three-stdlib 2.35.5 → 2.35.6
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- package/_polyfill/CapsuleGeometry.cjs +20 -17
- package/_polyfill/CapsuleGeometry.cjs.map +1 -1
- package/_polyfill/CapsuleGeometry.js +20 -17
- package/_polyfill/CapsuleGeometry.js.map +1 -1
- package/_polyfill/constants.cjs +1 -1
- package/_polyfill/constants.cjs.map +1 -1
- package/_polyfill/constants.js +1 -1
- package/_polyfill/constants.js.map +1 -1
- package/animation/AnimationClipCreator.cjs +13 -13
- package/animation/AnimationClipCreator.cjs.map +1 -1
- package/animation/AnimationClipCreator.js +13 -13
- package/animation/AnimationClipCreator.js.map +1 -1
- package/animation/CCDIKSolver.cjs +11 -11
- package/animation/CCDIKSolver.cjs.map +1 -1
- package/animation/CCDIKSolver.js +12 -12
- package/animation/CCDIKSolver.js.map +1 -1
- package/animation/MMDAnimationHelper.cjs +1 -1
- package/animation/MMDAnimationHelper.cjs.map +1 -1
- package/animation/MMDAnimationHelper.js +1 -1
- package/animation/MMDAnimationHelper.js.map +1 -1
- package/animation/MMDPhysics.cjs +4 -4
- package/animation/MMDPhysics.cjs.map +1 -1
- package/animation/MMDPhysics.js +4 -4
- package/animation/MMDPhysics.js.map +1 -1
- package/controls/ArcballControls.cjs +2 -2
- package/controls/ArcballControls.cjs.map +1 -1
- package/controls/ArcballControls.js +3 -3
- package/controls/ArcballControls.js.map +1 -1
- package/controls/FirstPersonControls.cjs +1 -1
- package/controls/FirstPersonControls.cjs.map +1 -1
- package/controls/FirstPersonControls.js +1 -1
- package/controls/FirstPersonControls.js.map +1 -1
- package/controls/OrbitControls.cjs +2 -2
- package/controls/OrbitControls.cjs.map +1 -1
- package/controls/OrbitControls.js +3 -3
- package/controls/OrbitControls.js.map +1 -1
- package/controls/PointerLockControls.cjs +2 -2
- package/controls/PointerLockControls.cjs.map +1 -1
- package/controls/PointerLockControls.js +3 -3
- package/controls/PointerLockControls.js.map +1 -1
- package/csm/CSM.cjs +4 -4
- package/csm/CSM.cjs.map +1 -1
- package/csm/CSM.js +5 -5
- package/csm/CSM.js.map +1 -1
- package/csm/CSMFrustum.cjs +1 -1
- package/csm/CSMFrustum.cjs.map +1 -1
- package/csm/CSMFrustum.js +2 -2
- package/csm/CSMFrustum.js.map +1 -1
- package/deprecated/Geometry.cjs +722 -715
- package/deprecated/Geometry.cjs.map +1 -1
- package/deprecated/Geometry.js +723 -716
- package/deprecated/Geometry.js.map +1 -1
- package/effects/AnaglyphEffect.cjs +2 -1
- package/effects/AnaglyphEffect.cjs.map +1 -1
- package/effects/AnaglyphEffect.js +3 -2
- package/effects/AnaglyphEffect.js.map +1 -1
- package/effects/OutlineEffect.cjs +2 -1
- package/effects/OutlineEffect.cjs.map +1 -1
- package/effects/OutlineEffect.js +3 -2
- package/effects/OutlineEffect.js.map +1 -1
- package/effects/ParallaxBarrierEffect.cjs +2 -1
- package/effects/ParallaxBarrierEffect.cjs.map +1 -1
- package/effects/ParallaxBarrierEffect.js +3 -2
- package/effects/ParallaxBarrierEffect.js.map +1 -1
- package/exporters/DRACOExporter.cjs +133 -122
- package/exporters/DRACOExporter.cjs.map +1 -1
- package/exporters/DRACOExporter.d.ts +34 -21
- package/exporters/DRACOExporter.js +133 -122
- package/exporters/DRACOExporter.js.map +1 -1
- package/exporters/GLTFExporter.cjs +170 -167
- package/exporters/GLTFExporter.cjs.map +1 -1
- package/exporters/GLTFExporter.js +170 -167
- package/exporters/GLTFExporter.js.map +1 -1
- package/geometries/LightningStrike.cjs +524 -515
- package/geometries/LightningStrike.cjs.map +1 -1
- package/geometries/LightningStrike.js +524 -515
- package/geometries/LightningStrike.js.map +1 -1
- package/geometries/RoundedBoxGeometry.cjs +1 -1
- package/geometries/RoundedBoxGeometry.cjs.map +1 -1
- package/geometries/RoundedBoxGeometry.js +2 -2
- package/geometries/RoundedBoxGeometry.js.map +1 -1
- package/helpers/RaycasterHelper.cjs +2 -2
- package/helpers/RaycasterHelper.cjs.map +1 -1
- package/helpers/RaycasterHelper.js +3 -3
- package/helpers/RaycasterHelper.js.map +1 -1
- package/helpers/VertexNormalsHelper.cjs +3 -3
- package/helpers/VertexNormalsHelper.cjs.map +1 -1
- package/helpers/VertexNormalsHelper.js +4 -4
- package/helpers/VertexNormalsHelper.js.map +1 -1
- package/helpers/VertexTangentsHelper.cjs +2 -2
- package/helpers/VertexTangentsHelper.cjs.map +1 -1
- package/helpers/VertexTangentsHelper.js +3 -3
- package/helpers/VertexTangentsHelper.js.map +1 -1
- package/interactive/InteractiveGroup.cjs +1 -1
- package/interactive/InteractiveGroup.cjs.map +1 -1
- package/interactive/InteractiveGroup.js +2 -2
- package/interactive/InteractiveGroup.js.map +1 -1
- package/interactive/SelectionBox.cjs +15 -15
- package/interactive/SelectionBox.cjs.map +1 -1
- package/interactive/SelectionBox.js +16 -16
- package/interactive/SelectionBox.js.map +1 -1
- package/libs/chevrotain.cjs +1 -1
- package/libs/chevrotain.cjs.map +1 -1
- package/libs/chevrotain.js +1 -1
- package/libs/chevrotain.js.map +1 -1
- package/libs/lottie.cjs +1 -1
- package/libs/lottie.cjs.map +1 -1
- package/libs/lottie.js +1 -1
- package/libs/lottie.js.map +1 -1
- package/libs/opentype.cjs +1 -1
- package/libs/opentype.cjs.map +1 -1
- package/libs/opentype.js +1 -1
- package/libs/opentype.js.map +1 -1
- package/lights/LightProbeGenerator.cjs +5 -5
- package/lights/LightProbeGenerator.cjs.map +1 -1
- package/lights/LightProbeGenerator.js +5 -5
- package/lights/LightProbeGenerator.js.map +1 -1
- package/lights/RectAreaLightUniformsLib.cjs +3 -3
- package/lights/RectAreaLightUniformsLib.cjs.map +1 -1
- package/lights/RectAreaLightUniformsLib.js +3 -3
- package/lights/RectAreaLightUniformsLib.js.map +1 -1
- package/lines/LineMaterial.cjs +2 -1
- package/lines/LineMaterial.cjs.map +1 -1
- package/lines/LineMaterial.js +3 -2
- package/lines/LineMaterial.js.map +1 -1
- package/lines/LineSegments2.cjs +13 -13
- package/lines/LineSegments2.cjs.map +1 -1
- package/lines/LineSegments2.js +14 -14
- package/lines/LineSegments2.js.map +1 -1
- package/lines/LineSegmentsGeometry.cjs +2 -2
- package/lines/LineSegmentsGeometry.cjs.map +1 -1
- package/lines/LineSegmentsGeometry.js +3 -3
- package/lines/LineSegmentsGeometry.js.map +1 -1
- package/lines/Wireframe.cjs +3 -3
- package/lines/Wireframe.cjs.map +1 -1
- package/lines/Wireframe.js +4 -4
- package/lines/Wireframe.js.map +1 -1
- package/loaders/BasisTextureLoader.cjs +441 -435
- package/loaders/BasisTextureLoader.cjs.map +1 -1
- package/loaders/BasisTextureLoader.js +441 -435
- package/loaders/BasisTextureLoader.js.map +1 -1
- package/loaders/EXRLoader.cjs +2 -1
- package/loaders/EXRLoader.cjs.map +1 -1
- package/loaders/EXRLoader.js +3 -2
- package/loaders/EXRLoader.js.map +1 -1
- package/loaders/FBXLoader.cjs +2 -2
- package/loaders/FBXLoader.cjs.map +1 -1
- package/loaders/FBXLoader.js +2 -2
- package/loaders/FBXLoader.js.map +1 -1
- package/loaders/FontLoader.cjs +2 -2
- package/loaders/FontLoader.cjs.map +1 -1
- package/loaders/FontLoader.d.ts +2 -2
- package/loaders/FontLoader.js +2 -2
- package/loaders/FontLoader.js.map +1 -1
- package/loaders/GLTFLoader.cjs +2 -2
- package/loaders/GLTFLoader.cjs.map +1 -1
- package/loaders/GLTFLoader.js +2 -2
- package/loaders/GLTFLoader.js.map +1 -1
- package/loaders/KTX2Loader.cjs +377 -374
- package/loaders/KTX2Loader.cjs.map +1 -1
- package/loaders/KTX2Loader.js +377 -374
- package/loaders/KTX2Loader.js.map +1 -1
- package/loaders/LDrawLoader.cjs +5 -4
- package/loaders/LDrawLoader.cjs.map +1 -1
- package/loaders/LDrawLoader.js +6 -5
- package/loaders/LDrawLoader.js.map +1 -1
- package/loaders/OBJLoader.cjs +5 -5
- package/loaders/OBJLoader.cjs.map +1 -1
- package/loaders/OBJLoader.js +6 -6
- package/loaders/OBJLoader.js.map +1 -1
- package/loaders/PRWMLoader.cjs +46 -43
- package/loaders/PRWMLoader.cjs.map +1 -1
- package/loaders/PRWMLoader.js +46 -43
- package/loaders/PRWMLoader.js.map +1 -1
- package/loaders/SVGLoader.cjs +1694 -1688
- package/loaders/SVGLoader.cjs.map +1 -1
- package/loaders/SVGLoader.js +1694 -1688
- package/loaders/SVGLoader.js.map +1 -1
- package/loaders/XLoader.cjs +1 -1
- package/loaders/XLoader.cjs.map +1 -1
- package/loaders/XLoader.js +1 -1
- package/loaders/XLoader.js.map +1 -1
- package/math/Capsule.cjs +3 -3
- package/math/Capsule.cjs.map +1 -1
- package/math/Capsule.js +3 -3
- package/math/Capsule.js.map +1 -1
- package/math/ColorConverter.cjs +9 -9
- package/math/ColorConverter.cjs.map +1 -1
- package/math/ColorConverter.js +9 -9
- package/math/ColorConverter.js.map +1 -1
- package/math/ConvexHull.cjs +53 -50
- package/math/ConvexHull.cjs.map +1 -1
- package/math/ConvexHull.js +53 -50
- package/math/ConvexHull.js.map +1 -1
- package/math/ImprovedNoise.cjs +1 -1
- package/math/ImprovedNoise.cjs.map +1 -1
- package/math/ImprovedNoise.js +1 -1
- package/math/ImprovedNoise.js.map +1 -1
- package/math/MeshSurfaceSampler.cjs +2 -2
- package/math/MeshSurfaceSampler.cjs.map +1 -1
- package/math/MeshSurfaceSampler.js +2 -2
- package/math/MeshSurfaceSampler.js.map +1 -1
- package/math/OBB.cjs +14 -14
- package/math/OBB.cjs.map +1 -1
- package/math/OBB.js +15 -15
- package/math/OBB.js.map +1 -1
- package/math/Octree.cjs +7 -7
- package/math/Octree.cjs.map +1 -1
- package/math/Octree.js +8 -8
- package/math/Octree.js.map +1 -1
- package/misc/ConvexObjectBreaker.cjs +271 -268
- package/misc/ConvexObjectBreaker.cjs.map +1 -1
- package/misc/ConvexObjectBreaker.js +272 -269
- package/misc/ConvexObjectBreaker.js.map +1 -1
- package/misc/Gyroscope.cjs +6 -6
- package/misc/Gyroscope.cjs.map +1 -1
- package/misc/Gyroscope.js +7 -7
- package/misc/Gyroscope.js.map +1 -1
- package/modifiers/CurveModifier.cjs +1 -1
- package/modifiers/CurveModifier.cjs.map +1 -1
- package/modifiers/CurveModifier.js +2 -2
- package/modifiers/CurveModifier.js.map +1 -1
- package/modifiers/SimplifyModifier.cjs +2 -2
- package/modifiers/SimplifyModifier.cjs.map +1 -1
- package/modifiers/SimplifyModifier.js +2 -2
- package/modifiers/SimplifyModifier.js.map +1 -1
- package/objects/BatchedMesh.cjs +2 -2
- package/objects/BatchedMesh.cjs.map +1 -1
- package/objects/BatchedMesh.js +3 -3
- package/objects/BatchedMesh.js.map +1 -1
- package/objects/GroundProjectedEnv.cjs +2 -1
- package/objects/GroundProjectedEnv.cjs.map +1 -1
- package/objects/GroundProjectedEnv.js +3 -2
- package/objects/GroundProjectedEnv.js.map +1 -1
- package/objects/Lensflare.cjs +209 -206
- package/objects/Lensflare.cjs.map +1 -1
- package/objects/Lensflare.js +209 -206
- package/objects/Lensflare.js.map +1 -1
- package/objects/Reflector.cjs +154 -146
- package/objects/Reflector.cjs.map +1 -1
- package/objects/Reflector.js +154 -146
- package/objects/Reflector.js.map +1 -1
- package/objects/ReflectorForSSRPass.cjs +183 -180
- package/objects/ReflectorForSSRPass.cjs.map +1 -1
- package/objects/ReflectorForSSRPass.js +183 -180
- package/objects/ReflectorForSSRPass.js.map +1 -1
- package/objects/Refractor.cjs +164 -161
- package/objects/Refractor.cjs.map +1 -1
- package/objects/Refractor.js +164 -161
- package/objects/Refractor.js.map +1 -1
- package/objects/ShadowMesh.cjs +1 -1
- package/objects/ShadowMesh.cjs.map +1 -1
- package/objects/ShadowMesh.js +2 -2
- package/objects/ShadowMesh.js.map +1 -1
- package/objects/Sky.cjs +35 -32
- package/objects/Sky.cjs.map +1 -1
- package/objects/Sky.d.ts +17 -42
- package/objects/Sky.js +35 -32
- package/objects/Sky.js.map +1 -1
- package/objects/Water.cjs +2 -1
- package/objects/Water.cjs.map +1 -1
- package/objects/Water.js +3 -2
- package/objects/Water.js.map +1 -1
- package/objects/Water2.cjs +143 -140
- package/objects/Water2.cjs.map +1 -1
- package/objects/Water2.js +143 -140
- package/objects/Water2.js.map +1 -1
- package/package.json +1 -1
- package/postprocessing/SAOPass.cjs +267 -264
- package/postprocessing/SAOPass.cjs.map +1 -1
- package/postprocessing/SAOPass.js +267 -264
- package/postprocessing/SAOPass.js.map +1 -1
- package/postprocessing/SSAOPass.cjs +253 -250
- package/postprocessing/SSAOPass.cjs.map +1 -1
- package/postprocessing/SSAOPass.js +253 -250
- package/postprocessing/SSAOPass.js.map +1 -1
- package/postprocessing/SSRPass.cjs +379 -376
- package/postprocessing/SSRPass.cjs.map +1 -1
- package/postprocessing/SSRPass.js +379 -376
- package/postprocessing/SSRPass.js.map +1 -1
- package/postprocessing/UnrealBloomPass.cjs +205 -202
- package/postprocessing/UnrealBloomPass.cjs.map +1 -1
- package/postprocessing/UnrealBloomPass.js +205 -202
- package/postprocessing/UnrealBloomPass.js.map +1 -1
- package/renderers/CSS2DRenderer.cjs +5 -5
- package/renderers/CSS2DRenderer.cjs.map +1 -1
- package/renderers/CSS2DRenderer.js +5 -5
- package/renderers/CSS2DRenderer.js.map +1 -1
- package/renderers/CSS3DRenderer.cjs +5 -5
- package/renderers/CSS3DRenderer.cjs.map +1 -1
- package/renderers/CSS3DRenderer.js +6 -6
- package/renderers/CSS3DRenderer.js.map +1 -1
- package/shaders/ACESFilmicToneMappingShader.cjs +71 -46
- package/shaders/ACESFilmicToneMappingShader.cjs.map +1 -1
- package/shaders/ACESFilmicToneMappingShader.js +71 -46
- package/shaders/ACESFilmicToneMappingShader.js.map +1 -1
- package/shaders/AfterimageShader.cjs +41 -22
- package/shaders/AfterimageShader.cjs.map +1 -1
- package/shaders/AfterimageShader.js +41 -22
- package/shaders/AfterimageShader.js.map +1 -1
- package/shaders/BasicShader.cjs +20 -6
- package/shaders/BasicShader.cjs.map +1 -1
- package/shaders/BasicShader.js +20 -6
- package/shaders/BasicShader.js.map +1 -1
- package/shaders/BleachBypassShader.cjs +46 -26
- package/shaders/BleachBypassShader.cjs.map +1 -1
- package/shaders/BleachBypassShader.js +46 -26
- package/shaders/BleachBypassShader.js.map +1 -1
- package/shaders/BlendShader.cjs +33 -19
- package/shaders/BlendShader.cjs.map +1 -1
- package/shaders/BlendShader.js +33 -19
- package/shaders/BlendShader.js.map +1 -1
- package/shaders/BokehShader.cjs +117 -90
- package/shaders/BokehShader.cjs.map +1 -1
- package/shaders/BokehShader.js +117 -90
- package/shaders/BokehShader.js.map +1 -1
- package/shaders/BokehShader2.cjs +333 -232
- package/shaders/BokehShader2.cjs.map +1 -1
- package/shaders/BokehShader2.js +333 -232
- package/shaders/BokehShader2.js.map +1 -1
- package/shaders/BrightnessContrastShader.cjs +38 -22
- package/shaders/BrightnessContrastShader.cjs.map +1 -1
- package/shaders/BrightnessContrastShader.js +38 -22
- package/shaders/BrightnessContrastShader.js.map +1 -1
- package/shaders/ColorCorrectionShader.cjs +35 -21
- package/shaders/ColorCorrectionShader.cjs.map +1 -1
- package/shaders/ColorCorrectionShader.js +35 -21
- package/shaders/ColorCorrectionShader.js.map +1 -1
- package/shaders/ColorifyShader.cjs +34 -19
- package/shaders/ColorifyShader.cjs.map +1 -1
- package/shaders/ColorifyShader.js +34 -19
- package/shaders/ColorifyShader.js.map +1 -1
- package/shaders/ConvolutionShader.cjs +43 -24
- package/shaders/ConvolutionShader.cjs.map +1 -1
- package/shaders/ConvolutionShader.js +43 -24
- package/shaders/ConvolutionShader.js.map +1 -1
- package/shaders/CopyShader.cjs +30 -16
- package/shaders/CopyShader.cjs.map +1 -1
- package/shaders/CopyShader.js +30 -16
- package/shaders/CopyShader.js.map +1 -1
- package/shaders/DOFMipMapShader.cjs +38 -21
- package/shaders/DOFMipMapShader.cjs.map +1 -1
- package/shaders/DOFMipMapShader.js +38 -21
- package/shaders/DOFMipMapShader.js.map +1 -1
- package/shaders/DepthLimitedBlurShader.cjs +98 -69
- package/shaders/DepthLimitedBlurShader.cjs.map +1 -1
- package/shaders/DepthLimitedBlurShader.js +98 -69
- package/shaders/DepthLimitedBlurShader.js.map +1 -1
- package/shaders/DigitalGlitch.cjs +70 -59
- package/shaders/DigitalGlitch.cjs.map +1 -1
- package/shaders/DigitalGlitch.js +70 -59
- package/shaders/DigitalGlitch.js.map +1 -1
- package/shaders/DotScreenShader.cjs +49 -28
- package/shaders/DotScreenShader.cjs.map +1 -1
- package/shaders/DotScreenShader.js +49 -28
- package/shaders/DotScreenShader.js.map +1 -1
- package/shaders/FXAAShader.cjs +1098 -1089
- package/shaders/FXAAShader.cjs.map +1 -1
- package/shaders/FXAAShader.js +1098 -1089
- package/shaders/FXAAShader.js.map +1 -1
- package/shaders/FilmShader.cjs +57 -29
- package/shaders/FilmShader.cjs.map +1 -1
- package/shaders/FilmShader.js +57 -29
- package/shaders/FilmShader.js.map +1 -1
- package/shaders/FocusShader.cjs +70 -43
- package/shaders/FocusShader.cjs.map +1 -1
- package/shaders/FocusShader.js +70 -43
- package/shaders/FocusShader.js.map +1 -1
- package/shaders/FreiChenShader.cjs +74 -53
- package/shaders/FreiChenShader.cjs.map +1 -1
- package/shaders/FreiChenShader.js +74 -53
- package/shaders/FreiChenShader.js.map +1 -1
- package/shaders/FresnelShader.cjs +55 -35
- package/shaders/FresnelShader.cjs.map +1 -1
- package/shaders/FresnelShader.js +55 -35
- package/shaders/FresnelShader.js.map +1 -1
- package/shaders/GammaCorrectionShader.cjs +33 -19
- package/shaders/GammaCorrectionShader.cjs.map +1 -1
- package/shaders/GammaCorrectionShader.js +33 -19
- package/shaders/GammaCorrectionShader.js.map +1 -1
- package/shaders/GodRaysShader.cjs +193 -116
- package/shaders/GodRaysShader.cjs.map +1 -1
- package/shaders/GodRaysShader.js +193 -116
- package/shaders/GodRaysShader.js.map +1 -1
- package/shaders/HalftoneShader.cjs +270 -192
- package/shaders/HalftoneShader.cjs.map +1 -1
- package/shaders/HalftoneShader.js +270 -192
- package/shaders/HalftoneShader.js.map +1 -1
- package/shaders/HorizontalTiltShiftShader.cjs +43 -27
- package/shaders/HorizontalTiltShiftShader.cjs.map +1 -1
- package/shaders/HorizontalTiltShiftShader.js +43 -27
- package/shaders/HorizontalTiltShiftShader.js.map +1 -1
- package/shaders/HueSaturationShader.cjs +47 -31
- package/shaders/HueSaturationShader.cjs.map +1 -1
- package/shaders/HueSaturationShader.js +47 -31
- package/shaders/HueSaturationShader.js.map +1 -1
- package/shaders/KaleidoShader.cjs +37 -24
- package/shaders/KaleidoShader.cjs.map +1 -1
- package/shaders/KaleidoShader.js +37 -24
- package/shaders/KaleidoShader.js.map +1 -1
- package/shaders/LuminosityHighPassShader.cjs +43 -24
- package/shaders/LuminosityHighPassShader.cjs.map +1 -1
- package/shaders/LuminosityHighPassShader.js +43 -24
- package/shaders/LuminosityHighPassShader.js.map +1 -1
- package/shaders/LuminosityShader.cjs +34 -17
- package/shaders/LuminosityShader.cjs.map +1 -1
- package/shaders/LuminosityShader.js +34 -17
- package/shaders/LuminosityShader.js.map +1 -1
- package/shaders/MirrorShader.cjs +39 -26
- package/shaders/MirrorShader.cjs.map +1 -1
- package/shaders/MirrorShader.js +39 -26
- package/shaders/MirrorShader.js.map +1 -1
- package/shaders/NormalMapShader.cjs +36 -21
- package/shaders/NormalMapShader.cjs.map +1 -1
- package/shaders/NormalMapShader.js +36 -21
- package/shaders/NormalMapShader.js.map +1 -1
- package/shaders/ParallaxShader.cjs +147 -97
- package/shaders/ParallaxShader.cjs.map +1 -1
- package/shaders/ParallaxShader.js +147 -97
- package/shaders/ParallaxShader.js.map +1 -1
- package/shaders/PixelShader.cjs +31 -18
- package/shaders/PixelShader.cjs.map +1 -1
- package/shaders/PixelShader.js +31 -18
- package/shaders/PixelShader.js.map +1 -1
- package/shaders/RGBShiftShader.cjs +33 -20
- package/shaders/RGBShiftShader.cjs.map +1 -1
- package/shaders/RGBShiftShader.js +33 -20
- package/shaders/RGBShiftShader.js.map +1 -1
- package/shaders/SAOShader.cjs +154 -117
- package/shaders/SAOShader.cjs.map +1 -1
- package/shaders/SAOShader.js +154 -117
- package/shaders/SAOShader.js.map +1 -1
- package/shaders/SMAAShader.cjs +358 -270
- package/shaders/SMAAShader.cjs.map +1 -1
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{"version":3,"file":"OutlineEffect.js","sources":["../../src/effects/OutlineEffect.js"],"sourcesContent":["import { BackSide, Color, ShaderMaterial, UniformsLib, UniformsUtils, REVISION } from 'three'\n\n/**\n * Reference: https://en.wikipedia.org/wiki/Cel_shading\n *\n * API\n *\n * 1. Traditional\n *\n * const effect = new OutlineEffect( renderer );\n *\n * function render() {\n *\n * \teffect.render( scene, camera );\n *\n * }\n *\n * 2. VR compatible\n *\n * const effect = new OutlineEffect( renderer );\n * let renderingOutline = false;\n *\n * scene.onAfterRender = function () {\n *\n * \tif ( renderingOutline ) return;\n *\n * \trenderingOutline = true;\n *\n * \teffect.renderOutline( scene, camera );\n *\n * \trenderingOutline = false;\n *\n * };\n *\n * function render() {\n *\n * \trenderer.render( scene, camera );\n *\n * }\n *\n * // How to set default outline parameters\n * new OutlineEffect( renderer, {\n * \tdefaultThickness: 0.01,\n * \tdefaultColor: [ 0, 0, 0 ],\n * \tdefaultAlpha: 0.8,\n * \tdefaultKeepAlive: true // keeps outline material in cache even if material is removed from scene\n * } );\n *\n * // How to set outline parameters for each material\n * material.userData.outlineParameters = {\n * \tthickness: 0.01,\n * \tcolor: [ 0, 0, 0 ],\n * \talpha: 0.8,\n * \tvisible: true,\n * \tkeepAlive: true\n * };\n */\n\nclass OutlineEffect {\n constructor(renderer, parameters = {}) {\n this.enabled = true\n\n const defaultThickness = parameters.defaultThickness !== undefined ? parameters.defaultThickness : 0.003\n const defaultColor = new Color().fromArray(\n parameters.defaultColor !== undefined ? parameters.defaultColor : [0, 0, 0],\n )\n const defaultAlpha = parameters.defaultAlpha !== undefined ? parameters.defaultAlpha : 1.0\n const defaultKeepAlive = parameters.defaultKeepAlive !== undefined ? parameters.defaultKeepAlive : false\n\n // object.material.uuid -> outlineMaterial or\n // object.material[ n ].uuid -> outlineMaterial\n // save at the outline material creation and release\n // if it's unused removeThresholdCount frames\n // unless keepAlive is true.\n const cache = {}\n\n const removeThresholdCount = 60\n\n // outlineMaterial.uuid -> object.material or\n // outlineMaterial.uuid -> object.material[ n ]\n // save before render and release after render.\n const originalMaterials = {}\n\n // object.uuid -> originalOnBeforeRender\n // save before render and release after render.\n const originalOnBeforeRenders = {}\n\n //this.cache = cache; // for debug\n\n const uniformsOutline = {\n outlineThickness: { value: defaultThickness },\n outlineColor: { value: defaultColor },\n outlineAlpha: { value: defaultAlpha },\n }\n\n const vertexShader = [\n '#include <common>',\n '#include <uv_pars_vertex>',\n '#include <displacementmap_pars_vertex>',\n '#include <fog_pars_vertex>',\n '#include <morphtarget_pars_vertex>',\n '#include <skinning_pars_vertex>',\n '#include <logdepthbuf_pars_vertex>',\n '#include <clipping_planes_pars_vertex>',\n\n 'uniform float outlineThickness;',\n\n 'vec4 calculateOutline( vec4 pos, vec3 normal, vec4 skinned ) {',\n '\tfloat thickness = outlineThickness;',\n '\tconst float ratio = 1.0;', // TODO: support outline thickness ratio for each vertex\n '\tvec4 pos2 = projectionMatrix * modelViewMatrix * vec4( skinned.xyz + normal, 1.0 );',\n // NOTE: subtract pos2 from pos because BackSide objectNormal is negative\n '\tvec4 norm = normalize( pos - pos2 );',\n '\treturn pos + norm * thickness * pos.w * ratio;',\n '}',\n\n 'void main() {',\n\n '\t#include <uv_vertex>',\n\n '\t#include <beginnormal_vertex>',\n '\t#include <morphnormal_vertex>',\n '\t#include <skinbase_vertex>',\n '\t#include <skinnormal_vertex>',\n\n '\t#include <begin_vertex>',\n '\t#include <morphtarget_vertex>',\n '\t#include <skinning_vertex>',\n '\t#include <displacementmap_vertex>',\n '\t#include <project_vertex>',\n\n '\tvec3 outlineNormal = - objectNormal;', // the outline material is always rendered with BackSide\n\n '\tgl_Position = calculateOutline( gl_Position, outlineNormal, vec4( transformed, 1.0 ) );',\n\n '\t#include <logdepthbuf_vertex>',\n '\t#include <clipping_planes_vertex>',\n '\t#include <fog_vertex>',\n\n '}',\n ].join('\\n')\n\n const fragmentShader = [\n '#include <common>',\n '#include <fog_pars_fragment>',\n '#include <logdepthbuf_pars_fragment>',\n '#include <clipping_planes_pars_fragment>',\n\n 'uniform vec3 outlineColor;',\n 'uniform float outlineAlpha;',\n\n 'void main() {',\n\n '\t#include <clipping_planes_fragment>',\n '\t#include <logdepthbuf_fragment>',\n\n '\tgl_FragColor = vec4( outlineColor, outlineAlpha );',\n\n '\t#include <tonemapping_fragment>',\n `\t#include <${parseInt(REVISION.replace(/\\D+/g, '')) >= 154 ? 'colorspace_fragment' : 'encodings_fragment'}>`,\n '\t#include <fog_fragment>',\n '\t#include <premultiplied_alpha_fragment>',\n\n '}',\n ].join('\\n')\n\n function createMaterial() {\n return new ShaderMaterial({\n type: 'OutlineEffect',\n uniforms: UniformsUtils.merge([UniformsLib['fog'], UniformsLib['displacementmap'], uniformsOutline]),\n vertexShader: vertexShader,\n fragmentShader: fragmentShader,\n side: BackSide,\n })\n }\n\n function getOutlineMaterialFromCache(originalMaterial) {\n let data = cache[originalMaterial.uuid]\n\n if (data === undefined) {\n data = {\n material: createMaterial(),\n used: true,\n keepAlive: defaultKeepAlive,\n count: 0,\n }\n\n cache[originalMaterial.uuid] = data\n }\n\n data.used = true\n\n return data.material\n }\n\n function getOutlineMaterial(originalMaterial) {\n const outlineMaterial = getOutlineMaterialFromCache(originalMaterial)\n\n originalMaterials[outlineMaterial.uuid] = originalMaterial\n\n updateOutlineMaterial(outlineMaterial, originalMaterial)\n\n return outlineMaterial\n }\n\n function isCompatible(object) {\n const geometry = object.geometry\n const hasNormals = geometry !== undefined && geometry.attributes.normal !== undefined\n\n return object.isMesh === true && object.material !== undefined && hasNormals === true\n }\n\n function setOutlineMaterial(object) {\n if (isCompatible(object) === false) return\n\n if (Array.isArray(object.material)) {\n for (let i = 0, il = object.material.length; i < il; i++) {\n object.material[i] = getOutlineMaterial(object.material[i])\n }\n } else {\n object.material = getOutlineMaterial(object.material)\n }\n\n originalOnBeforeRenders[object.uuid] = object.onBeforeRender\n object.onBeforeRender = onBeforeRender\n }\n\n function restoreOriginalMaterial(object) {\n if (isCompatible(object) === false) return\n\n if (Array.isArray(object.material)) {\n for (let i = 0, il = object.material.length; i < il; i++) {\n object.material[i] = originalMaterials[object.material[i].uuid]\n }\n } else {\n object.material = originalMaterials[object.material.uuid]\n }\n\n object.onBeforeRender = originalOnBeforeRenders[object.uuid]\n }\n\n function onBeforeRender(renderer, scene, camera, geometry, material) {\n const originalMaterial = originalMaterials[material.uuid]\n\n // just in case\n if (originalMaterial === undefined) return\n\n updateUniforms(material, originalMaterial)\n }\n\n function updateUniforms(material, originalMaterial) {\n const outlineParameters = originalMaterial.userData.outlineParameters\n\n material.uniforms.outlineAlpha.value = originalMaterial.opacity\n\n if (outlineParameters !== undefined) {\n if (outlineParameters.thickness !== undefined)\n material.uniforms.outlineThickness.value = outlineParameters.thickness\n if (outlineParameters.color !== undefined)\n material.uniforms.outlineColor.value.fromArray(outlineParameters.color)\n if (outlineParameters.alpha !== undefined) material.uniforms.outlineAlpha.value = outlineParameters.alpha\n }\n\n if (originalMaterial.displacementMap) {\n material.uniforms.displacementMap.value = originalMaterial.displacementMap\n material.uniforms.displacementScale.value = originalMaterial.displacementScale\n material.uniforms.displacementBias.value = originalMaterial.displacementBias\n }\n }\n\n function updateOutlineMaterial(material, originalMaterial) {\n if (material.name === 'invisible') return\n\n const outlineParameters = originalMaterial.userData.outlineParameters\n\n material.fog = originalMaterial.fog\n material.toneMapped = originalMaterial.toneMapped\n material.premultipliedAlpha = originalMaterial.premultipliedAlpha\n material.displacementMap = originalMaterial.displacementMap\n\n if (outlineParameters !== undefined) {\n if (originalMaterial.visible === false) {\n material.visible = false\n } else {\n material.visible = outlineParameters.visible !== undefined ? outlineParameters.visible : true\n }\n\n material.transparent =\n outlineParameters.alpha !== undefined && outlineParameters.alpha < 1.0 ? true : originalMaterial.transparent\n\n if (outlineParameters.keepAlive !== undefined)\n cache[originalMaterial.uuid].keepAlive = outlineParameters.keepAlive\n } else {\n material.transparent = originalMaterial.transparent\n material.visible = originalMaterial.visible\n }\n\n if (originalMaterial.wireframe === true || originalMaterial.depthTest === false) material.visible = false\n\n if (originalMaterial.clippingPlanes) {\n material.clipping = true\n\n material.clippingPlanes = originalMaterial.clippingPlanes\n material.clipIntersection = originalMaterial.clipIntersection\n material.clipShadows = originalMaterial.clipShadows\n }\n\n material.version = originalMaterial.version // update outline material if necessary\n }\n\n function cleanupCache() {\n let keys\n\n // clear originialMaterials\n keys = Object.keys(originalMaterials)\n\n for (let i = 0, il = keys.length; i < il; i++) {\n originalMaterials[keys[i]] = undefined\n }\n\n // clear originalOnBeforeRenders\n keys = Object.keys(originalOnBeforeRenders)\n\n for (let i = 0, il = keys.length; i < il; i++) {\n originalOnBeforeRenders[keys[i]] = undefined\n }\n\n // remove unused outlineMaterial from cache\n keys = Object.keys(cache)\n\n for (let i = 0, il = keys.length; i < il; i++) {\n const key = keys[i]\n\n if (cache[key].used === false) {\n cache[key].count++\n\n if (cache[key].keepAlive === false && cache[key].count > removeThresholdCount) {\n delete cache[key]\n }\n } else {\n cache[key].used = false\n cache[key].count = 0\n }\n }\n }\n\n this.render = function (scene, camera) {\n if (this.enabled === false) {\n renderer.render(scene, camera)\n return\n }\n\n const currentAutoClear = renderer.autoClear\n renderer.autoClear = this.autoClear\n\n renderer.render(scene, camera)\n\n renderer.autoClear = currentAutoClear\n\n this.renderOutline(scene, camera)\n }\n\n this.renderOutline = function (scene, camera) {\n const currentAutoClear = renderer.autoClear\n const currentSceneAutoUpdate = scene.matrixWorldAutoUpdate\n const currentSceneBackground = scene.background\n const currentShadowMapEnabled = renderer.shadowMap.enabled\n\n scene.matrixWorldAutoUpdate = false\n scene.background = null\n renderer.autoClear = false\n renderer.shadowMap.enabled = false\n\n scene.traverse(setOutlineMaterial)\n\n renderer.render(scene, camera)\n\n scene.traverse(restoreOriginalMaterial)\n\n cleanupCache()\n\n scene.matrixWorldAutoUpdate = currentSceneAutoUpdate\n scene.background = currentSceneBackground\n renderer.autoClear = currentAutoClear\n renderer.shadowMap.enabled = currentShadowMapEnabled\n }\n\n /*\n * See #9918\n *\n * The following property copies and wrapper methods enable\n * OutlineEffect to be called from other *Effect, like\n *\n * effect = new StereoEffect( new OutlineEffect( renderer ) );\n *\n * function render () {\n *\n * \teffect.render( scene, camera );\n *\n * }\n */\n this.autoClear = renderer.autoClear\n this.domElement = renderer.domElement\n this.shadowMap = renderer.shadowMap\n\n this.clear = function (color, depth, stencil) {\n renderer.clear(color, depth, stencil)\n }\n\n this.getPixelRatio = function () {\n return renderer.getPixelRatio()\n }\n\n this.setPixelRatio = function (value) {\n renderer.setPixelRatio(value)\n }\n\n this.getSize = function (target) {\n return renderer.getSize(target)\n }\n\n this.setSize = function (width, height, updateStyle) {\n renderer.setSize(width, height, updateStyle)\n }\n\n this.setViewport = function (x, y, width, height) {\n renderer.setViewport(x, y, width, height)\n }\n\n this.setScissor = function (x, y, width, height) {\n renderer.setScissor(x, y, width, height)\n }\n\n this.setScissorTest = function (boolean) {\n renderer.setScissorTest(boolean)\n }\n\n this.setRenderTarget = function (renderTarget) {\n renderer.setRenderTarget(renderTarget)\n }\n }\n}\n\nexport { OutlineEffect 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{"version":3,"file":"OutlineEffect.js","sources":["../../src/effects/OutlineEffect.js"],"sourcesContent":["import { BackSide, Color, ShaderMaterial, UniformsLib, UniformsUtils } from 'three'\nimport { version } from '../_polyfill/constants'\n\n/**\n * Reference: https://en.wikipedia.org/wiki/Cel_shading\n *\n * API\n *\n * 1. Traditional\n *\n * const effect = new OutlineEffect( renderer );\n *\n * function render() {\n *\n * \teffect.render( scene, camera );\n *\n * }\n *\n * 2. VR compatible\n *\n * const effect = new OutlineEffect( renderer );\n * let renderingOutline = false;\n *\n * scene.onAfterRender = function () {\n *\n * \tif ( renderingOutline ) return;\n *\n * \trenderingOutline = true;\n *\n * \teffect.renderOutline( scene, camera );\n *\n * \trenderingOutline = false;\n *\n * };\n *\n * function render() {\n *\n * \trenderer.render( scene, camera );\n *\n * }\n *\n * // How to set default outline parameters\n * new OutlineEffect( renderer, {\n * \tdefaultThickness: 0.01,\n * \tdefaultColor: [ 0, 0, 0 ],\n * \tdefaultAlpha: 0.8,\n * \tdefaultKeepAlive: true // keeps outline material in cache even if material is removed from scene\n * } );\n *\n * // How to set outline parameters for each material\n * material.userData.outlineParameters = {\n * \tthickness: 0.01,\n * \tcolor: [ 0, 0, 0 ],\n * \talpha: 0.8,\n * \tvisible: true,\n * \tkeepAlive: true\n * };\n */\n\nclass OutlineEffect {\n constructor(renderer, parameters = {}) {\n this.enabled = true\n\n const defaultThickness = parameters.defaultThickness !== undefined ? parameters.defaultThickness : 0.003\n const defaultColor = new Color().fromArray(\n parameters.defaultColor !== undefined ? parameters.defaultColor : [0, 0, 0],\n )\n const defaultAlpha = parameters.defaultAlpha !== undefined ? parameters.defaultAlpha : 1.0\n const defaultKeepAlive = parameters.defaultKeepAlive !== undefined ? parameters.defaultKeepAlive : false\n\n // object.material.uuid -> outlineMaterial or\n // object.material[ n ].uuid -> outlineMaterial\n // save at the outline material creation and release\n // if it's unused removeThresholdCount frames\n // unless keepAlive is true.\n const cache = {}\n\n const removeThresholdCount = 60\n\n // outlineMaterial.uuid -> object.material or\n // outlineMaterial.uuid -> object.material[ n ]\n // save before render and release after render.\n const originalMaterials = {}\n\n // object.uuid -> originalOnBeforeRender\n // save before render and release after render.\n const originalOnBeforeRenders = {}\n\n //this.cache = cache; // for debug\n\n const uniformsOutline = {\n outlineThickness: { value: defaultThickness },\n outlineColor: { value: defaultColor },\n outlineAlpha: { value: defaultAlpha },\n }\n\n const vertexShader = [\n '#include <common>',\n '#include <uv_pars_vertex>',\n '#include <displacementmap_pars_vertex>',\n '#include <fog_pars_vertex>',\n '#include <morphtarget_pars_vertex>',\n '#include <skinning_pars_vertex>',\n '#include <logdepthbuf_pars_vertex>',\n '#include <clipping_planes_pars_vertex>',\n\n 'uniform float outlineThickness;',\n\n 'vec4 calculateOutline( vec4 pos, vec3 normal, vec4 skinned ) {',\n '\tfloat thickness = outlineThickness;',\n '\tconst float ratio = 1.0;', // TODO: support outline thickness ratio for each vertex\n '\tvec4 pos2 = projectionMatrix * modelViewMatrix * vec4( skinned.xyz + normal, 1.0 );',\n // NOTE: subtract pos2 from pos because BackSide objectNormal is negative\n '\tvec4 norm = normalize( pos - pos2 );',\n '\treturn pos + norm * thickness * pos.w * ratio;',\n '}',\n\n 'void main() {',\n\n '\t#include <uv_vertex>',\n\n '\t#include <beginnormal_vertex>',\n '\t#include <morphnormal_vertex>',\n '\t#include <skinbase_vertex>',\n '\t#include <skinnormal_vertex>',\n\n '\t#include <begin_vertex>',\n '\t#include <morphtarget_vertex>',\n '\t#include <skinning_vertex>',\n '\t#include <displacementmap_vertex>',\n '\t#include <project_vertex>',\n\n '\tvec3 outlineNormal = - objectNormal;', // the outline material is always rendered with BackSide\n\n '\tgl_Position = calculateOutline( gl_Position, outlineNormal, vec4( transformed, 1.0 ) );',\n\n '\t#include <logdepthbuf_vertex>',\n '\t#include <clipping_planes_vertex>',\n '\t#include <fog_vertex>',\n\n '}',\n ].join('\\n')\n\n const fragmentShader = [\n '#include <common>',\n '#include <fog_pars_fragment>',\n '#include <logdepthbuf_pars_fragment>',\n '#include <clipping_planes_pars_fragment>',\n\n 'uniform vec3 outlineColor;',\n 'uniform float outlineAlpha;',\n\n 'void main() {',\n\n '\t#include <clipping_planes_fragment>',\n '\t#include <logdepthbuf_fragment>',\n\n '\tgl_FragColor = vec4( outlineColor, outlineAlpha );',\n\n '\t#include <tonemapping_fragment>',\n `\t#include <${version >= 154 ? 'colorspace_fragment' : 'encodings_fragment'}>`,\n '\t#include <fog_fragment>',\n '\t#include <premultiplied_alpha_fragment>',\n\n '}',\n ].join('\\n')\n\n function createMaterial() {\n return new ShaderMaterial({\n type: 'OutlineEffect',\n uniforms: UniformsUtils.merge([UniformsLib['fog'], UniformsLib['displacementmap'], uniformsOutline]),\n vertexShader: vertexShader,\n fragmentShader: fragmentShader,\n side: BackSide,\n })\n }\n\n function getOutlineMaterialFromCache(originalMaterial) {\n let data = cache[originalMaterial.uuid]\n\n if (data === undefined) {\n data = {\n material: createMaterial(),\n used: true,\n keepAlive: defaultKeepAlive,\n count: 0,\n }\n\n cache[originalMaterial.uuid] = data\n }\n\n data.used = true\n\n return data.material\n }\n\n function getOutlineMaterial(originalMaterial) {\n const outlineMaterial = getOutlineMaterialFromCache(originalMaterial)\n\n originalMaterials[outlineMaterial.uuid] = originalMaterial\n\n updateOutlineMaterial(outlineMaterial, originalMaterial)\n\n return outlineMaterial\n }\n\n function isCompatible(object) {\n const geometry = object.geometry\n const hasNormals = geometry !== undefined && geometry.attributes.normal !== undefined\n\n return object.isMesh === true && object.material !== undefined && hasNormals === true\n }\n\n function setOutlineMaterial(object) {\n if (isCompatible(object) === false) return\n\n if (Array.isArray(object.material)) {\n for (let i = 0, il = object.material.length; i < il; i++) {\n object.material[i] = getOutlineMaterial(object.material[i])\n }\n } else {\n object.material = getOutlineMaterial(object.material)\n }\n\n originalOnBeforeRenders[object.uuid] = object.onBeforeRender\n object.onBeforeRender = onBeforeRender\n }\n\n function restoreOriginalMaterial(object) {\n if (isCompatible(object) === false) return\n\n if (Array.isArray(object.material)) {\n for (let i = 0, il = object.material.length; i < il; i++) {\n object.material[i] = originalMaterials[object.material[i].uuid]\n }\n } else {\n object.material = originalMaterials[object.material.uuid]\n }\n\n object.onBeforeRender = originalOnBeforeRenders[object.uuid]\n }\n\n function onBeforeRender(renderer, scene, camera, geometry, material) {\n const originalMaterial = originalMaterials[material.uuid]\n\n // just in case\n if (originalMaterial === undefined) return\n\n updateUniforms(material, originalMaterial)\n }\n\n function updateUniforms(material, originalMaterial) {\n const outlineParameters = originalMaterial.userData.outlineParameters\n\n material.uniforms.outlineAlpha.value = originalMaterial.opacity\n\n if (outlineParameters !== undefined) {\n if (outlineParameters.thickness !== undefined)\n material.uniforms.outlineThickness.value = outlineParameters.thickness\n if (outlineParameters.color !== undefined)\n material.uniforms.outlineColor.value.fromArray(outlineParameters.color)\n if (outlineParameters.alpha !== undefined) material.uniforms.outlineAlpha.value = outlineParameters.alpha\n }\n\n if (originalMaterial.displacementMap) {\n material.uniforms.displacementMap.value = originalMaterial.displacementMap\n material.uniforms.displacementScale.value = originalMaterial.displacementScale\n material.uniforms.displacementBias.value = originalMaterial.displacementBias\n }\n }\n\n function updateOutlineMaterial(material, originalMaterial) {\n if (material.name === 'invisible') return\n\n const outlineParameters = originalMaterial.userData.outlineParameters\n\n material.fog = originalMaterial.fog\n material.toneMapped = originalMaterial.toneMapped\n material.premultipliedAlpha = originalMaterial.premultipliedAlpha\n material.displacementMap = originalMaterial.displacementMap\n\n if (outlineParameters !== undefined) {\n if (originalMaterial.visible === false) {\n material.visible = false\n } else {\n material.visible = outlineParameters.visible !== undefined ? outlineParameters.visible : true\n }\n\n material.transparent =\n outlineParameters.alpha !== undefined && outlineParameters.alpha < 1.0 ? true : originalMaterial.transparent\n\n if (outlineParameters.keepAlive !== undefined)\n cache[originalMaterial.uuid].keepAlive = outlineParameters.keepAlive\n } else {\n material.transparent = originalMaterial.transparent\n material.visible = originalMaterial.visible\n }\n\n if (originalMaterial.wireframe === true || originalMaterial.depthTest === false) material.visible = false\n\n if (originalMaterial.clippingPlanes) {\n material.clipping = true\n\n material.clippingPlanes = originalMaterial.clippingPlanes\n material.clipIntersection = originalMaterial.clipIntersection\n material.clipShadows = originalMaterial.clipShadows\n }\n\n material.version = originalMaterial.version // update outline material if necessary\n }\n\n function cleanupCache() {\n let keys\n\n // clear originialMaterials\n keys = Object.keys(originalMaterials)\n\n for (let i = 0, il = keys.length; i < il; i++) {\n originalMaterials[keys[i]] = undefined\n }\n\n // clear originalOnBeforeRenders\n keys = Object.keys(originalOnBeforeRenders)\n\n for (let i = 0, il = keys.length; i < il; i++) {\n originalOnBeforeRenders[keys[i]] = undefined\n }\n\n // remove unused outlineMaterial from cache\n keys = Object.keys(cache)\n\n for (let i = 0, il = keys.length; i < il; i++) {\n const key = keys[i]\n\n if (cache[key].used === false) {\n cache[key].count++\n\n if (cache[key].keepAlive === false && cache[key].count > removeThresholdCount) {\n delete cache[key]\n }\n } else {\n cache[key].used = false\n cache[key].count = 0\n }\n }\n }\n\n this.render = function (scene, camera) {\n if (this.enabled === false) {\n renderer.render(scene, camera)\n return\n }\n\n const currentAutoClear = renderer.autoClear\n renderer.autoClear = this.autoClear\n\n renderer.render(scene, camera)\n\n renderer.autoClear = currentAutoClear\n\n this.renderOutline(scene, camera)\n }\n\n this.renderOutline = function (scene, camera) {\n const currentAutoClear = renderer.autoClear\n const currentSceneAutoUpdate = scene.matrixWorldAutoUpdate\n const currentSceneBackground = scene.background\n const currentShadowMapEnabled = renderer.shadowMap.enabled\n\n scene.matrixWorldAutoUpdate = false\n scene.background = null\n renderer.autoClear = false\n renderer.shadowMap.enabled = false\n\n scene.traverse(setOutlineMaterial)\n\n renderer.render(scene, camera)\n\n scene.traverse(restoreOriginalMaterial)\n\n cleanupCache()\n\n scene.matrixWorldAutoUpdate = currentSceneAutoUpdate\n scene.background = currentSceneBackground\n renderer.autoClear = currentAutoClear\n renderer.shadowMap.enabled = currentShadowMapEnabled\n }\n\n /*\n * See #9918\n *\n * The following property copies and wrapper methods enable\n * OutlineEffect to be called from other *Effect, like\n *\n * effect = new StereoEffect( new OutlineEffect( renderer ) );\n *\n * function render () {\n *\n * \teffect.render( scene, camera );\n *\n * }\n */\n this.autoClear = renderer.autoClear\n this.domElement = renderer.domElement\n this.shadowMap = renderer.shadowMap\n\n this.clear = function (color, depth, stencil) {\n renderer.clear(color, depth, stencil)\n }\n\n this.getPixelRatio = function () {\n return renderer.getPixelRatio()\n }\n\n this.setPixelRatio = function (value) {\n renderer.setPixelRatio(value)\n }\n\n this.getSize = function (target) {\n return renderer.getSize(target)\n }\n\n this.setSize = function (width, height, updateStyle) {\n renderer.setSize(width, height, updateStyle)\n }\n\n this.setViewport = function (x, y, width, height) {\n renderer.setViewport(x, y, width, height)\n }\n\n this.setScissor = function (x, y, width, height) {\n renderer.setScissor(x, y, width, height)\n }\n\n this.setScissorTest = function (boolean) {\n renderer.setScissorTest(boolean)\n }\n\n this.setRenderTarget = function (renderTarget) {\n renderer.setRenderTarget(renderTarget)\n }\n }\n}\n\nexport { OutlineEffect 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class ParallaxBarrierEffect {
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` #include <${
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{"version":3,"file":"ParallaxBarrierEffect.cjs","sources":["../../src/effects/ParallaxBarrierEffect.js"],"sourcesContent":["import {\n LinearFilter,\n Mesh,\n NearestFilter,\n OrthographicCamera,\n PlaneGeometry,\n RGBAFormat,\n Scene,\n ShaderMaterial,\n StereoCamera,\n WebGLRenderTarget,\n
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{"version":3,"file":"ParallaxBarrierEffect.cjs","sources":["../../src/effects/ParallaxBarrierEffect.js"],"sourcesContent":["import {\n LinearFilter,\n Mesh,\n NearestFilter,\n OrthographicCamera,\n PlaneGeometry,\n RGBAFormat,\n Scene,\n ShaderMaterial,\n StereoCamera,\n WebGLRenderTarget,\n} from 'three'\nimport { version } from '../_polyfill/constants'\n\nclass ParallaxBarrierEffect {\n constructor(renderer) {\n const _camera = new OrthographicCamera(-1, 1, 1, -1, 0, 1)\n\n const _scene = new Scene()\n\n const _stereo = new StereoCamera()\n\n const _params = { minFilter: LinearFilter, magFilter: NearestFilter, format: RGBAFormat }\n\n const _renderTargetL = new WebGLRenderTarget(512, 512, _params)\n const _renderTargetR = new WebGLRenderTarget(512, 512, _params)\n\n const _material = new ShaderMaterial({\n uniforms: {\n mapLeft: { value: _renderTargetL.texture },\n mapRight: { value: _renderTargetR.texture },\n },\n\n vertexShader: [\n 'varying vec2 vUv;',\n\n 'void main() {',\n\n '\tvUv = vec2( uv.x, uv.y );',\n '\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',\n\n '}',\n ].join('\\n'),\n\n fragmentShader: [\n 'uniform sampler2D mapLeft;',\n 'uniform sampler2D mapRight;',\n 'varying vec2 vUv;',\n\n 'void main() {',\n\n '\tvec2 uv = vUv;',\n\n '\tif ( ( mod( gl_FragCoord.y, 2.0 ) ) > 1.00 ) {',\n\n '\t\tgl_FragColor = texture2D( mapLeft, uv );',\n\n '\t} else {',\n\n '\t\tgl_FragColor = texture2D( mapRight, uv );',\n\n '\t}',\n\n '\t#include <tonemapping_fragment>',\n `\t#include <${version >= 154 ? 'colorspace_fragment' : 'encodings_fragment'}>`,\n\n '}',\n ].join('\\n'),\n })\n\n const mesh = new Mesh(new PlaneGeometry(2, 2), _material)\n _scene.add(mesh)\n\n this.setSize = function (width, height) {\n renderer.setSize(width, height)\n\n const pixelRatio = renderer.getPixelRatio()\n\n _renderTargetL.setSize(width * pixelRatio, height * pixelRatio)\n _renderTargetR.setSize(width * pixelRatio, height * pixelRatio)\n }\n\n this.render = function (scene, camera) {\n if (scene.matrixWorldAutoUpdate === true) scene.updateMatrixWorld()\n\n if (camera.parent === null && camera.matrixWorldAutoUpdate === true) camera.updateMatrixWorld()\n\n _stereo.update(camera)\n\n renderer.setRenderTarget(_renderTargetL)\n renderer.clear()\n renderer.render(scene, _stereo.cameraL)\n\n renderer.setRenderTarget(_renderTargetR)\n renderer.clear()\n renderer.render(scene, _stereo.cameraR)\n\n renderer.setRenderTarget(null)\n renderer.render(_scene, _camera)\n }\n }\n}\n\nexport { ParallaxBarrierEffect }\n"],"names":["OrthographicCamera","Scene","StereoCamera","LinearFilter","NearestFilter","RGBAFormat","WebGLRenderTarget","ShaderMaterial","version","Mesh","PlaneGeometry"],"mappings":";;;;AAcA,MAAM,sBAAsB;AAAA,EAC1B,YAAY,UAAU;AACpB,UAAM,UAAU,IAAIA,MAAkB,mBAAC,IAAI,GAAG,GAAG,IAAI,GAAG,CAAC;AAEzD,UAAM,SAAS,IAAIC,YAAO;AAE1B,UAAM,UAAU,IAAIC,mBAAc;AAElC,UAAM,UAAU,EAAE,WAAWC,MAAAA,cAAc,WAAWC,MAAa,eAAE,QAAQC,iBAAY;AAEzF,UAAM,iBAAiB,IAAIC,MAAAA,kBAAkB,KAAK,KAAK,OAAO;AAC9D,UAAM,iBAAiB,IAAIA,MAAAA,kBAAkB,KAAK,KAAK,OAAO;AAE9D,UAAM,YAAY,IAAIC,qBAAe;AAAA,MACnC,UAAU;AAAA,QACR,SAAS,EAAE,OAAO,eAAe,QAAS;AAAA,QAC1C,UAAU,EAAE,OAAO,eAAe,QAAS;AAAA,MAC5C;AAAA,MAED,cAAc;AAAA,QACZ;AAAA,QAEA;AAAA,QAEA;AAAA,QACA;AAAA,QAEA;AAAA,MACR,EAAQ,KAAK,IAAI;AAAA,MAEX,gBAAgB;AAAA,QACd;AAAA,QACA;AAAA,QACA;AAAA,QAEA;AAAA,QAEA;AAAA,QAEA;AAAA,QAEA;AAAA,QAEA;AAAA,QAEA;AAAA,QAEA;AAAA,QAEA;AAAA,QACA,cAAcC,UAAAA,WAAW,MAAM,wBAAwB;AAAA,QAEvD;AAAA,MACR,EAAQ,KAAK,IAAI;AAAA,IACjB,CAAK;AAED,UAAM,OAAO,IAAIC,WAAK,IAAIC,MAAa,cAAC,GAAG,CAAC,GAAG,SAAS;AACxD,WAAO,IAAI,IAAI;AAEf,SAAK,UAAU,SAAU,OAAO,QAAQ;AACtC,eAAS,QAAQ,OAAO,MAAM;AAE9B,YAAM,aAAa,SAAS,cAAe;AAE3C,qBAAe,QAAQ,QAAQ,YAAY,SAAS,UAAU;AAC9D,qBAAe,QAAQ,QAAQ,YAAY,SAAS,UAAU;AAAA,IAC/D;AAED,SAAK,SAAS,SAAU,OAAO,QAAQ;AACrC,UAAI,MAAM,0BAA0B;AAAM,cAAM,kBAAmB;AAEnE,UAAI,OAAO,WAAW,QAAQ,OAAO,0BAA0B;AAAM,eAAO,kBAAmB;AAE/F,cAAQ,OAAO,MAAM;AAErB,eAAS,gBAAgB,cAAc;AACvC,eAAS,MAAO;AAChB,eAAS,OAAO,OAAO,QAAQ,OAAO;AAEtC,eAAS,gBAAgB,cAAc;AACvC,eAAS,MAAO;AAChB,eAAS,OAAO,OAAO,QAAQ,OAAO;AAEtC,eAAS,gBAAgB,IAAI;AAC7B,eAAS,OAAO,QAAQ,OAAO;AAAA,IAChC;AAAA,EACF;AACH;;"}
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import { OrthographicCamera, Scene, StereoCamera, WebGLRenderTarget, ShaderMaterial,
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import { OrthographicCamera, Scene, StereoCamera, WebGLRenderTarget, ShaderMaterial, Mesh, PlaneGeometry, LinearFilter, NearestFilter, RGBAFormat } from "three";
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` #include <${version >= 154 ? "colorspace_fragment" : "encodings_fragment"}>`,
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{"version":3,"file":"ParallaxBarrierEffect.js","sources":["../../src/effects/ParallaxBarrierEffect.js"],"sourcesContent":["import {\n LinearFilter,\n Mesh,\n NearestFilter,\n OrthographicCamera,\n PlaneGeometry,\n RGBAFormat,\n Scene,\n ShaderMaterial,\n StereoCamera,\n WebGLRenderTarget,\n
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{"version":3,"file":"ParallaxBarrierEffect.js","sources":["../../src/effects/ParallaxBarrierEffect.js"],"sourcesContent":["import {\n LinearFilter,\n Mesh,\n NearestFilter,\n OrthographicCamera,\n PlaneGeometry,\n RGBAFormat,\n Scene,\n ShaderMaterial,\n StereoCamera,\n WebGLRenderTarget,\n} from 'three'\nimport { version } from '../_polyfill/constants'\n\nclass ParallaxBarrierEffect {\n constructor(renderer) {\n const _camera = new OrthographicCamera(-1, 1, 1, -1, 0, 1)\n\n const _scene = new Scene()\n\n const _stereo = new StereoCamera()\n\n const _params = { minFilter: LinearFilter, magFilter: NearestFilter, format: RGBAFormat }\n\n const _renderTargetL = new WebGLRenderTarget(512, 512, _params)\n const _renderTargetR = new WebGLRenderTarget(512, 512, _params)\n\n const _material = new ShaderMaterial({\n uniforms: {\n mapLeft: { value: _renderTargetL.texture },\n mapRight: { value: _renderTargetR.texture },\n },\n\n vertexShader: [\n 'varying vec2 vUv;',\n\n 'void main() {',\n\n '\tvUv = vec2( uv.x, uv.y );',\n '\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',\n\n '}',\n ].join('\\n'),\n\n fragmentShader: [\n 'uniform sampler2D mapLeft;',\n 'uniform sampler2D mapRight;',\n 'varying vec2 vUv;',\n\n 'void main() {',\n\n '\tvec2 uv = vUv;',\n\n '\tif ( ( mod( gl_FragCoord.y, 2.0 ) ) > 1.00 ) {',\n\n '\t\tgl_FragColor = texture2D( mapLeft, uv );',\n\n '\t} else {',\n\n '\t\tgl_FragColor = texture2D( mapRight, uv );',\n\n '\t}',\n\n '\t#include <tonemapping_fragment>',\n `\t#include <${version >= 154 ? 'colorspace_fragment' : 'encodings_fragment'}>`,\n\n '}',\n ].join('\\n'),\n })\n\n const mesh = new Mesh(new PlaneGeometry(2, 2), _material)\n _scene.add(mesh)\n\n this.setSize = function (width, height) {\n renderer.setSize(width, height)\n\n const pixelRatio = renderer.getPixelRatio()\n\n _renderTargetL.setSize(width * pixelRatio, height * pixelRatio)\n _renderTargetR.setSize(width * pixelRatio, height * pixelRatio)\n }\n\n this.render = function (scene, camera) {\n if (scene.matrixWorldAutoUpdate === true) scene.updateMatrixWorld()\n\n if (camera.parent === null && camera.matrixWorldAutoUpdate === true) camera.updateMatrixWorld()\n\n _stereo.update(camera)\n\n renderer.setRenderTarget(_renderTargetL)\n renderer.clear()\n renderer.render(scene, _stereo.cameraL)\n\n renderer.setRenderTarget(_renderTargetR)\n renderer.clear()\n renderer.render(scene, _stereo.cameraR)\n\n renderer.setRenderTarget(null)\n renderer.render(_scene, _camera)\n }\n }\n}\n\nexport { ParallaxBarrierEffect }\n"],"names":[],"mappings":";;AAcA,MAAM,sBAAsB;AAAA,EAC1B,YAAY,UAAU;AACpB,UAAM,UAAU,IAAI,mBAAmB,IAAI,GAAG,GAAG,IAAI,GAAG,CAAC;AAEzD,UAAM,SAAS,IAAI,MAAO;AAE1B,UAAM,UAAU,IAAI,aAAc;AAElC,UAAM,UAAU,EAAE,WAAW,cAAc,WAAW,eAAe,QAAQ,WAAY;AAEzF,UAAM,iBAAiB,IAAI,kBAAkB,KAAK,KAAK,OAAO;AAC9D,UAAM,iBAAiB,IAAI,kBAAkB,KAAK,KAAK,OAAO;AAE9D,UAAM,YAAY,IAAI,eAAe;AAAA,MACnC,UAAU;AAAA,QACR,SAAS,EAAE,OAAO,eAAe,QAAS;AAAA,QAC1C,UAAU,EAAE,OAAO,eAAe,QAAS;AAAA,MAC5C;AAAA,MAED,cAAc;AAAA,QACZ;AAAA,QAEA;AAAA,QAEA;AAAA,QACA;AAAA,QAEA;AAAA,MACR,EAAQ,KAAK,IAAI;AAAA,MAEX,gBAAgB;AAAA,QACd;AAAA,QACA;AAAA,QACA;AAAA,QAEA;AAAA,QAEA;AAAA,QAEA;AAAA,QAEA;AAAA,QAEA;AAAA,QAEA;AAAA,QAEA;AAAA,QAEA;AAAA,QACA,cAAc,WAAW,MAAM,wBAAwB;AAAA,QAEvD;AAAA,MACR,EAAQ,KAAK,IAAI;AAAA,IACjB,CAAK;AAED,UAAM,OAAO,IAAI,KAAK,IAAI,cAAc,GAAG,CAAC,GAAG,SAAS;AACxD,WAAO,IAAI,IAAI;AAEf,SAAK,UAAU,SAAU,OAAO,QAAQ;AACtC,eAAS,QAAQ,OAAO,MAAM;AAE9B,YAAM,aAAa,SAAS,cAAe;AAE3C,qBAAe,QAAQ,QAAQ,YAAY,SAAS,UAAU;AAC9D,qBAAe,QAAQ,QAAQ,YAAY,SAAS,UAAU;AAAA,IAC/D;AAED,SAAK,SAAS,SAAU,OAAO,QAAQ;AACrC,UAAI,MAAM,0BAA0B;AAAM,cAAM,kBAAmB;AAEnE,UAAI,OAAO,WAAW,QAAQ,OAAO,0BAA0B;AAAM,eAAO,kBAAmB;AAE/F,cAAQ,OAAO,MAAM;AAErB,eAAS,gBAAgB,cAAc;AACvC,eAAS,MAAO;AAChB,eAAS,OAAO,OAAO,QAAQ,OAAO;AAEtC,eAAS,gBAAgB,cAAc;AACvC,eAAS,MAAO;AAChB,eAAS,OAAO,OAAO,QAAQ,OAAO;AAEtC,eAAS,gBAAgB,IAAI;AAC7B,eAAS,OAAO,QAAQ,OAAO;AAAA,IAChC;AAAA,EACF;AACH;"}
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builder = new dracoEncoder.MeshBuilder();
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dracoObject = new dracoEncoder.Mesh();
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const vertices = geometry.getAttribute("position");
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builder.AddFloatAttributeToMesh(
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builder.AddFacesToMesh(dracoObject, faces.count / 3, faces.array);
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const faces2 = new (vertices.count > 65535 ? Uint32Array : Uint16Array)(vertices.count);
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builder.AddFacesToMesh(dracoObject, vertices.count, faces2);
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const DRACOExporter = /* @__PURE__ */ (() => {
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const _DRACOExporter = class {
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parse(object, options = {
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decodeSpeed: 5,
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encodeSpeed: 5,
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encoderMethod: _DRACOExporter.MESH_EDGEBREAKER_ENCODING,
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quantization: [16, 8, 8, 8, 8],
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exportUvs: true,
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exportNormals: true,
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exportColor: false
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}) {
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const geometry = object.geometry;
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const dracoEncoder = DracoEncoderModule();
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const encoder = new dracoEncoder.Encoder();
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let builder;
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"THREE.DRACOExporter.parse(geometry, options): geometry is not a THREE.BufferGeometry instance."
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builder = new dracoEncoder.MeshBuilder();
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dracoObject = new dracoEncoder.Mesh();
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const vertices = geometry.getAttribute("position");
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builder.AddFloatAttributeToMesh(
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dracoObject,
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builder.AddFacesToMesh(dracoObject, faces.count / 3, faces.array);
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const faces2 = new (vertices.count > 65535 ? Uint32Array : Uint16Array)(vertices.count);
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faces2[i] = i;
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builder.AddFacesToMesh(dracoObject, vertices.count, faces2);
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builder.AddFloatAttributeToMesh(dracoObject, dracoEncoder.TEX_COORD, uvs.count, uvs.itemSize, uvs.array);
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);
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const vertices = geometry.getAttribute("position");
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builder.AddFloatAttribute(dracoObject, dracoEncoder.POSITION, vertices.count, vertices.itemSize, vertices.array);
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builder.AddFloatAttribute(dracoObject, dracoEncoder.COLOR, colors.count, colors.itemSize, colors.array);
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}
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}
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} else {
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throw new Error("DRACOExporter: Unsupported object type.");
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encoder.SetAttributeQuantization(i, options.quantization[i]);
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const encodedData = new dracoEncoder.DracoInt8Array();
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const encodeSpeed = options.encodeSpeed !== void 0 ? options.encodeSpeed : 5;
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const decodeSpeed = options.decodeSpeed !== void 0 ? options.decodeSpeed : 5;
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encoder.SetSpeedOptions(encodeSpeed, decodeSpeed);
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if (options.encoderMethod !== void 0) {
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encoder.SetEncodingMethod(options.encoderMethod);
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}
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for (let i = 0; i < 5; i++) {
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encoder.SetAttributeQuantization(i, options.quantization[i]);
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}
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}
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}
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let length;
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length = encoder.EncodeMeshToDracoBuffer(dracoObject, encodedData);
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} else {
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length = encoder.EncodePointCloudToDracoBuffer(dracoObject, true, encodedData);
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}
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dracoEncoder.destroy(dracoObject);
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if (length === 0) {
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throw new Error("THREE.DRACOExporter: Draco encoding failed.");
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}
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const outputData = new Int8Array(new ArrayBuffer(length));
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for (let i = 0; i < length; i++) {
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outputData[i] = encodedData.GetValue(i);
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}
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dracoEncoder.destroy(encodedData);
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dracoEncoder.destroy(encoder);
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return outputData;
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}
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};
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let DRACOExporter = _DRACOExporter;
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// Encoder methods
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__publicField(DRACOExporter, "MESH_EDGEBREAKER_ENCODING", 1);
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__publicField(DRACOExporter, "MESH_SEQUENTIAL_ENCODING", 0);
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// Geometry type
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__publicField(DRACOExporter, "POINT_CLOUD", 0);
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__publicField(DRACOExporter, "TRIANGULAR_MESH", 1);
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// Attribute type
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__publicField(DRACOExporter, "INVALID", -1);
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__publicField(DRACOExporter, "POSITION", 0);
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__publicField(DRACOExporter, "NORMAL", 1);
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__publicField(DRACOExporter, "COLOR", 2);
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__publicField(DRACOExporter, "TEX_COORD", 3);
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__publicField(DRACOExporter, "GENERIC", 4);
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};
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let DRACOExporter2 = _DRACOExporter;
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// Encoder methods
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__publicField(DRACOExporter2, "MESH_EDGEBREAKER_ENCODING", 1);
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__publicField(DRACOExporter2, "MESH_SEQUENTIAL_ENCODING", 0);
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// Geometry type
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__publicField(DRACOExporter2, "POINT_CLOUD", 0);
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__publicField(DRACOExporter2, "TRIANGULAR_MESH", 1);
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// Attribute type
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__publicField(DRACOExporter2, "INVALID", -1);
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__publicField(DRACOExporter2, "POSITION", 0);
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__publicField(DRACOExporter2, "NORMAL", 1);
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__publicField(DRACOExporter2, "COLOR", 2);
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__publicField(DRACOExporter2, "TEX_COORD", 3);
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__publicField(DRACOExporter2, "GENERIC", 4);
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return DRACOExporter2;
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})();
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exports.DRACOExporter = DRACOExporter;
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//# sourceMappingURL=DRACOExporter.cjs.map
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{"version":3,"file":"DRACOExporter.cjs","sources":["../../src/exporters/DRACOExporter.ts"],"sourcesContent":["import type { EncoderModule } from 'draco3d'\nimport { BufferGeometry, Mesh, Points } from 'three'\n\n/**\n * Export draco compressed files from threejs geometry objects.\n *\n * Draco files are compressed and usually are smaller than conventional 3D file formats.\n *\n * The exporter receives a options object containing\n * - decodeSpeed, indicates how to tune the encoder regarding decode speed (0 gives better speed but worst quality)\n * - encodeSpeed, indicates how to tune the encoder parameters (0 gives better speed but worst quality)\n * - encoderMethod\n * - quantization, indicates the presision of each type of data stored in the draco file in the order (POSITION, NORMAL, COLOR, TEX_COORD, GENERIC)\n * - exportUvs\n * - exportNormals\n */\n\ndeclare const DracoEncoderModule: () => EncoderModule\n\nclass DRACOExporter {\n // Encoder methods\n\n public static MESH_EDGEBREAKER_ENCODING = 1\n public static MESH_SEQUENTIAL_ENCODING = 0\n\n // Geometry type\n\n public static POINT_CLOUD = 0\n public static TRIANGULAR_MESH = 1\n\n // Attribute type\n public static INVALID = -1\n public static POSITION = 0\n public static NORMAL = 1\n public static COLOR = 2\n public static TEX_COORD = 3\n public static GENERIC = 4\n\n public parse(\n object: Mesh | Points,\n options = {\n decodeSpeed: 5,\n encodeSpeed: 5,\n encoderMethod: DRACOExporter.MESH_EDGEBREAKER_ENCODING,\n quantization: [16, 8, 8, 8, 8],\n exportUvs: true,\n exportNormals: true,\n exportColor: false,\n },\n ): Int8Array {\n if (object instanceof BufferGeometry && object.isBufferGeometry) {\n throw new Error('DRACOExporter: The first parameter of parse() is now an instance of Mesh or Points.')\n }\n\n if (DracoEncoderModule === undefined) {\n throw new Error('THREE.DRACOExporter: required the draco_encoder to work.')\n }\n\n const geometry = object.geometry\n\n const dracoEncoder = DracoEncoderModule()\n const encoder = new dracoEncoder.Encoder()\n let builder\n let dracoObject\n\n if (!geometry.isBufferGeometry) {\n throw new Error('THREE.DRACOExporter.parse(geometry, options): geometry is not a THREE.BufferGeometry instance.')\n }\n\n if (object instanceof Mesh && object.isMesh) {\n builder = new dracoEncoder.MeshBuilder()\n dracoObject = new dracoEncoder.Mesh()\n\n const vertices = geometry.getAttribute('position')\n // @ts-ignore\n builder.AddFloatAttributeToMesh(\n dracoObject,\n dracoEncoder.POSITION,\n vertices.count,\n vertices.itemSize,\n vertices.array,\n )\n\n const faces = geometry.getIndex()\n\n if (faces !== null) {\n builder.AddFacesToMesh(dracoObject, faces.count / 3, faces.array as Uint16Array | Uint32Array)\n } else {\n const faces = new (vertices.count > 65535 ? Uint32Array : Uint16Array)(vertices.count)\n\n for (let i = 0; i < faces.length; i++) {\n faces[i] = i\n }\n\n builder.AddFacesToMesh(dracoObject, vertices.count, faces)\n }\n\n if (options.exportNormals) {\n const normals = geometry.getAttribute('normal')\n\n if (normals !== undefined) {\n // @ts-ignore\n builder.AddFloatAttributeToMesh(\n dracoObject,\n dracoEncoder.NORMAL,\n normals.count,\n normals.itemSize,\n normals.array,\n )\n }\n }\n\n if (options.exportUvs) {\n const uvs = geometry.getAttribute('uv')\n\n if (uvs !== undefined) {\n // @ts-ignore\n builder.AddFloatAttributeToMesh(dracoObject, dracoEncoder.TEX_COORD, uvs.count, uvs.itemSize, uvs.array)\n }\n }\n\n if (options.exportColor) {\n const colors = geometry.getAttribute('color')\n\n if (colors !== undefined) {\n // @ts-ignore\n builder.AddFloatAttributeToMesh(dracoObject, dracoEncoder.COLOR, colors.count, colors.itemSize, colors.array)\n }\n }\n } else if (object instanceof Points && object.isPoints) {\n // @ts-ignore\n builder = new dracoEncoder.PointCloudBuilder()\n // @ts-ignore\n dracoObject = new dracoEncoder.PointCloud()\n\n const vertices = geometry.getAttribute('position')\n builder.AddFloatAttribute(dracoObject, dracoEncoder.POSITION, vertices.count, vertices.itemSize, vertices.array)\n\n if (options.exportColor) {\n const colors = geometry.getAttribute('color')\n\n if (colors !== undefined) {\n builder.AddFloatAttribute(dracoObject, dracoEncoder.COLOR, colors.count, colors.itemSize, colors.array)\n }\n }\n } else {\n throw new Error('DRACOExporter: Unsupported object type.')\n }\n\n //Compress using draco encoder\n\n const encodedData = new dracoEncoder.DracoInt8Array()\n\n //Sets the desired encoding and decoding speed for the given options from 0 (slowest speed, but the best compression) to 10 (fastest, but the worst compression).\n\n const encodeSpeed = options.encodeSpeed !== undefined ? 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{"version":3,"file":"DRACOExporter.cjs","sources":["../../src/exporters/DRACOExporter.js"],"sourcesContent":["import { BufferGeometry, Mesh, Points } from 'three'\n\n/**\n * Export draco compressed files from threejs geometry objects.\n *\n * Draco files are compressed and usually are smaller than conventional 3D file formats.\n *\n * The exporter receives a options object containing\n * - decodeSpeed, indicates how to tune the encoder regarding decode speed (0 gives better speed but worst quality)\n * - encodeSpeed, indicates how to tune the encoder parameters (0 gives better speed but worst quality)\n * - encoderMethod\n * - quantization, indicates the presision of each type of data stored in the draco file in the order (POSITION, NORMAL, COLOR, TEX_COORD, GENERIC)\n * - exportUvs\n * - exportNormals\n */\n\nconst DRACOExporter = /* @__PURE__ */ (() => {\n class DRACOExporter {\n // Encoder methods\n\n static MESH_EDGEBREAKER_ENCODING = 1\n static MESH_SEQUENTIAL_ENCODING = 0\n\n // Geometry type\n\n static POINT_CLOUD = 0\n static TRIANGULAR_MESH = 1\n\n // Attribute type\n static INVALID = -1\n static POSITION = 0\n static NORMAL = 1\n static COLOR = 2\n static TEX_COORD = 3\n static GENERIC = 4\n\n parse(\n object,\n options = {\n decodeSpeed: 5,\n encodeSpeed: 5,\n encoderMethod: DRACOExporter.MESH_EDGEBREAKER_ENCODING,\n quantization: [16, 8, 8, 8, 8],\n exportUvs: true,\n exportNormals: true,\n exportColor: false,\n },\n ) {\n if (object instanceof BufferGeometry && object.isBufferGeometry) {\n throw new Error('DRACOExporter: The first parameter of parse() is now an instance of Mesh or Points.')\n }\n\n if (DracoEncoderModule === undefined) {\n throw new Error('THREE.DRACOExporter: required the draco_encoder to work.')\n }\n\n const geometry = object.geometry\n\n const dracoEncoder = DracoEncoderModule()\n const encoder = new dracoEncoder.Encoder()\n let builder\n let dracoObject\n\n if (!geometry.isBufferGeometry) {\n throw new Error(\n 'THREE.DRACOExporter.parse(geometry, options): geometry is not a THREE.BufferGeometry instance.',\n )\n }\n\n if (object instanceof Mesh && object.isMesh) {\n builder = new dracoEncoder.MeshBuilder()\n dracoObject = new dracoEncoder.Mesh()\n\n const vertices = geometry.getAttribute('position')\n // @ts-ignore\n builder.AddFloatAttributeToMesh(\n dracoObject,\n dracoEncoder.POSITION,\n vertices.count,\n vertices.itemSize,\n vertices.array,\n )\n\n const faces = geometry.getIndex()\n\n if (faces !== null) {\n builder.AddFacesToMesh(dracoObject, faces.count / 3, faces.array)\n } else {\n const faces = new (vertices.count > 65535 ? 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7
|
-
|
8
|
-
|
9
|
-
|
10
|
-
|
11
|
-
|
12
|
-
|
13
|
-
|
14
|
-
|
15
|
-
|
16
|
-
|
17
|
-
|
18
|
-
|
19
|
-
|
20
|
-
|
21
|
-
|
4
|
+
// Encoder methods
|
5
|
+
|
6
|
+
public static MESH_EDGEBREAKER_ENCODING: number
|
7
|
+
public static MESH_SEQUENTIAL_ENCODING: number
|
8
|
+
|
9
|
+
// Geometry type
|
10
|
+
|
11
|
+
public static POINT_CLOUD: number
|
12
|
+
public static TRIANGULAR_MESH: number
|
13
|
+
|
14
|
+
// Attribute type
|
15
|
+
public static INVALID: number
|
16
|
+
public static POSITION: number
|
17
|
+
public static NORMAL: number
|
18
|
+
public static COLOR: number
|
19
|
+
public static TEX_COORD: number
|
20
|
+
public static GENERIC: number
|
21
|
+
|
22
|
+
public parse(
|
23
|
+
object: THREE.Mesh | THREE.Points,
|
24
|
+
options?: {
|
25
|
+
decodeSpeed?: number
|
26
|
+
encodeSpeed?: number
|
27
|
+
encoderMethod?: number
|
28
|
+
quantization?: [number, number, number, number, number]
|
29
|
+
exportUvs?: boolean
|
30
|
+
exportNormals?: boolean
|
31
|
+
exportColor?: boolean
|
32
|
+
},
|
33
|
+
): Int8Array
|
22
34
|
}
|
23
|
-
|
35
|
+
|
36
|
+
export { DRACOExporter }
|