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":"OrbitControls.js","sources":["../../src/controls/OrbitControls.ts"],"sourcesContent":["import {\n Matrix4,\n MOUSE,\n OrthographicCamera,\n PerspectiveCamera,\n Quaternion,\n Spherical,\n TOUCH,\n Vector2,\n Vector3,\n Ray,\n Plane,\n} from 'three'\nimport { EventDispatcher } from './EventDispatcher'\nimport { StandardControlsEventMap } from './StandardControlsEventMap'\n\nconst _ray = new Ray()\nconst _plane = new Plane()\nconst TILT_LIMIT = Math.cos(70 * (Math.PI / 180))\n\n// This set of controls performs orbiting, dollying (zooming), and panning.\n// Unlike TrackballControls, it maintains the \"up\" direction object.up (+Y by default).\n//\n// Orbit - left mouse / touch: one-finger move\n// Zoom - middle mouse, or mousewheel / touch: two-finger spread or squish\n// Pan - right mouse, or left mouse + ctrl/meta/shiftKey, or arrow keys / touch: two-finger move\n\nconst moduloWrapAround = (offset: number, capacity: number) => ((offset % capacity) + capacity) % capacity\n\nclass OrbitControls extends EventDispatcher<StandardControlsEventMap> {\n object: PerspectiveCamera | OrthographicCamera\n domElement: HTMLElement | undefined\n // Set to false to disable this control\n enabled = true\n // \"target\" sets the location of focus, where the object orbits around\n target = new Vector3()\n // How far you can dolly in and out ( PerspectiveCamera only )\n minDistance = 0\n maxDistance = Infinity\n // How far you can zoom in and out ( OrthographicCamera only )\n minZoom = 0\n maxZoom = Infinity\n // How far you can orbit vertically, upper and lower limits.\n // Range is 0 to Math.PI radians.\n minPolarAngle = 0 // radians\n maxPolarAngle = Math.PI // radians\n // How far you can orbit horizontally, upper and lower limits.\n // If set, the interval [ min, max ] must be a sub-interval of [ - 2 PI, 2 PI ], with ( max - min < 2 PI )\n minAzimuthAngle = -Infinity // radians\n maxAzimuthAngle = Infinity // radians\n // Set to true to enable damping (inertia)\n // If damping is enabled, you must call controls.update() in your animation loop\n enableDamping = false\n dampingFactor = 0.05\n // This option actually enables dollying in and out; left as \"zoom\" for backwards compatibility.\n // Set to false to disable zooming\n enableZoom = true\n zoomSpeed = 1.0\n // Set to false to disable rotating\n enableRotate = true\n rotateSpeed = 1.0\n // Set to false to disable panning\n enablePan = true\n panSpeed = 1.0\n screenSpacePanning = true // if false, pan orthogonal to world-space direction camera.up\n keyPanSpeed = 7.0 // pixels moved per arrow key push\n zoomToCursor = false\n // Set to true to automatically rotate around the target\n // If auto-rotate is enabled, you must call controls.update() in your animation loop\n autoRotate = false\n autoRotateSpeed = 2.0 // 30 seconds per orbit when fps is 60\n reverseOrbit = false // true if you want to reverse the orbit to mouse drag from left to right = orbits left\n reverseHorizontalOrbit = false // true if you want to reverse the horizontal orbit direction\n reverseVerticalOrbit = false // true if you want to reverse the vertical orbit direction\n // The four arrow keys\n keys = { LEFT: 'ArrowLeft', UP: 'ArrowUp', RIGHT: 'ArrowRight', BOTTOM: 'ArrowDown' }\n // Mouse buttons\n mouseButtons: Partial<{\n LEFT: MOUSE\n MIDDLE: MOUSE\n RIGHT: MOUSE\n }> = {\n LEFT: MOUSE.ROTATE,\n MIDDLE: MOUSE.DOLLY,\n RIGHT: MOUSE.PAN,\n }\n // Touch fingers\n touches: Partial<{\n ONE: TOUCH\n TWO: TOUCH\n }> = { ONE: TOUCH.ROTATE, TWO: TOUCH.DOLLY_PAN }\n target0: Vector3\n position0: Vector3\n zoom0: number\n // the target DOM element for key events\n _domElementKeyEvents: any = null\n\n getPolarAngle: () => number\n getAzimuthalAngle: () => number\n setPolarAngle: (x: number) => void\n setAzimuthalAngle: (x: number) => void\n getDistance: () => number\n // Not used in most scenarios, however they can be useful for specific use cases\n getZoomScale: () => number\n\n listenToKeyEvents: (domElement: HTMLElement) => void\n stopListenToKeyEvents: () => void\n saveState: () => void\n reset: () => void\n update: () => void\n connect: (domElement: HTMLElement) => void\n dispose: () => void\n\n // Dolly in programmatically\n dollyIn: (dollyScale?: number) => void\n // Dolly out programmatically\n dollyOut: (dollyScale?: number) => void\n // Get the current scale\n getScale: () => number\n // Set the current scale (these are not used in most scenarios, however they can be useful for specific use cases)\n setScale: (newScale: number) => void\n \n\n constructor(object: PerspectiveCamera | OrthographicCamera, domElement?: HTMLElement) {\n super()\n\n this.object = object\n this.domElement = domElement\n\n // for reset\n this.target0 = this.target.clone()\n this.position0 = this.object.position.clone()\n this.zoom0 = this.object.zoom\n\n //\n // public methods\n //\n\n this.getPolarAngle = (): number => spherical.phi\n\n this.getAzimuthalAngle = (): number => spherical.theta\n\n this.setPolarAngle = (value: number): void => {\n // use modulo wrapping to safeguard value\n let phi = moduloWrapAround(value, 2 * Math.PI)\n let currentPhi = spherical.phi\n\n // convert to the equivalent shortest angle\n if (currentPhi < 0) currentPhi += 2 * Math.PI\n if (phi < 0) phi += 2 * Math.PI\n let phiDist = Math.abs(phi - currentPhi)\n if (2 * Math.PI - phiDist < phiDist) {\n if (phi < currentPhi) {\n phi += 2 * Math.PI\n } else {\n currentPhi += 2 * Math.PI\n }\n }\n sphericalDelta.phi = phi - currentPhi\n scope.update()\n }\n\n this.setAzimuthalAngle = (value: number): void => {\n // use modulo wrapping to safeguard value\n let theta = moduloWrapAround(value, 2 * Math.PI)\n let currentTheta = spherical.theta\n\n // convert to the equivalent shortest angle\n if (currentTheta < 0) currentTheta += 2 * Math.PI\n if (theta < 0) theta += 2 * Math.PI\n let thetaDist = Math.abs(theta - currentTheta)\n if (2 * Math.PI - thetaDist < thetaDist) {\n if (theta < currentTheta) {\n theta += 2 * Math.PI\n } else {\n currentTheta += 2 * Math.PI\n }\n }\n sphericalDelta.theta = theta - currentTheta\n scope.update()\n }\n\n this.getDistance = (): number => scope.object.position.distanceTo(scope.target)\n\n this.listenToKeyEvents = (domElement: HTMLElement): void => {\n domElement.addEventListener('keydown', onKeyDown)\n this._domElementKeyEvents = domElement\n }\n\n this.stopListenToKeyEvents = (): void => {\n this._domElementKeyEvents.removeEventListener('keydown', onKeyDown)\n this._domElementKeyEvents = null\n }\n\n this.saveState = (): void => {\n scope.target0.copy(scope.target)\n scope.position0.copy(scope.object.position)\n scope.zoom0 = scope.object.zoom\n }\n\n this.reset = (): void => {\n scope.target.copy(scope.target0)\n scope.object.position.copy(scope.position0)\n scope.object.zoom = scope.zoom0\n scope.object.updateProjectionMatrix()\n\n // @ts-ignore\n scope.dispatchEvent(changeEvent)\n\n scope.update()\n\n state = STATE.NONE\n }\n\n // this method is exposed, but perhaps it would be better if we can make it private...\n this.update = ((): (() => void) => {\n const offset = new Vector3()\n const up = new Vector3(0, 1, 0)\n\n // so camera.up is the orbit axis\n const quat = new Quaternion().setFromUnitVectors(object.up, up)\n const quatInverse = quat.clone().invert()\n\n const lastPosition = new Vector3()\n const lastQuaternion = new Quaternion()\n\n const twoPI = 2 * Math.PI\n\n return function update(): boolean {\n const position = scope.object.position\n\n // update new up direction\n quat.setFromUnitVectors(object.up, up)\n quatInverse.copy(quat).invert()\n\n offset.copy(position).sub(scope.target)\n\n // rotate offset to \"y-axis-is-up\" space\n offset.applyQuaternion(quat)\n\n // angle from z-axis around y-axis\n spherical.setFromVector3(offset)\n\n if (scope.autoRotate && state === STATE.NONE) {\n rotateLeft(getAutoRotationAngle())\n }\n\n if (scope.enableDamping) {\n spherical.theta += sphericalDelta.theta * scope.dampingFactor\n spherical.phi += sphericalDelta.phi * scope.dampingFactor\n } else {\n spherical.theta += sphericalDelta.theta\n spherical.phi += sphericalDelta.phi\n }\n\n // restrict theta to be between desired limits\n\n let min = scope.minAzimuthAngle\n let max = scope.maxAzimuthAngle\n\n if (isFinite(min) && isFinite(max)) {\n if (min < -Math.PI) min += twoPI\n else if (min > Math.PI) min -= twoPI\n\n if (max < -Math.PI) max += twoPI\n else if (max > Math.PI) max -= twoPI\n\n if (min <= max) {\n spherical.theta = Math.max(min, Math.min(max, spherical.theta))\n } else {\n spherical.theta =\n spherical.theta > (min + max) / 2 ? Math.max(min, spherical.theta) : Math.min(max, spherical.theta)\n }\n }\n\n // restrict phi to be between desired limits\n spherical.phi = Math.max(scope.minPolarAngle, Math.min(scope.maxPolarAngle, spherical.phi))\n spherical.makeSafe()\n\n // move target to panned location\n\n if (scope.enableDamping === true) {\n scope.target.addScaledVector(panOffset, scope.dampingFactor)\n } else {\n scope.target.add(panOffset)\n }\n\n // adjust the camera position based on zoom only if we're not zooming to the cursor or if it's an ortho camera\n // we adjust zoom later in these cases\n if ((scope.zoomToCursor && performCursorZoom) || (scope.object as OrthographicCamera).isOrthographicCamera) {\n spherical.radius = clampDistance(spherical.radius)\n } else {\n spherical.radius = clampDistance(spherical.radius * scale)\n }\n\n offset.setFromSpherical(spherical)\n\n // rotate offset back to \"camera-up-vector-is-up\" space\n offset.applyQuaternion(quatInverse)\n\n position.copy(scope.target).add(offset)\n\n if (!scope.object.matrixAutoUpdate) scope.object.updateMatrix()\n scope.object.lookAt(scope.target)\n\n if (scope.enableDamping === true) {\n sphericalDelta.theta *= 1 - scope.dampingFactor\n sphericalDelta.phi *= 1 - scope.dampingFactor\n\n panOffset.multiplyScalar(1 - scope.dampingFactor)\n } else {\n sphericalDelta.set(0, 0, 0)\n\n panOffset.set(0, 0, 0)\n }\n\n // adjust camera position\n let zoomChanged = false\n if (scope.zoomToCursor && performCursorZoom) {\n let newRadius = null\n if (scope.object instanceof PerspectiveCamera && scope.object.isPerspectiveCamera) {\n // move the camera down the pointer ray\n // this method avoids floating point error\n const prevRadius = offset.length()\n newRadius = clampDistance(prevRadius * scale)\n\n const radiusDelta = prevRadius - newRadius\n scope.object.position.addScaledVector(dollyDirection, radiusDelta)\n scope.object.updateMatrixWorld()\n } else if ((scope.object as OrthographicCamera).isOrthographicCamera) {\n // adjust the ortho camera position based on zoom changes\n const mouseBefore = new Vector3(mouse.x, mouse.y, 0)\n mouseBefore.unproject(scope.object)\n\n scope.object.zoom = Math.max(scope.minZoom, Math.min(scope.maxZoom, scope.object.zoom / scale))\n scope.object.updateProjectionMatrix()\n zoomChanged = true\n\n const mouseAfter = new Vector3(mouse.x, mouse.y, 0)\n mouseAfter.unproject(scope.object)\n\n scope.object.position.sub(mouseAfter).add(mouseBefore)\n scope.object.updateMatrixWorld()\n\n newRadius = offset.length()\n } else {\n console.warn('WARNING: OrbitControls.js encountered an unknown camera type - zoom to cursor disabled.')\n scope.zoomToCursor = false\n }\n\n // handle the placement of the target\n if (newRadius !== null) {\n if (scope.screenSpacePanning) {\n // position the orbit target in front of the new camera position\n scope.target\n .set(0, 0, -1)\n .transformDirection(scope.object.matrix)\n .multiplyScalar(newRadius)\n .add(scope.object.position)\n } else {\n // get the ray and translation plane to compute target\n _ray.origin.copy(scope.object.position)\n _ray.direction.set(0, 0, -1).transformDirection(scope.object.matrix)\n\n // if the camera is 20 degrees above the horizon then don't adjust the focus target to avoid\n // extremely large values\n if (Math.abs(scope.object.up.dot(_ray.direction)) < TILT_LIMIT) {\n object.lookAt(scope.target)\n } else {\n _plane.setFromNormalAndCoplanarPoint(scope.object.up, scope.target)\n _ray.intersectPlane(_plane, scope.target)\n }\n }\n }\n } else if (scope.object instanceof OrthographicCamera && scope.object.isOrthographicCamera) {\n zoomChanged = scale !== 1\n\n if (zoomChanged) {\n scope.object.zoom = Math.max(scope.minZoom, Math.min(scope.maxZoom, scope.object.zoom / scale))\n scope.object.updateProjectionMatrix()\n }\n }\n\n scale = 1\n performCursorZoom = false\n\n // update condition is:\n // min(camera displacement, camera rotation in radians)^2 > EPS\n // using small-angle approximation cos(x/2) = 1 - x^2 / 8\n\n if (\n zoomChanged ||\n lastPosition.distanceToSquared(scope.object.position) > EPS ||\n 8 * (1 - lastQuaternion.dot(scope.object.quaternion)) > EPS\n ) {\n // @ts-ignore\n scope.dispatchEvent(changeEvent)\n\n lastPosition.copy(scope.object.position)\n lastQuaternion.copy(scope.object.quaternion)\n zoomChanged = false\n\n return true\n }\n\n return false\n }\n })()\n\n // https://github.com/mrdoob/three.js/issues/20575\n this.connect = (domElement: HTMLElement): void => {\n scope.domElement = domElement\n // disables touch scroll\n // touch-action needs to be defined for pointer events to work on mobile\n // https://stackoverflow.com/a/48254578\n scope.domElement.style.touchAction = 'none'\n scope.domElement.addEventListener('contextmenu', onContextMenu)\n scope.domElement.addEventListener('pointerdown', onPointerDown)\n scope.domElement.addEventListener('pointercancel', onPointerUp)\n scope.domElement.addEventListener('wheel', onMouseWheel)\n }\n\n this.dispose = (): void => {\n // Enabling touch scroll\n if (scope.domElement) {\n scope.domElement.style.touchAction = 'auto'\n }\n scope.domElement?.removeEventListener('contextmenu', onContextMenu)\n scope.domElement?.removeEventListener('pointerdown', onPointerDown)\n scope.domElement?.removeEventListener('pointercancel', onPointerUp)\n scope.domElement?.removeEventListener('wheel', onMouseWheel)\n scope.domElement?.ownerDocument.removeEventListener('pointermove', onPointerMove)\n scope.domElement?.ownerDocument.removeEventListener('pointerup', onPointerUp)\n if (scope._domElementKeyEvents !== null) {\n scope._domElementKeyEvents.removeEventListener('keydown', onKeyDown)\n }\n //scope.dispatchEvent( { type: 'dispose' } ); // should this be added here?\n }\n\n //\n // internals\n //\n\n const scope = this\n\n const changeEvent = { type: 'change' }\n const startEvent = { type: 'start' }\n const endEvent = { type: 'end' }\n\n const STATE = {\n NONE: -1,\n ROTATE: 0,\n DOLLY: 1,\n PAN: 2,\n TOUCH_ROTATE: 3,\n TOUCH_PAN: 4,\n TOUCH_DOLLY_PAN: 5,\n TOUCH_DOLLY_ROTATE: 6,\n }\n\n let state = STATE.NONE\n\n const EPS = 0.000001\n\n // current position in spherical coordinates\n const spherical = new Spherical()\n const sphericalDelta = new Spherical()\n\n let scale = 1\n const panOffset = new Vector3()\n\n const rotateStart = new Vector2()\n const rotateEnd = new Vector2()\n const rotateDelta = new Vector2()\n\n const panStart = new Vector2()\n const panEnd = new Vector2()\n const panDelta = new Vector2()\n\n const dollyStart = new Vector2()\n const dollyEnd = new Vector2()\n const dollyDelta = new Vector2()\n\n const dollyDirection = new Vector3()\n const mouse = new Vector2()\n let performCursorZoom = false\n\n const pointers: PointerEvent[] = []\n const pointerPositions: { [key: string]: Vector2 } = {}\n\n function getAutoRotationAngle(): number {\n return ((2 * Math.PI) / 60 / 60) * scope.autoRotateSpeed\n }\n\n function getZoomScale(): number {\n return Math.pow(0.95, scope.zoomSpeed)\n }\n\n function rotateLeft(angle: number): void {\n if (scope.reverseOrbit || scope.reverseHorizontalOrbit) {\n sphericalDelta.theta += angle\n } else {\n sphericalDelta.theta -= angle\n }\n }\n\n function rotateUp(angle: number): void {\n if (scope.reverseOrbit || scope.reverseVerticalOrbit) {\n sphericalDelta.phi += angle\n } else {\n sphericalDelta.phi -= angle\n }\n }\n\n const panLeft = (() => {\n const v = new Vector3()\n\n return function panLeft(distance: number, objectMatrix: Matrix4) {\n v.setFromMatrixColumn(objectMatrix, 0) // get X column of objectMatrix\n v.multiplyScalar(-distance)\n\n panOffset.add(v)\n }\n })()\n\n const panUp = (() => {\n const v = new Vector3()\n\n return function panUp(distance: number, objectMatrix: Matrix4) {\n if (scope.screenSpacePanning === true) {\n v.setFromMatrixColumn(objectMatrix, 1)\n } else {\n v.setFromMatrixColumn(objectMatrix, 0)\n v.crossVectors(scope.object.up, v)\n }\n\n v.multiplyScalar(distance)\n\n panOffset.add(v)\n }\n })()\n\n // deltaX and deltaY are in pixels; right and down are positive\n const pan = (() => {\n const offset = new Vector3()\n\n return function pan(deltaX: number, deltaY: number) {\n const element = scope.domElement\n\n if (element && scope.object instanceof PerspectiveCamera && scope.object.isPerspectiveCamera) {\n // perspective\n const position = scope.object.position\n offset.copy(position).sub(scope.target)\n let targetDistance = offset.length()\n\n // half of the fov is center to top of screen\n targetDistance *= Math.tan(((scope.object.fov / 2) * Math.PI) / 180.0)\n\n // we use only clientHeight here so aspect ratio does not distort speed\n panLeft((2 * deltaX * targetDistance) / element.clientHeight, scope.object.matrix)\n panUp((2 * deltaY * targetDistance) / element.clientHeight, scope.object.matrix)\n } else if (element && scope.object instanceof OrthographicCamera && scope.object.isOrthographicCamera) {\n // orthographic\n panLeft(\n (deltaX * (scope.object.right - scope.object.left)) / scope.object.zoom / element.clientWidth,\n scope.object.matrix,\n )\n panUp(\n (deltaY * (scope.object.top - scope.object.bottom)) / scope.object.zoom / element.clientHeight,\n scope.object.matrix,\n )\n } else {\n // camera neither orthographic nor perspective\n console.warn('WARNING: OrbitControls.js encountered an unknown camera type - pan disabled.')\n scope.enablePan = false\n }\n }\n })()\n\n function setScale(newScale: number) {\n if (\n (scope.object instanceof PerspectiveCamera && scope.object.isPerspectiveCamera) ||\n (scope.object instanceof OrthographicCamera && scope.object.isOrthographicCamera)\n ) {\n scale = newScale\n } else {\n console.warn('WARNING: OrbitControls.js encountered an unknown camera type - dolly/zoom disabled.')\n scope.enableZoom = false\n }\n }\n\n function dollyOut(dollyScale: number) {\n setScale(scale / dollyScale)\n }\n\n function dollyIn(dollyScale: number) {\n setScale(scale * dollyScale)\n }\n\n function updateMouseParameters(event: MouseEvent): void {\n if (!scope.zoomToCursor || !scope.domElement) {\n return\n }\n\n performCursorZoom = true\n\n const rect = scope.domElement.getBoundingClientRect()\n const x = event.clientX - rect.left\n const y = event.clientY - rect.top\n const w = rect.width\n const h = rect.height\n\n mouse.x = (x / w) * 2 - 1\n mouse.y = -(y / h) * 2 + 1\n\n dollyDirection.set(mouse.x, mouse.y, 1).unproject(scope.object).sub(scope.object.position).normalize()\n }\n\n function clampDistance(dist: number): number {\n return Math.max(scope.minDistance, Math.min(scope.maxDistance, dist))\n }\n\n //\n // event callbacks - update the object state\n //\n\n function handleMouseDownRotate(event: MouseEvent) {\n rotateStart.set(event.clientX, event.clientY)\n }\n\n function handleMouseDownDolly(event: MouseEvent) {\n updateMouseParameters(event)\n dollyStart.set(event.clientX, event.clientY)\n }\n\n function handleMouseDownPan(event: MouseEvent) {\n panStart.set(event.clientX, event.clientY)\n }\n\n function handleMouseMoveRotate(event: MouseEvent) {\n rotateEnd.set(event.clientX, event.clientY)\n rotateDelta.subVectors(rotateEnd, rotateStart).multiplyScalar(scope.rotateSpeed)\n\n const element = scope.domElement\n\n if (element) {\n rotateLeft((2 * Math.PI * rotateDelta.x) / element.clientHeight) // yes, height\n rotateUp((2 * Math.PI * rotateDelta.y) / element.clientHeight)\n }\n rotateStart.copy(rotateEnd)\n scope.update()\n }\n\n function handleMouseMoveDolly(event: MouseEvent) {\n dollyEnd.set(event.clientX, event.clientY)\n dollyDelta.subVectors(dollyEnd, dollyStart)\n\n if (dollyDelta.y > 0) {\n dollyOut(getZoomScale())\n } else if (dollyDelta.y < 0) {\n dollyIn(getZoomScale())\n }\n\n dollyStart.copy(dollyEnd)\n scope.update()\n }\n\n function handleMouseMovePan(event: MouseEvent) {\n panEnd.set(event.clientX, event.clientY)\n panDelta.subVectors(panEnd, panStart).multiplyScalar(scope.panSpeed)\n pan(panDelta.x, panDelta.y)\n panStart.copy(panEnd)\n scope.update()\n }\n\n function handleMouseWheel(event: WheelEvent) {\n updateMouseParameters(event)\n\n if (event.deltaY < 0) {\n dollyIn(getZoomScale())\n } else if (event.deltaY > 0) {\n dollyOut(getZoomScale())\n }\n\n scope.update()\n }\n\n function handleKeyDown(event: KeyboardEvent) {\n let needsUpdate = false\n\n switch (event.code) {\n case scope.keys.UP:\n pan(0, scope.keyPanSpeed)\n needsUpdate = true\n break\n\n case scope.keys.BOTTOM:\n pan(0, -scope.keyPanSpeed)\n needsUpdate = true\n break\n\n case scope.keys.LEFT:\n pan(scope.keyPanSpeed, 0)\n needsUpdate = true\n break\n\n case scope.keys.RIGHT:\n pan(-scope.keyPanSpeed, 0)\n needsUpdate = true\n break\n }\n\n if (needsUpdate) {\n // prevent the browser from scrolling on cursor keys\n event.preventDefault()\n scope.update()\n }\n }\n\n function handleTouchStartRotate() {\n if (pointers.length == 1) {\n rotateStart.set(pointers[0].pageX, pointers[0].pageY)\n } else {\n const x = 0.5 * (pointers[0].pageX + pointers[1].pageX)\n const y = 0.5 * (pointers[0].pageY + pointers[1].pageY)\n\n rotateStart.set(x, y)\n }\n }\n\n function handleTouchStartPan() {\n if (pointers.length == 1) {\n panStart.set(pointers[0].pageX, pointers[0].pageY)\n } else {\n const x = 0.5 * (pointers[0].pageX + pointers[1].pageX)\n const y = 0.5 * (pointers[0].pageY + pointers[1].pageY)\n\n panStart.set(x, y)\n }\n }\n\n function handleTouchStartDolly() {\n const dx = pointers[0].pageX - pointers[1].pageX\n const dy = pointers[0].pageY - pointers[1].pageY\n const distance = Math.sqrt(dx * dx + dy * dy)\n\n dollyStart.set(0, distance)\n }\n\n function handleTouchStartDollyPan() {\n if (scope.enableZoom) handleTouchStartDolly()\n if (scope.enablePan) handleTouchStartPan()\n }\n\n function handleTouchStartDollyRotate() {\n if (scope.enableZoom) handleTouchStartDolly()\n if (scope.enableRotate) handleTouchStartRotate()\n }\n\n function handleTouchMoveRotate(event: PointerEvent) {\n if (pointers.length == 1) {\n rotateEnd.set(event.pageX, event.pageY)\n } else {\n const position = getSecondPointerPosition(event)\n const x = 0.5 * (event.pageX + position.x)\n const y = 0.5 * (event.pageY + position.y)\n rotateEnd.set(x, y)\n }\n\n rotateDelta.subVectors(rotateEnd, rotateStart).multiplyScalar(scope.rotateSpeed)\n\n const element = scope.domElement\n\n if (element) {\n rotateLeft((2 * Math.PI * rotateDelta.x) / element.clientHeight) // yes, height\n rotateUp((2 * Math.PI * rotateDelta.y) / element.clientHeight)\n }\n rotateStart.copy(rotateEnd)\n }\n\n function handleTouchMovePan(event: PointerEvent) {\n if (pointers.length == 1) {\n panEnd.set(event.pageX, event.pageY)\n } else {\n const position = getSecondPointerPosition(event)\n const x = 0.5 * (event.pageX + position.x)\n const y = 0.5 * (event.pageY + position.y)\n panEnd.set(x, y)\n }\n\n panDelta.subVectors(panEnd, panStart).multiplyScalar(scope.panSpeed)\n pan(panDelta.x, panDelta.y)\n panStart.copy(panEnd)\n }\n\n function handleTouchMoveDolly(event: PointerEvent) {\n const position = getSecondPointerPosition(event)\n const dx = event.pageX - position.x\n const dy = event.pageY - position.y\n const distance = Math.sqrt(dx * dx + dy * dy)\n\n dollyEnd.set(0, distance)\n dollyDelta.set(0, Math.pow(dollyEnd.y / dollyStart.y, scope.zoomSpeed))\n dollyOut(dollyDelta.y)\n dollyStart.copy(dollyEnd)\n }\n\n function handleTouchMoveDollyPan(event: PointerEvent) {\n if (scope.enableZoom) handleTouchMoveDolly(event)\n if (scope.enablePan) handleTouchMovePan(event)\n }\n\n function handleTouchMoveDollyRotate(event: PointerEvent) {\n if (scope.enableZoom) handleTouchMoveDolly(event)\n if (scope.enableRotate) handleTouchMoveRotate(event)\n }\n\n //\n // event handlers - FSM: listen for events and reset state\n //\n\n function onPointerDown(event: PointerEvent) {\n if (scope.enabled === false) return\n\n if (pointers.length === 0) {\n scope.domElement?.ownerDocument.addEventListener('pointermove', onPointerMove)\n scope.domElement?.ownerDocument.addEventListener('pointerup', onPointerUp)\n }\n\n addPointer(event)\n\n if (event.pointerType === 'touch') {\n onTouchStart(event)\n } else {\n onMouseDown(event)\n }\n }\n\n function onPointerMove(event: PointerEvent) {\n if (scope.enabled === false) return\n\n if (event.pointerType === 'touch') {\n onTouchMove(event)\n } else {\n onMouseMove(event)\n }\n }\n\n function onPointerUp(event: PointerEvent) {\n removePointer(event)\n\n if (pointers.length === 0) {\n scope.domElement?.releasePointerCapture(event.pointerId)\n\n scope.domElement?.ownerDocument.removeEventListener('pointermove', onPointerMove)\n scope.domElement?.ownerDocument.removeEventListener('pointerup', onPointerUp)\n }\n\n // @ts-ignore\n scope.dispatchEvent(endEvent)\n\n state = STATE.NONE\n }\n\n function onMouseDown(event: MouseEvent) {\n let mouseAction\n\n switch (event.button) {\n case 0:\n mouseAction = scope.mouseButtons.LEFT\n break\n\n case 1:\n mouseAction = scope.mouseButtons.MIDDLE\n break\n\n case 2:\n mouseAction = scope.mouseButtons.RIGHT\n break\n\n default:\n mouseAction = -1\n }\n\n switch (mouseAction) {\n case MOUSE.DOLLY:\n if (scope.enableZoom === false) return\n handleMouseDownDolly(event)\n state = STATE.DOLLY\n break\n\n case MOUSE.ROTATE:\n if (event.ctrlKey || event.metaKey || event.shiftKey) {\n if (scope.enablePan === false) return\n handleMouseDownPan(event)\n state = STATE.PAN\n } else {\n if (scope.enableRotate === false) return\n handleMouseDownRotate(event)\n state = STATE.ROTATE\n }\n break\n\n case MOUSE.PAN:\n if (event.ctrlKey || event.metaKey || event.shiftKey) {\n if (scope.enableRotate === false) return\n handleMouseDownRotate(event)\n state = STATE.ROTATE\n } else {\n if (scope.enablePan === false) return\n handleMouseDownPan(event)\n state = STATE.PAN\n }\n break\n\n default:\n state = STATE.NONE\n }\n\n if (state !== STATE.NONE) {\n // @ts-ignore\n scope.dispatchEvent(startEvent)\n }\n }\n\n function onMouseMove(event: MouseEvent) {\n if (scope.enabled === false) return\n\n switch (state) {\n case STATE.ROTATE:\n if (scope.enableRotate === false) return\n handleMouseMoveRotate(event)\n break\n\n case STATE.DOLLY:\n if (scope.enableZoom === false) return\n handleMouseMoveDolly(event)\n break\n\n case STATE.PAN:\n if (scope.enablePan === false) return\n handleMouseMovePan(event)\n break\n }\n }\n\n function onMouseWheel(event: WheelEvent) {\n if (scope.enabled === false || scope.enableZoom === false || (state !== STATE.NONE && state !== STATE.ROTATE)) {\n return\n }\n\n event.preventDefault()\n\n // @ts-ignore\n scope.dispatchEvent(startEvent)\n\n handleMouseWheel(event)\n\n // @ts-ignore\n scope.dispatchEvent(endEvent)\n }\n\n function onKeyDown(event: KeyboardEvent) {\n if (scope.enabled === false || scope.enablePan === false) return\n handleKeyDown(event)\n }\n\n function onTouchStart(event: PointerEvent) {\n trackPointer(event)\n\n switch (pointers.length) {\n case 1:\n switch (scope.touches.ONE) {\n case TOUCH.ROTATE:\n if (scope.enableRotate === false) return\n handleTouchStartRotate()\n state = STATE.TOUCH_ROTATE\n break\n\n case TOUCH.PAN:\n if (scope.enablePan === false) return\n handleTouchStartPan()\n state = STATE.TOUCH_PAN\n break\n\n default:\n state = STATE.NONE\n }\n\n break\n\n case 2:\n switch (scope.touches.TWO) {\n case TOUCH.DOLLY_PAN:\n if (scope.enableZoom === false && scope.enablePan === false) return\n handleTouchStartDollyPan()\n state = STATE.TOUCH_DOLLY_PAN\n break\n\n case TOUCH.DOLLY_ROTATE:\n if (scope.enableZoom === false && scope.enableRotate === false) return\n handleTouchStartDollyRotate()\n state = STATE.TOUCH_DOLLY_ROTATE\n break\n\n default:\n state = STATE.NONE\n }\n\n break\n\n default:\n state = STATE.NONE\n }\n\n if (state !== STATE.NONE) {\n // @ts-ignore\n scope.dispatchEvent(startEvent)\n }\n }\n\n function onTouchMove(event: PointerEvent) {\n trackPointer(event)\n\n switch (state) {\n case STATE.TOUCH_ROTATE:\n if (scope.enableRotate === false) return\n handleTouchMoveRotate(event)\n scope.update()\n break\n\n case STATE.TOUCH_PAN:\n if (scope.enablePan === false) return\n handleTouchMovePan(event)\n scope.update()\n break\n\n case STATE.TOUCH_DOLLY_PAN:\n if (scope.enableZoom === false && scope.enablePan === false) return\n handleTouchMoveDollyPan(event)\n scope.update()\n break\n\n case STATE.TOUCH_DOLLY_ROTATE:\n if (scope.enableZoom === false && scope.enableRotate === false) return\n handleTouchMoveDollyRotate(event)\n scope.update()\n break\n\n default:\n state = STATE.NONE\n }\n }\n\n function onContextMenu(event: Event) {\n if (scope.enabled === false) return\n event.preventDefault()\n }\n\n function addPointer(event: PointerEvent) {\n pointers.push(event)\n }\n\n function removePointer(event: PointerEvent) {\n delete pointerPositions[event.pointerId]\n\n for (let i = 0; i < pointers.length; i++) {\n if (pointers[i].pointerId == event.pointerId) {\n pointers.splice(i, 1)\n return\n }\n }\n }\n\n function trackPointer(event: PointerEvent) {\n let position = pointerPositions[event.pointerId]\n\n if (position === undefined) {\n position = new Vector2()\n pointerPositions[event.pointerId] = position\n }\n\n position.set(event.pageX, event.pageY)\n }\n\n function getSecondPointerPosition(event: PointerEvent) {\n const pointer = event.pointerId === pointers[0].pointerId ? pointers[1] : pointers[0]\n return pointerPositions[pointer.pointerId]\n }\n\n // Add dolly in/out methods for public API\n\n this.dollyIn = (dollyScale = getZoomScale()) => {\n dollyIn(dollyScale)\n scope.update()\n }\n\n this.dollyOut = (dollyScale = getZoomScale()) => {\n dollyOut(dollyScale)\n scope.update()\n }\n\n this.getScale = () => {\n return scale;\n }\n\n this.setScale = (newScale) => {\n setScale(newScale)\n scope.update()\n }\n\n this.getZoomScale = () => {\n return getZoomScale();\n }\n\n // connect events\n if (domElement !== undefined) this.connect(domElement)\n // force an update at start\n this.update()\n }\n}\n\n// This set of controls performs orbiting, dollying (zooming), and panning.\n// Unlike TrackballControls, it maintains the \"up\" direction object.up (+Y by default).\n// This is very similar to OrbitControls, another set of touch behavior\n//\n// Orbit - right mouse, or left mouse + ctrl/meta/shiftKey / touch: two-finger rotate\n// Zoom - middle mouse, or mousewheel / touch: two-finger spread or squish\n// Pan - left mouse, or arrow keys / touch: one-finger move\n\nclass MapControls extends OrbitControls {\n constructor(object: PerspectiveCamera | OrthographicCamera, domElement?: HTMLElement) {\n super(object, domElement)\n\n this.screenSpacePanning = false // pan orthogonal to world-space direction camera.up\n\n this.mouseButtons.LEFT = MOUSE.PAN\n this.mouseButtons.RIGHT = MOUSE.ROTATE\n\n this.touches.ONE = TOUCH.PAN\n this.touches.TWO = TOUCH.DOLLY_ROTATE\n }\n}\n\nexport { OrbitControls, MapControls 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+ {"version":3,"file":"OrbitControls.js","sources":["../../src/controls/OrbitControls.ts"],"sourcesContent":["import {\n Matrix4,\n MOUSE,\n OrthographicCamera,\n PerspectiveCamera,\n Quaternion,\n Spherical,\n TOUCH,\n Vector2,\n Vector3,\n Ray,\n Plane,\n} from 'three'\nimport { EventDispatcher } from './EventDispatcher'\nimport { StandardControlsEventMap } from './StandardControlsEventMap'\n\nconst _ray = /* @__PURE__ */ new Ray()\nconst _plane = /* @__PURE__ */ new Plane()\nconst TILT_LIMIT = Math.cos(70 * (Math.PI / 180))\n\n// This set of controls performs orbiting, dollying (zooming), and panning.\n// Unlike TrackballControls, it maintains the \"up\" direction object.up (+Y by default).\n//\n// Orbit - left mouse / touch: one-finger move\n// Zoom - middle mouse, or mousewheel / touch: two-finger spread or squish\n// Pan - right mouse, or left mouse + ctrl/meta/shiftKey, or arrow keys / touch: two-finger move\n\nconst moduloWrapAround = (offset: number, capacity: number) => ((offset % capacity) + capacity) % capacity\n\nclass OrbitControls extends EventDispatcher<StandardControlsEventMap> {\n object: PerspectiveCamera | OrthographicCamera\n domElement: HTMLElement | undefined\n // Set to false to disable this control\n enabled = true\n // \"target\" sets the location of focus, where the object orbits around\n target = new Vector3()\n // How far you can dolly in and out ( PerspectiveCamera only )\n minDistance = 0\n maxDistance = Infinity\n // How far you can zoom in and out ( OrthographicCamera only )\n minZoom = 0\n maxZoom = Infinity\n // How far you can orbit vertically, upper and lower limits.\n // Range is 0 to Math.PI radians.\n minPolarAngle = 0 // radians\n maxPolarAngle = Math.PI // radians\n // How far you can orbit horizontally, upper and lower limits.\n // If set, the interval [ min, max ] must be a sub-interval of [ - 2 PI, 2 PI ], with ( max - min < 2 PI )\n minAzimuthAngle = -Infinity // radians\n maxAzimuthAngle = Infinity // radians\n // Set to true to enable damping (inertia)\n // If damping is enabled, you must call controls.update() in your animation loop\n enableDamping = false\n dampingFactor = 0.05\n // This option actually enables dollying in and out; left as \"zoom\" for backwards compatibility.\n // Set to false to disable zooming\n enableZoom = true\n zoomSpeed = 1.0\n // Set to false to disable rotating\n enableRotate = true\n rotateSpeed = 1.0\n // Set to false to disable panning\n enablePan = true\n panSpeed = 1.0\n screenSpacePanning = true // if false, pan orthogonal to world-space direction camera.up\n keyPanSpeed = 7.0 // pixels moved per arrow key push\n zoomToCursor = false\n // Set to true to automatically rotate around the target\n // If auto-rotate is enabled, you must call controls.update() in your animation loop\n autoRotate = false\n autoRotateSpeed = 2.0 // 30 seconds per orbit when fps is 60\n reverseOrbit = false // true if you want to reverse the orbit to mouse drag from left to right = orbits left\n reverseHorizontalOrbit = false // true if you want to reverse the horizontal orbit direction\n reverseVerticalOrbit = false // true if you want to reverse the vertical orbit direction\n // The four arrow keys\n keys = { LEFT: 'ArrowLeft', UP: 'ArrowUp', RIGHT: 'ArrowRight', BOTTOM: 'ArrowDown' }\n // Mouse buttons\n mouseButtons: Partial<{\n LEFT: MOUSE\n MIDDLE: MOUSE\n RIGHT: MOUSE\n }> = {\n LEFT: MOUSE.ROTATE,\n MIDDLE: MOUSE.DOLLY,\n RIGHT: MOUSE.PAN,\n }\n // Touch fingers\n touches: Partial<{\n ONE: TOUCH\n TWO: TOUCH\n }> = { ONE: TOUCH.ROTATE, TWO: TOUCH.DOLLY_PAN }\n target0: Vector3\n position0: Vector3\n zoom0: number\n // the target DOM element for key events\n _domElementKeyEvents: any = null\n\n getPolarAngle: () => number\n getAzimuthalAngle: () => number\n setPolarAngle: (x: number) => void\n setAzimuthalAngle: (x: number) => void\n getDistance: () => number\n // Not used in most scenarios, however they can be useful for specific use cases\n getZoomScale: () => number\n\n listenToKeyEvents: (domElement: HTMLElement) => void\n stopListenToKeyEvents: () => void\n saveState: () => void\n reset: () => void\n update: () => void\n connect: (domElement: HTMLElement) => void\n dispose: () => void\n\n // Dolly in programmatically\n dollyIn: (dollyScale?: number) => void\n // Dolly out programmatically\n dollyOut: (dollyScale?: number) => void\n // Get the current scale\n getScale: () => number\n // Set the current scale (these are not used in most scenarios, however they can be useful for specific use cases)\n setScale: (newScale: number) => void\n\n constructor(object: PerspectiveCamera | OrthographicCamera, domElement?: HTMLElement) {\n super()\n\n this.object = object\n this.domElement = domElement\n\n // for reset\n this.target0 = this.target.clone()\n this.position0 = this.object.position.clone()\n this.zoom0 = this.object.zoom\n\n //\n // public methods\n //\n\n this.getPolarAngle = (): number => spherical.phi\n\n this.getAzimuthalAngle = (): number => spherical.theta\n\n this.setPolarAngle = (value: number): void => {\n // use modulo wrapping to safeguard value\n let phi = moduloWrapAround(value, 2 * Math.PI)\n let currentPhi = spherical.phi\n\n // convert to the equivalent shortest angle\n if (currentPhi < 0) currentPhi += 2 * Math.PI\n if (phi < 0) phi += 2 * Math.PI\n let phiDist = Math.abs(phi - currentPhi)\n if (2 * Math.PI - phiDist < phiDist) {\n if (phi < currentPhi) {\n phi += 2 * Math.PI\n } else {\n currentPhi += 2 * Math.PI\n }\n }\n sphericalDelta.phi = phi - currentPhi\n scope.update()\n }\n\n this.setAzimuthalAngle = (value: number): void => {\n // use modulo wrapping to safeguard value\n let theta = moduloWrapAround(value, 2 * Math.PI)\n let currentTheta = spherical.theta\n\n // convert to the equivalent shortest angle\n if (currentTheta < 0) currentTheta += 2 * Math.PI\n if (theta < 0) theta += 2 * Math.PI\n let thetaDist = Math.abs(theta - currentTheta)\n if (2 * Math.PI - thetaDist < thetaDist) {\n if (theta < currentTheta) {\n theta += 2 * Math.PI\n } else {\n currentTheta += 2 * Math.PI\n }\n }\n sphericalDelta.theta = theta - currentTheta\n scope.update()\n }\n\n this.getDistance = (): number => scope.object.position.distanceTo(scope.target)\n\n this.listenToKeyEvents = (domElement: HTMLElement): void => {\n domElement.addEventListener('keydown', onKeyDown)\n this._domElementKeyEvents = domElement\n }\n\n this.stopListenToKeyEvents = (): void => {\n this._domElementKeyEvents.removeEventListener('keydown', onKeyDown)\n this._domElementKeyEvents = null\n }\n\n this.saveState = (): void => {\n scope.target0.copy(scope.target)\n scope.position0.copy(scope.object.position)\n scope.zoom0 = scope.object.zoom\n }\n\n this.reset = (): void => {\n scope.target.copy(scope.target0)\n scope.object.position.copy(scope.position0)\n scope.object.zoom = scope.zoom0\n scope.object.updateProjectionMatrix()\n\n // @ts-ignore\n scope.dispatchEvent(changeEvent)\n\n scope.update()\n\n state = STATE.NONE\n }\n\n // this method is exposed, but perhaps it would be better if we can make it private...\n this.update = ((): (() => void) => {\n const offset = new Vector3()\n const up = new Vector3(0, 1, 0)\n\n // so camera.up is the orbit axis\n const quat = new Quaternion().setFromUnitVectors(object.up, up)\n const quatInverse = quat.clone().invert()\n\n const lastPosition = new Vector3()\n const lastQuaternion = new Quaternion()\n\n const twoPI = 2 * Math.PI\n\n return function update(): boolean {\n const position = scope.object.position\n\n // update new up direction\n quat.setFromUnitVectors(object.up, up)\n quatInverse.copy(quat).invert()\n\n offset.copy(position).sub(scope.target)\n\n // rotate offset to \"y-axis-is-up\" space\n offset.applyQuaternion(quat)\n\n // angle from z-axis around y-axis\n spherical.setFromVector3(offset)\n\n if (scope.autoRotate && state === STATE.NONE) {\n rotateLeft(getAutoRotationAngle())\n }\n\n if (scope.enableDamping) {\n spherical.theta += sphericalDelta.theta * scope.dampingFactor\n spherical.phi += sphericalDelta.phi * scope.dampingFactor\n } else {\n spherical.theta += sphericalDelta.theta\n spherical.phi += sphericalDelta.phi\n }\n\n // restrict theta to be between desired limits\n\n let min = scope.minAzimuthAngle\n let max = scope.maxAzimuthAngle\n\n if (isFinite(min) && isFinite(max)) {\n if (min < -Math.PI) min += twoPI\n else if (min > Math.PI) min -= twoPI\n\n if (max < -Math.PI) max += twoPI\n else if (max > Math.PI) max -= twoPI\n\n if (min <= max) {\n spherical.theta = Math.max(min, Math.min(max, spherical.theta))\n } else {\n spherical.theta =\n spherical.theta > (min + max) / 2 ? Math.max(min, spherical.theta) : Math.min(max, spherical.theta)\n }\n }\n\n // restrict phi to be between desired limits\n spherical.phi = Math.max(scope.minPolarAngle, Math.min(scope.maxPolarAngle, spherical.phi))\n spherical.makeSafe()\n\n // move target to panned location\n\n if (scope.enableDamping === true) {\n scope.target.addScaledVector(panOffset, scope.dampingFactor)\n } else {\n scope.target.add(panOffset)\n }\n\n // adjust the camera position based on zoom only if we're not zooming to the cursor or if it's an ortho camera\n // we adjust zoom later in these cases\n if ((scope.zoomToCursor && performCursorZoom) || (scope.object as OrthographicCamera).isOrthographicCamera) {\n spherical.radius = clampDistance(spherical.radius)\n } else {\n spherical.radius = clampDistance(spherical.radius * scale)\n }\n\n offset.setFromSpherical(spherical)\n\n // rotate offset back to \"camera-up-vector-is-up\" space\n offset.applyQuaternion(quatInverse)\n\n position.copy(scope.target).add(offset)\n\n if (!scope.object.matrixAutoUpdate) scope.object.updateMatrix()\n scope.object.lookAt(scope.target)\n\n if (scope.enableDamping === true) {\n sphericalDelta.theta *= 1 - scope.dampingFactor\n sphericalDelta.phi *= 1 - scope.dampingFactor\n\n panOffset.multiplyScalar(1 - scope.dampingFactor)\n } else {\n sphericalDelta.set(0, 0, 0)\n\n panOffset.set(0, 0, 0)\n }\n\n // adjust camera position\n let zoomChanged = false\n if (scope.zoomToCursor && performCursorZoom) {\n let newRadius = null\n if (scope.object instanceof PerspectiveCamera && scope.object.isPerspectiveCamera) {\n // move the camera down the pointer ray\n // this method avoids floating point error\n const prevRadius = offset.length()\n newRadius = clampDistance(prevRadius * scale)\n\n const radiusDelta = prevRadius - newRadius\n scope.object.position.addScaledVector(dollyDirection, radiusDelta)\n scope.object.updateMatrixWorld()\n } else if ((scope.object as OrthographicCamera).isOrthographicCamera) {\n // adjust the ortho camera position based on zoom changes\n const mouseBefore = new Vector3(mouse.x, mouse.y, 0)\n mouseBefore.unproject(scope.object)\n\n scope.object.zoom = Math.max(scope.minZoom, Math.min(scope.maxZoom, scope.object.zoom / scale))\n scope.object.updateProjectionMatrix()\n zoomChanged = true\n\n const mouseAfter = new Vector3(mouse.x, mouse.y, 0)\n mouseAfter.unproject(scope.object)\n\n scope.object.position.sub(mouseAfter).add(mouseBefore)\n scope.object.updateMatrixWorld()\n\n newRadius = offset.length()\n } else {\n console.warn('WARNING: OrbitControls.js encountered an unknown camera type - zoom to cursor disabled.')\n scope.zoomToCursor = false\n }\n\n // handle the placement of the target\n if (newRadius !== null) {\n if (scope.screenSpacePanning) {\n // position the orbit target in front of the new camera position\n scope.target\n .set(0, 0, -1)\n .transformDirection(scope.object.matrix)\n .multiplyScalar(newRadius)\n .add(scope.object.position)\n } else {\n // get the ray and translation plane to compute target\n _ray.origin.copy(scope.object.position)\n _ray.direction.set(0, 0, -1).transformDirection(scope.object.matrix)\n\n // if the camera is 20 degrees above the horizon then don't adjust the focus target to avoid\n // extremely large values\n if (Math.abs(scope.object.up.dot(_ray.direction)) < TILT_LIMIT) {\n object.lookAt(scope.target)\n } else {\n _plane.setFromNormalAndCoplanarPoint(scope.object.up, scope.target)\n _ray.intersectPlane(_plane, scope.target)\n }\n }\n }\n } else if (scope.object instanceof OrthographicCamera && scope.object.isOrthographicCamera) {\n zoomChanged = scale !== 1\n\n if (zoomChanged) {\n scope.object.zoom = Math.max(scope.minZoom, Math.min(scope.maxZoom, scope.object.zoom / scale))\n scope.object.updateProjectionMatrix()\n }\n }\n\n scale = 1\n performCursorZoom = false\n\n // update condition is:\n // min(camera displacement, camera rotation in radians)^2 > EPS\n // using small-angle approximation cos(x/2) = 1 - x^2 / 8\n\n if (\n zoomChanged ||\n lastPosition.distanceToSquared(scope.object.position) > EPS ||\n 8 * (1 - lastQuaternion.dot(scope.object.quaternion)) > EPS\n ) {\n // @ts-ignore\n scope.dispatchEvent(changeEvent)\n\n lastPosition.copy(scope.object.position)\n lastQuaternion.copy(scope.object.quaternion)\n zoomChanged = false\n\n return true\n }\n\n return false\n }\n })()\n\n // https://github.com/mrdoob/three.js/issues/20575\n this.connect = (domElement: HTMLElement): void => {\n scope.domElement = domElement\n // disables touch scroll\n // touch-action needs to be defined for pointer events to work on mobile\n // https://stackoverflow.com/a/48254578\n scope.domElement.style.touchAction = 'none'\n scope.domElement.addEventListener('contextmenu', onContextMenu)\n scope.domElement.addEventListener('pointerdown', onPointerDown)\n scope.domElement.addEventListener('pointercancel', onPointerUp)\n scope.domElement.addEventListener('wheel', onMouseWheel)\n }\n\n this.dispose = (): void => {\n // Enabling touch scroll\n if (scope.domElement) {\n scope.domElement.style.touchAction = 'auto'\n }\n scope.domElement?.removeEventListener('contextmenu', onContextMenu)\n scope.domElement?.removeEventListener('pointerdown', onPointerDown)\n scope.domElement?.removeEventListener('pointercancel', onPointerUp)\n scope.domElement?.removeEventListener('wheel', onMouseWheel)\n scope.domElement?.ownerDocument.removeEventListener('pointermove', onPointerMove)\n scope.domElement?.ownerDocument.removeEventListener('pointerup', onPointerUp)\n if (scope._domElementKeyEvents !== null) {\n scope._domElementKeyEvents.removeEventListener('keydown', onKeyDown)\n }\n //scope.dispatchEvent( { type: 'dispose' } ); // should this be added here?\n }\n\n //\n // internals\n //\n\n const scope = this\n\n const changeEvent = { type: 'change' }\n const startEvent = { type: 'start' }\n const endEvent = { type: 'end' }\n\n const STATE = {\n NONE: -1,\n ROTATE: 0,\n DOLLY: 1,\n PAN: 2,\n TOUCH_ROTATE: 3,\n TOUCH_PAN: 4,\n TOUCH_DOLLY_PAN: 5,\n TOUCH_DOLLY_ROTATE: 6,\n }\n\n let state = STATE.NONE\n\n const EPS = 0.000001\n\n // current position in spherical coordinates\n const spherical = new Spherical()\n const sphericalDelta = new Spherical()\n\n let scale = 1\n const panOffset = new Vector3()\n\n const rotateStart = new Vector2()\n const rotateEnd = new Vector2()\n const rotateDelta = new Vector2()\n\n const panStart = new Vector2()\n const panEnd = new Vector2()\n const panDelta = new Vector2()\n\n const dollyStart = new Vector2()\n const dollyEnd = new Vector2()\n const dollyDelta = new Vector2()\n\n const dollyDirection = new Vector3()\n const mouse = new Vector2()\n let performCursorZoom = false\n\n const pointers: PointerEvent[] = []\n const pointerPositions: { [key: string]: Vector2 } = {}\n\n function getAutoRotationAngle(): number {\n return ((2 * Math.PI) / 60 / 60) * scope.autoRotateSpeed\n }\n\n function getZoomScale(): number {\n return Math.pow(0.95, scope.zoomSpeed)\n }\n\n function rotateLeft(angle: number): void {\n if (scope.reverseOrbit || scope.reverseHorizontalOrbit) {\n sphericalDelta.theta += angle\n } else {\n sphericalDelta.theta -= angle\n }\n }\n\n function rotateUp(angle: number): void {\n if (scope.reverseOrbit || scope.reverseVerticalOrbit) {\n sphericalDelta.phi += angle\n } else {\n sphericalDelta.phi -= angle\n }\n }\n\n const panLeft = (() => {\n const v = new Vector3()\n\n return function panLeft(distance: number, objectMatrix: Matrix4) {\n v.setFromMatrixColumn(objectMatrix, 0) // get X column of objectMatrix\n v.multiplyScalar(-distance)\n\n panOffset.add(v)\n }\n })()\n\n const panUp = (() => {\n const v = new Vector3()\n\n return function panUp(distance: number, objectMatrix: Matrix4) {\n if (scope.screenSpacePanning === true) {\n v.setFromMatrixColumn(objectMatrix, 1)\n } else {\n v.setFromMatrixColumn(objectMatrix, 0)\n v.crossVectors(scope.object.up, v)\n }\n\n v.multiplyScalar(distance)\n\n panOffset.add(v)\n }\n })()\n\n // deltaX and deltaY are in pixels; right and down are positive\n const pan = (() => {\n const offset = new Vector3()\n\n return function pan(deltaX: number, deltaY: number) {\n const element = scope.domElement\n\n if (element && scope.object instanceof PerspectiveCamera && scope.object.isPerspectiveCamera) {\n // perspective\n const position = scope.object.position\n offset.copy(position).sub(scope.target)\n let targetDistance = offset.length()\n\n // half of the fov is center to top of screen\n targetDistance *= Math.tan(((scope.object.fov / 2) * Math.PI) / 180.0)\n\n // we use only clientHeight here so aspect ratio does not distort speed\n panLeft((2 * deltaX * targetDistance) / element.clientHeight, scope.object.matrix)\n panUp((2 * deltaY * targetDistance) / element.clientHeight, scope.object.matrix)\n } else if (element && scope.object instanceof OrthographicCamera && scope.object.isOrthographicCamera) {\n // orthographic\n panLeft(\n (deltaX * (scope.object.right - scope.object.left)) / scope.object.zoom / element.clientWidth,\n scope.object.matrix,\n )\n panUp(\n (deltaY * (scope.object.top - scope.object.bottom)) / scope.object.zoom / element.clientHeight,\n scope.object.matrix,\n )\n } else {\n // camera neither orthographic nor perspective\n console.warn('WARNING: OrbitControls.js encountered an unknown camera type - pan disabled.')\n scope.enablePan = false\n }\n }\n })()\n\n function setScale(newScale: number) {\n if (\n (scope.object instanceof PerspectiveCamera && scope.object.isPerspectiveCamera) ||\n (scope.object instanceof OrthographicCamera && scope.object.isOrthographicCamera)\n ) {\n scale = newScale\n } else {\n console.warn('WARNING: OrbitControls.js encountered an unknown camera type - dolly/zoom disabled.')\n scope.enableZoom = false\n }\n }\n\n function dollyOut(dollyScale: number) {\n setScale(scale / dollyScale)\n }\n\n function dollyIn(dollyScale: number) {\n setScale(scale * dollyScale)\n }\n\n function updateMouseParameters(event: MouseEvent): void {\n if (!scope.zoomToCursor || !scope.domElement) {\n return\n }\n\n performCursorZoom = true\n\n const rect = scope.domElement.getBoundingClientRect()\n const x = event.clientX - rect.left\n const y = event.clientY - rect.top\n const w = rect.width\n const h = rect.height\n\n mouse.x = (x / w) * 2 - 1\n mouse.y = -(y / h) * 2 + 1\n\n dollyDirection.set(mouse.x, mouse.y, 1).unproject(scope.object).sub(scope.object.position).normalize()\n }\n\n function clampDistance(dist: number): number {\n return Math.max(scope.minDistance, Math.min(scope.maxDistance, dist))\n }\n\n //\n // event callbacks - update the object state\n //\n\n function handleMouseDownRotate(event: MouseEvent) {\n rotateStart.set(event.clientX, event.clientY)\n }\n\n function handleMouseDownDolly(event: MouseEvent) {\n updateMouseParameters(event)\n dollyStart.set(event.clientX, event.clientY)\n }\n\n function handleMouseDownPan(event: MouseEvent) {\n panStart.set(event.clientX, event.clientY)\n }\n\n function handleMouseMoveRotate(event: MouseEvent) {\n rotateEnd.set(event.clientX, event.clientY)\n rotateDelta.subVectors(rotateEnd, rotateStart).multiplyScalar(scope.rotateSpeed)\n\n const element = scope.domElement\n\n if (element) {\n rotateLeft((2 * Math.PI * rotateDelta.x) / element.clientHeight) // yes, height\n rotateUp((2 * Math.PI * rotateDelta.y) / element.clientHeight)\n }\n rotateStart.copy(rotateEnd)\n scope.update()\n }\n\n function handleMouseMoveDolly(event: MouseEvent) {\n dollyEnd.set(event.clientX, event.clientY)\n dollyDelta.subVectors(dollyEnd, dollyStart)\n\n if (dollyDelta.y > 0) {\n dollyOut(getZoomScale())\n } else if (dollyDelta.y < 0) {\n dollyIn(getZoomScale())\n }\n\n dollyStart.copy(dollyEnd)\n scope.update()\n }\n\n function handleMouseMovePan(event: MouseEvent) {\n panEnd.set(event.clientX, event.clientY)\n panDelta.subVectors(panEnd, panStart).multiplyScalar(scope.panSpeed)\n pan(panDelta.x, panDelta.y)\n panStart.copy(panEnd)\n scope.update()\n }\n\n function handleMouseWheel(event: WheelEvent) {\n updateMouseParameters(event)\n\n if (event.deltaY < 0) {\n dollyIn(getZoomScale())\n } else if (event.deltaY > 0) {\n dollyOut(getZoomScale())\n }\n\n scope.update()\n }\n\n function handleKeyDown(event: KeyboardEvent) {\n let needsUpdate = false\n\n switch (event.code) {\n case scope.keys.UP:\n pan(0, scope.keyPanSpeed)\n needsUpdate = true\n break\n\n case scope.keys.BOTTOM:\n pan(0, -scope.keyPanSpeed)\n needsUpdate = true\n break\n\n case scope.keys.LEFT:\n pan(scope.keyPanSpeed, 0)\n needsUpdate = true\n break\n\n case scope.keys.RIGHT:\n pan(-scope.keyPanSpeed, 0)\n needsUpdate = true\n break\n }\n\n if (needsUpdate) {\n // prevent the browser from scrolling on cursor keys\n event.preventDefault()\n scope.update()\n }\n }\n\n function handleTouchStartRotate() {\n if (pointers.length == 1) {\n rotateStart.set(pointers[0].pageX, pointers[0].pageY)\n } else {\n const x = 0.5 * (pointers[0].pageX + pointers[1].pageX)\n const y = 0.5 * (pointers[0].pageY + pointers[1].pageY)\n\n rotateStart.set(x, y)\n }\n }\n\n function handleTouchStartPan() {\n if (pointers.length == 1) {\n panStart.set(pointers[0].pageX, pointers[0].pageY)\n } else {\n const x = 0.5 * (pointers[0].pageX + pointers[1].pageX)\n const y = 0.5 * (pointers[0].pageY + pointers[1].pageY)\n\n panStart.set(x, y)\n }\n }\n\n function handleTouchStartDolly() {\n const dx = pointers[0].pageX - pointers[1].pageX\n const dy = pointers[0].pageY - pointers[1].pageY\n const distance = Math.sqrt(dx * dx + dy * dy)\n\n dollyStart.set(0, distance)\n }\n\n function handleTouchStartDollyPan() {\n if (scope.enableZoom) handleTouchStartDolly()\n if (scope.enablePan) handleTouchStartPan()\n }\n\n function handleTouchStartDollyRotate() {\n if (scope.enableZoom) handleTouchStartDolly()\n if (scope.enableRotate) handleTouchStartRotate()\n }\n\n function handleTouchMoveRotate(event: PointerEvent) {\n if (pointers.length == 1) {\n rotateEnd.set(event.pageX, event.pageY)\n } else {\n const position = getSecondPointerPosition(event)\n const x = 0.5 * (event.pageX + position.x)\n const y = 0.5 * (event.pageY + position.y)\n rotateEnd.set(x, y)\n }\n\n rotateDelta.subVectors(rotateEnd, rotateStart).multiplyScalar(scope.rotateSpeed)\n\n const element = scope.domElement\n\n if (element) {\n rotateLeft((2 * Math.PI * rotateDelta.x) / element.clientHeight) // yes, height\n rotateUp((2 * Math.PI * rotateDelta.y) / element.clientHeight)\n }\n rotateStart.copy(rotateEnd)\n }\n\n function handleTouchMovePan(event: PointerEvent) {\n if (pointers.length == 1) {\n panEnd.set(event.pageX, event.pageY)\n } else {\n const position = getSecondPointerPosition(event)\n const x = 0.5 * (event.pageX + position.x)\n const y = 0.5 * (event.pageY + position.y)\n panEnd.set(x, y)\n }\n\n panDelta.subVectors(panEnd, panStart).multiplyScalar(scope.panSpeed)\n pan(panDelta.x, panDelta.y)\n panStart.copy(panEnd)\n }\n\n function handleTouchMoveDolly(event: PointerEvent) {\n const position = getSecondPointerPosition(event)\n const dx = event.pageX - position.x\n const dy = event.pageY - position.y\n const distance = Math.sqrt(dx * dx + dy * dy)\n\n dollyEnd.set(0, distance)\n dollyDelta.set(0, Math.pow(dollyEnd.y / dollyStart.y, scope.zoomSpeed))\n dollyOut(dollyDelta.y)\n dollyStart.copy(dollyEnd)\n }\n\n function handleTouchMoveDollyPan(event: PointerEvent) {\n if (scope.enableZoom) handleTouchMoveDolly(event)\n if (scope.enablePan) handleTouchMovePan(event)\n }\n\n function handleTouchMoveDollyRotate(event: PointerEvent) {\n if (scope.enableZoom) handleTouchMoveDolly(event)\n if (scope.enableRotate) handleTouchMoveRotate(event)\n }\n\n //\n // event handlers - FSM: listen for events and reset state\n //\n\n function onPointerDown(event: PointerEvent) {\n if (scope.enabled === false) return\n\n if (pointers.length === 0) {\n scope.domElement?.ownerDocument.addEventListener('pointermove', onPointerMove)\n scope.domElement?.ownerDocument.addEventListener('pointerup', onPointerUp)\n }\n\n addPointer(event)\n\n if (event.pointerType === 'touch') {\n onTouchStart(event)\n } else {\n onMouseDown(event)\n }\n }\n\n function onPointerMove(event: PointerEvent) {\n if (scope.enabled === false) return\n\n if (event.pointerType === 'touch') {\n onTouchMove(event)\n } else {\n onMouseMove(event)\n }\n }\n\n function onPointerUp(event: PointerEvent) {\n removePointer(event)\n\n if (pointers.length === 0) {\n scope.domElement?.releasePointerCapture(event.pointerId)\n\n scope.domElement?.ownerDocument.removeEventListener('pointermove', onPointerMove)\n scope.domElement?.ownerDocument.removeEventListener('pointerup', onPointerUp)\n }\n\n // @ts-ignore\n scope.dispatchEvent(endEvent)\n\n state = STATE.NONE\n }\n\n function onMouseDown(event: MouseEvent) {\n let mouseAction\n\n switch (event.button) {\n case 0:\n mouseAction = scope.mouseButtons.LEFT\n break\n\n case 1:\n mouseAction = scope.mouseButtons.MIDDLE\n break\n\n case 2:\n mouseAction = scope.mouseButtons.RIGHT\n break\n\n default:\n mouseAction = -1\n }\n\n switch (mouseAction) {\n case MOUSE.DOLLY:\n if (scope.enableZoom === false) return\n handleMouseDownDolly(event)\n state = STATE.DOLLY\n break\n\n case MOUSE.ROTATE:\n if (event.ctrlKey || event.metaKey || event.shiftKey) {\n if (scope.enablePan === false) return\n handleMouseDownPan(event)\n state = STATE.PAN\n } else {\n if (scope.enableRotate === false) return\n handleMouseDownRotate(event)\n state = STATE.ROTATE\n }\n break\n\n case MOUSE.PAN:\n if (event.ctrlKey || event.metaKey || event.shiftKey) {\n if (scope.enableRotate === false) return\n handleMouseDownRotate(event)\n state = STATE.ROTATE\n } else {\n if (scope.enablePan === false) return\n handleMouseDownPan(event)\n state = STATE.PAN\n }\n break\n\n default:\n state = STATE.NONE\n }\n\n if (state !== STATE.NONE) {\n // @ts-ignore\n scope.dispatchEvent(startEvent)\n }\n }\n\n function onMouseMove(event: MouseEvent) {\n if (scope.enabled === false) return\n\n switch (state) {\n case STATE.ROTATE:\n if (scope.enableRotate === false) return\n handleMouseMoveRotate(event)\n break\n\n case STATE.DOLLY:\n if (scope.enableZoom === false) return\n handleMouseMoveDolly(event)\n break\n\n case STATE.PAN:\n if (scope.enablePan === false) return\n handleMouseMovePan(event)\n break\n }\n }\n\n function onMouseWheel(event: WheelEvent) {\n if (scope.enabled === false || scope.enableZoom === false || (state !== STATE.NONE && state !== STATE.ROTATE)) {\n return\n }\n\n event.preventDefault()\n\n // @ts-ignore\n scope.dispatchEvent(startEvent)\n\n handleMouseWheel(event)\n\n // @ts-ignore\n scope.dispatchEvent(endEvent)\n }\n\n function onKeyDown(event: KeyboardEvent) {\n if (scope.enabled === false || scope.enablePan === false) return\n handleKeyDown(event)\n }\n\n function onTouchStart(event: PointerEvent) {\n trackPointer(event)\n\n switch (pointers.length) {\n case 1:\n switch (scope.touches.ONE) {\n case TOUCH.ROTATE:\n if (scope.enableRotate === false) return\n handleTouchStartRotate()\n state = STATE.TOUCH_ROTATE\n break\n\n case TOUCH.PAN:\n if (scope.enablePan === false) return\n handleTouchStartPan()\n state = STATE.TOUCH_PAN\n break\n\n default:\n state = STATE.NONE\n }\n\n break\n\n case 2:\n switch (scope.touches.TWO) {\n case TOUCH.DOLLY_PAN:\n if (scope.enableZoom === false && scope.enablePan === false) return\n handleTouchStartDollyPan()\n state = STATE.TOUCH_DOLLY_PAN\n break\n\n case TOUCH.DOLLY_ROTATE:\n if (scope.enableZoom === false && scope.enableRotate === false) return\n handleTouchStartDollyRotate()\n state = STATE.TOUCH_DOLLY_ROTATE\n break\n\n default:\n state = STATE.NONE\n }\n\n break\n\n default:\n state = STATE.NONE\n }\n\n if (state !== STATE.NONE) {\n // @ts-ignore\n scope.dispatchEvent(startEvent)\n }\n }\n\n function onTouchMove(event: PointerEvent) {\n trackPointer(event)\n\n switch (state) {\n case STATE.TOUCH_ROTATE:\n if (scope.enableRotate === false) return\n handleTouchMoveRotate(event)\n scope.update()\n break\n\n case STATE.TOUCH_PAN:\n if (scope.enablePan === false) return\n handleTouchMovePan(event)\n scope.update()\n break\n\n case STATE.TOUCH_DOLLY_PAN:\n if (scope.enableZoom === false && scope.enablePan === false) return\n handleTouchMoveDollyPan(event)\n scope.update()\n break\n\n case STATE.TOUCH_DOLLY_ROTATE:\n if (scope.enableZoom === false && scope.enableRotate === false) return\n handleTouchMoveDollyRotate(event)\n scope.update()\n break\n\n default:\n state = STATE.NONE\n }\n }\n\n function onContextMenu(event: Event) {\n if (scope.enabled === false) return\n event.preventDefault()\n }\n\n function addPointer(event: PointerEvent) {\n pointers.push(event)\n }\n\n function removePointer(event: PointerEvent) {\n delete pointerPositions[event.pointerId]\n\n for (let i = 0; i < pointers.length; i++) {\n if (pointers[i].pointerId == event.pointerId) {\n pointers.splice(i, 1)\n return\n }\n }\n }\n\n function trackPointer(event: PointerEvent) {\n let position = pointerPositions[event.pointerId]\n\n if (position === undefined) {\n position = new Vector2()\n pointerPositions[event.pointerId] = position\n }\n\n position.set(event.pageX, event.pageY)\n }\n\n function getSecondPointerPosition(event: PointerEvent) {\n const pointer = event.pointerId === pointers[0].pointerId ? pointers[1] : pointers[0]\n return pointerPositions[pointer.pointerId]\n }\n\n // Add dolly in/out methods for public API\n\n this.dollyIn = (dollyScale = getZoomScale()) => {\n dollyIn(dollyScale)\n scope.update()\n }\n\n this.dollyOut = (dollyScale = getZoomScale()) => {\n dollyOut(dollyScale)\n scope.update()\n }\n\n this.getScale = () => {\n return scale\n }\n\n this.setScale = (newScale) => {\n setScale(newScale)\n scope.update()\n }\n\n this.getZoomScale = () => {\n return getZoomScale()\n }\n\n // connect events\n if (domElement !== undefined) this.connect(domElement)\n // force an update at start\n this.update()\n }\n}\n\n// This set of controls performs orbiting, dollying (zooming), and panning.\n// Unlike TrackballControls, it maintains the \"up\" direction object.up (+Y by default).\n// This is very similar to OrbitControls, another set of touch behavior\n//\n// Orbit - right mouse, or left mouse + ctrl/meta/shiftKey / touch: two-finger rotate\n// Zoom - middle mouse, or mousewheel / touch: two-finger spread or squish\n// Pan - left mouse, or arrow keys / touch: one-finger move\n\nclass MapControls extends OrbitControls {\n constructor(object: PerspectiveCamera | OrthographicCamera, domElement?: HTMLElement) {\n super(object, domElement)\n\n this.screenSpacePanning = false // pan orthogonal to world-space direction camera.up\n\n this.mouseButtons.LEFT = MOUSE.PAN\n this.mouseButtons.RIGHT = MOUSE.ROTATE\n\n this.touches.ONE = TOUCH.PAN\n 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@@ -8,8 +8,8 @@ var __publicField = (obj, key, value) => {
8
8
  Object.defineProperty(exports, Symbol.toStringTag, { value: "Module" });
9
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  const THREE = require("three");
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  const EventDispatcher = require("./EventDispatcher.cjs");
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- const _euler = new THREE.Euler(0, 0, 0, "YXZ");
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- const _vector = new THREE.Vector3();
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+ const _euler = /* @__PURE__ */ new THREE.Euler(0, 0, 0, "YXZ");
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+ const _vector = /* @__PURE__ */ new THREE.Vector3();
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  const _changeEvent = { type: "change" };
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  const _lockEvent = { type: "lock" };
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  const _unlockEvent = { type: "unlock" };
@@ -1 +1 @@
1
- {"version":3,"file":"PointerLockControls.cjs","sources":["../../src/controls/PointerLockControls.ts"],"sourcesContent":["import { Euler, Camera, Vector3 } from 'three'\nimport { EventDispatcher } from './EventDispatcher'\n\nconst _euler = new Euler(0, 0, 0, 'YXZ')\nconst _vector = new Vector3()\nconst _changeEvent = { type: 'change' }\nconst _lockEvent = { type: 'lock' }\nconst _unlockEvent = { type: 'unlock' }\nconst _PI_2 = Math.PI / 2\n\nexport interface PointerLockControlsEventMap {\n /**\n * Fires when the user moves the mouse.\n */\n change: {};\n\n /**\n * Fires when the pointer lock status is \"locked\" (in other words: the mouse is captured).\n */\n lock: {};\n\n /**\n * Fires when the pointer lock status is \"unlocked\" (in other words: the mouse is not captured anymore).\n */\n unlock: {};\n}\n\nclass PointerLockControls extends EventDispatcher<PointerLockControlsEventMap> {\n public camera: Camera\n public domElement?: HTMLElement\n public isLocked: boolean\n public minPolarAngle: number\n public maxPolarAngle: number\n public pointerSpeed: number\n\n constructor(camera: Camera, domElement?: HTMLElement) {\n super()\n\n this.camera = camera\n this.domElement = domElement\n this.isLocked = false\n\n // Set to constrain the pitch of the camera\n // Range is 0 to Math.PI radians\n this.minPolarAngle = 0 // radians\n this.maxPolarAngle = Math.PI // radians\n\n this.pointerSpeed = 1.0\n if (domElement) this.connect(domElement)\n }\n\n private onMouseMove = (event: MouseEvent): void => {\n if (!this.domElement || this.isLocked === false) return\n _euler.setFromQuaternion(this.camera.quaternion)\n _euler.y -= event.movementX * 0.002 * this.pointerSpeed\n _euler.x -= event.movementY * 0.002 * this.pointerSpeed\n _euler.x = Math.max(_PI_2 - 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1
+ {"version":3,"file":"PointerLockControls.cjs","sources":["../../src/controls/PointerLockControls.ts"],"sourcesContent":["import { Euler, Camera, Vector3 } from 'three'\nimport { EventDispatcher } from './EventDispatcher'\n\nconst _euler = /* @__PURE__ */ new Euler(0, 0, 0, 'YXZ')\nconst _vector = /* @__PURE__ */ new Vector3()\nconst _changeEvent = { type: 'change' }\nconst _lockEvent = { type: 'lock' }\nconst _unlockEvent = { type: 'unlock' }\nconst _PI_2 = Math.PI / 2\n\nexport interface PointerLockControlsEventMap {\n /**\n * Fires when the user moves the mouse.\n */\n change: {}\n\n /**\n * Fires when the pointer lock status is \"locked\" (in other words: the mouse is captured).\n */\n lock: {}\n\n /**\n * Fires when the pointer lock status is \"unlocked\" (in other words: the mouse is not captured anymore).\n */\n unlock: {}\n}\n\nclass PointerLockControls extends EventDispatcher<PointerLockControlsEventMap> {\n public camera: Camera\n public domElement?: HTMLElement\n public isLocked: boolean\n public minPolarAngle: number\n public maxPolarAngle: number\n public pointerSpeed: number\n\n constructor(camera: Camera, domElement?: HTMLElement) {\n super()\n\n this.camera = camera\n this.domElement = domElement\n this.isLocked = false\n\n // Set to constrain the pitch of the camera\n // Range is 0 to Math.PI radians\n this.minPolarAngle = 0 // radians\n this.maxPolarAngle = Math.PI // radians\n\n this.pointerSpeed = 1.0\n if (domElement) this.connect(domElement)\n }\n\n private onMouseMove = (event: MouseEvent): void => {\n if (!this.domElement || this.isLocked === false) return\n _euler.setFromQuaternion(this.camera.quaternion)\n _euler.y -= event.movementX * 0.002 * this.pointerSpeed\n _euler.x -= event.movementY * 0.002 * this.pointerSpeed\n _euler.x = Math.max(_PI_2 - this.maxPolarAngle, Math.min(_PI_2 - this.minPolarAngle, _euler.x))\n this.camera.quaternion.setFromEuler(_euler)\n // @ts-ignore\n this.dispatchEvent(_changeEvent)\n }\n\n private onPointerlockChange = (): void => {\n if (!this.domElement) return\n if (this.domElement.ownerDocument.pointerLockElement === this.domElement) {\n // @ts-ignore\n this.dispatchEvent(_lockEvent)\n this.isLocked = true\n } else {\n // @ts-ignore\n this.dispatchEvent(_unlockEvent)\n this.isLocked = false\n }\n }\n\n private onPointerlockError = (): void => {\n console.error('THREE.PointerLockControls: Unable to use Pointer Lock API')\n }\n\n public connect = (domElement: HTMLElement): void => {\n this.domElement = domElement || this.domElement\n if (!this.domElement) return\n this.domElement.ownerDocument.addEventListener('mousemove', this.onMouseMove)\n this.domElement.ownerDocument.addEventListener('pointerlockchange', this.onPointerlockChange)\n this.domElement.ownerDocument.addEventListener('pointerlockerror', this.onPointerlockError)\n }\n\n public disconnect = (): void => {\n if (!this.domElement) return\n this.domElement.ownerDocument.removeEventListener('mousemove', this.onMouseMove)\n this.domElement.ownerDocument.removeEventListener('pointerlockchange', this.onPointerlockChange)\n this.domElement.ownerDocument.removeEventListener('pointerlockerror', this.onPointerlockError)\n }\n\n public dispose = (): void => {\n this.disconnect()\n }\n\n public getObject = (): Camera => {\n // retaining this method for backward compatibility\n return this.camera\n }\n\n private direction = new Vector3(0, 0, -1)\n public getDirection = (v: Vector3): Vector3 => {\n return v.copy(this.direction).applyQuaternion(this.camera.quaternion)\n }\n\n public moveForward = (distance: number): void => {\n // move forward parallel to the xz-plane\n // assumes camera.up is y-up\n _vector.setFromMatrixColumn(this.camera.matrix, 0)\n _vector.crossVectors(this.camera.up, _vector)\n this.camera.position.addScaledVector(_vector, distance)\n }\n\n public moveRight = (distance: number): void => {\n _vector.setFromMatrixColumn(this.camera.matrix, 0)\n this.camera.position.addScaledVector(_vector, distance)\n }\n\n public lock = (): void => {\n if (this.domElement) this.domElement.requestPointerLock()\n }\n\n public unlock = (): void => {\n if (this.domElement) this.domElement.ownerDocument.exitPointerLock()\n }\n}\n\nexport { PointerLockControls }\n"],"names":["Euler","Vector3","EventDispatcher"],"mappings":";;;;;;;;;;AAGA,MAAM,SAA6B,oBAAAA,MAAAA,MAAM,GAAG,GAAG,GAAG,KAAK;AACvD,MAAM,8BAA8BC,MAAAA;AACpC,MAAM,eAAe,EAAE,MAAM;AAC7B,MAAM,aAAa,EAAE,MAAM;AAC3B,MAAM,eAAe,EAAE,MAAM;AAC7B,MAAM,QAAQ,KAAK,KAAK;AAmBxB,MAAM,4BAA4BC,gBAAAA,gBAA6C;AAAA,EAQ7E,YAAY,QAAgB,YAA0B;AAC9C;AARD;AACA;AACA;AACA;AACA;AACA;AAkBC,uCAAc,CAAC,UAA4B;AACjD,UAAI,CAAC,KAAK,cAAc,KAAK,aAAa;AAAO;AAC1C,aAAA,kBAAkB,KAAK,OAAO,UAAU;AAC/C,aAAO,KAAK,MAAM,YAAY,OAAQ,KAAK;AAC3C,aAAO,KAAK,MAAM,YAAY,OAAQ,KAAK;AAC3C,aAAO,IAAI,KAAK,IAAI,QAAQ,KAAK,eAAe,KAAK,IAAI,QAAQ,KAAK,eAAe,OAAO,CAAC,CAAC;AACzF,WAAA,OAAO,WAAW,aAAa,MAAM;AAE1C,WAAK,cAAc,YAAY;AAAA,IAAA;AAGzB,+CAAsB,MAAY;AACxC,UAAI,CAAC,KAAK;AAAY;AACtB,UAAI,KAAK,WAAW,cAAc,uBAAuB,KAAK,YAAY;AAExE,aAAK,cAAc,UAAU;AAC7B,aAAK,WAAW;AAAA,MAAA,OACX;AAEL,aAAK,cAAc,YAAY;AAC/B,aAAK,WAAW;AAAA,MAClB;AAAA,IAAA;AAGM,8CAAqB,MAAY;AACvC,cAAQ,MAAM,2DAA2D;AAAA,IAAA;AAGpE,mCAAU,CAAC,eAAkC;AAC7C,WAAA,aAAa,cAAc,KAAK;AACrC,UAAI,CAAC,KAAK;AAAY;AACtB,WAAK,WAAW,cAAc,iBAAiB,aAAa,KAAK,WAAW;AAC5E,WAAK,WAAW,cAAc,iBAAiB,qBAAqB,KAAK,mBAAmB;AAC5F,WAAK,WAAW,cAAc,iBAAiB,oBAAoB,KAAK,kBAAkB;AAAA,IAAA;AAGrF,sCAAa,MAAY;AAC9B,UAAI,CAAC,KAAK;AAAY;AACtB,WAAK,WAAW,cAAc,oBAAoB,aAAa,KAAK,WAAW;AAC/E,WAAK,WAAW,cAAc,oBAAoB,qBAAqB,KAAK,mBAAmB;AAC/F,WAAK,WAAW,cAAc,oBAAoB,oBAAoB,KAAK,kBAAkB;AAAA,IAAA;AAGxF,mCAAU,MAAY;AAC3B,WAAK,WAAW;AAAA,IAAA;AAGX,qCAAY,MAAc;AAE/B,aAAO,KAAK;AAAA,IAAA;AAGN,qCAAY,IAAID,MAAAA,QAAQ,GAAG,GAAG,EAAE;AACjC,wCAAe,CAAC,MAAwB;AACtC,aAAA,EAAE,KAAK,KAAK,SAAS,EAAE,gBAAgB,KAAK,OAAO,UAAU;AAAA,IAAA;AAG/D,uCAAc,CAAC,aAA2B;AAG/C,cAAQ,oBAAoB,KAAK,OAAO,QAAQ,CAAC;AACjD,cAAQ,aAAa,KAAK,OAAO,IAAI,OAAO;AAC5C,WAAK,OAAO,SAAS,gBAAgB,SAAS,QAAQ;AAAA,IAAA;AAGjD,qCAAY,CAAC,aAA2B;AAC7C,cAAQ,oBAAoB,KAAK,OAAO,QAAQ,CAAC;AACjD,WAAK,OAAO,SAAS,gBAAgB,SAAS,QAAQ;AAAA,IAAA;AAGjD,gCAAO,MAAY;AACxB,UAAI,KAAK;AAAY,aAAK,WAAW;IAAmB;AAGnD,kCAAS,MAAY;AAC1B,UAAI,KAAK;AAAiB,aAAA,WAAW,cAAc;IAAgB;AAxFnE,SAAK,SAAS;AACd,SAAK,aAAa;AAClB,SAAK,WAAW;AAIhB,SAAK,gBAAgB;AACrB,SAAK,gBAAgB,KAAK;AAE1B,SAAK,eAAe;AAChB,QAAA;AAAY,WAAK,QAAQ,UAAU;AAAA,EACzC;AA+EF;;"}
@@ -4,10 +4,10 @@ var __publicField = (obj, key, value) => {
4
4
  __defNormalProp(obj, typeof key !== "symbol" ? key + "" : key, value);
5
5
  return value;
6
6
  };
7
- import { Euler, Vector3 } from "three";
7
+ import { Vector3, Euler } from "three";
8
8
  import { EventDispatcher } from "./EventDispatcher.js";
9
- const _euler = new Euler(0, 0, 0, "YXZ");
10
- const _vector = new Vector3();
9
+ const _euler = /* @__PURE__ */ new Euler(0, 0, 0, "YXZ");
10
+ const _vector = /* @__PURE__ */ new Vector3();
11
11
  const _changeEvent = { type: "change" };
12
12
  const _lockEvent = { type: "lock" };
13
13
  const _unlockEvent = { type: "unlock" };
@@ -1 +1 @@
1
- {"version":3,"file":"PointerLockControls.js","sources":["../../src/controls/PointerLockControls.ts"],"sourcesContent":["import { Euler, Camera, Vector3 } from 'three'\nimport { EventDispatcher } from './EventDispatcher'\n\nconst _euler = new Euler(0, 0, 0, 'YXZ')\nconst _vector = new Vector3()\nconst _changeEvent = { type: 'change' }\nconst _lockEvent = { type: 'lock' }\nconst _unlockEvent = { type: 'unlock' }\nconst _PI_2 = Math.PI / 2\n\nexport interface PointerLockControlsEventMap {\n /**\n * Fires when the user moves the mouse.\n */\n change: {};\n\n /**\n * Fires when the pointer lock status is \"locked\" (in other words: the mouse is captured).\n */\n lock: {};\n\n /**\n * Fires when the pointer lock status is \"unlocked\" (in other words: the mouse is not captured anymore).\n */\n unlock: {};\n}\n\nclass PointerLockControls extends EventDispatcher<PointerLockControlsEventMap> {\n public camera: Camera\n public domElement?: HTMLElement\n public isLocked: boolean\n public minPolarAngle: number\n public maxPolarAngle: number\n public pointerSpeed: number\n\n constructor(camera: Camera, domElement?: HTMLElement) {\n super()\n\n this.camera = camera\n this.domElement = domElement\n this.isLocked = false\n\n // Set to constrain the pitch of the camera\n // Range is 0 to Math.PI radians\n this.minPolarAngle = 0 // radians\n this.maxPolarAngle = Math.PI // radians\n\n this.pointerSpeed = 1.0\n if (domElement) this.connect(domElement)\n }\n\n private onMouseMove = (event: MouseEvent): void => {\n if (!this.domElement || this.isLocked === false) return\n _euler.setFromQuaternion(this.camera.quaternion)\n _euler.y -= event.movementX * 0.002 * this.pointerSpeed\n _euler.x -= event.movementY * 0.002 * this.pointerSpeed\n _euler.x = Math.max(_PI_2 - this.maxPolarAngle, Math.min(_PI_2 - this.minPolarAngle, _euler.x))\n this.camera.quaternion.setFromEuler(_euler)\n // @ts-ignore\n this.dispatchEvent(_changeEvent)\n }\n\n private onPointerlockChange = (): void => {\n if (!this.domElement) return\n if (this.domElement.ownerDocument.pointerLockElement === this.domElement) {\n // @ts-ignore\n this.dispatchEvent(_lockEvent)\n this.isLocked = true\n } else {\n // @ts-ignore\n this.dispatchEvent(_unlockEvent)\n this.isLocked = false\n }\n }\n\n private onPointerlockError = (): void => {\n console.error('THREE.PointerLockControls: Unable to use Pointer Lock API')\n }\n\n public connect = (domElement: HTMLElement): void => {\n this.domElement = domElement || this.domElement\n if (!this.domElement) return\n this.domElement.ownerDocument.addEventListener('mousemove', this.onMouseMove)\n this.domElement.ownerDocument.addEventListener('pointerlockchange', this.onPointerlockChange)\n this.domElement.ownerDocument.addEventListener('pointerlockerror', this.onPointerlockError)\n }\n\n public disconnect = (): void => {\n if (!this.domElement) return\n this.domElement.ownerDocument.removeEventListener('mousemove', this.onMouseMove)\n this.domElement.ownerDocument.removeEventListener('pointerlockchange', this.onPointerlockChange)\n this.domElement.ownerDocument.removeEventListener('pointerlockerror', this.onPointerlockError)\n }\n\n public dispose = (): void => {\n this.disconnect()\n }\n\n public getObject = (): Camera => {\n // retaining this method for backward compatibility\n return this.camera\n }\n\n private direction = new Vector3(0, 0, -1)\n public getDirection = (v: Vector3): Vector3 => {\n return v.copy(this.direction).applyQuaternion(this.camera.quaternion)\n }\n\n public moveForward = (distance: number): void => {\n // move forward parallel to the xz-plane\n // assumes camera.up is y-up\n _vector.setFromMatrixColumn(this.camera.matrix, 0)\n _vector.crossVectors(this.camera.up, _vector)\n this.camera.position.addScaledVector(_vector, distance)\n }\n\n public moveRight = (distance: number): void => {\n _vector.setFromMatrixColumn(this.camera.matrix, 0)\n this.camera.position.addScaledVector(_vector, distance)\n }\n\n public lock = (): void => {\n if (this.domElement) this.domElement.requestPointerLock()\n }\n\n public unlock = (): void => {\n if (this.domElement) this.domElement.ownerDocument.exitPointerLock()\n }\n}\n\nexport { PointerLockControls }\n"],"names":[],"mappings":";;;;;;;;AAGA,MAAM,SAAS,IAAI,MAAM,GAAG,GAAG,GAAG,KAAK;AACvC,MAAM,UAAU,IAAI;AACpB,MAAM,eAAe,EAAE,MAAM;AAC7B,MAAM,aAAa,EAAE,MAAM;AAC3B,MAAM,eAAe,EAAE,MAAM;AAC7B,MAAM,QAAQ,KAAK,KAAK;AAmBxB,MAAM,4BAA4B,gBAA6C;AAAA,EAQ7E,YAAY,QAAgB,YAA0B;AAC9C;AARD;AACA;AACA;AACA;AACA;AACA;AAkBC,uCAAc,CAAC,UAA4B;AACjD,UAAI,CAAC,KAAK,cAAc,KAAK,aAAa;AAAO;AAC1C,aAAA,kBAAkB,KAAK,OAAO,UAAU;AAC/C,aAAO,KAAK,MAAM,YAAY,OAAQ,KAAK;AAC3C,aAAO,KAAK,MAAM,YAAY,OAAQ,KAAK;AAC3C,aAAO,IAAI,KAAK,IAAI,QAAQ,KAAK,eAAe,KAAK,IAAI,QAAQ,KAAK,eAAe,OAAO,CAAC,CAAC;AACzF,WAAA,OAAO,WAAW,aAAa,MAAM;AAE1C,WAAK,cAAc,YAAY;AAAA,IAAA;AAGzB,+CAAsB,MAAY;AACxC,UAAI,CAAC,KAAK;AAAY;AACtB,UAAI,KAAK,WAAW,cAAc,uBAAuB,KAAK,YAAY;AAExE,aAAK,cAAc,UAAU;AAC7B,aAAK,WAAW;AAAA,MAAA,OACX;AAEL,aAAK,cAAc,YAAY;AAC/B,aAAK,WAAW;AAAA,MAClB;AAAA,IAAA;AAGM,8CAAqB,MAAY;AACvC,cAAQ,MAAM,2DAA2D;AAAA,IAAA;AAGpE,mCAAU,CAAC,eAAkC;AAC7C,WAAA,aAAa,cAAc,KAAK;AACrC,UAAI,CAAC,KAAK;AAAY;AACtB,WAAK,WAAW,cAAc,iBAAiB,aAAa,KAAK,WAAW;AAC5E,WAAK,WAAW,cAAc,iBAAiB,qBAAqB,KAAK,mBAAmB;AAC5F,WAAK,WAAW,cAAc,iBAAiB,oBAAoB,KAAK,kBAAkB;AAAA,IAAA;AAGrF,sCAAa,MAAY;AAC9B,UAAI,CAAC,KAAK;AAAY;AACtB,WAAK,WAAW,cAAc,oBAAoB,aAAa,KAAK,WAAW;AAC/E,WAAK,WAAW,cAAc,oBAAoB,qBAAqB,KAAK,mBAAmB;AAC/F,WAAK,WAAW,cAAc,oBAAoB,oBAAoB,KAAK,kBAAkB;AAAA,IAAA;AAGxF,mCAAU,MAAY;AAC3B,WAAK,WAAW;AAAA,IAAA;AAGX,qCAAY,MAAc;AAE/B,aAAO,KAAK;AAAA,IAAA;AAGN,qCAAY,IAAI,QAAQ,GAAG,GAAG,EAAE;AACjC,wCAAe,CAAC,MAAwB;AACtC,aAAA,EAAE,KAAK,KAAK,SAAS,EAAE,gBAAgB,KAAK,OAAO,UAAU;AAAA,IAAA;AAG/D,uCAAc,CAAC,aAA2B;AAG/C,cAAQ,oBAAoB,KAAK,OAAO,QAAQ,CAAC;AACjD,cAAQ,aAAa,KAAK,OAAO,IAAI,OAAO;AAC5C,WAAK,OAAO,SAAS,gBAAgB,SAAS,QAAQ;AAAA,IAAA;AAGjD,qCAAY,CAAC,aAA2B;AAC7C,cAAQ,oBAAoB,KAAK,OAAO,QAAQ,CAAC;AACjD,WAAK,OAAO,SAAS,gBAAgB,SAAS,QAAQ;AAAA,IAAA;AAGjD,gCAAO,MAAY;AACxB,UAAI,KAAK;AAAY,aAAK,WAAW;IAAmB;AAGnD,kCAAS,MAAY;AAC1B,UAAI,KAAK;AAAiB,aAAA,WAAW,cAAc;IAAgB;AAxFnE,SAAK,SAAS;AACd,SAAK,aAAa;AAClB,SAAK,WAAW;AAIhB,SAAK,gBAAgB;AACrB,SAAK,gBAAgB,KAAK;AAE1B,SAAK,eAAe;AAChB,QAAA;AAAY,WAAK,QAAQ,UAAU;AAAA,EACzC;AA+EF;"}
1
+ {"version":3,"file":"PointerLockControls.js","sources":["../../src/controls/PointerLockControls.ts"],"sourcesContent":["import { Euler, Camera, Vector3 } from 'three'\nimport { EventDispatcher } from './EventDispatcher'\n\nconst _euler = /* @__PURE__ */ new Euler(0, 0, 0, 'YXZ')\nconst _vector = /* @__PURE__ */ new Vector3()\nconst _changeEvent = { type: 'change' }\nconst _lockEvent = { type: 'lock' }\nconst _unlockEvent = { type: 'unlock' }\nconst _PI_2 = Math.PI / 2\n\nexport interface PointerLockControlsEventMap {\n /**\n * Fires when the user moves the mouse.\n */\n change: {}\n\n /**\n * Fires when the pointer lock status is \"locked\" (in other words: the mouse is captured).\n */\n lock: {}\n\n /**\n * Fires when the pointer lock status is \"unlocked\" (in other words: the mouse is not captured anymore).\n */\n unlock: {}\n}\n\nclass PointerLockControls extends EventDispatcher<PointerLockControlsEventMap> {\n public camera: Camera\n public domElement?: HTMLElement\n public isLocked: boolean\n public minPolarAngle: number\n public maxPolarAngle: number\n public pointerSpeed: number\n\n constructor(camera: Camera, domElement?: HTMLElement) {\n super()\n\n this.camera = camera\n this.domElement = domElement\n this.isLocked = false\n\n // Set to constrain the pitch of the camera\n // Range is 0 to Math.PI radians\n this.minPolarAngle = 0 // radians\n this.maxPolarAngle = Math.PI // radians\n\n this.pointerSpeed = 1.0\n if (domElement) this.connect(domElement)\n }\n\n private onMouseMove = (event: MouseEvent): void => {\n if (!this.domElement || this.isLocked === false) return\n _euler.setFromQuaternion(this.camera.quaternion)\n _euler.y -= event.movementX * 0.002 * this.pointerSpeed\n _euler.x -= event.movementY * 0.002 * this.pointerSpeed\n _euler.x = Math.max(_PI_2 - this.maxPolarAngle, Math.min(_PI_2 - this.minPolarAngle, _euler.x))\n this.camera.quaternion.setFromEuler(_euler)\n // @ts-ignore\n this.dispatchEvent(_changeEvent)\n }\n\n private onPointerlockChange = (): void => {\n if (!this.domElement) return\n if (this.domElement.ownerDocument.pointerLockElement === this.domElement) {\n // @ts-ignore\n this.dispatchEvent(_lockEvent)\n this.isLocked = true\n } else {\n // @ts-ignore\n this.dispatchEvent(_unlockEvent)\n this.isLocked = false\n }\n }\n\n private onPointerlockError = (): void => {\n console.error('THREE.PointerLockControls: Unable to use Pointer Lock API')\n }\n\n public connect = (domElement: HTMLElement): void => {\n this.domElement = domElement || this.domElement\n if (!this.domElement) return\n this.domElement.ownerDocument.addEventListener('mousemove', this.onMouseMove)\n this.domElement.ownerDocument.addEventListener('pointerlockchange', this.onPointerlockChange)\n this.domElement.ownerDocument.addEventListener('pointerlockerror', this.onPointerlockError)\n }\n\n public disconnect = (): void => {\n if (!this.domElement) return\n this.domElement.ownerDocument.removeEventListener('mousemove', this.onMouseMove)\n this.domElement.ownerDocument.removeEventListener('pointerlockchange', this.onPointerlockChange)\n this.domElement.ownerDocument.removeEventListener('pointerlockerror', this.onPointerlockError)\n }\n\n public dispose = (): void => {\n this.disconnect()\n }\n\n public getObject = (): Camera => {\n // retaining this method for backward compatibility\n return this.camera\n }\n\n private direction = new Vector3(0, 0, -1)\n public getDirection = (v: Vector3): Vector3 => {\n return v.copy(this.direction).applyQuaternion(this.camera.quaternion)\n }\n\n public moveForward = (distance: number): void => {\n // move forward parallel to the xz-plane\n // assumes camera.up is y-up\n _vector.setFromMatrixColumn(this.camera.matrix, 0)\n _vector.crossVectors(this.camera.up, _vector)\n this.camera.position.addScaledVector(_vector, distance)\n }\n\n public moveRight = (distance: number): void => {\n _vector.setFromMatrixColumn(this.camera.matrix, 0)\n this.camera.position.addScaledVector(_vector, distance)\n }\n\n public lock = (): void => {\n if (this.domElement) this.domElement.requestPointerLock()\n }\n\n public unlock = (): void => {\n if (this.domElement) this.domElement.ownerDocument.exitPointerLock()\n }\n}\n\nexport { PointerLockControls }\n"],"names":[],"mappings":";;;;;;;;AAGA,MAAM,SAA6B,oBAAA,MAAM,GAAG,GAAG,GAAG,KAAK;AACvD,MAAM,8BAA8B;AACpC,MAAM,eAAe,EAAE,MAAM;AAC7B,MAAM,aAAa,EAAE,MAAM;AAC3B,MAAM,eAAe,EAAE,MAAM;AAC7B,MAAM,QAAQ,KAAK,KAAK;AAmBxB,MAAM,4BAA4B,gBAA6C;AAAA,EAQ7E,YAAY,QAAgB,YAA0B;AAC9C;AARD;AACA;AACA;AACA;AACA;AACA;AAkBC,uCAAc,CAAC,UAA4B;AACjD,UAAI,CAAC,KAAK,cAAc,KAAK,aAAa;AAAO;AAC1C,aAAA,kBAAkB,KAAK,OAAO,UAAU;AAC/C,aAAO,KAAK,MAAM,YAAY,OAAQ,KAAK;AAC3C,aAAO,KAAK,MAAM,YAAY,OAAQ,KAAK;AAC3C,aAAO,IAAI,KAAK,IAAI,QAAQ,KAAK,eAAe,KAAK,IAAI,QAAQ,KAAK,eAAe,OAAO,CAAC,CAAC;AACzF,WAAA,OAAO,WAAW,aAAa,MAAM;AAE1C,WAAK,cAAc,YAAY;AAAA,IAAA;AAGzB,+CAAsB,MAAY;AACxC,UAAI,CAAC,KAAK;AAAY;AACtB,UAAI,KAAK,WAAW,cAAc,uBAAuB,KAAK,YAAY;AAExE,aAAK,cAAc,UAAU;AAC7B,aAAK,WAAW;AAAA,MAAA,OACX;AAEL,aAAK,cAAc,YAAY;AAC/B,aAAK,WAAW;AAAA,MAClB;AAAA,IAAA;AAGM,8CAAqB,MAAY;AACvC,cAAQ,MAAM,2DAA2D;AAAA,IAAA;AAGpE,mCAAU,CAAC,eAAkC;AAC7C,WAAA,aAAa,cAAc,KAAK;AACrC,UAAI,CAAC,KAAK;AAAY;AACtB,WAAK,WAAW,cAAc,iBAAiB,aAAa,KAAK,WAAW;AAC5E,WAAK,WAAW,cAAc,iBAAiB,qBAAqB,KAAK,mBAAmB;AAC5F,WAAK,WAAW,cAAc,iBAAiB,oBAAoB,KAAK,kBAAkB;AAAA,IAAA;AAGrF,sCAAa,MAAY;AAC9B,UAAI,CAAC,KAAK;AAAY;AACtB,WAAK,WAAW,cAAc,oBAAoB,aAAa,KAAK,WAAW;AAC/E,WAAK,WAAW,cAAc,oBAAoB,qBAAqB,KAAK,mBAAmB;AAC/F,WAAK,WAAW,cAAc,oBAAoB,oBAAoB,KAAK,kBAAkB;AAAA,IAAA;AAGxF,mCAAU,MAAY;AAC3B,WAAK,WAAW;AAAA,IAAA;AAGX,qCAAY,MAAc;AAE/B,aAAO,KAAK;AAAA,IAAA;AAGN,qCAAY,IAAI,QAAQ,GAAG,GAAG,EAAE;AACjC,wCAAe,CAAC,MAAwB;AACtC,aAAA,EAAE,KAAK,KAAK,SAAS,EAAE,gBAAgB,KAAK,OAAO,UAAU;AAAA,IAAA;AAG/D,uCAAc,CAAC,aAA2B;AAG/C,cAAQ,oBAAoB,KAAK,OAAO,QAAQ,CAAC;AACjD,cAAQ,aAAa,KAAK,OAAO,IAAI,OAAO;AAC5C,WAAK,OAAO,SAAS,gBAAgB,SAAS,QAAQ;AAAA,IAAA;AAGjD,qCAAY,CAAC,aAA2B;AAC7C,cAAQ,oBAAoB,KAAK,OAAO,QAAQ,CAAC;AACjD,WAAK,OAAO,SAAS,gBAAgB,SAAS,QAAQ;AAAA,IAAA;AAGjD,gCAAO,MAAY;AACxB,UAAI,KAAK;AAAY,aAAK,WAAW;IAAmB;AAGnD,kCAAS,MAAY;AAC1B,UAAI,KAAK;AAAiB,aAAA,WAAW,cAAc;IAAgB;AAxFnE,SAAK,SAAS;AACd,SAAK,aAAa;AAClB,SAAK,WAAW;AAIhB,SAAK,gBAAgB;AACrB,SAAK,gBAAgB,KAAK;AAE1B,SAAK,eAAe;AAChB,QAAA;AAAY,WAAK,QAAQ,UAAU;AAAA,EACzC;AA+EF;"}
package/csm/CSM.cjs CHANGED
@@ -3,10 +3,10 @@ Object.defineProperty(exports, Symbol.toStringTag, { value: "Module" });
3
3
  const THREE = require("three");
4
4
  const CSMFrustum = require("./CSMFrustum.cjs");
5
5
  const CSMShader = require("./CSMShader.cjs");
6
- const _cameraToLightMatrix = new THREE.Matrix4();
7
- const _lightSpaceFrustum = new CSMFrustum.CSMFrustum();
8
- const _center = new THREE.Vector3();
9
- const _bbox = new THREE.Box3();
6
+ const _cameraToLightMatrix = /* @__PURE__ */ new THREE.Matrix4();
7
+ const _lightSpaceFrustum = /* @__PURE__ */ new CSMFrustum.CSMFrustum();
8
+ const _center = /* @__PURE__ */ new THREE.Vector3();
9
+ const _bbox = /* @__PURE__ */ new THREE.Box3();
10
10
  const _uniformArray = [];
11
11
  const _logArray = [];
12
12
  class CSM {
package/csm/CSM.cjs.map CHANGED
@@ -1 +1 @@
1
- {"version":3,"file":"CSM.cjs","sources":["../../src/csm/CSM.js"],"sourcesContent":["import { Vector2, Vector3, DirectionalLight, MathUtils, ShaderChunk, Matrix4, Box3 } from 'three'\nimport { CSMFrustum } from './CSMFrustum'\nimport { CSMShader } from './CSMShader'\n\nconst _cameraToLightMatrix = new Matrix4()\nconst _lightSpaceFrustum = new CSMFrustum()\nconst _center = new Vector3()\nconst _bbox = new Box3()\nconst _uniformArray = []\nconst _logArray = []\n\nexport class CSM {\n constructor(data) {\n data = data || {}\n\n this.camera = data.camera\n this.parent = data.parent\n this.cascades = data.cascades || 3\n this.maxFar = data.maxFar || 100000\n this.mode = data.mode || 'practical'\n this.shadowMapSize = data.shadowMapSize || 2048\n this.shadowBias = data.shadowBias || 0.000001\n this.lightDirection = data.lightDirection || new Vector3(1, -1, 1).normalize()\n this.lightIntensity = data.lightIntensity || 1\n this.lightNear = data.lightNear || 1\n this.lightFar = data.lightFar || 2000\n this.lightMargin = data.lightMargin || 200\n this.customSplitsCallback = data.customSplitsCallback\n this.fade = false\n this.mainFrustum = new CSMFrustum()\n this.frustums = []\n this.breaks = []\n\n this.lights = []\n this.shaders = new Map()\n\n this.createLights()\n this.updateFrustums()\n this.injectInclude()\n }\n\n createLights() {\n for (let i = 0; i < this.cascades; i++) {\n const light = new DirectionalLight(0xffffff, this.lightIntensity)\n light.castShadow = true\n light.shadow.mapSize.width = this.shadowMapSize\n light.shadow.mapSize.height = this.shadowMapSize\n\n light.shadow.camera.near = this.lightNear\n light.shadow.camera.far = this.lightFar\n light.shadow.bias = this.shadowBias\n\n this.parent.add(light)\n this.parent.add(light.target)\n this.lights.push(light)\n }\n }\n\n initCascades() {\n const camera = this.camera\n camera.updateProjectionMatrix()\n this.mainFrustum.setFromProjectionMatrix(camera.projectionMatrix, this.maxFar)\n this.mainFrustum.split(this.breaks, this.frustums)\n }\n\n updateShadowBounds() {\n const frustums = this.frustums\n for (let i = 0; i < frustums.length; i++) {\n const light = this.lights[i]\n const shadowCam = light.shadow.camera\n const frustum = this.frustums[i]\n\n // Get the two points that represent that furthest points on the frustum assuming\n // that's either the diagonal across the far plane or the diagonal across the whole\n // frustum itself.\n const nearVerts = frustum.vertices.near\n const farVerts = frustum.vertices.far\n const point1 = farVerts[0]\n let point2\n if (point1.distanceTo(farVerts[2]) > point1.distanceTo(nearVerts[2])) {\n point2 = farVerts[2]\n } else {\n point2 = nearVerts[2]\n }\n\n let squaredBBWidth = point1.distanceTo(point2)\n if (this.fade) {\n // expand the shadow extents by the fade margin if fade is enabled.\n const camera = this.camera\n const far = Math.max(camera.far, this.maxFar)\n const linearDepth = frustum.vertices.far[0].z / (far - camera.near)\n const margin = 0.25 * Math.pow(linearDepth, 2.0) * (far - camera.near)\n\n squaredBBWidth += margin\n }\n\n shadowCam.left = -squaredBBWidth / 2\n shadowCam.right = squaredBBWidth / 2\n shadowCam.top = squaredBBWidth / 2\n shadowCam.bottom = -squaredBBWidth / 2\n shadowCam.updateProjectionMatrix()\n }\n }\n\n getBreaks() {\n const camera = this.camera\n const far = Math.min(camera.far, this.maxFar)\n this.breaks.length = 0\n\n switch (this.mode) {\n case 'uniform':\n uniformSplit(this.cascades, camera.near, far, this.breaks)\n break\n case 'logarithmic':\n logarithmicSplit(this.cascades, camera.near, far, this.breaks)\n break\n case 'practical':\n practicalSplit(this.cascades, camera.near, far, 0.5, this.breaks)\n break\n case 'custom':\n if (this.customSplitsCallback === undefined) console.error('CSM: Custom split scheme callback not defined.')\n this.customSplitsCallback(this.cascades, camera.near, far, this.breaks)\n break\n }\n\n function uniformSplit(amount, near, far, target) {\n for (let i = 1; i < amount; i++) {\n target.push((near + ((far - near) * i) / amount) / far)\n }\n\n target.push(1)\n }\n\n function logarithmicSplit(amount, near, far, target) {\n for (let i = 1; i < amount; i++) {\n target.push((near * (far / near) ** (i / amount)) / far)\n }\n\n target.push(1)\n }\n\n function practicalSplit(amount, near, far, lambda, target) {\n _uniformArray.length = 0\n _logArray.length = 0\n logarithmicSplit(amount, near, far, _logArray)\n uniformSplit(amount, near, far, _uniformArray)\n\n for (let i = 1; i < amount; i++) {\n target.push(MathUtils.lerp(_uniformArray[i - 1], _logArray[i - 1], lambda))\n }\n\n target.push(1)\n }\n }\n\n update() {\n const camera = this.camera\n const frustums = this.frustums\n for (let i = 0; i < frustums.length; i++) {\n const light = this.lights[i]\n const shadowCam = light.shadow.camera\n const texelWidth = (shadowCam.right - shadowCam.left) / this.shadowMapSize\n const texelHeight = (shadowCam.top - shadowCam.bottom) / this.shadowMapSize\n light.shadow.camera.updateMatrixWorld(true)\n _cameraToLightMatrix.multiplyMatrices(light.shadow.camera.matrixWorldInverse, camera.matrixWorld)\n frustums[i].toSpace(_cameraToLightMatrix, _lightSpaceFrustum)\n\n const nearVerts = _lightSpaceFrustum.vertices.near\n const farVerts = _lightSpaceFrustum.vertices.far\n _bbox.makeEmpty()\n for (let j = 0; j < 4; j++) {\n _bbox.expandByPoint(nearVerts[j])\n _bbox.expandByPoint(farVerts[j])\n }\n\n _bbox.getCenter(_center)\n _center.z = _bbox.max.z + this.lightMargin\n _center.x = Math.floor(_center.x / texelWidth) * texelWidth\n _center.y = Math.floor(_center.y / texelHeight) * texelHeight\n _center.applyMatrix4(light.shadow.camera.matrixWorld)\n\n light.position.copy(_center)\n light.target.position.copy(_center)\n\n light.target.position.x += this.lightDirection.x\n light.target.position.y += this.lightDirection.y\n light.target.position.z += this.lightDirection.z\n }\n }\n\n injectInclude() {\n ShaderChunk.lights_fragment_begin = CSMShader.lights_fragment_begin\n ShaderChunk.lights_pars_begin = CSMShader.lights_pars_begin\n }\n\n setupMaterial(material) {\n material.defines = material.defines || {}\n material.defines.USE_CSM = 1\n material.defines.CSM_CASCADES = this.cascades\n\n if (this.fade) {\n material.defines.CSM_FADE = ''\n }\n\n const breaksVec2 = []\n const scope = this\n const shaders = this.shaders\n\n material.onBeforeCompile = function (shader) {\n const far = Math.min(scope.camera.far, scope.maxFar)\n scope.getExtendedBreaks(breaksVec2)\n\n shader.uniforms.CSM_cascades = { value: breaksVec2 }\n shader.uniforms.cameraNear = { value: scope.camera.near }\n shader.uniforms.shadowFar = { value: far }\n\n shaders.set(material, shader)\n }\n\n shaders.set(material, null)\n }\n\n updateUniforms() {\n const far = Math.min(this.camera.far, this.maxFar)\n const shaders = this.shaders\n\n shaders.forEach(function (shader, material) {\n if (shader !== null) {\n const uniforms = shader.uniforms\n this.getExtendedBreaks(uniforms.CSM_cascades.value)\n uniforms.cameraNear.value = this.camera.near\n uniforms.shadowFar.value = far\n }\n\n if (!this.fade && 'CSM_FADE' in material.defines) {\n delete material.defines.CSM_FADE\n material.needsUpdate = true\n } else if (this.fade && !('CSM_FADE' in material.defines)) {\n material.defines.CSM_FADE = ''\n material.needsUpdate = true\n }\n }, this)\n }\n\n getExtendedBreaks(target) {\n while (target.length < this.breaks.length) {\n target.push(new Vector2())\n }\n\n target.length = this.breaks.length\n\n for (let i = 0; i < this.cascades; i++) {\n const amount = this.breaks[i]\n const prev = this.breaks[i - 1] || 0\n target[i].x = prev\n target[i].y = amount\n }\n }\n\n updateFrustums() {\n this.getBreaks()\n this.initCascades()\n this.updateShadowBounds()\n this.updateUniforms()\n }\n\n remove() {\n for (let i = 0; i < this.lights.length; i++) {\n this.parent.remove(this.lights[i])\n }\n }\n\n dispose() {\n 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+ {"version":3,"file":"CSM.cjs","sources":["../../src/csm/CSM.js"],"sourcesContent":["import { Vector2, Vector3, DirectionalLight, MathUtils, ShaderChunk, Matrix4, Box3 } from 'three'\nimport { CSMFrustum } from './CSMFrustum'\nimport { CSMShader } from './CSMShader'\n\nconst _cameraToLightMatrix = /* @__PURE__ */ new Matrix4()\nconst _lightSpaceFrustum = /* @__PURE__ */ new CSMFrustum()\nconst _center = /* @__PURE__ */ new Vector3()\nconst _bbox = /* @__PURE__ */ new Box3()\nconst _uniformArray = []\nconst _logArray = []\n\nexport class CSM {\n constructor(data) {\n data = data || {}\n\n this.camera = data.camera\n this.parent = data.parent\n this.cascades = data.cascades || 3\n this.maxFar = data.maxFar || 100000\n this.mode = data.mode || 'practical'\n this.shadowMapSize = data.shadowMapSize || 2048\n this.shadowBias = data.shadowBias || 0.000001\n this.lightDirection = data.lightDirection || new Vector3(1, -1, 1).normalize()\n this.lightIntensity = data.lightIntensity || 1\n this.lightNear = data.lightNear || 1\n this.lightFar = data.lightFar || 2000\n this.lightMargin = data.lightMargin || 200\n this.customSplitsCallback = data.customSplitsCallback\n this.fade = false\n this.mainFrustum = new CSMFrustum()\n this.frustums = []\n this.breaks = []\n\n this.lights = []\n this.shaders = new Map()\n\n this.createLights()\n this.updateFrustums()\n this.injectInclude()\n }\n\n createLights() {\n for (let i = 0; i < this.cascades; i++) {\n const light = new DirectionalLight(0xffffff, this.lightIntensity)\n light.castShadow = true\n light.shadow.mapSize.width = this.shadowMapSize\n light.shadow.mapSize.height = this.shadowMapSize\n\n light.shadow.camera.near = this.lightNear\n light.shadow.camera.far = this.lightFar\n light.shadow.bias = this.shadowBias\n\n this.parent.add(light)\n this.parent.add(light.target)\n this.lights.push(light)\n }\n }\n\n initCascades() {\n const camera = this.camera\n camera.updateProjectionMatrix()\n this.mainFrustum.setFromProjectionMatrix(camera.projectionMatrix, this.maxFar)\n this.mainFrustum.split(this.breaks, this.frustums)\n }\n\n updateShadowBounds() {\n const frustums = this.frustums\n for (let i = 0; i < frustums.length; i++) {\n const light = this.lights[i]\n const shadowCam = light.shadow.camera\n const frustum = this.frustums[i]\n\n // Get the two points that represent that furthest points on the frustum assuming\n // that's either the diagonal across the far plane or the diagonal across the whole\n // frustum itself.\n const nearVerts = frustum.vertices.near\n const farVerts = frustum.vertices.far\n const point1 = farVerts[0]\n let point2\n if (point1.distanceTo(farVerts[2]) > point1.distanceTo(nearVerts[2])) {\n point2 = farVerts[2]\n } else {\n point2 = nearVerts[2]\n }\n\n let squaredBBWidth = point1.distanceTo(point2)\n if (this.fade) {\n // expand the shadow extents by the fade margin if fade is enabled.\n const camera = this.camera\n const far = Math.max(camera.far, this.maxFar)\n const linearDepth = frustum.vertices.far[0].z / (far - camera.near)\n const margin = 0.25 * Math.pow(linearDepth, 2.0) * (far - camera.near)\n\n squaredBBWidth += margin\n }\n\n shadowCam.left = -squaredBBWidth / 2\n shadowCam.right = squaredBBWidth / 2\n shadowCam.top = squaredBBWidth / 2\n shadowCam.bottom = -squaredBBWidth / 2\n shadowCam.updateProjectionMatrix()\n }\n }\n\n getBreaks() {\n const camera = this.camera\n const far = Math.min(camera.far, this.maxFar)\n this.breaks.length = 0\n\n switch (this.mode) {\n case 'uniform':\n uniformSplit(this.cascades, camera.near, far, this.breaks)\n break\n case 'logarithmic':\n logarithmicSplit(this.cascades, camera.near, far, this.breaks)\n break\n case 'practical':\n practicalSplit(this.cascades, camera.near, far, 0.5, this.breaks)\n break\n case 'custom':\n if (this.customSplitsCallback === undefined) console.error('CSM: Custom split scheme callback not defined.')\n 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package/csm/CSM.js CHANGED
@@ -1,10 +1,10 @@
1
- import { Matrix4, Vector3, Box3, DirectionalLight, MathUtils, ShaderChunk, Vector2 } from "three";
1
+ import { Vector3, DirectionalLight, MathUtils, ShaderChunk, Vector2, Matrix4, Box3 } from "three";
2
2
  import { CSMFrustum } from "./CSMFrustum.js";
3
3
  import { CSMShader } from "./CSMShader.js";
4
- const _cameraToLightMatrix = new Matrix4();
5
- const _lightSpaceFrustum = new CSMFrustum();
6
- const _center = new Vector3();
7
- const _bbox = new Box3();
4
+ const _cameraToLightMatrix = /* @__PURE__ */ new Matrix4();
5
+ const _lightSpaceFrustum = /* @__PURE__ */ new CSMFrustum();
6
+ const _center = /* @__PURE__ */ new Vector3();
7
+ const _bbox = /* @__PURE__ */ new Box3();
8
8
  const _uniformArray = [];
9
9
  const _logArray = [];
10
10
  class CSM {
package/csm/CSM.js.map CHANGED
@@ -1 +1 @@
1
- {"version":3,"file":"CSM.js","sources":["../../src/csm/CSM.js"],"sourcesContent":["import { Vector2, Vector3, DirectionalLight, MathUtils, ShaderChunk, Matrix4, Box3 } from 'three'\nimport { CSMFrustum } from './CSMFrustum'\nimport { CSMShader } from './CSMShader'\n\nconst _cameraToLightMatrix = new Matrix4()\nconst _lightSpaceFrustum = new CSMFrustum()\nconst _center = new Vector3()\nconst _bbox = new Box3()\nconst _uniformArray = []\nconst _logArray = []\n\nexport class CSM {\n constructor(data) {\n data = data || {}\n\n this.camera = data.camera\n this.parent = data.parent\n this.cascades = data.cascades || 3\n this.maxFar = data.maxFar || 100000\n this.mode = data.mode || 'practical'\n this.shadowMapSize = data.shadowMapSize || 2048\n this.shadowBias = data.shadowBias || 0.000001\n this.lightDirection = data.lightDirection || new Vector3(1, -1, 1).normalize()\n this.lightIntensity = data.lightIntensity || 1\n this.lightNear = data.lightNear || 1\n this.lightFar = data.lightFar || 2000\n this.lightMargin = data.lightMargin || 200\n this.customSplitsCallback = data.customSplitsCallback\n this.fade = false\n this.mainFrustum = new CSMFrustum()\n this.frustums = []\n this.breaks = []\n\n this.lights = []\n this.shaders = new Map()\n\n this.createLights()\n this.updateFrustums()\n this.injectInclude()\n }\n\n createLights() {\n for (let i = 0; i < this.cascades; i++) {\n const light = new DirectionalLight(0xffffff, this.lightIntensity)\n light.castShadow = true\n light.shadow.mapSize.width = this.shadowMapSize\n light.shadow.mapSize.height = this.shadowMapSize\n\n light.shadow.camera.near = this.lightNear\n light.shadow.camera.far = this.lightFar\n light.shadow.bias = this.shadowBias\n\n this.parent.add(light)\n this.parent.add(light.target)\n this.lights.push(light)\n }\n }\n\n initCascades() {\n const camera = this.camera\n camera.updateProjectionMatrix()\n this.mainFrustum.setFromProjectionMatrix(camera.projectionMatrix, this.maxFar)\n 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camera.near)\n const margin = 0.25 * Math.pow(linearDepth, 2.0) * (far - camera.near)\n\n squaredBBWidth += margin\n }\n\n shadowCam.left = -squaredBBWidth / 2\n shadowCam.right = squaredBBWidth / 2\n shadowCam.top = squaredBBWidth / 2\n shadowCam.bottom = -squaredBBWidth / 2\n shadowCam.updateProjectionMatrix()\n }\n }\n\n getBreaks() {\n const camera = this.camera\n const far = Math.min(camera.far, this.maxFar)\n this.breaks.length = 0\n\n switch (this.mode) {\n case 'uniform':\n uniformSplit(this.cascades, camera.near, far, this.breaks)\n break\n case 'logarithmic':\n logarithmicSplit(this.cascades, camera.near, far, this.breaks)\n break\n case 'practical':\n practicalSplit(this.cascades, camera.near, far, 0.5, this.breaks)\n break\n case 'custom':\n if (this.customSplitsCallback === undefined) console.error('CSM: Custom split scheme callback not defined.')\n this.customSplitsCallback(this.cascades, camera.near, far, this.breaks)\n break\n }\n\n function uniformSplit(amount, near, 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shadowCam.bottom) / this.shadowMapSize\n light.shadow.camera.updateMatrixWorld(true)\n _cameraToLightMatrix.multiplyMatrices(light.shadow.camera.matrixWorldInverse, camera.matrixWorld)\n frustums[i].toSpace(_cameraToLightMatrix, _lightSpaceFrustum)\n\n const nearVerts = _lightSpaceFrustum.vertices.near\n const farVerts = _lightSpaceFrustum.vertices.far\n _bbox.makeEmpty()\n for (let j = 0; j < 4; j++) {\n _bbox.expandByPoint(nearVerts[j])\n _bbox.expandByPoint(farVerts[j])\n }\n\n _bbox.getCenter(_center)\n _center.z = _bbox.max.z + this.lightMargin\n _center.x = Math.floor(_center.x / texelWidth) * texelWidth\n _center.y = Math.floor(_center.y / texelHeight) * texelHeight\n _center.applyMatrix4(light.shadow.camera.matrixWorld)\n\n light.position.copy(_center)\n light.target.position.copy(_center)\n\n light.target.position.x += this.lightDirection.x\n light.target.position.y += this.lightDirection.y\n light.target.position.z += this.lightDirection.z\n }\n }\n\n injectInclude() {\n ShaderChunk.lights_fragment_begin = CSMShader.lights_fragment_begin\n ShaderChunk.lights_pars_begin = CSMShader.lights_pars_begin\n }\n\n setupMaterial(material) {\n material.defines = material.defines || {}\n material.defines.USE_CSM = 1\n material.defines.CSM_CASCADES = this.cascades\n\n if (this.fade) {\n material.defines.CSM_FADE = ''\n }\n\n const breaksVec2 = []\n const scope = this\n const shaders = this.shaders\n\n material.onBeforeCompile = function (shader) {\n const far = Math.min(scope.camera.far, scope.maxFar)\n scope.getExtendedBreaks(breaksVec2)\n\n shader.uniforms.CSM_cascades = { value: breaksVec2 }\n shader.uniforms.cameraNear = { value: scope.camera.near }\n shader.uniforms.shadowFar = { value: far }\n\n shaders.set(material, shader)\n }\n\n shaders.set(material, null)\n }\n\n updateUniforms() {\n const far = Math.min(this.camera.far, this.maxFar)\n const shaders = this.shaders\n\n shaders.forEach(function (shader, material) {\n if (shader !== null) {\n const uniforms = shader.uniforms\n this.getExtendedBreaks(uniforms.CSM_cascades.value)\n uniforms.cameraNear.value = this.camera.near\n uniforms.shadowFar.value = far\n }\n\n if (!this.fade && 'CSM_FADE' in material.defines) {\n delete material.defines.CSM_FADE\n material.needsUpdate = true\n } else if (this.fade && !('CSM_FADE' in material.defines)) {\n material.defines.CSM_FADE = ''\n material.needsUpdate = true\n }\n }, this)\n }\n\n getExtendedBreaks(target) {\n while (target.length < this.breaks.length) {\n target.push(new Vector2())\n }\n\n target.length = this.breaks.length\n\n for (let i = 0; i < this.cascades; i++) {\n const amount = this.breaks[i]\n const prev = this.breaks[i - 1] || 0\n target[i].x = prev\n target[i].y = amount\n }\n }\n\n updateFrustums() {\n this.getBreaks()\n this.initCascades()\n this.updateShadowBounds()\n this.updateUniforms()\n }\n\n remove() {\n for (let i = 0; i < this.lights.length; i++) {\n this.parent.remove(this.lights[i])\n }\n }\n\n dispose() {\n 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+ {"version":3,"file":"CSM.js","sources":["../../src/csm/CSM.js"],"sourcesContent":["import { Vector2, Vector3, DirectionalLight, MathUtils, ShaderChunk, Matrix4, Box3 } from 'three'\nimport { CSMFrustum } from './CSMFrustum'\nimport { CSMShader } from './CSMShader'\n\nconst _cameraToLightMatrix = /* @__PURE__ */ new Matrix4()\nconst _lightSpaceFrustum = /* @__PURE__ */ new CSMFrustum()\nconst _center = /* @__PURE__ */ new Vector3()\nconst _bbox = /* @__PURE__ */ new Box3()\nconst _uniformArray = []\nconst _logArray = []\n\nexport class CSM {\n constructor(data) {\n data = data || {}\n\n this.camera = data.camera\n this.parent = data.parent\n this.cascades = data.cascades || 3\n this.maxFar = data.maxFar || 100000\n this.mode = data.mode || 'practical'\n this.shadowMapSize = data.shadowMapSize || 2048\n this.shadowBias = data.shadowBias || 0.000001\n this.lightDirection = data.lightDirection || new Vector3(1, -1, 1).normalize()\n this.lightIntensity = data.lightIntensity || 1\n this.lightNear = data.lightNear || 1\n this.lightFar = data.lightFar || 2000\n this.lightMargin = data.lightMargin || 200\n this.customSplitsCallback = data.customSplitsCallback\n this.fade = false\n this.mainFrustum = new CSMFrustum()\n this.frustums = []\n this.breaks = []\n\n this.lights = []\n this.shaders = new Map()\n\n this.createLights()\n this.updateFrustums()\n this.injectInclude()\n }\n\n createLights() {\n for (let i = 0; i < this.cascades; i++) {\n const light = new DirectionalLight(0xffffff, this.lightIntensity)\n light.castShadow = true\n light.shadow.mapSize.width = this.shadowMapSize\n light.shadow.mapSize.height = this.shadowMapSize\n\n light.shadow.camera.near = this.lightNear\n light.shadow.camera.far = this.lightFar\n light.shadow.bias = this.shadowBias\n\n this.parent.add(light)\n this.parent.add(light.target)\n this.lights.push(light)\n }\n }\n\n initCascades() {\n const camera = this.camera\n camera.updateProjectionMatrix()\n this.mainFrustum.setFromProjectionMatrix(camera.projectionMatrix, this.maxFar)\n this.mainFrustum.split(this.breaks, this.frustums)\n }\n\n updateShadowBounds() {\n const frustums = this.frustums\n for (let i = 0; i < frustums.length; i++) {\n const light = this.lights[i]\n const shadowCam = light.shadow.camera\n const frustum = this.frustums[i]\n\n // Get the two points that represent that furthest points on the frustum assuming\n // that's either the diagonal across the far plane or the diagonal across the whole\n // frustum itself.\n const nearVerts = frustum.vertices.near\n const farVerts = frustum.vertices.far\n const point1 = farVerts[0]\n let point2\n if (point1.distanceTo(farVerts[2]) > point1.distanceTo(nearVerts[2])) {\n point2 = farVerts[2]\n } else {\n point2 = nearVerts[2]\n }\n\n let squaredBBWidth = point1.distanceTo(point2)\n if (this.fade) {\n // expand the shadow extents by the fade margin if fade is enabled.\n const camera = this.camera\n const far = 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const texelWidth = (shadowCam.right - shadowCam.left) / this.shadowMapSize\n const texelHeight = (shadowCam.top - shadowCam.bottom) / this.shadowMapSize\n light.shadow.camera.updateMatrixWorld(true)\n _cameraToLightMatrix.multiplyMatrices(light.shadow.camera.matrixWorldInverse, camera.matrixWorld)\n frustums[i].toSpace(_cameraToLightMatrix, _lightSpaceFrustum)\n\n const nearVerts = _lightSpaceFrustum.vertices.near\n const farVerts = _lightSpaceFrustum.vertices.far\n _bbox.makeEmpty()\n for (let j = 0; j < 4; j++) {\n _bbox.expandByPoint(nearVerts[j])\n _bbox.expandByPoint(farVerts[j])\n }\n\n _bbox.getCenter(_center)\n _center.z = _bbox.max.z + this.lightMargin\n _center.x = Math.floor(_center.x / texelWidth) * texelWidth\n _center.y = Math.floor(_center.y / texelHeight) * texelHeight\n _center.applyMatrix4(light.shadow.camera.matrixWorld)\n\n light.position.copy(_center)\n light.target.position.copy(_center)\n\n light.target.position.x += this.lightDirection.x\n light.target.position.y += this.lightDirection.y\n light.target.position.z += this.lightDirection.z\n }\n }\n\n injectInclude() {\n ShaderChunk.lights_fragment_begin = CSMShader.lights_fragment_begin\n ShaderChunk.lights_pars_begin = CSMShader.lights_pars_begin\n }\n\n setupMaterial(material) {\n material.defines = material.defines || {}\n material.defines.USE_CSM = 1\n material.defines.CSM_CASCADES = this.cascades\n\n if (this.fade) {\n material.defines.CSM_FADE = ''\n }\n\n const breaksVec2 = []\n const scope = this\n const shaders = this.shaders\n\n material.onBeforeCompile = function (shader) {\n const far = Math.min(scope.camera.far, scope.maxFar)\n scope.getExtendedBreaks(breaksVec2)\n\n shader.uniforms.CSM_cascades = { value: breaksVec2 }\n shader.uniforms.cameraNear = { value: scope.camera.near }\n shader.uniforms.shadowFar = { value: far }\n\n shaders.set(material, shader)\n }\n\n shaders.set(material, null)\n }\n\n updateUniforms() {\n const far = Math.min(this.camera.far, 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}\n\n remove() {\n for (let i = 0; i < this.lights.length; i++) {\n this.parent.remove(this.lights[i])\n }\n }\n\n dispose() {\n const shaders = this.shaders\n shaders.forEach(function (shader, material) {\n delete material.onBeforeCompile\n delete material.defines.USE_CSM\n delete material.defines.CSM_CASCADES\n delete material.defines.CSM_FADE\n\n if (shader !== null) {\n delete shader.uniforms.CSM_cascades\n delete shader.uniforms.cameraNear\n delete shader.uniforms.shadowFar\n }\n\n material.needsUpdate = true\n })\n shaders.clear()\n 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@@ -1,7 +1,7 @@
1
1
  "use strict";
2
2
  Object.defineProperty(exports, Symbol.toStringTag, { value: "Module" });
3
3
  const THREE = require("three");
4
- const inverseProjectionMatrix = new THREE.Matrix4();
4
+ const inverseProjectionMatrix = /* @__PURE__ */ new THREE.Matrix4();
5
5
  class CSMFrustum {
6
6
  constructor(data) {
7
7
  data = data || {};
@@ -1 +1 @@
1
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+ {"version":3,"file":"CSMFrustum.cjs","sources":["../../src/csm/CSMFrustum.js"],"sourcesContent":["import { Vector3, Matrix4 } from 'three'\n\nconst inverseProjectionMatrix = /* @__PURE__ */ new Matrix4()\n\nclass CSMFrustum {\n constructor(data) {\n data = data || {}\n\n this.vertices = {\n near: [new Vector3(), new Vector3(), new Vector3(), new Vector3()],\n far: [new Vector3(), new Vector3(), new Vector3(), new Vector3()],\n }\n\n if (data.projectionMatrix !== undefined) {\n this.setFromProjectionMatrix(data.projectionMatrix, data.maxFar || 10000)\n }\n }\n\n setFromProjectionMatrix(projectionMatrix, maxFar) {\n const isOrthographic = projectionMatrix.elements[2 * 4 + 3] === 0\n\n inverseProjectionMatrix.copy(projectionMatrix).invert()\n\n // 3 --- 0 vertices.near/far order\n // | |\n // 2 --- 1\n // clip space spans from [-1, 1]\n\n this.vertices.near[0].set(1, 1, -1)\n this.vertices.near[1].set(1, -1, -1)\n this.vertices.near[2].set(-1, -1, -1)\n this.vertices.near[3].set(-1, 1, -1)\n this.vertices.near.forEach(function (v) {\n v.applyMatrix4(inverseProjectionMatrix)\n })\n\n this.vertices.far[0].set(1, 1, 1)\n this.vertices.far[1].set(1, -1, 1)\n this.vertices.far[2].set(-1, -1, 1)\n this.vertices.far[3].set(-1, 1, 1)\n this.vertices.far.forEach(function (v) {\n v.applyMatrix4(inverseProjectionMatrix)\n\n const absZ = Math.abs(v.z)\n if (isOrthographic) {\n v.z *= Math.min(maxFar / absZ, 1.0)\n } else {\n v.multiplyScalar(Math.min(maxFar / absZ, 1.0))\n }\n })\n\n return this.vertices\n }\n\n split(breaks, target) {\n while (breaks.length > target.length) {\n target.push(new CSMFrustum())\n }\n\n target.length = breaks.length\n\n for (let i = 0; i < breaks.length; i++) {\n const cascade = target[i]\n\n if (i === 0) {\n for (let j = 0; j < 4; j++) {\n cascade.vertices.near[j].copy(this.vertices.near[j])\n }\n } else {\n for (let j = 0; j < 4; j++) {\n cascade.vertices.near[j].lerpVectors(this.vertices.near[j], this.vertices.far[j], breaks[i - 1])\n }\n }\n\n if (i === breaks.length - 1) {\n for (let j = 0; j < 4; j++) {\n cascade.vertices.far[j].copy(this.vertices.far[j])\n }\n } else {\n for (let j = 0; j < 4; j++) {\n cascade.vertices.far[j].lerpVectors(this.vertices.near[j], this.vertices.far[j], breaks[i])\n }\n }\n }\n }\n\n toSpace(cameraMatrix, target) {\n for (let i = 0; i < 4; i++) {\n target.vertices.near[i].copy(this.vertices.near[i]).applyMatrix4(cameraMatrix)\n\n target.vertices.far[i].copy(this.vertices.far[i]).applyMatrix4(cameraMatrix)\n }\n }\n}\n\nexport { CSMFrustum }\n"],"names":["Matrix4","Vector3"],"mappings":";;;AAEA,MAAM,0BAA0C,oBAAIA,MAAAA,QAAS;AAE7D,MAAM,WAAW;AAAA,EACf,YAAY,MAAM;AAChB,WAAO,QAAQ,CAAE;AAEjB,SAAK,WAAW;AAAA,MACd,MAAM,CAAC,IAAIC,MAAO,QAAA,GAAI,IAAIA,MAAAA,QAAS,GAAE,IAAIA,MAAO,QAAA,GAAI,IAAIA,MAAAA,SAAS;AAAA,MACjE,KAAK,CAAC,IAAIA,MAAO,QAAA,GAAI,IAAIA,MAAAA,QAAS,GAAE,IAAIA,MAAO,QAAA,GAAI,IAAIA,MAAAA,SAAS;AAAA,IACjE;AAED,QAAI,KAAK,qBAAqB,QAAW;AACvC,WAAK,wBAAwB,KAAK,kBAAkB,KAAK,UAAU,GAAK;AAAA,IACzE;AAAA,EACF;AAAA,EAED,wBAAwB,kBAAkB,QAAQ;AAChD,UAAM,iBAAiB,iBAAiB,SAAS,IAAI,IAAI,CAAC,MAAM;AAEhE,4BAAwB,KAAK,gBAAgB,EAAE,OAAQ;AAOvD,SAAK,SAAS,KAAK,CAAC,EAAE,IAAI,GAAG,GAAG,EAAE;AAClC,SAAK,SAAS,KAAK,CAAC,EAAE,IAAI,GAAG,IAAI,EAAE;AACnC,SAAK,SAAS,KAAK,CAAC,EAAE,IAAI,IAAI,IAAI,EAAE;AACpC,SAAK,SAAS,KAAK,CAAC,EAAE,IAAI,IAAI,GAAG,EAAE;AACnC,SAAK,SAAS,KAAK,QAAQ,SAAU,GAAG;AACtC,QAAE,aAAa,uBAAuB;AAAA,IAC5C,CAAK;AAED,SAAK,SAAS,IAAI,CAAC,EAAE,IAAI,GAAG,GAAG,CAAC;AAChC,SAAK,SAAS,IAAI,CAAC,EAAE,IAAI,GAAG,IAAI,CAAC;AACjC,SAAK,SAAS,IAAI,CAAC,EAAE,IAAI,IAAI,IAAI,CAAC;AAClC,SAAK,SAAS,IAAI,CAAC,EAAE,IAAI,IAAI,GAAG,CAAC;AACjC,SAAK,SAAS,IAAI,QAAQ,SAAU,GAAG;AACrC,QAAE,aAAa,uBAAuB;AAEtC,YAAM,OAAO,KAAK,IAAI,EAAE,CAAC;AACzB,UAAI,gBAAgB;AAClB,UAAE,KAAK,KAAK,IAAI,SAAS,MAAM,CAAG;AAAA,MAC1C,OAAa;AACL,UAAE,eAAe,KAAK,IAAI,SAAS,MAAM,CAAG,CAAC;AAAA,MAC9C;AAAA,IACP,CAAK;AAED,WAAO,KAAK;AAAA,EACb;AAAA,EAED,MAAM,QAAQ,QAAQ;AACpB,WAAO,OAAO,SAAS,OAAO,QAAQ;AACpC,aAAO,KAAK,IAAI,YAAY;AAAA,IAC7B;AAED,WAAO,SAAS,OAAO;AAEvB,aAAS,IAAI,GAAG,IAAI,OAAO,QAAQ,KAAK;AACtC,YAAM,UAAU,OAAO,CAAC;AAExB,UAAI,MAAM,GAAG;AACX,iBAAS,IAAI,GAAG,IAAI,GAAG,KAAK;AAC1B,kBAAQ,SAAS,KAAK,CAAC,EAAE,KAAK,KAAK,SAAS,KAAK,CAAC,CAAC;AAAA,QACpD;AAAA,MACT,OAAa;AACL,iBAAS,IAAI,GAAG,IAAI,GAAG,KAAK;AAC1B,kBAAQ,SAAS,KAAK,CAAC,EAAE,YAAY,KAAK,SAAS,KAAK,CAAC,GAAG,KAAK,SAAS,IAAI,CAAC,GAAG,OAAO,IAAI,CAAC,CAAC;AAAA,QAChG;AAAA,MACF;AAED,UAAI,MAAM,OAAO,SAAS,GAAG;AAC3B,iBAAS,IAAI,GAAG,IAAI,GAAG,KAAK;AAC1B,kBAAQ,SAAS,IAAI,CAAC,EAAE,KAAK,KAAK,SAAS,IAAI,CAAC,CAAC;AAAA,QAClD;AAAA,MACT,OAAa;AACL,iBAAS,IAAI,GAAG,IAAI,GAAG,KAAK;AAC1B,kBAAQ,SAAS,IAAI,CAAC,EAAE,YAAY,KAAK,SAAS,KAAK,CAAC,GAAG,KAAK,SAAS,IAAI,CAAC,GAAG,OAAO,CAAC,CAAC;AAAA,QAC3F;AAAA,MACF;AAAA,IACF;AAAA,EACF;AAAA,EAED,QAAQ,cAAc,QAAQ;AAC5B,aAAS,IAAI,GAAG,IAAI,GAAG,KAAK;AAC1B,aAAO,SAAS,KAAK,CAAC,EAAE,KAAK,KAAK,SAAS,KAAK,CAAC,CAAC,EAAE,aAAa,YAAY;AAE7E,aAAO,SAAS,IAAI,CAAC,EAAE,KAAK,KAAK,SAAS,IAAI,CAAC,CAAC,EAAE,aAAa,YAAY;AAAA,IAC5E;AAAA,EACF;AACH;;"}
package/csm/CSMFrustum.js CHANGED
@@ -1,5 +1,5 @@
1
- import { Matrix4, Vector3 } from "three";
2
- const inverseProjectionMatrix = new Matrix4();
1
+ import { Vector3, Matrix4 } from "three";
2
+ const inverseProjectionMatrix = /* @__PURE__ */ new Matrix4();
3
3
  class CSMFrustum {
4
4
  constructor(data) {
5
5
  data = data || {};