up).multiplyScalar(radius).add(pos)\n\n v[this.currentCoordinate++] = p.x\n v[this.currentCoordinate++] = p.y\n v[this.currentCoordinate++] = p.z\n\n uv[this.currentUVCoordinate++] = u\n uv[this.currentUVCoordinate++] = 1\n\n this.currentVertex += 3\n }\n\n createPrismFaces(vertex /*, index*/) {\n const indices = this.indices\n vertex = this.currentVertex - 6\n\n indices[this.currentIndex++] = vertex + 1\n indices[this.currentIndex++] = vertex + 2\n indices[this.currentIndex++] = vertex + 5\n indices[this.currentIndex++] = vertex + 1\n indices[this.currentIndex++] = vertex + 5\n indices[this.currentIndex++] = vertex + 4\n indices[this.currentIndex++] = vertex + 0\n indices[this.currentIndex++] = vertex + 1\n indices[this.currentIndex++] = vertex + 4\n indices[this.currentIndex++] = vertex + 0\n indices[this.currentIndex++] = vertex + 4\n indices[this.currentIndex++] = vertex + 3\n indices[this.currentIndex++] = vertex + 2\n indices[this.currentIndex++] = vertex + 0\n indices[this.currentIndex++] = vertex + 3\n indices[this.currentIndex++] = vertex + 2\n indices[this.currentIndex++] = vertex + 3\n indices[this.currentIndex++] = vertex + 5\n }\n\n createDefaultSubrayCreationCallbacks() {\n const random1 = this.randomGenerator.random\n\n this.onDecideSubrayCreation = function (segment, lightningStrike) {\n // Decide subrays creation at parent (sub)ray segment\n\n const subray = lightningStrike.currentSubray\n\n const period = lightningStrike.rayParameters.subrayPeriod\n const dutyCycle = lightningStrike.rayParameters.subrayDutyCycle\n\n const phase0 =\n lightningStrike.rayParameters.isEternal && subray.recursion == 0\n ? -random1() * period\n : MathUtils.lerp(subray.birthTime, subray.endPropagationTime, segment.fraction0) - random1() * period\n\n const phase = lightningStrike.time - phase0\n const currentCycle = Math.floor(phase / period)\n\n const childSubraySeed = random1() * (currentCycle + 1)\n\n const isActive = phase % period <= dutyCycle * period\n\n let probability = 0\n\n if (isActive) {\n probability = lightningStrike.subrayProbability\n // Distribution test: probability *= segment.fraction0 > 0.5 && segment.fraction0 < 0.9 ? 1 / 0.4 : 0;\n }\n\n if (\n subray.recursion < lightningStrike.maxSubrayRecursion &&\n lightningStrike.numSubrays < lightningStrike.maxSubrays &&\n random1() < probability\n ) {\n const childSubray = lightningStrike.addNewSubray()\n\n const parentSeed = lightningStrike.randomGenerator.getSeed()\n childSubray.seed = childSubraySeed\n lightningStrike.randomGenerator.setSeed(childSubraySeed)\n\n childSubray.recursion = subray.recursion + 1\n childSubray.maxIterations = Math.max(1, subray.maxIterations - 1)\n\n childSubray.linPos0.set(random1(), random1(), random1()).multiplyScalar(1000)\n childSubray.linPos1.set(random1(), random1(), random1()).multiplyScalar(1000)\n childSubray.up0.copy(subray.up0)\n childSubray.up1.copy(subray.up1)\n childSubray.radius0 = segment.radius0 * lightningStrike.rayParameters.radius0Factor\n childSubray.radius1 = Math.min(\n lightningStrike.rayParameters.minRadius,\n segment.radius1 * lightningStrike.rayParameters.radius1Factor,\n )\n\n childSubray.birthTime = phase0 + currentCycle * period\n childSubray.deathTime = childSubray.birthTime + period * dutyCycle\n\n if (!lightningStrike.rayParameters.isEternal && subray.recursion == 0) {\n childSubray.birthTime = Math.max(childSubray.birthTime, subray.birthTime)\n childSubray.deathTime = Math.min(childSubray.deathTime, subray.deathTime)\n }\n\n childSubray.timeScale = subray.timeScale * 2\n childSubray.roughness = subray.roughness\n childSubray.straightness = subray.straightness\n childSubray.propagationTimeFactor = subray.propagationTimeFactor\n childSubray.vanishingTimeFactor = subray.vanishingTimeFactor\n\n lightningStrike.onSubrayCreation(segment, subray, childSubray, lightningStrike)\n\n lightningStrike.randomGenerator.setSeed(parentSeed)\n }\n }\n\n const vec1Pos = new Vector3()\n const vec2Forward = new Vector3()\n const vec3Side = new Vector3()\n const vec4Up = new Vector3()\n\n this.onSubrayCreation = function (segment, parentSubray, childSubray, lightningStrike) {\n // Decide childSubray origin and destination positions (pos0 and pos1) and possibly other properties of childSubray\n\n // Just use the default cone position generator\n lightningStrike.subrayCylinderPosition(segment, parentSubray, childSubray, 0.5, 0.6, 0.2)\n }\n\n this.subrayConePosition = function (\n segment,\n parentSubray,\n childSubray,\n heightFactor,\n sideWidthFactor,\n minSideWidthFactor,\n ) {\n // Sets childSubray pos0 and pos1 in a cone\n\n childSubray.pos0.copy(segment.pos0)\n\n vec1Pos.subVectors(parentSubray.pos1, parentSubray.pos0)\n vec2Forward.copy(vec1Pos).normalize()\n vec1Pos.multiplyScalar(segment.fraction0 + (1 - segment.fraction0) * (random1() * heightFactor))\n const length = vec1Pos.length()\n vec3Side.crossVectors(parentSubray.up0, vec2Forward)\n const angle = 2 * Math.PI * random1()\n vec3Side.multiplyScalar(Math.cos(angle))\n vec4Up.copy(parentSubray.up0).multiplyScalar(Math.sin(angle))\n\n childSubray.pos1\n .copy(vec3Side)\n .add(vec4Up)\n .multiplyScalar(length * sideWidthFactor * (minSideWidthFactor + random1() * (1 - minSideWidthFactor)))\n .add(vec1Pos)\n .add(parentSubray.pos0)\n }\n\n this.subrayCylinderPosition = function (\n segment,\n parentSubray,\n childSubray,\n heightFactor,\n sideWidthFactor,\n minSideWidthFactor,\n ) {\n // Sets childSubray pos0 and pos1 in a cylinder\n\n childSubray.pos0.copy(segment.pos0)\n\n vec1Pos.subVectors(parentSubray.pos1, parentSubray.pos0)\n vec2Forward.copy(vec1Pos).normalize()\n vec1Pos.multiplyScalar(segment.fraction0 + (1 - segment.fraction0) * ((2 * random1() - 1) * heightFactor))\n const length = vec1Pos.length()\n vec3Side.crossVectors(parentSubray.up0, vec2Forward)\n const angle = 2 * Math.PI * random1()\n vec3Side.multiplyScalar(Math.cos(angle))\n vec4Up.copy(parentSubray.up0).multiplyScalar(Math.sin(angle))\n\n childSubray.pos1\n .copy(vec3Side)\n .add(vec4Up)\n .multiplyScalar(length * sideWidthFactor * (minSideWidthFactor + random1() * (1 - minSideWidthFactor)))\n .add(vec1Pos)\n .add(parentSubray.pos0)\n }\n }\n\n createSubray() {\n return {\n seed: 0,\n maxIterations: 0,\n recursion: 0,\n pos0: new Vector3(),\n pos1: new Vector3(),\n linPos0: new Vector3(),\n linPos1: new Vector3(),\n up0: new Vector3(),\n up1: new Vector3(),\n radius0: 0,\n radius1: 0,\n birthTime: 0,\n deathTime: 0,\n timeScale: 0,\n roughness: 0,\n straightness: 0,\n propagationTimeFactor: 0,\n vanishingTimeFactor: 0,\n endPropagationTime: 0,\n beginVanishingTime: 0,\n }\n }\n\n createSegment() {\n return {\n iteration: 0,\n pos0: new Vector3(),\n pos1: new Vector3(),\n linPos0: new Vector3(),\n linPos1: new Vector3(),\n up0: new Vector3(),\n up1: new Vector3(),\n radius0: 0,\n radius1: 0,\n fraction0: 0,\n fraction1: 0,\n positionVariationFactor: 0,\n }\n }\n\n getNewSegment() {\n return this.raySegments[this.currentSegmentIndex++]\n }\n\n copy(source) {\n super.copy(source)\n\n this.init(LightningStrike.copyParameters({}, source.rayParameters))\n\n return this\n }\n\n clone() {\n return new this.constructor(LightningStrike.copyParameters({}, this.rayParameters))\n }\n }\n\n return LightningStrike\n})()\n\nexport { LightningStrike 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@@ -1,7 +1,7 @@
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  "use strict";
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  Object.defineProperty(exports, Symbol.toStringTag, { value: "Module" });
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  const THREE = require("three");
4
- const tempNormal = new THREE.Vector3();
4
+ const tempNormal = /* @__PURE__ */ new THREE.Vector3();
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  function getUv(faceDirVector, normal, uvAxis, projectionAxis, radius, sideLength) {
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  const totArcLength = 2 * Math.PI * radius / 4;
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  const centerLength = Math.max(sideLength - 2 * radius, 0);
@@ -1 +1 @@
1
- {"version":3,"file":"RoundedBoxGeometry.cjs","sources":["../../src/geometries/RoundedBoxGeometry.js"],"sourcesContent":["import { BoxGeometry, Vector3 } from 'three'\n\nconst tempNormal = new Vector3()\n\nfunction getUv(faceDirVector, normal, uvAxis, projectionAxis, radius, sideLength) {\n const totArcLength = (2 * Math.PI * radius) / 4\n\n // length of the planes between the arcs on each axis\n const centerLength = Math.max(sideLength - 2 * radius, 0)\n const halfArc = Math.PI / 4\n\n // Get the vector projected onto the Y plane\n tempNormal.copy(normal)\n tempNormal[projectionAxis] = 0\n tempNormal.normalize()\n\n // total amount of UV space alloted to a single arc\n const arcUvRatio = (0.5 * totArcLength) / (totArcLength + centerLength)\n\n // the distance along one arc the point is at\n const arcAngleRatio = 1.0 - tempNormal.angleTo(faceDirVector) / halfArc\n\n if (Math.sign(tempNormal[uvAxis]) === 1) {\n return arcAngleRatio * arcUvRatio\n } else {\n // total amount of UV space alloted to the plane between the arcs\n const lenUv = centerLength / (totArcLength + centerLength)\n return lenUv + arcUvRatio + arcUvRatio * (1.0 - arcAngleRatio)\n }\n}\n\nclass RoundedBoxGeometry extends BoxGeometry {\n constructor(width = 1, height = 1, depth = 1, segments = 2, radius = 0.1) {\n // ensure segments is odd so we have a plane connecting the rounded corners\n segments = segments * 2 + 1\n\n // ensure radius isn't bigger than shortest side\n radius = Math.min(width / 2, height / 2, depth / 2, radius)\n\n super(1, 1, 1, segments, segments, segments)\n\n // if we just have one segment we're the same as a regular box\n if (segments === 1) return\n\n const geometry2 = this.toNonIndexed()\n\n this.index = null\n this.attributes.position = geometry2.attributes.position\n this.attributes.normal = geometry2.attributes.normal\n this.attributes.uv = geometry2.attributes.uv\n\n //\n\n const position = new Vector3()\n const normal = new Vector3()\n\n const box = new Vector3(width, height, depth).divideScalar(2).subScalar(radius)\n\n const positions = this.attributes.position.array\n const normals = this.attributes.normal.array\n const uvs = this.attributes.uv.array\n\n const faceTris = positions.length / 6\n const faceDirVector = new Vector3()\n const halfSegmentSize = 0.5 / segments\n\n for (let i = 0, j = 0; i < positions.length; i += 3, j += 2) {\n position.fromArray(positions, i)\n normal.copy(position)\n normal.x -= Math.sign(normal.x) * halfSegmentSize\n normal.y -= Math.sign(normal.y) * halfSegmentSize\n normal.z -= Math.sign(normal.z) * halfSegmentSize\n normal.normalize()\n\n positions[i + 0] = box.x * Math.sign(position.x) + normal.x * radius\n positions[i + 1] = box.y * Math.sign(position.y) + normal.y * radius\n positions[i + 2] = box.z * Math.sign(position.z) + normal.z * radius\n\n normals[i + 0] = normal.x\n normals[i + 1] = normal.y\n normals[i + 2] = normal.z\n\n const side = Math.floor(i / faceTris)\n\n switch (side) {\n case 0: // right\n // generate UVs along Z then Y\n faceDirVector.set(1, 0, 0)\n uvs[j + 0] = getUv(faceDirVector, normal, 'z', 'y', radius, depth)\n uvs[j + 1] = 1.0 - getUv(faceDirVector, normal, 'y', 'z', radius, height)\n break\n\n case 1: // left\n // generate UVs along Z then Y\n faceDirVector.set(-1, 0, 0)\n uvs[j + 0] = 1.0 - getUv(faceDirVector, normal, 'z', 'y', radius, depth)\n uvs[j + 1] = 1.0 - getUv(faceDirVector, normal, 'y', 'z', radius, height)\n break\n\n case 2: // top\n // generate UVs along X then Z\n faceDirVector.set(0, 1, 0)\n uvs[j + 0] = 1.0 - getUv(faceDirVector, normal, 'x', 'z', radius, width)\n uvs[j + 1] = getUv(faceDirVector, normal, 'z', 'x', radius, depth)\n break\n\n case 3: // bottom\n // generate UVs along X then Z\n faceDirVector.set(0, -1, 0)\n uvs[j + 0] = 1.0 - getUv(faceDirVector, normal, 'x', 'z', radius, width)\n uvs[j + 1] = 1.0 - getUv(faceDirVector, normal, 'z', 'x', radius, depth)\n break\n\n case 4: // front\n // generate UVs along X then Y\n faceDirVector.set(0, 0, 1)\n uvs[j + 0] = 1.0 - getUv(faceDirVector, normal, 'x', 'y', radius, width)\n uvs[j + 1] = 1.0 - getUv(faceDirVector, normal, 'y', 'x', radius, height)\n break\n\n case 5: // back\n // generate UVs along X then Y\n faceDirVector.set(0, 0, -1)\n uvs[j + 0] = getUv(faceDirVector, normal, 'x', 'y', radius, width)\n uvs[j + 1] = 1.0 - 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+ {"version":3,"file":"RoundedBoxGeometry.cjs","sources":["../../src/geometries/RoundedBoxGeometry.js"],"sourcesContent":["import { BoxGeometry, Vector3 } from 'three'\n\nconst tempNormal = /* @__PURE__ */ new Vector3()\n\nfunction getUv(faceDirVector, normal, uvAxis, projectionAxis, radius, sideLength) {\n const totArcLength = (2 * Math.PI * radius) / 4\n\n // length of the planes between the arcs on each axis\n const centerLength = Math.max(sideLength - 2 * radius, 0)\n const halfArc = Math.PI / 4\n\n // Get the vector projected onto the Y plane\n tempNormal.copy(normal)\n tempNormal[projectionAxis] = 0\n tempNormal.normalize()\n\n // total amount of UV space alloted to a single arc\n const arcUvRatio = (0.5 * totArcLength) / (totArcLength + centerLength)\n\n // the distance along one arc the point is at\n const arcAngleRatio = 1.0 - tempNormal.angleTo(faceDirVector) / halfArc\n\n if (Math.sign(tempNormal[uvAxis]) === 1) {\n return arcAngleRatio * arcUvRatio\n } else {\n // total amount of UV space alloted to the plane between the arcs\n const lenUv = centerLength / (totArcLength + centerLength)\n return lenUv + arcUvRatio + arcUvRatio * (1.0 - arcAngleRatio)\n }\n}\n\nclass RoundedBoxGeometry extends BoxGeometry {\n constructor(width = 1, height = 1, depth = 1, segments = 2, radius = 0.1) {\n // ensure segments is odd so we have a plane connecting the rounded corners\n segments = segments * 2 + 1\n\n // ensure radius isn't bigger than shortest side\n radius = Math.min(width / 2, height / 2, depth / 2, radius)\n\n super(1, 1, 1, segments, segments, segments)\n\n // if we just have one segment we're the same as a regular box\n if (segments === 1) return\n\n const geometry2 = this.toNonIndexed()\n\n this.index = null\n this.attributes.position = geometry2.attributes.position\n this.attributes.normal = geometry2.attributes.normal\n this.attributes.uv = geometry2.attributes.uv\n\n //\n\n const position = new Vector3()\n const normal = new Vector3()\n\n const box = new Vector3(width, height, depth).divideScalar(2).subScalar(radius)\n\n const positions = this.attributes.position.array\n const normals = this.attributes.normal.array\n const uvs = this.attributes.uv.array\n\n const faceTris = positions.length / 6\n const faceDirVector = new Vector3()\n const halfSegmentSize = 0.5 / segments\n\n for (let i = 0, j = 0; i < positions.length; i += 3, j += 2) {\n position.fromArray(positions, i)\n normal.copy(position)\n normal.x -= Math.sign(normal.x) * halfSegmentSize\n normal.y -= Math.sign(normal.y) * halfSegmentSize\n normal.z -= Math.sign(normal.z) * halfSegmentSize\n normal.normalize()\n\n positions[i + 0] = box.x * Math.sign(position.x) + normal.x * radius\n positions[i + 1] = box.y * Math.sign(position.y) + normal.y * radius\n positions[i + 2] = box.z * Math.sign(position.z) + normal.z * radius\n\n normals[i + 0] = normal.x\n normals[i + 1] = normal.y\n normals[i + 2] = normal.z\n\n const side = Math.floor(i / faceTris)\n\n switch (side) {\n case 0: // right\n // generate UVs along Z then Y\n faceDirVector.set(1, 0, 0)\n uvs[j + 0] = getUv(faceDirVector, normal, 'z', 'y', radius, depth)\n uvs[j + 1] = 1.0 - getUv(faceDirVector, normal, 'y', 'z', radius, height)\n break\n\n case 1: // left\n // generate UVs along Z then Y\n faceDirVector.set(-1, 0, 0)\n uvs[j + 0] = 1.0 - getUv(faceDirVector, normal, 'z', 'y', radius, depth)\n uvs[j + 1] = 1.0 - getUv(faceDirVector, normal, 'y', 'z', radius, height)\n break\n\n case 2: // top\n // generate UVs along X then Z\n faceDirVector.set(0, 1, 0)\n uvs[j + 0] = 1.0 - getUv(faceDirVector, normal, 'x', 'z', radius, width)\n uvs[j + 1] = getUv(faceDirVector, normal, 'z', 'x', radius, depth)\n break\n\n case 3: // bottom\n // generate UVs along X then Z\n faceDirVector.set(0, -1, 0)\n uvs[j + 0] = 1.0 - getUv(faceDirVector, normal, 'x', 'z', radius, width)\n uvs[j + 1] = 1.0 - getUv(faceDirVector, normal, 'z', 'x', radius, depth)\n break\n\n case 4: // front\n // generate UVs along X then Y\n faceDirVector.set(0, 0, 1)\n uvs[j + 0] = 1.0 - getUv(faceDirVector, normal, 'x', 'y', radius, width)\n uvs[j + 1] = 1.0 - getUv(faceDirVector, normal, 'y', 'x', radius, height)\n break\n\n case 5: // back\n // generate UVs along X then Y\n faceDirVector.set(0, 0, -1)\n uvs[j + 0] = getUv(faceDirVector, normal, 'x', 'y', radius, width)\n uvs[j + 1] = 1.0 - 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@@ -1,5 +1,5 @@
1
- import { Vector3, BoxGeometry } from "three";
2
- const tempNormal = new Vector3();
1
+ import { BoxGeometry, Vector3 } from "three";
2
+ const tempNormal = /* @__PURE__ */ new Vector3();
3
3
  function getUv(faceDirVector, normal, uvAxis, projectionAxis, radius, sideLength) {
4
4
  const totArcLength = 2 * Math.PI * radius / 4;
5
5
  const centerLength = Math.max(sideLength - 2 * radius, 0);
@@ -1 +1 @@
1
- {"version":3,"file":"RoundedBoxGeometry.js","sources":["../../src/geometries/RoundedBoxGeometry.js"],"sourcesContent":["import { BoxGeometry, Vector3 } from 'three'\n\nconst tempNormal = new Vector3()\n\nfunction getUv(faceDirVector, normal, uvAxis, projectionAxis, radius, sideLength) {\n const totArcLength = (2 * Math.PI * radius) / 4\n\n // length of the planes between the arcs on each axis\n const centerLength = Math.max(sideLength - 2 * radius, 0)\n const halfArc = Math.PI / 4\n\n // Get the vector projected onto the Y plane\n tempNormal.copy(normal)\n tempNormal[projectionAxis] = 0\n tempNormal.normalize()\n\n // total amount of UV space alloted to a single arc\n const arcUvRatio = (0.5 * totArcLength) / (totArcLength + centerLength)\n\n // the distance along one arc the point is at\n const arcAngleRatio = 1.0 - tempNormal.angleTo(faceDirVector) / halfArc\n\n if (Math.sign(tempNormal[uvAxis]) === 1) {\n return arcAngleRatio * arcUvRatio\n } else {\n // total amount of UV space alloted to the plane between the arcs\n const lenUv = centerLength / (totArcLength + centerLength)\n return lenUv + arcUvRatio + arcUvRatio * (1.0 - arcAngleRatio)\n }\n}\n\nclass RoundedBoxGeometry extends BoxGeometry {\n constructor(width = 1, height = 1, depth = 1, segments = 2, radius = 0.1) {\n // ensure segments is odd so we have a plane connecting the rounded corners\n segments = segments * 2 + 1\n\n // ensure radius isn't bigger than shortest side\n radius = Math.min(width / 2, height / 2, depth / 2, radius)\n\n super(1, 1, 1, segments, segments, segments)\n\n // if we just have one segment we're the same as a regular box\n if (segments === 1) return\n\n const geometry2 = this.toNonIndexed()\n\n this.index = null\n this.attributes.position = geometry2.attributes.position\n this.attributes.normal = geometry2.attributes.normal\n this.attributes.uv = geometry2.attributes.uv\n\n //\n\n const position = new Vector3()\n const normal = new Vector3()\n\n const box = new Vector3(width, height, depth).divideScalar(2).subScalar(radius)\n\n const positions = this.attributes.position.array\n const normals = this.attributes.normal.array\n const uvs = this.attributes.uv.array\n\n const faceTris = positions.length / 6\n const faceDirVector = new Vector3()\n const halfSegmentSize = 0.5 / segments\n\n for (let i = 0, j = 0; i < positions.length; i += 3, j += 2) {\n position.fromArray(positions, i)\n normal.copy(position)\n normal.x -= Math.sign(normal.x) * halfSegmentSize\n normal.y -= Math.sign(normal.y) * halfSegmentSize\n normal.z -= Math.sign(normal.z) * halfSegmentSize\n normal.normalize()\n\n positions[i + 0] = box.x * Math.sign(position.x) + normal.x * radius\n positions[i + 1] = box.y * Math.sign(position.y) + normal.y * radius\n positions[i + 2] = box.z * Math.sign(position.z) + normal.z * radius\n\n normals[i + 0] = normal.x\n normals[i + 1] = normal.y\n normals[i + 2] = normal.z\n\n const side = Math.floor(i / faceTris)\n\n switch (side) {\n case 0: // right\n // generate UVs along Z then Y\n faceDirVector.set(1, 0, 0)\n uvs[j + 0] = getUv(faceDirVector, normal, 'z', 'y', radius, depth)\n uvs[j + 1] = 1.0 - getUv(faceDirVector, normal, 'y', 'z', radius, height)\n break\n\n case 1: // left\n // generate UVs along Z then Y\n faceDirVector.set(-1, 0, 0)\n uvs[j + 0] = 1.0 - getUv(faceDirVector, normal, 'z', 'y', radius, depth)\n uvs[j + 1] = 1.0 - getUv(faceDirVector, normal, 'y', 'z', radius, height)\n break\n\n case 2: // top\n // generate UVs along X then Z\n faceDirVector.set(0, 1, 0)\n uvs[j + 0] = 1.0 - getUv(faceDirVector, normal, 'x', 'z', radius, width)\n uvs[j + 1] = getUv(faceDirVector, normal, 'z', 'x', radius, depth)\n break\n\n case 3: // bottom\n // generate UVs along X then Z\n faceDirVector.set(0, -1, 0)\n uvs[j + 0] = 1.0 - getUv(faceDirVector, normal, 'x', 'z', radius, width)\n uvs[j + 1] = 1.0 - getUv(faceDirVector, normal, 'z', 'x', radius, depth)\n break\n\n case 4: // front\n // generate UVs along X then Y\n faceDirVector.set(0, 0, 1)\n uvs[j + 0] = 1.0 - getUv(faceDirVector, normal, 'x', 'y', radius, width)\n uvs[j + 1] = 1.0 - getUv(faceDirVector, normal, 'y', 'x', radius, height)\n break\n\n case 5: // back\n // generate UVs along X then Y\n faceDirVector.set(0, 0, -1)\n uvs[j + 0] = getUv(faceDirVector, normal, 'x', 'y', radius, width)\n uvs[j + 1] = 1.0 - 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1
+ {"version":3,"file":"RoundedBoxGeometry.js","sources":["../../src/geometries/RoundedBoxGeometry.js"],"sourcesContent":["import { BoxGeometry, Vector3 } from 'three'\n\nconst tempNormal = /* @__PURE__ */ new Vector3()\n\nfunction getUv(faceDirVector, normal, uvAxis, projectionAxis, radius, sideLength) {\n const totArcLength = (2 * Math.PI * radius) / 4\n\n // length of the planes between the arcs on each axis\n const centerLength = Math.max(sideLength - 2 * radius, 0)\n const halfArc = Math.PI / 4\n\n // Get the vector projected onto the Y plane\n tempNormal.copy(normal)\n tempNormal[projectionAxis] = 0\n tempNormal.normalize()\n\n // total amount of UV space alloted to a single arc\n const arcUvRatio = (0.5 * totArcLength) / (totArcLength + centerLength)\n\n // the distance along one arc the point is at\n const arcAngleRatio = 1.0 - tempNormal.angleTo(faceDirVector) / halfArc\n\n if (Math.sign(tempNormal[uvAxis]) === 1) {\n return arcAngleRatio * arcUvRatio\n } else {\n // total amount of UV space alloted to the plane between the arcs\n const lenUv = centerLength / (totArcLength + centerLength)\n return lenUv + arcUvRatio + arcUvRatio * (1.0 - arcAngleRatio)\n }\n}\n\nclass RoundedBoxGeometry extends BoxGeometry {\n constructor(width = 1, height = 1, depth = 1, segments = 2, radius = 0.1) {\n // ensure segments is odd so we have a plane connecting the rounded corners\n segments = segments * 2 + 1\n\n // ensure radius isn't bigger than shortest side\n radius = Math.min(width / 2, height / 2, depth / 2, radius)\n\n super(1, 1, 1, segments, segments, segments)\n\n // if we just have one segment we're the same as a regular box\n if (segments === 1) return\n\n const geometry2 = this.toNonIndexed()\n\n this.index = null\n this.attributes.position = geometry2.attributes.position\n this.attributes.normal = geometry2.attributes.normal\n this.attributes.uv = geometry2.attributes.uv\n\n //\n\n const position = new Vector3()\n const normal = new Vector3()\n\n const box = new Vector3(width, height, depth).divideScalar(2).subScalar(radius)\n\n const positions = this.attributes.position.array\n const normals = this.attributes.normal.array\n const uvs = this.attributes.uv.array\n\n const faceTris = positions.length / 6\n const faceDirVector = new Vector3()\n const halfSegmentSize = 0.5 / segments\n\n for (let i = 0, j = 0; i < positions.length; i += 3, j += 2) {\n position.fromArray(positions, i)\n normal.copy(position)\n normal.x -= Math.sign(normal.x) * halfSegmentSize\n normal.y -= Math.sign(normal.y) * halfSegmentSize\n normal.z -= Math.sign(normal.z) * halfSegmentSize\n normal.normalize()\n\n positions[i + 0] = box.x * Math.sign(position.x) + normal.x * radius\n positions[i + 1] = box.y * Math.sign(position.y) + normal.y * radius\n positions[i + 2] = box.z * Math.sign(position.z) + normal.z * radius\n\n normals[i + 0] = normal.x\n normals[i + 1] = normal.y\n normals[i + 2] = normal.z\n\n const side = Math.floor(i / faceTris)\n\n switch (side) {\n case 0: // right\n // generate UVs along Z then Y\n faceDirVector.set(1, 0, 0)\n uvs[j + 0] = getUv(faceDirVector, normal, 'z', 'y', radius, depth)\n uvs[j + 1] = 1.0 - getUv(faceDirVector, normal, 'y', 'z', radius, height)\n break\n\n case 1: // left\n // generate UVs along Z then Y\n faceDirVector.set(-1, 0, 0)\n uvs[j + 0] = 1.0 - getUv(faceDirVector, normal, 'z', 'y', radius, depth)\n uvs[j + 1] = 1.0 - getUv(faceDirVector, normal, 'y', 'z', radius, height)\n break\n\n case 2: // top\n // generate UVs along X then Z\n faceDirVector.set(0, 1, 0)\n uvs[j + 0] = 1.0 - getUv(faceDirVector, normal, 'x', 'z', radius, width)\n uvs[j + 1] = getUv(faceDirVector, normal, 'z', 'x', radius, depth)\n break\n\n case 3: // bottom\n // generate UVs along X then Z\n faceDirVector.set(0, -1, 0)\n uvs[j + 0] = 1.0 - getUv(faceDirVector, normal, 'x', 'z', radius, width)\n uvs[j + 1] = 1.0 - getUv(faceDirVector, normal, 'z', 'x', radius, depth)\n break\n\n case 4: // front\n // generate UVs along X then Y\n faceDirVector.set(0, 0, 1)\n uvs[j + 0] = 1.0 - getUv(faceDirVector, normal, 'x', 'y', radius, width)\n uvs[j + 1] = 1.0 - getUv(faceDirVector, normal, 'y', 'x', radius, height)\n break\n\n case 5: // back\n // generate UVs along X then Y\n faceDirVector.set(0, 0, -1)\n uvs[j + 0] = getUv(faceDirVector, normal, 'x', 'y', radius, width)\n uvs[j + 1] = 1.0 - 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@@ -7,8 +7,8 @@ var __publicField = (obj, key, value) => {
7
7
  };
8
8
  Object.defineProperty(exports, Symbol.toStringTag, { value: "Module" });
9
9
  const THREE = require("three");
10
- const _o = new THREE.Object3D();
11
- const _v = new THREE.Vector3();
10
+ const _o = /* @__PURE__ */ new THREE.Object3D();
11
+ const _v = /* @__PURE__ */ new THREE.Vector3();
12
12
  class RaycasterHelper extends THREE.Object3D {
13
13
  constructor(raycaster, numberOfHitsToVisualize = 20) {
14
14
  super();
@@ -1 +1 @@
1
- {"version":3,"file":"RaycasterHelper.cjs","sources":["../../src/helpers/RaycasterHelper.ts"],"sourcesContent":["/**\n * from https://github.com/gsimone/things/tree/main/packages/three-raycaster-helper\n */\n\nimport {\n BufferAttribute,\n BufferGeometry,\n Float32BufferAttribute,\n InstancedMesh,\n Intersection,\n Line,\n LineBasicMaterial,\n Mesh,\n MeshBasicMaterial,\n Object3D,\n Raycaster,\n SphereGeometry,\n Vector3,\n} from 'three'\n\nconst _o = new Object3D()\nconst _v = new Vector3()\n\nclass RaycasterHelper extends Object3D {\n raycaster: Raycaster\n hits: Intersection[]\n\n origin: Mesh<SphereGeometry, MeshBasicMaterial>\n near: Line<BufferGeometry, LineBasicMaterial>\n far: Line<BufferGeometry, LineBasicMaterial>\n\n nearToFar: Line<BufferGeometry, LineBasicMaterial>\n originToNear: Line<BufferGeometry, LineBasicMaterial>\n\n hitPoints: InstancedMesh\n\n colors = {\n near: 0xffffff,\n far: 0xffffff,\n originToNear: 0x333333,\n nearToFar: 0xffffff,\n origin: [0x0eec82, 0xff005b],\n }\n\n constructor(raycaster: Raycaster, public numberOfHitsToVisualize = 20) {\n super()\n this.raycaster = raycaster\n\n this.hits = []\n\n this.origin = new Mesh(new SphereGeometry(0.04, 32), new MeshBasicMaterial())\n this.origin.name = 'RaycasterHelper_origin'\n this.origin.raycast = () => null\n\n const size = 0.1\n let geometry = new BufferGeometry()\n // prettier-ignore\n geometry.setAttribute( 'position', new Float32BufferAttribute( [\n - size, size, 0,\n size, size, 0,\n size, - size, 0,\n - size, - size, 0,\n - size, size, 0\n ], 3 ) );\n\n this.near = new Line(geometry, new LineBasicMaterial())\n this.near.name = 'RaycasterHelper_near'\n this.near.raycast = () => null\n\n this.far = new Line(geometry, new LineBasicMaterial())\n this.far.name = 'RaycasterHelper_far'\n this.far.raycast = () => null\n\n this.nearToFar = new Line(new BufferGeometry(), new LineBasicMaterial())\n this.nearToFar.name = 'RaycasterHelper_nearToFar'\n this.nearToFar.raycast = () => null\n\n this.nearToFar.geometry.setFromPoints([_v, _v])\n\n this.originToNear = new Line(this.nearToFar.geometry.clone(), new LineBasicMaterial())\n this.originToNear.name = 'RaycasterHelper_originToNear'\n this.originToNear.raycast = () => null\n\n this.hitPoints = new InstancedMesh(new SphereGeometry(0.04), new MeshBasicMaterial(), this.numberOfHitsToVisualize)\n this.hitPoints.name = 'RaycasterHelper_hits'\n this.hitPoints.raycast = () => null\n\n this.add(this.nearToFar)\n this.add(this.originToNear)\n\n this.add(this.near)\n this.add(this.far)\n\n this.add(this.origin)\n this.add(this.hitPoints)\n\n this.setColors()\n }\n\n setColors = (colors?: Partial<typeof this.colors>) => {\n const _colors = {\n ...this.colors,\n ...colors,\n }\n\n this.near.material.color.set(_colors.near)\n this.far.material.color.set(_colors.far)\n this.nearToFar.material.color.set(_colors.nearToFar)\n this.originToNear.material.color.set(_colors.originToNear)\n }\n\n update = () => {\n const origin = this.raycaster.ray.origin\n const direction = this.raycaster.ray.direction\n\n this.origin.position.copy(origin)\n\n this.near.position.copy(origin).add(direction.clone().multiplyScalar(this.raycaster.near))\n\n this.far.position.copy(origin).add(direction.clone().multiplyScalar(this.raycaster.far))\n\n this.far.lookAt(origin)\n this.near.lookAt(origin)\n\n let pos = this.nearToFar.geometry.getAttribute('position') as BufferAttribute\n pos.set([...this.near.position.toArray(), ...this.far.position.toArray()])\n pos.needsUpdate = true\n\n pos = this.originToNear.geometry.getAttribute('position') as BufferAttribute\n pos.set([...origin.toArray(), ...this.near.position.toArray()])\n pos.needsUpdate = true\n\n /**\n * Update hit points visualization\n */\n for (let i = 0; i < this.numberOfHitsToVisualize; i++) {\n const hit = this.hits?.[i]\n\n if (hit) {\n const { point } = hit\n _o.position.copy(point)\n _o.scale.setScalar(1)\n } else {\n _o.scale.setScalar(0)\n }\n\n _o.updateMatrix()\n\n this.hitPoints.setMatrixAt(i, _o.matrix)\n }\n\n this.hitPoints.instanceMatrix.needsUpdate = true\n\n /**\n * Update the color of the origin based on wether there are hits.\n */\n this.origin.material.color.set(this.hits.length > 0 ? this.colors.origin[0] : this.colors.origin[1])\n }\n\n dispose = () => {\n this.origin.geometry.dispose()\n this.origin.material.dispose()\n this.near.geometry.dispose()\n this.near.material.dispose()\n this.far.geometry.dispose()\n this.far.material.dispose()\n this.nearToFar.geometry.dispose()\n this.nearToFar.material.dispose()\n this.originToNear.geometry.dispose()\n this.originToNear.material.dispose()\n this.hitPoints.dispose()\n }\n}\n\nexport { RaycasterHelper }\n"],"names":["Object3D","Vector3","Mesh","SphereGeometry","MeshBasicMaterial","BufferGeometry","Float32BufferAttribute","Line","LineBasicMaterial","InstancedMesh"],"mappings":";;;;;;;;;AAoBA,MAAM,KAAK,IAAIA,MAAAA;AACf,MAAM,KAAK,IAAIC,MAAAA;AAEf,MAAM,wBAAwBD,MAAAA,SAAS;AAAA,EAqBrC,YAAY,WAA6B,0BAA0B,IAAI;AAC/D;AArBR;AACA;AAEA;AACA;AACA;AAEA;AACA;AAEA;AAEA,kCAAS;AAAA,MACP,MAAM;AAAA,MACN,KAAK;AAAA,MACL,cAAc;AAAA,MACd,WAAW;AAAA,MACX,QAAQ,CAAC,QAAU,QAAQ;AAAA,IAAA;AA0D7B,qCAAY,CAAC,WAAyC;AACpD,YAAM,UAAU;AAAA,QACd,GAAG,KAAK;AAAA,QACR,GAAG;AAAA,MAAA;AAGL,WAAK,KAAK,SAAS,MAAM,IAAI,QAAQ,IAAI;AACzC,WAAK,IAAI,SAAS,MAAM,IAAI,QAAQ,GAAG;AACvC,WAAK,UAAU,SAAS,MAAM,IAAI,QAAQ,SAAS;AACnD,WAAK,aAAa,SAAS,MAAM,IAAI,QAAQ,YAAY;AAAA,IAAA;AAG3D,kCAAS,MAAM;;AACP,YAAA,SAAS,KAAK,UAAU,IAAI;AAC5B,YAAA,YAAY,KAAK,UAAU,IAAI;AAEhC,WAAA,OAAO,SAAS,KAAK,MAAM;AAEhC,WAAK,KAAK,SAAS,KAAK,MAAM,EAAE,IAAI,UAAU,MAAA,EAAQ,eAAe,KAAK,UAAU,IAAI,CAAC;AAEzF,WAAK,IAAI,SAAS,KAAK,MAAM,EAAE,IAAI,UAAU,MAAA,EAAQ,eAAe,KAAK,UAAU,GAAG,CAAC;AAElF,WAAA,IAAI,OAAO,MAAM;AACjB,WAAA,KAAK,OAAO,MAAM;AAEvB,UAAI,MAAM,KAAK,UAAU,SAAS,aAAa,UAAU;AACzD,UAAI,IAAI,CAAC,GAAG,KAAK,KAAK,SAAS,WAAW,GAAG,KAAK,IAAI,SAAS,QAAA,CAAS,CAAC;AACzE,UAAI,cAAc;AAElB,YAAM,KAAK,aAAa,SAAS,aAAa,UAAU;AACxD,UAAI,IAAI,CAAC,GAAG,OAAO,QAAQ,GAAG,GAAG,KAAK,KAAK,SAAS,QAAQ,CAAC,CAAC;AAC9D,UAAI,cAAc;AAKlB,eAAS,IAAI,GAAG,IAAI,KAAK,yBAAyB,KAAK;AAC/C,cAAA,OAAM,UAAK,SAAL,mBAAY;AAExB,YAAI,KAAK;AACD,gBAAA,EAAE,MAAU,IAAA;AACf,aAAA,SAAS,KAAK,KAAK;AACnB,aAAA,MAAM,UAAU,CAAC;AAAA,QAAA,OACf;AACF,aAAA,MAAM,UAAU,CAAC;AAAA,QACtB;AAEA,WAAG,aAAa;AAEhB,aAAK,UAAU,YAAY,GAAG,GAAG,MAAM;AAAA,MACzC;AAEK,WAAA,UAAU,eAAe,cAAc;AAK5C,WAAK,OAAO,SAAS,MAAM,IAAI,KAAK,KAAK,SAAS,IAAI,KAAK,OAAO,OAAO,CAAC,IAAI,KAAK,OAAO,OAAO,CAAC,CAAC;AAAA,IAAA;AAGrG,mCAAU,MAAM;AACT,WAAA,OAAO,SAAS;AAChB,WAAA,OAAO,SAAS;AAChB,WAAA,KAAK,SAAS;AACd,WAAA,KAAK,SAAS;AACd,WAAA,IAAI,SAAS;AACb,WAAA,IAAI,SAAS;AACb,WAAA,UAAU,SAAS;AACnB,WAAA,UAAU,SAAS;AACnB,WAAA,aAAa,SAAS;AACtB,WAAA,aAAa,SAAS;AAC3B,WAAK,UAAU;IAAQ;AA9HgB,SAAA,0BAAA;AAEvC,SAAK,YAAY;AAEjB,SAAK,OAAO;AAEP,SAAA,SAAS,IAAIE,MAAAA,KAAK,IAAIC,MAAAA,eAAe,MAAM,EAAE,GAAG,IAAIC,MAAA,kBAAA,CAAmB;AAC5E,SAAK,OAAO,OAAO;AACd,SAAA,OAAO,UAAU,MAAM;AAE5B,UAAM,OAAO;AACT,QAAA,WAAW,IAAIC,MAAAA;AAEV,aAAA,aAAc,YAAY,IAAIC,6BAAwB;AAAA,MACrD,CAAE;AAAA,MAAM;AAAA,MAAM;AAAA,MACd;AAAA,MAAM;AAAA,MAAM;AAAA,MACZ;AAAA,MAAM,CAAE;AAAA,MAAM;AAAA,MACd,CAAE;AAAA,MAAM,CAAE;AAAA,MAAM;AAAA,MAChB,CAAE;AAAA,MAAM;AAAA,MAAM;AAAA,IAAA,GACf,CAAE,CAAE;AAEb,SAAK,OAAO,IAAIC,MAAAA,KAAK,UAAU,IAAIC,yBAAmB;AACtD,SAAK,KAAK,OAAO;AACZ,SAAA,KAAK,UAAU,MAAM;AAE1B,SAAK,MAAM,IAAID,MAAAA,KAAK,UAAU,IAAIC,yBAAmB;AACrD,SAAK,IAAI,OAAO;AACX,SAAA,IAAI,UAAU,MAAM;AAEpB,SAAA,YAAY,IAAID,MAAK,KAAA,IAAIF,MAAAA,kBAAkB,IAAIG,yBAAmB;AACvE,SAAK,UAAU,OAAO;AACjB,SAAA,UAAU,UAAU,MAAM;AAE/B,SAAK,UAAU,SAAS,cAAc,CAAC,IAAI,EAAE,CAAC;AAEzC,SAAA,eAAe,IAAID,MAAA,KAAK,KAAK,UAAU,SAAS,MAAM,GAAG,IAAIC,MAAA,kBAAA,CAAmB;AACrF,SAAK,aAAa,OAAO;AACpB,SAAA,aAAa,UAAU,MAAM;AAE7B,SAAA,YAAY,IAAIC,MAAA,cAAc,IAAIN,MAAA,eAAe,IAAI,GAAG,IAAIC,MAAA,kBAAA,GAAqB,KAAK,uBAAuB;AAClH,SAAK,UAAU,OAAO;AACjB,SAAA,UAAU,UAAU,MAAM;AAE1B,SAAA,IAAI,KAAK,SAAS;AAClB,SAAA,IAAI,KAAK,YAAY;AAErB,SAAA,IAAI,KAAK,IAAI;AACb,SAAA,IAAI,KAAK,GAAG;AAEZ,SAAA,IAAI,KAAK,MAAM;AACf,SAAA,IAAI,KAAK,SAAS;AAEvB,SAAK,UAAU;AAAA,EACjB;AA2EF;;"}
1
+ {"version":3,"file":"RaycasterHelper.cjs","sources":["../../src/helpers/RaycasterHelper.ts"],"sourcesContent":["/**\n * from https://github.com/gsimone/things/tree/main/packages/three-raycaster-helper\n */\n\nimport {\n BufferAttribute,\n BufferGeometry,\n Float32BufferAttribute,\n InstancedMesh,\n Intersection,\n Line,\n LineBasicMaterial,\n Mesh,\n MeshBasicMaterial,\n Object3D,\n Raycaster,\n SphereGeometry,\n Vector3,\n} from 'three'\n\nconst _o = /* @__PURE__ */ new Object3D()\nconst _v = /* @__PURE__ */ new Vector3()\n\nclass RaycasterHelper extends Object3D {\n raycaster: Raycaster\n hits: Intersection[]\n\n origin: Mesh<SphereGeometry, MeshBasicMaterial>\n near: Line<BufferGeometry, LineBasicMaterial>\n far: Line<BufferGeometry, LineBasicMaterial>\n\n nearToFar: Line<BufferGeometry, LineBasicMaterial>\n originToNear: Line<BufferGeometry, LineBasicMaterial>\n\n hitPoints: InstancedMesh\n\n colors = {\n near: 0xffffff,\n far: 0xffffff,\n originToNear: 0x333333,\n nearToFar: 0xffffff,\n origin: [0x0eec82, 0xff005b],\n }\n\n constructor(raycaster: Raycaster, public numberOfHitsToVisualize = 20) {\n super()\n this.raycaster = raycaster\n\n this.hits = []\n\n this.origin = new Mesh(new SphereGeometry(0.04, 32), new MeshBasicMaterial())\n this.origin.name = 'RaycasterHelper_origin'\n this.origin.raycast = () => null\n\n const size = 0.1\n let geometry = new BufferGeometry()\n // prettier-ignore\n geometry.setAttribute( 'position', new Float32BufferAttribute( [\n - size, size, 0,\n size, size, 0,\n size, - size, 0,\n - size, - size, 0,\n - size, size, 0\n ], 3 ) );\n\n this.near = new Line(geometry, new LineBasicMaterial())\n this.near.name = 'RaycasterHelper_near'\n this.near.raycast = () => null\n\n this.far = new Line(geometry, new LineBasicMaterial())\n this.far.name = 'RaycasterHelper_far'\n this.far.raycast = () => null\n\n this.nearToFar = new Line(new BufferGeometry(), new LineBasicMaterial())\n this.nearToFar.name = 'RaycasterHelper_nearToFar'\n this.nearToFar.raycast = () => null\n\n this.nearToFar.geometry.setFromPoints([_v, _v])\n\n this.originToNear = new Line(this.nearToFar.geometry.clone(), new LineBasicMaterial())\n this.originToNear.name = 'RaycasterHelper_originToNear'\n this.originToNear.raycast = () => null\n\n this.hitPoints = new InstancedMesh(new SphereGeometry(0.04), new MeshBasicMaterial(), this.numberOfHitsToVisualize)\n this.hitPoints.name = 'RaycasterHelper_hits'\n this.hitPoints.raycast = () => null\n\n this.add(this.nearToFar)\n this.add(this.originToNear)\n\n this.add(this.near)\n this.add(this.far)\n\n this.add(this.origin)\n this.add(this.hitPoints)\n\n this.setColors()\n }\n\n setColors = (colors?: Partial<typeof this.colors>) => {\n const _colors = {\n ...this.colors,\n ...colors,\n }\n\n this.near.material.color.set(_colors.near)\n this.far.material.color.set(_colors.far)\n this.nearToFar.material.color.set(_colors.nearToFar)\n this.originToNear.material.color.set(_colors.originToNear)\n }\n\n update = () => {\n const origin = this.raycaster.ray.origin\n const direction = this.raycaster.ray.direction\n\n this.origin.position.copy(origin)\n\n this.near.position.copy(origin).add(direction.clone().multiplyScalar(this.raycaster.near))\n\n this.far.position.copy(origin).add(direction.clone().multiplyScalar(this.raycaster.far))\n\n this.far.lookAt(origin)\n this.near.lookAt(origin)\n\n let pos = this.nearToFar.geometry.getAttribute('position') as BufferAttribute\n pos.set([...this.near.position.toArray(), ...this.far.position.toArray()])\n pos.needsUpdate = true\n\n pos = this.originToNear.geometry.getAttribute('position') as BufferAttribute\n pos.set([...origin.toArray(), ...this.near.position.toArray()])\n pos.needsUpdate = true\n\n /**\n * Update hit points visualization\n */\n for (let i = 0; i < this.numberOfHitsToVisualize; i++) {\n const hit = this.hits?.[i]\n\n if (hit) {\n const { point } = hit\n _o.position.copy(point)\n _o.scale.setScalar(1)\n } else {\n _o.scale.setScalar(0)\n }\n\n _o.updateMatrix()\n\n this.hitPoints.setMatrixAt(i, _o.matrix)\n }\n\n this.hitPoints.instanceMatrix.needsUpdate = true\n\n /**\n * Update the color of the origin based on wether there are hits.\n */\n this.origin.material.color.set(this.hits.length > 0 ? this.colors.origin[0] : this.colors.origin[1])\n }\n\n dispose = () => {\n this.origin.geometry.dispose()\n this.origin.material.dispose()\n this.near.geometry.dispose()\n this.near.material.dispose()\n this.far.geometry.dispose()\n this.far.material.dispose()\n this.nearToFar.geometry.dispose()\n this.nearToFar.material.dispose()\n this.originToNear.geometry.dispose()\n this.originToNear.material.dispose()\n this.hitPoints.dispose()\n }\n}\n\nexport { RaycasterHelper }\n"],"names":["Object3D","Vector3","Mesh","SphereGeometry","MeshBasicMaterial","BufferGeometry","Float32BufferAttribute","Line","LineBasicMaterial","InstancedMesh"],"mappings":";;;;;;;;;AAoBA,MAAM,yBAAyBA,MAAAA;AAC/B,MAAM,yBAAyBC,MAAAA;AAE/B,MAAM,wBAAwBD,MAAAA,SAAS;AAAA,EAqBrC,YAAY,WAA6B,0BAA0B,IAAI;AAC/D;AArBR;AACA;AAEA;AACA;AACA;AAEA;AACA;AAEA;AAEA,kCAAS;AAAA,MACP,MAAM;AAAA,MACN,KAAK;AAAA,MACL,cAAc;AAAA,MACd,WAAW;AAAA,MACX,QAAQ,CAAC,QAAU,QAAQ;AAAA,IAAA;AA0D7B,qCAAY,CAAC,WAAyC;AACpD,YAAM,UAAU;AAAA,QACd,GAAG,KAAK;AAAA,QACR,GAAG;AAAA,MAAA;AAGL,WAAK,KAAK,SAAS,MAAM,IAAI,QAAQ,IAAI;AACzC,WAAK,IAAI,SAAS,MAAM,IAAI,QAAQ,GAAG;AACvC,WAAK,UAAU,SAAS,MAAM,IAAI,QAAQ,SAAS;AACnD,WAAK,aAAa,SAAS,MAAM,IAAI,QAAQ,YAAY;AAAA,IAAA;AAG3D,kCAAS,MAAM;;AACP,YAAA,SAAS,KAAK,UAAU,IAAI;AAC5B,YAAA,YAAY,KAAK,UAAU,IAAI;AAEhC,WAAA,OAAO,SAAS,KAAK,MAAM;AAEhC,WAAK,KAAK,SAAS,KAAK,MAAM,EAAE,IAAI,UAAU,MAAA,EAAQ,eAAe,KAAK,UAAU,IAAI,CAAC;AAEzF,WAAK,IAAI,SAAS,KAAK,MAAM,EAAE,IAAI,UAAU,MAAA,EAAQ,eAAe,KAAK,UAAU,GAAG,CAAC;AAElF,WAAA,IAAI,OAAO,MAAM;AACjB,WAAA,KAAK,OAAO,MAAM;AAEvB,UAAI,MAAM,KAAK,UAAU,SAAS,aAAa,UAAU;AACzD,UAAI,IAAI,CAAC,GAAG,KAAK,KAAK,SAAS,WAAW,GAAG,KAAK,IAAI,SAAS,QAAA,CAAS,CAAC;AACzE,UAAI,cAAc;AAElB,YAAM,KAAK,aAAa,SAAS,aAAa,UAAU;AACxD,UAAI,IAAI,CAAC,GAAG,OAAO,QAAQ,GAAG,GAAG,KAAK,KAAK,SAAS,QAAQ,CAAC,CAAC;AAC9D,UAAI,cAAc;AAKlB,eAAS,IAAI,GAAG,IAAI,KAAK,yBAAyB,KAAK;AAC/C,cAAA,OAAM,UAAK,SAAL,mBAAY;AAExB,YAAI,KAAK;AACD,gBAAA,EAAE,MAAU,IAAA;AACf,aAAA,SAAS,KAAK,KAAK;AACnB,aAAA,MAAM,UAAU,CAAC;AAAA,QAAA,OACf;AACF,aAAA,MAAM,UAAU,CAAC;AAAA,QACtB;AAEA,WAAG,aAAa;AAEhB,aAAK,UAAU,YAAY,GAAG,GAAG,MAAM;AAAA,MACzC;AAEK,WAAA,UAAU,eAAe,cAAc;AAK5C,WAAK,OAAO,SAAS,MAAM,IAAI,KAAK,KAAK,SAAS,IAAI,KAAK,OAAO,OAAO,CAAC,IAAI,KAAK,OAAO,OAAO,CAAC,CAAC;AAAA,IAAA;AAGrG,mCAAU,MAAM;AACT,WAAA,OAAO,SAAS;AAChB,WAAA,OAAO,SAAS;AAChB,WAAA,KAAK,SAAS;AACd,WAAA,KAAK,SAAS;AACd,WAAA,IAAI,SAAS;AACb,WAAA,IAAI,SAAS;AACb,WAAA,UAAU,SAAS;AACnB,WAAA,UAAU,SAAS;AACnB,WAAA,aAAa,SAAS;AACtB,WAAA,aAAa,SAAS;AAC3B,WAAK,UAAU;IAAQ;AA9HgB,SAAA,0BAAA;AAEvC,SAAK,YAAY;AAEjB,SAAK,OAAO;AAEP,SAAA,SAAS,IAAIE,MAAAA,KAAK,IAAIC,MAAAA,eAAe,MAAM,EAAE,GAAG,IAAIC,MAAA,kBAAA,CAAmB;AAC5E,SAAK,OAAO,OAAO;AACd,SAAA,OAAO,UAAU,MAAM;AAE5B,UAAM,OAAO;AACT,QAAA,WAAW,IAAIC,MAAAA;AAEV,aAAA,aAAc,YAAY,IAAIC,6BAAwB;AAAA,MACrD,CAAE;AAAA,MAAM;AAAA,MAAM;AAAA,MACd;AAAA,MAAM;AAAA,MAAM;AAAA,MACZ;AAAA,MAAM,CAAE;AAAA,MAAM;AAAA,MACd,CAAE;AAAA,MAAM,CAAE;AAAA,MAAM;AAAA,MAChB,CAAE;AAAA,MAAM;AAAA,MAAM;AAAA,IAAA,GACf,CAAE,CAAE;AAEb,SAAK,OAAO,IAAIC,MAAAA,KAAK,UAAU,IAAIC,yBAAmB;AACtD,SAAK,KAAK,OAAO;AACZ,SAAA,KAAK,UAAU,MAAM;AAE1B,SAAK,MAAM,IAAID,MAAAA,KAAK,UAAU,IAAIC,yBAAmB;AACrD,SAAK,IAAI,OAAO;AACX,SAAA,IAAI,UAAU,MAAM;AAEpB,SAAA,YAAY,IAAID,MAAK,KAAA,IAAIF,MAAAA,kBAAkB,IAAIG,yBAAmB;AACvE,SAAK,UAAU,OAAO;AACjB,SAAA,UAAU,UAAU,MAAM;AAE/B,SAAK,UAAU,SAAS,cAAc,CAAC,IAAI,EAAE,CAAC;AAEzC,SAAA,eAAe,IAAID,MAAA,KAAK,KAAK,UAAU,SAAS,MAAM,GAAG,IAAIC,MAAA,kBAAA,CAAmB;AACrF,SAAK,aAAa,OAAO;AACpB,SAAA,aAAa,UAAU,MAAM;AAE7B,SAAA,YAAY,IAAIC,MAAA,cAAc,IAAIN,MAAA,eAAe,IAAI,GAAG,IAAIC,MAAA,kBAAA,GAAqB,KAAK,uBAAuB;AAClH,SAAK,UAAU,OAAO;AACjB,SAAA,UAAU,UAAU,MAAM;AAE1B,SAAA,IAAI,KAAK,SAAS;AAClB,SAAA,IAAI,KAAK,YAAY;AAErB,SAAA,IAAI,KAAK,IAAI;AACb,SAAA,IAAI,KAAK,GAAG;AAEZ,SAAA,IAAI,KAAK,MAAM;AACf,SAAA,IAAI,KAAK,SAAS;AAEvB,SAAK,UAAU;AAAA,EACjB;AA2EF;;"}
@@ -4,9 +4,9 @@ var __publicField = (obj, key, value) => {
4
4
  __defNormalProp(obj, typeof key !== "symbol" ? key + "" : key, value);
5
5
  return value;
6
6
  };
7
- import { Object3D, Vector3, Mesh, SphereGeometry, MeshBasicMaterial, BufferGeometry, Float32BufferAttribute, Line, LineBasicMaterial, InstancedMesh } from "three";
8
- const _o = new Object3D();
9
- const _v = new Vector3();
7
+ import { Object3D, Mesh, SphereGeometry, MeshBasicMaterial, BufferGeometry, Float32BufferAttribute, Line, LineBasicMaterial, InstancedMesh, Vector3 } from "three";
8
+ const _o = /* @__PURE__ */ new Object3D();
9
+ const _v = /* @__PURE__ */ new Vector3();
10
10
  class RaycasterHelper extends Object3D {
11
11
  constructor(raycaster, numberOfHitsToVisualize = 20) {
12
12
  super();
@@ -1 +1 @@
1
- {"version":3,"file":"RaycasterHelper.js","sources":["../../src/helpers/RaycasterHelper.ts"],"sourcesContent":["/**\n * from https://github.com/gsimone/things/tree/main/packages/three-raycaster-helper\n */\n\nimport {\n BufferAttribute,\n BufferGeometry,\n Float32BufferAttribute,\n InstancedMesh,\n Intersection,\n Line,\n LineBasicMaterial,\n Mesh,\n MeshBasicMaterial,\n Object3D,\n Raycaster,\n SphereGeometry,\n Vector3,\n} from 'three'\n\nconst _o = new Object3D()\nconst _v = new Vector3()\n\nclass RaycasterHelper extends Object3D {\n raycaster: Raycaster\n hits: Intersection[]\n\n origin: Mesh<SphereGeometry, MeshBasicMaterial>\n near: Line<BufferGeometry, LineBasicMaterial>\n far: Line<BufferGeometry, LineBasicMaterial>\n\n nearToFar: Line<BufferGeometry, LineBasicMaterial>\n originToNear: Line<BufferGeometry, LineBasicMaterial>\n\n hitPoints: InstancedMesh\n\n colors = {\n near: 0xffffff,\n far: 0xffffff,\n originToNear: 0x333333,\n nearToFar: 0xffffff,\n origin: [0x0eec82, 0xff005b],\n }\n\n constructor(raycaster: Raycaster, public numberOfHitsToVisualize = 20) {\n super()\n this.raycaster = raycaster\n\n this.hits = []\n\n this.origin = new Mesh(new SphereGeometry(0.04, 32), new MeshBasicMaterial())\n this.origin.name = 'RaycasterHelper_origin'\n this.origin.raycast = () => null\n\n const size = 0.1\n let geometry = new BufferGeometry()\n // prettier-ignore\n geometry.setAttribute( 'position', new Float32BufferAttribute( [\n - size, size, 0,\n size, size, 0,\n size, - size, 0,\n - size, - size, 0,\n - size, size, 0\n ], 3 ) );\n\n this.near = new Line(geometry, new LineBasicMaterial())\n this.near.name = 'RaycasterHelper_near'\n this.near.raycast = () => null\n\n this.far = new Line(geometry, new LineBasicMaterial())\n this.far.name = 'RaycasterHelper_far'\n this.far.raycast = () => null\n\n this.nearToFar = new Line(new BufferGeometry(), new LineBasicMaterial())\n this.nearToFar.name = 'RaycasterHelper_nearToFar'\n this.nearToFar.raycast = () => null\n\n this.nearToFar.geometry.setFromPoints([_v, _v])\n\n this.originToNear = new Line(this.nearToFar.geometry.clone(), new LineBasicMaterial())\n this.originToNear.name = 'RaycasterHelper_originToNear'\n this.originToNear.raycast = () => null\n\n this.hitPoints = new InstancedMesh(new SphereGeometry(0.04), new MeshBasicMaterial(), this.numberOfHitsToVisualize)\n this.hitPoints.name = 'RaycasterHelper_hits'\n this.hitPoints.raycast = () => null\n\n this.add(this.nearToFar)\n this.add(this.originToNear)\n\n this.add(this.near)\n this.add(this.far)\n\n this.add(this.origin)\n this.add(this.hitPoints)\n\n this.setColors()\n }\n\n setColors = (colors?: Partial<typeof this.colors>) => {\n const _colors = {\n ...this.colors,\n ...colors,\n }\n\n this.near.material.color.set(_colors.near)\n this.far.material.color.set(_colors.far)\n this.nearToFar.material.color.set(_colors.nearToFar)\n this.originToNear.material.color.set(_colors.originToNear)\n }\n\n update = () => {\n const origin = this.raycaster.ray.origin\n const direction = this.raycaster.ray.direction\n\n this.origin.position.copy(origin)\n\n this.near.position.copy(origin).add(direction.clone().multiplyScalar(this.raycaster.near))\n\n this.far.position.copy(origin).add(direction.clone().multiplyScalar(this.raycaster.far))\n\n this.far.lookAt(origin)\n this.near.lookAt(origin)\n\n let pos = this.nearToFar.geometry.getAttribute('position') as BufferAttribute\n pos.set([...this.near.position.toArray(), ...this.far.position.toArray()])\n pos.needsUpdate = true\n\n pos = this.originToNear.geometry.getAttribute('position') as BufferAttribute\n pos.set([...origin.toArray(), ...this.near.position.toArray()])\n pos.needsUpdate = true\n\n /**\n * Update hit points visualization\n */\n for (let i = 0; i < this.numberOfHitsToVisualize; i++) {\n const hit = this.hits?.[i]\n\n if (hit) {\n const { point } = hit\n _o.position.copy(point)\n _o.scale.setScalar(1)\n } else {\n _o.scale.setScalar(0)\n }\n\n _o.updateMatrix()\n\n this.hitPoints.setMatrixAt(i, _o.matrix)\n }\n\n this.hitPoints.instanceMatrix.needsUpdate = true\n\n /**\n * Update the color of the origin based on wether there are hits.\n */\n this.origin.material.color.set(this.hits.length > 0 ? this.colors.origin[0] : this.colors.origin[1])\n }\n\n dispose = () => {\n this.origin.geometry.dispose()\n this.origin.material.dispose()\n this.near.geometry.dispose()\n this.near.material.dispose()\n this.far.geometry.dispose()\n this.far.material.dispose()\n this.nearToFar.geometry.dispose()\n this.nearToFar.material.dispose()\n this.originToNear.geometry.dispose()\n this.originToNear.material.dispose()\n this.hitPoints.dispose()\n }\n}\n\nexport { RaycasterHelper }\n"],"names":[],"mappings":";;;;;;;AAoBA,MAAM,KAAK,IAAI;AACf,MAAM,KAAK,IAAI;AAEf,MAAM,wBAAwB,SAAS;AAAA,EAqBrC,YAAY,WAA6B,0BAA0B,IAAI;AAC/D;AArBR;AACA;AAEA;AACA;AACA;AAEA;AACA;AAEA;AAEA,kCAAS;AAAA,MACP,MAAM;AAAA,MACN,KAAK;AAAA,MACL,cAAc;AAAA,MACd,WAAW;AAAA,MACX,QAAQ,CAAC,QAAU,QAAQ;AAAA,IAAA;AA0D7B,qCAAY,CAAC,WAAyC;AACpD,YAAM,UAAU;AAAA,QACd,GAAG,KAAK;AAAA,QACR,GAAG;AAAA,MAAA;AAGL,WAAK,KAAK,SAAS,MAAM,IAAI,QAAQ,IAAI;AACzC,WAAK,IAAI,SAAS,MAAM,IAAI,QAAQ,GAAG;AACvC,WAAK,UAAU,SAAS,MAAM,IAAI,QAAQ,SAAS;AACnD,WAAK,aAAa,SAAS,MAAM,IAAI,QAAQ,YAAY;AAAA,IAAA;AAG3D,kCAAS,MAAM;;AACP,YAAA,SAAS,KAAK,UAAU,IAAI;AAC5B,YAAA,YAAY,KAAK,UAAU,IAAI;AAEhC,WAAA,OAAO,SAAS,KAAK,MAAM;AAEhC,WAAK,KAAK,SAAS,KAAK,MAAM,EAAE,IAAI,UAAU,MAAA,EAAQ,eAAe,KAAK,UAAU,IAAI,CAAC;AAEzF,WAAK,IAAI,SAAS,KAAK,MAAM,EAAE,IAAI,UAAU,MAAA,EAAQ,eAAe,KAAK,UAAU,GAAG,CAAC;AAElF,WAAA,IAAI,OAAO,MAAM;AACjB,WAAA,KAAK,OAAO,MAAM;AAEvB,UAAI,MAAM,KAAK,UAAU,SAAS,aAAa,UAAU;AACzD,UAAI,IAAI,CAAC,GAAG,KAAK,KAAK,SAAS,WAAW,GAAG,KAAK,IAAI,SAAS,QAAA,CAAS,CAAC;AACzE,UAAI,cAAc;AAElB,YAAM,KAAK,aAAa,SAAS,aAAa,UAAU;AACxD,UAAI,IAAI,CAAC,GAAG,OAAO,QAAQ,GAAG,GAAG,KAAK,KAAK,SAAS,QAAQ,CAAC,CAAC;AAC9D,UAAI,cAAc;AAKlB,eAAS,IAAI,GAAG,IAAI,KAAK,yBAAyB,KAAK;AAC/C,cAAA,OAAM,UAAK,SAAL,mBAAY;AAExB,YAAI,KAAK;AACD,gBAAA,EAAE,MAAU,IAAA;AACf,aAAA,SAAS,KAAK,KAAK;AACnB,aAAA,MAAM,UAAU,CAAC;AAAA,QAAA,OACf;AACF,aAAA,MAAM,UAAU,CAAC;AAAA,QACtB;AAEA,WAAG,aAAa;AAEhB,aAAK,UAAU,YAAY,GAAG,GAAG,MAAM;AAAA,MACzC;AAEK,WAAA,UAAU,eAAe,cAAc;AAK5C,WAAK,OAAO,SAAS,MAAM,IAAI,KAAK,KAAK,SAAS,IAAI,KAAK,OAAO,OAAO,CAAC,IAAI,KAAK,OAAO,OAAO,CAAC,CAAC;AAAA,IAAA;AAGrG,mCAAU,MAAM;AACT,WAAA,OAAO,SAAS;AAChB,WAAA,OAAO,SAAS;AAChB,WAAA,KAAK,SAAS;AACd,WAAA,KAAK,SAAS;AACd,WAAA,IAAI,SAAS;AACb,WAAA,IAAI,SAAS;AACb,WAAA,UAAU,SAAS;AACnB,WAAA,UAAU,SAAS;AACnB,WAAA,aAAa,SAAS;AACtB,WAAA,aAAa,SAAS;AAC3B,WAAK,UAAU;IAAQ;AA9HgB,SAAA,0BAAA;AAEvC,SAAK,YAAY;AAEjB,SAAK,OAAO;AAEP,SAAA,SAAS,IAAI,KAAK,IAAI,eAAe,MAAM,EAAE,GAAG,IAAI,kBAAA,CAAmB;AAC5E,SAAK,OAAO,OAAO;AACd,SAAA,OAAO,UAAU,MAAM;AAE5B,UAAM,OAAO;AACT,QAAA,WAAW,IAAI;AAEV,aAAA,aAAc,YAAY,IAAI,uBAAwB;AAAA,MACrD,CAAE;AAAA,MAAM;AAAA,MAAM;AAAA,MACd;AAAA,MAAM;AAAA,MAAM;AAAA,MACZ;AAAA,MAAM,CAAE;AAAA,MAAM;AAAA,MACd,CAAE;AAAA,MAAM,CAAE;AAAA,MAAM;AAAA,MAChB,CAAE;AAAA,MAAM;AAAA,MAAM;AAAA,IAAA,GACf,CAAE,CAAE;AAEb,SAAK,OAAO,IAAI,KAAK,UAAU,IAAI,mBAAmB;AACtD,SAAK,KAAK,OAAO;AACZ,SAAA,KAAK,UAAU,MAAM;AAE1B,SAAK,MAAM,IAAI,KAAK,UAAU,IAAI,mBAAmB;AACrD,SAAK,IAAI,OAAO;AACX,SAAA,IAAI,UAAU,MAAM;AAEpB,SAAA,YAAY,IAAI,KAAK,IAAI,kBAAkB,IAAI,mBAAmB;AACvE,SAAK,UAAU,OAAO;AACjB,SAAA,UAAU,UAAU,MAAM;AAE/B,SAAK,UAAU,SAAS,cAAc,CAAC,IAAI,EAAE,CAAC;AAEzC,SAAA,eAAe,IAAI,KAAK,KAAK,UAAU,SAAS,MAAM,GAAG,IAAI,kBAAA,CAAmB;AACrF,SAAK,aAAa,OAAO;AACpB,SAAA,aAAa,UAAU,MAAM;AAE7B,SAAA,YAAY,IAAI,cAAc,IAAI,eAAe,IAAI,GAAG,IAAI,kBAAA,GAAqB,KAAK,uBAAuB;AAClH,SAAK,UAAU,OAAO;AACjB,SAAA,UAAU,UAAU,MAAM;AAE1B,SAAA,IAAI,KAAK,SAAS;AAClB,SAAA,IAAI,KAAK,YAAY;AAErB,SAAA,IAAI,KAAK,IAAI;AACb,SAAA,IAAI,KAAK,GAAG;AAEZ,SAAA,IAAI,KAAK,MAAM;AACf,SAAA,IAAI,KAAK,SAAS;AAEvB,SAAK,UAAU;AAAA,EACjB;AA2EF;"}
1
+ {"version":3,"file":"RaycasterHelper.js","sources":["../../src/helpers/RaycasterHelper.ts"],"sourcesContent":["/**\n * from https://github.com/gsimone/things/tree/main/packages/three-raycaster-helper\n */\n\nimport {\n BufferAttribute,\n BufferGeometry,\n Float32BufferAttribute,\n InstancedMesh,\n Intersection,\n Line,\n LineBasicMaterial,\n Mesh,\n MeshBasicMaterial,\n Object3D,\n Raycaster,\n SphereGeometry,\n Vector3,\n} from 'three'\n\nconst _o = /* @__PURE__ */ new Object3D()\nconst _v = /* @__PURE__ */ new Vector3()\n\nclass RaycasterHelper extends Object3D {\n raycaster: Raycaster\n hits: Intersection[]\n\n origin: Mesh<SphereGeometry, MeshBasicMaterial>\n near: Line<BufferGeometry, LineBasicMaterial>\n far: Line<BufferGeometry, LineBasicMaterial>\n\n nearToFar: Line<BufferGeometry, LineBasicMaterial>\n originToNear: Line<BufferGeometry, LineBasicMaterial>\n\n hitPoints: InstancedMesh\n\n colors = {\n near: 0xffffff,\n far: 0xffffff,\n originToNear: 0x333333,\n nearToFar: 0xffffff,\n origin: [0x0eec82, 0xff005b],\n }\n\n constructor(raycaster: Raycaster, public numberOfHitsToVisualize = 20) {\n super()\n this.raycaster = raycaster\n\n this.hits = []\n\n this.origin = new Mesh(new SphereGeometry(0.04, 32), new MeshBasicMaterial())\n this.origin.name = 'RaycasterHelper_origin'\n this.origin.raycast = () => null\n\n const size = 0.1\n let geometry = new BufferGeometry()\n // prettier-ignore\n geometry.setAttribute( 'position', new Float32BufferAttribute( [\n - size, size, 0,\n size, size, 0,\n size, - size, 0,\n - size, - size, 0,\n - size, size, 0\n ], 3 ) );\n\n this.near = new Line(geometry, new LineBasicMaterial())\n this.near.name = 'RaycasterHelper_near'\n this.near.raycast = () => null\n\n this.far = new Line(geometry, new LineBasicMaterial())\n this.far.name = 'RaycasterHelper_far'\n this.far.raycast = () => null\n\n this.nearToFar = new Line(new BufferGeometry(), new LineBasicMaterial())\n this.nearToFar.name = 'RaycasterHelper_nearToFar'\n this.nearToFar.raycast = () => null\n\n this.nearToFar.geometry.setFromPoints([_v, _v])\n\n this.originToNear = new Line(this.nearToFar.geometry.clone(), new LineBasicMaterial())\n this.originToNear.name = 'RaycasterHelper_originToNear'\n this.originToNear.raycast = () => null\n\n this.hitPoints = new InstancedMesh(new SphereGeometry(0.04), new MeshBasicMaterial(), this.numberOfHitsToVisualize)\n this.hitPoints.name = 'RaycasterHelper_hits'\n this.hitPoints.raycast = () => null\n\n this.add(this.nearToFar)\n this.add(this.originToNear)\n\n this.add(this.near)\n this.add(this.far)\n\n this.add(this.origin)\n this.add(this.hitPoints)\n\n this.setColors()\n }\n\n setColors = (colors?: Partial<typeof this.colors>) => {\n const _colors = {\n ...this.colors,\n ...colors,\n }\n\n this.near.material.color.set(_colors.near)\n this.far.material.color.set(_colors.far)\n this.nearToFar.material.color.set(_colors.nearToFar)\n this.originToNear.material.color.set(_colors.originToNear)\n }\n\n update = () => {\n const origin = this.raycaster.ray.origin\n const direction = this.raycaster.ray.direction\n\n this.origin.position.copy(origin)\n\n this.near.position.copy(origin).add(direction.clone().multiplyScalar(this.raycaster.near))\n\n this.far.position.copy(origin).add(direction.clone().multiplyScalar(this.raycaster.far))\n\n this.far.lookAt(origin)\n this.near.lookAt(origin)\n\n let pos = this.nearToFar.geometry.getAttribute('position') as BufferAttribute\n pos.set([...this.near.position.toArray(), ...this.far.position.toArray()])\n pos.needsUpdate = true\n\n pos = this.originToNear.geometry.getAttribute('position') as BufferAttribute\n pos.set([...origin.toArray(), ...this.near.position.toArray()])\n pos.needsUpdate = true\n\n /**\n * Update hit points visualization\n */\n for (let i = 0; i < this.numberOfHitsToVisualize; i++) {\n const hit = this.hits?.[i]\n\n if (hit) {\n const { point } = hit\n _o.position.copy(point)\n _o.scale.setScalar(1)\n } else {\n _o.scale.setScalar(0)\n }\n\n _o.updateMatrix()\n\n this.hitPoints.setMatrixAt(i, _o.matrix)\n }\n\n this.hitPoints.instanceMatrix.needsUpdate = true\n\n /**\n * Update the color of the origin based on wether there are hits.\n */\n this.origin.material.color.set(this.hits.length > 0 ? this.colors.origin[0] : this.colors.origin[1])\n }\n\n dispose = () => {\n this.origin.geometry.dispose()\n this.origin.material.dispose()\n this.near.geometry.dispose()\n this.near.material.dispose()\n this.far.geometry.dispose()\n this.far.material.dispose()\n this.nearToFar.geometry.dispose()\n this.nearToFar.material.dispose()\n this.originToNear.geometry.dispose()\n this.originToNear.material.dispose()\n this.hitPoints.dispose()\n }\n}\n\nexport { RaycasterHelper }\n"],"names":[],"mappings":";;;;;;;AAoBA,MAAM,yBAAyB;AAC/B,MAAM,yBAAyB;AAE/B,MAAM,wBAAwB,SAAS;AAAA,EAqBrC,YAAY,WAA6B,0BAA0B,IAAI;AAC/D;AArBR;AACA;AAEA;AACA;AACA;AAEA;AACA;AAEA;AAEA,kCAAS;AAAA,MACP,MAAM;AAAA,MACN,KAAK;AAAA,MACL,cAAc;AAAA,MACd,WAAW;AAAA,MACX,QAAQ,CAAC,QAAU,QAAQ;AAAA,IAAA;AA0D7B,qCAAY,CAAC,WAAyC;AACpD,YAAM,UAAU;AAAA,QACd,GAAG,KAAK;AAAA,QACR,GAAG;AAAA,MAAA;AAGL,WAAK,KAAK,SAAS,MAAM,IAAI,QAAQ,IAAI;AACzC,WAAK,IAAI,SAAS,MAAM,IAAI,QAAQ,GAAG;AACvC,WAAK,UAAU,SAAS,MAAM,IAAI,QAAQ,SAAS;AACnD,WAAK,aAAa,SAAS,MAAM,IAAI,QAAQ,YAAY;AAAA,IAAA;AAG3D,kCAAS,MAAM;;AACP,YAAA,SAAS,KAAK,UAAU,IAAI;AAC5B,YAAA,YAAY,KAAK,UAAU,IAAI;AAEhC,WAAA,OAAO,SAAS,KAAK,MAAM;AAEhC,WAAK,KAAK,SAAS,KAAK,MAAM,EAAE,IAAI,UAAU,MAAA,EAAQ,eAAe,KAAK,UAAU,IAAI,CAAC;AAEzF,WAAK,IAAI,SAAS,KAAK,MAAM,EAAE,IAAI,UAAU,MAAA,EAAQ,eAAe,KAAK,UAAU,GAAG,CAAC;AAElF,WAAA,IAAI,OAAO,MAAM;AACjB,WAAA,KAAK,OAAO,MAAM;AAEvB,UAAI,MAAM,KAAK,UAAU,SAAS,aAAa,UAAU;AACzD,UAAI,IAAI,CAAC,GAAG,KAAK,KAAK,SAAS,WAAW,GAAG,KAAK,IAAI,SAAS,QAAA,CAAS,CAAC;AACzE,UAAI,cAAc;AAElB,YAAM,KAAK,aAAa,SAAS,aAAa,UAAU;AACxD,UAAI,IAAI,CAAC,GAAG,OAAO,QAAQ,GAAG,GAAG,KAAK,KAAK,SAAS,QAAQ,CAAC,CAAC;AAC9D,UAAI,cAAc;AAKlB,eAAS,IAAI,GAAG,IAAI,KAAK,yBAAyB,KAAK;AAC/C,cAAA,OAAM,UAAK,SAAL,mBAAY;AAExB,YAAI,KAAK;AACD,gBAAA,EAAE,MAAU,IAAA;AACf,aAAA,SAAS,KAAK,KAAK;AACnB,aAAA,MAAM,UAAU,CAAC;AAAA,QAAA,OACf;AACF,aAAA,MAAM,UAAU,CAAC;AAAA,QACtB;AAEA,WAAG,aAAa;AAEhB,aAAK,UAAU,YAAY,GAAG,GAAG,MAAM;AAAA,MACzC;AAEK,WAAA,UAAU,eAAe,cAAc;AAK5C,WAAK,OAAO,SAAS,MAAM,IAAI,KAAK,KAAK,SAAS,IAAI,KAAK,OAAO,OAAO,CAAC,IAAI,KAAK,OAAO,OAAO,CAAC,CAAC;AAAA,IAAA;AAGrG,mCAAU,MAAM;AACT,WAAA,OAAO,SAAS;AAChB,WAAA,OAAO,SAAS;AAChB,WAAA,KAAK,SAAS;AACd,WAAA,KAAK,SAAS;AACd,WAAA,IAAI,SAAS;AACb,WAAA,IAAI,SAAS;AACb,WAAA,UAAU,SAAS;AACnB,WAAA,UAAU,SAAS;AACnB,WAAA,aAAa,SAAS;AACtB,WAAA,aAAa,SAAS;AAC3B,WAAK,UAAU;IAAQ;AA9HgB,SAAA,0BAAA;AAEvC,SAAK,YAAY;AAEjB,SAAK,OAAO;AAEP,SAAA,SAAS,IAAI,KAAK,IAAI,eAAe,MAAM,EAAE,GAAG,IAAI,kBAAA,CAAmB;AAC5E,SAAK,OAAO,OAAO;AACd,SAAA,OAAO,UAAU,MAAM;AAE5B,UAAM,OAAO;AACT,QAAA,WAAW,IAAI;AAEV,aAAA,aAAc,YAAY,IAAI,uBAAwB;AAAA,MACrD,CAAE;AAAA,MAAM;AAAA,MAAM;AAAA,MACd;AAAA,MAAM;AAAA,MAAM;AAAA,MACZ;AAAA,MAAM,CAAE;AAAA,MAAM;AAAA,MACd,CAAE;AAAA,MAAM,CAAE;AAAA,MAAM;AAAA,MAChB,CAAE;AAAA,MAAM;AAAA,MAAM;AAAA,IAAA,GACf,CAAE,CAAE;AAEb,SAAK,OAAO,IAAI,KAAK,UAAU,IAAI,mBAAmB;AACtD,SAAK,KAAK,OAAO;AACZ,SAAA,KAAK,UAAU,MAAM;AAE1B,SAAK,MAAM,IAAI,KAAK,UAAU,IAAI,mBAAmB;AACrD,SAAK,IAAI,OAAO;AACX,SAAA,IAAI,UAAU,MAAM;AAEpB,SAAA,YAAY,IAAI,KAAK,IAAI,kBAAkB,IAAI,mBAAmB;AACvE,SAAK,UAAU,OAAO;AACjB,SAAA,UAAU,UAAU,MAAM;AAE/B,SAAK,UAAU,SAAS,cAAc,CAAC,IAAI,EAAE,CAAC;AAEzC,SAAA,eAAe,IAAI,KAAK,KAAK,UAAU,SAAS,MAAM,GAAG,IAAI,kBAAA,CAAmB;AACrF,SAAK,aAAa,OAAO;AACpB,SAAA,aAAa,UAAU,MAAM;AAE7B,SAAA,YAAY,IAAI,cAAc,IAAI,eAAe,IAAI,GAAG,IAAI,kBAAA,GAAqB,KAAK,uBAAuB;AAClH,SAAK,UAAU,OAAO;AACjB,SAAA,UAAU,UAAU,MAAM;AAE1B,SAAA,IAAI,KAAK,SAAS;AAClB,SAAA,IAAI,KAAK,YAAY;AAErB,SAAA,IAAI,KAAK,IAAI;AACb,SAAA,IAAI,KAAK,GAAG;AAEZ,SAAA,IAAI,KAAK,MAAM;AACf,SAAA,IAAI,KAAK,SAAS;AAEvB,SAAK,UAAU;AAAA,EACjB;AA2EF;"}
@@ -1,9 +1,9 @@
1
1
  "use strict";
2
2
  Object.defineProperty(exports, Symbol.toStringTag, { value: "Module" });
3
3
  const THREE = require("three");
4
- const _v1 = new THREE.Vector3();
5
- const _v2 = new THREE.Vector3();
6
- const _normalMatrix = new THREE.Matrix3();
4
+ const _v1 = /* @__PURE__ */ new THREE.Vector3();
5
+ const _v2 = /* @__PURE__ */ new THREE.Vector3();
6
+ const _normalMatrix = /* @__PURE__ */ new THREE.Matrix3();
7
7
  class VertexNormalsHelper extends THREE.LineSegments {
8
8
  constructor(object, size = 1, color = 16711680) {
9
9
  const geometry = new THREE.BufferGeometry();
@@ -1 +1 @@
1
- {"version":3,"file":"VertexNormalsHelper.cjs","sources":["../../src/helpers/VertexNormalsHelper.js"],"sourcesContent":["import { BufferGeometry, Float32BufferAttribute, LineSegments, LineBasicMaterial, Matrix3, Vector3 } from 'three'\n\nconst _v1 = new Vector3()\nconst _v2 = new Vector3()\nconst _normalMatrix = new Matrix3()\n\nclass VertexNormalsHelper extends LineSegments {\n constructor(object, size = 1, color = 0xff0000) {\n const geometry = new BufferGeometry()\n\n const nNormals = object.geometry.attributes.normal.count\n const positions = new Float32BufferAttribute(nNormals * 2 * 3, 3)\n\n geometry.setAttribute('position', positions)\n\n super(geometry, new LineBasicMaterial({ color, toneMapped: false }))\n\n this.object = object\n this.size = size\n this.type = 'VertexNormalsHelper'\n\n //\n\n this.matrixAutoUpdate = false\n\n this.update()\n }\n\n update() {\n this.object.updateMatrixWorld(true)\n\n _normalMatrix.getNormalMatrix(this.object.matrixWorld)\n\n const matrixWorld = this.object.matrixWorld\n\n const position = this.geometry.attributes.position\n\n //\n\n const objGeometry = this.object.geometry\n\n if (objGeometry) {\n const objPos = objGeometry.attributes.position\n\n const objNorm = objGeometry.attributes.normal\n\n let idx = 0\n\n // for simplicity, ignore index and drawcalls, and render every normal\n\n for (let j = 0, jl = objPos.count; j < jl; j++) {\n _v1.fromBufferAttribute(objPos, j).applyMatrix4(matrixWorld)\n\n _v2.fromBufferAttribute(objNorm, j)\n\n _v2.applyMatrix3(_normalMatrix).normalize().multiplyScalar(this.size).add(_v1)\n\n position.setXYZ(idx, _v1.x, _v1.y, _v1.z)\n\n idx = idx + 1\n\n position.setXYZ(idx, _v2.x, _v2.y, _v2.z)\n\n idx = idx + 1\n }\n }\n\n position.needsUpdate = true\n }\n\n dispose() {\n this.geometry.dispose()\n this.material.dispose()\n }\n}\n\nexport { VertexNormalsHelper }\n"],"names":["Vector3","Matrix3","LineSegments","BufferGeometry","Float32BufferAttribute","LineBasicMaterial"],"mappings":";;;AAEA,MAAM,MAAM,IAAIA,MAAAA,QAAS;AACzB,MAAM,MAAM,IAAIA,MAAAA,QAAS;AACzB,MAAM,gBAAgB,IAAIC,MAAAA,QAAS;AAEnC,MAAM,4BAA4BC,MAAAA,aAAa;AAAA,EAC7C,YAAY,QAAQ,OAAO,GAAG,QAAQ,UAAU;AAC9C,UAAM,WAAW,IAAIC,qBAAgB;AAErC,UAAM,WAAW,OAAO,SAAS,WAAW,OAAO;AACnD,UAAM,YAAY,IAAIC,MAAsB,uBAAC,WAAW,IAAI,GAAG,CAAC;AAEhE,aAAS,aAAa,YAAY,SAAS;AAE3C,UAAM,UAAU,IAAIC,MAAiB,kBAAC,EAAE,OAAO,YAAY,MAAK,CAAE,CAAC;AAEnE,SAAK,SAAS;AACd,SAAK,OAAO;AACZ,SAAK,OAAO;AAIZ,SAAK,mBAAmB;AAExB,SAAK,OAAQ;AAAA,EACd;AAAA,EAED,SAAS;AACP,SAAK,OAAO,kBAAkB,IAAI;AAElC,kBAAc,gBAAgB,KAAK,OAAO,WAAW;AAErD,UAAM,cAAc,KAAK,OAAO;AAEhC,UAAM,WAAW,KAAK,SAAS,WAAW;AAI1C,UAAM,cAAc,KAAK,OAAO;AAEhC,QAAI,aAAa;AACf,YAAM,SAAS,YAAY,WAAW;AAEtC,YAAM,UAAU,YAAY,WAAW;AAEvC,UAAI,MAAM;AAIV,eAAS,IAAI,GAAG,KAAK,OAAO,OAAO,IAAI,IAAI,KAAK;AAC9C,YAAI,oBAAoB,QAAQ,CAAC,EAAE,aAAa,WAAW;AAE3D,YAAI,oBAAoB,SAAS,CAAC;AAElC,YAAI,aAAa,aAAa,EAAE,UAAW,EAAC,eAAe,KAAK,IAAI,EAAE,IAAI,GAAG;AAE7E,iBAAS,OAAO,KAAK,IAAI,GAAG,IAAI,GAAG,IAAI,CAAC;AAExC,cAAM,MAAM;AAEZ,iBAAS,OAAO,KAAK,IAAI,GAAG,IAAI,GAAG,IAAI,CAAC;AAExC,cAAM,MAAM;AAAA,MACb;AAAA,IACF;AAED,aAAS,cAAc;AAAA,EACxB;AAAA,EAED,UAAU;AACR,SAAK,SAAS,QAAS;AACvB,SAAK,SAAS,QAAS;AAAA,EACxB;AACH;;"}
1
+ {"version":3,"file":"VertexNormalsHelper.cjs","sources":["../../src/helpers/VertexNormalsHelper.js"],"sourcesContent":["import { BufferGeometry, Float32BufferAttribute, LineSegments, LineBasicMaterial, Matrix3, Vector3 } from 'three'\n\nconst _v1 = /* @__PURE__ */ new Vector3()\nconst _v2 = /* @__PURE__ */ new Vector3()\nconst _normalMatrix = /* @__PURE__ */ new Matrix3()\n\nclass VertexNormalsHelper extends LineSegments {\n constructor(object, size = 1, color = 0xff0000) {\n const geometry = new BufferGeometry()\n\n const nNormals = object.geometry.attributes.normal.count\n const positions = new Float32BufferAttribute(nNormals * 2 * 3, 3)\n\n geometry.setAttribute('position', positions)\n\n super(geometry, new LineBasicMaterial({ color, toneMapped: false }))\n\n this.object = object\n this.size = size\n this.type = 'VertexNormalsHelper'\n\n //\n\n this.matrixAutoUpdate = false\n\n this.update()\n }\n\n update() {\n this.object.updateMatrixWorld(true)\n\n _normalMatrix.getNormalMatrix(this.object.matrixWorld)\n\n const matrixWorld = this.object.matrixWorld\n\n const position = this.geometry.attributes.position\n\n //\n\n const objGeometry = this.object.geometry\n\n if (objGeometry) {\n const objPos = objGeometry.attributes.position\n\n const objNorm = objGeometry.attributes.normal\n\n let idx = 0\n\n // for simplicity, ignore index and drawcalls, and render every normal\n\n for (let j = 0, jl = objPos.count; j < jl; j++) {\n _v1.fromBufferAttribute(objPos, j).applyMatrix4(matrixWorld)\n\n _v2.fromBufferAttribute(objNorm, j)\n\n _v2.applyMatrix3(_normalMatrix).normalize().multiplyScalar(this.size).add(_v1)\n\n position.setXYZ(idx, _v1.x, _v1.y, _v1.z)\n\n idx = idx + 1\n\n position.setXYZ(idx, _v2.x, _v2.y, _v2.z)\n\n idx = idx + 1\n }\n }\n\n position.needsUpdate = true\n }\n\n dispose() {\n this.geometry.dispose()\n this.material.dispose()\n }\n}\n\nexport { VertexNormalsHelper }\n"],"names":["Vector3","Matrix3","LineSegments","BufferGeometry","Float32BufferAttribute","LineBasicMaterial"],"mappings":";;;AAEA,MAAM,MAAsB,oBAAIA,MAAAA,QAAS;AACzC,MAAM,MAAsB,oBAAIA,MAAAA,QAAS;AACzC,MAAM,gBAAgC,oBAAIC,MAAAA,QAAS;AAEnD,MAAM,4BAA4BC,MAAAA,aAAa;AAAA,EAC7C,YAAY,QAAQ,OAAO,GAAG,QAAQ,UAAU;AAC9C,UAAM,WAAW,IAAIC,qBAAgB;AAErC,UAAM,WAAW,OAAO,SAAS,WAAW,OAAO;AACnD,UAAM,YAAY,IAAIC,MAAsB,uBAAC,WAAW,IAAI,GAAG,CAAC;AAEhE,aAAS,aAAa,YAAY,SAAS;AAE3C,UAAM,UAAU,IAAIC,MAAiB,kBAAC,EAAE,OAAO,YAAY,MAAK,CAAE,CAAC;AAEnE,SAAK,SAAS;AACd,SAAK,OAAO;AACZ,SAAK,OAAO;AAIZ,SAAK,mBAAmB;AAExB,SAAK,OAAQ;AAAA,EACd;AAAA,EAED,SAAS;AACP,SAAK,OAAO,kBAAkB,IAAI;AAElC,kBAAc,gBAAgB,KAAK,OAAO,WAAW;AAErD,UAAM,cAAc,KAAK,OAAO;AAEhC,UAAM,WAAW,KAAK,SAAS,WAAW;AAI1C,UAAM,cAAc,KAAK,OAAO;AAEhC,QAAI,aAAa;AACf,YAAM,SAAS,YAAY,WAAW;AAEtC,YAAM,UAAU,YAAY,WAAW;AAEvC,UAAI,MAAM;AAIV,eAAS,IAAI,GAAG,KAAK,OAAO,OAAO,IAAI,IAAI,KAAK;AAC9C,YAAI,oBAAoB,QAAQ,CAAC,EAAE,aAAa,WAAW;AAE3D,YAAI,oBAAoB,SAAS,CAAC;AAElC,YAAI,aAAa,aAAa,EAAE,UAAW,EAAC,eAAe,KAAK,IAAI,EAAE,IAAI,GAAG;AAE7E,iBAAS,OAAO,KAAK,IAAI,GAAG,IAAI,GAAG,IAAI,CAAC;AAExC,cAAM,MAAM;AAEZ,iBAAS,OAAO,KAAK,IAAI,GAAG,IAAI,GAAG,IAAI,CAAC;AAExC,cAAM,MAAM;AAAA,MACb;AAAA,IACF;AAED,aAAS,cAAc;AAAA,EACxB;AAAA,EAED,UAAU;AACR,SAAK,SAAS,QAAS;AACvB,SAAK,SAAS,QAAS;AAAA,EACxB;AACH;;"}
@@ -1,7 +1,7 @@
1
- import { Vector3, Matrix3, LineSegments, BufferGeometry, Float32BufferAttribute, LineBasicMaterial } from "three";
2
- const _v1 = new Vector3();
3
- const _v2 = new Vector3();
4
- const _normalMatrix = new Matrix3();
1
+ import { LineSegments, BufferGeometry, Float32BufferAttribute, LineBasicMaterial, Vector3, Matrix3 } from "three";
2
+ const _v1 = /* @__PURE__ */ new Vector3();
3
+ const _v2 = /* @__PURE__ */ new Vector3();
4
+ const _normalMatrix = /* @__PURE__ */ new Matrix3();
5
5
  class VertexNormalsHelper extends LineSegments {
6
6
  constructor(object, size = 1, color = 16711680) {
7
7
  const geometry = new BufferGeometry();
@@ -1 +1 @@
1
- {"version":3,"file":"VertexNormalsHelper.js","sources":["../../src/helpers/VertexNormalsHelper.js"],"sourcesContent":["import { BufferGeometry, Float32BufferAttribute, LineSegments, LineBasicMaterial, Matrix3, Vector3 } from 'three'\n\nconst _v1 = new Vector3()\nconst _v2 = new Vector3()\nconst _normalMatrix = new Matrix3()\n\nclass VertexNormalsHelper extends LineSegments {\n constructor(object, size = 1, color = 0xff0000) {\n const geometry = new BufferGeometry()\n\n const nNormals = object.geometry.attributes.normal.count\n const positions = new Float32BufferAttribute(nNormals * 2 * 3, 3)\n\n geometry.setAttribute('position', positions)\n\n super(geometry, new LineBasicMaterial({ color, toneMapped: false }))\n\n this.object = object\n this.size = size\n this.type = 'VertexNormalsHelper'\n\n //\n\n this.matrixAutoUpdate = false\n\n this.update()\n }\n\n update() {\n this.object.updateMatrixWorld(true)\n\n _normalMatrix.getNormalMatrix(this.object.matrixWorld)\n\n const matrixWorld = this.object.matrixWorld\n\n const position = this.geometry.attributes.position\n\n //\n\n const objGeometry = this.object.geometry\n\n if (objGeometry) {\n const objPos = objGeometry.attributes.position\n\n const objNorm = objGeometry.attributes.normal\n\n let idx = 0\n\n // for simplicity, ignore index and drawcalls, and render every normal\n\n for (let j = 0, jl = objPos.count; j < jl; j++) {\n _v1.fromBufferAttribute(objPos, j).applyMatrix4(matrixWorld)\n\n _v2.fromBufferAttribute(objNorm, j)\n\n _v2.applyMatrix3(_normalMatrix).normalize().multiplyScalar(this.size).add(_v1)\n\n position.setXYZ(idx, _v1.x, _v1.y, _v1.z)\n\n idx = idx + 1\n\n position.setXYZ(idx, _v2.x, _v2.y, _v2.z)\n\n idx = idx + 1\n }\n }\n\n position.needsUpdate = true\n }\n\n dispose() {\n this.geometry.dispose()\n this.material.dispose()\n }\n}\n\nexport { VertexNormalsHelper }\n"],"names":[],"mappings":";AAEA,MAAM,MAAM,IAAI,QAAS;AACzB,MAAM,MAAM,IAAI,QAAS;AACzB,MAAM,gBAAgB,IAAI,QAAS;AAEnC,MAAM,4BAA4B,aAAa;AAAA,EAC7C,YAAY,QAAQ,OAAO,GAAG,QAAQ,UAAU;AAC9C,UAAM,WAAW,IAAI,eAAgB;AAErC,UAAM,WAAW,OAAO,SAAS,WAAW,OAAO;AACnD,UAAM,YAAY,IAAI,uBAAuB,WAAW,IAAI,GAAG,CAAC;AAEhE,aAAS,aAAa,YAAY,SAAS;AAE3C,UAAM,UAAU,IAAI,kBAAkB,EAAE,OAAO,YAAY,MAAK,CAAE,CAAC;AAEnE,SAAK,SAAS;AACd,SAAK,OAAO;AACZ,SAAK,OAAO;AAIZ,SAAK,mBAAmB;AAExB,SAAK,OAAQ;AAAA,EACd;AAAA,EAED,SAAS;AACP,SAAK,OAAO,kBAAkB,IAAI;AAElC,kBAAc,gBAAgB,KAAK,OAAO,WAAW;AAErD,UAAM,cAAc,KAAK,OAAO;AAEhC,UAAM,WAAW,KAAK,SAAS,WAAW;AAI1C,UAAM,cAAc,KAAK,OAAO;AAEhC,QAAI,aAAa;AACf,YAAM,SAAS,YAAY,WAAW;AAEtC,YAAM,UAAU,YAAY,WAAW;AAEvC,UAAI,MAAM;AAIV,eAAS,IAAI,GAAG,KAAK,OAAO,OAAO,IAAI,IAAI,KAAK;AAC9C,YAAI,oBAAoB,QAAQ,CAAC,EAAE,aAAa,WAAW;AAE3D,YAAI,oBAAoB,SAAS,CAAC;AAElC,YAAI,aAAa,aAAa,EAAE,UAAW,EAAC,eAAe,KAAK,IAAI,EAAE,IAAI,GAAG;AAE7E,iBAAS,OAAO,KAAK,IAAI,GAAG,IAAI,GAAG,IAAI,CAAC;AAExC,cAAM,MAAM;AAEZ,iBAAS,OAAO,KAAK,IAAI,GAAG,IAAI,GAAG,IAAI,CAAC;AAExC,cAAM,MAAM;AAAA,MACb;AAAA,IACF;AAED,aAAS,cAAc;AAAA,EACxB;AAAA,EAED,UAAU;AACR,SAAK,SAAS,QAAS;AACvB,SAAK,SAAS,QAAS;AAAA,EACxB;AACH;"}
1
+ {"version":3,"file":"VertexNormalsHelper.js","sources":["../../src/helpers/VertexNormalsHelper.js"],"sourcesContent":["import { BufferGeometry, Float32BufferAttribute, LineSegments, LineBasicMaterial, Matrix3, Vector3 } from 'three'\n\nconst _v1 = /* @__PURE__ */ new Vector3()\nconst _v2 = /* @__PURE__ */ new Vector3()\nconst _normalMatrix = /* @__PURE__ */ new Matrix3()\n\nclass VertexNormalsHelper extends LineSegments {\n constructor(object, size = 1, color = 0xff0000) {\n const geometry = new BufferGeometry()\n\n const nNormals = object.geometry.attributes.normal.count\n const positions = new Float32BufferAttribute(nNormals * 2 * 3, 3)\n\n geometry.setAttribute('position', positions)\n\n super(geometry, new LineBasicMaterial({ color, toneMapped: false }))\n\n this.object = object\n this.size = size\n this.type = 'VertexNormalsHelper'\n\n //\n\n this.matrixAutoUpdate = false\n\n this.update()\n }\n\n update() {\n this.object.updateMatrixWorld(true)\n\n _normalMatrix.getNormalMatrix(this.object.matrixWorld)\n\n const matrixWorld = this.object.matrixWorld\n\n const position = this.geometry.attributes.position\n\n //\n\n const objGeometry = this.object.geometry\n\n if (objGeometry) {\n const objPos = objGeometry.attributes.position\n\n const objNorm = objGeometry.attributes.normal\n\n let idx = 0\n\n // for simplicity, ignore index and drawcalls, and render every normal\n\n for (let j = 0, jl = objPos.count; j < jl; j++) {\n _v1.fromBufferAttribute(objPos, j).applyMatrix4(matrixWorld)\n\n _v2.fromBufferAttribute(objNorm, j)\n\n _v2.applyMatrix3(_normalMatrix).normalize().multiplyScalar(this.size).add(_v1)\n\n position.setXYZ(idx, _v1.x, _v1.y, _v1.z)\n\n idx = idx + 1\n\n position.setXYZ(idx, _v2.x, _v2.y, _v2.z)\n\n idx = idx + 1\n }\n }\n\n position.needsUpdate = true\n }\n\n dispose() {\n this.geometry.dispose()\n this.material.dispose()\n }\n}\n\nexport { VertexNormalsHelper }\n"],"names":[],"mappings":";AAEA,MAAM,MAAsB,oBAAI,QAAS;AACzC,MAAM,MAAsB,oBAAI,QAAS;AACzC,MAAM,gBAAgC,oBAAI,QAAS;AAEnD,MAAM,4BAA4B,aAAa;AAAA,EAC7C,YAAY,QAAQ,OAAO,GAAG,QAAQ,UAAU;AAC9C,UAAM,WAAW,IAAI,eAAgB;AAErC,UAAM,WAAW,OAAO,SAAS,WAAW,OAAO;AACnD,UAAM,YAAY,IAAI,uBAAuB,WAAW,IAAI,GAAG,CAAC;AAEhE,aAAS,aAAa,YAAY,SAAS;AAE3C,UAAM,UAAU,IAAI,kBAAkB,EAAE,OAAO,YAAY,MAAK,CAAE,CAAC;AAEnE,SAAK,SAAS;AACd,SAAK,OAAO;AACZ,SAAK,OAAO;AAIZ,SAAK,mBAAmB;AAExB,SAAK,OAAQ;AAAA,EACd;AAAA,EAED,SAAS;AACP,SAAK,OAAO,kBAAkB,IAAI;AAElC,kBAAc,gBAAgB,KAAK,OAAO,WAAW;AAErD,UAAM,cAAc,KAAK,OAAO;AAEhC,UAAM,WAAW,KAAK,SAAS,WAAW;AAI1C,UAAM,cAAc,KAAK,OAAO;AAEhC,QAAI,aAAa;AACf,YAAM,SAAS,YAAY,WAAW;AAEtC,YAAM,UAAU,YAAY,WAAW;AAEvC,UAAI,MAAM;AAIV,eAAS,IAAI,GAAG,KAAK,OAAO,OAAO,IAAI,IAAI,KAAK;AAC9C,YAAI,oBAAoB,QAAQ,CAAC,EAAE,aAAa,WAAW;AAE3D,YAAI,oBAAoB,SAAS,CAAC;AAElC,YAAI,aAAa,aAAa,EAAE,UAAW,EAAC,eAAe,KAAK,IAAI,EAAE,IAAI,GAAG;AAE7E,iBAAS,OAAO,KAAK,IAAI,GAAG,IAAI,GAAG,IAAI,CAAC;AAExC,cAAM,MAAM;AAEZ,iBAAS,OAAO,KAAK,IAAI,GAAG,IAAI,GAAG,IAAI,CAAC;AAExC,cAAM,MAAM;AAAA,MACb;AAAA,IACF;AAED,aAAS,cAAc;AAAA,EACxB;AAAA,EAED,UAAU;AACR,SAAK,SAAS,QAAS;AACvB,SAAK,SAAS,QAAS;AAAA,EACxB;AACH;"}
@@ -1,8 +1,8 @@
1
1
  "use strict";
2
2
  Object.defineProperty(exports, Symbol.toStringTag, { value: "Module" });
3
3
  const THREE = require("three");
4
- const _v1 = new THREE.Vector3();
5
- const _v2 = new THREE.Vector3();
4
+ const _v1 = /* @__PURE__ */ new THREE.Vector3();
5
+ const _v2 = /* @__PURE__ */ new THREE.Vector3();
6
6
  class VertexTangentsHelper extends THREE.LineSegments {
7
7
  constructor(object, size = 1, color = 65535) {
8
8
  const geometry = new THREE.BufferGeometry();
@@ -1 +1 @@
1
- {"version":3,"file":"VertexTangentsHelper.cjs","sources":["../../src/helpers/VertexTangentsHelper.js"],"sourcesContent":["import { BufferGeometry, Float32BufferAttribute, LineSegments, LineBasicMaterial, Vector3 } from 'three'\n\nconst _v1 = new Vector3()\nconst _v2 = new Vector3()\n\nclass VertexTangentsHelper extends LineSegments {\n constructor(object, size = 1, color = 0x00ffff) {\n const geometry = new BufferGeometry()\n\n const nTangents = object.geometry.attributes.tangent.count\n const positions = new Float32BufferAttribute(nTangents * 2 * 3, 3)\n\n geometry.setAttribute('position', positions)\n\n super(geometry, new LineBasicMaterial({ color, toneMapped: false }))\n\n this.object = object\n this.size = size\n this.type = 'VertexTangentsHelper'\n\n //\n\n this.matrixAutoUpdate = false\n\n this.update()\n }\n\n update() {\n this.object.updateMatrixWorld(true)\n\n const matrixWorld = this.object.matrixWorld\n\n const position = this.geometry.attributes.position\n\n //\n\n const objGeometry = this.object.geometry\n\n const objPos = objGeometry.attributes.position\n\n const objTan = objGeometry.attributes.tangent\n\n let idx = 0\n\n // for simplicity, ignore index and drawcalls, and render every tangent\n\n for (let j = 0, jl = objPos.count; j < jl; j++) {\n _v1.fromBufferAttribute(objPos, j).applyMatrix4(matrixWorld)\n\n _v2.fromBufferAttribute(objTan, j)\n\n _v2.transformDirection(matrixWorld).multiplyScalar(this.size).add(_v1)\n\n position.setXYZ(idx, _v1.x, _v1.y, _v1.z)\n\n idx = idx + 1\n\n position.setXYZ(idx, _v2.x, _v2.y, _v2.z)\n\n idx = idx + 1\n }\n\n position.needsUpdate = true\n }\n\n dispose() {\n this.geometry.dispose()\n this.material.dispose()\n }\n}\n\nexport { VertexTangentsHelper }\n"],"names":["Vector3","LineSegments","BufferGeometry","Float32BufferAttribute","LineBasicMaterial"],"mappings":";;;AAEA,MAAM,MAAM,IAAIA,MAAAA,QAAS;AACzB,MAAM,MAAM,IAAIA,MAAAA,QAAS;AAEzB,MAAM,6BAA6BC,MAAAA,aAAa;AAAA,EAC9C,YAAY,QAAQ,OAAO,GAAG,QAAQ,OAAU;AAC9C,UAAM,WAAW,IAAIC,qBAAgB;AAErC,UAAM,YAAY,OAAO,SAAS,WAAW,QAAQ;AACrD,UAAM,YAAY,IAAIC,MAAsB,uBAAC,YAAY,IAAI,GAAG,CAAC;AAEjE,aAAS,aAAa,YAAY,SAAS;AAE3C,UAAM,UAAU,IAAIC,MAAiB,kBAAC,EAAE,OAAO,YAAY,MAAK,CAAE,CAAC;AAEnE,SAAK,SAAS;AACd,SAAK,OAAO;AACZ,SAAK,OAAO;AAIZ,SAAK,mBAAmB;AAExB,SAAK,OAAQ;AAAA,EACd;AAAA,EAED,SAAS;AACP,SAAK,OAAO,kBAAkB,IAAI;AAElC,UAAM,cAAc,KAAK,OAAO;AAEhC,UAAM,WAAW,KAAK,SAAS,WAAW;AAI1C,UAAM,cAAc,KAAK,OAAO;AAEhC,UAAM,SAAS,YAAY,WAAW;AAEtC,UAAM,SAAS,YAAY,WAAW;AAEtC,QAAI,MAAM;AAIV,aAAS,IAAI,GAAG,KAAK,OAAO,OAAO,IAAI,IAAI,KAAK;AAC9C,UAAI,oBAAoB,QAAQ,CAAC,EAAE,aAAa,WAAW;AAE3D,UAAI,oBAAoB,QAAQ,CAAC;AAEjC,UAAI,mBAAmB,WAAW,EAAE,eAAe,KAAK,IAAI,EAAE,IAAI,GAAG;AAErE,eAAS,OAAO,KAAK,IAAI,GAAG,IAAI,GAAG,IAAI,CAAC;AAExC,YAAM,MAAM;AAEZ,eAAS,OAAO,KAAK,IAAI,GAAG,IAAI,GAAG,IAAI,CAAC;AAExC,YAAM,MAAM;AAAA,IACb;AAED,aAAS,cAAc;AAAA,EACxB;AAAA,EAED,UAAU;AACR,SAAK,SAAS,QAAS;AACvB,SAAK,SAAS,QAAS;AAAA,EACxB;AACH;;"}
1
+ {"version":3,"file":"VertexTangentsHelper.cjs","sources":["../../src/helpers/VertexTangentsHelper.js"],"sourcesContent":["import { BufferGeometry, Float32BufferAttribute, LineSegments, LineBasicMaterial, Vector3 } from 'three'\n\nconst _v1 = /* @__PURE__ */ new Vector3()\nconst _v2 = /* @__PURE__ */ new Vector3()\n\nclass VertexTangentsHelper extends LineSegments {\n constructor(object, size = 1, color = 0x00ffff) {\n const geometry = new BufferGeometry()\n\n const nTangents = object.geometry.attributes.tangent.count\n const positions = new Float32BufferAttribute(nTangents * 2 * 3, 3)\n\n geometry.setAttribute('position', positions)\n\n super(geometry, new LineBasicMaterial({ color, toneMapped: false }))\n\n this.object = object\n this.size = size\n this.type = 'VertexTangentsHelper'\n\n //\n\n this.matrixAutoUpdate = false\n\n this.update()\n }\n\n update() {\n this.object.updateMatrixWorld(true)\n\n const matrixWorld = this.object.matrixWorld\n\n const position = this.geometry.attributes.position\n\n //\n\n const objGeometry = this.object.geometry\n\n const objPos = objGeometry.attributes.position\n\n const objTan = objGeometry.attributes.tangent\n\n let idx = 0\n\n // for simplicity, ignore index and drawcalls, and render every tangent\n\n for (let j = 0, jl = objPos.count; j < jl; j++) {\n _v1.fromBufferAttribute(objPos, j).applyMatrix4(matrixWorld)\n\n _v2.fromBufferAttribute(objTan, j)\n\n _v2.transformDirection(matrixWorld).multiplyScalar(this.size).add(_v1)\n\n position.setXYZ(idx, _v1.x, _v1.y, _v1.z)\n\n idx = idx + 1\n\n position.setXYZ(idx, _v2.x, _v2.y, _v2.z)\n\n idx = idx + 1\n }\n\n position.needsUpdate = true\n }\n\n dispose() {\n this.geometry.dispose()\n this.material.dispose()\n }\n}\n\nexport { VertexTangentsHelper }\n"],"names":["Vector3","LineSegments","BufferGeometry","Float32BufferAttribute","LineBasicMaterial"],"mappings":";;;AAEA,MAAM,MAAsB,oBAAIA,MAAAA,QAAS;AACzC,MAAM,MAAsB,oBAAIA,MAAAA,QAAS;AAEzC,MAAM,6BAA6BC,MAAAA,aAAa;AAAA,EAC9C,YAAY,QAAQ,OAAO,GAAG,QAAQ,OAAU;AAC9C,UAAM,WAAW,IAAIC,qBAAgB;AAErC,UAAM,YAAY,OAAO,SAAS,WAAW,QAAQ;AACrD,UAAM,YAAY,IAAIC,MAAsB,uBAAC,YAAY,IAAI,GAAG,CAAC;AAEjE,aAAS,aAAa,YAAY,SAAS;AAE3C,UAAM,UAAU,IAAIC,MAAiB,kBAAC,EAAE,OAAO,YAAY,MAAK,CAAE,CAAC;AAEnE,SAAK,SAAS;AACd,SAAK,OAAO;AACZ,SAAK,OAAO;AAIZ,SAAK,mBAAmB;AAExB,SAAK,OAAQ;AAAA,EACd;AAAA,EAED,SAAS;AACP,SAAK,OAAO,kBAAkB,IAAI;AAElC,UAAM,cAAc,KAAK,OAAO;AAEhC,UAAM,WAAW,KAAK,SAAS,WAAW;AAI1C,UAAM,cAAc,KAAK,OAAO;AAEhC,UAAM,SAAS,YAAY,WAAW;AAEtC,UAAM,SAAS,YAAY,WAAW;AAEtC,QAAI,MAAM;AAIV,aAAS,IAAI,GAAG,KAAK,OAAO,OAAO,IAAI,IAAI,KAAK;AAC9C,UAAI,oBAAoB,QAAQ,CAAC,EAAE,aAAa,WAAW;AAE3D,UAAI,oBAAoB,QAAQ,CAAC;AAEjC,UAAI,mBAAmB,WAAW,EAAE,eAAe,KAAK,IAAI,EAAE,IAAI,GAAG;AAErE,eAAS,OAAO,KAAK,IAAI,GAAG,IAAI,GAAG,IAAI,CAAC;AAExC,YAAM,MAAM;AAEZ,eAAS,OAAO,KAAK,IAAI,GAAG,IAAI,GAAG,IAAI,CAAC;AAExC,YAAM,MAAM;AAAA,IACb;AAED,aAAS,cAAc;AAAA,EACxB;AAAA,EAED,UAAU;AACR,SAAK,SAAS,QAAS;AACvB,SAAK,SAAS,QAAS;AAAA,EACxB;AACH;;"}
@@ -1,6 +1,6 @@
1
- import { Vector3, LineSegments, BufferGeometry, Float32BufferAttribute, LineBasicMaterial } from "three";
2
- const _v1 = new Vector3();
3
- const _v2 = new Vector3();
1
+ import { LineSegments, BufferGeometry, Float32BufferAttribute, LineBasicMaterial, Vector3 } from "three";
2
+ const _v1 = /* @__PURE__ */ new Vector3();
3
+ const _v2 = /* @__PURE__ */ new Vector3();
4
4
  class VertexTangentsHelper extends LineSegments {
5
5
  constructor(object, size = 1, color = 65535) {
6
6
  const geometry = new BufferGeometry();
@@ -1 +1 @@
1
- {"version":3,"file":"VertexTangentsHelper.js","sources":["../../src/helpers/VertexTangentsHelper.js"],"sourcesContent":["import { BufferGeometry, Float32BufferAttribute, LineSegments, LineBasicMaterial, Vector3 } from 'three'\n\nconst _v1 = new Vector3()\nconst _v2 = new Vector3()\n\nclass VertexTangentsHelper extends LineSegments {\n constructor(object, size = 1, color = 0x00ffff) {\n const geometry = new BufferGeometry()\n\n const nTangents = object.geometry.attributes.tangent.count\n const positions = new Float32BufferAttribute(nTangents * 2 * 3, 3)\n\n geometry.setAttribute('position', positions)\n\n super(geometry, new LineBasicMaterial({ color, toneMapped: false }))\n\n this.object = object\n this.size = size\n this.type = 'VertexTangentsHelper'\n\n //\n\n this.matrixAutoUpdate = false\n\n this.update()\n }\n\n update() {\n this.object.updateMatrixWorld(true)\n\n const matrixWorld = this.object.matrixWorld\n\n const position = this.geometry.attributes.position\n\n //\n\n const objGeometry = this.object.geometry\n\n const objPos = objGeometry.attributes.position\n\n const objTan = objGeometry.attributes.tangent\n\n let idx = 0\n\n // for simplicity, ignore index and drawcalls, and render every tangent\n\n for (let j = 0, jl = objPos.count; j < jl; j++) {\n _v1.fromBufferAttribute(objPos, j).applyMatrix4(matrixWorld)\n\n _v2.fromBufferAttribute(objTan, j)\n\n _v2.transformDirection(matrixWorld).multiplyScalar(this.size).add(_v1)\n\n position.setXYZ(idx, _v1.x, _v1.y, _v1.z)\n\n idx = idx + 1\n\n position.setXYZ(idx, _v2.x, _v2.y, _v2.z)\n\n idx = idx + 1\n }\n\n position.needsUpdate = true\n }\n\n dispose() {\n this.geometry.dispose()\n this.material.dispose()\n }\n}\n\nexport { VertexTangentsHelper }\n"],"names":[],"mappings":";AAEA,MAAM,MAAM,IAAI,QAAS;AACzB,MAAM,MAAM,IAAI,QAAS;AAEzB,MAAM,6BAA6B,aAAa;AAAA,EAC9C,YAAY,QAAQ,OAAO,GAAG,QAAQ,OAAU;AAC9C,UAAM,WAAW,IAAI,eAAgB;AAErC,UAAM,YAAY,OAAO,SAAS,WAAW,QAAQ;AACrD,UAAM,YAAY,IAAI,uBAAuB,YAAY,IAAI,GAAG,CAAC;AAEjE,aAAS,aAAa,YAAY,SAAS;AAE3C,UAAM,UAAU,IAAI,kBAAkB,EAAE,OAAO,YAAY,MAAK,CAAE,CAAC;AAEnE,SAAK,SAAS;AACd,SAAK,OAAO;AACZ,SAAK,OAAO;AAIZ,SAAK,mBAAmB;AAExB,SAAK,OAAQ;AAAA,EACd;AAAA,EAED,SAAS;AACP,SAAK,OAAO,kBAAkB,IAAI;AAElC,UAAM,cAAc,KAAK,OAAO;AAEhC,UAAM,WAAW,KAAK,SAAS,WAAW;AAI1C,UAAM,cAAc,KAAK,OAAO;AAEhC,UAAM,SAAS,YAAY,WAAW;AAEtC,UAAM,SAAS,YAAY,WAAW;AAEtC,QAAI,MAAM;AAIV,aAAS,IAAI,GAAG,KAAK,OAAO,OAAO,IAAI,IAAI,KAAK;AAC9C,UAAI,oBAAoB,QAAQ,CAAC,EAAE,aAAa,WAAW;AAE3D,UAAI,oBAAoB,QAAQ,CAAC;AAEjC,UAAI,mBAAmB,WAAW,EAAE,eAAe,KAAK,IAAI,EAAE,IAAI,GAAG;AAErE,eAAS,OAAO,KAAK,IAAI,GAAG,IAAI,GAAG,IAAI,CAAC;AAExC,YAAM,MAAM;AAEZ,eAAS,OAAO,KAAK,IAAI,GAAG,IAAI,GAAG,IAAI,CAAC;AAExC,YAAM,MAAM;AAAA,IACb;AAED,aAAS,cAAc;AAAA,EACxB;AAAA,EAED,UAAU;AACR,SAAK,SAAS,QAAS;AACvB,SAAK,SAAS,QAAS;AAAA,EACxB;AACH;"}
1
+ {"version":3,"file":"VertexTangentsHelper.js","sources":["../../src/helpers/VertexTangentsHelper.js"],"sourcesContent":["import { BufferGeometry, Float32BufferAttribute, LineSegments, LineBasicMaterial, Vector3 } from 'three'\n\nconst _v1 = /* @__PURE__ */ new Vector3()\nconst _v2 = /* @__PURE__ */ new Vector3()\n\nclass VertexTangentsHelper extends LineSegments {\n constructor(object, size = 1, color = 0x00ffff) {\n const geometry = new BufferGeometry()\n\n const nTangents = object.geometry.attributes.tangent.count\n const positions = new Float32BufferAttribute(nTangents * 2 * 3, 3)\n\n geometry.setAttribute('position', positions)\n\n super(geometry, new LineBasicMaterial({ color, toneMapped: false }))\n\n this.object = object\n this.size = size\n this.type = 'VertexTangentsHelper'\n\n //\n\n this.matrixAutoUpdate = false\n\n this.update()\n }\n\n update() {\n this.object.updateMatrixWorld(true)\n\n const matrixWorld = this.object.matrixWorld\n\n const position = this.geometry.attributes.position\n\n //\n\n const objGeometry = this.object.geometry\n\n const objPos = objGeometry.attributes.position\n\n const objTan = objGeometry.attributes.tangent\n\n let idx = 0\n\n // for simplicity, ignore index and drawcalls, and render every tangent\n\n for (let j = 0, jl = objPos.count; j < jl; j++) {\n _v1.fromBufferAttribute(objPos, j).applyMatrix4(matrixWorld)\n\n _v2.fromBufferAttribute(objTan, j)\n\n _v2.transformDirection(matrixWorld).multiplyScalar(this.size).add(_v1)\n\n position.setXYZ(idx, _v1.x, _v1.y, _v1.z)\n\n idx = idx + 1\n\n position.setXYZ(idx, _v2.x, _v2.y, _v2.z)\n\n idx = idx + 1\n }\n\n position.needsUpdate = true\n }\n\n dispose() {\n this.geometry.dispose()\n this.material.dispose()\n }\n}\n\nexport { VertexTangentsHelper }\n"],"names":[],"mappings":";AAEA,MAAM,MAAsB,oBAAI,QAAS;AACzC,MAAM,MAAsB,oBAAI,QAAS;AAEzC,MAAM,6BAA6B,aAAa;AAAA,EAC9C,YAAY,QAAQ,OAAO,GAAG,QAAQ,OAAU;AAC9C,UAAM,WAAW,IAAI,eAAgB;AAErC,UAAM,YAAY,OAAO,SAAS,WAAW,QAAQ;AACrD,UAAM,YAAY,IAAI,uBAAuB,YAAY,IAAI,GAAG,CAAC;AAEjE,aAAS,aAAa,YAAY,SAAS;AAE3C,UAAM,UAAU,IAAI,kBAAkB,EAAE,OAAO,YAAY,MAAK,CAAE,CAAC;AAEnE,SAAK,SAAS;AACd,SAAK,OAAO;AACZ,SAAK,OAAO;AAIZ,SAAK,mBAAmB;AAExB,SAAK,OAAQ;AAAA,EACd;AAAA,EAED,SAAS;AACP,SAAK,OAAO,kBAAkB,IAAI;AAElC,UAAM,cAAc,KAAK,OAAO;AAEhC,UAAM,WAAW,KAAK,SAAS,WAAW;AAI1C,UAAM,cAAc,KAAK,OAAO;AAEhC,UAAM,SAAS,YAAY,WAAW;AAEtC,UAAM,SAAS,YAAY,WAAW;AAEtC,QAAI,MAAM;AAIV,aAAS,IAAI,GAAG,KAAK,OAAO,OAAO,IAAI,IAAI,KAAK;AAC9C,UAAI,oBAAoB,QAAQ,CAAC,EAAE,aAAa,WAAW;AAE3D,UAAI,oBAAoB,QAAQ,CAAC;AAEjC,UAAI,mBAAmB,WAAW,EAAE,eAAe,KAAK,IAAI,EAAE,IAAI,GAAG;AAErE,eAAS,OAAO,KAAK,IAAI,GAAG,IAAI,GAAG,IAAI,CAAC;AAExC,YAAM,MAAM;AAEZ,eAAS,OAAO,KAAK,IAAI,GAAG,IAAI,GAAG,IAAI,CAAC;AAExC,YAAM,MAAM;AAAA,IACb;AAED,aAAS,cAAc;AAAA,EACxB;AAAA,EAED,UAAU;AACR,SAAK,SAAS,QAAS;AACvB,SAAK,SAAS,QAAS;AAAA,EACxB;AACH;"}