three-stdlib 2.35.5 → 2.35.6

Sign up to get free protection for your applications and to get access to all the features.
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 +34 -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 +17 -42
  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
  390. package/shaders/HorizontalTiltShiftShader.cjs.map +1 -1
  391. package/shaders/HorizontalTiltShiftShader.js +43 -27
  392. package/shaders/HorizontalTiltShiftShader.js.map +1 -1
  393. package/shaders/HueSaturationShader.cjs +47 -31
  394. package/shaders/HueSaturationShader.cjs.map +1 -1
  395. package/shaders/HueSaturationShader.js +47 -31
  396. package/shaders/HueSaturationShader.js.map +1 -1
  397. package/shaders/KaleidoShader.cjs +37 -24
  398. package/shaders/KaleidoShader.cjs.map +1 -1
  399. package/shaders/KaleidoShader.js +37 -24
  400. package/shaders/KaleidoShader.js.map +1 -1
  401. package/shaders/LuminosityHighPassShader.cjs +43 -24
  402. package/shaders/LuminosityHighPassShader.cjs.map +1 -1
  403. package/shaders/LuminosityHighPassShader.js +43 -24
  404. package/shaders/LuminosityHighPassShader.js.map +1 -1
  405. package/shaders/LuminosityShader.cjs +34 -17
  406. package/shaders/LuminosityShader.cjs.map +1 -1
  407. package/shaders/LuminosityShader.js +34 -17
  408. package/shaders/LuminosityShader.js.map +1 -1
  409. package/shaders/MirrorShader.cjs +39 -26
  410. package/shaders/MirrorShader.cjs.map +1 -1
  411. package/shaders/MirrorShader.js +39 -26
  412. package/shaders/MirrorShader.js.map +1 -1
  413. package/shaders/NormalMapShader.cjs +36 -21
  414. package/shaders/NormalMapShader.cjs.map +1 -1
  415. package/shaders/NormalMapShader.js +36 -21
  416. package/shaders/NormalMapShader.js.map +1 -1
  417. package/shaders/ParallaxShader.cjs +147 -97
  418. package/shaders/ParallaxShader.cjs.map +1 -1
  419. package/shaders/ParallaxShader.js +147 -97
  420. package/shaders/ParallaxShader.js.map +1 -1
  421. package/shaders/PixelShader.cjs +31 -18
  422. package/shaders/PixelShader.cjs.map +1 -1
  423. package/shaders/PixelShader.js +31 -18
  424. package/shaders/PixelShader.js.map +1 -1
  425. package/shaders/RGBShiftShader.cjs +33 -20
  426. package/shaders/RGBShiftShader.cjs.map +1 -1
  427. package/shaders/RGBShiftShader.js +33 -20
  428. package/shaders/RGBShiftShader.js.map +1 -1
  429. package/shaders/SAOShader.cjs +154 -117
  430. package/shaders/SAOShader.cjs.map +1 -1
  431. package/shaders/SAOShader.js +154 -117
  432. package/shaders/SAOShader.js.map +1 -1
  433. package/shaders/SMAAShader.cjs +358 -270
  434. package/shaders/SMAAShader.cjs.map +1 -1
  435. package/shaders/SMAAShader.js +358 -270
  436. package/shaders/SMAAShader.js.map +1 -1
  437. package/shaders/SSAOShader.cjs +236 -142
  438. package/shaders/SSAOShader.cjs.map +1 -1
  439. package/shaders/SSAOShader.js +236 -142
  440. package/shaders/SSAOShader.js.map +1 -1
  441. package/shaders/SSRShader.cjs +4 -4
  442. package/shaders/SSRShader.cjs.map +1 -1
  443. package/shaders/SSRShader.js +4 -4
  444. package/shaders/SSRShader.js.map +1 -1
  445. package/shaders/SepiaShader.cjs +36 -20
  446. package/shaders/SepiaShader.cjs.map +1 -1
  447. package/shaders/SepiaShader.js +36 -20
  448. package/shaders/SepiaShader.js.map +1 -1
  449. package/shaders/SobelOperatorShader.cjs +64 -37
  450. package/shaders/SobelOperatorShader.cjs.map +1 -1
  451. package/shaders/SobelOperatorShader.js +64 -37
  452. package/shaders/SobelOperatorShader.js.map +1 -1
  453. package/shaders/TechnicolorShader.cjs +29 -16
  454. package/shaders/TechnicolorShader.cjs.map +1 -1
  455. package/shaders/TechnicolorShader.js +29 -16
  456. package/shaders/TechnicolorShader.js.map +1 -1
  457. package/shaders/ToneMapShader.cjs +55 -35
  458. package/shaders/ToneMapShader.cjs.map +1 -1
  459. package/shaders/ToneMapShader.js +55 -35
  460. package/shaders/ToneMapShader.js.map +1 -1
  461. package/shaders/ToonShader.cjs +275 -165
  462. package/shaders/ToonShader.cjs.map +1 -1
  463. package/shaders/ToonShader.js +275 -165
  464. package/shaders/ToonShader.js.map +1 -1
  465. package/shaders/TriangleBlurShader.cjs +50 -27
  466. package/shaders/TriangleBlurShader.cjs.map +1 -1
  467. package/shaders/TriangleBlurShader.js +50 -27
  468. package/shaders/TriangleBlurShader.js.map +1 -1
  469. package/shaders/UnpackDepthRGBAShader.cjs +32 -17
  470. package/shaders/UnpackDepthRGBAShader.cjs.map +1 -1
  471. package/shaders/UnpackDepthRGBAShader.js +32 -17
  472. package/shaders/UnpackDepthRGBAShader.js.map +1 -1
  473. package/shaders/VerticalTiltShiftShader.cjs +43 -27
  474. package/shaders/VerticalTiltShiftShader.cjs.map +1 -1
  475. package/shaders/VerticalTiltShiftShader.js +43 -27
  476. package/shaders/VerticalTiltShiftShader.js.map +1 -1
  477. package/shaders/VignetteShader.cjs +43 -27
  478. package/shaders/VignetteShader.cjs.map +1 -1
  479. package/shaders/VignetteShader.js +43 -27
  480. package/shaders/VignetteShader.js.map +1 -1
  481. package/shaders/VolumeShader.cjs +264 -213
  482. package/shaders/VolumeShader.cjs.map +1 -1
  483. package/shaders/VolumeShader.js +264 -213
  484. package/shaders/VolumeShader.js.map +1 -1
  485. package/shaders/WaterRefractionShader.cjs +63 -35
  486. package/shaders/WaterRefractionShader.cjs.map +1 -1
  487. package/shaders/WaterRefractionShader.js +63 -35
  488. package/shaders/WaterRefractionShader.js.map +1 -1
  489. package/utils/GeometryCompressionUtils.cjs +2 -1
  490. package/utils/GeometryCompressionUtils.cjs.map +1 -1
  491. package/utils/GeometryCompressionUtils.js +3 -2
  492. package/utils/GeometryCompressionUtils.js.map +1 -1
  493. package/utils/RoughnessMipmapper.cjs +3 -3
  494. package/utils/RoughnessMipmapper.cjs.map +1 -1
  495. package/utils/RoughnessMipmapper.js +4 -4
  496. package/utils/RoughnessMipmapper.js.map +1 -1
  497. package/webxr/ARButton.cjs +3 -3
  498. package/webxr/ARButton.cjs.map +1 -1
  499. package/webxr/ARButton.d.ts +3 -3
  500. package/webxr/ARButton.js +3 -3
  501. package/webxr/ARButton.js.map +1 -1
  502. package/webxr/OculusHandPointerModel.cjs +2 -2
  503. package/webxr/OculusHandPointerModel.cjs.map +1 -1
  504. package/webxr/OculusHandPointerModel.js +2 -2
  505. package/webxr/OculusHandPointerModel.js.map +1 -1
  506. package/webxr/VRButton.cjs +98 -95
  507. package/webxr/VRButton.cjs.map +1 -1
  508. package/webxr/VRButton.d.ts +9 -6
  509. package/webxr/VRButton.js +98 -95
  510. package/webxr/VRButton.js.map +1 -1
  511. package/webxr/XRHandPrimitiveModel.cjs +2 -2
  512. package/webxr/XRHandPrimitiveModel.cjs.map +1 -1
  513. package/webxr/XRHandPrimitiveModel.js +3 -3
  514. package/webxr/XRHandPrimitiveModel.js.map +1 -1
@@ -1,23 +1,26 @@
1
1
  "use strict";
2
2
  Object.defineProperty(exports, Symbol.toStringTag, { value: "Module" });
3
3
  const THREE = require("three");
4
- class CapsuleGeometry extends THREE.LatheGeometry {
5
- constructor(radius = 1, length = 1, capSegments = 4, radialSegments = 8) {
6
- const path = new THREE.Path();
7
- path.absarc(0, -length / 2, radius, Math.PI * 1.5, 0);
8
- path.absarc(0, length / 2, radius, 0, Math.PI * 0.5);
9
- super(path.getPoints(capSegments), radialSegments);
10
- this.type = "CapsuleGeometry";
11
- this.parameters = {
12
- radius,
13
- height: length,
14
- capSegments,
15
- radialSegments
16
- };
4
+ const CapsuleGeometry = /* @__PURE__ */ (() => {
5
+ class CapsuleGeometry2 extends THREE.LatheGeometry {
6
+ constructor(radius = 1, length = 1, capSegments = 4, radialSegments = 8) {
7
+ const path = new THREE.Path();
8
+ path.absarc(0, -length / 2, radius, Math.PI * 1.5, 0);
9
+ path.absarc(0, length / 2, radius, 0, Math.PI * 0.5);
10
+ super(path.getPoints(capSegments), radialSegments);
11
+ this.type = "CapsuleGeometry";
12
+ this.parameters = {
13
+ radius,
14
+ height: length,
15
+ capSegments,
16
+ radialSegments
17
+ };
18
+ }
19
+ static fromJSON(data) {
20
+ return new CapsuleGeometry2(data.radius, data.length, data.capSegments, data.radialSegments);
21
+ }
17
22
  }
18
- static fromJSON(data) {
19
- return new CapsuleGeometry(data.radius, data.length, data.capSegments, data.radialSegments);
20
- }
21
- }
23
+ return CapsuleGeometry2;
24
+ })();
22
25
  exports.CapsuleGeometry = CapsuleGeometry;
23
26
  //# sourceMappingURL=CapsuleGeometry.cjs.map
@@ -1 +1 @@
1
- {"version":3,"file":"CapsuleGeometry.cjs","sources":["../../src/_polyfill/CapsuleGeometry.js"],"sourcesContent":["import { Path, LatheGeometry } from 'three'\n\nclass CapsuleGeometry extends LatheGeometry {\n constructor(radius = 1, length = 1, capSegments = 4, radialSegments = 8) {\n const path = new Path()\n path.absarc(0, -length / 2, radius, Math.PI * 1.5, 0)\n path.absarc(0, length / 2, radius, 0, Math.PI * 0.5)\n\n super(path.getPoints(capSegments), radialSegments)\n\n this.type = 'CapsuleGeometry'\n\n this.parameters = {\n radius: radius,\n height: length,\n capSegments: capSegments,\n radialSegments: radialSegments,\n }\n }\n\n static fromJSON(data) {\n return new CapsuleGeometry(data.radius, data.length, data.capSegments, data.radialSegments)\n }\n}\n\nexport { CapsuleGeometry }\n"],"names":["LatheGeometry","Path"],"mappings":";;;AAEA,MAAM,wBAAwBA,MAAAA,cAAc;AAAA,EAC1C,YAAY,SAAS,GAAG,SAAS,GAAG,cAAc,GAAG,iBAAiB,GAAG;AACvE,UAAM,OAAO,IAAIC,WAAM;AACvB,SAAK,OAAO,GAAG,CAAC,SAAS,GAAG,QAAQ,KAAK,KAAK,KAAK,CAAC;AACpD,SAAK,OAAO,GAAG,SAAS,GAAG,QAAQ,GAAG,KAAK,KAAK,GAAG;AAEnD,UAAM,KAAK,UAAU,WAAW,GAAG,cAAc;AAEjD,SAAK,OAAO;AAEZ,SAAK,aAAa;AAAA,MAChB;AAAA,MACA,QAAQ;AAAA,MACR;AAAA,MACA;AAAA,IACD;AAAA,EACF;AAAA,EAED,OAAO,SAAS,MAAM;AACpB,WAAO,IAAI,gBAAgB,KAAK,QAAQ,KAAK,QAAQ,KAAK,aAAa,KAAK,cAAc;AAAA,EAC3F;AACH;;"}
1
+ {"version":3,"file":"CapsuleGeometry.cjs","sources":["../../src/_polyfill/CapsuleGeometry.js"],"sourcesContent":["import { Path, LatheGeometry } from 'three'\n\nconst CapsuleGeometry = /* @__PURE__ */ (() => {\n class CapsuleGeometry extends LatheGeometry {\n constructor(radius = 1, length = 1, capSegments = 4, radialSegments = 8) {\n const path = new Path()\n path.absarc(0, -length / 2, radius, Math.PI * 1.5, 0)\n path.absarc(0, length / 2, radius, 0, Math.PI * 0.5)\n\n super(path.getPoints(capSegments), radialSegments)\n\n this.type = 'CapsuleGeometry'\n\n this.parameters = {\n radius: radius,\n height: length,\n capSegments: capSegments,\n radialSegments: radialSegments,\n }\n }\n\n static fromJSON(data) {\n return new CapsuleGeometry(data.radius, data.length, data.capSegments, data.radialSegments)\n }\n }\n\n return CapsuleGeometry\n})()\n\nexport { CapsuleGeometry }\n"],"names":["CapsuleGeometry","LatheGeometry","Path"],"mappings":";;;AAEK,MAAC,kBAAmC,uBAAM;AAC7C,QAAMA,yBAAwBC,MAAAA,cAAc;AAAA,IAC1C,YAAY,SAAS,GAAG,SAAS,GAAG,cAAc,GAAG,iBAAiB,GAAG;AACvE,YAAM,OAAO,IAAIC,WAAM;AACvB,WAAK,OAAO,GAAG,CAAC,SAAS,GAAG,QAAQ,KAAK,KAAK,KAAK,CAAC;AACpD,WAAK,OAAO,GAAG,SAAS,GAAG,QAAQ,GAAG,KAAK,KAAK,GAAG;AAEnD,YAAM,KAAK,UAAU,WAAW,GAAG,cAAc;AAEjD,WAAK,OAAO;AAEZ,WAAK,aAAa;AAAA,QAChB;AAAA,QACA,QAAQ;AAAA,QACR;AAAA,QACA;AAAA,MACD;AAAA,IACF;AAAA,IAED,OAAO,SAAS,MAAM;AACpB,aAAO,IAAIF,iBAAgB,KAAK,QAAQ,KAAK,QAAQ,KAAK,aAAa,KAAK,cAAc;AAAA,IAC3F;AAAA,EACF;AAED,SAAOA;AACT,GAAC;;"}
@@ -1,22 +1,25 @@
1
1
  import { LatheGeometry, Path } from "three";
2
- class CapsuleGeometry extends LatheGeometry {
3
- constructor(radius = 1, length = 1, capSegments = 4, radialSegments = 8) {
4
- const path = new Path();
5
- path.absarc(0, -length / 2, radius, Math.PI * 1.5, 0);
6
- path.absarc(0, length / 2, radius, 0, Math.PI * 0.5);
7
- super(path.getPoints(capSegments), radialSegments);
8
- this.type = "CapsuleGeometry";
9
- this.parameters = {
10
- radius,
11
- height: length,
12
- capSegments,
13
- radialSegments
14
- };
2
+ const CapsuleGeometry = /* @__PURE__ */ (() => {
3
+ class CapsuleGeometry2 extends LatheGeometry {
4
+ constructor(radius = 1, length = 1, capSegments = 4, radialSegments = 8) {
5
+ const path = new Path();
6
+ path.absarc(0, -length / 2, radius, Math.PI * 1.5, 0);
7
+ path.absarc(0, length / 2, radius, 0, Math.PI * 0.5);
8
+ super(path.getPoints(capSegments), radialSegments);
9
+ this.type = "CapsuleGeometry";
10
+ this.parameters = {
11
+ radius,
12
+ height: length,
13
+ capSegments,
14
+ radialSegments
15
+ };
16
+ }
17
+ static fromJSON(data) {
18
+ return new CapsuleGeometry2(data.radius, data.length, data.capSegments, data.radialSegments);
19
+ }
15
20
  }
16
- static fromJSON(data) {
17
- return new CapsuleGeometry(data.radius, data.length, data.capSegments, data.radialSegments);
18
- }
19
- }
21
+ return CapsuleGeometry2;
22
+ })();
20
23
  export {
21
24
  CapsuleGeometry
22
25
  };
@@ -1 +1 @@
1
- {"version":3,"file":"CapsuleGeometry.js","sources":["../../src/_polyfill/CapsuleGeometry.js"],"sourcesContent":["import { Path, LatheGeometry } from 'three'\n\nclass CapsuleGeometry extends LatheGeometry {\n constructor(radius = 1, length = 1, capSegments = 4, radialSegments = 8) {\n const path = new Path()\n path.absarc(0, -length / 2, radius, Math.PI * 1.5, 0)\n path.absarc(0, length / 2, radius, 0, Math.PI * 0.5)\n\n super(path.getPoints(capSegments), radialSegments)\n\n this.type = 'CapsuleGeometry'\n\n this.parameters = {\n radius: radius,\n height: length,\n capSegments: capSegments,\n radialSegments: radialSegments,\n }\n }\n\n static fromJSON(data) {\n return new CapsuleGeometry(data.radius, data.length, data.capSegments, data.radialSegments)\n }\n}\n\nexport { CapsuleGeometry }\n"],"names":[],"mappings":";AAEA,MAAM,wBAAwB,cAAc;AAAA,EAC1C,YAAY,SAAS,GAAG,SAAS,GAAG,cAAc,GAAG,iBAAiB,GAAG;AACvE,UAAM,OAAO,IAAI,KAAM;AACvB,SAAK,OAAO,GAAG,CAAC,SAAS,GAAG,QAAQ,KAAK,KAAK,KAAK,CAAC;AACpD,SAAK,OAAO,GAAG,SAAS,GAAG,QAAQ,GAAG,KAAK,KAAK,GAAG;AAEnD,UAAM,KAAK,UAAU,WAAW,GAAG,cAAc;AAEjD,SAAK,OAAO;AAEZ,SAAK,aAAa;AAAA,MAChB;AAAA,MACA,QAAQ;AAAA,MACR;AAAA,MACA;AAAA,IACD;AAAA,EACF;AAAA,EAED,OAAO,SAAS,MAAM;AACpB,WAAO,IAAI,gBAAgB,KAAK,QAAQ,KAAK,QAAQ,KAAK,aAAa,KAAK,cAAc;AAAA,EAC3F;AACH;"}
1
+ {"version":3,"file":"CapsuleGeometry.js","sources":["../../src/_polyfill/CapsuleGeometry.js"],"sourcesContent":["import { Path, LatheGeometry } from 'three'\n\nconst CapsuleGeometry = /* @__PURE__ */ (() => {\n class CapsuleGeometry extends LatheGeometry {\n constructor(radius = 1, length = 1, capSegments = 4, radialSegments = 8) {\n const path = new Path()\n path.absarc(0, -length / 2, radius, Math.PI * 1.5, 0)\n path.absarc(0, length / 2, radius, 0, Math.PI * 0.5)\n\n super(path.getPoints(capSegments), radialSegments)\n\n this.type = 'CapsuleGeometry'\n\n this.parameters = {\n radius: radius,\n height: length,\n capSegments: capSegments,\n radialSegments: radialSegments,\n }\n }\n\n static fromJSON(data) {\n return new CapsuleGeometry(data.radius, data.length, data.capSegments, data.radialSegments)\n }\n }\n\n return CapsuleGeometry\n})()\n\nexport { CapsuleGeometry }\n"],"names":["CapsuleGeometry"],"mappings":";AAEK,MAAC,kBAAmC,uBAAM;AAC7C,QAAMA,yBAAwB,cAAc;AAAA,IAC1C,YAAY,SAAS,GAAG,SAAS,GAAG,cAAc,GAAG,iBAAiB,GAAG;AACvE,YAAM,OAAO,IAAI,KAAM;AACvB,WAAK,OAAO,GAAG,CAAC,SAAS,GAAG,QAAQ,KAAK,KAAK,KAAK,CAAC;AACpD,WAAK,OAAO,GAAG,SAAS,GAAG,QAAQ,GAAG,KAAK,KAAK,GAAG;AAEnD,YAAM,KAAK,UAAU,WAAW,GAAG,cAAc;AAEjD,WAAK,OAAO;AAEZ,WAAK,aAAa;AAAA,QAChB;AAAA,QACA,QAAQ;AAAA,QACR;AAAA,QACA;AAAA,MACD;AAAA,IACF;AAAA,IAED,OAAO,SAAS,MAAM;AACpB,aAAO,IAAIA,iBAAgB,KAAK,QAAQ,KAAK,QAAQ,KAAK,aAAa,KAAK,cAAc;AAAA,IAC3F;AAAA,EACF;AAED,SAAOA;AACT,GAAC;"}
@@ -1,6 +1,6 @@
1
1
  "use strict";
2
2
  Object.defineProperty(exports, Symbol.toStringTag, { value: "Module" });
3
3
  const THREE = require("three");
4
- const version = parseInt(THREE.REVISION.replace(/\D+/g, ""));
4
+ const version = /* @__PURE__ */ (() => parseInt(THREE.REVISION.replace(/\D+/g, "")))();
5
5
  exports.version = version;
6
6
  //# sourceMappingURL=constants.cjs.map
@@ -1 +1 @@
1
- {"version":3,"file":"constants.cjs","sources":["../../src/_polyfill/constants.ts"],"sourcesContent":["import { REVISION } from 'three'\n\nexport const version = parseInt(REVISION.replace(/\\D+/g, ''))\n"],"names":["REVISION"],"mappings":";;;AAEO,MAAM,UAAU,SAASA,MAAAA,SAAS,QAAQ,QAAQ,EAAE,CAAC;;"}
1
+ {"version":3,"file":"constants.cjs","sources":["../../src/_polyfill/constants.ts"],"sourcesContent":["import { REVISION } from 'three'\n\nexport const version = /* @__PURE__ */ (() => parseInt(REVISION.replace(/\\D+/g, '')))()\n"],"names":["REVISION"],"mappings":";;;AAEa,MAAA,iCAAiC,SAASA,MAAAA,SAAS,QAAQ,QAAQ,EAAE,CAAC,GAAG;;"}
@@ -1,5 +1,5 @@
1
1
  import { REVISION } from "three";
2
- const version = parseInt(REVISION.replace(/\D+/g, ""));
2
+ const version = /* @__PURE__ */ (() => parseInt(REVISION.replace(/\D+/g, "")))();
3
3
  export {
4
4
  version
5
5
  };
@@ -1 +1 @@
1
- {"version":3,"file":"constants.js","sources":["../../src/_polyfill/constants.ts"],"sourcesContent":["import { REVISION } from 'three'\n\nexport const version = parseInt(REVISION.replace(/\\D+/g, ''))\n"],"names":[],"mappings":";AAEO,MAAM,UAAU,SAAS,SAAS,QAAQ,QAAQ,EAAE,CAAC;"}
1
+ {"version":3,"file":"constants.js","sources":["../../src/_polyfill/constants.ts"],"sourcesContent":["import { REVISION } from 'three'\n\nexport const version = /* @__PURE__ */ (() => parseInt(REVISION.replace(/\\D+/g, '')))()\n"],"names":[],"mappings":";AAEa,MAAA,iCAAiC,SAAS,SAAS,QAAQ,QAAQ,EAAE,CAAC,GAAG;"}
@@ -1,20 +1,20 @@
1
1
  "use strict";
2
2
  Object.defineProperty(exports, Symbol.toStringTag, { value: "Module" });
3
3
  const THREE = require("three");
4
- class AnimationClipCreator {
5
- static CreateRotationAnimation(period, axis = "x") {
4
+ const AnimationClipCreator = {
5
+ CreateRotationAnimation(period, axis = "x") {
6
6
  const times = [0, period], values = [0, 360];
7
7
  const trackName = ".rotation[" + axis + "]";
8
8
  const track = new THREE.NumberKeyframeTrack(trackName, times, values);
9
9
  return new THREE.AnimationClip(null, period, [track]);
10
- }
11
- static CreateScaleAxisAnimation(period, axis = "x") {
10
+ },
11
+ CreateScaleAxisAnimation(period, axis = "x") {
12
12
  const times = [0, period], values = [0, 1];
13
13
  const trackName = ".scale[" + axis + "]";
14
14
  const track = new THREE.NumberKeyframeTrack(trackName, times, values);
15
15
  return new THREE.AnimationClip(null, period, [track]);
16
- }
17
- static CreateShakeAnimation(duration, shakeScale) {
16
+ },
17
+ CreateShakeAnimation(duration, shakeScale) {
18
18
  const times = [], values = [], tmp = new THREE.Vector3();
19
19
  for (let i = 0; i < duration * 10; i++) {
20
20
  times.push(i / 10);
@@ -23,8 +23,8 @@ class AnimationClipCreator {
23
23
  const trackName = ".position";
24
24
  const track = new THREE.VectorKeyframeTrack(trackName, times, values);
25
25
  return new THREE.AnimationClip(null, duration, [track]);
26
- }
27
- static CreatePulsationAnimation(duration, pulseScale) {
26
+ },
27
+ CreatePulsationAnimation(duration, pulseScale) {
28
28
  const times = [], values = [], tmp = new THREE.Vector3();
29
29
  for (let i = 0; i < duration * 10; i++) {
30
30
  times.push(i / 10);
@@ -34,14 +34,14 @@ class AnimationClipCreator {
34
34
  const trackName = ".scale";
35
35
  const track = new THREE.VectorKeyframeTrack(trackName, times, values);
36
36
  return new THREE.AnimationClip(null, duration, [track]);
37
- }
38
- static CreateVisibilityAnimation(duration) {
37
+ },
38
+ CreateVisibilityAnimation(duration) {
39
39
  const times = [0, duration / 2, duration], values = [true, false, true];
40
40
  const trackName = ".visible";
41
41
  const track = new THREE.BooleanKeyframeTrack(trackName, times, values);
42
42
  return new THREE.AnimationClip(null, duration, [track]);
43
- }
44
- static CreateMaterialColorAnimation(duration, colors) {
43
+ },
44
+ CreateMaterialColorAnimation(duration, colors) {
45
45
  const times = [], values = [], timeStep = duration / colors.length;
46
46
  for (let i = 0; i < colors.length; i++) {
47
47
  times.push(i * timeStep);
@@ -52,6 +52,6 @@ class AnimationClipCreator {
52
52
  const track = new THREE.ColorKeyframeTrack(trackName, times, values);
53
53
  return new THREE.AnimationClip(null, duration, [track]);
54
54
  }
55
- }
55
+ };
56
56
  exports.AnimationClipCreator = AnimationClipCreator;
57
57
  //# sourceMappingURL=AnimationClipCreator.cjs.map
@@ -1 +1 @@
1
- {"version":3,"file":"AnimationClipCreator.cjs","sources":["../../src/animation/AnimationClipCreator.js"],"sourcesContent":["import {\n AnimationClip,\n BooleanKeyframeTrack,\n ColorKeyframeTrack,\n NumberKeyframeTrack,\n Vector3,\n VectorKeyframeTrack,\n} from 'three'\n\nclass AnimationClipCreator {\n static CreateRotationAnimation(period, axis = 'x') {\n const times = [0, period],\n values = [0, 360]\n\n const trackName = '.rotation[' + axis + ']'\n\n const track = new NumberKeyframeTrack(trackName, times, values)\n\n return new AnimationClip(null, period, [track])\n }\n\n static CreateScaleAxisAnimation(period, axis = 'x') {\n const times = [0, period],\n values = [0, 1]\n\n const trackName = '.scale[' + axis + ']'\n\n const track = new NumberKeyframeTrack(trackName, times, values)\n\n return new AnimationClip(null, period, [track])\n }\n\n static CreateShakeAnimation(duration, shakeScale) {\n const times = [],\n values = [],\n tmp = new Vector3()\n\n for (let i = 0; i < duration * 10; i++) {\n times.push(i / 10)\n\n tmp\n .set(Math.random() * 2.0 - 1.0, Math.random() * 2.0 - 1.0, Math.random() * 2.0 - 1.0)\n .multiply(shakeScale)\n .toArray(values, values.length)\n }\n\n const trackName = '.position'\n\n const track = new VectorKeyframeTrack(trackName, times, values)\n\n return new AnimationClip(null, duration, [track])\n }\n\n static CreatePulsationAnimation(duration, pulseScale) {\n const times = [],\n values = [],\n tmp = new Vector3()\n\n for (let i = 0; i < duration * 10; i++) {\n times.push(i / 10)\n\n const scaleFactor = Math.random() * pulseScale\n tmp.set(scaleFactor, scaleFactor, scaleFactor).toArray(values, values.length)\n }\n\n const trackName = '.scale'\n\n const track = new VectorKeyframeTrack(trackName, times, values)\n\n return new AnimationClip(null, duration, [track])\n }\n\n static CreateVisibilityAnimation(duration) {\n const times = [0, duration / 2, duration],\n values = [true, false, true]\n\n const trackName = '.visible'\n\n const track = new BooleanKeyframeTrack(trackName, times, values)\n\n return new AnimationClip(null, duration, [track])\n }\n\n static CreateMaterialColorAnimation(duration, colors) {\n const times = [],\n values = [],\n timeStep = duration / colors.length\n\n for (let i = 0; i < colors.length; i++) {\n times.push(i * timeStep)\n\n const color = colors[i]\n values.push(color.r, color.g, color.b)\n }\n\n const trackName = '.material.color'\n\n const track = new ColorKeyframeTrack(trackName, times, values)\n\n return new AnimationClip(null, duration, [track])\n }\n}\n\nexport { AnimationClipCreator }\n"],"names":["NumberKeyframeTrack","AnimationClip","Vector3","VectorKeyframeTrack","BooleanKeyframeTrack","ColorKeyframeTrack"],"mappings":";;;AASA,MAAM,qBAAqB;AAAA,EACzB,OAAO,wBAAwB,QAAQ,OAAO,KAAK;AACjD,UAAM,QAAQ,CAAC,GAAG,MAAM,GACtB,SAAS,CAAC,GAAG,GAAG;AAElB,UAAM,YAAY,eAAe,OAAO;AAExC,UAAM,QAAQ,IAAIA,MAAAA,oBAAoB,WAAW,OAAO,MAAM;AAE9D,WAAO,IAAIC,MAAAA,cAAc,MAAM,QAAQ,CAAC,KAAK,CAAC;AAAA,EAC/C;AAAA,EAED,OAAO,yBAAyB,QAAQ,OAAO,KAAK;AAClD,UAAM,QAAQ,CAAC,GAAG,MAAM,GACtB,SAAS,CAAC,GAAG,CAAC;AAEhB,UAAM,YAAY,YAAY,OAAO;AAErC,UAAM,QAAQ,IAAID,MAAAA,oBAAoB,WAAW,OAAO,MAAM;AAE9D,WAAO,IAAIC,MAAAA,cAAc,MAAM,QAAQ,CAAC,KAAK,CAAC;AAAA,EAC/C;AAAA,EAED,OAAO,qBAAqB,UAAU,YAAY;AAChD,UAAM,QAAQ,CAAE,GACd,SAAS,CAAE,GACX,MAAM,IAAIC,MAAAA,QAAS;AAErB,aAAS,IAAI,GAAG,IAAI,WAAW,IAAI,KAAK;AACtC,YAAM,KAAK,IAAI,EAAE;AAEjB,UACG,IAAI,KAAK,OAAM,IAAK,IAAM,GAAK,KAAK,OAAQ,IAAG,IAAM,GAAK,KAAK,OAAM,IAAK,IAAM,CAAG,EACnF,SAAS,UAAU,EACnB,QAAQ,QAAQ,OAAO,MAAM;AAAA,IACjC;AAED,UAAM,YAAY;AAElB,UAAM,QAAQ,IAAIC,MAAAA,oBAAoB,WAAW,OAAO,MAAM;AAE9D,WAAO,IAAIF,MAAAA,cAAc,MAAM,UAAU,CAAC,KAAK,CAAC;AAAA,EACjD;AAAA,EAED,OAAO,yBAAyB,UAAU,YAAY;AACpD,UAAM,QAAQ,CAAE,GACd,SAAS,CAAE,GACX,MAAM,IAAIC,MAAAA,QAAS;AAErB,aAAS,IAAI,GAAG,IAAI,WAAW,IAAI,KAAK;AACtC,YAAM,KAAK,IAAI,EAAE;AAEjB,YAAM,cAAc,KAAK,OAAM,IAAK;AACpC,UAAI,IAAI,aAAa,aAAa,WAAW,EAAE,QAAQ,QAAQ,OAAO,MAAM;AAAA,IAC7E;AAED,UAAM,YAAY;AAElB,UAAM,QAAQ,IAAIC,MAAAA,oBAAoB,WAAW,OAAO,MAAM;AAE9D,WAAO,IAAIF,MAAAA,cAAc,MAAM,UAAU,CAAC,KAAK,CAAC;AAAA,EACjD;AAAA,EAED,OAAO,0BAA0B,UAAU;AACzC,UAAM,QAAQ,CAAC,GAAG,WAAW,GAAG,QAAQ,GACtC,SAAS,CAAC,MAAM,OAAO,IAAI;AAE7B,UAAM,YAAY;AAElB,UAAM,QAAQ,IAAIG,MAAAA,qBAAqB,WAAW,OAAO,MAAM;AAE/D,WAAO,IAAIH,MAAAA,cAAc,MAAM,UAAU,CAAC,KAAK,CAAC;AAAA,EACjD;AAAA,EAED,OAAO,6BAA6B,UAAU,QAAQ;AACpD,UAAM,QAAQ,CAAE,GACd,SAAS,CAAE,GACX,WAAW,WAAW,OAAO;AAE/B,aAAS,IAAI,GAAG,IAAI,OAAO,QAAQ,KAAK;AACtC,YAAM,KAAK,IAAI,QAAQ;AAEvB,YAAM,QAAQ,OAAO,CAAC;AACtB,aAAO,KAAK,MAAM,GAAG,MAAM,GAAG,MAAM,CAAC;AAAA,IACtC;AAED,UAAM,YAAY;AAElB,UAAM,QAAQ,IAAII,MAAAA,mBAAmB,WAAW,OAAO,MAAM;AAE7D,WAAO,IAAIJ,MAAAA,cAAc,MAAM,UAAU,CAAC,KAAK,CAAC;AAAA,EACjD;AACH;;"}
1
+ {"version":3,"file":"AnimationClipCreator.cjs","sources":["../../src/animation/AnimationClipCreator.js"],"sourcesContent":["import {\n AnimationClip,\n BooleanKeyframeTrack,\n ColorKeyframeTrack,\n NumberKeyframeTrack,\n Vector3,\n VectorKeyframeTrack,\n} from 'three'\n\nconst AnimationClipCreator = {\n CreateRotationAnimation(period, axis = 'x') {\n const times = [0, period],\n values = [0, 360]\n\n const trackName = '.rotation[' + axis + ']'\n\n const track = new NumberKeyframeTrack(trackName, times, values)\n\n return new AnimationClip(null, period, [track])\n },\n\n CreateScaleAxisAnimation(period, axis = 'x') {\n const times = [0, period],\n values = [0, 1]\n\n const trackName = '.scale[' + axis + ']'\n\n const track = new NumberKeyframeTrack(trackName, times, values)\n\n return new AnimationClip(null, period, [track])\n },\n\n CreateShakeAnimation(duration, shakeScale) {\n const times = [],\n values = [],\n tmp = new Vector3()\n\n for (let i = 0; i < duration * 10; i++) {\n times.push(i / 10)\n\n tmp\n .set(Math.random() * 2.0 - 1.0, Math.random() * 2.0 - 1.0, Math.random() * 2.0 - 1.0)\n .multiply(shakeScale)\n .toArray(values, values.length)\n }\n\n const trackName = '.position'\n\n const track = new VectorKeyframeTrack(trackName, times, values)\n\n return new AnimationClip(null, duration, [track])\n },\n\n CreatePulsationAnimation(duration, pulseScale) {\n const times = [],\n values = [],\n tmp = new Vector3()\n\n for (let i = 0; i < duration * 10; i++) {\n times.push(i / 10)\n\n const scaleFactor = Math.random() * pulseScale\n tmp.set(scaleFactor, scaleFactor, scaleFactor).toArray(values, values.length)\n }\n\n const trackName = '.scale'\n\n const track = new VectorKeyframeTrack(trackName, times, values)\n\n return new AnimationClip(null, duration, [track])\n },\n\n CreateVisibilityAnimation(duration) {\n const times = [0, duration / 2, duration],\n values = [true, false, true]\n\n const trackName = '.visible'\n\n const track = new BooleanKeyframeTrack(trackName, times, values)\n\n return new AnimationClip(null, duration, [track])\n },\n\n CreateMaterialColorAnimation(duration, colors) {\n const times = [],\n values = [],\n timeStep = duration / colors.length\n\n for (let i = 0; i < colors.length; i++) {\n times.push(i * timeStep)\n\n const color = colors[i]\n values.push(color.r, color.g, color.b)\n }\n\n const trackName = '.material.color'\n\n const track = new ColorKeyframeTrack(trackName, times, values)\n\n return new AnimationClip(null, duration, [track])\n },\n}\n\nexport { AnimationClipCreator }\n"],"names":["NumberKeyframeTrack","AnimationClip","Vector3","VectorKeyframeTrack","BooleanKeyframeTrack","ColorKeyframeTrack"],"mappings":";;;AASK,MAAC,uBAAuB;AAAA,EAC3B,wBAAwB,QAAQ,OAAO,KAAK;AAC1C,UAAM,QAAQ,CAAC,GAAG,MAAM,GACtB,SAAS,CAAC,GAAG,GAAG;AAElB,UAAM,YAAY,eAAe,OAAO;AAExC,UAAM,QAAQ,IAAIA,MAAAA,oBAAoB,WAAW,OAAO,MAAM;AAE9D,WAAO,IAAIC,MAAAA,cAAc,MAAM,QAAQ,CAAC,KAAK,CAAC;AAAA,EAC/C;AAAA,EAED,yBAAyB,QAAQ,OAAO,KAAK;AAC3C,UAAM,QAAQ,CAAC,GAAG,MAAM,GACtB,SAAS,CAAC,GAAG,CAAC;AAEhB,UAAM,YAAY,YAAY,OAAO;AAErC,UAAM,QAAQ,IAAID,MAAAA,oBAAoB,WAAW,OAAO,MAAM;AAE9D,WAAO,IAAIC,MAAAA,cAAc,MAAM,QAAQ,CAAC,KAAK,CAAC;AAAA,EAC/C;AAAA,EAED,qBAAqB,UAAU,YAAY;AACzC,UAAM,QAAQ,CAAE,GACd,SAAS,CAAE,GACX,MAAM,IAAIC,MAAAA,QAAS;AAErB,aAAS,IAAI,GAAG,IAAI,WAAW,IAAI,KAAK;AACtC,YAAM,KAAK,IAAI,EAAE;AAEjB,UACG,IAAI,KAAK,OAAM,IAAK,IAAM,GAAK,KAAK,OAAQ,IAAG,IAAM,GAAK,KAAK,OAAM,IAAK,IAAM,CAAG,EACnF,SAAS,UAAU,EACnB,QAAQ,QAAQ,OAAO,MAAM;AAAA,IACjC;AAED,UAAM,YAAY;AAElB,UAAM,QAAQ,IAAIC,MAAAA,oBAAoB,WAAW,OAAO,MAAM;AAE9D,WAAO,IAAIF,MAAAA,cAAc,MAAM,UAAU,CAAC,KAAK,CAAC;AAAA,EACjD;AAAA,EAED,yBAAyB,UAAU,YAAY;AAC7C,UAAM,QAAQ,CAAE,GACd,SAAS,CAAE,GACX,MAAM,IAAIC,MAAAA,QAAS;AAErB,aAAS,IAAI,GAAG,IAAI,WAAW,IAAI,KAAK;AACtC,YAAM,KAAK,IAAI,EAAE;AAEjB,YAAM,cAAc,KAAK,OAAM,IAAK;AACpC,UAAI,IAAI,aAAa,aAAa,WAAW,EAAE,QAAQ,QAAQ,OAAO,MAAM;AAAA,IAC7E;AAED,UAAM,YAAY;AAElB,UAAM,QAAQ,IAAIC,MAAAA,oBAAoB,WAAW,OAAO,MAAM;AAE9D,WAAO,IAAIF,MAAAA,cAAc,MAAM,UAAU,CAAC,KAAK,CAAC;AAAA,EACjD;AAAA,EAED,0BAA0B,UAAU;AAClC,UAAM,QAAQ,CAAC,GAAG,WAAW,GAAG,QAAQ,GACtC,SAAS,CAAC,MAAM,OAAO,IAAI;AAE7B,UAAM,YAAY;AAElB,UAAM,QAAQ,IAAIG,MAAAA,qBAAqB,WAAW,OAAO,MAAM;AAE/D,WAAO,IAAIH,MAAAA,cAAc,MAAM,UAAU,CAAC,KAAK,CAAC;AAAA,EACjD;AAAA,EAED,6BAA6B,UAAU,QAAQ;AAC7C,UAAM,QAAQ,CAAE,GACd,SAAS,CAAE,GACX,WAAW,WAAW,OAAO;AAE/B,aAAS,IAAI,GAAG,IAAI,OAAO,QAAQ,KAAK;AACtC,YAAM,KAAK,IAAI,QAAQ;AAEvB,YAAM,QAAQ,OAAO,CAAC;AACtB,aAAO,KAAK,MAAM,GAAG,MAAM,GAAG,MAAM,CAAC;AAAA,IACtC;AAED,UAAM,YAAY;AAElB,UAAM,QAAQ,IAAII,MAAAA,mBAAmB,WAAW,OAAO,MAAM;AAE7D,WAAO,IAAIJ,MAAAA,cAAc,MAAM,UAAU,CAAC,KAAK,CAAC;AAAA,EACjD;AACH;;"}
@@ -1,18 +1,18 @@
1
1
  import { NumberKeyframeTrack, AnimationClip, Vector3, VectorKeyframeTrack, BooleanKeyframeTrack, ColorKeyframeTrack } from "three";
2
- class AnimationClipCreator {
3
- static CreateRotationAnimation(period, axis = "x") {
2
+ const AnimationClipCreator = {
3
+ CreateRotationAnimation(period, axis = "x") {
4
4
  const times = [0, period], values = [0, 360];
5
5
  const trackName = ".rotation[" + axis + "]";
6
6
  const track = new NumberKeyframeTrack(trackName, times, values);
7
7
  return new AnimationClip(null, period, [track]);
8
- }
9
- static CreateScaleAxisAnimation(period, axis = "x") {
8
+ },
9
+ CreateScaleAxisAnimation(period, axis = "x") {
10
10
  const times = [0, period], values = [0, 1];
11
11
  const trackName = ".scale[" + axis + "]";
12
12
  const track = new NumberKeyframeTrack(trackName, times, values);
13
13
  return new AnimationClip(null, period, [track]);
14
- }
15
- static CreateShakeAnimation(duration, shakeScale) {
14
+ },
15
+ CreateShakeAnimation(duration, shakeScale) {
16
16
  const times = [], values = [], tmp = new Vector3();
17
17
  for (let i = 0; i < duration * 10; i++) {
18
18
  times.push(i / 10);
@@ -21,8 +21,8 @@ class AnimationClipCreator {
21
21
  const trackName = ".position";
22
22
  const track = new VectorKeyframeTrack(trackName, times, values);
23
23
  return new AnimationClip(null, duration, [track]);
24
- }
25
- static CreatePulsationAnimation(duration, pulseScale) {
24
+ },
25
+ CreatePulsationAnimation(duration, pulseScale) {
26
26
  const times = [], values = [], tmp = new Vector3();
27
27
  for (let i = 0; i < duration * 10; i++) {
28
28
  times.push(i / 10);
@@ -32,14 +32,14 @@ class AnimationClipCreator {
32
32
  const trackName = ".scale";
33
33
  const track = new VectorKeyframeTrack(trackName, times, values);
34
34
  return new AnimationClip(null, duration, [track]);
35
- }
36
- static CreateVisibilityAnimation(duration) {
35
+ },
36
+ CreateVisibilityAnimation(duration) {
37
37
  const times = [0, duration / 2, duration], values = [true, false, true];
38
38
  const trackName = ".visible";
39
39
  const track = new BooleanKeyframeTrack(trackName, times, values);
40
40
  return new AnimationClip(null, duration, [track]);
41
- }
42
- static CreateMaterialColorAnimation(duration, colors) {
41
+ },
42
+ CreateMaterialColorAnimation(duration, colors) {
43
43
  const times = [], values = [], timeStep = duration / colors.length;
44
44
  for (let i = 0; i < colors.length; i++) {
45
45
  times.push(i * timeStep);
@@ -50,7 +50,7 @@ class AnimationClipCreator {
50
50
  const track = new ColorKeyframeTrack(trackName, times, values);
51
51
  return new AnimationClip(null, duration, [track]);
52
52
  }
53
- }
53
+ };
54
54
  export {
55
55
  AnimationClipCreator
56
56
  };
@@ -1 +1 @@
1
- {"version":3,"file":"AnimationClipCreator.js","sources":["../../src/animation/AnimationClipCreator.js"],"sourcesContent":["import {\n AnimationClip,\n BooleanKeyframeTrack,\n ColorKeyframeTrack,\n NumberKeyframeTrack,\n Vector3,\n VectorKeyframeTrack,\n} from 'three'\n\nclass AnimationClipCreator {\n static CreateRotationAnimation(period, axis = 'x') {\n const times = [0, period],\n values = [0, 360]\n\n const trackName = '.rotation[' + axis + ']'\n\n const track = new NumberKeyframeTrack(trackName, times, values)\n\n return new AnimationClip(null, period, [track])\n }\n\n static CreateScaleAxisAnimation(period, axis = 'x') {\n const times = [0, period],\n values = [0, 1]\n\n const trackName = '.scale[' + axis + ']'\n\n const track = new NumberKeyframeTrack(trackName, times, values)\n\n return new AnimationClip(null, period, [track])\n }\n\n static CreateShakeAnimation(duration, shakeScale) {\n const times = [],\n values = [],\n tmp = new Vector3()\n\n for (let i = 0; i < duration * 10; i++) {\n times.push(i / 10)\n\n tmp\n .set(Math.random() * 2.0 - 1.0, Math.random() * 2.0 - 1.0, Math.random() * 2.0 - 1.0)\n .multiply(shakeScale)\n .toArray(values, values.length)\n }\n\n const trackName = '.position'\n\n const track = new VectorKeyframeTrack(trackName, times, values)\n\n return new AnimationClip(null, duration, [track])\n }\n\n static CreatePulsationAnimation(duration, pulseScale) {\n const times = [],\n values = [],\n tmp = new Vector3()\n\n for (let i = 0; i < duration * 10; i++) {\n times.push(i / 10)\n\n const scaleFactor = Math.random() * pulseScale\n tmp.set(scaleFactor, scaleFactor, scaleFactor).toArray(values, values.length)\n }\n\n const trackName = '.scale'\n\n const track = new VectorKeyframeTrack(trackName, times, values)\n\n return new AnimationClip(null, duration, [track])\n }\n\n static CreateVisibilityAnimation(duration) {\n const times = [0, duration / 2, duration],\n values = [true, false, true]\n\n const trackName = '.visible'\n\n const track = new BooleanKeyframeTrack(trackName, times, values)\n\n return new AnimationClip(null, duration, [track])\n }\n\n static CreateMaterialColorAnimation(duration, colors) {\n const times = [],\n values = [],\n timeStep = duration / colors.length\n\n for (let i = 0; i < colors.length; i++) {\n times.push(i * timeStep)\n\n const color = colors[i]\n values.push(color.r, color.g, color.b)\n }\n\n const trackName = '.material.color'\n\n const track = new ColorKeyframeTrack(trackName, times, values)\n\n return new AnimationClip(null, duration, [track])\n }\n}\n\nexport { AnimationClipCreator }\n"],"names":[],"mappings":";AASA,MAAM,qBAAqB;AAAA,EACzB,OAAO,wBAAwB,QAAQ,OAAO,KAAK;AACjD,UAAM,QAAQ,CAAC,GAAG,MAAM,GACtB,SAAS,CAAC,GAAG,GAAG;AAElB,UAAM,YAAY,eAAe,OAAO;AAExC,UAAM,QAAQ,IAAI,oBAAoB,WAAW,OAAO,MAAM;AAE9D,WAAO,IAAI,cAAc,MAAM,QAAQ,CAAC,KAAK,CAAC;AAAA,EAC/C;AAAA,EAED,OAAO,yBAAyB,QAAQ,OAAO,KAAK;AAClD,UAAM,QAAQ,CAAC,GAAG,MAAM,GACtB,SAAS,CAAC,GAAG,CAAC;AAEhB,UAAM,YAAY,YAAY,OAAO;AAErC,UAAM,QAAQ,IAAI,oBAAoB,WAAW,OAAO,MAAM;AAE9D,WAAO,IAAI,cAAc,MAAM,QAAQ,CAAC,KAAK,CAAC;AAAA,EAC/C;AAAA,EAED,OAAO,qBAAqB,UAAU,YAAY;AAChD,UAAM,QAAQ,CAAE,GACd,SAAS,CAAE,GACX,MAAM,IAAI,QAAS;AAErB,aAAS,IAAI,GAAG,IAAI,WAAW,IAAI,KAAK;AACtC,YAAM,KAAK,IAAI,EAAE;AAEjB,UACG,IAAI,KAAK,OAAM,IAAK,IAAM,GAAK,KAAK,OAAQ,IAAG,IAAM,GAAK,KAAK,OAAM,IAAK,IAAM,CAAG,EACnF,SAAS,UAAU,EACnB,QAAQ,QAAQ,OAAO,MAAM;AAAA,IACjC;AAED,UAAM,YAAY;AAElB,UAAM,QAAQ,IAAI,oBAAoB,WAAW,OAAO,MAAM;AAE9D,WAAO,IAAI,cAAc,MAAM,UAAU,CAAC,KAAK,CAAC;AAAA,EACjD;AAAA,EAED,OAAO,yBAAyB,UAAU,YAAY;AACpD,UAAM,QAAQ,CAAE,GACd,SAAS,CAAE,GACX,MAAM,IAAI,QAAS;AAErB,aAAS,IAAI,GAAG,IAAI,WAAW,IAAI,KAAK;AACtC,YAAM,KAAK,IAAI,EAAE;AAEjB,YAAM,cAAc,KAAK,OAAM,IAAK;AACpC,UAAI,IAAI,aAAa,aAAa,WAAW,EAAE,QAAQ,QAAQ,OAAO,MAAM;AAAA,IAC7E;AAED,UAAM,YAAY;AAElB,UAAM,QAAQ,IAAI,oBAAoB,WAAW,OAAO,MAAM;AAE9D,WAAO,IAAI,cAAc,MAAM,UAAU,CAAC,KAAK,CAAC;AAAA,EACjD;AAAA,EAED,OAAO,0BAA0B,UAAU;AACzC,UAAM,QAAQ,CAAC,GAAG,WAAW,GAAG,QAAQ,GACtC,SAAS,CAAC,MAAM,OAAO,IAAI;AAE7B,UAAM,YAAY;AAElB,UAAM,QAAQ,IAAI,qBAAqB,WAAW,OAAO,MAAM;AAE/D,WAAO,IAAI,cAAc,MAAM,UAAU,CAAC,KAAK,CAAC;AAAA,EACjD;AAAA,EAED,OAAO,6BAA6B,UAAU,QAAQ;AACpD,UAAM,QAAQ,CAAE,GACd,SAAS,CAAE,GACX,WAAW,WAAW,OAAO;AAE/B,aAAS,IAAI,GAAG,IAAI,OAAO,QAAQ,KAAK;AACtC,YAAM,KAAK,IAAI,QAAQ;AAEvB,YAAM,QAAQ,OAAO,CAAC;AACtB,aAAO,KAAK,MAAM,GAAG,MAAM,GAAG,MAAM,CAAC;AAAA,IACtC;AAED,UAAM,YAAY;AAElB,UAAM,QAAQ,IAAI,mBAAmB,WAAW,OAAO,MAAM;AAE7D,WAAO,IAAI,cAAc,MAAM,UAAU,CAAC,KAAK,CAAC;AAAA,EACjD;AACH;"}
1
+ {"version":3,"file":"AnimationClipCreator.js","sources":["../../src/animation/AnimationClipCreator.js"],"sourcesContent":["import {\n AnimationClip,\n BooleanKeyframeTrack,\n ColorKeyframeTrack,\n NumberKeyframeTrack,\n Vector3,\n VectorKeyframeTrack,\n} from 'three'\n\nconst AnimationClipCreator = {\n CreateRotationAnimation(period, axis = 'x') {\n const times = [0, period],\n values = [0, 360]\n\n const trackName = '.rotation[' + axis + ']'\n\n const track = new NumberKeyframeTrack(trackName, times, values)\n\n return new AnimationClip(null, period, [track])\n },\n\n CreateScaleAxisAnimation(period, axis = 'x') {\n const times = [0, period],\n values = [0, 1]\n\n const trackName = '.scale[' + axis + ']'\n\n const track = new NumberKeyframeTrack(trackName, times, values)\n\n return new AnimationClip(null, period, [track])\n },\n\n CreateShakeAnimation(duration, shakeScale) {\n const times = [],\n values = [],\n tmp = new Vector3()\n\n for (let i = 0; i < duration * 10; i++) {\n times.push(i / 10)\n\n tmp\n .set(Math.random() * 2.0 - 1.0, Math.random() * 2.0 - 1.0, Math.random() * 2.0 - 1.0)\n .multiply(shakeScale)\n .toArray(values, values.length)\n }\n\n const trackName = '.position'\n\n const track = new VectorKeyframeTrack(trackName, times, values)\n\n return new AnimationClip(null, duration, [track])\n },\n\n CreatePulsationAnimation(duration, pulseScale) {\n const times = [],\n values = [],\n tmp = new Vector3()\n\n for (let i = 0; i < duration * 10; i++) {\n times.push(i / 10)\n\n const scaleFactor = Math.random() * pulseScale\n tmp.set(scaleFactor, scaleFactor, scaleFactor).toArray(values, values.length)\n }\n\n const trackName = '.scale'\n\n const track = new VectorKeyframeTrack(trackName, times, values)\n\n return new AnimationClip(null, duration, [track])\n },\n\n CreateVisibilityAnimation(duration) {\n const times = [0, duration / 2, duration],\n values = [true, false, true]\n\n const trackName = '.visible'\n\n const track = new BooleanKeyframeTrack(trackName, times, values)\n\n return new AnimationClip(null, duration, [track])\n },\n\n CreateMaterialColorAnimation(duration, colors) {\n const times = [],\n values = [],\n timeStep = duration / colors.length\n\n for (let i = 0; i < colors.length; i++) {\n times.push(i * timeStep)\n\n const color = colors[i]\n values.push(color.r, color.g, color.b)\n }\n\n const trackName = '.material.color'\n\n const track = new ColorKeyframeTrack(trackName, times, values)\n\n return new AnimationClip(null, duration, [track])\n },\n}\n\nexport { AnimationClipCreator }\n"],"names":[],"mappings":";AASK,MAAC,uBAAuB;AAAA,EAC3B,wBAAwB,QAAQ,OAAO,KAAK;AAC1C,UAAM,QAAQ,CAAC,GAAG,MAAM,GACtB,SAAS,CAAC,GAAG,GAAG;AAElB,UAAM,YAAY,eAAe,OAAO;AAExC,UAAM,QAAQ,IAAI,oBAAoB,WAAW,OAAO,MAAM;AAE9D,WAAO,IAAI,cAAc,MAAM,QAAQ,CAAC,KAAK,CAAC;AAAA,EAC/C;AAAA,EAED,yBAAyB,QAAQ,OAAO,KAAK;AAC3C,UAAM,QAAQ,CAAC,GAAG,MAAM,GACtB,SAAS,CAAC,GAAG,CAAC;AAEhB,UAAM,YAAY,YAAY,OAAO;AAErC,UAAM,QAAQ,IAAI,oBAAoB,WAAW,OAAO,MAAM;AAE9D,WAAO,IAAI,cAAc,MAAM,QAAQ,CAAC,KAAK,CAAC;AAAA,EAC/C;AAAA,EAED,qBAAqB,UAAU,YAAY;AACzC,UAAM,QAAQ,CAAE,GACd,SAAS,CAAE,GACX,MAAM,IAAI,QAAS;AAErB,aAAS,IAAI,GAAG,IAAI,WAAW,IAAI,KAAK;AACtC,YAAM,KAAK,IAAI,EAAE;AAEjB,UACG,IAAI,KAAK,OAAM,IAAK,IAAM,GAAK,KAAK,OAAQ,IAAG,IAAM,GAAK,KAAK,OAAM,IAAK,IAAM,CAAG,EACnF,SAAS,UAAU,EACnB,QAAQ,QAAQ,OAAO,MAAM;AAAA,IACjC;AAED,UAAM,YAAY;AAElB,UAAM,QAAQ,IAAI,oBAAoB,WAAW,OAAO,MAAM;AAE9D,WAAO,IAAI,cAAc,MAAM,UAAU,CAAC,KAAK,CAAC;AAAA,EACjD;AAAA,EAED,yBAAyB,UAAU,YAAY;AAC7C,UAAM,QAAQ,CAAE,GACd,SAAS,CAAE,GACX,MAAM,IAAI,QAAS;AAErB,aAAS,IAAI,GAAG,IAAI,WAAW,IAAI,KAAK;AACtC,YAAM,KAAK,IAAI,EAAE;AAEjB,YAAM,cAAc,KAAK,OAAM,IAAK;AACpC,UAAI,IAAI,aAAa,aAAa,WAAW,EAAE,QAAQ,QAAQ,OAAO,MAAM;AAAA,IAC7E;AAED,UAAM,YAAY;AAElB,UAAM,QAAQ,IAAI,oBAAoB,WAAW,OAAO,MAAM;AAE9D,WAAO,IAAI,cAAc,MAAM,UAAU,CAAC,KAAK,CAAC;AAAA,EACjD;AAAA,EAED,0BAA0B,UAAU;AAClC,UAAM,QAAQ,CAAC,GAAG,WAAW,GAAG,QAAQ,GACtC,SAAS,CAAC,MAAM,OAAO,IAAI;AAE7B,UAAM,YAAY;AAElB,UAAM,QAAQ,IAAI,qBAAqB,WAAW,OAAO,MAAM;AAE/D,WAAO,IAAI,cAAc,MAAM,UAAU,CAAC,KAAK,CAAC;AAAA,EACjD;AAAA,EAED,6BAA6B,UAAU,QAAQ;AAC7C,UAAM,QAAQ,CAAE,GACd,SAAS,CAAE,GACX,WAAW,WAAW,OAAO;AAE/B,aAAS,IAAI,GAAG,IAAI,OAAO,QAAQ,KAAK;AACtC,YAAM,KAAK,IAAI,QAAQ;AAEvB,YAAM,QAAQ,OAAO,CAAC;AACtB,aAAO,KAAK,MAAM,GAAG,MAAM,GAAG,MAAM,CAAC;AAAA,IACtC;AAED,UAAM,YAAY;AAElB,UAAM,QAAQ,IAAI,mBAAmB,WAAW,OAAO,MAAM;AAE7D,WAAO,IAAI,cAAc,MAAM,UAAU,CAAC,KAAK,CAAC;AAAA,EACjD;AACH;"}
@@ -1,17 +1,17 @@
1
1
  "use strict";
2
2
  Object.defineProperty(exports, Symbol.toStringTag, { value: "Module" });
3
3
  const THREE = require("three");
4
- const _q = new THREE.Quaternion();
5
- const _targetPos = new THREE.Vector3();
6
- const _targetVec = new THREE.Vector3();
7
- const _effectorPos = new THREE.Vector3();
8
- const _effectorVec = new THREE.Vector3();
9
- const _linkPos = new THREE.Vector3();
10
- const _invLinkQ = new THREE.Quaternion();
11
- const _linkScale = new THREE.Vector3();
12
- const _axis = new THREE.Vector3();
13
- const _vector = new THREE.Vector3();
14
- const _matrix = new THREE.Matrix4();
4
+ const _q = /* @__PURE__ */ new THREE.Quaternion();
5
+ const _targetPos = /* @__PURE__ */ new THREE.Vector3();
6
+ const _targetVec = /* @__PURE__ */ new THREE.Vector3();
7
+ const _effectorPos = /* @__PURE__ */ new THREE.Vector3();
8
+ const _effectorVec = /* @__PURE__ */ new THREE.Vector3();
9
+ const _linkPos = /* @__PURE__ */ new THREE.Vector3();
10
+ const _invLinkQ = /* @__PURE__ */ new THREE.Quaternion();
11
+ const _linkScale = /* @__PURE__ */ new THREE.Vector3();
12
+ const _axis = /* @__PURE__ */ new THREE.Vector3();
13
+ const _vector = /* @__PURE__ */ new THREE.Vector3();
14
+ const _matrix = /* @__PURE__ */ new THREE.Matrix4();
15
15
  class CCDIKSolver {
16
16
  /**
17
17
  * @param {THREE.SkinnedMesh} mesh
@@ -1 +1 @@
1
- {"version":3,"file":"CCDIKSolver.cjs","sources":["../../src/animation/CCDIKSolver.js"],"sourcesContent":["import {\n BufferAttribute,\n BufferGeometry,\n Color,\n Line,\n LineBasicMaterial,\n Matrix4,\n Mesh,\n MeshBasicMaterial,\n Object3D,\n Quaternion,\n SphereGeometry,\n Vector3,\n} from 'three'\n\nconst _q = new Quaternion()\nconst _targetPos = new Vector3()\nconst _targetVec = new Vector3()\nconst _effectorPos = new Vector3()\nconst _effectorVec = new Vector3()\nconst _linkPos = new Vector3()\nconst _invLinkQ = new Quaternion()\nconst _linkScale = new Vector3()\nconst _axis = new Vector3()\nconst _vector = new Vector3()\nconst _matrix = new Matrix4()\n\n/**\n * CCD Algorithm\n * - https://sites.google.com/site/auraliusproject/ccd-algorithm\n *\n * // ik parameter example\n * //\n * // target, effector, index in links are bone index in skeleton.bones.\n * // the bones relation should be\n * // <-- parent child -->\n * // links[ n ], links[ n - 1 ], ..., links[ 0 ], effector\n * iks = [ {\n *\ttarget: 1,\n *\teffector: 2,\n *\tlinks: [ { index: 5, limitation: new Vector3( 1, 0, 0 ) }, { index: 4, enabled: false }, { index : 3 } ],\n *\titeration: 10,\n *\tminAngle: 0.0,\n *\tmaxAngle: 1.0,\n * } ];\n */\n\nclass CCDIKSolver {\n /**\n * @param {THREE.SkinnedMesh} mesh\n * @param {Array<Object>} iks\n */\n constructor(mesh, iks = []) {\n this.mesh = mesh\n this.iks = iks\n\n this._valid()\n }\n\n /**\n * Update all IK bones.\n *\n * @return {CCDIKSolver}\n */\n update() {\n const iks = this.iks\n\n for (let i = 0, il = iks.length; i < il; i++) {\n this.updateOne(iks[i])\n }\n\n return this\n }\n\n /**\n * Update one IK bone\n *\n * @param {Object} ik parameter\n * @return {CCDIKSolver}\n */\n updateOne(ik) {\n const bones = this.mesh.skeleton.bones\n\n // for reference overhead reduction in loop\n const math = Math\n\n const effector = bones[ik.effector]\n const target = bones[ik.target]\n\n // don't use getWorldPosition() here for the performance\n // because it calls updateMatrixWorld( true ) inside.\n _targetPos.setFromMatrixPosition(target.matrixWorld)\n\n const links = ik.links\n const iteration = ik.iteration !== undefined ? ik.iteration : 1\n\n for (let i = 0; i < iteration; i++) {\n let rotated = false\n\n for (let j = 0, jl = links.length; j < jl; j++) {\n const link = bones[links[j].index]\n\n // skip this link and following links.\n // this skip is used for MMD performance optimization.\n if (links[j].enabled === false) break\n\n const limitation = links[j].limitation\n const rotationMin = links[j].rotationMin\n const rotationMax = links[j].rotationMax\n\n // don't use getWorldPosition/Quaternion() here for the performance\n // because they call updateMatrixWorld( true ) inside.\n link.matrixWorld.decompose(_linkPos, _invLinkQ, _linkScale)\n _invLinkQ.invert()\n _effectorPos.setFromMatrixPosition(effector.matrixWorld)\n\n // work in link world\n _effectorVec.subVectors(_effectorPos, _linkPos)\n _effectorVec.applyQuaternion(_invLinkQ)\n _effectorVec.normalize()\n\n _targetVec.subVectors(_targetPos, _linkPos)\n _targetVec.applyQuaternion(_invLinkQ)\n _targetVec.normalize()\n\n let angle = _targetVec.dot(_effectorVec)\n\n if (angle > 1.0) {\n angle = 1.0\n } else if (angle < -1.0) {\n angle = -1.0\n }\n\n angle = math.acos(angle)\n\n // skip if changing angle is too small to prevent vibration of bone\n if (angle < 1e-5) continue\n\n if (ik.minAngle !== undefined && angle < ik.minAngle) {\n angle = ik.minAngle\n }\n\n if (ik.maxAngle !== undefined && angle > ik.maxAngle) {\n angle = ik.maxAngle\n }\n\n _axis.crossVectors(_effectorVec, _targetVec)\n _axis.normalize()\n\n _q.setFromAxisAngle(_axis, angle)\n link.quaternion.multiply(_q)\n\n // TODO: re-consider the limitation specification\n if (limitation !== undefined) {\n let c = link.quaternion.w\n\n if (c > 1.0) c = 1.0\n\n const c2 = math.sqrt(1 - c * c)\n link.quaternion.set(limitation.x * c2, limitation.y * c2, limitation.z * c2, c)\n }\n\n if (rotationMin !== undefined) {\n link.rotation.setFromVector3(_vector.setFromEuler(link.rotation).max(rotationMin))\n }\n\n if (rotationMax !== undefined) {\n link.rotation.setFromVector3(_vector.setFromEuler(link.rotation).min(rotationMax))\n }\n\n link.updateMatrixWorld(true)\n\n rotated = true\n }\n\n if (!rotated) break\n }\n\n return this\n }\n\n /**\n * Creates Helper\n *\n * @return {CCDIKHelper}\n */\n createHelper() {\n return new CCDIKHelper(this.mesh, this.iks)\n }\n\n // private methods\n\n _valid() {\n const iks = this.iks\n const bones = this.mesh.skeleton.bones\n\n for (let i = 0, il = iks.length; i < il; i++) {\n const ik = iks[i]\n const effector = bones[ik.effector]\n const links = ik.links\n let link0, link1\n\n link0 = effector\n\n for (let j = 0, jl = links.length; j < jl; j++) {\n link1 = bones[links[j].index]\n\n if (link0.parent !== link1) {\n console.warn('THREE.CCDIKSolver: bone ' + link0.name + ' is not the child of bone ' + link1.name)\n }\n\n link0 = link1\n }\n }\n }\n}\n\nfunction getPosition(bone, matrixWorldInv) {\n return _vector.setFromMatrixPosition(bone.matrixWorld).applyMatrix4(matrixWorldInv)\n}\n\nfunction setPositionOfBoneToAttributeArray(array, index, bone, matrixWorldInv) {\n const v = getPosition(bone, matrixWorldInv)\n\n array[index * 3 + 0] = v.x\n array[index * 3 + 1] = v.y\n array[index * 3 + 2] = v.z\n}\n\n/**\n * Visualize IK bones\n *\n * @param {SkinnedMesh} mesh\n * @param {Array<Object>} iks\n */\nclass CCDIKHelper extends Object3D {\n constructor(mesh, iks = [], sphereSize = 0.25) {\n super()\n\n this.root = mesh\n this.iks = iks\n\n this.matrix.copy(mesh.matrixWorld)\n this.matrixAutoUpdate = false\n\n this.sphereGeometry = new SphereGeometry(sphereSize, 16, 8)\n\n this.targetSphereMaterial = new MeshBasicMaterial({\n color: new Color(0xff8888),\n depthTest: false,\n depthWrite: false,\n transparent: true,\n })\n\n this.effectorSphereMaterial = new MeshBasicMaterial({\n color: new Color(0x88ff88),\n depthTest: false,\n depthWrite: false,\n transparent: true,\n })\n\n this.linkSphereMaterial = new MeshBasicMaterial({\n color: new Color(0x8888ff),\n depthTest: false,\n depthWrite: false,\n transparent: true,\n })\n\n this.lineMaterial = new LineBasicMaterial({\n color: new Color(0xff0000),\n depthTest: false,\n depthWrite: false,\n transparent: true,\n })\n\n this._init()\n }\n\n /**\n * Updates IK bones visualization.\n */\n updateMatrixWorld(force) {\n const mesh = this.root\n\n if (this.visible) {\n let offset = 0\n\n const iks = this.iks\n const bones = mesh.skeleton.bones\n\n _matrix.copy(mesh.matrixWorld).invert()\n\n for (let i = 0, il = iks.length; i < il; i++) {\n const ik = iks[i]\n\n const targetBone = bones[ik.target]\n const effectorBone = bones[ik.effector]\n\n const targetMesh = this.children[offset++]\n const effectorMesh = this.children[offset++]\n\n targetMesh.position.copy(getPosition(targetBone, _matrix))\n effectorMesh.position.copy(getPosition(effectorBone, _matrix))\n\n for (let j = 0, jl = ik.links.length; j < jl; j++) {\n const link = ik.links[j]\n const linkBone = bones[link.index]\n\n const linkMesh = this.children[offset++]\n\n linkMesh.position.copy(getPosition(linkBone, _matrix))\n }\n\n const line = this.children[offset++]\n const array = line.geometry.attributes.position.array\n\n setPositionOfBoneToAttributeArray(array, 0, targetBone, _matrix)\n setPositionOfBoneToAttributeArray(array, 1, effectorBone, _matrix)\n\n for (let j = 0, jl = ik.links.length; j < jl; j++) {\n const link = ik.links[j]\n const linkBone = bones[link.index]\n setPositionOfBoneToAttributeArray(array, j + 2, linkBone, _matrix)\n }\n\n line.geometry.attributes.position.needsUpdate = true\n }\n }\n\n this.matrix.copy(mesh.matrixWorld)\n\n super.updateMatrixWorld(force)\n }\n\n /**\n * Frees the GPU-related resources allocated by this instance. Call this method whenever this instance is no longer used in your app.\n */\n dispose() {\n this.sphereGeometry.dispose()\n\n this.targetSphereMaterial.dispose()\n this.effectorSphereMaterial.dispose()\n this.linkSphereMaterial.dispose()\n this.lineMaterial.dispose()\n\n const children = this.children\n\n for (let i = 0; i < children.length; i++) {\n const child = children[i]\n\n if (child.isLine) child.geometry.dispose()\n }\n }\n\n // private method\n\n _init() {\n const scope = this\n const iks = this.iks\n\n function createLineGeometry(ik) {\n const geometry = new BufferGeometry()\n const vertices = new Float32Array((2 + ik.links.length) * 3)\n geometry.setAttribute('position', new BufferAttribute(vertices, 3))\n\n return geometry\n }\n\n function createTargetMesh() {\n return new Mesh(scope.sphereGeometry, scope.targetSphereMaterial)\n }\n\n function createEffectorMesh() {\n return new Mesh(scope.sphereGeometry, scope.effectorSphereMaterial)\n }\n\n function createLinkMesh() {\n return new Mesh(scope.sphereGeometry, scope.linkSphereMaterial)\n }\n\n function createLine(ik) {\n return new Line(createLineGeometry(ik), scope.lineMaterial)\n }\n\n for (let i = 0, il = iks.length; i < il; i++) {\n const ik = iks[i]\n\n this.add(createTargetMesh())\n this.add(createEffectorMesh())\n\n for (let j = 0, jl = ik.links.length; j < jl; j++) {\n this.add(createLinkMesh())\n }\n\n this.add(createLine(ik))\n }\n }\n}\n\nexport { CCDIKSolver, CCDIKHelper }\n"],"names":["Quaternion","Vector3","Matrix4","Object3D","SphereGeometry","MeshBasicMaterial","Color","LineBasicMaterial","BufferGeometry","BufferAttribute","Mesh","Line"],"mappings":";;;AAeA,MAAM,KAAK,IAAIA,MAAAA,WAAY;AAC3B,MAAM,aAAa,IAAIC,MAAAA,QAAS;AAChC,MAAM,aAAa,IAAIA,MAAAA,QAAS;AAChC,MAAM,eAAe,IAAIA,MAAAA,QAAS;AAClC,MAAM,eAAe,IAAIA,MAAAA,QAAS;AAClC,MAAM,WAAW,IAAIA,MAAAA,QAAS;AAC9B,MAAM,YAAY,IAAID,MAAAA,WAAY;AAClC,MAAM,aAAa,IAAIC,MAAAA,QAAS;AAChC,MAAM,QAAQ,IAAIA,MAAAA,QAAS;AAC3B,MAAM,UAAU,IAAIA,MAAAA,QAAS;AAC7B,MAAM,UAAU,IAAIC,MAAAA,QAAS;AAsB7B,MAAM,YAAY;AAAA;AAAA;AAAA;AAAA;AAAA,EAKhB,YAAY,MAAM,MAAM,IAAI;AAC1B,SAAK,OAAO;AACZ,SAAK,MAAM;AAEX,SAAK,OAAQ;AAAA,EACd;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAOD,SAAS;AACP,UAAM,MAAM,KAAK;AAEjB,aAAS,IAAI,GAAG,KAAK,IAAI,QAAQ,IAAI,IAAI,KAAK;AAC5C,WAAK,UAAU,IAAI,CAAC,CAAC;AAAA,IACtB;AAED,WAAO;AAAA,EACR;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAQD,UAAU,IAAI;AACZ,UAAM,QAAQ,KAAK,KAAK,SAAS;AAGjC,UAAM,OAAO;AAEb,UAAM,WAAW,MAAM,GAAG,QAAQ;AAClC,UAAM,SAAS,MAAM,GAAG,MAAM;AAI9B,eAAW,sBAAsB,OAAO,WAAW;AAEnD,UAAM,QAAQ,GAAG;AACjB,UAAM,YAAY,GAAG,cAAc,SAAY,GAAG,YAAY;AAE9D,aAAS,IAAI,GAAG,IAAI,WAAW,KAAK;AAClC,UAAI,UAAU;AAEd,eAAS,IAAI,GAAG,KAAK,MAAM,QAAQ,IAAI,IAAI,KAAK;AAC9C,cAAM,OAAO,MAAM,MAAM,CAAC,EAAE,KAAK;AAIjC,YAAI,MAAM,CAAC,EAAE,YAAY;AAAO;AAEhC,cAAM,aAAa,MAAM,CAAC,EAAE;AAC5B,cAAM,cAAc,MAAM,CAAC,EAAE;AAC7B,cAAM,cAAc,MAAM,CAAC,EAAE;AAI7B,aAAK,YAAY,UAAU,UAAU,WAAW,UAAU;AAC1D,kBAAU,OAAQ;AAClB,qBAAa,sBAAsB,SAAS,WAAW;AAGvD,qBAAa,WAAW,cAAc,QAAQ;AAC9C,qBAAa,gBAAgB,SAAS;AACtC,qBAAa,UAAW;AAExB,mBAAW,WAAW,YAAY,QAAQ;AAC1C,mBAAW,gBAAgB,SAAS;AACpC,mBAAW,UAAW;AAEtB,YAAI,QAAQ,WAAW,IAAI,YAAY;AAEvC,YAAI,QAAQ,GAAK;AACf,kBAAQ;AAAA,QAClB,WAAmB,QAAQ,IAAM;AACvB,kBAAQ;AAAA,QACT;AAED,gBAAQ,KAAK,KAAK,KAAK;AAGvB,YAAI,QAAQ;AAAM;AAElB,YAAI,GAAG,aAAa,UAAa,QAAQ,GAAG,UAAU;AACpD,kBAAQ,GAAG;AAAA,QACZ;AAED,YAAI,GAAG,aAAa,UAAa,QAAQ,GAAG,UAAU;AACpD,kBAAQ,GAAG;AAAA,QACZ;AAED,cAAM,aAAa,cAAc,UAAU;AAC3C,cAAM,UAAW;AAEjB,WAAG,iBAAiB,OAAO,KAAK;AAChC,aAAK,WAAW,SAAS,EAAE;AAG3B,YAAI,eAAe,QAAW;AAC5B,cAAI,IAAI,KAAK,WAAW;AAExB,cAAI,IAAI;AAAK,gBAAI;AAEjB,gBAAM,KAAK,KAAK,KAAK,IAAI,IAAI,CAAC;AAC9B,eAAK,WAAW,IAAI,WAAW,IAAI,IAAI,WAAW,IAAI,IAAI,WAAW,IAAI,IAAI,CAAC;AAAA,QAC/E;AAED,YAAI,gBAAgB,QAAW;AAC7B,eAAK,SAAS,eAAe,QAAQ,aAAa,KAAK,QAAQ,EAAE,IAAI,WAAW,CAAC;AAAA,QAClF;AAED,YAAI,gBAAgB,QAAW;AAC7B,eAAK,SAAS,eAAe,QAAQ,aAAa,KAAK,QAAQ,EAAE,IAAI,WAAW,CAAC;AAAA,QAClF;AAED,aAAK,kBAAkB,IAAI;AAE3B,kBAAU;AAAA,MACX;AAED,UAAI,CAAC;AAAS;AAAA,IACf;AAED,WAAO;AAAA,EACR;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAOD,eAAe;AACb,WAAO,IAAI,YAAY,KAAK,MAAM,KAAK,GAAG;AAAA,EAC3C;AAAA;AAAA,EAID,SAAS;AACP,UAAM,MAAM,KAAK;AACjB,UAAM,QAAQ,KAAK,KAAK,SAAS;AAEjC,aAAS,IAAI,GAAG,KAAK,IAAI,QAAQ,IAAI,IAAI,KAAK;AAC5C,YAAM,KAAK,IAAI,CAAC;AAChB,YAAM,WAAW,MAAM,GAAG,QAAQ;AAClC,YAAM,QAAQ,GAAG;AACjB,UAAI,OAAO;AAEX,cAAQ;AAER,eAAS,IAAI,GAAG,KAAK,MAAM,QAAQ,IAAI,IAAI,KAAK;AAC9C,gBAAQ,MAAM,MAAM,CAAC,EAAE,KAAK;AAE5B,YAAI,MAAM,WAAW,OAAO;AAC1B,kBAAQ,KAAK,6BAA6B,MAAM,OAAO,+BAA+B,MAAM,IAAI;AAAA,QACjG;AAED,gBAAQ;AAAA,MACT;AAAA,IACF;AAAA,EACF;AACH;AAEA,SAAS,YAAY,MAAM,gBAAgB;AACzC,SAAO,QAAQ,sBAAsB,KAAK,WAAW,EAAE,aAAa,cAAc;AACpF;AAEA,SAAS,kCAAkC,OAAO,OAAO,MAAM,gBAAgB;AAC7E,QAAM,IAAI,YAAY,MAAM,cAAc;AAE1C,QAAM,QAAQ,IAAI,CAAC,IAAI,EAAE;AACzB,QAAM,QAAQ,IAAI,CAAC,IAAI,EAAE;AACzB,QAAM,QAAQ,IAAI,CAAC,IAAI,EAAE;AAC3B;AAQA,MAAM,oBAAoBC,MAAAA,SAAS;AAAA,EACjC,YAAY,MAAM,MAAM,CAAA,GAAI,aAAa,MAAM;AAC7C,UAAO;AAEP,SAAK,OAAO;AACZ,SAAK,MAAM;AAEX,SAAK,OAAO,KAAK,KAAK,WAAW;AACjC,SAAK,mBAAmB;AAExB,SAAK,iBAAiB,IAAIC,MAAAA,eAAe,YAAY,IAAI,CAAC;AAE1D,SAAK,uBAAuB,IAAIC,wBAAkB;AAAA,MAChD,OAAO,IAAIC,MAAK,MAAC,QAAQ;AAAA,MACzB,WAAW;AAAA,MACX,YAAY;AAAA,MACZ,aAAa;AAAA,IACnB,CAAK;AAED,SAAK,yBAAyB,IAAID,wBAAkB;AAAA,MAClD,OAAO,IAAIC,MAAK,MAAC,OAAQ;AAAA,MACzB,WAAW;AAAA,MACX,YAAY;AAAA,MACZ,aAAa;AAAA,IACnB,CAAK;AAED,SAAK,qBAAqB,IAAID,wBAAkB;AAAA,MAC9C,OAAO,IAAIC,MAAK,MAAC,OAAQ;AAAA,MACzB,WAAW;AAAA,MACX,YAAY;AAAA,MACZ,aAAa;AAAA,IACnB,CAAK;AAED,SAAK,eAAe,IAAIC,wBAAkB;AAAA,MACxC,OAAO,IAAID,MAAK,MAAC,QAAQ;AAAA,MACzB,WAAW;AAAA,MACX,YAAY;AAAA,MACZ,aAAa;AAAA,IACnB,CAAK;AAED,SAAK,MAAO;AAAA,EACb;AAAA;AAAA;AAAA;AAAA,EAKD,kBAAkB,OAAO;AACvB,UAAM,OAAO,KAAK;AAElB,QAAI,KAAK,SAAS;AAChB,UAAI,SAAS;AAEb,YAAM,MAAM,KAAK;AACjB,YAAM,QAAQ,KAAK,SAAS;AAE5B,cAAQ,KAAK,KAAK,WAAW,EAAE,OAAQ;AAEvC,eAAS,IAAI,GAAG,KAAK,IAAI,QAAQ,IAAI,IAAI,KAAK;AAC5C,cAAM,KAAK,IAAI,CAAC;AAEhB,cAAM,aAAa,MAAM,GAAG,MAAM;AAClC,cAAM,eAAe,MAAM,GAAG,QAAQ;AAEtC,cAAM,aAAa,KAAK,SAAS,QAAQ;AACzC,cAAM,eAAe,KAAK,SAAS,QAAQ;AAE3C,mBAAW,SAAS,KAAK,YAAY,YAAY,OAAO,CAAC;AACzD,qBAAa,SAAS,KAAK,YAAY,cAAc,OAAO,CAAC;AAE7D,iBAAS,IAAI,GAAG,KAAK,GAAG,MAAM,QAAQ,IAAI,IAAI,KAAK;AACjD,gBAAM,OAAO,GAAG,MAAM,CAAC;AACvB,gBAAM,WAAW,MAAM,KAAK,KAAK;AAEjC,gBAAM,WAAW,KAAK,SAAS,QAAQ;AAEvC,mBAAS,SAAS,KAAK,YAAY,UAAU,OAAO,CAAC;AAAA,QACtD;AAED,cAAM,OAAO,KAAK,SAAS,QAAQ;AACnC,cAAM,QAAQ,KAAK,SAAS,WAAW,SAAS;AAEhD,0CAAkC,OAAO,GAAG,YAAY,OAAO;AAC/D,0CAAkC,OAAO,GAAG,cAAc,OAAO;AAEjE,iBAAS,IAAI,GAAG,KAAK,GAAG,MAAM,QAAQ,IAAI,IAAI,KAAK;AACjD,gBAAM,OAAO,GAAG,MAAM,CAAC;AACvB,gBAAM,WAAW,MAAM,KAAK,KAAK;AACjC,4CAAkC,OAAO,IAAI,GAAG,UAAU,OAAO;AAAA,QAClE;AAED,aAAK,SAAS,WAAW,SAAS,cAAc;AAAA,MACjD;AAAA,IACF;AAED,SAAK,OAAO,KAAK,KAAK,WAAW;AAEjC,UAAM,kBAAkB,KAAK;AAAA,EAC9B;AAAA;AAAA;AAAA;AAAA,EAKD,UAAU;AACR,SAAK,eAAe,QAAS;AAE7B,SAAK,qBAAqB,QAAS;AACnC,SAAK,uBAAuB,QAAS;AACrC,SAAK,mBAAmB,QAAS;AACjC,SAAK,aAAa,QAAS;AAE3B,UAAM,WAAW,KAAK;AAEtB,aAAS,IAAI,GAAG,IAAI,SAAS,QAAQ,KAAK;AACxC,YAAM,QAAQ,SAAS,CAAC;AAExB,UAAI,MAAM;AAAQ,cAAM,SAAS,QAAS;AAAA,IAC3C;AAAA,EACF;AAAA;AAAA,EAID,QAAQ;AACN,UAAM,QAAQ;AACd,UAAM,MAAM,KAAK;AAEjB,aAAS,mBAAmB,IAAI;AAC9B,YAAM,WAAW,IAAIE,qBAAgB;AACrC,YAAM,WAAW,IAAI,cAAc,IAAI,GAAG,MAAM,UAAU,CAAC;AAC3D,eAAS,aAAa,YAAY,IAAIC,MAAAA,gBAAgB,UAAU,CAAC,CAAC;AAElE,aAAO;AAAA,IACR;AAED,aAAS,mBAAmB;AAC1B,aAAO,IAAIC,MAAAA,KAAK,MAAM,gBAAgB,MAAM,oBAAoB;AAAA,IACjE;AAED,aAAS,qBAAqB;AAC5B,aAAO,IAAIA,MAAAA,KAAK,MAAM,gBAAgB,MAAM,sBAAsB;AAAA,IACnE;AAED,aAAS,iBAAiB;AACxB,aAAO,IAAIA,MAAAA,KAAK,MAAM,gBAAgB,MAAM,kBAAkB;AAAA,IAC/D;AAED,aAAS,WAAW,IAAI;AACtB,aAAO,IAAIC,MAAI,KAAC,mBAAmB,EAAE,GAAG,MAAM,YAAY;AAAA,IAC3D;AAED,aAAS,IAAI,GAAG,KAAK,IAAI,QAAQ,IAAI,IAAI,KAAK;AAC5C,YAAM,KAAK,IAAI,CAAC;AAEhB,WAAK,IAAI,kBAAkB;AAC3B,WAAK,IAAI,oBAAoB;AAE7B,eAAS,IAAI,GAAG,KAAK,GAAG,MAAM,QAAQ,IAAI,IAAI,KAAK;AACjD,aAAK,IAAI,gBAAgB;AAAA,MAC1B;AAED,WAAK,IAAI,WAAW,EAAE,CAAC;AAAA,IACxB;AAAA,EACF;AACH;;;"}
1
+ {"version":3,"file":"CCDIKSolver.cjs","sources":["../../src/animation/CCDIKSolver.js"],"sourcesContent":["import {\n BufferAttribute,\n BufferGeometry,\n Color,\n Line,\n LineBasicMaterial,\n Matrix4,\n Mesh,\n MeshBasicMaterial,\n Object3D,\n Quaternion,\n SphereGeometry,\n Vector3,\n} from 'three'\n\nconst _q = /* @__PURE__ */ new Quaternion()\nconst _targetPos = /* @__PURE__ */ new Vector3()\nconst _targetVec = /* @__PURE__ */ new Vector3()\nconst _effectorPos = /* @__PURE__ */ new Vector3()\nconst _effectorVec = /* @__PURE__ */ new Vector3()\nconst _linkPos = /* @__PURE__ */ new Vector3()\nconst _invLinkQ = /* @__PURE__ */ new Quaternion()\nconst _linkScale = /* @__PURE__ */ new Vector3()\nconst _axis = /* @__PURE__ */ new Vector3()\nconst _vector = /* @__PURE__ */ new Vector3()\nconst _matrix = /* @__PURE__ */ new Matrix4()\n\n/**\n * CCD Algorithm\n * - https://sites.google.com/site/auraliusproject/ccd-algorithm\n *\n * // ik parameter example\n * //\n * // target, effector, index in links are bone index in skeleton.bones.\n * // the bones relation should be\n * // <-- parent child -->\n * // links[ n ], links[ n - 1 ], ..., links[ 0 ], effector\n * iks = [ {\n *\ttarget: 1,\n *\teffector: 2,\n *\tlinks: [ { index: 5, limitation: new Vector3( 1, 0, 0 ) }, { index: 4, enabled: false }, { index : 3 } ],\n *\titeration: 10,\n *\tminAngle: 0.0,\n *\tmaxAngle: 1.0,\n * } ];\n */\n\nclass CCDIKSolver {\n /**\n * @param {THREE.SkinnedMesh} mesh\n * @param {Array<Object>} iks\n */\n constructor(mesh, iks = []) {\n this.mesh = mesh\n this.iks = iks\n\n this._valid()\n }\n\n /**\n * Update all IK bones.\n *\n * @return {CCDIKSolver}\n */\n update() {\n const iks = this.iks\n\n for (let i = 0, il = iks.length; i < il; i++) {\n this.updateOne(iks[i])\n }\n\n return this\n }\n\n /**\n * Update one IK bone\n *\n * @param {Object} ik parameter\n * @return {CCDIKSolver}\n */\n updateOne(ik) {\n const bones = this.mesh.skeleton.bones\n\n // for reference overhead reduction in loop\n const math = Math\n\n const effector = bones[ik.effector]\n const target = bones[ik.target]\n\n // don't use getWorldPosition() here for the performance\n // because it calls updateMatrixWorld( true ) inside.\n _targetPos.setFromMatrixPosition(target.matrixWorld)\n\n const links = ik.links\n const iteration = ik.iteration !== undefined ? ik.iteration : 1\n\n for (let i = 0; i < iteration; i++) {\n let rotated = false\n\n for (let j = 0, jl = links.length; j < jl; j++) {\n const link = bones[links[j].index]\n\n // skip this link and following links.\n // this skip is used for MMD performance optimization.\n if (links[j].enabled === false) break\n\n const limitation = links[j].limitation\n const rotationMin = links[j].rotationMin\n const rotationMax = links[j].rotationMax\n\n // don't use getWorldPosition/Quaternion() here for the performance\n // because they call updateMatrixWorld( true ) inside.\n link.matrixWorld.decompose(_linkPos, _invLinkQ, _linkScale)\n _invLinkQ.invert()\n _effectorPos.setFromMatrixPosition(effector.matrixWorld)\n\n // work in link world\n _effectorVec.subVectors(_effectorPos, _linkPos)\n _effectorVec.applyQuaternion(_invLinkQ)\n _effectorVec.normalize()\n\n _targetVec.subVectors(_targetPos, _linkPos)\n _targetVec.applyQuaternion(_invLinkQ)\n _targetVec.normalize()\n\n let angle = _targetVec.dot(_effectorVec)\n\n if (angle > 1.0) {\n angle = 1.0\n } else if (angle < -1.0) {\n angle = -1.0\n }\n\n angle = math.acos(angle)\n\n // skip if changing angle is too small to prevent vibration of bone\n if (angle < 1e-5) continue\n\n if (ik.minAngle !== undefined && angle < ik.minAngle) {\n angle = ik.minAngle\n }\n\n if (ik.maxAngle !== undefined && angle > ik.maxAngle) {\n angle = ik.maxAngle\n }\n\n _axis.crossVectors(_effectorVec, _targetVec)\n _axis.normalize()\n\n _q.setFromAxisAngle(_axis, angle)\n link.quaternion.multiply(_q)\n\n // TODO: re-consider the limitation specification\n if (limitation !== undefined) {\n let c = link.quaternion.w\n\n if (c > 1.0) c = 1.0\n\n const c2 = math.sqrt(1 - c * c)\n link.quaternion.set(limitation.x * c2, limitation.y * c2, limitation.z * c2, c)\n }\n\n if (rotationMin !== undefined) {\n link.rotation.setFromVector3(_vector.setFromEuler(link.rotation).max(rotationMin))\n }\n\n if (rotationMax !== undefined) {\n link.rotation.setFromVector3(_vector.setFromEuler(link.rotation).min(rotationMax))\n }\n\n link.updateMatrixWorld(true)\n\n rotated = true\n }\n\n if (!rotated) break\n }\n\n return this\n }\n\n /**\n * Creates Helper\n *\n * @return {CCDIKHelper}\n */\n createHelper() {\n return new CCDIKHelper(this.mesh, this.iks)\n }\n\n // private methods\n\n _valid() {\n const iks = this.iks\n const bones = this.mesh.skeleton.bones\n\n for (let i = 0, il = iks.length; i < il; i++) {\n const ik = iks[i]\n const effector = bones[ik.effector]\n const links = ik.links\n let link0, link1\n\n link0 = effector\n\n for (let j = 0, jl = links.length; j < jl; j++) {\n link1 = bones[links[j].index]\n\n if (link0.parent !== link1) {\n console.warn('THREE.CCDIKSolver: bone ' + link0.name + ' is not the child of bone ' + link1.name)\n }\n\n link0 = link1\n }\n }\n }\n}\n\nfunction getPosition(bone, matrixWorldInv) {\n return _vector.setFromMatrixPosition(bone.matrixWorld).applyMatrix4(matrixWorldInv)\n}\n\nfunction setPositionOfBoneToAttributeArray(array, index, bone, matrixWorldInv) {\n const v = getPosition(bone, matrixWorldInv)\n\n array[index * 3 + 0] = v.x\n array[index * 3 + 1] = v.y\n array[index * 3 + 2] = v.z\n}\n\n/**\n * Visualize IK bones\n *\n * @param {SkinnedMesh} mesh\n * @param {Array<Object>} iks\n */\nclass CCDIKHelper extends Object3D {\n constructor(mesh, iks = [], sphereSize = 0.25) {\n super()\n\n this.root = mesh\n this.iks = iks\n\n this.matrix.copy(mesh.matrixWorld)\n this.matrixAutoUpdate = false\n\n this.sphereGeometry = new SphereGeometry(sphereSize, 16, 8)\n\n this.targetSphereMaterial = new MeshBasicMaterial({\n color: new Color(0xff8888),\n depthTest: false,\n depthWrite: false,\n transparent: true,\n })\n\n this.effectorSphereMaterial = new MeshBasicMaterial({\n color: new Color(0x88ff88),\n depthTest: false,\n depthWrite: false,\n transparent: true,\n })\n\n this.linkSphereMaterial = new MeshBasicMaterial({\n color: new Color(0x8888ff),\n depthTest: false,\n depthWrite: false,\n transparent: true,\n })\n\n this.lineMaterial = new LineBasicMaterial({\n color: new Color(0xff0000),\n depthTest: false,\n depthWrite: false,\n transparent: true,\n })\n\n this._init()\n }\n\n /**\n * Updates IK bones visualization.\n */\n updateMatrixWorld(force) {\n const mesh = this.root\n\n if (this.visible) {\n let offset = 0\n\n const iks = this.iks\n const bones = mesh.skeleton.bones\n\n _matrix.copy(mesh.matrixWorld).invert()\n\n for (let i = 0, il = iks.length; i < il; i++) {\n const ik = iks[i]\n\n const targetBone = bones[ik.target]\n const effectorBone = bones[ik.effector]\n\n const targetMesh = this.children[offset++]\n const effectorMesh = this.children[offset++]\n\n targetMesh.position.copy(getPosition(targetBone, _matrix))\n effectorMesh.position.copy(getPosition(effectorBone, _matrix))\n\n for (let j = 0, jl = ik.links.length; j < jl; j++) {\n const link = ik.links[j]\n const linkBone = bones[link.index]\n\n const linkMesh = this.children[offset++]\n\n linkMesh.position.copy(getPosition(linkBone, _matrix))\n }\n\n const line = this.children[offset++]\n const array = line.geometry.attributes.position.array\n\n setPositionOfBoneToAttributeArray(array, 0, targetBone, _matrix)\n setPositionOfBoneToAttributeArray(array, 1, effectorBone, _matrix)\n\n for (let j = 0, jl = ik.links.length; j < jl; j++) {\n const link = ik.links[j]\n const linkBone = bones[link.index]\n setPositionOfBoneToAttributeArray(array, j + 2, linkBone, _matrix)\n }\n\n line.geometry.attributes.position.needsUpdate = true\n }\n }\n\n this.matrix.copy(mesh.matrixWorld)\n\n super.updateMatrixWorld(force)\n }\n\n /**\n * Frees the GPU-related resources allocated by this instance. Call this method whenever this instance is no longer used in your app.\n */\n dispose() {\n this.sphereGeometry.dispose()\n\n this.targetSphereMaterial.dispose()\n this.effectorSphereMaterial.dispose()\n this.linkSphereMaterial.dispose()\n this.lineMaterial.dispose()\n\n const children = this.children\n\n for (let i = 0; i < children.length; i++) {\n const child = children[i]\n\n if (child.isLine) child.geometry.dispose()\n }\n }\n\n // private method\n\n _init() {\n const scope = this\n const iks = this.iks\n\n function createLineGeometry(ik) {\n const geometry = new BufferGeometry()\n const vertices = new Float32Array((2 + ik.links.length) * 3)\n geometry.setAttribute('position', new BufferAttribute(vertices, 3))\n\n return geometry\n }\n\n function createTargetMesh() {\n return new Mesh(scope.sphereGeometry, scope.targetSphereMaterial)\n }\n\n function createEffectorMesh() {\n return new Mesh(scope.sphereGeometry, scope.effectorSphereMaterial)\n }\n\n function createLinkMesh() {\n return new Mesh(scope.sphereGeometry, scope.linkSphereMaterial)\n }\n\n function createLine(ik) {\n return new Line(createLineGeometry(ik), scope.lineMaterial)\n }\n\n for (let i = 0, il = iks.length; i < il; i++) {\n const ik = iks[i]\n\n this.add(createTargetMesh())\n this.add(createEffectorMesh())\n\n for (let j = 0, jl = ik.links.length; j < jl; j++) {\n this.add(createLinkMesh())\n }\n\n this.add(createLine(ik))\n }\n }\n}\n\nexport { CCDIKSolver, CCDIKHelper }\n"],"names":["Quaternion","Vector3","Matrix4","Object3D","SphereGeometry","MeshBasicMaterial","Color","LineBasicMaterial","BufferGeometry","BufferAttribute","Mesh","Line"],"mappings":";;;AAeA,MAAM,KAAqB,oBAAIA,MAAAA,WAAY;AAC3C,MAAM,aAA6B,oBAAIC,MAAAA,QAAS;AAChD,MAAM,aAA6B,oBAAIA,MAAAA,QAAS;AAChD,MAAM,eAA+B,oBAAIA,MAAAA,QAAS;AAClD,MAAM,eAA+B,oBAAIA,MAAAA,QAAS;AAClD,MAAM,WAA2B,oBAAIA,MAAAA,QAAS;AAC9C,MAAM,YAA4B,oBAAID,MAAAA,WAAY;AAClD,MAAM,aAA6B,oBAAIC,MAAAA,QAAS;AAChD,MAAM,QAAwB,oBAAIA,MAAAA,QAAS;AAC3C,MAAM,UAA0B,oBAAIA,MAAAA,QAAS;AAC7C,MAAM,UAA0B,oBAAIC,MAAAA,QAAS;AAsB7C,MAAM,YAAY;AAAA;AAAA;AAAA;AAAA;AAAA,EAKhB,YAAY,MAAM,MAAM,IAAI;AAC1B,SAAK,OAAO;AACZ,SAAK,MAAM;AAEX,SAAK,OAAQ;AAAA,EACd;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAOD,SAAS;AACP,UAAM,MAAM,KAAK;AAEjB,aAAS,IAAI,GAAG,KAAK,IAAI,QAAQ,IAAI,IAAI,KAAK;AAC5C,WAAK,UAAU,IAAI,CAAC,CAAC;AAAA,IACtB;AAED,WAAO;AAAA,EACR;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAQD,UAAU,IAAI;AACZ,UAAM,QAAQ,KAAK,KAAK,SAAS;AAGjC,UAAM,OAAO;AAEb,UAAM,WAAW,MAAM,GAAG,QAAQ;AAClC,UAAM,SAAS,MAAM,GAAG,MAAM;AAI9B,eAAW,sBAAsB,OAAO,WAAW;AAEnD,UAAM,QAAQ,GAAG;AACjB,UAAM,YAAY,GAAG,cAAc,SAAY,GAAG,YAAY;AAE9D,aAAS,IAAI,GAAG,IAAI,WAAW,KAAK;AAClC,UAAI,UAAU;AAEd,eAAS,IAAI,GAAG,KAAK,MAAM,QAAQ,IAAI,IAAI,KAAK;AAC9C,cAAM,OAAO,MAAM,MAAM,CAAC,EAAE,KAAK;AAIjC,YAAI,MAAM,CAAC,EAAE,YAAY;AAAO;AAEhC,cAAM,aAAa,MAAM,CAAC,EAAE;AAC5B,cAAM,cAAc,MAAM,CAAC,EAAE;AAC7B,cAAM,cAAc,MAAM,CAAC,EAAE;AAI7B,aAAK,YAAY,UAAU,UAAU,WAAW,UAAU;AAC1D,kBAAU,OAAQ;AAClB,qBAAa,sBAAsB,SAAS,WAAW;AAGvD,qBAAa,WAAW,cAAc,QAAQ;AAC9C,qBAAa,gBAAgB,SAAS;AACtC,qBAAa,UAAW;AAExB,mBAAW,WAAW,YAAY,QAAQ;AAC1C,mBAAW,gBAAgB,SAAS;AACpC,mBAAW,UAAW;AAEtB,YAAI,QAAQ,WAAW,IAAI,YAAY;AAEvC,YAAI,QAAQ,GAAK;AACf,kBAAQ;AAAA,QAClB,WAAmB,QAAQ,IAAM;AACvB,kBAAQ;AAAA,QACT;AAED,gBAAQ,KAAK,KAAK,KAAK;AAGvB,YAAI,QAAQ;AAAM;AAElB,YAAI,GAAG,aAAa,UAAa,QAAQ,GAAG,UAAU;AACpD,kBAAQ,GAAG;AAAA,QACZ;AAED,YAAI,GAAG,aAAa,UAAa,QAAQ,GAAG,UAAU;AACpD,kBAAQ,GAAG;AAAA,QACZ;AAED,cAAM,aAAa,cAAc,UAAU;AAC3C,cAAM,UAAW;AAEjB,WAAG,iBAAiB,OAAO,KAAK;AAChC,aAAK,WAAW,SAAS,EAAE;AAG3B,YAAI,eAAe,QAAW;AAC5B,cAAI,IAAI,KAAK,WAAW;AAExB,cAAI,IAAI;AAAK,gBAAI;AAEjB,gBAAM,KAAK,KAAK,KAAK,IAAI,IAAI,CAAC;AAC9B,eAAK,WAAW,IAAI,WAAW,IAAI,IAAI,WAAW,IAAI,IAAI,WAAW,IAAI,IAAI,CAAC;AAAA,QAC/E;AAED,YAAI,gBAAgB,QAAW;AAC7B,eAAK,SAAS,eAAe,QAAQ,aAAa,KAAK,QAAQ,EAAE,IAAI,WAAW,CAAC;AAAA,QAClF;AAED,YAAI,gBAAgB,QAAW;AAC7B,eAAK,SAAS,eAAe,QAAQ,aAAa,KAAK,QAAQ,EAAE,IAAI,WAAW,CAAC;AAAA,QAClF;AAED,aAAK,kBAAkB,IAAI;AAE3B,kBAAU;AAAA,MACX;AAED,UAAI,CAAC;AAAS;AAAA,IACf;AAED,WAAO;AAAA,EACR;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAOD,eAAe;AACb,WAAO,IAAI,YAAY,KAAK,MAAM,KAAK,GAAG;AAAA,EAC3C;AAAA;AAAA,EAID,SAAS;AACP,UAAM,MAAM,KAAK;AACjB,UAAM,QAAQ,KAAK,KAAK,SAAS;AAEjC,aAAS,IAAI,GAAG,KAAK,IAAI,QAAQ,IAAI,IAAI,KAAK;AAC5C,YAAM,KAAK,IAAI,CAAC;AAChB,YAAM,WAAW,MAAM,GAAG,QAAQ;AAClC,YAAM,QAAQ,GAAG;AACjB,UAAI,OAAO;AAEX,cAAQ;AAER,eAAS,IAAI,GAAG,KAAK,MAAM,QAAQ,IAAI,IAAI,KAAK;AAC9C,gBAAQ,MAAM,MAAM,CAAC,EAAE,KAAK;AAE5B,YAAI,MAAM,WAAW,OAAO;AAC1B,kBAAQ,KAAK,6BAA6B,MAAM,OAAO,+BAA+B,MAAM,IAAI;AAAA,QACjG;AAED,gBAAQ;AAAA,MACT;AAAA,IACF;AAAA,EACF;AACH;AAEA,SAAS,YAAY,MAAM,gBAAgB;AACzC,SAAO,QAAQ,sBAAsB,KAAK,WAAW,EAAE,aAAa,cAAc;AACpF;AAEA,SAAS,kCAAkC,OAAO,OAAO,MAAM,gBAAgB;AAC7E,QAAM,IAAI,YAAY,MAAM,cAAc;AAE1C,QAAM,QAAQ,IAAI,CAAC,IAAI,EAAE;AACzB,QAAM,QAAQ,IAAI,CAAC,IAAI,EAAE;AACzB,QAAM,QAAQ,IAAI,CAAC,IAAI,EAAE;AAC3B;AAQA,MAAM,oBAAoBC,MAAAA,SAAS;AAAA,EACjC,YAAY,MAAM,MAAM,CAAA,GAAI,aAAa,MAAM;AAC7C,UAAO;AAEP,SAAK,OAAO;AACZ,SAAK,MAAM;AAEX,SAAK,OAAO,KAAK,KAAK,WAAW;AACjC,SAAK,mBAAmB;AAExB,SAAK,iBAAiB,IAAIC,MAAAA,eAAe,YAAY,IAAI,CAAC;AAE1D,SAAK,uBAAuB,IAAIC,wBAAkB;AAAA,MAChD,OAAO,IAAIC,MAAK,MAAC,QAAQ;AAAA,MACzB,WAAW;AAAA,MACX,YAAY;AAAA,MACZ,aAAa;AAAA,IACnB,CAAK;AAED,SAAK,yBAAyB,IAAID,wBAAkB;AAAA,MAClD,OAAO,IAAIC,MAAK,MAAC,OAAQ;AAAA,MACzB,WAAW;AAAA,MACX,YAAY;AAAA,MACZ,aAAa;AAAA,IACnB,CAAK;AAED,SAAK,qBAAqB,IAAID,wBAAkB;AAAA,MAC9C,OAAO,IAAIC,MAAK,MAAC,OAAQ;AAAA,MACzB,WAAW;AAAA,MACX,YAAY;AAAA,MACZ,aAAa;AAAA,IACnB,CAAK;AAED,SAAK,eAAe,IAAIC,wBAAkB;AAAA,MACxC,OAAO,IAAID,MAAK,MAAC,QAAQ;AAAA,MACzB,WAAW;AAAA,MACX,YAAY;AAAA,MACZ,aAAa;AAAA,IACnB,CAAK;AAED,SAAK,MAAO;AAAA,EACb;AAAA;AAAA;AAAA;AAAA,EAKD,kBAAkB,OAAO;AACvB,UAAM,OAAO,KAAK;AAElB,QAAI,KAAK,SAAS;AAChB,UAAI,SAAS;AAEb,YAAM,MAAM,KAAK;AACjB,YAAM,QAAQ,KAAK,SAAS;AAE5B,cAAQ,KAAK,KAAK,WAAW,EAAE,OAAQ;AAEvC,eAAS,IAAI,GAAG,KAAK,IAAI,QAAQ,IAAI,IAAI,KAAK;AAC5C,cAAM,KAAK,IAAI,CAAC;AAEhB,cAAM,aAAa,MAAM,GAAG,MAAM;AAClC,cAAM,eAAe,MAAM,GAAG,QAAQ;AAEtC,cAAM,aAAa,KAAK,SAAS,QAAQ;AACzC,cAAM,eAAe,KAAK,SAAS,QAAQ;AAE3C,mBAAW,SAAS,KAAK,YAAY,YAAY,OAAO,CAAC;AACzD,qBAAa,SAAS,KAAK,YAAY,cAAc,OAAO,CAAC;AAE7D,iBAAS,IAAI,GAAG,KAAK,GAAG,MAAM,QAAQ,IAAI,IAAI,KAAK;AACjD,gBAAM,OAAO,GAAG,MAAM,CAAC;AACvB,gBAAM,WAAW,MAAM,KAAK,KAAK;AAEjC,gBAAM,WAAW,KAAK,SAAS,QAAQ;AAEvC,mBAAS,SAAS,KAAK,YAAY,UAAU,OAAO,CAAC;AAAA,QACtD;AAED,cAAM,OAAO,KAAK,SAAS,QAAQ;AACnC,cAAM,QAAQ,KAAK,SAAS,WAAW,SAAS;AAEhD,0CAAkC,OAAO,GAAG,YAAY,OAAO;AAC/D,0CAAkC,OAAO,GAAG,cAAc,OAAO;AAEjE,iBAAS,IAAI,GAAG,KAAK,GAAG,MAAM,QAAQ,IAAI,IAAI,KAAK;AACjD,gBAAM,OAAO,GAAG,MAAM,CAAC;AACvB,gBAAM,WAAW,MAAM,KAAK,KAAK;AACjC,4CAAkC,OAAO,IAAI,GAAG,UAAU,OAAO;AAAA,QAClE;AAED,aAAK,SAAS,WAAW,SAAS,cAAc;AAAA,MACjD;AAAA,IACF;AAED,SAAK,OAAO,KAAK,KAAK,WAAW;AAEjC,UAAM,kBAAkB,KAAK;AAAA,EAC9B;AAAA;AAAA;AAAA;AAAA,EAKD,UAAU;AACR,SAAK,eAAe,QAAS;AAE7B,SAAK,qBAAqB,QAAS;AACnC,SAAK,uBAAuB,QAAS;AACrC,SAAK,mBAAmB,QAAS;AACjC,SAAK,aAAa,QAAS;AAE3B,UAAM,WAAW,KAAK;AAEtB,aAAS,IAAI,GAAG,IAAI,SAAS,QAAQ,KAAK;AACxC,YAAM,QAAQ,SAAS,CAAC;AAExB,UAAI,MAAM;AAAQ,cAAM,SAAS,QAAS;AAAA,IAC3C;AAAA,EACF;AAAA;AAAA,EAID,QAAQ;AACN,UAAM,QAAQ;AACd,UAAM,MAAM,KAAK;AAEjB,aAAS,mBAAmB,IAAI;AAC9B,YAAM,WAAW,IAAIE,qBAAgB;AACrC,YAAM,WAAW,IAAI,cAAc,IAAI,GAAG,MAAM,UAAU,CAAC;AAC3D,eAAS,aAAa,YAAY,IAAIC,MAAAA,gBAAgB,UAAU,CAAC,CAAC;AAElE,aAAO;AAAA,IACR;AAED,aAAS,mBAAmB;AAC1B,aAAO,IAAIC,MAAAA,KAAK,MAAM,gBAAgB,MAAM,oBAAoB;AAAA,IACjE;AAED,aAAS,qBAAqB;AAC5B,aAAO,IAAIA,MAAAA,KAAK,MAAM,gBAAgB,MAAM,sBAAsB;AAAA,IACnE;AAED,aAAS,iBAAiB;AACxB,aAAO,IAAIA,MAAAA,KAAK,MAAM,gBAAgB,MAAM,kBAAkB;AAAA,IAC/D;AAED,aAAS,WAAW,IAAI;AACtB,aAAO,IAAIC,MAAI,KAAC,mBAAmB,EAAE,GAAG,MAAM,YAAY;AAAA,IAC3D;AAED,aAAS,IAAI,GAAG,KAAK,IAAI,QAAQ,IAAI,IAAI,KAAK;AAC5C,YAAM,KAAK,IAAI,CAAC;AAEhB,WAAK,IAAI,kBAAkB;AAC3B,WAAK,IAAI,oBAAoB;AAE7B,eAAS,IAAI,GAAG,KAAK,GAAG,MAAM,QAAQ,IAAI,IAAI,KAAK;AACjD,aAAK,IAAI,gBAAgB;AAAA,MAC1B;AAED,WAAK,IAAI,WAAW,EAAE,CAAC;AAAA,IACxB;AAAA,EACF;AACH;;;"}
@@ -1,15 +1,15 @@
1
- import { Quaternion, Vector3, Matrix4, Object3D, SphereGeometry, MeshBasicMaterial, Color, LineBasicMaterial, Mesh, Line, BufferGeometry, BufferAttribute } from "three";
2
- const _q = new Quaternion();
3
- const _targetPos = new Vector3();
4
- const _targetVec = new Vector3();
5
- const _effectorPos = new Vector3();
6
- const _effectorVec = new Vector3();
7
- const _linkPos = new Vector3();
8
- const _invLinkQ = new Quaternion();
9
- const _linkScale = new Vector3();
10
- const _axis = new Vector3();
11
- const _vector = new Vector3();
12
- const _matrix = new Matrix4();
1
+ import { Object3D, SphereGeometry, MeshBasicMaterial, Color, LineBasicMaterial, Quaternion, Vector3, Matrix4, Mesh, Line, BufferGeometry, BufferAttribute } from "three";
2
+ const _q = /* @__PURE__ */ new Quaternion();
3
+ const _targetPos = /* @__PURE__ */ new Vector3();
4
+ const _targetVec = /* @__PURE__ */ new Vector3();
5
+ const _effectorPos = /* @__PURE__ */ new Vector3();
6
+ const _effectorVec = /* @__PURE__ */ new Vector3();
7
+ const _linkPos = /* @__PURE__ */ new Vector3();
8
+ const _invLinkQ = /* @__PURE__ */ new Quaternion();
9
+ const _linkScale = /* @__PURE__ */ new Vector3();
10
+ const _axis = /* @__PURE__ */ new Vector3();
11
+ const _vector = /* @__PURE__ */ new Vector3();
12
+ const _matrix = /* @__PURE__ */ new Matrix4();
13
13
  class CCDIKSolver {
14
14
  /**
15
15
  * @param {THREE.SkinnedMesh} mesh
@@ -1 +1 @@
1
- {"version":3,"file":"CCDIKSolver.js","sources":["../../src/animation/CCDIKSolver.js"],"sourcesContent":["import {\n BufferAttribute,\n BufferGeometry,\n Color,\n Line,\n LineBasicMaterial,\n Matrix4,\n Mesh,\n MeshBasicMaterial,\n Object3D,\n Quaternion,\n SphereGeometry,\n Vector3,\n} from 'three'\n\nconst _q = new Quaternion()\nconst _targetPos = new Vector3()\nconst _targetVec = new Vector3()\nconst _effectorPos = new Vector3()\nconst _effectorVec = new Vector3()\nconst _linkPos = new Vector3()\nconst _invLinkQ = new Quaternion()\nconst _linkScale = new Vector3()\nconst _axis = new Vector3()\nconst _vector = new Vector3()\nconst _matrix = new Matrix4()\n\n/**\n * CCD Algorithm\n * - https://sites.google.com/site/auraliusproject/ccd-algorithm\n *\n * // ik parameter example\n * //\n * // target, effector, index in links are bone index in skeleton.bones.\n * // the bones relation should be\n * // <-- parent child -->\n * // links[ n ], links[ n - 1 ], ..., links[ 0 ], effector\n * iks = [ {\n *\ttarget: 1,\n *\teffector: 2,\n *\tlinks: [ { index: 5, limitation: new Vector3( 1, 0, 0 ) }, { index: 4, enabled: false }, { index : 3 } ],\n *\titeration: 10,\n *\tminAngle: 0.0,\n *\tmaxAngle: 1.0,\n * } ];\n */\n\nclass CCDIKSolver {\n /**\n * @param {THREE.SkinnedMesh} mesh\n * @param {Array<Object>} iks\n */\n constructor(mesh, iks = []) {\n this.mesh = mesh\n this.iks = iks\n\n this._valid()\n }\n\n /**\n * Update all IK bones.\n *\n * @return {CCDIKSolver}\n */\n update() {\n const iks = this.iks\n\n for (let i = 0, il = iks.length; i < il; i++) {\n this.updateOne(iks[i])\n }\n\n return this\n }\n\n /**\n * Update one IK bone\n *\n * @param {Object} ik parameter\n * @return {CCDIKSolver}\n */\n updateOne(ik) {\n const bones = this.mesh.skeleton.bones\n\n // for reference overhead reduction in loop\n const math = Math\n\n const effector = bones[ik.effector]\n const target = bones[ik.target]\n\n // don't use getWorldPosition() here for the performance\n // because it calls updateMatrixWorld( true ) inside.\n _targetPos.setFromMatrixPosition(target.matrixWorld)\n\n const links = ik.links\n const iteration = ik.iteration !== undefined ? ik.iteration : 1\n\n for (let i = 0; i < iteration; i++) {\n let rotated = false\n\n for (let j = 0, jl = links.length; j < jl; j++) {\n const link = bones[links[j].index]\n\n // skip this link and following links.\n // this skip is used for MMD performance optimization.\n if (links[j].enabled === false) break\n\n const limitation = links[j].limitation\n const rotationMin = links[j].rotationMin\n const rotationMax = links[j].rotationMax\n\n // don't use getWorldPosition/Quaternion() here for the performance\n // because they call updateMatrixWorld( true ) inside.\n link.matrixWorld.decompose(_linkPos, _invLinkQ, _linkScale)\n _invLinkQ.invert()\n _effectorPos.setFromMatrixPosition(effector.matrixWorld)\n\n // work in link world\n _effectorVec.subVectors(_effectorPos, _linkPos)\n _effectorVec.applyQuaternion(_invLinkQ)\n _effectorVec.normalize()\n\n _targetVec.subVectors(_targetPos, _linkPos)\n _targetVec.applyQuaternion(_invLinkQ)\n _targetVec.normalize()\n\n let angle = _targetVec.dot(_effectorVec)\n\n if (angle > 1.0) {\n angle = 1.0\n } else if (angle < -1.0) {\n angle = -1.0\n }\n\n angle = math.acos(angle)\n\n // skip if changing angle is too small to prevent vibration of bone\n if (angle < 1e-5) continue\n\n if (ik.minAngle !== undefined && angle < ik.minAngle) {\n angle = ik.minAngle\n }\n\n if (ik.maxAngle !== undefined && angle > ik.maxAngle) {\n angle = ik.maxAngle\n }\n\n _axis.crossVectors(_effectorVec, _targetVec)\n _axis.normalize()\n\n _q.setFromAxisAngle(_axis, angle)\n link.quaternion.multiply(_q)\n\n // TODO: re-consider the limitation specification\n if (limitation !== undefined) {\n let c = link.quaternion.w\n\n if (c > 1.0) c = 1.0\n\n const c2 = math.sqrt(1 - c * c)\n link.quaternion.set(limitation.x * c2, limitation.y * c2, limitation.z * c2, c)\n }\n\n if (rotationMin !== undefined) {\n link.rotation.setFromVector3(_vector.setFromEuler(link.rotation).max(rotationMin))\n }\n\n if (rotationMax !== undefined) {\n link.rotation.setFromVector3(_vector.setFromEuler(link.rotation).min(rotationMax))\n }\n\n link.updateMatrixWorld(true)\n\n rotated = true\n }\n\n if (!rotated) break\n }\n\n return this\n }\n\n /**\n * Creates Helper\n *\n * @return {CCDIKHelper}\n */\n createHelper() {\n return new CCDIKHelper(this.mesh, this.iks)\n }\n\n // private methods\n\n _valid() {\n const iks = this.iks\n const bones = this.mesh.skeleton.bones\n\n for (let i = 0, il = iks.length; i < il; i++) {\n const ik = iks[i]\n const effector = bones[ik.effector]\n const links = ik.links\n let link0, link1\n\n link0 = effector\n\n for (let j = 0, jl = links.length; j < jl; j++) {\n link1 = bones[links[j].index]\n\n if (link0.parent !== link1) {\n console.warn('THREE.CCDIKSolver: bone ' + link0.name + ' is not the child of bone ' + link1.name)\n }\n\n link0 = link1\n }\n }\n }\n}\n\nfunction getPosition(bone, matrixWorldInv) {\n return _vector.setFromMatrixPosition(bone.matrixWorld).applyMatrix4(matrixWorldInv)\n}\n\nfunction setPositionOfBoneToAttributeArray(array, index, bone, matrixWorldInv) {\n const v = getPosition(bone, matrixWorldInv)\n\n array[index * 3 + 0] = v.x\n array[index * 3 + 1] = v.y\n array[index * 3 + 2] = v.z\n}\n\n/**\n * Visualize IK bones\n *\n * @param {SkinnedMesh} mesh\n * @param {Array<Object>} iks\n */\nclass CCDIKHelper extends Object3D {\n constructor(mesh, iks = [], sphereSize = 0.25) {\n super()\n\n this.root = mesh\n this.iks = iks\n\n this.matrix.copy(mesh.matrixWorld)\n this.matrixAutoUpdate = false\n\n this.sphereGeometry = new SphereGeometry(sphereSize, 16, 8)\n\n this.targetSphereMaterial = new MeshBasicMaterial({\n color: new Color(0xff8888),\n depthTest: false,\n depthWrite: false,\n transparent: true,\n })\n\n this.effectorSphereMaterial = new MeshBasicMaterial({\n color: new Color(0x88ff88),\n depthTest: false,\n depthWrite: false,\n transparent: true,\n })\n\n this.linkSphereMaterial = new MeshBasicMaterial({\n color: new Color(0x8888ff),\n depthTest: false,\n depthWrite: false,\n transparent: true,\n })\n\n this.lineMaterial = new LineBasicMaterial({\n color: new Color(0xff0000),\n depthTest: false,\n depthWrite: false,\n transparent: true,\n })\n\n this._init()\n }\n\n /**\n * Updates IK bones visualization.\n */\n updateMatrixWorld(force) {\n const mesh = this.root\n\n if (this.visible) {\n let offset = 0\n\n const iks = this.iks\n const bones = mesh.skeleton.bones\n\n _matrix.copy(mesh.matrixWorld).invert()\n\n for (let i = 0, il = iks.length; i < il; i++) {\n const ik = iks[i]\n\n const targetBone = bones[ik.target]\n const effectorBone = bones[ik.effector]\n\n const targetMesh = this.children[offset++]\n const effectorMesh = this.children[offset++]\n\n targetMesh.position.copy(getPosition(targetBone, _matrix))\n effectorMesh.position.copy(getPosition(effectorBone, _matrix))\n\n for (let j = 0, jl = ik.links.length; j < jl; j++) {\n const link = ik.links[j]\n const linkBone = bones[link.index]\n\n const linkMesh = this.children[offset++]\n\n linkMesh.position.copy(getPosition(linkBone, _matrix))\n }\n\n const line = this.children[offset++]\n const array = line.geometry.attributes.position.array\n\n setPositionOfBoneToAttributeArray(array, 0, targetBone, _matrix)\n setPositionOfBoneToAttributeArray(array, 1, effectorBone, _matrix)\n\n for (let j = 0, jl = ik.links.length; j < jl; j++) {\n const link = ik.links[j]\n const linkBone = bones[link.index]\n setPositionOfBoneToAttributeArray(array, j + 2, linkBone, _matrix)\n }\n\n line.geometry.attributes.position.needsUpdate = true\n }\n }\n\n this.matrix.copy(mesh.matrixWorld)\n\n super.updateMatrixWorld(force)\n }\n\n /**\n * Frees the GPU-related resources allocated by this instance. Call this method whenever this instance is no longer used in your app.\n */\n dispose() {\n this.sphereGeometry.dispose()\n\n this.targetSphereMaterial.dispose()\n this.effectorSphereMaterial.dispose()\n this.linkSphereMaterial.dispose()\n this.lineMaterial.dispose()\n\n const children = this.children\n\n for (let i = 0; i < children.length; i++) {\n const child = children[i]\n\n if (child.isLine) child.geometry.dispose()\n }\n }\n\n // private method\n\n _init() {\n const scope = this\n const iks = this.iks\n\n function createLineGeometry(ik) {\n const geometry = new BufferGeometry()\n const vertices = new Float32Array((2 + ik.links.length) * 3)\n geometry.setAttribute('position', new BufferAttribute(vertices, 3))\n\n return geometry\n }\n\n function createTargetMesh() {\n return new Mesh(scope.sphereGeometry, scope.targetSphereMaterial)\n }\n\n function createEffectorMesh() {\n return new Mesh(scope.sphereGeometry, scope.effectorSphereMaterial)\n }\n\n function createLinkMesh() {\n return new Mesh(scope.sphereGeometry, scope.linkSphereMaterial)\n }\n\n function createLine(ik) {\n return new Line(createLineGeometry(ik), scope.lineMaterial)\n }\n\n for (let i = 0, il = iks.length; i < il; i++) {\n const ik = iks[i]\n\n this.add(createTargetMesh())\n this.add(createEffectorMesh())\n\n for (let j = 0, jl = ik.links.length; j < jl; j++) {\n this.add(createLinkMesh())\n }\n\n this.add(createLine(ik))\n }\n }\n}\n\nexport { CCDIKSolver, CCDIKHelper }\n"],"names":[],"mappings":";AAeA,MAAM,KAAK,IAAI,WAAY;AAC3B,MAAM,aAAa,IAAI,QAAS;AAChC,MAAM,aAAa,IAAI,QAAS;AAChC,MAAM,eAAe,IAAI,QAAS;AAClC,MAAM,eAAe,IAAI,QAAS;AAClC,MAAM,WAAW,IAAI,QAAS;AAC9B,MAAM,YAAY,IAAI,WAAY;AAClC,MAAM,aAAa,IAAI,QAAS;AAChC,MAAM,QAAQ,IAAI,QAAS;AAC3B,MAAM,UAAU,IAAI,QAAS;AAC7B,MAAM,UAAU,IAAI,QAAS;AAsB7B,MAAM,YAAY;AAAA;AAAA;AAAA;AAAA;AAAA,EAKhB,YAAY,MAAM,MAAM,IAAI;AAC1B,SAAK,OAAO;AACZ,SAAK,MAAM;AAEX,SAAK,OAAQ;AAAA,EACd;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAOD,SAAS;AACP,UAAM,MAAM,KAAK;AAEjB,aAAS,IAAI,GAAG,KAAK,IAAI,QAAQ,IAAI,IAAI,KAAK;AAC5C,WAAK,UAAU,IAAI,CAAC,CAAC;AAAA,IACtB;AAED,WAAO;AAAA,EACR;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAQD,UAAU,IAAI;AACZ,UAAM,QAAQ,KAAK,KAAK,SAAS;AAGjC,UAAM,OAAO;AAEb,UAAM,WAAW,MAAM,GAAG,QAAQ;AAClC,UAAM,SAAS,MAAM,GAAG,MAAM;AAI9B,eAAW,sBAAsB,OAAO,WAAW;AAEnD,UAAM,QAAQ,GAAG;AACjB,UAAM,YAAY,GAAG,cAAc,SAAY,GAAG,YAAY;AAE9D,aAAS,IAAI,GAAG,IAAI,WAAW,KAAK;AAClC,UAAI,UAAU;AAEd,eAAS,IAAI,GAAG,KAAK,MAAM,QAAQ,IAAI,IAAI,KAAK;AAC9C,cAAM,OAAO,MAAM,MAAM,CAAC,EAAE,KAAK;AAIjC,YAAI,MAAM,CAAC,EAAE,YAAY;AAAO;AAEhC,cAAM,aAAa,MAAM,CAAC,EAAE;AAC5B,cAAM,cAAc,MAAM,CAAC,EAAE;AAC7B,cAAM,cAAc,MAAM,CAAC,EAAE;AAI7B,aAAK,YAAY,UAAU,UAAU,WAAW,UAAU;AAC1D,kBAAU,OAAQ;AAClB,qBAAa,sBAAsB,SAAS,WAAW;AAGvD,qBAAa,WAAW,cAAc,QAAQ;AAC9C,qBAAa,gBAAgB,SAAS;AACtC,qBAAa,UAAW;AAExB,mBAAW,WAAW,YAAY,QAAQ;AAC1C,mBAAW,gBAAgB,SAAS;AACpC,mBAAW,UAAW;AAEtB,YAAI,QAAQ,WAAW,IAAI,YAAY;AAEvC,YAAI,QAAQ,GAAK;AACf,kBAAQ;AAAA,QAClB,WAAmB,QAAQ,IAAM;AACvB,kBAAQ;AAAA,QACT;AAED,gBAAQ,KAAK,KAAK,KAAK;AAGvB,YAAI,QAAQ;AAAM;AAElB,YAAI,GAAG,aAAa,UAAa,QAAQ,GAAG,UAAU;AACpD,kBAAQ,GAAG;AAAA,QACZ;AAED,YAAI,GAAG,aAAa,UAAa,QAAQ,GAAG,UAAU;AACpD,kBAAQ,GAAG;AAAA,QACZ;AAED,cAAM,aAAa,cAAc,UAAU;AAC3C,cAAM,UAAW;AAEjB,WAAG,iBAAiB,OAAO,KAAK;AAChC,aAAK,WAAW,SAAS,EAAE;AAG3B,YAAI,eAAe,QAAW;AAC5B,cAAI,IAAI,KAAK,WAAW;AAExB,cAAI,IAAI;AAAK,gBAAI;AAEjB,gBAAM,KAAK,KAAK,KAAK,IAAI,IAAI,CAAC;AAC9B,eAAK,WAAW,IAAI,WAAW,IAAI,IAAI,WAAW,IAAI,IAAI,WAAW,IAAI,IAAI,CAAC;AAAA,QAC/E;AAED,YAAI,gBAAgB,QAAW;AAC7B,eAAK,SAAS,eAAe,QAAQ,aAAa,KAAK,QAAQ,EAAE,IAAI,WAAW,CAAC;AAAA,QAClF;AAED,YAAI,gBAAgB,QAAW;AAC7B,eAAK,SAAS,eAAe,QAAQ,aAAa,KAAK,QAAQ,EAAE,IAAI,WAAW,CAAC;AAAA,QAClF;AAED,aAAK,kBAAkB,IAAI;AAE3B,kBAAU;AAAA,MACX;AAED,UAAI,CAAC;AAAS;AAAA,IACf;AAED,WAAO;AAAA,EACR;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAOD,eAAe;AACb,WAAO,IAAI,YAAY,KAAK,MAAM,KAAK,GAAG;AAAA,EAC3C;AAAA;AAAA,EAID,SAAS;AACP,UAAM,MAAM,KAAK;AACjB,UAAM,QAAQ,KAAK,KAAK,SAAS;AAEjC,aAAS,IAAI,GAAG,KAAK,IAAI,QAAQ,IAAI,IAAI,KAAK;AAC5C,YAAM,KAAK,IAAI,CAAC;AAChB,YAAM,WAAW,MAAM,GAAG,QAAQ;AAClC,YAAM,QAAQ,GAAG;AACjB,UAAI,OAAO;AAEX,cAAQ;AAER,eAAS,IAAI,GAAG,KAAK,MAAM,QAAQ,IAAI,IAAI,KAAK;AAC9C,gBAAQ,MAAM,MAAM,CAAC,EAAE,KAAK;AAE5B,YAAI,MAAM,WAAW,OAAO;AAC1B,kBAAQ,KAAK,6BAA6B,MAAM,OAAO,+BAA+B,MAAM,IAAI;AAAA,QACjG;AAED,gBAAQ;AAAA,MACT;AAAA,IACF;AAAA,EACF;AACH;AAEA,SAAS,YAAY,MAAM,gBAAgB;AACzC,SAAO,QAAQ,sBAAsB,KAAK,WAAW,EAAE,aAAa,cAAc;AACpF;AAEA,SAAS,kCAAkC,OAAO,OAAO,MAAM,gBAAgB;AAC7E,QAAM,IAAI,YAAY,MAAM,cAAc;AAE1C,QAAM,QAAQ,IAAI,CAAC,IAAI,EAAE;AACzB,QAAM,QAAQ,IAAI,CAAC,IAAI,EAAE;AACzB,QAAM,QAAQ,IAAI,CAAC,IAAI,EAAE;AAC3B;AAQA,MAAM,oBAAoB,SAAS;AAAA,EACjC,YAAY,MAAM,MAAM,CAAA,GAAI,aAAa,MAAM;AAC7C,UAAO;AAEP,SAAK,OAAO;AACZ,SAAK,MAAM;AAEX,SAAK,OAAO,KAAK,KAAK,WAAW;AACjC,SAAK,mBAAmB;AAExB,SAAK,iBAAiB,IAAI,eAAe,YAAY,IAAI,CAAC;AAE1D,SAAK,uBAAuB,IAAI,kBAAkB;AAAA,MAChD,OAAO,IAAI,MAAM,QAAQ;AAAA,MACzB,WAAW;AAAA,MACX,YAAY;AAAA,MACZ,aAAa;AAAA,IACnB,CAAK;AAED,SAAK,yBAAyB,IAAI,kBAAkB;AAAA,MAClD,OAAO,IAAI,MAAM,OAAQ;AAAA,MACzB,WAAW;AAAA,MACX,YAAY;AAAA,MACZ,aAAa;AAAA,IACnB,CAAK;AAED,SAAK,qBAAqB,IAAI,kBAAkB;AAAA,MAC9C,OAAO,IAAI,MAAM,OAAQ;AAAA,MACzB,WAAW;AAAA,MACX,YAAY;AAAA,MACZ,aAAa;AAAA,IACnB,CAAK;AAED,SAAK,eAAe,IAAI,kBAAkB;AAAA,MACxC,OAAO,IAAI,MAAM,QAAQ;AAAA,MACzB,WAAW;AAAA,MACX,YAAY;AAAA,MACZ,aAAa;AAAA,IACnB,CAAK;AAED,SAAK,MAAO;AAAA,EACb;AAAA;AAAA;AAAA;AAAA,EAKD,kBAAkB,OAAO;AACvB,UAAM,OAAO,KAAK;AAElB,QAAI,KAAK,SAAS;AAChB,UAAI,SAAS;AAEb,YAAM,MAAM,KAAK;AACjB,YAAM,QAAQ,KAAK,SAAS;AAE5B,cAAQ,KAAK,KAAK,WAAW,EAAE,OAAQ;AAEvC,eAAS,IAAI,GAAG,KAAK,IAAI,QAAQ,IAAI,IAAI,KAAK;AAC5C,cAAM,KAAK,IAAI,CAAC;AAEhB,cAAM,aAAa,MAAM,GAAG,MAAM;AAClC,cAAM,eAAe,MAAM,GAAG,QAAQ;AAEtC,cAAM,aAAa,KAAK,SAAS,QAAQ;AACzC,cAAM,eAAe,KAAK,SAAS,QAAQ;AAE3C,mBAAW,SAAS,KAAK,YAAY,YAAY,OAAO,CAAC;AACzD,qBAAa,SAAS,KAAK,YAAY,cAAc,OAAO,CAAC;AAE7D,iBAAS,IAAI,GAAG,KAAK,GAAG,MAAM,QAAQ,IAAI,IAAI,KAAK;AACjD,gBAAM,OAAO,GAAG,MAAM,CAAC;AACvB,gBAAM,WAAW,MAAM,KAAK,KAAK;AAEjC,gBAAM,WAAW,KAAK,SAAS,QAAQ;AAEvC,mBAAS,SAAS,KAAK,YAAY,UAAU,OAAO,CAAC;AAAA,QACtD;AAED,cAAM,OAAO,KAAK,SAAS,QAAQ;AACnC,cAAM,QAAQ,KAAK,SAAS,WAAW,SAAS;AAEhD,0CAAkC,OAAO,GAAG,YAAY,OAAO;AAC/D,0CAAkC,OAAO,GAAG,cAAc,OAAO;AAEjE,iBAAS,IAAI,GAAG,KAAK,GAAG,MAAM,QAAQ,IAAI,IAAI,KAAK;AACjD,gBAAM,OAAO,GAAG,MAAM,CAAC;AACvB,gBAAM,WAAW,MAAM,KAAK,KAAK;AACjC,4CAAkC,OAAO,IAAI,GAAG,UAAU,OAAO;AAAA,QAClE;AAED,aAAK,SAAS,WAAW,SAAS,cAAc;AAAA,MACjD;AAAA,IACF;AAED,SAAK,OAAO,KAAK,KAAK,WAAW;AAEjC,UAAM,kBAAkB,KAAK;AAAA,EAC9B;AAAA;AAAA;AAAA;AAAA,EAKD,UAAU;AACR,SAAK,eAAe,QAAS;AAE7B,SAAK,qBAAqB,QAAS;AACnC,SAAK,uBAAuB,QAAS;AACrC,SAAK,mBAAmB,QAAS;AACjC,SAAK,aAAa,QAAS;AAE3B,UAAM,WAAW,KAAK;AAEtB,aAAS,IAAI,GAAG,IAAI,SAAS,QAAQ,KAAK;AACxC,YAAM,QAAQ,SAAS,CAAC;AAExB,UAAI,MAAM;AAAQ,cAAM,SAAS,QAAS;AAAA,IAC3C;AAAA,EACF;AAAA;AAAA,EAID,QAAQ;AACN,UAAM,QAAQ;AACd,UAAM,MAAM,KAAK;AAEjB,aAAS,mBAAmB,IAAI;AAC9B,YAAM,WAAW,IAAI,eAAgB;AACrC,YAAM,WAAW,IAAI,cAAc,IAAI,GAAG,MAAM,UAAU,CAAC;AAC3D,eAAS,aAAa,YAAY,IAAI,gBAAgB,UAAU,CAAC,CAAC;AAElE,aAAO;AAAA,IACR;AAED,aAAS,mBAAmB;AAC1B,aAAO,IAAI,KAAK,MAAM,gBAAgB,MAAM,oBAAoB;AAAA,IACjE;AAED,aAAS,qBAAqB;AAC5B,aAAO,IAAI,KAAK,MAAM,gBAAgB,MAAM,sBAAsB;AAAA,IACnE;AAED,aAAS,iBAAiB;AACxB,aAAO,IAAI,KAAK,MAAM,gBAAgB,MAAM,kBAAkB;AAAA,IAC/D;AAED,aAAS,WAAW,IAAI;AACtB,aAAO,IAAI,KAAK,mBAAmB,EAAE,GAAG,MAAM,YAAY;AAAA,IAC3D;AAED,aAAS,IAAI,GAAG,KAAK,IAAI,QAAQ,IAAI,IAAI,KAAK;AAC5C,YAAM,KAAK,IAAI,CAAC;AAEhB,WAAK,IAAI,kBAAkB;AAC3B,WAAK,IAAI,oBAAoB;AAE7B,eAAS,IAAI,GAAG,KAAK,GAAG,MAAM,QAAQ,IAAI,IAAI,KAAK;AACjD,aAAK,IAAI,gBAAgB;AAAA,MAC1B;AAED,WAAK,IAAI,WAAW,EAAE,CAAC;AAAA,IACxB;AAAA,EACF;AACH;"}
1
+ {"version":3,"file":"CCDIKSolver.js","sources":["../../src/animation/CCDIKSolver.js"],"sourcesContent":["import {\n BufferAttribute,\n BufferGeometry,\n Color,\n Line,\n LineBasicMaterial,\n Matrix4,\n Mesh,\n MeshBasicMaterial,\n Object3D,\n Quaternion,\n SphereGeometry,\n Vector3,\n} from 'three'\n\nconst _q = /* @__PURE__ */ new Quaternion()\nconst _targetPos = /* @__PURE__ */ new Vector3()\nconst _targetVec = /* @__PURE__ */ new Vector3()\nconst _effectorPos = /* @__PURE__ */ new Vector3()\nconst _effectorVec = /* @__PURE__ */ new Vector3()\nconst _linkPos = /* @__PURE__ */ new Vector3()\nconst _invLinkQ = /* @__PURE__ */ new Quaternion()\nconst _linkScale = /* @__PURE__ */ new Vector3()\nconst _axis = /* @__PURE__ */ new Vector3()\nconst _vector = /* @__PURE__ */ new Vector3()\nconst _matrix = /* @__PURE__ */ new Matrix4()\n\n/**\n * CCD Algorithm\n * - https://sites.google.com/site/auraliusproject/ccd-algorithm\n *\n * // ik parameter example\n * //\n * // target, effector, index in links are bone index in skeleton.bones.\n * // the bones relation should be\n * // <-- parent child -->\n * // links[ n ], links[ n - 1 ], ..., links[ 0 ], effector\n * iks = [ {\n *\ttarget: 1,\n *\teffector: 2,\n *\tlinks: [ { index: 5, limitation: new Vector3( 1, 0, 0 ) }, { index: 4, enabled: false }, { index : 3 } ],\n *\titeration: 10,\n *\tminAngle: 0.0,\n *\tmaxAngle: 1.0,\n * } ];\n */\n\nclass CCDIKSolver {\n /**\n * @param {THREE.SkinnedMesh} mesh\n * @param {Array<Object>} iks\n */\n constructor(mesh, iks = []) {\n this.mesh = mesh\n this.iks = iks\n\n this._valid()\n }\n\n /**\n * Update all IK bones.\n *\n * @return {CCDIKSolver}\n */\n update() {\n const iks = this.iks\n\n for (let i = 0, il = iks.length; i < il; i++) {\n this.updateOne(iks[i])\n }\n\n return this\n }\n\n /**\n * Update one IK bone\n *\n * @param {Object} ik parameter\n * @return {CCDIKSolver}\n */\n updateOne(ik) {\n const bones = this.mesh.skeleton.bones\n\n // for reference overhead reduction in loop\n const math = Math\n\n const effector = bones[ik.effector]\n const target = bones[ik.target]\n\n // don't use getWorldPosition() here for the performance\n // because it calls updateMatrixWorld( true ) inside.\n _targetPos.setFromMatrixPosition(target.matrixWorld)\n\n const links = ik.links\n const iteration = ik.iteration !== undefined ? ik.iteration : 1\n\n for (let i = 0; i < iteration; i++) {\n let rotated = false\n\n for (let j = 0, jl = links.length; j < jl; j++) {\n const link = bones[links[j].index]\n\n // skip this link and following links.\n // this skip is used for MMD performance optimization.\n if (links[j].enabled === false) break\n\n const limitation = links[j].limitation\n const rotationMin = links[j].rotationMin\n const rotationMax = links[j].rotationMax\n\n // don't use getWorldPosition/Quaternion() here for the performance\n // because they call updateMatrixWorld( true ) inside.\n link.matrixWorld.decompose(_linkPos, _invLinkQ, _linkScale)\n _invLinkQ.invert()\n _effectorPos.setFromMatrixPosition(effector.matrixWorld)\n\n // work in link world\n _effectorVec.subVectors(_effectorPos, _linkPos)\n _effectorVec.applyQuaternion(_invLinkQ)\n _effectorVec.normalize()\n\n _targetVec.subVectors(_targetPos, _linkPos)\n _targetVec.applyQuaternion(_invLinkQ)\n _targetVec.normalize()\n\n let angle = _targetVec.dot(_effectorVec)\n\n if (angle > 1.0) {\n angle = 1.0\n } else if (angle < -1.0) {\n angle = -1.0\n }\n\n angle = math.acos(angle)\n\n // skip if changing angle is too small to prevent vibration of bone\n if (angle < 1e-5) continue\n\n if (ik.minAngle !== undefined && angle < ik.minAngle) {\n angle = ik.minAngle\n }\n\n if (ik.maxAngle !== undefined && angle > ik.maxAngle) {\n angle = ik.maxAngle\n }\n\n _axis.crossVectors(_effectorVec, _targetVec)\n _axis.normalize()\n\n _q.setFromAxisAngle(_axis, angle)\n link.quaternion.multiply(_q)\n\n // TODO: re-consider the limitation specification\n if (limitation !== undefined) {\n let c = link.quaternion.w\n\n if (c > 1.0) c = 1.0\n\n const c2 = math.sqrt(1 - c * c)\n link.quaternion.set(limitation.x * c2, limitation.y * c2, limitation.z * c2, c)\n }\n\n if (rotationMin !== undefined) {\n link.rotation.setFromVector3(_vector.setFromEuler(link.rotation).max(rotationMin))\n }\n\n if (rotationMax !== undefined) {\n link.rotation.setFromVector3(_vector.setFromEuler(link.rotation).min(rotationMax))\n }\n\n link.updateMatrixWorld(true)\n\n rotated = true\n }\n\n if (!rotated) break\n }\n\n return this\n }\n\n /**\n * Creates Helper\n *\n * @return {CCDIKHelper}\n */\n createHelper() {\n return new CCDIKHelper(this.mesh, this.iks)\n }\n\n // private methods\n\n _valid() {\n const iks = this.iks\n const bones = this.mesh.skeleton.bones\n\n for (let i = 0, il = iks.length; i < il; i++) {\n const ik = iks[i]\n const effector = bones[ik.effector]\n const links = ik.links\n let link0, link1\n\n link0 = effector\n\n for (let j = 0, jl = links.length; j < jl; j++) {\n link1 = bones[links[j].index]\n\n if (link0.parent !== link1) {\n console.warn('THREE.CCDIKSolver: bone ' + link0.name + ' is not the child of bone ' + link1.name)\n }\n\n link0 = link1\n }\n }\n }\n}\n\nfunction getPosition(bone, matrixWorldInv) {\n return _vector.setFromMatrixPosition(bone.matrixWorld).applyMatrix4(matrixWorldInv)\n}\n\nfunction setPositionOfBoneToAttributeArray(array, index, bone, matrixWorldInv) {\n const v = getPosition(bone, matrixWorldInv)\n\n array[index * 3 + 0] = v.x\n array[index * 3 + 1] = v.y\n array[index * 3 + 2] = v.z\n}\n\n/**\n * Visualize IK bones\n *\n * @param {SkinnedMesh} mesh\n * @param {Array<Object>} iks\n */\nclass CCDIKHelper extends Object3D {\n constructor(mesh, iks = [], sphereSize = 0.25) {\n super()\n\n this.root = mesh\n this.iks = iks\n\n this.matrix.copy(mesh.matrixWorld)\n this.matrixAutoUpdate = false\n\n this.sphereGeometry = new SphereGeometry(sphereSize, 16, 8)\n\n this.targetSphereMaterial = new MeshBasicMaterial({\n color: new Color(0xff8888),\n depthTest: false,\n depthWrite: false,\n transparent: true,\n })\n\n this.effectorSphereMaterial = new MeshBasicMaterial({\n color: new Color(0x88ff88),\n depthTest: false,\n depthWrite: false,\n transparent: true,\n })\n\n this.linkSphereMaterial = new MeshBasicMaterial({\n color: new Color(0x8888ff),\n depthTest: false,\n depthWrite: false,\n transparent: true,\n })\n\n this.lineMaterial = new LineBasicMaterial({\n color: new Color(0xff0000),\n depthTest: false,\n depthWrite: false,\n transparent: true,\n })\n\n this._init()\n }\n\n /**\n * Updates IK bones visualization.\n */\n updateMatrixWorld(force) {\n const mesh = this.root\n\n if (this.visible) {\n let offset = 0\n\n const iks = this.iks\n const bones = mesh.skeleton.bones\n\n _matrix.copy(mesh.matrixWorld).invert()\n\n for (let i = 0, il = iks.length; i < il; i++) {\n const ik = iks[i]\n\n const targetBone = bones[ik.target]\n const effectorBone = bones[ik.effector]\n\n const targetMesh = this.children[offset++]\n const effectorMesh = this.children[offset++]\n\n targetMesh.position.copy(getPosition(targetBone, _matrix))\n effectorMesh.position.copy(getPosition(effectorBone, _matrix))\n\n for (let j = 0, jl = ik.links.length; j < jl; j++) {\n const link = ik.links[j]\n const linkBone = bones[link.index]\n\n const linkMesh = this.children[offset++]\n\n linkMesh.position.copy(getPosition(linkBone, _matrix))\n }\n\n const line = this.children[offset++]\n const array = line.geometry.attributes.position.array\n\n setPositionOfBoneToAttributeArray(array, 0, targetBone, _matrix)\n setPositionOfBoneToAttributeArray(array, 1, effectorBone, _matrix)\n\n for (let j = 0, jl = ik.links.length; j < jl; j++) {\n const link = ik.links[j]\n const linkBone = bones[link.index]\n setPositionOfBoneToAttributeArray(array, j + 2, linkBone, _matrix)\n }\n\n line.geometry.attributes.position.needsUpdate = true\n }\n }\n\n this.matrix.copy(mesh.matrixWorld)\n\n super.updateMatrixWorld(force)\n }\n\n /**\n * Frees the GPU-related resources allocated by this instance. Call this method whenever this instance is no longer used in your app.\n */\n dispose() {\n this.sphereGeometry.dispose()\n\n this.targetSphereMaterial.dispose()\n this.effectorSphereMaterial.dispose()\n this.linkSphereMaterial.dispose()\n this.lineMaterial.dispose()\n\n const children = this.children\n\n for (let i = 0; i < children.length; i++) {\n const child = children[i]\n\n if (child.isLine) child.geometry.dispose()\n }\n }\n\n // private method\n\n _init() {\n const scope = this\n const iks = this.iks\n\n function createLineGeometry(ik) {\n const geometry = new BufferGeometry()\n const vertices = new Float32Array((2 + ik.links.length) * 3)\n geometry.setAttribute('position', new BufferAttribute(vertices, 3))\n\n return geometry\n }\n\n function createTargetMesh() {\n return new Mesh(scope.sphereGeometry, scope.targetSphereMaterial)\n }\n\n function createEffectorMesh() {\n return new Mesh(scope.sphereGeometry, scope.effectorSphereMaterial)\n }\n\n function createLinkMesh() {\n return new Mesh(scope.sphereGeometry, scope.linkSphereMaterial)\n }\n\n function createLine(ik) {\n return new Line(createLineGeometry(ik), scope.lineMaterial)\n }\n\n for (let i = 0, il = iks.length; i < il; i++) {\n const ik = iks[i]\n\n this.add(createTargetMesh())\n this.add(createEffectorMesh())\n\n for (let j = 0, jl = ik.links.length; j < jl; j++) {\n this.add(createLinkMesh())\n }\n\n this.add(createLine(ik))\n }\n }\n}\n\nexport { CCDIKSolver, CCDIKHelper }\n"],"names":[],"mappings":";AAeA,MAAM,KAAqB,oBAAI,WAAY;AAC3C,MAAM,aAA6B,oBAAI,QAAS;AAChD,MAAM,aAA6B,oBAAI,QAAS;AAChD,MAAM,eAA+B,oBAAI,QAAS;AAClD,MAAM,eAA+B,oBAAI,QAAS;AAClD,MAAM,WAA2B,oBAAI,QAAS;AAC9C,MAAM,YAA4B,oBAAI,WAAY;AAClD,MAAM,aAA6B,oBAAI,QAAS;AAChD,MAAM,QAAwB,oBAAI,QAAS;AAC3C,MAAM,UAA0B,oBAAI,QAAS;AAC7C,MAAM,UAA0B,oBAAI,QAAS;AAsB7C,MAAM,YAAY;AAAA;AAAA;AAAA;AAAA;AAAA,EAKhB,YAAY,MAAM,MAAM,IAAI;AAC1B,SAAK,OAAO;AACZ,SAAK,MAAM;AAEX,SAAK,OAAQ;AAAA,EACd;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAOD,SAAS;AACP,UAAM,MAAM,KAAK;AAEjB,aAAS,IAAI,GAAG,KAAK,IAAI,QAAQ,IAAI,IAAI,KAAK;AAC5C,WAAK,UAAU,IAAI,CAAC,CAAC;AAAA,IACtB;AAED,WAAO;AAAA,EACR;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAQD,UAAU,IAAI;AACZ,UAAM,QAAQ,KAAK,KAAK,SAAS;AAGjC,UAAM,OAAO;AAEb,UAAM,WAAW,MAAM,GAAG,QAAQ;AAClC,UAAM,SAAS,MAAM,GAAG,MAAM;AAI9B,eAAW,sBAAsB,OAAO,WAAW;AAEnD,UAAM,QAAQ,GAAG;AACjB,UAAM,YAAY,GAAG,cAAc,SAAY,GAAG,YAAY;AAE9D,aAAS,IAAI,GAAG,IAAI,WAAW,KAAK;AAClC,UAAI,UAAU;AAEd,eAAS,IAAI,GAAG,KAAK,MAAM,QAAQ,IAAI,IAAI,KAAK;AAC9C,cAAM,OAAO,MAAM,MAAM,CAAC,EAAE,KAAK;AAIjC,YAAI,MAAM,CAAC,EAAE,YAAY;AAAO;AAEhC,cAAM,aAAa,MAAM,CAAC,EAAE;AAC5B,cAAM,cAAc,MAAM,CAAC,EAAE;AAC7B,cAAM,cAAc,MAAM,CAAC,EAAE;AAI7B,aAAK,YAAY,UAAU,UAAU,WAAW,UAAU;AAC1D,kBAAU,OAAQ;AAClB,qBAAa,sBAAsB,SAAS,WAAW;AAGvD,qBAAa,WAAW,cAAc,QAAQ;AAC9C,qBAAa,gBAAgB,SAAS;AACtC,qBAAa,UAAW;AAExB,mBAAW,WAAW,YAAY,QAAQ;AAC1C,mBAAW,gBAAgB,SAAS;AACpC,mBAAW,UAAW;AAEtB,YAAI,QAAQ,WAAW,IAAI,YAAY;AAEvC,YAAI,QAAQ,GAAK;AACf,kBAAQ;AAAA,QAClB,WAAmB,QAAQ,IAAM;AACvB,kBAAQ;AAAA,QACT;AAED,gBAAQ,KAAK,KAAK,KAAK;AAGvB,YAAI,QAAQ;AAAM;AAElB,YAAI,GAAG,aAAa,UAAa,QAAQ,GAAG,UAAU;AACpD,kBAAQ,GAAG;AAAA,QACZ;AAED,YAAI,GAAG,aAAa,UAAa,QAAQ,GAAG,UAAU;AACpD,kBAAQ,GAAG;AAAA,QACZ;AAED,cAAM,aAAa,cAAc,UAAU;AAC3C,cAAM,UAAW;AAEjB,WAAG,iBAAiB,OAAO,KAAK;AAChC,aAAK,WAAW,SAAS,EAAE;AAG3B,YAAI,eAAe,QAAW;AAC5B,cAAI,IAAI,KAAK,WAAW;AAExB,cAAI,IAAI;AAAK,gBAAI;AAEjB,gBAAM,KAAK,KAAK,KAAK,IAAI,IAAI,CAAC;AAC9B,eAAK,WAAW,IAAI,WAAW,IAAI,IAAI,WAAW,IAAI,IAAI,WAAW,IAAI,IAAI,CAAC;AAAA,QAC/E;AAED,YAAI,gBAAgB,QAAW;AAC7B,eAAK,SAAS,eAAe,QAAQ,aAAa,KAAK,QAAQ,EAAE,IAAI,WAAW,CAAC;AAAA,QAClF;AAED,YAAI,gBAAgB,QAAW;AAC7B,eAAK,SAAS,eAAe,QAAQ,aAAa,KAAK,QAAQ,EAAE,IAAI,WAAW,CAAC;AAAA,QAClF;AAED,aAAK,kBAAkB,IAAI;AAE3B,kBAAU;AAAA,MACX;AAED,UAAI,CAAC;AAAS;AAAA,IACf;AAED,WAAO;AAAA,EACR;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAOD,eAAe;AACb,WAAO,IAAI,YAAY,KAAK,MAAM,KAAK,GAAG;AAAA,EAC3C;AAAA;AAAA,EAID,SAAS;AACP,UAAM,MAAM,KAAK;AACjB,UAAM,QAAQ,KAAK,KAAK,SAAS;AAEjC,aAAS,IAAI,GAAG,KAAK,IAAI,QAAQ,IAAI,IAAI,KAAK;AAC5C,YAAM,KAAK,IAAI,CAAC;AAChB,YAAM,WAAW,MAAM,GAAG,QAAQ;AAClC,YAAM,QAAQ,GAAG;AACjB,UAAI,OAAO;AAEX,cAAQ;AAER,eAAS,IAAI,GAAG,KAAK,MAAM,QAAQ,IAAI,IAAI,KAAK;AAC9C,gBAAQ,MAAM,MAAM,CAAC,EAAE,KAAK;AAE5B,YAAI,MAAM,WAAW,OAAO;AAC1B,kBAAQ,KAAK,6BAA6B,MAAM,OAAO,+BAA+B,MAAM,IAAI;AAAA,QACjG;AAED,gBAAQ;AAAA,MACT;AAAA,IACF;AAAA,EACF;AACH;AAEA,SAAS,YAAY,MAAM,gBAAgB;AACzC,SAAO,QAAQ,sBAAsB,KAAK,WAAW,EAAE,aAAa,cAAc;AACpF;AAEA,SAAS,kCAAkC,OAAO,OAAO,MAAM,gBAAgB;AAC7E,QAAM,IAAI,YAAY,MAAM,cAAc;AAE1C,QAAM,QAAQ,IAAI,CAAC,IAAI,EAAE;AACzB,QAAM,QAAQ,IAAI,CAAC,IAAI,EAAE;AACzB,QAAM,QAAQ,IAAI,CAAC,IAAI,EAAE;AAC3B;AAQA,MAAM,oBAAoB,SAAS;AAAA,EACjC,YAAY,MAAM,MAAM,CAAA,GAAI,aAAa,MAAM;AAC7C,UAAO;AAEP,SAAK,OAAO;AACZ,SAAK,MAAM;AAEX,SAAK,OAAO,KAAK,KAAK,WAAW;AACjC,SAAK,mBAAmB;AAExB,SAAK,iBAAiB,IAAI,eAAe,YAAY,IAAI,CAAC;AAE1D,SAAK,uBAAuB,IAAI,kBAAkB;AAAA,MAChD,OAAO,IAAI,MAAM,QAAQ;AAAA,MACzB,WAAW;AAAA,MACX,YAAY;AAAA,MACZ,aAAa;AAAA,IACnB,CAAK;AAED,SAAK,yBAAyB,IAAI,kBAAkB;AAAA,MAClD,OAAO,IAAI,MAAM,OAAQ;AAAA,MACzB,WAAW;AAAA,MACX,YAAY;AAAA,MACZ,aAAa;AAAA,IACnB,CAAK;AAED,SAAK,qBAAqB,IAAI,kBAAkB;AAAA,MAC9C,OAAO,IAAI,MAAM,OAAQ;AAAA,MACzB,WAAW;AAAA,MACX,YAAY;AAAA,MACZ,aAAa;AAAA,IACnB,CAAK;AAED,SAAK,eAAe,IAAI,kBAAkB;AAAA,MACxC,OAAO,IAAI,MAAM,QAAQ;AAAA,MACzB,WAAW;AAAA,MACX,YAAY;AAAA,MACZ,aAAa;AAAA,IACnB,CAAK;AAED,SAAK,MAAO;AAAA,EACb;AAAA;AAAA;AAAA;AAAA,EAKD,kBAAkB,OAAO;AACvB,UAAM,OAAO,KAAK;AAElB,QAAI,KAAK,SAAS;AAChB,UAAI,SAAS;AAEb,YAAM,MAAM,KAAK;AACjB,YAAM,QAAQ,KAAK,SAAS;AAE5B,cAAQ,KAAK,KAAK,WAAW,EAAE,OAAQ;AAEvC,eAAS,IAAI,GAAG,KAAK,IAAI,QAAQ,IAAI,IAAI,KAAK;AAC5C,cAAM,KAAK,IAAI,CAAC;AAEhB,cAAM,aAAa,MAAM,GAAG,MAAM;AAClC,cAAM,eAAe,MAAM,GAAG,QAAQ;AAEtC,cAAM,aAAa,KAAK,SAAS,QAAQ;AACzC,cAAM,eAAe,KAAK,SAAS,QAAQ;AAE3C,mBAAW,SAAS,KAAK,YAAY,YAAY,OAAO,CAAC;AACzD,qBAAa,SAAS,KAAK,YAAY,cAAc,OAAO,CAAC;AAE7D,iBAAS,IAAI,GAAG,KAAK,GAAG,MAAM,QAAQ,IAAI,IAAI,KAAK;AACjD,gBAAM,OAAO,GAAG,MAAM,CAAC;AACvB,gBAAM,WAAW,MAAM,KAAK,KAAK;AAEjC,gBAAM,WAAW,KAAK,SAAS,QAAQ;AAEvC,mBAAS,SAAS,KAAK,YAAY,UAAU,OAAO,CAAC;AAAA,QACtD;AAED,cAAM,OAAO,KAAK,SAAS,QAAQ;AACnC,cAAM,QAAQ,KAAK,SAAS,WAAW,SAAS;AAEhD,0CAAkC,OAAO,GAAG,YAAY,OAAO;AAC/D,0CAAkC,OAAO,GAAG,cAAc,OAAO;AAEjE,iBAAS,IAAI,GAAG,KAAK,GAAG,MAAM,QAAQ,IAAI,IAAI,KAAK;AACjD,gBAAM,OAAO,GAAG,MAAM,CAAC;AACvB,gBAAM,WAAW,MAAM,KAAK,KAAK;AACjC,4CAAkC,OAAO,IAAI,GAAG,UAAU,OAAO;AAAA,QAClE;AAED,aAAK,SAAS,WAAW,SAAS,cAAc;AAAA,MACjD;AAAA,IACF;AAED,SAAK,OAAO,KAAK,KAAK,WAAW;AAEjC,UAAM,kBAAkB,KAAK;AAAA,EAC9B;AAAA;AAAA;AAAA;AAAA,EAKD,UAAU;AACR,SAAK,eAAe,QAAS;AAE7B,SAAK,qBAAqB,QAAS;AACnC,SAAK,uBAAuB,QAAS;AACrC,SAAK,mBAAmB,QAAS;AACjC,SAAK,aAAa,QAAS;AAE3B,UAAM,WAAW,KAAK;AAEtB,aAAS,IAAI,GAAG,IAAI,SAAS,QAAQ,KAAK;AACxC,YAAM,QAAQ,SAAS,CAAC;AAExB,UAAI,MAAM;AAAQ,cAAM,SAAS,QAAS;AAAA,IAC3C;AAAA,EACF;AAAA;AAAA,EAID,QAAQ;AACN,UAAM,QAAQ;AACd,UAAM,MAAM,KAAK;AAEjB,aAAS,mBAAmB,IAAI;AAC9B,YAAM,WAAW,IAAI,eAAgB;AACrC,YAAM,WAAW,IAAI,cAAc,IAAI,GAAG,MAAM,UAAU,CAAC;AAC3D,eAAS,aAAa,YAAY,IAAI,gBAAgB,UAAU,CAAC,CAAC;AAElE,aAAO;AAAA,IACR;AAED,aAAS,mBAAmB;AAC1B,aAAO,IAAI,KAAK,MAAM,gBAAgB,MAAM,oBAAoB;AAAA,IACjE;AAED,aAAS,qBAAqB;AAC5B,aAAO,IAAI,KAAK,MAAM,gBAAgB,MAAM,sBAAsB;AAAA,IACnE;AAED,aAAS,iBAAiB;AACxB,aAAO,IAAI,KAAK,MAAM,gBAAgB,MAAM,kBAAkB;AAAA,IAC/D;AAED,aAAS,WAAW,IAAI;AACtB,aAAO,IAAI,KAAK,mBAAmB,EAAE,GAAG,MAAM,YAAY;AAAA,IAC3D;AAED,aAAS,IAAI,GAAG,KAAK,IAAI,QAAQ,IAAI,IAAI,KAAK;AAC5C,YAAM,KAAK,IAAI,CAAC;AAEhB,WAAK,IAAI,kBAAkB;AAC3B,WAAK,IAAI,oBAAoB;AAE7B,eAAS,IAAI,GAAG,KAAK,GAAG,MAAM,QAAQ,IAAI,IAAI,KAAK;AACjD,aAAK,IAAI,gBAAgB;AAAA,MAC1B;AAED,WAAK,IAAI,WAAW,EAAE,CAAC;AAAA,IACxB;AAAA,EACF;AACH;"}
@@ -638,7 +638,7 @@ class AudioManager {
638
638
  return this.audio.isPlaying && this.currentTime >= this.duration;
639
639
  }
640
640
  }
641
- const _q = new THREE.Quaternion();
641
+ const _q = /* @__PURE__ */ new THREE.Quaternion();
642
642
  class GrantSolver {
643
643
  constructor(mesh, grants = []) {
644
644
  this.mesh = mesh;