three-stdlib 2.35.4 → 2.35.6

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.
@@ -8,11 +8,11 @@ var __publicField = (obj, key, value) => {
8
8
  Object.defineProperty(exports, Symbol.toStringTag, { value: "Module" });
9
9
  const THREE = require("three");
10
10
  const DRACOExporter = /* @__PURE__ */ (() => {
11
- const _DRACOExporter2 = class {
11
+ const _DRACOExporter = class {
12
12
  parse(object, options = {
13
13
  decodeSpeed: 5,
14
14
  encodeSpeed: 5,
15
- encoderMethod: _DRACOExporter2.MESH_EDGEBREAKER_ENCODING,
15
+ encoderMethod: _DRACOExporter.MESH_EDGEBREAKER_ENCODING,
16
16
  quantization: [16, 8, 8, 8, 8],
17
17
  exportUvs: true,
18
18
  exportNormals: true,
@@ -133,7 +133,7 @@ const DRACOExporter = /* @__PURE__ */ (() => {
133
133
  return outputData;
134
134
  }
135
135
  };
136
- let DRACOExporter2 = _DRACOExporter2;
136
+ let DRACOExporter2 = _DRACOExporter;
137
137
  // Encoder methods
138
138
  __publicField(DRACOExporter2, "MESH_EDGEBREAKER_ENCODING", 1);
139
139
  __publicField(DRACOExporter2, "MESH_SEQUENTIAL_ENCODING", 0);
@@ -1 +1 @@
1
- {"version":3,"file":"DRACOExporter.cjs","sources":["../../src/exporters/DRACOExporter.ts"],"sourcesContent":["import type { EncoderModule } from 'draco3d'\nimport { BufferGeometry, Mesh, Points } from 'three'\n\n/**\n * Export draco compressed files from threejs geometry objects.\n *\n * Draco files are compressed and usually are smaller than conventional 3D file formats.\n *\n * The exporter receives a options object containing\n * - decodeSpeed, indicates how to tune the encoder regarding decode speed (0 gives better speed but worst quality)\n * - encodeSpeed, indicates how to tune the encoder parameters (0 gives better speed but worst quality)\n * - encoderMethod\n * - quantization, indicates the presision of each type of data stored in the draco file in the order (POSITION, NORMAL, COLOR, TEX_COORD, GENERIC)\n * - exportUvs\n * - exportNormals\n */\n\ndeclare const DracoEncoderModule: () => EncoderModule\n\nconst DRACOExporter = /* @__PURE__ */ (() => {\n class DRACOExporter {\n // Encoder methods\n\n public static MESH_EDGEBREAKER_ENCODING = 1\n public static MESH_SEQUENTIAL_ENCODING = 0\n\n // Geometry type\n\n public static POINT_CLOUD = 0\n public static TRIANGULAR_MESH = 1\n\n // Attribute type\n public static INVALID = -1\n public static POSITION = 0\n public static NORMAL = 1\n public static COLOR = 2\n public static TEX_COORD = 3\n public static GENERIC = 4\n\n public parse(\n object: Mesh | Points,\n options = {\n decodeSpeed: 5,\n encodeSpeed: 5,\n encoderMethod: DRACOExporter.MESH_EDGEBREAKER_ENCODING,\n quantization: [16, 8, 8, 8, 8],\n exportUvs: true,\n exportNormals: true,\n exportColor: false,\n },\n ): Int8Array {\n if (object instanceof BufferGeometry && object.isBufferGeometry) {\n throw new Error('DRACOExporter: The first parameter of parse() is now an instance of Mesh or Points.')\n }\n\n if (DracoEncoderModule === undefined) {\n throw new Error('THREE.DRACOExporter: required the draco_encoder to work.')\n }\n\n const geometry = object.geometry\n\n const dracoEncoder = DracoEncoderModule()\n const encoder = new dracoEncoder.Encoder()\n let builder\n let dracoObject\n\n if (!geometry.isBufferGeometry) {\n throw new Error(\n 'THREE.DRACOExporter.parse(geometry, options): geometry is not a THREE.BufferGeometry instance.',\n )\n }\n\n if (object instanceof Mesh && object.isMesh) {\n builder = new dracoEncoder.MeshBuilder()\n dracoObject = new dracoEncoder.Mesh()\n\n const vertices = geometry.getAttribute('position')\n // @ts-ignore\n builder.AddFloatAttributeToMesh(\n dracoObject,\n dracoEncoder.POSITION,\n vertices.count,\n vertices.itemSize,\n vertices.array,\n )\n\n const faces = geometry.getIndex()\n\n if (faces !== null) {\n builder.AddFacesToMesh(dracoObject, faces.count / 3, faces.array as Uint16Array | Uint32Array)\n } else {\n const faces = new (vertices.count > 65535 ? Uint32Array : Uint16Array)(vertices.count)\n\n for (let i = 0; i < faces.length; i++) {\n faces[i] = i\n }\n\n builder.AddFacesToMesh(dracoObject, vertices.count, faces)\n }\n\n if (options.exportNormals) {\n const normals = geometry.getAttribute('normal')\n\n if (normals !== undefined) {\n // @ts-ignore\n builder.AddFloatAttributeToMesh(\n dracoObject,\n dracoEncoder.NORMAL,\n normals.count,\n normals.itemSize,\n normals.array,\n )\n }\n }\n\n if (options.exportUvs) {\n const uvs = geometry.getAttribute('uv')\n\n if (uvs !== undefined) {\n // @ts-ignore\n builder.AddFloatAttributeToMesh(dracoObject, dracoEncoder.TEX_COORD, uvs.count, uvs.itemSize, uvs.array)\n }\n }\n\n if (options.exportColor) {\n const colors = geometry.getAttribute('color')\n\n if (colors !== undefined) {\n // @ts-ignore\n builder.AddFloatAttributeToMesh(\n dracoObject,\n dracoEncoder.COLOR,\n colors.count,\n colors.itemSize,\n colors.array,\n )\n }\n }\n } else if (object instanceof Points && object.isPoints) {\n // @ts-ignore\n builder = new dracoEncoder.PointCloudBuilder()\n // @ts-ignore\n dracoObject = new dracoEncoder.PointCloud()\n\n const vertices = geometry.getAttribute('position')\n builder.AddFloatAttribute(dracoObject, dracoEncoder.POSITION, vertices.count, vertices.itemSize, vertices.array)\n\n if (options.exportColor) {\n const colors = geometry.getAttribute('color')\n\n if (colors !== undefined) {\n builder.AddFloatAttribute(dracoObject, dracoEncoder.COLOR, colors.count, colors.itemSize, colors.array)\n }\n }\n } else {\n throw new Error('DRACOExporter: Unsupported object type.')\n }\n\n //Compress using draco encoder\n\n const encodedData = new dracoEncoder.DracoInt8Array()\n\n //Sets the desired encoding and decoding speed for the given options from 0 (slowest speed, but the best compression) to 10 (fastest, but the worst compression).\n\n const encodeSpeed = options.encodeSpeed !== undefined ? options.encodeSpeed : 5\n const decodeSpeed = options.decodeSpeed !== undefined ? options.decodeSpeed : 5\n\n encoder.SetSpeedOptions(encodeSpeed, decodeSpeed)\n\n // Sets the desired encoding method for a given geometry.\n\n if (options.encoderMethod !== undefined) {\n encoder.SetEncodingMethod(options.encoderMethod)\n }\n\n // Sets the quantization (number of bits used to represent) compression options for a named attribute.\n // The attribute values will be quantized in a box defined by the maximum extent of the attribute values.\n if (options.quantization !== undefined) {\n for (let i = 0; i < 5; i++) {\n if (options.quantization[i] !== undefined) {\n encoder.SetAttributeQuantization(i, options.quantization[i])\n }\n }\n }\n\n let length\n\n if (object instanceof Mesh && object.isMesh) {\n length = encoder.EncodeMeshToDracoBuffer(dracoObject, encodedData)\n } else {\n // @ts-ignore\n length = encoder.EncodePointCloudToDracoBuffer(dracoObject, true, encodedData)\n }\n\n dracoEncoder.destroy(dracoObject)\n\n if (length === 0) {\n throw new Error('THREE.DRACOExporter: Draco encoding failed.')\n }\n\n //Copy encoded data to buffer.\n const outputData = new Int8Array(new ArrayBuffer(length))\n\n for (let i = 0; i < length; i++) {\n outputData[i] = encodedData.GetValue(i)\n }\n\n dracoEncoder.destroy(encodedData)\n dracoEncoder.destroy(encoder)\n dracoEncoder.destroy(builder)\n\n return outputData\n }\n }\n\n return DRACOExporter\n})()\n\nexport { DRACOExporter }\n"],"names":["DRACOExporter","BufferGeometry","Mesh","faces","Points"],"mappings":";;;;;;;;;AAmBA,MAAM,gBAAuC,uBAAA;AAC3C,QAAMA,kBAAN,MAAoB;AAAA,IAmBX,MACL,QACA,UAAU;AAAA,MACR,aAAa;AAAA,MACb,aAAa;AAAA,MACb,eAAeA,gBAAc;AAAA,MAC7B,cAAc,CAAC,IAAI,GAAG,GAAG,GAAG,CAAC;AAAA,MAC7B,WAAW;AAAA,MACX,eAAe;AAAA,MACf,aAAa;AAAA,IAAA,GAEJ;AACP,UAAA,kBAAkBC,MAAAA,kBAAkB,OAAO,kBAAkB;AACzD,cAAA,IAAI,MAAM,qFAAqF;AAAA,MACvG;AAEA,UAAI,uBAAuB,QAAW;AAC9B,cAAA,IAAI,MAAM,0DAA0D;AAAA,MAC5E;AAEA,YAAM,WAAW,OAAO;AAExB,YAAM,eAAe;AACf,YAAA,UAAU,IAAI,aAAa;AAC7B,UAAA;AACA,UAAA;AAEA,UAAA,CAAC,SAAS,kBAAkB;AAC9B,cAAM,IAAI;AAAA,UACR;AAAA,QAAA;AAAA,MAEJ;AAEI,UAAA,kBAAkBC,MAAAA,QAAQ,OAAO,QAAQ;AACjC,kBAAA,IAAI,aAAa;AACb,sBAAA,IAAI,aAAa;AAEzB,cAAA,WAAW,SAAS,aAAa,UAAU;AAEzC,gBAAA;AAAA,UACN;AAAA,UACA,aAAa;AAAA,UACb,SAAS;AAAA,UACT,SAAS;AAAA,UACT,SAAS;AAAA,QAAA;AAGL,cAAA,QAAQ,SAAS;AAEvB,YAAI,UAAU,MAAM;AAClB,kBAAQ,eAAe,aAAa,MAAM,QAAQ,GAAG,MAAM,KAAkC;AAAA,QAAA,OACxF;AACCC,gBAAAA,SAAQ,KAAK,SAAS,QAAQ,QAAQ,cAAc,aAAa,SAAS,KAAK;AAErF,mBAAS,IAAI,GAAG,IAAIA,OAAM,QAAQ,KAAK;AACrCA,mBAAM,CAAC,IAAI;AAAA,UACb;AAEA,kBAAQ,eAAe,aAAa,SAAS,OAAOA,MAAK;AAAA,QAC3D;AAEA,YAAI,QAAQ,eAAe;AACnB,gBAAA,UAAU,SAAS,aAAa,QAAQ;AAE9C,cAAI,YAAY,QAAW;AAEjB,oBAAA;AAAA,cACN;AAAA,cACA,aAAa;AAAA,cACb,QAAQ;AAAA,cACR,QAAQ;AAAA,cACR,QAAQ;AAAA,YAAA;AAAA,UAEZ;AAAA,QACF;AAEA,YAAI,QAAQ,WAAW;AACf,gBAAA,MAAM,SAAS,aAAa,IAAI;AAEtC,cAAI,QAAQ,QAAW;AAEb,oBAAA,wBAAwB,aAAa,aAAa,WAAW,IAAI,OAAO,IAAI,UAAU,IAAI,KAAK;AAAA,UACzG;AAAA,QACF;AAEA,YAAI,QAAQ,aAAa;AACjB,gBAAA,SAAS,SAAS,aAAa,OAAO;AAE5C,cAAI,WAAW,QAAW;AAEhB,oBAAA;AAAA,cACN;AAAA,cACA,aAAa;AAAA,cACb,OAAO;AAAA,cACP,OAAO;AAAA,cACP,OAAO;AAAA,YAAA;AAAA,UAEX;AAAA,QACF;AAAA,MACS,WAAA,kBAAkBC,gBAAU,OAAO,UAAU;AAE5C,kBAAA,IAAI,aAAa;AAEb,sBAAA,IAAI,aAAa;AAEzB,cAAA,WAAW,SAAS,aAAa,UAAU;AACzC,gBAAA,kBAAkB,aAAa,aAAa,UAAU,SAAS,OAAO,SAAS,UAAU,SAAS,KAAK;AAE/G,YAAI,QAAQ,aAAa;AACjB,gBAAA,SAAS,SAAS,aAAa,OAAO;AAE5C,cAAI,WAAW,QAAW;AAChB,oBAAA,kBAAkB,aAAa,aAAa,OAAO,OAAO,OAAO,OAAO,UAAU,OAAO,KAAK;AAAA,UACxG;AAAA,QACF;AAAA,MAAA,OACK;AACC,cAAA,IAAI,MAAM,yCAAyC;AAAA,MAC3D;AAIM,YAAA,cAAc,IAAI,aAAa;AAIrC,YAAM,cAAc,QAAQ,gBAAgB,SAAY,QAAQ,cAAc;AAC9E,YAAM,cAAc,QAAQ,gBAAgB,SAAY,QAAQ,cAAc;AAEtE,cAAA,gBAAgB,aAAa,WAAW;AAI5C,UAAA,QAAQ,kBAAkB,QAAW;AAC/B,gBAAA,kBAAkB,QAAQ,aAAa;AAAA,MACjD;AAII,UAAA,QAAQ,iBAAiB,QAAW;AACtC,iBAAS,IAAI,GAAG,IAAI,GAAG,KAAK;AAC1B,cAAI,QAAQ,aAAa,CAAC,MAAM,QAAW;AACzC,oBAAQ,yBAAyB,GAAG,QAAQ,aAAa,CAAC,CAAC;AAAA,UAC7D;AAAA,QACF;AAAA,MACF;AAEI,UAAA;AAEA,UAAA,kBAAkBF,MAAAA,QAAQ,OAAO,QAAQ;AAClC,iBAAA,QAAQ,wBAAwB,aAAa,WAAW;AAAA,MAAA,OAC5D;AAEL,iBAAS,QAAQ,8BAA8B,aAAa,MAAM,WAAW;AAAA,MAC/E;AAEA,mBAAa,QAAQ,WAAW;AAEhC,UAAI,WAAW,GAAG;AACV,cAAA,IAAI,MAAM,6CAA6C;AAAA,MAC/D;AAGA,YAAM,aAAa,IAAI,UAAU,IAAI,YAAY,MAAM,CAAC;AAExD,eAAS,IAAI,GAAG,IAAI,QAAQ,KAAK;AAC/B,mBAAW,CAAC,IAAI,YAAY,SAAS,CAAC;AAAA,MACxC;AAEA,mBAAa,QAAQ,WAAW;AAChC,mBAAa,QAAQ,OAAO;AAC5B,mBAAa,QAAQ,OAAO;AAErB,aAAA;AAAA,IACT;AAAA,EACF;AAjMA,MAAMF,iBAAN;AAGE;AAAA,gBAHIA,gBAGU,6BAA4B;AAC1C,gBAJIA,gBAIU,4BAA2B;AAIzC;AAAA,gBARIA,gBAQU,eAAc;AAC5B,gBATIA,gBASU,mBAAkB;AAGhC;AAAA,gBAZIA,gBAYU,WAAU;AACxB,gBAbIA,gBAaU,YAAW;AACzB,gBAdIA,gBAcU,UAAS;AACvB,gBAfIA,gBAeU,SAAQ;AACtB,gBAhBIA,gBAgBU,aAAY;AAC1B,gBAjBIA,gBAiBU,WAAU;AAkLnBA,SAAAA;AACT,GAAG;;"}
1
+ {"version":3,"file":"DRACOExporter.cjs","sources":["../../src/exporters/DRACOExporter.js"],"sourcesContent":["import { BufferGeometry, Mesh, Points } from 'three'\n\n/**\n * Export draco compressed files from threejs geometry objects.\n *\n * Draco files are compressed and usually are smaller than conventional 3D file formats.\n *\n * The exporter receives a options object containing\n * - decodeSpeed, indicates how to tune the encoder regarding decode speed (0 gives better speed but worst quality)\n * - encodeSpeed, indicates how to tune the encoder parameters (0 gives better speed but worst quality)\n * - encoderMethod\n * - quantization, indicates the presision of each type of data stored in the draco file in the order (POSITION, NORMAL, COLOR, TEX_COORD, GENERIC)\n * - exportUvs\n * - exportNormals\n */\n\nconst DRACOExporter = /* @__PURE__ */ (() => {\n class DRACOExporter {\n // Encoder methods\n\n static MESH_EDGEBREAKER_ENCODING = 1\n static MESH_SEQUENTIAL_ENCODING = 0\n\n // Geometry type\n\n static POINT_CLOUD = 0\n static TRIANGULAR_MESH = 1\n\n // Attribute type\n static INVALID = -1\n static POSITION = 0\n static NORMAL = 1\n static COLOR = 2\n static TEX_COORD = 3\n static GENERIC = 4\n\n parse(\n object,\n options = {\n decodeSpeed: 5,\n encodeSpeed: 5,\n encoderMethod: DRACOExporter.MESH_EDGEBREAKER_ENCODING,\n quantization: [16, 8, 8, 8, 8],\n exportUvs: true,\n exportNormals: true,\n exportColor: false,\n },\n ) {\n if (object instanceof BufferGeometry && object.isBufferGeometry) {\n throw new Error('DRACOExporter: The first parameter of parse() is now an instance of Mesh or Points.')\n }\n\n if (DracoEncoderModule === undefined) {\n throw new Error('THREE.DRACOExporter: required the draco_encoder to work.')\n }\n\n const geometry = object.geometry\n\n const dracoEncoder = DracoEncoderModule()\n const encoder = new dracoEncoder.Encoder()\n let builder\n let dracoObject\n\n if (!geometry.isBufferGeometry) {\n throw new Error(\n 'THREE.DRACOExporter.parse(geometry, options): geometry is not a THREE.BufferGeometry instance.',\n )\n }\n\n if (object instanceof Mesh && object.isMesh) {\n builder = new dracoEncoder.MeshBuilder()\n dracoObject = new dracoEncoder.Mesh()\n\n const vertices = geometry.getAttribute('position')\n // @ts-ignore\n builder.AddFloatAttributeToMesh(\n dracoObject,\n dracoEncoder.POSITION,\n vertices.count,\n vertices.itemSize,\n vertices.array,\n )\n\n const faces = geometry.getIndex()\n\n if (faces !== null) {\n builder.AddFacesToMesh(dracoObject, faces.count / 3, faces.array)\n } else {\n const faces = new (vertices.count > 65535 ? Uint32Array : Uint16Array)(vertices.count)\n\n for (let i = 0; i < faces.length; i++) {\n faces[i] = i\n }\n\n builder.AddFacesToMesh(dracoObject, vertices.count, faces)\n }\n\n if (options.exportNormals) {\n const normals = geometry.getAttribute('normal')\n\n if (normals !== undefined) {\n // @ts-ignore\n builder.AddFloatAttributeToMesh(\n dracoObject,\n dracoEncoder.NORMAL,\n normals.count,\n normals.itemSize,\n normals.array,\n )\n }\n }\n\n if (options.exportUvs) {\n const uvs = geometry.getAttribute('uv')\n\n if (uvs !== undefined) {\n // @ts-ignore\n builder.AddFloatAttributeToMesh(dracoObject, dracoEncoder.TEX_COORD, uvs.count, uvs.itemSize, uvs.array)\n }\n }\n\n if (options.exportColor) {\n const colors = geometry.getAttribute('color')\n\n if (colors !== undefined) {\n // @ts-ignore\n builder.AddFloatAttributeToMesh(\n dracoObject,\n dracoEncoder.COLOR,\n colors.count,\n colors.itemSize,\n colors.array,\n )\n }\n }\n } else if (object instanceof Points && object.isPoints) {\n // @ts-ignore\n builder = new dracoEncoder.PointCloudBuilder()\n // @ts-ignore\n dracoObject = new dracoEncoder.PointCloud()\n\n const vertices = geometry.getAttribute('position')\n builder.AddFloatAttribute(dracoObject, dracoEncoder.POSITION, vertices.count, vertices.itemSize, vertices.array)\n\n if (options.exportColor) {\n const colors = geometry.getAttribute('color')\n\n if (colors !== undefined) {\n builder.AddFloatAttribute(dracoObject, dracoEncoder.COLOR, colors.count, colors.itemSize, colors.array)\n }\n }\n } else {\n throw new Error('DRACOExporter: Unsupported object type.')\n }\n\n //Compress using draco encoder\n\n const encodedData = new dracoEncoder.DracoInt8Array()\n\n //Sets the desired encoding and decoding speed for the given options from 0 (slowest speed, but the best compression) to 10 (fastest, but the worst compression).\n\n const encodeSpeed = options.encodeSpeed !== undefined ? options.encodeSpeed : 5\n const decodeSpeed = options.decodeSpeed !== undefined ? options.decodeSpeed : 5\n\n encoder.SetSpeedOptions(encodeSpeed, decodeSpeed)\n\n // Sets the desired encoding method for a given geometry.\n\n if (options.encoderMethod !== undefined) {\n encoder.SetEncodingMethod(options.encoderMethod)\n }\n\n // Sets the quantization (number of bits used to represent) compression options for a named attribute.\n // The attribute values will be quantized in a box defined by the maximum extent of the attribute values.\n if (options.quantization !== undefined) {\n for (let i = 0; i < 5; i++) {\n if (options.quantization[i] !== undefined) {\n encoder.SetAttributeQuantization(i, options.quantization[i])\n }\n }\n }\n\n let length\n\n if (object instanceof Mesh && object.isMesh) {\n length = encoder.EncodeMeshToDracoBuffer(dracoObject, encodedData)\n } else {\n // @ts-ignore\n length = encoder.EncodePointCloudToDracoBuffer(dracoObject, true, encodedData)\n }\n\n dracoEncoder.destroy(dracoObject)\n\n if (length === 0) {\n throw new Error('THREE.DRACOExporter: Draco encoding failed.')\n }\n\n //Copy encoded data to buffer.\n const outputData = new Int8Array(new ArrayBuffer(length))\n\n for (let i = 0; i < length; i++) {\n outputData[i] = encodedData.GetValue(i)\n }\n\n dracoEncoder.destroy(encodedData)\n dracoEncoder.destroy(encoder)\n dracoEncoder.destroy(builder)\n\n return outputData\n }\n }\n\n return DRACOExporter\n})()\n\nexport { DRACOExporter }\n"],"names":["BufferGeometry","Mesh","faces","Points","DRACOExporter"],"mappings":";;;;;;;;;AAgBK,MAAC,gBAAiC,uBAAM;AAC3C,QAAM,iBAAN,MAAoB;AAAA,IAmBlB,MACE,QACA,UAAU;AAAA,MACR,aAAa;AAAA,MACb,aAAa;AAAA,MACb,eAAe,eAAc;AAAA,MAC7B,cAAc,CAAC,IAAI,GAAG,GAAG,GAAG,CAAC;AAAA,MAC7B,WAAW;AAAA,MACX,eAAe;AAAA,MACf,aAAa;AAAA,IACd,GACD;AACA,UAAI,kBAAkBA,MAAAA,kBAAkB,OAAO,kBAAkB;AAC/D,cAAM,IAAI,MAAM,qFAAqF;AAAA,MACtG;AAED,UAAI,uBAAuB,QAAW;AACpC,cAAM,IAAI,MAAM,0DAA0D;AAAA,MAC3E;AAED,YAAM,WAAW,OAAO;AAExB,YAAM,eAAe,mBAAoB;AACzC,YAAM,UAAU,IAAI,aAAa,QAAS;AAC1C,UAAI;AACJ,UAAI;AAEJ,UAAI,CAAC,SAAS,kBAAkB;AAC9B,cAAM,IAAI;AAAA,UACR;AAAA,QACD;AAAA,MACF;AAED,UAAI,kBAAkBC,MAAAA,QAAQ,OAAO,QAAQ;AAC3C,kBAAU,IAAI,aAAa,YAAa;AACxC,sBAAc,IAAI,aAAa,KAAM;AAErC,cAAM,WAAW,SAAS,aAAa,UAAU;AAEjD,gBAAQ;AAAA,UACN;AAAA,UACA,aAAa;AAAA,UACb,SAAS;AAAA,UACT,SAAS;AAAA,UACT,SAAS;AAAA,QACV;AAED,cAAM,QAAQ,SAAS,SAAU;AAEjC,YAAI,UAAU,MAAM;AAClB,kBAAQ,eAAe,aAAa,MAAM,QAAQ,GAAG,MAAM,KAAK;AAAA,QAC1E,OAAe;AACL,gBAAMC,SAAQ,KAAK,SAAS,QAAQ,QAAQ,cAAc,aAAa,SAAS,KAAK;AAErF,mBAAS,IAAI,GAAG,IAAIA,OAAM,QAAQ,KAAK;AACrC,YAAAA,OAAM,CAAC,IAAI;AAAA,UACZ;AAED,kBAAQ,eAAe,aAAa,SAAS,OAAOA,MAAK;AAAA,QAC1D;AAED,YAAI,QAAQ,eAAe;AACzB,gBAAM,UAAU,SAAS,aAAa,QAAQ;AAE9C,cAAI,YAAY,QAAW;AAEzB,oBAAQ;AAAA,cACN;AAAA,cACA,aAAa;AAAA,cACb,QAAQ;AAAA,cACR,QAAQ;AAAA,cACR,QAAQ;AAAA,YACT;AAAA,UACF;AAAA,QACF;AAED,YAAI,QAAQ,WAAW;AACrB,gBAAM,MAAM,SAAS,aAAa,IAAI;AAEtC,cAAI,QAAQ,QAAW;AAErB,oBAAQ,wBAAwB,aAAa,aAAa,WAAW,IAAI,OAAO,IAAI,UAAU,IAAI,KAAK;AAAA,UACxG;AAAA,QACF;AAED,YAAI,QAAQ,aAAa;AACvB,gBAAM,SAAS,SAAS,aAAa,OAAO;AAE5C,cAAI,WAAW,QAAW;AAExB,oBAAQ;AAAA,cACN;AAAA,cACA,aAAa;AAAA,cACb,OAAO;AAAA,cACP,OAAO;AAAA,cACP,OAAO;AAAA,YACR;AAAA,UACF;AAAA,QACF;AAAA,MACF,WAAU,kBAAkBC,gBAAU,OAAO,UAAU;AAEtD,kBAAU,IAAI,aAAa,kBAAmB;AAE9C,sBAAc,IAAI,aAAa,WAAY;AAE3C,cAAM,WAAW,SAAS,aAAa,UAAU;AACjD,gBAAQ,kBAAkB,aAAa,aAAa,UAAU,SAAS,OAAO,SAAS,UAAU,SAAS,KAAK;AAE/G,YAAI,QAAQ,aAAa;AACvB,gBAAM,SAAS,SAAS,aAAa,OAAO;AAE5C,cAAI,WAAW,QAAW;AACxB,oBAAQ,kBAAkB,aAAa,aAAa,OAAO,OAAO,OAAO,OAAO,UAAU,OAAO,KAAK;AAAA,UACvG;AAAA,QACF;AAAA,MACT,OAAa;AACL,cAAM,IAAI,MAAM,yCAAyC;AAAA,MAC1D;AAID,YAAM,cAAc,IAAI,aAAa,eAAgB;AAIrD,YAAM,cAAc,QAAQ,gBAAgB,SAAY,QAAQ,cAAc;AAC9E,YAAM,cAAc,QAAQ,gBAAgB,SAAY,QAAQ,cAAc;AAE9E,cAAQ,gBAAgB,aAAa,WAAW;AAIhD,UAAI,QAAQ,kBAAkB,QAAW;AACvC,gBAAQ,kBAAkB,QAAQ,aAAa;AAAA,MAChD;AAID,UAAI,QAAQ,iBAAiB,QAAW;AACtC,iBAAS,IAAI,GAAG,IAAI,GAAG,KAAK;AAC1B,cAAI,QAAQ,aAAa,CAAC,MAAM,QAAW;AACzC,oBAAQ,yBAAyB,GAAG,QAAQ,aAAa,CAAC,CAAC;AAAA,UAC5D;AAAA,QACF;AAAA,MACF;AAED,UAAI;AAEJ,UAAI,kBAAkBF,MAAAA,QAAQ,OAAO,QAAQ;AAC3C,iBAAS,QAAQ,wBAAwB,aAAa,WAAW;AAAA,MACzE,OAAa;AAEL,iBAAS,QAAQ,8BAA8B,aAAa,MAAM,WAAW;AAAA,MAC9E;AAED,mBAAa,QAAQ,WAAW;AAEhC,UAAI,WAAW,GAAG;AAChB,cAAM,IAAI,MAAM,6CAA6C;AAAA,MAC9D;AAGD,YAAM,aAAa,IAAI,UAAU,IAAI,YAAY,MAAM,CAAC;AAExD,eAAS,IAAI,GAAG,IAAI,QAAQ,KAAK;AAC/B,mBAAW,CAAC,IAAI,YAAY,SAAS,CAAC;AAAA,MACvC;AAED,mBAAa,QAAQ,WAAW;AAChC,mBAAa,QAAQ,OAAO;AAC5B,mBAAa,QAAQ,OAAO;AAE5B,aAAO;AAAA,IACR;AAAA,EACF;AAjMD,MAAMG,iBAAN;AAGE;AAAA,gBAHIA,gBAGG,6BAA4B;AACnC,gBAJIA,gBAIG,4BAA2B;AAIlC;AAAA,gBARIA,gBAQG,eAAc;AACrB,gBATIA,gBASG,mBAAkB;AAGzB;AAAA,gBAZIA,gBAYG,WAAU;AACjB,gBAbIA,gBAaG,YAAW;AAClB,gBAdIA,gBAcG,UAAS;AAChB,gBAfIA,gBAeG,SAAQ;AACf,gBAhBIA,gBAgBG,aAAY;AACnB,gBAjBIA,gBAiBG,WAAU;AAkLnB,SAAOA;AACT,GAAC;;"}
@@ -1,25 +1,36 @@
1
- import { Mesh, Points } from 'three';
2
- declare const DRACOExporter: {
3
- new (): {
4
- parse(object: Mesh | Points, options?: {
5
- decodeSpeed: number;
6
- encodeSpeed: number;
7
- encoderMethod: number;
8
- quantization: number[];
9
- exportUvs: boolean;
10
- exportNormals: boolean;
11
- exportColor: boolean;
12
- }): Int8Array;
13
- };
14
- MESH_EDGEBREAKER_ENCODING: number;
15
- MESH_SEQUENTIAL_ENCODING: number;
16
- POINT_CLOUD: number;
17
- TRIANGULAR_MESH: number;
18
- INVALID: number;
19
- POSITION: number;
20
- NORMAL: number;
21
- COLOR: number;
22
- TEX_COORD: number;
23
- GENERIC: number;
24
- };
25
- export { DRACOExporter };
1
+ import * as THREE from 'three'
2
+
3
+ declare class DRACOExporter {
4
+ // Encoder methods
5
+
6
+ public static MESH_EDGEBREAKER_ENCODING: number
7
+ public static MESH_SEQUENTIAL_ENCODING: number
8
+
9
+ // Geometry type
10
+
11
+ public static POINT_CLOUD: number
12
+ public static TRIANGULAR_MESH: number
13
+
14
+ // Attribute type
15
+ public static INVALID: number
16
+ public static POSITION: number
17
+ public static NORMAL: number
18
+ public static COLOR: number
19
+ public static TEX_COORD: number
20
+ public static GENERIC: number
21
+
22
+ public parse(
23
+ object: THREE.Mesh | THREE.Points,
24
+ options?: {
25
+ decodeSpeed?: number
26
+ encodeSpeed?: number
27
+ encoderMethod?: number
28
+ quantization?: [number, number, number, number, number]
29
+ exportUvs?: boolean
30
+ exportNormals?: boolean
31
+ exportColor?: boolean
32
+ },
33
+ ): Int8Array
34
+ }
35
+
36
+ export { DRACOExporter }
@@ -6,11 +6,11 @@ var __publicField = (obj, key, value) => {
6
6
  };
7
7
  import { BufferGeometry, Mesh, Points } from "three";
8
8
  const DRACOExporter = /* @__PURE__ */ (() => {
9
- const _DRACOExporter2 = class {
9
+ const _DRACOExporter = class {
10
10
  parse(object, options = {
11
11
  decodeSpeed: 5,
12
12
  encodeSpeed: 5,
13
- encoderMethod: _DRACOExporter2.MESH_EDGEBREAKER_ENCODING,
13
+ encoderMethod: _DRACOExporter.MESH_EDGEBREAKER_ENCODING,
14
14
  quantization: [16, 8, 8, 8, 8],
15
15
  exportUvs: true,
16
16
  exportNormals: true,
@@ -131,7 +131,7 @@ const DRACOExporter = /* @__PURE__ */ (() => {
131
131
  return outputData;
132
132
  }
133
133
  };
134
- let DRACOExporter2 = _DRACOExporter2;
134
+ let DRACOExporter2 = _DRACOExporter;
135
135
  // Encoder methods
136
136
  __publicField(DRACOExporter2, "MESH_EDGEBREAKER_ENCODING", 1);
137
137
  __publicField(DRACOExporter2, "MESH_SEQUENTIAL_ENCODING", 0);
@@ -1 +1 @@
1
- {"version":3,"file":"DRACOExporter.js","sources":["../../src/exporters/DRACOExporter.ts"],"sourcesContent":["import type { EncoderModule } from 'draco3d'\nimport { BufferGeometry, Mesh, Points } from 'three'\n\n/**\n * Export draco compressed files from threejs geometry objects.\n *\n * Draco files are compressed and usually are smaller than conventional 3D file formats.\n *\n * The exporter receives a options object containing\n * - decodeSpeed, indicates how to tune the encoder regarding decode speed (0 gives better speed but worst quality)\n * - encodeSpeed, indicates how to tune the encoder parameters (0 gives better speed but worst quality)\n * - encoderMethod\n * - quantization, indicates the presision of each type of data stored in the draco file in the order (POSITION, NORMAL, COLOR, TEX_COORD, GENERIC)\n * - exportUvs\n * - exportNormals\n */\n\ndeclare const DracoEncoderModule: () => EncoderModule\n\nconst DRACOExporter = /* @__PURE__ */ (() => {\n class DRACOExporter {\n // Encoder methods\n\n public static MESH_EDGEBREAKER_ENCODING = 1\n public static MESH_SEQUENTIAL_ENCODING = 0\n\n // Geometry type\n\n public static POINT_CLOUD = 0\n public static TRIANGULAR_MESH = 1\n\n // Attribute type\n public static INVALID = -1\n public static POSITION = 0\n public static NORMAL = 1\n public static COLOR = 2\n public static TEX_COORD = 3\n public static GENERIC = 4\n\n public parse(\n object: Mesh | Points,\n options = {\n decodeSpeed: 5,\n encodeSpeed: 5,\n encoderMethod: DRACOExporter.MESH_EDGEBREAKER_ENCODING,\n quantization: [16, 8, 8, 8, 8],\n exportUvs: true,\n exportNormals: true,\n exportColor: false,\n },\n ): Int8Array {\n if (object instanceof BufferGeometry && object.isBufferGeometry) {\n throw new Error('DRACOExporter: The first parameter of parse() is now an instance of Mesh or Points.')\n }\n\n if (DracoEncoderModule === undefined) {\n throw new Error('THREE.DRACOExporter: required the draco_encoder to work.')\n }\n\n const geometry = object.geometry\n\n const dracoEncoder = DracoEncoderModule()\n const encoder = new dracoEncoder.Encoder()\n let builder\n let dracoObject\n\n if (!geometry.isBufferGeometry) {\n throw new Error(\n 'THREE.DRACOExporter.parse(geometry, options): geometry is not a THREE.BufferGeometry instance.',\n )\n }\n\n if (object instanceof Mesh && object.isMesh) {\n builder = new dracoEncoder.MeshBuilder()\n dracoObject = new dracoEncoder.Mesh()\n\n const vertices = geometry.getAttribute('position')\n // @ts-ignore\n builder.AddFloatAttributeToMesh(\n dracoObject,\n dracoEncoder.POSITION,\n vertices.count,\n vertices.itemSize,\n vertices.array,\n )\n\n const faces = geometry.getIndex()\n\n if (faces !== null) {\n builder.AddFacesToMesh(dracoObject, faces.count / 3, faces.array as Uint16Array | Uint32Array)\n } else {\n const faces = new (vertices.count > 65535 ? Uint32Array : Uint16Array)(vertices.count)\n\n for (let i = 0; i < faces.length; i++) {\n faces[i] = i\n }\n\n builder.AddFacesToMesh(dracoObject, vertices.count, faces)\n }\n\n if (options.exportNormals) {\n const normals = geometry.getAttribute('normal')\n\n if (normals !== undefined) {\n // @ts-ignore\n builder.AddFloatAttributeToMesh(\n dracoObject,\n dracoEncoder.NORMAL,\n normals.count,\n normals.itemSize,\n normals.array,\n )\n }\n }\n\n if (options.exportUvs) {\n const uvs = geometry.getAttribute('uv')\n\n if (uvs !== undefined) {\n // @ts-ignore\n builder.AddFloatAttributeToMesh(dracoObject, dracoEncoder.TEX_COORD, uvs.count, uvs.itemSize, uvs.array)\n }\n }\n\n if (options.exportColor) {\n const colors = geometry.getAttribute('color')\n\n if (colors !== undefined) {\n // @ts-ignore\n builder.AddFloatAttributeToMesh(\n dracoObject,\n dracoEncoder.COLOR,\n colors.count,\n colors.itemSize,\n colors.array,\n )\n }\n }\n } else if (object instanceof Points && object.isPoints) {\n // @ts-ignore\n builder = new dracoEncoder.PointCloudBuilder()\n // @ts-ignore\n dracoObject = new dracoEncoder.PointCloud()\n\n const vertices = geometry.getAttribute('position')\n builder.AddFloatAttribute(dracoObject, dracoEncoder.POSITION, vertices.count, vertices.itemSize, vertices.array)\n\n if (options.exportColor) {\n const colors = geometry.getAttribute('color')\n\n if (colors !== undefined) {\n builder.AddFloatAttribute(dracoObject, dracoEncoder.COLOR, colors.count, colors.itemSize, colors.array)\n }\n }\n } else {\n throw new Error('DRACOExporter: Unsupported object type.')\n }\n\n //Compress using draco encoder\n\n const encodedData = new dracoEncoder.DracoInt8Array()\n\n //Sets the desired encoding and decoding speed for the given options from 0 (slowest speed, but the best compression) to 10 (fastest, but the worst compression).\n\n const encodeSpeed = options.encodeSpeed !== undefined ? options.encodeSpeed : 5\n const decodeSpeed = options.decodeSpeed !== undefined ? options.decodeSpeed : 5\n\n encoder.SetSpeedOptions(encodeSpeed, decodeSpeed)\n\n // Sets the desired encoding method for a given geometry.\n\n if (options.encoderMethod !== undefined) {\n encoder.SetEncodingMethod(options.encoderMethod)\n }\n\n // Sets the quantization (number of bits used to represent) compression options for a named attribute.\n // The attribute values will be quantized in a box defined by the maximum extent of the attribute values.\n if (options.quantization !== undefined) {\n for (let i = 0; i < 5; i++) {\n if (options.quantization[i] !== undefined) {\n encoder.SetAttributeQuantization(i, options.quantization[i])\n }\n }\n }\n\n let length\n\n if (object instanceof Mesh && object.isMesh) {\n length = encoder.EncodeMeshToDracoBuffer(dracoObject, encodedData)\n } else {\n // @ts-ignore\n length = encoder.EncodePointCloudToDracoBuffer(dracoObject, true, encodedData)\n }\n\n dracoEncoder.destroy(dracoObject)\n\n if (length === 0) {\n throw new Error('THREE.DRACOExporter: Draco encoding failed.')\n }\n\n //Copy encoded data to buffer.\n const outputData = new Int8Array(new ArrayBuffer(length))\n\n for (let i = 0; i < length; i++) {\n outputData[i] = encodedData.GetValue(i)\n }\n\n dracoEncoder.destroy(encodedData)\n dracoEncoder.destroy(encoder)\n dracoEncoder.destroy(builder)\n\n return outputData\n }\n }\n\n return DRACOExporter\n})()\n\nexport { DRACOExporter }\n"],"names":["DRACOExporter","faces"],"mappings":";;;;;;;AAmBA,MAAM,gBAAuC,uBAAA;AAC3C,QAAMA,kBAAN,MAAoB;AAAA,IAmBX,MACL,QACA,UAAU;AAAA,MACR,aAAa;AAAA,MACb,aAAa;AAAA,MACb,eAAeA,gBAAc;AAAA,MAC7B,cAAc,CAAC,IAAI,GAAG,GAAG,GAAG,CAAC;AAAA,MAC7B,WAAW;AAAA,MACX,eAAe;AAAA,MACf,aAAa;AAAA,IAAA,GAEJ;AACP,UAAA,kBAAkB,kBAAkB,OAAO,kBAAkB;AACzD,cAAA,IAAI,MAAM,qFAAqF;AAAA,MACvG;AAEA,UAAI,uBAAuB,QAAW;AAC9B,cAAA,IAAI,MAAM,0DAA0D;AAAA,MAC5E;AAEA,YAAM,WAAW,OAAO;AAExB,YAAM,eAAe;AACf,YAAA,UAAU,IAAI,aAAa;AAC7B,UAAA;AACA,UAAA;AAEA,UAAA,CAAC,SAAS,kBAAkB;AAC9B,cAAM,IAAI;AAAA,UACR;AAAA,QAAA;AAAA,MAEJ;AAEI,UAAA,kBAAkB,QAAQ,OAAO,QAAQ;AACjC,kBAAA,IAAI,aAAa;AACb,sBAAA,IAAI,aAAa;AAEzB,cAAA,WAAW,SAAS,aAAa,UAAU;AAEzC,gBAAA;AAAA,UACN;AAAA,UACA,aAAa;AAAA,UACb,SAAS;AAAA,UACT,SAAS;AAAA,UACT,SAAS;AAAA,QAAA;AAGL,cAAA,QAAQ,SAAS;AAEvB,YAAI,UAAU,MAAM;AAClB,kBAAQ,eAAe,aAAa,MAAM,QAAQ,GAAG,MAAM,KAAkC;AAAA,QAAA,OACxF;AACCC,gBAAAA,SAAQ,KAAK,SAAS,QAAQ,QAAQ,cAAc,aAAa,SAAS,KAAK;AAErF,mBAAS,IAAI,GAAG,IAAIA,OAAM,QAAQ,KAAK;AACrCA,mBAAM,CAAC,IAAI;AAAA,UACb;AAEA,kBAAQ,eAAe,aAAa,SAAS,OAAOA,MAAK;AAAA,QAC3D;AAEA,YAAI,QAAQ,eAAe;AACnB,gBAAA,UAAU,SAAS,aAAa,QAAQ;AAE9C,cAAI,YAAY,QAAW;AAEjB,oBAAA;AAAA,cACN;AAAA,cACA,aAAa;AAAA,cACb,QAAQ;AAAA,cACR,QAAQ;AAAA,cACR,QAAQ;AAAA,YAAA;AAAA,UAEZ;AAAA,QACF;AAEA,YAAI,QAAQ,WAAW;AACf,gBAAA,MAAM,SAAS,aAAa,IAAI;AAEtC,cAAI,QAAQ,QAAW;AAEb,oBAAA,wBAAwB,aAAa,aAAa,WAAW,IAAI,OAAO,IAAI,UAAU,IAAI,KAAK;AAAA,UACzG;AAAA,QACF;AAEA,YAAI,QAAQ,aAAa;AACjB,gBAAA,SAAS,SAAS,aAAa,OAAO;AAE5C,cAAI,WAAW,QAAW;AAEhB,oBAAA;AAAA,cACN;AAAA,cACA,aAAa;AAAA,cACb,OAAO;AAAA,cACP,OAAO;AAAA,cACP,OAAO;AAAA,YAAA;AAAA,UAEX;AAAA,QACF;AAAA,MACS,WAAA,kBAAkB,UAAU,OAAO,UAAU;AAE5C,kBAAA,IAAI,aAAa;AAEb,sBAAA,IAAI,aAAa;AAEzB,cAAA,WAAW,SAAS,aAAa,UAAU;AACzC,gBAAA,kBAAkB,aAAa,aAAa,UAAU,SAAS,OAAO,SAAS,UAAU,SAAS,KAAK;AAE/G,YAAI,QAAQ,aAAa;AACjB,gBAAA,SAAS,SAAS,aAAa,OAAO;AAE5C,cAAI,WAAW,QAAW;AAChB,oBAAA,kBAAkB,aAAa,aAAa,OAAO,OAAO,OAAO,OAAO,UAAU,OAAO,KAAK;AAAA,UACxG;AAAA,QACF;AAAA,MAAA,OACK;AACC,cAAA,IAAI,MAAM,yCAAyC;AAAA,MAC3D;AAIM,YAAA,cAAc,IAAI,aAAa;AAIrC,YAAM,cAAc,QAAQ,gBAAgB,SAAY,QAAQ,cAAc;AAC9E,YAAM,cAAc,QAAQ,gBAAgB,SAAY,QAAQ,cAAc;AAEtE,cAAA,gBAAgB,aAAa,WAAW;AAI5C,UAAA,QAAQ,kBAAkB,QAAW;AAC/B,gBAAA,kBAAkB,QAAQ,aAAa;AAAA,MACjD;AAII,UAAA,QAAQ,iBAAiB,QAAW;AACtC,iBAAS,IAAI,GAAG,IAAI,GAAG,KAAK;AAC1B,cAAI,QAAQ,aAAa,CAAC,MAAM,QAAW;AACzC,oBAAQ,yBAAyB,GAAG,QAAQ,aAAa,CAAC,CAAC;AAAA,UAC7D;AAAA,QACF;AAAA,MACF;AAEI,UAAA;AAEA,UAAA,kBAAkB,QAAQ,OAAO,QAAQ;AAClC,iBAAA,QAAQ,wBAAwB,aAAa,WAAW;AAAA,MAAA,OAC5D;AAEL,iBAAS,QAAQ,8BAA8B,aAAa,MAAM,WAAW;AAAA,MAC/E;AAEA,mBAAa,QAAQ,WAAW;AAEhC,UAAI,WAAW,GAAG;AACV,cAAA,IAAI,MAAM,6CAA6C;AAAA,MAC/D;AAGA,YAAM,aAAa,IAAI,UAAU,IAAI,YAAY,MAAM,CAAC;AAExD,eAAS,IAAI,GAAG,IAAI,QAAQ,KAAK;AAC/B,mBAAW,CAAC,IAAI,YAAY,SAAS,CAAC;AAAA,MACxC;AAEA,mBAAa,QAAQ,WAAW;AAChC,mBAAa,QAAQ,OAAO;AAC5B,mBAAa,QAAQ,OAAO;AAErB,aAAA;AAAA,IACT;AAAA,EACF;AAjMA,MAAMD,iBAAN;AAGE;AAAA,gBAHIA,gBAGU,6BAA4B;AAC1C,gBAJIA,gBAIU,4BAA2B;AAIzC;AAAA,gBARIA,gBAQU,eAAc;AAC5B,gBATIA,gBASU,mBAAkB;AAGhC;AAAA,gBAZIA,gBAYU,WAAU;AACxB,gBAbIA,gBAaU,YAAW;AACzB,gBAdIA,gBAcU,UAAS;AACvB,gBAfIA,gBAeU,SAAQ;AACtB,gBAhBIA,gBAgBU,aAAY;AAC1B,gBAjBIA,gBAiBU,WAAU;AAkLnBA,SAAAA;AACT,GAAG;"}
1
+ {"version":3,"file":"DRACOExporter.js","sources":["../../src/exporters/DRACOExporter.js"],"sourcesContent":["import { BufferGeometry, Mesh, Points } from 'three'\n\n/**\n * Export draco compressed files from threejs geometry objects.\n *\n * Draco files are compressed and usually are smaller than conventional 3D file formats.\n *\n * The exporter receives a options object containing\n * - decodeSpeed, indicates how to tune the encoder regarding decode speed (0 gives better speed but worst quality)\n * - encodeSpeed, indicates how to tune the encoder parameters (0 gives better speed but worst quality)\n * - encoderMethod\n * - quantization, indicates the presision of each type of data stored in the draco file in the order (POSITION, NORMAL, COLOR, TEX_COORD, GENERIC)\n * - exportUvs\n * - exportNormals\n */\n\nconst DRACOExporter = /* @__PURE__ */ (() => {\n class DRACOExporter {\n // Encoder methods\n\n static MESH_EDGEBREAKER_ENCODING = 1\n static MESH_SEQUENTIAL_ENCODING = 0\n\n // Geometry type\n\n static POINT_CLOUD = 0\n static TRIANGULAR_MESH = 1\n\n // Attribute type\n static INVALID = -1\n static POSITION = 0\n static NORMAL = 1\n static COLOR = 2\n static TEX_COORD = 3\n static GENERIC = 4\n\n parse(\n object,\n options = {\n decodeSpeed: 5,\n encodeSpeed: 5,\n encoderMethod: DRACOExporter.MESH_EDGEBREAKER_ENCODING,\n quantization: [16, 8, 8, 8, 8],\n exportUvs: true,\n exportNormals: true,\n exportColor: false,\n },\n ) {\n if (object instanceof BufferGeometry && object.isBufferGeometry) {\n throw new Error('DRACOExporter: The first parameter of parse() is now an instance of Mesh or Points.')\n }\n\n if (DracoEncoderModule === undefined) {\n throw new Error('THREE.DRACOExporter: required the draco_encoder to work.')\n }\n\n const geometry = object.geometry\n\n const dracoEncoder = DracoEncoderModule()\n const encoder = new dracoEncoder.Encoder()\n let builder\n let dracoObject\n\n if (!geometry.isBufferGeometry) {\n throw new Error(\n 'THREE.DRACOExporter.parse(geometry, options): geometry is not a THREE.BufferGeometry instance.',\n )\n }\n\n if (object instanceof Mesh && object.isMesh) {\n builder = new dracoEncoder.MeshBuilder()\n dracoObject = new dracoEncoder.Mesh()\n\n const vertices = geometry.getAttribute('position')\n // @ts-ignore\n builder.AddFloatAttributeToMesh(\n dracoObject,\n dracoEncoder.POSITION,\n vertices.count,\n vertices.itemSize,\n vertices.array,\n )\n\n const faces = geometry.getIndex()\n\n if (faces !== null) {\n builder.AddFacesToMesh(dracoObject, faces.count / 3, faces.array)\n } else {\n const faces = new (vertices.count > 65535 ? Uint32Array : Uint16Array)(vertices.count)\n\n for (let i = 0; i < faces.length; i++) {\n faces[i] = i\n }\n\n builder.AddFacesToMesh(dracoObject, vertices.count, faces)\n }\n\n if (options.exportNormals) {\n const normals = geometry.getAttribute('normal')\n\n if (normals !== undefined) {\n // @ts-ignore\n builder.AddFloatAttributeToMesh(\n dracoObject,\n dracoEncoder.NORMAL,\n normals.count,\n normals.itemSize,\n normals.array,\n )\n }\n }\n\n if (options.exportUvs) {\n const uvs = geometry.getAttribute('uv')\n\n if (uvs !== undefined) {\n // @ts-ignore\n builder.AddFloatAttributeToMesh(dracoObject, dracoEncoder.TEX_COORD, uvs.count, uvs.itemSize, uvs.array)\n }\n }\n\n if (options.exportColor) {\n const colors = geometry.getAttribute('color')\n\n if (colors !== undefined) {\n // @ts-ignore\n builder.AddFloatAttributeToMesh(\n dracoObject,\n dracoEncoder.COLOR,\n colors.count,\n colors.itemSize,\n colors.array,\n )\n }\n }\n } else if (object instanceof Points && object.isPoints) {\n // @ts-ignore\n builder = new dracoEncoder.PointCloudBuilder()\n // @ts-ignore\n dracoObject = new dracoEncoder.PointCloud()\n\n const vertices = geometry.getAttribute('position')\n builder.AddFloatAttribute(dracoObject, dracoEncoder.POSITION, vertices.count, vertices.itemSize, vertices.array)\n\n if (options.exportColor) {\n const colors = geometry.getAttribute('color')\n\n if (colors !== undefined) {\n builder.AddFloatAttribute(dracoObject, dracoEncoder.COLOR, colors.count, colors.itemSize, colors.array)\n }\n }\n } else {\n throw new Error('DRACOExporter: Unsupported object type.')\n }\n\n //Compress using draco encoder\n\n const encodedData = new dracoEncoder.DracoInt8Array()\n\n //Sets the desired encoding and decoding speed for the given options from 0 (slowest speed, but the best compression) to 10 (fastest, but the worst compression).\n\n const encodeSpeed = options.encodeSpeed !== undefined ? options.encodeSpeed : 5\n const decodeSpeed = options.decodeSpeed !== undefined ? options.decodeSpeed : 5\n\n encoder.SetSpeedOptions(encodeSpeed, decodeSpeed)\n\n // Sets the desired encoding method for a given geometry.\n\n if (options.encoderMethod !== undefined) {\n encoder.SetEncodingMethod(options.encoderMethod)\n }\n\n // Sets the quantization (number of bits used to represent) compression options for a named attribute.\n // The attribute values will be quantized in a box defined by the maximum extent of the attribute values.\n if (options.quantization !== undefined) {\n for (let i = 0; i < 5; i++) {\n if (options.quantization[i] !== undefined) {\n encoder.SetAttributeQuantization(i, options.quantization[i])\n }\n }\n }\n\n let length\n\n if (object instanceof Mesh && object.isMesh) {\n length = encoder.EncodeMeshToDracoBuffer(dracoObject, encodedData)\n } else {\n // @ts-ignore\n length = encoder.EncodePointCloudToDracoBuffer(dracoObject, true, encodedData)\n }\n\n dracoEncoder.destroy(dracoObject)\n\n if (length === 0) {\n throw new Error('THREE.DRACOExporter: Draco encoding failed.')\n }\n\n //Copy encoded data to buffer.\n const outputData = new Int8Array(new ArrayBuffer(length))\n\n for (let i = 0; i < length; i++) {\n outputData[i] = encodedData.GetValue(i)\n }\n\n dracoEncoder.destroy(encodedData)\n dracoEncoder.destroy(encoder)\n dracoEncoder.destroy(builder)\n\n return outputData\n }\n }\n\n return DRACOExporter\n})()\n\nexport { DRACOExporter }\n"],"names":["faces","DRACOExporter"],"mappings":";;;;;;;AAgBK,MAAC,gBAAiC,uBAAM;AAC3C,QAAM,iBAAN,MAAoB;AAAA,IAmBlB,MACE,QACA,UAAU;AAAA,MACR,aAAa;AAAA,MACb,aAAa;AAAA,MACb,eAAe,eAAc;AAAA,MAC7B,cAAc,CAAC,IAAI,GAAG,GAAG,GAAG,CAAC;AAAA,MAC7B,WAAW;AAAA,MACX,eAAe;AAAA,MACf,aAAa;AAAA,IACd,GACD;AACA,UAAI,kBAAkB,kBAAkB,OAAO,kBAAkB;AAC/D,cAAM,IAAI,MAAM,qFAAqF;AAAA,MACtG;AAED,UAAI,uBAAuB,QAAW;AACpC,cAAM,IAAI,MAAM,0DAA0D;AAAA,MAC3E;AAED,YAAM,WAAW,OAAO;AAExB,YAAM,eAAe,mBAAoB;AACzC,YAAM,UAAU,IAAI,aAAa,QAAS;AAC1C,UAAI;AACJ,UAAI;AAEJ,UAAI,CAAC,SAAS,kBAAkB;AAC9B,cAAM,IAAI;AAAA,UACR;AAAA,QACD;AAAA,MACF;AAED,UAAI,kBAAkB,QAAQ,OAAO,QAAQ;AAC3C,kBAAU,IAAI,aAAa,YAAa;AACxC,sBAAc,IAAI,aAAa,KAAM;AAErC,cAAM,WAAW,SAAS,aAAa,UAAU;AAEjD,gBAAQ;AAAA,UACN;AAAA,UACA,aAAa;AAAA,UACb,SAAS;AAAA,UACT,SAAS;AAAA,UACT,SAAS;AAAA,QACV;AAED,cAAM,QAAQ,SAAS,SAAU;AAEjC,YAAI,UAAU,MAAM;AAClB,kBAAQ,eAAe,aAAa,MAAM,QAAQ,GAAG,MAAM,KAAK;AAAA,QAC1E,OAAe;AACL,gBAAMA,SAAQ,KAAK,SAAS,QAAQ,QAAQ,cAAc,aAAa,SAAS,KAAK;AAErF,mBAAS,IAAI,GAAG,IAAIA,OAAM,QAAQ,KAAK;AACrC,YAAAA,OAAM,CAAC,IAAI;AAAA,UACZ;AAED,kBAAQ,eAAe,aAAa,SAAS,OAAOA,MAAK;AAAA,QAC1D;AAED,YAAI,QAAQ,eAAe;AACzB,gBAAM,UAAU,SAAS,aAAa,QAAQ;AAE9C,cAAI,YAAY,QAAW;AAEzB,oBAAQ;AAAA,cACN;AAAA,cACA,aAAa;AAAA,cACb,QAAQ;AAAA,cACR,QAAQ;AAAA,cACR,QAAQ;AAAA,YACT;AAAA,UACF;AAAA,QACF;AAED,YAAI,QAAQ,WAAW;AACrB,gBAAM,MAAM,SAAS,aAAa,IAAI;AAEtC,cAAI,QAAQ,QAAW;AAErB,oBAAQ,wBAAwB,aAAa,aAAa,WAAW,IAAI,OAAO,IAAI,UAAU,IAAI,KAAK;AAAA,UACxG;AAAA,QACF;AAED,YAAI,QAAQ,aAAa;AACvB,gBAAM,SAAS,SAAS,aAAa,OAAO;AAE5C,cAAI,WAAW,QAAW;AAExB,oBAAQ;AAAA,cACN;AAAA,cACA,aAAa;AAAA,cACb,OAAO;AAAA,cACP,OAAO;AAAA,cACP,OAAO;AAAA,YACR;AAAA,UACF;AAAA,QACF;AAAA,MACF,WAAU,kBAAkB,UAAU,OAAO,UAAU;AAEtD,kBAAU,IAAI,aAAa,kBAAmB;AAE9C,sBAAc,IAAI,aAAa,WAAY;AAE3C,cAAM,WAAW,SAAS,aAAa,UAAU;AACjD,gBAAQ,kBAAkB,aAAa,aAAa,UAAU,SAAS,OAAO,SAAS,UAAU,SAAS,KAAK;AAE/G,YAAI,QAAQ,aAAa;AACvB,gBAAM,SAAS,SAAS,aAAa,OAAO;AAE5C,cAAI,WAAW,QAAW;AACxB,oBAAQ,kBAAkB,aAAa,aAAa,OAAO,OAAO,OAAO,OAAO,UAAU,OAAO,KAAK;AAAA,UACvG;AAAA,QACF;AAAA,MACT,OAAa;AACL,cAAM,IAAI,MAAM,yCAAyC;AAAA,MAC1D;AAID,YAAM,cAAc,IAAI,aAAa,eAAgB;AAIrD,YAAM,cAAc,QAAQ,gBAAgB,SAAY,QAAQ,cAAc;AAC9E,YAAM,cAAc,QAAQ,gBAAgB,SAAY,QAAQ,cAAc;AAE9E,cAAQ,gBAAgB,aAAa,WAAW;AAIhD,UAAI,QAAQ,kBAAkB,QAAW;AACvC,gBAAQ,kBAAkB,QAAQ,aAAa;AAAA,MAChD;AAID,UAAI,QAAQ,iBAAiB,QAAW;AACtC,iBAAS,IAAI,GAAG,IAAI,GAAG,KAAK;AAC1B,cAAI,QAAQ,aAAa,CAAC,MAAM,QAAW;AACzC,oBAAQ,yBAAyB,GAAG,QAAQ,aAAa,CAAC,CAAC;AAAA,UAC5D;AAAA,QACF;AAAA,MACF;AAED,UAAI;AAEJ,UAAI,kBAAkB,QAAQ,OAAO,QAAQ;AAC3C,iBAAS,QAAQ,wBAAwB,aAAa,WAAW;AAAA,MACzE,OAAa;AAEL,iBAAS,QAAQ,8BAA8B,aAAa,MAAM,WAAW;AAAA,MAC9E;AAED,mBAAa,QAAQ,WAAW;AAEhC,UAAI,WAAW,GAAG;AAChB,cAAM,IAAI,MAAM,6CAA6C;AAAA,MAC9D;AAGD,YAAM,aAAa,IAAI,UAAU,IAAI,YAAY,MAAM,CAAC;AAExD,eAAS,IAAI,GAAG,IAAI,QAAQ,KAAK;AAC/B,mBAAW,CAAC,IAAI,YAAY,SAAS,CAAC;AAAA,MACvC;AAED,mBAAa,QAAQ,WAAW;AAChC,mBAAa,QAAQ,OAAO;AAC5B,mBAAa,QAAQ,OAAO;AAE5B,aAAO;AAAA,IACR;AAAA,EACF;AAjMD,MAAMC,iBAAN;AAGE;AAAA,gBAHIA,gBAGG,6BAA4B;AACnC,gBAJIA,gBAIG,4BAA2B;AAIlC;AAAA,gBARIA,gBAQG,eAAc;AACrB,gBATIA,gBASG,mBAAkB;AAGzB;AAAA,gBAZIA,gBAYG,WAAU;AACjB,gBAbIA,gBAaG,YAAW;AAClB,gBAdIA,gBAcG,UAAS;AAChB,gBAfIA,gBAeG,SAAQ;AACf,gBAhBIA,gBAgBG,aAAY;AACnB,gBAjBIA,gBAiBG,WAAU;AAkLnB,SAAOA;AACT,GAAC;"}
@@ -1 +1 @@
1
- {"version":3,"file":"Sky.cjs","sources":["../../src/objects/Sky.ts"],"sourcesContent":["import { BackSide, BoxGeometry, Mesh, ShaderMaterial, UniformsUtils, Vector3 } from 'three'\nimport { version } from '../_polyfill/constants'\n\n/**\n * Based on \"A Practical Analytic Model for Daylight\"\n * aka The Preetham Model, the de facto standard analytic skydome model\n * https://www.researchgate.net/publication/220720443_A_Practical_Analytic_Model_for_Daylight\n *\n * First implemented by Simon Wallner\n * http://www.simonwallner.at/projects/atmospheric-scattering\n *\n * Improved by Martin Upitis\n * http://blenderartists.org/forum/showthread.php?245954-preethams-sky-impementation-HDR\n *\n * Three.js integration by zz85 http://twitter.com/blurspline\n */\nconst Sky = /* @__PURE__ */ (() => {\n const SkyShader = {\n uniforms: {\n turbidity: { value: 2 },\n rayleigh: { value: 1 },\n mieCoefficient: { value: 0.005 },\n mieDirectionalG: { value: 0.8 },\n sunPosition: { value: new Vector3() },\n up: { value: new Vector3(0, 1, 0) },\n },\n\n vertexShader: /* glsl */ `\n uniform vec3 sunPosition;\n uniform float rayleigh;\n uniform float turbidity;\n uniform float mieCoefficient;\n uniform vec3 up;\n\n varying vec3 vWorldPosition;\n varying vec3 vSunDirection;\n varying float vSunfade;\n varying vec3 vBetaR;\n varying vec3 vBetaM;\n varying float vSunE;\n\n // constants for atmospheric scattering\n const float e = 2.71828182845904523536028747135266249775724709369995957;\n const float pi = 3.141592653589793238462643383279502884197169;\n\n // wavelength of used primaries, according to preetham\n const vec3 lambda = vec3( 680E-9, 550E-9, 450E-9 );\n // this pre-calcuation replaces older TotalRayleigh(vec3 lambda) function:\n // (8.0 * pow(pi, 3.0) * pow(pow(n, 2.0) - 1.0, 2.0) * (6.0 + 3.0 * pn)) / (3.0 * N * pow(lambda, vec3(4.0)) * (6.0 - 7.0 * pn))\n const vec3 totalRayleigh = vec3( 5.804542996261093E-6, 1.3562911419845635E-5, 3.0265902468824876E-5 );\n\n // mie stuff\n // K coefficient for the primaries\n const float v = 4.0;\n const vec3 K = vec3( 0.686, 0.678, 0.666 );\n // MieConst = pi * pow( ( 2.0 * pi ) / lambda, vec3( v - 2.0 ) ) * K\n const vec3 MieConst = vec3( 1.8399918514433978E14, 2.7798023919660528E14, 4.0790479543861094E14 );\n\n // earth shadow hack\n // cutoffAngle = pi / 1.95;\n const float cutoffAngle = 1.6110731556870734;\n const float steepness = 1.5;\n const float EE = 1000.0;\n\n float sunIntensity( float zenithAngleCos ) {\n zenithAngleCos = clamp( zenithAngleCos, -1.0, 1.0 );\n return EE * max( 0.0, 1.0 - pow( e, -( ( cutoffAngle - acos( zenithAngleCos ) ) / steepness ) ) );\n }\n\n vec3 totalMie( float T ) {\n float c = ( 0.2 * T ) * 10E-18;\n return 0.434 * c * MieConst;\n }\n\n void main() {\n\n vec4 worldPosition = modelMatrix * vec4( position, 1.0 );\n vWorldPosition = worldPosition.xyz;\n\n gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n gl_Position.z = gl_Position.w; // set z to camera.far\n\n vSunDirection = normalize( sunPosition );\n\n vSunE = sunIntensity( dot( vSunDirection, up ) );\n\n vSunfade = 1.0 - clamp( 1.0 - exp( ( sunPosition.y / 450000.0 ) ), 0.0, 1.0 );\n\n float rayleighCoefficient = rayleigh - ( 1.0 * ( 1.0 - vSunfade ) );\n\n // extinction (absorbtion + out scattering)\n // rayleigh coefficients\n vBetaR = totalRayleigh * rayleighCoefficient;\n\n // mie coefficients\n vBetaM = totalMie( turbidity ) * mieCoefficient;\n\n }\n `,\n\n fragmentShader: /* glsl */ `\n varying vec3 vWorldPosition;\n varying vec3 vSunDirection;\n varying float vSunfade;\n varying vec3 vBetaR;\n varying vec3 vBetaM;\n varying float vSunE;\n\n uniform float mieDirectionalG;\n uniform vec3 up;\n\n const vec3 cameraPos = vec3( 0.0, 0.0, 0.0 );\n\n // constants for atmospheric scattering\n const float pi = 3.141592653589793238462643383279502884197169;\n\n const float n = 1.0003; // refractive index of air\n const float N = 2.545E25; // number of molecules per unit volume for air at 288.15K and 1013mb (sea level -45 celsius)\n\n // optical length at zenith for molecules\n const float rayleighZenithLength = 8.4E3;\n const float mieZenithLength = 1.25E3;\n // 66 arc seconds -> degrees, and the cosine of that\n const float sunAngularDiameterCos = 0.999956676946448443553574619906976478926848692873900859324;\n\n // 3.0 / ( 16.0 * pi )\n const float THREE_OVER_SIXTEENPI = 0.05968310365946075;\n // 1.0 / ( 4.0 * pi )\n const float ONE_OVER_FOURPI = 0.07957747154594767;\n\n float rayleighPhase( float cosTheta ) {\n return THREE_OVER_SIXTEENPI * ( 1.0 + pow( cosTheta, 2.0 ) );\n }\n\n float hgPhase( float cosTheta, float g ) {\n float g2 = pow( g, 2.0 );\n float inverse = 1.0 / pow( 1.0 - 2.0 * g * cosTheta + g2, 1.5 );\n return ONE_OVER_FOURPI * ( ( 1.0 - g2 ) * inverse );\n }\n\n void main() {\n\n vec3 direction = normalize( vWorldPosition - cameraPos );\n\n // optical length\n // cutoff angle at 90 to avoid singularity in next formula.\n float zenithAngle = acos( max( 0.0, dot( up, direction ) ) );\n float inverse = 1.0 / ( cos( zenithAngle ) + 0.15 * pow( 93.885 - ( ( zenithAngle * 180.0 ) / pi ), -1.253 ) );\n float sR = rayleighZenithLength * inverse;\n float sM = mieZenithLength * inverse;\n\n // combined extinction factor\n vec3 Fex = exp( -( vBetaR * sR + vBetaM * sM ) );\n\n // in scattering\n float cosTheta = dot( direction, vSunDirection );\n\n float rPhase = rayleighPhase( cosTheta * 0.5 + 0.5 );\n vec3 betaRTheta = vBetaR * rPhase;\n\n float mPhase = hgPhase( cosTheta, mieDirectionalG );\n vec3 betaMTheta = vBetaM * mPhase;\n\n vec3 Lin = pow( vSunE * ( ( betaRTheta + betaMTheta ) / ( vBetaR + vBetaM ) ) * ( 1.0 - Fex ), vec3( 1.5 ) );\n Lin *= mix( vec3( 1.0 ), pow( vSunE * ( ( betaRTheta + betaMTheta ) / ( vBetaR + vBetaM ) ) * Fex, vec3( 1.0 / 2.0 ) ), clamp( pow( 1.0 - dot( up, vSunDirection ), 5.0 ), 0.0, 1.0 ) );\n\n // nightsky\n float theta = acos( direction.y ); // elevation --> y-axis, [-pi/2, pi/2]\n float phi = atan( direction.z, direction.x ); // azimuth --> x-axis [-pi/2, pi/2]\n vec2 uv = vec2( phi, theta ) / vec2( 2.0 * pi, pi ) + vec2( 0.5, 0.0 );\n vec3 L0 = vec3( 0.1 ) * Fex;\n\n // composition + solar disc\n float sundisk = smoothstep( sunAngularDiameterCos, sunAngularDiameterCos + 0.00002, cosTheta );\n L0 += ( vSunE * 19000.0 * Fex ) * sundisk;\n\n vec3 texColor = ( Lin + L0 ) * 0.04 + vec3( 0.0, 0.0003, 0.00075 );\n\n vec3 retColor = pow( texColor, vec3( 1.0 / ( 1.2 + ( 1.2 * vSunfade ) ) ) );\n\n gl_FragColor = vec4( retColor, 1.0 );\n\n #include <tonemapping_fragment>\n #include <${version >= 154 ? 'colorspace_fragment' : 'encodings_fragment'}>\n\n }\n `,\n }\n\n const material = new ShaderMaterial({\n name: 'SkyShader',\n fragmentShader: SkyShader.fragmentShader,\n vertexShader: SkyShader.vertexShader,\n uniforms: UniformsUtils.clone(SkyShader.uniforms),\n side: BackSide,\n depthWrite: false,\n })\n\n class Sky extends Mesh {\n constructor() {\n super(new BoxGeometry(1, 1, 1), material)\n }\n\n static SkyShader = SkyShader\n public static material = material\n }\n\n return Sky\n})()\n\nexport { Sky }\n"],"names":["Vector3","version","ShaderMaterial","UniformsUtils","BackSide","Sky","Mesh","BoxGeometry"],"mappings":";;;;;;;;;;AAgBA,MAAM,MAA6B,uBAAA;AACjC,QAAM,YAAY;AAAA,IAChB,UAAU;AAAA,MACR,WAAW,EAAE,OAAO,EAAE;AAAA,MACtB,UAAU,EAAE,OAAO,EAAE;AAAA,MACrB,gBAAgB,EAAE,OAAO,KAAM;AAAA,MAC/B,iBAAiB,EAAE,OAAO,IAAI;AAAA,MAC9B,aAAa,EAAE,OAAO,IAAIA,MAAAA,UAAU;AAAA,MACpC,IAAI,EAAE,OAAO,IAAIA,MAAAA,QAAQ,GAAG,GAAG,CAAC,EAAE;AAAA,IACpC;AAAA,IAEA;AAAA;AAAA,MAAyB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,IAyEzB;AAAA;AAAA,MAA2B;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,kBAmFbC,qBAAW,MAAM,wBAAwB;AAAA;AAAA;AAAA;AAAA;AAAA,EAAA;AAMnD,QAAA,WAAW,IAAIC,qBAAe;AAAA,IAClC,MAAM;AAAA,IACN,gBAAgB,UAAU;AAAA,IAC1B,cAAc,UAAU;AAAA,IACxB,UAAUC,MAAA,cAAc,MAAM,UAAU,QAAQ;AAAA,IAChD,MAAMC,MAAA;AAAA,IACN,YAAY;AAAA,EAAA,CACb;AAED,QAAMC,aAAYC,MAAAA,KAAK;AAAA,IACrB,cAAc;AACZ,YAAM,IAAIC,MAAAA,YAAY,GAAG,GAAG,CAAC,GAAG,QAAQ;AAAA,IAC1C;AAAA,EAIF;AAFE,gBALIF,MAKG,aAAY;AACnB,gBANIA,MAMU,YAAW;AAGpBA,SAAAA;AACT,GAAG;;"}
1
+ {"version":3,"file":"Sky.cjs","sources":["../../src/objects/Sky.js"],"sourcesContent":["import { BackSide, BoxGeometry, Mesh, ShaderMaterial, UniformsUtils, Vector3 } from 'three'\nimport { version } from '../_polyfill/constants'\n\n/**\n * Based on \"A Practical Analytic Model for Daylight\"\n * aka The Preetham Model, the de facto standard analytic skydome model\n * https://www.researchgate.net/publication/220720443_A_Practical_Analytic_Model_for_Daylight\n *\n * First implemented by Simon Wallner\n * http://www.simonwallner.at/projects/atmospheric-scattering\n *\n * Improved by Martin Upitis\n * http://blenderartists.org/forum/showthread.php?245954-preethams-sky-impementation-HDR\n *\n * Three.js integration by zz85 http://twitter.com/blurspline\n */\nconst Sky = /* @__PURE__ */ (() => {\n const SkyShader = {\n uniforms: {\n turbidity: { value: 2 },\n rayleigh: { value: 1 },\n mieCoefficient: { value: 0.005 },\n mieDirectionalG: { value: 0.8 },\n sunPosition: { value: new Vector3() },\n up: { value: new Vector3(0, 1, 0) },\n },\n\n vertexShader: /* glsl */ `\n uniform vec3 sunPosition;\n uniform float rayleigh;\n uniform float turbidity;\n uniform float mieCoefficient;\n uniform vec3 up;\n\n varying vec3 vWorldPosition;\n varying vec3 vSunDirection;\n varying float vSunfade;\n varying vec3 vBetaR;\n varying vec3 vBetaM;\n varying float vSunE;\n\n // constants for atmospheric scattering\n const float e = 2.71828182845904523536028747135266249775724709369995957;\n const float pi = 3.141592653589793238462643383279502884197169;\n\n // wavelength of used primaries, according to preetham\n const vec3 lambda = vec3( 680E-9, 550E-9, 450E-9 );\n // this pre-calcuation replaces older TotalRayleigh(vec3 lambda) function:\n // (8.0 * pow(pi, 3.0) * pow(pow(n, 2.0) - 1.0, 2.0) * (6.0 + 3.0 * pn)) / (3.0 * N * pow(lambda, vec3(4.0)) * (6.0 - 7.0 * pn))\n const vec3 totalRayleigh = vec3( 5.804542996261093E-6, 1.3562911419845635E-5, 3.0265902468824876E-5 );\n\n // mie stuff\n // K coefficient for the primaries\n const float v = 4.0;\n const vec3 K = vec3( 0.686, 0.678, 0.666 );\n // MieConst = pi * pow( ( 2.0 * pi ) / lambda, vec3( v - 2.0 ) ) * K\n const vec3 MieConst = vec3( 1.8399918514433978E14, 2.7798023919660528E14, 4.0790479543861094E14 );\n\n // earth shadow hack\n // cutoffAngle = pi / 1.95;\n const float cutoffAngle = 1.6110731556870734;\n const float steepness = 1.5;\n const float EE = 1000.0;\n\n float sunIntensity( float zenithAngleCos ) {\n zenithAngleCos = clamp( zenithAngleCos, -1.0, 1.0 );\n return EE * max( 0.0, 1.0 - pow( e, -( ( cutoffAngle - acos( zenithAngleCos ) ) / steepness ) ) );\n }\n\n vec3 totalMie( float T ) {\n float c = ( 0.2 * T ) * 10E-18;\n return 0.434 * c * MieConst;\n }\n\n void main() {\n\n vec4 worldPosition = modelMatrix * vec4( position, 1.0 );\n vWorldPosition = worldPosition.xyz;\n\n gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n gl_Position.z = gl_Position.w; // set z to camera.far\n\n vSunDirection = normalize( sunPosition );\n\n vSunE = sunIntensity( dot( vSunDirection, up ) );\n\n vSunfade = 1.0 - clamp( 1.0 - exp( ( sunPosition.y / 450000.0 ) ), 0.0, 1.0 );\n\n float rayleighCoefficient = rayleigh - ( 1.0 * ( 1.0 - vSunfade ) );\n\n // extinction (absorbtion + out scattering)\n // rayleigh coefficients\n vBetaR = totalRayleigh * rayleighCoefficient;\n\n // mie coefficients\n vBetaM = totalMie( turbidity ) * mieCoefficient;\n\n }\n `,\n\n fragmentShader: /* glsl */ `\n varying vec3 vWorldPosition;\n varying vec3 vSunDirection;\n varying float vSunfade;\n varying vec3 vBetaR;\n varying vec3 vBetaM;\n varying float vSunE;\n\n uniform float mieDirectionalG;\n uniform vec3 up;\n\n const vec3 cameraPos = vec3( 0.0, 0.0, 0.0 );\n\n // constants for atmospheric scattering\n const float pi = 3.141592653589793238462643383279502884197169;\n\n const float n = 1.0003; // refractive index of air\n const float N = 2.545E25; // number of molecules per unit volume for air at 288.15K and 1013mb (sea level -45 celsius)\n\n // optical length at zenith for molecules\n const float rayleighZenithLength = 8.4E3;\n const float mieZenithLength = 1.25E3;\n // 66 arc seconds -> degrees, and the cosine of that\n const float sunAngularDiameterCos = 0.999956676946448443553574619906976478926848692873900859324;\n\n // 3.0 / ( 16.0 * pi )\n const float THREE_OVER_SIXTEENPI = 0.05968310365946075;\n // 1.0 / ( 4.0 * pi )\n const float ONE_OVER_FOURPI = 0.07957747154594767;\n\n float rayleighPhase( float cosTheta ) {\n return THREE_OVER_SIXTEENPI * ( 1.0 + pow( cosTheta, 2.0 ) );\n }\n\n float hgPhase( float cosTheta, float g ) {\n float g2 = pow( g, 2.0 );\n float inverse = 1.0 / pow( 1.0 - 2.0 * g * cosTheta + g2, 1.5 );\n return ONE_OVER_FOURPI * ( ( 1.0 - g2 ) * inverse );\n }\n\n void main() {\n\n vec3 direction = normalize( vWorldPosition - cameraPos );\n\n // optical length\n // cutoff angle at 90 to avoid singularity in next formula.\n float zenithAngle = acos( max( 0.0, dot( up, direction ) ) );\n float inverse = 1.0 / ( cos( zenithAngle ) + 0.15 * pow( 93.885 - ( ( zenithAngle * 180.0 ) / pi ), -1.253 ) );\n float sR = rayleighZenithLength * inverse;\n float sM = mieZenithLength * inverse;\n\n // combined extinction factor\n vec3 Fex = exp( -( vBetaR * sR + vBetaM * sM ) );\n\n // in scattering\n float cosTheta = dot( direction, vSunDirection );\n\n float rPhase = rayleighPhase( cosTheta * 0.5 + 0.5 );\n vec3 betaRTheta = vBetaR * rPhase;\n\n float mPhase = hgPhase( cosTheta, mieDirectionalG );\n vec3 betaMTheta = vBetaM * mPhase;\n\n vec3 Lin = pow( vSunE * ( ( betaRTheta + betaMTheta ) / ( vBetaR + vBetaM ) ) * ( 1.0 - Fex ), vec3( 1.5 ) );\n Lin *= mix( vec3( 1.0 ), pow( vSunE * ( ( betaRTheta + betaMTheta ) / ( vBetaR + vBetaM ) ) * Fex, vec3( 1.0 / 2.0 ) ), clamp( pow( 1.0 - dot( up, vSunDirection ), 5.0 ), 0.0, 1.0 ) );\n\n // nightsky\n float theta = acos( direction.y ); // elevation --> y-axis, [-pi/2, pi/2]\n float phi = atan( direction.z, direction.x ); // azimuth --> x-axis [-pi/2, pi/2]\n vec2 uv = vec2( phi, theta ) / vec2( 2.0 * pi, pi ) + vec2( 0.5, 0.0 );\n vec3 L0 = vec3( 0.1 ) * Fex;\n\n // composition + solar disc\n float sundisk = smoothstep( sunAngularDiameterCos, sunAngularDiameterCos + 0.00002, cosTheta );\n L0 += ( vSunE * 19000.0 * Fex ) * sundisk;\n\n vec3 texColor = ( Lin + L0 ) * 0.04 + vec3( 0.0, 0.0003, 0.00075 );\n\n vec3 retColor = pow( texColor, vec3( 1.0 / ( 1.2 + ( 1.2 * vSunfade ) ) ) );\n\n gl_FragColor = vec4( retColor, 1.0 );\n\n #include <tonemapping_fragment>\n #include <${version >= 154 ? 'colorspace_fragment' : 'encodings_fragment'}>\n\n }\n `,\n }\n\n const material = new ShaderMaterial({\n name: 'SkyShader',\n fragmentShader: SkyShader.fragmentShader,\n vertexShader: SkyShader.vertexShader,\n uniforms: UniformsUtils.clone(SkyShader.uniforms),\n side: BackSide,\n depthWrite: false,\n })\n\n class Sky extends Mesh {\n constructor() {\n super(new BoxGeometry(1, 1, 1), material)\n }\n\n static SkyShader = SkyShader\n static material = material\n }\n\n return Sky\n})()\n\nexport { Sky }\n"],"names":["Vector3","version","ShaderMaterial","UniformsUtils","BackSide","Sky","Mesh","BoxGeometry"],"mappings":";;;;;;;;;;AAgBK,MAAC,MAAuB,uBAAM;AACjC,QAAM,YAAY;AAAA,IAChB,UAAU;AAAA,MACR,WAAW,EAAE,OAAO,EAAG;AAAA,MACvB,UAAU,EAAE,OAAO,EAAG;AAAA,MACtB,gBAAgB,EAAE,OAAO,KAAO;AAAA,MAChC,iBAAiB,EAAE,OAAO,IAAK;AAAA,MAC/B,aAAa,EAAE,OAAO,IAAIA,MAAAA,UAAW;AAAA,MACrC,IAAI,EAAE,OAAO,IAAIA,MAAAA,QAAQ,GAAG,GAAG,CAAC,EAAG;AAAA,IACpC;AAAA,IAED;AAAA;AAAA,MAAyB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,IAyEzB;AAAA;AAAA,MAA2B;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,kBAmFbC,qBAAW,MAAM,wBAAwB;AAAA;AAAA;AAAA;AAAA;AAAA,EAIxD;AAED,QAAM,WAAW,IAAIC,qBAAe;AAAA,IAClC,MAAM;AAAA,IACN,gBAAgB,UAAU;AAAA,IAC1B,cAAc,UAAU;AAAA,IACxB,UAAUC,MAAa,cAAC,MAAM,UAAU,QAAQ;AAAA,IAChD,MAAMC,MAAQ;AAAA,IACd,YAAY;AAAA,EAChB,CAAG;AAED,QAAMC,aAAYC,MAAAA,KAAK;AAAA,IACrB,cAAc;AACZ,YAAM,IAAIC,MAAAA,YAAY,GAAG,GAAG,CAAC,GAAG,QAAQ;AAAA,IACzC;AAAA,EAIF;AAFC,gBALIF,MAKG,aAAY;AACnB,gBANIA,MAMG,YAAW;AAGpB,SAAOA;AACT,GAAC;;"}
package/objects/Sky.d.ts CHANGED
@@ -1,137 +1,18 @@
1
- import { ShaderMaterial, Vector3 } from 'three';
2
- /**
3
- * Based on "A Practical Analytic Model for Daylight"
4
- * aka The Preetham Model, the de facto standard analytic skydome model
5
- * https://www.researchgate.net/publication/220720443_A_Practical_Analytic_Model_for_Daylight
6
- *
7
- * First implemented by Simon Wallner
8
- * http://www.simonwallner.at/projects/atmospheric-scattering
9
- *
10
- * Improved by Martin Upitis
11
- * http://blenderartists.org/forum/showthread.php?245954-preethams-sky-impementation-HDR
12
- *
13
- * Three.js integration by zz85 http://twitter.com/blurspline
14
- */
15
- declare const Sky: {
16
- new (): {
17
- geometry: import("three").BufferGeometry;
18
- material: import("three").Material | import("three").Material[];
19
- morphTargetInfluences?: number[] | undefined;
20
- morphTargetDictionary?: {
21
- [key: string]: number;
22
- } | undefined;
23
- readonly isMesh: true;
24
- type: string;
25
- updateMorphTargets(): void;
26
- raycast(raycaster: import("three").Raycaster, intersects: import("three").Intersection[]): void;
27
- id: number;
28
- uuid: string;
29
- name: string;
30
- parent: import("three").Object3D | null;
31
- children: import("three").Object3D[];
32
- up: Vector3;
33
- readonly position: Vector3;
34
- readonly rotation: import("three").Euler;
35
- readonly quaternion: import("three").Quaternion;
36
- readonly scale: Vector3;
37
- readonly modelViewMatrix: import("three").Matrix4;
38
- readonly normalMatrix: import("three").Matrix3;
39
- matrix: import("three").Matrix4;
40
- matrixWorld: import("three").Matrix4;
41
- matrixAutoUpdate: boolean;
42
- matrixWorldNeedsUpdate: boolean;
43
- layers: import("three").Layers;
44
- visible: boolean;
45
- castShadow: boolean;
46
- receiveShadow: boolean;
47
- frustumCulled: boolean;
48
- renderOrder: number;
49
- animations: import("three").AnimationClip[];
50
- userData: {
51
- [key: string]: any;
52
- };
53
- customDepthMaterial: import("three").Material;
54
- customDistanceMaterial: import("three").Material;
55
- readonly isObject3D: true;
56
- onBeforeRender: (renderer: import("three").WebGLRenderer, scene: import("three").Scene, camera: import("three").Camera, geometry: import("three").BufferGeometry, material: import("three").Material, group: import("three").Group) => void;
57
- onAfterRender: (renderer: import("three").WebGLRenderer, scene: import("three").Scene, camera: import("three").Camera, geometry: import("three").BufferGeometry, material: import("three").Material, group: import("three").Group) => void;
58
- applyMatrix4(matrix: import("three").Matrix4): void;
59
- applyQuaternion(quaternion: import("three").Quaternion): any;
60
- setRotationFromAxisAngle(axis: Vector3, angle: number): void;
61
- setRotationFromEuler(euler: import("three").Euler): void;
62
- setRotationFromMatrix(m: import("three").Matrix4): void;
63
- setRotationFromQuaternion(q: import("three").Quaternion): void;
64
- rotateOnAxis(axis: Vector3, angle: number): any;
65
- rotateOnWorldAxis(axis: Vector3, angle: number): any;
66
- rotateX(angle: number): any;
67
- rotateY(angle: number): any;
68
- rotateZ(angle: number): any;
69
- translateOnAxis(axis: Vector3, distance: number): any;
70
- translateX(distance: number): any;
71
- translateY(distance: number): any;
72
- translateZ(distance: number): any;
73
- localToWorld(vector: Vector3): Vector3;
74
- worldToLocal(vector: Vector3): Vector3;
75
- lookAt(vector: number | Vector3, y?: number | undefined, z?: number | undefined): void;
76
- add(...object: import("three").Object3D[]): any;
77
- remove(...object: import("three").Object3D[]): any;
78
- clear(): any;
79
- attach(object: import("three").Object3D): any;
80
- getObjectById(id: number): import("three").Object3D | undefined;
81
- getObjectByName(name: string): import("three").Object3D | undefined;
82
- getObjectByProperty(name: string, value: string): import("three").Object3D | undefined;
83
- getWorldPosition(target: Vector3): Vector3;
84
- getWorldQuaternion(target: import("three").Quaternion): import("three").Quaternion;
85
- getWorldScale(target: Vector3): Vector3;
86
- getWorldDirection(target: Vector3): Vector3;
87
- traverse(callback: (object: import("three").Object3D) => any): void;
88
- traverseVisible(callback: (object: import("three").Object3D) => any): void;
89
- traverseAncestors(callback: (object: import("three").Object3D) => any): void;
90
- updateMatrix(): void;
91
- updateMatrixWorld(force?: boolean | undefined): void;
92
- updateWorldMatrix(updateParents: boolean, updateChildren: boolean): void;
93
- toJSON(meta?: {
94
- geometries: any;
95
- materials: any;
96
- textures: any;
97
- images: any;
98
- } | undefined): any;
99
- clone(recursive?: boolean | undefined): any;
100
- copy(source: any, recursive?: boolean | undefined): any;
101
- addEventListener(type: string, listener: (event: import("three").Event) => void): void;
102
- hasEventListener(type: string, listener: (event: import("three").Event) => void): boolean;
103
- removeEventListener(type: string, listener: (event: import("three").Event) => void): void;
104
- dispatchEvent(event: {
105
- [attachment: string]: any;
106
- type: string;
107
- }): void;
108
- };
109
- SkyShader: {
110
- uniforms: {
111
- turbidity: {
112
- value: number;
113
- };
114
- rayleigh: {
115
- value: number;
116
- };
117
- mieCoefficient: {
118
- value: number;
119
- };
120
- mieDirectionalG: {
121
- value: number;
122
- };
123
- sunPosition: {
124
- value: Vector3;
125
- };
126
- up: {
127
- value: Vector3;
128
- };
129
- };
130
- vertexShader: string;
131
- fragmentShader: string;
132
- };
133
- material: ShaderMaterial;
134
- DefaultUp: Vector3;
135
- DefaultMatrixAutoUpdate: boolean;
136
- };
137
- export { Sky };
1
+ import { Mesh, BoxGeometry, ShaderMaterial, Vector3 } from 'three'
2
+
3
+ declare class Sky extends Mesh<BoxGeometry, ShaderMaterial> {
4
+ static SkyShader: {
5
+ uniforms: {
6
+ turbidity: { value: number }
7
+ rayleigh: { value: number }
8
+ mieCoefficient: { value: number }
9
+ mieDirectionalG: { value: number }
10
+ sunPosition: { value: Vector3 }
11
+ up: { value: Vector3 }
12
+ }
13
+ }
14
+
15
+ static material: ShaderMaterial
16
+ }
17
+
18
+ export { Sky }
@@ -1 +1 @@
1
- {"version":3,"file":"Sky.js","sources":["../../src/objects/Sky.ts"],"sourcesContent":["import { BackSide, BoxGeometry, Mesh, ShaderMaterial, UniformsUtils, Vector3 } from 'three'\nimport { version } from '../_polyfill/constants'\n\n/**\n * Based on \"A Practical Analytic Model for Daylight\"\n * aka The Preetham Model, the de facto standard analytic skydome model\n * https://www.researchgate.net/publication/220720443_A_Practical_Analytic_Model_for_Daylight\n *\n * First implemented by Simon Wallner\n * http://www.simonwallner.at/projects/atmospheric-scattering\n *\n * Improved by Martin Upitis\n * http://blenderartists.org/forum/showthread.php?245954-preethams-sky-impementation-HDR\n *\n * Three.js integration by zz85 http://twitter.com/blurspline\n */\nconst Sky = /* @__PURE__ */ (() => {\n const SkyShader = {\n uniforms: {\n turbidity: { value: 2 },\n rayleigh: { value: 1 },\n mieCoefficient: { value: 0.005 },\n mieDirectionalG: { value: 0.8 },\n sunPosition: { value: new Vector3() },\n up: { value: new Vector3(0, 1, 0) },\n },\n\n vertexShader: /* glsl */ `\n uniform vec3 sunPosition;\n uniform float rayleigh;\n uniform float turbidity;\n uniform float mieCoefficient;\n uniform vec3 up;\n\n varying vec3 vWorldPosition;\n varying vec3 vSunDirection;\n varying float vSunfade;\n varying vec3 vBetaR;\n varying vec3 vBetaM;\n varying float vSunE;\n\n // constants for atmospheric scattering\n const float e = 2.71828182845904523536028747135266249775724709369995957;\n const float pi = 3.141592653589793238462643383279502884197169;\n\n // wavelength of used primaries, according to preetham\n const vec3 lambda = vec3( 680E-9, 550E-9, 450E-9 );\n // this pre-calcuation replaces older TotalRayleigh(vec3 lambda) function:\n // (8.0 * pow(pi, 3.0) * pow(pow(n, 2.0) - 1.0, 2.0) * (6.0 + 3.0 * pn)) / (3.0 * N * pow(lambda, vec3(4.0)) * (6.0 - 7.0 * pn))\n const vec3 totalRayleigh = vec3( 5.804542996261093E-6, 1.3562911419845635E-5, 3.0265902468824876E-5 );\n\n // mie stuff\n // K coefficient for the primaries\n const float v = 4.0;\n const vec3 K = vec3( 0.686, 0.678, 0.666 );\n // MieConst = pi * pow( ( 2.0 * pi ) / lambda, vec3( v - 2.0 ) ) * K\n const vec3 MieConst = vec3( 1.8399918514433978E14, 2.7798023919660528E14, 4.0790479543861094E14 );\n\n // earth shadow hack\n // cutoffAngle = pi / 1.95;\n const float cutoffAngle = 1.6110731556870734;\n const float steepness = 1.5;\n const float EE = 1000.0;\n\n float sunIntensity( float zenithAngleCos ) {\n zenithAngleCos = clamp( zenithAngleCos, -1.0, 1.0 );\n return EE * max( 0.0, 1.0 - pow( e, -( ( cutoffAngle - acos( zenithAngleCos ) ) / steepness ) ) );\n }\n\n vec3 totalMie( float T ) {\n float c = ( 0.2 * T ) * 10E-18;\n return 0.434 * c * MieConst;\n }\n\n void main() {\n\n vec4 worldPosition = modelMatrix * vec4( position, 1.0 );\n vWorldPosition = worldPosition.xyz;\n\n gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n gl_Position.z = gl_Position.w; // set z to camera.far\n\n vSunDirection = normalize( sunPosition );\n\n vSunE = sunIntensity( dot( vSunDirection, up ) );\n\n vSunfade = 1.0 - clamp( 1.0 - exp( ( sunPosition.y / 450000.0 ) ), 0.0, 1.0 );\n\n float rayleighCoefficient = rayleigh - ( 1.0 * ( 1.0 - vSunfade ) );\n\n // extinction (absorbtion + out scattering)\n // rayleigh coefficients\n vBetaR = totalRayleigh * rayleighCoefficient;\n\n // mie coefficients\n vBetaM = totalMie( turbidity ) * mieCoefficient;\n\n }\n `,\n\n fragmentShader: /* glsl */ `\n varying vec3 vWorldPosition;\n varying vec3 vSunDirection;\n varying float vSunfade;\n varying vec3 vBetaR;\n varying vec3 vBetaM;\n varying float vSunE;\n\n uniform float mieDirectionalG;\n uniform vec3 up;\n\n const vec3 cameraPos = vec3( 0.0, 0.0, 0.0 );\n\n // constants for atmospheric scattering\n const float pi = 3.141592653589793238462643383279502884197169;\n\n const float n = 1.0003; // refractive index of air\n const float N = 2.545E25; // number of molecules per unit volume for air at 288.15K and 1013mb (sea level -45 celsius)\n\n // optical length at zenith for molecules\n const float rayleighZenithLength = 8.4E3;\n const float mieZenithLength = 1.25E3;\n // 66 arc seconds -> degrees, and the cosine of that\n const float sunAngularDiameterCos = 0.999956676946448443553574619906976478926848692873900859324;\n\n // 3.0 / ( 16.0 * pi )\n const float THREE_OVER_SIXTEENPI = 0.05968310365946075;\n // 1.0 / ( 4.0 * pi )\n const float ONE_OVER_FOURPI = 0.07957747154594767;\n\n float rayleighPhase( float cosTheta ) {\n return THREE_OVER_SIXTEENPI * ( 1.0 + pow( cosTheta, 2.0 ) );\n }\n\n float hgPhase( float cosTheta, float g ) {\n float g2 = pow( g, 2.0 );\n float inverse = 1.0 / pow( 1.0 - 2.0 * g * cosTheta + g2, 1.5 );\n return ONE_OVER_FOURPI * ( ( 1.0 - g2 ) * inverse );\n }\n\n void main() {\n\n vec3 direction = normalize( vWorldPosition - cameraPos );\n\n // optical length\n // cutoff angle at 90 to avoid singularity in next formula.\n float zenithAngle = acos( max( 0.0, dot( up, direction ) ) );\n float inverse = 1.0 / ( cos( zenithAngle ) + 0.15 * pow( 93.885 - ( ( zenithAngle * 180.0 ) / pi ), -1.253 ) );\n float sR = rayleighZenithLength * inverse;\n float sM = mieZenithLength * inverse;\n\n // combined extinction factor\n vec3 Fex = exp( -( vBetaR * sR + vBetaM * sM ) );\n\n // in scattering\n float cosTheta = dot( direction, vSunDirection );\n\n float rPhase = rayleighPhase( cosTheta * 0.5 + 0.5 );\n vec3 betaRTheta = vBetaR * rPhase;\n\n float mPhase = hgPhase( cosTheta, mieDirectionalG );\n vec3 betaMTheta = vBetaM * mPhase;\n\n vec3 Lin = pow( vSunE * ( ( betaRTheta + betaMTheta ) / ( vBetaR + vBetaM ) ) * ( 1.0 - Fex ), vec3( 1.5 ) );\n Lin *= mix( vec3( 1.0 ), pow( vSunE * ( ( betaRTheta + betaMTheta ) / ( vBetaR + vBetaM ) ) * Fex, vec3( 1.0 / 2.0 ) ), clamp( pow( 1.0 - dot( up, vSunDirection ), 5.0 ), 0.0, 1.0 ) );\n\n // nightsky\n float theta = acos( direction.y ); // elevation --> y-axis, [-pi/2, pi/2]\n float phi = atan( direction.z, direction.x ); // azimuth --> x-axis [-pi/2, pi/2]\n vec2 uv = vec2( phi, theta ) / vec2( 2.0 * pi, pi ) + vec2( 0.5, 0.0 );\n vec3 L0 = vec3( 0.1 ) * Fex;\n\n // composition + solar disc\n float sundisk = smoothstep( sunAngularDiameterCos, sunAngularDiameterCos + 0.00002, cosTheta );\n L0 += ( vSunE * 19000.0 * Fex ) * sundisk;\n\n vec3 texColor = ( Lin + L0 ) * 0.04 + vec3( 0.0, 0.0003, 0.00075 );\n\n vec3 retColor = pow( texColor, vec3( 1.0 / ( 1.2 + ( 1.2 * vSunfade ) ) ) );\n\n gl_FragColor = vec4( retColor, 1.0 );\n\n #include <tonemapping_fragment>\n #include <${version >= 154 ? 'colorspace_fragment' : 'encodings_fragment'}>\n\n }\n `,\n }\n\n const material = new ShaderMaterial({\n name: 'SkyShader',\n fragmentShader: SkyShader.fragmentShader,\n vertexShader: SkyShader.vertexShader,\n uniforms: UniformsUtils.clone(SkyShader.uniforms),\n side: BackSide,\n depthWrite: false,\n })\n\n class Sky extends Mesh {\n constructor() {\n super(new BoxGeometry(1, 1, 1), material)\n }\n\n static SkyShader = SkyShader\n public static material = material\n }\n\n return Sky\n})()\n\nexport { Sky }\n"],"names":["Sky"],"mappings":";;;;;;;;AAgBA,MAAM,MAA6B,uBAAA;AACjC,QAAM,YAAY;AAAA,IAChB,UAAU;AAAA,MACR,WAAW,EAAE,OAAO,EAAE;AAAA,MACtB,UAAU,EAAE,OAAO,EAAE;AAAA,MACrB,gBAAgB,EAAE,OAAO,KAAM;AAAA,MAC/B,iBAAiB,EAAE,OAAO,IAAI;AAAA,MAC9B,aAAa,EAAE,OAAO,IAAI,UAAU;AAAA,MACpC,IAAI,EAAE,OAAO,IAAI,QAAQ,GAAG,GAAG,CAAC,EAAE;AAAA,IACpC;AAAA,IAEA;AAAA;AAAA,MAAyB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,IAyEzB;AAAA;AAAA,MAA2B;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,kBAmFb,WAAW,MAAM,wBAAwB;AAAA;AAAA;AAAA;AAAA;AAAA,EAAA;AAMnD,QAAA,WAAW,IAAI,eAAe;AAAA,IAClC,MAAM;AAAA,IACN,gBAAgB,UAAU;AAAA,IAC1B,cAAc,UAAU;AAAA,IACxB,UAAU,cAAc,MAAM,UAAU,QAAQ;AAAA,IAChD,MAAM;AAAA,IACN,YAAY;AAAA,EAAA,CACb;AAED,QAAMA,aAAY,KAAK;AAAA,IACrB,cAAc;AACZ,YAAM,IAAI,YAAY,GAAG,GAAG,CAAC,GAAG,QAAQ;AAAA,IAC1C;AAAA,EAIF;AAFE,gBALIA,MAKG,aAAY;AACnB,gBANIA,MAMU,YAAW;AAGpBA,SAAAA;AACT,GAAG;"}
1
+ {"version":3,"file":"Sky.js","sources":["../../src/objects/Sky.js"],"sourcesContent":["import { BackSide, BoxGeometry, Mesh, ShaderMaterial, UniformsUtils, Vector3 } from 'three'\nimport { version } from '../_polyfill/constants'\n\n/**\n * Based on \"A Practical Analytic Model for Daylight\"\n * aka The Preetham Model, the de facto standard analytic skydome model\n * https://www.researchgate.net/publication/220720443_A_Practical_Analytic_Model_for_Daylight\n *\n * First implemented by Simon Wallner\n * http://www.simonwallner.at/projects/atmospheric-scattering\n *\n * Improved by Martin Upitis\n * http://blenderartists.org/forum/showthread.php?245954-preethams-sky-impementation-HDR\n *\n * Three.js integration by zz85 http://twitter.com/blurspline\n */\nconst Sky = /* @__PURE__ */ (() => {\n const SkyShader = {\n uniforms: {\n turbidity: { value: 2 },\n rayleigh: { value: 1 },\n mieCoefficient: { value: 0.005 },\n mieDirectionalG: { value: 0.8 },\n sunPosition: { value: new Vector3() },\n up: { value: new Vector3(0, 1, 0) },\n },\n\n vertexShader: /* glsl */ `\n uniform vec3 sunPosition;\n uniform float rayleigh;\n uniform float turbidity;\n uniform float mieCoefficient;\n uniform vec3 up;\n\n varying vec3 vWorldPosition;\n varying vec3 vSunDirection;\n varying float vSunfade;\n varying vec3 vBetaR;\n varying vec3 vBetaM;\n varying float vSunE;\n\n // constants for atmospheric scattering\n const float e = 2.71828182845904523536028747135266249775724709369995957;\n const float pi = 3.141592653589793238462643383279502884197169;\n\n // wavelength of used primaries, according to preetham\n const vec3 lambda = vec3( 680E-9, 550E-9, 450E-9 );\n // this pre-calcuation replaces older TotalRayleigh(vec3 lambda) function:\n // (8.0 * pow(pi, 3.0) * pow(pow(n, 2.0) - 1.0, 2.0) * (6.0 + 3.0 * pn)) / (3.0 * N * pow(lambda, vec3(4.0)) * (6.0 - 7.0 * pn))\n const vec3 totalRayleigh = vec3( 5.804542996261093E-6, 1.3562911419845635E-5, 3.0265902468824876E-5 );\n\n // mie stuff\n // K coefficient for the primaries\n const float v = 4.0;\n const vec3 K = vec3( 0.686, 0.678, 0.666 );\n // MieConst = pi * pow( ( 2.0 * pi ) / lambda, vec3( v - 2.0 ) ) * K\n const vec3 MieConst = vec3( 1.8399918514433978E14, 2.7798023919660528E14, 4.0790479543861094E14 );\n\n // earth shadow hack\n // cutoffAngle = pi / 1.95;\n const float cutoffAngle = 1.6110731556870734;\n const float steepness = 1.5;\n const float EE = 1000.0;\n\n float sunIntensity( float zenithAngleCos ) {\n zenithAngleCos = clamp( zenithAngleCos, -1.0, 1.0 );\n return EE * max( 0.0, 1.0 - pow( e, -( ( cutoffAngle - acos( zenithAngleCos ) ) / steepness ) ) );\n }\n\n vec3 totalMie( float T ) {\n float c = ( 0.2 * T ) * 10E-18;\n return 0.434 * c * MieConst;\n }\n\n void main() {\n\n vec4 worldPosition = modelMatrix * vec4( position, 1.0 );\n vWorldPosition = worldPosition.xyz;\n\n gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n gl_Position.z = gl_Position.w; // set z to camera.far\n\n vSunDirection = normalize( sunPosition );\n\n vSunE = sunIntensity( dot( vSunDirection, up ) );\n\n vSunfade = 1.0 - clamp( 1.0 - exp( ( sunPosition.y / 450000.0 ) ), 0.0, 1.0 );\n\n float rayleighCoefficient = rayleigh - ( 1.0 * ( 1.0 - vSunfade ) );\n\n // extinction (absorbtion + out scattering)\n // rayleigh coefficients\n vBetaR = totalRayleigh * rayleighCoefficient;\n\n // mie coefficients\n vBetaM = totalMie( turbidity ) * mieCoefficient;\n\n }\n `,\n\n fragmentShader: /* glsl */ `\n varying vec3 vWorldPosition;\n varying vec3 vSunDirection;\n varying float vSunfade;\n varying vec3 vBetaR;\n varying vec3 vBetaM;\n varying float vSunE;\n\n uniform float mieDirectionalG;\n uniform vec3 up;\n\n const vec3 cameraPos = vec3( 0.0, 0.0, 0.0 );\n\n // constants for atmospheric scattering\n const float pi = 3.141592653589793238462643383279502884197169;\n\n const float n = 1.0003; // refractive index of air\n const float N = 2.545E25; // number of molecules per unit volume for air at 288.15K and 1013mb (sea level -45 celsius)\n\n // optical length at zenith for molecules\n const float rayleighZenithLength = 8.4E3;\n const float mieZenithLength = 1.25E3;\n // 66 arc seconds -> degrees, and the cosine of that\n const float sunAngularDiameterCos = 0.999956676946448443553574619906976478926848692873900859324;\n\n // 3.0 / ( 16.0 * pi )\n const float THREE_OVER_SIXTEENPI = 0.05968310365946075;\n // 1.0 / ( 4.0 * pi )\n const float ONE_OVER_FOURPI = 0.07957747154594767;\n\n float rayleighPhase( float cosTheta ) {\n return THREE_OVER_SIXTEENPI * ( 1.0 + pow( cosTheta, 2.0 ) );\n }\n\n float hgPhase( float cosTheta, float g ) {\n float g2 = pow( g, 2.0 );\n float inverse = 1.0 / pow( 1.0 - 2.0 * g * cosTheta + g2, 1.5 );\n return ONE_OVER_FOURPI * ( ( 1.0 - g2 ) * inverse );\n }\n\n void main() {\n\n vec3 direction = normalize( vWorldPosition - cameraPos );\n\n // optical length\n // cutoff angle at 90 to avoid singularity in next formula.\n float zenithAngle = acos( max( 0.0, dot( up, direction ) ) );\n float inverse = 1.0 / ( cos( zenithAngle ) + 0.15 * pow( 93.885 - ( ( zenithAngle * 180.0 ) / pi ), -1.253 ) );\n float sR = rayleighZenithLength * inverse;\n float sM = mieZenithLength * inverse;\n\n // combined extinction factor\n vec3 Fex = exp( -( vBetaR * sR + vBetaM * sM ) );\n\n // in scattering\n float cosTheta = dot( direction, vSunDirection );\n\n float rPhase = rayleighPhase( cosTheta * 0.5 + 0.5 );\n vec3 betaRTheta = vBetaR * rPhase;\n\n float mPhase = hgPhase( cosTheta, mieDirectionalG );\n vec3 betaMTheta = vBetaM * mPhase;\n\n vec3 Lin = pow( vSunE * ( ( betaRTheta + betaMTheta ) / ( vBetaR + vBetaM ) ) * ( 1.0 - Fex ), vec3( 1.5 ) );\n Lin *= mix( vec3( 1.0 ), pow( vSunE * ( ( betaRTheta + betaMTheta ) / ( vBetaR + vBetaM ) ) * Fex, vec3( 1.0 / 2.0 ) ), clamp( pow( 1.0 - dot( up, vSunDirection ), 5.0 ), 0.0, 1.0 ) );\n\n // nightsky\n float theta = acos( direction.y ); // elevation --> y-axis, [-pi/2, pi/2]\n float phi = atan( direction.z, direction.x ); // azimuth --> x-axis [-pi/2, pi/2]\n vec2 uv = vec2( phi, theta ) / vec2( 2.0 * pi, pi ) + vec2( 0.5, 0.0 );\n vec3 L0 = vec3( 0.1 ) * Fex;\n\n // composition + solar disc\n float sundisk = smoothstep( sunAngularDiameterCos, sunAngularDiameterCos + 0.00002, cosTheta );\n L0 += ( vSunE * 19000.0 * Fex ) * sundisk;\n\n vec3 texColor = ( Lin + L0 ) * 0.04 + vec3( 0.0, 0.0003, 0.00075 );\n\n vec3 retColor = pow( texColor, vec3( 1.0 / ( 1.2 + ( 1.2 * vSunfade ) ) ) );\n\n gl_FragColor = vec4( retColor, 1.0 );\n\n #include <tonemapping_fragment>\n #include <${version >= 154 ? 'colorspace_fragment' : 'encodings_fragment'}>\n\n }\n `,\n }\n\n const material = new ShaderMaterial({\n name: 'SkyShader',\n fragmentShader: SkyShader.fragmentShader,\n vertexShader: SkyShader.vertexShader,\n uniforms: UniformsUtils.clone(SkyShader.uniforms),\n side: BackSide,\n depthWrite: false,\n })\n\n class Sky extends Mesh {\n constructor() {\n super(new BoxGeometry(1, 1, 1), material)\n }\n\n static SkyShader = SkyShader\n static material = material\n }\n\n return Sky\n})()\n\nexport { Sky }\n"],"names":["Sky"],"mappings":";;;;;;;;AAgBK,MAAC,MAAuB,uBAAM;AACjC,QAAM,YAAY;AAAA,IAChB,UAAU;AAAA,MACR,WAAW,EAAE,OAAO,EAAG;AAAA,MACvB,UAAU,EAAE,OAAO,EAAG;AAAA,MACtB,gBAAgB,EAAE,OAAO,KAAO;AAAA,MAChC,iBAAiB,EAAE,OAAO,IAAK;AAAA,MAC/B,aAAa,EAAE,OAAO,IAAI,UAAW;AAAA,MACrC,IAAI,EAAE,OAAO,IAAI,QAAQ,GAAG,GAAG,CAAC,EAAG;AAAA,IACpC;AAAA,IAED;AAAA;AAAA,MAAyB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,IAyEzB;AAAA;AAAA,MAA2B;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,kBAmFb,WAAW,MAAM,wBAAwB;AAAA;AAAA;AAAA;AAAA;AAAA,EAIxD;AAED,QAAM,WAAW,IAAI,eAAe;AAAA,IAClC,MAAM;AAAA,IACN,gBAAgB,UAAU;AAAA,IAC1B,cAAc,UAAU;AAAA,IACxB,UAAU,cAAc,MAAM,UAAU,QAAQ;AAAA,IAChD,MAAM;AAAA,IACN,YAAY;AAAA,EAChB,CAAG;AAED,QAAMA,aAAY,KAAK;AAAA,IACrB,cAAc;AACZ,YAAM,IAAI,YAAY,GAAG,GAAG,CAAC,GAAG,QAAQ;AAAA,IACzC;AAAA,EAIF;AAFC,gBALIA,MAKG,aAAY;AACnB,gBANIA,MAMG,YAAW;AAGpB,SAAOA;AACT,GAAC;"}
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "three-stdlib",
3
- "version": "2.35.4",
3
+ "version": "2.35.6",
4
4
  "description": "stand-alone library of threejs examples",
5
5
  "keywords": [
6
6
  "three",